This document introduces the core rules for One Page Fantasy, a simple tabletop wargame. It provides overviews of the basic rules for unit types, movement, shooting, combat, morale, and army composition. The core mechanics are resolving tests with dice, activating units by phase, and removing models as casualties. Additional optional rules are included for advanced gameplay elements like terrain types and special unit rules. The goal is to provide a complete but easy-to-learn ruleset for fantasy battles on a page.
This document introduces the core rules for One Page Fantasy, a simple tabletop wargame. It provides overviews of the basic rules for unit types, movement, shooting, combat, morale, and army composition. The core mechanics are resolving tests with dice, activating units by phase, and removing models as casualties. Additional optional rules are included for advanced gameplay elements like terrain types and special unit rules. The goal is to provide a complete but easy-to-learn ruleset for fantasy battles on a page.
This document introduces the core rules for One Page Fantasy, a simple tabletop wargame. It provides overviews of the basic rules for unit types, movement, shooting, combat, morale, and army composition. The core mechanics are resolving tests with dice, activating units by phase, and removing models as casualties. Additional optional rules are included for advanced gameplay elements like terrain types and special unit rules. The goal is to provide a complete but easy-to-learn ruleset for fantasy battles on a page.
This document introduces the core rules for One Page Fantasy, a simple tabletop wargame. It provides overviews of the basic rules for unit types, movement, shooting, combat, morale, and army composition. The core mechanics are resolving tests with dice, activating units by phase, and removing models as casualties. Additional optional rules are included for advanced gameplay elements like terrain types and special unit rules. The goal is to provide a complete but easy-to-learn ruleset for fantasy battles on a page.
Index 1. Introduction & Index 2. Core Rules 3. Advanced Rules 4. Common Special Rules 5. Generic Fantasy Army One Page Fantasy Rules v0.05 by OnePageAnon (http://onepagerules.wordpress.com/) General Principles The Most Important Rule: Whenever a rule is unclear or does not seem quite right, use common sense and personal preference. Units: Each unit consists of one or more models acting as a single entity, and is defined by their quality, size and whatever equipment and special rules they have. You can find unit profiles in their respective army supplement. Quality Tests: Whenever a rule states that you must take a Quality test roll one six-sided die trying to score the units Quality value or higher, and if it does that counts as a success. Additional Dice: Whenever a rule refers to adding dice they are added to the unit as a whole, and not to each individual model (dice are added to the most common weapon that is being used). Line of Sight: If you can draw a straight line from the attacker to the target without passing through any solid obstacle, then he has line of sight. Before we begin... Preparation: The game is played on a flat 6x4 surface, with at least 5 pieces of terrain on it. The players roll-off, and the winner chooses on what side to deploy and has to start first. The players alternate in placing one unit each within 12 of their table edge. Objective: After 4 rounds the game ends, and both players sum the point value of all enemy units they destroyed or that are fleeing. The player with the most points wins. Playing the Game The game is played in rounds, with each round consisting of several phases in which units are activated. Before each round the players roll-off to see who goes first, and the winner gets to go first during each phase until the end of the round. Phases During each phase the first player has to activate all of his units before play passes onto the second player. Once all units have acted during a phase the game passes to the next phase until all phases have been played. These are the phases: 1. Movement Phase 2. Shooting Phase 3. Close Combat Phase
Movement Phase Units may use one of the following actions: Action Move Notes Hold 0 May turn to face any direction, may shoot. Walk 6 May turn up to 90 at any point, may shoot. Target gets +1 die to blocking. Run 12 May turn up to 90 at any point, may not shoot/cast. Assault 12 May turn up to 90 at any point, see close combat. Gets +1 die to melee.
Units may use Walk/Run action to move sideways or backward by moving up to half the distance. Note that units may not move within 1 of other units unless assaulting. Shooting Phase All models in the first two rows of the unit that are in range and have line of sight of an enemy unit may shoot one weapon at it. Units may not shoot into or out of close combat under any circumstance. The attacker takes one Quality test per Firepower in the firing models, and each success is a hit. The target then takes as many Quality tests as hits, and each success is a block. Subtract the number of blocks from the number of hits, and remove as many models from the target unit as the resulting number (defender may remove them in any order, starting from the back row).
Close Combat Phase When using an Assault action move the unit so that as many models as possible are in base contact with the target unit. If it is not clear what facing the unit is assaulting roll a die, on a 4+ the attacker decides. Any model in the front row that is in base contact with an enemy model, and any model in the second row that is in base contact with a friendly model from the front row in base contact with an enemy model may strike with all its melee weapons. Both units strike simultaneously with all weapons, which is resolved like shooting, and casualties are removed after all attacks have been resolved. When a unit is attacked in its side facing it may not strike back, and when attacked in its rear facing it may not strike back and all models in the front row of the attacking unit double their firepower. Compare how many models each unit lost, and if one unit lost more models than the other it must take a morale test. If neither unit is destroyed or flees the combat starts over on the next close combat phase (units assaulted in the flank/rear turn to face their attacker during the movement phase). When a unit that is already in close combat is assaulted by another unit in the same facing, you must place both units so that they are both in base contact with the same amount of enemy models in the target unit. If this is not possible then the unit may not charge that facing. If more than two units are locked in close combat, then the player whos turn it is decides which combat is fought first, and has to fully resolve it before moving onto the next fight. Morale Whenever shooting brings a unit down to half the size it was before the attack or it loses more models in close combat, it must take a morale test. The unit takes a Quality test and if it is unsuccessful the unit flees 2D6 away from the nearest enemy within line of sight, or else toward the nearest table edge (place the unit facing the direction it moved). The unit may move through friendly units whilst fleeing, and if it stops on top of another unit, move that unit the least amount necessary to fit. If this move brings any models from the unit outside of the table borders or if it is impossible for the unit to complete its full move, then the entire unit is removed as a casualty. A unit that is fleeing must take a morale test to be activated. If it fails it flees 2D6 again. Terrain Cover (forests, ruins, fences, etc.): Units in cover get +1 die to blocking when being shot. If at least half of the models in a unit are within cover terrain, the entire unit counts as being in cover. If at least half of the models in a unit are hidden by a tall obstacle (like a building or monster) from the perspective of the attacker the unit counts as being in cover. Difficult Terrain (woods, mud, rivers, etc.): Units halve their movement when crossing difficult terrain. Elevation (cliffs, hills, ledges, etc.): Units get +1 die to shooting when being at least 2 above their target. Army Composition Each player may take up to 750pts or 1500pts worth of units and upgrades in his army (you decide), and each army may only have one Hero. You may also take any combination of up to two special units from the following: Chariots, Monsters, and Ordnance. Units are placed in formation, where all models must be in base contact with each other. The unit size represents how many models are in a row, and you may take as many rows as * next to its size.
Units Types Heroes: May join non-chariot/monster/ordnance units of same Quality when deploying by replacing one model from the unit. Note that heroes must be placed in the front row of the unit they join. Monsters: May fire all of their weapons (even at separate targets) when using a Hold action and never fail morale tests. Whenever assaulting non- chariot/monster units the target must take a morale test after combat, regardless of casualties. Dont get benefits from cover/elevation. When destroyed do not remove the model but instead place a suitable marker on the monster. Ordnance: May never move more than 6 at a time, may only fire when using Hold actions and may not use Assault actions. If the unit ever fails a morale test it is immediately destroyed. When destroyed do not remove the model but instead place a suitable marker on the chariot. Chariots: Chariots may do one of the following when activated: Action Move Notes Hold 0 May turn up to 90, may shoot. Move 10 May turn up to 45 at any point, may shoot. Target gets +1 die to blocking. Cruise 20 May turn up to 45 at any point. Ram 20 Move into base contact with enemy units.
Chariots may not move sideways, however they may move at half speed when reversing. When using Ram actions the chariot deals D6 automatic hits to the enemy. If a chariot is attacked in close combat it may not strike back and it is never locked in close combat (may freely move away from models in base contact). Chariots get no benefit from cover/elevation. When destroyed do not remove the model but instead place a suitable marker on the chariot. Each ranged weapon provides as many dice to shooting as its Firepower, and range less weapons provide Firepower to close combat. Melee weapons are divided into different classes that specify their Firepower, whilst their weapon type defines special rules that they have. Units that do not have a melee weapon listed are assumed to use a light sword. D(n) Firepower weapons roll an (n) sided die to determine Firepower for that attack and add 1. Name Range FP Light - 1 Medium - 2 Heavy - 3 Power - 4 Force - 5 Throwing Knife 12 1 Pistol 12 2 Flamer 12 D3 Heavy Flamer 12 D6 Shortbow 18 1 Rifle 18 2 Fire Thrower 18 D6 Bow 24 1 Crossbow 24 2 Longbow 30 1 Bolt Thrower 36 3 Stone Thrower 48 6 Cannon 48 8 Weapons Advanced Rules Advanced Rules Once you have gotten familiar with the way One Page Fantasy works, you might want to try using advanced rules to spice up the game.
Terrain A great way to introduce variety in your games is by giving crossable terrain (such as forests and rivers) a random type as you play. When a player wants to move a unit into or across a piece of terrain roll one die and consult the following table before moving any models, and once the terrain type is revealed you must finish the original movement. Result Type 1-2 Difficult Terrain 3-4 Dangerous Terrain 5-6 Deadly Terrain
Dangerous Terrain (quicksand, deadly vegetation, dark magic fields, etc.): Roll one die for every model that moves into or across dangerous terrain. The unit takes one hit for each 1 you roll. Deadly Terrain (acid pools, lava, canyons, etc.): Models that move into or across deadly terrain are immediately removed as casualties.
Dispelling and Miscasting Dispelling and Miscasting offer a new tactical element to wizard combat and spell casting. When an opposing wizard within 12 casts a spell, or when an opposing spell is cast on a target within 12 of your wizard, you may try and dispel it. Note that a wizard that has already cast a spell this round may not dispel, and a wizard that dispels during a round may not cast spells on his turn. To dispel simply roll the number of dice indicated on the following table, and pick the highest result. If the result beats the wizards spell casting roll, then the spells effects are not resolved. Wizard Level Dispel Dice 5+ 1 4+ 2 3+ 3 2+ 4
When rolling a 1 on a spell cast or when dispelling, something went wrong, and you must roll one die on the following miscast table: Result Effect 1-2 The wizard and his unit take 2D6 automatic hits. 3-4 The wizard and his unit take D6 automatic hits. 5-6 The wizard and his unit take D3 automatic hits.
Buildings Buildings are terrain models that consist of one solid block which cannot be opened or reached into. Each building has a transport capacity, quality value of 4+, armor value and the Tough special rule. A unit that moves into contact with a building may enter it, and units within a building may use a Walk action to exit. If a unit is within a building when it is destroyed it takes as many hits as models it has. Resolve the hits like shooting and place the models within 2 of the building. A unit that is within a building may use a Walk or Run action to get onto the roof of the building. Units on the roof of the building behave as if they were in open terrain, and have to leave the roof to be able to exit the building. Units may shoot into and out of any side of the building that has some sort of firing point, and units within the building always count as being in cover and shooting from the topmost floor (not the roof). Units may chose to fire at units within a building, or at the building itself. When shooting at units within the building any missed shot may be re-rolled, and on a 4+ the building is hit instead. Note that all hits on buildings are halved. Units may use an Assault action to get into base contact with a building to attack a unit inside it. All models in both units attack, and the unit within the building gets +1 attack dice. If the unit within the building is destroyed or flees, then the assaulting unit automatically enters the building. Here are some guidelines for buildings: Name Transport Armor Clay Hut 6 - Wooden Shed 6 1 Brick House 11 2 Large House 21 3 Castle Walls 11 4 Castle Keep 21 5
Objectives When using advanced objectives the table and armies are set up just like a regular game. You can either choose any of these or play with a random one by rolling a die on this table: Result Objective 1 Duel 2 Seize Ground 3 Relic Hunt 4 Sabotage 5 Breakthrough 6 Last Stand 1 - Duel: This objective is the standard game objective as described in the Rules section. 2 - Seize Ground: After 4 rounds the game is over, and the battlefield is divided into four equal quarters, and both players sum the point value of all their non-fleeing units in each quarter. Compare the points for each quarter, and the player that has more points in one quarter counts as having seized it. The player with the most seized table quarters wins. 3 - Relic Hunt: Before deploying armies D3+2 relic markers are placed on the table. Roll-off to see who goes first, and then alternate in placing one marker each. The markers must be placed at least 12 away from any table edge and from any other marker. After 4 rounds the game is over, and both players must see how many relics they seized. If a non- fleeing unit is within 3 of a relic marker whilst no enemy units are within 3 of the same marker, it counts as seized. The player with the most seized relics wins. 4 - Sabotage: Before deploying armies two shrine markers are placed on the table. Roll-off to see who goes first, and place one shrine marker within your deployment zone, at least 6 away from the table edge. A shrine marker may only be attacked by assaulting it, it has no attacks and has Quality 4+ and the Tough special rule. After 4 rounds the game is over, and the player that has managed to destroy the enemy shrine marker whilst keeping its own shrine marker alive wins. 5 - Breakthrough: Before deploying armies the players roll-off to see who the attacker is, and the opposing player becomes the defender. After 4 rounds the game is over, and if at least 25% of the attackers force (worked out by point cost) is within the defending players deployment zone he wins. 6 - Last Stand: Before deploying armies the players roll-off to see who the attacker is, and the opposing player becomes the defender. The defending player must split his army in half (worked out by point cost), and deploy one half within 6 of the table centre, this half will be referred to as the defenders. The other half of his army must be deployed within 3 of any table border. The attacking player then deploys his army anywhere on the table, at least 12 away from enemy models. After 4 rounds the game is over, and if at least 75% of the defenders (worked out by point cost) are still alive and not fleeing, the defending player wins. Common Special Rules Common Special Rules Armor(X): This unit adds +X dice when blocking attacks. If a unit with armor joins another unit (with or without armor), you must use the highest armor value for the entire unit. Fast: This unit adds 3 at the end of any movement, including fleeing. If a unit with this ability joins a unit without it, you must pay +5pts per model without it so that it gets the ability. Fearless: Unit may re-roll failed morale tests. Nibmle: Unit may turn as many times as you want during Walk, Run or Assault actions. Indirect: This weapon may be fired at enemies that are not within line of sight, and it ignores cover from sight blocking terrain. The target unit gets +1 dice to blocking (even if several Indirect weapons are fired by the same unit). Scout: This unit is deployed after all other non- scout units have been deployed. You may deploy this unit anywhere on the table at least 12 away from enemy units (if both players have Scout units roll-off to see who deploys first). If a unit with this ability joins a unit without it, you must pay +5pts per model without it so that it gets the ability. Tough: Whenever this unit would remove a model as a casualty place a marker next to it instead. Whenever this unit has accumulated 3 markers you must remove one model as a casualty and remove 3 markers. If a unit with this special rule joins a unit without it, only apply this rule to that unit, and you must either accumulate markers until all models with this rule have been removed as casualties, or remove other models as casualties before starting to accumulate markers. Very Tough: Works exactly like Tough, however you must accumulate 6 markers before removing models and you remove 6 markers. Wizard(X): This model may cast one spell during the shooting phase instead of firing its weapon. To cast a spell the wizard must have line of sight, and the wizard might cast spells on units engaged in close combat. Wizard that are in close combat themselves may also cast spells on their own unit, or on the unit that they are fighting. When casting a spell you must first roll one die and score an X+ and then you may resolve its effects, when targeting units engaged in close combat roll two dice and pick the lower result, and when the wizard is engaged in close combat roll three dice and pick the lower result.
Weapon Types Fists/Claws/Sword/Staff: No special rules. Spear: May fight if in base contact with a friendly model from the second row that is in base contact with a friendly model from the front row in base contact with an enemy model. Halberd: Firepower +1. Mace: Firepower +2, Strikes Last Lance: Firepower +2 when assaulting.
Common Upgrades Note that sergeants, musicians and battle standard bearers must be placed in the front row of their unit.
Sergeant: One model gets +1 melee attacks. Musician: This unit may re-roll failed morale tests. Battle Standard: When working out who won close combat add 1 to the number of models this unit killed in melee. Generic Fantasy Army Name Size Quality Equipment Special Rules Upgrades Cost General 1* 3+ Heavy Sword Fearless, Hero, Tough - 30pts Captain 1* 4+ Heavy Sword Fearless, Hero, Tough - 25pts Wizard 1* 4+ Light Staff Hero, Tough, Wizard(4+) B 20pts Swordsmen 5**** 4+ Light Swords - A 45pts Spearmen 5**** 4+ Light Spears - A 50pts Halberdiers 5**** 4+ Light Halberds - A 60pts Skirmishers 5**** 4+ Shotbows - - 70pts Archers 5** 4+ Bows - - 75pts Handgunners 5** 4+ Pistols - - 75pts Longbowmen 5** 4+ Longbow - - 85pts Riflemen 5** 4+ Rifles - - 90pts Crossbowmen 5** 4+ Crossbows - - 105pts Assassins 3** 3+ Medium Swords, Throwing Knives Fast, Nimble, Scout - 75pts Greatswords 5*** 3+ Medium Swords Armor(1) A 90pts Knights 5*** 3+ Light Lances Fast, Nimble A 90pts Heavy Knights 5*** 3+ Light Lances Armor(1), Fast, Nimble A 100pts Trolls 3** 3+ Heavy Maces Fearless, Tough - 110pts Fire Thrower 1* 4+ Fire Thrower (Indirect) Ordnance, Tough - 45pts Ballista 1* 4+ Bolt Thrower (Indirect) Ordnance, Tough - 50pts Trebuchet 1* 4+ Stone Thrower (Indirect) Ordnance, Tough - 95pts Cannon 1* 4+ Cannon (Indirect) Ordnance, Tough - 120pts Steam Tank 1* 3+ Cannon Armor(2), Chariot, Tough - 180pts Dragon 1* 2+ 2x Force Claws Armor(1), Monster, Very Tough - 105pts
A Take any: Sergeant 5pts Musician 5pts Standard Bearer 5pts
B Take one: Earthquake (All units within 6 take 2D6 hits) 10pts Wind Gust (Target unit within 12 takes D6 hits) 10pts Fire Blast (Target unit within 12 takes 2D6 hits) 20pts Ice Bolt (Target unit within 36 takes D3 hits) 20pts