AoFR_-_Quickstart_v2_12.pdf

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AGE OF FANTASY: REGIMENTS - QUICKSTART
Introduction
Age of Fantasy: Regiments is a miniature wargame set in a
dark magical world, which is played using 28mm miniatures.
We designed this set to give new players an easy way to start
playing the game, and it comes with a beginner’s guide, the
core rules sheet, as well as printable miniature tokens, terrain,
reference cards and play markers.
This quickstart version of the rulebook only contains the core
rules of the game, and there are additional free rules available
on our website, as well as even more content as part of the full
rulebook available on
patreon.com/onepagerules.
We also have multiple starter sets available, which come with
full armies of paper miniatures (instead of just tokens), as well
as with a lot more terrain pieces.
v2.12
Contents
Start Here .......................................................................................... 3
Beginner’s
Guide
............................................................................. 4
General Principles............................................................. 4
Preparation ........................................................................ 7
Playing the Game.............................................................. 8
Movement .......................................................................... 9
Shooting ........................................................................... 10
Melee ................................................................................ 11
Morale .............................................................................. 13
Terrain .............................................................................. 14
Special Rules .................................................................... 16
Core Rules Sheet ........................................................................... 18
Print & Play Components ............................................................ 20
About OPR
OPR (www.onepagerules.com) 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 gamers and it can only
exist thanks to the support of our awesome community.
If you’d like to support the continued development of our
games you can donate on
patreon.com/onepagerules.
Thank you for playing!
Game Design:
Gaetano Ferrara
Illustrations:
Brandon Gillam
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START HERE
Beginner’s Guide vs Core Rules Sheet
The beginner’s guide section of this set contains a thorough
explanation of the rules for people that are new to wargaming,
as well as diagrams and examples to further clarify the core
concepts of the game.
If you’re a veteran wargamer however, then you might want to
skip the beginner’s guide and just check out the core rules
sheet on pages 18-19, which provides all of the rules in a quick
to read condensed format.
Humans
To prepare your army of Humans print their pages, then cut
out and assemble all regiments on them, which should give
you all of the following:
1 Captain
1 Swordsmen Regiment
o
7 Swordsmen
o
1 Sergeant
o
1 Musician
o
1 Battle Standard
1 Swordsmen Regiment
o
7 Swordsmen
o
1 Sergeant
o
1 Musician
o
1 Battle Standard
1 Riflemen Regiment
o
5 Riflemen
1 Knights Regiment
o
5 Knights
Print & Play Components
This starter set gives you everything you need to start playing
exciting battles right away, without having to worry about
painting miniatures or putting together your own army lists.
Simply print out all pages and assemble the armies as
described on the right, and you’ll have two balanced forces
ready to clash on the field of battle.
Additionally we’ve also provided you with a set of terrain
pieces to spice up your games, as well as a set of play tokens to
help you track different game effects.
We recommend that you print out the core rules and special
rules from pages 18-19 onto a single sheet, as well as print and
cut out the unit cards we provided so that you have a quick
reference whilst playing.
Note that this starter set contains the complete core rules of the
game, so once you’re ready to try out other armies you won’t
need to worry about having to learn anything else.
Vampiric Undead
To prepare your army of Vampiric Undead print their pages,
then cut out and assemble all regiments on them, which should
give you all of the following:
1 Vampire Lord
1 Skeleton Sword Regiment
o
10 Sword Skeletons
1 Skeleton Spear Regiment
o
10 Spear Skeletons
1 Ghouls Regiment
o
10 Ghouls
1 Ghost Swarm Regiment
o
3 Ghost Swarms
The First Match
For your very first match you can try playing a reduced game,
just to get to grips with the basic mechanics.
We suggest playing just the first 2 rounds of the game, using a
smaller play space (for example 3‘ x 2‘ in size) and removing a
couple of units (one swordsmen troop and one ghouls troop).
Then
once you’ve got to grips with the basic mechanics you
can simply reset the match, add some new units, and extend
the play space so that you can play your first full battle.
Terrain
To prepare your
battlefield’s terrain print the terrain pages,
then cut out and assemble all terrain pieces on them, which
should give you all of the following:
1 Fence
1 Woods
1 Ruin
Regiment Tokens
In order to simplify the use of tokens, we have provided
complete regiment formations, instead of individual tokens.
When playing with these regiments, simply use a pencil to
strike out any model that was killed, and remember to only
take into account living models for the purpose of attacks,
morale test, deadly terrain, etc.
To represent heroes joining units, simply place the hero token
on top of the regiment it joined, or keep it next to the unit in a
visible place that it’s clear which unit it joined.
When playing the game we recommend using the following
terrain rules for the various pieces of terrain:
Fences = Cover Terrain
Woods = Cover Terrain (can’t shoot through)
Ruins = Cover Terrain + Dangerous Terrain
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GENERAL PRINCIPLES
The Most Important Rule
When playing a complex game there are going to be occasions
where a situation is not covered by the rules, or a rule does not
seem quite right. When that is the case use common sense and
personal preference to resolve the situation.
If you and your opponent cannot agree on how to solve a
situation, use the following method in the interest of time.
Roll one die, on a result of 1-3 player A decides, and on a result
of 4-6 player B decides. This decision then applies for the rest
of the match, and once the game is over you can continue to
discuss the finer details of the rules.
Dice
To play the game you are going to need some six-sided dice,
which we will refer to as D6. Depending on how many models
you are playing with we recommend having at least 10 to 20
dice to keep things fast.
Additionally we recommend having dice of multiple colors so
that you can combine them for faster rolling. Whenever a unit
is using multiple weapons for example you can use different
colors for each weapon, and then roll them all at once.
Sometimes the rules will refer to different types of dice, for
example D3, 2D6 and D6+1. There are many types of dice, but
the notation remains the same, so just apply the following
explanations to all type of weird dice you come across.
Scale Conventions
This game was written to be played with 28mm heroic-scale
miniatures in mind, which are mounted on square bases.
These bases come in various sizes, and we recommend you
always mount miniatures on the bases they come with.
Here are some general guidelines for base sizes:
D3:
To use these dice simply roll a D6 and halve the
result, rounding up.
2D6:
To use these dice simply roll two D6 and sum
the results of both dice.
D6+1:
To use these dice simply roll a D6 and add 1
to the result.
Infantry:
20mm to 40mm
Cavalry & Beasts:
25mm x 50mm
Monsters & Chariots:
50mm x 100mm
Artillery:
Not mounted on a base
Re-Rolls
Whenever a rule tells you to re-roll a dice result, simply pick
up the number of dice you have to re-roll and roll them again.
The result of the second roll is the final result, even if it’s worse
than the first. A die roll may only be re-rolled once, regardless
of how many rules apply to it.
Note that overall the base size that you use doesn’t matter as
long as you keep base sizes consistent across all models.
Models & Units
In the rules individual miniatures are referred to as models,
whilst groups of one or more models are referred to as units.
This means that when a rule applies to a unit it applies to all
miniatures within that unit, whilst if a rule applies to a model it
only applies to one individual miniature.
Roll-Offs
Whenever a rule tells you to roll-off, all players involved in the
roll-off must roll one die, and then compare their results. The
player with the highest result wins the roll-off, and in the event
of a tie the players must re-roll until there is a winner.
Unit Stats
Units come with a variety of statistics that define who they are
and what they can do.
Quality Tests
During the game you will be required to take Quality tests in
order to see if a unit succeeds at doing various things such as
hitting its targets or passing morale tests.
Whenever a rule states that a unit must take a Quality test roll
one die. If you score the unit’s Quality
value or higher, then it
counts as a success, else it counts as a fail.
Example: A model with Quality 4+ must take three Quality tests.
The player rolls three dice and scores a 3, a 4 and a 5. This means that
the model gets two successes (the 4 and the 5), and one fail (the 3).
Name [Size]:
The name and number of models.
Quality:
The score needed for attacks and morale.
Defense:
The score needed for defense.
Equipment:
Any weapons and gear the unit has.
Special Rules:
Any special rules the unit has.
Upgrades:
What upgrade lists it has access to.
Cost:
How many points it costs to take this unit.
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Modifiers
Throughout the game there are going to be rules that apply
modifiers to your die rolls. These will usually raise or lower the
value of a unit’s roll results by either
+1 or -1, but the exact
number may vary.
Whenever a modifier applies to one of your rolls, simply add
or subtract the value from the roll and the new value counts as
the final result, however a roll of 6 always counts as a success
and a roll of 1 always counts as a fail, regardless of how much
it is being modified by.
Example: A model with Quality 4+ must take three Quality tests
with a -1 modifier. The player rolls three dice and scores a 3, 4 and 5.
Because of the modifier the final result is a 2, a 3 and a 4. This means
that the model gets one success (the 4), and two fails (the 2 and the 3).
Measuring Movement
When measuring how far a model moves always measure so
that no part of its base moves further than the total distance.
Weapons
All weapons in the game are separated into two categories:
ranged weapons and melee weapons. Ranged weapons have a
ranged value and can be used for shooting, whilst melee
weapons don’t have a range value and can be used in melee.
Weapons profiles are represented like this:
Name (Range, Attacks, Special Rules)
Example: Heavy Rifle (24”, A1, AP(1))
Note that whilst all examples here show square bases these
movement restrictions apply in the same way to models on
bases of different shape or models without a base.
Measuring Distances
To play the game you are going to need a ruler marked in
inches which you may use to measure distances at any time.
Distances are usually measured from a model’s base, however
if a model has no base then all distances are measured from its
hull or torso.
When measuring the distance between two models you always
measure from/to the closest point of their bases.
When measuring the distance between two units you always
measure from/to the closest model in each unit.
Unit Formations
All models in a unit must be placed to be in base contact with
each other, and in formations of 5 models per row for units
with 5 / 10 models, and in formations of 3 models per row for
units with 3 / 6 models.
Models in a unit must always be placed so that they are lined
up edge-to-edge and corner-to-corner in a straight formation,
with all models facing in the same direction.
Note that as far as possible each row should have the same
number of models, and whenever that’s not the case it’s always
the last row that must have fewer models.
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