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AOF – HALFLINGS v2.

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Halflings are tiny humanoids even smaller than dwarves, and
which are designed to be fast to learn and easy to play. one of the most ancient races found in Tyria. Even though they
might not look like strong warriors, they make up for their
This project was made by gamers for gamers and it can only
small size in luck and courage, so don’t underestimate them.
exist thanks to the support of our awesome community.
The Halflings usually settle in peaceful lands where resources
If you’d like to support the continued development of our
are plenty, and they live tranquil lives of farming and spending
games you can donate on patreon.com/onepagerules.
time with their families. They have ancient bonds with nature,
Thank you for playing! which they deeply respect, which allows them to summon
spirits and golems to aid them in their everyday lives.

It was only with the opening of the great rift that their lives of
harmony were disturbed, and now the Halflings are taking up
arms to fight off the daemons invading their land. Their armies
are made up of farmers that ride their livestock to battle, as
well as natural allies that bond with their shamans.

The Halflings are not going to shy away from repelling the
daemon threat, even if they have to fight with their bare fists.

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

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AOF – HALFLINGS v2.2

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Lord [1] 4+ 4+ Hand Weapon (A3) Fearless, Hero, Slow, Tough(3) A, B, C 60pts
Champion [1] 4+ 4+ Hand Weapon (A3) Hero, Slow, Tough(3) A, B 35pts
Engineer [1] 5+ 5+ Hand Weapon (A3) Hero, Slow, Tough(3) A, D 25pts
Assassin [1] 4+ 4+ 2x Hand Weapons (A3) Ambush, Hero, Stealth, Strider, - 55pts
Slow, Tough(3)
Shaman [1] 5+ 6+ Hand Weapon (A1) Hero, Slow, Tough(3), Wizard(1) E 35pts
Townsfolk [10] 6+ 6+ Hand Weapons (A1) Slow - 25pts
Warriors [10] 5+ 5+ Hand Weapons (A1) Slow F, G 50pts
Veterans [10] 4+ 4+ Hand Weapons (A1) Slow F, H 75pts
Braves [10] 5+ 6+ 2x Hand Weapons (A1, AP(1)) Fearless, Furious, Slow - 80pts
Drunks [5] 6+ 6+ Hand Weapons (AD6) Fearless, Regeneration, Slow - 60pts
Thieves [5] 5+ 5+ 2x Hand Weapons (A1) Ambush, Slow, Strider I 60pts
Archers [5] 5+ 6+ Shortbows (18”, A1), Hand Weapons (A1) Slow F 25pts
Goat Riders [5] 5+ 5+ Hand Weapons (A1) Impact(2) F, J 75pts
Chicken Riders [5] 5+ 5+ Hand Weapons (A1) Fast, Impact(1) F, J 80pts
Pig Riders [5] 4+ 4+ Lances (A1, Impact(1)) Impact(1) F 100pts
Tree Golems [3] 4+ 4+ Hand Weapons (A3, AP(1)) Slow, Strider, Tough(3) - 120pts
Rock Golems [3] 4+ 3+ Hand Weapons (A3, AP(1)) Slow, Tough(3) - 130pts
Ice Golems [3] 4+ 4+ Hand Weapons (A3, AP(1)) Ice Shell, Slow, Tough(3) - 130pts
Cockatrice [1] 3+ 2+ Beak (A1, AP(4)), Claws (A3, AP(2)) Fear, Flying, Tough(6) - 165pts
Goat Chariot [1] 5+ 2+ Crew Attacks (A2), Hooves (A2) Impact(6), Tough(3) K 65pts
Chicken Chariot [1] 5+ 2+ Crew Attacks (A2), Beaks (A2, AP(1)) Fast, Impact(3), Tough(3) K 65pts
Pig Chariot [1] 4+ 2+ Crew Attacks (A2, Impact(2)), Hooves (A2) Impact(3), Tough(6) - 130pts
Hot Pot Artillery [1] 5+ 5+ Hot Pot (24”, A1, AP(2), Blast(6), Indirect), Artillery, Immobile, Tough(3) - 60pts
Crew (A3)
Rocket Artillery [1] 5+ 5+ Rockets (24”, A3, AP(1), Blast(3), Indirect), Artillery, Immobile, Tough(3) - 65pts
Crew(A3)

A Replace Hand Weapon: G Replace all Hand Weapons: Special Rules


2x Hand Weapons (A3) +5pts Halberds (A1, Rending) +5pts Aura of Luck: The hero and his unit may roll
Halberd (A3, Rending) +5pts 2x Hand Weapons (A1) +10pts 1 extra attack in melee for each unmodified
Great Weapon (A3, AP(2)) +5pts Great Weapons (A1, AP(2)) +10pts roll of 6 to hit. This rule doesn’t apply to
Spear (A3, Phalanx) +5pts Spears (A1, Phalanx) +30pts newly generated attacks.
Lance (A3, Impact(1)) +5pts Upgrade one model with: Ballistic Master: When the hero is activated
pick one friendly Artillery unit within 3”,
– mounted only Harpoon (A1, AP(2), Deadly(3)) +10pts
which gets +1 to its next shooting rolls.
Ice Shell: Enemy units get -1 to their melee
B Mount on: H Replace all Hand Weapons:
rolls when fighting against this unit.
Great Goat – +15pts Halberds (A1, Rending) +10pts Swift: The hero may ignore the Slow rule.
Hooves (A1), Impact(2), Swift 2x Hand Weapons (A1) +15pts Very Swift: The hero may ignore the Slow
Great Chicken – Beak (A1, AP(2)), +20pts Great Weapons (A1, AP(2)) +15pts rule and gets the Fast rule instead.
Impact(1), Very Swift Spears (A1, Phalanx) +30pts
Great Pig – Hooves (A1),Impact(1), +45pts Upgrade one model with: Wizard Spells
Swift, Tough(+3) Harpoon (A1, AP(2), Deadly(3)) +10pts Lightfoot (4+): Target friendly unit within
Pig Chariot – +145pts 12” gets +3” next time it moves.
Defense +2, Hooves (A2), I Upgrade all models with any: Forest Spirit (4+): Target enemy unit within
Impact(3), Swift, Tough(+6) Throwing Weapons (12”, A1) +5pts 12” takes 1 hit with AP(2) and Deadly(3).
Cockatrice – Defense +2, +170pts Smoke Bombs (Stealth) +10pts Strongheart (5+): Target friendly unit within
Beak(A1,AP(4)), Claws(A3,AP(2)), 12” may immediately charge by up to 6”.
Fear, Flying, Swift, Tough(+6) J Replace all Hand Weapons: Nightmare Spirit (5+): Target enemy unit
Lances (A1, Impact(1)) +15pts within 12” takes 3 automatic hits with AP(2).
C Upgrade with: Upgrade all models with: Luck of the Ancients (6+): Target friendly
Aura of Luck +15pts Shortbows (18”, A1) +10pts unit gets Regeneration on rolls of 4+ next
time it takes wounds.
D Upgrade with one: K Upgrade with: Cleansing Spirit (6+): Target enemy unit
Toxic Potions (12”, A3, Poison) +5pts 2x Shortbows (18”, A1) +5pts
within 6” takes 1 automatic hit per model.
Shrapnel Bombs (12”, A1, Blast(6)) +10pts
Rockets (24”, A1, AP(3), Deadly(3)) +10pts
Upgrade with:
Ballistic Master +15pts

E Upgrade Wizard(1):
Wizard(2) +15pts
Mount on:
Great Goat – +10pts
Hooves (A1), Impact(2), Swift
Great Chicken – Beak (A1, AP(2)), +15pts
Impact(1), Very Swift

F Upgrade with:
Sergeant +5pts
Musician +10pts
Battle Standard +10pts

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