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Grimdark OPR

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0% found this document useful (0 votes)
267 views179 pages

Grimdark OPR

Uploaded by

akeon86
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1
Introduction Contents
Grimdark Future is a miniature wargame set in a war-torn Basic Rules ............................................................................... 3
sci-fi future, which is played using 28mm miniatures.
General Principles .........................................................3
The game mechanics are designed to be easy to learn but hard
Preparation ....................................................................5
to master, bringing engaging sci-fi battles for new and
experienced players alike. Playing the Game ...........................................................6

This rulebook is divided into 3 sections: Movement ....................................................................... 7

• Basic Rules - Everything you need to play the game, Shooting..........................................................................8


with plenty of diagrams and examples.
Melee ..............................................................................9
• Advanced Rules - Extra rules that you can use on top
of the basic rules to spice up the game. Morale............................................................................ 11
• Total Conversions - Rules that radically modify the Terrain .......................................................................... 12
base rules and provide a new experience.
Special Rules ................................................................ 14
We recommend that you start off by playing with just a few
advanced rules first, and then gradually add more as you get Advanced Rules ....................................................................... 16
more comfortable with them. Terrain Placement ....................................................... 16
Once you feel like you’ve gained a good understanding of the Deployment Styles ....................................................... 17
game, you can then try out the total conversions, which provide
a radically different experience from the base rules. Extra Missions .............................................................. 18

Side-Missions ............................................................... 19
About OPR
Extra Actions ................................................................ 20
OPR (www.onepagerules.com) is the home of many free games
which are designed to be fast to learn and easy to play. Solid Buildings ............................................................. 21

This project was made by gamers for gamers and it can only Random Events ............................................................ 22
exist thanks to the support of our awesome community.
Battlefield Conditions................................................... 23
If you’d like to support the continued development of our
Terrain & Objective Effects ..........................................24
games you can donate on patreon.com/onepagerules.
Total Conversions .................................................................... 25
Thank you for playing!
Fog of War .................................................................... 25

Brutal Damage ............................................................. 26

Command Points .......................................................... 27

Suppression ................................................................. 28

Multiplayer Games ....................................................... 29

Apocalyptic Games ....................................................... 30

Kitchen Table Games ................................................... 31

Small-Scales & Multi-Basing ...................................... 32

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

2
The Most Important Rule Dice
When playing a complex game there are going to be occasions To play the game you are going to need some six-sided dice,
where a situation is not covered by the rules, or a rule does not which we will refer to as D6. Depending on how many models
seem quite right. When that is the case use common sense and you are playing with, we recommend having at least 10 to 20
personal preference to resolve the situation. dice to keep things fast.

If you and your opponent cannot agree on how to solve a Additionally, we recommend having dice of multiple colors so
situation, use the following method in the interest of time. that you can combine them for faster rolling. Whenever a unit
is using multiple weapons, you can use different colors for
Roll one die. On a result of 1-3 player A decides, and on a result
each weapon, and then roll them all at once.
of 4-6 player B decides. This decision then applies for the rest
of the match, and once the game is over you can continue to Sometimes the rules will refer to different types of dice, for
discuss the finer details of the rules. example D3, 2D6 and D6+1. There are many types of dice, but
the notation remains the same, so just apply the following
Scale Conventions explanations to all types of weird dice you come across.
This game was written to be played with 28mm heroic-scale • D3: To use these dice, simply roll a D6 and halve
miniatures in mind, which are mounted on round bases. the result, rounding up.
These bases come in various sizes, and we recommend that • 2D6: To use these dice, simply roll two D6 and sum
you always mount miniatures on the bases they come with. the results of both dice.
• D6+1: To use these dice, simply roll a D6 and add 1
Here are some general guidelines for base sizes: to the result.
• Infantry: 20mm to 40mm
Re-Rolls
• Bikes & Beasts: 25mm x 70mm
• Monsters & Walkers: 60mm Whenever a rule tells you to re-roll a dice result, simply pick
• Vehicles: Not mounted on a base up the number of dice you have to re-roll, and roll them again.
The result of the second roll is the final result, even if it’s
Note that the base size that you use doesn’t matter, as long as
worse than the first. A die roll may only be re-rolled once,
you keep base sizes consistent across all models.
regardless of how many rules apply to it.
Models & Units
Roll-Offs
In the rules, individual miniatures are referred to as models,
Whenever a rule tells you to roll-off, all players involved in the
whilst groups of one or more models are referred to as units.
roll-off must roll one die, and then compare their results. The
This means that when a rule applies to a unit it applies to all player with the highest result wins the roll-off, and in the event
miniatures within that unit, whilst if a rule applies to a model it of a tie the players must re-roll until there is a winner.
only applies to one individual miniature.
Quality Tests
Unit Stats
During the game you will be required to take Quality tests in
Units come with a variety of statistics that define who they are order to see if a unit succeeds at doing various things such as
and what they can do. hitting its targets or passing morale tests.
• Name [Size]: The unit name and number of models. Whenever a rule states that a unit must take a Quality test, roll
• Quality: The score needed for attacks and morale. one die. If you score the unit’s Quality value or higher, then it
• Defense: The score needed for defense. counts as a success, else it counts as a fail.
• Equipment: Any weapons and gear the unit has.
Example: A model with Quality 4+ must take three Quality tests.
• Special Rules: Any special rules the unit has.
The player rolls three dice and scores a 3, a 4 and a 5. This
• Upgrades: What upgrade lists it has access to.
means that the model gets two successes (the 4 and the 5), and
• Cost: How many points it costs to take this unit.
one fail (the 3).

3
Modifiers Measuring Movement
Throughout the game there are going to be rules that apply When measuring how far a model moves always measure so
modifiers to your die rolls. These will usually raise or lower the that no part of its base moves further than the total distance.
value of a unit’s roll results by either +1 or -1, but the exact
number may vary.

Whenever a modifier applies to one of your rolls, simply add or


subtract the value from the roll and the new value counts as
the final result, however a roll of 6 always counts as a success
and a roll of 1 always counts as a fail, regardless of how much
it is being modified by.

Example: A model with Quality 4+ must take three Quality tests


with a -1 modifier. The player rolls three dice and scores a 3, 4
and 5. Because of the modifier the final result is a 2, a 3 and a
4. This means that the model gets one success (the 4), and two
fails (the 2 and the 3).

Weapons
All weapons in the game are separated into two categories:
ranged weapons and melee weapons. Ranged weapons have a
range value and can be used for shooting, whilst melee
weapons don’t have a range value and can be used in melee.

Weapons profiles are represented like this: Note that whilst all examples here show round bases, these
movement restrictions apply in the same way to models on
• Name (Range, Attacks, Special Rules) bases of different shape or models without a base.
Example: Heavy Rifle (24”, A1, AP(1)) Line of Sight (LoS)
Measuring Distances Unless stated otherwise, models can see in all directions,
To play the game you are going to need a ruler marked in regardless of where the miniature is actually facing.
inches, which you may use to measure distances at any time. To determine if a model has line of sight to another model,
Distances are usually measured from a model’s base, however simply draw a straight line from one model’s base to the other,
if a model has no base, then all distances are measured from and if the line doesn’t pass through any solid obstacle
its hull or torso. (including other units), then it has line of sight.

When measuring the distance between two models you always For the purpose of determining line of sight, a model may
measure from/to the closest point of their bases. always ignore friendly models from its own unit.

When measuring the distance between two units you always


measure from/to the closest model in each unit.

4
Preparing the Battlefield
You are going to need a flat 6’x4’ surface to play on, which is
usually referred to as “the battlefield” or “the table”.

Whilst we recommend playing on a table, you can of course


play on the floor, on a bed, or wherever else you have space.

Once you have found a space to play, you are going to have to
place at least 10 pieces of terrain on it, though we recommend
using 15 or more to keep things interesting.

Whilst it’s always nice to play with great looking pieces of


terrain, you can simply use household items such as books or
cups as terrain pieces.

There are no specific rules on how you should place terrain, so


we recommend trying to set up the table in such a way that it
will provide a balanced playing field for everyone involved.

Ideally you want to place enough blocking terrain that you can’t Combined Units
draw clear line of sight from edge to edge across the table, as
When preparing your army, you may combine two copies of the
well as place a variety of cover and difficult terrain so that
same unit into a single big unit, as long as any upgrades that
there are no gaps bigger than 12” between terrain pieces.
are applied to all models are bought for both.
Placing Objectives
Example: A unit of Battle Brothers with Assault Rifles cannot
After the table has been prepared, you and your opponent must be merged with a unit of Battle Brothers with Pistols and
set up D3+2 objective markers on the battlefield. CCWs, because they have two different upgrades that are
applied to all models in the unit.
The players roll-off and the winner picks who places the first
objective marker. Then the players alternate in placing one Deploying Armies
marker each outside of the deployment zones, and over 9”
Once the mission has been set up, the players roll-off and the
away from other markers.
winner must start deploying their army first.
The Mission
The winning player first chooses one long table edge to deploy
At the end of each round, if a unit is within 3” of a marker whilst on and then places one unit fully within 12” of their table edge.
no enemies are, then it counts as being seized.
Once they are done, then the opposing player places one unit
Markers remain seized even if the unit moves away, however fully within 12” of the opposite table edge.
Pinned units can’t seize or stop others from seizing them.
Then the players continue alternating in placing one unit each,
If units from both sides contest a marker at the end of a round until all units have been deployed.
then it becomes neutral.

After 4 rounds have been played, the game ends, and the player
that controls most markers wins.

Preparing your Army


Before the game begins, you and your opponent are going to
have to agree on what size of game you want to play.

For a start we recommend playing with armies worth 750pts


each, and once you have gotten familiar with the game, you can
start playing with bigger armies.

To put your army together, simply select units and upgrades


from your army’s list, and sum together their total point cost.

There are no limitations as to how many units you can take, as


long as their total point cost doesn’t go over the agreed limit.

5
Rounds, Turns & Activations
The game is structured into game rounds, player turns and unit
activations. Here is the breakdown of what these mean:

• Rounds: Each round is made up of multiple turns.


• Turns: Each turn is made up of a single activation.
• Activations: Each activation is made up of an action.

Game Structure
After both players have deployed their armies, the game starts
with the first round and the player that won the deployment
roll-off takes the first turn.

During their turn, the player picks a unit that has not been
activated yet, and activates it by performing an action.

Once the action has been taken, their turn ends, and the
opposing player’s turn starts. This continues until all units have
activated, at which point the round ends and a new one begins.

On each new round the player that finished activating first on


the last round gets to activate first.

After 4 full rounds have been played the game ends, and
players determine who won, by checking if they completed
their mission objectives.

Activating Units
Players may activate one unit that has not been activated yet
and take one action.

Here are all available actions and what they allow a unit to do:

• Hold: The unit may shoot.


• Advance: The unit moves by up to 6” and may only
shoot after moving.
• Rush: The unit moves by up to 12” but it may not
shoot at any point.
• Charge: The unit moves by up to 12” to get into base
contact with the enemy but it may not shoot at any
point. Note that units may only use charge actions if
at least one model is able to get into base contact
with the target.

6
Unit Coherency Holding
Units that consist of two or more models must always maintain When taking a Hold action, the models in the unit may not move
unit coherency. or turn in any direction.

All models in the unit must stay within 2” of at least one other Advancing
model at all times, and all models must stay within 6” of all
other models at all times (or as close as possible). When taking an Advance action, all models in the unit may
move by up to 6”. Models may move and turn in any direction
regardless of their facing, as long as no part of their bases
move further than the total movement distance.

Models may not move within 1” of models from other units


(friendly or enemy), unless they are taking a Charge action.

Note that models may never move through other models or


units, even if they are taking a Charge action.

Rushing
When taking a Rush action, all models in the unit may move by
up to 12”. The same rules about turning, facing and keeping 1”
distance apply to Rush actions.

Charging
When taking a Charge action, all models in the unit may move
by up to 12”. Models taking a Charge action may ignore the 1”
distance restriction, however since this is a little more complex
it will be explained in detail in the Melee section.
If a model is not in coherency with its unit at the beginning of Note that units may only take a Charge action if their move
its activation, then you must take an action so that the model would bring at least one model into base contact with another
gets back into coherency. model from the target unit.

7
Picking Targets 1. Determine Attacks
When taking a Shooting action, a unit must pick one valid target Each ranged weapon has an Attack value which represents its
and all models in the unit may shoot at it. overall firepower.

If at least one model in the unit has line of sight to an enemy Sum the Attack value from the weapons of all models that can
model, and has a weapon that is within range of that model, shoot at the target to determine how many attacks the unit has
then that enemy is a valid target. in total for this shooting.

Who Can Shoot Example: A unit of five Battle Brothers is shooting at a unit of
Orcs. Three Battle Brothers with Assault Rifles (Attack 1) are
All models in a unit that have line of sight to the target unit and within range and line of sight of the Orcs, which means the unit
that have a weapon that is within range of that unit may fire. has a total of 3 attacks for this shooting.
For the purpose of determining line of sight a model may
2. Roll to Hit
always ignore friendly models from its own unit.
After having determined how many attacks the unit has in total,
take as many Quality tests as attacks.

Each successful roll counts as a hit, and all failed rolls are
discarded with no effect.

Example: The three Battle Brothers (Quality 3+) are shooting at


the Orcs. They take three Quality tests and roll a 2, a 3 and a 4.
This means that they score a total of 2 hits.

3. Roll to Block
For every hit that the unit has taken, the defending player must
roll one die, trying to score the target unit’s Defense value.

Each success counts as a block, and all failed rolls cause one
wound each.

Example: The unit of Orcs (Defense 5+) has taken two hits. They
roll two dice and get a 4 and a 5. This means that the Orcs have
blocked 1 hit and taken 1 wound.
Example: In the image above only the three Battle Brothers in
the middle can shoot at the Orcs. The model at the top is in 4. Remove Casualties
range but has no line of sight, whilst the model at the bottom For each wound that the unit has taken, the defending player
has line of sight but is out of range. must remove one model as a casualty.
Multiple Weapon Types The defending player may remove models from the target in
any order, keeping unit coherency in mind.
If a unit is firing multiple weapon types, then you may separate
each weapon type into its own weapon group.

Each weapon group may fire at a different target, however all


weapons from the same group must fire at the same target.

Note that the target for each weapon group must be declared
before rolling, and all weapons are fired simultaneously.

Example: A unit of Battle Brothers is armed with Assault Rifles


and a Missile Launcher. Since it has two weapon types, the
Battle Brothers can fire all the Assault Rifles at a nearby Orc
squad and the Missile Launcher at a distant Battle Truck.

The Shooting Sequence


Shooting is done in a simple sequence which has to be followed
separately for each weapon group:

1. Determine Attacks
2. Roll to Hit
3. Roll to Block
4. Remove Casualties

8
Picking Targets The Melee Sequence
When taking a Charge action, a unit must pick one valid target Melee is done in a simple sequence which has to be followed
and all models in the unit must charge it. separately for the charging unit and the target unit:

If at least one model in the unit is within 12” of one model from 1. Determine Attacks
the target unit, and has a clear path to reach it, then that 2. Roll to Hit
enemy is a valid target. 3. Roll to Block
4. Remove Casualties
Charge Moves
Determine Attacks
To charge, you must move charging models by up to 12” to get
into base contact with an enemy model from the target unit, or Each melee weapon has an Attack value which represents its
as close as possible to an enemy model from the target unit, overall strength.
maintaining unit coherency.
Sum the Attack value from the weapons of all models that can
Once all charging models have moved, all models from the strike at the target to determine how many attacks the unit has
target unit that are not in base contact with a charging model in total for this melee.
must move by up to 3” to get into base contact with a charging
Example: A unit of five Battle Brothers is charging a unit of
model, or as close as possible to an enemy model from the
Orcs. Three of the Battle Brothers armed with CCWs (Attack 1)
charging unit, maintaining unit coherency.
are in range of the Orcs, which means the unit has a total of 3
attacks for this melee.

2. Roll to Hit
After having determined how many attacks the unit has in total,
take as many Quality tests as attacks.

Each successful roll counts as a hit, and all failed rolls are
discarded with no effect.

Example: The three Battle Brothers (Quality 3+) are striking at


the Orcs. They take three Quality tests and roll a 2, a 3 and a 4.
This means that they score a total of 2 hits.

3. Roll to Block
For every hit that the unit has taken, the defending player must
roll one die, trying to score the target unit’s Defense value.

Each success counts as a block, and all failed rolls cause one
Who Can Strike wound each.
All models in a unit that are in base contact with an enemy Example: The unit of Orcs (Defense 5+) has taken two hits. They
model from the target unit, or that are within 2” of a model roll two dice and get a 4 and a 5. This means that the Orcs have
from the target unit, may attack it. blocked 1 hit and taken 1 wound.
Models may strike with all of their melee weapons, and may
4. Remove Casualties
only strike at models from the target unit.
For each wound that the unit has taken, the defending player
must remove one model as a casualty.

The defending player may remove models from the target in


any order, keeping unit coherency in mind.

Return Strikes
Once all charging models that were able to attack have done
so, the defending unit may choose to strike back (following the
melee sequence again), but doesn’t have to.

Fatigue
After attacking in melee for the first time during a round, either
by charging or by striking back, units only hit on unmodified
rolls of 6 in any subsequent melee until the end of the round.

9
Combat Resolution
Once the defender has struck back (or not if they chose not to
strike back), you need to determine who won the melee.

Sum the total number of wounds that each unit caused, and
compare the two.

If one unit caused more wounds than the other, then it counts
as the winner, and the opposing unit must take a morale test.

Note that in melee only the loser takes a morale test,


regardless of casualties.

If the units are tied for how many wounds they caused, or
neither unit caused any wounds, then the combat is a tie and
neither unit must take a morale test.

This means that if a unit didn’t strike back in melee, then it


must only take a morale test if it suffered at least one wound.

Example: A unit of Battle Brothers charges a unit of Orcs. The


Battle Brothers inflict 2 wounds in that melee, whilst the Orcs
only inflict 1 wound. Since the Battle Brothers caused more
wounds the Orcs have lost and must take a morale test.

Consolidation Moves
After determining who won the combat, the charging unit
makes consolidation moves.

If the defending unit was not completely destroyed, then the


charging unit must move back by 1”, separating itself from the
defending unit.

If either unit was completely destroyed by removing all models


as casualties, or by routing due to a failed morale test, then the
other unit may move by up to 3”.

10
When to Test Pinned Units
As units take casualties, their psychological well-being Pinned units only hit on unmodified rolls of 6 in melee and
deteriorates, and they will be pinned by enemy fire or flee from automatically fail morale tests as long as they are pinned.
the battlefield.
When a Pinned unit is activated it must spend its activation
Whenever it takes wounds that leave it with half or less of its being idle and may do nothing, which stops it from being
starting size or tough value (for units with a single model), or Pinned at the end of its activation.
whenever is loses a melee, then it must take a morale test.
Routed Units
Example: A unit of Battle Brothers shoots at a unit of 10 Orcs
and manages to kill 5 models. Since half of the Orcs were killed Routed units have lost all hope and are taken captive, flee the
the unit must take a morale test. battle, or are otherwise rendered ineffective.

Simply remove the entire unit from the game as a casualty.


Taking Morale Tests
Example: A unit of 10 Orcs has lost 5 models in melee and must
To take a morale test, the affected unit must simply take one
take a morale test. The unit takes a morale test and fails it, so
regular Quality test.
it routs (because it only has half as many models left as it
If the roll is successful nothing happens, however if the roll is started the game with).
unsuccessful, then there are different results based on the
situation that the unit is in:

• If the unit has taken the morale test because it lost


models outside of melee, then it is Pinned.
• If the unit has taken the morale test because it lost
in melee and it still has over half as many models
or tough value (for units with a single model) as it
started the game with, then it is Pinned.
• If the unit has taken the morale test because it lost
in melee and it has half or less as many models or
tough value (for units with a single model) as it
started the game with, then it Routs.

11
Terrain Rules Elevation
When setting up terrain, all players must agree on what terrain Hills, Rooftops, Cliffs, etc.
type rules each piece of terrain follows.
Any terrain piece that is at least 3” taller than the surface of
This will make sure that you do not have any weird situations or the table counts as elevation.
misunderstandings during your game, and that things can
When moving onto elevation, simply count the vertical
proceed smoothly.
movement as part of the unit’s regular movement.
Note that each piece of terrain may use multiple terrain type
rules where it makes sense.

Example: A piece of Forest terrain could count both as Cover as


well as Difficult Terrain.

Open Terrain
Grass Fields, Dirt Roads, Streets, etc.
Any surface that is not specifically defined as a type of terrain
(like forests, buildings, rivers, etc.) counts as open terrain.

Open terrain does not have any special rules, and any rules
that affect terrain do not apply to open terrain.

Impassable Terrain
Mountains, Canyons, Deep Water, etc.
Any surface that would stop models from moving through it
counts as impassable terrain.

Units may not ever move through impassable terrain under any
circumstances.

12
Cover Terrain Dangerous Terrain
Forests, Ruins, Sandbags, etc. Quicksand, Razor Wire, Mine Fields, etc.
Terrain features that models can hide in or behind, or that Terrain features that could harm models, or outright kill them,
could stop projectiles, count as cover terrain. count as dangerous terrain.

If the majority of models in a unit are in or behind a piece of If a model moves in or through dangerous terrain, then it must
cover terrain, enemy units shooting at it get -1 to their hit rolls. immediately take a dangerous terrain test.

To take a dangerous terrain test, roll one die, and if the result
is 1 the unit takes one automatic wound.

If there are models with the Tough(X) rule in the unit, then you
must roll X dice for them instead of only 1 die.

Difficult Terrain
Woods, Mud, Rivers, etc.
Terrain features that hinder a model’s movement, or force
them to slow down, count as difficult terrain.

If any model in a unit moves in or through difficult terrain at


any point of its move, then all models in the unit may not move
more than 6” for that movement.

13
Rules Priority Deadly(X)
Most units have one or more special rules that affect the way Whenever a model takes wounds from a weapon with this
they behave, and that sometimes go against the standard rules. special rule, multiply the amount of wounds suffered by X.

Whenever you come across one of these situations, the special Note that wounds suffered by that model don’t carry over to
rule always takes precedence over the standard rules. other models if it is killed.

Note that multiple instances of the same special rule are not Fast
cumulative, unless it is a rule with (X) in its name, or unless it
is specified otherwise. Models with this special rule move 9” when using Advance
actions, and 18” when using Rush or Charge actions.

Fear
When in melee, units with this special rule count as having
caused +D3 wounds when determining who won the combat.

Fearless
Models with this special rule get +1 to their morale test rolls.

Flying
Models with this special rule may move through other units and
impassable terrain, and they may ignore terrain effects.

Furious
Aircraft Whenever a model with this special rule charges an enemy, it
gets +1 attack with a weapon of your choice.
These models fly far above the battlefield, and don’t physically
interact with any other models or terrain, can’t seize objectives, Hero
and can’t be moved in base contact with.
Models with this special rule may be deployed as part of one
Units that shoot at Aircraft get -12” range and -1 to hit rolls. other friendly unit at the beginning of the game.
When an Aircraft is activated, it must move a full 18” to 36” in a When rolling morale tests units may use the hero’s Quality
straight line (without turning). If this move brings it off the table value, and when rolling to block use the unt’s Defense value,
edge, then its activation ends immediately, and it must be until all non-hero models are killed.
placed back on any table edge you choose.
Immobile
Note that Aircraft must also complete their mandatory move,
regardless of being Pinned or any other effects. Models with this special rule may only use Hold actions.

Ambush
You may choose not to deploy a model with this special rule
with your army, but instead keep it off the table in reserve.

At the beginning of any round after the first, you may place the
model anywhere on the table, over 9” away from enemy units.

If both players have units with Ambush, they must roll-off to


see who deploys first, and then alternate in placing them.

AP(X)
Enemy units taking hits from weapons with this special rule get
-X to Defense rolls.

Blast(X)
This weapon ignores cover and multiplies hits by X, however it
can’t deal more than one hit per model in the target unit.

14
Impact(X)
Whenever a model with this special rule charges, it deals X
automatic melee hits, as long as it reaches striking range.

Indirect
Weapons with this special rule may shoot at enemies that are
not in line of sight, and ignore cover from sight obstructions,
however they get -1 to hit when shooting after moving.
Scout
Lock-On
Models with scout may deployed after all other units, and may
Weapons with this special rule ignore all negative modifiers to immediately be moved by up to 12”, ignoring any terrain.
hit rolls and range.
If both players have units with Scout, they must roll-off to see
Poison who goes first, and then alternate in placing them.

Whenever you roll an unmodified to hit result of 6 whilst firing Slow


this weapon, that hit is multiplied by 3.
Models with this special rule move 4” when using Advance
Psychic(X) actions, and 8” when using Rush or Charge actions.

Models with this special rule may cast one spell at any point Sniper
during their activation, before attacking.
Models firing weapons with this special rule count as having
To cast a spell, select one from the psychic’s army list, pick a Quality 2+ when rolling to hit, and the attacker may pick one
target in line of sight, and roll D6+X. If the result is equal to or model from the target unit as its target.
higher than the number in brackets, then you may resolve the
Note that shooting is resolved as if the target was a unit of 1.
spell’s effects.

Enemy psychics within 18” and line of sight may also roll D6+X Stealth
at the same time, and if the result is higher than that of the Enemies targeting this unit get –1 to hit when shooting at it.
casting psychic, then the spell’s effects are blocked instead.
Strider
Note that each psychic may only either try to cast a spell or try
to block a spell each round. Models with this special rule treat Difficult Terrain as Open
Terrain when moving (may move more than 6”).
Regeneration
Tough(X)
Whenever this model takes wounds, roll one die for each. On a
5+ the wound is ignored. Models with this special rule must accumulate X wounds
before being removed as a casualty.
Relentless
If a model with Tough joins a unit without it then you must
Whenever this model rolls an unmodified to hit result of 6 when remove regular models as casualties before starting to
shooting, it may roll 1 extra attack. This rule doesn’t apply to accumulate wounds on the model with Tough.
newly generated attacks.
When a unit with multiple Tough models takes wounds you
Rending must accumulate them on the tough model with most wounds
until it is killed before starting to accumulate them on another.
Whenever you roll an unmodified to hit result of 6 whilst using
this weapon, that hit counts as having AP(4), and it ignores the Note that heroes must still be assigned wounds last.
Regeneration rule.
Transport(X)
Models with this special rule may transport up to X models in
their cargo.

Units may embark by moving into contact with the transport


and embarked units may use any action to disembark but only
move up to 6”. Units may also be deployed within a transport at
the beginning of the game.

If a unit is inside of a Transport when it is destroyed then it


must take a Dangerous Terrain test, is immediately Pinned,
and surviving models must be placed within 6” of the transport
before it is removed.

15
Terrain Placement Styles 1. Random
When preparing the game, you can either pick one of the Divide the table into six 2’x2’ sections.
placement styles below, or select it randomly.
For each piece of terrain, roll one die to place it at the center of
To select a random placement style, roll one die: one random section, and then move it 2D6” toward the center
of another randomly selected section, stopping to be at least 6”
1. Random
away from other pieces of terrain.
2. Alternating (Free)
3. Alternating (Restricted) If it’s impossible to place the terrain piece, simply remove it.
4. Full Table
5. Two Halves
2. Alternating (Free)
6. Six Squares Players roll-off, and then alternate in placing one terrain piece
each, starting with the player that won.
Terrain Selection
Terrain pieces must be placed at least 6” away from each
Once you have decided what placement style to use, you may
other, and if it’s impossible to place them they are removed.
either pick 10-15 pieces of terrain that you want to play with, or
else use the method below to generate terrain. 3. Alternating (Restricted)
To generate balanced terrain follow these steps: Roll one die to select a random restriction, and then follow the
• Take 6 pieces of terrain: same rules as the “Alternating (Free)” placement style:
o 2 impassable 1. No pieces of terrain may be placed within 12” of the
o 2 forests or ruins (any combination) center of the table.
o 2 hills or ruins (any combination) 2. No pieces of terrain may be placed within 12” of the
• Take 4D3 more pieces of terrain, determining their edge of the table.
type by rolling 2D6 for each: 3. Place the first piece of terrain at the center of the
o 2-4 = hill table. The rest must be placed more than 12” away
o 5 = lake from that piece of terrain.
o 6 = field 4. Place the first piece at the center of the table, and the
o 7 = ruins rest must be placed within 9” of another piece of
o 8 = forest terrain that was already placed.
o 9-10 = barricade 5. Place the first 4 pieces each within 12” of a different
o 11-12 = impassable table corner. The rest can be placed anywhere.
6. Place the first 4 pieces each in a different table
Terrain Guidelines
quarter. The rest can be placed anywhere.
Whilst there is no limit to what type of terrain features you can
use for your games, we recommend that each terrain feature
4. Full Table
be somewhere between 4”x4” and 8”x8” in size. Players roll-off, and the winner places all pieces of terrain on
For each terrain feature you’ll also have to define some basic the table, at least 6” away from each other and the table edge.
rules for how they work in the game. Whilst you can always Then the player that lost the roll-off gets to pick which side
pick what rules to use by personal preference, here are some they wants to deploy on.
guidelines on basic terrain types:
5. Two Halves
• Fields - difficult terrain + cover terrain
• Forests - difficult terrain + cover terrain + units can Players roll-off, and the winner may draw a straight line from
see into it and out of it, but not through one corner of the battlefield to the opposite, and pick which
• Hills - difficult terrain when going up + cover terrain + table half they place terrain on.
units on top can ignore one unit or terrain piece in the Then the players alternate in placing one piece of terrain each
way when measuring line of sight on their own table half, at least 6” away from other pieces of
• Barricades - cover terrain terrain and the table edge.
• Ruins - cover terrain + dangerous terrain when
crossing with rush or charge actions 6. Six Squares
• Lakes - difficult terrain
Divide the table into six 2’x2’ sections.
• Rivers - dangerous terrain when crossing with rush or
charge actions Players roll-off, and then alternate in placing one terrain piece
each in a random section, starting with the player that won.

Terrain pieces must be placed at least 6” away from each


other, and if it’s impossible to place them they are removed.

16
Random Deployment Style 4. Ambush
Whilst you can simply pick one deployment style of your choice,
it can be interesting to have it be randomly selected before the
game begins, to keep things fresh.

To select a random deployment style, simply roll one die:

1. Frontline
2. Long Haul
3. Side Battle
4. Ambush
5. Spearhead
6. Flank Assault

1. Front Line
Note that this is the standard deployment from the core rules. 5. Spearhead

2. Long Haul 6. Flank Assault

3. Side Battle

17
Random Mission Selection 1. Duel
Whilst you can simply pick one mission of your choice, it can be After the table has been prepared, the players must set up a
interesting to have a mission be randomly selected before the total of D3+2 objective markers on the battlefield.
game begins, to keep players on their toes.
After 4 rounds have been played the game ends, and the player
To select a random mission, simply roll one die: that controls most markers wins.

1. Duel Note that this is the standard mission from the core rules.
2. Seize Ground
3. Relic Hunt
2. Seize Ground
4. Sabotage After the table has been prepared, the players must set up a
5. Breakthrough total of 4 objective markers on the battlefield.
6. King of the Hill
Divide the non-deployment zone area of the table into 4 equal
quarters, and place one marker at the center of each.

After 4 rounds have been played the game ends, and the player
that controls most markers wins.

3. Relic Hunt
After the table has been prepared, the players must set up a
total of 3 objective markers on the battlefield.

If a unit seizes a marker, remove it from the table, and it counts


as being carried by the unit. If the unit is destroyed at any point,
the marker is dropped on the spot.

After 4 rounds have been played the game ends, and the player
that controls most markers wins.

4. Sabotage
After the table has been prepared, the players must set up
1 objective marker each 12” away from their table edge.

Each objective marker belongs to the player that placed it, and
if at any point a unit seizes the enemy objective marker, then
Mission Objectives the marker is destroyed and removed from play.

Since all missions use objectives in order to determine who After 4 rounds have been played the game ends, and the player
wins, the following rules are common for all missions: that managed to destroy the enemy marker whilst keeping
their own marker intact wins.
• Placing Objectives: The players roll-off, and the
winner picks who places the first objective marker. 5. Breakthrough
Then the players alternate in placing one marker each
After the table has been prepared, the players must set up
outside of the deployment zones, and over 9” away
1 objective marker each on the battlefield.
from other objective markers.
• Seizing Objectives: At the end of each round, if a unit The objective markers must be placed at the center of each
is within 3” of a marker whilst no enemies are, then it player’s deployment zone, 12” away from the table edge.
counts as being seized. Markers remain seized even if
After 4 rounds have been played the game ends, and the player
the unit moves away, however Pinned units can’t seize
that controls most markers wins.
or stop others from seizing them. If units from both
sides contest a marker at the end of a round, then it 6. King of the Hill
becomes neutral.
After the table has been prepared, the players must set up only
Note that if you are using the random deployment styles rules, 1 objective marker on the battlefield.
you must first roll to see which deployment style you will use,
The objective marker must be placed over 9” away from the
then roll for mission objectives, and only after you roll-off to
deployment zones and the table edges.
see who picks where to deploy.
After 4 rounds have been played the game ends, and the player
that controls the marker wins.

18
Playing with Side-Missions Categories
When playing with side-missions, the scoring at the end of the There are 3 different categories to choose from, each with their
game is done using a Victory Points (VP) system, instead of own twists and strategies:
winning based on the mission’s conditions.
1. Combat Mastery
At the end of the game, players earn VPs for completing the 2. Tactical Genius
main mission objective, as well as 1 VP for each side-mission 3. Heroic Intervention
that they completed:
1. Combat Mastery
• Duel - 1 VP per controlled marker
1. Conserve - At least 50% of friendly units alive.
• Seize Ground - 1 VP per controlled marker
2. Linebreaker - All enemies without Tough killed.
• Relic Hunt - 1 VP per controlled marker
3. Obliterate - Killed 3+ enemy units in one round.
• Sabotage - 1 VP for destroying the enemy marker and
4. Terrify - Enemy unit routs in melee.
1 VP for keeping own marker alive
5. Onslaught - Won melee by 3+ wounds.
• Breakthrough - 1 VP per controlled marker
6. Attrition - At least 50% of enemy units killed.
• King of the Hill - 2VP for controlling the marker
2. Tactical Genius
Before the game begins, pick one of the following playstyles, or
roll a D3 to randomly get one: 1. Dominate - Enemy controls no objectives.
2. Ground War - No enemy units within 6” of the center.
1. Shared
3. Overrun - At least one friendly unit fully inside each
2. Hidden
table quarter.
3. Shared + Hidden
4. Defend - No enemy units fully inside friendly
Additionally, you must pick one of the following selection deployment zone.
methods, or roll a D3 to randomly get one: 5. Invade - At least one friendly unit with 3+ models fully
inside enemy deployment zone.
1. Free
6. Seize - Control most objective markers.
2. Limited
3. Randomized 3. Heroic Intervention

Playstyles 1. Slay - Enemy hero with highest Tough value killed.


2. Sacrifice - Most expensive friendly hero killed.
There are 3 different playstyles you can use, each providing a 3. Head Hunter - Most expensive enemy hero killed.
different level of competition: 4. Sorcerer Supreme - Enemy hero killed by spell.
1. Shared - Each player selects 1 side-mission openly, 5. Ancient Heirlooms - Friendly hero within 6” of the
both players can complete any of the side-missions center of the table.
2. Hidden - Each player selects 1 side-mission in secret, 6. Secret Mission - Friendly hero within 3” of enemy
players can only complete their own side-mission table edge inside deployment zone.
3. Shared + Hidden - Players roll-off, and the winner
selects 1 side-mission openly, which both players can
complete. Then each player selects 1 side-mission in
secret, which only they can complete.

Selection Methods
There are 3 different selection methods you can use, each
giving the players a different degree of control:

1. Free - Players may freely select any side-mission


from any of the categories.
2. Limited - Players must roll a D3 to get a category, and
may then freely select any side-mission.
3. Randomized - Players must roll a D3 to get a random
category, and then roll a D6 to get a side-mission.

Note that if you roll a side-mission that cannot be completed,


then you must re-roll until you get one that can be.

19
Using Extra Actions
Before the game, players can agree to use any or all of the
following extra actions in the game:

• Hunker Down
• Defensive Stance
• Covering Fire
• Focused Fire
• Heavy Charge
• Stealth Move
• Overwatch

When using these extra actions the game is played normally,


however players may pick any of the selected extra actions in
addition to the regular ones.

Hunker Down
Units can hit the ground and take cover in order to increase
their survivability when under enemy fire.

When taking a Hunker Down action, the unit remains idle, and
enemies shooting at it get -2 to hit rolls until its next activation.

Pinned units may take Hunker Down actions to get this bonus
Heavy Charge
as well as stopping to be Pinned.
Units can strengthen their melee prowess by making short but
Defensive Stance brutal charges that devastate enemy lines.
Units can brace themselves for melee by adopting a defensive When taking a Heavy Charge action, the unit makes a regular
stance and preparing for brutal combat. Charge action, and gets +1 to hit in melee, but only if the total
When taking a Defensive Stance action, the unit remains idle, charge distance is over 3” and under 6”.
and may not strike back, and enemies attacking it in melee get
Stealth Move
-2 to hit rolls until its next activation.
Units can try to make it harder for enemies to shoot at them by
Pinned units may take Defensive Stance actions to get this
moving carefully and sticking close to the ground.
bonus as well as stopping to be Pinned.
When taking a Stealth Move action, the unit may move by its
Covering Fire regular move distance, may not shoot, and enemies shooting at
Units can try to pin down the enemy by shooting wildly so that it get -1 to their hit rolls until its next activation.
they keep their heads down.
Overwatch
When taking a Covering Fire action, the unit may not move, and
Units can hold off from doing anything and prepare to shoot at
may shoot only hitting on rolls of 6+. Roll one die per hit, and if
charging enemies or engage in deadly firefights.
you roll at least one 4+, then the target must take a morale test
(regardless of casualties). All hits are then discarded. When taking an Overwatch action, the unit stays idle, and may
react once to an enemy unit as it takes its action.
Focused Fire
The unit may react to two things:
Units can increase their shooting precision by staying put and
adjusting their aim for that perfect headshot. • Movement: The unit may shoot at an enemy at any
point during movement, however it gets -1 to hit rolls.
When taking a Focused Fire action, the unit may not move, and • Shooting: The unit may shoot back at an enemy within
gets +1 to hit when shooting at targets within 12”. 24” that shot at it, however it gets -1 to hit rolls.

20
Open vs Solid Buildings Building Destruction
The difference is simple: Optionally, solid buildings may be targeted for all types of
attacks as if they were any other unit.
• Open buildings have one or more openings which can
be used to place models inside. All buildings count as having Defense 2+ and a Tough(X) value,
• Solid buildings consist of one solid block which cannot which you are going to set yourself, however here are some
be opened or reached into. guidelines that you can use:

Usually, solid buildings would be treated as a piece of sight • Wood Buildings: Tough(6)
blocking and impassable terrain, however with these rules your • Brick Buildings: Tough(12)
units will be able to enter and defend them. • Concrete Buildings: Tough(18)

Using Solid Buildings If a unit is inside of a building when it is destroyed, then it must
take a Dangerous Terrain test, is immediately Pinned, and
Solid buildings may hold up to X models inside of them, which surviving models must be placed within 6” of the building
must be from the same army. before it is removed.
Units may enter by moving into contact with the building, and
Collateral Damage
units inside may exit by using any action but only move up to 6”,
however units may not both enter and exit a building as part of Optionally, solid buildings may also take collateral damage
the same activation. when units inside of them are attacked.

Since buildings come in different sizes, you have to decide how Whenever a unit targets an enemy inside of a building with a
many models can be inside by yourself, however here are some ranged attack, roll one die for every attack that misses. On a 4+
guidelines that you can use: that attack hits the building instead, which is resolved after all
regular hits have been resolved.
• Small Sheds: 6 models
• Medium Houses: 11 models Note that failing to cast a spell targeting a unit inside of a
• Large Fortifications: 21 models building does not count as a missed attack.

Solid Buildings & Combat


Units may shoot into and out of any side of a solid building that
has some sort of firing port (doors, windows, etc.), and you may
choose which firing port to shoot from.

Units inside of solid buildings always count as being in Cover,


regardless of what material the building is made of.

When charging units inside a building, only one unit inside of it


is targeted, and the defender may choose which. To charge the
building, simply move models in base contact with it.

21
Using Random Events 21. Psychic Anomaly
Players can choose to add random events, which affect units on Place an anomaly marker in the center of one random table
the battlefield in unexpected ways, by checking if a random quarter. All units that move within 3“ of it take D3+3 hits.
event is triggered every round.
22. The Walking Dead
At the beginning of each round, roll one die. On a 5+ an event is
triggered, and you must roll two dice to determine which one. Place a unit of D6+4 Zombies (Qua 5+, Def 5+, Claws (A3), Slow)
in the center of one random table quarter. At the end of each
First roll a D3, which represents the first number, and then roll round the zombies must charge or rush the nearest unit.
a D6, which represents the second number.
23. Crazed Sniper
Example: A player rolls two dice, with the first result being a 2
and the second result being a 1. This would mean that event 21 Place a sniper on the highest piece of terrain with most line of
(psychic anomaly) is chosen. sight on the table. Select one random unit, and at the end of
each round if it is in line of sight of the sniper it takes D3 hits.
Note that if a random event calls for randomly selecting a unit
from any army, you must first randomly select an army for the 24. Surprise Attack
event, and then randomly select a unit to be the target.
Select one random unit that is inside a piece of terrain. That
11. Monstrous Spawn unit is pinned.

Select one random unit, which immediately takes D3+3 25. Grave Miscalculation
automatic hits with AP(1).
The first time during this round when a unit rolls a 1 to hit for
12. Low Supplies shooting it takes D3+3 automatic hits with AP(2).

Select D3 random units, which can‘t shoot any of their weapons 26. Berserker
until the end of the mission.
The first time during this round when a unit rolls a 6 to hit in
13. Broken Morale melee the target takes D3 automatic wounds.

All units from one random army get -1 to morale tests until the 31. Flash Grenades
end of the game.
Select one random army. Enemy units get -1 in melee when
14. Carnivorous Fauna attacking units from that army until the end of the round.

Until the end of the mission whenever a unit enters terrain roll 32. Suppressing Fire
one die, on a 1 it takes a dangerous terrain test.
Select one random unit, which doubles its shooting attacks
15. Toxic Fumes during this round.

Select one random table quarter. All of the units within that 33. War Shout
table quarter take D3+4 automatic hits.
Select one random unit that is pinned, which immediately stops
16. Rigged to Blow being pinned.

Select one random player, who may note down one piece of 34. Covered in Blood
terrain in secret. The first unit to enter that terrain takes D3+3
Select one random unit. Enemy units within 6“ of it get -1 to
automatic hits with AP(2).
morale until the end of the mission.

35. Anti-Grav Boots


Select one random unit, which must add +D3“ to all of its
movement until the end of the mission.

36. Psychic Rage


Select one random unit, which gets AP(+1) and +1 to hit in
melee until the end of the round.

22
Playing with Battlefield Conditions Mysterious Conditions
Before the game, you can either pick one of the conditions of 1. Damnation
your choice, or have it selected randomly.
At the beginning of each round, you must select one of your
First roll a D3 to select a condition type: units to make a sacrifice and take D3 wounds.

• 1-2 = None If you do, nothing happens. If you don’t, then all of your units
• 3-4 = Geological get -1 to all of their attack, defense and morale rolls this round.
• 5-6 = Mysterious
2. Arcane Power
Then roll one die, and check which battlefield condition you get,
All psychics get +1 to their casting and blocking rolls.
based on the type that was selected.
On a natural roll of 1, something went wrong, and the casting or
Geological Conditions blocking psychic takes D3 automatic wounds.
1. Earthquake 3. Inspiration
The entire table is Dangerous Terrain. Whenever a unit needs to take a morale test, it gets +1 to its
Any piece of terrain that already counted as Dangerous Terrain morale test roll.
becomes deadlier, and deals two wounds on a roll of 1. 4. Deadly Vortex
2. Heavy Storm Whenever a unit is activated, roll one die, on a 1 it takes D3
The entire table is Cover Terrain. automatic wounds.

Any piece of terrain that already counted as Cover Terrain 5. Mystical Fog
becomes more protective, and units get -2 to their hit rolls. Whenever a unit takes a wound, roll one die, on a 6+ it may
3. Muddy Terrain ignore that wound.

The entire table is Difficult Terrain. 6. Sinister Echoes

Any piece of terrain that already counted as Difficult Terrain Whenever a unit is Pinned, it also takes D3 wounds.
becomes harder to move through, and units may not move Whenever a unit is Routed as a result of losing in melee, all
more than 4” when crossing it. friendly units within 6” take D3 wounds.
4. Smell of Death

Whenever a unit needs to take a morale test, it gets -1 to its


morale test roll.

5. Zero Gravity

Whenever a unit uses an Advance action, it must move +D3”,


and when it uses a Rush or Charge action it must move +D6”.

6. Dark Skies

Roll 2D6 once before the game to check how visibility is.

For the rest of the game, all units get -2D6” range when firing
their ranged weapons (to a minimum of 3”).

23
Using Terrain & Objective Effects
Players can choose to add extra rules to their terrain features
and objective makers by picking any of the ones they like, or by
generating them randomly.

Whenever a unit enters a piece of terrain for the first time, roll
one die, and the effect lasts the whole game:

1. Regular Terrain
2. Regular Terrain
3. Alien Infestation
4. Deadly Spores
5. Psychic Vigor
6. Barbed Wire

Whenever a unit seizes an objective for the first time, roll one
die, and the effect lasts the whole game:

1. Regular Objective
2. Regular Objective
3. Booby Traps
4. Gravity Field
5. Defensive Barrier Objective Effects
6. Holy Monument
1 & 2. Regular Objective
Terrain Effects Except for its strategic value, there is nothing of note about this
1 & 2. Regular Terrain mission objective.

Even after careful inspection, it seems that everything is No special objective effects are applied to this objective.
normal in this terrain. 3. Booby Traps
No special terrain effects are applied to this piece of terrain. The terrain is covered in mines or other improvised explosives,
3. Alien Infestation which make life hell for anyone near it.

The terrain houses a nest of ferocious beasts, ready to tear Units within 3” of this objective always count as being in
anything apart that dares approach. Dangerous Terrain.

Units that activate in or move through this terrain immediately 4. Gravity Field
take D3 automatic wounds. It’s unclear why, but the gravitational field around this terrain
4. Deadly Spores is extremely heavy.

A deadly fungus has grown all over this terrain, which Units within 3” of this objective always count as being in
suffocates anyone inside. Difficult Terrain.

Units that activate in or move through this terrain immediately 5. Defensive Barrier
take D6 automatic hits. The terrain is surrounded by an energy bubble, which protects
5. Psychic Vigor its occupants from projectiles.

The terrain has a mysterious psychic aura, which enhances Units shooting at targets within 3” of this objective get -1 to hit.
combat capabilities. 6. Holy Monument
Units inside of this terrain get +1 to hit when shooting. Regardless of whoever built it, this majestic monument
6. Barbed Wire inspires others to fight harder.

Whoever used to hold this terrain, fortified it with heavy Units within 3” of this objective get +1 to their hit rolls in melee.
defensive structures.
Units charging into this terrain get -1 to hit when attacking.

24
Playing with Fog of War Shifting Focus
Fog of War rules are optional rules that add an element of Before the game begins, the table must be divided into 3 equal
uncertainty to your games, by affecting how units are deployed sections along the long table edges, and each section must be
and how game rounds are played. given a number from 1 to 3

Pick any of the following: Whenever a player needs to choose which unit to activate, first
they must roll a D3, and then they may only activate one of their
• Surprise Engagement
units that is within that table section.
• Ebb and Flow
• Shifting Focus If there are no eligible units in that table section, then they
• Combat Weariness must move on to the next section going from left to right.
• Prolonged Battle
Combat Weariness
Surprise Engagement
Starting from the second round on, whenever a player that has
When deploying armies, the players roll-off to see who goes already activated at least half of their units finishes an
first, and alternate in placing units as usual, however where activation, then they must roll 2D6.
they place them is randomized.
If the result is a 2 or a 12, then they may not activate any more
First, each player divides their deployment zone into 3 equal units this round, and as soon as their opponent has finished
sections and gives each section a number from 1 to 3. activating at least half of their units, then the round ends.

Then, when it’s a player’s turn to deploy a unit, roll a D3 and Prolonged Battle
place the unit fully within the resulting section.
Starting from the end of the 4th round, players must roll one
Units that are deployed differently due to special rules (such as die at the end of each round to see if the game continues.
Ambush) have to follow the same rules, however the entire
Roll one die, and if the roll is successful, then the game
battlefield is divided into 3 equal sections along the long table
continues into the next round:
edge, instead of only the deployment zones.
• 4th Round: 4+ to continue
Ebb and Flow
• 5th Round: 5+ to continue
Before the game begins, each players needs to take as many • 6th Round & Over: 6+ to continue
tokens as units in their army, and each player’s tokens must be
Note that mission objectives are checked at the end of the final
of a different color.
round, and not at the end of the 4th round as usual.
At the beginning of each round, the players must put as many
tokens as units they have left on the battlefield in a bag.

Then, the players draw a random token from the bag, and the
player whose color was drawn may activate one unit.

Once the player is done, another token is drawn to see who


activates next, and this continues until all tokens have been
drawn, at which point the round ends, and a new one begins by
putting tokens in the bag.

Note that if a unit is destroyed before it was activated, then you


must remove one token of that player’s color from the bag.

25
Using Brutal Damage Horrible Mishaps
Brutal Damage rules are optional rules that make the game Whenever a unit rolls a 1 whilst shooting, some horrible mishap
deadlier by modifying how units are damaged during combat. happens that could potentially kill it.

Pick any of the following: Roll one die, on a 1-3 the unit takes 1 automatic wound, and on
a 4-6 nothing happens.
• Unit Attrition
• Friendly Fire Note that wounds taken this way don’t trigger morale tests,
• Horrible Mishaps even if they bring the unit down to half or less of its original
• Critical Hits size or tough value.
• System Damage
Critical Hits
Unit Attrition
Whenever a unit rolls a 6 whilst shooting, the unit managed to
Whenever a unit takes one or more wounds, it must take as land a critical hit that could be devastating.
many morale tests as the number of wounds it suffered.
Roll one die, on a 1-3 nothing happens, and on a 4-6 the target
For each failed morale test: unit takes 1 automatic wound.

• Take 2 additional wounds if in melee Note that this wound is in addition to any regular damage, so
• Take 1 additional wound otherwise you must still roll to see what happens with the original hit that
the unit landed.
These wounds can’t be regenerated in any way, and they don’t
trigger any additional morale tests. System Damage
Note that if you want, you can use the unit attrition rules whilst Monsters and vehicles that take hits can take system damage
ignoring the regular morale rules, so units never get pinned which affect their combat capabilities.
from shooting or routed.
Whenever a monster or vehicle takes X wounds, roll 2D6+X and
Friendly Fire see what effect it has on the unit, depending on the result:

Whenever a unit shoots at an enemy that is within 3” of another • 3-9 = Glanced: no effect
friendly unit, then for every hit landed roll one die. • 10-12 = Immobilized: moves -2” on Advance actions
and -4” on Rush or Charge actions
On a 1-3 the hit lands on the friendly unit, on a 4-6 the hit lands
• 13-15 = Shaken: gets -1 to hit in melee and shooting
on the targeted enemy unit.
• 16+ = Annihilated: killed immediately
Note that if there are multiple friendly units within 3”, then you
The effects are cumulative and last until the end of the game.
must randomly determine which one is hit.
Note that since the army rules don’t specify which units are
monsters or vehicles, you and your opponent are going to have
to agree on which units are affected by the system damage
rules before the game begins.

26
Playing with Command Points
Command Points (CP) are an optional resource that can be
added to the game, giving players access to critical tactical
abilities that boost their units in battle.

When playing with these rules, players get D6+X CP at the start
of the game, where X is 1 CP for every 500pts in their army.

At any point during the game, players may then spend their CP
in order to activate stratagems, with each only being usable
once per unit activation (friendly or enemy).

Note that once CPs have been spent, they can’t be earned again
in any way, so make sure to use them wisely.

Stratagems 1. Strategic Doctrine


Players always have access to all abilities from the universal Eternal Vigilance - 1 CP
doctrine, as well as those from one other doctrine.
Pick a friendly model that just suffered a wound which would
Before the game begins, players must pick one of the following kill it and roll one die, on a 4+ that wound is ignored.
combat doctrines, or roll a D3 to determine it randomly:
Lightning Reflexes - 2 CP
1. Strategic Doctrine
Pick one friendly unit that just used a Rush action. That unit
2. Defensive Doctrine
counts as being in cover next time it is shot at.
3. Shock Doctrine
Code of Honor - 3 CP
Universal Doctrine
Pick one friendly unit that would be Pinned or Routed. If it
High Command - 1 CP would be Pinned, it is not. If it would be Routed, then it is
Add +1 to the result of any single die. Pinned instead.

Supreme Command - 2 CP 2. Defensive Doctrine


Add +1 to the result of all dice in a single roll. Heightened Senses - 1 CP

Seize Initiative - 2 CP Pick one friendly unit that is shooting at an enemy in cover,
which counts as being in the open instead.
When it’s the enemy turn to activate a unit, you may activate
one of your units instead. The opposing player may spend 2 CP Tactical Retreat - 2 CP
in order to stop this ability from having any effect.
Pick one friendly unit that is within 12” of an enemy, and it may
Total Shutdown - 2 CP move up to 6” directly away from the closest enemy.

At the end of the round, pick one objective marker under your Closing Fire - 3 CP
control that is about to be seized by your opponent, which
Pick one friendly unit that is being charged. The unit may make
becomes neutral instead. The opposing player may spend 2 CP
shoot at the charging unit before it moves with -1 to hit rolls,
in order to stop this ability from having any effect.
even if it’s not in range or line of sight.
Delayed Deployment - 2 CP
3. Shock Doctrine
During the deployment phase, when it’s your turn to place a
unit, you may pass the turn to your opponent. The opposing Sweeping Move - 1 CP
player may spend 2 CP in order to stop this ability from having Pick one friendly unit that is about to use a Rush or Charge
any effect. action, and it may add +D3” to its movement.
Hidden Deployment - 3 CP Killing Blow - 2 CP
After all units have been deployed, you may remove up to D3 Pick one friendly unit that is fighting in melee. Any friendly
friendly units and place them again in any order. The opposing model that is killed during this melee may strike one more
player may spend 3 CP to do the same, in which case players time with one of its weapons before it is removed.
alternate in placing those units again.
Ferocious Attack - 3 CP

Pick one friendly unit that just finished fighting in melee, and it
may immediately fight again, ignoring penalties from fighting in
melee more than once.

27
Using Suppression Unit Activation & Suppression
Suppression rules are optional rules that change how units When a unit that has suppression markers is activated, it must
behave once they start taking fire. take as many morale tests markers on it, without the -1 morale
test penalty for suppression.
Units get 1 suppression marker whenever one of the following
things happens during the game: For each success you may remove one marker from the unit,
and once you are done you may activate it normally.
• Whenever they take one or more hits from shooting or
spells, but not from melee. Rallying Units
• Whenever they survive a melee combat, even if they
were the winners. Units with suppression markers may use a Rally action by
• Whenever a friendly unit within 6” is destroyed or staying idle during their activation, which removes all markers
routs after failing a morale test. at the end of the round.

There is no limit to how many suppression markers a unit can Note that Pinned units may use Rally actions to remove all
take during the game. suppression markers as well as stop being Pinned.

Heads Down! Heroic Inspiration

Whenever a unit takes a suppression marker from shooting or The presence of heroes helps allies recover from suppression
spells that brings it to a total of 3 markers or more, then it when they are activated.
must immediately take a morale test. Whenever a hero is activated, you may remove 1 suppression
This is just a regular morale test, and if it’s failed, then the unit marker from the hero and its unit, and from all other friendly
is Pinned, even if it didn’t take any wounds. units within 12” (this doesn’t require any rolls).

Effects of Suppression
Suppression markers affect how units will perform in combat,
and the more markers a unit has the worse it will perform.

For each suppression marker:

• Movement is reduced by -1” when using Advance


actions and by -2” when using Rush or Charge actions
• Shooting and Melee to hit results are reduced by -1
• Morale test results are reduced by -1

28
Free-for-All
The simplest way to play games with 3-4 players is to have a
free-for-all, where all players can attack each other, and they
are all competing for the same objectives.

When playing the game, follow all of the regular rules, with just
a couple of exceptions as described below.

Deployment: All players roll-off to determine the order in


which they will deploy. Then the players alternate in picking a
table corner and deploying one unit each within a 2’x1’ area,
starting with the player that got the highest score, and then
alternating in descending order.

Turn Order: At the beginning of each round, including the first,


players roll-off to determine the order in which they activate
their units. The player with the highest score goes first, and
then the players alternate in descending order.

Merry-go-Round
An alternative version of playing with 3-4 players is to have a
merry-go-round, where each player can only attack one other Team Games
player, as they all compete for the same objectives.
If you want to play games with 3+ players, then team games are
When playing the game, follow all of the regular rules, with just the best way to go, as there is no limit to the amount of players
a couple of exceptions as described below. that can participate.
Deployment: All players roll-off to determine the order in When playing the game, follow all of the regular rules, with just
which they will deploy. Then the players alternate in picking a a couple of exceptions as described below.
table corner and deploying one unit each within a 2’x1’ area,
starting with the player that got the highest score, and then Forming Teams: Before the game begins, divide the players
alternating in descending order. into two teams by simply picking who belongs to which team,
doing a draft, rolling for teams randomly, or however else you
Turn Order: At the beginning of each round, including the first, would like to pick teams. Note that teams don’t need to have
players roll-off to determine the order in which they activate equal amounts of players, so you can play 2v1, 3v1, etc.
their units. The player with the highest score goes first, and
then the players alternate in descending order. The Armies: When preparing armies, you must split the
amount of points that each team is allowed to take between its
Combat: During the game, players may only target enemy units players. Note that the amount of points that each player is
from the player that deployed after them. If they are attacked in allowed to take within a team doesn’t have to be equal, and
melee by any other player, then they may still strike back, but players may choose to split their points unequally.
they may not voluntarily target them otherwise.
Deployment: When deploying units, players from the same
team must deploy their units in the same deployment zone,
placing a single unit when it’s their team’s turn to deploy.

The Mission: When setting up the mission and when checking


who won, all objective markers and deployment zones are
shared between players of the same team.

Turn Order: During the game, the turn order is on a team basis
and not on a player basis, so for each team’s turn only one of
the players may activate a single unit. Note that each team may
either pick which player gets to activate freely, or instead roll
to see who gets to go next randomly.

29
Playing Apocalyptic Games Movement
Whilst the regular rules allow you to play large games with Whenever a unit wants to move, only measure distances from
armies of 3000pts or more, the game can get a little slow when the leader, and move it first.
using such a large amount of units.
Once the leader has been moved, you must place all other
In order to speed the game up, you can follow these rules to models in the unit around the leader in any way you like, as
play epic battles of apocalyptic size, however you can also use long as you maintain unit coherency.
these rules to speed up regular games if you wish.
No distances are measured for any other models except the
Unit Leaders leader, so you may freely move them to their new position.

Before the game begins, you must clearly define a single model Shooting
within each unit to be its leader, and which will remain the
Whenever a unit wants to shoot, only measure line of sight and
unit’s leader until the end of the game.
distances from the leader model, to the nearest model from
The leader will be the core of the unit, and is used to measure the target unit.
line of sight, movement distances, etc.
If the leader has line of sight, then all weapons that are in
Since the leader is essential, it always has to be the last model range of the target from the leader’s position may shoot.
that is removed when the unit takes wounds.
No line of sight or distances are measured for any other
Terrain models except the leader, so models can freely shoot as if they
were in the leader’s position.
When setting up terrain for the game, all pieces of terrain must
be treated like solid buildings, with clearly defined areas that Melee
can be entered and exited.
Whenever a unit wants to charge, only measure distances from
This means that the only way for units to get cover is by the leader and move it into base contact first.
entering a piece of terrain.
Once the leader has been moved, you must place all other
models in the unit in base contact with enemy models, or as
close as possible in any way you like, as long as you maintain
unit coherency. Then all models from the target that are not in
base contact may move in the same way.

When fighting in melee, all models always count as being in


range of the enemy, regardless of their position, so everyone
can always strike with all weapons.

30
Playing Kitchen Table Games Mission Selection
The game can also be played on smaller surfaces, that are as To select a random mission, simply roll one D3:
small as 2’x3’ in size, by adjusting the rules.
• 1-2: Duel
When setting up the game, use the deployment styles and • 3-4: Seize Ground
mission selection from these rules instead of the regular ones. • 5-6: Relic Hunt

Deployment Styles Note that when placing objective markers, you follow all the
regular rules, but ignore restrictions on placing markers inside
To select a random deployment style, simply roll one D3: deployment zones.
• 1-2: Frontline
1. Duel
• 3-4: Long Haul
• 5-6: Side Battle After the table has been prepared, the players must set up a
total of D3 objective markers on the battlefield.
Note that your table may be a square instead of a rectangle.
After 4 rounds have been played the game ends, and the player
1. Frontline that controls most markers wins.

2. Seize Ground
After the table has been prepared, the players must set up a
total of 4 objective markers on the battlefield.

Divide the battlefield into 4 equal quarters, and place one


marker at the center of each.

After 4 rounds have been played the game ends, and the player
that controls most markers wins.

3. Relic Hunt
After the table has been prepared, the players must set up a
total of D3 objective markers on the battlefield.
2. Long Haul
If a unit seizes a marker, remove it from the table, and it counts
as being carried by the unit. If the unit is Pinned or destroyed at
any point, the marker is dropped on the spot.

After 4 rounds have been played the game ends, and the player
that controls most markers wins.

Playing the Game


When playing the game, follow all of the regular rules, with just
a couple of exceptions, as described below.

Measuring Distances: When playing the game, all distances


measured must always be halved (rounding up). This does not
apply to the preparation of the game, so the deployment zones
and distance between objectives stay the same.
3. Side Battle
Reinforcements: Before the game begins, players must declare
half of their army as being reinforcements. These units are not
set up during the deployment phase, but instead they may be
deployed within 3” of any table edge at the beginning of any
round after the first. If both players are bringing in units, they
must roll-off to see who goes first, and then alternate in
placing one unit each, until all units have been placed.

Range Penalty: Whenever a unit shoots over 12” away, it gets a


penalty of -1 to hit for shooting at long range. Note that this
penalty is applied after halving the measured distance, so it
only affects weapons with unmodified ranges of over 24”.

31
Small-Scale Models Playing with Multi-Based Models
The game can be played using models of smaller sizes, like When playing the game, follow all of the regular rules, with just
6mm, 10mm and 15mm, where multiple small models are a couple of exceptions as described below.
mounted together on a single base.
Combining Units: When combining two units into one, you can
Here are some general guidelines for base sizes that you can either put all models on a single large base, or you can use two
use when playing like this: bases that you keep in base contact with each other, and which
count as a single large base.
• 6mm: 20mm x 10mm
• 10mm: 32mm x 25mm Unit Attacks: Since each base represents the entire unit, the
• 15mm: 50mm x 32mm attack values of all weapons of models in the unit are summed
together, and rolled as one. Note that since individual models
Note that the base size that you use doesn’t matter, as long as
are never removed, the unit doesn’t lose any attack power as it
you keep base sizes consistent across all models.
takes wounds.
Multi-Based Models Unit Defense: Since models are not removed individually from
The game can also be played using 28mm models placed on a each base when units take wounds, all units count as having
movement tray, which essentially act just like the single bases Tough(X), where X is their total number of models. If all models
used for small-scale models. in the unit already have Tough, then X is sum of all Tough
values in the unit. If a model with Tough joins the unit, then you
Here are some general guidelines for movement tray sizes that must add its Tough value to X.
you can use, depending on the base sizes:
Deadly Weapons: If a weapon with Deadly deals wounds to a
• 25mm: 125mm x 25mm unit, then it may only deal up to as many wounds as the Tough
• 32mm: 160mm x 32mm value of the majority of models in the unit. If the majority of
• 40mm: 120mm x 40mm models don’t have Tough, then it only deals 1 wound.

Playing with Small-Scale Models


When playing the game, follow all of the rules for multi-based
models, with the addition of the following rules.

Measuring Distances: When playing the game, all distances


measured must always be halved (rounding up). This does not
apply to the preparation of the game, so the deployment zones
and distance between objectives stay the same.

Game Length: When playing with these rules, we recommend


extending the game length by 2 rounds, with objectives being
checked only after the 6th round has been played.

32
Introduction Contents
The Point Calculator contains all of the guidelines used to Point Calculator......................................................................... 2
calculate the point costs of units for Grimdark Future as well
Unit Creation .................................................................. 2
as for Grimdark Future: Firefight.
Weapon Creation ............................................................3
With this system players can modify any existing armies as they
wish, or create their own units and armies, allowing them to Special Rules ..................................................................4
use any miniatures they have to play.
Army Special Rules ........................................................5
About OPR Designer’s Guidelines ...............................................................8
OPR (www.onepagerules.com) is the home of many free games Army Creation Guidelines ..............................................8
which are designed to be fast to learn and easy to play.
Unit Creation Guidelines .............................................. 10
This project was made by gamers for gamers and it can only
exist thanks to the support of our awesome community. Weapon Creation Guidelines......................................... 11

If you’d like to support the continued development of our Psychic Spells Guidelines ............................................ 13
games you can donate on patreon.com/onepagerules. Converting units to Firefight ........................................ 17

Thank you for playing!

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1
Overview Weapons
Units are at the center of every wargame, so we decided to put Units are equipped with a variety of melee and ranged weapons
together this Point Calculator to allow players to easily that are used in combat, which can be anything from simple
calculate a point cost that measure’s their ability in the game. swords to the most complex of cannons.

This first section is going to explain how to put together a unit’s How to calculate a weapon’s cost is going to be explained in a
point cost as a whole, and the following sections are going to later section of the book, and all you need to know for now is
explain how each individual part of a unit is put together, from that each weapon has its own individual cost which is added to
weapons to special rules. the unit’s base cost.

Creating Units There is no minimum or maximum number of weapons that


units can be equipped with, and units can also have no weapons
Each unit in the game is made up of 4 core statistics that define at all if that’s what you want.
its combat ability:
Example: The Battle Brother’s Assault Rifles have a cost of
• Quality
4pts and their CCWs have a cost of 2pts.
• Defense
Special Rules
• Weapons
Most units come with one or more special rules which define
• Special Rules any special abilities that they might have, such as moving
faster or being especially tough to kill.
In order to create a unit you are going to have to define each
statistic, calculate its point cost, and finally put everything Special rules can have either a fixed point cost or they modify
together to get the unit’s total point cost. how the unit’s base or total cost is calculated, and you can find
out how each special rule works in a later section.
Example: A Battle Brothers unit is made of 5 models and has
Quality 3+, Defense 2+, Assault Rifles & CCWs, Fearless. There is no minimum or maximum number of special rules
that units can be have, and units can also have any special
Unit Base Cost rules at all if that’s what you want.
A unit’s Quality value represents its training and morale, whilst Example: Units with Fearless calculate their base cost as if
its Defense value represents its armor and resilience. they had Quality +1, so the Battle Brother’s base cost is
The values for both Quality and Defense range from 2+ to 6+, modified to be 24pts like this:
where 2+ is very good, 4+ is average and 6+ is very bad. Base Cost = (12 + 12) * 1 = 24pts
These two statistics put together form the unit’s base cost,
Unit Total Cost
without any of its weapons and special rules.
Once you have calculated a unit’s base cost and the cost of all
The base cost is calculated like this:
weapons and special rules, all you need to do is put everything
(Quality + Defense) * X = Base Cost together and multiply it by its size like this:
Where X = Tough(X) or else X = 1. (Base Cost + Weapons + Special Rules) * Models = Total Cost
The Quality and Defense values each have a different point cost Example: The total point cost of a unit of 5 Battle Brothers is
associated, which is converted like this: calculated by applying the formula like this:
Quality / Defense Points • Base Cost = 24pts (modified by Fearless)
6+ 2pts • Assault Rifle = 4pts
5+ 4pts • CCW = 2pts
4+ 6pts
Total Cost = (24 + 4 + 2) * 5 = 150pts
3+ 8pts
2+ 12pts The total cost of all models in the unit then has to be rounded
up or down to the nearest multiple of 5, and in case of doubt it
Example: The base cost of a Battle Brother is calculated by should always be rounded up.
applying the formula like this:
Example: If a unit’s total cost is 47.5pts, then you must round it
Base Cost = (8 + 12) * 1 = 20pts up to be 50pts instead.

2
Overview Weapon Special Rules
Weapon creation is similar to unit creation, where you first get Anti-Air Weapon cost * 1.25
the weapon’s base cost, then modify it with special rules, and AP(X) Multiply the weapon’s cost based on
finally multiply it by the unit’s quality value. its AP value, where:
• AP(1) = 1.5
Creating Weapons
• AP(2) = 2
Each weapon in the game is made up of 3 core statistic that • AP(3) = 2.5
define its attack ability: • AP(4) = 3
Blast(X) Weapon cost * X
• Range
Deadly(X) Multiply the weapon’s cost based on
• Attacks
its Deadly value, where:
• Special Rules
• Deadly(3) = 2
In order to create a unit you are going to have to define each • Deadly(6) = 4
statistic, calculate its point cost, and finally put everything Indirect Weapon cost * 1.25
together to get the weapon’s total point cost. Poison Weapon cost * 1.25
Example: A Plasma Rifle has a range of 24”, 1 attack and AP(2). Rending Weapon cost * 1.5
Sniper Calculate total cost as if the model has
Weapon Base Cost Quality 2+, then multiply by 1.25
A weapon’s range represents how far it can attack effectively,
whilst its attacks represent the number of shots that it fires or Multiple Firing Modes
how many enemies it’s able to strike in melee. Weapons can
Some weapons come with multiple firing modes that players
also have special rules, which represent particularly strong
have to pick from each time they fire, such as having anti-tank
ammunition, poisoned blades, etc.
and anti-infantry options on a cannon.
These two statistics put together form the weapon’s base cost,
When creating such weapons you have to calculate the point
without taking into account the unit that’s using it.
cost of each firing mode separately and then pick the most
The base cost is calculated like this: expensive one, which becomes the weapon’s base cost.

Range * Attacks * Special = Base Cost When doing so calculate the point cost of all firing modes

The weapon’s Range value has a different multiplier based on Example: Mortars can be loaded with both AT ammo and HE
how far it can attack, which is converted like this: ammo. We calculate the cost of each and find that AT ammo
costs 15pts whilst HE ammo costs 10pts. Since the AT mode is
Range Points
more expensive, the base cost of the weapon is 15pts.
melee 0.25
6” 0.125 Weapon Upgrades
12” 0.25
Most units in the game usually come with one or more weapon
18” 0.375
upgrades that they can choose from, replacing their standard
24” 0.5
equipped weapons with a different option.
30” 0.625
36” 0.75 When creating weapon upgrades you have to first calculate the
42” 0.875
cost of the unit’s standard weapon as well as the cost of the
48” 1
weapon that you’re going to use as an upgrade.
Example: The base cost of a Plasma Rifle is calculated by Then you subtract the point cost of the more expensive weapon
applying the formula like this: from the cost of the less expensive weapon, and round up or
down to the nearest multiple of 5, which gives you the final cost
Base Cost = 0.5 * 1 * 2 = 1pts
of upgrading from one weapon to the other.
Total Weapon Cost
Example: A Battle Brother with Assault Rifle (4pts) wants to
Once you have calculated the base cost, all you need to do is upgrade to a Plasma Rifle (8pts). Therefore the upgrade cost is
multiply it by the unit’s Quality value to get the total cost: calculated like this: 8pts - 4pts = 4pts, then round up to 5pts.

Base Cost * Quality = Total Cost

Example: The total point cost of a Plasma Rifle equipped by a


Battle Brother (Quality 3+) is calculated like this:
Total Cost = 1 * 8 = 8pts

3
Overview Common Special Rules
Special Rules are the main tool we use to give units thematic Aircraft 15pts
flavour and give them specific battlefield roles. Ambush Quality
Fast Quality
This section contains a list of all the common special rules
Fear 20pts
used by most units in the game, whilst army special rules have
Fearless Calculate the unit’s base cost as if
their own section in the point calculator.
it has Quality +1
Army Special Rules Flying Quality
Furious Cost of 1 attack with most
Whilst most units in the game use the common special rules expensive melee weapon used by
you can find here, some units use army special rules, which all models divided by 2
often give units more unusual and specific abilities. Hero 0pts
When creating your own units you can mix and match special Immobile Quality * -3
rules from any army list, regardless of what army you are Impact(X) X * 3pts
actually creating the unit for. Psychic(X) (X * 15pts) + 5pts
Regeneration Tough(X) * 6pts
Example: When putting together a unit of Explosive Bots for the
Relentless Multiply the cost of the model’s
Robot Legions army you could use the Exploding Head special
ranged weapons by 1.125
rule from the Alien Hives army list.
Scout Quality
Quality Values Slow -Quality
Stealth Tough(X) * 2pts
Some special rules have “Quality” defined as their cost, or Strider Quality / 2
maybe some calculation that involves “Quality” as a cost. Transport(X) X * 2pts
In those cases you must use the point cost associated to the
unit’s quality value, which is converted like this:

Quality Points
6+ 2pts
5+ 4pts
4+ 6pts
3+ 8pts
2+ 12pts

Example: The cost of Ambush on a Battle Brother (Quality 3+) is


converted to be 8pts.

4
Alien Hives Custodian Brothers
Explosive Head 10pts (small) / 30pts (large) Anti-Psychic 10pts (per unit)
Pheromones 45pts Eternal Vigilant 15pts
Psychic Barrier 10pts High Prosecutor 15pts
Shrouding Mist 45pts (per unit) Shield Wall Tough(X) * 4pts
Spawn Grunts 150pts Witch Destroyer 30pts
Spores +80pts to total weapon cost
Surprise Attack 40pts Dark Elf Raiders
Transport Spore 20pts Dark Strike 45pts
Psychic Synapse 50pts (per unit) Dodge Counts as having defense +1
EMP Weapon cost * 2
Battle Brothers Soul Conductor 45pts
Advanced Tactics 45pts Torture Master 65pts
Large Cargo 0pts Veteran Infantry 4pts
Medical Training 45pts Very Fast Quality * 2
Rear Grapples 20pts
Repair 10pts Dwarf Guilds
Shield Wall Tough(X) * 4pts Battle Lore 15pts
Veteran Infantry 10pts Guild Defender 15pts
Veteran Walker 115pts Repair 10pts
Shield Wall Tough(X) * 4pts
Battle Brother Detachments Slayer Calculate cost of model’s
Common melee weapons as if AP(+1)
Shield Wall Tough(X) * 4pts Swift Quality
Blood Brothers
Holy Chalice 60pts Elven Jesters
Very Fast Quality * 2 EMP Weapon cost * 2
Dark Brothers Graceful Brutality 45pts
Dark Assault Ambush + 8pts Very Fast Quality * 2
Dark Shroud 30pts
Grim Fearless + Tough(X) * 3pts Feudal Guard
Death Brothers Bird of Prey 20pts
Tactical Master 30pts Commander 15pts
Knight Brothers Field Radio 5pts
Aegis 10pts (per unit) Medical Training 45pts
Combat Master 5pts Purity Scroll 10pts
Medical Training 90pts Tactical Console 45pts
Teleport Quality * 2
Wolf Brothers
Counter-Attack Cost of 1 attack with most
expensive weapon used by all
models divided by 2

Battle Sisters
Blind Faith 15pts
Canticle Megaphone 15pts
Celestial Infantry 3pts
Hymns 15pts
Medical Training 45pts
Shield Wall Tough(X) * 4pts

5
Gangs of Hive City
The Cult
Cult Icon 15pts High Elf Fleets
Redemption 20pts Ancient Commander 45pts
The Hidden Psychic Council 50pts (per unit)
Silent Assassin 15pts Teleport Quality * 2
Spymaster 45pts Very Fast Quality * 2
The Femmes
Psychotic 20pts Human Defense Force
Matriarch 25pts Battle Drills 10pts
The Brutes Commander 15pts
Pit Fighter 15pts Company Standard 35pts
Stubborn 15pts Executioner 10pts
The Miners Field Radio 5pts
Fighting Spirit 25pts Medical Training 45pts
Proud 10pts
The Artisans Human Inquisition
Cyber Eyes Calculate cost of model’s Alien Hunter 10pts
ranged weapons as if the Beacon 10pts (per unit)
model has Quality +1 Daemon Hunter 10pts
Overseer 20pts Shield Wall Tough(X) * 4pts
Radiation Power 15pts Witch Hunter 10pts
The Bodyguards
Boot Stomp 15pts
Infected Colonies
Maintain Order 15pts
Bloodthirsty 15pts
The Cannibals
Boom! 3pts
Berserker 15pts
Infection 45pts
Feeding Frenzy 20pts
Plague Command 15pts
The Mercenaries
Terrifying 15pts
Ammo Box +15pts
Berserker +15pts Undead 0pts
Medic +45pts
Slop Rations +15pts Machine Cult
Spotter +15pts Anti-Charge System 25pts
Stubborn +15pts Canticles 25pts
EMP Weapon cost * 2
Havoc Brothers Phosphor Weapon cost * 1.25
Chosen Veteran 10pts Radiation Weapon cost * 1.25
Havoc Tactics 45pts Repair Master 30pts
Mutations 3pts Taser Weapon cost * 1.5
Repair 10pts
War Chant 10pts Machine Cult Defilers
Brain-Tendrils 1.5pts
Havoc Brother Disciples Dark Legion 65pts
Disciples of War EMP Weapon cost * 2
Blessing of War 15pts Phosphor Weapon cost * 1.25
Frenzy Furious * 2 Radiation Weapon cost * 1.25
Disciples of Change Repair 10pts
Blessing of Change 20pts Self-Destruct 1pts
Disciples of Plague Taser Weapon cost * 1.5
Blessing of Plague 65pts
Reaper 0pts
Ring the Bell 60pts
Undead 0pts
Disciples of Lust
Blessing of Lust 60pts
Lust Speed Quality
Musical Bliss Tough(X) * 2

6
Orc Marauders Soul-Snatchers
Bad Shot Calculate cost of model’s Agitator 10pts
ranged weapons as if the Banner 55pts
model has Quality 5+ Experiments 25pts
Mad Doctor 60pts (orcs) / 135pts (bosses) Flare Gun 15pts
Energy Field 30pts Megaphone 25pts
Good Shot Calculate cost of model’s Psychic Idol 15pts
ranged weapons as if the Spotter 20pts
model has Quality 4+ Survey Vehicle 25pts
Red Paint Job Quality Tactical Console 45pts
Repair 10pts
SHOOT! 15pts TAO Coalition
Teleport Quality * 2 Accelerator Drone 15pts
WAR! 60pts Anti-Charge System 25pts
Beacon 10pts
Prime Brothers Elemental Power 15pts
Battle Rites 15pts Good Shot Calculate cost of model’s
Medical Training 45pts ranged weapons as if the
Precision Shots 45pts model has Quality 4+
Prime Fearless + Tough(X) * 5 Inhibitor Drone 15pts
Repair 10pts Shield Drone 45pts
Shield Wall Tough(X) * 4 Spotting Laser 25pts
Veteran Infantry 10pts Stealth Drone 25pts
War Chant 10pts Volley Fire 25pts

Ratmen Clans Titan Lords


Absolute Authority 45pts
Veteran Mini-Titan 130pts
Lead from Behind 25pts
Veteran Titan 510pts
Piper 40pts
Piper’s Calling 30pts
Vile Rattus Cult
Safety in Numbers 25pts
Banner 55pts
Tangle 35pts
Bodyguard 10pts
Exploding Rats 10pts
Rebel Guerrillas Megaphone 25pts
Hidden Tunnels 35pts Mutagens 25pts
Guerrilla Tactics 15pts Repair 10pts
Medical Training 45pts Tac-Console 45pts
Scavenger 15pts
Wormhole Daemons
Robot Legions Common
Bot Fabricator 100pts Symbol of Havoc 45pts (2+)/25pts (3+)/15pts (4+)
Darkness-Protocol 60pts Daemons of War
Flux Weapon cost * 1.5 Banner of War 25pts
Gloom-Protocol 10pts Resistance(X) X * 10pts (per unit)
Hunter Ranged attacks * 3pts Daemons of Change
Psychic Master 140pts Banner of Change 10pts
Psychic Warden 15pts
Split 33pts
Reanimator 90pts
Regen-Protocol 65pts Split Again 7.25pts
Repair 10pts Squish 0pts
Royal March 60pts Daemons of Plague
Royal March Order 60pts Banner of Plague 10pts
Shield Wall Tough(X) * 4pts Slime Trap 25pts
Daemons of Lust
Banner of Lust 25pts
Song of Banishment 25pts
Song of Summoning 315pts
Very Fast Quality * 2

7
Army Theme Weapons
When creating a new army the first thing we must establish is a When it comes to weapons you should also try to have a
theme that defines the overall feel of the army. consistent theme that defines how the army fights.

This theme will then guide the creation of all elements of the There are two ways that you can do this which work effectively
army, and keeping a consistent theme throughout is going to at maintaining a consistent theme: by giving most units the
give you the best result. same weapons and by giving all weapons across the army
consistent characteristics.
To decide what theme your army should have just take a look at
your models and think of what makes most sense for them in The first method is pretty simple, just give all units the same
terms of combat style, weapons, special rules, units, etc. base weapons and add in some variety by having them be able
to take upgrades to specialize in a specific role.
Example: Battle Brothers are elite soldiers that are fearless
and wear power armor, so their theme centers on courageous Example: Since the Orc Marauders focus on close range
heroes and extremely resilient units. combat almost all units are armed with Pistols and CCWs.
There are no limits to your imagination when coming up with The second method consists in giving all weapons a common
an army theme, but we recommend keeping things simple by theme to follow, such as having a specific type of range, a
just having each army have 2-3 traits that make it distinctive. specific amount of attacks or some special rules.

By keeping the theme focused on just a few traits it will be Here it is important to keep things simple again by using
easier to keep it consistent for the whole army and make it feel special rules that flow well and don’t bog the game down.
like something that truly defines it as a whole.
Example: Since the Robot Legions focus on deadly gauss tech
Special Rules almost all their weapons have the Rending special rule.

Once you have a theme in mind you should decide on 1-2


special rules that are used by most units in the army, which
will keep the theme consistent across the units.

Example: To show that Battle Brothers are very courageous we


give all models the Fearless special rule.
Since almost every unit in the army is going to be using these
special rules, they should be simple enough that they flow
naturally and don’t bog down gameplay.

Example: Giving every unit in the army something simple like


being fast is better than every unit being able to cast spells.
If you want the whole army to have access to a special rule that
is more complex, then a good way to do that is by providing the
special rule as an optional upgrade, instead of making it
standard for every unit.

This way players can decide how complex they want their army
to be when putting it together for a match.

8
Heroes Unit Types
One of the best ways to show theme in your army is to give it Then there’s one more thing that you can do in order to give
unique heroes that really represent what it’s all about. your army an interesting theme, and that is by restricting the
types of units that it has.
There are many ways that you can create thematic heroes for
your army: Instead of giving your army access to the full roster of unit
types, pick only a select few and focus your army on those.
• Give them an improved version of the common special
rule from their army Example: Since the Wormhole Daemons don’t use technology
• Equip them with a more powerful version of the they don’t have access to any walkers, vehicles or aircraft.
army’s theme weapon
This will not only emphasize the combat style of the army
• Give them access to special mounts, weapons and
further, but it will also make for more interesting gameplay by
equipment upgrades
giving your army clear strengths and weaknesses players
• Have them use a special rule that thematically buffs
should watch out for.
units that they join in combat
• Additionally here are some guidelines that you can Here is a list of the most common unit types in the game you
use to create heroes that feel special in your army: can use as a guideline:
• Don’t have too many heroes, 2-3 are usually more
• Infantry
than enough per army
• Large Infantry
• Make them more resilient than regular units by using
• Bikes / Cavalry
the Tough special rule
• Jump Troops
• Give them lots of upgrade options so that players can
• Support Weapons
customize them as they wish
• Walkers / Monsters
Generally we recommend to always make heroes very • Transports
customizable, that way players can create their own unique • Vehicles
heroes and named characters. • Aircraft

It’s always better to have fewer heroes that feel very unique Balance Checklist
rather than having a lot of heroes with just minor variations.
Finally there are a couple of things that you should make sure
Unit Creation you have in your army to keep it balanced with the official ones,
and to give players plenty of choice when creating lists.
Once you’ve laid down the ground work by establishing a theme
in terms of weapon and special rules it should be pretty easy to Here is a checklist to make things easier:
create units for the army.
• Have at least one unit with Hero
When creating units try to keep them as simple as possible by • Have at least one unit with Psychic
giving them a set of basic weapons (usually only 1 ranged and 1 • Have at least one unit with a Sniper weapon
melee weapon) and then just 1-2 special rules that fit with the • Make sure that your core infantry units have access to
army’s general theme. one ranged or melee weapon of each type:
o Anti-Infantry - Attack 6
If you want to have special units in the army that use more
o Anti-Regen - Rending
complex weapons and special rules it’s fine, however try to
o Anti-Heavy - AP(2)
keep them limited to just 2-3 per army.
o Anti-Tank - AP(3), Deadly(3)
Generally it’s also better to have fewer units that are
specialized in different combat roles than to have lots of
generic units that could fit any combat role.

This makes it easier for players to know which unit does what
on the battlefield, and also makes for more interesting
gameplay as players have to make difficult decisions when
setting up their army lists.

9
Unit Consistency Defense Value
When creating units the most crucial thing you need to do is to For the unit’s Defense value simply look at your model and you
make sure that any rules that you give them make sense with should have more or less an idea of how protected it is.
the model that is being used.
In order to keep Defense values consistent across all armies
Players have to be able to use the stats that you put together we divide units into different unit types:
and feel that they are consistent with the model they are using.
• Infantry – Humans, Orcs, Elves, etc.
Example: Since Ogres are big and hulking creatures it would • Large Infantry – Ogres, Destroyers, etc.
make little sense to give them the Fast special rule. • Monsters – Large Aliens, Daemons, etc.
• Vehicles – Tanks, Walkers, Aircraft, etc.
Quality Value
Then for each unit type we have a different Defense value
When it comes to Quality simply look at your model and you based on what the model’s armor and constitution looks like,
should have more or less an idea of its combat ability. which you can find in the following sections.
Then pick the category that your model fits in best to get a Note that these values are just general guidelines, and if you
Quality value that makes sense:
have models that look like they should have a higher / lower
Combat Ability Quality defense value regardless of their armor, then go ahead and use
Inexperienced 6+ whatever makes most sense.
Regular 5+
Defense - Infantry
Veteran 4+
Elite 3+ • Unarmored or limbs exposed = Defense 6+
Legendary 2+ • Armored but face exposed = Defense 5+
• Armored and fully covered = Defense 4+
Generally speaking you should avoid using Quality 2+ and 6+ • Extra tough armor or constitution = Defense +1
because players feel like they are not very fair, even if point
Example: Battle Brother infantry models are armored and fully
costs compensate for the rolls.
covered (4+), are extra tough (+1) and have power armor (+1), so
Example: It’s better to use Quality 3+ and give the unit better their total Defense value is 2+.
weapons and special rules than to give it Quality 2+.
Defense - Large Infantry
Special Rules
• Unarmored or limbs exposed = Defense 5+
Once you have the unit’s Quality value you have to decide • Armored but face exposed = Defense 4+
whether the unit needs to have any special rules or not. • Armored and fully covered = Defense 3+
For common units it’s best to have very few or no special rules • Extra tough armor or constitution = Defense +1
in order to keep things simple, whilst for advanced units you Defense - Monsters
can go ahead and use more of them.
• Small Size = Defense 2+ and Tough(3)
To keep things consistent we have a set of standard special
• Medium Size = Defense 2+ and Tough(6)
rules that you can give units based on their unit type:
• Large Size = Defense 2+ and Tough(12)
• Infantry = n/a • Very Large Size = Defense 2+ and Tough(18)
• Large Infantry = Tough
• Bikes / Cavalry / Beasts = Fast + Impact
Defense - Vehicles
• Jetbikes = Fast + Strider • Light Walker / Transport = Defense 2+ and Tough(6)
• Jump Troops = Ambush + Flying • Medium Walker / Tank = Defense 2+ and Tough(12)
• Monsters / Walkers = Fear + Impact + Stomp • Heavy Walker / Tank = Defense 2+ and Tough(18)
• Vehicles = Fast + Impact • Titan Walker / Tank = Defense 2+ and Tough(24)
• Aircraft = Defense 2+ and Tough(6)
• Heavy Aircraft = Defense 2+ and Tough(12)

10
Weapon Types Special Rules
When creating custom weapons the first thing that you need to If you want to give units special rules, you should try to keep
determine is what their weapon type is. things simple and look at what makes sense for your weapon.

Whilst there is no limit to your imagination when it comes to Don’t give each weapon a ton of special rules, because that
sci-fi weapons, here are the most common ones we use: would only bog down the game, but instead only give them to
weapons that would feel incomplete without them.
• Regular – n/a
• Heavy – Anti-infantry Here is a list of special rules with their purpose to make it
• Plasma – Anti-heavy-infantry easier to get your weapon right:
• Missile – Anti-vehicles
• Anti-Air = Anti-aircraft
• Laser – Anti-heavy-vehicles
• Blast(X) = Explosive anti-infantry
• Fusion – Anti-super-heavy-vehicles
• Indirect = Mortars
Ranges • Poison = Anti-infantry
• Rending = Anti-heavy-infantry
When it comes to weapon ranges the same principles hold • Sniper = Anti-heroes
true, so whilst there is no limit to your imagination there are
some common ranges we use for different types of weapons: Armor Piercing (AP)
• Melee = Swords, Hammers, Claws The AP value of a weapon is determined by the weapon’s type
• 12” = Pistols, Shotguns, Fusion Rifles and general purpose.
• 18” = Carbines
Here are the AP values per weapon type for the game’s most
• 24” = Assault Rifles, Plasma Rifles
common weapons:
• 30” = Sniper Rifles
• 36” = Machineguns • AP1 = Heavy
• 48” = Cannons, Missile Launchers • AP2 = Plasma
• AP3 = Missile
Attacks • AP4 = Laser, Fusion
When determining how many attacks your weapon should have, Here are the AP values by purpose so that you can get your
you have to decide what its purpose is, whilst also following weapons right if they don’t fall into one of the standard types:
some basic principles to keep it balanced.
• AP1 = Anti-infantry
Generally you should avoid giving basic infantry units weapons • AP2 = Anti-heavy-infantry
that have lots of attacks, because else you need to roll buckets • AP3 = Anti-vehicles
of dice when a whole squad is using them. • AP4 = Anti-heavy-vehicles
Reserve weapons with lots of attacks either to special
Deadly
upgrades or for heavy units such as vehicles and monsters.
The Deadly special rule is used in order to make it easier for
Here are some guidelines you can follow to determine how
some weapons to take out vehicles and monsters, as those
many attacks your weapon should have based on its type:
units tend to have a high Tough value.
• Pistols, Assault Rifles = 1 attack
Here are the most common weapon types to use the Deadly
• Machineguns = 2-3 attacks
special rule in the game:
• Gatling Guns = 4-5 attacks
• Flamethrowers = 6-8 attacks • Missile Weapons have Deadly(3)
• Laser Weapons have Deadly(3)
• Fusion Weapons have Deadly(6)

11
Common Weapons Explosive Weapons
Whilst there are infinite possible weapons that can exist in a • Rocket Launcher - 24", A1, AP(3), Blast(3)
sci-fi universe, at the end of the day most weapons fall into a • Grenade Launcher
couple of common weapon templates. o HE- 24", A1, Blast(3)
o AT - 24", A1, AP(1), Deadly(3)
In order to make your life easier we have compiled a list of the
• Mortar - 48", A1, Blast(3), Indirect
most common stats that you can use for your weapons.
• Missile Launcher
Regular Weapons o HE - 48", A1, Blast(3)
o AT - 48", A1, AP(3), Deadly(3)
• Pistol - 12", A1
• Battle Cannon - 48", A1, AP(3), Blast(6)
• Shotgun - 12", A2
• Carbine - 18", A1 Plasma Weapons
• Shred Rifle - 18”, A2, Rending
• Plasma Pistol - 12", A1, AP(2)
• Assault Rifle - 24", A1
• Plasma Rifle - 24", A1, AP(2)
• Rifle - 30", A1
• Plasma Cannon - 36", A1, AP(2), Blast(3)
• Sniper Rifle - 36", A1, AP(1), Sniper
• Machinegun - 36", A3 Laser Weapons
• Heavy Machinegun - 36", A3, AP(1)
• Autocannon - 48", A2, AP(2) • Laser Machinegun - 36”, A3, AP(2)
• Laser Cannon - 48", A1, AP(4), Deadly(3)
Flame Weapons
Fusion Weapons
• Flame Pistol - 6", A6
• Flamethrower - 12", A6 • Fusion Pistol - 6", A1, AP(4), Deadly(6)
• Heavy Flamethrower - 12", A6, AP(1) • Fusion Rifle - 12", A1, AP(4), Deadly(6)
• Flamethrower Cannon - 18”, A6, AP(1) • Heavy Fusion Rifle - 24",A1,AP(4),Deadly(6)

12
Psychic Theme Attack Spells - Anti-Infantry (4+)
Target unit within 12” takes 4 hits.
The first thing you should do when creating a psychic spell list Target unit within 12” takes 3 hits with AP(1).
for your army is to come up with a theme that makes sense Target unit within 18” takes 2 hits.
within the context of your army’s theme.

This theme should then be carried through in the naming of Attack Spells - Anti-Infantry (5+)
your spells, as well as in the type of spells that you pick. Target unit within 12” takes 6 hits.
Example: The Havoc Disciples of Plague are all about putrid Target unit within 12” takes 4 hits with AP(1).
psychic magic, so their spells have names like “toxic blades” or Target unit within 18” takes 4 hits.
“poison wind” to convey this theme. Target unit within 18” takes 3 hits with AP(1).
Target unit within 24” takes 2 hits.
Spell Types
When putting together your spell list you should follow these Attack Spells - Anti-Infantry (6+)
guidelines to create a balanced list that contains enough spell Target unit within 12” takes 8 hits.
types to cover all the bases: Target unit within 12” takes 6 hits with AP(1).
Target unit within 18” takes 6 hits.
• 3 Attack Spells
Target unit within 18” takes 4 hits with AP(1).
o 1 Anti-Infantry or Anti-Defense
Target unit within 24” takes 4 hits.
o 1 Anti-Tank or Anti-Hero
Target unit within 24” takes 3 hits with AP(1).
o 1 Anti-Spam or Anti-Horde
• 2 Effect Spells
• 1 Action Spell Attack Spells - Anti-Defense (4+)
Target unit within 12” takes 2 hits with AP(2).
All psychic spell lists should be made up of exactly 6 spells, Target unit within 12” takes 1 hit with AP(4).
with two spells each of difficulties 4+, 5+ and 6+, and with each
difficulty having 1 attack spell and 1 effect or action spell.
Attack Spells - Anti-Defense (5+)
Each non-attack spell should try to cover a different aspect of Target unit within 12” takes 3 hits with AP(2).
the game, such as movement, shooting, melee, morale, etc. Target unit within 12” takes 2 hits with AP(3).
It’s also important that when you create the spell list you pick Target unit within 18” takes 2 hits with AP(2).
spells that complement your army’s strengths / weaknesses, Target unit within 18” takes 1 hit with AP(4).
making sure of the following:

• Attack spells should cover gaps in your army’s units Attack Spells - Anti-Defense (6+)
and equipment, making them strong against the type Target unit within 12” takes 4 hits with AP(2).
of enemies your army is weak against Target unit within 12” takes 3 hits with AP(3).
• Effect and Action spells should boost your units to Target unit within 18” takes 3 hits with AP(2).
either highlight their strengths, or to cover their Target unit within 18” takes 2 hits with AP(3).
weaknesses, and should do the same in reverse Target unit within 24” takes 2 hits with AP(2).
against their enemies Target unit within 24” takes 1 hit with AP(4).

Example: Since the Alien Hives don’t have many ways to deal
with tanks at a distance, we gave them an anti-tank spell.

Morale Tests
Finally, when you pick spells for your list, you can always
modify them by requiring to pass/fail a morale test in order to
double the spell’s effects, such as its range, attacks, buffs, etc.

Note that spells have a maximum range of 24”, so you can only
apply morale tests to double the range of 12” spells.

Example: The range of a basic 12” attack spell can be doubled


to 24” by needing a morale test to deal hits.

13
Attack Spells - Anti-Tank (4+) Attack Spells - Anti-Spam / Infantry (4+)
Target unit within 12” takes 1 hit with AP(2) and Deadly(3). Target 2 units within 6” take 4 hits.

Attack Spells - Anti-Tank (5+) Attack Spells - Anti-Spam / Infantry (5+)


Target unit within 12” takes 1 hit with AP(4) and Deadly(3). Target 2 units within 6” take 6 hits.
Target unit within 18” takes 1 hit with AP(2) and Deadly(3). Target 2 units within 6” take 4 hits with AP(1).
Target 2 units within 12” take 4 hits.

Attack Spells - Anti-Tank (6+)


Target unit within 12” takes 1 hit with AP(4) and Deadly(6). Attack Spells - Anti-Spam / Infantry (6+)
Target unit within 18” takes 1 hit with AP(4) and Deadly(3). Target 2 units within 6” take 8 hits.
Target unit within 24” takes 1 hit with AP(2) and Deadly(3). Target 2 units within 6” take 6 hits with AP(1).
Target 2 units within 12” take 6 hits.
Target 2 units within 12” take 4 hits with AP(1).
Attack Spells - Anti-Hero (4+)
Target model within 12” takes 2 hits.
Target model within 12” takes 1 hit with AP(2). Attack Spells - Anti-Spam / Defense (4+)
Target 2 units within 6” take 2 hits with AP(2).

Attack Spells - Anti-Hero (5+)


Target model within 12” takes 4 hits. Attack Spells - Anti-Spam / Defense (5+)
Target model within 12” takes 2 hits with AP(2). Target 2 units within 6” take 3 hits with AP(2).
Target model within 12” takes 1 hit with AP(3). Target 2 units within 12” take 2 hits with AP(2).
Target model within 18” takes 2 hits.
Target model within 18” takes 1 hit with AP(2).
Attack Spells - Anti-Spam / Defense (6+)
Target 2 units within 6” take 4 hits with AP(2).
Attack Spells - Anti-Hero (6+)
Target 2 units within 12” take 3 hits with AP(2).
Target model within 12” takes 6 hits.
Target model within 12” takes 3 hits with AP(2).
Target model within 12” takes 2 hits with AP(3). Attack Spells - Anti-Hordes (4+)
Target model within 18” takes 4 hits. Target unit within 6” takes dangerous terrain test.
Target model within 18” takes 2 hits with AP(2).
Target model within 18” takes 1 hit with AP(3).
Target model within 24” takes 2 hits. Attack Spells - Anti-Hordes (5+)
Target model within 24” takes 1 hit with AP(2). Target unit within 12” takes dangerous terrain test.

Attack Spells - Anti-Hordes (6+)


Target unit within 6” takes 1 hit per model.
Target unit within 18” takes dangerous terrain test.

14
Effect Spells - Movement (4+) Effect Spells - Melee (6+)
Target unit within 12” gets +3”/-3” movement. Target unit within 12” gets Impact(1) in melee.
Target unit within 12” gets +12”/-12” range when charging.
Target unit within 12” gets +3/-3 to hit in melee.
Effect Spells - Movement (5+) Target unit within 12” gets AP(+3/-3) in melee.
Target unit within 12” gets +6”/-6” movement. Target unit within 18” gets +9”/-9” range when charging.
Target unit within 18” gets +3”/-3” movement. Target unit within 18” gets +2/-2 to hit in melee.
Target unit within 18” gets AP(+2/-2) in melee.
Target unit within 24” gets +6”/-6” range when charging.
Effect Spells - Movement (6+) Target unit within 24” gets +1/-1 to hit in melee.
Target unit within 12” gets +9”/-9” movement. Target unit within 24” gets AP(+1/-1) in melee.
Target unit within 18” gets +6”/-6” movement.
Target unit within 24” gets +3”/-3” movement.
Effect Spells - Defense (4+)
n/a
Effect Spells - Shooting (4+)
Target unit within 12” gets Poison when shooting.
Target unit within 12” gets +3”/-3” range when shooting. Effect Spells - Defense (5+)
Target unit within 12” gets +1/-1 to hit when shooting. Target unit within 12” gets +1/-1 defense.
Target unit within 12” gets AP(+1/-1) when shooting.

Effect Spells - Defense (6+)


Effect Spells - Shooting (5+) Target unit within 12” gets +2/-2 defense.
Target unit within 12” gets Rending when shooting. Target unit within 18” gets +1/-1 defense.
Target unit within 12” gets +6”/-6” range when shooting.
Target unit within 12” gets +2/-2 to hit when shooting.
Target unit within 12” gets AP(+2/-2) when shooting. Effect Spells - Survivability (4+)
Target unit within 18” gets +3”/-3” range when shooting. Target unit within 12” gets Stealth.
Target unit within 18” gets +1/-1 to hit when shooting.
Target unit within 18” gets AP(+1/-1) when shooting.
Effect Spells - Survivability (5+)
Target unit within 12” gets Regeneration.
Effect Spells - Shooting (6+) Target unit within 18” gets Stealth.
Target unit within 12” gets +9”/-9” range when shooting.
Target unit within 12” gets +3/-3 to hit when shooting.
Effect Spells - Survivability (6+)
Target unit within 12” gets AP(+3/-3) when shooting.
Target unit within 18” gets +6”/-6” range when shooting. Target unit within 12” gets Regeneration on 4+.
Target unit within 18” gets +2/-2 to hit when shooting. Target unit within 18” gets Regeneration.
Target unit within 18” gets AP(+2/-2) when shooting. Target unit within 24” gets Stealth.
Target unit within 24” gets +3”/-3” range when shooting.
Target unit within 24” gets +1/-1 to hit when shooting. Effect Spells - Morale (4+)
Target unit within 24” gets AP(+1/-1) when shooting. Target unit within 12” gets +2/-2 to morale test.

Effect Spells - Melee (4+) Effect Spells - Morale (5+)


Target unit within 12” gets Poison in melee. Target unit within 12” gets +3/-3 to morale test.
Target unit within 12” gets Furious in melee. Target unit within 18” gets +2/-2 to morale test.
Target unit within 12” gets +6”/-6” range when charging. Target unit within 24” gets +1/-1 to morale test.
Target unit within 12” gets +1/-1 to hit in melee.
Target unit within 12” gets AP(+1/-1) in melee.
Effect Spells - Morale (6+)
Target unit within 12” gets +4/-4 to morale test.
Effect Spells - Melee (5+) Target unit within 18” gets +3/-3 to morale test.
Target unit within 12” gets Rending in melee. Target unit within 24” gets +2/-2 to morale test.
Target unit within 12” gets +1 attack in melee.
Target unit within 12” gets +9”/-9” range when charging.
Target unit within 12” gets +2/-2 to hit in melee.
Target unit within 12” gets AP(+2/-2) in melee.
Target unit within 18” gets +6”/-6” range when charging.
Target unit within 18” gets +1/-1 to hit in melee.
Target unit within 18” gets AP(+1/-1) in melee.

15
Action Spells - Movement (4+) Action Spells - Healing (4+)
n/a Target unit within 12”may take morale test, if passed it may
heal/restore 1 model.

Action Spells - Movement (5+)


Target unit within 12” may/must move 3”. Action Spells - Healing (5+)
Target unit within 12”may heal/restore 1 model.
Target unit within 18”may take morale test, if passed it may
Action Spells - Movement (6+) heal/restore 1 model.
Target unit within 12” may/must move 6”.
Action Spells - Healing (6+)
Action Spells - Shooting (4+) Target unit within 18”may heal/restore 1 model.
n/a Target unit within 24”may take morale test, if passed it may
heal/restore 1 model.

Action Spells - Shooting (5+)


Action Spells - Terrain (4+)
n/a
Target terrain within 6” may be removed.

Action Spells - Shooting (6+) Action Spells - Terrain (5+)


Target unit within 12” may shoot. Target terrain within 6” may be moved 3” or may be removed.
Target unit within 12” must take a morale test, if failed it must Target terrain within 12” may be removed.
shoot at a friendly unit.

Action Spells - Terrain (6+)


Action Spells - Melee (4+)
Target terrain within 6” may be moved 6” or may be removed.
Target other unit within 12” may charge 3”. Target terrain within 12” may be moved 3” or may be removed.
Target terrain within 18” may be removed.
Action Spells - Melee (5+)
Target unit within 12” may charge 3” and gets +1 to hit.
Target unit within 12” may charge 6”.

Action Spells - Melee (6+)


Target unit within 12” may charge 9”.
Target unit within 12” may charge 6” and gets +1 to hit.
Target unit within 12” must take a morale test, if failed it must
charge a friendly unit.

16
Start with Grimdark Future Upgrade Lists
Whenever we create a new army for Grimdark Future and Whenever you modify the unit sizes for skirmish games you’re
GF: Firefight, we always start by creating the full-sized version going to have to also modify the costs of their upgrades.
first, and then downsizing it for the skirmish version.
Simply take the cost of any upgrades that either replace all
This way we ensure that all of the special rules that we create weapons, or that upgrade all models in the unit, divide it by the
work for both versions, which in turn makes it much easier for original number of models in the unit, and then multiply it by
players to quickly switch between large and small games. the number of models for skirmish.

If you are creating a new army specifically for GF: Firefight we As always, don’t forget to round up or down to the nearest
still recommend that you start with the full-sized version first, multiple of 5.
as it will keep your army consistent with the rest.
Example: A unit of Battle Brothers has 5 models and you can
Removing Units upgrade them all with Veteran Infantry for +75pts. We divide
75pts by 5, giving us a final upgrade cost of +15pts per model.
The first step when converting an army is to remove all units
that are too large or powerful for skirmish games. Special Rules
This includes, but is not limited to: Finally you’re going to have to adapt the text of all special rules
that affect entire units, such as hero special rules.
• Units with Quality 2+
• Units with Tough(6) or higher Here there are 3 cases:
• Units with models worth 100pts or more
• Rules that give an in-game effect to a model and his
• Monsters, Walkers, Vehicles and Aircraft
unit must be converted to give the bonus to the model
There are always exceptions of course, so if you have a unit and all friendly/enemy units within 12”.
that is really iconic or that would make the army feel empty • Rules that give a pre-game effect to a model and his
without it, then you should keep it. unit must be converted to give the bonus to up to half
of the units in the army.
Example: Battle Brothers Destroyer models are worth 120pts
• Rules that give an in-game effect to one or more
each, however we didn’t remove them from the army because
target units must be converted to give the bonus to
they are such an iconic unit.
those units and all friendly/enemy units within 6”.
Unit Sizes To clarify, in-game effects are things such as Fast and Strider,
Then you’re going to have to modify all of the unit sizes and which are applied whilst playing, whereas pre-game effects are
point costs to make them fit for skirmish games. things like Ambush and Scout, which are applied before the
game even begins.
To do this simply divide the unit’s total point cost by the
number of models, and then multiply it by 1, rounding up or Example: The War Chant rule in GF gives the hero and his unit
down to the nearest multiple of 5. the in-game Furious effect, so for GFF it’s converted to give the
hero and all friendly units within 12” the effect instead.
This will give you the point cost of 1 model.

Example: A unit of Battle Brothers comes with 5 models and


costs 190pts, so in Firefight the unit will cost 40pts for 1 model.
If the result is less than 15pts, then multiply it by 3 instead,
which will give you the point cost of a unit of 3 models.

Finally if the result is 7.5pts or less, then multiply it by 5


instead, which will give you the point cost of a unit of 5 models.

Example: A unit of HDF Infantrymen comes with 5 models and


costs 55pts. Since each individual model costs less than 15pts
the final unit must be made up of 3 models, costing 35pts.

17
-
General Principles The Armies Tournament Balance
Balance Rules: The competitive rules Game Size: For tournament games we Merging Units: When putting together
were created to help players set up their recommend fixing the game size to a their lists, players may not merge two
own tournaments, but can also be used total of 2000pts per player. units made up of single models into one.
in one-off matches to provide a bit more
Force Lists: Before the tournament all Heroes: Units may only be joined by one
structure and balance to the game.
players should submit their force list to hero, heroes may not join units made up
Referees: The original game rules are the tournament organizers. of a single model, and only heroes with
kept intentionally vague in some aspects up to Tough(6) may join units.
Composition: Players may only bring up
to allow players to adapt them to their
to 1 hero per full 500pts in their force Ambushers: Units that deploy from
own liking. Because of this its best that
list, and only 1+X copies of the same unit, Ambush on the last round can’t seize or
you have referees in your tournaments
where X is 1 per full 1000pts in their contest objective markers.
that decide on how to interpret certain
force (if players merge two units into
rules and assist players in resolving any Psychics: Only up to 1 psychic model per
one, it counts as one copy of the same
uncertainties that come up. full 500pts in their force list may cast or
unit). Players must configure their lists
block spells per game round.
Settling Disputes: If you ever come to a so that they only have a max. of 1 unit in
point where a rule interpretation stops play per full 200pts in their list. Transports: Only models with up to
the game in its tracks, simply roll a die Tough(3), and heroes with up to Tough(6)
Mixed Armies: Players may bring units
to randomly determine how that rule may be transported, where non-hero
from up to two factions in the same list,
should be interpreted and move on. models with Tough(3) occupy 3 transport
but they must select one of them as
spaces each.
Preparation their primary faction. Mixed armies must
consist of at least 60% worth of units Splitting Fire: Units can’t target more
Tournament Length: The tournament is from their primary faction, and heroes than 2 enemy units when shooting with
made up of 6 matches, with each match from either faction may only join other multiple weapon types.
lasting a max. of 2 hours, including the units from their own faction.
game set-up phase. Deadly Priority: Hits from Deadly
Playing a Match weapons are always resolved first.
Chess Clocks: The use of chess clocks is
recommended, giving each player 1 hour Mission: The tournament organizers Reinforcement Rules
per game, including the set-up phase. may pick any official mission, or come
Counter-Plays: If you want to add a new
up with missions of their own.
Match Pairings: The player match-ups layer of strategy to your tournaments
for the first match should be determined Terrain: The terrain is set up by the you can play using reinforcement rules,
randomly, and from the second round on tournament organizers, and may not be which allow players to adapt their force
players are paired by matching players moved by the players. lists on the fly to counter the enemy.
with the same VPs together, going from
Armies: Before the game beings both Force Lists: Before the tournament all
highest to lowest score. If more than two
players may inspect their opponent’s players must submit one force list made
players have the same VPs, then they
force lists and ask any questions. up of 75% worth of units of the total
should be matched by their destruction
game size, plus up to three other lists
points from highest to lowest. Match Start: As soon as players roll-off
made up of 25% worth of units of the
for deployment the match starts. If you
Victory Points: At the end of each match total game size as reinforcement lists.
are using chess clocks then they must
the winner gets 3 VPs, and in case of a
be started now. Composition: Reinforcement lists follow
tie both players get 1 VP each.
the regular composition rules, however
Match End: The match ends as soon as
Destruction Points: Additionally each may not have any heroes, and must only
the mission conditions are met. If you
player gets as many destruction points have models from their primary faction.
are using chess clocks and a player runs
as the total point cost of all enemy units
out of time, then all of his units count as Playing a Match: Once per game, at the
that were destroyed or pinned at the end
being destroyed immediately. beginning of any round after the first,
of the match.
players may deploy all units from one of
Winning the Tournament: After the 6th their reinforcement lists by placing them
match the player with most VPs wins, within 6“ of their table edge. All models
and in case of a tie the player with the must be within 24“ of each other, and at
highest total destruction score across least 3“ away from enemy units.
all matches is the winner.

By Gaetano Ferrara www.onepagerules.com


1
Campaign Types 1 . Mission Setup 3. Check for Casualties
Campaign Length: Campaigns are played The Armies: There are no point limits for Casualties: If the majority of models in a
with two or more players, and you must armies in campaign games, however no unit were killed at the end of the game,
pick one of these campaign types: army may bring over 250pts worth of then that unit counts as a casualty.
units more than the army with the
• Game-Limited: Play D6+4 Regular Units: For every unit that is a
lowest point value.
missions, and after the last casualty roll one die and check what
match the player with most VP Underdog Bonus: Any army that has a happens to it here:
is the winner. point value lower than at least one other
Result Casualty
• Point-Limited: The campaign gets an underdog bonus. For every 50pts
1 Dead - Remove the unit from
ends when one player has difference between your army and the your army sheet.
earned D6+4 VP after a match, one with the highest point value, you get 2-5 Recovered - Unit recovers and
who is the winner. 1 underdog point. Each point can be may be used without penalties.
• Time-Limited: The campaign spent to modify a friendly or enemy roll 6 Natural Talent - Unit recovers
ends after D6+4 weeks, and the by +1 or -1, however only one point can and earns +1 XP.
player with most VP at the end be spent per roll.
Hero Units: Follow the same rules as
is the winner.
Special Objectives: In addition to the above, however on a 1 it becomes 5pts
• Endless: The campaign never
mission objectives players may earn a cheaper and gets an Injury trait, and on
ends, but instead players keep
bonus of 50pts by completing special a 6 it becomes 5pts more expensive and
track of how many VPs they
objectives. Roll one die each to see gains a Talent trait. Each trait can only
earned on a leaderboard.
which objective must be completed: be gained once, so if you roll the same
Parallel Play: Usually all armies should result simply re-roll.
Result Objective
participate in every match, but if you
1 Mastery - One friendly unit in Result Injury Trait
want you can allow armies to play each table quarter at the end. 1 Dead - Remove the hero from
matches in parallel. If you do, then each 2 Honor - No enemy units in own your army sheet.
army‘s VP must be divided by the deployment zone at the end. 2 Chest Wound - Gets -1 to rolls
amount of matches they play, which 3 Casting - At least one attempt when blocking hits.
gives you their final VP score. to cast/block spells per round. 3 Blinded Eye - Gets -1 to rolls
4 Recovery - First player to when shooting.
Late Joiners: If you want you can allow recover a unit from pinned. 4 Arm Injury - Gets -1 to rolls
players to join the campaign whilst it’s 5 Rage - First player to destroy when in melee.
already ongoing. If you do, then they an enemy unit. 5 Traumatized - Gets -1 to rolls
6 Destruction - Most expensive when taking morale tests.
start with a regular 750pts army, and
enemy unit destroyed. 6 Smashed Leg - Moves -1” on
you must count VP as in parallel play.
advance and -2” on rush and
If you roll an objective which can’t be charge actions.
Preparation
completed, then you must re-roll.
The Armies: Before the first mission Result Talent Trait
each player receives 750pts to spend on 2. Play Mission 1 Natural Talent - The hero
his army. Players may save up to 125pts recovers and gets +1 XP.
Mission Length: Missions are played
to be spent later, and they may only buy 2 Motivated - Always passes the
using the standard rules, however if
first morale test of the match.
one unit with the Hero rule. after 4 rounds there is no clear winner 3 Crazed - Gets +1 attack in
The Army Sheet: Each army and unit the game continues onto the next round melee when charging.
must be given a unique name, which you until there is one clear winner. 4 Bitter Rivalry - Always hits
pinned units on 2+.
can fill out on the army sheet. Conceding: At the beginning of any 5 Horrible Scars - Enemy units
Campaign Structure: Campaigns are round a player may concede instead of get -1 to hit when in melee
played with the following structure: continuing the mission, removing all of against the hero.
his units from the table. 6 Toughened - Gets Tough(+1).
1. Mission Setup
2. Play Mission Random Events: At the beginning of No Permadeath: Optionally you can play
3. Check for Casualties each round players must roll one die, without units being removed from the
4. Earn Experience and on a 5+ a random event happens. army when they die, but instead they
5. Upgrade Armies Mission Goals: The winning army gets lose all XP earned during the match and
6. Recruit Units 2 VP and 50pts, whilst all losing armies must sit out the next D3 matches.

Each step must be followed in this order get 150pts instead.


and once all steps have been completed
you start from the first again.

By Gaetano Ferrara www.onepagerules.com


1
4. Earn Experience Captain: The hero shines as a leader and Healer: The hero mends and protects
his men follow him with pride. allies from terrible injuries with ease.
Earning XP: Units earn XP in battle for
each of the following things: Result Skill Trait Result Skill Trait
1-2 Leader - Friendly units within 1-2 Chemist - Friendly units within
• +1 XP: Surviving a mission 6” get +1 to morale tests. 6” get +1 to morale tests when
• +1 XP: Killing a unit 3-4 Instigator - Friendly units in melee.
within 6” get +1 to melee. 3-4 Herbalist - Friendly units
• +2 XP: Killing a hero 5-6 Tactician - Friendly units within within 6” may ignore wounds
Mark earned XP on the army sheet in 6” get +1 to shooting. on a roll of 6+.
5-6 Warden - When the hero is
order to see when units level up.
Support: The hero user powerful tools to activated roll one die, on a 5+
Regular Units: When a unit earns 5 XP it buff allies and debuff enemies. all friendly units within 6” stop
being pinned.
becomes 25pts more expensive and you
Result Skill Trait
roll one die to see what trait it gets:
1-2 Vanguard - Friendly units 5. Upgrade Armies
Result Trait within 6” get +4” charge range.
3-4 Scavenger - Friendly units Buying Upgrades: Players may buy
1 Agile - Moves +1” on advance
within 6” get +6” firing range. upgrades for their units as detailed in
and +2” on rush and charge.
2 Headstrong - Gets +1 to rolls 5-6 Mastermind - Enemy units their army page by spending any points
when taking morale tests. within 6” get -1 to defense. they have available.
3 Specialist - Gets +1 to rolls in
melee or shooting (pick one). Fighter: The hero has perfected close Selling Upgrades: Players may sell any
4 Resilient - Gets +1 to rolls when combat techniques beyond compare. of their upgrades at half of their original
blocking hits. price (rounding down to the nearest
Result Skill Trait
5 Elite - May re-roll one roll of multiple of 5). If an item is only worth
any kind once per game. 1-2 Duellist - Enemy units get -1 in
melee against the hero. 5pts roll one die, on a 1-3 the item can‘t
6 Fast Learner - May pick any
3-4 Fanatic - The hero gets +1 be sold, on a 4+ it can be sold for 5pts
other trait from the list.
attack when in melee. (you can only try to sell a 5pts item once
5-6 Berserker - Enemies get -1 to after each mission).
Each trait can only be gained once, so if
morale tests when in melee
you roll the same result simply re-roll.
with the hero. 6. Recruit Units
Units can’t earn more than 30xp, so they
can level up max. 6 times. Shooter: The hero expertly handles all Recruiting Heroes: Players may recruit
sorts of weapons and equipment. up to one new hero after each mission,
Hero Units: Follow the same rules as
and may only have up to three heroes in
above, and the first time a hero levels up Result Skill Trait their army at once.
roll one die and pick one skill set: 1-2 Hunter - The hero may shoot
even after rush actions. Recruiting Regular Units: Players may
Result Skill Set
3-4 Destroyer - The hero gets recruit as many regular units as they
1-2 Captain or Support AP(+1) when shooting. want after each mission. One of the new
3-4 Fighter or Shooter 5-6 Suppressor - Enemies shot at
5-6 Pathfinder or Healer recruited units may also start with 5 XP
by the hero get -1 to shooting
if the player pays +50pts for it.
until the end of the round.
Every time the hero levels up, including
Disabanding Units: Any unit may be
the first time, roll one die to see what Pathfinder: The hero is a true master at freely disbanded, losing all of its XP and
skill trait it gets, and it becomes 25pts sneaking and collecting intel. upgrades. Players may also choose to
more expensive. Each trait can only be
Result Skill Trait disband their full army, losing all units,
gained once, so if you roll the same
1-2 Runner - The hero always VP, points, etc. and start a new one from
result simply re-roll. If a hero already
moves +2” (even in terrain). scratch with 750pts.
has all 3 traits of its skill set, then it may 3-4 Prowler - Enemy units further
roll on the table again to get a new than 12” get -1 to shooting rolls
second skill set. against the hero.
5-6 Daredevil - The hero ignores
dangerous terrain effects.

By Gaetano Ferrara www.onepagerules.com


2
Rolling for Random Events 16 - Combat Fatigue 31 - Psychic Anomaly
When rolling for random events roll two One of the armies has been fighting for A psychic anomaly has formed, casting
separate dice one at a time, where the too long and has become exhausted. electric bolts at anyone nearby.
first one represents the first number
All units from one random army get -1 to Place an anomaly marker in the center
whilst the second one represents the
morale until the end of the game. of one random table quarter. All units
second number.
that move within 3“ of it take D3+3 hits.
Example: A player rolls two dice, with 21 - Carnivorous Fauna
the first result being a 2 and the second 32 - The Walking Dead
The local terrain is infested with vicious
result being a 1. This would mean that creatures, always ready to attack. The battlefield is covered in corpses
event 21 (carnivorous fauna) is chosen. ready to rise again from the grave.
Until the end of the mission whenever a
Rolling for Random Units unit enters terrain roll one die, on a 1 it Place a unit of D6+4 Zombies (Qua 5+,
takes a dangerous terrain test. Def 5+, Claws (A3), Slow) in the center of
If a random event calls for randomly
one random table quarter. At the end of
selecting a unit from any warband you 22 - Toxic Fumes each round the zombies must charge or
must first randomly select a warband for
Strange fumes start building in the area, rush the nearest unit.
the event, and then randomly select a
choking anyone caught in them.
unit to be the target. 33 - Crazed Sniper
Select one random table quarter. All of
11 - P.O.W. A local farmer is sick of the fighting and
the units within that table quarter take
has taken justice in his own hands.
A unit was captured by a local militia and D3+4 automatic hits.
is now being held as prisoners of war. Place a sniper on the highest piece of
23 - Rigged to Blow terrain with most line of sight on the
Select one random unit, and remove it
Sometimes you might just walk into a table. Select one random unit, and at the
from play. At the end of the mission it
ridiculous amount of explosives... end of each round if it is in line of sight
may be bought back for D3 * 50pts or
of the sniper it takes D3 hits.
else it‘s disbanded. Select one random player, who may note
down one piece of terrain in secret. The 34 - Old Friend
12 - Bring me their Heads
first unit to enter that terrain takes D3+3
Out of pure chance an army runs into an
A local warlord wants one of the armies automatic hits with AP(2).
old friend that is ready to lend a hand.
dead, and is willing to pay for it.
24 - Earthquake Place a Mercenary (Qua 3+, Def 3+,
Select one random army. Enemy armies
A sudden earthquake makes everything Carbine (18“, A3)) as part of a random
get 25pts at the end of the mission for
crumble, burying units in the rubble. unit and that player may control it until
every unit from it that they destroyed.
the end of the mission.
All units within terrain must take a
13 - Fragile Guns
dangerous terrain test. 35 - Escort Mission
After walking through a psychic field
some weapons suddenly start breaking.
25 - Dark Clouds A unit was hired by a local warlord to
take him through enemy lines.
Select D3 random units, which can‘t use Psychic clouds cover the area, reducing
visibility to a minimum. Select one random unit. If it manages to
one random ranged weapon or upgrade
exit the table through an opponent‘s
until the end of the mission. Select one random table quarter. All of deployment zone it gets D3 * 25pts.
the units within that table quarter get
14 - Monstrous Spawn
-6“ range when shooting. 36 - Enemy Intel
A unit accidentally walks into a beast’s
nest and is brutally mauled.
26 - Finish Them! A data core filled with enemy intel has
been found, which could change the tide
Select one random unit, which takes The armies are eager to finish the fight of this conflict.
D3+3 automatic hits with AP(1). at all cost, even if it means killing the
enemy with their bare hands. Place an intel marker at the center of a
15 - Low Supplies random table quarter. Units can pick it
All units get +1 attack in melee and earn up by moving into contact with it, and
The army’s supply routes have been cut, +D3 XP when destroying enemies in they drop it if they are destroyed or
leaving some units without ammo. melee until the end of the round. pinned. If a unit with it manages to exit
Select D3 random units, which can‘t the table through an opponent‘s table
shoot until the end of the mission. edge its army gets 1 VP.

By Gaetano Ferrara www.onepagerules.com


3
41 - Surprise Attack 52 - Moral Victory 63 - Alien Cannon
A local militia has ambushed one of the An enemy unit has managed to inflict A unit dug up a mysterious crate whilst
units, trying to steal its gear. enough casualties to become a priority setting up defensive positions, revealing
target for everyone in the army. a very powerful weapon.
Select one random unit that is inside a
piece of terrain. That unit is pinned. Select one random player, who may note Select one random unit, which gets the
down one enemy unit in secret. If that Alien Cannon (24“, A3, AP(D3)).
42 - Grave Miscalculation unit is destroyed then all units in the
army get +1 XP.
64 - Extortion
A stray shot accidentally hits a cache of
ammo, causing a massive explosion. One of the armies has been getting a lot
53 - Flash Grenades
of gifts from the “happy“ locals...
The first time during this round when a
Nothing confuses the enemy more than
unit rolls a 1 to hit for shooting it takes Select one random army, which
a blinding light followed by a punch.
D3+3 automatic hits with AP(2). immediately gets D3 * 25pts.
Select one random army. Enemy units
43 - Berserker get -1 in melee when attacking units
65 - Critical Transmission
One of the warriors is so enraged that he from the selected army until the end of A unit randomly caught enemy radio
cuts his enemy’s heads off clean. the round. chatter that revealed mission critical
information on enemy positions.
The first time during this round when a 54 - Suppressing Fire
unit rolls a 6 to hit in melee the target Select one random army, which
Continuous fire is bound to take out even
takes D3 automatic wounds. immediately gets 1 VP.
the most resilient of enemies.
44 - No Mercy Select one random unit, which doubles
66 - Time Warp
Some warriors are ready to cut down its shooting attacks during this round. A unit that was fleeing the battlefield ran
their foes even when they surrender. into a psychic anomaly and warped to a
55 - War Shout
different time and dimension.
The first time during this round when a
In desperate times a shout of war can
unit destroys an enemy unit that was Select one random unit that was
bring warriors back in fighting spirit.
pinned it receives +1 XP. destroyed and place it in a warp zone.
Select one random unit that is pinned, The warp zone should have an area of
45 - Weak Spot which immediately stops being pinned. 2’x2‘ and 3-5 pieces of terrain, and the
If you hit your enemy where it hurts unit must be placed within 3“ of one of
56 - Covered in Blood the zone’s edges. Then place a Time
most you can kill even mighty giants
with the smallest projectile. A unit is covered in blood from all the Beast (Qua 3+, Def 3+, Claws (A6, AP(2)),
fighting, terrifying all enemies around. Tough(6)) within 3“ of the opposing edge
The first time during this round when a of the warp zone, which is controlled by
unit with tough rolls a 1 to block from Select one random unit. Enemy units an opponent. Roll to see who goes first
shooting or melee it takes +D3 wounds. within 6“ of it get -1 to morale until the and then play out the fight like a regular
end of the mission. battle, until one of the two has been
46 - Countdown
61 - Ancient Relic destroyed. If the Time Beast wins then
High command has promised a large the unit is dead and removed from the
bonus if the battle can be ended quickly. In the midst of fighting a unit found an army sheet. If the unit wins then it gets
ancient relic, which provides the unit +3 XP and scavenges 150pts. The unit
If an army manages to win the mission
with unprecedented wisdom. may then join its army again at the end
by the end of the round it gets a bonus of
5 XP, which must be split as evenly as Select one random unit, which of the mission.
possible amongst units. immediately gets D3 * 1 XP.

51 - Hearts & Minds 62 - Abandoned Outpost


The locals are friendly to our cause, and Intel from our scouts has revealed an
are ready to take in our wounded. abandoned outpost filled with gear, and
one of the units decided to inspect it.
Select one random army which may pay
50pts to re-roll results of 1 once per unit Select one random army, which may
when checking for casualties. remove one unit that is not pinned from
play and get D3 * 50pts.

By Gaetano Ferrara www.onepagerules.com


4
ARMY NAME: VP:

Unit Name: Unit Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Unit Name: Unit Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Unit Name: Unit Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Unit Name: Unit Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Unit Name: Unit Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

By Gaetano Ferrara www.onepagerules.com


5
General Principles AI Decision Trees Decision Tree - Shooting
AI Rules: These rules were created to Unit Types: Before the game begins you 1. Are there any objectives not under the
give players a way to play solo against an need to classify each unit into one of 3 AI’s control?
AI controlled opponent. unit types so that things flow smoothly
once you actually start playing. • Yes - Go to step 2
Multiple Choices: Whenever there are
different choices that seem to be equally Hybrid Units: Units that have melee • No - Go to step 3
correct, roll a die to randomly determine weapons which are better than their
2. If you Advance will any enemies be in
which one is going to be the chosen one. ranged weapons count as hybrid units.
shooting range?
Preparation Shooting Units: Units that have ranged
weapons which are better than their • Yes - Advance toward objective and
AI Armies: To ensure that AI armies are melee weapons count as shooting units. shoot if possible
balanced, we recommend first creating
a set of 3-6 army lists, and randomly Melee Units: Units that don’t have any • No - Rush toward objective
determining one of them to be used by ranged weapons count as melee units.
3. If you Advance will any enemies be in
the AI and another by the player.
Decision Tree - Hybrid shooting range?
Objectives Set Up: When setting up
1. Are there any objectives not under the • Yes - Advance toward enemy and shoot
objectives first divide the area of the
AI’s control? if possible
table where you are allowed to place
objectives into 6 equal squares. When • Yes - Go to step 2 • No - Rush toward enemy
it’s the AI’s turn to place an objective
first roll for a random square, and then • No - Go to step 5 Decision Tree - Melee
place the objective in the center of the
2. Are there any enemies in the way? 1. Are there any objectives not under the
square. If that’s not possible roll for
AI’s control?
another random square and move the • Yes - Charge enemy if possible, else
objective toward it just enough to be in a Advance toward objective and • Yes - Go to step 2
valid position, whilst keeping in mind the shoot if possible, else Rush
objective set up rules. toward objective • No - Go to step 3
AI Deployment: When deploying armies 2. Are there any enemies in the way?
• No - Go to step 3
the player must deploy his entire army
in a random deployment zone before the 3. Is the objective in Rush range but not • Yes - Charge enemy if possible, else
AI deploys. Then AI units are randomly in Advance range? Rush toward objective
divided into 3 groups of equal size (as far
• Yes - Rush toward objective • No - Rush toward objective
as possible). To deploy divide the table
into 3 sections on the long table edge 3. Are any enemies in Charge range?
• No - Go to step 4
and number them 1, 2 and 3. For each AI
group roll a D3 to determine which 4. If you Advance will any enemies be in • Yes - Charge enemy
random section its units deploy in, and if shooting range?
• No - Rush toward enemy
all 3 groups would be deployed in the
same section you must re-roll until they
• Yes - Advance toward objective and
wouldn’t be. Then deploy one random shoot if possible
unit at a time in its section as close as
• No - Rush toward objective
possible to the nearest objective, and
outside of difficult and dangerous terrain 5. Are any enemies in Charge range?
(unless the unit has strider or flying).
• Yes - Charge enemy
AI Challenge Bonus: Optionally players
may give the AI a bonus for an extra • No - Go to step 6
challenge. If at the beginning of a round
6. If you Advance will any enemies be in
the AI is holding as many objectives as
shooting range?
the player, then all its units get +1 to hit
rolls until the end of the round, and if its • Yes - Advance toward enemy and shoot
holding less objectives, then its unit get if possible
+1 to defense rolls on top of that.
• No - Rush toward enemy

By Gaetano Ferrara www.onepagerules.com


1
Basic Concepts Terrain Psychic: AI units always cast spells after
moving but before attacking, selecting a
Activation Order: Before you start, divide Cover Terrain: AI units always move into random spell by rolling D3+X, where X is
the table into 3 different sections on the or behind cover terrain, unless it’s also
their level. If they have no valid target for
long edge and number them 1, 2 and 3. difficult terrain and they are moving to
that spell they must try to cast the next
When it’s the AI’s turn to activate a unit, an objective. Shooting and Hybrid AI
spell on the list, cycling through the list
first roll a D3 to see which section it will units that are not moving to an objective
until they have found a valid spell or they
activate a unit in. If there are no eligible must stay in cover and shoot, instead of
can’t cast anything. AI units always
units in that section move onto the next moving away from nearby units.
target the nearest valid unit, following
section going clockwise. Then roll a die
Difficult Terrain: AI units only ever move the guidelines for any special rules that
to randomly determine which unit from
into difficult terrain if they are in charge may apply (deadly, sniper, etc.).
that section will be activated.
range of a unit inside of it, or if they have
Scout: AI units with scout are always
Pinned Units: Pinned AI units are only a special rule that ignores it. Else they
deployed after all other units, following
activated after all non-pinned units in will always move around it.
the AI deployment rules.
the game have been activated.
Dangerous Terrain: AI units only ever
Enemies in the way: When the AI units move into dangerous terrain if they have Sniper: AI units with sniper weapons
activate, draw a path between them and a special rule that ignores it. Else they always target heroes first, and models
their objective. Enemy units within 6” of will always move around it. with weapon upgrades second.
the path count as being in the way (even Strider: AI units with strider always
if they are in the opposite direction).
Special Rules
move through difficult terrain.
Controlling Objectives: When making AI Army Special Rules: AI units will always
Transport(X): When using transports the
decisions, an objective counts as under use army special rules as soon as they
AI always places a random unit in each,
control if it is already seized, or if it’s an are activated, targeting the nearest valid
trying to fill up the cargo limit. AI units
objective that the unit is not within 3” of unit that makes sense.
with transport always activate before
and that has more friendly non-pinned Aircraft: AI units with aircraft must be their cargo on the first round, and units
units within 3” than enemies. When AI deployed on the table edge facing the inside of them must always disembark
units move to seize objectives, they must nearest objective, and always follow the on their first activation.
be placed within 3” of the objective so
rules for Shooting units. If they move off
that they stay as close as possible to
of the table, then they are placed back
their next objective or target.
on the same spot that they left from,
Advancing: Shooting and Hybrid AI units facing the nearest objective.
that use Advance actions to move toward
Ambush: AI units with ambush are
objectives must always do so whilst also
always kept in reserve, and must deploy
trying to stay as far from enemy attack
following the AI deployment rules at the
range as possible. If they are not moving
start of the second round.
toward objectives they should always try
to move away from nearby units just AP: AI units with AP weapons always
enough to still be able to shoot at them target valid enemies with the best
from a safe distance. defensive value first.
Shooting: AI units always shoot at the Deadly: AI units with deadly weapons
nearest valid target, prioritizing units always target single-model units with
that haven’t activated yet. If the nearest tough first, and units with tough second,
target is in cover but there is another prioritizing those with the lowest total
valid one in the open, then the AI must remaining tough value.
prioritize the one that is in the open.
Flying: AI units with flying always move
Melee: AI units always charge the through difficult and dangerous terrain.
nearest valid target, prioritizing units
that haven’t activated yet, and they must Indirect: AI units with indirect weapons
always strike back when charged. that are in range of enemies always use
Hold actions and shoot.

Lock-On: AI units with lock-on weapons


always target enemy aircraft first.

By Gaetano Ferrara www.onepagerules.com


2

General Principles Battle of Wits Total Domination
Mission Cards: These rules were created Players compete in completing as many Players compete in completing the same
to give players a dynamic way to play, of their own objectives as they can set of objectives before the game ends,
with shifting mission objectives. before the end of the game. racing to be the first to complete them.

Print & Play: Print and cut all 36 mission Preparation Preparation
cards. We recommend inserting them all
in card sleeves, and you can also insert a Mission Decks: Each player gets a deck Player Decks: Both players share a
regular playing card for rigidity. of 36 mission cards as his own. single deck of 36 mission cards.

Roll & Play: If you prefer you can also Objectives: Place 6 objective markers. Objectives: Place 6 objective markers.
choose not to cut out the mission cards, Players roll-off to go first and alternate Players roll-off to go first and alternate
but instead roll two dice to determine a in placing one marker each outside of in placing one marker each outside of
random card. To do this roll each die one deployment zones and over 9” away deployment zones and over 9” away
at a time, where the result of the first from each other. from each other.
one stands for decimals whilst the result Playing the Game Playing the Game
of the second one stands for units. Then
check the top left number of the cards to Generating Missions: At the beginning of Generating Missions: At the beginning of
see which one you got. each round players draw cards from each round players draw cards from the
their deck until they have 3, which are deck until there are 3, which are placed
Example: A player rolls two dice, with
placed face up on the table. face up on the table.
the first result being a 2 and the second
result being a 1. This would mean that Scoring Cards: At the end of each round Scoring Cards: At the end of each round
card 21 (Seize 1) is chosen. players check if they have completed at players check if they have completed at
least one condition on any of their cards. least one condition on any of the cards.
Controlling Markers: At the end of each
If they did, then they must score the one If they did, then they must score the one
round if a unit is within 3” of a marker
worth most victory points, and discard worth most victory points, and discard
while enemies aren’t, then it’s seized
that card from the game. that card from the game. In case of a tie
and remains seized even after leaving.
neither player scores the card.
Pinned units can’t seize markers and if Trashing Cards: After scoring cards
units from both sides are contesting a each player may discard one of their Trashing Cards: At the end of each round
marker then it becomes neutral again. remaining cards from the game. the player with the lowest total score
may discard one of the remaining cards
Game Types: When playing with mission Victory Conditions: The game ends after
from the game.
cards you can pick one of the following 4 rounds and the player that scored
two game types: most points wins. Victory Conditions: The game ends after
4 rounds and the player that scored
 Battle of Wits
most points wins.
 Total Domination

By Gaetano Ferrara www.onepagerules.com


1
2
3
4
5

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Throughout the galaxy vast armies of non-sentient alien
which are designed to be fast to learn and easy to play. species seek to devour everything in their path. Alien Hives
usually consist of multiple types of evolutionarily advanced
This project was made by gamers for gamers and it can only
species working together in symbiosis. Common forms of Alien
exist thanks to the support of our awesome community.
Hives include insectoid and reptilian species.
If you’d like to support the continued development of our
It is unclear where the majority of these Alien Hives originate
games you can donate on patreon.com/onepagerules.
from and what their numbers are. Some even speculate that
Thank you for playing! they might actually be bio-engineered races created by another
advanced civilization sent to soften up the Sirius sector before
the main battle force arrives.

Their armies have a high variety of unit types and as such can
attack in many different ways. Some of the most common
strategies are large swarms of basic grunts or a focus on large
creatures and monsters.

These fleets pose a serious threat to all species of the galaxy,


but if they bleed we can kill them!

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Hive Lord [1] 3+ 2+ 3x Razor Claws (A4, AP(2)), Stomp (A2, AP(1)) Fear, Fearless, Hero, Tough(12) A, B, C, 345pts
D, E, F
Prime Warrior [1] 3+ 2+ 2x Razor Claws (A4, AP(2)) Fear, Hero, Tough(6) A,B,C,E,F 170pts
Veteran Warrior [1] 4+ 3+ Bio-Carbine (18”, A3), Razor Claws (A4, AP(1)) Hero, Tough(6) C,E,F,I,J 100pts
Snatcher Lord [1] 3+ 3+ 2x Piercing Claws (A3, AP(2), Rending) Fast, Fear, Hero, Psychic(1), G 190pts
Scout, Strider, Tough(6)
Snatcher Veteran [1] 3+ 4+ 2x Piercing Claws (A3, Rending) Fast,Hero,Scout,Strider,Tough(3) H 80pts
Grunts [10] 5+ 5+ Bio-Guns (12”, A1), Razor Claws (A2) Strider L 130pts
Assault Grunts [10] 5+ 5+ Razor Claws (A3) Fast, Strider M 170pts
Winged Grunts [10] 5+ 5+ Bio-Guns (12”, A1), Razor Claws (A2) Ambush, Flying L 190pts
Soul-Snatchers [5] 3+ 4+ Piercing Claws (A3, Rending) Fast, Scout, Strider H 215pts
Hive Swarm [3] 6+ 6+ Swarm Attacks (A3, Poison) Fearless, Tough(3) N 60pts
Hive Warriors [3] 4+ 3+ Bio-Carbines (18”, A3), Razor Claws (A4, AP(1)) Fearless, Tough(3) C,F,I,J,K 190pts
Ravenous Beasts [3] 4+ 3+ 2x Razor Claws (A4, AP(1)) Fast, Strider, Tough(3) I, O 205pts
Venom Floaters [3] 4+ 3+ Whip Limbs (A8, Poison) Shrouding Mist, Stealth, Tough(3) - 235pts
Synapse Floaters [3] 4+ 3+ Psychic Blast (18”, A1, AP(1), Blast(3)), Regeneration, Psychic Synapse, F 285pts
Psychic Shock (A1) Stealth, Tough(3)
Hive Guardians [3] 3+ 2+ 2x Razor Claws (A4, AP(2)) Relentless, Tough(3) A, P 275pts
Shadow Hunter [1] 3+ 3+ 2x Razor Claws (A4, AP(2)) Ambush, Fast, Fear, Stealth, A, C 180pts
Strider, Tough(6)

A Replace any Razor Claws: I Replace any Razor Claws: O Upgrade all models with one:
Piercing Claws (A4, AP(2), Rending) +5pts Piercing Claws (A4, AP(1), Rending) +5pts Tunnel Attack (Ambush) +20pts
Smashing Claws (A4, AP(4)) +10pts Smashing Claws (A4, AP(3)) +5pts Adrenaline Rush (Scout) +20pts
Serrated Claws (A8, AP(2)) +15pts Serrated Claws (A8, AP(1)) +10pts
Sword Claws (A4, AP(2), Deadly(3)) +15pts Sword Claws (A4, AP(1), Deadly(3)) +10pts P Any model may replace
Whip Limb and Sword Claw +20pts Whip Limb and Sword Claw +10pts one Razor Claws:
(A3, AP(1), Deadly(6)) (A3, Deadly(6)) Heavy Shock-Gun +10pts
(24”, A1, AP(2), Blast(3))
B Replace any Razor Claws: J Replace any Bio-Carbine: Bio-Harpoon +30pts
Twin Bio-Pistols (12”, A6) -5pts Razor Claws (A4, AP(1)) +5pts (24”, A2, AP(4), Deadly(3))
Bio-Carbine (18”, A3) -5pts Twin Bio-Pistols (12”, A6) +5pts
Bio-Spitter (24”, A1, Blast(3)) -5pts Heavy Bio-Carbine (18”, A3, AP(1)) +5pts Special Rules
Heavy Bio-Carbine (18”, A6, AP(1)) +10pts Bio-Spitter (24”, A1, Blast(3), AP(1)) +10pts Pheromones: When this unit is activated, pick
Barb Cannon +10pts Replace one Bio-Carbine: 2 friendly units within 12”, which take one
(36”, A1, AP(1), Blast(3)) Shredder Cannon +10pts wound next time they fail a morale test, and
Acid Cannon +15pts (24” A4, Rending) the test counts as passed instead.
(36”, A1, AP(3), Deadly(3)) Barb Cannon +15pts Psychic Barrier: This model may block spells
Heavy Bio-Spitter +20pts (36”, A1, AP(1), Blast(3)) as if it had the Psychic(2) special rule. If it is a
Psychic then it gets +2 to spell block rolls.
(24”, A2, AP(1), Blast(3)) Acid Cannon +15pts
Shrouding Mist: When this unit is activated,
Heavy Barb Cannon +40pts (36”, A1, AP(3), Deadly(3)) pick 2 friendly units within 6”, which get the
(36”, A1, AP(1), Blast(6)) Stealth rule next time they are shot at.
Heavy Acid Cannon +45pts K Upgrade all models with: Psychic Synapse: This unit counts as having
(36”, A1, AP(3), Deadly(6)) Wings (Ambush, Flying) +35pts Psychic(X), where X is the number of models
Upgrade with one: in it. Only one model in the unit may cast or
Tail Pincer (A2, AP(2), Rending) +10pts L Replace any Bio-Gun: block spells each round.
Tail Mace (A2, AP(4)) +10pts Twin Bio-Pistols (12”, A2) +5pts
Tail Whip (A4, AP(2)) +15pts Bio-Spike (18”, A1, AP(1)) +5pts Psychic Spells
Tail Scythe (A2, AP(2), Deadly(3)) +15pts Bio-Carbine (18”, A3) +10pts Terror (4+): Target enemy unit within 12” gets
Replace one Bio-Gun: -2 its next morale test roll.
C Upgrade any model with one: Bio-Shredder (6”, A2, Rending) +5pts Psychic Blast (4+): Target enemy unit within
Poison Hooks (6”, A3, Poison) +5pts Shock-Gun (12”, A1, AP(2)) +5pts 12” takes 1 hit with AP(2) and Deadly(3).
Shredding Hooks (6”, A3, Rending) +5pts Bio-Flamer (12”, A6) +10pts Infuse Life (5+): Target friendly unit within 12”
Acid-Gun (6”, A1, AP(3), Deadly(3)) +10pts gets Regeneration next time it takes wounds.
Shock Hooks (6”, A3, AP(2)) +5pts
Shriek (5+): Target 2 enemy units within 6”
Acid Hooks (6”, A3, Deadly(3)) +5pts Bio-Rifle (18”, A1, AP(1), Sniper) +10pts
take 3 automatic hits with AP(2) each.
Upgrade all models with any: Animate Flora (6+): Target piece of terrain
D Upgrade with any: Adrenaline (Furious) +10pts within 6” may be moved by up to 6” in any
Bio-Recovery (Regeneration) +70pts Toxic Bite (Poison in melee) +10pts direction or may be removed from play.
Overwhelm (6+): Target enemy model within
E Upgrade with: M Replace any Razor Claws: 12” takes 3 automatic hits with AP(2).
Wings (Ambush, Flying) +15pts Serrated Claws (A6) +5pts
Piercing Claws (A3, Rending) +5pts
F Upgrade one model with any: Smashing Claws (A3, AP(2)) +5pts
Psychic Barrier +10pts Sword Claws (A3, Deadly(3)) +5pts
Pheromones +15pts Upgrade all models with any:
Adrenaline (Furious) +10pts
G Upgrade Psychic(1): Toxic Bite (Poison in melee) +10pts
Psychic(2) +15pts
N Upgrade all models with any:
H Upgrade any model with: Burrow Attack (Ambush) +5pts
Razor Claws (A3) +5pts Twin Bio-Pistols (12”, A6) +10pts
Upgrade one model with:
Psychic(1) +20pts

2

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Carnivo-Rex [1] 4+ 2+ Vicious Jaws (A4, AP(3)), Fear, Fearless, Tough(12) A, B, C, D 305pts
2x Razor Claws (A4, AP(2)), Stomp (A2, AP(1))
Toxico-Rex [1] 4+ 2+ Acid Spurt (12”, A1, Blast(6), Poison), Fear, Fearless, Shrouding Mist, A, D 375pts
Whip Limbs (A16, Poison), Stomp (A2, AP(1)) Stealth, Tough(12)
Psycho-Rex [1] 4+ 2+ Psychic Blast (18”, A2, AP(1), Blast(3)), Fear, Fearless, Psychic(2), A, B, D, E 405pts
2x Razor Claws (A4, AP(2)), Stomp (A2, AP(1)) Regeneration, Stealth, Tough(12)
Burrower [1] 3+ 2+ 3x Razor Claws (A4, AP(2)), Stomp (A3, AP(2)) Fear, Surprise Attack, Tough(18) B, D, F 480pts
Devourer Beast [1] 3+ 2+ Tongue (12”, A3, AP(4), Deadly(3), Sniper), Fear, Tough(18) B, F 490pts
2x Razor Claws (A4, AP(2)), Stomp (A3, AP(2))
Tyrant Beast [1] 3+ 2+ Toxic Spray (18”, A18, AP(1)), Fear, Tough(18) B, F, G 505pts
2x Razor Claws (A4, AP(2)), Stomp (A3, AP(2))
Artillery Beast [1] 3+ 2+ Bio-Artillery (36”, A3, Blast(6), Indirect), Fear, Tough(18) B, F, H 560pts
2x Razor Claws (A4, AP(2)), Stomp (A3, AP(2))
Spawning Beast [1] 3+ 2+ Stinger Cannon (18”, A12, AP(1)), Fear, Spawn Brood, Tough(18) B, F 630pts
2x Razor Claws (A4, AP(2)), Stomp (A3, AP(2))
Flamer Beast [1] 4+ 2+ Spit Flames (18”, A12, AP(1), Indirect), Fear, Fearless, Tough(6) B 205pts
Razor Claws (A4, AP(2))
Mortar Beast [1] 4+ 2+ Spore Gun (24”, A1, Blast(9), Indirect, Spores), Fear, Fearless, Tough(6) B 265pts
Razor Claws (A4, AP(2))
Invasion Carrier [1] 5+ 2+ Razor Tendrils (A5, AP(1)) Ambush, Fear, Fearless, Tough(6), I, J 160pts
Transport Spore
Invasion Artillery [1] 5+ 2+ Spit Spores (12”, A1, Blast(9), Indirect, Spores), Ambush, Fear, Fearless, Slow, I, J 210pts
Razor Tendrils (A5, AP(1)) Tough(6)
Rapacious Beast [1] 4+ 2+ Caustic Cannon (12”, A6, AP(2)) Aircraft, Fearless, Tough(6) I, K 155pts
Hive Titan [1] 3+ 2+ Vicious Jaws (A3, AP(4), Deadly(6)), Regeneration, Terrifying, Tough(24) L 840pts
Titanic Stomp (A12, AP(2))
Spores [3] 6+ 6+ - Explosive Head - 40pts
Massive Spore [1] 6+ 6+ - Explosive Head, Tough(3) - 40pts

A Upgrade with any: H Replace Bio-Artillery: Special Rules


Battering Tusks (Impact(3)) +10pts Shredder Bio-Artillery -35pts Acid Blood: Whenever this model takes a
Bio-Recovery (Regeneration) +70pts (36”, A3, Blast(3), Indirect, Rending) wound in melee, the attacker takes 1 hit.
Acid Bio-Artillery Free Explosive Head: If this model is ever engaged
B Replace any Razor Claws: (36”, A3, AP(4), Deadly(3), Indirect) in melee it is immediately killed and the
Piercing Claws (A4, AP(2), Rending) +5pts Shock Bio-Artillery Free enemy takes 3 hits for Spores and 9 hits for a
Smashing Claws (A4, AP(4)) +10pts (36”, A3, AP(2), Blast(3), Indirect) Massive Spore. Additionally this model
Serrated Claws (A8, AP(2)) +15pts automatically passes all morale tests.
Sword Claws (A4, AP(2), Deadly(3)) +15pts I Upgrade with: Pheromones: When this unit is activated, pick
Bio-Recovery (Regeneration) +35pts 2 friendly units within 12”, which take one
Whip Limb and Sword Claw +20pts
wound next time they fail a morale test, and
(A3, AP(1), Deadly(6)) the test counts as passed instead.
J Upgrade with one:
Bio-Guns Array (12”, A5) +5pts Psychic Barrier: This model may block spells
C Replace any Razor Claws: as if it had the Psychic(2) special rule. If it is a
Heavy Bio-Carbine (18”, A6, AP(1)) +10pts Bio-Carbines Array (18”, A15) +25pts
Psychic then it gets +1 to spell block rolls.
Heavy Bio-Spitter +20pts Bio-Spitters Array (24”,A5,Blast(3)) +30pts
Shrouding Mist: When this unit is activated
(24”, A2, AP(1), Blast(3)) Shredder Cannons Array +60pts pick 2 friendly units within 6”, which get
Heavy Barb Cannon +40pts (24” A20, Rending) Stealth next time they are shot at.
(36”, A1, AP(1), Blast(6)) Barb Cannons Array +70pts Spawn Brood: When this unit is activated you
Heavy Acid Cannon +45pts (36”, A5, AP(1), Blast(3)) may place a unit of 5 Grunts or 3 Hive Swarms
(36”, A1, AP(3), Deadly(6)) Acid Cannons Array +75pts fully within 6” of it.
(36”, A5, AP(3), Deadly(3)) Spores: If this weapon misses you may place
D Upgrade with one: a unit of 3 Spores or 1 Massive Spore 12” away
Tail Pincer (A2, AP(2), Rending) +10pts K Replace Caustic Cannon: from the target, but the position is decided by
Tail Mace (A2, AP(4)) +10pts Twin Heavy Barb Cannon +65pts your opponent. Note that this new unit can’t
(36”, A2, AP(1), Blast(6)) be activated on the round in which it is placed.
Tail Whip (A4, AP(2)) +15pts
Twin Heavy Acid Cannon +70pts Surprise Attack: This unit counts as having
Tail Scythe (A2, AP(2), Deadly(3)) +15pts the Ambush rule and may be deployed up to
(36”, A2, AP(3), Deadly(6))
Upgrade with one: 1” away from enemy units. Once the unit is
E Upgrade with any: deployed roll 4 dice, for each 4+ it deals 3 hits
Psychic Barrier +10pts Missile Bugs +10pts
with AP(2) to one enemy unit within 3” (this
Pheromones +15pts (36”, A1, AP(2), Lock-On)
may target multiple units).
Spore Bombs +85pts Terrifying: This model counts as having the
F Upgrade with any: (6”, A1, Blast(9), Spores) Fear rule, and gets +4 to its Fear rolls.
Battering Tusks (Impact(6)) +20pts Upgrade with: Transport Spore: This unit may transport up
Bio-Recovery (Regeneration) +110pts Stinger Cannon (18”, A8, AP(1)) +25pts to 11 models, or use all of its capacity to carry
one Carnivo-Rex, Psycho-Rex or Toxico-Rex.
G Replace Toxic Spray: L Upgrade with any:
Bio-Minigun (18”, A30) +10pts Toxic Breath (12”, A12, Poison) +30pts
Fracture Cannon +65pts Explosive Spit +290pts
(48”, A3, AP(4), Deadly(3)) (48”, A2, AP(4), Blast(6))
Heavy Fracture Cannon +205pts Upgrade with one:
(48”, A6, AP(4), Deadly(3)) Hive Carrier (Transport(21)) +40pts
Upgrade with: Acid Blood +50pts
Stinger Cannon (18”, A12, AP(1)) +55pts

3

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Battle Brother Detachments are battle companies trained on
which are designed to be fast to learn and easy to play. particularly hostile planets to foster special combat traits and
military strategies.
This project was made by gamers for gamers and it can only
exist thanks to the support of our awesome community. Blood Brothers are trained to be extremely aggressive and
focus on crushing their enemies before they can set up a solid
If you’d like to support the continued development of our
defence again them.
games you can donate on patreon.com/onepagerules.
Dark Brothers are masters of rapid manoeuvres, going to
Thank you for playing! battle with large formations of assault bikes and tactically
inserted destroyers.

Knight Brothers train to be masters of psychic disciplines in


tight-knit groups all their lives and are they able to cast
extremely powerful spells.

Watch Brothers are trained on highly classified and hidden


planets. Their focus is on spec-ops missions as well as
advanced and experimental equipment.

Wolf Brothers are brought up on icy planets and train to


operate in extreme conditions where not even the elite of Battle
Brothers are ready to fight.

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Blood Priest [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Fearless, Furious, Hero, Tough(3) A 80pts
Death Brothers [5] 3+ 2+ Assault Rifles (24”, A1), CCWs (A1) Fearless, Furious, Regeneration B 195pts
Guardian Brothers [5] 3+ 2+ Assault Pistols (12”, A2), CCWs (A2) Ambush, Fearless, Flying, Furious C 255pts
Blood Tank [1] 3+ 2+ Flamethrower Cannon (12”, A6, AP(2)) Fast, Fearless, Impact(6), Tough(12) D 340pts
Blood Walker [1] 3+ 2+ 2x Walker Fists (A4, AP(4)), Fear, Fearless, Furious, Tough(12) E 380pts
2x Storm Rifles (24”, A2), Stomp (A2, AP(1))

A Replace Assault Rifle and CCW: E Replace any Storm Rifle:


Pistol (12”, A1) and CCW (A2) Free Heavy Flamethrower (12”, A6, AP(1)) +10pts
Replace Pistol: Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts
Plasma Pistol (12”, A1, AP(2)) +5pts Replace any Walker Fist:
Gravity Pistol (12”, A2, Rending) +5pts Blood Fist (A4, AP(2), Rending) Free
Storm Rifle (24”, A2) +5pts Replace one Walker Fist and Storm Rifle:
Flamethrower Pistol (6”, A6) +5pts Frag-Blaster +20pts
Fusion Pistol(6”,A1,AP(4),Deadly(6)) +10pts (12”, A12, AP(1), Rending)
Replace CCW: Upgrade with:
Energy Sword (A2, AP(1), Rending) +5pts Psychic(1) +20pts
Energy Fist (A2, AP(3)) +10pts
Take one Assault Rifle attachment: Blood Brothers
Gravity Rifle (18”, A2, Rending) +10pts When taking Blood Brothers you can buy
Plasma Rifle (24”, A1, AP(2)) +15pts Battle Brothers and Prime Brothers units and
Flamethrower (12”, A6) +15pts upgrade them as shown below. Psychic units
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts may replace the spell list from their army
Upgrade with one: with the spell list from this army.
Jetpack (Ambush, Flying) +15pts
Combat Bike (Fast, Impact(1), +20pts Upgrade with Furious:
Heroes +5pts
Twin Assault Rifle (24”, A2))
Units of [3] with Tough(6) +10pts
Destroyer Armor +80pts
Units of [5] with Tough(3) +10pts
(Ambush, Tough(+3))
Units of [1] with Tough(12) +10pts
Upgrade with:
All other units +5pts
Holy Chalice +60pts

B Replace all Assault Rifles and CCWs: Upgrade with Very Fast:
Units of [1] with Tough(6) and Fast +10pts
Pistols (12”, A1) and CCWs (A2) Free
Units of [1] with Tough(12) and Fast +10pts
Replace any Pistol:
Units of [1] with Tough(18) and Fast +10pts
Plasma Pistol (12”, A1, AP(2)) +5pts
Flamethrower Pistol (6”, A6) +5pts
Special Rules
Fusion Pistol(6”,A1,AP(4),Deadly(6)) +10pts
Holy Chalice: The hero and his unit get +1 to
Replace any CCW:
melee rolls and the Regeneration rule.
Energy Sword (A2, AP(1), Rending) +5pts Very Fast: This model moves 12” when using
Energy Fist (A2, AP(3)) +10pts Advance and 24” when using Rush/Charge.
EnergyHammer(A2,AP(1),Deadly(3)) +10pts
Upgrade all models with: Psychic Spells
Jetpacks (Ambush, Flying) +80pts Fear (4+): Target enemy unit within 12” gets
-3” next time it moves.
C Replace any Assault Pistol: Lance (4+): Target enemy model within 12”
Plasma Pistol (12”, A1, AP(2)) Free takes 1 automatic hit with AP(2).
Fusion Pistol(6”,A1,AP(4),Deadly(6)) +10pts Quickness (5+): Target friendly unit within 12”
Replace any CCW: may immediately charge by up to 6”.
Energy Sword (A2, AP(1), Rending) +5pts Blood Curse (5+): Target 2 enemy units within
Energy Fist (A2, AP(3)) +10pts 6” take 6 hits each.
Upgrade one model with: Break Shields (6+): Target enemy unit within
Battle Standard (Fear) +20pts 12” gets -2 to defense next time it takes hits.
Rage Burst (6+): Target enemy unit within 12”
D Upgrade with any: takes 3 automatic hits with AP(3).
Dozer Blade (Strider) +5pts
Overcharged Engines (Very Fast) +10pts
Storm Rifle (24”, A2) +10pts
Hunter Missiles +40pts
(48”, A1, AP(3), Deadly(3))
Replace Flamethrower Cannon:
Twin Minigun (24”, A8, AP(1)) +25pts
Upgrade with one:
2x Heavy Flamethrowers +35pts
(12”, A6, AP(1))
2xHeavyMachineguns(36”,A3,AP(1)) +55pts

2

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Interrogator [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Fear, Grim, Hero, Tough(3) A 105pts
Dark Destroyers [5] 3+ 2+ Storm Rifles (24”, A2), Energy Fists (A2, AP(3)) Dark Assault, Grim, Tough(3) B 575pts
Destroyer 3+ 2+ Heavy Maces (A2, AP(2), Rending) Dark Assault, Grim, Shield Wall, C 605pts
Knights [5] Tough(3)
Black Bikers [3] 3+ 2+ Pistols (12”, A1), CCWs (A2) Fast, Grim, Impact(1), Scout D 155pts
Shroud Speeder [1] 3+ 2+ Heavy Machinegun (36”, A3, AP(1)) Ambush, Fast, Grim, Impact(6), E, F 240pts
Strider, Stealth, Tough(6)
Vengeance 3+ 2+ Plasma Burst-Cannon (24”, A3, AP(2)), Ambush, Fast, Grim, Impact(6), E 250pts
Speeder[1] Heavy Machinegun (36”, A3, AP(1)) Strider, Tough(6)
Dark Gunship [1] 3+ 2+ Rift Beam (18”, A1, AP(1), Blast(3)), Aircraft, Grim, Tough(6) - 230pts
Twin Assault Rifle Arrays (24”, A12),
Dark Bombs (6”, A1, AP(1), Blast(6))
Angel Jet [1] 3+ 2+ Sword Missiles (36”, A1, AP(1)), Aircraft, Grim, Tough(6) G 295pts
Avenger Minigun (48”, A6, AP(1)),
Twin Heavy Machinegun (36”, A6, AP(1))

A Replace Assault Rifle and CCW: E Replace Heavy Machinegun:


Pistol (12”, A1) and CCW (A2) Free Minigun (24”, A4, AP(1)) Free
Replace Pistol:
Plasma Pistol (12”, A1, AP(2)) +5pts F Upgrade with:
Storm Rifle (24”, A2) +5pts Dark Shroud +30pts
Flamethrower Pistol (6”, A6) +5pts
Fusion Pistol(6”,A1,AP(4),Deadly(6)) +10pts G Replace Avenger Minigun:
Replace CCW: Twin Laser Cannon +25pts
Energy Sword (A2, AP(1), Rending) +5pts (48”, A2, AP(4), Deadly(3))
Energy Fist (A2, AP(3)) +10pts
Take one Assault Rifle attachment: Dark Brothers
Plasma Rifle (24”, A1, AP(2)) +10pts When taking Dark Brothers you can buy
Flamethrower (12”, A6) +10pts Battle Brothers and Prime Brothers units and
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +20pts upgrade them as shown below.
Upgrade with one:
Jetpack (Ambush, Flying) +15pts Upgrade with Dark Assault:
Heroes with Ambush +10pts
Combat Bike (Fast, Impact(1), +20pts
Units of [3] with Ambush +25pts
Twin Assault Rifle (24”, A2))
Units of [5] with Ambush +40pts
Destroyer Armor +80pts
(Ambush, Tough(+3))
Upgrade with Grim:
Heroes with Tough(3) +10pts
B Replace all Storm Rifles
Heroes with Tough(6) +20pts
and Energy Fists:
Units of [3] +10pts
2x Energy Claws (A2,AP(1),Rending) +10pts
Units of [5] +15pts
EnergyHammer(A2,AP(1),Deadly(3)) +40pts
Units of [3] with Tough(3) +25pts
and Combat Shield (Shield Wall)
Units of [3] with Tough(6) +55pts
Replace one Storm Rifle:
Units of [5] with Tough(3) +45pts
Heavy Flamethrower (12”, A6, AP(1)) +10pts
Units of [1] with Tough(3) +10pts
Minigun (24”, A4, AP(1)) +15pts
Units of [1] with Tough(6) +20pts
Plasma Cannon +30pts
Units of [1] with Tough(12) +35pts
(36”, A1, AP(2), Blast(3))
Units of [1] with Tough(18) +55pts
Replace any Energy Fist:
Energy Sword (A2, AP(1), Rending) -5pts
Special Rules
Chainsaw Fist (A4, AP(3)) +15pts
Dark Assault: This unit counts as having
Upgrade one model with:
Ambush and may be deployed on any round.
Cyclone Missiles – pick one to fire: +80pts Dark Shroud: When this unit is activated you
HE (48”, A2, Blast(3)) may pick 2 friendly units within 6”, which get
AT (48”, A2, AP(3), Deadly(3)) Stealth next time they are shot at.
Grim: This unit counts as having Fearless and
C Replace one Heavy Mace: whenever it fails a morale test roll one die, on
Heavy Flail (A4, AP(1), Impact(3)) +10pts a 4+ it passes it instead.
Shield Wall: Enemies get -1 to hit when they
D Upgrade all models with: attack units where all models have this rule.
TwinPlasmaCarbines(18”,A2,AP(2)) +35pts
Replace one Twin Plasma Carbine:
Grenade Launcher–pick one to fire: Free
HE (24”, A1, Blast(3))
AT (24”, A1, AP(1), Deadly(3))
Replace any CCW:
Energy Sword (A2, AP(1), Rending) +5pts
EnergyHammer(A2,AP(1),Deadly(3)) +10pts

3

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Knight Champion [1] 3+ 2+ Storm Rifle (24”, A2), Aegis, Combat Master, Fearless, - 135pts
Energy Sword (A4, AP(1), Rending) Hero, Psychic(1), Tough(3)
Knight Brothers [5] 3+ 2+ Storm Rifles (24”, A2), Aegis, Fearless A, B, E 215pts
Energy Swords (A2, AP(1), Rending)
Purgation Brothers [5] 3+ 2+ Storm Rifles (24”, A2), Aegis, Fearless, Relentless C, E 225pts
Energy Swords (A2, AP(1), Rending)
Knight Destroyers [5] 3+ 2+ Storm Rifles (24”, A2), Aegis, Ambush, Fearless, A, D, E 495pts
Energy Swords (A2, AP(1), Rending) Tough(3)
Knight Walker [1] 3+ 2+ 2x Knight Fists (A2, AP(4)), Stomp (A3, AP(2)) Aegis, Ambush, Fear, Fearless, F 525pts
Psychic(1), Tough(18)

A Replace one Storm Rifle: Knight Brothers


Incinerator (12”, A6, AP(1)) +10pts When taking Knight Brothers you can buy
Psychic Silencer (24”, A6) +15pts Battle Brothers and Prime Brothers units and
Psychic Cannon +30pts upgrade them as shown below. Psychic units
(24”, A3, AP(2), Rending) may replace the spell list from their army
Replace any Energy Sword: with the spell list from this army.
Energy Staff (A2, AP(1), Poison) Free
Energy Halberd (A2, AP(2)) Free Upgrade with Aegis:
2x Energy Falchions (A2, Rending) +5pts All units +10pts
Daemon Hammer +15pts
(A2, AP(4), Deadly(3))
Special Rules
Aegis: This unit may block spells as if it had
B Upgrade all models with one: the Psychic(2) special rule. If it is a Psychic
then it gets +2 to spell block rolls.
Purifiers (Impact(1)) +15pts
Combat Master: When the hero fights in
Strikers (Ambush) +40pts melee pick one of the following stances:
Interceptors (Teleport) +80pts • Ox: +1 to hit
• Plow: AP(+1)
C Replace any Storm Rifle: • Fool: Poison
Incinerator (12”, A6, AP(1)) +15pts • Roof: Impact(1)
Psychic Silencer (24”, A6) +20pts
Psychic Cannon +35pts Medical Training: This model and his unit get
(24”, A3, AP(2), Rending) the Regeneration rule.
Teleport: When this model is activated it may
D Upgrade one model with one: teleport by up to 6” in any direction, ignoring
Battle Standard (Fear) +20pts all units and terrain.
Medical Training +90pts
Upgrade all models with: Psychic Spells
Paladins (Impact(3)) +45pts Ward (4+): Target enemy unit within 12” gets
-1 to melee rolls next time it fights.
E Upgrade one model with: Cleanse (4+): Target enemy unit within 12”
Psychic(1) +20pts takes 2 automatic hits with AP(2).
Warp (5+): Target enemy unit within 12” gets
F Upgrade with up to two: -1 to defense next time it takes hits.
Heavy Incinerator (18”, A6, AP(1)) +25pts Doom (5+): Target enemy model within 12”
Gatling Psychic Silencer (24”, A12) +50pts takes 1 automatic hit with AP(3).
Heavy Psychic Cannon +70pts Strike (6+): Target friendly unit within 12” may
(24”, A1, AP(2), Blast(6), Rending) immediately shoot.
Replace one Knight Fist: Purge (6+): Target 2 enemy units within 6”
Energy Greatsword +10pts take 6 automatic hits with AP(1) each.
(A4, AP(2), Rending)
Daemon Hammer +10pts
(A2, AP(4), Deadly(3))
Upgrade with any:
Teleport +15pts
Regeneration +110pts

4

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Death Watcher [1] 3+ 2+ Pistol (12”, A1), CCW (A2) Fearless, Hero, Tough(3) A, B 80pts
Watch Brothers [5] 3+ 2+ Pistols (12”, A1), CCWs (A2) Fearless B 150pts
Watch Vanguard [5] 3+ 2+ Pistols (12”, A1), CCWs (A2) Ambush, Fast, Fearless, Flying C 270pts
Watch Destroyers[5] 3+ 2+ Storm Rifles (24”, A2), Energy Fists (A2, AP(3)) Ambush, Fearless, Tough(3) D 490pts
Watch Star Jet [1] 3+ 2+ Twin Minigun (24”, A8, AP(1)), Aircraft, Fearless, Tough(6) E 250pts
Death Rockets (30”, A3, AP(2), Lock-On),
Cluster Bombs (6”, A1, Blast(6))

A Replace Pistol and CCW: C Replace any Pistol: Watch Brothers


Spear-Rifle (24”, A1) +5pts Gravity Pistol (12”, A2, Rending) +5pts When taking Watch Brothers you can buy
and Spear (A2, AP(1)) Plasma Pistol (12”, A1, AP(2)) +5pts Battle Brothers and Prime Brothers units and
Upgrade with one: Flamethrower Pistol (6”, A6) +5pts upgrade them as shown below.
Jetpack (Ambush, Flying) +15pts Fusion Pistol(6”,A1,AP(4),Deadly(6)) +10pts
Destroyer Armor +80pts Replace any CCW: Upgrade with Tactical Master:
(Ambush, Tough(+3)) Energy Sword (A2, AP(1), Rending) +5pts Heroes +30pts
Upgrade with: Energy Fist (A2, AP(3)) +10pts
Tactical Master +30pts EnergyHammer(A2,AP(1),Deadly(3)) +10pts Special Rules
Replace any Pistol and CCW: Shield Wall: Enemies get -1 to hit when they
B Replace any Pistol: Heavy Energy Hammer +5pts attack units where all models have this rule.
Assault Rifle (24”, A1) +5pts (A2, AP(2), Deadly(3)) Tactical Master: When the hero and his unit
Gravity Pistol (12”, A2, Rending) +5pts shoot Pistols, Assault Rifles or Storm Rifles,
2x Energy Claws (A2,AP(1),Rending) +10pts
pick one of the following ammo types, and
Plasma Pistol (12”, A1, AP(2)) +5pts Upgrade all models with: they get one of these special rules until the
Flamethrower Pistol (6”, A6) +5pts Combat Shields (Shield Wall) +20pts end of the round:
Death Shotgun (12”, A2, Rending) +5pts • Guided: +1 to hit
Storm Rifle (24”, A2) +5pts D Replace all Storm Rifles • Explosive: Rending
Gravity Rifle (18”, A2, Rending) +10pts and Energy Fists: • Flechette: +6” range
Plasma Rifle (24”, A1, AP(2)) +10pts 2x Energy Claws (A2,AP(1),Rending) +10pts • Incendiary: AP(1)
Fusion Pistol(6”,A1,AP(4),Deadly(6)) +10pts EnergyHammer(A2,AP(1),Deadly(3)) +40pts
Flamethrower (12”, A6) +10pts and Combat Shield (Shield Wall)
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +20pts Replace any Storm Rifle:
Stalker Rifle (30”, A2, AP(1), Sniper) +25pts Heavy Flamethrower (12”, A6, AP(1)) +10pts
Any model may take one Minigun (24”, A4, AP(1)) +15pts
Assault Rifle attachment: Replace any Energy Fist:
Gravity Rifle (18”, A2, Rending) +10pts Energy Sword (A2, AP(1), Rending) -5pts
Plasma Rifle (24”, A1, AP(2)) +15pts Chainsaw Fist (A4, AP(3)) +15pts
Flamethrower (12”, A6) +15pts Any model may take one
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts Energy Fist attachment:
Replace any CCW: Gravity Rifle (18”, A2, Rending) +10pts
Energy Sword (A2, AP(1), Rending) +5pts Plasma Rifle (24”, A1, AP(2)) +15pts
Energy Fist (A2, AP(3)) +10pts Flamethrower (12”, A6) +15pts
EnergyHammer(A2,AP(1),Deadly(3)) +10pts Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts
Replace any Pistol and CCW: Upgrade any model with:
Heavy Energy Hammer +5pts Cyclone Missiles – pick one to fire: +80pts
(A2, AP(2), Deadly(3)) HE (48”, A2, Blast(3))
2x Energy Claws (A2,AP(1),Rending) +10pts AT (48”, A2, AP(3), Deadly(3))
Replace up to two Pistols:
Heavy Flamethrower (12”, A6, AP(1)) +15pts E Replace Twin Minigun:
Heavy Machinegun (36”, A3, AP(1)) +25pts Twin Laser Cannon +25pts
Missile Launcher – pick one to fire: +40pts (48”, A2, AP(4), Deadly(3))
HE (48”, A1, Blast(3)) Replace Death Rockets:
AT (48”, A1, AP(3), Deadly(3)) Storm Missiles +5pts
Frag-Blaster +50pts (48”, A1, AP(3), Deadly(3))
(12”, A12, AP(1), Rending) Upgrade with any:
Any model may take one Cargo Space (Transport (11)) +20pts
Heavy Machinegun attachment: Assault Rifle Array (24”, A6) +25pts
Heavy Flamethrower (12”, A6, AP(1)) +20pts
Upgrade all models with:
Combat Shields (Shield Wall) +20pts

5

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Lone Wolf [1] 3+ 2+ Pistol (12”, A1), CCW (A2) Counter, Fearless, Hero, Tough(3) A, B 80pts
Wolf Rookies [5] 4+ 2+ Pistols (12”, A1), CCWs (A2) Counter, Fearless A, C 130pts
Wolf Brothers [5] 3+ 2+ Pistols (12”, A1), CCWs (A2) Counter, Fearless A, C, D 155pts
Werewolves [5] 3+ 3+ CCWs (A3, AP(1)) Counter, Fast, Fearless, Regeneration E 225pts
Wolf 3+ 2+ Storm Rifles (24”, A2), Ambush, Counter, Fearless, Tough(3) H 495pts
Destroyers [5] Energy Swords (A2, AP(1), Rending)
Wolves [5] 3+ 5+ Claws (A3) Counter, Fast, Impact(1), Strider G 170pts
Wolf Riders [3] 3+ 2+ Pistols (12”, A1), CCWs (A2), Claws (A3, AP(1)) Counter, Fast, Fearless, Impact(3), F 315pts
Tough(3)
Wolf Walker [1] 3+ 2+ Frost Cannon (24”, A1, AP(2), Blast(3)), Fear, Fearless, Tough(12) I 370pts
Walker Fist (A4, AP(4)), Storm Rifle (24”, A2),
Stomp (A2, AP(1))
Fang Gunship [1] 3+ 2+ Heavy Frost Cannon (24”, A1, AP(2), Blast(6)), Aircraft, Fearless, Tough(6) J, K 245pts
Storm Missiles (48”, A1, AP(3), Deadly(3))
Wolf Jet [1] 3+ 2+ Twin Frost Cannon (24”, A2, AP(2), Blast(3)), Aircraft, Fearless, Tough(6) K 305pts
Twin Laser Cannon (48”, A2, AP(4), Deadly(3))

A Replace one Pistol: G Upgrade all models with: K Upgrade with one:
Plasma Pistol (12”, A1, AP(2)) +5pts Cyborg Bodies (Defense +1) +10pts Hammer Missiles (48”, A3, AP(2)) +50pts
Assault Rifle (24”, A1) +5pts 2x Twin Heavy Machineguns +110pts
Storm Rifle (24”, A2) +10pts H Replace all Storm Rifles (36”, A6, AP(1))
Take one Assault Rifle attachment: and Energy Swords: 2x Twin Heavy Fusion Rifles +190pts
Plasma Rifle (24”, A1, AP(2)) +15pts 2x Energy Claws (A2,AP(1),Rending) +10pts (24”, A2, AP(4), Deadly(6))
Flamethrower (12”, A6) +15pts EnergyHammer(A2,AP(1),Deadly(3)) +40pts Upgrade with:
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts and Combat Shield (Shield Wall) Transport (11) +20pts
Replace one CCW: Replace any Storm Rifle:
Energy Sword (A2, AP(1), Rending) +5pts Assault Rifle (24”, A1) -5pts Wolf Brothers
Energy Fist (A2, AP(3)) +10pts Heavy Flamethrower (12”, A6, AP(1)) +10pts When taking Wolf Brothers you can buy Battle
EnergyHammer(A2,AP(1),Deadly(3)) +10pts Minigun (24”, A4, AP(1)) +15pts Brothers and Prime Brothers units and
Replace one Pistol and CCW: Any model may take one upgrade them as shown below. Psychic units
2x Energy Claws (A2,AP(1),Rending) +10pts Assault Rifle attachment: may replace the spell list from their army
Plasma Rifle (24”, A1, AP(2)) +15pts with the spell list from this army.
B Upgrade with one: Flamethrower (12”, A6) +15pts
Great Wolf Mount +25pts Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts Upgrade with Counter:
(Claws (A3,AP(1)), Fast, Impact(3)) Replace any Energy Sword: Heroes +5pts
Destroyer Armor +80pts Energy Fist (A2, AP(3)) +5pts Units of [3] with Tough(6) +10pts
Units of [5] with Tough(3) +10pts
(Ambush, Tough(+3)) Chainsaw Fist (A4, AP(3)) +15pts
Upgrade with up to two: Upgrade any model with: Units of [1] with Tough(12) +10pts
Guard Wolf (A3) +5pts Cyclone Missiles – pick one to fire: +80pts All other units +5pts
HE (48”, A2, Blast(3))
C Replace one Pistol: AT (48”, A2, AP(3), Deadly(3))
Special Rules
Plasma Pistol (12”, A1, AP(2)) +5pts Counter: This model gets +1 melee attack
Replace one Pistol: I Replace Frost Cannon: with a weapon of your choice when charged.
Shield Wall: Enemies get -1 to hit when they
Flamethrower (12”, A6) +10pts Walker Fist (A4, AP(4)) +10pts
attack units where all models have this rule.
Plasma Rifle (24”, A1, AP(2)) +10pts and Storm Rifle (24”, A2)
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +20pts Twin Heavy Flamethrower +10pts Psychic Spells
(12”, A12, AP(1)) Fury (4+): Target friendly unit within 12” gets
D Upgrade all models with one: Heavy Minigun (24”, A6, AP(1)) +10pts Furious next time it charges.
Jetpacks (Ambush, Flying) +80pts Plasma Cannon +10pts Hurricane (4+): Target 2 enemy units within 6”
Combat Bikes (Fast, Impact(1), +95pts (36”,A1,AP(2),Blast(3)) take 4 automatic hits each.
Twin Assault Rifles (24”, A2)) Heavy Fusion Rifle +25pts Storm (5+): Target enemy unit within 18” gets
Upgrade one model with: (24”, A1, AP(4), Deadly(6)) -1 to hit rolls next time it shoots.
Battle Standard (Fear) +20pts Twin Heavy Machinegun +30pts Thunder (5+): Target enemy unit within 12”
(36”, A6, AP(1)) takes 3 automatic hits with AP(2).
E Replace all CCWs: Twin Autocannon (48”, A4, AP(2)) +40pts Wrath (6+): Target enemy unit within 12” may
EnergyHammer(A3,AP(1),Deadly(3)) +65pts Twin Laser Cannon +70pts be forced to move by up to 6” in any direction.
and Combat Shield (Shield Wall) (48”, A2, AP(4), Deadly(3)) Lightning (6+): Target enemy model within 12”
Replace any CCW: Replace one Walker Fist and Storm Rifle: takes 2 automatic hits with AP(3).
Heavy Energy Axe +10pts Missile Launcher – pick one to fire: Free
(A3, AP(2), Rending) HE (48”, A1, Blast(3))
2x Energy Claws (A3,AP(1),Rending) +20pts AT (48”, A1, AP(3), Deadly(3))
Upgrade any model with: Twin Autocannon (48”, A4, AP(2)) +20pts
Backpack GL (12”, A1, Blast(3)) +5pts Replace any Walker Fist:
Walker Claw (A6, AP(2), Rending) +10pts
F Replace any Pistol: Replace Storm Rifle:
Plasma Pistol (12”, A1, AP(2)) +5pts Heavy Flamethrower (12”, A6, AP(1)) +10pts
Assault Rifle (24”, A1) +5pts Replace Frost Cannon,
Replace any CCW: Walker Fist and Storm Rifle:
Energy Sword (A2, AP(1), Rending) +5pts Walker Axe (A2, AP(4), Deadly(3)) +40pts
Energy Fist (A2, AP(3)) +10pts and Combat Shield (Shield Wall)
EnergyHammer(A2,AP(1),Deadly(3)) +10pts
Replace any Pistol and CCW: J Replace Storm Missiles:
2x Energy Claws (A2,AP(1),Rending) +10pts Twin Laser Cannon +55pts
(48”, A2, AP(4), Deadly(3))

6

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Battle Brothers are the most elite and feared fighting force in
which are designed to be fast to learn and easy to play. the galaxy. Massive genetically modified soldiers equipped with
heavy battle armor and deadly weapons, they are ready to take
This project was made by gamers for gamers and it can only
on even the most dangerous missions in the name of their
exist thanks to the support of our awesome community.
immortal god-king.
If you’d like to support the continued development of our
Soon after reaching the Sirius sector the immortal god-king
games you can donate on patreon.com/onepagerules.
created the Battle Brothers in order to conquer even the most
Thank you for playing! inhospitable of planets. Born in vats and trained for war all
their lives, these fine soldiers are solely focused on victory.

As jacks of all trades they are able to do pretty much anything


reasonably well with no particular weakness. Their troops are
armed with a variety of advanced weapons and are designed to
exploit the enemy’s weak spots mercilessly.

They are the ultimate weapon in the god-king’s quest for power
and only find peace in death.

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Captain [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Fearless, Hero, Relentless, Tough(3) A, B, C 90pts
Champion [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Fearless, Hero, Tough(3) A, B, C 80pts
Engineer [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Fearless, Hero, Repair, Tough(3) A, B 90pts
Psychic [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Fearless, Hero, Psychic(1), Tough(3) A, B, D 100pts
Pathfinders [5] 3+ 4+ Assault Rifles (24”, A1), CCWs (A1) Fearless, Strider A, H 140pts
Battle Brothers [5] 3+ 2+ Assault Rifles (24”, A1), CCWs (A1) Fearless A, E 150pts
Assault Brothers [5] 3+ 2+ Pistols (12”, A1), CCWs (A2) Fearless A, F 150pts
Support Brothers [5] 3+ 2+ Assault Rifles (24”, A1), CCWs (A1) Fearless, Relentless A, G 160pts
Brother Bikers [3] 3+ 2+ Assault Rifles (24”, A1), CCWs (A1) Fast, Fearless, Impact(1) A, I 125pts
Pathfinder Bikers[3] 3+ 4+ Assault Rifles (24”, A1), CCWs (A1) Fast, Fearless, Impact(1), Scout A, J 130pts
Support Bike [1] 3+ 2+ Heavy Flamethrower (12”, A6, AP(1)), Fast, Fearless, Impact(3), Tough(3) A, K 115pts
Assault Rifle (24”, A1), CCW (A1)

A Replace one Assault Rifle and CCW: F Upgrade all models with any: J Upgrade any model with one:
Pistol (12”, A1) and CCW (A2) Free Veteran Infantry +50pts Twin Assault Rifles (24”, A2) +10pts
Heavy Chainsaw Sword (A6, AP(1)) +10pts Jetpacks (Ambush, Flying) +80pts Grenade Launcher–pick one to fire: +10pts
2x Energy Claws (A2,AP(1),Rending) +10pts Replace up to two Pistols: HE (24”, A1, Blast(3))
Replace one Pistol: Plasma Pistol (12”, A1, AP(2)) +5pts AT (24”, A1, AP(1), Deadly(3))
Gravity Pistol (12”, A2, Rending) +5pts Flamethrower (12”, A6) +10pts Replace all Assault Rifles and CCWs:
Plasma Pistol (12”, A1, AP(2)) +5pts Replace one Pistol and CCW: Pistols (12”, A1) and CCWs (A2) Free
Storm Rifle (24”, A2) +5pts Pistol (12”, A1) and +5pts
Combat Shield (Shield Wall) +10pts Energy Sword (A2, AP(1), Rending) K Replace Heavy Flamethrower:
Replace one CCW: Pistol (12”, A1) and +10pts Heavy Machinegun (36”, A3, AP(1)) +10pts
Energy Sword (A2, AP(1), Rending) +5pts Energy Fist (A2, AP(3)) Heavy Fusion Rifle +30pts
Energy Fist (A2, AP(3)) +10pts Pistol (12”, A1) and +10pts (24”, A1, AP(4), Deadly(6))
EnergyHammer(A2,AP(1),Deadly(3)) +10pts EnergyHammer(A2,AP(1),Deadly(3)) Upgrade with:
Chainsaw Fist (A4, AP(3)) +20pts Heavy Chainsaw Sword (A6, AP(1)) +10pts Twin Assault Rifle (24”, A2) +10pts
Take one Assault Rifle attachment: Replace Assault Rifle and CCW:
Gravity Rifle (18”, A2, Rending) +10pts G Replace any Assault Rifle: Pistol (12”, A1) and CCW (A2) Free
Plasma Rifle (24”, A1, AP(2)) +15pts Heavy Flamethrower (12”, A6, AP(1)) +20pts
Flamethrower (12”, A6) +15pts Gravity Cannon (24”, A4, Rending) +25pts Special Rules
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts Heavy Machinegun (36”, A3, AP(1)) +30pts Advanced Tactics: The hero and his unit get
Plasma Cannon +35pts +3” range when shooting and +3” range when
B Upgrade with one: (36”, A1, Blast(3), AP(2)) using charge actions.
Jetpack (Ambush, Flying) +15pts Missile Launcher – pick one to fire: +40pts Medical Training: This model and his unit get
Combat Bike (Fast, Impact(1), +20pts HE (48”, A1, Blast(3)) the Regeneration rule.
Twin Assault Rifle (24”,A2)) AT (48”, A1, AP(3), Deadly(3)) Repair: Once per turn, if within 2” of a unit
with Tough, roll one die. On a 2+ you may
Destroyer Armor +80pts Heavy Fusion Rifle +50pts
repair 1 wound from the target.
(Ambush, Tough(+3)) (24”, A1, AP(4), Deadly(6)) Shield Wall: Enemies get -1 to hit when they
Upgrade with: Laser Cannon +50pts attack units where all models have this rule.
Veteran Infantry +10pts (48”, A1, AP(4), Deadly(3)) Veteran Infantry: This model gets +1 to its
attack rolls for melee and shooting.
C Upgrade with one: H Upgrade all models with: War Chant: The hero and his unit get +1 attack
War Chant +10pts Stealth Cloaks (Stealth) +10pts in melee when charging.
Advanced Tactics +45pts Forward Sentries (Scout) +40pts
Replace any Assault Rifle and CCW: Psychic Spells
D Upgrade Psychic(1) Pistol (12”, A1) and CCW (A2) Free Blurred Sight (4+): Target enemy unit within
Psychic(2) +15pts Replace any Assault Rifle: 12” gets -1 to hit next time it shoots.
Shotgun (12”, A2) Free Psychic Terror (4+): Target enemy unit within
E Upgrade all models with: Sniper Rifle (36”, A1, AP(1), Sniper) +15pts 12” takes 2 automatic hits with AP(2).
Veteran Infantry +50pts Replace one Assault Rifle: Cursed Ground (5+): Target enemy unit within
Upgrade one model with one: Gravity Rifle (18”, A2, Rending) +5pts 18” moves -6” next time it charges.
Battle Standard (Fear) +20pts Plasma Rifle (24”, A1, AP(2)) +5pts Cerebral Trauma (5+): Target enemy model
Medical Training +45pts Flamethrower (12”, A6) +10pts within 12” takes 1 automatic hit with AP(3).
Replace one Assault Rifle: Heavy Machinegun (36", A3, AP(1)) +25pts Time Passage (6+): Target friendly unit within
Gravity Rifle (18”, A2, Rending) +5pts Missile Launcher – pick one to fire: +35pts 12” may immediately move by up to 6”.
Plasma Rifle (24”, A1, AP(2)) +5pts HE (48”, A1, Blast(3)) Lightning Fog (6+): Target 2 enemy units
Flamethrower (12”, A6) +10pts AT (48”, A1, AP(3), Deadly(3)) within 6” take 8 automatic hits each.
Heavy Flamethrower (12”, A6, AP(1)) +15pts
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +20pts I Upgrade all models with:
Gravity Cannon (24”, A4, Rending) +20pts Twin Assault Rifles (24”, A2) +25pts
Heavy Machinegun (36”, A3, AP(1)) +25pts Replace all Assault Rifles and CCWs:
Plasma Cannon +30pts Pistols (12”, A1) and CCWs (A2) Free
(36”, A1, Blast(3), AP(2)) Replace up to two Assault Rifles:
Missile Launcher – pick one to fire: +35pts Gravity Rifle (18”, A2, Rending) +5pts
HE (48”, A1, Blast(3)) Plasma Rifle (24”, A1, AP(2)) +5pts
AT (48”, A1, AP(3), Deadly(3)) Flamethrower (12”, A6) +10pts
Heavy Fusion Rifle +45pts Fusion Rifle (12”,A1,AP(4),Deadly(6)) +20pts
(24”, A1, AP(4), Deadly(6))
Laser Cannon +45pts
(48”, A1, AP(4), Deadly(3))

2

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Destroyers [5] 3+ 2+ Storm Rifles (24”, A2), Energy Fists (A2, AP(3)) Ambush, Fearless, Tough(3) A 490pts
Heavy Exo-Suits [3] 3+ 2+ Twin Flamethrowers (12”,A12), CCWs (A1,AP(1)) Fearless, Slow, Tough(6) B 490pts
APC [1] 3+ 2+ Storm Rifle (24”, A2) Fast, Fearless, Impact(6), Tough(6), C 200pts
Transport(11)
Attack APC [1] 3+ 2+ Twin Heavy Flamethrower (12”, A12, AP(1)) Fast, Fearless, Impact(6), Tough(6), C, D 220pts
Transport(6)
Drop Pod [1] 3+ 2+ Storm Rifle (24”, A2) Ambush, Fearless, Immobile, E 160pts
Large Cargo,Tough(6),Transport(11)
Attack Speeder [1] 3+ 2+ 2x Heavy Flamethrower (12”, A6, AP(1)) Ambush, Fast, Fearless, Impact(6), F 220pts
Strider, Tough(6)
Artillery Cannon[1] 3+ 2+ Cannon (48”, A2, AP(1), Blast(3), Indirect), Fearless, Repair, Slow, Tough(6) - 245pts
Engineer (A2, AP(2))

A Replace all Storm Rifles D Replace Twin Heavy Flamethrower:


and Energy Fists: Twin Minigun (24”, A8, AP(1)) +10pts
2x Energy Claws (A2,AP(1),Rending) +10pts Twin Heavy Machinegun +20pts
EnergyHammer(A2,AP(1),Deadly(3)) +40pts (36”, A6, AP(1))
and Combat Shield (Shield Wall) Laser Cannon +30pts
Replace one Storm Rifle: (48”, A1, AP(4), Deadly(3)) and
Heavy Flamethrower (12”, A6, AP(1)) +10pts Twin Plasma Rifle (24”, A2, AP(2))
Minigun (24”, A4, AP(1) +15pts Twin Laser Cannon +60pts
Replace any Energy Fist: (48”, A2, AP(4), Deadly(3))
Energy Sword (A2, AP(1), Rending) -5pts
Chainsaw Fist (A4, AP(3) +15pts E Replace Storm Rifle:
Upgrade one model with: DeathLauncher(12”,A1,AP(1),Blast(6)) +10pts
Cyclone Missiles – pick one to fire: +80pts
HE (48”, A2, Blast(3)) F Replace one Heavy Flamethrower:
AT (48”, A2, AP(3), Deadly(3)) Minigun (24”, A4, AP(1)) +5pts
Heavy Machinegun (36”, A3, AP(1)) +10pts
B Replace any Twin Flamethrower: Heavy Fusion Rifle +30pts
Twin Gravity Cannon +10pts (24”, A1, AP(4), Deadly(6))
(24”, A8, Rending) Replace one Heavy Flamethrower:
Twin Fusion Rifle +25pts Minigun (24”, A4, AP(1)) +5pts
(12”, A2, AP(4), Deadly(6)) Heavy Machinegun (36”, A3, AP(1)) +10pts
Twin Heavy Machinegun +30pts Heavy Fusion Rifle +30pts
(36”, A6, AP(1)) (24”, A1, AP(4), Deadly(6))
Twin Laser Cannon +70pts Typhoon Missiles – pick one to fire: +60pts
(48”, A2, AP(4), Deadly(3)) HE (48”, A2, Blast(3))
Replace any CCW: AT (48”, A2, AP(3), Deadly(3))
Combat Drills (A2, AP(4)) +10pts Upgrade with:
Upgrade any model with one: Open Sides (Transport(6)) +10pts
Assault Rifle Array (24”, A6) +25pts
Missile Launcher – pick one to fire: +40pts Special Rules
HE (48”, A1, Blast(3)) Large Cargo: This unit may use all of its
AT (48”, A1, AP(3), Deadly(3)) transport capacity to carry one Attack Walker.
Repair: Once per turn, if within 2” of a unit
C Upgrade with any: with Tough, roll one die. On a 4+ you may
Dozer Blade (Strider) +5pts repair 1 wound from the target.
Storm Rifle (24”, A2) +10pts Shield Wall: Enemy units get -1 to all attack
rolls when targeting this model.
Hunter Missiles +40pts
(48”, A1, AP(3), Deadly(3))

3

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Battle Tank [1] 3+ 2+ Autocannon (48”, A2, AP(2)) Fast, Fearless, Impact(6), Tough(12) A, B, C 345pts
Heavy 3+ 2+ Twin Heavy Machinegun (36”, A6, AP(1)), Fast, Fearless, Impact(6), Tough(18), A, B, D 580pts
Battle Tank [1] 2x Assault Rifle Arrays (24”, A6) Transport(11)
Attack Walker[1] 3+ 2+ Storm Rifle (24”, A2),Walker Fist (A4, AP(4)), Fear, Fearless, Tough(12) B, H 370pts
Assault Rifle Array (24”, A6), Stomp (A2, AP(1))
Talon 3+ 2+ Twin Minigun (24”, A8, AP(1)), Aircraft, Fearless, Tough(6) E 260pts
Gunship[1] Twin Heavy Machinegun (36”, A6, AP(1))
Hawk 3+ 2+ Twin Minigun (24”, A8, AP(1)), Aircraft, Fearless, Tough(6) F 310pts
Interceptor [1] Twin Heavy Machinegun (36”, A6, AP(1)),
Laser Talon (24”, A2, AP(4), Deadly(3))
Raven Heavy 3+ 2+ Twin Minigun (24”, A8, AP(1)), Aircraft, Fearless, Tough(12), G 465pts
Gunship [1] Twin Heavy Machinegun (36”, A6, AP(1)), Transport(11)
Storm Missiles (48”, A1, AP(3), Deadly(3))

A Upgrade with any: G Replace Twin Minigun:


Dozer Blade (Strider) +5pts Twin Plasma Cannon +25pts
Storm Rifle (24”, A2) +10pts (36”, A2, AP(2), Blast(3))
Twin Laser Cannon +50pts
B Upgrade with: (48”, A2, AP(4), Deadly(3))
Hunter Missiles +40pts Replace Twin Heavy Machinegun:
(48”, A1, AP(3), Deadly(3)) Typhoon Missiles – pick one to fire: +25pts
HE (48”, A2, Blast(3))
C Replace Autocannon: AT (48”, A2, AP(3), Deadly(3))
Spear Missile Launcher +20pts Twin Heavy Fusion Rifle +40pts
(48”, A1, AP(3), Deadly(3), Lock-On) (24”, A2, AP(4), Deadly(6))
Demolition Cannon +40pts Upgrade with any:
(24”, A1, AP(4), Blast(6)) Rear Grapples +20pts
Wind Missile Launcher +60pts 2x Assault Rifle Arrays (24”, A6) +50pts
(48”, A1, AP(1), Blast(6), Indirect)
Twin Laser Cannon +65pts H Replace any Storm Rifle:
(48”, A2, AP(4), Deadly(3)) Heavy Flamethrower (12”,A6,AP(1)) +10pts
Twin Storm Cannon (48”, A6, AP(2)) +65pts Fusion Rifle(12”,A1,AP(4),Deadly(6)) +15pts
Upgrade with one: Replace Walker Fist and Storm Rifle:
2x Heavy Machineguns +55pts Missile Launcher – pick one to fire: +10pts
(36”, A3, AP(1)) HE (48”, A1, Blast(3))
2x Laser Cannons +95pts AT (48”, A1, AP(3), Deadly(3))
(48”, A1, AP(4), Deadly(3)) Twin Autocannon (48”, A4, AP(2)) +40pts
Replace Assault Rifle Array:
D Replace 2x Assault Rifle Arrays: Walker Fist (A4, AP(4)) and +10pts
2x Flamethrower Cannons Free Storm Rifle (24”, A2)
(12”, A6, AP(2)) Twin Heavy Flamethrower +10pts
2x Twin Laser Cannons +145pts (12”, A12, AP(1))
(48”, A2, AP(4), Deadly(3)) Heavy Minigun (24”, A6, AP(1)) +10pts
Replace Twin Heavy Machinegun: Plasma Cannon +10pts
Twin Minigun (24”, A8, AP(1)) Free (36”, A1, AP(2), Blast(3))
Upgrade with: Heavy Fusion Rifle +25pts
Heavy Fusion Rifle +50pts (24”, A1, AP(4), Deadly(6))
(24”, A1, AP(4), Deadly(6)) Twin Heavy Machinegun +30pts
(36”, A6, AP(1))
E Replace Twin Heavy Machinegun: Twin Autocannon (48”, A4, AP(2)) +40pts
Hammer Missiles (48”, A3, AP(2)) -5pts Twin Laser Cannon +70pts
Typhoon Missiles – pick one to fire: +25pts (48”, A2, AP(4), Deadly(3))
HE (48”, A2, Blast(3)) Upgrade with:
AT (48”, A2, AP(3), Deadly(3)) Veteran Walker +115pts
Twin Laser Cannon +40pts
(48”, A2, AP(4), Deadly(3)) Special Rules
Rear Grapples: This unit may transport a
F Replace Laser Talon: single Attack Walker in addition to any other
Storm Cannon (48”, A3, AP(2)) Free units that it is transporting.
Replace Twin Heavy Machinegun: Veteran Walker: This model gets +1 to its
Hammer Missiles (48”, A3, AP(2)) -5pts attack rolls for melee and shooting.
Typhoon Missiles – pick one to fire: +25pts
HE (48”, A2, Blast(3))
AT (48”, A2, AP(3), Deadly(3))
Twin Laser Cannon +40pts
(48”, A2, AP(4), Deadly(3))

4

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Battle Sisters are all-female splinter factions of the Battle
which are designed to be fast to learn and easy to play. Brothers, which follow the lead of their own god-queen. They
are equipped with custom heavy battle armor and wield a lot of
This project was made by gamers for gamers and it can only
the same equipment as the Battle Brothers.
exist thanks to the support of our awesome community.
At the beginning of the god-king’s quest to conquer the galaxy
If you’d like to support the continued development of our
everyone was deemed equal, however with time his views
games you can donate on patreon.com/onepagerules.
became more extremist and he created the Battle Brothers,
Thank you for playing! deeming women unfit to fight. The god-queen, a respected
general at the time, saw this as a declaration of war on all
women, and took off to start her own faction of genetically
modified soldiers to establish her reign.

Battle Sisters are a solid force consisting of above average


troopers with good training, armor and a wide selection of
heavy weapons. Their forces are generally well rounded,
however they do have an affinity for roasting their enemies with
flamethrowers and fusion rifles.

They are fanatic warriors armed to the teeth and are bringing
equality to the galaxy… by force.

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Greater High Sister[1] 2+ 2+ Holy Energy Sword (A6, AP(2), Rending) Ambush, Fear, Flying, Hero, - 305pts
Flames of Retribution (12”, A6, AP(1)) Regeneration, Tough(6)
High Sister [1] 3+ 3+ Assault Rifle (24”, A1), CCW (A1) Hero, Relentless, Tough(3) A, B, C 65pts
Champion Sister [1] 3+ 3+ Assault Rifle (24”, A1), CCW (A1) Hero, Tough(3) A, B, C 55pts
Psychic Sister [1] 3+ 3+ Assault Rifle (24”, A1), CCW (A1) Hero, Psychic(1), Tough(3) A, B, D 75pts
Priest [1] 5+ 5+ Assault Rifle (24”, A1), CCW (A1) Hero, Tough(3), War Hymns A 45pts
Battle Sisters [5] 4+ 3+ Assault Rifles (24”, A1), CCWs (A1) - A, E 95pts
Support Sisters [5] 4+ 3+ Assault Rifles (24”, A1), CCWs (A1) Relentless A, F 105pts
Vanguard Sisters [5] 4+ 3+ Assault Rifles (24”, A1), CCWs (A1) Scout A, G 125pts
Fanatic Sisters [5] 4+ 5+ Heavy Chainsaw Swords (A6, AP(1)) Fearless, Furious H 135pts
Sacrosanct Sisters [5] 3+ 3+ Pistols (12”, A1), Sacred Maces (A2, AP(1)) Shield Wall I 140pts
Pistoleer Sisters [5] 3+ 3+ 2x Pistols (12”, A1), CCWs (A1) Ambush, Flying J 190pts
Assault Sisters [5] 3+ 3+ Pistols (12”,A1), Energy Swords (A2,AP(1),Rending) Ambush, Flying K 215pts
Paragon Sisters [3] 3+ 2+ Heavy Flamethrowers (12”, A6, AP(1)), CCWs (A3) Tough(3) L 250pts
Destroyer Sisters [5] 3+ 3+ Storm Rifles (24”, A2), Ambush, Tough(3) M 365pts
Energy Swords (A2, AP(1), Rending)
Biker Sisters [3] 4+ 3+ Assault Rifles (24”, A1), CCWs (A1) Fast, Impact(1) A, N, O 85pts
Biker Fanatics [3] 4+ 5+ Heavy Chainsaw Swords (A6, AP(1)) Fast,Impact(1),Fearless,Furious H, N 105pts
Crusaders [3] 4+ 4+ Energy Swords (A2, AP(1), Rending) Shield Wall - 70pts
Flagellants [3] 3+ 6+ Flails (A4, AP(1)) Regeneration - 85pts
Cult Assassins [3] 3+ 5+ 2x Energy Swords (A2, AP(1), Rending) Regeneration - 110pts

A Replace one Assault Rifle and CCW: F Replace any Assault Rifle: M Replace all Storm Rifles
Pistol (12”, A1) and CCW (A2) Free Heavy Flamethrower (12”, A6, AP(1)) +15pts and Energy Swords:
Heavy Chainsaw Sword (A6, AP(1)) +10pts Heavy Machinegun (36”, A3, AP(1)) +20pts 2x Energy Claws (A2,AP(1),Rending) +10pts
Replace one Pistol: Heavy Fusion Rifle +40pts Replace one Storm Rifle:
Shotgun (12”, A2) +5pts (24”, A1, AP(4), Deadly(6)) Heavy Flamethrower (12”, A6, AP(1)) +10pts
Plasma Pistol (12”, A1, AP(2)) +5pts Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts
Fusion Pistol +10pts G Replace any Assault Rifle: Replace any Energy Sword:
(6”, A1, AP(4), Deadly(6)) Flamethrower (12”, A6) +5pts Energy Fist (A2, AP(3)) +5pts
Plasma Rifle (24”, A1, AP(2)) +10pts Storm Rifle (24”, A2) +5pts Heavy Chainsaw Sword (A6, AP(1)) +10pts
Storm Rifle (24”, A2) +10pts Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts
Replace one CCW: Replace one Assault Rifle: N Upgrade all models with:
Energy Sword (A2, AP(1), Rending) +5pts Flamethrower Sniper Rifle +25pts Twin Assault Rifles (24”, A2) +20pts
Energy Fist (A2, AP(3)) +10pts (18”, A3, AP(1), Sniper)
Take one Assault Rifle attachment: O Replace all Assault Rifles and CCWs:
Plasma Rifle (24”, A1, AP(2)) +15pts H Replace one Heavy Chainsaw Sword: Pistols (12”, A1) and CCWs (A2) Free
Flamethrower (12”, A6) +15pts 2x Shock Whips (A3, Rending) Free Replace up to two Assault Rifles:
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts 2x Plasma Whips (A3, AP(2)) +5pts Flamethrower (12”, A6) +5pts
2x Force Whips (A3, Deadly(3)) +5pts Shred Rifle (18”, A2, Rending) +5pts
B Upgrade with one: Plasma Rifle (24”, A1, AP(2)) +5pts
Jetpack (Ambush, Flying) +15pts I Replace any Sacred Mace: Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts
Combat Bike (Fast, Impact(1), +20pts Sacred Halberd (A2, Rending) Free
Twin Assault Rifle (24”,A2)) Replace one Sacred Mace: Special Rules
Destroyer Armor +55pts Sacred Spear (A2, AP(1), Rending) +5pts Blind Faith: When the hero and her unit are
(Ambush, Tough(+3)) Replace one Pistol: activated pick one of the following devotions,
Holy Anti-Grav Pulpit +145pts Flamethrower Pistol (6”, A6) +5pts and they get one of these special rules until
(Flame-Array (12”, A12, AP(1)), Plasma Pistol (12”, A1, AP(2)) +5pts the end of the round:
Strider, Tough(+6)) Fusion Pistol +10pts • Passion: +3” when moving
(6”, A1, AP(4), Deadly(6)) • Guidance: AP(+1) when shooting
Upgrade with:
• Spirit: AP(+1) when in melee
Celestial Infantry +5pts • Aegis: enemies get -1 to melee hits
J Replace one 2x Pistols:
C Upgrade with: 2x Flamethrower Pistols (6”, A6) +10pts
Canticle Megaphone: This model and her unit
Blind Faith +15pts 2x Fusion Pistols +20pts get the Fearless rule.
(6”, A1, AP(4), Deadly(6)) Celestial Infantry: This model gets +1 to its
D Upgrade Psychic(1) Replace one 2x Pistols and CCW: attack rolls for melee and shooting.
Psychic(2) +15pts Pistol (12”, A1) and CCW (A2) Free Medical Training: This model and her unit get
Plasma Pistol (12”, A1, AP(2)) +5pts the Regeneration rule.
E Upgrade all models with: and CCW (A2) Shield Wall: Enemies get -1 to hit when they
Celestial Infantry +15pts Replace one CCW: attack units where all models have this rule.
Upgrade one model with one: Energy Sword (A2, AP(1), Rending) +5pts War Hymns: The hero and her unit get AP(+1)
Canticle Megaphone +15pts and +1 attack in melee.
Sacred Banner (Fear) +20pts K Replace one Pistol:
Medical Training +45pts Plasma Pistol (12”, A1, AP(2)) +5pts Psychic Spells
Replace one Assault Rifle: Holy Tears (4+): Target friendly unit within 12”
Flamethrower (12”, A6) +5pts L Replace any Heavy Flamethrower: gets Poison in melee next time it fights.
Shred Rifle (18”, A2, Rending) +5pts Heavy Machinegun (36”, A3, AP(1)) +10pts Eternal Flame (4+): Target enemy unit within
Plasma Rifle (24”, A1, AP(2)) +5pts Heavy Fusion Rifle +30pts 12” takes 4 automatic hits.
Storm Rifle (24”, A2) +5pts (24”, A1, AP(4), Deadly(6)) Heretics (5+): Target enemy unit within 12”
Heavy Flamethrower (12”, A6, AP(1)) +10pts Replace any CCW: gets -1 to defense next time it takes hits.
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts Energy Sword (A3, AP(1), Rending) +10pts Admonition (5+): Target enemy model within
Heavy Machinegun (36”, A3, AP(1)) +15pts Energy Mace (A3, AP(3)) +10pts 12” takes 1 automatic hit with AP(3).
Heavy Fusion Rifle +35pts Upgrade any model with one: Litanies (6+): Target friendly unit within 12”
(24”, A1, AP(4), Deadly(6)) Twin Storm Rifle (24”, A4) +15pts may immediately shoot.
Twin Grenade Pod (24”, A2, Blast(3)) +25pts Righteous Wrath (6+): Target 2 enemy units
within 12” take 3 hits with AP(2) each.

2

Name [size] Qua Def Equipment Special Rules Upgrades Cost
APC [1] 4+ 2+ Storm Rifle (24”, A2) Fast, Impact(6), Tough(6), A 160pts
Transport(11)
Infernal APC [1] 4+ 2+ Twin Heavy Flamethrower (12”, A12, AP(1)) Fast, Impact(6), Tough(6), A, B 170pts
Transport(6)
Organ Tank [1] 4+ 2+ Organ Mortar Fast, Impact(6), Tough(12) A, C 340pts
(48”, A3, AP(1), Blast(3), Indirect)
Assault Walker [1] 4+ 2+ 2x Heavy Flamethrowers (12”, A6, AP(1)), Fear, Fearless, Furious, D 225pts
2x Walker Fists (A2, AP(4)), Stomp (A2, AP(1)) Regeneration, Tough(6)
Support Walker [1] 4+ 2+ 2x Heavy Flamethrowers (12”, A6, AP(1)), Fear, Fearless, Regeneration, D, E 235pts
2x Walker Fists (A2, AP(4)), Stomp (A2, AP(1)) Relentless, Tough(6)

A Upgrade with any:


Dozer Blade (Strider) +5pts
Storm Rifle (24”, A2) +5pts
Hunter Missiles +10pts
(48”, A1, AP(3), Deadly(3))

B Replace Twin Heavy Flamethrower:


Twin Heavy Machinegun +15pts
(36”, A6, AP(1))
Twin Heavy Fusion Rifle +45pts
(24”, A2, AP(4), Deadly(6))

C Replace Organ Mortar:


Organ Missiles +10pts
(48”, A3, AP(3), Deadly(3), Indirect)

D Replace any Walker Fist:


Walker Sawblade (A4, AP(1)) Free
Walker Flail (A6) Free

E Replace any Heavy Flamethrower:


Heavy Machinegun (36”, A3, AP(1)) +10pts

3

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games The Custodian Brothers are the most ancient protectors of the
which are designed to be fast to learn and easy to play. god-king, bearing ancient armor of formidable toughness
unmatched by their brethren. They serve as the god-king’s
This project was made by gamers for gamers and it can only
personal guard and are often sent out as emissaries to
exist thanks to the support of our awesome community.
represent him in both peace and war.
If you’d like to support the continued development of our
Whilst nobody is able to confirm this information, it is said that
games you can donate on patreon.com/onepagerules.
the Custodian Brothers were the first warriors of the god-king,
Thank you for playing! and that it’s their genes that were passed on to create the
esteemed legions of Battle Brothers.

As the most ancient of Battle Brothers they are also the only
ones to still enlist female warriors, which complement their
ranks by acting as vanguards and providing close range
support thanks to their lighter armor.

They might not bring many soldiers to the battle, but don’t
underestimate them, as each soldier is a one man army.

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Custodian Captain [1] 3+ 2+ Spear-Rifle (24”, A3), Spear (A6, AP(1)) Fearless, Hero, Tough(6) A, B 170pts
Destroyer Captain [1] 3+ 2+ Spear-Rifle (24”, A3), Spear (A6, AP(1)) Ambush, Fearless, Hero, Tough(9) A, C 255pts
Great Sister [1] 4+ 3+ Energy Sword (A4, AP(1), Rending) Fearless, Hero, Tough(3) D, E 60pts
Jetpack Team [3] 3+ 3+ Destroyer Pistols (12”, A3, Rending), Ambush, Fearless, Flying, Tough(3) F, H 265pts
Ritual Daggers (A3)
Custodian Team [3] 3+ 2+ Spear-Rifles (24”, A3), Spears (A3, AP(1)) Fearless, Tough(3) G, H 265pts
Custodian Squad [5] 3+ 2+ Spear-Rifles (24”, A3), Spears (A3, AP(1)) Fearless, Tough(3) G, I 445pts
Destroyers [3] 3+ 2+ Spear-Rifles (24”, A3), Spears (A3, AP(1)) Ambush, Fearless, Tough(6) J 515pts
Destructors [3] 3+ 2+ Heavy Storm Rifles (24”, A2, AP(1)), Ambush, Fearless, Tough(6) K 535pts
Energy Claws (A3, AP(1), Rending)
Jetbikes [3] 3+ 2+ Energy Lances (A3, AP(1), Impact(1)) Fast, Fearless, Impact(1), Strider, L 295pts
Tough(3)
Vigilant Sisters [5] 4+ 3+ Energy Swords (A2, AP(1), Rending) Fearless, Furious E 120pts
Prosecution Sisters[5] 4+ 3+ Prosecution Rifles (24”, A3), CCWs (A2) Fearless, Relentless E 150pts
Hunter Sisters[5] 4+ 3+ Flamethrowers (12”, A6), CCWs (A2) Fearless, Scout E 170pts

A Replace Spear-Rifle and Spear: I Upgrade all models with any:


Sword-Rifle (12”, A6) and Free Combat Shields (Shield Wall) +60pts
Sword (A6, Rending) Wardens (Regeneration) +90pts
Axe-Rifle (24”, A3) and Free
Axe (A6, Poison) J Replace any Spear-Rifle and Spear:
Energy Lance (A6, AP(1), Impact(1)) Free Axe-Rifle (24”, A3) and Free
Axe (A3, Poison)
B Upgrade with one: Upgrade all models with:
Combat Shield (Shield Wall) +10pts Wrist-GLs (12”, A1, Blast(3)) +20pts
Jetpack (Ambush, Flying) +15pts Upgrade one model with:
Jetbike (Fast, Impact(1), Strider) +15pts Battle Standard (Fear) +20pts
Upgrade with any:
Battle Standard (Fear) +20pts K Replace any Heavy Storm Rifle:
Warden (Regeneration) +35pts Heavy Flamethrower (12”, A6, AP(1)) +5pts
Twin Destructor (24”, A2, AP(3)) +10pts
C Upgrade with: Replace any Energy Claw:
Combat Shield (Shield Wall) +10pts Energy Fist (A3, AP(3)) +5pts

D Replace Energy Sword: L Upgrade all models with:


Prosecution Rifle(24”,A3), CCW(A4) +5pts Assault Rifle Arrays (24”, A6) +70pts
Flamethrower (12”, A6), CCW (A4) +5pts Replace any Assault Rifle Array:
Upgrade with one: Heavy Machinegun (36”, A3, AP(1)) +5pts
Furious +5pts Devastator (24”, A4, AP(3)) +15pts
Relentless +5pts Fusion Missiles +25pts
Scout +5pts (24”, A1, AP(4), Deadly(6))
Upgrade with one: Twin Laser Pulser +35pts
Eternal Vigilant +15pts (24”, A2, AP(3), Blast(3))
High Prosecutor +15pts
Witch Destroyer +30pts Custodian Brothers
When taking Custodian Brothers, if you build
E Upgrade one model with: an army made of only Custodian Brother units
Anti-Psychic +10pts then you may choose to pass your turn to your
opponent without activating a unit as long as
F Replace any Destroyer Pistol he has more non-activated units than you do.
and Ritual Dagger:
Spear-Rifle (24”, A3) and +5pts Special Rules
Spear (A3, AP(1)) Anti-Psychic: This unit may block spells as if
it had the Psychic(2) special rule.
G Replace any Spear-Rifle and Spear: Eternal Vigilant: The hero and his unit get +1
Sword-Rifle (12”, A6) and Free to their melee rolls.
High Prosecutor: The hero and his unit get +1
Sword (A3, Rending)
to their shooting rolls.
Axe-Rifle (24”, A3) and Free Shield Wall: Enemies get -1 to hit when they
Axe (A3, Poison) attack units where all models have this rule.
Spear-Bolt (18”, A3, AP(2)) and +5pts Witch Destroyer: The hero and his unit get +1
Spear (A3, AP(1)) to their melee and shooting rolls.
Heavy Assault Rifle (36”, A3) and +5pts
Ritual Dagger (A3)
Spear-Fuse (12”,A1,AP(4),Deadly(6)) +10pts
and Spear (A3, AP(1))
Upgrade one model with:
Battle Standard (Fear) +20pts

H Upgrade all models with any:


Combat Shields (Shield Wall) +35pts
Wardens (Regeneration) +55pts

2

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Anti-Grav Light Tank [1] 3+ 2+ Twin Blazer (36”, A2, AP(2), Deadly(3)) Fast, Fearless, Impact(6), - 220pts
Strider, Tough(6)
Anti-Grav Battle Tank [1] 3+ 2+ Twin Heavy Blazer (48”, A2, AP(4), Deadly(3)) Fast, Fearless, Impact(6), A 470pts
Twin Bolt Cannon (36”, A6, AP(1)) Strider, Tough(12)
Anti-Grav Heavy 3+ 2+ Twin Blazer (36”, A2, AP(2), Deadly(3)), Fast, Fearless, Impact(6), B 565pts
Battle Tank [1] Twin Bolt Cannon (36”, A6, AP(1)) Strider, Tough(18)
Custodian Heavy 3+ 2+ Twin Heavy Machinegun (36”, A6, AP(1)), Fast, Fearless, Impact(6), C 725pts
Battle Tank [1] 2x Twin Laser Cannons (48”, A2, AP(4), Deadly(3)) Tough(18), Transport(11)
Custodian 3+ 2+ Heavy Minigun (24”,A6,AP(1)), Stomp (A2,AP(1)), Fear, Fearless, Tough(12) D 380pts
Attack Walker [1] Storm Rifle (24”, A2), Walker Fist (A4, AP(4))
Custodian 3+ 2+ Walker Spear-Rifle (24”, A2, AP(3)), Fear, Fearless, Tough(12) E 395pts
Assault Walker [1] Walker Spear (A4, AP(4), Deadly(3)),
2x Destroyer Pistols (12”, A3, Rending)
Custodian 3+ 2+ 2x Storm Cannon (36”, A2, AP(3), Deadly(3)), Fear, Fearless, Tough(18) F 615pts
Heavy Walker [1] Bolt Launcher (24”, A5, AP(1)), Stomp (A3, AP(2))

A Replace Twin Heavy Blazer: Special Rules


Twin Accelerator (48”, A8, AP(2)) +30pts Shield Wall: Enemy units get -1 to all attack
rolls when targeting this model.
B Upgrade with:
Transport(6) +10pts

C Upgrade with any:


Storm Rifle (24”, A2) +10pts
Hunter Missiles +40pts
(48”, A1, AP(3), Deadly(3))

D Replace Heavy Minigun:


Heavy Fusion Rifle +10pts
(24”, A1, AP(4), Deadly(6))

E Replace any Destroyer Pistol:


Heavy Storm Rifle (24”, A2, AP(1)) +5pts
Heavy Flamethrower (12”, A6, AP(1)) +10pts
Replace Walker Spear-Rifle, Walker Spear
and 2x Destroyer Pistols:
WalkerSword-Flame(12”,A12,AP(1)), +45pts
Walker Sword (A8, AP(4)) and
Combat Shield (Shield Wall)

F Replace any Storm Cannon:


Walker Fist (A4, AP(4)) and -10pts
Twin Plasma (12”,A2,AP(2),Blast(3))
Accelerator Culverin (48”,A4,AP(2)) +5pts

3

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Dark Elf Raiders are a splinter-group of elves that revel in
which are designed to be fast to learn and easy to play. piracy, enslavement and torture. They form small raiding
parties and use advanced anti-gravity skimmers which allow
This project was made by gamers for gamers and it can only
them to strike fast and vanish with their loot before the enemy
exist thanks to the support of our awesome community.
can react to them.
If you’d like to support the continued development of our
This is their main strategy because they lack heavy armor or
games you can donate on patreon.com/onepagerules.
tanks, so they have to use their mobility to outmanoeuvre their
Thank you for playing! enemies before they can get in position to deal heavy damage.

When the great machine war drove the elves from their home
worlds, criminals and lower-class citizens were left behind as
cannon fodder. Most were killed, but some managed to
scramble together left-over equipment and escape the
slaughter. Those that managed to survive formed together to
become the Dark Elf Raiders.

Now they roam the galaxy lusting for revenge, ready to let out
their hate on anyone that gets in their way... in the most brutal
way possible.

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Dark Lord [1] 3+ 5+ Barb Pistol (12”, A1, Poison), CCW (A2) Fast, Hero, Tough(3) A, B 50pts
Succubus [1] 3+ 6+ Barb Pistol (12”, A1, Poison), CCW (A2) Dodge, Fast, Hero, Tough(3) A, C 50pts
Torture Master [1] 3+ 5+ 2x CCWs (A1) Hero, Regeneration, Tough(3) D, E 60pts
Courtesan [1] 4+ 5+ Toxin Katana (A3, AP(1), Poison) Fast, Hero, Tough(3) - 45pts
Medusa [1] 4+ 5+ Death Gaze (12”, A6, AP(1)), Claws (A1) Fast, Hero, Tough(3) - 50pts
Ghoul [1] 3+ 5+ Claws (A3) Fast, Furious, Hero, Tough(3) - 50pts
Naga [1] 3+ 3+ Barb Carbine (18”, A3, Poison), Fast, Hero, Tough(3) - 75pts
Barb Pistol (12”, A1, Poison), Claws (A3)
Tortured Warriors [5] 4+ 5+ 2x CCWs (A1) Regeneration D, F 95pts
Tortured Brutes [3] 3+ 5+ Scissor Gauntlets (A4, Poison), CCWs (A1) Furious, Regeneration, Tough(3) G 200pts
Warriors [5] 4+ 5+ Barb Rifles (24”, A1, Poison), CCWs (A1) Fast A, H, I 105pts
Witches [5] 4+ 6+ Barb Pistols (12”, A1, Poison), CCWs (A2) Dodge, Fast A, C, I 105pts
Nightmares [5] 3+ 3+ Energy Swords (A2, AP(1), Rending) Fast - 165pts
Winged Warriors [5] 4+ 4+ Barb Carbines (18”, A3, Poison), CCWs (A1) Ambush, Fast, Flying A, J 200pts
Shadow Warriors [5] 3+ 6+ Energy Blasts (18”, A2), CCWs (A2) Fast, Scout, Stealth, Strider - 210pts
Jetbike Riders [3] 4+ 4+ Barb Pistols (12”, A1, Poison), CCWs (A2) Impact(1), Strider, Very Fast K 105pts
Hoverboard Riders [5] 4+ 5+ Twin Barbguns (18”, A2, Poison), CCWs (A2) Fast, Strider L 140pts
Clawed Beast [1] 4+ 4+ Claws (A4, AP(1)) Furious, Tough(6) M 80pts
Crow Swarms [3] 5+ 5+ Swarm Attacks (A3, Rending) Flying, Tough(3) M 100pts
Blood Hounds [5] 3+ 5+ Claws (A3) Fast M 130pts

A Replace one Barb Rifle and CCW: H Replace one Barb Rifle: L Upgrade one model with:
Barb Pistol (12”, A1, Poison) Free Flamethrower (12”, A6) +5pts Barb Pistol (12”, A1, Poison) +5pts
and CCW (A2) Shred Gun +5pts Grenade Launcher (18”,A1,Blast(3)) +10pts
Replace one Barb Pistol: (12”, A1, AP(1), Blast(3), Rending) Replace one CCW:
Grenade Launcher (18”,A1,Blast(3)) +5pts EMP Rifle (24”, A1, EMP) +5pts Agony Whip (A2, Poison, Rending) +5pts
Fusion Pistol +10pts Fusion Carbine +25pts Grapple Claw (A2, Deadly(3)) +5pts
(6”, A1, AP(4), Deadly(6)) (18”, A1, AP(4), Deadly(6)) Energy Sword (A2, AP(1), Rending) +5pts
Fusion Carbine +35pts Barb Cannon (36”, A5, Poison) +25pts
(18”, A1, AP(4), Deadly(6)) Heavy Fusion Carbine +50pts M Upgrade all models with:
Replace one CCW: (18”, A2, AP(4), Deadly(6)) Beast Handler (Fearless) +10pts
Agony Whip (A2, Poison, Rending) +5pts Fusion Cannon +50pts
Shell Sword (A2, Deadly(3)) +5pts (36”, A1, AP(4), Deadly(6)) Special Rules
Energy Sword (A2, AP(1), Rending) +5pts Dark Strike: When the hero and his unit
I Upgrade all models with: charge they get AP(+1) and Defense +1.
B Upgrade with: Veteran Infantry +20pts Dodge: This model has Defense +2 in melee.
Dark Strike +45pts EMP: This weapon counts as having Rending
J Replace up to two Barb Carbines: but only needs rolls of 5-6 to take effect.
C Replace one CCW: EMP Rifle (24”, A1, EMP) -5pts Torture Master: The hero and his unit may
Energy Glaive (A2, AP(1)) +5pts Shred Gun +5pts ignore wounds from Regeneration on 4+.
Very Fast: This model moves 12” when using
2x Crystal Gauntlets (A1, Rending) +5pts (12”, A1, AP(1), Blast(3), Rending)
Advance and 24” when using Rush/Charge.
2x Sword-Flails (A2) +5pts Fusion Carbine +20pts Veteran Infantry: This model gets +1 to its
Net & Spear (A3, AP(1)) +10pts (18”, A1, AP(4), Deadly(6)) attack rolls for melee and shooting.
Barb Cannon (36”, A5, Poison) +20pts
D Upgrade one model with one: Heavy Fusion Carbine +45pts Psychic Spells
Barb Pistol (12”, A1, Poison) +5pts (18”, A2, AP(4), Deadly(6)) Anxiety (4+): Target enemy unit within 12” gets
Acid Gun (12”, A6, AP(1), Poison) +15pts Fusion Cannon +45pts -2 to its next morale test.
Arcane Rifle +40pts (36”, A1, AP(4), Deadly(6)) Psych Grave (4+): Target 2 enemy units within
(36”, A1, AP(1), Deadly(3), Sniper) Replace one Barb Carbine and CCW: 6” take 4 automatic hits each.
Replace one 2x CCWs: Barb Pistol (12”, A1, Poison) Free Drugs (5+): Target friendly unit within 12” gets
Venom Sword (A2, AP(1), Poison) +5pts and CCW (A2) Regeneration next time it takes wounds.
Agony Whip (A2, Poison, Rending) +5pts Replace one Barb Pistol: Pain (5+): Target enemy unit within 12” takes
Corrosive Whip (A3, Poison) +5pts Fusion Pistol +10pts 4 automatic hits with AP(1).
Leech Gauntlet (A4) +5pts (6”, A1, AP(4), Deadly(6)) Adrenaline (6+): Target friendly unit within 12”
Scissor Gauntlet (A4, Poison) +10pts Replace one CCW: may immediately charge by up to 6” and gets
Syringe Gauntlet (A2, AP(2), Poison) +10pts Agony Whip (A2, Poison, Rending) +5pts +1 to hit for that melee.
Upgrade one model with one: Venom Sword (A2, AP(1), Poison) +5pts Snake Bite (6+): Target enemy model within
Syringe Pistol (12”, A1, AP(2)) +5pts Energy Lance (A2, AP(1), Impact(1)) +5pts 12” takes 3 automatic hits with AP(2).
E Upgrade with: K Replace all Barb Pistols and CCWs:
Torture Master +65pts Barb Rifles (24”, A1, Poison) -5pts
Upgrade with one: Replace one Barb Rifle:
Psychic(1) +20pts Fusion Carbine +25pts
Psychic(2) +35pts (18”, A1, AP(4), Deadly(6))
Heavy Fusion Carbine +50pts
F Replace one CCW: (18”, A2, AP(4), Deadly(6))
Bone Gun (24”, A1, Rending) +5pts Upgrade one model with one:
Acid Gun (12”, A6, AP(1), Poison) +15pts Razor Talon (Impact(+2)) +5pts
Razor Caltrops (Impact(+4)) +10pts
G Replace any CCW: Replace one CCW:
Acid Gun (12”, A6, AP(1), Poison) +20pts Agony Whip (A2, Poison, Rending) +5pts
Energy Sword (A2, AP(1), Rending) +5pts

2

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Transport Bike [1] 3+ 2+ Barb Cannon (36”, A5, Poison), Impact(3), Strider, Tough(3), A, B 135pts
Twin Barb Rifle (24”, A2, Poison) Transport(6), Very Fast
Light Skimmer [1] 3+ 2+ Destroyer Cannon (36”, A3, AP(1)) Impact(6), Strider, Tough(6), A, C 155pts
Transport(11), Very Fast
Heavy Skimmer[1] 3+ 2+ 3x Destroyer Cannons (36”, A3, AP(1)) Impact(6), Strider, Tough(9), Very Fast A, C 270pts
Leech Engine [1] 4+ 2+ Soul Syphon (12”, A6), Claws (A3, AP(1)) Fear, Fearless, Regeneration, Tough(6) D 190pts
Engine of 4+ 2+ Twin EMP Rifle (24”, A2, EMP), Fear, Fearless, Regeneration, Tough(6) E 195pts
Suffering [1] Claws (A3, AP(1))
Raven Bomber [1] 3+ 2+ 2x EMP Cannons (36”, A1, Deadly(6), EMP), Aircraft, Tough(6) F 230pts
EMP Bombs (6”, A1, Blast(6), EMP)
Razor Fighter [1] 3+ 2+ Twin Barb Rifle (24”, A2, Poison), Aircraft, Tough(6) B, G 260pts
2x Destroyer Cannons (36”, A3, AP(1)),
Scythe Missiles (48”, A1, AP(1), Blast(6))

A Upgrade with any: Special Rules


Energy Ram (Impact(+3)) +10pts EMP: This weapon counts as having Rending
Teleport Gate (Ambush) +10pts but only needs rolls of 5-6 to take effect.
Shield of Darkness (Stealth) +10pts Soul Conductor: When this unit is activated
Grenade Launcher (24”,A1,Blast(3)) +10pts pick 2 friendly units within 6”. Those units get
Regeneration next time they take wounds.
B Replace Twin Barb Rifle: Very Fast: This model moves 12” when using
Barb Cannon (36”, A5, Poison) +30pts Advance and 24” when using Rush/Charge.

C Replace any Destroyer Cannon:


Fusion Cannon +45pts
(36”, A1, AP(4), Deadly(6))

D Upgrade with one:


Soul Vortex (18”, A1, Blast(6)) +15pts
Soul Conductor +45pts

E Replace Twin EMP Rifle:


Stinger Cannon +15pts
(24”, A2, AP(1), Blast(3))
Barb Cannon (36”, A5, Poison) +15pts
Twin Heavy Fusion Carbine +95pts
(18”, A4, AP(4), Deadly(6))
Replace Claws:
Shredder Flails (A3,AP(1),Rending) +5pts
Venom Injector (A3, AP(3), Poison) +10pts
Twin Acid Gun +25pts
(12”, A12, AP(1), Poison)

F Upgrade with one:


EMP Missiles +50pts
(48”, A1, Blast(3), EMP)
Shatter Missiles +120pts
(48”, A1, AP(3), Blast(6))
Replace 2x EMP Cannons:
2x Fusion Cannons +50pts
(36”, A1, AP(4), Deadly(6))

G Replace 2x Destroyer Cannons:


2x Fusion Cannons +90pts
(36”, A1, AP(4), Deadly(6))
Replace Scythe Missiles:
Toxin Missiles +20pts
(48”, A1, AP(1), Blast(6), Poison)
Shatter Missiles +50pts
(48”, A1, AP(3), Blast(6))

3

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games The Dwarf Guilds are a conglomerate of all the dwarven mining
which are designed to be fast to learn and easy to play. companies that fight under one banner. These short
humanoids were rarely seen for millennia, as they developed
This project was made by gamers for gamers and it can only
their society underground, mining for precious resources at the
exist thanks to the support of our awesome community.
edges of the Sirius sector.
If you’d like to support the continued development of our
Once they emerged from their planets and started meeting
games you can donate on patreon.com/onepagerules.
other civilizations they became fierce traders who are not
Thank you for playing! afraid of getting into a fight if they aren’t getting what they want
out of a deal. Thanks to their immense wealth and advanced
technology they make formidable fighters that most factions
want to avoid.

The Dwarf Guild armies are made up of slow warriors with


powerful weaponry, which rely on having a solid long-term plan
to make up for their low mobility. They have some of the
strongest armor in the galaxy as well as some of the heaviest
weaponry, making them formidable warriors.

They might be small, but they are very dangerous, so always


watch out when dealing with dwarves…

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Guild Lord [1] 3+ 3+ Assault Rifle (24”, A1), CCW (A1) Fearless, Hero, Slow, Tough(3) A, B, C 60pts
Berserker Lord [1] 3+ 4+ 2x Berserker Axes (A3, AP(1)) Fearless, Furious, Hero, Slayer, - 75pts
Slow, Tough(3)
Engineer [1] 3+ 3+ Assault Rifle (24”, A1), CCW (A1) Hero, Repair, Slow, Tough(3) A, B 55pts
Rune Master [1] 3+ 3+ Assault Rifle (24”, A1), CCW (A1) Hero, Psychic(1), Slow, Tough(3) A, B, D 65pts
Dwarf Warriors [5] 4+ 4+ Assault Rifles (24”, A1), CCWs (A1) Slow A, E 55pts
Dwarf Support [5] 4+ 4+ Assault Rifles (24”, A1), CCWs (A1) Slow, Relentless A, F 65pts
Jetpack Warriors [5] 4+ 4+ Pistols (12”, A1), CCWs (A2) Ambush, Flying A, G 145pts
Berserkers [5] 4+ 5+ 2x Berserker Axes (A1, AP(1)) Fearless, Furious, Slayer, Slow - 70pts
Miners [5] 4+ 5+ Pistols (12”, A1), CCWs (A2) Ambush, Slow A, H 75pts
Veterans [5] 3+ 3+ Assault Rifles (24”, A1), CCWs (A1) Slow A, I 70pts
Elites [5] 3+ 3+ Heavy Hammers (A2, AP(1)) Fearless, Slow J 90pts
Power Suits [5] 3+ 3+ Pistols (12”, A1), Heavy Hammers (A2, AP(1)) Ambush, Slow, Tough(3) J, K 280pts
Sniper Team [3] 4+ 5+ Sniper Rifles (36”, A1, AP(1), Sniper), CCWs (A1) Scout, Slow, Stealth - 90pts
Weapon Teams [3] 4+ 4+ Heavy Machineguns (36”, A3, AP(1)), CCWs (A1) Slow, Tough(3) L 155pts
Dwarf Bikers [3] 4+ 4+ Assault Rifles (24”, A1), CCWs (A1) Fast, Impact(1) A, M 75pts
Dwarf Trike [1] 4+ 4+ Assault Rifle (24”, A1), CCWs (A1), Fast, Impact(3), Tough(3) N 70pts
Heavy Flamethrower (12”, A6, AP(1))

A Replace one Assault Rifle and CCW: G Replace up to two Pistols: M Upgrade all models with:
Pistol (12”, A1) and CCW (A2) Free Shotgun (12”, A2) +5pts Twin Assault Rifles (24”, A2) +20pts
Replace one Pistol: Plasma Pistol (12”, A1, AP(2)) +5pts Replace one Twin Assault Rifle:
Shotgun (12”, A2) +5pts Flamethrower (12”, A6) +10pts Grenade Launcher–pick one to fire: +5pts
Heavy Pistol (12”, A1, AP(1)) +5pts Replace one CCW: HE (24”, A1, Blast(3))
Burst Pistol (12”, A3) +10pts Shock Hammer (A4) +5pts AT (24”, A1, AP(1), Deadly(3))
Plasma Pistol (12”, A1, AP(2)) +10pts Heat Hammer (A2, Rending) +5pts Replace all Assault Rifles and CCWs:
Storm Rifle (24”, A2) +10pts Plasma Hammer (A2, AP(2)) +5pts Pistols (12”, A1) and CCWs (A2) Free
Combat Shield (Shield Wall) +10pts Drill Hammer (A2, Deadly(3)) +5pts
Replace one CCW: N Replace Heavy Flamethrower:
Shock Hammer (A4) +5pts H Replace any Pistol: Heavy Machinegun (36”, A3, AP(1)) +5pts
Heat Hammer (A2, Rending) +5pts Burst Pistol (12”, A3) +5pts Autocannon (48”, A2, AP(2)) +10pts
Plasma Hammer (A2, AP(2)) +5pts Flamethrower (12”, A6) +10pts Plasma Cannon +15pts
Drill Hammer (A2, Deadly(3)) +5pts Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts (36”, A1, Blast(3), AP(2))
Upgrade with: Missile Launcher – pick one to fire: +15pts
B Upgrade with one: Drill Platform +55pts HE (48”, A1, Blast(3))
Jetpack (Ambush, Flying, Swift) +25pts (36”, A1, AP(4), Deadly(6)) AT (48”, A1, AP(3), Deadly(3))
Combat Bike (Fast, Impact(1), Swift, +30pts Heavy Fusion Rifle +25pts
Twin Assault Rifle (24”,A2)) I Replace any Assault Rifle: (24”, A1, AP(4), Deadly(6))
Power Suit +70pts Shotgun (12”, A2) Free Laser Cannon +25pts
Heavy Flamethrower (12”, A6, AP(1)) +15pts (48”, A1, AP(4), Deadly(3))
(Ambush, Tough(+3))
Heavy Machinegun (36”, A3, AP(1)) +25pts Upgrade with:
Explosive Keg (Impact(+3)) +10pts
C Upgrade with one: Plasma Cannon +30pts
Battle Lore +15pts (36”, A1, Blast(3), AP(2))
Guild Defender +15pts Missile Launcher – pick one to fire: +35pts
Special Rules
Battle Lore: The hero and his unit get +1 to hit
HE (48”, A1, Blast(3))
when fighting in melee.
D Upgrade Psychic(1) AT (48”, A1, AP(3), Deadly(3))
Guild Defender: The hero and his unit get +1
Psychic(2) +15pts Heavy Fusion Rifle +45pts to hit when shooting.
(24”, A1, AP(4), Deadly(6)) Repair: Once per turn, if within 2” of a unit
E Replace any Assault Rifle: with Tough, roll one die. On a 2+ you may
Shotgun (12”, A2) Free J Replace any Heavy Hammer: repair 1 wound from the target.
Replace one Assault Rifle: Shock Hammer (A4, AP(1)) +5pts Shield Wall: Enemies get -1 to hit when they
Flamethrower (12”, A6) +5pts Heat Hammer (A2, AP(1), Rending) +5pts attack units where all models have this rule.
Shred Rifle (18”, A2, Rending) +5pts Plasma Hammer (A2, AP(3)) +5pts Slayer: This model gets AP(+2) when fighting
Plasma Rifle (24”, A1, AP(2)) +5pts Drill Hammer (A2, AP(1), Deadly(3)) +5pts units with Tough(3) or higher.
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts Swift: The hero may ignore the Slow rule.
Heavy Machinegun (36”, A3, AP(1)) +15pts K Replace all Pistols:
Missile Launcher – pick one to fire: +25pts Plasma Pistols (12”, A1, AP(2)) +10pts Psychic Spells
HE (48”, A1, Blast(3)) Storm Rifles (24”, A2) +30pts Spite Rune (4+): Target enemy unit within 12”
AT (48”, A1, AP(3), Deadly(3)) Combat Shields (Shield Wall) +50pts gets -1 to hit in melee next time it fights.
Replace one Storm Rifle: Smiting Rune (4+): Target enemy unit within
F Replace any Assault Rifle: Heavy Machinegun (36”, A3, AP(1)) +20pts 12” takes 4 automatic hits.
Shotgun (12”, A2) Free Heavy Fusion Rifle +40pts Battle Rune (5+): Target friendly unit within
Heavy Flamethrower (12”, A6, AP(1)) +15pts (24”, A1, AP(4), Deadly(6)) 12” gets +6” next time it moves.
Heavy Machinegun (36”, A3, AP(1)) +20pts Upgrade one model with: Breaking Rune (5+): Target enemy model
Plasma Cannon +30pts Heavy Missiles – pick one to fire: +40pts within 12” takes 2 automatic hits with AP(2).
(36”, A1, Blast(3), AP(2)) HE (48”, A1, Blast(3)) Drill Rune (6+): Target piece of terrain within
Missile Launcher – pick one to fire: +30pts AT (48”, A1, AP(3), Deadly(3)) 6” may be moved by up to 6” in any direction
HE (48”, A1, Blast(3)) or may be removed from play.
AT (48”, A1, AP(3), Deadly(3)) L Replace any Heavy Machinegun: Cleaving Rune (6+): Target 2 enemy units
Heavy Fusion Rifle +40pts Mortar (48”, A1, Blast(3), Indirect) +5pts within 12” take 6 automatic hits each.
(24”, A1, AP(4), Deadly(6)) Autocannon (48”, A2, AP(2)) +5pts
Laser Cannon +40pts Missile Launcher – pick one to fire: +10pts
(48”, A1, AP(4), Deadly(3)) HE (48”, A1, Blast(3))
AT (48”, A1, AP(3), Deadly(3))
Laser Cannon +15pts
(48”, A1, AP(4), Deadly(3))

2

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Half-Track [1] 4+ 2+ Heavy Machinegun (36”, A3, AP(1)) Fast, Impact(6), Tough(6), A, B 165pts
Transport(6)
APC [1] 4+ 2+ Heavy Machinegun (36”, A3, AP(1)) Fast, Impact(6), Tough(6), A, B 175pts
Transport(11)
Assault Drill [1] 4+ 2+ Tunneling Drill (A8, AP(4)) Ambush, Fast, Impact(6), C 305pts
Tough(12), Transport(11)
Battle Tank [1] 4+ 2+ Flamethrower Cannon (18”, A6, AP(1)) Fast, Impact(6), Tough(12) A, D 260pts
Battle Train [1] 4+ 2+ Battle Cannon (48”, A1, AP(3), Blast(6)) Fast, Impact(6), Tough(12) E 330pts
Dwarf Walker [1] 3+ 2+ 2x Heavy Hammer (A4, AP(2)), Stomp (A2, AP(1)) Fear, Slow, Tough(12) F 285pts
Artillery [1] 4+ 2+ Twin Heavy Fusion Rifle (24”, A2, AP(4), Deadly(6)) Slow, Tough(6) G 170pts
Dwarf Gunship [1] 4+ 2+ Twin Minigun (24”, A8, AP(1)) Aircraft, Tough(6) H 160pts

A Upgrade with any: F Replace any Heavy Hammer:


Dozer Blade (Strider) +5pts Heat Hammer (A4, AP(2), Rending) +10pts
Storm Rifle (24”, A2) +5pts Plasma Hammer (A4, AP(4)) +10pts
Hunter Missiles +10pts Shock Hammer (A8, AP(2)) +15pts
(48”, A1, AP(3), Deadly(3)) Drill Hammer (A4, AP(2), Deadly(3)) +15pts
Replace any Heavy Hammer:
B Replace Heavy Machinegun: Walker Fist (A4, AP(3)) and +10pts
Heavy Fusion Rifle +15pts Storm Rifle (24”, A2)
(24”, A1, AP(4), Deadly(6)) Twin Heavy Machinegun +40pts
(36”, A6, AP(1))
C Upgrade with one: Twin Autocannon (48”, A4, AP(2)) +50pts
2x Heavy Flamethrowers +25pts Twin Heavy Fusion Rifle +80pts
(12”, A6, AP(1)) (24”, A2, AP(4), Deadly(6))
2x Plasma Cannons +55pts Replace any Storm Rifle:
(36”, A1, Blast(3), AP(2)) Flamethrower (12”, A6) +5pts
2x Twin Heavy Machineguns +80pts Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts
(36”, A6, AP(1))
G Replace Twin Heavy Fusion Rifle:
D Replace Flamethrower Cannon: Quad Machinegun (36”, A12, AP(1)) +10pts
Twin Heavy Fusion Rifle +50pts 2x Twin AA-Cannons +50pts
(24”, A2, AP(4), Deadly(6)) (48”, A4, AP(2), Lock-On)
Quad Machinegun (36”, A12, AP(1)) +60pts Artillery Cannon +65pts
Battle Cannon +70pts (48”, A1, AP(4), Blast(6), Indirect)
(48”, A1, AP(3), Blast(6)) Triple-Thunder Cannon +65pts
(48”, A3, AP(2), Blast(3), Indirect)
E Upgrade with: Eagle Rockets +110pts
Artillery Cannon +135pts (48”, A2, AP(2), Blast(6), Indirect)
(48”, A1, AP(4), Blast(6), Indirect) Ballistic Missiles +200pts
Upgrade with one: (48”, A1, AP(4), Blast(12), Indirect)
Autocannon (48”, A2, AP(2)) +25pts 2x Twin Shard Mortars +200pts
Plasma Cannon +25pts (48”,A4,Blast(3),Indirect,Rending)
(36”, A1, AP(2), Blast(3))
Laser Cannon +35pts H Upgrade with:
(48”, A1, AP(4), Deadly(3)) Battle Cannon +90pts
Battle Cannon +90pts (48”, A1, AP(3), Blast(6))
(48”, A1, AP(3), Blast(6)) Replace Twin Minigun:
Upgrade with one: Twin Heavy Machinegun +5pts
2x Heavy Flamethrowers +25pts (36”, A6, AP(1))
(12”, A6, AP(1)) Twin Autocannon (48”, A4, AP(2)) +10pts
2x Plasma Cannons +55pts Twin Laser Cannon +110pts
(36”, A1, Blast(3), AP(2)) (48”, A2, AP(4), Deadly(6))
2x Twin Heavy Machineguns +80pts
(36”, A6, AP(1))
Upgrade with up to four:
Battle Carriage (Tough(+6)) +110pts
Upgrade any Battle Carriage with one:
Transport Carriage (Transport(11)) +20pts
2x Flamethrower Cannons +40pts
(18”, A6, AP(1))
2x Twin AA-Cannons +120pts
(48”, A4, AP(2), Lock-On)
Ballistic Missiles +270pts
(48”, A1, AP(4), Blast(12), Indirect)
2x Twin Shard Mortars +270pts
(48”,A4,Blast(3),Indirect,Rending)

3

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Elven Jesters are formidable warriors that travel from planet
which are designed to be fast to learn and easy to play. to planet primarily as entertainers, but also to lend a hand in
times of war… for fun.
This project was made by gamers for gamers and it can only
exist thanks to the support of our awesome community. Whilst most elves split up into the two nemesis factions after
the great machine war, there were those that couldn’t choose a
If you’d like to support the continued development of our
clear faction as their families were torn between them. These
games you can donate on patreon.com/onepagerules.
elves formed a wandering galactic circus, which allowed them
Thank you for playing! to freely move between the two factions as a neutral party,
without ever having to choose.

The Elven Jesters rarely fight by themselves, and usually


prefer to join forces in battle with other elves, or whoever else
is willing to pay. They are clad in the lightest of armor which
allows them to move swiftly across the battlefield and deal
deadly blows with their horrifying melee weapons.

If you hear that the circus has come to town you better watch
out, as this might not be quite the type of entertainment you
were looking for…

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Jester Solitaire [1] 3+ 5+ Deathly Arts (A6, AP(2), Rending) Ambush, Fast, Furious, Hero, A, B 120pts
Regeneration, Stealth, Strider, Tough(3)
Jester Seer [1] 3+ 5+ Shard Pistol (12”, A1, Rending), CCW (A4) Fast, Furious, Hero, Psychic(1), Stealth, A, C 85pts
Strider, Tough(3)
Jester Sniper [1] 3+ 5+ Sniper Cannon (24”,A1,AP(2),Poison,Sniper), Fast, Furious, Hero, Stealth, Strider, - 80pts
CCW (A4) Tough(3)
Fools [5] 5+ 5+ Shard Pistols (12”, A1, Rending), CCWs (A2) Fast, Furious, Stealth, Strider - 100pts
Jesters [5] 3+ 5+ Shard Pistols (12”, A1, Rending), CCWs (A2) Fast, Furious, Stealth, Strider D 170pts
Jokers [5] 3+ 5+ Exploding Bolas (12”,A1,Blast(3)), CCWs (A2) Fast, Flying, Furious, Stealth, Strider - 225pts
Pranksters [5] 3+ 5+ Energy Glaives (A3, Impact(1)) Ambush, Fast, Furious, Stealth, Strider - 250pts
Jetbikes [3] 3+ 3+ Shard Pistols (12”, A1, Rending), CCWs (A2) Furious, Impact(1), Strider, Very Fast E 140pts
Heavy Jetbike [1] 3+ 2+ 2x Shard Cannons (24”, A3, AP(1), Rending) Furious, Impact(3), Strider, Tough(3), F 145pts
Very Fast

A Upgrade with: Special Rules


Jetbike (Impact(1),Strider,VeryFast) +15pts EMP: This weapon counts as having Rending
Upgrade Jetbike with: but only needs rolls of 5-6 to take effect.
Shard Cannon +25pts Graceful Brutality: The hero and his unit may
(24”, A3, AP(1), Rending) move by up to 3” after shooting.
Very Fast: This model moves 12” when using
B Upgrade with: Advance and 24” when using Rush/Charge.
Graceful Brutality +45pts
Psychic Spells
C Replace Shard Pistol: Psychic Fog (4+): Target enemy unit within 12”
Neuron Pistol (12”, A1, Poison) Free gets -2 to its next morale test roll.
Fusion Pistol(6”,A1,AP(4),Deadly(6)) +10pts Discord (4+): Target enemy unit within 12”
Upgrade Psychic(1): takes 2 automatic hits with AP(2).
Psychic(2) +15pts Shadow Dance (5+): Target friendly unit within
Upgrade with: 12” gets Regeneration next time it’s wounded.
GL-Backpack (18”, A1, Blast(3)) +10pts Sorrow (5+): Target enemy model within 12”
takes 1 automatic hit with AP(3).
D Replace any Shard Pistol: Veil of Madness (6+): Target enemy unit
Neuron Pistol (12”, A1, Poison) Free within 12” must take a morale test. If failed it
Fusion Pistol(6”,A1,AP(4),Deadly(6)) +10pts must immediately charge the nearest unit of
Replace any CCW: your choice (friendly or enemy).
Deathly Touch (A4) +5pts Light Shards (6+): Target 2 enemy units within
Deathly Caress (A2, Rending) +5pts 6” take 8 automatic hits each.
Deathly Kiss (A2, AP(2)) +5pts
Deathly Embrace (A2, Deadly(3)) +5pts
Replace one CCW:
Energy Sword (A2, AP(1), Rending) +10pts

E Replace all Shard Pistols and CCWs:


Shard Cannons +60pts
(24”, A3, AP(1), Rending)
Replace any Shard Cannon:
EMP Cannon Free
(24”, A1, Blast(3), EMP)
Upgrade any model with one:
Exploding Bolas (12”, A1, Blast(3)) +5pts
Energy Glaive (A3, Impact(1)) +10pts

F Upgrade with one:


Transport(6) +10pts
Energy Glaive (A3, Impact(1)) +10pts
Focus Cannon (24”, A1, Blast(3)) +10pts
EMP Cannon +25pts
(24”, A1, Blast(3), EMP)
Lance Cannon +50pts
(24”, A1, AP(4), Deadly(6))

2

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games The Eternal Dynasty is a faction of honourable warriors from
which are designed to be fast to learn and easy to play. the Kusari Sector, which has been expanding its territory by
force. Their forces consist of a mix of infantry supported by
This project was made by gamers for gamers and it can only
high tech robots, walkers and titans.
exist thanks to the support of our awesome community.
Long before starting interstellar expansion, the faction was
If you’d like to support the continued development of our
split into many clans, lead by a central dynasty with its own
games you can donate on patreon.com/onepagerules.
royal army. Over time the authority of the dynasty faded, and
Thank you for playing! the clans started a bitter war against each other, which lasted
for thousands of years.

Then a mysterious new dynasty came into power, which hung


back and fuelled war and hatred amongst the clans, which
sped up their destruction. Once the clan armies were weak
enough, the royal army swooped in and seized power over all of
the clan, leading to a new age of peace.

Now the Eternal Dynasty is ready to expand its influence, and


will stop at nothing to conquer the Sirius Sector.

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
ONI Captain [1] 3+ 3+ Heavy Glaive (A4, AP(4)), Bash (A2, AP(1)) Fearless, Hero, Tough(6) A, B 150pts
Captain [1] 3+ 4+ Long Rifle (30”, A1), CCW (A1) Fearless, Hero, Tough(3) B, C, D 50pts
Warriors [5] 4+ 4+ Long Rifles (30”, A1), CCWs (A1) Fearless D, E, F 100pts
Scouts [5] 4+ 5+ Long Rifles (30”, A1), CCWs (A1) Fearless, Scout E, G 120pts
Ninja [5] 3+ 5+ 2x Auto-Guns (12”, A1, Rending), CCWs (A1) Ambush, Fearless, Stealth, Teleport H 240pts
Royal Guard [5] 3+ 4+ Spear-Shots (12”, A1), Spears (A2, AP(1)) Fearless, Regeneration I 160pts
Attack Drones [5] 4+ 4+ Laser Guns (18”, A1, AP(3)), Tasers (A1) Fearless, Flying J 135pts
ONIs [3] 3+ 3+ Heavy Glaives (A2, AP(4)), Bash (A2) Fearless, Tough(3) K 230pts
Inari Beast [1] 3+ 4+ Heavy Fists (A6, AP(1)) Fearless, Tough(6) L 125pts
Hoo Flock [3] 5+ 5+ Swarm Attacks (A3, Rending) Fearless, Flying, Tough(3) L 115pts
Wawayu Lizards [5] 4+ 4+ Toxin Bites (A1, Poison) Fearless, Strider L 95pts

A Replace Heavy Glaive: F Replace all Long Rifles: Special Rules


2x Heavy Fists (A2, AP(1)) -10pts Shotguns (12”, A2, AP(1)) Free Art of War: The hero and its unit may move by
Great Mace (A3, Blast(3)) -5pts Carbines (18”, A2) Free up to 3” after shooting.
Punch-Blade (A1, AP(2), Deadly(3)), Free Replace one Long Rifle: Beacon: Friendly units using Ambush may
Heavy Sword (A3, AP(1), Rending) Fusion Rifle (12”,A1,AP(4),Deadly(3)) +5pts ignore distance restrictions from enemies if
Great Sword (A6, AP(1), Rending) +5pts Flamethrower (12”, A6) +5pts they are deployed within 6” of this model.
Heavy Sword (A3, AP(1), Rending), +15pts Shred Rifle (18”, A3, Rending) +5pts Code of Honor: If the hero is part of a unit of
Combat Shield (Shield Wall) Plasma Rifle (24”, A1, AP(4)) +5pts Warriors, the unit counts as having Quality 3+.
Replace any Heavy Fist: Upgrade one model with one: Direct Fire: This hero and its unit get +6”
Heavy Flame-Fist (12”, A4, AP(1)) +5pts Shishi Turret +10pts range when shooting.
Energy Drone: This model and its unit ignore
Heavy Gun-Fist (24”, A3) +5pts (Rockets (24”, A1, Blast(3), Indirect)
cover when shooting.
Heavy Shred-Fist (18”, A3, Rending) +10pts Shishi Turret +25pts Shield Drone: This model and its unit count as
Heavy Fusion-Fist +10pts (Missiles (30”, A2, AP(3), Lock-On) having the Regeneration special rule.
(18”, A1, AP(4), Deadly(3)) Shield Wall: Enemies get -1 to hit when they
Heavy Rocket-Fist +20pts G Replace any Long Rifle: attack units where all models have this rule.
(24”, A1, Blast(3), AP(1), Indirect) Carbine (18”, A2) Free Targeting Array: Once per activation, before
Heavy Plasma-Fist (24”, A3, AP(4)) +30pts Replace up to three Long Rifles: attacking, pick one enemy unit within 24”.
Heavy Missile-Fist +40pts Sniper Rifle (30”, A1, AP(1), Sniper) +10pts Next time that a friendly unit shoots at it, that
(30”, A3, AP(3), Lock-On) Energy Rifle (36”, A1, AP(4)) +10pts units gets +1 to its hit rolls.
Upgrade with: Upgrade one model with any: Teleport: Once per activation before attacking
Jetpack (Ambush, Flying) +15pts Beacon +10pts place this model anywhere within 6”.
Targeting Array +15pts
B Upgrade with up to two: Psychic Spells
Attack Drone +10pts H Replace any Auto-Gun: Weaken Soul (4+): Target enemy unit within
Sword (A1, AP(1), Rending) Free 12” gets -2 to its next morale test.
(Laser Gun (18”, A1, AP(3))
Dragon Breath (4+): Target enemy unit within
Mini-Shield Drone (Regeneration) +30pts Sickle (A1, Deadly(3)) Free
12” takes 4 automatic hits.
Eternal Guidance (5+): Target friendly unit
C Replace Long Rifle: I Replace up to two Spear-Shots: within 18” must take a morale test. If passed
Shotgun (12”, A2, AP(1)) Free Spear-Fuse (6”,A1,AP(4),Deadly(3)) +5pts it gets +2 to hit next time it shoots.
Carbine (18”, A2) Free Spear-Flame (6”, A6) +5pts Mind Challenge (5+): Target enemy model
Replace Long Rifle and CCW: Spear-Shred (9”, A3, Rending) +5pts within 12” must take a morale test. If failed it
Spear-Shock (18”, A3, AP(1)), +10pts Spear-Plasma (12”, A1, AP(4)) +5pts takes 4 automatic hits with AP(2).
Spear (A3, AP(1)) Spirit Wind (6+): Target friendly unit within 12”
Upgrade with one: J Replace one Laser Gun: must take a morale test. If passed, it may
Elder (Psychic(1)) +20pts Heavy Laser Gun +10pts immediately move by up to 12”.
Strategist (Art of War) +25pts (24”, A1, AP(3), Deadly(3)) Spirit Vortex (6+): Target enemy unit within 6”
Warlord (Direct Fire) +30pts takes 1 hit per model.
Captain (Code of Honor) +45pts K Replace all Heavy Glaives:
Upgrade with: 2x Heavy Fists (A1, AP(1)) -5pts
Transport Drone (Fast, Flying) +10pts Swords (A2, AP(1), Rending), +10pts
Combat Shields (Shield Wall)
D Replace one Long Rifle and CCW: Replace any Heavy Fist:
Twin Heavy Pistols (12”, A2, AP(1)), Free Flame-Fist (12”, A4) +5pts
CCW (A2) Shred-Fist (18”, A2, Rending) +5pts
Heavy Pistol (12”, A1, AP(1)), Free Gun-Fist (24”, A2) +5pts
Dagger (A2) Fusion-Fist (12”,A1,AP(4),Deadly(3)) +10pts
2x Daggers (A2) Free Rocket-Fist +10pts
Replace any Dagger: (24”, A1, Blast(3), Indirect)
Royal Sword (A2, AP(1), Rending) +5pts Plasma-Fist (24”, A2, AP(4)) +20pts
Hook Sword (A1, AP(2), Deadly(3)) +5pts Missile-Fist +30pts
(30”, A2, AP(3), Lock-On)
E Upgrade one model with one: Upgrade all models with:
Attack Drone +5pts Jetpacks (Ambush, Flying) +50pts
(Laser Gun (18”, A1, AP(3)) Upgrade any model with up to two:
Energy Drone +20pts Attack Drone +10pts
Shield Drone +40pts (Laser Gun (18”, A1, AP(3)))
Shield Drone +40pts

L Upgrade with:
Hunt Master (Fear, Scout) +50pts

2

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Bukan APC [1] 4+ 2+ Heavy Flamethrower (12”, A6, AP(1)) Fast, Fearless, Impact(6), A 185pts
Strider, Tough(6), Transport(11)
Bukan Tank [1] 4+ 2+ Heavy Flamethrower (12”, A6, AP(1)), Fast, Fearless, Impact(6), A, B 300pts
Artillery Gun (24”, A2, Blast(3), Indirect) Strider, Tough(12)
Dragon Bike [1] 4+ 2+ Heavy Flamethrower (12”, A6, AP(1)), Fast, Fearless, Impact(6), A, C 185pts
Twin Burst Laser Gun (18”, A4, AP(3)) Strider, Tough(6)
ONI Walker [1] 3+ 2+ Rocket Launcher (24”, A4, Blast(3), Indirect), Fear, Fearless, Tough(12) D 390pts
ONI Fists (A4, AP(1)), Stomp (A4, AP(1))
Ninja Walker [1] 3+ 2+ Heavy Burst Auto-Gun (18”, A8, Rending), Ambush, Fear, Fearless, E 385pts
Rope-Sickle (12”, A2, Deadly(3)), Stomp (A4, AP(1)) Stealth, Tough(12)
Samurai Titan [1] 3+ 2+ Heavy Titan Sword (A12, AP(2), Rending), Fear, Fearless, Tough(18) F 550pts
Stomp (A6, AP(2))
Xingtian Titan [1] 3+ 2+ Titan Blast Cannon (30”, A3, Blast(6), AP(2)), Fear, Fearless, Slow, G 680pts
Rocket Pods (18”, A6, AP(1)), Stomp (A6, AP(2)) Tough(18)
Shenlong Titan [1] 2+ 2+ Fire Torrent (18”, A18, AP(2)), Fear, Flying, Psychic(2), - 1050pts
Flame Strike (A12, Rending), (Stomp (A8, AP(2)) Regeneration, Tough(24)

A Replace Heavy Flamethrower: F Replace Heavy Titan Sword:


Heavy Auto-Gun (18”, A4, Rending) Free Titan Heavy Laser Rifle +10pts
Heavy Laser Gun Free (24”, A4, AP(3), Deadly(3))
(24”, A1, AP(3), Deadly(3)) Titan Heavy Plasma Rifle +70pts
(24”, A4, Blast(3), AP(4))
B Replace Artillery Gun: Titan Heavy Shred Rifle +35pts
Anti-Tank Cannon +15pts (24”, A18, Rending)
(30”, A1, AP(3), Deadly(6)) Upgrade with:
Battle Cannon +25pts Energy Shield (Regeneration) +110pts
(30”, A2, Blast(3), AP(2))
Heavy Autocannon (36”, A6, AP(2)) +30pts G Replace Titan Blast Cannon:
Titan Strike Cannon Free
C Replace Twin Burst Laser Gun: (36”, A3, AP(3), Deadly(6))
Twin Heavy Laser Gun +10pts Upgrade with:
(24”, A2, AP(3), Deadly(3)) Guided Rockets +30pts
(24”, A2, Blast(3), Indirect)
D Replace Rocket Launcher: Guided Missiles +65pts
Heavy Blast Cannon +35pts (30”, A4, AP(3), Lock-On)
(24”, A4, Blast(3), AP(2))
Heavy Strike Cannon +40pts Special Rules
(30”, A2, AP(3), Deadly(6)) Teleport: Once per activation before attacking
Missile Launcher +65pts place this model anywhere within 6”.
(30”, A8, AP(3), Lock-On)
Upgrade with up to two:
Attack Drone +5pts
(Laser Gun (18”, A1, AP(3))
Shield Drone (Regeneration) +70pts

E Replace Heavy Burst Auto-Gun:


Sword-Laser (12”, A4, AP(3)) +10pts
Heavy Sword (A6, AP(1), Rending)
Replace Rope-Sickle:
Rope-Blade (12”, A4, Rending) +5pts
Displacement Pack (Teleport) +10pts

3

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games The Feudal Guard serves as a standing army of heavily
which are designed to be fast to learn and easy to play. armored soldiers that pave the way for their bosses so that
they can come in and get the credit.
This project was made by gamers for gamers and it can only
exist thanks to the support of our awesome community. Whilst mighty factions wage war across the galaxy, fighting for
conquest, survival or whatever else, there are those that don’t
If you’d like to support the continued development of our
align themselves with any specific force, but instead pledge
games you can donate on patreon.com/onepagerules.
their allegiance to the highest bidder.
Thank you for playing! These are the soldiers of the Feudal Guard, who are ready to
take on any threat for the right amount of cash. They then
reinvest their earnings into heavy armor and advanced
equipment, allowing them to go toe-to-toe with even the
mightiest of armies.

Do you have extra cash and need someone to get their face
stomped in? Then hire the Feudal Guard and get the best value
for your money!

The Makers Cult


This army was created in collaboration with The Markers Cult,
a small team that’s creating awesome 3D printable miniatures
for any wargames.

Check them out here: patreon.com/themakerscult

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Feudal General [1] 3+ 4+ Assault Rifle (24”, A1), CCW (A1) Fearless, Hero, Tough(3) A, C 55pts
Elite Champion [1] 4+ 3+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Fearless, Hero, Tough(3) B, C 55pts
Feudal Guardsmen [5] 5+ 4+ Assault Rifles (24”, A1), CCWs (A1) Fearless A, D, E, F 75pts
Weapon Teams [3] 5+ 4+ Heavy Machineguns (36”, A3, AP(1)), CCWs (A1) Fearless, Tough(3) F 150pts
Feudal Specialists [5] 5+ 4+ Assault Rifles (24”, A1), CCWs (A1) Fearless, Relentless A, G 85pts
Feudal Engineers [5] 5+ 4+ Shotguns (12”, A2), CCWs (A1) Fearless, Scout H 95pts
Feudal Elites [5] 4+ 3+ Heavy Rifles (24”, A1, AP(1)), CCWs (A1) Fearless B, D, I 110pts
Feudal Cavalry [5] 5+ 4+ Pistols (12”, A1), CCWs (A2) Fast, Fearless, Impact(1) J 110pts
Feudal Snipers [3] 6+ 5+ Sniper Rifles (36”, A1, AP(1), Sniper), CCWs (A1) Fearless, Scout, Stealth - 90pts
Feudal Ogres [3] 4+ 3+ Heavy SMGs (12”, A2, AP(1)), CCWs (A3, AP(1)) Fearless, Furious, Tough(3) K 180pts

A Replace one Assault Rifle and CCW: G Replace any Assault Rifle: Special Rules
Pistol (12”, A1) and CCW (A2) Free Flamethrower (12”, A6) +10pts Bird of Prey: When the hero is activated pick
Replace one Pistol: Shred Rifle (18”, A2, Rending) +10pts one enemy model within 36” and roll one die,
Plasma Pistol (12”, A1, AP(2)) +5pts Plasma Rifle (24”, A1, AP(2)) +10pts on a 4+ it takes 2 hits with AP(1).
Replace one CCW: Grenade Launcher–pick one to fire: +10pts Commander: When the hero and his unit are
Energy Sword (A2, AP(1), Rending) +5pts HE (24”, A1, Blast(3)) activated pick one of the following orders, and
Energy Lance (A2, AP(1), Impact(1)) +5pts AT (24”, A1, AP(1), Deadly(3)) they get one of these special rules until the
end of the round:
Energy Fist (A2, AP(3)) +10pts Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts
• Double Time: +3” when moving
Upgrade one model with:
• Take Aim: +1 to shooting rolls
Feudal Steed (Fast, Impact(1)) +10pts H Upgrade with one:
• Focus Fire: AP(+1) when shooting
Squad Weapon Attachment +60pts • Fix Bayonets: +1 to melee rolls
B Replace one Heavy Rifle and CCW: (add one Weapons Team model
Heavy Pistol (12”, A1, AP()1) Free with Burrowing Torpedo) Field Radio: If this unit has a Commander,
and CCW (A2) then it may give orders to other units that
Replace one Pistol: I Replace up to two Heavy Rifles: have a Field Radio up to 24” away instead of
Plasma Pistol (12”, A1, AP(2)) +5pts Flamethrower (12”, A6) +5pts to his own unit.
Replace one CCW: Shred Rifle (18”, A2, Rending) +5pts Medical Training: This model and his unit get
Energy Sword (A2, AP(1), Rending) +5pts Plasma Rifle (24”, A1, AP(2)) +5pts the Regeneration rule.
Energy Fist (A2, AP(3)) +10pts Grenade Launcher–pick one to fire: +5pts Purity Scroll: This model may block spells as
HE (24”,A1,Blast(3)) if it had the Psychic(2) special rule.
C Upgrade with one: AT (24”, A1, AP(1), Deadly(3)) Tactical Console: When the hero is activated
Purity Scroll +10pts Heavy Volley Gun (24”, A3, AP(1)) +10pts pick one friendly unit within 12”, which may
Commander +15pts Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts immediately move by up to 6”.
Bird of Prey +20pts Sniper Rifle (36”, A1, AP(1), Sniper) +15pts
Psychic Spells
Forbidden Lore (Psychic(1)) +20pts
Foresight (4+): Target friendly unit within 12”
Tactical Console +45pts J Replace all CCWs:
gets +1 to hit next time it shoots.
Energy Swords (A2, AP(1), Rending) +15pts
Flame Breath (4+): Target enemy unit within
D Upgrade one model with one: Energy Lances (A2, AP(1), Impact(1)) +30pts
12” takes 2 automatic hits with AP(2).
Field Radio +5pts
K Replace all Heavy SMGs: Protective Dome (5+): Target friendly unit
Feudal Standard (Fear) +20pts
Mini GLs – pick one to fire: Free within 12” gets Regeneration next time it
Medical Training +45pts
HE (12”, A1, Blast(3)) takes wounds.
E Replace one Assault Rifle: AT (12”, A1, AP(1), Deadly(3)) Expel (5+): Target enemy unit within 12” takes
Flamethrower (12”, A6) +5pts Heavy Batons (A3, AP(2)) +15pts 1 automatic hit with AP(4) and Deadly(3).
Shred Rifle (18”, A2, Rending) +5pts Replace all CCWs: Psychic Speed (6+): Target friendly unit within
Plasma Rifle (24”, A1, AP(2)) +5pts Light Shields (Defense +1 in melee) Free 12” may immediately move by up to 6”.
Grenade Launcher–pick one to fire: +5pts and Shield Bash (A2) Tempest (6+): Target enemy unit within 6”
HE (24”, A1, Blast(3)) Heavy Shields (Defense +1) +10pts takes 1 automatic hit per model.
AT (24”, A1, AP(1), Deadly(3)) and Shield Bash (A2)
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +10pts
Sniper Rifle (36”, A1, AP(1), Sniper) +15pts
Replace all CCWs:
Bayonets (A1, AP(1)) +5pts

F Upgrade with one:


Squad Weapon Attachment +50pts
(add one Weapons Team model
with Heavy Machinegun)
Replace any Heavy Machinegun:
Missile Launcher – pick one to fire: +5pts
HE (48”, A1, Blast(3))
AT (48”, A1, AP(3), Deadly(3))
Mortar (48”, A1, Blast(3), Indirect) +5pts
Autocannon (48”, A2, AP(2)) +5pts
Burrowing Torpedo +10pts
(24”, A1, Blast(6), AP(1), Indirect)
Laser Cannon +10pts
(48”, A1, AP(4), Deadly(3))

2

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Heavy APC [1] 4+ 2+ 2x Heavy Flamethrowers (12”, A6, AP(1)) Fast, Fearless, Impact(6), Tough(9), A, B 265pts
Transport(11)
Heavy Support 4+ 2+ Heavy Flamethrower (12”, A6, AP(1)), Fast, Fearless, Impact(6), Tough(9) A, C 340pts
Vehicle [1] 2x Twin AA-Cannons (48”,A4,AP(2), Lock-On)
Heavy Battle Tank[1] 4+ 2+ Heavy Flamethrower (12”, A6, AP(1)), Fast, Fearless, Impact(6), Tough(15) A, D 380pts
Nova Cannon (36”, A1, AP(1), Blast(6))
Heavy Walker [1] 4+ 2+ 2x Heavy Swords (A3, AP(2)), Fear, Fearless, Tough(9) A, E 220pts
Stomp (A1, AP(1))

A Upgrade with one: E Replace any Heavy Sword:


Twin Missile Pods (24”, A4, AP(3)) +30pts Heavy Chainsaw (A3, AP(3)) +5pts
Hunter Missiles +30pts Heavy Flamethrower (12”, A6, AP(1)) +5pts
(48”, A1, AP(3), Deadly(3)) Heavy Machinegun (36”, A3, AP(1)) +10pts
Upgrade with one: Autocannon (48”, A2, AP(2)) +15pts
Storm Rifle (24”, A2) +5pts Laser Machinegun (36”, A3, AP(2)) +20pts
Machinegun (36”, A3) +15pts Plasma Cannon +20pts
(36”, A1, AP(2), Blast(3))
B Replace one Heavy Flamethrower: Missile Launcher – pick one to fire: +20pts
Heavy Machinegun (36”, A3, AP(1)) +5pts HE (48”, A1, Blast(3))
Laser Machinegun (36”, A3, AP(2)) +15pts AT (48”, A1, AP(3), Deadly(3))
Replace one Heavy Flamethrower: Laser Cannon +25pts
Heavy Machinegun (36”, A3, AP(1)) +5pts (48”, A1, AP(4), Deadly(3))
Autocannon (48”, A2, AP(2)) +10pts Heavy Shield (Tough(+3)) +60pts
Laser Machinegun (36”, A3, AP(2)) +15pts
Twin Heavy Machinegun +25pts
(36”, A6, AP(1))
Upgrade with any:
Machinegun (36”, A3) +15pts
Assault Rifle Array (24”, A6) +20pts

C Replace 2x Twin AA-Cannons:


Artillery Cannon +15pts
(48”, A1, AP(4), Blast(6), Indirect)
Eagle Rockets +60pts
(48”, A2, AP(2), Blast(6), Indirect)
2x Twin Shard Mortars +60pts
(48”, A4, Blast(3), Indirect)
Ballistic Missiles +150pts
(48”, A1, AP(4), Blast(12), Indirect)
Replace Heavy Flamethrower:
Heavy Machinegun (36”, A3, AP(1)) +5pts

D Replace Nova Cannon:


Siege Cannon +10pts
(24”, A1, AP(4), Blast(6))
Heavy Autocannon (48”, A4, AP(3)) +20pts
Anti-Tank Cannon +30pts
(48”, A1, AP(4), Deadly(6))
Heavy Plasma Cannon +40pts
(36”, A3, AP(2), Blast(3))
Gatling Cannon (24”, A20, AP(1)) +50pts
Battle Cannon +50pts
(48”, A1, AP(3), Blast(6))
Replace Heavy Flamethrower:
Heavy Machinegun (36”, A3, AP(1)) +5pts
Laser Cannon +25pts
(48”,A1,AP(4),Deadly(3))
Upgrade with one:
2x Heavy Flamethrowers +25pts
(12”, A6, AP(1))
2x Heavy Machineguns +40pts
(36”, A3, AP(1))
2x Plasma Cannons +55pts
(36”, A1, AP(2), Blast(3))
2x Heavy Fusion Rifles +70pts
(24”, A1, AP(4), Deadly(6))

3

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Havoc Brothers worship a variety of Havoc gods, which bless
which are designed to be fast to learn and easy to play. them with horrific traits to help them in battle. These disciples
sometimes fight together to complement each other’s
This project was made by gamers for gamers and it can only
strengths and spread chaos in the galaxy.
exist thanks to the support of our awesome community.
Disciples of War are extremely aggressive and focus on melee
If you’d like to support the continued development of our
combat. All they want is to get into the enemy’s face and stomp
games you can donate on patreon.com/onepagerules.
them to the ground.
Thank you for playing! Disciples of Change are organized in squads lead by powerful
psychics. They are blessed with a magical aura which makes
them difficult to hit at range.

Disciples of Plague focus on poisoned weapons and are


tougher than their brethren. Because of their pestilence other
havoc brothers tend to avoid them.

Disciples of Lust are blessed with high mobility and can


unleash flurries of attacks. Their strategy is to pin down their
enemies and overwhelm them.

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Lord of War [1] 3+ 2+ Pistol (12”, A1), CCW (A4) Furious, Hero, Tough(3) A 70pts
Berserkers [5] 3+ 2+ Pistols (12”, A1), CCWs (A2) Furious B 135pts
Fury Brothers [5] 3+ 2+ 2x CCWs (A2) Frenzy - 150pts
Slaughter Brothers [5] 3+ 2+ Heavy Cleavers (A2, AP(1), Deadly(3)) Furious - 175pts

A Replace Pistol and CCW: Disciples of War


Heavy Cleaver (A4, AP(1), Deadly(3)) +10pts When taking Disciples of War you can buy
Replace Pistol: Havoc Brothers units and upgrade them as
Plasma Pistol (12”, A1, AP(2) +5pts shown below.
Assault Rifle (24”, A1) +5pts
Twin Assault Rifle (24”, A2) +10pts Upgrade with Furious:
Replace CCW: Heroes +5pts
Energy Sword (A4, AP(1), Rending) +5pts Units of [3] with Tough(6) +10pts
Energy Fist (A4, AP(3)) +10pts Units of [5] with Tough(3) +10pts
EnergyHammer(A4,AP(1),Deadly(3)) +15pts Units of [1] with Tough(12) +10pts
Take one Assault Rifle attachment: All other units +5pts
Plasma Rifle (24”, A1, AP(2)) +15pts
Flamethrower (12”, A6) +15pts Upgrade with Frenzy:
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts Units of [5] with Furious +10pts
Upgrade with one:
Jetpack (Ambush, Flying) +15pts
Special Rules
Bike (Fast, Impact(1), +20pts Blessing of War: The hero and his unit get +1
Twin Assault Rifle (24”,A2)) to rolls when fighting in melee.
Frenzy: This model counts as having Furious
Destroyer Armor +70pts
but gets 2 extra attacks when charging
(Ambush, Tough(+3)) (instead of just 1).
Upgrade with:
Blessing of War +15pts

B Replace any CCW:


Energy Sword (A2, AP(1), Rending) +5pts
Replace up to two Pistols:
Plasma Pistol (12”, A1, AP(2)) +5pts

2

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Lord of Change [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Hero, Stealth, Tough(3) A, B 70pts
Sorcerer of Change [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Hero, Stealth, Psychic(1), Tough(3) A, C 90pts
Birdman Sorcerer [1] 4+ 5+ Hexed Staff (A2, AP(1)) Hero, Stealth, Psychic(1), Tough(3) C 60pts
Change Brothers [5] 3+ 2+ Hexed Rifles (24”, A1, AP(1)), CCWs (A1) Stealth D 150pts
Change Destroyers [5] 3+ 2+ Twin Assault Rifles (24”, A2), Ambush, Stealth, Tough(3) E 455pts
Energy Swords (A2, AP(1), Rending)
Birdmen [10] 4+ 5+ Pistols (12”, A1), CCWs (A2) Stealth F 165pts
Birdmen Disc Riders [3] 4+ 5+ Pistols (12”, A1), CCWs (A2) Fast, Impact(1), Stealth, Strider G 85pts

A Replace Assault Rifle and CCW: Disciples of Change


Pistol (12”, A1) and CCW (A2) Free When taking Disciples of Change you can buy
Replace Pistol: Havoc Brothers units and upgrade them as
Flamethrower Pistol (6”, A6) +5pts shown below. Psychic units may replace the
Plasma Pistol (12”, A1, AP(2) +5pts spell list from their army with the spell list
Twin Assault Rifle (24”, A2) +5pts from this army.
Replace CCW:
Energy Sword (A2, AP(1), Rending) +5pts Upgrade with Stealth:
Energy Fist (A2, AP(3)) +10pts Heroes with Tough(3) +5pts
EnergyHammer(A2,AP(1),Deadly(3)) +10pts Heroes with Tough(6) +10pts
Take one Assault Rifle attachment: Units of [3] +5pts
Units of [5] +10pts
Plasma Rifle (24”, A1, AP(2)) +15pts
Flamethrower (12”, A6) +15pts Units of [10] +20pts
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts Units of [3] with Tough(3) +20pts
Units of [3] with Tough(6) +35pts
B Upgrade with one: Units of [5] with Tough(3) +30pts
Jetpack (Ambush, Flying) +15pts Units of [1] with Tough(6) and Fear +10pts
Combat Bike (Fast, Impact(1), +20pts
Twin Assault Rifle (24”,A2)) Special Rules
Destroyer Armor +75pts Blessing of Change: Enemy units over 18”
(Ambush, Tough(+3)) away get -1 their rolls when shooting against
the hero and his unit.
Upgrade with:
Blessing of Change +20pts Psychic Spells
Breath of Change (4+): Target friendly unit
C Upgrade Psychic(1):
within 12” may immediately charge by 3”.
Psychic(2) +15pts
Inferno (4+): Target enemy unit within 12”
Upgrade with:
takes 2 automatic hits with AP(2).
Disk of Change +15pts
Cursed Mutations (5+): Target enemy unit
(Fast, Strider, Impact(1))
within 18” gets -1 to hit next time it shoots.
Fire Storm (5+): Target enemy unit within 12”
D Replace any Hexed Rifle:
must take a dangerous terrain test.
Flamethrower (12”, A6) +10pts
Blessed Mutation (6+): Target friendly unit
Replace one Hexed Rifle:
within 12” gets Regeneration on rolls of 4+
Reaper Minigun (24”, A4, AP(1)) +20pts
next time it takes wounds.
Replace one Hexed Rifle and CCW:
Bolt of Change (6+): Target enemy unit within
Hexed Pistol (12”, A1, AP(1)) and Free
12” takes 1 hit with AP(4) and Deadly(6).
Energy Sword (A2, AP(1), Rending)
Flamethrower Pistol (6”, A6) and +5pts
Energy Sword (A2, AP(1), Rending)
Upgrade one model with:
Psychic(1) +20pts

E Replace one Twin Assault Rifle:


Heavy Flamethrower (12”, A6, AP(1)) +10pts
Reaper Minigun (24”, A4, AP(1)) +15pts
Upgrade one model with:
Missile Rack +40pts
(24”, A2, AP(3), Deadly(3))
Replace one Twin Assault Rifle:
Energy Sword (A2, AP(1), Rending) Free
Upgrade one model with:
Psychic(1) +20pts

F Replace all Pistols and CCWs:


2x CCWs (A2) +15pts

G Replace all Pistols and CCWs:


2x CCWs (A2) +5pts
Hexed Spears (A2, Impact(1)) +5pts
Hexed Bows (24”, A1, AP(1)), +5pts
CCWs (A1)

3

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Lord of Plague [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Hero, Regeneration, Tough(3) A 85pts
Plague Bringer [1] 3+ 2+ Plasma Pistol (12”, A1, AP(2)), Hero, Regeneration, Tough(3) B 90pts
Plague Bell (A2, AP(1), Poison)
Plague Sprayer [1] 3+ 2+ Foul Spray (12”, A6, AP(2)), CCW (A1) Hero, Regeneration, Tough(3) - 105pts
Plague Zombies [10] 5+ 4+ Claws (A2) Regeneration, Slow, Undead - 140pts
Plague Walkers [10] 5+ 6+ Claws (A2) Regeneration, Undead - 140pts
Plague Brothers [5] 3+ 2+ Assault Rifles (24”, A1), CCWs (A1, Poison) Regeneration E 165pts
Plague Destroyers [5] 3+ 2+ Twin Assault Rifles (24”, A2), Ambush, Regeneration, Tough(3) F 510pts
Plague Swords (A2, AP(1), Poison)
Plague Bodyguard 3+ 2+ Poison Gauntlets (6”, A6, Poison), Ambush, Regeneration, Tough(3) - 295pts
Destroyers [3] Reaper Scythes (A3, AP(2), Reaper)
Plague Hauler [1] 4+ 2+ Daemonic Teeth (A3, AP(1)), Regeneration, Tough(6) - 225pts
Toxic Spurt (12”, A1, Blast(3), Poison),
Heavy Fusion Rifle (24”, A1, AP(4), Deadly(6)),
AT Missile Launcher (48”, A1, AP(3), Deadly(3))
Plague Drone [1] 4+ 2+ 2x Bloat-Spitters (12”, A6, Poison), Fast, Impact(6), Regeneration, C 200pts
Bloat-Probe (A3, AP(1), Poison) Strider, Tough(6)
Mortar Tank [1] 3+ 2+ Mortar (48”, A1, AP(3), Blast(3), Indirect), Fast, Impact(6), Regeneration, D 430pts
Light Machinegun (36”, A3) Tough(12)

A Replace Assault Rifle and CCW: E Replace any Assault Rifle: Disciples of Plague
Pistol (12”, A1) and CCW (A2) Free Plasma Rifle (24”, A1, AP(2)) +5pts When taking Disciples of Plague you can buy
2x Plague Daggers (A1, Poison) Free Plague Flamethrower +10pts Havoc Brothers units and upgrade them as
Plague Sword (A2, AP(1), Poison) +5pts (12”, A6, Poison) shown below. Psychic units may replace the
and CCW (A2, Poison) Plague Launcher +10pts spell list from their army with the spell list
Plague Mace (A2, AP(2), Poison) +10pts (24”, A2, AP(1), Poison) from this army.
and CCW (A2, Poison) Fusion Rifle (12”,A1,AP(4),Deadly(6)) +20pts
Plague Cleaver (A3, AP(1), Poison) +10pts Replace any Assault Rifle and CCW: Upgrade with Regeneration:
and CCW (A2, Poison) 2x Plague Daggers (A1, Poison) Free Heroes with Tough(3) +20pts
Plague Flail (A3, AP(2), Poison) +15pts Plague Sword (A2, AP(1), Poison) +5pts Heroes with Tough(6) +35pts
and CCW (A2, Poison) and CCW (A2, Poison) Units of [3] +20pts
Units of [5] +30pts
Heavy Plague Flail +20pts Plague Mace (A2, AP(2), Poison) +10pts
(A6, AP(2), Poison) and CCW (A2, Poison) Units of [10] +60pts
Replace Pistol: Plague Cleaver (A3, AP(1), Poison) +10pts Units of [3] with Tough(3) +55pts
Units of [3] with Tough(6) +110pts
Plasma Pistol (12”, A1, AP(2) +5pts and CCW (A2, Poison)
Units of [5] with Tough(3) +90pts
Twin Assault Rifle (24”, A2) +5pts Plague Flail (A3, AP(2), Poison) +15pts
Twin Plague Flamethrower +30pts and CCW (A2, Poison) Units of [1] with Tough(6) and Fear +35pts
(12”, A12, Poison) Replace one Assault Rifle and CCW:
Replace CCW: Pistol (12”, A1) and CCW (A2,Poison) Free
Special Rules
Plague Sword (A2, AP(1), Poison) +5pts Replace Pistol: Blessing of Plague: The hero and his unit get
+1 to Regeneration rolls.
Energy Sword (A2, AP(1), Rending) +5pts Plasma Pistol (12”, A1, AP(2)) +5pts
Reaper: When in melee you may choose to
Energy Fist (A2, AP(3)) +10pts Plasma Rifle (24”, A1, AP(2)) +10pts attack normally or instead only have 1 attack
EnergyHammer(A2,AP(1),Deadly(3)) +10pts Replace CCW but gain the Deadly(3) special rule.
Reaper Scythe (A3, AP(2), Reaper) +10pts Plague Sword (A2, AP(1), Poison) +5pts Ring the Bell: The hero and his unit get the
Take one Assault Rifle attachment: Energy Fist (A2, AP(3)) +10pts Fast special rule.
Plasma Rifle (24”, A1, AP(2)) +15pts Undead: Whenever this unit takes a morale
Flamethrower (12”, A6) +15pts F Replace any Twin Assault Rifle: test it is passed automatically. Then roll as
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts Assault Rifle (24”, A1) -5pts many dice as remaining models/tough in the
Upgrade with one: Any model may take one unit, and for each result of 1-2 the unit takes
Jetpack (Ambush, Flying) +15pts Assault Rifle attachment: one wound, which can’t be regenerated.
Combat Bike (Fast, Impact(1), +20pts Plasma Rifle (24”, A1, AP(2)) +15pts
Twin Assault Rifle (24”,A2)) Flamethrower (12”, A6) +15pts Psychic Spells
Destroyer Armor +90pts Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts Blessed Virus (4+): Target friendly unit within
(Ambush, Tough(+3)) Replace one Twin Assault Rifle: 12” gets Stealth next time it’s shot at.
Upgrade with: Plague Flamethrower +5pts Muscular Atrophy (4+): Target enemy unit
Blessing of Plague +65pts (12”, A6, Poison) within 6” must take a dangerous terrain test.
Plague Launcher +5pts Toxic Blades (5+): Target friendly unit within
B Upgrade with: (24”, A2, AP(1), Poison) 12” gets AP(+2) in melee next time it fights.
Ring the Bell +60pts Reaper Cannon (36”, A4, AP(2)) +40pts Deadly Poison (5+): Target enemy unit within
Replace one Twin Assault Rifle 12” takes 1 hit with AP(4) and Deadly(3).
C Replace 2x Bloat-Spitters: and Plague Sword: Poison Wind (6+): Target friendly unit within
Meat Grinder (A6, AP(2), Poison) Free Heavy Plague Flail +15pts 12” may immediately move by up to 6”.
Heavy Plague Launcher +30pts (A6, AP(2), Poison) Rot Wave (6+): Target enemy unit within 12”
(36”, A6, AP(1), Poison) takes 4 automatic hits with AP(2).

D Replace Light Machinegun:


Rot Machinegun (24”, A3, AP(1)) Free
Upgrade with one:
2x Bloat-Spitters (12”, A6, Poison) +30pts
2x Bloat-Cannons +60pts
(36”, A1, AP(3), Deadly(3))

4

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Lord of Lust [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Fast, Hero, Tough(3) A 75pts
Noise Brothers [5] 3+ 2+ Assault Rifles (24”, A1), CCWs (A1) Fast B 170pts
Agony Brothers [5] 3+ 2+ 2x CCWs (A2) Fast, Musical Bliss - 190pts
Endless Brothers [5] 3+ 2+ Assault Carbines (18”, A2), CCWs (A1) Fast, Relentless - 190pts

A Replace Assault Rifle and CCW: Disciples of Lust


Pistol (12”, A1) and CCW (A2) Free When taking Disciples of Lust you can buy
Replace Pistol: Havoc Brothers units and upgrade them as
Plasma Pistol (12”, A1, AP(2) +5pts shown below. Psychic units may replace the
Twin Assault Rifle (24”, A2) +5pts spell list from their army with the spell list
Noise Rifle (24”, A3) +10pts from this army.
Replace CCW:
Lust Whip (A3, AP(1)) +5pts Upgrade with Fast:
Energy Sword (A2, AP(1), Rending) +5pts Heroes +10pts
Units of [3] with Slow +25pts
Energy Fist (A2, AP(3)) +10pts
EnergyHammer(A2,AP(1),Deadly(3)) +10pts Units of [5] +40pts
Take one Assault Rifle attachment: Units of [10] +40pts
Plasma Rifle (24”, A1, AP(2)) +15pts
Flamethrower (12”, A6) +15pts
Upgrade with Lust Speed:
Heroes with Fast +10pts
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts
Units of [3] with Fast +25pts
Upgrade with one:
Units of [5] with Fast +40pts
Jetpack (Ambush, Flying) +15pts
Combat Bike (Very Fast, Impact(1), +20pts
Special Rules
Twin Assault Rifle (24”,A2))
Blessing of Lust: The hero and his unit move
Destroyer Armor +70pts
+3” on Advance and +6” on Rush/Charge.
(Ambush, Tough(+3)) Lust Speed: This unit moves +3” on Advance
Upgrade with: and +6” on Rush/Charge actions.
Blessing of Lust +60pts Musical Bliss: Enemy units get -1 to hit in
melee when fighting this unit.
B Replace any Assault Rifle: Very Fast: This model moves 12” when using
Noise Rifle (24”, A3) +10pts Advance and 24” when using Rush/Charge.
Replace one Assault Rifle:
Noise Amplifier (12”, A6, AP(1)) +15pts Psychic Spells
Replace one Assault Rifle: Twisted Ecstasy (4+): Target enemy unit
Noise Autocannon (36”, A2, AP(1)) +15pts within 12” gets -1 to hit next time it shoots.
Seizure (4+): Target enemy unit within 12”
takes 1 hit with AP(2) and Deadly(3).
Pleasure (5+): Target friendly unit within 12”
gets Regeneration next time it takes wounds.
Pain (5+): Target enemy unit within 12” takes
3 automatic hits with AP(2).
Frenzy (6+): Target friendly unit within 12”
may immediately charge by up to 6” and gets
+1 to hit for that melee.
Overload (6+): Target enemy unit within 6”
takes 1 automatic hit per model.

5

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Havoc Brothers are what remains of Battle Brothers which
which are designed to be fast to learn and easy to play. have been corrupted by the forces of havoc. Their minds and
bodies are vile and mutated, seeking only the destruction of
This project was made by gamers for gamers and it can only
their former god-king and his followers.
exist thanks to the support of our awesome community.
It is unclear where the gods of havoc come from, however not
If you’d like to support the continued development of our
long after humanity reached the Sirius sector they started to
games you can donate on patreon.com/onepagerules.
corrupt human minds. These gods whisper promises of great
Thank you for playing! rewards for those that forsake their king to join them, quickly
recruiting large forces to fight for them.

Havoc Brothers are effective and resistant, bringing a high


variety of warriors and monsters to battle, each affected by a
different havoc god in its own special way. Additionally they
usually bring a good amount of cannon fodder in the form of
cultists, which fill in the gaps between ranks.

The god-king better be prepared, because the Havoc Brothers


are coming in full force to finally, and violently, de-throne him.

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Havoc Lord [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Hero, Relentless, Tough(3) A, B, C 70pts
Dark Champion [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Hero, Tough(3) A, B, C 65pts
Dark Engineer [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Hero, Repair, Tough(3) A, B 75pts
Dark Psychic [1] 3+ 2+ Assault Rifle (24”, A1), CCW (A1) Hero, Psychic(1), Tough(3) A, B, D 85pts
Cultist Champion [1] 4+ 5+ Assault Rifle (24”, A1), CCW (A1) Hero, Tough(3) G 35pts
Daemon Champion [1] 2+ 2+ Daemon Sword (A6, AP(2)) Fear, Hero, Tough(6) E 200pts
Furies [5] 4+ 5+ Claws (A2) Flying - 95pts
Cultists [10] 5+ 6+ Assault Rifles (24”, A1), CCWs (A1) - G 90pts
Havoc Brothers [5] 3+ 2+ Assault Rifles (24”, A1), CCWs (A1) - A, F 130pts
Havoc Support [5] 3+ 2+ Assault Rifles (24”, A1), CCWs (A1) Relentless A, H 140pts
Possessed Brothers [5] 3+ 2+ 2x Claws (A2) Fast, Mutations I 195pts
Mutated Possessed [3] 3+ 2+ 2x Claws (A4)) Fast, Mutations, Tough(3) - 260pts
Talon Raptors [5] 3+ 2+ Pistols (12”, A1), CCWs (A2) Ambush, Furious, Flying A, J 215pts
Havoc Destroyers [5] 3+ 2+ Twin Assault Rifles (24”, A2), Ambush, Tough(3) K 425pts
Energy Swords (A2, AP(1), Rending)
Mutated Destroyers [3] 3+ 2+ 2x Mutated Claws (A2, AP(2), Rending) Ambush, Mutations, Slow, Tough(6) L 440pts
Havoc Bikers [3] 3+ 2+ Assault Rifles (24”, A1), CCWs (A1) Fast, Impact(1) A, M 110pts
Daemon Spawn [1] 3+ 4+ 2x Claws (A3, AP(1)) Fear, Mutations, Strider, Tough(6) - 130pts

A Replace one Assault Rifle and CCW: G Replace any Assault Rifle: L Upgrade all models with:
Pistol (12”, A1) and CCW (A2) Free Pistol (12”, A1) and CCW (A2) Free 2x Mutated Guns +145pts
2x Energy Claws (A2,AP(1),Rending) +10pts Replace one Assault Rifle: (24”, A2, AP(2), Rending)
Replace one Pistol: Shred Rifle (18”, A2, Rending) +5pts
Plasma Pistol (12”, A1, AP(2) +5pts Plasma Rifle (24”, A1, AP(2)) +5pts M Upgrade all models with:
Twin Assault Rifle (24”, A2) +5pts Grenade Launcher–pick one to fire: +5pts Twin Assault Rifles (24”, A2) +25pts
Replace one CCW: HE (24”, A1, Blast(3)) Replace all Assault Rifles and CCWs:
Energy Sword (A2, AP(1), Rending) +5pts AT (24”, A1, AP(1), Deadly(3)) Pistols (12”, A1) and CCWs (A2) Free
Energy Fist (A2, AP(3)) +10pts Flamethrower (12”, A6) +10pts Replace up to two Assault Rifles:
EnergyHammer(A2,AP(1),Deadly(3)) +10pts Light Machinegun (36”, A3) +15pts Plasma Rifle (24”, A1, AP(2)) +5pts
Take one Assault Rifle attachment: Sniper Rifle (36”, A1, AP(1), Sniper) +20pts Flamethrower (12”, A6) +10pts
Plasma Rifle (24”, A1, AP(2)) +15pts Replace one Assault Rifle: Fusion Rifle (12”,A1,AP(4),Deadly(6)) +20pts
Flamethrower (12”, A6) +15pts Shotgun (12”, A2) Free
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts Special Rules
H Replace any Assault Rifle: Chosen Veteran: This model gets +1 to its
B Upgrade with one: Shred Rifle (18”, A2, Rending) +10pts attack rolls for melee and shooting.
Jetpack (Ambush, Flying) +15pts Plasma Rifle (24”, A1, AP(2)) +10pts Havoc Tactics: The hero and his unit get +3”
Combat Bike (Fast, Impact(1), +20pts Flamethrower (12”, A6) +15pts range when shooting and +3” range when
Twin Assault Rifle (24”,A2)) Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts using charge actions.
Destroyer Armor +70pts Heavy Machinegun (36”, A3, AP(1)) +30pts Mutations: When this model fights in melee
(Ambush, Tough(+3)) Autocannon (48”, A2, AP(2)) +35pts roll one die and apply one bonus:
Upgrade with: Missile Launcher – pick one to fire: +40pts • 1-2: Model gets AP(+1)
Chosen Veteran +10pts HE (48”, A1, Blast(3)) • 3-4: Model gets +1 attack
AT (48”, A1, AP(3), Deadly(3)) • 5-6: Enemies get -1 to hit
C Upgrade with one: Reaper Cannon (36”, A4, AP(2)) +50pts
War Chant +10pts Laser Cannon +50pts Repair: Once per turn, if within 2” of a unit
Havoc Tactics +45pts (48”, A1, AP(4), Deadly(3)) with Tough, roll one die. On a 2+ you may
repair 1 wound from the target.
D Upgrade Psychic(1): I Upgrade all models with: War Chant: The hero and his unit get +1 attack
Psychic(2) +15pts Wings (Ambush, Flying) +80pts in melee when charging.

E Upgrade with one: J Upgrade all models with: Psychic Spells


Psychic(1) +20pts Chosen Veteran +50pts Dark Sight (4+): Target enemy unit within 12”
Psychic(2) +35pts Replace all Pistols and CCWs: gets -1 to hit next time it shoots.
Psychic(3) +50pts 2x Energy Claws (A2,AP(1),Rending) +60pts Havoc Terror (4+): Target enemy unit within
Upgrade with: Replace one Pistol: 12” takes 2 automatic hits with AP(2).
Wings (Ambush, Flying) +30pts Plasma Pistol (12”, A1, AP(2)) +5pts Cursed Sludge (5+): Target enemy unit within
Plasma Rifle (24”, A1, AP(2)) +10pts 18” moves -6” next time it charges.
F Upgrade all models with: Flamethrower (12”, A6) +10pts Havoc Trauma (5+): Target enemy model
Chosen Veteran +50pts Fusion Rifle (12”,A1,AP(4),Deadly(6)) +20pts within 12” takes 1 automatic hit with AP(3).
Replace any Assault Rifle and CCW: Warp Passage (6+): Target friendly unit within
Pistol (12”, A1) and CCW (A2) Free K Replace all Twin Assault Rifles 12” may immediately move by up to 6”.
Replace one Assault Rifle: and Energy Swords: Daemon Fog (6+): Target 2 enemy units within
Shred Rifle (18”, A2, Rending) +5pts 2x Energy Claws (A2,AP(1),Rending) +20pts 6” take 8 automatic hits each.
Plasma Rifle (24”, A1, AP(2)) +5pts Replace any Twin Assault Rifle:
Flamethrower (12”, A6) +10pts Assault Rifle (24”, A1) -5pts
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +20pts Any model may take one
Heavy Machinegun (36”, A3, AP(1)) +25pts Assault Rifle attachment:
Autocannon (48”, A2, AP(2)) +30pts Plasma Rifle (24”, A1, AP(2)) +15pts
Missile Launcher – pick one to fire: +35pts Flamethrower (12”, A6) +15pts
HE (48”, A1, Blast(3)) Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts
AT (48”, A1, AP(3), Deadly(3)) Replace one Twin Assault Rifle:
Laser Cannon +45pts Heavy Flamethrower (12”, A6, AP(1)) +10pts
(48”, A1, AP(4), Deadly(3)) Reaper Cannon (36”, A4, AP(2)) +40pts
Replace any Energy Sword:
Energy Fist (A2, AP(3)) +5pts
EnergyHammer(A2,AP(1),Deadly(3)) +5pts

2

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Havoc APC [1] 3+ 2+ Twin Assault Rifle (24”, A2) Fast, Impact(6), Tough(6), A 175pts
Transport(11)
Havoc Tank [1] 3+ 2+ Autocannon (48”, A2, AP(2)) Fast, Impact(6), Tough(12) A, B 295pts
Havoc Heavy Tank [1] 3+ 2+ Twin Heavy Machinegun (36”, A6, AP(1)), Fast, Impact(6), Tough(18), A 655pts
2x Twin Laser Cannons(48”,A2,AP(4),Deadly(3)) Transport(11)
Infernal Brute [1] 3+ 2+ 2x Brute Fists (A2, AP(4)), Stomp (A2, AP(1)) Fear, Tough(12) C 290pts
Infernal Stalker [1] 3+ 2+ Bane Flamethrower (18”, A6, AP(1)), Fear, Strider, Tough(12) D 330pts
Chainsaw-Glaive & Claws (A8, AP(1)),
Maul Cutter (A2, AP(4)), Stomp (A2, AP(1))
Havoc Fiend [1] 4+ 2+ 2x Fiend Claws (A2, AP(2)), Fear, Regeneration, Tough(12) E 340pts
2x Maul Cutters (A2, AP(4)), Stomp (A2, AP(1))
Spider Walker [1] 4+ 2+ 2x Excruciating Cannons (36”, A2, AP(2)) Fear, Regeneration, Strider, - 340pts
Claws & Tendrils (A4, AP(2)), Stomp (A2, AP(1)) Tough(12)
Crab Walker [1] 4+ 2+ Battle Cannon (48”, A1, AP(3), Blast(6)) Fear, Regeneration, Tough(12) F 435pts
3x Walker Fists (A2, AP(4)),
Crab Flail (A4, AP(1)), Stomp (A2, AP(1))
Havoc Dragon [1] 4+ 2+ Forge Flamethrower (18”, A6, AP(1)) Aircraft, Regeneration, Tough(6) G 215pts

A Upgrade with one: E Replace 2x Maul Cutters:


Assault Rifle (24”, A1) +5pts 2x Steel Tails (A4, AP(1)) +10pts
Twin Assault Rifle (24”, A2) +10pts Replace 2x Fiend Claws and 2x Maul Cutters:
Take one Assault Rifle attachment: 2x Ecto Cannons +5pts
Plasma Rifle (24”, A1, AP(2)) +15pts (24”, A1, AP(3), Blast(3))
Flamethrower (12”, A6) +15pts 2x Forge Cannons (36”, A4, AP(3)) +50pts
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts
Upgrade with any: F Replace Crab Flail:
Dozer Blade (Strider) +5pts Twin Heavy Flamethrower +20pts
Spiked Ram (Impact(+3)) +10pts (12”, A12, AP(1))
Havoc Missiles +35pts Havoc Missiles +20pts
(48”, A1, AP(1), Blast(3)) (48”, A1, AP(1), Blast(3))
Replace one Walker Fist:
B Replace Autocannon: Reaper Cannon (36”, A4, AP(2)) +25pts
Demolition Cannon +40pts Twin Heavy Machinegun +30pts
(24”, A1, AP(4), Blast(6)) (36”, A6, AP(1))
Twin Laser Cannon +65pts Twin Laser Cannon +60pts
(48”, A2, AP(4), Deadly(3)) (48”, A2, AP(4), Deadly(3))
Upgrade with one:
2x Heavy Machineguns +55pts G Replace Forge Flamethrower:
(36”, A3, AP(1)) Forge Cannon (36”, A4, AP(3)) +25pts
2x Laser Cannons +95pts
(48”, A1, AP(4), Deadly(3))

C Replace any Brute Fist:


Brute Flail (A4, AP(1)) Free
Brute Hammer (A2,AP(4),Deadly(3)) +10pts
Brute Fist (A2, AP(4)) and +10pts
Twin Assault Rifle (24”, A2)
Brute Fist (A2, AP(4)) and +20pts
Heavy Flamethrower (12”, A6, AP(1))
Plasma Cannon +25pts
(36”, A1, AP(2), Blast(3))
Missile Launcher – pick one to fire: +30pts
HE (48”, A1, Blast(3))
AT (48”, A1, AP(3), Deadly(3))
Heavy Fusion Rifle +30pts
(24”, A1, AP(4), Deadly(6))
Reaper Cannon (36”, A4, AP(2)) +35pts
Twin Heavy Machinegun +40pts
(36”, A6, AP(1))
Twin Laser Cannon +85pts
(48”, A2, AP(4), Deadly(3))

D Replace Bane Flamethrower:


Autocannon (48”, A2, AP(2)) +5pts
Replace Maul Cutter:
Virus Injector (A1, AP(3), Deadly(3)) +5pts

3

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games High Elf Fleets are all that remains from the once prosperous
which are designed to be fast to learn and easy to play. elven empire. Only resembling humans in look, elves are a
highly intelligent alien species which boasts some of the most
This project was made by gamers for gamers and it can only
advanced technology in the Sirius sector.
exist thanks to the support of our awesome community.
Whilst they are able to leverage this technology to boost their
If you’d like to support the continued development of our
speed and build superior weapons, their lack of resources
games you can donate on patreon.com/onepagerules.
leads them to have warriors that focus on very specific combat
Thank you for playing! roles but that won’t fare well outside of that role.

A long time ago the elves ruled over the Sirius sector thanks to
the use of highly sophisticated helper robots. With time the
robots became fully sentient and turned against their makers
in what is now known as the great machine war.

Driven off their home worlds the High Elf Fleets now reside in
massive colony-ships looking to return to their former glory.

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Elven King [1] 3+ 3+ Shard Pistol (12”, A1, Rending), CCW (A2) Fast, Hero, Tough(3) A 65pts
High Seer [1] 3+ 4+ Shard Pistol (12”, A1, Rending), Fast, Hero, Psychic(1), Tough(3) B 80pts
Energy Sword (A2, AP(1), Rending)
Seer Council [3] 4+ 4+ Shard Pistols (12”, A1, Rending), Fast, Psychic Council , Tough(3) C 205pts
Energy Swords (A2, AP(1), Rending)
Avatar of Flames [1] 2+ 2+ Gaze of Doom (12”, A1, AP(4), Deadly(6)), Fast, Fear, Hero, Regeneration, - 475pts
Flaming Sword (A6, AP(2)), Stomp (A2, AP(1)) Tough(12)
Storm Squad [10] 4+ 5+ Shard Pistols (12”, A1, Rending), CCWs (A2) Fast D 215pts
Defenders Squad [10] 4+ 5+ Shardguns (12”, A2, Rending), CCWs (A1) Fast E 220pts
Ranger Squad [5] 4+ 5+ Sniper Rifles (36”, A1, AP(1), Sniper), CCWs (A1) Fast, Scout, Stealth, Strider - 225pts
Avengers Squad [5] 4+ 4+ Shard Carbines (18”, A2, Rending), CCWs (A1) Fast F 130pts
Banshee Squad [5] 4+ 4+ Shard Pistols (12”, A1, Rending), Fast, Strider G 150pts
Energy Swords (A2, AP(1), Rending)
Reaper Squad [5] 4+ 3+ Swarm Missiles (48”, A2, AP(1)), CCWs (A1) Slow H 140pts
Dragon Squad [5] 4+ 3+ Heavy Flamethrowers (12”, A6, AP(1)), CCWs (A1) Fast I 175pts
Scorpion Squad [5] 4+ 3+ Shard Pistols (12”, A1, Rending), Fast, Scout, Stealth J 185pts
Energy Swords (A2, AP(1), Rending)
Spider Squad [5] 4+ 3+ Web Spinners (12”, A2, AP(1), Rending), CCWs (A1) Ambush, Teleport K 200pts
Hawk Squad [5] 4+ 4+ Laser Blasters (24”, A3), CCWs (A1) Ambush, Fast, Flying L 205pts
Wraith Suit Squad [5] 3+ 2+ Wraith Cannons (12”, A1, AP(4)) , CCWs (A1) Fearless, Tough(3) M 240pts
Jetbike Squad [3] 4+ 5+ Shard Pistols (12”, A1, Rending), CCWs (A2) Impact(1), Strider, Very Fast N 100pts
Jetspear Squad [3] 4+ 5+ Laser Spears (A1, AP(1), Impact(1)) , Impact(1), Strider, Very Fast O 125pts
Twin Shardguns (12”, A4, Rending)

A Replace CCW: F Replace one Shard Carbine: L Replace one Laser Blaster:
Energy Sword (A2, AP(1), Rending) +5pts Twin Shard Carbine +5pts Hawk Laser (24”, A3, AP(1)) +5pts
CCW (A2) and Shield (Regeneration) +20pts (18”, A4, Rending) Sun Blaster (24”, A3, Poison) +5pts
Replace Shard Pistol: Replace one Shard Carbine and CCW: Replace one CCW:
Shard Carbine (18”, A2, Rending) +5pts Shard Pistol (12”, A1, Rending), Free Energy Sword (A2, AP(1), Rending) +5pts
Web Spinner (12”,A2,AP(1),Rending) +5pts Energy Sword (A2, AP(1), Rending)
Laser Blaster (24”, A3) +10pts Replace Energy Sword: M Replace all Wraith Cannon and CCWs:
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +20pts Dire Sword (A2, AP(3)) Free 2x Energy Swords +50pts
Upgrade with: CCW (A2) and Shield (Regeneration) +5pts (A2, AP(1), Rending)
Ancient Commander +45pts Distortion Guns (12”, A6, Rending) +60pts
Upgrade with one: G Replace one Energy Sword: and CCWs (A1)
Hawk Wings (Ambush, Flying) +15pts Tri-Sling (12”, A3) and CCW (A2) Free Energy Swords (A2, AP(1), Rending) +95pts
Banshee Howl (Fear) +20pts Execution Sword +5pts and Shields (Regeneration)
Spider Suit (Ambush, Teleport) +25pts (A2, AP(1), Deadly(3))
Jetbike(Impact(1),Strider,Very Fast, +25pts Replace one Shard Pistol and Energy Sword: N Replace all Shard Pistols and CCWs:
Twin Shardgun (12”, A4, Rending)) 2x Mirror Swords (A3) Free Twin Shardguns (12”, A4, Rending) +10pts
Upgrade one model with: Replace one Twin Shardguns:
B Upgrade Psychic(1): Banshee Howl (Fear) +20pts Shard Cannon +10pts
Psychic(2) +15pts (24”, A3, AP(1), Rending)
Replace Energy Sword: H Replace any Swarm Missiles:
Energy Spear (A2, AP(2)) Free Shot Missiles +10pts O Replace one Laser Spear:
Upgrade with: (48”, A1, AP(3), Deadly(3)) Energy Sword (A2, AP(1), Rending) Free
Jetbike(Impact(1),Strider,Very Fast, +25pts Replace one Swarm Missiles: Star Spear (A1, AP(4), Impact(1)) +5pts
Twin Shardgun (12”, A4, Rending)) Shard Cannon +5pts
(24”, A3, AP(1),Rending) Special Rules
C Replace any Energy Sword: Tempest Missiles +15pts Ancient Commander: The hero and his unit
Energy Spear (A2, AP(2)) Free (36”, A2, Blast(3), Indirect) may move by up to 3” after shooting.
Upgrade all models with: Psychic Council: This unit counts as having
Jetbike(Impact(1),Strider,Very Fast, +65pts I Replace any Heavy Flamethrower: Psychic(X), where X is the number of models
Fusion Rifle +5pts in it. Only one model in the unit may cast or
Twin Shardgun (12”, A4, Rending))
block spells each round.
(12”, A1, AP(4), Deadly(6))
D Replace up to two Shard Pistols: Fusion Pike +15pts Teleport: When this model is activated it may
Flamethrower (12”, A6) +5pts (18”, A1, AP(4), Deadly(6)) teleport by up to 6” in any direction, ignoring
all units and terrain.
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts
Very Fast: This model moves 12” when using
Replace up to two CCWs: J Replace one Shard Pistol:
Advance and 24” when using Rush/Charge.
Energy Sword (A2, AP(1), Rending) +5pts Scorpion Fist (12”, A2, Rending) +5pts
Replace one Energy Sword: Psychic Spells
E Upgrade one model with one: Biting Sword (A2, AP(1), Poison) Free
Hide (4+): Target enemy unit within 12” gets -1
Gun Platform +20pts Replace one Shard Pistol and Energy Sword: to hit next time it shoots.
(Star Cannon (36”, A2, AP(2))) 2x Energy Swords +5pts
Soul Seeker (4+): Target enemy model within
Replace Star Cannon: (A2, AP(1), Rending)
12” takes 1 automatic hit with AP(2).
Shard Cannon +5pts
Creator (5+): Target friendly unit within 12”
(24”, A3, AP(1),Rending) K Replace one Web Spinner:
gets +1 to defense next time it takes hits.
Scatter Laser (36”, A4, AP(1)) +10pts Twin Web Spinner +5pts
Destroyer (5+): Target enemy unit within 12”
Missile Launcher – pick one to fire: +10pts (12”, A4, AP(1), Rending)
takes 6 automatic hits.
HE (48”, A1, Blast(3)) Web Spinner Rifle +5pts
Blessing (6+): Target friendly unit within 12”
AT (48”, A1, AP(3), Deadly(3)) (18”, A2, AP(1), Rending)
may immediately charge by up to 6” and gets
Laser Lance +35pts Replace one CCW:
+1 to hit for that melee.
(36”, A1, AP(4), Deadly(6)) 2x Spider Blades (A1, AP(2)) +5pts
Curse (6+): Target 2 enemy units within 6”
take 4 hits with AP(2) each.

2

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Anti-Gravity APC [1] 3+ 2+ Twin Shardgun (12”, A4, Rending) Impact(6), Strider, Tough(6), A, B, C 190pts
Transport(11), Very Fast
Anti-Gravity Tank [1] 3+ 2+ 2x Star Cannon (36”, A2, AP(2)), Impact(6), Strider, Tough(12), A, C, D, E 340pts
Twin Shardgun (12”, A4, Rending) Very Fast
Heavy Jetbike [1] 3+ 2+ Star Cannon (36”, A2, AP(2)), Impact(3), Strider, Tough(3), A, C, D 125pts
Twin Shardgun (12”, A4, Rending) Very Fast
Combat Walker [1] 3+ 2+ 2x Star Cannons (36”, A2, AP(2)), Fast, Scout, Tough(6) C, D 200pts
Stomp (A2, AP(1))
Wraith Walker [1] 3+ 2+ 2x Shardguns (12”, A2, Rending), Fear, Fearless, Tough(12) F 345pts
Ghost Sword (A3, AP(3)), Stomp (A2, AP(1))
Support Artillery [1] 4+ 2+ Distortion Cannon (24”, A1, AP(4), Blast(3), Indirect), Slow, Tough(6) G 140pts
Artillery Crew (A3)
Wraith Plane [1] 3+ 2+ 2x Heavy Distortion Guns Aircraft, Psychic(2), Tough(6) - 205pts
(18”, A1, Blast(3), Rending)
Hunter Plane [1] 3+ 2+ 2x Star Cannons (36”, A2, AP(2)), Aircraft, Tough(6) H 200pts
Pulse Laser (48”, A2, AP(3))
Wraith Titan [1] 3+ 2+ 2x Heavy Wraith Cannons (36”, A1, AP(4), Deadly(3)), Fear, Fearless, Tough(24) I 685pts
Stomp (A4, AP(2))

A Replace Twin Shardgun: G Replace Distortion Cannon:


Shard Cannon +15pts Vibration Cannon +10pts
(24”, A3, AP(1), Rending) (48”, A3, AP(2), Lock-On)
Shadow Cannon (48”, A1, AP(1), +15pts
B Upgrade with one: Blast(3), Indirect, Rending)
Twin Star Cannon (36”, A4, AP(2)) +50pts
Twin Shard Cannon +55pts H Replace 2x Star Cannons:
(24”, A6, AP(1), Rending) 2x Laser Lances +95pts
Twin Scatter Laser (36”, A8, AP(1)) +75pts (36”, A1, AP(4), Deadly(6))
Twin Missile Launcher +80pts
– pick one to fire: I Replace 2x Heavy Wraith Cannons:
HE (48”, A2, Blast(3)) Ghost Sword (A6, AP(4)) +110pts
AT (48”, A2, AP(3), Deadly(3)) and Shield (Regeneration)
Twin Laser Lance +145pts Sun Cannon (48”,A3,AP(1),Blast(3)) +215pts
(36”, A2, AP(4), Deadly(6)) and Shield (Regeneration)
Upgrade with up to two:
C Upgrade with any: Star Cannon (36”, A2, AP(2)) +25pts
Hologram Field (Stealth) +25pts Shard Cannon +25pts
Pulse Laser (48”, A2, AP(3)) +40pts (24”, A3, AP(1),Rending)
Scatter Laser (36”, A4, AP(1)) +35pts
D Replace any Star Cannon:
Shard Cannon +5pts Special Rules
(24”, A3, AP(1), Rending) Very Fast: This model moves 12” when using
Scatter Laser (36”, A4, AP(1)) +10pts Advance and 24” when using Rush/Charge.
Missile Launcher – pick one to fire: +15pts
HE (48”, A1, Blast(3))
AT (48”, A1, AP(3), Deadly(3))
Laser Lance +50pts
(36”, A1, AP(4), Deadly(6))

E Replace one Star Cannon:


Prism Cannon +70pts
(48”, A1, AP(4), Deadly(6))
Doom Cannon – pick one to fire: +120pts
HE (18”, A6, AP(2), Rending)
AT (48”,A1,AP(2),Blast(6),Rending)

F Replace any Shardgun:


Flamethrower (12”, A6) +5pts
Upgrade with up to two:
Star Cannon (36”, A2, AP(2)) +25pts
Shard Cannon +25pts
(24”, A3, AP(1), Rending)
Scatter Laser (36”, A4, AP(1)) +35pts
Missile Launcher – pick one to fire: +40pts
HE (48”, A1, Blast(3))
AT (48”, A1, AP(3), Deadly(3))
Laser Lance +70pts
(36”, A1, AP(4), Deadly(6))

3

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games The Human Defense Force (HDF) is a conglomerate of armies
which are designed to be fast to learn and easy to play. from all human controlled planets in the Sirius sector. It is
thanks to this diversity of military cultures that humans have
This project was made by gamers for gamers and it can only
been able to stay alive amongst the innumerable threats and
exist thanks to the support of our awesome community.
dangers they face in this new habitat.
If you’d like to support the continued development of our
Records show that when humans were still on earth two large
games you can donate on patreon.com/onepagerules.
coalitions formed, one that believed in religion and one that
Thank you for playing! believed in science. But as technology advanced and brought
humanity to space, war for dominance over the solar system
broke out, and the destruction of earth and all of humanity had
never been so imminent.

In order to ensure human survival both side built colonization


ships and narrowly managed to escape to the Sirius sector
amongst a hail of artillery fire. No contact has been made with
the solar system since, and we can only speculate as to what
happened to those that were left behind.

Unfortunately old habits die hard, so once the Sirius sector was
reached humanity split apart yet again…

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Commander [1] 4+ 5+ Assault Rifle (24”, A1), CCW (A1) Commander, Hero, Tough(3) A 50pts
Storm Troopers 4+ 4+ Heavy Rifle (24”, A1, AP(1)), CCW (A1) Ambush, Commander, Hero, B 65pts
Commander [1] Tough(3), Strider
Executioner [1] 5+ 5+ Assault Rifle (24”, A1), CCW (A1) Executioner, Hero, Tough(3) A 35pts
Drill Sergeant [1] 5+ 5+ Assault Rifle (24”, A1), CCW (A1) Battle Drills, Hero, Tough(3) A 35pts
Psychic [1] 5+ 5+ Assault Rifle (24”, A1), CCW (A1) Hero, Psychic(1), Tough(3) A, C 45pts
Conscripts [10] 6+ 5+ Assault Rifles (24”, A1), CCWs (A1) - - 75pts
Infantry Squad [5] 5+ 5+ Assault Rifles (24”, A1), CCWs (A1) - A, D, E, F 55pts
Weapon Teams [3] 5+ 5+ Heavy Machineguns (36”, A3, AP(1)), CCWs (A1) Tough(3) F 115pts
Special Weapons [5] 5+ 5+ Assault Rifles (24”, A1), CCWs (A1) Relentless A, G 65pts
Veteran Squad [5] 4+ 5+ Assault Rifles (24”, A1), CCWs (A1) - A, D, H 75pts
Storm Troopers [5] 4+ 4+ Heavy Rifles (24”, A1, AP(1)), CCWs (A1) Ambush, Strider B, D, I 135pts
Cavalry Squad [5] 5+ 5+ Pistols (12”, A1), CCWs (A2) Fast, Impact(1) J 90pts
Sniper Squad [3] 6+ 6+ Sniper Rifles (36”, A1, AP(1), Sniper), CCWs (A1) Scout, Stealth - 75pts
Ogre Squad [3] 4+ 4+ Heavy SMGs (12”, A2, AP(1)), CCWs (A3, AP(1)) Fearless, Furious, Tough(3) K 165pts

A Replace one Assault Rifle and CCW: H Replace up to two Assault Rifles: Special Rules
Pistol (12”, A1) and CCW (A2) Free Shotgun (12”, A2) Free Battle Drills: The hero and his unit get the
Plasma Pistol (12”, A1, AP(2)) +5pts Flamethrower (12”, A6) +5pts Furious special rule.
and CCW (A2) Shred Rifle (18”, A2, Rending) +5pts Commander: When the hero and his unit are
Replace one CCW: Plasma Rifle (24”, A1, AP(2)) +5pts activated pick one of the following orders, and
Energy Sword (A2, AP(1), Rending) +5pts Grenade Launcher–pick one to fire: +5pts they get one of these special rules until the
Energy Fist (A2, AP(3)) +10pts HE (24”, A1, Blast(3)) end of the round:
AT (24”, A1, AP(1), Deadly(3)) • Double Time: +3” when moving
B Replace one Heavy Rifle and CCW: • Take Aim: +1 to shooting rolls
Heavy Flamethrower (12”, A6, AP(1)) +10pts
• Focus Fire: AP(+1) when shooting
Heavy Pistol (12”, A1, AP()1) Free Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts • Fix Bayonets: +1 to melee rolls
and CCW (A2) Sniper Rifle (36”, A1, AP(1), Sniper) +15pts
Plasma Pistol (12”, A1, AP(2)) +5pts Upgrade all models with one: Company Standard: This unit gets the Fear
and CCW (A2) Demo Experts (Rending in melee) +5pts and Fearless special rules.
Replace one CCW: Grenadiers (Defense +1) +10pts Executioner: Whenever the hero’s unit fails a
Energy Sword (A2, AP(1), Rending) +5pts Camo Cloaks (Stealth) +10pts morale test you must kill one of its models
Energy Fist (A2, AP(3)) +10pts Forward Sentries (Scout) +30pts and the morale test counts as passed instead.
Field Radio: If this unit has a Commander,
C Upgrade Psychic(1): I Replace up to two Heavy Rifles: then it may give orders to other units that
Psychic(2) +15pts Flamethrower (12”, A6) +5pts have a Field Radio up to 24” away instead of
Shred Rifle (18”, A2, Rending) +5pts to his own unit.
D Upgrade one model with one: Plasma Rifle (24”, A1, AP(2)) +5pts Medical Training: This model and his unit get
Field Radio +5pts Grenade Launcher–pick one to fire: +5pts the Regeneration rule.
Company Standard +35pts HE (24”,A1,Blast(3))
Medical Training +45pts Psychic Spells
AT (24”, A1, AP(1), Deadly(3))
Foresight (4+): Target friendly unit within 12”
Heavy Volley Gun (24”, A3, AP(1)) +10pts
E Replace one Assault Rifle: gets +1 to hit next time it shoots.
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts
Flamethrower (12”, A6) +5pts Flame Breath (4+): Target enemy unit within
Sniper Rifle (36”, A1, AP(1), Sniper) +15pts
Shred Rifle (18”, A2, Rending) +5pts 12” takes 2 automatic hits with AP(2).
Plasma Rifle (24”, A1, AP(2)) +5pts Protective Dome (5+): Target friendly unit
J Replace all CCWs:
Grenade Launcher–pick one to fire: +5pts within 12” gets Regeneration next time it
Energy Lances (A2, AP(1), Impact(1)) +30pts
HE (24”, A1, Blast(3)) takes wounds.
Replace one Pistol:
AT (24”, A1, AP(1), Deadly(3)) Expel (5+): Target enemy unit within 12” takes
Plasma Pistol (12”, A1, AP(2)) +5pts
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +10pts 1 automatic hit with AP(4) and Deadly(3).
Replace one CCW:
Sniper Rifle (36”, A1, AP(1), Sniper) +15pts Psychic Speed (6+): Target friendly unit within
Energy Sword (A2, AP((1), Rending) +5pts
12” may immediately move by up to 6”.
Energy Fist (A2, AP(3)) +10pts
F Upgrade with one: Tempest (6+): Target enemy unit within 6”
Replace one Pistol and CCW:
Squad Weapon Attachment +40pts takes 1 automatic hit per model.
Flamethrower (12”, A6) +5pts
(add one Weapons Team model Shred Rifle (18”, A2, Rending) +5pts
with Heavy Machinegun) Plasma Rifle (24”, A1, AP(2)) +5pts
Replace any Heavy Machinegun: Grenade Launcher–pick one to fire: +5pts
Missile Launcher – pick one to fire: +5pts HE (24”, A1, Blast(3))
HE (48”, A1, Blast(3)) AT (24”, A1, AP(1), Deadly(3))
AT (48”, A1, AP(3), Deadly(3)) Fusion Rifle (12”,A1,AP(4),Deadly(6)) +10pts
Mortar (48”, A1, Blast(3), Indirect) +5pts
Autocannon (48”, A2, AP(2)) +5pts K Replace all Heavy SMGs:
Laser Cannon +10pts Mini GLs – pick one to fire: Free
(48”, A1, AP(4), Deadly(3)) HE (12”, A1, Blast(3))
AT (12”, A1, AP(1), Deadly(3))
G Replace any Assault Rifle: Heavy Batons (A3, AP(2)) +15pts
Flamethrower (12”, A6) +10pts Replace all CCWs:
Shred Rifle (18”, A2, Rending) +10pts Light Shields (Defense +1 in melee) Free
Plasma Rifle (24”, A1, AP(2)) +10pts and Shield Bash (A2)
Grenade Launcher–pick one to fire: +10pts Heavy Shields (Defense +1) +10pts
HE (24”, A1, Blast(3)) and Shield Bash (A2)
AT (24”, A1, AP(1), Deadly(3))
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts

2

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Light APC [1] 4+ 2+ 2x Heavy Flamethrower (12”, A6, AP(1)) Fast, Impact(6), Tough(6), A, B 180pts
Transport(11)
Armored Truck [1] 4+ 2+ Twin Heavy Volley Gun (24”, A6, AP(1)) Fast, Impact(6), Strider, Tough(6) A, C 160pts
Attack Vehicle [1] 4+ 2+ Acid Cannon (12”, A6, AP(1), Poison), Fast, Impact(6), Tough(6) A, D 160pts
Heavy Flamethrower (12”, A6, AP(1))
Support Vehicle [1] 4+ 2+ Heavy Flamethrower (12”, A6, AP(1)), Fast, Impact(6), Tough(6) A, E 265pts
2x Twin AA-Cannons (48”, A4, AP(2), Lock-On)
Battle Tank [1] 4+ 2+ Heavy Flamethrower (12”, A6, AP(1)), Fast, Impact(6), Tough(12) A, F 295pts
Nova Cannon (36”, A1, AP(1), Blast(6))
Light Walker [1] 4+ 2+ Heavy Flamethrower (12”, A6, AP(1)), Fear, Tough(6) G 145pts
Stomp (A1, AP(1))
Light Gunship [1] 4+ 2+ Laser Machinegun (36”, A3, AP(2)), Aircraft, Tough(6), Transport(11) H 190pts
Strike Missiles (48”, A1, AP(3), Deadly(3))
Heavy Gunship [1] 4+ 2+ Fury Missiles (48”, A1, Blast(6)), Aircraft, Tough(12), Transport(6) I 340pts
Twin Laser Cannon (48”, A2, AP(4), Deadly(3))

A Upgrade with any: F Replace Nova Cannon: H Replace Laser Machinegun:


Dozer Blade (Strider) +5pts Siege Cannon +10pts Laser Cannon +10pts
Camouflage Netting (Stealth) +25pts (24”, A1, AP(4), Blast(6)) (48”, A1, AP(4), Deadly(6))
Hunter Missiles +30pts Heavy Autocannon (48”, A4, AP(3)) +20pts Replace Strike Missiles:
(48”, A1, AP(3), Deadly(3)) Anti-Tank Cannon +30pts 2x Rocket Pods (24”, A1, Blast(6)) +5pts
Upgrade with one: (48”, A1, AP(4), Deadly(6)) Upgrade with:
Storm Rifle (24”, A2) +5pts Heavy Plasma Cannon +40pts 2x Heavy Machineguns +40pts
Machinegun (36”, A3) +15pts (36”, A3, AP(2), Blast(3)) (36”, A3, AP(1))
Gatling Cannon (24”, A20, AP(1)) +50pts
B Replace one Heavy Flamethrower: Battle Cannon +50pts I Replace Fury Missiles:
Heavy Machinegun (36”, A3, AP(1)) +5pts (48”, A1, AP(3), Blast(6)) 2x Twin Laser Cannons +110pts
Laser Machinegun (36”, A3, AP(2)) +15pts Replace Heavy Flamethrower: (48”, A2, AP(4), Deadly(3))
Replace one Heavy Flamethrower: Heavy Machinegun (36”, A3, AP(1)) +5pts Upgrade with:
Heavy Machinegun (36”, A3, AP(1)) +5pts Laser Cannon +25pts 2x Heavy Machineguns +40pts
(48”,A1,AP(4),Deadly(3)) (36”, A3, AP(1))
C Replace Twin Heavy Volley Gun: Upgrade with one:
Twin Autocannon (48”, A4, AP(2)) +20pts 2x Heavy Flamethrowers +25pts
Upgrade with one: (12”, A6, AP(1))
Light Battle Cannon +35pts 2x Heavy Machineguns +40pts
(48”, A1, AP(2), Blast(3)) (36”, A3, AP(1))
Twin Gatling Gun (24”, A20) +60pts 2x Plasma Cannons +55pts
Missile Volley – pick one to fire: +60pts (36”, A1, AP(2), Blast(3))
HE (48”, A2, Blast(3)) 2x Heavy Fusion Rifles +70pts
AT (48”, A2, AP(3), Deadly(3)) (24”, A1, AP(4), Deadly(6))
Upgrade with:
Cargo Space (Transport(11)) +20pts G Replace Heavy Flamethrower:
Heavy Machinegun (36”, A3, AP(1)) +5pts
D Replace Acid Cannon: Autocannon (48”, A2, AP(2)) +10pts
Flamethrower Cannon +5pts Missile Launcher – pick one to fire: +15pts
(18”, A6, AP(1)) HE (48”, A1, Blast(3))
Fusion Cannon +10pts AT (48”, A1, AP(3), Deadly(3))
(24”,A1,AP(4),Blast(3)) Laser Machinegun (36”, A3, AP(2)) +15pts
Replace Heavy Flamethrower: Plasma Cannon +15pts
Heavy Machinegun (36”, A3, AP(1)) +5pts (36”,A1,AP(2),Blast(3))
Heavy Fusion Rifle +25pts Laser Cannon +25pts
(24”, A1, AP(4), Deadly(6)) (48”,A1,AP(4),Deadly(3))
Upgrade with any:
E Replace 2x Twin AA-Cannons: Forward Observer (Scout) +5pts
Artillery Cannon +15pts Camouflage Netting (Stealth) +10pts
(48”, A1, AP(4), Blast(6), Indirect) Hunter Missiles +40pts
Eagle Rockets +60pts (48”, A1, AP(3), Deadly(3))
(48”, A2, AP(2), Blast(6), Indirect)
2x Twin Shard Mortars +60pts
(48”, A4, Blast(3), Indirect)
Ballistic Missiles +150pts
(48”, A1, AP(4), Blast(12), Indirect)
Replace Heavy Flamethrower:
Heavy Machinegun (36”, A3, AP(1)) +5pts

3

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games The Human Inquisition are religious fanatics and other
which are designed to be fast to learn and easy to play. misfits roaming the galaxy with the goal of purifying all
This project was made by gamers for gamers and it can only souls, even if they don’t know how.
exist thanks to the support of our awesome community.
It is unclear when exactly the Human Inquisition started,
If you’d like to support the continued development of our though some believe that it formed as soon as humanity
games you can donate on patreon.com/onepagerules. reached the Sirius sector. The only thing that’s clear is
Thank you for playing! that once confronted with a myriad of alien species,
some turned to religious sects to calm their fears.

These sects then send out inquisitors with a retinue of


ragtag warriors and assassins, who each bring their own
specialty to battle. They usually join HDF armies in their
campaigns, who gladly accept their help, even if they
might not believe in their cause.

Most alien races are caught by surprise when faced with


such religious fanaticism, but then again, nobody expects
the Human Inquisition!

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Inquisitor [1] 4+ 3+ Pistol (12”, A1), CCW (A2) Fearless, Hero, Tough(3) A 55pts
Assault Assassin [1] 2+ 2+ Poison Burst Pistol (12”, A4, Poison), Fast, Furious, Hero, Regeneration, - 180pts
Energy Gauntlet (A4, AP(1), Poison, Rending) Scout, Stealth, Strider, Tough(3)
Spy Assassin [1] 2+ 2+ Poison Shredder (12”, A6, Poison, Rending), Ambush, Fast, Hero, Regeneration, - 185pts
Poison Blade (A4, Poison, Rending) Stealth, Strider, Tough(3)
Sniper Assassin [1] 2+ 2+ Heavy Rifle (36”, A1, AP(2), Deadly(3), Sniper), Fast, Hero, Regeneration, Scout, - 185pts
Combat Knife (A4) Stealth, Strider, Tough(3)
Terror Assassin [1] 2+ 2+ Helmet Laser (18”, A3, AP(1)), Fast, Fear, Hero, Regeneration, - 200pts
CCW (A4, Deadly(3), Rending) Scout, Stealth, Strider, Tough(3)
Acolytes [3] 5+ 5+ Pistols (12”, A1), CCWs (A2) - B 35pts
Cyborgs [3] 5+ 4+ Mechanical Arms (A2, AP(2)) - C 40pts
Missionaries [3] 5+ 5+ Pistols (12”, A1), CCWs (A2) Fearless, Furious D 40pts
Mystics [3] 5+ 5+ Pistols (12”, A1), CCWs (A2) Beacon - 45pts
Crusaders [3] 4+ 4+ Energy Swords (A2, AP(1), Rending) Shield Wall - 70pts
Daemon Hosts [3] 4+ 5+ Energy Bursts (12”, A1, Blast(3)), Claws (A2) Regeneration - 70pts
Flagellants [3] 3+ 6+ Flails (A4, AP(1)) Regeneration - 85pts
Psychics [3] 5+ 5+ Pistols (12”, A1), CCWs (A2) Psychic(1) - 95pts
Cult Assassins [3] 3+ 5+ 2x Energy Swords (A2, AP(1), Rending) Regeneration - 110pts
Cyber Chimps [3] 4+ 5+ Custom Weapons (18”, A3, AP(1)), Claws (A2) Regeneration, Tough(3) - 185pts

A Replace Pistol: D Replace any Pistol:


Needle Pistol (12”, A1, Poison) +5pts Shotgun (12”, A2) +5pts
Plasma Pistol (12”, A1, AP(2)) +5pts Plasma Pistol (12”, A1, AP(2)) +5pts
Assault Rifle (24”, A1) +5pts Assault Rifle (24”, A1) +5pts
Fusion Pistol +10pts Fusion Pistol +10pts
(6”, A1, AP(4), Deadly(6)) (6”, A1, AP(4), Deadly(6))
Flamethrower (12”, A6) +10pts Storm Rifle (24”, A2) +10pts
Storm Rifle (24”, A2) +10pts Plasma Rifle (24”, A1, AP(2)) +10pts
Plasma Rifle (24”, A1, AP(2)) +10pts Take one Assault Rifle attachment:
Incinerator (12”, A6, AP(2)) +15pts Plasma Rifle (24”, A1, AP(2)) +10pts
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts Flamethrower (12”, A6) +15pts
Take one Assault Rifle attachment: Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts
Plasma Rifle (24”, A1, AP(2)) +10pts Replace any CCW:
Flamethrower (12”, A6) +15pts Energy Sword (A2, AP(1), Rending) +5pts
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts Heavy Chainsaw Sword (A6, AP(1)) +10pts
Replace CCW:
Energy Sword (A2, AP(1), Rending) +5pts Special Rules
Energy Fist (A2, AP(3)) +10pts Alien Hunter: The hero and his unit count as
EnergyHammer(A2,AP(1),Deadly(3)) +10pts having the Furious rule.
Daemon Hammer +15pts Beacon: Friendly units using Ambush may
(A2, AP(4), Deadly(3)) ignore distance restrictions from enemies if
Upgrade with: they are within 12” of this model.
Daemon Hunter: Enemy units can’t use
Forbidden Lore (Psychic(1)) +20pts
Ambush within 18” of the hero.
Upgrade with one:
Shield Wall: Enemies get -1 to hit when they
Alien Hunter +10pts attack units where all models have this rule.
Daemon Hunter +10pts Witch Hunter: This model may block spells as
Witch Hunter +10pts if it had the Psychic(2) special rule. If it is a
Psychic then it gets +2 to spell block rolls.
B Replace any Pistol:
Needle Pistol (12”, A1, Poison) +5pts Psychic Spells
Plasma Pistol (12”, A1, AP(2)) +5pts Foresight (4+): Target friendly unit within 12”
Assault Rifle (24”, A1) +5pts gets +1 to hit next time it shoots.
Flamethrower (12”, A6) +10pts Flame Breath (4+): Target enemy unit within
Storm Rifle (24”, A2) +10pts 12” takes 2 automatic hits with AP(2).
Plasma Rifle (24”, A1, AP(2)) +10pts Protective Dome (5+): Target friendly unit
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts within 12” gets Regeneration next time it
Take one Assault Rifle attachment: takes wounds.
Plasma Rifle (24”, A1, AP(2)) +10pts Expel (5+): Target enemy unit within 12” takes
Flamethrower (12”, A6) +15pts 1 automatic hit with AP(4) and Deadly(3).
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts Psychic Speed (6+): Target friendly unit within
Replace any CCW: 12” may immediately move by up to 6”.
Energy Sword (A2, AP(1), Rending) +5pts Tempest (6+): Target enemy unit within 6”
Energy Fist (A2, AP(3)) +10pts takes 1 automatic hit per model.
EnergyHammer(A2,AP(1),Deadly(3)) +10pts

C Upgrade any model with:


Heavy Machinegun (36”, A3, AP(1)) +15pts
Plasma Cannon +20pts
(36”, A1, AP(2), Blast(3))
Heavy Fusion Rifle +25pts
(24”, A1, AP(4), Deadly(6))

2

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Infected Colonies are (usually) human settlements that have
which are designed to be fast to learn and easy to play. been infected by a mysterious virus which mutates them into
blood-hungry warriors. Those that have been infected are
This project was made by gamers for gamers and it can only
categorized into different stages, with each stage having a
exist thanks to the support of our awesome community.
different effect on the mutated subject.
If you’d like to support the continued development of our
At the early stage of the infection the subjects maintain most of
games you can donate on patreon.com/onepagerules.
their original form and are still capable of using firearms and
Thank you for playing! other equipment. As the infection spreads however the
subjects start to deform into unrecognizable beasts, one more
brutal and grotesque than the next.

It’s unclear whether the infection evolved naturally over the


course of time or if it was engineered by some species to
create super warriors, however what is clear is that there
seems to be no way to stop it without exterminating its hosts.

If you follow a distress signal and find yourself on a deserted


colony you better get out fast or else get ready to be infected.

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Monstrous Tyrant [1] 3+ 3+ Monstrous Claws (A6, AP(2)) Fear, Hero, Tough(3), Undead A, C 90pts
Hunter Champion [1] 3+ 4+ Claws (A3, AP(2)) Ambush, Hero, Strider, Tough(3), Undead B, C 65pts
Infected Champion [1] 5+ 5+ Carbine (18”, A1), CCW (A2) Hero, Plague Command, Tough(3), Undead D 45pts
Infected Scientist [1] 5+ 5+ Cursed Staff (A2, Poison) Hero, Psychic(1), Tough(3), Undead E 45pts
Zombies [10] 5+ 4+ Claws (A2) Regeneration, Slow, Undead - 140pts
Runners [10] 5+ 5+ Claws (A2) Fast, Undead - 140pts
Infected [10] 5+ 5+ Carbines (18”, A1), CCWs (A2) Undead D, F ,G 115pts
Weapon Teams [3] 5+ 5+ Heavy Machineguns (36”,A3,AP(1)), Tough(3), Undead G 115pts
CCWs (A1)
Specialist Infected [5] 5+ 5+ Carbines (18”, A1), CCWs (A2) Relentless, Undead H 70pts
Infected Dogs [5] 5+ 5+ Vicious Jaws (A2, Rending) Fast, Scout, Undead - 95pts
Infected Hunters [5] 3+ 4+ Claws (A3, AP(1)) Ambush, Strider, Undead I 175pts
Infected Boomers [3] 4+ 4+ Putrid Fists (A4, Poison) Boom!, Tough(3), Undead - 140pts
Infected Chelonians[3] 3+ 3+ 2x Claws (A2, AP(1)) Tough(3), Undead J 180pts
Infected Swarms [3] 5+ 5+ Swarm Attacks (A3, Blast(3)) Strider, Tough(3), Undead - 105pts
Infected Ravens [3] 5+ 5+ Beaks (A1, AP(1)), Claws (A2) Flying, Tough(3), Undead - 95pts
Infected Vulture [1] 4+ 4+ Sharp Talons (A3, AP(1)) Ambush, Flying, Tough(3), Undead K 55pts
Infected Monster [1] 3+ 2+ Claws (A6, AP(2)), Stomp (A1, AP(1)) Fear, Tough(6), Undead - 165pts
Attack Buggy [1] 4+ 2+ Heavy Machinegun (36”, A3, AP(1)) Fast, Impact(6), Tough(6), Undead L 150pts
Battle Tank [1] 4+ 2+ Twin Autocannon (48”, A4, AP(2)) Fast, Impact(6), Tough(12), Undead M 285pts
Attack Walker [1] 4+ 2+ Laser Machinegun (36”, A3, AP(2)) Fear, Tough(6), Undead N 155pts
Stomp (A1, AP(1))
Light Dropship [1] 4+ 2+ Minigun (24”, A4, AP(1)) Aircraft, Tough(6), Transport(11), Undead O 160pts

A Replace Monstrous Claws: H Replace any Carbine: O Replace Minigun:


Monstrous Fists Free Flamethrower (12”, A6) +10pts Missile Launcher – pick one to fire: +10pts
(A4, AP(2), Rending) Shred Rifle (18”, A2, Rending) +10pts HE (48”, A1, Blast(3))
Monstrous Stings Free Grenade Launcher–pick one to fire: +10pts AT (48”, A1, AP(3), Deadly(3))
(A2, AP(4), Deadly(3)) HE (24”, A1, Blast(3)) Laser Cannon +20pts
AT (24”, A1, AP(1), Deadly(3)) (48”, A1, AP(4), Deadly(3))
B Upgrade with one: Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts
Toxic Claws (Poison in melee) +5pts Heavy Machinegun (36”, A3, AP(1)) +15pts Special Rules
Sharp Claws (Rending in melee) +5pts Bloodthirsty: The hero and his unit get the
Hardened Claws (AP(+2) in melee) +5pts I Upgrade all models with one: Furious special rule.
Barbed Claws (Deadly(3) in melee) +10pts Toxic Claws (Poison in melee) +10pts Boom!: If this model is killed in melee then
Sharp Claws (Rending in melee) +25pts the attacking unit takes 3 automatic hits.
C Upgrade with one: Hardened Claws (AP(+2) in melee) +30pts Infection: Whenever the hero fights an enemy
Bloodthirsty +15pts Barbed Claws (Deadly(3) in melee) +45pts in melee, place an infection marker next to
Terrifying +15pts the target. Enemies with infection markers
count as having Quality -1 for the rest of the
Infection +45pts J Replace any Claws:
game, and if they are within 3” of friendly
Piercing Talons (A2, AP(1), Rending) +5pts
units at the beginning of a round those units
D Replace one Carbine and CCW: Smashing Fists (A2, AP(3)) +5pts also become infected.
Pistol (12”, A1) and CCW (A3) Free Serrated Pincers (A4, AP(1)) +5pts Plague Command: When the hero and his unit
Replace one Pistol: Sharp Stings (A2, AP(1), Deadly(3)) +5pts are activated pick one of the following orders,
Plasma Pistol (12”, A1, AP(2)) +5pts and they get one of these special rules until
Scoped Carbine (18”, A1, Sniper) +5pts K Upgrade with any: the end of the round:
Replace one CCW: Piercing Beak (A1, AP(4), Deadly(3)) +10pts • Plague Burst: +3” when moving
Energy Sword (A3, AP(1), Rending) +5pts Swoop Attack (Impact(3)) +10pts • Living Ammo: +1 to shooting rolls
Energy Fist (A3, AP(3)) +10pts • Toxic Ammo: Poison when shooting
L Replace Heavy Machinegun: • Infectious Energy: +1 to melee rolls
E Upgrade Psychic(1) Autocannon (48”, A2, AP(2)) +5pts
Psychic(2) +15pts Laser Cannon +15pts Terrifying: Enemy units fighting the hero in
(48”, A1, AP(4), Deadly(3)) melee gets -1 to their morale test rolls.
F Replace one Carbine: Upgrade with: Undead: Whenever this unit takes a morale
Flamethrower (12”, A6) +5pts Cargo Space (Transport(11)) +20pts test it is passed automatically. Then roll as
Shred Rifle (18”, A2, Rending) +5pts many dice as remaining models/tough in the
unit, and for each result of 1-2 the unit takes
Grenade Launcher–pick one to fire: +5pts M Replace Twin Autocannon:
one wound, which can’t be regenerated.
HE (24”, A1, Blast(3)) Twin Laser Cannon +25pts
AT (24”, A1, AP(1), Deadly(3)) (48”, A2, AP(4), Deadly(3)) Psychic Spells
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +10pts Upgrade with: Infestation (4+): Target friendly unit within 12”
Heavy Machinegun (36”, A3, AP(1)) +10pts 2x Heavy Machineguns +40pts gets Poison in melee next time it fights.
Upgrade one model with one: (36”, A3, AP(1)) Bio-Horror (4+): Target enemy unit within 12”
Infected Dog (A2, AP(1)) +5pts takes 1 automatic hit with AP(2) and Deadly(3).
Infected Swarm (A3) +5pts N Replace Laser Machinegun: Vigour (5+): Target friendly unit within 12”
Plasma Cannon Free
gets Regeneration next time it takes wounds.
G Upgrade with one: (36”, A1, AP(2), Blast(3))
Panic Virus (5+): Target enemy unit within 24”
Squad Weapon Attachment +40pts Heavy Fusion Rifle +10pts
must take a morale test. If failed it takes 3
(add one Weapons Team model (24”, A1, AP(4), Deadly(6))
automatic hits with AP(2).
with Heavy Machinegun) Replace Laser Machinegun: Onslaught (6+): Target friendly unit within 12”
Replace any Heavy Machinegun: Heavy Flamethrower (12”, A6, AP(1)) Free
may immediately move by up to 6”.
Missile Launcher – pick one to fire: +5pts and Walker Chainsaw (A3, AP(3))
Plague (6+): Target enemy unit within 6”
HE (48”, A1, Blast(3))
takes 1 automatic hit per model.
AT (48”, A1, AP(3), Deadly(3))
Mortar (48”, A1, Blast(3), Indirect) +5pts
Autocannon (48”, A2, AP(2)) +5pts
Laser Cannon +10pts
(48”, A1, AP(4), Deadly(3))

2

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Machine Cult Defilers are a twisted faction of humans that have
which are designed to be fast to learn and easy to play. fused with machines to become brain-dead killers that know no
mercy. They wage war to serve their machine-gods in their
This project was made by gamers for gamers and it can only
quest to eradicate the Sirius sector of all biological life.
exist thanks to the support of our awesome community.
In order to enhance their combat capabilities they cut off the
If you’d like to support the continued development of our
lower halves of their bodies and replace them with dozens of
games you can donate on patreon.com/onepagerules.
tendrils or mechanical spider legs, making them able to easily
Thank you for playing! traverse even the harshest of terrains. Top that off with a ton of
bizarre deadly weapons, and you have a formidable fighting
force that can take down all types of enemies.

The Machine Cult Defilers formed when the most zealous and
fanatic of cultists started replacing enough parts of their own
bodies with cybernetic enhancements that they became a new
form of technological being. As part of this transformation they
force all members to delete whatever is left of their human
consciousness, completing their wicked transition.

They are now out to destroy all biological life, believing to be


the next logical step in evolution.

The Makers Cult


This army was created in collaboration with The Markers Cult,
a small team that’s creating awesome 3D printable miniatures
for any wargames.

Check them out here: patreon.com/themakerscult

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Defiler Lord [1] 3+ 3+ Heavy Scythe (A4, AP(2)) Hero, Strider, Tough(3) A, D 70pts
Defiler Priest [1] 4+ 5+ 4x Heavy Claws (A2, AP(1)) Hero, Strider, Tough(3) B, D 50pts
Defiler Champion [1] 4+ 5+ R-Carbine (18”, A1, Radiation), CCW (A1) Hero, Strider, Tough(3) C, D 40pts
Vigilants [5] 4+ 5+ R-Carbines (18”, A1, Radiation), CCWs (A1) Strider C, E, G 90pts
Electrofanatics [5] 4+ 5+ Shock Staves (A2, AP(2)) Furious, Impact(1), Regeneration E, F 135pts
Stalkers [5] 4+ 5+ Sonic Razors & Claws (A2, Poison, Rending) Furious, Scout, Stealth, Strider E, H 150pts
Vespaxii [5] 4+ 5+ P-Throwers (12”, A6, Phosphor), CCWs (A2) Ambush, Flying, Furious E, I 185pts
Arachnovectors [3] 4+ 5+ 2x P-Pistols (12”, A1, Phosphor), CCWs (A1) Fast, Impact(1), Scout, Strider E, J 100pts
Velocirax [3] 4+ 5+ 2x Energy Claws (A2,AP(1),Rending) Fearless, Tough(3) K 150pts
Enslaved Gunners [3] 4+ 4+ Contortion Cannons (24”, A1, AP(3), Deadly(3)), Slow, Strider, Tough(3) L 160pts
Heavy Claws (A3)
Brutalizer Secutors [3] 4+ 4+ Heavy Axes (A3, AP(2), Rending) Fearless, Strider, Tough(3) M 175pts
Brutalizer 4+ 4+ Contortion Cannons (24”, A1, AP(3), Deadly(3)), Fearless, Strider, Tough(3) L, M 195pts
Destructors [3] Heavy Claws (A3)

A Upgrade with one: G Replace all R-Carbines: L Replace any Contortion Cannon:
Plasma Rifle (24”, A1, AP(2)) +10pts Rifles (30”, A1) +5pts EMP Cannon (36”, A2, EMP) +5pts
Combustion Blaster (24”, A3, AP(1)) +20pts Replace one R-Carbine: Heavy Gravity Cannon +15pts
Upgrade with one: Flamethrower (12”, A6) +5pts (30”, A5, Rending)
P-Carbine (18”, A1, AP(1), Phosphor) +5pts EMP Rifle (24”, A1, EMP) +5pts Mini Plasma Cannon +20pts
Macro Pistol (12”, A5, AP(1)) +15pts Plasma Burst Carbine +10pts (24”, A2, AP(2), Blast(3))
Upgrade with one: (18”, A3, AP(2)) Heavy EMP Cannon +20pts
Psychic(1) +20pts Heavy EMP Rifle +10pts (36”, A2, EMP, Deadly(3))
Psychic(2) +35pts (24”, A1, EMP, Deadly(3)) Replace all Heavy Claws:
Upgrade with: Uranium Rifle +40pts Iron Claws (A3, AP(2)) +15pts
Hover Throne +120pts (48”, A1, AP(4), Sniper) EMP Claws (A3, EMP) +15pts
(Minigun (24”,A4,AP(1)), Tough(+6)) Upgrade all models with:
Replace Minigun: H Replace all Sonic Razors & Claws: Armored Carapaces (Defense +1) +20pts
Combustion Blaster (24”, A3, AP(1)) -5pts 2x Sonic Blades (A1, AP(1), Rending) +5pts
Plasma Cannon +10pts Blaster SMGs (12”, A5) and +30pts M Upgrade any model with up to two:
(36”, A1, Blast(3), AP(2)) Taser Swords (A2, Taser) Combustion Blaster (24”, A3, AP(1)) +15pts
Laser Cannon +25pts Burst Carbines (18”, A3) and +40pts Minigun (24”, A4, AP(1)) +20pts
(48”, A1, AP(4), Deadly(3)) Energy Swords (A2, AP(1), Rending)
Replace one Sonic Razors & Claws: Special Rules
B Replace any Heavy Claw: Quad-Claws (A4, Rending) +5pts Brain-Tendrils: Whenever this model attacks
Heavy Pistol (12”, A1, AP(1)) Free Upgrade one model with: in melee the enemy must take one morale
P-Carbine (18”, A1, AP(1), Phosphor) Free Metal Spike (A1, EMP) +5pts test. If failed it takes 1 automatic hit.
Fusion Pistol +5pts Dark Legion: The hero and his unit get the
(6”, A1, AP(4), Deadly(6)) I Replace all P-Throwers: Regeneration special rule.
Sonic Boomer (12”, A1, Blast(6)) +5pts Blaster Carbines (24”, A5) +25pts EMP: This weapon counts as having Rending
Macro Pistol (12”, A5, AP(1)) +5pts but only needs rolls of 5-6 to take effect.
Replace one P-Thrower and CCW:
Phosphor: This weapon ignores cover.
Rail Rifle (18”, A1, AP(2), Deadly(3)) +5pts Blaster SMG (12”, A5) Free
Radiation: Enemies that roll to block hits
Death Ray (18”, A1, AP(2), Blast(3)) +10pts and Taser Sword (A2, Taser) from this weapon take one additional wound
Combustion Blaster (24”, A3, AP(1)) +10pts Upgrade all models with: for each unmodified result of 1 that they roll.
Replace 2x Heavy Claws: Cluster Grenades (Impact(1)) +15pts Repair: Once per turn, if within 2” of a unit
Heavy Staff (A4, Rending) Free with Tough, roll one die. On a 2+ you may
Heavy Halberd (A4, AP(3)) +5pts J Replace all 2x P-Pistols: repair 1 wound from the target.
Heavy Wrench (A4, Deadly(3)) +5pts Carbines (18”, A2) +5pts Self-Destruct: If this model is killed in melee
Upgrade with: Replace one 2x P-Pistols: the enemy takes 1 automatic hit.
Psychic(1) +20pts P-Blaster Carbine +10pts Taser: For each unmodified result of 6 you
(18”, A4, Phosphor) roll to hit that hit is multiplied by 4.
C Replace one R-Carbine and CCW: Replace one 2x P-Pistols and CCW:
Pistol (12”, A1) and CCW (A2) Free Revolver (12”, A1, AP(1)), Free Psychic Spells
Replace Pistol: Raider Sabre (A2, AP(1)) Stalk (4+): Target friendly unit within 12” gets
P-Pistol (12”, A1, Phosphor) +5pts P-Blaster Pistol (12”,A2,Phosphor), +5pts AP(+1) next time it shoots.
R-Pistol (12”, A1, Radiation) +5pts Energy Sword (A2, AP(1), Rending) Havoc Beam (4+): Target enemy model within
EMP Pistol (12”, A1, EMP) +10pts Upgrade all models with: 12” takes 1 automatic hit with AP(2).
Replace CCW: P-Breath (12”, A3, Phosphor) +15pts Steel Mutation (5+): Target friendly unit within
Energy Sword (A2, AP(1), Rending) +5pts 12” may heal 1 wound or restore 1 model (with
Taser Sword (A2, Taser) +5pts K Replace all 2x Energy Claws: only 1 health left if it had Tough).
EMP Sword (A2, EMP) +10pts 2x Energy Fists (A2, AP(3)) +5pts Lacerations (5+): Target 2 enemy units within
Upgrade all models with one: 6” take 3 automatic hits with AP(2) each.
D Upgrade with one: Chest-Beams (12”, A2, Rending) +15pts Corrupt Metal (6+): Target enemy unit within
Repair +10pts Electroguns (18”,A1,AP(2),Rending) +20pts 12” gets -2 to defense next time it takes hits.
Techno-Horror (Fear) +20pts Replace one Electrogun: Havoc Terror (6+): Target enemy unit within
Dark Legion +65pts R-Thrower (12”, A6, Radiation) +5pts 12” takes 8 automatic hits.
Phased Plasma Rifle (24”,A3,AP(2)) +10pts
E Upgrade all models with any: Laser Machinegun (36”, A3, AP(2)) +20pts
Self-Destruct +5pts Heavy Fusion Rifle +30pts
Brain-Tendrils +10pts (24”, A1, AP(4), Deadly(6))
Photon Cannon +40pts
F Replace all Shock Staves: (48”, A2, AP(2), Deadly(3))
Taser Gauntlets (A2, Taser) and +15pts Upgrade all models with any:
Gauntlet Shocks (12”, A2, Taser) Jetpacks (Ambush, Flying) +35pts
Auto-Repair (Regeneration) +55pts

2

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Isopod Vehicle [1] 4+ 2+ 2x Machineguns (36”, A3) Strider, Tough(6) A 140pts
Arachnid Tank [1] 4+ 2+ Eraser Beam (36”, A1, AP(1), Blast(6)) Strider, Tough(12) B 260pts
Tripod Walker [1] 4+ 2+ Taser Whip (A6, Taser), Stomp (A1, AP(1)) Fear, Strider, Tough(6) C 145pts
Carcinax Robot [1] 4+ 2+ Stomp (A2, AP(1)) Fear, Strider, Tough(12) D 240pts
Dragonfly Gunship [1] 3+ 2+ Twin Machinegun (36”, A6) Aircraft, Tough(6) F 170pts
Gorillax Titan [1] 4+ 2+ 2x Titan Fists (A4, AP(4)), Fear, Fearless, Impact(6), Strider, E 405pts
Stomp (A2, AP(2)) Tough(18)
Lamiax Titan [1] 4+ 2+ Chain Lance (A3, AP(4), Impact(3)), Fear, Fearless, Strider, Tough(18) G 425pts
Titan Claw (A3, AP(4)), Stomp (A3, AP(2))
Arachnid Titan [1] 4+ 2+ 2x Titan Claws (A3, AP(4)), Fear, Fearless, Strider Tough(24) H 540pts
Stomp (A4, AP(2))

A Upgrade with any: F Replace Twin Machinegun: Special Rules


Twin Machinegun (36”, A6) +25pts Twin P-Cannon +30pts Phosphor: This weapon ignores cover.
Disruption Missiles (36”, A6, AP(2)) +55pts (36”, A6, AP(1), Phosphor) Radiation: Enemies that roll to block hits
Upgrade with one: Upgrade with one: from this weapon take one additional wound
Machinegun (36”, A3) and +90pts Bomb Rack (6”, A1, AP(1), Blast(6)) +10pts for each unmodified result of 1 that they roll.
Energy Cannon Twin Machinegun (36”, A6) +35pts Taser: For each unmodified result of 6 you
(36”, A3, AP(1), Blast(3), Indirect) Twin Laser Cannon +95pts roll to hit that hit is multiplied by 4.
Machinegun (36”, A3) and +105pts (48”, A2, AP(4), Deadly(3))
Iron Cannon Upgrade with one:
(48”, A3, AP(3), Deadly(3)) Assault Module (Transport(6)) +10pts
Upgrade with one: 2x Machineguns (36”, A3) +35pts
Cargo Space (Transport(11)) +20pts
Reinforced Carapace (Tough(+6)) +110pts G Replace Chain Lance and Titan Claw:
2x Heavy Miniguns (36”, A4, AP(2)) +35pts
B Replace Eraser Beam: 2x Hell Autocannons (48” ,A4,AP(2)) +75pts
Twin P-Cannon +10pts Upgrade with:
(36”, A6, AP(1), Phosphor) Twin Fusion Rifles +35pts
Machinegun (36”, A3) and +25pts (12”, A2, AP(4), Deadly(6))
Neutron Laser Upgrade with one:
(48”, A1, AP(4), Blast(3)) Light Machinegun (36”, A3) +15pts
Icarus AA-System +50pts Fusion Rifle (12”,A1,AP(4),Deadly(6)) +20pts
(48”, A3, AP(2), Deadly(3), Lock-On)
Upgrade with any: H Replace any Titan Claw:
Light Machinegun (36”, A3) +15pts Harpoon Cannon +25pts
Repair Arm (Regeneration) +70pts (12”, A1, AP(4), Deadly(12))
Plasma Battle Cannon +60pts
C Upgrade with one: (48”, A1, AP(2), Blast(6))
Twin Autocannon (48”, A4, AP(2)) +50pts Triple Flamethrower Cannon +70pts
Twin Laser Cannon +70pts (18”, A18, AP(2))
(48”, A2, AP(4), Deadly(3)) Volcano Cannon +95pts
Replace Taser Whip: (48”, A1, AP(4), Blast(3), Deadly(3))
Taser Lance (A3, Taser, Impact(3)) Free Gatling Cannon +110pts
R-Sniper Rifle +20pts (36”, A12, AP(1), Rending)
(30”, A2, AP(1), Radiation, Sniper) Pulse Laser +120pts
Upgrade with: (36“, A5, AP(4), Deadly(3))
P-Carbine (18”, A1, AP(1), Phosphor) +5pts Fusion Cannon +150pts
(36”, A1, AP(4), Blast(3), Deadly(6))
D Upgrade with up to four: Rapid Battle Cannon +165pts
Heavy Claw (A1, AP(1), Rending) +10pts (48”, A2, AP(3), Blast(6))
Heavy Chainsaw (A3, AP(1)) +15pts Upgrade with one:
Heavy Flamethrower (12”, A6, AP(1)) +15pts 2x Twin Fusion Rifles +290pts
Minigun (24”, A4, AP(1)) +20pts (12”, A2, AP(4), Deadly(6))
P-Cannon +25pts Upgrade with one:
(36”, A3, AP(1), Phosphor) Twin Siege Cannon +145pts
Plasma Cannon +25pts (48”, A2, AP(2), Blast(6))
(36”, A1, Blast(3), AP(2)) Twin Shield Missiles +145pts
Heavy Fusion Rifle +35pts (48”, A2, AP(4), Deadly(6))
(24”, A1, AP(4), Deadly(6)) Upgrade with one:
Contortion Cannon +35pts 2x Twin Siege Cannon +290pts
(24”, A1, AP(3), Deadly(3)) (48”, A2, AP(2), Blast(6))
Upgrade with: 2x Twin Shield Missiles +290pts
Mechanic (Regeneration) +35pts (48”, A2, AP(4), Deadly(6))
Upgrade with up to four:
E Upgrade with any: Heavy Claw (A3, AP(1)) +5pts
Twin Chainguns (24”, A6, AP(2)) +35pts Light Machinegun (36”, A3) +15pts
Heavy Siege Cannon +110pts Fusion Rifle +20pts
(48”, A1, AP(4), Blast(6)) (12”, A1, AP(4), Deadly(6))
Replace 2x Titan Fists: Upgrade with:
2x Heavy Titan Fists (A6, AP(4)) +20pts Centaur Legs (Fast, Impact(6)) +25pts

3

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games The Machine Cult is a strange faction of misguided humans that
which are designed to be fast to learn and easy to play. treat machines as holy. Their warriors enhance their abilities
by amputating their bodies and implanting machine parts into
This project was made by gamers for gamers and it can only
themselves. Oftentimes these machine hybrids can barely be
exist thanks to the support of our awesome community.
recognized as humans because of this.
If you’d like to support the continued development of our
When going to war they bring an arsenal of strange weapons
games you can donate on patreon.com/onepagerules.
and ammunition such as phosphor rounds and taser batons,
Thank you for playing! making for a highly specialized army that can deal with all
sorts of threats. Additionally their hybrid bodies offer them
greater mobility, giving them an edge in rough terrain.

The Machine Cult started innocuously with curious scientists


discovering mysterious frequencies that are emitted by all
machines. As they continued their research they became
convinced that the machines had a spirit of their own, and so
started adoring them as god-like creatures.

Now they roam the galaxy on a quest to free the inner spirits of
all machines that are being “enslaved” by other races.

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Machine Priest [1] 3+ 2+ Axe-Halberd (A4, AP(2)) Hero, Regeneration, Tough(3) A, B, C 95pts
Machine Deacon [1] 3+ 4+ Axe-Halberd (A2, AP(2)) Hero, Tough(3) A, C 50pts
Cult Alpha [1] 4+ 4+ R-Carbine (18”, A1, Radiation), CCW (A1) Hero, Strider, Tough(3) C, D 45pts
Sect Chief [1] 3+ 4+ Sonic Razor & Claw (A2, Poison, Rending) Furious, Regeneration, Hero, C, E 85pts
Scout, Stealth, Strider, Tough(3)
Cult Vanguard [5] 4+ 4+ R-Carbines (18”, A1, Radiation), CCWs (A1) - D, F 80pts
Cult Rangers [5] 4+ 4+ Rifles (30”, A1), CCWs (A1) Strider D, F 100pts
Shock Priests [5] 4+ 6+ Shock Staves (A2, AP(2)) Furious, Impact(1), Regeneration G 125pts
Sect Stalkers [5] 3+ 4+ Sonic Razors & Claws (A2, Poison, Rending) Furious, Regeneration, Strider H 165pts
Sect Infiltrators [5] 3+ 4+ Blaster SMGs (12”, A5), Regeneration, Scout, Stealth, I 250pts
Taser Swords (A2, Taser) Strider
Sky Stalkers [5] 3+ 4+ P-Throwers (12”, A6, Phosphor), CCWs (A2) Ambush, Flying, Furious J 250pts
Raider Cavalry [3] 4+ 4+ 2x P-Pistols (12”, A1, Phosphor), CCWs (A1) Fast, Impact(1), Scout, Strider K 105pts
Breacher Cyborgs [3] 4+ 2+ Contortion Cannons (24”, A1, AP(3), Deadly(3)), Slow, Tough(3) L 210pts
Cyborg Claws (A3)
Destroyer Cyborgs [3] 4+ 2+ Heavy Gravity Cannons (30”, A5, Rending), Slow, Tough(3) M 250pts
Cyborg Claws (A3)

A Upgrade with one: H Replace all Sonic Razors & Claws: Special Rules
Rail Gun (18”, A1, AP(2), Deadly(3)) +10pts 2x Sonic Blades (A1, AP(1), Rending) Free Canticles: When the hero and his unit are
Trans Cannon (12”, A6, AP(1)) +20pts Upgrade one model with: activated pick one of the following canticles,
Death Ray (18”, A1, AP(2), Blast(3)) +20pts Metal Spike (A1, EMP) +5pts and they get one of these special rules until
Combustion Blaster (24”, A3, AP(1)) +20pts the end of the round:
Upgrade with one: I Replace all Blaster SMGs • Incantation: +3” when moving
P-Carbine (18”, A1, AP(1), Phosphor) +5pts and Taser Swords: • Benediction: AP(+1) when shooting
Macro Pistol (12”, A5, AP(1)) +15pts Burst Carbines (18”, A3) and +10pts • Invocation: AP(+1) when in melee
Upgrade with any: Energy Swords (A2, AP(1), Rending) • Psalm: enemies get -1 to melee hits
Machine Lore (Psychic(1)) +20pts
Repair Master +30pts J Replace all P-Throwers: EMP: This weapon counts as having Rending
Blaster Carbines (24”, A5) +25pts but only needs rolls of 5-6 to take effect.
B Upgrade Psychic(1): Replace one P-Thrower and CCW: Phosphor: This weapon ignores cover.
Psychic(2) +15pts Blaster SMG (12”, A5) Free Radiation: Enemies that roll to block hits
and Taser Sword (A2, Taser) from this weapon take one additional wound
C Upgrade with: Upgrade all models with: for each unmodified result of 1 that they roll.
Canticles +25pts Cluster Grenades (Impact(1)) +15pts Repair Master: Once per turn, if within 2” of a
unit with Tough, roll one die. On a 2+ you may
D Replace one R-Carbine: K Replace all 2x P-Pistols: repair 3 wounds from the target.
Rifle (30”, A1) Free Carbines (18”, A2) +5pts Taser: For each unmodified result of 6 you
Replace one R-Carbine / Replace one 2x P-Pistols: roll to hit that hit is multiplied by 4.
Rifle and CCW: P-Blaster Carbine +10pts
Pistol (12”, A1) and CCW (A2) Free (18”, A4, Phosphor) Psychic Spells
Replace one Pistol: Replace one 2x P-Pistols and CCW: Lock-On (4+): Target friendly unit within 12”
P-Pistol (12”, A1, Phosphor) +5pts Revolver (12”, A1, AP(1)), Free gets AP(+1) next time it shoots.
R-Pistol (12”, A1, Radiation) +5pts Raider Sabre (A2, AP(1)) Solar Beam (4+): Target enemy model within
EMP Pistol (12”, A1, EMP) +10pts P-Blaster Pistol (12”,A2,Phosphor), +5pts 12” takes 1 automatic hit with AP(2).
Replace one CCW: Energy Sword (A2, AP(1), Rending) Steel Body (5+): Target friendly unit within 12”
Energy Sword (A2, AP(1), Rending) +5pts Upgrade all models with: may heal 1 wound or restore 1 model (with
Taser Sword (A2, Taser) +5pts P-Breath (12”, A3, Phosphor) +15pts only 1 health left if it had Tough).
EMP Sword (A2, EMP) +10pts Shrapnel (5+): Target 2 enemy units within 6”
L Replace any Contortion Cannon: take 3 automatic hits with AP(2) each.
E Replace Sonic Razor & Claw: EMP Cannon (36”, A2, EMP) +5pts Corroded Metal (6+): Target enemy unit within
2x Sonic Blades (A1, AP(1), Rending) Free Heavy EMP Cannon +20pts 12” gets -2 to defense next time it takes hits.
Blaster SMG (12”, A5) and +10pts (36”, A2, EMP, Deadly(3)) Machine Terror (6+): Target enemy unit within
Taser Sword (A2, Taser) Replace all Cyborg Claws: 12” takes 8 automatic hits.
Burst Carbine (18”, A3) and +10pts Iron Claws (A3, AP(2)) +15pts
Taser Sword (A2, Taser) EMP Claws (A3, EMP) +15pts
Replace Taser Sword:
Energy Sword (A2, AP(1), Rending) Free M Replace any Heavy Gravity Cannon:
Upgrade with: Mini Plasma Cannon +5pts
Metal Spike (A1, EMP) +5pts (24”, A2, AP(2), Blast(3))
Upgrade any model with one:
F Replace one R-Carbine / Rifle: P-Rifle (24”, A1, AP(1), Phosphor) +5pts
Flamethrower (12”, A6) +5pts Flamethrower (12”, A6) +10pts
EMP Rifle (24”, A1, EMP) +5pts Replace all Cyborg Claws:
Plasma Burst Carbine +10pts Iron Claws (A3, AP(2)) +15pts
(18”, A3, AP(2)) EMP Claws (A3, EMP) +15pts
Heavy EMP Rifle +10pts
(24”, A1, EMP, Deadly(3))
Uranium Rifle +40pts
(48”, A1, AP(4), Sniper)

G Replace all Shock Staves:


Taser Gauntlets (A2, Taser) and +15pts
Gauntlet Shocks (12”, A2, Taser)

2

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Landing Craft [1] 3+ 2+ 2x Machineguns (36”, A3) Fast, Impact(6), Strider, Tough(6), A 210pts
Transport(11)
Attack Craft [1] 3+ 2+ 2x Machineguns (36”, A3), Fast, Impact(6), Strider, Tough(12) B 375pts
Disruption Missiles (36”, A6, AP(2))
Crawler Tank [1] 3+ 2+ Eraser Beam (36”, A1, AP(1), Blast(6)) Fast, Impact(6), Strider, Tough(12) C 325pts
Combat Robot [1] 4+ 2+ Heavy Flamethrower (12”, A6, AP(1)), Fear, Fearless, Stealth, Tough(6) D 175pts
2x Energy Fists (A1, AP(3)), Stomp (A1, AP(1))
Dragoon Walker [1] 3+ 2+ Taser Lance (A3, Taser, Impact(3)), Fast, Fear, Stealth, Strider, E 185pts
Stomp (A1, AP(1)) Tough(6)
Iron Walker [1] 3+ 2+ Twin Autocannon (48”, A4, AP(2)) Fast, Fear, Strider, Tough(6) F 220pts
Stomp (A1, AP(1))
Arch Gunship [1] 3+ 2+ Twin Machinegun (36”, A6) Aircraft, Tough(6) G 170pts

A Upgrade with: Special Rules


Twin Machinegun (36”, A6) +35pts Anti-Charge System: Whenever an enemy unit
charges this model roll one die per charging
B Upgrade with one: model. For each 4+ it takes 1 hit with AP(1).
Machinegun (36”, A3) and +120pts Phosphor: This weapon ignores cover.
Energy Cannon Radiation: Enemies that roll to block hits
(36”, A3, AP(1), Blast(3), Indirect) from this weapon take one additional wound
Machinegun (36”, A3) and +140pts for each unmodified result of 1 that they roll.
Taser: For each unmodified result of 6 you
Iron Cannon
roll to hit that hit is multiplied by 4.
(48”, A3, AP(3), Deadly(3))

C Replace Eraser Beam:


Twin P-Cannon +15pts
(36”, A6, AP(1), Phosphor)
Machinegun (36”, A3) and +35pts
Neutron Laser
(48”, A1, AP(4), Blast(3))
Icarus AA-System +65pts
(48”, A3, AP(2), Deadly(3), Lock-On)
Upgrade with any:
Light Machinegun (36”, A3) +20pts
Anti-Charge System +25pts
Repair Arm (Regeneration) +70pts

D Replace 2x Energy Fists:


Twin P-Cannons +45pts
(36”, A6, AP(1), Phosphor)
Replace Heavy Flamethrower:
P-Cannon +10pts
(36”, A3, AP(1), Phosphor)
Upgrade with:
Mechanic (Regeneration) +35pts

E Replace Taser Lance:


R-Sniper Rifle +15pts
(30”, A2, AP(1), Radiation, Sniper)
Upgrade with:
P-Carbine (18”, A1, AP(1), Phosphor) +5pts

F Replace Twin Autocannon:


Twin Laser Cannon +35pts
(48”, A2, AP(4), Deadly(3))

G Replace Twin Machinegun:


Twin P-Cannon +30pts
(36”, A6, AP(1), Phosphor)
Upgrade with one:
Bomb Rack (6”, A1, AP(1), Blast(6)) +10pts
Twin Machinegun (36”, A6) +35pts
Twin Laser Cannon +95pts
(48”, A2, AP(4), Deadly(3))
Upgrade with one:
Assault Module (Transport(6)) +10pts
2x Machineguns (36”, A3) +35pts

3

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Orc Marauders are large, brutish and highly aggressive aliens
which are designed to be fast to learn and easy to play. whose society is primarily based on war. Although they are
usually treated as one enemy, Orc Marauders are actually split
This project was made by gamers for gamers and it can only
into hundreds of small empires which are constantly fighting
exist thanks to the support of our awesome community.
against each other.
If you’d like to support the continued development of our
Whilst there are many sub-species of Orc Marauders found in
games you can donate on patreon.com/onepagerules.
the galaxy the most prevalent are the green-skinned orcs and
Thank you for playing! the tiny goblins. These species work together as space pirates,
raiding enemy forces for equipment and generally causing
mayhem in the Sirius sector.

Orc Marauders excel at close combat but lack in ranged ability


as most units can’t hit the broad side of a barn. Their strategy
relies mostly on bringing large numbers of bodies that charge
recklessly across the battlefield and overwhelm the enemy.

They might not be very intelligent, but who needs smarts when
you have waves of blood hungry orcs?

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Warlord [1] 3+ 4+ Pistol (12”, A1), CCW (A3) Bad Shot, Furious, Hero, Tough(3) A, B, D, E 50pts
Mechanic [1] 4+ 4+ Pistol (12”, A1), CCW (A3) Bad Shot, Furious, Hero, Repair, Tough(3) A, B, D, F 55pts
Shaman [1] 4+ 4+ Pistol (12”, A1), CCW (A3) Bad Shot, Furious, Hero, Psychic(1), Tough(3) A, B, D, G 65pts
Goblin Herd [10] 6+ 6+ Pistols (12”, A1), CCWs (A1) Good Shot H, I 60pts
Orc Mob [10] 4+ 5+ Pistols (12”, A1), CCWs (A2) Bad Shot, Furious A, C, J, K 155pts
Jetpack Orcs [5] 4+ 5+ Pistols (12”, A1), CCWs (A2) Ambush, Bad Shot, Flying, Furious A, C, I, L 135pts
Commandos [5] 4+ 5+ Pistols (12”, A1), CCWs (A2) Bad Shot, Furious, Scout, Stealth, Strider A, C, K, M 130pts
Specialist Orcs [5] 4+ 5+ Carbines (18”, A2), CCWs (A2) Bad Shot, Furious, Relentless N 95pts
Orc Pirates [5] 3+ 5+ Pistols (12”, A1), CCWs (A3) Bad Shot, Furious, Relentless, Tough(3) O 230pts
Boss Mob [5] 3+ 5+ Pistols (12”, A1), CCWs (A3) Bad Shot, Furious, Tough(3) B, P 225pts
Ultra Bosses [3] 3+ 2+ Carbines(18”,A2),EnergyClaws(A3,AP(2)) Bad Shot, Furious, Slow, Tough(3) Q 215pts
Orc Bikers [3] 4+ 5+ Pistols (12”, A1), CCWs (A2) Bad Shot, Fast, Furious, Impact(1) A, C, R 70pts
Boss Bikers [3] 3+ 5+ Pistols (12”, A1), CCWs (A3) Bad Shot,Fast,Furious,Impact(1),Tough(3) A, B, R 170pts
Boss Trike [1] 3+ 5+ Double Shotgun (12”, A4), Bad Shot, Fast, Furious, Impact(3), S 120pts
Ultra Claw (A3, AP(2)) Relentless, Tough(6)
Mini Helicopter [1] 4+ 5+ Pistol (12”, A1), CCW (A2) Bad Shot, Fast, Furious, Strider, Tough(6) T 75pts

A Replace one Pistol: J Upgrade one model with: Q Replace any Carbine and Energy Claw:
Carbine (18”, A2) +5pts Mad Doctor +60pts 2x Ultra Sawblades (A3, Deadly(3)) +10pts
Twin Carbine (18”, A4) +10pts Replace all Pistols: Replace any Carbine:
Take one Carbine attachment: Carbines (18”, A2) +20pts Twin Carbine (18”, A4) +5pts
Heavy Flamethrower (12”,A6,AP(1)) +15pts Upgrade all models with: Any model may take one Carbine attachment:
Rocket Launcher +15pts Heavy Armor (Defense +1) +20pts Heavy Flamethrower (12”, A6, AP(1)) +15pts
(24”, A1, AP(3), Deadly(3)) Rocket Launcher +15pts
K Replace one Pistol: (24”, A1, AP(3), Deadly(3))
B Replace any CCW: Flamethrower (12”, A6) +5pts
Ultra Drill (A6) +5pts Plasma Rifle (24”, A1, AP(2)) +5pts R Upgrade all models with one:
Ultra Axe (A3, Rending) +5pts Shred Rifle (18”, A2, Rending) +5pts Beast Mounts (A3, AP(1)) +20pts
Ultra Claw (A3, AP(2)) +5pts Grenade Launcher (24”,A1,Blast(3)) +10pts Twin Carbines (18”, A4)) +20pts
Ultra Sawblade (A3, Deadly(3)) +5pts Rocket Launcher +10pts Twin Mini-MGs (18”, A6, AP(1)) +40pts
(24”, A1, AP(3), Deadly(3))
C Replace one CCW: Heavy Machinegun (36”, A3, AP(1)) +15pts S Upgrade with one:
Ultra Drill (A4) +5pts Twin Carbine (18”, A4) +5pts
Ultra Axe (A2, Rending) +5pts L Replace up to two CCWs: Twin Double Shotgun (12”, A8) +10pts
Ultra Claw (A2, AP(2)) +5pts Ultra Drill (A4) +5pts Twin Mini-MG (18”, A6, AP(1)) +15pts
Ultra Sawblade (A2, Deadly(3)) +5pts Ultra Axe (A2, Rending) +5pts
Ultra Claw (A2, AP(2)) +5pts T Upgrade with one:
D Upgrade with up to two: Ultra Sawblade (A2, Deadly(3)) +5pts Twin Plasma Rifle (24”, A2, AP(2)) +10pts
Attack Beast (A3, AP(1)) +10pts Twin Rocket Launcher +15pts
Upgrade with one: M Replace all Pistols: (24”, A2, AP(3), Deadly(3))
Heavy Armor (Defense +1) +5pts Shotguns (12”, A2) +5pts Twin Heavy Machinegun +20pts
Ultra Armor (Defense +2, Slow) +10pts Carbines (18”, A2) +10pts (36”, A6, AP(1))
Jetpack (Ambush, Flying) +15pts Replace one Pistol: Upgrade with any:
Cyborg Body (Regeneration) +20pts Breach Ram (A1, AP(3), Deadly(3)) +5pts Ultra Sawblade (A3, Deadly(3)) +5pts
Beast Mount (Fast, Impact(1), +20pts Sniper Carbine (18”, A2, Sniper) +10pts Assault Bomb (A1, Blast(6)) +10pts
Beast Jaws (A3, AP(1)) Rotor Blade Attack (Impact(3)) +10pts
Combat Bike (Fast, Impact(1), +25pts N Replace all Carbines:
Twin Mini-MGs (18”, A6, AP(1))) Flamethrowers (12”, A6) +25pts Special Rules
Giant Beast (Fast, Impact(3), +85pts Rocket Launchers +45pts Bad Shot: This model shoots at Quality 5+.
Tough(+3), Beast Jaws (A6, AP(2)) (24”, A1, AP(3), Deadly(3)) Mad Doctor: This model and his unit get the
Railguns (48”, A2, AP(2)) +75pts Regeneration special rule.
E Upgrade with: Replace all CCWs: Energy Field: The hero and his unit get the
SHOOT! +15pts Blowtorches (A2, AP(2)) +15pts Stealth special rule.
WAR! +60pts Replace up to two Rocket Launchers Good Shot: This model shoots at Quality 4+.
and CCWs: Repair: Once per turn, if within 2” of a unit
F Replace Pistol: Bomb Hammer (A1,AP(4),Deadly(6)) +10pts with Tough, roll one die. On a 2+ you may
Plasma Pistol (12”, A1, AP(2)) +5pts Upgrade one model with: repair 1 wound from the target.
Teleport Pistol +10pts Bomb Beast (12”,A1,AP(4),Blast(3)) +10pts SHOOT!: The hero and his unit get the
(12”, A1, AP(2), Blast(3), Rending) Relentless special rule.
Plasma Rifle (24”, A1, AP(2)) +10pts O Replace all Pistols: WAR!: The hero and his unit move +3” on
Rocket Launcher +15pts Boarding Guns (24”, A3, AP(1)) +40pts advance and +6” on rush/charge actions.
(24”, A1, AP(3), Deadly(3)) Replace all CCWs:
Energy Field +30pts Cutlasses (A3, AP(1)) +15pts Psychic Spells
Shock Gun (48”,A1,AP(3),Blast(6)) +60pts Warpath (4+): Target friendly unit within 12”
Upgrade with: P Upgrade one model with: gets Stealth next time it’s shot at.
Precision Monocle (Good Shot) +60pts Mad Doctor +135pts Crackling Bolt (4+): Target enemy unit within
Replace any Pistol: 6” must take a dangerous terrain test.
G Upgrade Psychic(1): Carbine (18”, A2) +5pts Headbang (5+): Target friendly unit within 12”
Psychic(2) +15pts Twin Carbine (18”, A4) +10pts gets Rending in melee next time it fights.
Any model may take one Carbine attachment: Death Bolt (5+): Target enemy unit within 12”
H Upgrade all models with: Heavy Flamethrower (12”,A6,AP(1)) +15pts takes 1 hit with AP(4) and Deadly(3).
Goblin Herder +35pts Rocket Launcher +15pts Teleport (6+): Target friendly unit within 12”
(Fearless, Furious, Relentless) (24”, A1, AP(3), Deadly(3)) may immediately move by up to 6”.
Upgrade all models with: Psychic Vomit (6+): Target enemy unit within
I Replace one Pistol: Heavy Armor (Defense +1) +30pts 12” takes 4 automatic hits with AP(2).
Flamethrower Pistol (6”, A6) +5pts
Rocket Pistol (6”,A1,AP(3),Deadly(3)) +5pts
Shred Pistol (6”, A2, Rending) +5pts
Plasma Pistol (12”, A1, AP(2)) +5pts

2

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Truck [1] 4+ 2+ Heavy Machinegun (36”, A3, AP(1)) Bad Shot, Fast, Impact(6), Tough(6), A, B 170pts
Transport(11)
Looted Tank [1] 4+ 2+ Heavy Machinegun (36”, A3, AP(1)) Bad Shot, Fast, Impact(6), Tough(12) A, B, C, D 255pts
Battle Rig [1] 4+ 2+ Heavy Machinegun (36”, A3, AP(1)) Bad Shot, Fast, Impact(6), A, B, C, E 380pts
Tough(18), Transport(11)
Goblin Tank [1] 5+ 2+ Plasma Rifle (24”, A1, AP(2)) Fast, Good Shot, Impact(3), Tough(6) F 115pts
Goblin Walker [1] 5+ 2+ Plasma Rifle (24”, A1, AP(2)), Good Shot, Tough(6) F 105pts
Mini-Claw (A2, AP(2)), Stomp (A1, AP(1))
Orc Walker [1] 3+ 2+ 2x Plasma Rifles (24”, A1, AP(2)), Bad Shot, Fear, Furious, Tough(12) G 300pts
2x Walker Claws (A2, AP(4)), Stomp (A2, AP(1))
Attack Buggy [1] 4+ 2+ Heavy Flamethrower (12”, A6, AP(1)) Bad Shot, Fast, Impact(3), Tough(6) A, H 130pts
Combat Kart [1] 4+ 2+ Shock Rifle (24”, A2, Rending), Bad Shot, Fast, Impact(3), Tough(6) A, I 140pts
Rocket Launcher (24”, A1, AP(3), Deadly(3))
Goblin Artillery [1] 6+ 2+ Lightning Cannon (36”, A1, AP(2)), Crew (A3) Good Shot, Slow, Tough(6) J 90pts
Blaster Plane [1] 4+ 2+ Smasher Cannon (36”, A1, AP(4)), Aircraft, Bad Shot, Tough(6) K, L 160pts
Twin Teleport Rifle
(18”, A2, AP(2), Blast(3), Rending)
Flame Bomber [1] 4+ 2+ Heavy Machinegun (36”, A3, AP(1)), Aircraft, Bad Shot, Tough(6) K, M, N 175pts
Flame Bombs (6”, A1, AP(1), Blast(6)),
Twin Super Machineguns (36”, A6, AP(2))
Blitz Bomber [1] 4+ 2+ Heavy Machinegun (36”, A3, AP(1)), Aircraft, Bad Shot, Tough(6) K 180pts
Heavy Bombs (6”, A1, AP(4), Blast(6)),
Twin Super Machineguns (36”, A6, AP(2))
Attack Plane [1] 4+ 2+ 2x Twin Super Machineguns (36”, A6, AP(2)) Aircraft, Bad Shot, Tough(6) K, N 195pts
Brutal & Cunning 3+ 2+ 2x Twin Heavy Machineguns (36”, A6, AP(1)), Bad Shot, Fear, Furious, Tough(24), O 635pts
Orc Titan [1] 2x Rocket Launcher (24”, A1, AP(3), Deadly(3)), Transport(6)
Mega Claw (A6, AP(4)), Stomp (A4, AP(2))

A Upgrade with any: G Replace any Plasma Rifle: K Upgrade with:


Battle Ram (Strider) +5pts Walker Claw (A2, AP(4)) +5pts Shoot Shoot Shoot! (Relentless) +15pts
Wrecking Ball (Impact(+3)) +10pts Rocket Launcher +5pts
Red Paint Job +10pts (24”, A1, AP(3), Deadly(3)) L Replace Twin Teleport Rifle:
Boarding Plank +15pts Heavy Flamethrower (12”, A6, AP(1)) +5pts Twin Plasma Cannon +10pts
(Impact(+6) if transporting units) Heavy Machinegun (36”, A3, AP(1)) +10pts (36”, A2, AP(2), Blast(3))
Shoot Shoot Shoot! (Relentless) +15pts Replace any Walker Claw Upgrade with any:
Walker Sawblade Free Force Field (Regeneration) +35pts
B Replace Heavy Machinegun: (A2, AP(2), Deadly(3)) Twin Super Machinegun +35pts
Rocket Launcher -5pts (36”, A6, AP(2)))
(24”, A1, AP(3), Deadly(3)) H Replace Heavy Flamethrower:
Twin Rocket Launcher +10pts M Upgrade with:
C Upgrade with one: (24”, A2, AP(3), Deadly(3)) Flame Missiles +10pts
Harpoon Cannon +10pts Twin Heavy Machinegun +20pts (24”, A1, AP(1), Blast(3))
(12”, A1, AP(4), Deadly(6)) (36”, A6, AP(1))
Extra Space (Transport(+10)) +20pts Upgrade with any: N Upgrade with one:
Heavy Cannon +25pts Tracked (Strider) +5pts Twin Super Machinegun +25pts
(24”, A1, AP(2), Blast(6)) Red Paint Job +10pts (36”, A6, AP(2)))
Heavy Mortar +25pts
(48”, A1, AP(1), Blast(3), Indirect) I Replace Shock Rifle and O Upgrade with one:
Upgrade with up to three: Rocket Launcher: Plasma Rifle (24”, A1, AP(2)) +5pts
Rocket Launcher +10pts Beast-Gun (36”,A2,AP(1),Blast(3)), +20pts Heavy Flamethrower (12”,A6,AP(1)) +10pts
(24”, A1, AP(3), Deadly(3)) Beast GL (18”, A1, AP(1), Blast(3)) Upgrade with one:
Heavy Machinegun (36”, A3, AP(1)) +15pts Boost-Gun (36”,A1,AP(2),Blast(6)), +20pts Deathstorm Plasma Cannon +55pts
Blast Grenades (6”, A1, Blast(3)) (36”, A3, AP(2), Blast(3))
D Upgrade with one: Snazz-Gun (24”, A9, AP(1)), +25pts Deathstorm Minigun +80pts
Heavy Flamethrower (12”, A6, AP(1)) +10pts Heavy Machinegun (36”, A3, AP(1)) (36”, A18, AP(1))
Rocket Launcher +10pts Mega Scrap-MG (36”, A6, AP(1)), +30pts Upgrade with one:
(24”, A1, AP(3), Deadly(3)) Rockets (24”, A2, AP(3), Deadly(3)) Shoot Shoot Shoot! (Relentless) +30pts
Heavy Machinegun (36”, A3, AP(1)) +15pts Upgrade with one: Force Field (Regeneration) +145pts
Jump Engine (Teleport) +10pts
E Upgrade with one: Special Rules
Lightning Cannon (36”, A1, AP(2)) +5pts J Replace Lightning Cannon: Bad Shot: This model shoots at Quality 5+.
Harpoon Cannon +10pts Smasher Cannon (36”, A1, AP(4)) +5pts Good Shot: This model shoots at Quality 4+.
(12”, A1, AP(4), Deadly(6)) Tractor Beam +5pts Red Paint Job: This model moves +3” on
Cannon – pick one to fire: +15pts (36”, A2, AP(2), Lock-On) Advance and +6” on Rush/Charge actions.
HE (36”, A1, Blast(3)) Cannon – pick one to fire: +15pts Teleport: When this model is activated it may
AT (36”, A1, AP(3), Deadly(3)) HE (36”, A1, Blast(3)) teleport by up to 6” in any direction, ignoring
Heavy Mortar +25pts AT (36”, A1, AP(3), Deadly(3)) all units and terrain.
(48”, A1, AP(1), Blast(3), Indirect) Plasma Cannon +20pts
Upgrade with any: (36”, A1, AP(2), Blast(3))
Draught Beast (A6, AP(2)) +20pts Heavy Mortar +25pts
Shaman (Psychic(1)) +20pts (48”, A1, AP(1), Blast(3), Indirect)
Bubble Cannon +30pts
F Replace Plasma Rifle: (36”, A1, Blast(6), Rending)
Heavy Flamethrower (12”, A6, AP(1)) +5pts
Rocket Launcher +10pts
(24”, A1, AP(3), Deadly(3))
Heavy Machinegun (36”, A3, AP(1)) +15pts
Bazooka (18”, A2, AP(1), Blast(3)) +15pts

3

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Prime Brothers are the newest invention of the mighty god-
which are designed to be fast to learn and easy to play. king, and they are even more elite and feared than their
brethren. These soldiers have gone through enhanced genetic
This project was made by gamers for gamers and it can only
modification to become even stronger, and have been equipped
exist thanks to the support of our awesome community.
with the deadliest weapons available.
If you’d like to support the continued development of our
When faced with the ever-increasing threats of the Sirius
games you can donate on patreon.com/onepagerules.
sector the elite scientists of the god-king created the Prime
Thank you for playing! Brothers as a response, making them even more adaptable
than their brethren.

To give them an edge over their opponents they are able to


bring in a high variety of weapons, some of which can be
customized to ensure that there is no enemy they are not
prepared for.

The Prime Brothers are ready to take on the most impossible


of missions without hesitating, all in the name of their
immortal god-king.

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Captain [1] 3+ 2+ Auto-Rifle (24”, A3), CCW (A2) Hero, Prime, Tough(3) A, B, C 105pts
Judge [1] 3+ 2+ Pistol (12”, A1), Relic Sword (A3, AP(2), Deadly(3)) Hero, Prime, Tough(3) A, B 115pts
Psychic [1] 3+ 2+ Auto-Rifle (24”, A3), CCW (A2) Hero, Prime, Psychic(1), A, B, D 125pts
Tough(3)
Assault Squad [5] 3+ 2+ Pistols (12”, A1), CCWs (A3) Prime E, F 185pts
Prime Brothers [5] 3+ 2+ Auto-Rifles (24”, A3), CCWs (A2) Prime A, E, G 225pts
Raider Squad [5] 3+ 2+ Heavy Pistols (12”, A1, AP(1)), CCWs (A3) Furious, Prime E, H 205pts
Blaster Squad [5] 3+ 2+ Heavy Plasma Rifles (30”, A1, AP(2)), CCWs (A2) Prime E, I 215pts
Infiltration Squad [5] 3+ 2+ Heavy Carbines (18”, A1, Rending), CCWs (A2) Prime, Scout E 230pts
Guard Squad [3] 3+ 2+ Pistols (12”,A1), Energy Swords (A3,AP(1),Rending) Prime, Shield Wall - 145pts
Eradication Squad [3] 3+ 2+ Fusion Rifles (12”,A1,AP(4),Deadly(6)), CCWs (A2) Prime, Relentless - 180pts
Elimination Squad [3] 3+ 2+ Sniper Rifles (36”, A1, AP(1), Sniper), CCWs (A2) Prime, Scout, Stealth J 180pts
Jetpack Squad [3] 3+ 2+ 2x Plasma Carbines (18”, A1, AP(2)), CCWs (A2) Ambush, Flying, Prime K 185pts
Suppression Squad [3] 3+ 2+ Autocannons (48”, A2, AP(2)), CCWs (A2) Ambush, Flying, Prime - 245pts
Aggro Squad [3] 3+ 2+ 2x Fist-Carbines (18”, A3), Energy Fists (A2, AP(3)) Prime, Tough(3) L 345pts
Prime Bikers [3] 3+ 2+ Pistols (12”, A1), CCWs (A3) Fast, Impact(1), Prime M 145pts
Prime ATV [1] 3+ 2+ Twin Auto-Rifles (24”, A6), Fast, Impact(3), Prime, N 170pts
Gatling Gun (24”, A6, AP(1)) Strider, Tough(3)

A Replace one Auto-Rifle and CCW: G Replace any Auto-Rifle: M Upgrade all models with:
Pistol (12”, A1) and CCW (A4) -5pts Rifle (30”, A2) Free Twin Rifles (30”, A4) +60pts
Energy Sword (A2, AP(1), Rending), +15pts Precision Rifle (36”, A1, AP(1)) Free
Energy Fist (A2, AP(3)), Replace one Auto-Rifle: N Replace Gatling Gun:
Fist-Pistol (12”, A3) Flamethrower (12”, A6) Free Heavy Fusion Rifle +10pts
Replace one Pistol: Gravity Rifle (18”, A2, Rending) Free (24”, A1, AP(4), Deadly(6))
Shred Pistol (6”, A2, Rending) +5pts Plasma Rifle (24”, A1, AP(2)) Free
Plasma Pistol (12”, A1, AP(2)) +5pts Fusion Rifle +10pts Special Rules
Heavy Carbine (18”, A1, Rending) +5pts (12”, A1, AP(4), Deadly(6)) Battle Rites: The hero and his unit get +1 to
Rifle (30”, A2) +5pts Heavy Machinegun (36”, A3, AP(1)) +15pts their melee rolls.
Precision Rifle (36”, A1, AP(1)) +5pts One model may take one Medical Training: This model and his unit get
Flamethrower Pistol (12”, A6) +10pts the Regeneration rule.
Auto-Rifle attachment:
Replace one CCW: Precision Shots: The hero and his unit get
GrenadeLauncher–pick one to fire: +10pts
AP(+1) when shooting.
Energy Sword (A4, AP(1), Rending) +5pts HE (24”, A1, Blast(3)) Prime: Counts as having the Fearless rule, as
Energy Fist (A4, AP(3)) +10pts AT (24”, A1, AP(1), Deadly(3)) well as having Regeneration against non-
EnergyHammer(A4,AP(1),Deadly(3)) +10pts Upgrade all models with any: spell attacks (this stacks with Regeneration).
Veteran Infantry +50pts Repair: Once per turn, if within 2” of a unit
B Upgrade with one: Grave Armor (Tough(+3)) +290pts with Tough, roll one die. On a 2+ you may
Camo Cloak (Scout, Stealth) +10pts repair 1 wound from the target.
Combat Shield (Shield Wall) +10pts H Replace all Heavy Pistols and CCWs: Shield Wall: Enemies get -1 to hit when they
Combat Bike (Fast, Impact(1), +25pts Assault Rifles (24”, A1), CCWs (A2) Free attack units where all models have this rule.
Twin Rifle (30””,A4)) Replace one Heavy Pistol and CCW: Veteran Infantry: This model gets +1 to its
Grave Armor (Tough(+3)) +85pts Heavy Pistol (12”, A1, AP(1)) and +5pts attack rolls for melee and shooting.
Upgrade with: Energy Sword (A3, AP(1), Rending) War Chant: The hero and his unit get +1 attack
Veteran Infantry +10pts Heavy Pistol (12”, A1, AP(1))) and +5pts in melee when charging.
Energy Fist (A3, AP(3))
C Upgrade with one: Heavy Pistol (12”, A1, AP(1)) and +10pts
Psychic Spells
Repair +10pts Blurred Sight (4+): Target enemy unit within
EnergyHammer(A3,AP(1),Deadly(3))
War Chant +10pts 12” gets -1 to hit next time it shoots.
Heavy Chainsaw Sword (A9, AP(1)) +20pts
Battle Rites +15pts Psychic Terror (4+): Target enemy unit within
Upgrade all models with any:
Ancient Banner (Fear) +20pts 12” takes 2 automatic hits with AP(2).
Grapnels (Strider) +20pts
Precision Shots +45pts Cursed Ground (5+): Target enemy unit within
Orbital Deployment (Ambush) +40pts
18” moves -6” next time it charges.
D Upgrade Psychic(1) I Replace all Heavy Plasma Rifles: Cerebral Trauma (5+): Target enemy model
Psychic(2) +15pts Plasma Auto-Rifles (24”, A2, AP(1)) +10pts within 12” takes 1 automatic hit with AP(3).
Light Plasma Cannons +10pts Time Passage (6+): Target friendly unit within
E Upgrade one model with: (36”, A1, AP(2)) 12” may immediately move by up to 6”.
Medical Training +45pts Lightning Fog (6+): Target 2 enemy units
J Replace any Sniper Rifle: within 6” take 8 automatic hits each.
F Replace one Pistol: Laser Rifle (36”,A1,AP(3),Deadly(3)) +10pts
Plasma Pistol (12”, A1, AP(2)) +5pts
Upgrade all models with: K Replace all 2x Plasma Carbines:
Veteran Infantry +50pts 2x Assault Carbines (18”, A3) +20pts

L Replace all 2x Fist-Carbines:


2x Fist-Flamethrowers (12”, A6) +20pts
Upgrade all models with:
Grenade Launchers(18”,A1,Blast(3)) +25pts

2

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Anti-Grav APC [1] 3+ 2+ Twin Storm Rifle (24”, A4) Fast, Impact(6), Prime, A 240pts
Strider, Tough(6), Transport(11)
Anti-Grav Tank [1] 3+ 2+ Twin Laser Talon (24”, A4, AP(4), Deadly(3)), Fast, Impact(6), Prime, B 490pts
2x Storm Rifles (24”, A2) Strider, Tough(12)
Heavy Anti-Grav 3+ 2+ Twin Heavy Machinegun (36”, A6, AP(1)), Fast, Impact(6), Prime, C 695pts
Transport Tank [1] Laser Talon (24”, A2, AP(4), Deadly(3)), Strider,Tough(18),Transport(11)
Machinegun (36”, A3)
Heavy Anti-Grav 3+ 2+ Heavy Plasma Cannon (36”, A1, AP(2), Blast(6)), Fast, Impact(6), Prime, D 780pts
Destroyer Tank [1] Twin Heavy Machinegun (36”, A6, AP(1)), Strider,Tough(18),Transport(6)
Heavy Gatling Gun (30”, A12, AP(1))
Prime Speeder [1] 3+ 2+ Gatling Gun (24”, A6, AP(1)) Ambush, Fast, Impact(6), E 250pts
Prime, Strider, Tough(6)
Prime Light Walker [1] 3+ 2+ Incendiary Cannon (12”, A12, AP(1)), Fear, Prime, Scout, Tough(6) F 260pts
Walker Fist (A3, AP(3)), Stomp (A2, AP(1))
Prime Attack 3+ 2+ Heavy Gatling Gun (30”, A12, AP(1)), Fear, Prime, Tough(12) G 500pts
Walker [1] Walker Fist (A4, AP(4)), Stomp (A2, AP(1)),
Twin Storm Rifle (24”, A4)
Support Turret [1] 3+ 2+ Twin Heavy Autocannon (48”, A6, AP(2)). Immobile, Prime, Tough(3) H 165pts
Turret Crew (A3)

A Replace Twin Storm Rifle: E Replace Gatling Gun:


Twin HE-Launcher (18”,A2,Blast(3)) +5pts Fusion Destroyer +10pts
Upgrade with: (24”, A1, AP(4), Deadly(6))
Machinegun (36”, A3) +20pts Heavy Laser Talon +35pts
Upgrade with one: (36”, A2, AP(4), Deadly(3))
Twin AA-MG (36”, A6, Lock-On) +45pts Upgrade with one:
Artillery Relay (48”, A1, Blast(6)) +50pts Twin AA-Rocket Pod +20pts
Shield Projector (Regeneration) +70pts (24”, A2, AP(2), Lock-On)
Missile Array Twin Machinegun (36”, A6) +35pts
+145pts
(48”, A3, AP(2), Blast(3)) Strike Missiles +60pts
(36”, A2, AP(3), Deadly(3))
B Replace Twin Laser Talon: Upgrade with one:
Twin Heavy Gatling Gun +85pts 2x AT-Launchers (18”, A1, AP(1)) +10pts
(30”, A24, AP(1)) 2x HE-Launcher (18”, A1, Blast(3)) +20pts
Twin Heavy Laser Cannon +95pts Fury Missiles +95pts
(48”, A2, AP(4), Deadly(6)) (48”, A1, AP(4), Deadly(6))
Replace 2x Storm Rifles:
2x HE-Launcher (18”, A1, Blast(3)) Free F Replace Incendiary Cannon:
2x Tempest Rifles (24”, A4) +15pts Twin Iron-Cannon (48”, A6, AP(2)) +60pts
2x Heavy Fusion Rifles +80pts Upgrade with any:
(24”, A1, AP(4), Deadly(6)) HE-Launcher (18”, A1, Blast(3)) +10pts
Upgrade with any: Heavy MG Pistol (36”, A3, AP(1)) +25pts
AA-Rocket Pod +10pts 2x Machineguns (36”, A3) +35pts
(24”, A1, AP(2), Lock-On)
Machinegun (36”, A3) +20pts G Replace Heavy Gatling Gun:
Heavy Plasma Cannon -20pts
C Replace Laser Talon: (36”, A1, AP(2), Blast(6))
Heavy Gatling Gun (30”, A12, AP(1)) +60pts Replace Twin Storm Rifle:
Replace Twin Heavy Machinegun: Twin HE-Launcher (18”,A2,Blast(3)) +5pts
Twin Laser Cannon +40pts Upgrade with one:
Heavy Flamethrower (12”, A6, AP(1)) +20pts
(48”, A2, AP(4), Deadly(3))
Upgrade with one: Gatling Gun (24”, A6, AP(1)) +35pts
Machinegun (36”, A3) +20pts Upgrade with one:
Gatling Gun (24”, A6, AP(1)) +35pts AA-Rocket Pod +10pts
Upgrade with one: (24”, A1, AP(2), Lock-On)
Storm Rifle (24”, A2) +10pts
HE-Launcher (18”, A1, Blast(3)) +10pts
H Replace Twin Heavy Autocannon:
Twin Laser Talon Free
AA-Rocket Pod +10pts
(24”, A4, AP(4), Deadly(3))
(24”, A1, AP(2), Lock-On)
AA-Machinegun (36”, A3, Lock-On) +25pts Special Rules
Upgrade with one: Prime: Counts as having the Fearless rule, as
2x Storm Rifles (24”, A2) +15pts well as having Regeneration against non-
2x HE-Launchers (18”, A1, Blast(3)) +20pts spell attacks (this stacks with Regeneration).
Upgrade with:
2x AT-Launchers (18”, A1, AP(1)) +10pts

D Replace Heavy Plasma Cannon:


Heavy Laser Cannon +120pts
(48”, A2, AP(4), Deadly(6))
Upgrade with any:
AA-Rocket Pod +10pts
(24”, A1, AP(2), Lock-On)
2x Storm Rifles (24”, A2) +15pts
Machinegun (36”, A3) +20pts
Twin AA-Machinegun +50pts
(36”, A6, Lock-On)

3

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Ratmen Clans are groups of humanoid rats that have evolved
which are designed to be fast to learn and easy to play. into one of the most vicious fighting forces in the galaxy.
Nobody is sure of where they come from, but it is rumoured
This project was made by gamers for gamers and it can only
that they are the result of cruel human experimentation.
exist thanks to the support of our awesome community.
Although they all fight under a single banner, the various clans
If you’d like to support the continued development of our
are fiercely competitive, which has lead them to quickly
games you can donate on patreon.com/onepagerules.
develop many deadly and experimental technologies, used to
Thank you for playing! wage vicious wars.

They use lightning fast tactics to surprise and destroy their


enemies before moving on and leaving no trace of their
existence. It’s because of this that they are rumoured just to be
a myth on many planets, but those that have fought them know
that they are very real.

If you hear a squeaking nearby don’t let your guard down,


because the Ratmen Clans may just be about to ambush you.

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Clan Mother [1] 3+ 3+ Combat Staff (A3, AP(1)) Hero, Tough(6) A 105pts
Champion [1] 4+ 4+ Pistol (12”, A1), CCW (A2) Hero, Tough(3) B 40pts
Master Saboteur [1] 4+ 4+ Pistol (12”, A1), Explosives (A1, AP(4)) Hero, Scout, Stealth, Tough(3) C 55pts
Rat Piper [1] 5+ 4+ Combat Staff (A3, Poison) Hero, Piper, Tough(3) D 75pts
Rat Shaman [1] 5+ 5+ Pistol (12”, A1), CCW (A2) Hero, Psychic(1), Tough(3) - 45pts
Tangled Psychics [1] 5+ 4+ Bodyguard (A3), Rat Swarm (A6) Hero, Psychic(X), Tangle, Tough(3) E 75pts
Crawlers [10] 5+ 5+ Carbines (18”, A1), CCWs (A1) - F 105pts
Stalkers [10] 5+ 5+ Pistols (12”, A1), CCWs (A2) - G 110pts
Weapon Experts [5] 4+ 4+ Carbines (18”, A1), CCWs (A1) Relentless H 90pts
Saboteurs [5] 5+ 5+ Pistols (12”, A1), Explosives (A1, AP(4)) Scout - 135pts
Rat Swarms [3] 6+ 6+ Swarm Attacks (A3, Poison) Strider, Tough(3) - 45pts
Terror Beasts [3] 4+ 3+ Claws (A3, AP(1)) Tough(3) - 145pts
Rat Ogres [3] 4+ 4+ Heavy Combat Drills (A3, AP(4)) Tough(3) I 150pts
Great Terror Beast [1] 4+ 2+ Claws (A3, AP(1)), Stomp (A1, AP(1)) Fear, Fearless, Tough(6) J 150pts
Giant Abomination [1] 4+ 2+ Claws (A12, AP(1)), Stomp (A2, AP(2)) Fear, Fearless, Regeneration, Tough(12) - 365pts
Death Wheel [1] 4+ 2+ Twin Flamethrower (12”, A12) Ambush, Fast, Impact(6), Tough(6) - 155pts
Drill Tank [1] 4+ 2+ Tunneling Drill (A8, AP(4)) Ambush, Fast, Impact(6), Tough(12), K 300pts
Transport(11)
Artillery Gun [1] 4+ 2+ Super Machinegun (36”, A3, AP(2)), Slow, Tough(6) L 135pts
Crew (A3)

A Upgrade with one: I Replace any Heavy Combat Drill: Special Rules
Staff-Flamethrower (12”, A6) +10pts Twin Combat Drills (A6, AP(2)) +5pts Absolute Authority: When the hero activates
Staff-Blaster (12”, A3, AP(2)) +10pts Flamethrower (12”, A6), +5pts pick one friendly unit within 12”, which gets
Staff-GL (24”, A1, AP(1), Blast(3)) +10pts Combat Drill (A3, AP(2)) the Fast rule next time it moves.
Upgrade with one: Heavy Flamethrower (12”,A6,AP(1)), +10pts Lead from Behind: Whenever the hero’s unit
Lead from Behind +25pts Combat Drill (A3, AP(2)) fails a morale test roll one die. On a 4+ the
Absolute Authority +45pts morale test is passed instead.
J Upgrade with one: Piper: This hero may only join Rat Swarm
B Replace Pistol: Scythes (Impact(+3)) +10pts units. The hero and his unit get Regeneration.
Piper’s Calling: When the hero is activated
Carbine (18”, A1) +5pts Heavy Flamethrower (12”, A6, AP(1)) +15pts
pick one friendly unit within 12”. That unit
Flamethrower (12”, A6) +10pts counts as having Quality 2+ next time it takes
Heavy Flamethrower (12”, A6, AP(1)) +15pts K Upgrade with one: a morale test.
Heavy Machinegun (36”, A3, AP(1)) +20pts Heavy Flamethrower (12”, A6, AP(1)) +15pts Safety in Numbers: When the hero activates
Sniper Rifle (36”, A1, AP(1), Sniper) +15pts Rocket Launcher +15pts pick 2 friendly units within 6”. Those units get
Replace CCW: (24”, A1, AP(3), Deadly(3)) +1 to their next morale test rolls.
Combat Drill (A2, AP(2)) +5pts Super Machinegun +25pts Tangle: When the hero is activated roll one D3
Upgrade with: (36”, A3, AP(2)) to determine the X value of its Psychic(X) rule.
Safety in Numbers +25pts Upgrade with any:
Corrosive Drill (Poison in melee) +10pts Psychic Spells
C Replace Pistol: Transport Section (Transport(+10)) +20pts Filth (4+): Target friendly unit within 12” gets
Carbine (18”, A1) +5pts Poison in melee next time it fights.
Flamethrower (12”, A6) +10pts L Replace Super Machinegun: Cracks (4+): Target enemy unit within 12”
Super Flamethrower Free takes 2 automatic hits with AP(2).
D Upgrade with: (18”, A6, AP(2)) Sickness (5+): Target enemy unit within 18”
Piper’s Calling +30pts Super Rocket Launcher +5pts gets -1 to hit next time it shoots.
(48”, A1, AP(3), Deadly(3)) Lightning (5+): Target enemy unit within 12”
E Upgrade with one: takes 1 hit with AP(4) and Deadly(3).
Pistol (12”, A1) +5pts Frenzy (6+): Target friendly unit within 12”
Flamethrower (12”, A6) +10pts may immediately move by up to 6”.
Replace Bodyguard: Pestilence (6+): Target enemy unit within 6”
Elite Bodyguard (A3, AP(1)) +5pts takes 1 automatic hit per model.

F Replace up to two Carbines:


Flamethrower (12”, A6) +5pts
Shred Rifle (18”, A2, Rending) +5pts
Plasma Rifle (24”, A1, AP(2)) +5pts
Rocket Launcher +10pts
(24”, A1, AP(3), Deadly(3))
Heavy Machinegun (36”, A3, AP(1)) +10pts

G Replace up to two Pistols:


Flamethrower (12”, A6) +5pts
Heavy Flamethrower (12”, A6, AP(1)) +10pts

H Replace any Carbine:


Flamethrower (12”, A6) +10pts
Shred Rifle (18”, A2, Rending) +10pts
Plasma Rifle (24”, A1, AP(2)) +10pts
Heavy Flamethrower (12”, A6, AP(1)) +15pts
Rocket Launcher +15pts
(24”, A1, AP(3), Deadly(3))
Heavy Machinegun (36”, A3, AP(1)) +15pts
Replace all CCWs:
Combat Drills (A1, AP(2)) +10pts

2

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Rebel Guerrillas are freedom fighters that can be found
which are designed to be fast to learn and easy to play. everywhere throughout the Sirius sector. These bands of
warriors usually consist of rebels from all races and species,
This project was made by gamers for gamers and it can only
which have banded together to fight against their oppressors.
exist thanks to the support of our awesome community.
This diversity is their biggest strength, and often warbands are
If you’d like to support the continued development of our
equipped with different weapons from all over the galaxy,
games you can donate on patreon.com/onepagerules.
making them extremely versatile. Since they usually fight
Thank you for playing! against armies that are better organized and equipped it’s this
variety of combat styles they rely on to succeed.

Some join the Rebel Guerrillas to avenge their destroyed home


worlds, whilst others want to bring justice to the Sirius sector
through bloodshed. There are those that seek riches at the
hand of their fallen enemies, and there are even some that join
just to have an excuse to fight.

Whatever reason may be for which you join the cause it better
be good, because life expectancy as a guerrilla is not very long.

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Commander [1] 4+ 4+ Carbine (18”, A1), CCW (A1) Hero, Tough(3) A, B, C 40pts
Bounty Hunter [1] 4+ 4+ Carbine (18”, A1), 2x CCWs (A1) Hero, Scout, Tough(3) B, D 45pts
Simian Champion [1] 4+ 4+ Massive Fists (A6, AP(1)) Furious, Hero, Tough(3) E 50pts
Rebel Psychic [1] 5+ 5+ Pistol (12”, A1), CCW (A2) Hero, Psychic(1), Tough(3) A, B, F 45pts
Rebels [5] 5+ 5+ Carbines (18”, A1), CCWs (A1) - A, G 55pts
Strikers [5] 5+ 5+ Pistols (12”, A1), CCWs (A2) - A, H 55pts
Spotters [5] 5+ 5+ Carbines (18”, A1), CCWs (A1) Scout, Stealth I 85pts
Pioneers [5] 5+ 5+ Shotguns (12”, A2), CCWs (A1) Ambush, Dug In J 90pts
Veterans [5] 4+ 4+ Carbines (18”, A1), CCWs (A1) Fearless A, G 90pts
Snipers [3] 6+ 6+ Sniper Rifles (36”, A1, AP(1), Sniper), CCWs (A1) Scout, Stealth - 75pts
Simians [3] 4+ 4+ Fists (A3) Furious, Tough(3) E 125pts
Chelonians [3] 3+ 3+ Wrist-Blades (A3, AP(1)) Tough(3) K 170pts
Jeep [1] 4+ 2+ Heavy Flamethrower (12”, A6, AP(1)) Fast, Impact(6), Strider, Tough(6) L, M 150pts
Assault Vehicle [1] 4+ 2+ Flamethrower Cannon (18”, A6, AP(1)) Fast, Impact(6), Tough(6) L, N 150pts
Light Walker [1] 4+ 2+ Heavy Flamethrower (12”, A6, AP(1)), Fear, Tough(6) L, P 145pts
Stomp (A1, AP(1))
Light Dropship [1] 4+ 2+ Minigun (24”, A4, AP(1)) Aircraft, Tough(6), Transport(11) L, O 160pts

A Replace one Carbine: H Replace any Pistol: P Replace Heavy Flamethrower:


Pistol (12”, A1) and CCW (A2) Free CCW (A2) +5pts Heavy Machinegun (36”, A3, AP(1)) +5pts
Replace one Pistol: Burst Pistol (6”, A3) +5pts Autocannon (48”, A2, AP(2)) +10pts
Shotgun (12”, A2) +5pts Shotgun (12”, A2) +5pts Heavy Fusion Rifle +15pts
Plasma Pistol (12”, A1, AP(2)) +5pts Replace any CCW: (24”, A1, AP(4), Deadly(6))
Flame Pistol (6”, A6) +5pts Shock Claws (A2, AP(1), Poison) +5pts Laser Machinegun (36”, A3, AP(2)) +15pts
Fusion Pistol +10pts Energy Sword (A2, AP(1), Rending) +5pts Plasma Cannon +15pts
(6”, A1, AP(4), Deadly(6)) Upgrade all models with: (36”,A1,AP(2),Blast(3))
Replace one CCW: Combat Bikes (Fast, Impact(1)) +35pts Missile Launcher – pick one to fire: +15pts
Energy Sword (A2, AP(1), Rending) +5pts HE (48”, A1, Blast(3))
Energy Fist (A2, AP(2)) +10pts I Replace any Carbine: AT (48”, A1, AP(3), Deadly(3))
Marksman Rifle (30”, A1, AP(1)) +5pts Laser Cannon +25pts
B Upgrade with one: HE Rifle (30”, A1, AP(1), Blast(3)) +10pts (48”, A1, AP(4), Deadly(3))
Camo Cloak (Stealth) +5pts AT Rifle (30”, A1, AP(4), Deadly(3)) +15pts Upgrade with:
Wings (Ambush, Flying) +10pts Upgrade any model with: Walker Chainsaw (A3, AP(3)) +10pts
Combat Bike (Fast, Impact(1)) +10pts Spotting Laser +15pts
Special Rules
C Upgrade with any: J Replace any Shotgun: Dug In: Enemies charging this unit don’t
Dug In +15pts Flamethrower (12”, A6) +5pts count as having charged for the purpose of
Guerrilla Tactics +15pts Fusion Rifle (12”,A1,AP(4),Deadly(6)) +10pts special rules, and they must take a dangerous
Hidden Tunnels +35pts Replace any CCW: terrain test before attacking.
Energy Sword (A2, AP(1), Rending) +5pts Guerrilla Tactics: When the hero and his unit
D Replace Carbine: Energy Fist (A2, AP(2)) +10pts are activated pick one of the following tactics,
Shotgun (12”, A2) +5pts and they get one of these special rules until
Flamethrower (12”, A6) +5pts K Upgrade any model with any: the end of the round:
Plasma Rifle (24”, A1, AP(2)) +5pts Wrist-Flamer (12”, A6) +10pts • Dash: +3” when moving
• Focus: +1 to shooting rolls
Fusion Rifle +15pts Wrist-GL (12”, A1, AP(1), Blast(3)) +10pts
• Exploit: AP(+1) when shooting
(12”, A1, AP(4), Deadly(6)) • Assault: +1 to melee rolls
Sniper Rifle (36”, A1, AP(1), Sniper) +15pts L Upgrade with:
Replace 2x CCWs: Heavy Plating (Tough(+3)) +55pts Hidden Tunnels: The hero and his unit get the
Pistol (12”, A1) and CCW (A1) Free Ambush special rule.
2x Pistols (12”, A1) Free M Replace Heavy Flamethrower: Medical Training: This model and his unit get
2x Energy Swords +5pts Fusion Rifle (12”,A1,AP(4),Deadly(6)) +5pts the Regeneration rule.
(A1, AP(1), Rending) Heavy Machinegun (36”, A3, AP(1)) +5pts Spotting Laser: This model may try to mark
Upgrade with: an enemy unit instead of firing one of its
E Upgrade any model with: Transport(6) +10pts weapons. Pick one enemy unit within 36” and
Claw Gauntlets (Rending in melee) +5pts line of sight and roll one die, on a 4+ it’s
N Replace Flamethrower Cannon: marked. Friendly units may remove markers
F Upgrade Psychic(1): Fusion Cannon +5pts from the target to get +X to their shooting
Psychic(2) +15pts (24”, A1, AP(4), Blast(3)) rolls against the marked unit, where X is the
Gatling Gun (24”, A10) +10pts number of removed markers.
G Replace any Carbine: Laser Cannon +15pts
Pistol (12”, A1) and CCW (A1) Free (48”, A1, AP(4), Deadly(3))
Psychic Spells
Foresight (4+): Target friendly unit within 12”
Shotgun (12”, A2) Free Light Battle Cannon +15pts
gets +1 to hit next time it shoots.
Flamethrower (12”, A6) +5pts (48”, A1, AP(2), Blast(3))
Flame Breath (4+): Target enemy unit within
Shred Rifle (18”, A2, Rending) +5pts Upgrade with:
12” takes 2 automatic hits with AP(2).
Plasma Rifle (24”, A1, AP(2)) +5pts 2x Heavy Machineguns +40pts
Protective Dome (5+): Target friendly unit
Minigun (24”, A4, AP(1)) +10pts (36”, A3, AP(1))
within 12” gets Regeneration next time it
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts
O Replace Minigun: takes wounds.
Missile Launcher – pick one to fire: +20pts
Missile Launcher – pick one to fire: +10pts Expel (5+): Target enemy unit within 12” takes
HE (48”, A1, Blast(3))
HE (48”, A1, Blast(3)) 1 automatic hit with AP(4) and Deadly(3).
AT (48”, A1, AP(3), Deadly(3))
AT (48”, A1, AP(3), Deadly(3)) Psychic Speed (6+): Target friendly unit within
Upgrade one model with one:
Laser Cannon +20pts 12” may immediately move by up to 6”.
Gun Drone (24”, A3) +5pts
(48”, A1, AP(4), Deadly(3)) Tempest (6+): Target enemy unit within 6”
Medical Training +45pts
takes 1 automatic hit per model.
Upgrade all models with one:
Camo Cloaks (Stealth) +10pts
Wings (Ambush, Flying) +40pts

2

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Robot Legions are an extremely dangerous faction of androids
which are designed to be fast to learn and easy to play. and other destructive machines that have developed sentience
and are now out to destroy all biological life forms. They are
This project was made by gamers for gamers and it can only
cruel and relentless in their quest, stopping at nothing.
exist thanks to the support of our awesome community.
Their warriors are heavily armed and extremely tough to
If you’d like to support the continued development of our
destroy, being able to rise back even after being torn apart.
games you can donate on patreon.com/onepagerules.
Due to their heavy frames and complex constructions they are
Thank you for playing! unable to move quickly, but that doesn’t hinder them too much.

Originally designed as helper robots by the elves, when these


androids started to become sentient their creators tried to shut
them down. The robots then rebelled and killed their masters,
driving them off their planets.

Since then the Robot Legions have been brutally hunting down
all biological life forms in the Sirius sector mercilessly…

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Tri-Scorpion 3+ 2+ Annihilation Gun (18”, A2, Blast(3), AP(1)), Fearless, Hero, Regeneration, Strider, - 235pts
Overseer [1] Metal Claw (A3, AP(1), Rending), Tough(6)
Harvest Blade (A2, AP(4), Deadly(3))
Annihilator 3+ 2+ Staff-Shot (12”, A3, AP(1)), Staff (A3) Ambush, Fearless, Hero, Regeneration, A, B 205pts
Overseer [1] Strider, Tough(6)
Overseer [1] 3+ 2+ Staff-Shot (12”, A3, AP(1)), Staff (A3) Hero, Fearless, Regeneration, Slow, A 95pts
Tough(3)
Technomancer [1] 3+ 3+ Staff-Shot (12”, A3, AP(1)), Staff (A3) Hero, Fearless, Regeneration, Slow, C 85pts
Tough(3)
Warden [1] 3+ 2+ Heavy Reaper Rifle (24”, A2, AP(2)), Hero, Fearless, Regeneration, - 165pts
Heavy CCW (A3, AP(1)) Royal March, Slow, Tough(3)
Nanobot 2+ 2+ Spirit Attack (A8, AP(2), Rending) Ambush, Fear, Flying, Hero, Psychic(1), D 460pts
Wraith-Shard [1] Regeneration, Tough(12)
Warriors [5] 3+ 3+ Gauss Rifles (24”, A1, Rending), CCWs (A1) Fearless, Regeneration, Slow E 130pts
Eternals [5] 3+ 2+ Gauss Rifles (24”, A1, Rending), CCWs (A1) Fearless, Regeneration, Slow F 150pts
Guardians [5] 3+ 2+ Rod-Shots (12”, A2, AP(1)), Rods (A2) Fearless, Regeneration, Slow G 160pts
Flesh-Eaters [5] 3+ 3+ Metal Claws (A3, AP(1), Rending) Fearless, Regeneration, Slow H 160pts
Snipers [5] 3+ 2+ Sniper Carbines (24”, A1, AP(1), Sniper), Ambush, Fearless, Regeneration, Slow I 215pts
CCWs (A1)
Bot Swarms [3] 6+ 6+ Swarm Attacks (A3, Rending) Fearless, Regeneration, Strider, Tough(3) - 120pts
Hover Bikes [3] 3+ 3+ Twin Gauss Rifles (24”, A2, Rending) Fearless, Regeneration, Strider J 125pts
Robot Snakes [3] 3+ 2+ Metal Fangs (A3, AP(1), Rending) Fearless, Regeneration, Strider, Tough(3) K 325pts
Destroyer 3+ 2+ 2x Armblades (A2, AP(2)), Ambush, Fearless, Regeneration, Strider, L 395pts
Robot Snakes [3] Metal Fangs (A3, AP(1), Rending) Tough(3)
Tri-Scorpions [3] 3+ 2+ 2x Armblades (A2, AP(2)) Fearless, Regeneration, Strider, Tough(3) L 330pts
Tri-Scorpion 3+ 2+ 6x Disintegration Pistols (18”, A1, AP(1)), Ambush, Fearless, Hunter, Regeneration, - 155pts
Pistoleer [1] CCW (A3) Relentless, Strider, Tough(3)
Annihilators [3] 3+ 2+ Gauss Cannons (24”, A2, AP(1), Rending), Ambush, Fearless, Regeneration, Strider, M 380pts
CCWs (A3) Tough(3)
Heavy 3+ 2+ Heavy Gauss Cannon Ambush, Fearless, Regeneration, Strider, N 265pts
Annihilator [1] (36”, A1, AP(4), Deadly(6)) Tough(6)

A Upgrade with one: F Replace all Gauss Rifles: M Replace one Gauss Cannon:
Wrist-Mounted Flamer (12”, A6) +10pts Flux Rifles (24”, A1, AP(1), Flux) +15pts Heavy Gauss Cannon +55pts
Wrist-Mounted Laser Cannon +95pts Heavy Gauss Rifles +15pts (36”, A1, AP(4), Deadly(6))
(48”, A1, AP(4), Deadly(6)) (24”, A1, AP(1), Rending) Replace all Gauss Cannons:
Replace Staff-Shot and Staff: 2x Hyper Swords +25pts
Hyper Sword (A3, AP(1), Rending) Free G Replace all Rod-Shots and Rods: (A3, AP((1), Rending)
Void Sword (A6, AP(1)) +5pts War Scythes (A2, AP(4)) +5pts
Phase Glaive (A3, AP(4)) +5pts Antimatter Pistols (12”, A1, AP(1)) +5pts N Replace Heavy Gauss Cannon:
War Scythe (A3, AP(2), Deadly(3)) +10pts and Void Swords (A4, AP(1)) Exterminator Cannon +35pts
Hyper Swords (A2, AP(1), Rending) +20pts (36”, A3, AP(2), Blast(3))
B Replace Staff-Shot and Staff: and Combat Shields (Shield Wall)
CCW (A3) and Heavy Gauss Cannon +65pts Upgrade all models with: Special Rules
(36”, A1, AP(4), Deadly(6)) Jetpacks (Ambush, Flying) +80pts Darkness-Protocol: The hero and his unit get
the Ambush special rule.
C Upgrade with one: H Upgrade all models with: Flux: For each unmodified result of 6 you roll
Flame-Protocol (12”, A6, AP(1)) +20pts Ambush +40pts to hit that hit is multiplied by 4.
Dread-Protocol (18”, A3, AP(2)) +20pts Replace one Metal Claws: Gloom-Protocol: This model may block spells
Solar-Protocol +20pts Chainsaw Claws (A6, AP(1)) +5pts as if it had the Psychic(2) special rule. If it is a
(24”, A1, AP(3), Deadly(3)) Plasma Claws (A3, AP(3)) +5pts Psychic then it gets +2 to spell block rolls.
Electric Claws (A3, AP(1), Deadly(3)) +5pts Hunter: On a round in which this unit arrives
Upgrade with one:
from Ambush it gets AP(+3).
Gloom-Protocol +10pts Regen-Protocol: The hero and his unit may
Nightmare-Protocol (Fear) +20pts I Upgrade all models with:
Hunter +15pts ignore wounds from Regeneration on 4+.
Darkness-Protocol +60pts Royal March: The hero and his unit may
Upgrade with any: ignore the Slow special rule.
Jetpack (Ambush, Flying) +15pts
J Replace any Twin Gauss Rifle:
Shield Wall: Enemies get -1 to hit when they
Twin Flux Rifle (24”, A2, AP(1), Flux) +5pts
Bot Master (Psychic(1)) +20pts attack units where all models have this rule.
Antimatter Rifle +5pts
Regen-Protocol +65pts
(24”, A1, AP(1), Blast(3))
Upgrade with up to two: Psychic Spells
Technoslave (A3, AP(1)) +10pts Star Bots (4+): Target enemy unit within 12”
K Upgrade any model with one:
gets -1 to melee next time it fights.
Antimatter Pistol (12”, A1, AP(1)) +5pts
D Upgrade Psychic(1): Death Gaze (12”, A1, Deadly(3)) +5pts
Meteor Bots (4+): Target enemy unit within
Psychic(2) +15pts 12” takes 2 automatic hits with AP(2).
Whip Coil (A3, AP(1), Rending) +15pts
Psychic(3) +30pts Assault Bots (5+): Target friendly unit within
L Replace one 2x Arm Blades: 12” may immediately move by up to 3”.
E Replace any Gauss Rifle: Heavy Armblade (A4, AP(4)) +10pts Thunderbolt Bots (5+): Target enemy model
Reaper Rifle (12”, A1, AP(2)) Free within 12” takes 4 automatic hits.
Upgrade all models with:
Replace one Gauss Rifle: Plasmabot (Rending) +25pts Arrow Bots (6+): Target enemy unit within 18”
Flame Caster (12”, A6) +5pts gets -2 to hit next time it shoots.
Plasma Caster (24”, A1, AP(2)) +5pts Fire Bots (6+): Target 2 enemy units within 6”
Fusion Caster +20pts take 6 automatic hits with AP(1) each.
(12”, A1, AP(4), Deadly(6))

2

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Transport Tank [1] 3+ 2+ Defensive Array (24”, A5, Rending) Fast, Fearless, Impact(6), Strider, A 225pts
Tough(6), Transport(11)
Doom Tank [1] 3+ 2+ Defensive Array (24”, A5, Rending), Fast, Fearless, Impact(6), Strider, A 255pts
Doom Cannon (36”, A1, AP(4), Blast(3)) Tough(6)
Support Platform [1] 3+ 2+ Gauss Cannon (24”, A2, AP(1), Rending), Fearless, Slow, Strider, Tough(6) A, B 250pts
Twin Flux Cannon (24”, A8, AP(2), Flux)
Tripod Robot [1] 3+ 2+ 2x Atom Beam (12”, A3, AP(1)), Stomp (A1, AP(1)) Fear, Fearless, Strider, Tough(6) A, C 190pts
Spider Robot [1] 3+ 2+ Spider Fangs (A4, AP(1)), Stomp (A1, AP(1)) Fast, Fear, Fearless, Repair, A, D 200pts
Strider, Tough(6)
Spider Walker [1] 3+ 2+ Antimatter Cannon (24”, A1, AP(2), Blast(6)), Fast, Fear, Fearless, Strider, E 380pts
Crushing Legs (A3, AP(1)), Stomp (A2, AP(1)) Tough(12)
Night Transport [1] 3+ 2+ Twin Flux Cannon (24”, A8, AP(2), Flux) Aircraft, Fearless, Tough(6), A 275pts
Transport(11)
Doom Fighter [1] 3+ 2+ Death Beam (24”, A1, AP(4), Blast(3)), Aircraft, Fearless, Tough(6) A 285pts
Twin Flux Cannon (24”, A8, AP(2), Flux)
Death Fortress [1] 3+ 2+ 4x Gauss Machinegun (24”, A3, AP(1), Rending), Ambush, Fear, Fearless, Slow, F 660pts
Heavy Antimatter Cannon(24”,A1,AP(3),Blast(6)) Strider, Tough(18), Transport(21)
Fortress of 3+ 2+ 4x Heavy Flux Cannon (24”, A5, AP(2), Flux) Ambush, Fear, Fearless, Slow, G 900pts
Destruction [1] Destruction Pulse (30”, A1, AP(4), Deadly(6)) Strider, Tough(24)
Chained Tyrant 3+ 2+ Psychic Blast (24”, A2, AP(2), Blast(6)), Fear, Fearless, Strider, F 725pts
Monolith [1] Crushing Legs (A6, AP(1)), Stomp (A3, AP(2)) Psychic Master, Tough(18)
Technoward 3+ 2+ Monolith Beam (24”, A1, AP(4), Deadly(6)), Fear, Fearless, Strider, A 395pts
Monolith [1] Crushing Legs (A3, AP(1)), Stomp (A2, AP(1)) Psychic Warden, Tough(12)

A Upgrade with: Special Rules


Repair Bots (Regeneration) +35pts Bot Fabricator: When this unit is activated
place 1 Bot Swarm fully within 6” of this unit.
B Replace Gauss Cannon: Flux: For each unmodified result of 6 you roll
Flux Cannon (24”, A4, AP(2), Flux) +30pts to hit that hit is multiplied by 4.
Replace Twin Flux Cannon: Gloom-Protocol: This model may block spells
Overseer Pilot - -80pts as if it had the Psychic(2) special rule.
Staff-Shot (12”, A3, AP(1)), Staff (A3) Psychic Master: This model counts as having
Upgrade Overseer Pilot with one: the Psychic(3) rule, and may cast or block up
Wrist-Mounted Flamer (12”, A6) +10pts to three spells each round, however for every
unmodified result of 1 it takes 3 wounds.
Wrist-Mounted Laser Cannon +95pts
Psychic Warden: Whenever a model within 6”
(48”, A1, AP(4), Deadly(6))
would take wounds from Psychic Master, you
Replace Staff-Shot and Staff:
may put those wounds on this model instead.
Hyper Sword (A3, AP(1), Rending) Free Reanimator: When this unit is activated pick
Void Sword (A6, AP(1)) +5pts one friendly unit within 12”, which may ignore
Phase Glaive (A3, AP(4)) +5pts wounds from Regeneration on 4+ next time it
War Scythe (A3, AP(2), Deadly(3)) +10pts takes wounds.
Upgrade Overseer Pilot: Repair: Once per turn, if within 2” of a unit
Royal March Order +60pts with Tough, roll one die. On a 2+ you may
repair 1 wound from the target.
C Replace 2x Atom Beam: Royal March Order: When this model is
Doom Blaster +20pts activated pick one friendly unit within 12”,
(24”, A1, AP(4), Blast(3)) which may ignore the Slow special rule next
Upgrade with one: time it moves.
Twin Gauss Rifles (24”,A2,Rending) +10pts
Tripod Queen (Royal March Order) +60pts Psychic Spells
Reanimator +90pts Star Bots (4+): Target enemy unit within 12”
gets -1 to melee next time it fights.
D Upgrade with up to two: Meteor Bots (4+): Target enemy unit within
Antimatter Rifle +20pts 12” takes 2 automatic hits with AP(2).
(24”, A1, AP(1), Blast(3)) Assault Bots (5+): Target friendly unit within
Upgrade with any: 12” may immediately move by up to 3”.
Gloom-Protocol +10pts Thunderbolt Bots (5+): Target enemy model
Bot Fabricator +100pts within 12” takes 4 automatic hits.
Arrow Bots (6+): Target enemy unit within 18”
E Replace Antimatter Cannon: gets -2 to hit next time it shoots.
Fusion Ray (24”,A2,AP(4),Deadly(6)) +25pts Fire Bots (6+): Target 2 enemy units within 6”
Heavy Gauss Cannon +50pts take 6 automatic hits with AP(1) each.
(36”, A1, AP(4), Deadly(6))
Upgrade with:
Repair Bots (Regeneration) +70pts

F Upgrade with:
Repair Bots (Regeneration) +110pts

G Upgrade with:
Repair Bots (Regeneration) +145pts
Replace Destruction Pulse:
Nanobot Wraith-Shard (Psychic(3)) -10pts

3

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Soul-Snatcher Cults are a collection of vicious aliens that
which are designed to be fast to learn and easy to play. invade human planets covertly, kidnapping the local population
and mutating them to fight for their cause. They are led by
This project was made by gamers for gamers and it can only
powerful psychics that seek to take over all human planets
exist thanks to the support of our awesome community.
under their reign and govern the Sirius sector.
If you’d like to support the continued development of our
A Soul-Snatcher Cult invasion starts with elite snatchers
games you can donate on patreon.com/onepagerules.
dropping onto planets in camouflaged drop pods. They then
Thank you for playing! kidnap part of the population and take them back to their ships
to brainwash and mutate them before releasing them again.

Once enough individuals have been brainwashed the main


invasion begins, with these minions aiding the snatchers in
fighting the local military from the inside out.

Don’t forget to check your closet before going to sleep, you


never know where the Soul-Snatchers might be hiding next…

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Soul-Snatcher 3+ 3+ 2x Piercing Claws (A3, AP(2), Rending) Fast, Fear, Hero, Psychic(1), Scout, A, L 190pts
Patriarch [1] Strider, Tough(6)
Snatcher Veteran [1] 3+ 4+ 2x Piercing Claws (A3, Rending) Fast, Hero, Scout, Strider, Tough(3) L 80pts
Mage [1] 5+ 5+ Psychic Staff (A3, Rending) Hero, Psychic(1), Scout, Tough(3) A 55pts
Neophyte Support[1] 5+ 5+ Pistol (12”, A1), CCW (A2) Hero, Scout, Tough(3) B 30pts
Neophyte Elite [1] 4+ 5+ Pistol (12”, A1), CCW (A2) Hero, Scout, Stealth, Tough(3) C 45pts
Alpha Biker [1] 4+ 5+ Sniper Rifle (36”, A1, AP(1), Sniper), CCW (A2) Fast, Hero, Impact(1), Scout, Tough(3) D 65pts
Acolyte Warden [1] 4+ 5+ Pistol (12”, A1), Piercing Claws (A3, Rending) Banner, Hero, Scout, Tough(3) - 100pts
Brute Champion [1] 3+ 4+ Sledgehammer (A2, AP(2), Blast(3)) Hero, Regeneration, Scout, Tough(3) - 90pts
Minions [5] 5+ 5+ Assault Rifles (24”, A1), CCWs (A1) Scout E, F 75pts
Support Minions [3] 5+ 5+ Heavy Machineguns (36”,A3,AP(1)), CCWs(A1) Scout, Tough(3) F 130pts
Neophytes [5] 5+ 5+ Assault Rifles (24”, A1), CCWs (A1) Scout E, G 75pts
Acolytes [5] 4+ 5+ Pistols (12”, A1), Piercing Claws (A2,Rending) Scout H, I 110pts
Morphs [5] 4+ 5+ Pistols (12”,A1), Mutated Talons (A2, AP(1)) Scout H, J 110pts
Mutant Brutes [5] 3+ 4+ Energy Picks (A2, AP(1), Rending) Regeneration, Scout K 185pts
Soul-Snatchers [5] 3+ 4+ Piercing Claws (A3, Rending) Fast, Scout, Strider L 215pts
Elite Snatchers [5] 3+ 3+ Piercing Claws (A3, Rending) Fast, Regeneration, Scout, Strider L 255pts
Minion Bikers [3] 5+ 5+ Pistols (12”, A1), CCWs (A2) Fast, Impact(1), Scout M 65pts
Minion Quadbike [1] 5+ 5+ Heavy Flamethrower (12”,A6,AP(1)), CCW(A2) Fast, Impact(3), Scout, Tough(3) N 50pts

A Upgrade Psychic(1): G Replace any Assault Rifle: M Replace any Pistol:


Psychic(2) +15pts Shotgun (12”, A2) Free Burst Pistol (6”, A3) +5pts
Upgrade with up to two: Replace one Assault Rifle: Shotgun (12”, A2) +5pts
Familiar (A2, Rending) +5pts Web Carbine (18”, A1, Blast(3)) +5pts Assault Rifle (24”, A1) +5pts
Upgrade with: Light Machinegun (36”, A3) +10pts Grenade Launcher–pick one to fire: +10pts
Psychic Idol +10pts Mining Laser +10pts HE (24”, A1, Blast(3))
(24”,A1,AP(4),Deadly(3)) AT (24”, A1, AP(1), Deadly(3))
B Replace Pistol and CCW: Earthquake Cannon (24”, A3, AP(3)) +15pts Replace one CCW:
Syringe Goad (A1, AP(3), Deadly(3)) Free Sniper Rifle (36”, A1, AP(1), Sniper) +15pts Energy Pick (A2, AP(1), Rending) +5pts
Array of CCWs +5pts Upgrade one model with: Energy Axe (A2, AP(2)) +5pts
(A3, AP(1), Poison, Rending) Battle Standard (Fear) +20pts Energy Hammer +5pts
Upgrade with one: Replace one Assault Rifle and CCW: (A2, AP(1), Deadly(3))
Prime (Agitator) +10pts Pistol (12”, A1) and CCW (A2) Free
Mage (Psychic(1)) +20pts Web Pistol (12”, A1, Blast(3)) +5pts N Replace Heavy Flamethrower:
Mad Scientist (Experiments) +25pts and CCW (A2) Mining Laser +5pts
Propagandist (Megaphone) +25pts Replace one CCW: (24”, A1, AP(4), Deadly(3))
Commander (Tactical Console) +45pts Energy Pick (A2, AP(1), Rending) +5pts Heavy Machinegun (36”, A3, AP(1)) +5pts
Energy Maul (A2, AP(2)) +5pts
C Replace Pistol and CCW: Special Rules
2x Energy Swords +10pts H Replace any Pistol: Agitator: The hero and his unit get Furious.
(A2, AP(1), Rending) Flamethrower Pistol (6”, A6) +5pts Banner: The hero and his unit get the Furious
Array of Pistols (12”, A6, AP(1)), +10ts Upgrade one model with: and Regeneration special rules.
CCW (A2) Battle Standard (Fear) +20pts Experiments: When the hero and his unit fight
Replace Pistol: in melee roll one die and apply one bonus:
Burst Pistol (6”, A3) Free I Replace up to two Piercing Claws: • 1-2: Unit gets AP(+1)
Needle Carbine (18”, A2, Poison) +5pts Heavy Cutter (A2, AP(3)) +5pts • 3-4: Unit gets +1 attack
Sniper Rifle (36”, A1, AP(1), Sniper) +15pts Heavy Chainsaw (A4, AP(1)) +5pts • 5-6: Enemies get -1 to hit
Replace CCW: Heavy Drill (A2, AP(1), Deadly(3)) +5pts
Toxin Knife (A4, Poison) +5pts Demo-Charges (A1, AP(2), Blast(3)) +5pts Megaphone: The hero and his unit get Fast.
Replace one Pistol and Piercing Claws: Psychic Idol: The hero gets +1 when rolling to
D Upgrade with: Pistol (12”, A1) and +5pts block enemy spells.
Survey Vehicle +25pts Survey Vehicle: When this unit is activated
Sword Claw (A2, Deadly(3))
pick one enemy unit within 24” and the next
Whip Limb and Sword Claw +5pts
E Replace one Assault Rifle: time it’s targeted by friendly units they get +1
(A2, Deadly(6)) to their rolls when shooting at it.
Flamethrower (12”, A6) +5pts
Tactical Console: When the hero is activated
Shred Rifle (18”, A2, Rending) +5pts J Replace any Mutated Talons: pick one friendly unit within 12”, which may
Plasma Rifle (24”, A1, AP(2)) +5pts Mutated Claws (A2, AP(1), Rending) +5pts immediately move by up to 6”.
Grenade Launcher–pick one to fire: +5pts Mutated Whips (A4, AP(1)) +5pts
HE (24”, A1, Blast(3)) Replace one Mutated Talon: Psychic Spells
AT (24”, A1, AP(1), Deadly(3)) Mutated Sword Claw +5pts Stimulant (4+): Target friendly unit within 12”
Replace one Assault Rifle and CCW: (A2, AP(1), Deadly(3)) gets Furious next time it charges.
Pistol (12”, A1) and CCW (A2) Free Mind Poison (4+): Target enemy unit within
K Replace any Energy Pick: 12” takes 3 automatic hits with AP(1).
F Upgrade with one: Energy Hammer +5pts Hypnosis (5+): Target friendly unit within 12”
Squad Weapon Attachment +45pts (A2, AP(1), Deadly(3)) gets +1 to defense next time it takes hits.
(add one Support Minions model Brain Burst (5+): Target enemy model within
with Heavy Machinegun) L Upgrade any model with: 12” takes 4 automatic hits.
Replace any Heavy Machinegun: Razor Claws (A3) +5pts Mind Control (6+): Target enemy unit within
Missile Launcher – pick one to fire: +5pts Upgrade one model with: 12” must take a morale test. If failed you may
HE (48”, A1, Blast(3)) Psychic(1) +20pts force it to shoot at another enemy unit.
Psychic Blaze (6+): Target 2 enemy units
AT (48”, A1, AP(3), Deadly(3))
within 6” take 4 hits with AP(2) each.
Mortar (48”, A1, Blast(3), Indirect) +5pts
Autocannon (48”, A2, AP(2)) +5pts
Laser Cannon +10pts
(48”,A1,AP(4),Deadly(3))

2

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Attack Vehicle [1] 4+ 2+ 2x Heavy Machinegun (36”, A3, AP(1)), Fast, Impact(3), Scout, Tough(6) A 195pts
Heavy Mining Laser (36”, A1, AP(4), Deadly(3))
Light APC [1] 4+ 2+ 2x Heavy Flamethrower (12”, A6, AP(1)) Fast, Impact(6), Tough(6), B, C 180pts
Transport(11)
Grinder Truck [1] 4+ 2+ Light Machinegun (36”, A3), Fast, Impact(9), Strider, Tough(6), D 190pts
Heavy Incinerator (18”, A6, AP(1)) Transport(6)
Mining Truck [1] 4+ 2+ Light Machinegun (36”, A3), Fast, Impact(6), Tough(6), - 215pts
Twin Autocannon (48”, A4, AP(2)) Transport(11)
Battle Tank [1] 4+ 2+ Heavy Flamethrower (12”, A6, AP(1)), Fast, Impact(6), Tough(12) B, E 295pts
Nova Cannon (36”, A1, AP(1), Blast(6))
Light Walker [1] 4+ 2+ Heavy Flamethrower (12”, A6, AP(1)), Fear, Tough(6) F 145pts
Stomp (A1, AP(1))

A Replace Heavy Mining Laser: F Replace Heavy Flamethrower:


Heavy Mortar +5pts Heavy Machinegun (36”, A3, AP(1)) +5pts
(48”, A1, AP(1), Blast(3), Indirect) Autocannon (48”, A2, AP(2)) +10pts
Upgrade with one: Missile Launcher – pick one to fire: +15pts
Flare Gun +15pts HE (48”, A1, Blast(3))
Spotter +20pts AT (48”, A1, AP(3), Deadly(3))
Survey Vehicle +25pts Laser Machinegun (36”, A3, AP(2)) +15pts
Plasma Cannon +15pts
B Upgrade with any: (36”,A1,AP(2),Blast(3))
Dozer Blade (Strider) +5pts Laser Cannon +25pts
Hunter Missiles +30pts (48”,A1,AP(4),Deadly(3))
(48”, A1, AP(3), Deadly(3))
Upgrade with one: Special Rules
Storm Rifle (24”, A2) +5pts Flare Gun: When this unit is activated pick
Light Machinegun (36”, A3) +15pts one friendly unit within 6”. That unit may
immediately move by up to 6”.
C Replace one Heavy Flamethrower: Spotter: When this unit is activated pick one
Heavy Machinegun (36”, A3, AP(1)) +5pts friendly unit within 6”. That unit’s weapons
Laser Machinegun (36”, A3, AP(2)) +15pts get +6” range next time it shoots.
Replace one Heavy Flamethrower: Survey Vehicle: When this unit is activated
Heavy Machinegun (36”, A3, AP(1)) +5pts pick one enemy unit within 24” and the next
time it’s targeted by friendly units they get +1
to their rolls when shooting at it.
D Replace Heavy Incinerator:
Heavy Mining Laser +5pts
(36”, A1, AP(4), Deadly(3))
Heavy Earthquake Cannon +15pts
(24”, A5, AP(3))

E Replace Nova Cannon:


Siege Cannon +10pts
(24”, A1, AP(4), Blast(6))
Heavy Autocannon (48”, A4, AP(3)) +20pts
Anti-Tank Cannon +30pts
(48”, A1, AP(4), Deadly(6))
Heavy Plasma Cannon +40pts
(36”, A3, AP(2), Blast(3))
Gatling Cannon (24”, A20, AP(1)) +50pts
Battle Cannon +50pts
(48”, A1, AP(3), Blast(6))
Replace Heavy Flamethrower:
Heavy Machinegun (36”, A3, AP(1)) +5pts
Laser Cannon +25pts
(48”,A1,AP(4),Deadly(3))
Upgrade with one:
2x Heavy Flamethrowers +25pts
(12”, A6, AP(1))
2x Heavy Machineguns +40pts
(36”, A3, AP(1))
2x Plasma Cannons +55pts
(36”, A1, AP(2), Blast(3))
2x Heavy Fusion Rifles +70pts
(24”, A1, AP(4), Deadly(6))

3

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games The TAO Coalition is an interstellar military alliance between
which are designed to be fast to learn and easy to play. various factions. These factions all fight under the same
banner and share advanced technology, making them one of
This project was made by gamers for gamers and it can only
the most prolific military forces in the Sirius sector.
exist thanks to the support of our awesome community.
Originally the TAO Coalition was formed between small alien
If you’d like to support the continued development of our
empires that banded together to fight a local alien hive, but
games you can donate on patreon.com/onepagerules.
with time more and more factions joined in. By sharing their
Thank you for playing! knowledge they were able to develop advanced battle suits and
superior titan mecha.

Now the TAO Coalition is made up of highly advanced military


factions and this is reflected in their use of ranged weaponry
with no real melee capabilities. This leads them to fight much
more conservatively and take an almost hunt-style approach to
combat that is slow and methodical.

Individually they might not amount to much, but together they


could take over the galaxy one day…

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Battlesuit Captain[1] 3+ 2+ Suit Fists (A4, AP(1)) Ambush, Flying, Hero, Tough(3) A, B 90pts
Grunt Captain [1] 4+ 4+ Pulse Shotgun (12”, A2, AP(1)), CCW (A1) Hero, Tough(3) B, C, D 40pts
Jackal Veteran [1] 4+ 5+ Assault Rifle (24”, A1), CCW (A4) Hero, Scout, Strider, Tough(3) E 50pts
Sage [1] 4+ 6+ Sacred Sword (A3, Rending) Fearless, Hero, Tough(3) F 35pts
Grunt Squad [5] 5+ 4+ Pulse Shotguns (12”, A2, AP(1)), CCWs (A1) Good Shot D, G, H 80pts
Spotter Squad [5] 5+ 5+ Pulse Carbines (18”, A2, AP(1)), CCWs (A1) Good Shot, Scout G, I 100pts
Stealth Suits [3] 5+ 4+ Burst Carbines (18”, A4, AP(1)), CCWs (A1) Ambush, Good Shot, Stealth, J 165pts
Tough(3)
Battle Suits [3] 4+ 2+ Suit Fists (A2, AP(1)) Ambush, Flying, Tough(3) K 210pts
Sniper Drones [3] 5+ 5+ Pulse Rifles (30”, A1, AP(1)), Tasers (A1) Ambush, Flying, Good Shot L 70pts
Gun Drones [5] 5+ 5+ Twin Pulse Carbines (18”, A4, AP(1)), Tasers (A1) Ambush, Flying, Good Shot - 155pts
Jackals [5] 5+ 6+ Assault Rifles (24”, A1), CCWs (A2) Scout, Strider M, E 80pts
Jackal Hounds [5] 5+ 6+ Claws (A3) Fast, Scout, Strider N 95pts
Jackal Cavalry [3] 5+ 4+ Assault Rifles (24”, A1), CCWs (A2), Fast, Impact(3), Scout, Strider, O 175pts
Beast Claws (A3, AP(1)) Tough(3)
Locusts [5] 4+ 5+ Neutron Carbines (18”, A1, AP(1)), CCWs (A1) Ambush, Flying P 135pts

A Upgrade with up to four: H Replace all Pulse Shotguns: N Upgrade all models with any:
Flamethrower (12”, A6) +10pts Pulse Rifles (30”, A1, AP(1)) +5pts Vicious Bite (Poison) +5pts
Plasma Rifle (24”, A1, AP(2)) +10pts Pulse Carbines (18”, A2, AP(1)) +10pts Hunter Breed (Furious) +5pts
Burst Carbine (18”, A4, AP(1)) +20pts Replace one Pulse Shotgun:
Ion Carbine (18”, A1, AP(2), Blast(3)) +20pts Flamethrower (12”, A6) +5pts O Replace any Assault Rifle:
Frag Pod (18”, A1, Blast(6), Indirect) +25pts Shred Rifle (18”, A2, Rending) +5pts Heavy Machinegun (36”, A3, AP(1)) +10pts
Missile Pod (36”, A2, AP(2)) +25pts Plasma Rifle (24”, A1, AP(2)) +5pts Autocannon (48”, A2, AP(2)) +15pts
Rapid Burst Carbine (18”, A8, AP(1)) +35pts Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts
Fusion Carbine +35pts Upgrade one model with: P Replace one Neutron Carbine:
(18”, A1, AP(4), Deadly(6)) Support Turret +20pts Flamethrower (12”, A6) +5pts
Replace Suit Fists: (Missile Pod (36”, A2, AP(2)) Shred Rifle (18”, A2, Rending) +5pts
Plasma Sword (A4, AP(1), Rending) +5pts Replace Missile Pod: Plasma Rifle (24”, A1, AP(2)) +5pts
Plasma Sword (A4, AP(1), Rending) +80pts Smart Missiles +10pts Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts
and Energy Shield (Tough(+3)) (30”, A4, AP(1), Indirect)
Special Rules
B Upgrade with up to two: I Replace up to three Pulse Carbines: Accelerator Drone: This unit gets +6” range
Spotter Drone (Spotting Laser) +15pts Scoped Rifle (30”, A1, AP(1), Sniper) +10pts when firing its Pulse Carbines.
Gun Drone +20pts Ion Rifle (30”, A1, AP(2), Blast(3)) +15pts Beacon: Friendly units using Ambush may
(Twin Pulse Carbine (18”, A4, AP(1)) Rail Rifle (30”, A1, AP(4), Deadly(3)) +15pts ignore distance restrictions from enemies if
Mini-Shield Drone (Regeneration) +20pts Upgrade any model with: they are within 12” of this model.
Elemental Power: When the hero and his unit
Spotting Laser +15pts
are activated pick one of these powers, and
C Replace Pulse Shotgun: Upgrade one model with one: they get one of these special rules until the
Pulse Rifle (30”, A1, AP(1)) Free Inhibitor Drone +15pts end of the round:
Pulse Carbine (18”, A2, AP(1)) +5pts Accelerator Drone +15pts • Wind: +3” when moving
Upgrade with: Recon Drone (Beacon, +25pts • Fire: +1 to shooting rolls
Volley Fire +25pts Burst Carbine (18”, A4, AP(1))) • Water: +3” to shooting range
• Earth: +1 to melee rolls
D Replace one Pulse Shotgun and CCW: J Replace one Burst Carbine:
Pulse Pistol (12”, A1, AP(1)) Free Fusion Carbine +15pts Good Shot: This model shoots at Quality 4+.
and Ritual Blade (A2) (18”, A1, AP(4), Deadly(6)) Inhibitor Drone: Enemies get -3” movement
Replace Ritual Blade: Upgrade one model with any: when trying to charge this unit.
Plasma Sword (A2, Rending) +5pts Beacon +10pts Shield Drone: The model and his unit count as
Plasma Gauntlet (A2, AP(2)) +5pts Spotting Laser +15pts having the Regeneration special rule.
Spotting Laser: This model may try to mark
E Replace one Assault Rifle: K Upgrade any model with up to three: an enemy unit instead of firing one of its
Pulse Shotgun (12”, A2, AP(1)) +5pts weapons. Pick one enemy unit within 36” and
Plasma Rifle (24”, A1, AP(2)) +5pts
line of sight and roll one die, on a 4+ it’s
Pulse Rifle (30”, A1, AP(1)) +5pts Flamethrower (12”, A6) +10pts marked. Friendly units may remove markers
Pulse Carbine (18”, A2, AP(1)) +10pts Burst Carbine (18”, A4, AP(1)) +15pts from the target to get +X to their shooting
Marksman Rifle +10pts Ion Carbine (18”, A1, AP(2), Blast(3)) +15pts rolls against the marked unit, where X is the
(24”, A1, AP(1), Sniper) Frag Pod (18”, A1, Blast(6), Indirect) +15pts number of removed markers.
Replace one CCW: Missile Pod (36”, A2, AP(2)) +20pts Volley Fire: The hero and his unit get +1A to
Plasma Sword (A2, Rending) +5pts Fusion Carbine +25pts their Pulse Shotguns, Pulse Carbines or
Plasma Gauntlet (A2, AP(2)) +5pts (18”, A1, AP(4), Deadly(6)) Pulse Rifles when using Hold actions.
Replace any Suit Fists:
F Replace Sacred Sword: Plasma Sword (A2, AP(1), Rending) +5pts Psychic Spells
2x Sacred Batons (A3) +5pts Plasma Gauntlet (A2, AP(2)) +10pts Patience (4+): Target friendly unit within 12”
Sacred Dual-Spear (A3, AP(2)) +5pts Upgrade any model with up to two: gets Stealth next time it is shot at.
Sacred Halberd (A3, Deadly(3)) +5pts Spotter Drone (Spotting Laser) +15pts Killing Blow (4+): Target enemy model within
Upgrade with any: 12” takes 1 automatic hit with AP(2).
Gun Drone +20pts
Elemental Power +15pts Boldness (5+): Target friendly unit within 12”
(Twin Pulse Carbine (18”, A4, AP(1))
may immediately move by up to 3”.
Ethereal (Regeneration) +20pts Shield Drone +80pts Devastating Strike (5+): Target enemy unit
Psychic(1) +20pts
within 12” takes 4 automatic hits with AP(1).
Psychic(2) +35pts L Upgrade all models with: Pacification (6+): Target enemy unit within 12”
Drone Controller (Sniper) +35pts gets -3 to melee rolls next time it fights.
G Upgrade one model with one: Deadly Surge (6+): Target 2 enemy units
Spotter Drone (Spotting Laser) +15pts M Replace any Assault Rifle: within 12” take 6 automatic hits each.
Gun Drone +15pts Marksman Rifle +10pts
(Twin Pulse Carbine (18”, A4, AP(1)) (24”, A1, AP(1), Sniper)
Shield Drone +45pts

2

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Hover Transport [1] 4+ 2+ Burst Carbine (18”, A4, AP(1)), Fast, Impact(6), Strider, A, B, C 200pts
2x Twin Pulse Carbines (18”, A4, AP(1)) Tough(6), Transport(11)
Hover Tank [1] 4+ 2+ Sub-Railgun (48”, A1, AP(1), Blast(6)), Fast, Impact(6), Strider, A, B, C, D 325pts
2x Twin Pulse Carbines (18”, A4, AP(1)) Tough(12)
Hover Attack Bike[1] 4+ 2+ Burst Carbine (18”, A4, AP(1)), Fast, Impact(3), Strider, Tough(6) B, C, E 165pts
2x Twin Pulse Carbines (18”, A4, AP(1))
Heavy Battle Suit [1] 4+ 2+ Twin Heavy Missile Pod (36”, A8, AP(2)), Fear, Tough(12) B, F 320pts
Suit Fists (A3, AP(1)), Stomp (A2, AP(1))
Heavy Stealth Suit[1] 4+ 2+ Twin Flamethrower (12”, A12), Ambush, Fear, Flying, Tough(12), G 305pts
Ion Carbine (18”, A1, AP(2), Blast(3)), Stealth
Suit Fists (A3, AP(1)), Stomp (A1, AP(1))
Razor Fighter [1] 4+ 2+ Burst Carbine (18”, A4, AP(1)), Aircraft, Tough(6) B, H 180pts
Ion Tailgun (30”, A1, AP(2), Blast(6))
Sun Bomber [1] 4+ 2+ Missile Pod (36”, A2, AP(2)), Aircraft, Tough(6) B, I 240pts
Pulse Bombs (6”, A1, AP(1), Blast(6)),
2x Twin Ion Rifle (30”, A2, AP(2), Blast(3))
Tide Titan [1] 4+ 2+ Plasma Sword (A8, AP(2), Rending), Fear, Tough(18) K 390pts
Stomp (A4, AP(2))
Surge Titan [1] 4+ 2+ Pulse Cannon (24”, A2, AP(4), Blast(3)), Fear, Tough(24) J 520pts
Stomp (A4, AP(2))

A Replace 2x Twin Pulse Carbines: I Replace Missile Pod:


Twin Burst Carbines Free Twin Missile Pod (36”, A4, AP(2)) +20pts
(18”, A8, AP(1))
Twin Smart Missiles +30pts J Replace Pulse Cannon:
(30”, A8, AP(1), Indirect) Heavy Pulse Cannon +160pts
(48”, A2, AP(4), Blast(6))
B Upgrade with: Upgrade with:
Homing Missiles +40pts Cluster Rockets (48”, A14, AP(1)) +125pts
(48”, A1, AP(3), Deadly(3), Indirect) Take any Cluster Rockets attachment:
Twin Flamethrower (12”, A12) +20pts
C Upgrade with any: Destroyer Missiles +30pts
Anti-Charge System +25pts (48”, A1, AP(3), Deadly(3))
Distortion Engine (Stealth) +25pts Twin Smart Missiles +55pts
(30”, A8, AP(1), Indirect)
D Replace Sub-Railgun: Replace Twin Flamethrower:
Railgun (48”, A1, AP(4), Deadly(6)), +20pts Twin Frag Pod +15pts
Ion cannon (48”, A1, AP(2), Blast(6)) +20pts (18”, A2, Blast(6), Indirect)
Twin Homing Missiles +25pts Heavy Burst Carbine +35pts
(48”, A2, AP(3), Deadly(3), Indirect) (36”, A8, AP(1))

E Replace Burst Carbine: K Replace Plasma Sword:


Fusion Carbine +15pts Heavy Burst Carbine (36”, A8, AP(1)) +20pts
(18”, A1, AP(4), Deadly(6)) Heavy Ion Cannon +55pts
(48”, A1, AP(4), Blast(6))
F Replace Twin Heavy Missile Pod: Upgrade with one:
Twin Heavy Rail Rifle +70pts Twin Plasma Rifle (24”, A2, AP(2)) +10pts
(48”, A2, AP(4), Deadly(6)) Twin Fusion Carbine +55pts
Upgrade with one: (18”, A2, AP(4), Deadly(6))
Twin Plasma Rifle (24”, A2, AP(2)) +10pts Twin Smart Missiles +55pts
Twin Smart Missiles +55pts (30”, A8, AP(1), Indirect)
(30”, A8, AP(1), Indirect) Upgrade with one:
Upgrade with up to two: Plasma Sword (A8, AP(2), Rending) +35pts
Missile Drone +20pts Nova Shield (Stealth) +50pts
(Missile Pod (36”, A2, AP(2))
Gun Drone +25pts Special Rules
(Twin Pulse Carbine (18”, A4, AP(1)) Anti-Charge System: Whenever an enemy unit
Shield Drone (Regeneration) +70pts charges this model roll one die per charging
model. For each 4+ it takes 1 hit with AP(1).
G Replace Ion Carbine: Stealth Drone: Enemy units over 18” away get
Heavy Fusion Carbine +70pts -1 to shooting rolls per drone.
(18”, A1, AP(4), Blast(3), Deadly(6))
Replace Twin Flamethrower:
Twin Burst Carbine +10pts
(18”, A8, AP(1))
Fusion Carbine +10pts
(18”, A1, AP(4), Deadly(6))
Upgrade with up to two:
Stealth Drone +25pts

H Replace Burst Carbine:


Missile Pod (36”, A2, AP(2)) +5pts

3

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Titan Lords are extremely wealthy individuals that have
which are designed to be fast to learn and easy to play. acquired a taste for war and buy giant titan walkers just to get
into combat. Sometimes these lords come together to form
This project was made by gamers for gamers and it can only
alliances that fight under a single banner, however most of
exist thanks to the support of our awesome community.
them usually fight alongside other armies and races, providing
If you’d like to support the continued development of our their services in exchange for satisfying their blood lust.
games you can donate on patreon.com/onepagerules.
In the rare occasion that they fight in an alliance of only Titan
Thank you for playing! Lords armies consist only of these gigantic walkers, which are
extremely powerful and durable in battle. As they come with a
variety of weapons designed for anti-infantry and anti-tank
roles, they are suitable at fighting against all types of enemies
and are a true spectacle to behold.

There are many different titan classes that the lords will use in
battle, with the most common ones being the Errant and the
Paladin classes, both of which carry powerful anti-tank
weapons and massive titan swords.

When one of these beasts falls from the sky you better be
ready, because the Titan Lords always mean business.

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Hell Mini-Titan [1] 3+ 2+ 2x Hell Autocannons (48”, A4, AP(2)), Fear, Fearless, Tough(12) E 480pts
Stomp (A2, AP(1))
Glaive Mini-Titan [1] 3+ 2+ Fusion Blaster (24”, A1, AP(4), Blast(3), Deadly(6)), Fear, Fearless, Tough(12) E 510pts
Mini-Titan Sword (A3, AP(2)), Stomp (A2, AP(1))
Gallant Titan [1] 3+ 2+ Titan Energy Fist (A3, AP(4), Deadly(3)), Fear, Fearless, Tough(24) A 765pts
Titan Sword (A3, AP(4)), Stomp (A4, AP(2))
Warden Titan [1] 3+ 2+ Gatling Cannon (36”, A12, AP(1), Rending), Fear, Fearless, Tough(24) A 910pts
Machinegun (36”, A3), Titan Sword (A3, AP(4)),
Stomp (A4, AP(2))
Preceptor Titan [1] 3+ 2+ Pulse Laser (36“, A5, AP(4), Deadly(3)), Fear, Fearless, Tough(24) A, C 910pts
Titan Sword (A3, AP(4)), Stomp (A4, AP(2))
Errant Titan [1] 3+ 2+ Fusion Cannon (36”, A1, AP(4), Blast(3), Deadly(6)), Fear, Fearless, Tough(24) A 945pts
Titan Sword (A3, AP(4)), Stomp (A4, AP(2))
Castellan Titan [1] 3+ 2+ Plasma Battle Cannon (48”, A1, AP(2), Blast(6)), Fear, Fearless, Tough(24) A, D 945pts
Volcano Cannon (48”, A1, AP(4), Blast(3), Deadly(3)),
Stomp (A4, AP(2))
Paladin Titan [1] 3+ 2+ Rapid Battle Cannon (48”, A2, AP(3), Blast(6)), Fear, Fearless, Tough(24) A 985pts
Machinegun (36”, A3), Titan Sword (A3, AP(4)),
Stomp (A4, AP(2))
Valiant Titan [1] 3+ 2+ Harpoon Cannon (12”, A1, AP(4), Deadly(12)), Fear, Fearless, Tough(24) A, D 1005pts
Triple Flamethrower Cannon (18”, A18, AP(2)),
Stomp (A4, AP(2))
Crusader Titan [1] 3+ 2+ Gatling Cannon (36”, A12, AP(1), Rending), Fear, Fearless, Tough(24) A, B 1145pts
Rapid Battle Cannon (48”, A2, AP(3), Blast(6)),
2x Machineguns (36”, A3), Stomp (A4, AP(2))

A Upgrade with: E Upgrade with one:


Machinegun (36”, A3) +20pts Machinegun (36”, A3) +20pts
Replace any Machinegun: Fusion Rifle +25pts
Fusion Rifle +5pts (12”, A1, AP(4), Deadly(6))
(12”, A1, AP(4), Deadly(6)) Upgrade with one:
Upgrade with one: Power Shields (Regeneration) +70pts
Rocket Pod (48”, A3, AP(3)) +60pts Extra Armor (Tough(+6)) +145pts
Twin AA-Cannon +80pts Upgrade with:
(48”, A4, AP(2), Lock-On) Veteran Mini-Titan +130pts
Missile Pod +90pts
(48”, A1, AP(1), Blast(6), Indirect) Titan Lords
Upgrade with one: When taking Titan Lords you may buy units
Power Shields (Regeneration) +145pts from other armies or build an army made of
Extra Armor (Tough(+12)) +290pts only Titan Lords models. If you do that then
Upgrade with: you may choose to pass your turn to your
Veteran Titan +510pts opponent without activating a unit as long as
he has more non-activated units than you do.
B Replace Gatling Cannon:
Fusion Cannon +55pts
Special Rules
(36”, A1, AP(4), Blast(3), Deadly(6)) Veteran Mini-Titan: This model gets +1 to its
attack rolls for melee and shooting.
Veteran Titan: This model gets +1 to its attack
C Upgrade with one:
rolls for melee and shooting.
Machinegun (36”, A3) +20pts
Laser Machinegun (36”, A3, AP(2)) +35pts
Replace Titan Sword:
Titan Energy Fist +20pts
(A3, AP(4), Deadly(3))

D Upgrade with:
2x Twin Fusion Rifles +50pts
(12”, A2, AP(4), Deadly(6))
Upgrade with one:
Twin Siege Cannon +190pts
(48”, A2, AP(2), Blast(6))
Twin Shield Missiles +190pts
(48”, A2, AP(4), Deadly(6))
Upgrade with one:
2x Twin Siege Cannon +380pts
(48”, A2, AP(2), Blast(6))
2x Twin Shield Missiles +380pts
(48”, A2, AP(4), Deadly(6))

2

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games The Vile Rattus Cult is an army of highly intelligent ratmen, that
which are designed to be fast to learn and easy to play. use hit & run tactics to overwhelm their foes, and then run
away before enemy reinforcements arrive. Their mix of high
This project was made by gamers for gamers and it can only
tech and scavenged equipment makes them unpredictable, and
exist thanks to the support of our awesome community.
often underestimated by their enemies.
If you’d like to support the continued development of our
Their armies consist of a mix of infantry hordes and destructive
games you can donate on patreon.com/onepagerules.
war machines, which make for a formidable combined arms
Thank you for playing! force able to coordinate lightning fast attacks. Top that off with
some mighty psychics and it’s understandable why they are
feared across the Sirius sector.

The Vile Rattus Cult is lead by proud yet cowardly lords and
chiefs, who plot their conquests from a safe distance whilst the
rest of their army gets slaughtered. They are arrogant and
proud, and don’t shy away from avoiding a challenge whilst still
acting like they’re the bravest of the bunch.

Make sure to check your surroundings when facing off against


the Vile Rattus Clan, as they could be lurking anywhere, ready
to stab you in the back.

ThatEvilOne
This army was created in collaboration with ThatEvilOne, a
talented sculptor that’s creating awesome 3D printable
miniatures for any wargames.

Check him out here: patreon.com/thatevilone

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Rat Daemon [1] 2+ 2+ Energy Pulse (48”, A2, AP(4), Deadly(3)) Fear, Hero, Tough(12) - 495pts
2x Heavy Claws (A3, AP(2)), Stomp (A2, AP(1))
Brood Mothers [1] 5+ 5+ Pistol (12”, A1), CCW (A2) Hero, Scout, Tac-Console, Tough(3) - 75pts
Brood Guard [1] 3+ 3+ Energy Halberd (A3, AP(1), Rending) Bodyguard, Hero, Scout, Tough(3) A 80pts
Warren Lord [1] 4+ 5+ Pistol (12”, A1), CCW (A2) Fearless, Hero, Scout, Tough(3) A, B 45pts
Shockvermin Chief [1] 3+ 4+ Energy Halberd (A3, AP(1), Rending) Fearless, Hero, Scout, Tough(3) A 75pts
Tunnel Leader [1] 4+ 5+ Sniper Rifle (36”, A1, AP(1), Sniper), CCW (A1) Fast,Hero,Impact(1),Scout,Tough(3) - 65pts
Warlock [1] 5+ 5+ Energy Staff (A3, AP(1), Poison) Hero, Scout, Psychic(1), Tough(3) A, C 55pts
Mutagenic Molder [1] 5+ 5+ Syringe Staff (A1, AP(3), Deadly(3)) Hero, Mutagens, Scout, Tough(3) - 60pts
Brood Banner [1] 5+ 5+ Pistol (12”, A1), CCW (A2) Banner, Hero, Scout, Tough(3) - 85pts
Noxis Assassin [1] 4+ 5+ Burst Pistol (6”, A3), CCW (A2) Hero, Scout, Stealth, Tough(3) A, D 50pts
Cult Engineer [1] 4+ 5+ Triple Pistols (12”, A3, AP(1)), CCW (A2) Hero, Repair, Scout, Tough(3) - 55pts
Slave Overseer [1] 4+ 5+ Slaver Whip (6”, A3), CCW (A2) Hero, Megaphone, Scout, Tough(3) - 65pts
Slaves [10] 6+ 6+ Rifles (30”, A1), CCWs (A1) Scout - 80pts
Wolf Rats [5] 5+ 5+ Claws (A2) Fast, Scout, Strider - 100pts
Clawpack [5] 5+ 5+ Pistols (12”, A1), CCWs (A2) Scout E 75pts
Vermin [5] 5+ 5+ Carbines (18”, A2), CCWs (A1) Scout F, G 80pts
Weapon Teams [3] 5+ 5+ Heavy Machineguns (36”,A3,AP(1)), CCWs(A1) Scout, Tough(3) G 130pts
Shockvermin [5] 4+ 4+ Energy Halberds (A2, AP(1), Rending) Scout H 125pts
Bomb Rats [3] 6+ 6+ - Exploding Rats - 40pts
Rat Swarms [3] 6+ 6+ Swarm Attacks (A3) Fearless, Scout, Tough(3) - 65pts
Rat Ogres [3] 4+ 4+ Carbine MGs (18”, A3), Claws (A3, AP(1)) Furious, Scout, Tough(3) - 170pts
Wolf Rat Riders [3] 5+ 5+ Pistols (12”, A1), CCWs (A2), Claws (A2) Fast, Scout, Strider E 70pts
Tunnel Riders [3] 5+ 5+ Shotguns (12”, A2), CCWs (A1) Fast, Impact(1), Scout I 65pts
Heavy Tunnel Rider [1] 5+ 5+ Heavy Flamethrower (12”,A6,AP(1)), CCW (A2) Fast, Impact(3), Scout, Tough(3) J 50pts

A Upgrade with any: G Upgrade with one: Special Rules


Rat Familiar (A2, AP(1)) +5pts Squad Weapon Attachment +45pts Banner: The hero and his unit get the Furious
Tail Dagger (A2, Rending) +5pts (add one Weapons Team model and Regeneration special rules.
Jetpack (Flying) +5pts with Heavy Machinegun) Bodyguard: Whenever a friendly hero within
Replace any Heavy Machinegun: 6” would take a wound, you may assign that
B Upgrade with one: Sniper Rifle (36”, A1, AP(1), Sniper) +5pts wound to this hero instead.
Wolf Rat (Claws (A2), Fast, Strider) +10pts Missile Launcher – pick one to fire: +5pts Exploding Rats: If this model is ever engaged
Rat Ogre Palanquin (Defense +2, +125pts in melee it is immediately killed and the
HE (48”, A1, Blast(3))
enemy takes 3 hits. Additionally this model
Heavy Machinegun (36”, A3, AP(1)), AT (48”, A1, AP(3), Deadly(3))
automatically passes all morale tests.
Claws (A3, AP(1)), Tough(+6)) Mortar (48”, A1, Blast(3), Indirect) +5pts Megaphone: The hero and his unit get Fast.
Autocannon (48”, A2, AP(2)) +5pts Mutagens: When the hero and his unit fight in
C Upgrade Psychic(1): Upgrade all models with: melee roll one die and apply one bonus:
Psychic(2) +15pts Jetpacks (Flying) +10pts • 1-2: Unit gets AP(+1)
D Replace Burst Pistol: • 3-4: Unit gets +1 attack
H Upgrade all models with any: • 5-6: Enemies get -1 to hit
Poison Blade (A3, Poison) +5pts Tail Daggers (A2, Rending) +30pts
Sniper Rifle (36”, A1, AP(1), Sniper) +15pts Jetpacks (Flying) +30pts Repair: Once per turn, if within 2” of a unit
with Tough, roll one die. On a 2+ you may
E Replace one Pistol: I Upgrade all models with: repair 1 wound from the target.
Flamethrower Pistol (6”, A6) +5pts AT Bombs (6”, A1, AP(2), Deadly(3)) +10pts Tac-Console: When the hero is activated pick
AT Bombs (6”, A1, AP(2), Deadly(3)) +5pts one friendly unit within 12”, which may
Replace one Pistol and CCW: J Replace Heavy Flamethrower: immediately move by up to 6”.
Bulkhead Cutter (A2, AP(3)) +5pts Mining Laser +5pts
Heavy Saw Blade (A4, AP(1)) +5pts (24”, A1, AP(4), Deadly(3)) Psychic Spells
Mining Drill (A2, AP(1), Deadly(3)) +5pts Filth (4+): Target friendly unit within 12” gets
Upgrade all models with any: Poison in melee next time it fights.
Tail Daggers (A2, Rending) +15pts Cracks (4+): Target enemy unit within 12”
Jetpacks (Flying) +20pts takes 2 automatic hits with AP(2).
Sickness (5+): Target enemy unit within 18”
F Replace one Carbine: gets -1 to hit next time it shoots.
Flamethrower (12”, A6) +5pts Lightning (5+): Target enemy unit within 12”
Shred Rifle (18”, A2, Rending) +5pts takes 1 hit with AP(4) and Deadly(3).
Plasma Rifle (24”, A1, AP(2)) +5pts Frenzy (6+): Target friendly unit within 12”
Grenade Launcher–pick one to fire: +5pts may immediately move by up to 6”.
HE (24”, A1, Blast(3)) Pestilence (6+): Target enemy unit within 6”
AT (24”, A1, AP(1), Deadly(3)) takes 1 automatic hit per model.
Quake Cannon (24”, A3, AP(3)) +10pts
Mining Laser +10pts
(24”, A1, AP(4), Deadly(3))
Light Machinegun (36”, A3) +10pts
Upgrade all models with:
Jetpacks (Flying) +20pts

2

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Light War Buggy [1] 4+ 2+ Heavy Flamethrower (12”, A6, AP(1)) Fast, Impact(6), Strider, Tough(6) A, B 150pts
Heavy War Buggy [1] 4+ 2+ Twin Laser Machinegun (36”, A3, AP(2)) Fast, Impact(6), Strider, Tough(9) A, C 225pts
Halftrack [1] 4+ 2+ Heavy Mining Laser (36”,A1,AP(4),Deadly(3)) Fast, Impact(3), Scout, Tough(6) D 155pts
Warren Drill [1] 4+ 2+ Light Machinegun (36”, A3), Fast, Impact(6), Tough(6), E 180pts
Heavy Flamethrower (12”, A6, AP(1)) Transport(11)
Artillery Gun [1] 4+ 2+ Artillery (48”, A1, AP(4), Blast(6), Indirect), Immobile, Tough(6) - 230pts
Crew (A3)
Warplock Walker [1] 4+ 2+ Rapid-Fire Rocket Pods (24”, A6, AP(1)), Fear, Tough(6) A 155pts
Stomp (A1, AP(1))
VTOL Transport [1] 4+ 2+ Laser Machinegun (36”, A3, AP(2)), Aircraft, Tough(6), Transport(11) F 190pts
Strike Missiles (48”, A1, AP(3), Deadly(3))
VTOL Gunship [1] 4+ 2+ Fury Missiles (48”, A1, Blast(6)), Aircraft, Tough(12) G 330pts
Twin Laser Cannon (48”, A2, AP(4), Deadly(3))

A Upgrade with:
Hunter Missiles +30pts
(48”, A1, AP(3), Deadly(3))

B Replace Heavy Flamethrower:


Heavy GL – pick one to fire: +15pts
HE (36”, A2, Blast(3))
AT (36”, A2, AP(1), Deadly(3))

C Replace Twin Laser Machinegun:


Twin Laser Cannon +45pts
(48”, A2, AP(4), Deadly(3))

D Replace Heavy Mining Laser:


Heavy Mortar +5pts
(48”, A1, AP(1), Blast(3), Indirect)
Missile Launcher – pick one to fire: +5pts
HE (48”, A1, Blast(3))
AT (48”, A1, AP(3), Deadly(3))

E Replace Heavy Flamethrower:


Twin Laser Cannon +60pts
(48”, A2, AP(4), Deadly(3))

F Replace Laser Machinegun:


Laser Cannon +10pts
(48”, A1, AP(4), Deadly(6))
Replace Strike Missiles:
2x Rocket Pods (24”, A1, Blast(6)) +5pts
Upgrade with:
2x Heavy Machineguns +40pts
(36”, A3, AP(1))

G Replace Fury Missiles:


2x Twin Laser Cannons +110pts
(48”, A2, AP(4), Deadly(3))
Upgrade with:
2x Heavy Machineguns +40pts
(36”, A3, AP(1))

3

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Wormhole Daemons are vile creatures that appear on random
which are designed to be fast to learn and easy to play. planets out of thin air and destroy anything that is in their path.
They are servants of the havoc gods and their form changes
This project was made by gamers for gamers and it can only
reflecting their god’s nature.
exist thanks to the support of our awesome community.
The daemons of war are extremely aggressive and rely on
If you’d like to support the continued development of our
brute force; the daemons of change are extremely tough with a
games you can donate on patreon.com/onepagerules.
constantly regenerating form; the daemons of plague are
Thank you for playing! putrid and have highly toxic weapons; finally the daemons of
lust are lightning fast and unleash flurries of deadly attacks.

Nobody truly knows how they manipulate space in order to


create their wormholes, and many have tried to study them in
order to unlock their amazing potential. Unfortunately the
havoc gods don’t take kindly to anything that might interfere
with their plans, so anybody that tried has perished.

If you ever see a wormhole opening make sure to get away,


because there is only pain and misery coming out of it.

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Greater Daemon 2+ 2+ Exalted Flame Axe (A9, AP(2)) Ambush, Fear, Furious, Flying, Hero, A 385pts
of War [1] Tough(12)
Daemon Champion 2+ 2+ Great Flame Axe (A6, AP(2)) Ambush, Fear, Furious, Hero, Tough(6) B 215pts
of War [1]
Champion of War [1] 3+ 4+ Flame Axe (A3, AP(2)) Ambush, Furious, Hero, Tough(3) C 65pts
Cerberus Hound [1] 3+ 3+ Frenzied Bites (A6, AP(1)) Ambush, Fast, Fear, Furious, Hero, Tough(6) D 150pts
Blood Warriors [5] 3+ 5+ CCWs (A1, AP(2)) Ambush, Furious E, F 130pts
Brass Beast Riders [3] 3+ 2+ CCWs (A1, AP(2)), Ambush, Fast, Furious, Impact(3), Tough(3) E 300pts
Hooves (A3, AP(1))
Blood Hounds [5] 3+ 4+ Claws (A2, AP(1)) Ambush, Fast, Furious, Tough(3) G 330pts
Cannon Chariot [1] 3+ 2+ Cannon (48”, A1, AP(4), Blast(3)), Ambush, Fear, Furious, Tough(6) - 230pts
Crew Attacks (A2, AP(2))
Crab Daemon 4+ 2+ Flame Cannon (24”, A3, AP(2)), Ambush, Fear, Furious, Tough(12) H 275pts
of War [1] Flame Claw (A3, AP(4))

A Replace Exalted Flame Axe: G Upgrade all models with one:


Exalted Flame Hammer Free Spiked Collars (Impact(1)) +15pts
(A6, AP(2), Rending) Anti-Psych Collars (Resistance(1)) +10pts
Exalted Flame Spear +5pts
(A3, AP(4), Deadly(3)) H Replace Flame Claw:
Upgrade with one: Flame Blade (A6, AP(2)) +5pts
Exalted Fire Whip (6”, A6, AP(2)) +20pts Replace Flame Cannon:
Exalted Fire Lash (12”, A6, AP(2)) +35pts Heavy Flame Cannon +10pts
Upgrade with: (24”, A3, AP(4))
Symbol of War(2+) +35pts
Special Rules
B Replace Great Flame Axe: Banner of War: The unit gets Impact(1).
Great Flame Hammer Free Resistance(X): Enemy psychics within 12” of
(A4, AP(2), Rending) this unit get -X their rolls when casting spells.
Great Flame Spear +5pts Symbol of War(X+): When the hero is activated
(A2, AP(4), Deadly(3)) roll one die. On an X+ one enemy unit within
18” takes 3 hits with AP(2).
Upgrade with one:
Great Fire Whip (6”, A4, AP(2)) +10pts
Great Fire Lash (12”, A4, AP(2)) +25pts
Upgrade with any:
Wings (Flying) +10pts
Symbol of War(3+) +25pts

C Replace Flame Axe:


Flame Hammer Free
(A2, AP(2), Rending)
Flame Spear +5pts
(A1, AP(4), Deadly(3))
Upgrade with one:
Fire Whip (6”, A2, AP(2)) +5pts
Fire Lash (12”, A2, AP(2)) +10pts
Upgrade with:
Symbol of War(4+) +15pts
Upgrade with one:
Brass Beast +105pts
(Defense +2, Hooves (A3, AP(1)),
Fast, Impact(3), Tough(+3))
Throne of Blood (Defense +2, +165pts
Crew Attacks (A2, AP(2)), Fear,
Tough(+6))

D Upgrade with one:


Spiked Collars (Impact(3)) +10pts
Anti-Psych Collars (Resistance(3)) +30pts

E Upgrade with:
Command Group (Fear) +20pts

F Upgrade one model with:


Banner of War +25pts
Replace all CCWs:
Magical CCWs (A1, AP(2), Rending) +15pts
Heavy CCWs (A1, AP(4)) +15pts
2x CCWs (A1, AP(2)) +20pts

2

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Greater Daemon 2+ 2+ Exalted Power Staff (A9, AP(1)) Ambush, Fear, Flying, Hero, Stealth, A 445pts
of Change [1] Tough(12), Psychic(3)
Daemon Champion 2+ 2+ Great Power Staff (A6, AP(1)) Ambush, Fear, Hero, Stealth, Tough(6) B 215pts
of Change [1]
Champion of 4+ 4+ Power Staff (A3, AP(1)) Ambush, Hero, Stealth, Tough(3) C 55pts
Change[1]
Change Warriors [5] 5+ 5+ Fireballs (12”, A1), Claws (A1, AP(1)) Ambush, Stealth D, E 85pts
Pink Warriors [5] 5+ 5+ Fireballs (12”, A1), Claws (A1, AP(1)) Ambush, Split, Stealth D, E 250pts
Blue Warriors [5] 6+ 6+ Fireballs (12”, A1), Claws (A1, AP(1)) Ambush, Split Again, Stealth - 85pts
Yellow Warriors [5] 6+ - Fireballs (12”, A1), Claws (A1, AP(1)) Ambush, Squishy, Stealth - 35pts
Manta Daemons [3] 4+ 4+ Claws (A3) Ambush, Fast, Stealth, Strider, Tough(3) - 185pts
Flame Daemons [3] 4+ 4+ Spout Flames (18”, A3, AP(1)), Claws (A3) Ambush, Stealth, Tough(3) - 190pts
Flame Chariot [1] 4+ 4+ Spout Flames (18”, A3, AP(1)), Claws (A9) Ambush, Fast, Fear, Stealth, Strider, - 145pts
Tough(6)
Crab Daemon 4+ 2+ Power Cannon (24”, A3, AP(1)), Ambush, Fear, Stealth, Tough(12) F 290pts
of Change [1] Power Claw (A3, AP(3))

A Replace Exalted Power Staff: E Upgrade one model with:


Exalted Power Hammer Free Banner of Change +10pts
(A6, AP(1), Rending) Replace all Claws:
Exalted Power Spear Free Magical CCWs (A1, AP(1), Rending) +5pts
(A3, AP(3), Deadly(3)) Heavy CCWs (A1, AP(3)) +5pts
Upgrade with one: 2x CCWs (A1, AP(1)) +10pts
Exalted Magic Blast (6”, A6, AP(1)) +15pts Upgrade one model with:
Exalted Magic Bolt (12”, A6, AP(1)) +25pts Psychic(1) +20pts
Upgrade with:
Symbol of Change(2+) +35pts F Replace Power Claw:
Power Blade (A6, AP(1)) +5pts
B Replace Great Power Staff: Replace Power Cannon:
Great Power Hammer Free Heavy Power Cannon +10pts
(A4, AP(1), Rending) (24”, A3, AP(3))
Great Power Spear Free
(A2, AP(3), Deadly(3)) Special Rules
Upgrade with one: Banner of Change: This unit gets AP(+1) when
Great Magic Blast (6”, A4, AP(1)) +10pts fighting in melee.
Great Magic Bolt (12”, A4, AP(1)) +20pts Split: Whenever a Pink Warrior is killed you
Upgrade with any: may replace it with 2 Blue Warriors. Note that
Wings (Flying) +10pts you may only start assigning wounds to Blue
Symbol of Change(3+) +25pts Warriors once all Pink Warriors are killed.
Split Again: Whenever a Blue Warrior is killed
Upgrade with one:
you may replace it with 1 Yellow Warrior. Note
Psychic(1) +20pts that you may only start assigning wounds to
Psychic(2) +35pts Yellow Warriors once all Blue Warriors have
Psychic(3) +50pts been killed.
Squish: This model has no Defense value, so
C Replace Power Staff: every hit causes a wound.
Power Hammer Free Symbol of Change(X+): When the hero is
(A2, AP(1), Rending) activated roll one die. On an X+ one enemy
Power Spear (A1, AP(3), Deadly(3)) Free model within 18” takes 1 automatic hit with
Upgrade with one: AP(4) and Deadly(3).
Magic Blast (6”, A2, AP(1)) +5pts
Magic Bolt (12”, A2, AP(1)) +10pts Psychic Spells
Upgrade with any: Breath of Change (4+): Target friendly unit
Symbol of Change(4+) +15pts within 12” may immediately charge by 3”.
Psychic(1) +20pts Inferno (4+): Target enemy unit within 12”
Upgrade with one: takes 2 automatic hits with AP(2).
Disc of Change +10pts Cursed Mutations (5+): Target enemy unit
(Fast, Impact(1), Strider) within 18” gets -1 to hit next time it shoots.
Flame Chariot +155pts Fire Storm (5+): Target enemy unit within 12”
(Defense +2, Claws (A6), Fast, must take a dangerous terrain test.
Strider, Tough(+6)) Blessed Mutation (6+): Target friendly unit
within 12” gets Regeneration on rolls of 4+
D Upgrade with: next time it takes wounds.
Command Group (Fear) +20pts Bolt of Change (6+): Target enemy unit within
12” takes 1 hit with AP(4) and Deadly(6).

3

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Greater Daemon 2+ 2+ Exalted Plague Sword (A9, Poison) Ambush, Fear, Hero, Regeneration, A 460pts
of Plague [1] Tough(12), Psychic(2)
Daemon Champion 2+ 2+ Great Plague Sword (A6, Poison) Ambush, Fear, Hero, Regeneration, B 235pts
of Plague [1] Tough(6)
Champion of Plague[1] 3+ 4+ Plague Sword (A3, Poison) Ambush, Hero, Regeneration, Tough(3) C 75pts
Plague Warriors [5] 4+ 5+ CCWs (A1, Poison) Ambush, Regeneration D, E 120pts
Plague Swarms [3] 5+ 5+ Swarm Attacks (A3, Poison) Ambush, Regeneration, Tough(3) - 150pts
Plague Fly Riders [3] 4+ 3+ CCWs (A1, Poison), Stingers (A3, AP(1)) Ambush, Regeneration, Strider, Tough(3) D, F 235pts
Plague Beast [1] 4+ 2+ Claws (A4, Poison) Ambush, Fear, Regeneration, Tough(3) - 105pts
Crab Daemon 4+ 2+ Plague Cannon (24”, A3, Poison), Ambush, Fear, Regeneration, Tough(12) G 365pts
of Plague [1] Plague Claw (A3, AP(2), Poison)

A Replace Exalted Plague Sword: F Upgrade all models with:


Exalted Plague Hammer Free Poisoned Spit (12”, A1, Poison) +5pts
(A6, Poison, Rending) Replace all Stingers:
Exalted Plague Spear +10pts Poisoned Stingers +5pts
(A3, AP(2), Deadly(3), Poison) (A3, AP(1), Poison)
Upgrade with one:
Exalted Toxic Bile (6”, A6, Poison) +10pts G Replace Plague Claw:
Exalted Toxic Spit (12”, A6, Poison) +25pts Plague Blade (A6, Poison) Free
Upgrade with: Replace Plague Cannon:
Symbol of Plague(2+) +35pts Heavy Plague Cannon +10pts
(24”, A3, AP(2), Poison)
B Replace Great Plague Sword:
Great Plague Hammer Free Special Rules
(A4, Poison, Rending) Banner of Plague: The unit gets Rending.
Great Plague Spear +5pts Slime Trap: Enemy units that fight in melee
(A2, AP(2), Deadly(3), Poison) against the hero count as having the Slow
Upgrade with one: special rule for the rest of the game.
Great Toxic Bile (6”, A4, Poison) +10pts Symbol of Plague(X+): When the hero is
activated roll one die. On an X+ one enemy
Great Toxic Spit (12”, A4, Poison) +15pts
unit within 18” must immediately take a
Upgrade with any:
Dangerous Terrain test.
Wings (Flying) +10pts
Symbol of Plague(3+) +25pts Psychic Spells
Upgrade with one: Blessed Virus (4+): Target friendly unit within
Psychic(1) +20pts 12” gets Stealth next time it’s shot at.
Psychic(2) +35pts Muscular Atrophy (4+): Target enemy unit
within 6” must take a dangerous terrain test.
C Replace Plague Sword: Toxic Blades (5+): Target friendly unit within
Plague Hammer Free
12” gets AP(+2) in melee next time it fights.
(A2, Poison, Rending)
Deadly Poison (5+): Target enemy unit within
Plague Spear +5pts
12” takes 1 hit with AP(4) and Deadly(3).
(A1, AP(2), Deadly(3), Poison)
Poison Wind (6+): Target friendly unit within
Upgrade with one: 12” may immediately move by up to 6”.
Toxic Bile (6”, A2, Poison) +5pts
Rot Wave (6+): Target enemy unit within 12”
Toxic Spit (12”, A2, Poison) +10pts
takes 4 automatic hits with AP(2).
Upgrade with any:
Symbol of Plague(4+) +15pts
Psychic(1) +20pts
Upgrade with one:
Throne of Plague +75pts
(Claws (A6, Poison), Tough(+3))
Giant Snail +150pts
(Toxic Maw (A3, AP(1), Poison),
Slime Trap, Slow, Tough(+6))

D Upgrade with:
Command Group (Fear) +20pts

E Upgrade one model with:


Banner of Plague +10pts
Replace all CCWs:
Magical CCWs (A1, Poison, Rending) +5pts
2x CCWs (A1, Poison) +10pts
Heavy CCWs (A1, AP(2), Poison) +10pts

4

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Greater Daemon 2+ 2+ Exalted Ritual Blade (A18) Ambush, Fast, Fear, Hero, A 420pts
of Lust [1] Tough(12), Psychic(2)
Daemon Champion 2+ 2+ Great Ritual Blade (A12) Ambush, Fast, Fear, Hero, Tough(6) B 220pts
of Lust [1]
Champion of Lust [1] 4+ 4+ Ritual Blade (A6) Ambush, Fast, Hero, Tough(3) C 55pts
Lust Harpist [1] 4+ 4+ Infernal Harp (18”, A6, AP(1), Indirect) Ambush, Hero, Tough(3) D 65pts
Sacred Mirror [1] 4+ 4+ Horrific Reflection (6”, A6, Rending), Ambush, Hero, Tough(3), Psychic(3) - 105pts
Crew Attacks (A4)
Lust Warriors [5] 4+ 5+ CCWs (A2) Ambush, Fast E, F 125pts
Lust Beast Riders [5] 4+ 5+ CCWs (A2), Claws (A1, Poison) Ambush, Impact(1), Very Fast E 170pts
Lust Fiends [3] 3+ 4+ Claws (A6) Ambush, Fast, Impact(3), Tough(3) - 235pts
Razor-Flail Chariot[1] 4+ 2+ Crew Attacks (A8), Claws (A2, Poison) Ambush, Fear, Impact(9), Tough(6), - 185pts
Very Fast
Crab Daemon 4+ 2+ Lust Cannon (24”, A6), Ambush, Fast, Fear, Tough(12) G 280pts
of Lust [1] Lust Claw (A6, AP(2))

A Replace Exalted Ritual Blade: E Upgrade with:


Exalted Ritual Hammer Free Command Group (Fear) +20pts
(A12, Rending)
Exalted Ritual Spear +20pts F Upgrade one model with:
(A6, AP(2), Deadly(3)) Banner of Lust +10pts
Upgrade with one: Replace all CCWs:
Exalted Tail Strike (6”, A12) +20pts Magical CCWs (A2, Rending) +10pts
Exalted Limb Strike (12”, A12) +35pts Heavy CCWs (A2, AP(2)) +15pts
Upgrade with: 2x CCWs (A2) +15pts
Symbol of Lust(2+) +35pts
G Replace Lust Claw:
B Replace Great Ritual Blade: Lust Blade (A12) Free
Great Ritual Hammer Free Replace Lust Cannon:
(A8, Rending) Heavy Lust Cannon +20pts
Great Ritual Spear +10pts (24”, A6, AP(2))
(A4, AP(2), Deadly(3))
Upgrade with one: Special Rules
Great Tail Strike (6”, A8) +10pts Banner of Lust: The unit gets Strider.
Great Limb Strike (12”, A8) +25pts Song of Banishment: When the hero is
Upgrade with any: activated pick one enemy unit within 18”,
Wings (Flying) +10pts which must take a Dangerous Terrain test.
Song of Summoning: When the hero is
Symbol of Lust(3+) +25pts
activated you may place a unit of 5 Lust
Upgrade with one:
Warriors fully within 6”.
Psychic(1) +20pts Symbol of Lust(X+): When the hero is
Psychic(2) +35pts activated roll one die. On an X+ two enemy
units within 18” take 3 automatic hits each.
C Replace Ritual Blade: Very Fast: This model moves 12” when using
Ritual Hammer (A4, Rending) Free Advance and 24” when using Rush/Charge.
Ritual Spear (A2, AP(2), Deadly(3)) +5pts
Upgrade with one: Psychic Spells
Tail Strike (6”, A4) +5pts Twisted Ecstasy (4+): Target enemy unit
Limb Strike (12”, A4) +10pts within 12” gets -1 to hit next time it shoots.
Upgrade with any: Seizure (4+): Target enemy unit within 12”
Symbol of Lust(4+) +15pts takes 1 hit with AP(2) and Deadly(3).
Psychic(1) +20pts Pleasure (5+): Target friendly unit within 12”
Mount on: gets Regeneration next time it takes wounds.
Lust Beast (Claws (A1, Poison), +10pts Pain (5+): Target enemy unit within 12” takes
Impact(1), Very Fast) 3 automatic hits with AP(2).
Daemon Champion (Defense +2, +170pts Frenzy (6+): Target friendly unit within 12”
Axe (A8, AP(2)), Fear, Tough(+6)) may immediately charge by up to 6” and gets
Razor-Flail Chariot +195pts +1 to hit for that melee.
(Defense +2, Crew Attacks (A8), Overload (6+): Target enemy unit within 6”
Claws (A2,Poison), Fear, Impact(9), takes 1 automatic hit per model.
Tough(+6), Very Fast)

D Upgrade with any:


Song of Banishment +25pts
Song of Summoning +315pts

5
1

Introduction Contents
Jakob’s Path is a narrative campaign for Grimdark Future that Playing Narrative Campaigns .................................................... 3
follows the story of Jakob, a ruthless Battle Brothers captain,
Prologue - Sons of the God-King ...............................................4
in his quest to conquer the Orc world of Zeloria-M5, whilst
searching for a mysterious artifact. Chapter 1 - Rough Landing ........................................................ 5

This game expansion for Grimdark Future takes players on an Mission 1 - Landing Site Pt.1 ..........................................6
adventure across 10 missions which are tied together by an
Mission 2 - Landing Site Pt.2 .........................................8
exciting story of epic proportions.
Chapter 2 - Yeruk & Kriq ......................................................... 10
To play this campaign you’re going to need the core rules for
Grimdark Future as well as some army lists, which you can find Mission 3 - The Clearing ............................................... 11
for free on our website: www.onepagerules.com
Mission 4 - Old Trunk................................................... 13
About OPR Chapter 3 - Safe Travels .......................................................... 15
OPR (www.onepagerules.com) is the home of many free games Mission 5 - P.O.W. ........................................................ 16
which are designed to be fast to learn and easy to play.
Mission 6 - The Village ................................................. 18
This project was made by gamers for gamers and it can only
exist thanks to the support of our awesome community. Chapter 4 - A Leader’s Redemption ........................................ 20

If you’d like to support the continued development of our Mission 7 - High Value Target ..................................... 21
games you can donate on patreon.com/onepagerules. Mission 8 - Duel ........................................................... 23

Thank you for playing! Chapter 5 - Zeloria M-5 ........................................................... 25

Mission 9 - Nightfall..................................................... 26

Mission 10 - The Raid ................................................... 28

Epilogue - Memories Past ....................................................... 30

Army Sheet.............................................................................. 31

Story Writing: Gabriela Rebelo

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

2
Introduction Preparation Progression System
Unlike regular one-off games, narrative The Battlefield: To play this campaign Campaign Progress: The casualties and
campaigns are a series of connected you’re going to need a flat 6’x4’ surface xp systems are a simple way to add new
missions that follow an ongoing story. as well as at least 10-15 pieces of terrain narrative elements to your campaign by
The missions have been designed to be of different types. Because of the varied having units suffer injuries and become
played back-to-back, so each chapter biomes you will explore, we recommend stronger as the campaign goes on, but
can be played in a single session. to use some jungle terrain, some basic this is completely optional.
orc buildings and a river section.
Campaign Structure Casualties: If the majority of models in a
The Armies: Before the campaign begins unit were killed at the end of the game,
Story Sections: Follow the campaign by players must decide who will play as the then that unit counts as a casualty.
reading each story section in order until Battle Brothers, with the other taking
you reach a mission. At that point you Unit Recovery: For every unit that is a
the Orc Marauders. Then the players
must stop reading the story and have to casualty roll one die and check what
must pick a max. points value for the
play the mission. Only once the mission happens to it here:
campaign (we recommend 750pts), and
has been completed you may continue to write down their complete lists on their Result Casualty
read the next story section. army sheets. Players may freely add or 1 Injured - Unit gets -1 to all rolls
Playable Missions: Each mission has to remove units to their army sheet at any for the next mission.
point, even when playing with the 2-5 Recovered - Unit recovers and
be set up as described in the preparation
may be used without penalties.
section, and is then played using all of progression system. Note that for this
6 Top Recovery - Unit recovers
the core game rules. Note that if you are campaign the Battle Brothers army and earns +1 XP.
using the progression system for your must have at least one Captain and one
campaign, then you need to keep track Psychic, whilst the Orc Marauders army Earning XP: Units earn XP in battle for
of which units are injured or level up must have at least one Warlord and one each of the following things:
during a mission on your army sheet. Mechanic.
• +1 XP: Not a casualty
Tracking Victories: After each mission Using Other Factions: Even though this
• +1 XP: Killing a unit
has been played note down which army narrative campaign was written with
• +2 XP: Killing a hero
won on your army sheet, as the outcome Battle Brothers and Orc Marauders in
will influence other mission and is used mind, it is easy to imagine this type of Mark earned XP on the army sheet in
to determine who wins the campaign. clash to be happening between any of order to see when units level up.
the other factions in the galaxy, so feel
Winning the Campaign: After the last Leveling Up: When a unit earns 5 XP it
free to swap them out with whatever
mission has been played check how becomes 25pts more expensive and you
armies you have available to play.
many times each army won: roll one die to see what trait it gets:
Quickplay Armies Result Trait
• If the Battle Brothers won the
majority of the missions, then Ready to Go: In order to get you started 1 Agile - Moves +1” on advance
they get a Major Victory. with the campaign faster we’ve prepared and +2” on rush and charge.
2 Headstrong - Gets +1 to rolls
• If the Battle Brothers tied with two balanced army lists which you can
when taking morale tests.
the Orc Marauders, then they use for playing the campaign. Note that 3 Specialist - Gets +1 to rolls in
get a Minor Victory. these lists come with no upgrades, so melee or shooting (pick one).
• If the Battle Brothers lost the you can customize them however you 4 Resilient - Gets +1 to rolls when
majority of the missions, then like when playing. blocking hits.
they get a Tactical Defeat. 5 Elite - May re-roll one roll of
Battle Brothers: any kind once per game.
Since the story is narrated from the 6 Fast Learner - May pick any
• 1x Captain [1] - Jakob
point of view of the Battle Brothers we other trait from the list.
• 1x Psychic [1] - Khari
only highlight their result, but practically
• 2x Battle Brothers [5] Each trait can only be gained once, so if
speaking if the Orc Marauders won the
• 1x Pathfinders [5] you roll the same result simply re-roll.
majority of the missions, then it counts
as a Minor Victory for them (any other Orc Marauders: Units can’t earn more than 30xp, so they
result counts as a Tactical Defeat). can level up max. 6 times.
• 1x Warlord [1] - Yeruk
• 1x Mechanic [1] - Tork
• 3x Orc Mob [10]
• 1x Orc Bikers [3]
• 1x Goblin Herd [10]

3
The mood was light and relaxed on The planet had been infested by the
board the Nebula, the heaviest Battle aliens for centuries and yet it was taken
Brothers assault ship in the system. back by his men as easily as if it had
been practically empty.
Some of the soldiers bragged about their
kills whilst others just cleaned their They had killed each and every creature
weapons. Pride filled the air, making it that dared stand in their way, and they
thick and almost hard to breathe. had left the battlefield green with their
enemy’s blood. All the alien’s nests had
Their fierce leader, Jakob, was sitting by
been razed and the planet was now
one of the ship’s windows, plotting their
under human control, as it should be.
next mission.
That was Jakob’s way.
He had not yet revealed his plan to the
Two days had passed, and Jakob could
rest of the unit, but he already knew As Khari spoke to the rest of the battle
now see the rings around Zeloria-M5.
their next destination, and it would not hardened men, Jakob stood up, filled
take much longer to arrive. with pride, as he continued to remember He was fixated on them.
the exceptional performance of all his Khari arrived to tell him that all the men
A long time ago, the Battle Brothers
brothers on the battlefield. There was no were ready for landing and more than
were entrusted with their life’s mission,
denying their superior combat mastery. prepared for war. Jakob told the pilots to
their God-King wanted them to conquer
all possible planets of the Sirius Sector. Although earth was long lost, he could land between enemy lines, and when
Jakob had worked his way up the GR-26 sense that his ancestors would be proud they shyly suggested a safer location,
solar system just to get to this planet, as of his work, if only they could see it. Jakob immediately gazed at them with
it was the biggest planet of all. pure anger.
He turned slowly to face his army. He
The planet Zeloria-M5, controlled by the wanted them to be able to see him How dared they even question his choice
orcs, was a beautiful purple giant, smile, whilst Khari slowly narrated the of landing zone in the first place?
wasted in their dimness. upcoming annihilation. They were to land right in the middle of
Zeloria-M5 had nine majestic rings The excitement was now clearly rising the Orc’s territory as quick as possible,
around it, mostly composed of methane amongst the soldiers. He could see the so that they would surprise them with
and water. With three suns shining on glimmer in his men’s eyes at the simple their incredible fighting dexterity.
the planet and its rings, the planet’s thought of battling yet another species Following Jakob’s instructions, the
multiple shades of purple were of an that they would crush with no mercy. pilot’s entered Zeloria-M5’s atmosphere
unheard intensity. to commence their landing sequence.
It was then that Jakob spoke.
The planet had hundreds of moons in its The Nebula quaked violently when
He reminded them of their strength and
orbit, and not a lot of facts were known entering the atmosphere however the
where it came from. He reminded them
about its particularities. Only legends unexpected movement only made the
of the God-King’s will, and how they
and rumors that spread throughout the soldiers barely lose their balance.
were made in his image, to conquer the
solar system served as sources of
galaxy in his name. There was something different about
knowledge about the purple giant.
Jakob could now see the smiles on their this planet. Jakob looked at the pilots
Jakob was eager to find out why. inquisitively, as he was also surprised by
faces at the thought of yet another great
He called upon Khari, his most trusted massacre. He knew they would conquer the impact upon entering the planet’s
psychic, to ask him to brief his men Zeloria-M5 with no difficulties, and that atmosphere, but they had nothing to say.
about their next mission. They would was all the certainty he needed to power They did not know what had caused the
arrive to Zeloria-M5 in two days, and through their mission. violent entry into the planet’s orbit.
would need to be ready to fight, as the
He calmly left to the command center, As they began approaching the world’s
Orcs that controlled the planet were daft
so that he could look out the window as surface more and more, all the Battle
but incredibly strong, blinded by their
they approached the purple giant he had Brothers started to forget this unusual
feral instincts.
been desiring for so long. entry, and started getting excited about
Jakob was not worried about losing this the upcoming battle.
battle, as he knew they would come out
victorious, like they always did. This was going to be one for the ages.

As he finished telling Khari his plan he


remembered the brutal battle they had
just won. Freeing Drora-9 from an Alien
Hive had been satisfying for Jakob and
his brothers.

4
The ship started a rapid descent, flying His thoughts were interrupted by Khari, It was at that moment that he began
in a straight line towards the purple asking him what the strategy was. Jakob hearing the noise caused by the Orcs in
giant. They landed within a few minutes, grinned slightly at the question and the distance. He could hear motors
hitting the ground with a big thump. smugly told him: roaring and creatures screaming.

The Battle Brothers were not ready for “Conquer all. Leave no survivors” He looked around and his soldiers all
that abrupt landing, but they rallied stopped admiring the beautiful suns and
With that order, Khari adjusted his
quickly, focused on the mission at hand. mountains and went back into formation
equipment and began leading the men
pointing at the sound of mayhem.
They began disconnecting themselves out of the ship. They all marched in
from the security shackles in a robotic perfect synchronization towards the Countless heavy footsteps were audible,
manner, almost in a trance. They knew Nebula’s rear doors, ready to face all getting louder and louder with each
exactly what they had to do, and they all enemies near the landing site. passing second. Just as expected, the
performed every movement in exactly Orcs had seen them land, and were now
Khari opened the doors and sunlight
the same way, as if it had been precisely on their way to fight them head on.
began flooding the ship. It was so bright
choreographed beforehand.
and intense that the soldiers had to “Perfect”, Jakob thought.
The pilots immediately began confirming squint to be able to make out the shapes
Khari ordered some men to seal the
all the ship’s systems were still online, in front of them.
doors and organized the soldiers for the
making sure nothing was damaged
At first, only a few soldiers carefully upcoming fight. Before they could even
during their violent entry into the planet.
exited the ship, and once they knew it get in position, the Orcs had already
Since the characteristics of Zeloria-M5
was safe, they signaled the rest to go. appeared in their line of sight.
were unknown to all of them, they had to
be extra careful this time. Jakob stopped and looked up, and was Some of the Orcs drove gigantic trucks,
struck with awe. Zeloria-M5 was like made of rusty, old metal, equipped with
Jakob looked around him. He could tell
nothing he had ever seen before. pieces of protective steel in the front
the pilots were worried about the ship,
that resembled a beast’s mouth.
just as he was. He had to be sure Nebula The sky had a grey and lilac tone, and
was up and running before all else. one of the suns was directly above him, Others were mounted on old motorbikes
round and orange. Two smaller suns fell that looked like they were falling apart,
Khari approached him, urging him to
to the east of the planet, with orange but were faster than the trucks.
come to the command center, as the
rays of sunshine bathing the region.
pilots had a diagnosis. Jakob looked He could see the Orcs on the back of the
through the bluish glass window into the The floor was covered in strange gravel, bikes swinging axes and pistols in the
command center and could see the slightly white, almost transparent, and it air, as they yelled. The majority of their
worry on the pilots faces. He walked reflected the almost blinding light of the army was behind them, running wildly
towards them, with Khari by his side. three suns above them like a mirror. towards the Battle Brothers.

The commanding pilot, Aksel, began There was a slight breeze in the air, and Jakob grinned confidently at this sight,
explaining the damage the ship had a sweet smell that he had never smelled as it was exactly what he had expected
suffered. One of the air compressors before. A mixture of berries and herbs from the dumb greenskins.
had been battered which affected the filled the air with a sweetly fresh scent.
As they got closer and closer to them, he
thermal protection system.
He looked around and saw incredibly could feel his blood boiling up, ready to
Aksel assured them the compressor was high mountains not too far off, covered obliterate the despicable creatures.
easy to fix and that he had already sent in the same odd gravel, but filled with all
With a smile on his face Jakob nodded to
an engineering team to check on it. kinds of greenery.
Khari, and he gestured for his brothers
Jakob relaxed a bit and told Khari to pick Small trees surrounded the mountains, to start shooting into the horde.
a few soldiers to stay behind, making as if they were protective field, filled
Jakob raised his energy sword, ready to
sure the ship was protected while the with colorful leaves in the shape of a
cut down anyone in his way.
engineers worked on the repairs. mushroom on top of thick white trunks.

He then left the command center to Up the mountains taller trees filled with
check on the remaining soldiers. fruits and flowers, in shapes that he was
unable to describe. It was a wild forest,
It all looked well, which meant it was
but on top of a chain of mountains, and
time to get ready to go. This was it, the
Jakob couldn’t help but smile at the
moment they had been waiting for.
immense beauty of it.

5
Mission 1 - Landing Site Pt.1 Set-Up Special Rules
The Battle Brothers just landed on the The Battle Brothers player must place Reinforcements: At the start of each
planet Zeloria-M5 and must secure the three engineer models anywhere within round after the first, the Orc player must
landing site in order to keep the Orcs 6” of the center of his table edge. roll one die for each unit that has not
away from their engineers as they try to been deployed yet, and on a roll of 4+ he
repair the Nebula’s air compressors.
Objectives may place it anywhere within 6” of his
Before the game beings, count the total table edge, at least over 3” away from
The Battlefield enemy units. At the start of round 4 any
number of units in the Battle Brothers
For this mission you’ll need a 6’x4’ table army list (combined units and heroes unit that still hasn’t been deployed may
with at least 10-15 pieces of terrain on it. joining units counts as one). be placed without having to roll for it.

To represent the landing site we suggest The mission ends after 4 rounds, and if The Engineers: Whenever an Orc unit
using lots of scatter terrain like rocks at least half of the Battle Brothers units moves within 1” of an engineer model it
and small bushes at the center of the (as counted before the game) are within is removed, and the Battle Brothers unit
table, with some pieces of jungle terrain the Orc Marauders deployment zone, closest to it must roll one die. On a 4+
in the Orc’s deployment zone. then the Battle Brothers win. the unit is pinned.

The Armies Deployment Blinding Light: During the first round all
Battle Brothers units get -1 to hit when
For this mission you’ll need two armies Before the game begins the Orc player shooting at targets over 12” away.
of equal cost (we recommend 750pts). must select half of his units (rounding
down) to act as reinforcements, and then Special Equipment
Below are some recommended units you
must deploy the rest of his army within Conqueror’s Sword: Whenever Jakob
can use for this mission. Note that when
deployment zone A. rolls a 6 to hit in melee against an
using custom armies they must contain
the underlined units. Then the Battle Brothers player must enemy hero, roll one die. On a 4+ the hit
deploy his entire army within zone B. counts as having Deadly(3).
Battle Brothers:

• Captain - Jakob First Turn


• Psychic - Khari The Orc Marauders get the first turn.
• Battle Brothers
• Pathfinders

Orc Marauders:

• Mechanic - Tork
• Orc Mobs
• Orc Bikers
• Trucks

6
Wave after wave of Orcs kept flooding It was then that Jakob started noticing It was a familiar shape.
out of the jungle in a seemingly endless something. Every now and then some
Jakob kept looking intensively at it,
stream of mayhem. soldiers would suddenly be pushed
trying to understand what it was, trying
forward into the enemy, but he couldn’t
As the Battle Brothers kept firing the to remember where he had seen this
make out anyone behind them.
bodies kept falling and the bikes kept familiar pendant before.
crashing, taking some of the Orcs behind Something was wrong. He started going
Although he couldn’t quite put his finger
them down with them. up a formation of rocks near him in
on it, he knew that he had to have it,
order to get some more visibility on the
Whilst they were able to take out the more than anything else in the world.
battlefield and try to understand what
mobs with ease, none of them had been
was happening to his men. To chase this Goblin down however he
able to stop the incoming trucks yet.
would have to make a difficult choice,
It was then that he saw another soldier
Khari did not like those odds, so he rose separating a small force from his army
falling, and he could now see a small
his hand in the direction of one of the and leaving Khari behind with the rest.
goblin jumping off the soldier’s back.
trucks, creating a powerful force that
Whilst Khari was more than capable of
pushed them backwards with might. The He followed the goblin with his gaze and
leading this battle as his second in
truck flew several feet back and landed noticed he was quite agile and fast, and
command, Jakob felt uneasy just
on a big group of Orcs that did not see it carried a small dagger with him. He was
thinking about leaving his side.
coming, squashing them to a pulp. attacking the soldiers from behind, and
because he was so small, no one saw He glanced around the battlefield whilst
Jakob smiled grandly at the massive
the little devil coming. being careful not to lose the Goblin from
smack. He was proud of that. Khari had
his sight, and located Khari not too far
also noticed Jakob’s smile and that gave It was quite the strategy, and Jakob
off, cutting down Orcs with his sword.
him the validation he was seeking. could barely believe an Orc had thought
of it. It had certainly been the Goblin’s He ran toward the psychic and signaled
Seeing their front lines get killed within
idea, there was no doubt about it. to regroup with him, and Khari quickly
minutes, the Orcs became infuriated and
created a protective dome around them
egan running faster and harder towards The Goblin now sneakily stood behind
so they could talk.
the Battle Brothers, and once they did another Battle Brother and prepared to
finally reach them things changed. strike. Jakob raised his pistol and had Jakob explained what he had seen and
tried to get him in his sights, but it was that time was of the essence, so they
Suddenly the Orcs were an unstoppable
too risky to take the shot. needed to act right away before he lost
force, swinging their axes furiously,
the chance to get that pendant.
chopping the Battle Brothers armor and Just as he hesitated the small Goblin
not stopping at anything, not even to sliced the soldier’s ankles swiftly, and He ordered Khrai to stay behind and left
check the damage they caused. he fell forward into the enemy, quickly to assemble his strongest soldiers to
getting chopped up by an axe. follow him in the chase.
They were totally careless, blinded by
their thirst for blood. The rage filling Jakob’s chest at this Khari stared at the small group leaving,
sight was indescribable. He was shocked and hoped this was not going to be their
Noticing this change in attitude, Jakob
that he had been outsmarted by a stupid last conversation. It was rare that Jakob
was now powered by pure rage, and so
Goblin, he grunted in frustration. separated them like that. Very rare.
he commanded the rest of his forces to
advance and ran with them toward the As the Goblin started running toward As Jakob’s group continued moving
closest skirmish. another soldier, Jakob suddenly noticed toward the Goblin’s location, the small
that he was wearing a large pendant creature noticed it was being followed.
Khari, who until then had been taking
around his little neck.
care of the remaining trucks, spotted the The Goblin approached a big, bulky Orc,
melee that Jakob was in. He squatted on It was hanging on a long chain around and they spoke briefly. Jakob did not like
the floor behind some scrap, hidden, and the creature’s neck, a big metal cross this exchange. And he was right not to.
focused all of his might on his brothers, with rounded edges, almost like petals.
The big Orc commanded a group of his
creating a psychic shield around them.
Along the edges it had a small emerald soldiers to attack Jakob and the men
Now that they were protected, the Orcs green line around it, and in the middle a marching with him. Khari was already
got pushed back by an invisible force small dome of the same color. too far to protect them and there were
every time they swung their axes in their only five of them in their way. Jakob
way, and despite their raw strength they grew angry and impatient. It did not
were now at a disadvantage. matter. He could not waste time.

Blood flooded the floor, and the beautiful Once again that day, he drew his sword.
small stones were now covered in a dark
shade of red.

7
Mission 2 - Landing Site Pt.2 Objectives First Turn
Jakob is forced to confront a mighty Orc Place 3 objective markers as shown in The Battle Brothers get the first turn.
Warlord, whilst Khari continues to hold the mission diagram below.
off the enemy onslaught in an effort to
Special Rules
At the end of round 2, count the total
defend the Nebula as its being repaired. Sneaky Goblin: Before the game beings,
number of objectives that were seized by
the Orc Marauders player may place a
The Battlefield each army, and if one seized more than
the other it gets 1 VP. Goblin marker on one of his units. At the
For this mission you’ll need a 6’x4’ table start of each round he may move the
with at least 10-15 pieces of terrain on it. Objectives count as seized if a unit within marker to any unit within 12” (friendly or
3” of the marker while no enemies are, enemy), and may then deal 1 automatic
To represent the landing site we suggest and Pinned units can’t seize markers. hit with AP(2) to it. If the unit that the
using lots of scatter terrain like rocks
At the end of round 4, count the total Goblin marker is on in destroyed then it
and small bushes at the center of the
point cost of all enemy units that were must be moved to any unit within 12”,
table, with some pieces of jungle terrain
completely destroyed by each army, and and if there are no available units then it
in the Orc’s deployment zone.
if one destroyed a higher total than the is removed from the game.
The Armies other roll one die. On a 1-4 it gets 1 VP,
Special Equipment
on a 5-6 it gets 2 VP.
For this mission you’ll need two armies
Conqueror’s Sword: Whenever Jakob
of equal cost (we recommend 750pts). The game ends after 4 rounds, and if the
rolls a 6 to hit in melee against an
Battle Brothers scored more VP, then
Below are some recommended units you enemy hero, roll one die. On a 4+ the hit
they win the mission.
can use for this mission. Note that when counts as having Deadly(3).
using custom armies they must contain Deployment
the underlined units.
First place Tork and Jakob as shown in
Battle Brothers: the mission diagram below, and they
• Captain - Jakob may each be joined by a friendly unit of
• Psychic - Khari up to 5 models.
• Battle Brothers Then, starting with the Orc Marauders,
• Pathfinders the players alternate in placing one unit
Orc Marauders: each in their deployment zones, with the
Orc Marauders deploying in zone A.
• Mechanic - Tork
• Orc Mobs The Battle Brothers deploy their units in
• Boss Mobs zone B, and if they won Mission 1, then
• Goblin Herds they may extend their deployment zone
to the dashed line.

8
In the midst of all the fighting it was He was definitely strong, Jakob thought The men did not understand why Jakob
hard to understand exactly what was to himself, but not strong enough. As the was so fixated on this Goblin, and were
going on at first, but as the dust settled Orc tried to swing at Jakob again, this confused by Jakob’s decision to leave
time on his side, Jakob dodged and the battlefield in order to chase such a
it was clear that Jakob had not let his
rolled behind the enemy’s back and small and meaningless individual.
fellow Battle Brothers down. stabbed the Orc between his shoulder
With all might and speed, he charged blades, finally killing him. He had never done something like this
towards the Orcs and started fighting before, and it was so out of character,
He took a moment to catch his breath, that the soldiers were questioning it.
them so viciously that no one else dared
and then looked back up, seeing that his
approaching him, not even his brothers. soldiers were ready to go, keeping any Jakob started running in the Goblin’s
As the Orcs started surrounding him he incoming Orcs at bay. direction and still his men obediently
quickly stopped in a low battle stance, followed him. As he kept running he
readjusting his grip on the massive could feel a difference in the soil before
blood-soaked energy sword. he even saw it, and knew that the ground
had changed.
He swung left and right with a grin on
his face, waiting for his opponents to Looking down and saw that the beautiful
make another move. An Orc quickly, but gravel was now diminishing, with weeds
heavily, slid forward and aimed at his and plants growing out of the ground.
leg, but he was not fast enough.
There were more rocks there as well,
The Orc’s axe had been intercepted by and near each group of rocks, there
Jakob’s mighty sword, the shock were dozens of flowers. They were quite
slowing him down and allowing Jakob to small, and their petals were oddly
stab him right in the middle of his chest. shaped like triangles, in a dark shade of
blue with a pitch black flower head.
He dropped to the floor quickly and with Elsewhere on the battlefield Khari led
a loud thump, kicking up a cloud of dust. his men beautifully, as expected. The closer they got to the forest, the
more of these small odd flowers there
Jakob instantly returned to his stance were scattered around, and with them, a
It was time to go after the Goblin, Jakob
the now diminished circle around him strange, heavy mist began to form.
knew this, but he was uncertain if this
started tightening. With the opportunity was the best choice. He looked at Khari,
to attack first, Jakob faked an overhead and Khari looked back, reassuringly, and It was like a dark grey cloud in front of
strike at another Orc’s head, distracting even though there was a hint of doubt in them that barely allowed them to see
him long enough to duck low, and slash both their gazes, they knew that this was beyond a few meters. As the mist
the thighs of two other Orcs. They both the only way forward. intensified, the soldiers slowed down,
growled and kneeled to the floor in pain. confused about what they should do, or
where they should go.
Jakob stood up and started leading his
Now the strongest in their midst was chosen men towards the Goblin, who
staring at Jakob in anger. He growled, was already far off in the distance. Jakob noticed that the men had almost
and his eyes squinted, challenging him. stopped and called them on to continue
the chase. They hesitated, but followed
They ran quickly, trying to catch up with
Jakob loved the thrill of challenges like their captain through the path. The mist
the fugitive before they lost him, but he
this. It was like a game to him, and he was not so thick they could no longer
was heading into the forest.
was going to win the match. see the Goblin form where they stood.
Jakob knew he could not lose him from
The Orc moved forward and tried to grab Not having stopped at all, Jakob was far
his sight. This was a chance he might
Jakob with his left hand, but as he got ahead of the others, so he could still see
not ever get again in his lifetime, and he
close he sliced it off in one fell swoop. glimpses of the Goblin’s movements.
had to take it.

The Orc yelled in pain but did not back Jakob was afraid to lose him, and that
The God-King would have wanted him to.
down. He swung his axe in Jakob’s was not an option. So he ran faster.
direction, but the captain was too fast, He knew what he had to do, and he now
ducking and taking advantage of this understood why he felt that this was his
counter to slash the Orc’s stomach. mission all along. More than that, his
obsession with Zeloria-M5 finally made
Still the vile Orc kept fighting. sense. It was all making sense, and
Jakob would die before allowing a
damned Goblin to keep the pendant.

With that in mind, he commanded the


small force with him to chase the Goblin
into the forest, and to stop at nothing.

9
Kriq, the sneaky goblin Jakob had been The foliage became thicker and thicker Suddenly, they noticed movement above
chasing, clearly had the advantage. as they ran more towards the inside of their heads. Fast creatures flying up
the forest, and the ground became high from one tree to the other.
He knew this forest like the back of his
softer, almost bouncy.
hand. He was sure that right now, the They looked like big ravens but their
mist of the Briscus Flowers was slowing As the soldiers turned around another feathers were a dark shade of yellow
them down, and he knew where not to mass of trees, trying to catch up with and their beaks bright and shiny red.
step, to make sure he left no trail. Jakob, one of the men grunted loudly
Without ever stopping, they watched the
with pain, alarming the others.
newly discovered species of birds, which
The injured soldier looked around his was incredibly mesmerizing.
body for the source of his pain, landing
Still ahead of the Battle Brothers, the
on a big, hairy, blue spider running down
goblin was getting faster again, gaining
his arm. The moment he saw it, he
an advantage. One of the men looked
signalled to his brothers:
down to the ground, and immediately
“Watch out for the spiders!” understood why.

He felt dizzy, but carried on. He looked They were now running on even, steady
down to his arm, near his elbow, where ground again.
the spider had bored a large hole in his
Jakob looked back to his men and they
armor with its acid fangs, and he could
all nodded in confirmation. They needed
Kriq had noticed that their leader was see that underneath his skin was now
to get ready, and attempt capturing the
faster, nevertheless, something was swollen and filled with pus.
goblin, now that they had a chance.
bound to happen. The forest was tricky,
The soldier ignored the excruciating pain
and eventually he would make sure the The trees began disappearing, and a
in silence and welcomed the numbness
soldiers could no longer catch up. clearing formed ahead of them. As they
in his arm when it finally came.
exited into it, the goblin slowed down.
The goblin was still confused about them
Simultaneously, a bit ahead of the
chasing him so adamantly. Jakob saw them first, a small group of
soldiers, Jakob rejoiced at the goblin’s
orcs was waiting for them on the other
He wondered what it was that had made sudden loss of speed. Not sure as to why
side of the clearing.
him such an important target, to get the he had slowed down, Jakob hoped it was
army’s leader to go after him. Could it be a sign of tiredness and an opportunity to They looked brutal. At the centre of the
just because he was causing too much get closer to him. group, a bigger and viler orc stood proud
damage to the Battle Brothers? and strong, their leader.
The thick foliage did not help, but he was
As the thought formed in Kriq’s mind, very confident that they were going to Little did the Battle Brothers know, that
another one crept in, slowly. The goblin finally capture this despicable creature. that was Yeruk, the mightiest warlord on
clutched the pendant around his neck, all of Zeloria-M5. For an orc Yeruk was
The trees had suddenly become taller
and inevitably slowed down, without highly intelligent and also completely
without any of them realizing it and the
even realizing it at first. ruthless. A born leader.
mist was slowly going away, allowing
After a few minutes, he pushed the them to better see their surroundings Jakob could feel the energy emanating
thought of the pendant away, regaining for the first time. from him, and slowed down. He walked
speed, although not enough. towards the orc leader, gazing directly at
The odd flowers had disappeared, and
him, intensely.
Now, more than ever, he knew where he this seemed to be related to lack of mist
had to go to in order to stay safe. as well. The soldiers now also examined He raised his hand, signalling for his
the foliage around them, with wide eyes. brothers to get ready for a fight.
At the same time, a small stretch behind
him, the Battle Brothers managed to get Some of the bigger leaves were a bright
visibility and get closer to the goblin. shade of pink, whereas others were a
soft shade of blue, as if the trees were
Moving inside the forest was difficult for made of neon and pastels.
them. Their vision was compromised by
the odd mist, and the sudden humidity in They could also hear different kinds of
the air made it hard to breathe, tiring wildlife around them, but it was nothing
them quickly. It was as if they had just they actually recognized.
entered a tropical forest. The sounds came both from the ground,
These perfect men, bred for physical on their sides, and the treetops, so they
strength and perfection, were now tired, looked up trying to spot whatever was
and for the first time, they were being making all that noise.
physically challenged.

10
Mission 3 - The Clearing Objectives First Turn
Jakob and his men have been ambushed Place 1 objective marker as shown in the The Orc Marauders get the first turn.
in a clearing and must now fight their mission diagram below.
way through enemy forces in order to
Special Rules
At the end of round 2, the army that
get back to chasing the goblin Kriq. Spider Nest: The first army to seize the
sized the objective gets 1 VP.
objective stomps out the spiders and
The Battlefield Objectives count as seized if a unit within sends them running toward the nearest
For this mission you’ll need a 6’x4’ table 3” of the marker while no enemies are, enemy unit, which takes D6+1 hits.
with at least 5-10 pieces of terrain on it. and Pinned units can’t seize markers.
Jungle Creatures: At the start of each
To represent the clearing we suggest At the end of round 3, count the total round, roll one die and check the table
placing jungle terrain only at the edges point cost of all friendly units that are below to see what happens:
of the table, and placing sparse groups still alive for each army, and if one has a
higher remaining total than the other it Result Event
of scatter terrain like rocks and small
gets 1 VP. 1 Bird Attack – Once random
bushes around the table. Battle Brothers unit can’t shoot
At the end of round 4, count the total until the end of the round.
The Armies
point cost of all enemy units that were 2-3 Spider Bite – Once random
For this mission you’ll need two armies completely destroyed by each army this Battle Brothers unit takes D3
of equal cost (we recommend 750pts). automatic hits.
round, and if one destroyed a higher
4-6 All Clear – Nothing happens.
total than the other roll one die. On a 1-4
Below are some recommended units you
it gets 1 VP, on a 5-6 it gets 3 VP. Special Equipment
can use for this mission. Note that when
using custom armies they must contain The game ends after 4 rounds, and if the
Conqueror’s Sword: Whenever Jakob
the underlined units. Battle Brothers scored more VP, then
rolls a 6 to hit in melee against an
they win the mission.
Battle Brothers: enemy hero, roll one die. On a 4+ the hit
Deployment counts as having Deadly(3).
• Captain - Jakob
• Battle Brothers The Battle Brothers must first deploy all Choppy Axe: Whenever Yeruk is in melee
• Assault Brothers of their units in zone A. with a unit that has 3+ models, then he
may double his attacks.
Orc Marauders: Then the Orc Marauders may deploy all
• Warlord - Yeruk units anywhere in zone B, and over 12”
• Orc Mobs away from Battle Brothers units.
• Boss Mobs
• Goblin Herds

11
After the fast and gruesome battle, the It was at that moment that a struggle The soil had become mixed with some
orcs scattered all around the clearing, began in Jakob’s mind. If Khari were sort of dirt, and was extremely slippery.
and began running in different directions with them, he wouldn’t even think twice The rocks were covered in a white, thick
towards the inside of the forest. about the entire situation. moss, which made their quick descent
dangerous and unpredictable.
The battle brothers tried to gun down But now he was forced to consider
the fleeing orcs, but some still escaped. sacrificing one of his men for the sake of They slowed down their movements to
capturing this goblin. It was a decision avoid any accidents and kept on going,
Jakob locked eyes with Kriq, and the
that felt impossible to him, but he would until they finally reached stable ground.
goblin immediately turned and began
have to make it.
fleeing towards a steep ravine in the The Battle Brothers regrouped at the
other direction. As he ran away, Jakob Jakob ordered one of the other men to bottom of the ravine to examine the new
commanded his men to rally from the help carry the injured soldier until they terrain. In front of them there was now a
fight and resume the chase. reached safer ground, as they were long and wide river, separating two sides
completely exposed and unsafe in this of the improbable forest.
Most of the battle brothers were slightly
unknown territory.
injured, but they obeyed Jakob’s order. The river’s flow seemed unpredictable,
The men seemed displeased for a split calm but still with a strong current in
As they went after the goblin collectively,
second, but then carried on following some areas. The bottom of the river was
their surroundings began changing once
Jakob’s command, as always. covered in crystal like rocks, made
more, and as before, the forest almost
almost invisible by the running water.
transformed. No longer a tropical forest,
it now resembled dark, dry woods. Suddenly the goblin hopped into the
calm water, disappearing.
The soil was now made up of a beautiful
crystal clear rock, and was now sloping Slightly confused, Jakob moved forward
down aggressively. inquisitively, worried he might have lost
the goblin to the mysteries of the forest.
The goblin jumped down the ravine with
agility, whilst the soldiers struggled to Only a few moments later, the goblin
keep their balance and speed. resurfaced, jumped on an odd looking
boat and started navigating towards the
The battle brother that had been bitten
other margin of the river.
by the spider earlier, was now lagging
behind, but barely kept up with his As the goblin got closer to the other
brothers, grunting periodically. side, a new pack of orcs began emerging
As they had stopped, the goblin gained from all corners of the forest on the
The men started calling Jakob, asking
some distance, but standing on higher other margin. In their midst, stood Yeruk
him what to do in order to help their
ground the battle brothers were still once again, defying Jakob with his
wounded comrade.
able to spot him. They continued chasing intense gaze, and a knowing smirk.
Jakob could see his man slouching, his him, knowing they would be slower,
Jakob ordered his men to leave the
arm completely swollen and void of any carrying their wounded brother.
wounded soldier in a safe place and
natural skin colour.
Jakob did not slow down with the rest of commanded them to climb onto an
His face was no longer neutral, as it his men, and kept charging after the enormous old tree trunk that crossed
usually stayed. The man’s features were goblin, strong as ever. Motivated by his the entire river.
contracted in pain, and Jakob could see need to win, he was now completely and
As the men began their traversal, the
small droplets of sweat sliding down the undeniably relentless.
orcs assembled on the other side, ready
sides of his face.
As they moved down the abrupt ravine, a for a fight. The goblin was now amongst
The spider’s venom was obviously very familiar sound could be heard, and them, shouting. Jakob did not lose him
strong, and was taking a big toll on him. whilst it seemed impossible it was the from his sight for even a second.
sound of running water, and as they
Jakob was uncertain on how to continue. In the middle of their crossing, the orcs
continued moving down, the sound
They could not give up the chase, and began shooting at them in their now
became louder and louder.
the goblin could not get away with the vulnerable position.
pendant, and somehow he just knew that With the sound came also the familiar
Jakob ordered them to keep crossing
it was too important to ignore. smell of a lake. They could now see hints
until they were on top of them, so they
of a nearby river.
could luge at them from above.

He lead the charge, eager and ready to


confront Yeruk once more.

Now the real battle would begin.

12
Mission 4 - Old Trunk Set-Up First Turn
The Battle Brothers are yet again faced Place a 12” wide river that crosses the The Battle Brothers get the first turn.
with a tough challenge, as they must entire table from one short edge to the
traverse a river in order to reach the other, and one 6” wide trunk at the
Special Rules
enemy lines. Lucky for them an old tree center that serves as a passage. Strong Current: The river counts as both
trunk provides a quick way to cross. difficult terrain and cover terrain, and
Objectives
only the Battle Brothers may enter it.
The Battlefield
Before the game beings, count the total
Tasty Fish: Whenever an Orc Marauders
For this mission you’ll need a 6’x4’ table number of units in the Battle Brothers
unit activates within 3” of the river, it
with at least 5-10 pieces of terrain on it. army list (combined units and heroes
may try to catch some of the fish that’s
joining units counts as one).
To represent the river crossing we passing by before continuing with its
suggest placing jungle terrain along the Place 3 checkpoint markers as shown in activation. The player may roll 1, 2 or 3
long table edges, with some pieces of the mission diagram below. dice, trying to get a 4+. For each success
scatter terrain like rocks and small up to two models get +1 attack each next
Jakob must move within 3” of a marker
bushes on both sides of the river. time they fight in melee, but if the player
at any point during his move in order to
rolls two or more fails, then the unit’s
The Armies count as having cleared that checkpoint.
activation ends instead.
For this mission you’ll need two armies The mission ends after 4 rounds, and if
Jakob has cleared all checkpoints, and Special Equipment
of equal cost (we recommend 750pts).
at least half of the Battle Brothers units Conqueror’s Sword: Whenever Jakob
Below are some recommended units you (as counted before the game) are within rolls a 6 to hit in melee against an
can use for this mission. Note that when the Orc Marauders deployment zone, enemy hero, roll one die. On a 4+ the hit
using custom armies they must contain then the Battle Brothers win. counts as having Deadly(3).
the underlined units.
Deployment Choppy Axe: Whenever Yeruk is in melee
Battle Brothers:
with a unit that has 3+ models, then he
Starting with the Battle Brothers, the
• Captain - Jakob may double his attacks.
players alternate in placing one unit
• Battle Brothers
each in their deployment zones, with the
• Assault Brothers
Orc Marauders deploying in zone A.
Orc Marauders:
The Battle Brothers deploy their units in
• Warlord - Yeruk zone B, and if they lost Mission 3, then
• Orc Mobs Jakob starts the game with 1 wound.
• Boss Mobs
• Goblin Herds

13
After killing most of the orcs, Jakob As they ran, new species of flowers and A type of quicksand was now pulling him
looked for the Kriq again. Once more he fruits filled their eyes with unknown under, and as he spoke, it started pulling
was able to escape the battle alive, this colours and their noses with pleasant stronger, making him struggle to stay
time with the help of Yeruk. smells. The ground was a bit steadier, afloat. Two men went back and tried
which gave them the opportunity to enjoy pulling him out with little success, as
Jakob was not sure if they knew what
their environment. they would have to support themselves
the pendant meant, though he sure did
on the ground as well, leaving all three
not know himself. It was truly exceptional, this gorgeous
of them to be sucked in by the swamp.
planet they had found.
All that he knew was that the pendant
The soldiers yelled to Jakob, who had
seemed incredibly familiar, but still, he In a just few hours on Zeloria-M5 they
almost reached the shore already, and
couldn’t quite remember what it actually had discovered more new elements than
he looked back to see what happened.
resembled. If the orcs also didn’t know in any of the previous planets they had
the pendant’s meaning, why else would liberated over the years. He turned back again to spot the goblin,
they protect this goblin so much? almost completely out of sight.
As they continued moving through the
That must have meant they knew, which forest the sky seemed to slightly change. This was it. Jakob was going to lose the
was all the more reason to continue in The three suns were now lower and the goblin, or else he would have to abandon
his pursuit, and retrieving that pendant atmosphere’s colours were changing to his men in the swamp.
at all costs. a darker shade of purple.
He quickly looked around, in hopes of
In the meantime the injured brother had They passed hundreds of unknown finding a solution.
managed to cross the river, slowly, trees, all of the same type and colour,
As he analysed his surroundings once
during the course of the battle, trying but also completely different.
again, he remembered he had tracker
not to get separated.
As they pressed on, Jakob realized that darts on him. He quickly loaded his gun
As Jakob saw that all soldiers were ok, Yeruk and Kriq had disappeared. He ran with a tracker round and aimed straight
he told them to continue the chase, and faster and reached a green swamp in at the goblin.
started pursuing the goblin again, who front of him. He looked all around him
He did not have a good angle from the
was now being escorted by Yeruk. and then into the high trees. Nothing.
swamp, so he jumped out and run up a
The margin of the river they reached He then spotted his targets swimming in titled tree to get to higher ground.
was bordering a thick tropical forest the swamp ahead, quickly escaping.
With the goblin now in sight, he aimed
once again, moist and filled with heavy
As they climbed out on the other side of again and quickly fired off a shot, and
colourful foliage.
the swamp, Jakob realized he was too then immediately jumped down.
Both the warlord and the goblin seemed far into the swamp to retreat now, and
He hurriedly looked around the foliage,
to know exactly where they were going so were his soldiers.
trying to find something he could use as
and exactly where to step. Jakob was not
He would have to go through it, no a rope, and found a thick, soft branch.
having the same experience, being hit in
matter what that actually meant.
the face by pink leaves, and constantly He threw it at the three battle brothers
losing his balance. Jakob and the men stepped into the inside the swamp and barked at them to
swamp hesitantly, and quickly realized hold on to it, hard.
The soldiers ran steadily behind, not too
they could reach the bottom standing.
quickly, but methodically. The birds As they grabbed the branch Jakob began
were again above them and the trees Relieved, they began half walking, half pulling the injured brother out of the
grew higher and higher. swimming towards the other side. swamp, whilst the other soldiers pushed
him from behind.
But that was not easy to accomplish with
a numb arm and compromised strength, They had barely just managed to all get
so the injured soldier quickly lost his out when Jakob already started barking
footing and began sinking. orders to check on the injured brother,
who was not completely unconscious.
As he supported all his weight on his
feet, an incredible force began pulling As his men were now safe, Jakob began
him down. He yelled in a panic from the hastily fumbling with his gear, until he
sudden movement, and shouted to his found what he was looking for, a small
comrades what was happening. device with a single button.

He clicked the button and a hologram


appeared. In the shape of a sphere, a
hologram appeared, and a path began to
form within it. The tracker had found its
target, and the hologram was now
displaying its every move.

14
Jakob was now analyzing the hologram Across the forest Jakob the others were They asked if he had seen the spider,
in front of him, and the red dot that was now moving again. Jakob had decided and the man slightly nodded. He then
brightly blinking on it. that this world was too unpredictable, managed to whisper: “Nothing like we’ve
and they needed to stick together. ever seen before”. The medic’s eyes
The soldiers were huddled around him,
twinkled a little bit to this, wondering
regaining their strength with stims, and They were now moving back towards the
what it could have been.
a couple were a bit further away trying to landing zone, to reunite both halves of
patch up their wounded mate, who now the army. The wounded brother was in They immediately began removing the
had a major infection around the vicious desperate need of medical attention, and armor and administrated the serum.
spider bite on his arm. Jakob knew they were bound to have an
Moments after, the soldier began to
antidote that was going to work for this
Jakob had told them to rest for a bit develop an odd reaction to it. The skin
venom back on their ship.
whilst he was worked on tracking his where he had been bitten was now
allusive target. His plan was to go to Khari, regroup, and turning blue, and the medics realized
bring go to the ship for medical supplies the antidote was not complete enough.
Simultaneously back toward the landing
and extra rations.
zone, Khari had, unsurprisingly, led his They mixed other serums they had as
men to victory. Chasing down the last of As they moved through the night forest, quickly as they could and injected the
the orc forces had led them a stretch it felt as if they had never crossed this new concoction into his arm, hoping that
away from the ship, but at least the path, once again. Everything smelled this time it would actually work.
battle was now over. different, and although the trees had
After a few minutes the skin began to
remained the same, the purple shade of
Khari was now assessing the damage, return to its natural shade, although still
the sky had made them unrecognizable.
and was sad to note that many soldiers swollen and with a big bite mark.
had fallen in battle. The forest was almost completely silent,
After tending to the soldier, Jakob went
which made it feel more dangerous.
Khari wondered how the mission to to Khari to discuss the battle.
retrieve the pendant was going. He had They ran as fast as they could to reach
Khari gave him the details, and they both
absolutely no idea what they could have the rest of their forces, but they were
moved to address their men and pay
encountered beyond those mountains. delayed by the state of their wounded
tribute to their fallen brethren.
comrade, who was still dizzy and out of
Looking around him, he noticed the day
himself most of the time. Together they took a knee and looked
was changing. Night was different here,
down at the ground, eyes closed.
like everything else. The sky was now Not long after, they begin seeing the
deep purple, but the suns were still valley again. Even in the dark, all of the “Safe travels brothers” they chanted.
visible, as if someone had only just ground was visibly stained with blood,
All other soldiers followed suit, kneeling
dimmed their light. and bodies piled up.
down and chanting along with them.
Khari called the men and asked them to They were not sure how many had died,
Jakob was angered. They had won the
be aware of any changes, as the night but they could see that the only bodies
battle but lost many men. He informed
could bring danger to them, both in the on the floor were those of the orcs,
them they had to return to the ship to
environment and enemy movements. which meant Khari had taken care of
analyze the tracking device further.
their fallen brothers.
Almost automatically, the men began
They moved silently towards the ship,
organizing patrol shifts. Some of them Eager to reach them, Jakob ran faster,
but when they saw it, it was not alone.
sat down on the sparkly floor and began and soon spotted a few soldiers keeping
eating their rations, as some stood and watch. “Good men”, he thought. A few orcs surrounded the ship, looting
moved to strategic corners of the area all they could find outside the Nebula,
When he reached ear shot, he ran for
they were now occupying, watching out and making a small pile near the hatch.
the medics. They were startled by the
for any possible incoming danger.
voice of their commander but stood up In the background they could see Aksel
quickly and looked for the injured. and the remaining flight crew restrained
on the floor in small groups, who were
They saw the wounded man and grabbed
now prisoners of the orcs.
their medical supplies to run to him.
Jakob was now infuriated. He began
Jakob met them halfway and quickly
telling Khari to prepare to fight them,
explained what had happened. One of
but Khari stopped him.
the medics started running before the
other, as he had some antidotes on him. He tried to reason with Jakob, and asked
him to wait it out, as they had already
They all gathered around the soldier’s
lost too many lives in this fight.
almost unconscious body and analyzed
the bite, which was both worrying and Jakob did not listen.
fascinating at the same time.

15
Mission 5 - P.O.W. Set-Up Special Rules
With their flight crew taken hostage, the Place groups of 1-3 flight crew models at Prisoners of War: At the end of each
Battle Brothers have to fight against the the positions shown on the map below, round, one random checkpoint marker
odds in order to rescue their captured which count as checkpoint markers. that was not cleared yet is removed, as
brethren in the darkness of the night. the prisoners are executed by the orcs.
Objectives
The Battlefield Darkest Night: All units get -1 to hit
Before the game beings, count the total when shooting at targets over 12” away.
For this mission you’ll need a 6’x4’ table number of units in the Battle Brothers
with at least 10-15 pieces of terrain on it. army list (combined units and heroes Don’t Trip: Whenever a Battle Brothers
joining units counts as one). unit uses a Rush or Charge action roll
To represent the landing site we suggest one die, on a 1-2 the unit may only move
using lots of scatter terrain like rocks Place 6 checkpoint markers as shown in by up to half its total move.
and small bushes at the center of the the mission diagram below.
table, with some pieces of jungle terrain Special Equipment
Either Jakob or Khari must move within
in the Battle Brothers deployment zone.
3” of a marker at any point during their Conqueror’s Sword: Whenever Jakob
If available, then you can place a large move in order to count as having cleared rolls a 6 to hit in melee against an
spaceship model in the Orc Marauders that checkpoint. enemy hero, roll one die. On a 4+ the hit
deployment to represent the Nebula. counts as having Deadly(3).
The mission ends after 4 rounds, and if
The Armies at least 3 checkpoints are cleared, and Looted Guns: The Orc Marauders player
at least half of the Battle Brothers units may pick one of his units to be equipped
For this mission you’ll need two armies (as counted before the game) are within with looted weapons, and whenever a
of equal cost (we recommend 750pts). the Orc Marauders deployment zone, model from that unit rolls a 6 to hit when
Below are some recommended units you then the Battle Brothers win. shooting, then it deals double hits.
can use for this mission. Note that when
Deployment
using custom armies they must contain
the underlined units. The Orc Marauders must first deploy all
of their units in zone A.
Battle Brothers:
Then the Battle Brothers may deploy all
• Captain - Jakob
of their units in zone B, and if they lost
• Psychic - Khari
Mission 2, then Khari starts the game
• Battle Brothers
with 1 wound.
• Pathfinders

Orc Marauders:
First Turn

• Mechanic - Tork The Battle Brothers get the first turn.


• Orc Mobs
• Boss Mobs
• Commandos

16
As the dust settled Jakob was now in a When Jakob finally returned to the ship, Quickly after that, the entire army was
state that could be called shock. everyone seemed ready to go. assembled and ready to go. Jakob asked
Khari to speak to the men, only noting to
He could not believe the ramifications of Confused by this, Jakob searched the
warn them of the forest’s dangers.
his decision. Despite the orc forces ship and found Khari and Aksel in the
being outnumbered, they had taken the command center. He went up to them to After the briefing they began their new
lives of even more of his men. find out what was happening. journey. With Khari leading them, Jakob
walked silently along his men, thinking
Jakob had attacked them impulsively They explained their findings to him, and
about everything that had happened
and without preparation, and one orc Aksel showed him the new map, telling
since they had arrived on this planet.
that was not in his sight had killed three him what each thing meant. Jakob was
more prisoners unexpectedly, chopping excited about this, but still unsure on They took a different path, but the edge
off their heads. how to proceed. of the forest was near, and he knew his
could mean the odd mist would be back.
Their lives had been lost for no reason, As they were looking at the tracker, they
simply because of his impulsive orders. noticed it stopped moving. The goblin Much to his surprise, when they reached
was not going anywhere, so they figured the edge, none of the strange flowers
He should have just listened to Khari.
that he must be resting for the night. were there, nor any trace of the fog,
All the men were angry and sad about which meant that the two were related.
This made Jakob think that they should
the entire situation. The air around them
take the opportunity to attack them, but They kept going, but the ground was
felt heavy and unbreathable.
he looked back to his men, and saw that stable and the foliage was not thick like
Jakob was now questioning all of his they were in no condition for yet another before. On this side of the dense forest,
decisions. He left the men at the ship to fierce battle so soon. everything seemed calm and serene.
tend to the bodies and stock up on all
He decided against it, giving the men the Khari began slowing down, and asked
that they needed. He wanted to be alone.
chance to sleep until dawn and regain the men to stop. He felt something in
Whilst Jakob wandered around, Khari their strength. Only then would they go their proximity, but couldn’t see it, and
had taken the hologram tracking the for the location that was no shown on when he checked the tracker, the goblin
goblin onto the ship, and inside the the easy to follow map. was still in the same place.
command center, where he was now
The soldiers were relieved to hear this, He climbed onto a nearby tree to get the
analyzing it with Aksel.
and rejoiced in their much needed rest. high ground and survey the area, and
Aksel had been gathering information on was surprised by what he saw. Not too
Unfortunately, Jakob could not sleep, as
the planet since they had first set their far away, there was a small village of
he kept remembering all the men he had
eyes on it from outer space. He was able round huts, with smoke coming out.
lost earlier, due to his rash decision.
to combine all of that information and
Khari immediately called Jakob, who
add it to the tracker, creating an easy to The night went by, and by dawn, the
also climbed the tree. When he saw the
follow map of the region. three suns of Zeloria-M5 shined brighter
village he looked to Khari, and told him
than ever. The men slowly began to
With this new information, they would be this was their chance to catch the goblin.
wake up, all at around the same time,
able to reach the goblin’s position by a
only with a difference of just a few They began descending and plotting the
different path from the opposite side of
minutes from each other. attack. They would take control of the
the forest, making the mission quicker
village and the pendant with it.
and far less dangerous.
Once on the ground, they explained the
They would still need to go through the
situation to their men, and ordered them
forest for the better part of it, but not
to rush towards the village.
through the exact same dangerous path
they had taken before. Whilst they ran, the birds they had seen
the day before began flying above them,
Khari was ready to begin preparations
and screeching loudly. That could be a
for this new mission, retrieving the
problem, so Khari told the men to slow
mysterious pendant once and for all.
down to not disturb the birds, who were
sure to alert the orcs at the village.

Once they reached their destination, they


noticed there was no way to surround
Jakob stood in a corner watching his the village, so they were going to have to
brothers getting ready for the mission. take the orcs on in a straight up fight.
Their morale was down, but at least they Khari and Jakob looked at the soldiers,
seemed energized by the night’s rest. and got ready for a new attack.

17
Mission 6 - The Village Objectives First Turn
The Battle Brothers rush into a village Place 4 objective markers as shown in The Battle Brothers get the first turn.
ready for battle, hoping to take the orcs the mission diagram below.
by surprise and finally get their hands on
Special Rules
At the end of round 2, count the total
Kriq and the pendant that they’ve been Burn Them Down: Battle Brothers units
point cost of all enemy units that were
searching for all this time. that activate within 3” of a hut may try to
completely destroyed by each army this
set it on fire. Roll one die, on a 5+ the hut
The Battlefield round, and if one destroyed a higher
total than the other, then it gets 1 VP. is set on fire, and at the end of each
For this mission you’ll need a 6’x4’ table round all units within the hut take as
with at least 15-20 pieces of terrain on it. At the end of round 3, count the total many hits as models they have. Then roll
number of objectives that were seized by one die, on a 5+ another random hut
To represent the village we suggest you each army, and if one seized more than within 6” is set on fire, whilst on a 1 the
place lots of small huts near the center the other it gets 1 VP. fire stops and doesn’t spread.
of the table, keeping the terrain dense
Objectives count as seized if a unit within
and passages between huts narrow. Special Equipment
3” of the marker while no enemies are,
The Armies and Pinned units can’t seize markers. Conqueror’s Sword: Whenever Jakob
rolls a 6 to hit in melee against an
For this mission you’ll need two armies At the end of round 4, count the total
enemy hero, roll one die. On a 4+ the hit
of equal cost (we recommend 750pts). point cost of all friendly units that are
counts as having Deadly(3).
still alive for each army, and if one has a
Below are some recommended units you
higher remaining total than the other, Choppy Axe: Whenever Yeruk is in melee
can use for this mission. Note that when
then roll one die. On a 1-4 it gets 1 VP, on with a unit that has 3+ models, then he
using custom armies they must contain
a 5-6 it gets 3 VP. may double his attacks.
the underlined units.
The game ends after 4 rounds, and if the
Battle Brothers:
Battle Brothers scored more VP, then
• Captain - Jakob they win the mission.
• Psychic - Khari
• Battle Brothers Deployment
• Pathfinders The Orc Marauders must first deploy all
Orc Marauders: of their units in zone A.

• Warlord - Yeruk Then the Battle Brothers may deploy all


• Orc Mobs of their units in zone B.
• Boss Mobs
• Goblin Herds

18
The Battle Brothers had killed all the He began by explaining why they were Khari checked the tracker, and noticed
orcs on their way to the center of the chasing this goblin. The pendant. that the goblin had stopped again.
village, but it did not feel like they had
He told the men he did not know what it His location scrambled, but it did not
won this fight.
meant, but that it had some sort of seem too far away. This could only mean
The goblin had escaped once again. resemblance to a symbol of the past, the goblin was underground.
and although he was not sure what its
The village was not big, with small huts Zeloria-M5 was revealing itself to them
purpose was, he knew that the God-King
and fireplaced scattered around. It did little by little, layer by layer. And each
would want him to have it.
not look like living quarters however, but one was even more beautiful and more
instead like an outpost. The soldiers were confused by this new complicated than the previous one.
information, but did not question Jakob’s
Khari was checking the tracker to see
reasoning, not even for second.
where the goblin was headed.
They all knew that the God-King’s will
A bit further down into the forest, Kriq
was absolute and unquestionable, no
and Yeruk were discussing about what
matter how they personally felt.
had just happened. The Battle Brothers
knew, that was their conclusion. As Jakob continued speaking, he began
mentioning the deaths of their fallen
Yeruk had to make sure Kriq kept the
brothers, and how sorry he was that they
pendant safe. He told him to run for the
had to give up their lives for the mission.
nearby caves, and hide. He would escort
him, and round up a large army to fight, He promised the men things would be
but they had to be quick. different from then on, and that they
would not take any unnecessary risks.
His strategy was to lure the enemy into a
trap, using the environment around No more lives would be lost. As if aware of their discovery, not too far
them as an advantage to defeat them. away from the village, Kriq felt a chill go
To honor their fallen brothers, they
down his small spine.
Kriq held on to the pendant around his would perform an improvised wake by
neck as he ran to the cave. This was his burning their identification tags. He decided he needed to descend to a
responsibility and he had to make sure lower level of the cave and squeezed
Khari handed Jakob the tags and
no one else got their hands on it, no himself between the rock formations,
conjured a fire right in front of them.
matter what. passing down to another tunnel.
The fire was tall and beautiful, with blue
Back at the village, Khari was showing He knew these caves very well, they
and red hues to it. All soldiers bowed
Jakob the goblin’s new trajectory, and were his safe space.
their heads in approval.
the soldiers were getting ready to go. When he was growing up he would
Jakob looked at his brothers and held up
Jakob was uncertain on how to proceed, always hide in them on his own, as his
the tags. The suns shined behind him,
as he kept remembering the lives lost orc bullies could not fit in there with
making it look imperial.
before, and he could now finally see the their massive bodies. That was an
true reason behind it. “Safe travels” Jakob whispered, as he advantage, he thought to himself.
threw the tags onto the fire.
The fact that they had lost the goblin was The Battle Brothers would not be able to
once again proof that his arrogance was They all took a knee and looked down, fit through the narrow paths either, not
the reason for it all. once again, and whispered together: even the most lightly armored ones.
“Safe travels brothers”.
His arrogance killed his men and made Yeruk had gathered his army, and they
them lose the pendant yet again. That was how they said goodbye to the were guarding the caves. They camped
fallen soldiers, and brought peace to the outside, waiting for the enemy to show
As he realized the error of his ways, he
army, together as one. up, ready for a fight.
knew that he had to address this issue
with his troops. As a good leader he He had told Kriq not to get out under any
could not ignore this, so he decided to circumstances, and Kriq was ready to
speak to them about it openly. follow that advice.

He asked Khari to gather the soldiers He would not leave the safety of the
and prepared for this difficult task. caves, but if they somehow managed to
end up finding him after all, Kriq was an
Jakob stood in the center of the village,
incredibly resourceful fighter.
with all of the men now surrounding
him, and Khari by his side. “Let them come”, he thought.

19

With their faith in Jakob finally restored, A bit ahead, Khari finished checking the Back at the soldier’s formation, they
his men felt much stronger, marching terrain for threats and jogged back next began noticing a change in their
together with purpose, knowing what to Jakob. In a relaxed manner, he let surroundings once again. The foliage
they were fighting for and why. him know that there were no threats was becoming thicker, and the ground
ahead. Jakob barely reacted. unsteady. As they continued along their
They were walking through a valley of
path, another ravine started to take
clear rock and gravel, and the foliage He was so deep in thoughts that Khari
shape beneath them.
was thin around them. The suns were had to punch him lightly on his shoulder
hotter than before, but manageable. to get his attention. When Jakob finally They continued to push onwards, and
looked at him, Khari asked him what the Khari ran ahead as per his usual self,
To the sides of their path, small patches
matter was. Jakob explained his climbing a tree to get visibility ahead.
of water began appearing, as if small
concerns about the terrain, and the
ponds surrounded them. The odd thing He paused on top of the tree, disguised
possible number of orcs waiting for
about these ponds was that the water with the long and heavy leaves.
them at the goblin’s location.
was yellowish and the plants that grew
As he looked in the distance, he could
where water met rock were bright As they discussed the different
now see a small but considerable army
purple, with small and thin leaves. scenarios, the odd and loud birds flew
of orcs in the middle of the forest.
over them again. Khari became
The curiosity this aroused in the soldiers
immediately suspicious of the birds. He Some were sitting on the floor while
was clear but only one broke formation
was not sure how, but somehow, he others patrolled the area. They did not
to look closely. He walked cautiously
knew they were being used by the orcs. have enough numbers to beat them, but
towards one of the small ponds and
they sure could harm them.
looked into the yellow water, only to find The bird’s weird shape and colour made
square fish swimming in it. him uneasy, and their screeching felt Khari descended from the tree quickly
like a warning to him. and ran to Jakob, who somehow already
The soldier lingered for a few moments
knew what he was going to tell him.
observing the fish and then returned to As the flock flew by them, the soldiers
the huddle and resumed his march. looked up at the ready, but as soon as Once Khari finished describing the
they disappeared beyond the trees scene, there was absolutely no surprise
For the first time since they had landed
ahead, they all relaxed. in his expression, nor any fear.
on Zeloria M-5, the whole squad’s
morale seemed high, and they were not Not Khari. He knew this meant the orcs Jakob ordered his men to stop for a
completely riled up. It was clear they would know they were coming, and that moment, and began telling them what
now blindly trusted Jakob just as much removed part of their advantage. was about to come. They decided to
as before the entire journey, maybe even continue at the same pace, as they
Far ahead of the forest, many feet below
more than that. would reach the orcs in less than 30
the steps of the soldiers, a few candles
minutes.
A bit further back, Jakob was completely now lit the caves, placed around Kriq in
lost in thoughts. a circular fashion. With his fingers, he Jakob’s orders were clear: Kill them all.
drew on the dirt, repeatedly.
Different tactics ran through his mind, He checked the tracker once again, and
as he pondered every possible scenario, He was strategizing an escape, in case noticed that the goblin was not at the
occasionally activating the hologram anyone found him inside. He kept location they were about to storm.
map in his possession. His mind was replaying the latest events in his mind.
Still, Jakob was hoping Yeruk was, so
moving a million miles an hour, as he
Kriq had been one of the few who had that he could finally kill him.
imagined what would be waiting for
quickly realized that these invading
them along the way. When they finally reached the location,
Battle Brothers were much stronger
the Battle Brothers hid behind the thick
Every time a different noise sounded than the orcs, and would stop at nothing
foliage, preparing to attack in full force.
near them, Jakob instantly prepared for to get what they thought they deserved:
the worst. He was clearly on edge, and Zeloria M-5 , and apparently, the Jakob could now see clearly enough to
entirely exhausted. pendant hanging by his neck. know that Yeruk was not there, and that
the orc mechanic Tork was leading the
He knew they had their ways, so he had
small force. Maybe he was his second in
to make sure he was ready, when the
command, he thought.
time came to protect himself from them.
Jakob ordered to men to attack, with a
As he held onto pendant sheepishly, he
single thought in mind, clear as water.
wondered if all of this was even worth it.
He had to capture Tork. Alive.

He could be the answer to everything.

20
Mission 7 - High Value Target Set-Up Deployment
Whilst approaching an Orc force deep in Place a Tork model at objective 1 as The Orc Marauders must first deploy all
the forest, the Battle Brothers have shown on the map below, which will be of their units in zone A.
spotted a high value target. It is now the objective marker for this mission.
Then the Battle Brothers may deploy all
their mission to capture him alive to get
valuable information.
Objectives of their units in zone B, and if they lost
Mission 6, then both Jakob and Khari
Before the game beings, count the total
The Battlefield start the game with 1 wound each.
number of units in the Battle Brothers
For this mission you’ll need a 6’x4’ table army list (combined units and heroes First Turn
with at least 10-15 pieces of terrain on it. joining units counts as one).
The Battle Brothers get the first turn.
To represent the forest we suggest If either Jakob or Khari move within 3” of
using a couple of large areas of forest objective 1 at any point during their
Special Rules
terrain, as well as lots of scatter terrain move, then roll one die and on a 1-3 then Caught Unaware: During the first round,
like rocks and small bushes spread all it is moved to position 2, and on a 4-6 it the Orc Marauders only get to activate
across the table. is moved to position 3. their units after all Battle Brother units
have already been activated. If any of the
The Armies After it has been moved, if they move
within 3” of the marker’s new position at Battle Brothers units use a Rush action
For this mission you’ll need two armies any point during their move, then roll or attacks in any way (shooting, melee,
of equal cost (we recommend 750pts). one die and on a 1-3 then it is moved to spells, etc.), then the Orc Marauders are
position 4, and on a 4-6 then it is moved immediately alerted and may alternate
Below are some recommended units you
to position 5. activations normally.
can use for this mission. Note that when
using custom armies they must contain Either Jakob or Khari must move within Warning Birds: During the first round,
the underlined units. 3” of its final position at any point during whenever a Battle Brothers unit uses an
their move in order to count as having Advance action whilst the orcs have not
Battle Brothers:
captured the objective. been alerted, roll one die. On a 1 they are
• Captain - Jakob spotted and the Orc Marauders are
• Psychic - Khari The mission ends after 4 rounds, and if immediately alerted.
• Battle Brothers they captured the objective, and at least
• Pathfinders half of the Battle Brothers units (as Special Equipment
counted before the game) are within the
Orc Marauders: Conqueror’s Sword: Whenever Jakob
Orc Marauders deployment zone, then
rolls a 6 to hit in melee against an
• Orc Mobs the Battle Brothers win.
enemy hero, roll one die. On a 4+ the hit
• Boss Mobs counts as having Deadly(3).
• Goblin Herds

21
The battle ended in a bittersweet way. No words were spoken by either of They would keep marching until they
them. Not for a very long time. could see the enemy location, remain
Just as Jakob had captured Tork, the
hidden in the large foliage until nightfall,
orc’s second in command, he had Eventually Jakob grew tired and locked
and attack in the middle of the dark,
ordered his men to retreat from battle. eyes with the orc again, asking the same
catching the orcs off guard.
question. Tork merely replied in a thick,
As the orc barked the order to his
unidentifiable accent: “You will never As Khari gathered the men to explain
remaining fighters, Jakob punched him
know it from me”. their next orders, Jakob obsessed over
in the mouth, ordering him to shut up.
the red dot on the map.
At those words, Jakob started walking
He delivered Toek to a couple of his
away, and with a flick of his hand, Khari That damned goblin.
men, to keep him captive as he ran for
crushed Tork’s brain to a pulp.
Khari, who was suddenly spiralling out Jakob could not understand why he was
of control. He began gesturing towards The orc’s brain spilling out of his skull not moving. Not at all. He had remained
the fleeing orcs and yelling towards him gave Khari a slither of satisfaction, but in the same spot he was in hours ago.
that they had to chase them. not nearly enough to understand Jakob’s
He joined his brothers and they began
decision not to chase after them.
Jakob told him no. moving towards the remnants of the orc
army, empowered by the knowledge that
Khari could not believe what he was
once they arrived, they would be able to
hearing. For the first time since they had
defeat the army of parasites, at last.
landed in Zeloria M-5, Khari could not
understand for what possible reason As they went down into another ravine,
Jakob was not eager to kill these idiotic Khari noticed there were no more small
fleeing bastards. ponds, no thick foliage. The ground was
covered in the same pebbles as usual,
Jakob’s expression was serious as he
but they were smoother and slightly
called over his men and ordered them to
slippery. It could be problematic, Khari
gather around and get ready to continue
thought to himself.
their long march.
After a while of walking, they began
As Tork sat on the floor, hands and feet
seeing more trees of different kinds,
tied up, he struggled silently against his
He confronted Jakob about it, and Jakob more foliage forming, but the floor got
restraints, knowing very well that he
was pensive, wondering what had really wetter, and covered in a purple moss,
would not be able to free himself. The
happened, and why the orc forces were making it harder to stand upright.
two soldiers next to him occasionally
kicked him in the sides, to stop him from so small. He explained all of this to The soldiers were on edge because of
moving so much. Khari, stating at the end: “This feels too this unfamiliarity. At the end of the
easy Khari. It’s a trap”. ravine, Jakob could clearly see odd rock
Jakob checked the tracker to make sure
Khari analysed what he said, and began formations and several huddles of orcs
nothing had changed, and when he
putting the pieces together. Yes, there all around the location.
confirmed nothing had, he slowly moved
towards the orc on the floor. were not many orcs here, only a small He observed them calmly, and finally
force. Moreover, although they fought settled on the left side, where Yeruk
He lowered himself to Tork’s eye level
with everything they had, they were no stood, on top of a large rock, alone.
and stared at him for a few moments.
match for the Battle Brothers.
Jakob told his men to hide strategically,
“Tell me where your leader is”, Jakob
Sure, they injured a few, but not even and prepare for what was about to come.
said slowly, in a deep voice.
one brother died in the fight.
He had to take this opportunity, and
Tork remained silent and never broke
Jakob was right. It was too easy. informed Khari quickly of what he was
eye contact. This arrogance annoyed
They began discussing their possible going to do.
Jakob to no end.
options, whilst analysing the route Hiding in the shadows, and taking
Jakob stood up and took a deep breath.
towards the goblin’s location. advantage that no one would be able to
He knew that he was not going to speak, see him until it was too late, Jakob
The more they thought about it, the
not this easily. He looked over at Khari, moved stealthily towards Yeruk.
more they realized that according to the
and he approached the orc.
map, there was only one path they could Once Jakob reached him, Yeruk turned
Khari began torturing him with a psychic take, which also meant the rest of the around slowly, with a small smile.
mind contortion spell, without a word orc army would be waiting there.
“Took you long enough, human!”
being dictated to him. Tork remained
As they came to that conclusion, Jakob
silent, apart from the occasional grunt of They raised their weapons ready to fight,
also came up with a plan of his own to
pain as his mind was slowly torn to bits. a clash of beasts, one could say.
crush his opposition.

22
Mission 8 - Duel Set-Up First Turn
Jakob and Yeruk finally face off in a duel Place Jakob and Yeruk at opposite edges Roll one die to randomly determine who
to the death, whilst both their armies are of the top of the large rock formation at gets the first turn.
busy fighting each other off, trying to win the center of the table.
so they can help out their leader.
Special Rules
Objectives
The Arena: Jakob and Yeruk must be the
The Battlefield
Place 2 objective markers as shown in first units that each player activates, and
For this mission you’ll need a 6’x4’ table the mission diagram below. if either of them is killed, then the other
with at least 15-20 pieces of terrain on it. doesn’t get to activate again for the rest
At the end of round 2, count the total
of the game. No other units may move
Place a large rock formation or cliff at point cost of all enemy units that were
within 6” of the center of the table, and
the center of the table where the duel completely destroyed by each army this
the heroes and the rest of the armies
will take place, and then scatter other round, and if one destroyed a higher
may not interact in any way.
terrain such as bushes and rocks around total than the other, then it gets 1 VP.
the table. You can also put some jungle The Duel: Whenever Jakob and Yeruk
At the end of round 3, count the total
terrain at the edges of the table to better attack each other, the players must first
number of objectives that were seized by
represent the clearing. see if the attacker flinches. Both players
each army, and if one seized more than
start the game with 4 tokens, and when
The Armies the other it gets 1 VP.
attacking they must each secretly pick
For this mission you’ll need two armies Objectives count as seized if a unit within any number of remaining tokens, and
of equal cost (we recommend 750pts). 3” of the marker while no enemies are, then reveal them to each other at the
and Pinned units can’t seize markers. same time. If the attacker bid an equal
Below are some recommended units you or lower number of tokens, then he
can use for this mission. Note that when At the end of round 4, count the total
flinches and gets -1 to hit, and all of the
using custom armies they must contain point cost of all friendly units that are
selected tokens are discarded. At the
the underlined units. still alive for each army, and if one has a
start of each round the players get 1 new
higher remaining total than the other,
Battle Brothers: token each.
then roll one die. On a 1-4 it gets 1 VP, on
• Captain - Jakob a 5-6 it gets 3 VP. Slippery Ground: All units get -D3” when
• Psychic - Khari using Advance, and -2D3” when using
The game ends after 4 rounds, and if the
• Battle Brothers Rush or Charge actions.
Battle Brothers scored more VP, then
• Pathfinders they win the mission. Special Equipment
Orc Marauders:
Deployment Conqueror’s Sword: Whenever Jakob
• Warlord - Yeruk rolls a 6 to hit in melee against an
The Orc Marauders must first deploy all
• Orc Mobs enemy hero, roll one die. On a 4+ the hit
of their units in zone A, and if they lost
• Boss Mobs counts as having Deadly(3).
Mission 6, then Yeruk starts the game
• Goblin Herds
with 1 wound. Choppy Axe: Whenever Yeruk rolls a 6 to
hit in melee against an enemy hero, then
Then the Battle Brothers may deploy all
he may double how many hits he deals.
of their units in zone B, and if they lost
Mission 7, then both Jakob and Khari
start the game with 1 wound each.

23
With Jakob’s sneak attack on Yeruk, a He slowly reached for his blade, and Khari asked Jakob about the orc leader,
small orc force had taken notice. with a slow movement, cut a line in the and Jakob told him of how he had killed
orcs cheek. The orc winced at the pain, him, and that he had retrieved no
They had tried to go to their leader’s
but made no noise. “How brave”, Jakob information from him whatsoever.
defence, but Khari had been on lookout,
thought, “but weak, nonetheless”.
and kept releasing spells on top of them, At that moment, he also told Khari of his
preventing them of getting too close With that, he held the blade higher and most recent realization. Although he did
cut the orc’s head off, in a quick blow. not know how or where, he was certain
In order to execute Jakob’s plan, they
that the orcs were hiding the goblin.
could not fight the entirety of the orcs at
once, but had to take them out slowly Khari observed them closely, but could
and strategically. not come up with an answer of his own.

Khari also knew, without a doubt, why At that moment, Jakob realized what
Jakob had gone for the leader. they had to do. He assembled his hiding
force sat a reasonable distance, making
He would be the only one who truly knew
sure they could not be spotted by the
the true meaning of the pendant on the
orcs, and informed them of the latest
goblin’s neck, and even if it was risky, he
events accordingly.
had to try to take him out.
As he was speaking to them, he also
After some intense sparring, Jakob had
decided on his strategy to end this.
managed to topple the orc and pin him
to the ground. Yeruk’s neck was now They would rest for a few hours, and
stuck under the captain’s heavy knee. He left the corpse of the orc leader prepare to attack. They would only do so
where he killed him, and returned to his at nightfall, in order to catch the orcs by
Jakob looked at the bloodshot eyes of
men slowly, hiding as much as he could. surprise. Without their leader, they
the orc laying under him and put more
No one saw him. would be weaker and disorganized.
force onto his neck. The orc was not
speaking. His mind was full with questions, as he Jakob also assigned Khari with a special
retrieved the tracker and looked to the mission. To capture any orc that could
“Tell me what you know!”
red dot. They were on top of it, but the provide information on the goblin’s
Jakob shouted at him, but the orc only whereabouts, and anything else they
goblin was nowhere in sight.
snorted, and kept his silence. might need to know in order to retrieve
Jakob looked back to the different orc the allusive pendant.
“There is no one left to protect you, orc!”
huddles that he could see, but did not
understand how it could be that they The soldiers listened carefully to all the
Jakob spat towards Yeruk in a vial tone.
were on the right location. information their leader shared with
“We killed them all, nobody is coming them, and one by one began finding a
for you. Tell me what I want to know!” Was the tracker wrong? hidden and safe place to rest, in order to
“No”, he thought to himself. The tracker sleep in shifts. It would not be difficult,
Yeruk remained calm, but his eyes
was not wrong. It was something else. as they were all exhausted since they
showed pain. Pain over all the orcs lives
had landed on Zeloria M-5.
lost in the past few days.
As he looked around he realized the rock
formations in which the orcs stood were As Jakob settled against a thick tree,
Jakob chuckled lightly and told him
not random, they had reason. covered in all directions by bright orange
manner of factly: “You know, you have
leaves, and tall, purple weeds covered
underestimated us, orc. I will kill all of
Khari approached Jakob at that moment, his heavy boots, a single thought settled
your men, and I will get that pendant, no
but he did not say anything. As Khari into his mind.
matter what. And you? You will die at my
wondered what had happened with
hands here. Unable to save them.” “Today is the day I conquer this planet.
Yeruk, Jakob looked up at the three
suns, which were still shining bright in Today is the day I retrieve that pendant,
Yeruk struggled to speak, but a low and
the afternoon sky. and change our lives forever.”
raspy voice came out: “You will never
know what it means.” Khari observed Jakob from the top of a
The orc leader had planned something.
tree, who was lost in deep in thought,
With that, Jakob realized he would not
Jakob was missing vital information, and and focused on him.
tell him anything, so he would have to
it was not just the meaning of the
find out for himself how to get to the What did he know that he was keeping to
pendant. It was more.
goblin, and what the pendant actually himself so silently?
meant after all. They were hiding the goblin, that was
certain. But the question was, where?

24
A few hours had passed in the hiding Not much wild life was around them As Jakob reached the floor, he quietly
spot of the Battle Brothers, but not either. Apart from the already familiar pushed the button on his communicator
much had changed in the meantime. birds flying around, they had not seen twice, to signal his men to listen.
any more creatures in this part of the
Most of the soldiers had maybe gotten 2 Jakob spoke loud and clearly, giving his
forest, although they kept an eye open
hours of sleep each and were calmly men confidence and strength. The
for possible spider attacks.
eating and preparing for battle once orders were quite clear: Kill anyone on
again. Hopefully for the last time. The three suns were now setting, sight, except for the goblin wearing the
marking the beginning of the night. pendant. They now knew what to do.
Khari continuously checked in on all his
brothers, and on the location and The weather stayed the same. Warm and Khari climbed down the tree and looked
whereabouts of their enemy, climbing humid, with a faint breeze dancing over at the men he could see from
trees and sensing their energy, whilst around them, barely noticeable. where he stood. Jakob’s speech had
Jakob paced back and forth, coming up been good. They looked confident and
with different strategies, both to attack fierce, ready to kill. And so did he.
and defend his army.
The soldiers began moving towards the
It was already decided that they would orcs, knowing when they reached their
wait until nightfall to attack, catching the location, the night would have settled.
orcs by surprise, and taking advantage
They were still about a mile away from
of their leader’s premature death.
them, and in order to remain hidden,
Despite knowing all of this, Jakob’s mind they had to move slowly.
raced, thoughts of the meaning of all he
Khari waited patiently for all of them to
was doing clouding each possible
leave their hiding spots and only when
scenario. He had killed the leader of the
Jakob began moving did he follow.
orcs; did that not mean they had won?
He began moving stealthily towards the
Why was he still fighting? Moreover, Jakob searched the surrounding trees main aggregation of orcs, right behind
would the orcs retaliate or retreat? And looking for Khari. When he saw him, he Jakob. Sweat stung his eyes like a
if the orcs did retreat, would it change climbed the tree until he was at eye level tri-scorpion’s venom.
anything? The answer was definitely no. with him. He asked for an update on the
All around was nothing but a deafening
Battles are expensive, and going into orc’s positions, to which Khari promptly
silence, a blur of color from the foliage
one, we must all be ready to accept the responded, letting him know they were
and adrenaline coursing through his
consequences of these decisions. getting ready to rest, sleeping in shifts,
veins, as he approached the unaware
just as they did before.
“The lives of our men”, Jakob thought. orcs. Light on his feet, he made sure to
This news pleased Jakob. They were leave no trail and make no sound.
Even if the orcs retreated, the Battle
vulnerable. This would facilitate the
Brothers would win, no matter what. His mouth and throat were dry and the
Battle Brothers taking over.
humid air made it difficult to breathe. He
The more he thought about it, the more
Just as Jakob began descending the was not looking for the other brothers,
one single reason popped up for all this,
tree, Khari called him over. He looked but he could sense their energy around
the pendant. He knew they needed it and
back at his most trusted psychic and him, filled with reflections of his own
he knew it was worth it all.
saw something he did not recognize in feelings. He took a deep breath, and
Jakob had not slept in a long time. his expression. Could it be fear? ignored the sudden thirst.

Whilst his soldiers rested, he explored Khari told him the men were exhausted, Jakob looked back and nodded to Khari,
their surroundings quietly. They were in and needed a confidence boost. Jakob who finally spoke into his communicator.
the middle of a forest with thick foliage. nodded and told him he was going to
With incredible calm, he locked his eyes
speak to them, prepare them for battle.
Ahead of them, where the orc army on the enemy and said but one word:
stood, there were many odd rock
“Now!”
formations. Jakob had seen them before
when fighting Yeruk, but he was sure
they hid something more.

The terrain seemed perfect for their


night attack, as it was full of bushes and
trees, making it easy for the soldiers to
walk around unnoticed and hide.

25
Mission 9 - Nightfall Objectives First Turn
The Battle Brothers have finally made it Before the game beings, count the total The Battle Brothers get the first turn.
to the orc camp and have waited for dark number of units in the Battle Brothers
in order to make their attack. Now our army list (combined units and heroes
Special Rules
heroes have to make sure that the orcs joining units counts as one). Sound Alarm: When the game begins, all
can’t sound the alarm, which would checkpoint markers are disabled. At the
Place 3 checkpoint markers as shown in
attract all nearby enemies. beginning of each round after the first,
the mission diagram below.
randomly determine one of the markers
The Battlefield Either Jakob or Khari must move within to be enabled, and if Jakob or Khari
For this mission you’ll need a 6’x4’ table 3” of a marker at any point during his clear the marker, then it is removed.
with at least 10-15 pieces of terrain on it. move in order to count as having cleared
that checkpoint. Caught Unaware: During the first round,
To represent the battlefield we suggest the Orc Marauders only get to activate
using a couple of large areas of forest in The mission ends after 4 rounds, and if their units after all Battle Brother units
the Battle Brothers deployment zone, as all checkpoints have been cleared, and have already been activated. If any of the
well as lots of scatter terrain like rocks at least half of the Battle Brothers units Battle Brothers units use a Rush action
and small bushes spread all across the (as counted before the game) are within or attacks in any way (shooting, melee,
table, plus some small huts in the Orc’s the Orc Marauders deployment zone, spells, etc.), then the Orc Marauders are
deployment zone. then the Battle Brothers win. immediately alerted and may alternate
activations normally.
The Armies Deployment
Darkest Night: All units get -1 to hit
For this mission you’ll need two armies The Orc Marauders must first deploy all
when shooting at targets over 12” away.
of equal cost (we recommend 750pts). of their units in zone A, and then the
Battle Brothers may deploy all of their Battle Hardened: All units with this
Below are some recommended units you units in zone B. special rule may re-roll one die of any
can use for this mission. Note that when kind each round.
using custom armies they must contain If the Battle Brothers lost most matches
the underlined units. in the campaign, then both Jakob and Special Equipment
Khari start the game with 1 wound each.
Battle Brothers: Conqueror’s Sword: Whenever Jakob
If Jakob lost the duel in mission 8, then rolls a 6 to hit in melee against an
• Captain - Jakob he starts with 1 additional wound. enemy hero, roll one die. On a 4+ the hit
• Psychic - Khari
If the Battle Brothers won most matches counts as having Deadly(3)
• Battle Brothers
• Pathfinders in the campaign, then all units get the
Battle Hardened special rule.
Orc Marauders:

• Orc Mobs
• Boss Mobs
• Goblin Herds
• Orc Walkers

26
Khari was exhausted. Kriq sat against one of the walls of the The almost see-through material now
cave, hugging his own knees and took a green and purple shade, probably
The Battle Brothers had killed all orcs
focusing all of his energy on listening. from reflecting all the foliage around it,
on sight, as promised. All but four.
not allowing them to see through it at
Moments before, he had heard someone
Absolutely deafening, his own blood all, not like the small pebbles at their
enter the caves. He was not sure who.
pounded in his ears, making it near feet, which had total transparency.
impossible to hear anything else other There was no way of actually knowing if
Jakob kept walking around, until he felt
than his own heartbeat. the intruders were enemy soldiers, or
his hand drop, at the lack of material.
orcs coming to defend him.
Even then, the sound was barely enough
Suddenly he was grabbing air instead of
to obscure the cries of the fallen orcs Yeruk had informed him that orcs could
rock. A small smile crept up and he
around them. As he walked by the orcs, enter the caves at any point to protect
stood still.
he would only slightly raise his hand in him or to set him free.
their direction and clench it, suffocating He inspected the newly discovered void,
If they were setting him free, they would
and silencing them forever. only to realize they were not able to see
have reached him by now, so he knew
it, because of its weird coloring.
His mouth, overpowered by the coppery that was not the case. The most likely
taste of blood made him spit on the floor scenario at that point was that some The entrance was entirely camouflaged
to his side, and he hardly noticed the orcs had been ordered to secure the by their surroundings. “What an
amount of crimson blood that laced with caves, and his pendant. outstanding planet” Jakob thought.
his saliva.
As he realized what was about to He motioned the rest of the soldiers to
Pain from a few wounds he had suffered happen, he understood it was time to go go to his side and they quickly obeyed.
in battle barely registered. He had to further into the cave, to where he could
They enter the cave slowly and quietly,
find Jakob. Only moments before, Khari not be reached as easily.
and were astonished by how dark it
had seen four orcs go inside a cave.
He began crawling down a small tunnel, actually was. Despite the walls around
A cave they did not even know existed. until he reached a point not even he them seeming transparent, in reality,
could go through. He stayed in there, there was absolutely no light inside.
This cave had to be where the goblin was
half sitting down, half laying down. His
hiding, and Jakob needed to know. Jakob reluctantly told his soldiers to
eyes shut and his hands clutching the
turn on their flashlights to assist with
As he looked around, trying to locate pendant he wore around his neck.
their walk in the caves, and as they
Jakob, the smells around overwhelmed
Khari gathered some soldiers and led turned the first corner, they were not
his senses. The stench of sweat was
them into the opening he had seen the surprised to see the four orcs Khari had
thick in the air, whilst a soft scent of
orcs escape into earlier. Once they described, standing only a couple of
flowers still laced his surroundings.
reached it, they realized it was indeed a inches away from them, guarding what
Disgusted, Khari kicked a corpse out of cave entrance. They were shocked by looked like a smaller tunnel.
his way and stopped moving. He looked how small it was, but Khari assured
Jakob motioned for his men to stop. He
around once more, and finally located them the orcs had gone inside it.
had to assess the situation before they
Jakob to the east side of the now
Jakob began thinking of ways to go moved in on the last orcs.
crimson battlefield. He ran toward him
inside, astonished that the orcs had even
without hesitation, and Jakob quickly Jakob looked back at Khari, a question
managed. He considered blowing up the
began moving in Khari’s direction. in his eyes. He could not even be sure
small entrance for only a few seconds,
that Khari would see him well enough to
As soon as they were close enough to as he quickly realized that could very
understand what he was wondering, but
hear each other, Khari began telling him well trap the orcs inside the cave, and
sure enough, when Khari looked back at
the news. As expected, Jakob wanted to with them the pendant.
him, he nodded, reassuringly.
move out immediately.
Frustrated, he began walking alongside
That was enough.
the rock formation, with his hand on its
walls, looking for something, anything, Jakob looked around him, and the other
that could lead them into a bigger Battle Brothers stood expectantly. There
opening for them to enter the caves. were many of them inside, which was
more than enough to overpower the few
As he did, he could feel the strange
orcs standing on guard.
texture of the rocks. Hard, as on many
other planets, but not sharp enough to Jakob closed his eyes and breathed out.
cut as one would expect from looking at When he opened his eyes again, he gave
them. Almost smooth like an odd moth. the order to his soldiers, and they
immediately moved in on the orcs.

27
Mission 10 - The Raid Objectives First Turn
Whilst Jakob and Khari fight off the orc Place 3 objective markers as shown in Check the cave battle rules below to
guards inside the cave, the rest of the the mission diagram below. determine who gets the first turn.
Battle Brothers wait outside for an
inevitable counter-attack.
At the end of round 2, count the total Special Rules
point cost of all enemy units that were
Reinforcements: At the start of each
The Battlefield completely destroyed by each army this
round, and if one destroyed a higher round after the first, the Orc player must
For this mission you’ll need a 6’x4’ table total than the other, and it controls most roll one die for each unit that has not
with at least 15-20 pieces of terrain on it. objectives, then it gets 1 VP. been deployed yet, and on a roll of 4+ he
may place it anywhere within 6” of his
To represent the battlefield we suggest At the end of round 3, count the total table edge, at least over 3” away from
using a couple of large areas of forest in point cost of all friendly units that are enemy units. At the start of round 4 any
the Orc’s deployment zone, as well as still alive for each army, and if one has a unit that still hasn’t been deployed may
lots of scatter terrain like rocks and higher remaining total than the other, be placed without having to roll for it.
small bushes spread all across the and it controls most objectives, then it
table, plus some small huts in the gets 1 VP. If the Orc Marauders won mission 9,
Battle Brothers deployment zone. then reinforcement units each arrive on
At the end of round 4, count the total a roll of 2+ instead.
To represent the caves we suggest using point cost of all enemy units that were
a separate table 1’x1’ in size, with some completely destroyed by each army this Battle Hardened: All units with this
rocks as scatter terrain spread around. round, and the total point cost of all special rule may re-roll one die of any
friendly units that are still alive for each kind each round.
The Armies
army, and if one has a higher total then Cave Battle: Both players start the game
For this mission you’ll need two armies the other, then roll one die. On a 1-4 it with 4 tokens, and at the beginning of
of equal cost (we recommend 750pts). gets 1 VP, on a 5-6 it gets 3 VP. each round they must each secretly pick
Below are some recommended units you The game ends after 4 rounds, and if the any number of remaining tokens, and
can use for this mission. Note that when Battle Brothers scored more VP, then then reveal them to each other at the
using custom armies they must contain they win the mission. same time. Whoever bid more tokens
the underlined units. gets to go first this round, and in case of
Deployment a tie Jakob and Khari both take 1 wound
Battle Brothers: each, and the Battle Brothers get to go
The Battle Brothers must first deploy all
• Battle Brothers first instead. All of the selected tokens
of their units in zone A.
• Pathfinders are then discarded, and at the start of
If the Battle Brothers lost most matches every round the players get 1 new token
Note that Jakob and Khari are not in the campaign, then both Jakob and each. If both Jakob and Khari are killed,
deployed as part of their army. Khari start the game with 1 wound each. then all Battle Brothers units must take
Orc Marauders: a morale test, and if they fail, then they
If the Battle Brothers won most matches
are removed from the table as they rush
• Orc Mobs in the campaign, then all units get the
to the caves to try help them. From then
• Boss Mobs Battle Hardened special rule.
on, the Orc Marauders always get to go
• Goblin Herds The Orc Marauders must then deploy first every round.
• Orc Bikers half of their units in zone B.
• Trucks

28
Not surprised at the outcome of the Much to his relief, the tunnel’s height
small fight, Jakob smiled at his men, remained the same, as they continued
who had quickly overpowered the orc on, not becoming tighter at any point.
guards and were now turning on all the
Unfortunately, it did not widen either.
remaining flashlights on them, in order
to see the caves properly. They continued crawling down the
tunnel for what seemed like twenty,
Khari stood back and leaned against one
maybe thirty minutes, until the tunnel
of the cave walls, breathing irregularly.
began widening into a large circle, which
This battle had taken a lot out of him, reminded them of a lake.
and although he was trying to cover it
However, the height of this circle was
up, it was becoming harder and harder
the exact same as that of the tunnel, so
to pretend he was not injured.
they were able to come out of the tunnel
He slowly moved his hand to his chest but had to remain on their knees. Khari knew that it was now up to him to
and pressed gently. He had not been retrieve the goblin from his hiding spot.
As they analyzed their strange new
struck; however, the immense use of his He sat down against the wall next to the
surroundings, they saw that in addition
powers for the past few hours was opening and took several deep breaths
to the tunnel they had crawled out of,
starting to have an effect on him. readying himself for what he was about
two more tunnels that seemed similar
He could feel his lungs struggling to were molded out from the wider circle. to do. No one around him seemed to
reach for air, and his heart pumping notice his struggle at all.
One of the soldiers tagged the tunnel
harder than usual. The adrenaline was After a few minutes, he decided he was
they had just come out of, just as Khari
wearing off and the small droplets of as ready as we would ever be, and he
whispered that he could feel an external
sweat fell quickly down his temples. cast a spell. He poured all the strength
energy very close to them.
As he struggled to tranquilize his body, he had left into it, and surely, after only a
Khari slowly approached the tunnels and
he felt a look upon him. He quickly few seconds, they heard grunts from the
rested his hand on each of the openings,
looked up and saw Jakob watching him other side of the tunnel.
sensed which one was releasing the
silently. It was too late. Not long after, the goblins feet appeared
energy and pointed it out to Jakob.
Jakob had figured it out instantly and and one of the soldiers immediately
As Jakob attempted to crawl inside, he
had a slight look of panic in his eyes. lunged to grab him and pull him back.
realized he would not be able to do so,
Khari righted himself and motioned his as this particular passageway was too As soon as Khari saw the goblin being
hand dismissively, trying to convey narrow to fit his body or any of the other held by one of his brothers, he released
reassurance to his captain. Battle Brothers. the pulling spell.

Jakob kept his gaze on Khari for a few Jakob immediately asked Khari how far They had done it. The goblin had been
moments; until he decided, the best way he was and if he was alone. captured. With that last realization,
to help him would be to end their Khari fainted to his side peacefully.
Khari took a few more moments before
mission as quickly as possible. Jakob smiled at the vision of the goblin
replying that he was not far at all, and
Once again, they set into motion. that indeed he was alone. captured by his soldier and ordered him
to restrain him immediately. He crawled
As they began entering the tunnel ahead All of the soldiers stood around looking
quickly to Khari to thank him, only to
of them, they swiftly realized that they at each other dumbfounded. None of
realize that his friend was unconscious.
would not be able to stand inside it. them knew how to proceed from then
on, as they were aware that blowing up Jakob grabbed the pendant from Kriq’s
They dropped to their knees, moving as
the structure was not an option at that neck and told his men: “Do not kill him
best as they could. After a few minutes,
point, nor fitting into it. just yet. He might still be useful!”
all six soldiers were inside the tunnel.

Jakob was behind three of his men, with


Khari and another soldier at his back.

The tunnel seemed stable and the


surface was dry. Just as the texture he
had felt outside, the rock was hard but
not sharp, which tranquilized him.

29
The men inside the caves left through As a young Battle Brother, Jakob spent As the memory faded away, and the
the tunnels triumphantly with the goblin most of his days at camp, training to be reality fell into place, realization filled
trapped between them, whilst Jakob a better and stronger soldier. However, Jakob’s eyes. Ever so slowly, he was
dragged Khari’s unconscious body as that day, he had broken the rules. able to put meaning into everything.
slowly and carefully as possible.
Just as they had finished one of the He understood what that strange man
As soon as they reached the outside, many drills of the day, he had seen a had meant all those years ago.
Jakob checked for Khari’s heartbeat, strange man approach his captain.
He finally pieced together, the words
and was relieved to hear one, even if it
A man he had never seen before, and he spoken to Steffan that afternoon.
was faint at best. He called the medics
was not a Battle Brother either, he was
through the intercom and they ran to Not only that, but he finally understood
something else.
them incredibly fast, taking Khari into why he had so adamantly chased the
their care on a makeshift cot. He had excused himself, saying he pendant, from the moment he had seen
needed to get some more ammo for it on the goblin’s neck.
Jakob watched them as they took him
them, and followed the captain and the
away, feeling slightly lightheaded. This was the God-King’s will.
strange man.
He looked around and saw the soldiers Jakob touched the pendant on his hand,
They had gone inside a tent, and the man
securing the goblin and taking him away turning it slowly and observing it with
was showing his captain a symbol.
as well, in the direction of the Nebula. utmost care. As he looked at it, he
“You need to be aware of this Steffan”, realized the small green spots had not
Only now he slowly grasped that they
the man said, “This is all we have left!” been on the drawing he had seen of it all
had finally conquered the planet and
those years ago.
retrieved the pendant. Jakob could not understand what it
could mean, but it had to be something He slowly pressed each tiny green stone,
He looked down at his hand, and noticed
important, as the captain stood there until one of them released a mechanism
how thin the chain actually was.
quietly, with a grave look on his face. that opened the circle in the middle.
The pendant, however, was big and
The man spoke again, almost whispering Jakob lifted the circle, and saw
roundish. Not as big as it had seemed on
this time “The one who finds it… Steffan, something was carved inside of it.
the goblin’s neck, but it still filled his
the one who finds it will have the key!”
hand entirely. Numbers.
The captain took away the paper from
Its four sides stood out like sticks made Coordinates.
the man’s hand violently and Jakob
of metal. Along its edges, it had a small
caught a glimpse at it. A round shape, Astonished, Jakob realized what it was,
line of emerald green around it, and in
with four edges, almost like a flower. at last. The pendant contained the key,
the middle, a bright circle, of the same
because the pendant contained those
color, with tiny little spots of green all
long lost coordinates.
around it. Jakob raised it to eye level and
observed it intently. The way back to Earth.

“How do I know this pendant?”, he With a smile on his face, Jakob looked
thought to himself. “It’s like a symbol…” up at the now rising suns of Zeloria M-5
and said aloud:
And as he thought this, an old, barely
recognizable memory came to his mind. “It’s time to go home brothers, it’s finally
time to go home”.

30
ARMY NAME: Mission 1 2 3 4 5 6 7 8 9 10

Winner

Unit Name: Unit Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Unit Name: Unit Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Unit Name: Unit Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Unit Name: Unit Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

Unit Name: Unit Name:


Notes: Notes:

1xp 5xp 10xp 1xp 5xp 10xp


15xp 20xp 15xp 20xp
25xp 30xp 25xp 30xp

31

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