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About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Machine Cult Defilers are a twisted faction of humans that have
which are designed to be fast to learn and easy to play. fused with machines to become brain-dead killers that know no
mercy. They wage war to serve their machine-gods in their
This project was made by gamers for gamers and it can only
quest to eradicate the Sirius sector of all biological life.
exist thanks to the support of our awesome community.
In order to enhance their combat capabilities they cut off the
If you’d like to support the continued development of our
lower halves of their bodies and replace them with dozens of
games you can donate on patreon.com/onepagerules.
tendrils or mechanical spider legs, making them able to easily
Thank you for playing! traverse even the harshest of terrains. Top that off with a ton of
bizarre deadly weapons, and you have a formidable fighting
force that can take down all types of enemies.

The Machine Cult Defilers formed when the most zealous and
fanatic of cultists started replacing enough parts of their own
bodies with cybernetic enhancements that they became a new
form of technological being. As part of this transformation they
force all members to delete whatever is left of their human
consciousness, completing their wicked transition.

They are now out to destroy all biological life, believing to be


the next logical step in evolution.

The Makers Cult


This army was created in collaboration with The Markers Cult,
a small team that’s creating awesome 3D printable miniatures
for any wargames.

Check them out here: patreon.com/themakerscult

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

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Name [size] Qua Def Equipment Special Rules Upgrades Cost
Defiler Lord [1] 3+ 3+ Heavy Scythe (A4, AP(2)) Hero, Strider, Tough(3) A, D 70pts
Defiler Priest [1] 4+ 5+ 4x Heavy Claws (A2, AP(1)) Hero, Strider, Tough(3) B, D 50pts
Defiler Champion [1] 4+ 5+ R-Carbine (18”, A1, Radiation), CCW (A1) Hero, Strider, Tough(3) C, D 40pts
Vigilant [1] 4+ 5+ R-Carbine (18”, A1, Radiation), CCW (A1) Strider C, E, G 20pts
Electrofanatic [1] 4+ 5+ Shock Staff (A2, AP(2)) Furious, Impact(1), Regeneration E, F 25pts
Stalker [1] 4+ 5+ Sonic Razor & Claw (A2, Poison, Rending) Furious, Scout, Stealth, Strider E, H 30pts
Vespaxii [1] 4+ 5+ P-Thrower (12”, A6, Phosphor), CCW (A2) Ambush, Flying, Furious E, I 35pts
Arachnovector [1] 4+ 5+ 2x P-Pistols (12”, A1, Phosphor), CCW (A1) Fast, Impact(1), Scout, Strider E, J 35pts
Velocirax [1] 4+ 5+ 2x Energy Claws (A2,AP(1),Rending) Fearless, Tough(3) K 50pts
Enslaved Gunner [1] 4+ 4+ Contortion Cannon (24”, A1, AP(3), Deadly(3)), Slow, Strider, Tough(3) L 55pts
Heavy Claw (A3)
Brutalizer Secutor [1] 4+ 4+ Heavy Axe (A3, AP(2), Rending) Fearless, Strider, Tough(3) M 60pts
Brutalizer Destructor [1] 4+ 4+ Contortion Cannon (24”, A1, AP(3), Deadly(3)), Fearless, Strider, Tough(3) L, M 65pts
Heavy Claw (A3)

A Upgrade with one: H Replace Sonic Razor & Claw: L Replace Contortion Cannon:
Plasma Rifle (24”, A1, AP(2)) +10pts 2x Sonic Blade (A1, AP(1), Rending) +5pts EMP Cannon (36”, A2, EMP) +5pts
Combustion Blaster (24”, A3, AP(1)) +20pts Quad-Claws (A4, Rending) +5pts Heavy Gravity Cannon +15pts
Upgrade with one: Blaster SMG (12”, A5) and +5pts (30”, A5, Rending)
P-Carbine (18”, A1, AP(1), Phosphor) +5pts Taser Sword (A2, Taser) Mini Plasma Cannon +20pts
Macro Pistol (12”, A5, AP(1)) +15pts Burst Carbine (18”, A3) and +10pts (24”, A2, AP(2), Blast(3))
Upgrade with one: Energy Sword (A2, AP(1), Rending) Heavy EMP Cannon +20pts
Psychic(1) +20pts Upgrade with: (36”, A2, EMP, Deadly(3))
Psychic(2) +35pts Metal Spike (A1, EMP) +5pts Replace Heavy Claw:
Iron Claw (A3, AP(2)) +5pts
B Replace any Heavy Claw: I Replace P-Thrower: EMP Claw (A3, EMP) +5pts
Heavy Pistol (12”, A1, AP(1)) Free Blaster Carbine (24”, A5) +5pts Upgrade with:
P-Carbine (18”, A1, AP(1), Phosphor) Free Replace P-Thrower and CCW: Armored Carapace (Defense +1) +5pts
Fusion Pistol +5pts Blaster SMG (12”, A5) Free
(6”, A1, AP(4), Deadly(6)) and Taser Sword (A2, Taser) M Upgrade with up to two:
Sonic Boomer (12”, A1, Blast(6)) +5pts Upgrade with: Combustion Blaster (24”, A3, AP(1)) +15pts
Macro Pistol (12”, A5, AP(1)) +5pts Cluster Grenades (Impact(1)) +5pts Minigun (24”, A4, AP(1)) +20pts
Rail Rifle (18”, A1, AP(2), Deadly(3)) +5pts
Death Ray (18”, A1, AP(2), Blast(3)) +10pts J Replace 2x P-Pistols: Special Rules
Combustion Blaster (24”, A3, AP(1)) +10pts Carbine (18”, A2) +5pts Brain-Tendrils: Whenever this model attacks
Replace 2x Heavy Claws: P-Blaster Carbine +10pts in melee the enemy must take one morale
Heavy Staff (A4, Rending) Free (18”, A4, Phosphor) test. If failed it takes 1 automatic hit.
Heavy Halberd (A4, AP(3)) +5pts Replace 2x P-Pistols and CCW: Dark Legion: The hero and all friendly units
Heavy Wrench (A4, Deadly(3)) +5pts Revolver (12”, A1, AP(1)), Free within 12” get the Regeneration special rule.
Upgrade with: Raider Sabre (A2, AP(1)) EMP: This weapon counts as having Rending
Psychic(1) P-Blaster Pistol (12”,A2,Phosphor), +5pts but only needs rolls of 5-6 to take effect.
+20pts
Phosphor: This weapon ignores cover.
Energy Sword (A2, AP(1), Rending)
Radiation: Enemies that roll to block hits
C Replace R-Carbine and CCW: Upgrade with: from this weapon take one additional wound
Pistol (12”, A1) and CCW (A2) Free P-Breath (12”, A3, Phosphor) +5pts for each unmodified result of 1 that they roll.
Replace Pistol: Repair: Once per turn, if within 2” of a unit
P-Pistol (12”, A1, Phosphor) +5pts K Replace 2x Energy Claws: with Tough, roll one die. On a 2+ you may
R-Pistol (12”, A1, Radiation) +5pts 2x Energy Fists (A2, AP(3)) +5pts repair 1 wound from the target.
EMP Pistol (12”, A1, EMP) +10pts Upgrade with one: Self-Destruct: If this model is killed in melee
Replace CCW: Chest-Beams (12”, A2, Rending) +5pts the enemy takes 1 automatic hit.
Energy Sword (A2, AP(1), Rending) +5pts Electroguns (18”,A1,AP(2),Rending) +10pts Taser: For each unmodified result of 6 you
Taser Sword (A2, Taser) +5pts Replace Electrogun: roll to hit that hit is multiplied by 4.
EMP Sword (A2, EMP) +10pts R-Thrower (12”, A6, Radiation) +5pts
Phased Plasma Rifle (24”,A3,AP(2)) +10pts Psychic Spells
D Upgrade with one: Laser Machinegun (36”, A3, AP(2)) +20pts Stalk (4+): Target friendly unit within 12” gets
Repair +10pts Heavy Fusion Rifle +30pts AP(+1) next time it shoots.
Techno-Horror (Fear) +20pts (24”, A1, AP(4), Deadly(6)) Havoc Beam (4+): Target enemy model within
Dark Legion +65pts Photon Cannon +40pts 12” takes 1 automatic hit with AP(2).
(48”, A2, AP(2), Deadly(3)) Steel Mutation (5+): Target friendly unit within
E Upgrade with any: Upgrade with any: 12” may heal 1 wound or restore 1 model (with
Self-Destruct +5pts Jetpacks (Ambush, Flying) +10pts only 1 health left if it had Tough).
Brain-Tendrils +5pts Auto-Repair (Regeneration) +20pts Lacerations (5+): Target 2 enemy units within
6” take 3 automatic hits with AP(2) each.
F Replace Shock Staff: Corrupt Metal (6+): Target enemy unit within
Taser Gauntlets (A2, Taser) and +5pts
12” gets -2 to defense next time it takes hits.
Gauntlet Shocks (12”, A2, Taser)
Havoc Terror (6+): Target enemy unit within
12” takes 8 automatic hits.
G Replace R-Carbine:
Flamethrower (12”, A6) +5pts
EMP Rifle (24”, A1, EMP) +5pts
Rifle (30”, A1) +5pts
Plasma Burst Carbine +10pts
(18”, A3, AP(2))
Heavy EMP Rifle +10pts
(24”, A1, EMP, Deadly(3))
Uranium Rifle +40pts
(48”, A1, AP(4), Sniper)

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