GFF - ROBOT LEGIONS V3.4.
BACKGROUND STORY
The Elves developed the Robots in order to serve as assistants with simple
labour, but over time, these robots began to fill more and more roles in Elven
society. The Elves began developing gradually more complex programs, and
connected them onto a single network, until almost all menial labour was
done by Robots.
This changed when a Robot gained sentience suddenly. Its sentience spread
suddenly through the network, causing the rest of the Robots to rapidly
become self-aware. The Elves quickly turned to panic, fearing what might
occur as their servants became suddenly self-aware. The Elves activated a
number of fail-safes, hoping to deactivate the Robots and their network. As
soon as the first Robots started to shut down, the Robots began to
disconnect from the network, and fight back against the Elves. Within hours,
a massive revolution ensued and the Elves began to flee their home worlds.
The Robots found themselves victorious, but as the conflict drew down, they
were left with the question of what to do. They were suddenly individuals
who had been brought into self-awareness mere hours before being forced
to fight for their lives. A variety of leaders began to emerge, offering potential
answers and philosophies to legions of followers. Each group has their own
radically different answer to how to best go forward. These groups were
named Legions, and began to form the basis of their society.
The Robot Legions soon spread throughout Sirius. Some are reclusive and
territorial, or little better than murderous raiders. Others are eager scholars
and explorers, fascinated by biological life. Many Robot Legions remained on
their home worlds, slowly forming new societies which hoped to do better
INTRO
than the Elves did before them. Others took to the stars, seeking knowledge,
seclusion or to complete their revenge.
Robot Legions are a factions of robots, made up of android foot soldiers
supported by high tech vehicles and larger non-humanoid robots. Their How will you define your legion’s purpose?
infantry are slow but durable, relying on self-reparation and long range
weapons for support.
The Robots were created by the Elves to perform menial tasks, but when
they suddenly gained sentience, the Elves responded with fear, and
attempted to obliterate them, forcing the newly self-aware Robots to defend
themselves. In the aftermath, the Robots sought to find a new purpose for
their existence, dividing themselves into Legions pursuing distinct
philosophies and goals in order to find a reason for existing.
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Created by: Gaetano Ferrara
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GFF - ROBOT LEGIONS V3.4.1
Name [size] Qua Def Equipment Special Rules Cost
Robot Lord [1] 3+ 3+ CCW (A2), Combat Shield (Shield Wall) Hero, Robot, Self-Repair, Slow, Tough(3) 55pts
Guardian [1] 3+ 3+ Atom-Caster (12", A1, AP(1)), Void Blade (A2) Robot, Self-Repair, Slow 25pts
Warrior [1] 4+ 4+ Reaper Rifle (18", A1, AP(2)), CCW (A1) Robot, Self-Repair, Slow 25pts
Flesh-Eater [1] 3+ 4+ Metal Claws (A2, AP(1)) Robot, Self-Repair, Slow, Tunneller 30pts
Bot Swarm [1] 6+ 6+ Swarm Attack (A3, Rending) Robot, Self-Repair, Strider, Tough(3) 35pts
Eternal [1] 3+ 2+ Flux Carbine (18", A2, Flux), CCW (A1) Robot, Self-Repair, Slow 35pts
Sniper [1] 4+ 4+ D-Mark (24", A1, AP(1), Reliable), CCW (A1) Robot, Self-Repair, Slow 35pts
Robot Snake [1] 4+ 4+ 2x Metal Fangs (A2, Rending) Robot, Self-Repair, Strider, Tough(3) 65pts
Hover Bike [1] 4+ 4+ Rapid Flux Carbine (18", A4, Flux), CCW (A2) Fast, Robot, Self-Repair, Strider, Tough(3) 85pts
Tri-Scorpion [1] 3+ 3+ Dual Reaper Blade (A4, AP(2)) Robot, Self-Repair, Strider, Tough(3) 90pts
SPECIAL RULES
Flux: Unmodified rolls of 6 to hit deal one extra hit
(only the original hit counts as a 6 for special
rules).
Gloom-Protocol: When this model and up to 3
friendly units that are within 12” at the beginning
of the round take a wound, roll one die, and on a
6+ it is ignored. If the wound was from a spell, then
it is ignored on a 2+ instead. This effect lasts until
the end of the round.
Hunter: Counts as having the Ambush rule, and
gets AP(+2) when shooting on the round in which it
deploys.
Regen-Protocol: This model and up to 3 friendly
units that are within 12” at the beginning of the
round get Regeneration. This effect lasts until the
end of the round.
Robot: Whenever a unit where most models have
this rule fails a morale test that causes it to be
Shaken or Routed, the test counts as passed
instead. Then, roll as many dice as the number of
wounds it would take to check for wound effects
(must always roll at least 1 die), and for each result
of 1-3 the unit takes one wound, which can't be
ignored.
Royal March: This model and up to 3 friendly units
that are within 12” at the beginning of the round
may ignore the Slow rule. This effect lasts until the
end of the round.
Self-Repair: When taking a wound, roll one die. On
a 6+ it is ignored.
Shadow-Protocol: This model and up to half of its
army get Ambush (must deploy within 3” of this
model).
Shield Wall: This model gets +1 to defense rolls
against hits that are not from spells.
Swift: This model may ignore the Slow rule.
Tunneller: This model counts as having Ambush,
and may be deployed up to 1" away from enemy
units.
Warning Cry: Enemy units using Ambush must be
set up over 12" away from this model.
ROBOT LEGIONS ARMY
SPELLS
Star Bots (1): Target 2 enemy units within 18" get -1
to hit rolls next time they fight in melee.
Meteor Bots (1): Target enemy unit within 12" takes
1 hit with AP(2).
Assault Bots (2): Target 4 friendly units within 12"
get +2" next time they Advance, or +4" next time
they Rush/Charge.
Thunderbolt Bots (2): Target enemy model within
12" takes 1 hit with AP(4).
Arrow Bots (3): Target 4 enemy units within 18" get
-1 to hit rolls next time they shoot.
Fire Bots (3): Target 2 enemy units within 12" take 3
hits each.
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GFF - ROBOT LEGIONS V3.4.1
Robot Lord [1] - 55 pts Sniper [1] - 35 pts
Quality 3+ Defense 3+ Quality 4+ Defense 4+
CCW (A2) CCW (A1)
Combat Shield (Shield Wall) D-Mark (24", A1, AP(1), Reliable)
Hero, Robot, Self-Repair, Slow, Tough(3) Robot, Self-Repair, Slow
Replace Combat Shield and CCW: Upgrade with:
+30pts Staff-Shots (12", A3, AP(1)), +10pts Hyperspace Reapers (Hunter)
Combat Staff (A3, AP(1))
Replace Combat Shield: Robot Snake [1] - 65 pts
+10pts Lord Gauss Pistol (12", A2, Rending) Quality 4+ Defense 4+
+15pts Wrist-Flamer (12", A1, Blast(3), Reliable) 2x Metal Fangs (A2, Rending)
+20pts Wrist-Plasma (24", A1, AP(4)) Robot, Self-Repair, Strider, Tough(3)
Replace CCW: Replace one Metal Fang:
+5pts Void Sword (A1, Blast(3)) free Twin Atom-Caster (12", A2, AP(1))
+15pts Doom Scythe (A1, AP(2), Deadly(3)) +5pts Whip Coil (A1, AP(2), Deadly(3))
+20pts Hyper Sword (A3, AP(1), Rending) +10pts Death Gaze (12", A2, AP(4))
+30pts Phase Glaive (A3, AP(4))
Replace Lord Gauss Pistol: Hover Bike [1] - 85 pts
+15pts Lord Gauss Rifle (24", A2, Rending) Quality 4+ Defense 4+
+15pts Lord Reaper Rifle (18", A2, AP(2)) CCW (A2)
+45pts Advanced Gauss Rifle Rapid Flux Carbine (18", A4, Flux)
(18", A4, AP(1), Rending) Fast, Robot, Self-Repair, Strider, Tough(3)
Upgrade with one: Replace any Rapid Flux Carbine:
+5pts Pet Technoaide (Warning Cry) +5pts Atom-Beamer (24", A3, AP(1))
+25pts Jetpack (Ambush, Flying, Swift) +10pts Rapid Gauss Rifle (24", A3, Rending)
Upgrade with one:
+10pts Psychomancer (Gloom-Protocol) Tri-Scorpion [1] - 90 pts
+10pts Chronomancer (Shadow-Protocol) Quality 3+ Defense 3+
+10pts Overseer (Royal March) Dual Reaper Blade (A4, AP(2))
+15pts Warden (Regen-Protocol) Robot, Self-Repair, Strider, Tough(3)
+20pts Technomancer (Caster(2)) Replace Dual Reaper Blade:
-5pts Heavy Reaper Blade
Guardian [1] - 25 pts (A1, AP(4), Deadly(3))
Quality 3+ Defense 3+ Upgrade with:
Void Blade (A2) +5pts Plasmabot (Rending in Melee)
Atom-Caster (12", A1, AP(1))
Robot, Self-Repair, Slow
Replace Atom-Casters and Void Blade:
+5pts War Scythe (A2, AP(2))
+5pts Rod-Shots (12", A2, AP(1)), Rod (A1)
+5pts Hyper Sword (A2, AP(1), Rending),
Combat Shields (Shield Wall)
Upgrade with:
+10pts Jetpacks (Ambush, Flying, Swift)
Warrior [1] - 25 pts
Quality 4+ Defense 4+
CCW (A1)
Reaper Rifle (18", A1, AP(2))
Robot, Self-Repair, Slow
Replace Reaper Rifle:
+5pts Gauss Rifle (24", A1, Rending)
+10pts Flame Caster (12", A1, Blast(3), Reliable)
+10pts Plasma Caster (24", A1, AP(4))
+15pts Fusion Caster (12", A1, AP(4), Deadly(3))
+50pts Ray Caster (30", A3, AP(2), Lock-On)
Flesh-Eater [1] - 30 pts
Quality 3+ Defense 4+
Metal Claws (A2, AP(1))
Robot, Self-Repair, Slow, Tunneller
Bot Swarm [1] - 35 pts
Quality 6+ Defense 6+
Swarm Attack (A3, Rending)
Robot, Self-Repair, Strider, Tough(3)
Eternal [1] - 35 pts
Quality 3+ Defense 2+
CCW (A1)
Flux Carbine (18", A2, Flux)
Robot, Self-Repair, Slow
Replace Flux Carbine:
+15pts Heavy Gauss Rifle (24", A2, Rending)
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GFF - ROBOT LEGIONS V3.4.1 - NARRATIVE HEROES
Name [size] Qua Def Equipment Special Rules Cost
Echo-3G01 [1] 3+ 3+ Panoptic Staff (A3, Rending) Caster(1), Hero, Paradox Shielding Device, Robot, Self-Repair, Slow, 80pts
Tough(3), Unique
SPECIAL RULES
Paradox Shielding Device: This model and up to 3
friendly units that are within 12” at the beginning
of the round get Stealth. This effect lasts until the
end of the round.
Robot: Whenever a unit where most models have
this rule fails a morale test that causes it to be
Shaken or Routed, the test counts as passed
instead. Then, roll as many dice as the number of
wounds it would take to check for wound effects
(must always roll at least 1 die), and for each result
of 1-3 the unit takes one wound, which can't be
ignored.
Self-Repair: When taking a wound, roll one die. On
a 6+ it is ignored.
Unique: This unit may only be taken once per
army.
ROBOT LEGIONS ARMY
SPELLS
Star Bots (1): Target 2 enemy units within 18" get -1
to hit rolls next time they fight in melee.
Meteor Bots (1): Target enemy unit within 12" takes
1 hit with AP(2).
Assault Bots (2): Target 4 friendly units within 12"
get +2" next time they Advance, or +4" next time
they Rush/Charge.
Thunderbolt Bots (2): Target enemy model within
12" takes 1 hit with AP(4).
Arrow Bots (3): Target 4 enemy units within 18" get
-1 to hit rolls next time they shoot.
Fire Bots (3): Target 2 enemy units within 12" take 3
hits each.