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GF - Knight Brothers v2.

50

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Battle Brother Detachments are battle companies trained on
which are designed to be fast to learn and easy to play. particularly hostile planets to foster special combat traits and
military strategies.
This project was made by gamers for gamers and it can only
exist thanks to the support of our awesome community. Knight Brothers train to be masters of psychic disciplines in
tight-knit groups all their lives and are they able to cast
If you’d like to support the continued development of our games extremely powerful spells.
you can donate on patreon.com/onepagerules.
Thank you for playing!

Gaetano Ferrara
Brandon Gillam
Game Design:

Illustrations:

1
GF - Knight Brothers v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Knight Champion [1] 3+ 3+ Storm Rifle (24”, A3, AP(1)), CCW (A1), Aegis, Combat Master, Fearless, Hero, - 170pts
Relic Blade (A4, AP(1)) Psychic(1), Tough(3)
Knight Master Brother [1] 3+ 3+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Aegis, Fearless, Hero, Tough(3) A, B, C 80pts
Knight Brothers [5] 3+ 3+ Storm Rifles (24”, A3, AP(1)), CCWs (A2) Aegis, Fearless D, E, F, G 305pts
Knight Purgation Brothers [5] 3+ 3+ Psychic Cannons (18”, A2, Blast(3)), CCWs (A2) Aegis, Fearless, Relentless D, F, H 305pts
Knight Destroyers [3] 3+ 3+ Storm Rifles (24”, A3, AP(1)), CCWs (A4) Aegis, Ambush, Fearless, Tough(3) D, E, I 335pts
A Replace one Heavy Rifle and CCW:
Heavy Pistol (12", A1, AP(1)), CCW (A2) free Advanced Tactics: Special Rules
Dual Energy Claws (A4, Rending) +10pts attacking, pick oneOnce per activation, before
friendly unit within 12” of
Heavy Chainsaw Sword (A4, AP(1)) +10pts this model, which may move by up to 6".
Replace one Heavy Pistol:
Combat Shield (Shield Wall) +5pts the Psychic(2) special rule. spells
Aegis: This unit may block as if it had
Plasma Pistol (12”, A1, AP(4)) +5pts then it gets +2 to spell blockIfrolls.
it is a Psychic
Gravity Pistol (12”, A3, Rending) +10pts
Storm Rifle (24”, A3, AP(1)) +30pts Combat
melee,
Master: When the hero fights in
roll one die and apply the bonus: • 1-2:
Replace one CCW:
Energy Hammer (A1, Blast(3)) +10pts Attacks get Poison • 3-4: Attacks get Rending •
Energy Sword (A2, AP(1), Rending) +10pts 5-6: Attacks get AP(+1)
Energy Fist (A2, AP(4)) +15pts Destroyer Medical Training: This model and
Chain-Fist (A1, AP(2), Deadly(3)) +15pts its unit get the Regeneration rule.
Repair: Once per activation, if within 2” of a
Take one Heavy Rifle attachment:
Plasma-Mod (12”, A1, AP(4)) +10pts unit with Tough, roll one die. On a 2+ you may
Fusion-Mod (6", A1, AP(4), Deadly(3)) +15pts repair D3 wounds from the target.
Gravity-Mod (9”, A3, Rending) +15pts Shield Wall: Enemies get -1 to hit when they
Flamer-Mod (6”, A6) +15pts attack units where all models have this rule.
B Upgrade with one: Teleport: Once per activation, before attacking,
Jetpack (Ambush, Flying) +25pts place
Veteran
this model anywhere within 6”.
Infantry: This model gets +1 to its
Destroyer Armor (Ambush, Tough(+3)) +70pts attack rolls
Combat Bike (Fast, Tough(+3), +90pts War Chant: for The
melee and shooting.
hero and its unit get +1 attack
Twin Heavy Rifle (24", A2, AP(1))) in melee when charging.
Upgrade with:
Veteran Infantry +15pts Psychic Spells
C Upgrade with one: Cleanse (4+): Target enemy unit within 12”
Preacher (War Chant) +15pts takes 2 automatic hits with AP(2).
Engineer (Repair) +25pts Ward (4+): Target enemy unit within 12” gets -1
Archivist (Psychic(1)) +35pts toDoom melee rolls next time it fights.
Captain (Advanced Tactics) +55pts takes 1(5+): Target enemy model within 12”
automatic hit with AP(3).
D Upgrade one model with:
Psychic(1) +35pts Warp (5+): Target enemy unit within 12” gets -1
to defense next time it takes hits.
E Replace one Storm Rifle: Purge (6+): Target 2 enemy units within 6” take
Psychic Cannon (18", A2, Blast(3)) -5pts 6Strikeautomatic hits with AP(1) each.
(6+): Target friendly unit within 12” may
Incinerator (12", A6, AP(1)) free immediately shoot.
Psychic Silencer (24", A4, Rending) +10pts
F Replace any CCW:
Energy Halberd (A1, Blast(3)) +5pts
Energy Sword (A2, AP(1), Rending) +5pts
Energy Staff (A2, AP(1), Poison) +10pts
Daemon Slayer Hammer +15pts
(A1, AP(2), Deadly(3))
Dual Energy Falchions (A4, AP(1)) +20pts
G Upgrade all models with one:
Purifiers (Impact(1)) +15pts
Strikers (Ambush) +20pts
Inceptors (Teleport) +20pts
H Replace any Psychic Cannon:
Incinerator (12", A6, AP(1)) +5pts
Psychic Silencer (24", A4, Rending) +15pts
Replace one Incinerator:
Storm Rifle (24", A3, AP(1)) free
I Upgrade one model with one:
Battle Standard (Fear) +20pts
Destroyer Medical Training +70pts
Replace any CCW:
Energy Sword (A4, AP(1), Rending) +10pts
Energy Staff (A4, AP(1), Poison) +15pts
Energy Halberd (A4, Blast(3)) +25pts
Dual Energy Falchions (A8, AP(1)) +25pts
Daemon Slayer Hammer +40pts
(A4, AP(1), Deadly(3))
Upgrade all models with:
Paladins (Impact(3)) +30pts

2
GF - Knight Brothers v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Knight APC [1] 3+ 2+ Storm Rifle (24”, A3, AP(1)) Aegis, Fast, Fearless, Impact(6), A 240pts
Tough(6), Transport(11)
Knight Attack APC [1] 3+ 2+ Twin Heavy Flamethrower (12”, A12, AP(1)) Aegis, Fast, Fearless, Impact(6), A, B 260pts
Tough(6), Transport(6)
Knight Heavy Tank [1] 3+ 2+ Twin Heavy Machinegun (30”, A6, AP(1)), Aegis, Fast, Fearless, Impact(6), A, C 655pts
Twin Flamethrower Cannons (18”, A12, AP(1)) Tough(18), Transport(11)
Knight Attack Walker [1] 3+ 2+ Stomp (A4, AP(1)), 2x Walker Fists (A4, AP(4)) Aegis, Fear, Fearless, Tough(12) D 355pts
Knight Nemesis Walker [1] 3+ 2+ Heavy Psychic Cannons (18”, A2, Blast(3), Aegis, Ambush, Fear, Fearless, E 635pts
AP(1)), Psychic(1), Tough(18)
2x Knight Fists (A4, AP(4)), Stomp (A6, AP(2))
Knight Light Gunship [1] 3+ 2+ Twin Typhoon Missiles (24”, A4, AP(2), Anti-Air), Aegis, Aircraft, Fearless, Tough(6) F 320pts
Twin Minigun (24”, A8, AP(1))
Knight Heavy Gunship [1] 3+ 2+ Storm Missiles (36”, A1, AP(3), Deadly(3)), Aegis, Aircraft, Fearless, Tough(12), G 545pts
Twin Minigun (24”, A8, AP(1)), Transport(11)
Twin Typhoon Missiles (24”, A4, AP(2), Anti-Air)
A Upgrade with any: F Upgrade with one:
Storm Rifle (24”, A3, AP(1)) +35pts Laser Talon (24”, A3, AP(3)) +50pts
Dozer Blade (Strider) +40pts Storm Cannon (30”, A3, AP(2), Anti-Air) +65pts
Hunter Missiles +45pts Replace Twin Typhoon Missiles:
(24”, A1, AP(2), Deadly(3), Anti-Air) Twin Heavy Machinegun +10pts
B Replace Twin Heavy Flamethrower: (30", A6, AP(1))
Twin Heavy Machinegun +15pts Twin
(36”,
Laser Cannon
A2, AP(3), Deadly(3))
+55pts
(30”, A6, AP(1))
Twin Minigun (24”, A8, AP(1)) +25pts Twin Hammer Missiles +85pts
Twin Laser Cannon +60pts (36”, A2, AP(3), Deadly(3), Anti-Air)
(36”, A2, AP(3), Deadly(3)) G Replace Twin Minigun:
Laser Cannon +95pts Twin Plasma Cannon +25pts
(36", A2, AP(3), Deadly(3)), (30”, A2, Blast(3), AP(4))
Twin Plasma Rifle (24", A2, AP(4)) Twin Laser Cannon +40pts
C Replace Twin Flamethrower Cannons: (36”, A2, AP(3), Deadly(3))
Twin Heavy Rifle Arrays +35pts Twin Heavy Replace Twin Typhoon Missiles:
(24", A12, AP(1)) Machinegun +15pts
Quad Laser Cannons (30", A6, AP(1))
+155pts Twin Heavy Fusion Rifle
(36”, A4, AP(3), Deadly(3)) +55pts
Replace Twin Heavy Machinegun: (18", A2, AP(4), Deadly(6))
Twin Minigun (24”, A8, AP(1)) +5pts Rear GrapplesUpgrade with any: +25pts
Upgrade with: Twin Heavy Rifle Arrays +135pts
Heavy Fusion Rifle +65pts (24”, A12, AP(1))
(18", A1, AP(4), Deadly(6))
D Replace one Walker Fist: Special Rules
Missile Array (30”, A4, AP(2), Anti-Air) +55pts Aegis: This unit may block spells as if it had
Twin Autocannon (36”, A6, AP(2)) +95pts the Psychic(2) special rule. If it is a Psychic
then it gets +2 to spell block rolls.
Replace one Walker Fist:
Heavy Fusion Rifle +25pts Rear Grapples: This unit may transport a
single Attack Walker in addition to any other
(18", A1, AP(4), Deadly(6))
Twin Heavy Flamethrower +30pts units that it is transporting.
(12”, A12, AP(1)) Teleport: Once per activation, before attacking,
Heavy Rifle Array (24”, A6, AP(1)) +30pts place this model anywhere within 6”.
Heavy Minigun (24”, A6, AP(2)) +50pts Veteran Walker: This model gets +1 to its
Heavy Plasma Cannon +70pts attack rolls for melee and shooting.
(30”, A1, Blast(6), AP(4)) Psychic Spells
Twin Laser Cannon +90pts Cleanse (4+): Target enemy unit within 12”
(36”, A2, AP(3), Deadly(3)) takes 2 automatic hits with AP(2).
Upgrade any Walker Fist with one:
Fusion Rifle (12", A1, AP(4), Deadly(3)) +25pts Ward (4+): Target enemy unit within 12” gets -1
Heavy Flamethrower (12", A6, AP(1)) +35pts to melee rolls next time it fights.
Storm Rifle (24”, A3, AP(1)) +35pts Doom (5+): Target enemy model within 12”
Upgrade with: takes 1 automatic hit with AP(3).
Veteran Walker +95pts Warp (5+): Target enemy unit within 12” gets -1
E Replace any Heavy Psychic Cannon: to defense next time it takes hits.
Heavy Incinerator (12", A6, AP(2)) +5pts Purge (6+): Target 2 enemy units within 6” take
Gatling Psychic Silencer +40pts 6Strike
automatic hits with AP(1) each.
(6+): Target friendly unit within 12” may
(24", A8, Rending) immediately shoot.
Replace one Knight Fist:
Knight Daemon Slayer Hammer free
(A2, AP(2), Deadly(3))
Knight Great Sword +5pts
(A6, AP(1), Rending)
Upgrade with any:
Dislocator Engine (Teleport) +70pts
Power Shields (Regeneration) +90pts

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