++ Battle Brothers (v3.4.
1) [GF 1720pts] ++
Battle Brothers [5] Q3+ D3+ | 185pts | Fearless
4x Heavy Rifle (24", A1, AP(1)), 5x CCW (A1), Heavy Machinegun (30", A3, AP(1))
Battle Brothers [5] Q3+ D3+ | 210pts | Fearless
4x Heavy Rifle (24", A1, AP(1)), 5x CCW (A1), Laser Cannon (36", A1, AP(3), Deadly(3))
Assault Brothers [5] Q3+ D3+ | 215pts | Fearless, Jetpacks(Ambush, Flying)
2x Heavy Pistol (12", A1, AP(1)), 5x Heavy CCW (A2, AP(1)), Flamer (12", A1, Blast(3), Reliable), 2x
Plasma Pistol (12", A1, AP(4))
Brother Bikers [3] Q3+ D3+ | 280pts | Fast, Fearless, Tough(3)
3x Twin Heavy Rifle (24", A2, AP(1)), 3x Heavy Pistol (12", A1, AP(1)), 3x CCW (A2)
Land Raider [1] Q3+ D2+ | 635pts | Fast, Fearless, Impact(6), Tough(12)
2x Twin Laser Cannon (36", A2, AP(3), Deadly(3)), Storm Rifle (24", A3, AP(1))
Dreadnought [1] Q3+ D2+ | 195pts | Fear(1), Fearless, Tough(6)
Twin Flamer (12", A2, Blast(3), Reliable), Stomp (A2, AP(1)), Chest-Rifles (24", A2, AP(1))
AP: Targets get -X to Defense rolls when blocking hits.
Ambush: May be set aside before deployment. At the start of any round after the first, may be
deployed anywhere over 9” away from enemy units. Players alternate in placing Ambush units,
starting with the player that activates next. Units that deploy via Ambush can’t seize or contest
objectives on the round they deploy.
Blast: Ignores cover, and after resolving other special rules, each hit is multiplied by X, where X is up
to as many hits as models in the target unit.
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved
first, and these wounds don’t carry over to other models if the original target is killed.
Defense: Gets +X to Defense rolls.
Fast: Moves +2" when using Advance, and +4” when using Rush/Charge.
Fear: This model counts as having dealt +X wounds when checking who won melee.
Fearless: Whenever a unit where most models have this rule fails a morale test, roll one die. On a 4+
it counts as passed instead.
Flying: May move through units and terrain, and ignores terrain effects whilst moving.
Impact: Roll X dice when attacking after charging, unless fatigued. For each 2+ the target takes one
hit.
Reliable: Attacks at Quality 2+.
Tough: This model must take X wounds before being killed. If a model with tough joins a unit without
it, then it is removed last when the unit takes 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 the
next tough model (heroes must be assigned wounds last).
Vehicles :
Whenever vehicle takes X wounds, roll 2D6+X and
see what effect it has on the unit, depending on the result:
• 3-9 = Glanced: no effect
• 10-12 = Immobilized: moves -2” on Advance actions and -4” on Rush or Charge actions
• 13-15 = Shaken: gets -1 to hit in melee and shooting
• 16+ = Annihilated: killed immediately