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. :)

Fantasy-Deep-Sea

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

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Wave 1 – Age of Fantasy Patch Notes

Here are the patch notes for Age of Fantasy.

Dwarves

  • 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

Humans

  • 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

Orcs

  • 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

Goblins

  • 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

Fantasy-Disciples

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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

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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!

Grimdark-Rebels

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.

Grimdark-Infected.png

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

Fantasy-Dwarves-2

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.

Fantasy-Kingdom

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:

General

  • 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

Soul-Snatchers

  • Fixed some typos

TAO Coalition

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

Age of Fantasy

Goblins

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

Humans

  • Fixed upgrade list for Wizards

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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

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

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Worshippers of the Spire have arrived!

Age of Fantasy, Quickplay Armies, Skirmish

Hi everyone,

To continue with our skirmish games extravaganza, today we bring you lots of cool new stuff for Age of Fantasy Skirmish!

Worshippers of the Spire

With last week’s release of the new Campaign Rules we wanted to give players some extra warbands to mess around with and fully explore the possibilities of epic narratives that come out of campaign games, so we’re happy to present to you the Worshippers of the Spire.

The Worshippers of the Spire are fanatic followers of the evil god known as THE SPIRE, with each of the 6 warbands focusing on a different obsession which they believe will make them worthy of entering the eternal battlefields of the spire.

So of course they spend all of their time just killing each other… as one does…

There is something for everyone here, with every warband bringing different fun mechanics to the game, so make sure to check them all out and pick your favorite!

Fantasy-Worshippers

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 give you an extra incentive to try out the new warbands, we’ve created a set of Quickplay Armies to go with them, so if you’ve been on the fence about trying out the campaign rules you have no excuse anymore! ;)

This week’s Quickplay Armies: Golem Worshippers vs Beast Worshippers

Golem Worshippers

  • 1x Golem Dominator
  • 1x Legion Master
  • 1x Dwarf Armourer
  • 1x Spine Crusher
  • 3x Legionaries w/ 1x Spiked Bolas
  • 1x Golem Ogre

Beast Worshippers

  • 1x Cannibal Leader
  • 1x Beast Whisperer
  • 1x Fang Champion
  • 2x Hunter Champion
  • 3x Runners
  • 1x Cockatrice
  • 1x Horned Lion

The Golem Worshippers in this set focus on powerful heroes and special units, which brutally crush their enemies whilst also being pretty tough to kill. The list comes with a Golem Ogre that easily destroys even the mightiest of foes thanks to its double Great Weapons, as well as with a Legion Master that can strike multiple foes at a distance with its Whirling Strike attack.

The Beast Worshippers on the other side focus on a mix of man and beast, bringing both a crazed Cockatrice and a mighty Horned Lion to the fight. The list focuses on synergies between special rules, with the Fang Champion being able to pull enemies closer with its Harpoon whilst the Beast Whisperer boosts nearby units to go in for a devastating melee attack.

Fantasy-Orcs.png

Kitchen Table Skirmish

Finally user vvvvvendetta has created a set of Age of Fantasy Skirmish army lists inspired by Warhammer: Underworlds.

These lists are great for new players since they each only have 3-5 units, with easy to build models that don’t require a lot of painting time.

If you want you can even adapt the game a little to work using the provided hex boards, with each hex counting as 3″ distance. So for example units move 2 hexes, rush/charge actions are 4 hexes, bows fire up to 8 hexes, etc.

This actually allows you to play games even faster and on a smaller surface, so it’s perfect for a quick lunchtime match or playing on your kitchen table!

Find the armies here: https://docs.google.com/spreadsheets/d/1arr9tykw2FfvvvvxGpwxs9mGFZs6jy86OvKU80qV5Wc/edit?usp=sharing

Provide feedback to vvvvvendetta here: http://onepagerules.proboards.com/post/8679/thread

Fantasy-Ghosts.png

**********

Hope you enjoyed this update for Age of Fantasy Skirmish, next week we’ll bring you some Grimdark Future Firefight awesomeness!

Happy Wargaming!

– Gaetano

Support us on Patreon: patreon.com/onepagerules

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

fantasy-dark-elves-2.png

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.

Fantasy-Ratmen

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!

Grimdark-Snatchers.png

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

Fantasy-Havoc

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

Mercenaries

  • 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

Soul-Snatchers

  • 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

Saurians

  • 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

Fantasy-High-Elves.png

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

1. GRIMDARK FUTURE BATTLE REPORT

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…

2. HOW DOES OPR WORK?

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!

3. GENERAL RULES UPDATES

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

 

Grimdark-Robots.png

4. FULL RULEBOOK UPDATES

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″

Fantasy-Humans

5. NEW FACTIONS FOR GRIMDARK FUTURE

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).

Grimdark-Detachments

6. ARMY UPDATES FOR ALL GAMES

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

Soul-Snatchers

  • 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

Goblins

  • 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)

Ratmen

  • 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

Saruians

  • Frog Mages now have Quality 3+

Undead

  • 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)

Fantasy-Undead-2

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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

preview-grimdark-future-2

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.

Cheers,

Gaetano

preview-grimdark-future-2

 

Well this happened…

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

Hi everyone,

Today’s patch was supposed to be small… but it isn’t.

I was adding a couple of units to the games and then somehow got carried away.

So here we are, with 51 new units added and 17 armies updated… yeah. :)

I’ll let the update notes speak for themselves:

Grimdark Future – Alien Hives

  • Soul-Snatcher Lord can now be upgraded to Psychic(2)
  • Fixed upgrade list C to be simpler

Grimdark Future – Custodian Brothers

  • Added new unit: Sister Superior

Grimdark Future – Dwarf Guilds

  • Added new units: Jetpack Warriors, Sniper Team, Dwarf Bikers, Dwarf Trike, Assault Drill, Battle Train, Dwarf Gunship
  • The Dwarf Lord can now be upgraded with a Jetpack
  • Added more options for the Artillery gun

Grimdark Future – Prime Brothers

  • Added new units: Infiltration Brothers, Suppression Brothers, Elimination Brothers
  • Heroes can now take Camo Cloaks

Grimdark Future – Havoc Brothers

  • Added new units: Mutated Possessed, Spider Walker, Infernal Stalker
  • Re-worked Mutated Destroyer weapons and upgrades
  • Re-worked Infernal Brute upgrades

Grimdark Future – Havoc Disciples

  • Added new heroes: Greater Lord of Plague, Plague Sprayer
  • Added new units: Plague Destroyers, Plague Bodyguard Destroyers
  • Removed Wormhole Daemon units from the army
  • Changed the Disciples of Plague’s theme from extra Defense to Stealth
  • Re-worked Plague Zombies and Plague Walkers
  • Fixed some inconsistencies with Change and Plague spells

Grimdark Future – HDF

  • Fixed point cost of Special Weapon teams in Firefight

Grimdark Future – Orc Marauders

  • Added new units: Boss Trike, Blaster Buggy, Dragster Buggy, Snazz Buggy, Beast Buggy, Jet Buggy

Grimdark Future – Ratmen Clans

  • Added new units: Rat Piper, Rat Swarms, Terror Beasts, Giant Abomination
  • Re-named the current Terror Beast to Great Terror Beast
  • Fixed the Staff-Blaster upgrade in list A

Grimdark Future – Robot Legions

  • Fixed point cost of Robot Snakes
  • Fixed point cost of the Fortress of Destruction

Grimdark Future – Soul-Snatchers

  • Added new heroes: Brute Champion, Mad Scientist, Megaphone Hailer, Alpha Biker, Bodyguard, Commander, Assassin
  • Added new units: Minion Bikers, Minion Quadbike, Attack Vehicle

Grimdark Future – TAO Coalition

  • Re-worded some of the Drone upgrades for clarity

Grimdark Future – Wormhole Daemons

  • Added new units: Cerberus Hound, Lust Harpist, Sacred Mirror
  • Added new mounts: Plague Giant Snail, Lust Daemon Champion
  • Re-worked Horrors into 3 different tiers
  • Changed the Disciples of Plague’s theme from extra Defense to Stealth
  • All warrior units can now take stat boosting banners as upgrades
  • All champions can now take deadly symbols as upgrades

Age of Fantasy – Eternal Wardens

  • Added new units: Enchanter Knight, Castigation Squad

Age of Fantasy – Goblins

  • Added new units: Shroom-Sniffers, Troll Giant
  • Trolls were moved from Orcs to Goblins and have new upgrades
  • Changed the Inspiring rule to give the hero’s unit Quality 4+
  • Shamans have new upgrades to buff joined units

Age of Fantasy – Havoc Disciples

  • Added new unit: Plague King Fly Rider
  • Removed Rift Daemon units from the army
  • Changed the Disciples of Plague’s theme from extra Defense to Stealth

Age of Fantasy – Rift Daemons

  • Added new units: Cerberus Hound, Lust Harpist, Sacred Mirror
  • Added new mounts: Plague Giant Snail, Lust Daemon Champion
  • Re-worked Horrors into 3 different tiers
  • Changed the Disciples of Plague’s theme from extra Defense to Stealth
  • All warrior units can now take stat boosting banners as upgrades
  • All champions can now take deadly symbols as upgrades

That’s it, hope you enjoy these new units. :)

Happy Wargaming!

– Gaetano

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

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3rd Wave Armies & Much More

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

Hi everyone,

Today we are very excited to finally release the 3rd wave armies for all of our games!

With these 12 armies the full roster of our games has reached a whopping 38 armies, which should hopefully give all of you the option to play with pretty much all miniatures that you can find out there… at least in one way or another.

Here a list of the armies we are releasing today:

Grimdark Future

  • Dwarf Guilds – tough little humanoids that will do anything to get their way
  • Machine Cult – misguided humans that treat machines as holy
  • Mercenaries – guns for hire (human inquisition, elven jesters)
  • Ratmen Clans – mutated humanoid vermin that plague the galaxy
  • Soul-Snatchers – vicious alients that infect enemies to fight for them
  • Titan Lords – massive battle walkers that crush their foes with ease
  • Wormhole Daemons – vile creatures that exist to serve the havoc gods

Age of Fantasy

  • Beastmen – human-animal hybrids that seek to destroy all civilizations
  • Deep-Sea Elves – mysterious underwater elves and sea creatures
  • Kingdom of Angels – ascended humans with the favor of the gods
  • Ogres – large, violent and monstrous humanoids
  • Rift Daemons – vile creatures that exist to serve the havoc gods

All of these armies are available for the regular games as well as for their skirmish versions, so that you can play games of any size you want.

On top of the release of the 3rd wave armies we have updated a TON of things in our games, re-working every single army in some form or another. With these changes we are trying to further tweak and balance the game as much as possible.

The most important change that affected all armies is that we have been tweaking our point calculation system a bit, with the result that a lot of units had to be re-balanced and their point costs are higher/lower than they used to be. The biggest difference is found in units with Defense 2+ which have had their point cost raised quite a bit, so you should expect to tweak your army lists.

Here a full list of changes:

Grimdark Future & Age of Fantasy – General Changes

  • Units can’t fight in melee more than once per round anymore
  • Fear gives enemies -1 to hit in melee if they fail a morale test
  • Fearless gives units +1 to morale test rolls
  • All Battle Standards have been updated to reflect this change
  • Point costs of Fear, Furious and Impact have been adjusted
  • Spell blocking now happens on a roll of 5+ to keep things simple
  • Re-worked all spells that dealt auto-hits and had Poison / Rending
  • Unit’s aren’t forced to have a minimum of 1 melee attack anymore
  • When preparing the game objectives are now placed before deploying armies
  • Objectives now remain seized even after the capturing unit moves away
  • Models now roll as many dice as their Tough value for dangerous terrain tests

Grimdark Future – Alien Hives

  • Hive Lord attacks have been decreased from 4 to 3
  • Upgrade lists A, B and C have been slightly modified and re-costed
  • Shadow Hunters now only have Ambush (instead of Ambush + Scout)
  • If a Spore Cannon misses the Spores are now placed by your opponent and can’t activate on the same round
  • Grunts placed by the Spawn ability can’t activate on the same round they are placed

Grimdark Future – Battle Brothers & Detachments

  • Captains, Champions and Psychics can now be Veteran Infantry
  • Fixed point cost of Assault Rifle attachments
  • Battle Standards now give their unit the Fear rule
  • Gravity weapons are now Rending instead of having AP(D3)
  • Auto-Rifles used by Prime Brothers now have less range but more attacks
  • Werewolves don’t have Tough(3) anymore

Grimdark Future – Battle Sisters

  • Fixed point cost of Assault Rifle attachments
  • Fanatic Sisters now have Quality 4+
  • The effects of Sacred Banner and Canticle Megaphone have been switched around

Grimdark Future – Dark Elf Raiders

  • Engine of Suffering now has Quality 4+

Grimdark Future – Havoc Brothers & Disciples

  • Havoc Lords, Dark Champions and Dark Psychics can now be Veteran Infantry
  • Fixed point cost of Assault Rifle attachments
  • The Veteran upgrade was replaced with Veteran Infantry
  • The Chosen upgrade now gives the Fearlss rule instead of +1A in melee

Grimdark Future – Orcs

  • Mechanics now have Defense 4+
  • Fixed point cost of Carbine attachments
  • Power Armor now gives Defense +2

Grimdark Future – HDF

  • Battle Standards now give their unit the Fear rule
  • Added a Company Standard which gives Fear and Fearless

Grimdark Future – Robot Legions

  • All units now have the Fearless special rule
  • Spider Walkers and Spider Robots now have the Fear rule
  • Spider Robots now have Quality 3+

Age of Fantasy – Dwarves

  • Shieldwall now gives units -1 to hit when charging instead of Defense +1

Age of Fantasy – Orcs

  • Re-worked the WAR! special rule to allow for more customization

Age of Fantasy – Goblins

  • Cave-Beast Herds and Cave-Beast Riders now have Quality 4+
  • Fanatics now have Defense 4+
  • Re-worked the Surprise! special rule

Age of Fantasy – Undead

  • Units with the Undead rule now suffer wounds on rolls of 1 instead of 1-2 when taking morale tests

Sooo yeah… a lot of changes!

Now that that’s out of the way let me just give you a little heads up about what’s coming next, because I’ve had a lot of people ask me about this: whilst this updates introduces a lot of new armies and updates the existing ones, it doesn’t introduce any new units to the existing armies.

That being said, we are going to be releasing a lot of new units soon, so if you bought new models for these armies recently fear not, as they are all going to be introduced to the game soon. You can expect new units for the orcs, soul-snatchers, battle brothers, havoc brothers and goblins. 

I think that’s enough info for today, hope you enjoy the new armies. :)

Happy Wargaming!

– Gaetano

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

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2nd Wave Armies & Happy Holidays

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

Hi everyone,

First off I would like to apologize for taking so long to get this update out, but with the holiday season here it’s been difficult to find enough time to work on this project. In any case I said that I was going to get you all the 2nd wave armies by Christmas, so here’s the good news… all of the 2nd wave armies are available right now!

In addition to having updated all of the games with the 2nd wave armies, I have also updated a bunch of other files in order to improve the game. None of this would have been able without the help of our generous community, so thank you all for providing your feedback and contributing with new ideas for the project!

Here are the most important changes:

  • Clarified that the range for blocking spells is 12″ in the beginner’s guides
  • Fixed the Fearless special rule in AoFS and GFF to work as intended
  • Clarified how units with Tough handle wounds in AoFS and GFF
  • Orc Mechanics now have the option to upgrade with the Good Shot rule
  • Fixed HDF Infantrymen squad size and cost in GFF
  • Fixed Ratmen Night Scouts squad size and cost in AoF & AoFS

There are a couple of other things that we would like to fix in the near future and other suggestions by the community that we would like to explore, however those will probably only be worked on and released together with the 3rd wave of armies.

Anyway I don’t want to keep you much longer since it’s the holiday season and I’m sure you want to spend time with your friends and families, so happy holidays everyone!

Cheers,

Gaetano

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

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2nd Edition is here!

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

Hello everyone,

It is with great plasure that today we can finally announce the release of 2nd edition!

Today we have updated the rulebooks and army books to the newest edition, as well as made some additions to the patreon in order to accomodate the new changes. We have been working on this update for what seems like an eternity, so we hope that you like everything that’s new and what’s coming in the future.

Now then, let me give you a small tour of what has changed!

Basic Rulebooks & Full Rulebooks

Since the beginning of the project one of the most consistent pieces of feedback we get is that people love to use our games to introduce new players to the world of wargaming, so we decided to try and give those players a little help in starting out.

In addition to the good old single-page rules that we all know and love (now re-named “core rules”) we also made a Basic Rulebook available that is specifically aimed at new players.

This rulebook is about 10 pages long and explains the rules in much greater detail, including a lot of diagrams and examples to illustrate how the game works. It also covers some of the most basic wargaming concepts such as how to move models properly, how dice modifiers work, etc.

For patreon supporters at Tier 2 or higher we have also introduced a Full Rulebook that is aimed at more experienced players. This rulebook contains ton of additional rules for extra missions, battlefield conditions, special terrain and objectives, random events, solid buildings, multi-player games and how to play apocalyptic games.

Core Rules

The Core Rules are the main rules used to play our games, which everyone should be pretty familiar with. With the release of 2nd edition we have made a couple of important changes in order to simplify the game and unify the systems in order to make it easier to switch between Grimdark Future and Age of Fantasy.

Whilst there are a ton of small changes that were made, the biggest change that players will notice is how defense values work. It was very painful to see how one of the most core mechanics of the game caused so much confusion to so many players, and so we decided to just go ahead and re-work defense in order to simplify it for everyone.

Now instead of the attacker rolling against the unit’s defense value to wound it, it’s the defender that rolls their own defense value to block the hit. Each failed block is a wound.

This small change has a huge impact on the simplicity of how the game is played, because now there are no situations where one has to roll 6+/4+ in order to cause a wound, but instead you always roll a straight value from 2+ to 6+. In order to make sure that units with high defense (the old defense 7+ to 10+ units) are still hard to kill, we have given them a much higher Tough(X) value in order to compensate.

Outside of this we made a lot of smaller changes:

  • A roll of 6 is always a success and a roll of 1 is always a fail.
  • The basic recommended game size is now 750pts.
  • There are no more unit type restrictions in the game.
  • When shooting models with different weapons can shoot at different targets.
  • Poison now deals extra hits on rolls of 6 instead of being a defense modifier.
  • Flyers are now called Aircraft in the special rules
  • Ambush doesn’t cause units to scatter anymore
  • Fear is now a penalty on a per-model basis instead of a per-unit basis
  • Fearless now allows units to stop being pinned on a roll of 4+
  • There is a new rule called Mend which allows you to heal friendly units on a 4+
  • Psychic’s now roll D6+X in order to determine casting results
  • Dispelling now has a 12″ range instead of 18″, and there is no limit to dispels

Army Releases

Because of all the changes in the core rules we had to go back and re-work all of the armies in the game almost from the ground up. Almost all units and weapons had to be re-worked and re-balanced, as well as having to change the cost of everything in the game because we are using a new point calculation system.

In order to get the games out to you ASAP we decided to split the army releases into 3 waves, so we are going to be releasing more armies in the coming weeks/months until all of the existing armies have been released (as well as a few new ones).

The 1st wave of armies has already been released, so make sure to check the army section for each game to see what is coming in the 2nd and in the 3rd wave.

Point Calculation System

For those that are interested in creating their own units and armies, or even modify the existing ones, we have made the Point Calculation System available to patreon backers at Tier 3 or higher.

The Point Calculation System contains all of the maths required in order to create units and weapons, as well as a lot of helpful tips & tricks in order to create balanced units that fit within the existing ones.

The Future

So what’s next?

Right now we are focusing on the release of the 2nd and 3rd wave of armies, and then we will have to see what the future brings. We are thinking of ways to give you even more content on a regular basis, but we really want to make sure everyone can use their miniatures to play first.

For those of you with access to the secret forum, make sure to keep your eyes peeled for more information soon…

Final Thoughts

Enough talking for now, just go ahead and check out the games, dust off your minis and get back into the action! We really hope you enjoy the new edition. :)

Happy wargaming,

Gaetano

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

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