AoFR - Beginner's Guide v3.2.0

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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: REGIMENTS v3.2.0

Introduction Contents
Age of Fantasy: Regiments is a miniature wargame set in a Welcome to Age of Fantasy ........................................................... 2
dark magical world, which is played using 32mm miniatures.
Introduction & Contents ................................................................ 3
The game mechanics are designed to be easy to learn but hard
Basic Rules........................................................................................ 4
to master, bringing engaging fantasy battles for new and
experienced players alike. General Principles............................................................. 4

This rulebook is divided into 4 sections: Preparation ........................................................................ 8

• Basic Rules - Everything you need to play the game, Playing the Game.............................................................. 8
with plenty of diagrams and examples. Game Structure & Movement ......................................... 9
• Advanced Rules - Extra rules that you can use on top
of the basic rules to spice up the game. Shooting ........................................................................... 10
• Total Conversions - Rules that radically modify the Melee ................................................................................ 11
base rules and provide a new experience.
Morale .............................................................................. 13
• Additional Content - Extra content that is available
on our website, added here for your convenience. Terrain .............................................................................. 14

We recommend that you start off by playing with just a few Special Rules .................................................................... 16
advanced rules first, and then gradually add more as you get
Advanced Rules ............................................................................. 18
more comfortable with them.
Terrain Placement ........................................................... 18
Once you feel like you’ve gained a good understanding of the
game, you can then try out the total conversions, which Deployment Styles .......................................................... 19
provide a radically different experience from the base rules.
Extra Missions ................................................................. 20
About OPR Side-Missions .................................................................. 21
OPR (www.onepagerules.com) is the home of many free games Extra Actions ................................................................... 22
which are designed to be fast to learn and easy to play.
Solid Buildings ................................................................ 23
This project was made by gamers for gamers and it can only
exist thanks to the support of our awesome community. Random Events ............................................................... 24

If you want to help us in making more awesome content, you Battlefield Conditions .................................................... 25
can support us on Patreon: www.patreon.com/onepagerules Terrain & Objective Effects ............................................ 26

Thank you for playing! Total Conversions ......................................................................... 27

Fog of War ....................................................................... 27

Brutal Damage ................................................................ 28

Command Points ............................................................ 29

Exhaustion ....................................................................... 30

Phased Battles ................................................................. 31

Multiplayer Games ......................................................... 32

Kitchen Table Games...................................................... 33

Small-Scales & Multi-Basing ......................................... 34

Additional Content ....................................................................... 35

Tournament Guidelines ................................................. 35

Solo & Co-Op Rules ........................................................ 36

Campaign Rules .............................................................. 38


Created By: Gaetano Ferrara Mission Cards ................................................................. 45
Game Design: Gaetano Ferrara

Illustrations: Fran Fernandez, Brandon Gillam

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GENERAL PRINCIPLES
The Most Important Rule Dice
When playing a complex game there are going to be occasions To play the game you are going to need some six-sided dice,
where a situation is not covered by the rules, or a rule does not which we will refer to as D6. Depending on how many models
seem quite right. When that is the case use common sense and you are playing with, we recommend having at least 10 to 20
personal preference to resolve the situation. dice to keep things fast.

If you and your opponent cannot agree on how to solve a Additionally, we recommend having dice of multiple colors so
situation, use the following method in the interest of time. that you can combine them for faster rolling. Whenever a unit
is using multiple weapons, you can use different colors for
Roll one die. On a result of 1-3 player A decides, and on a
each weapon, and then roll them all at once.
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 Sometimes the rules will refer to different types of dice, for
to discuss the finer details of the rules. example D3, 2D6 and D6+1. There are many types of dice, but
the notation remains the same, so just apply the following
Scale Conventions explanations to all types of weird dice you come across.
This game was written to be played with 32mm scale models in • D3: To use these dice, simply roll a D6 and halve
mind, which are mounted on square bases. These bases come the result, rounding up.
in various sizes, and we recommend that you always mount • 2D6: To use these dice, simply roll two D6 and sum
miniatures on the bases they come with. the results of both dice.
Here are some rough guidelines for model and base sizes: • D6+1: To use these dice, simply roll a D6 and add 1
to the result.
• Infantry: 32mm tall on 20mm/32mm square bases
• Large Infantry: 50mm tall on 40mm/50mm square bases Re-Rolls
• Cavalry: 40mm tall on 50mmx25mm rectangle bases
Whenever a rule tells you to re-roll a dice result, simply pick
• Monsters: 70mm tall on 60mm square bases
up the number of dice you have to re-roll, and roll them again.
• Giants: 100mm tall on 100mmx50mm rectangle bases
The result of the second roll is the final result, even if it’s worse
• Vehicles: Various sizes and not mounted on a base
than the first. A die roll may only be re-rolled once, regardless
Note that the base size that you use doesn’t matter, as long as of how many rules apply to it.
you keep base sizes consistent across all models.
Roll-Offs
Models & Units
Whenever a rule tells you to roll-off, all players involved in the
In the rules, individual miniatures are referred to as models, roll-off must roll one die, and then compare their results. The
whilst groups of one or more models are referred to as units. player with the highest result wins the roll-off, and in the event
of a tie the players must re-roll until there is a winner.
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 Quality Tests
only applies to one individual miniature.
During the game you will be required to take Quality tests in
Unit Stats order to see if a unit succeeds at doing various things such as
hitting its targets or passing morale tests.
Units come with a variety of statistics that define who they are
and what they can do. Whenever a rule states that a unit must take a Quality test, roll
one die. If you score the unit’s Quality value or higher, then it
• Name [Size]: The name and number of models.
counts as a success, else it counts as a fail.
• Quality: The score needed for attacks and morale.
• Defense: The score needed for defense. Example: A model with Quality 4+ must take three Quality tests.
• Equipment: Any weapons and gear the unit has. The player rolls three dice and scores a 3, a 4 and a 5. This means that
• Special Rules: Any special rules the unit has. the model gets two successes (the 4 and the 5), and one fail (the 3).
• Cost: How many points it costs to take this unit.

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Modifiers Measuring Movement
Throughout the game there are going to be rules that apply When measuring how far a model moves always measure so
modifiers to your die rolls. These will usually raise or lower the that no part of its base moves further than the total distance.
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).

Weapons
All weapons in the game are separated into two categories:
ranged weapons and melee weapons. Ranged weapons have a
range value and can be used for shooting, whilst melee
weapons don’t have a range value and can be used in melee.

Weapons profiles are represented like this:


Note that whilst all examples here show square bases, these
• Name (Range, Attacks, Special Rules) movement restrictions apply in the same way to models on
bases of different shape or models without a base.
Example: Heavy Rifle (24”, A1, AP(1))

Measuring Distances
To play the game you are going to need a ruler marked in
inches, which you may use to measure distances at any time.

Distances are usually measured from a model’s base, however


if a model has no base, then all distances are measured from its
hull or torso, depending on the model.

When measuring the distance between two models you always


measure from/to the closest point of their bases.

When measuring the distance between two units you always


measure from/to the closest model in each unit.

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Unit Formations Line of Sight (LoS)
All models in a unit must be placed to be in base contact with When playing the game, line of sight is used to determine if a
each other, and in formations of 5 models per row for units model can see another model for any purpose.
with 5 / 10 models, and in formations of 3 models per row for
Depending on how strict players want to be with line of sight,
units with 3 / 6 models.
they need to agree on using one of the following methods
Models in a unit must always be placed so that they are lined before the game begins:
up edge-to-edge and corner-to-corner in a straight formation,
• Basic Line of Sight (aka True LoS)
with all models facing in the same direction.
• Top-Down Line of Sight (aka 2D LoS)
Note that as far as possible each row should have the same • Volumetric Line of Sight (aka 3D LoS)
number of models, and whenever that’s not the case it’s always
Each one of these methods is more complex than the other, and
the last row that must have fewer models.
we recommend playing with basic line of sight for your first
match, and only switch to another more complex method if
you find it not to be precise enough for your needs.

Note that no matter which method you use, the following rules
always apply to line of sight:

• Models can always see in all directions, regardless of


where the miniature is actually facing (note that
models may only shoot in their front facing,
regardless of line of sight).
• Models may always ignore friendly models from their
own unit for the purpose of line of sight.
• Models may not see through solid obstacles, including
the perimeter of other units (friendly or enemy).
• Models always have line of sight to themselves, and
may target themselves (unless stated otherwise).

Unit Facing
All models and units must have a clear front, flank and rear,
based on where they are facing, which are used to determine
various things like movement and line of sight.

Note that each of their front, flank and rear arcs extend at a 45°
angle, forming four 90° quadrants.

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Basic Line of Sight (aka True LoS) Volumetric Line of Sight (aka 3D LoS)
When playing with basic line of sight, models can see targets When playing with volumetric line of sight, models can see
based on the actual line of sight of the physical miniature. targets by drawing lines between imaginary volumes, with
heights defined by their base sizes.
To determine line of sight, simply get down to the eye level of
the miniature, and check if it can see the target. If the target is Before the game begins, players must assign a height value in
visible, then the model has line of sight. inches to all units. Each model occupies a volume of space of
that height above its base, determined by its base size. As a
When using this method, we recommend that models should
guideline, height can be defined based on the typical size of
see at least 10% of the target in order to have line of sight, to
models that are mounted on those base types.
avoid discussions over ambiguous edge cases.
For models without a base, measure their actual height and
Top-Down Line of Sight (aka 2D LoS) define an area around their centre as being their base size for
When playing with top-down line of sight, models can see determining how large their volume is.
targets by drawing lines between their bases, and obstructions Whilst not an exhaustive list, here are some pre-set heights you
block sight based on their assigned height. can use to speed up preparation:
Before the game begins, players must assign a height value to
• 25mm Base - Height 1”
all units and terrain. As a guideline, height can be defined as a
• 32mm Base - Height 1.25”
value of X+1, where X is the actual height of the physical item.
• 40mm Base - Height 1.5”
Example: A 2” high building counts as being height 3. • 50mm Base - Height 2”
• 60mm Base - Height 3”
The same guidelines apply to models, but you can also use the
• 100mm Base - Height 4”
following pre-set heights to speed up preparation:
To determine line of sight, simply draw a straight line from any
• Height 1 - Swarms
point of the model’s volume to any point of the target model’s
• Height 2 - Infantry, Artillery
volume. If the line doesn’t pass through any obstacles or unit
• Height 3 - Large Infantry, Cavalry, Chariots
volumes, then the model has line of sight.
• Height 4 - Large Cavalry, Monsters, Vehicles
• Height 5 - Large Monsters, Giants When using this method, we recommend building simple
• Height 6 - Titans paper cylinders with the volume of each base size before
playing, which can be used during the game in place of models
When standing on top of terrain, units add its height to their
to determine line of sight more easily.
own, and the total counts as their new height value.

Example: A height 2 infantry models standing on a height 3 building


counts as being height 5.

To determine line of sight, simply draw a straight line from any


point of the model’s base to any point of the target’s base. If the
line doesn’t pass through any obstacles or units of same height
or higher than both models, then the model has line of sight.

When using this method, we recommend counting all models


and terrain pieces of the same type as being the same height, to
avoid having to constantly have to measure heights.

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PREPARATION
Preparing the Battlefield Force Organisation (Optional)
You are going to need a flat 6’x4’ surface to play on, which is Optionally you and your opponent may agree to use the force
usually referred to as “the battlefield” or “the table”. Note that organisation rules, which help make army composition more
the game can be also played on smaller surfaces, as long as consistent and balanced.
armies deploy at least 24" apart.
The armies must follow these limitations:
Whilst we recommend playing on a table, you can of course
• Only 1 hero per 500pts
play on the floor, on a bed, or wherever else you have space.
• Only 1+X copies of the same unit, where X is 1 per
Once you have found a space to play, you are going to have to 750pts (combined units count as one)
place at least 5 pieces of terrain on it, though we recommend • No single unit worth over 35% of total points
using 10 or more to keep things interesting. Whilst it’s always • Only 1 unit per 150pts
nice to play with great looking pieces of terrain, you can simply
Example: At 1500pts, players may bring max. 3 heroes, max. 3 copies
use household items such as books or cups as terrain pieces.
of each unit, no unit worth over 525pts, and max. 10 units in total.
There are no specific rules on how you should place terrain,
but we have provided some general guidelines in the terrain Combined Units
section of this book to help you get started. When preparing your army you may combine two copies of
the same multi-model unit into a single big unit, as long as any
Placing Objectives
upgrades that are applied to all models are bought for both.
After the table has been prepared, you and your opponent
Example: A unit of Infantrymen with Swords cannot be merged with
must set up D3+2 objective markers on the battlefield.
a unit of Infantrymen with Spears, because they have two different
The players roll-off and the winner picks who places the first upgrades that are applied to all models in the unit.
objective marker. Then the players alternate in placing one
marker each outside of the deployment zones, and over 9”
Deploying Armies
away from other markers (note that markers can’t be placed in Once the mission has been set up, the players roll-off and the
unreachable position, like impassable terrain). winner must start deploying their army first.

The Mission The winning player first chooses one long table edge to deploy
on and then places one unit fully within 12” of their table edge.
At the end of each round, if a unit is within 3” of a marker
whilst no enemies are, then it counts as being seized. Once they are done, then the opposing player places one unit
fully within 12” of the opposite table edge.
Markers remain seized even if the unit moves away, however
Shaken units can’t seize or stop others from seizing them. Then the players continue alternating in placing one unit each,
until all units have been deployed.
If units from both sides contest a marker at the end of a round
then it becomes neutral.

After 4 rounds have been played, the game ends, and the
player that controls most markers wins.

Preparing your Army


Before the game begins, you and your opponent are going to
have to agree on what size of game you want to play.

For a start we recommend playing with armies worth 750pts


each, and once you have gotten familiar with the game, you
can start playing full matches with 1500pts armies each.

To put your army together, simply select units and upgrades


from your army’s list, and sum together their total point cost.

There are no limitations as to how many units you can take, as


long as their total point cost doesn’t go over the agreed limit.

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GAME STRUCTURE & MOVEMENT
Game Structure Holding
The game is structured into game rounds, player turns and When taking a Hold action, the unit may pivot by up to 180° to
unit activations. Here is the breakdown of what these mean: change the direction it is facing.

• Rounds: Each round is made up of multiple turns. Advancing


• Turns: Each turn is made up of a single activation.
When taking an Advance action, the unit may move by up to
• Activations: Each activation is made of an action.
6” and may pivot once by up to 90° at any point. The unit may
Playing the Game also move sideways or backward by up to half its move instead
of moving forward (may still pivot).
After both players have deployed their armies, the game starts
with the first round and the player that won the deployment Models may not move within 1” of other units (friendly or
roll-off takes the first turn. enemy), unless they are taking a Charge action. Note that
models may never move through other models or units, even if
During their turn, the player picks a unit that has not been
they are taking a Charge action.
activated yet, and activates it by performing an action.

Once the action has been taken, their turn ends, and the Rushing
opposing player’s turn starts. This continues until all units When taking a Rush action, the unit may first pivot by up to
have activated, at which point the round ends and a new game 90°, and then move by up to 12” in a straight line. The same
round begins. On each new round the player that finished rules about keeping 1” distance apply to Rush actions.
activating first on the last round gets to activate first.
Charging
After 4 full rounds have been played the game ends, and
players determine who won, by checking if they completed When taking a Charge action, the unit may first pivot by up to
their mission objectives. 90°, and then move by up to 12” in a straight line. Units taking
Charge actions may ignore the 1” distance restriction, however
Activating Units since this is a little more complex it will be explained in detail
Players must activate one unit that has not been activated yet in the Melee section.
and take one action. Note that units may only take a Charge action if their move
Here are all available actions and what they allow a unit to do: would bring at least one model into base contact with another
model from the target unit.
• Hold - Doesn’t move, can shoot.
• Advance - Moves 6” and can shoot after moving. Pivoting
• Rush - Moves 12” but can’t shoot.
Whenever a unit pivots, you may turn it around its center point
• Charge - Moves 12” into melee.
in order to face a different direction, and you may ignore all
terrain and units (friendly or enemy) to complete the pivot.

Note that any movement during a pivot is not counted toward


the unit’s total movement allowance.

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SHOOTING
Picking Targets 1. Determine Attacks
When taking a Shooting action, a unit must pick one valid Sum the Attack value from the weapons of all models that can
target and all models in the unit may shoot at it. shoot at the target to determine how many attacks the unit has
in total for this shooting.
If at least one model in the unit has line of sight to an enemy
model, and has a weapon that is within range of that model, Example: A unit of five Archers is shooting at a unit of Skeletons.
then that enemy is a valid target. Three Archers with Bows (Attack 1) are within range and line of
sight of the Skeletons, which means the unit has a total of 3 attacks for
Who Can Shoot this shooting.
All models in a unit with line of sight to the target in their front
2. Roll to Hit
facing, and that have a weapon that is within range of it, may
fire at it. Note that models may always ignore friendly models After having determined how many attacks the unit has in
from their own unit when determining line of sight. total, take as many Quality tests as attacks. Each successful roll
counts as a hit, and all failed rolls are discarded with no effect.

Example: The three Archers (Quality 5+) are shooting at the


Skeletons. They take three Quality tests and roll a 4, a 5 and a 6. This
means that they score a total of 2 hits.

3. Roll to Block
For every hit that the unit has taken, the defending player must
roll one die, trying to score the target’s Defense value. Each
success counts as a blocked hit, and all failed rolls cause one
wound each to the target.

Example: The unit of Skeletons (Defense 5+) has taken two hits. They
roll two dice and get a 4 and a 5. This means that the Skeletons have
blocked 1 hit and taken 1 wound.

4. Remove Casualties
For each wound that the unit has taken, the defending player
must remove one model as a casualty from the back row.
Example: In the image above only the three Archers in the middle can
shoot at the Skeletons. The model at the top is in range but has no line The defending player may remove models from the target in
of sight, whilst the model at the bottom has line of sight but is out of any order, as long as only the last row has fewer models.
range of the Skeletons.

Multiple Weapon Types


If a unit is firing multiple weapon types, then you may
separate each weapon type into its own weapon group.

Each group may be fired at a different target, however you


may fire only at up to two different targets, and all weapons
from the same group must fire at the same target.

Note that the target for each weapon group must be declared
before rolling, and all weapons are fired simultaneously.

Example: A unit of Marksmen is armed with Bows and a Crossbow.


Since it has two weapon types, the Marksmen can fire all the Bows at
a nearby Skeletons unit and the Crossbow at a distant Skeleton King.

The Shooting Sequence


Shooting is done in a simple sequence which has to be followed
separately for each weapon group:

1. Determine Attacks
2. Roll to Hit
3. Roll to Block
4. Remove Casualties

10
MELEE
Picking Targets Who Can Strike
When taking a Charge action, a unit must pick one valid target All models in the two front rows may strike, and they may
and all models in the unit must charge it. only strike at targets in their front facing.

If at least one model in the unit is within charge distance of one Models may strike with all of their melee weapons, and may
model from the target unit, and has a clear path to reach it, only strike at models from the target unit.
then that enemy is a valid target (no line of sight is needed).

Charge Moves
Charging units may pivot by up to 90° before moving, and
must then move by up to 12” to get into base contact with an
enemy model from the target unit (charge moves must be in a
straight line, and units may only pivot before moving)

Once the unit has reached contact with the target, it must then
pivot so as to close any gaps, and then shuffle sideways to try
and maximize contact with the target, and then the target unit
must do the same if necessary.

Note that units must charge and align with their target in the
facing where the majority of their front rank models are when
the charge is first declared.

Note that models may only strike at targets in their front


facing, so units that are charged in their flank or rear facing
won’t be able to strike back.

This makes flank and rear charges very powerful, as the target
is most likely going to have to take a morale test, and will risk
being Shaken. Not only that, but units that are charged in the
rear won’t be able to pivot and charge back, making them
waste a turn pivoting and not fighting.

11
The Melee Sequence Return Strikes
Melee is done in a simple sequence which has to be followed Once all charging models have attacked, the defending unit
separately for the charging unit and the target unit: may choose to strike back (following the melee sequence
again), but doesn’t have to. Note that striking back does not
1. Determine Attacks
count its activation, and activated units may strike back.
2. Roll to Hit
3. Roll to Block Fatigue
4. Remove Casualties
After attacking in melee for the first time during a round, either
1. Determine Attacks by charging or by striking back, models only hit on unmodified
rolls of 6 in any subsequent melee until the end of the round.
Sum the Attack value from the weapons of all models in the
two front rows to determine how many attacks the unit has in Melee Resolution
total for this melee.
Once the defender has struck back (or not if they chose not to
Example: A unit of five Infantrymen is charging a unit of Skeletons. strike back), you need to determine who won the melee.
All of the Infantrymen are armed with Hand Weapons (Attack 1),
which means the unit has a total of 5 attacks for this melee. Sum the total number of wounds that each unit caused, plus
the number of full rows they have, and compare the two. If one
2. Roll to Hit unit has a higher total than the other, then it counts as the
winner, and the opposing unit must take a morale test.
After having determined how many attacks the unit has in
total, take as many Quality tests as attacks. Each successful roll Note that in melee only the loser takes a morale test, regardless
counts as a hit, and all failed rolls are discarded with no effect. of casualties, and it is possible to lose even without taking any
wounds due to the number of full rows being counted.
Example: The five Infantymen (Quality 5+) are striking at the
Skeletons. They take five Quality tests and roll three 4s, a 5 and a 6. If the units are tied for their total value, then the melee is a tie,
This means that they score a total of 2 hits. and neither unit must take a morale test.

3. Roll to Block Example: A unit of 10 Infantrymen charges a unit of 8 Skeletons. The


Infantrymen cause 1 wound and have 2 full rows, for a total melee
For every hit that the unit has taken, the defending player must
result of 3. The Skeletons caused 0 wounds and have only 1 full row,
roll one die, trying to score the target’s Defense value. Each
for a total melee result of 1. Since the Infantrymen’s total is higher
success counts as a blocked hit, and all failed rolls cause one
the Skeletons have lost and must take a morale test.
wound each to the target.
Consolidation Moves
Example: The unit of Skeletons (Defense 5+) has taken two hits. They
roll two dice and get a 4 and a 5. This means that the Skeletons have After determining who won the melee and taking morale tests,
blocked 1 hit and taken 1 wound. the units must make consolidation moves.

4. Remove Casualties If one of the two units was destroyed (by removing all models
as casualties, or by routing due to a failed morale test), then the
For each wound that the unit has taken, the defending player
other unit may either pivot by up to 180° or move by up to 3”
must remove one model as a casualty from the back row.
in any direction.
The defending player may remove models from the target in
If neither of the units was destroyed, then the charging unit
any order, as long as only the last row has fewer models.
must move back by 1” (if possible), to keep the separation
between units clear, and show they are not locked in melee.

Note that players may agree not to separate units by 1” for


simplicity, as long as they remember that units can still freely
activate, move, shoot, charge, etc. despite being in contact.

12
MORALE
Morale & When to Test Shaken Units
As units take casualties, they will be pinned by enemy fire or Shaken units count as being Fatigued, and automatically fail
flee from the battlefield entirely. morale tests as long as they are shaken.

Whenever a unit takes wounds that leave it with half or less of They must still be activated normally, but must spend their
its starting size or tough value (for units with a single model), activation being idle and may only pivot by up to 90° (but else
or whenever it loses a melee, then it must take a morale test. may do nothing), which stops them from being Shaken at the
end of their activation.
Note that starting size is counted at the beginning of the game.

Example: A unit of Archers shoots at a unit of Swordsmen that Routed Units


started the game with 10 models, and manages to kill 5. Since half of Routed units have lost all hope and are taken captive, flee the
the Swordsmen were killed, the unit must take a morale test. battle, or are otherwise rendered ineffective.
Taking Morale Tests Simply remove the entire unit from the game as a casualty.
To take a morale test, the affected unit must simply take one Example: A unit of 10 Swordsmen has lost 5 models in melee and
regular Quality test, and see what happens: must take a morale test. The unit takes a morale test and fails it, so it
routs (because it only has half as many models left as it started with).
• If the roll is successful, nothing happens.
• If the roll is unsuccessful, the unit is Shaken.

Melee Morale Tests


Units in melee don’t take morale tests from wounds, but must
compare the number of wounds each unit caused instead. The
unit with the lowest total loses, and must take a morale test.

Note that units that are destroyed in melee always count as


having lost, and their opponent doesn’t have to take a morale
test, even if it dealt less wounds.

To take a morale test, the affected unit must simply take one
regular Quality test, and see what happens:

• If the roll is successful, nothing happens.


• If the roll is unsuccessful, and the unit still has over
half or more of its starting size or tough value (for
units with a single model), then the unit is Shaken.
• If the roll is unsuccessful, and the unit only has half or
less of its starting size or tough value (for units with a
single model), then the unit Routs.

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TERRAIN
Terrain Rules
When setting up terrain, players must agree on what terrain
type rules each piece of terrain follows. This will make sure
that you do not have any arguments during your game, and
that things can proceed smoothly.

Each piece of terrain may count as having multiple terrain


types, and you may also add other conditions to further
customize your terrain rules.

Example: A piece of Forest terrain could count both as Cover as well


as Difficult Terrain. Additionally, you could allow units to shoot into
and out of it freely, but not through it.

Open Terrain
Examples: Grass Fields, Dirt Roads, Streets, etc.
Cover Terrain
Any surface that is not specifically defined as a type of terrain
Examples: Forests, Ruins, Fences, etc.
(like forests, buildings, rivers, etc.) counts as open terrain.
Terrain features that models can hide in or behind, or that
Open terrain does not have any special rules, and any rules
could stop projectiles, count as cover terrain.
that affect terrain do not apply to open terrain.
If the majority of models in a unit are in or behind a piece of
Impassable Terrain cover terrain, they get +1 to Defense rolls when blocking hits
Examples: Mountains, Canyons, Deep Water, etc. from shooting attacks.

Any surface that would stop models from moving through it Difficult Terrain
counts as impassable terrain.
Examples: Woods, Mud, Rivers, etc.
Units may not move through impassable terrain, unless they
Terrain features that hinder a model’s movement, or force
have any rules that allow them to ignore it.
them to slow down, count as difficult terrain.
Blocking Terrain If any model in a unit moves in or through difficult terrain at
Examples: Walls, Buildings, Rocks, etc. any point of its move, then all models in the unit may not move
more than 6” for that movement.
Any piece of terrain that models can’t see or shoot through
counts as blocking terrain. Dangerous Terrain
Units may not draw line of sight through blocking terrain, Examples: Quicksand, Lava Pools, Deadly Vegetation, etc.
unless they have any rules that allow them to ignore it.
Terrain features that could harm models, or outright kill them,
count as dangerous terrain.

If a model moves in or through dangerous terrain, or is


activated in it, then it must take a dangerous terrain test.

To take a dangerous terrain test, roll one die (or as many dice
as the model’s Tough value), and if the result is 1, then the unit
takes one automatic wound.

Elevated Terrain
Hills, Rooftops, Cliffs, etc.

Terrain that is over 3” tall, and any gaps that are over 1” wide,
count as elevated terrain, and are impassable.

Any terrain piece that is up to 3” tall can be climbed as part of a


unit’s regular movement, and units may move across gaps up
to 1” wide as if they were solid ground.

14
TERRAIN
Terrain Setup Guidelines Terrain Placement
Whilst there are no specific rules as to how terrain should be When setting up terrain, you should use at least 10-15 pieces of
placed, here are some guidelines on how to handle terrain to terrain, although using more can be more ineresting.
have a balanced match.
A simple way to make sure that you’re using enough terrain is
Here are all the things you should consider: to take as many pieces of terrain as you need to fully cover at
least 25% of the table, and then spread them out.
• Size of your terrain
• Rules for each terrain It’s also good to keep a balance of different terrain types, so
• Number of pieces that units with different weapons and special rules can use
• How to place it them effectively in various situations.

Terrain Overview Here are some basic terrain type recommendations:

Whilst there is no limit to the size of terrain that you can use • At least 50% should block line of sight
for your games, we have a few recommendations for you: • At least 33% should provide cover
• At least 33% should be difficult terrain
• Small pieces of scatter terrain, like barrels, boxes, • Each player should pick 1 piece to be dangerous
barricades, etc. should be somewhere between 1”x1”
and 3”x3” in size. Example: If you’re playing with 12 pieces of terrain, at least 6 should
• Large terrain features, like buildings, forests, lakes, block line of sight, 4 should provide cover, 4 should be difficult
etc. should be somewhere between 4”x4” and 8”x8” in terrain, and 2 should be dangerous terrain.
size, but can be as large as 12”x12”. Once you have chosen which terrain pieces you are going to
For each terrain feature you’ll also have to define some basic use, you can either have one player set up all of the terrain, or
rules for how it works in the game. Most terrain features will have both players set up terrain together.
probably have a single type, but you can combine multiple To make sure neither player has an advantage, you can roll-off,
types together, and even add extra conditions to them. and then then alternate in placing one terrain piece each,
Here are some guidelines for common terrain types: starting with the player that won.

There are no specific rules on how you should place terrain, so


• Barricades - Cover
we recommend trying to set up the table in such a way that it
• Buildings - Impassable + Blocking
will provide a balanced playing field for everyone involved.
• Fields - Difficult + Cover
• Forests - Difficult + Cover + Units can see into and out Ideally you want to place enough blocking terrain that you
of forests, but not through them can’t draw clear line of sight from edge to edge across the table,
• Hills - Cover + Difficult when moving up + Units on as well as make sure that there are no gaps bigger than 12”
top may ignore one unit/terrain for line of sight between different terrain pieces. If you are playing with large
• Lakes - Difficult (if shallow) or Impassable (if deep) units, we also recommend making sure that there are gaps of at
• Lava - Dangerous least 6” between terrain pieces, so they can fit through.
• Mountains - Impassable + Blocking
• Rivers - Dangerous when using rush/charge
• Rubble - Difficult
• Ruins - Cover + Dangerous when using rush/charge
• Swamps - Difficult

Note that whilst all of the terrain we mentioned so far is what


you’ll need for gameplay purposes, it’s also always good to
have elements of decorative terrain that have no effect on the
game, but that help make your table look better.

These could be elements such as patches of grass, shallow


water puddles, scattered gravel, chain-link fences, street signs,
and other things that make sense for your table.

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SPECIAL RULES
Rules Priority & Stacking Effects Caster(X)
Most units have one or more special rules that affect the way Models with this rule get X spell tokens at the beginning of
they behave, and that sometimes go against the standard rules. each round, but can’t hold more than 6 tokens at once.

Whenever you come across one of these situations, the special At any point before attacking, you may try casting one or more
rule always takes precedence over the standard rules. spells (may only attempt to cast each spell once), by picking
them from this model’s faction, and spending as many tokens
Note that effects from multiple instances of the same special
as the spell’s value (in brackets).
rule or spell don’t stack, unless it is a rule with (X) in its name,
or unless it is specified otherwise. Then roll one die, and on a 4+ you may resolve the effects on a
target in line of sight. This model and other casters within 18”
Command Groups in line of sight may spend any number of tokens at the same
When preparing your army, each unit may only have one of time before rolling, to give the caster +1/-1 to the casting roll
each of the following upgrades (even combined units). per token spent.

Sergeant: This model gets +1 to hit when attacking. Counter


Musician: This model and its unit get +1” when using move Whenever a model with this weapon is charged, it may strike
actions (Advance, Rush, Charge, etc.). before the charging unit with it, and the charging unit gets -1
total Impact attacks (per model with this rule in the front rank).
Banner: This model and its unit get +1 to morale test rolls.
Deadly(X)
Whenever a model takes wounds from a weapon with this
special rule, multiply the amount of wounds suffered by X.

Hits from Deadly must be resolved first, and wounds suffered


by the target don’t carry over to other models if it is killed.

Entrenched
Enemies get -2 to hit when shooting at models with this special
rule from over 9” away, as long as this model hasn’t moved
since the beginning of its last activation.

Fast
Models with this special rule move +2” when using Advance
actions, and +4” when using Rush or Charge actions.

Fear(X)
Ambush Units with this special rule count as having dealt +X wounds
You may choose not to deploy a model with this special rule when determining who won in melee.
with your army, but instead keep it off the table in reserve.
Fearless
At the beginning of any round after the first, you may place the
Whenever models with this special rule fails morale test, roll
model anywhere on the table, over 12” away from enemy units.
one die. On a 4+ the test is passed instead.
If both players have units with Ambush, they must roll-off to
see who deploys first, and then alternate in placing them. Flying

Note that units that deploy from Ambush on the last round Models with this special rule may move through units and
can’t seize or contest objective markers. terrain, and may ignore terrain effects when moving.

AP(X) Furious

Enemy units taking hits from weapons with this special rule Whenever a model with this rule charges, hits from
get -X to Defense rolls. unmodified rolls of 6 are multiplied by 2, but only the original
hit counts as a 6 for special rules.
Blast(X)
Each attack from weapons with this rule ignores cover and
multiplies its hits by X, however it can’t deal more hits than
models in the target unit.

16
Hero Scout
Heroes with up to Tough(6) may be deployed as part of one Models with scout may be deployed after all other units, and
other friendly multi-model unit without another Hero at the may immediately be moved by up to 12”, ignoring any terrain.
beginning of the game.
If both players have units with Scout, they must roll-off to see
When taking morale tests the hero may take them on behalf of who goes first, and then alternate in placing them.
the unit, but when rolling to block it must use the unit’s
Defense until all other models are killed.
Slow
Models with this special rule move -2” when using Advance
Immobile
actions, and -4” when using Rush or Charge actions.
Models with this special rule may only use Hold actions.
Sniper
Impact(X)
Models firing weapons with this special rule count as having
Whenever this model attacks after charging (without being Quality 2+ when rolling to hit, and the attacker may pick one
fatigued), roll X dice. For each 2+ the target takes one hit. model from the target unit as its target.

Indirect Note that shooting is resolved as if the target was a unit of 1.

Weapons with this special rule may shoot at enemies that are Stealth
not in line of sight, and ignore cover from sight obstructions,
Enemies targeting units where all models have this special rule
however they get -1 to hit when shooting after moving.
get –1 to hit when shooting at them from over 9” away.
Lance
Strider
Whenever a model with a weapon with this special rule
Models with this special rule treat Difficult Terrain as Open
charges, this weapon gets AP(+2).
Terrain when moving (may move more than 6”).
Limited
Tough(X)
Weapons with this rule may only be used once per game.
Models with this special rule must accumulate X wounds
Poison before being removed as a casualty.

Enemy units taking wounds from weapons with this special If a model with Tough joins a unit without it then you must
rule can’t regenerate them, and must re-roll unmodified remove regular models as casualties before starting to
Defense rolls of 6 when blocking hits. accumulate wounds on the model with Tough.

Regeneration When a unit with multiple Tough models takes wounds you
must accumulate them on the tough model with most wounds
Whenever this model takes wounds, roll one die for each. On a until it is killed before starting to accumulate them on another.
5+ the wound is ignored.
Note that heroes must still be assigned wounds last.
Relentless
Transport(X)
Whenever a model with this rule uses a Hold action and
Models with this special rule may transport up to X models or
shoots, hits from unmodified rolls of 6 are multiplied by 2, but
heroes with up to Tough(6), and non-Heroes with up to
only the original hit counts as a 6 for special rules.
Tough(3) which occupy 3 spaces each.
Reliable
Units may deploy inside transports at the beginning of the
Models attacking with weapons with this special rule count as game, or may embark by moving into contact with them, and
having Quality 2+ when rolling to hit. embarked units may use any move action to disembark
(including charging), but must stay within 6” of the transport.
Rending
When a transport is destroyed, units inside of it must take
Enemy units taking wounds from weapons with this special Dangerous Terrain test, are immediately Shaken, and surviving
rule can’t regenerate them, and whenever you roll an models must be placed within 6” of the transport before it is
unmodified to hit result of 6, that hit counts as having AP(4). removed from play.

Note that units in transports don’t have line of sight to the


outside, and can’t target outside units for shooting, spells, etc.

17
WHAT NEXT?
More Age of Fantasy: Regiments New Ways to Play
There is much more to Age of Fantasy: Regiments than just the There are lots more ways for you to play the games, many of
content of this beginner’s guide, and what you’ve seen here so which you can get for free on our website.
far is only the tip of a very large iceberg!
There are Mission Cards which give you varied and dynamic
The Expanded Rulebook objectives to fight over, as well as Campaign Rules that link
together a series of games, with armies growing and evolving
Whilst this beginner’s guide provides you with all you need in throughout the campaign. We also have Solo & Co-Op Rules
order to play exciting games of Age of Fantasy: Regiments, for those that are looking to play by themselves or together
there is even more content in the full rulebook, giving you with friends against AI controlled enemies.
access to a large set of advanced rules which you can use to
customize the game to play the way you like. Make sure to Aside from those, you can also buy expansions that provide
check out our website to buy it! you with lots of ways to customize your games further, or that
provide completely new ways to play the game, as well as
The full rulebook contains all of the following: narrative campaigns that see you play as mighty heroes that go
• Terrain Placement Rules on grand adventures with epic storylines.
• Multiple Deployment Styles
Exploring the Universe
• Extra Missions
• Side-Missions There is a whole universe to explore with Age of Fantasy,
• Extra Actions featuring dozens of factions, heroes, conflicts, and much more.
• Rules for Solid Buildings Make sure to check out our website to find free lore for all of
• Random Events the factions and the universe, as well as short stories, comics,
• Battlefield Conditions and more background stories.
• Terrain & Objective Effects
Additionally, you can also learn more about our universes by
• Fog of War Rules
buying narrative campaigns, faction guides, books, and story
• Brutal Damage Rules
collections, which provide a deeper insight into our lore.
• Command Points Rules
• Exhaustion Rules Collecting the Miniatures
• Rules for Phased Battles
There are hundreds of incredible Age of Fantasy miniatures for
• Rules for Multiplayer Games
you to collect, paint, and play with, made by our amazing team
• Rules for Kitchen Table Games
of artists at OPR.
• Rules for Small-Scales & Multi-Basing
We release new miniatures, terrain, game aids, and much more
every month, giving you everything you need in order to play
exciting games of Age of Fantasy: Regiments.

Our miniatures are available as physical prints shipped right to


your door, as digital STL files for 3D printing at home, as well
as cheap and convenient paper miniatures. Make sure to check
out our website to get them in whichever format you prefer!

Supporting on Patreon
If you want to help us in making more awesome content, you
can support us on Patreon: www.patreon.com/onepagerules

By supporting you will get access to a ton of extra content,


exclusive updates, early access, rulebooks, point calculators,
miniatures and much more.

This project was made by gamers for gamers, and it can only
exist thanks to the support of our awesome community.

Welcome to the Hobby


We hope that you enjoyed this beginner’s guide, and that you
are as excited as we are to be part of this amazing hobby.

Happy Wargaming!

- The OPR Team

17

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