GF - Feudal Guard v2.9

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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 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
Upgrade all models with:
Bayonets (AP(1) in melee) +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), Anti-Air)
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))

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