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GFF - Machine Cult v2.

50
Background Story
The Machine Cult trace their origins to old Earth. Their cult has
long believed that the advancement of technology is inevitable
and eventually humanity itself will be surpassed by the machine
in an event called the Singularity, which would have absolute
power to determine the fate of humanity. The Cult believes that
only by embracing the machine can humanity remain relevant,
and their cult rejected the Founder and his plan for humanity,
believing that his genetic enhancements were mere distractions
from the inevitable machine Singularity. The Founder in turn
banned their cult, and as a result, many Machine Cultists eagerly
joined the refugee fleet.
When humanity arrived in Sirius, the Machine Cult and its
members were scattered throughout many of the surviving
colonies. Though far apart, they were united in their faith and
their fascination with augmentation. The Cult gained adherents
from those who believed that their upgrades were the best way
to adapt to new worlds. Driven on by discoveries in Sirius and
trade with newly encountered species, the Machine Cult began to
Intro augment themselves in ways which could not have been
imagined previously.
The Machine Cult are a faction of humans who have sought to
enhance their bodies with machinery to become something As augmentation became more easily obtained, many of its
greater. These enhancements have allowed them to become a adherents began to augment themselves beyond anything that
highly specialized army with a great deal of mobility, giving them they were capable of on Earth, seeking to embrace the machine
an edge in rough environments. in new ways. As they did so, the adherents of the cult began to
These cults have embraced the inevitable transcendence of grow apart from other colonists. Others began to see the Cult
machines, and work to merge themselves with their machines, and their followers as strange and inhuman. Some even began to
but this process has caused them to become isolated and leave the cult, embittered by augmentation failures or haunted by
outcast from the rest of humanity. Despite their faith and a feeling that they had lost some part of humanity.
patience, the promise of transcendence still eludes them even As a result, the Machine Cult began to petition the Great Human
after centuries of devotion. Alliance for settlement rights. Their augmentations and robots
allowed them to settle a number of inhospitable worlds which
About OPR were otherwise not suited for settlements. The Machine Cult’s
detachment and isolation meant that few were surprised when
OPR (www.onepagerules.com) is the home of many free the Cult demanded independence from the Alliance. The Alliance
games which are designed to be fast to learn and easy to play. were not interested in resettling or occupying the worlds the Cult
This project was made by gamers for gamers and it can only had claimed and saw little to gain from war, and as such, the
exist thanks to the support of our awesome community. Machine Cults gained their final independence diplomatically,
rather than through war.
If you’d like to support the continued development of our games The Machine Cults still maintain their eternal vigil, awaiting the
you can donate on patreon.com/onepagerules. transcendence of technology and the ascension of the machine.
Their forces search throughout the Sector, seeking hidden and
Thank you for playing! lost technologies that might help this come about or allow them
to more fully embrace the machine.
How will you guide your people towards the Singularity?

Gaetano Ferrara
Brandon Gillam
Created by:

Illustrations:

1
GFF - Machine Cult v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
High Priest [1] 3+ 3+ Axe-Halberd (A3, AP(4)) Hero, Regeneration, Tough(3) A, B 80pts
Sect Leader [1] 3+ 4+ Dual S-Blades (A2, AP(1), Rending) Hero, Strider, Tough(3) B, C 50pts
Cult Leader [1] 4+ 4+ R-Carbine (18”, A1, Radiation), CCW (A1) Hero, Strider, Tough(3) B, D, E 40pts
Cult Ranger [1] 4+ 4+ R-Carbine (18”, A1, Radiation), CCW (A1) Strider D, F 20pts
Shock Priest [1] 4+ 5+ Shock Stave (A2, Rending) Furious, Impact(1), Regeneration G 25pts
Sect Stalker [1] 3+ 4+ Dual S-Blade (A2, AP(1), Rending) Fast, Furious, Strider H 35pts
Sect Infiltrator [1] 3+ 4+ F-Blaster (12”, A3), Taser Sword (A2, Poison) Scout, Stealth, Strider I 45pts
Sky Stalker [1] 3+ 4+ F-Carbine (18”, A3), CCW (A2) Ambush, Flying, Furious J 45pts
Breacher Cyborg [1] 4+ 3+ Contortion Cannon (24”, A1, AP(3), Deadly(3)),  Slow, Tough(3) K 65pts
Cyborg Claws (A3)
Raider Cavalry [1] 4+ 4+ G-Carbine (18”, A2, AP(1)), CCW (A1) Fast, Scout, Strider, Tough(3) L 65pts
Destroyer Cyborg [1] 4+ 4+ Gravity Cannon (18”, A6, Rending), Cyborg Claws (A3) Relentless, Slow, Tough(3) M 70pts
A Upgrade with one: K Replace any Contortion Cannon:
Eradicator (24”, A1, Blast(3), AP(1)) +30pts Heavy Arc Carbine (36", A3, Rending) +5pts
Trans Cannon (12”, A6, AP(1)) +35pts Replace Cyborg Claws:
Rail Gun (18”, A1, AP(3), Deadly(3)) +35pts Arc Claws (A3, Rending) +5pts
V-Blaster (24”, A3, Rending) +35pts L Replace any G-Carbine:
Upgrade with one:
Macro Pistol (12”, A3) +15pts Twin P-PistolsReplace(12", A4, Phosphor) +5pts
P-Carbine (18”, A2, Phosphor) +15pts Twin P-Blaster (18”, A4,G-Carbine:
Phosphor) +10pts
B Upgrade with one: Replace G-Carbine and CCW:
Machine Lore (Psychic(1)) +25pts Revolver (12", A1, AP(1)),  +5pts
Preacher (Canticles) +25pts Raider Sabre (A3, AP(1))
Engineer (Repair) +25pts P-Pistol (12", A2, Phosphor),  +5pts
Deacon (Psalms) +30pts Energy Sword (A2, AP(1), Rending)
C Replace Dual S-Blade: Upgrade with:
S-Razor and Claw (A2, AP(2)) +5pts P-Breath (6”, A2, Phosphor) +5pts
F-Blaster (12", A3),  +10pts M Replace any Gravity Cannon:
Taser Sword (A2, Poison) Plasma Cannon +5pts
Burst Carbine (18", A2),  +10pts (30”, A1, Blast(3), AP(4))
Energy Sword (A2, AP(1), Rending) Upgrade any model with one:
Upgrade with one: P-Blaster (18”, A2, Phosphor) +10pts
Stalker (Fast, Furious) +15pts Flamethrower (12”, A6) +20pts
Infiltrator (Stealth, Scout) +20pts
D Replace R-Carbine and CCW: Special Rules
Revolver (12", A1, AP(1)), CCW (A2) +5pts activate within 12” getand
Canticles: this model all friendly units that
AP(+1) when shooting.
G-Rifle (30", A1, AP(1)), CCW (A1) +5pts Cluster Grenades: Whenever this model moves
Replace Revolver: over enemy units, pick one of them and roll
R-Pistol (12”, A1, Radiation) free
P-Pistol (12”, A2, Phosphor) +5pts one die, on a 2+ it takes 1 hit.
Arc Pistol (12”, A3, Rending) +10pts Phosphor: This weapon ignores cover.
Psalms: this model and all friendly units that
Replace CCW:
Arc Sword (A2, AP(1), Rending) +5pts activate within 12” move +2” on Advance and
R-Sword (A2, AP(1), Radiation) +10pts +4” on Rush/Charge.
Taser Sword (A2, AP(1), Poison) +10pts Radiation: Enemies that roll to block hits from
Axe-Halberd (A2, AP(4)) +10pts this weapon take one additional wound for
each unmodified result of 1 that they roll.
E Upgrade with one:
Stalker Wings (Ambush, Flying) +20pts Repair: Once per activation, if within 2” of a
unit with Tough, roll one die. On a 2+ you may
F Replace R-Carbine: repair D3 wounds from the target.
G-Rifles (30", A1, AP(1)) +5pts Psychic Spells
Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts Lock-On (4+): Target 2 friendly units within 6”
Flamethrower (12”, A6) +10pts get AP(+1) next time they shoot.
Arc Carbine (18”, A3, Rending) +10pts Solar Beam (4+): Target enemy model within
Plasma Carbine (18”, A2, AP(4)) +15pts
Uranium Rifle +30pts 12” takes 1 hit with AP(4).
Shrapnel (5+): Target 2 enemy units within 6”
(30”, A1, AP(1), Radiation, Sniper) take 4 hits with AP(1) each.
G Replace Shock Stave: Steel Body (5+): Target 2 friendly units within
Gauntlet Shocks (12", A2, Poison),  +15pts 12” get +1 to defense next time they take hits.
Taser Gauntlets (A2, Poison) Corroded Metal (6+): Target 2 enemy units
H Replace Dual S-Blade: within 12” get -2 to hit next time they shoot.
S-Razors and Claws (A2, AP(2)) +5pts Machine
within 6”
Terror (6+): Target 2 enemy units
take 8 hits each.
Upgrade with:
Metal Spike (A1, AP(2), Deadly(3)) +25pts
I Replace F-Blaster and Taser Sword:
Burst Carbines (18", A2),  +5pts
Energy Swords (A2, AP(1), Rending)
J Replace F-Carbine:
P-Throwers (12", A4, Phosphor) +5pts
Replace F-Carbine and CCW:
F-Blaster (12", A3),  free
Taser Sword (A2, Poison)
Upgrade with:
Cluster Grenades +10pts
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