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AGE OF FANTASY v2.

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General Principles Activation Morale


The most important rule: Whenever the The player picks one unit and it may do Morale Tests: Whenever a unit takes
rules are unclear use common sense and one of the following: wounds that leave it with half or less of
personal preference. Have fun! its total size or tough value (for units
Action Move Notes
Hold 0” Can shoot. with a single model), it must take a
Quality Tests: Roll one six-sided die,
Advance 6” Shoot after moving. morale test. Take a quality test, and if
and if you score the unit‘s quality value
Rush 12” Can’t shoot. failed it is Wavering until the end of its
or higher it‘s a success.
Charge 12” Moves into melee. next activation. Wavering units only hit
Modifiers: Regardless of modifiers, rolls on rolls of 6+ in melee, automatically fail
of 6 are always successes, and rolls of 1 Movement morale tests and must stay idle.
are always fails.
Unit members must stay within 2” of at Melee Results: Units in melee don’t take
Preparation least one other member, and within 6” of morale tests from wounds. Instead they
all other members. Units may only move compare the number of wounds each
The Battlefield: The game is played on a within 1” of others when charging, and unit caused, and the unit with the lowest
flat 6‘x4‘ surface, with at least 10-15 may only charge if at least one model total loses and must take a morale test. If
pieces of terrain on it. can reach base contact with one model the test is failed whilst the unit is down
The Armies: The players put together from the target. to half or less of its total size or tough
two armies of equal points before the value, then it Routs (remove from play),
Shooting
game begins (we recommend starting else it is Wavering.
with 750pts per player). Models in range and line of sight may
fire all weapons, and units with multiple
Terrain
Combined Units: Two copies of the
weapon types may fire each type at a Cover Terrain: Units that shoot at
same unit can be deployed together, as
different target. Shooting models take enemies with most models in or behind
long as upgrades that are applied to all
one quality test per attack, and each cover get –1 to shooting.
models are bought for both.
success is a hit. For each hit defending
Difficult Terrain: Units moving through
Mission: Place D3+2 objectives. Players models roll one die trying to score their
difficult terrain can’t move more than 6”
roll-off to go first, and then alternate in Defense value or higher, and each fail
in total at a time.
placing one marker each outside of causes one wound. For each wound the
deployment zones and over 9” away defender must remove one model. Dangerous Terrain: Models moving
from each other. At the end of each across dangerous terrain or that activate
Weapon Profiles: The stats of each
round, if a unit is within 3” of a marker in it must roll one die (or as many as
weapon are shown like this:
while enemies aren’t, then it’s seized their tough value), and for each roll of 1
and remains seized even after leaving. Name (Range, Attacks, Special) they take one wound.
Wavering units can’t seize markers, and
Weapons with a range value are for
if units from both sides are contesting a shooting, and without are for melee.
marker then it becomes neutral again.
The game ends after 4 rounds, and the Melee
player that controls most markers wins.
Charging models must move into base
Deployment: Players roll-off, and the contact with the target or as close as
winner picks one long table edge as his possible, and then defenders must do
deployment zone, with his opponent the same by moving up to 3”. Models
taking the opposite. Then the players within 2” of enemies may strike with all
alternate in placing one unit each within their melee weapons, which works just
12” of their table edge, starting with the like shooting. Then the defending unit
player that won the deployment roll-off. may choose to strike back, however after
attacking in melee for the first time units
Playing the Game only hit on unmodified rolls of 6 in any
The game is played in rounds, with subsequent melee, until the end of the
players alternating in activating one unit round. Once both units are done the
each, starting with the player that won loser must take a morale test, and the
the deployment roll-off. Each new round charging unit must move back by 1”. If
the player that finished activating first one of the two units is destroyed the
on the last round gets to start. other may move by up to 3”.

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.
place the model anywhere over 9” away is removed last when the unit takes
from enemy units. If both player have Indirect: May target enemies that are wounds. Note that you must continue to
Ambush they roll-off to see who deploys not in line of sight and ignores cover put wounds on the tough model with
first, and then alternate in placing them. from sight obstructions, but gets -1 to most wounds until it is killed, before
hit rolls when shooting after moving. starting to put them on the next tough
Artillery: Counts as having Defense 2+
model (heroes must still be assigned
against shooting attacks. Phalanx: Enemies charging this unit
wounds last).
don’t count as having charged for the
AP(X): Targets get -X to Defense rolls
purpose of special rules, and they must Wizard(X): May cast one spell during its
when blocking hits.
take a dangerous terrain test before activation at any point, before attacking.
Blast(X): All hits are multiplied by X. attacking (only roll up to as many dice Pick a spell and a target in line of sight
as models with phalanx). and roll D6+X. If the result is equal or
Deadly(X): Assign each wound to one
higher than the number in brackets you
model and multiply it by X. Note that Poison: When rolling an unmodified 6
may resolve the effects. Enemy wizards
these wounds don't carry over to other to hit, that hit is multiplied by 3.
within 18” and line of sight of the caster
models if killed.
Regeneration: When taking a wound, may roll D6+X at the same time, and if
Fast: Move 9” when using Advance and roll one die. On a 5+ it is ignored. their result is higher the spell is blocked.
18” when using Rush/Charge. Wizards may only either try to cast or
Rending: Unmodified rolls of 6 to hit
Fear: Always counts as having dealt +D3 count as having AP(4) and ignore the try to block a spell each round.
wounds for seeing who won melee. regeneration rule. Command Groups
Fearless: Gets +1 to morale tests. Scout: This model may be deployed Each unit may only have one of each of
after all other units, and may then move the following upgrades.
Fire Breath: Once per round deal either
by up to 12”, ignoring terrain. If both of
3 hits with AP(1) in melee, or to one Sergeant: One model gets +1 to hit when
the players have Scout they roll-off to
enemy unit within 12” in line of sight. shooting or in melee (pick one).
see who deploys first, and then alternate
Flying: May move through obstacles in placing and moving them. Musician / Battle Standard: Always
and may ignore terrain effects. counts as having dealt +1 wound for
Slow: Move 4” when using Advance
Furious: Gets +1 attack with a weapon and 8” when using Rush/Charge. seeing who won melee.
of your choice when charging.
Sniper: Shoots at Quality 2+, and may
Hero: May be deployed as part of pick one model in a unit as its target,
friendly units, and they may use his which is resolved as if it’s a unit of 1.
quality value for morale tests. When
Stealth: Enemies get -1 to shooting when
taking hits you must use the defense
targeting this unit.
value of the hero’s unit until all non-
hero models are killed. Strider: This model may ignore the
effects of difficult terrain.

By Gaetano Ferrara www.onepagerules.com


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