Age of Fantasy Special Rules: Difference between revisions
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This page will go over the Special Rules used in [[Age of Fantasy]]. | This page will go over the Special Rules used in [[Age of Fantasy]] v 3.4.1. | ||
=== Ambush === | === 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) === | === 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) === | ||
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) === | === 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 === | ||
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=== Counter === | === 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. | 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 === | === 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 === | ||
Models with this special rule move +2” when using Advance and +4” when using Rush/Charge. | |||
=== Fear(X) === | === Fear(X) === | ||
This model counts as having dealt +X wounds when checking who won melee. | |||
=== Fearless === | === Fearless === | ||
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=== Flying === | === 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 === | === Furious === | ||
When | 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 === | ||
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 === | ||
Models with this special rule may only use Hold actions. | |||
=== Impact(X) === | === Impact(X) === | ||
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 | 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 === | === 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 === | === 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 === | === Regeneration === | ||
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=== Relentless === | === 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 === | === 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 === | ||
This weapon ignores Regeneration, and unmodified rolls of 6 to hit get AP(4). | |||
=== Scout === | === 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 === | === Slow === | ||
-2” | 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 | 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 | Enemies get -1 to hit rolls when shooting at units where all models have this rule from over 9" away. | ||
=== Strider === | === Strider === | ||
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 | 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 | 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). | |||
[[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).