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Age of Fantasy Havoc Warriors v1.

2
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Background About OPR


The Havoc Warriors are comprised of the most fanatical OPR (onepagerules) is the home of many free games which
warriors from the northern tribes, guided by the almighty are designed to be fast to learn and easy to play. This project
hands of the havoc gods. Amongst their ranks one can find was made by gamers for games and it can only exist thanks to
anything from barbarians to daemons, all ready to destroy all the generous support of our awesome community!
others relentlessly.
If youd like to support the continued development of our
The northern tribes used to be split into many little factions games you can donate on patreon.com/onepagerules.
warring endlessly against each other. Seeing their potential as
mighty yet susceptible warriors, the havoc gods slowly began Find more of our games at onepagerules.wordpress.com.
to infest their sorcerers minds with promises of great power,
Join the community by following us here:
at the modest cost of spilling blood.
Facebook: facebook.com/onepagerules
This way the havoc gods were able to form their own grand
Reddit: reddit.com/r/onepagerules
army, and are now taking over Tyria one province at a time
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Strategy If you want to give us your feedback or have any questions


feel free to contact us:
The Havoc Warriors are a very powerful army, with some of
the best line troops in the game. They rely on brute force and Forum: onepagerules.proboards.com
aggressive magic to take out their enemies and offer a lot of E-Mail: onepageanon@gmail.com
variety with different unit types.
Thank you for playing and happy wargaming!
Whilst units of warriors can easily hold the center of the
board by themselves the army lacks in ranged power, and so Gaetano Ferrara (onepageanon)
you are going to have to adapt. You should focus on building a
reliable flanking force to hold far off objectives and take out
enemy ranged units before they can inflict damage.

When building your force try to match the unit that you want
to take with their designated role. For example you can take
barbarian horsemen with javelins to harass the enemy or take
mighty drake-centaurs to break through their lines.

The Havoc Warriors can be easily customized to fit your own


strategy, and are great for both beginners and veterans.
Age of Fantasy Havoc Warriors v1.2
by Gaetano Ferrara (http://onepagerules.wordpress.com/)

Name [size] Qua Def Equipment Special Rules Upgrades Cost


Havoc Lord [1] 3+ 5+ Hand Weapon (A4, AP(1)) Hero, Tough(3) A 50pts
Sorcerer [1] 3+ 5+ Hand Weapon (A2) Hero, Tough(3), Wizard(1) B 50pts
Daemon Champion [1] 3+ 6+ Daemon Sword (A5, AP(2)) Fearless, Hero, Monster, Tough(3) C 80pts
Barbarians [10] 4+ 3+ Hand Weapons (A1) - F, G 80pts
Warriors [10] 3+ 6+ Hand Weapons (A2) - F, H 170pts
Mutated Warriors [10] 3+ 5+ Mutated Limbs (A2) Fearless, Mutations - 205pts
Ogres [3] 4+ 4+ Hand Weapons (A3) Fear, Impact(D3), Tough(3) F, L 105pts
Havoc Trolls [3] 4+ 3+ Hand Weapons (A3, AP(1)) Fear, Impact(1), Tough(3), Regeneration N 130pts
Drake-Centaurs [3] 3+ 5+ Hand Weapons (A3, AP(1)) Fear, Impact(1), Tough(3) M 140pts
Daemon Spawn [1] 4+ 4+ Claws (A4) Fast, Fear, Fearless, Impact(1), Tough(3) - 40pts
Havoc Hounds [5] 4+ 3+ Claws (A1) Fast, Strider I 65pts
Barbarian Horsemen [5] 4+ 3+ Hand Weapons (A1) Fast J 55pts
Havoc Knights [5] 3+ 6+ Hand Weapons (A2) Fast, Fear F, K 115pts
Daemonic Steed Knights [3] 3+ 6+ Hand Weapons (A3), Claws (A3, AP(1)) Fast, Fear, Tough(3) O 190pts
Giant [1] 4+ 4+ Giant Club (A6, AP(2)) Fearless, Monster, Tough(6) - 90pts
Slaughter Beast [1] 4+ 6+ Claws (A4, AP(3)) Monster, Tough(6) - 90pts
Chimera [1] 3+ 6+ Claws (A8, AP(2)) Flying, Monster, Tough(3) D 105pts
Drake-Centaur Giant [1] 3+ 6+ Hand Weapon (A5, AP(2)) Fearless, Monster, Tough(6) E 110pts
Vortex Beast [1] 4+ 6+ Vortex (18, A3), Claws (A6, AP(1)) Monster, Regeneration, Tough(6) - 120pts
Havoc Chariot [1] 4+ 7+ Halberds (A4, AP(1)), Hooves (A2) Chariot, Tough(3) - 75pts
Gorebrute Chariot [1] 3+ 8+ Halberds (A4, AP(1)), Claws (A3, AP(1)) Fear, Chariot, Impact(D6), Tough(6) - 165pts
Havoc Shrine [1] 3+ 6+ Hand Weapons (A8) Dark Blessing, Fear, Chariot, Regeneration, - 165pts
Tough(6)
Cannon Monster [1] 3+ 6+ Cannon (48, A1, AP(6), Blast(3)), Artillery, Fear, Fearless, Monster, - 295pts
Claws (A5, AP(1)) Regeneration, Tough(6)
Horse [-] - - Hooves (A1) Fast - -
Daemon Mount [-] - - Claws (A2, AP(1)) Fast, Fear, Impact(1), Tough(3) - -
Manticore [1] - - Claws (A4, AP(1)) Flying, Monster, Tough(3) - -
Havoc Dragon [-] - - Fire Breath, Claws (A6, AP(2)) Defense +3, Flying, Monster, Tough(6) - -

A Replace Hand Weapon: H Replace all Hand Weapons: Special Rules


Halberd (A4, AP(2)) +10pts Halberds (A2, AP(1)) +40pts Dark Blessing: When this unit is activated pick 3
Great Weapon (A4, AP(3)) +15pts 2x Hand Weapons (A2) +80pts friendly units within 12, which get Quality +1 or
2x Hand Weapon (A4, AP(1)) +25pts Great Weapons (A2, AP(2)) +80pts Defense +1 until the end of the round (pick one).
Mount on: Upgrade all models with: Mutations: When fighting in melee roll one die
Horse +10pts Chosen (Fearless) +10pts and consult the following:
Daemon Mount +45pts 1-2: Unit gets AP(1)
I Upgrade with any: 3-4: Unit gets Poison
Manticore +65pts
5-6: Unit gets Regeneration
Havoc Dragon +145pts Vanguard +10pts
Poison in Melee +15pts
Wizard Spells
B Upgrade Wizard(1):
Corruption (2+): Target enemy unit within 12
Wizard(2) +20pts J Replace all Hand Weapons:
takes D6 automatic hits.
Mount on: Spears (A1, Impact(1)) +15pts
Lash (4+): Target enemy unit within 24 takes D3
Horse +10pts Great Weapons (A1, AP(2)) +15pts
automatic hits with AP(1).
Daemon Mount +45pts Upgrade all models with one:
Frenzy (4+): Target friendly unit within 24 gets
Manticore +65pts Throwing Axes (6, A1) +10pts
Furious until the end of the round.
Javelins (12, A1) +15pts
Pestilence (5+): Target enemy unit within 18
C Upgrade with one:
gets -1 to melee rolls until the end of the round.
Wizard(1) +20pts K Replace all Hand Weapons:
Treason (5+): Target enemy unit within 24 gets
Wizard(2) +40pts Lances (A2, Impact(2)) +30pts
-1 to its morale rolls until the end of the round.
Wizard(3) +60pts
L Replace all Hand Weapons: Magical Fire (6+): Target enemy unit within 24
Upgrade with:
2x Hand Weapons (A3) +25pts takes D6 automatic hits with AP(2).
Wings (Flying) +10pts
Great weapons (A3, AP(2)) +25pts
D Upgrade with any:
Fire Breath +10pts M Replace all Hand Weapons:
Regeneration +10pts Halberds (A3, AP(2)) +20pts
Toxic Bile (Poison in melee) +25pts Great weapons (A3, AP(3)) +35pts
2x Hand Weapons (A3, AP(1)) +55pts
E Replace Hand Weapon:
Great Weapon (A5, AP(4)) +20pts N Replace all Hand Weapons:
2x Hand Weapon (A5, AP(2)) +40pts 2x Hand Weapons (A3, AP(1)) +40pts

F Upgrade with any: O Replace any Hand Weapon:


Sergeant +5pts Daemon Spear (A3, Impact(1)) +5pts
Musician +10pts Great Weapon (A3, AP(2)) +10pts
Battle Standard +10pts

G Replace all Hand Weapons:


Great Weapons (A1, AP(2)) +30pts

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