Brotherhood of Steel — Demo Crew
Brotherhood of Steel
166 pts
Paladin
Champion, Leader
67 pts
S7
P5
E7
C6
I5
A4
L2
H
Perks: Natural Leader, Power Armor
| Weapon | Type | Range | Test | Traits | Critical |
|---|---|---|---|---|---|
| Flamer | Heavy | 6" | 4S | Area (2"), CQB | Ignite (3) |
Field Scribe
Champion
21 pts
S3
P4
E4
C3
I6
A4
L2
H
Perks: Spotter
| Weapon | Type | Range | Test | Traits | Critical |
|---|---|---|---|---|---|
| Laser Pistol | Pistol | 10" | 3A | CQB | Ignite (2) |
Initiate ×2
Grunt
19 pts each
S3
P4
E4
C3
I4
A4
L2
H
Perks: Sprint
| Weapon | Type | Range | Test | Traits | Critical |
|---|---|---|---|---|---|
| Recon Hunting Rifle | Rifle | 24" | 4P | Aim (+1) | Pierce |
Aspirant ×2
Grunt
20 pts each
S4
P5
E5
C4
I4
A4
L2
H
Perks: —
| Weapon | Type | Range | Test | Traits | Critical |
|---|---|---|---|---|---|
| Laser Pistol | Pistol | 10" | 3A | CQB | Ignite (2) |
| Hand Weapon | Melee | — | 3S | Fast | — |
| Perks | ||
| Natural Leader | Friendlies in Control Area may use your Intelligence. | RB 108 |
| Power Armor | Cannot Suffer Fatigue. Harm Limit 4. Immune to Radiation. | RB 109 |
| Spotter | Friendlies in Control Area may re-roll one die on a Rummage Action. | RB 105 |
| Sprint | Move an extra 2" when using Get Moving Action. | RB 107 |
| Weapon Traits | ||
| Area (X") | Target a point; all models within X" are hit. Single test, no Bonus Dice. | Folio pg. 132 |
| CQB | Cannot target models beyond Effective Range. | Folio pg. 132 |
| Aim (+X) | Take Fatigue to add X Bonus Dice to the attack pool. | Folio pg. 132 |
| Fast | Make up to two Attack Actions with this weapon per Turn. | Folio pg. 132 |
| Critical Effects | ||
| Ignite (X) | Opponent rolls X dice; each above target's Agility adds 1 Damage. | Folio pg. 130 |
| Pierce | Target's Endurance treated as 1 lower (min 1). | Folio pg. 130 |
Round Structure
The game lasts 4 Rounds. Each Round:
- Player with Initiative Token activates first.
- Players alternate activating one non-Exhausted model at a time.
- Each model takes one or more Actions per Turn.
- Continue until all models have activated.
- End of Round: remove all Fatigue tokens; first player to Pass takes the Initiative Token; advance Round tracker.
Each Action costs 1 Fatigue. A model with 2 Fatigue is Exhausted.
Actions
| Unengaged | |
| Get Moving | Move up to 8" (or 12" if Hurrying — take extra Fatigue). |
| Open Fire | Make a Ranged Attack. |
| Patch Up | Recover 2 Harm from yourself. |
| Engaged | |
| Brawl | Make a Melee Attack. |
| Back Off | Move up to 3" to leave Engagement. |
Models cannot take the same Action twice in one Turn (except with the Fast weapon trait).
Making an Attack
Ranged
- Target must be Visible — trace line to any part of the model.
- Wide Open (all parts visible): +1 Bonus Die.
- Outside Effective Range: attack is Unlucky (no Luck dice, no Bonus Dice).
- +1 Bonus Die per Harm on target.
Melee
- +1 Bonus Die if moved into Engagement this Turn.
- +1 Bonus Die per Harm on target.
- +1 Bonus Die per other Friendly Engaged with target.
Damage
Compare total Hits to the target's Endurance (E):
| Hits | Result |
|---|---|
| Less than E | 1 Harm |
| Equal to E or more | 1 Injury + 1 Harm |
| Double E or more | Incapacitated |
Harm Limit: 3 (or 4 with Power Armor / Burly). Harm beyond the limit → 1 Injury.
Injury: mark one H circle. When all H circles are filled, model is removed from the battlefield. Grunts have 1 circle — one Injury takes them out.
Dice
- Create Pool: dice count from the test notation (e.g. the "4" in "4S"), replacing up to L with Luck dice.
- Add Bonus Dice (Wide Open, Aim, etc.).
- Roll: each die ≤ Test stat = Hit; all others = Dud.
- Remove Duds.
- Fortune Smiles: each remaining Luck Die → roll 1 extra die.
- Count Hits. Trigger Critical Effect if any Luck Die remains.
Fatigue
Taking Fatigue: most Actions add 1 Fatigue token to the model.
Exhausted: 2 Fatigue tokens → model cannot be activated this Round.
Recovering Fatigue: all tokens removed at the end of each Round.