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64faeccb3f3558740bf0adb3 - AoFS - Solo & Co-Op Rules v3.0.0
64faeccb3f3558740bf0adb3 - AoFS - Solo & Co-Op Rules v3.0.0
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Basic Concepts Terrain Deadly: AI units with Deadly weapons
always target single-model units with
Activation Order: Before starting, divide Cover Terrain: AI units must always
Tough first, and units with Tough
the table into 2 different sections along move into or behind cover terrain,
second, prioritizing those with the
the AI’s deployment zone edge, and unless it is also difficult terrain, and they
lowest total remaining Tough value.
number them 1 and 2. When it’s the AI’s are moving to an objective. Shooting and
turn to activate a unit, first roll a die to Hybrid AI units that are not moving to Flying: AI units with Flying treat
see which section it will activate a unit an objective must always stay in cover difficult and dangerous terrain as open
in (where 1-3 = section 1, and 4-6 = and shoot, instead of moving away from terrain when making decisions.
section 2). If there are no eligible units in the closest enemy unit.
Indirect: AI units with Indirect weapons
that section, move onto the next section
Difficult Terrain: AI units only ever that are in range of enemies always use
with an eligible unit, going clockwise.
move into difficult terrain if an objective Hold actions and shoot.
Then roll a die to randomly determine
is inside of it, if they are in charge range
which unit from that section is activated. Relentless: AI units with Relentless
of a unit inside of it, or if they have a
weapons that are in range of enemies
Stunned Units: Stunned AI units are special rule that ignores its effects. Else
always use Hold actions and shoot.
only activated after all non-stunned AI they must always move around it.
units have been activated. Scout: AI units with Scout are always
Dangerous Terrain: AI units only ever
deployed after all other units, following
Enemies in the way: When the AI units move into dangerous terrain if an
the AI deployment rules.
activate, draw a path between them and objective is inside of it, or if they have a
their objective. Enemy units within 6” of special rule that ignores its effects. Else Sniper: AI units with Sniper weapons
the path count as being in the way (even they must always move around it. always target heroes first, and models
if they are in the opposite direction). with upgrades second, prioritizing those
Special Rules
Controlling Objectives: When making with the most expensive upgrade.
AI decisions, objectives count as under Army Special Rules: AI units must
Strider: AI units with Strider treat
the AI’s control if the AI already seized always use army special rules as soon as
difficult terrain as open terrain when
them, or if more non-stunned AI units they are activated, targeting the nearest
making decisions.
than enemy units are within 3” of it. valid unit that makes sense.
When AI units move to seize objectives, Ambush: AI units with Ambush are Special Movement
they must be placed within 3” of the always kept in reserve, and must deploy Pushing: AI units always try to push
objective so that they are as close as following the AI deployment rules at the enemy models if that would move them
possible to their next objective or target. start of the second round. off a ledge or into dangerous terrain.
Advancing: Shooting and Hybrid AI AP: AI units with AP weapons always Jumping: AI units must always jump to
units that use Advance actions to move target valid enemies with the best cross gaps that are less than 3” wide or
toward objectives must always do so defensive value first. drop off elevation that is less than 3”
whilst also trying to stay as far from
Caster: AI units always cast spells after tall. If they face gaps or elevation of up
enemy attack range as possible. If they
moving (before attacking), selecting a to 5”, roll one die, on a 4+ they will
are not moving toward objectives, they
random spell by rolling D3+X, where X jump. AI units never jump across gaps
must always try to move away from the
is their caster level. If there is no valid or off elevation that is over 5”.
closest enemy unit just enough to still be
in range to shoot at them. target for that spell, they must cycle
through the list until there is a valid
Shooting: AI units always shoot at the
spell, or else don’t cast anything.
nearest valid target, prioritizing units
that haven’t activated yet. If the nearest Counter: AI units with Counter are
target is in cover but there is another always activated after all other friendly
valid target in the open, the AI must non-Counter units in their section have
prioritize the target that is in the open. been activated.
Melee: AI units always charge the
nearest valid target, prioritizing stunned
units first, and units that haven’t
activated yet second, and they must
always strike back when charged.