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AoF - Duchies of Vinci v2.4
AoF - Duchies of Vinci v2.4
AoF - Duchies of Vinci v2.4
If you wage war with the Duchies of Vinci you better be ready
to face some crazy machinery, or take a bolt to the head…
1
AOF – DUCHIES OF VINCI v2.4
A Replace Hand Weapon: H Upgrade all models with any: Special Rules
Lance (A3, Impact(1)) +5pts Venom Blades (Poison in melee) +5pts Automa: Whenever this unit takes a morale
– mounted only Throwing Knives (12”, A1) +10pts test it is passed automatically. Then roll as
Upgrade with one: many dice as remaining models/tough in the
Handbow (12”, A2, Rending) +5pts I Replace any Crossbow: unit, and for each result of 1-2 the unit takes
Crossbow (30”, A1, Rending) +5pts Shotbow (12”, A3, Rending) +5pts one wound, which can’t be regenerated.
Upgrade with: Upgrade all Crossbows with one: Ballistic Master: When the hero is activated
Heavy Bolts (Ignores Cover) +10pts pick one friendly Artillery unit within 6”,
Automa Pigeon +15pts
which may either get +2 to its shooting rolls
(24”, A2, AP(1), Rending, Indirect) Toxin Bolts (Poison) +10pts
or move up to 6” during its next activation.
Upgrade with one: Dual Bolts (+1A) +30pts Captain: When the hero and his unit are
Captain +15pts Flame Bolts (AP(+2)) +30pts activated pick one of the following orders,
Mount on: and they get one of these special rules until
Automa Horse - Fast, Impact(1) +5pts J Upgrade all models with: the end of the round:
Automa Boar - Defense +1, +65pts Self-Repairing (Regeneration) +30pts • At the Double: +3” when moving
Hooves (A3, AP(1)), Fast, • Precision Fire: +1 to shooting rolls
Impact(3), Tough(+3) K Upgrade all models with: • Crank Up: AP(+1) when shooting
Automa Bird - Defense +2, +170pts Wings (Ambush, Flying) +20pts • Assault Stance: +1 to melee rolls
Sharp Beak (A2, AP(4), Deadly(3)), Upgrade with any:
Metal Spurs (AP(1) in melee) +5pts Good Shot: This model shoots at Quality 4+.
Fear, Flying, Tough(+6) Repair: Once per turn, if within 2” of a unit
Shock Attacks (Impact(1)) +15pts
with Tough, roll one die. On a 2+ you may
B Upgrade with one: repair 1 wound from the target.
Cantarella Toxin (AP(1) in Melee) +5pts L Replace any Twin Sawblades:
Signal Flare: When this unit is activated pick
Tofana Venom (Poison in Melee) +5pts Twin Handbows (12”,A4,Rending), Free
one enemy unit within 12”. The next friendly
Arsenico Oils (Deadly(3) in Melee) +10pts Rotor Blades (A1) unit that shoots at it gets +1 to hit rolls.
Upgrade with: Takedown: When in melee, may pick one
M Replace all Crossbows model from the enemy unit and roll one die.
Throwing Knives (12”, A3) +5pts
and Hand Weapons: On a 2+ it takes 1 hit with Deadly(3).
C Upgrade with one: 2x Claw Gauntlets (A3, AP(1)) +5pts Trickster: When this model fights in melee
Explosive Gears (6”, A1, Blast(6)) +5pts roll one die and apply one bonus:
N Upgrade all models with: • 1-3: Unit gets AP(+1)
Sleeve Gun (12”, A3, AP(1)) +5pts
Pavise Shields (Defense +2) +20pts • 4-6: Enemies get -1 to hit
Upgrade with any:
Automa Helper (Repair) +10pts
O Upgrade all models with: Wizard Spells
Ballistic Master +45pts
Self-Repairing (Regeneration) +55pts Fury Herbs (4+): Target friendly unit within
Mount on:
12” gets Furious next time it charges.
Automa Horse - Fast, Impact(1) +5pts P Replace all Lances: Choking Fog (4+): Target enemy unit within
Handbows (12”, A2, Rending), Free 12” takes 3 automatic hits with AP(1).
D Upgrade Wizard(1):
Hand Weapons (A1) Clearview Leaves (5+): Target friendly unit
Wizard(2) +15pts
within 12” gets +6” range next time it shoots.
E Upgrade with: Deep Rot (5+): Target enemy unit within 12”
Sergeant +5pts takes 1 hit with AP(4) and Deadly(3).
Musician +10pts Mesmer Oils (6+): Target enemy unit within
Battle Standard +10pts 12” must take a morale test. If failed you may
force it to charge another enemy unit.
F Replace all Hand Weapons: Neurotoxin Gas (6+): Target enemy unit
Halberds (A1, Rending) +5pts within 6” takes 1 automatic hit per model.
2x Hand Weapons (A1) +5pts
Great Weapons (A1, AP(2)) +10pts
Spears (A1, Phalanx) +30pts
2
AOF – DUCHIES OF VINCI v2.4
Special Rules
Drop Bombs: Whenever this unit moves over
enemies pick one of them and roll 1 die, on a
2+ it takes 3 hits with AP(1).
Terrifying: This model counts as having the
Fear special rule, and gets +4 to its Fear rolls.
Transport(X): This model may transport up to
X models. Units embark by moving into
contact and may use any action to disembark
but only move by 6”. Units may also be
deployed within a transport. If a unit is inside
a transport when it’s destroyed then it must
take a Dangerous Terrain test, is immediately
Wavering, and surviving models must be
placed within 6” of the transport before it’s
removed from play.