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AOFR - ETERNAL WARDENS V2.

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About OPR Background Story


OPR (www.onepagerules.com) is the home of many free Eternal Wardens are the most elite and feared fighting force in
games which are designed to be fast to learn and easy to play. all of Tyria. Massive magically imbued soldiers equipped
with heavy battle armor and deadly weapons, they are ready
This project was made by gamers for gamers and it can only to take on even the most dangerous missions in the name of
exist thanks to the support of our awesome community. the almighty comet god.

If you’d like to support the continued development of our Soon after the great rift was created the almighty comet god
games you can donate on patreon.com/onepagerules. created the Eternal Wardens in order to protect Tyria from the
growing daemon threat and other monstrosities. Spawned
from magical pools and trained for war all their lives, these
Thank you for playing! fine soldiers are solely focused on victory.

As jacks of all trades they are able to do pretty much anything


reasonably well with no particular weakness. Their troops are
armed with a variety of advanced weapons and are designed
to exploit the enemy’s weak spots mercilessly.

They are the ultimate weapon in the comet god’s quest for
stability and only find peace in death.

Game Design: Gaetano Ferrara


Illustrations: Brandon Gillam

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AOFR - ETERNAL WARDENS V2.50

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Eternal Lord [1] 3+ 3+ Hand Weapon (A4, AP(2)) Fearless, Hero, Tough(6) A 115pts
Warden Knight [1] 4+ 4+ Hand Weapon (A4, AP(1)) Fearless, Furious, Hero, Tough(6) B 80pts
Guardian Elite [1] 4+ 4+ Hand Weapon (A3, AP(1)) Fearless, Hero, Tough(3) C 45pts
Guardians [5] 4+ 4+ Halberds (A1, AP(1), Rending) Fearless D, E 75pts
Wardens [3] 4+ 4+ Hand Weapons (A2, AP(1)) Fearless, Furious, Tough(3) F 120pts
Paladins [3] 4+ 4+ Hand Weapons (A3) Empower, Fearless, Tough(3) G 130pts
Winged Wardens [3] 4+ 4+ Hand Weapons (A2, AP(1)) Fearless, Flying, Furious, Tough(3) H 150pts
Praetorians [3] 3+ 3+ Axe-Halberds (A3, Rending) Cleanse, Fearless, Tough(3) - 180pts
Eternals [3] 3+ 3+ Great Glaives (A3, AP(1), Rending) Fearless, Tough(3) I 180pts
Destroyers [3] 3+ 2+ Meteor Hammers (A4, AP(2)) Fearless, Slow, Tough(3) J 210pts
Guardian Archers [5]4+ 4+ Bows (24”, A1), Hand Weapons (A1) Fearless - 95pts
Warden Shooters [3] 4+ 4+ Bows (24”, A2, AP(1)), Hand Weapons (A2) Fearless, Tough(3) K 160pts
Warden Hunters [3] 4+ 4+ Bolt Pistols (12”, A2, Rending),  Fearless, Scout, Strider, Tough(3) - 175pts
Hand Weapons (A2)
Warden Marksmen [3] 4+ 4+ Cyclone Crossbows (18”, A3, AP(1), Rending),  Fearless, Tough(3) L 175pts
Hand Weapons (A2)
Hunting Hawks [3] 5+ 5+ Claws (A3, Rending) Fast, Flying, Tough(3) - 120pts
Beast-Hounds [3] 4+ 5+ Vicious Bites (A3, AP(1)) Fast, Howl, Strider, Tough(3) - 150pts

A Replace Hand Weapon: D Upgrade with any: Special Rules


Lance (A4, AP(2), Impact(3)) +5pts Sergeant +5pts Celestial Beacon: The hero and its unit get the
Great Weapon (A4, AP(4)) +5pts Musician +10pts Ambush special rule.
Meteor Great Hammer +15pts Battle Standard +10pts Cleanse: This model gets AP(+2) against
(A2, AP(4), Deadly(3)) units where most models have Tough(3) or
Dual Hand Weapons (A8, AP(2)) +25pts E Replace all Halberds:
Great Weapons (A1, AP(3)) +5pts higher.
Upgrade with one: Empower: When this model fights in melee,
Destroyer Armor (Defense +1, Slow) free Spears (A1, AP(1), Phalanx) +10pts
roll one die and apply one bonus:
Beast-Hound Companion (Howl,  +25pts F Replace all Hand Weapons: 1-3: Attacks get Rending
Claws (A3, AP(1))) Dual Hand Weapons (A4, AP(1)) +25pts 4-6: Attacks get AP(+1)
Upgrade with one: Replace one Hand Weapon: Howl: Enemy units can’t be set up within 18”
Army Standard Bearer (Fear) +20pts Great Weapon (A3, AP(3)) +10pts of this model when using Ambush.
Relic Warden (Smite) +20pts Inspire: Once per activation, before attacking,
Herald (Celestial Beacon) +60pts G Replace all Hand Weapons: pick one friendly unit within 12” of this
Heirloom Bearer (Inspire) +70pts Swords & Staffs (A2, Poison) +5pts model, which may move by up to 6".
Mount on: Great Staffs (A3, Rending) +5pts Smite: Once per activation, before attacking,
Drake (Breath Attack, Fast,  +115pts Replace one Hand Weapon: pick 2 enemy units within 12”. Those units
Tough(+3), Claws (A3, Rending)) Great Weapon (A3, AP(2)) +5pts must take a morale test, if failed they take 3
Dragon (Breath Attack, Fear,  +140pts Upgrade one model with: hits.
Flying, Tough(+3),  Evocator (Wizard(1)) +25pts Warden Artillerist: Once per activation, pick
Claws (A3, AP(1))) one friendly Artillery unit within 6”, which
Great Dragon (Breath Attack, Fear,  +340pts H Replace all Hand Weapons:
Javelins (12", A2, AP(1)),  +5pts may either get +2 to its shooting rolls or move
Flying, Tough(+12),  up to 6” during its next activation.
Claws (A6, AP(1)),  Daggers (A1)
Stomp (A4, AP(1))) Dual Hand Weapons (A4, AP(1)) +25pts Wizard Spells
Replace one Hand Weapon: Terrify (4+):
Target 2 enemy units within 12”
B Replace Hand Weapon: Great Weapon (A2, AP(3)) +5pts get -1 to hit next time they shoot.
Sword & Staff (A3, AP(1), Poison) +5pts Replace one Javelin: Thunder (4+):
Target enemy unit within 6”
Great Staff (A4, AP(1), Rending) +5pts Storm Trident +5pts takes 3 hits with AP(2).
Great Weapon (A4, AP(3)) +10pts (12”, A1, AP(2), Deadly(3)) Lightning (5+):
Target enemy model within
Dual Hand Weapons (A8, AP(1)) +15pts Upgrade all models with: 12” takes 2 hits with AP(4).
Upgrade with one: Celestial Descent (Ambush) +25pts Star Chains (5+):
Target 2 enemy units within
Bow (24", A4, AP(1)) +35pts 6” get -2" next time they Advance, or -4" next
Great Bow +40pts I Replace all Great Glaives:
Great Axes (A4, AP(1)) +15pts time they Charge/Rush.
(30", A1, AP(3), Deadly(3)) Shock Speed (6+):
Target friendly unit within
Upgrade with one: Great Hammers (A3, AP(3)) +20pts
Replace one Great Glaive: 12” gets Impact(1) next time it charges.
Paladin (Empower) +5pts Storm (6+):
Target 2 enemy units within 6”
Beast-Hound Companion (Howl,  +20pts Great Mace (A2, AP(1), Blast(3)) +10pts
take 8 hits each.
Claws (A3, AP(1))) J Replace any Meteor Hammer:
Wings (Ambush, Flying) +35pts Meteor Great Hammer +20pts
Upgrade with one: (A2, AP(4), Deadly(3))
Exorcist (Wizard(1)) +25pts
Herald (Celestial Beacon) +60pts K Replace all Bows:
Engineer (Warden Artillerist) +65pts Thunder Crossbows -5pts
Mount on: (18”, A1, Blast(3), AP(1))
Drake-Lion (Fast, Strider,  +40pts Crossbows +5pts
Claws (A3, AP(1))) (24”, A2, AP(1), Rending)
Great Gryph (Fast, Impact(6),  +100pts Volley Crossbows +5pts
Scout, Tough(+3)) (12”, A4, AP(1), Rending)
Horned Pegasus (Fast, Flying,  +100pts
Tough(+3), Horns (A3, Impact(3))) L Replace all Cyclone Crossbows:
Precision Crossbows +95pts
C Replace Hand Weapon: (24", A2, AP(1), Rending, Sniper)
Halberd (A3, AP(1), Rending) +5pts
Great Weapon (A3, AP(3)) +5pts
Dual Hand Weapons (A6, AP(1)) +10pts
Upgrade with:
Bow (24”, A3) +15pts
Upgrade with one:
Relic Warden (Smite) +20pts
Heirloom Bearer (Inspire) +70pts

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AOFR - ETERNAL WARDENS V2.50

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Gryph Hunters [3] 4+ 4+ Hand Weapons (A3) Fast, Fearless, Impact(3), Scout, A 200pts
Tough(3)
Drake-Lion Paladins [3] 4+ 4+ Claws (A3, AP(1)),  Empower, Fast, Fearless, Strider, B 220pts
Swords & Staffs (A2, Poison) Tough(3)
Drake Eternal [1] 3+ 3+ Claws (A3, Rending),  Breath Attack, Fast, Fearless, Tough(6) C 165pts
Great Glaive (A3, AP(1), Rending)
Dragon Eternal [1] 3+ 3+ Claws (A3, AP(1)),  Breath Attack, Fear, Fearless, Flying, D 195pts
Great Weapon (A3, AP(3)) Tough(6)
Storm Chariot [1] 4+ 3+ Claws (A4, AP(1)),  Fast, Fearless, Impact(6), Tough(9) E 195pts
Spear Crew (A6, Impact(3))
Volley Ballista [1] 4+ 4+ Shock Bolts (24”, A6, AP(1)), Crew (A3) Artillery, Fearless, Immobile, Tough(3) F 85pts

A Replace all Hand Weapons:


Bolt Pistols (12", A2, Rending),  +5pts
Daggers (A1)
Javelins (12", A2, AP(1)),  +5pts
Daggers (A1)
B Replace any Swords & Staffs:
Great Staff (A3, Rending) +5pts
Upgrade one model with:
Evocator (Wizard(1)) +25pts
C Replace Great Glaive:
Great Axe (A4, AP(1)) +5pts
Great Hammer (A3, AP(3)) +10pts
Volley Crossbow +10pts
(12", A4, AP(1), Rending), 
Dagger (A1)
D Replace Great Weapon:
Lance (A3, AP(1), Impact(3)) +5pts
E Replace Spear Crew:
Bow Crew (18", A6, AP(1)),  +20pts
Crew Attacks (A3)
F Replace Shock Bolts:
Celestial Bolts +30pts
(30”, A2, AP(3), Deadly(3))

Special Rules
Empower: When this model fights in melee,
roll one die and apply one bonus:
1-3: Attacks get Rending
4-6: Attacks get AP(+1)
Wizard Spells
Terrify (4+):
Target 2 enemy units within 12”
get -1 to hit next time they shoot.
Thunder (4+):
Target enemy unit within 6”
takes 3 hits with AP(2).
Lightning (5+):
Target enemy model within
12” takes 2 hits with AP(4).
Star Chains (5+):
Target 2 enemy units within
6” get -2" next time they Advance, or -4" next
time they Charge/Rush.
Shock Speed (6+):
Target friendly unit within
12” gets Impact(1) next time it charges.
Storm (6+):
Target 2 enemy units within 6”
take 8 hits each.

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