GF - Rebel Guerrillas v2.50

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Background Story

Rebel Guerrillas are freedom fighters that can be found everywhere throughout the Sirius sector. These bands of warriors usually consist of rebels from all races and species, which have banded together to fight against their oppressors.

This diversity is their biggest strength, and often warbands are equipped with different weapons from all over the galaxy, making them extremely versatile. Since they usually fight against armies that are better organized and equipped it’s this variety of combat styles they rely on to succeed.

Some join the Rebel Guerrillas to avenge their destroyed home worlds, whilst others want to bring justice to the Sirius sector through bloodshed. There are those that seek riches at the hand of their fallen enemies, and there are even some that join just to have an excuse to fight.

Whatever reason may be for which you join the cause it better be good, because life expectancy as a guerrilla is not very long.

Game Design: Gaetano Ferrara
Illustrations: Brandon Gillam
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GF - Rebel Guerrillas v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Rebel Leader [1]
4+
5+
Carbine (18”, A1), CCW (A1)
Hero, Tough(3)
A, B
30pts
Simian Champion [1]
4+
4+
Massive Fists (A6, AP(1))
Furious, Hero, Tough(6)
C
80pts
Rebels [10]
5+
5+
Carbines (18”, A1), CCWs (A1)
-
A, D
110pts
Strikers [10]
5+
5+
Pistols (12”, A1), CCWs (A2)
-
A, E
120pts
Spotters [5]
5+
5+
Carbines (18”, A1), CCWs (A1)
Scout, Stealth
F
75pts
Elites [5]
4+
4+
Carbines (18”, A1), CCWs (A1)
Fearless
A, D
90pts
Pioneers [5]
5+
5+
Shotguns (12”, A2, AP(1)), CCWs (A1)
Ambush, Dug In
G
155pts
Snipers [5]
5+
5+
Sniper Rifles (30”, A1, AP(1), Sniper), CCWs (A1)
Scout, Stealth
-
220pts
Simians [3]
4+
4+
Heavy Fists (A3, AP(1))
Furious, Tough(3)
C
125pts
Chelonians [3]
3+
3+
Wrist-GLs (18”, A1, Blast(3)), Wrist-Blades (A3, AP(1))
Slow, Tough(3)
H
165pts
Bikers [3]
5+
5+
Pistols (12”, A1), CCWs (A2)
Fast, Tough(3)
A, I
90pts
Jeep [1]
4+
2+
Twin Flamethrower (12”, A12)
Fast, Impact(6), Strider, Tough(6)
J, K
170pts
Assault Vehicle [1]
4+
2+
Twin Heavy Machinegun (30”, A6, AP(1)), Light Battle Cannon (24”, A1, Blast(3), AP(2))
Fast, Impact(6), Tough(6)
J, L
215pts
Combat Walker [1]
4+
2+
Heavy Fusion Rifle (18”, A1, AP(4), Deadly(6)), Stomp (A2, AP(1))
Fear, Tough(6)
J, M
165pts
Light Dropship [1]
4+
2+
Twin Minigun (24”, A8, AP(1))
Aircraft, Tough(6), Transport(11)
J, N
210pts
A Replace one Carbine and CCW:
Pistol (12”, A1)CCW (A2) +5pts
Replace one Pistol:
Fusion Pistol (6", A1, AP(4), Deadly(3)) +5pts
Flame Pistol (6”, A6) +5pts
Plasma Pistol (12”, A1, AP(4)) +5pts
Shotgun (12”, A2, AP(1)) +5pts
Sniper Rifle (30”, A1, AP(1), Sniper) +30pts
Replace one CCW:
Energy Sword (A2, AP(1), Rending) +5pts
Energy Fist (A2, AP(4)) +10pts
B Upgrade with one:
Camo Cloak (Stealth) +5pts
Wings (AmbushFlying) +15pts
Combat Bike (FastTough(+3)) +40pts
Upgrade with one:
Defensive Strategist (Dug In) +15pts
Bounty Hunter (Bounty) +15pts
Pathfinder (Hidden Tunnels) +30pts
Psy-Monk (Psychic(1)) +35pts
Captain (Guerrilla Tactics) +45pts
C Upgrade any model with:
Claw Gauntlets (Rending in melee) +5pts
D Replace any Carbine:
Shotgun (12”, A2, AP(1)) +5pts
Replace up to two Carbines:
Plasma Rifle (24”, A1, AP(4)) +5pts
Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts
Flamethrower (12”, A6) +10pts
Shred Rifle (18”, A3, Rending) +10pts
Grenade Launcher (24", A1, Blast(3)) +10pts
Rocket Launcher (18”, A1, AP(2), Deadly(3)) +15pts
Minigun (24”, A4, AP(1)) +25pts
Upgrade one model with one:
Gun Drone (24”, A3, AP(1)) +25pts
Medical Training +40pts
Upgrade all models with:
Camo Cloaks (Stealth) +20pts
E Replace any Pistol:
Burst Pistol (6”, A3) +5pts
Replace up to two Pistols:
Plasma Pistol (12”, A1, AP(4)) +5pts
Flamethrower (12”, A6) +10pts
Replace up to two CCWs:
Energy Sword (A2, AP(1), Rending) +5pts
Upgrade all models with:
Wings (AmbushFlying) +40pts
F Replace up to three Carbines:
HE Rifle (30”, A1, Blast(3), AP(1)) +15pts
AT Rifle (30”, A1, AP(2), Deadly(3)) +20pts
Upgrade any model with:
Spotting Laser +15pts
G Replace up to two Shotguns:
Fusion Rifle (12", A1, AP(4), Deadly(3)) +5pts
Flamethrower (12”, A6) +5pts
Replace any CCW:
Energy Sword (A2, AP(1), Rending) +5pts
Energy Fist (A2, AP(4)) +10pts
H Replace any Wrist-GL:
Wrist-Flamer (12", A6) +10pts
I Replace all CCWs:
Energy Lances (A2, AP(1), Impact(1)) +15pts
Replace one Pistol:
Plasma Rifle (24”, A1, AP(4)) +5pts
Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts
Flamethrower (12”, A6) +10pts
Shred Rifle (18”, A3, Rending) +10pts
Grenade Launcher (24”,A1,Blast(3)) +10pts
J Upgrade with:
Heavy Plating (Tough(+3)) +60pts
K Replace Twin Flamethrower:
Heavy Fusion Rifle (18", A1, AP(4), Deadly(6)) +10pts
Twin Heavy Machinegun (30", A6, AP(1)) +30pts
Upgrade with:
Transport(6) +20pts
L Replace Light Battle Cannon:
Flamethrower Cannon (18", A6, AP(1)) +10pts
Gatling Gun (18”, A9) +15pts
Laser Cannon (36”, A1, AP(3), Deadly(3)) +20pts
Fusion Cannon (24", A1, AP(4), Deadly(6)) +35pts
M Replace Heavy Fusion Rifle:
Heavy Flamethrower (12", A6, AP(1))Walker Chainsaw (A6, AP(1)) +5pts
Twin Plasma Cannon (30”, A2, Blast(3), AP(4)) +40pts
Twin Laser Machinegun (30", A6, AP(3)) +50pts
N Replace Twin Minigun:
Twin Missile Launcher (30", A2, AP(2), Deadly(3), Lock-On) +15pts
Twin Laser Cannon (36", A2, AP(3), Deadly(3)) +25pts
Special Rules

Bounty: Before the game starts pick one enemy model. This hero gets the Deadly(3) and Sniper special rules when attacking it.

Dug In: Enemies charging this unit don’t count as having charged for the purpose of special rules, and they must take a dangerous terrain test before attacking.

Guerrilla Tactics: Once per activation, before attacking, pick one friendly unit within 12” of this model, which may move by up to 6".

Hidden Tunnels: The hero and its unit get the Ambush special rule.

Medical Training: This model and its unit get the Regeneration rule.

Spotting Laser: This model may try to mark an enemy instead of firing one of its weapons. Pick one unit within 30” and in line of sight and roll one die, on a 4+ it’s marked. Friendly units may remove markers from the target to get +X to their shooting rolls it, where X is the number of removed markers.

Psychic Spells
Flame Breath (4+): Target enemy unit within 12” takes 2 automatic hits with AP(2).
Foresight (4+): Target friendly unit within 12” gets +1 to hit next time it shoots.
Expel (5+): Target enemy unit within 12” takes 1 automatic hit with AP(4) and Deadly(3).
Protective Dome (5+): Target friendly unit within 12” gets Regeneration next time it takes wounds.
Psychic Speed (6+): Target friendly unit within 12” may immediately move by up to 6”.
Tempest (6+): Target enemy unit within 6” takes 1 automatic hit per model.
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