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Grimdark Future – Mercenaries v1.

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by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Background About OPR


Whilst mighty factions wage war across the galaxy, fighting OPR (onepagerules) is the home of many free games which
for conquest, survival or whatever else, there are those that are designed to be fast to learn and easy to play. This project
don’t align themselves with any specific force, but instead was made by gamers for games and it can only exist thanks to
pledge their allegiance to the highest bidder. These are the the generous support of our awesome community!
galactic mercenaries, fearless warriors that don’t mind
fighting their own if it will fill their pockets with riches. If you’d like to support the continued development of our
games you can donate on patreon.com/onepagerules.
The Human Inquisition is a strange band of religious fanatics
and other misfits roaming the galaxy with the goal of purifying Find more of our games at onepagerules.wordpress.com.
all souls even though they don’t know how.
Join the community by following us here:
Elven Jesters are formidable warriors that travel from planet
 Facebook: facebook.com/onepagerules
to planet primarily as entertainers, but also to lend a hand in
 Reddit: reddit.com/r/onepagerules
times of war… because they like it.
 Twitter: twitter.com/OnePageRules

If you want to give us your feedback or have any questions


feel free to contact us:

 Forum: onepagerules.proboards.com
 E-Mail: onepageanon@gmail.com

Thank you for playing and happy wargaming!

Gaetano Ferrara (onepageanon)


Grimdark Future – Mercenaries v1.0
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Inquisitor [1] 4+ 5+ Pistol (12”, A1), CCW (A2) Fearless, Hero, Tough(3) A 35pts
Assault Assassin [1] 3+ 3+ Poison Burst Pistol (12”, A4, Poison(1)), Fast, Fearless, Frenzy, Hero, - 115pts
Energy Gauntlet (A4, AP(2), Poison(1), Rending) Regeneration, Scout, Strider, Tough(3)
Spy Assassin [1] 3+ 3+ Poison Shredder (12”, A6, Poison(3)), Fast, Fearless, Hero, Active Camo, - 125pts
Poison Blade (A4, Poison(3), Rending) Regeneration, Strider, Tough(3)
Terror Assassin [1] 3+ 3+ Helmet Laser (18”, A3, AP(1), Anti-Psychic), Fear, Fearless, Hero, Regeneration, - 140pts
CCW (A4, Deadly, Rending) Scout, Stealth, Strider, Tough(3)
Marksman Assassin [1] 3+ 3+ Custom Rifle (48”, A1, AP(4), Deadly, Sniper), Fearless, Hero, Regeneration, Scout, - 205pts
Combat Knife (A4) Stealth, Strider, Tough(3)
Acolytes [3] 5+ 3+ Pistols (12”, A1) - B 25pts
Cyborgs [3] 5+ 4+ Mechanical Arms (A1, AP(2)) - E 25pts
Crusaders [3] 4+ 4+ Energy Sword (A1, AP(2)) - - 35pts
Missionaries [3] 5+ 3+ Pistols (12”, A1), CCWs (A2) Battle Chants, Furious D 35pts
Mystics [3] 5+ 3+ Pistols (12”, A1) Beacon - 35pts
Psychics [3] 5+ 3+ Pistols (12”, A1) Brotherhood - 40pts
Cult Assassins [3] 3+ 3+ 2x Energy Swords (A1, AP(2)) Regeneration - 75pts
Daemon Hosts [3] 4+ 3+ Energy Bursts (24”, A1, Blast(3)) Regeneration - 80pts
Flagellants [3] 3+ 2+ Flails (A4, AP(1)) Regeneration - 95pts
Cyber Chimps [3] 5+ 2+ Heavy Flamethrowers (12”, A6, AP(1)) Good Shot, Regeneration C 105pts

A Replace Pistol: E Upgrade any model with:


Assault Rifle (24”, A1) +5pts Heavy Machinegun (36”, A3, AP(1)) +25pts
Needle Pistol (12”, A1, Poison(3)) +5pts Heavy Fusion Rifle +35pts
Plasma Pistol (12”, A1, AP(3)) +10pts (24”, A1, AP(7), Deadly)
Fusion Pistol (6”, A1, AP(7), Deadly) +10pts Plasma Cannon (36”,A1,AP(3),Blast(3)) +45pts
Infernal Rifle (36”, A1, AP(2), Rending) +20pts
Incinerator (12”, A6, AP(2)) +35pts Human Inquisition
Beam Cannon (36”, A1, AP(4), Blast(3)) +80pts When taking a force of Human Inquisition all units
Take one Assault Rifle attachment: with the Psychic special rule from this list may
Plasma Rifle (24”, A1, AP(3), Limited) +5pts only use the spells from this army page.
Flamethrower (12”, A6, Limited) +5pts
Fusion Rifle +10pts Special Rules
(12”, A1, AP(7), Deadly, Limited) Active Camo: This model is deployed after all
Replace CCW: other units have been deployed, and may be
placed anywhere over 6” away from enemies.
Energy Sword (A2, AP(2)) +5pts
Anti-Psychic: Enemy psychics that take hits from
Poison Talon (A2, Poison(3)) +5pts this weapon must take a morale test, if failed they
Energy Fist (A2, AP(4)) +10pts take D3 automatic wounds, without needing to
Energy Hammer (A2, AP(5)) +15pts roll for them.
Upgrade with: Alien Hunter: The hero and his unit count as
Psychic(1) +15pts having the Furious rule.
Upgrade with one: Battle Chants: When this unit is fighting in melee
Alien Hunter +15pts roll one die:
Daemon Hunter +15pts  1-2: Unit gets AP(1)
Witch Hunter +15pts  3-4: Unit gets +1 attack
 5-6: Unit gets Defense +1
B Replace any Pistol:
Assault Rifle (24”, A1) +5pts Beacon: Friendly unit arriving from Ambush don’t
scatter if they are placed within 6” of this model.
Storm Rifle (24”, A2) +10pts
Brotherhood: This unit counts has having the
Heavy Assault Rifle (24”, A1, AP(2)) +10pts Psychic(1) special rule, however only 1 model
may cast spells per round.
C Replace any Heavy Flamethrower: Daemon Hunter: Enemy units can’t use Ambush
Heavy Fusion Rifle +25pts within 18” from the hero.
(24”, A1, AP(7), Deadly) Frenzy: This model takes one Quality test when
Laser Cannon (48”, A1, AP(5), Deadly) +55pts Charging, if successful it deals 3 automatic hits.
Good Shot: This model shoots at Quality 4+.
D Replace any Pistol: Witch Hunter: The hero and his unit count as
Shield (Defense +1) Free having Poison(3) in melee when fighting against
Assault Rifle (24”, A1) +5pts units with Psychics in them.
Shotgun (12”, A2) +5pts
Plasma Pistol (12”, A1, AP(3)) +5pts Psychic Spells
Plasma Rifle (24”, A1, AP(3)) +10pts Psychic Speed (2+): The psychic gets +3A in melee
Storm Rifle (24”, A2) +10pts and the Fast rule until the end of the round.
Flamethrower (12”, A6) +10pts Protective Dome (2+): Target friendly unit within
Fusion Rifle (12”, A1, AP(7), Deadly) +15pts 12” gets Stealth until the end of the round.
Take one Assault Rifle attachment: Expel (3+): Target enemy unit within 12” gets
Plasma Rifle (24”, A1, AP(3), Limited) +5pts Defense -1 until the end of the round.
Flamethrower (12”, A6, Limited) +5pts Foresight (3+): Target friendly unit within 12” gets
Fusion Rifle +10pts +1 to its shooting rolls until the end of the round.
(12”, A1, AP(7), Deadly, Limited) Psychic Roar (4+): Target enemy unit within 18”
Replace any CCW: must take a morale test. If failed the unit takes
Energy Sword (A2, AP(2)) +5pts D3 automatic wounds.
Energy Fist (A2, AP(4)) +10pts Flame Breath (5+): Target enemy unit within 12”
Heavy Chainsword (A2, AP(5)) +15pts takes D6 automatic hits with AP(1).
Grimdark Future – Mercenaries v1.0
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Jester Solitaire [1] 3+ 3+ Deathly Arts (A6, AP(4), Rending) Ambush, Fast, Fear, Fearless, Furious, - 185pts
Hero, Regeneration, Tough(3)
Jester Seer [1] 3+ 3+ Shard Pistol (12”, A1, Rending), CCW (A4) Fast, Fear, Fearless, Furious, Hero, A 65pts
Psychic(1), Tough(3)
Jester Sniper [1] 3+ 3+ Sniper Cannon (24”, A1, Poison(3), Sniper), Fast, Fear, Fearless, Furious, Hero, - 65pts
CCW (A4) Tough(3)
Jesters [5] 3+ 3+ Shard Pistols (12”, A1, Rending), CCWs (A2) Fast, Fear, Fearless, Furious B 150pts
Jester Jetbikes [3] 3+ 5+ Shard Cannons (24”, A3, AP(2), Rending) Fear, Fearless, Furious, Strider, Very Fast C 250pts
Jester Heavy Jetbike [1] 3+ 6+ 2x Shard Cannons (24”, A3, AP(2), Rending) Strider, Tough(3), Vehicle, Very Fast D 165pts

A Replace Shard Pistol: Elven Jesters


Neuron Pistol (12”, A1, Poison(3)) Free When taking a force of Elven Jesters all units with
Fusion Pistol (6”, A1, AP(7), Deadly) +10pts the Psychic special rule from this list may only use
Upgrade Psychic(1): the spells from this army page.
Psychic(2) +15pts
Upgrade with: Special Rules
GL-Backpack (18”, A1, Blast(3)) +20pts Very Fast: This model moves 12” when using
Advance and 24” when using Rush/Charge.
B Replace any Shard Pistol:
Neuron Pistol (12”, A1, Poison(3)) Free Psychic Spells
Fusion Pistol (6”, A1, AP(7), Deadly) +10pts Shadow Dance (3+): Target friendly unit within
Replace any CCW: 12” gets Stealth until the end of the round.
Deathly Caress (A2, Rending) +5pts Discord (5+): Target enemy unit within 12” takes
Deathly Embrace (A2, Impact(1)) +5pts 2D6 automatic hits.
Deathly Kiss (A2, AP(4)) +15pts Light Shards (5+): Target enemy unit within 24”
Replace one CCW: takes D6 automatic hits.
Energy Sword (A2, AP(2)) +10pts Veil (5+): Enemy units further than 12” can’t
shoot at the psychic and his unit until the end of
C Upgrade any model with one: the round.
Exploding Bolas (12”, A1, Blast(3)) +10pts Fog (6+): Target unit within 24” gets -1 to melee
Energy Glaive (A3, Impact(1)) +15pts and shooting rolls until the end of the round.
Replace any Shard Cannon: Sorrow (6+): Target enemy unit within 24” must
EMP Cannon (24”, A1, Blast(3), EMP) +15pts take two morale tests. If the first one is failed it
takes D3 automatic wounds, and if the second
D Upgrade with one: one is passed it takes D3 automatic wounds.
Transport(6) +5pts
Focus Cannon (24”, A1, AP(1), Blast(3)) +35pts
Lance Cannon (24”, A1, AP(6), Deadly) +65pts
EMP Cannon (24”, A1, Blast(3), EMP) +70pts

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