1pfb - complete v0.05.pdf

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    Introduction

    Hello, and welcome to One Page Fantasy!

    Index

    1.

    Introduction & Index

    2.

    Core Rules

    3.

    Advanced Rules

    4.

    Common Special Rules

    5.

    Generic Fantasy Army

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    One Page Fantasy Rules v0.05by OnePageAnon (http://onepagerules.wordpress.com/)

    General PrinciplesThe Most Important Rule: Whenever a rule isunclear or does not seem quite right, use commonsense and personal preference.Units: Each unit consists of one or more modelsacting as a single entity, and is defined by theirquality, size and whatever equipment and specialrules they have. You can find unit profiles in their

    respective army supplement.Quality Tests:Whenever a rule states that youmust take a Quality test roll one six-sided die tryingto score the units Quality value or higher, and if it

    does that counts as a success.Additional Dice: Whenever a rule refers to addingdice they are added to the unit as a whole, and not

    to each individual model (dice are added to themost common weapon that is being used).Line of Sight:If you can draw a straight line fromthe attacker to the target without passing throughany solid obstacle, then he has line of sight.

    Before we begin...Preparation: The game is played on a flat 6x4surface, with at least 5 pieces of terrain on it. Theplayers roll-off, and the winner chooses on what

    side to deploy and has to start first.The players alternate in placing one unit each within12 of their table edge.Objective:After 4 rounds the game ends, and bothplayers sum the point value of all enemy units theydestroyed or that are fleeing.The player with the most points wins.

    Playing the GameThe game is played in rounds, with each round

    consisting of several phases in which units areactivated. Before each round the players roll-off tosee who goes first, and the winner gets to go firstduring each phase until the end of the round.

    PhasesDuring each phase the first player has to activate allof his units before play passes onto the secondplayer. Once all units have acted during a phase thegame passes to the next phase until all phases havebeen played. These are the phases:

    1. Movement Phase

    2. Shooting Phase3. Close Combat Phase

    Movement PhaseUnits may use one of the following actions:

    Action Move NotesHold 0 May turn to face any

    direction, may shoot.Walk 6 May turn up to 90 at any

    point, may shoot. Targetgets +1 die to blocking.

    Run 12 May turn up to 90 at anypoint, may not shoot/cast.

    Assault 12 May turn up to 90 at anypoint, see close combat.Gets +1 die to melee.

    Units may use Walk/Run action to move sideways or

    backward by moving up to half the distance.Note that units may not move within 1 of other

    units unless assaulting.Shooting Phase

    All models in the first two rows of the unit that are

    in range and have line of sight of an enemy unit mayshoot one weapon at it. Units may not shoot into orout of close combat under any circumstance.The attacker takes one Quality test per Firepower inthe firing models, and each success is a hit.The target then takes as many Quality tests as hits,

    and each success is a block.Subtract the number of blocks from the number ofhits, and remove as many models from the targetunit as the resulting number (defender may removethem in any order, starting from the back row).

    Close Combat PhaseWhen using an Assault action move the unit so thatas many models as possible are in base contact withthe target unit. If it is not clear what facing the unitis assaulting roll a die, on a 4+ the attacker decides.

    Any model in the front row that is in base contactwith an enemy model, and any model in the secondrow that is in base contact with a friendly model

    from the front row in base contact with an enemymodel may strike with all its melee weapons.

    Both units strike simultaneously with all weapons,which is resolved like shooting, and casualties areremoved after all attacks have been resolved.When a unit is attacked in its side facing it may notstrike back, and when attacked in its rear facing it

    may not strike back and all models in the front rowof the attacking unit double their firepower.Compare how many models each unit lost, and ifone unit lost more models than the other it musttake a morale test.If neither unit is destroyed or flees the combat

    starts over on the next close combat phase (unitsassaulted in the flank/rear turn to face theirattacker during the movement phase).

    When a unit that is already in close combat isassaulted by another unit in the same facing, you

    must place both units so that they are both in basecontact with the same amount of enemy models inthe target unit. If this is not possible then the unitmay not charge that facing.If more than two units are locked in close combat,then the player whos turn it is decides which

    combat is fought first, and has to fully resolve itbefore moving onto the next fight.

    MoraleWhenever shooting brings a unit down to half the

    size it was before the attack or it loses more modelsin close combat, it must take a morale test.The unit takes a Quality test and if it is unsuccessfulthe unit flees 2D6 away from the nearest enemy

    within line of sight, or else toward the nearest table

    edge (place the unit facing the direction it moved).The unit may move through friendly units whilstfleeing, and if it stops on top of another unit, movethat unit the least amount necessary to fit.If this move brings any models from the unit outsideof the table borders or if it is impossible for the unit

    to complete its full move, then the entire unit isremoved as a casualty.A unit that is fleeing must take a morale test to beactivated. If it fails it flees 2D6 again.

    TerrainCover (forests, ruins, fences, etc.): Units in cover get+1 die to blocking when being shot. If at least half of

    the models in a unit are within cover terrain, theentire unit counts as being in cover. If at least half ofthe models in a unit are hidden by a tall obstacle

    (like a building or monster) from the perspective ofthe attacker the unit counts as being in cover.Difficult Terrain(woods, mud, rivers, etc.):Units

    halve their movement when crossing difficultterrain.Elevation (cliffs, hills, ledges, etc.): Units get +1 dieto shooting when being at least 2 above theirtarget.

    Army CompositionEach player may take up to 750pts or 1500pts worthof units and upgrades in his army (you decide), andeach army may only have one Hero. You may alsotake any combination of up to two special unitsfrom the following: Chariots, Monsters, and

    Ordnance.Units are placed in formation, where all modelsmust be in base contact with each other. The unitsize represents how many models are in a row, and

    you may take as many rows as * next to its size.

    Units TypesHeroes:May join non-chariot/monster/ordnanceunits of same Quality when deploying by replacingone model from the unit. Note that heroes must beplaced in the front row of the unit they join.

    Monsters: May fire all of their weapons (even atseparate targets) when using a Hold action andnever fail morale tests. Whenever assaulting non-

    chariot/monster units the target must take a moraletest after combat, regardless of casualties. Dont get

    benefits from cover/elevation.When destroyed do not remove the model butinstead place a suitable marker on the monster.Ordnance: May never move more than 6 at atime, may only fire when using Hold actions and

    may not use Assault actions. If the unit ever fails amorale test it is immediately destroyed.When destroyed do not remove the model butinstead place a suitable marker on the chariot.Chariots: Chariots may do one of the followingwhen activated:

    Action Move Notes

    Hold 0 May turn up to 90, mayshoot.

    Move 10 May turn up to 45 at anypoint, may shoot. Target

    gets +1 die to blocking.Cruise 20 May turn up to 45 at any

    point.Ram 20 Move into base contact

    with enemy units.

    Chariots may not move sideways, however theymay move at half speed when reversing. Whenusing Ram actions the chariot deals D6 automatichits to the enemy. If a chariot is attacked in close

    combat it may not strike back and it is neverlocked in close combat (may freely move awayfrom models in base contact).Chariots get no benefit from cover/elevation.When destroyed do not remove the model but

    instead place a suitable marker on the chariot.

    Each ranged weapon provides as many dice toshooting as its Firepower, and range less weaponsprovide Firepower to close combat.

    Melee weapons are divided into different classesthat specify their Firepower, whilst their weapontype defines special rules that they have.Units that do not have a melee weapon listed areassumed to use a light sword.

    D(n) Firepower weapons roll an (n) sided die todetermine Firepower for that attack and add 1.

    Name Range FP

    Light - 1Medium - 2Heavy - 3

    Power - 4Force - 5Throwing Knife 12 1Pistol 12 2Flamer 12 D3

    Heavy Flamer 12 D6Shortbow 18 1Rifle 18 2Fire Thrower 18 D6Bow 24 1

    Crossbow 24 2Longbow 30 1Bolt Thrower 36 3Stone Thrower 48 6Cannon 48 8

    Weapons

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    Advanced RulesAdvanced Rules

    Once you have gotten familiar with the way One

    Page Fantasy works, you might want to try usingadvanced rules to spice up the game.

    TerrainA great way to introduce variety in your games is bygiving crossable terrain (such as forests and rivers) arandom type as you play.

    When a player wants to move a unit into or across apiece of terrain roll one die and consult thefollowing table before moving any models, and oncethe terrain type is revealed you must finish theoriginal movement.

    Result Type

    1-2 Difficult Terrain3-4 Dangerous Terrain5-6 Deadly Terrain

    Dangerous Terrain(quicksand, deadly vegetation,dark magic fields, etc.):Roll one die for every

    model that moves into or across dangerous terrain.The unit takes one hit for each 1 you roll.Deadly Terrain (acid pools, lava, canyons, etc.):

    Models that move into or across deadly terrain areimmediately removed as casualties.

    Dispelling and MiscastingDispelling and Miscasting offer a new tacticalelement to wizard combat and spell casting.When an opposing wizard within 12 casts a spell,

    or when an opposing spell is cast on a target within12 of your wizard, you may try anddispel it. Notethat a wizard that has already cast a spell this roundmay not dispel, and a wizard that dispels during around may not cast spells on his turn.To dispel simply roll the number of dice indicated on

    the following table, and pick the highest result. Ifthe result beats the wizards spell casting roll, thenthe spells effects are not resolved.

    Wizard Level Dispel Dice5+ 1

    4+ 23+ 32+ 4

    When rolling a 1 on a spell cast or when dispelling,something went wrong, and you must roll one die

    on the following miscast table:Result Effect

    1-2 The wizard and his unit take 2D6automatic hits.

    3-4 The wizard and his unit take D6automatic hits.

    5-6 The wizard and his unit take D3automatic hits.

    BuildingsBuildings are terrain models that consist of one solid

    block which cannot be opened or reached into. Eachbuilding has a transport capacity, quality value of4+, armor value and the Tough special rule.A unit that moves into contact with a building mayenter it, and units within a building may use a Walkaction to exit. If a unit is within a building when it is

    destroyed it takes as many hits as models it has.

    Resolve the hits like shooting and place the modelswithin 2 of the building.A unit that is within a building may use a Walk orRun action to get onto the roof of the building.

    Units on the roof of the building behave as if theywere in open terrain, and have to leave the roof tobe able to exit the building.Units may shoot into and out of any side of thebuilding that has some sort of firing point, and units

    within the building always count as being in coverand shooting from the topmost floor (not the roof).Units may chose to fire at units within a building, orat the building itself. When shooting at units withinthe building any missed shot may be re-rolled, andon a 4+ the building is hit instead. Note that all hi ts

    on buildings are halved.Units may use an Assault action to get into base

    contact with a building to attack a unit inside it. Allmodels in both units attack, and the unit within thebuilding gets +1 attack dice. If the unit within the

    building is destroyed or flees, then the assaultingunit automatically enters the building.Here are some guidelines for buildings:

    Name Transport ArmorClay Hut 6 -

    Wooden Shed 6 1Brick House 11 2Large House 21 3Castle Walls 11 4Castle Keep 21 5

    ObjectivesWhen using advanced objectives the table and

    armies are set up just like a regular game. You caneither choose any of these or play with a randomone by rolling a die on this table:

    Result Objective1 Duel2 Seize Ground

    3 Relic Hunt

    4 Sabotage5 Breakthrough6 Last Stand

    1 - Duel: This objective is the standard gameobjective as described in the Rules section.

    2 - Seize Ground:After 4 rounds the game is over,and the battlefield is divided into four equalquarters, and both players sum the point value of alltheir non-fleeing units in each quarter. Compare the

    points for each quarter, and the player that hasmore points in one quarter counts as having seizedit. The player with the most seized table quarterswins.3 - Relic Hunt:Before deploying armies D3+2 relicmarkers are placed on the table. Roll-off to see who

    goes first, and then alternate in placing one markereach. The markers must be placed at least 12 away

    from any table edge and from any other marker.After 4 rounds the game is over, and both playersmust see how many relics they seized. If a non-fleeing unit is within 3 of a relic marker whilst noenemy units are within 3 of the same marker, it

    counts as seized. The player with the most seizedrelics wins.4 - Sabotage:Before deploying armies two shrinemarkers are placed on the table. Roll-off to see who

    goes first, and place one shrine marker within yourdeployment zone, at least 6 away from the table

    edge. A shrine marker may only be attacked byassaulting it, it has no attacks and has Quality 4+

    and the Tough special rule.After 4 rounds the game is over, and the player thathas managed to destroy the enemy shrine marker

    whilst keeping its own shrine marker alive wins.5 - Breakthrough:Before deploying armies theplayers roll-off to see who the attacker is, and the

    opposing player becomes the defender.After 4 rounds the game is over, and if at least 25%of the attackers force (worked out by point cost) iswithin the defending players deployment zone he

    wins.6 - Last Stand:Before deploying armies theplayers roll-off to see who the attacker is, and theopposing player becomes the defender.The defending player must split his army in half(worked out by point cost), and deploy one halfwithin 6 of the table centre, this half will be

    referred to as the defenders. The other half of his

    army must be deployed within 3 of any table

    border. The attacking player then deploys his army

    anywhere on the table, at least 12 away fromenemy models.After 4 rounds the game is over, and if at least 75%

    of the defenders (worked out by point cost) are stillalive and not fleeing, the defending player wins.

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    Common Special RulesCommon Special Rules

    Armor(X):This unit adds +X dice when blockingattacks. If a unit with armor joins another unit (withor without armor), you must use the highest armorvalue for the entire unit.Fast:This unit adds 3 at the end of any movement,including fleeing. If a unit with this ability joins aunit without it, you must pay +5pts per model

    without it so that it gets the ability.

    Fearless:Unit may re-roll failed morale tests.Nibmle: Unit may turn as many times as you wantduring Walk, Run or Assault actions.

    Indirect:This weapon may be fired at enemies thatare not within line of sight, and it ignores coverfrom sight blocking terrain. The target unit gets +1dice to blocking (even if several Indirect weaponsare fired by the same unit).Scout:This unit is deployed after all other non-scout units have been deployed. You may deploythis unit anywhere on the table at least 12 away

    from enemy units (if both players have Scout unitsroll-off to see who deploys first). If a unit with thisability joins a unit without it, you must pay +5ptsper model without it so that it gets the ability.

    Tough:Whenever this unit would remove a modelas a casualty place a marker next to it instead.

    Whenever this unit has accumulated 3 markers youmust remove one model as a casualty and remove 3markers. If a unit with this special rule joins a unit

    without it, only apply this rule to that unit, and youmust either accumulate markers until all modelswith this rule have been removed as casualties, orremove other models as casualties before startingto accumulate markers.Very Tough: Works exactly like Tough, howeveryou must accumulate 6 markers before removingmodels and you remove 6 markers.Wizard(X): This model may cast one spell duringthe shooting phase instead of firing its weapon. To

    cast a spell the wizard must have line of sight, andthe wizard might cast spells on units engaged inclose combat. Wizard that are in close combat

    themselves may also cast spells on their own unit,or on the unit that they are fighting.When casting a spell you must first roll one die and

    score an X+ and then you may resolve its effects,when targeting units engaged in close combat rolltwo dice and pick the lower result, and when thewizard is engaged in close combat roll three dice

    and pick the lower result.

    Weapon Types

    Fists/Claws/Sword/Staff: No special rules.

    Spear: May fight if in base contact with a friendlymodel from the second row that is in base contact

    with a friendly model from the front row in base

    contact with an enemy model.

    Halberd: Firepower +1.

    Mace: Firepower +2, Strikes LastLance: Firepower +2 when assaulting.

    Common Upgrades

    Note that sergeants, musicians and battle

    standard bearers must be placed in the front

    row of their unit.

    Sergeant: One model gets +1 melee attacks.

    Musician: This unit may re-roll failed morale tests.

    Battle Standard: When working out who wonclose combat add 1 to the number of models this

    unit killed in melee.

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