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󰅁 AOF - Kaiju of the Ri 1.

AOF - KAIJU OF THE RIFT 1.0

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KAIJU OF THE RIFT


Thank you for playing!
Deep on the ocean floor, miles beneath the surface a massive
earthquake caused a giant rift to open. The damage the
earthquake cause would pale in comparison to what emerged
from the rift. Massive monsters known as Kaiju with the power
to destroy cities and their own unknown agenda had been
awakened and the trail of destruction they now leave in their
wake is unfathomable.

While the Kaijus goals are unclear they do seem to act with an
underlying purpose. Mass destruction. Each Kaiju is unique
and no two Kaiju are alike. They range in abilities from, flight,
to indestructible skin, to powerful beams of energy. The one
thing they all tend to have in common is their massive size and
difficulty to kill. They are able to easily travers obstacles and
can use their height to draw long lines of sight across the
battlefield. Even the smallest kaiju is the size of a building.

When it comes to fighting kaiju all you can do is try to survive.


If you have the fire power then do everything you can to take
them out before they decimate your forces. If not, your best bet
is to keep your distance and pray to your gods for deliverance.

Created by: Gaetano Ferrara


Army Book by: The Dragon Trappers Lodge
Created with Army Forge Studio

AOF - KAIJU OF THE RIFT 1.0


Name [size] Qua Def Equipment Special Rules Upgrades Cost
Rift Kaiju [1] 3+ 3+ Bite (A2, AP(2), Deadly(3)), Fist (A12, AP(3)),  Fear, Strider, Tough(24) A, B 560pts
Heavy Tail (A2, AP(2), Deadly(6))
Ursorca [1] 3+ 4+ Bite (A5, AP(3), Deadly(3)), Stomp (A8, AP(2)),  Blubber, Enraged, Fear, Impact(6), Strider, A, C 635pts
Tail (A5, AP(1), Blast(3)) Tough(24)
Inazu [1] 3+ 3+ Discharge (6”, A2, AP(1), Blast(12)),  Fear, Strider, Supercharged, Tough(24) A, D 660pts
Horn (A4, AP(3), Deadly(3)), Fist (A18, AP(2))
Kaiju Hopper [1] 3+ 3+ Tongue (18”, A1, Deadly(12), AP(3)),  Fear, Jump, Strider, Tough(24) A, E 705pts
Bite (A2, AP(3), Deadly(6)), Stomp (A14, AP(1))
Hakanchu [1] 3+ 3+ Legs (A14, AP(1), Rending), Bite (A6, Poison, AP(2)),  Fast, Fear, Strider, Symbiotic, Tough(24), A, F 785pts
Stinger (A2, AP(3), Deadly(3), Poison) Wizard(1)
Rhoxigor [1] 3+ 2+ Horn (A4, AP(4), Impact(6)), Fists (A12, AP(2)),  Fear, Impervious, Strider, Tough(24) A, G 820pts
Hammer Tail (A2, AP(3), Blast(6))
Kazenkenshi [1] 2+ 2+ Claws (A12, AP(3), Rending), Stomp (A4, AP(2)),  Fear, Heated Body, Strider, Tough(24) A, H 915pts
Tail Strike (A2, AP(1), Blast(6))

A Upgrade with any: Special Rules


Terrifying Presence +30pts Annihilate: Unmodified rolls of 1 to hit may be
B Replace all Bite: rerolled once
Cephalopod Head (Wizard(2),  +45pts Arching: Once per turn when you hit an
Tentacles (A6, AP(1), Rending)) opponent with this weapon, inflict 3 hit AP(1)
Demonic Head (Breath Attack,  +55pts to one unit within 6” of that unit
Horns (A3, AP(1), Blast(3), Impact(6)) Blubber: Enemies get -1 to hit in melee when
) they attack units where all models have this
Upgrade any Bite with any: rule.
Energy Beam +240pts Enraged: When this model has lost half or more
(24", A16, AP(2), Giant Beam) of its toughness, for each unmodified result of 6
Replace all Energy Beam: to hit when attacking in melee, this model my
Corrosive Beam +10pts roll 2 extra attacks. This rule doesn’t apply to
(24", A16, AP(2), Giant Beam, newly generated attacks.
Rending) Freeze: Once per attack, pick one unit you dealt
Lightning Beam +35pts at least one hit with this weapon which get
(24", A16, AP(2), Arching, Giant slow the next time they move.
Beam) Giant Beam: When using this attack, trace a
Ice Beam +80pts straight line to the target. You can split the
(24", A16, AP(2), Freeze, Giant Beam) attacks amongst any units the line crosses.
Void Beam +100pts Heated Body: Once per turn during activation
(24", A16, AP(2), Annihilate, Giant but before attacking, roll 4 dice. For each 3+ one
Beam) enemy unit within 6” need to make a
Replace all Fist: dangerous terrain test. Any unit that charge
Blades (A6, AP(3), Deadly(3)) +25pts this model also need to make a dangerous
Toxic Canon (Strike (A8, AP(1)),  +170pts terrain test when they make contact.
Canon Impervious: Attacks targeting units where all
(18", A4, AP(1), Blast(6), Poison)) models have this rule count as having AP(-2),
Replace all Heavy Tail: to a min. of AP(0).
Taser Tail (A2, Blast(6), Rending) -20pts Jump: When this model is activated, you may
Stinger (A8, AP(1), Poison) +5pts place it anywhere within D3+1".
Upgrade with one: Magma: Hits from this weapon ignore
Poison Gas (6", A4, Blast(6), Poison) +50pts Regeneration.
Flying +95pts Pheromones (Furious): Gets +1 attack with a
Upgrade with any: weapon of your choice when charging.
Regeneration +140pts Supercharged: Whenever this model takes a
wound in melee, the attacker takes 1 hit.
C Upgrade with any: Symbiotic: Counts as having Regeneration on
Ice Beam +320pts rolls of 4+ against spell attacks, and on rolls of
(24", A16, AP(2), Freeze, Giant Beam) 6+ against non-spell attacks (this stacks with
Regeneration).
D Upgrade with any: Terrifying Presence: Once per activation, before
Lightning Beam +280pts attacking, pick one enemy unit within 12”,
(24", A16, AP(2), Arching, Giant which gets -2 to its next morale test roll.
Beam)
Wizard Spells
E Upgrade with any: Destabilizing Aura (4+): Target 2 enemy units
Beam (24", A16, AP(2), Giant Beam) +240pts within 12" get -1 to hit next time they fight in
F Upgrade with any: melee.
Pheromones (Furious) +25pts Psionic Wave (4+): Target enemy unit within
Wizard(1) +25pts 12” takes 5 hits.
New Spell (5+): Target 2 enemy units within 6"
G Upgrade with any: get -2" next time they Advance, or -4" next time
Boulder Throw +260pts they Charge/Rush.
(24", A4, AP(2), Blast(6)) Waking Nightmare (5+): Target enemy model
within 12" takes 2 hits with AP(4).
H Upgrade with any: Immunity to Pain (6+): Target friendly unit
Spew Magma +240pts within 12" gets Regeneration next time it takes
(12", A6, AP(3), Blast(3), Magma) wounds.
Psychic Horror (6+): Target 2 enemy units
within 6" take 6 hits with AP(1) each.

AOF - KAIJU OF THE RIFT 1.0

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Entropax [1] 2+ 3+ Void Bite (A4, AP(2), Deadly(3)),  Fear, Flying, Gravity Manipulator, Surprise A, B 1295pts
Claws (A16, AP(1), Rending) Attack, Teleport, Tough(24)
Khong [1] 2+ 3+ Rock Throwing (24”, A6, AP(2), Blast(6)),  Fear, Strider, Tough(30) A 1570pts
Fists (A26, AP(3)), Stomp (A12, AP(2))
Hyperspine [1] 2+ 2+ Bite (A4, AP(4), Deadly(6)), Stomp (A18, AP(2)),  Critical Mass, Fear, Strider, Tough(36) A, C 1540pts
Tail Swipe (A4, AP(2), Blast(6))

A Upgrade with any:


Terrifying Presence +30pts
B Upgrade with any:
Void Beam +455pts
(24", A16, AP(2), Annihilate, Giant
Beam)
C Upgrade with any:
Hyper Beam +935pts
(36", A20, AP(4), Annihilate, Giant
Beam)

Special Rules
Annihilate: Unmodified rolls of 1 to hit may be
rerolled once
Critical Mass: At the end of each turn add a
critical mass token to this model. In melee they
gain +1 Attack with a weapon of their choice
per token.
Giant Beam: When using this attack, trace a
straight line to the target. You can split the
attacks amongst any units the line crosses.
Gravity Manipulator: Once per activation,
before attacking, pick one enemy unit within
12”, which get Slow next time it moves.
Surprise Attack: This model counts as having
the Ambush rule, and may be deployed up to
1” away from enemy units. Once deployed roll
2 dice, for each 2+ it deals 3 hits with AP(1) to
one enemy unit within 3” (this may target
multiple units).
Teleport: Once per activation, before attacking,
place this model anywhere within 6”.
Terrifying Presence: Once per activation, before
attacking, pick one enemy unit within 12”,
which gets -2 to its next morale test roll.

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