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: G
Heavy Pistol (12", A1, AP(1)), CCW (A2) free Veteran Infantry
Upgrade all models with:
+100pts Advanced Tactics: Special Rules
Dual Energy Claws (A4, Rending) +10pts Upgrade one model with one: Once per activation, before
Heavy Chainsaw Sword (A4, AP(1)) +10pts Battle Standard (Fear) +20pts model, which may move byunitsup within
attacking, pick 2 friendly
to 3”
12” of this
each.
Replace one Heavy Pistol: Medical Training +55pts Medical Training: This model and its unit get
Plasma Pistol (12”, A1, AP(4)) +5pts Replace one Heavy Rifle:
Combat Shield (Shield Wall) +10pts Plasma Rifle (24", A1, AP(4)) +5pts the Regeneration rule.
Gravity Pistol (12”, A3, Rending) +10pts Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts Repair: Once per activation, if within 2” of a
Storm Rifle (24”, A3, AP(1)) +30pts Gravity Rifle (18”, A3, Rending) +10pts unit with Tough, roll one die. On a 2+ you may
Replace one CCW: Flamethrower (12”, A6) +10pts repair D3 wounds from the target.
Energy Hammer (A1, Blast(3)) +10pts Heavy Flamethrower (12”,A6,AP(1)) +20pts Shield Wall: Enemies get -1 to hit when they
Energy Sword (A2, AP(1), Rending) +10pts Heavy Machinegun (30”, A3, AP(1)) +30pts attack units where all models have this rule.
Chain-Fist (A1, AP(2), Deadly(3)) +15pts Gravity Cannon (18”, A6, Rending) +35pts Veteran Infantry: This model gets +1 to hit rolls
Energy Fist (A2, AP(4)) +15pts Missile Launcher +45pts inWarmelee and shooting.
Chant: The hero and its unit get +1 attack
Take one Heavy Rifle attachment: (30", A1, AP(2), Deadly(3), Lock-On)
Plasma-Mod (12”, A1, AP(4)) +10pts Plasma Cannon +45pts in melee when charging.
Fusion-Mod (6", A1, AP(4), Deadly(3)) +15pts (30”, A1, Blast(3), AP(4))
Flamer-Mod (6”, A6) +15pts Heavy Fusion Rifle +50pts Blurred Sight (4+): Psychic Spells
Gravity-Mod (9”, A3, Rending) +15pts (18", A1, AP(4), Deadly(6)) Target 2 enemy units within
Laser Cannon +50pts 12” get -1 to hit next time they shoot.
B Upgrade with one: Psychic Terror (4+): Target enemy unit within
Jetpack (Ambush, Flying) +25pts (36”, A1, AP(3), Deadly(3)) 6” takes 3 hits with AP(2).
Destroyer Armor (Ambush, Tough(+3)) +70pts H Replace any Heavy Flamethrower: Cerebral Trauma (5+): Target enemy model
Combat Bike (Fast, Tough(+3), +90pts Heavy Machinegun (30”, A3, AP(1)) +10pts within 12” takes 2 hits with AP(4).
Twin Heavy Rifle (24", A2, AP(1))) Gravity Cannon (18”, A6, Rending) +15pts
Upgrade with: Missile Launcher +25pts Cursed
within 6”
Ground (5+): Target 2 enemy units
get -2" next time they Advance, or -4"
Veteran Infantry +20pts (30", A1, AP(2), Deadly(3), Lock-On)
C Upgrade with one: Plasma Cannon +30pts Lightning they
next time
Fog
Charge/Rush.
(6+): Target 2 enemy units within
Preacher (War Chant) +15pts (30”, A1, Blast(3), AP(4)) 6” take 8 hits each.
Archivist (Psychic(1)) +25pts Heavy(18",
Fusion Rifle
A1, AP(4), Deadly(6))
+35pts Time Passage (6+): Target friendly unit within
Engineer (Repair)
Captain (Advanced Tactics)
+25pts Laser Cannon
+35pts (36”, A1, AP(3), Deadly(3)) +35pts 12” gets Impact(1) next time it charges.
D Upgrade with any: Replace all Dual Energy Claws:
Camo Cloak (Stealth) +5pts I
Forward Sentry (Scout) +10pts Combat Shields (Shield Wall),
Energy Hammers (A2, Blast(3))
+5pts
E Replace all Heavy Rifles and CCWs: Storm Rifles (24", A3, AP(1)), CCWs (A3) +45pts
Heavy Pistols (12", A1, AP(1)), -5pts Heavy Flamethrower Replace one Storm Rifle:
CCWs (A2) (12”,A6,AP(1)) free
Replace any Heavy Rifle: Minigun (24”, A4, AP(1)) +10pts
Shotgun (12”, A2, AP(1)) free Replace any CCW:
Sniper Rifle (30”, A1, AP(1), Sniper) +20pts Energy Sword (A3, AP(1), Rending) +20pts
Energy Fist (A3, AP(4)) +25pts
Replace one Heavy Rifle:
Plasma Rifle (24”, A1, AP(4)) +5pts Chain-Fist Upgrade (A2, AP(2), Deadly(3)) +35pts
Flamethrower (12”, A6) +10pts Cyclone Missiles one model with: +45pts
Gravity Rifle (18”, A3, Rending) +10pts
Heavy Machinegun (30", A3, AP(1)) +20pts (24", A1, AP(2), Deadly(3), Lock-On)
Missile Launcher +30pts J Replace any Grenade Launcher:
(30", A1, AP(2), Deadly(3), Lock-On) Twin Heavy Rifle (24", A2, AP(1)) +5pts
Upgrade all models with any:
Camo Cloaks (Stealth) +10pts HeavyReplace all Heavy Pistols and CCWs:
Rifles (24", A1, AP(1)), CCWs (A1) +5pts
Forward Sentries (Scout) +15pts
F Upgrade all models with any: K Replace all Heavy Pistols and CCWs:
Jetpacks (Ambush, Flying) +40pts Heavy Rifles (24", A1, AP(1)), CCWs (A1) +5pts
Veteran Infantry +100pts Plasma Rifle (24”,upA1,to AP(4))
Replace two Heavy Rifles:
+10pts
Replace up to two Heavy Pistols: Fusion Rifle (12", A1, AP(4), Deadly(3)) +15pts
Plasma Pistol (12”, A1, AP(4)) +5pts Flamethrower (12”, A6) +15pts
Flamethrower (12”, A6) +15pts Gravity Rifle (18”, A3, Rending) +15pts
Replace one Heavy Pistol and CCW:
Heavy Pistol (12", A1, AP(1)), +5pts L Replace Heavy Flamethrower:
Energy Hammer (A1, Blast(3)) Heavy Machinegun (30”, A3, AP(1)) +10pts
Heavy Pistol (12", A1, AP(1)), +5pts Heavy Fusion Rifle +30pts
Energy Sword (A2, AP(1), Rending) (18", A1, AP(4), Deadly(6))
Heavy Chainsaw Sword (A4, AP(1)) +5pts Replace Heavy Pistol:
Heavy Pistol (12", A1, AP(1)), +10pts Heavy Rifle (24", A1, AP(1)) +5pts
Energy Fist (A2, AP(4)) 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)
+5pts Repair: Once perSpecial Rules
A Upgrade with any: H Replace Twin Fusion Rifle:
Storm Rifle (24”, A3, AP(1)) +35pts Twin Flamethrower (12", A12)
Dozer Blade (Strider) +40pts Twin Heavy Machinegun +40pts unit with Tough, roll one die.ifOnwithin
activation,
a 2+
2” of a
you may
Hunter Missiles +45pts (30”, A6, AP(1)) repair D3 wounds from the target.
(24", A1, AP(2), Deadly(3), Lock-On) Twin Gravity Cannon +45pts Veteran Walker: This model gets +1 to its
(18”, A12, Rending)
B Replace Twin Heavy Flamethrower:
Twin Heavy Machinegun +15pts Twin Laser Cannon +80pts attack rolls for melee and shooting.
(30”, A6, AP(1)) (36”, A2, AP(3), Deadly(3))
Twin Minigun (24”, A8, AP(1)) +25pts Dual Heavy Fists Upgrade with one:
Laser Cannon +35pts Dual Combat Drills(A2,(A4,Blast(3))
AP(4))
+20pts
+35pts
(36", A1, AP(3), Deadly(3)), Upgrade with one:
Twin Plasma Rifle (24", A2, AP(4))
Twin Laser Cannon +60pts Heavy
Cyclone
Rifle Array (24”, A6, AP(1))
Missiles Array
+65pts
+90pts
(36”, A2, AP(3), Deadly(3)) (24", A2, AP(2), Deadly(3), Lock-On)
C Replace Death Launcher:
Storm Rifle (24", A3, AP(1)) +5pts IMissile ArrayReplace one Walker Fist:
(30", A4, AP(2), Lock-On) +55pts
D Replace Demolition Cannon: Twin Autocannon (36”, A6, AP(2)) +95pts
Spear Missile Launcher +5pts Heavy Fusion Replace one Walker Fist:
(30", A1, AP(3), Deadly(6), Lock-On) Rifle +25pts
Twin Laser Cannon +10pts (18", A1, AP(4), Deadly(6))
Twin Heavy Flamethrower +30pts
(36", A2, AP(3), Deadly(3))
Rapid Autocannon (36", A6, AP(2)) +15pts (12”, A12, AP(1))
Twin Storm Cannon +20pts Heavy Rifle Array (24”, A6, AP(1))
Heavy Minigun (24”, A6, AP(2))
+30pts
+50pts
(30", A6, AP(2), Lock-On)
Wind Missile Launcher +90pts Twin Heavy Machinegun
(30", A6, AP(1))
+50pts
(36”, A3, Blast(3), AP(1), Indirect) Heavy Plasma Cannon +70pts
Replace Twin Heavy Machineguns:
Twin Laser Cannons +45pts (30”, A1, Blast(6), AP(4))
Twin Laser Cannon +90pts
(36”, A2, AP(3), Deadly(3)) (36”, A2, AP(3), Deadly(3))
E Replace Twin Flamethrower Cannons: Upgrade any Walker Fist with one:
Twin Heavy Rifle Arrays +35pts Fusion Rifle (12", A1, AP(4), Deadly(3)) +25pts
(24", A12, AP(1)) Heavy Flamethrower (12", A6, AP(1)) +35pts
Quad Laser Cannons +155pts Storm Rifle (24”, A3, AP(1)) +35pts
(36”, A4, AP(3), Deadly(3)) Upgrade with:
Replace Twin Heavy Machinegun: Veteran Walker +70pts
Twin Minigun (24”, A8, AP(1)) +5pts J Upgrade with one:
Upgrade with:
Heavy Fusion Rifle +65pts Laser Talon (24”, A3, AP(3))
Storm Cannon
+50pts
+65pts
(18", A1, AP(4), Deadly(6)) (30", A3, AP(2), Lock-On)
F Replace Heavy Flak Cannon: Replace Twin Typhoon Missiles:
Heavy Gatling Cannon (24", A12, AP(1)) +5pts Twin Heavy Machinegun +10pts
Heavy Thunder Cannon +5pts (30", A6, AP(1))
(30", A2, Blast(3), AP(2), Indirect) Twin Laser Cannon +55pts
Heavy Crack Cannon +80pts (36”, A2, AP(3), Deadly(3))
(30”, A9, AP(1), Rending, Indirect) Twin Hammer Missiles +85pts
G Replace any Heavy Flamethrower: (36", A2, AP(3), Deadly(3), Lock-On)
Heavy Machinegun (30”, A3, AP(1)) +5pts K Replace Twin Minigun:
Minigun (24”, A4, AP(1)) +10pts Twin Plasma Cannon +25pts
Heavy Fusion Rifle +25pts (30”, A2, Blast(3), AP(4))
(18", A1, AP(4), Deadly(6)) Twin Laser Cannon +40pts
Replace one Heavy Flamethrower: (36”, A2, AP(3), Deadly(3))
Twin Typhoon Missiles +35pts Replace Twin Typhoon Missiles:
(24", A4, AP(2), Lock-On) Twin Heavy Machinegun +15pts
Upgrade with:
Open Sides (Transport(6)) +15pts
(30", A6, AP(1)) 3 +55pts