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GFF - Blood Brothers 3.3.1

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0% found this document useful (0 votes)
36 views4 pages

GFF - Blood Brothers 3.3.1

Uploaded by

Ruben Montenegro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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GFF - BLOOD BROTHERS V3.3.

BACKGROUND STORY

Following the genetic innovations of the Founder, the Battle Brothers were
soon deployed to maintain unity and peace over Earth and its nearby
colonies. Early space travel had proven an expensive and difficult process,
and as a result, Battle Brothers were assigned to each colony as a permanent
garrison. These garrisons were formed into the first Detachments, serving as
their world’s first line of defence against insurgency and civil conflict.

Detachments rapidly adapted to combat on their respective worlds,


developing unique tactics, equipment and roles to excel in localized
conflicts. By the time that the first wave of recruits had been fully trained,
most Detachments had already developed their own unique culture, skills
and traditions, which set them apart from the original Battle Brothers. Many
Detachments became symbols of stability and cultural identity on their
respective home worlds, gathering respect and political influence as their
reputation grew.
INTRO
At the height of the Detachments’ influence, the Founder revealed his vision
Battle Brother Detachments are elite battle companies of superhuman
of a united and uplifted humanity, capable of thriving throughout the galaxy
warriors with highly specialized training and tactics. Stranded in the Sirius
with the use of advanced gene-mods. In order to overcome political
Sector, the Detachments settled a number of worlds which they have obstacles to his vision, the Founder led a daring coup to seize control of
adapted to their unique needs.
humanity’s colonies. Detachments moved quickly, with some declaring their
loyalty to the Founder while others opposed him. This division sparked a
The Detachments changed over time as well, becoming more distinct and long and destructive civil war which soon engulfed all of humanity.
developing their own ideas of how best to serve their Founder. Now,
Detachments struggle to maintain a sense of unity and purpose as they On Earth, the fighting was particularly fierce and some feared that it might
become more distinct.
leave the world uninhabitable. A portion of humanity chose to flee the
situation, commandeering one of the Founder’s fleets. The Founder drew a
ABOUT OPR number of Detachments from the front lines to pursue these refugees, but a
massive wormhole left both fleets stranded in the Sirius Sector.
OPR (www.onepagerules.com) is the home of many free games which are
designed to be fast to learn and easy to play.
The Battle Brothers moved quickly to establish themselves in the Sirius
Sector, with each remaining detachment tasked with gathering their
This project was made by gamers for gamers and it can only exist thanks to surviving members and settling on a world in order to best achieve the
the support of our awesome community. Founder’s vision. Their time in Sirius has given the detachments time to
further specialize and hone their skills, building upon their predecessors in
If you want to help us in making more awesome content, you can support us new ways. This has fostered a strong sense of independence and even rivalry
on www.patreon.com/onepagerules among a number of detachments, united only by their loyalty to the original
Founder and his successors, the Conduits.
Thank you for playing!
How will your detachment adapt to the Sirius Sector?

Created by: Gaetano Ferrara

1
GFF - BLOOD BROTHERS V3.3.1

Name [size] Qua Def Equipment Special Rules Cost


Blood Master Brother [1] 3+ 3+ Master Heavy Pistol (12", A2, AP(1)), CCW (A2) Fearless, Furious, Hero, Tough(3) 65pts
Blood Elite Pathfinder [1] 4+ 4+ Master Heavy Pistol (12", A2, AP(1)), CCW (A2) Fearless, Furious, Hero, Strider, Tough(3) 50pts
Blood Pathfinder [1] 4+ 4+ Heavy Rifle (24", A1, AP(1)), CCW (A1) Fearless, Furious, Strider 25pts
Blood Battle Brother [1] 3+ 3+ Heavy Rifle (24", A1, AP(1)), CCW (A1) Fearless, Furious 30pts
Blood Assault Brother [1] 3+ 3+ Heavy Pistol (12", A1, AP(1)), Heavy CCW (A2, AP(1)) Fearless, Furious 35pts
Blood Death Brother [1] 3+ 3+ Heavy Rifle (24", A1, AP(1)), CCW (A1) Fearless, Furious, Regeneration 35pts
Blood Guard Brother [1] 3+ 3+ Assault Pistol (12", A2), Heavy CCW (A2, AP(1)) Ambush, Fearless, Flying, Furious 40pts
Blood Support Brother [1] 3+ 3+ Heavy Flamer (12", A1, AP(1), Blast(3), Reliable), CCW (A1) Fearless, Furious, Relentless 45pts
Blood Destroyer [1] 3+ 3+ Dual Energy Claws (A4, Rending) Ambush, Fearless, Furious, Tough(3) 75pts
Blood Pathfinder Biker [1] 4+ 4+ Grenade Launcher (24", A1, Blast(3)), Fast, Fearless, Furious, Scout, Tough(3) 75pts
Heavy Pistol (12", A1, AP(1)), CCW (A2)
Blood Brother Biker [1] 3+ 3+ Twin Heavy Rifle (24", A2, AP(1)), Heavy Pistol (12", A1, AP(1)), Fast, Fearless, Furious, Tough(3) 95pts
CCW (A2)

SPECIAL RULES
Advanced Tactics: Once per activation, before
attacking, pick up to 3 other friendly units within
12”, which may move by up to 6".
Holy Chalice: This model and up to 3 friendly units
that are within 12” at the beginning of the round
get +1 to hit in melee, and Regeneration. This effect
lasts until the end of the round.
Medical Training: This model and up to 3 friendly
units that are within 12” at the beginning of the
round get Regeneration. This effect lasts until the
end of the round.
Repair: Once per this model's activation, before
attacking, if within 2” of a model with Tough, roll
one die. On a 2+ you may remove D3 wounds from
that model.
Shield Wall: This model gets +1 to defense rolls
against hits that are not from spells.
Veteran Infantry: Gets +1 to hit in melee and
shooting.
War Chant: This model and up to 3 friendly units
that are within 12” at the beginning of the round
get Furious. If they already had Furious, they get
extra hits from Furious on unmodified rolls of 5-6
instead. This effect lasts until the end of the round.

BLOOD BROTHERS ARMY

SPELLS
Fear (1): Target 2 enemy units within 18" get -2"
next time they Advance, or -4" next time they
Charge/Rush.
Lance (1): Target enemy model within 9" takes 1 hit
with AP(1).
Blood Curse (2): Target 2 enemy units within 18"
take 1 hit each.
Quickness (2): Target 4 friendly units within 12" get
AP(+2) next time they charge.
Break Shields (3): Target 4 enemy units within 12"
get -2 to defense rolls next time they take hits.
Rage Burst (3): Target enemy unit within 6" takes 3
hits with AP(2).

2
GFF - BLOOD BROTHERS V3.3.1

Blood Master Brother [1] - 65 pts Blood Pathfinder [1] - 25 pts


Quality 3+ Defense 3+ Quality 4+ Defense 4+
Master Heavy Pistol (12", A2, AP(1)) Heavy Rifle (24", A1, AP(1))
CCW (A2) CCW (A1)
Fearless, Furious, Hero, Tough(3) Fearless, Furious, Strider
Replace Master Heavy Pistol and CCW: Replace Heavy Rifles and CCW:
+5pts Dual Energy Claws (A4, Rending) free Heavy Pistol (12", A1, AP(1)), CCW (A2)
+5pts Heavy Chainsaw Sword (A4, AP(1)) Replace any Heavy Rifle:
Replace Master Heavy Pistol: free Shotgun (12", A2, AP(1))
-5pts Flamer Pistol (6", A1, Blast(3), Reliable) +15pts Sniper Rifle (30", A1, AP(1), Reliable)
+5pts Fusion Pistol (6", A1, AP(4), Deadly(3)) Replace Heavy Rifle:
+5pts Master Gravity Pistol (9", A3, Rending) +5pts Plasma Rifle (24", A1, AP(4))
+10pts Heavy Rifle (24", A1, AP(1)), +5pts Gravity Rifle (18", A2, Rending)
Flamer-Mod (6", A1, Blast(3), Reliable) +10pts Flamer (12", A1, Blast(3), Reliable)
+10pts Master Plasma Pistol (12", A2, AP(4)) +25pts Heavy Machinegun (30", A3, AP(1))
+15pts Master Heavy Rifle (24", A2, AP(1)) +40pts Missile Launcher
+45pts Master Storm Rifle (24", A4, AP(1)) (30", A1, AP(2), Deadly(3), Lock-On)
Replace Flamer-Mod: Upgrade with any:
+5pts Fusion-Mod (6", A1, AP(4), Deadly(3)) +5pts Camo Cloaks (Stealth)
+5pts Gravity-Mod (9", A2, Rending) +5pts Forward Sentries (Scout)
+5pts Plasma-Mod (12", A1, AP(4)) Replace Heavy Rifle and CCW:
Replace CCW: free Sgt. Heavy Pistol (12", A1, AP(1)),
+5pts Energy Hammer (A1, Blast(3)) Sgt. Hand Weapon (A2)
+10pts Energy Sword (A2, AP(1), Rending) Replace Sgt. Heavy Pistol:
+15pts Chain-Fist (A1, AP(2), Deadly(3)) +5pts Gravity Pistol (9", A2, Rending)
+15pts Energy Fist (A2, AP(4)) +5pts Plasma Pistol (12", A1, AP(4))
Upgrade with one: Replace Sgt. Hand Weapon:
+15pts Jetpack (Ambush, Flying) +5pts Energy Sword (A2, AP(1), Rending)
+85pts Combat Bike (Fast, Tough(3), +10pts Energy Fist (A2, AP(4))
Twin Heavy Rifle (24", A2, AP(1)))
Upgrade with: Blood Battle Brother [1] - 30 pts
+15pts Veteran Infantry Quality 3+ Defense 3+
Upgrade with one: Heavy Rifle (24", A1, AP(1))
+5pts Preacher (War Chant) CCW (A1)
+20pts Archivist (Caster(2)) Fearless, Furious
+25pts Captain (Advanced Tactics) Replace Heavy Rifle and CCW:
+30pts Blood Priest (Holy Chalice) free Sgt. Heavy Pistol (12", A1, AP(1)),
+30pts Master Archivist (Caster(3)) Sgt. Hand Weapon (A2)
+35pts Engineer (Repair) Replace Sgt. Heavy Pistol:
+5pts Gravity Pistol (9", A2, Rending)
Blood Elite Pathfinder [1] - 50 pts +5pts Plasma Pistol (12", A1, AP(4))
Quality 4+ Defense 4+ Replace Sgt. Hand Weapon:
Master Heavy Pistol (12", A2, AP(1)) +10pts Energy Sword (A2, AP(1), Rending)
CCW (A2) +15pts Energy Fist (A2, AP(4))
Fearless, Furious, Hero, Strider, Tough(3) Upgrade with:
Replace Master Heavy Pistol and CCW: +10pts Veteran Infantry
+5pts Dual Energy Claws (A4, Rending) Upgrade with one:
+5pts Heavy Chainsaw Sword (A4, AP(1)) +10pts Banner
Replace Master Heavy Pistol: +15pts Medical Training
free Flamer Pistol (6", A1, Blast(3), Reliable) Replace Heavy Rifle:
+5pts Fusion Pistol (6", A1, AP(4), Deadly(3)) +5pts Flamer (12", A1, Blast(3), Reliable)
+5pts Master Gravity Pistol (9", A3, Rending) +10pts Gravity Rifle (18", A2, Rending)
+10pts Heavy Rifle (24", A1, AP(1)), +10pts Plasma Rifle (24", A1, AP(4))
Flamer-Mod (6", A1, Blast(3), Reliable) +15pts Fusion Rifle (12", A1, AP(4), Deadly(3))
+5pts Master Plasma Pistol (12", A2, AP(4)) +15pts Heavy Flamer
+10pts Master Heavy Rifle (24", A2, AP(1)) (12", A1, AP(1), Blast(3), Reliable)
+35pts Master Storm Rifle (24", A4, AP(1)) +30pts Heavy Fusion Rifle
Replace Flamer-Mod: (18", A1, AP(4), Deadly(3))
+5pts Fusion-Mod (6", A1, AP(4), Deadly(3)) +35pts Heavy Machinegun (30", A3, AP(1))
free Gravity-Mod (9", A2, Rending) +45pts Gravity Cannon (24", A4, Rending)
free Plasma-Mod (12", A1, AP(4)) +55pts Missile Launcher
Replace CCW: (30", A1, AP(2), Deadly(3), Lock-On)
+5pts Energy Hammer (A1, Blast(3)) +55pts Laser Cannon (36", A1, AP(3), Deadly(3))
+5pts Energy Sword (A2, AP(1), Rending) +55pts Plasma Cannon (30", A1, AP(4), Blast(3))
+10pts Chain-Fist (A1, AP(2), Deadly(3))
+10pts Energy Fist (A2, AP(4))
Upgrade with one:
+5pts Preacher (War Chant)
+20pts Archivist (Caster(2))
+25pts Captain (Advanced Tactics)
+30pts Blood Priest (Holy Chalice)
+30pts Master Archivist (Caster(3))
+35pts Engineer (Repair)
Replace Master Heavy Pistol:
+40pts Master Sniper Rifle
(30", A2, AP(1), Reliable)
Upgrade with any:
+5pts Forward Sentry (Scout)
+10pts Camo Cloak (Stealth)

3
GFF - BLOOD BROTHERS V3.3.1

Blood Assault Brother [1] - 35 pts Blood Support Brother [1] - 45 pts
Quality 3+ Defense 3+ Quality 3+ Defense 3+
Heavy Pistol (12", A1, AP(1)) Heavy Flamer (12", A1, AP(1), Blast(3), Reliable)
Heavy CCW (A2, AP(1)) CCW (A1)
Fearless, Furious Fearless, Furious, Relentless
Upgrade with any: Replace any Heavy Flamer:
+5pts Jetpacks (Ambush, Flying) +20pts Heavy Fusion Rifle
+10pts Veteran Infantry (18", A1, AP(4), Deadly(3))
Replace any Heavy Pistol: +25pts Heavy Machinegun (30", A3, AP(1))
+5pts Plasma Pistol (12", A1, AP(4)) +35pts Gravity Cannon (24", A4, Rending)
Replace Heavy Pistol: +45pts Missile Launcher
+15pts Flamer (12", A1, Blast(3), Reliable) (30", A1, AP(2), Deadly(3), Lock-On)
Replace Heavy Pistol and Heavy CCW: +45pts Plasma Cannon (30", A1, AP(4), Blast(3))
free Heavy Pistol (12", A1, AP(1)), +45pts Laser Cannon (36", A1, AP(3), Deadly(3))
Energy Hammer (A1, Blast(3))
+5pts Heavy Pistol (12", A1, AP(1)), Blood Destroyer [1] - 75 pts
Energy Sword (A2, AP(1), Rending) Quality 3+ Defense 3+
+10pts Heavy Chainsaw Sword (A4, AP(1)) Dual Energy Claws (A4, Rending)
+10pts Heavy Pistol (12", A1, AP(1)), Ambush, Fearless, Furious, Tough(3)
Energy Fist (A2, AP(4)) Replace Dual Energy Claws:
Replace Heavy Pistol and Heavy CCW: -5pts Combat Shield (Shield Wall), CCW (A3)
free Sgt. Heavy Pistol (12", A1, AP(1)), +20pts Storm Rifle (24", A3, AP(1)), CCW (A1)
Sgt. Heavy Hand Weapon (A2, AP(1)) Replace Storm Rifle:
Replace Sgt. Heavy Pistol: -15pts Heavy Flamer
+5pts Gravity Pistol (9", A2, Rending) (12", A1, AP(1), Blast(3), Reliable)
+5pts Plasma Pistol (12", A1, AP(4)) +15pts Minigun (24", A4, AP(1))
Replace Sgt. Heavy Hand Weapon: +60pts Storm Rifle (24", A3, AP(1)),
+5pts Energy Sword (A2, AP(1), Rending) Cyclone Missiles
+10pts Energy Fist (A2, AP(4)) (24", A1, AP(2), Deadly(3), Lock-On)
Replace any CCW:
Blood Death Brother [1] - 35 pts -5pts Energy Hammer (A1, Blast(3))
Quality 3+ Defense 3+ +10pts Chain-Fist (A1, AP(2), Deadly(3))
Heavy Rifle (24", A1, AP(1)) +15pts Energy Sword (A3, AP(1), Rending)
CCW (A1) +25pts Energy Fist (A3, AP(4))
Fearless, Furious, Regeneration
Replace Heavy Rifles and CCW: Blood Pathfinder Biker [1] - 75 pts
+5pts Heavy Pistol (12", A1, AP(1)), Quality 4+ Defense 4+
Heavy CCW (A2, AP(1)) Grenade Launcher (24", A1, Blast(3))
Replace any Heavy Pistol: Heavy Pistol (12", A1, AP(1))
+5pts Gravity Pistol (9", A2, Rending) CCW (A2)
+5pts Plasma Pistol (12", A1, AP(4)) Fast, Fearless, Furious, Scout, Tough(3)
Replace Heavy Pistol: Replace any Grenade Launcher:
+5pts Flamer Pistol (6", A1, Blast(3), Reliable) +5pts Twin Heavy Rifle (24", A2, AP(1))
+10pts Fusion Pistol (6", A1, AP(4), Deadly(3)) Replace Heavy Pistols and CCW:
Replace any Heavy CCW: +5pts Heavy Rifle (24", A1, AP(1)), CCW (A1)
+5pts Energy Sword (A2, AP(1), Rending) Replace Heavy Pistol and CCW:
+10pts Energy Fist (A2, AP(4)) free Sgt. Heavy Pistol (12", A1, AP(1)),
Replace Heavy CCW: Sgt. Hand Weapon (A2)
free Energy Hammer (A1, Blast(3)) Replace Sgt. Heavy Pistol:
Upgrade with: +5pts Gravity Pistol (9", A2, Rending)
+5pts Jetpacks (Ambush, Flying) +5pts Plasma Pistol (12", A1, AP(4))
Replace Sgt. Hand Weapon:
Blood Guard Brother [1] - 40 pts +5pts Energy Sword (A2, AP(1), Rending)
Quality 3+ Defense 3+ +10pts Energy Fist (A2, AP(4))
Assault Pistol (12", A2)
Heavy CCW (A2, AP(1)) Blood Brother Biker [1] - 95 pts
Ambush, Fearless, Flying, Furious Quality 3+ Defense 3+
Replace any Assault Pistol: Twin Heavy Rifle (24", A2, AP(1))
+5pts Plasma Pistol (12", A1, AP(4)) Heavy Pistol (12", A1, AP(1))
Replace Assault Pistol: CCW (A2)
+5pts Fusion Pistol (6", A1, AP(4), Deadly(3)) Fast, Fearless, Furious, Tough(3)
Replace any Heavy CCW: Replace Heavy Pistol and CCW:
+5pts Energy Sword (A2, AP(1), Rending) free Sgt. Heavy Pistol (12", A1, AP(1)),
+10pts Energy Fist (A2, AP(4)) Sgt. Hand Weapon (A2)
Upgrade with: Replace Sgt. Heavy Pistol:
+10pts Banner +5pts Gravity Pistol (9", A2, Rending)
+5pts Plasma Pistol (12", A1, AP(4))
Replace Sgt. Hand Weapon:
+10pts Energy Sword (A2, AP(1), Rending)
+15pts Energy Fist (A2, AP(4))
Replace Heavy Pistols and CCW:
+5pts Heavy Rifle (24", A1, AP(1)), CCW (A1)
Replace Heavy Rifle:
+5pts Flamer (12", A1, Blast(3), Reliable)
+10pts Gravity Rifle (18", A2, Rending)
+10pts Plasma Rifle (24", A1, AP(4))
+15pts Fusion Rifle (12", A1, AP(4), Deadly(3))

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