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One Hour Wargames

Fantasy Rules Generic Army Lists

Half Orcs
Infantry Warband Skirmishers Trolls
Movement (base widths) 1 2 2 1
Shooting modifier - - -2 -
Melee modifier 0 +2 -2 +2
Die Roll Number of Units Available
1 3 2 0 1
2 3 1 2 0
3 3 0 1 2
Army Selector
4 4 1 0 1
5 4 1 1 0
6 4 0 1 1
Special Rules / Notes
Armour. Infantry & Troll units acquire half the number of mandated hits (rounding any fractions in favour of the attacking
unit).
Interpenetration. Only Skirmishers may pass through other units (and vice versa).

Orcs & Goblins


Infantry Warband Archers Trolls
Movement (base widths) 2 2 2 1
Shooting modifier - - 0 -
Melee modifier 0 +2 -2 +2
Die Roll Number of Units Available
1 3 2 0 1
2 3 1 2 0
3 3 0 1 2
Army Selector
4 4 1 0 1
5 4 1 1 0
6 4 0 1 1
Special Rules
Armour. Infantry & Troll units acquire half the number of mandated hits (rounding any fractions in favour of the attacking
unit).

V0.1
One Hour Wargames
Fantasy Rules Generic Army Lists

Horse Lords
Cavalry Knights Mounted Archers Infantry
Movement (base widths) 3 2 3 1
Shooting modifier - - 0 -
Melee modifier 0 / +2 +2 0 0
Die Roll Number of Units Available
1 3 2 0 1
2 3 1 2 0
3 3 0 1 2
Army Selector
4 4 1 0 1
5 4 1 1 0
6 4 0 1 1
Special Rules
Knights. Knight units acquire half the number of mandated hits (rounding any fractions in favour of the attacking unit).
Cavalry. +2 in melee, if they initiate combat. +0 if charged themselves.
Retreat, if failing to destroy the enemy, attacking cavalry units retreat 6” after the combat is resolved facing their erstwhile
target. Otherwise locked in combat.
Mounted archers. May move and shoot. ½ number of registered hits for shooting and melee attacks (rounding any fractions
in favour of the attacking unit).

Dwarfs
Infantry Veterans Archers Artillery
Movement (base widths) 1 1 1 -
Shooting modifier - - +2 +2
Melee modifier 0 +2 0 -2
Die Roll Number of Units Available
1 3 2 0 1
2 3 1 2 0
3 3 0 1 2
Army Selector
4 4 1 0 1
5 4 1 1 0
6 4 0 1 1
Special Rules
Armour. Infantry & Veteran units acquire half the number of mandated hits (rounding any fractions in favour of the attacking
unit).
Artillery. Artillery may not move once set up. May only pivot in place. Pivoting does not count a movement. Range 10 base
widths.
Indirect Fire. Artillery that has high trajectory arc may shoot at targets they cannot see. The victim must however be
observed by another friendly unit and within range.

V0.1
One Hour Wargames
Fantasy Rules Generic Army Lists

Undead
Infantry Cavalry Archers Artillery
Movement (base widths) 1 3 1 -
Shooting modifier - - 0 +2
Melee modifier 0 +2 0 -2
Die Roll Number of Units Available
1 3 2 0 1
2 3 1 2 0
3 3 0 1 2
Army Selector
4 4 1 0 1
5 4 1 1 0
6 4 0 1 1
Special Rules
Armour. Infantry units acquire half the number of mandated hits (rounding any fractions in favour of the attacking unit).
Cavalry. +2 in melee, if they initiate combat. +0 if charged themselves.
Retreat, if failing to destroy the enemy, attacking cavalry units retreat 6” after the combat is resolved facing their erstwhile
target. Otherwise locked in combat.
Artillery. Artillery may not move once set up. May only pivot in place. Pivoting does not count a movement. Range 10 base
widths.
Indirect Fire. Artillery that has high trajectory arc may shoot at targets they cannot see. The victim must however be
observed by another friendly unit and within range.

Servants of the Shadow


Infantry Warband Knights Beasts
Movement (base widths) 2 2 3 3
Shooting modifier - - - -
Melee modifier +2 +2 +2 0
Die Roll Number of Units Available
1 3 2 0 1
2 3 1 2 0
3 3 0 1 2
Army Selector
4 4 1 0 1
5 4 1 1 0
6 4 0 1 1
Special Rules
Armour. Infantry, Warband & Knight units acquire half the number of mandated hits (rounding any fractions in favour of the
attacking unit).
Interpenetration. Only Beasts may pass through other units (and vice versa).

V0.1
One Hour Wargames
Fantasy Rules Generic Army Lists

Wood Elves
Archers Warriors Skirmishers Cavalry
Movement (base widths) 2 2 3 3
Shooting modifier +2 - +2 0
Melee modifier 0 +2 0 0 / +2
Die Roll Number of Units Available
1 3 2 0 1
2 3 1 2 0
3 3 0 1 2
Army Selector
4 4 1 0 1
5 4 1 1 0
6 4 0 1 1
Special Rules
Interpenetration. Only Skirmishers may pass through other units (and vice versa).
Cavalry. +2 in melee, if they initiate combat. +0 if charged themselves.
Retreat, if failing to destroy the enemy, attacking cavalry units retreat 6” after the combat is resolved facing their erstwhile
target. Otherwise locked in combat.

High Elves
Knights Infantry Archers Artillery
Movement (base widths) 3 2 2 -
Shooting modifier - - +2 +2
Melee modifier +2 +2 0 -2
Die Roll Number of Units Available
1 3 2 0 1
2 3 1 2 0
3 3 0 1 2
Army Selector
4 4 1 0 1
5 4 1 1 0
6 4 0 1 1
Special Rules
Armour. Infantry & Veteran units acquire half the number of mandated hits (rounding any fractions in favour of the attacking
unit).
Knights. Knight units acquire half the number of mandated hits (rounding any fractions in favour of the attacking unit).
Artillery. Artillery may not move once set up. May only pivot in place. Pivoting does not count a movement. Range 10 base
widths.

V0.1
One Hour Wargames
Fantasy Rules Generic Army Lists
Vermin Men
Infantry Warband Archers Artillery
Movement (base widths) 3 3 3 -
Shooting modifier - - +2 +2
Melee modifier 0 +2 0 -2
Die Roll Number of Units Available
1 3 2 0 1
2 3 1 2 0
3 3 0 1 2
Army Selector
4 4 1 0 1
5 4 1 1 0
6 4 0 1 1
Special Rules
Artillery. Artillery may not move once set up. May only pivot in place. Pivoting does not count a movement. Range 10 base
widths.
Indirect Fire. Artillery that has high trajectory arc may shoot at targets they cannot see. The victim must however be
observed by another friendly unit and within range.

Men of the Cities


Infantry Knights Archers Artillery
Movement (base widths) 2 3 2 -
Shooting modifier - - +2 +2
Melee modifier 0 +2 0 -2
Die Roll Number of Units Available
1 3 2 0 1
2 3 1 2 0
3 3 0 1 2
Army Selector
4 4 1 0 1
5 4 1 1 0
6 4 0 1 1
Special Rules
Armour. Knight units acquire half the number of mandated hits (rounding any fractions in favour of the attacking unit).
Artillery. Artillery may not move once set up. May only pivot in place. Pivoting does not count a movement. Range 10 base
widths.
Indirect Fire. Artillery that has high trajectory arc may shoot at targets they cannot see. The victim must however be
observed by another friendly unit and within range.

V0.1
One Hour Wargames
Fantasy Rules Generic Army Lists

Reptilian Men
Infantry Veterans Archers Troll
Movement (base widths) 2 2 2 2
Shooting modifier - - +2 +2
Melee modifier 0 +2 0 -
Die Roll Number of Units Available
1 3 2 0 1
2 3 1 2 0
3 3 0 1 2
Army Selector
4 4 1 0 1
5 4 1 1 0
6 4 0 1 1
Special Rules
Armour. Infantry, Veteran & Troll units acquire half the number of mandated hits (rounding any fractions in favour of the
attacking unit).
Interpenetration. Only Archers may pass through other units (and vice versa).

Dark Elves
Infantry Warband Archers Knights
Movement (base widths) 2 2 2 3
Shooting modifier 0 - +2 -
Melee modifier +2 +2 0 +2
Die Roll Number of Units Available
1 3 2 0 1
2 3 1 2 0
3 3 0 1 2
Army Selector
4 4 1 0 1
5 4 1 1 0
6 4 0 1 1
Special Rules
Armour. Knight unit acquire half the number of mandated hits (rounding any fractions in favour of the attacking unit).
Mixed weapons. Infantry units may shoot as Archers if they do not move.

V0.1

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