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Introduction

Hello, and welcome to Hammer Wars!


Hammer Wars is simple ruleset designed to be played with
Warhammer 40,000 and Warhammer Fantasy miniatures
that was inspired by real-time strategy video games.
The game is set in an alternate universe where a tear in the
warp has transported several battleships from the 41st
millennium to the warhammer world. Now all factions are
fighting to achieve their own selfish goals.
We recommend printing page 3 and 4 on a single sheet, this
way you will always have all rules and units at hand as you
are learning the game and getting to know your army.
You can find various supplements to this ruleset and other
one page rules at onepagerules.wordpress.com. You can
find more awesome art at mariagriloportfolio.dunked.com.
If you'd like to get news & updates you can follow us at
facebook.com/onepagerules or @onepageanon.
If you wish to get involved in the games development or
have any questions you can head over to our forums at
onepagerules.proboards.com, or write me an e-mail at
onepageanon@gmail.com.
Thank you for playing and happy wargaming,
One Page Anon (Rules), Maria Grilo (Cover)

Index
1.
2.
3.
4.

Cover
Introduction & Index
Rules
Units Cards

Hammer Wars Rules v1.0


by OnePageAnon (http://onepagerules.wordpress.com/)
General Principles
The Most Important Rule: Whenever a rule is

Heroes

Heroes are units that excel at leading their men into


unclear or does not seem quite right, use common
battle. During the combat phase you may select to
sense and personal preference.
activate up to three non-hero/heavy models that
Units: Each unit consists of one model that is
are within 2 of a leader simultaneously. You may
defined by its attacks, armor, lives and special rules. select the hero to be one of these models, but you
You can find all units on the unit cards page.
dont have to. This combined activation may be
Line of Sight: If you can draw a straight line from used as many times as you wish, even if the hero
the attacker to the target without passing through
has been activated already. All activated models
any solid obstacle, then he has line of sight.
move and attack independently, and you may use
Before we begin...
them in any order you like. Once all models have
done their moves and attacks the activation is over
Preparation: The game is played on a flat 3x2
and play passes to the opposing player.
surface, with as many terrain pieces as you like.
Then place 3 objective markers in a line dividing the Note that when a heros lives value is brought down
table, with one marker at the center and two other to 0 he is completely removed from the game.
Morale
markers exactly 4 away from the table edge on two
opposing sides of the central marker. The two short Morale is the armys will to fight on, and is
table edges count as the deployment zones, and the represented by a counter that starts at 10. There
players roll-off with the winner deciding on which
are specific conditions under which the morale
table edge to deploy. Each player must select one or counter is lowered, which are listed here:
more types of Infantry, Specialist, Hero and Heavy,

Every time a round ends both players


then take the amount of models listed here:
lower their morale by 1.

9x Infantry

Every time a player loses three units he

5x Specialist
lowers his morale by 1.

2x Hero

Every time a player loses a hero he

1x Heavy
lowers his morale by 1.
Goals: Before the game begins the players secretly

Every time a player loses a heavy he


select one of two goals available to their faction and
lowers his morale by 1 and his opponent
write it down on a piece of paper, and they each
immediately gets 1VP.
then set their morale counter to 10. Once a players Once a players morale has reached 0 his opponent
morale counter has reached 0 the game ends, and
receives 1VP, and the game immediately ends.
the player with most victory points (VP) wins.
Terrain
Playing the Game
Cover (forests, ruins, sandbags, etc.): When
The game is played in rounds consisting of a
attacking units in cover you count the value
deployment phase and a combat phase. The player corresponding to the targets armor type as being
that won deployment goes first in both phases on
one number higher. If at least half of the model is
the first round, and in each new round the player
within cover terrain or hidden by a tall obstacle (like
that finished activating first in the previous round
a building or vehicle) from the perspective of the
goes first in both phases. At the beginning of each
attacker it counts as in cover.
round the players get 6pts and 1xp each.
Difficult Terrain (woods, mud, rivers, etc.): Units
Deployment Phase
halve their movement through difficult terrain.
During the deployment phase the players alternate Dangerous Terrain (quicksand, razor wire, mine
in buying one unit each by spending their available fields, etc.): Whenever a unit moves into or across
pts and xp. Purchased units are placed within 4 of dangerous terrain it receives a Dice:1 attack that
the players table edge at least 4 away from enemy hits on 6+ (ignores modifiers).
Special Rules
units (if there is no spot at least 4 away from
enemy units, place the unit on the spot furthest
Chain Attack: Whenever this unit kills an enemy it
from any enemy unit within 4 of the table edge).
may immediately make a follow-up move and attack
Once both players are done deploying unit all
one enemy within 2. This chain attack may be
remaining pts are discarded (remaining xp are not
repeated up to 3 times per activation.
discarded), and play passes to the combat phase.
Energy Pulse: When attacking you may place a
Combat Phase
marker in base contact with the target, which
remains in play until the end of the next round. At
During the combat phase players alternate in
the end of this units activation you may move the
activating a single unit each until all until all units
have been activated. Activated units may first make marker up to 4 in any direction, ignoring units and
terrain. Every unit that begins its activation within
a Move and then use an Attack, which ends its
2 of the marker immediately receives a Dice:1
activation. Once all units have been activated and
the last unit ended its activation, the round is over. attack that hits on 4+ (ignores modifiers).
Hit & Run: This unit may choose to forfeit its move
Move
to then move up to 8 after attacking (and after
The unit may move up to as many inches as its
move value in any direction, regardless of its facing. making any follow-up moves).
Note that units may move through friendly models Ignores Cover: This unit does not count the value
corresponding to the targets armor type as being
but not through enemy models.
one number higher against enemies in cover.
Attack
Rapid Advance: This unit may forfeit all of its
The unit may use each of its attack lines once to
attacks in order to move by up to 8.
target any unit within range and line of sight, even
Trample Attack: When moving you may target
attacking different units. Roll as many dice as the
one enemy unit within movement distance. The
value in the attack line, trying to score the number
corresponding to the targets armor type or higher. target immediately takes a Dice:1* attack that hits
For each success the target loses one life, and if this on 4+ (ignores modifiers), and if the target is killed
you must make a follow-up move placing this unit in
brings its lives value down to 0 the model is
removed from the board. If the target of the attack the spot previously occupied by the killed target.
was within 4 of the attacker you may immediately
make a follow-up move, placing the attacker in the
spot previously occupied by the killed target.
If the dice value in the attack line has a * next to
it, then you may roll one attack on each enemy unit
within 2 of the target model.

Goals
Each faction has different goals it is trying to
achieve, which are described here. Note that some
of the goals require you to seize one or more
objective markers. If you have more units within 2
of a marker than your opponent, then you seized it.
Deception: At the beginning of the game secretly
choose one of the objective markers and write it
down on a piece of paper. If at the end of the game
you have seized that objective marker you get 1VP.
Duty: At the beginning of the game openly choose
one of the objective markers, and friendly units
within 2 of it count the value corresponding to the
armor type of their targets as being one number
lower. If at the end of the game you have seized
that objective marker then you get 1VP.
Greed: If at the end of the game you have seized
more objectives than your opponent, you get 1VP.
Oppression: If at the end of the game at least a
third of your currently deployed units (rounding
down) are within your opponents deployment
zone, then you get 1VP.
Revenge: If during the game you have killed at
least one enemy Hero/Heavy unit, or if your
opponent did not deploy any Hero/Heavy units
during the game, then you get 1VP.
Note that some of the goals require you to seize
one or more objective markers. If you have more
units within 2 of a marker than your opponent,
then you count as having seized it.

Factions and Goals


Not every faction strives to achieve the same goals,
and you can see which goals each faction has access
to on the following list.

Duty + Revenge

Bretonnia
Eldar
High Elves
Necrons
Space Marines
Tomb Kings

Deception + Oppression

Beastmen
Ogre Kingdoms
Sisters of Battle
Tyranids
Vampire Counts

Greed + Revenge

Chaos Space Marines


Dwarfs
Orcs & Goblins
Orks
Warriors of Chaos

Duty + Oppression

Empire
Grey Knights
Imperial Guard
Lizardmen
Tau
Wood Elves

Greed + Deception

Daemons of Chaos
Dark Eldar
Dark Elves
Skaven

Unit Cards
Assault Infantry

1pts

Move: 8

Lives: 1

Armor: Light

Range: 4

Dice: 1

Light: 3+

Medium: -

Heavy: -

Special Rules: -

3pts +
1xp

Move: 12

Lives: 2

Armor: Medium

Range: 4

Dice: 1*

Light: 3+

Medium: 4+

Heavy: 5+

Special Rules: Hit & Run

Skinks, Hormagaunts, Clanrats, Ork Boyz, etc.

Ranged Infantry

Assault Hero

Paladin, Assassin, Vampire, Jetbike Warlock, etc.

1pts

Move: 4

Lives: 1

Armor: Medium

Range: 8

Dice: 1

Light: 3+

Medium: -

Heavy: -

Ranged Hero

3pts +
1xp

Move: 4

Lives: 2

Armor: Light

Range: 16

Special Rules: -

Dice: 2

Light: 3+

Medium: -

Heavy: -

Archers, Fire Warriors, Thundrers, Tactical Marines, etc.

Special Rules: Ignores Cover


Glade Captain, Commander, Thane, Destroyer, etc.

Support Infantry

1pts

Move: 4

Lives: 1

Armor: Light

Range: 8

Dice: 1

Light: 5+

Medium: 3+

Heavy: 4+

Special Rules: Tomb Guards, Lootas, Greatswords, Harlequins, etc.

Support Hero

3pts +
1xp

Move: 4

Lives: 2

Armor: Light

Range: 8

Dice: 1

Light: 4+

Medium: 4+

Heavy: 4+

Special Rules: Energy Pulse


Firebelly, Psyker, Slann Mage-Priest, Farseer, etc.

Assault Specialist

2pts

Move: 12

Lives: 1

Armor: Medium

Range: 4

Dice: 1

Light: 4+

Medium: 5+

Heavy: -

Assault Heavy

6pts +
3xp

Special Rules: Chain Attack, Hit & Run

Move: 8

Lives: 4

Armor: Heavy

Range: 8

Grail Knights, Raveners, Kroxigors, Raptors, etc.

Dice: 1*
Dice: 1
Dice: 1

Light: 3+
Light: Light: 4+

Medium: 4+
Medium: 4+
Medium: 4+

Heavy: 5+
Heavy: 4+
Heavy: 4+

Ranged Specialist

2pts

Move: 4

Lives: 1

Armor: Medium

Range: 12

Dice: 3

Light: 4+

Medium: -

Heavy: -

Special Rules: Hit & Run, Trample Attack


Daemon Prince, Dreadnought, Giant, XV8 Battlesuit, etc.

Support Heavy

Special Rules: Glade Guards, Ratlings, Jezzails, Deathmarks, etc.

Support Specialist

2pts

Move: 4

Lives: 1

Armor: Light

Range: 16

Dice: 1*

Light: 4+

Medium: 5+

Heavy: 5+

Special Rules: Salamanders, Dark Reapers, Cannons, Biovores, etc.

6pts +
3xp

Move: 4

Lives: 4

Armor: Heavy

Range: 8

Dice: 2
Dice: 2

Light: 5+
Light: 3+

Medium: 3+
Medium: -

Heavy: 3+
Heavy: -

Special Rules: Rapid Advance, Trample Attack


Stegadon, Wave Serpent, Steam Tank, Hive Tyrant, etc.

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