GF - Battle Brothers v2.50
GF - Battle Brothers v2.50
GF - Battle Brothers v2.50
50
Gaetano Ferrara
Brandon Gillam
Game Design:
Illustrations:
1
GF - Battle Brothers v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Master Brother [1] 3+ 3+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Fearless, Hero, Tough(3) A, B, C 55pts
Elite Pathfinder [1] 4+ 4+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Fearless, Hero, Strider, Tough(3) A, C, D 45pts
Pathfinders [5] 4+ 4+ Heavy Rifles (24”, A1, AP(1)), CCWs (A1) Fearless, Strider A, E 115pts
Assault Brothers [5] 3+ 3+ Heavy Pistols (12”, A1, AP(1)), CCWs (A2) Fearless A, F 140pts
Battle Brothers [5] 3+ 3+ Heavy Rifles (24”, A1, AP(1)), CCWs (A1) Fearless A, G 145pts
Support Brothers [5] 3+ 3+ Heavy Flamethrowers (12”, A6, AP(1)), CCWs (A1) Fearless, Relentless H 280pts
Destroyers [3] 3+ 3+ Dual Energy Claws (A6, Rending) Ambush, Fearless, Tough(3) I 255pts
Pathfinder Bikers [3] 4+ 4+ Grenade Launchers (24”, A1, Blast(3)), Fast, Fearless, Scout, Tough(3) A, J 220pts
Heavy Pistols (12”, A1, AP(1)), CCWs (A2)
Brother Bikers [3] 3+ 3+ Twin Heavy Rifles (24”, A2, AP(1)), Fast, Fearless, Tough(3) A, K 270pts
Heavy Pistols (12”, A1, AP(1)), CCWs (A2)
Support Bike [1] 3+ 3+ Twin Heavy Rifle (24”, A2, AP(1)), Fast, Fearless, Tough(6) L 180pts
Heavy Flamethrower (12”, A6, AP(1)),
Heavy Pistol (12”, A1, AP(1)), CCW (A3)
A Replace one Heavy Rifle and CCW: F Upgrade all models with any: J Replace any Grenade Launcher:
Heavy Pistol (12", A1, AP(1)), CCW (A2) free Jetpacks (Ambush, Flying) +40pts Twin Heavy Rifle (24", A2, AP(1)) +5pts
Dual Energy Claws (A4, Rending) +10pts Veteran Infantry +100pts Replace all Heavy Pistols and CCWs:
Heavy Chainsaw Sword (A4, AP(1)) +10pts Replace up to two Heavy Pistols: Heavy Rifles (24", A1, AP(1)), CCWs (A1) +5pts
Replace one Heavy Pistol: Plasma Pistol (12”, A1, AP(4)) +5pts K Replace all Heavy Pistols and CCWs:
Plasma Pistol (12”, A1, AP(4)) +5pts Flamethrower (12”, A6) +15pts Heavy Rifles (24", A1, AP(1)), CCWs (A1) +5pts
Combat Shield (Shield Wall) +10pts Replace one Heavy Pistol and CCW:
Gravity Pistol (12”, A3, Rending) +10pts Heavy Pistol (12", A1, AP(1)), +5pts Plasma Replace up to two Heavy Rifles:
Rifle (24”, A1, AP(4)) +10pts
Storm Rifle (24”, A3, AP(1)) +30pts Energy Hammer (A1, Blast(3))
Replace one CCW: Heavy Pistol (12", A1, AP(1)), +5pts Fusion Rifle (12", A1, AP(4), Deadly(3)) +15pts
Flamethrower (12”, A6) +15pts
Energy Hammer (A1, Blast(3)) +10pts Energy Sword (A2, AP(1), Rending)
Energy Sword (A2, AP(1), Rending) +10pts Heavy Chainsaw Sword (A4, AP(1)) +5pts Gravity Rifle (18”, A3, Rending) +15pts
Chain-Fist (A1, AP(2), Deadly(3)) +15pts Heavy Pistol (12", A1, AP(1)), +10pts L Replace Heavy Flamethrower:
Energy Fist (A2, AP(4)) +15pts Energy Fist (A2, AP(4)) Heavy Machinegun (30”, A3, AP(1)) +10pts
Take one Heavy Rifle attachment: G Upgrade all models with: Heavy Fusion Rifle +30pts
Plasma-Mod (12”, A1, AP(4)) +10pts +100pts (18", A1, AP(4),Replace
Deadly(6))
Fusion-Mod (6", A1, AP(4), Deadly(3)) +15pts Veteran Infantry Upgrade one model with one: Heavy Pistol:
Flamer-Mod (6”, A6) +15pts Battle Standard (Fear) +20pts Heavy Rifle (24", A1, AP(1)) +5pts
Gravity-Mod (9”, A3, Rending) +15pts Medical Training +55pts
B Upgrade with one: Replace one Heavy Rifle: Special Rules
Jetpack (Ambush, Flying) +25pts Plasma Rifle (24", A1, AP(4)) +5pts Advanced Tactics: Once per activation, before
Destroyer Armor (Ambush, Tough(+3)) +70pts Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts attacking, pick one friendly unit within 12” of
Combat Bike (Fast, Tough(+3), +90pts Gravity Rifle (18”, A3, Rending) +10pts this model, which may move by up to 6".
Twin Heavy Rifle (24", A2, AP(1))) Flamethrower (12”, A6) +10pts Medical Training: This model and its unit get
Upgrade with: Heavy Flamethrower (12”,A6,AP(1)) +20pts the Regeneration rule.
Veteran Infantry +20pts Heavy Machinegun (30”, A3, AP(1)) +30pts Repair: Once per activation, if within 2” of a
C Upgrade with one: Gravity Cannon (18”, A6, Rending) +35pts unit with Tough, roll one die. On a 2+ you may
repair D3 wounds from the target.
Preacher (War Chant) Missile Launcher
+15pts (30", A1, AP(2), Deadly(3), Lock-On) +45pts
Archivist (Psychic(1)) +25pts Plasma Cannon Shield Wall: Enemies get -1 to hit when they
Engineer (Repair) +25pts (30”, A1, Blast(3), AP(4)) +45pts attack units where all models have this rule.
Captain (Advanced Tactics) +35pts Heavy Fusion Rifle Veteran Infantry: This model gets +1 to hit rolls
+50pts in melee and shooting.
(18", A1, AP(4), Deadly(6))
D Upgrade with any:
Camo Cloak (Stealth) +5pts Laser Cannon +50pts War Chant: The hero and its unit get +1 attack
in melee when charging.
Forward Sentry (Scout) +10pts (36”, A1, AP(3), Deadly(3)) Psychic Spells
E Replace all Heavy Rifles and CCWs: H Replace any Heavy Flamethrower: Blurred Sight (4+):
Target 2 enemy units within
Heavy Pistols (12", A1, AP(1)), -5pts Heavy Machinegun (30”, A3, AP(1))
Gravity Cannon (18”, A6, Rending)
+10pts 12” get -1 to hit next time they
+15pts Psychic Terror (4+):
Target enemy shoot.
CCWs (A2) Missile Launcher +25pts 6” takes 3 hits with AP(2). unit within
Replace any Heavy Rifle:
Shotgun (12”, A2, AP(1)) free (30", A1, AP(2), Deadly(3), Lock-On)
+30pts Cerebral Trauma (5+):
Target enemy model
Sniper Rifle (30”, A1, AP(1), Sniper) +20pts Plasma (30”, A1,
Cannon
Blast(3), AP(4)) within 12” takes 2 hits with AP(4).
Replace one Heavy Rifle: +35pts Cursed Ground (5+):
Target 2 enemy units
Plasma Rifle (24”, A1, AP(4)) +5pts Heavy Fusion Rifle within 6” get -2" next time they Advance, or -4"
Flamethrower (12”, A6) +10pts (18",
Laser
A1, AP(4), Deadly(6))
Cannon +35pts next time they Charge/Rush.
Gravity Rifle (18”, A3, Rending) +10pts (36”, A1, AP(3), Deadly(3)) Lightning Fog (6+):
Target 2 enemy units within
Heavy Machinegun (30", A3, AP(1)) +20pts 6” take 8 hits each.
Missile Launcher +30pts I Replace all Dual Energy Claws: Time Passage (6+):
Target friendly unit within
(30", A1, AP(2), Deadly(3), Lock-On) Combat Shields (Shield Wall), +5pts 12” gets Impact(1) next time it charges.
Upgrade all models with any:
Camo Cloaks (Stealth) +10pts Energy Hammers (A2, Blast(3))
Forward Sentries (Scout) +15pts Storm RiflesReplace(24", A3, AP(1)), CCWs (A3) +45pts
one Storm Rifle:
Heavy Flamethrower (12”,A6,AP(1)) free
Minigun (24”, A4, AP(1)) +10pts
Replace any CCW:
Energy Sword (A3, AP(1), Rending) +20pts
Energy Fist (A3, AP(4)) +25pts
Chain-Fist (A2, AP(2), Deadly(3)) +35pts
Upgrade one model with:
Cyclone Missiles +45pts
(24", A1, AP(2), Deadly(3), Lock-On)
2
GF - Battle Brothers v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
APC [1] 3+ 2+ Storm Rifle (24”, A3, AP(1)) Fast, Fearless, Impact(6), Tough(6), A 215pts
Transport(11)
Attack APC [1] 3+ 2+ Twin Heavy Flamethrower (12”, A12, AP(1)) Fast, Fearless, Impact(6), Tough(6), A, B 235pts
Transport(6)
Drop Pod [1] 3+ 2+ Death Launcher (18”, A1, Blast(6)) Ambush, Fearless, Immobile, Tough(6), C 145pts
Transport(11)
Battle Tank [1] 3+ 2+ Twin Heavy Machineguns (30”, A6, AP(1)), Fast, Fearless, Impact(6), Tough(12) A, D 480pts
Demolition Cannon (24”, A1, Blast(6), AP(4), Indirect)
Heavy Tank [1] 3+ 2+ Twin Heavy Machinegun (30”, A6, AP(1)), Fast, Fearless, Impact(6), Tough(18), A, E 630pts
Twin Flamethrower Cannons (18”, A12, AP(1)) Transport(11)
Artillery Gun [1] 3+ 2+ Heavy Flak Cannon (30”, A2, AP(3), Deadly(3), Lock- Fearless, Repair, Slow, Tough(6) F 260pts
On),
Engineer Crew (A3, AP(2))
Attack Speeder [1] 3+ 2+ 2x Heavy Flamethrowers (12”, A6, AP(1)) Ambush, Fast, Fearless, Impact(6), Strider, G 255pts
Tough(6)
Heavy Exo-Suit [1] 3+ 2+ Twin Fusion Rifle (12”, A2, AP(4), Deadly(3)), Fear, Fearless, Tough(6) H 185pts
Stomp (A2, AP(1))
Attack Walker [1] 3+ 2+ Stomp (A4, AP(1)), 2x Walker Fists (A4, AP(4)) Fear, Fearless, Tough(12) I 330pts
Light Gunship [1] 3+ 2+ Twin Typhoon Missiles (24”, A4, AP(2), Lock-On), Aircraft, Fearless, Tough(6) J 295pts
Twin Minigun (24”, A8, AP(1))
Heavy Gunship [1] 3+ 2+ Storm Missiles (36”, A1, AP(3), Deadly(3)), Aircraft, Fearless, Tough(12), Transport(11) K 520pts
Twin Minigun (24”, A8, AP(1)),
Twin Typhoon Missiles (24”, A4, AP(2), Lock-On)
A Upgrade with any: G Replace any Heavy Flamethrower: J Upgrade with one:
Storm Rifle (24”, A3, AP(1)) +35pts Heavy Machinegun (30”, A3, AP(1)) +5pts Laser Talon (24”, A3, AP(3)) +50pts
Dozer Blade (Strider) +40pts Minigun (24”, A4, AP(1)) +10pts Storm Cannon +65pts
Hunter Missiles +45pts Heavy Fusion Rifle +25pts (30", A3, AP(2), Lock-On)
(24", A1, AP(2), Deadly(3), Lock-On) (18", A1, AP(4), Deadly(6)) Replace Twin Typhoon Missiles:
B Replace Twin Heavy Flamethrower: Replace one Heavy Flamethrower: Twin Heavy Machinegun +10pts
Twin Heavy Machinegun Twin Typhoon Missiles
+15pts (24", A4, AP(2), Lock-On) +35pts (30", A6, AP(1))
(30”, A6, AP(1)) Twin Laser Cannon +55pts
Twin Minigun (24”, A8, AP(1)) Upgrade
+25pts Open Sides (Transport(6)) with: (36”, A2, AP(3), Deadly(3))
Laser Cannon +35pts +15pts Twin Hammer Missiles +85pts
(36", A1, AP(3), Deadly(3)), H Replace Twin Fusion Rifle: (36", A2, AP(3), Deadly(3), Lock-On)
Twin Plasma Rifle (24", A2, AP(4)) Twin Flamethrower (12", A12) +5pts K Replace Twin Minigun:
Twin Laser Cannon +60pts Twin Heavy Machinegun +40pts Twin Plasma Cannon +25pts
(36”, A2, AP(3), Deadly(3)) (30”, A6, AP(1)) (30”, A2, Blast(3), AP(4))
C Replace Death Launcher: Twin Gravity Cannon +45pts Twin Laser Cannon +40pts
Storm Rifle (24", A3, AP(1)) (18”, A12, Rending)
+5pts Twin Laser Cannon (36”, A2, AP(3), Deadly(3))
+80pts Replace Twin Typhoon Missiles:
D Replace Demolition Cannon: (36”, A2, AP(3), Deadly(3)) Twin Heavy Machinegun +15pts
Spear Missile Launcher +5pts Dual Heavy Fists Upgrade with one: (30", A6, AP(1))
(30", A1, AP(3), Deadly(6), Lock-On) (A2, Blast(3)) +20pts Twin Heavy Fusion Rifle +55pts
Twin Laser Cannon +10pts Dual Combat Drills (A4, AP(4))
Upgrade with one:
+35pts (18", A2, AP(4), Deadly(6))
Upgrade with:
(36", A2, AP(3), Deadly(3))
Rapid Autocannon (36", A6, AP(2)) +15pts Heavy Rifle Array (24”, A6, AP(1)) +65pts Twin Heavy Rifle Arrays +135pts
Twin Storm Cannon +20pts Cyclone Missiles Array
(24", A2, AP(2), Deadly(3), Lock-On)
+90pts (24”, A12, AP(1))
(30", A6, AP(2), Lock-On) Special Rules
Wind Missile Launcher +90pts I Replace one Walker Fist:
(36”, A3, Blast(3), AP(1), Indirect)
Replace Twin Heavy Machineguns: Missile Array (30", A4, AP(2), Lock-On) +55pts unit with Tough, rollactivation,
Repair: Once per
one die.
if within 2” of a
On a 2+ you may
Twin Laser Cannons +45pts Twin Autocannon (36”, A6, AP(2))
Replace one Walker Fist:
+95pts repair D3 wounds from the target.
(36”, A2, AP(3), Deadly(3)) Heavy Fusion Rifle +25pts Veteran
in melee
Walker: This model gets +1 to hit rolls
and shooting.
E Replace Twin Flamethrower Cannons: (18", A1, AP(4), Deadly(6))
Twin Heavy Rifle Arrays +35pts Twin Heavy Flamethrower
(12”, A12, AP(1))
+30pts
(24", A12, AP(1))
Quad Laser Cannons +155pts Heavy Rifle Array (24”, A6, AP(1))
Heavy Minigun (24”, A6, AP(2))
+30pts
+50pts
(36”, A4, AP(3), Deadly(3)) Twin Heavy Machinegun +50pts
Replace Twin Heavy Machinegun:
Twin Minigun (24”, A8, AP(1)) +5pts (30", A6, AP(1))
Heavy Plasma Cannon +70pts
Upgrade with:
Heavy Fusion Rifle +65pts (30”, A1, Blast(6), AP(4))
Twin Laser Cannon +90pts
(18", A1, AP(4), Deadly(6)) (36”, A2, AP(3), Deadly(3))
F Replace Heavy Flak Cannon: Upgrade any Walker Fist with one:
Heavy Gatling Cannon (24", A12, AP(1)) +5pts Fusion Rifle (12", A1, AP(4), Deadly(3)) +25pts
Heavy Thunder Cannon +5pts Heavy Flamethrower (12", A6, AP(1)) +35pts
(30", A2, Blast(3), AP(2), Indirect) Storm Rifle (24”, A3, AP(1)) +35pts
Heavy Crack Cannon +80pts Upgrade with:
(30”, A9, AP(1), Rending, Indirect) Veteran Walker +70pts