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Age of Fantasy Ratmen v1.

0
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Background About OPR


Ratmen are insidious humanoid rats that fight with noxious OPR (onepagerules) is the home of many free games which
magic and backstabbing tactics. Their society is divided in are designed to be fast to learn and easy to play. This project
different clans that are constantly fighting one another, each was made by gamers for games and it can only exist thanks to
one focusing on their own distinct fighting style. the generous support of our awesome community!

Whilst nobody is sure where the Ratmen come from, many If youd like to support the continued development of our
agree that they are probably common vermin which mutated games you can donate on patreon.com/onepagerules.
when they came in contact with the toxic waste released by
humans in their sewers. Find more of our games at onepagerules.wordpress.com.

Ratmen have been invading human cities for a long time, and Join the community by following us here:
now they have their eye out on other civilizations too.
Facebook: facebook.com/onepagerules
Reddit: reddit.com/r/onepagerules
Strategy Twitter: twitter.com/OnePageRules

The Ratmen have mostly weak and low quality troops, with If you want to give us your feedback or have any questions
little ranged support. Because of this their units are quite feel free to contact us:
cheap, and they make up for their weakness by bringing large
amount of expendable infantry. Forum: onepagerules.proboards.com
E-Mail: onepageanon@gmail.com
Since their units have such low quality they tend to run away
in the face of danger, so you should use your strongest units Thank you for playing and happy wargaming!
as flanking support and keep them out of harms way. If you
dont want to use heavy infantry you can also use smaller Gaetano Ferrara (onepageanon)
units such as rat swarms to harass enemy flanks.

To make sure that you hold the front line, use weapon teams
and poison grenadiers to deal as much damage as possible
before the enemy charges into your troops. Ratmen also have
access to night scouts, which can ambush the enemy and
distract them from capturing objectives.

Ratmen are able to dominate the table by swarming in with


large amounts of infantry, which is just pure fun.
Age of Fantasy Ratmen v1.0
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Warlord [1] 3+ 5+ Hand Weapon (A3) Hero, Tough(3) A 35pts
Assassin [1] 3+ 5+ 2x Hand Weapons (A2, Poison) Ambush, Hero, Scout, Tough(3) - 55pts
Warlock [1] 5+ 3+ Hand Weapon (A1) Hero, Tough(3) B 15pts
Priest [1] 5+ 2+ Hand Weapon (A1) Hero, Tough(3), Wizard(1) C 30pts
Slaves [10] 6+ 2+ Hand Weapons (A1) - D, G 30pts
Warriors [10] 5+ 3+ Hand Weapons (A1) - D, E, F 60pts
Storm Troopers [10] 4+ 4+ Halberds (A1, AP(1)) - D, F 105pts
Weapon Teams [3] 5+ 3+ Flamethrowers (12, A6, AP(1)) - F 70pts
Monks [10] 5+ 3+ 2x Hand Weapons (A1) Furious D, H 90pts
Night Scouts [5] 5+ 2+ 2x Hand Weapons (A1) Ambush, Scout, Vanguard I 45pts
Poison Grenadiers [5] 5+ 3+ Poison Grenades (12, A1, Poison) - - 55pts
Snipers [3] 5+ 4+ Sniper Rifles (36, A1, AP(2), Sniper) - - 135pts
Giant Rats [10] 5+ 2+ Claws (A1) Fast J 70pts
Rat Swarms [3] 6+ 2+ Claws (A5) Fast, Tough(6) J 55pts
Rat Ogres [3] 4+ 3+ Claws (A3, AP(1)) Fear, Furious, Impact(1), Tough(3) J 105pts
Storm Ogres [3] 3+ 4+ Claws (A4, AP(1)) Fear, Fearless, Furious, Impact(1), Tough(3) K 165pts
Giant Rat Beast [1] 4+ 4+ Flailing Claws (A10, AP(2)) Fearless, Monster, Regeneration, Tough(6) - 135pts
Death Wheel [1] 5+ 7+ Lightning Bolt (18, A3, AP(2)), Fear, Fearless, Chariot, Tough(6) - 130pts
Grind Attack (A2, AP(2)), Crew Attacks (A7)
Poison Catapult [1] 5+ 5+ Poison Catapult (48, A1, Blast(6), Poison) Artillery, Tough(3) - 75pts
Poison Cannon [1] 5+ 5+ Poison Cannon (48,A1,AP(3),Blast(3),Poison) Artillery, Tough(3) - 80pts
Gigantic Rat [-] - - Claws (A2, Poison) Fast - -
Throne [-] - - Hand Weapons (A4) Defense +1, Tough(3) - -
Rat Ogre [-] - - Claws (A5, AP(1)) Fast, Fear, Furious, Impact(1), Tough(3) - -
Censer Chariot [-] - - Deadly Fumes (12, A6, AP(2)), Defense +3, Chariot, Tough(6) - -
Giant Censer (A6, AP(1)), Crew Attacks (A6),
Bell Chariot [-] - - Unholy Bell , Crew Attacks (A3,AP(1)) Defense +5, Chariot, Fear, Tough(6) - -

A Replace Hand Weapon: F Upgrade with one: Special Rules


Halberd (A3, AP(1)) +5pts Weapons Team (Flamethrower) +25pts Unholy Bell: When this unit is activated you may
2x Hand Weapons (A3) +10pts Replace any Flamethrower: choose to sound the bell. Roll one die and consult
Great Weapon (A3, AP(2)) +10pts Gatling Gun (18, A6) Free the following:
Upgrade with any: Death Ball (Impact(2D6)) Free 1-2: this unit may move by up to 6
Tail Knife (+1A in melee) +5pts Poison Mortar +5pts 3-4: pick 2 friendly Infantry units
Giant Rat (+1A in melee) +5pts (24, A1, Blast(3), Indirect, Poison) within 12 and they get either Fearless
or Furious until the end of the round
Poison Pistol (12, A1, AP(1), Poison) +10pts Tunnel Drill (Ambush) +10pts
5-6: pick 2 enemy units within 24 and
Venom Blade (Poison in melee) +10pts
they take D3 automatic hits each
Poison Rifle (24, A1, AP(1), Poison) +15pts G Replace all Hand Weapons:
Mount on: Spears (A1, Phalanx) +15pts Wizard Spells
Gigantic Rat +20pts Upgrade all models with: Filth (3+): Target friendly unit gets Poison in
Throne +45pts Slings (18, A1) +15pts melee until the end of the round.
Rat Ogre +65pts Sickness (3+): Target enemy unit within 12 gets
H Replace all 2x Hand Weapons:
Defense -1 until the end of the round.
B Replace Hand Weapon: Censer Flails (A1, Poison) Free
Pestilence (4+): Target enemy unit within 12
Halberd (A1, AP(1)) +5pts Upgrade all models with:
takes D6 automatic hits with Poison.
Upgrade with any: Skirmisher +10pts Lightning (5+): Target enemy unit within 18
Poison Pistol (12, A1, AP(1), Poison) +10pts takes D6 automatic hits with AP(1).
Poison Rifle (24, A1, AP(1), Poison) +15pts I Upgrade with any:
Frenzy (5+): Target friendly unit within 18 gets
Upgrade with one: Weighted Nets +5pts
the Furious rule until the end of the round.
Wizard(1) +20pts (enemies get -1 to their melee rolls )
Hurricane (6+): Target enemy unit within 48 gets
Wizard(2) +40pts Smoke Bombs (Skirmisher) +5pts
-1 to shooting until the end of the round.
Throwing Weapons (12, A1) +10pts
C Replace Hand Weapon: Slings (18, A1) +15pts
Censer Flail (A1, Poison) +5pts Venom Blades (Poison in melee) +30pts
2x Hand Weapons (A1) +5pts
Upgrade Wizard(1): J Upgrade all models with:
Wizard(2) +20pts Rat Master (Fearless) +10pts
Wizard(3) +20pts
Mount on one: K Upgrade all models with one:
Gigantic Rat +10pts Tunnel Drill Gauntlets (Ambush) +20pts
Censer Chariot +115pts Shock Gauntlets (AP(+2) in melee) +50pts
Bell Chariot +150pts Death Ball Gauntlets (Impact(2D6)) +65pts
Flamethrower Gauntlets +110pts
D Upgrade with any: (12, A6, AP(1))
Sergeant +5pts Poison Mortar Gauntlets +115pts
Musician +10pts (24, A1, Blast(3), Indirect, Poison)
Battle Standard +10pts Gatling Gun Gauntlets (18, A6) +125pts

E Replace all Hand Weapons:


Spears (A1, Phalanx) +15pts

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