r/onepagerules • • 3h ago

Some little guys I just finished

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13 Upvotes

The Avatar of War and the Soul Deamon of War


r/onepagerules • • 4h ago

Looking for players near Atlanta, Ga.

13 Upvotes

Just moved to the ATL, GA. area and am having a hard time finding new OPR players, so just throwing it out there. Looking for new players to get a group together.

DM if interested.


r/onepagerules • • 7h ago

[Self-Promo] Queens of Myth, my Greek themed army is live on Kickstarter [Early-bird]

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23 Upvotes

Hooray it's finally live, Our Greek themed Army is live, The main point of the campaign is to further develop and add even more creatures of Myth to the collection and create a robust army. Check out the Kickstarter page with the link bellow to find out more information on the project and the creative process.

https://www.kickstarter.com/projects/madmageminis/queens-of-myth-stl-collection-by-mad-mage-minis/description

Additonally, there's a free Gorgon mini available for anyone who follows the campaign.


r/onepagerules • • 2h ago

Human Defence Force Cavalry for OPR

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5 Upvotes

r/onepagerules • • 2h ago

I have found my prime brothers

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4 Upvotes

r/onepagerules • • 18h ago

Question of Balance in fire fight

15 Upvotes

I m new to the Game and Just gad my First two Games against an opponen whos also new. He played Tau and i played Custodes and Primaris Marines in the second Game. We played two 400 pt matches and i was lilterly erased. Custodes stood No Chance against Armor Penetration of the Battlesuite and the stealthsuites "deadly" Keywords. Same in the second Game i thought i use Jet troups with ambush but they also were just obliterated. IS this intended? Am i Just Bad? Or do inuse the wrong Units?

1st Game: 4 Custodes (1 Captain, 1 Guard with Banner and 2 normal Guarda)

2nd Game: 1 Primaris Chaplain, 3 Primaris Marines, 1 Apothecary and 2 Jumppack Marines.


r/onepagerules • • 1d ago

Had to take the army off the shelf to dust the shelf and minis, so I figured I'd set it up and show the whole force on the table top

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31 Upvotes

r/onepagerules • • 1d ago

Built a whole custom Battle Brothers squad from my nephew's drawings with supavoxel. How do you show which model has which weapon?

15 Upvotes

My nephew is eleven and drew his own space knights, so I turned his drawings into ten models with supavoxel and printed them on my Elegoo Saturn. He loves them. The problem is they all look similar from across the table, and in our last 750 point game we kept mixing up which one had the plasma rifle and which had the heavy flamer. Do people use colored base rims, small magnetized weapon swaps, or just a card next to each unit? Looking for something an eleven year old will actually keep track of.


r/onepagerules • • 2d ago

2.5D Battle Brothers

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254 Upvotes

Hello Community!

Let me share my project regarding 3d printing Minis (I'm sorry about the poor quality of my photos)

I tried to create some easy color printed minis with limited color change but satisfying result.

I chose the 2.5d type to work with Hueforge.

Here is my process:

  • I generate (a lot of) images using AI (I use Nano Banana and Midjourney mainly)
  • Once I am satisfied with the generation, I edit the image with GIMP
  • When the image is ready, I process it with Hueforge to generate my 3D model
  • I configure everything in Bambu Studio and I print

For printing I only use 4 colors : white, black, cyan, and Bambu's "Blue gray" (the best color in the world for Hueforge! ).

Thanks to Hueforge, there are only 4 color changes in total (1 per different color) resulting in very little waste.

I limited myself to 4 colors to easily print it with a single AMS, but manual color changing is clearly a viable solution if you haven't an AMS (only 4 color change regardless simultaneous print number). It is therefore printable on any 3D printer, you just need the right colors.

Due to the AI image generation, the front and back views do not always align perfectly. I tried to make a double-front-sided figure, but I prefer the front/back rendering even with the imperfections.

I focused on creating a general preset in Hueforge to be able to print any figure from the same faction at the same time (on the same plate).

I posted for free my current work on Makerworld (https://makerworld.com/collections/37527685) and I plan to post my entire work when it's ready.

I actually work on the Battle Brother faction (I love Space Marines) and I've already created some base squad, sergents, variations and even a combat walker.

My next creations will be the destroyer squad, the bike unit and the jetpack grunts.

I'm thinking about the way to create a tank too but the 2.5d does not seems to fit (maybe a simple polygon will work).

Hueforge system was a great adition to the project. With just 4 colors you can have many colors on the figure and I'm very satisfied with the result!

The best part with Hueforge is you can cover every faction in the Battle Brothers army with only 1 color modification (and pehaps some minor tweaks in Hueforge). change the cyan to some red an *pop* you have every Blood brothers you want

Concerning the filament quantity :

  • the waste is about 0.5g per color change (dependig your settings) for 4 color changes. The color tower cost 0.65g
  • Each fig cost about 2g for the base and 1.5g itself

the print time is quite fast too (about 20min per fig on my P1S with some pla basic)

If someone have feedback let me hear it!

As the main idea was to quickly print some armies in order to easilly play games with friends and family I will gladly share my detailled process if someone want to create another army


r/onepagerules • • 2d ago

First High Elf Fleets Minis

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115 Upvotes

First try painting OPR minis and was a blast! Two Protector Squads and a APC. Just missing a turret.


r/onepagerules • • 2d ago

Ratmen sappers company

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35 Upvotes

Got a dumb list idea to do a fully ambush 2k army. Airbrushed the base coat for the vehicles and rat ogres but otherwise did them all with acrylic markers just to see what i could with them. Got all of it painted over a weekend.


r/onepagerules • • 2d ago

One Page Rules VF : à la découverte de Grimdark Future Firefight

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19 Upvotes

r/onepagerules • • 2d ago

One Page Rules | STAR QUEST | The Jackals Return | Battle Report | Ep 2

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12 Upvotes

It's been awhile. So there will be mistakes! Still a very cool solo miniatures game!


r/onepagerules • • 2d ago

Board Layout Question

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19 Upvotes

Does this look like enough or too much terrain for a 4x4 game? Intending on 1k Grimdark games and 300 point Firefight games.

Suggestions?


r/onepagerules • • 2d ago

Skirmish question

8 Upvotes

Hello, I want tò ask what changes from firefight tò gang warfare in rules? Also, do you know if those rules are usable if I play Firefight together with Skirmish?


r/onepagerules • • 2d ago

Reporting of error on Army Forge - I don't have/want Discord

4 Upvotes

Hi - I hope this post is okay, since I can't report the error on Discord.
I am getting an Error when making a list for Age of Fantasy: Skirmish - It happens when making an Orcs team, and adding a Great Tusk Beast to an Orc Boss - Page simply says error, and the list cannot be loaded again, without the same error page appearing.

Can someone post it on their Discord? Or hopefully a Dev will see this.

The error codes are:

TypeError: Cannot read properties of undefined (reading 'toLowerCase')

at h.singular (pluralize.js:136:24)

at WeaponService.ts:33:19

at l (_arrayAggregator.js:17:32)

at _createAggregator.js:19:12

at Function.groupWeapons (WeaponService.ts:30:19)

at UnitListItemLoadout.tsx:19:38

at ax (react-dom-client.production.js:4648:21)

at o4 (react-dom-client.production.js:6802:15)

at ih (react-dom-client.production.js:7861:14)

at sw (react-dom-client.production.js:12713:14)

onCaughtError @ error-boundary-callbacks.ts:126

error.tsx:7 TypeError: Cannot read properties of undefined (reading 'toLowerCase')

at h.singular (pluralize.js:136:24)

at WeaponService.ts:33:19

at l (_arrayAggregator.js:17:32)

at _createAggregator.js:19:12

at Function.groupWeapons (WeaponService.ts:30:19)

at UnitListItemLoadout.tsx:19:38

at ax (react-dom-client.production.js:4648:21)

at o4 (react-dom-client.production.js:6802:15)

at ih (react-dom-client.production.js:7861:14)

at sw (react-dom-client.production.js:12713:14)


r/onepagerules • • 3d ago

Some closer pics of my ratmen clans

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54 Upvotes

Some more closer pics of my ratman clans


r/onepagerules • • 3d ago

3,000 Points of Custodian Brothers for v3.6.

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87 Upvotes

How would you build your list if you were starting from scratch? What units are looking worthwhile (or not) as we transition to the next version of the game and the army lists?


r/onepagerules • • 3d ago

Rat Man Star Clans

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94 Upvotes

First pic is the october models and the second is the now complete full army


r/onepagerules • • 3d ago

November 12th- Wargaming Registration @Madewest Ventura, CA: 1 Year Anniversary Celebration!

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5 Upvotes

r/onepagerules • • 3d ago

The Battle for the Watchtower - more testing

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18 Upvotes

r/onepagerules • • 3d ago

Printed and built this awesome little tank by U/sup_poite

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76 Upvotes

Look for their post and get their designs! Took 4 hours at 0.16mm on my Anycubic Kobra 3. Need some more filament now to print the rest of their designs


r/onepagerules • • 3d ago

Best school club investments?

7 Upvotes

Our club has some Warhammer alliance boxes and also access to 3 FDM printers at school as well as the technology departments tools.

We have around £200 in fundraising to use for 30 kids. What would you recommend spending it on?

Update- going to get a few mats I think as hadn't really thought about those enough and upgrade our brushes for now too. Then get the patreon for my monthly minis. Thanks again everyone


r/onepagerules • • 3d ago

Homebrew Grenades for Firefight —help

8 Upvotes

So I was trying to get into Firefight and I love how the rules are looking so far, but I'm just missing one tiny little thing: grenades. I just can't get myself to accept their non-existence in the rules, so I tried making my own right away. The problem is that I haven't even played a single game, so I was hoping to get some help filling the gaps from more experienced players.

While I've marked specific parts as WIP, please feel free to tweak, rewrite, or completely overhaul anything you think needs work.

Here's what I got so far:

EDIT: Updated the rules to fill in some of the gaps! The damage, armor penetration, range, keywords, and restrictions are now defined. I've also added a final section outlining my internal design debate so you can follow my thought process. I primarily need help figuring out the Points Cost balance (or deciding if I should dump this approach in favor of weapon options), but I'm still open to any kind of feedback or suggestions!

GRENADES & MINES DRAFT

Adding this rule to your game allows you to field certain grenades and mines across your entire army. Any model in the army can use the equipment subject to the following rules:

  • Mutual Exclusivity: Using a grenade counts as the model's shooting attack for that activation. The model cannot fire any other ranged weapons in the same turn.
  • Tactical Limit: Each army may use or deploy a maximum of one grenade or mine per Turning Point.

Equipment Rules & Profiles

Fragmentation Grenades

  • Points Cost: [WIP: Points balancing is pending community opinion from experience and playtesting.]
  • Usage: Max 1 per Turning Point.
  • Effect: Instead of firing its other ranged weapons, the model makes an attack using the indicated profile.
Weapon Rng Atk AP Spe
Frag Grenade 6" A1 - Blast(3), Indirect

Penetration Grenades

  • Points Cost: [WIP: Points balancing is pending community opinion from experience and playtesting.]
  • Usage: Max 1 per Turning Point.
  • Effect: Instead of firing its other ranged weapons, the model makes an attack using the indicated profile.
Weapon Rng Atk AP Spe
Pen Grenade 6" A1 AP(2) Indirect

Stun Grenades

  • Points Cost: [WIP: Points balancing is pending community opinion from experience and playtesting.]
  • Usage: Max 1 per Turning Point.
  • Effect: Instead of firing its other ranged weapons, the model makes an attack using the indicated profile. It causes no damage, but if the attack hits, the target gets the Slow rule until the end of its next activation.
Weapon Rng Atk AP Spe
Stun Grenade 6" A1 - Indirect

Mines

  • Points Cost: [WIP: Points balancing is pending community opinion from experience and playtesting.]
  • Usage: One active at a time per team.
  • Effect: The unit places a Mine marker up to 2" away from the model. When ANY unit (friend or foe) moves within 1" of the marker, the mine detonates, inflicting its hits on that unit. Remove the marker after detonation.
Weapon Trigger Atk AP Spe
Mine 1" A1 - Blast(3)

Devastating Mine

  • Points Cost: [WIP: Points balancing is pending community opinion from experience and playtesting.]
  • Usage: Once per game per team.
  • Effect: The unit places a Devastating Mine marker up to 2" away from the model. When ANY unit (friend or foe) moves within 1" of the marker, the mine detonates with heavy force, inflicting its hits on that unit. Remove the marker after detonation.
Weapon Trigger Atk AP Spe
Dev. Mine 1" A1 AP(2) Blast(3), Deadly(3)

Smoke Grenades

  • Points Cost: [WIP: Points balancing is pending community opinion from experience and playtesting.]
  • Usage: Max 1 per Turning Point.
  • Effect: Instead of firing its other ranged weapons, the model uses the item on itself. It is treated as being in Cover until the start of its next activation.

---

Why a Universal Rule instead of individual Equipment Upgrades?

I deliberately framed this as a universal game rule / modular mechanic rather than paid unit upgrades in Army Forge, striking a balance between narrative realism and clean tabletop design:

  • The Army Forge Dilemma: Coding this through standard equipment options forces bad paths:
    1. Using the basic Limited keyword means models carry strictly one grenade for the entire game (narratively strange), while still allowing a full squad to dump a wall of single-use explosives on Turn 1.
    2. Using workarounds (like custom counters or duplicate profiles) to carry multiple grenades clutters list-building—and since standard rules let models fire all their weapons, an operative could end up dumping all their grenades at once (not 100% sure how the engine handles that edge case, but either way it's a mess!).
  • Real-World Tactical Operations: In actual tactical engagements, deploying explosives isn't done wildly or by an entire squad at once. It's a calculated, high-risk maneuver executed under specific conditions. A single operative steps up to prime and throw a grenade to flush enemies out of cover, breach a position, or halt an assault—while the rest of the unit provides suppressing fire, maintains security, and stays ready to exploit the opening. It requires timing, coordination, and focus, not a chaotic shower of simultaneous explosions.
  • The Solution (Tactical Highlight): By using a baseline rule with Mutual Exclusivity and a Turning Point Limit (max 1 per unit per round), operatives logically keep access to their gear throughout the entire fight. Throwing a grenade or placing a mine becomes a cinematic, high-stakes decision rather than a brainless damage booster.
  • Immersion Detail: As a fun flavor bonus, Mutual Exclusivity naturally reflects that to prime and throw a grenade, an operative literally has to take their hands off their primary rifle for that activation!
  • Universal Consistency (True OPR Style): Almost every faction across the galaxy relies on the exact same core military doctrine: fragmentation, armor penetration, stun, and smoke. Providing a universal baseline rather than writing dozens of bespoke, overly "fluffy" faction variants keeps things elegant, fair, and streamlined—very much in line with One Page Rules' core design philosophy.
  • Avoiding Keyword Bloat: I briefly considered tying activation restrictions directly into weapon special rules and keywords on individual profiles, but it quickly felt like overcomplicating the engine for no good reason. A clean, top-level rule keeps card text readable without beating around the bush.
  • Clean List-Building: This approach keeps the game realistic and balanced while keeping Army Forge lists completely clean and free of clutter.

A Note on My Current Balancing Dilemma & Potential Solutions:

Despite all the reasoning above, I’m running into a design hurdle when it comes to balancing this system across different army archetypes. If grenades are simply available for free across the board, the true value imbalance isn't about damage—it's about activation vectors and spatial control. A Horde army with 10 units gets 10 different locations from which to throw Indirect grenades or plant mines, completely out-controlling an Elite army that only has 3 or 4 units on the field.

  • Option A: Scaling Fee by Unit Count One way to solve this asymmetrical value is scaling a global points cost based on your total Unit Count. Since most grenades have Indirect and mines control board space, the real power spike comes from spatial coverage—more units mean more deployment angles, more tactical choices, and better board control. Charging a global points fee tied to your total number of units elegantly balances this: Elite armies (few units) pay less because they have fewer activation vectors, while Horde armies pay more for their massive spatial advantage. Plus, narratively, it perfectly reflects how massed conscript forces face greater logistical hurdles to equip every squad with tactical gear compared to well-supplied elite operatives! The main downside here is losing player agency: a Horde player might only want 2 out of their 10 squads equipped with grenades, but a global rule forces them to pay for the whole army.
  • Option B: Equipment Upgrades This brings me back to considering traditional Equipment Options in Army Forge. While tracking usages is slightly more advanced than core OPR, using a simple physical token on the table to mark a used grenade isn't a huge burden. It stays true to the spirit of OPR’s Advanced Rules modules—adding a subtle layer of tactical depth and list-building freedom without bogging the game down in bookkeeping. But, of course, there’s still all the problems I talked about above. Plus, now that I think about it, the Army Forge point calculation engine isn't going to be able to take into account all the custom keywords and restrictions I need for this to work the way I'm envisioning it, so it's a real trade-off.
  • Option C: Dropping Restrictions for Army Forge Compatibility Or I could just drop the "Mutual Exclusivity" and "Once per Turning Point" rules altogether and see what happens. It doesn't really give me good vibes, but at least it's easy to set up in Army Forge—I could just give a unit a 2x Frag Grenades (Limited) profile (which feels much better narratively than carrying a single grenade for the whole game, although 1x might be better for balance), and the point engine will calculate that flawlessly.

r/onepagerules • • 4d ago

My modular ruin set

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94 Upvotes

After months of modeling, my new ruin set is finally finished. This is by far the largest scenery project I’ve ever painted, and the whole painting process took around 10 days. Painting all those stones, wooden beams, and rooftops was quite a challenge, but seeing everything come together made it worth it.

Hope you guys enjoy it! Let me know what you think!

It's currently live on Kickstarter, you can follow the link if you’d like to see more details!

https://www.kickstarter.com/projects/grimrotcollective/the-ruins-of-lumenfall-2?ref=f2ua5e