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AOFS – SKY-CITY DWARVES v2.

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Sky-City Dwarves are the most bizarre of dwarf factions, as
which are designed to be fast to learn and easy to play. they’ve abandoned their underground lives to form a new
society in the clouds. They use ingenious balloons to float over
This project was made by gamers for gamers and it can only
their enemies, as well as to raise battle ships and even cities.
exist thanks to the support of our awesome community.
Back when the dwarves were invaded by orcs and enslaved,
If you’d like to support the continued development of our
some of them managed to flee out of secret passageways into
games you can donate on patreon.com/onepagerules.
the mountains. These lone survivors, terrified of being caught,
Thank you for playing! decided that the best way to escape slavery was to take up to
the skies, where their enemies could never reach them.

Sky-City Dwarves have developed advanced steam and


gunpowder technology, which allows them kill their enemies
before they can be reached. They are not as heavily armored as
their brethren, but that’s a small price to pay to fly.

The Sky-City Dwarves have finally regained their strength, and


are ready to rain down on their foes.

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

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AOFS – SKY-CITY DWARVES v2.8

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Admiral [1] 3+ 3+ Volley Pistol (12”, A3), Great Weapon (A3, AP(2)) Hero, Slow, Tough(3) A 60pts
Navigator [1] 3+ 3+ Pistol (12”, A1, AP(1)), Hand Weapon (A3) Hero, Slow, Tough(3) B 50pts
Engine Master [1] 3+ 3+ Great Weapon (A3, AP(2)) Hero, Slow, Tough(3) C 50pts
Chemist [1] 3+ 4+ Chem-Rifle (12”, A6, Poison), Hand Weapon (A3) Hero, Slow, Tough(3) D 55pts
Aether Master [1] 3+ 4+ Pistol (12”, A1, AP(1)), Hand Weapon (A3) Hero,Slow,Tough(3),Wizard(1) E 65pts
Crew [3] 4+ 5+ Pistols (12”, A1, AP(1)), Hand Weapons (A1) Slow G 25pts
Gunners [3] 4+ 4+ Sky-Rifles (18”, A1, AP(1)), Hand Weapons (A1) Slow H 35pts
Balloon Wardens [1] 4+ 4+ Pistol (12”,A1,AP(1)), Pike (A1,AP(2),Rending) Flying, Tough(3) I 50pts
Balloon Rigger [1] 4+ 4+ Rivet Gun (12”,A2), Chainsaw Sword (A2,AP(1)) Flying, Tough(3) F 50pts

A Upgrade with: Special Rules


Follow the Code +30pts Augment: The hero and all friendly units
within 12” get +1 to their shooting rolls.
B Upgrade with: Follow the Code: When the hero is activated
Storm Sight +10pts pick one of the following codes, and all
friendly models within 12” get one of these
C Upgrade with any: special rules until the end of the round:
Eye-Beam (12”, A1, AP(2)) +5pts • Lead by Example: Fear
Repair +10pts • Always Look Out: Stealth
• Full Steam Ahead: Furious
D Upgrade with:
Grappling Hook: If this unit manages to hit
Augment +30pts its target it may move up to 6” directly
toward it, if physically possible.
E Upgrade Wizard(1): Repair: Once per turn, if within 2” of a unit
Wizard(2) +15pts with Tough, roll one die. On a 2+ you may
repair 1 wound from the target.
F Replace Rivet Gun: Storm Sight: This unit may block spells as if
Volley Rifle (18”, A3, AP(1)) +10pts it had the Wizard(2) special rule.
Drill Cannon +10pts
(18”, A1, AP(3), Deadly(3)) Wizard Spells
Grappling Hook Launcher +15pts Wind Rune (4+): Target friendly unit within
(24”, A1, AP(2), Grappling Hook) 12” gets +3” next time it moves.
Heavy Hook Rifle +15pts Aether Shock (4+): Target enemy model
(24”, A1, AP(2), Blast(3)) within 12” takes 1 automatic hit with AP(2).
Upgrade with:
Tinker (5+): Target friendly unit within 12”
Sky-Rigger (Repair) +10pts
may heal 1 wound or restore 1 model (with
only 1 health left if it had Tough).
G Replace any Pistol and Hand Weapon:
Sledge Shock (5+): Target 2 enemy units
Pike (A1, AP(2), Rending) Free
within 6” take 3 hits with AP(2) each.
Hook Rifle (24”, A1, AP(2)) +5pts
Sky-Sight (6+): Target enemy unit within 12”
and Hand Weapon (A1)
gets -2 to defense next time it takes hits.
Volley Rifle (18”, A3, AP(1)) +10pts
Sky Shock (6+): Target enemy unit within
and Hand Weapon (A1)
Replace one Pistol: 12” takes 8 automatic hits.
Volley Pistol (12”, A3, AP(1)) +5pts
Flame-Rifle (12”, A6, AP(1)) +10pts
Drill Rifle (12”,A1,AP(4),Deadly(3)) +10pts

H Replace any Sky-Rifle:


Flame-Rifle (12”, A6, AP(1)) +10pts
Cannon-Rifle +10pts
(18”, A1, AP(2), Blast(3))
Mortar-Rifle +15pts
(36”, A1, Blast(3), Indirect)
Organ-Rifle (12”, A12) +15pts
Replace one Sky-Rifle:
Double-Barrel Sky-Rifle +5pts
(18”, A2, AP(1))
Upgrade one model with:
Mechanical Parrot (12”, A3, AP(1)) +5pts

I Replace Pistol:
Volley Rifle (18”, A3, AP(1)) +10pts
Drill Cannon +10pts
(18”, A1, AP(3), Deadly(3))
Grappling Hook Launcher +15pts
(24”, A1, AP(2), Grappling Hook)
Heavy Hook Rifle +15pts
(24”, A1, AP(2), Blast(3))
Upgrade with:
Sky-Mines (Phalanx) +5pts

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