Fantasy Wargame Rules for One Hour Wargames

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FANTASY WARGAME RULES FOR ONE HOUR WARGAMES. These rules require the use of the “One Hour Wargames” book written by Mr. Neil Thomas. NEW UNIT TYPES These rules feature new unit types of fantastical creatures. They are Beasts, Dragons and Wizards. Beasts occupy a typical 1HW base frontage as specified in the book. Dragons and Wizards may be mounted on bases appropriate to their size and retinue. SEQUENCE OF PLAY Select your choice of period for your fantasy setting from the 1HW book and insert a Magic sequence following movement. 1. MOVEMENT Movement Allowances. Units may move up to the distances listed below during their turn: Unit Type Movement Distance Beasts 9” Dragons 12” and if winged may fly over terrain features and other units. Wizards 9” Turning. Units may turn as specified in the 1HW period rules you have chosen. Terrain. Units are affected by terrain as shown in the 1HW period you have chosen as well as what follows. Beasts: Towns reduce movement by half. Beasts may enter woods.

description

Generic fantasy rules for One Hour Wargames. Compiled by A. Jeff Butler. Adds Beasts, Dragons and Wizards to your game.

Transcript of Fantasy Wargame Rules for One Hour Wargames

FANTASY WARGAME RULES FOR ONE HOUR WARGAMES. These rules require the use of the One Hour Wargames book written by Mr. Neil Thomas. NEW UNIT TYPES These rules feature new unit types of fantastical creatures. They are Beasts, Dragons and Wizards. Beasts occupy a typical 1HW base frontage as specified in the book. Dragons and Wizards may be mounted on bases appropriate to their size and retinue. SEQUENCE OF PLAY Select your choice of period for your fantasy setting from the 1HW book and insert a Magic sequence following movement. 1. MOVEMENT Movement Allowances. Units may move up to the distances listed below during their turn: Unit TypeMovement Distance Beasts9 Dragons12 and if winged may fly over terrain features and other units. Wizards9 Turning. Units may turn as specified in the 1HW period rules you have chosen. Terrain. Units are affected by terrain as shown in the 1HW period you have chosen as well as what follows. Beasts:Towns reduce movement by half.Beasts may enter woods. 2. MAGIC Each turn a Wizard may cast one of the following spells. Magic MissileLine of Sight required. Range 6. D6 attack on target unit.Lightning StrikeOnly LOS required. D6+2 attack on target unit. TeleportAllows the Wizard to move anywhere on the board within his LOS. BlindedTarget unit is stricken blind and may not move or attack next turn. If the affected unit is attacked it receives double damage. FearChose target unit. The controlling player rolls a D6, if the score is 4+ the unit takes only 1 hit from a few lone deserters. If 3 or less the unit falls back its half its movement distance and takes D6-2 hits. If the unit moves off the board it is destroyed. 3. SHOOTING Dragons have a breath attack. Adjudge Field of Fire.Dragons may only shoot at a single target within 45 degrees of their frontalfacing. Measure Range.Dragons have a breath attack range of 6. Assess Casualties.Dragons roll a die when using their breath attack. The score gives the number of hitsthe target acquires. 4. HAND-TO-HAND COMBAT The procedure for fantasy units in H-t-H Combat is as listed in the 1HW book with the exceptions below. Assess Casualties. Units roll a die. Beasts add 1 to the score. Wizards subtract 2 from the score. Dragonsadd 5 to the score. The result gives the hits the target acquires which is modified as follows: Terrain Advantage. Beasts in woods only suffer half the indicated number of hits (fractions rounded infavor of the attacking unit.) Beasts in towns suffer double hits. Movement Within Combat. Beasts may leave H-t-H Combat on their next turn during their movementsequence but must move their full movement away from their current target. 5. ELIMINATING UNITS Fantasy units are eliminated upon the acquisition of 15 hits.