GF - Orc Marauders v2.50

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Background Story

Orc Marauders are large, brutish and highly aggressive aliens whose society is primarily based on war. Although they are usually treated as one enemy, Orc Marauders are actually split into hundreds of small empires which are constantly fighting against each other.

Whilst there are many sub-species of Orc Marauders found in the galaxy the most prevalent are the green-skinned orcs and the tiny goblins. These species work together as space pirates, 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?

Game Design: Gaetano Ferrara
Illustrations: Brandon Gillam
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, Strider
A, E, J, L
115pts
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), CCWs (A2)
Bad Shot, Fast, Furious, Tough(3)
A, E, P
170pts
Orc Mini-Copters [3]
4+
5+
Rocket Launchers (18”, A1, AP(2), Deadly(3)), Pistols (12”, A1), CCWs (A2)
Bad Shot, Fast, Flying, Furious, Tough(3)
A, E, Q
185pts
Boss Bikers [3]
3+
5+
Twin Mini-MGs (18”, A4, AP(1)), Pistols (12”, A1), CCWs (A3)
Bad Shot, Fast, Furious, Tough(6)
A, B, P
315pts
A Replace one Pistol:
Carbine (18”, A2) +5pts
Twin Carbine (18”, A4) +10pts
Take one Carbine attachment:
Rocket-Mod (9”, A1, AP(2), Deadly(3)) +5pts
Heavy Flamer-Mod (6”, A6, AP(1)) +10pts
B Replace any CCW:
Ultra Axe (A3, AP(1), Rending) +5pts
Ultra Claw (A2, Blast(3)) +5pts
Ultra Drill (A3, AP(4)) +10pts
Ultra Saw (A2, AP(2), Deadly(3)) +15pts
C Upgrade with one:
Ultra Armor (Defense +2) +20pts
Cyborg Body (Regeneration) +30pts
Jetpack (AmbushFlying) +45pts
Beast Mount (FastTough(+3)Beast Jaws (A3, AP(1))) +65pts
Combat Bike (FastTough(+3)Twin Mini-MG (18", A4, AP(1))) +75pts
Combat Trike (FastTough(+6)Triple Boss Shotty (12", A6, AP(1))) +110pts
D Upgrade with one:
Gun Master (Shooting Frenzy) +15pts
Mechanic (Repair) +25pts
Customizer (Energy Field) +30pts
Shaman (Psychic(1)) +35pts
Battle Chief (War Cry) +55pts
E Replace up to two CCWs:
Ultra Claw (A1, Blast(3)) +5pts
Ultra Axe (A2, AP(1), Rending) +5pts
Ultra Drill (A2, AP(4)) +5pts
Ultra Saw (A1, AP(2), Deadly(3)) +10pts
F Replace Pistol:
Plasma Pistol (12”, A1, AP(4)) +5pts
Portal Gun (12”, A3, Rending) +5pts
Plasma Rifle (24”, A1, AP(4)) +5pts
Lightning Pistol (12", A3, Rending, Lock-On) +10pts
Rocket Launcher (18”, A1, AP(2), Deadly(3)) +10pts
Shock Gun (18”, A3, Blast(3), AP(2)) +35pts
G Replace up to two Pistols:
Rocket Pistol (6”,A1,AP(2),Deadly(3)) +5pts
Flamethrower Pistol (6”, A6) +5pts
Plasma Pistol (12”, A1, AP(4)) +5pts
Lightning Pistol (12", A3, Rending, Lock-On) +10pts
H Upgrade all models with:
Goblin Herder (FearlessFuriousRelentless) +35pts
I Replace all Pistols and CCWs:
Carbines (18", A2)CCWs (A1) +20pts
J Replace up to two Pistols:
Plasma Rifle (24”, A1, AP(4)) +10pts
Flamethrower (12”, A6) +10pts
Rocket Launcher (18”, A1, AP(2), Deadly(3)) +10pts
Lightning Gun (24", A3, Rending, Lock-On) +20pts
Heavy Machinegun (30”, A3, AP(1)) +20pts
K Upgrade one model with one:
War Banner (Fear) +20pts
Mad Doctor +90pts
L Replace all Pistols:
Shotguns (12”, A2, AP(1)) +15pts
Carbines (18”, A2) +20pts
Replace one Pistol:
Sniper Carbine (18", A2, AP(1), Sniper) +35pts
M Replace all Flamethrowers:
Rocket Launchers (18”, A1, AP(2), Deadly(3)) +10pts
Railguns (36", A3, AP(2), Lock-On) +160pts
Replace up to two Rocket Launchers:
Bomb Hammer (A1, AP(4), Deadly(3)) +5pts
Upgrade up to two models with:
Bomb Beast (18”, A1, AP(4)) +5pts
N Replace any Pistol:
Carbine (18”, A2) +5pts
Twin Carbine (18”, A4) +10pts
Any model may take one Carbine attachment:
Heavy Flamer-Mod (6”, A6, AP(1)) +5pts
Rocket-Mod (9”, A1, AP(2), Deadly(3)) +5pts
O Replace any Carbine and CCW:
Dual Ultra Saws (A4, AP(2), Deadly(3)) +25pts
Any model may take one Carbine attachment:
Heavy Flamer-Mod (6”, A6, AP(1)) +5pts
Rocket-Mod (9”, A1, AP(2), Deadly(3)) +5pts
Replace any Carbine:
Twin Carbine (18”, A4) +5pts
P Replace all Twin Mini-MGs:
Beast Mounts (A3, AP(1)) -25pts
Q Replace any Rocket Launcher:
Twin Plasma Rifle (24", A2, AP(4)) +5pts
Heavy Machinegun (30", A3, AP(1)) +5pts
Upgrade any model with one:
Rotor Blade Attack (Impact(3)) +10pts
Copter-Saw (A1, AP(2), Deadly(3)) +10pts
Upgrade all models with:
Assault Bombs +15pts
Special Rules

Assault Bombs: Whenever this model moves over enemy units, pick one of them and roll one die, on a 2+ it takes 1 hit.

Bad Shot: This model shoots at Quality 5+.

Energy Field: The hero and its unit get the Stealth special rule.

Good Shot: This model shoots at Quality 4+.

Mad Doctor: This model and its unit get the Regeneration special rule.

Repair: Once per activation, if within 2” of a unit with Tough, roll one die. On a 2+ you may repair D3 wounds from the target.

Shooting Frenzy: The hero and its unit get the Relentless special rule.

War Cry: The hero and its unit move +3” on advance and +6” on rush/charge actions.

Psychic Spells
Crackling Bolt (4+): Target enemy unit within 6” must take a dangerous terrain test.
Warpath (4+): Target friendly unit within 12” gets Stealth next time it’s shot at.
Death Bolt (5+): Target enemy unit within 12” takes 1 hit with AP(4) and Deadly(3).
Headbang (5+): Target friendly unit within 12” gets Rending in melee next time it fights.
Psychic Vomit (6+): Target enemy unit within 12” takes 4 automatic hits with AP(2).
Teleport (6+): Target friendly unit within 12” may immediately move by up to 6”.
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)), Shock Rifle (18”, A6, Rending)
Fast, Impact(6), Tough(6)
A, G
185pts
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), Mini-Claw (A1, AP(3)), Stomp (A2, AP(1))
Good Shot, Tough(6)
I, J
125pts
Goblin Artillery [1]
5+
2+
Custom Cannon (30”, A1, Blast(3), AP(4)), Goblin Crew (A3)
Good Shot, Repair, Slow, Tough(6)
K
145pts
Goblin Tank [1]
5+
2+
Twin Bazooka (18”, A2, Blast(3), Rending), Tread Attack (A3, AP(1))
Fast, Good Shot, Impact(3), Tough(6)
J
145pts
Bomber Plane [1]
4+
2+
Twin Super MG (30”, A6, AP(1), Lock-On), Flame Bombs (6”, A4, Blast(3), AP(1))
Aircraft, Tough(6)
L, M
210pts
Attack Plane [1]
4+
2+
2x Twin Super MGs (30”, A6, AP(1), Lock-On)
Aircraft, Tough(6)
L, N
265pts
Brutal & Cunning Titan [1]
4+
2+
Quad Heavy Machineguns (30”, A12, AP(1)), Twin Rocket Launcher (18”, A2, AP(2), Deadly(3)), Mega Claw (A6, AP(4)), Stomp (A8, AP(2))
Fear, Fearless, Furious, Tough(24), Transport(6)
O
675pts
A Upgrade with any:
Gun Master (Relentless) +10pts
Wrecking Ball (Impact(+3)) +10pts
Boarding Plank (Transport(+5)) +15pts
Battle Ram (Strider) +30pts
Red Paint Job +55pts
B Replace any Rocket Launcher:
Heavy Machinegun (30", A3, AP(1)) +10pts
C Upgrade with one:
Extra Space (Transport(+10)) +30pts
Harpoon Cannon (12", A1, AP(4), Deadly(6)) +30pts
2x Rocket Launcher (18", A1, AP(2), Deadly(3)) +40pts
Lobber Mortar (24", A1, Blast(6), AP(1), Indirect) +55pts
Heavy Cannon (30", A2, Blast(3), AP(2)) +70pts
D Upgrade with one:
Rocket Launcher (18", A1, AP(2), Deadly(3)) +20pts
Heavy Flamethrower (12", A6, AP(1)) +25pts
Heavy Machinegun (30", A3, AP(1)) +30pts
E Upgrade with one:
Harpoon Cannon (12", A1, AP(4), Deadly(6)) +30pts
Basic Cannon (24", A1, Blast(3), AP(2)) +30pts
Buster Cannon (30”, A1, AP(3), Deadly(3)) +40pts
Lobber Mortar (24”, A1, Blast(6), AP(1), Indirect) +55pts
Lightning Cannon (36", A6, Rending, Lock-On) +95pts
Upgrade with any:
Shaman (Psychic(1)) +35pts
Draught Beast (A6, AP(2)) +35pts
F Replace Twin Rocket Launcher:
Twin Heavy Flamethrower (12", A12, AP(1)) +10pts
Twin Heavy Machinegun (30”, A6, AP(1)) +20pts
Upgrade with any:
Tracked (Strider) +10pts
G Replace Shock Rifle and Rocket Launcher:
Beast-Gun (24”,A2,AP(1),Deadly(3))Beast GL (18”, A1, Blast(3), AP(1)) +5pts
Boost-Gun (30”, A3, Blast(3))Blast Grenades (6”, A1, Blast(3)) +5pts
Heavy Machinegun (30”, A3, AP(1))Boom-Snazz-Gun (18”, A9) +15pts
Mega-Scrap-MG (30”, A6, AP(1))Chain-RPG (18”,A2,AP(2),Deadly(3)) +45pts
Upgrade with:
Jump Engine (Teleport) +15pts
H Replace up to two Walker Claws:
Twin Rocket Launcher (18”, A2, AP(2), Deadly(3)) +30pts
Twin Heavy Flamethrower (12”, A12, AP(1)) +40pts
Twin Heavy Machinegun (30”, A6, AP(1)) +50pts
Twin Plasma Cannons (30", A2, Blast(3), AP(4)) +75pts
Replace any Walker Claw:
Walker Saw (A1, AP(2), Deadly(3)) +5pts
Upgrade with:
Gun Master (Relentless) +10pts
I Replace Mini-Claw:
Mini-Saw (A1, AP(1), Deadly(3)) +5pts
J Replace Twin Bazooka:
Twin Rocket Launcher (18", A2, AP(2), Deadly(3)) +10pts
Twin Heavy Flamethrower (12”, A12, AP(1)) +20pts
Twin Heavy Machinegun (30”, A6, AP(1)) +30pts
Twin Plasma Cannon (30", A2, Blast(3), AP(4)) +55pts
K Replace Custom Cannon:
Lobber Mortar (24”, A1, Blast(6), AP(1), Indirect) +10pts
Bubble Cannon (30”, A2, Blast(3), Rending) +10pts
Smasher Cannon (24”, A1, AP(3), Deadly(6)) +15pts
Tractor Beam (30", A4, AP(2), Lock-On) +25pts
L Upgrade with any:
Gun Master (Relentless) +20pts
Twin Heavy Machinegun (30”, A6, AP(1)) +65pts
M Replace Flame Bombs:
Heavy Bombs (6”, A4, AP(3), Deadly(3)) +10pts
Upgrade with:
Flame Missiles (24”, A2, Blast(3), AP(1)) +40pts
N Replace one Twin Super MG:
Twin Plasma Cannon (30”, A2, Blast(3), AP(4)) +10pts
Heavy Portal Cannon (30", A9, Rending) +15pts
Replace one Twin Super MG:
Smasher Cannon (24”, A1, AP(3), Deadly(6)) -20pts
Upgrade with:
Force Field (Regeneration) +30pts
O Upgrade with one:
Plasma Rifle (24”, A1, AP(4)) +15pts
Heavy Flamethrower (12”,A6,AP(1)) +25pts
Upgrade with one:
Deathstorm Plasma Cannon (36”, A3, Blast(3), AP(4)) +155pts
Deathstorm Minigun (36”, A18, AP(1)) +230pts
Upgrade with any:
Gun Master (Relentless) +35pts
Force Field (Regeneration) +120pts
Special Rules

Good Shot: This model shoots at Quality 4+.

Red Paint Job: This model moves +3” on Advance and +6” on Rush/Charge actions.

Repair: Once per activation, if within 2” of a unit with Tough, roll one die. On a 2+ you may repair D3 wounds from the target.

Teleport: When this model is activated it may teleport by up to 6” in any direction, ignoring all units and terrain.

Psychic Spells
Crackling Bolt (4+): Target enemy unit within 6” must take a dangerous terrain test.
Warpath (4+): Target friendly unit within 12” gets Stealth next time it’s shot at.
Death Bolt (5+): Target enemy unit within 12” takes 1 hit with AP(4) and Deadly(3).
Headbang (5+): Target friendly unit within 12” gets Rending in melee next time it fights.
Psychic Vomit (6+): Target enemy unit within 12” takes 4 automatic hits with AP(2).
Teleport (6+): Target friendly unit within 12” may immediately move by up to 6”.
3