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One-Hour End of Space Times Wargames

(practical tabletop epic battles in a dark future for those with limited time and space)

A Neil Thomas One-Hour Wargames variant with a twist of dark space


future from a compagnie thou should not talk about by Monsieur Bons.

Table : 3’x3’ (90cmx90cm) divided in squares of 12’’x12’’ (30cmx30cm)


Units : place a bunch of figures, from 4 to 10, in a 6’’x3’’ stand
(15cmx7,5cm) for infantry, cavalry, heavy infantry ; place a model or two
in a 3’’X3’’ stand (7,5cmx7,5cm) for artillery or tanks.

Rules : as per chapter 16 – Machine Age Wargaming ; the war across the
galaxy is like a gigantic Great War, men desperate confronting colossal
artillery, machine guns of mass destruction, old tactics and archaic
commands…

Troops :
Infantry → figures with a gun, lasgun, pistols… The backbone of every figures with a gun, lasgun, pistols… The backbone of every
army.
Heavy Infantry → figures with a gun, lasgun, pistols… The backbone of every infantry figures with heavy support, machine guns,
rocket launcher, lascannon, flame thrower, warbosses, heavy armour
figures, big exoskeleton figures.
Cavalry → figures with a gun, lasgun, pistols… The backbone of every any figures riding something, cyberhorses, bikes, jetbikes…
Artillery → figures with a gun, lasgun, pistols… The backbone of every figure with a really big gun, a mortar, a cannon, the one with 3
to 5 servants.
Tanks → figures with a gun, lasgun, pistols… The backbone of every figure of any futuristic tank, if it’s a really big one, make it
single, if it’s the sherman like of your galaxy, make it 2 to 3 per stand. It’s
just a matter of how it looks, doesn’t affect the rules…

Units have a 45° field of fire, except infantry/hvy infantry in towns with a
360° field of fire, all combat is shooting combat, no melee – units are
eliminated upon the acquisition of 15 hits.
Units move or shoot at their turn, units can make a pivot at the start or
the end of a move. Units cannot pass through each other.
Galaxy flavours : your army must be part of a flavour below (do you know
that the center of our galaxy taste of raspberries ?)

The humanity, galaxy guards


Last defense : always use barrage and entrenchment, trade an infantry for
an artillery or a tank if you want.

The crusaders, galaxy marines


Power armours : for Infantry and Hvy Infantry, always count as cover (half
of registred hits, round up).

The warbands, galaxy greenies


Warbands : 360° field of fire for Infantry.

The unclean, galaxy corrupted


Deamons : for tanks and artillery, no enemy units can voluntary move
closer than 6’’.

The hive, galaxy swarm


Chitin armour : for Hvy Infantry and Cavalry, always count as cover (half
of registred hits, round up), infantry an hvy infantry have a range of 6’’.

The elders, galaxy ancients


Hovercrafts : cavalry, tanks, artillery can pass over/through special
terrain ; they can make a pivot at the start and at the end of a move.

The others, galaxy xenos


Drones : infantry and hvy infantry have a range of 24’’.

The metal alive, galaxy undeads


Not quite dead : for infantry, as an action, instead of moving or shooting,
roll 1D and recover that many hits.

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