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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
Beasts
Dragons
Wizards

Movement Distance
9
12 and if winged may fly over terrain features and other units.
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.

2. MAGIC
Each turn a Wizard may cast one of the following spells.
Magic Missile
Lightning Strike
Teleport
Blinded
Fear

Line of Sight required. Range 6. D6 attack on target unit.


Only LOS required. D6+2 attack on target unit.
Allows the Wizard to move anywhere on the board within his LOS.
Target unit is stricken blind and may not move or attack next turn. If the
affected unit is attacked it receives double damage.
Chose 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 frontal
facing.
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 hits
the 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. Dragons
add 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 in
favor 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 movement
sequence but must move their full movement away from their current target.
5. ELIMINATING UNITS
Fantasy units are eliminated upon the acquisition of 15 hits.

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