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AOF – DUCHIES OF VINCI v2.

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games The Duchies of Vinci are highly reserved and guarded
which are designed to be fast to learn and easy to play. southern domains, which are some of the richest and most
powerful lands in all of Tyria. Their armies consist of heavily
This project was made by gamers for gamers and it can only
armed ranged troops, assisted by a wide variety of mechanical
exist thanks to the support of our awesome community.
creations with rudimentary artificial intelligence.
If you’d like to support the continued development of our
The vast riches of the Duchies of Vinci have afforded them to
games you can donate on patreon.com/onepagerules.
spare no expense when it comes to higher education and
Thank you for playing! advanced research, making them one of the most prolific
factions in terms of technological developments.

Inventors are some of the most respected, and best paid,


professionals in the lands, tirelessly working on new and
bizarre machinery day and night. They managed to create the
first true artificial intelligence, the automa, which are used for
all purposes, from menial housework to brutal combat.

If you wage war with the Duchies of Vinci you better be ready
to face some crazy machinery, or take a bolt to the head…

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1
AOF – DUCHIES OF VINCI v2.3

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Guard Captain [1] 4+ 4+ Hand Weapon (A3) Hero, Tough(3) A 40pts
Master Assassin [1] 3+ 4+ 2x Armblades (A2) Ambush, Hero, Stealth, B 75pts
Strider, Takedown, Tough(3)
Inventor [1] 5+ 5+ Hand Weapon (A1) Good Shot, Hero, Tough(3) C 25pts
Alchemist [1] 5+ 5+ Hand Weapon (A1) Hero, Tough(3), Wizard(1) D 45pts
Militia [10] 5+ 5+ Hand Weapons (A1) - E, F 90pts
Harlequins [5] 5+ 5+ Hand Weapons (A2, AP(1)) Good Shot, Trickster G 70pts
Assassins [5] 4+ 5+ 2x Armblades (A1) Ambush, Stealth H 105pts
City Guard [5] 5+ 4+ Crossbows (30”, A1, Rending), Hand Weapons (A1) Good Shot I 85pts
Automa Guard [5] 4+ 4+ Handbows (12”, A2, Rending), Hand Weapons (A1) Automa J 90pts
Scouts [5] 5+ 5+ Handbows (12”, A2, Rending), Hand Weapons (A1) Good Shot, Scout, Signal Flare K 105pts
Automa Drones [5] 5+ 5+ Twin Sawblades (A4, Rending) Automa, Good Shot, Flying L 90pts
Aerea Guard [3] 5+ 4+ Crossbows (30”, A1, Rending), Hand Weapons (A1) Flying, Good Shot, Tough(3) I, M 120pts
Snipers [5] 5+ 6+ Snipebows (36”, A1, Rending, Sniper), - N 120pts
Hand Weapons (A1)
Automa Brutes [3] 3+ 3+ Heavy Handbows (18”, A4, Rending), Automa, Tough(3) O 225pts
Brute Lances (A3, AP(1))
Automa Cavalry [5] 4+ 4+ Lances (A2, Impact(1)) Fast, Impact(1) J, P 135pts
Heavy Automa 3+ 3+ Lances (A2, Impact(1)), Hooves (A3, AP(1)) Fast, Impact(3), Tough(3) I, O, Q 245pts
Cavalry [3]

A Replace Hand Weapon: H Upgrade all models with any: Special Rules
Lance (A3, Impact(1)) +5pts Venom Blades (Poison in melee) +5pts Automa: Whenever this unit takes a morale
– mounted only Throwing Knives (12”, A1) +10pts test it is passed automatically. Then roll as
Upgrade with one: many dice as remaining models/tough in the
Handbow (12”, A2, Rending) +5pts I Replace any Crossbow: unit, and for each result of 1-2 the unit takes
Crossbow (30”, A1, Rending) +5pts Shotbow (12”, A3, Rending) +5pts one wound, which can’t be regenerated.
Upgrade with: Upgrade all Crossbows with one: Ballistic Master: When the hero is activated
Heavy Bolts (Ignores Cover) +10pts pick one friendly Artillery unit within 6”,
Automa Pigeon +15pts
which may either get +2 to its shooting rolls
(24”, A2, AP(1), Rending, Indirect) Toxin Bolts (Poison) +10pts
or move up to 6” during its next activation.
Upgrade with one: Dual Bolts (+1A) +30pts Captain: When the hero and his unit are
Captain +15pts Flame Bolts (AP(+2)) +30pts activated pick one of the following orders,
Mount on: and they get one of these special rules until
Automa Horse - Fast, Impact(1) +5pts J Upgrade all models with: the end of the round:
Automa Boar - Defense +1, +65pts Self-Repairing (Regeneration) +30pts • At the Double: +3” when moving
Hooves (A3, AP(1)), Fast, • Precision Fire: +1 to shooting rolls
Impact(3), Tough(+3) K Upgrade all models with: • Crank Up: AP(+1) when shooting
Automa Bird - Defense +2, +170pts Wings (Ambush, Flying) +20pts • Assault Stance: +1 to melee rolls
Sharp Beak (A2, AP(4), Deadly(3)), Upgrade with any:
Metal Spurs (AP(1) in melee) +5pts Good Shot: This model shoots at Quality 4+.
Fear, Flying, Tough(+6) Repair: Once per turn, if within 2” of a unit
Shock Attacks (Impact(1)) +15pts
with Tough, roll one die. On a 2+ you may
B Upgrade with one: repair 1 wound from the target.
Cantarella Toxin (AP(1) in Melee) +5pts L Replace any Twin Sawblades:
Signal Flare: When this unit is activated pick
Tofana Venom (Poison in Melee) +5pts Twin Handbows (12”,A4,Rending), Free
one enemy unit within 12”. The next friendly
Arsenico Oils (Deadly(3) in Melee) +10pts Rotor Blades (A1) unit that shoots at it gets +1 to hit rolls.
Upgrade with: Takedown: When in melee, may pick one
M Replace all Crossbows model from the enemy unit and roll one die.
Throwing Knives (12”, A3) +5pts
and Hand Weapons: On a 2+ it takes 1 hit with Deadly(3).
C Upgrade with one: 2x Claw Gauntlets (A3, AP(1)) +5pts Trickster: When this model fights in melee
Explosive Gears (6”, A1, Blast(6)) +5pts roll one die and apply one bonus:
N Upgrade all models with: • 1-3: Unit gets AP(+1)
Sleeve Gun (12”, A3, AP(1)) +5pts
Pavise Shields (Defense +2) +20pts • 4-6: Enemies get -1 to hit
Upgrade with any:
Automa Helper (Repair) +10pts
O Upgrade all models with: Wizard Spells
Ballistic Master +45pts
Self-Repairing (Regeneration) +55pts Fury Herbs (4+): Target friendly unit within
Mount on:
12” gets Furious next time it charges.
Automa Horse - Fast, Impact(1) +5pts P Replace all Lances: Choking Fog (4+): Target enemy unit within
Handbows (12”, A2, Rending), Free 12” takes 3 automatic hits with AP(1).
D Upgrade Wizard(1):
Hand Weapons (A1) Clearview Leaves (5+): Target friendly unit
Wizard(2) +15pts
within 12” gets +6” range next time it shoots.
Q Replace all Lances: Deep Rot (5+): Target enemy unit within 12”
E Upgrade with:
Crossbows (30”, A1, Rending), +10pts takes 1 hit with AP(4) and Deadly(3).
Sergeant +5pts
Hand Weapons (A1) Mesmer Oils (6+): Target enemy unit within
Musician +10pts
Battle Standard +10pts 12” must take a morale test. If failed you may
force it to charge another enemy unit.
F Replace all Hand Weapons: Neurotoxin Gas (6+): Target enemy unit
Halberds (A1, Rending) +5pts within 6” takes 1 automatic hit per model.
2x Hand Weapons (A1) +5pts
Great Weapons (A1, AP(2)) +10pts
Spears (A1, Phalanx) +30pts

G Upgrade all models with:


Juggler Bombs (12”, A1, Blast(3)) +25pts

2
AOF – DUCHIES OF VINCI v2.3

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Vita Aerea [1] 4+ 2+ 3x Crossbows (30”, A1, Rending), Crew (A3) Fast, Flying, Tough(6) A 140pts
Support Chariot [1] 4+ 2+ Repeater Crossbow (30”, A3, Rending), Hooves (A2) Fast, Impact(3), Tough(6) B 145pts
Carro Armato [1] 4+ 2+ Mechanical Legs (A2) Fear, Impact(6), Tough(9) C 205pts
Spingarde [1] 4+ 5+ Spingarde (48”, A1, AP(4), Blast(3)), Crew (A3) Artillery, Immobile, Tough(3) - 85pts
Ribauldequin [1] 4+ 5+ Ribauldequin (24”, A12, AP(2)), Crew (A3) Artillery, Immobile, Tough(3) - 105pts
Scout Slingshot [1] 4+ 5+ Slingshot (48”,A1,AP(4),Deadly(3),Indirect,Sniper), Artillery, Immobile, Tough(3) - 115pts
Crew (A3)
Heavy Mortar [1] 4+ 5+ Mortar (48”, A1, AP(2), Blast(6), Indirect), Crew(A3) Artillery, Immobile, Tough(3) - 120pts
Walking Fortress[1] 3+ 2+ 8x Light Cannons (18”, A1, AP(2)), Terrifying, Tough(24), D 680pts
Titanic Stomp (A12, AP(2)) Transport(21)

A Upgrade with any:


Scout +10pts
Drop Bombs +15pts

B Replace Repeater Crossbow:


Light Mortar +10pts
(30”, A1, AP(2), Blast(3), Indirect)
Upgrade with:
Armored Carrier (Transport(11)) +20pts

C Upgrade with any:


Heavy Plow (Impact(+3) +10pts
Heavy Repeater Crossbow +35pts
(30”, A6, Rending)
Upgrade with up to seven:
Light Tank Cannon +15pts
(18”, A1, AP(2), Blast(3))

D Upgrade with any:


Mouth Cannon (12”, A2, AP(4)) +10pts
4x Belly Cannons +50pts
(12”, A1, AP(2), Blast(3))
2x Shoulder Cannons +145pts
(48”, A1, AP(4), Blast(3))
Heavy Tower Cannon +180pts
(48”, A1, AP(4), Blast(6), Indirect)

Special Rules
Drop Bombs: Whenever this unit moves over
enemies pick one of them and roll 1 die, on a
2+ it takes 3 hits with AP(1).
Terrifying: This model counts as having the
Fear special rule, and gets +4 to its Fear rolls.
Transport(X): This model may transport up to
X models. Units embark by moving into
contact and may use any action to disembark
but only move by 6”. Units may also be
deployed within a transport. If a unit is inside
a transport when it’s destroyed then it must
take a Dangerous Terrain test, is immediately
Wavering, and surviving models must be
placed within 6” of the transport before it’s
removed from play.

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