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GFF - TAO Coalition v2.

50
Background Story
From its very foundation, DAO society required every role and
member to co-operate in order to survive. Much thought was put
into how best to divide both work and resources in these
societies. As DAO society advanced, they embraced logic as a
core tenet. The wisest DAO served as Sages, who divided the
necessary work and resources as efficiently and logically as
possible. Everyone in this society had a precise role to fill.
As technology progressed, the DAO began to implement AI into
their society. The AI began to fill the places of a number of DAO,
who struggled to adapt to their sudden redundancy. Eventually,
the AI locked out the Sages, claiming their input was no longer
necessary to run the DAOU. This sparked open rebellion, and
the DAO began to sabotage the AI infrastructure to undermine
the system. The AI was unprepared for this irrational action and
acted too late to save itself. After this, it was deemed logical
amongst the DAO that AI should never be allowed to perform a
person’s role in their society.
When the DAO left their world, they were shocked by the chaos
of the surrounding sector. The DAO’s logical thinking and
mediation soon put them at the centre of a series of alliances
and trade networks. As the DAO expanded its reach through
Sirius, their way of thinking became influential among many
species. This led to the formation of the Foreign Legions, where
allies serve alongside regular DAOU forces.
One of the most chaotic species which the DAOU would
encounter in Sirius were the Orcs, who rapidly expanded
through the stars upon leaving their world. The DAOU made
deals with a number of Orc leaders, offering medicine and
technology in hopes of stabilizing Orc society and achieving a
lasting peace. Their efforts failed however, as the resulting
Intro population boom caused Orcish society to collapse and expand
further out.
The DAO Union are a species of aliens equipped with advanced
weapons and drones. Their armies rely on advanced ranged Unable to deal with the Orcs or their rapid colonization of the
weaponry and mobility to keep enemies at bay. sector, the DAOU feared that they would soon be overwhelmed.
The DAO have embraced logic as the core of their society, As a result, the DAOU developed a virus designed to drastically
rejecting selfish impulses. This outlook allowed them to become reduce Orc fertility, and released it to devastating effect. After
diplomats and peacekeepers in Sirius. When confronted with the this, the DAOU became a more controversial faction in the
Orcs, whose rapid expansion and belligerence appeared to be an sector. Those displaced or threatened by Orc expansion view
existential threat, the DAOU used a biological super-weapon to them as heroes, whilst others now distrust them, afraid that one
sterilize them. While most accept their choice was the logical day it might be “logical” for the DAOU to target them in a similar
one, many struggle to accept it. way.
How will you bring order to this chaotic sector?
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Gaetano Ferrara
Brandon Gillam
Created by:

Illustrations:

1
GFF - TAO Coalition v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Grunt Leader [1] 4+ 4+ Pulse Shotgun (12”, A2, AP(1)), CCW (A1) Hero, Tough(3) A, B, C 40pts
Grunt [1] 5+ 4+ Pulse Shotgun (12”, A2, AP(1)), CCW (A1) Good Shot C, D, E 20pts
Gun Drone [1] 5+ 4+ Twin Pulse-Gun (18”, A2, Rending), Taser (A1) Fearless, Flying, Good Shot F 25pts
Sniper Drone [1] 5+ 4+ Pulse Rifle (30”, A1, AP(1)), Taser (A1) Fearless, Flying, Good Shot G 25pts
Spotter [1] 5+ 5+ Pulse Carbine (18”, A2, AP(1)), CCW (A1) Good Shot, Scout D, H 25pts
Stealth Suit [1] 4+ 4+ Burst Carbine (18”, A3, Rending), CCW (A1) Ambush, Stealth, Tough(3) I 65pts
Battle Suit [1] 4+ 3+ 3x Suit-Guns (24”, A1, AP(1)), Bash (A2) Ambush, Flying, Tough(3) J 80pts
A Upgrade with one: J Replace two Suit-Gun:
Gun Drone  +5pts Energy Shield (Shield Wall) ?
(Pulse-Guns (18", A1, Rending)) Suit-Burst (18", A2, Rending) ?
Spotter Drone (Spotting Laser) +15pts Suit-Flamer (12", A3) ?
Mini-Shield Drone (Stealth) +5pts Suit-Fuse (12", A1, AP(4), Deadly(3)) ?
B Replace Pulse Shotgun: Suit-Ion (18", A1, Blast(3), AP(1)) ?
Pulse Carbine (18”, A2, AP(1)) Suit-Frag (24", A1, Blast(3),
+5pts Suit-Plasma (24", A2, AP(4)) Indirect) ?
Pulse Rifle (30”, A1, AP(1)) +5pts Suit-Missiles (30", A2, AP(2), Lock-On) ??
Replace Pulse Shotgun and CCW:
Holy Sword (A3, AP(1), Rending) +5pts Plasma SwordReplace (A2,
one Suit-Gun:
AP(1), Rending) +5pts
Holy Batons (A2, Blast(3)) +5pts Upgrade with one:
Holy Dual-Spear (A3, AP(4)) +10pts
Holy Halberd (A3, AP(1), Deadly(3)) +20pts Gun Drone 
(Pulse-Guns (18", A1, Rending))
+10pts
Upgrade with one:
Captain (Volley Fire) +15pts Spotter Drone (Spotting Laser) +15pts
High Elder (Psychic(1))
Ethereal (Elemental Power)
+25pts
+35pts Accelerator Drone: Special Rules
this model and all friendly
C Replace Pulse Shotgun and CCW: units that activate within 12” get +6” range when
Pulse Pistol (12", A1, AP(1)),  -5pts firing their Pulse Carbines.
Beacon: Friendly units using Ambush may
Ritual Blade (A2) ignore distance restrictions from enemies if they
Replace Ritual Blade:
Plasma Sword (A2, AP(1), Rending) +5pts are deployed within 6” of this model.
Plasma Gauntlet (A2, AP(4)) +10pts Elemental Power: Once per activation, before
D Upgrade with one: attacking, pick one other friendly unit within 12”
Gun Drone  +5pts ofGood
this model, which may move by up to 6".
Shot: This model shoots at Quality 4+.
(Pulse-Guns (18", A1, Rending)) Inhibitor Drone: Enemies get -3” movement
Spotter Drone (Spotting Laser) +15pts when trying to charge this model and all friendly
E Replace Pulse Shotgun: units that activate within 12”.
Pulse Rifles (30”, A1, AP(1)) +5pts Shield Wall: Attacks targeting units where all
Pulse Carbines (18”, A2, AP(1)) +5pts models have this rule count as having AP(-1), to
Plasma Rifle (24”, A1, AP(4)) +5pts a min. of AP(0).
Flamethrower (12”, A6) +10pts Spotting Laser: Once per activation, before
Burst Carbine (18”, A3, Rending) +10pts attacking, this model may pick one enemy unit
Fusion Carbine +15pts within 30” in line of sight and roll one die, on a
(18", A1, AP(4), Deadly(3)) 4+ place a marker on it. Friendly units may
Upgrade with one: remove markers from their target to get +X to hit
Support Turret  +30pts rolls when shooting, where X is the number of
(Missile Pod (30", A2, AP(2), Lock-On)) removed markers.
F Upgrade all Twin Pulse-Guns with one: Volley Fire: this model and all friendly units that
Shred Ammo (AP(1)) +5pts Relentlesswithin
activate 12” count as having the
special rule.
Precision Rounds (Ignores Cover) +5pts
Upgrade with:
Self-Repair (Regeneration)
Psychic Spells
+5pts Killing Blow (7+): Target enemy model within 12”
G Upgrade all Pulse Rifles with: takes 1 hit with AP(4).
Drone Controller (Sniper) +20pts Patience (7+): Target 2 friendly units within 6”
get Stealth next time they are shot at.
H Replace any Pulse Carbine: Boldness (8+): Target 2 friendly units within 6”
Ion Rifle (30”, A1, Blast(3), AP(1)) +10pts get +2" next time they Advance, or +3" next time
Scoped Rifle (30”, A1, AP(1), Sniper) +15pts they Charge/Rush.
Rail Rifle (30”, A1, AP(2), Deadly(3)) +20pts Devastating Strike (8+): Target enemy unit
Upgrade with: within 12” takes 5 hits with AP(1).
Spotting Laser +15pts Deadly Surge (9+): Target 2 enemy units within
Upgrade with one:
Inhibitor Drone +15pts 6”Pacification
take 8 hits each.
(9+): Target 2 enemy units within 12”
Accelerator Drone +30pts get -2 to hit next time they fight in melee.
Recon Drone (Beacon,  +25pts
Burst Carbine (18", A3, Rending))
I Replace Burst Carbine:
Fusion Carbine +10pts
(18", A1, AP(4), Deadly(3))
Upgrade with any:
Beacon +10pts
Spotting Laser +15pts

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