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GFF - Saurian Starhost v2.

50
Background Story
Saurians claim that the Frog-Mages who created them existed
before time began. Their Mages teach them that their purpose is
to fulfill a great prophecy which they have held from the
beginning: in time, the fabric of reality would break, and their
fate would be to save it. The Frog-Mages created cryo-pyramids
and scattered themselves through the galaxy to ensure that they
would be ready to fulfill their purpose when their time came.
In their absence, a number of new species began to explore and
settle throughout the galaxy. This led to a surge of psychic power
which awoke one of the dormant Frog-Mages, who was now
alone in the galaxy. The lone Frog-Mage found a galaxy at war,
and fearing that this was the beginning of the end, he hoped to
awaken his fellow Mages before it was too late.
The Frog-Mage gathered a conclave of helpers, but it was soon
clear that they would not be able to succeed alone. The Mages
used their vast knowledge of genetic engineering and psychic
abilities to create new allies, in order to seek out the rest of their
kind. Together, they created the first Starhost. Each member of
a Starhost has their fate defined by the Frog-Mages at birth, and
they are created to fulfill this single mission in order to help the
Frog-Mages complete the prophecy. These missions define
much of the culture of the various species in each Starhost.
The first Starhost began to seek out and awaken other Mages.
The newly awakened Mages would create additional Starhosts in
order to fulfill their purpose, who would then create their own
Starhosts in order to seek out more of their kind throughout the
Intro galaxy, including in the Sirius Sector. Much has changed in the
galaxy since the Saurians first entered the cyro-pyramids
Saurian Starhosts are an ancient coalition of humanoid reptiles however, and rediscovering the pyramids has proven a more
led by giant Frog Mages. Their armies combine advanced difficult task than expected. Some cryo-pyramids have been
technology with genetically modified predators to make them destroyed by exploding stars or marauding treasure hunters,
fearsome foes. others have been buried beneath deserts, oceans or even cities.
Worse still, some have begun to fail on their own, leaving the
The Saurians are perhaps the most ancient race in the galaxy, Frog-Mages inside to die.
but most of their species lie dormant in cyro-pyramids. The These setbacks have cast doubt on the reliability of the Frog-
Saurians seek to awaken their host to prevent a prophesied Mages and their prophecies, while others are beginning to fear
disaster, however many of their pyramids have been lost or that the Frog-Mages have already failed in their great prophecy.
destroyed, and some have begun to fear that they have already
failed their mission. How will you face your destiny?
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which are designed to be fast to learn and easy to play.
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Thank you for playing!

Gaetano Ferrara
Brandon Gillam
Created by:

Illustrations:

1
GFF - Saurian Starhost v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Saurian Veteran [1] 3+ 3+ Pistol (12”, A1), CCW (A2) Fearless, Hero, Predator, Tough(3) A 55pts
Gecko Champion [1] 5+ 5+ Shock Pistol (12”, A1, AP(4)), CCW (A2) Fearless, Hero, Strider, Tough(3) B 35pts
Gecko Cohort [1] 5+ 5+ Shock Pistol (12”, A1, AP(4)), CCW (A2) Fearless, Strider C 15pts
Saurian Warrior [1] 4+ 4+ Pistol (12”, A1), CCW (A2) Fearless, Predator D 20pts
Chameleon [1] 5+ 5+ Toxin Gun (12”, A2, Poison), CCW (A1) Fearless, Good Shot, Scout, Stealth, Strider E 25pts
Cyber Swarm [1] 6+ 6+ Swarm Attack (A3, Poison) Fearless, Strider, Tough(3) - 25pts
Saurian Guardian [1] 3+ 3+ Hammer (A2, AP(2)) Fearless, Predator F 30pts
Raptor Rider [1] 4+ 3+ Pistol (12”, A1), CCW (A2), Claws (A1, AP(1)) Fast, Fearless, Impact(1), Predator G 35pts
Gecko Sniper [1] 5+ 5+ Sniper Rifle (30”, A1, AP(1), Sniper), CCW (A2) Fearless, Strider - 45pts
Pterodactyl Rider [1] 5+ 5+ Shock Rifle (18”, A1, AP(4)), Claws (A2) Fast, Fearless, Flying, Impact(2), Tough(3) H 50pts
Gator [1] 4+ 3+ Bash (A2), 2x Power Knuckles (A1, AP(2)) Fearless, Predator, Tough(3) I 55pts
A Replace Pistol: H Replace Shock Rifle:
Carbine (18", A2) +10pts CCWs (A2),  +5pts
Spike Pistol (12”, A3, Rending) +15pts Energy Shields (Heavy Shield)
Replace CCW: Shock Pistols (12", A1, AP(4)),  +5pts
Heavy Power Spear (A2, Impact(2)) +10pts Energy Shields (Heavy Shield)
Power Claw (A2, AP(1), Rending) +5pts Upgrade with one:
Power Mace (A2, AP(4)) +10pts Ripjaw Breed (Furious, Impact(+2)) +10pts
Upgrade with one: Bomb Carriers (Drop Bombs) +25pts
Crusader (Will of the Gods) +25pts Upgrade with:
Coordinator (Pack Hunter) +35pts Sky-Assault (Ambush) +10pts
Upgrade with one:
Raptor (Fast, Impact(1),  +25pts IPower ClawReplace any Power Knuckle:
(A1, AP(1), Rending) free
Claws (A1, AP(1))) Bludgeon (A1, Impact(1)) +5pts
Take one Tyrannosaur upgrade:
Primal Roar +35pts Heavy Shooter (12",Upgrade A2, AP(1))
with:
+5pts
B Replace Shock Pistol and CCW: Missile Pod (18", A1, AP(2), Lock-On) +10pts
Sniper Rifle (30", A1, AP(1), Sniper),  +25pts
Dagger (A1) Special Rules
Replace Shock Pistol: Bait: Before the game starts, pick one enemy
Shock Rifle (18", A1, AP(4)) +5pts unit. All models with this special rule get +2 to
Toxin Gun (12", A2, Poison) +5pts hit in melee when fighting it.
Replace CCW:
Bash (A1),  +5pts Beacon:
ignore
Friendly units using Ambush may
distance restrictions from enemies if they
Energy Shield (Heavy Shield) are deployed within 6” of this model.
Sacred Mace (A1, Blast(3)) +5pts Drop Bombs: Whenever this model moves over
Upgrade with one: enemy units, pick one of them and roll 1 die. On
Phase Backpack (Teleport) +10pts a 2+ it takes 3 hits with AP(1).
Chameleon (Good Shot, Scout, Stealth) +15pts Good Shot: This model shoots at Quality 4+.
Upgrade with one:
Pit Master (Vicious Attack) +15pts Heavy Shield: Attacks targeting units where all
Priest (Psychic(1)) +25pts a min. ofhave
models this rule count as having AP(-1), to
AP(0).
Upgrade with one:
Palanquin (Tough(+3), Pulse (A3)) +30pts Pack Hunter: Once per activation, before
Ripjawdactyl (Bait, Fast, Flying,  +35pts attacking,
of this
pick one other friendly unit within 12”
model, which may move by up to 6".
Impact(4), Tough(3), Furious,  Predator: For each unmodified result of 6 to hit
Claws (A2)) when attacking, this model may roll 1 extra
C Replace CCW: attack. This rule doesn’t apply to newly
Bashes (A1),  free generated attacks.
Energy Shields (Heavy Shield) Primal Roar: Once per activation, pick 2 friendly
Upgrade with: units within 6” with Predator. Those units, and
Phase Backpacks (Teleport) +5pts all friendly units within 6" may roll extra attacks
D Replace Pistols and CCW: on results of 5-6 next time they attack.
Carbines (18", A2), CCWs (A1) +5pts Teleport:
place this
Once per activation, before attacking,
model anywhere within 6”.
Replace Pistol:
Shock Charger (24", A1, AP(4)) +10pts Vicious Attack: this model and all friendly units
Blast Gun (12", A1, AP(4), Deadly(3)) +15pts that when
activate within 12” get +1 attack in melee
charging.
Flamethrower (12”, A6) +15pts
Spike Shooter (18", A3, Rending) +20pts Will of the Gods: this model and all friendly
units that activate within 12” get AP(+1) in melee
E Upgrade with: or shooting (pick one).
Explosives (AP(4) in melee) +5pts Psychic Spells
Advanced Locator (Beacon) +10pts Scrutiny (7+): Target 2 enemy units within 12”
F Replace Hammer: get -1 to hit next time they fight in melee.
Mace Shots (12", A2, AP(1)), Maces (A2) +5pts Serpent Egg (7+): Target enemy unit within 12”
Replace any Hammer:
Great Hammer (A1, AP(2), Blast(3)) +5pts takesEnergy
5 hits.
Reservoir (8+): Target 2 friendly units
Upgrade with:
Hardened Elites (Heavy Shield) +5pts next timeget
within 6” +2" next time they Advance, or +4"
they Charge/Rush.
G Replace any Pistol: Jaguar Pounce (8+): Target enemy model within
Spike Pistol (12”, A3, Rending) +10pts 12” takes 2 hits with AP(4).
Piranha Swarm (9+): Target 2 enemy units
Replace any CCW:
Power Claw (A2, AP(1), Rending) +5pts within 6” take 6 hits with AP(1) each.
Power Spear (A2, Impact(1)) +5pts Transcend (9+): Target friendly unit within 12”
Power Mace (A2, AP(4)) +10pts gets Regeneration next time it takes wounds.

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