Age of Fantasy Special Rules: Difference between revisions
ThatOneXXX (talk | contribs) (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...") |
mNo edit summary |
||
| Line 1: | Line 1: | ||
This page will go over the Special Rules used in [[ | This page will go over the Special Rules used in [[Age of Fantasy]]. | ||
=== Artillery === | === Artillery === | ||
Revision as of 19:31, 3 November 2022
This page will go over the Special Rules used in Age of Fantasy.
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 Defense rolls when blocking hits.
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.
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.
- Sergeant: Adds +1 to hit in either melee or shooting, determined when you buy this upgrade.
- Standard Bearer: This unit counts as having dealt +1 wound when fighting in combat.
- Musician: This unit counts as having dealt +1 wound when fighting in combat.
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.
Fast
Move +2” when using Advance and +4” when using Rush/Charge.
Fear
Always counts as having dealt +D3 wounds for seeing who won melee.
Fearless
Gets +1 to morale tests.
Flying
May move through obstacles and may ignore terrain effects.
Furious
Gets +1 attack with a weapon of your choice when charging.
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.
Immobile
May never move/charge.
Impact(X)
Deals X automatic hits when charging successfully.
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.
Phalanx
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.
Poison
When rolling an unmodified 6 to hit, that hit is multiplied by 3.
Regeneration
When taking a wound, roll one die. On a 5+ it is ignored.
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.
Rending
Unmodified rolls of 6 to hit count as having AP(4) and ignore the regeneration rule.
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.
Slow
-2” to movement when using Advance and -4” when using Rush/Charge.
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.
Stealth
Enemies get -1 to shooting when targeting this unit.
Strider
This model may ignore the effects of difficult terrain
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).
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.
Wizard(X)
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.