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AoFS - Basic Rulebook v2.12

Age of Fantasy: Skirmish is a miniature wargame set in a dark magical world, designed for 28mm miniatures with easy-to-learn mechanics for both new and experienced players. The rulebook includes sections on basic rules, advanced rules, and total conversions, with the basic rules available for free and additional content on Patreon. Players engage in tactical battles using units with various statistics, actions, and terrain, aiming to seize objectives and complete missions over a structured game round format.

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0% found this document useful (0 votes)
9 views

AoFS - Basic Rulebook v2.12

Age of Fantasy: Skirmish is a miniature wargame set in a dark magical world, designed for 28mm miniatures with easy-to-learn mechanics for both new and experienced players. The rulebook includes sections on basic rules, advanced rules, and total conversions, with the basic rules available for free and additional content on Patreon. Players engage in tactical battles using units with various statistics, actions, and terrain, aiming to seize objectives and complete missions over a structured game round format.

Uploaded by

delta733
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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1

AGE OF FANTASY: SKIRMISH v2.12

Introduction Contents
Age of Fantasy: Skirmish is a miniature wargame set in a dark Basic Rules........................................................................................ 3
magical world, which is played using 28mm miniatures.
General Principles............................................................. 3
The game mechanics are designed to be easy to learn but hard
Preparation ........................................................................ 5
to master, bringing engaging fantasy battles for new and
experienced players alike. Playing the Game.............................................................. 6

This rulebook is divided into 3 sections: Movement .......................................................................... 7

• Basic Rules - Everything you need to play the game, Shooting ............................................................................. 8
with plenty of diagrams and examples. Melee ................................................................................ 10
• Advanced Rules - Extra rules that you can on top of
the basic rules to spice up the game. Morale .............................................................................. 12
• Total Conversions - Rules that radically modify the Terrain .............................................................................. 13
base rules and provide a new experience.
Special Rules .................................................................... 15
This basic version of the rulebook only contains the first basic
rules section, whilst the rest is available exclusively as part of Advanced Rules ............................................................................. 17
the full rulebook on patreon.com/onepagerules. Terrain Placement ........................................................... 17

About OPR Deployment Styles .......................................................... 18

OPR (www.onepagerules.com) is the home of many free games Extra Missions ................................................................. 19
which are designed to be fast to learn and easy to play.
Side-Missions .................................................................. 20
This project was made by gamers for gamers and it can only
Extra Actions ................................................................... 21
exist thanks to the support of our awesome community.
Random Events ............................................................... 22
If you’d like to support the continued development of our
games you can donate on patreon.com/onepagerules. Battlefield Conditions .................................................... 23

Thank you for playing! Terrain & Objective Effects ............................................ 24

Total Conversions ......................................................................... 25

Fog of War ....................................................................... 25

Tactical Phase .................................................................. 26

Command Points ............................................................ 27

Critical Hits...................................................................... 28

Fatigue.............................................................................. 29

City Fighting.................................................................... 30

Multiplayer Games ......................................................... 31

Kitchen Table Games...................................................... 32

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

2
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 for example you can use different
Roll one die, on a result of 1-3 player A decides, and on a result
colors for each weapon, and then roll them all at once.
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 Sometimes the rules will refer to different types of dice, for
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 type of weird dice you come across.
This game was written to be played with 28mm heroic-scale • D3: To use these dice simply roll a D6 and halve the
miniatures in mind, which are mounted on round bases.
result, rounding up.
These bases come in various sizes, and we recommend you • 2D6: To use these dice simply roll two D6 and sum
always mount miniatures on the bases they come with. the results of both dice.
• D6+1: To use these dice simply roll a D6 and add 1
Here are some general guidelines for base sizes:
to the result.
• Infantry: 20mm to 40mm
Re-Rolls
• Cavalry & Beasts: 25mm x 50mm
• Monsters & Chariots: 50mm x 100mm Whenever a rule tells you to re-roll a dice result, simply pick
• Artillery: Not mounted on a base 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
Note that overall the base size that you use doesn’t matter as
than the first. A die roll may only be re-rolled once, regardless
long as you keep base sizes consistent across all models.
of how many rules apply to it.
Models & Units
Roll-Offs
In the rules individual miniatures are referred to as models,
Whenever a rule tells you to roll-off, all players involved in the
whilst groups of one or more models are referred to as units.
roll-off must roll one die, and then compare their results. The
This means that when a rule applies to a unit it applies to all player with the highest result wins the roll-off, and in the event
miniatures within that unit, whilst if a rule applies to a model it of a tie the players must re-roll until there is a winner.
only applies to one individual miniature.
Quality Tests
Unit Stats
During the game you will be required to take Quality tests in
Units come with a variety of statistics that define who they are order to see if a unit succeeds at doing various things such as
and what they can do. hitting its targets or passing morale tests.
• Name [Size]: The name and number of models. Whenever a rule states that a unit must take a Quality test roll
• Quality: The score needed for attacks and morale. one die. If you score the unit’s Quality value or higher, then it
• Defense: The score needed for defense. counts as a success, else it counts as a fail.
• Equipment: Any weapons and gear the unit has.
Example: A model with Quality 4+ must take three Quality tests.
• Special Rules: Any special rules the unit has.
The player rolls three dice and scores a 3, a 4 and a 5. This means that
• Upgrades: What upgrade lists it has access to.
the model gets two successes (the 4 and the 5), and one fail (the 3).
• Cost: How many points it costs to take this unit.

3
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.

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.
Because of the modifier the final result is a 2, a 3 and a 4. This means
that the model gets one success (the 4), and two fails (the 2 and the 3).

Weapons
All weapons in the game are separated into two categories:
ranged weapons and melee weapons. Ranged weapons have a
ranged 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:


Note that whilst all examples here show round bases these
• Name (Range, Attacks, Special Rules) movement restrictions apply in the same way to models on
bases of different shape or models without a base.
Example: Heavy Rifle (24”, A1, AP(1))
Line of Sight
Measuring Distances
Unless stated otherwise, models can see in all directions,
To play the game you are going to need a ruler marked in
regardless of where the miniature is actually facing.
inches which you may use to measure distances at any time.
To determine if a model has line of sight to another model
Distances are usually measured from a model’s base, however
simply draw a straight line from one mode’s base to the other
if a model has no base then all distances are measured from its
and if the line doesn’t pass through any solid obstacle then it
hull or torso.
has line of sight.
When measuring the distance between two models you always
For the purpose of determining line of sight a model may
measure from/to the closest point of their bases.
always ignore friendly models from its own unit.
When measuring the distance between two units you always
measure from/to the closest model in each unit.

4
PREPARATION
Preparing the Battlefield
You are going to need a flat 4’x4’ surface to play on, which is
usually referred to by us as “the battlefield” or “the table”.

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 15 pieces of terrain on it, though we recommend
using 20 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 pieces.

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.
Deploying Armies
Placing Objectives
Once the mission has been set up the players roll-off and the
After the table has been prepared you and your opponent must
winner must start deploying his army first.
set up D3+2 objective markers on the battlefield.
The winning player first chooses one table edge to deploy on
The players roll-off and the winner picks who places the first
and then places one unit fully within 12” of his table edge.
objective marker. Then the players alternate in placing one
marker each outside of the deployment zones, and over 9” Once he is done then the opposing player places one unit fully
away from other markers. within 12” of the opposite table edge.

The Mission Then the players continue alternating in placing one unit each
until all units have been deployed.
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, however


Stunned units can’t seize or stop others from seizing them.

If units from both sides contest a marker at the end of a round


then it becomes neutral.

After 4 rounds have been played the game ends and the player
that managed to seize 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 250pts


each and once you have gotten familiar with the game you can
start playing with bigger armies.

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.

5
PLAYING THE GAME
Rounds, Turns & Activations
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.

Game Structure
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 his turn the player picks a unit that has not been
activated yet and activates it by performing an action.

Once the action has been taken his 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 may 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: The unit may shoot.


• Advance: The unit moves by up to 6” and may
only shoot after moving.
• Rush: The unit moves by up to 12” but it may not
shoot at any point.
• Charge: The unit moves by up to 12” to get into
base contact with the enemy but it may not shoot at
any point. Note that units may only use charge
actions if at least one model is able to get into base
contact with the target.

6
MOVEMENT
Unit Coherency Dropping
Units that consist of two or more models must always maintain Models may drop off steep elevation up to 6” high instead of
unit coherency. climbing down. Roll X+1 dice trying to score 3+, where X is one
die for every full 3” it drops. If all rolls are successes you may
All models in the unit must stay within 2” of at least one other
place the model within 2” of the bottom and continue moving
model at all times, and all models must stay within 6” of all
without counting elevation. If any roll is failed the model falls
other models at all times.
down instead (see below).

Leaping
Models may leap off steep elevation up to 6” high onto
enemies within 2” of the bottom. Roll X+1 dice trying to score
3+, where X is one die for every full 3” it drops. If all rolls are
successes you may place the model in contact with the target
and deal as many automatic hits as dice rolled. If any roll is
failed the model falls down instead (see below).

Jumping
Models may cross gaps up to 1” wide as if they were solid
ground, however they must jump to cross gaps up to 6” wide.
Roll X+1 dice trying to score 3+, where X is one die for every
full 3” it jumps. If all rolls are successes the model may move
across the gap as if it was solid ground. If any roll is failed the
model falls down instead (see below).

Falling
If a model is not in coherency with its unit at the beginning of If a model falls or is pushed off an elevated position at least 2”
its activation then you must take an action so that the model tall, then it takes 1 hit with AP(1+X), where X is AP(+1) for
gets back into coherency. every full 3” it fell. Then place the model Stunned within 2” of
the bottom of the elevation.
Holding
When taking a Hold action the models in the unit may not
move or turn in any direction.

Advancing
When taking an Advance 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 move
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.

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 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.

7
SHOOTING
Picking Targets Area Shooting
When taking a Shooting action a unit must pick one valid When firing weapons with multiple attacks, models may split
target and all models in the unit may shoot at it. their attacks as evenly as possible between all enemy units
within 3” of a single model, with the defending player picking
If at least one model in the unit has line of sight to an enemy
which models are targeted.
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 line of sight to the target unit and that
have a weapon that is within range of that unit may fire.

For the purpose of determining line of sight a model may


always ignore friendly models from its own unit.

Example: In the image above the Archer shoots at a Skeleton and


splits his attacks among nearby enemies. The model on the right is in
range of the area attack, whilst the model in the corner is not.

Example: In the image above only the Archer 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 line of sight but is out of
range of the Skeletons.

8
The Shooting Sequence 4. Check Wound Effects
Shooting is done in a simple sequence which has to be followed If the target has taken at least one wound, roll one die and add
separately for each weapon group: the number of wound markers to it, and then check to see what
happens to the target:
1. Determine Attacks
2. Roll to Hit • 2-5: Stunned
3. Roll to Block • 6+: Knocked Out
4. Check Wound Effects
Example: A Skeleton has just taken one wound and must now check
1. Determine Attacks its effect. He rolls one die and gets a 5, and adds +1 because it had one
wound. The final result is 6 and so the model is Knocked Out.
Each ranged weapon has an Attack value which represents its
overall firepower. Knocked Out Models
Sum the attack value from the weapons of all models that can Knocked Out models are removed from play as casualties.
shoot at the target to determine how many attacks the unit has
Stunned Models
in total for this shooting.

Example: An Archer is shooting at a Skeleton. He is armed with a Stunned models are placed on their side to show their state,
Bow (Attack 1) and is within range and line of sight of the Skeleton, and they must remain idle during their next activation, after
which means he has a total of 1 attack for this shooting. which they stop being Stunned.

Stunned models automatically fail morale tests and if they take


2. Roll to Hit
any hits from shooting, or are charged again, then they are
After having determined how many attacks the unit has in Knocked Out immediately, without needing to check wounds.
total take as many Quality tests as attacks.
Pushing Stunned Models
Each successful roll counts as a hit and all failed rolls are
discarded with no effect. Whenever a model is Stunned the attacker may try to push it
by rolling one die. On a 4+ the attacker may move the model
Example: The Archer (Quality 5+) is shooting at the nearby Skeleton. by up to 2” in any direction.
He takes one Quality test and rolls a 6. This means that he scored a
total of 1 hit on the Skeleton. Groups & Wounds
3. Roll to Block When a unit with multiple models takes wounds, each wound
kills one model, until only one last model remains. Only the
For every hit that the unit has taken the defending player must last model then accumulates wound markers and rolls to see if
roll one die, trying to score the target unit’s Defense value. it’s Stunned or Knocked Out.
Each success counts as a block and for each failed roll place one Example: A unit of three Goblins has taken three wounds from an
wound marker on the model. attack, so it first removes two models as casualties, and then puts one
Example: The Skeleton (Defense 5+) has taken 1 hit. He rolls one die wound marker on the last model and rolls to check the wound’s effect.
and gets a 4. This means that the Skeleton has taken 1 wound and
must check to see its effects.

9
MELEE
Picking Targets Who Can Strike
When taking a Charge action a unit must pick one valid target All models in a unit that are in base contact with an enemy
and all models in the unit must charge it. model from the target unit or that are within 2” of a model
from the target unit may attack it.
If at least one model in the unit is within 12” of one model from
the target unit and has a clear path to reach it, then that enemy Models may strike with all of their melee weapons and may
is a valid target. only strike at models from the target unit.

Charge Moves
To charge you must move charging models by up to 12” to get
into base contact with an enemy model from the target unit or
as close as possible to an enemy model from the target unit,
maintaining unit coherency.

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 to an enemy model from the
charging unit, maintaining unit coherency.

Area Striking
When striking in melee with multiple attacks, models may split
their attacks as evenly as possible between all enemy units
within 3” of a single model, with the defending player picking
which models are targeted.

Example: In the image above the Infantryman charges a Skeleton and


splits his attacks among nearby enemies. The model on the right is in
range of the area attack, whilst the model in the corner is not.

10
The Melee Sequence 4. Check Wound Effects
Melee is done in a simple sequence which has to be followed If the target has taken at least one wound, roll one die and add
separately for the charging unit and the target unit: the number of wound markers to it, and then check to see what
happens to the target:
1. Determine Attacks
2. Roll to Hit • 2-5: Stunned
3. Roll to Block • 6+: Knocked Out
4. Check Wounds Effects
Example: A Skeleton has just taken one wound and must now check
Determine Attacks its effect. He rolls one die and gets a 5, and adds +1 because it had one
wound. The final result is 6 and so the model is Knocked Out.
Each melee weapon has an Attack value which represents its
overall strength. Knocked Out Models
Sum the attack value from the weapons of all models that can Knocked Out models are removed from play as casualties.
strike at the target to determine how many attacks the unit has
Stunned Models
in total for this melee.

Example: An Infantryman is charging a Skeleton. He is armed with a Stunned models are placed on their side to show their state,
Hand Weapon (Attack 1) and is in range of the Skeleton, which and they must remain idle during their next activation, after
means that he has a total of 1 attack for this melee. which they stop being Stunned.

Stunned models automatically fail morale tests and if they take


2. Roll to Hit
any hits from shooting, or are charged again, then they are
After having determined how many attacks the unit has in Knocked Out immediately, without needing to check wounds.
total take as many Quality tests as attacks.
Pushing Stunned Models
Each successful roll counts as a hit and all failed rolls are
discarded with no effect. Whenever a model is Stunned the attacker may try to push it
by rolling one die. On a 4+ the attacker may move the model
Example: The Infantryman (Quality 5+) is striking at the Skeleton. by up to 2” in any direction.
He takes one Quality test and rolls a 6. This means that he scored a
total of 1 hit. Groups & Wounds
3. Roll to Block When a unit with multiple models takes wounds, each wound
kills one model, until only one last model remains. Only the
For every hit that the unit has taken the defending player must last model then accumulates wound markers and rolls to see if
roll one die, trying to score the target unit’s Defense value. it’s Stunned or Knocked Out.
Each success counts as a block and for each failed roll place one Example: A unit of three Goblins has taken three wounds from an
wound marker on the model attack, so it first removes two models as casualties, and then puts one
Example: The Skeleton (Defense 5+) has taken 1 hit. He rolls one die wound marker on the last model and rolls to check the wound’s effect.
and gets a 4. This means that the Skeleton has taken 1 wound and
Return Strikes
must check to see its effects.
Once all charging models that were able to attack have done so,
the defending unit may choose to strike back (as long as it was
not Stunned by the charging unit).

This works the same way as it did for the charging unit, so the
defending player must simply follow the melee sequence.

After attacking in melee for the first time during a round, either
by charging or by striking back, units only hit on unmodified
rolls of 6 in any subsequent melee until the end of the round.

Consolidation Moves
If the defending unit was not completely destroyed, then the
charging unit must move back by 1” separating itself from the
defending unit.

If either unit was completely destroyed by removing all models


as casualties, then the other unit may move by up to 3”.

11
MORALE
When to Test Routed Units
As armies take casualties their psychological well-being Routed units have lost all hope and are taken captive, flee the
deteriorates and they will flee from the battlefield. battle, or are otherwise rendered ineffective.

There are two times when a unit must take a morale test: Simply remove the entire unit from the game as a casualty.

• Whenever an army is down to half or less of its Example: An army of 5 Humans has lost 3 units and the remaining 2
starting units at the end of a round. units must take a morale test. They each take a morale test and pass,
• Whenever a spell or special rule requires it. so they both get to continue fighting.

Example: An army of Humans 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 to see if they rout.

Taking Morale Tests


To take a morale test the affected unit must simply take one
Quality test and see if it passed.

If the roll is successful nothing happens, however if the roll is


unsuccessful then there are different results based on the
situation that the unit is in:

• If the unit has taken the morale test because its


army was down to half its starting units or less,
then it Routs.
• If the unit has taken the morale test because of a
spell or special rule, then check the spell or rules
descriptions to see what happens.

12
TERRAIN
Terrain Rules Elevation
When setting up terrain all players must agree on what terrain Hills, Rooftops, Cliffs, etc.
type rules each piece of terrain follows.
Any terrain piece that is taller than the surface of the table
This will make sure that you do not have any weird situations counts as elevation.
or misunderstandings during your game, and that things can
When moving onto elevation, simply count the vertical
proceed smoothly.
movement as part of the unit’s regular movement.
Note that each piece of terrain may use multiple terrain type
rules where it makes sense.

Example: A piece of Forest terrain could count both as Cover as well


as Difficult Terrain.

Open Terrain
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.

Units in open terrain are not affected by 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 is not specifically defined as a type of terrain


and that would stop models from moving through it counts as
impassable terrain.

Units may not ever move through impassable terrain under


any circumstances.

13
Cover Terrain Dangerous Terrain
Forests, Ruins, Fences, etc. Quicksand, Lava Pools, Deadly Vegetation, etc.

Terrain features that models can hide in or behind, or that Terrain features that could harm models or outright kill them
could stop projectiles, count as cover terrain. count as dangerous terrain.

If the majority of models in a unit are in or behind a piece of If a model moves in or through dangerous terrain then it must
cover terrain enemy units shooting at it get -1 to their hit rolls. immediately take a dangerous terrain test.

To take a dangerous terrain test roll one die and if the result is
1 the model 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.

Difficult Terrain
Woods, Mud, Rivers, etc.

Terrain features that slow down a model’s movement 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.

14
SPECIAL RULES
Rules Priority Deadly(X)
Most units have one or more special rules that affect the way Whenever a model takes wounds from a weapon with this
they behave and that sometimes go against the standard rules. special rule multiply the amount of wounds suffered by X.

Whenever you come across one of these situations the special Note that wounds suffered by that model don’t carry over to
rule always takes precedence over the standard rules. other models if it dies.

Unless specified otherwise multiple instances of the same Fast


special rule are not cumulative, however different special rules
Units with this special rule move 9” when using Advance
that have the same effect are cumulative.
actions and 18” when using Rush or Charge actions.
Command Groups
Fear
When preparing your army you may only have one of each of
When in melee units with this special rule count as having
the following upgrades (across the entire army).
caused +D3 wounds when checking for wound effects.
Sergeant: One model in the unit gets +1 to hit when shooting
Note that the unit must deal at least 1 wound from regular
or in melee (pick one before the game begins).
attacks to check for wound effects.
Musician / Battle Standard: All friendly units within 6” always
count as having dealt +1 wound when checking for wound
Fearless
effects (must deal at least 1 wound from attacks to apply). Units with this special rule get +1 to their morale test rolls.

Fire Breath
Once per round, models with this special rule may either deal 3
automatic hits with AP(1) when fighting in melee, or to one
enemy unit within 12” when shooting.

Flying
Units with this special rule may move through other units and
impassable terrain and they may ignore terrain effects.

When dropping or leaping they only need to roll 2+ to succeed,


and they may freely jump without having to roll for it.

Furious
Whenever a model with this special rule charges an enemy it
gets +1 attack with a weapon of your choice.

Hero
Ambush
Friendly units within 12” of a model with this special rule may
You may choose not to deploy a model with this special rule
use its quality for morale tests instead of their own, as long as it
with your army but instead keep it off the table in reserve.
is not Stunned.
At the beginning of any round after the first you may place the
Immobile
model anywhere on the table over 9” away from enemy units.
Units with this special rule may never move regardless of
If both players have units with Ambush they must roll-off to
which action they take and they can’t take Charge actions.
see who deploys first, and then alternate in placing them.

AP(X)
Enemy units taking hits from weapons with this special rule
get -X to Defense rolls.

Blast(X)
Whenever enemy units take hits from a weapon with this
special rule they multiply the hits by X, and hits may be split
evenly among all enemy units within 3” of a single model, with
the defender picking how.

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Impact(X)
Whenever a model with this special rule charges it deals X
automatic hits.

Indirect
Weapons with this special rule may shoot at enemies that are
not in line of sight and ignore cover from sight obstructions,
however they get -1 to hit when shooting after moving.
Sniper
Phalanx
Models firing weapons with this special rule count as having
Enemies charging units with this special rule don’t count as Quality 2+ when rolling to hit, and the attacker may pick one
having charged for the purpose of special rules, and they must model from the target unit as its target.
take a Dangerous Terrain test before attacking.
Note that shooting is resolved as if the target was a unit of 1.
Note that the charging unit must only roll up to as many dice
as models with the Phalanx rule in the target unit.
Stealth
Enemies targeting this unit get –1 to hit when shooting at it.
Poison
Whenever you roll an unmodified to hit result of 6 whilst firing
Strider
this weapon that hit is multiplied by 3. Units with this special rule treat Difficult Terrain as Open
Terrain when moving (may move more than 6”).
Regeneration
When dropping, leaping or jumping they only need to roll 2+
Whenever this model takes wounds, roll one die for each. On a
to succeed the action.
5+ the wound is ignored.
Tough(X)
Rending
Models with this special only roll to check wound effects once
Whenever you roll an unmodified to hit result of 6 whilst using
they have taken at least X wound, and are only Knocked Out
this weapon that hit counts as having AP(4) and it ignores the
on rolls of 5+X or more.
Regeneration rule.
When Stunned and charged or hit by shooting, they take one
Scout wound instead of being Knocked Out, unless they already have
After all other units have been deployed models with scout X or more wounds.
may be deployed and then moved by up to 12”, ignoring any Example: A model with Tough(3) only rolls to check wound effects
terrain pieces. once it has taken at least 3 wounds, and then is only Knocked Out on
If both players have units with Scout they must roll-off to see rolls of 8 or more.
who goes first, and then alternate in placing them. Wizard(X)
Slow Models with this special rule may cast one spell at any point
Units with this special rule move 4” when using Advance during their activation before attacking.
actions and 8” when using Rush or Charge actions. To cast a spell select one from the wizard’s army list, pick a
target in line of sight, and roll D6+X. If the result is equal to or
higher than the number in brackets then you may resolve the
spell’s effects.

Spells may target a single unit, or split their hits/wounds or


bonus/penalties evenly among all friendly/enemy units
within 6” of a single model (target picks how).

Enemy wizards within 18” and line of sight may also roll D6+X
at the same time, and if the result is higher than that of the
casting wizard, then the spell’s effects are blocked instead.

Note that each wizard may only either try to cast a spell or try
to block a spell each round.

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• Extra Missions
Thank you for playing!
• Side-Missions
• Extra Actions
• Random Events
• Battlefield Conditions
• Terrain & Objective Effects
• Fog of War Rules
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• Critical Hits Rules
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