You are on page 1of 3

AOFR - DUCHIES OF VINCI V2.

50

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free The Duchies of Vinci are highly reserved and guarded
games which are designed to be fast to learn and easy to play. southern domains, which are some of the richest and most
powerful lands in all of Tyria. Their armies consist of heavily
This project was made by gamers for gamers and it can only armed ranged troops, assisted by a wide variety of mechanical
exist thanks to the support of our awesome community. creations with rudimentary artificial intelligence.

If you’d like to support the continued development of our The vast riches of the Duchies of Vinci have afforded them to
games you can donate on patreon.com/onepagerules. spare no expense when it comes to higher education and
advanced research, making them one of the most prolific
factions in terms of technological developments.
Thank you for playing!
Inventors are some of the most respected (and best paid)
professionals in the lands, tirelessly working on new and
bizarre machinery day and night. They managed to create the
first true artificial intelligence, the automa, which are used for
all purposes, from menial housework to brutal combat.

If you wage war with the Duchies of Vinci you better be ready
to face some crazy machinery, or take a bolt to the head…

Game Design: Gaetano Ferrara


Illustrations: Brandon Gillam

1
AOFR - DUCHIES OF VINCI V2.50

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Vinci Leader [1] 4+ 4+ Hand Weapon (A3, AP(1)) Hero, Tough(3) A 40pts
Vinci Scholar [1] 5+ 5+ Hand Weapon (A3) Hero, Tough(3) B 25pts
Militia [10] 5+ 5+ Hand Weapons (A1) - C, D 80pts
Harlequins [5] 5+ 5+ Clubs (A2, AP(1)) Trickster E 65pts
Assassins [5] 4+ 5+ Dual Armblades (A2) Ambush, Stealth F 90pts
Automa Drones [5] 4+ 5+ Dual Sawblades (A2, Rending) Automa, Flying G 90pts
Aerea Guard [3] 5+ 4+ Dual Claws (A4, AP(1), Rending) Flying, Good Shot, Tough(3) H 130pts
Automa Guard [5] 4+ 5+ Arm-Bows (12”, A1, Rending),  Automa I 70pts
Hand Weapons (A1)
City Guard [5] 5+ 4+ Crossbows (24”, A1, Rending),  Good Shot J 90pts
Hand Weapons (A1)
Scouts [5] 5+ 5+ Handbows (12”, A2, Rending),  Good Shot, Scout, Signal Flare K 110pts
Hand Weapons (A1)
Snipers [3] 5+ 4+ Snipebows (30”, A1, Rending, Sniper),  Slow - 105pts
Hand Weapons (A1)
Automa Brutes [3] 4+ 3+ Heavy Handbows (18”, A4, Rending),  Automa, Tough(3) L 210pts
Brute Lances (A3, AP(1))
Automa Cavalry [5] 4+ 4+ Lances (A1, Impact(1)) Automa, Fast, Impact(1) M 105pts
Heavy Cavalry [3] 4+ 3+ Tusks (A2, AP(1)), Lances (A1, Impact(1)) Automa, Fast, Impact(3), Tough(3) - 195pts

A Replace Hand Weapon: I Upgrade all models with: Wizard Spells


Lance (A3, AP(1), Impact(1)) +5pts Self-Repairing (Regeneration) +25pts Choking Fog (4+):
Target enemy unit within
Poisoned Armblades (A4, Poison) +5pts 12” takes 3 hits with AP(1).
Dual Armblades (A6) +5pts J Replace any Crossbow: Fury Herbs (4+):
Target 2 friendly units
Upgrade with one: Shotbow (12”, A2, AP(1), Rending) +5pts within 6” get Furious next time they charge.
Handbow (12", A2, Rending) +10pts Upgrade all Crossbows with one: Clearview Leaves (5+):
Target 2 friendly units
Crossbow (24”, A1, Rending) +10pts Heavy Bolts (Ignores Cover) +10pts within 12” get +6" range next time they shoot.
Upgrade with: Flame Bolts (AP(+1)) +10pts Deep Rot (5+):
Target enemy unit within 6”
Automa Pigeon +25pts K Upgrade all models with any: takes 1 hit with AP(4) and Deadly(3).
(24”, A2, AP(1), Indirect) Metal Spurs (Impact(1)) +15pts Mesmer Oils (6+):
Target 2 enemy units
Upgrade with one: Wings (Ambush, Flying) +20pts within 6” get -3" next time they Advance, or
Munitioner (Augmented Bolts) +20pts -6" next time they Charge/Rush.
Master Assassin (Takedown) +20pts L Upgrade all models with: Neurotoxin Gas (6+):
Target enemy unit
Captain (Precision Fire) +40pts Self-Repairing (Regeneration) +45pts within 6” rolls as many dice as models in it,
War Master (At the Double) +65pts and takes 1 hit for each 2+ rolled.
Mount on: M Replace all Lances:
Automa Horse (Fast, Impact(1),  +10pts Handbows (12", A2, Rending),  +25pts
Automa) Hand Weapons (A1)
Automa Boar (Defense +1, Fast,  +75pts Special Rules
Impact(3), Tough(+3), Automa, 
Tusks (A2, AP(1))) At the Double: Once per activation, before
Automa Bird (Defense +1, Fear,  +145pts attacking, pick one friendly unit within 12” of
Flying, Tough(+6), Automa,  this model, which may move by up to 6".
Claws (A6, AP(1))) Augmented Bolts: Once per activation, before
attacking, pick one friendly unit within 12” of
B Upgrade with one: this model, which gets AP(+1) next time it
Explosive Gears (12”, A1, Blast(3)) +5pts shoots.
Sleeve Gun (12”, A2, AP(1)) +5pts Automa: Whenever this unit takes a morale
Upgrade with one: test, it is passed automatically. Then, roll as
Munitioner (Augmented Bolts) +20pts many dice as remaining models/tough in the
Alchemist (Wizard(1)) +25pts unit, and for each result of 1-2 the unit takes
Inventor (Vinci Artillerist) +75pts one wound, which can’t be regenerated.
Upgrade with one: Good Shot: This model shoots at Quality 4+.
Automa Horse (Fast, Impact(1),  +10pts Precision Fire: The hero and its unit get +6”
Automa) range when shooting.
Automa Helper (Repair) +25pts Repair: Once per activation, if within 2” of a
unit with Tough, roll one die. On a 2+ you
C Upgrade with: may repair D3 wounds from the target.
Sergeant +5pts Signal Flare: Once per activation, before
Musician +10pts attacking, pick one enemy unit within 12”.
Battle Standard +10pts Next time that a friendly unit shoots at it,
D Replace all Hand Weapons: that units gets +1 to its hit rolls.
Halberds (A1, Rending) +10pts Takedown: When this model is in melee, may
Spears (A1, Phalanx) +30pts pick one model from the target and roll one
die. On a 2+ it takes 1 hit with AP(1) and
E Replace all Clubs: Deadly(3).
Juggler Bombs (12", A1, AP(2)),  -5pts Trickster: When this model fights in melee,
Knives (A1) roll one die and apply one bonus:
1-3: Attacks get Rending
F Upgrade all models with any: 4-6: Attacks get AP(+1)
Throwing Knives (12”, A1) +15pts Vinci Artillerist: Once per activation, pick one
Poisoned Blades (Poison in melee) +20pts friendly Artillery unit within 6”, which may
G Replace all Dual Sawblades: either get +2 to its shooting rolls, or move by
Twin-Bows (12", A2, Rending),  +15pts up to 6” next time it activates.
Rotor Blades (A1)
H Replace all Dual Claws:
Crossbows (24", A2, Rending),  +20pts
Bashes (A2)
Replace any Crossbow:
Shotbow (12”, A4, AP(1), Rending) +5pts
Upgrade all Crossbows with one: 2
Flame Bolts (AP(+1)) +10pts
AOFR - DUCHIES OF VINCI V2.50

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Vita Aerea [1] 4+ 2+ Crossbow Crew (24”, A6, Rending),  Flying, Tough(6) A 165pts
Crew Attacks (A3)
Support Wagon [1] 4+ 2+ Repeater Crossbow (18”, A6, Rending),  Tough(6), Transport(11) B 165pts
Hooves (A2)
Carro Armato [1] 4+ 2+ Cannon Array (24”, A3, AP(2)),  Fear, Impact(6), Tough(9) 245pts
Repeater Crossbow (18”, A6, Rending)
Vinci Artillery [1] 5+ 5+ Spingarde (30”, A2, Blast(3), AP(1)), Crew (A3) Artillery, Good Shot, Immobile, C 80pts
Tough(3)
Vinci Titan [1] 2+ 2+ Heavy Mortar (36”, A2, Blast(3), AP(1), Fear, Tough(24), Transport(21) - 1050pts
Indirect), 
Cannon Array (24”, A6, AP(2)), 
Mouth Cannon (18”, A1, AP(2), Deadly(6)), 
Titanic Stomp (A12, AP(2))

A Upgrade with any:


Forward Deployment (Scout) +20pts
Gunship (Drop Bombs) +25pts
B Replace Repeater Crossbow:
Light Mortar +25pts
(24”, A2, Blast(3), AP(1), Indirect)
C Replace Spingarde:
Ribauldequin (18", A9, AP(1)) +5pts
Heavy Spingarde +15pts
(30”, A2, AP(2), Deadly(3))
Scout Slingshot +35pts
(24", A1, AP(1), Deadly(3), Indirect,
Sniper)
Heavy Mortar +50pts
(36", A2, Blast(3), AP(1), Indirect)

Special Rules
Drop Bombs: Whenever this model moves
over enemy units, pick one of them and roll 1
die. On a 2+ it takes 3 hits with AP(1).
Good Shot: This model shoots at Quality 4+.
Transport(X): May transport up to X other
models. Units embark by moving into
contact, and may use any action to
disembark, but only move by up to 6”. Units
may also be deployed inside of a transport. If
a unit is inside a transport when it is
destroyed, then it takes a dangerous terrain
test, is immediately Wavering, and surviving
models must be placed within 6” of the
transport before it is removed.

You might also like