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AOF: REGIMENTS v2.

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General Principles Playing the Game Melee
The most important rule: When the The game is played in rounds with Charging unit must move into base
rules are unclear use common sense and players alternating in activating one contact with the target and shuffle to
personal preference. Have fun! unit each, starting with the player that maximize contact, then defenders must
deployed first. Each new round the do the same. Models from the two front
Quality Tests: Roll one six-sided die
player that finished activating first on rows may strike with all their melee
and if you score a unit‘s quality value or
the last round gets to start. weapons which works like shooting.
higher it‘s a success.
Then the defending unit may choose to
Modifiers: Regardless of modifiers, Activation strike back, however after attacking in
rolls of 6 are always successes and rolls The player picks one unit and it may do melee for the first time units only hit on
of 1 are always fails. one of the following: unmodified rolls of 6 in any subsequent
melee until the end of the round. Once
Preparation  Hold: Move 0”, can shoot.
both units are done the loser must take
The Battlefield: The game is played on  Advance: Move 6”, can shoot a morale test and the charging unit
a flat 6‘x4‘ surface, with at least 5-10 only after moving. must move back by 1”. If one of the
pieces of terrain on it. units is destroyed the other may pivot
 Rush: Move 12”, can’t shoot. by up to 180° or move by 3”.
The Armies: The players must put
together two armies of equal points (we  Charge: Move 12” into melee. Morale
recommend 750pts per player).
Movement Morale Tests: Whenever a unit takes
Regiments: All models in a unit must wounds that bring it down to half or
When using Hold actions units may
be in base contact with each other and less of its total size or tough value (for
pivot by up to 180° and when using
in formations of 5 models per row for units with a single model), it must take
other actions they may pivot once by up
units of 5/10 and 3 models per row for a morale test. Take one quality test and
to 90° at any point. Units may also
units of 3/6. if failed it is Wavering until the end of
move sideways or backward by up to
Combined Units: Two copies of the half their move. Units may only move its next activation. Wavering units only
same unit can deploy together as long within 1” of other units when charging. hit on rolls of 6+ in melee, automatically
as upgrades that affect all models are fail morale tests and must stay idle.
bought for both. Shooting
Melee Results: Units in melee don’t
Mission: Place D3+2 objectives. Players Models in range and line of sight of an take morale tests from wounds. Instead
roll-off to go first and then alternate in enemy in their front arc may fire all they compare the number of wounds
placing one marker each outside of weapons. Units with multiple weapon each unit caused plus the number of full
deployment zones and over 9” away types may fire each weapon type at a rows it has and the unit with the lowest
from each other. At the end of each different target. Shooting models take total loses and must take a morale test.
round if a unit is within 3” of a marker one quality test per attack and each If the test is failed whilst the unit is
while enemies aren’t, then it’s seized success is a hit. For each hit defending down to half or less of its total size or
and remains seized even after leaving. models roll one die trying to score their tough value then it Routs (remove from
Wavering units can’t seize markers and Defense value or higher and each fail play), else it is Wavering.
if units from both sides are contesting a causes one wound. For every wound
the defender must remove one model
Terrain
marker then it becomes neutral again.
The game ends after 4 rounds and the from the back row. Cover Terrain: Units that shoot at
player that controls most markers wins. Weapon Profiles: The stats of each enemies with most models in or behind
weapon are shown like this: cover get –1 to shooting.
Deployment: Players roll-off and the
winner picks one long table edge as his Name (Range, Attacks, Special) Difficult Terrain: Units moving
deployment zone with his opponent through difficult terrain can’t move
Weapons with a range value are for more than 6” at a time.
taking the opposite. Then the players
shooting and without for melee.
alternate in placing one unit each within Dangerous Terrain: Models that move
12” of their table edge, starting with the across dangerous terrain or activate in it
player that won the deployment roll-off. must roll one die (or as many as their
tough value) and for each roll of 1 they
take one wound.

By Gaetano Ferrara www.onepagerules.com


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SPECIAL RULES
Ambush: This model may be kept in Immobile: Can’t move or charge. Tough(X): This model must take X
reserve instead of deploying. At the wounds before being killed. Models
Impact(X): Deals X automatic hits when
start of any round after the first you with tough that joins unit without it are
charging successfully. Only models in
may place the model anywhere over 9” removed last when the unit takes
the two front rows cause Impact hits.
away from enemy units. If both player wounds. Note that you must put all
have Ambush they roll-off to see who Indirect: May target enemies that are wounds on a single Tough model until
deploys first. not in line of sight but gets –1 to hit rolls it is killed before putting them on the
when doing so. next Tough model.
Artillery: Counts as having Defense 2+
against shooting attacks. Phalanx: Charging enemies must take a Wizard(X): May cast one spell at any
dangerous terrain test before attacking point during its activation before
AP(X): Targets get –X to Defense rolls
(only take up to as many tests as models attacking. Choose a spell and roll D6+X
when blocking hits.
in the two front rows with phalanx). and if the result is equal or higher than
Blast(X): Hits are multiplied by X. the number in brackets you resolve the
Poison: When rolling unmodified 6’s to
effects. Enemy wizards within 12” may
Deadly(X): Assign each wound to one hit those hits are multiplied by 3.
also roll D6+X and if their result is
model and multiply it by X. Note that
Regeneration: When taking a wound higher the spell’s effects are blocked,
wounds don't carry over to other
roll a die, on 5+ it’s ignored. but they may only either cast a spell or
models if killed.
Rending: Unmodified rolls of 6 to hit block a spell each round.
Fast: Move 9” when using Advance and
count as having AP(4) and ignore the
18” when using Rush/Charge.
regeneration rule.
Fear: Always counts as dealing +D3
Scout: After all units have deployed this
wounds for seeing who won melee.
model may deploy within 24” of the
Fearless: Gets +1 to morale tests. player’s table edge. If both players have
units with Scout they roll-off to see who
Fire Breath: Once per round deal either
deploys first.
3 hits with AP(1) in melee or to one
enemy unit within 12” in line of sight. Slow: Move 4” on Advance actions and
8” on Rush/Charge actions.
Flying: Moves through obstacles and
ignores terrain effects. Sniper: Shoots at Quality 2+, ignores
cover and may pick which model is hit.
Furious: Gets +1 attack with a weapon
of your choice when charging. Stealth: Enemies get -1 to shooting
when targeting this unit.
Hero: May be deployed as part of a
friendly unit. When rolling morale test Strider: This model may ignore the
use the hero’s quality value but when effects of difficult terrain.
rolling for defense use the value of the
majority of models.

By Gaetano Ferrara www.onepagerules.com


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