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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 v3.2.0

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
Beastmen
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 • 1 unis of 10 Hunters
looking to play small skirmishes, this is the game for you. • 1 unit of 5 Elites
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
• 1 unit of 3 Warriors
the other without having to re-learn everything from scratch.
• 1 unit of 3 Hunters
Guided Tutorials • 3 Elites

We’ve provided you with guided tutorials for both Age of Duchies of Vinci
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. • 1 unit of 10 Militia
When playing these tutorials you won’t be needing the • 1 unit of 5 Automa Guard
beginner’s guide, core rules sheet, or army sheets. Simply play • 1 unit of 10 City Guard
the missions in order from 1 to 5. If you’re playing Skirmish, print the following:
The First Match • 1 unit of 3 Militia
• 1 unit of 3 Automa Guard
For your very first match you can try playing a reduced game,
just to get to grips with the basic mechanics. • 3 City Guards

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 elites and city guard). 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 Beastmen The Duchies of Vinci
Beastmen are a coalition of different species of bestial The Duchies of Vinci are an army of highly advanced humans
humanoids, which rely on ambush tactics and deadly force to assisted by their robotic automatons. On the battlefield, they
overwhelm their enemies. rely on ranged warfare using crossbows and cannons,
supported by the more resilient automa.
For centuries, the Beastmen lived together in the southern
savannah of Tyria, building great cities and trading They were once a collection of poor villages who discovered
prosperously. The opening of the Rift destroyed many of their the intelligence-enhancing Mindstones in the aftermath of the
cities, and Daemons drove them from their home. Most of the Rift. The Vinci have gained great wealth and knowledge, but
Beastmen have fled north, surviving by raiding and scavenging guard their secrets and their Mindstones closely to protect
while they seek a new home. themselves from poverty. However, over time, their
isolationism has fostered rivalry between the Duchies, causing
The vast savannah in southern Tyria had been inhabited by
them to stagnate.
wildlife since the beginning of time. At the center of the largest
watering hole of the land, a giant lush tree provided shade and The Vinci were once amongst the poorest people in Tyria, a
food, and from its roots a magical substance seeped into its meager collection of villages built on swampland. Without any
fruit. Over many generations, the animals that ate the fruit of source of wealth, they were subsistence farmers who were
this tree slowly changed and became sentient, and came to see largely disregarded by the wider Empire and other outsiders as
the tree as sacred, settling around it in peace. mere peasants. When the Great Rift opened, the Vinci’s
homelands were devastated by violent earthquakes.
Gradually, the different tribes of Ndoli, Waheni, Hapari,
Ndwari and Silombi learned to co-exist and formed a Soon after these quakes however, glowing stones began to
confederacy of closely knit tribes. The Beastmen built a great emerge from the depths of the swamps. At first, the stones
civilization in the savannah, constructing a great capital city were simply used to create jewelry, but soon the stones started
around the Holy Tree, and a network of smaller cities around, to affect people’s minds and made them smarter, leading to a
which expanded out through the grasslands and connected the new time of technological and cultural progress. They became
watering holes around it. For centuries, the Beastmen tribes known as Mindstones soon after, and it was not long before the
lived lives of peace and prosperity on the Savannah. Vinci had taken every stone that they could find until almost
none remained undiscovered.
Then, the Rift opened. It tore through the Savannah, damaging
the Holy Tree and destroying many of their cities. When the Influenced by their Mindstones, the Vinci started building
Daemons began to emerge, most Beastmen were forced to machines to drain the swamps and reclaim the land. They
abandon their homeland. The only thing that remains of their expanded their farmland, built great cities, and became very
old civilization are the ruins of their cities, and the dried out rich, very quickly. The Vinci established universities that
remains of the Holy Tree, whose once crystalline waters have attracted the best minds in all the land, which led to the
now turned black. invention of robots, known as Automa. These robots assisted
the Vinci with farming, construction, and generally served to
Some Beastmen still call these ruins their home, but there is no
boost the advancement of the Vinci even more.
hope that it will flourish once again in the future. Others have
begun to wander along the edge of the Rift, towards the heart As the Vinci began to prosper, they found themselves
of Tyria. In order to survive, they raid settlements and burn surrounded by enemies. Outsiders sought to claim these
forests to build equipment and camps. newfound riches for themselves, and began to stake claims
upon the Vinci and their Mindstones. When conflict broke out,
Each amongst the Beastmen has their own reason for this great
the Vinci armies turned the tides and soon conquered their
migration. Some hope to find a new home, while others seek to
neighbours. In order to defend themselves from future
understand the cause of the rift. There are others who have
conflicts, the Vinci turned their cities into fortresses and
become accustomed to raiding and violence, and take any
expelled all foreign diplomats and scholars.
opportunity to destroy the homes of others, just as their own
homes were destroyed. The isolated Duchies became even more reliant on advanced
technology to make up for their losses in trade. Now,
How will you guide your tribe?
Universities are the real power in Vinci, while Dukes have
become mere figureheads. This led to them being highly
insular and suspicious, with their universities waging secret
wars of sabotage and espionage on each other.

How will you ensure the prosperity of your duchy?

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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 Beastmen, in need of supplies, have The game is played in rounds, with Beastmen Hunter
set their eyes on a Duchies of Vinci players alternating in activating one
• Special Rules: Strider
outpost to raid. Hunters have been sent model each, until all models have been
out to sneak past some rusty robots and activated once. Each new round the Duchies of Vinci Automa Guard
survey the area. player that finished activating first on
• Special Rules: Execute, Rusty
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 Hunter 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 Rusty – This model may not use Rush
following models for each army. actions. Note that this special rule only
Movement
exists for this specific mission, to make it
Beastmen more balanced.
Models may move and turn in any
• 2 Hunters direction, but may never move within 1”
Strider – May ignore the effects of
of other models.
Duchies of Vinci difficult terrain when moving.
Terrain
• 3 Automa Guard
Difficult Terrain: Models moving
Deployment
through difficult terrain can’t move
The Duchies of Vinci player must first more than 6” in total at a time.
place all their Automa Guard within
their deployment zone as show on the
mission map below. Then the Beastmen
player places all their Hunters within
their deployment zone in the same way.

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

Objectives
The game ends after 4 rounds, and if at
least one Hunter is within one of the
extraction zones, then the Beastmen win,
else the Duchies of Vinci win.

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TUTORIAL – MISSION 2 (SHOOTING)
Mission Background Playing the Game Unit Rules
The outpost seems to be filled with Same as Mission 1. Beastmen Hunter
valuable supplies, so the Beastman have
Activation • Quality 5+ / Defense 5+
sent out Hunters to take out the guards
• Special: Strider, Javelin
before they can send in their full forces. The player picks one friendly unit that
has not been activated yet, and it may do Duchies of Vinci City Guard
The Battlefield
one of the following:
• Quality 5+ / Defense 4+
For this mission play on the same table
Action Move Notes • Crossbow (24”, A1, Rending)
with the same terrain as you set it up in
Hold 0” Can shoot • Special: Good Shot
Mission 1, but all pieces of terrain count
Advance 6” Shoot after moving
as difficult terrain and cover instead.
Rush 12” Can’t shoot
Special Rules
The Armies AP(1) - Target gets -1 to Defense rolls.
Movement
For this mission you’ll need the Good Shot - Shoots at Quality 4+.
following models for each army. Same as Mission 1.
Javelin – Counts as having a weapon
Beastmen Shooting with 12” range and A1, and with the
AP(1) special rule. Note that this special
• 3 Hunters Models in range and line of sight to their
rule only exists for this specific mission,
target may shoot. Shooting models take
Duchies of Vinci to make it more balanced.
one quality test per attack, and a success
• 3 City Guard is a hit. For each hit, the target must roll Rending – Unmodified results of 6 to hit
one die trying to score its Defense value count as having AP(4).
Deployment
or higher, and if failed it takes a wound Same as Mission 1:
The Duchies of Vinci player must first and is killed (remove model from play).
place all their City Guard within their • Strider
Weapon profiles are shown like this:
deployment zone. Then the Beastmen
SKIRMISH RULES CHANGES
player places all their Hunters within • Name (Range, Attacks, Special)
their deployment zone. If you’re using this tutorial to learn how
Weapons with a range value are for
to play Skirmish, then you must apply
First Turn shooting, and without are for melee.
the following rules changes.
The Beastmen player gets the first turn Terrain Wounds: Whenever a model would be
for this mission. Cover Terrain: Units with most models killed, place one wound marker next to
in or behind cover get +1 to Defense it instead. Then roll one die, and add the
Objectives
rolls when blocking hits from shooting. number of wound markers to the result
The game ends after 4 rounds, and if all to see what happens:
of the Duchies of Vinci Warriors have Difficult Terrain: Same as Mission 1.
• 2-5: Stunned
been killed, then the Beastmen win, else
• 6+: Killed
the Duchies of Vinci win.
Stunned: The model is Stunned until the
end of its next activation (place it on its
side to show this). Stunned models must
stay idle during their activation, and if a
Stunned model takes any hits from
shooting, then it is killed.

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TUTORIAL – MISSION 3 (MELEE)
Mission Background Playing the Game Unit Rules
After a quick skirmish, the Beastmen are Same as Mission 1. Beastmen Warrior
sending in their warriors to press on the
Activation • Quality 4+ / Defense 4+
assault on the outpost. The Vinci are
• Hand Weapon (A1)
now in full alert, and have sent out The player picks one friendly unit that
• Special Rules: Furious
Automa to push them back. has not been activated yet, and it may do
one of the following: Duchies of Vinci Automa Guard
The Battlefield
Action Move Notes • Quality 4+ / Defense 5+
For this mission play on the same table
Hold 0” Can shoot • Arm-Bow (12”, A1, Rending)
with the same terrain as you set it up in
Advance 6” Shoot after moving • Hand Weapon (A1)
Mission 1, but all pieces of terrain count
Rush 12” Can’t shoot
as impassable terrain instead.
Charge 12” Moves into melee
Special Rules
The Armies Furious – When charging, hits from rolls
Movement of 6 are multiplied by 2.
For this mission you’ll need the
following models for each army. Same as Mission 1, but now models may Same as Mission 2:
also move within 1” of other models
Beastmen • Rending
when charging.
• 3 Warriors
Shooting SKIRMISH RULES CHANGES
Duchies of Vinci If you’re using this tutorial to learn how
Same as Mission 2.
to play Skirmish, then you must apply
• 3 Automa Guard
Melee the following rules changes.
Deployment
Charging models must move into base Wounds: Same as Mission 2, but now if
The Duchies of Vinci player must first contact with the target and strike with a Stunned model is charged again, then
place all their Militia within their their melee weapons, which works just it is killed as well. Note that charged
deployment zone. Then the Beastmen like shooting. Then the defending model models that are Stunned cannot strike
player places all their Hunters within may choose to strike back, but doesn’t back, since they must remain idle until
their deployment zone. have to. Once both models are done, the the end of their next activation.
charger must move back by 1”. If one of
First Turn
the two models was killed, the other
The Beastmen player gets the first turn may move by up to 3”.
for this mission.
Fatigue: Models only hit on unmodified
Objectives results of 6 in melee until the end of the
round after they charge or strike back.
The game ends after 4 rounds, and if at
least one Hunter is within one of the Terrain
extraction zones, then the Beastmen win,
Impassable Terrain: Models may not
else the Duchies of Vinci win.
move through impassable terrain.

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TUTORIAL – MISSION 4 (UNITS & OBJECTIVES)
Mission Background Playing the Game Unit Rules
Both sides are now fighting for control Same as Mission 1, but players alternate Beastmen Hunter
of the supplies whilst waiting for in activating units, not single models.
• Quality 5+ / Defense 5+
reinforcements, with this small skirmish
turning into a full battle.
Activation • Dual Hand Weapons (A2)
• Special: Strider
Same as Mission 3.
The Battlefield
Duchies of Vinci City Guard
For this mission play on the same table
Movement
• Quality 5+ / Defense 4+
with the same terrain as you set it up in Same as Mission 1, but now models • Crossbow (24”, A1, Rending)
Mission 1, but all pieces of terrain count must stay within 1” of at least one other
• Hand Weapon (A1)
as difficult terrain and cover instead. member of their unit, and within 9” of
• Special: Good Shot
all other members. Units may also only
The Armies Same as Mission 3:
charge if at least one charging model can
For this mission you’ll need the reach base contact with one model from • Beastmen Warriors
following models for each army. the target unit.
• Duchis of Vinci Automa Guard
Beastmen Shooting Special Rules
• 1 unit of 3 Hunters Same as Mission 2, but note that all
Same as Mission 1:
• 1 unit of 3 Warriors models in a unit must always shoot at
the same target. • Strider
Duchies of Vinci
Melee Same as Mission 2:
• 1 unit of 3 Automa Guard
• 1 unit of 3 City Guard Same as Mission 3, but now charging • AP(1)
models must move into base contact • Good Shot
Deployment
with the target, or as close as possible, • Rending
The players alternate in placing one unit and then defenders must do the same by Same as Mission 3:
each within their deployment zones, moving up to 3”, and all models within
starting with the Duchies of Vinci. 2” of enemies may strike in melee. • Furious

First Turn Terrain SKIRMISH RULES CHANGES


The Duchies of Vinci player gets the first Cover Terrain: Same as Mission 2. If you’re using this tutorial to learn how
turn for this mission. to play Skirmish, then you must apply
Difficult Terrain: Same as Mission 1. the following rules changes.
Objectives
Wounds: Same as Mission 3, but
Place two objective markers as shown on whenever a unit with multiple models
the mission map. At the end of each takes wounds, each wound kills one
round, if a unit is within 3” of the model, until only one last model
marker while enemies aren’t, then it’s remains. Only the last model then
seized, and remains seized even after accumulates wounds and rolls to see if
leaving. If units from both sides are it’s Stunned or Killed.
contesting a marker, then it becomes
neutral again.

The game ends after 4 rounds, and if the


Beastmen control at least one objective
marker, then they win, else the Duchies
of Vinci win.

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TUTORIAL – MISSION 5 (MORALE)
Mission Background Playing the Game Unit Rules
The battle is in full swing, and both Same as Mission 1. Beastmen Elite
armies are going in for a final push to
Activation • Quality 3+ / Defense 3+
seize the supplies once and for all,
• Great Weapon (A1, AP(3))
sealing the fate of the combatants. Same as Mission 3.
• Special Rules: Furious
The Battlefield Movement Duchies of Vinci Automa Guard
For this mission play on the same table Same as Mission 4. • Quality 4+ / Defense 5+
with the same terrain as you set it up in
Shooting • Arm-Bow (12”, A1, Rending)
Mission 1, with all pieces of terrain
• Hand Weapon (A1)
counting as difficult terrain and cover. Same as Mission 4. • Special: Robot
The Armies Melee Same as Mission 3:
For this mission you’ll need the Same as Mission 4. • Beastmen Warriors
following models for each army.
• Duchis of Vinci Automa Guard
Morale
Beastmen
Same as Mission 4:
Morale Tests: Whenever a unit takes
• 1 unit of 3 Hunters
wounds that leave it with half or less of • Beastmen Hunter
• 1 unit of 3 Warriors
its total starting size, or it loses a melee, • Duchies of Vinci City Guard
• 1 unit of 3 Elites it must take a morale test. Take a quality
test, and if failed it is Shaken until the
Special Rules
Duchies of Vinci
end of its next activation. Shaken units AP(3) - Target gets -3 to Defense rolls.
• 1 unit of 3 Automa Guard
count as fatigued, always fail morale
• 1 unit of 3 City Guard Robot – Whenever this unit fails a
tests, and must stay idle.
• 1 unit of 3 Militia morale test, it counts as passed instead.
Melee Results: Units in melee don’t take Then, roll as many dice as remaining
Deployment morale tests from wounds. Instead they models with this rule, and for each
compare the number of wounds each result of 1-3 the unit takes one wound.
The players alternate in placing one unit
unit caused, and the unit with the lowest
each within their deployment zones, Same as Mission 1:
total loses, and must take a morale test.
starting with the Beastmen player.
If the test is failed whilst the unit is • Strider
First Turn down to half or less of its total size then
Same as Mission 2:
it Routs (remove from play), else it is
The Duchies of Vinci player gets the first
Shaken instead. • AP(1)
turn for this mission.
• Good Shot
Terrain
Objectives • Rending
Cover Terrain: Same as Mission 2.
Place two objective markers as shown on Same as Mission 3:
the mission map. At the end of each Difficult Terrain: Same as Mission 1.
• Furious
round, if a unit is within 3” of the
marker while enemies aren’t, then it’s SKIRMISH RULES CHANGES
seized, and remains seized even after
If you’re using this tutorial to learn how
leaving. Shaken or Stunned units can’t
to play Skirmish, then you must apply
seize markers, and if units from both
the following rules changes.
sides are contesting a marker, then it
becomes neutral again. Wounds: Same as Mission 4, but
Stunned models fail morale tests
The game ends after 4 rounds, and if the
automatically.
Beastmen controls both objective
markers, then they win, else the Duchies Morale: Units don’t take morale test
of Vinci win. from taking wounds or losing melee.
Instead, if at the end of any round an
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 Beastmen
Whilst this quickstart set focuses on Age of Fantasy and
If you enjoy the Beastmen 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 Beast Lord to find out more about our sci-fi games and universe, which are
• 1 unit of 3 Brutes just as epic and amazing as Age of Fantasy.
• 1 unit of 10 Raiders
Supporting on Patreon
• 1 unit of 5 Harpies
• 1 Cyclops If you want to help us in making more awesome content, you
can support us on Patreon: www.patreon.com/onepagerules
Collecting Duchies of Vinci
By supporting you will get access to a ton of extra content,
If you enjoy the Duchies of Vinci models that come with this exclusive updates, early access, rulebooks, point calculators,
set, here are some units that you can add to your army in order miniatures and much more.
to create a sizeable and varied force:
This project was made by gamers for gamers, and it can only
• 1 Vinci Leader exist thanks to the support of our awesome community.
• 1 unit of 5 Assassins
• 1 unit of 5 Scouts Welcome to the Hobby
• 1 unit of 3 Automa Brutes We hope that you enjoyed this starter set, and that you are as
• 1 Support Wagon excited as we are to be part of this amazing hobby.

Happy Wargaming!

- The OPR Team

11
Beastmen • 315pts
Hunters [10] - 100pts Elites [5] - 110pts

Quality 5+ Defense 5+ Quality 3+ Defense 3+

Strider Furious, Headtaker

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

10x Dual Hand Weapons - A2 - - 5x Heavy Great Weapons - A1 3 -

Warriors [10] - 105pts

Quality 4+ Defense 4+

Furious

Weapon RNG ATK AP SPE

10x Hand Weapons - A1 - -

Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Strider: May ignore the effects of difficult terrain when moving.
Defense: Gets +X to Defense rolls. Tough: This model must take X wounds before being killed. If a model with
Furious: When charging, hits from unmodified rolls of 6 are multiplied by 2 tough joins a unit without it, then it is removed last when the unit takes
(only the original hit counts as a 6). wounds. Note that you must continue to put wounds on the tough model
Headtaker: This model gets AP(+2) in melee against units where most with most wounds in the unit until it is killed, before starting to put them on
models have Tough(3) or higher. the next tough model (heroes must be assigned wounds last).
Stealth: Enemies get -1 to hit rolls when shooting at units where all models
have this rule from over 12" away.
Duchies of Vinci • 315pts
Militia [10] - 65pts City Guard [10] - 180pts

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

Weapon RNG ATK AP SPE Good Shot

10x Hand Weapons - A1 - - Weapon RNG ATK AP SPE

10x Crossbows 24" A1 - Rending


Automa Guard [5] - 70pts
10x Hand Weapons - A1 - -
Quality 4+ Defense 5+

Automa

Weapon RNG ATK AP SPE

5x Arm-Bows 12" A1 - Rending

5x 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
Automa: Whenever this unit fails a morale test, it counts as passed instead. Deadly must be resolved first, and these wounds don't carry over to other
Then, roll as many dice as remaining models/tough with this rule, and for models if the target is killed.
each result of 1-3 the unit takes one wound, which can’t be ignored. Good Shot: This model shoots at Quality 4+.
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
more hits than models in the target unit. Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to
hit count as having AP(4).
Beastmen • 135pts
3x Elite [1] - 25pts Warriors [3] - 30pts

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

Furious, Headtaker Furious

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

Heavy Great Weapon - A1 3 - 3x Hand Weapons - A1 - -

Hunters [3] - 30pts

Quality 5+ Defense 5+

Strider

Weapon RNG ATK AP SPE

3x Dual Hand Weapons - A2 - -

Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Strider: May ignore the effects of difficult terrain when moving, and only
Defense: Gets +X to Defense rolls. needs 2+ to pass jumping rolls.
Furious: When charging, hits from unmodified rolls of 6 are multiplied by 2 Tough: This model only rolls to see what happens from wounds once it has
(only the original hit counts as a 6). taken at least X wounds, and is only Knocked Out on rolls of 5+X or more.
Headtaker: This model gets AP(+2) in melee against units where most When Stunned and hit by shooting or charged, this model takes 1 wound
models have Tough(3) or higher. instead of being Knocked Out, unless it already has X or more wounds.
Stealth: Enemies get -1 to hit rolls when shooting at units where all models
have this rule from over 12" away.
Duchies of Vinci • 120pts
3x City Guard [1] - 20pts Automa Guard [3] - 40pts

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

Good Shot Automa

Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE

Crossbow 24" A1 - Rending 3x Arm-Bows 12" A1 - Rending

Hand Weapon - A1 - - 3x Hand Weapons - A1 - -

Militia [3] - 20pts

Quality 5+ Defense 5+

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
Automa: Whenever this unit fails a morale test, it counts as passed instead. Deadly must be resolved first, and these wounds don't carry over to other
Then, roll as many dice as remaining models/tough with this rule, and for models if the target is killed.
each result of 1-3 the unit takes one wound, which can’t be ignored. Good Shot: This model shoots at Quality 4+.
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
more than one hit per model. Must split all hits evenly among enemy Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to
models within 3” of a single model (target picks how). hit count as having AP(4).

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