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Age of Fantasy Dwarves v1.

3
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Background About OPR


Dwarves are short humanoids that have developed advanced OPR (onepagerules) is the home of many free games which
steam-powered technology and hold a grudge against magic. are designed to be fast to learn and easy to play. This project
They tattoo magic-resistant runes on their bodies and imbue was made by gamers for games and it can only exist thanks to
their weapons with powerful runes, making them some of the the generous support of our awesome community!
most powerful warriors in Tyria.
If youd like to support the continued development of our
A long time ago the Dwarves used to be peaceful traders until games you can donate on patreon.com/onepagerules.
the orcs invaded their homelands and imprisoned them with
savage magic. The Dwarves were enslaved until the creation Find more of our games at onepagerules.wordpress.com.
of the great rift, when they revolted amongst the chaos and
Join the community by following us here:
managed to escape their slavers.
Facebook: facebook.com/onepagerules
Now they have sworn off magic and are ready to take on any
Reddit: reddit.com/r/onepagerules
enemy before being enslaved again.
Twitter: twitter.com/OnePageRules

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


feel free to contact us:
Dwarves have good quality troops and wield powerful ranged
weapons, at the cost of being much slower than other armies. Forum: onepagerules.proboards.com
This forces them to play much more defensively, relying on E-Mail: onepageanon@gmail.com
their shieldwalls to withstand enemy charges.
Thank you for playing and happy wargaming!
Because of this you dont need to worry about being charged
but can instead focus on using the movement you have to Gaetano Ferrara (onepageanon)
capture objectives and block off the enemy. Additionally your
units all have the fearless rule, so they wont waver or rout in
the face of danger.

Dwarves also have some of the best ranged weapons in the


game, with a high range and AP capability. Since your troops
can hold their own in melee you should focus fire on enemy
units that are flanking or grabbing distant objectives.

Whilst the Dwarves are pretty slow, their troops are strong
and resilient, making for a good starting army.
Age of Fantasy Dwarves v1.3
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Dwarf Lord [1] 3+ 6+ Hand Weapon (A2) Grudge, Hero, Shieldwall, Slow, Tough(3) A, B, C 40pts
Berserker Lord [1] 3+ 4+ 2x Berserker Axes (A2, AP(1)) Fearless, Hero, Slayer, Slow, Tough(3) - 70pts
Rune Master [1] 3+ 6+ Hand Weapon (A2) Hero, Shieldwall, Slow, Tough(3) A, E 35pts
Engineer [1] 3+ 5+ Hand Weapon (A2) Hero, Slow, Tough(3) A, B, D 30pts
Warriors [10] 4+ 5+ Hand Weapons (A1) Shieldwall, Slow F, G 75pts
Veterans [10] 3+ 5+ Hand Weapons (A1) Fearless, Shieldwall, Slow F, G 95pts
Iron Warriors [10] 3+ 6+ Hand Weapons (A1) Fearless, Shieldwall, Slow F, H 125pts
Miners [10] 4+ 4+ Great Weapons (A1, AP(2)) Ambush, Slow F, I 120pts
Berserkers [10] 4+ 3+ 2x Berserker Axes (A1, AP(1)) Fearless, Slayer, Slow F 210pts
Elites [10] 3+ 5+ Great Weapons (A2, AP(2)) Fearless, Shieldwall, Slow F 215pts
Animated Constructs [3] 4+ 5+ Claws (A3, AP(1)) Fear, Impact(1), Slow, Tough(3) - 110pts
Steam-Power Suits [3] 3+ 6+ Great Weapons (A3, AP(2)) Fearless, Shieldwall, Slow, Tough(3) O 175pts
Marksmen [5] 4+ 4+ Rifles (24, A1, AP(1)) Slow F, J 75pts
Rangers [5] 4+ 4+ Crossbows (30, A1, AP(1)) Scout, Slow F, N 100pts
Drake Marksmen [5] 3+ 6+ Fire Rifles (18, A1, AP(2)) Slow F, K 105pts
Beast Riders [5] 4+ 4+ Hand Weapons (A1) Fearless F 50pts
War-Bear Riders [3] 3+ 6+ Hand Weapons (A1), Claws (A3, AP(1)) Fear, Fearless, Impact(1), Tough(3) F, M 170pts
Attack Helicopter [1] 3+ 6+ Flamethrower (12, A6, AP(1)) Fast, Flying, Tough(3 L 75pts
Bomber Helicopter [1] 3+ 6+ Machinegun (24, A4, AP(1)) Bombing Run, Fast, Flying, Tough(3) - 150pts
Giant Construct [1] 3+ 8+ Hand Weapon (A4, AP(2)) Fearless, Monster, Slow, Tough(6) P 145pts
Flame Cannon [1] 4+ 6+ Flame Cannon (18, A6, AP(2)) Artillery, Tough(3) - 70pts
Bolt Thrower [1] 4+ 6+ Bolt Thrower (48, A1, AP(4), Deadly) Artillery, Tough(3) - 90pts
Cannon [1] 4+ 6+ Cannon (48, A1, AP(6), Blast(3)) Artillery, Tough(3) - 160pts
Organ Gun [1] 4+ 6+ Organ Gun (30, A12, AP(2)) Artillery, Tough(3) - 195pts
Stone Thrower [1] 4+ 6+ Stone Thrower Artillery, Tough(3) - 195pts
(48, A1, AP(2), Blast(6), Indirect)
Ancestral Stone [-] - - - Ancestral Stone - -
War-Bear [-] - - Claws (A3, AP(1)) Fear, Impact(1), Swift, Tough(3) - -
Shield Carriers [-] - - Hand Weapons (A2) Defense +2, Tough(3) - -
2x Pistols (12, A1, AP(1)) Free Slayer: This unit gets AP(+3) when fighting against
A Replace Hand Weapon: Monster units.
Great Weapon (A2, AP(2)) +10pts K Upgrade one model with: Swift: The hero may ignore his Slow special rule.
Pole-Axe (A2, AP(4)) +15pts Shrapnel Bombs (6,A1,AP(1),Blast(3)) +10pts Trench: After all units have been deployed pick
Replace one Fire Rifle: one friendly Artillery unit. That unit always counts
B Upgrade with one: 2x Fire Pistols (12, A1, AP(2)) +5pts as being in cover as long as it does not move.
Pistol (12, A1, AP(1)) +5pts Weapon Runes: The hero and his unit get the
Torpedo Rifle (24, A1, AP(4), Deadly) +35pts
AP(1) special rule in melee.
2x Pistol (12, A1, AP(1)) +10pts
Rifle (24, A1, AP(1)) +10pts L Upgrade with any:
Crossbow (30, A1, AP(1)) +15pts Vanguard +5pts
Attack Bomb +15pts
C Mount on: Replace Flamethrower:
Ancestral Stone +50pts Fire Machinegun (18, A3, AP(2)) Free
War-Bear +55pts
Shield Carriers +75pts M Replace all Hand Weapons:
Axe-Halberds (A1, AP(1)) +5pts
D Upgrade with any:
Trench +10pts N Upgrade all models with:
Ballistic Master +40pts Throwing Axes (12, A1) +15pts

E Upgrade with any: O Upgrade any model with:


Rune Tattoos +5pts Steam-Gun (24, A1, AP(1)) +10pts
Weapon Runes +5pts
P Upgrade with up to two:
F Upgrade with any: Heavy Steam-Gun +50pts
Sergeant +5pts (24, A1, AP(2), Blast(3))
Musician +10pts
Battle Standard +10pts Special Rules
Ancestral Stone: The hero and his unit pass all
G Replace all Hand Weapons: morale tests automatically.
Great Weapons (A1, AP(2)) +35pts Attack Bomb: Once per game if this unit moved
over enemy units you may deal 2D6 automatic
H Upgrade one model with any: hits with AP(1) to one of them.
Shrapnel Bombs (6,A1,AP(1),Blast(3)) +10pts Ballistic Master: When the hero is activated pick
2x Fire Pistols (12, A1, AP(2)) +15pts one friendly Artillery unit within 3. That unit gets
+1 to its shooting rolls until the end of the round.
Bombing Run: If this unit moved over enemy
I Upgrade any model with
units you may deal 2D6 automatic hits with AP(1)
Shrapnel Bombs (6,A1,AP(1),Blast(3)) +10pts to one of them.
Replace one Great Weapon: Drill: The unit may arrive from Ambush on 3+.
Mining Drill (A1, AP(3), Drill) +15pts Grudge: The hero and his unit get +1 to their
melee rolls when fighting against an enemy unit
J Upgrade all models with: that contains a hero.
Great Weapons (A1, AP(2)) +15pts Rune Tattoos: The hero and his unit get the
Replace all Rifles: Regeneration rule against spells.
Crossbows (30, A1, AP(1)) +10pts Shieldwall: This unit gets Defense +1 when being
Replace one Rifle / Crossbow: charged by enemy units.
Age of Fantasy Dwarves v1.2
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Auric Lord [1] 3+ 4+ Hand Weapon (A2) Fearless, Hero, Slow, Tough(3) A 30pts
Volcanic Warriors [10] 4+ 4+ Hand Weapons (A1) Fearless, Regeneration, Slow B, C, D 100pts
Flame Warriors [10] 4+ 3+ Great Weapons (A1, AP(2)) Fearless, Regeneration, Slow B, C, E 120pts
Auric Marksmen [5] 4+ 3+ Magma Rifles (12, A2, AP(1)) Fearless, Slow B, F 75pts
Magma Dragon [-] - - Fire Breath, Claws (A5, AP(2)) Defense +4, Monster, Swift, Tough(6) - -

A Replace Hand Weapon: Special Rules


Great Weapon (A2, AP(2)) +10pts Ancient Key: The hero and his unit get the AP(1)
Pole-Axe (A2, AP(4)) +15pts special rule.
Upgrade with one: Battle Icon: The hero and his unit get the Fearless
Throwing Axe (12, A1) +5pts special rule.
Slayer Javelin (12, A1, Deadly) +10pts Swift: The hero may ignore his Slow special rule.
Upgrade with one: Ultimate Leader: The hero and his unit may
ignore their Slow special rule.
Outburst (Furious) +5pts
Volcanic Tunneler: The hero and his unit get the
Unstoppable (Regeneration) +10pts
Ambush special rule.
Battle Icon +20pts Volcano Staff: When the hero is activated pick
Ancient Key +25pts one enemy unit within 12 that is in terrain, and it
Volcano Staff +45pts must take a Dangerous Terrain test.
Volcanic Tunneler +50pts
Ultimate Leader +50pts
Mount on:
Magma Dragon +195pts

B Upgrade with any:


Sergeant +5pts
Musician +10pts
Battle Standard +10pts

C Upgrade all models with:


Throwing Axes (12, A1) +30pts

D Replace all Hand Weapons:


2x Hand Weapons (A1) +30pts

E Replace all Great Weapons:


Brazier Axes (A1, AP(3)) +15pts

F Upgrade all models with:


Throwing Axes (12, A1) +15pts
Age of Fantasy Dwarves v1.2
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Admiral [1] 3+ 5+ Volley Pistol (12, A3), Great Weapon (A2, AP(2)) Follow the Code, Hero, Slow, Tough(3) - 80pts
Chemist [1] 4+ 4+ Flame-Rifle (12, A6, AP(1)), Hand Weapon (A2) Augment, Hero, Slow, Tough(3) - 80pts
Engine Master [1] 4+ 4+ Eye-Beam (12, A1, AP(2)), Hero, Repair, Slow, Tough(3) - 45pts
Great Weapon (A2, AP(2))
Navigator [1] 4+ 4+ Pistol (12, A1, AP(1)), Hand Weapon (A2) Hero, Slow, Tough(3), Wind Reader - 35pts
Crew [10] 4+ 3+ Pistols (12, A1, AP(1)) Slow A 95pts
Gunners [5] 4+ 4+ Sky-Rifles (18, A1, AP(1)) Slow B 65pts
Balloon Warriors [3] 4+ 3+ Pistols (12, A1, AP(1)), Pikes (A1, AP(2)) Flying, Tough(3) C 85pts
Sky-Gunboat [1] 4+ 7+ Sky-Cannon (18, A1, AP(2), Blast(3)), Bomb Racks, Chariot, Flying, Tough(6) D 155pts
Sky-Carbine (12, A2, AP(1)), Crew Attacks (A2)
Sky-Frigate [1] 4+ 8+ Hook Cannon (24, A1, AP(4), Deadly), Bomb Racks, Chariot, Defensive Mines, E 215pts
Sky-Carbines (12, A4, AP(1)), Crew Attacks (A3) Flying, Tough(6), Transport (11)
Sky-Ironclad [1] 4+ 8+ Volley Cannon (18, A6, AP(1)), Bomb Racks, Defensive Mines, Chariot, F 325pts
Sky-Torpedoes (24, A4, AP(1)), Flying, Tough(9), Transport(21)
Sky-Carbines (12, A8, AP(1)), Crew Attacks (A5)

A Replace up to three Pistols: Special Rules


Pike (A1, AP(2)) Free Augment: The hero and his unit get +1 to their
Hook Rifle (24, A1, AP(2)) +10pts shooting rolls.
Volley Rifle (18, A3, AP(1)) +15pts Bomb Racks: If this unit moved over enemy units
Replace one Pistol: it may attack one of them with one of these:
Volley Pistol (12, A3, AP(1)) +10pts Frag Bombs A1, Blast(6)
AP Bombs A1, AP(2), Blast(3)
B Replace any Sky-Rifle: Drill Bombs A1, AP(4), Deadly
Flame-Rifle (12, A6, AP(1)) +20pts
Defensive Mines: This unit counts as having the
Mortar-Rifle (36, A1, Blast(3)) +20pts
Phalanx rule as if it was 5 models.
Cannon-Rifle (18, A1, AP(2), Blast(3)) +20pts Follow the Code: When the hero and his unit are
Organ-Rifle (12, A12) +30pts fighting in melee roll one die:
Replace one Sky-Rifle: 1-2: Unit gets AP(1)
Double-Barrel Sky-Rifle (18,A2,AP(1)) +5pts 3-4: Unit gets +1 attack
Upgrade one model with: 5-6: Unit gets Defense +1
Mechanical Parrot (A3, AP(1)) +15pts
Grappling Hook: If this unit manages to hit its
C Replace all Pistols and Pikes: target it may immediately move up to 2D6
Rivet Guns (12, A2) and Free directly toward it (if physically possible).
Hand Weapons (A1, AP(1)) Repair: Once per turn, if this unit is inside or
Replace one Pistol and Pike / within 2 of a Flying Chariot, then it may try to
Rivet Gun and Hand Weapon: repair it. Roll one die, on a 4+ the Chariot
Heavy Hook Rifle (24, A1, AP(3)) +5pts immediately heals one wound.
Sky-Rigger: This unit counts has having the Repair
Volley Rifle (18, A3, AP(1)) +10pts
special rule, however only 1 model may try to
Grappling Hook Launcher +10pts repair a Flying Chariot per round.
(24, A1, AP(2), Grappling Hook)
Transport(X): This model may transport up to X
Drill-Cannon (18, A1, AP(4), Deadly) +15pts Infantry models. Units may embark by moving
Upgrade all models with one: into contact with a transport and may use an
Sky-Mines (Phalanx) +5pts Advance action to disembark. Units may also be
Sky-Rigger +10pts deployed within a transport. If a unit is inside a
transport when it is destroyed it must take a
D Replace Sky-Cannon: Dangerous Terrain test, is immediately Pinned,
Drill-Cannon (18, A1, AP(4), Deadly) Free and surviving models must be placed within 6 of
the transport before it is removed.
E Replace Hook Cannon: Wind-Reader: When the hero is activated, if it is
Heavy Sky-Cannon +5pts inside or within 2 of a Flying Chariot, the Chariot
(18, A1, AP(4), Blast(3)) may immediately move up to 2D6.

F Replace Volley Cannon:


Heavy Hook Cannon +5pts
(30, A1, AP(4), Deadly)
Great Sky-Cannon +15pts
(24, A1, AP(4), Blast(3))

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