AGE OF FANTASY: SKIRMISH v3.1.
General Principles Playing the Game Wound Effects
The most important rule: Whenever the The game is played in rounds, with Whenever a model takes one or more
rules are unclear use, common sense and players alternating in activating one unit wounds, place one marker next to it for
personal preference. Have fun! each, starting with the player that won each wound. Then roll one die, and add
the deployment roll-off. Each new round the number of markers to the result to
Quality Tests: Roll one six-sided die,
the player that finished activating first see what happens:
and if you score the unit‘s quality value
on the last round gets to start.
or higher, then it‘s a success. • 2-5: Stunned
Modifiers: Regardless of modifiers, rolls Activation • 6+: Knocked Out
of 6 are always successes, and rolls of 1 The player picks one unit, and it may do Knocked Out: Remove from play.
are always fails. one of the following: Stunned: The model is Stunned until the
Preparation Action Move Notes end of its next activation (place it on its
Hold 0” Can shoot. side to show this). Stunned models fail
The Armies: The players put together Advance 6” Shoot after moving. morale tests automatically, must stay
two armies of equal points before the Rush 12” Can’t shoot. idle, and can’t strike back. If a Stunned
game begins (we recommend 150pts to Charge 12” Moves into melee.
model takes any hits from shooting, or is
start, and 250pts for a full match).
charged again, then it is Knocked Out.
Movement
Force Org. (optional): Players may only
Groups & Wounds: Whenever a unit
bring up to 1 hero per 125pts in their Unit members must stay within 1” of at
with multiple models takes wounds,
army, and only 1+X copies of the same least one other member, and within 6” of
each wound kills one model, until only
unit, where X is 1 per 125pts in their all other members. Units may only move
one last model remains. Only the last
army. No single unit may be worth over within 1” of other units when charging,
model accumulates wounds and rolls to
35% of total points, and armies may only and may only charge if at least one
see if it’s Stunned or Knocked Out.
have max. of 1 unit per 25pts, and max. charging model can reach base contact
1 model per full 15pts. with one model from the target unit. Morale
Example: At 250pts, max. 2 heroes, Shooting Morale Tests: To take a morale test, the
max. 3 copies of each unit, no unit worth unit simply takes one Quality test.
Models in range and line of sight may
over 85pts, max. 10 units in total, and max.
fire all ranged weapons, and may fire at Rout Tests: If at the end of any round an
16 models in total.
up to two different targets with different army is down to half of its starting units
The Battlefield: The game is played on a weapon types. Shooting models take one or less, then all of its units must take a
flat 4‘x4‘ surface, with at least 15-20 quality test per attack, and each success morale test. If the test is failed, the unit
pieces of terrain on it. The game can be is a hit. For each hit defending units roll immediately Routs (remove from play).
also played on smaller surfaces, as long one die trying to score their Defense
as armies deploy at least 24" apart. Terrain
value or higher, and each fail causes one
Mission: Place D3+2 objectives. Players wound. Then check the wound effects Cover Terrain: Units with most models
roll-off to go first, and then alternate in section to see what happens to the unit. in or behind cover get +1 to Defense
placing one marker each outside of rolls when blocking hits from shooting.
Melee
deployment zones, and over 9” away Difficult Terrain: Units moving through
from each other. At the end of each Charging models must move into base
difficult terrain can’t move more than 6”
round, if a unit is within 3” of a marker contact with the target, or as close as
in total at a time.
while enemies aren’t, then it’s seized, possible, and then defenders must do
and remains seized even after leaving. the same by moving up to 3”. Models Dangerous Terrain: Models moving
Stunned units can’t seize markers, and if within 2” of enemies may strike with all across dangerous terrain, or that activate
units from both sides are contesting a their melee weapons, which works just in it, must roll one die (or as many as
marker, then it becomes neutral again. like shooting. Then the defending unit their tough value), and for each roll of 1
The game ends after 4 rounds, and the may choose to strike back, but doesn’t the unit takes one wound.
player that controls most markers wins. have to. If one of the two units is
destroyed, the other may move by up to
Deployment: Players roll-off, and the
3”, else the charging units must move
winner picks a table edge as their
back by 1” (if possible).
deployment zone, with their opponent
taking the opposite. Then the players Fatigue: Models only hit on unmodified
alternate in placing one unit each within results of 6 in melee until the end of the
12” of their table edge, starting with the round after they charge or strike back.
player that won the deployment roll-off.
1
SPECIAL RULES
Ambush: This model may be kept in Hero: May take morale tests on behalf of Command Groups
reserve instead of deploying. At the start friendly units within 12”, as long as it
of any round after the first, you may isn’t Stunned. Each army may only have one model
place the model anywhere, over 9” away with one of the following upgrades.
Immobile: May only use Hold actions.
from enemy units. If both players have Sergeant: This model gets +1 to hit
Ambush, roll-off to see who goes first, Impact(X): Gets X melee attacks that hit when attacking.
and alternate deploying units. Units that on 2+ when charging.
Musician: This model and all friendly
deploy like this on the last round can’t
Indirect: May target enemies that are units within 12” get +1” when using
seize or contest objective markers.
not in line of sight, and ignores cover move actions.
AP(X): Targets get -X to Defense rolls from sight obstructions, but gets -1 to hit
Banner: This model and all friendly
when blocking hits. rolls when shooting after moving.
units within 12”get +1 to morale tests.
Blast(X): Each attack ignores cover and Lance: Gets AP(+2) when charging.
multiplies hits by X, but can’t deal more Special Movement
Poison: Targets get -1 to Regeneration
than one hit per model. Must split all Pushing: Whenever a model rolls a
rolls, and must re-roll unmodified
hits evenly among enemy models within Stunned result, the attacker may try to
Defense rolls of 6 when blocking hits.
3” of a single model (target picks how). push it away. Roll one die, and on a 4+
Regeneration: When taking a wound,
Caster(X): Gets X spell tokens at the the attacker may move the model by up
roll one die. On a 5+ it is ignored.
beginning of each round, but can’t hold to 2” in any direction.
more than 6 tokens at once. At any point Relentless: When using Hold actions
Falling: If a model is falls or is pushed
before attacking, spend as many tokens and shooting, hits from unmodified rolls
off an elevated position at least 2” tall, it
as the spell’s value to try casting one or of 6 are multiplied by 2 (only the
takes 1 hit with AP(X), where X is
more spells (only one try per spell). Roll original hit counts as a 6).
AP(+1) for every full 3” it fell. Then
one die, on 4+ resolve the effect on a Reliable: Attacks at Quality 2+. place the model within 2” of the bottom,
target in line of sight. This model and and its activation ends immediately. For
other casters within 18” in line of sight Rending: Targets get -1 to Regeneration
units with multiple models, falling kills
may spend any number of tokens at the rolls, and unmodified results of 6 to hit
the model instead, until only one last
same time before rolling, to give the count as having AP(4).
model remains (and takes hits).
caster +1/-1 to the roll per token. Scout: This model may be deployed
Jumping: Models may cross 1” gaps or
Counter: Strikes first with this weapon after all other units, and may then move
drop off 3” of elevation as regular
when charged, and the charging unit by up to 12”, ignoring terrain. If both
movement, but they must jump to cross
gets -1 total Impact attacks (per model players have Scout, roll-off to see who
gaps or drop off elevation of up to 6”.
with this rule). goes first, and alternate deploying units.
Roll X+1 dice, trying to score 3+, where
Deadly(X): Assign each wound to one Slow: Moves -2” when using Advance, X is one die for every full 3” it wants to
model, and multiply it by X. Hits from and -4” when using Rush/Charge. move. If all rolls are successes, then the
Deadly must be resolved first, and these model may cross the distance, without
Stealth: Enemies get -1 to hit rolls when
wounds don’t carry over to other counting it towards its move. If any roll
shooting at units where all models have
models if the target is killed. is failed, then the model falls instead.
this rule from over 12" away.
Fast: Moves +2” when using Advance, Strider: May ignore the effects of
and +4” when using Rush/Charge. difficult terrain when moving, and only
Fear(X): Counts as having dealt +X needs 2+ to pass jumping rolls.
wounds when checking wound effects Tough(X): This model only rolls to see
(must deal at least one wound from what happens from wounds once it has
attacks to check wound effects). taken at least X wounds, and is only
Fearless: When failing a morale test, roll Knocked Out on rolls of 5+X or more.
one die. On a 4+ it’s passed instead. When Stunned and hit by shooting or
charged, this model takes 1 wound
Flying: May go through obstacles and instead of being Knocked Out, unless it
ignores terrain effects when moving, already has X or more wounds.
and automatically passes jumping rolls.
Example: A model with Tough(3) only rolls
Furious: When charging, hits from to see what happens from wounds once it has
unmodified rolls of 6 are multiplied by 2 taken at least 3 wounds, and is Knocked Out
(only the original hit counts as a 6). on rolls of 8 or more.