GF - Feudal Guard v2.50

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Background Story

The Feudal Guard serves as a standing army of heavily armored soldiers that pave the way for their bosses so that they can come in and get the credit.

Whilst mighty factions wage war across the galaxy, fighting for conquest, survival or whatever else, there are those that don’t align themselves with any specific force, but instead pledge their allegiance to the highest bidder.

These are the soldiers of the Feudal Guard, who are ready to take on any threat for the right amount of cash. They then reinvest their earnings into heavy armor and advanced equipment, allowing them to go toe-to-toe with even the mightiest of armies.

Do you have extra cash and need someone to get their face stomped in? Then hire the Feudal Guard and get the best value for your money!

Game Design: Gaetano Ferrara
Illustrations: Brandon Gillam
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GF - Feudal Guard v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Feudal Leader [1]
4+
4+
Rifle (24”, A1), CCW (A1)
Fearless, Hero, Tough(3)
A, B
40pts
Elite Leader [1]
4+
3+
Heavy Rifle (24”, A1, AP(1)), CCW (A1)
Fearless, Hero, Tough(3)
B, C
45pts
Feudal Guardsmen [5]
5+
4+
Rifles (24”, A1), CCWs (A1)
Fearless
A, D, E, F
75pts
Weapon Teams [3]
5+
4+
Mortars (30”, A1, Blast(3), Indirect), CCWs (A1)
Fearless, Tough(3)
F
145pts
Feudal Engineers [5]
5+
4+
Shotguns (12”, A2, AP(1)), CCWs (A1)
Fearless, Scout
G
95pts
Feudal Specialists [5]
5+
4+
Plasma Rifles (24”, A1, AP(4)), CCWs (A1)
Fearless, Relentless
A, H
105pts
Feudal Elites [5]
4+
3+
Heavy Rifles (24”, A1, AP(1)), CCWs (A1)
Fearless
C, D, I
115pts
Feudal Snipers [3]
5+
4+
Sniper Rifles (30”, A1, AP(1), Sniper), CCWs (A1)
Fearless, Scout, Stealth
-
140pts
Feudal Ogres [3]
4+
3+
Mini GLs (18”, A1, Blast(3)), CCWs (A3, AP(1))
Fearless, Furious, Tough(3)
J
185pts
Feudal Cavalry [5]
5+
4+
Pistols (12”, A1), CCWs (A2)
Fast, Fearless, Impact(1)
K
100pts
A Replace one Rifle and CCW:
Pistol (12", A1)CCW (A2) free
Replace one Pistol:
Plasma Pistol (12”, A1, AP(4)) +5pts
Replace one CCW:
Energy Sword (A2, AP(1), Rending) +5pts
Energy Lance (A2, AP(1), Impact(1)) +10pts
Energy Fist (A2, AP(4)) +10pts
Upgrade one model with:
Feudal Steed (FastImpact(1)) +10pts
B Upgrade with one:
Watchman (Purity Scroll) +25pts
Falconer (Bird of Prey) +25pts
Strategist (Ballistics Console) +25pts
Commander (Double Time) +45pts
Battle Mystic (Psychic(1)) +35pts
C Replace one Heavy Rifle and CCW:
Heavy Pistol (12", A1, AP(1))CCW (A2) free
Replace one Heavy Pistol:
Plasma Pistol (12”, A1, AP(4)) +5pts
Replace one CCW:
Energy Sword (A2, AP(1), Rending) +10pts
Energy Fist (A2, AP(4)) +15pts
D Upgrade one model with one:
Field Radio +5pts
Feudal Standard +30pts
Medical Training +40pts
E Replace one Rifle:
Plasma Rifle (24”, A1, AP(4)) +5pts
Grenade Launcher (24", A1, Blast(3)) +5pts
Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts
Flamethrower (12”, A6) +10pts
Shred Rifle (18”, A3, Rending) +10pts
Sniper Rifle (30”, A1, AP(1), Sniper) +30pts
Replace all CCWs:
Bayonets (A1, AP(1)) +5pts
F Add one model with:
Heavy Weapons Team (Tough(3)Crew (A3)Mortar (30", A1, Blast(3), Indirect)) +50pts
Replace any Mortar:
Heavy Machinegun (30", A3, AP(1)) +5pts
Burrowing Torpedo (24”, A1, Blast(6), Indirect) +10pts
Missile Launcher (30", A1, AP(2), Deadly(3), Lock-On) +10pts
Laser Cannon (36”, A1, AP(3), Deadly(3)) +15pts
Autocannon (36”, A3, AP(2)) +15pts
G Add one model with:
Heavy Weapons Team (Tough(3)Burrowing Torpedo (24", A1, Blast(6), Indirect)Crew (A3)) +65pts
H Replace any Plasma Rifle:
Fusion Rifle (12", A1, AP(4), Deadly(3)) +5pts
Flamethrower (12", A6) +5pts
Shred Rifle (18”, A3, Rending) +5pts
Grenade Launcher (24", A1, Blast(3)) +5pts
I Replace up to two Heavy Rifles:
Fusion Rifle (12", A1, AP(4), Deadly(3)) +5pts
Plasma Rifle (24”, A1, AP(4)) +5pts
Grenade Launcher (24", A1, Blast(3)) +5pts
Flamethrower (12”, A6) +10pts
Shred Rifle (18”, A3, Rending) +10pts
Sniper Rifle (30”, A1, AP(1), Sniper) +20pts
Squad Machinegun (24”, A4, AP(1)) +25pts
J Replace all Mini GLs:
Heavy SMGs (12", A3, AP(1)) +5pts
Heavy Batons (A3, AP(2)) +20pts
Replace all CCWs:
Shield Bash (A2)Shields (Defense +1) +15pts
K Replace all CCWs:
Energy Swords (A2, AP(1), Rending) +15pts
Energy Lances (A2, AP(1), Impact(1)) +25pts
Special Rules

Ballistics Console: The hero and its unit get +1 to hit when shooting.

Bird of Prey: When the hero is activated pick one enemy model within 36” and roll one die, on a 4+ it takes 2 hits with AP(1).

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

Feudal Standard: Once per activation, before attacking, pick 2 friendly units within 12”, which get +2 to their next morale roll.

Field Radio: If this unit has a hero with the Double Time rule, then it may use it on units that have a Field Radio up to 24” away.

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

Purity Scroll: This model may block spells as if it had the Psychic(2) special rule.

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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GF - Feudal Guard v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Heavy APC [1]
4+
2+
2x Heavy Flamethrowers (12”, A6, AP(1))
Fast, Fearless, Impact(6), Tough(9), Transport(11)
A, B
270pts
Heavy Support Vehicle [1]
4+
2+
Twin Shard Mortars (24”, A4, Blast(3), Indirect), Heavy Flamethrower (12”, A6, AP(1))
Fast, Fearless, Impact(6), Tough(9)
A, C
300pts
Heavy Battle Tank [1]
4+
2+
Nova Cannon (36”, A1, Blast(6), AP(1)), Twin Heavy Flamethrowers (12”, A12, AP(1))
Fast, Fearless, Impact(6), Tough(15)
A, D
410pts
Heavy Walker [1]
4+
2+
2x Heavy Swords (A4, AP(1), Rending), Stomp (A3, AP(1))
Fear, Fearless, Tough(9)
A, E
215pts
A Upgrade with one:
Twin Missile Pods (18”, A4, AP(2)) +35pts
Hunter Missiles (24", A1, AP(2), Deadly(3), Lock-On) +35pts
Upgrade with one:
Storm Rifle (24”, A3, AP(1)) +30pts
Heavy Machinegun (30", A3, AP(1)) +35pts
B Replace one Heavy Flamethrower:
Heavy Machinegun (30”, A3, AP(1)) +10pts
Laser Machinegun (30”, A3, AP(3)) +25pts
Replace one Heavy Flamethrower:
Heavy Machinegun (30”, A3, AP(1)) +10pts
Laser Machinegun (30”, A3, AP(3)) +25pts
Autocannon (36”, A3, AP(2)) +25pts
Twin Heavy Machinegun (30”, A6, AP(1)) +40pts
Upgrade with any:
Heavy Machinegun (30", A3, AP(1)) +35pts
Heavy Rifle Array (24”, A6, AP(1)) +55pts
C Replace Twin Shard Mortars:
Eagle Rockets (30”, A2, Blast(3), AP(3), Indirect) +30pts
Twin AA-Cannon (30", A6, AP(3), Lock-On) +30pts
Artillery Cannon (36”, A2, Blast(6), Indirect) +45pts
Ballistic Missile (36”, A1, Blast(12), AP(2), Indirect) +120pts
Replace Heavy Flamethrower:
Heavy Machinegun (30”, A3, AP(1)) +5pts
D Replace Nova Cannon:
Battle Cannon (30”, A2, Blast(3), AP(2)) +10pts
Gatling Cannon (24”, A12) +15pts
Anti-Tank Cannon (30”, A1, AP(3), Deadly(6)) +15pts
Heavy Plasma Cannon (30”, A1, Blast(6), AP(4)) +20pts
Heavy Autocannon (36", A6, AP(2)) +40pts
Siege Cannon (24”, A3, Blast(3), AP(3), Indirect) +75pts
Replace Twin Heavy Flamethrowers:
Twin Heavy Machineguns (30”, A6, AP(1)) +15pts
Twin Plasma Cannons (30”, A2, Blast(3), AP(4)) +35pts
Twin Heavy Fusion Rifles (18", A2, AP(4), Deadly(6)) +45pts
Upgrade with one:
Heavy Flamethrower (12”,A6,AP(1)) +25pts
Heavy Machinegun (30”, A3, AP(1)) +30pts
Laser Cannon (36”, A1, AP(3), Deadly(3)) +45pts
Upgrade with:
Commander (Double Time) +45pts
E Replace any Heavy Sword:
Heavy Chainsaw (A6, AP(1)) +5pts
Heavy Flamethrower (12", A6, AP(1)) +5pts
Heavy Machinegun (30”, A3, AP(1)) +10pts
Missile Launcher (30", A1, AP(2), Deadly(3), Lock-On) +25pts
Plasma Cannon (30”, A1, Blast(3), AP(4)) +25pts
Laser Machinegun (30”, A3, AP(3)) +30pts
Laser Cannon (36”, A1, AP(3), Deadly(3)) +30pts
Autocannon (36”, A3, AP(2)) +30pts
Heavy Shield (Tough(+3)) +30pts
Special Rules

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

3