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HUMAN SIEGE REGIMENT

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...

Game Design: Gaetano Ferrara


Illustrations: Brandon Gillam

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GF – Human Siege Regiment v1.0

Name [size] Qu De Equipment Special Rules Upgrade Cost


a f s
Siege Master [1] 4+ 5+ Pistol A(1), CCW A(2) Hero, Tough (3) Siege Master A 50 pts
Siege Officer [1] 4+ 5+ Pistol A(1), CCW A(2) Hero, Tough (3) A, B 45 pts
Quartermaster [1] 4+ 5+ Pistol A(1), CCW A(2) Hero, Thoug (3), Quartermaster - 70 pts
Siege Infantry[10] 5+ 5+ Assault Rifle (24” A1 CCW A(1)) - A , C, D 120 pts
Siege Conscripts 5+ 5+ Assault Rifle (24” A1 CCW A(1) Cowardice - 75 pts
Siege Engineers [5] 4+ 4+ Shotgun (12” A(2),, CCW A(1) - A, D, E 85 pts
Siege Grenadiers [5] 4+ 4+ Assault Rifle (24” A1) - A, D, E 80 pts
Command Squad [5] 4+ 5+ Assault Rifle (24” A (1)) CCW A(1) Company Banner D, E 70 pts
Weapon Squad [3] 5+ 5+ Heavy Machineguns (36”, A3, AP(1)), - G 120 pts
Crew (A3)
Cavalry Squad (5) 5+ 4+ Pistol A(1), Hunting Lance A(1), AP(2), Fast, Strider, Impact (1), Thoug (2) -- 165 pts
Deadly (2)
Siege Battle Tank [1] 4+ 2+ Heavy Flamethrower (12”, A6, AP(1)), Strider, Thoug (12) H, I 295 pts
Nova Cannon (36”, A1, AP(1), Blast(6))
Siege Support 4+ 2+ Heavy Flamethrower (12”, A6, AP(1)), 2x Fast, Impact(6), Thoug (6) H, L 265 pts
Vehicle [1] Twin AA-Cannons (48”, A4, AP(2), Anti-
Air)
Siege APC Vehicle 4+ 2+ Autocannon (48” A1, AP(2)), Heavy Fast, Impact(6), Thoug (6) H, M 180 pts
[1] Flamethrower (12”, A6, AP(1)),
Siege Attack Vehicle 4+ 2+ Acid Cannon (12”, A6, AP(1), Poison), Fast, Impact(6), Toug (6) H, N 160 pts
[1] Heavy Flamethrower (12”, A6, AP(1))
Light APC Carriers 4+ 3+ Machinegun (36”, A3) Fast, Impact(6), Thoug(4), Transport H 95 pts
[1] (6)
Siege Mortar Battery 4+ 3+ Siege Mortar (48”, A1, AP(1), Blast(6), Immobile, Though (4) - 105 pts
[1] Indirect,
Siege Quad Mortar 4+ 3+ Siege Quad mortar (48”, A 4, Blast(3), Immobile, Thoug( 4) - 130 pts
Battery [1] Indirect
Siege Heavy Artillery 4+ 3+ Artillery Cannon (48”, A1, AP(4), Blast(6), Immobile, Thoug (6) - 200 pts
Battery [1] Indirect)
Siege breaker Gun 4+ 3+ Siege breaker Gun (36”, A1, AP(4), Immobile, Thoug (6) - 145 pts
Battery [1] Deadly (6))
Siege Light Howitzer 4+ 5+ Howitzer gun (36” A1, Blast(6)), Indirect, Immobile, Thoug (3) - 45 pts
[1] CCW (A3)
Siege Bombard [1] 4+ 2+ Siege Bombard Gun (48”, A2, AP(2), Slow, Impact(6), Thoug (6) H 300 pts
Blast (6), Indirect,
Siege Drill [1] 5+ 2+ Drill (A4, AP(1) Ambush, Impact (6), Strider, Thoug - 95
(4), Engineer Machinery
Siege Demolisher 3+ 3+ Melee A8, AP(2), Strider, IThoug (3) Bunker Buster - 80
Drone [1]

Grenade Launcher–pick one to


A Replace one pistol with: fire: HE (24”, A1, Blast(3)) AT +5 pts
Plasma Pistol (121” A1), AP(2) +5 pts (24”, A1, AP(1), Deadly(3))
Replace CCW with: Fusion Rifle +15pts H Upgrade with:
Energy Sword (A2, AP(1), +5 pts (12”,A1,AP(4),Deadly(6)) Dozer Blade (Strider) +5 pts
Rending) Camouflage Netting (Stealth) +10pts
Energy fist (2A, AP(3) +10pts Upgrade with one: Hunter Missiles (48”, A1, AP(3), +30pts
Heavy Flamethrower (12”, A(6), +10pts Deadly(3))
B Upgrade with one of this: AP(1)) Upgrade with one :
Forward Observer (Focused +5 pts Storm Rifle (24”, A2) +Xpts
fire) F Replace up two shotgun with: Machinegun (36”, A3)
Trench Rider: (Battle Drill) +10pts
Commander: (Bayonets!) +10pts Flamethrower (12”, A6) +5pts I Replace Nova Cannon with:
Enforcer: (No retreat) +5 pts Plasma Rifle (24”, A1, AP(2)) +10pts Siege Cannon (24”, A1, AP(4), +10pts
Grenade Launcher–pick one to +5 pts Blast(6)) +10pts
C Replace one model with: fire: HE (24”, A1, Blast(3)) AT Heavy Autocannon (48”, A4, +20pts
Pistol & CCW (12” A(1), CCW(1) Free (24”, A1, AP(1), Deadly(3)) AP(3))
Replace one model with : Fusion Rifle +15pst Twin Laser Cannon (48”, A2,
Flamethrower (12”, A6) +5 pts (12”,A1,AP(4),Deadly(6)) AP(4), Deadly (3))
Plasma Rifle (24”, A1, AP(2)) +5 pts Replace two models with: Anti-Tank Cannon (48”, A1, +30pts
Grenade Launcher–pick one to Burrowing Torpedo +10pts AP(4), Deadly(6))
fire: HE (24”, A1, Blast(3)) AT +5 pts (24”, A1, Blast(6), AP(1), Indirect Heavy Plasma Cannon (36”, A3, +40pts
(24”, A1, AP(1), Deadly(3)) Tunneler +20pts AP(2), Blast(3))
Fusion Rifle +15 Gatling Cannon (24”, A20, +50pts
(12”,A1,AP(4),Deadly(6)) pts G Replace Heavy Machine Gun AP(1))
with: Battle Cannon (48”, A1, AP(3), +50pts
D Upgrade with one: Missile Launcher – pick one to Blast(6))
Field Radio +5 pts fire: HE (48”, A1, Blast(3)) AT +5pts
Squad Banner (Fearless) +10pts (48”, A1, AP(3), Deadly(3)) Replace Heavy Flamethrower with:
Mortar (48”, A1, Blast(3), +5 pts Heavy Machinegun +5pts
E Replace up to two Assault Rifle Indirect) Laser Cannon +25pts
with: Autocannon (48”, A2, AP(2)) + 5pts Upgrade with one:
Flamethrower (12”, A6) +5 pts Laser Cannon (48”, A1, AP(4), +10pts 2x Heavy Flamethrowers (12”, +25pts
Plasma Rifle (24”, A1, AP(2)) +10pts Deadly(3)) A6, AP(1))

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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).

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