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AoFS - High Elves v2.9

This document provides rules and unit profiles for playing a High Elf army in the One Page Rules wargame system. High Elves are a seafaring faction focused on trade, magic, and formidable armies. Their troops have access to powerful magic, skilled cavalry, and expensive armor and weapons. The profiles include heroes, infantry, cavalry, archers, and a giant eagle monster unit.

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0% found this document useful (0 votes)
123 views2 pages

AoFS - High Elves v2.9

This document provides rules and unit profiles for playing a High Elf army in the One Page Rules wargame system. High Elves are a seafaring faction focused on trade, magic, and formidable armies. Their troops have access to powerful magic, skilled cavalry, and expensive armor and weapons. The profiles include heroes, infantry, cavalry, archers, and a giant eagle monster unit.

Uploaded by

Singis
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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AOFS – HIGH ELVES v2.

About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games High Elves are an elf faction that focuses on seafaring, trade
which are designed to be fast to learn and easy to play. and magical knowledge. With their riches they are able to arm
their soldiers with armor made of expensive materials and
This project was made by gamers for gamers and it can only
build one of the most formidable armies of Tyria.
exist thanks to the support of our awesome community.
Originally all elves came from the great forest, but as their
If you’d like to support the continued development of our
society evolved some wanted to seek riches instead of living
games you can donate on patreon.com/onepagerules.
from the woods. These treacherous elves were banished and
Thank you for playing! relocated along the coastal regions, forming a new for-profit
society that is now known as the High Elves.

High Elves are formidable archers and their line troops are
extremely diligent and well trained. They use powerful magic
to help them in combat and seafaring, and once they are on
land they sport formidable cavalry to destroy their enemies.

Prestigious in trade and war they see themselves as superior to


other races, and really, who can fault them for that?

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1
AOFS – HIGH ELVES v2.9

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Elf Prince [1] 3+ 4+ Hand Weapon (A3) Hero, Tough(3) A 50pts
Phoenix Prince [1] 3+ 4+ Halberd (A3, Rending) Hero, Regeneration, Tough(3) - 70pts
Mage [1] 4+ 6+ Hand Weapon (A1) Hero, Tough(3), Wizard(1) B 45pts
Warriors [3] 4+ 5+ Hand Weapons (A1) - C, D 35pts
Elite [1] 3+ 5+ Great Sword (A1, AP(2)) - C, E 15pts
Phoenix Warrior [1] 3+ 5+ Halberd (A1, Rending) Regeneration C 20pts
Archer [1] 4+ 6+ Longbow (30”, A1), Hand Weapon (A1) - C 15pts
Guardian [1] 4+ 5+ Bow (24”, A1), Spear (A1, Phalanx) - C 20pts
Shadow Sister [1] 3+ 6+ Magic Bow (24”, A1, AP(1)), Quick Shot - 20pts
Hand Weapon (A1)
Shadow Brother [1] 3+ 6+ Longbow (30”, A1), Hand Weapon (A1) Scout, Stealth - 25pts
Light Cavalry [1] 4+ 5+ Hand Weapon (A1) Fast, Impact(1) C, F 20pts
Heavy Cavalry [1] 4+ 4+ Lance (A1, Impact(1)) Fast, Impact(1) C 25pts
Dragon Cavalry [1] 3+ 3+ Lance (A1, Impact(1)) Fast, Impact(1) C 30pts
Giant Eagle [1] 3+ 4+ Claws (A3) Fast, Flying, Tough(3) G 65pts

A Replace Hand Weapon: Special Rules


2x Hand Weapons (A3) +5pts High Prowess: The hero and all friendly units
Halberd (A3, Rending) +5pts within 12” get +1 to their melee attack rolls.
Great Weapon (A3, AP(2)) +5pts Quick Shot: This unit may shoot even after
Spear (A3, Phalanx) +5pts using Rush actions.
Lance (A3, Impact(1)) +5pts
– mounted only
Wizard Spells
Upgrade with: Modesty (4+): Target enemy unit within 12”
Lion Cloak (Stealth) +5pts gets -1 to hit next time it shoots.
– only if not mounted Drain (4+): Target enemy model within 12”
Upgrade with: takes 1 automatic hit with AP(2).
Longbow (30”, A1) +5pts Protection (5+): Target friendly unit within
Upgrade with one: 12” gets +1 to defense next time it takes hits.
Great Banner (Fear) +20pts Quench (5+): Target enemy unit within 12”
Wizard(1) +20pts takes 6 automatic hits.
High Prowess +30pts Magical Surge (6+): Target friendly unit
Mount on: within 12” may immediately charge by up to
Horse – Fast, Impact(1) +10pts 6” and gets +1 to hit for that melee.
Beast - Fast, Strider, Impact(1) +15pts Tempest (6+): Target 2 enemy units within 6”
take 4 hits with AP(2) each.
B Upgrade Wizard(1):
Wizard(2) +15pts
Mount on:
Horse – Fast, Impact(1) +10pts
Magic Cloud - Fast, Flying +10pts

C Upgrade with:
Sergeant +5pts
Musician +10pts
Battle Standard +10pts

D Replace all Hand Weapons:


Halberds (A1, Rending) +5pts
2x Hand Weapons (A1) +5pts
Great Weapons (A1, AP(2)) +5pts
Spears (A1, Phalanx) +10pts

E Replace Great Sword:


Twin Swords (A2, Rending) Free
Twin Hammers (A2, AP(1)) Free
Great Axe (A1, AP(1), Rending) +5pts
Great Hammer (A1, AP(3)) +5pts
Upgrade with:
Lion Cloak (Stealth) +5pts

F Replace Hand Weapon:


Lance (A1, Impact(1)) +5pts
Upgrade with any:
Bow (24”, A1) +5pts
Beast Mount (Strider) +5pts

G Upgrade with any:


Metal Spurs (AP(1) in melee) +5pts
Swoop Attack (Impact(1)) +5pts

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