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Introduction
These one page science fiction rules are based on rules from the book One-Hour Wargames by
Neil Thomas. Overtime the combat mechanisms have changed and rolling for unit activation is used
rather than an I-Go-You-Go turn based mechanism.
The game is played on a square grid. For 28mm miniatures a 6x 4 table with 12 gridded squares
is recommended, as up to 6 units may occupy a square in this ruleset. For players not wishing to
use a gridded approach, it is possible to use four measures can replace the grid, a 12 move, 6
assault range, 24 shooting range, and unit coherence 6 diameter circle for multi-model units.
Units
Each players army has a selection of units representing their troops, vehicles, walking machines, creatures & flyers. Base sizes do not matter as units move within a 12 square grid.
Units fall into three categories troop, non-troop (vehicles) and character units (which can be
troop or non-troop).
Troop units are multi model units representing a lowly grunt trooper to a unit of veteran battle
suited troops.
Non-troop units mostly always single models representing vehicles or monstrous creatures. The
exception is for ultra-light vehicles or creatures.
Character units represent warlords, heroes, villains and legendary figures with the uncanny
ability to survive & swing the outcome of battles. Characters should be limited to 2 or 3 per
army. Rather then use tokens to track point losses, try using models representing the characters
team of followers or bodyguards.
Unit
Lightly Armoured Troops
Armoured Troops
Heavily Armoured Troops
Ultra Light non-troop
Light non-troop
Medium non-troop
Heavy non-troop
Super Heavy non-troop
Characters
Models
1 - 15
1 - 10
1 - 5
1 - 3
1
1
1
1
1
Some examples of units are provided at the end of the rules, which are based around Warhammer
40,000 models.
Sequence of Play
The game is played in a series of turns with control passed between players as they roll for the
initiative & activate units. This continues until both players units on the table (not those in
reserve) have had an opportunity to perform an action, or a score of 1 on the turn D6 ends the
turn. The use of the turn D6 after each players actions means a turns duration is unpredictable.
To start the game roll a dice (D6) & the highest score begins in control.
When in control a player can command a unit the following actions: a) move, b) attack or c)
move/attack. Units perform one action per turn.
A player does not need to activate all their units. They may wish to leave some unactivated so
they may react to attacks. When this situation occurs no more units may be activated.
After a unit has taken an action, mark the unit as being activated & roll the turn D6. If a 1 is
rolled the turn ends immediately. If the turn does not end, players roll again for control.
When a new turn starts remove all activation markers.
Units which have not performed an action are able to counterattack. They cannot perform other
actions after counterattacking.
Optional Rule - if a 6 is rolled on the Turn D6 the player winning control is allowed to remove
an activation marker from any activated unit as their action. This allows some units to perform
more than one action per turn.
Movement
A units movement classification will determine how they move on the battlefield. Providing
there are no obstacles units can move in any direction including diagonally.
Classification
Stationary Units
Ground Units / Walkers
Fast Ground Units
Skimmer Units
Fast Skimmer Units
Flyer Units
Move
Do not move
1 Square
1 Square & attack
1 Square - ignore impassible terrain
1 Sq. & attack - ignore impassible terrain
On 6 activation can attack any square
Troop units being transported in vehicles may embark or disembark as part of their vehicles action & be placed within the square. The disembarked unit is not activated & can still perform an
action.
Flyers unlike other units arrive on the table from reserves with an activation roll of 6. At the
end of the turn they are placed back to reserves.
Effects
Cover for troop units & only troops can enter
No effects
Ground/walker units starting and finishing on road can attack as part of move
Cover for troop units from attacks outside of the sq.
Cover for troop units from attacks outside of the sq. & only troops can enter
Can only observe any unit if within square. Except when counter attacking
Impassible except at bridges - skimmers ignore
Hits
3,4,5,6
4,5,6
5,6
6
6
Remove troop models from play for each hit. For non-troop units which are one model use tokens
to track lost armour points.
Any unit attacked that has not been activated or eliminated can counter attack the unit which
attacked them. Mark them as being activated.
If a transport vehicle is eliminated. Passenger units take 6xD6 hits.
Vehicles with no attacking weapons can attempt an overrun attack (2xD6) within a square using
the stomp ability.
Elimination
Units are eliminated when they have no more models or have used up all their armour/character
points.
Abilities
Most units have one ability which is agreed at the start of the game.
Ability
Notes
Veteran
Can re-roll All D6 attacks (not individual D6)
Warlord/Champion
Re-roll any failed hits for any attacks
Walker/Stomp/Flamer Add 2D6 to any attacks in their square
Berserk/Fury
Re-roll any failed hits for assault attacks
AA weapon
Add 2D6 for attacks on Flyer units
Cloaking/Phase Shift Get cover unless attacked from within square
Armoured Personnel
Provide cover their attached unit in the same square
Carrier
Sniper/Adv.Targeting Re-roll any failed hits for shooting attacks
Can enter any square on the table edge. On a 6 winning roll for control a
Stealth
unit can also attack.
Mechanic/Droids
Ignore hits - use once per game
Notes
A unit can enter anywhere on the table in open terrain. On a 6 winning
roll for control a unit can also attack.
A unit can provide line of sight for ordinance units.
Notes
Win drawn D6 scores when players roll for control
Can activate 2 units when winning for player control with an odd number
Add 2D6 to shooting attacks when winning with a 6+ for players control
When winning with a 6+ for players control select a unit and roll 4xD6,
and for each D6 that would cause a hit against the defensive armour of the
select unit return a model up to the unit original size.
Add 2D6 to assault attacks when winning with a 6+ for players control
Place activation on an enemy unit when winning with a 6 for players
control. Indicate this with placement of drones.
Type
Troop
Troop
Troop
Troop
Troop (10 men)
Non-Troop
Non-Troop
Troop (10 men) Fast
Skimmers
Devastator Squad
Troop (10 men)
Razorback with Lascannon Non-Troop
Motor-Cycle Squad
Troop (5 men) Fast
Ground
Dreadnought
Non-Troop
Dreadnought with
Non-Troop
Lascannon
Terminator Squad
Troop (5 men)
Armour
Character (5
Character (5
Character (4
Character (4
Armoured
4 Armour Pts
5 Armour pts
Armoured
Weapon
Assault Power
Assault Power
N/A
Tactical
Tactical
None
Support
Combat
Ability
Warlord
Champion
Psychic
Sniper
Veteran
Stomp
Flamer
Deep-Strike
Armoured
4 Armour Pts
H.Armour
Support
High Impact
Support
Adv.Targeting
Mechanic
Stomp
3 Armour pts
3 Armour pts
Support
High Impact
Stomp
Stomp
H.Armour
Assault Power
Veteran
Weapon
Combat
Tactical
Support
Tactical
Tactical
Support
High Impact
Support
Ability
Warlord
Champion
Flamer
Stealth
Observer
Veteran
Stomp
Observation
4 Armour Pts
Support
Stomp
3 Armour Pts
Ordinance
Adv.Targeting
Weapon
Support
Assault Power
Combat
Support
Ability
Warlord
Stealth
Berserk
Stomp
pts)
pts)
pts)
pts)
Type
Troop
Troop
Troop
Troop
Troop (10
Troop (10
Non-Troop
Non-Troop
Ground (3
Non-Troop
Non-Troop
men)
men)
- Fast
vehicles)
Armour
Character (5
Character (4
Character (4
Character (4
L.Armour
L.Armour
5 Armour Pts
1 Armour Pts
pts)
pts)
pts)
pts)
Tyranid Army
The Tyranid army has a force trait of hordes and critters
Tyranid Unit
Hive Tyrant
Genestealer Brood
Hormagaunt Brood
Carnifex
Type
Armour
Non-Troop
Character (5 pts)
Troop (10 creatures) Armoured
Troop (15 creatures) L.Armour
Non-Troop
3 Armour Points
Type
Troop (5 creatures)
with Devourers
Troop (5 creatures)
with venom cannon
Troop (5 creatures)
Troop (15 creatures)
Troop (15 creatures)
fast skimmer
Armour
H.Armour
Weapon
Support
Ability
Veteran
H.Armour
High Impact
Veteran
H.Armour
L.Armour
L.Armour
Assault Power
Tactical
Tactical
Deep-Strike
Cloaking
Deep-Strike
Necron Army
The Necron army has a force trait of regeneration.
Necron Unit
The Nightbringer Ctan
Necron Lord
Warriors
Immortals
Destroyers
Type
Troop
Troop
Troop (10 robots)
Troop (10 robots)
Non-Troop (3 units)
Armour
Character (5 pts)
Character (4 pts)
Armoured
Armoured
1 Armour Point
Weapon
Psychic
Assault Power
Tactical
Support
Support
Ability
Warlord
Phase Shift
Phase Shift
Phase Shift
Deep-Strike
Heavy Destroyers
Non-Troop (3 units)
1 Armour Point
High Impact
Mechanic
Wraiths
Monolith
Tomb Spiders
Non-Troop
Non-Troop
Troop
1 Armour Point
5 Armour Points
Heavy Armour
Assault Power
Support
Assault
Deep-Strike
Mechanic
Phase Shift