You are on page 1of 2

Age of Fantasy – Humans v1.

3
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Background About OPR


Humans are the most common race found in Tyria, with very OPR (onepagerules) is the home of many free games which
different cultures based on their location. Despite this most of are designed to be fast to learn and easy to play. This project
their armies share common traits, such as their reliance on was made by gamers for games and it can only exist thanks to
magic and gunpowder, and having standing armies. the generous support of our awesome community!

The largest human factions are the great comet empire, the If you’d like to support the continued development of our
desert sultanate of the south, and the dragon kingdom of the games you can donate on patreon.com/onepagerules.
far east. Large sections of humans from the far north were
taken over by the havoc gods and are now not considered to Find more of our games at onepagerules.wordpress.com.
be truly human anymore.
Join the community by following us here:
No matter where they are from Humans don’t shy away from
 Facebook: facebook.com/onepagerules
exploring new parts of the world, even if it’s dangerous.
 Reddit: reddit.com/r/onepagerules
 Twitter: twitter.com/OnePageRules
Strategy
If you want to give us your feedback or have any questions
Humans have the most average troops in the game, but are feel free to contact us:
able to take a great variety of different unit types. They have
access to all sorts of infantry, cavalry, ranged units and even  Forum: onepagerules.proboards.com
some monstrous units, which make for a great army.  E-Mail: onepageanon@gmail.com

Since no single unit in the army is very powerful on its own, Thank you for playing and happy wargaming!
you should try to have a balance of different unit types that
complement each other. Build a solid core of infantry units Gaetano Ferrara (onepageanon)
and bring support in form of flanking cavalry and ranged fire.

Humans also have a nice variety of heroes which can improve


different aspects of the army. Champions are great to boost
the melee power of your line troops, and bounty hunters can
take out enemy heroes on their own.

By bringing a little bit of everything Humans can have a strong


army that is able to adapt to all circumstances.
Age of Fantasy – Humans v1.3
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Captain [1] 3+ 4+ Hand Weapon (A2) Hero, Inspiring, Tough(3) A, B, C 45pts
Champion [1] 3+ 4+ Hand Weapon (A2) Chant, Hero, Tough(3) A, D 45pts
Bounty Hunter [1] 3+ 3+ Pistol (12”, A1, AP(1)), Hand Weapon (A2) Accusation, Fearless, Hero, Tough(3) A, B 50pts
Engineer [1] 3+ 3+ Hand Weapon (A1) Hero, Tough(3) E 20pts
Wizard [1] 5+ 2+ Hand Weapon (A1) Hero, Tough(3), Wizard(1) D, F 30pts
Infantrymen [10] 5+ 3+ Hand Weapons (A1) - G, H 60pts
Furious Mob [10] 5+ 2+ Great Weapons (A1, AP(2)) Fearless, Furious - 90pts
Great Swords [10] 4+ 4+ Great Weapons (A1, AP(2)) - G 120pts
Marksmen [5] 5+ 2+ Bows (24”, A1) - G, I 45pts
Light Cavalry [5] 5+ 3+ Hand Weapons (A1) Fast G, J 40pts
Knights [5] 4+ 5+ Great Weapons (A1, AP(2)) Fast G, K 80pts
Gryph Riders [3] 3+ 5+ Halberds (A1, AP(1)), Claws (A3, AP(1)) Fast, Fear, Impact(1), Tough(3) G, L 170pts
Hurricane Chariot [1] 4+ 5+ Hurricane (24”, A1, AP(2), Blast(3)), Battle Aura, Chariot, Tough(6) - 130pts
Hand Weapons (A2), Hooves (A2)
Beamer Chariot [1] 4+ 5+ Searing Beam (36”, A1, AP(4), Deadly), Chariot, Protective Aura, Tough(6) - 150pts
Hand Weapons (A2), Hooves (A2)
Altar Chariot [1] 4+ 5+ Banishment (24”, A6, AP(2)), Aura of Fury, Chariot, Tough(6) - 170pts
Hand Weapons (A2), Hooves (A2)
Tank Chariot [1] 4+ 9+ Turret Gun (12”, A6), Chariot, Fear, Tough(9) - 300pts
Tank Cannon (36”, A1, AP(6), Blast(3))
Rocket Battery [1] 5+ 6+ Rocket Battery (48”, A2, AP(1), Blast(3), Indirect) Artillery, Tough(3) - 100pts
Cannon [1] 5+ 6+ Cannon (48”, A1, AP(6), Blast(3)) Artillery, Tough(3) - 105pts
Mortar [1] 5+ 6+ Mortar (48”, A1, AP(1), Blast(9)) Artillery, Tough(3) - 120pts
Volley Gun [1] 5+ 6+ Volley Gun (24”, A18, AP(2)) Artillery, Tough(3) - 155pts
Horse [-] - - Hooves (A1) Fast - -
Robot Horse [-] - - Hooves (A1) Fast, Impact(D3) - -
Pegasus [-] - - Hooves (A2) Fast, Flying, Tough(3) - -
Griffon [-] - - Claws (A4, AP(2)) Defense +1, Flying, Monster, Tough(6) - -
Dragon [-] - - Fire breath, Claws (A5, AP(2)) Defense +4, Flying, Monster, Tough(6) - -

A Replace Hand Weapon: I Replace all Bows: Special Rules


Lance (A2, Impact(2)) – mounted only +5pts Rifles (24”, A1, AP(1)) +10pts Accusation: Before the game stars pick one
2x Hand Weapons (A2) +10pts Crossbows (30”, A1, AP(1)) +20pts enemy model. The hero gets the Deadly and
Great Weapon (A2, AP(2)) +10pts Replace one Bow/Rifle/Crossbow: Sniper special rules when attacking it.
2x Pistols (12”, A1, AP(1)) +5pts Aura of Fury: When this unit is activated
B Upgrade with one: Gatling Rifle (24”, A3, AP(1)) +15pts nominate 2 friendly Infantry units within 6”,
Pistol (12”, A1, AP(1)) +5pts Sniper Rifle (36”, A1, AP(1), Sniper) +25pts which get Furious until the end of the round.
Rifle (24”, A1, AP(1)) +10pts Ballistic Master: When the hero is activated pick
Upgrade all models with any:
one friendly Artillery unit within 3”. That unit gets
Longbow (30”, A1) +10pts Skirmisher +5pts
+1 to its shooting rolls until the end of the round.
Scout +10pts Battle Aura: When this unit is activated nominate
C Mount on:
2 friendly Infantry units within 6”, which get +1 to
Horse +10pts J Upgrade all models with one: their melee rolls until the end of the round.
Pegasus +35pts 2x Pistols (12”, A1, AP(1)) +30pts Chant: The hero and his unit get Furious.
Griffon +105pts Rifles (24”, A1, AP(1)) +30pts Inspiring: The hero and his unit get Fearless.
Dragon +190pts Upgrade one model with: Protective Aura: When this unit is activated
2x Gatling Pistols (12”, A3, AP(1)) +20pts nominate 2 friendly Infantry units within 6”,
D Mount on: Gatling Rifle (24”, A3, AP(1)) +20pts which get Defense +1 until the end of the round.
Horse +10pts
K Replace all Great Weapons: Wizard Spells
E Upgrade with: Lances (A1, Impact(2)) +15pts Leech (2+): Target enemy model within 12” must
Ballistic Master +60pts Upgrade all models with: take a morale test. If failed it takes D3 wounds.
Upgrade with one: Veterans (Fearless) +5pts Wild Form (3+): Target friendly unit within 12”
Gatling Pistol (12”, A3, AP(1)) +20pts gets AP(+1) in melee until the end of the round.
Sniper Rifle (36”, A1, AP(1), Sniper) +30pts L Replace all Halberds: Magic Blood (3+): Target friendly unit within 6”
Gatling Rifle (24”, A3, AP(1)) +35pts Lances (A1, Impact(2)) +10pts gets Regeneration until the end of the round.
Pigeon Bombs (24”,A1,AP(1),Blast(3)) +35pts Protection (3+): Target friendly unit within 24”
Grenade Launcher +45pts counts as in cover until the end of the round.
(18”, A1, AP(3), Blast(3)) Fireball (5+): Target enemy unit within 24” takes
Mount on: D6 automatic hits.
Horse +10pts Rusty Weapons (5+): Target enemy unit within
Robot Horse +15pts 24” gets Defense -1 until the end of the round.

F Upgrade Wizard(1):
Wizard(2) +20pts

G Upgrade with any:


Sergeant +5pts
Musician +10pts
Battle Standard +10pts

H Replace all Hand Weapons:


Halberds (A1, AP(1)) +5pts
Spears (A1, Phalanx) +15pts
2x Hand Weapons (A1) +20pts

You might also like