w40k Ohw Rules v4
w40k Ohw Rules v4
Introduction
These one page science fiction rules are based on rules from the book “One-Hour Wargames” by
Neil Thomas. Overtime the combat mechanisms have changed and rolling for unit activation is used
rather than an I-Go-You-Go turn based mechanism.
The game is played on a square grid. For 28mm miniatures a 6’x 4’ table with 12” gridded squares
is recommended, as up to 6 units may occupy a square in this ruleset. For players not wishing to
use a gridded approach, it is possible to use four measures can replace the grid, a 12” move, 6”
assault range, 24” shooting range, and unit coherence 6” diameter circle for multi-model units.
Units
Each player’s army has a selection of units representing their troops, vehicles, walking ma-
chines, creatures & flyers. Base sizes do not matter as units move within a 12” square grid.
Units fall into three categories troop, non-troop (vehicles) and character units (which can be
troop or non-troop).
Troop units are multi model units representing a lowly grunt trooper to a unit of veteran battle
suited troops.
Non-troop units mostly always single models representing vehicles or monstrous creatures. The
exception is for ultra-light vehicles or creatures.
Character units represent warlords, heroes, villains and legendary figures with the uncanny
ability to survive & swing the outcome of battles. Characters should be limited to 2 or 3 per
army. Rather then use tokens to track point losses, try using models representing the characters
team of followers or bodyguards.
Unit Hits Per Model Models
Lightly Armoured Troops 1 1 - 15
Armoured Troops 1 1 - 10
Heavily Armoured Troops 1 1 - 5
Ultra Light non-troop 1 1 - 3
Light non-troop 2 1
Medium non-troop 3 1
Heavy non-troop 4 1
Super Heavy non-troop 5 1
Characters 1 to 5 1
Some examples of units are provided at the end of the rules, which are based around Warhammer
40,000 models.
Sequence of Play
The game is played in a series of turns with control passed between players as they roll for the
initiative & activate units. This continues until both player’s units on the table (not those in
reserve) have had an opportunity to perform an action, or a score of 1 on the turn D6 ends the
turn. The use of the turn D6 after each players actions means a turn’s duration is unpre-
dictable.
To start the game roll a dice (D6) & the highest score begins in control.
When in control a player can command a unit the following actions: a) move, b) attack or c)
move/attack. Units perform one action per turn.
A player does not need to activate all their units. They may wish to leave some unactivated so
they may react to attacks. When this situation occurs no more units may be activated.
After a unit has taken an action, mark the unit as being activated & roll the turn D6. If a 1 is
rolled the turn ends immediately. If the turn does not end, players roll again for control.
When a new turn starts remove all activation markers.
Units which have not performed an action are able to counterattack. They cannot perform other
actions after counterattacking.
Optional Rule - if a 6 is rolled on the Turn D6 the player winning control is allowed to remove
an activation marker from any activated unit as their action. This allows some units to perform
more than one action per turn.
Movement
A unit’s movement classification will determine how they move on the battlefield. Providing
there are no obstacles units can move in any direction including diagonally.
Classification Move
Stationary Units Do not move
Ground Units / Walkers 1 Square
Fast Ground Units 1 Square & attack
Skimmer Units 1 Square - ignore impassible terrain
Fast Skimmer Units 1 Sq. & attack - ignore impassible terrain
Flyer Units On 6 activation can attack any square
Troop units being transported in vehicles may embark or disembark as part of their vehicles ac-
tion & be placed within the square. The disembarked unit is not activated & can still perform an
action.
Flyers unlike other units arrive on the table from reserves with an activation roll of 6. At the
end of the turn they are placed back to reserves.
Science Fiction (W40K) Rules - Based on One-Hour Wargame Rules
Version 4.1 (13th May 2016)
Terrain Effects
Buildings Cover for troop units & only troops can enter
Open No effects
Roads Ground/walker units starting and finishing on road can attack as part of move
Broken Cover for troop units from attacks outside of the sq.
Woods Cover for troop units from attacks outside of the sq. & only troops can enter
Hills Can only observe any unit if within square. Except when counter attacking
Rivers Impassible except at bridges - skimmers ignore
Unit Numbers Per Square
Enemy and friendly units can occupy the same square. Each side may have no more than 3 friendly
units in the same square at the completion of an action (excluding Flyer units which do not
count towards unit limits).
It is possible to have 6 units in a square, 3 from each side. Units may not leave a square occu-
pied by enemy units unless they are flyer or non-troop units, or there are other friendly units
in the square to provide a rear guard.
Attacks (Shooting & Assaults)
Units can perform different types of attacks on enemy units depending on their primary weapon
type. A unit’s weapon type is agreed at the start of a game & cannot change.
All units have an all round field of fire & can observe targets in adjacent squares unless the
target’s terrain or ability dictates otherwise.
Units must attack enemy units if they are within their square.
To determine combat casualties roll the specified D6 based upon the attacking weapon type and
target unit type. If the unit is in cover halve the number of D6 rolled.
Weapon Type Troop Non-Troop Range
Assault Weapons 6xD6 4xD6 Within Square
Assault Power Weapons 6xD6 6xD6 Within Square
Tactical Weapons 4xD4 2xD6 1 Square
Support Weapons 6xD6 4xD6 1 Square
High Force Weapons 2xD6 6xD6 1 Square
Airstrike 4xD6 4xD6 Within Square
Ordnance * (4)6xD6 (2)4xD6 Any Square
* Can use indirect fire at targets they cannot see using (x) numbers. The target must be in a
adjacent square of a friendly unit with observation ability.
For each D6 rolled the following score is required to cause a hit.
Defensive Armour Hits
Lightly Armoured Troops 3,4,5,6
Armoured Troops 4,5,6
Heavily Armoured Troops 5,6
Non-Troop Armour Points 6
Character Points 6
Remove troop models from play for each hit. For non-troop units which are one model use tokens
to track lost armour points.
Any unit attacked that has not been activated or eliminated can counter attack the unit which
attacked them. Mark them as being activated.
If a transport vehicle is eliminated. Passenger units take 6xD6 hits.
Vehicles with no attacking weapons can attempt an overrun attack (2xD6) within a square using
the stomp ability.
Elimination
Units are eliminated when they have no more models or have used up all their armour/character
points.
Abilities
Most units have one ability which is agreed at the start of the game.
Ability Notes
Veteran Can re-roll All D6 attacks (not individual D6)
Warlord/Champion Re-roll any failed hits for any attacks
Walker/Stomp/Flamer Add 2D6 to any attacks in their square
Berserk/Fury Re-roll any failed hits for assault attacks
AA weapon Add 2D6 for attacks on Flyer units
Cloaking/Phase Shift Get cover unless attacked from within square
Armoured Personnel
Provide cover their attached unit in the same square
Carrier
Sniper/Adv.Targeting Re-roll any failed hits for shooting attacks
Can enter any square on the table edge. On a 6 winning roll for control a
Stealth
unit can also attack.
Mechanic/Droids Ignore hits - use once per game
Science Fiction (W40K) Rules - Based on One-Hour Wargame Rules
Version 4.1 (13th May 2016)
Ability Notes
A unit can enter anywhere on the table in open terrain. On a 6 winning
Deep-strike
roll for control a unit can also attack.
Observation A unit can provide line of sight for ordinance units.
Force Traits (Optional)
A force can have a unique trait which helps to define their fighting style.
Trait Notes
Tactical Doctrine Win drawn D6 scores when player’s roll for control
Hordes and Critters Can activate 2 units when winning for player control with an odd number
Disciplined Training Add 2D6 to shooting attacks when winning with a 6+ for player’s control
When winning with a 6+ for player’s control select a unit and roll 4xD6,
Reanimation and for each D6 that would cause a hit against the defensive armour of the
select unit return a model up to the unit original size.
Blood Lust Add 2D6 to assault attacks when winning with a 6+ for player’s control
Place activation on an enemy unit when winning with a 6 for player’s
Drone Technology
control. Indicate this with placement of drones.
Psychics, Warlords & Champions (Character Units)
Characters are treated like non-troop units for their defensive armour. A lowly character has 2
character points, where a mighty character has 5 points.
Psychics can use any weapon type except ordinance. If more than one 6 is rolled when attacking
they have extended themselves during the attack & lose an armour point.
Warlords & Champions are similar to Psychics, but have one weapon. Unlike Psychics they do not
run the risk over extending themselves & losing character points.
Example Units
The following unit lists are examples units which I have used in individual battles and cam-
paigns.
Space Marine Army
The Space Marine army has a force trait of tactical doctrine.
Space Marine Unit Type Armour Weapon Ability
Commander Troop Character (5 pts) Assault Power Warlord
Chaplin Troop Character (5 pts) Assault Power Champion
Librarian Troop Character (4 pts) N/A Psychic
Scout Master Sergeant Troop Character (4 pts) Tactical Sniper
Tactical Squad Troop (10 men) Armoured Tactical Veteran
Rhino (Transport 10 men) Non-Troop 4 Armour Pts None Stomp
Land Raider Non-Troop 5 Armour pts Support Flamer
Assault Squad Troop (10 men) Fast Armoured Combat Deep-Strike
Skimmers
Devastator Squad Troop (10 men) Armoured Support Adv.Targeting
Razorback with Lascannon Non-Troop 4 Armour Pts High Impact Mechanic
Motor-Cycle Squad Troop (5 men) Fast H.Armour Support Stomp
Ground
Dreadnought Non-Troop 3 Armour pts Support Stomp
Dreadnought with Non-Troop 3 Armour pts High Impact Stomp
Lascannon
Terminator Squad Troop (5 men) H.Armour Assault Power Veteran
Imperial Guard Army
The Imperial Guard army has a force trait of disciplined training.
Imperial Guard Unit Type Armour Weapon Ability
Commissioner Troop Character (5 pts) Combat Warlord
Captain Troop Character (4 pts) Tactical Champion
Gunnery Sergeant Troop Character (4 pts) Support Flamer
Commando Guardsman Troop Character (4 pts) Tactical Stealth
Infantry Squad Troop (10 men) L.Armour Tactical Observer
Heavy Weapons Squad Troop (10 men) L.Armour Support Veteran
Leman Russ Tank Non-Troop 5 Armour Pts High Impact Stomp
Sentinel Non-Troop - Fast 1 Armour Pts Support Observation
Ground (3 vehicles)
Chimera (Transport 10 Non-Troop 4 Armour Pts Support Stomp
men)
Basilisk Non-Troop 3 Armour Pts Ordinance Adv.Targeting
Tyranid Army
The Tyranid army has a force trait of hordes and critters
Tyranid Unit Type Armour Weapon Ability
Hive Tyrant Non-Troop Character (5 pts) Support Warlord
Genestealer Brood Troop (10 creatures) Armoured Assault Power Stealth
Hormagaunt Brood Troop (15 creatures) L.Armour Combat Berserk
Carnifex Non-Troop 3 Armour Points Support Stomp
Science Fiction (W40K) Rules - Based on One-Hour Wargame Rules
Version 4.1 (13th May 2016)