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AGE OF FANTASY: REGIMENTS v2.

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General Principles Playing the Game Melee


The most important rule: Whenever the The game is played in rounds, with Charging units must move into base
rules are unclear, use common sense and players alternating in activating one unit contact with the target, and shuffle to
personal preference. Have fun! each, starting with the player that won maximize contact, then defenders must
the deployment roll-off. Each new round do the same. Models from the two front
Quality Tests: Roll one six-sided die,
the player that finished activating first rows may strike with all their melee
and if you score the unit‘s quality value
on the last round gets to start. weapons, which works like shooting.
or higher, then it‘s a success.
Then the defending unit may choose to
Modifiers: Regardless of modifiers, rolls Activation strike back, but doesn’t have to. Once
of 6 are always successes, and rolls of 1 The player picks one unit, and it may do both units are done, the loser must take
are always fails. one of the following: a morale test, and the charging unit
must move back by 1”. If one of the two
Preparation Action Move Notes
units is destroyed, the other may pivot
Hold 0” Shoot after pivoting.
The Battlefield: The game is played on a Advance 6” Shoot after moving. up to 180° or move 3” in any direction.
flat 6‘x4‘ surface, with at least 5-10 Rush 12” Can’t shoot. Fatigue: Units only hit on 6+ in melee
pieces of terrain on it. Charge 12” Moves into melee.
until the end of the round after they
The Armies: The players put together charge or strike back.
Movement
two armies of equal points before the
When using Hold actions, units may
Morale
game begins (we recommend 750pts for
your first match). pivot by up to 180°, and when using Morale Tests: Whenever a unit takes
Advance, they may pivot once by up to wounds that leave it with half or less of
Regiments: All models in a unit must be
90° at any point. When using Rush or its total size or tough value (for units
in base contact with each other, and in
Charge, they may pivot by up to 90° with a single model), or it loses a melee,
formations of 5 models per row for units
before moving, and they may only move it must take a morale test. Take a quality
of 5/10 models, and 3 models per row
in a straight line. Units may also move test, and if failed it is Wavering until the
for units of 3/6 models.
sideways or backward by up to half end of its next activation. Wavering
Combined Units: Two copies of the their move. Units may only move within units only hit on 6+ in melee, always fail
same unit can be combined into a single 1” of other units when charging. morale tests, and may only pivot by up
unit, as long as upgrades that apply to to 90° (but else stay idle).
all models are bought for both.
Shooting
Melee Results: Units in melee don’t take
Models in range and line of sight of an
Mission: Place D3+2 objectives. Players morale tests from wounds. Instead they
enemy in their front arc may fire all
roll-off to go first, and then alternate in compare the number of wounds each
weapons. Units with multiple weapon
placing one marker each outside of unit caused, plus the number of full
types may fire each type at a different
deployment zones, and over 9” away rows they have. The unit with the lowest
target. Shooting models take one quality
from each other. At the end of each total loses, and must take a morale test.
test per attack, and each success is a hit.
round, if a unit is within 3” of a marker If the test is failed whilst the unit is
For each hit defending models roll one
while enemies aren’t, then it’s seized, down to half or less of its total size or
die trying to score their Defense value or
and remains seized even after leaving. tough value, then it Routs (remove from
higher, and each fail causes one wound.
Wavering units can’t seize markers, and play), else it is Wavering instead.
For each wound, the defender must
if units from both sides are contesting a
marker, then it becomes neutral again.
remove one model from the back row. Terrain
The game ends after 4 rounds, and the Weapon Profiles: The stats of each Cover Terrain: Units shooting at
player that controls most markers wins. weapon are shown like this: enemies with most models in or behind
Deployment: Players roll-off, and the Name (Range, Attacks, Special) cover get -1 to hit rolls.
winner picks a long table edge as their Difficult Terrain: Units moving through
Weapons with a range value are for
deployment zone, with their opponent difficult terrain can’t move more than 6”
shooting, and without are for melee.
taking the opposite. Then the players in total at a time.
alternate in placing one unit each within
12” of their table edge, starting with the Dangerous Terrain: Models moving
player that won the deployment roll-off. across dangerous terrain- or that activate
in it- must roll one die (or as many as
their tough value), and for each roll of 1
the unit takes one wound.

By Gaetano Ferrara www.onepagerules.com


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SPECIAL RULES
Ambush: This model may be kept in Immobile: May only use Hold actions. 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 melee hits when
of any round after the first, you may with tough joins a unit without it, then it
charging (only models in the two front
place the model anywhere, over 12” is removed last when the unit takes
rows deal impact hits).
away from enemies. If both player have wounds. Note that you must continue to
Ambush they roll-off to see who deploys Indirect: May target enemies that are put wounds on the tough model with
first, and then alternate in placing them. not in line of sight, and ignores cover most wounds in the unit until it is killed,
from sight obstructions, but gets -1 to before starting to put them on the next
Artillery: Counts as having Defense 2+
hit rolls when shooting after moving. tough model (heroes must be assigned
against shooting attacks.
wounds last).
Phalanx: Enemies charging the front
AP(X): Targets get -X to Defense rolls
facing of units where all models have Wizard(X): May cast one spell during its
when blocking hits.
this rule don’t count as having charged activation, at any point before attacking.
Blast(X): Ignores cover and multiplies (for special rules), and they must take a Pick a spell and a target in line of sight,
hits by X, but can’t deal more than one dangerous terrain test before attacking and roll D6+X. If the result is equal or
hit per model in the target unit. (only roll up to as many dice as models higher than the number in brackets, you
with phalanx in the two front rows). may resolve the effects. Enemy wizards
Breath Attack: Once per round, deal 3
within 18” and line of sight of the caster
hits with AP(1) in melee, or to one Poison: Unmodified results of 6 to hit
may roll D6+X at the same time, and if
enemy unit within 12” in line of sight. are multiplied by 3.
their result is higher the spell is blocked.
Deadly(X): Assign each wound to one Regeneration: When taking a wound, Wizards may only either try to cast or
model, and multiply it by X. Note that roll one die. On a 5+ it is ignored. try to block a spell each round.
these wounds don't carry over to other
Rending: Unmodified results of 6 to hit Command Groups
models if the target killed.
count as having AP(4), and ignore the
Fast: Moves +2” when using Advance, regeneration rule. Each unit may only have one of each of
and +4” when using Rush/Charge. the following upgrades.
Scout: This model may be deployed
Fear: Always counts as having dealt +D3 after all other units, and may then move Sergeant: One model gets +1 to hit when
wounds when checking who won melee. by up to 12”, ignoring terrain. If both of shooting or in melee (pick one).
the players have Scout, they roll-off to Musician / Battle Standard: Always
Fearless: Gets +1 to morale tests.
see who deploys first, and then alternate counts as having dealt +1 wound for
Flying: May move through all obstacles, in placing and moving them. seeing who won melee.
and may ignore terrain effects.
Slow: Moves -2” when using Advance,
Furious: Gets +1 attack with a weapon and -4” when using Rush/Charge.
of your choice when charging.
Sniper: Shoots at Quality 2+, and may
Hero: May be deployed as part of one pick one model in a unit as its target,
friendly unit, which may use its Quality which is resolved as if it’s a unit of 1.
value for morale tests. When taking hits,
Stealth: Enemies get -1 to hit rolls when
you must use the unit’s Defense value,
shooting at this 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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