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”.