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AoF - Solo & Co-Op Rules v3.0.0
AoF - Solo & Co-Op Rules v3.0.0
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Basic Concepts Terrain Entrenched: AI units with Entrenched
must deploy in the highest position with
Activation Order: Before starting, divide Cover Terrain: AI units must always
most line of sight of the table as possible
the table into 3 different sections along move into or behind cover terrain,
regardless of distance from objectives. If
the AI’s deployment zone edge, and unless it is also difficult terrain, and they
they are in range of enemies, they
number them 1, 2 and 3. When it’s the are moving to an objective. Shooting and
always use Hold actions and shoot.
AI’s turn to activate a unit, first roll a D3 Hybrid AI units that are not moving to
to see which section it will activate a an objective must always stay in cover Flying: AI units with Flying treat
unit in. If there are no eligible units in and shoot, instead of moving away from difficult and dangerous terrain as open
that section, move onto the next section the closest enemy unit. terrain when making decisions.
with an eligible unit, going clockwise.
Difficult Terrain: AI units only ever Indirect: AI units with Indirect weapons
Then roll a die to randomly determine
move into difficult terrain if an objective that are in range of enemies always use
which unit from that section is activated.
is inside of it, if they are in charge range Hold actions and shoot.
Shaken Units: Shaken AI units are only of a unit inside of it, or if they have a
Relentless: AI units with Relentless
activated after all non-shaken AI units special rule that ignores its effects. Else
weapons that are in range of enemies
have been activated. they must always move around it.
always use Hold actions and shoot.
Enemies in the way: When the AI units Dangerous Terrain: AI units only ever
activate, draw a path between them and move into dangerous terrain if an Scout: AI units with Scout are always
their objective. Enemy units within 6” of objective is inside of it, or if they have a deployed after all other units, following
the path count as being in the way (even special rule that ignores its effects. Else the AI deployment rules.
if they are in the opposite direction). they must always move around it. Sniper: AI units with Sniper weapons
always target heroes first, and models
Controlling Objectives: When making Special Rules
AI decisions, objectives count as under with upgrades second, prioritizing those
the AI’s control if the AI already seized Army Special Rules: AI units must with the most expensive upgrade.
them, or if more non-shaken AI units always use army special rules as soon as
Strider: AI units with Strider treat
than enemy units are within 3” of it. they are activated, targeting the nearest
difficult terrain as open terrain when
When AI units move to seize objectives, valid unit that makes sense.
making decisions.
they must be placed within 3” of the Ambush: AI units with Ambush are
objective so that they are as close as Transport: When using transports, the
always kept in reserve, and must deploy
possible to their next objective or target. AI must always place random units in
following the AI deployment rules at the
each, trying to fill up its cargo limit. AI
Advancing: Shooting and Hybrid AI start of the second round.
units with transport always activate
units that use Advance actions to move AP: AI units with AP weapons always before their cargo on the first round, and
toward objectives must always do so target valid enemies with the best units inside of them must always
whilst also trying to stay as far from defensive value first. disembark on their first activation.
enemy attack range as possible. If they
are not moving toward objectives, they Caster: AI units always cast spells after
must always try to move away from the moving (before attacking), selecting a
closest enemy unit just enough to still be random spell by rolling D3+X, where X
in range to shoot at them. is their caster level. If there is no valid
target for that spell, they must cycle
Shooting: AI units always shoot at the
through the list until there is a valid
nearest valid target, prioritizing units
spell, or else don’t cast anything.
that haven’t activated yet. If the nearest
target is in cover but there is another Counter: AI units with Counter are
valid target in the open, the AI must always activated after all other friendly
prioritize the target that is in the open. non-Counter units in their section have
been activated.
Melee: AI units always charge the
nearest valid target, prioritizing units Deadly: AI units with Deadly weapons
that haven’t activated yet, and they must always target single-model units with
always strike back when charged. Tough first, and units with Tough
second, prioritizing those with the
lowest total remaining Tough value.