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ONE HOUR WARHAMMER

FANTASY CHARACTER RULES FOR ONE HOUR WARGAMES


Ver 1.01

These rules require the use of the One Hour Wargames book written by Mr. Neil Thomas.
This module is completely unofficial and in no way endorsed by Games Workshop Limited. The Chaos devices, the Chaos
logo, Citadel, Citadel Device, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Forge World, Games Workshop,
Games Workshop logo, Golden Demon, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Keeper of
Secrets, Khemri, Khorne, Lord of Change, Nurgle, Skaven, the Skaven symbol devices, Slaanesh, Tomb Kings, Trio of
Warriors, Twin Tailed Comet Logo, Tzeentch, Warhammer, Warhammer Online, Warhammer World logo, White Dwarf,
the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units,
illustrations and images from the Warhammer world are either , TM and/or Copyright Games Workshop Ltd 20002015, variably registered in the UK and other countries around the world. Used without permission. No challenge to
their status intended. All Rights Reserved to their respective owners.
Notes on this fan created module: I have set out to write these rules with every intention of producing a game that I
desire to play. Please understand I am not keeping the greater community in mind in my rules writing, beyond that of
sharing. Therefore feel free to modify any of this to your hearts content.
Compiled & Edited by A. JEFF BUTLER, aka Brigadier General/Wargamer1972

1. CHARACTERS & ATTACHING


Each faction in the Old World has an assortment of characters you may
choose to add to your army. Characters can add a little dash of flavor to your
games. They can be used to score Victory Points, kill other characters or boost
your troops. All characters should either be on round or square bases that are
equal to or less than half the frontage size of a normal OHW unit.
A character may attach itself and join any friendly unit. An attached character
grants certain bonuses to their attached unit. These are described in each
army module.
2. MOVEMENT & ORDERS
Movement Allowances. All characters, whether mounted or on foot may
move 6 per turn. There are no terrain restrictions on characters except
where a terrain feature is marked impassable.
Orders. Once per turn unattached characters may issue orders to any friendly
unit within 12 instead of moving or fighting. There are two types of orders.
One order is to imagine ordering reserve troops to fill gaps in their line units,
thereby removing 1 point of damage from the ordered unit. The other is to
order a unit forward; make one extra move. *Note on Move Orders: No unit
may move more than twice per turn, regardless of the amount of orders
available.
3. MAGIC
Some characters have the ability to cast magic spells. These are annotated in
their respective faction
modules. Any magical attacks resolved against another character are worked
out the same as in character shooting.

4. SHOOTING
Some characters may be armed with firearms and able to shoot other characters or units.
Adjudge Field of Fire. A character has a 360 degree field of fire.
Measure Range. All character shooting is limited to 12.
Assess Casualties. If shooting at a unit then the character can only do a max of 1 damage per turn, the effect is
imagined the same as killing a soldier or two with one shot and hurting unit morale.
If shooting at another character than both make opposed d6 rolls. If the shooter has the higher score than he has
wounded the target character and gains a VP for his side. If the score is double or greater or the shooter rolls a 6 than he
has killed the opposing character as well.
A Note on Character Wounds. Wounds have no impact on characters beyond granting the opposing side a VP. A
wounded character may continue to behave as normal.

5. HAND-TO-HAND COMBAT
The procedure for fantasy units in H-t-H Combat is similar to shooting. Both characters make opposed d6 rolls. The
higher score wins, wounds his foe and gains a VP. If double or a 6 than he has killed his foe as well.

6. GLORIOUS ACTION. Characters may also attack enemy units in a glorious


action. Roll a d6 than consult the table below.
CHARACTER FATE
1 or 2
3

Dead
Captured

4 or 5

Daring! +1VP

Glorious! +2VP

Terrain Advantage. Characters do not benefit from nor are penalized by terrain.
Movement Within Combat. Characters may always leave combat.
Capture. Characters that become captured are moved to their captors board
edge or camp. They may be rescued by a friendly unit coming into base contact
with them. However until such time they can perform no actions.

7. ELIMINATING CHARACTERS
Characters can only be killed by other characters or when risking fate in a Glorious Action. Exposed characters may be
freely attacked by enemy units in H-t-H Combat or shooting. If the unit is the aggressor the character rolls on the fate
table but does not gain any VP if he survives and may ignore a 3 for captured if being shot at.
If a characters is attached to a unit that has just been destroyed in combat than the character must roll on the fate table
with no VP if she survives. If the character survives than it can make a free move any direction away from the attacking
unit.

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