GF - Elven Jesters v2.50

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Background Story

Elven Jesters are formidable warriors that travel from planet to planet primarily as entertainers, but also to lend a hand in times of war… for fun.

Whilst most elves split up into the two nemesis factions after the great machine war, there were those that couldn’t choose a clear faction as their families were torn between them. These elves formed a wandering galactic circus, which allowed them to freely move between the two factions as a neutral party, without ever having to choose.

The Elven Jesters rarely fight by themselves, and usually prefer to join forces in battle with other elves, or whoever else is willing to pay. They are clad in the lightest of armor which allows them to move swiftly across the battlefield and deal deadly blows with their horrifying melee weapons.

If you hear that the circus has come to town you better watch out, as this might not be quite the type of entertainment you were looking for…

Game Design: Gaetano Ferrara
Illustrations: Brandon Gillam
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GF - Elven Jesters v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Master Jester [1]
3+
5+
Shard Pistol (12”, A1, Rending), 2x CCWS (A2)
Dodge, Fast, Furious, Hero, Stealth, Strider, Tough(3)
A
75pts
Fools [5]
5+
5+
Shard Pistols (12”, A1, Rending), CCWs (A2)
Dodge, Fast, Furious, Stealth, Strider
-
105pts
Jesters [5]
3+
5+
Shard Pistols (12”, A1, Rending), CCWs (A2)
Dodge, Fast, Furious, Stealth, Strider
B
165pts
Jokers [5]
3+
5+
Exploding Bolas (12”, A1, Blast(3)), CCWs (A2)
Dodge, Fast, Flying, Furious, Stealth
-
200pts
Pranksters [5]
3+
5+
Energy Glaives (A3, Impact(1))
Ambush, Dodge, Fast, Furious, Regeneration, Stealth, Strider
-
220pts
Jetbikes [3]
3+
4+
Shard Cannons (24”, A4, Rending), Shard Pistols (12”, A1, Rending), CCWs (A2)
Furious, Strider, Tough(3), Very Fast
C
350pts
Heavy Jetbike [1]
3+
2+
Twin Shard Cannon (24”, A8, Rending), Shard Pistol (12”, A1, Rending), CCW (A2), Energy Glaive (A3, Impact(6))
Furious, Impact(6), Strider, Tough(6), Very Fast
D
300pts
A Replace Shard Pistol:
Neuron Pistol (12", A1, Poison) +5pts
Fusion Pistol (6", A1, AP(3), Deadly(3)) +10pts
Shriek Cannon (24", A2, Poison, Sniper) +45pts
Replace any CCW:
Deathly Touch (A1, Blast(3)) +5pts
Deathly Caress (A2, AP(1), Rending) +10pts
Deathly Embrace (A2, AP(4)) +15pts
Deathly Kiss (A1, AP(2), Deadly(3)) +20pts
Replace one CCW:
Energy Sword (A3, AP(1), Rending) +15pts
Upgrade with one:
Stage Master (Graceful Brutality) +25pts
Troupe Lord (Apex Killers) +15pts
Jester Seer (Psychic(1)) +35pts
Solitaire (AmbushRegeneration) +30pts
Upgrade with one:
Hallucination-GL (18", A1, Blast(3)) +15pts
Jetbike (StriderVery FastTough(+3)Shard Cannon (24", A4, Rending)) +155pts
B Replace any Shard Pistol:
Fusion Pistol (6", A1, AP(4), Deadly(3)) +5pts
Neuron Pistol (12”, A1, Poison) +5pts
Replace any CCW:
Deathly Touch (A1, Blast(3)) +5pts
Deathly Caress (A2, AP(1), Rending) +5pts
Deathly Embrace (A2, AP(4)) +10pts
Deathly Kiss (A1, AP(2), Deadly(3)) +15pts
Replace one CCW:
Energy Sword (A3, AP(1), Rending) +10pts
C Replace any Shard Cannon:
EMP Cannon (18”, A6, Rending) +5pts
Upgrade any model with one:
Exploding Bolas (12”, A1, Blast(3)) +10pts
Energy Glaive (A3, Impact(1)) +15pts
D Replace Energy Glaive:
Open Back (Transport(6)) -10pts
Focus Cannon (24”, A1, Blast(6)) +10pts
EMP Cannon (18”, A6, Rending) +20pts
Lance Cannon (18”, A1, AP(3), Deadly(6)) +30pts
Special Rules

Apex Killers: The hero and its unit get AP(+1) in melee when charging.

Dodge: This model gets +2 to defense rolls when fighting in melee.

Graceful Brutality: The hero and its unit may move by up to 3” after shooting.

Very Fast: This model moves 12” when using Advance and 24” when using Rush/Charge.

Psychic Spells
Discord (4+): Target enemy unit within 12” takes 2 automatic hits with AP(2).
Psychic Fog (4+): Target enemy unit within 12” gets -2 to its next morale test roll.
Shadow Dance (5+): Target friendly unit within 12” gets Regeneration next time it’s wounded.
Sorrow (5+): Target enemy model within 12” takes 1 automatic hit with AP(3).
Light Shards (6+): Target 2 enemy units within 6” take 8 automatic hits each.
Veil of Madness (6+): Target enemy unit within 12” must take a morale test. If failed it must immediately charge the nearest unit of your choice (friendly or enemy).
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