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 Fantasy. 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 it 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: facebook.com/onepagerules reddit.com/r/onepagerules twitter.com/onepagerules If you want to give us your feedback or have any questions feel free to contact us: onepagerules.proboards.com [email protected] Thank you for playing! Game Design: Gaetano Ferrara Illustrations: Brandon Gillam 1 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 Orc 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 2 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. 3 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 4 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. 5 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 Hero = 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 Humans army you can still use the Weighted Nets Wizard(X) = (X * 20pts) + 5pts special rule found in the Ratmen army list. 6 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 Elves 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
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