GF - Machine Cult v2.50

About OPR

OPR (www.onepagerules.com) is the home of many free games which are designed to be fast to learn and easy to play.

This project was made by gamers for gamers and it can only exist thanks to the support of our awesome community.

If you’d like to support the continued development of our games you can donate on patreon.com/onepagerules.

Thank you for playing!

Background Story

The Machine Cult is a strange faction of misguided humans that treat machines as holy. Their warriors enhance their abilities by amputating their bodies and implanting machine parts into themselves. Oftentimes these machine hybrids can barely be recognized as humans because of this.

When going to war they bring an arsenal of strange weapons and ammunition such as phosphor rounds and taser batons, making for a highly specialized army that can deal with all sorts of threats. Additionally their hybrid bodies offer them greater mobility, giving them an edge in rough terrain.

The Machine Cult started innocuously with curious scientists discovering mysterious frequencies that are emitted by all machines. As they continued their research they became convinced that the machines had a spirit of their own, and so started adoring them as god-like creatures.

Now they roam the galaxy on a quest to free the inner spirits of all machines that are being “enslaved” by other races.

Game Design: Gaetano Ferrara
Illustrations: Brandon Gillam
1
GF - Machine Cult v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
High Priest [1]
3+
3+
Axe-Halberd (A3, AP(4))
Hero, Regeneration, Tough(3)
A, B
80pts
Cult Leader [1]
4+
4+
R-Carbine (18”, A1, Radiation), CCW (A1)
Hero, Strider, Tough(3)
B, C
40pts
Cult Rangers [5]
4+
4+
R-Carbines (18”, A1, Radiation), CCWs (A1)
Strider
C, D
100pts
Shock Priests [5]
4+
5+
Shock Staves (A2, Rending)
Furious, Impact(1), Regeneration
E
125pts
Sect Stalkers [5]
3+
4+
Dual S-Blades (A2, AP(1), Rending)
Fast, Furious, Strider
F
160pts
Sect Infiltrators [5]
3+
4+
F-Blasters (12”, A3), Taser Swords (A2, Poison)
Scout, Stealth, Strider
G
210pts
Sky Stalkers [5]
3+
4+
F-Carbines (18”, A3), CCWs (A2)
Ambush, Flying, Furious
H
230pts
Breacher Cyborgs [3]
4+
3+
Contortion Cannons (24”, A1, AP(3), Deadly(3)), Cyborg Claws (A3)
Slow, Tough(3)
I
195pts
Destroyer Cyborgs [3]
4+
4+
Gravity Cannons (18”, A6, Rending), Cyborg Claws (A3)
Relentless, Slow, Tough(3)
J
205pts
Raider Cavalry [3]
4+
4+
G-Carbines (18”, A2, AP(1)), CCWs (A1)
Fast, Scout, Strider, Tough(3)
K
195pts
A Upgrade with one:
Eradicator (24”, A1, Blast(3), AP(1)) +25pts
Trans Cannon (12”, A6, AP(1)) +30pts
Rail Gun (18”, A1, AP(3), Deadly(3)) +30pts
V-Blaster (24”, A3, Rending) +30pts
Upgrade with one:
Macro Pistol (12”, A3) +10pts
P-Carbine (18”, A2, Phosphor) +15pts
B Upgrade with one:
Preacher (Canticles) +25pts
Deacon (Psalms) +25pts
Engineer (Repair) +25pts
Machine Lore (Psychic(1)) +35pts
C Replace one R-Carbine and CCW:
Revolver (12", A1, AP(1))CCW (A2) +5pts
Replace one Revolver:
R-Pistol (12”, A1, Radiation) free
P-Pistol (12”, A2, Phosphor) +5pts
Arc Pistol (12”, A3, Rending) +10pts
Replace one CCW:
Arc Sword (A2, AP(1), Rending) +5pts
R-Sword (A2, AP(1), Radiation) +10pts
Taser Sword (A2, AP(1), Poison) +10pts
Axe-Halberd (A2, AP(4)) +10pts
D Replace all R-Carbines:
G-Rifles (30", A1, AP(1)) +20pts
Replace one R-Carbine:
Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts
Flamethrower (12”, A6) +10pts
Arc Carbine (18”, A3, Rending) +10pts
Plasma Carbine (18”, A2, AP(4)) +15pts
Uranium Rifle (30”, A1, AP(1), Radiation, Sniper) +30pts
E Replace all Shock Staves:
Gauntlet Shocks (12", A2, Poison)Taser Gauntlets (A2, Poison) +65pts
F Replace all Dual S-Blades:
S-Razors and Claws (A2, AP(2)) +10pts
Upgrade one model with:
Metal Spike (A1, AP(2), Deadly(3)) +25pts
G Replace all F-Blaster and Taser Swords:
Burst Carbines (18", A2)Energy Swords (A2, AP(1), Rending) +5pts
H Replace all F-Carbines:
P-Throwers (12", A4, Phosphor) +10pts
Replace one F-Carbine and CCW:
F-Blaster (12", A3)Taser Sword (A2, Poison) free
Upgrade all models with:
Cluster Grenades +30pts
I Replace any Contortion Cannon:
Heavy Arc Carbine (36", A3, Rending) +5pts
Replace all Cyborg Claws:
Arc Claws (A3, Rending) +10pts
J Replace any Gravity Cannon:
Plasma Cannon (30”, A1, Blast(3), AP(4)) +5pts
Upgrade any model with one:
P-Blaster (18”, A2, Phosphor) +15pts
Flamethrower (12”, A6) +20pts
K Replace any G-Carbine:
Twin P-Pistols (12", A4, Phosphor) +5pts
Replace one G-Carbine:
Twin P-Blaster (18”, A4, Phosphor) +10pts
Replace one G-Carbine and CCW:
Revolver (12", A1, AP(1))Raider Sabre (A3, AP(1)) +5pts
P-Pistol (12", A2, Phosphor)Energy Sword (A2, AP(1), Rending) +5pts
Upgrade all models with:
P-Breath (6”, A2, Phosphor) +10pts
Special Rules

Canticles: The hero and its unit get AP(+1) when shooting.

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

Phosphor: This weapon ignores cover.

Psalms: The hero and its unit move +3” on Advance and +6” on Rush/Charge.

Radiation: Enemies that roll to block hits from this weapon take one additional wound for each unmodified result of 1 that they roll.

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.

Psychic Spells
Lock-On (4+): Target friendly unit within 12” gets AP(+1) next time it shoots.
Solar Beam (4+): Target enemy model within 12” takes 1 automatic hit with AP(2).
Shrapnel (5+): Target 2 enemy units within 6” take 3 automatic hits with AP(2) each.
Steel Body (5+): Target friendly unit within 12” may heal 1 wound or restore 1 model (with only 1 health left if it had Tough).
Corroded Metal (6+): Target enemy unit within 12” gets -2 to defense next time it takes hits.
Machine Terror (6+): Target enemy unit within 12” takes 8 automatic hits.
2
GF - Machine Cult v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Landing Craft [1]
3+
2+
Twin P-Machineguns (30”, A6, Phosphor)
Fast, Impact(6), Strider, Tough(6), Transport(11)
A
260pts
Attack Craft [1]
3+
2+
Energy Cannon (30”, A2, Blast(3), Indirect), Triple P-Machineguns (30”, A9, Phosphor)
Fast, Impact(6), Strider, Tough(12)
B
470pts
Crawler Tank [1]
3+
2+
Twin P-Machinegun (30”, A6, Phosphor), Twin P-Cannon (24”, A8, Phosphor)
Fast, Impact(6), Strider, Tough(12)
C
435pts
Combat Robot [1]
3+
2+
Heavy Flamethrower (12”, A6, AP(1)), Dual Energy Fists (A4, AP(4)), Stomp (A2, AP(1))
Fear, Fearless, Stealth, Tough(6)
D
220pts
Dragoon Walker [1]
3+
2+
Stomp (A2, AP(1)), Taser Lance (A3, Poison, Impact(3))
Fast, Fear, Stealth, Strider, Tough(6)
E
200pts
Iron Walker [1]
3+
2+
Twin Laser Cannon (36”, A2, AP(3), Deadly(3)), Stomp (A2, AP(1))
Fast, Fear, Strider, Tough(6)
F
290pts
Arch Fighter [1]
3+
2+
Quad P-Machinegun (30”, A12, Phosphor)
Aircraft, Tough(6)
G
270pts
Arch Gunship [1]
3+
2+
Twin Laser Cannon (36”, A2, AP(3), Deadly(3)), Twin P-Machinegun (30”, A6, Phosphor), Twin P-Blaster (18”, A4, Phosphor)
Aircraft, Tough(6)
-
350pts
A Upgrade with:
Twin P-Machinegun (36”, A6, Phosphor) +90pts
B Replace Energy Cannon:
Iron Cannon (36", A2, AP(2), Deadly(3), Lock-On) +60pts
Upgrade with:
Disruption Missiles (24”, A3, AP(1)) +35pts
C Replace Twin P-Cannon:
Eraser Beam (36", A2, Blast(3), AP(1)) +5pts
Neutron Laser (36", A2, AP(3), Deadly(3))P-Machinegun (30", A3, Phosphor) +85pts
Icarus AA-System (36", A6, AP(3), Lock-On) +110pts
Upgrade with any:
Anti-Charge System +35pts
Repair Arm (Regeneration) +60pts
D Replace Dual Energy Fists:
Twin P-Cannons (24", A8, Phosphor) +45pts
Replace Heavy Flamethrower:
P-Cannon (24”, A4, Phosphor) +10pts
Upgrade with:
Robot Smith (Regeneration) +30pts
E Replace Taser Lance:
R-Jezzail (30”,A3,Radiation,Sniper) +55pts
Upgrade with:
P-Carbine (18”, A2, Phosphor) +15pts
F Replace Twin Laser Cannon:
Twin Autocannon (36", A6, AP(2)) +5pts
G Upgrade with one:
Bomb Rack (6", A2, Blast(3), AP(1)) +15pts
Assault Module (Transport(6)) +20pts
Special Rules

Anti-Charge System: Enemy units charging this model must take a dangerous terrain test rolling twice the amount of dice.

Phosphor: This weapon ignores cover.

Radiation: Enemies that roll to block hits from this weapon take one additional wound for each unmodified result of 1 that they roll.

3