GF - Soul-Snatcher Cults v2.50

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Background Story

Soul-Snatcher Cults are a collection of vicious aliens that invade human planets covertly, kidnapping the local population and mutating them to fight for their cause. They are led by powerful psychics that seek to take over all human planets under their reign and govern the Sirius sector.

A Soul-Snatcher Cult invasion starts with elite snatchers dropping onto planets in camouflaged drop pods. They then kidnap part of the population and take them back to their ships to brainwash and mutate them before releasing them again.

Once enough individuals have been brainwashed the main invasion begins, with these minions aiding the snatchers in fighting the local military from the inside out.

Don’t forget to check your closet before going to sleep, you never know where the Soul-Snatchers might be hiding next…

Game Design: Gaetano Ferrara
Illustrations: Brandon Gillam
1
GF - Soul-Snatcher Cults v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Soul-Snatcher Patriarch [1]
3+
3+
Heavy Piercing Claws (A6, AP(1), Rending)
Fast, Fear, Hero, Psychic(1), Scout, Strider, Tough(3)
A
160pts
Cult Leader [1]
4+
5+
Pistol (12”, A1), CCW (A2)
Hero, Scout, Tough(3)
B
40pts
Cult Champion [1]
4+
5+
Pistol (12”, A1), CCW (A2)
Hero, Scout, Takedown, Tough(3)
C
55pts
Brute Champion [1]
3+
4+
Sledgehammer (A2, Blast(3), AP(2))
Hero, Regeneration, Scout, Tough(3)
-
95pts
Minions [10]
5+
5+
Rifles (24”, A1), CCWs (A1)
-
D, E
120pts
Support Minions [3]
5+
5+
Mortars (30”, A1, Blast(3), Indirect), Crews (A3)
Tough(3)
E
130pts
Neophytes [5]
4+
5+
Rifles (24”, A1), CCWs (A1)
Scout
F, G
95pts
Acolytes [5]
4+
5+
Pistols (12”, A1), Mutant Claws (A2, AP(1))
Scout, Strider
G, H
115pts
Mutant Brutes [5]
3+
4+
Heavy Picks (A2, AP(1), Rending)
Regeneration, Scout
I
155pts
Soul-Snatchers [5]
3+
4+
Piercing Claws (A3, AP(1), Rending)
Fast, Scout, Strider
J
195pts
Elite Snatchers [5]
3+
3+
Piercing Claws (A3, AP(1), Rending)
Ambush, Fast, Regeneration, Strider
J
230pts
Minion Bikers [3]
5+
5+
Burst Pistols (12”, A3), CCWs (A2)
Fast, Scout, Tough(3)
K
120pts
Minion Quadbike [1]
5+
5+
Burst Pistol (12”, A3), Heavy Flamethrower (12”, A6, AP(1)), CCW (A2)
Fast, Scout, Tough(6)
L
85pts
A Upgrade with any:
Familiar (A2, Rending) +10pts
Psychic Idol (Resistance) +25pts
B Replace Pistol and CCW:
Syringe Goad (A1, AP(2), Deadly(3)) +5pts
Array of CCWs (A3, AP(1), Poison) +10pts
Upgrade with one:
Prime (Agitator) +15pts
Mad Scientist (Experiments) +25pts
Propagandist (Megaphone) +25pts
Mage (Psychic(1)) +35pts
Commander (Tactical Console) +45pts
Warden (Banner) +55pts
C Replace Pistol and CCW:
Dual Swords (A4, AP(1), Rending) +10pts
Toxin Blade (A4, AP(1), Poison) +20pts
Replace Pistol:
Burst Pistol (12”, A3) +5pts
Duelist Pistols (12”, A2, Sniper) +15pts
Sniper Rifle (30”, A1, AP(1), Sniper) +30pts
Upgrade with:
Combat Bike (FastTough(+3)) +45pts
D 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
E Add one model with:
Heavy Weapons Team (Tough(3)Mortar (30", A1, Blast(3), Indirect)Crew (A3)) +45pts
Replace any Mortar:
Heavy Machinegun (30", A3, AP(1)) +5pts
Missile Launcher (30", A1, AP(2), Deadly(3), Lock-On) +5pts
Laser Cannon (36”, A1, AP(3), Deadly(3)) +10pts
Autocannon (36”, A3, AP(2)) +10pts
F Replace any Rifle:
Shotgun (12”, A2, AP(1)) +5pts
Replace one Rifle:
Flamethrower (12”, A6) +10pts
Grenade Launcher (24”,A1,Blast(3)) +10pts
Web Carbine (18”, A2, Blast(3)) +15pts
Mining Laser (18”, A1, AP(3), Deadly(3)) +15pts
Heavy Machinegun (30”, A3, AP(1)) +25pts
Quake Cannon (18”, A6, Rending) +30pts
Sniper Rifle (36”, A1, AP(1), Sniper) +30pts
Replace one Rifle and CCW:
Pistol (12", A1)CCW (A2) free
Web Pistol (12", A1, Blast(3))CCW (A2) +5pts
Replace one CCW:
Heavy Pick (A2, AP(1), Rending) +5pts
Heavy Mace (A2, AP(4)) +10pts
G Upgrade one model with:
Cult Standard (Fear) +20pts
H Replace up to two Pistols:
Flamethrower Pistol (6”, A6) +5pts
Replace up to two Pistols and Mutant Claws:
Heavy Drill (A3, AP(1), Rending) +5pts
Demo-Charges (A2, Blast(3)) +5pts
Heavy Buzz Saw (A3, AP(4)) +5pts
Heavy Cutter (A2, AP(2), Deadly(3)) +15pts
Replace any Mutant Claws:
Piercing Claws (A2, Rending) free
Toxic Whip Limb (A2, Poison) +5pts
Replace one Mutant Claws:
Sword Claw (A1, AP(2), Deadly(3)) +5pts
Replace one Pistol and Mutant Claws:
Whip Limb and Sword Claw (A2, Rending, Deadly(3)) +5pts
I Replace any Heavy Pick:
Heavy Hammer (A1, Blast(3)) free
Pick Hammer (A1, AP(2), Deadly(3)) +5pts
Replace one Heavy Pick:
Great Weapon (A3, AP(4)) +15pts
J Upgrade one model with:
Mind Snatcher (Psychic(1)) +35pts
K Replace any Burst Pistol:
Shotgun (12”, A2, AP(1)) free
Rifle (24”, A1) free
Grenade Launcher (24”,A1,Blast(3)) +5pts
Replace one CCW:
Heavy Hammer (A1, Blast(3)) +5pts
Heavy Pick (A2, AP(1), Rending) +5pts
Heavy Axe (A1, AP(2), Deadly(3)) +5pts
Heavy Mace (A2, AP(4)) +5pts
L Replace Heavy Flamethrower:
Mining Laser (18”, A1, AP(3), Deadly(3)) free
Heavy Machinegun (30”, A3, AP(1)) +5pts
Special Rules

Agitator: The hero and its unit get Furious.

Banner: The hero and its unit get the Regeneration special rule.

Experiments: When this model fights in melee, roll one die and apply one bonus:

  • 1-3: Attacks get Rending
  • 4-6: Attacks get AP(+1)

Megaphone: The hero and its unit get Fast.

Resistance: This model gets +2 to its rolls when blocking enemy spells.

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

Takedown: When in melee, may pick one model from the enemy unit and roll one die. On a 2+ it takes 1 hit with Deadly(3).

Psychic Spells
Mind Poison (4+): Target enemy unit within 12” takes 3 automatic hits with AP(1).
Stimulant (4+): Target friendly unit within 12” gets Furious next time it charges.
Brain Burst (5+): Target enemy model within 12” takes 4 automatic hits.
Hypnosis (5+): Target friendly unit within 12” gets +1 to defense next time it takes hits.
Mind Control (6+): Target enemy unit within 12” must take a morale test. If failed you may force it to shoot at another enemy unit.
Psychic Blaze (6+): Target 2 enemy units within 6” take 4 hits with AP(2) each.
2
GF - Soul-Snatcher Cults v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Attack Vehicle [1]
4+
2+
Twin Heavy Machinegun (30”, A6, AP(1)), Heavy Mining Laser (24”, A1, AP(3), Deadly(3))
Fast, Impact(6), Scout, Tough(6)
A
240pts
Light APC [1]
4+
2+
2x Heavy Flamethrowers (12”, A6, AP(1))
Fast, Impact(6), Tough(6), Transport(11)
B, C
210pts
Grinder Truck [1]
4+
2+
Heavy Machinegun (30”, A3, AP(1)), Heavy Mining Laser (24”, A1, AP(3), Deadly(3))
Fast, Impact(9), Strider, Tough(6), Transport(6)
D
225pts
Mining Truck [1]
4+
2+
Twin Autocannon (36”, A6, AP(2)), Heavy Machinegun (30”, A3, AP(1))
Fast, Impact(6), Tough(6), Transport(11)
-
290pts
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)
B, E
340pts
Light Walker [1]
4+
2+
Twin Heavy Flamethrower (12”, A12, AP(1)), Stomp (A2, AP(1))
Fear, Tough(6)
F
170pts
A Replace Heavy Mining Laser:
Heavy Mortar (30”, A1, Blast(3), AP(1), Indirect) +5pts
Upgrade with one:
Survey Vehicle +15pts
Spotter +25pts
Flare Gun +35pts
B 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
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 Heavy Mining Laser:
Heavy Incinerator (18", A6, AP(1)) +5pts
Heavy Quake Cannon (24”, A6, Rending) +20pts
E 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
F 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
Special Rules

Flare Gun: Once per activation, pick one friendly unit within 12”, which gets +3" to Advance and +6" on Rush/Charger next time it moves.

Spotter: Once per activation, before attacking, pick one friendly unit within 6”. That unit’s weapons get +6” range next time it shoots.

Survey Vehicle: Once per activation, before attacking, pick one enemy unit within 24”. Next time that a friendly unit shoots at it, that units gets +1 to its hit rolls.

3