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]]. | ||
=== Ambush === | === Ambush === | ||
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=== 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. | 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. | ||
=== Caster(X) === | |||
This unit gains X spell points each turn, with a maximum of 6 points being held at a time. At any point before attacking, you can then spend spell points to cast spells. Roll 1d6 for each spell you want to cast and on a 4+, it's successful. | |||
* Any other casters within 18" of the caster (including the caster themselves) can donate a spell point to influence the roll by +/-1 for each point. | |||
=== Command Groups === | === Command Groups === | ||
Many units | 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:''' | *'''Sergeant:''' This model gains +1 to hit. | ||
*''' | *'''Musician:''' The unit gains +1" to their movement. | ||
*''' | *'''Banner:''' The unit gains +1 to any morale rolls. | ||
=== Counter === | |||
Weapons with this rule attack first whenever they are charged. If the charging enemy has Impact, then they only score bonus hits on a 6+. | |||
=== 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. Note that these wounds don't carry over to other models if killed. | ||
=== Entrenched === | |||
So long as this unit does not move, enemies shooting from over 12" away take -2 to hit them. | |||
=== Fast === | === Fast === | ||
Move +2” when using Advance and +4” when using Rush/Charge. | Move +2” when using Advance and +4” when using Rush/Charge. | ||
=== Fear === | === Fear(X) === | ||
Always counts as having dealt + | Always counts as having dealt +X wounds for seeing who won melee. | ||
=== Fearless === | === Fearless === | ||
When this unit fails a morale check, they can re-roll the test but can only pass on a 4+. | |||
=== Flying === | === Flying === | ||
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=== Furious === | === Furious === | ||
When this unit charges, any 6s to hit deal an additional hit. | |||
=== Hero === | === Hero === | ||
May be deployed as part of friendly units | May be deployed as part of friendly units if they have Tough (6) or lower 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 === | === Immobile === | ||
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=== Impact(X) === | === Impact(X) === | ||
Deals X | Deals X additional attacks on the charge, each of them hitting on a 2+. | ||
=== 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. | 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. | ||
=== | === Lance === | ||
This weapon gains +2 to AP when charging. | |||
=== Lock-On === | |||
This weapon ignores cover and all penalties to hit and negative modifiers to range. This incidentally means that these weapons can hit Aircraft since neither penalty affects them, but it also ignores things like Stealth and Shield Wall | |||
=== Poison === | === Poison === | ||
When | When this weapon hits, the enemy must re-roll any 6s for block rolls. | ||
=== Regeneration === | === Regeneration === | ||
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=== Relentless === | === Relentless === | ||
For each unmodified roll of 6 to hit when shooting, this model | For each unmodified roll of 6 to hit when shooting and staying still, this model scores an additional hit. | ||
=== Reliable === | |||
This weapon hits with a 2+ quality. | |||
=== Rending === | === Rending === | ||
Unmodified rolls of 6 to hit count as having AP(4) | Unmodified rolls of 6 to hit with this weapon count as having AP(4). Any Regeneration saves against this weapon take a -1 to their rolls. | ||
=== Scout === | === Scout === | ||
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=== 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 other models with Tough(6) or lower. 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. | ||
[[Category:Age of Fantasy (game)]] | [[Category:Age of Fantasy (game)]] | ||
[[Category:Age of Fantasy Tactics]] | [[Category:Age of Fantasy Tactics]] | ||
Revision as of 15:05, 9 September 2023
This page will go over the Special Rules used in Age of Fantasy.
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.
Caster(X)
This unit gains X spell points each turn, with a maximum of 6 points being held at a time. At any point before attacking, you can then spend spell points to cast spells. Roll 1d6 for each spell you want to cast and on a 4+, it's successful.
- Any other casters within 18" of the caster (including the caster themselves) can donate a spell point to influence the roll by +/-1 for each point.
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.
- Banner: The unit gains +1 to any morale rolls.
Counter
Weapons with this rule attack first whenever they are charged. If the charging enemy has Impact, then they only score bonus hits on a 6+.
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.
Entrenched
So long as this unit does not move, enemies shooting from over 12" away take -2 to hit them.
Fast
Move +2” when using Advance and +4” when using Rush/Charge.
Fear(X)
Always counts as having dealt +X wounds for seeing 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
May move through obstacles and may ignore terrain effects.
Furious
When this unit charges, any 6s to hit deal an additional hit.
Hero
May be deployed as part of friendly units if they have Tough (6) or lower 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 additional attacks on the charge, each of them hitting on a 2+.
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.
Lance
This weapon gains +2 to AP when charging.
Lock-On
This weapon ignores cover and all penalties to hit and negative modifiers to range. This incidentally means that these weapons can hit Aircraft since neither penalty affects them, but it also ignores things like Stealth and Shield Wall
Poison
When this weapon hits, the enemy must re-roll any 6s for block rolls.
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 and staying still, this model scores an additional hit.
Reliable
This weapon hits with a 2+ quality.
Rending
Unmodified rolls of 6 to hit with this weapon count as having AP(4). Any Regeneration saves against this weapon take a -1 to their rolls.
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 with Tough(6) or lower. 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.