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GF - Orc Marauders v2.50

This document provides rules and unit profiles for an Orc Marauders army in the One Page Rules wargame system. Orcs are known for close combat abilities but lack ranged skills. Their units include Big Bosses, Leaders, Mobs, Jetpack infantry, Commandos, Specialists, and vehicles like Bikers and Mini-Copters. Units can be customized with different weapons, armor, and upgrades to enhance abilities like shooting, melee power, mobility, and durability for reckless charges that overwhelm opponents through numbers.
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0% found this document useful (0 votes)
51 views3 pages

GF - Orc Marauders v2.50

This document provides rules and unit profiles for an Orc Marauders army in the One Page Rules wargame system. Orcs are known for close combat abilities but lack ranged skills. Their units include Big Bosses, Leaders, Mobs, Jetpack infantry, Commandos, Specialists, and vehicles like Bikers and Mini-Copters. Units can be customized with different weapons, armor, and upgrades to enhance abilities like shooting, melee power, mobility, and durability for reckless charges that overwhelm opponents through numbers.
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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GF - Orc Marauders v2.

50

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Orc Marauders are large, brutish and highly aggressive aliens
which are designed to be fast to learn and easy to play. whose society is primarily based on war. Although they are
usually treated as one enemy, Orc Marauders are actually split
This project was made by gamers for gamers and it can only into hundreds of small empires which are constantly fighting
exist thanks to the support of our awesome community. against each other.
If you’d like to support the continued development of our games Whilst there are many sub-species of Orc Marauders found in
you can donate on patreon.com/onepagerules. the galaxy the most prevalent are the green-skinned orcs and
the tiny goblins. These species work together as space pirates,
Thank you for playing! raiding enemy forces for equipment and generally causing
mayhem in the Sirius sector.
Orc Marauders excel at close combat but lack in ranged ability as
most units can’t hit the broad side of a barn. Their strategy relies
mostly on bringing large numbers of bodies that charge
recklessly across the battlefield and overwhelm the enemy.
They might not be very intelligent, but who needs smarts when
you have waves of blood hungry orcs?

Gaetano Ferrara
Brandon Gillam
Game Design:

Illustrations:

1
GF - Orc Marauders v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Big Boss [1] 3+ 5+ Pistol (12”, A1), 2x CCWS (A3) Bad Shot, Furious, Hero, Tough(6) A, B, C, D 75pts
Orc Leader [1] 4+ 5+ Pistol (12”, A1), CCW (A2) Bad Shot, Furious, Hero, Tough(3) A, C, D, E, F 30pts
Goblin Champ [1] 6+ 6+ Pistol (12”, A1), CCW (A2) Good Shot, Hero, Tough(3) D, G 15pts
Goblin Herd [10] 6+ 6+ Pistols (12”, A1), CCWs (A1) Good Shot G, H 70pts
Orc Mob [10] 4+ 5+ Pistols (12”, A1), CCWs (A2) Bad Shot, Furious A, E, I, J, K 165pts
Jetpack Orcs [5] 4+ 5+ Pistols (12”, A1), CCWs (A2) Ambush, Bad Shot, Flying, Furious A, E, G 115pts
Commandos [5] 4+ 5+ Pistols (12”, A1), CCWs (A2) Bad Shot, Furious, Scout, Stealth, A, E, J, L 115pts
Strider
Specialist Orcs [5] 4+ 5+ Flamethrowers (12”, A6), CCWs (A1) Bad Shot, Furious, Relentless M 125pts
Boss Mob [5] 3+ 5+ Pistols (12”, A1), CCWs (A3) Bad Shot, Furious, Tough(3) B, K, N 200pts
Orc Pirates [5] 3+ 5+ Boarding Guns (24”, A3, Rending), CCWs (A2) Bad Shot, Furious, Relentless, Tough(3) B 275pts
Ultra Bosses [3] 3+ 3+ Carbines (18”, A2), CCWs (A3) Bad Shot, Furious, Tough(3) B, O 170pts
Orc Bikers [3] 4+ 5+ Twin Mini-MGs (18”, A4, AP(1)), Pistols (12”, A1), Bad Shot, Fast, Furious, Tough(3) A, E, P 170pts
CCWs (A2)
Orc Mini-Copters [3] 4+ 5+ Rocket Launchers (18”, A1, AP(2), Deadly(3)), Bad Shot, Fast, Flying, Furious, Tough(3) A, E, Q 185pts
Pistols (12”, A1), CCWs (A2)
Boss Bikers [3] 3+ 5+ Twin Mini-MGs (18”, A4, AP(1)), Pistols (12”, A1), Bad Shot, Fast, Furious, Tough(6) A, B, P 315pts
CCWs (A3)
+10pts Assault Bombs:Special Rules
A Replace one Pistol: J Replace up to two Pistols:
Carbine (18”, A2) +5pts Plasma Rifle (24”, A1, AP(4))
Twin Carbine (18”, A4) +10pts Flamethrower (12”, A6) +10pts over enemy units, pick onethis
Whenever model moves
Take one Carbine attachment: Rocket Launcher +10pts one die, on a 2+ it takes 1 hit.of them and roll
Rocket-Mod (9”, A1, AP(2), Deadly(3)) +5pts (18”, A1, AP(2), Deadly(3))
Heavy Flamer-Mod (6”, A6, AP(1)) +10pts Lightning Gun +20pts Bad Shot: This model shoots at Quality 5+.
Energy Field: The hero and its unit get the
(24”, A3, Rending, Anti-Air)
B Replace any CCW:
Ultra Axe (A3, AP(1), Rending) +5pts Heavy Machinegun (30”, A3, AP(1)) +20pts Stealth special rule.
Good Shot: This model shoots at Quality 4+.
Ultra Claw (A2, Blast(3)) +5pts K Upgrade one model with one: Mad Doctor: This model and its unit get the
Ultra Drill (A3, AP(4)) +10pts War Banner (Fear) +20pts Regeneration special rule.
Ultra Saw (A2, AP(2), Deadly(3)) +15pts Mad Doctor +90pts Repair: Once per activation, if within 2” of a
C Upgrade with one: L Replace all Pistols: unit with Tough, roll one die. On a 2+ you may
Ultra Armor (Defense +2) +20pts Shotguns (12”, A2, AP(1)) +15pts repair D3 wounds from the target.
Cyborg Body (Regeneration) +30pts Carbines (18”, A2) +20pts RelentlessFrenzy:
Shooting The hero and its unit get the
special rule.
Jetpack (Ambush, Flying) +45pts Replace one Pistol:
Beast Mount (Fast, Tough(+3), +65pts Sniper Carbine (18", A2, AP(1), Sniper) +35pts War Cry: The hero and its unit move +3” on
advance and +6” on rush/charge actions.
Beast Jaws (A3, AP(1))) Replace all Flamethrowers:
Combat Bike (Fast, Tough(+3), +75pts MRocket Launchers +10pts Crackling Bolt Psychic Spells
Twin Mini-MG (18", A4, AP(1))) (18”, A1, AP(2), Deadly(3)) (4+): Target enemy unit within
Combat Trike (Fast, Tough(+6), +110pts Railguns (36”, A3, AP(2), Anti-Air) +160pts 6” must take a dangerous terrain test.
Triple Boss Shotty (12", A6, AP(1))) Replace up to two Rocket Launchers: Warpath (4+): Target friendly unit within 12”
D Upgrade with one: Bomb Hammer (A1, AP(4), Deadly(3)) +5pts gets Stealth next time it’s shot at.
Gun Master (Shooting Frenzy) +15pts Upgrade up to two models with: Death Bolt (5+): Target enemy unit within 12”
Mechanic (Repair) +25pts Bomb Beast (18”, A1, AP(4)) +5pts takes 1 hit with AP(4) and Deadly(3).
Customizer (Energy Field) +30pts N Headbang (5+): Target friendly unit within 12”
Shaman (Psychic(1)) +35pts Carbine (18”, A2)Replace any Pistol: +5pts gets Rending in melee next time it fights.
Battle Chief (War Cry) +55pts Twin Carbine (18”, A4) +10pts Psychic Vomit (6+): Target enemy unit within
E Replace up to two CCWs: Any model may take one Carbine attachment: 12” takes 4 automatic hits with AP(2).
Ultra Claw (A1, Blast(3)) +5pts Heavy Flamer-Mod (6”, A6, AP(1)) +5pts Teleport
may
(6+): Target friendly unit within 12”
immediately move by up to 6”.
Ultra Axe (A2, AP(1), Rending) +5pts Rocket-Mod (9”, A1, AP(2), Deadly(3)) +5pts
Ultra Drill (A2, AP(4)) +5pts O
Ultra Saw (A1, AP(2), Deadly(3)) +10pts Dual UltraReplace any Carbine and CCW:
Saws (A4, AP(2), Deadly(3)) +25pts
F Replace Pistol: Any model may take one Carbine attachment:
Plasma Pistol (12”, A1, AP(4)) +5pts Heavy Flamer-Mod (6”, A6, AP(1)) +5pts
Portal Gun (12”, A3, Rending) +5pts Rocket-Mod (9”, A1, AP(2), Deadly(3)) +5pts
Plasma Rifle (24”, A1, AP(4)) +5pts Replace any Carbine:
Lightning Pistol +10pts Twin Carbine (18”, A4) +5pts
(12”, A3, Rending, Anti-Air)
Rocket Launcher +10pts PBeast MountsReplace all Twin Mini-MGs:
(A3, AP(1)) -25pts
(18”, A1, AP(2), Deadly(3))
Shock Gun (18”, A3, Blast(3), AP(2)) +35pts Q Replace any Rocket Launcher:
G Replace up to two Pistols: Twin Plasma Rifle (24", A2, AP(4)) +5pts
Rocket Pistol (6”,A1,AP(2),Deadly(3)) +5pts Heavy Machinegun (30", A3, AP(1))
Upgrade any model with one:
+5pts
Flamethrower Pistol (6”, A6) +5pts Rotor Blade Attack (Impact(3)) +10pts
Plasma Pistol (12”, A1, AP(4)) +5pts
Lightning Pistol +10pts Copter-SawUpgrade (A1, AP(2), Deadly(3))
all models with:
+10pts
(12”, A3, Rending, Anti-Air) Assault Bombs +15pts
H Upgrade all models with:
Goblin Herder (Fearless, Furious, +35pts
Relentless)
I Replace all Pistols and CCWs:
Carbines (18", A2), CCWs (A1) +20pts

2
GF - Orc Marauders v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Truck [1] 4+ 2+ Rocket Launcher (18”, A1, AP(2), Deadly(3)) Fast, Impact(6), Tough(6), Transport(11) A, B 180pts
Looted Tank [1] 4+ 2+ 4x Rocket Launchers (18”, A1, AP(2), Deadly(3)) Fast, Impact(6), Tough(12) A, B, C, D 315pts
Battle Rig [1] 4+ 2+ 4x Rocket Launchers (18”, A1, AP(2), Deadly(3)) Fast, Impact(6), Tough(18), Transport(11) A, B, C, E 455pts
Orc Buggy [1] 4+ 5+ Twin Rocket Launcher (18”, A2, AP(2), Deadly(3)) Fast, Impact(6), Tough(6) F 120pts
Combat Kart [1] 4+ 2+ Rocket Launcher (18”, A1, AP(2), Deadly(3)), Fast, Impact(6), Tough(6) A, G 185pts
Shock Rifle (18”, A6, Rending)
Orc Walker [1] 4+ 2+ 4x Walker Claws (A2, AP(4)), Stomp (A2, AP(1)) Fear, Furious, Tough(12) H 265pts
Goblin Walker [1] 5+ 2+ Twin Bazooka (18”, A2, Blast(3), Rending), Good Shot, Tough(6) I, J 125pts
Mini-Claw (A1, AP(3)), Stomp (A2, AP(1))
Goblin Artillery [1] 5+ 2+ Custom Cannon (30”, A1, Blast(3), AP(4)), Good Shot, Repair, Slow, Tough(6) K 145pts
Goblin Crew (A3)
Goblin Tank [1] 5+ 2+ Twin Bazooka (18”, A2, Blast(3), Rending), Fast, Good Shot, Impact(3), Tough(6) J 145pts
Tread Attack (A3, AP(1))
Bomber Plane [1] 4+ 2+ Twin Super MG (30”, A6, AP(1), Anti-Air), Aircraft, Tough(6) L, M 210pts
Flame Bombs (6”, A4, Blast(3), AP(1))
Attack Plane [1] 4+ 2+ 2x Twin Super MGs (30”, A6, AP(1), Anti-Air) Aircraft, Tough(6) L, N 265pts
Brutal & Cunning Titan [1] 4+ 2+ Quad Heavy Machineguns (30”, A12, AP(1)), Fear, Fearless, Furious, Tough(24), O 675pts
Twin Rocket Launcher (18”, A2, AP(2), Transport(6)
Deadly(3)),
Mega Claw (A6, AP(4)), Stomp (A8, AP(2))
A Upgrade with any: H Replace up to two Walker Claws: O Upgrade with one:
Gun Master (Relentless) +10pts Twin Rocket Launcher +30pts Plasma Rifle (24”, A1, AP(4)) +15pts
Wrecking Ball (Impact(+3)) +10pts (18”, A2, AP(2), Deadly(3)) Heavy Flamethrower (12”,A6,AP(1)) +25pts
Boarding Plank (Transport(+5)) +15pts Twin Heavy Flamethrower +40pts Upgrade with one:
Battle Ram (Strider) +30pts (12”, A12, AP(1)) Deathstorm Plasma Cannon +155pts
Red Paint Job +55pts Twin Heavy Machinegun +50pts (36”, A3, Blast(3), AP(4))
B Replace any Rocket Launcher: (30”, A6, AP(1)) Deathstorm Minigun (36”, A18, AP(1)) +230pts
Heavy Machinegun (30", A3, AP(1)) Twin Plasma Cannons
+10pts (30", A2, Blast(3), AP(4)) +75pts Upgrade with any:
Gun Master (Relentless) +35pts
C Upgrade with one: Replace any Walker Claw: Force Field (Regeneration) +120pts
Extra Space (Transport(+10)) +30pts Walker Saw (A1, UpgradeAP(2), Deadly(3)) +5pts
Special Rules
Harpoon Cannon +30pts Gun Master (Relentless) with: +10pts Good Shot: This model shoots at Quality 4+.
(12", A1, AP(4), Deadly(6)) Red Paint Job: This model moves +3” on
2x Rocket Launcher +40pts I Replace Mini-Claw: Advance and +6” on Rush/Charge actions.
(18", A1, AP(2), Deadly(3)) Mini-Saw (A1, AP(1), Deadly(3)) +5pts
Lobber Mortar +55pts Repair: Once per activation, if within 2” of a
(24", A1, Blast(6), AP(1), Indirect) J Replace Twin Bazooka: unit with Tough, roll one die. On a 2+ you may
Heavy Cannon (30", A2, Blast(3), AP(2)) +70pts Twin Rocket Launcher +10pts repair D3 wounds from the target.
D Upgrade with one: (18", A2, AP(2), Deadly(3)) Teleport: When this model is activated it may
Rocket Launcher Twin Heavy
+20pts (12”, A12, AP(1))Flamethrower +20pts teleport by up to 6” in any direction, ignoring
(18", A1, AP(2), Deadly(3)) all units and terrain.
Heavy Flamethrower (12", A6, AP(1)) +25pts Twin Heavy Machinegun +30pts Psychic Spells
Heavy Machinegun (30", A3, AP(1)) +30pts (30”, A6, AP(1))
Twin Plasma Cannon +55pts Crackling Bolt (4+): Target enemy unit within
E Upgrade with one: (30", A2, Blast(3), AP(4)) 6” must take a dangerous terrain test.
Harpoon Cannon +30pts K Replace Custom Cannon: Warpath (4+): Target friendly unit within 12”
(12", A1, AP(4), Deadly(6))
Basic Cannon (24", A1, Blast(3), AP(2)) +30pts Lobber Mortar +10pts gets
Death
Stealth next time it’s shot at.
Bolt (5+): Target enemy unit within 12”
Buster Cannon +40pts (24”, A1, Blast(6), AP(1), Indirect)
Bubble Cannon takes
+10pts Headbang 1 hit with AP(4) and Deadly(3).
(5+): Target friendly unit within 12”
(30”, A1, AP(3), Deadly(3)) (30”, A2, Blast(3), Rending)
Lobber Mortar
(24”, A1, Blast(6), AP(1), Indirect)
+55pts Smasher Cannon +15pts Psychic Vomitin(6+):
gets Rending melee next time it fights.
Target enemy unit within
Lightning Cannon +95pts (24”, A1, AP(3), Deadly(6))
Tractor Beam (30", A4, AP(2), Anti-Air) +25pts 12” takes 4 automatic hits with AP(2).
(36", A6, Rending, Anti-Air) Teleport (6+): Target friendly unit within 12”
Upgrade with any: L Upgrade with any: may immediately move by up to 6”.
Shaman (Psychic(1)) +35pts Gun Master (Relentless) +20pts
Draught Beast (A6, AP(2)) +35pts Twin Heavy Machinegun +65pts
F Replace Twin Rocket Launcher: (30”, A6, AP(1))
Twin Heavy Flamethrower +10pts M Replace Flame Bombs:
(12", A12, AP(1)) Heavy Bombs +10pts
Twin Heavy Machinegun +20pts (6”, A4, AP(3), Deadly(3))
(30”, A6, AP(1)) Upgrade with:
Upgrade with any: Flame Missiles +40pts
Tracked (Strider) +10pts (24”, A2, Blast(3), AP(1))
G Replace Shock Rifle and Rocket Launcher: N Replace one Twin Super MG:
Beast-Gun (24”,A2,AP(1),Deadly(3)), +5pts Twin Plasma Cannon +10pts
Beast GL (18”, A1, Blast(3), AP(1)) (30”, A2, Blast(3), AP(4))
Boost-Gun (30”, A3, Blast(3)), +5pts Heavy Portal Cannon +15pts
Blast Grenades (6”, A1, Blast(3)) (30", A9, Rending)
Heavy Machinegun (30”, A3, AP(1)), +15pts Replace one Twin Super MG:
Boom-Snazz-Gun (18”, A9) Smasher Cannon -20pts
Mega-Scrap-MG (30”, A6, AP(1)), +45pts (24”, A1, AP(3), Deadly(6))
Chain-RPG (18”,A2,AP(2),Deadly(3)) Upgrade with:
Upgrade with: Force Field (Regeneration) +30pts
Jump Engine (Teleport) +15pts

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