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AoF - Deep-Sea Elves v2.5

The document provides background information on the Deep-Sea Elves faction for the One Page Rules tabletop wargame. The Deep-Sea Elves are a mysterious elven faction that lives at the bottom of the ocean and raids coastal villages at night. Their forces include infantry, beasts, and powerful heroes and monsters. The document then lists the units, profiles, and upgrade options available to field a Deep-Sea Elves army.

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Cpt_quire
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0% found this document useful (0 votes)
138 views2 pages

AoF - Deep-Sea Elves v2.5

The document provides background information on the Deep-Sea Elves faction for the One Page Rules tabletop wargame. The Deep-Sea Elves are a mysterious elven faction that lives at the bottom of the ocean and raids coastal villages at night. Their forces include infantry, beasts, and powerful heroes and monsters. The document then lists the units, profiles, and upgrade options available to field a Deep-Sea Elves army.

Uploaded by

Cpt_quire
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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AOF – DEEP-SEA ELVES v2.

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games Deep-Sea Elves are a mysterious faction of elves that lives at
which are designed to be fast to learn and easy to play. the bottom of the ocean far from sight. Very few have ever seen
them as they only come out to raid coastal villages at night and
This project was made by gamers for gamers and it can only
leave no survivors as witnesses.
exist thanks to the support of our awesome community.
Little is known about the Deep-Sea Elves but legend says that
If you’d like to support the continued development of our
they are descendants of early elves that were banished from the
games you can donate on patreon.com/onepagerules.
great forest because of their maliciousness. These elves then
Thank you for playing! used powerful magic to create an underwater society that feeds
on the souls of the innocent.

Their battle forces are usually made up of small groups of


infantry units supported by powerful war-beasts. When going
on their raids they use dark magic to allow these war-beasts to
levitate on land, unleashing fearsome eels and ferocious sharks
on their unsuspecting foes.

If you ever see an elf come out of the water you better run,
because they are coming to get you.

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1
AOF – DEEP-SEA ELVES v2.5

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Deep-Sea King [1] 3+ 4+ Hand Weapon (A3) Hero, Strider, Tough(3) A 50pts
Guard Champion [1] 5+ 5+ Hand Weapon (A3) Hero, Strider, Tough(3) B 25pts
Octopus Wizard [1] 5+ 5+ Tentacles (A3) Hero, Stealth, Strider, Tough(3), C 55pts
Wizard(1)
Spirit Caster [1] 5+ 5+ Hand Weapon (A1) Hero, Strider, Tough(3), Wizard(1) C 45pts
Spirit Render [1] 5+ 5+ Giant Hook (A3, AP(1)), Hero, Lantern of Souls, Strider, - 60pts
Pet Swordfish (A1, AP(1), Deadly(3)) Tough(3)
Spirit Ledger [1] 5+ 5+ Octopus Bodyguard (A8) Hero, Spirit Ledger, Strider, Tough(3) - 95pts
Spirit Scryer [1] 5+ 5+ Piranha Swarm (18”, A4, AP(2)), Metal Hero, Divine Navigator, Strider, - 145pts
Claw (A1, AP(2)) Tough(3)
Sea Guard [10] 5+ 6+ Hand weapons (A1) Strider D, E 90pts
Octopus Troop [10] 5+ 5+ Tentacles (A3) Stealth, Strider - 150pts
Sea Servants [10] 4+ 5+ Hand Weapons (A1) Blows of Grace, Strider D, F 160pts
Sea Reavers [5] 4+ 5+ Bows (24”, A1), Hand Weapons (A1) Shots of Grace, Strider D, G 110pts
Depth Horrors [3] 4+ 4+ Hand Weapons (A3) Strider, Tough(3) D, H 130pts
Giant Crabs [3] 4+ 3+ Pincers (A3, AP(2)) Ambush, Strider, Tough(3) - 180pts
Water Elementals [3] 4+ 4+ Slam Attacks (A3, AP(1)) Regeneration, Strider, Tough(3) - 190pts
War-Eel Riders [5] 4+ 4+ Hand Weapons (A1), Fast, Furious, Impact(1), Strider D, I 145pts
Electric Skin (A1, AP(1))
Sea-Wyrm Riders [3] 4+ 4+ Hand Weapons (A1), Bites (A3, AP(1)) Fast, Impact(3), Strider, Tough(3) - 185pts
War-Shark Riders [1] 3+ 2+ Crew Attacks (A2), Jaws (A3, AP(2)) Fast, Fear, Impact(3), Strider, Tough(3) J 120pts
Giant Kraken [1] 3+ 2+ Giant Tentacles (A12, AP(1)) Fear, Strider, Tough(6) - 180pts
Giant War-Turtle [1] 3+ 2+ Massive Jaws (A6, AP(2)) Fear, Impact(6), Strider, Tough(6) K 185pts
Great Elemental [1] 3+ 2+ Flood Attack (A6, AP(1), Blast(3)) Fear, Regeneration, Strider, Tough(6) - 235pts
Great Harpoon 4+ 5+ Harpoon (48”, A1, AP(2), Deadly(3)), Artillery, Immobile, Tough(3) - 55pts
Launcher [1] Crew (A3)

A Replace Hand Weapon: G Replace all Bows: Special Rules


2x Hand Weapons (A3) +5pts Crossbows (30”, A1, Rending) +15pts Blows of Grace: Whenever this unit fights in
Halberd (A3, Rending) +5pts melee pick one fighting style:
Great Weapon (A3, AP(2)) +5pts H Replace all Hand Weapons:  Cut: +1A in melee
Spear (A3, Phalanx) +5pts Halberds (A3, Rending) +5pts  Chop: AP(+2) in melee
Upgrade with: Spears (A3, Phalanx) +10pts
Tide Master +60pts 2x Hand Weapons (A3) +15pts Distortion Drummer: When this unit is
activated pick 2 friendly units within 12”,
Mount on: Great Weapons (A3, AP(2)) +15pts
which get Stealth next time they are shot at.
War-Eel – Electric Skin (A1,AP(1)), +15pts Upgrade one model with:
Divine Navigator: The hero and his unit get
Fast, Furious, Impact(1) Harpoon (A1, AP(2), Deadly(3)) +10pts the Ambush rule, and once they are deployed
Sea-Wyrm – Claws (A3, AP(1)), +70pts they get the Fast rule next time they move.
Fast, Impact(3) Tough(+3) I Replace all Hand Weapons: Lantern of Souls: Whenever the hero and his
Deep-Sea Dragon – +220pts Lances (A1, Impact(1)) +15pts unit cause a wound place a healing marker
Defense +2, Claws (A6, AP(2)), Upgrade all models with one: next to any friendly unit within 12”. When a
Fear, Tough(+6) Electric Barrier (Stealth) +10pts unit with healing markers takes a wound you
Electric Blast (12”, A1, Rending) +10pts may remove one healing marker and roll one
B Replace Hand Weapon: die, on a 4+ the wound is ignored.
2x Hand Weapons (A3) +5pts J Upgrade with one: Shots of Grace: Whenever this unit shoots
Harpoon Launcher +15pts pick one shooting style:
Mount on:
(24”, A1, AP(2), Deadly(3))  Aim: +2 to hit when shooting
Giant Frog - Defense +1, +45pts  Volley: +1A when shooting
Sticky Tongue (12”, A3, Poison), Net Launcher (24”, A1, Blast(6)) +25pts
Leap Attack (A3,AP(1)), Tough(+3) Spirit Ledger: The hero and his unit get +1 to
K Upgrade with any:
hit rolls in melee and +1 to morale test rolls.
C Upgrade Wizard(1): Chomp (A1, AP(2), Deadly(3)) +10pts Tide Master: When the hero is activated pick
Wizard(2) +15pts 2x Harpoon Launchers +30pts 2 friendly units within 12”, which get +1
(24”, A1, AP(2), Deadly(3)) attack in melee next time they fight.
D Upgrade with: Distortion Drummer +60pts
Sergeant +5pts Wizard Spells
Musician +10pts Power Tide (4+): Target friendly unit within
Battle Standard +10pts 12” gets AP(+1) in melee next time it fights.
Sea Storm (4+): Target enemy unit within 12”
E Upgrade all models with: takes 4 automatic hits.
Javelins (12”, A1) +10pts Darkest Abyss (5+): Target enemy unit
within 18” gets -1 to hit next time it shoots.
F Replace all Hand Weapons: Erode Soul (5+): Target enemy model within
Halberds (A1, Rending) +10pts 12” takes 1 automatic hit with AP(3).
2x Hand Weapons (A1) +15pts High Tide (6+): Target piece of terrain within
Great Weapons (A1, AP(2)) +15pts 6” may be moved by up to 6” in any direction
Spears (A1, Phalanx) +30pts or may be removed from play.
Upgrade one model with: Crushing Pressure (6+): Target 2 enemy units
Harpoon (A1, AP(2), Deadly(3)) +10pts within 6” take 6 hits with AP(1) each.

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