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AGE OF FANTASY: REGIMENTS v3.1.

General Principles Deployment: Players roll-off, and the Melee


winner picks a long table edge as their
The most important rule: Whenever the deployment zone, with their opponent Charging units must move into base
rules are unclear, use common sense and taking the opposite. Then the players contact with the target, and shuffle to
personal preference. Have fun! maximize contact, then defenders must
alternate in placing one unit each within
12” of their table edge, starting with the do the same. Models from the two front
Quality Tests: Roll one six-sided die,
rows may strike with all their melee
and if you score the unit‘s quality value player that won the deployment roll-off.
weapons, which works like shooting.
or higher, then it‘s a success.
Playing the Game Then the defending unit may choose to
Modifiers: Regardless of modifiers, rolls strike back, but doesn’t have to. Once
The game is played in rounds, with
of 6 are always successes, and rolls of 1 both units are done, the loser must take
players alternating in activating one unit
are always fails. a morale test. If one of the two units is
each, starting with the player that won
destroyed, the other may pivot by up to
Preparation the deployment roll-off. Each new round
180° or move by up to 3” in any
the player that finished activating first
The Armies: The players put together direction, else the charging unit must
on the last round gets to start.
two armies of equal points before the move back by 1” (if possible).
game begins (we recommend 750pts to Activation Fatigue: Models only hit on unmodified
start, and 1500pts for a full match).
The player picks one unit, and it may do results of 6 in melee until the end of the
Regiments: Units must be in formations one of the following: round after they charge or strike back.
of 5 models per row with 5/10 models,
Action Move Notes Morale
and 3 models per row with 3/6 models.
Hold 0” Shoot after pivoting.
Advance 6” Shoot after moving. Morale Tests: Whenever a unit takes
Combined Units: Players may combine
Rush 12” Can’t shoot. wounds that leave it with half or less of
two copies of the same multi-model unit
Charge 12” Moves into melee. its total size or tough value (for units
into a single unit, if upgrades that apply
with a single model), or it loses a melee,
to all models are bought for both.
Movement it must take a morale test. Take a quality
Force Org. (optional): Players may only test, and if failed it is Shaken until the
When using Hold actions, units may
bring up to 1 hero per 500pts in their end of its next activation. Shaken units
pivot by up to 180°, and when using
army, and only 1+X copies of the same count as fatigued, always fail morale
Advance, they may pivot once by up to
unit, where X is 1 per 750pts in their tests, and may only pivot by up to 90°
90° at any point. Units using Advance
army (combined units count as one). No when activated, but otherwise stay idle.
actions may also move sideways or
single unit may be worth over 35% of
backward by up to half their move Melee Results: Units in melee don’t take
total points, and armies may only have
instead. When using Rush or Charge, morale tests from wounds. Instead they
max. of 1 unit per 150pts.
they may pivot by up to 90° before compare the number of wounds each
Example: At 1500pts, max. 3 heroes, moving, and they may only move in a unit caused, plus the number of full
max. 3 copies of each unit, no unit worth straight line. Units may only move rows they have. The unit with the lowest
over 525pts, and max. 10 units in total. within 1” of other units when charging. total loses, and must take a morale test.
The Battlefield: The game is played on a If the test is failed whilst the unit is
Shooting
flat 6‘x4‘ surface, with at least 5-10 down to half or less of its total size or
pieces of terrain on it. The game can be Models in range and line of sight of tough value, then it Routs (remove from
also played on smaller surfaces, as long enemies in their front arc may fire all play), else it is Shaken instead.
as armies deploy at least 24" apart. ranged weapons, and may fire at up to
two different targets with different
Terrain
Mission: Place D3+2 objectives. Players weapon types. Shooting models take one Cover Terrain: Units with most models
roll-off to go first, and then alternate in quality test per attack, and each success in or behind cover get +1 to Defense
placing one marker each outside of is a hit. For each hit defending units roll rolls when blocking hits from shooting.
deployment zones, and over 9” away one die trying to score their Defense
from each other. At the end of each Difficult Terrain: Units moving through
value or higher, and each fail causes one
round, if a unit is within 3” of a marker difficult terrain can’t move more than 6”
wound. For each wound, the defender
while enemies aren’t, then it’s seized, in total at a time.
must remove one model from the back
and remains seized even after leaving. row, maintaining formation. Dangerous Terrain: Models moving
Shaken units can’t seize markers, and if across dangerous terrain- or that activate
units from both sides are contesting a in it- must roll one die (or as many as
marker, then it becomes neutral again. their tough value), and for each roll of 1
The game ends after 4 rounds, and the the unit takes one wound.
player that controls most markers wins.

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SPECIAL RULES
Ambush: This model may be kept in Hero: Heroes with up to Tough(6) may Tough(X): This model must take X
reserve instead of deploying. At the start deploy as part of one multi-model unit wounds before being killed. If a model
of any round after the first, you may without another Hero. The hero may with tough joins a unit without it, then it
place the model anywhere over 12” take morale tests on behalf of the unit, is removed last when the unit takes
away from enemy units. If both players but must use the unit’s Defense until all wounds. Note that you must continue to
have Ambush, roll-off to see who goes other models have been killed. put wounds on the tough model with
first, and alternate deploying units. most wounds in the unit until it is killed,
Units that deploy like this on the last Immobile: May only use Hold actions. before starting to put them on the next
round can’t seize or contest objectives. Impact(X): Gets X attacks that hit on 2+ tough model (heroes must be assigned
when charging. wounds last).
AP(X): Targets get -X to Defense rolls
when blocking hits. Indirect: May target enemies that are Transport(X): May transport up to X
not in line of sight, and ignores cover models or Heroes with up to Tough(6),
Blast(X): Each attack ignores cover and
from sight obstructions, but gets -1 to hit and non-Heroes with up to Tough(3)
multiplies hits by X, but can’t deal more
rolls when shooting after moving. which occupy 3 spaces each. Units may
hits than models in the target unit.
deploy inside or embark by moving into
Caster(X): Gets X spell tokens at the Lance: Gets AP(+2) when charging. contact, and may use any move action to
beginning of each round, but can’t hold Poison: Targets get -1 to Regeneration disembark, but must stay within 6” of it.
more than 6 tokens at once. At any point rolls, and must re-roll unmodified When a transport is destroyed, units
before attacking, spend as many tokens Defense rolls of 6 when blocking hits. inside must take a dangerous terrain
as the spell’s value to try casting one or test, are immediately Shaken, and
more spells (only one try per spell). Roll Regeneration: When taking a wound,
surviving models must be placed within
one die, on 4+ resolve the effect on a roll one die. On a 5+ it is ignored.
6” of the transport before removing it.
target in line of sight. This model and Relentless: When using Hold actions
other casters within 18” in line of sight Command Groups
and shooting, hits from unmodified rolls
may spend any number of tokens at the of 6 are multiplied by 2 (only the Each unit may only have one of each of
same time before rolling, to give the original hit counts as a 6). the following upgrades.
caster +1/-1 to the roll per token.
Reliable: Attacks at Quality 2+. Sergeant: This model gets +1 to hit
Counter: Strikes first with this weapon when attacking.
Rending: Targets get -1 to Regeneration
when charged, and the charging unit
rolls, and unmodified results of 6 to hit Musician: This model and its unit get
gets -1 total Impact attacks (per model
count as having AP(4). +1” when using move actions.
with this rule).
Scout: This model may be deployed Banner: This model and its unit get +1
Deadly(X): Assign each wound to one
after all other units, and may then move to morale test rolls.
model, and multiply it by X. Hits from
by up to 12”, ignoring terrain. If both
Deadly must be resolved first, and these
players have Scout, roll-off to see who
wounds don’t carry over to other
goes first, and alternate deploying units.
models if the target is killed.
Slow: Moves -2” when using Advance,
Entrenched: Enemies get -2 to hit when
and -4” when using Rush/Charge.
shooting at this model from over 12”
away, as long as it hasn’t moved since Sniper: Shoots at Quality 2+, and may
the beginning of its last activation. pick one model in a unit as its target,
which is resolved as if it’s a unit of 1.
Fast: Moves +2” when using Advance,
and +4” when using Rush/Charge. Stealth: Enemies get -1 to hit rolls when
shooting at units where all models have
Fear(X): Counts as having dealt +X
this rule from over 12" away.
wounds when checking who won melee.
Strider: May ignore the effects of
Fearless: When failing a morale test, roll
difficult terrain when moving.
one die. On a 4+ it’s passed instead.

Flying: May go through obstacles and


ignores terrain effects when moving.

Furious: When charging, hits from


unmodified rolls of 6 are multiplied by 2
(only the original hit counts as a 6).

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