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 heart’s 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
6
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.