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One Hour Wargames

Science Fiction Ground Combat Rules

Unit Types Turning. Units turn by pivoting on their central point. They may do so as often as the
Unit types can be found in the army lists for each faction. The basic unit types are like.
Infantry, Light Infantry, Artillery and Armoured Fighting Vehicles.
Terrain. Units are affected by terrain as follows:
Force Commander
Each army has a Force Commander in command of the army. These i. Woods. Only Infantry & Light Infantry may enter.
are represented by a single base in addition to the standard army ii. Towns. These do not restrict the movement of any units.
unit size. iii. Marshland and Lakes. These are impassable to all units.
Force Commanders move 10 cm when not attached to a unit or iv. Rivers. These may only be crossed via bridges or fords.
move the same as the unit they are attached to. They can enter any v. Roads. Units moving by road increase their movement distance by 5 cm if
terrain when unattached and when attached only enter terrain if the their entire move is spent on the road. This bonus may not be received if
attached unit is able to enter that type of terrain. They can attach charging.
themselves to any unit and thereby add +2 to all combat dice rolls
for both Shooting and Combat Assault. This is in addition to any Moving and Shooting. Units may not shoot if they have moved during the same turn.
bonus the unit may be entitled to. Except for Light Infantry.
Charge Moves. Charges are resolved by moving the attacking unit into contact with its
Force Commanders are eliminated when the unit they are attached target. They are subject to the following restrictions:
to is destroyed. For any unit with an attached Force Commander
that is hit roll 1D6 and on 1 the Force Commander is a casualty and i. Limited Engagement. Up to two attacking units may contact the target.
is removed. ii. Fighting. Combat is resolved during Combat Assault phase.
Unattached Force Commanders have 0 hits and +2 for both
Shooting and Combat Assault. Make sure you protect you Force Rallying. If the unit remains stationary with the Force Commander
Commanders. attached, the unit may remove 1D6 hit points in the movement
phase.

Sequence of Play Observation.


Each game turn comprises of two player turns. Each player follows the sequence below Units may only shoot at units they can see. With the exception Artillery see indirect
in their turn: fire below.
Observation Ranges. Units may only be observed up to a range listed in their army lists
in cm.
1. Movement & Rallying
2. Observation i. Line of sight. Target observation is blocked by hills, woods, towns and other
3. Shooting enemy units.
4. Combat Assault
5. Eliminating Units Indirect Fire. Artillery may shoot at targets they can see. The enemy unit must
however be observed by another friendly unit.

Shooting
Units have 360° arc of fire.
Measure Ranges. Units may shoot up to the observation distances listed in their army
lists in cm. Except Artillery firing indirectly.
Movement
Units may move up to the distances listed in their army lists in cm.
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One Hour Wargames
Science Fiction Ground Combat Rules

Assess casualties. Roll a die when shooting and adjust the result for the unit types 4,5 = Rapid move towards nearest enemy, add 5 cm to movement distance. If
shooting values from the army list. The score gives the number of hits the target contact enemy fight Combat Assault. If Artillery Shoot if within range.
acquires, which is modified by the following: 6 = Unit holds position. May shoot if within range of the nearest enemy.
*If already engaged by enemy will fight Combat Assault.
i. Cover. Units in woods or towns only suffer half the registered number of
hits (any fractions are rounded in favour of the unit shooting).
ii. Armour. Any unit described as Armoured acquire half the number of Generic Human Army List
mandated hits (any fractions are rounded in favour of the unit shooting).
Light
  Infantry Artillery AFV
Infantry
Combat Assault
Movement (cm) 10 15 5 20
The procedure for Combat Assault is as follows:
Observation (cm) 30 30 60 60
One Sided Combat. Units only inflict casualties during their own player turn. Shooting modifier 0 0 2 2
Assess Casualties. Units roll a die. and adjust the result for the units Combat Assault
value from the army list. The results give the number of hits the target acquires, which Assault modifier 0 0 -2 0
is modified as follows:   Die Roll Number of Units Available
1 3 2 0 1
i. Terrain Advantage. Defenders in woods, towns, on a hill, or defending a
river crossing, only suffer half the indicated number of hits (rounding any 2 3 1 2 0
fractions in favour of the attacker). Army 3 3 0 1 2
ii. Armour. Any unit described as Armoured acquire half the number of Selector
mandated hits (rounding any fractions in favour of the attacking unit). 4 4 1 0 1
iii. Artillery. Units engaging artillery double the registered number of 5 4 1 1 0
casualties. 6 4 0 1 1
Fallback. If failing to destroy the enemy, the attacking unit must fall back 5 cm, Special Rules / Notes
ending their move facing the enemy target. Armour. AFV units acquire half the number of mandated hits (rounding any fractions in
favour of the attacking unit).
Eliminating Units
Units are eliminated upon the acquisition of 15 hits. Indirect Fire. Artillery may shoot at targets they cannot see. The victim must however be
observed by another friendly unit.

Solo Battles
In the Non-player turn, roll 1D6 for each enemy unit*.
1 = Shoot if within range, otherwise Move towards the nearest enemy. If
contact enemy fight Combat Assault.
2,3 = Move toward or Shoot the nearest enemy. (Choose depending on unit
type.) If contact enemy fight Combat Assault.

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