GF - Dwarf Guilds v2.50

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Background Story

The Dwarf Guilds are a conglomerate of all the dwarven mining companies that fight under one banner. These short humanoids were rarely seen for millennia, as they developed their society underground, mining for precious resources at the edges of the Sirius sector.

Once they emerged from their planets and started meeting other civilizations they became fierce traders who are not afraid of getting into a fight if they aren’t getting what they want out of a deal. Thanks to their immense wealth and advanced technology they make formidable fighters that most factions want to avoid.

The Dwarf Guild armies are made up of slow warriors with powerful weaponry, which rely on having a solid long-term plan to make up for their low mobility. They have some of the strongest armor in the galaxy as well as some of the heaviest weaponry, making them formidable warriors.

They might be small, but they are very dangerous, so always watch out when dealing with dwarves…

Game Design: Gaetano Ferrara
Illustrations: Brandon Gillam
1
GF - Dwarf Guilds v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Dwarf Champion [1]
3+
3+
Rifle (24”, A1), CCW (A1)
Hero, Slow, Tough(3)
A, B
35pts
Berserk Veteran [1]
4+
5+
Dual Berserker Axes (A4, AP(1))
Fearless, Furious, Hero, Slayer, Slow, Tough(3)
C
40pts
Dwarf Warriors [5]
4+
4+
Rifles (24”, A1), CCWs (A1)
Slow
A, D
75pts
Berserkers [5]
4+
5+
Dual Berserker Axes (A2, AP(1))
Fearless, Furious, Slayer, Slow
-
95pts
Miners [5]
4+
5+
Pistols (12”, A1), CCWs (A2)
Slow, Tunneller
A, E
95pts
Veterans [5]
3+
3+
Heavy Rifles (24”, A1, AP(1)), CCWs (A1)
Slow
A, F
115pts
Elites [5]
3+
3+
Heavy Hammers (A3, AP(1))
Fearless, Slow
G
135pts
Jetpack Warriors [5]
4+
4+
Pistols (12”, A1), CCWs (A2)
Ambush, Flying
A, H
120pts
Dwarf Support [5]
4+
4+
Heavy Flamethrowers (12”, A6, AP(1)), CCWs (A1)
Relentless, Slow
I
185pts
Sniper Team [3]
4+
5+
Sniper Rifles (30”, A1, AP(1), Sniper), CCWs (A1)
Scout, Slow, Stealth
-
130pts
Weapon Teams [3]
4+
4+
Mortars (30”, A1, Blast(3), Indirect), CCWs (A1)
Slow, Tough(3)
J
145pts
Power Suits [3]
3+
3+
Plasma Pistols (12”, A1, AP(4)), Heavy Hammers (A3, AP(1))
Ambush, Slow, Tough(3)
G, K
185pts
Dwarf Bikers [3]
4+
4+
Twin Rifles (24”, A2), Pistols (12”, A1), CCWs (A2)
Fast, Tough(3)
A, L
170pts
Dwarf Trike [1]
4+
4+
Rifle (24”, A1), Heavy Flamethrower (12”, A6, AP(1)), CCW (A3)
Fast, Tough(6)
M
110pts
A Replace one Rifle and CCW:
Pistol (12", A1)CCW (A2) free
Replace one Pistol:
Plasma Pistol (12”, A1, AP(4)) +5pts
Combat Shield (Shield Wall) +10pts
Shotgun (12”, A2, AP(1)) +10pts
Burst Pistol (12”, A3) +10pts
Heavy Rifle (24", A1, AP(1)) +10pts
Storm Rifle (24”, A3, AP(1)) +30pts
Replace one CCW:
Shock Hammer (A1, Blast(3)) +5pts
Heat Hammer (A2, AP(1), Rending) +10pts
Drill Hammer (A1, AP(2), Deadly(3)) +15pts
Plasma Hammer (A2, AP(4)) +15pts
B Upgrade with one:
Jetpack (AmbushFlyingSwift) +35pts
Power Suit (AmbushTough(+3)) +50pts
Combat Bike (Tough(+3)FastSwiftTwin Rifle (24", A2)) +90pts
Upgrade with one:
Engineer (Repair) +25pts
Guild Lord (Battle Lore) +25pts
Rune Master (Psychic(1)) +35pts
C Replace Dual Berserker Axes:
Berserker Great Axe (A2, AP(1), Deadly(3)) +5pts
Upgrade with:
Rage Lord (Battle Eager) +30pts
D Replace any Rifle:
Shotgun (12”, A2, AP(1)) +5pts
Replace one Rifle:
Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts
Flamethrower (12”, A6) +10pts
Plasma Rifle (24”, A1, AP(4)) +10pts
Shred Rifle (18”, A3, Rending) +15pts
Heavy Machinegun (30”, A3, AP(1)) +25pts
Missile Launcher (30", A1, AP(2), Deadly(3), Lock-On) +35pts
E Replace any Pistol:
Shotgun (12”, A2, AP(1)) +5pts
Burst Pistol (12”, A3) +5pts
Replace one Pistol:
Fusion Rifle (12", A1, AP(4), Deadly(3)) +15pts
Flamethrower (12”, A6) +15pts
Upgrade one model with:
Drill Platform (18”, A1, AP(3), Deadly(6)) +40pts
F Replace any Heavy Rifle:
Shotgun (12”, A2, AP(1)) free
Replace one Heavy Rifle:
Heavy Flamethrower (12”, A6, AP(1)) +20pts
Heavy Machinegun (30”, A3, AP(1)) +30pts
Missile Launcher (30", A1, AP(2), Deadly(3), Lock-On) +45pts
Plasma Cannon (30”, A1, Blast(3), AP(4)) +45pts
Heavy Fusion Rifle (18", A1, AP(4), Deadly(6)) +50pts
Laser Cannon (36”, A1, AP(3), Deadly(3)) +50pts
G Replace any Heavy Hammer:
Shock Hammer (A2, Blast(3)) +5pts
Heat Hammer (A3, AP(1), Rending) +5pts
Plasma Hammer (A3, AP(4)) +15pts
Drill Hammer (A2, AP(2), Deadly(3)) +20pts
H Replace up to two Pistols:
Shotgun (12”, A2, AP(1)) +5pts
Plasma Pistol (12”, A1, AP(4)) +5pts
Flamethrower (12”, A6) +15pts
Replace up to two CCWs:
Shock Hammer (A1, Blast(3)) +5pts
Heat Hammer (A2, AP(1), Rending) +5pts
Drill Hammer (A1, AP(2), Deadly(3)) +5pts
Plasma Hammer (A2, AP(4)) +5pts
I Replace any Heavy Flamethrower:
Heavy Machinegun (30”, A3, AP(1)) +5pts
Missile Launcher (30", A1, AP(2), Deadly(3), Lock-On) +15pts
Heavy Fusion Rifle (18", A1, AP(4), Deadly(6)) +20pts
Plasma Cannon (30”, A1, Blast(3), AP(4)) +20pts
Laser Cannon (36”, A1, AP(3), Deadly(3)) +25pts
J Replace any Mortar:
Heavy Machinegun (30", A3, AP(1)) +5pts
Missile Launcher (30", A1, AP(2), Deadly(3), Lock-On) +15pts
Laser Cannon (36”, A1, AP(3), Deadly(3)) +20pts
Autocannon (36”, A3, AP(2)) +20pts
K Replace all Plasma Pistols:
Combat Shields (Shield Wall) +10pts
Burst Pistols (12", A3) +10pts
Storm Rifles (24”, A3, AP(1)) +75pts
Replace one Storm Rifle:
Heavy Machinegun (30”, A3, AP(1)) +10pts
Heavy Fusion Rifle (18", A1, AP(4), Deadly(6)) +30pts
Upgrade one model with:
Heavy Missiles (24", A1, AP(2), Deadly(3), Lock-On) +45pts
L Replace one Twin Rifle:
Grenade Launcher (24", A1, Blast(3)) +5pts
Replace all Pistols and CCWs:
Rifles (24", A1)CCWs (A1) free
M Replace Heavy Flamethrower:
Explosive Keg (Impact(9)) +5pts
Heavy Machinegun (30”, A3, AP(1)) +10pts
Missile Launcher (30", A1, AP(2), Deadly(3), Lock-On) +20pts
Plasma Cannon (30”, A1, Blast(3), AP(4)) +20pts
Heavy Fusion Rifle (18", A1, AP(4), Deadly(6)) +25pts
Laser Cannon (36”, A1, AP(3), Deadly(3)) +25pts
Autocannon (36”, A3, AP(2)) +25pts
Special Rules

Battle Eager: The hero and its unit may ignore the Slow rule.

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

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.

Shield Wall: Enemies get -1 to hit when they attack units where all models have this rule.

Slayer: This model gets AP(+2) when fighting units with Tough(3) or higher.

Swift: This model may ignore the Slow rule.

Tunneller: This model counts as having the Ambush rule, and may be deployed up to 1” away from enemy units.

Psychic Spells
Smiting Rune (4+): Target enemy unit within 12” takes 4 automatic hits.
Spite Rune (4+): Target enemy unit within 12” gets -1 to hit in melee next time it fights.
Battle Rune (5+): Target friendly unit within 12” gets +6” next time it moves.
Breaking Rune (5+): Target enemy model within 12” takes 2 automatic hits with AP(2).
Cleaving Rune (6+): Target 2 enemy units within 12” take 6 automatic hits each.
Drill Rune (6+): Target piece of terrain within 6” may be moved by up to 6” in any direction or may be removed from play.
2
GF - Dwarf Guilds v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
APC [1]
4+
2+
Heavy Machinegun (30”, A3, AP(1))
Fast, Impact(6), Tough(6), Transport(11)
A, B
190pts
Half-Track [1]
4+
2+
2x Heavy Machineguns (30”, A3, AP(1))
Fast, Impact(6), Strider, Tough(6)
B
200pts
Battle Tank [1]
4+
2+
Flamethrower Cannon (18”, A6, AP(1)), Twin Heavy Flamethrowers (12”, A12, AP(1))
Fast, Impact(6), Tough(12)
A, C, D
320pts
Battle Train [1]
4+
2+
Battle Cannon (30”, A2, Blast(3), AP(2)), Twin Heavy Flamethrowers (12”, A12, AP(1))
Fast, Impact(6), Tough(12)
C, E
350pts
Assault Drill [1]
4+
2+
Twin Heavy Flamethrowers (12”, A12, AP(1)), Tunneling Drill (A6, AP(4))
Ambush, Fast, Impact(6), Tough(12), Transport(11)
C
395pts
Artillery Gun [1]
4+
2+
Twin Shard Mortars (24”, A4, Blast(3), Indirect)
Slow, Tough(6)
F
155pts
Dwarf Walker [1]
3+
2+
Stomp (A4, AP(1)), 2x Shock Hammers (A2, Blast(3))
Fear, Slow, Tough(12)
G
225pts
Dwarf Gunship [1]
4+
2+
Battle Cannon (30”, A2, Blast(3), AP(2)), Twin Heavy Machinegun (30”, A6, AP(1))
Aircraft, Tough(6)
H
240pts
A Upgrade with any:
Storm Rifle (24”, A3, AP(1)) +25pts
Hunter Missiles (24", A1, AP(2), Deadly(3), Lock-On) +35pts
B Replace any Heavy Machinegun:
Heavy Fusion Rifle (18", A1, AP(4), Deadly(6)) +15pts
C Upgrade with one:
Twin Heavy Machinegun (30”, A6, AP(1)) +65pts
Twin Plasma Cannon (30”, A2, Blast(3), AP(4)) +90pts
D Replace Flamethrower Cannon:
Battle Cannon (30”, A2, Blast(3), AP(2)) +30pts
Anti-Tank Cannon (30", A1, AP(3), Deadly(6)) +35pts
Quad Machinegun (30”, A8, AP(1)) +50pts
Twin Heavy Fusion Rifle (18", A2, AP(4), Deadly(6)) +60pts
Twin AA-Cannons (30", A6, AP(3), Lock-On) +85pts
E Upgrade with:
Artillery Cannon (36”, A2, Blast(6), Indirect) +130pts
Upgrade with one:
Plasma Cannon (30”, A1, Blast(3), AP(4)) +45pts
Autocannon (36”, A3, AP(2)) +50pts
Laser Cannon (36”, A1, AP(3), Deadly(3)) +50pts
Battle Cannon (30”, A2, Blast(3), AP(2)) +70pts
Upgrade with up to two:
Transport Carriage (Transport(11)Tough(+6)) +145pts
Weapon Carriage (Tough(+6)Twin Flamethrower Cannon (18", A12, AP(1))) +185pts
Weapon Carriage (Tough(+6)Twin Shard Mortars (24", A4, Blast(3), Indirect)) +195pts
Weapon Carriage (Tough(+6)Eagle Rockets (30", A2, Blast(3), AP(3), Indirect)) +230pts
Weapon Carriage (Tough(+6)Twin AA-Cannons (30", A6, AP(3), Lock-On)) +230pts
Weapon Carriage (Tough(+6)Artillery Cannon (36", A2, Blast(6), Indirect)) +240pts
Weapon Carriage (Tough(+6)Ballistic Missile (36", A1, Blast(12), AP(2), Indirect)) +315pts
F Replace Twin Shard Mortars:
Quad Machinegun (30”, A8, AP(1)) free
Twin Heavy Fusion Rifle (18", A2, AP(4), Deadly(6)) +10pts
Eagle Rockets (30”, A2, Blast(3), AP(3), Indirect) +35pts
Twin AA-Cannons (30", A6, AP(3), Lock-On) +35pts
Artillery Cannon (36”, A2, Blast(6), Indirect) +45pts
Triple-Thunder Cannon (36”, A3, Blast(3), AP(1), Indirect) +70pts
Ballistic Missile (36”, A1, Blast(12), AP(2), Indirect) +125pts
G Replace any Shock Hammer:
Heat Hammer (A4, AP(1), Rending) +5pts
Drill Hammer (A2, AP(2), Deadly(3)) +15pts
Walker Fist (A4, AP(3)) +15pts
Plasma Hammer (A4, AP(4)) +20pts
Twin Heavy Machinegun (30", A6, AP(1)) +65pts
Twin Heavy Fusion Rifle (18", A2, AP(4), Deadly(6)) +105pts
Twin Autocannon (36", A6, AP(2)) +110pts
Upgrade any Walker Fist with one:
Fusion Rifle (12", A1, AP(4), Deadly(3)) +25pts
Flamethrower (12", A6) +25pts
Storm Rifle (24", A3, AP(1)) +35pts
H Replace Twin Heavy Machinegun:
Twin Minigun (24", A8, AP(1)) +5pts
Twin Laser Cannon (36”, A2, AP(3), Deadly(3)) +30pts
Twin Autocannon (36”, A6, AP(2)) +35pts
3