The game is afoot! Actually, it was two feet. I'm playing on a 24" square. I'll see myself out. |
I have been considering how to handle Heroes and Spell Casters in my fantasy version of One Hour Wargames (my fantasy version just combines the units from Ancients, Dark Ages, and Medieval, and then adds heroes and casters).
This past weekend I put them to a (very limited) test.
My ideas for Heroes worked well - they aren't *too* powerful, but they can do a lot. I'm thinking perhaps they should all receive 1/2 Damage in addition to the re-roll, so they can go toe-to-toe with Ancient heavy infantry.
The spell casting concept worked but I'm not convinced casting should cost the caster their regular strength points. I like it in theory mind you but it may be better to use the One Page Rules Age of Fantasy : Skirmish idea of spell points, managed separately from the health of the caster. It would be something else to manage though - and as a solo gamer, I try to minimize that.
Heroes
All heroes may re-roll attack die, but must keep 2nd score (this is taken from the OHW FB group)
For each hero, prior to the start of the game:
- Choose one of:
- 1/2 Damage Received (armor, dodge, luck)
- +2 to Range Attack
- +2 to Melee Attack
- Quick(9" movement rate on foot)
- Choose one of (these have no cost to the Hero):
- Inspiring (friendly unit in base contact prior to unit action recovers1d3 points)
- Combat Leader (friendly unit in base contact may reroll attack die, but must keep 2nd score)
- Tactics Master (friendly unit in base contact at start of that unit's movement may move up to double their movement rate)
Spell Casters
- Casting takes a toll on the caster. Each time a spell is cast, the caster takes damage. The "Cost" in the list below is the damage the caster takes.
- A Caster reduced to 0 points by casting is exhausted and removed from the battle.
- Each time a caster casts a spell, they may choose one spell from the following ten spells.
- Casters may cast any spell from the list below.
- Casters may only cast one spell per turn.
- Target units, be they friend or enemy or self, cannot be in melee when the spell is cast on them.
Attack
Give the options descriptive names that fit your concept of the caster. For example, a Fire Mage might have Fire Ball, Rain of Fire, and Storm of Fire.
- Long Range Attack, range 48", cost 1, causes d6-2 damage
- Standard Attack, range 12", cost 2, causes d6 damage
- High Power Attack, range 12", cost 3, d6 + 2 damage
Defense
- Shield (Self), range 0", cost 1, lasts until next turn
- Shield (Unit), range 6", cost 2, lasts until next turn
- Breathing Room, range 12", cost 3, enemy unit pushed back 3"
Utility
Call them what you will but these are the effects:
- Haste (Self), range 0", cost 1, move double-sped
- Lesser Healing, unit within 6" cost 2, unit restores1d3 strength points
- Haste (Unit), unit within 6", cost 3, unit advances one move, does not count as their action
- Greater Healing, unit within 6", cost 4, unit restores 1d3 + 2 strength points
Many more spells are possible of course - in fact while typing this up, I thought of several more that might be fun. It ultimately depends on how much time you want to spend reading spell lists!