Ossified Undead Join The Battle!

Age of Fantasy, Game Update, Quickplay Armies, Skirmish

Hi everyone,

Today we’re excited to bring you a new army for Age of Fantasy, as well as some new Quickplay Armies for you to give them a try!

Ossified Undead

The Ossified Undead are a bunch of crazed mutated skeletons that were constructed by cursed necromancers that are seeking revenge from their old vampire lord allies.

Basically at some point the vampire lords used to fight alongside these necromancers in order to conquer Tyria, but once the fighting was over they were too greedy to give up some of their new land.

This lead them to magically mutated the necromancers into skeletons, who didn’t take well to their new predicament (go figure).

In retaliation they used dark magic to put together new skeleton warriors from the remains of their fallen brethren, and are now seeking to destroy the vampiric undead.

Gameplay wise the army is extremely resiliant, with all units having the Regeneration rule, however it’s also very sluggish, with all units having the Slow rule.

Overall expect to have a much more reliable force than other undead armies, with some interesting heroes and monsters.


Quickplay Armies

Quickplay Armies are pre-made army lists designed to be ready to play out of the box, without the need to count point costs or create your own lists. They are the perfect thing to dip your toes into new armies and see if you like them!

To give your new Ossified Undead a try we’re bringing you a set of Quickplay Armies that reflect the slaughter that awaits those that stand in their path. This is a great battle as both forces are highly resilient, so you’ll have to bring your best game in order to kill your enemies as fast as you can.

This week’s Quickplay Armies: Ossified Undead vs Ogres

Ossified Undead

  • 1x Bone Master w/ Wizard(3) & Headhunter Trophies
  • 10x Guardians w/ Spears, 1x Soul Blade & Command Group
  • 3x Stalkers w/ 2x Falchions
  • 2x Skeleton Harbinger Horrors


  • 1x Warchief w/ 2x Hand Weapons
  • 6x Ogres
  • 2x Shooters
  • 1x Cannon Chariot

The Ossified Undead in this set focus on a powerful hero that is protected by a small defensive force. The list comes with a Bone Master that can give friendly units Poison in melee to deal tons of hits, as well as deadly Stalkers that can adapt to every combat situation with their Combat Stance ability.

The Ogres on the other side focus on a solid battle line of Ogre troops, backed up by utterly destructive ranged units. The list comes with a terrifying Warchief that can dish out lots of damage with its 2x Hand Weapons, as well as a Cannon Chariot that can blow up even the strongest units from across the table.


That’s it for today, hope you enjoy this new army. Next week we’ll be back with more news regarding the Wave 3 updates.

Happy Wargaming!

– Gaetano

Support us on Patreon: patreon.com/onepagerules

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Wave 2 Completed, 12 Armies and 20 Factions Updated

Age of Fantasy, Firefight, Game Update, Grimdark Future, Skirmish

Hi everyone,

We’re happy to announce that we’ve completed Wave 2 of our army balance updates and that you can find all of the new files in the respective army folders for each game already!

This wave was a little faster to complete, mainly because we’re now in the groove of this whole update business and so it’s easier to churn out all of these units.

We’ve also gone back and patched some of the recently released Wave 1 armies, so make sure to download the latest version of those too. :D

I don’t want to keep you too long today so this update will only have the patch notes for the latest releases. Next week we’re going to bring you exciting news about some more upcoming changes and a new faction.

Grimdark Future

Alien Hives

  • Fixed various typos
  • All Grunts can now be upgraded with Adrenaline and Toxic Bite
  • Flamer and Mortar Beasts now have Defense 2+, AP(2) in melee and the Fear rule
  • Fixed AP value of monster melee upgrades
  • The Spawn Grunts rule doesn’t require a roll of 4+ anymore

Battle Brothers

  • Fixed various typos
  • Energy Swords now cost -5pts on Destroyers
  • Clarified Shield Wall rule

Battle Brother Detachments

  • Fixed various typos
  • Energy Swords now cost -5pts on Destroyers
  • Re-worked Prosecution Sisters
  • Clarified Tactical Master rule
  • Clarified Counter rule
  • Clarified Shield Wall rule

Battle Sisters

  • Added new units: Greater High Sister, Champion Sister, Psychic Sister, Flagellants, Destroyer Sisters, Biker Sisters
  • Re-worked Blind Faith rule
  • Re-worked War Hymns Rule
  • Heroes can now take Jetpacks, Combat Bikes and Destroyer Armor
  • Added new Psychic Spells list
  • Battle Sisters can now take Shred Rifles and Plasma Rifles
  • Vanguard Sisters can now take Flamethrower Sniper Rifles
  • Added new melee upgrades for Fanatic Sisters
  • Added new ranged upgrades for Organ Tanks
  • Assault Walkers now have Regeneration
  • Added new melee upgrades for Assault Walkers

Dwarf Guilds

  • Added new units: Berserker Lord, Engineer, Rune Master, Dwarf Support, Berserkers
  • Removed Hold & Fire rule and added Battle Lore and Guild Defender rules
  • Heroes have more ranged and melee upgrades
  • Heroes can now take Jetpacks, Combat Bikes and Power Suits
  • Added new Psychic Spells list
  • Dwarf Warriors, Support and Veterans have new ranged upgrades
  • Jetpack Warriors have new melee upgrades
  • Elites have new melee upgrades
  • Power Suits have new melee and ranged upgrades
  • Re-worked Dwarf Bikers and Dwarf Trikes
  • Half Tracks, APCs and Battle Tanks have new equipment upgrades
  • Battle Tanks can now take Battle Cannons
  • Dwarf Walkers have new melee and ranged upgrades

Havoc Brothers

  • All heroes lost Fearless
  • Havoc Lords now have Relentless
  • Havoc Lords can now take 2x Energy Claws
  • Havoc Lords and Dark Champions can now upgrade with Havoc Tactics
  • Re-worked all Psychic spells
  • Daemon Champions with wings get Ambush now
  • Havoc Brothers can now take Shred Rifles
  • Cultists can now take Shred Rifles, Plasma Rifles and Sniper Rifles
  • Havoc Support can now take Shred Rifles
  • Possessed Brothers with wings get Ambush now
  • Mutated Destroyers have more reliable weapons and the Mutations rule
  • Daemon Spawns have more melee attacks, the Mutations rule and Tough(6) now
  • All walkers now have Stomp instead of Impact
  • Re-worked melee upgrades for Infernal Brutes
  • Infernal Stalkers have streamlined melee attacks now
  • Spider Walkers lost the Devour rule but gained Regeneration

Disciples of War

  • Added new units: Fury Brothers, Slaughter Brothers
  • All units lost Fearless

Disciples of Change

  • Added new units: Birdman Sorcerer, Birdmen Disc Riders
  • All units lost Fearless
  • All heroes have new ranged upgrades
  • Re-worked Disks of Change
  • Re-worked all Psychic spells
  • Re-worked Reaper Miniguns

Disciples of Plague

  • All units lost Fearless
  • Re-worked all Psychic spells
  • Re-worked all melee upgrades for Plague Brothers

Disciples of Lust

  • Added new units: Agony Brothers, Endless Brothers
  • All units lost Fearless
  • Re-worked Blessing of Lust rule
  • Re-worked all Psychic spells

Human Defense Force

  • Clarified Battle Drills rule

Human Inquisition

  • Inquisitors have new melee and ranged upgrades
  • Re-worked Witch Hunter rule
  • Re-worked all Assassins
  • Most units have more melee attacks now
  • Acolytes have new melee and ranged upgrades
  • Missionaries gained Fearless and have new melee and ranged upgrades
  • Crusaders gained Shield Wall
  • Daemon Hosts have a modified Energy Burst
  • Psychics can now cast their own spells each
  • Cyber Chimps have a new ranged weapon, Quality 4+ and Tough(3)

Elven Jesters

  • All units lost the Fear rule
  • Re-worked Psychic spells
  • Jesters have new melee upgrades
  • Re-worked Jetbikes and Heavy Jetbikes

Feudal Guard

  • Re-worked special rules for Generals and Champions
  • Added new Psychic Spells list
  • Feudal Guardsmen, Specialists and Elites can now take Shred Rifles
  • Re-worked Field Radio rule
  • Feudal Cavalry has more melee upgrades
  • Re-worked upgrades for Feudal Ogres
  • Re-worked Overcharged Engine rule

Orc Marauders

  • Fixed various typos

Robot Legions

  • All heroes now have more melee attacks
  • Re-worked all melee upgrades
  • Re-worked upgrade list for Technomancers
  • Re-worked all Psychic spells
  • Warriors have new ranged upgrades
  • Guardians have more ranged and melee attacks
  • Re-worked all melee upgrades for Guardians
  • Flesh-Eaters now have AP(1) and new melee upgrades
  • Bot Swarms now have Regeneration
  • Hover Bikes don’t have CCWs anymore
  • Annihilators have more melee attacks
  • All walkers now have Stomp instead of Impact
  • The Bot Fabricator rule doesn’t require a roll of 4+ anymore
  • Death Fortress and Fortess of Destruction don’t have Impact anymore

TAO Coalition

  • Fixed various typos
  • Heroes can now take Mini-Shield Drones
  • Clarified Elemental Power rule

Age of Fantasy


  • Champions have new melee upgrades
  • Minotaur Bosses now have Tough(6)
  • Shamans now have Quality 5+ and Defense 6+
  • Re-worked Wizard spells
  • Hunters and Warriors have new melee upgrades
  • Re-worked Centaurs, Crazed Boars, Chariots and Havoc Spawn
  • Cyclops now have Quality 4+ and Sense Magic was re-worked
  • Slimey Beasts now have Sniper on their Tongue Grasp and Madness was re-worked

Chivalrous Kingdoms

  • Added new units: Peasant Levy, Peasant Archers, Foot Knights
  • All heroes have new melee upgrades
  • Re-worked Lord’s Virtue rule
  • Ment-at-Arms now have Quality 5+ and new melee upgrades
  • Light Cavalry has new melee upgrades
  • Re-worked Lance Formation rule
  • Pegasus Knights now have Impact(3)


  • Fixed various typos
  • Volcanic Dwarves can now take Throwing Axes
  • Clarified Follow the Code rule

Havoc Warriors

  • Re-worked all mounts
  • Re-worked Daemon Champion
  • Barbarians have new melee upgrades
  • Warriors now have Defense 3+ and new melee upgrades
  • Re-worked Chosen Veteran rule
  • Re-worked Mutations rule
  • Slaughter Beasts have a new Crushing Bite attack
  • Vortex Beasts have a new Vortex of Mutations
  • Gorebrute Charits now have Impact(9)
  • Re-worked Dark Blessing Rule

Disciples of War

  • Lords of War and Blood-Icon Bearers now have 3 melee attacks
  • Gore Reavers with Spiked Knuckles now have Rending
  • Re-worked Brass Beast Knights
  • Wrath Beast with Beast Masters now have Fearless

Disciples of Change

  • Lords of Change now have 3 melee attacks
  • Birdmen Shamans now have a Hexed Staff
  • Re-worked Wizard spells
  • Acolytes now have Defense 6+
  • Birdmen Disc Riders now have 2 melee attacks and Impact(1)

Disciples of Plague

  • Lords of Plague and Rotten Sorcerers now have 3 melee attacks
  • Thrones of Plague now have 3 melee attacks
  • Re-worked Wizard spells
  • Pox Beast Riders now have Defense 2+ and 6 melee attacks

Disciples of Lust

  • Added new units: Agony Warriors and Endless Warriors
  • Lords of Lust and Masked Sorceres now have 3 melee attacks
  • Lust Beast mounts now have Impact(1)
  • Re-worked Wizard Spells


  • Fixed various typos
  • Clarified Frenzy rule


  • All heroes have new melee upgrades
  • Re-worked all mounts from scratch
  • Re-worked Unholy Bell rule
  • Re-worked Wizard spells
  • Assassins now have 6 attacks instead of 4
  • Warriors and Storm Troopers have new melee upgrades
  • Re-worked Death Balls and Tunnel Drills
  • Snipers now have Defense 6+ but can upgrade with Pavise Shields
  • Re-worked Death Ball Gauntlets and Tunnel Drill Gauntlets
  • Giant Rat Beasts now have 12 attacks
  • Death Wheels lost their Grind Attack but now have Impact(9)

That’s it for today, hope you enjoy the Wave 2 update! :)

Happy Wargaming!

– Gaetano

Support us on Patreon: patreon.com/onepagerules

Join the Community:  Facebook – Twitter – Reddit – Forum – Discord – Newsletter


Wave 1 Completed, 12 Armies and 20 Factions Updated

Age of Fantasy, Firefight, Game Update, Grimdark Future, Skirmish

Hi everyone,

We’re happy to announce that we’ve completed Wave 1 of our army balance updates and that you can find all of the new files in the respective army folders for each game already.

This was a lot of work because whilst we “only” updated 12 armies some of them had multiple sub-armies inside of them, so we actually updated a whole 20 factions. Then each army has to be updated for both large-scale as well as skirmish, so yeah… 300+ units have been updated and this is only Wave 1. :D

Anyway, enough of the numbers, let’s get to the actual meat of the update!

Changes to Firefight & Skirmish

The army update comes with general game updates, as well as a with one major change for all of our skirmish games: We are switching back to having grouped units act as groups in the game, instead of having them act as individuals.

Whilst working on the patch we realized that whilst it was fun to have every model act as an individual, the games were not designed with that amount of low-cost models being able to act independently in mind. This means that there are a lot of imbalances that are coming out of it that would require us to change the game into a completely different direction, re-work the point calculator, and more.

Since we have no intention to have our skirmish games to diverge too far away from the large-battle games (since we want it to be easy to hop from one game to the other), we are just going to switch back to the old system. Truly this switch is nothing big, just activate those low-cost models as a unit again and you’re good to go. :)


General Game Changes

The rest of the changes aren’t that big, but there’s one important thing that we’d like to address before going into them: We’re going to be temporarily removing the Full Color versions of our files and only have Black & White versions for all of them.

As you read above we are working with a LOT of files for our games, and putting everything together we’re dealing with ~100 files right now. Having each of these files both in Full Color and Black & White is adding an insane amount of work to our already busy schedule, and we simply can’t afford to continue having both right now.

This doesn’t mean that we’re getting rid of our new Cover Art or Illustrations, so those are still going to be part of the rules. If you want to save on ink simply don’t print out the Cover Art page from the Full Rulebooks or the first Background Story page from the Army Books.

Currently we’re looking into ways of maybe having dynamic files that allow you to choose between different options with just 1 single file, but no promises on that yet.

new layout grimdark

Anyway, here the full changes:

  • Fear now counts as dealing +D3 wounds for melee results (GF + AoF)
  • Fear now counts as dealing +D3 wounds for wound effects (GFF + AoFS)
  • Furious now gives +1 attack with a weapon of choice when charging
  • Rending was re-written to be clearer
  • Artillery now gives the unit Defense 2+ against shooting attacks
  • Fire Breath now deals 3 automatic this with AP(1), clarified that needs line of sight
  • Units with multiple models are activated as a single unit instead of individuals
  • Special rules with a “bubble” effect had their range raised from 3″ to 12″
  • Units within 12″ of a hero can now use his quality for morale tests
  • Spell effects can now be spread by up to 6″

Because we are updating armies in different waves this might lead to some quirky situations in terms of point cost balance or the way spells and special rules work.

The only way to avoid this would be to release all the updated armies at once, but since that might take a long time and we are updating them in order of popularity, we think it’s not fair toward our players to hold on to a finished product for longer than necessary.

We hope that any imbalances won’t be too bad and that we’re going to finish updating all of the armies quickly so everyone can enjoy! :)

new layout fantasy

Wave 1 – Grimdark Future Patch Notes

Finally here are the patch notes for Grimdark Future.

Battle Brothers

  • Added new melee upgrades for heroes
  • Re-worked rules for Energy Swords, Energy Hammers and Energy Claws
  • Re-worked Gravity Pistols and Gravity Rifles
  • Re-worked Pathfinder Bikers, Brother Bikers and Support Bikes
  • Added new ranged upgrades for Pathfinders
  • Added new ranged upgrades for Support Bikes
  • Re-worked Advanced Tactics
  • Re-worked Psychic Spells
  • Added new melee upgrades for Destroyers
  • Artillery Cannons now have the Repair rule
  • Attack Walkers have a new Stomp attack instead of Impact
  • Prime Psychics can now be upgraded to Psychic(2)
  • Added new ranged upgrades for Prime Brothers
  • Raider Squads now have Furious instead of Fear
  • Added new melee upgrades for Raider Squads
  • Prime Light Walkers and Attack Walkers have a new Stomp attack
  • Raised the Tough value of all Prime Brothers vehicles

Blood Brothers

  • Re-worked rules for Energy Swords and Energy Hammers
  • Re-worked Gravity Pistols and Gravity Rifles
  • Blood Walker had a new Stomp attack instead of Impact
  • Re-worked Psychic Spells

Custodian Brothers

  • Re-worked rules for Energy Swords, Spears and Swords
  • High Sister no longer has Fear but can have Furious, Relentless or Scout
  • Vigilant Sisters now have Furious
  • Prosecution Sisters now have Relentless and are armed with Prosecution Rifles
  • Hunter Sisters now have Scout
  • Custodian Walkers have a new Stomp attack instead of Impact
  • Re-worked the Anti-Psychic rule

Dark Brothers

  • Re-worked rules for Energy Swords
  • Re-worked the Dark Resolve rule (which is now called Grim instead)
  • Added new melee upgrades for Dark Destroyers
  • Re-worked Heavy Maces and Heavy Flail for Destroyer Knights
  • Re-worked the Black Bikers
  • Added new melee upgrades for Knight Bikers

Watch Brothers

  • Added new ranged and melee upgrades for Death Watcher
  • Re-worked the Tactical Master rule
  • Re-worked rules for all melee weapons
  • Re-worked Gravity Pistols and Gravity Rifles

Knight Brothers

  • Re-worked the Aegis and Teleport rules
  • Knight Champion now has Combat Master
  • Re-worked rules for all melee weapons
  • Removed the Brotherhood rule, units can now upgrade any model with Psychic(1)
  • Re-worked the Purifiers upgrade for Knight Brothers
  • Purgation Brothers now have Relentless
  • Re-worked the Paladins upgrade for Knight Destroyers
  • Knight Walker has Tough(18) now and a new Stomp attack instead of Impact
  • Re-worked melee upgrades for Knight Walkers
  • Re-worked Psychic Spells

Wolf Brothers

  • Counter-Attack rule has been re-worked
  • Re-worked all melee weapons
  • Reworked melee and ranged upgrades for Wolf Destroyers
  • Re-worked Cyborg Wolves
  • Re-worked Wolf Riders
  • Wolf Walker has a new Stomp attack instead of Impact
  • Re-worked Psychic Spells

Orc Marauders

  • Added new melee upgrades for heroes
  • Re-worked the WAR! special rule
  • Removed the Mad Doctor, units can now upgrade with a Mad Doctor instead
  • Shamans now have Pistols and can access other hero upgrades
  • Goblin Herds have a new Goblin Herder upgrade and ranged weapon upgrades
  • Re-worked ranged upgrades for Orc Mobs
  • Jetpack Orcs now have melee and ranged upgrades
  • Re-worked ranged upgrades for Commandos
  • Re-worked ranged and melee upgrades for Specialist Orcs
  • Orc Pirates have new ranged weapons and upgrades
  • Re-worked melee upgrades for Boss Mobs
  • Ultra Bosses now have Tough(3) and their melee upgrades were re-worked
  • Orc Bikers and Boss Bikers have been re-worked and have new ranged upgrades
  • Boss Trikes now have Tough(6) and Relentless and have new ranged upgrades
  • Orc Helicopters now have Defense 5+ and Tough(6) and upgrades were re-worked
  • Re-worked Psychic Spells
  • Looted Trucks and Battle Trucks now have a Heavy Machinegun
  • Goblin Walkers and Orc Walkers have a new Stomp attack instead of Impact
  • Orc Walkers have new melee upgrades
  • Re-worked ranged weapons for Beast Buggies
  • Blaster Buggies now come with Stick Grenades
  • Re-worked ranged weapons for Goblin Artillery
  • Combined the Brutal and Cunning Titan into one and added new upgrades

Human Defense Force

  • Re-worked Energy Swords
  • Re-worked the Battle Drills rule
  • Commanders now have 6″ range to give orders and can’t give orders vehicles
  • Added new ranged upgrades for Infantry Squads, Veterans and Storm Troopers
  • Infantry units now have Field Radios, Company Standards and Medical Training
  • Re-worked the Field Radio rule
  • Veteran Squads can now be upgraded with Camo Cloaks
  • Re-worked Cavalry Squads and added new melee and ranged upgrades
  • Re-worked Ogre Squads and added new melee and ranged upgrades
  • Re-worked Psychic Spells
  • Light Walkers have a new Stomp attack instead of Impact

Alien Hives*

  • Added new units: Veteran Warrior, Snatcher Veteran and Artillery Spore
  • Re-worked most melee and ranged weapons and added more options
  • Removed all Adrenaline and Toxic Maw upgrades because they were imbalanced
  • Hive Lords have a new Stomp attack instead of Impact
  • Hive Lords can now upgrade with Regeneration
  • Most elite units can now be upgraded with Psychic Barrier and Pheromones
  • Grunts and Winged Grunts have new ranged upgrades
  • Assault Grunts have new melee upgrades
  • Hive Warriors can now be upgraded with Wings
  • Ravenous Beasts can now be upgraded with Ambush or Scout
  • Flamer Beasts now have 18″ range and Indirect
  • Shadow Hunters, Flamer Beasts and Mortar Beasts have Tough(6) now
  • Re-worked Psychic Spells
  • All monsters have a new Stomp attack instead of Impact
  • All monsters can now be upgraded with Impact(3) and Regeneration
  • Psycho-Rexes can now be upgraded with Psychic Barrior and Pheromones
  • Tyrant Beasts and Artillery Beasts have new ranged upgrades
  • Burrowers now have more melee attacks
  • The Surprise Attack rule has been re-worked
  • Invasion Spores now have more ranged upgrades

*Due to the extensive changes to this list we won’t detail every single one in detail

TAO Coalition

  • Added new unit: Jackal Veteran
  • Re-worked Rapid Burst Carbines
  • Battle Suit Captains and Battle Suits can now upgrade with new melee weapons
  • Grunt Captains and one model in Grunt Squads can now upgrade with a Pulse Pistol
  • Sages have new melee weapons, a new Elemental Power rule and can be Psychics
  • Added a new Psychic spells list
  • Grunt Squads can now be upgraded with new ranged weapons
  • Spotter Squads can now be upgraded with Scoped Rifles
  • Re-worked Rail Rifles and Recon Drones
  • Stealth Suits can now be upgraded with Beacons and Spotting Lasers
  • Jackal Hounds can now be upgraded with Furious and Poison
  • Jackal Cavalry has been re-worked and can now take Heavy Machineguns
  • Locusts can now be upgraded with new ranged weapons
  • Re-worked the Anti-Charge System special rule
  • Re-worked Heavy Rail Rifles
  • All walkers and titans have a new Stomp attack instead of Imapct
  • Tide Titans can now be upgraded with Plasma Swords and Nova Shields
  • Re-worked Heavy Ion Cannons


Wave 1 – Age of Fantasy Patch Notes

Here are the patch notes for Age of Fantasy.


  • Removed the Shieldwall rule and re-worked Defense of most units
  • Heroes have new melee and ranged upgrades
  • Re-worked the Ancestral Stone mount
  • Rune Masters now have the Wizard rule
  • Added new Wizard spell list
  • Warriors and Veterans have new melee upgrades
  • Marksmen and Rangers have new ranged upgrades
  • Re-worked Beast Riders and War-Bear Riders
  • Attack Helicopters and Bomber Helicopters have Tough(6) now
  • Re-worked the Attack Bomb and Bombing Run rules
  • Giant Constructs have new melee weapons

Volcanic Dwarves

  • Added new units: Battle Lord, Grim Lord, Doom Lord and Priest Lord
  • Added new Wizard spell list
  • Re-worked melee, ranged and mount upgrades for Auric Lord
  • Volcanic Warriors now have Furious instead of Regeneration
  • Volcanic Warriors and Flame Warriors have new melee upgrades
  • Auric Marksmen have new ranged upgrades

Sky-City Dwarves

  • Added new units: Sky-City Lord and Aether Master
  • Added new Wizard spell list
  • Re-worked melee weapons for all heroes
  • Re-worked the Follow the Code, Repair and Wind-Reader rules
  • Navigators can now take Storm Sight
  • Crews have new ranged upgrades
  • Re-worked all Cannons, Hook Weapons and Drill Weapons
  • Re-worked Mechanical Parrots
  • Balloon Warriors have now been split into 2 new units: Wardens and Riggers
  • Sky-Rigger now gives the Repair rule to any model
  • Re-worked Gunboats, Frigates and Ironclads
  • Re-worked the Bomb Racks rule

Vampiric Undead

  • Removed the Fear rule from most units
  • Added new melee upgrades for most heroes
  • Re-worked all mounts
  • Re-worked Wizard spells
  • Zombies have 2 attacks now
  • Skeletons have Quality 5+ now and new melee upgrades
  • Skeleton Guard have new melee upgrades
  • Vampire Knights now come with Hand Weapons and can be upgraded with Lances
  • Bat Swarms lost the Horror rule but gained Furious instead
  • Bat Horrors have Defense 4+ now
  • Re-worked the Bat Dragon’s Shriek attack
  • All monsters have a new Stomp attack instead of Impact
  • Coach Chariots now have Furious
  • Corpse Chariots can now be upgraded with Cursed Braziers or Lodestones
  • Re-worked the Reliquary rule
  • Maiden Thrones can now be taken as individual units and not just as mounts

Mummified Undead

  • Removed the Fear rule from most units
  • Added new melee upgrades for Mummy King
  • Re-worked all mounts
  • Re-worked Wizard spells
  • Mummies now have 2 attacks in melee
  • Skeletons, Archers, Knights and Horse Archers now have Quality 5+
  • Skeletons have new melee upgrades
  • Re-worked the Cursed Arrows rule
  • Skeleton Knights now come with Hand Weapons and can be upgraded to Lances
  • Guardian Statues can now be upgraded with a Stone Shaper
  • Snakemen and Snake Riders now have Impact(3)
  • Scarab Swarms now have 3 attacks in melee and Tough(3)
  • Giant Scorpions now have Defense 2+
  • Sphinx Champions and War Sphinx can be upgraded with Stone Shapers
  • Added new unit: Royal Chariot


  • All heroes have more melee attacks now
  • Captains now have Fearless
  • Added new melee upgrades for heroes
  • Re-worked the Inspiring Presence Rule
  • Re-worked all mounts
  • Pigeon Bombs now have the Indirect rule
  • Re-worked Wizard spells
  • Infantrymen have new melee upgrades
  • Knights now come with Hand Weapons and upgrade with new melee weapons
  • Re-worked Mortars and Volley Guns


  • Re-worked melee upgrades and mounts for all heroes
  • Re-worked the WAR! rule
  • Re-worked Wizard spells
  • Lowered the Defense of all Orcs and Savage Orcs
  • Orcs and Savage Orcs have new melee upgrades
  • Re-worked melee weapons of Black Orcs
  • Brute Orcs now have Tough(3)
  • All Boar Riders and Boar Chariots deal more Impact hits


  • Bosses have new melee upgrades and all mounts were re-worked
  • Re-worked the Inspiring Presence rule
  • Goblins and Cave Goblins have new melee upgrades
  • Re-worked the Boing rule
  • Re-worked the Power Shrooms rule
  • Re-worked Runt Swarms
  • Fanatics lost Out of Control and gained Destructive Force
  • Wolf Riders now have Claws
  • Troll Giants lost Comforting Presence but can upgrade with Crushing blow now
  • Giant Spiders can now be upgraded with Venom Sting
  • Re-worked Pump Chariots and the Pump rule



Whew, that’s it for today, another huge patch! We’re hoping to bring you Wave 2 in the next 2-3 weeks, so keep your eyes peeled. :)

Happy Wargaming!

– Gaetano

Support us on Patreon: patreon.com/onepagerules

Join the Community:  Facebook – Twitter – Reddit – Forum – Discord – Newsletter


AI Rules for Solo-Play, New Army Books Layout, Upcoming Balance Changes and More!

Age of Fantasy, AI Rules, Campaign Rules, Firefight, Full Rulebooks, Game Update, Grimdark Future, Quickplay Armies, Skirmish

Hi everyone,

Today we have a lot of VERY exciting updates for you, which may change how you play OPR games forever. We’ve been working very hard on these things for months, and it’s very satisfying to get them out to you, so let’s go!

AI Rules for Solo-Play

Here’s a scenario you might be familiar with: You’re finally done building and painting your newest models, you’ve built some matching terrain to go with them, you’ve put together an awesome army list to try out a new strategy… and then nobody is available to play. :(

Well that’s something you won’t have to worry about anymore, because today we’re releasing a brand new set of shiny AI Rules for solo-play. :D

The AI Rules are pretty simple to use: before the game you assign each unit a type, be it a melee unit, shooting unit, or a hybrid of both. Then once you are playing you randomly determine which unit activates next, and depending on its unit type you follow a very straight forward decision tree to see what it does next.

For those of you that want to take things one step further the AI Rules also come with guidelines on how to randomly create AI armies, randomly place objectives, randomly deploy AI armies, and details on how to handle terrain, special rules, spell casting, etc.

These rules are perfect to play solo games against the AI, play coop games with multiple players against the AI, play mixed games with teams of players and AI, or even just play games of AI vs AI and watch them fight to the death!

Additionally these rules can serve as a baseline for you to create you own AI rules, come up with narrative scenarios, or do whatever else your heart desires. Hell, you could even write a full single-player campaign using these rules, so the possibilities are endless.

The AI rules are available for both big battle games as well as skirmish games, and we’re going to be refining the over time. Any and all feedback is very welcome here, because we’re sure that some AI moves that make complete sense in our heads won’t make any sense in yours, so let us know where we messed up!


Quickplay Armies

Quickplay Armies are pre-made army lists designed to be ready to play out of the box, without the need to count point costs or create your own lists. They are the perfect thing to dip your toes into new armies and see if you like them!

To give you a taste of the new AI Rules we’ve come up with a classic sci-fi battle of soldiers fighting off hordes of zombie-like creatures. This is a GF: Firefight set and we recommend playing a game as the Rebel Guerrillas against the AI first and then playing as the Infected Colonies against the AI second… there’s nothing like seeing a fight from both sides!

This week’s Quickplay Armies: Rebel Guerrillas vs Infected Colonies

Rebel Guerrillas

  • 1x Commander w/ Inspiring, Shotgun & Energy Sword
  • 3x Rebels w/ 1x Minigun & 1x Gun Drone
  • 3x Rebels w/ 1x Plasma Rifle & 1x Gun Drone
  • 1x Chelonian w/ Wrist-Flamer & Wrist-GL

Infected Colonies

  • 1x Monstrous Tyrant
  • 3x Zombies
  • 3x Infected w/ 1x Infected Dog, 1x Pistol & CCW
  • 3x Infected w/ 1x Grenade Launcher
  • 1x Infected Hunter

The Rebel Guerrillas in this set focus on bringing a variety of different ranged weapons and Gun Drone to try and fend off the infected from a distance. The list comes which a Chelonian that can be very deadly up close, whilst the Commander can keep his soldiers in the fight with his Inspiring rule.

The Infected Colonies on the other side focus on a mass of mindless fighters backed up by a brutal Monstrous Tyrant. Whilst the majority of the army is not very strong their numbers shouldn’t be underestimated, and watch out for the Infected Hunter who can pounce at enemies from around corners and take them out in one swipe.


New Army Books Layout

Is it finally time to update our army books with the new look? Yes it definitely is!

Over the next months we’re going to be updating all of our existing army books to a new layout, which should make them look a lot better than what we have now. You can expect each army book to come with a cool thematic illustration, a clean and pretty font, as well as some stylish page borders.

We’d love to show you a preview of what they’ll look like, but due to some last minute changes we can’t. The only thing we can say is that we’re going to keep the current format, so each army should still be on just 1-2 pages as they are now.

Because there are a grand total of 86 files to be updated we won’t be able to do it all at once, so instead we’re going to be gradually releasing the new look as we go. Don’t worry though, all armies are going to continue to be available, so if your army is at the bottom of the list you’re not going to be left out whilst we do this.

Below you can see the order we’re going to be tackle the armies in. This is going to be done in 4 waves, each one updating about 20 files. If everything goes according to plan I will release a new wave every 2 weeks, else I will release a new wave every 4 weeks.

Grimdark Future

Wave 1 – Battle Brothers & Detachments, Orc Marauders, Human Defense Force, Alien Hives, TAO Coalition

Wave 2 – Havoc Brothers & Disciples, Robot Legions, Battle Sisters, Dwarf Guilds, Mercenaries

Wave 3 – Soul-Snatchers, Titan Lords, High Elf Fleets, Wormhole Daemons, Machine Cult

Wave 4 – Ratmen Clans, Dark Elf Raiders, Infected Colonies, Rebel Guerrillas, Gangs of Hive City

Age of Fantasy

Wave 1 – Dwarves, Vampiric Undead, Mummified Undead, Humans, Orcs, Goblins

Wave 2 – Chivalrous Kingdoms, Ratmen, High Elves, Havoc Warriors & Disciples, Beastmen

Wave 3 – Wood Elves,  Saurians, Dark Elves, Ogres, Rift Daemons

Wave 4 – Eternal Wardens, Kingdom of Angels, Deep-Sea Elves, Ghostly Undead, Worshippers of the Spire


Upcoming Balance Changes

Since we’re going to have to touch up every single army in the game anyway we’re going to be taking this opportunity to make some balance changes to the game.

We’re not going to go into too much detail yet, that is something we’ll reserve for future weekly news posts, but you should know that we’re going to be reviewing every single unit and army to see if they need a re-balancing. If you felt like your army was lacking in some oomph you’ll probably get it with these changes. :)

The changes that are coming aren’t going to be too big, as this is not a switch to 3rd edition, but they’re going to be significant enough that you’re going to feel a difference.

The biggest things that you can expect are some much needed reviews of weapon upgrade lists to give units more tools to work with, a complete overhaul of all spell lists to make them more balanced and consistent, and overall a lot of standardization across the board to make units feel appropriate for their type.

Note that also these changes are all going to be points balanced with the current armies, so just because your army will be updated on wave 4 doesn’t mean that suddenly it’s not viable anymore or that you will be at a disadvantage.


Game Updates & Patch Notes

Finally let’s get to this month’s big game updates!

As always there’s a ton of stuff here, so let me just highlight the most important changes:

  • Psychics and Wizards can now either cast a spell or block a spell each round, and we’ve modified the way blocking works so that level 3 casters have a better chance at blocking than level 1 casters
  • In skirmish games we clarified that when splitting melee attacks between multiple models they all get to strike back
  • Also in skirmish rout tests are now taken at the end of the round, this way special rules that affect morale until the end of the round still apply
  • Another skirmish one, when units with Tough(X) are stunned but haven’t taken at least X wounds yet, shooting hits and charges won’t instantly kill them, but instead they will take an additional wound
  • For supporters on Patreon, the Command & Control rules from the Full Rulebooks have been re-worked to be clearer

Alright that’s enough, now to the full patch notes:


  • Clarified that markers become neutral if both players are seizing them at the end of the round
  • Modified the Psychic/Wizard rules so that they can either cast or block a spell each round, and they must roll higher than the caster to block

Firefight & Skirmish

  • Clarified that when attacking multiple units in melee they all get to strike back
  • Rout Tests are now taken at the end of he round
  • Clarified that Blast weapons now spread hits among targets within 3″
  • Flying units may now jump gaps without having to roll for it
  • Tough units that take hits or are charged whilst Stunned take 1 wound instead of being Knocked Out, unless they already have X wounds
  • Damage from Falling was re-worked to affect high defense units more

Campaign Rules

  • Clarified the Suppressor hero specialization trait
  • Heroes become 5pts more expensive for each specialization trait they get

Full Rulebooks

  • Re-worked the Command & Control rules to be clearer

Grimdark Future

Alien Hives

  • Added new unit: Massive Spore
  • Re-worked the Explosive Head rule so that all types of spores can’t be pinned anymore
  • Increased the Blast value of Spore Mortars for consistency
  • Invasion Spores can now be upgraded to spit spores

Battle Brothers

  • Fixed cost of Raven Heavy Gunship

Havoc Brothers

  • Fixed Infernal Brutes upgrades list

Havoc Brother Disciples

  • Added new unit: Greater Lord of Change
  • Fixed the Plague Flail upgrade for the Plague Destroyers

High Elf Fleets

  • The Seer Council doesn’t count as a hero anymore
  • Re-worked the Wraith Titan’s upgrade list

Human Defense Force

  • Re-worked the Executioner special rule (Firefight)

Machine Cult

  • Added new unit: Machine Deacon
  • Modified EMP rule to be more consistent

Mercenaries – Elven Jesters

  • Fixed upgrade table C
  • Modified EMP rule to be more consistent

Mercenaries – Feudal Guard

  • Added new unit: Feudal Cavalry
  • Added new weapon options to most units
  • Generals and Champions can now take Honor Doctrine
  • Feudal Elites now have Honor Doctrine as an option instead of a must

Orc Marauders

  • Added new unit: Goblin Tank

Robot Legions

  • The Nanobot Wraith-Shard’s Spirit Attack now has +4 attacks and -1 AP
  • Spider Robots now have +2 attacks, -6 tough and more upgrade options


  • Fixed some typos

TAO Coalition

  • Lowered cost of Missile Pod in upgrade list A to 20pts

Age of Fantasy


  • Re-worked the Surprise! special rule to work better in AoFS


  • Fixed upgrade list for Wizards



That’s it folks, once again a huge update for you, hope you all enjoyed it. :D

Happy Wargaming!

– Gaetano

Support us on Patreon: patreon.com/onepagerules

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Campaign Rules, Monthly Newsletter & Big Updates

Age of Fantasy, Campaign Rules, Firefight, Game Update, Grimdark Future, Skirmish

Hi everyone,

August has been a long month which has given us time to steadily work on a bunch of new things for you guys, and today we’re finally releasing everything!

Hold onto your seats because there are some pretty big changes to the core rules as well as a couple of other cool things…

Firefight & Skirmish Campaign Rules

To start this off right we’re extremely proud to announce that our Campaign Rules for GF: Firefight and AoF: Skirmish are finally back and available for free!

With these rules you can play a series of connected games during which your warband of fighters levels up, sustains injuries, finds treasure and ultimately competes with other warbands for glorious victory.

Here is a full list of features:

  • Campaign setup with balanced win conditions and catch-up mechanics
  • Special goals that can be achieved over the course of the campaign to gain extra VP
  • Special mission objectives that can be achieved to gain extra upgrade points
  • 36 random events to spice up your games with tons of crazy encounters
  • Casualty tables to generate random permanent injuries for your units
  • Experience system to improve your units over time with different talents
  • 18 hero specializations that give them access to all sorts of cool new abilities
  • Upgrade system to recruit new units or buy new weapons and equipment
  • Warband sheets to keep track of all of your units

If you’ve never played using the Campaign System we highly recommend it to everyone. It’s a great way to play narrative games and create your own stories, and with the amount of content provided no two compaigns will ever feel the same.


Firefight & Skirmish Changes

As we were working on the new campaign rules we decided to go back and make some much needed tweaks to our skirmish games, as well as add some new features.

The first thing we changed is raise the recommended point value from 150pts to 250pts. We found that most players like to play at a larger point size anyway because it allows for the use of more upgrades and special units, so this changes makes that playstyle “official”.

The second thing we did is add special movement rules for pushing, falling, dropping, leaping and jumping. With these rules you can now do a ton of dynamic things such as push your enemies off ledges, quickly drop off elevation to speed up movement, jump over large gaps to reach distant places, and even leap onto enemies from above to deal some extra hits.

The third thing might be the most important though: models that are bought in groups now act as individuals once in game. This change gives the games a much stronger “skirmish” feel, with each model being able to go and adventure on its on.

In order to accomodate all of these changes we had to adapt the rules a little:

  • Melee weapons can now split attacks between enemies within 2″ the same way that ranged weapons can, so you can now attack multiple models, even those that you didn’t charge.
  • Units with Quality 5+ and 6+ now get a small bonus to wound rolls if they stick together, so you should try to keep whem within 3″ of each other to benefit from this rule.

These changes were made to balance out the new system, so whilst each model can act individually we encourage you to still stick together, which in turn allows units with explosive weapons or multiple melee attacks to dish out damage to everyone in range.

We hope you enjoy these changes and look forward to your feedback!


General Melee Changes

With today’s patch we’re also bringing the first of a couple melee changes that are going to be coming to you in the future, all made in an attempt to further refine our systems.

So, what does today’s change entail?

Units can now always strike back in melee, even after the first time they fight, however they only hit on rolls of 6 in every subsequent melee.

This change is being made in order to remove awkward situations where units can’t strike back at all, making even the mightiest of daemons feel helpless against a lonely orc.

To make it even easier for you to keep track of who already fought in melee we’ve made a set of free play tokens, check out the announcement here: https://wp.me/p4zqe1-BO


Monthly Newsletter

Want to keep up to date with OPR news but don’t use Facebook, Twitter or Reddit?

Well fret no more, because the OPR Monthly Newsletter has arrived!

The OPR Monthly Newsletter is going to be released at the beginning of every month, and it’s going to contains a news roundup highlighting all of the cool things we released over the past month.

It’s the perfect way to stay up to date with all things OPR, as well as easily share news of our games with friends & family. Simply forward them the newsletter or the subscription link so that they can also get all of this wargaming goodness!

Subscribe here: http://eepurl.com/gBIFer

We’re only starting with this now so we’ll be experimenting with different layouts until we find something that works well, so if you have any feedback please let us know!

newsletter preview.PNG

Website Updates

With the release of the monthly newsletter we’ve taken this opportunity to revisit the layout of our website a little to make it easier for new players to find all of our content.

There are 3 main things we’ve updated:

New Community Menu – There is not a new option on the menu bar called “Community” which allows you to access all of our community pages. This works both as a drop-down menu if you hover over it, as well as it’s own page if you click on it. For those of you that don’t know about all of our community channels here they are: Facebook, Twitter, Reddit, Forum, Discord.

New Army Book Structure – In preparation for some upcoming changes to the Army Books we have updated the way army books are downloaded on the game pages. Now instead of having to select each army individually you can access the army folder directly, which allows you to download the armies quicker. You can also bookmark the army folder to have easy access to all updated versions, instead of always having to access via the website.

Black & White Downloads – For those of you that prefer to print out the rules instead of using them digitally we’re now going to provide printer-friendly black & white versions of all of our rules. In order to accomodate this change we’ve slightly changed the layout of our game pages, but don’t worry, everything is still where you expect to find it. ;)

community menu

General Patch Notes

Last but not least: patch notes!

As always, first a couple of highlights, and then the full notes:

Psychics/Wizards can now only cast spells before attacking, which was changed in order to prevent weird situations where one could teleport away from melee before the enemy could strike back.

A lot of units in Grimdark Future armies have been upgraded with the new Relentless special rule, which allows them to fire an additional shot for each 6 they roll.

Titan Lords have been given the ability to pass their turn when running a titans-only army, as well as being able to upgrade with veteran status to shoot at Quality 2+.

The Deep-Sea Elves army has been re-worked in order to give it more interesting hero special rules as well as more options when attacking with their standard line troops.

Here the full notes:

General Rules

  • Units that fought in melee once only hit on 6+ in melee for the rest of the round (instead of not being able to fight at all)
  • Pinned units now hit on 6+ in melee (instead of getting -1 to hit)
  • Psychic/Wizards can now only cast before attacking

Firefight & Skirmish

  • Raised recommended point value to 250pts
  • Added Special Movement rules for pushing, falling, dropping, leaping and jumping
  • Models that are bought in groups now act as individuals once in game
  • Clarified how moving up/down elevation works since it’s more relevant in skirmish games
  • Melee weapons can now split attacks between enemies within 2″
  • Clarified how wound results work when a unit takes multiple wounds at once
  • Units with Quality 5+ and 6+ can now get a small bonus to wound rolls by sticking together

Grimdark Future

Core Rules

  • The Mend special rule has been removed and armies which used it now have custom army special rules with the same effect
  • The Relentless special rule has been added and is used by support weapon teams of the Battle Brothers, Battle Sisters, Havoc Brothers, Human Defense Force, Infected Colonies, Mercenaries, Orc Marauders and Ratmen Clans

Dark Elf Raiders

  • Moved the Dark Strike upgrade to its own list for clarify
  • Fixed the Tortured Warrior upgrades so that they only replace one CCW

Plague Brothers Disciples

  • Plague Brothers have Poison CCWs now and have more melee weapon options
  • Plague Destroyers now have Plague Swords and can be upgraded with Plague Launchers
  • Plague Drones now have 2 new weapon options

High Elf Fleets

  • Elven King now has A3 in melee

Human Defense Force

  • Fixed cost of Fusion Rifles for Infantrymen and Special Weapons
  • Fixed cost of Ogre squads


  • Added a note about The Makers Cult collaboration

Orc Marauders

  • Fixed AP value of Twin Super Machinegun on Attack Plane upgrade
  • Fixed AP value of Heavy Cannon on Looted Tank upgrade

Robot Legions

  • Fixed AP value of Antimatter Pistol on Robot Snakes upgrade
  • Gloom-Protocol has been re-worked into an anti-psychic special rule
  • Fixed casting value of Star Bots to be 5+
  • Nanobot Wraith-Shards now start as level 1 psychics and can be upgraded to level 2 or 3
  • Vehicles can now be upgraded with Regeneration


  • Fixed point cost of Soul-Snatcher units

Titan Lords

  • When taking an army of only Titan Lords units you may pass your turn if your opponent has more non-activated units than you do
  • Added a new Veteran Titan and Veteran Mini-Titan upgrade which gives units +1 to hit for melee and shooting

Wormhole Daemons

  • Cerberus Hound and Blood Hounds can now be upgraded with different collars
  • Lust Harpist now has upgrades to summon friendly units or banish enemy units

Age of Fantasy

Deep-Sea Elves

  • Re-worked all Hero special rules
  • Spirit Casters can now be upgraded to Wizard(2)
  • Wizards now have access to a new spell list
  • Re-worked weapons of Sea Servants and Sea Reavers

Rift Daemons

  • Cerberus Hound and Blood Hounds can now be upgraded with different collars
  • Lust Harpist now has upgrades to summon friendly units or banish enemy units


  • Fixed a typo with the Fear rule of some units (Skirmish)


Hope you enjoyed everything we had to offer and subscribed to our newsletter! This isn’t all however, because next week we already have more cool stuff coming…

Happy Wargaming!

– Gaetano

Support us on Patreon: patreon.com/onepagerules

Join the Community:  Facebook – Twitter – Reddit – Forum – Discord – Newsletter


New Play Tokens, Prime Brothers Update & Quickplay Armies

Firefight, Game Update, Grimdark Future, Play Tokens, Quickplay Armies

Hi everyone,

As we already mentioned last week we’re going to be releasing new content every week for a little while so that we don’t overwhelm you, and this awesome stream of content is starting today!

Lately we’ve also been in a real skirmish vibe so you can expect a lot of cool stuff for GF: Firefight and AoF: Skirmish, as well as some extra goodies for the other games. ;)

New Play Tokens

The first thing we got for you is the release of a set of brand new OPR Play Tokens.

Back in the day we used to have some very basic play tokens we put together using icons we found online. These tokens were useful albeit not very pretty, so we’ve asked Brandon to put together a set of new tokens for everyone to enjoy!

Check them out here: https://drive.google.com/open?id=1_KGDMZW6fpiwR1YRcAFSruFQfu6qq8cR

The tokens are 1″/25mm in size so they should be pretty easy to cut out and play. If you want to keep things simple you can print them on regular paper, stick them on a cereal box and then cut them out to get some fairly solid tokens, or else you can go a bit fancier and make some clear resin dome tokens.

Check out a tutorial here: https://youtu.be/CNPoyORCa3U


If you want a set of smaller tokens we’ve also made a 3/4″ version of the tokens which is perfect for playing skirmish games.

Check them out here: https://drive.google.com/open?id=16xDcGsVgb_qe8FfvnglRSBytRJQgx2iK

Again you can just print them out and use the cereal box method mentioned above, or if you want a more sturdy version you can also use Wyloch’s method below:

  1. Print the sheet using your printer’s best quality settings
  2. Use a good glue stick like Elmer’s X-treme to attach the sheet to a slab of cereal box or other similar cardstock
  3. Apply clear packing tape over the circles (poor man’s laminating)
  4. Cut out each circle individually with good scissors (this is the longest part)
  5. Small dab of hot glue on the back of a token, and then quickly attach it to a 3/4″ washer

We hope everyone enjoys these play tokens, they were made to be as neutral as possible so that you can use them for any setting or game, even non-OPR games! :D


Prime Brothers Update

In order to allow Prime Brothers to be upgraded with specific detachment rules they have been moved into the Battle Brothers army book, meaning that now you can create a ton of new cool combinations such as having Prime Blood Brothers that brutally tear apart enemies in melee with their Furious upgrade.

Additionally we have added a new unit, the Prime Light Walker.

The Prime Light Walker falls somewhere in-between an HDF Light Walker and a regular Attack Walker, giving up on some armor in order to be able to deploy with the Scout special rule, which is really dangerous as it comes equipped with a powerful Incendiary Cannon.

This makes the Prime Light Walker a formidable close-range machine of destruction which can dish out a whopping 12 flaming attacks as well as hold its own in melee thanks to its massive walker fist.

Oh, and it can also be upgraded with a cool Heavy MG Pistol, making it a formidable gunslinger and worthy of any wild west duel. ;)

We’ve also used this opportunity to make some other small updates:

Battle Brothers

– Support Brothers can now take Laser Cannons

Blood Brothers Detachment

– Fixed stats of Plasma Pistol and Gravity Pistol

– Fixed cost of Jetpack on Death Brothers

Prime Brothers Detachment

– Prime Brothers are now part of the Battle Brothers army

– Detachments now have upgrade options for Prime Brothers

– New Unit: Prime Light Walker

– Prime Bothers can now upgrade one model with Medical Training

Wolf Brothers Detachment

– Fixed cost of Wolf Jet

TAO Coalition

– Spotting Lasers now improve shooting for all units until the end of the round (Firefight)


Quickplay Armies

Quickplay Armies are pre-made army lists designed to be ready to play out of the box, without the need to count point costs or create your own lists. They are the perfect thing to dip your toes into new armies and see if you like them!

In order to show you the power of this new Prime Brothers update (and also give the OPR Play Tokens a go) we’ve created a set of new Quickplay Armies for you to try.

This time around it’s a GF: Firefight matchup so if you’ve never played the game before it’s a great way to start thanks to its low model count and dynamic gameplay. :)

This week’s Quickplay Armies: Prime Wolf Brothers vs TAO Coalition

Prime Wolf Brothers

  • 2x Prime Raider w/ Grapnels & Counter-Attack
  • 3x Prime Raider w/ Auto-Rifle & Counter-Attack

TAO Coalition

  • 3x Grunt
  • 2x Grunt w/ EMP Grenades
  • 3x Grunt w/ Pulse Rifle
  • 1x Grunt w/ Pulse Carbine & Marker Drone
  • 1x Grunt Captain w/ Pulse Carbine, EMP Grenades & Marker Drone

The Prime Wolf Brothers in this set focus on strategic movement and melee attacks, using terrain to their advantage in order to close in with the enemy. All of their units are excellent in melee with 3 attacks, Fear and Counter-Attack, and some are even able to charge through difficult terrain and surprise their prey thanks to their Grapnels.

The TAO Coalition on the other hand focuses on a more long-ranged strategy, with a variety of specialized firearms for different situations. Their Marker Drones are extremely valuable to ensure that they deliver high-precision fusilades, and some of them even come equipped with EMP Grenades that can be devastating in melee.


Summer Camping Trip

Finally I wanted to let you know that I’m going to go on a camping trip from this Thursday until next Tuesday, so until then I might not be able to access the internet and reply to any queries.

If you support us on Patreon during this period please accept my apologies, as I will only be able to give you access to your rewards next week.


That’s it for today, don’t cause too much trouble whilst I’m gone! ;)

Happy Wargaming!

– Gaetano

Support us on Patreon: patreon.com/onepagerules

Join the Community:  Facebook – Twitter – Reddit – Forum – DiscordNewsletter


The Makers Cult Collaboration, Upcoming Skirmish Campaigns, AI Rules & More!

3D Print, Collaboration, Firefight, Game Update, Grimdark Future, The Makers Cult

Hi everyone,

We’re super happy to announce that we’re going to be collaborating with The Maker’s Cult, a small team that’s creating awesome 3D printable miniatures for wargames!

Check them out here: https://www.patreon.com/themakerscult

What does this mean for you? Basically you’re getting a bunch of cool new stuff. :D

New Grimdark Future Army – Feudal Guard

The folks at The Makers Cult have an awesome miniature line for the Feudal Guard, which we think fits perfectly into the Grimdark Future universe, so we’ve created an army list for them.

FG - Elite TroopsFG - Scout Walkers

The Feudal Guard serves as a standing army of heavily armored soldiers that pave the way for their bosses so that they can waltz onto the battlefield and take all the credit.

They are tougher than regular HDF soldiers and come with a bunch of fun special rules for you to play around with. Oh, and did we mention that they hate psychics too? :D

FG - Officers 2FG - Heavy Weapons

Since they serve as a supportive or defensive army that works for the highest bidder we’ve decided to add them to the Mercenaries list, allowing you to add them to your existing army with ease.

Check out the rules for them here:

Here the link to support The Makers Cult again, they have a ton of other models too so you should definitely check them out: https://www.patreon.com/themakerscult

FG - TroopsFG - Transport

Upcoming Skirmish Campaigns, AI Rules & More

You thought that’s the end of all the cool stuff that’s coming at you?


Skirmish Campaigns – As requested by a ton of people over the years and on the community survey we are finally bringing back skirmish campaigns.

For those that are unfamiliar with them, they are a way to play a series of connected games during which your soldiers gain experience, buy new equipment, take permanent injuries and much more.

The rules also come with a lot of specializations for your heroes as well as with a ton of random events to spice up your games.

AI Rules – Are you having a hard time finding people to play with? Do you want to play coop with your friends? Or maybe you just want to try out a new army list? We’ve got you covered!

With the new AI rules you will be able to play with fully AI controlled armies, which opens the doors to infinite possibilities.

The AI rules cover everything from how to create randomized AI armies, place objectives, deploy armies, and of course play the actual games.

We think this is a huge step for OPR and we can’t wait for everyone to try these rules out.

New Melee Changes? – As with most of the new things that we’re developing we’re constantly seeking feedback and ideas from the community to make sure that our games are as well designed as possible.

Right now we’re heavily discussing ways to re-work the melee rules in order to streamline them to perfection… or at least as close to perfection as possible.

If everything goes well you can expect a variety of small changes to melee and special rules that will hopefully make the game much more enjoyable for everyone.

Available on Patreon right now and for everyone else soon

If you’d like to get access to the Campaign Rules and the AI Rules whilst they’re still being developed both of them are available right now for Patreon supporters.

Additionally if you support us you’ll also have access to our Secret Forum, where you can discuss the new melee changes, campaign rules, AI rules and much more.

If you aren’t able to support us don’t worry though, all of these changes will be released to the public as soon as they’re ready, so everybody will be able to enjoy them for free!


Hope you enjoyed the new army and the preview to what’s coming next, but don’t relax yet because we’ve got some more cool stuff for you from The Makers Cult coming up next week! :)

Happy Wargaming!

– Gaetano

Support us on Patreon: patreon.com/onepagerules

Join the Community:  Facebook – Twitter – Reddit – Forum

FG - Special Weapons.jpg

New Armies, Game Updates, Battle Report & Much More!

Age of Fantasy, Battle Report, Firefight, Full Rulebooks, Game Update, Grimdark Future, Skirmish

Hey everyone,

Today we’re bringing you an update that is so HUGE we had to split it into 6 different sections so that you can digest it better. Truly there’s something for everyone in this update so we hope you all enjoy what we got for you!

We are going to try and be as concise as possible, but no matter what this is going to turn out to be a massive read, so strap yourself in for a wild ride.

The update is divided into these sections:

  1. Grimdark Future Battle Report
  2. How does OPR work?
  3. General rules updates
  4. Full Rulebook updates
  5. New factions for Grimdark Future
  6. Army updates for all games


Let’s start this off with a bang!

Wyloch’s Armory posted another exellent battle report on Youtube showing a re-match between Battle Brothers and Wormhole Daemons. There have been a lot of updates for the daemons since the last time they squared off, so tune in to see if this time around they can come out on top…


Since the release of the updated Full Rulebooks the project has grown a lot, so first off I’d like to welcome everyone that’s new on board! :)

Just looking at the Patreon stats alone you can see that the number of supporters has grown exponentially (by 72.6% over the past 3 months), which is really great and gives us an extra boost to work on the project.

patreon growth

This is what we call awesome!

Now, having a lot of new people also means that there are a lot of questions and doubts about how exactly OPR works, and who can blame them for it? We never really formally explained how the project works and just assumed people would figure it out, so of course they are confused.

In order to mitigate this we have updated all of the game pages on the website to contain a short description of how OPR works so that people know what they’re getting into.

Anyway, here it is for your enjoyment:

OPR is a project made by gamers for gamers and it can only exist thanks to the generous support of our awesome community. All of our core games are free, we provide weekly updates on what’s new and we post monthly releases for major game updates.

Players can donate on Patreon to get access to a lot of extra content such as full rulebooks & point calculatorsexclusive weekly updatesearly access to wip files and more. If you’d like to support the continued development of our games please consider donating to us on Patreon. Thanks!


For the general rules we have 2 major changes and 1 minor change.

Major Change 1 – In Grimdark Future/Age of Fantasy units that are Pinned/Wavering now automatically fail morale tests. What this means is that now you can do killer-combos by Pinning/Wavering units with shooting and then charging into melee for an easy kill. This change adds a new interplay between shooting and melee and we can’t wait to see players take full advantage of this to crush their opponents.

Major Change 2 – In Firefight/Skirmish models now accumulate wounds which makes them likelier to be Knocked Out and models that are Stunned don’t immediately count as activated anymore. What this means is that now units will be easier to kill over time so it’s less likely to have “unkillable” enemies. The change to the Stunned rules on the other hand make the rule more uniform with the large-battle games and also makes it so that units aren’t out of the match of too long.

Minor Change – Poison now deals +2 hits instead of just +1 hit. Whilst going over the Point Calculator we noticed that Poison was overcosted for what it did and lacked some of that oomph we look for in our special rules. If you have units with Poison in your army I’m sure you’re going to appreciate this change. ;)

Grimdark Future & Age of Fantasy

  • Re-written the morale test section to make it clearer
  • Pinned/Wavering units now automatically fail morale tests
  • Poison now deals +2 hits instead of just +1 hit

Firefight & Skirmish

  • Models now accumulate wounds which make them easier to be KO’d over time
  • Stunned models don’t immediately count as activated anymore




This one is more for our Patreon supporters, but we thought we’d put it in here just so you guys know that the Full Rulebooks aren’t stagnant.

I’m not going to go too deep into them, but mostly these are small adjustments to make the advanced rules more balanced, as well as clarifying what might’ve been a little unclear.

If you aren’t supporting out Patreon yet definitely give it a look, we add a ton of extra content there that you don’t wanna miss out on: patreon.com/onepagerules

Full Rulebooks

  • Immobilized results now give -2″/-4″ movement
  • Take Aim has been re-named to Aimed Fire
  • Clarified that Heavy Charge has a max. charge move of 6″
  • Heroic Inspiration now has a range of 12″



These 2 new armies are straight out of the community survey, as they are some of the most requested things for Grimdark Future for a long time now. We’re happy to finally introduce to you the Infected Colonies and Rebel Guerrillas.

Infected Colonies are typically human settlements that have been infected by a mysterious virus which mutates them into blood-hungry warriors. Those that have been infected are categorized into different stages, with each stage having a different effect on the mutated subject.

Rebel Guerrillas are freedom fighters that can be found everywhere throughout the Sirius sector. These bands of warriors usually consist of rebels from all races and species, which have banded together to fight against their oppressors.

Both of these armies are very thematic and fun to play, and you can use models from all manufacturers for them:

  • Infected Colonies lend themselves well for conversions since you can take regular soldiers and make them look diseased with greenstuff.
  • Rebel Guerrillas are great to pick models from different collections and band them together into a cohesive force (a uniform paint scheme definitely helps).



Finally we come to probably the biggest part of the update (as if what we’ve shown so far wasn’t big enough), which is the army updates for all games.

I’m going to try and keep this one short because I’ve already dragged on for too long, so here’s just a few highlights.

New Vehicles for Prime Brothers & Machine Cult – With many people ramping up their collections lately (huh, wonder why), we decided to add a couple more vehicles to help you out in massive battles. We’ve also given Titan Lords some new fancy upgrades btw.

Undead armies split into 3 factions – In order to reduce the amount of page flipping that comes from having different types of undead of different pages we decided to split the Undead up. All units are still there and we’ve actually re-vamped the Ghostly Undead with a lot of new special rules.

Grimdark Future

Prime Brothers

  • Added new unit: Heavy Anti-Grav Tank

High Elf Fleets

  • Fixed a typo in the Dragon Warriors upgrade list

Human Defense Force

  • Clarified that the Commander rule can’t be chained together

Machine Cult

  • Added new units: Landing Craft and Attack Craft

Ratmen Clans

  • Added new hero special rules to add more flavor

Robot Warriors

  • Flux now deals +3 hits instead of just +2 hits


  • Clarified that the Commander rule can’t be chained together

TAO Coalition

  • Added more upgrades for the Grunt Captain

Titan Lords

  • All units can now be upgraded with Extra Armor or Power Shields

Wormhole Daemons

  • Fixed the Chompion of War’s Throne of Blood upgrade

Age of Fantasy

Eternal Wardens

  • Sequitur Squads can now be upgraded with Greatmaces


  • Fixed Cave-Beast Herds not having the Boing special rule
  • Fixed point cost of Mountain Trolls (Skirmish)

Havoc Warriors

  • Fixed point cost of Ogres, Havoc Trolls and Drake Centaurs (Skirmish)


  • Poison Grenadiers can now shoot even after using Rush actions and don’t get -1 for firing Indirect shots

Rift Daemons

  • Fixed the Chompion of War’s Throne of Blood upgrade
  • Re-worked the Putrefaction spell


  • Frog Mages now have Quality 3+


  • Army was split into three: Vampiric Undead, Mummified Undead, Ghostly Undead
  • Added the Command Group specail rule for the Ghost King (Skirmish)
  • Re-wrote the Undead rule slightly for clarification
  • Re-worked units of the Ghostly Undead: Ghost King, Grieving Queen, Ghost Reapers, Ghost Revenants, Mourning Banshees, Dread Knights

Wood Elves

  • Fixed point cost of Tree Revenants (Skirmish)



Hope you enjoyed everything we had to offer this week, we’ll be hitting you up next week with something special! :)

Happy Wargaming!

– Gaetano

Support us on Patreon: patreon.com/onepagerules

Join the Community:  Facebook – Twitter – Reddit – Forum


Survey Results, Little Wars & New Hobby Section

Community Survey, Game Update

Hi everyone,

First off I would like to thank you all for partaking in the community survey!

We managed to get ~100 responses and collected a ton of feedback, which has given us a much better insight into what players think. We actually think that the feedback was so valuable that we’re planning on having at least a yearly community survey, if not have it twice a year. :)

Before we get into the survey results, there are two other smaller things we would like to talk about.

One-Page Little Wars

We recently partook in a small community challenge on the /awg/ thread of 4chan’s /tg/. The challenge was to write up a one-page ruleset that people could just pick up and play.

For our entry we decided to adapt Little Wars by H.G. Wells so that it’s playable with modern miniatures and dice, instead of using lead soldiers and firing toy guns.

For those of you that are unfamiliar with Little Wars, this is the game that basically started it all. It’s the grandaddy of modern miniature games and laid the foundations for most of the wargames you play today.

We’re sure that some of you will appreciate this little game and after playing it a couple times it actually has some really interesting mechanics that you don’t see in modern wargames (no dice rolling for infantry combat, taking prisoners of war, what?!).

Download the game here: https://drive.google.com/open?id=1OdO8G0uahJ5L-wFwfZoUmxWxFY5bhdYa

This is just a temporary upload, and we’ll probably get rid of it by the end of the month, so make sure to grab it whilst you still can!

New Hobby Section on the Forum

After multiple community suggestions we have decided to open a hobby section on the forum where people can discuss the building and painting aspect of the hobby, share pictures, provide tips & tricks, etc.

Check out the hobby section here: http://onepagerules.proboards.com/board/35/painting-modeling

Since there were already a couple of hobby threads going on in different sections of the forum we have all moved them to the new hobby section, and we’re looking forward to seeing more of your creations. :)

Community Survey Results

Alright it’s time to get to the juicy part of this update!

We’re going to be going through each question in order and comment a little bit on the results, but first we need to clarify something.

We noticed that some people used the “other” section to ask questions about the games, however we aren’t able to answer any of them since we don’t collect e-mail addresses when doing the survey.

Please if you have any questions and feedback, go ahead and post them on the forum so that we can give you an official answer: http://onepagerules.proboards.com/

Ok now we can finally move on…

Where do you get your miniature wargaming news from?


It seems that most of you are getting your news from sources that we already cover such as Facebook and Reddit, however we can see that there are some other places we could post on that might reach more people.

The ones that seem important which we aren’t covering are BGG, TMP, Lead Adventures and DakkaDakka, so we’ll definitely try to spread the word there.

YouTube is also pretty big, however we don’t have the capacity to start our own channel for now, so instead we’ll try and see if we can try to contact some other channels and do some sort of promotion there. If anyone has suggestions for which channels to contact please let us know. :)

Would you be interested in an OPR newsletter (doing a monthly news roundup)?


Here we have a very clear answer, with 83.7% of people being interested in a newsletter with a monthly news roundup, so we’re going to be looking into how to create it and what would be the best way to deliver it to you.

Would you be interested in OPR merch (T-Shirts, Coffee Mugs, etc.)?


This one is a bit more mixed, with 34.4% saying yes (including some other comments), so we’re a little bit torn. We understand that people like the new art and would like to have it on a t-shirt, however we don’t think demand is high enough to justify a big print run.

We’ll look into the possibility to have some sort of print-on-demand system or maybe just make a limited print run.

Which Grimdark Future armies do you play?


When it comes to armies the trend has remained more or less the same since the last community survey, with Battle Brothers being played by most players with 57% and then the majority of the rest being at around 20%.

We messed up and forgot to include the Machine Cult in the list, so maybe they would’ve had more votes in the end… we’ll make sure not to forget anyone next time.

Which Age of Fantasy armies do you play?


In Age of Fantasy things are much more balanced, with a lot more armies being in that middle and only a few being played a lot or just very little.

One thing we noticed is that there are a lot of people playing Undead, but that might be attributed to the fact that the list actually contains 4 armies in it, so if each individual army had its own book the results might be very different.

Do you have any suggestions for things we should do with OPR (new games, armies, features, etc.)?

There is no graph that I can show you for this one since everyone gave different answers, however there were some trends that we would like to talk about.

Point Calculation System & Advanced Rules

Some people asked for these probably not knowing that they are already available to Patreon supporters. This makes us think that we should probably update our website to further emphasize that people can get access to them via Patreon.

Art for the Army Books

This is something that we have already planned to do but there is still a lot of work to be done in order to complete it, but rest assured that eventually all of the files will be updated with the new look.

Campaign Rules for Firefight & Skirmish

This is another thing that we’ve already planned to do but is just taking longer than expected to be released. We’ll provide you with news about campaign rules for skirmish games as soon as we have more and maybe we’ll also add some campaign rules for the larger games.

Reviving Old Games (Grimdark Racing, Double Tap, etc.)

Right now we have no plan to bring back any of the old games… at least not in the same format we had before. We are definitely interested in re-releasing them, at least the most popular ones, however we want to do them justice and give them a complete makeover, so you can expect something new in the future, but we can’t say when.

Historical Rules

Surprisingly we’ve had a few people ask for historical rules, from modern military to dark ages. This is something we had been thinking about but put on the back burner, however seeing how there’s some interest in it has given us motivation to take out our old test games and give them a spin again.

Original Lore vs Generic Lore

Since a LOT of people had an opinion about this I think we need to address it, because we’re not sure that players realize how divided the community is about lore.

Right now the community is split between those that think that OPR games should have their own lore vs those that think that OPR games should stay as generic as possible with no lore.

Honestly we’re just trying to hit a good balance here where there is just enough lore so that people have an idea of what kind of models they can use for our armies whilst still staying generic enough that you could use anything for them.

We know that some people will not be fully satisfied with this solution, however it’s the best we can do for now. But who knows, maybe in the future things will change…


That’s it for now! We hope you enjoyed this insight into the community survey results and that you give Little Wars a try, it’s a truly classic games that deserves more attention.


*** If you’d like to support our games you can join our Patreon. Thanks! ***


Full Rulebooks & More

Age of Fantasy, Firefight, Full Rulebooks, Game Update, Grimdark Future, Skirmish

Hi everyone,

Today we are very excited to make the new look of our games public!

This is something that we’ve been planning and working on for a very long time, and it’s amazing that we can finally show you all of these awesome new things.

Over the past couple months we have been working with Brandon Gillam on completely overhauling the look of our games with his awesome style.

Check out his artwork and other projects here: https://www.runehammer.online/

Full Rulebooks

Like we mentioned we have been putting a ton of work into the Full Rulebooks, updating everything from the cover art to their overall design as well as adding a ton of new rules sections for you to enhance your games.

The first thing you will probably notice is the awesome new cover art, showing off a Battle Brother in the midst of a bloody planetary battle and a Humand and an Elf fighting bloody last stand against a swarm of Saurians.


On the inside of the books you are going to now find a ton of awesome illustrations that take you further into the world of our games, as well as a much more polished look with thematic fonts, background textures and border illustrations.


Additionally we have been working really hard at re-writing the books so that they are more understandable, separating things into clearly defined chapters, improved our example diagrams and overall polished everything we could.


After we overhauled the whole look of our rulebooks we thought that that was not enough value for our players, and so we went ahead and we added a TON of new advanced rules sections. These extra sections are written in a modular way, so that you can mix and match them as you want in order to get exactly the type of experience you are looking for from our games.

Here a full list of all the new advanced rules sections we added:

  • Fog of War – Rules that add an element of uncertainty to your games by affecting how units are deployed and activated, as well as the overall game length.
  • Command & Control – Rules that add a new layer of strategy as each player has to use his commanders to activate units in the chaos of battle.
  • Suppression / Fatigue – Rules that add realism and grit to the game as units suffer suppression and fatigue through extended combat which affects how they behave.
  • Advanced Damage – Rules that make the game even faster and deadlier by adding unit attrition from morale loss as well as critical hits on vehicles and monsters.
  • Advanced Actions – Rules for 5 new actions that units can use when activated: Hunker Down, Defensive Stance, Aimed Fire, Heavy Charge, Overwatch.
  • Small-Scale Games – Rules to play the games with smaller scale models (6mm/10mm/15mm) or with movement trays and diorama bases.

We hope that all of this new stuff is as exciting for you as it is for us, and that it will help you make your evenings and weekends playing miniature wargames even more fun. :)

If you would like to have a preview of the Full Rulebooks you can check out the Basic Rulebooks which are found on the main game pages. If you would like to have access to the full rulebooks instead you will need to support us on Patreon at Tier 2 or above.

Core Rules Updates

On top of all of the hard work we put into updating all of our rulebooks we have also been working on the actual game rules. This latest patch serves to address some of the biggest issues with some of the available special rules, as well as with heroes.

The Ambush, Scout and Transport rules were very good for shooty units so far, but not very good for melee units. In order to give melee units a fair match up we have updated these special rules so that units have a  better chance at actually getting into melee before the enemy can shoot them to bits.

The Morale Test and Hero rules have been slightly updated in order to give heroes a more worthy role on the battlefield, by allowing units that they joined to take morale tests using the hero’s quality value instead of their own. We think that this feels a lot more thematic and will make your heroes feel even more heroic.

Here the full changes:

  • Morale Tests: clarified that tough value is used only for single model units when determining if the unit must take a morale test from suffering wounds
  • Ambush: minimum distance from enemies lowered to 9″ (instead of 12″)
  • Hero: units now use the hero’s quality value for morale tests
  •  Indirect: shooting units now get -1 to hit instead of treating the target as in cover
  •  Rending: to hit rolls of 6 now also ignore regeneration
  • Scout: are now deployed within 24″ of the player’s table edge
  • Transport: units may now use any action to disembark but move only by up to 6″

Unit Updates

For those of you that missed last week’s update we have also patched a lot of armies, adding new units, adding more upgrades, fixing point costs, etc.

You can find the full changes here: https://wp.me/p4zqe1-zg


That’s it for today, we hope you enjoyed all of these new changes!

In the future we are going to be working on updating the look of our army books as well as adding even more ways for you to play the games, but we’ll be discussing that when the times comes.