Age of Fantasy: Battlefields (Fan Content)
A fan made OPR modification by EMD for playing games in the Age of Fantasy in 6-10mm scale.
With some core rule and scale changes, Age of Fantasy: Battlefields (AoF:BF) allows for small scale games with small scale models, all the way up to massive scale games where the battlefield is dominated by war machines and monsters.
If you have any questions, or difficulty getting started, feel free to ping EMD on the OPR Discord.
Army Books, Unit Proxies, and Steam Workshop Links
Steam Workshop Introductory Game with Pre-made 2000pts Armies
| Army | Current Version | Army Forge | Steam Workshop | 2D Printouts |
|---|---|---|---|---|
| Human Empire | 0.1 | link | ||
| Saurians | 0.1 | link | ||
| Ratmen | 0.1 | link | ||
| Vampiric Undead | 0.1 | link | ||
| Magic Items | 0.1 | link |
General Principles
While the core principles of the OPR system still apply, there are a few key and rule changes that will be listed below.
Scale Conversion
AoF:BF uses 6-10mm miniatures that are mounted on round bases of various sizes representative to the unit's presence on the battlefield. Each base may have multiple miniatures mounted on it, like a horde of Zombies with 10 models on a single base, or an elite unit like Knights will be represented with 5 infantry models per base.
- Infantry: 40mm round bases.
- Large Infantry: 40 or 50mm round bases.
- Monsters and Walkers: 40mm round bases.
- Vehicles: 40mm or 50mm round bases.
- War Machines: 40, 50, 60mm or bigger round bases.
If making a 2D printable version, all models can be represented by 39/40mm rounds (poker chips) for ease of purchasing and transportation.
Measuring Distances
To help game feel with the smaller scale, it uses a Base-4 system. This means that the standard unit movement in the game is 4", instead of 6". In Army Forge, this is achieved by the majority of units being given the Slow special rule.
Important: If a rule or weapon contains 9" as a measurement, read it as 8".
For example, in AoF:BF, Ambush is 8" away from the nearest enemy.
Line of Sight
Designer recommends only using Top-Down Line of Sight (aka 2D LoS) for determining line of sight when playing AoF:BF, making sure all terrain has easily identifiable edges so there is limited confusion if a model is or is not in cover.
Preparation
Preparing the Battlefield
As a part of converting to Base-4, the standard table size is reduced to 48"x32", with no-man's land being 16". For larger games where each player is bringing war machines and monsters, or is looking for more movement based strategies, a 6'x4' surface would be appropriate.
The Mission
Standard games are still based on a length of 4 rounds, but for games on larger tables with massive armies the round limit should be extended to 6.
Preparing your Army
Designer recommends only having 1 heroes per 750 pts, but this is more around how they are primarily designed as a booster for other units in your army.
Force Organization
For building out units in Army Forge, ignore the unit count and copy limit for transport units that have been attached to infantry units and Magic Items.
Deploying Armies
The standard deployment zone for players is 8" from their table edge.
Game Structure and Movement
Unit Coherency
All models in a unit must stay within base contact, or as close as possible, to at least one other model in its unit.
Shooting & Melee
Transport Unit and Wound Allocation
When a unit with an attached Transport Unit takes hits, it must chose to assign those hits to the unit or the transport. As with standard rules, when a Tough unit takes a wound, it must be assigned all hits until it is removed from play. For example: If the player decided to assign hits to their unit's transport and one of those hits causes a wound, all future hits must be assigned to that transport until it is removed from play.
If a large number of hits would be assigned to a model that are likely to remove it from play, players should roll a number of defense dice equal to the models remaining tough at a time. If the model is removed as a casualty, any remaining hits will be redirected to a different model in the unit.
Melee Resolution & Morale
Morale & When to Test
A unit losing 50% or more of its current tough value in a single activation, or losing a melee, must take a moral test.
For example: An Orc Hoard with 3 models remaining at the beginning of the turn (tough value of 18) suffers 10 wounds from enemy shooting. Because the unit lost 50% or more of its remaining tough value from the start of the turn they must take a moral test at the end of the current turn.
Shaken Units
Shaken units suffer a -1 penalty to all dice rolls (melee, shooting, defense, morale, etc.), and may not contest or hold any objective. A Shaken unit may remove their Shaken status by remaining idle and doing nothing during their activation.
Terrain
Cover Terrain
Defense rolls automatically succeed on a roll of 5 or 6.
Intact Buildings (Optional)
Units in an Intact Building gain +1 to Defense rolls and the Protected special rule.
If attacking a unit in an Intact Building with a Blast(6+) or Deadly(9+) weapon, roll your attacks against the building first. When determining hits, gain all hits from Blast regardless of the building's size. Buildings have Defense 3+ and the Protected special rule. If the building would suffer 6 wounds in a single attack, it is destroyed. Roll as many dice as the remaining tough value for any units that were in the building, and for each result of 1-3 the unit takes one wound, which can't be ignored.
Replace any destroyed intact buildings with ruins of appropriate size. This new terrain piece has the Cover, Difficult, and Dangerous Terrain rules.
Special Rules
Rules in this section are added to or replace their special rules counter parts in Age of Fantasy.
Blast
Ignores Cover, and after resolving other special rules, each hit is multiplied by X.
Deadly
Ignores Protected, and after resolving other special rules each wound is multiplied 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.
Hero
Models with the Hero special rule may not be targeted by any attack or charge unless they are the closest model to the attacking unit.
Magic Item
This unit must be attached to any model with the Hero or Sergeant special rule during deployment. Add any upgraded attacks or bonuses of this Magic Item to the attached model. Only one upgrade may chosen per Magic Item (the multiple sections are there for easy reading). This unit doesn’t count towards Force Organization for Max 1 unit per full 150pts, but does for Max Unit Copies. While this unit has a stat line, it does not need to have a model represented on the table. If the unit this item is attached to is removed from play, the Magic Item is removed as well.
Protected
When this unit takes hits, those hits count as having AP(-1), to a min. of AP(0).
Skirmishers
Enemies get -1 to hit rolls when shooting at units where all models have this rule from over 8" away. In addition, allied models may move through this unit when charging.
Transport Unit
This model and its unit move +2" on Advance, and +4" on Rush/Charge.
Designer Note: This is the unique mechanic to AoF:BF; units do not sit within their transport, removed from the board until they exit, instead all units remain in play throughout the duration of gameplay. The rule should be read as 'the unit this model is attached to moves at the same rate and with the same special rules as the transport unit'. For Army Forge, many transports have the Slow special rule, this is so that a unit like that the transport with no unit attached will move at 6", instead of 8". In all the Steam Workshops, the movement stat is/should be written as the final movement speed for the model.
Transport: X
Attach an X to this unit. (Purchase an X and deploy it with this unit)
Designer Note: For Army Force, these unit upgrades cost 0 as the cost comes from adding the unit to your army list. When attached, the transport may not leave the unit, and as stated above ignore the Force Organization warnings for multiple copies of transports added to your list if they are purchased for the unit upgrade.
Tunneller
This model counts as having Ambush, and may be deployed up to 1" away from enemy units. However, this model may not be deployed in such a way that an enemy hero is the closest enemy unit to it.
Unit Design Principles
Standard Unit
The standard unit in AoF:BF has the following stat line:
| Size | Movement | Quality | Defense | Tough | Ranged Weapon | Melee Weapon | Cost |
|---|---|---|---|---|---|---|---|
| 4 | 4" | 4+ | 4+ | 3 | Bows (8", A3) | CCWs (A3) | 100pts |
The unit represents a squad of 8-12 infantry, split between two bases to make up the unit. As with other OPR systems, there is a soft recommendation for unit creation based on their equipment, and for AoF:BF, what is the theme of the unit on a larger scale battle.
Unit Size
- 1: For powerful hero units, larger vehicles, war machines, and massive monsters.
- 2: Squads of infantry that have a transport upgrade options, elite infantry units, and groups of monsters.
- 3: Specialty units that focus on one thing like rapid movement, heavy weaponry, or melee combat.
- 4: Larger infantry units that don't have transport options, but aren't themed around being a hoard.
- 5+: Hoards and swarms of bodies. These units have a lot of weight behind them but normally find themselves running on foot across the board.
Movement Speed
- Immobile: Towers and buildings.
- 4": The standard movement rate for AoF:BF.
- 6": Standard monster and fast infantry movement speed.
- 8": Really fast units only. Not recommended for melee focused units as we'd like to avoid first activation charges.
- 10": Very, very fast units. Teleporting units.
Quality and Defense
- Same for standard OPR.
- For vehicles and monsters, Defense 2+ should be reserved for very powerful or thick armors heroes, monsters, and vehicles only. The vast majority of vehicles should also have the Protected special rule.
- Armored Wagon: Defense 3+, Tough(3), Protected
- Monster Transport: Defense 3+, Tough(3), Fast
- Large Monster: Defense 3+, Tough(6), Protected
- Massive Monster: Defense 2+, Tough(9), Protected
Tough
- 3: The standard tough value; only narrative things should have less.
- 6: More durable units and monsters.
- 9: Large monsters.
- 12: Massive monsters.
- 15+: Titanic monsters. Things you don't bother shooting at unless it's with Deadly(6+) weaponry.
Weapon Attacks
- 1: Barely an effect, or there as an additive as an attached unit.
- 2: Weak ranges or melee attacks, or low model count within the unit.
- 3: Standard for ranged and melee combat.
- 4; Skilled fighters for that weapon system.
- 5: Specialist for that weapon or large model count within the unit.
- 6+: Specialized weapons or elite level unit.
Example Units
| Size | Movement | Quality | Defense | Tough | Ranged Weapons | Melee Weapons | Cost |
|---|---|---|---|---|---|---|---|
| 4 | 4" | 4+ | 6+ | 3 | Spears (A3, Counter) | 130 |
While each units has a large number of bases, and models per base, the Infantrymen don't have a great survival rate, or will retreat from battlefield if too many soldiers from their group are killed; hence the low tough value. There is however an entire section worth of spears pointed down range, so they make a great unit for holding objectives.
| Size | Movement | Quality | Defense | Tough | Ranged Weapons | Melee Weapons | Cost |
|---|---|---|---|---|---|---|---|
| 2 | 4" | 4+ | 5+ | 6 | Great Weapons (A6, AP(2)), Thick Claws & Teeth (A2, AP(1)) | 220 |
Heavy infantry unit from a more elite army, the Saurian Gators are more durable and better armored than the standard infantry unit, and despite low numbers they are more deadly with their application of melee; so an increase in Tough and number of melee weapon attacks.
| Size | Movement | Quality | Defense | Tough | Ranged Weapons | Melee Weapons | Cost |
|---|---|---|---|---|---|---|---|
| 5 | 6" | 6+ | 6+ | 3 | Swarm Attack (A2) | 115 |
A mass of flying bats moving quickly across the battlefield. Individuals aren't nearly as dangerous as the swarm, which will just absorb wounds and block line of sight of ranged attack.
| Size | Movement | Quality | Defense | Tough | Ranged Weapons | Melee Weapons | Cost |
|---|---|---|---|---|---|---|---|
| 3 | 4" | 5+ | 6+ | 3 | Gatling Gun (9", A4, AP(1)) | Hand Weapons (A2) | 120 |
A specialized unit of Ratmen that are hoping for a lucky roll, but when they get it boy does it hit hard.