AoFR - Beginner's Guide v3.0.0
AoFR - Beginner's Guide v3.0.0
AoFR - Beginner's Guide v3.0.0
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?
2
AGE OF FANTASY: REGIMENTS v3.0.0
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
• 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 .................................................................... 15
advanced rules first, and then gradually add more as you get
Advanced Rules ............................................................................. 17
more comfortable with them.
Terrain Placement ........................................................... 17
Once you feel like you’ve gained a good understanding of the
game, you can then try out the total conversions, which Deployment Styles .......................................................... 18
provide a radically different experience from the base rules.
Extra Missions ................................................................. 19
About OPR Side-Missions .................................................................. 20
OPR (www.onepagerules.com) is the home of many free games Extra Actions ................................................................... 21
which are designed to be fast to learn and easy to play.
Solid Buildings ................................................................ 22
This project was made by gamers for gamers and it can only
exist thanks to the support of our awesome community. Random Events ............................................................... 23
If you want to help us in making more awesome content, you Battlefield Conditions .................................................... 24
can support us on Patreon: www.patreon.com/onepagerules Terrain & Objective Effects ............................................ 25
Exhaustion ....................................................................... 29
3
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 round bases. These bases come in the result, rounding up.
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).
• Upgrades: What upgrade lists it has access to.
• Cost: How many points it costs to take this unit.
4
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.
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.
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.
5
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:
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.
6
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.
7
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”. organisation rules, which help make army composition more
consistent and balanced.
Note that the game can be also played on smaller surfaces, as
long as 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 and 1 caster 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
1000pts (combined units count as one)
Once you have found a space to play, you are going to have to
• No single unit worth over 35% of total points
place at least 5 pieces of terrain on it, though we recommend
using 10 or more to keep things interesting. • Only 1 unit per 185pts
Whilst it’s always nice to play with great looking pieces of Note that heroes that are also casters only count as one of the
terrain, you can simply use household items such as books or two towards the total limit.
cups as terrain pieces. Example: At 2000pts, players may bring max. 4 heroes and 4 casters,
max. 3 copies of each unit, no unit worth over 700pts, and max. 10
There are no specific rules on how you should place terrain, so
units in total.
we recommend trying to set up the table in such a way that it
will provide a balanced playing field for everyone involved. Combined Units
Ideally you want to place enough blocking terrain that you When preparing your army you may combine two copies of
can’t draw clear line of sight from edge to edge across the table, the same multi-model unit into a single big unit, as long as any
as well as place a variety of cover and difficult terrain so that upgrades that are applied to all models are bought for both.
there are no gaps bigger than 18” between terrain pieces.
Example: A unit of Infantrymen with Swords cannot be merged with
Placing Objectives a unit of Infantrymen with Spears, because they have two different
upgrades that are applied to all models in the unit.
After the table has been prepared, you and your opponent
must set up D3+2 objective markers on the battlefield. Deploying Armies
The players roll-off and the winner picks who places the first Once the mission has been set up, the players roll-off and the
objective marker. Then the players alternate in placing one winner must start deploying their army first.
marker each outside of the deployment zones, and over 9”
The winning player first chooses one long table edge to deploy
away from other markers.
on and then places one unit fully within 12” of their table edge.
The Mission
Once they are done, then the opposing player places one unit
At the end of each round, if a unit is within 3” of a marker fully within 12” of the opposite table edge.
whilst no enemies are, then it counts as being seized.
Then the players continue alternating in placing one unit each,
Markers remain seized even if the unit moves away, however until all units have been deployed.
Shaken units can’t seize or stop others from seizing them.
After 4 rounds have been played, the game ends, and the
player that controls most markers wins.
8
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.
After both players have deployed their armies, the game starts Models may not move within 1” of other units (friendly or
with the first round and the player that won the deployment enemy), unless they are taking a Charge action. Note that
roll-off takes the first turn. models may never move through other models or units, even if
they are taking a Charge action.
During their turn, the player picks a unit that has not been
activated yet, and activates it by performing an action. Rushing
Once the action has been taken, their turn ends, and the When taking a Rush action, the unit may first pivot by up to
opposing player’s turn starts. This continues until all units 90°, and then move by up to 12” in a straight line. The same
have activated, at which point the round ends and a new game rules about keeping 1” distance apply to Rush actions.
round begins. On each new round the player that finished
activating first on the last round gets to activate first. Charging
After 4 full rounds have been played the game ends, and When taking a Charge action, the unit may first pivot by up to
players determine who won, by checking if they completed 90°, and then move by up to 12” in a straight line. Units taking
their mission objectives. Charge actions may ignore the 1” distance restriction, however
since this is a little more complex it will be explained in detail
Activating Units in the Melee section.
Players may activate one unit that has not been activated yet Note that units may only take a Charge action if their move
and take one action. would bring at least one model into base contact with another
Here are all available actions and what they allow a unit to do: model from the target unit.
9
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 units 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.
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.
Note that the target for each weapon group must be declared
before rolling, and all weapons are fired simultaneously.
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 must move by up to 12” to get into base contact
with an enemy model from the target unit (charge moves don’t
have to be in a straight line, and units may pivot freely).
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.
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.
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.
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.
To take a morale test, the affected unit must simply take one
regular Quality test, and see what happens:
13
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.
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.
To take a dangerous terrain test, roll one die, and if the result is
1 the unit takes one automatic wound.
If there are models with the Tough(X) rule in the unit, then you
must roll X dice for them instead of only 1 die.
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.
14
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 army list, and spending as many
Note that effects from multiple instances of the same special
tokens 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.
Deadly(X)
Whenever a model takes wounds from a weapon with this
special rule, multiply the amount of wounds suffered by X.
Entrenched
Enemies get -2 to hit when shooting at models with this special
Ambush rule from over 12” away, as long as this model hasn’t moved
since the beginning of its last activation.
You may choose not to deploy a model with this special rule
with your army, but instead keep it off the table in reserve. Fast
At the beginning of any round after the first, you may place the Models with this special rule move +2” when using Advance
model anywhere on the table, over 9” away from enemy units. actions, and +4” when using Rush or Charge actions.
If both players have units with Ambush, they must roll-off to Fear(X)
see who deploys first, and then alternate in placing them.
Units with this special rule count as having dealt +X wounds
Note that units that deploy from Ambush on the last round when determining who won in melee.
can’t seize of contest objective markers.
Fearless
AP(X)
Whenever models with this special rule fails morale test, roll
Enemy units taking hits from weapons with this special rule one die. On a 4+ the test is passed instead.
get -X to Defense rolls.
Flying
Blast(X)
Models with this special rule may move through other units
Each attack from weapons with this rule ignores cover and and impassable terrain, and they may ignore terrain effects.
multiplies its hits by X, however it can’t deal more hits than
models in the target unit. Furious
Whenever a model with this rule charges, unmodified rolls of 6
to hit are multiplied by 2.
15
Hero
Heroes with up to Tough(6) may be deployed as part of one
other friendly multi-model unit without another Hero at the
beginning of the game.
When taking morale tests the hero may take them on behalf of
the unit, but when rolling to block it must use the unit’s
Defense until all other models are killed.
Immobile
Models with this special rule may only use Hold actions.
Impact(X) Sniper
Whenever a model with this special rule charges, it gets X Models firing weapons with this special rule count as having
attacks that hit on a 2+. Quality 2+ when rolling to hit, and the attacker may pick one
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
not in line of sight, and ignore cover from sight obstructions, Stealth
however they get -1 to hit when shooting after moving. Enemies targeting units where all models have this special rule
Lance get –1 to hit when shooting at them from over 12” away.
Enemy units taking hits from weapons with this special rule Tough(X)
must re-roll unmodified Defense rolls of 6 when blocking hits. Models with this special rule must accumulate X wounds
Regeneration before being removed as a casualty.
Whenever this model takes wounds, roll one die for each. On a If a model with Tough joins a unit without it then you must
5+ the wound is ignored. remove regular models as casualties before starting to
accumulate wounds on the model with Tough.
Relentless
When a unit with multiple Tough models takes wounds you
Whenever a model with this rule uses a Hold action and must accumulate them on the tough model with most wounds
shoots, unmodified rolls of 6 to hit are multiplied by 2. until it is killed before starting to accumulate them on another.
Models attacking with weapons with this special rule count as Transport(X)
having Quality 2+ when rolling to hit.
Models with this special rule may transport up to X models or
Rending heroes with up to Tough(6), and non-Heroes with up to
Tough(3) which occupy 3 spaces each.
Enemy units taking hits from weapons with this special rule
get -1 to Regeneration rolls, and whenever you roll an Units may deploy inside transports at the beginning of the
unmodified to hit result of 6, that hit counts as having AP(4). game, or may embark by moving into contact with transports,
and embarked units may use any action to disembark
Scout (including charging), but may only move by up to 6”.
Models with scout may be deployed after all other units, and If a unit is inside of a Transport when it is destroyed then it
may immediately be moved by up to 12”, ignoring any terrain. must take a Dangerous Terrain test, is immediately Shaken,
If both players have units with Scout, they must roll-off to see and surviving models must be placed within 6” of the
who goes first, and then alternate in placing them. transport before it is removed from play.
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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: Reigments.
Supporting on Patreon
If you want to help us in making more awesome content, you
can support us on Patreon: www.patreon.com/onepagerules
This project was made by gamers for gamers, and it can only
exist thanks to the support of our awesome community.
Happy Wargaming!
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