17/8/23, 14:10 OPR Army Forge
Battle Brothers • 2000pts
Master Brother [1] - 55pts 3x Battle Brothers [5] - 145pts Battle Tank [1] - 490pts
Quality 3+ Defense 3+ Tough 3 Quality 3+ Defense 3+ Quality 3+ Defense 2+ Tough 12
Fearless, Hero, Tough(3) Fearless Fast, Fearless, Impact(6), Tough(12)
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
CCW - A1 - - 5x CCWs - A1 - - Twin Heavy
30" A6 1 -
Machinegun
Heavy Rifle 24" A1 1 - 5x Heavy Rifles 24" A1 1 -
Demolition Blast(6),
24" A1 4
Assault Brothers [5] - 280pts Battle Brothers [5] - 155pts Cannon Indirect
Quality 3+ Defense 3+ Quality 3+ Defense 3+ Attack Walker [1] - 330pts
Fearless, Veteran Infantry Fearless
Quality 3+ Defense 2+ Tough 12
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
Fear, Fearless, Tough(12)
5x CCWs - A2 - - 5x CCWs - A1 - -
Weapon RNG ATK AP SPE
5x Heavy Pistols 12" A1 1 - 5x Heavy Rifles 24" A1 1 -
Stomp - A4 1 -
Upgrade SPE Plasma-Mod 12" A1 4 -
2x Walker Fists - A4 4 -
Jetpacks Ambush, Flying
Destroyers [3] - 255pts
Quality 3+ Defense 3+ Tough 3
Ambush, Fearless, Tough(3)
Weapon RNG ATK AP SPE
3x Dual Energy
- A6 - Rending
Claws
Special Rules
AP: Targets get -X to Defense rolls when blocking hits. Hero: May be deployed as part of one friendly unit, which may use its Quality
Ambush: This model may be kept in reserve instead of deploying. At the start value for morale tests. When taking hits, you must use the unit’s Defense
of any round after the first, you may place the model anywhere, over 9” away value, until all non-hero models are killed.
from enemy units. If both player have Ambush, they roll-off to see who Impact: Deals X melee hits when charging (must be in striking range).
deploys first, and then alternate in placing them. Indirect: May target enemies that are not in line of sight, and ignores cover
Blast: Ignores cover and multiplies hits by X, but can’t deal more than one hit from sight obstructions, but gets -1 to hit rolls when shooting after moving.
per model in the target unit.
Rending: Unmodified results of 6 to hit count as having AP(4), and ignore the
Defense: Gets +X to Defense rolls. regeneration rule.
Fast: Moves +2” when using Advance, and +4” when using Rush/Charge. Tough: This model must take X wounds before being killed. If a model with
Fear: Always counts as having dealt +D3 wounds when checking who won tough joins a unit without it, then it is removed last when the unit takes
melee. wounds. Note that you must continue to put wounds on the tough model
with most wounds in the unit until it is killed, before starting to put them on
Fearless: Gets +1 to morale tests. the next tough model (heroes must be assigned wounds last).
Flying: May move through all obstacles, and may ignore terrain effects. Veteran Infantry: This model gets +1 to hit rolls in melee and shooting.
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