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AOFS – BEASTMEN v2.

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Beastmen are half-man / half-animal creatures that rely on
which are designed to be fast to learn and easy to play. ambush strategies to quickly overwhelm their enemy and
stomp them to the ground. Their ranks are made up of a
This project was made by gamers for gamers and it can only
variety of strange creatures such as centaurs and minotaurs
exist thanks to the support of our awesome community.
whose stampedes are feared amongst humans.
If you’d like to support the continued development of our
Whilst the most common Beastmen are goat-like and come
games you can donate on patreon.com/onepagerules.
from the forest, there are many different types of Beastmen that
Thank you for playing! can be found across Tyria. For example bird-like clans can be
found to the far east, whilst cat-like creatures have been
spotted in the most ancient savannah’s of the south.

Legend says that ancient human wizards were banished from


humanity for the use of dark arts, and they retreated into the
deepest forests where they plotted their revenge. Then they
created the Beastmen in order to raze human cities and take
back the land that was rightfully theirs.

Since nobody ever lived long enough to survive a Beastmen


ambush there is no way of telling how much of this is true…

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

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AOFS – BEASTMEN v2.9

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Beast Lord [1] 3+ 3+ Hand Weapon (A3) Furious, Hero, Tough(3) A, C 55pts
Hunt Master [1] 4+ 5+ Hand Weapon (A3) Hero, Stealth, Strider, Tough(3) A, B, C 40pts
Brute Boss [1] 3+ 3+ Hand Weapon (A3, AP(1)) Furious, Hero, Tough(6) D 105pts
Shaman [1] 5+ 6+ Hand Weapon (A1) Hero, Tough(3), Wizard(1) E 40pts
Harpy [1] 5+ 6+ Claws (A2) Flying, Scout - 15pts
Hunters [3] 5+ 6+ Hand Weapons (A1) Strider F, G 25pts
Warrior [1] 4+ 5+ Hand Weapon (A1) Furious F, H 15pts
Elite [1] 3+ 4+ Great Weapon (A1, AP(2)) Furious, Headtaker F 20pts
Brute [1] 3+ 4+ Hand Weapon (A3, AP(1)) Furious, Tough(3) F, I 55pts
Raider [1] 5+ 6+ Shortbow (18”, A1), Hand Weapon (A1) Stealth, Strider F 15pts
Hound [1] 4+ 5+ Claws (A1) Fast, Strider J 20pts
Centaur [1] 3+ 4+ Hand Weapon (A2) Crazed, Fast, Furious, Impact(1) F, K 35pts
Crazed Boar [1] 4+ 4+ Tusks (A3, AP(1)) Crazed, Fast, Impact(3), Tough(3) - 60pts

A Replace Hand Weapon: J Upgrade with any:


2x Hand Weapons (A3) +5pts Vicious Mutants (Poison in Melee) +5pts
Halberd (A3, Rending) +5pts Bounding Advance (Scout) +5pts
Great Weapon (A3, AP(2)) +5pts
Spear (A3, Phalanx) +5pts K Replace Hand Weapon:
Upgrade with up to two: Lance (A2, Impact(1)) +5pts
Beast Companion (A2, AP(1)) +5pts Great Weapon (A2, AP(2)) +5pts
Upgrade with:
B Upgrade with one: Throwing Weapon (12”, A1) +5pts
Shortbow (18”, A1) +5pts Upgrade with:
Triple-Strongbow (18”, A3, AP(2)) +10pts Wizard(1) +20pts
Arc-Bow (30”, A1, AP(4), Indirect) +10pts
Special Rules
C Upgrade with one: Bane: The hero and all friendly units within
Bane +30pts 12" get 2 extra attacks from the Furious rule
Hit & Run +30pts (instead of just 1).
Wild Ambush +90pts Crazed: When this model fights in melee roll
one die and apply one bonus:
D Replace Hand Weapon: • 1-2: Unit gets AP(+1)
Great Weapon (A3, AP(3)) +5pts • 3-4: Unit gets +1 attack
2x Hand Weapons (A3, AP(1)) +10pts • 5-6: Enemies get -1 to hit
Upgrade with:
Bull Charge (Impact(3)) +10pts Headtaker: This model gets AP(+2) when
fighting units with Tough(3) or higher.
E Replace Hand Weapon: Hit & Run: The hero and all friendly units
2x Hand Weapons (A1) +5pts within 12” may immediately move by up to
3” after shooting.
Upgrade Wizard(1):
Wild Ambush: The hero and up to half of
Wizard(2) +15pts
your army get the Ambush rule (must deploy
F Upgrade with: within 3” of the hero).
Sergeant +5pts
Musician +10pts
Wizard Spells
Spirit Mantle (4+): Target friendly unit
Battle Standard +10pts within 12” gets Stealth next time it is shot at.
Traitor’s Wrath (4+): Target enemy model
G Replace all Hand Weapons: within 12” takes 1 automatic hit with AP(2).
Halberds (A1, Rending) +5pts Surge (5+): Target friendly unit within 12”
2x Hand Weapons (A1) +5pts may immediately move by up to 3”.
Great Weapons (A1, AP(2)) +5pts Vile Swarm (5+): Target enemy unit within
Spears (A1, Phalanx) +10pts 12” takes 4 automatic hits with AP(1).
Animalistic (6+): Target enemy unit within
H Replace Hand Weapon: 12” gets -3 to melee rolls next time it fights.
Halberd (A1, Rending) +5pts Howling Roar (6+): Target 2 enemy units
2x Hand Weapons (A1) +5pts within 12” take 6 automatic hits each.
Great Weapon (A1, AP(2)) +5pts
Spear (A1, Phalanx) +5pts

I Replace Hand Weapon:


Great Weapon (A3, AP(3)) +5pts
2x Hand Weapons (A3, AP(1)) +10pts
Upgrade with:
Bull Charge (Impact(1)) +5pts

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