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About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Ratmen Clans are groups of humanoid rats that have evolved
which are designed to be fast to learn and easy to play. into one of the most vicious fighting forces in the galaxy.
Nobody is sure of where they come from, but it is rumoured
This project was made by gamers for gamers and it can only
that they are the result of cruel human experimentation.
exist thanks to the support of our awesome community.
Although they all fight under a single banner, the various clans
If you’d like to support the continued development of our
are fiercely competitive, which has lead them to quickly
games you can donate on patreon.com/onepagerules.
develop many deadly and experimental technologies, used to
Thank you for playing! wage vicious wars.

They use lightning fast tactics to surprise and destroy their


enemies before moving on and leaving no trace of their
existence. It’s because of this that they are rumoured just to be
a myth on many planets, but those that have fought them know
that they are very real.

If you hear a squeaking nearby don’t let your guard down,


because the Ratmen Clans may just be about to ambush you.

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

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Name [size] Qua Def Equipment Special Rules Upgrades Cost
Clan Mother [1] 3+ 3+ Combat Staff (A3, AP(1)) Hero, Tough(6) A 105pts
Champion [1] 4+ 4+ Pistol (12”, A1), CCW (A2) Hero, Tough(3) B 40pts
Master Saboteur [1] 4+ 4+ Pistol (12”, A1), Explosives (A1, AP(4)) Hero, Scout, Stealth, Tough(3) C 55pts
Rat Piper [1] 5+ 4+ Combat Staff (A3, Poison) Hero, Piper, Tough(3) D 75pts
Rat Shaman [1] 5+ 5+ Pistol (12”, A1), CCW (A2) Hero, Psychic(1), Tough(3) - 45pts
Tangled Psychics [1] 5+ 4+ Bodyguard (A3), Rat Swarm (A6) Hero, Psychic(X), Tangle, Tough(3) E 75pts
Crawlers [10] 5+ 5+ Carbines (18”, A1), CCWs (A1) - F 105pts
Stalkers [10] 5+ 5+ Pistols (12”, A1), CCWs (A2) - G 110pts
Weapon Experts [5] 4+ 4+ Carbines (18”, A1), CCWs (A1) Relentless H 90pts
Saboteurs [5] 5+ 5+ Pistols (12”, A1), Explosives (A1, AP(4)) Scout - 135pts
Rat Swarms [3] 6+ 6+ Swarm Attacks (A3, Poison) Strider, Tough(3) - 45pts
Terror Beasts [3] 4+ 3+ Claws (A3, AP(1)) Tough(3) - 145pts
Rat Ogres [3] 4+ 4+ Heavy Combat Drills (A3, AP(4)) Tough(3) I 150pts
Great Terror Beast [1] 4+ 2+ Claws (A3, AP(1)), Stomp (A1, AP(1)) Fear, Fearless, Tough(6) J 150pts
Giant Abomination [1] 4+ 2+ Claws (A12, AP(1)), Stomp (A2, AP(2)) Fear, Fearless, Regeneration, Tough(12) - 365pts
Death Wheel [1] 4+ 2+ Twin Flamethrower (12”, A12) Ambush, Fast, Impact(6), Tough(6) - 155pts
Drill Tank [1] 4+ 2+ Tunneling Drill (A8, AP(4)) Ambush, Fast, Impact(6), Tough(12), K 300pts
Transport(11)
Artillery Gun [1] 4+ 2+ Super Machinegun (36”, A3, AP(2)), Slow, Tough(6) L 135pts
Crew (A3)

A Upgrade with one: I Replace any Heavy Combat Drill: Special Rules
Staff-Flamethrower (12”, A6) +10pts Twin Combat Drills (A6, AP(2)) +5pts Absolute Authority: When the hero activates
Staff-Blaster (12”, A3, AP(2)) +10pts Flamethrower (12”, A6), +5pts pick one friendly unit within 12”, which gets
Staff-GL (24”, A1, AP(1), Blast(3)) +10pts Combat Drill (A3, AP(2)) the Fast rule next time it moves.
Upgrade with one: Heavy Flamethrower (12”,A6,AP(1)), +10pts Lead from Behind: Whenever the hero’s unit
Lead from Behind +25pts Combat Drill (A3, AP(2)) fails a morale test roll one die. On a 4+ the
Absolute Authority +45pts morale test is passed instead.
J Upgrade with one: Piper: This hero may only join Rat Swarm
B Replace Pistol: Scythes (Impact(+3)) +10pts units. The hero and his unit get Regeneration.
Piper’s Calling: When the hero is activated
Carbine (18”, A1) +5pts Heavy Flamethrower (12”, A6, AP(1)) +15pts
pick one friendly unit within 12”. That unit
Flamethrower (12”, A6) +10pts counts as having Quality 2+ next time it takes
Heavy Flamethrower (12”, A6, AP(1)) +15pts K Upgrade with one: a morale test.
Heavy Machinegun (36”, A3, AP(1)) +20pts Heavy Flamethrower (12”, A6, AP(1)) +15pts Safety in Numbers: When the hero activates
Sniper Rifle (36”, A1, AP(1), Sniper) +15pts Rocket Launcher +15pts pick 2 friendly units within 6”. Those units get
Replace CCW: (24”, A1, AP(3), Deadly(3)) +1 to their next morale test rolls.
Combat Drill (A2, AP(2)) +5pts Super Machinegun +25pts Tangle: When the hero is activated roll one D3
Upgrade with: (36”, A3, AP(2)) to determine the X value of its Psychic(X) rule.
Safety in Numbers +25pts Upgrade with any:
Corrosive Drill (Poison in melee) +10pts Psychic Spells
C Replace Pistol: Transport Section (Transport(+10)) +20pts Filth (4+): Target friendly unit within 12” gets
Carbine (18”, A1) +5pts Poison in melee next time it fights.
Flamethrower (12”, A6) +10pts L Replace Super Machinegun: Cracks (4+): Target enemy unit within 12”
Super Flamethrower Free takes 2 automatic hits with AP(2).
D Upgrade with: (18”, A6, AP(2)) Sickness (5+): Target enemy unit within 18”
Piper’s Calling +30pts Super Rocket Launcher +5pts gets -1 to hit next time it shoots.
(48”, A1, AP(3), Deadly(3)) Lightning (5+): Target enemy unit within 12”
E Upgrade with one: takes 1 hit with AP(4) and Deadly(3).
Pistol (12”, A1) +5pts Frenzy (6+): Target friendly unit within 12”
Flamethrower (12”, A6) +10pts may immediately move by up to 6”.
Replace Bodyguard: Pestilence (6+): Target enemy unit within 6”
Elite Bodyguard (A3, AP(1)) +5pts takes 1 automatic hit per model.

F Replace up to two Carbines:


Flamethrower (12”, A6) +5pts
Shred Rifle (18”, A2, Rending) +5pts
Plasma Rifle (24”, A1, AP(2)) +5pts
Rocket Launcher +10pts
(24”, A1, AP(3), Deadly(3))
Heavy Machinegun (36”, A3, AP(1)) +10pts

G Replace up to two Pistols:


Flamethrower (12”, A6) +5pts
Heavy Flamethrower (12”, A6, AP(1)) +10pts

H Replace any Carbine:


Flamethrower (12”, A6) +10pts
Shred Rifle (18”, A2, Rending) +10pts
Plasma Rifle (24”, A1, AP(2)) +10pts
Heavy Flamethrower (12”, A6, AP(1)) +15pts
Rocket Launcher +15pts
(24”, A1, AP(3), Deadly(3))
Heavy Machinegun (36”, A3, AP(1)) +15pts
Replace all CCWs:
Combat Drills (A1, AP(2)) +10pts

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