AoFR - Core Rules v2.10

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AGE OF FANTASY: REGIMENTS v2.

10

General Principles Playing the Game Melee


The most important rule: Whenever the The game is played in rounds, with Charging units must move into base
rules are unclear use common sense and players alternating in activating one unit contact with the target and shuffle to
personal preference. Have fun! each, starting with the player that won maximize contact, then defenders must
the deployment roll-off. Each new round do the same. Models from the two front
Quality Tests: Roll one six-sided die,
the player that finished activating first rows may strike with all their melee
and if you score the unit‘s quality value
on the last round gets to start. weapons, which works like shooting.
or higher it‘s a success.
Then the defending unit may choose to
Modifiers: Regardless of modifiers, rolls Activation strike back, however after attacking in
of 6 are always successes, and rolls of 1 The player picks one unit and it may do melee for the first time units only hit on
are always fails. one of the following: unmodified rolls of 6 in any subsequent
melee, until the end of the round. Once
Preparation Action Move Notes
both units are done the loser must take a
Hold 0” Shoot after pivoting.
The Battlefield: The game is played on a Advance 6” Shoot after moving. morale test, and the charging unit must
flat 6‘x4‘ surface, with at least 5-10 Rush 12” Can’t shoot. move back by 1”. If one of the two units
pieces of terrain on it. Charge 12” Moves into melee. is destroyed the other may pivot by up
to 180° or move by 3” in any direction.
The Armies: The players put together
Movement
two armies of equal points before the Morale
game begins (we recommend starting When using Hold actions units may
pivot by up to 180°, and when using Morale Tests: Whenever a unit takes
with 750pts per player).
Advance they may pivot once by up to wounds that leave it with half or less of
Regiments: All models in a unit must be its total size or tough value (for units
90° at any point. When using Rush or
in base contact with each other and in with a single model), it must take a
Charge they may pivot by up to 90°
formations of 5 models per row for units morale test. Take a quality test, and if
before moving, and they may only move
of 5/10 models, and 3 models per row failed it is Wavering until the end of its
in a straight line. Units may also move
for units of 3/6 models. next activation. Wavering units only hit
sideways or backward by up to half
Combined Units: Two copies of the their move. Units may only move within on rolls of 6+ in melee, automatically fail
same unit can be deployed together, as 1” of other units when charging. morale tests and may only pivot by up
long as upgrades that are applied to all to 90° (but else stay idle).
models are bought for both.
Shooting
Melee Results: Units in melee don’t take
Models in range and line of sight of an morale tests from wounds. Instead they
Mission: Place D3+2 objectives. Players
enemy in their front arc may fire all compare the number of wounds each
roll-off to go first, and then alternate in
weapons. Units with multiple weapon unit caused plus the number of full rows
placing one marker each outside of
types may fire each type at a different it has, and the unit with the lowest total
deployment zones and over 9” away
target. Shooting models take one quality loses and must take a morale test. If the
from each other. At the end of each
test per attack, and each success is a hit. test is failed whilst the unit is down to
round, if a unit is within 3” of a marker
For each hit defending models roll one half or less of its total size or tough
while enemies aren’t, then it’s seized
die trying to score their Defense value or value, then it Routs (remove from play),
and remains seized even after leaving.
higher, and each fail causes one wound. else it is Wavering.
Wavering units can’t seize markers, and
For each wound the defender must
if units from both sides are contesting a Terrain
remove one model from the back row.
marker then it becomes neutral again.
The game ends after 4 rounds, and the Weapon Profiles: The stats of each Cover Terrain: Units that shoot at
player that controls most markers wins. weapon are shown like this: enemies with most models in or behind
cover get –1 to shooting.
Deployment: Players roll-off, and the Name (Range, Attacks, Special)
winner picks one long table edge as his Difficult Terrain: Units moving through
Weapons with a range value are for difficult terrain can’t move more than 6”
deployment zone, with his opponent
shooting, and without are for melee. in total at a time.
taking the opposite. Then the players
alternate in placing one unit each within Dangerous Terrain: Models moving
12” of their table edge, starting with the across dangerous terrain or that activate
player that won the deployment roll-off. in it must roll one die (or as many as
their tough value), and for each roll of 1
they take one wound.

By Gaetano Ferrara www.onepagerules.com


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SPECIAL RULES
Ambush: This model may be kept in Immobile: May never move/charge. Tough(X): This model must take X
reserve instead of deploying. At the start wounds before being killed. If a model
Impact(X): Deals X automatic hits when
of any round after the first you may with tough joins a unit without it, then it
charging successfully. Only models in
place the model anywhere over 12” is removed last when the unit takes
the two front rows cause Impact hits.
away from enemies. If both player have wounds. Note that you must continue to
Ambush they roll-off to see who deploys Indirect: May target enemies that are put wounds on a single tough model
first, and then alternate in placing them. not in line of sight, but gets -1 to hit rolls until it is killed, before starting to put
when shooting after moving. them on the next tough model.
Artillery: Counts as having Defense 2+
against shooting attacks. Phalanx: Enemies charging the front Wizard(X): May cast one spell during its
facing of the unit must take a dangerous activation at any point, before attacking.
AP(X): Targets get -X to Defense rolls
terrain test before attacking (only roll up Pick a spell and a target in line of sight
when blocking hits.
to as many dice as models in the two and roll D6+X. If the result is equal or
Blast(X): All hits are multiplied by X. front rows with phalanx). higher than the number in brackets you
may resolve the effects. Enemy wizards
Deadly(X): Assign each wound to one Poison: When rolling an unmodified 6
within 18” and line of sight of the caster
model and multiply it by X. Note that to hit, that hit is multiplied by 3.
may roll D6+X at the same time, and if
these wounds don't carry over to other
Regeneration: When taking a wound, their result is higher the spell is blocked.
models if killed.
roll one die. On a 5+ it is ignored. Wizards may only either try to cast or
Fast: Move 9” when using Advance and try to block a spell each round.
Rending: Unmodified rolls of 6 to hit
18” when using Rush/Charge.
count as having AP(4) and ignore the Command Groups
Fear: Always counts as having dealt +D3 regeneration rule.
wounds for seeing who won melee. Each unit may only have one of each of
Scout: This model may be deployed the following upgrades.
Fearless: Gets +1 to morale tests. after all other units, and may then move
by up to 12”, ignoring terrain. If both of Sergeant: One model gets +1 to hit when
Fire Breath: Once per round deal either shooting or in melee (pick one).
the players have Scout they roll-off to
3 hits with AP(1) in melee, or to one
see who deploys first, and then alternate Musician / Battle Standard: Always
enemy unit within 12” in line of sight.
in placing and moving them. counts as having dealt +1 wound for
Flying: May move through obstacles seeing who won melee.
Slow: Move 4” when using Advance
and may ignore terrain effects.
and 8” when using Rush/Charge.
Furious: Gets +1 attack with a weapon
Sniper: Shoots at Quality 2+, ignores
of your choice when charging.
cover and may pick which model is hit.
Hero: May be deployed as part of
Stealth: Enemies get -1 to shooting when
friendly units, and they may use his
targeting this unit.
quality value for morale tests. When
taking hits you must use the defense Strider: This model may ignore the
value of the hero’s unit until all non- effects of difficult terrain.
hero models are killed.

By Gaetano Ferrara www.onepagerules.com


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