Age of Fantasy Special Rules: Difference between revisions

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(Created page with "This page will go over the Special Rules used in Grimdark Future. === Artillery === This model counts as having a 2+ defense against shooting attacks. === Ambush === This model may be kept in reserve instead of deploying. At the start of any round after the first you may place the model anywhere over 9” away from enemy units. If both player have Ambush they roll-off to see who deploys first, and then alternate in placing them. === AP(X) === Targets get -X to Def...")
 
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This page will go over the Special Rules used in [[Grimdark Future]].
This page will go over the Special Rules used in [[Age of Fantasy]] v 3.4.1.
 
=== Artillery ===
This model counts as having a 2+ defense against shooting attacks.


=== Ambush ===
=== Ambush ===
This model may be kept in reserve instead of deploying. At the start of any round after the first you may place the model anywhere over 9” away from enemy units. If both player have Ambush they roll-off to see who deploys first, and then alternate in placing them.
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. Players alternate in placing Ambushers, starting with the player that activates next. Units that deploy via Ambush can’t seize or contest objective markers on the round they deploy.


=== AP(X) ===
=== AP(X) ===
Targets get -X to Defense rolls when blocking hits.
Targets get -X to Defense rolls when blocking hits from weapons with this special rule.


=== Blast(X) ===
=== Blast(X) ===
All hits are multiplied by X. Note that the total number of hits cannot exceed the number of models in a unit, which offers some protection for smaller units with Tough and monsters.
Ignores cover, and after resolving other special rules, each hit is multiplied by X, where X is up to as many hits as models in the target unit.
 
=== 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+ resolve the effect on a target in line of sight. Models within 18” in line of sight of the caster’s unit may spend any number of spell 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 own faction.


=== Command Groups ===
=== Command Groups ===
Many units come with the ability to purchase upgrades for specific models in your army. All of these models stack with each other. However, when building an army for [[Age of Fantasy Skirmish]], you can purchase only one of these models.
Many units in Age of Fantasy can purchase members to a Command Group, which grants you special enhancements to their unit. You can only purchase one of each for the squad.
*'''Sergeant:''' Adds +1 to hit in either melee or shooting, determined when you buy this upgrade.
*'''Sergeant:''' This model gains +1 to hit.
*'''Standard Bearer:''' This unit counts as having dealt +1 wound when fighting in combat.
*'''Musician:''' The unit gains +1" to their movement when using move actions.
*'''Musician:''' This unit counts as having dealt +1 wound when fighting in combat.
*'''Banner:''' The unit gains +1 to any morale rolls.
 
=== Counter ===
Strikes first with this weapon when charged, and the charging unit gets -1 total Impact rolls per model with Counter.


=== Deadly(X) ===
=== Deadly(X) ===
Assign each wound to one model and multiply it by X. Note that these wounds don't carry over to other models if killed.
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.
 
=== Entrenched ===
Enemies get -2 to hit when shooting at models with this special rule from over 9” away, as long as the Entrenched model hasn’t moved since the beginning of its last activation.


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


=== Fear ===
=== Fear(X) ===
Always counts as having dealt +D3 wounds for seeing who won melee.
This model counts as having dealt +X wounds when checking who won melee.


=== Fearless ===
=== Fearless ===
Gets +1 to morale tests.
When this unit fails a morale check, they can re-roll the test but can only pass on a 4+.


=== Flying ===
=== Flying ===
May move through obstacles and may ignore terrain effects.
Whenever a unit where most models have this rule fails a morale test, roll one die. On a 4+ it counts as passed instead.


=== Furious ===
=== Furious ===
Gets +1 attack with a weapon of your choice when charging.
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).


=== Hero ===
=== Hero ===
May be deployed as part of friendly units, and they may use his quality value for morale tests. When taking hits you must use the defense value of the hero’s unit until all non-hero models are killed.
Heroes with up to Tough(6) may deploy as part of one multi- model unit without another Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense until all other models have been killed.
 
* Note that when a Hero joins a unit, they count as part of that unit, so the unit’s size is increased by 1, and even if the hero is the last model remaining, it takes morale tests as the unit. This also means that a hero may never leave its unit or join another.


=== Immobile ===
=== Immobile ===
May never move/charge.
Models with this special rule may only use Hold actions.


=== Impact(X) ===
=== Impact(X) ===
Deals X automatic hits when charging successfully.
Roll X dice when attacking after charging, unless fatigued. For each 2+ the target takes one hit..


=== Indirect ===
=== Indirect ===
May target enemies that are not in line of sight and ignores cover from sight obstructions, but gets -1 to hit rolls when shooting after moving.
Gets -1 to hit rolls when shooting after moving. May target enemies that are not in line of sight as if in line of sight, and ignores cover from sight obstructions.
 
=== Lance ===
When charging, gets +1 to hit rolls and AP(+1) in melee.


=== Phalanx ===
=== Limited ===
An enemy that charges a unit where every model has this rule does not count as having charged for the sake of special rules that trigger from it (e.g. Furious). Charging enemies must also roll a dangerous terrain test, rolling a number of d6s equal to the number of models in this unit.
Weapons with this rule may only be used once per game.


=== Poison ===
=== Poison ===
When rolling an unmodified 6 to hit, that hit is multiplied by 3.
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 ===
=== Regeneration ===
When taking a wound, roll one die. On a 5+ it is ignored.
When taking a wound, roll one die. On a 5+ it is ignored.
* Any hits with Poison or Rending force a penalty to this save.


=== Relentless ===
=== Relentless ===
For each unmodified roll of 6 to hit when shooting, this model may roll 1 extra attack. This rule doesn’t apply to newly generated attacks.
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).
 
=== 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 ===
=== Rending ===
Unmodified rolls of 6 to hit count as having AP(4) and ignore the regeneration rule.
This weapon ignores Regeneration, and unmodified rolls of 6 to hit get AP(4).


=== Scout ===
=== Scout ===
This model may be deployed after all other units, and may then move by up to 12”, ignoring terrain. If both of the players have Scout they roll-off to see who deploys first, and then alternate in placing and moving them.
May be set aside before deployment. After all other units are deployed, must be deployed and may then be placed anywhere within 12” of their position. Players alternate in placing Scout units, starting with the player that activates next.


=== Slow ===
=== Slow ===
-2” to movement when using Advance and -4” when using Rush/Charge.
Models with this special rule move -2” when using Advance, and -4” when using Rush/Charge.


=== Sniper ===
=== Sniper ===
Shoots at Quality 2+, and may pick one model in a unit as its target, which is resolved as if it’s a unit of 1.
Shoots at Quality 2+, and each model with Sniper may pick any model in the target unit as its individual target, which is resolved as if it was a unit of 1. Sniper weapon shooting must be resolved before other weapons.
 
* Note that other models in the target’s unit don’t block line of sight or provide cover to the target model in the unit.


=== Stealth ===
=== Stealth ===
Enemies get -1 to shooting when targeting this unit.
Enemies get -1 to hit rolls when shooting at units where all models have this rule from over 9" away.


=== Strider ===
=== Strider ===
This model may ignore the effects of difficult terrain
May ignore the effects of difficult terrain when moving.


=== Tough(X) ===
=== Tough(X) ===
This model must take X wounds before being killed. If a model with tough joins a unit without it, then it is removed last when the unit takes wounds. Note that you must continue to put wounds on the tough model with most wounds until it is killed, before starting to put them on the next tough model (heroes must still be assigned wounds last).
This model must take X wounds before being killed. If a model with tough joins a unit without it, then it is removed last when the unit takes wounds. Note that you must continue to put wounds on the tough model with most wounds in the unit until it is killed, before starting to put them on the next tough model (heroes must be assigned wounds last).


=== Transport(X) ===
=== Transport(X) ===
May transport up to X other models. Units embark by moving into contact, and may use any action to disembark, but only move by up to 6”. Units may also be deployed inside of a transport. If a unit is inside a transport when it is destroyed, then it takes a dangerous terrain test, is immediately Pinned, and surviving models must be placed within 6” of the transport before it is removed.
May transport up to X models or Heroes with up to Tough(6), and non-Heroes with up to Tough(3) which occupy 3 spaces each. Transports may deploy with units inside, and units may enter/exit by using any move action, but must stay fully within 6” of it when exiting. When a transport is destroyed, units inside must take a dangerous terrain test, are Shaken, and must be placed fully within 6” of the transport before removal.


=== Wizard(X) ===
* Note that units inside Transports are deployed at the same time as the Transport, and units can’t both embark/disembark as part of the same activation. Units inside/outside of Transports don’t have line of sight to the outside/inside, so they can’t target each other for shooting, spells, etc. (but units inside can target other units inside, and the Transport itself). Units may use Charge actions to disembark, and they ignore the 1” move restriction when embarking (only one model needs to reach the Transport for everyone to embark).
May cast one spell during its activation at any point, before attacking. Pick a spell and a target in line of sight and roll D6+X. If the result is equal or higher than the number in brackets you may resolve the effects. Enemy psychics within 18” and line of sight of the caster may roll D6+X at the same time, and if the result is higher the spell is blocked. Psychics may only either try to cast or try to block a spell each round.


[[Category:Age of Fantasy (game)]]
[[Category:Age of Fantasy (game)]]
[[Category:Age of Fantasy Tactics]]
[[Category:Age of Fantasy Tactics]]

Latest revision as of 00:40, 26 March 2025

This page will go over the Special Rules used in Age of Fantasy v 3.4.1.

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. Players alternate in placing Ambushers, starting with the player that activates next. Units that deploy via Ambush can’t seize or contest objective markers 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 models in the target unit.

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+ resolve the effect on a target in line of sight. Models within 18” in line of sight of the caster’s unit may spend any number of spell 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 own faction.

Command Groups

Many units in Age of Fantasy can purchase members to a Command Group, which grants you special enhancements to their unit. You can only purchase one of each for the squad.

  • Sergeant: This model gains +1 to hit.
  • Musician: The unit gains +1" to their movement when using move actions.
  • Banner: The unit gains +1 to any morale rolls.

Counter

Strikes first with this weapon when charged, and the charging unit gets -1 total Impact rolls per model with Counter.

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.

Entrenched

Enemies get -2 to hit when shooting at models with this special rule from over 9” away, as long as the Entrenched model hasn’t moved since the beginning of its last activation.

Fast

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

Fear(X)

This model counts as having dealt +X wounds when checking who won melee.

Fearless

When this unit fails a morale check, they can re-roll the test but can only pass on a 4+.

Flying

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

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).

Hero

Heroes with up to Tough(6) may deploy as part of one multi- model unit without another Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense until all other models have been killed.

  • Note that when a Hero joins a unit, they count as part of that unit, so the unit’s size is increased by 1, and even if the hero is the last model remaining, it takes morale tests as the unit. This also means that a hero may never leave its unit or join another.

Immobile

Models with this special rule may only use Hold actions.

Impact(X)

Roll X dice when attacking after charging, unless fatigued. For each 2+ the target takes one hit..

Indirect

Gets -1 to hit rolls when shooting after moving. May target enemies that are not in line of sight as if in line of sight, and ignores cover from sight obstructions.

Lance

When charging, gets +1 to hit rolls and AP(+1) in melee.

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.

  • Any hits with Poison or Rending force a penalty to this save.

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).

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 rolls of 6 to hit get AP(4).

Scout

May be set aside before deployment. After all other units are deployed, must be deployed and may then be placed anywhere within 12” of their position. Players alternate in placing Scout units, starting with the player that activates next.

Slow

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

Sniper

Shoots at Quality 2+, and each model with Sniper may pick any model in the target unit as its individual target, which is resolved as if it was a unit of 1. Sniper weapon shooting must be resolved before other weapons.

  • Note that other models in the target’s unit don’t block line of sight or provide cover to the target model in the unit.

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.

Tough(X)

This model must take X wounds before being killed. If a model with tough joins a unit without it, then it is removed last when the unit takes wounds. Note that you must continue to put wounds on the tough model with most wounds in the unit until it is killed, before starting to put them on the next tough model (heroes must be assigned wounds last).

Transport(X)

May transport up to X models or Heroes with up to Tough(6), and non-Heroes with up to Tough(3) which occupy 3 spaces each. Transports may deploy with units inside, and units may enter/exit by using any move action, but must stay fully within 6” of it when exiting. When a transport is destroyed, units inside must take a dangerous terrain test, are Shaken, and must be placed fully within 6” of the transport before removal.

  • Note that units inside Transports are deployed at the same time as the Transport, and units can’t both embark/disembark as part of the same activation. Units inside/outside of Transports don’t have line of sight to the outside/inside, so they can’t target each other for shooting, spells, etc. (but units inside can target other units inside, and the Transport itself). Units may use Charge actions to disembark, and they ignore the 1” move restriction when embarking (only one model needs to reach the Transport for everyone to embark).