Intro
About Mammoth Factory
Mammoth Factory creates fantasy miniatures compatible with TTRPGs and wargames, as well as 5e adventure modules designed to make use of their minis.
They are dedicated to making gaming products that are high-quality, accessible to all, and useful to GMs and wargamers alike.
You can find FREE paper mini for this army at https://mab.to/4D6BV1wPR3BBJ/eu1
If you’d like to support them, you can gain access to their miniatures and adventures by signing up at https://www.patreon.com/MammothFactory or https://www.myminifactory.com/users/MammothFactory
About OPR
OPR (www.onepagerules.com) is the home of many free games which are designed to be fast to learn and easy to play.
This project was made by gamers for gamers and it can only exist thanks to the support of our awesome community.
If you want to help us in making more awesome content, you can support us on www.patreon.com/onepagerules
Thank you for playing!
Background Story
Far to the blighted west, there once stood the most ancient and venerable of human civilizations. Steeped in infernal magic and dark alchemy, these realms erected wonders unseen among the younger kingdoms, but their great works were mortared with the blood of countless slaves and consecrated by the sacrifices of countless more. They were ruled by pitiless lords of giant stature, whose veins burned with the blood of demonkind and whose power was absolute – sorcerer kings presiding over realms of dark majesty.
Eventually, these sorcerer kingdoms were struck by the Red Woe, a terrible necromantic plague that ripped through the ancient heartlands. As the sorcerer kings bickered and fought, each eager to blame the others for the disaster, untold thousands of their subjects fled east, seeking new lands untouched by dark magic. In the final days of this great pilgrimage, the sorcerer kings, in their desperation, sought to conjure a power beyond their mastery: the sky to the west burned as the old kingdoms were shattered in an instant, an incredible, fiery eruption hurling black smoke leagues high into the air. What evil the sorcerer kings invoked remains a mystery to this day, but it was of such power that even now, over a thousand years later, the conflagration burns still, lighting up the night to the west.
Now, after millennia of burning in silent agony, the sorcerer kings and their servants awaken once more. Bound to the will of the dark power that destroyed their realms, they seethe with hatred for the living, pouring from ancient halls and blackened tombs to march against the world of mortals…
Name [size] | Qua | Def | Equipment | Special Rules | Cost |
---|---|---|---|---|---|
Anak Nobles [1] | 3+ | 3+ | Two Handed Mace (A6, AP(3)) | Burning, Caster(3), Fear(3), Hero, Tough(6), Undead | 255pts |
Death-Bound Thralls [10] | 5+ | 5+ | 10x Sword (A1) | Slow, Undead | 70pts |
Flame Wraiths [5] | 4+ | 6+ | 5x Flame Sword (A1, Rending) | Burning, Ethereal, Undead | 85pts |
Tomb Wardens [3] | 4+ | 3+ | 3x Great Weapon (A3, AP(2)) | Regeneration, Tough(3), Undead | 210pts |
Death Bound Hulker [1] | 4+ | 5+ | Flaming Flail (A4, AP(1), Blast(3), Rending), Stomp (A2, AP(1)) | Fear(3), Regeneration, Slow, Tough(12), Undead | 265pts |
Voidborn Corpse Eater [1] | 4+ | 2+ | Arm (A6), Bite (A2, AP(2), Deadly(3)), Poisonned Pincer (A4, AP(1), Poison) | Daemon, Devour, Fear(3), Tough(18) | 465pts |
Ambush: May be set aside before deployment. At the start of any round after the first, may be deployed fully within 6” of any table edge, over 6" away from enemy units. Players alternate in placing Ambush units, starting with the player that activates next. Units that deploy via Ambush can’t seize or contest objectives on the round they deploy.
Burning: Whenever this model takes a wound in melee, the attacker takes 1 hit.
Daemon: This model may be deployed as if it had Ambush or Scout, but only up to half of the units with this rule in the army may deploy using one or the other (rounding up).
Devour: Whenever this model attacks in melee, roll one die. On a roll of 6+ the target takes 1 wound.
Ethereal: Counts as having Stealth and Strider. When taking a wound, roll one die, on a 6+ it is ignored.
Reap: Enemies that roll to block hits from this weapon take one extra wound for each unmodified result of 1 that they roll.
Spawn(X): Once per game, when this model is activated, you may place a new unit of X fully within 6" of it.
Undead: Whenever a unit where most models have this rule fails a morale test that causes it to be Shaken or Routed, the test counts as passed instead. Then, roll as many dice as the number of wounds it would take to fully destroy it, and for each result of 1-3 the unit takes one wound, which can't be ignored.