AoF - Goblins v2.9

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AOF – GOBLINS v2.

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Goblins are the smaller and meaner version of greenskins, and
which are designed to be fast to learn and easy to play. are known for being cruel, sneaky and cowardly. To be able to
compete with larger foes they trick and deceive, or seek help
This project was made by gamers for gamers and it can only
from shamans and wild creatures.
exist thanks to the support of our awesome community.
Overall they are weak and unskilled, so they have to use all
If you’d like to support the continued development of our
tricks they have up their sleeves to be able to compete with
games you can donate on patreon.com/onepagerules.
stronger foes. Luckily most Goblins are easily and cheaply
Thank you for playing! recruited, so their armies usually bring hordes of these little
devils to the battlefield.

There are two major Goblin tribes, those that come from the
dark forest and those that come from underground caves, each
of them having adapted their fighting style to their
surroundings. No matter where they come from however they
are now a plague for all Tyrian people.

Goblins destroy anything in their way just for the fun of it, so
run if your village is on their war path.

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

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AOF – GOBLINS v2.9

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Boss [1] 4+ 4+ Hand Weapon (A3) Hero, Tough(3) A 40pts
Cave Boss [1] 4+ 4+ Hand Weapon (A3) Furious, Hero, Tough(3) A 45pts
Shaman [1] 5+ 6+ Hand Weapon (A1) Hero, Tough(3), Wizard(1) B 40pts
Cave Shaman [1] 5+ 6+ Hand Weapon (A1) Furious, Hero, Tough(3), Wizard(1) B 45pts
Goblins [10] 5+ 6+ Hand Weapons (A1) - C, D 70pts
Cave Goblins [10] 5+ 6+ Hand Weapons (A1) Furious C, D 75pts
Cave-Beast Herd [5] 4+ 5+ Claws (A2, AP(1)) Boing, Fearless E 115pts
Shroom-Sniffers [3] 4+ 5+ Hand Weapons (A1), Claws (A2, AP(1)) Fearless, Power Shrooms - 70pts
Runt Swarms [3] 6+ 6+ Swarm Attacks (A3) Fearless, Tough(3) F 60pts
Fanatics [3] 5+ 4+ Ball & Chain (A3, AP(1)) Destructive Force - 70pts
Nasty Assassins [3] 5+ 6+ Hand Weapons (A2, AP(1)) Ambush, Surprise! - 50pts
Archers [5] 5+ 6+ Shortbows (18”, A1), Hand Weapons (A1) - C 45pts
Cave Archers [5] 5+ 6+ Shortbows (18”, A1), Hand Weapons (A1) Furious C 50pts
Wolf Riders [5] 5+ 5+ Hand Weapons (A1), Claws (A1) Fast, Impact(1) C, G, H 85pts
Spider Riders [5] 5+ 5+ Hand Weapons (A1), Claws (A1, Poison) Fast, Impact(1), Strider C, G, H 95pts
Cave-Beast Riders [5] 4+ 5+ Hand Weapons (A1), Claws (A2, AP(1)) Boing, Fearless, Impact(1) G 135pts

A Replace Hand Weapon: G Replace all Hand Weapons:


2x Hand Weapons (A3) +5pts Lances (A1, Impact(1)) +15pts
Halberd (A3, Rending) +5pts
Great Weapon (A3, AP(2)) +5pts H Upgrade all models with:
Spear (A3, Phalanx) +5pts Shortbows (18”, A1) +5pts
Lance (A3, Impact(1)) +5pts
– mounted only Special Rules
Upgrade with: Boing: This unit moves +2D3” on Advance
Shortbow (18”, A1) +5pts and +3D3” on Rush/Charge actions.
Upgrade with: Cave-Beast Herder: You may re-roll one
Boing die for each Cave-Beast Herder.
Inspiring Presence +40pts
Destructive Force: This model may move
Mount on:
through enemy units. Whenever it does pick
Wolf – Claws (A1), Fast, Impact(1) +10pts one of them and roll 1 die, on a 5+ it takes 3
Spider – Claws (A1, Poison), Fast, +15pts automatic hits with AP(1).
Impact(1), Strider Fear Monger: The hero and his unit get Fear.
Cave-Beast – Claws (A2, AP(1)), +20pts Inspiring Presence: If the hero is part of a
Boing, Fearless, Impact(1) unit of Goblins, Cave Goblins, Wolf Riders or
Large Spider – Claws (A3, Poison), +60pts Spider Riders, then that unit has Quality 4+.
Fast, Impact(3), Strider, Tough(+3) Mesmerizing: The hero and his unit get the
Giant Cave-Beast – +120pts Fearless special rule.
Moonshine Potion: The hero and his unit get
Defense +2, Stomp (A3, AP(3)),
+1 to melee rolls.
Boing, Fear, Fearless, Tough(+3) Mushroom Cloud: The hero and his unit get
Pair of Giant Cave-Beasts – +190pts the Stealth special rule.
Defense +2, Stomp (A6, AP(2)), Poison Brew: Enemies fighting in melee
Boing, Fear, Fearless, Tough(+6) against the hero and his unit get Defense -1.
Power Shrooms: When this unit is activated
B Upgrade Wizard(1): pick one friendly unit within 6”, which gets
Wizard(2) +15pts +1 attack next time it fights in melee.
Upgrade with one: Surprise!: This model may be placed up to 3”
Fear Monger +20pts away from enemy units when using Ambush.
Mesmerizing +30pts Once deployed roll 1 die, on a 2+ one enemy
unit within 3” takes 1 hit with Deadly(3).
Moonshine Potion +30pts
Mushroom Cloud +30pts Wizard Spells
Poison Brew +30pts Spider’s Might (4+): Target friendly unit
Mount on:
within 12” gets the Poison rule in melee next
Wolf – Claws (A1), Fast, Impact(1) +10pts
time it fights.
Glare (4+): Target enemy unit within 12”
C Upgrade with:
takes 1 hit with AP(2) and Deadly(3).
Sergeant +5pts
Nuisance (5+): Target friendly unit within
Musician +10pts
12” gets Regeneration next time it takes
Battle Standard +10pts
wounds.
D Replace all Hand Weapons: Death Shroud (5+): Target enemy unit within
Halberds (A1, Rending) +5pts 12” takes 3 automatic hits with AP(2).
2x Hand Weapons (A1) +10pts Sneaky (6+): Target friendly unit within 12”
Great Weapons (A1, AP(2)) +10pts may immediately move by up to 6”.
Spears (A1, Phalanx) +30pts Curse (6+): Target enemy unit within 6” takes
Upgrade one model with: 1 automatic hit per model.
Harpoon (A1, AP(2), Deadly(3)) +10pts

E Upgrade with up to three:


Cave-Beast Herder +5pts

F Upgrade all models with:


Bombs (12”, A1, Blast(3)) +5pts

2
AOF – GOBLINS v2.9

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Forest Trolls [3] 4+ 5+ Hand Weapons (A3, AP(1)) Regeneration, Tough(3) - 165pts
River Trolls [3] 4+ 5+ Hand Weapons (A3, AP(1)) Regeneration, Strider, Tough(3) A 175pts
Mountain Trolls [3] 4+ 4+ Hand Weapons (A3, AP(1)) Regeneration, Tough(3) B 185pts
Giant Cave-Beast [1] 4+ 2+ Stomp (A3, AP(3)) Boing, Fear, Fearless, Tough(3) - 110pts
Pair of Giant 4+ 2+ Double Stomp (A6, AP(3)) Boing, Fear, Fearless, Tough(6) - 170pts
Cave-Beasts [1]
Troll Giant [1] 4+ 2+ Giant Club (A6, AP(2)) Fear, Regeneration, Tough(6) C 195pts
Giant Spider [1] 3+ 2+ Spider Claws (A6, AP(1), Poison), Fear, Strider, Tough(6) D 185pts
4x Shortbows (18”, A1), Crew Attacks (A4)
Wolf Chariot [1] 5+ 2+ Crew Attacks (A2, Impact(2)), Claws (A2) Fast, Impact(6), Tough(6) E 125pts

Pump Chariot [1] 6+ 2+ Crew Attacks (A6) Fear, Fearless, Impact(6), F 140pts
Pump Engine, Tough(6)
Giant Blunderbuss [1] 5+ 6+ Giant Blunderbuss (18”, A6, AP(1)), Crew (A3) Artillery, Immobile, Tough(3) - 35pts
Goblin Thrower [1] 5+ 6+ Goblin Thrower (48”,A1,AP(1),Indirect,Sniper), Artillery, Immobile, Tough(3) - 50pts
Crew (A3)
Bolt Thrower [1] 5+ 6+ Bolt Thrower (48”, A1, AP(2), Deadly(3)), Artillery, Immobile, Tough(3) - 55pts
Crew (A3)
Stone Thrower [1] 5+ 6+ Stone Thrower (48”,A1,AP(2),Blast(6),Indirect), Artillery, Immobile, Tough(3) - 90pts
Crew (A3)

A Upgrade all models with: Special Rules


Toxic Vomit (6”, A3, Poison) +10pts Boing: This unit moves +2D3” on Advance
and +3D3” on Rush/Charge actions.
B Upgrade all models with: Pump: When this unit moves you may roll
Boulder Throwers (12”, A1, AP(2)) +10pts one die, on a 2+ this unit moves +4D3”, else it
takes 1 automatic wound.
C Upgrade with:
Crushing Blow +10pts
(A1, AP(4), Deadly(3))

D Upgrade with one:


Venom Sting +10pts
(A1, AP(1), Deadly(3), Poison)
Spider Shrine (Wizard(1)) +20pts
Web Catapult +60pts
(48”, A1, Blast(6), Indirect)

E Upgrade with:
2x Shortbows (18”, A1) +5pts

F Upgrade with any:


Wings (Strider) +5pts
Sail (Always moves +2D3”) +5pts
Bombs (12”, A1, Blast(3)) +5pts
Giant Bombs +10pts
(12”, A1, Blast(3), AP(1))
Spiked Ram (Impact(+3)) +10pts

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