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AOFS – 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

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AOFS – 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 [3] 5+ 6+ Hand weapons (A1) Strider D, E 25pts
Octopus Warrior [1] 5+ 5+ Tentacles (A3) Stealth, Strider - 15pts
Sea Servant [1] 4+ 5+ Hand Weapon (A1) Blows of Grace, Strider D, F 15pts
Sea Reaver [1] 4+ 5+ Bow (24”, A1), Hand Weapon (A1) Shots of Grace, Strider D, G 20pts
Depth Horror [1] 4+ 4+ Hand Weapon (A3) Strider, Tough(3) D, H 45pts
Giant Crab [1] 4+ 3+ Pincers (A3, AP(2)) Ambush, Strider, Tough(3) - 60pts
Water Elemental [1] 4+ 4+ Slam Attack (A3, AP(1)) Regeneration, Strider, Tough(3) - 65pts
War-Eel Rider [1] 4+ 4+ Hand Weapon (A1), Fast, Furious, Impact(1), Strider D, I 30pts
Electric Skin (A1, AP(1))
Sea-Wyrm Rider [1] 4+ 4+ Hand Weapon (A1), Bite (A3, AP(1)) Fast, Impact(3), Strider, Tough(3) - 60pts

A Replace Hand Weapon: Special Rules


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

I Replace Hand Weapon:


Lance (A1, Impact(1)) +5pts
Upgrade with one:
Electric Barrier (Stealth) #5pts
Electric Blast (12”, A1, Rending) #5pts

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