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GF - Elven Jesters v2.

50
Background Story
The Elven Empire was once a dominant power within the Sirius
Sector, possessing both advanced psychic abilities and highly
advanced technology, but when their servant Robots gained
sentience, a conflict broke out and the Elves were forced to
evacuate their home worlds. However, not all Elves who escaped
this conflict were High Elven Nobles or members of the gangs
who would form the Dark Elves. Some Elves were away from the
Elven worlds when the conflict broke out or managed to escape
through some other means, and sought out refuge with
neighbouring factions.
These survivors soon came together to build small
communities. These communities often existed on the edge of
their new worlds, as many feared that they might attract the
wrath of the Robot Legions, or that they were secretly in league
with the Dark Elven Raiders. These Elven communities worked
hard to prove their worth to their adopted homes to gain
acceptance as guests, rather than be viewed as pariahs or
vagrants. They soon became known as capable artists,
mechanics, entertainers and warriors in equal measure. These
Elves constantly strove to make themselves indispensable and
valuable to their hosts, at least long enough to find their next
home.
Slowly, these communities reached out to their kin among the
High Elf Fleets and then the Dark Elves. Yet, many Elves did not
Intro find themselves at home amongst either of them. Just as they
had with other hosts, they kept their distance and provided their
The Elven Jesters are extravagantly dressed warrior- services at a fair rate. Some found a permanent home amongst
entertainers who serve anyone willing to employ them. They are these Elven factions, but most eventually moved on, just as they
clad in light armor which allows them to move swiftly over the had with other factions. The Elves who continued to move on
battlefield to deal deft blows with close range weapons, while became known as the Elven Jesters, as they often presented
relying on their employers to account for their weaknesses. themselves primarily as entertainers, rather than mercenaries
or traders.
As the Elves who survived the Robot uprising banded together These Jester bands have been on the move throughout the
into high fleets and dark gangs, some Elves fit into neither. Sirius Sector ever since their home worlds were lost. They
These Elves adapted by breaking off into their own bands, and believe that to remain too long in one place would allow them to
became mercenaries and entertainers, travelling from place to get comfortable and dull their abilities, until eventually they
place before their hosts could tire of them, living as perpetual could no longer be of use. Instead, they are constantly seeking
outcasts. out new knowledge, skills and stories to build on their own, and
About OPR this variety of skills makes their services greatly sought after by
a number of other factions.
OPR (www.onepagerules.com) is the home of many free games
which are designed to be fast to learn and easy to play. How will you find your way in the Sirius Sector?
This project was made by gamers for gamers and it can only
exist thanks to the support of our awesome community.
If you’d like to support the continued development of our games
you can donate on patreon.com/onepagerules.
Thank you for playing!

Gaetano Ferrara
Brandon Gillam
Created by:

Illustrations:

1
GF - Elven Jesters v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Master Jester [1] 3+ 5+ Shard Pistol (12”, A1, Rending), 2x CCWS (A2) Dodge, Fast, Furious, Hero, Stealth, Strider, A 80pts
Tough(3)
Fools [5] 5+ 5+ Shard Pistols (12”, A1, Rending), CCWs (A2) Dodge, Fast, Furious, Stealth, Strider - 105pts
Jesters [5] 3+ 5+ Shard Pistols (12”, A1, Rending), CCWs (A2) Dodge, Fast, Furious, Stealth, Strider B 170pts
Jokers [5] 3+ 5+ Exploding Bolas (12”, A1, Blast(3)), CCWs (A2) Dodge, Fast, Flying, Furious, Stealth - 205pts
Pranksters [5] 3+ 5+ Energy Glaives (A3, Impact(1)) Ambush, Dodge, Fast, Furious, Regeneration, - 225pts
Stealth, Strider
Jetbikes [3] 3+ 4+ Shard Cannons (24”, A4, Rending), Furious, Strider, Tough(3), Very Fast C 350pts
Shard Pistols (12”, A1, Rending), CCWs (A2)
Heavy Jetbike [1] 3+ 2+ Twin Shard Cannon (24”, A8, Rending), Furious, Impact(6), Strider, Tough(6), Very Fast D 315pts
Shard Pistol (12”, A1, Rending), CCW (A2),
Energy Glaive (A3, Impact(6))
A Replace Shard Pistol:
Neuron Pistol (12", A1, Poison)
Psychic Spells
+5pts Discord (4+): Target enemy unit within 6” takes 3
Fusion Pistol (6", A1, AP(4), Deadly(3)) +5pts hits with AP(2).
Shriek Cannon +45pts Psychic Fog (4+): Target 2 enemy units within
(24", A2, Poison, Sniper) 12” get -2 to their next morale test.
Replace any CCW:
Deathly Touch (A1, Blast(3)) +5pts Shadow Dance (5+): Target 2 friendly units
Deathly Caress (A2, AP(1), Rending) +5pts hits. get +1 to defense next time they take
within 12”
Deathly Embrace (A2, AP(4)) +15pts
Deathly Kiss (A1, AP(2), Deadly(3)) +20pts Sorrowtakes 2
(5+): Target enemy model within 12”
hits with AP(4).
Replace one CCW:
Energy Sword (A3, AP(1), Rending) +10pts 6” take 8 hits (6+):
Light Shards
each.
Target 2 enemy units within
Upgrade with one:
Troupe Lord (Apex Killers) +15pts Veil of 6”Madness (6+): Target 2 enemy units
Jester Seer (Psychic(1)) +25pts within get -3" next time they Advance, or -6"
Stage Master (Graceful Brutality) +30pts next time they Charge/Rush.
Solitaire (Ambush, Regeneration) +25pts
Upgrade with one:
Hallucination-GL (18", A1, Blast(3)) +15pts
Jetbike (Speed Boost, Tough(+3), +120pts
Shard Cannon (24", A4, Rending))
B Replace any Shard Pistol:
Fusion Pistol (6", A1, AP(4), Deadly(3)) +5pts
Neuron Pistol (12”, A1, Poison) +5pts
Replace any CCW:
Deathly Touch (A1, Blast(3)) +5pts
Deathly Caress (A2, AP(1), Rending) +5pts
Deathly Embrace (A2, AP(4)) +15pts
Deathly Kiss (A1, AP(2), Deadly(3)) +20pts
Replace one CCW:
Energy Sword (A3, AP(1), Rending) +10pts
C Replace any Shard Cannon:
EMP Cannon +10pts
(24", A2, Blast(3), Rending)
Upgrade any model with one:
Exploding Bolas (12”, A1, Blast(3)) +10pts
Energy Glaive (A3, Impact(1)) +20pts
D Replace Energy Glaive:
Open Back (Transport(6)) -20pts
Focus Cannon (24”, A1, Blast(6)) free
EMP Cannon +15pts
(24", A2, Blast(3), Rending)
Lance Cannon +20pts
(18”, A1, AP(3), Deadly(6))
Special Rules
Apex Killers: The hero and its unit get AP(+1)
when fighting in melee.
Dodge: Enemies get -1 to hit in melee when they
attack units where all models have this rule.
Graceful Brutality: The hero and its unit may
move by up to 3” after shooting.
Speed Boost: This model counts as having Very
Fast instead of Fast.
Very Fast: This model moves +4” when using
Advance and +8” when using Rush/Charge.

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