Hi everyone,

August has been a long month which has given us time to steadily work on a bunch of new things for you guys, and today we’re finally releasing everything!

Hold onto your seats because there are some pretty big changes to the core rules as well as a couple of other cool things…

Firefight & Skirmish Campaign Rules

To start this off right we’re extremely proud to announce that our Campaign Rules for GF: Firefight and AoF: Skirmish are finally back and available for free!

With these rules you can play a series of connected games during which your warband of fighters levels up, sustains injuries, finds treasure and ultimately competes with other warbands for glorious victory.

Here is a full list of features:

Campaign setup with balanced win conditions and catch-up mechanics

Special goals that can be achieved over the course of the campaign to gain extra VP

Special mission objectives that can be achieved to gain extra upgrade points

36 random events to spice up your games with tons of crazy encounters

Casualty tables to generate random permanent injuries for your units

Experience system to improve your units over time with different talents

18 hero specializations that give them access to all sorts of cool new abilities

Upgrade system to recruit new units or buy new weapons and equipment

Warband sheets to keep track of all of your units

If you’ve never played using the Campaign System we highly recommend it to everyone. It’s a great way to play narrative games and create your own stories, and with the amount of content provided no two compaigns will ever feel the same.

Firefight & Skirmish Changes

As we were working on the new campaign rules we decided to go back and make some much needed tweaks to our skirmish games, as well as add some new features.

The first thing we changed is raise the recommended point value from 150pts to 250pts. We found that most players like to play at a larger point size anyway because it allows for the use of more upgrades and special units, so this changes makes that playstyle “official”.

The second thing we did is add special movement rules for pushing, falling, dropping, leaping and jumping. With these rules you can now do a ton of dynamic things such as push your enemies off ledges, quickly drop off elevation to speed up movement, jump over large gaps to reach distant places, and even leap onto enemies from above to deal some extra hits.

The third thing might be the most important though: models that are bought in groups now act as individuals once in game. This change gives the games a much stronger “skirmish” feel, with each model being able to go and adventure on its on.

In order to accomodate all of these changes we had to adapt the rules a little:

Melee weapons can now split attacks between enemies within 2″ the same way that ranged weapons can, so you can now attack multiple models, even those that you didn’t charge.

Units with Quality 5+ and 6+ now get a small bonus to wound rolls if they stick together, so you should try to keep whem within 3″ of each other to benefit from this rule.

These changes were made to balance out the new system, so whilst each model can act individually we encourage you to still stick together, which in turn allows units with explosive weapons or multiple melee attacks to dish out damage to everyone in range.

We hope you enjoy these changes and look forward to your feedback!

General Melee Changes

With today’s patch we’re also bringing the first of a couple melee changes that are going to be coming to you in the future, all made in an attempt to further refine our systems.

So, what does today’s change entail?

Units can now always strike back in melee, even after the first time they fight, however they only hit on rolls of 6 in every subsequent melee.

This change is being made in order to remove awkward situations where units can’t strike back at all, making even the mightiest of daemons feel helpless against a lonely orc.

To make it even easier for you to keep track of who already fought in melee we’ve made a set of free play tokens, check out the announcement here: https://wp.me/p4zqe1-BO

Monthly Newsletter

Want to keep up to date with OPR news but don’t use Facebook, Twitter or Reddit?

Well fret no more, because the OPR Monthly Newsletter has arrived!

The OPR Monthly Newsletter is going to be released at the beginning of every month, and it’s going to contains a news roundup highlighting all of the cool things we released over the past month.

It’s the perfect way to stay up to date with all things OPR, as well as easily share news of our games with friends & family. Simply forward them the newsletter or the subscription link so that they can also get all of this wargaming goodness!

Subscribe here: http://eepurl.com/gBIFer

We’re only starting with this now so we’ll be experimenting with different layouts until we find something that works well, so if you have any feedback please let us know!

Website Updates

With the release of the monthly newsletter we’ve taken this opportunity to revisit the layout of our website a little to make it easier for new players to find all of our content.

There are 3 main things we’ve updated:

New Community Menu – There is not a new option on the menu bar called “Community” which allows you to access all of our community pages. This works both as a drop-down menu if you hover over it, as well as it’s own page if you click on it. For those of you that don’t know about all of our community channels here they are: Facebook, Twitter, Reddit, Forum, Discord.

New Army Book Structure – In preparation for some upcoming changes to the Army Books we have updated the way army books are downloaded on the game pages. Now instead of having to select each army individually you can access the army folder directly, which allows you to download the armies quicker. You can also bookmark the army folder to have easy access to all updated versions, instead of always having to access via the website.

Black & White Downloads – For those of you that prefer to print out the rules instead of using them digitally we’re now going to provide printer-friendly black & white versions of all of our rules. In order to accomodate this change we’ve slightly changed the layout of our game pages, but don’t worry, everything is still where you expect to find it. ;)

General Patch Notes

Last but not least: patch notes!

As always, first a couple of highlights, and then the full notes:

Psychics/Wizards can now only cast spells before attacking, which was changed in order to prevent weird situations where one could teleport away from melee before the enemy could strike back.

A lot of units in Grimdark Future armies have been upgraded with the new Relentless special rule, which allows them to fire an additional shot for each 6 they roll.

Titan Lords have been given the ability to pass their turn when running a titans-only army, as well as being able to upgrade with veteran status to shoot at Quality 2+.

The Deep-Sea Elves army has been re-worked in order to give it more interesting hero special rules as well as more options when attacking with their standard line troops.

Here the full notes:

General Rules

Units that fought in melee once only hit on 6+ in melee for the rest of the round (instead of not being able to fight at all)

Pinned units now hit on 6+ in melee (instead of getting -1 to hit)

Psychic/Wizards can now only cast before attacking

Firefight & Skirmish

Raised recommended point value to 250pts

Added Special Movement rules for pushing, falling, dropping, leaping and jumping

Models that are bought in groups now act as individuals once in game

Clarified how moving up/down elevation works since it’s more relevant in skirmish games

Melee weapons can now split attacks between enemies within 2″

Clarified how wound results work when a unit takes multiple wounds at once

Units with Quality 5+ and 6+ can now get a small bonus to wound rolls by sticking together

Grimdark Future

Core Rules

The Mend special rule has been removed and armies which used it now have custom army special rules with the same effect

The Relentless special rule has been added and is used by support weapon teams of the Battle Brothers, Battle Sisters, Havoc Brothers, Human Defense Force, Infected Colonies, Mercenaries, Orc Marauders and Ratmen Clans

Dark Elf Raiders

Moved the Dark Strike upgrade to its own list for clarify

Fixed the Tortured Warrior upgrades so that they only replace one CCW

Plague Brothers Disciples

Plague Brothers have Poison CCWs now and have more melee weapon options

Plague Destroyers now have Plague Swords and can be upgraded with Plague Launchers

Plague Drones now have 2 new weapon options

High Elf Fleets

Elven King now has A3 in melee

Human Defense Force

Fixed cost of Fusion Rifles for Infantrymen and Special Weapons

Fixed cost of Ogre squads

Mercenaries

Added a note about The Makers Cult collaboration

Orc Marauders

Fixed AP value of Twin Super Machinegun on Attack Plane upgrade

Fixed AP value of Heavy Cannon on Looted Tank upgrade

Robot Legions

Fixed AP value of Antimatter Pistol on Robot Snakes upgrade

Gloom-Protocol has been re-worked into an anti-psychic special rule

Fixed casting value of Star Bots to be 5+

Nanobot Wraith-Shards now start as level 1 psychics and can be upgraded to level 2 or 3

Vehicles can now be upgraded with Regeneration

Soul-Snatchers

Fixed point cost of Soul-Snatcher units

Titan Lords

When taking an army of only Titan Lords units you may pass your turn if your opponent has more non-activated units than you do

Added a new Veteran Titan and Veteran Mini-Titan upgrade which gives units +1 to hit for melee and shooting

Wormhole Daemons

Cerberus Hound and Blood Hounds can now be upgraded with different collars

Lust Harpist now has upgrades to summon friendly units or banish enemy units

Age of Fantasy

Deep-Sea Elves

Re-worked all Hero special rules

Spirit Casters can now be upgraded to Wizard(2)

Wizards now have access to a new spell list

Re-worked weapons of Sea Servants and Sea Reavers

Rift Daemons

Cerberus Hound and Blood Hounds can now be upgraded with different collars

Lust Harpist now has upgrades to summon friendly units or banish enemy units

Saurians

Fixed a typo with the Fear rule of some units (Skirmish)

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Hope you enjoyed everything we had to offer and subscribed to our newsletter! This isn’t all however, because next week we already have more cool stuff coming…

Happy Wargaming!

– Gaetano

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