You are on page 1of 2

ONE HOUR WARHAMMER

FANTASY WARGAME RULES FOR ONE HOUR WARGAMES.


Ver. 1.0
These rules require the use of the One Hour Wargames book written by Mr. Neil Thomas.

This booklet 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. There are many aspects of Warhammer that I wish to add but yet require further thought and playtesting.
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

NEW UNIT TYPES


These rules feature new unit types of fantastical creatures and mighty heroes. Each army module lists what new units
are available for that particular army.
SEQUENCE OF PLAY ADDITION
Add a Magic sequence following movement.
1. MOVEMENT
Movement Allowances. Neil uses inches to define unit movement in OHW, however I prefer a measurement of base
depth; so all movement given in the army modules reflects this. For inches you must use the OHW book. Also no unit
may move more than twice each turn regardless of any orders.
Unit Type
Foot
Mounted
Beasts
Machines

Movement Distance
2
3 if heavy armor, 4 if light and 8 if winged.
4
Vary by army.

Turning & Terrain. As stated in the OHW book or as shown in the army modules.
2. MAGIC
See the army modules for what magic is available for use.
3. SHOOTING & HAND-TO-HAND COMBAT
As stated in the OHW book or as shown in the army modules.
4. ELIMINATING UNITS
Fantasy units are eliminated upon the acquisition of 15 hits unless otherwise noted.

You might also like