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About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games The TAO Coalition is an interstellar military alliance between
which are designed to be fast to learn and easy to play. various factions. These factions all fight under the same
banner and share advanced technology, making them one of
This project was made by gamers for gamers and it can only
the most prolific military forces in the Sirius sector.
exist thanks to the support of our awesome community.
Originally the TAO Coalition was formed between small alien
If you’d like to support the continued development of our
empires that banded together to fight a local alien hive, but
games you can donate on patreon.com/onepagerules.
with time more and more factions joined in. By sharing their
Thank you for playing! knowledge they were able to develop advanced battle suits and
superior titan mecha.

Now the TAO Coalition is made up of highly advanced military


factions and this is reflected in their use of ranged weaponry
with no real melee capabilities. This leads them to fight much
more conservatively and take an almost hunt-style approach to
combat that is slow and methodical.

Individually they might not amount to much, but together they


could take over the galaxy one day…

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

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Name [size] Qua Def Equipment Special Rules Upgrades Cost
Battlesuit Captain[1] 3+ 2+ Suit Fists (A4, AP(1)) Ambush, Flying, Hero, Tough(3) A, B 90pts
Grunt Captain [1] 4+ 4+ Pulse Shotgun (12”, A2, AP(1)), CCW (A1) Hero, Tough(3) B, C, D 40pts
Jackal Veteran [1] 4+ 5+ Assault Rifle (24”, A1), CCW (A4) Hero, Scout, Strider, Tough(3) E 50pts
Sage [1] 4+ 6+ Sacred Sword (A3, Rending) Fearless, Hero, Tough(3) F 35pts
Grunt [1] 5+ 4+ Pulse Shotgun (12”, A2, AP(1)), CCW (A1) Good Shot D, G, H 15pts
Spotter [1] 5+ 5+ Pulse Carbine (18”, A2, AP(1)), CCW (A1) Good Shot, Scout G, I 20pts
Stealth Suit [1] 5+ 4+ Burst Carbine (18”, A4, AP(1)), CCW (A1) Ambush, Good Shot, Stealth, J 55pts
Tough(3)
Battle Suit [1] 4+ 2+ Suit Fists (A2, AP(1)) Ambush, Flying, Tough(3) K 70pts
Sniper Drone [1] 5+ 5+ Pulse Rifle (30”, A1, AP(1)), Taser (A1) Ambush, Flying, Good Shot L 25pts
Gun Drone [1] 5+ 5+ Twin Pulse Carbine (18”, A4, AP(1)), Taser (A1) Ambush, Flying, Good Shot - 30pts
Jackal [1] 5+ 6+ Assault Rifle (24”, A1), CCW (A2) Scout, Strider M, E 15pts
Jackal Hound [1] 5+ 6+ Claws (A3) Fast, Scout, Strider N 20pts
Jackal Cavalry [1] 5+ 4+ Assault Rifle (24”, A1), CCW (A2), Fast, Impact(3), Scout, Strider, O 60pts
Beast Claws (A3, AP(1)) Tough(3)
Locust [1] 4+ 5+ Neutron Carbine (18”, A1, AP(1)), CCW (A1) Ambush, Flying P 25pts

A Upgrade with up to four: H Replace Pulse Shotgun: N Upgrade with any:


Flamethrower (12”, A6) +10pts Flamethrower (12”, A6) +5pts Vicious Bite (Poison) +5pts
Plasma Rifle (24”, A1, AP(2)) +10pts Pulse Carbine (18”, A2, AP(1)) +5pts Hunter Breed (Furious) +5pts
Burst Carbine (18”, A4, AP(1)) +20pts Shred Rifle (18”, A2, Rending) +5pts
Ion Carbine (18”, A1, AP(2), Blast(3)) +20pts Plasma Rifle (24”, A1, AP(2)) +5pts O Replace Assault Rifle:
Frag Pod (18”, A1, Blast(6), Indirect) +25pts Pulse Rifle (30”, A1, AP(1)) +5pts Heavy Machinegun (36”, A3, AP(1)) +10pts
Missile Pod (36”, A2, AP(2)) +25pts Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts Autocannon (48”, A2, AP(2)) +15pts
Rapid Burst Carbine (18”, A8, AP(1)) +35pts Upgrade with:
Fusion Carbine +35pts Support Turret +20pts P Replace Neutron Carbine:
(18”, A1, AP(4), Deadly(6)) (Missile Pod (36”, A2, AP(2)) Flamethrower (12”, A6) +5pts
Replace Suit Fists: Replace Missile Pod: Shred Rifle (18”, A2, Rending) +5pts
Plasma Sword (A4, AP(1), Rending) +5pts Smart Missiles +10pts Plasma Rifle (24”, A1, AP(2)) +5pts
Plasma Sword (A4, AP(1), Rending) +80pts (30”, A4, AP(1), Indirect) Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts
and Energy Shield (Tough(+3))
I Replace Pulse Carbine: Special Rules
B Upgrade with up to two: Scoped Rifle (30”, A1, AP(1), Sniper) +10pts Accelerator Drone: This unit and all friendly
Spotter Drone (Spotting Laser) +15pts Ion Rifle (30”, A1, AP(2), Blast(3)) +15pts units within 12” get +6” range when firing
Gun Drone +20pts Rail Rifle (30”, A1, AP(4), Deadly(3)) +15pts their Pulse Carbines.
(Twin Pulse Carbine (18”, A4, AP(1)) Upgrade with: Beacon: Friendly units using Ambush may
Mini-Shield Drone (Regeneration) +20pts Spotting Laser +15pts ignore distance restrictions from enemies if
they are within 12” of this model.
Upgrade with one:
Elemental Power: When the hero is activated
C Replace Pulse Shotgun: Inhibitor Drone +15pts pick one of these powers, and the hero and all
Pulse Rifle (30”, A1, AP(1)) Free Accelerator Drone +15pts friendly models within 12” get one of these
Pulse Carbine (18”, A2, AP(1)) +5pts Recon Drone (Beacon, +25pts rules until the end of the round:
Upgrade with: Burst Carbine (18”, A4, AP(1))) • Wind: +3” when moving
Volley Fire +25pts • Fire: +1 to shooting rolls
J Replace Burst Carbine: • Water: +3” to shooting range
D Replace Pulse Shotgun and CCW: Fusion Carbine +15pts • Earth: +1 to melee rolls
Pulse Pistol (12”, A1, AP(1)) Free (18”, A1, AP(4), Deadly(6))
and Ritual Blade (A2) Upgrade with any: Good Shot: This model shoots at Quality 4+.
Replace Ritual Blade: Beacon +10pts Inhibitor Drone: Enemies charge -3” against
Plasma Sword (A2, Rending) +5pts Spotting Laser +15pts this unit and all friendly units within 12”.
Plasma Gauntlet (A2, AP(2)) +5pts Shield Drone: The model and all friendly units
K Upgrade with up to three: within 12” count as having Regeneration.
E Replace Assault Rifle: Plasma Rifle (24”, A1, AP(2)) +5pts Spotting Laser: This model may try to mark
Pulse Shotgun (12”, A2, AP(1)) +5pts an enemy instead of firing one of its weapons.
Flamethrower (12”, A6) +10pts
Pick one unit within 36” and line of sight and
Pulse Rifle (30”, A1, AP(1)) +5pts Burst Carbine (18”, A4, AP(1)) +15pts roll one die, on a 4+ it’s marked. Friendly
Pulse Carbine (18”, A2, AP(1)) +10pts Ion Carbine (18”, A1, AP(2), Blast(3)) +15pts units may remove markers from the target to
Marksman Rifle +10pts Frag Pod (18”, A1, Blast(6), Indirect) +15pts give all friendly units +X to their shooting rolls
(24”, A1, AP(1), Sniper) Missile Pod (36”, A2, AP(2)) +20pts against it until the end of the round, where X
Replace CCW: Fusion Carbine +25pts is the number of removed markers.
Plasma Sword (A2, Rending) +5pts (18”, A1, AP(4), Deadly(6)) Volley Fire: The hero and all friendly units
Plasma Gauntlet (A2, AP(2)) +5pts Replace Suit Fists: within 12” get +1A to their Pulse Shotguns,
Plasma Sword (A2, AP(1), Rending) +5pts Carbines or Rifles when using Hold actions.
F Replace Sacred Sword: Plasma Gauntlet (A2, AP(3)) +10pts
2x Sacred Batons (A3) +5pts Upgrade with up to two: Psychic Spells
Sacred Dual-Spear (A3, AP(2)) +5pts Spotter Drone (Spotting Laser) +15pts Patience (4+): Target friendly unit within 12”
Sacred Halberd (A3, Deadly(3)) +5pts Gun Drone +20pts gets Stealth next time it is shot at.
Upgrade with any: Killing Blow (4+): Target enemy model within
(Twin Pulse Carbine (18”, A4, AP(1))
Elemental Power +15pts 12” takes 1 automatic hit with AP(2).
Shield Drone +45pts
Boldness (5+): Target friendly unit within 12”
Ethereal (Regeneration) +20pts
may immediately move by up to 3”.
Psychic(1) +20pts L Upgrade with: Devastating Strike (5+): Target enemy unit
Psychic(2) +35pts Drone Controller (Sniper) +10pts within 12” takes 4 automatic hits with AP(1).
Pacification (6+): Target enemy unit within 12”
G Upgrade with one: M Replace Assault Rifle: gets -3 to melee rolls next time it fights.
Spotter Drone (Spotting Laser) +15pts Marksman Rifle +10pts Deadly Surge (6+): Target 2 enemy units
Gun Drone +15pts (24”, A1, AP(1), Sniper) within 12” take 6 automatic hits each.
(Twin Pulse Carbine (18”, A4, AP(1))
Shield Drone +45pts

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