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GF - Human Defense Force Expanded v2.50.

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Some more powerful gear, for the more regular dudes.
which are designed to be fast to learn and easy to play.
The Baneblade IS NOT balanced with the sponsons in mind. I
This project was made by gamers for gamers and it can only fucking hate sponsons. I literally made a statline for an LRBT
exist thanks to the support of our awesome community. that doesn't have mandatory sponsons and has a "fixed" main
cannon (AP3 Deadly 6 antitank cannon? really?) and would be
If you’d like to support the continued development of our games more useful for a wider variety of tank models as a result.
you can donate on patreon.com/onepagerules.
If you were using this sorry, I'm in the middle of redoing the
Thank you for playing! pricing for v2.50 / Army Forge compatibility. Has to be done by
hand (well, I ain't writing an excel doc just for this, at least) so it
might take a bit as I work in my free time.

Game Design: Gaetano Ferrara


Illustrations: Brandon Gillam
Army Book by: menacing
Cover Image by: some fuckin battletech image idk
Created with: OPR Web Companion

1
GF - Human Defense Force Expanded v2.50.0
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Lobotomized Cyborgs [5] 5+ 4+ 2x Power Arms (A1, AP(4)) Regeneration, Slow A 0pts
Assault Vehicle [1] 4+ 4+ Heavy Flamethrower (12”, A6, AP(1)) Fast, Impact(6), Tough(6) B 0pts
Recovery Vehicle [1] 4+ 2+ Heavy Machinegun (30”, A3, AP(1)) Fast, Impact(6), Repair Crew, Tough(6), C, D 0pts
Transport(6)
Industrial Light Walker [1] 4+ 2+ Stomp (A2, AP(1)), Twin Power Arms (A4, AP(4)) Fear, Tough(6) E 0pts
Scout Tank [1] 4+ 2+ Autocannon (36”, A3, AP(2)),  Fast, Impact(6), Scout, Tough(6) D, F, G 0pts
Heavy Machinegun (30”, A3, AP(1))
Sponsonless Battle Tank [1] 4+ 2+ Nova Cannon (36”, A1, AP(1), Blast(9)),  Fast, Impact(6), Tough(12) F, H, I 0pts
Heavy Machinegun (30”, A3, AP(1))
Superheavy Battle Tank [1] 4+ 2+ Twin Heavy Machinegun (30”, A6, AP(1)),  Fear, Fearless, Impact(6), Tough(24) F, I, J 690pts
Super Battle Cannon (30”, A6, AP(2), Blast(3)), 
Crush (A8, AP(2))

Up
A | to three models may replace one Power Arm: H| Replace Nova Cannon: Special Rules
Heavy Machinegun (30", A3, AP(1)) +15pts Gatling Cannon (24", A12, AP(1)) -5pts Anti-Charge System: Enemy units charging this
Heavy Fusion Rifle +25pts Heavy Flamethrower Cannon free model must take a dangerous terrain test rolling
(18", A1, AP(3), Deadly(6)) (18", A18, AP(1)) twice the amount of dice.
Plasma Cannon +30pts Battle Cannon (30", A3, AP(2), Blast(3)) +5pts Command Vehicle: Once per activation, before
(30", A1, AP(4), Blast(3)) Twin Laser Blaster +10pts attacking, pick one enemy unit within 24”. The
Upgrade all models with: (36", A4, AP(2), Deadly(3)) next time a friendly unit shoots at it, that unit
Control Circuit (Quality(+1)) +25pts Anti-Tank Cannon +20pts gets +1 to its hit rolls.
(36", A1, AP(4), Deadly(9)) Double Time: Once per activation, before
B| Upgrade with any: Heavy Autocannon (36", A9, AP(2)) +20pts
Third Axle (Strider) +5pts attacking, pick one friendly unit within 12” of this
Siege Cannon +25pts model, which may move by up to 6".
Extra Armor Plating (Defense(+1)) +10pts (24", A3, AP(3), Blast(3), Indirect)
Unsanctioned Handrail Modification ( +10pts Inferno: Enemies that roll to block hits from this
Heavy Plasma Cannon +40pts weapon take one additional wound for each
Transport(6)) (30", A3, AP(4), Blast(3))
Hunter Missiles +15pts unmodified result of 1 that they roll.
Replace Heavy Machinegun: Phosphor: This weapons ignores cover.
(24", A1, AP(2), Deadly(3), Anti-Air) Heavy Flamethrower (12", A6, AP(1)) -5pts
Camouflage Netting (Stealth) +25pts Repair: Once per activation, when within 2” of a
Laser Cannon +5pts
Replace Heavy Flamethrower: unit with Tough, roll one die. On a 2+ you may
(36", A1, AP(3), Deadly(3))
Automatic Grenade Launcher -10pts repair D3 wounds from the target.
Upgrade with any:
(24", A2, Blast(3)) Repair Crew: Once per activation, when within
Dozer Blade (Strider) +20pts
Twin Laser Cannon +30pts 2” of a unit with Tough, roll one die. On a 2+ you
Camouflage Netting (Stealth) +25pts
(36", A2, AP(3), Deadly(3)) may repair 3 wounds from the target.
Hunter Missiles +35pts
Twin Laser Machinegun +45pts Slayer: This weapon gets AP(+2) when fighting
(24", A1, AP(2), Deadly(3), Lock-On)
(30", A6, AP(3)) units with Tough(3) or higher.
I| Upgrade with: Variable Flight: This model counts as having the
C| Replace Heavy Machinegun: Commander (Double Time) +45pts Aircraft special rule. At the beginning of this
Heavy Flamethrower (12", A6, AP(1)) free unit's activation, you may choose to to have all
J| Upgrade with any: models in the unit lose the Aircraft special rule
D| Upgrade with any: Hunter Missiles +35pts
Dozer Blade (Strider) +5pts and gain the Very Fast and Flying special rules
(24", A1, AP(2), Deadly(3), Lock-On) until the beginning of their next activation.
Hunter Missiles +15pts Dozer Blade (Strider) +50pts
(24", A1, AP(2), Deadly(3), Anti-Air) Transport (22) +65pts
Camouflage Netting (Stealth) +25pts Legendary Crew (Quality(+1)) +160pts
E| Upgrade with: Upgrade with one:
Forward Observer (Scout) +5pts Twin Heavy Machinegun +65pts
Upgrade with one: (30", A6, AP(1))
Cutting Torch (A4, AP(2)) +10pts Autocannon (36", A3, AP(2)),  +160pts
Welding Torch (Repair) +10pts Siege Cannon
(24", A3, AP(3), Blast(3), Indirect)
F| Upgrade with one: Replace Super Battle Cannon:
Storm Rifle (24", A3, AP(1)) +15pts Super Earthquake Cannon -15pts
Heavy Machinegun (30", A3, AP(1)) +20pts (30", A4, Blast(6), Rending)
Super Tremor Cannon -5pts
G| Upgrade with: (30", A3, AP(1), Blast(3), Deadly(3))
Command Vehicle +25pts Super Magma Cannon +55pts
(30", A6, AP(4), Blast(3))
Super Gatling Cannon +60pts
(30", A18, AP(1), Rending)
Super Hell Cannon +80pts
(24", A6, AP(3), Blast(3), Inferno)
Super Volcano Cannon +80pts
(36", A6, AP(2), Deadly(3), Slayer)
Super Siege Cannon +150pts
(24", A6, AP(3), Blast(3), Indirect)
Upgrade with one (unit is not balanced with
these in mind as I hate them):
Twin Laser Cannon +195pts
(36", A2, AP(3), Deadly(3)), 
Quad Heavy Flamethrower
(12", A24, AP(1))
Twin Laser Cannon +220pts
(36", A2, AP(3), Deadly(3)), 
Quad Heavy Machinegun
(30", A12, AP(1))

2
GF - Human Defense Force Expanded v2.50.0
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Eagle Lander [1] 4+ 2+ Heavy Machinegun (30”, A3, AP(1)) Tough(9), Transport(7), Variable A 0pts
Flight
Lightning Attack Aircraft [1] 4+ 2+ Twin Laser Cannon (36”, A2, AP(3), Deadly(3)) Aircraft, Tough(9) B 220pts
Thunder Attack Aircraft [1] 4+ 2+ Twin Autocannon (36”, A6, AP(2)),  Aircraft, Tough(12) B 0pts
Twin Laser Cannon (36”, A2, AP(3), Deadly(3))
Requiem Strike Fighter [1] 4+ 2+ Twin Laser Cannon (36”, A2, AP(3), Deadly(3)),  Aircraft, Tough(12) - 360pts
Rotary Cannon (30”, A8, AP(1), Rending), 
Heavy Machinegun (30”, A3, AP(1))
Raider Bomber [1] 4+ 2+ Twin Laser Cannon (36”, A2, AP(3), Deadly(3)),  Aircraft, Tough(21) C 0pts
Quad Heavy Machinegun (30”, A12, AP(1)), 
Heavy Bombs (6”, A2, AP(2), Blast(6))
Raider Destroyer [1] 4+ 2+ Triple Autocannon (36”, A9, AP(2)),  Aircraft, Tough(21) B 0pts
Twin Heavy Machinegun (30”, A6, AP(1)), 
Gatling Cannons (24”, A12), 
Heavy Bomb (6”, A1, AP(2), Blast(6))

A| Replace Heavy Machinegun:


Autocannon (36", A3, AP(2)) +10pts
Laser Machinegun (30", A3, AP(3)) +15pts
B| Upgrade with:
Seeker Missile Rack +25pts
(36", A1, AP(2), Deadly(3), Anti-Air)
C| Replace Heavy Bombs:
Inferno Bombs free
(6", A2, Blast(9), Phosphor)

Special Rules
Anti-Charge System: Enemy units charging this
model must take a dangerous terrain test rolling
twice the amount of dice.
Command Vehicle: Once per activation, before
attacking, pick one enemy unit within 24”. The
next time a friendly unit shoots at it, that unit
gets +1 to its hit rolls.
Double Time: Once per activation, before
attacking, pick one friendly unit within 12” of this
model, which may move by up to 6".
Inferno: Enemies that roll to block hits from this
weapon take one additional wound for each
unmodified result of 1 that they roll.
Phosphor: This weapons ignores cover.
Repair: Once per activation, when within 2” of a
unit with Tough, roll one die. On a 2+ you may
repair D3 wounds from the target.
Repair Crew: Once per activation, when within
2” of a unit with Tough, roll one die. On a 2+ you
may repair 3 wounds from the target.
Slayer: This weapon gets AP(+2) when fighting
units with Tough(3) or higher.
Variable Flight: This model counts as having the
Aircraft special rule. At the beginning of this
unit's activation, you may choose to to have all
models in the unit lose the Aircraft special rule
and gain the Very Fast and Flying special rules
until the beginning of their next activation.

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