This document provides background information and rules for playing with Beastmen armies in the One Page Rules wargame. Beastmen are half-man, half-animal creatures that rely on ambush tactics. The rules list the various Beastmen units like Beast Lords, Harpies, Warriors, and special monsters. Each unit profile provides stats and special rules to determine how they fight in battles.
This document provides background information and rules for playing with Beastmen armies in the One Page Rules wargame. Beastmen are half-man, half-animal creatures that rely on ambush tactics. The rules list the various Beastmen units like Beast Lords, Harpies, Warriors, and special monsters. Each unit profile provides stats and special rules to determine how they fight in battles.
This document provides background information and rules for playing with Beastmen armies in the One Page Rules wargame. Beastmen are half-man, half-animal creatures that rely on ambush tactics. The rules list the various Beastmen units like Beast Lords, Harpies, Warriors, and special monsters. Each unit profile provides stats and special rules to determine how they fight in battles.
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
1 AOF – BEASTMEN v2.10
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 Centaur Boss [1] 3+ 3+ Great Weapon (A3, AP(2)) Crazed, Fast, Furious, Hero, - 80pts Impact(3), Tough(3) Shaman [1] 5+ 6+ Hand Weapon (A1) Hero, Tough(3), Wizard(1) E 40pts Harpies [10] 5+ 6+ Claws (A2) Flying, Scout - 160pts Hunters [10] 5+ 6+ Hand Weapons (A1) Strider F, G 90pts Warriors [10] 4+ 5+ Hand Weapons (A1) Furious F, H 130pts Elites [10] 3+ 4+ Great Weapons (A1, AP(2)) Furious, Headtaker F 210pts Brutes [3] 3+ 4+ Hand Weapons (A3, AP(1)) Furious, Tough(3) F, I 160pts Raiders [5] 5+ 6+ Shortbows (18”, A1), Hand Weapons (A1) Stealth, Strider F 65pts Hounds [5] 4+ 5+ Claws (A1) Fast, Strider J 105pts Centaurs [5] 3+ 4+ Hand Weapons (A2) Crazed, Fast, Furious, Impact(1) F, K 170pts Crazed Boars [3] 4+ 4+ Tusks (A3, AP(1)) Crazed, Fast, Impact(3), Tough(3) - 175pts Hunter Chariot [1] 5+ 2+ Crew Attacks (A2, Impact(2)), Claws (A2) Fast, Impact(6), Strider, Tough(6) L 130pts Crazed Boar 4+ 2+ Crew Attacks (A2, Impact(2)), Crazed, Fast, Impact(8), Tough(6) - 155pts Chariot [1] Tusks (A3, AP(1)) Cyclops [1] 4+ 2+ Claws (A6, AP(1)) Fear, Fearless, Sense Magic, M, N 165pts Tough(6) Brute Giant [1] 3+ 2+ Claws (A6, AP(2)) Fear, Furious, Tough(6) M, O 165pts Slimey Beast [1] 3+ 2+ Tongue Grasp (12”, A1, AP(1), Sniper), Fear, Flying, Madness, Tough(6) M 190pts Claws (A6, AP(1), Poison) Burning Titan [1] 3+ 2+ Fireball (18”, A2, AP(1), Blast(6)), Crazed, Fast, Fearless, Impact(12), - 815pts Titan Strike (A8, AP(2)), Stomp (A6, AP(4)) Sense Magic, Terrifying, Tough(24)
A Replace Hand Weapon: I Replace all Hand Weapons: Special Rules
2x Hand Weapons (A3) +5pts Great Weapons (A3, AP(3)) +20pts Bane: The hero and his unit get 2 attacks from Halberd (A3, Rending) +5pts 2x Hand Weapons (A3, AP(1)) +25pts the Furious rule (instead of just 1). Great Weapon (A3, AP(2)) +5pts Upgrade all models with: Crazed: When this model fights in melee roll Spear (A3, Phalanx) +5pts Bull Charge (Impact(1)) +10pts one die and apply one bonus: Upgrade with up to two: • 1-2: Unit gets AP(+1) Beast Companion (A2, AP(1)) +5pts J Upgrade all models with any: • 3-4: Unit gets +1 attack Vicious Mutants (Poison in Melee) +5pts • 5-6: Enemies get -1 to hit B Upgrade with one: Bounding Advance (Scout) +30pts Shortbow (18”, A1) +5pts Headtaker: This model gets AP(+2) when Triple-Strongbow (18”, A3, AP(2)) +10pts K Replace all Hand Weapons: fighting units with Tough(3) or higher. Arc-Bow (30”, A1, AP(4), Indirect) +10pts Lances (A2, Impact(1)) +15pts Hit & Run: The hero and his unit may move Great Weapons (A2, AP(2)) +15pts by up to 3” after shooting. C Upgrade with one: Upgrade all models with: Madness: When this unit is activated pick 2 enemy units within 12”. Those units must Bane +30pts Throwing Weapons (12”, A1) +10pts take a morale test, if failed they take 3 hits. Hit & Run +30pts Upgrade one model with: Sense Magic: This unit may block spells as if Wild Ambush +90pts Wizard(1) +20pts it had the Wizard(2) special rule. Terrifying: This model counts as having the D Replace Hand Weapon: L Upgrade with: Fear special rule, and gets +4 to its Fear rolls. Great Weapon (A3, AP(3)) +5pts 2x Shortbows (18”, A1) +5pts Wild Ambush: The hero and his unit get the 2x Hand Weapons (A3, AP(1)) +10pts Ambush special rule. Upgrade with: M Upgrade with: Bull Charge (Impact(3)) +10pts Beast Tamer +40pts (Furious, Regeneration) Wizard Spells Spirit Mantle (4+): Target friendly unit E Replace Hand Weapon: within 12” gets Stealth next time it is shot at. 2x Hand Weapons (A1) +5pts N Upgrade with: Traitor’s Wrath (4+): Target enemy model Upgrade Wizard(1): Throw Rocks +45pts within 12” takes 1 automatic hit with AP(2). (24”, A1, AP(2), Blast(6), Indirect) Wizard(2) +15pts Surge (5+): Target friendly unit within 12” may immediately move by up to 3”. O Upgrade with: F Upgrade with: Vile Swarm (5+): Target enemy unit within Bull Charge (Impact(6)) +20pts 12” takes 4 automatic hits with AP(1). Sergeant +5pts Musician +10pts Animalistic (6+): Target enemy unit within Battle Standard +10pts 12” gets -3 to melee rolls next time it fights. Howling Roar (6+): Target 2 enemy units within 12” take 6 automatic hits each. G Replace all Hand Weapons: Halberds (A1, Rending) +5pts 2x Hand Weapons (A1) +10pts Great Weapons (A1, AP(2)) +10pts Spears (A1, Phalanx) +30pts
H Replace all Hand Weapons:
Halberds (A1, Rending) +10pts 2x Hand Weapons (A1) +15pts Great Weapons (A1, AP(2)) +15pts Spears (A1, Phalanx) +30pts