You are on page 1of 1

Age of Fantasy Regiments – Core Rules v2.

1
by Gaetano Ferrara (www.onepagerules.com)

General Principles Melee Special Rules


The most important rule: Whenever the rules are Charging units must move into base contact with Ambush: You may choose not to deploy this model
unclear or don’t seem quite right, use common the enemy and shuffle first to maximize contact, with your army, but instead keep it in reserve. At
sense and personal preference. Have fun! then the target must do the same. All charging the beginning of any round after the first you may
Quality Tests: Whenever you must take a quality models from the two front rows may strike with all place the model anywhere on the table over 12”
test roll one six-sided die. If you score the unit’s melee weapons, which works like shooting. Then away from all enemy units. If both players have
quality value or higher it counts as a success. any remaining defenders may strike back in the units with ambush the players must roll-off to see
Modifiers: Regardless of modifiers a roll of 6 is same way. Once both sides have attacked sum the who deploys first.
always a success and a roll of 1 is always a fail. number of wounds caused with the number of full Artillery: This unit gets +2 to its defense rolls against
Line of Sight: If you can draw a straight line from ranks each unit has. The unit that has a lower total ranged attacks.
attacker to target without passing through any must take a morale test and the attacker must Command Group: This unit gets a bonus to melee
obstacle or other unit, then it has line of sight. move back by 1”. If one of the two units is results by following the command groups section.
Regiments: All models in a unit must be in base destroyed the other may either pivot by up to 180° Fast: This model moves 9” when using Advance and
contact with each other and in formations of 5 or else move forward 3”. 18” when using Rush/Charge actions.
models per row for units of 5/10 and 3 models per Fear(X): When fighting this model in melee enemy
row for units of 3/6. Morale units must take X morale tests (for each model with
Whenever a unit takes wounds which brings it down this rule). For each test they failed one model in the
Preparation to half or less of its total size or tough value, then it target gets -1 to its melee rolls (can’t be stacked,
The Battlefield: The game is played on a flat 6’x4’ must take a morale test. The unit takes a Quality defender picks which models are affected).
surface, with at least 5-10 pieces of terrain on it. test and if failed it is Wavering until the end of its Fearless: Whenever this unit is Wavering roll one
The Armies: Before the game the players must put next activation. Wavering units get -1 to their attack die, on a 4+ it immediately stops being Wavering.
together armies of equal points (we recommend rolls in melee and must spend their next activation Fire Breath: Once per round this unit may either
starting with 750pts per player). idle. Units in melee only take morale tests if they deal D6 hits with AP(1) when fighting in melee or to
Combined Units: You can deploy two copies of the caused fewer wounds, and if they fail a morale test one enemy unit within 12” when shooting.
same unit as one big unit, however upgrades that whilst down to half or less of their total size or Flying: This model may move through other units
affect all models must be bought for both. tough value, then they Rout (remove it from play). and obstacles, and may ignore terrain effects.
Deployment: Players roll-off, and the winner picks Furious: This model takes one Quality test when
which long table edge is his deployment zone, with Terrain Charging, if successful it deals 1 automatic hit.
his opponent taking the opposite edge. Then the Cover (forests, ruins, fences, etc.): Units that shoot Note that only models in the two front rows of a
players alternate in placing one unit each within 12” unit may make a Furious roll when charging.
at enemies with most models within or behind
of their table edge, starting with the player that Hero: This model may be deployed as part of one
cover terrain get -1 to their shooting rolls.
won the deployment roll-off. other friendly unit. When rolling for Defense or
Difficult Terrain (woods, mud, rivers, etc.): Units Morale use the value of the majority of models.
Mission: Place D3+2 objective markers on the table.
moving through difficult terrain can’t move more Immobile: This model never moves regardless of
The players roll-off, and the winner picks who
places the first objective marker. Then the players than 6” at a time, regardless of action. which action it takes, and it can’t charge.
alternate in placing one marker each outside of the Dangerous Terrain (quicksand, lava pools, deadly Impact(X): This model deals X automatic hits when
deployment zones, and over 9” away from other vegetation, etc.): Roll one die for every model that using Charge actions. Note that only models in the
markers. Units that are within 3” of a marker whilst moves across dangerous terrain or activates in it. two front rows of a unit may deal Impact hits.
no enemy unit is count as having seized it, however On a roll of 1 the model takes one wound. Regeneration: When this model takes wounds roll
Wavering units can’t seize or stop other units from one die for each, on a 5+ it is ignored.
seizing markers. After 4 rounds the game ends, and Weapon Profiles Scout: This model is deployed after all other units
the player that managed to seize most markers has Weapon profiles are listed directly on the unit’s card have been deployed. Scout units may be placed
won the game. and are represented like this: anywhere over 12” away from enemies. If both
 Name (Range, Attacks, Special Rules) players have scout units the players must roll-off to
Playing the Game see who deploys first.
The game is played in rounds in which players Weapons with a range value provide attack dice to Slow: This model moves 4” when using Advance and
alternate in activating one unit each until all units shooting, others provide attack dice to melee. 8” when using Rush/Charge actions.
have been activated. The player that deployed first Stealth: Enemies get -1 to their shooting rolls when
starts activating first on the first round. Each new Weapon Special Rules targeting this unit.
round the player that finished activating first in the Strider: This model can move more than 6” when
AP(X): When rolling to block with this weapon the passing through difficult terrain.
previous round gets to go first. target gets -X to its Defense roll. Tough(X): This model must accumulate X wounds
Blast(X): Multiply this weapon’s hits by X. before being removed as a casualty. If a model with
Activation Deadly(X): Models taking wounds from this weapon Tough joins a unit without it, then you must remove
The player declares which unit is activated, and it multiply the total by X. regular models as casualties before starting to
may do one of the following: Indirect: This weapon may be fired at enemies that accumulate wounds. Note that you must first
Action Move Notes are not within line of sight, however targets not accumulate wounds on a single Tough model until it
Hold 0” May shoot. within line of sight count as being in cover. is killed before you may start accumulating wounds
Advance 6” May shoot after moving. Phalanx: Enemies charging this unit in the front on another Tough model.
Rush 12” May not shoot. must take a Dangerous Terrain test before attacking Wizard(X): This model may cast one spell at any
Charge 12” Move into melee. (max. as many tests as models with Phalanx in the point during its activation by following the wizard
two front rows of this unit). special rules section.
Movement Poison: When rolling a result of 6 to hit with this
When using Hold actions units may pivot up to 180° weapon the target takes 1 extra hit. Wizard Special Rules
and when using other actions they may pivot one by Rending: When rolling a result of 6 to hit with this
weapon the hit can only be blocked on a roll of 6+. Casting Spells: Pick one spell from the wizard’s
up to 90° at any point. Units may also move
Sniper: Models firing this weapon count as having army, roll one die and add +X to the result. If the
sideways or backward by up to half their move.
Quality 2+ and ignore cover. The attacker may pick total is equal or higher than the number in brackets,
Note that units may only move within 1” of other
which model from the target unit is hit. then you may resolve the spell’s effects.
units when charging.
Blocking Spells: When an enemy wizard within 12”
Command Groups of one of your own wizards tries to cast a spell, you
Shooting may try to block it. Roll one die at the same time as
All models that are in range and have line of sight to Command groups are unit upgrades that provide a the casting wizard and if your result is higher, then
an enemy may fire all their weapons at it. Shooting bonus to melee results. At the end of melee the unit the spell’s effects are not resolved.
models take one Quality test per attack and each counts as having caused +D3 wounds when trying to
success is a hit. For each hit the defender must roll determine who must take a morale test. To visually
one die trying to score its Defense value or higher, show that a unit has a command group you can add
and each failure causes a wound. For every wound one or more models such as sergeants, musicians
the defender must remove one model from the
and battle standards.
target (whilst keeping unit coherency in mind).

You might also like