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Aofs - Goblins: Game Design: Gaetano Ferrara Illustrations: Brandon Gillam

This document provides rules and unit profiles for a goblin army in the One Page Rules wargame system. Goblins are known for being cruel, sneaky, and cowardly, using tricks and deception to compete with larger foes. Their armies usually field hordes of goblins supported by shamans, beast-riders, trolls, and other creatures. The document lists over 20 goblin unit types with their point costs and special rules.

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Singis
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100% found this document useful (1 vote)
50 views

Aofs - Goblins: Game Design: Gaetano Ferrara Illustrations: Brandon Gillam

This document provides rules and unit profiles for a goblin army in the One Page Rules wargame system. Goblins are known for being cruel, sneaky, and cowardly, using tricks and deception to compete with larger foes. Their armies usually field hordes of goblins supported by shamans, beast-riders, trolls, and other creatures. The document lists over 20 goblin unit types with their point costs and special rules.

Uploaded by

Singis
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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AOFS – GOBLINS v2.

12

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

1
AOFS – GOBLINS v2.12

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 [3] 5+ 6+ Hand Weapons (A1) - C, D 20pts
Cave Goblins [3] 5+ 6+ Hand Weapons (A1) Furious C, D 25pts
Hobgoblins [3] 5+ 5+ Hand Weapons (A1) Furious C, E 30pts
Cave-Beast [1] 4+ 5+ Claws (A2, AP(1)) Boing, Fearless F 25pts
Shroom-Sniffer [1] 4+ 5+ Hand Weapon (A1), Claws (A2, AP(1)) Fearless, Power Shrooms - 35pts
Runt Swarm [1] 6+ 6+ Swarm Attacks (A3) Fearless, Tough(3) G 20pts
Fanatic [1] 5+ 4+ Ball & Chain (A3, AP(1)) Destructive Force - 25pts
Nasty Assassin [1] 5+ 6+ Hand Weapon (A2, AP(1)) Ambush, Surprise! - 25pts
Archers [3] 5+ 6+ Shortbows (18”, A1), Hand Weapons (A1) - C 25pts
Cave Archers [3] 5+ 6+ Shortbows (18”, A1), Hand Weapons (A1) Furious C 30pts
Wolf Rider [1] 5+ 5+ Hand Weapon (A1), Claws (A1) Fast, Impact(1) C, H, I 15pts
Spider Rider [1] 5+ 5+ Hand Weapon (A1), Claws (A1, Poison) Fast, Impact(1), Strider C, H, I 20pts
Cave-Beast Rider [1] 4+ 5+ Hand Weapon (A1), Claws (A2, AP(1)) Boing, Fearless, Impact(1) H 25pts
Forest Troll [1] 4+ 5+ Hand Weapon (A3, AP(1)) Regeneration, Tough(3) - 55pts
River Troll [1] 4+ 5+ Hand Weapon (A3, AP(1)) Regeneration, Strider, Tough(3) J 60pts
Mountain Troll [1] 4+ 4+ Hand Weapon (A3, AP(1)) Regeneration, Tough(3) K 60pts

A Replace Hand Weapon: I Upgrade with:


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

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