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Age of Fantasy Beastmen v1.

0
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Background About OPR


Beastmen are half-man / half-animal creatures that rely on OPR (onepagerules) is the home of many free games which
ambush strategies to quickly overwhelm their enemy and are designed to be fast to learn and easy to play. This project
stomp them to the ground. Their ranks are made up of a was made by gamers for games and it can only exist thanks to
variety of strange creatures such as centaurs and minotaurs the generous support of our awesome community!
whose stampedes are feared amongst humans.
If youd like to support the continued development of our
Legend says that ancient human wizards were banished from games you can donate on patreon.com/onepagerules.
humanity for the use of dark arts, and they retreated into the
deepest forests where they plotted their revenge. Then they Find more of our games at onepagerules.wordpress.com.
created the Beastmen in order to raze human cities and take
Join the community by following us here:
back the land that was rightfully theirs.
Facebook: facebook.com/onepagerules
Since nobody ever lived long enough to survive a Beastmen
Reddit: reddit.com/r/onepagerules
ambush there is no way of telling how much of this is true
Twitter: twitter.com/OnePageRules

Strategy If you want to give us your feedback or have any questions


feel free to contact us:
Beastmen are an army of light to medium infantry troops that
use various deployment types to outmanoeuvre the enemy. Forum: onepagerules.proboards.com
The majority of their troops are melee focussed so getting E-Mail: onepageanon@gmail.com
units into the right position is vital to win.
Thank you for playing and happy wargaming!
When setting up your Beastmen force you should have a clear
strategy in mind so that you know which units to keep in Gaetano Ferrara (onepageanon)
reserves for ambushes. Raiders for example can either be
deployed early on to get as many shots off as possible, or be
kept in ambush to appear behind the enemy and pester them.

Your best support troops are minotaurs and centaurs, which


cant ambush, however can be useful in other ways. Try to
keep your minotaurs at the head of your charge so that they
can crush larger groups of low quality troops, whilst using
centaurs to flank and harass enemy ranged troops.

Always keep your units on the move and use your ambushes
wisely so that you can annoy your enemy and win the game.
Age of Fantasy Beastmen v1.0
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Champion [1] 3+ 5+ Hand Weapon (A3) Bane, Furious, Hero, Tough(3) A 65pts
Minotaur Boss [1] 3+ 5+ Hand Weapon (A4, AP(1)) Fear, Furious, Hero, Impact(1), Tough(3) B 55pts
Shaman [1] 4+ 3+ Hand Weapon (A1) Furious, Hero, Tough(3), Wizard(1) C 40pts
Hunters [10] 5+ 2+ Hand Weapons (A1) Ambush, Furious D, E 80pts
Harpies [10] 5+ 2+ Claws (A2) Flying, Scout - 110pts
Warriors [10] 4+ 3+ Hand Weapons (A1) Ambush, Furious D, F 125pts
Elites [10] 3+ 4+ Great Weapons (A1, AP(2)) Furious D 170pts
Minotaurs [3] 3+ 4+ Hand Weapons (A3, AP(1)) Fear, Furious, Impact(1), Tough(3) D, G 140pts
Havoc Spawn [1] 4+ 4+ Claws (A4) Fast, Fear, Fearless, Impact(1), Tough(3) - 40pts
Raiders [5] 5+ 2+ Shortbows (18, A1) Ambush, Furious, Skirmisher D 60pts
Havoc Hounds [5] 4+ 3+ Claws (A1) Fast, Strider H 65pts
Centaurs [5] 3+ 4+ Spears (A2, Impact(1)) Fast, Furious D, I 120pts
Crazed Boars [3] 4+ 4+ Claws (A4, AP(1)) Fast, Fear, Impact(1), Tough(3) - 130pts
Hunter Chariot [1] 4+ 5+ Spears (A2, Impact(2)), Claws (A2) Chariot, Furious, Tough(3) - 55pts
Boar Chariot [1] 4+ 6+ Spears (A2, Impact(2)), Claws (A4, AP(1)) Chariot, Fear, Furious, Impact(1), Tough(6) - 95pts
Cyclops [1] 5+ 4+ Claws (A5, AP(2)) Fearless, Monster, Sense Magic, Tough(6) J 75pts
Giant [1] 4+ 4+ Giant Club (A6, AP(2)) Fearless, Monster, Tough(6) - 90pts
Minotaur Giant [1] 3+ 5+ Claws (A6, AP(2)) Fearless, Furious, Monster, Tough(6) - 115pts
Slimey Beast [1] 3+ 4+ Tongue Grasp (12, A1, AP(1)), Fearless, Flying, Madness, Monster, - 150pts
Claws (A5, AP(1), Poison) Tough(6)

A Replace Hand Weapon: Special Rules


2x Hand Weapons (A3) +10pts Bane: The hero and his unit deal 2 automatic hits
Great Weapon (A3, AP(2)) +10pts from the Furious special rule.
Madness: When this unit is activated pick 2
B Replace Hand Weapon: enemy units within 12. Those units must take a
2x Hand Weapons (A4, AP(1)) +15pts morale test, if failed they take D3 wounds.
Great Weapon (A4, AP(3)) +15pts Sense Magic: This unit has Quality 3+ when
attacking units with Wizards in them.
C Replace Hand Weapon:
2x Hand Weapons (A1) +5pts Wizard Spells
Surge (2+): Target 2 friendly units within 6 may
Upgrade Wizard(1):
immediately move by up to D6+1.
Wizard(2) +20pts
Spirit Mantle (3+): Target friendly unit within 12
D Upgrade with any: gets Defense +1 until the end of the round.
Sergeant +5pts Howling Roar (4+): Target enemy unit within 12
Musician +10pts takes D6 automatic hits with AP(1)
Battle Standard +10pts Animalistic (4+): Target 2 enemy units within 12
must take a morale test. If failed they take D3
E Replace all Hand Weapons: automatic wounds.
Spears (A1, Phalanx) +15pts Vile Swarm (5+): Target enemy unit within 24
takes D6 automatic hits.
F Replace all Hand Weapons: Traitor (6+): Target enemy unit within 12 takes
2x Hand Weapons (A1) +30pts as many automatic hits as models in it.

G Replace all Hand Weapons:


Great Weapons (A3, AP(3)) +35pts
2x Hand Weapons (A3, AP(1)) +55pts

H Upgrade with any:


Vanguard +10pts
Poison in Melee +15pts

I Replace all Spears:


Great Weapons (A2, AP(2)) +25pts
Upgrade all models with:
Throwing Weapons (12, A1) +20pts

J Upgrade with:
Throw Rocks +90pts
(24, A1, AP(2), Blast(6), Indirect)

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