AOF:Q - Primary Objectives (d6)

Earn double as much XP as the chosen difficulty level.

Age of Fantasy: Quest is a solo/co-op miniature skirmish adventure game, by One Page Rules, set in a dark magical world, which is played using 32mm miniatures.

OPR - Age of Fantasy: Quest

Citation

© One Page Rules

This chart uses input variables
  • Difficulty
d6 Result

1

Clean Sweep

The centre of the table counts as the AI Goal. When the last model from the first wave of reinforcements is killed, it drops an objective marker within 1“.

Heroes may use a skill action whilst within 1“ of the marker, and if they pass a STR test, the marker is removed and the objective is completed.

2

Target Defense

Place one objective marker randomly at the centre of a table quarter or the centre of the table, which counts as the AI Goal.

Heroes may use a skill action whilst within 1“ of the marker and take a STR test. If passed, at the end of each round, if a hero is within 3“ of the marker while enemies aren’t, then it’s seized, and it gets one token.

The objective is completed once the marker has Roll 4 * {$Difficulty} Tokens.

3

Retrieval

Place one objective marker within 6“ of a random table corner, which counts as the AI Goal (if the heroes are deployed in the same corner, move the marker to the centre of the table).

Heroes within 1“ of the marker may pick it up by using a skill action and passing a DEX test, and drop it within 1“ if they are shaken.

The objective is completed when the hero carrying the marker ends its activation within 6“ of the hero corner.

4

Investigation

Place two objective markers randomly at the centre of two different table quarters or the centre of the table, and the marker closest to the hero nearest to an enemy counts as its AI Goal.

Heroes may use a skill action whilst within 1“ of a marker, and if they pass a DEX test, the marker is removed.

The objective is completed once both markers are removed.

5

Area Search

Place three objective markers randomly at the centre of three different table quarters or the centre of the table, and the marker closest to the hero nearest to an enemy counts as its AI Goal.

Heroes may use a skill action whilst within 1“ of a marker, and if they pass a WIL test, remove the marker and roll one die.

On a 5+, or if it was the last marker, the objective is completed.

6

Delivery

Place two delivery markers within 6“ of two different random table corners (if the heroes are deployed in the same corner as a marker, move it to the centre of the table).

When the heroes deploy, place one objective marker in their deployment zone, which counts as the AI Goal.

Heroes within 1“ of the marker may pick it up by using a skill action and passing a WIL test, and drop it within 1“ if they are shaken.

When the hero carrying the objective ends its activation within 3“ of a delivery marker, remove that marker.

The objective is completed once both markers are removed.