Wednesday, December 17, 2025

(Gnome Wars) Hawaiian Gnomes Play-Test Rules

 Merry Early Christmas and Happy Hannukah!  It's been asked for repeatedly, so I present to you...  rules for Hawaiians for Gnome Wars!    

It is UNOFFICIAL at this time, but it should give players something to try to break.  

Island Critter, Fire Dancer, Cheiftan    
Plus, there are rules for a new unit in the pipeline! 
War Spearmen

Normal Spearmen    

Stone Axes and Double Stone Axe (NCO)


Hawaiian Gnomes on Google Docs (View Only).   Feel free to submit comments to the blog post, or the post on the Gnome Wars Facebook Group.

Gnome Wars - The Hawaiians
Infantry Movement
Maximum movement for all Gnomes is 12 inches per turn
Gnomes may move 6 inches per turn and fire
Gnomes may move first then fire, or fire first then move.
Firing
WeaponTargest DistanceRoll to Hit# of 6-sided dice
Spear1" to 12"4,5,61
13" to 246

Light Cover: -1 to firing roll
Hard Cover: -2 to firing roll

Hand to Hand
FigureDie for Melee
Chieftan (Officer)
10 sided
Double Stone Axe (NCO)
10 sided
War Spearman8 sided
Spearman6 sided
Stone Axes8 sided
Fire Dancer (Medic)
8 sided
Island Critter8 sided

Fury of the Lono-maka-ihe
Hawaiian Spearmen may move their maximum movement and throw a spear within 2" inches at a target.

Flames of the Islands
At the unit's card, or during the medic phase instead of healing, the Fire Dancer may perform the traditional Flames of the Islands Dance
All gnomes within 12 inches must roll a d6 to see if they are mesmerized by this dance. On a 3+, they are mesmerized and can only move half speed their following turn. No gnome who sees the dance would have the heart to shoot upon the Fire Dancer. The Fire Dancers's own unit is not affected by the dance.

Healing Fire (Medic)
The Fire Dancer has the normal 12 inches of movement each turn.
During the "Medic!" phase at the end of the game turn, they gain an additional 18 inches of movement to attempt to save fallen troops. Attempting to save one figure costs three inches of movement.
Fire Dancers save figures on a 5+ on d8

The Island Critter
The Island Critter may deploy within 24 inches of the unit, hiding in any unoccupied cover. It is unable to be hit in heavy cover
Treat as in heavy cover if in light cover.

Wild Boar Cavalry
Movement allowance for Boar Cavalry is 16 inches per turn. Ignore movement penalties for forests and jungle.

FigureDie for Melee
Cavalry - Charging
10 sided +2
Cavalry - Mounted
10 sided
Unmounted Boar
8 sided +2

Charging:
Roll a d6 and add it to the boar movement. The unit must be formed in either line or 2 ranks to charge. The cannot move into or through buildings, bunkers, or trenches

Random direction - straight line until hits hard obstacle or leaves the board. If it goes into jungle or forest terrain, remove from board.

After completion of medic phase, roll for each fallen cavalry figure. On a 5+ on d8, the rider was killed and the boars are rampaging around.
Unmounted Boars move 16 inches per turn in a straight line, turning randomly when meeting an obstacle. They can NOT jump, and are removed from the board
If they encounter a forest, swamp, on jungle terrain. remove from board

Pineapple Catapult
DistanceDirect Hit
1-123,4,5,6
12-244,5.6
24-365,6
Over 36"6
3-figure team.
3Fire every turn
2Fire every other turn
1Fire every three turns

Direct Fire Weapon, use cannon rules on structures. Direct single hit on troops.

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