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Age of Fantasy: Skirmish Havoc Warriors v1.

2
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Background About OPR


The Havoc Warriors are comprised of the most fanatical OPR (onepagerules) is the home of many free games which
warriors from the northern tribes, guided by the almighty are designed to be fast to learn and easy to play. This project
hands of the havoc gods. Amongst their ranks one can find was made by gamers for games and it can only exist thanks to
anything from barbarians to daemons, all ready to destroy all the generous support of our awesome community!
others relentlessly.
If youd like to support the continued development of our
The northern tribes used to be split into many little factions games you can donate on patreon.com/onepagerules.
warring endlessly against each other. Seeing their potential as
mighty yet susceptible warriors, the havoc gods slowly began Find more of our games at onepagerules.wordpress.com.
to infest their sorcerers minds with promises of great power,
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at the modest cost of spilling blood.
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This way the havoc gods were able to form their own grand
Reddit: reddit.com/r/onepagerules
army, and are now taking over Tyria one province at a time
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Strategy If you want to give us your feedback or have any questions


feel free to contact us:
The Havoc Warriors are a very powerful army, with some of
the best line troops in the game. They rely on brute force and Forum: onepagerules.proboards.com
aggressive magic to take out their enemies and offer a lot of E-Mail: onepageanon@gmail.com
variety with different unit types.
Thank you for playing and happy wargaming!
Whilst units of warriors can easily hold the center of the
board by themselves the army lacks in ranged power, and so Gaetano Ferrara (onepageanon)
you are going to have to adapt. You should focus on building a
reliable flanking force to hold far off objectives and take out
enemy ranged units before they can inflict damage.

When building your force try to match the unit that you want
to take with their designated role. For example you can take
barbarian horsemen with javelins to harass the enemy or take
mighty drake-centaurs to break through their lines.

The Havoc Warriors can be easily customized to fit your own


strategy, and are great for both beginners and veterans.
Age of Fantasy: Skirmish Havoc Warriors v1.2
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Havoc Lord [1] 3+ 5+ Hand Weapon (A4, AP(1)) Hero, Tough(3) A 50pts
Sorcerer [1] 3+ 5+ Hand Weapon (A2) Hero, Tough(3), Wizard(1) B 50pts
Barbarians [3] 4+ 3+ Hand Weapons (A1) - G 25pts
Warrior [1] 3+ 6+ Hand Weapon (A2) - H 15pts
Mutated Warrior [1] 3+ 5+ Mutated Limbs (A2) Fearless, Mutations - 20pts
Ogre [1] 4+ 4+ Hand Weapon (A3) Fear, Impact(D3), Tough(3) F 35pts
Havoc Troll [1] 4+ 3+ Hand Weapon (A3, AP(1)) Fear, Impact(1), Tough(3), Regeneration D 45pts
Drake-Centaur [1] 3+ 5+ Hand Weapon (A3, AP(1)) Fear, Impact(1), Tough(3) E 45pts
Daemon Spawn [1] 4+ 4+ Claws (A4) Fast, Fear, Fearless, Impact(1), Tough(3) - 40pts
Havoc Hound [1] 4+ 3+ Claws (A1) Fast, Strider I 15pts
Barbarian Horsemen [3] 4+ 3+ Hand Weapons (A1) Fast J 35pts
Havoc Knight [1] 3+ 6+ Hand Weapon (A2) Fast, Fear K 25pts
Daemonic Steed Knight [1] 3+ 6+ Hand Weapon (A3), Claws (A3, AP(1)) Fast, Fear, Tough(3) C 65pts
Horse [-] - - Hooves (A1) Fast - -
Daemon Mount [-] - - Claws (A2, AP(1)) Fast, Fear, Impact(1), Tough(3) - -

A Replace Hand Weapon: Special Rules


Halberd (A4, AP(2)) +10pts Mutations: When fighting in melee roll one die
Great Weapon (A4, AP(3)) +15pts and consult the following:
2x Hand Weapon (A4, AP(1)) +25pts 1-2: Unit gets AP(1)
Mount on: 3-4: Unit gets Poison
Horse +10pts 5-6: Unit gets Regeneration
Daemon Mount +45pts
Wizard Spells
B Upgrade Wizard(1): Corruption (2+): Target enemy unit within 12
Wizard(2) +20pts takes D3 automatic hits.
Lash (4+): Target enemy unit within 24 takes 1
C Replace Hand Weapon: automatic hit with AP(1).
Daemon Spear (A3, Impact(1)) +5pts Frenzy (4+): Target friendly unit within 24 gets
Great Weapon (A3, AP(2)) +10pts Furious until the end of the round.
Pestilence (5+): Target enemy unit within 18
D Replace Hand Weapon: gets -1 to melee rolls until the end of the round.
2x Hand Weapons (A3, AP(1)) +15pts Treason (5+): Target enemy unit within 24 gets
-1 to its morale rolls until the end of the round.
E Replace Hand Weapon: Magical Fire (6+): Target enemy unit within 24
Halberd (A3, AP(2)) +5pts takes D3 automatic hits with AP(2).
Great Weapon (A3, AP(3)) +10pts
2x Hand Weapons (A3, AP(1)) +10pts

F Replace Hand Weapon:


2x Hand Weapons (A3) +10pts
Great Weapon (A3, AP(2)) +10pts

G Replace all Hand Weapons:


Great Weapons (A1, AP(2)) +10pts

H Replace Hand Weapon:


Halberd (A2, AP(1)) +5pts
2x Hand Weapons (A2) +10pts
Great Weapon (A2, AP(2)) +10pts
Upgrade with:
Chosen (Fearless) +5pts

I Upgrade with any:


Vanguard +5pts
Poison in Melee +5pts

J Replace all Hand Weapons:


Spears (A1, Impact(1)) +10pts
Great weapons (A1, AP(2)) +10pts
Upgrade all models with one:
Throwing Axes (6, A1) +5pts
Javelins (12, A1) +10pts

K Replace Hand Weapon:


Lance (A2, Impact(2)) +5pts

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