GF - Human Defense Force v2.50

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Background Story

The Human Defense Force (HDF) is a conglomerate of armies from all human controlled planets in the Sirius sector. It is thanks to this diversity of military cultures that humans have been able to stay alive amongst the innumerable threats and dangers they face in this new habitat.

Records show that when humans were still on earth two large coalitions formed, one that believed in religion and one that believed in science. But as technology advanced and brought humanity to space, war for dominance over the solar system broke out, and the destruction of earth and all of humanity had never been so imminent.

In order to ensure human survival both side built colonization ships and narrowly managed to escape to the Sirius sector amongst a hail of artillery fire. No contact has been made with the solar system since, and we can only speculate as to what happened to those that were left behind.

Unfortunately old habits die hard, so once the Sirius sector was reached humanity split apart yet again…

Game Design: Gaetano Ferrara
Illustrations: Brandon Gillam
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GF - Human Defense Force v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Company Leader [1]
4+
5+
Rifle (24”, A1), CCW (A1)
Hero, Tough(3)
A, B
30pts
Storm Leader [1]
4+
4+
Heavy Rifle (24”, A1, AP(1)), CCW (A1)
Hero, Strider, Tough(3)
B, C
45pts
Conscripts [10]
6+
5+
Rifles (24”, A1), CCWs (A1)
-
-
80pts
Infantry Squad [10]
5+
5+
Rifles (24”, A1), CCWs (A1)
-
A, D, E, F
120pts
Weapon Teams [3]
5+
5+
Mortars (30”, A1, Blast(3), Indirect), Crews (A3)
Tough(3)
F
130pts
Veteran Squad [5]
4+
5+
Rifles (24”, A1), CCWs (A1)
-
A, D, F, G
80pts
Special Weapons [5]
5+
5+
Plasma Rifles (24”, A1, AP(4)), CCWs (A1)
Relentless
H
90pts
Storm Troopers [5]
4+
4+
Heavy Rifles (24”, A1, AP(1)), CCWs (A1)
Strider
C, D, I
110pts
Sniper Squad [5]
5+
5+
Sniper Rifles (30”, A1, AP(1), Sniper), CCWs (A1)
Scout, Stealth
-
220pts
Ogre Squad [3]
4+
4+
Mini GLs (18”, A1, Blast(3)), CCWs (A3, AP(1))
Fearless, Furious, Tough(3)
J
170pts
Cavalry Squad [5]
5+
5+
Pistols (12”, A1), CCWs (A2)
Fast, Impact(1)
A, K
85pts
A Replace one Rifle and CCW:
Pistol (12”, A1)CCW (A2) free
Replace one Pistol:
Shred Pistol (6”, A3, Rending) +5pts
Plasma Pistol (12”, A1, AP(4)) +5pts
Replace one CCW:
Energy Sword (A2, AP(1), Rending) +10pts
Energy Fist (A2, AP(4)) +10pts
B Upgrade with one:
Drill Sergeant (Battle Drills) +15pts
Munitioner (Focus Fire) +25pts
Executioner (Set Example) +30pts
Battle Mystic (Psychic(1)) +35pts
Commander (Double Time) +45pts
Forward Observer (Take Aim) +45pts
C Replace one Heavy Rifle and CCW:
Heavy Pistol (12”, A1, AP(1))CCW (A2) free
Replace one Heavy Pistol:
Shred Pistol (6”, A3, Rending) +5pts
Plasma Pistol (12”, A1, AP(4)) +5pts
Replace one CCW:
Energy Sword (A2, AP(1), Rending) +10pts
Energy Fist (A2, AP(4)) +15pts
Upgrade with:
Drop Trooper (Ambush) +15pts
D Upgrade one model with one:
Field Radio +5pts
Medical Training +40pts
Company Standard +30pts
E Replace up to two Rifles:
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
Sniper Rifle (30”, A1, AP(1), Sniper) +30pts
F Add one model with:
Heavy Weapons Team (Tough(3)Crew (A3)Mortar (30", A1, Blast(3), Indirect)) +60pts
Replace any Mortar:
Heavy Machinegun (30", A3, AP(1)) +5pts
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)) +20pts
G Replace up to two Rifles:
Shotgun (12”, A2, AP(1)) +5pts
Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts
Plasma Rifle (24”, A1, AP(4)) +10pts
Grenade Launcher (24", A1, Blast(3)) +10pts
Flamethrower (12”, A6) +15pts
Shred Rifle (18”, A3, Rending) +15pts
Heavy Flamethrower (12”,A6,AP(1)) +20pts
Sniper Rifle (30”, A1, AP(1), Sniper) +25pts
Upgrade all models with one:
Camo Cloaks (Stealth) +10pts
Heavy Armor (Defense +1) +10pts
Demo Charges (AP(3) in melee) +15pts
Recon Kits (Scout) +15pts
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:
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
Heavy Volley Gun (24”, A4, AP(1)) +25pts
Sniper Rifle (30”, A1, AP(1), Sniper) +25pts
Upgrade all models with:
Drop Troopers (Ambush) +15pts
J Replace all Mini GLs:
Shock Batons (A3, Rending) +5pts
Heavy Batons (A3, AP(1)) +5pts
Heavy SMGs (12", A3, AP(1)) +5pts
Replace all CCWs:
Shield Bash (A2)Shields (Defense +1) -5pts
K Replace all CCWs:
Energy Lances (A2, AP(1), Impact(1)) +25pts
Replace one Pistol:
Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts
Flamethrower (12”, A6) +10pts
Plasma Rifle (24”, A1, AP(4)) +10pts
Grenade Launcher (24", A1, Blast(3)) +10pts
Shred Rifle (18”, A3, Rending) +15pts
Special Rules

Battle Drills: The hero and its unit get the Furious special rule.

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

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

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

Focus Fire: Once per activation, before attacking, pick one friendly unit within 12” of this model, which gets AP(+1) next time it shoots.

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

Set Example: Whenever the hero’s unit fails a morale test, you must kill one of its models, and the morale test counts as passed instead.

Take Aim: Once per activation, before attacking, pick one friendly unit within 12” of this model, which gets +1 to hit next time it shoots.

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 - Human Defense Force v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Armored Truck [1]
4+
2+
Twin Heavy Volley Gun (24”, A8, AP(1))
Fast, Impact(6), Strider, Tough(6)
A, B
200pts
Light APC [1]
4+
2+
2x Heavy Flamethrowers (12”, A6, AP(1))
Fast, Impact(6), Tough(6), Transport(11)
A, C
210pts
Attack Vehicle [1]
4+
2+
Flamethrower Cannon (18”, A6, AP(1)), Heavy Flamethrower (12”, A6, AP(1))
Fast, Impact(6), Tough(6)
A, D
190pts
Support Vehicle [1]
4+
2+
Twin Shard Mortars (24”, A4, Blast(3), Indirect), Heavy Flamethrower (12”, A6, AP(1))
Fast, Impact(6), Tough(6)
A, E
235pts
Battle Tank [1]
4+
2+
Nova Cannon (36”, A1, Blast(6), AP(1)), Twin Heavy Flamethrowers (12”, A12, AP(1))
Fast, Impact(6), Tough(12)
A, F
340pts
Light Walker [1]
4+
2+
Twin Heavy Flamethrower (12”, A12, AP(1)), Stomp (A2, AP(1))
Fear, Tough(6)
G
170pts
Light Gunship [1]
4+
2+
Laser Machinegun (30”, A3, AP(3)), Twin Rocket Pods (24”, A4, Blast(3))
Aircraft, Tough(6), Transport(11)
H
250pts
Heavy Gunship [1]
4+
2+
Fury Missiles (36”, A3, Blast(3)), Twin Laser Cannon (36”, A2, AP(3), Deadly(3))
Aircraft, Tough(12), Transport(6)
I
395pts
A Upgrade with any:
Dozer Blade (Strider) +20pts
Camouflage Netting (Stealth) +25pts
Hunter Missiles (24", A1, AP(2), Deadly(3), Lock-On) +35pts
Upgrade with one:
Storm Rifle (24”, A3, AP(1)) +25pts
Heavy Machinegun (30”, A3, AP(1)) +35pts
B Replace Twin Heavy Volley Gun:
Twin Autocannon (36”, A6, AP(2)) +30pts
Upgrade with one:
Light Battle Cannon (24”, A1, Blast(3), AP(2)) +30pts
Twin Taurus Missiles (24", A4, AP(2), Lock-On) +55pts
Twin Gatling Gun (18”, A18) +85pts
Upgrade with:
Cargo Space (Transport(11)) +35pts
C Replace any Heavy Flamethrower:
Heavy Machinegun (30”, A3, AP(1)) +5pts
Replace one Heavy Flamethrower:
Laser Machinegun (30”, A3, AP(3)) +20pts
D Replace Flamethrower Cannon:
Acid Cannon (18", A6, Poison) +5pts
Fusion Cannon (24", A1, AP(4), Deadly(6)) +25pts
Replace Heavy Flamethrower:
Heavy Machinegun (30”, A3, AP(1)) +5pts
Heavy Fusion Rifle (18", A1, AP(4), Deadly(6)) +20pts
E Replace Twin Shard Mortars:
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
Ballistic Missile (36”, A1, Blast(12), AP(2), Indirect) +125pts
Replace Heavy Flamethrower:
Heavy Machinegun (30”, A3, AP(1)) +5pts
F 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)) +35pts
Laser Cannon (36”, A1, AP(3), Deadly(3)) +50pts
Upgrade with:
Commander (Double Time) +45pts
G Replace Twin Heavy Flamethrower:
Twin Heavy Machinegun (30”, A6, AP(1)) +10pts
Twin Missile Launcher (30", A2, AP(2), Deadly(3), Lock-On) +35pts
Twin Plasma Cannon (30”, A2, Blast(3), AP(4)) +35pts
Twin Laser Machinegun (30”, A6, AP(3)) +45pts
Twin Laser Cannon (36”, A2, AP(3), Deadly(3)) +45pts
Twin Autocannon (36”, A6, AP(2)) +45pts
Upgrade with any:
Camouflage Netting (Stealth) +10pts
Forward Observer (Scout) +15pts
Hunter Missiles (24", A1, AP(2), Deadly(3), Lock-On) +35pts
Heavy Frame (Tough(+3)) +45pts
H Replace Laser Machinegun:
Laser Cannon (36”, A1, AP(3), Deadly(3)) free
Replace Twin Rocket Pods:
Strike Missiles (36", A1, AP(3), Deadly(6), Lock-On) +45pts
Upgrade with:
Twin Heavy Machineguns (30”, A6, AP(1)) +60pts
I Replace Fury Missiles:
Quad Laser Cannons (36”, A4, AP(3), Deadly(3)) +125pts
Upgrade with:
Twin Heavy Machineguns (30”, A6, AP(1)) +65pts
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