GF - Machine Cult v3.4.1

Intro

The Machine Cult are a faction of humans who have sought to enhance their bodies with machinery to become something greater. These enhancements have allowed them to become a highly specialized army with a great deal of mobility, giving them an edge in rough environments.

These cults have embraced the inevitable transcendence of machines, and work to merge themselves with their machines, but this process has caused them to become isolated and outcast from the rest of humanity. Despite their faith and patience, the promise of transcendence still eludes them even after centuries of devotion.

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Background Story

The Machine Cult trace their origins to old Earth. Their cult has long believed that the advancement of technology is inevitable and eventually humanity itself will be surpassed by the machine in an event called the Singularity, which would have absolute power to determine the fate of humanity. The Cult believes that only by embracing the machine can humanity remain relevant, and their cult rejected the Founder and his plan for humanity, believing that his genetic enhancements were mere distractions from the inevitable machine Singularity. The Founder in turn banned their cult, and as a result, many Machine Cultists eagerly joined the refugee fleet.

When humanity arrived in Sirius, the Machine Cult and its members were scattered throughout many of the surviving colonies. Though far apart, they were united in their faith and their fascination with augmentation. The Cult gained adherents from those who believed that their upgrades were the best way to adapt to new worlds. Driven on by discoveries in Sirius and trade with newly encountered species, the Machine Cult began to augment themselves in ways which could not have been imagined previously.

As augmentation became more easily obtained, many of its adherents began to augment themselves beyond anything that they were capable of on Earth, seeking to embrace the machine in new ways. As they did so, the adherents of the cult began to grow apart from other colonists. Others began to see the Cult and their followers as strange and inhuman. Some even began to leave the cult, embittered by augmentation failures or haunted by a feeling that they had lost some part of humanity.

As a result, the Machine Cult began to petition the Great Human Alliance for settlement rights. Their augmentations and robots allowed them to settle a number of inhospitable worlds which were otherwise not suited for settlements. The Machine Cult’s detachment and isolation meant that few were surprised when the Cult demanded independence from the Alliance. The Alliance were not interested in resettling or occupying the worlds the Cult had claimed and saw little to gain from war, and as such, the Machine Cults gained their final independence diplomatically, rather than through war.

The Machine Cults still maintain their eternal vigil, awaiting the transcendence of technology and the ascension of the machine. Their forces search throughout the Sector, seeking hidden and lost technologies that might help this come about or allow them to more fully embrace the machine.

How will you guide your people towards the Singularity?

Created by: Gaetano Ferrara
1
GF - Machine Cult v3.4.1
Name [size] Qua Def Equipment Special Rules Cost
High Priest [1]
3+
3+
Revolver (12", A1, AP(1))Axe-Halberd (A3, AP(4))
Hero, Regeneration, Tough(3)
90pts
Sect Leader [1]
3+
4+
Leader F-Blaster (9", A3)Leader Taser Sword (A3, Taser)
Hero, Strider, Tough(3)
60pts
Cult Leader [1]
4+
4+
Leader R-Pistol (9", A2, Radiation)Tech-Sword (A2)
Hero, Strider, Tough(3)
40pts
Cult Rangers [5]
4+
4+
5x R-Fusil (18", A1, Radiation)5x CCW (A1)
Strider
90pts
Shock Priests [5]
4+
5+
5x Shock Staff (A2, Rending)
Furious, Regeneration, Slayer
130pts
Sect Stalkers [5]
3+
4+
5x Dual S-Blades (A2, AP(1), Rending)
Fast, Furious, Strider
170pts
Sect Infiltrators [5]
3+
4+
5x F-Blaster (9", A2)5x Taser Sword (A2, Taser)
Scout, Stealth, Strider
165pts
Sky Stalkers [5]
3+
4+
5x F-Carbine (18", A2)5x CCW (A2)
Ambush, Flying, Furious
195pts
Breacher Cyborgs [3]
4+
3+
3x Contortion Cannon (24", A1, AP(3), Deadly(3))3x Cyborg Claw (A3)
Slow, Tough(3)
245pts
Destroyer Cyborgs [3]
4+
4+
3x Gravity Cannon (24", A4, Rending)3x Cyborg Claw (A3)
Relentless, Slow, Tough(3)
270pts
Raider Cavalry [3]
4+
4+
3x Twin P-Pistol (9", A4, Phosphor)3x CCW (A1)
Fast, Scout, Strider, Tough(3)
170pts
Landing Craft [1]
3+
2+
Twin P-Machinegun (30", A4, Phosphor)
Fast, Impact(3), Strider, Tough(6), Transport(11)
220pts
Attack Craft [1]
3+
2+
Energy Cannon (30", A2, Blast(3), Indirect)Triple P-Machinegun (30", A6, Phosphor)
Fast, Impact(6), Strider, Tough(12)
455pts
Crawler Tank [1]
3+
2+
Twin P-Machinegun (30", A4, Phosphor)Twin P-Cannon (24", A8, Phosphor)Crushing Legs (A2, AP(2))Stomp (A4, AP(1))
Strider, Tough(12)
425pts
Combat Robot [1]
3+
2+
Heavy Flamer (12", A1, AP(1), Blast(3), Reliable)Dual Energy Fists (A4, AP(4))Stomp (A2, AP(1))
Fear(1), Fearless, Stealth, Tough(6)
240pts
Dragoon Walker [1]
3+
2+
Stomp (A2, AP(1))Taser Lance (A4, AP(1), Lance, Taser)
Fast, Fear(1), Stealth, Strider, Tough(6)
225pts
Iron Walker [1]
3+
2+
Twin Laser Cannon (36", A2, AP(3), Deadly(3))Stomp (A2, AP(1))
Fast, Fear(1), Strider, Tough(6)
290pts
Arch Fighter [1]
3+
2+
Twin P-Machinegun (30", A4, Phosphor)Assault Module (Transport(6))
Aircraft, Tough(6)
210pts
Arch Gunship [1]
3+
2+
Rear Laser Cannon (36", A1, AP(3), Deadly(3))P-Machinegun (30", A2, Phosphor)Twin P-Blaster (18", A4, Phosphor)
Aircraft, Tough(6)
275pts
Special Rules

AP(X): Targets get -X to Defense rolls when blocking hits.

Bounding: When this unit is activated, you may place all models with this rule in it anywhere within D3+1" of their position.

Canticles: This model and its unit get AP(+1) when shooting.

Cluster Grenades: Once per activation, when this model moves over enemy units, pick one of them and roll one die. On a roll of 6+ it takes 1 hit.

Phosphor: This weapon ignores cover.

Psalms: This model and its unit move +2" on Advance, and +4” on Rush/Charge.

Radiation: Enemies that roll to block hits from this weapon take one extra wound for each unmodified result of 1 that they roll.

Repair: Once per this model's activation, before attacking, if within 2" of a model with Tough, roll one die. On a 2+ you may remove D3 wounds from that model.

Slayer: This model's melee weapons get AP(+2) against units where most models have Tough(3) or higher.

Taser: Unmodified rolls of 6 to hit deal one extra hit (only the original hit counts as a 6 for special rules).

Tough(X): This model must take X wounds before being killed. If a model with tough joins a unit without it, then it is removed last when the unit takes wounds. Note that you must continue to put wounds on the tough model with most wounds in the unit until it is killed, before starting to put them on the next tough model (heroes must be assigned wounds last).

Machine Cult Army Spells
Critical Aim (1): Target friendly unit within 12" gets AP(+1) next time it shoots.
Solar Beam (1): Target enemy model within 12" takes 1 hit with AP(4).
Steel Body (2): Target 2 friendly units within 12" get +1 to defense rolls next time they take hits.
Shrapnel (2): Target 2 enemy units within 12" take 4 hits each.
Corroded Metal (3): Target 2 enemy units within 18" get -2 to hit rolls next time they shoot.
Machine Terror (3): Target 2 enemy units within 12" take 6 hits each.
2
GF - Machine Cult v3.4.1
High Priest [1] - 90 pts
Quality 3+ Defense 3+
Axe-Halberd (A3, AP(4))
Revolver (12", A1, AP(1))
Hero, Regeneration, Tough(3)
Upgrade with one:
+15pts Macro Pistol (12", A3)
+20pts P-Repeater (18", A2, Phosphor)
+30pts Supersonic Cannon (12", A1, AP(1), Blast(3), Reliable)
+40pts Eradicator (24", A1, AP(1), Blast(3))
+45pts Rail Gun (18", A1, AP(3), Deadly(3))
+50pts V-Blaster (24", A3, Rending)
Upgrade with one:
+25pts Deacon (Psalms)
+40pts Engineer (Repair)
+50pts Machine Lore (Caster(2))
+70pts Preacher (Canticles)
+80pts Master Machine Lore (Caster(3))
Sect Leader [1] - 60 pts
Quality 3+ Defense 4+
Leader Taser Sword (A3, Taser)
Leader F-Blaster (9", A3)
Hero, Strider, Tough(3)
Upgrade with one:
+25pts Deacon (Psalms)
+40pts Engineer (Repair)
+55pts Machine Lore (Caster(2))
+70pts Preacher (Canticles)
+80pts Master Machine Lore (Caster(3))
Replace Leader F-Blaster and Leader Taser Sword:
+10pts Leader Dual S-Blades (A4, AP(1), Rending)
+10pts Leader S-Razor & Claw (A4, AP(2))
+25pts Leader Burst Carbine (18", A3)Energy Sword (A3, AP(1), Rending)
Upgrade with one:
+15pts Infiltrator (ScoutStealth)
+15pts Stalker (FastFurious)
Cult Leader [1] - 40 pts
Quality 4+ Defense 4+
Tech-Sword (A2)
Leader R-Pistol (9", A2, Radiation)
Hero, Strider, Tough(3)
Upgrade with one:
+25pts Deacon (Psalms)
+40pts Engineer (Repair)
+55pts Machine Lore (Caster(2))
+70pts Preacher (Canticles)
+80pts Master Machine Lore (Caster(3))
Replace Leader R-Pistol:
+5pts Leader P-Pistol (9", A3, Phosphor)
+5pts Leader Revolver (12", A2, AP(1))
+5pts Leader R-Fusil (18", A2, Radiation)
+10pts Leader Arc Pistol (9", A3, Rending)
+20pts Leader G-Rifle (30", A2, AP(1))
+65pts Leader Uranium Rifle (30", A2, AP(1), Sniper, Radiation)
+90pts Leader R-Jezzail (30", A4, Sniper, Radiation)
Replace Tech-Sword:
+5pts Taser Sword (A2, Taser)
+5pts R-Sword (A2, AP(1), Radiation)
+10pts Arc Sword (A2, AP(1), Rending)
+15pts Axe-Halberd (A2, AP(4))
Upgrade with one:
+10pts Stalker Wings (AmbushFlying)
+15pts Sentinel Stilts (BoundingStealth)
+50pts Mech Horse (FastScoutTough(3))
Cult Rangers [5] - 90 pts
Quality 4+ Defense 4+
5x CCW (A1)
5x R-Fusil (18", A1, Radiation)
Strider
Replace all R-Fusils:
+30pts G-Rifle (30", A1, AP(1))
Replace one R-Fusil:
+15pts Arc Gun (18", A2, Rending)
+15pts Flamer (12", A1, Blast(3), Reliable)
+20pts Fusion Rifle (12", A1, AP(4), Deadly(3))
+25pts Plasma Carbine (18", A2, AP(4))
+30pts Uranium Rifle (30", A1, AP(1), Sniper, Radiation)
Replace one R-Fusil and CCW:
+5pts Revolver (12", A1, AP(1))Tech-Sword (A2)
Replace Revolver:
free R-Pistol (9", A1, Radiation)
+5pts Arc Pistol (9", A2, Rending)
+5pts P-Pistol (9", A2, Phosphor)
+5pts G-Rifle (30", A1, AP(1))
Replace Tech-Sword:
+5pts R-Sword (A2, AP(1), Radiation)
+5pts Taser Sword (A2, Taser)
+10pts Arc Sword (A2, AP(1), Rending)
+15pts Axe-Halberd (A2, AP(4))
Shock Priests [5] - 130 pts
Quality 4+ Defense 5+
5x Shock Staff (A2, Rending)
Furious, Regeneration, Slayer
Replace all Shock Staffs:
+60pts Gauntlet Shocks (12", A2, Taser)Taser Gauntlet (A2, Taser)
Sect Stalkers [5] - 170 pts
Quality 3+ Defense 4+
5x Dual S-Blades (A2, AP(1), Rending)
Fast, Furious, Strider
Replace all Dual S-Blades:
+5pts S-Razor & Claw (A2, AP(2))
Upgrade one model with:
+5pts Metal Spike (A1, AP(1), Deadly(3), Limited)
Sect Infiltrators [5] - 165 pts
Quality 3+ Defense 4+
5x F-Blaster (9", A2)
5x Taser Sword (A2, Taser)
Scout, Stealth, Strider
Replace all F-Blasters and Taser Swords:
+75pts Burst Carbine (18", A2)Energy Sword (A2, AP(1), Rending)
Sky Stalkers [5] - 195 pts
Quality 3+ Defense 4+
5x CCW (A2)
5x F-Carbine (18", A2)
Ambush, Flying, Furious
Replace all F-Carbines:
+15pts P-Thrower (12", A2, Reliable, Phosphor)
Replace one F-Carbine and CCW:
-5pts F-Blaster (9", A2)Taser Sword (A2, Taser)
Upgrade all models with:
+10pts Cluster Grenades
Breacher Cyborgs [3] - 245 pts
Quality 4+ Defense 3+
3x Contortion Cannon (24", A1, AP(3), Deadly(3))
3x Cyborg Claw (A3)
Slow, Tough(3)
Replace any Contortion Cannon:
+5pts Heavy Arc Gun (36", A3, Rending)
Replace all Cyborg Claws:
+40pts Arc Claw (A3, AP(1), Rending)
Destroyer Cyborgs [3] - 270 pts
Quality 4+ Defense 4+
3x Gravity Cannon (24", A4, Rending)
3x Cyborg Claw (A3)
Relentless, Slow, Tough(3)
Replace any Gravity Cannon:
+15pts Plasma Cannon (30", A1, AP(4), Blast(3))
Replace one Gravity Cannon:
+30pts Plasma Cannon (30", A1, AP(4), Blast(3))P-Blaster (18", A2, Phosphor)
+35pts Plasma Cannon (30", A1, AP(4), Blast(3))Flamer (12", A1, Blast(3), Reliable)
Raider Cavalry [3] - 170 pts
Quality 4+ Defense 4+
3x CCW (A1)
3x Twin P-Pistol (9", A4, Phosphor)
Fast, Scout, Strider, Tough(3)
Replace any Twin P-Pistol:
+5pts G-Carbine (18", A2, AP(1))
Replace one G-Carbine:
+10pts Twin P-Blaster (18", A4, Phosphor)
Replace one G-Carbine and CCW:
+5pts P-Pistol (9", A2, Phosphor)Energy Sword (A2, AP(1), Rending)
+5pts Revolver (12", A1, AP(1))Raider Sabre (A3, AP(1))
Upgrade all models with:
+5pts P-Breath (6", A2, Limited, Phosphor)
3
GF - Machine Cult v3.4.1
Landing Craft [1] - 220 pts
Quality 3+ Defense 2+
Twin P-Machinegun (30", A4, Phosphor)
Fast, Impact(3), Strider, Tough(6), Transport(11)
Upgrade with:
+60pts Twin P-Machinegun (30", A4, Phosphor)
Attack Craft [1] - 455 pts
Quality 3+ Defense 2+
Energy Cannon (30", A2, Blast(3), Indirect)
Triple P-Machinegun (30", A6, Phosphor)
Fast, Impact(6), Strider, Tough(12)
Replace Energy Cannon:
+60pts Iron Cannon (36", A2, AP(2), Deadly(3), Lock-On)
Upgrade with:
+45pts Disruption Missile (24", A3, AP(1))
Crawler Tank [1] - 425 pts
Quality 3+ Defense 2+
Crushing Legs (A2, AP(2))
Stomp (A4, AP(1))
Twin P-Cannon (24", A8, Phosphor)
Twin P-Machinegun (30", A4, Phosphor)
Strider, Tough(12)
Replace Twin P-Cannon:
free Eraser Beam (36", A2, AP(1), Blast(3))
+80pts Neutron Laser (36", A2, AP(3), Deadly(3))P-Machinegun (30", A2, Phosphor)
+115pts Icarus AA-System (36", A6, AP(3), Lock-On)
Upgrade with:
+50pts Repair Arm (Regeneration)
Combat Robot [1] - 240 pts
Quality 3+ Defense 2+
Dual Energy Fists (A4, AP(4))
Stomp (A2, AP(1))
Heavy Flamer (12", A1, AP(1), Blast(3), Reliable)
Fear(1), Fearless, Stealth, Tough(6)
Replace Dual Energy Fist and Heavy Flamer:
+15pts Twin P-Cannon (24", A8, Phosphor)
Replace Heavy Flamer:
+20pts P-Cannon (24", A4, Phosphor)
Upgrade with:
+20pts Robot Smith (Regeneration)
Dragoon Walker [1] - 225 pts
Quality 3+ Defense 2+
Stomp (A2, AP(1))
Taser Lance (A4, AP(1), Lance, Taser)
Fast, Fear(1), Stealth, Strider, Tough(6)
Replace Taser Lance:
+15pts R-Jezzail (30", A3, Sniper, Radiation)
Upgrade with:
+20pts P-Repeater (18", A2, Phosphor)
Iron Walker [1] - 290 pts
Quality 3+ Defense 2+
Stomp (A2, AP(1))
Twin Laser Cannon (36", A2, AP(3), Deadly(3))
Fast, Fear(1), Strider, Tough(6)
Replace Twin Laser Cannon:
free Twin Autocannon (36", A6, AP(2))
Arch Fighter [1] - 210 pts
Quality 3+ Defense 2+
Twin P-Machinegun (30", A4, Phosphor)
Assault Module (Transport(6))
Aircraft, Tough(6)
Replace Assault Module:
+5pts Bomb Rack (6", A2, AP(1), Blast(3))
Arch Gunship [1] - 275 pts
Quality 3+ Defense 2+
Twin P-Blaster (18", A4, Phosphor)
P-Machinegun (30", A2, Phosphor)
Rear Laser Cannon (36", A1, AP(3), Deadly(3))
Aircraft, Tough(6)
4