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AOFS - DUCHIES OF VINCI V2.

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About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games The Duchies of Vinci are highly reserved and guarded southern
which are designed to be fast to learn and easy to play. domains, which are some of the richest and most powerful
lands in all of Tyria. Their armies consist of heavily armed
This project was made by gamers for gamers and it can only ranged troops, assisted by a wide variety of mechanical
exist thanks to the support of our awesome community. creations with rudimentary artificial intelligence.

If you’d like to support the continued development of our The vast riches of the Duchies of Vinci have afforded them to
games you can donate on patreon.com/onepagerules. spare no expense when it comes to higher education and
advanced research, making them one of the most prolific
factions in terms of technological developments.
Thank you for playing!
Inventors are some of the most respected (and best paid)
professionals in the lands, tirelessly working on new and
bizarre machinery day and night. They managed to create the
first true artificial intelligence, the automa, which are used for
all purposes, from menial housework to brutal combat.

If you wage war with the Duchies of Vinci you better be ready
to face some crazy machinery, or take a bolt to the head…

Game Design: Gaetano Ferrara


Illustrations: Brandon Gillam

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AOFS - DUCHIES OF VINCI V2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Vinci Leader [1] 4+ 4+ Hand Weapon (A3, AP(1)) Hero, Tough(3) A 40pts
Vinci Scholar [1] 5+ 5+ Hand Weapon (A3) Hero, Tough(3) B 25pts
Assassin [1] 4+ 5+ Dual Armblade (A2) Ambush, Stealth C 20pts
Automa Cavalry [1] 4+ 4+ Lance (A1, Impact(1)) Automa, Fast, Impact(1) D 20pts
Automa Drone [1] 4+ 5+ Dual Sawblade (A2, Rending) Automa, Flying E 20pts
City Guard [1] 5+ 4+ Crossbow (24”, A1, Rending), Hand Weapon (A1) Good Shot F 20pts
Militia [3] 5+ 5+ Hand Weapons (A1) - G, H 25pts
Sniper [1] 5+ 4+ Snipebow (30”, A1, Rending, Sniper), Hand Weapon (A1) Slow - 35pts
Automa Guard [3] 4+ 5+ Arm-Bows (12”, A1, Rending), Hand Weapons (A1) Automa I 40pts
Harlequins [3] 5+ 5+ Clubs (A2, AP(1)) Trickster J 40pts
Scout [1] 5+ 5+ Handbow (12”, A2, Rending), Hand Weapon (A1) Good Shot, Scout, Signal Flare K 40pts
Aerea Guard [1] 5+ 4+ Dual Claws (A4, AP(1), Rending) Flying, Good Shot, Tough(3) L 45pts
Heavy Cavalry [1] 4+ 3+ Tusk (A2, AP(1)), Lance (A1, Impact(1)) Automa, Fast, Impact(3), Tough(3) - 65pts
Automa Brute [1] 4+ 3+ Heavy Handbow (18”, A4, Rending), Automa, Tough(3) M 70pts
Brute Lance (A3, AP(1))

A Replace Hand Weapon: L Replace Dual Claws:


Lance (A3, AP(1), Impact(1)) +5pts Crossbows (24", A2, Rending), +5pts
Poisoned Armblades (A4, Poison) +5pts Bashes (A2)
Dual Armblades (A6) +5pts Replace any Crossbow:
Upgrade with one: Shotbow (12”, A4, AP(1), Rending) +5pts
Handbow (12", A2, Rending) +10pts Upgrade all Crossbows with one:
Crossbow (24”, A1, Rending) +10pts Flame Bolts (AP(+1)) +5pts
Upgrade with: Heavy Bolts (Ignores Cover) +5pts
Automa Pigeon +25pts
(24”, A2, AP(1), Indirect) M Upgrade with:
Upgrade with one: Self-Repairing (Regeneration) +15pts
Munitioner (Augmented Bolts) +20pts
Master Assassin (Takedown) +20pts
Special Rules
Captain (Precision Fire) +40pts Augmented Bolts: Once per activation, before
Mount on: attacking, pick one friendly unit within 12” of
Automa Horse (Fast, Impact(1), +10pts this model. That unit, and all friendly unit
Automa) within 6" gets AP(+1) next time it shoots.
Automa: Whenever this unit takes a morale
B Upgrade with one: test, it is passed automatically. Then, roll as
Explosive Gears (12”, A1, Blast(3)) +5pts many dice as remaining models/tough in the
Sleeve Gun (12”, A2, AP(1)) +5pts unit, and for each result of 1-2 the unit takes
Upgrade with one: one wound, which can’t be regenerated.
Munitioner (Augmented Bolts) +20pts Good Shot: This model shoots at Quality 4+.
Alchemist (Wizard(1)) +25pts Precision Fire: This model and all friendly units
Upgrade with one: within 12” get +6” range when shooting.
Automa Horse (Fast, Impact(1), +10pts Repair: Once per activation, if within 2” of a
Automa) unit with Tough, roll one die. On a 2+ you may
Automa Helper (Repair) +25pts repair D3 wounds from the target.
Signal Flare: Once per activation, before
C Upgrade with any: attacking, pick one enemy unit within 12”. Next
Throwing Knives (12”, A1) +5pts time that a friendly unit shoots at it, that units
Poisoned Blades (Poison in melee) +5pts gets +1 to its hit rolls.
D Replace Lance: Takedown: When this model is in melee, may
Handbows (12", A2, Rending), +5pts pick one model from the target and roll one die.
Hand Weapons (A1) On a 2+ it takes 1 hit with AP(1) and Deadly(3).
Trickster: When this model fights in melee, roll
E Replace Dual Sawblade: one die and apply one bonus:
Twin-Bows (12", A2, Rending), +5pts 1-3: Attacks get Rending
Rotor Blades (A1) 4-6: Attacks get AP(+1)
F Replace any Crossbow: Wizard Spells
Shotbow (12”, A2, AP(1), Rending) +5pts Choking Fog (4+): Target enemy unit within
Upgrade all Crossbows with one: 12” takes 3 hits with AP(1).
Heavy Bolts (Ignores Cover) +5pts Fury Herbs (4+): Target 2 friendly units within
Flame Bolts (AP(+1)) +5pts 6” get Furious next time they charge.
Clearview Leaves (5+): Target 2 friendly units
G Upgrade with: within 12” get +6" range next time they shoot.
Sergeant +5pts Deep Rot (5+): Target enemy unit within 6”
Musician +10pts takes 1 hit with AP(4) and Deadly(3).
Battle Standard +10pts Mesmer Oils (6+): Target 2 enemy units within
H Replace all Hand Weapons: 6” get -3" next time they Advance, or -6" next
Halberds (A1, Rending) +5pts time they Charge/Rush.
Spears (A1, Phalanx) +10pts Neurotoxin Gas (6+): Target enemy unit within
6” rolls as many dice as models in it, and takes
I Upgrade all models with: 1 hit for each 2+ rolled.
Self-Repairing (Regeneration) +15pts
J Replace all Clubs:
Juggler Bombs (12", A1, AP(2)), -5pts
Knives (A1)
K Upgrade with any:
Metal Spurs (Impact(1)) +5pts
Wings (Ambush, Flying) +5pts

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