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On a wounded world, new realms struggle to survive over the ashes of old empires.
The Human Empire fell when the world beneath it cracked. In an instant, its ancient capital and last
emperor were swallowed into the earth and lost forever. A massive wound now cuts through the
continent, winding and splitting the land itself.
It is an age of war in the lands of Tyria, where the peace and order of the last era have collapsed and new
powers have begun to emerge. A vast land of many peoples and kingdoms, no corner of Tyria has been left
completely untouched by the opening of the Great Rift.
Daemonic howls haunt the land, from the frigid north to the once peaceful Elven shores. In the Western
steppe lands, Dwarven berserkers bring the fire and fury of their new gods to bear against the thick armour
of their Orcish foes. While beneath the sea, ancient powers, once driven into hiding, now plot their return
to a now weakened and fractured surface. In the Southern deserts, even death offers no escape for the
cursed souls of the people there.
As all this unfolds, others have begun to pour into Tyria from different planes of existence. Civilizations
once lost have returned under new gods, while others have come unbidden to hunt the Daemons plaguing
Tyria. Strange and fantastic creatures have arrived as well, intent on carrying out their own goals, only
vaguely understood by the people of Tyria.
It is a time of otherworldly monsters, legendary heroes and unlikely alliances. An era of wonders and
ambition, as well as calamity and horror.
How will you forge your path in this age of fantasy?

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AGE OF FANTASY - QUICKSTART v3.1.0

Introduction Print & Play Components


Age of Fantasy is a miniature wargame set in a dark magical This starter set gives you everything you need to start playing
world, which is played using 32mm miniatures. exciting battles right away, without having to worry about
putting together your own army lists.
We designed this set to give new players an easy way to start
playing the game, and it comes with printable miniatures, Simply print out the miniatures and assemble the armies as
terrain, army sheets, and play markers. described below, and you’ll have two balanced forces ready to
clash on the field of battle.
Age of Fantasy vs Skirmish
Additionally we’ve also provided you with a set of terrain
This quickstart set can be used to learn both Age of Fantasy pieces to spice up your games, as well as a set of play tokens to
and Skirmish, which are played with the same miniatures. help you keep track of different game effects.
Age of Fantasy is a battle-sized game, played with 25+ models
Saurians
per player, which fight together in big units. If you’re looking
to play big battles, this is the game for you. If you’re playing Age of Fantasy, print the following:

Skirmish is a skirmish-sized game, played with 5+ models per • 1 unit of 10 Warriors


player, which fight as individuals or in small groups. If you’re • 2 units of 10 Geckos
looking to play small skirmishes, this is the game for you. • 1 unit of 5 Guardians
Note that the rules for both games were designed to be similar, If you’re playing Skirmish, print the following:
so that you can easily switch between playing one game and
• 2 units of 3 Warriors
the other without having to re-learn everything from scratch.
• 2 units of 3 Geckos
Guided Tutorials • 3 Guardians

We’ve provided you with guided tutorials for both Age of Mummified Undead
Fantasy and Skirmish, which will teach you how to play each
game step-by-step, and is perfect for first time wargamers, but If you’re playing Age of Fantasy, print the following:
can easily be skipped by experienced players. • 2 units of 20 Warriors
When playing these tutorials you won’t be needing the • 1 unit of 10 Archers
beginner’s guide, core rules sheet, or army sheets. Simply play • 1 units of 20 Mummies
the missions in order from 1 to 5. If you’re playing Skirmish, print the following:
The First Match • 3 units of 3 Warriors
• 3 units of 3 Archers
For your very first match you can try playing a reduced game,
just to get to grips with the basic mechanics. • 2 units of 3 Mummies

We suggest playing just the first 2 rounds of the game, using a Terrain
smaller play space (for example 2‘ x 2‘ in size) and removing a To prepare your battlefield’s terrain, we recommend printing
couple of units (for example geckos and archers). out 7-10 terrain pieces (any of the provided terrain is good).
Then once you’ve got to grips with the basic mechanics you
can simply reset the match, add some new units, and extend
the play space so that you can play your first full battle.

Beginner’s Guide vs Core Rules Sheet


In order to play the game, you are going to need the beginner’s
guide, or the core rules sheet, both of which you can download
for free on our website: www.onepagerules.com

If you’re new to wargaming, then you should download the


beginner’s guide, which contains a thorough explanation of the
rules, with diagrams and examples to further clarify the rules.

If you’re a veteran wargamer however, then you might want to


skip the beginner’s guide, and just check out the core rules
sheet, which provides all of the rules in a condensed format.

Note that we have free rules for solo-play on our website as


well, in case you want to try out the games on your own.

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AGE OF FANTASY - BACKGROUND
The Saurians The Mummified Undead
Saurians are an ancient coalition of humanoid reptiles led by The Mummified Undead command a massive army of undying
giant Frog Mages. They fight alongside a variety of powerful skeletons and mummies. They are supported by great
dinosaur-like creatures from the jungles of their native plane. constructs made of bone and rock, animated by their Gods.

The Saurians put their faith in the great prophecies of the Frog- These undead creatures are the shambling corpses left behind
Mages, who believed that they would confront Havoc in order when their once prosperous Kingdoms collapsed. When the
to save their world. With the opening of the Great Rift Desert Gods were driven from the underworld by the Gods of
however, it appears that they have returned too late. Now, they Havoc, their followers were barred from the afterlife. Since
must confront the apparent failure of the ruling Frog-Mages then, their souls have been shackled to their lifeless bodies.
and their prophecy. Only their new Queen offers them the hope of final death.

The Frog-Mages claim that they came into being in a time long The Mummified Undead were once a Human kingdom in the
before any other species arrived in Tyria.They grew wise and southern desert lands of Tyria. These people worshipped the
powerful with the use of magical waters, developing powerful Desert Gods, powerful beings which existed at the source of
magic. They found themselves amongst unthinking creatures, the great river which flowed between the world of the living
and so they began to share their knowledge with the animals and the dead. Protected from invasion by great swathes of
around them. Soon, these animals changed in body and mind, desert, the Kingdom prospered for generations in the south.
becoming intelligent and learning to walk and use tools, and
The Kingdom’s fortunes changed with the arrival of the Havoc
they came to revere the Frog-Mages as their gods.
Gods. The Havoc Gods sought out the Desert Gods and their
The Frog-Mages’ skill in magic soon drew the eyes of the Underworld, hoping to seal off death itself from Tyria. The
Havoc Gods who sought their power. Desert Gods tried to fight back, but were defeated. The
Gatekeeper, who guarded the passage between the world of
A long war ensued between the Saurians and the Daemons of
the living and dead, was slain, and the god’s blood poisoned
the Havoc Gods, which soon became locked in a stalemate
the river passage between worlds. Since that moment, any soul
without a clear path in sight.
that tried to pass on would be trapped in the poisoned river
The Frog-Mages turned to prophecy to divine a path for their between worlds, existing in a state of constant agony.
people. They told their people three Great Prophecies: Without
The remaining Desert Gods gave their priests Soul Gems which
them, the world would burn. Without them, the world would
could bind souls to their bodies. The Gems’ magic preserved
heal. Without them, the world would break.
the bones, allowing souls to linger even after their bodies had
Without a means to overcome the Daemons, the Saurians withered away to old age or injury. The Priests developed a
opened Voidgates and retreated into a plane where they could form of mummification to allow people to preserve some part
be safe from them. of their bodies. Those who could afford such treatments sought
them out, while others slowly saw their flesh fall away until all
They entered into a long hibernation and rested while the
that remained was bone.
Havoc Gods ransacked and burnt their plane. They hoped that
when they awoke to return, their home would have healed, The Kingdom collapsed in the wake of the curse, as once vital
and once they returned, their presence would ensure that the farmlands lay barren and people fell into despair. The
world could not break so long as they remained there. Mummified Undead were ruled over by a variety of lesser
kings and petty tyrants who began to carve out kingdoms
Now the re-awakened Saurians have begun to arrive in Tyria.
throughout the land. This led to a long era of civil war, as no
They have learnt about the release of the Havoc Gods and the
one held the means to claim a final victory and reunite these
Great Rift with much sorrow. Some Saurians believe that it is a
lands into a single Kingdom.
sign that the Frog-Mages failed in their plan to forestall the
third part of the prophecy, and that the victory of Havoc is now This changed with the arrival of a powerful sorceress from the
inevitable. Others fear that some greater threat still lurks in the north, claiming to be the heir of a mighty Empire. She
future, which the Frog-Mages hope to prevent. approached the priests and kings of the land and promised that
she alone had the power to discover a means to break their
Uncertainty is a strange sentiment for the Saurians and their
curse and bring them true death. Impressed with her power,
Frog-Mages, but they are not unprepared. Skilled warriors
her allies declared her the Tomb Queen, and soon reunified the
with a proud tradition of fighting Havoc, the Saurians are
realm under her rule, reigning over a variety of petty
ready to face whatever dangers Tyria holds for them, even if it
kingdoms and cultures which have emerged along the sacred
means their ultimate doom.
river. Now, the Tomb Queen looks north to her former home.
How will you face your destiny?
How will you embrace true death?

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TUTORIAL - BASICS
The Most Important Rule Measuring Movement
When playing a complex game there are going to be occasions When measuring how far a model moves always measure so
where a situation is not covered by the rules, or a rule does not that no part of its base moves further than the total distance.
seem quite right. When that is the case use common sense and
personal preference to resolve the situation.

If you and your opponent cannot agree on how to solve a


situation, use the following method in the interest of time.

Roll one die. On a result of 1-3 player A decides, and on a


result of 4-6 player B decides. This decision then applies for the
rest of the match, and once the game is over you can continue
to discuss the finer details of the rules.

Models & Units


In the rules, individual miniatures are referred to as models,
whilst groups of one or more models are referred to as units.

This means that when a rule applies to a unit it applies to all


miniatures within that unit, whilst if a rule applies to a model it
only applies to one individual miniature.

Dice
To play the game you are going to need some six-sided dice, Note that whilst all examples here show round bases, these
which we will refer to as D6. Depending on how many models movement restrictions apply in the same way to models on
you are playing with, we recommend having at least 10 to 20 bases of different shape or models without a base.
dice to keep things fast.
Line of Sight (LoS)
Quality Tests
When playing the game, line of sight is used to determine if a
During the game you will be required to take Quality tests in model can see another model for any purpose.
order to see if a unit succeeds at doing various things such as
To determine line of sight, simply get down to the eye level of
hitting its targets or passing morale tests.
the miniature, and check if it can see the target. If the target is
Whenever a rule states that a unit must take a Quality test, roll visible, then the model has line of sight.
one die. If you score the unit’s Quality value or higher, then it
Models can always see in all directions, regardless of where the
counts as a success, else it counts as a fail.
miniature is actually facing, and may ignore friendly models
Example: A model with Quality 4+ must take three Quality tests. from their own unit for the purpose of line of sight.
The player rolls three dice and scores a 3, a 4 and a 5. This means that
the model gets two successes (the 4 and the 5), and one fail (the 3).

Modifiers
Throughout the game there are going to be rules that apply
modifiers to your die rolls. These will usually raise or lower the
value of a unit’s roll results by either +1 or -1, but the exact
number may vary.

Whenever a modifier applies to one of your rolls, simply add


or subtract the value from the roll and the new value counts as
the final result, however a roll of 6 always counts as a success
and a roll of 1 always counts as a fail, regardless of how much
it is being modified by.

Example: A model with Quality 4+ must take three Quality tests


with a -1 modifier. The player rolls three dice and scores a 3, 4 and 5.
Because of the modifier the final result is a 2, a 3 and a 4. This means
that the model gets one success (the 4), and two fails (the 2 and the 3).

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TUTORIAL – MISSION 1 (MOVEMENT)
Mission Background Playing the Game Unit Rules
The Saurians had visions of an ancient The game is played in rounds, with Saurian Gecko
relic hidden in a desecrated temple in players alternating in activating one
• Special Rules: Strider
the area. Geckos have been sent out to model each, until all models have been
sneak past the Mummified Undead and activated once. Each new round the Mummified Undead Mummy
find the ancient relic. player that finished activating first on
• Special Rules: Execute, Slow
the last round gets to start.
The Battlefield
Special Rules
Activation
For this mission you’ll need a 4’x4’ table
Execute – At the end of this model’s
with 7 pieces of terrain on it, which The player picks one friendly model that
activation, remove one Gecko within 2”
counts as difficult terrain. Set up the has not been activated yet, and it may do
from play, as long as it is not inside an
terrain as shown in the first mission one of the following:
extraction zone. Note that this special
map, and this set up will be maintained
Action Move Notes rule only exists for this specific mission,
for the rest of the tutorial.
Hold 0” - to teach you movement without having
The Armies Advance 6” - to explain how combat works yet.
Rush 12” -
For this mission you’ll need the Slow – Moves 4” when using Advance,
following models for each army. and 8” when using Rush.
Movement
Saurians Strider – May ignore the effects of
Models may move and turn in any
difficult terrain when moving.
• 2 Geckos direction, but may never move within 1”
of other models.
Mummified Undead
Terrain
• 3 Mummies
Difficult Terrain: Models moving
Deployment
through difficult terrain can’t move
The Mummified Undead player must more than 6” in total at a time.
first place all their Mummies within
their deployment zone as show on the
mission map below. Then the Saurians
player places all their Geckos within
their deployment zone in the same way.

First Turn
The Saurians player gets the first turn
for this mission.

Objectives
The game ends after 4 rounds, and if at
least one Gecko is within one of the
extraction zones, then the Saurians win,
else the Mummified Undead win.

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TUTORIAL – MISSION 2 (SHOOTING)
Mission Background Playing the Game Unit Rules
The relic has been found, but will need Same as Mission 1. Saurians Gecko
more Saurians to carry it, so a small
Activation • Quality 5+ / Defense 5+
team has been sent to take out the
• Javelin (12”, A1, AP(1), Poison)
guards before they are able to alert the The player picks one friendly unit that
rest of the Mummified Undead. has not been activated yet, and it may do Mummified Undead Archer
one of the following:
The Battlefield • Quality 5+ / Defense 5+
Action Move Notes • Bow (24”, A1, Cursed Ammo)
For this mission play on the same table
Hold 0” Can shoot
with the same terrain as you set it up in Special Rules
Advance 6” Shoot after moving
Mission 1, but all pieces of terrain count
Rush 12” Can’t shoot AP(1) - Target gets -1 to Defense rolls.
as cover terrain instead.
Cursed Ammo – Ignores all negative
The Armies Movement
modifiers to hit rolls when shooting.
For this mission you’ll need the Same as Mission 1.
Poison – Targets must re-roll successful
following models for each army.
Shooting Defense rolls of 6 when blocking hits.
Saurians
Models in range and line of sight to their SKIRMISH RULES CHANGES
• 6 Geckos target may shoot. Shooting models take
If you’re using this tutorial to learn how
one quality test per attack, and a success
Mummified Undead to play Skirmish, then you must apply
is a hit. For each hit, the target must roll
the following rules changes.
• 6 Archers one die trying to score its Defense value
or higher, and if failed it takes a wound Wounds: Whenever a model would be
Deployment killed, place one wound marker next to
and is killed (remove model from play).
The Mummified Undead player must it instead. Then roll one die, and add the
Weapon profiles are shown like this:
first place all their Warriors within their number of wound markers to the result
deployment zone. Then the Saurians • Name (Range, Attacks, Special) to see what happens:
player places all their Warriors within Weapons with a range value are for • 2-5: Stunned
their deployment zone. shooting, and without are for melee. • 6+: Killed
First Turn Terrain Stunned: The model is Stunned until the
The Saurians player gets the first turn end of its next activation (place it on its
Cover Terrain: Units with most models
for this mission. side to show this). Stunned models must
in or behind cover get +1 to Defense
stay idle during their activation, and if a
Objectives rolls when blocking hits from shooting.
Stunned model takes any hits from
shooting, then it is killed.
The game ends after 4 rounds, and if all
of the Mummified Undead Warriors
have been killed, then the Saurians win,
else the Mummified Undead win.

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TUTORIAL – MISSION 3 (MELEE)
Mission Background Playing the Game Unit Rules
Alerted by the sound of battle, the Same as Mission 1. Saurians Guardian
Mummified Undead are sending in their
Activation • Quality 3+ / Defense 3+
warriors to defend the temple, so the
• Halberd (A1, AP(1), Rending)
Saurians have called upon their elite The player picks one friendly unit that
• Special Rules: Predator
Guardians to cut them down before has not been activated yet, and it may do
making a full assault. one of the following: Mummified Undead Warrior

The Battlefield Action Move Notes • Quality 5+ / Defense 5+


Hold 0” Can shoot • Hand Weapon (A1)
For this mission play on the same table
Advance 6” Shoot after moving
with the same terrain as you set it up in
Rush 12” Can’t shoot
Special Rules
Mission 1, but all pieces of terrain count
Charge 12” Moves into melee Predator – For each unmodified result of
as impassable terrain instead.
6 to hit in melee, this model may roll +1
The Armies Movement attack with that weapon. This rule
doesn’t apply to new generated attacks.
For this mission you’ll need the Same as Mission 1, but now models may
following models for each army. also move within 1” of other models Rending – Unmodified results of 6 to hit
when charging. count as having AP(4).
Saurians
Shooting Same as Mission 2:
• 3 Guardians
Same as Mission 2. • AP(1)
Mummified Undead
Melee SKIRMISH RULES CHANGES
• 9 Warriors
Charging models must move into base If you’re using this tutorial to learn how
Deployment
contact with the target and strike with to play Skirmish, then you must apply
The Mummified Undead player must their melee weapons, which works just the following rules changes.
first place all their Warriors within their like shooting. Then the defending model
Wounds: Same as Mission 2, but now if
deployment zone. Then the Saurians may choose to strike back, but doesn’t
a Stunned model is charged again, then
player places all their Guardians within have to. Once both models are done, the
it is killed as well. Note that charged
their deployment zone. charger must move back by 1”. If one of
models that are Stunned cannot strike
the two models was killed, the other
First Turn back, since they must remain idle until
may move by up to 3”.
the end of their next activation.
The Saurians player gets the first turn
Fatigue: Models only hit on unmodified
for this mission.
results of 6 in melee until the end of the
Objectives round after they charge or strike back.

The game ends after 4 rounds, and if at Terrain


least one Guardian is within one of the
Impassable Terrain: Models may not
extraction zones, then the Saurians win,
move through impassable terrain.
else the Mummified Undead win.

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TUTORIAL – MISSION 4 (UNITS & OBJECTIVES)
Mission Background Playing the Game Unit Rules
With no end to the fighting in sight, Same as Mission 1, but players alternate Saurians Warrior
troops from both forces are now in full in activating units, not single models.
• Quality 4+ / Defense 4+
clash over the ancient relic, turning a
small skirmish into a major battle.
Activation • Hand Weapon (A1)
• Special: Predator
Same as Mission 3.
The Battlefield
Saurians Gecko
For this mission play on the same table
Movement
• Quality 5+ / Defense 5+
with the same terrain as you set it up in Same as Mission 1, but now models • Javelin (12”, A1, AP(1), Poison)
Mission 1, but all pieces of terrain count must stay within 1” of at least one other
• Hand Weapon (A1, Poison)
as difficult terrain and cover instead. member of their unit, and within 9” of
• Special: Strider
all other members. Units may also only
The Armies Mummified Undead Archer
charge if at least one charging model can
For this mission you’ll need the reach base contact with one model from • Quality 5+ / Defense 5+
following models for each army. the target unit.
• Bow (24”, A1, Cursed Ammo)
Saurians Shooting • Hand Weapon (A1)

• 2 units of 3 Warriors Same as Mission 2, but note that all Same as Mission 3:
• 2 units of 3 Geckos models in a unit must always shoot at • Mummified Undead Warrior
• 1 Guardian the same target.
Special Rules
Mummified Undead Melee
Same as Mission 1:
• 4 units of 3 Warriors Same as Mission 3, but now charging
• 3 units of 3 Archers models must move into base contact • Strider
with the target, or as close as possible, Same as Mission 2:
Deployment
and then defenders must do the same by
The players alternate in placing one unit moving up to 3”, and all models within • AP(1)
each within their deployment zones, 2” of enemies may strike in melee. • Cursed Ammo
starting with the Mummified Undead. • Poison
Terrain
First Turn Same as Mission 3:
Cover Terrain: Same as Mission 2.
The Mummified Undead player gets the • Predator
Difficult Terrain: Same as Mission 1.
first turn for this mission. SKIRMISH RULES CHANGES
Objectives If you’re using this tutorial to learn how
Place two objective markers as shown on to play Skirmish, then you must apply
the mission map. At the end of each the following rules changes.
round, if a unit is within 3” of the Wounds: Same as Mission 3, but
marker while enemies aren’t, then it’s whenever a unit with multiple models
seized, and remains seized even after takes wounds, each wound kills one
leaving. If units from both sides are model, until only one last model
contesting a marker, then it becomes remains. Only the last model then
neutral again. accumulates wounds and rolls to see if
The game ends after 4 rounds, and if the it’s Stunned or Killed.
Saurians control at least one objective
marker, then they win, else the
Mummified Undead win.

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TUTORIAL – MISSION 5 (MORALE)
Mission Background Unit Rules
More relics have been found inside of Playing the Game For this mission, all Saurian models get
the temple, and now both armies are Fearless, and all Mummified Undead
Same as Mission 1.
converging on this location to see who models get Undead.
can be the ultimate victor in this duel of Activation Mummified Undead Mummy
might and wits.
Same as Mission 3.
• Quality 5+ / Defense 6+
The Battlefield • Claws (A2)
Movement
For this mission play on the same table • Special: Slow
Same as Mission 4.
with the same terrain as you set it up in
Same as Mission 3:
Mission 1, with all pieces of terrain Shooting
counting as difficult terrain and cover. • Saurians Guardian
Same as Mission 4. • Mummified Undead Warrior
The Armies
Melee Same as Mission 4:
For this mission you’ll need the
following models for each army. Same as Mission 4. • Saurians Warrior
• Saurians Gecko
Saurians Morale
• Mummified Undead Archer
• 2 units of 3 Warriors Morale Tests: Whenever a unit takes
wounds that leave it with half or less of
Special Rules
• 2 units of 3 Geckos
• 1 unit of 3 Guardians its total starting size, or it loses a melee, Fearless – When failing a morale test,
it must take a morale test. Take a quality roll one die. On a 4+ it’s passed instead.
Mummified Undead test, and if failed it is Shaken until the
Undead – Whenever this unit fails a
• 3 units of 3 Warriors end of its next activation. Shaken units
morale test, it counts as passed instead.
• 3 units of 3 Archers count as fatigued, always fail morale
Then, roll as many dice as remaining
• 2 units of 3 Mummies tests, and must stay idle.
models with this rule, and for each
Melee Results: Units in melee don’t take result of 1-3 the unit takes one wound.
Deployment
morale tests from wounds. Instead they
The players alternate in placing one unit Same as Mission 1:
compare the number of wounds each
each within their deployment zones, unit caused, and the unit with the lowest • Slow
starting with the Mummified Undead total loses, and must take a morale test. • Strider
player. If the test is failed whilst the unit is
Same as Mission 2:
down to half or less of its total size then
First Turn
it Routs (remove from play), else it is • AP(1)
The Mummified Undead player gets the Shaken instead. • Cursed Ammo
first turn for this mission. • Poison
Terrain
Objectives Same as Mission 3:
Cover Terrain: Same as Mission 2.
Place two objective markers as shown on • Predator
Difficult Terrain: Same as Mission 1.
the mission map. At the end of each
SKIRMISH RULES CHANGES
round, if a unit is within 3” of the
marker while enemies aren’t, then it’s If you’re using this tutorial to learn how
seized, and remains seized even after to play Skirmish, then you must apply
leaving. Shaken or Stunned units can’t the following rules changes.
seize markers, and if units from both
Wounds: Same as Mission 4, but
sides are contesting a marker, then it
Stunned models fail morale tests
becomes neutral again.
automatically.
The game ends after 4 rounds, and if the
Morale: Units don’t take morale test
Saurians controls both objective
from taking wounds or losing melee.
markers, then they win, else the
Instead, if at the end of any round an
Mummified Undead win.
army is down to half of its starting units
or less, then all of its units must take a
morale test. If the test is failed, the unit
immediately Routs (remove from play).

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WHAT NEXT?
The Wargaming Hobby More Ways to Play
Wargaming as a hobby is much more than just the content of There are lots more ways for you to play the games, many of
this starter set, and what you’ve seen here so far is only the tip which you can get for free on our website.
of a very large iceberg!
There are Mission Cards which give you varied and dynamic
Painting & Modelling objectives to fight over, as well as Campaign Rules that link
together a series of games, with armies growing and evolving
Whilst you can always play the games with unpainted throughout the campaign. We also have Solo & Co-Op Rules
miniatures, one of the biggest parts of the hobby is to paint for those that are looking to play by themselves or together
your army into something that looks great on the battlefield. with friends against AI controlled enemies.
Painting your army can be as simple or as complex as you want Aside from those, you can also buy expansions that provide
it to be, so take your time and learn at your own pace, to get you with lots of ways to customize your games further, or that
the results that you want. We recommend starting out with just provide completely new ways to play the game, as well as
painting your models with a simple 2-3 color scheme, and then narrative campaigns that see you play as mighty heroes that go
gradually working your way up to painting master pieces. on grand adventures with epic storylines.
Once you get more experience, you might also want to start
Exploring the Universe
customizing your models, bashing together pieces from
different kits to get completely unique results. There is a whole universe to explore with Age of Fantasy,
featuring dozens of factions, heroes, conflicts, and much more.
Finally the modelling doesn’t have to stop at models, but you
can build your own wargaming terrain from simple household Make sure to check out our website to find free lore for all of
items, putting together a gaming table that looks great and the factions and the universe, as well as short stories, comics,
offers a variety of ways to play. and more background stories.

Cardboad boxes can be converted into buildings, insulation Additionally, you can also learn more about our universes by
foam can be turned into hills, and you can use rocks and pieces buying narrative campaigns, faction guides, books, and story
of wood to make all sorts of interesting terrain. The only limit collections, which provide a deeper insight into our lore.
to the hobby is your imagination!
More Free Games
Collecting Saurians
Whilst this quickstart set focuses on Age of Fantasy and
If you enjoy the Saurians models that come with this set, here Skirmish, we have lots more games for you to explore, which
are some units that you can add to your army in order to create are all available for free on our website.
a sizeable and varied force:
Make sure to check out the Grimdark Future starter set as well,
• 1 Frog-Mage to find out more about our sci-fi games and universe, which are
• 1 Veteran on Tyrannosaur just as epic and amazing as Age of Fantasy.
• 2 units of 5 Raptor Riders
Supporting on Patreon
• 1 unit of 3 Gators
• 1 Triceratops If you want to help us in making more awesome content, you
can support us on Patreon: www.patreon.com/onepagerules
Collecting Mummified Undead
By supporting you will get access to a ton of extra content,
If you enjoy the Mummified Undead models that come with exclusive updates, early access, rulebooks, point calculators,
this set, here are some units that you can add to your army in miniatures and much more.
order to create a sizeable and varied force:
This project was made by gamers for gamers, and it can only
• 1 King on Royal Chariot exist thanks to the support of our awesome community.
• 2 units of 10 Royal Guard
• 1 unit of 10 Skeleton Horsemen Welcome to the Hobby
• 1 unit of 6 Guardian Statues We hope that you enjoyed this starter set, and that you are as
• 1 Giant God-Statue excited as we are to be part of this amazing hobby.

Happy Wargaming!

- The OPR Team

11
Saurians • 500pts
Saurian Warriors [10] - 125pts Geckos [10] - 140pts

Quality 4+ Defense 4+ Quality 5+ Defense 5+


Fearless, Predator Fearless, Strider

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

10x Hand Weapons - A1 - - 10x Hand Weapons - A1 - Poison

10x Javelins 12" A1 1 Poison


Geckos [10] - 140pts

Quality Defense
Saurian Guardians [5] - 95pts
5+ 5+
Fearless, Strider Quality Defense
3+ 3+
Weapon RNG ATK AP SPE
Fearless, Predator
10x Hand Weapons - A1 - Poison Weapon RNG ATK AP SPE

10x Javelins 12" A1 1 Poison 5x Heavy Halberds - A1 1 Rending

Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Predator: For each unmodified roll of 6 to hit when attacking, this model
may roll +1 attack with that weapon. This rule doesn’t apply to newly
Defense: Gets +X to Defense rolls.
generated attacks.
Fearless: When failing a morale test, roll one die. On a 4+ it’s passed instead.
Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
Poison: Targets get -1 to Regeneration rolls, and must re-roll unmodified
Defense rolls of 6 when blocking hits. Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to
hit count as having AP(4).

Strider: May ignore the effects of difficult terrain when moving.


Mummified Undead • 520pts
Mummies [20] - 130pts Skeleton Warriors [20] - 130pts

Quality 5+ Defense 6+ Quality 5+ Defense 5+


Slow, Undead Undead

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

20x Claws - A2 - - 20x Hand Weapons - A1 - -

Skeleton Warriors [20] - 130pts Skeleton Archers [10] - 130pts

Quality 5+ Defense 5+ Quality 5+ Defense 5+


Undead Undead

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

20x Hand Weapons - A1 - - 10x Cursed Bows 24" A1 - Cursed Ammo

10x Hand Weapons - A1 - -

Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Poison: Targets get -1 to Regeneration rolls, and must re-roll unmodified

Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more Defense rolls of 6 when blocking hits.

hits than models in the target unit. Slow: Moves -2” when using Advance, and -4” when using Rush/Charge.
Cursed Ammo: Ignores cover and all negative modifiers to hit rolls and Undead: Whenever this unit fails a morale test, it counts as passed instead.
range. Then, roll as many dice as remaining models/tough with this rule, and for

Deadly: Assign each wound to one model, and multiply it by X. Hits from each result of 1-3 the unit takes one wound, which can’t be regenerated.
Deadly must be resolved first, and these wounds don't carry over to other
models if the target is killed.
Saurians • 210pts
3x Saurian Guardian [1] - 20pts 2x Saurian Warriors [3] - 35pts

Quality 3+ Defense 3+ Quality 4+ Defense 4+


Fearless, Predator Fearless, Predator

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

Heavy Halberd - A1 1 Rending 3x Hand Weapons - A1 - -

2x Geckos [3] - 40pts

Quality 5+ Defense 5+
Fearless, Strider

Weapon RNG ATK AP SPE

3x Hand Weapons - A1 - Poison

3x Javelins 12" A1 1 Poison

Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Predator: For each unmodified roll of 6 to hit when attacking, this model
may roll +1 attack with that weapon. This rule doesn’t apply to newly
Defense: Gets +X to Defense rolls.
generated attacks.
Fearless: When failing a morale test, roll one die. On a 4+ it’s passed instead.
Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
Poison: Targets get -1 to Regeneration rolls, and must re-roll unmodified
Defense rolls of 6 when blocking hits. Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to
hit count as having AP(4).

Strider: May ignore the effects of difficult terrain when moving, and only
needs 2+ to pass jumping rolls.
Mummified Undead • 220pts
2x Mummies [3] - 20pts 3x Skeleton Archers [3] - 40pts

Quality 5+ Defense 6+ Quality 5+ Defense 5+


Slow, Undead Undead

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

3x Claws - A2 - - 3x Cursed Bows 24" A1 - Cursed Ammo

3x Hand Weapons - A1 - -
3x Skeleton Warriors [3] - 20pts

Quality 5+ Defense 5+
Undead

Weapon RNG ATK AP SPE

3x Hand Weapons - A1 - -

Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Deadly: Assign each wound to one model, and multiply it by X. Hits from

Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more Deadly must be resolved first, and these wounds don't carry over to other
models if the target is killed.
than one hit per model. Must split all hits evenly among enemy models
within 3” of a single model (target picks how). Poison: Targets get -1 to Regeneration rolls, and must re-roll unmodified

Cursed Ammo: Ignores cover and all negative modifiers to hit rolls and Defense rolls of 6 when blocking hits.

range. Slow: Moves -2” when using Advance, and -4” when using Rush/Charge.
Undead: Whenever this unit fails a morale test, it counts as passed instead.
Then, roll as many dice as remaining models/tough with this rule, and for
each result of 1-3 the unit takes one wound, which can’t be regenerated.

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