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These rules require the use of the One Hour Wargames book written by Mr. Neil Thomas.
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
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.