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Fantasy Wargame Quickstart Guide

Age of Fantasy QS

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0% found this document useful (0 votes)
44 views15 pages

Fantasy Wargame Quickstart Guide

Age of Fantasy QS

Uploaded by

DainXB
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

On a wounded world, new realms struggle to survive over the ashes of old empires.
The Human Empire fell when the world beneath it cracked. In an instant, its ancient capital and last
emperor were swallowed into the earth and lost forever. A massive wound now cuts through the
continent, winding and splitting the land itself.
It is an age of war in the lands of Tyria, where the peace and order of the last era have collapsed and new
powers have begun to emerge. A vast land of many peoples and kingdoms, no corner of Tyria has been left
completely untouched by the opening of the Great Rift.
Daemonic howls haunt the land, from the frigid north to the once peaceful Elven shores. In the Western
steppe lands, Dwarven berserkers bring the fire and fury of their new gods to bear against the thick
armour of their Orcish foes. While beneath the sea, ancient powers, once driven into hiding, now plot
their return to a now weakened and fractured surface. In the Southern deserts, even death offers no
escape for the cursed souls of the people there.
As all this unfolds, others have begun to pour into Tyria from different planes of existence. Civilizations
once lost have returned under new gods, while others have come unbidden to hunt the Daemons plaguing
Tyria. Strange and fantastic creatures have arrived as well, intent on carrying out their own goals, only
vaguely understood by the people of Tyria.
It is a time of otherworldly monsters, legendary heroes and unlikely alliances. An era of wonders and
ambition, as well as calamity and horror.

How will you forge your path in this age of fantasy?

2
AGE OF FANTASY - QUICKSTART v 3.4.1
Introduction Print & Play Components
Age of Fantasy is a miniature wargame set in a dark magical This starter set gives you everything you need to start playing
world, which is played using 32mm miniatures. This set was exciting battles right away, without having to worry about
designed as an easy way to start playing, and it comes with putting together your own army lists.
printable miniatures, terrain, army sheets, and play markers.
Simply print out the miniatures and assemble the armies as
Age of Fantasy vs Skirmish described below, and you’ll have two balanced forces ready to
clash on the field of battle.
This quickstart set can be used to learn both Age of Fantasy
Additionally we’ve also provided you with a set of terrain
and Skirmish, which are played with the same miniatures.
pieces to spice up your games, as well as a set of play tokens to
Age of Fantasy is a battle-sized game, played with 25+ models help you keep track of different game effects.
per player, which fight together in big units. If you’re looking
to play big battles, this is the game for you. RATMEN
Skirmish is a skirmish-sized game, played with 5+ models per If you’re playing Age of Fantasy, print the following:
player, which fight as individuals or in small groups. If you’re
• 1 unit of 10 Ratmen Warriors
looking to play small skirmishes, this is the game for you.
• 1 unit of 10 Grenadiers
Note that the rules for both games were designed to be similar, • 1 unit of 5 Storm Veterans
so that you can easily switch between playing one game and
If you’re playing Skirmish, print the following:
the other without having to re-learn everything from scratch.
• 1 unit of 3 Ratmen Warriors
Guided Tutorials • 1 unit of 3 Grenadiers
We’ve provided you with guided tutorials for both Age of • 1 unit of 3 Storm Veterans
Fantasy and Skirmish, which will teach you how to play each
game step-by-step, and is perfect for first time wargamers, but PLAGUE DAEMONS
can easily be skipped by experienced players. If you’re playing Age of Fantasy, print the following:
When playing these tutorials you won’t be needing the
• 1 unit of 5 Plague Warriors
beginner’s guide, core rules sheet, or army sheets. Simply play
• 1 unit of 5 Furies
the missions in order from 1 to 5.
• 1 unit of 3 Swarms
The First Match If you’re playing Skirmish, print the following:

For your very first match you can try playing a reduced game, • 1 unit of 3 Plague Warriors
just to get to grips with the basic mechanics. • 2 Furies
We suggest playing just the first 2 rounds of the game, using a • 1 Swarm
smaller play space (for example 2‘ x 2‘ in size) and removing a
couple of units (for example veterans and swarms).
Terrain
Then once you’ve got to grips with the basic mechanics you To prepare your battlefield’s terrain, we recommend printing
can simply reset the match, add some new units, and extend out 7-10 terrain pieces (any of the provided terrain is good).
the play space so that you can play your first full battle.

Beginner’s Guide vs Core Rules Sheet


In order to play the game, you are going to need the beginner’s
guide, or the core rules sheet, both of which you can download
for free on our website: www.onepagerules.com

If you’re new to wargaming, then download the beginner’s


guide, which contains a thorough explanation of the rules,
with diagrams and examples to further clarify the rules.

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, which provides all of the rules in a condensed format.

Note that we have free rules for solo-play on our website as


well, in case you want to try out the games on your own.

3
AGE OF FANTASY BACKGROUND STORY
The RATMEN The PLAGUE DAEMONS
Ratmen are small humanoids, closely related to rats. The Plague Daemons are monstrous servants of the Havoc
Individually weak, they rely on large numbers of warriors, Gods, who emerge from beneath the surface of Tyria. Their
growth-serum injected beasts, and inventive warmachines. forms very greatly, depending on which god they serve, and
they are accompanied by a variety of daemonic beasts.
The Ratmen only began to appear long after humanity and
their cities had become widespread throughout much of Tyria. Plague Daemons are born from the last survivors of a
pantheon of dying gods, known to Tyria as the Havoc Gods.
Little is known about how or why they came into being, but
they began to emerge from sewer systems beneath human Desperate to survive, these gods sought out followers from the
cities. When their existence was discovered by the humans lost and desperate, and offered them power in exchange for
above, they were viewed as abominations and driven out of the worship. Those who rejected these gods came to know them as
cities. The surviving Ratmen sought out refuge in Havoc Gods due to the zealotry of their followers and the
neighbouring lands but none were willing to take them in. unrest that they caused.

The Ratmen eventually found a new home in a stretch of land The Havoc Gods came to Tyria soon after Voidgates had been
that had been particularly devastated during the Havoc Wars. discovered. As mages and adventurers activated Voidgates
throughout the land, the influence of Havoc began to spread.
In the Northlands, surviving Havoc Warriors continued to raid
and plunder, while the original Human inhabitants had mostly The Havoc Gods saw Tyria as a fascinating plane due to the
moved to the more defended southern regions. The Ratmen diversity of its peoples, where they could find all sorts of
settled in these mostly abandoned lands, and their numbers different new followers.
rapidly grew as they reclaimed the territory which had been
Daemons were sent into Tyria by their gods, spreading
left barren by years of brutal warfare.
throughout the plane. They sought out followers for their
The Ratmen began to prosper thanks to their diligent work and Gods, either through promises of power, or shows of force.
the region’s rich natural resources, and soon their society grew
They found followers throughout Tyria, whom they guided to
prosperous. Within their massive cities, they organized
conquer others. Treachery, war, and bloodshed became
themselves into many guilds, each specialized in providing
commonplace as the Havoc Wars began. Daemons were seen
different benefits for their society, and their cities were ruled
throughout the continent, fighting alone or alongside mortal
by commissions made of the heads of the city’s key guilds.
allies, as they threatened to overrun the plane.
Yet, as Tyria continued to recover from the Havoc Wars, the
The Havoc Gods were on the verge of victory when they fell
Ratmen’s lands fell under increasing pressure from their
into a desperate trap set by their enemies. The most powerful
various neighbours, who sought to reclaim it and forced the
mages of Tyria gave their lives in a ritual that managed to seal
Ratmen to endure constant sieges and warfare in order to
the Havoc Gods into the Orb of Fate. Suddenly severed from
defend their home.
their creators, the forces of Havoc were defeated. The
The opening of the Great Rift was the fatal blow to their former surviving Daemons fled and hid throughout Tyria, escaping
society. The rift tore through a number of their cities, wherever they could, while their foes enjoyed an era of peace
destroying their walls, while the forces of Havoc began to and prosperity.
rally. Panic began to spread and soon, and the various Guilds
This peace was brought to an abrupt end when, centuries
began to fight amongst themselves.
later, the orb was broken by the heirs of the most powerful
Just as the forces of Havoc approached their lands and all hope Human Empire in Tyria.
was lost, a miracle happened. A godly figure of a female rat
The Havoc Gods were freed, and the power unleashed by the
appeared in the sky, and struck down their enemies’ army.
broken orb tore through the heart of Tyria, scarring the land
The remaining Rats renounced their quarrels and reunited to and opening a massive fissure cutting through much of the
fight in the name of their mysterious new Goddess, creating a plane. This great scar became known as the Rift, and from it,
cult in her name that now occupies every corner of their the Daemons began to emerge once more into Tyria.
society. Her disciples whisper in the ears of the guild masters,
The Rift Daemons are eager to return to their masters and
and while many see her as a saviour, others view her as a
avenge their defeat. They have already spread throughout
threat to their still delicate positions.
many corners of Tyria, and their hordes grow steadily with
How will you serve the Guilds and God-Mother? each passing day. With their old foes complacent and divided,
there are few who can stand against them while they are ready
to once more bend Tyria to the will of their gods.

How will you bring glory to your god?

4
TUTORIAL - BASICS
The Most Important Rule Measuring Movement
When playing a complex game there are going to be occasions When measuring how far a model moves always measure so
where a situation is not covered by the rules, or a rule does not that no part of its base moves further than the total distance.
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.

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.

Dice
Note that whilst all examples here show round bases, these
To play the game you are going to need some six-sided dice, movement restrictions apply in the same way to models on
which we will refer to as D6. Depending on how many models bases of different shape or models without a base.
you are playing with, we recommend having at least 10 to 20
dice to keep things fast. Line of Sight (LoS)
Quality Tests When playing the game, line of sight is used to determine if a
model can see another model for any purpose.
During the game you will be required to take Quality tests in
order to see if a model succeeds at doing various things such as To determine line of sight, simply get down to the eye level of
hitting its targets or passing morale tests. the miniature, and check if it can see the target. If the target is
visible, then the model has line of sight.
Whenever a rule states that a unit must take a Quality test, roll
one die. If you score the model’s Quality value or higher, then Models can always see in all directions, regardless of where
it counts as a success, else it counts as a fail. the miniature is actually facing, and they can always see
through friendly models from their own unit.
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 5), and one fail (the 3).

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, but because of the modifier the final result is a 2, a 3 and a 4.

5
TUTORIAL - MISSION 1 (MOVEMENT)
Mission Background Playing the Game Unit Rules
The Ratmen have spotted a Plague Each round, players alternate in Ratmen Warrior
incursion near their borders, and have activating one unit each, starting with
• Special Rules: n/a
sent scouts to investigate a daemon the player that won the deployment roll-
camp in the middle of the night. off. Each new round, the player that Plague Daemons Warrior
finished activating first on the last
The Battlefield • Special Rules: Execute, Sleepy
round gets to go first.

For this mission you’ll need a 4’x4’ table


Activation Special Rules
with 7 pieces of terrain on it, which
Execute – At the end of this model’s
counts as difficult terrain. Set up the The player picks one unit that hasn’t
activation, remove one Ratmen Warrior
terrain as shown in the first mission activated yet, and it must take an action:
within 2” from play, as long as it is not
map, and this set up will be maintained
Action Move Notes inside an extraction zone. Note that this
for the rest of the tutorial.
Hold 0” - special rule only exists for this specific
The Armies Advance 6” - mission, to teach you movement
Rush 12” - without having to explain how combat
For this mission you’ll need the works yet.
following models for each army. Movement Sleepy – This model may not use Rush
Ratmen actions. Note that this special rule only
Models may move and turn in any
direction, but may never move within 1” exists for this specific mission, to make
• 2 Ratmen Warriors
of other models. it more balanced.
Plague Daemons

• 3 Plague Warriors Terrain


Difficult Terrain: Units moving through
Deployment
difficult terrain at any point can’t move
The Plague Daemons player must first more than 6” at a time in total.
place all their Warriors within their
deployment zone as show on the
mission map below. Then the Ratmen
player places all their Warriors within
their deployment zone in the same way.

First Turn
The Ratmen player gets the first turn for
this mission.

Objectives
The game ends after 4 rounds, and if at
least one Ratmen Warrior is within one
of the extraction zones, then Ratmen
win, else the Plague Daemons win.

6
TUTORIAL - MISSION 2 (SHOOTING)
Mission Background Playing the Game Unit Rules
The camp is fully plague infested, so the Same as Mission 1. Ratmen Grenadier
Ratmen have sent Grenadiers to try and
destroy it with fire bombs before the Activation • Quality 5+ / Defense 5+
• Fire Bombs (12”, A1, AP(1))
daemons can muster a defense.
The player picks one unit that hasn’t
Plague Daemons Warrior
activated yet, and it must take an action:
The Battlefield
Action Move Notes • Quality 4+ / Defense 4+
For this mission play on the same table • Sling (12”, A1)*
Hold 0” Can shoot
with the same terrain as you set it up in • Special: Putrid
Advance 6” Shoot after moving
Mission 1, but all pieces of terrain count
Rush 12” Can’t shoot *Note that this unit only has this weapon
as difficult terrain and cover instead.
for this specific mission, to balance it.
The Armies Movement
Special Rules
For this mission you’ll need the Same as Mission 1.
following models for each army. AP(X) - Target gets -X to Defense rolls.
Shooting
Ratmen Putrid – When taking a wound, roll one
Models in range and line of sight to their die. On a 6+ it is ignored.
• 3 Grenadiers target may shoot. Shooting models take
Plague Daemons one quality test per attack, and a success SKIRMISH RULES CHANGES
is a hit. For each hit, the target must roll Apply these changes if you’re using this
• 2 Warriors one die trying to score its Defense value tutorial to learn how to play Skirmish.
or higher to block, and if failed it takes a
Deployment wound and is killed (remove the model Wound Effects: Whenever a model
The Plague Daemons player must first from play). takes one or more wounds, place one
place all their Warriors within their marker next to it for each. Then the
Weapon profiles are shown like this: defender rolls one die, adding the
deployment zone. Then the Ratmen
place all their Grenadiers within their • Name (Range, Attacks, Special) number of markers to the result:
deployment zone. Weapons with a range value are for Roll Effect
shooting, and without are for melee. 1-5 Shaken - Gets +1 to wound
First Turn effect rolls, and must stay

The Ratmen player gets the first turn for Terrain idle. Shaken units must
spend one full activation idle
this mission. to stop being Shaken.
Cover Terrain: Units with most models
fully inside cover terrain or behind sight 6+ Killed - The model is
Objectives removed from play.
blockers, or that are mostly inside cover
The game ends after 4 rounds, and if all terrain or behind sight blockers (for
of the Plague Warriors have been killed, single-model units), get +1 to Defense
then the Ratmen win, else the Plague rolls when blocking hits from shooting.
Daemons win.
Difficult Terrain: Same as Mission 1.

7
TUTORIAL - MISSION 3 (MELEE)
Mission Background Playing the Game Unit Rules
The Ratmen fire bombs were not Same as Mission 1. Ratmen Warrior
enough to take care of the daemons, so
they are sending in warriors to assist Activation • Quality 5+ / Defense 5+
• Hand Weapon (A1)
and take out any defenders.
The player picks one unit that hasn’t
Plague Daemons Warrior
activated yet, and it must take an action:
The Battlefield
Action Move Notes • Quality 4+ / Defense 4+
For this mission play on the same table • Hand Weapon (A1, Poison)
Hold 0” Can shoot
with the same terrain as you set it up in • Special Rules: Putrid
Advance 6” Shoot after moving
Mission 1, but all pieces of terrain count
Rush 12” Can’t shoot
as impassable terrain instead.
Charge 12” Moves into melee
Special Rules
The Armies Poison – The target must re-roll
Movement unmodified Defense rolls of 6 when
For this mission you’ll need the blocking hits.
following models for each army. Same as Mission 1, but now models may
also move within 1” of other models Same as Mission 2:
Ratmen
when charging.
• Putrid
• 3 Ratmen Warriors
Shooting SKIRMISH RULES CHANGES
Plague Daemons
Same as Mission 2.
• 2 Plague Warriors Apply these changes if you’re using this
tutorial to learn how to play Skirmish.
Melee
Deployment Shaken: Same as Mission 2, but Shaken
Charging models must move into base
The Plague Daemons player must first models also count as fatigued.
contact with the target and must strike
place all their Warriors within their with their melee weapons, which works
deployment zone. Then the Ratmen just like shooting. Then the defending
player places all their Warriors within model may choose to strike back, but
their deployment zone. doesn’t have to. Once both models are
done, the charger must move back by
First Turn 1”. If one of the two models was killed,
The Ratmen player gets the first turn for the other may move by up to 3”.
this mission.
Fatigue: After charging or striking back,
units hit on unmodified rolls of 6 in
Objectives
melee until the end of that round.
The game ends after 4 rounds, and if at
least one Ratmen Warrior is within one Terrain
of the extraction zones, then Ratmen
Impassable Terrain: Models may not
win, else the Plague Daemons win.
move through impassable terrain.

8
TUTORIAL - MISSION 4 (UNITS & OBJECTIVES)
Mission Background Playing the Game Unit Rules
The Plague incursion turns out to be Same as Mission 1, but players alternate Ratmen Storm Veteran
much greater than expected, so Ratmen in activating units, not single models.
• Quality 4+ / Defense 4+
Veterans have been sent in to take
control of the camp before it’s too late. Activation • Halberd (A1, AP(1), Rending)

Plague Daemons Swarm


Same as Mission 3.
The Battlefield
• Quality 6+ / Defense 6+
For this mission play on the same table Movement • Swarm Attack (A3, Poison)
with the same terrain as you set it up in • Special: Putrid, Strider,
Same as Mission 1, but now models
Mission 1, but all pieces of terrain count Tough(3)
must stay within 1” of at least one other
as difficult terrain and cover instead.
member of their unit, and within 9” of Same as Mission 3:
all other members. Units may also only
The Armies • Ratmen Warrior
charge if at least one charging model is
For this mission you’ll need the within charge distance of the target. • Plague Daemons Warrior
following models for each army.
Shooting Special Rules
Ratmen
Same as Mission 2, but note that all Rending – Ignores Regeneration, and
• 1 unit of 3 Ratmen Warriors unmodified results of 6 to hit get AP(4).
models in a unit must always shoot at
• 1 unit of 3 Storm Veterans
the same target.
Strider – May ignore the effects of
Plague Daemons difficult terrain when moving.
Melee
• 1 unit of 3 Plague Warriors Tough(3) – This model must take 3
• 1 Plague Swarm Same as Mission 3, but now charging
wounds before being killed.
models must move into base contact
Deployment with the target, or as close as possible, Same as Mission 2:
and then defenders must do the same by
The players alternate in placing one unit • AP(X)
moving up to 3”, and all models within
each within their deployment zones, • Putrid
2” of enemies may strike in melee.
starting with the Plague Daemons. Same as Mission 3:
Terrain
First Turn • Poison
Cover Terrain: Same as Mission 2.
The Plague Daemons player gets the SKIRMISH RULES CHANGES
first turn for this mission. Difficult Terrain: Same as Mission 1.
Apply these changes if you’re using this
Objectives tutorial to learn how to play Skirmish.

Place two objective markers as shown Shaken: Same as Mission 3, but Shaken
on the mission map. At the end of each models also can’t contest or seize
round, if a unit is within 3” of a marker objective markers.
while enemies aren’t, then it’s seized. Groups & Wounds: Whenever a unit
Markers stay seized even after leaving, with multiple models takes wounds,
but if units from both sides are each wound kills one model, until only
contesting a marker, then it becomes one last model remains. Only the last
neutral again. model then accumulates wounds and
The game ends after 4 rounds, and if the rolls to see if it’s Shaken or Killed.
Ratmen control at least one objective Tough & Wounds: Models with
marker, then they win, else the Plague Tough(3) only roll to check wound
Daemons win. effects once it has taken at least 3
wounds, and they’re only Killed on rolls
of 8+ (instead of 6+).

9
TUTORIAL - MISSION 5 (MORALE)
Mission Background Activation Unit Rules
Both forces have sent in everyone they Same as Mission 3. Ratmen Storm Veteran
have for one final decisive battle,
hoping their forces hold fast whilst Movement • Quality 4+ / Defense 4+
• Halberd (A1, AP(1), Rending)
struggling for control of the camp.
Same as Mission 4. • Special: Fearless
The Battlefield Shooting Plague Daemons Fury
For this mission play on the same table • Quality 5+ / Defense 5+
Same as Mission 4.
with the same terrain as you set it up in • Claws (A2, Poison, Rending)
Mission 1, with all pieces of terrain Melee • Special: Flying
counting as difficult terrain and cover.
Same as Mission 4. Same as Mission 3:
The Armies
Morale • Ratmen Warrior
For this mission you’ll need the • Plague Daemons Warrior
following models for each army. Morale Tests: At the end of an
Same as Mission 4:
activation where wounds leave a unit
Ratmen
with half or less of its total size or tough • Plague Daemons Swarm
• 1 unit of 3 Warriors value (for single-model units), or it loses
• 1 unit of 3 Grenadiers a melee, the unit must take a morale Special Rules
• 1 unit of 3 Veterans test. To take a morale test, take a quality
Fearless – Whenever this unit fails a
test, and if failed the unit is Shaken.
Plague Daemons morale test, roll one die. On a 4+ it
Shaken units must stay idle, count as
counts as passed instead.
• 1 unit of 3 Warriors fatigued, always fail morale tests, and
• 2 Furies can’t contest or seize objectives. Shaken Flying – May move through units and
units must spend one full activation idle terrain, and ignores terrain effects
• 1 Swarm
to stop being Shaken. whilst moving.
Deployment Melee Results: Units that were in melee Same as Mission 2:
The players alternate in placing one unit don’t take morale tests from wounds.
• AP(X)
each within their deployment zones, Instead they compare the number of
• Putrid
starting with the Ratmen player. wounds each unit caused, and the unit
with the lowest total loses, and must Same as Mission 3:
First Turn take a morale test. If the test is failed
• Poison
whilst the unit is down to half or less of
The Plague Daemons player gets the its total size or tough value, then it routs Same as Mission 4:
first turn for this mission. (remove from play as destroyed), else it
• Rending
is Shaken instead.
Objectives • Strider

Place two objective markers as shown


Terrain • Tough(3)

on the mission map. At the end of each Cover Terrain: Same as Mission 2. SKIRMISH RULES CHANGES
round, if a unit is within 3” of a marker
while enemies aren’t, then it’s seized. Difficult Terrain: Same as Mission 1. Apply these changes if you’re using this
Markers stay seized even after leaving, tutorial to learn how to play Skirmish.
but if units from both sides are
Shaken: Same as Mission 4, but Shaken
contesting a marker, then it becomes
models also always fail morale tests.
neutral again.
Morale: At the end of each round, if an
The game ends after 4 rounds, and if the
army is down to half or less of its
Ratmen control both objective markers,
starting units, then all of its units must
then they win, else the Plague Daemons
take a morale test. To take a morale test,
player wins.
take a quality test, and if failed the unit
is Shaken, and if the unit was already
Playing the Game
Shaken, then it routs instead (remove
Same as Mission 1. from play as destroyed).

10
WHAT NEXT?
The Wargaming Hobby More Ways to Play
Wargaming as a hobby is much more than just the content of There are lots more ways for you to play the games, many of
this starter set, and what you’ve seen here so far is only the tip which you can get for free on our website.
of a very large iceberg!
There are Mission Cards which give you varied and dynamic
Painting & Modelling objectives to fight over, as well as Campaign Rules that link
together a series of games, with armies growing and evolving
Whilst you can always play the games with unpainted throughout the campaign. We also have Solo & Co-Op Rules
miniatures, one of the biggest parts of the hobby is to paint for those that are looking to play by themselves or together
your army into something that looks great on the battlefield. with friends against AI controlled enemies.

Painting your army can be as simple or as complex as you Aside from those, you can also buy expansions that provide
want it to be, so take your time and learn at your own pace, to you with lots of ways to customize your games further, or that
get the results that you want. We recommend starting out with provide completely new ways to play the game, as well as
just painting your models with a simple 2-3 color scheme, and narrative campaigns that see you play as mighty heroes that go
then gradually working your way up to painting master pieces. on grand adventures with epic storylines.

Once you get more experience, you might also want to start
Exploring the Universe
customizing your models, bashing together pieces from
different kits to get completely unique results. There is a whole universe to explore with Age of Fantasy,
featuring dozens of factions, heroes, conflicts, and more.
Finally the modelling doesn’t have to stop at models, but you
can build your own wargaming terrain from simple household Make sure to check out our website to find free lore for all of
items, putting together a gaming table that looks great and the factions and the universe, as well as short stories, comics,
offers a variety of ways to play. and more background stories.

Cardboad boxes can be converted into buildings, insulation Additionally, you can also learn more about our universes by
foam can be turned into hills, and you can use rocks and buying narrative campaigns, faction guides, books, and story
pieces of wood to make all sorts of interesting terrain. The collections, which provide a deeper insight into our lore.
only limit to the hobby is your imagination!
More Free Games
Collecting RATMEN
Whilst this quickstart set focuses on Age of Fantasy and
If you enjoy the Ratmen models that come with this set, here Skirmish, we have lots more games for you to explore, which
are some units that you can add to your army in order to create are all available for free on our website.
a sizeable and varied force:
Make sure to check out the Grimdark Future starter set as well,
• 1 Battle Master to find out more about our sci-fi games and universe, which
• 1 unit of 10 Monks are just as epic and amazing as Age of Fantasy.
• 1 unit of 5 Night Scouts
• 1 unit of 3 Rat Ogres
Supporting on Patreon
• 1 Giant Beast If you want to help us in making more awesome content, you
can support us on Patreon: www.patreon.com/onepagerules
Collecting PLAGUE DAEMONS
By supporting you will get access to a ton of extra content,
If you enjoy the Plague Daemons models that come with this exclusive updates, early access, rulebooks, point calculators,
set, here are some units that you can add to your army in order miniatures and much more.
to create a sizeable and varied force:
This project was made by gamers for gamers, and it can only
• 1 Champion exist thanks to the support of our awesome community.
• 1 Harbinger
• 1 unit of 10 Warriors Welcome to the Hobby
• 1 unit of 3 Fly Riders We hope that you enjoyed this starter set, and that you are as
• 1 Plague Beast excited as we are to be part of this amazing hobby.

Happy Wargaming!

- The OPR Team

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