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OHSW - House Rules

This document provides house rules for one hour skirmish wargames. It outlines the turn sequence which involves drawing cards to determine initiative and command points. Jokers end the phase and players check for casualties before reshuffling decks. Players can spend command points on various actions like moving, shooting, reloading during their action phase. Common wargaming weapons are listed with their ranges, shots, armor penetration and notes. A medic special rule allows drawing extra cards to recover downed models in base contact.

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0% found this document useful (0 votes)
572 views3 pages

OHSW - House Rules

This document provides house rules for one hour skirmish wargames. It outlines the turn sequence which involves drawing cards to determine initiative and command points. Jokers end the phase and players check for casualties before reshuffling decks. Players can spend command points on various actions like moving, shooting, reloading during their action phase. Common wargaming weapons are listed with their ranges, shots, armor penetration and notes. A medic special rule allows drawing extra cards to recover downed models in base contact.

Uploaded by

Ian
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

One Hour Skirmish Wargames

House Rules

Each player has a deck of playing cards including Jokers.

Turn sequence.

1. Each player draws a card from their deck to determine who has initiative.
2. Highest card wins initiative. Keep these cards to the side.
3. The value of the card is # command points that player can spend. Once all command points have been spent the other player takes their turn. Once
both players have taken their turn, repeat from 1. Until a Joker is drawn.

Jokers immediately end the phase. Each player then checks for casualties. After which each player then returns all cards to the deck and each deck is
shuffled. Repeat play from 1. Until one side achieves objectives, or one side is destroyed / forced to withdraw.

Action phase

The player can spend the number of action points to do various things with their miniatures. The number of action points is equal to the value draw. On the
initiative card.

Sequence of Action Phase: Perform all Movement, then perform all shooting or hand to hand combat. (Can only shoot once moved.)

Actions cost the following:

Move 6” (individual model or full unit) = 1

Shoot = 1

Aimed shot, draw +1 card when shooting. Cannot be combined with concentrate fire = 3

Reload = 1

Run 12”, cannot shoot = 2

Concentrate fire = 3 (Allows whole unit to fire at one target unit. Draw 1 card for each model in the unit.)
One Hour Skirmish Wargames
House Rules

Weapons (Quick & Dirty)

All side arms / pistols / SMG’s have an effective range of 12”, 2 shots. (Or 1 move stick range)

Medic – a model with Medic special rule, allows two cards to be drawn for recovery of a downed model as long as the Medic is in base to base with that model.
Costs +2 pts
One Hour Skirmish Wargames
House Rules

Generic 40K Weapons


Weapon Range Shots AP Notes
Ork Pistol ≤ 6 / 18 2/1 -
Ork Shoota 18 2 1
Las pistol 12 2 -
Las Rifle  2 1
Las Cannon  1 9
Bolt Pistol 24 2 2
Bolter 12 1 2
Heavy Bolter  3 2 4” move
Flamer 6 - - Target auto knocked down. 1 card for all models in 3”,.1 card defence, 4” move.
Grenade Launcher 20 2 - 2” blast radius
Melta gun 20 1 8 If attacking card ≥ 5 then target killed outright. 4” move.
Plasma gun 20 1 6 2” blast radius
Rocket Launcher 30 1 4 3” blast radius
Shuriken Pistol 6 3 -
Shuriken Catapult 24 3 1
Shuriken Cannon  3 4

Grenade 9 1 1 2” blast radius

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