WarStuff - Core Rules v2.1.0

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The key takeaways are that WarsStuff is a simple skirmish wargame designed for pick-up play using any miniatures, on a 4x4 playing area. It emphasizes fun over strict rules.

Units consist of single models. Players alternate activating units to move, shoot, or engage in melee. Models hit on quality tests and block/wound on subsequent tests. The game ends after 4 rounds and victory goes to the player who destroyed the most enemy points.

Units are assigned a quality and up to three special rules that determine their point cost. Higher quality and more powerful special rules increase the point value. This allows creating units from any miniatures.

Introduction Index

WarsStuff is a skirmish game designed to be played with 1. Cover


any miniatures or toys you have at hand. The rules are a 2. Introduction & Index
perfect introduction to wargaming for kids, or for 3. Rules
conventions and pick-up games where players might have
models from different manufacturers.

All you need to play the game are some miniatures or toys,
a flat 4’x4’ playing area, a measuring tape in inches and a
couple of six-sided dice. The game can be played with
miniatures of all sizes, from 6mm to 28mm. You can also
use groups of models to represent a single unit, allowing
you to play huge battles in a very short time.

Find more free games at onepagerules.wordpress.com, and


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Thank you for playing and happy wargaming!


One Page Anon (Rules), Jean Charles Doublet (Cover)
WarStuff – Core Rules v2.1.0
by OnePageAnon (http://onepagerules.wordpress.com/)
General Principles Terrain Unit Creation
The Most Important Rule: Whenever a rule is Cover (forests, ruins, sandbags, etc.): Units with When preparing your armies you will have to create
unclear or does not seem quite right, use common most models within or behind cover terrain ignore units based on whatever models you have. There
sense and personal preference. Have fun! shooting hits on 5+ (doesn’t stack with Armored). are two steps to unit creation: you have to select a
Units: Each unit consists of one model that is Difficult Terrain (woods, mud, rivers, etc.): Units quality value and then add special rules. Based on
defined by its quality and special rules. moving through difficult terrain can’t move more those you will have a points value for the unit.
Quality Tests: Whenever you must take a Quality than 6” at a time, regardless of action. Quality: Pick one of the quality values below and
test roll one six-sided die trying to score the unit’s the associated points are the unit’s base cost:
Quality value or higher, which counts as a success.
Special Rules Quality Cost
Line of Sight: If you can draw a straight line from Armored: Whenever this unit takes hits roll one 6+ 5pts
die, on a 4+ it is ignored.
the attacker to the target without passing through 5+ 10pts
any solid obstacle, then he has line of sight. Camouflaged: This unit always counts as being in 4+ 15pts
Cover, even when it is out in the open.
Before we begin... 3+ 20pts
Preparation: The game is played on a flat 4’x4’ Deadly: Whenever this unit roll a 6 to hit it deals 2+ 25pts
one automatic wound. Note that these hits can’t be
surface, with as many terrain pieces as you like, and
ignored by the Armored rule.
each player may take up to 150pts worth of units in Special Rules: Pick up to three of the special rules
his army. The players roll-off, and the winner picks
Death Blow: If this unit is killed all enemy units below and add the associated points to the unit’s
within 3” take one automatic hit.
on what table edge to deploy first, then players base cost. This will give you the unit’s total value.
alternate in placing one unit each within 12” of their
Fast: This unit moves 9” when using Walk actions Note that units always cost at least 5pts.
and 18” when using Run/Charge actions.
table edge until all units have been deployed. Special Rule Cost
Mission: After 4 rounds the game ends, and both Fearless: This unit may re-roll failed rout tests as Armored +15pts
long as it is not stunned.
players sum the point value of all enemy units that Camouflaged +5pts
they killed. The player with the most points wins.
Fire/Poison: When dealing wounds to an enemy Deadly +10pts
add +1 to the wound roll.
Playing the Game Death Blow +5pts
Freeze: When dealing hits to an enemy roll one Fast +5pts
The game is played in rounds, in which players die, on a 4+ it can’t move during its next activation.
alternate in activating a single unit each until all Fearless +10pts
Frenzy: This unit may re-roll failed hits in Melee. Fire/Poison +10pts
units have been activated. The player that won Flying: This unit may move through other units and Freeze +5pts
deployment goes first on the first round, and in obstacles, and it may ignore terrain effects.
each new round the player that finished activating Frenzy +5pts
Healer: Whenever a friendly unit within 3” would Flying +10pts
first in the previous round goes first. be killed roll one die. On a 4+ it is stunned instead.
Activation Healer +10pts
Hit & Run: This unit may move back by 3” after Hit & Run +10pts
The player declares which unit he wishes to charging (enemies can’t strike back).
activate, and it may do one of the following: Intimidating +10pts
Intimidating: When in Melee enemy units without Large +0pts
Action Move Notes this rule must take a Quality test. If failed they must
Hold 0” May shoot. Leader +30pts
re-roll successful hits.
Walk 6” May shoot after moving. Mounted +5pts
Large: This unit may re-roll failed hits in Melee Regeneration +20pts
Run 12” May not shoot. against non-large units. Enemies shooting at this
Charge 12” Move into Melee. Shooter (Short) +5pts
unit may re-roll failed hits. Shooter (Medium) +10pts
Leader: When this unit is activated roll three dice, Shooter (Long) +15pts
Moving for each 4+ target friendly unit within 6” may
Units may move and turn in any direction regardless Slow -5pts
immediately take one action.
of the models facing, and they may only move Stealthy +5pts
Mounted: This unit has 2 attacks when charging. Strider +5pts
within 1” of other units if charging. Regeneration: When this unit is killed roll one die,
Shooting Tough +30pts
on a 4+ it is stunned instead.
Models that are in range and have line of sight to an Undead +5pts
Shooter (Short): This unit may use shooting Wizard +15pts
enemy unit may fire at it. Shooting models take one attacks with a range of 12”.
Quality test and a success is a hit. The target then Shooter (Medium): This unit may use shooting
takes one Quality test, and a success is a block. Example: You have a model of an orc with a bow.
attacks with a range of 24”.
Every unblocked hit causes a wound. The orc doesn’t look very skilled so we will give it a
Shooter (Long): This unit may use shooting Quality of 5+ for 10pts. Since the orc has a bow we
Melee attacks with a range of 36”.
Charging models move into contact with the target will give it the Shooter (Medium) special rule for
Slow: This unit moves 3” when using Walk actions +10pts. By adding the two together we get a total
model and then attack in melee, which is resolved and 6” when using Run/Charge actions.
like shooting. If the defender survives and is still in points value of 20pts.
Stealthy: This unit is deployed after all other non-
base contact then he may strike back. If either unit stealthy units have been deployed. You may place
is destroyed the other may move by up to 3”, if not this unit anywhere on the table over 12” away from
then charging models must move back by 1”. enemy units (if both players have stealthy units roll-
Routing off to see who deploys first).
If at the beginning of a round an army is down to Strider: This unit treats difficult terrain as open
half of its original size then it must take a Rout test. terrain for the purpose of movement.
Pick one model that is not stunned and take a Tough: This model must accumulate 3 wounds
Quality test with it. If failed, then all models from before rolling on the wound table.
that army are killed. If there are only stunned Undead: This unit is not killed if you fail a rout test.
models left then the test is failed automatically. Wizard: When this unit is activated it may cast one
Wounds of two spells before doing anything else. Roll one
Roll one die for each wound a model has taken, pick die, an on a 4+ it is cast.
the lowest result and consult this table:  Fireball: Target enemy unit within 12”
Result Effect takes one hit with Fire.
1 Pushed (Model is pushed 1” directly away  Freeze Ray: Target enemy unit within
from the enemy) 18” takes one hit with Freeze.
2-3 Stunned (Model counts as activated and
is placed on its side to indicate its status)
4-6 Killed (Remove model as a casualty)

Stunned models must spend their next activation


idle to recover (stand model back up). Stunned
models that take hits from shooting or that are
charged in a subsequent melee are immediately
killed and can’t strike back.

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