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AOF: POINT CALCULATOR V1.10 Introduction Contents the Point Calculator Contains All of the Point Calculator

AOF: POINT CALCULATOR V1.10 Introduction Contents the Point Calculator Contains All of the Point Calculator

AOF: POINT CALCULATOR v1.10 Introduction Contents The Point Calculator contains all of the Point Calculator ...... 2 guidelines used to calculate the point cost Unit Creation ...... 2 of units for Age of . Weapon Creation ...... 4 With this system players are able to create Special Rules...... 6 their own units and armies, allowing them Army Special Rules ...... 7 to use any miniatures they have to play. Designer’s Guidelines ...... 12 About OPR Army Guidelines ...... 12 OPR (onepagerules) is the home of many Unit Guidelines ...... 15 free games which are designed to be fast to Weapon Guidelines ...... 17 learn and easy to play. This project was made by gamers for gamers and can only exist thanks to the generous support of our awesome community! If you’d like to support the continued development of our games you can donate on patreon.com/onepagerules. Join the community by following us here:

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Thank you for playing!

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

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UNIT CREATION Overview Base Cost Units are at the center of every wargame, A unit’s Quality represents its training and and the Point Calculator was made to morale, whilst its Defense represents its quickly put together a point cost that armor and resilience. measure’s their ability in the game. The values for both Quality and Defense This first section is going to explain how to range from 2+ to 6+, where 2+ is very put together a unit’s point cost as a whole, good, 4+ is average and 6+ is very bad. and the following sections are going to These two components put together form explain how each part of a unit is put the unit’s base cost, without any of its together (weapons, special rules, etc.). weapons and special rules. Creating Units The base cost is calculated like this: Each unit in the game is made up of 4 core (Quality + Defense) * X = Base Cost components that define it: Where X = Tough(X) or else X = 1.  Quality The Quality and Defense values each have  Defense a point cost which is converted like this:

 Weapons  6+ = 2pts

 Special Rules  5+ = 4pts

In order to create a unit you are going to  4+ = 6pts have to define each component, calculate  3+ = 8pts its point cost, and finally put everything together to get the unit’s total point cost.  2+ = 16pts Example: A unit of Archers is made of 5 Example: The base cost of the Orc Arhcers is models and has these components: calculated like this: Base Cost = (4 + 4) * 1 = 8pts  Quality 5+

 Defense 5+

 Bows & Hand Weapons

 Furious

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Weapons Total Point Cost Units are equipped with a variety of melee Once you have calculated a unit’s base cost and ranged weapons that are used whilst and the cost of each weapon and special in combat, which can range from simple rules, all you need to do is put everything swords to the most complex cannons. together like this: How to calculate a weapon’s cost is going (Base Cost + Weapons + Special Rules) to be explained in a later section of the * Models = Total Point Cost book, but all you need to know for now is The total point cost of all models in the that each weapon has its own individual unit then has to be rounded to the nearest cost which is added to the final point cost. multiple of 5. There is no minimum or maximum Example: The total point cost of a unit of 5 Orc number of weapons that units can be Archers is calculated like this: equipped with, and units can not have any  Base Cost = 8pts weapons at all if that’s what you want.  Bows = 2pts Example: The Orc Archer’s Bows have a cost of 2pts and their Hand Weapon a cost of 1pts.  Hand Weapons = 1pts Special Rules  Furious = 0.5pts Total Cost = (8 + 2 + 1 + 0.5) * 5 = 60pts Most units come with one or more special rules which define any special abilities that they might have, such as moving faster or being especially tough to kill. Special rules have a defined point cost or somehow modify how the unit’s total cost is calculated, and you can find out how each special rule works in a later section. There is no minimum or maximum number of special rules that units can be have, and units can not have any special rules at all if that’s what you want. Example: Units with Furious add Quality / 8 to their total cost, so the Orc Archers add 0.5pts to their total cost.

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WEAPON CREATION Creating Weapons Weapon Special Rules Weapon creation works much like unit AP(X) = multiply the weapon’s cost based creation in that you first calculate the on its AP value: weapon’s cost and then modify it by its  AP(1) = * 1.5 weapon special rules.  AP(2) = *2 The weapon cost is calculated like this:  AP(3) = *2.5 Range * Attacks * Special Rules  AP(4) = *3 = Weapon Cost Blast(X) = weapon cost * X The range value of each weapon has a point cost which is converted like this: Deadly(X) = multiply the weapon’s cost based on its Deadly value:  Melee = 0.25  Deadly(3) = * 2  6” = 0.125  Deadly(6) = * 4  12” = 0.25 Indirect = weapon cost * 1.25  18” = 0.375 Phalanx = add 3pts to the weapon’s cost  24” = 0.5 after multiplying by the unit’s Quality  30” = 0.625 Poison = weapon cost * 1.25  36” = 0.75 Rending = weapon cost * 1.5  42” = 0.875 Sniper = calculate the weapon’s cost as if  48” = 1 the unit had Quality 2+, then multiply*1.25 Example: The weapon cost of a Bow (24”, A1) is calculated like this: Weapon Cost = (0.5 * 1) = 0.5pts

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Total Weapon Cost Weapon Upgrades Once you have calculated a weapon’s cost Most units in the game usually come with and modified it by its special rules, all you one or more weapon upgrades that they need to do is multiply it by the unit’s can choose from. Quality value to get the total weapon cost: To calculate the point cost of weapon Weapon Cost * Quality = Total Cost upgrades simply calculate cost of the unit’s Example: The cost of a Rifle (24”, A1, AP(1)) standard weapon and the cost of the unit’s wielded by a Marksman (Quality 5+) is upgraded weapon. calculated like this: Then subtract the point cost of the more Weapon Cost = (0.5 * 1) * 1.5 = 0.75pts expensive weapon from the less expensive weapon and round up to the nearest Total Cost = 0.75 * 4 = 3pts multiple of 5, which gives you the total Multiple Firing Modes cost of the weapon upgrade.

Sometimes you might want to put together Example: A Hand Weapon used by a unit with a weapon that has multiple firing modes Quality 3+ costs 2pts, whilst a Great Weapon that players have to choose from each time costs 4pts. The cost of upgrading from a Hand they fire, such as having AP and Blast Weapon to a Great Weapon is 5pts (rounded up options on a cannon. from 2pts). When doing so calculate the point cost of all firing modes separately and then pick the highest cost, which becomes the total cost of the weapon. Example: Mortars can be loaded with both AT and HE ammo. We calculate the cost of each and find that AT ammo costs 9.5pts whilst HE ammo costs 7.5pts. Since the AT mode costs more the final cost is 9.5pts.

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SPECIAL RULES Overview Special Rules Special Rules are the main tool we use to Ambush = Quality give units thematic flavor and make give Artillery = 15pts them specific battlefield roles. Fast = Quality This section is just going to be a list of all Fear = 20pts the common special rules used by most units in the game, whilst there is a a Fearless = calculate the unit’s base cost as if specific section for army special rules you the unit had Quality +1 can find later. Fire Breath = 25pts Common Special Rules vs Flying = Quality Army Special Rules Furious = cost of 1 attack with most Most units in the game use the special expensive weapon used by all models / 2 rules you can find here, which are known = 0pts as common special rules. Immobile = Quality * -3 Some units however use army special Impact(X) = X * 3pts rules, which are have more thematic flavor Regeneration = Tough(X) * 6pts and often do something unusual. Scout = Quality When creating your own units you can use special rules from any army, even if you Slow = -Quality are creating units for a different army. Stealth = Tough(X) * 2pts Example: Even though you might be putting Strider = Quality / 2 together a unit of Gladiators for the army you can still use the Weighted Nets Wizard(X) = (X * 20pts) + 5pts special rule found in the Ratmen army list.

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ARMY SPECIAL RULES Beastmen Dwarves Bane = 30pts Common Madness = 15pts Swift = Quality Dwarves Sense Magic = 10pts Attack Bomb = 20pts Chivalrous Kingdoms Ballistic Master = 30pts Grail Relic = 39pts + 40pts Bombing Run = 55pts Holy Relic = 110pts Drill = add 20pts to the weapon’s total cost Lady’s Blessing = 90pts Grudge = 30pts Lance Formation = 1.5pts Slayer = calculate the model’s weapons Lord’s Virtue = 75pts cost as if they had AP(+1) Dark Volcanic Dwarves Blade Dance = Tough(X) * 2pts Ancient Key = 30pts Blood Fury = 25pts Ancient Torch = 90pts Hydra Heads = 10pts Battle Icon = 30pts Dark Prowess = 30pts Ultimate Leader = 90pts Sky-City Dwarves Deep-Sea Elves Augment = 30pts Blows of Grace = 1.5pts Bomb Racks = 25pts Distortion Drummer = 60pts Follow the Code = 30pts Divine Navigator = 115pts Grappling Hook = add 10pts to the Lantern of Souls = 25pts weapon’s total cost Shots of Grace = 4pts Repair = 10pts Ledger = 60pts Wind-Reader = 10pts Tide Master = 60pts Transport(X) = X * 2pts

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Eternal Wardens Battle Horn = 9pts Boing = Quality Beacon = 10pts Cave-Beast Herder = 5pts Combat Stance = 3pts Destructive Force = Quality * 2 Engineer = 30pts Fear Monger = 20pts Howl = 10pts (per unit) Inspiring Presence = 40pts Lantern = 60pts Mesmerizing = 30pts Retribution = 45pts Moonshine Potion = 30pts Ghostly Undead Mushroom Cloud = 30pts Capture Souls = 15pts Poison Brew = 30pts Cursed Lantern = 30pts Power Shrooms = 15pts (per unit) Ethereal = Tough(X) * 5pts Pump = 0pts Fear the King = 30pts Surprise! = 4pts Sands of Time = 10pts Havoc Warriors Spell Eater = 10pts (per unit) Chosen Veteran = 8pts Reap = weapon cost * 1.125 Dark Blessing = 60pts Undead = 0pts Mutations = 3pts

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Havoc Warrior Disciples Kingdom of Disciples of War Angelic Aura = 60pts Blessing of War = 30pts Commander = 50pts Blood-Icon = 30pts Mummified Undead Disciples of Change Cursed Arrows = weapon cost * 1.25 Blessing of Change = 30pts King’s Will = 90pts Disciples of Plague Blessing of Plague = 90pts Undead = 0pts Disciples of Luist

Blessing of Lust = 30pts Chilling Aura = 40pts Lust Speed = Quality Frost = Tough(X) * 2pts Musical Bliss = Tough(X) * 2pts Stone Bones = base cost * 1.5 High Elves Ossified Undead

Flame Attack = 35pts Arcane Power = 20pts Icy Aura = 35pts Bone Shaper = 110pts Prowess = 30pts Combat Stance = 3pts Quick Shot = calculate weapon cost as if it Eternal Duty = 45pts had +6” range Harvest Bones = 100pts Humans Swift = Quality Accusation = 25pts Undead = 0pts Aura of Fury = 50pts Ballistic Master = 25pts Fight Harder! = 30pts Battle Aura = 60pts Frenzy = Furious * 2 Battle Chant = 25pts WAR! = 60pts Inspiring Presence = 60pts Ratmen Protective Aura = 60pts Expert Thrower = Quality / 2

Unholy Bell = 30pts Weighted Nets = 15pts

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Rift Daemons Vampiric Undead Common Corpse Pile = 180pts Symbol of Havoc = 45pts/25pts/15pts Cursed Brazier = 10pts Daemons of War Cursed Lodestone = 20pts Banner of War = 45pts Ethereal = Tough(X) * 5pts Resistance(X) = X * 10pts (per unit) Reliquary = 35pts Daemons of Change Seduce = 15pts Banner of Change = 10pts Undead = 0pts Split = 25pts Split Again = 5.25pts Wood Elves Squish = 0pts Battle Call = 30pts

Daemons of Plague Eagle-Eyed = weapon cost * 2 Banner of Plague = 15pts Malice = Tough(X) * 2pts Slime Trap = 25pts Monster Hunter = calculate the model’s

Daemons of Lust weapons cost as if they had AP(+1) Banner of Lust = 45pts Stalk Master = 30pts Song of Banishment = 45pts Song of Summoning = 240pts Very Fast = Quality * 2 Saurians Altar of the Gods = 60pts Ark of Snakes = 15pts Chameleon = Tough(X) * 4pts Predator = weapon cost * 1.125 Primal Roar = 10pts Rock Bombs = 20pts

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Clans of the War Cry

Golem Worshippers Armourer = 10pts Stand Strong = 30pts Strong Leader = 30pts

Beast Worshippers Beast Mode = 15pts Beast Whisperer = 10pts

Beast Worshippers Tireless Killer = 10pts Snake Song = 15pts

Crow Worshippers Infiltrator = 60pts Pounce = 5pts

Crow Worshippers Acrobat = 1.5pts Smoke Globe = 30pts Stuntman = 1.5pts

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ARMY GUIDELINES Army Theme Special Rules When creating a new army the first thing Once you have a theme in mind you we must establish is its theme. should decide on 1-2 special rules that are This theme will then guide the creation of used by most units in the army, which will all elements of the army, and keeping a keep the theme consistent across the units. consistent theme throughout is going to Example: To show that Orcs are always eager give you the best result. to fight their models have Furious. To decide what theme your army should Since almost every unit in the army is have just take a look at your models and going to be using these special rules they think of what makes most sense for them should be simple enough that they don’t in terms of general combat style, weapons, bog down gameplay and flows naturally. special rules, units, etc. Example: Giving every unit in the army Example: Orcs are brutal beasts that love to something simple like being fast is better than battle and don’t care for technology, so their every unit being able to cast spells. theme centers around furious soldiers that excel If you want the whole army to have access at melee combat. to a special rule that is more complex then There are no limits to your imagination a good way to do that is by providing the when coming up with an army theme, but special rule as an optional upgrade instead we recommend keeping things simple by of making it standard for every unit. just having each army have 2-3 traits that This way players can decide how complex make it distinctive. they want their army to be when putting it By keeping the theme focused on just a few together for a match. traits it will be easier to keep it consistent for the whole army and make it feel like something that truly defines it as a whole.

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Weapons Heroes When it comes to weapons you should also One of the best ways to show theme in try to have a consistent theme that defines your army is to give it unique heroes that how the army fights. really represent what it’s all about. There are two ways that you can do this There are many ways that you can create which work effectively at maintaining a thematic heroes for your army: consistent theme: by giving most units the  Give them an improved version of the same weapons and by giving all weapons common special rule in the army consistent characteristics.  Equip them with a more powerful The first method is pretty simple, just give version of the army’s theme weapon all units the same base weapons and add in  Give them access to special mounts some variety by having them be able to and equipment upgrades take upgrades to specialize in specific combat roles.  Have them use a special rule that thematically buffs units that they join Example: Since Wood Elves focus on defending their land most units are armed with Bows. Additionally here are some guidelines that The second method consists in giving all you can use to create heroes that feel weapons a common theme to follow, such special in your army: as having a specific type of range, a specific  Don’t have too many heroes, 2-3 are amount of attacks or some special rules. usually more than enough

Here it is important to keep things simple  Make them tougher than regular units again by using special rules that flow well with the Tough special rule and don’t bog the game down.  Give them lots of upgrade options so Example: Since Daemons of Plague focus on that players can customize them spreading disease all their weapons have the Generally we recommend to always make Poison special rule. heroes very customizable, that way players can create their own unique heroes. It’s always better to have fewer heroes that feel very unique rather than having a lot of heroes with just minor variations.

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Unit Creation Unit Types Once you’ve laid down the ground work Finally there’s one more thing that you can by establishing a theme in terms of weapon do in order to give your army an and special rules it should be pretty easy to interesting theme, and that is by restricting create units for the army. the types of units that it has. When creating units try to keep them as Instead of giving your army access to the simple as possible by giving them a set of full roster of unit types, pick only a select basic weapons (usually only 1 ranged and few and focus your army on those. 1 melee weapon) and then just 1-2 special Example: Since the Saurians don’t use any rules that fit with the theme. technology they don’t have any chariots or If you want to have special units in the artillery support. army that use more complex weapons and This will not only emphasize the combat special rules it’s fine, however try to keep style of the army further, but it will also them limited to just 2-3 per army. make for more interesting gameplay by Generally it’s better to have fewer units giving your army clear strengths and that are specialized in different combat weaknesses players should watch for. roles than to have lots of generic units that Here is a list of the most common unit could fit any combat role. types in the game you can use:

This makes it easier for players to know  Infantry which unit does what on the battlefield,  Large Infantry and also makes for more interesting gameplay as players have to make difficult  Cavalry / Beasts decisions.  Monsters

 Chariots

 Artillery

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UNIT GUIDELINES Overview Defense - Overview When creating units the most crucial thing For the unit’s Defense value simply look at you need to do is to make sure that any your model and you should have more or rules that you give them make sense with less an idea of how protected it is. the model that is being used. In order to keep Defense values consistent Players have to be able to use the stats that across all armies we divide units into you put together and feel that they are different unit types: consistent with the model they are using.  Infantry – Humans, Orcs, Elves Example: Since Ogres are big and hulking  Large Infantry – Ogres, creatures it would make little sense to give them the Fast special rule.  Monsters – , Daemons Quality  War Machines – Artillery, Chariots Then for each unit type we have a different When it comes to Quality simply look at Defense value based on what the model’s your model and you should have more or armor and constitution looks like, which less an idea of its combat ability. you can find in the following sections. Then pick the category that fits best with your model to get a Quality value: Defense – Infantry   Inexperienced = Quality 6+ Model is unarmored or has its limbs exposed = Defense 6+  Regular = Quality 5+  Model is armored but has its face  Veteran = Quality 4+ exposed = Defense 5+  Elite = Quality 3+  Model is armored and has its body  Legendary = Quality 2+ fully covered = Defense 4+

Generally speaking you should avoid  If the model is carrying a shield add using Quality 2+ and 6+ because players +1 to its Defense value feel like they are not very balanced, even if  If the model’s constitution is extra point costs compensate for the rolls. tough then add +1 to its Defense Example: It’s better to use Quality 3+ and give  If the model’s armor is extra tough the unit better weapons and special rules than then add +1 to its Defense value to have a unit with Quality 2+. Example: Orc infantry models are armored and

but with limbs exposed (6+), are tough (+1) and have shields (+1), so their total Defense value is 4+.

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Defense – Large Infantry Defense – War Machines

 Model is unarmored or has its limbs  Model is artillery = Defense 5+ and exposed = Defense 5+ Tough(3)

 Model is armored but has its face  Model is a light chariot = Defense 2+ exposed = Defense 4+ and Tough(3)

 Model is armored and has its body  Model is a heavy chariot = Defense 2+ fully covered = Defense 3+ and Tough(6)  If the model is carrying a shield add Special Rules +1 to its Defense value Once you have the unit’s Quality value  If the model’s constitution is extra you have to decide whether the unit needs tough then add +1 to its Defense to have any special rules or not.  If the model’s armor is extra tough For common units it’s best to have very then add +1 to its Defense value few or no special rules in order to keep  If the model is armored and fully things simple, whilst for advanced units covered, has extra tough constitution you can go ahead and use more of them. plus extra tough armor, then it has To keep things consistent we have a set of Defense 2+ and Tough(3) standard special rules that you can give Defense – Monsters units based on their unit type:  Cavalry / Beasts = Fast  Model is a small sized monster = Defense 2+ and Tough(3)  Monsters = Fear + Impact(3)

 Model is a large sized monster =  Chariots = Fast + Impact(6) Defense 2+ and Tough(6)  Artillery = Artillery + Immobile

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WEAPON GUIDELINES Melee Weapons - Type Melee Weapons - Attacks When creating melee weapons the first When determining how many attacks a thing that you need to determine is what melee weapon should have you have to its weapon type is. determine what kind of unit is wielding it. Whilst there is no limit to your imagination Generally creatures that are larger or are when it comes to fantasy weapons, here most melee oriented will have more attacks are the most common ones we use and than basic infantry troops, with massive what special rules they use: beasts and monsters having lots of attacks.

 Hand Weapons - n/a Here are some guidelines you can follow to determine how many attacks your weapon  Halberds - AP(1) should have based on the unit’s type:  Great Weapons - AP(2)  Infantry = 1 attack  Spears - Phalanx  Large Infantry, Beasts= 2-3 attacks  Spears (mounted) - Impact(1)  Large Beasts, Chariots = 4-5 attacks  Lances - Impact(2)  Large Monsters = 6-8 attacks

If you are creating melee weapons as

upgrades you should avoid basic infantry weapons that have a lots of attacks, because else you need to roll buckets of dice when a whole squad is using them.

Reserve weapons with lots of attacks either

to special upgrades or for heavy units such as chariots and monsters.

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Ranged Weapons - Common Ranged Weapons - Custom Whilst there are infinite possible weapons Generally speaking there are tow types of that can exist in a fantasy universe, at the weapons used in the game, which are end of the day most weapons fall into a either anti-infantry or anti-monsters. couple of common weapon templates. Anti-infantry weapons usually have short In order to make your life easier we have or medium range and are either used to compiled a list of the most common stats take out heroes or to keep large units with that you can use for your weapons. lots of models under control. Here are the most common infantry Guidelines for anti-hero weapons: weapons used in the game:  Range = 12”-36”  Throwing Weapons - 12”, A1  Attacks = 1-2  Pistols - 12”, A1, AP(1)  Special Rules = AP(1-2), Deadly(3),  Shortbows - 18”, A1 Rending, Sniper

 Bows - 24”, A1 Guidelines for crowd-control weapons:

 Rifles - 24”, A1, AP(1)  Range = 12”-24”

 Longbows - 30”, A1  Attacks = 5-6

 Crossbows - 30”, A1, AP(1)  Special Rules = AP(1), Blast(3-6), Here are the most common artillery Poison weapons used in the game: Anti-monster weapons usually have medium or long range and are either used  Fire Throwers - 18”, A6, AP(1) to take out a single monster or are used as  Cannons - 48”, A1, AP(4), Blast(3) a hybrid to kill both infantry and monsters.  Bolt Throwers - Guidelines for anti-monster weapons: 48”, A1, AP(2), Deadly(3)  Range = 48”  Stone Throwers - 48”, A1, AP(1), Blast(6), Indirect  Attacks = 1-2  Special Rules = AP(2-3), Deadly(3-6) Guidelines for hybrid weapons:

 Range = 36”-48”

 Attacks = 1-2

 Special Rules = AP(3-4), Blast(3-6)

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