OmniWar:

Set-up: Players start with forces of roughly equal Point value and may place their units anywhere within the first two hexes of opposite sides of the board. The first player to finish setup goes first. Your turn consists of moving all your units (playing pieces), then attacking with each of them. Players alternate taking turns until only one side has units left. The player that destroys the most points of enemy units wins.

Moving: Units may move up to a number of hexes equal to their Move value. Regular units cannot cross water. Ground vehicles are at x2 movement on roads, but ½ movement in dense terrain (forests, buildings, etc.). Transported units cannot enter & exit a transport on the same turn. Units may be voluntarily removed from play by moving them off the board’s edge.

Attacking: After you’ve completed all your movements, you can attack anything within Range. Roll your units Offense score (minus the targets Defense score) or less on a six-sided die to destroy the target. Units in dense terrain are always missed on a roll of 4 to 6. Units may fire into, but not through dense terrain hexes. All attacks against a single unit must be declared before attacking that unit. A unit that does not move or fire during its turn is waiting, and may fire at any time afterwards.

BattleCards (if used): Players draw one card from the deck at the end of their turn (drawing the card signals that they’ve completed their turn). Players that did not go first start with one additional card instead. Unusable cards may be discarded for new ones. Units that start with a card may only use it on themselves or a unit within their hex.

Debates: If two players have different valid interpretations of the rules or there are no rules for a situation, use a die roll (or coin flip) to decide which interpretation to use for the remainder of that game.

Unit Special Abilities Table:

Ability

Description

Pts.

Teleport

Placed anywhere at the start of an owners turn (once)

+75%

Drop troops

Placed anywhere at the end of an owners turn (once).

+50%

Scout (Placed anywhere before set-up)

Hidden. Cannot be attacked until they move or fire.

+50%

Area affect

Attack covers 1 hex area.

+50%

Indirect fire

Can fire over blocking hexes

+50%

Extra attack

Makes one additional attack

+50%

+1 Offense or Defense

Elite or special troops

+50%

+1 Move or Range

Elite or special troops

+25%

Transport

Can carry 1 other unit.

+25%

Flyer

No terrain modifiers

+25%

1 Card

Starts the game with a card.

+25%

Submersible

Permits underwater movement.

+25%

Amphibious

No water restriction.

+10%

Formation

Can attack with the first three ranks. Limited turning

+0

-1 Move or Range

Untrained or poor morale troops

-25%

-1 Offense or Defense

Untrained or poor morale troops

-50%

Limited turning

More than one 60° turn costs 1 movement

-50%

Water bound

Must remain in water hexes

-50%

Move or fire

Cannot move & fire on the same turn.

-50%

The point cost is the cost to add an ability to a unit that doesn’t already have it. No more than two modifications may be made.

Special Ability Notes:

Teleport: start the game off of the board are placed (once) anywhere at the beginning of the controlling players turn (thus able to attack that same turn that they are placed). ‘Burrowing’ units might also have this ability, but units that can teleport continuously should instead take the “flying” advantage (to automatically avoid obstacles).

Drop troops: can be placed (once) anywhere on the board at the end of the controlling players turn (thus allowing the opposing player will get a turn before the drop troops can fire). (Example: airborne troops).

Scout: During the game set-up, scouts are placed first but can be placed anywhere. They are hidden so they cannot be attacked until after they have moved and/or fired. After that, these units will behave as normal troops.

Area affect: Affects everything within the declared hex (roll separately for each unit, including your own). Cover applies.

Indirect fire: This unit has no line of sight restriction for attacking. Flank/rear bonuses do not apply, but cover is applicable.

Move or fire: A “move or fire” unit must spend the turn being stationary in order to fire.

Transport: This ability allows a unit to transport a troop stand or some other item.

Flyer: This allows units to ignore terrain modifiers to movement (including road bonus). It includes jump-packs, skimmers etc.

1 Card: these units start the game with a BattleCard that it can use on anything in the same hex. This can be drawn randomly at the start of the game, or can be an established card (provided both players agree). This is intended to add “flavor” to the unit.

Submersible: These units can use water for +1 cover or to block line of site. Water does not hinder their movement.

Water bound: These units cannot leave water hexes, but they have their normal movement while in them. (Example: ships).

Limited turning: A unit with this disadvantage can only make one free 60° turn during their movement phase. Additional 60° turns cost the unit 1 hex of movement allowance

Formation: includes the ‘limited turning’ disadvantage, but units will be able to attack with the first three ranks (as if they were all in front). These units break formation when moving through covering terrain.


 

 

Sample Units:      

Move

Rng.

Off

Def

Pts.

Notes:

Army squad

1

2

4

0

5

 

Machine Gun

1

3

4

0

9

Fires twice

Scout team

1

2

4

0

7

Placed anywhere before set-up

Mortar crew

1

7

3

-1

11

Indirect, 1 hex area, move or fire

Tank

2

6

6

3

46

 

Transport

2

3

4

2

15

Transport (1 infantry unit)

Hover Tank

3

4

6

3

46

Flyer (skimmer)

Medieval Infantry

1

0

3

0

2

 

Medieval Archers

1

2

3

0

3

Move or fire

Medieval Knights

2

0

4

1

6

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Notes for converting to other scales:

·         If you are using different terrain measurements:

o        Each game hex represents an area approximately 200 meters long.

o        Double the Move/Range scores if using Geo-hex (battlescape) scale hexes.

o        Quadruple the Move/Range scores if using inches.

o        Multiply the Move/Range scores by 10 if using centimeters. 

·         If you are using different miniature scales:

o        Paper chits can be stacked up to 10 high (per side) in a given hex

o        Individual miniatures can be used instead of squads or “stands” of miniatures (for simplicity, assume the offense and defense are the same as for stands).

o        Double the Move/Range scores if using 15mm miniatures

o        Triple the Move/Range if using 25mm or larger.

Example: a large plastic ‘Army-man’ might convert from move1/ range2 to move12”/ range24”.

                      

 

1