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Human Siege Regiment PDF
Human Siege Regiment PDF
Background Story
Among the Human Defense Force there are some regiments
About OPR particularly trained in the siege warfare. Every regiment could
fight a siege battle or withstand a trench warfare for a wile, but
OPR (www.onepagerules.com) is the home of many free
those regiments have made trench and siege warfare their way
games which are designed to be fast to learn and easy to play.
of life.
This project was made by gamers for gamers and it can only
They line up alongside standard HDF equipment some
exist thanks to the support of our awesome community.
specialized and unique equipment particularly developed for
If you’d like to support the continued development of our this terrible kind of war.
games you can donate on patreon.com/onepagerules.
Men of the Siege Regiments are especially trained in the
Thank you for playing! trench riding and in melee. They deploy specialized tank suited
for the trench warfare and even special bionics steed which
may easily cross the martorized landscape of an artillery
battered battlefields
Siege regiments have got a large amount of artillery of every
calibre, essential in a siege warfare, so is not so strange to see
huges batteries of artillery which hammer enemy position for
days before the lunch of an all out assault where wave after
wave of infantrymen throw themselves towards what remain of
the enemy lines...
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GF – Human Siege Regiment v1.0
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2x Heavy Machineguns (36”, +40pts Heavy Machinegun +5pts Battle Drill: The hero and his squad get
A3, AP(1)) Furious special rules.
2x Plasma Cannons (36”, A1, +55pts Bayonets!: Once per activation, before
AP(2), Blast(3)) attacking, pic two units within 12, which may
N Replace Acid Cannon with: move by up to 3” each.
2x Heavy Fusion Rifles (24”, A1, +70pts
Flamethrower Cannon (18”, A6, +5pts No Retreat:Whenever the hero’s unit fails a
AP(4), Deadly(6))
AP(1)) morale test you must kill one of its models
Fusion Cannon +10pts and the morale test counts as passed
L Replace 2x Twin AA cannon with: (24”,A1,AP(4),Blast(3)) instead.
Siege Mortar (48”, A1, AP(1), +5pts Replace Heavy Flamethrower with: Quartermaster: When this model is
Blast(6), Indirect Heavy Machinegun +5pts activated, immediately select a unit within 6”,
Artillery Cannon (48”, A1, AP(4), +15pts it gain Regeneration 6+ next time it takes
Blast(6), Indirect) damages.
Siegebreaker Gun(36”,A1, +40pts Special Rules Tunneler: Your squad gain Ambush, but can
AP(4), Deadly(6), Indirect only be deployed using the Siege Drill
Siege Master: After deployment of both
2x Twin Shard Mortars (48”, A4, +60pts Vehicle.
army, select a piece of terrain outside your
Cowardly: if this unit would be Pinned at any
Blast(3), Indirect) deployment zone. That terrain grant no more
point, than it Routs instead.
cover bonus to any enemy units inside it.
Replace Heavy Flamethrower with: Field Radio: Each time a officer use Focused
Engineer Machinery: You can select A
Heavy Machinegun +5pts fire in a squad with Field Radio, he can issue
Siege Drill, only witha Unit of Veterans or
Upgrade with: that order to another squad with Field Radio
Siege Engineers. When you deploy your
Upgrade Here +Xpts within 24” instead.
Siege Drill you must deploy the associated
Company Banner:Once per activation,
infantry unit too. The infantry unit must be
before attacking, pick 2 friendly units within
deployed entirely within 6” from its Drill and
M Replace Autocannon with: 12”, which get +2 to their next morale roll.
count having Stealth for this turn until it being
Twin Heavy Machinegun (36”, +10pts Focused Fire: The hero and his unit get +1
activated.
A2, AP(1) to hit when they fire.
Bunker Buster: If this unit attack a building it
Replace Heavy Flamethrower with: gain the special rule Deadly (2).