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==Special Rules== * ''Ambush:'' Not all your models need to deploy on the outset. Units with this rule can instead hide out and then be deployed at the start of any round past the first, so long as they're beyond 9" of an enemy unit. Do beware that if both sides have ambush units, then you need to roll off to deploy them. * ''AP (X):'' When the enemy rolls defense against a weapon, they need to subtract X from the roll. * ''Artillery:'' This model has a 2+ defense to shooting, making them very resilient against guns. * ''Blast (X):'' When you score a hit with this, the number of hits is multiplied by X. * ''Command Groups:'' A bit of a holdover from WFB, some units have the option of adding command groups. While they don't add to Quality, they do have other uses. **Sergeants add +1 to either the melee or shooting rolls for a model. The model can only have one of these during a game. **Musicians and Battle Standards both make their unit count as if they dealt an additional wound in regards to battle resolution, just like Fear. Do consider buying both, since you can very easily lose one of them and be out of luck. * ''Deadly (X):'' Like Blast, though this is only focused on a singular model. This is your counter to Tough units. * ''Fast:'' Models can advance 9" and rush or charge 18". * ''Fear:'' After resolving melee, you count as having dealt +d3 wounds. This makes melee a bit deadlier for you and at least might even out a slightly poor round. * ''Fearless:'' Surprisingly does nothing to Fear. Instead, this adds +1 to the unit's morale check so you won't get trapped by pinning. * ''Fire Breath:'' Upon Activation, a model can either make a model within 12" take 3 AP 1 hits or make all models within 12" in LOS take a single hit. Pretty incredible for mob management. * ''Flying:'' Units with this rule can fly over any model or setpiece without penalty. * ''Furious:'' When the unit makes a charge, they can add an additional attack on a single melee weapon. * ''Hero:'' These are the only units that can attach to another unit. This allows the host unit to use the Hero's quality when rolling for morale while using their own defense, allowing for commander bunkers with shields. * ''Immobile:'' C'mon, guess. * ''Impact (X):'' When this unit makes a charge, they deal an instant X hits, which can be nice when your weapons are less effective. * ''Indirect:'' This allows a weapon to ignore LoS when shooting, but they suffer a -1 penalty to hit if the unit moves. * ''Phalanx:'' Any enemies that charge this unit must take a dangerous terrain check, though only as many as there are models in the unit. This is usually utilized by any unit using spears. * ''Poison:'' When this weapon rolls a nat 6 to hit, the hit counts being tripled. Great for overcoming Tough when it triggers. * ''Regeneration:'' When a unit fails their defense save, you can roll again for each wound taken. On a 5+, that wound is ignored. This is a good second layer of protection, especially for those with crap defense scores. * ''Rending:'' When a weapon with this rule rolls a nat 6 to hit, the attack now counts as having AP 4 and negates Regeneration saves, making this very deadly. * ''Scout:'' A unit with this rule can move 12" (ignoring terrain) after setting up. As with Ambush, you need to roll off if the enemy has Scout units as well to determine who goes first. * ''Slow:'' This unit can only advance 4" and rush or charge 8". * ''Sniper:'' This weapon makes the unit count as having a 2+ quality when firing. This weapon can also fire at any model it wants, like a Hero or a heavy weapon you know will kill your tanks. * ''Strider:'' The unit ignores difficult terrain. * ''Tough (X):'' Rather than dying after failing a defense check, your unit instead loses one of their X wounds. Do beware that this will make a unit subject to Morale if they still lose half their wounds. All heroes and artillery will have at least Tough 3 while vehicles and monsters will have much higher. * ''Transport (X):'' This model can carry up to X models. While models can embark by merely touching the transport, disembarking forces the unit to only move 6". If the transport dies with a unit inside, that cargo is immediately pinned and must take dangerous terrain. The survivors are then placed 6" from the former transport. * ''Wizard (X):'' This unit can cast spells, as described above.
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