AGE OF FANTASY v2.
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General Principles Playing the Game Melee
The most important rule: When the The game is played in rounds with Charging models must move into base
rules are unclear use common sense and players alternating in activating one contact with the target or as close as
personal preference. Have fun! unit each, starting with the player that possible. Then defenders must do the
deployed first. Each new round the same moving up to 3”. Models within
Quality Tests: Roll one six-sided die
player that finished activating first on 2” of enemies may strike with all their
and if you score a unit‘s quality value or
the last round gets to start. melee weapons which works just like
higher it‘s a success.
shooting. Then the defending unit may
Modifiers: Regardless of modifiers, Activation choose to strike back, however after
rolls of 6 are always successes and rolls The player picks one unit and it may do attacking in melee for the first time
of 1 are always fails. one of the following: units only hit on unmodified rolls of 6
in any subsequent melee until the end
Preparation Hold: Move 0”, can shoot.
of the round. Once both units are done
The Battlefield: The game is played on Advance: Move 6”, can shoot the loser must take a morale test and the
a flat 6‘x4‘ surface, with at least 5-10 only after moving. charging unit must move back by 1”. If
pieces of terrain on it. one of the units is destroyed then the
Rush: Move 12”, can’t shoot. other may move by up to 3”.
The Armies: The players must put
together two armies of equal points (we Charge: Move 12” into melee. Morale
recommend 750pts per player).
Movement Morale Tests: Whenever a unit takes
Combined Units: Two copies of the wounds that bring it down to half or
Unit members must stay within 2” of at
same unit can deploy together as long less of its total size or tough value (for
least one other member and within 6”
as upgrades that affect all models are units with a single model), it must take
of all other members. Units may only
bought for both. a morale test. Take one quality test and
move within 1” of other models when
Mission: Place D3+2 objectives. Players charging and may only charge if at least if failed it is Wavering until the end of
roll-off to go first and then alternate in one charging model can reach base its next activation. Wavering units only
placing one marker each outside of contact with one model from the target. hit on rolls of 6+ in melee, automatically
deployment zones and over 9” away fail morale tests and must stay idle.
from each other. At the end of each Shooting
Melee Results: Units in melee don’t
round if a unit is within 3” of a marker Models in range and line of sight may take morale tests from wounds. Instead
while enemies aren’t, then it’s seized fire all weapons. Units with multiple they compare the number of wounds
and remains seized even after leaving. weapon types may fire each type at a each unit caused and the unit with the
Wavering units can’t seize markers and different target. Shooting models take lowest total loses and must take a
if units from both sides are contesting a one quality test per attack and each morale test. If the test is failed whilst
marker then it becomes neutral again. success is a hit. For each hit defending the unit is down to half or less of its
The game ends after 4 rounds and the models roll one die trying to score their total size or tough value then it Routs
player that controls most markers wins. Defense value or higher and each fail (remove from play), else it is Wavering.
Deployment: Players roll-off and the causes one wound. For every wound
the defender must remove one model.
Terrain
winner picks one long table edge as his
deployment zone with his opponent Weapon Profiles: The stats of each Cover Terrain: Units that shoot at
taking the opposite. Then the players weapon are shown like this: enemies with most models in or behind
alternate in placing one unit each within cover get –1 to shooting.
Name (Range, Attacks, Special)
12” of their table edge, starting with the Difficult Terrain: Units moving
player that won the deployment roll-off. Weapons with a range value are for through difficult terrain can’t move
shooting and without for melee. more than 6” at a time.
Dangerous Terrain: Models that move
across dangerous terrain or activate in it
must roll one die (or as many as their
tough value) and for each roll of 1 they
take one wound.
By Gaetano Ferrara www.onepagerules.com
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SPECIAL RULES
Ambush: This model may be kept in Immobile: Can’t move or charge. Tough(X): This model must take X
reserve instead of deploying. At the wounds before being killed. Models
Impact(X): Deals X automatic hits when
start of any round after the first you with tough that join unit without it are
charging successfully.
may place the model anywhere over 9” removed last when the unit takes
away from enemy units. If both player Indirect: May target enemies that are wounds. Note that you must put all
have Ambush they roll-off to see who not in line of sight but gets –1 to hit rolls wounds on a single Tough model until
deploys first. when doing so. it is killed before putting them on the
next Tough model.
Artillery: Counts as having Defense 2+ Phalanx: Charging enemies must take a
against shooting attacks. dangerous terrain test before attacking Wizard(X): May cast one spell at any
(only take up to as many tests as models point during its activation before
AP(X): Targets get –X to Defense rolls
with phalanx). attacking. Choose a spell and roll D6+X
when blocking hits.
and if the result is equal or higher than
Poison: When rolling unmodified 6’s to
Blast(X): Hits are multiplied by X. the number in brackets you resolve the
hit those hits are multiplied by 3.
effects. Enemy wizards within 12” may
Deadly(X): Assign each wound to one
Regeneration: When taking a wound also roll D6+X and if their result is
model and multiply it by X. Note that
roll a die, on 5+ it’s ignored. higher the spell’s effects are blocked,
wounds don't carry over to other
Rending: Unmodified rolls of 6 to hit but they may only either cast a spell or
models if killed.
count as having AP(4) and ignore the block a spell each round.
Fast: Move 9” when using Advance and
regeneration rule.
18” when using Rush/Charge.
Scout: After all units have deployed this
Fear: Always counts as dealing +D3
model may deploy within 24” of the
wounds for seeing who won melee.
player’s table edge. If both players have
Fearless: Gets +1 to morale tests. units with Scout they roll-off to see who
deploys first.
Fire Breath: Once per round deal either
3 hits with AP(1) in melee or to one Slow: Move 4” on Advance actions and
enemy unit within 12” in line of sight. 8” on Rush/Charge actions.
Flying: Moves through obstacles and Sniper: Shoots at Quality 2+, ignores
ignores terrain effects. cover and may pick which model is hit.
Furious: Gets +1 attack with a weapon Stealth: Enemies get -1 to shooting
of your choice when charging. when targeting this unit.
Hero: May be deployed as part of a Strider: This model may ignore the
friendly unit. When rolling morale test effects of difficult terrain.
use the hero’s quality value but when
rolling for defense use the value of the
majority of models.
By Gaetano Ferrara www.onepagerules.com
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