Age of Fantasy: Skirmish Orcs v1.
1
by Gaetano Ferrara (http://onepagerules.wordpress.com/)
Background About OPR
Orcs are the largest and strongest version of greenskins, and OPR (onepagerules) is the home of many free games which
are known for being brutish and stupid. They are armed with are designed to be fast to learn and easy to play. This project
jagged axes and use improvised armor, but mostly they use was made by gamers for games and it can only exist thanks to
their raw power to squish their foes. the generous support of our awesome community!
The Orcs live in nomadic tribes led by the meanest individuals If youd like to support the continued development of our
that fought their way to the top, known as the boss. They rely games you can donate on patreon.com/onepagerules.
on constant warring in order to loot for food and equipment
and only settle down when they have to resolve disputes Find more of our games at onepagerules.wordpress.com.
within the tribe.
Join the community by following us here:
Anyone standing in the way of their fury better watch out,
Facebook: facebook.com/onepagerules
because Orcs wont stop at nothing to grab some loot.
Reddit: reddit.com/r/onepagerules
Twitter: twitter.com/OnePageRules
Strategy
If you want to give us your feedback or have any questions
Orcs are extremely aggressive, and this is reflected in all of feel free to contact us:
their units having the furious and frenzy rules. Their biggest
strength relies on them charging into the enemy first, whilst Forum: onepagerules.proboards.com
also bringing some heavy weapons to the table. E-Mail: [email protected]
The best strategy is to always plan your movement ahead in Thank you for playing and happy wargaming!
order to make sure that you charge the enemy, because you
dont get any furious or frenzy bonus when defending. If you Gaetano Ferrara (onepageanon)
are having a hard time achieving that you can use some of the
heavier and more expensive troops such as black orcs.
When in need you can also have your heroes call WAR!, which
will give you a melee boost that can turn the tides of a hard
fought battle.
Keep thinking like an orc and always charge forward, then no
battle will ever be lost.
Age of Fantasy: Skirmish Orcs v1.1
by Gaetano Ferrara (http://onepagerules.wordpress.com/)
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Boss [1] 3+ 5+ Hand Weapon (A3) Furious, Hero, Tough(3), WAR! A, B 45pts
Savage Boss [1] 3+ 4+ Hand Weapon (A3) Frenzy, Hero, Tough(3), WAR! A, B 45pts
Black Boss [1] 3+ 6+ Hand Weapon (A1), Light Mace (A1, AP(1)) Furious, Hero, Tough(3), WAR! B 50pts
Brute Boss [1] 3+ 5+ Hand Weapon (A3), Rip-Fist (A1, AP(2)) Furious, Hero, Tough(3), WAR! C 55pts
Chanter [1] 3+ 4+ 2x Small Clubs (A1, AP(1)) Fight Harder!, Furious, Hero, Tough(3) - 40pts
Shaman [1] 5+ 3+ Hand Weapon (A1) Furious, Hero, Tough(3), Wizard(1) D 35pts
Savage Shaman [1] 5+ 2+ Hand Weapon (A1) Frenzy, Hero, Tough(3), Wizard(1) D 35pts
Orcs [3] 5+ 4+ Hand Weapons (A1) Furious F 25pts
Savage Orcs [3] 5+ 3+ Hand Weapons (A1) Frenzy F, G 25pts
Black Orc [1] 3+ 5+ Hand Weapon (A1) Furious J 15pts
Brute Orc [1] 3+ 4+ Spear (A1, Phalanx) Furious E 15pts
Orc Archers [3] 5+ 3+ Bows (24, A1) Furious - 35pts
Savage Archers [3] 5+ 2+ Bows (24, A1) Frenzy - 35pts
Boar Rider [1] 5+ 5+ Hand Weapon (A1) Fast, Furious, Impact(1) H 15pts
Savage Rider [1] 5+ 4+ Hand Weapon (A1) Fast, Frenzy, Impact(1) H 15pts
Giant Boar Rider [1] 3+ 6+ Hand Weapon (A1), Claws (A4) Fast, Fear, Furious, Impact(2), Tough(3) I 60pts
Forest Troll [1] 4+ 3+ Hand Weapon (A3, AP(1)) Fear, Impact(1), Regeneration, Tough(3) - 40pts
River Troll [1] 4+ 3+ Hand Weapon (A3, AP(1)) Fear,Impact(1),Regeneration,Strider,Tough(3) - 45pts
Mountain Troll [1] 4+ 4+ Hand Weapon (A3, AP(1)) Fear, Impact(1), Regeneration, Tough(3) - 50pts
Boar [-] - - Claws (A1) Fast, Impact(1) - -
A Replace Hand Weapon: Special Rules
Spear (A3, Impact(1)) mounted only +5pts Fight Harder!: When the hero is activated pick
2x Hand Weapons (A3) +10pts one friendly unit within 3. The hero and his unit
Great Weapon (A3, AP(2)) +10pts get +1 to melee rolls until the end of the round.
Frenzy: This model takes one Quality test when
B Mount on: Charging, if successful it deals 2 hits.
Boar +10pts WAR!: When the hero is activated nominate 3
friendly Infantry units within 12, which get +1A
C Replace Hand Weapon: when charging until the end of the round.
Spear (A3, Impact(1)) +5pts
Replace Rip-Fist:
Wizard Spells
Gaze (2+): Target enemy unit within 12 takes D3
Scarp-Fist (A4) +10pts
automatic hits.
Burst (2+): Target enemy model within 18 takes
D Replace Wizard(1):
1 automatic hit with AP(1).
Wizard(2) +20pts
Godly Fists (2+): The wizard gets +3A and AP(3) in
Mount on:
melee until the end of the round.
Boar +10pts
Headbutt (2+): Target enemy model within 12
E Replace Spear: takes 1 automatic hit with Deadly.
2x Hand Weapons (A1) +5pts Lets Go (5+): Target 3 friendly units within 6 get
Great Weapon (A1, AP(2)) +5pts +1 to melee rolls until the end of the round.
Boss Hand Weapon (A3) +10pts Godly Foot (6+): Target enemy unit within 24
Metal Claw (A1, AP(4)) +10pts takes D3 automatic hits with AP(2).
F Replace all Hand Weapons:
Spears (A1, Phalanx) +5pts
2x Hand Weapons (A1) +5pts
G Upgrade one model with:
Giant Spear (Impact(D3)) +5pts
H Replace Hand Weapon:
2x Hand Weapons (A1) +5pts
Spear (A1, Impact(1)) +5pts
I Replace Hand Weapon:
Spear (A1, Impact(1)) +5pts
J Replace Hand Weapon:
Light Mace (A1, AP(1)) +5pts
Great Weapon (A1, AP(2)) +10pts
Hand Weapon (A1) and +10pts
Light Mace (A1, AP(1))