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	<updated>2026-06-06T20:47:12Z</updated>
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	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Firefight_Core_Rules&amp;diff=1236</id>
		<title>Grimdark Future Firefight Core Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Firefight_Core_Rules&amp;diff=1236"/>
		<updated>2025-03-04T09:53:58Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: formatting adjustments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[OPR Rules Versions#Current version|Current rules version 3.4.1]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= General Principles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most important rule:&#039;&#039;&#039; Whenever the rules are unclear, use common sense and personal preference. Have fun! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality Tests: &#039;&#039;&#039;Roll one six-sided die, and if you score the model’s quality value or higher, then it counts as a success. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers: &#039;&#039;&#039;Regardless of modifiers, rolls of 6 always succeed, and rolls of 1 always fail.&lt;br /&gt;
&lt;br /&gt;
= Preparation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Armies: &#039;&#039;&#039;The players put together two armies of equal points before the game begins (we recommend 200pts to start, and 300pts for a full match). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Org. (optional): &#039;&#039;&#039;Players may only bring up to 1 hero per 150pts in their army, and only 1+X copies of the same unit, where X is 1 per 150pts in their army. No single unit may be worth over 35% of total points, and armies may only have max. 1 unit per 30pts, and max. 1 model per full 20pts. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield: &#039;&#039;&#039;The game is played on a 4‘x4‘ area, with 20+ pieces of terrain. The game can be also played on smaller areas, as long as armies deploy at least 24&amp;quot; apart. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission: &#039;&#039;&#039;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. Markers stay seized even after leaving, but 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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment: &#039;&#039;&#039;Players roll-off, and the winner picks a table edge as their deployment zone, with their 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.&lt;br /&gt;
&lt;br /&gt;
= Playing the Game =&lt;br /&gt;
&lt;br /&gt;
Each round, players alternate 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 go first.  &lt;br /&gt;
&lt;br /&gt;
= Activation =&lt;br /&gt;
&lt;br /&gt;
The player picks one unit that hasn’t activated yet, and it must take one action:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #d1fffd;&amp;quot;&lt;br /&gt;
 || &#039;&#039;&#039;Action &#039;&#039;&#039; || &#039;&#039;&#039;Move &#039;&#039;&#039; || &#039;&#039;&#039;Notes &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 || Hold  || 0”  || Can shoot &lt;br /&gt;
|-&lt;br /&gt;
 || Advance  || 6”  || Can shoot after move &lt;br /&gt;
|-&lt;br /&gt;
 || Rush  || 12”  || Can’t shoot &lt;br /&gt;
|-&lt;br /&gt;
 || Charge  || 12”  || Moves into melee &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Unit members must stay within 1” of at least one other member, and within 6” of all other members. Units may only be within 1” of other units when charging, and may only charge if at least one charging model is within charge distance of the target unit.&lt;br /&gt;
&lt;br /&gt;
= Shooting =&lt;br /&gt;
&lt;br /&gt;
Models in range and line of sight may fire all ranged weapons, and may fire at up to two different targets with different weapon types. Shooting models take one quality test per attack, and each success is a hit. For each hit defending units roll one die trying to score their Defense value or higher to block, and each fail causes one wound. Then check the wound effects section to see what happens.  &lt;br /&gt;
&lt;br /&gt;
= Melee =&lt;br /&gt;
&lt;br /&gt;
Charging models must move into base contact with targets, or as close as possible, and then defenders must do the same by moving up to 3”. Models must strike enemies within 2” horizontally and 4” vertically with all melee weapons, which works like shooting. Then defenders may choose to strike back, but don’t have to. If one of the units is destroyed, the other may move by up to 3”, else chargers must move back and separate by 1” (if possible). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue:&#039;&#039;&#039; After charging or striking back, units only hit on unmodified results of 6 in melee until the end of that round.&lt;br /&gt;
&lt;br /&gt;
= Wound Effects =&lt;br /&gt;
&lt;br /&gt;
Whenever a model takes one or more wounds, place one marker next to it for each. Then the defender rolls one die, adding the number of markers to the result:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #d1fffd;&amp;quot;&lt;br /&gt;
 || &#039;&#039;&#039;Roll&#039;&#039;&#039; || &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 || 1-5  || &#039;&#039;&#039;Shaken&#039;&#039;&#039; - Gets +1 to wound effect rolls, must stay idle, counts as fatigued, always fails morale tests, and can’t contest or seize objectives. Shaken units must spend one full activation idle to stop being Shaken. &lt;br /&gt;
|-&lt;br /&gt;
 || 6+  || &#039;&#039;&#039;Knocked Out&#039;&#039;&#039; - The model is removed from play. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Groups &amp;amp; Wounds:&#039;&#039;&#039; Whenever a unit with multiple models takes wounds, each wound kills one model, until only one last model remains. Only the last model then accumulates wounds and rolls to see if it’s Shaken or Knocked Out.&lt;br /&gt;
&lt;br /&gt;
= Morale =&lt;br /&gt;
&lt;br /&gt;
At the end of each round, if an army is down to half or less of its starting units, then all of its units must take a morale test. To take a morale test, take a quality test, and if failed the unit is Shaken, and if the unit was already Shaken, then it routs instead (remove from play as destroyed).  &lt;br /&gt;
&lt;br /&gt;
= Terrain =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Terrain:&#039;&#039;&#039; Units with most models fully inside cover terrain or behind sight blockers, or that are mostly inside cover terrain or behind sight blockers (for single-model units), get +1 to Defense rolls when blocking hits from shooting. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficult Terrain:&#039;&#039;&#039; Units moving through difficult terrain at any point can’t move more than 6” at a time in total. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dangerous Terrain:&#039;&#039;&#039; 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 the unit takes a wound.&lt;br /&gt;
&lt;br /&gt;
= Special Rules Reference =&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. At the start of any round after the first, may be deployed anywhere over 9” away from enemy units. Players alternate in placing Ambush units, starting with the player that activates next. Units that deploy via Ambush can’t seize or contest objectives on the round they deploy. &lt;br /&gt;
&lt;br /&gt;
=== AP(X) ===&lt;br /&gt;
&lt;br /&gt;
Targets get -X to Defense rolls when blocking hits from this weapon. &lt;br /&gt;
&lt;br /&gt;
=== Blast(X) ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover, and after resolving other special rules, each hit is multiplied by X, where X is up to as many hits as enemy models in the target unit and within 3” of it. Hits must be split evenly between all enemy units within 3” of any model from the target (defender picks how). &lt;br /&gt;
&lt;br /&gt;
=== Caster(X) ===&lt;br /&gt;
&lt;br /&gt;
Gets X spell tokens at the start of each round, but can’t hold more than 6 tokens at once. At any point before attacking, spend as many tokens as the spell’s value to try casting one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of sight. Models within 18” in line of sight of the caster’s unit may spend any number of spell tokens at the same time before rolling, to give the caster +1/-1 to the roll per token. &lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
&lt;br /&gt;
Strikes first with this weapon when charged, and the charging unit gets -1 total Impact rolls per model with Counter. &lt;br /&gt;
&lt;br /&gt;
=== Deadly(X) ===&lt;br /&gt;
&lt;br /&gt;
Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, and these wounds don’t carry over to other models if the original target is killed. &lt;br /&gt;
&lt;br /&gt;
=== Fast ===&lt;br /&gt;
&lt;br /&gt;
Moves +2” when using Advance, and +4” when using Rush/Charge. &lt;br /&gt;
&lt;br /&gt;
=== Fear(X) ===&lt;br /&gt;
&lt;br /&gt;
This model counts as having dealt +X wounds when checking wound effects in melee (must deal at least one wound to check). &lt;br /&gt;
&lt;br /&gt;
=== Fearless ===&lt;br /&gt;
&lt;br /&gt;
Whenever a unit where most models have this rule fails a morale test, roll one die. On a 4+ it counts as passed instead. &lt;br /&gt;
&lt;br /&gt;
=== Flying ===&lt;br /&gt;
&lt;br /&gt;
May move through units and terrain, and ignores terrain effects whilst moving, and automatically passes jumping rolls. &lt;br /&gt;
&lt;br /&gt;
=== Furious ===&lt;br /&gt;
&lt;br /&gt;
When charging, unmodified rolls of 6 to hit in melee deal one extra hit (only the original hit counts as a 6 for special rules). &lt;br /&gt;
&lt;br /&gt;
=== Hero ===&lt;br /&gt;
&lt;br /&gt;
Friendly units within 12” may take morale tests using the hero’s Quality, as long as the hero isn’t Shaken. &lt;br /&gt;
&lt;br /&gt;
=== Immobile ===&lt;br /&gt;
&lt;br /&gt;
May only use Hold actions. &lt;br /&gt;
&lt;br /&gt;
=== Impact(X) ===&lt;br /&gt;
&lt;br /&gt;
Roll X dice when attacking after charging, unless fatigued. For each 2+ the target takes one hit. &lt;br /&gt;
&lt;br /&gt;
=== Indirect ===&lt;br /&gt;
&lt;br /&gt;
Gets -1 to hit rolls when shooting after moving. May target enemies that are not in line of sight as if in line of sight, and ignores cover from sight obstructions. &lt;br /&gt;
&lt;br /&gt;
=== Lance ===&lt;br /&gt;
&lt;br /&gt;
When charging, gets +1 to hit rolls and AP(+1) in melee. &lt;br /&gt;
&lt;br /&gt;
=== Lock-On ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover and all negative modifiers to hit rolls and range. &lt;br /&gt;
&lt;br /&gt;
=== Limited ===&lt;br /&gt;
&lt;br /&gt;
May only be used once per game. &lt;br /&gt;
&lt;br /&gt;
=== Poison ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and the target must re-roll unmodified Defense rolls of 6 when blocking hits. &lt;br /&gt;
&lt;br /&gt;
=== Regeneration ===&lt;br /&gt;
&lt;br /&gt;
When taking a wound, roll one die. On a 5+ it is ignored. &lt;br /&gt;
&lt;br /&gt;
=== Relentless ===&lt;br /&gt;
&lt;br /&gt;
When using Hold actions and shooting, unmodified rolls of 6 to hit deal one extra hit (only the original hit counts as a 6 for special rules). &lt;br /&gt;
&lt;br /&gt;
=== Reliable ===&lt;br /&gt;
&lt;br /&gt;
Attacks at Quality 2+. &lt;br /&gt;
&lt;br /&gt;
=== Rending ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4). &lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. After all other units are deployed, must be deployed and may then be placed anywhere within 12” of their position. Players alternate in placing Scout units, starting with the player that activates next. &lt;br /&gt;
&lt;br /&gt;
=== Slow ===&lt;br /&gt;
&lt;br /&gt;
Moves -2” when using Advance, and -4” when using Rush/Charge. &lt;br /&gt;
&lt;br /&gt;
=== Stealth ===&lt;br /&gt;
&lt;br /&gt;
Enemies get -1 to hit rolls when shooting at units where all models have this rule from over 9&amp;quot; away. &lt;br /&gt;
&lt;br /&gt;
=== Strider ===&lt;br /&gt;
&lt;br /&gt;
May ignore the effects of difficult terrain when moving, and only needs 2+ to pass jumping rolls. &lt;br /&gt;
&lt;br /&gt;
=== Tough(X) ===&lt;br /&gt;
&lt;br /&gt;
This model only rolls to check wound effects once it has taken X wounds or more, and is only Knocked Out on rolls of 5+X or more. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A model with Tough(3) only rolls for wound effects once it has taken 3 wounds or more, and is Knocked Out on rolls of 8+. &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
= Special Moves =&lt;br /&gt;
&lt;br /&gt;
=== Pushing ===&lt;br /&gt;
&lt;br /&gt;
Whenever a model rolls a Shaken result, the attacker may try to push it. Roll one die, and on a 4+ the attacker may move the model by up to 2” in any direction. &lt;br /&gt;
&lt;br /&gt;
=== Jumping ===&lt;br /&gt;
&lt;br /&gt;
Models may cross 1” gaps or drop off 3” of elevation as regular movement, but they must jump to cross gaps or drop off elevation of up to 6”. Roll X+1 dice, trying to score 3+, where X is one die for every full 3” the model wants to move. If all rolls are successes, then the model may cross the distance, without counting it towards its move. If any roll is failed, then the model falls instead. &lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
&lt;br /&gt;
If a model falls or is pushed off an elevated position at least 2” tall, it takes 1 hit with AP(X), where X is AP(1) for every full 3” it fell. Then place the model within 2” of the bottom, and its activation ends immediately. For units with multiple models, falling kills the model instead, until only one last model remains, which falls normally.&lt;br /&gt;
&lt;br /&gt;
[[Category:Grimdark Future Rules]]&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Core_Rules&amp;diff=1231</id>
		<title>Grimdark Future Core Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Core_Rules&amp;diff=1231"/>
		<updated>2025-03-04T09:30:08Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: testing TOC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;[[OPR Rules Versions#Current version|Current rules version 3.4.1]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= General Principles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most important rule: &#039;&#039;&#039;Whenever the rules are unclear, use common sense and personal preference. Have fun!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality Tests: &#039;&#039;&#039;Roll one six-sided die, and if you score the model’s quality value or higher, then it counts as a success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers: &#039;&#039;&#039;Regardless of modifiers, rolls of 6 always succeed, and rolls of 1 always fail.&lt;br /&gt;
&lt;br /&gt;
= Preparation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Armies: &#039;&#039;&#039;The players put together two armies of equal points before the game begins (we recommend 1000pts to start, and 2000pts for a full match).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combined Units: &#039;&#039;&#039;Players may combine two copies of the same multi-model unit into a single unit, if upgrades that apply to all models are bought for both.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Org. (optional): &#039;&#039;&#039;Players may only bring up to 1 hero per 500pts in their army, and only 1+X copies of the same unit, where X is 1 per 1000pts in their army (combined units count as one). No single unit may be worth over 35% of total points, and armies may only have max. 1 unit per 200pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield: &#039;&#039;&#039;The game is played on a 6‘x4‘ area, with 15+ pieces of terrain. The game can be also played on smaller areas, as long as armies deploy at least 24&amp;quot; apart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission: &#039;&#039;&#039;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. Markers stay seized even after leaving, but 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment: &#039;&#039;&#039;Players roll-off, and the winner picks a long table edge as their deployment zone, with their 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.&lt;br /&gt;
&lt;br /&gt;
= Playing the Game =&lt;br /&gt;
&lt;br /&gt;
Each round, players alternate 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 go first.&lt;br /&gt;
&lt;br /&gt;
= Activation =&lt;br /&gt;
&lt;br /&gt;
The player picks one unit that hasn’t activated yet, and it must take one action:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #d1fffd;&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Action &#039;&#039;&#039;&lt;br /&gt;
|| &#039;&#039;&#039;Move &#039;&#039;&#039;&lt;br /&gt;
|| &#039;&#039;&#039;Notes &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| Hold &lt;br /&gt;
|| 0” &lt;br /&gt;
|| Can shoot &lt;br /&gt;
|-&lt;br /&gt;
|| Advance &lt;br /&gt;
|| 6” &lt;br /&gt;
|| Can shoot after move &lt;br /&gt;
|-&lt;br /&gt;
|| Rush &lt;br /&gt;
|| 12” &lt;br /&gt;
|| Can’t shoot &lt;br /&gt;
|-&lt;br /&gt;
|| Charge &lt;br /&gt;
|| 12” &lt;br /&gt;
|| Moves into melee &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Unit members must stay within 1” of at least one other member, and within 9” of all other members. Units may only be within 1” of other units when charging, and may only charge if at least one charging model is within charge distance of the target unit.&lt;br /&gt;
&lt;br /&gt;
= Shooting =&lt;br /&gt;
&lt;br /&gt;
Models in range and line of sight may fire all ranged weapons, and may fire at up to two different targets with different weapon types. Shooting models take one quality test per attack, and each success is a hit. For each hit defending units roll one die trying to score their Defense value or higher to block, and each fail causes one wound. For each wound, the defender must remove one model.&lt;br /&gt;
&lt;br /&gt;
= Melee =&lt;br /&gt;
&lt;br /&gt;
Charging models must move into base contact with targets, or as close as possible, and then defenders must do the same by moving up to 3”. Models within 2” horizontally and 4” vertically of enemies must strike with all melee weapons, which works like shooting. Then defenders may choose to strike back, but don’t have to. Once both units are done, the losing unit must take a morale test (see morale section). If one of the units is destroyed, the other may move by up to 3”, else chargers must move back and separate by 1” (if possible).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue: &#039;&#039;&#039;After charging or striking back, units only hit on unmodified results of 6 in melee until the end of that round.&lt;br /&gt;
&lt;br /&gt;
= Morale =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morale Tests: &#039;&#039;&#039;At the end of an activation where wounds leave a unit with half or less of its total size or tough value (for single-model units), or it loses a melee, the unit must take a morale test. To take a morale test, take a quality test, and if failed the unit is Shaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaken: &#039;&#039;&#039;Must stay idle, counts as fatigued, always fails morale tests, and can’t contest or seize objectives. Shaken units must spend one full activation idle to stop being Shaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Results: &#039;&#039;&#039;Units in melee don’t take morale tests from wounds at the end of an activation. Instead they compare the number of wounds each unit caused, 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 as destroyed), else it is Shaken instead.&lt;br /&gt;
&lt;br /&gt;
= Terrain =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Terrain: &#039;&#039;&#039;Units with most models fully inside cover terrain or behind sight blockers, or that are mostly inside cover terrain or behind sight blockers (for single-model units), get +1 to Defense rolls when blocking hits from shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficult Terrain: &#039;&#039;&#039;Units moving through difficult terrain at any point can’t move more than 6” at a time in total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dangerous Terrain: &#039;&#039;&#039;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 the unit takes a wound.&lt;br /&gt;
&lt;br /&gt;
= Special Rules Reference =&lt;br /&gt;
&lt;br /&gt;
=== Aircraft ===&lt;br /&gt;
&lt;br /&gt;
May only use Advance actions, moving in a straight line, and adding 30” to its total move (even if Shaken). Aircraft ignore all units and terrain when moving and stopping, can’t seize objectives, can’t be charged, and units targeting them get -12” range and -1 to hit.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. At the start of any round after the first, may be deployed anywhere over 9” away from enemy units. Players alternate in placing Ambush units, starting with the player that activates next. Units that deploy via Ambush can’t seize or contest objectives on the round they deploy.&lt;br /&gt;
&lt;br /&gt;
=== AP(X) ===&lt;br /&gt;
&lt;br /&gt;
Targets get -X to Defense rolls when blocking hits from this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Blast(X) ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover, and after resolving other special rules, each hit is multiplied by X, where X is up to as many hits as models in the target unit.&lt;br /&gt;
&lt;br /&gt;
=== Caster(X) ===&lt;br /&gt;
&lt;br /&gt;
Gets X spell tokens at the start of each round, but can’t hold more than 6 tokens at once. At any point before attacking, spend as many tokens as the spell’s value to try casting one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of sight. Models within 18” in line of sight of the caster’s unit may spend any number of spell tokens at the same time before rolling, to give the caster +1/-1 to the roll per token.&lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
&lt;br /&gt;
Strikes first with this weapon when charged, and the charging unit gets -1 total Impact rolls per model with Counter.&lt;br /&gt;
&lt;br /&gt;
=== Deadly(X) ===&lt;br /&gt;
&lt;br /&gt;
Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, and these wounds don’t carry over to other models if the original target is killed.&lt;br /&gt;
&lt;br /&gt;
=== Entrenched ===&lt;br /&gt;
&lt;br /&gt;
Enemies get -2 to hit when shooting at this model from over 9” away, as long as it hasn’t moved since the beginning of its last activation.&lt;br /&gt;
&lt;br /&gt;
=== Fast ===&lt;br /&gt;
&lt;br /&gt;
Moves +2” when using Advance and +4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Fear(X) ===&lt;br /&gt;
&lt;br /&gt;
This model counts as having dealt +X wounds when checking who won melee.&lt;br /&gt;
&lt;br /&gt;
=== Fearless ===&lt;br /&gt;
&lt;br /&gt;
Whenever a unit where most models have this rule fails a morale test, roll one die. On a 4+ it counts as passed instead.&lt;br /&gt;
&lt;br /&gt;
=== Flying ===&lt;br /&gt;
&lt;br /&gt;
May move through units and terrain, and ignores terrain effects whilst moving.&lt;br /&gt;
&lt;br /&gt;
=== Furious ===&lt;br /&gt;
&lt;br /&gt;
When charging, unmodified rolls of 6 to hit in melee deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Hero ===&lt;br /&gt;
&lt;br /&gt;
Heroes with up to Tough(6) may deploy as part of one multi-model unit without another Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense until all other models have been killed.&lt;br /&gt;
&lt;br /&gt;
=== Immobile ===&lt;br /&gt;
&lt;br /&gt;
May only use Hold actions.&lt;br /&gt;
&lt;br /&gt;
=== Impact(X) ===&lt;br /&gt;
&lt;br /&gt;
Roll X dice when attacking after charging, unless fatigued. For each 2+ the target takes one hit.&lt;br /&gt;
&lt;br /&gt;
=== Indirect ===&lt;br /&gt;
&lt;br /&gt;
Gets -1 to hit rolls when shooting after moving. May target enemies that are not in line of sight as if in line of sight, and ignores cover from sight obstructions.&lt;br /&gt;
&lt;br /&gt;
=== Lance ===&lt;br /&gt;
&lt;br /&gt;
When charging, gets +1 to hit rolls and AP(+1) in melee.&lt;br /&gt;
&lt;br /&gt;
=== Lock-On ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover and all negative modifiers to hit rolls and range.&lt;br /&gt;
&lt;br /&gt;
=== Limited ===&lt;br /&gt;
&lt;br /&gt;
May only be used once per game.&lt;br /&gt;
&lt;br /&gt;
=== Poison ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and the target must re-roll unmodified Defense rolls of 6 when blocking hits.&lt;br /&gt;
&lt;br /&gt;
=== Regeneration ===&lt;br /&gt;
&lt;br /&gt;
When taking a wound, roll one die. On a 5+ it is ignored.&lt;br /&gt;
&lt;br /&gt;
=== Relentless ===&lt;br /&gt;
&lt;br /&gt;
When using Hold actions and shooting, unmodified rolls of 6 to hit deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Reliable ===&lt;br /&gt;
&lt;br /&gt;
Attacks at Quality 2+.&lt;br /&gt;
&lt;br /&gt;
=== Rending ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4).&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. After all other units are deployed, must be deployed and may then be placed anywhere within 12” of their position. Players alternate in placing Scout units, starting with the player that activates next.&lt;br /&gt;
&lt;br /&gt;
=== Slow ===&lt;br /&gt;
&lt;br /&gt;
Moves -2” when using Advance, and -4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
&lt;br /&gt;
Shoots at Quality 2+, and each model with Sniper may pick any model in the target unit as its individual target, which is resolved as if it was a unit of 1. Sniper shooting must be resolved before other weapons.&lt;br /&gt;
&lt;br /&gt;
=== Stealth ===&lt;br /&gt;
&lt;br /&gt;
Enemies get -1 to hit rolls when shooting at units where all models have this rule from over 9&amp;quot; away.&lt;br /&gt;
&lt;br /&gt;
=== Strider ===&lt;br /&gt;
&lt;br /&gt;
May ignore the effects of difficult terrain when moving.&lt;br /&gt;
&lt;br /&gt;
=== Tough(X) ===&lt;br /&gt;
&lt;br /&gt;
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 in the unit until it is killed, before starting to put them on the next tough model (heroes must be assigned wounds last).&lt;br /&gt;
&lt;br /&gt;
=== Transport(X) ===&lt;br /&gt;
&lt;br /&gt;
May transport up to X models or Heroes with up to Tough(6), and non-Heroes with up to Tough(3) which occupy 3 spaces each. Transports may deploy with units inside, and units may enter/exit by using any move action, but must stay fully within 6” of it when exiting. When a transport is destroyed, units inside must take a dangerous terrain test, are Shaken, and must be placed fully within 6” of the transport before removing it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Grimdark Future Rules]]&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Warfleets&amp;diff=1230</id>
		<title>Grimdark Future Warfleets</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Warfleets&amp;diff=1230"/>
		<updated>2025-03-04T09:00:16Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: added image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Grimdark Future: Warfleets}}&lt;br /&gt;
[[File:GrimdarkFutureWarfleets-cover.jpg|thumb|Warfleets: FTL Cover Art]]&lt;br /&gt;
&lt;br /&gt;
Players control powerful warships as they engage in intense, fast-paced battles in the vast reaches of space. Equip advanced technologies such as faster-than-light engines, shields, and weapons. There are different classes of ships, each with its own strengths and weaknesses, and you must choose their fleet composition carefully to gain an advantage.&lt;br /&gt;
&lt;br /&gt;
The rules are designed to be flexible and modular, so players can customize their games and add their own unique rules and scenarios.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Background Story==&lt;br /&gt;
&lt;br /&gt;
Grimdark Future is a sci-fi universe at war. The galaxy is in turmoil, where powerful factions and alien races are locked in a struggle to control valuable resources and territory. The technology in this universe is advanced, with faster-than-light travel and powerful weapons, but the origins and true capabilities of this technology still need to be fully understood. &lt;br /&gt;
&lt;br /&gt;
There are various factions, each with their own unique ideologies and agendas, fighting for dominance, and the true motivations of the war are not entirely clear. The universe is also home to many different alien species, some of which are peaceful, while others are hostile and aggressive. &lt;br /&gt;
&lt;br /&gt;
The war is fought across a wide range of environments, from deep space to planets and asteroids, and the battles are intense and brutal, with ships and soldiers using advanced weapons and tactics to gain an advantage. The universe is full of uncertainty and secrets, and the true nature of the war and the various factions fighting it are open to interpretation.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Players take on the roles of commanders of a fully personalized fleet, which is made up of ships, heroes and upgrades from a common set of assets, as well as special assets from one of 17 interstellar factions.&lt;br /&gt;
&lt;br /&gt;
Each faction comes with its own selection of ships, heroes and upgrades, and there is also a wide selection of legendary fleets, giving players the chance to step into the shoes of legendary FTL admirals.&lt;br /&gt;
&lt;br /&gt;
==== Turns ====&lt;br /&gt;
Unlike other games, turns in FTL  are broken up in phases. While each player still alternates between each activation, the ships with which they can move is determined by phase, listed in order:&lt;br /&gt;
&lt;br /&gt;
# Squadrons&lt;br /&gt;
# Light Ships&lt;br /&gt;
# Medium Ships&lt;br /&gt;
# Heavy Ships&lt;br /&gt;
&lt;br /&gt;
When a ship is activated, you can pick one of the following:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hold:&#039;&#039;&#039; The ship can&#039;t move, but it can pivot up to 180° and shoot. Unless the ship is a squadron, all ships can hit a holding ship on a 2+.&lt;br /&gt;
* &#039;&#039;&#039;Move:&#039;&#039;&#039; The ship can move by its move speed and fire after moving. You can pivot the ship by 90° after moving at least half the ship&#039;s speed.&lt;br /&gt;
** If a ship moves off the table edge, it&#039;ll vanish for the rest of the round and then return the next round, reappearing around 4&amp;quot; of their last location.&lt;br /&gt;
** If a ship moves to a point where it overlaps with another ship, then the moving ship has to continue moving until such a point where it&#039;s now 1&amp;quot; away from the other ship and both ships suffer 1 damage. If the ship&#039;s overlapping any squadrons, then the squadron can just be repositioned within 1&amp;quot; of the moving ship without any damage.&lt;br /&gt;
* &#039;&#039;&#039;Cruise:&#039;&#039;&#039; The ship moves by its cruise speed, but cannot shoot. You can pivot the ship by 45° after moving at least half the ship&#039;s speed.&lt;br /&gt;
** Ships have firing arcs where certain weapons can fire from. You can only fire a certain weapon when a target is within its range and firing arc. Turrets can be fired from any arc.&lt;br /&gt;
*** When rolling to hit, you roll a number of dice equal to the weapon&#039;s Attack against the target&#039;s Evasion. Any rolls meeting or exceeding the target&#039;s Evasion counts as a hit. Note that you add +1 to the hit roll if you&#039;re targeting the target&#039;s rear arc. Squadrons add +1 to hit when firing on other squadrons.&lt;br /&gt;
*** For each hit, the target must roll a die, trying to score it&#039;s Toughness score, the roll with a penalty based on the weapon&#039;s Strength value. If the final roll beats the Toughness score, then the hit is blocked. Note that you add a -1 to block when hit in the rear arc.&lt;br /&gt;
*** If the ship takes damage, then the damage must be assigned to an upgrade of the target&#039;s choosing. Once an upgrade takes 2 damage, it is disabled. Squadrons, lacking the slots for an upgrade, are destroyed once they suffer 2 damage.&lt;br /&gt;
** Squadrons can end up engaged by moving within 2&amp;quot; of an enemy squadron. Engaged squadrons cannot move once engaged.&lt;br /&gt;
* &#039;&#039;&#039;Ram:&#039;&#039;&#039; The ship moves by its cruise speed, but it cannot shoot and must end its movement within base contact of another ship. You can pivot the ship by 45° after moving at least half the ship&#039;s speed. This doesn&#039;t work when targeting squadrons considering how small they are, and similarly squadrons can&#039;t ram either.&lt;br /&gt;
** Compare the maximum number of upgrades for each ship. The ship with the most slots takes 2 damage while the ship with less takes 3 damage and is shoved away d6&amp;quot;. In an event where both ships have the same number of slots, they each take 2 damage.&lt;br /&gt;
&lt;br /&gt;
If a fleet is reduced to half its starting size (or else otherwise forced to), the fleet&#039;s player must test for Morale. Each ship rolls a d6, adding the number of upgrade slots that aren&#039;t disabled - a 6+ means the ship is otherwise unaffected, but rolling below a 6 means the ship surrenders (if it&#039;s rolling because of army size.) Squadrons don&#039;t take Morale checks, but if the rest of the fleet surrenders or dies, then the squadrons must automatically surrender. &lt;br /&gt;
&lt;br /&gt;
==== Terrain ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blocking Terrain:&#039;&#039;&#039; Large asteroids, planets, and other orbital stations. This terrain&#039;s impassible, and any ships pushed into them suffer 1 damage.&lt;br /&gt;
* &#039;&#039;&#039;Cover Terrain:&#039;&#039;&#039; Space clouds, nebulas, and other fields of tiny space-stuff. If a ship&#039;s hiding behind this, then anyone targeting the ship takes -1 to hit.&lt;br /&gt;
* &#039;&#039;&#039;Difficult Terrain:&#039;&#039;&#039; Asteroid fields, gravity wells, and other fields of debris. Any ships moving through this terrain can only do so at half-speed.&lt;br /&gt;
* &#039;&#039;&#039;Dangerous Terrain:&#039;&#039;&#039; Radiation zones, minefields and black holes, pretty much anything that could seriously damage or destroy models. Anything pushed onto these zones take d3 damage.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
*[[Grimdark Future]]&lt;br /&gt;
*[[:Category:Grimdark Future Factions|Grimdark Future Factions]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
*[https://www.onepagerules.com/games/grimdark-future-warfleets OPR Official Website]&lt;br /&gt;
*[http://patreon.com/onepagerules/ OPR Patreon]&lt;br /&gt;
*[https://www.onepagerules.com/resources Rulebooks]&lt;br /&gt;
*[https://preview.drivethrurpg.com/en/product/348611/grimdark-future-warfleets-advanced-rulebook Full Rulebook]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Skirmish&amp;diff=1228</id>
		<title>Age of Fantasy Skirmish</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Skirmish&amp;diff=1228"/>
		<updated>2025-03-03T16:21:09Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: added image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AgeOfFantasySkirmish-cover.jpg|thumb|Age of Fantasy Skirmish Cover Art]]&lt;br /&gt;
&#039;&#039;&#039;Age of Fantasy Skirmish&#039;&#039;&#039; is a set of free, quick-play tabletop skirmish game. Play out small, fast-paced battles between small groups of miniatures. OPR games are easy to learn and expand. &lt;br /&gt;
&lt;br /&gt;
The rules are designed to be flexible and modular, so players can customize their games and add their own unique rules and scenarios. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Background Story==&lt;br /&gt;
&lt;br /&gt;
A land of magic and mystery, where ancient ruins and powerful artifacts hint at a rich history, but the true origins and nature of the world are shrouded in mystery. &lt;br /&gt;
&lt;br /&gt;
The land is dotted with various kingdoms and factions, each with their own unique cultures and politics. The people of this world possess a range of abilities, from innate magical powers to advanced technology. There are many different races, including humans, elves, dwarves, and others, each with their own strengths and weaknesses. The world is also home to a wide variety of creatures, from dragons and giant beasts to talking animals and mischievous spirits. &lt;br /&gt;
&lt;br /&gt;
The world&#039;s landscape is diverse, with towering mountains, dense forests, sprawling deserts, treacherous swamps, and dark, underground realms. It is a world full of uncertainty and secrets, and there are many opportunities for adventure and discovery for those brave enough to seek them out.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grimdark Future: Firefight uses rules almost identical to the larger-scale [[Age of Fantasy]], with some tweaks and additions to better reflect small-scale warfare (like additional movement types, jumping/scaling/climbing, area-shooting/area-striking, different wound effects etc.)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
*[[:Category:Age of Fantasy Factions|Age of Fantasy Factions]]&lt;br /&gt;
*[[:Category:Age of Fantasy Miniatures|Age of Fantasy Miniatures]]&lt;br /&gt;
*[[:Category:Age of Fantasy Skirnmish Tactics|Age of Fantasy Skirmish Tactics]]&lt;br /&gt;
*[[:Category:Age of Fantasy Skirmish Quickplay Armies|Age of Fantasy Skirmish Quickplay Armies]]&lt;br /&gt;
*[[Age of Fantasy]]&lt;br /&gt;
*[[Age of Fantasy Regiments]]&lt;br /&gt;
*[[Rules FAQ]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
*[https://www.onepagerules.com/games/age-of-fantasy-skirmish OPR Official Website]&lt;br /&gt;
*[http://patreon.com/onepagerules/ OPR Patreon]&lt;br /&gt;
*[https://www.onepagerules.com/resources Rulebooks]&lt;br /&gt;
*[https://www.wargamevault.com/product/321041/Age-of-Fantasy-Skirmish--Full-Rulebook Full Rulebook]&lt;br /&gt;
*[https://army-forge.onepagerules.com/armyBookSelection?gameSystem=aofs Army Books]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
[[Category:Age of Fantasy]]&lt;br /&gt;
[[Category:Age of Fantasy Skirmish]]&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Regiments&amp;diff=1227</id>
		<title>Age of Fantasy Regiments</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Regiments&amp;diff=1227"/>
		<updated>2025-03-03T16:20:44Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: added image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AgeOfFantasyRegiments-cover.jpg|thumb|Age of Fantasy Regiments Cover Art]]&lt;br /&gt;
Players control armies of miniatures and use a combination of strategy and tactics to outmaneuver and defeat their opponents. Draw the line of battle, with units arranged in ranks and break through the enemy line and flank their troops!&lt;br /&gt;
&lt;br /&gt;
The rules are designed to be flexible and modular, so players can customize their games and add their own unique rules and scenarios. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Background Story==&lt;br /&gt;
&lt;br /&gt;
A land of magic and mystery, where ancient ruins and powerful artifacts hint at a rich history, but the true origins and nature of the world are shrouded in mystery. &lt;br /&gt;
&lt;br /&gt;
The land is dotted with various kingdoms and factions, each with their own unique cultures and politics. The people of this world possess a range of abilities, from innate magical powers to advanced technology. There are many different races, including humans, elves, dwarves, and others, each with their own strengths and weaknesses. The world is also home to a wide variety of creatures, from dragons and giant beasts to talking animals and mischievous spirits. &lt;br /&gt;
&lt;br /&gt;
The world&#039;s landscape is diverse, with towering mountains, dense forests, sprawling deserts, treacherous swamps, and dark, underground realms. It is a world full of uncertainty and secrets, and there are many opportunities for adventure and discovery for those brave enough to seek them out.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Age of Fantasy: Regiments uses rules almost identical to [[Age of Fantasy]], with some tweaks and additions in terms of utilizing movement trays/formations (like facing, movement/pivoting, maintaining orderly lines, Line of Sight only towards the front side, which models in a formation can strike in Melee etc.)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
*[[:Category:Age of Fantasy Factions|Age of Fantasy Factions]]&lt;br /&gt;
*[[:Category:Age of Fantasy Miniatures|Age of Fantasy Miniatures]]&lt;br /&gt;
*[[:Category:Age of Fantasy Tactics|Age of Fantasy Tactics]]&lt;br /&gt;
*[[:Category:Age of Fantasy Quickplay Armies|Age of Fantasy Quickplay Armies]]&lt;br /&gt;
*[[Age of Fantasy]]&lt;br /&gt;
*[[Age of Fantasy Skirmish]]&lt;br /&gt;
*[[Rules FAQ]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
*[https://www.onepagerules.com/games/age-of-fantasy-regiments OPR Official Website]&lt;br /&gt;
*[http://patreon.com/onepagerules/ OPR Patreon]&lt;br /&gt;
*[https://www.onepagerules.com/resources Rulebooks]&lt;br /&gt;
*[https://www.wargamevault.com/product/321834/Age-of-Fantasy-Regiments--Full-Rulebook Full Rulebook]&lt;br /&gt;
*[https://army-forge.onepagerules.com/armyBookSelection?gameSystem=aofr Army Books]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
[[Category:Age of Fantasy]]&lt;br /&gt;
[[Category:Age of Fantasy Regiments]]&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Lore&amp;diff=1226</id>
		<title>Age of Fantasy Lore</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Lore&amp;diff=1226"/>
		<updated>2025-03-03T16:15:15Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: added image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AgeOfFantasy-cover.jpg|alt=Age of Fantasy Cover Image|thumb|Age of Fantasy]]&lt;br /&gt;
Players engage in a massive and destructive conflict, taking control of large armies of fantasy troops and war machines. Explore a wide range of units and equipment, including infantry, cavalry, siege engines, and giant magical constructs, each with their own strengths and weaknesses.&lt;br /&gt;
&lt;br /&gt;
The rules are designed to be flexible and modular, so players can customize their games and add their own unique rules and scenarios. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Background Story ==&lt;br /&gt;
A land of magic and mystery, where ancient ruins and powerful artifacts hint at a rich history, but the true origins and nature of the world are shrouded in mystery. &lt;br /&gt;
&lt;br /&gt;
The land is dotted with various kingdoms and factions, each with their own unique cultures and politics. The people of this world possess a range of abilities, from innate magical powers to advanced technology. There are many different races, including humans, elves, dwarves, and others, each with their own strengths and weaknesses. The world is also home to a wide variety of creatures, from dragons and giant beasts to talking animals and mischievous spirits. &lt;br /&gt;
&lt;br /&gt;
The world&#039;s landscape is diverse, with towering mountains, dense forests, sprawling deserts, treacherous swamps, and dark, underground realms. It is a world full of uncertainty and secrets, and there are many opportunities for adventure and discovery for those brave enough to seek them out.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: This section needs more content. You can help the wiki by expanding it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[[:Category:Age of Fantasy Factions|Age of Fantasy Factions]]&lt;br /&gt;
*[[:Category:Age of Fantasy Miniatures|Age of Fantasy Miniatures]]&lt;br /&gt;
*[[:Category:Age of Fantasy Tactics|Age of Fantasy Tactics]]&lt;br /&gt;
*[[:Category:Age of Fantasy Quickplay Armies|Age of Fantasy Quickplay Armies]]&lt;br /&gt;
*[[Age of Fantasy Skirmish]]&lt;br /&gt;
*[[Age of Fantasy Regiments]]&lt;br /&gt;
*[[Rules FAQ]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
*[https://www.onepagerules.com/games/age-of-fantasy OPR Official Website]&lt;br /&gt;
*[http://patreon.com/onepagerules/ OPR Patreon]&lt;br /&gt;
*[https://www.onepagerules.com/resources Rulebooks]&lt;br /&gt;
*[https://www.wargamevault.com/product/319650/Age-of-Fantasy--Full-Rulebook Full Rulebook]&lt;br /&gt;
*[https://army-forge.onepagerules.com/armyBookSelection?gameSystem=aof Army Books]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
[[Category:Age of Fantasy]]&lt;br /&gt;
[[Category:Age of Fantasy (game)]]&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Main_Page&amp;diff=1039</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Main_Page&amp;diff=1039"/>
		<updated>2025-02-28T10:18:49Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: Added AoF logos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Flying-dread-5.jpg|alt=A person standing in front of a green archway while large beast stand to either side.|center|frameless|1112x1112px]]&lt;br /&gt;
&lt;br /&gt;
= Welcome to the OPR Community Wiki! =&lt;br /&gt;
Welcome to the ultimate resource for everything &#039;&#039;&#039;One Page Rules&#039;&#039;&#039; (abbreviated &#039;&#039;&#039;OPR&#039;&#039;&#039;)!&lt;br /&gt;
&lt;br /&gt;
We are a community-driven, publicly accessible, and editable website that thrives on contributions from fans like you. &lt;br /&gt;
&lt;br /&gt;
This wiki, is filled with files about all OPR content, is managed and maintained by a passionate group of [insert current active user count] active members from the OPR community. Anyone can contribute!&lt;br /&gt;
&lt;br /&gt;
== OPR Games ==&lt;br /&gt;
&lt;br /&gt;
Below you find links to the individual games with more details to explore.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;background-color:#d8dadf;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#495a80;color:white;&amp;quot; |Sci-Fi&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[File:Grimdark Future text.png|frameless|100px|center|alt=Grimdark Future text logo |Grimdark Future text logo|link=Grimdark Future]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[File:Grimdark Future Firefight text.png|frameless|130px|center|alt=Grimdark Future Firefight text logo |Grimdark Future Firefight text logo|link=Grimdark Future Firefight]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[File:Grimdark Future Warfleets text.png|frameless|140px|center|alt=Grimdark Future Warfleets text logo |Grimdark Future Warfleets text logo|link=Grimdark Future Warfleets]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[File:Grimdark Future Star Quest text.png|frameless|125px|center|alt=Grimdark Future Star Quest text logo |Grimdark Future Star Quest text logo|link=Grimdark Future Star Quest]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Grimdark Future Rules]]&lt;br /&gt;
*[[:Category:Grimdark Future Factions|Grimdark Future Factions]] &lt;br /&gt;
*[[Grimdark Future Miniatures]] &lt;br /&gt;
*[[Grimdark Future List Building]]&lt;br /&gt;
*[[Grimdark Future Strategy]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Grimdark Future Firefight Core Rules]]&lt;br /&gt;
*[[:Category:Grimdark Future Firefight Tactics|Grimdark Future: Firefight Tactics]] &lt;br /&gt;
*[[:Category:Grimdark Future Firefight Quickplay Armies|Grimdark Future: Firefight Quickplay Armies]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Grimdark Future Warfleets Core Rules]]&lt;br /&gt;
*[[:Category:Grimdark Future Warfleets Tactics|Grimdark Future: Warfleets Tactics]] &lt;br /&gt;
*[[:Category:Grimdark Future Warfleets Quickplay Armies|Grimdark Future: Warfleets Quickplay Armies]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Grimdark Future StarQuest Core Rules]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; background-color:#f1e3df;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#7e301c;color:white;&amp;quot; |Fantasy&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[File:Age of Fantasy text.png|frameless|100px|center|alt=Age of Fantasy text logo |Age of Fantasy text logo|link=Age of Fantasy]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[File:Age of Fantasy Skirmish text.png|frameless|130px|center|alt=Age of Fantasy Skirmish text logo |Age of Fantasy Skirmish text logo|link=Age of Fantasy Skirmish]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[File:Age of Fantasy Regiments text.png|frameless|130px|center|alt=Age of Fantasy Regiments text logo |Age of Fantasy Regiments text logo|link=Age of Fantasy Regiments]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[File:Age of Fantasy Quest text.png|frameless|100px|center|alt=Age of Fantasy Quest text logo |Age of Fantasy Quest text logo|link=Age of Fantasy Quest]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Age of Fantasy Core Rules]]&lt;br /&gt;
*[[:Category:Age of Fantasy Factions|Age of Fantasy Factions]] &lt;br /&gt;
*[[:Category:Age of Fantasy Miniatures|Age of Fantasy Miniatures]] &lt;br /&gt;
*[[:Category:Age of Fantasy Tactics|Age of Fantasy Tactics]]&lt;br /&gt;
*[[:Category:Age of Fantasy Quickplay Armies|Age of Fantasy Quickplay Armies]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Age of Fantasy Skirmish Core Rules]]&lt;br /&gt;
*[[:Category:Age of Fantasy Skirmish Tactics|Age of Fantasy: Skirmish Tactics]] &lt;br /&gt;
*[[:Category:Age of Fantasy Skirmish Quickplay Armies|Age of Fantasy: Skirmish Quickplay Armies]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Age of Fantasy Regiments Core Rules]]&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Age of Fantasy Quest Core Rules]]&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
You can explore the Lore for both OPR settings here:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; background-color:#d8dadf;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#202229; color:white; text-align:center;&amp;quot; | OPR Settings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; text-align:center&amp;quot; | [[File:Grimdark Future text.png|frameless|center|alt=Grimdark Future text logo |Grimdark Future text logo | link=Grimdark Future]]&lt;br /&gt;
| style=&amp;quot;width: 50%; text-align:center&amp;quot; | [[File:Age of Fantasy text.png|frameless|center|alt=Age of Fantasy text logo |Age of Fantasy text logo | link=Age of Fantasy]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; | A sci-fi setting with various alien races, space ships and interstellar wars.&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; | A fantasy setting with monsters, common folk, magic, swords and arrows.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
You can find the latest rules for the One Page Rules games on the [https://www.onepagerules.com/ official page].&lt;br /&gt;
&lt;br /&gt;
However, the latest &#039;&#039;&#039;Core Rules&#039;&#039;&#039; - the bare minimum you need to play - are also always available for perusal here on the Wiki. Just find the game you want above in the table and its &amp;quot;Core Rules&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You can also view the [[OPR Rules Versions|Rules Changelog]] for the past versions, with links to the official announcement posts.&lt;br /&gt;
&lt;br /&gt;
== Miniatures, Hobby, and More ==&lt;br /&gt;
&lt;br /&gt;
Every month, OPR releases STL files for at-home 3D printing of miniatures for use in the games listed above. Some key links and information on these models and more can be found below: &lt;br /&gt;
&lt;br /&gt;
* [[OPR Mini Gallery]] - Community archive of OPR miniatures fully painted&lt;br /&gt;
*[https://www.myminifactory.com/users/onepagerules MyMiniFactory] - Storefront to purchase previously released OPR minis&lt;br /&gt;
* [[OPR Writing Jams]] - Records of the previous Writing jams and the stories that came out of them&lt;br /&gt;
&lt;br /&gt;
Here are instead useful links for those who wish to examine in depth some more advanced concepts regarding the games&lt;br /&gt;
&lt;br /&gt;
*[[FiftyPageMaths]] - Learn how to use probabilities, binomial distributions and means to better understand the balance of the game&lt;br /&gt;
&lt;br /&gt;
== The Wiki ==&lt;br /&gt;
&lt;br /&gt;
* [[Fan Content]] - Additional rulesets and content made by the OPR community&lt;br /&gt;
* [[Wiki ToDo List]] - Community-led to-do list to track what pages need updating or creating&lt;br /&gt;
* [[Archived Games]] - Archive of games that have been previously released and ended up being discontinued and no longer supported&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
&lt;br /&gt;
This website is run by fans and in no way endorsed by One Page Rules. All names, trademarks, and images are copyright their respective owners.&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=File:Age_of_Fantasy_Quest_text.png&amp;diff=1038</id>
		<title>File:Age of Fantasy Quest text.png</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=File:Age_of_Fantasy_Quest_text.png&amp;diff=1038"/>
		<updated>2025-02-28T10:15:47Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: JoeKundlak uploaded a new version of File:Age of Fantasy Quest text.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Age of Fantasy Quest text logo&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Talk:Main_Page&amp;diff=1037</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Talk:Main_Page&amp;diff=1037"/>
		<updated>2025-02-28T10:03:06Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: Created page with &amp;quot;--~~~~  &amp;#039;&amp;#039;&amp;#039;TODO:&amp;#039;&amp;#039;&amp;#039; * most likely resize the logos to a unified format - to show properly at one size without the need to resize them in the tables&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:JoeKundlak|JoeKundlak]] ([[User talk:JoeKundlak|talk]]) 05:03, 28 February 2025 (EST)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TODO:&#039;&#039;&#039;&lt;br /&gt;
* most likely resize the logos to a unified format - to show properly at one size without the need to resize them in the tables&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Main_Page&amp;diff=1036</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Main_Page&amp;diff=1036"/>
		<updated>2025-02-28T10:00:37Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: added logos for GF&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Flying-dread-5.jpg|alt=A person standing in front of a green archway while large beast stand to either side.|center|frameless|1112x1112px]]&lt;br /&gt;
&lt;br /&gt;
= Welcome to the OPR Community Wiki! =&lt;br /&gt;
Welcome to the ultimate resource for everything &#039;&#039;&#039;One Page Rules&#039;&#039;&#039; (abbreviated &#039;&#039;&#039;OPR&#039;&#039;&#039;)!&lt;br /&gt;
&lt;br /&gt;
We are a community-driven, publicly accessible, and editable website that thrives on contributions from fans like you. &lt;br /&gt;
&lt;br /&gt;
This wiki, is filled with files about all OPR content, is managed and maintained by a passionate group of [insert current active user count] active members from the OPR community. Anyone can contribute!&lt;br /&gt;
&lt;br /&gt;
== OPR Games ==&lt;br /&gt;
&lt;br /&gt;
Below you find links to the individual games with more details to explore.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;background-color:#d8dadf;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#495a80;color:white;&amp;quot; |Sci-Fi&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[File:Grimdark Future text.png|frameless|100px|center|alt=Grimdark Future text logo |Grimdark Future text logo|link=Grimdark Future]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[File:Grimdark Future Firefight text.png|frameless|130px|center|alt=Grimdark Future Firefight text logo |Grimdark Future Firefight text logo|link=Grimdark Future Firefight]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[File:Grimdark Future Warfleets text.png|frameless|140px|center|alt=Grimdark Future Warfleets text logo |Grimdark Future Warfleets text logo|link=Grimdark Future Warfleets]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[File:Grimdark Future Star Quest text.png|frameless|125px|center|alt=Grimdark Future Star Quest text logo |Grimdark Future Star Quest text logo|link=Grimdark Future Star Quest]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Grimdark Future Rules]]&lt;br /&gt;
*[[:Category:Grimdark Future Factions|Grimdark Future Factions]] &lt;br /&gt;
*[[Grimdark Future Miniatures]] &lt;br /&gt;
*[[Grimdark Future List Building]]&lt;br /&gt;
*[[Grimdark Future Strategy]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Grimdark Future Firefight Core Rules]]&lt;br /&gt;
*[[:Category:Grimdark Future Firefight Tactics|Grimdark Future: Firefight Tactics]] &lt;br /&gt;
*[[:Category:Grimdark Future Firefight Quickplay Armies|Grimdark Future: Firefight Quickplay Armies]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Grimdark Future Warfleets Core Rules]]&lt;br /&gt;
*[[:Category:Grimdark Future Warfleets Tactics|Grimdark Future: Warfleets Tactics]] &lt;br /&gt;
*[[:Category:Grimdark Future Warfleets Quickplay Armies|Grimdark Future: Warfleets Quickplay Armies]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Grimdark Future StarQuest Core Rules]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; background-color:#f1e3df;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#7e301c;color:white;&amp;quot; |Fantasy&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Age of Fantasy]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Age of Fantasy: Skirmish]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Age of Fantasy: Regiments]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Age of Fantasy: Quest]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Age of Fantasy Core Rules]]&lt;br /&gt;
*[[:Category:Age of Fantasy Factions|Age of Fantasy Factions]] &lt;br /&gt;
*[[:Category:Age of Fantasy Miniatures|Age of Fantasy Miniatures]] &lt;br /&gt;
*[[:Category:Age of Fantasy Tactics|Age of Fantasy Tactics]]&lt;br /&gt;
*[[:Category:Age of Fantasy Quickplay Armies|Age of Fantasy Quickplay Armies]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Age of Fantasy Skirmish Core Rules]]&lt;br /&gt;
*[[:Category:Age of Fantasy Skirmish Tactics|Age of Fantasy: Skirmish Tactics]] &lt;br /&gt;
*[[:Category:Age of Fantasy Skirmish Quickplay Armies|Age of Fantasy: Skirmish Quickplay Armies]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Age of Fantasy Regiments Core Rules]]&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Age of Fantasy Quest Core Rules]]&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
You can explore the Lore for both OPR settings here:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; background-color:#d8dadf;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#202229; color:white; text-align:center;&amp;quot; | OPR Settings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; text-align:center&amp;quot; | [[File:Grimdark Future text.png|frameless|center|alt=Grimdark Future text logo |Grimdark Future text logo | link=Grimdark Future]]&lt;br /&gt;
| style=&amp;quot;width: 50%; text-align:center&amp;quot; | [[File:Age of Fantasy text.png|frameless|center|alt=Age of Fantasy text logo |Age of Fantasy text logo | link=Age of Fantasy]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; | A sci-fi setting with various alien races, space ships and interstellar wars.&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; | A fantasy setting with monsters, common folk, magic, swords and arrows.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
You can find the latest rules for the One Page Rules games on the [https://www.onepagerules.com/ official page].&lt;br /&gt;
&lt;br /&gt;
However, the latest &#039;&#039;&#039;Core Rules&#039;&#039;&#039; - the bare minimum you need to play - are also always available for perusal here on the Wiki. Just find the game you want above in the table and its &amp;quot;Core Rules&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You can also view the [[OPR Rules Versions|Rules Changelog]] for the past versions, with links to the official announcement posts.&lt;br /&gt;
&lt;br /&gt;
== Miniatures, Hobby, and More ==&lt;br /&gt;
&lt;br /&gt;
Every month, OPR releases STL files for at-home 3D printing of miniatures for use in the games listed above. Some key links and information on these models and more can be found below: &lt;br /&gt;
&lt;br /&gt;
* [[OPR Mini Gallery]] - Community archive of OPR miniatures fully painted&lt;br /&gt;
*[https://www.myminifactory.com/users/onepagerules MyMiniFactory] - Storefront to purchase previously released OPR minis&lt;br /&gt;
* [[OPR Writing Jams]] - Records of the previous Writing jams and the stories that came out of them&lt;br /&gt;
&lt;br /&gt;
Here are instead useful links for those who wish to examine in depth some more advanced concepts regarding the games&lt;br /&gt;
&lt;br /&gt;
*[[FiftyPageMaths]] - Learn how to use probabilities, binomial distributions and means to better understand the balance of the game&lt;br /&gt;
&lt;br /&gt;
== The Wiki ==&lt;br /&gt;
&lt;br /&gt;
* [[Fan Content]] - Additional rulesets and content made by the OPR community&lt;br /&gt;
* [[Wiki ToDo List]] - Community-led to-do list to track what pages need updating or creating&lt;br /&gt;
* [[Archived Games]] - Archive of games that have been previously released and ended up being discontinued and no longer supported&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
&lt;br /&gt;
This website is run by fans and in no way endorsed by One Page Rules. All names, trademarks, and images are copyright their respective owners.&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=File:Grimdark_Future_Star_Quest_text.png&amp;diff=1035</id>
		<title>File:Grimdark Future Star Quest text.png</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=File:Grimdark_Future_Star_Quest_text.png&amp;diff=1035"/>
		<updated>2025-02-28T09:51:46Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: Grimdark Future Star Quest text logo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Grimdark Future Star Quest text logo&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=File:Grimdark_Future_Warfleets_text.png&amp;diff=1034</id>
		<title>File:Grimdark Future Warfleets text.png</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=File:Grimdark_Future_Warfleets_text.png&amp;diff=1034"/>
		<updated>2025-02-28T09:51:31Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: Grimdark Future Warfleets text logo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Grimdark Future Warfleets text logo&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=File:Grimdark_Future_Firefight_text.png&amp;diff=1033</id>
		<title>File:Grimdark Future Firefight text.png</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=File:Grimdark_Future_Firefight_text.png&amp;diff=1033"/>
		<updated>2025-02-28T09:51:14Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: Grimdark Future Firefight text logo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Grimdark Future Firefight text logo&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=File:Age_of_Fantasy_Quest_text.png&amp;diff=1032</id>
		<title>File:Age of Fantasy Quest text.png</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=File:Age_of_Fantasy_Quest_text.png&amp;diff=1032"/>
		<updated>2025-02-28T09:50:50Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: Age of Fantasy Quest text logo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Age of Fantasy Quest text logo&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=File:Age_of_Fantasy_Regiments_text.png&amp;diff=1031</id>
		<title>File:Age of Fantasy Regiments text.png</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=File:Age_of_Fantasy_Regiments_text.png&amp;diff=1031"/>
		<updated>2025-02-28T09:50:35Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: Age of Fantasy Regiments text logo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Age of Fantasy Regiments text logo&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=File:Age_of_Fantasy_Skirmish_text.png&amp;diff=1030</id>
		<title>File:Age of Fantasy Skirmish text.png</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=File:Age_of_Fantasy_Skirmish_text.png&amp;diff=1030"/>
		<updated>2025-02-28T09:50:17Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: Age of Fantasy Skirmish text logo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Age of Fantasy Skirmish text logo&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Main_Page&amp;diff=1029</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Main_Page&amp;diff=1029"/>
		<updated>2025-02-28T09:35:00Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: replaced links with images for Lore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Flying-dread-5.jpg|alt=A person standing in front of a green archway while large beast stand to either side.|center|frameless|1112x1112px]]&lt;br /&gt;
&lt;br /&gt;
= Welcome to the OPR Community Wiki! =&lt;br /&gt;
Welcome to the ultimate resource for everything &#039;&#039;&#039;One Page Rules&#039;&#039;&#039; (abbreviated &#039;&#039;&#039;OPR&#039;&#039;&#039;)!&lt;br /&gt;
&lt;br /&gt;
We are a community-driven, publicly accessible, and editable website that thrives on contributions from fans like you. &lt;br /&gt;
&lt;br /&gt;
This wiki, is filled with files about all OPR content, is managed and maintained by a passionate group of [insert current active user count] active members from the OPR community. Anyone can contribute!&lt;br /&gt;
&lt;br /&gt;
== OPR Games ==&lt;br /&gt;
&lt;br /&gt;
Below you find links to the individual games with more details to explore.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;background-color:#d8dadf;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#495a80;color:white;&amp;quot; |Sci-Fi&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Grimdark Future]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Grimdark Future: Firefight]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Grimdark Future Warfleets|Grimdark Future: Warfleets]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Grimdark Future: Star Quest|Grimdark Future: StarQuest]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Grimdark Future Rules]]&lt;br /&gt;
*[[:Category:Grimdark Future Factions|Grimdark Future Factions]] &lt;br /&gt;
*[[Grimdark Future Miniatures]] &lt;br /&gt;
*[[Grimdark Future List Building]]&lt;br /&gt;
*[[Grimdark Future Strategy]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Grimdark Future Firefight Core Rules]]&lt;br /&gt;
*[[:Category:Grimdark Future Firefight Tactics|Grimdark Future: Firefight Tactics]] &lt;br /&gt;
*[[:Category:Grimdark Future Firefight Quickplay Armies|Grimdark Future: Firefight Quickplay Armies]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Grimdark Future Warfleets Core Rules]]&lt;br /&gt;
*[[:Category:Grimdark Future Warfleets Tactics|Grimdark Future: Warfleets Tactics]] &lt;br /&gt;
*[[:Category:Grimdark Future Warfleets Quickplay Armies|Grimdark Future: Warfleets Quickplay Armies]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Grimdark Future StarQuest Core Rules]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; background-color:#f1e3df;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#7e301c;color:white;&amp;quot; |Fantasy&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Age of Fantasy]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Age of Fantasy: Skirmish]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Age of Fantasy: Regiments]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Age of Fantasy: Quest]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Age of Fantasy Core Rules]]&lt;br /&gt;
*[[:Category:Age of Fantasy Factions|Age of Fantasy Factions]] &lt;br /&gt;
*[[:Category:Age of Fantasy Miniatures|Age of Fantasy Miniatures]] &lt;br /&gt;
*[[:Category:Age of Fantasy Tactics|Age of Fantasy Tactics]]&lt;br /&gt;
*[[:Category:Age of Fantasy Quickplay Armies|Age of Fantasy Quickplay Armies]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Age of Fantasy Skirmish Core Rules]]&lt;br /&gt;
*[[:Category:Age of Fantasy Skirmish Tactics|Age of Fantasy: Skirmish Tactics]] &lt;br /&gt;
*[[:Category:Age of Fantasy Skirmish Quickplay Armies|Age of Fantasy: Skirmish Quickplay Armies]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Age of Fantasy Regiments Core Rules]]&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Age of Fantasy Quest Core Rules]]&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
You can explore the Lore for both OPR settings here:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; background-color:#d8dadf;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#202229; color:white; text-align:center;&amp;quot; | OPR Settings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; text-align:center&amp;quot; | [[File:Grimdark Future text.png|frameless|center|alt=Grimdark Future text logo |Grimdark Future text logo | link=Grimdark Future]]&lt;br /&gt;
| style=&amp;quot;width: 50%; text-align:center&amp;quot; | [[File:Age of Fantasy text.png|frameless|center|alt=Age of Fantasy text logo |Age of Fantasy text logo | link=Age of Fantasy]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; | A sci-fi setting with various alien races, space ships and interstellar wars.&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; | A fantasy setting with monsters, common folk, magic, swords and arrows.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
You can find the latest rules for the One Page Rules games on the [https://www.onepagerules.com/ official page].&lt;br /&gt;
&lt;br /&gt;
However, the latest &#039;&#039;&#039;Core Rules&#039;&#039;&#039; - the bare minimum you need to play - are also always available for perusal here on the Wiki. Just find the game you want above in the table and its &amp;quot;Core Rules&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You can also view the [[OPR Rules Versions|Rules Changelog]] for the past versions, with links to the official announcement posts.&lt;br /&gt;
&lt;br /&gt;
== Miniatures, Hobby, and More ==&lt;br /&gt;
&lt;br /&gt;
Every month, OPR releases STL files for at-home 3D printing of miniatures for use in the games listed above. Some key links and information on these models and more can be found below: &lt;br /&gt;
&lt;br /&gt;
* [[OPR Mini Gallery]] - Community archive of OPR miniatures fully painted&lt;br /&gt;
*[https://www.myminifactory.com/users/onepagerules MyMiniFactory] - Storefront to purchase previously released OPR minis&lt;br /&gt;
* [[OPR Writing Jams]] - Records of the previous Writing jams and the stories that came out of them&lt;br /&gt;
&lt;br /&gt;
Here are instead useful links for those who wish to examine in depth some more advanced concepts regarding the games&lt;br /&gt;
&lt;br /&gt;
*[[FiftyPageMaths]] - Learn how to use probabilities, binomial distributions and means to better understand the balance of the game&lt;br /&gt;
&lt;br /&gt;
== The Wiki ==&lt;br /&gt;
&lt;br /&gt;
* [[Fan Content]] - Additional rulesets and content made by the OPR community&lt;br /&gt;
* [[Wiki ToDo List]] - Community-led to-do list to track what pages need updating or creating&lt;br /&gt;
* [[Archived Games]] - Archive of games that have been previously released and ended up being discontinued and no longer supported&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
&lt;br /&gt;
This website is run by fans and in no way endorsed by One Page Rules. All names, trademarks, and images are copyright their respective owners.&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=File:Grimdark_Future_text.png&amp;diff=1028</id>
		<title>File:Grimdark Future text.png</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=File:Grimdark_Future_text.png&amp;diff=1028"/>
		<updated>2025-02-28T09:30:46Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: Grimdark Future text logo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Grimdark Future text logo&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=File:Age_of_Fantasy_text.png&amp;diff=1027</id>
		<title>File:Age of Fantasy text.png</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=File:Age_of_Fantasy_text.png&amp;diff=1027"/>
		<updated>2025-02-28T09:28:45Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: Age of Fantasy text logo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Age of Fantasy text logo&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Main_Page&amp;diff=1023</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Main_Page&amp;diff=1023"/>
		<updated>2025-02-27T15:43:41Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: moved the Settings further down&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Flying-dread-5.jpg|alt=A person standing in front of a green archway while large beast stand to either side.|center|frameless|1112x1112px]]&lt;br /&gt;
&lt;br /&gt;
= Welcome to the OPR Community Wiki! =&lt;br /&gt;
Welcome to the ultimate resource for everything &#039;&#039;&#039;One Page Rules&#039;&#039;&#039; (abbreviated &#039;&#039;&#039;OPR&#039;&#039;&#039;)!&lt;br /&gt;
&lt;br /&gt;
We are a community-driven, publicly accessible, and editable website that thrives on contributions from fans like you. &lt;br /&gt;
&lt;br /&gt;
This wiki, is filled with files about all OPR content, is managed and maintained by a passionate group of [insert current active user count] active members from the OPR community. Anyone can contribute!&lt;br /&gt;
&lt;br /&gt;
== OPR Games ==&lt;br /&gt;
&lt;br /&gt;
Below you find links to the individual games with more details to explore.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;background-color:#d8dadf;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#495a80;color:white;&amp;quot; |Sci-Fi&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Grimdark Future]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Grimdark Future: Firefight]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Grimdark Future Warfleets|Grimdark Future: Warfleets]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Grimdark Future: Star Quest|Grimdark Future: StarQuest]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Grimdark Future Rules]]&lt;br /&gt;
*[[:Category:Grimdark Future Factions|Grimdark Future Factions]] &lt;br /&gt;
*[[Grimdark Future Miniatures]] &lt;br /&gt;
*[[Grimdark Future List Building]]&lt;br /&gt;
*[[Grimdark Future Strategy]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Grimdark Future Firefight Core Rules]]&lt;br /&gt;
*[[:Category:Grimdark Future Firefight Tactics|Grimdark Future: Firefight Tactics]] &lt;br /&gt;
*[[:Category:Grimdark Future Firefight Quickplay Armies|Grimdark Future: Firefight Quickplay Armies]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Grimdark Future Warfleets Core Rules]]&lt;br /&gt;
*[[:Category:Grimdark Future Warfleets Tactics|Grimdark Future: Warfleets Tactics]] &lt;br /&gt;
*[[:Category:Grimdark Future Warfleets Quickplay Armies|Grimdark Future: Warfleets Quickplay Armies]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Grimdark Future StarQuest Core Rules]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; background-color:#f1e3df;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#7e301c;color:white;&amp;quot; |Fantasy&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Age of Fantasy]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Age of Fantasy: Skirmish]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Age of Fantasy: Regiments]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Age of Fantasy: Quest]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Age of Fantasy Core Rules]]&lt;br /&gt;
*[[:Category:Age of Fantasy Factions|Age of Fantasy Factions]] &lt;br /&gt;
*[[:Category:Age of Fantasy Miniatures|Age of Fantasy Miniatures]] &lt;br /&gt;
*[[:Category:Age of Fantasy Tactics|Age of Fantasy Tactics]]&lt;br /&gt;
*[[:Category:Age of Fantasy Quickplay Armies|Age of Fantasy Quickplay Armies]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Age of Fantasy Skirmish Core Rules]]&lt;br /&gt;
*[[:Category:Age of Fantasy Skirmish Tactics|Age of Fantasy: Skirmish Tactics]] &lt;br /&gt;
*[[:Category:Age of Fantasy Skirmish Quickplay Armies|Age of Fantasy: Skirmish Quickplay Armies]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Age of Fantasy Regiments Core Rules]]&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Age of Fantasy Quest Core Rules]]&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
You can explore the Lore for both OPR settings here:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; background-color:#d8dadf;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#202229; color:white; text-align:center;&amp;quot; | OPR Settings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; text-align:center&amp;quot; | &#039;&#039;&#039;[[Grimdark Future]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50%; text-align:center&amp;quot; | &#039;&#039;&#039;[[Age of Fantasy]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; | A sci-fi setting with various alien races, space ships and interstellar wars.&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; | A fantasy setting with monsters, common folk, magic, swords and arrows.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
You can find the latest rules for the One Page Rules games on the [https://www.onepagerules.com/ official page].&lt;br /&gt;
&lt;br /&gt;
However, the latest &#039;&#039;&#039;Core Rules&#039;&#039;&#039; - the bare minimum you need to play - are also always available for perusal here on the Wiki. Just find the game you want above in the table and its &amp;quot;Core Rules&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You can also view the [[OPR Rules Versions|Rules Changelog]] for the past versions, with links to the official announcement posts.&lt;br /&gt;
&lt;br /&gt;
== Miniatures, Hobby, and More ==&lt;br /&gt;
&lt;br /&gt;
Every month, OPR releases STL files for at-home 3D printing of miniatures for use in the games listed above. Some key links and information on these models and more can be found below: &lt;br /&gt;
&lt;br /&gt;
* [[OPR Mini Gallery]] - Community archive of OPR miniatures fully painted&lt;br /&gt;
*[https://www.myminifactory.com/users/onepagerules MyMiniFactory] - Storefront to purchase previously released OPR minis&lt;br /&gt;
* [[OPR Writing Jams]] - Records of the previous Writing jams and the stories that came out of them&lt;br /&gt;
&lt;br /&gt;
Here are instead useful links for those who wish to examine in depth some more advanced concepts regarding the games&lt;br /&gt;
&lt;br /&gt;
*[[FiftyPageMaths]] - Learn how to use probabilities, binomial distributions and means to better understand the balance of the game&lt;br /&gt;
&lt;br /&gt;
== The Wiki ==&lt;br /&gt;
&lt;br /&gt;
* [[Fan Content]] - Additional rulesets and content made by the OPR community&lt;br /&gt;
* [[Wiki ToDo List]] - Community-led to-do list to track what pages need updating or creating&lt;br /&gt;
* [[Archived Games]] - Archive of games that have been previously released and ended up being discontinued and no longer supported&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
&lt;br /&gt;
This website is run by fans and in no way endorsed by One Page Rules. All names, trademarks, and images are copyright their respective owners.&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Main_Page&amp;diff=1022</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Main_Page&amp;diff=1022"/>
		<updated>2025-02-27T15:15:26Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: Added table for OPR settings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Flying-dread-5.jpg|alt=A person standing in front of a green archway while large beast stand to either side.|center|frameless|1112x1112px]]&lt;br /&gt;
&lt;br /&gt;
= Welcome to the OPR Community Wiki! =&lt;br /&gt;
Welcome to the ultimate resource for everything &#039;&#039;&#039;One Page Rules&#039;&#039;&#039; (abbreviated &#039;&#039;&#039;OPR&#039;&#039;&#039;)!&lt;br /&gt;
&lt;br /&gt;
We are a community-driven, publicly accessible, and editable website that thrives on contributions from fans like you. &lt;br /&gt;
&lt;br /&gt;
This wiki, is filled with files about all OPR content, is managed and maintained by a passionate group of [insert current active user count] active members from the OPR community. Anyone can contribute!&lt;br /&gt;
&lt;br /&gt;
== OPR Games ==&lt;br /&gt;
&lt;br /&gt;
OPR provides two broad categories of games:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; background-color:#d8dadf;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#202229; color:white; text-align:center;&amp;quot; | OPR Settings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; text-align:center&amp;quot; | &#039;&#039;&#039;[[Grimdark Future]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50%; text-align:center&amp;quot; | &#039;&#039;&#039;[[Age of Fantasy]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; | A sci-fi setting with various alien races, space ships and interstellar wars.&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; | A fantasy setting with monsters, common folk, magic, swords and arrows.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below you find links to the individual games with more details to explore.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;background-color:#d8dadf;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#495a80;color:white;&amp;quot; |Sci-Fi&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Grimdark Future]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Grimdark Future: Firefight]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Grimdark Future Warfleets|Grimdark Future: Warfleets]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Grimdark Future: Star Quest|Grimdark Future: StarQuest]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Grimdark Future Rules]]&lt;br /&gt;
*[[:Category:Grimdark Future Factions|Grimdark Future Factions]] &lt;br /&gt;
*[[Grimdark Future Miniatures]] &lt;br /&gt;
*[[Grimdark Future List Building]]&lt;br /&gt;
*[[Grimdark Future Strategy]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Grimdark Future Firefight Core Rules]]&lt;br /&gt;
*[[:Category:Grimdark Future Firefight Tactics|Grimdark Future: Firefight Tactics]] &lt;br /&gt;
*[[:Category:Grimdark Future Firefight Quickplay Armies|Grimdark Future: Firefight Quickplay Armies]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Grimdark Future Warfleets Core Rules]]&lt;br /&gt;
*[[:Category:Grimdark Future Warfleets Tactics|Grimdark Future: Warfleets Tactics]] &lt;br /&gt;
*[[:Category:Grimdark Future Warfleets Quickplay Armies|Grimdark Future: Warfleets Quickplay Armies]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Grimdark Future StarQuest Core Rules]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; background-color:#f1e3df;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#7e301c;color:white;&amp;quot; |Fantasy&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Age of Fantasy]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Age of Fantasy: Skirmish]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Age of Fantasy: Regiments]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Age of Fantasy: Quest]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Age of Fantasy Core Rules]]&lt;br /&gt;
*[[:Category:Age of Fantasy Factions|Age of Fantasy Factions]] &lt;br /&gt;
*[[:Category:Age of Fantasy Miniatures|Age of Fantasy Miniatures]] &lt;br /&gt;
*[[:Category:Age of Fantasy Tactics|Age of Fantasy Tactics]]&lt;br /&gt;
*[[:Category:Age of Fantasy Quickplay Armies|Age of Fantasy Quickplay Armies]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Age of Fantasy Skirmish Core Rules]]&lt;br /&gt;
*[[:Category:Age of Fantasy Skirmish Tactics|Age of Fantasy: Skirmish Tactics]] &lt;br /&gt;
*[[:Category:Age of Fantasy Skirmish Quickplay Armies|Age of Fantasy: Skirmish Quickplay Armies]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Age of Fantasy Regiments Core Rules]]&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Age of Fantasy Quest Core Rules]]&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
You can find the latest rules for the One Page Rules games on the [https://www.onepagerules.com/ official page].&lt;br /&gt;
&lt;br /&gt;
However, the latest &#039;&#039;&#039;Core Rules&#039;&#039;&#039; - the bare minimum you need to play - are also always available for perusal here on the Wiki. Just find the game you want above in the table and its &amp;quot;Core Rules&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You can also view the [[OPR Rules Versions|Rules Changelog]] for the past versions, with links to the official announcement posts.&lt;br /&gt;
&lt;br /&gt;
== Miniatures, Hobby, and More ==&lt;br /&gt;
&lt;br /&gt;
Every month, OPR releases STL files for at-home 3D printing of miniatures for use in the games listed above. Some key links and information on these models and more can be found below: &lt;br /&gt;
&lt;br /&gt;
* [[OPR Mini Gallery]] - Community archive of OPR miniatures fully painted&lt;br /&gt;
*[https://www.myminifactory.com/users/onepagerules MyMiniFactory] - Storefront to purchase previously released OPR minis&lt;br /&gt;
* [[OPR Writing Jams]] - Records of the previous Writing jams and the stories that came out of them&lt;br /&gt;
&lt;br /&gt;
Here are instead useful links for those who wish to examine in depth some more advanced concepts regarding the games&lt;br /&gt;
&lt;br /&gt;
*[[FiftyPageMaths]] - Learn how to use probabilities, binomial distributions and means to better understand the balance of the game&lt;br /&gt;
&lt;br /&gt;
== The Wiki ==&lt;br /&gt;
&lt;br /&gt;
* [[Fan Content]] - Additional rulesets and content made by the OPR community&lt;br /&gt;
* [[Wiki ToDo List]] - Community-led to-do list to track what pages need updating or creating&lt;br /&gt;
* [[Archived Games]] - Archive of games that have been previously released and ended up being discontinued and no longer supported&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
&lt;br /&gt;
This website is run by fans and in no way endorsed by One Page Rules. All names, trademarks, and images are copyright their respective owners.&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Main_Page&amp;diff=1021</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Main_Page&amp;diff=1021"/>
		<updated>2025-02-27T14:25:33Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: testing multicolumn link to the GF Rules page...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Flying-dread-5.jpg|alt=A person standing in front of a green archway while large beast stand to either side.|center|frameless|1112x1112px]]&lt;br /&gt;
&lt;br /&gt;
= Welcome to the OPR Community Wiki! =&lt;br /&gt;
Welcome to the ultimate resource for everything &#039;&#039;&#039;One Page Rules&#039;&#039;&#039; (abbreviated &#039;&#039;&#039;OPR&#039;&#039;&#039;)!&lt;br /&gt;
&lt;br /&gt;
We are a community-driven, publicly accessible, and editable website that thrives on contributions from fans like you. &lt;br /&gt;
&lt;br /&gt;
This wiki, is filled with files about all OPR content, is managed and maintained by a passionate group of [insert current active user count] active members from the OPR community. Anyone can contribute!&lt;br /&gt;
&lt;br /&gt;
== OPR Games ==&lt;br /&gt;
&lt;br /&gt;
OPR provides two broad categories of games:&lt;br /&gt;
* &#039;&#039;&#039;Grimdark Future&#039;&#039;&#039; - a sci-fi setting with various alien races, space ships and interstellar wars.&lt;br /&gt;
* &#039;&#039;&#039;Age of Fantasy&#039;&#039;&#039; - a fantasy setting with monsters, common folk, magic, swords and arrows.&lt;br /&gt;
&lt;br /&gt;
Below you find links to the individual games with more details to explore.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;background-color:#d8dadf;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#495a80;color:white;&amp;quot; |Sci-Fi&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Grimdark Future]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Grimdark Future: Firefight]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Grimdark Future Warfleets|Grimdark Future: Warfleets]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Grimdark Future: Star Quest|Grimdark Future: StarQuest]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | [[Grimdark Future Rules]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Grimdark Future Rules]]&lt;br /&gt;
*[[:Category:Grimdark Future Factions|Grimdark Future Factions]] &lt;br /&gt;
*[[Grimdark Future Miniatures]] &lt;br /&gt;
*[[Grimdark Future List Building]]&lt;br /&gt;
*[[Grimdark Future Strategy]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Grimdark Future Firefight Core Rules]]&lt;br /&gt;
*[[:Category:Grimdark Future Firefight Tactics|Grimdark Future: Firefight Tactics]] &lt;br /&gt;
*[[:Category:Grimdark Future Firefight Quickplay Armies|Grimdark Future: Firefight Quickplay Armies]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Grimdark Future Warfleets Core Rules]]&lt;br /&gt;
*[[:Category:Grimdark Future Warfleets Tactics|Grimdark Future: Warfleets Tactics]] &lt;br /&gt;
*[[:Category:Grimdark Future Warfleets Quickplay Armies|Grimdark Future: Warfleets Quickplay Armies]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Grimdark Future StarQuest Core Rules]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; background-color:#f1e3df;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color:#7e301c;color:white;&amp;quot; |Fantasy&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Age of Fantasy]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Age of Fantasy: Skirmish]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Age of Fantasy: Regiments]]&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | [[Age of Fantasy: Quest]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Age of Fantasy Core Rules]]&lt;br /&gt;
*[[:Category:Age of Fantasy Factions|Age of Fantasy Factions]] &lt;br /&gt;
*[[:Category:Age of Fantasy Miniatures|Age of Fantasy Miniatures]] &lt;br /&gt;
*[[:Category:Age of Fantasy Tactics|Age of Fantasy Tactics]]&lt;br /&gt;
*[[:Category:Age of Fantasy Quickplay Armies|Age of Fantasy Quickplay Armies]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Age of Fantasy Skirmish Core Rules]]&lt;br /&gt;
*[[:Category:Age of Fantasy Skirmish Tactics|Age of Fantasy: Skirmish Tactics]] &lt;br /&gt;
*[[:Category:Age of Fantasy Skirmish Quickplay Armies|Age of Fantasy: Skirmish Quickplay Armies]] &lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Age of Fantasy Regiments Core Rules]]&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top;&amp;quot; |&lt;br /&gt;
*[[Age of Fantasy Quest Core Rules]]&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
You can find the latest rules for the One Page Rules games on the [https://www.onepagerules.com/ official page].&lt;br /&gt;
&lt;br /&gt;
However, the latest &#039;&#039;&#039;Core Rules&#039;&#039;&#039; - the bare minimum you need to play - are also always available for perusal here on the Wiki. Just find the game you want above in the table and its &amp;quot;Core Rules&amp;quot; link.&lt;br /&gt;
&lt;br /&gt;
You can also view the [[OPR Rules Versions|Rules Changelog]] for the past versions, with links to the official announcement posts.&lt;br /&gt;
&lt;br /&gt;
== Miniatures, Hobby, and More ==&lt;br /&gt;
&lt;br /&gt;
Every month, OPR releases STL files for at-home 3D printing of miniatures for use in the games listed above. Some key links and information on these models and more can be found below: &lt;br /&gt;
&lt;br /&gt;
* [[OPR Mini Gallery]] - Community archive of OPR miniatures fully painted&lt;br /&gt;
*[https://www.myminifactory.com/users/onepagerules MyMiniFactory] - Storefront to purchase previously released OPR minis&lt;br /&gt;
* [[OPR Writing Jams]] - Records of the previous Writing jams and the stories that came out of them&lt;br /&gt;
&lt;br /&gt;
Here are instead useful links for those who wish to examine in depth some more advanced concepts regarding the games&lt;br /&gt;
&lt;br /&gt;
*[[FiftyPageMaths]] - Learn how to use probabilities, binomial distributions and means to better understand the balance of the game&lt;br /&gt;
&lt;br /&gt;
== The Wiki ==&lt;br /&gt;
&lt;br /&gt;
* [[Fan Content]] - Additional rulesets and content made by the OPR community&lt;br /&gt;
* [[Wiki ToDo List]] - Community-led to-do list to track what pages need updating or creating&lt;br /&gt;
* [[Archived Games]] - Archive of games that have been previously released and ended up being discontinued and no longer supported&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
&lt;br /&gt;
This website is run by fans and in no way endorsed by One Page Rules. All names, trademarks, and images are copyright their respective owners.&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Warfleets_Core_Rules&amp;diff=1020</id>
		<title>Grimdark Future Warfleets Core Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Warfleets_Core_Rules&amp;diff=1020"/>
		<updated>2025-02-27T14:14:26Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: added category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[OPR Rules Versions#Current version|Current rules version 3.4.1]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= General Principles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most important rule:&#039;&#039;&#039; Whenever the rules are unclear, use common sense and personal preference. Have fun!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers:&#039;&#039;&#039; Regardless of modifiers, rolls of 6 are always successes, and rolls of 1 are always fails.&lt;br /&gt;
&lt;br /&gt;
= Preparation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fleets&#039;&#039;&#039;: The players must put together two fleets of equal point cost before the game begins (we recommend 300pts to start, and 450pts for a full match).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Org. (optional):&#039;&#039;&#039; Players may only bring up to 1 hero per 200pts in their fleet, and only X copies of the same ship, where X is 1 per 150pts in their fleet. Fleets may only have max. 1 ship per 50pts, and max. 1 squadron per 35pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield:&#039;&#039;&#039; The game is played on a 6’x4‘ area, with 10+ pieces of terrain. The game can be also played on smaller areas, as long as armies deploy at least 24&amp;quot; apart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; Place D3+2 objectives. Players roll-off to go first, and then alternate in placing one marker each over 9” away from the table edge, deployment zones, and each other. If a ship moves over a marker, remove it from the table and it is carried by that ship, and if the ship is removed from play, then the marker is dropped on the spot. The game ends after 4 rounds, and the player that is holding most markers wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment:&#039;&#039;&#039; Players roll-off, and the winner picks a long table edge as their deployment zone, with their opponent taking the opposite. Then the players alternate in placing all ships within 12” of their table edge, starting with the player that won the roll-off, and then do the same thing with all their squadrons.&lt;br /&gt;
&lt;br /&gt;
= Playing the Game =&lt;br /&gt;
&lt;br /&gt;
The game is played in rounds of 4 phases, in which all models of that type must be activated, before starting the next phase. Players alternate in activating one model each, starting with the player that won the deployment roll. Each new round the players then alternate in starting first.&lt;br /&gt;
&lt;br /&gt;
# Squadrons&lt;br /&gt;
# Light Ships&lt;br /&gt;
# Medium Ships&lt;br /&gt;
# Heavy Ships&lt;br /&gt;
&lt;br /&gt;
= Activation =&lt;br /&gt;
&lt;br /&gt;
The player picks one model that hasn’t activated yet, and it must take one action:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #d1fffd;&amp;quot;&lt;br /&gt;
 || &#039;&#039;&#039;Action &#039;&#039;&#039; || &#039;&#039;&#039;Speed &#039;&#039;&#039; || &#039;&#039;&#039;Pivot &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 || Hold || - || 180°&lt;br /&gt;
|-&lt;br /&gt;
 || Move || Move || 90°&lt;br /&gt;
|-&lt;br /&gt;
 || Cruise || Cruise || 45°&lt;br /&gt;
|-&lt;br /&gt;
 || Ram* || Cruise || 45°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Squadrons can’t ram or be rammed.&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squadrons:&#039;&#039;&#039; May move by up to their speed value and may turn in any direction. Squadrons that move within 2” of an enemy squadron must end their move within 2” of it and count as engaged. Engaged squadrons can’t move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ships:&#039;&#039;&#039; Must move straight by their full speed value and may pivot once at any point after half their move. Ships may only use ram actions if they can reach base contact with the target, at which point they immediately stop.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overlapping:&#039;&#039;&#039; If a ship would end its move overlapping another ship, then it must continue to move straight until it is 1” away from any ships. Then the ship, and any others it moved through, each take 1 damage. If a ship ends its move overlapping squadrons, then players may place each other’s squadrons anywhere within 1” of the ship. Note that ships that use hold actions may not pivot in such a way that they overlap any other models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disengaging:&#039;&#039;&#039; If a ship moves off the table, it is removed from play, and at the end of the round the player must place it back on the same table edge within 4” of where it left.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Easy Target:&#039;&#039;&#039; Models shooting at ships that used a hold action always hit on 2+ until the ship moves again.&lt;br /&gt;
&lt;br /&gt;
= Ramming =&lt;br /&gt;
&lt;br /&gt;
After the ramming ship has moved into contact with the target, compare the max. upgrades of each ship. The ship with the lower number takes 2 damage, whilst the other takes 1 damage, and in case of a tie both ships take 1 damage. The target is then pushed D6” away if it has the same or lower amount of upgrades, and if this pushes it into another ship or terrain, then it stops and takes 1 damage.&lt;br /&gt;
&lt;br /&gt;
= Shooting =&lt;br /&gt;
&lt;br /&gt;
Models that have range and line of sight to a target may shoot all weapons after moving, but only if they didn’t use cruise or ram actions this round. Squadrons that are engaged may only target squadrons that they are engaged with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To Hit: &#039;&#039;&#039;The attacker rolls as many dice as the weapon’s attacks, trying to score the target’s evasion value. For each die that rolls equal or higher, the target takes one hit. If the target is being shot in the rear, then you get +1 to hit. Squadrons get +1 to hit against other squadrons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To Block:&#039;&#039;&#039; The defender rolls as many dice as hits, trying to score its toughness value or higher, and for each failed roll the target takes 1 damage. The defender gets -X to this roll, where X is the total strength of the attacking weapon. If the target is being shot in the rear, then it gets an additional -1 to this roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage:&#039;&#039;&#039; Squadrons are destroyed after taking 2 damage, whilst ships must assign damage to one of their upgrades instead, and must continue assigning damage to that upgrade until it is disabled. Upgrades are disabled after taking 2 damage, and if all of a ship’s upgrades are disabled it is destroyed (remove from play).&lt;br /&gt;
&lt;br /&gt;
= Morale =&lt;br /&gt;
&lt;br /&gt;
If at the end of any round a fleet is down to half or less of its starting ships, then all ships must take a morale test. Roll a D6, add the number of non-disabled upgrades the ship still has, and if the result is 6+ the morale test is passed. If failed, then the ship surrenders and is removed from play. Squadrons don’t have to take a morale test, and only if all friendly ships have surrendered or are destroyed, then all of the squadrons surrender as well.&lt;br /&gt;
&lt;br /&gt;
= Terrain =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Terrain:&#039;&#039;&#039; Models that are mostly inside cover terrain or behind sight blockers, get +1 to Defence toughness rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficult Terrain:&#039;&#039;&#039; Models moving through difficult terrain halve their speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Impassable Terrain:&#039;&#039;&#039; Models can’t move through impassable terrain, and models that are pushed into it take 1 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dangerous Terrain:&#039;&#039;&#039; Models that are pushed into or move through dangerous terrain immediately take D3 damage.&lt;br /&gt;
&lt;br /&gt;
= Fleet Creation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroes/Titles:&#039;&#039;&#039; Ships can take heroes and titles by adding their cost to the ship’s total cost, and each ship may only have one hero and one title.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039; Systems and weapons count as upgrades, which are free (unlike heroes and titles). Players must assign each ship with as many upgrades as the number in brackets, and each upgrade may only be taken once per ship. Ships have a front, sides (counts for both sides), and rear facing, and weapons must be mounted on a specific facing (each facing may only have one weapon).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turrets:&#039;&#039;&#039; All models come with a turret that may be fired in all directions, which doesn’t count as a weapon or upgrade.&lt;br /&gt;
&lt;br /&gt;
= Ships &amp;amp; Squadrons =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruiser Ship (Heavy 4)&#039;&#039;&#039; - 80pts&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; Move 4“ / Cruise 6“&lt;br /&gt;
* &#039;&#039;&#039;Turret:&#039;&#039;&#039; Ran 24“ / Att 2 / Str 2&lt;br /&gt;
* &#039;&#039;&#039;Defense:&#039;&#039;&#039; Eva 2+ / Tou 2+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroyer Ship (Medium 3)&#039;&#039;&#039; - 60pts&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; Move 6“ / Cruise 9“&lt;br /&gt;
* &#039;&#039;&#039;Turret:&#039;&#039;&#039; Ran 18“ / Att 2 / Str 1&lt;br /&gt;
* &#039;&#039;&#039;Defense:&#039;&#039;&#039; Eva 3+ / Tou 3+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corvette Ship (Light 2)&#039;&#039;&#039; - 40pts&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; Move 8“ / Cruise 12“&lt;br /&gt;
* &#039;&#039;&#039;Turret:&#039;&#039;&#039; Ran 12“ / Att 2 / Str 0&lt;br /&gt;
* &#039;&#039;&#039;Defense:&#039;&#039;&#039; Eva 4+ / Tou 4+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunship Squadron&#039;&#039;&#039; - 10pts&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; Move 10“ / Cruise 15“&lt;br /&gt;
* &#039;&#039;&#039;Turret:&#039;&#039;&#039; Ran 2“ / Att 2 / Str 0&lt;br /&gt;
* &#039;&#039;&#039;Defense:&#039;&#039;&#039; Eva 5+ / Tou 5+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Squadron&#039;&#039;&#039; - 10pts&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; Move 10“ / Cruise 15“&lt;br /&gt;
* &#039;&#039;&#039;Turret:&#039;&#039;&#039; Ran 2“ / Att 3 / Str 0&lt;br /&gt;
* &#039;&#039;&#039;Defense:&#039;&#039;&#039; Eva 5+ / Tou 6+&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Anti-Squadron&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bomber Squadron&#039;&#039;&#039; - 10pts&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; Move 8“ / Cruise 12“&lt;br /&gt;
* &#039;&#039;&#039;Turret:&#039;&#039;&#039; Ran 2“ / Att 1 / Str 2&lt;br /&gt;
* &#039;&#039;&#039;Defense:&#039;&#039;&#039; Eva 4+ / Tou 5+&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Anti-Ship, Deadly&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Master (15pts):&#039;&#039;&#039; May choose not to be deployed at the start of the game, but instead may be deployed anywhere over 9“ away from enemies at the start of any round after the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ace Carrier (10pts):&#039;&#039;&#039; As many squadrons as upgrades on this ship may choose not to be deployed at the start of the game. Once per game, when this ship activates, those squadrons may be deployed anywhere within 2&amp;quot; of this ship, and may immediately activate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expert Sapper (10pts):&#039;&#039;&#039; When this ship is activated, you may place a mine marker within 4“. Enemies moving within 3“ of the mine take 2 damage and remove it.&lt;br /&gt;
&lt;br /&gt;
= Titles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avenger (10pts):&#039;&#039;&#039; When activated, may be placed anywhere within D3+1“.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vanguard (5pts):&#039;&#039;&#039; When deployed may immediately be moved straight by up to its move speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defiant (5pts):&#039;&#039;&#039; Whenever a friendly ship within 6“ is destroyed, you may remove 2 damage from this ship.&lt;br /&gt;
&lt;br /&gt;
= Systems =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ablative Armor:&#039;&#039;&#039; Enemy ships ramming this ship take +1 damage, and this ship never takes any damage from overlapping enemy ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armored Plating:&#039;&#039;&#039; This upgrade takes 4 damage to be disabled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravity Bumper:&#039;&#039;&#039; Enemy ships are pushed by +D6“ when rammed by this ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Ammo:&#039;&#039;&#039; Turret gets +1 strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pulse Engine:&#039;&#039;&#039; Gets +2“ on move and +3“ on cruise/ram actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reinforced Ram:&#039;&#039;&#039; Deals +1 damage when ramming enemy ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair Bay:&#039;&#039;&#039; When activated may remove 1 damage from another ship within 4“.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield Booster:&#039;&#039;&#039; When taking a point of damage roll one die, on a 5+ it is ignored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth Rig:&#039;&#039;&#039; Always counts as in cover when targeted from over 12“ away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracking Servo:&#039;&#039;&#039; Turret gets +1 to hit rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tractor Beam:&#039;&#039;&#039; When activated pick one enemy ship within 8“ and move it D6+1“ toward this ship.&lt;br /&gt;
&lt;br /&gt;
= Weapons =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy Cannon:&#039;&#039;&#039; Ran 12“ / Att 3 / Str 1&lt;br /&gt;
Special: Anti-Ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giga Cannon:&#039;&#039;&#039; Ran 6“ / Att 1 / Str 4&lt;br /&gt;
Special: Deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Linked Railgun:&#039;&#039;&#039; Ran 24“ / Att 3 / Str 1&lt;br /&gt;
Special: Overheating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile Cluster:&#039;&#039;&#039; Ran 18“ / Att 1 / Str 1&lt;br /&gt;
Special: Blast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; Ran 18“ / Att 2 / Str 3&lt;br /&gt;
Special: Overheating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pod Launcher:&#039;&#039;&#039; Ran 6“ / Att 2 / Str 0&lt;br /&gt;
Special: Boarding Pod&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precision Cannon:&#039;&#039;&#039; Ran 24“ / Att 1 / Str 2&lt;br /&gt;
Special: Sniper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Cannon:&#039;&#039;&#039; Ran 12“ / Att 3 / Str 0&lt;br /&gt;
Special: Twin-Fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Batteries:&#039;&#039;&#039; Ran 6“ / Att 2 / Str 2&lt;br /&gt;
Special: Broadside.&lt;br /&gt;
&lt;br /&gt;
= Special Rules =&lt;br /&gt;
&lt;br /&gt;
=== Anti-Ship === Gets +1 to hit against ships, but only hits squadrons on 6+.&lt;br /&gt;
&lt;br /&gt;
=== Anti-Squadron ===&lt;br /&gt;
Gets +1 to hit against squadrons, but only hits ships on 6+.&lt;br /&gt;
&lt;br /&gt;
=== Blast ===&lt;br /&gt;
If the target is hit all models within 4“ of it are also hit by this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Boarding Pod ===&lt;br /&gt;
May only target ships, and targets take 1 boarding marker per hit instead of damage (don&#039;t roll to block). Roll one die for each marker when the ship is activated. On 4+ the marker is removed, else the target takes 1 damage.&lt;br /&gt;
&lt;br /&gt;
=== Broadside ===&lt;br /&gt;
May only be mounted on the sides facing, and may be fired from both side facings at once.&lt;br /&gt;
&lt;br /&gt;
=== Deadly ===&lt;br /&gt;
This weapon deals +1 damage per unblocked hit on the target.&lt;br /&gt;
&lt;br /&gt;
=== Fragile ===&lt;br /&gt;
The first time this model takes damage each round it takes +1 damage.&lt;br /&gt;
&lt;br /&gt;
=== Overheating ===&lt;br /&gt;
If you roll a 1 to hit, then this model takes 1 damage.&lt;br /&gt;
&lt;br /&gt;
=== Twin-Fire ===&lt;br /&gt;
This weapon may be fired twice, picking two different targets.&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
This squadron may skip activating during the squadrons phase to activate in another phase, but may only either move or shoot when activating in another phase.&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
Attacker may assign damage from this weapon to one upgrade of choice.&lt;br /&gt;
&lt;br /&gt;
[[Category:Grimdark Future Rules]]&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Warfleets_Core_Rules&amp;diff=1019</id>
		<title>Grimdark Future Warfleets Core Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Warfleets_Core_Rules&amp;diff=1019"/>
		<updated>2025-02-27T14:13:16Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: initial seed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[OPR Rules Versions#Current version|Current rules version 3.4.1]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= General Principles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most important rule:&#039;&#039;&#039; Whenever the rules are unclear, use common sense and personal preference. Have fun!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers:&#039;&#039;&#039; Regardless of modifiers, rolls of 6 are always successes, and rolls of 1 are always fails.&lt;br /&gt;
&lt;br /&gt;
= Preparation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fleets&#039;&#039;&#039;: The players must put together two fleets of equal point cost before the game begins (we recommend 300pts to start, and 450pts for a full match).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Org. (optional):&#039;&#039;&#039; Players may only bring up to 1 hero per 200pts in their fleet, and only X copies of the same ship, where X is 1 per 150pts in their fleet. Fleets may only have max. 1 ship per 50pts, and max. 1 squadron per 35pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield:&#039;&#039;&#039; The game is played on a 6’x4‘ area, with 10+ pieces of terrain. The game can be also played on smaller areas, as long as armies deploy at least 24&amp;quot; apart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission:&#039;&#039;&#039; Place D3+2 objectives. Players roll-off to go first, and then alternate in placing one marker each over 9” away from the table edge, deployment zones, and each other. If a ship moves over a marker, remove it from the table and it is carried by that ship, and if the ship is removed from play, then the marker is dropped on the spot. The game ends after 4 rounds, and the player that is holding most markers wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment:&#039;&#039;&#039; Players roll-off, and the winner picks a long table edge as their deployment zone, with their opponent taking the opposite. Then the players alternate in placing all ships within 12” of their table edge, starting with the player that won the roll-off, and then do the same thing with all their squadrons.&lt;br /&gt;
&lt;br /&gt;
= Playing the Game =&lt;br /&gt;
&lt;br /&gt;
The game is played in rounds of 4 phases, in which all models of that type must be activated, before starting the next phase. Players alternate in activating one model each, starting with the player that won the deployment roll. Each new round the players then alternate in starting first.&lt;br /&gt;
&lt;br /&gt;
# Squadrons&lt;br /&gt;
# Light Ships&lt;br /&gt;
# Medium Ships&lt;br /&gt;
# Heavy Ships&lt;br /&gt;
&lt;br /&gt;
= Activation =&lt;br /&gt;
&lt;br /&gt;
The player picks one model that hasn’t activated yet, and it must take one action:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #d1fffd;&amp;quot;&lt;br /&gt;
 || &#039;&#039;&#039;Action &#039;&#039;&#039; || &#039;&#039;&#039;Speed &#039;&#039;&#039; || &#039;&#039;&#039;Pivot &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 || Hold || - || 180°&lt;br /&gt;
|-&lt;br /&gt;
 || Move || Move || 90°&lt;br /&gt;
|-&lt;br /&gt;
 || Cruise || Cruise || 45°&lt;br /&gt;
|-&lt;br /&gt;
 || Ram* || Cruise || 45°&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Squadrons can’t ram or be rammed.&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squadrons:&#039;&#039;&#039; May move by up to their speed value and may turn in any direction. Squadrons that move within 2” of an enemy squadron must end their move within 2” of it and count as engaged. Engaged squadrons can’t move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ships:&#039;&#039;&#039; Must move straight by their full speed value and may pivot once at any point after half their move. Ships may only use ram actions if they can reach base contact with the target, at which point they immediately stop.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overlapping:&#039;&#039;&#039; If a ship would end its move overlapping another ship, then it must continue to move straight until it is 1” away from any ships. Then the ship, and any others it moved through, each take 1 damage. If a ship ends its move overlapping squadrons, then players may place each other’s squadrons anywhere within 1” of the ship. Note that ships that use hold actions may not pivot in such a way that they overlap any other models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disengaging:&#039;&#039;&#039; If a ship moves off the table, it is removed from play, and at the end of the round the player must place it back on the same table edge within 4” of where it left.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Easy Target:&#039;&#039;&#039; Models shooting at ships that used a hold action always hit on 2+ until the ship moves again.&lt;br /&gt;
&lt;br /&gt;
= Ramming =&lt;br /&gt;
&lt;br /&gt;
After the ramming ship has moved into contact with the target, compare the max. upgrades of each ship. The ship with the lower number takes 2 damage, whilst the other takes 1 damage, and in case of a tie both ships take 1 damage. The target is then pushed D6” away if it has the same or lower amount of upgrades, and if this pushes it into another ship or terrain, then it stops and takes 1 damage.&lt;br /&gt;
&lt;br /&gt;
= Shooting =&lt;br /&gt;
&lt;br /&gt;
Models that have range and line of sight to a target may shoot all weapons after moving, but only if they didn’t use cruise or ram actions this round. Squadrons that are engaged may only target squadrons that they are engaged with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To Hit: &#039;&#039;&#039;The attacker rolls as many dice as the weapon’s attacks, trying to score the target’s evasion value. For each die that rolls equal or higher, the target takes one hit. If the target is being shot in the rear, then you get +1 to hit. Squadrons get +1 to hit against other squadrons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To Block:&#039;&#039;&#039; The defender rolls as many dice as hits, trying to score its toughness value or higher, and for each failed roll the target takes 1 damage. The defender gets -X to this roll, where X is the total strength of the attacking weapon. If the target is being shot in the rear, then it gets an additional -1 to this roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage:&#039;&#039;&#039; Squadrons are destroyed after taking 2 damage, whilst ships must assign damage to one of their upgrades instead, and must continue assigning damage to that upgrade until it is disabled. Upgrades are disabled after taking 2 damage, and if all of a ship’s upgrades are disabled it is destroyed (remove from play).&lt;br /&gt;
&lt;br /&gt;
= Morale =&lt;br /&gt;
&lt;br /&gt;
If at the end of any round a fleet is down to half or less of its starting ships, then all ships must take a morale test. Roll a D6, add the number of non-disabled upgrades the ship still has, and if the result is 6+ the morale test is passed. If failed, then the ship surrenders and is removed from play. Squadrons don’t have to take a morale test, and only if all friendly ships have surrendered or are destroyed, then all of the squadrons surrender as well.&lt;br /&gt;
&lt;br /&gt;
= Terrain =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Terrain:&#039;&#039;&#039; Models that are mostly inside cover terrain or behind sight blockers, get +1 to Defence toughness rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficult Terrain:&#039;&#039;&#039; Models moving through difficult terrain halve their speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Impassable Terrain:&#039;&#039;&#039; Models can’t move through impassable terrain, and models that are pushed into it take 1 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dangerous Terrain:&#039;&#039;&#039; Models that are pushed into or move through dangerous terrain immediately take D3 damage.&lt;br /&gt;
&lt;br /&gt;
= Fleet Creation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroes/Titles:&#039;&#039;&#039; Ships can take heroes and titles by adding their cost to the ship’s total cost, and each ship may only have one hero and one title.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039; Systems and weapons count as upgrades, which are free (unlike heroes and titles). Players must assign each ship with as many upgrades as the number in brackets, and each upgrade may only be taken once per ship. Ships have a front, sides (counts for both sides), and rear facing, and weapons must be mounted on a specific facing (each facing may only have one weapon).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turrets:&#039;&#039;&#039; All models come with a turret that may be fired in all directions, which doesn’t count as a weapon or upgrade.&lt;br /&gt;
&lt;br /&gt;
= Ships &amp;amp; Squadrons =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruiser Ship (Heavy 4)&#039;&#039;&#039; - 80pts&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; Move 4“ / Cruise 6“&lt;br /&gt;
* &#039;&#039;&#039;Turret:&#039;&#039;&#039; Ran 24“ / Att 2 / Str 2&lt;br /&gt;
* &#039;&#039;&#039;Defense:&#039;&#039;&#039; Eva 2+ / Tou 2+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroyer Ship (Medium 3)&#039;&#039;&#039; - 60pts&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; Move 6“ / Cruise 9“&lt;br /&gt;
* &#039;&#039;&#039;Turret:&#039;&#039;&#039; Ran 18“ / Att 2 / Str 1&lt;br /&gt;
* &#039;&#039;&#039;Defense:&#039;&#039;&#039; Eva 3+ / Tou 3+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corvette Ship (Light 2)&#039;&#039;&#039; - 40pts&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; Move 8“ / Cruise 12“&lt;br /&gt;
* &#039;&#039;&#039;Turret:&#039;&#039;&#039; Ran 12“ / Att 2 / Str 0&lt;br /&gt;
* &#039;&#039;&#039;Defense:&#039;&#039;&#039; Eva 4+ / Tou 4+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunship Squadron&#039;&#039;&#039; - 10pts&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; Move 10“ / Cruise 15“&lt;br /&gt;
* &#039;&#039;&#039;Turret:&#039;&#039;&#039; Ran 2“ / Att 2 / Str 0&lt;br /&gt;
* &#039;&#039;&#039;Defense:&#039;&#039;&#039; Eva 5+ / Tou 5+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Squadron&#039;&#039;&#039; - 10pts&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; Move 10“ / Cruise 15“&lt;br /&gt;
* &#039;&#039;&#039;Turret:&#039;&#039;&#039; Ran 2“ / Att 3 / Str 0&lt;br /&gt;
* &#039;&#039;&#039;Defense:&#039;&#039;&#039; Eva 5+ / Tou 6+&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Anti-Squadron&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bomber Squadron&#039;&#039;&#039; - 10pts&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; Move 8“ / Cruise 12“&lt;br /&gt;
* &#039;&#039;&#039;Turret:&#039;&#039;&#039; Ran 2“ / Att 1 / Str 2&lt;br /&gt;
* &#039;&#039;&#039;Defense:&#039;&#039;&#039; Eva 4+ / Tou 5+&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Anti-Ship, Deadly&lt;br /&gt;
&lt;br /&gt;
= Heroes =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Master (15pts):&#039;&#039;&#039; May choose not to be deployed at the start of the game, but instead may be deployed anywhere over 9“ away from enemies at the start of any round after the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ace Carrier (10pts):&#039;&#039;&#039; As many squadrons as upgrades on this ship may choose not to be deployed at the start of the game. Once per game, when this ship activates, those squadrons may be deployed anywhere within 2&amp;quot; of this ship, and may immediately activate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expert Sapper (10pts):&#039;&#039;&#039; When this ship is activated, you may place a mine marker within 4“. Enemies moving within 3“ of the mine take 2 damage and remove it.&lt;br /&gt;
&lt;br /&gt;
= Titles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avenger (10pts):&#039;&#039;&#039; When activated, may be placed anywhere within D3+1“.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vanguard (5pts):&#039;&#039;&#039; When deployed may immediately be moved straight by up to its move speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defiant (5pts):&#039;&#039;&#039; Whenever a friendly ship within 6“ is destroyed, you may remove 2 damage from this ship.&lt;br /&gt;
&lt;br /&gt;
= Systems =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ablative Armor:&#039;&#039;&#039; Enemy ships ramming this ship take +1 damage, and this ship never takes any damage from overlapping enemy ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armored Plating:&#039;&#039;&#039; This upgrade takes 4 damage to be disabled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravity Bumper:&#039;&#039;&#039; Enemy ships are pushed by +D6“ when rammed by this ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear Ammo:&#039;&#039;&#039; Turret gets +1 strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pulse Engine:&#039;&#039;&#039; Gets +2“ on move and +3“ on cruise/ram actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reinforced Ram:&#039;&#039;&#039; Deals +1 damage when ramming enemy ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair Bay:&#039;&#039;&#039; When activated may remove 1 damage from another ship within 4“.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield Booster:&#039;&#039;&#039; When taking a point of damage roll one die, on a 5+ it is ignored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth Rig:&#039;&#039;&#039; Always counts as in cover when targeted from over 12“ away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracking Servo:&#039;&#039;&#039; Turret gets +1 to hit rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tractor Beam:&#039;&#039;&#039; When activated pick one enemy ship within 8“ and move it D6+1“ toward this ship.&lt;br /&gt;
&lt;br /&gt;
= Weapons =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy Cannon:&#039;&#039;&#039; Ran 12“ / Att 3 / Str 1&lt;br /&gt;
Special: Anti-Ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Giga Cannon:&#039;&#039;&#039; Ran 6“ / Att 1 / Str 4&lt;br /&gt;
Special: Deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Linked Railgun:&#039;&#039;&#039; Ran 24“ / Att 3 / Str 1&lt;br /&gt;
Special: Overheating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile Cluster:&#039;&#039;&#039; Ran 18“ / Att 1 / Str 1&lt;br /&gt;
Special: Blast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; Ran 18“ / Att 2 / Str 3&lt;br /&gt;
Special: Overheating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pod Launcher:&#039;&#039;&#039; Ran 6“ / Att 2 / Str 0&lt;br /&gt;
Special: Boarding Pod&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precision Cannon:&#039;&#039;&#039; Ran 24“ / Att 1 / Str 2&lt;br /&gt;
Special: Sniper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Cannon:&#039;&#039;&#039; Ran 12“ / Att 3 / Str 0&lt;br /&gt;
Special: Twin-Fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Batteries:&#039;&#039;&#039; Ran 6“ / Att 2 / Str 2&lt;br /&gt;
Special: Broadside.&lt;br /&gt;
&lt;br /&gt;
= Special Rules =&lt;br /&gt;
&lt;br /&gt;
=== Anti-Ship === Gets +1 to hit against ships, but only hits squadrons on 6+.&lt;br /&gt;
&lt;br /&gt;
=== Anti-Squadron ===&lt;br /&gt;
Gets +1 to hit against squadrons, but only hits ships on 6+.&lt;br /&gt;
&lt;br /&gt;
=== Blast ===&lt;br /&gt;
If the target is hit all models within 4“ of it are also hit by this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Boarding Pod ===&lt;br /&gt;
May only target ships, and targets take 1 boarding marker per hit instead of damage (don&#039;t roll to block). Roll one die for each marker when the ship is activated. On 4+ the marker is removed, else the target takes 1 damage.&lt;br /&gt;
&lt;br /&gt;
=== Broadside ===&lt;br /&gt;
May only be mounted on the sides facing, and may be fired from both side facings at once.&lt;br /&gt;
&lt;br /&gt;
=== Deadly ===&lt;br /&gt;
This weapon deals +1 damage per unblocked hit on the target.&lt;br /&gt;
&lt;br /&gt;
=== Fragile ===&lt;br /&gt;
The first time this model takes damage each round it takes +1 damage.&lt;br /&gt;
&lt;br /&gt;
=== Overheating ===&lt;br /&gt;
If you roll a 1 to hit, then this model takes 1 damage.&lt;br /&gt;
&lt;br /&gt;
=== Twin-Fire ===&lt;br /&gt;
This weapon may be fired twice, picking two different targets.&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
This squadron may skip activating during the squadrons phase to activate in another phase, but may only either move or shoot when activating in another phase.&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
Attacker may assign damage from this weapon to one upgrade of choice.&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Rules&amp;diff=1018</id>
		<title>Grimdark Future Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Rules&amp;diff=1018"/>
		<updated>2025-02-27T13:29:54Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: small correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The official rules for the Grimdark Future games, that get you started, can be found here:&lt;br /&gt;
* [https://www.onepagerules.com/games/grimdark-future Grimdark Future]&lt;br /&gt;
* [https://www.onepagerules.com/games/grimdark-future-firefight Grimdark Future: Firefight]&lt;br /&gt;
* [https://www.onepagerules.com/games/grimdark-future-star-quest Grimdark Future: Star Quest]&lt;br /&gt;
* [https://www.onepagerules.com/games/grimdark-future-warfleets Grimdark Future: Warfleets]&lt;br /&gt;
All files there are downloadable for free and let you experience a regular game.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Core Rules&#039;&#039;&#039; have everything you need on one sheet and can also be found here:&lt;br /&gt;
# [[Grimdark Future Core Rules]]&lt;br /&gt;
# [[Grimdark Future Firefight Core Rules]]&lt;br /&gt;
# [[Grimdark Future Star Quest Core Rules]]&lt;br /&gt;
# [[Grimdark Future Warfleets Core Rules]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Beginner&#039;s Guide&#039;&#039;&#039; explains everything in more detail&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Mission Cards&#039;&#039;&#039;, &#039;&#039;&#039;Campaign&#039;&#039;&#039; and &#039;&#039;&#039;Solo &amp;amp; Co-Op&#039;&#039;&#039; Rules provide additional ways to play the game&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Tournament Guidelines&#039;&#039;&#039; and the &#039;&#039;&#039;Tournament Pack&#039;&#039;&#039; offer guidance if you want to set up a competitive tournament&lt;br /&gt;
&lt;br /&gt;
The optional &#039;&#039;&#039;Play Tokens&#039;&#039;&#039; can be printed out and can help you keep track of unit/model statuses on the battlefield&lt;br /&gt;
&lt;br /&gt;
If you&#039;re looking for even more you can also get the &#039;&#039;&#039;Advanced Rules&#039;&#039;&#039; by subscribing to the [http://patreon.com/onepagerules/ Patreon] or buying them from [https://www.drivethrurpg.com/en/publisher/16079/onepagerules?keyword=grimdark%20future%20advanced%20rulebook DriveThruRPG]. Subscribing to the Patreon for a single month also unlocks all the Advanced Rules on DTRPG, so that tends to be the best option for most people.&lt;br /&gt;
&lt;br /&gt;
If you have any questions about the rules check out the [[Grimdark Future FAQ]], or post your question in the [https://discord.gg/gDGVUMfk &amp;quot;grimdark-rules&amp;quot; channel] on the Discord server.&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Rules&amp;diff=1017</id>
		<title>Grimdark Future Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Rules&amp;diff=1017"/>
		<updated>2025-02-27T13:23:51Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The official rules for the Grimdark Future games, that get you started, can be found here:&lt;br /&gt;
* [https://www.onepagerules.com/games/grimdark-future Grimdark Future]&lt;br /&gt;
* [https://www.onepagerules.com/games/grimdark-future-firefight Grimdark Future: Firefight]&lt;br /&gt;
* [https://www.onepagerules.com/games/grimdark-future-star-quest Grimdark Future: Star Quest]&lt;br /&gt;
* [https://www.onepagerules.com/games/grimdark-future-warfleets Grimdark Future: Warfleets]&lt;br /&gt;
All files there are downloadable for free and let you experience a regular game.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Core Rules&#039;&#039;&#039; have everything you need on one page and can also be found here:&lt;br /&gt;
# [[Grimdark Future Core Rules]]&lt;br /&gt;
# [[Grimdark Future Firefight Core Rules]]&lt;br /&gt;
# [[Grimdark Future Star Quest Core Rules]]&lt;br /&gt;
# [[Grimdark Future Warfleets Core Rules]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Beginner&#039;s Guide&#039;&#039;&#039; explains everything in more detail&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Mission Cards&#039;&#039;&#039;, &#039;&#039;&#039;Campaign&#039;&#039;&#039; and &#039;&#039;&#039;Solo &amp;amp; Co-Op&#039;&#039;&#039; Rules provide additional ways to play the game&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Tournament Guidelines&#039;&#039;&#039; and the &#039;&#039;&#039;Tournament Pack&#039;&#039;&#039; offer guidance if you want to set up a competitive tournament&lt;br /&gt;
&lt;br /&gt;
The optional &#039;&#039;&#039;Play Tokens&#039;&#039;&#039; can be printed out and can help you keep track of unit/model statuses on the battlefield&lt;br /&gt;
&lt;br /&gt;
If you&#039;re looking for even more you can also get the &#039;&#039;&#039;Advanced Rules&#039;&#039;&#039; by subscribing to the [http://patreon.com/onepagerules/ Patreon] or buying them from [https://www.drivethrurpg.com/en/publisher/16079/onepagerules?keyword=grimdark%20future%20advanced%20rulebook DriveThruRPG]. Subscribing to the Patreon for a single month also unlocks all the Advanced Rules on DTRPG, so that tends to be the best option for most people.&lt;br /&gt;
&lt;br /&gt;
If you have any questions about the rules check out the [[Grimdark Future FAQ]], or post your question in the [https://discord.gg/gDGVUMfk &amp;quot;grimdark-rules&amp;quot; channel] on the Discord server.&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Rules&amp;diff=1016</id>
		<title>Grimdark Future Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Rules&amp;diff=1016"/>
		<updated>2025-02-27T13:17:04Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: removed first paragraph (it is available in the GF page anyway), added Patreon link, adjusted DTRPG link to include all 3 Advanced rulebooks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The official rules for the Grimdark Future games, that get you started, can be found here:&lt;br /&gt;
* [https://www.onepagerules.com/games/grimdark-future Grimdark Future]&lt;br /&gt;
* [https://www.onepagerules.com/games/grimdark-future-firefight Grimdark Future: Firefight]&lt;br /&gt;
* [https://www.onepagerules.com/games/grimdark-future-star-quest Grimdark Future: Star Quest]&lt;br /&gt;
* [https://www.onepagerules.com/games/grimdark-future-warfleets Grimdark Future: Warfleets]&lt;br /&gt;
All files there are downloadable for free and let you &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Core Rules&#039;&#039;&#039; have everything you need on one page and can also be found here:&lt;br /&gt;
# [[Grimdark Future Core Rules]]&lt;br /&gt;
# [[Grimdark Future Firefight Core Rules]]&lt;br /&gt;
# [[Grimdark Future Star Quest Core Rules]]&lt;br /&gt;
# [[Grimdark Future Warfleets Core Rules]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Beginner&#039;s Guide&#039;&#039;&#039; explains everything in more detail&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Mission Cards&#039;&#039;&#039;, &#039;&#039;&#039;Campaign&#039;&#039;&#039; and &#039;&#039;&#039;Solo &amp;amp; Co-Op&#039;&#039;&#039; Rules provide additional ways to play the game&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Tournament Guidelines&#039;&#039;&#039; and the &#039;&#039;&#039;Tournament Pack&#039;&#039;&#039; offer guidance if you want to set up a competitive tournament&lt;br /&gt;
&lt;br /&gt;
The optional &#039;&#039;&#039;Play Tokens&#039;&#039;&#039; can be printed out and can help you keep track of unit/model statuses on the battlefield&lt;br /&gt;
&lt;br /&gt;
If you&#039;re looking for even more you can also get the &#039;&#039;&#039;Advanced Rules&#039;&#039;&#039; by subscribing to the [http://patreon.com/onepagerules/ Patreon] or buying them from [https://www.drivethrurpg.com/en/publisher/16079/onepagerules?keyword=grimdark%20future%20advanced%20rulebook DriveThruRPG]. Subscribing to the Patreon for a single month also unlocks all the Advanced Rules on DTRPG, so that tends to be the best option for most people.&lt;br /&gt;
&lt;br /&gt;
If you have any questions about the rules check out the [[Grimdark Future FAQ]], or post your question in the [https://discord.gg/gDGVUMfk &amp;quot;grimdark-rules&amp;quot; channel] on the Discord server.&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Grimdark_Future_StarQuest_Core_Rules&amp;diff=1015</id>
		<title>Grimdark Future StarQuest Core Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Grimdark_Future_StarQuest_Core_Rules&amp;diff=1015"/>
		<updated>2025-02-27T13:16:01Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: Redirected page to Grimdark Future Star Quest Core Rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Grimdark Future Star Quest Core Rules]]&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Star_Quest_Core_Rules&amp;diff=1014</id>
		<title>Grimdark Future Star Quest Core Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Star_Quest_Core_Rules&amp;diff=1014"/>
		<updated>2025-02-27T13:13:24Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: initial seed - corrected page name, will set redirect from StarQuest Core Rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[OPR Rules Versions#Current version|Current rules version 3.4.1]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= General Principles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most important rule:&#039;&#039;&#039; Whenever the rules are unclear, use common sense and personal preference. Have fun!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stat Tests:&#039;&#039;&#039; Roll one six-sided die, and if you score the model’s stat value or higher, then it counts as a success. Whenever a hero fails a Str/Dex/Wil stat test, it may suffer 3 stress to count as having passed it instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers:&#039;&#039;&#039; Regardless of modifiers, rolls of 6 always succeed, and rolls of 1 always fail.&lt;br /&gt;
&lt;br /&gt;
= Preparation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaigns &amp;amp; Missions:&#039;&#039;&#039; The game is played using either a narrative campaign book, or the campaign builder, which tell you how to set up your missions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Party:&#039;&#039;&#039; The game is played solo or co-op, with 2-4 player controlled heroes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Enemies:&#039;&#039;&#039; Before the game begins, you will need to prepare a collection of enemy models for the AI to control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield:&#039;&#039;&#039; The game is played on a 4’x4‘ area, with 20+ pieces of terrain. The game can be also played on a smaller 2’x2’ area, by halving all distances used.&lt;br /&gt;
&lt;br /&gt;
= Playing the Game =&lt;br /&gt;
&lt;br /&gt;
Each round, players activate all heroes first, and then the AI activates all units in order from the closest to a hero to the furthest.&lt;br /&gt;
&lt;br /&gt;
= Activation =&lt;br /&gt;
&lt;br /&gt;
Heroes may take any one action plus one Skill action (in any order), and may suffer 2 stress to take any one additional action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #d1fffd;&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Action &#039;&#039;&#039; || &#039;&#039;&#039;Move &#039;&#039;&#039; || &#039;&#039;&#039;Notes &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| Rest  || 0”  || Restore stress &lt;br /&gt;
|-&lt;br /&gt;
|| Hold  || 0”  || Can shoot &lt;br /&gt;
|-&lt;br /&gt;
|| Advance  || 6”  || Can shoot after move &lt;br /&gt;
|-&lt;br /&gt;
|| Rush  || 12”  || Can’t shoot &lt;br /&gt;
|-&lt;br /&gt;
|| Charge  || 12”  || Moves into melee &lt;br /&gt;
|-&lt;br /&gt;
|| Skill  || 0”  || Use skill action &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Resting =&lt;br /&gt;
&lt;br /&gt;
Heroes taking a rest action restore 6 stress, but must stay idle, and can’t take any actions for that round (before or after resting).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endurance:&#039;&#039;&#039; If a hero suffers stress which brings it over its End value, then it takes that many wounds instead.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Units may only be within 1” of other units when charging, and may only charge if at least one charging model is within charge distance of the target unit.&lt;br /&gt;
&lt;br /&gt;
= Shooting =&lt;br /&gt;
&lt;br /&gt;
Models in range and line of sight may fire all ranged weapons. Shooting models take one Qua test per attack, and each success is a hit. For each hit defending units roll one die trying to score their Def value or higher to block, and each fail causes one wound. Once a model has taken as many wounds as its Tou value, it is killed (remove from play).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unconscious:&#039;&#039;&#039; If a hero would be killed, it is unconscious instead, must remain idle until revived, and is ignored by AI. At the end of each round until it is revived, the hero takes 1 bleeding marker, and if it has 3 markers it is killed (remove from play). Heroes within 3” may use a skill action and suffer 3 stress to revive the hero, and it restores 3 wounds.&lt;br /&gt;
&lt;br /&gt;
= Melee =&lt;br /&gt;
&lt;br /&gt;
Charging models must move into base contact with targets, or as close as possible, and then defenders must do the same by moving up to 3”. Models within 2” horizontally and 4” vertically of enemies must strike with all melee weapons, which works like shooting. Then defenders must strike back, and if neither unit is killed, chargers must move back and separate by 1” (if possible).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue:&#039;&#039;&#039; At the end of an activation in which they charged, or after striking back, units hit on unmodified rolls of 6 in melee until the end of the round.&lt;br /&gt;
&lt;br /&gt;
= Morale =&lt;br /&gt;
&lt;br /&gt;
At the end of an activation where wounds leave a unit with half or less of its total size or Tou value (for single-model units), the unit must take a morale test. To take a morale test, take a Qua test, and if failed the unit is Shaken. Heroes may suffer 2 stress to ignore being Shaken from failed morale tests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaken:&#039;&#039;&#039; Must stay idle, counts as fatigued, always fails morale tests, and can’t contest or seize objectives. Shaken units must spend one full activation idle to stop being shaken. Enemies with Tou 9+ can’t be Shaken, but take D3 wounds instead.&lt;br /&gt;
&lt;br /&gt;
= Skill actions =&lt;br /&gt;
&lt;br /&gt;
Heroes may only attempt each skill action and hero skill once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discover:&#039;&#039;&#039; The hero may reveal one search token in line of sight and within 6” by passing a Wil test, or may reveal it and pick it up without needing to roll if within 1” of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Push:&#039;&#039;&#039; Pick one enemy unit within 3&amp;quot; and take a Str test. If passed, the target is pushed directly away by 2”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scurry:&#039;&#039;&#039; The hero may move by up to D3” by passing a Dex test.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hero Skills:&#039;&#039;&#039; When using hero skills, take a test of that skill’s stat. If passed the hero may resolve its effect, and if failed it first suffers 1 stress and may then resolve its effect.&lt;br /&gt;
&lt;br /&gt;
= Terrain =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Terrain:&#039;&#039;&#039; Units with most models fully inside cover terrain or behind sight blockers, or that are mostly inside cover terrain or behind sight blockers (for single-model units), get +1 to Defense rolls when blocking hits from shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficult Terrain:&#039;&#039;&#039; Units moving through difficult terrain at any point can’t move more than 6” at a time in total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dangerous Terrain:&#039;&#039;&#039; Models moving across dangerous terrain, or that activate in it, must roll one die (or as many as their Tou value), and for each roll of 1 the unit takes a wound.&lt;br /&gt;
&lt;br /&gt;
= AI Activations =&lt;br /&gt;
&lt;br /&gt;
When AI units activate, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Are any enemies in line of sight?&lt;br /&gt;
#* Yes – Go to step 2&lt;br /&gt;
#* No – Go to step 3&lt;br /&gt;
# If you move, will any enemy be in range to shoot or charge?&lt;br /&gt;
#* Yes - Advance only as much as needed and shoot closest, else Charge closest&lt;br /&gt;
#* No - Rush to closest&lt;br /&gt;
# Are you within 3” of an AI Goal?&lt;br /&gt;
#* Yes – Skip activation&lt;br /&gt;
#* No - Rush to nearest AI Goal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI Groups:&#039;&#039;&#039; Group members must stay within 1” of at least one other member, and within 3” of all other members.&lt;br /&gt;
&lt;br /&gt;
= Special Rules Reference =&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. At the start of any round after the first, may be placed anywhere over 9” away from enemy units.&lt;br /&gt;
&lt;br /&gt;
=== Ambush [AI Units] ===&lt;br /&gt;
&lt;br /&gt;
Only deploys D3 rounds afters its wave is deployed, and at the start of the round it&#039;s placed at the centre of a random table quarter.&lt;br /&gt;
&lt;br /&gt;
=== AP(X) ===&lt;br /&gt;
&lt;br /&gt;
Targets get -X to Def rolls when blocking hits from this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Blast(X) ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover, and after resolving other special rules, each hit is multiplied by X, where X is up to as many hits as enemy models in the target unit and within 3” of it. Hits must be split evenly between all enemy units within 3” of any model from the target (players pick how).&lt;br /&gt;
&lt;br /&gt;
=== Caster(X) ===&lt;br /&gt;
&lt;br /&gt;
Gets X spell tokens at the start of each round, but can’t hold more than 6 tokens at once. At any point before attacking, spend as many tokens as the spell’s value to try casting one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of sight. Heroes may spend any number of spell tokens before rolling to get +1 to the roll per token, or to give an enemy caster within 18” and in line of sight -1 to their roll per token. Whenever a hero fails to cast a spell, it may suffer X*2 stress to count as having cast it instead, where X is the spell’s casting value.&lt;br /&gt;
&lt;br /&gt;
=== Caster(X) [AI Units] ===&lt;br /&gt;
&lt;br /&gt;
Follows same rules as heroes, picking one random spell to cast, and spending all tokens to cast it when activated. If the chosen spell can’t be cast for any reason, then the model doesn’t cast.&lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
&lt;br /&gt;
Strikes first with this weapon when charged, and the charging unit gets -1 total Impact rolls per model with Counter.&lt;br /&gt;
&lt;br /&gt;
=== Deadly(X) ===&lt;br /&gt;
&lt;br /&gt;
Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, and these wounds don’t carry over to other models if the original target is killed.&lt;br /&gt;
&lt;br /&gt;
=== Fast ===&lt;br /&gt;
&lt;br /&gt;
Moves +2” when using Advance, and +4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Fear(X) ===&lt;br /&gt;
&lt;br /&gt;
This model counts as having dealt +X wounds when checking if the target must take morale test in melee (must deal at least one wound).&lt;br /&gt;
&lt;br /&gt;
=== Fearless ===&lt;br /&gt;
&lt;br /&gt;
When failing a morale test, roll one die. On a 4+ it’s passed instead.&lt;br /&gt;
&lt;br /&gt;
=== Flying ===&lt;br /&gt;
&lt;br /&gt;
May move through units and terrain, and ignores terrain effects whilst moving, and automatically passes jumping rolls.&lt;br /&gt;
&lt;br /&gt;
=== Furious ===&lt;br /&gt;
&lt;br /&gt;
When charging, unmodified rolls of 6 to hit in melee deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Immobile ===&lt;br /&gt;
&lt;br /&gt;
May only use Hold actions.&lt;br /&gt;
&lt;br /&gt;
=== Impact(X) ===&lt;br /&gt;
&lt;br /&gt;
Roll X dice when attacking after charging, unless fatigued. For each 2+ the target takes one hit.&lt;br /&gt;
&lt;br /&gt;
=== Indirect ===&lt;br /&gt;
&lt;br /&gt;
Gets -1 to hit rolls when shooting after moving. May target enemies that are not in line of sight as if in line of sight, and ignores cover from sight obstructions.&lt;br /&gt;
&lt;br /&gt;
=== Lance ===&lt;br /&gt;
&lt;br /&gt;
When charging, gets +1 to hit rolls and AP(+1) in melee.&lt;br /&gt;
&lt;br /&gt;
=== Lock-On ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover and all negative modifiers to hit rolls and range.&lt;br /&gt;
&lt;br /&gt;
=== Limited ===&lt;br /&gt;
&lt;br /&gt;
May only be used once per mission.&lt;br /&gt;
&lt;br /&gt;
=== Poison ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and the target must re-roll unmodified Defense rolls of 6 when blocking hits.&lt;br /&gt;
&lt;br /&gt;
=== Regeneration ===&lt;br /&gt;
&lt;br /&gt;
When taking a wound, roll one die. On a 5+ it is ignored.&lt;br /&gt;
&lt;br /&gt;
=== Relentless ===&lt;br /&gt;
&lt;br /&gt;
When using Hold actions and shooting, unmodified rolls of 6 to hit deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Reliable ===&lt;br /&gt;
&lt;br /&gt;
Attacks at Quality 2+.&lt;br /&gt;
&lt;br /&gt;
=== Rending ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4).&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
&lt;br /&gt;
This model may move by up to 12” after being deployed.&lt;br /&gt;
&lt;br /&gt;
=== Slow ===&lt;br /&gt;
&lt;br /&gt;
Moves -2” when using Advance, and -4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Stealth ===&lt;br /&gt;
&lt;br /&gt;
Enemies get -1 to hit rolls when shooting at units where all models have this rule from over 9&amp;quot; away.&lt;br /&gt;
&lt;br /&gt;
=== Strider ===&lt;br /&gt;
&lt;br /&gt;
May ignore the effects of difficult terrain when moving, and only needs 2+ to pass jumping rolls.&lt;br /&gt;
&lt;br /&gt;
=== Villain ===&lt;br /&gt;
&lt;br /&gt;
AI units within 12” may take morale tests using the Villain’s Qua if it is better than their own, as long as the Villain isn’t Shaken.&lt;br /&gt;
&lt;br /&gt;
= Status conditions =&lt;br /&gt;
&lt;br /&gt;
When activated, heroes may suffer D3+3 stress to remove all status conditions.&lt;br /&gt;
&lt;br /&gt;
=== Afflicted ===&lt;br /&gt;
&lt;br /&gt;
When activated, must pass a Str test to remove status. If failed, the model takes 1 wound.&lt;br /&gt;
&lt;br /&gt;
=== Crippled ===&lt;br /&gt;
&lt;br /&gt;
When activated, must pass a Dex test to remove status. Crippled models halve their movement distance.&lt;br /&gt;
&lt;br /&gt;
=== Diseased ===&lt;br /&gt;
&lt;br /&gt;
When activated, must pass a Wil test to remove status. Diseased models take as many wounds as stress they suffer.&lt;br /&gt;
&lt;br /&gt;
=== Impaired ===&lt;br /&gt;
&lt;br /&gt;
When activated, may suffer D3+1 stress to remove status. Impaired models get -1 to all stat rolls.&lt;br /&gt;
&lt;br /&gt;
= Special movement =&lt;br /&gt;
&lt;br /&gt;
=== Jumping ===&lt;br /&gt;
&lt;br /&gt;
Heroes may cross 1” gaps or drop off 3” of elevation as regular movement, but they must jump to cross gaps or drop off elevation of up to 6”. Take X+1 Dex tests, where X is one die for every full 3” the hero wants to move. If all rolls are successes, then the hero may cross the distance, without counting it towards its move. If any roll is failed, then the hero falls instead.&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
&lt;br /&gt;
If a model falls or is pushed off an elevated position at least 2” tall, it takes 1 hit with AP(X), where X is AP(1) for every full 3” it fell. Then place the model within 2” of the bottom, and its activation ends immediately. For units with multiple models, falling kills the model instead, until only one last model remains, which falls normally. Whenever a hero would fall, it may suffer 3 stress to stop within 1” of the ledge instead, and immediately ends its activation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Grimdark Future Rules]]&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Quest_Core_Rules&amp;diff=1013</id>
		<title>Age of Fantasy Quest Core Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Quest_Core_Rules&amp;diff=1013"/>
		<updated>2025-02-27T12:42:32Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: corrected the list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[OPR Rules Versions#Current version|Current rules version 3.4.1]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= General Principles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most important rule: &#039;&#039;&#039;Whenever the rules are unclear, use common sense and personal preference. Have fun!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stat Tests: &#039;&#039;&#039;Roll one six-sided die, and if you score the model’s stat value or higher, then it counts as a success. Whenever a hero fails a Str/Dex/Wil stat test, it may suffer 3 stress to count as having passed it instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers: &#039;&#039;&#039;Regardless of modifiers, rolls of 6 always succeed, and rolls of 1 always fail.&lt;br /&gt;
&lt;br /&gt;
= Preparation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaigns &amp;amp; Missions: &#039;&#039;&#039;The game is played using either a narrative campaign book, or the campaign builder, which tell you how to set up your missions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Party: &#039;&#039;&#039;The game is played solo or co-op, with 2-4 player controlled heroes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Enemies: &#039;&#039;&#039;Before the game begins, you will need to prepare a collection of enemy models for the AI to control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield: &#039;&#039;&#039;The game is played on a 4’x4‘ area, with 20+ pieces of terrain. The game can be also played on a smaller 2’x2’ area, by halving all distances used.&lt;br /&gt;
&lt;br /&gt;
= Playing the Game =&lt;br /&gt;
&lt;br /&gt;
Each round, players activate all heroes first, and then the AI activates all units in order from the closest to a hero to the furthest.&lt;br /&gt;
&lt;br /&gt;
= Activation =&lt;br /&gt;
&lt;br /&gt;
Heroes may take any one action plus one Skill action (in any order), and may suffer 2 stress to take any one additional action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #d1fffd;&amp;quot;&lt;br /&gt;
 ||  &#039;&#039;&#039;Action &#039;&#039;&#039; || &#039;&#039;&#039;Move &#039;&#039;&#039; || &#039;&#039;&#039;Notes &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 || Rest  || 0”  || Restore stress &lt;br /&gt;
|-&lt;br /&gt;
 || Hold  || 0”  || Can shoot &lt;br /&gt;
|-&lt;br /&gt;
 || Advance  || 6”  || Can shoot after move &lt;br /&gt;
|-&lt;br /&gt;
 || Rush  || 12”  || Can’t shoot &lt;br /&gt;
|-&lt;br /&gt;
 || Charge  || 12”  || Moves into melee &lt;br /&gt;
|-&lt;br /&gt;
 || Skill  || 0”  || Use skill action &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
= Resting =&lt;br /&gt;
&lt;br /&gt;
Heroes taking a rest action restore 6 stress, but must stay idle, and can’t take any actions for that round (before or after resting).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endurance: &#039;&#039;&#039;If a hero suffers stress which brings it over its End value, then it takes that many wounds instead.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Units may only be within 1” of other units when charging, and may only charge if at least one charging model is within charge distance of the target unit.&lt;br /&gt;
&lt;br /&gt;
= Shooting =&lt;br /&gt;
&lt;br /&gt;
Models in range and line of sight may fire all ranged weapons. Shooting models take one Qua test per attack, and each success is a hit. For each hit defending units roll one die trying to score their Def value or higher to block, and each fail causes one wound. Once a model has taken as many wounds as its Tou value, it is killed (remove from play).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unconscious: &#039;&#039;&#039;If a hero would be killed, it is unconscious instead, must remain idle until revived, and is ignored by AI. At the end of each round until it is revived, the hero takes 1 bleeding marker, and if it has 3 markers it is killed (remove from play). Heroes within 3” may use a skill action and suffer 3 stress to revive the hero, and it restores 3 wounds.&lt;br /&gt;
&lt;br /&gt;
= Melee =&lt;br /&gt;
&lt;br /&gt;
Charging models must move into base contact with targets, or as close as possible, and then defenders must do the same by moving up to 3”. Models within 2” horizontally and 4” vertically of enemies must strike with all melee weapons, which works like shooting. Then defenders must strike back, and if neither unit is killed, chargers must move back and separate by 1” (if possible).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue: &#039;&#039;&#039;At the end of an activation in which they charged, or after striking back, units hit on unmodified rolls of 6 in melee until the end of the round.&lt;br /&gt;
&lt;br /&gt;
= Morale =&lt;br /&gt;
&lt;br /&gt;
At the end of an activation where wounds leave a unit with half or less of its total size or Tou value (for single-model units), the unit must take a morale test. To take a morale test, take a Qua test, and if failed the unit is Shaken. Heroes may suffer 2 stress to ignore being Shaken from failed morale tests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaken: &#039;&#039;&#039;Must stay idle, counts as fatigued, always fails morale tests, and can’t contest or seize objectives. Shaken units must spend one full activation idle to stop being shaken. Enemies with Tou 9+ can’t be Shaken, but take D3 wounds instead.&lt;br /&gt;
&lt;br /&gt;
= Skill actions =&lt;br /&gt;
&lt;br /&gt;
Heroes may only attempt each skill action and hero skill once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discover: &#039;&#039;&#039;The hero may reveal one search token in line of sight and within 6” by passing a Wil test, or may reveal it and pick it up without needing to roll if within 1” of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Push: &#039;&#039;&#039;Pick one enemy unit within 3&amp;quot; and take a Str test. If passed, the target is pushed directly away by 2”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scurry: &#039;&#039;&#039;The hero may move by up to D3” by passing a Dex test.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hero Skills: &#039;&#039;&#039;When using hero skills, take a test of that skill’s stat. If passed the hero may resolve its effect, and if failed it first suffers 1 stress and may then resolve its effect.&lt;br /&gt;
&lt;br /&gt;
= Terrain =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Terrain: &#039;&#039;&#039;Units with most models fully inside cover terrain or behind sight blockers, or that are mostly inside cover terrain or behind sight blockers (for single-model units), get +1 to Defense rolls when blocking hits from shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficult Terrain: &#039;&#039;&#039;Units moving through difficult terrain at any point can’t move more than 6” at a time in total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dangerous Terrain: &#039;&#039;&#039;Models moving across dangerous terrain, or that activate in it, must roll one die (or as many as their Tou value), and for each roll of 1 the unit takes a wound.&lt;br /&gt;
&lt;br /&gt;
= AI Activations =&lt;br /&gt;
&lt;br /&gt;
When AI units activate, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Are any enemies in line of sight?&lt;br /&gt;
#* Yes – Go to step 2&lt;br /&gt;
#* No – Go to step 3&lt;br /&gt;
# If you move, will any enemy be in range to shoot or charge?&lt;br /&gt;
#* Yes - Advance only as much as needed and shoot closest, else Charge closest&lt;br /&gt;
#* No - Rush to closest&lt;br /&gt;
# Are you within 3” of an AI Goal?&lt;br /&gt;
#* Yes – Skip activation&lt;br /&gt;
#* No - Rush to nearest AI Goal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI Groups: &#039;&#039;&#039;Group members must stay within 1” of at least one other member, and within 3” of all other members.&lt;br /&gt;
&lt;br /&gt;
= Special Rules Reference =&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. At the start of any round after the first, may be placed anywhere over 9” away from enemy units.&lt;br /&gt;
&lt;br /&gt;
=== Ambush [AI Units] ===&lt;br /&gt;
&lt;br /&gt;
Only deploys D3 rounds afters its wave is deployed, and at the start of the round it&#039;s placed at the centre of a random table quarter.&lt;br /&gt;
&lt;br /&gt;
=== AP(X) ===&lt;br /&gt;
&lt;br /&gt;
Targets get -X to Def rolls when blocking hits from this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Blast(X) ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover, and after resolving other special rules, each hit is multiplied by X, where X is up to as many hits as enemy models in the target unit and within 3” of it. Hits must be split evenly between all enemy units within 3” of any model from the target (players pick how).&lt;br /&gt;
&lt;br /&gt;
=== Caster(X) ===&lt;br /&gt;
&lt;br /&gt;
Gets X spell tokens at the start of each round, but can’t hold more than 6 tokens at once. At any point before attacking, spend as many tokens as the spell’s value to try casting one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of sight. Heroes may spend any number of spell tokens before rolling to get +1 to the roll per token, or to give an enemy caster within 18” and in line of sight -1 to their roll per token. Whenever a hero fails to cast a spell, it may suffer X*2 stress to count as having cast it instead, where X is the spell’s casting value.&lt;br /&gt;
&lt;br /&gt;
=== Caster(X) [AI Units] ===&lt;br /&gt;
&lt;br /&gt;
Follows same rules as heroes, picking one random spell to cast, and spending all tokens to cast it when activated. If the chosen spell can’t be cast for any reason, then the model doesn’t cast.&lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
&lt;br /&gt;
Strikes first with this weapon when charged, and the charging unit gets -1 total Impact rolls per model with Counter.&lt;br /&gt;
&lt;br /&gt;
=== Deadly(X) ===&lt;br /&gt;
&lt;br /&gt;
Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, and these wounds don’t carry over to other models if the original target is killed.&lt;br /&gt;
&lt;br /&gt;
=== Fast ===&lt;br /&gt;
&lt;br /&gt;
Moves +2” when using Advance, and +4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Fear(X) ===&lt;br /&gt;
&lt;br /&gt;
This model counts as having dealt +X wounds when checking if the target must take morale test in melee (must deal at least one wound).&lt;br /&gt;
&lt;br /&gt;
=== Fearless ===&lt;br /&gt;
&lt;br /&gt;
When failing a morale test, roll one die. On a 4+ it’s passed instead.&lt;br /&gt;
&lt;br /&gt;
=== Flying ===&lt;br /&gt;
&lt;br /&gt;
May move through units and terrain, and ignores terrain effects whilst moving, and automatically passes jumping rolls.&lt;br /&gt;
&lt;br /&gt;
=== Furious ===&lt;br /&gt;
&lt;br /&gt;
When charging, unmodified rolls of 6 to hit in melee deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Immobile ===&lt;br /&gt;
&lt;br /&gt;
May only use Hold actions.&lt;br /&gt;
&lt;br /&gt;
=== Impact(X) ===&lt;br /&gt;
&lt;br /&gt;
Roll X dice when attacking after charging, unless fatigued. For each 2+ the target takes one hit.&lt;br /&gt;
&lt;br /&gt;
=== Indirect ===&lt;br /&gt;
&lt;br /&gt;
Gets -1 to hit rolls when shooting after moving. May target enemies that are not in line of sight as if in line of sight, and ignores cover from sight obstructions.&lt;br /&gt;
&lt;br /&gt;
=== Lance ===&lt;br /&gt;
&lt;br /&gt;
When charging, gets +1 to hit rolls and AP(+1) in melee.&lt;br /&gt;
&lt;br /&gt;
=== Limited ===&lt;br /&gt;
&lt;br /&gt;
May only be used once per mission.&lt;br /&gt;
&lt;br /&gt;
=== Poison ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and the target must re-roll unmodified Defense rolls of 6 when blocking hits.&lt;br /&gt;
&lt;br /&gt;
=== Regeneration ===&lt;br /&gt;
&lt;br /&gt;
When taking a wound, roll one die. On a 5+ it is ignored.&lt;br /&gt;
&lt;br /&gt;
=== Relentless ===&lt;br /&gt;
&lt;br /&gt;
When using Hold actions and shooting, unmodified rolls of 6 to hit deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Reliable ===&lt;br /&gt;
&lt;br /&gt;
Attacks at Quality 2+.&lt;br /&gt;
&lt;br /&gt;
=== Rending ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4).&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
&lt;br /&gt;
This model may move by up to 12” after being deployed.&lt;br /&gt;
&lt;br /&gt;
=== Slow ===&lt;br /&gt;
&lt;br /&gt;
Moves -2” when using Advance, and -4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Stealth ===&lt;br /&gt;
&lt;br /&gt;
Enemies get -1 to hit rolls when shooting at units where all models have this rule from over 9&amp;quot; away.&lt;br /&gt;
&lt;br /&gt;
=== Strider ===&lt;br /&gt;
&lt;br /&gt;
May ignore the effects of difficult terrain when moving, and only needs 2+ to pass jumping rolls.&lt;br /&gt;
&lt;br /&gt;
=== Villain ===&lt;br /&gt;
&lt;br /&gt;
AI units within 12” may take morale tests using the Villain’s Qua if it is better than their own, as long as the Villain isn’t Shaken.&lt;br /&gt;
&lt;br /&gt;
= Command Groups =&lt;br /&gt;
&lt;br /&gt;
=== Sergeant ===&lt;br /&gt;
&lt;br /&gt;
This model gets +1 to hit rolls.&lt;br /&gt;
&lt;br /&gt;
=== Musician ===&lt;br /&gt;
&lt;br /&gt;
This unit and up to 3 friendly units that are within 12” at the beginning of the round get +1” when using move actions. This effect lasts until the end of the round.&lt;br /&gt;
&lt;br /&gt;
=== Banner ===&lt;br /&gt;
&lt;br /&gt;
This unit and up to 3 friendly units that are within 12” at the beginning of the round get +1 to morale test rolls. This effect lasts until the end of the round.&lt;br /&gt;
&lt;br /&gt;
= Status conditions =&lt;br /&gt;
&lt;br /&gt;
When activated, heroes may suffer D3+3 stress to remove all status conditions.&lt;br /&gt;
&lt;br /&gt;
=== Afflicted ===&lt;br /&gt;
&lt;br /&gt;
When activated, must pass a Str test to remove status. If failed, the model takes 1 wound.&lt;br /&gt;
&lt;br /&gt;
=== Crippled ===&lt;br /&gt;
&lt;br /&gt;
When activated, must pass a Dex test to remove status. Crippled models halve their movement distance.&lt;br /&gt;
&lt;br /&gt;
=== Diseased ===&lt;br /&gt;
&lt;br /&gt;
When activated, must pass a Wil test to remove status. Diseased models take as many wounds as stress they suffer.&lt;br /&gt;
&lt;br /&gt;
=== Impaired ===&lt;br /&gt;
&lt;br /&gt;
When activated, may suffer D3+1 stress to remove status. Impaired models get -1 to all stat rolls.&lt;br /&gt;
&lt;br /&gt;
= Special movement =&lt;br /&gt;
&lt;br /&gt;
=== Jumping ===&lt;br /&gt;
&lt;br /&gt;
Heroes may cross 1” gaps or drop off 3” of elevation as regular movement, but they must jump to cross gaps or drop off elevation of up to 6”. Take X+1 Dex tests, where X is one die for every full 3” the hero wants to move. If all rolls are successes, then the hero may cross the distance, without counting it towards its move. If any roll is failed, then the hero falls instead.&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
&lt;br /&gt;
If a model falls or is pushed off an elevated position at least 2” tall, it takes 1 hit with AP(X), where X is AP(1) for every full 3” it fell. Then place the model within 2” of the bottom, and its activation ends immediately. For units with multiple models, falling kills the model instead, until only one last model remains, which falls normally. Whenever a hero would fall, it may suffer 3 stress to stop within 1” of the ledge instead, and immediately ends its activation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Rules]]&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Grimdark_Future_StarQuest_Core_Rules&amp;diff=1012</id>
		<title>Grimdark Future StarQuest Core Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Grimdark_Future_StarQuest_Core_Rules&amp;diff=1012"/>
		<updated>2025-02-27T12:41:34Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: initial seed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[OPR Rules Versions#Current version|Current rules version 3.4.1]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= General Principles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most important rule:&#039;&#039;&#039; Whenever the rules are unclear, use common sense and personal preference. Have fun!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stat Tests:&#039;&#039;&#039; Roll one six-sided die, and if you score the model’s stat value or higher, then it counts as a success. Whenever a hero fails a Str/Dex/Wil stat test, it may suffer 3 stress to count as having passed it instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers:&#039;&#039;&#039; Regardless of modifiers, rolls of 6 always succeed, and rolls of 1 always fail.&lt;br /&gt;
&lt;br /&gt;
= Preparation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaigns &amp;amp; Missions:&#039;&#039;&#039; The game is played using either a narrative campaign book, or the campaign builder, which tell you how to set up your missions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Party:&#039;&#039;&#039; The game is played solo or co-op, with 2-4 player controlled heroes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Enemies:&#039;&#039;&#039; Before the game begins, you will need to prepare a collection of enemy models for the AI to control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield:&#039;&#039;&#039; The game is played on a 4’x4‘ area, with 20+ pieces of terrain. The game can be also played on a smaller 2’x2’ area, by halving all distances used.&lt;br /&gt;
&lt;br /&gt;
= Playing the Game =&lt;br /&gt;
&lt;br /&gt;
Each round, players activate all heroes first, and then the AI activates all units in order from the closest to a hero to the furthest.&lt;br /&gt;
&lt;br /&gt;
= Activation =&lt;br /&gt;
&lt;br /&gt;
Heroes may take any one action plus one Skill action (in any order), and may suffer 2 stress to take any one additional action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #d1fffd;&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Action &#039;&#039;&#039; || &#039;&#039;&#039;Move &#039;&#039;&#039; || &#039;&#039;&#039;Notes &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| Rest  || 0”  || Restore stress &lt;br /&gt;
|-&lt;br /&gt;
|| Hold  || 0”  || Can shoot &lt;br /&gt;
|-&lt;br /&gt;
|| Advance  || 6”  || Can shoot after move &lt;br /&gt;
|-&lt;br /&gt;
|| Rush  || 12”  || Can’t shoot &lt;br /&gt;
|-&lt;br /&gt;
|| Charge  || 12”  || Moves into melee &lt;br /&gt;
|-&lt;br /&gt;
|| Skill  || 0”  || Use skill action &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Resting =&lt;br /&gt;
&lt;br /&gt;
Heroes taking a rest action restore 6 stress, but must stay idle, and can’t take any actions for that round (before or after resting).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endurance:&#039;&#039;&#039; If a hero suffers stress which brings it over its End value, then it takes that many wounds instead.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Units may only be within 1” of other units when charging, and may only charge if at least one charging model is within charge distance of the target unit.&lt;br /&gt;
&lt;br /&gt;
= Shooting =&lt;br /&gt;
&lt;br /&gt;
Models in range and line of sight may fire all ranged weapons. Shooting models take one Qua test per attack, and each success is a hit. For each hit defending units roll one die trying to score their Def value or higher to block, and each fail causes one wound. Once a model has taken as many wounds as its Tou value, it is killed (remove from play).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unconscious:&#039;&#039;&#039; If a hero would be killed, it is unconscious instead, must remain idle until revived, and is ignored by AI. At the end of each round until it is revived, the hero takes 1 bleeding marker, and if it has 3 markers it is killed (remove from play). Heroes within 3” may use a skill action and suffer 3 stress to revive the hero, and it restores 3 wounds.&lt;br /&gt;
&lt;br /&gt;
= Melee =&lt;br /&gt;
&lt;br /&gt;
Charging models must move into base contact with targets, or as close as possible, and then defenders must do the same by moving up to 3”. Models within 2” horizontally and 4” vertically of enemies must strike with all melee weapons, which works like shooting. Then defenders must strike back, and if neither unit is killed, chargers must move back and separate by 1” (if possible).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue:&#039;&#039;&#039; At the end of an activation in which they charged, or after striking back, units hit on unmodified rolls of 6 in melee until the end of the round.&lt;br /&gt;
&lt;br /&gt;
= Morale =&lt;br /&gt;
&lt;br /&gt;
At the end of an activation where wounds leave a unit with half or less of its total size or Tou value (for single-model units), the unit must take a morale test. To take a morale test, take a Qua test, and if failed the unit is Shaken. Heroes may suffer 2 stress to ignore being Shaken from failed morale tests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaken:&#039;&#039;&#039; Must stay idle, counts as fatigued, always fails morale tests, and can’t contest or seize objectives. Shaken units must spend one full activation idle to stop being shaken. Enemies with Tou 9+ can’t be Shaken, but take D3 wounds instead.&lt;br /&gt;
&lt;br /&gt;
= Skill actions =&lt;br /&gt;
&lt;br /&gt;
Heroes may only attempt each skill action and hero skill once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discover:&#039;&#039;&#039; The hero may reveal one search token in line of sight and within 6” by passing a Wil test, or may reveal it and pick it up without needing to roll if within 1” of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Push:&#039;&#039;&#039; Pick one enemy unit within 3&amp;quot; and take a Str test. If passed, the target is pushed directly away by 2”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scurry:&#039;&#039;&#039; The hero may move by up to D3” by passing a Dex test.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hero Skills:&#039;&#039;&#039; When using hero skills, take a test of that skill’s stat. If passed the hero may resolve its effect, and if failed it first suffers 1 stress and may then resolve its effect.&lt;br /&gt;
&lt;br /&gt;
= Terrain =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Terrain:&#039;&#039;&#039; Units with most models fully inside cover terrain or behind sight blockers, or that are mostly inside cover terrain or behind sight blockers (for single-model units), get +1 to Defense rolls when blocking hits from shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficult Terrain:&#039;&#039;&#039; Units moving through difficult terrain at any point can’t move more than 6” at a time in total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dangerous Terrain:&#039;&#039;&#039; Models moving across dangerous terrain, or that activate in it, must roll one die (or as many as their Tou value), and for each roll of 1 the unit takes a wound.&lt;br /&gt;
&lt;br /&gt;
= AI Activations =&lt;br /&gt;
&lt;br /&gt;
When AI units activate, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Are any enemies in line of sight?&lt;br /&gt;
#* Yes – Go to step 2&lt;br /&gt;
#* No – Go to step 3&lt;br /&gt;
# If you move, will any enemy be in range to shoot or charge?&lt;br /&gt;
#* Yes - Advance only as much as needed and shoot closest, else Charge closest&lt;br /&gt;
#* No - Rush to closest&lt;br /&gt;
# Are you within 3” of an AI Goal?&lt;br /&gt;
#* Yes – Skip activation&lt;br /&gt;
#* No - Rush to nearest AI Goal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI Groups:&#039;&#039;&#039; Group members must stay within 1” of at least one other member, and within 3” of all other members.&lt;br /&gt;
&lt;br /&gt;
= Special Rules Reference =&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. At the start of any round after the first, may be placed anywhere over 9” away from enemy units.&lt;br /&gt;
&lt;br /&gt;
=== Ambush [AI Units] ===&lt;br /&gt;
&lt;br /&gt;
Only deploys D3 rounds afters its wave is deployed, and at the start of the round it&#039;s placed at the centre of a random table quarter.&lt;br /&gt;
&lt;br /&gt;
=== AP(X) ===&lt;br /&gt;
&lt;br /&gt;
Targets get -X to Def rolls when blocking hits from this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Blast(X) ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover, and after resolving other special rules, each hit is multiplied by X, where X is up to as many hits as enemy models in the target unit and within 3” of it. Hits must be split evenly between all enemy units within 3” of any model from the target (players pick how).&lt;br /&gt;
&lt;br /&gt;
=== Caster(X) ===&lt;br /&gt;
&lt;br /&gt;
Gets X spell tokens at the start of each round, but can’t hold more than 6 tokens at once. At any point before attacking, spend as many tokens as the spell’s value to try casting one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of sight. Heroes may spend any number of spell tokens before rolling to get +1 to the roll per token, or to give an enemy caster within 18” and in line of sight -1 to their roll per token. Whenever a hero fails to cast a spell, it may suffer X*2 stress to count as having cast it instead, where X is the spell’s casting value.&lt;br /&gt;
&lt;br /&gt;
=== Caster(X) [AI Units] ===&lt;br /&gt;
&lt;br /&gt;
Follows same rules as heroes, picking one random spell to cast, and spending all tokens to cast it when activated. If the chosen spell can’t be cast for any reason, then the model doesn’t cast.&lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
&lt;br /&gt;
Strikes first with this weapon when charged, and the charging unit gets -1 total Impact rolls per model with Counter.&lt;br /&gt;
&lt;br /&gt;
=== Deadly(X) ===&lt;br /&gt;
&lt;br /&gt;
Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, and these wounds don’t carry over to other models if the original target is killed.&lt;br /&gt;
&lt;br /&gt;
=== Fast ===&lt;br /&gt;
&lt;br /&gt;
Moves +2” when using Advance, and +4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Fear(X) ===&lt;br /&gt;
&lt;br /&gt;
This model counts as having dealt +X wounds when checking if the target must take morale test in melee (must deal at least one wound).&lt;br /&gt;
&lt;br /&gt;
=== Fearless ===&lt;br /&gt;
&lt;br /&gt;
When failing a morale test, roll one die. On a 4+ it’s passed instead.&lt;br /&gt;
&lt;br /&gt;
=== Flying ===&lt;br /&gt;
&lt;br /&gt;
May move through units and terrain, and ignores terrain effects whilst moving, and automatically passes jumping rolls.&lt;br /&gt;
&lt;br /&gt;
=== Furious ===&lt;br /&gt;
&lt;br /&gt;
When charging, unmodified rolls of 6 to hit in melee deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Immobile ===&lt;br /&gt;
&lt;br /&gt;
May only use Hold actions.&lt;br /&gt;
&lt;br /&gt;
=== Impact(X) ===&lt;br /&gt;
&lt;br /&gt;
Roll X dice when attacking after charging, unless fatigued. For each 2+ the target takes one hit.&lt;br /&gt;
&lt;br /&gt;
=== Indirect ===&lt;br /&gt;
&lt;br /&gt;
Gets -1 to hit rolls when shooting after moving. May target enemies that are not in line of sight as if in line of sight, and ignores cover from sight obstructions.&lt;br /&gt;
&lt;br /&gt;
=== Lance ===&lt;br /&gt;
&lt;br /&gt;
When charging, gets +1 to hit rolls and AP(+1) in melee.&lt;br /&gt;
&lt;br /&gt;
=== Lock-On ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover and all negative modifiers to hit rolls and range.&lt;br /&gt;
&lt;br /&gt;
=== Limited ===&lt;br /&gt;
&lt;br /&gt;
May only be used once per mission.&lt;br /&gt;
&lt;br /&gt;
=== Poison ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and the target must re-roll unmodified Defense rolls of 6 when blocking hits.&lt;br /&gt;
&lt;br /&gt;
=== Regeneration ===&lt;br /&gt;
&lt;br /&gt;
When taking a wound, roll one die. On a 5+ it is ignored.&lt;br /&gt;
&lt;br /&gt;
=== Relentless ===&lt;br /&gt;
&lt;br /&gt;
When using Hold actions and shooting, unmodified rolls of 6 to hit deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Reliable ===&lt;br /&gt;
&lt;br /&gt;
Attacks at Quality 2+.&lt;br /&gt;
&lt;br /&gt;
=== Rending ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4).&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
&lt;br /&gt;
This model may move by up to 12” after being deployed.&lt;br /&gt;
&lt;br /&gt;
=== Slow ===&lt;br /&gt;
&lt;br /&gt;
Moves -2” when using Advance, and -4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Stealth ===&lt;br /&gt;
&lt;br /&gt;
Enemies get -1 to hit rolls when shooting at units where all models have this rule from over 9&amp;quot; away.&lt;br /&gt;
&lt;br /&gt;
=== Strider ===&lt;br /&gt;
&lt;br /&gt;
May ignore the effects of difficult terrain when moving, and only needs 2+ to pass jumping rolls.&lt;br /&gt;
&lt;br /&gt;
=== Villain ===&lt;br /&gt;
&lt;br /&gt;
AI units within 12” may take morale tests using the Villain’s Qua if it is better than their own, as long as the Villain isn’t Shaken.&lt;br /&gt;
&lt;br /&gt;
= Status conditions =&lt;br /&gt;
&lt;br /&gt;
When activated, heroes may suffer D3+3 stress to remove all status conditions.&lt;br /&gt;
&lt;br /&gt;
=== Afflicted ===&lt;br /&gt;
&lt;br /&gt;
When activated, must pass a Str test to remove status. If failed, the model takes 1 wound.&lt;br /&gt;
&lt;br /&gt;
=== Crippled ===&lt;br /&gt;
&lt;br /&gt;
When activated, must pass a Dex test to remove status. Crippled models halve their movement distance.&lt;br /&gt;
&lt;br /&gt;
=== Diseased ===&lt;br /&gt;
&lt;br /&gt;
When activated, must pass a Wil test to remove status. Diseased models take as many wounds as stress they suffer.&lt;br /&gt;
&lt;br /&gt;
=== Impaired ===&lt;br /&gt;
&lt;br /&gt;
When activated, may suffer D3+1 stress to remove status. Impaired models get -1 to all stat rolls.&lt;br /&gt;
&lt;br /&gt;
= Special movement =&lt;br /&gt;
&lt;br /&gt;
=== Jumping ===&lt;br /&gt;
&lt;br /&gt;
Heroes may cross 1” gaps or drop off 3” of elevation as regular movement, but they must jump to cross gaps or drop off elevation of up to 6”. Take X+1 Dex tests, where X is one die for every full 3” the hero wants to move. If all rolls are successes, then the hero may cross the distance, without counting it towards its move. If any roll is failed, then the hero falls instead.&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
&lt;br /&gt;
If a model falls or is pushed off an elevated position at least 2” tall, it takes 1 hit with AP(X), where X is AP(1) for every full 3” it fell. Then place the model within 2” of the bottom, and its activation ends immediately. For units with multiple models, falling kills the model instead, until only one last model remains, which falls normally. Whenever a hero would fall, it may suffer 3 stress to stop within 1” of the ledge instead, and immediately ends its activation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Grimdark Future Rules]]&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Firefight_Core_Rules&amp;diff=1011</id>
		<title>Grimdark Future Firefight Core Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Firefight_Core_Rules&amp;diff=1011"/>
		<updated>2025-02-27T11:48:30Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: added category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[OPR Rules Versions#Current version|Current rules version 3.4.1]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= General Principles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most important rule: &#039;&#039;&#039;Whenever the rules are unclear, use common sense and personal preference. Have fun! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality Tests: &#039;&#039;&#039;Roll one six-sided die, and if you score the model’s quality value or higher, then it counts as a success. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers: &#039;&#039;&#039;Regardless of modifiers, rolls of 6 always succeed, and rolls of 1 always fail.&lt;br /&gt;
&lt;br /&gt;
= Preparation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Armies: &#039;&#039;&#039;The players put together two armies of equal points before the game begins (we recommend 200pts to start, and 300pts for a full match). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Org. (optional): &#039;&#039;&#039;Players may only bring up to 1 hero per 150pts in their army, and only 1+X copies of the same unit, where X is 1 per 150pts in their army. No single unit may be worth over 35% of total points, and armies may only have max. 1 unit per 30pts, and max. 1 model per full 20pts. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield: &#039;&#039;&#039;The game is played on a 4‘x4‘ area, with 20+ pieces of terrain. The game can be also played on smaller areas, as long as armies deploy at least 24&amp;quot; apart. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission: &#039;&#039;&#039;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. Markers stay seized even after leaving, but 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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment: &#039;&#039;&#039;Players roll-off, and the winner picks a table edge as their deployment zone, with their 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.&lt;br /&gt;
&lt;br /&gt;
= Playing the Game =&lt;br /&gt;
&lt;br /&gt;
Each round, players alternate 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 go first.  &lt;br /&gt;
&lt;br /&gt;
= Activation =&lt;br /&gt;
&lt;br /&gt;
The player picks one unit that hasn’t activated yet, and it must take one action:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #d1fffd;&amp;quot;&lt;br /&gt;
 || &#039;&#039;&#039;Action &#039;&#039;&#039; || &#039;&#039;&#039;Move &#039;&#039;&#039; || &#039;&#039;&#039;Notes &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 || Hold  || 0”  || Can shoot &lt;br /&gt;
|-&lt;br /&gt;
 || Advance  || 6”  || Can shoot after move &lt;br /&gt;
|-&lt;br /&gt;
 || Rush  || 12”  || Can’t shoot &lt;br /&gt;
|-&lt;br /&gt;
 || Charge  || 12”  || Moves into melee &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Unit members must stay within 1” of at least one other member, and within 6” of all other members. Units may only be within 1” of other units when charging, and may only charge if at least one charging model is within charge distance of the target unit.&lt;br /&gt;
&lt;br /&gt;
= Shooting =&lt;br /&gt;
&lt;br /&gt;
Models in range and line of sight may fire all ranged weapons, and may fire at up to two different targets with different weapon types. Shooting models take one quality test per attack, and each success is a hit. For each hit defending units roll one die trying to score their Defense value or higher to block, and each fail causes one wound. Then check the wound effects section to see what happens.  &lt;br /&gt;
&lt;br /&gt;
= Melee =&lt;br /&gt;
&lt;br /&gt;
Charging models must move into base contact with targets, or as close as possible, and then defenders must do the same by moving up to 3”. Models must strike enemies within 2” horizontally and 4” vertically with all melee weapons, which works like shooting. Then defenders may choose to strike back, but don’t have to. If one of the units is destroyed, the other may move by up to 3”, else chargers must move back and separate by 1” (if possible). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue: &#039;&#039;&#039;After charging or striking back, units only hit on unmodified results of 6 in melee until the end of that round.&lt;br /&gt;
&lt;br /&gt;
= Wound Effects =&lt;br /&gt;
&lt;br /&gt;
Whenever a model takes one or more wounds, place one marker next to it for each. Then the defender rolls one die, adding the number of markers to the result:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #d1fffd;&amp;quot;&lt;br /&gt;
 ||  &#039;&#039;&#039;Roll &#039;&#039;&#039; || &#039;&#039;&#039;Effect &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 || 1-5  || &#039;&#039;&#039;Shaken - &#039;&#039;&#039;Gets +1 to wound effect rolls, must stay idle, counts as fatigued, always fails morale tests, and can’t contest or seize objectives. Shaken units must spend one full activation idle to stop being Shaken. &lt;br /&gt;
|-&lt;br /&gt;
 || 6+  || &#039;&#039;&#039;Knocked Out - &#039;&#039;&#039;The model is removed from play. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Groups &amp;amp; Wounds: &#039;&#039;&#039;Whenever a unit with multiple models takes wounds, each wound kills one model, until only one last model remains. Only the last model then accumulates wounds and rolls to see if it’s Shaken or Knocked Out.&lt;br /&gt;
&lt;br /&gt;
= Morale =&lt;br /&gt;
&lt;br /&gt;
At the end of each round, if an army is down to half or less of its starting units, then all of its units must take a morale test. To take a morale test, take a quality test, and if failed the unit is Shaken, and if the unit was already Shaken, then it routs instead (remove from play as destroyed).  &lt;br /&gt;
&lt;br /&gt;
= Terrain =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Terrain: &#039;&#039;&#039;Units with most models fully inside cover terrain or behind sight blockers, or that are mostly inside cover terrain or behind sight blockers (for single-model units), get +1 to Defense rolls when blocking hits from shooting. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficult Terrain: &#039;&#039;&#039;Units moving through difficult terrain at any point can’t move more than 6” at a time in total. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dangerous Terrain: &#039;&#039;&#039;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 the unit takes a wound.&lt;br /&gt;
&lt;br /&gt;
= Special Rules Reference =&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ambush&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. At the start of any round after the first, may be deployed anywhere over 9” away from enemy units. Players alternate in placing Ambush units, starting with the player that activates next. Units that deploy via Ambush can’t seize or contest objectives on the round they deploy. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;AP(X)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Targets get -X to Defense rolls when blocking hits from this weapon. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Blast(X)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover, and after resolving other special rules, each hit is multiplied by X, where X is up to as many hits as enemy models in the target unit and within 3” of it. Hits must be split evenly between all enemy units within 3” of any model from the target (defender picks how). &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Caster(X)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Gets X spell tokens at the start of each round, but can’t hold more than 6 tokens at once. At any point before attacking, spend as many tokens as the spell’s value to try casting one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of sight. Models within 18” in line of sight of the caster’s unit may spend any number of spell tokens at the same time before rolling, to give the caster +1/-1 to the roll per token. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Counter&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Strikes first with this weapon when charged, and the charging unit gets -1 total Impact rolls per model with Counter. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Deadly(X)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, and these wounds don’t carry over to other models if the original target is killed. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fast&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Moves +2” when using Advance, and +4” when using Rush/Charge. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fear(X)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
This model counts as having dealt +X wounds when checking wound effects in melee (must deal at least one wound to check). &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fearless&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Whenever a unit where most models have this rule fails a morale test, roll one die. On a 4+ it counts as passed instead. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Flying&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
May move through units and terrain, and ignores terrain effects whilst moving, and automatically passes jumping rolls. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Furious&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
When charging, unmodified rolls of 6 to hit in melee deal one extra hit (only the original hit counts as a 6 for special rules). &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hero&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Friendly units within 12” may take morale tests using the hero’s Quality, as long as the hero isn’t Shaken. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Immobile&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
May only use Hold actions. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Impact(X)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Roll X dice when attacking after charging, unless fatigued. For each 2+ the target takes one hit. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Indirect&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Gets -1 to hit rolls when shooting after moving. May target enemies that are not in line of sight as if in line of sight, and ignores cover from sight obstructions. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lance&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
When charging, gets +1 to hit rolls and AP(+1) in melee. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lock-On&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover and all negative modifiers to hit rolls and range. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Limited&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
May only be used once per game. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Poison&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and the target must re-roll unmodified Defense rolls of 6 when blocking hits. &lt;br /&gt;
&lt;br /&gt;
=== Regeneration ===&lt;br /&gt;
&lt;br /&gt;
When taking a wound, roll one die. On a 5+ it is ignored. &lt;br /&gt;
&lt;br /&gt;
=== Relentless ===&lt;br /&gt;
&lt;br /&gt;
When using Hold actions and shooting, unmodified rolls of 6 to hit deal one extra hit (only the original hit counts as a 6 for special rules). &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Reliable&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Attacks at Quality 2+. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rending&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4). &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Scout&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. After all other units are deployed, must be deployed and may then be placed anywhere within 12” of their position. Players alternate in placing Scout units, starting with the player that activates next. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Slow&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Moves -2” when using Advance, and -4” when using Rush/Charge. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Stealth&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Enemies get -1 to hit rolls when shooting at units where all models have this rule from over 9&amp;quot; away. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Strider&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
May ignore the effects of difficult terrain when moving, and only needs 2+ to pass jumping rolls. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Tough(X)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
This model only rolls to check wound effects once it has taken X wounds or more, and is only Knocked Out on rolls of 5+X or more. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A model with Tough(3) only rolls for wound effects once it has taken 3 wounds or more, and is Knocked Out on rolls of 8+. &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
= Special Moves =&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Pushing&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Whenever a model rolls a Shaken result, the attacker may try to push it. Roll one die, and on a 4+ the attacker may move the model by up to 2” in any direction. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Jumping&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Models may cross 1” gaps or drop off 3” of elevation as regular movement, but they must jump to cross gaps or drop off elevation of up to 6”. Roll X+1 dice, trying to score 3+, where X is one die for every full 3” the model wants to move. If all rolls are successes, then the model may cross the distance, without counting it towards its move. If any roll is failed, then the model falls instead. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Falling&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
If a model falls or is pushed off an elevated position at least 2” tall, it takes 1 hit with AP(X), where X is AP(1) for every full 3” it fell. Then place the model within 2” of the bottom, and its activation ends immediately. For units with multiple models, falling kills the model instead, until only one last model remains, which falls normally.&lt;br /&gt;
&lt;br /&gt;
[[Category:Grimdark Future Rules]]&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Core_Rules&amp;diff=1010</id>
		<title>Age of Fantasy Core Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Core_Rules&amp;diff=1010"/>
		<updated>2025-02-27T11:48:15Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: added category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[OPR Rules Versions#Current_version|Current rules version 3.4.1]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= General Principles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most important rule: &#039;&#039;&#039;Whenever the rules are unclear, use common sense and personal preference. Have fun!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality Tests: &#039;&#039;&#039;Roll one six-sided die, and if you score the model’s quality value or higher, then it counts as a success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers: &#039;&#039;&#039;Regardless of modifiers, rolls of 6 always succeed, and rolls of 1 always fail.&lt;br /&gt;
&lt;br /&gt;
= Preparation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Armies: &#039;&#039;&#039;The players put together two armies of equal points before the game begins (we recommend 750pts to start, and 1500pts for a full match).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combined Units: &#039;&#039;&#039;Players may combine two copies of the same multi-model unit into a single unit, if upgrades that apply to all models are bought for both.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Org. (optional): &#039;&#039;&#039;Players may only bring up to 1 hero per 375pts in their army, and only 1+X copies of the same unit, where X is 1 per 750pts in their army (combined units count as one). No single unit may be worth over 35% of total points, and armies may only have max. 1 unit per 150pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield: &#039;&#039;&#039;The game is played on a 6‘x4‘ area, with 15+ pieces of terrain. The game can be also played on smaller areas, as long as armies deploy at least 24&amp;quot; apart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission: &#039;&#039;&#039;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. Markers stay seized even after leaving, but 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment: &#039;&#039;&#039;Players roll-off, and the winner picks a long table edge as their deployment zone, with their 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.&lt;br /&gt;
&lt;br /&gt;
= Playing the Game =&lt;br /&gt;
&lt;br /&gt;
Each round, players alternate 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 go first.&lt;br /&gt;
&lt;br /&gt;
= Activation =&lt;br /&gt;
&lt;br /&gt;
The player picks one unit that hasn’t activated yet, and it must take one action:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #d1fffd;&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Action &#039;&#039;&#039;&lt;br /&gt;
|| &#039;&#039;&#039;Move &#039;&#039;&#039;&lt;br /&gt;
|| &#039;&#039;&#039;Notes &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| Hold&lt;br /&gt;
|| 0”&lt;br /&gt;
|| Can shoot&lt;br /&gt;
|-&lt;br /&gt;
|| Advance&lt;br /&gt;
|| 6”&lt;br /&gt;
|| Can shoot after move&lt;br /&gt;
|-&lt;br /&gt;
|| Rush&lt;br /&gt;
|| 12”&lt;br /&gt;
|| Can’t shoot&lt;br /&gt;
|-&lt;br /&gt;
|| Charge&lt;br /&gt;
|| 12”&lt;br /&gt;
|| Moves into melee&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Unit members must stay within 1” of at least one other member, and within 9” of all other members. Units may only be within 1” of other units when charging, and may only charge if at least one charging model is within charge distance of the target unit.&lt;br /&gt;
&lt;br /&gt;
= Shooting =&lt;br /&gt;
&lt;br /&gt;
Models in range and line of sight may fire all ranged weapons, and may fire at up to two different targets with different weapon types. Shooting models take one quality test per attack, and each success is a hit. For each hit defending units roll one die trying to score their Defense value or higher to block, and each fail causes one wound. For each wound, the defender must remove one model.&lt;br /&gt;
&lt;br /&gt;
= Melee =&lt;br /&gt;
&lt;br /&gt;
Charging models must move into base contact with targets, or as close as possible, and then defenders must do the same by moving up to 3”. Models within 2” horizontally and 4” vertically of enemies must strike with all melee weapons, which works like shooting. Then defenders may choose to strike back, but don’t have to. Once both units are done, the losing unit must take a morale test (see morale section). If one of the units is destroyed, the other may move by up to 3”, else chargers must move back and separate by 1” (if possible).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue: &#039;&#039;&#039;After charging or striking back, units hit on unmodified rolls of 6 in melee until the end of that round.&lt;br /&gt;
&lt;br /&gt;
= Morale =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morale Tests: &#039;&#039;&#039;At the end of an activation where wounds leave a unit with half or less of its total size or tough value (for single-model units), or it loses a melee, the unit must take a morale test. To take a morale test, take a quality test, and if failed the unit is Shaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaken: &#039;&#039;&#039;Must stay idle, counts as fatigued, always fails morale tests, and can’t contest or seize objectives. Shaken units must spend one full activation idle to stop being Shaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Results: &#039;&#039;&#039;Units that were in melee don’t take morale tests from wounds at the end of an activation. Instead they compare the number of wounds each unit caused, 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 as destroyed), else it is Shaken instead.&lt;br /&gt;
&lt;br /&gt;
= Terrain =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Terrain: &#039;&#039;&#039;Units with most models fully inside cover terrain or behind sight blockers, or that are mostly inside cover terrain or behind sight blockers (for single-model units), get +1 to Defense rolls when blocking hits from shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficult Terrain: &#039;&#039;&#039;Units moving through difficult terrain at any point can’t move more than 6” at a time in total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dangerous Terrain: &#039;&#039;&#039;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 the unit takes a wound.&lt;br /&gt;
&lt;br /&gt;
= Speical Rules Reference =&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. At the start of any round after the first, may be deployed anywhere over 9” away from enemy units. Players alternate in placing Ambush units, starting with the player that activates next. Units that deploy via Ambush can’t seize or contest objectives on the round they deploy.&lt;br /&gt;
&lt;br /&gt;
=== AP(X) ===&lt;br /&gt;
&lt;br /&gt;
Targets get -X to Defense rolls when blocking hits from this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Blast(X) ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover, and after resolving other special rules, each hit is multiplied by X, where X is up to as many hits as models in the target unit.&lt;br /&gt;
&lt;br /&gt;
=== Caster(X) ===&lt;br /&gt;
&lt;br /&gt;
Gets X spell tokens at the start of each round, but can’t hold more than 6 tokens at once. At any point before attacking, spend as many tokens as the spell’s value to try casting one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of sight. Models within 18” in line of sight of the caster’s unit may spend any number of spell tokens at the same time before rolling, to give the caster +1/-1 to the roll per token.&lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
&lt;br /&gt;
Strikes first with this weapon when charged, and the charging unit gets -1 total Impact rolls per model with Counter.&lt;br /&gt;
&lt;br /&gt;
=== Deadly(X) ===&lt;br /&gt;
&lt;br /&gt;
Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, and these wounds don’t carry over to other models if the original target is killed.&lt;br /&gt;
&lt;br /&gt;
=== Entrenched ===&lt;br /&gt;
&lt;br /&gt;
Enemies get -2 to hit when shooting at this model from over 9” away, as long as it hasn’t moved since the beginning of its last activation.&lt;br /&gt;
&lt;br /&gt;
=== Fast ===&lt;br /&gt;
&lt;br /&gt;
Moves +2” when using Advance and +4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Fear(X) ===&lt;br /&gt;
&lt;br /&gt;
This model counts as having dealt +X wounds when checking who won melee.&lt;br /&gt;
&lt;br /&gt;
=== Fearless ===&lt;br /&gt;
&lt;br /&gt;
Whenever a unit where most models have this rule fails a morale test, roll one die. On a 4+ it counts as passed instead.&lt;br /&gt;
&lt;br /&gt;
=== Flying ===&lt;br /&gt;
&lt;br /&gt;
May move through units and terrain, and ignores terrain effects whilst moving.&lt;br /&gt;
&lt;br /&gt;
=== Furious ===&lt;br /&gt;
&lt;br /&gt;
When charging, unmodified rolls of 6 to hit in melee deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Hero ===&lt;br /&gt;
&lt;br /&gt;
Heroes with up to Tough(6) may deploy as part of one multi-model unit without another Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense until all other models have been killed.&lt;br /&gt;
&lt;br /&gt;
=== Immobile ===&lt;br /&gt;
&lt;br /&gt;
May only use Hold actions.&lt;br /&gt;
&lt;br /&gt;
=== Impact(X) ===&lt;br /&gt;
&lt;br /&gt;
Roll X dice when attacking after charging, unless fatigued. For each 2+ the target takes one hit.&lt;br /&gt;
&lt;br /&gt;
=== Indirect ===&lt;br /&gt;
&lt;br /&gt;
Gets -1 to hit rolls when shooting after moving. May target enemies that are not in line of sight as if in line of sight, and ignores cover from sight obstructions.&lt;br /&gt;
&lt;br /&gt;
=== Lance ===&lt;br /&gt;
&lt;br /&gt;
When charging, gets +1 to hit rolls and AP(+1) in melee.&lt;br /&gt;
&lt;br /&gt;
=== Limited ===&lt;br /&gt;
&lt;br /&gt;
May only be used once per game.&lt;br /&gt;
&lt;br /&gt;
=== Poison ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and the target must re-roll unmodified Defense rolls of 6 when blocking hits.&lt;br /&gt;
&lt;br /&gt;
=== Regeneration ===&lt;br /&gt;
&lt;br /&gt;
When taking a wound, roll one die. On a 5+ it is ignored.&lt;br /&gt;
&lt;br /&gt;
=== Relentless ===&lt;br /&gt;
&lt;br /&gt;
When using Hold actions and shooting, unmodified rolls of 6 to hit deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Reliable ===&lt;br /&gt;
&lt;br /&gt;
Attacks at Quality 2+.&lt;br /&gt;
&lt;br /&gt;
=== Rending ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4).&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. After all other units are deployed, must be deployed and may then be placed anywhere within 12” of their position. Players alternate in placing Scout units, starting with the player that activates next.&lt;br /&gt;
&lt;br /&gt;
=== Slow ===&lt;br /&gt;
&lt;br /&gt;
Moves -2” when using Advance, and -4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
&lt;br /&gt;
Shoots at Quality 2+, and each model with Sniper may pick any model in the target unit as its individual target, which is resolved as if it was a unit of 1. Sniper shooting must be resolved before other weapons.&lt;br /&gt;
&lt;br /&gt;
=== Stealth ===&lt;br /&gt;
&lt;br /&gt;
Enemies get -1 to hit rolls when shooting at units where all models have this rule from over 9&amp;quot; away.&lt;br /&gt;
&lt;br /&gt;
=== Strider ===&lt;br /&gt;
&lt;br /&gt;
May ignore the effects of difficult terrain when moving.&lt;br /&gt;
&lt;br /&gt;
=== Tough(X) ===&lt;br /&gt;
&lt;br /&gt;
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 in the unit until it is killed, before starting to put them on the next tough model (heroes must be assigned wounds last).&lt;br /&gt;
&lt;br /&gt;
=== Transport(X) ===&lt;br /&gt;
&lt;br /&gt;
May transport up to X models or Heroes with up to Tough(6), and non-Heroes with up to Tough(3) which occupy 3 spaces each. Transports may deploy with units inside, and units may enter/exit by using any move action, but must stay fully within 6” of it when exiting. When a transport is destroyed, units inside must take a dangerous terrain test, are Shaken, and must be placed fully within 6” of the transport before removing it.&lt;br /&gt;
&lt;br /&gt;
= Command Groups =&lt;br /&gt;
&lt;br /&gt;
Each unit may only have one of each of the following upgrades.&lt;br /&gt;
&lt;br /&gt;
=== Sergeant ===&lt;br /&gt;
&lt;br /&gt;
This model gets +1 to hit rolls.&lt;br /&gt;
&lt;br /&gt;
=== Musician ===&lt;br /&gt;
&lt;br /&gt;
This model and its unit move by +1” when taking move actions.&lt;br /&gt;
&lt;br /&gt;
=== Banner ===&lt;br /&gt;
&lt;br /&gt;
This model and its unit get +1 to morale test rolls.&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Rules]]&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Quest_Core_Rules&amp;diff=1009</id>
		<title>Age of Fantasy Quest Core Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Quest_Core_Rules&amp;diff=1009"/>
		<updated>2025-02-27T11:47:44Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: added category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[OPR Rules Versions#Current version|Current rules version 3.4.1]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= General Principles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most important rule: &#039;&#039;&#039;Whenever the rules are unclear, use common sense and personal preference. Have fun!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stat Tests: &#039;&#039;&#039;Roll one six-sided die, and if you score the model’s stat value or higher, then it counts as a success. Whenever a hero fails a Str/Dex/Wil stat test, it may suffer 3 stress to count as having passed it instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers: &#039;&#039;&#039;Regardless of modifiers, rolls of 6 always succeed, and rolls of 1 always fail.&lt;br /&gt;
&lt;br /&gt;
= Preparation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaigns &amp;amp; Missions: &#039;&#039;&#039;The game is played using either a narrative campaign book, or the campaign builder, which tell you how to set up your missions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Party: &#039;&#039;&#039;The game is played solo or co-op, with 2-4 player controlled heroes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Enemies: &#039;&#039;&#039;Before the game begins, you will need to prepare a collection of enemy models for the AI to control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield: &#039;&#039;&#039;The game is played on a 4’x4‘ area, with 20+ pieces of terrain. The game can be also played on a smaller 2’x2’ area, by halving all distances used.&lt;br /&gt;
&lt;br /&gt;
= Playing the Game =&lt;br /&gt;
&lt;br /&gt;
Each round, players activate all heroes first, and then the AI activates all units in order from the closest to a hero to the furthest.&lt;br /&gt;
&lt;br /&gt;
= Activation =&lt;br /&gt;
&lt;br /&gt;
Heroes may take any one action plus one Skill action (in any order), and may suffer 2 stress to take any one additional action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #d1fffd;&amp;quot;&lt;br /&gt;
 ||  &#039;&#039;&#039;Action &#039;&#039;&#039; || &#039;&#039;&#039;Move &#039;&#039;&#039; || &#039;&#039;&#039;Notes &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 || Rest  || 0”  || Restore stress &lt;br /&gt;
|-&lt;br /&gt;
 || Hold  || 0”  || Can shoot &lt;br /&gt;
|-&lt;br /&gt;
 || Advance  || 6”  || Can shoot after move &lt;br /&gt;
|-&lt;br /&gt;
 || Rush  || 12”  || Can’t shoot &lt;br /&gt;
|-&lt;br /&gt;
 || Charge  || 12”  || Moves into melee &lt;br /&gt;
|-&lt;br /&gt;
 || Skill  || 0”  || Use skill action &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
= Resting =&lt;br /&gt;
&lt;br /&gt;
Heroes taking a rest action restore 6 stress, but must stay idle, and can’t take any actions for that round (before or after resting).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endurance: &#039;&#039;&#039;If a hero suffers stress which brings it over its End value, then it takes that many wounds instead.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Units may only be within 1” of other units when charging, and may only charge if at least one charging model is within charge distance of the target unit.&lt;br /&gt;
&lt;br /&gt;
= Shooting =&lt;br /&gt;
&lt;br /&gt;
Models in range and line of sight may fire all ranged weapons. Shooting models take one Qua test per attack, and each success is a hit. For each hit defending units roll one die trying to score their Def value or higher to block, and each fail causes one wound. Once a model has taken as many wounds as its Tou value, it is killed (remove from play).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unconscious: &#039;&#039;&#039;If a hero would be killed, it is unconscious instead, must remain idle until revived, and is ignored by AI. At the end of each round until it is revived, the hero takes 1 bleeding marker, and if it has 3 markers it is killed (remove from play). Heroes within 3” may use a skill action and suffer 3 stress to revive the hero, and it restores 3 wounds.&lt;br /&gt;
&lt;br /&gt;
= Melee =&lt;br /&gt;
&lt;br /&gt;
Charging models must move into base contact with targets, or as close as possible, and then defenders must do the same by moving up to 3”. Models within 2” horizontally and 4” vertically of enemies must strike with all melee weapons, which works like shooting. Then defenders must strike back, and if neither unit is killed, chargers must move back and separate by 1” (if possible).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue: &#039;&#039;&#039;At the end of an activation in which they charged, or after striking back, units hit on unmodified rolls of 6 in melee until the end of the round.&lt;br /&gt;
&lt;br /&gt;
= Morale =&lt;br /&gt;
&lt;br /&gt;
At the end of an activation where wounds leave a unit with half or less of its total size or Tou value (for single-model units), the unit must take a morale test. To take a morale test, take a Qua test, and if failed the unit is Shaken. Heroes may suffer 2 stress to ignore being Shaken from failed morale tests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaken: &#039;&#039;&#039;Must stay idle, counts as fatigued, always fails morale tests, and can’t contest or seize objectives. Shaken units must spend one full activation idle to stop being shaken. Enemies with Tou 9+ can’t be Shaken, but take D3 wounds instead.&lt;br /&gt;
&lt;br /&gt;
= Skill actions =&lt;br /&gt;
&lt;br /&gt;
Heroes may only attempt each skill action and hero skill once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discover: &#039;&#039;&#039;The hero may reveal one search token in line of sight and within 6” by passing a Wil test, or may reveal it and pick it up without needing to roll if within 1” of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Push: &#039;&#039;&#039;Pick one enemy unit within 3&amp;quot; and take a Str test. If passed, the target is pushed directly away by 2”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scurry: &#039;&#039;&#039;The hero may move by up to D3” by passing a Dex test.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hero Skills: &#039;&#039;&#039;When using hero skills, take a test of that skill’s stat. If passed the hero may resolve its effect, and if failed it first suffers 1 stress and may then resolve its effect.&lt;br /&gt;
&lt;br /&gt;
= Terrain =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Terrain: &#039;&#039;&#039;Units with most models fully inside cover terrain or behind sight blockers, or that are mostly inside cover terrain or behind sight blockers (for single-model units), get +1 to Defense rolls when blocking hits from shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficult Terrain: &#039;&#039;&#039;Units moving through difficult terrain at any point can’t move more than 6” at a time in total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dangerous Terrain: &#039;&#039;&#039;Models moving across dangerous terrain, or that activate in it, must roll one die (or as many as their Tou value), and for each roll of 1 the unit takes a wound.&lt;br /&gt;
&lt;br /&gt;
= AI Activations =&lt;br /&gt;
&lt;br /&gt;
When AI units activate, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Are any enemies in line of sight?&lt;br /&gt;
** Yes – Go to step 2&lt;br /&gt;
** No – Go to step 3&lt;br /&gt;
# If you move, will any enemy be in range to shoot or charge?&lt;br /&gt;
** Yes - Advance only as much as needed and shoot closest, else Charge closest&lt;br /&gt;
** No - Rush to closest&lt;br /&gt;
# Are you within 3” of an AI Goal?&lt;br /&gt;
** Yes – Skip activation&lt;br /&gt;
** No - Rush to nearest AI Goal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI Groups: &#039;&#039;&#039;Group members must stay within 1” of at least one other member, and within 3” of all other members.&lt;br /&gt;
&lt;br /&gt;
= Special Rules Reference =&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. At the start of any round after the first, may be placed anywhere over 9” away from enemy units.&lt;br /&gt;
&lt;br /&gt;
=== Ambush [AI Units] ===&lt;br /&gt;
&lt;br /&gt;
Only deploys D3 rounds afters its wave is deployed, and at the start of the round it&#039;s placed at the centre of a random table quarter.&lt;br /&gt;
&lt;br /&gt;
=== AP(X) ===&lt;br /&gt;
&lt;br /&gt;
Targets get -X to Def rolls when blocking hits from this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Blast(X) ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover, and after resolving other special rules, each hit is multiplied by X, where X is up to as many hits as enemy models in the target unit and within 3” of it. Hits must be split evenly between all enemy units within 3” of any model from the target (players pick how).&lt;br /&gt;
&lt;br /&gt;
=== Caster(X) ===&lt;br /&gt;
&lt;br /&gt;
Gets X spell tokens at the start of each round, but can’t hold more than 6 tokens at once. At any point before attacking, spend as many tokens as the spell’s value to try casting one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of sight. Heroes may spend any number of spell tokens before rolling to get +1 to the roll per token, or to give an enemy caster within 18” and in line of sight -1 to their roll per token. Whenever a hero fails to cast a spell, it may suffer X*2 stress to count as having cast it instead, where X is the spell’s casting value.&lt;br /&gt;
&lt;br /&gt;
=== Caster(X) [AI Units] ===&lt;br /&gt;
&lt;br /&gt;
Follows same rules as heroes, picking one random spell to cast, and spending all tokens to cast it when activated. If the chosen spell can’t be cast for any reason, then the model doesn’t cast.&lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
&lt;br /&gt;
Strikes first with this weapon when charged, and the charging unit gets -1 total Impact rolls per model with Counter.&lt;br /&gt;
&lt;br /&gt;
=== Deadly(X) ===&lt;br /&gt;
&lt;br /&gt;
Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, and these wounds don’t carry over to other models if the original target is killed.&lt;br /&gt;
&lt;br /&gt;
=== Fast ===&lt;br /&gt;
&lt;br /&gt;
Moves +2” when using Advance, and +4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Fear(X) ===&lt;br /&gt;
&lt;br /&gt;
This model counts as having dealt +X wounds when checking if the target must take morale test in melee (must deal at least one wound).&lt;br /&gt;
&lt;br /&gt;
=== Fearless ===&lt;br /&gt;
&lt;br /&gt;
When failing a morale test, roll one die. On a 4+ it’s passed instead.&lt;br /&gt;
&lt;br /&gt;
=== Flying ===&lt;br /&gt;
&lt;br /&gt;
May move through units and terrain, and ignores terrain effects whilst moving, and automatically passes jumping rolls.&lt;br /&gt;
&lt;br /&gt;
=== Furious ===&lt;br /&gt;
&lt;br /&gt;
When charging, unmodified rolls of 6 to hit in melee deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Immobile ===&lt;br /&gt;
&lt;br /&gt;
May only use Hold actions.&lt;br /&gt;
&lt;br /&gt;
=== Impact(X) ===&lt;br /&gt;
&lt;br /&gt;
Roll X dice when attacking after charging, unless fatigued. For each 2+ the target takes one hit.&lt;br /&gt;
&lt;br /&gt;
=== Indirect ===&lt;br /&gt;
&lt;br /&gt;
Gets -1 to hit rolls when shooting after moving. May target enemies that are not in line of sight as if in line of sight, and ignores cover from sight obstructions.&lt;br /&gt;
&lt;br /&gt;
=== Lance ===&lt;br /&gt;
&lt;br /&gt;
When charging, gets +1 to hit rolls and AP(+1) in melee.&lt;br /&gt;
&lt;br /&gt;
=== Limited ===&lt;br /&gt;
&lt;br /&gt;
May only be used once per mission.&lt;br /&gt;
&lt;br /&gt;
=== Poison ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and the target must re-roll unmodified Defense rolls of 6 when blocking hits.&lt;br /&gt;
&lt;br /&gt;
=== Regeneration ===&lt;br /&gt;
&lt;br /&gt;
When taking a wound, roll one die. On a 5+ it is ignored.&lt;br /&gt;
&lt;br /&gt;
=== Relentless ===&lt;br /&gt;
&lt;br /&gt;
When using Hold actions and shooting, unmodified rolls of 6 to hit deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Reliable ===&lt;br /&gt;
&lt;br /&gt;
Attacks at Quality 2+.&lt;br /&gt;
&lt;br /&gt;
=== Rending ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4).&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
&lt;br /&gt;
This model may move by up to 12” after being deployed.&lt;br /&gt;
&lt;br /&gt;
=== Slow ===&lt;br /&gt;
&lt;br /&gt;
Moves -2” when using Advance, and -4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Stealth ===&lt;br /&gt;
&lt;br /&gt;
Enemies get -1 to hit rolls when shooting at units where all models have this rule from over 9&amp;quot; away.&lt;br /&gt;
&lt;br /&gt;
=== Strider ===&lt;br /&gt;
&lt;br /&gt;
May ignore the effects of difficult terrain when moving, and only needs 2+ to pass jumping rolls.&lt;br /&gt;
&lt;br /&gt;
=== Villain ===&lt;br /&gt;
&lt;br /&gt;
AI units within 12” may take morale tests using the Villain’s Qua if it is better than their own, as long as the Villain isn’t Shaken.&lt;br /&gt;
&lt;br /&gt;
= Command Groups =&lt;br /&gt;
&lt;br /&gt;
=== Sergeant ===&lt;br /&gt;
&lt;br /&gt;
This model gets +1 to hit rolls.&lt;br /&gt;
&lt;br /&gt;
=== Musician ===&lt;br /&gt;
&lt;br /&gt;
This unit and up to 3 friendly units that are within 12” at the beginning of the round get +1” when using move actions. This effect lasts until the end of the round.&lt;br /&gt;
&lt;br /&gt;
=== Banner ===&lt;br /&gt;
&lt;br /&gt;
This unit and up to 3 friendly units that are within 12” at the beginning of the round get +1 to morale test rolls. This effect lasts until the end of the round.&lt;br /&gt;
&lt;br /&gt;
= Status conditions =&lt;br /&gt;
&lt;br /&gt;
When activated, heroes may suffer D3+3 stress to remove all status conditions.&lt;br /&gt;
&lt;br /&gt;
=== Afflicted ===&lt;br /&gt;
&lt;br /&gt;
When activated, must pass a Str test to remove status. If failed, the model takes 1 wound.&lt;br /&gt;
&lt;br /&gt;
=== Crippled ===&lt;br /&gt;
&lt;br /&gt;
When activated, must pass a Dex test to remove status. Crippled models halve their movement distance.&lt;br /&gt;
&lt;br /&gt;
=== Diseased ===&lt;br /&gt;
&lt;br /&gt;
When activated, must pass a Wil test to remove status. Diseased models take as many wounds as stress they suffer.&lt;br /&gt;
&lt;br /&gt;
=== Impaired ===&lt;br /&gt;
&lt;br /&gt;
When activated, may suffer D3+1 stress to remove status. Impaired models get -1 to all stat rolls.&lt;br /&gt;
&lt;br /&gt;
= Special movement =&lt;br /&gt;
&lt;br /&gt;
=== Jumping ===&lt;br /&gt;
&lt;br /&gt;
Heroes may cross 1” gaps or drop off 3” of elevation as regular movement, but they must jump to cross gaps or drop off elevation of up to 6”. Take X+1 Dex tests, where X is one die for every full 3” the hero wants to move. If all rolls are successes, then the hero may cross the distance, without counting it towards its move. If any roll is failed, then the hero falls instead.&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
&lt;br /&gt;
If a model falls or is pushed off an elevated position at least 2” tall, it takes 1 hit with AP(X), where X is AP(1) for every full 3” it fell. Then place the model within 2” of the bottom, and its activation ends immediately. For units with multiple models, falling kills the model instead, until only one last model remains, which falls normally. Whenever a hero would fall, it may suffer 3 stress to stop within 1” of the ledge instead, and immediately ends its activation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Rules]]&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Regiments_Core_Rules&amp;diff=1008</id>
		<title>Age of Fantasy Regiments Core Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Regiments_Core_Rules&amp;diff=1008"/>
		<updated>2025-02-27T11:47:30Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: added category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[OPR Rules Versions#Current version|Current rules version 3.4.1]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= General Principles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most important rule: &#039;&#039;&#039;Whenever the rules are unclear, use common sense and personal preference. Have fun!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality Tests: &#039;&#039;&#039;Roll one six-sided die, and if you score the model’s quality value or higher, then it counts as a success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers: &#039;&#039;&#039;Regardless of modifiers, rolls of 6 always succeed, and rolls of 1 always fail.&lt;br /&gt;
&lt;br /&gt;
= Preparation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Armies: &#039;&#039;&#039;The players put together two armies of equal points before the game begins (we recommend 750pts to start, and 1500pts for a full match).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regiments: &#039;&#039;&#039;Units must be in formations of 5 models per row with 5/10 models, and 3 models per row with 3/6 models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combined Units: &#039;&#039;&#039;Players may combine two copies of the same multi-model unit into a single unit, if upgrades that apply to all models are bought for both.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Org. (optional): &#039;&#039;&#039;Players may only bring up to 1 hero per 375pts in their army, and only 1+X copies of the same unit, where X is 1 per 750pts in their army (combined units count as one). No single unit may be worth over 35% of total points, and armies may only have max. 1 unit per 150pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield: &#039;&#039;&#039;The game is played on a 6‘x4‘ area, with 10+ pieces of terrain. The game can be also played on smaller areas, as long as armies deploy at least 24&amp;quot; apart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission: &#039;&#039;&#039;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. Markers stay seized even after leaving, but 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment: &#039;&#039;&#039;Players roll-off, and the winner picks a long table edge as their deployment zone, with their 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.&lt;br /&gt;
&lt;br /&gt;
= Playing the Game =&lt;br /&gt;
&lt;br /&gt;
Each round, players alternate 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 go first.&lt;br /&gt;
&lt;br /&gt;
= Activation =&lt;br /&gt;
&lt;br /&gt;
The player picks one unit that hasn’t activated yet, and it must take one action:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #d1fffd;&amp;quot;&lt;br /&gt;
 || &#039;&#039;&#039;Action &#039;&#039;&#039; || &#039;&#039;&#039;Move &#039;&#039;&#039; || &#039;&#039;&#039;Notes &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 || Hold  || 0”  || Can shoot&lt;br /&gt;
|-&lt;br /&gt;
 || Advance  || 6”  || Can shoot after move&lt;br /&gt;
|-&lt;br /&gt;
 || Rush  || 12”  || Can’t shoot&lt;br /&gt;
|-&lt;br /&gt;
 || Charge  || 12”  || Moves into melee&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
May pivot by up to 180° when using Hold actions, and may pivot once by up to 90° at any point when using other actions. Units using Advance may move sideways or backward by up to half their move instead. Units may only be within 1” of other units when charging, and may only charge if at least one charging model is within charge distance of the target unit.&lt;br /&gt;
&lt;br /&gt;
= Shooting =&lt;br /&gt;
&lt;br /&gt;
Models in range and line of sight of enemies in their front arc may fire all ranged weapons, and may fire at up to two different targets with different weapon types. Shooting models take one quality test per attack, and each success is a hit. For each hit defending units roll one die trying to score their Defense value or higher to block, and each fail causes one wound. For each wound, the defender must remove one model.&lt;br /&gt;
&lt;br /&gt;
= Melee =&lt;br /&gt;
&lt;br /&gt;
Charging units must move into base contact with the target, or as close as possible, and shuffle to maximize contact, then defenders must do the same. Models in the two front rows must strike with all melee weapons in their front facing, which works like shooting. Then defenders may choose to strike back, but don’t have to. Once both units are done, the losing unit must take a morale test (see morale section). If one of the units is destroyed, the other may pivot by up to 180° or move by up to 3” in any direction, else chargers must move back and separate by 1” (if possible).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue: &#039;&#039;&#039;After charging or striking back, units hit on unmodified rolls of 6 in melee until the end of that round.&lt;br /&gt;
&lt;br /&gt;
= Morale =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morale Tests: &#039;&#039;&#039;At the end of an activation where wounds leave a unit with half or less of its total size or tough value (for single-model units), or it loses a melee, the unit must take a morale test. To take a morale test, take a quality test, and if failed the unit is Shaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaken: &#039;&#039;&#039;Must stay idle, counts as fatigued, always fails morale tests, and can’t contest or seize objectives. Shaken units must spend one full activation idle to stop being Shaken, but may pivot by up to 90° when doing so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Results: &#039;&#039;&#039;Units that were in melee don’t take morale tests from wounds at the end of an activation. Instead they compare the number of wounds each unit caused, plus the number of full rows they have, 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 as destroyed), else it is Shaken instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flanking: &#039;&#039;&#039;Units get -1/-2 to morale rolls if they were charged in their flank/rear.&lt;br /&gt;
&lt;br /&gt;
= Terrain =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Terrain: &#039;&#039;&#039;Units with most models fully inside cover terrain or behind sight blockers, or that are mostly inside cover terrain or behind sight blockers (for single-model units), get +1 to Defense rolls when blocking hits from shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficult Terrain: &#039;&#039;&#039;Units moving through difficult terrain at any point can’t move more than 6” at a time in total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dangerous Terrain: &#039;&#039;&#039;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 the unit takes a wound.&lt;br /&gt;
&lt;br /&gt;
= Special Rules Reference =&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. At the start of any round after the first, may be deployed fully within 6” of any table edge. Players alternate in placing Ambush units, starting with the player that activates next. Units that deploy via Ambush can’t seize or contest objectives on the round they deploy.&lt;br /&gt;
&lt;br /&gt;
=== AP(X) ===&lt;br /&gt;
&lt;br /&gt;
Targets get -X to Defense rolls when blocking hits from this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Blast(X) ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover, and after resolving other special rules, each hit is multiplied by X, where X is up to as many hits as models in the target unit.&lt;br /&gt;
&lt;br /&gt;
=== Caster(X) ===&lt;br /&gt;
&lt;br /&gt;
Gets X spell tokens at the start of each round, but can’t hold more than 6 tokens at once. At any point before attacking, spend as many tokens as the spell’s value to try casting one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of sight. Models within 18” in line of sight of the caster’s unit may spend any number of spell tokens at the same time before rolling, to give the caster +1/-1 to the roll per token.&lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
&lt;br /&gt;
Strikes first with this weapon when charged, and the charging unit gets -1 total Impact rolls per model with Counter in the two front rows if charging in the front.&lt;br /&gt;
&lt;br /&gt;
=== Deadly(X) ===&lt;br /&gt;
&lt;br /&gt;
Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, and these wounds don’t carry over to other models if the original target is killed.&lt;br /&gt;
&lt;br /&gt;
=== Entrenched ===&lt;br /&gt;
&lt;br /&gt;
Enemies get -2 to hit when shooting at this model from over 9” away, as long as it hasn’t moved since the beginning of its last activation.&lt;br /&gt;
&lt;br /&gt;
=== Fast ===&lt;br /&gt;
&lt;br /&gt;
Moves +2” when using Advance, and +4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Fear(X) ===&lt;br /&gt;
&lt;br /&gt;
This model counts as having dealt +X wounds when checking who won melee.&lt;br /&gt;
&lt;br /&gt;
=== Fearless ===&lt;br /&gt;
&lt;br /&gt;
Whenever a unit where most models have this rule fails a morale test, roll one die. On a 4+ it counts as passed instead.&lt;br /&gt;
&lt;br /&gt;
=== Flying ===&lt;br /&gt;
&lt;br /&gt;
May move through units and terrain, and ignores terrain effects whilst moving.&lt;br /&gt;
&lt;br /&gt;
=== Furious ===&lt;br /&gt;
&lt;br /&gt;
When charging, unmodified rolls of 6 to hit in melee deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Hero ===&lt;br /&gt;
&lt;br /&gt;
Heroes with up to Tough(6) may deploy as part of one multi-model unit without another Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense until all other models have been killed.&lt;br /&gt;
&lt;br /&gt;
=== Immobile ===&lt;br /&gt;
&lt;br /&gt;
May only use Hold actions.&lt;br /&gt;
&lt;br /&gt;
=== Impact(X) ===&lt;br /&gt;
&lt;br /&gt;
Models in the two front rows roll X dice when attacking after charging, unless fatigued. For each 2+ the target takes one hit.&lt;br /&gt;
&lt;br /&gt;
=== Indirect ===&lt;br /&gt;
&lt;br /&gt;
Gets -1 to hit rolls when shooting after moving. May target enemies that are not in line of sight as if in line of sight, and ignores cover from sight obstructions.&lt;br /&gt;
&lt;br /&gt;
=== Lance ===&lt;br /&gt;
&lt;br /&gt;
When charging, gets +1 to hit rolls and AP(+1) in melee.&lt;br /&gt;
&lt;br /&gt;
=== Limited ===&lt;br /&gt;
&lt;br /&gt;
May only be used once per game.&lt;br /&gt;
&lt;br /&gt;
=== Poison ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and the target must re-roll unmodified Defense rolls of 6 when blocking hits.&lt;br /&gt;
&lt;br /&gt;
=== Regeneration ===&lt;br /&gt;
&lt;br /&gt;
When taking a wound, roll one die. On a 5+ it is ignored.&lt;br /&gt;
&lt;br /&gt;
=== Relentless ===&lt;br /&gt;
&lt;br /&gt;
When using Hold actions and shooting, unmodified rolls of 6 to hit deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Reliable ===&lt;br /&gt;
&lt;br /&gt;
Attacks at Quality 2+.&lt;br /&gt;
&lt;br /&gt;
=== Rending ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4).&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. After all other units are deployed, must be deployed and may then be placed anywhere within 12” of their position. Players alternate in placing Scout units, starting with the player that activates next.&lt;br /&gt;
&lt;br /&gt;
=== Slow ===&lt;br /&gt;
&lt;br /&gt;
Moves -2” when using Advance, and -4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
&lt;br /&gt;
Shoots at Quality 2+, and each model with Sniper may pick any model in the target unit as its individual target, which is resolved as if it was a unit of 1. Sniper shooting must be resolved before other weapons.&lt;br /&gt;
&lt;br /&gt;
=== Stealth ===&lt;br /&gt;
&lt;br /&gt;
Enemies get -1 to hit rolls when shooting at units where all models have this rule from over 9&amp;quot; away.&lt;br /&gt;
&lt;br /&gt;
=== Strider ===&lt;br /&gt;
&lt;br /&gt;
May ignore the effects of difficult terrain when moving.&lt;br /&gt;
&lt;br /&gt;
=== Tough(X) ===&lt;br /&gt;
&lt;br /&gt;
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 in the unit until it is killed, before starting to put them on the next tough model (heroes must be assigned wounds last).&lt;br /&gt;
&lt;br /&gt;
=== Transport(X) ===&lt;br /&gt;
&lt;br /&gt;
May transport up to X models or Heroes with up to Tough(6), and non-Heroes with up to Tough(3) which occupy 3 spaces each. Transports may deploy with units inside, and units may enter/exit by using any move action, but must stay fully within 6” of it when exiting. When a transport is destroyed, units inside must take a dangerous terrain test, are Shaken, and must be placed fully within 6” of the transport before removing it.&lt;br /&gt;
&lt;br /&gt;
= Command Groups =&lt;br /&gt;
&lt;br /&gt;
Each unit may only have one of each of the following upgrades.&lt;br /&gt;
&lt;br /&gt;
=== Sergeant ===&lt;br /&gt;
&lt;br /&gt;
This model gets +1 to hit rolls.&lt;br /&gt;
&lt;br /&gt;
=== Musician ===&lt;br /&gt;
&lt;br /&gt;
This model and its unit move by +1” when taking move actions.&lt;br /&gt;
&lt;br /&gt;
=== Banner ===&lt;br /&gt;
&lt;br /&gt;
This model and its unit get +1 to morale test rolls.&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Rules]]&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Category:Age_of_Fantasy_Rules&amp;diff=1007</id>
		<title>Category:Age of Fantasy Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Category:Age_of_Fantasy_Rules&amp;diff=1007"/>
		<updated>2025-02-27T11:45:08Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of Age of Fantasy Rules&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Category:Grimdark_Future_Rules&amp;diff=1006</id>
		<title>Category:Grimdark Future Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Category:Grimdark_Future_Rules&amp;diff=1006"/>
		<updated>2025-02-27T11:44:57Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of Grimdark Future Rules&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Category:Age_of_Fantasy_Rules&amp;diff=1005</id>
		<title>Category:Age of Fantasy Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Category:Age_of_Fantasy_Rules&amp;diff=1005"/>
		<updated>2025-02-27T11:44:38Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Category:Age_of_Fantasy_Rules&amp;diff=1004</id>
		<title>Category:Age of Fantasy Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Category:Age_of_Fantasy_Rules&amp;diff=1004"/>
		<updated>2025-02-27T11:43:55Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: Created page with &amp;quot;Category:Contents&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Contents]]&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Skirmish_Core_Rules&amp;diff=1003</id>
		<title>Age of Fantasy Skirmish Core Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Skirmish_Core_Rules&amp;diff=1003"/>
		<updated>2025-02-27T11:43:28Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[OPR Rules Versions#Current version|Current rules version 3.4.1]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= General Principles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most important rule: &#039;&#039;&#039;Whenever the rules are unclear, use common sense and personal preference. Have fun! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality Tests: &#039;&#039;&#039;Roll one six-sided die, and if you score the model’s quality value or higher, then it counts as a success. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers: &#039;&#039;&#039;Regardless of modifiers, rolls of 6 always succeed, and rolls of 1 always fail.&lt;br /&gt;
&lt;br /&gt;
= Preparation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Armies: &#039;&#039;&#039;The players put together two armies of equal points before the game begins (we recommend 150pts to start, and 250pts for a full match). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Org. (optional): &#039;&#039;&#039;Players may only bring up to 1 hero per 125pts in their army, and only 1+X copies of the same unit, where X is 1 per 125pts in their army. No single unit may be worth over 35% of total points, and armies may only have max. 1 unit per 25pts, and max. 1 model per full 15pts. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield: &#039;&#039;&#039;The game is played on a 4‘x4‘ area, with 20+ pieces of terrain. The game can be also played on smaller areas, as long as armies deploy at least 24&amp;quot; apart. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission: &#039;&#039;&#039;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. Markers stay seized even after leaving, but 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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment: &#039;&#039;&#039;Players roll-off, and the winner picks a table edge as their deployment zone, with their 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.&lt;br /&gt;
&lt;br /&gt;
= Playing the Game =&lt;br /&gt;
&lt;br /&gt;
Each round, players alternate 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 go first.&lt;br /&gt;
&lt;br /&gt;
= Activation =&lt;br /&gt;
&lt;br /&gt;
The player picks one unit that hasn’t activated yet, and it must take one action:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #d1fffd;&amp;quot;&lt;br /&gt;
 || &#039;&#039;&#039;Action &#039;&#039;&#039; || &#039;&#039;&#039;Move &#039;&#039;&#039; || &#039;&#039;&#039;Notes &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 || Hold  || 0”  || Can shoot &lt;br /&gt;
|-&lt;br /&gt;
 || Advance  || 6”  || Can shoot after move &lt;br /&gt;
|-&lt;br /&gt;
 || Rush  || 12”  || Can’t shoot &lt;br /&gt;
|-&lt;br /&gt;
 || Charge  || 12”  || Moves into melee &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Unit members must stay within 1” of at least one other member, and within 6” of all other members. Units may only be within 1” of other units when charging, and may only charge if at least one charging model is within charge distance of the target unit.&lt;br /&gt;
&lt;br /&gt;
= Shooting =&lt;br /&gt;
&lt;br /&gt;
Models in range and line of sight may fire all ranged weapons, and may fire at up to two different targets with different weapon types. Shooting models take one quality test per attack, and each success is a hit. For each hit defending units roll one die trying to score their Defense value or higher to block, and each fail causes one wound. Then check the wound effects section to see what happens.&lt;br /&gt;
&lt;br /&gt;
= Melee =&lt;br /&gt;
&lt;br /&gt;
Charging models must move into base contact with targets, or as close as possible, and then defenders must do the same by moving up to 3”. Models must strike enemies within 2” horizontally and 4” vertically with all melee weapons, which works like shooting. Then defenders may choose to strike back, but don’t have to. If one of the units is destroyed, the other may move by up to 3”, else chargers must move back and separate by 1” (if possible). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue: &#039;&#039;&#039;After charging or striking back, units hit on unmodified rolls of 6 in melee until the end of that round.&lt;br /&gt;
&lt;br /&gt;
= Wound Effects =&lt;br /&gt;
&lt;br /&gt;
Whenever a model takes one or more wounds, place one marker next to it for each. Then the defender rolls one die, adding the number of markers to the result:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #d1fffd;&amp;quot;&lt;br /&gt;
 ||  &#039;&#039;&#039;Roll &#039;&#039;&#039; || &#039;&#039;&#039;Effect &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 || 1-5  || &#039;&#039;&#039;Shaken - &#039;&#039;&#039;Gets +1 to wound effect rolls, must stay idle, counts as fatigued, always fails morale tests, and can’t contest or seize objectives. Shaken units must spend one full activation idle to stop being Shaken. &lt;br /&gt;
|-&lt;br /&gt;
 || 6+  || &#039;&#039;&#039;Knocked Out - &#039;&#039;&#039;The model is removed from play. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Groups &amp;amp; Wounds: &#039;&#039;&#039;Whenever a unit with multiple models takes wounds, each wound kills one model, until only one last model remains. Only the last model then accumulates wounds and rolls to see if it’s Shaken or Knocked Out.&lt;br /&gt;
&lt;br /&gt;
= Morale =&lt;br /&gt;
&lt;br /&gt;
At the end of each round, if an army is down to half or less of its starting units, then all of its units must take a morale test. To take a morale test, take a quality test, and if failed the unit is Shaken, and if the unit was already Shaken, then it routs instead (remove from play as destroyed).&lt;br /&gt;
&lt;br /&gt;
= Terrain =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Terrain: &#039;&#039;&#039;Units with most models fully inside cover terrain or behind sight blockers, or that are mostly inside cover terrain or behind sight blockers (for single-model units), get +1 to Defense rolls when blocking hits from shooting. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficult Terrain: &#039;&#039;&#039;Units moving through difficult terrain at any point can’t move more than 6” at a time in total. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dangerous Terrain: &#039;&#039;&#039;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 the unit takes a wound.  &lt;br /&gt;
&lt;br /&gt;
= Special Rules Reference =&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. At the start of any round after the first, may be deployed anywhere over 9” away from enemy units. Players alternate in placing Ambush units, starting with the player that activates next. Units that deploy via Ambush can’t seize or contest objectives on the round they deploy.&lt;br /&gt;
&lt;br /&gt;
=== AP(X) ===&lt;br /&gt;
&lt;br /&gt;
Targets get -X to Defense rolls when blocking hits from this weapon. &lt;br /&gt;
&lt;br /&gt;
=== Blast(X) ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover, and after resolving other special rules, each hit is multiplied by X, where X is up to as many hits as enemy models in the target unit and within 3” of it. Hits must be split evenly between all enemy units within 3” of any model from the target (defender picks how). &lt;br /&gt;
&lt;br /&gt;
=== Caster(X) ===&lt;br /&gt;
&lt;br /&gt;
Gets X spell tokens at the start of each round, but can’t hold more than 6 tokens at once. At any point before attacking, spend as many tokens as the spell’s value to try casting one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of sight. Models within 18” in line of sight of the caster’s unit may spend any number of spell tokens at the same time before rolling, to give the caster +1/-1 to the roll per token. &lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
&lt;br /&gt;
Strikes first with this weapon when charged, and the charging unit gets -1 total Impact rolls per model with Counter. &lt;br /&gt;
&lt;br /&gt;
=== Deadly(X) ===&lt;br /&gt;
&lt;br /&gt;
Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, and these wounds don’t carry over to other models if the original target is killed. &lt;br /&gt;
&lt;br /&gt;
=== Fast ===&lt;br /&gt;
&lt;br /&gt;
Moves +2” when using Advance, and +4” when using Rush/Charge. &lt;br /&gt;
&lt;br /&gt;
=== Fear(X) ===&lt;br /&gt;
&lt;br /&gt;
This model counts as having dealt +X wounds when checking wound effects in melee (must deal at least one wound). &lt;br /&gt;
&lt;br /&gt;
=== Fearless ===&lt;br /&gt;
&lt;br /&gt;
Whenever a unit where most models have this rule fails a morale test, roll one die. On a 4+ it counts as passed instead. &lt;br /&gt;
&lt;br /&gt;
=== Flying ===&lt;br /&gt;
&lt;br /&gt;
May move through units and terrain, and ignores terrain effects whilst moving, and automatically passes jumping rolls. &lt;br /&gt;
&lt;br /&gt;
=== Furious ===&lt;br /&gt;
&lt;br /&gt;
When charging, unmodified rolls of 6 to hit in melee deal one extra hit (only the original hit counts as a 6 for special rules). &lt;br /&gt;
&lt;br /&gt;
=== Hero ===&lt;br /&gt;
&lt;br /&gt;
Friendly units within 12” may take morale tests using the hero’s Quality, as long as the hero isn’t Shaken. &lt;br /&gt;
&lt;br /&gt;
=== Immobile ===&lt;br /&gt;
&lt;br /&gt;
May only use Hold actions. &lt;br /&gt;
&lt;br /&gt;
=== Impact(X) ===&lt;br /&gt;
&lt;br /&gt;
Roll X dice when attacking after charging, unless fatigued. For each 2+ the target takes one hit. &lt;br /&gt;
&lt;br /&gt;
=== Indirect ===&lt;br /&gt;
&lt;br /&gt;
Gets -1 to hit rolls when shooting after moving. May target enemies that are not in line of sight as if in line of sight, and ignores cover from sight obstructions. &lt;br /&gt;
&lt;br /&gt;
=== Lance ===&lt;br /&gt;
&lt;br /&gt;
When charging, gets +1 to hit rolls and AP(+1) in melee. &lt;br /&gt;
&lt;br /&gt;
=== Limited ===&lt;br /&gt;
&lt;br /&gt;
May only be used once per game. &lt;br /&gt;
&lt;br /&gt;
=== Poison ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and the target must re-roll unmodified Defense rolls of 6 when blocking hits. &lt;br /&gt;
&lt;br /&gt;
=== Regeneration ===&lt;br /&gt;
&lt;br /&gt;
When taking a wound, roll one die. On a 5+ it is ignored. &lt;br /&gt;
&lt;br /&gt;
=== Relentless ===&lt;br /&gt;
&lt;br /&gt;
When using Hold actions and shooting, unmodified rolls of 6 to hit deal one extra hit (only the original hit counts as a 6 for special rules). &lt;br /&gt;
&lt;br /&gt;
=== Reliable ===&lt;br /&gt;
&lt;br /&gt;
Attacks at Quality 2+. &lt;br /&gt;
&lt;br /&gt;
=== Rending ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4). &lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. After all other units are deployed, must be deployed and may then be placed anywhere within 12” of their position. Players alternate in placing Scout units, starting with the player that activates next. &lt;br /&gt;
&lt;br /&gt;
=== Slow ===&lt;br /&gt;
&lt;br /&gt;
Moves -2” when using Advance, and -4” when using Rush/Charge. &lt;br /&gt;
&lt;br /&gt;
=== Stealth ===&lt;br /&gt;
&lt;br /&gt;
Enemies get -1 to hit rolls when shooting at units where all models have this rule from over 9&amp;quot; away. &lt;br /&gt;
&lt;br /&gt;
=== Strider ===&lt;br /&gt;
&lt;br /&gt;
May ignore the effects of difficult terrain when moving, and only needs 2+ to pass jumping rolls. &lt;br /&gt;
&lt;br /&gt;
=== Tough(X) ===&lt;br /&gt;
&lt;br /&gt;
This model only rolls to check wound effects once it has taken at least X wounds, and is only Knocked Out on rolls of 5+X or more. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A model with Tough(3) only rolls for wound effects once it has taken 3 wounds or more, and is Knocked Out on rolls of 8+. &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
= Command Groups =&lt;br /&gt;
&lt;br /&gt;
Each army may only have one model with one of the following upgrades. &lt;br /&gt;
&lt;br /&gt;
=== Sergeant ===&lt;br /&gt;
&lt;br /&gt;
This model gets +1 to hit rolls. &lt;br /&gt;
&lt;br /&gt;
=== Musician ===&lt;br /&gt;
&lt;br /&gt;
This unit and up to 3 friendly units that are within 12” at the beginning of the round get +1” when using move actions. This effect lasts until the end of the round. &lt;br /&gt;
&lt;br /&gt;
=== Banner ===&lt;br /&gt;
&lt;br /&gt;
This unit and up to 3 friendly units that are within 12” at the beginning of the round get +1 to morale test rolls. This effect lasts until the end of the round.  &lt;br /&gt;
&lt;br /&gt;
= Special movement =&lt;br /&gt;
&lt;br /&gt;
=== Pushing ===&lt;br /&gt;
&lt;br /&gt;
Whenever a model rolls a Shaken result, the attacker may try to push it. Roll one die, and on a 4+ the attacker may move the model by up to 2” in any direction. &lt;br /&gt;
&lt;br /&gt;
=== Jumping ===&lt;br /&gt;
&lt;br /&gt;
Models may cross 1” gaps or drop off 3” of elevation as regular movement, but they must jump to cross gaps or drop off elevation of up to 6”. Roll X+1 dice, trying to score 3+, where X is one die for every full 3” the model wants to move. If all rolls are successes, then the model may cross the distance, without counting it towards its move. If any roll is failed, then the model falls instead. &lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
&lt;br /&gt;
If a model falls or is pushed off an elevated position at least 2” tall, it takes 1 hit with AP(X), where X is AP(1) for every full 3” it fell. Then place the model within 2” of the bottom, and its activation ends immediately. For units with multiple models, falling kills the model instead, until only one last model remains, which falls normally.&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Fantasy Rules]]&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Core_Rules&amp;diff=1002</id>
		<title>Grimdark Future Core Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Core_Rules&amp;diff=1002"/>
		<updated>2025-02-27T11:41:44Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[OPR Rules Versions#Current version|Current rules version 3.4.1]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= General Principles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most important rule: &#039;&#039;&#039;Whenever the rules are unclear, use common sense and personal preference. Have fun!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality Tests: &#039;&#039;&#039;Roll one six-sided die, and if you score the model’s quality value or higher, then it counts as a success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers: &#039;&#039;&#039;Regardless of modifiers, rolls of 6 always succeed, and rolls of 1 always fail.&lt;br /&gt;
&lt;br /&gt;
= Preparation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Armies: &#039;&#039;&#039;The players put together two armies of equal points before the game begins (we recommend 1000pts to start, and 2000pts for a full match).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combined Units: &#039;&#039;&#039;Players may combine two copies of the same multi-model unit into a single unit, if upgrades that apply to all models are bought for both.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Org. (optional): &#039;&#039;&#039;Players may only bring up to 1 hero per 500pts in their army, and only 1+X copies of the same unit, where X is 1 per 1000pts in their army (combined units count as one). No single unit may be worth over 35% of total points, and armies may only have max. 1 unit per 200pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield: &#039;&#039;&#039;The game is played on a 6‘x4‘ area, with 15+ pieces of terrain. The game can be also played on smaller areas, as long as armies deploy at least 24&amp;quot; apart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission: &#039;&#039;&#039;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. Markers stay seized even after leaving, but 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment: &#039;&#039;&#039;Players roll-off, and the winner picks a long table edge as their deployment zone, with their 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.&lt;br /&gt;
&lt;br /&gt;
= Playing the Game =&lt;br /&gt;
&lt;br /&gt;
Each round, players alternate 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 go first.&lt;br /&gt;
&lt;br /&gt;
= Activation =&lt;br /&gt;
&lt;br /&gt;
The player picks one unit that hasn’t activated yet, and it must take one action:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #d1fffd;&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Action &#039;&#039;&#039;&lt;br /&gt;
|| &#039;&#039;&#039;Move &#039;&#039;&#039;&lt;br /&gt;
|| &#039;&#039;&#039;Notes &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| Hold &lt;br /&gt;
|| 0” &lt;br /&gt;
|| Can shoot &lt;br /&gt;
|-&lt;br /&gt;
|| Advance &lt;br /&gt;
|| 6” &lt;br /&gt;
|| Can shoot after move &lt;br /&gt;
|-&lt;br /&gt;
|| Rush &lt;br /&gt;
|| 12” &lt;br /&gt;
|| Can’t shoot &lt;br /&gt;
|-&lt;br /&gt;
|| Charge &lt;br /&gt;
|| 12” &lt;br /&gt;
|| Moves into melee &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Unit members must stay within 1” of at least one other member, and within 9” of all other members. Units may only be within 1” of other units when charging, and may only charge if at least one charging model is within charge distance of the target unit.&lt;br /&gt;
&lt;br /&gt;
= Shooting =&lt;br /&gt;
&lt;br /&gt;
Models in range and line of sight may fire all ranged weapons, and may fire at up to two different targets with different weapon types. Shooting models take one quality test per attack, and each success is a hit. For each hit defending units roll one die trying to score their Defense value or higher to block, and each fail causes one wound. For each wound, the defender must remove one model.&lt;br /&gt;
&lt;br /&gt;
= Melee =&lt;br /&gt;
&lt;br /&gt;
Charging models must move into base contact with targets, or as close as possible, and then defenders must do the same by moving up to 3”. Models within 2” horizontally and 4” vertically of enemies must strike with all melee weapons, which works like shooting. Then defenders may choose to strike back, but don’t have to. Once both units are done, the losing unit must take a morale test (see morale section). If one of the units is destroyed, the other may move by up to 3”, else chargers must move back and separate by 1” (if possible).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue: &#039;&#039;&#039;After charging or striking back, units only hit on unmodified results of 6 in melee until the end of that round.&lt;br /&gt;
&lt;br /&gt;
= Morale =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morale Tests: &#039;&#039;&#039;At the end of an activation where wounds leave a unit with half or less of its total size or tough value (for single-model units), or it loses a melee, the unit must take a morale test. To take a morale test, take a quality test, and if failed the unit is Shaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaken: &#039;&#039;&#039;Must stay idle, counts as fatigued, always fails morale tests, and can’t contest or seize objectives. Shaken units must spend one full activation idle to stop being Shaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Results: &#039;&#039;&#039;Units in melee don’t take morale tests from wounds at the end of an activation. Instead they compare the number of wounds each unit caused, 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 as destroyed), else it is Shaken instead.&lt;br /&gt;
&lt;br /&gt;
= Terrain =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Terrain: &#039;&#039;&#039;Units with most models fully inside cover terrain or behind sight blockers, or that are mostly inside cover terrain or behind sight blockers (for single-model units), get +1 to Defense rolls when blocking hits from shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficult Terrain: &#039;&#039;&#039;Units moving through difficult terrain at any point can’t move more than 6” at a time in total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dangerous Terrain: &#039;&#039;&#039;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 the unit takes a wound.&lt;br /&gt;
&lt;br /&gt;
= Speical Rules Reference =&lt;br /&gt;
&lt;br /&gt;
=== Aircraft ===&lt;br /&gt;
&lt;br /&gt;
May only use Advance actions, moving in a straight line, and adding 30” to its total move (even if Shaken). Aircraft ignore all units and terrain when moving and stopping, can’t seize objectives, can’t be charged, and units targeting them get -12” range and -1 to hit.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. At the start of any round after the first, may be deployed anywhere over 9” away from enemy units. Players alternate in placing Ambush units, starting with the player that activates next. Units that deploy via Ambush can’t seize or contest objectives on the round they deploy.&lt;br /&gt;
&lt;br /&gt;
=== AP(X) ===&lt;br /&gt;
&lt;br /&gt;
Targets get -X to Defense rolls when blocking hits from this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Blast(X) ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover, and after resolving other special rules, each hit is multiplied by X, where X is up to as many hits as models in the target unit.&lt;br /&gt;
&lt;br /&gt;
=== Caster(X) ===&lt;br /&gt;
&lt;br /&gt;
Gets X spell tokens at the start of each round, but can’t hold more than 6 tokens at once. At any point before attacking, spend as many tokens as the spell’s value to try casting one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of sight. Models within 18” in line of sight of the caster’s unit may spend any number of spell tokens at the same time before rolling, to give the caster +1/-1 to the roll per token.&lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
&lt;br /&gt;
Strikes first with this weapon when charged, and the charging unit gets -1 total Impact rolls per model with Counter.&lt;br /&gt;
&lt;br /&gt;
=== Deadly(X) ===&lt;br /&gt;
&lt;br /&gt;
Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, and these wounds don’t carry over to other models if the original target is killed.&lt;br /&gt;
&lt;br /&gt;
=== Entrenched ===&lt;br /&gt;
&lt;br /&gt;
Enemies get -2 to hit when shooting at this model from over 9” away, as long as it hasn’t moved since the beginning of its last activation.&lt;br /&gt;
&lt;br /&gt;
=== Fast ===&lt;br /&gt;
&lt;br /&gt;
Moves +2” when using Advance and +4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Fear(X) ===&lt;br /&gt;
&lt;br /&gt;
This model counts as having dealt +X wounds when checking who won melee.&lt;br /&gt;
&lt;br /&gt;
=== Fearless ===&lt;br /&gt;
&lt;br /&gt;
Whenever a unit where most models have this rule fails a morale test, roll one die. On a 4+ it counts as passed instead.&lt;br /&gt;
&lt;br /&gt;
=== Flying ===&lt;br /&gt;
&lt;br /&gt;
May move through units and terrain, and ignores terrain effects whilst moving.&lt;br /&gt;
&lt;br /&gt;
=== Furious ===&lt;br /&gt;
&lt;br /&gt;
When charging, unmodified rolls of 6 to hit in melee deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Hero ===&lt;br /&gt;
&lt;br /&gt;
Heroes with up to Tough(6) may deploy as part of one multi-model unit without another Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense until all other models have been killed.&lt;br /&gt;
&lt;br /&gt;
=== Immobile ===&lt;br /&gt;
&lt;br /&gt;
May only use Hold actions.&lt;br /&gt;
&lt;br /&gt;
=== Impact(X) ===&lt;br /&gt;
&lt;br /&gt;
Roll X dice when attacking after charging, unless fatigued. For each 2+ the target takes one hit.&lt;br /&gt;
&lt;br /&gt;
=== Indirect ===&lt;br /&gt;
&lt;br /&gt;
Gets -1 to hit rolls when shooting after moving. May target enemies that are not in line of sight as if in line of sight, and ignores cover from sight obstructions.&lt;br /&gt;
&lt;br /&gt;
=== Lance ===&lt;br /&gt;
&lt;br /&gt;
When charging, gets +1 to hit rolls and AP(+1) in melee.&lt;br /&gt;
&lt;br /&gt;
=== Lock-On ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover and all negative modifiers to hit rolls and range.&lt;br /&gt;
&lt;br /&gt;
=== Limited ===&lt;br /&gt;
&lt;br /&gt;
May only be used once per game.&lt;br /&gt;
&lt;br /&gt;
=== Poison ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and the target must re-roll unmodified Defense rolls of 6 when blocking hits.&lt;br /&gt;
&lt;br /&gt;
=== Regeneration ===&lt;br /&gt;
&lt;br /&gt;
When taking a wound, roll one die. On a 5+ it is ignored.&lt;br /&gt;
&lt;br /&gt;
=== Relentless ===&lt;br /&gt;
&lt;br /&gt;
When using Hold actions and shooting, unmodified rolls of 6 to hit deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Reliable ===&lt;br /&gt;
&lt;br /&gt;
Attacks at Quality 2+.&lt;br /&gt;
&lt;br /&gt;
=== Rending ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4).&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. After all other units are deployed, must be deployed and may then be placed anywhere within 12” of their position. Players alternate in placing Scout units, starting with the player that activates next.&lt;br /&gt;
&lt;br /&gt;
=== Slow ===&lt;br /&gt;
&lt;br /&gt;
Moves -2” when using Advance, and -4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
&lt;br /&gt;
Shoots at Quality 2+, and each model with Sniper may pick any model in the target unit as its individual target, which is resolved as if it was a unit of 1. Sniper shooting must be resolved before other weapons.&lt;br /&gt;
&lt;br /&gt;
=== Stealth ===&lt;br /&gt;
&lt;br /&gt;
Enemies get -1 to hit rolls when shooting at units where all models have this rule from over 9&amp;quot; away.&lt;br /&gt;
&lt;br /&gt;
=== Strider ===&lt;br /&gt;
&lt;br /&gt;
May ignore the effects of difficult terrain when moving.&lt;br /&gt;
&lt;br /&gt;
=== Tough(X) ===&lt;br /&gt;
&lt;br /&gt;
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 in the unit until it is killed, before starting to put them on the next tough model (heroes must be assigned wounds last).&lt;br /&gt;
&lt;br /&gt;
=== Transport(X) ===&lt;br /&gt;
&lt;br /&gt;
May transport up to X models or Heroes with up to Tough(6), and non-Heroes with up to Tough(3) which occupy 3 spaces each. Transports may deploy with units inside, and units may enter/exit by using any move action, but must stay fully within 6” of it when exiting. When a transport is destroyed, units inside must take a dangerous terrain test, are Shaken, and must be placed fully within 6” of the transport before removing it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Grimdark Future Rules]]&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Category:Grimdark_Future_Rules&amp;diff=1001</id>
		<title>Category:Grimdark Future Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Category:Grimdark_Future_Rules&amp;diff=1001"/>
		<updated>2025-02-27T11:40:48Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of Rules&lt;br /&gt;
[[Category:Grimdark Future Rules]]&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Skirmish_Core_Rules&amp;diff=1000</id>
		<title>Age of Fantasy Skirmish Core Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Skirmish_Core_Rules&amp;diff=1000"/>
		<updated>2025-02-27T11:38:22Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: initial seed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[OPR Rules Versions#Current version|Current rules version 3.4.1]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= General Principles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most important rule: &#039;&#039;&#039;Whenever the rules are unclear, use common sense and personal preference. Have fun! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality Tests: &#039;&#039;&#039;Roll one six-sided die, and if you score the model’s quality value or higher, then it counts as a success. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers: &#039;&#039;&#039;Regardless of modifiers, rolls of 6 always succeed, and rolls of 1 always fail.&lt;br /&gt;
&lt;br /&gt;
= Preparation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Armies: &#039;&#039;&#039;The players put together two armies of equal points before the game begins (we recommend 150pts to start, and 250pts for a full match). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Org. (optional): &#039;&#039;&#039;Players may only bring up to 1 hero per 125pts in their army, and only 1+X copies of the same unit, where X is 1 per 125pts in their army. No single unit may be worth over 35% of total points, and armies may only have max. 1 unit per 25pts, and max. 1 model per full 15pts. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield: &#039;&#039;&#039;The game is played on a 4‘x4‘ area, with 20+ pieces of terrain. The game can be also played on smaller areas, as long as armies deploy at least 24&amp;quot; apart. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission: &#039;&#039;&#039;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. Markers stay seized even after leaving, but 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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment: &#039;&#039;&#039;Players roll-off, and the winner picks a table edge as their deployment zone, with their 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.&lt;br /&gt;
&lt;br /&gt;
= Playing the Game =&lt;br /&gt;
&lt;br /&gt;
Each round, players alternate 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 go first.&lt;br /&gt;
&lt;br /&gt;
= Activation =&lt;br /&gt;
&lt;br /&gt;
The player picks one unit that hasn’t activated yet, and it must take one action:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #d1fffd;&amp;quot;&lt;br /&gt;
 || &#039;&#039;&#039;Action &#039;&#039;&#039; || &#039;&#039;&#039;Move &#039;&#039;&#039; || &#039;&#039;&#039;Notes &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 || Hold  || 0”  || Can shoot &lt;br /&gt;
|-&lt;br /&gt;
 || Advance  || 6”  || Can shoot after move &lt;br /&gt;
|-&lt;br /&gt;
 || Rush  || 12”  || Can’t shoot &lt;br /&gt;
|-&lt;br /&gt;
 || Charge  || 12”  || Moves into melee &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Unit members must stay within 1” of at least one other member, and within 6” of all other members. Units may only be within 1” of other units when charging, and may only charge if at least one charging model is within charge distance of the target unit.&lt;br /&gt;
&lt;br /&gt;
= Shooting =&lt;br /&gt;
&lt;br /&gt;
Models in range and line of sight may fire all ranged weapons, and may fire at up to two different targets with different weapon types. Shooting models take one quality test per attack, and each success is a hit. For each hit defending units roll one die trying to score their Defense value or higher to block, and each fail causes one wound. Then check the wound effects section to see what happens.&lt;br /&gt;
&lt;br /&gt;
= Melee =&lt;br /&gt;
&lt;br /&gt;
Charging models must move into base contact with targets, or as close as possible, and then defenders must do the same by moving up to 3”. Models must strike enemies within 2” horizontally and 4” vertically with all melee weapons, which works like shooting. Then defenders may choose to strike back, but don’t have to. If one of the units is destroyed, the other may move by up to 3”, else chargers must move back and separate by 1” (if possible). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue: &#039;&#039;&#039;After charging or striking back, units hit on unmodified rolls of 6 in melee until the end of that round.&lt;br /&gt;
&lt;br /&gt;
= Wound Effects =&lt;br /&gt;
&lt;br /&gt;
Whenever a model takes one or more wounds, place one marker next to it for each. Then the defender rolls one die, adding the number of markers to the result:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #d1fffd;&amp;quot;&lt;br /&gt;
 ||  &#039;&#039;&#039;Roll &#039;&#039;&#039; || &#039;&#039;&#039;Effect &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 || 1-5  || &#039;&#039;&#039;Shaken - &#039;&#039;&#039;Gets +1 to wound effect rolls, must stay idle, counts as fatigued, always fails morale tests, and can’t contest or seize objectives. Shaken units must spend one full activation idle to stop being Shaken. &lt;br /&gt;
|-&lt;br /&gt;
 || 6+  || &#039;&#039;&#039;Knocked Out - &#039;&#039;&#039;The model is removed from play. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Groups &amp;amp; Wounds: &#039;&#039;&#039;Whenever a unit with multiple models takes wounds, each wound kills one model, until only one last model remains. Only the last model then accumulates wounds and rolls to see if it’s Shaken or Knocked Out.&lt;br /&gt;
&lt;br /&gt;
= Morale =&lt;br /&gt;
&lt;br /&gt;
At the end of each round, if an army is down to half or less of its starting units, then all of its units must take a morale test. To take a morale test, take a quality test, and if failed the unit is Shaken, and if the unit was already Shaken, then it routs instead (remove from play as destroyed).&lt;br /&gt;
&lt;br /&gt;
= Terrain =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Terrain: &#039;&#039;&#039;Units with most models fully inside cover terrain or behind sight blockers, or that are mostly inside cover terrain or behind sight blockers (for single-model units), get +1 to Defense rolls when blocking hits from shooting. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficult Terrain: &#039;&#039;&#039;Units moving through difficult terrain at any point can’t move more than 6” at a time in total. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dangerous Terrain: &#039;&#039;&#039;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 the unit takes a wound.  &lt;br /&gt;
&lt;br /&gt;
= Special Rules Reference =&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. At the start of any round after the first, may be deployed anywhere over 9” away from enemy units. Players alternate in placing Ambush units, starting with the player that activates next. Units that deploy via Ambush can’t seize or contest objectives on the round they deploy.&lt;br /&gt;
&lt;br /&gt;
=== AP(X) ===&lt;br /&gt;
&lt;br /&gt;
Targets get -X to Defense rolls when blocking hits from this weapon. &lt;br /&gt;
&lt;br /&gt;
=== Blast(X) ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover, and after resolving other special rules, each hit is multiplied by X, where X is up to as many hits as enemy models in the target unit and within 3” of it. Hits must be split evenly between all enemy units within 3” of any model from the target (defender picks how). &lt;br /&gt;
&lt;br /&gt;
=== Caster(X) ===&lt;br /&gt;
&lt;br /&gt;
Gets X spell tokens at the start of each round, but can’t hold more than 6 tokens at once. At any point before attacking, spend as many tokens as the spell’s value to try casting one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of sight. Models within 18” in line of sight of the caster’s unit may spend any number of spell tokens at the same time before rolling, to give the caster +1/-1 to the roll per token. &lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
&lt;br /&gt;
Strikes first with this weapon when charged, and the charging unit gets -1 total Impact rolls per model with Counter. &lt;br /&gt;
&lt;br /&gt;
=== Deadly(X) ===&lt;br /&gt;
&lt;br /&gt;
Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, and these wounds don’t carry over to other models if the original target is killed. &lt;br /&gt;
&lt;br /&gt;
=== Fast ===&lt;br /&gt;
&lt;br /&gt;
Moves +2” when using Advance, and +4” when using Rush/Charge. &lt;br /&gt;
&lt;br /&gt;
=== Fear(X) ===&lt;br /&gt;
&lt;br /&gt;
This model counts as having dealt +X wounds when checking wound effects in melee (must deal at least one wound). &lt;br /&gt;
&lt;br /&gt;
=== Fearless ===&lt;br /&gt;
&lt;br /&gt;
Whenever a unit where most models have this rule fails a morale test, roll one die. On a 4+ it counts as passed instead. &lt;br /&gt;
&lt;br /&gt;
=== Flying ===&lt;br /&gt;
&lt;br /&gt;
May move through units and terrain, and ignores terrain effects whilst moving, and automatically passes jumping rolls. &lt;br /&gt;
&lt;br /&gt;
=== Furious ===&lt;br /&gt;
&lt;br /&gt;
When charging, unmodified rolls of 6 to hit in melee deal one extra hit (only the original hit counts as a 6 for special rules). &lt;br /&gt;
&lt;br /&gt;
=== Hero ===&lt;br /&gt;
&lt;br /&gt;
Friendly units within 12” may take morale tests using the hero’s Quality, as long as the hero isn’t Shaken. &lt;br /&gt;
&lt;br /&gt;
=== Immobile ===&lt;br /&gt;
&lt;br /&gt;
May only use Hold actions. &lt;br /&gt;
&lt;br /&gt;
=== Impact(X) ===&lt;br /&gt;
&lt;br /&gt;
Roll X dice when attacking after charging, unless fatigued. For each 2+ the target takes one hit. &lt;br /&gt;
&lt;br /&gt;
=== Indirect ===&lt;br /&gt;
&lt;br /&gt;
Gets -1 to hit rolls when shooting after moving. May target enemies that are not in line of sight as if in line of sight, and ignores cover from sight obstructions. &lt;br /&gt;
&lt;br /&gt;
=== Lance ===&lt;br /&gt;
&lt;br /&gt;
When charging, gets +1 to hit rolls and AP(+1) in melee. &lt;br /&gt;
&lt;br /&gt;
=== Limited ===&lt;br /&gt;
&lt;br /&gt;
May only be used once per game. &lt;br /&gt;
&lt;br /&gt;
=== Poison ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and the target must re-roll unmodified Defense rolls of 6 when blocking hits. &lt;br /&gt;
&lt;br /&gt;
=== Regeneration ===&lt;br /&gt;
&lt;br /&gt;
When taking a wound, roll one die. On a 5+ it is ignored. &lt;br /&gt;
&lt;br /&gt;
=== Relentless ===&lt;br /&gt;
&lt;br /&gt;
When using Hold actions and shooting, unmodified rolls of 6 to hit deal one extra hit (only the original hit counts as a 6 for special rules). &lt;br /&gt;
&lt;br /&gt;
=== Reliable ===&lt;br /&gt;
&lt;br /&gt;
Attacks at Quality 2+. &lt;br /&gt;
&lt;br /&gt;
=== Rending ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4). &lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. After all other units are deployed, must be deployed and may then be placed anywhere within 12” of their position. Players alternate in placing Scout units, starting with the player that activates next. &lt;br /&gt;
&lt;br /&gt;
=== Slow ===&lt;br /&gt;
&lt;br /&gt;
Moves -2” when using Advance, and -4” when using Rush/Charge. &lt;br /&gt;
&lt;br /&gt;
=== Stealth ===&lt;br /&gt;
&lt;br /&gt;
Enemies get -1 to hit rolls when shooting at units where all models have this rule from over 9&amp;quot; away. &lt;br /&gt;
&lt;br /&gt;
=== Strider ===&lt;br /&gt;
&lt;br /&gt;
May ignore the effects of difficult terrain when moving, and only needs 2+ to pass jumping rolls. &lt;br /&gt;
&lt;br /&gt;
=== Tough(X) ===&lt;br /&gt;
&lt;br /&gt;
This model only rolls to check wound effects once it has taken at least X wounds, and is only Knocked Out on rolls of 5+X or more. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A model with Tough(3) only rolls for wound effects once it has taken 3 wounds or more, and is Knocked Out on rolls of 8+. &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
= Command Groups =&lt;br /&gt;
&lt;br /&gt;
Each army may only have one model with one of the following upgrades. &lt;br /&gt;
&lt;br /&gt;
=== Sergeant ===&lt;br /&gt;
&lt;br /&gt;
This model gets +1 to hit rolls. &lt;br /&gt;
&lt;br /&gt;
=== Musician ===&lt;br /&gt;
&lt;br /&gt;
This unit and up to 3 friendly units that are within 12” at the beginning of the round get +1” when using move actions. This effect lasts until the end of the round. &lt;br /&gt;
&lt;br /&gt;
=== Banner ===&lt;br /&gt;
&lt;br /&gt;
This unit and up to 3 friendly units that are within 12” at the beginning of the round get +1 to morale test rolls. This effect lasts until the end of the round.  &lt;br /&gt;
&lt;br /&gt;
= Special movement =&lt;br /&gt;
&lt;br /&gt;
=== Pushing ===&lt;br /&gt;
&lt;br /&gt;
Whenever a model rolls a Shaken result, the attacker may try to push it. Roll one die, and on a 4+ the attacker may move the model by up to 2” in any direction. &lt;br /&gt;
&lt;br /&gt;
=== Jumping ===&lt;br /&gt;
&lt;br /&gt;
Models may cross 1” gaps or drop off 3” of elevation as regular movement, but they must jump to cross gaps or drop off elevation of up to 6”. Roll X+1 dice, trying to score 3+, where X is one die for every full 3” the model wants to move. If all rolls are successes, then the model may cross the distance, without counting it towards its move. If any roll is failed, then the model falls instead. &lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
&lt;br /&gt;
If a model falls or is pushed off an elevated position at least 2” tall, it takes 1 hit with AP(X), where X is AP(1) for every full 3” it fell. Then place the model within 2” of the bottom, and its activation ends immediately. For units with multiple models, falling kills the model instead, until only one last model remains, which falls normally.&lt;br /&gt;
&lt;br /&gt;
[[Category:Grimdark Future Rules]]&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Firefight_Core_Rules&amp;diff=998</id>
		<title>Grimdark Future Firefight Core Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Firefight_Core_Rules&amp;diff=998"/>
		<updated>2025-02-26T13:34:26Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: initial seed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[OPR Rules Versions#Current version|Current rules version 3.4.1]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= General Principles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most important rule: &#039;&#039;&#039;Whenever the rules are unclear, use common sense and personal preference. Have fun! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality Tests: &#039;&#039;&#039;Roll one six-sided die, and if you score the model’s quality value or higher, then it counts as a success. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers: &#039;&#039;&#039;Regardless of modifiers, rolls of 6 always succeed, and rolls of 1 always fail.&lt;br /&gt;
&lt;br /&gt;
= Preparation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Armies: &#039;&#039;&#039;The players put together two armies of equal points before the game begins (we recommend 200pts to start, and 300pts for a full match). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Org. (optional): &#039;&#039;&#039;Players may only bring up to 1 hero per 150pts in their army, and only 1+X copies of the same unit, where X is 1 per 150pts in their army. No single unit may be worth over 35% of total points, and armies may only have max. 1 unit per 30pts, and max. 1 model per full 20pts. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield: &#039;&#039;&#039;The game is played on a 4‘x4‘ area, with 20+ pieces of terrain. The game can be also played on smaller areas, as long as armies deploy at least 24&amp;quot; apart. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission: &#039;&#039;&#039;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. Markers stay seized even after leaving, but 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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment: &#039;&#039;&#039;Players roll-off, and the winner picks a table edge as their deployment zone, with their 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.&lt;br /&gt;
&lt;br /&gt;
= Playing the Game =&lt;br /&gt;
&lt;br /&gt;
Each round, players alternate 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 go first.  &lt;br /&gt;
&lt;br /&gt;
= Activation =&lt;br /&gt;
&lt;br /&gt;
The player picks one unit that hasn’t activated yet, and it must take one action:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #d1fffd;&amp;quot;&lt;br /&gt;
 || &#039;&#039;&#039;Action &#039;&#039;&#039; || &#039;&#039;&#039;Move &#039;&#039;&#039; || &#039;&#039;&#039;Notes &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 || Hold  || 0”  || Can shoot &lt;br /&gt;
|-&lt;br /&gt;
 || Advance  || 6”  || Can shoot after move &lt;br /&gt;
|-&lt;br /&gt;
 || Rush  || 12”  || Can’t shoot &lt;br /&gt;
|-&lt;br /&gt;
 || Charge  || 12”  || Moves into melee &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Unit members must stay within 1” of at least one other member, and within 6” of all other members. Units may only be within 1” of other units when charging, and may only charge if at least one charging model is within charge distance of the target unit.&lt;br /&gt;
&lt;br /&gt;
= Shooting =&lt;br /&gt;
&lt;br /&gt;
Models in range and line of sight may fire all ranged weapons, and may fire at up to two different targets with different weapon types. Shooting models take one quality test per attack, and each success is a hit. For each hit defending units roll one die trying to score their Defense value or higher to block, and each fail causes one wound. Then check the wound effects section to see what happens.  &lt;br /&gt;
&lt;br /&gt;
= Melee =&lt;br /&gt;
&lt;br /&gt;
Charging models must move into base contact with targets, or as close as possible, and then defenders must do the same by moving up to 3”. Models must strike enemies within 2” horizontally and 4” vertically with all melee weapons, which works like shooting. Then defenders may choose to strike back, but don’t have to. If one of the units is destroyed, the other may move by up to 3”, else chargers must move back and separate by 1” (if possible). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue: &#039;&#039;&#039;After charging or striking back, units only hit on unmodified results of 6 in melee until the end of that round.&lt;br /&gt;
&lt;br /&gt;
= Wound Effects =&lt;br /&gt;
&lt;br /&gt;
Whenever a model takes one or more wounds, place one marker next to it for each. Then the defender rolls one die, adding the number of markers to the result:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #d1fffd;&amp;quot;&lt;br /&gt;
 ||  &#039;&#039;&#039;Roll &#039;&#039;&#039; || &#039;&#039;&#039;Effect &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 || 1-5  || &#039;&#039;&#039;Shaken - &#039;&#039;&#039;Gets +1 to wound effect rolls, must stay idle, counts as fatigued, always fails morale tests, and can’t contest or seize objectives. Shaken units must spend one full activation idle to stop being Shaken. &lt;br /&gt;
|-&lt;br /&gt;
 || 6+  || &#039;&#039;&#039;Knocked Out - &#039;&#039;&#039;The model is removed from play. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Groups &amp;amp; Wounds: &#039;&#039;&#039;Whenever a unit with multiple models takes wounds, each wound kills one model, until only one last model remains. Only the last model then accumulates wounds and rolls to see if it’s Shaken or Knocked Out.&lt;br /&gt;
&lt;br /&gt;
= Morale =&lt;br /&gt;
&lt;br /&gt;
At the end of each round, if an army is down to half or less of its starting units, then all of its units must take a morale test. To take a morale test, take a quality test, and if failed the unit is Shaken, and if the unit was already Shaken, then it routs instead (remove from play as destroyed).  &lt;br /&gt;
&lt;br /&gt;
= Terrain =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Terrain: &#039;&#039;&#039;Units with most models fully inside cover terrain or behind sight blockers, or that are mostly inside cover terrain or behind sight blockers (for single-model units), get +1 to Defense rolls when blocking hits from shooting. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficult Terrain: &#039;&#039;&#039;Units moving through difficult terrain at any point can’t move more than 6” at a time in total. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dangerous Terrain: &#039;&#039;&#039;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 the unit takes a wound.&lt;br /&gt;
&lt;br /&gt;
= Special Rules Reference =&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Ambush&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. At the start of any round after the first, may be deployed anywhere over 9” away from enemy units. Players alternate in placing Ambush units, starting with the player that activates next. Units that deploy via Ambush can’t seize or contest objectives on the round they deploy. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;AP(X)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Targets get -X to Defense rolls when blocking hits from this weapon. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Blast(X)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover, and after resolving other special rules, each hit is multiplied by X, where X is up to as many hits as enemy models in the target unit and within 3” of it. Hits must be split evenly between all enemy units within 3” of any model from the target (defender picks how). &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Caster(X)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Gets X spell tokens at the start of each round, but can’t hold more than 6 tokens at once. At any point before attacking, spend as many tokens as the spell’s value to try casting one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of sight. Models within 18” in line of sight of the caster’s unit may spend any number of spell tokens at the same time before rolling, to give the caster +1/-1 to the roll per token. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Counter&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Strikes first with this weapon when charged, and the charging unit gets -1 total Impact rolls per model with Counter. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Deadly(X)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, and these wounds don’t carry over to other models if the original target is killed. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fast&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Moves +2” when using Advance, and +4” when using Rush/Charge. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fear(X)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
This model counts as having dealt +X wounds when checking wound effects in melee (must deal at least one wound to check). &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Fearless&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Whenever a unit where most models have this rule fails a morale test, roll one die. On a 4+ it counts as passed instead. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Flying&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
May move through units and terrain, and ignores terrain effects whilst moving, and automatically passes jumping rolls. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Furious&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
When charging, unmodified rolls of 6 to hit in melee deal one extra hit (only the original hit counts as a 6 for special rules). &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hero&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Friendly units within 12” may take morale tests using the hero’s Quality, as long as the hero isn’t Shaken. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Immobile&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
May only use Hold actions. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Impact(X)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Roll X dice when attacking after charging, unless fatigued. For each 2+ the target takes one hit. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Indirect&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Gets -1 to hit rolls when shooting after moving. May target enemies that are not in line of sight as if in line of sight, and ignores cover from sight obstructions. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lance&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
When charging, gets +1 to hit rolls and AP(+1) in melee. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lock-On&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover and all negative modifiers to hit rolls and range. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Limited&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
May only be used once per game. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Poison&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and the target must re-roll unmodified Defense rolls of 6 when blocking hits. &lt;br /&gt;
&lt;br /&gt;
=== Regeneration ===&lt;br /&gt;
&lt;br /&gt;
When taking a wound, roll one die. On a 5+ it is ignored. &lt;br /&gt;
&lt;br /&gt;
=== Relentless ===&lt;br /&gt;
&lt;br /&gt;
When using Hold actions and shooting, unmodified rolls of 6 to hit deal one extra hit (only the original hit counts as a 6 for special rules). &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Reliable&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Attacks at Quality 2+. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rending&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4). &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Scout&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. After all other units are deployed, must be deployed and may then be placed anywhere within 12” of their position. Players alternate in placing Scout units, starting with the player that activates next. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Slow&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Moves -2” when using Advance, and -4” when using Rush/Charge. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Stealth&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Enemies get -1 to hit rolls when shooting at units where all models have this rule from over 9&amp;quot; away. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Strider&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
May ignore the effects of difficult terrain when moving, and only needs 2+ to pass jumping rolls. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Tough(X)&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
This model only rolls to check wound effects once it has taken X wounds or more, and is only Knocked Out on rolls of 5+X or more. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: A model with Tough(3) only rolls for wound effects once it has taken 3 wounds or more, and is Knocked Out on rolls of 8+. &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
= Special Moves =&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Pushing&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Whenever a model rolls a Shaken result, the attacker may try to push it. Roll one die, and on a 4+ the attacker may move the model by up to 2” in any direction. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Jumping&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Models may cross 1” gaps or drop off 3” of elevation as regular movement, but they must jump to cross gaps or drop off elevation of up to 6”. Roll X+1 dice, trying to score 3+, where X is one die for every full 3” the model wants to move. If all rolls are successes, then the model may cross the distance, without counting it towards its move. If any roll is failed, then the model falls instead. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Falling&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
If a model falls or is pushed off an elevated position at least 2” tall, it takes 1 hit with AP(X), where X is AP(1) for every full 3” it fell. Then place the model within 2” of the bottom, and its activation ends immediately. For units with multiple models, falling kills the model instead, until only one last model remains, which falls normally.&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Regiments_Core_Rules&amp;diff=997</id>
		<title>Age of Fantasy Regiments Core Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Regiments_Core_Rules&amp;diff=997"/>
		<updated>2025-02-26T13:20:03Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: initial seed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[OPR Rules Versions#Current version|Current rules version 3.4.1]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= General Principles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most important rule: &#039;&#039;&#039;Whenever the rules are unclear, use common sense and personal preference. Have fun!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality Tests: &#039;&#039;&#039;Roll one six-sided die, and if you score the model’s quality value or higher, then it counts as a success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers: &#039;&#039;&#039;Regardless of modifiers, rolls of 6 always succeed, and rolls of 1 always fail.&lt;br /&gt;
&lt;br /&gt;
= Preparation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Armies: &#039;&#039;&#039;The players put together two armies of equal points before the game begins (we recommend 750pts to start, and 1500pts for a full match).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regiments: &#039;&#039;&#039;Units must be in formations of 5 models per row with 5/10 models, and 3 models per row with 3/6 models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combined Units: &#039;&#039;&#039;Players may combine two copies of the same multi-model unit into a single unit, if upgrades that apply to all models are bought for both.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Org. (optional): &#039;&#039;&#039;Players may only bring up to 1 hero per 375pts in their army, and only 1+X copies of the same unit, where X is 1 per 750pts in their army (combined units count as one). No single unit may be worth over 35% of total points, and armies may only have max. 1 unit per 150pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield: &#039;&#039;&#039;The game is played on a 6‘x4‘ area, with 10+ pieces of terrain. The game can be also played on smaller areas, as long as armies deploy at least 24&amp;quot; apart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission: &#039;&#039;&#039;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. Markers stay seized even after leaving, but 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment: &#039;&#039;&#039;Players roll-off, and the winner picks a long table edge as their deployment zone, with their 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.&lt;br /&gt;
&lt;br /&gt;
= Playing the Game =&lt;br /&gt;
&lt;br /&gt;
Each round, players alternate 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 go first.&lt;br /&gt;
&lt;br /&gt;
= Activation =&lt;br /&gt;
&lt;br /&gt;
The player picks one unit that hasn’t activated yet, and it must take one action:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #d1fffd;&amp;quot;&lt;br /&gt;
 || &#039;&#039;&#039;Action &#039;&#039;&#039; || &#039;&#039;&#039;Move &#039;&#039;&#039; || &#039;&#039;&#039;Notes &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 || Hold  || 0”  || Can shoot&lt;br /&gt;
|-&lt;br /&gt;
 || Advance  || 6”  || Can shoot after move&lt;br /&gt;
|-&lt;br /&gt;
 || Rush  || 12”  || Can’t shoot&lt;br /&gt;
|-&lt;br /&gt;
 || Charge  || 12”  || Moves into melee&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
May pivot by up to 180° when using Hold actions, and may pivot once by up to 90° at any point when using other actions. Units using Advance may move sideways or backward by up to half their move instead. Units may only be within 1” of other units when charging, and may only charge if at least one charging model is within charge distance of the target unit.&lt;br /&gt;
&lt;br /&gt;
= Shooting =&lt;br /&gt;
&lt;br /&gt;
Models in range and line of sight of enemies in their front arc may fire all ranged weapons, and may fire at up to two different targets with different weapon types. Shooting models take one quality test per attack, and each success is a hit. For each hit defending units roll one die trying to score their Defense value or higher to block, and each fail causes one wound. For each wound, the defender must remove one model.&lt;br /&gt;
&lt;br /&gt;
= Melee =&lt;br /&gt;
&lt;br /&gt;
Charging units must move into base contact with the target, or as close as possible, and shuffle to maximize contact, then defenders must do the same. Models in the two front rows must strike with all melee weapons in their front facing, which works like shooting. Then defenders may choose to strike back, but don’t have to. Once both units are done, the losing unit must take a morale test (see morale section). If one of the units is destroyed, the other may pivot by up to 180° or move by up to 3” in any direction, else chargers must move back and separate by 1” (if possible).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue: &#039;&#039;&#039;After charging or striking back, units hit on unmodified rolls of 6 in melee until the end of that round.&lt;br /&gt;
&lt;br /&gt;
= Morale =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morale Tests: &#039;&#039;&#039;At the end of an activation where wounds leave a unit with half or less of its total size or tough value (for single-model units), or it loses a melee, the unit must take a morale test. To take a morale test, take a quality test, and if failed the unit is Shaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaken: &#039;&#039;&#039;Must stay idle, counts as fatigued, always fails morale tests, and can’t contest or seize objectives. Shaken units must spend one full activation idle to stop being Shaken, but may pivot by up to 90° when doing so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Results: &#039;&#039;&#039;Units that were in melee don’t take morale tests from wounds at the end of an activation. Instead they compare the number of wounds each unit caused, plus the number of full rows they have, 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 as destroyed), else it is Shaken instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flanking: &#039;&#039;&#039;Units get -1/-2 to morale rolls if they were charged in their flank/rear.&lt;br /&gt;
&lt;br /&gt;
= Terrain =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Terrain: &#039;&#039;&#039;Units with most models fully inside cover terrain or behind sight blockers, or that are mostly inside cover terrain or behind sight blockers (for single-model units), get +1 to Defense rolls when blocking hits from shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficult Terrain: &#039;&#039;&#039;Units moving through difficult terrain at any point can’t move more than 6” at a time in total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dangerous Terrain: &#039;&#039;&#039;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 the unit takes a wound.&lt;br /&gt;
&lt;br /&gt;
= Special Rules Reference =&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. At the start of any round after the first, may be deployed fully within 6” of any table edge. Players alternate in placing Ambush units, starting with the player that activates next. Units that deploy via Ambush can’t seize or contest objectives on the round they deploy.&lt;br /&gt;
&lt;br /&gt;
=== AP(X) ===&lt;br /&gt;
&lt;br /&gt;
Targets get -X to Defense rolls when blocking hits from this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Blast(X) ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover, and after resolving other special rules, each hit is multiplied by X, where X is up to as many hits as models in the target unit.&lt;br /&gt;
&lt;br /&gt;
=== Caster(X) ===&lt;br /&gt;
&lt;br /&gt;
Gets X spell tokens at the start of each round, but can’t hold more than 6 tokens at once. At any point before attacking, spend as many tokens as the spell’s value to try casting one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of sight. Models within 18” in line of sight of the caster’s unit may spend any number of spell tokens at the same time before rolling, to give the caster +1/-1 to the roll per token.&lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
&lt;br /&gt;
Strikes first with this weapon when charged, and the charging unit gets -1 total Impact rolls per model with Counter in the two front rows if charging in the front.&lt;br /&gt;
&lt;br /&gt;
=== Deadly(X) ===&lt;br /&gt;
&lt;br /&gt;
Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, and these wounds don’t carry over to other models if the original target is killed.&lt;br /&gt;
&lt;br /&gt;
=== Entrenched ===&lt;br /&gt;
&lt;br /&gt;
Enemies get -2 to hit when shooting at this model from over 9” away, as long as it hasn’t moved since the beginning of its last activation.&lt;br /&gt;
&lt;br /&gt;
=== Fast ===&lt;br /&gt;
&lt;br /&gt;
Moves +2” when using Advance, and +4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Fear(X) ===&lt;br /&gt;
&lt;br /&gt;
This model counts as having dealt +X wounds when checking who won melee.&lt;br /&gt;
&lt;br /&gt;
=== Fearless ===&lt;br /&gt;
&lt;br /&gt;
Whenever a unit where most models have this rule fails a morale test, roll one die. On a 4+ it counts as passed instead.&lt;br /&gt;
&lt;br /&gt;
=== Flying ===&lt;br /&gt;
&lt;br /&gt;
May move through units and terrain, and ignores terrain effects whilst moving.&lt;br /&gt;
&lt;br /&gt;
=== Furious ===&lt;br /&gt;
&lt;br /&gt;
When charging, unmodified rolls of 6 to hit in melee deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Hero ===&lt;br /&gt;
&lt;br /&gt;
Heroes with up to Tough(6) may deploy as part of one multi-model unit without another Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense until all other models have been killed.&lt;br /&gt;
&lt;br /&gt;
=== Immobile ===&lt;br /&gt;
&lt;br /&gt;
May only use Hold actions.&lt;br /&gt;
&lt;br /&gt;
=== Impact(X) ===&lt;br /&gt;
&lt;br /&gt;
Models in the two front rows roll X dice when attacking after charging, unless fatigued. For each 2+ the target takes one hit.&lt;br /&gt;
&lt;br /&gt;
=== Indirect ===&lt;br /&gt;
&lt;br /&gt;
Gets -1 to hit rolls when shooting after moving. May target enemies that are not in line of sight as if in line of sight, and ignores cover from sight obstructions.&lt;br /&gt;
&lt;br /&gt;
=== Lance ===&lt;br /&gt;
&lt;br /&gt;
When charging, gets +1 to hit rolls and AP(+1) in melee.&lt;br /&gt;
&lt;br /&gt;
=== Limited ===&lt;br /&gt;
&lt;br /&gt;
May only be used once per game.&lt;br /&gt;
&lt;br /&gt;
=== Poison ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and the target must re-roll unmodified Defense rolls of 6 when blocking hits.&lt;br /&gt;
&lt;br /&gt;
=== Regeneration ===&lt;br /&gt;
&lt;br /&gt;
When taking a wound, roll one die. On a 5+ it is ignored.&lt;br /&gt;
&lt;br /&gt;
=== Relentless ===&lt;br /&gt;
&lt;br /&gt;
When using Hold actions and shooting, unmodified rolls of 6 to hit deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Reliable ===&lt;br /&gt;
&lt;br /&gt;
Attacks at Quality 2+.&lt;br /&gt;
&lt;br /&gt;
=== Rending ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4).&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. After all other units are deployed, must be deployed and may then be placed anywhere within 12” of their position. Players alternate in placing Scout units, starting with the player that activates next.&lt;br /&gt;
&lt;br /&gt;
=== Slow ===&lt;br /&gt;
&lt;br /&gt;
Moves -2” when using Advance, and -4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
&lt;br /&gt;
Shoots at Quality 2+, and each model with Sniper may pick any model in the target unit as its individual target, which is resolved as if it was a unit of 1. Sniper shooting must be resolved before other weapons.&lt;br /&gt;
&lt;br /&gt;
=== Stealth ===&lt;br /&gt;
&lt;br /&gt;
Enemies get -1 to hit rolls when shooting at units where all models have this rule from over 9&amp;quot; away.&lt;br /&gt;
&lt;br /&gt;
=== Strider ===&lt;br /&gt;
&lt;br /&gt;
May ignore the effects of difficult terrain when moving.&lt;br /&gt;
&lt;br /&gt;
=== Tough(X) ===&lt;br /&gt;
&lt;br /&gt;
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 in the unit until it is killed, before starting to put them on the next tough model (heroes must be assigned wounds last).&lt;br /&gt;
&lt;br /&gt;
=== Transport(X) ===&lt;br /&gt;
&lt;br /&gt;
May transport up to X models or Heroes with up to Tough(6), and non-Heroes with up to Tough(3) which occupy 3 spaces each. Transports may deploy with units inside, and units may enter/exit by using any move action, but must stay fully within 6” of it when exiting. When a transport is destroyed, units inside must take a dangerous terrain test, are Shaken, and must be placed fully within 6” of the transport before removing it.&lt;br /&gt;
&lt;br /&gt;
= Command Groups =&lt;br /&gt;
&lt;br /&gt;
Each unit may only have one of each of the following upgrades.&lt;br /&gt;
&lt;br /&gt;
=== Sergeant ===&lt;br /&gt;
&lt;br /&gt;
This model gets +1 to hit rolls.&lt;br /&gt;
&lt;br /&gt;
=== Musician ===&lt;br /&gt;
&lt;br /&gt;
This model and its unit move by +1” when taking move actions.&lt;br /&gt;
&lt;br /&gt;
=== Banner ===&lt;br /&gt;
&lt;br /&gt;
This model and its unit get +1 to morale test rolls.&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Quest_Core_Rules&amp;diff=988</id>
		<title>Age of Fantasy Quest Core Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Quest_Core_Rules&amp;diff=988"/>
		<updated>2025-02-26T12:00:30Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: added link to rules versions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[OPR Rules Versions#Current version|Current rules version 3.4.1]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= General Principles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most important rule: &#039;&#039;&#039;Whenever the rules are unclear, use common sense and personal preference. Have fun!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stat Tests: &#039;&#039;&#039;Roll one six-sided die, and if you score the model’s stat value or higher, then it counts as a success. Whenever a hero fails a Str/Dex/Wil stat test, it may suffer 3 stress to count as having passed it instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers: &#039;&#039;&#039;Regardless of modifiers, rolls of 6 always succeed, and rolls of 1 always fail.&lt;br /&gt;
&lt;br /&gt;
= Preparation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaigns &amp;amp; Missions: &#039;&#039;&#039;The game is played using either a narrative campaign book, or the campaign builder, which tell you how to set up your missions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Party: &#039;&#039;&#039;The game is played solo or co-op, with 2-4 player controlled heroes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Enemies: &#039;&#039;&#039;Before the game begins, you will need to prepare a collection of enemy models for the AI to control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield: &#039;&#039;&#039;The game is played on a 4’x4‘ area, with 20+ pieces of terrain. The game can be also played on a smaller 2’x2’ area, by halving all distances used.&lt;br /&gt;
&lt;br /&gt;
= Playing the Game =&lt;br /&gt;
&lt;br /&gt;
Each round, players activate all heroes first, and then the AI activates all units in order from the closest to a hero to the furthest.&lt;br /&gt;
&lt;br /&gt;
= Activation =&lt;br /&gt;
&lt;br /&gt;
Heroes may take any one action plus one Skill action (in any order), and may suffer 2 stress to take any one additional action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #d1fffd;&amp;quot;&lt;br /&gt;
 ||  &#039;&#039;&#039;Action &#039;&#039;&#039; || &#039;&#039;&#039;Move &#039;&#039;&#039; || &#039;&#039;&#039;Notes &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 || Rest  || 0”  || Restore stress &lt;br /&gt;
|-&lt;br /&gt;
 || Hold  || 0”  || Can shoot &lt;br /&gt;
|-&lt;br /&gt;
 || Advance  || 6”  || Can shoot after move &lt;br /&gt;
|-&lt;br /&gt;
 || Rush  || 12”  || Can’t shoot &lt;br /&gt;
|-&lt;br /&gt;
 || Charge  || 12”  || Moves into melee &lt;br /&gt;
|-&lt;br /&gt;
 || Skill  || 0”  || Use skill action &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
= Resting =&lt;br /&gt;
&lt;br /&gt;
Heroes taking a rest action restore 6 stress, but must stay idle, and can’t take any actions for that round (before or after resting).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endurance: &#039;&#039;&#039;If a hero suffers stress which brings it over its End value, then it takes that many wounds instead.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Units may only be within 1” of other units when charging, and may only charge if at least one charging model is within charge distance of the target unit.&lt;br /&gt;
&lt;br /&gt;
= Shooting =&lt;br /&gt;
&lt;br /&gt;
Models in range and line of sight may fire all ranged weapons. Shooting models take one Qua test per attack, and each success is a hit. For each hit defending units roll one die trying to score their Def value or higher to block, and each fail causes one wound. Once a model has taken as many wounds as its Tou value, it is killed (remove from play).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unconscious: &#039;&#039;&#039;If a hero would be killed, it is unconscious instead, must remain idle until revived, and is ignored by AI. At the end of each round until it is revived, the hero takes 1 bleeding marker, and if it has 3 markers it is killed (remove from play). Heroes within 3” may use a skill action and suffer 3 stress to revive the hero, and it restores 3 wounds.&lt;br /&gt;
&lt;br /&gt;
= Melee =&lt;br /&gt;
&lt;br /&gt;
Charging models must move into base contact with targets, or as close as possible, and then defenders must do the same by moving up to 3”. Models within 2” horizontally and 4” vertically of enemies must strike with all melee weapons, which works like shooting. Then defenders must strike back, and if neither unit is killed, chargers must move back and separate by 1” (if possible).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue: &#039;&#039;&#039;At the end of an activation in which they charged, or after striking back, units hit on unmodified rolls of 6 in melee until the end of the round.&lt;br /&gt;
&lt;br /&gt;
= Morale =&lt;br /&gt;
&lt;br /&gt;
At the end of an activation where wounds leave a unit with half or less of its total size or Tou value (for single-model units), the unit must take a morale test. To take a morale test, take a Qua test, and if failed the unit is Shaken. Heroes may suffer 2 stress to ignore being Shaken from failed morale tests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaken: &#039;&#039;&#039;Must stay idle, counts as fatigued, always fails morale tests, and can’t contest or seize objectives. Shaken units must spend one full activation idle to stop being shaken. Enemies with Tou 9+ can’t be Shaken, but take D3 wounds instead.&lt;br /&gt;
&lt;br /&gt;
= Skill actions =&lt;br /&gt;
&lt;br /&gt;
Heroes may only attempt each skill action and hero skill once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discover: &#039;&#039;&#039;The hero may reveal one search token in line of sight and within 6” by passing a Wil test, or may reveal it and pick it up without needing to roll if within 1” of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Push: &#039;&#039;&#039;Pick one enemy unit within 3&amp;quot; and take a Str test. If passed, the target is pushed directly away by 2”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scurry: &#039;&#039;&#039;The hero may move by up to D3” by passing a Dex test.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hero Skills: &#039;&#039;&#039;When using hero skills, take a test of that skill’s stat. If passed the hero may resolve its effect, and if failed it first suffers 1 stress and may then resolve its effect.&lt;br /&gt;
&lt;br /&gt;
= Terrain =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Terrain: &#039;&#039;&#039;Units with most models fully inside cover terrain or behind sight blockers, or that are mostly inside cover terrain or behind sight blockers (for single-model units), get +1 to Defense rolls when blocking hits from shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficult Terrain: &#039;&#039;&#039;Units moving through difficult terrain at any point can’t move more than 6” at a time in total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dangerous Terrain: &#039;&#039;&#039;Models moving across dangerous terrain, or that activate in it, must roll one die (or as many as their Tou value), and for each roll of 1 the unit takes a wound.&lt;br /&gt;
&lt;br /&gt;
= AI Activations =&lt;br /&gt;
&lt;br /&gt;
When AI units activate, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Are any enemies in line of sight?&lt;br /&gt;
** Yes – Go to step 2&lt;br /&gt;
** No – Go to step 3&lt;br /&gt;
# If you move, will any enemy be in range to shoot or charge?&lt;br /&gt;
** Yes - Advance only as much as needed and shoot closest, else Charge closest&lt;br /&gt;
** No - Rush to closest&lt;br /&gt;
# Are you within 3” of an AI Goal?&lt;br /&gt;
** Yes – Skip activation&lt;br /&gt;
** No - Rush to nearest AI Goal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI Groups: &#039;&#039;&#039;Group members must stay within 1” of at least one other member, and within 3” of all other members.&lt;br /&gt;
&lt;br /&gt;
= Special Rules Reference =&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. At the start of any round after the first, may be placed anywhere over 9” away from enemy units.&lt;br /&gt;
&lt;br /&gt;
=== Ambush [AI Units] ===&lt;br /&gt;
&lt;br /&gt;
Only deploys D3 rounds afters its wave is deployed, and at the start of the round it&#039;s placed at the centre of a random table quarter.&lt;br /&gt;
&lt;br /&gt;
=== AP(X) ===&lt;br /&gt;
&lt;br /&gt;
Targets get -X to Def rolls when blocking hits from this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Blast(X) ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover, and after resolving other special rules, each hit is multiplied by X, where X is up to as many hits as enemy models in the target unit and within 3” of it. Hits must be split evenly between all enemy units within 3” of any model from the target (players pick how).&lt;br /&gt;
&lt;br /&gt;
=== Caster(X) ===&lt;br /&gt;
&lt;br /&gt;
Gets X spell tokens at the start of each round, but can’t hold more than 6 tokens at once. At any point before attacking, spend as many tokens as the spell’s value to try casting one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of sight. Heroes may spend any number of spell tokens before rolling to get +1 to the roll per token, or to give an enemy caster within 18” and in line of sight -1 to their roll per token. Whenever a hero fails to cast a spell, it may suffer X*2 stress to count as having cast it instead, where X is the spell’s casting value.&lt;br /&gt;
&lt;br /&gt;
=== Caster(X) [AI Units] ===&lt;br /&gt;
&lt;br /&gt;
Follows same rules as heroes, picking one random spell to cast, and spending all tokens to cast it when activated. If the chosen spell can’t be cast for any reason, then the model doesn’t cast.&lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
&lt;br /&gt;
Strikes first with this weapon when charged, and the charging unit gets -1 total Impact rolls per model with Counter.&lt;br /&gt;
&lt;br /&gt;
=== Deadly(X) ===&lt;br /&gt;
&lt;br /&gt;
Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, and these wounds don’t carry over to other models if the original target is killed.&lt;br /&gt;
&lt;br /&gt;
=== Fast ===&lt;br /&gt;
&lt;br /&gt;
Moves +2” when using Advance, and +4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Fear(X) ===&lt;br /&gt;
&lt;br /&gt;
This model counts as having dealt +X wounds when checking if the target must take morale test in melee (must deal at least one wound).&lt;br /&gt;
&lt;br /&gt;
=== Fearless ===&lt;br /&gt;
&lt;br /&gt;
When failing a morale test, roll one die. On a 4+ it’s passed instead.&lt;br /&gt;
&lt;br /&gt;
=== Flying ===&lt;br /&gt;
&lt;br /&gt;
May move through units and terrain, and ignores terrain effects whilst moving, and automatically passes jumping rolls.&lt;br /&gt;
&lt;br /&gt;
=== Furious ===&lt;br /&gt;
&lt;br /&gt;
When charging, unmodified rolls of 6 to hit in melee deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Immobile ===&lt;br /&gt;
&lt;br /&gt;
May only use Hold actions.&lt;br /&gt;
&lt;br /&gt;
=== Impact(X) ===&lt;br /&gt;
&lt;br /&gt;
Roll X dice when attacking after charging, unless fatigued. For each 2+ the target takes one hit.&lt;br /&gt;
&lt;br /&gt;
=== Indirect ===&lt;br /&gt;
&lt;br /&gt;
Gets -1 to hit rolls when shooting after moving. May target enemies that are not in line of sight as if in line of sight, and ignores cover from sight obstructions.&lt;br /&gt;
&lt;br /&gt;
=== Lance ===&lt;br /&gt;
&lt;br /&gt;
When charging, gets +1 to hit rolls and AP(+1) in melee.&lt;br /&gt;
&lt;br /&gt;
=== Limited ===&lt;br /&gt;
&lt;br /&gt;
May only be used once per mission.&lt;br /&gt;
&lt;br /&gt;
=== Poison ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and the target must re-roll unmodified Defense rolls of 6 when blocking hits.&lt;br /&gt;
&lt;br /&gt;
=== Regeneration ===&lt;br /&gt;
&lt;br /&gt;
When taking a wound, roll one die. On a 5+ it is ignored.&lt;br /&gt;
&lt;br /&gt;
=== Relentless ===&lt;br /&gt;
&lt;br /&gt;
When using Hold actions and shooting, unmodified rolls of 6 to hit deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Reliable ===&lt;br /&gt;
&lt;br /&gt;
Attacks at Quality 2+.&lt;br /&gt;
&lt;br /&gt;
=== Rending ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4).&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
&lt;br /&gt;
This model may move by up to 12” after being deployed.&lt;br /&gt;
&lt;br /&gt;
=== Slow ===&lt;br /&gt;
&lt;br /&gt;
Moves -2” when using Advance, and -4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Stealth ===&lt;br /&gt;
&lt;br /&gt;
Enemies get -1 to hit rolls when shooting at units where all models have this rule from over 9&amp;quot; away.&lt;br /&gt;
&lt;br /&gt;
=== Strider ===&lt;br /&gt;
&lt;br /&gt;
May ignore the effects of difficult terrain when moving, and only needs 2+ to pass jumping rolls.&lt;br /&gt;
&lt;br /&gt;
=== Villain ===&lt;br /&gt;
&lt;br /&gt;
AI units within 12” may take morale tests using the Villain’s Qua if it is better than their own, as long as the Villain isn’t Shaken.&lt;br /&gt;
&lt;br /&gt;
= Command Groups =&lt;br /&gt;
&lt;br /&gt;
=== Sergeant ===&lt;br /&gt;
&lt;br /&gt;
This model gets +1 to hit rolls.&lt;br /&gt;
&lt;br /&gt;
=== Musician ===&lt;br /&gt;
&lt;br /&gt;
This unit and up to 3 friendly units that are within 12” at the beginning of the round get +1” when using move actions. This effect lasts until the end of the round.&lt;br /&gt;
&lt;br /&gt;
=== Banner ===&lt;br /&gt;
&lt;br /&gt;
This unit and up to 3 friendly units that are within 12” at the beginning of the round get +1 to morale test rolls. This effect lasts until the end of the round.&lt;br /&gt;
&lt;br /&gt;
= Status conditions =&lt;br /&gt;
&lt;br /&gt;
When activated, heroes may suffer D3+3 stress to remove all status conditions.&lt;br /&gt;
&lt;br /&gt;
=== Afflicted ===&lt;br /&gt;
&lt;br /&gt;
When activated, must pass a Str test to remove status. If failed, the model takes 1 wound.&lt;br /&gt;
&lt;br /&gt;
=== Crippled ===&lt;br /&gt;
&lt;br /&gt;
When activated, must pass a Dex test to remove status. Crippled models halve their movement distance.&lt;br /&gt;
&lt;br /&gt;
=== Diseased ===&lt;br /&gt;
&lt;br /&gt;
When activated, must pass a Wil test to remove status. Diseased models take as many wounds as stress they suffer.&lt;br /&gt;
&lt;br /&gt;
=== Impaired ===&lt;br /&gt;
&lt;br /&gt;
When activated, may suffer D3+1 stress to remove status. Impaired models get -1 to all stat rolls.&lt;br /&gt;
&lt;br /&gt;
= Special movement =&lt;br /&gt;
&lt;br /&gt;
=== Jumping ===&lt;br /&gt;
&lt;br /&gt;
Heroes may cross 1” gaps or drop off 3” of elevation as regular movement, but they must jump to cross gaps or drop off elevation of up to 6”. Take X+1 Dex tests, where X is one die for every full 3” the hero wants to move. If all rolls are successes, then the hero may cross the distance, without counting it towards its move. If any roll is failed, then the hero falls instead.&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
&lt;br /&gt;
If a model falls or is pushed off an elevated position at least 2” tall, it takes 1 hit with AP(X), where X is AP(1) for every full 3” it fell. Then place the model within 2” of the bottom, and its activation ends immediately. For units with multiple models, falling kills the model instead, until only one last model remains, which falls normally. Whenever a hero would fall, it may suffer 3 stress to stop within 1” of the ledge instead, and immediately ends its activation.&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Quest_Core_Rules&amp;diff=987</id>
		<title>Age of Fantasy Quest Core Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Quest_Core_Rules&amp;diff=987"/>
		<updated>2025-02-26T11:59:06Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: table adjustment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Principles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most important rule: &#039;&#039;&#039;Whenever the rules are unclear, use common sense and personal preference. Have fun!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stat Tests: &#039;&#039;&#039;Roll one six-sided die, and if you score the model’s stat value or higher, then it counts as a success. Whenever a hero fails a Str/Dex/Wil stat test, it may suffer 3 stress to count as having passed it instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers: &#039;&#039;&#039;Regardless of modifiers, rolls of 6 always succeed, and rolls of 1 always fail.&lt;br /&gt;
&lt;br /&gt;
= Preparation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaigns &amp;amp; Missions: &#039;&#039;&#039;The game is played using either a narrative campaign book, or the campaign builder, which tell you how to set up your missions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Party: &#039;&#039;&#039;The game is played solo or co-op, with 2-4 player controlled heroes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Enemies: &#039;&#039;&#039;Before the game begins, you will need to prepare a collection of enemy models for the AI to control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield: &#039;&#039;&#039;The game is played on a 4’x4‘ area, with 20+ pieces of terrain. The game can be also played on a smaller 2’x2’ area, by halving all distances used.&lt;br /&gt;
&lt;br /&gt;
= Playing the Game =&lt;br /&gt;
&lt;br /&gt;
Each round, players activate all heroes first, and then the AI activates all units in order from the closest to a hero to the furthest.&lt;br /&gt;
&lt;br /&gt;
= Activation =&lt;br /&gt;
&lt;br /&gt;
Heroes may take any one action plus one Skill action (in any order), and may suffer 2 stress to take any one additional action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #d1fffd;&amp;quot;&lt;br /&gt;
 ||  &#039;&#039;&#039;Action &#039;&#039;&#039; || &#039;&#039;&#039;Move &#039;&#039;&#039; || &#039;&#039;&#039;Notes &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 || Rest  || 0”  || Restore stress &lt;br /&gt;
|-&lt;br /&gt;
 || Hold  || 0”  || Can shoot &lt;br /&gt;
|-&lt;br /&gt;
 || Advance  || 6”  || Can shoot after move &lt;br /&gt;
|-&lt;br /&gt;
 || Rush  || 12”  || Can’t shoot &lt;br /&gt;
|-&lt;br /&gt;
 || Charge  || 12”  || Moves into melee &lt;br /&gt;
|-&lt;br /&gt;
 || Skill  || 0”  || Use skill action &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
= Resting =&lt;br /&gt;
&lt;br /&gt;
Heroes taking a rest action restore 6 stress, but must stay idle, and can’t take any actions for that round (before or after resting).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endurance: &#039;&#039;&#039;If a hero suffers stress which brings it over its End value, then it takes that many wounds instead.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Units may only be within 1” of other units when charging, and may only charge if at least one charging model is within charge distance of the target unit.&lt;br /&gt;
&lt;br /&gt;
= Shooting =&lt;br /&gt;
&lt;br /&gt;
Models in range and line of sight may fire all ranged weapons. Shooting models take one Qua test per attack, and each success is a hit. For each hit defending units roll one die trying to score their Def value or higher to block, and each fail causes one wound. Once a model has taken as many wounds as its Tou value, it is killed (remove from play).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unconscious: &#039;&#039;&#039;If a hero would be killed, it is unconscious instead, must remain idle until revived, and is ignored by AI. At the end of each round until it is revived, the hero takes 1 bleeding marker, and if it has 3 markers it is killed (remove from play). Heroes within 3” may use a skill action and suffer 3 stress to revive the hero, and it restores 3 wounds.&lt;br /&gt;
&lt;br /&gt;
= Melee =&lt;br /&gt;
&lt;br /&gt;
Charging models must move into base contact with targets, or as close as possible, and then defenders must do the same by moving up to 3”. Models within 2” horizontally and 4” vertically of enemies must strike with all melee weapons, which works like shooting. Then defenders must strike back, and if neither unit is killed, chargers must move back and separate by 1” (if possible).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue: &#039;&#039;&#039;At the end of an activation in which they charged, or after striking back, units hit on unmodified rolls of 6 in melee until the end of the round.&lt;br /&gt;
&lt;br /&gt;
= Morale =&lt;br /&gt;
&lt;br /&gt;
At the end of an activation where wounds leave a unit with half or less of its total size or Tou value (for single-model units), the unit must take a morale test. To take a morale test, take a Qua test, and if failed the unit is Shaken. Heroes may suffer 2 stress to ignore being Shaken from failed morale tests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaken: &#039;&#039;&#039;Must stay idle, counts as fatigued, always fails morale tests, and can’t contest or seize objectives. Shaken units must spend one full activation idle to stop being shaken. Enemies with Tou 9+ can’t be Shaken, but take D3 wounds instead.&lt;br /&gt;
&lt;br /&gt;
= Skill actions =&lt;br /&gt;
&lt;br /&gt;
Heroes may only attempt each skill action and hero skill once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discover: &#039;&#039;&#039;The hero may reveal one search token in line of sight and within 6” by passing a Wil test, or may reveal it and pick it up without needing to roll if within 1” of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Push: &#039;&#039;&#039;Pick one enemy unit within 3&amp;quot; and take a Str test. If passed, the target is pushed directly away by 2”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scurry: &#039;&#039;&#039;The hero may move by up to D3” by passing a Dex test.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hero Skills: &#039;&#039;&#039;When using hero skills, take a test of that skill’s stat. If passed the hero may resolve its effect, and if failed it first suffers 1 stress and may then resolve its effect.&lt;br /&gt;
&lt;br /&gt;
= Terrain =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Terrain: &#039;&#039;&#039;Units with most models fully inside cover terrain or behind sight blockers, or that are mostly inside cover terrain or behind sight blockers (for single-model units), get +1 to Defense rolls when blocking hits from shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficult Terrain: &#039;&#039;&#039;Units moving through difficult terrain at any point can’t move more than 6” at a time in total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dangerous Terrain: &#039;&#039;&#039;Models moving across dangerous terrain, or that activate in it, must roll one die (or as many as their Tou value), and for each roll of 1 the unit takes a wound.&lt;br /&gt;
&lt;br /&gt;
= AI Activations =&lt;br /&gt;
&lt;br /&gt;
When AI units activate, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Are any enemies in line of sight?&lt;br /&gt;
** Yes – Go to step 2&lt;br /&gt;
** No – Go to step 3&lt;br /&gt;
# If you move, will any enemy be in range to shoot or charge?&lt;br /&gt;
** Yes - Advance only as much as needed and shoot closest, else Charge closest&lt;br /&gt;
** No - Rush to closest&lt;br /&gt;
# Are you within 3” of an AI Goal?&lt;br /&gt;
** Yes – Skip activation&lt;br /&gt;
** No - Rush to nearest AI Goal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI Groups: &#039;&#039;&#039;Group members must stay within 1” of at least one other member, and within 3” of all other members.&lt;br /&gt;
&lt;br /&gt;
= Special Rules Reference =&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. At the start of any round after the first, may be placed anywhere over 9” away from enemy units.&lt;br /&gt;
&lt;br /&gt;
=== Ambush [AI Units] ===&lt;br /&gt;
&lt;br /&gt;
Only deploys D3 rounds afters its wave is deployed, and at the start of the round it&#039;s placed at the centre of a random table quarter.&lt;br /&gt;
&lt;br /&gt;
=== AP(X) ===&lt;br /&gt;
&lt;br /&gt;
Targets get -X to Def rolls when blocking hits from this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Blast(X) ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover, and after resolving other special rules, each hit is multiplied by X, where X is up to as many hits as enemy models in the target unit and within 3” of it. Hits must be split evenly between all enemy units within 3” of any model from the target (players pick how).&lt;br /&gt;
&lt;br /&gt;
=== Caster(X) ===&lt;br /&gt;
&lt;br /&gt;
Gets X spell tokens at the start of each round, but can’t hold more than 6 tokens at once. At any point before attacking, spend as many tokens as the spell’s value to try casting one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of sight. Heroes may spend any number of spell tokens before rolling to get +1 to the roll per token, or to give an enemy caster within 18” and in line of sight -1 to their roll per token. Whenever a hero fails to cast a spell, it may suffer X*2 stress to count as having cast it instead, where X is the spell’s casting value.&lt;br /&gt;
&lt;br /&gt;
=== Caster(X) [AI Units] ===&lt;br /&gt;
&lt;br /&gt;
Follows same rules as heroes, picking one random spell to cast, and spending all tokens to cast it when activated. If the chosen spell can’t be cast for any reason, then the model doesn’t cast.&lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
&lt;br /&gt;
Strikes first with this weapon when charged, and the charging unit gets -1 total Impact rolls per model with Counter.&lt;br /&gt;
&lt;br /&gt;
=== Deadly(X) ===&lt;br /&gt;
&lt;br /&gt;
Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, and these wounds don’t carry over to other models if the original target is killed.&lt;br /&gt;
&lt;br /&gt;
=== Fast ===&lt;br /&gt;
&lt;br /&gt;
Moves +2” when using Advance, and +4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Fear(X) ===&lt;br /&gt;
&lt;br /&gt;
This model counts as having dealt +X wounds when checking if the target must take morale test in melee (must deal at least one wound).&lt;br /&gt;
&lt;br /&gt;
=== Fearless ===&lt;br /&gt;
&lt;br /&gt;
When failing a morale test, roll one die. On a 4+ it’s passed instead.&lt;br /&gt;
&lt;br /&gt;
=== Flying ===&lt;br /&gt;
&lt;br /&gt;
May move through units and terrain, and ignores terrain effects whilst moving, and automatically passes jumping rolls.&lt;br /&gt;
&lt;br /&gt;
=== Furious ===&lt;br /&gt;
&lt;br /&gt;
When charging, unmodified rolls of 6 to hit in melee deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Immobile ===&lt;br /&gt;
&lt;br /&gt;
May only use Hold actions.&lt;br /&gt;
&lt;br /&gt;
=== Impact(X) ===&lt;br /&gt;
&lt;br /&gt;
Roll X dice when attacking after charging, unless fatigued. For each 2+ the target takes one hit.&lt;br /&gt;
&lt;br /&gt;
=== Indirect ===&lt;br /&gt;
&lt;br /&gt;
Gets -1 to hit rolls when shooting after moving. May target enemies that are not in line of sight as if in line of sight, and ignores cover from sight obstructions.&lt;br /&gt;
&lt;br /&gt;
=== Lance ===&lt;br /&gt;
&lt;br /&gt;
When charging, gets +1 to hit rolls and AP(+1) in melee.&lt;br /&gt;
&lt;br /&gt;
=== Limited ===&lt;br /&gt;
&lt;br /&gt;
May only be used once per mission.&lt;br /&gt;
&lt;br /&gt;
=== Poison ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and the target must re-roll unmodified Defense rolls of 6 when blocking hits.&lt;br /&gt;
&lt;br /&gt;
=== Regeneration ===&lt;br /&gt;
&lt;br /&gt;
When taking a wound, roll one die. On a 5+ it is ignored.&lt;br /&gt;
&lt;br /&gt;
=== Relentless ===&lt;br /&gt;
&lt;br /&gt;
When using Hold actions and shooting, unmodified rolls of 6 to hit deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Reliable ===&lt;br /&gt;
&lt;br /&gt;
Attacks at Quality 2+.&lt;br /&gt;
&lt;br /&gt;
=== Rending ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4).&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
&lt;br /&gt;
This model may move by up to 12” after being deployed.&lt;br /&gt;
&lt;br /&gt;
=== Slow ===&lt;br /&gt;
&lt;br /&gt;
Moves -2” when using Advance, and -4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Stealth ===&lt;br /&gt;
&lt;br /&gt;
Enemies get -1 to hit rolls when shooting at units where all models have this rule from over 9&amp;quot; away.&lt;br /&gt;
&lt;br /&gt;
=== Strider ===&lt;br /&gt;
&lt;br /&gt;
May ignore the effects of difficult terrain when moving, and only needs 2+ to pass jumping rolls.&lt;br /&gt;
&lt;br /&gt;
=== Villain ===&lt;br /&gt;
&lt;br /&gt;
AI units within 12” may take morale tests using the Villain’s Qua if it is better than their own, as long as the Villain isn’t Shaken.&lt;br /&gt;
&lt;br /&gt;
= Command Groups =&lt;br /&gt;
&lt;br /&gt;
=== Sergeant ===&lt;br /&gt;
&lt;br /&gt;
This model gets +1 to hit rolls.&lt;br /&gt;
&lt;br /&gt;
=== Musician ===&lt;br /&gt;
&lt;br /&gt;
This unit and up to 3 friendly units that are within 12” at the beginning of the round get +1” when using move actions. This effect lasts until the end of the round.&lt;br /&gt;
&lt;br /&gt;
=== Banner ===&lt;br /&gt;
&lt;br /&gt;
This unit and up to 3 friendly units that are within 12” at the beginning of the round get +1 to morale test rolls. This effect lasts until the end of the round.&lt;br /&gt;
&lt;br /&gt;
= Status conditions =&lt;br /&gt;
&lt;br /&gt;
When activated, heroes may suffer D3+3 stress to remove all status conditions.&lt;br /&gt;
&lt;br /&gt;
=== Afflicted ===&lt;br /&gt;
&lt;br /&gt;
When activated, must pass a Str test to remove status. If failed, the model takes 1 wound.&lt;br /&gt;
&lt;br /&gt;
=== Crippled ===&lt;br /&gt;
&lt;br /&gt;
When activated, must pass a Dex test to remove status. Crippled models halve their movement distance.&lt;br /&gt;
&lt;br /&gt;
=== Diseased ===&lt;br /&gt;
&lt;br /&gt;
When activated, must pass a Wil test to remove status. Diseased models take as many wounds as stress they suffer.&lt;br /&gt;
&lt;br /&gt;
=== Impaired ===&lt;br /&gt;
&lt;br /&gt;
When activated, may suffer D3+1 stress to remove status. Impaired models get -1 to all stat rolls.&lt;br /&gt;
&lt;br /&gt;
= Special movement =&lt;br /&gt;
&lt;br /&gt;
=== Jumping ===&lt;br /&gt;
&lt;br /&gt;
Heroes may cross 1” gaps or drop off 3” of elevation as regular movement, but they must jump to cross gaps or drop off elevation of up to 6”. Take X+1 Dex tests, where X is one die for every full 3” the hero wants to move. If all rolls are successes, then the hero may cross the distance, without counting it towards its move. If any roll is failed, then the hero falls instead.&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
&lt;br /&gt;
If a model falls or is pushed off an elevated position at least 2” tall, it takes 1 hit with AP(X), where X is AP(1) for every full 3” it fell. Then place the model within 2” of the bottom, and its activation ends immediately. For units with multiple models, falling kills the model instead, until only one last model remains, which falls normally. Whenever a hero would fall, it may suffer 3 stress to stop within 1” of the ledge instead, and immediately ends its activation.&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Quest_Core_Rules&amp;diff=986</id>
		<title>Age of Fantasy Quest Core Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Age_of_Fantasy_Quest_Core_Rules&amp;diff=986"/>
		<updated>2025-02-26T11:58:19Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: small adjustments in headings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Principles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most important rule: &#039;&#039;&#039;Whenever the rules are unclear, use common sense and personal preference. Have fun!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stat Tests: &#039;&#039;&#039;Roll one six-sided die, and if you score the model’s stat value or higher, then it counts as a success. Whenever a hero fails a Str/Dex/Wil stat test, it may suffer 3 stress to count as having passed it instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers: &#039;&#039;&#039;Regardless of modifiers, rolls of 6 always succeed, and rolls of 1 always fail.&lt;br /&gt;
&lt;br /&gt;
= Preparation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaigns &amp;amp; Missions: &#039;&#039;&#039;The game is played using either a narrative campaign book, or the campaign builder, which tell you how to set up your missions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Party: &#039;&#039;&#039;The game is played solo or co-op, with 2-4 player controlled heroes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Enemies: &#039;&#039;&#039;Before the game begins, you will need to prepare a collection of enemy models for the AI to control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield: &#039;&#039;&#039;The game is played on a 4’x4‘ area, with 20+ pieces of terrain. The game can be also played on a smaller 2’x2’ area, by halving all distances used.&lt;br /&gt;
&lt;br /&gt;
= Playing the Game =&lt;br /&gt;
&lt;br /&gt;
Each round, players activate all heroes first, and then the AI activates all units in order from the closest to a hero to the furthest.&lt;br /&gt;
&lt;br /&gt;
= Activation =&lt;br /&gt;
&lt;br /&gt;
Heroes may take any one action plus one Skill action (in any order), and may suffer 2 stress to take any one additional action.&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
 ||  &#039;&#039;&#039;Action &#039;&#039;&#039; || &#039;&#039;&#039;Move &#039;&#039;&#039; || &#039;&#039;&#039;Notes &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 || Rest  || 0”  || Restore stress &lt;br /&gt;
|-&lt;br /&gt;
 || Hold  || 0”  || Can shoot &lt;br /&gt;
|-&lt;br /&gt;
 || Advance  || 6”  || Can shoot after move &lt;br /&gt;
|-&lt;br /&gt;
 || Rush  || 12”  || Can’t shoot &lt;br /&gt;
|-&lt;br /&gt;
 || Charge  || 12”  || Moves into melee &lt;br /&gt;
|-&lt;br /&gt;
 || Skill  || 0”  || Use skill action &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
= Resting =&lt;br /&gt;
&lt;br /&gt;
Heroes taking a rest action restore 6 stress, but must stay idle, and can’t take any actions for that round (before or after resting).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endurance: &#039;&#039;&#039;If a hero suffers stress which brings it over its End value, then it takes that many wounds instead.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Units may only be within 1” of other units when charging, and may only charge if at least one charging model is within charge distance of the target unit.&lt;br /&gt;
&lt;br /&gt;
= Shooting =&lt;br /&gt;
&lt;br /&gt;
Models in range and line of sight may fire all ranged weapons. Shooting models take one Qua test per attack, and each success is a hit. For each hit defending units roll one die trying to score their Def value or higher to block, and each fail causes one wound. Once a model has taken as many wounds as its Tou value, it is killed (remove from play).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unconscious: &#039;&#039;&#039;If a hero would be killed, it is unconscious instead, must remain idle until revived, and is ignored by AI. At the end of each round until it is revived, the hero takes 1 bleeding marker, and if it has 3 markers it is killed (remove from play). Heroes within 3” may use a skill action and suffer 3 stress to revive the hero, and it restores 3 wounds.&lt;br /&gt;
&lt;br /&gt;
= Melee =&lt;br /&gt;
&lt;br /&gt;
Charging models must move into base contact with targets, or as close as possible, and then defenders must do the same by moving up to 3”. Models within 2” horizontally and 4” vertically of enemies must strike with all melee weapons, which works like shooting. Then defenders must strike back, and if neither unit is killed, chargers must move back and separate by 1” (if possible).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue: &#039;&#039;&#039;At the end of an activation in which they charged, or after striking back, units hit on unmodified rolls of 6 in melee until the end of the round.&lt;br /&gt;
&lt;br /&gt;
= Morale =&lt;br /&gt;
&lt;br /&gt;
At the end of an activation where wounds leave a unit with half or less of its total size or Tou value (for single-model units), the unit must take a morale test. To take a morale test, take a Qua test, and if failed the unit is Shaken. Heroes may suffer 2 stress to ignore being Shaken from failed morale tests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaken: &#039;&#039;&#039;Must stay idle, counts as fatigued, always fails morale tests, and can’t contest or seize objectives. Shaken units must spend one full activation idle to stop being shaken. Enemies with Tou 9+ can’t be Shaken, but take D3 wounds instead.&lt;br /&gt;
&lt;br /&gt;
= Skill actions =&lt;br /&gt;
&lt;br /&gt;
Heroes may only attempt each skill action and hero skill once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discover: &#039;&#039;&#039;The hero may reveal one search token in line of sight and within 6” by passing a Wil test, or may reveal it and pick it up without needing to roll if within 1” of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Push: &#039;&#039;&#039;Pick one enemy unit within 3&amp;quot; and take a Str test. If passed, the target is pushed directly away by 2”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scurry: &#039;&#039;&#039;The hero may move by up to D3” by passing a Dex test.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hero Skills: &#039;&#039;&#039;When using hero skills, take a test of that skill’s stat. If passed the hero may resolve its effect, and if failed it first suffers 1 stress and may then resolve its effect.&lt;br /&gt;
&lt;br /&gt;
= Terrain =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Terrain: &#039;&#039;&#039;Units with most models fully inside cover terrain or behind sight blockers, or that are mostly inside cover terrain or behind sight blockers (for single-model units), get +1 to Defense rolls when blocking hits from shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficult Terrain: &#039;&#039;&#039;Units moving through difficult terrain at any point can’t move more than 6” at a time in total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dangerous Terrain: &#039;&#039;&#039;Models moving across dangerous terrain, or that activate in it, must roll one die (or as many as their Tou value), and for each roll of 1 the unit takes a wound.&lt;br /&gt;
&lt;br /&gt;
= AI Activations =&lt;br /&gt;
&lt;br /&gt;
When AI units activate, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Are any enemies in line of sight?&lt;br /&gt;
** Yes – Go to step 2&lt;br /&gt;
** No – Go to step 3&lt;br /&gt;
# If you move, will any enemy be in range to shoot or charge?&lt;br /&gt;
** Yes - Advance only as much as needed and shoot closest, else Charge closest&lt;br /&gt;
** No - Rush to closest&lt;br /&gt;
# Are you within 3” of an AI Goal?&lt;br /&gt;
** Yes – Skip activation&lt;br /&gt;
** No - Rush to nearest AI Goal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI Groups: &#039;&#039;&#039;Group members must stay within 1” of at least one other member, and within 3” of all other members.&lt;br /&gt;
&lt;br /&gt;
= Special Rules Reference =&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. At the start of any round after the first, may be placed anywhere over 9” away from enemy units.&lt;br /&gt;
&lt;br /&gt;
=== Ambush [AI Units] ===&lt;br /&gt;
&lt;br /&gt;
Only deploys D3 rounds afters its wave is deployed, and at the start of the round it&#039;s placed at the centre of a random table quarter.&lt;br /&gt;
&lt;br /&gt;
=== AP(X) ===&lt;br /&gt;
&lt;br /&gt;
Targets get -X to Def rolls when blocking hits from this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Blast(X) ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover, and after resolving other special rules, each hit is multiplied by X, where X is up to as many hits as enemy models in the target unit and within 3” of it. Hits must be split evenly between all enemy units within 3” of any model from the target (players pick how).&lt;br /&gt;
&lt;br /&gt;
=== Caster(X) ===&lt;br /&gt;
&lt;br /&gt;
Gets X spell tokens at the start of each round, but can’t hold more than 6 tokens at once. At any point before attacking, spend as many tokens as the spell’s value to try casting one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of sight. Heroes may spend any number of spell tokens before rolling to get +1 to the roll per token, or to give an enemy caster within 18” and in line of sight -1 to their roll per token. Whenever a hero fails to cast a spell, it may suffer X*2 stress to count as having cast it instead, where X is the spell’s casting value.&lt;br /&gt;
&lt;br /&gt;
=== Caster(X) [AI Units] ===&lt;br /&gt;
&lt;br /&gt;
Follows same rules as heroes, picking one random spell to cast, and spending all tokens to cast it when activated. If the chosen spell can’t be cast for any reason, then the model doesn’t cast.&lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
&lt;br /&gt;
Strikes first with this weapon when charged, and the charging unit gets -1 total Impact rolls per model with Counter.&lt;br /&gt;
&lt;br /&gt;
=== Deadly(X) ===&lt;br /&gt;
&lt;br /&gt;
Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, and these wounds don’t carry over to other models if the original target is killed.&lt;br /&gt;
&lt;br /&gt;
=== Fast ===&lt;br /&gt;
&lt;br /&gt;
Moves +2” when using Advance, and +4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Fear(X) ===&lt;br /&gt;
&lt;br /&gt;
This model counts as having dealt +X wounds when checking if the target must take morale test in melee (must deal at least one wound).&lt;br /&gt;
&lt;br /&gt;
=== Fearless ===&lt;br /&gt;
&lt;br /&gt;
When failing a morale test, roll one die. On a 4+ it’s passed instead.&lt;br /&gt;
&lt;br /&gt;
=== Flying ===&lt;br /&gt;
&lt;br /&gt;
May move through units and terrain, and ignores terrain effects whilst moving, and automatically passes jumping rolls.&lt;br /&gt;
&lt;br /&gt;
=== Furious ===&lt;br /&gt;
&lt;br /&gt;
When charging, unmodified rolls of 6 to hit in melee deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Immobile ===&lt;br /&gt;
&lt;br /&gt;
May only use Hold actions.&lt;br /&gt;
&lt;br /&gt;
=== Impact(X) ===&lt;br /&gt;
&lt;br /&gt;
Roll X dice when attacking after charging, unless fatigued. For each 2+ the target takes one hit.&lt;br /&gt;
&lt;br /&gt;
=== Indirect ===&lt;br /&gt;
&lt;br /&gt;
Gets -1 to hit rolls when shooting after moving. May target enemies that are not in line of sight as if in line of sight, and ignores cover from sight obstructions.&lt;br /&gt;
&lt;br /&gt;
=== Lance ===&lt;br /&gt;
&lt;br /&gt;
When charging, gets +1 to hit rolls and AP(+1) in melee.&lt;br /&gt;
&lt;br /&gt;
=== Limited ===&lt;br /&gt;
&lt;br /&gt;
May only be used once per mission.&lt;br /&gt;
&lt;br /&gt;
=== Poison ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and the target must re-roll unmodified Defense rolls of 6 when blocking hits.&lt;br /&gt;
&lt;br /&gt;
=== Regeneration ===&lt;br /&gt;
&lt;br /&gt;
When taking a wound, roll one die. On a 5+ it is ignored.&lt;br /&gt;
&lt;br /&gt;
=== Relentless ===&lt;br /&gt;
&lt;br /&gt;
When using Hold actions and shooting, unmodified rolls of 6 to hit deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Reliable ===&lt;br /&gt;
&lt;br /&gt;
Attacks at Quality 2+.&lt;br /&gt;
&lt;br /&gt;
=== Rending ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4).&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
&lt;br /&gt;
This model may move by up to 12” after being deployed.&lt;br /&gt;
&lt;br /&gt;
=== Slow ===&lt;br /&gt;
&lt;br /&gt;
Moves -2” when using Advance, and -4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Stealth ===&lt;br /&gt;
&lt;br /&gt;
Enemies get -1 to hit rolls when shooting at units where all models have this rule from over 9&amp;quot; away.&lt;br /&gt;
&lt;br /&gt;
=== Strider ===&lt;br /&gt;
&lt;br /&gt;
May ignore the effects of difficult terrain when moving, and only needs 2+ to pass jumping rolls.&lt;br /&gt;
&lt;br /&gt;
=== Villain ===&lt;br /&gt;
&lt;br /&gt;
AI units within 12” may take morale tests using the Villain’s Qua if it is better than their own, as long as the Villain isn’t Shaken.&lt;br /&gt;
&lt;br /&gt;
= Command Groups =&lt;br /&gt;
&lt;br /&gt;
=== Sergeant ===&lt;br /&gt;
&lt;br /&gt;
This model gets +1 to hit rolls.&lt;br /&gt;
&lt;br /&gt;
=== Musician ===&lt;br /&gt;
&lt;br /&gt;
This unit and up to 3 friendly units that are within 12” at the beginning of the round get +1” when using move actions. This effect lasts until the end of the round.&lt;br /&gt;
&lt;br /&gt;
=== Banner ===&lt;br /&gt;
&lt;br /&gt;
This unit and up to 3 friendly units that are within 12” at the beginning of the round get +1 to morale test rolls. This effect lasts until the end of the round.&lt;br /&gt;
&lt;br /&gt;
= Status conditions =&lt;br /&gt;
&lt;br /&gt;
When activated, heroes may suffer D3+3 stress to remove all status conditions.&lt;br /&gt;
&lt;br /&gt;
=== Afflicted ===&lt;br /&gt;
&lt;br /&gt;
When activated, must pass a Str test to remove status. If failed, the model takes 1 wound.&lt;br /&gt;
&lt;br /&gt;
=== Crippled ===&lt;br /&gt;
&lt;br /&gt;
When activated, must pass a Dex test to remove status. Crippled models halve their movement distance.&lt;br /&gt;
&lt;br /&gt;
=== Diseased ===&lt;br /&gt;
&lt;br /&gt;
When activated, must pass a Wil test to remove status. Diseased models take as many wounds as stress they suffer.&lt;br /&gt;
&lt;br /&gt;
=== Impaired ===&lt;br /&gt;
&lt;br /&gt;
When activated, may suffer D3+1 stress to remove status. Impaired models get -1 to all stat rolls.&lt;br /&gt;
&lt;br /&gt;
= Special movement =&lt;br /&gt;
&lt;br /&gt;
=== Jumping ===&lt;br /&gt;
&lt;br /&gt;
Heroes may cross 1” gaps or drop off 3” of elevation as regular movement, but they must jump to cross gaps or drop off elevation of up to 6”. Take X+1 Dex tests, where X is one die for every full 3” the hero wants to move. If all rolls are successes, then the hero may cross the distance, without counting it towards its move. If any roll is failed, then the hero falls instead.&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
&lt;br /&gt;
If a model falls or is pushed off an elevated position at least 2” tall, it takes 1 hit with AP(X), where X is AP(1) for every full 3” it fell. Then place the model within 2” of the bottom, and its activation ends immediately. For units with multiple models, falling kills the model instead, until only one last model remains, which falls normally. Whenever a hero would fall, it may suffer 3 stress to stop within 1” of the ledge instead, and immediately ends its activation.&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Core_Rules&amp;diff=985</id>
		<title>Grimdark Future Core Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Core_Rules&amp;diff=985"/>
		<updated>2025-02-26T11:57:50Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: Undo revision 984 by JoeKundlak (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[OPR Rules Versions#Current version|Current rules version 3.4.1]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= General Principles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most important rule: &#039;&#039;&#039;Whenever the rules are unclear, use common sense and personal preference. Have fun!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality Tests: &#039;&#039;&#039;Roll one six-sided die, and if you score the model’s quality value or higher, then it counts as a success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers: &#039;&#039;&#039;Regardless of modifiers, rolls of 6 always succeed, and rolls of 1 always fail.&lt;br /&gt;
&lt;br /&gt;
= Preparation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Armies: &#039;&#039;&#039;The players put together two armies of equal points before the game begins (we recommend 1000pts to start, and 2000pts for a full match).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combined Units: &#039;&#039;&#039;Players may combine two copies of the same multi-model unit into a single unit, if upgrades that apply to all models are bought for both.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Org. (optional): &#039;&#039;&#039;Players may only bring up to 1 hero per 500pts in their army, and only 1+X copies of the same unit, where X is 1 per 1000pts in their army (combined units count as one). No single unit may be worth over 35% of total points, and armies may only have max. 1 unit per 200pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield: &#039;&#039;&#039;The game is played on a 6‘x4‘ area, with 15+ pieces of terrain. The game can be also played on smaller areas, as long as armies deploy at least 24&amp;quot; apart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission: &#039;&#039;&#039;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. Markers stay seized even after leaving, but 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment: &#039;&#039;&#039;Players roll-off, and the winner picks a long table edge as their deployment zone, with their 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.&lt;br /&gt;
&lt;br /&gt;
= Playing the Game =&lt;br /&gt;
&lt;br /&gt;
Each round, players alternate 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 go first.&lt;br /&gt;
&lt;br /&gt;
= Activation =&lt;br /&gt;
&lt;br /&gt;
The player picks one unit that hasn’t activated yet, and it must take one action:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #d1fffd;&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Action &#039;&#039;&#039;&lt;br /&gt;
|| &#039;&#039;&#039;Move &#039;&#039;&#039;&lt;br /&gt;
|| &#039;&#039;&#039;Notes &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| Hold &lt;br /&gt;
|| 0” &lt;br /&gt;
|| Can shoot &lt;br /&gt;
|-&lt;br /&gt;
|| Advance &lt;br /&gt;
|| 6” &lt;br /&gt;
|| Can shoot after move &lt;br /&gt;
|-&lt;br /&gt;
|| Rush &lt;br /&gt;
|| 12” &lt;br /&gt;
|| Can’t shoot &lt;br /&gt;
|-&lt;br /&gt;
|| Charge &lt;br /&gt;
|| 12” &lt;br /&gt;
|| Moves into melee &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Unit members must stay within 1” of at least one other member, and within 9” of all other members. Units may only be within 1” of other units when charging, and may only charge if at least one charging model is within charge distance of the target unit.&lt;br /&gt;
&lt;br /&gt;
= Shooting =&lt;br /&gt;
&lt;br /&gt;
Models in range and line of sight may fire all ranged weapons, and may fire at up to two different targets with different weapon types. Shooting models take one quality test per attack, and each success is a hit. For each hit defending units roll one die trying to score their Defense value or higher to block, and each fail causes one wound. For each wound, the defender must remove one model.&lt;br /&gt;
&lt;br /&gt;
= Melee =&lt;br /&gt;
&lt;br /&gt;
Charging models must move into base contact with targets, or as close as possible, and then defenders must do the same by moving up to 3”. Models within 2” horizontally and 4” vertically of enemies must strike with all melee weapons, which works like shooting. Then defenders may choose to strike back, but don’t have to. Once both units are done, the losing unit must take a morale test (see morale section). If one of the units is destroyed, the other may move by up to 3”, else chargers must move back and separate by 1” (if possible).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue: &#039;&#039;&#039;After charging or striking back, units only hit on unmodified results of 6 in melee until the end of that round.&lt;br /&gt;
&lt;br /&gt;
= Morale =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morale Tests: &#039;&#039;&#039;At the end of an activation where wounds leave a unit with half or less of its total size or tough value (for single-model units), or it loses a melee, the unit must take a morale test. To take a morale test, take a quality test, and if failed the unit is Shaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaken: &#039;&#039;&#039;Must stay idle, counts as fatigued, always fails morale tests, and can’t contest or seize objectives. Shaken units must spend one full activation idle to stop being Shaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Results: &#039;&#039;&#039;Units in melee don’t take morale tests from wounds at the end of an activation. Instead they compare the number of wounds each unit caused, 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 as destroyed), else it is Shaken instead.&lt;br /&gt;
&lt;br /&gt;
= Terrain =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Terrain: &#039;&#039;&#039;Units with most models fully inside cover terrain or behind sight blockers, or that are mostly inside cover terrain or behind sight blockers (for single-model units), get +1 to Defense rolls when blocking hits from shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficult Terrain: &#039;&#039;&#039;Units moving through difficult terrain at any point can’t move more than 6” at a time in total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dangerous Terrain: &#039;&#039;&#039;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 the unit takes a wound.&lt;br /&gt;
&lt;br /&gt;
= Speical Rules Reference =&lt;br /&gt;
&lt;br /&gt;
=== Aircraft ===&lt;br /&gt;
&lt;br /&gt;
May only use Advance actions, moving in a straight line, and adding 30” to its total move (even if Shaken). Aircraft ignore all units and terrain when moving and stopping, can’t seize objectives, can’t be charged, and units targeting them get -12” range and -1 to hit.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. At the start of any round after the first, may be deployed anywhere over 9” away from enemy units. Players alternate in placing Ambush units, starting with the player that activates next. Units that deploy via Ambush can’t seize or contest objectives on the round they deploy.&lt;br /&gt;
&lt;br /&gt;
=== AP(X) ===&lt;br /&gt;
&lt;br /&gt;
Targets get -X to Defense rolls when blocking hits from this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Blast(X) ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover, and after resolving other special rules, each hit is multiplied by X, where X is up to as many hits as models in the target unit.&lt;br /&gt;
&lt;br /&gt;
=== Caster(X) ===&lt;br /&gt;
&lt;br /&gt;
Gets X spell tokens at the start of each round, but can’t hold more than 6 tokens at once. At any point before attacking, spend as many tokens as the spell’s value to try casting one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of sight. Models within 18” in line of sight of the caster’s unit may spend any number of spell tokens at the same time before rolling, to give the caster +1/-1 to the roll per token.&lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
&lt;br /&gt;
Strikes first with this weapon when charged, and the charging unit gets -1 total Impact rolls per model with Counter.&lt;br /&gt;
&lt;br /&gt;
=== Deadly(X) ===&lt;br /&gt;
&lt;br /&gt;
Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, and these wounds don’t carry over to other models if the original target is killed.&lt;br /&gt;
&lt;br /&gt;
=== Entrenched ===&lt;br /&gt;
&lt;br /&gt;
Enemies get -2 to hit when shooting at this model from over 9” away, as long as it hasn’t moved since the beginning of its last activation.&lt;br /&gt;
&lt;br /&gt;
=== Fast ===&lt;br /&gt;
&lt;br /&gt;
Moves +2” when using Advance and +4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Fear(X) ===&lt;br /&gt;
&lt;br /&gt;
This model counts as having dealt +X wounds when checking who won melee.&lt;br /&gt;
&lt;br /&gt;
=== Fearless ===&lt;br /&gt;
&lt;br /&gt;
Whenever a unit where most models have this rule fails a morale test, roll one die. On a 4+ it counts as passed instead.&lt;br /&gt;
&lt;br /&gt;
=== Flying ===&lt;br /&gt;
&lt;br /&gt;
May move through units and terrain, and ignores terrain effects whilst moving.&lt;br /&gt;
&lt;br /&gt;
=== Furious ===&lt;br /&gt;
&lt;br /&gt;
When charging, unmodified rolls of 6 to hit in melee deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Hero ===&lt;br /&gt;
&lt;br /&gt;
Heroes with up to Tough(6) may deploy as part of one multi-model unit without another Hero. The hero may take morale tests on behalf of the unit, but must use the unit’s Defense until all other models have been killed.&lt;br /&gt;
&lt;br /&gt;
=== Immobile ===&lt;br /&gt;
&lt;br /&gt;
May only use Hold actions.&lt;br /&gt;
&lt;br /&gt;
=== Impact(X) ===&lt;br /&gt;
&lt;br /&gt;
Roll X dice when attacking after charging, unless fatigued. For each 2+ the target takes one hit.&lt;br /&gt;
&lt;br /&gt;
=== Indirect ===&lt;br /&gt;
&lt;br /&gt;
Gets -1 to hit rolls when shooting after moving. May target enemies that are not in line of sight as if in line of sight, and ignores cover from sight obstructions.&lt;br /&gt;
&lt;br /&gt;
=== Lance ===&lt;br /&gt;
&lt;br /&gt;
When charging, gets +1 to hit rolls and AP(+1) in melee.&lt;br /&gt;
&lt;br /&gt;
=== Lock-On ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover and all negative modifiers to hit rolls and range.&lt;br /&gt;
&lt;br /&gt;
=== Limited ===&lt;br /&gt;
&lt;br /&gt;
May only be used once per game.&lt;br /&gt;
&lt;br /&gt;
=== Poison ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and the target must re-roll unmodified Defense rolls of 6 when blocking hits.&lt;br /&gt;
&lt;br /&gt;
=== Regeneration ===&lt;br /&gt;
&lt;br /&gt;
When taking a wound, roll one die. On a 5+ it is ignored.&lt;br /&gt;
&lt;br /&gt;
=== Relentless ===&lt;br /&gt;
&lt;br /&gt;
When using Hold actions and shooting, unmodified rolls of 6 to hit deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Reliable ===&lt;br /&gt;
&lt;br /&gt;
Attacks at Quality 2+.&lt;br /&gt;
&lt;br /&gt;
=== Rending ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4).&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. After all other units are deployed, must be deployed and may then be placed anywhere within 12” of their position. Players alternate in placing Scout units, starting with the player that activates next.&lt;br /&gt;
&lt;br /&gt;
=== Slow ===&lt;br /&gt;
&lt;br /&gt;
Moves -2” when using Advance, and -4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
&lt;br /&gt;
Shoots at Quality 2+, and each model with Sniper may pick any model in the target unit as its individual target, which is resolved as if it was a unit of 1. Sniper shooting must be resolved before other weapons.&lt;br /&gt;
&lt;br /&gt;
=== Stealth ===&lt;br /&gt;
&lt;br /&gt;
Enemies get -1 to hit rolls when shooting at units where all models have this rule from over 9&amp;quot; away.&lt;br /&gt;
&lt;br /&gt;
=== Strider ===&lt;br /&gt;
&lt;br /&gt;
May ignore the effects of difficult terrain when moving.&lt;br /&gt;
&lt;br /&gt;
=== Tough(X) ===&lt;br /&gt;
&lt;br /&gt;
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 in the unit until it is killed, before starting to put them on the next tough model (heroes must be assigned wounds last).&lt;br /&gt;
&lt;br /&gt;
=== Transport(X) ===&lt;br /&gt;
&lt;br /&gt;
May transport up to X models or Heroes with up to Tough(6), and non-Heroes with up to Tough(3) which occupy 3 spaces each. Transports may deploy with units inside, and units may enter/exit by using any move action, but must stay fully within 6” of it when exiting. When a transport is destroyed, units inside must take a dangerous terrain test, are Shaken, and must be placed fully within 6” of the transport before removing it.&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
	<entry>
		<id>https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Core_Rules&amp;diff=984</id>
		<title>Grimdark Future Core Rules</title>
		<link rel="alternate" type="text/html" href="https://www.onepagefan.wiki/index.php?title=Grimdark_Future_Core_Rules&amp;diff=984"/>
		<updated>2025-02-26T11:56:48Z</updated>

		<summary type="html">&lt;p&gt;JoeKundlak: small adjustments in Headings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Principles =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The most important rule: &#039;&#039;&#039;Whenever the rules are unclear, use common sense and personal preference. Have fun!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stat Tests: &#039;&#039;&#039;Roll one six-sided die, and if you score the model’s stat value or higher, then it counts as a success. Whenever a hero fails a Str/Dex/Wil stat test, it may suffer 3 stress to count as having passed it instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifiers: &#039;&#039;&#039;Regardless of modifiers, rolls of 6 always succeed, and rolls of 1 always fail.&lt;br /&gt;
&lt;br /&gt;
= Preparation =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaigns &amp;amp; Missions: &#039;&#039;&#039;The game is played using either a narrative campaign book, or the campaign builder, which tell you how to set up your missions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Party: &#039;&#039;&#039;The game is played solo or co-op, with 2-4 player controlled heroes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Enemies: &#039;&#039;&#039;Before the game begins, you will need to prepare a collection of enemy models for the AI to control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield: &#039;&#039;&#039;The game is played on a 4’x4‘ area, with 20+ pieces of terrain. The game can be also played on a smaller 2’x2’ area, by halving all distances used.&lt;br /&gt;
&lt;br /&gt;
= Playing the Game =&lt;br /&gt;
&lt;br /&gt;
Each round, players activate all heroes first, and then the AI activates all units in order from the closest to a hero to the furthest.&lt;br /&gt;
&lt;br /&gt;
= Activation =&lt;br /&gt;
&lt;br /&gt;
Heroes may take any one action plus one Skill action (in any order), and may suffer 2 stress to take any one additional action.&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
 ||  &#039;&#039;&#039;Action &#039;&#039;&#039; || &#039;&#039;&#039;Move &#039;&#039;&#039; || &#039;&#039;&#039;Notes &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 || Rest  || 0”  || Restore stress &lt;br /&gt;
|-&lt;br /&gt;
 || Hold  || 0”  || Can shoot &lt;br /&gt;
|-&lt;br /&gt;
 || Advance  || 6”  || Can shoot after move &lt;br /&gt;
|-&lt;br /&gt;
 || Rush  || 12”  || Can’t shoot &lt;br /&gt;
|-&lt;br /&gt;
 || Charge  || 12”  || Moves into melee &lt;br /&gt;
|-&lt;br /&gt;
 || Skill  || 0”  || Use skill action &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
= Resting =&lt;br /&gt;
&lt;br /&gt;
Heroes taking a rest action restore 6 stress, but must stay idle, and can’t take any actions for that round (before or after resting).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endurance: &#039;&#039;&#039;If a hero suffers stress which brings it over its End value, then it takes that many wounds instead.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Units may only be within 1” of other units when charging, and may only charge if at least one charging model is within charge distance of the target unit.&lt;br /&gt;
&lt;br /&gt;
= Shooting =&lt;br /&gt;
&lt;br /&gt;
Models in range and line of sight may fire all ranged weapons. Shooting models take one Qua test per attack, and each success is a hit. For each hit defending units roll one die trying to score their Def value or higher to block, and each fail causes one wound. Once a model has taken as many wounds as its Tou value, it is killed (remove from play).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unconscious: &#039;&#039;&#039;If a hero would be killed, it is unconscious instead, must remain idle until revived, and is ignored by AI. At the end of each round until it is revived, the hero takes 1 bleeding marker, and if it has 3 markers it is killed (remove from play). Heroes within 3” may use a skill action and suffer 3 stress to revive the hero, and it restores 3 wounds.&lt;br /&gt;
&lt;br /&gt;
= Melee =&lt;br /&gt;
&lt;br /&gt;
Charging models must move into base contact with targets, or as close as possible, and then defenders must do the same by moving up to 3”. Models within 2” horizontally and 4” vertically of enemies must strike with all melee weapons, which works like shooting. Then defenders must strike back, and if neither unit is killed, chargers must move back and separate by 1” (if possible).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue: &#039;&#039;&#039;At the end of an activation in which they charged, or after striking back, units hit on unmodified rolls of 6 in melee until the end of the round.&lt;br /&gt;
&lt;br /&gt;
= Morale =&lt;br /&gt;
&lt;br /&gt;
At the end of an activation where wounds leave a unit with half or less of its total size or Tou value (for single-model units), the unit must take a morale test. To take a morale test, take a Qua test, and if failed the unit is Shaken. Heroes may suffer 2 stress to ignore being Shaken from failed morale tests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaken: &#039;&#039;&#039;Must stay idle, counts as fatigued, always fails morale tests, and can’t contest or seize objectives. Shaken units must spend one full activation idle to stop being shaken. Enemies with Tou 9+ can’t be Shaken, but take D3 wounds instead.&lt;br /&gt;
&lt;br /&gt;
= Skill actions =&lt;br /&gt;
&lt;br /&gt;
Heroes may only attempt each skill action and hero skill once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discover: &#039;&#039;&#039;The hero may reveal one search token in line of sight and within 6” by passing a Wil test, or may reveal it and pick it up without needing to roll if within 1” of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Push: &#039;&#039;&#039;Pick one enemy unit within 3&amp;quot; and take a Str test. If passed, the target is pushed directly away by 2”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scurry: &#039;&#039;&#039;The hero may move by up to D3” by passing a Dex test.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hero Skills: &#039;&#039;&#039;When using hero skills, take a test of that skill’s stat. If passed the hero may resolve its effect, and if failed it first suffers 1 stress and may then resolve its effect.&lt;br /&gt;
&lt;br /&gt;
= Terrain =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover Terrain: &#039;&#039;&#039;Units with most models fully inside cover terrain or behind sight blockers, or that are mostly inside cover terrain or behind sight blockers (for single-model units), get +1 to Defense rolls when blocking hits from shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficult Terrain: &#039;&#039;&#039;Units moving through difficult terrain at any point can’t move more than 6” at a time in total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dangerous Terrain: &#039;&#039;&#039;Models moving across dangerous terrain, or that activate in it, must roll one die (or as many as their Tou value), and for each roll of 1 the unit takes a wound.&lt;br /&gt;
&lt;br /&gt;
= AI Activations =&lt;br /&gt;
&lt;br /&gt;
When AI units activate, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Are any enemies in line of sight?&lt;br /&gt;
** Yes – Go to step 2&lt;br /&gt;
** No – Go to step 3&lt;br /&gt;
# If you move, will any enemy be in range to shoot or charge?&lt;br /&gt;
** Yes - Advance only as much as needed and shoot closest, else Charge closest&lt;br /&gt;
** No - Rush to closest&lt;br /&gt;
# Are you within 3” of an AI Goal?&lt;br /&gt;
** Yes – Skip activation&lt;br /&gt;
** No - Rush to nearest AI Goal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI Groups: &#039;&#039;&#039;Group members must stay within 1” of at least one other member, and within 3” of all other members.&lt;br /&gt;
&lt;br /&gt;
= Special Rules Reference =&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
&lt;br /&gt;
May be set aside before deployment. At the start of any round after the first, may be placed anywhere over 9” away from enemy units.&lt;br /&gt;
&lt;br /&gt;
=== Ambush [AI Units] ===&lt;br /&gt;
&lt;br /&gt;
Only deploys D3 rounds afters its wave is deployed, and at the start of the round it&#039;s placed at the centre of a random table quarter.&lt;br /&gt;
&lt;br /&gt;
=== AP(X) ===&lt;br /&gt;
&lt;br /&gt;
Targets get -X to Def rolls when blocking hits from this weapon.&lt;br /&gt;
&lt;br /&gt;
=== Blast(X) ===&lt;br /&gt;
&lt;br /&gt;
Ignores cover, and after resolving other special rules, each hit is multiplied by X, where X is up to as many hits as enemy models in the target unit and within 3” of it. Hits must be split evenly between all enemy units within 3” of any model from the target (players pick how).&lt;br /&gt;
&lt;br /&gt;
=== Caster(X) ===&lt;br /&gt;
&lt;br /&gt;
Gets X spell tokens at the start of each round, but can’t hold more than 6 tokens at once. At any point before attacking, spend as many tokens as the spell’s value to try casting one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of sight. Heroes may spend any number of spell tokens before rolling to get +1 to the roll per token, or to give an enemy caster within 18” and in line of sight -1 to their roll per token. Whenever a hero fails to cast a spell, it may suffer X*2 stress to count as having cast it instead, where X is the spell’s casting value.&lt;br /&gt;
&lt;br /&gt;
=== Caster(X) [AI Units] ===&lt;br /&gt;
&lt;br /&gt;
Follows same rules as heroes, picking one random spell to cast, and spending all tokens to cast it when activated. If the chosen spell can’t be cast for any reason, then the model doesn’t cast.&lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
&lt;br /&gt;
Strikes first with this weapon when charged, and the charging unit gets -1 total Impact rolls per model with Counter.&lt;br /&gt;
&lt;br /&gt;
=== Deadly(X) ===&lt;br /&gt;
&lt;br /&gt;
Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, and these wounds don’t carry over to other models if the original target is killed.&lt;br /&gt;
&lt;br /&gt;
=== Fast ===&lt;br /&gt;
&lt;br /&gt;
Moves +2” when using Advance, and +4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Fear(X) ===&lt;br /&gt;
&lt;br /&gt;
This model counts as having dealt +X wounds when checking if the target must take morale test in melee (must deal at least one wound).&lt;br /&gt;
&lt;br /&gt;
=== Fearless ===&lt;br /&gt;
&lt;br /&gt;
When failing a morale test, roll one die. On a 4+ it’s passed instead.&lt;br /&gt;
&lt;br /&gt;
=== Flying ===&lt;br /&gt;
&lt;br /&gt;
May move through units and terrain, and ignores terrain effects whilst moving, and automatically passes jumping rolls.&lt;br /&gt;
&lt;br /&gt;
=== Furious ===&lt;br /&gt;
&lt;br /&gt;
When charging, unmodified rolls of 6 to hit in melee deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Immobile ===&lt;br /&gt;
&lt;br /&gt;
May only use Hold actions.&lt;br /&gt;
&lt;br /&gt;
=== Impact(X) ===&lt;br /&gt;
&lt;br /&gt;
Roll X dice when attacking after charging, unless fatigued. For each 2+ the target takes one hit.&lt;br /&gt;
&lt;br /&gt;
=== Indirect ===&lt;br /&gt;
&lt;br /&gt;
Gets -1 to hit rolls when shooting after moving. May target enemies that are not in line of sight as if in line of sight, and ignores cover from sight obstructions.&lt;br /&gt;
&lt;br /&gt;
=== Lance ===&lt;br /&gt;
&lt;br /&gt;
When charging, gets +1 to hit rolls and AP(+1) in melee.&lt;br /&gt;
&lt;br /&gt;
=== Limited ===&lt;br /&gt;
&lt;br /&gt;
May only be used once per mission.&lt;br /&gt;
&lt;br /&gt;
=== Poison ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and the target must re-roll unmodified Defense rolls of 6 when blocking hits.&lt;br /&gt;
&lt;br /&gt;
=== Regeneration ===&lt;br /&gt;
&lt;br /&gt;
When taking a wound, roll one die. On a 5+ it is ignored.&lt;br /&gt;
&lt;br /&gt;
=== Relentless ===&lt;br /&gt;
&lt;br /&gt;
When using Hold actions and shooting, unmodified rolls of 6 to hit deal one extra hit (only the original hit counts as a 6 for special rules).&lt;br /&gt;
&lt;br /&gt;
=== Reliable ===&lt;br /&gt;
&lt;br /&gt;
Attacks at Quality 2+.&lt;br /&gt;
&lt;br /&gt;
=== Rending ===&lt;br /&gt;
&lt;br /&gt;
Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4).&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
&lt;br /&gt;
This model may move by up to 12” after being deployed.&lt;br /&gt;
&lt;br /&gt;
=== Slow ===&lt;br /&gt;
&lt;br /&gt;
Moves -2” when using Advance, and -4” when using Rush/Charge.&lt;br /&gt;
&lt;br /&gt;
=== Stealth ===&lt;br /&gt;
&lt;br /&gt;
Enemies get -1 to hit rolls when shooting at units where all models have this rule from over 9&amp;quot; away.&lt;br /&gt;
&lt;br /&gt;
=== Strider ===&lt;br /&gt;
&lt;br /&gt;
May ignore the effects of difficult terrain when moving, and only needs 2+ to pass jumping rolls.&lt;br /&gt;
&lt;br /&gt;
=== Villain ===&lt;br /&gt;
&lt;br /&gt;
AI units within 12” may take morale tests using the Villain’s Qua if it is better than their own, as long as the Villain isn’t Shaken.&lt;br /&gt;
&lt;br /&gt;
= Command Groups =&lt;br /&gt;
&lt;br /&gt;
=== Sergeant ===&lt;br /&gt;
&lt;br /&gt;
This model gets +1 to hit rolls.&lt;br /&gt;
&lt;br /&gt;
=== Musician ===&lt;br /&gt;
&lt;br /&gt;
This unit and up to 3 friendly units that are within 12” at the beginning of the round get +1” when using move actions. This effect lasts until the end of the round.&lt;br /&gt;
&lt;br /&gt;
=== Banner ===&lt;br /&gt;
&lt;br /&gt;
This unit and up to 3 friendly units that are within 12” at the beginning of the round get +1 to morale test rolls. This effect lasts until the end of the round.&lt;br /&gt;
&lt;br /&gt;
= Status conditions =&lt;br /&gt;
&lt;br /&gt;
When activated, heroes may suffer D3+3 stress to remove all status conditions.&lt;br /&gt;
&lt;br /&gt;
=== Afflicted ===&lt;br /&gt;
&lt;br /&gt;
When activated, must pass a Str test to remove status. If failed, the model takes 1 wound.&lt;br /&gt;
&lt;br /&gt;
=== Crippled ===&lt;br /&gt;
&lt;br /&gt;
When activated, must pass a Dex test to remove status. Crippled models halve their movement distance.&lt;br /&gt;
&lt;br /&gt;
=== Diseased ===&lt;br /&gt;
&lt;br /&gt;
When activated, must pass a Wil test to remove status. Diseased models take as many wounds as stress they suffer.&lt;br /&gt;
&lt;br /&gt;
=== Impaired ===&lt;br /&gt;
&lt;br /&gt;
When activated, may suffer D3+1 stress to remove status. Impaired models get -1 to all stat rolls.&lt;br /&gt;
&lt;br /&gt;
= Special movement =&lt;br /&gt;
&lt;br /&gt;
=== Jumping ===&lt;br /&gt;
&lt;br /&gt;
Heroes may cross 1” gaps or drop off 3” of elevation as regular movement, but they must jump to cross gaps or drop off elevation of up to 6”. Take X+1 Dex tests, where X is one die for every full 3” the hero wants to move. If all rolls are successes, then the hero may cross the distance, without counting it towards its move. If any roll is failed, then the hero falls instead.&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
&lt;br /&gt;
If a model falls or is pushed off an elevated position at least 2” tall, it takes 1 hit with AP(X), where X is AP(1) for every full 3” it fell. Then place the model within 2” of the bottom, and its activation ends immediately. For units with multiple models, falling kills the model instead, until only one last model remains, which falls normally. Whenever a hero would fall, it may suffer 3 stress to stop within 1” of the ledge instead, and immediately ends its activation.&lt;/div&gt;</summary>
		<author><name>JoeKundlak</name></author>
	</entry>
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