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AoF - Basic Rulebook v2.1

The document is the full rulebook for the Age of Fantasy miniatures game. It provides an introduction to the game and its mechanics which are designed to be easy to learn. It also includes a beginner's guide that covers core concepts like units, stats, and testing to help new players get started with the hobby.

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100% found this document useful (1 vote)
63 views

AoF - Basic Rulebook v2.1

The document is the full rulebook for the Age of Fantasy miniatures game. It provides an introduction to the game and its mechanics which are designed to be easy to learn. It also includes a beginner's guide that covers core concepts like units, stats, and testing to help new players get started with the hobby.

Uploaded by

Singis
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Age of Fantasy v2.

1 – Full Rulebook
by Gaetano Ferrara (www.onepagerules.com)

Introduction About OPR


Age of Fantasy is a single-page miniatures game set in a dark OPR (onepagerules) is the home of many free games which
magical world, which is played using 28mm miniatures. are designed to be fast to learn and easy to play. This project
was made by gamers for games and it can only exist thanks to
The game mechanics are designed to be easy to learn but the generous support of our awesome community!
hard to master, bringing engaging battles for new players and
veterans alike. If you’d like to support the continued development of our
games you can donate on patreon.com/onepagerules.
Full Rulebook Content
Find more of our games at onepagerules.com.
Beginner’s Guide (pg.3 – pg.13)
Join the community by following us here:
Single-paged rulesets have one inherent flaw: they are
 Facebook: facebook.com/onepagerules
written with the assumption that players already have
 Reddit: reddit.com/r/onepagerules
experience with miniature wargames. Whilst this means that
 Twitter: twitter.com/OnePageRules
we get to stuff all of this gaming goodness in a tiny package, it
also means that anyone that is new to the hobby is going to If you want to give us your feedback or have any questions
have a hard time understanding how to play. feel free to contact us:

In order to not leave beginners behind we have written this  Forum: onepagerules.proboards.com
guide, which goes over everything you need to know about  E-Mail: [email protected]
the game in detail. This should serve as a great starting point
into the hobby, as most of the concepts you will find in this Thank you for playing and happy wargaming!
guide are common across all miniature wargames.
Gaetano Ferrara (onepageanon)
For those of you that are already veterans of the hobby this
guide will be pretty redundant, so you can easily skip it.

Want more Age of Fantasy?

If you like Age of Fantasy and would like to support us in


making more awesome content, please consider donating to
us on patreon.com/onepagerules and enjoy these perks:

Full Rulebook – The full rulebook contains a ton of additional


rules for extra missions, battlefield conditions, special terrain
and objectives, random events, solid buildings, multi-player
games and how to play apocalyptic games.

Point Calculation System – The point calculation system gives


you the ability to create your own custom units and armies
from scratch so that you can use all types of miniatures.
Beginner’s Guide

Unit Stats & Quality Tests


General Principles
Units come with a variety of statistics that define who they are
The Most Important Rule
and what they can do. These are:
When playing a complex game there are going to be occasions
 Name [Size]: The name of the unit, and how many
where a situation is not covered by the rules, or a rule does not
models are in it.
seem quite right. When that is the case use common sense and
 Quality: How good the unit is in combat.
personal preference to resolve the situation.
 Defense: How well protected the unit is.
If however you and your opponent cannot agree on how to  Equipment: Any weapons and gear the unit has.
solve a situation, use the following method in the interest of  Special Rules: Any special rules the unit has.
time. Roll one die, on a result of 1-3 player A decides, and on a  Upgrades: What upgrades list the unit has access to.
result of 4-6 player B decides. This decision then applies for the  Cost: How much it costs to take this unit.
rest of the match, and once the game is over you can continue
to discuss the finer details of the rules. During the game you will be required to take Quality tests in
order to see if a unit succeeds at doing various things, from
Scale Conventions hitting its target to blocking incoming damage.

This game was written to be played with 28mm heroic-scale Whenever a rule states that a unit must take a Quality test roll
miniatures in mind. These miniatures are mounted on round one die. If you score the units Quality value or higher, then it
bases of various sizes, and we recommend always mounting counts as successful, else it counts as failed.
your miniatures on whichever bases they come on.
Example: An Infantryman (Quality 5+) must take three Quality
That being said here is a list of general guidelines for base sizes: tests. The player rolls three dice trying to score its Quality value
of 5+ and rolls a 4, 5 and 6. This means that the Infantryman
 Infantry – 28mm Round to 40mm Round gets two successes (the 5 and the 6), and one fail (the 4).
 Cavalry & Beasts – 25mm x 70mm Round
 Monsters & Chariots – 60mm Round Dice
 Artillery – Not mounted on a base
To play the game you are going to need some six-sided dice,
Models & Units which we will refer to as D6 (Die with Six Sides). Depending on
how many models you are playing with we recommend having
In the rules individual miniatures are referred to as “models”, 10 to 20 dice to keep things fast and simple.
whilst groups of one or more models are referred to as “units”.
Sometimes the rules will refer to different types of dice, for
This means that when a rule applies to a “unit” it applies to all example D3, 2D6 and D6+1. There are many types of dice, but
miniatures within that unit, whilst if a rule applies to a “model” the notation remains the same, so you can apply the following
it only applies to one individual miniature. explanations to all type of weird dice you come across:

 D3 (Die with Three Sides). To use it simply roll a D6


and halve the result, rounding up.
 2D6 (Two Dice with Six Sides). To use it simply roll two
D6 and sum the results of both dice.
 D6+1 (Die with Six Sides plus One). To use it simply
roll a D6 and add 1 to the result.
Beginner’s Guide

Re-Rolls & Roll-Offs Measuring Distances

Whenever a rule tells you to re-roll, simply pick up the number To play the game you are going to need a ruler in inches which
of dice you are allowed to re-roll and roll them again. The you may use to measure distances at any time. Distances are
result of the second roll is the final result, even if it’s worse usually measured from a models base, and if a model has no
than the first. A die roll may only be re-rolled once, regardless base simply use the closest part of its hull or torso.
of how many special rules may apply to it.
When measuring how far a model can move always measure so
Whenever a rule tells you to roll-off, all players involved in the that no part of its base moves further than the total distance.
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.

Modifiers

Throughout the game you are going to encounter several rules


that apply modifiers to your 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. Note that 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 Battle Brother (Quality 3+) must take three Quality


The distance between two models is measured from/to the
tests with a modifier of -1. The player rolls three dice trying to
closest point of their bases. The distance between two units is
score its Quality value of 3+ and rolls a 2, a 3 and a 4. Because
measured from/to the closest models in the two units.
of the modifier the final result is a 1, a 2 and a 3. This means
that the Battle Brother gets one success (the 3), and two fails
(the 1 and the 2).

Ranged & Melee Weapons

Weapons are separated into two categories, ranged weapons


and melee weapons. Ranged weapons have a ranged value and
can be used for shooting. Melee weapons don’t have a range
value and can be used in melee.

Weapon Profiles

Weapons profiles are listed directly on the unit’s card and are
represented like this:

 Name (Range, Attacks, Special Rules)

Example: Gatling Rifle (24”, A3, AP(1))


Beginner’s Guide

Line of Sight

Sometimes during the game you will need to determine


whether one of your models can see another model. Unless
stated otherwise a model can see in all directions, regardless of
where the miniature is actually facing.

To determine line of sight simply draw a straight line from one


models base to the other, and if it does not pass through any
solid obstacle then the model has line of sight. For the purpose
of determining line of sight a model may ignore friendly models
in its own unit.

Example: In the image above the white models have line of


sight of the black models at the bottom and to the right,
however they don’t have line of sight of the models on the left
which are behind a wall. Note that because the models on the
right are in a forest they count as being in cover.
Beginner’s Guide

The Mission
Preparation
After the armies have been deployed you need to set up D3+2
Preparing the Battlefield
objective markers on the table.
You are going to need a flat 6’x4’ surface to play on, which is
The players roll-off, and the winner picks who places the first
often referred to as “the table”. Whilst we recommend playing
objective marker. Then the players alternate in placing one
on a table you can of course play on the floor, on a bed, or
marker each outside of the deployment zones, and over 9”
wherever else you may find yourself.
away from other markers.
Then you are going to need to place at least 5 pieces of terrain
Units that are within 3” of a marker whilst no enemy unit is
on the table (we recommend using 10 or more). Whilst it’s
within 3” of the same marker count as having seized it. Units
always nice to play with great looking miniature terrain models,
that are Wavering can’t seize objective markers or stop other
you can simply use household items such as books or cups as
units from seizing markers.
terrain pieces.
After 4 rounds have been played the game ends. The player
There are no specific rules on how you should place the terrain,
that managed to seize most markers wins.
so we recommend trying to set up the table in such a way that
it will provide a balanced playing field for everyone.

Preparing your Army

Before the game begins you and your opponent are going to
have to agree on what size of game you want to play. For a
start we recommend playing with armies worth 750pts.

Once you have gotten familiar with the game you can start
playing with bigger armies, however note that the game will
also take longer to play.

Combined Units

When preparing your army you may merge units by deploying


two copies of the same unit as a single big unit, as long as any
upgrades that affect all models in the unit are bought for both.

Example: A unit of 10 Infantrymen with Hand Weapons cannot


be merged with a unit of 10 Infantrymen with Spears, because
they have two different upgrades that affect all models.

Deploying Armies

Once the table has been set up the players roll-off, and the
winner gets to deploy first. He first chooses one long table edge
to deploy on, and then places one unit within 12” of his table
edge. Once he is done the opposing player places one unit
within 12” of the opposite table edge. Then the players
continue alternating until all units have been deployed.
Beginner’s Guide

Playing the Game Movement


Rounds & Turns Unit Coherency

The game is divided into rounds and turns. Each round is made Units that are made of two or more models must maintain
of player turns. Each player turn is made of one activation. coherency at all times. All members of the unit must remain
within 2” of at least one other member at all times, and must
Game Structure remain within 6” of all other members at all times.
After both players have deployed their armies the game starts, If a model is not in coherency with its unit at the beginning of
and the player that won the deployment roll-off goes first. its activation, then you must take an action so that the model
gets back into coherency.
The player activates one of his units that is not activated, and
takes an action. Then his turn ends and the opposing player
does the same. This continues until all units have activated, at
which point the round ends and a new one begins.

At the beginning of each new round the player that finished


activating first in the previous round goes first. This continues
until 4 full rounds have been played, and then the game ends.

Activation
Activating Units

The player whose turn it is may activate one unit that has not
activated yet, and take one action. Here is a summary of all
available actions and what they allow a unit to do:

 Hold – The unit may not move, and it may shoot.


 Advance – The unit may move up to 6”, and it may
shoot after having moved. Advancing & Rushing
 Rush – The unit may move up to 12”, and it may not
shoot at any point. Units may move and turn in any direction regardless of their
 Charge – The unit may move up to 12” to get into base facing, and they may move by up to as many inches as the
contact with the enemy, and it may not shoot at any action they are taking allows. Units may not move within 1” of
point. Note that units may only use charge actions if other units (friendly or enemy) when advancing and rushing.
their move would bring at least one model into base
Charging
contact with the target.
Units may move within 1” of enemy units when using charge
actions, however this is a little more complex and will be
explained in the melee section. Note that units may only use
charge actions if their move would bring at least one model
into base contact with the target.
Beginner’s Guide

Determine Attacks
Shooting
Each weapon that is being fired has an Attack value, which
Picking Targets
represnts its firepower. Sum the attacks from the weapons of
When shooting a unit must pick one valid target, and all models all models that can shoot at the target to determine how many
in the unit may shoot at it. If at least one model in the unit has attacks the unit has in total for this shooting.
line of sight to an enemy unit and has a weapon that is within
Example: A unit of Marksmen is shooting at a unit of Orcs.
range of that unit, then that enemy is a valid target.
Three Marksmen armed with Bows (Attack 1) are within range
Who can Shoot and line of sight of the Orcs, which means the unit has a total of
3 attacks for this shooting.
All models in a unit that have line of sight to an enemy unit and
that have a weapon that is within range of that unit may fire. Roll to Hit
Remember that for the purpose of line of sight you may ignore
After having determined how many attacks the unit has, take
friendly models from your unit.
as many Quality tests as attacks. Each successful roll counts as
a hit, and all failed rolls are discarded.

Example: Three Marksmen (Quality 5+) are shooting at a unit of


Orcs. They take three Quality tests and roll a 4, a 5 and a 6. This
means that the Marksmen score 2 hits on the Orcs.

Roll to Block

For every hit the target has to take a Quality test. Each success
counts as a block, and all failed rolls count as wounds.

Example: A unit of Orcs (Defense 4+) has taken two hits. They
roll two dice and get a 3 and a 4. This means that the Orcs have
blocked 1 hit and taken 1 wound.

Wounds & Casualties

For every wound the opposing player must remove one model
Example: In the image above only the three white models in the from the target unit. The defender may remove the models in
middle can shoot at the black models. The model at the top is in any order, keeping unit coherency in mind.
range but has no line of sight, whilst the model at the bottom is
out of range.

Multiple Weapon Types

If a shooting unit has multiple weapon types, then you may


separate each weapon type into a weapon group. Then you
may fire each group at a different target.

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


Rifle. Since it has two weapon types the Marksmen can fire all
the Bows at a nearby Orc unit and its Gatling Rifle at an enemy
Boar Chariot.
Beginner’s Guide

Determine Attacks
Melee
Each weapon that is being used in melee has an Attack value,
Picking Targets
which represents its strength. Sum the attacks from the melee
When charging a unit must pick one valid target, and all models weapons of all models that can attack the target to determine
in the unit must charge it. If at least one model in the unit is how many attacks the unit has in total for this melee.
within 12” of an enemy unit, and has a clear path to it, then
Example: A unit of Infantrymen is charging at a unit of Orcs. Six
that enemy is a valid target.
Infantrymen armed with Hand Weapons (Attack 1) are within
Charge Moves range of the Orcs, which means the unit has a total of 6 attacks
for this melee.
To charge simply move the chargers by up to 12” to get into
base contact with an enemy model from the target unit, or as Roll to Hit
close as possible to an enemy model from the target unit,
After having determined how many attacks the unit has, take
keeping unit coherency in mind.
as many Quality tests as attacks. Each successful roll counts as
Once all charging models have moved, then all models from a hit, and all failed rolls are discarded.
the target unit that are not in base contact with a charging
Example: Six Infantrymen (Quality 5+) are charging a unit of
model move by up to 3” to get into base contact with a
Orcs. They take six Quality tests and roll two 4’s, two 5’s and
charging model, or as close to a charging model as possible,
two 6’s. This means that the Infantrymen score 4 hits on the
keeping unit coherency in mind.
Orcs.

Roll to Block

For every hit the target has to take a Quality test. Each success
counts as a block, and all failed rolls count as wounds.

Example: A unit of Orcs (Defense 4+) has taken four hits. They
roll four dice and get two 3’s and two 4’s. This means that the
Orcs have blocked 2 hits and have taken 2 wounds.

Wounds & Casualties

For every wound caused the opposing player must remove one
model from the target unit. The opposing player may remove
Who can Strike the models in any order, keeping unit coherency in mind.

All models in a unit that are in base contact with an enemy Return Strikes
model from the target unit, or that are within 2” of a model
from the target unit may attack with all their melee weapons. Once all charging models that were able to attack have done
so, the defending unit gets to strike back. This works the same
way as it did for the charging unit, so the defending unit sees
who can strike, determines attacks, rolls to hit, the attacker
rolls to block and then removes casualties.
Beginner’s Guide

Combat Resolution
Morale
Once the defender has struck back, we determine who won the
When to Test
melee. Each unit sums the total amount of wounds that it
caused, and compares it with his opponent. As units take casualties in battle their psychological well-being
will deteriorate, and they will become pinned or flee the
If a unit has caused more wounds than the other, then that unit
battlefield. There are two main times when a unit must take a
counts as the winner. The opposing unit counts as the loser,
morale test to see if it continues to fight effectively:
and must then take a morale test. Note that in melee only the
loser takes a morale test regardless of casualties.  Whenever a wound brings it down to half of its
original starting size or tough value.
If the units are tied in how many wounds they caused, or
neither unit causes any wounds, then the combat is a tie, and  Whenever it loses melee.
neither unit must take a morale test.
Example: A unit of Marksmen shoots at a unit of 10 Orcs and
Example: A unit of Infantrymen is charging a unit of Orcs. The manages to kill 5 models. Since half of the Orcs were killed the
Infantrymen managed to inflict 2 wounds in that melee, whilst unit must take a morale test.
the Orcs only managed to cause 1 wound. Because the
Taking Morale Tests
Infantrymen caused more wounds than the Orcs, the
Infantrymen win the melee. The Orcs are going to have to take To take a morale test the affected unit simply takes one Quality
a morale test because they lost the melee. test. If the roll is successful nothing happens, however if the
roll is unsuccessful then there are different results based on
Consolidation Moves
the situation the unit is in:
After determining who won the combat, the charging unit
 If the unit has taken the morale test because it lost
makes consolidation moves.
half of its models, then it is Wavering.
If either unit was completely destroyed, either by removing all  If the unit has taken the morale test because it lost in
models as casualties or by routing due to a failed morale test, melee, and it still has more than half as many models
then the other unit may move by up to 3”. as it started the game with, then it is Wavering.
 If the unit has taken the morale test because it lost in
If the defending unit was not completely destroyed, then the melee, and it has half as many models as it started the
charging unit must move back by 1”, separating itself from the game with or less, then it Routs.
defending unit.
Wavering Units

Wavering units have -1 to their attack rolls in melee for as long


as they are wavering. Wavering units must spend their next
activation being idle, which recovers them from wavering.

Routed Units

Units that rout have lost all hope and flee the battle. The unit is
removed from play as a casualty.

Example: A unit of 10 Orcs has lost 5 models in melee and must


take a morale test. The unit fails its morale test and routs,
because it only has half as many models as it started with.
Beginner’s Guide

Difficult Terrain
Terrain
Example: Woods, Mud, Rivers
Terrain Rules
Terrain features that would generally slow down a models
When setting up terrain on the table it is important that all
movement count as difficult terrain. If any model of a unit
players take a moment to agree on what type of terrain each
moves through difficult terrain at any point of its move, the
piece of terrain is defined as. This will make sure that you do
unit may not move more than 6” for that movement.
not have any misunderstandings during your game, and that
things can proceed quickly and smoothly. Dangerous Terrain

Open Terrain Example: Quicksand, Lava Pools, Deadly Vegetation

Example: Grass Fields, Dirt Roads, Streets Terrain features that would generally harm models count as
dangerous terrain. If a unit moves through dangerous terrain
Any surface that is not specifically defined as a type of terrain
you must roll one die for each model that moved into or across
(such as a forest, building, river, etc.) counts as open terrain.
the dangerous terrain. For each 1 you roll the unit takes one
Units in open terrain are not affected by any special rules, and
automatic wound.
any rules that affect terrain do not apply to open terrain.

Impassable Terrain

Example: Mountains, Canyons, Deep Water

Any surface that is not specifically defined as a type of terrain,


and that would generally stop models from moving through,
counts as impassable terrain. Units may not move into or
through impassable terrain.

Cover Terrain

Example: Forests, Ruins, Fences

Terrain features that models can hide behind or that would


generally stop bullets count as cover terrain. If the majority of
models in a unit are within or behind a piece of cover terrain,
then enemy units shooting at it get -1 to their shooting rolls.
Beginner’s Guide

Flying
Special Rules
Units with this special rule may move through other units and
Rule Priority
impassable terrain, and they may ignore terrain effects.
Units come with a variety of special rules that affect the way
Furious
they behave during the game, and that sometimes modify the
standard rules. Whenever a special rule is in effect it takes Whenever a model with this special rule charges an enemy unit
precedence to the standard rules. it must take one Quality test. If it’s successful the target takes 1
automatic hit.
Additionally, unless specified otherwise, multiple instances of
the same special rule are not cumulative. Different special rules Hero
that have the same effect however are cumulative.
Models with this special rule may be deployed as part of one
Ambush other friendly unit at the beginning of the game. When rolling
for Defense or Morale use the value of the majority of models
You may choose not to deploy a model with this special rule
in the hero’s unit.
with your army, and instead keep it off the table in reserve. At
the beginning of any round after the first you may place the Immobile
model anywhere on the table over 12” away from enemy units.
If both players have units with ambush the players must roll-off Units with this special rule may never move regardless of which
to see who deploys first. action they take, and they can’t charge.

Artillery Impact(X)

This unit gets +2 to defense rolls against ranged attacks. Units with this special rule that use Charge actions deal X
automatic hits per model with this special rule.
Command Group
Regeneration
Units with this special rule get a bonus to melee results when
determining who wins the combat. See the command groups Whenever a unit with this special rule takes wounds, roll one
section for more details. die for each wound. On a 5+ the wound is ignored.

Fast Scout

Units with this special rule move 9” when using Advance Models with this special rule are deployed after all other units
actions and 18” when using Rush or Charge actions. without this special rule have been deployed. This model may
be deployed anywhere on the table over 12” away from enemy
Fear(X) units. If both players have units with this special rule they must
roll-off to see who starts deploying their units with this special
Whenever enemies fight a model with this special rule in melee
rule first.
they must take X morale tests (for each model with this rule).
For each failed morale test one model in the enemy unit picked Slow
by the defender gets -1 to its melee rolls. This effect can’t be
stacked (so it’s always -1 and not more). Units with this special rule move 4” when using Advance
actions and 8” when using Rush or Charge actions.
Fearless
Stealth
Whenever a unit with this special rule is Wavering roll one die,
on a 4+ it immediately stops being Wavering. Enemy units targeting units with this special rule get -1 to their
shooting rolls.
Fire Breath
Strider
Once per round models with this special rule may either deal
D6 automatic hits with AP(1) when fighting in melee or to one Units with this special rule treat difficult terrain as open terrain
enemy unit within 12” when shooting. when moving (may move more than 6”).
Beginner’s Guide

Tough(X)
Weapon Special Rules
Models with this special rule must accumulate X wounds
AP(X)
before being removed as a casualty. If a unit with this special
rule joins a unit without it, then you must remove regular Whenever enemy units that take hits from a weapon with this
models as casualties before starting to accumulate wounds on special rule they get -X to their Defense rolls.
the unit with this special rule. When a unit with multiple
models with this special rule takes wounds you must first Blast(X)
accumulate them on a single model unit it is killed before you
start accumulating them on another model. Weapons with this special rule multiply their hits by X.

Wizard(X) Deadly(X)

Models with this special rule may cast one spell at any point Whenever enemy models take hits from a weapon with this
during their activation. See the wizard special rules section for special rule they multiply the wounds by X.
more details on how to cast spells.
Indirect

Wizard Special Rules Weapons with this special rule may be fired at enemies that
are not within line of sight, however when fired at targets not
Casting Spells within line of sight they count as being in cover.

To cast a spell first pick one of them from the wizard’s army Phalanx
and then roll D6, adding +X to the result. If the total is equal to
or higher than the number in brackets, then you may resolve Whenever an enemy unit charges a unit with this special rule
the spell’s effects. that unit must take a Dangerous Terrain test before attacking.

Blocking Spells Note that the unit must only take up to as many tests as
models with the Phalanx rule in the unit.
Whenever an enemy wizard within 12” of one of your own
wizards tries to cast a spell, you may try to block it. Roll D6 at Poison
the same time as the casting wizard, and if your result is higher
Whenever a unit using a weapon with this special rule hits on a
then the spell’s effects are not resolved.
roll of 6 it causes one extra hit.

Command Groups Rending

Command groups are unit upgrades that provide a bonus to Whenever a unit using a weapon with this special rule hits on a
melee results. At the end of melee the unit counts as having roll of 6 that hit can only be blocked on a roll of 6+.
caused +D3 wounds when trying to determine who must take a
morale test for losing. Sniper

To visually represent that a unit has a command group in it you Models firing weapons with this special rule count as having
can add one or more models such as sergeants, musicians and Quality 2+ when shooting it. This weapon ignores cover, and
battle standards to the unit. the attacker may pick which model from the target unit is hit.

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