The document provides the core rules for playing Age of Fantasy: Regiments, a tabletop wargame, including how to move and activate units, rules for shooting, melee, morale, and terrain, with special rules listed for different unit types and abilities. Players assemble armies of miniatures and compete over control of objectives on the battlefield in rounds, with the goal of seizing and holding more objectives than their opponent at the end to win the game.
The document provides the core rules for playing Age of Fantasy: Regiments, a tabletop wargame, including how to move and activate units, rules for shooting, melee, morale, and terrain, with special rules listed for different unit types and abilities. Players assemble armies of miniatures and compete over control of objectives on the battlefield in rounds, with the goal of seizing and holding more objectives than their opponent at the end to win the game.
The document provides the core rules for playing Age of Fantasy: Regiments, a tabletop wargame, including how to move and activate units, rules for shooting, melee, morale, and terrain, with special rules listed for different unit types and abilities. Players assemble armies of miniatures and compete over control of objectives on the battlefield in rounds, with the goal of seizing and holding more objectives than their opponent at the end to win the game.
The document provides the core rules for playing Age of Fantasy: Regiments, a tabletop wargame, including how to move and activate units, rules for shooting, melee, morale, and terrain, with special rules listed for different unit types and abilities. Players assemble armies of miniatures and compete over control of objectives on the battlefield in rounds, with the goal of seizing and holding more objectives than their opponent at the end to win the game.
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
1 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.