AGE OF FANTASY v 3.3.1 Skirmish Advanced Rulebook User Guide

June 5, 2024
AGE OF FANTASY

AGE OF FANTASY v 3.3.1 Skirmish Advanced Rulebook

  • In 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?

Introduction

  • Age of Fantasy: Skirmish is a miniature wargame set in a dark magical world, which is played using 32mm miniatures.
  • The game mechanics are designed to be easy to learn but hard to master, bringing engaging fantasy battles for new and experienced players alike.

This rulebook is divided into 4 sections:

  • Basic Rules – Everything you need to play the game, with plenty of diagrams and examples.
  • Advanced Rules – Extra rules that you can use on top of the basic rules to spice up the game.
  • Total Conversions – Rules that radically modify the base rules and provide a new experience.
  • Additional Content – Extra content that is available on our website, added here for your convenience.
  • We recommend that you start by playing with just a few advanced rules first, and then gradually add more as you get more comfortable with them.
  • Once you feel like you’ve gained a good understanding of the game, you can then try out the total conversions, which provide a radically different experience from the base rules.

About OPR

  • OPR (www.onepagerules.com) is the home of many free games that are designed to be fast to learn and easy to play.
  • This project was made by gamers for gamers and it can only exist thanks to the support of our awesome community.
  • If you want to help us in making more awesome content, you can support us on Patreon: www.patreon.com/onepagerules
  • Thank you for playing!

CREDITS

  • Created By: Gaetano Ferrara
  • Game Design: Gaetano Ferrara
  • Illustrations: Fran Fernandez, Brandon Gillam, Tomas Vieira

GENERAL PRINCIPLES

The Most Important Rule

  • When playing a complex game there are going to be occasions where a situation is not covered by the rules, or a rule does not seem quite right. When that is the case use common sense and personal preference to resolve the situation.
  • If you and your opponent cannot agree on how to solve a situation, use the following method in the interest of time.
  • Roll one die. On a result of 1-3 player A decides, and on a 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 to discuss the finer details of the rules.

Scale Conventions

  • This game was written to be played with 32mm scale models in mind, which are mounted on round bases.
  • These bases come in various sizes, and we recommend that you always mount miniatures on the bases they come with.

Here are some rough guidelines for model and base sizes:

  • Infantry: 32mm tall on 20mm/32mm round bases
  • Large Infantry: 50mm tall on 40mm/50mm round bases
  • Cavalry: 40mm tall on 60mm oval bases
  • Note that the base size that you use doesn’t matter, as long as you keep base sizes consistent across all models.

Models & Units

  • In the rules, individual miniatures are referred to as models, whilst groups of one or more models are referred to as units.
  • 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 only applies to one individual miniature.

Unit Stats

  • Units come with a variety of statistics that define who they are and what they can do.
  • Name [Size]: The name and number of models.
  • Quality: The score needed for attacks and morale.
  • Defence: The score needed for defence.
  • Equipment: Any weapons and gear the unit has.
  • Special Rules: Any special rules the unit has.
  • Cost: How many points does it cost to take this unit?

Dice

  • To play the game you are going to need some six-sided dice, which we will refer to as D6. Depending on how many models you are playing with, we recommend having at least 10 to 20 dice to keep things fast.
  • Additionally, we recommend having dice of multiple colours so that you can combine them for faster rolling. Whenever a unit is using multiple weapons, you can use different colours for each weapon, and then roll them all at once.
  • Sometimes the rules will refer to different types of dice, for example, D3, 2D6 and D6+1. There are many types of dice, but the notation remains the same, so just apply the following explanations to all types of weird dice you come across.
  • D3: To use these dice, simply roll a D6 and halve the result, rounding up.
  • 2D6: To use these dice, simply roll two D6 and sum the results of both dice.
  • D6+1: To use these dice, simply roll a D6 and add 1 to the result.

Re-Rolls

  • Whenever a rule tells you to re-roll a dice result, simply pick up the number of dice you have to re-roll and roll them again.
  • The result of the second roll is the final result, even if it’s worse than the first.
  • A die roll may only be re-rolled once, regardless of how many rules apply to it.

Roll-Offs

  • Whenever a rule tells you to roll-off, all players involved in the roll-off must roll one die, and then compare their results.
  • The 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.

Quality Tests

  • During the game, you will be required to take Quality tests to see if a unit succeeds at doing various things such as hitting its targets or passing morale tests.
  • 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 counts as a success, else it counts as a failure.
  • Example: A model with Quality 4+ must take three Quality tests. The player rolls three dice and scores a 3, a 4 and a 5. This means that the model gets two successes (the 4 and 5), and one fail (the 3).

Modifiers

  • Throughout the game, there are going to be rules that apply modifiers to your die rolls. These will usually raise or lower the 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, but because of the modifier, the final result is a 2, a 3 and a 4.

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:

  • Name (Range, Attacks, Special Rules)
  • 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.

Measuring Movement

  • When measuring how far a model moves always measure so that no part of its base moves further than the total distance.
  • Note that whilst all examples here show round bases, these movement restrictions apply in the same way to models on bases of different shapes or models without a base.

Line of Sight

  • When playing the game, line of sight is used to determine if a model can see another model for any purpose.
  • 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 visible, then the model has a line of sight.
  • Models can always see in all directions, regardless of where the miniature is facing, always have line of sight to themselves, and may always target themselves (unless stated otherwise).
  • Models can’t see through solid obstacles, including the perimeter of other units (friendly or enemy), but they can always see through friendly models from their unit.

PREPARATION

Preparing the Battlefield

  • You are going to need a flat 4’x4’ area to play on, which is usually referred to as “the battlefield” or “the table”. Note that the game can be also played on smaller areas, as long as armies deploy at least 24″ apart.
  • Whilst we recommend playing on a table, you can of course play on the floor, on a bed, or wherever else you have space.
  • Once you have found a space to play, you are going to have to place at least 20 pieces of terrain on it, though we recommend using 25 or more to keep things interesting.
  • Whilst it’s always nice to play with great-looking pieces of terrain, you can simply use household items such as books or cups as terrain.
  • There are no specific rules on how you should place terrain, but we have provided some general guidelines in the terrain section of this book to help you get started.

Placing Objectives

  • After the table has been prepared, you and your opponent must set up D3+2 objective markers on the battlefield.
  • The players roll off and the winner picks who places the first objective marker.
  • Then the players alternate in placing one marker each outside of the deployment zones, and over 9” away from other markers (note that markers can’t be placed in unreachable positions, like impassable terrain).

The Mission

  • 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.
  • Markers remain seized even if the unit moves away, but if units from both sides contest a marker at the end of a round, then it becomes neutral again.
  • 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 150pts each, and once you have gotten familiar with the game, you can start playing full matches with 250pts 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.

Force Organisation (Optional)

  • Optionally you and your opponent may agree to use the force organisation rules, which help make army composition more consistent and balanced.

The armies must follow these limitations:

  • Only 1 hero per 125pts
  • Only 1+X copies of the same unit, where X is 1 per 125pts (combined units count as one)
  • No single unit worth over 35% of total points
  • Only 1 unit per 25pts
  • Only 1 model per 15pts
  • Example: When playing a 250pts game, players may bring max. 2 heroes, max. 3 copies of each unit, no unit worth over 85pts, max. 10 units in total, and max. 16 models in total.

Deploying Armies

  • Once the mission has been set up, the players roll off and the winner must start deploying their army first.
  • The winning player first chooses one table edge to deploy on and then places one unit fully within 12” of their table edge.
  • Once they are done, then the opposing player places one unit fully within 12” of the opposite table edge.
  • Then the players continue alternating in placing one unit each until all units have been deployed.

GAME STRUCTURE & MOVEMENT

Game Structure

  • The game is structured into game rounds, player turns and unit activations.

Here is the breakdown of what these mean:

  • Rounds: Each round is made up of multiple turns.
  • Turns: Each turn is made up of a single activation.
  • Activations: Each activation is made of an action.

Playing the Game

  • After both players have deployed their armies, the game starts with the first round and the player that won the deployment roll-off takes the first turn.
  • During their turn, the player picks a unit that has not been activated yet and activates it by acting.
  • Once the action has been taken, their turn ends and the opposing player’s turn starts. This continues until all units have activated, at which point the round ends and a new game round begins.
  • On each new round, the player that finished activating first on the last round gets to activate first.
  • After 4 full rounds have been played the game ends, and players determine who won, by checking if they completed their mission objectives.

Activating Units

  • Players must activate one unit that has not been activated yet and take one action.
  • Here are all available actions and what they allow a unit to do:
  • Hold – Doesn’t move, can shoot.
  • Advance – Moves 6” and can shoot after moving.
  • Rush – Moves 12” but can’t shoot.
  • Charge – Moves 12” into melee.

Holding

  • When taking a Hold action, the models in the unit may not move or turn in any direction.

Advancing

  • When taking an advanced action, all models in the unit may move by up to 6”. Models may move and turn in any direction regardless of their facing, as long as no part of their bases moves further than the total movement distance.
  • Models may not move within 1” of models from other units (friendly or enemy) unless they are taking a Charge action.
  • Note that models may never move through other models or units, even if they are taking a Charge action.

Rushing

  • When taking a Rush action, all models in the unit may move by up to 12”. The same rules about turning, facing and keeping a 1” distance apply to Rush actions.

Charging

  • When taking a Charge action, all models in the unit may move by up to 12”. Models taking a Charge action may ignore the 1” distance restriction, however since this is a little more complex it will be explained in detail in the Melee section.
  • Note that units may only take a Charge action if their move would bring at least one model into base contact with another model from the target unit.
  • If reaching contact becomes impossible (due to killed models, special rules, etc.), then the unit may complete its movement and then end its activation.

Unit Coherency

  • All models in a unit must always stay within 1” of at least one other model and must stay within 6” of all other models (or as close as possible), forming an uninterrupted chain of models in 1” coherency with each other.
  • If a model is not in coherency with its unit at the beginning of its activation, then you must take action so that the model gets back into coherency.

SHOOTING

Picking Targets

  • When taking a Shooting action, a unit must pick one valid target and all models in the unit may shoot at it.
  • If at least one model in the unit has a line of sight to an enemy model and has a weapon that is within range of that model, then that enemy is a valid target.

Who Can Shoot

  • All models in a unit with a line of sight to the target, and that have a weapon that is within range of it, may fire at it. Note that models may always ignore friendly models from their unit when determining line of sight.
  • Example: Only the Marksman in the middle can shoot at the Skeletons. The model at the top is in range but has no line of sight, whilst the model at the bottom has a line of sight but is out of range.

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 Rifles and a Sniper Rifle. Since it has two weapon types, the Marksmen can fire all the Rifles at a nearby Skeleton unit and the Sniper Rifle at a distant Skeleton Champion.

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. Check Wound Effects
  5. Determine Attacks
  * Sum the Attack value from the weapons of all models that can shoot at the target to determine how many attacks the unit has in total for this shooting.
  *  **Example:** A Marksman is shooting at a Skeleton. He is armed with a Rifle (Attack 1) and is within range and line of sight of the Skeleton, which means he has a total of 1 attack for this shooting.
2.  **Roll to Hit**
  * After having determined how many attacks the unit has in 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 Marksman (Quality 5+) is shooting at the nearby Skeleton. He takes one Quality test and rolls a 6. This means that he scored a total of 1 hit on the Skeleton.
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 for each failed roll place one wound marker on the model.
  *  **Example:** The Skeleton (Defense 5+) has taken 1 hit. He rolls one die and gets a 4. This means that the Skeleton has taken 1 wound and must check to see its effects.
4.  **Check Wound Effects**
  * See the wound effects page on how to resolve wounds.

MELEE

Picking Targets

  • When taking a Charge action, a unit must pick one valid target and all models in the unit must charge it.
  • If at least one model in the unit is within charge distance of one model from the target unit and has a clear path to reach it, then that enemy is a valid target (no line of sight is needed).

Charge Moves

  • Charging models must move by up to 12” to get into base contact with an enemy model from the target unit, or as close as possible, whilst still maintaining unit coherency (charge moves don’t have to be in a straight line).
  • Once all charging models have moved, all models from the target unit that are not in base contact with a charging model must move by up to 3” to get into base contact with a charging model, or as close as possible, maintaining unit coherency.

Who Can Strike

  • All models in a unit that are in base contact with an enemy model from the target unit, or that are within 2” of a model from the target unit, may attack it.
  • Models may strike with all of their melee weapons, and may only strike at models from the target unit.

The Melee Sequence

Melee is done in a simple sequence which has to be followed separately for the charging unit and the target unit:

  1. Determine Attacks
  2. Roll to Hit
  3. Roll to Block
  4. Check Wounds Effects
  5. Determine Attacks
  * Sum the Attack value from the weapons of all models that can strike at the target to determine how many attacks the unit has in total for this melee.
  *  **Example:** An Infantryman is charging a Skeleton. He is armed with a Hand Weapon (Attack 1) and is in range of the Skeleton, which means that he has a total of 1 attack for this melee.
2.  **Roll to Hit**
  * After having determined how many attacks the unit has in 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 Infantryman (Quality 5+) is striking at the Skeleton. He takes one Quality test and rolls a 6. This means that he scored a total of 1 hit.
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 for each failed roll place one wound marker on the model.
  *  **Example:** The Skeleton (Defense 5+) has taken 1 hit. He rolls one die and gets a 4. This means that the Skeleton has taken 1 wound and must check to see its effects.
4.  **Check Wound Effects**
  * See the wound effects page on how to resolve wounds.
  *  **Return Strikes**
  * Once all charging models have attacked, the defending unit may choose to strike back (following the melee sequence again) but doesn’t have to. Note that striking back does not count as its activation, and activated units may strike back.
  *  **Fatigue**
  * After attacking in melee for the first time during a round, either by charging or by striking back, models only hit on unmodified rolls of 6 in melee until the end of that round.

WOUND EFFECTS & MORALE

Checking Wound Effects

  • Whenever a unit has taken at least one wound, roll one die add the number of wound markers to it, and then check to see what happens to it:
  • 1-5: Shaken
  • 6+: Knocked Out
  • Note that units must also check for wound effects when taking wounds from other sources (special rules, terrain, etc.).
  • Example: A Skeleton has just taken one wound and must now check its effect. It rolls one die gets a 5, and adds +1 because it had one wound. The final result is 6 and so the model is Knocked Out.

Knocked Out Models

  • Knocked-out models are removed from play as casualties.

SHAKEN UNITS

  • Shaken units always count as fatigued, automatically fail morale tests, and can’t contest or seize objectives.
  • When activated, Shaken units must spend their activation being idle and doing nothing, which stops them from being Shaken at the end of their activation.

Groups & Wounds

  • When a unit with multiple models takes wounds, each wound immediately kills one model, until only one last model remains. Only the last model then accumulates wound markers and rolls to see if it’s Shaken or Knocked Out.
  • Example: A unit of three Skeletons has taken three wounds, so it first removes two models as casualties, and then puts one wound marker on the last model and rolls to check the wound’s effect.

Consolidation Moves

  • In the melee, if one of the two units was destroyed (removed all models as casualties), then the other may move by up to 3”.
  • If neither of the units was destroyed, then the charging unit must move back by 1” (if possible), to keep the separation between units clear, and show they are not locked in melee.

Morale & When to Test

  • As armies take casualties, their psychological well-being deteriorates, and they will flee from the battlefield.
  • At the end of each round, if an army is down to half or less of its starting units, then all of its units must take a morale test.
  • Note that starting size is counted at the beginning of the game.
  • Example: A Human Empire army started the game with 5 units and is down to 2 units at the end of a round, so all of its units must take a morale test at the end of all rounds.

Taking Morale Tests

  • 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, the unit is Shaken.
  • If the roll is unsuccessful, and the unit was already Shaken, then the unit routs.

Routed Units

  • Routed units have lost all hope and are taken captive, flee the battle, or are otherwise rendered ineffective.
  • Simply remove the entire unit from the game as a casualty.
  • Example: A Human Empire army with 5 units has lost 3 units and the remaining 2 units must take a morale test. They each take a morale test and pass, so they both get to continue fighting.

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 a Cover as well as a 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.
  • Any surface that is not specifically defined as a type of terrain (like forests, buildings, rivers, etc.) counts as open terrain.
  • Open terrain does not have any special rules, and any rules that affect terrain do not apply to open terrain.

Impassable Terrain

  • Mountains, Canyons, Deep Water, etc.
  • Any surface that would stop models from moving through it counts as impassable terrain.
  • Units may not move through impassable terrain unless they have any rules that allow them to ignore it.

Blocking Terrain

  • Examples: Walls, Buildings, Rocks, etc.
  • Any piece of terrain that models can’t see or shoot through counts as blocking terrain.
  • Units may not draw the line of sight through blocking terrain unless they have any rules that allow them to ignore it.

Cover Terrain

  • Examples: Forests, Ruins, Fences, etc.
  • Terrain features that models can hide in or behind, or that could stop projectiles, count as cover terrain.
  • If the majority of models in a unit are in or behind a piece of cover terrain, they get +1 to Defense rolls when blocking hits from shooting attacks.

Difficult Terrain

  • Examples: Woods, Mud, Rivers, etc.
  • Terrain features that hinder a model’s movement, or force them to slow down, count as difficult terrain.
  • If any model in a unit moves in or through difficult terrain at any point of its move, then all models in the unit may not move more than 6” for that movement.

Dangerous Terrain

  • Examples: Quicksand, Lava Pools, Deadly Vegetation, etc.
  • 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.

Terrain Setup Guidelines

  • Whilst there are no specific rules as to how terrain should be placed, here are some guidelines on how to handle terrain to have a balanced match.

Here are all the things you should consider:

  • Size of your terrain
  • Rules for each terrain
  • Number of pieces
  • How to place it

Terrain Overview

  • Whilst there is no limit to the size of terrain that you can use for your games, we have a few recommendations for you:
  • Small pieces of scatter terrain, like barrels, boxes, barricades, etc. should be somewhere between 1”x1” and 3”x3” in size.
  • Large terrain features, like buildings, forests, lakes, etc. should be somewhere between 4”x4” and 8”x8” in size, but can be as large as 12”x12”.
  • For each terrain feature, you’ll also have to define some basic rules for how it works in the game. Most terrain features will probably have a single type, but you can combine multiple types, and even add extra conditions to them.

Here are some guidelines for common terrain types:

  • Barricades – Cover
  • Buildings – Impassable + Blocking
  • Fields – Difficult + Cover
  • Forests – Difficult + Cover + Units can see into and out of forests, but not through them
  • Hills – Cover + Difficult when moving up + Units on top may ignore one unit/terrain for line of sight
  • Lakes – Difficult (if shallow) or Impassable (if deep)
  • Lava – Dangerous
  • 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 do not affect 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.

Terrain Placement

  • When setting up terrain, you should use at least 10-15 pieces of terrain, although using more can be more interesting.
  • A simple way to make sure that you’re using enough terrain is to take as many pieces of terrain as you need to fully cover at least 50% of the table and then spread them out.
  • It’s also good to keep a balance of different terrain types so that units with different weapons and special rules can use them effectively in various situations.

Here are some basic terrain-type recommendations:

  • At least 50% should block the line of sight
  • At least 33% should provide cover
  • At least 33% should be difficult terrain
  • Each player should pick 1 piece to be dangerous
  • Example: If you’re playing with 18 pieces of terrain, at least 9 should block the line of sight, 6 should provide cover, 6 should be difficult terrain, and 2 should be dangerous terrain.
  • Once you have chosen which terrain pieces you are going to use, you can either have one player set up all of the terrain or have both players set up the terrain together.
  • To make sure neither player has an advantage, you can roll-off, and then then alternate in placing one terrain piece each, starting with the player that won the roll-off.
  • There are no specific rules on how you should place terrain, so we recommend trying to set up the table in such a way that it will provide a balanced playing field for everyone involved.
  • Ideally, you want to place enough blocking terrain that you can’t draw a clear line of sight from edge to edge across the table, as well as make sure that there are no gaps bigger than 6” between different terrain pieces.
  • If you are playing with large units, we also recommend making sure that there are gaps of at least 3” between terrain, so they can fit through.

SPECIAL RULES

Rules Priority & Stacking Effects

  • Most units have one or more special rules that affect the way they behave, and that sometimes go against the standard rules.
  • Whenever you come across one of these situations, the special rule always takes precedence over the standard rules.
  • Note that effects from multiple instances of the same special rule or spell don’t stack unless it is a rule with (X) in its name, or unless it is specified otherwise.

SPECIAL RULES REFERENCE

Ambush

  • May be set aside before deployment. At the start of any round after the first, may be deployed anywhere over 9” away from enemy units.
  • If both players have Ambush, roll off to see who goes first, and then alternate deploying units. Units that deploy via Ambush can’t seize or contest objectives on the round they deploy.

AP(X)

  • Targets get -X to Defense rolls when blocking hits from weapons with this special rule.

Blast(X)

  • Ignores cover, and after resolving other special rules, each hit is multiplied by X, where X is up to as many hits as enemy models in the target unit and within 3” of it.
  • Hits must be split evenly between all enemy units within 3” of any model from the target (defender picks how).
  • Example: A weapon with 2 Attacks and Blast(3) scores two hits against a unit with 2 models. Each hit is multiplied by 2, so the target takes a total of 4 hits.
  • Example: A weapon with 1 Attack and Blast(6) scores a hit against a unit with 3 models that is within 3” of two other enemy units with 1 model each. The hit is multiplied by 5, and the defender picks which two units take 2 hits, and which unit takes 1 hit.

Caster(X)

  • Gets X spell tokens at the start of each round, but can’t hold more than 6 tokens at once. At any point before attacking, spend as many tokens as the spell’s value to try casting one or more spells (only one try per spell). Roll one die, on 4+ and resolve the effect on a target in line of sight. This model and other casters within 18” in line of sight may spend any number of tokens at the same time before rolling, to give the caster +1/-1 to the roll per token.
  • Note that Casters get spell tokens each round even if they are not on the table (waiting to Ambush for example) and that the Caster’s spells must be picked from their faction.

Counter

  • Strikes first with this weapon when charged, and the charging unit gets -1 total Impact rolls per model with Counter.
  • Example: A model with Impact(3) charges a unit with 1 model that has a Counter, so it only makes 2 Impact rolls.

Deadly(X)

  • Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, and these wounds don’t carry over to other models if the original target is killed.

Fast

  • Models with this special rule move +2” when using Advance and +4” when using Rush/Charge.

Fear(X)

  • Counts as having dealt +X wounds when checking wound effects in melee (must deal at least one wound).
  • Example: A unit with Fear(1) has dealt 1 wound to an enemy in melee, and the enemy rolled a 4, to which we add 1 from the wound and 1 from fear for a total of 6, so the enemy is Knocked Out.

Fearless

  • Whenever a unit where most models have this rule fails a morale test, roll one die. On a 4+ it counts as passed instead.

Flying

  • May move through obstacles, ignores terrain effects when moving, and automatically passes jumping rolls.

Furious

  • When charging, unmodified rolls of 6 to hit in melee deal one extra hit (only the original hit counts as a 6 for special rules).
  • Example: A Furious model with a weapon with 1 Attack and Rending scores one hit on a roll of 6, so it deals two hits, of which only the first counts as having AP(4) because of Rending.

Hero

  • Friendly units within 12” may take morale tests using the hero’s Quality, as long as the hero isn’t Shaken.

Immobile

  • Models with this special rule may only use Hold actions.

Impact(X)

  • Roll X dice when attacking after charging (may not be fatigued), for each 2+ the target takes one hit.

Indirect

  • May target enemies that are not in the line of sight, and ignores cover from sight obstructions, but gets -1 to hit rolls when shooting after moving.

Lance

  • Weapons with this special rule get AP(+2) when charging.

Limited

  • Weapons with this rule may only be used once per game.

Poison

  • This weapon ignores Regeneration, and the target must re-roll unmodified Defense rolls of 6 when blocking hits.
  • Note that a die roll may only be re-rolled once, so if another 6 is rolled after re-rolling Defense, then the hit is blocked.

Regeneration

  • When taking a wound, roll one die. On a 5+ it is ignored.

Relentless

  • When using Hold actions and shooting, unmodified rolls of 6 to hit deal one extra hit (only the original hit counts as a 6 for special rules).
  • Note: Check out the examples from the Furious special rule.

Reliable

  • Models attacks at Quality 2+ with this weapon.
  • Note that Reliable only changes the Quality value, so the roll can still be modified, Fatigue still applies, etc.

Rending

  • This weapon ignores Regeneration, and unmodified results of 6 to hit get AP(4).

Scout

  • May be set aside before deployment. After all other units finish, must be deployed and may move by up to 12”, ignoring terrain. If both players have Scout, roll off to see who goes first, and then alternate deploying units.

Slow

  • Models with this special rule move -2” when using Advance, and -4” when using Rush/Charge.

Stealth

  • Enemies get -1 to hit rolls when shooting at units where all models have this rule from over 9″ away.

Strider

  • May ignore the effects of difficult terrain when moving, and only needs 2+ to pass jumping rolls.

Tough(X)

  • This model only rolls to check for wound effects once it has taken at least X wounds and is only Knocked Out on rolls of 5+X or more.
  • Example: A model with Tough(3) only rolls for wound effects once it has taken 3 wounds or more, and is Knocked Out on rolls of 8+.

Command Groups

  • When preparing your army, each army may only have one model with one of the following upgrades.
  • Sergeant: This model gets +1 to hit when attacking.
  • Musician: This model and its unit get +1” when taking move actions (Advance, Rush, or Charge).
  • Banner: This model and its unit get +1 on the morale test rolls.

Special Movement Pushing

  • Whenever a model rolls a Shaken result, the attacker may try to push it. Roll one die, and on a 4+ the attacker may move the model by up to 2” in any direction.

Jumping

  • Models may cross 1” gaps or drop off 3” of elevation as regular movement, but they must jump to cross gaps or drop off the elevation of up to 6”. Roll X+1 dice, trying to score 3+, where X is one die for every full 3” the model wants to move. If all rolls are successes, then the model may cross the distance, without counting it towards its move. If any roll is failed, then the model falls instead.
  • Example: A unit of two models wants to jump down 4” of elevation, so each model must roll 2 dice, trying to score 3+.

Falling

  • If a model falls or is pushed off an elevated position at least 2” tall, it takes 1 hit with AP(X), where X is AP(1) for every full 3” it fell.
  • Then place the model within 2” of the bottom, and its activation ends immediately.
  • For units with multiple models, falling kills the model instead, until only one last model remains, which falls normally.
  • Example: A unit of two models has fallen 4” of elevation, so one model is killed, and the other takes 1 hit with AP(1).

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