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AOFS – 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

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AOFS – 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 [3] 5+ 5+ Hand Weapons (A1) - E, F 25pts
Harlequin [1] 5+ 5+ Hand Weapon (A2, AP(1)) Good Shot, Trickster G 15pts
Assassin [1] 4+ 5+ 2x Armblades (A1) Ambush, Stealth H 20pts
City Guard [1] 5+ 4+ Crossbow (30”, A1, Rending), Hand Weapon (A1) Good Shot I 15pts
Automa Guard [1] 4+ 4+ Handbow (12”, A2, Rending), Hand Weapon (A1) Automa J 20pts
Scout [1] 5+ 5+ Handbow (12”, A2, Rending), Hand Weapon (A1) Good Shot, Scout, Signal Flare K 30pts
Automa Drone [1] 5+ 5+ Twin Sawblades (A4, Rending) Automa, Good Shot, Flying L 20pts
Aerea Guard [1] 5+ 4+ Crossbow (30”, A1, Rending), Hand Weapon (A1) Flying, Good Shot, Tough(3) I, M 40pts
Sniper [1] 5+ 6+ Snipebow (36”, A1, Rending, Sniper), - N 25pts
Hand Weapon (A1)
Automa Brute [1] 3+ 3+ Heavy Handbow (18”, A4, Rending), Automa, Tough(3) O 75pts
Brute Lances (A3, AP(1))
Automa Cavalry [1] 4+ 4+ Lance (A2, Impact(1)) Fast, Impact(1) J, P 25pts

A Upgrade with one: I Replace Crossbow: Special Rules


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

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