Age of Fantasy: Regiments

General Principles

The most important rule: Whenever the rules are unclear use common sense and personal preference. Have fun!

Quality Tests: Roll one six-sided die, and if you score the unit‘s quality value or higher it‘s a success.

Modifiers: Regardless of modifiers, rolls of 6 are always successes, and rolls of 1 are always fails.

Preparation

The Battlefield: The game is played on a flat 6‘x4‘ surface, with at least 5-10 pieces of terrain on it.

The Armies: The players put together two armies of equal points before the game begins (we recommend starting with 750pts per player).

Regiments: All models in a unit must be in base contact with each other and in formations of 5 models per row for units of 5/10 models, and 3 models per row for units of 3/6 models.

Combined Units: Two copies of the same unit can be deployed together, as long as upgrades that are applied to all models are bought for both.

Mission: Place D3+2 objectives. Players roll-off to go first, and then alternate in placing one marker each outside of deployment zones and over 9” away from each other. At the end of each round, if a unit is within 3” of a marker while enemies aren’t, then it’s seized and remains seized even after leaving. Wavering units can’t seize markers, and if units from both sides are contesting a marker then it becomes neutral again. The game ends after 4 rounds, and the player that controls most markers wins.

Deployment: Players roll-off, and the winner picks one long table edge as his deployment zone, with his opponent taking the opposite. Then the players alternate in placing one unit each within 12” of their table edge, starting with the player that won the deployment roll-off.


Playing the Game

The game is played in rounds, with players alternating in activating one unit each, starting with the player that won the deployment roll-off. Each new round the player that finished activating first on the last round gets to start.

Activation

The player picks one unit and it may do one of the following:

Action Move Notes
Hold 0” Shoot after pivoting.
Advance 6” Shoot after pivoting.
Rush 12” Can’t shoot.
Charge 12” Moves into melee.

Movement

When using Hold actions units may pivot by up to 180°, and when using Advance they may pivot once by up to 90° at any point. When using Rush or Charge they may pivot by up to 90° before moving, and they may only move in a straight line. Units may also move sideways or backward by up to half their move. Units may only move within 1” of other units when charging.

Shooting

Models in range and line of sight of an enemy in their front arc may fire all weapons. Units with multiple weapon types may fire each type at a different target. Shooting models take one quality test per attack, and each success is a hit. For each hit defending models roll one die trying to score their Defense value or higher, and each fail causes one wound. For each wound the defender must remove one model from the back row.

Weapon Profiles: The stats of each weapon are shown like this:

Name (Range, Attacks, Special)

Weapons with a range value are for shooting, and without are for melee.


Melee

Charging units must move into base contact with the target and shuffle to maximize contact, then defenders must do the same. Models from the two front rows may strike with all their melee weapons, which works like shooting. Then the defending unit may choose to strike back, however after attacking in melee for the first time units only hit on unmodified rolls of 6 in any subsequent melee, until the end of the round. Once both units are done the loser must take a morale test, and the charging unit must move back by 1”. If one of the two units is destroyed the other may pivot by up to 180° or move by 3” in any direction.

Morale

Morale Tests: Whenever a unit takes wounds that leave it with half or less of its total size or tough value (for units with a single model), it must take a morale test. Take a quality test, and if failed it is Wavering until the end of its next activation. Wavering units only hit on rolls of 6+ in melee, automatically fail morale tests and may only pivot by up to 90° (but else stay idle).

Melee Results: Units in melee don’t take morale tests from wounds. Instead they compare the number of wounds each unit caused plus the number of full rows it has, and the unit with the lowest total loses and must take a morale test. If the test is failed whilst the unit is down to half or less of its total size or tough value, then it Routs (remove from play), else it is Wavering.

Terrain

Cover Terrain: Units that shoot at enemies with most models in or behind cover get –1 to shooting.

Difficult Terrain: Units moving through difficult terrain can’t move more than 6” in total at a time.

Dangerous Terrain: Models moving across dangerous terrain or that activate in it must roll one die (or as many as their tough value), and for each roll of 1 they take one wound.

Special Rules

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.

Artillery: Counts as having Defense 2+ against shooting attacks.

AP: Targets get -X to Defense rolls when blocking hits.

Blast: All hits are multiplied by X.

Deadly: 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 9” when using Advance and 18” when using Rush/Charge.

Fear: Always counts as having dealt +D3 wounds for seeing who won melee.

Fearless: Gets +1 to morale tests.

Fire Breath: Once per round deal either 3 hits with AP(1) in melee, or to one enemy unit within 12” in line of sight.

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: 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: Enemies charging this unit don’t count as having charged for the purpose of special rules, and they must take a dangerous terrain test before attacking (only roll up to as many dice as models with phalanx).

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.

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: Move 4” when using Advance and 8” 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: 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).

Wizard: 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 wizards within 18” and line of sight of the caster may roll D6+X at the same time, and if their result is higher the spell is blocked. Wizards may only either try to cast or try to block a spell each round.

Command Groups

Each unit may only have one of each of the following upgrades.

Sergeant: One model gets +1 to hit when shooting or in melee (pick one).

Musician: Always counts as having dealt +1 wound for seeing who won melee.

Battle Standard: Always counts as having dealt +1 wound for seeing who won melee.