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AGE OF FANTASY: SELLSWORDS (BETA)

General Principles Movement Special


The most important rule: Whenever the Models may move and turn in any Models taking special actions may use
rules are unclear, use common sense and direction, but may only move within 1” one special interaction after moving.
personal preference. Have fun! of enemies when charging.
Discover: Models may take a special
Stat Tests: Roll one six-sided die, and if Acrobatics: Models may jump or climb action to reveal one search token in line
you score the model‘s stat value or by up to 1” normally, but must take X+1 of sight and within 6” by passing a
higher, it‘s a success. dexterity tests for distances up to 6”, willpower test, or may reveal it without
where X is one roll for every full 3” a roll if in base contact with it.
Modifiers: Regardless of modifiers, rolls
covered. If any test is failed, then the
of 6 are always successes, and rolls of 1 Focus: Models may take a special action
model falls and takes X+1 wounds.
are always fails. to add +1 to their next stat test until the
Shooting end of the round (does not stack).
Preparation
Models in range and line of sight may Push: Heroes may take a special action
The Table: The game is played on a flat to move into base contact with one
fire all equipped weapons, or split their
2’x2‘ surface, with at least 10-15 pieces of enemy model, and push it directly away
attacks evenly among all enemy units
terrain on it, as described by the mission.
within 2” of a single model (heroes pick by 2”. Then the hero may take a strength
The Party: The game is played solo or how). Shooting models take one quality test, and if passed, the target is stunned.
cooperatively, with 4 heroes controlled test per attack, and each success is a hit.
Terrain
by 1-4 players, which face off against AI For each hit defending models roll one
controlled enemies. die trying to score their Defense value or Cover Terrain: Models shooting targets
higher, and each fail causes one wound. in or behind cover terrain get -1 to hit.
The Mission: Follow the instructions for
Once a model has taken as many
the mission to know how to set up the Difficult Terrain: Models moving
wounds as its tough value, it is killed.
heroes, enemies and objectives. through difficult terrain can’t move
Melee more than 3” in total at a time.
Playing the Game
Charging models must move into base Dangerous Terrain: Models moving
The game is played in rounds, with across dangerous terrain, or that activate
contact with the target, and may strike
players and AI alternating in activating in it, must roll as many dice as their
with all equipped weapons, which
models, starting each round with the
works just like shooting (may also split tough value, and for each roll of 1 they
players going first. Players activate one
attacks). Then the defending unit may immediately take one wound.
hero per turn, whilst the AI activates one
choose to strike back, but doesn’t have Enemy Activation
random enemy model per turn.
to. If one of the two models is killed, the
Activation other may move by up to 3”, else the When enemies activate, follow these
charging model must move back by 1”. steps to take actions:
Heroes may take two actions, and may
choose to suffer 1 fatigue to take one Exhaustion: Models may suffer 1 fatigue 1. If you move, are there any special
additional special action. or else only hit on 6+ until the end of the actions that you can perform?
round after they attack for the first time. • Yes - Special action
Action Move Notes
• No - Go to step 2
Rest - Remove fatigue. Morale
Advance Spd Shoot after moving. 2. If you move, will any enemy be in
Rush Spd*2 Can’t shoot. Whenever a model takes wounds that range and line of sight to attack?
Charge Spd*2 Moves into melee. leave it with half or less of its tough • Yes - Advance only as
Special Spd Special interactions. value, it must take a morale test (after much as needed and shoot
combat is resolved). Take a quality test, closest, else Charge closest
Resting and if failed it moves 6” directly away • No - Go to step 3
Models taking a rest action may remove from the attacker. If the fleeing model 3. Are any enemies in line of sight?
all fatigue they suffered. reaches the table edge with this move, it • Yes - Rush to closest
immediately takes 3 wounds. • No - Rush to Enemy Goal
Endurance: If a model suffers fatigue
which brings it over its endurance, it
takes that many wounds instead.

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SPECIAL RULES
Special Rules Status(X): On unmodified results of 6
place one X status marker on the target.
AP(X): Targets get -X to Defense rolls
when blocking hits. Stealth: Enemies get -1 to hit rolls when
shooting at this model.
Blast(X): Ignores cover and multiplies
hits by X, but can’t deal more than one Strider: This model may ignore the
hit per model. May choose to split hits effects of difficult terrain.
within 2” as if they were attacks.
Status Conditions
Deadly(X): Assign each wound to one
Burn: When activated, must pass a
model, and multiply it by X. Note that
strength test to remove status. If failed,
these wounds don't carry over to other
the model takes 1 wound.
models if the target is killed.
Cripple: When activated, must suffer 1
Fast: Gets +1” speed.
fatigue to remove status. The model gets
Fearless: Gets +1 to morale tests. -1” speed whilst crippled.

Flying: May move through all obstacles, Disease: When activated, must pass a
and may ignore terrain effects. This willpower test to remove status. If failed,
model gets +1 to dexterity rolls when the model is Stunned.
taking acrobatics tests.
Impair: When activated, must suffer 1
Furious: Gets +1 attack with a weapon fatigue to remove status. The model only
of your choice when charging. passes stat tests on 6+ whilst impaired.

Immobile: May never move or charge. Poison: When activated, must pass a
dexterity test to remove status. If failed,
Impact(X): Deals X melee hits when
the model takes 1 wound.
charging (must be in striking range).
Stunned: Models that are stunned must
Indirect: May target enemies that are
spend their next activation idle to
not in line of sight, and ignores cover
recover, whilst enemies with Tou 9+
from sight obstructions, but gets -1 to hit
take 1 wound on their next activation
rolls when shooting after moving.
and recover without being idle instead.
Phalanx: Enemies charging models with
this rule don’t count as having charged
(for special rules), and they must take 3
dangerous terrain tests before attacking.

Regeneration: When taking a wound,


roll one die. On a 5+ it is ignored.

Rending: Unmodified results of 6 to hit


count as having AP(4), and ignore the
regeneration rule.

Shoot(X): This enemy may shoot at


heroes within X” and line of sight.

Slow: Gets -1” speed.

Sniper: Shoots at Quality 2+.

2
AOFSS - HERO CREATION (BETA)

Hero Creation Taunt (Str): All enemy units within 6” in QUICK TEST HEROES
sight move 3” directly toward the hero.
To play the game, you are going to have ARADORN THE RANGER
to create one or more heroes to take on DEXTERITY SKILLS
Qua 4+ / Def 4+ / Tou 9 / End 3
missions. Each hero must have a name, Evade (Dex): Use after being missed by
and comes with ability and combat stats, Spd 3” / Str 5+ / Dex 5+ / Wil 6+
an attack. Make a free move by Spd”.
skills, special traits, and equipment. Skills: Protector
Fast Strike (Dex): Use when charging
Ability Stats with two one-handed weapons. Gets +1 Sword (A2), Light Armor, Shield
attack with a weapon of your choice.
Heroes have Str, Dex and Wil stats, Power Potion(2)
which all start at 6+. Players must either Precision Strike (Dex): Use when rolling
GRANDALF THE GREAT
improve one stat by 2, or two stats by 1. a 6 to hit whilst shooting. Double any
wounds the target takes from that hit. Qua 5+ / Def 6+ / Tou 9 / End 3
Combat Stats
Shift (Dex): Use when an enemy moves Spd 3” / Str 6+ / Dex 6+ / Wil 4+
Heroes start with Spd 3”, End 3, Qua 5+,
within 3” of the hero. Swap places with Skills: Boost Ally, Saviour
Def 6+ and Tou 9, as well as any one
the enemy.
skill of their choice. Players must then Magic Staff (6”, A2, Blast(3), Rending)
either pick one additional skill of their Slide Tackle (Dex): Make a free 3”
move, passing through one or more Mana Potion(3)
choice, or improve Qua or End by 1.
enemies, which are Stunned. BIMBLI THE DWARF
Heroes may also choose to get the
Fast/Slow rule and worsen/improve Snapshot (Dex): Use when killing an Qua 4+ / Def 4+ / Tou 11 / End 3
their Tou or End stat by 2. enemy with a ranged weapon. Make a
Spd 2” / Str 4+ / Dex 6+ / Wil 6+
free ranged attack against an enemy that
Skills was within 3” of the target. Skills: Shock Wave
Heroes may use each of their skills once Spot Weakness (Dex): Next time you 2x Sword (A2), Heavy Armor
per activation by taking a special action, make an attack roll, all hits count as
and then taking a test using the stat in Power Potion(1)
being results of 6.
brackets. If passed, they suffer 1 fatigue, ERGOWAS THE ELF
and resolve the skill’s effect. If failed, Sprint (Dex): Take a free Rush action.
they may suffer 2 fatigue to resolve the Qua 5+ / Def 5+ / Tou 7 / End 3
WILLPOWER SKILLS
skill’s effect, or else nothing happens. Spd 4” / Str 6+ / Dex 4+ / Wil 6+
Boost Ally (Wil): One hero within 6” in
Note that some skills may only be used sight passes its next stat roll on 2+. Skills: Fast Strike, Precision Strike
when triggered by certain conditions.
Coordinate Fire (Wil): Use when firing a Bow (12”, A3), 2x Sword (A2)
STRENGTH SKILLS ranged weapon. One other hero within
Light Armor
Execute (Str): Use after killing an enemy 6” may make a free ranged attack
in melee. All enemies within 3” in line of against the same target. RONAN THE BARBARIAN
sight must take a morale test. Healing Touch (Wil): One hero within Qua 4+ / Def 6+ / Tou 9 / End 3
Longshot (Str): Use when firing a 1” heals half of its wounds (round up).
Spd 3” / Str 4+ / Dex 6+ / Wil 6+
ranged weapon. Get +6” range. Hold Fast (Wil): All heroes within 3” get
Skills: Pummel
Protector (Str): Swap places with one +1 Def next time they take hits.
Great Sword (A3, AP(2))
hero within 6”. Inspect (Wil): Use when the discovery
of a search token requires a roll to see Health Potion(1), Power Potion(2)
Pummel (Str): Use when charging with
a two-handed melee weapon. The target what happens. Add +1/-1 to the result. CAPTAIN BARRETT, PRIVATEER
gets -1 Def until the end of the game. Pacify (Wil): All enemies within 3” get Qua 5+ / Def 6+ / Tou 9 / End 3
Shield Bash (Str): Use when taking a -1 Att next time they attack.
Spd 3” / Str 6+ / Dex 5+ / Wil 5+
push action whilst holding a shield. The Prioritize (Wil): Pick one enemy within
target takes 1 wound. 6” in sight. Heroes get +1 to hit next Skills: Hold Fast, Snapshot

Shock Wave (Str): Use when taking a time they attack it. 2x Pistols (6”, A2, AP(1))
push action. Take a free push action Saviour (Wil): Use when a hero within Bomb(2)
against all enemies within 1”. 6” would be killed. Take a free Rush
Tackle (Str): Use when taking a push action, ending within 1” of the hero, and
action. Double your Spd for that action. prevent the last wound that it took.

3
WEAPONS & ITEMS
Starting Gold Weapons
Heroes start with 100g which they can Weapons with a range value are for
spend to buy weapons and items. shooting, and without are for melee.

Equipment Common Melee Weapons


Heroes may hold either one two-handed Sword - 1hnd 16g
item in their hands, or two one-handed A2
items. They may also hold up to two Great Sword - 2hnd 33g
A3, AP(2)
other items in their belt, and wear one
piece of armor. Heroes may also store
Common Ranged Weapons
any number of items in their backpack.
Pistol - 1hnd 22g
Using Items: Heroes must take a special
6”, A2, AP(1)
action to use equipped items, and item Bow - 2hnd 36g
effects only apply if they are equipped. 12”, A3
Some items can only be used as many Magic Staff - 2hnd 39g
times as the number in brackets, and are 6”, A2, Blast(3), Rending
then permanently removed.
Common Armor & Shields
Swap Items: Heroes may use a special
action to swap out held items with any Shield - 1hnd 25g
items from their backpack, or to give Defense +1
Light Armor - worn 25g
any number of items to heroes within 1”.
Defense +1
Throw Items: Heroes may use a special Heavy Armor - worn 50g
action and suffer 1 fatigue to give one Defense +2
item to one hero within 6”.

Starter Items
Bomb (1) - belt 28g
6”, A1, Blast(3), AP(1)
Health Potion (1) - belt 32g
Restore up to 3 wounds.
Mana Potion (1) - belt 16g
Remove up to 3 fatigue.
Power Potion (1) - belt 16g
Get +2 to next stat roll.

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HEROES SHEET
NAME LVL / XP NAME LVL / XP

END SPD DEF TOU END SPD DEF TOU

QUA STR DEX WIL QUA STR DEX WIL

NOTES NOTES

NAME LVL / XP NAME LVL / XP

END SPD DEF TOU END SPD DEF TOU

QUA STR DEX WIL QUA STR DEX WIL

NOTES NOTES

5
AOFSS - PLAYING CAMPAIGNS (BETA)

Introduction Preparation Progression System


Campaigns are a series of connected The Party: The game is played with 1-4 The injuries and levelling up systems are
missions that follow an ongoing story, heroes, either solo or cooperatively. a simple way to add narrative elements
which have been designed to be played to your campaign by having heroes
The Battlefield: The game is played on a
back-to-back, so that each chapter can be suffer injuries and become stronger as
flat 3’x3‘ surface, with at least 10-15
played in a single session. the campaign goes on. Note that the
pieces of terrain on it, as described in the
progression system is the same across all
Campaign Structure mission you’re playing.
campaigns, so you can carry over any
Story Sections: Follow the campaign by Required Terrain: In order to play this heroes from one campaign to the other.
reading each story section in order until campaign we recommend you have the
terrain pieces shown below. Note that to Injuries
you reach a mission. At that point you
must stop reading the story and have to play this campaign as intended, you Heroes that are killed during a mission
play the mission. Only once the mission must have the underlined pieces. must roll one die to see what injuries
has been completed you may continue • Example Terrain they sustain for the next D3 missions:
to read the next story section.
• Example Terrain Roll Injury
Playable Missions: Each mission has to • Example Terrain 1 Chest Wound: -1 to Def rolls
be set up as described in the preparation • Example Terrain 2 Blinded Eye: -1 to Qua rolls
section, and is then played using all of 3 Smashed Leg: -1” Spd
Required Enemies: In order to play this 4 Crushed Arm: -1 to Str rolls
the core game rules. Note that if you are
campaign we recommend you have the 5 Spinal Injury: -1 to Dex rolls
using the progression system for your 6 Traumatized: -1 to Wil rolls
enemy models shown below. Note that
campaign, then you need to keep track
to play this campaign as intended, you
of which heroes are injured or level up Heroes always restore D3+1 wounds
must have the underlined models.
during a mission on your party sheet. and fatigue between missions, and they
• Example Enemy restore all wounds and injuries between
Tracking Results: After each mission
• Example Enemy campaign chapters.
has been played note down the results,
• Example Enemy
as the outcome might influence other Levelling Up
• Example Enemy
mission in the campaign.
Using Other Enemies: Even though this Whenever a hero earns enough XP to
campaign was written with the above level up, they gain extra Tou and may
enemies in mind, it is easy to imagine improve one stat by 1 or gain a skill.
this type of story happening with heroes LVL XP Upgrades
fighting many other enemies, so feel free 1 0 n/a
to swap them with whatever models 2 6 +1 Tou | Str, Dex or Wil
you have available to play. 3 12 +1 Tou | End, Qua or Skill
4 27 +1 Tou | Str, Dex or Wil
5 42 +1 Tou | End, Qua or Skill
6 70 +1 Tou | Str, Dex or Wil
7 98 +1 Tou | End, Qua or Skill
8 143 +1 Tou | Str, Dex or Wil

Note that no stat except for Tou may


ever be improved more than 3 times.

6
TEST MISSION - FIRST BLOOD
Mission Background Special Rules Objectives - Phase 2
Whilst travelling through the great Dark Forest: At the beginning of each Enemy Setup: Place the Forest Troll
forest, the heroes have come across the round, roll one die: within 3“ of the camp, and the Goblin
charred remains of a royal caravan, and Shooters within 3“ of the spawn point.
Roll Event
stop to investigate the area.
1 Bear Trap - One random hero Enemy Goal: Goblin Warriors use the
Preparation must take a strength test, if escape edge as their goal, and the Forest
failed it takes 1 wound. Troll uses the first hero that moves
Table Setup: Place the royal caravan 2-3 Mysterious Fog - All heroes get
within 6“ or that attacks it as its goal.
and camp as shown on the map. The rest -1 to hit rolls when shooting.
of the table should be covered with 4-6 All Clear - No effect. Reinforcements: Whenever a Goblin
forest terrain, with a clear unblocked Warrior is removed from play, place a
Hidden Treasure: When a search token
path between that phase 2 spawn point new one within 3“ of the spawn point at
is discovered, roll one die:
and the escape edge. the beginning of the next round.
Roll Event
Search Tokens: Place as many tokens as Escape: Goblin Warriors always Rush
1 Random Junk - No effect.
shown on the map. toward the escape edge. If their move
2 Spider Nest - If within 1”, the
hero must take a dexterity test, brings them off the table, they escape
Hero Placement: Place the heroes within and are removed from play.
if failed it takes 1 wound.
6“ of the corner shown on the map.
3-6 Coin Stash - Replace with a 15g
Sleeping Troll: The Forest Troll only
Enemies marker. Heroes within 1” may
use a special action to pick it up. starts being activated once a hero moves
within 6“, or once it is attacked.
Goblin Warrior
Spd 3” Qua 5+ Def 6+ Tou 3 Objectives - Phase 1 Search Tokens: All of the search tokens
Equipment: Hand Weapon (A3) Enemy Setup: Place the Goblin Warriors may be discovered in phase 2.
-
and Goblin Shooters anywhere within 3“ Objective: The mission ends once the
Goblin Shooter
of the royal caravan. Forest Troll has been killed, or as soon as
Spd 3” Qua 5+ Def 6+ Tou 3
Shortbow (9”, A3), Hand Weapon (A3) Enemy Goal: The royal caravan. 3 Goblin Shooters have escaped.
-
Stealth Approach: Before phase 1 starts, Rewards: Once the mission ends, the
Forest Troll
any hero may take a dexterity test. If heroes gain as much XP as double the
Spd 3” Qua 4+ Def 4+ Tou 9
passed, it may take a free Rush action. chosen difficulty. If the Forest troll was
Hand Weapon (A9, AP(1))
However, for each hero that fails its test, killed, the heroes gain +1 XP each, and if
Regeneration, Strider
all enemies move 2“ toward the heroes. the hero holding the Royal Amulet
Difficulty: Choose a difficutly before the survived, it sells it for 15g.
Search Tokens: Only the 1st search
mission starts. When instructed, place as
token may be discovered in phase 1.
many enemies as shown below. At some
difficulties, heroes also get a negative Objective: Heroes within 1“ of the
modifier when taking ability tests. caravan may use a special action to
investigate it. The hero must take a
Phase 1 1 2 3 4
willpower test, if passed, they find a
Goblin Warriors 2 - - -
Royal Amulet, and phase 2 begins.
Goblin Shooters 2 - - -
Forest Troll 0 - - -
Ability Tests 0 - - -

Phase 1 1 2 3 4
Goblin Warriors 1 - - -
Goblin Shooters 0 - - -
Forest Troll 1 - - -
Ability Tests 0 - - -

Diagram distances are for 3’x3’ tables, for the


new 2’x2’ tables, multiply distances by *0.66.

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