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AOFS - HUMAN EMPIRE 3.1.

Background Story
Humans spread throughout Tyria after they developed
agriculture and metal working. A number of cities arose which
fought for political dominance, until eventually one city came
to dominate the region through conquest and alliances. This
system of alliances and vassals became the basis of the Old
Empire, where the Emperor ruled from the Capital city,
supported by a council of Noble Houses. This Empire brought
peace and trade to the Midlands, which in turn led to
innovation and expansion until most Human settlements were
united under their sway.

The Empire faced its greatest struggle during the Havoc Wars.
On the eve of their greatest defeat, the Wizarding Guild and
allied magicians turned the tide, sacrificing their lives to seal
Intro the Havoc Gods into the Orb of Fate. A period of peace and
A highly developed empire in the center of Tyria, the Human prosperity ensued, and the Orb and the Imperial Crown
Empire’s armies are made up of all sorts of infantry, cavalry, became symbols of peace and Imperial authority. Yet, the
ranged units, and even some monstrous beasts. Their armies Emperors would never regain their previous authority as the
are highly varied but lack the specialization of other factions. Empire began to rely more on local rulers, held together by
careful diplomacy and the personal charisma of successive
Once a beacon of unity and stability, the Old Empire collapsed Emperors. This era came to a sudden end with the opening of
when its last two heirs fought each other to claim it for the Great Rift.
themselves. Now, the remaining cities must rebuild as they live
in the shadow of their former glory. The new Human Empire is When the twin heirs of the last Emperor destroyed the Orb
fragile, built on a coalition of guilds and nobility, and only time during a violent succession dispute, it unleashed the captured
will tell whether this empire will endure. Havoc Gods, and the resulting release of arcane power
destroyed much of Tyria. The Capital, Imperial Family, and
much of the ruling class were destroyed almost
About OPR instantaneously. A number of outlying provinces broke away,
OPR (www.onepagerules.com) is the home of many free games while towns and cities in the core of the Empire were left
which are designed to be fast to learn and easy to play. without leadership. The situation threatened to devolve into
total chaos.
This project was made by gamers for gamers and it can only
exist thanks to the support of our awesome community. Local Merchants and Guilds stepped in to maintain order in
many towns where the local rulers had died. These towns
If you want to help us in making more awesome content, you declared themselves Free Cities. Other towns fell under the
can support us on www.patreon.com/onepagerules. sway of the Wizarding Guild who were still held in high regard
for their intervention during the Havoc Wars. Reluctantly, the
Nobles recognized some cities as under the governance of
Thank you for playing! various Guilds, including the Wizarding Guild. In others, the
Guilds agreed to share power with the surviving nobility.

Together, these cities would form a new senate that would


continue to govern what remained of the Human Empire. It
was agreed a Steward would be elected to rule the Empire until
the Orb was restored and a new Emperor could be named.
Stewarts are chosen from Noble Candidates or those with some
trace of Imperial blood, who have renounced all other titles and
loyalties except those to the Empire itself.

How will you reforge the Empire?

Created by: Gaetano Ferrara

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AOFS - HUMAN EMPIRE 3.1.0
Name [size] Qua Def Equipment Special Rules Cost
Battle Master [1] 4+ 4+ Heavy Hand Weapon (A3, AP(1)) Hero, Tough(3) 40pts
Champion [1] 5+ 5+ Hand Weapon (A3) Hero, Tough(3) 25pts
Elite Weapon Master [1] 4+ 4+ Great Weapon (A1, AP(2)) Fearless 15pts
Knight [1] 4+ 4+ Hand Weapon (A1) Fast, Impact(1) 15pts
Infantrymen [3] 5+ 5+ Hand Weapon (A1) - 20pts
Fanatics [3] 5+ 6+ Sharp Weapon (A1, AP(1)) Fearless, Furious 25pts
Guard Knight [1] 4+ 3+ Great Weapon (A1, AP(2)) Fast, Fearless, Impact(1) 25pts
Mercenaries [3] 5+ 5+ Pistol (9", A1, AP(1)), Hand Weapon (A1) Scout 30pts
Mage [1] 5+ 5+ Magic Staff (12", A2, Rending), Hand Weapon (A1) Mage Council 35pts
Marksmen [3] 5+ 5+ Rifle (18", A1, AP(1)), Hand Weapon (A1) - 35pts
Horse Marksmen [3] 5+ 5+ Rifle (18", A1, AP(1)), Hand Weapon (A1) Fast, Scout 45pts
Mercenary Hunters [3] 5+ 5+ Bow (24", A1), Hand Weapon (A1) Scout, Stealth 45pts
Gryph Rider [1] 4+ 3+ Heavy Claws (A1, AP(1)), Halberd (A1, Rending) Fast, Fearless, Impact(2), Tough(3) 65pts

Special Rules Human Empire Army Spells


Artillerist: Once per activation, pick one Fireball (1): Target enemy unit within 6" takes 1
friendly Artillery within 6”, which may either hit with AP(2).
immediately shoot or move by up to 6". Wild Form (1): Target 2 friendly units within
Battle Chant: this model and all friendly units 12" get +1 to hit rolls next time they fight in
that activate within 12” get Furious. If they melee.
already had Furious, they get extra hits on rolls Leech (2): Target enemy unit within 6" takes 1
of 5-6 instead. hit with AP(2) and Deadly(3).
Boing: When this model is activated, you may Protection (2): Target 4 friendly units within 12"
place it anywhere within D3+1". get +1 to defense rolls next time they take hits.
Breath Attack: Once per activation, before Blood Hex (3): Target enemy unit within 18”
attacking, roll one die. On a 2+ one enemy unit takes 1 hit with Blast(3).
within 6” in line of sight takes 1 hit with Magic Wind (3): Target 4 friendly units within
Blast(3) and AP(1). 12" get +3" next time they Advance, or +6" next
Celestial Fury: Once per activation, pick 2 time they Rush/Charge.
friendly units within 6". Those units, and all
friendly units within 6" get Furious next time
they charge. If they already had Furious, they
get extra hits on rolls of 5-6 instead.
Fiery Protection: Once per activation, pick 2
friendly units within 6”. Those units, and all
friendly units within 6" get +1 to defense rolls
next time they take hits.
Fire Storm: Once per activation, before
attacking, roll 2 dice. For each 2+ one enemy
unit within 18” takes one hit with Blast(3).
Heal: Once per activation, if within 2” of a
model with Tough, roll one die. On a 2+ you
may remove D3 wounds from that model.
Inspiring: If this model is part of a unit of
Infantrymen, they count as having Quality 4+.
Mage Council: Pick one model in this unit to
count as having Caster(1), which gets +1 spell
token per other model with this rule in its unit
each round. If the model is killed, pick another
model in the unit to become the next caster.
March Order: Once per activation, before
attacking, pick one other friendly unit within
12”, which may move by up to 6".
Protected: Attacks targeting units where all
models have this rule count as having AP(-1), to
a min. of AP(0).
Resistance: When taking a wound, roll one die,
and on a 6+ it is ignored. If the wound was
from a spell, then it is ignored on a 4+ instead.
Storm Blessing: Once per activation, pick 2
friendly units within 6”. Those units, and all
friendly units within 6" get +1 to hit next time
they fight in melee.
Takedown: Once per game, when this model
attacks in melee, you may pick one model in the
unit as its target, and make 1 attack at Quality
2+ with AP(1) and Deadly(3), which is resolved
as if it's a unit of 1.
Warning Cry: Enemy units can’t be set up
within 12” of this model when using Ambush.

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AOFS - HUMAN EMPIRE 3.1.0

Battle Master [1] - 40 pts Infantrymen [3] - 20 pts Mercenary Hunters [3] - 45 pts
Quality 4+ Defense 4+ Quality 5+ Defense 5+ Quality 5+ Defense 5+
Heavy Hand Weapon (A3, AP(1)) Hand Weapon (A1) Bow (24", A1)
Hero, Tough(3) Upgrade with one: Hand Weapon (A1)
Replace Heavy Hand Weapon: +5pts Sergeant Scout, Stealth
+5pts Dual Heavy Hand Weapons +10pts Musician
(A4, AP(1)) +15pts Banner Gryph Rider [1] - 65 pts
+5pts Heavy Halberd (A3, AP(1), Rending) Replace all Hand Weapons: Quality 4+ Defense 3+
+5pts Heavy Lance (A3, AP(1), Lance) +5pts Halberd (A1, Rending) Heavy Claws (A1, AP(1))
+10pts Heavy Spear (A3, AP(1), Counter) +5pts Spear (A1, Counter) Halberd (A1, Rending)
+10pts Heavy Great Weapon (A3, AP(3)) Fast, Fearless, Impact(2), Tough(3)
Upgrade with one: Fanatics [3] - 25 pts Upgrade with one:
+10pts Twin Handbow (12", A2, Rending) Quality 5+ Defense 6+ +5pts Sergeant
+10pts Twin Pistol (9", A2, AP(1)) Sharp Weapon (A1, AP(1)) +10pts Musician
Upgrade with : Fearless, Furious +15pts Banner
+10pts Pet Companion (Warning Cry) Upgrade with one: Replace Halberd:
Upgrade with one: +5pts Sergeant +5pts Lance (A1, Lance)
+10pts Bounty Hunter (Takedown) +10pts Musician
+10pts Cleric (Battle Chant) +15pts Banner
+25pts General (March Order)
+30pts Army Standard Bearer (Fear(3)) Guard Knight [1] - 25 pts
+40pts Captain (Inspiring) Quality 4+ Defense 3+
Upgrade with one: Great Weapon (A1, AP(2))
+10pts Horse (Fast, Impact(1)) Fast, Fearless, Impact(1)
+65pts Pegasus (Fast, Flying, Impact(+2), Upgrade with one:
Tough(+3), Hooves (A1)) +5pts Sergeant
+10pts Musician
Champion [1] - 25 pts +15pts Banner
Quality 5+ Defense 5+ Replace Great Weapon:
Hand Weapon (A3) free Lance (A1, Lance)
Hero, Tough(3)
Replace Hand Weapon: Mercenaries [3] - 30 pts
+5pts Dual Hand Weapons (A4) Quality 5+ Defense 5+
+5pts Great Weapon (A3, AP(2)) Pistol (9", A1, AP(1))
+5pts Halberd (A3, Rending) Hand Weapon (A1)
+5pts Lance (A3, Lance) Scout
+5pts Spear (A3, Counter) Replace all Pistols and Hand Weapons:
Upgrade with one: free Dual Hand Weapons (A2)
+10pts Twin Gatling Pistol (9", A4, AP(1)) +10pts Twin Pistol (9", A2, AP(1)),
+15pts Grenade Launcher (24", A1, Blast(3)) Hand Weapon (A1)
+20pts Gatling Rifle (18", A4, AP(1))
+25pts Sniper Rifle (30", A1, AP(1), Sniper) Mage [1] - 35 pts
Upgrade with : Quality 5+ Defense 5+
+10pts Pet Companion (Warning Cry) Magic Staff (12", A2, Rending)
Upgrade with one: Hand Weapon (A1)
+10pts Cleric (Battle Chant) Mage Council
+40pts Battle Mage (Caster(2))
Marksmen [3] - 35 pts
+60pts Master Battle Mage (Caster(3))
Quality 5+ Defense 5+
+75pts Engineer (Artillerist)
Rifle (18", A1, AP(1))
Upgrade with one:
Hand Weapon (A1)
+10pts Horse (Fast, Impact(1))
+10pts Robot Horse (Boing, Impact(+1)) Upgrade with one:
+5pts Sergeant
Elite Weapon Master [1] - 15 pts +10pts Musician
Quality 4+ Defense 4+ +15pts Banner
Great Weapon (A1, AP(2)) Replace all Rifles:
Fearless +5pts Crossbow (24", A1, Rending)
Upgrade with one: Replace one Rifle:
+5pts Sergeant free Twin Pistol (9", A2, AP(1))
+10pts Musician +15pts Gatling Rifle (18", A4, AP(1))
+15pts Banner +20pts Sniper Rifle (30", A1, AP(1), Sniper)

Knight [1] - 15 pts Horse Marksmen [3] - 45 pts


Quality 4+ Defense 4+ Quality 5+ Defense 5+
Hand Weapon (A1) Rifle (18", A1, AP(1))
Fast, Impact(1) Hand Weapon (A1)
Upgrade with one: Fast, Scout
+5pts Sergeant Upgrade with one:
+10pts Musician +5pts Sergeant
+15pts Banner +10pts Musician
Replace Hand Weapon: +15pts Banner
+5pts Lance (A1, Lance) Replace all Rifles:
free Twin Pistol (9", A2, AP(1))
Replace one Rifle:
+5pts Twin Gatling Pistol (9", A4, AP(1))
+15pts Gatling Rifle (18", A4, AP(1))

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