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DRAGONRIDERS OF THE STYX

FANTASY WARGAME RULES FOR ONE HOUR WARGAMES.

These rules require the use of the One Hour Wargames book written by Mr. Neil Thomas.
Compiled & Edited by A. JEFF BUTLER, aka Brigadier General/Wargamer1972

NEW UNIT TYPES


These rules feature new unit types of fantastical creatures. They are Foot Knights, Pikemen, Gargoyles, Dragons,
Demons, Dragonriders, Orcs, Titans, Ogres & Wizards. Gargoyles, Demons, Dragonriders & Orcs occupy a typical 1HW
base frontage as specified in the book. Titans, Ogres and Wizards may be mounted on bases appropriate to their size
and retinue. The Dragon will not submit to basing. I have chosen to overlay the Medieval period on page 21 of OHW
book with these new units.
1. MOVEMENT
Movement Allowances. Neil uses inches to define unit movement in OHW, however I prefer a measurement of base
depth for foot & mounted models, however it is easier to move flyers in inches. No unit may move more than twice each
turn regardless of any orders.
Unit Type
Human Foot
Gargoyles
Demons
Orcs & Ogres
Dragonriders
Wizards
Titans

Movement
2
8 Flying
8 Flying
2
3
2
2

Turning. Units may turn as specified in the OHW period rules you have chosen.
Terrain. Units are affected by terrain as shown in the OHW period you have chosen as well as what follows.

2. THE DRAGON & HIS SHADOW


Each turn roll a d6 to see if the Dragon appears as shown below. If it appears it shows up on the western board edge in
the center. It then will move straight towards the eastern edge at the rate of 6 per turn. It will attack any unit it
contacts along its route. If left alone it will continue to the east where it will leave the board & the game. When the
dragon appears & each turn thereafter roll for the Dragons Shadow. If the Dragon sees its shadow it will begin to attack
every unit in the game starting with the closest one to it, proceeding on to the next closest after it destroys the first & so
on. To test for the Dragons Shadow roll a d6, any result of 5+ and it sees it. The Dragon has a 6 fire breath attack of
d6+2 & attacks 2d6 in H-t-H combat.
TURN
1
2-4
5+

# for Dragon
6
5
4+

3. SHOOTING
Besides Archers which are described in the OHW book, Dragons & Wizards have a shooting attack.
Adjudge Field of Fire. The Dragon & the Wizard may only shoot at a single target within 45 degrees of their frontal
facing.
Measure Range. Dragons have a breath attack range of 6. Wizards can magically shoot any target they can see.
Assess Casualties. Dragons & Wizards add +2 to their shooting attack roll.

4. HAND-TO-HAND COMBAT
The procedure for fantasy units in H-t-H Combat is as listed in the 1HW book with the exceptions below.
Assess Casualties. Units roll a die. Gargoyles add 1 to the score. Wizards subtract 2 from the score. Dragons roll 2 dice.
Dragonriders, Orcs, Ogres & Titans add +3 to the score. Demons, Foot Knights & Pike add 2. The result gives the hits the
target acquires which is modified as follows:
Terrain Advantage. All foot in woods only suffer half the indicated number of hits (fractions rounded in
favor of the attacking unit.) Gargoyles & Demons in towns suffer double hits.
Movement Within Combat. Gargoyles & Demons may leave H-t-H Combat on their next turn during their movement
sequence but must move their full movement away from their current target.

5. ELIMINATING UNITS
Fantasy units are eliminated upon the acquisition of 15 hits.
6. EVIL ARMIES WITH 6 UNITS

DIE ROLL
1
2
3
4
5
6

GARGOYLES
DEMONS
3
3
3
4
4
4

ORCS

UNIT TYPE
OGRES
TITANS

2
1
1
1
1
0

0
2
1
0
1
1

1
0
1
1
0
1

6. GOOD ARMIES WITH 6 UNITS

DIE ROLL
1
2
3
4
5
6

PIKEMEN
MEN-AT-ARMS
3
3
3
4
4
4

ARCHERS
FOOT KNIGHTS
2
1
1
1
1
0

UNIT TYPE
DRAG.RIDERS WIZARDS
0
2
1
0
1
1

1
0
1
1
0
1

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