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GFF - Dwarf Guilds v2.

50
Background Story
The Dwarves originated on a mineral rich but inhospitable
world. In order to escape the harsh conditions of the surface,
their civilization developed underground where conditions were
more stable. As their civilization continued to grow, they started
to discover and innovate new uses for the ores and resources
they uncovered as they dug their cities. Guilds of miners arose to
stake claims on these ores, and soon, Guild Lords became the
richest and most powerful Dwarves on their planets, holding
absolute control of the ore which their society depended on.
The Guilds were driven by a demand for constant growth and
competition with rival Guilds, causing them to mine ever deeper
into their home world’s crust. These innovations allowed the
Guilds to uncover and process new ores and build wealth on a
scale unimaginable to their ancestors. This prosperity allowed
many Dwarves to turn a blind eye even as earthquakes and
other disasters became increasingly frequent, and the Guilds
remained complacent even as mining teams began to disappear
beneath their planet’s crust. Eventually, the cause was
discovered: the Dwarves had awoken a species of previously
dormant lithovores living near their planet’s core, which the
Dwarves named the Colossi.
These Colossi were highly territorial, hunting any Dwarven
teams that drilled near their homes. The Guilds refused to
abandon the mineral wealth of the planet’s core however, so the
conflict escalated, and the Colossi were driven up into Dwarven
settlements. The fighting drew heavily on the resources of the
Guilds, and soon, the Dwarves themselves were faced with
extinction. Eventually, the Guilds decided to evacuate their home
for space. Unwilling to abandon their homeworld’s wealth
though, they chose to mine their own world as they evacuated.
When the last ship departed into orbit, they detonated the mines
Intro and reduced their home world to a field of asteroids.
The Dwarf Guilds are short humanoids, united under the banner The Guilds mined the shattered remnants of their home world
of a conglomerate of mega-companies. Their armies are made bare as they slowly expanded their mining operations
up of slow warriors with powerful weaponry, which rely on throughout their system and beyond. Now, Guild armadas roam
having a solid long-term plan to make up for their low mobility. the stars, settling over worlds only long enough to strip them to
their cores before continuing on to the next system.
The Dwarven Guilds learned to make the most of their barren
world, forging underground cities and delving ever deeper. They How will you extract your fortune from the Sirius Sector?
mined their planet until its destruction, processing the last
minerals left behind in the asteroids. Now, they continue their
expansion, tearing up worlds and leaving only husks behind.
They are always looking towards new frontiers, leaving only
desolation behind.
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Gaetano Ferrara
Brandon Gillam
Created by:

Illustrations:

1
GFF - Dwarf Guilds v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Dwarf Champion [1] 3+ 3+ Rifle (24”, A1), CCW (A1) Hero, Slow, Tough(3) A, B 35pts
Berserk Veteran [1] 4+ 5+ Dual Berserker Axes (A4, AP(1)) Fearless, Furious, Hero, Slayer, Slow, C 40pts
Tough(3)
Dwarf Warrior [1] 4+ 4+ Rifle (24”, A1), CCW (A1) Slow A, D 15pts
Berserker [1] 4+ 5+ Dual Berserker Axe (A2, AP(1)) Fearless, Furious, Slayer, Slow E 20pts
Iron Veteran [1] 3+ 3+ Iron Shotgun (6”, A1, Blast(3), AP(2)), CCW (A1) Slow F 20pts
Miner [1] 4+ 5+ Iron Pistol (9”, A2, AP(1)), CCW (A2) Slow, Tunneller A, G 20pts
Jetpack Warrior [1] 4+ 4+ Pistol (12”, A1), CCW (A2) Ambush, Flying A, H 25pts
Hammer Elite [1] 3+ 3+ Heat Hammer (A3, AP(1), Magma) Fearless, Slow - 30pts
Sniper Team [1] 4+ 5+ Sniper Rifle (30”, A1, AP(1), Sniper), CCW (A1) Scout, Slow, Stealth I 45pts
Thunder Support [1] 4+ 4+ Mortar (30”, A1, Blast(3), Indirect), CCW (A2) Slow, Tough(3) J 50pts
Dwarf Biker [1] 4+ 4+ Auto-Gun (24”, A2, AP(1)), Iron Pistol (9”, A2, AP(1)),  Fast, Tough(3) K 65pts
CCW (A2)
Exo-Suit Guard [1] 3+ 3+ Iron Pistol (9”, A2, AP(1)),  Ambush, Slow, Tough(3) L 65pts
Plasma Sword (A3, AP(1), Rending)
free Iron Shotgun (6", A1, Blast(3), AP(2)) +5pts Battle Haste: thisSpecial Rules
A Replace Rifle and CCW: H Replace any Pistol:
Pistol (12", A1), CCW (A2) model and all friendly units
Replace Pistol: Iron Pistol (9", A2, AP(1)) +5pts that activate within 12” may ignore the Slow rule.
Combat Shield (Shield Wall) +5pts Plasma Pistol (12”, A1, AP(4)) +5pts Battle Lore: this model and all friendly units
Iron Shotgun (6", A1, Blast(3), AP(2)) +5pts Flamethrower Pistol (6", A6) +5pts that activate within 12” get AP(+1) when shooting.
Iron Pistol (9", A2, AP(1)) +5pts Replace any CCW:
Plasma Pistol (12”, A1, AP(4)) +5pts Shock Hammer (A1, Blast(3)) +5pts Beam: Unmodified results of 6 to hit are
H-Disintegrator (9", A3, Rending) +10pts Plasma Sword (A2, AP(1), Rending) +5pts multiplied by 4.
Shotgun (12", A2, AP(1)) +10pts Plasma Axe (A1, AP(2), Deadly(3)) +5pts Regeneration.from this weapon ignore
Magma: Hits
Storm Rifle (24", A3, AP(1)) +30pts Shock Gauntlet (A2, AP(4)) +5pts Repair: Once per activation, if within 2” of a unit
Replace CCW: Upgrade with one:
Shock Hammer (A1, Blast(3)) +5pts I Ammo (Magma with Tough, roll one die. On a 2+ you may repair
Plasma Sword (A2, AP(1), Rending) +10pts Fire when shooting) +5pts D3 wounds from the target.
Plasma Axe (A1, AP(2), Deadly(3)) +15pts Plasma Ammo (Beam when shooting) +15pts Shield Wall: Attacks targeting units where all
models have this rule count as having AP(-1), to
Shock Gauntlet (A2, AP(4)) +15pts J Replace any Mortar:
B Upgrade with one: Gravity H-Cannon -5pts aSlayer:
min. of AP(0).
This model gets AP(+2) in melee against
Jetpack (Ambush, Flying, Swift) (24", A1, Blast(3), Rending)
+35pts Heavy Machinegun (30", A3, AP(1))
Upgrade with one: +5pts higher. most models have Tough(3) or
units where
Rune Master (Psychic(1)) Missile Launcher
+25pts (30", A1, AP(2), Deadly(3), Lock-On) +15pts Spectrum Scanner: this model and all friendly
Engineer (Repair) +25pts Autocannon (36”, A3, AP(2)) +25pts units that activate within 12” ignore cover when
Guild Lord (Battle Lore) +25pts C-Beamer (30", A2, AP(2), Beam) +30pts shooting.
C Replace Dual Berserker Axe: Upgrade with: Swift: This model may ignore the Slow rule.
Shock Hammer (A2, Blast(3)) +5pts Spectrum Scanner +20pts Tunneller: This model counts as having the
Ambush rule, and may be deployed up to 1” away
Dual Shock Gauntlets (A4, AP(4)) +5pts K Replace any Iron Pistol:
Plasma Axe (A2, AP(2), Deadly(3))
Upgrade with any:
+15pts Iron Shotgun (6", A1, Blast(3), AP(2)) +5pts from enemy units. Psychic Spells
Cyber-Augments (Regeneration) +10pts Shotgun (12", A2, AP(1)) +5pts
Smiting Rune (7+): Target enemy unit within 12”
Rage Lord (Battle Haste) +30pts Pioneer (Scout) Upgrade with: +10pts takes 5 hits.
D Replace Rifle: Replace Iron Pistol: Spite Rune (7+): Target 2 enemy units within 12”
Shotguns (12", A2, AP(1)) +5pts LCombat Shields (Shield Wall) +5pts get -1 to hit next time they fight in melee.
Iron Blasters (18", A2, AP(1)) +5pts Plasma Pistols (12", A1, AP(4)) +5pts Battle Rune (8+): Target 2 friendly units within
Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts H-Disintegrators (9", A3, Rending) +5pts 6” get +2" next time they Advance, or +4" next
Flamethrower (12”, A6) +10pts Storm Rifles (24", A3, AP(1)) time they Charge/Rush.
+25pts Breaking Rune (8+): Target enemy model within
Plasma Rifle (24”, A1, AP(4)) +10pts Replace Storm Rifle:
Auto H-Rifle (18", A3, Rending) +15pts Heavy Machinegun (30”, A3, AP(1)) +5pts 12” takes 2 hits with AP(4).
Heavy Machinegun (30”, A3, AP(1)) +25pts Replace any Plasma Sword: Cleaving Rune (9+): Target 2 enemy units within
Rail M-Rifle +30pts Shock Hammer (A2, Blast(3)) +5pts 6”DrilltakeRune
8 hits each.
(24", A1, AP(2), Deadly(3), Magma) (9+): Target 2 friendly units within 12”
Missile Launcher +35pts ShockPlasma
Gauntlet (A3, AP(4))
Axe (A2, AP(2), Deadly(3))
+5pts get Flying next
+15pts time they activate.
(30", A1, AP(2), Deadly(3), Lock-On) Upgrade with:
Upgrade with one:
Spectrum Scanner +20pts Exo-GL (18", A1, Blast(3)) +15pts
E Replace any Dual Berserker Axe:
Shock Hammer (A1, Blast(3)) +5pts
Dual Shock Gauntlets (A2, AP(4)) +5pts
Plasma Axe (A1, AP(2), Deadly(3)) +10pts
Upgrade with:
Cyber-Augments (Regeneration) +5pts
F Replace Iron Shotgun:
Iron Blasters (18", A2, AP(1)) +10pts
Replace Iron Blaster:
Heavy Flamethrower (12", A6, AP(1)) +15pts
G Replace any Iron Pistol:
Iron Shotgun (6", A1, Blast(3), AP(2)) +5pts
Replace Iron Pistol:
Fusion Rifle (12", A1, AP(4), Deadly(3)) +15pts
Flamethrower (12”, A6) +15pts

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