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Age of Fantasy: Skirmish v1.

5
by Gaetano Ferrara (http://onepagerules.wordpress.com/)
Age of Fantasy: Skirmish v1.5
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Introduction
Age of Fantasy: Skirmish is a fantasy miniatures game which is
played with just a handful of 28mm miniatures.

The game features dynamic mechanics which allow you to


jump onto your foes from ledges or kick them into deadly
terrain, making for an action packed duel.

About OPR
OPR (onepagerules) is the home of many free games which
are designed to be fast to learn and easy to play. This project
was made by gamers for games and it can only exist thanks to
the generous support of our awesome community!

If youd like to support the continued development of our


games you can donate on patreon.com/onepagerules.

Find more of our games at onepagerules.wordpress.com.

Join the community by following us here:

Facebook: facebook.com/onepagerules
Reddit: reddit.com/r/onepagerules
Twitter: twitter.com/OnePageRules

If you want to give us your feedback or have any questions


feel free to contact us:

Forum: onepagerules.proboards.com
E-Mail: onepageanon@gmail.com

Thank you for playing and happy wargaming!

Gaetano Ferrara (onepageanon)


Age of Fantasy: Skirmish v1.5
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

General Principles Melee Special Rules


The most important rule: Whenever the rules are Charging models must move into base contact or Ambush: You may choose not to deploy this
unclear or dont seem quite right, use common as close as possible with the enemy, and then model with your army, but instead keep it in
sense and personal preference. Have fun! defenders do the same by moving by up to 3. All reserve. After round 1 roll one die at the
Quality Tests: Whenever you must take a quality attackers within 2 of an enemy may strike with beginning of each round, and on a 4+ you may
test roll one six-sided die trying to score the units all melee weapons, which works like shooting. place the model anywhere on the table over 6
quality value or higher, which counts as a success. Then any remaining defenders may strike back in away from enemy units. Then roll one die, on a 5+
Modifiers: If you need to roll a 7+ or higher to the same way. Once both sides have attacked the the opponent may move the model by up to 12
succeed, then a roll of 6+ followed by 4+ counts attacker must move back by 1. If one of the two (must be in a valid position). On the last round
as a success. Note that a roll of 1 is always a fail. units is destroyed the other may immediately this model arrives automatically.
Line of Sight: If you can draw a straight line from move by up to 3. AP(X): When rolling to wound with this weapon
attacker to target without passing through any the target gets Defense -X.
obstacle or unit, then it has line of sight. Wounds Blast(X): Multiply this weapons hits by X.
Roll one die for each wound a model has taken, Deadly: Models taking wounds from this weapon
Preparation pick the lowest result and consult this table: multiply the total by 3.
The Battlefield: The game is played on a flat 4x4 Result Effect Fast: This model moves 9 when using Advance
surface, with at least 10-15 pieces of terrain on it. 1-2 Knocked Out and 18 when using Rush/Charge actions.
The Armies: Before the game players must put 3-6 Stunned Fear: Enemies without Fear must take a morale
together a force of 150pts worth of units and test before fighting in melee with this model. If
upgrades, with up to 1 hero unit. Knocked Out: Remove the model as a casualty. the test is failed the unit gets -1 to its attack roll.
Deployment: Players roll-off, and the winner Stunned: Model counts as activated and is placed Fearless: This model gets +1 to its morale rolls.
picks which table edge is his deployment zone, on its side to indicate its status. Stunned models Flying: This model may move through other units
with his opponent taking the opposite edge. Then must spend their next activation idle to recover. and obstacles, and it may ignore terrain effects.
the players alternate in placing one unit each Stunned models that take hits from shooting or Furious: This model takes one Quality test when
within 12 of their table edge, starting with the that are charged in a subsequent melee are Charging, if successful it deals 1 automatic hit.
player that won the deployment roll-off. immediately killed and cant strike back. Impact(X): This model deals X automatic hits
Mission: Place D3+2 objective markers on the Groups and Wounds: When a unit with more when using Charge actions.
table. The players roll-off, and the winner picks than one model takes wounds dont roll on the Indirect: This weapon may be fired at enemies
who places the first objective marker. Then the wound table, instead each wound kills one model that are not within line of sight, however targets
players alternate in placing one marker each until only one last model remains. Roll on the not within line of sight count as being in cover
outside of the deployment zones, and over 9 table as usual for the last model takes. Phalanx: Enemies charging this unit must take a
away from other markers. Units that are within 3 Dangerous Terrain test before attacking (max. as
of a marker whilst no enemy unit is count as Morale & Routing many tests as models with Phalanx in this unit).
having seized it, however Stunned units cant Morale Tests: Whenever a unit must take a Poison: When rolling a result of 6 to hit with this
seize or stop other units from seizing markers. morale test it simply takes one Quality test. weapon it always wounds on a roll of 2+.
After 4 rounds the player that managed to seize Rout Tests: If at the beginning of a round an army Regeneration: When this model takes wounds
most markers wins. is down to half of its original size then all of its roll one die for each, on a 5+ it is ignored.
units must take a Rout test. To take a Rout test Scout: This model is deployed after all other units
Playing the Game the unit takes a Morale test, however if the test is have been deployed. Scout units may be placed
The game is played in rounds in which players failed the unit routs (remove from play). Stunned anywhere over 12 away from enemies. If both
alternate in activating one unit each until all units models rout automatically. players have scout units the players must roll-off
have been activated. The player that deployed to see who deploys first.
first starts activating first on the first round. Each Terrain Skirmisher: Enemies get -1 to their shooting rolls
new round the player that finished activating first against this unit.
Cover (forests, ruins, fences, etc.): Units that
in the previous round gets to go first. Slow: This model moves 4 when using Advance
shoot at enemies with most models within or and 8 when using Rush/Charge actions.
behind cover terrain get -1 to their shooting rolls. Sniper: Models firing this weapon count as having
Activation Difficult Terrain (woods, mud, rivers, etc.): Units Quality 2+ and ignore cover.
The player declares which unit he activates, and it moving through difficult terrain cant move more Strider: This model can move more than 6 when
may do one of the following:
than 6 at a time, regardless of action. passing through difficult terrain.
Action Move Notes
Dangerous Terrain (quicksand, lava pools, deadly Tough(X): This model must accumulate X wounds
Hold 0 May shoot.
vegetation, etc.): Roll one die for every model before rolling on the wound table.
Advance 6 May shoot after moving.
that moves across dangerous terrain or activates Vanguard: This model is deployed after all other
Rush 12 May not shoot.
in it. On a roll of 1 the model takes one wound. units have been deployed. Vanguard units may
Charge 12 Move into melee.
immediately move by up to 12. If both players
Unit Types have vanguard units the players must roll-off to
Movement see who moves first.
All members of a unit must remain within 2 of at Heroes: As long as a Hero is alive and not Stunned Wizard(X): This unit may cast one spell at the
least one other member and within 3 of all other all friendly units within 6 may re-roll results of 1 beginning of its activation. Roll X dice and use one
members at all times. Units may only move within on Rout tests. spell from its army that has a number in brackets
1 of other units when charging, and may only Infantry: All units are considered to be Infantry, which is equal to or lower to the highest result.
use Charge actions if their move brings at least regardless of their model.
one model in base contact with the target.
Weapons
Shooting Weapon profiles are listed directly on the units
All models that are in range and have line of sight card and are represented like this:
to an enemy may fire all of their weapons at it. Name (Range, Attacks, Special Rules)
Shooting models take one Quality test per attack
and each success is a hit. For each hit roll one die Weapons with a range value provide attack dice
trying to score the targets Defense value or to shooting, others to melee. Models without a
higher, and each success causes a wound. melee weapon always have 1 attack in melee.
All non-melee weapons may target a single unit
or split attacks as evenly as possible among all
enemy units within 3 of a single model (defender
chooses how).
Age of Fantasy: Skirmish v1.5
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Dispelling Missions Multi-Player Games


When an enemy Wizard within 18 of one of your When using the following missions the table and The game can be played with more than two players
Wizards tries to use a spell, you may try to block it. armies are set up as described in the core rules. You by adjusting the rules a little.
Roll as many dice as your Wizards X value and pick can either choose any of these or play with a Roll-offs: Whenever having to roll-off all players
the highest result. If it is higher than the enemy random objective by rolling one die on this table: take part of the roll and are ordered from highest
Wizards highest result, then the spell is blocked and Result Mission result to lowest. Any ties must continue rolling off
its effects are not resolved. A Wizard that has 1 Duel until there is a clear ranking between players.
already cast spells during a round may not dispel, 2 Seize Ground Deployment: The table edge must be divided
and a Wizard that already blocked during a round 3 Relic Hunt equally by the number of players so that the
may not cast spells. 4 Sabotage deployment zones dont overlap. The players roll-off
5 Breakthrough and then choose where to deploy going from
Mysterious Terrain 6 King of the Hill highest ranking player to lower. Then the players
When using mysterious terrain rules roll on the alternate in placing one unit each within 12 of their
table whenever a unit enters a piece of terrain for Placing Objectives: The players roll-off, and the table edge, following the same ranking order.
the first time. The result is permanent and is applied winner picks who places the first objective marker. Playing the Game: The player that won deployment
on top of any other rules the terrain has. Then the players alternate in placing one marker goes first on the first round, and players alternate in
Result Effect each outside of the deployment zones, and over 9 activating one unit each in order of ranking. In each
1-2 None. away from other markers. new round the player that finished activating first in
3 Units moving into/through the terrain Seizing Objectives: Units that are within 3 of a the previous round goes first, and the rest roll-off to
take 1 automatic wound. marker whilst no enemy unit is also within 3 of the determine a new ranking order.
4 Units moving into/through the terrain same marker count as having seized it. Stunned
take D3 automatic hits. units cant seize or stop other units from seizing. Playing Bigger Games
5 Units inside the terrain get +1 to their If you wish to play games that are bigger than
shooting rolls. 1 Duel: Place D3+2 markers. After 4 rounds the described in the core rules you may use this table to
6 Units charging into the terrain get -1 player that has seized most markers wins. determine what unit limits you must follow.
to their melee rolls. Points Heroes
2 Seize Ground: Place 4 markers, one in each 150 0-1
Mysterious Objectives table quarter. After 4 rounds the player that has 300 0-1
When using mysterious objectives rules roll on the seized most markers wins. 450 0-1
table whenever a unit moves within 3 of an 600 0-2
objective marker for the first time. The result is 3 Relic Hunt: Place 3 markers. If a unit seizes a 750 0-2
permanent as long as the marker is alive. marker it picks it up and if it is destroyed the marker 900 0-3
Result Effect is dropped on the spot. After 4 rounds the player 1050 0-3
1-2 None. that has seized most markers wins. 1200 0-4
3 Units within 3 of the marker count 1350 0-4
as being in Dangerous terrain. 4 Sabotage: Place 2 markers, each one 1500 0-5
4 Units within 3 of the marker count belonging to a player. Seizing an enemy marker 1650 0-5
as being in Difficult terrain. destroys it. After 4 rounds the player that destroyed
5 Units shooting at targets within 3 of the enemy marker whilst keeping his own marker Note that the rules were not designed with such
the marker get -1 to their rolls. intact wins. large games in mind, and as such your playtime
6 Units within 3 of the marker get +1 might substantially increase.
to their melee rolls. 5 Breakthrough: Place 2 markers, one at the
center of each deployment zone. After 4 rounds the
Pushing player that has seized most markers wins.
Whenever a model rolls a Stunned result whilst
being within 2 of a piece of Dangerous Terrain or 6 King of the Hill: Place 1 marker at the center
elevation (buildings, cliffs, etc.), then roll one die. of the table. After 4 rounds the player that has
On a 4+ the model is moved 2 into the Dangerous seized the marker wins.
Terrain or it falls off the edge.
Falling Models: If a model is pushed over the edge
of elevation at least 2 tall, then the model takes
X+1 automatic hits, where X is one hit for every full
3 it fell. Then the model is placed within 2 of the
bottom edge and is Stunned.

Dropping & Leaping


Dropping: Models may drop off steep elevation up
to 6 high instead of climbing down. The model
must take X+1 tests at Quality 3+, where X is one
test for every full 3 it drops. If all tests are passed
you may place the model at the bottom and it may
continue moving normally. If the models fails one or
more tests it falls down instead.
Leaping: Models may leap off steep elevation up to
6 high onto enemies within 2 of the bottom. This
works like dropping, however if all tests are passed
you may place the model in contact with the target
and deal as many hits as tests taken.

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. The model must take X+1 tests at
Quality 3+, where X is one test for every full 3 it
jumps. If all tests are passed the model may move
across as if it was solid ground. If the models fails
one or more tests it falls down instead.

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