Advisory Note

Please Note: This blog contains poorly painted toy soldiers that may offend those of an aesthetically sensitive disposition.

Portable Wargame - Fantasy Variant (after Bob Cordery) V.01

These rules require a copy of The Portable Wargame by Bob Cordery


Type
SP
Movement
Range
Special
Commander & Bodyguard
6
3 or 4
Adj
Foot move 3, mounted move 4
Dwarf Infantry
4
2
Adj
+1 in melee
Dwarf Archer
3
2
3
 
Dwarf Cavalry
3
3
Adj
 
Elf Infantry
4
3
Adj
 
Elf Archer
3
3
4
+1 to shooting
Elf Cavalry
3
4
Adj
 
Orc Infantry
4
2
Adj
 
Orc Archer
3
2
3
 
Orc Cavalry
3
3
Adj
+1 in melee
Goblin Infantry
3
3
Adj
 
Goblin Archer
3
3
3
 
Goblin Cavalry
3
3
Adj
 
Troll
5
2
Adj
+1 in melee
Ogre
4
2
Adj
 
Giant
6
2
3
+2 in melee; throw boulders
Ent
6
4
3
+2 in melee; throw boulders
Halfling
3
3
Adj
 
Skeleton
3
2
Adj
Enemy archers suffer -1
Skeleton Archer
3
2
3
Enemy archers suffer -1
Wight
3
2
Adj
Non-magic weapons suffer -1
Eagle
3
2 or 5
Adj
Diagonal move 4 squares.
Magic User
3
3 or 4
Adj
Mounted move 4; Magic
 
Turn sequence

Magic use is undertaken before artillery fire at the beginning of the turn sequence. Like
artillery it is simultaneous if there are magic-users on both sides (see below for rules regarding magic).




Commanders with bodyguards

Act as a unit and do not embed with other units, however produce bonus for a single unit that they
are adjacent to orthogonally in the normal way


Magical Weapons

A commander may be equipped with a magical weapon that allows +1 to combat rolls



Magical Creatures (additional rules)
 

Eagles

Flying - Eagles move 5 squares orthogonally OR 4 squares diagonally but cannot mix the two
movement types. They may part move and then land to enter combat. Once per game
they may drop rocks onto an enemy unit by flying into an adjacent square - roll d6 score of 5
or 6 does 1 SP damage. Archers can attempt to shoot at Eagles that are flying
up to 2 squares away
 

Giants & Ents

Giants/Ents may throw boulders if in landscape containing them - behave like
Artillery in original rules.

Woods

All units reduce movement to 1 grid except Elf & Halfling units that reduce
their move by 1 grid; Ents move at normal speed
Elf units and Ents need not stop immediately on entering woods
Range of elf archers is reduced to 2 grid squares in woods others to 1 square
Eagles suffer no penalty for flying over woods

 

Rivers

Giants and Ents are not slowed by rivers

Eagles suffer no penalty for crossing rivers when flying

 

Reaction of larger magical creatures on being forced to retreat after combat roll

After taking a hit and rolling 4 or 5, Trolls, Ogres, Giants and Ents may

retreat a square in the normal way; on rolling a 6 however they have gone

berserk and will move in a random direction a full move doing 1SP of damage

to each unit they pass through. Roll d6 - 1 or 2 forward, 3 right, 4 left, 5 or 6 to rear.

They will then continue to move in that direction each turn unless the commander

moves to an adjacent square to rally them (this takes one full turn).

In this, and only this special circumstance a magic creature may enter a square

occupied by another unit. When this occurs, the original occupant is considered disorganized and

cannot move or take part in combat during that turn.


Magic

If the commander is also a Magic user then SP of commander applies. Magic Users

are deemed to be sufficiently competent in combat to defend themselves

Choose a spell from the list. Roll d6 - 1,2,3 spell works 4,5 spell fails 6 spell backfires. Check results

Magic users must be in direct line of site of target. Range is measured orthogonally.

Magic users can perform spells on into woods, built-up areas and forts and

out of woods, built-up areas and forts as long as the adjacent square is open ground.

 

Spell
Range
Successful Effect
Backfire Effect
Blast of Fire
4
1SP damage to enemy
1SP damage to caster
Soft ground
5
Slows enemy to 1 square movement for 2 turns
Caster cannot move for 2 turns but may fight or cast magic
Fear
4
Enemy unit retreats 1 square or stops if retreat is blocked for one turn. If retreat takes the unit off the board they cannot return
Caster retreats 1 square or stops (if retreat is blocked) for one turn. If retreat takes the caster off the board they cannot return
Invisibility
n/a
The caster becomes invisible for 2 turns and cannot be attacked or fired upon
The caster lights up so brightly they are burnt and suffer 1SP damage
Freeze water
5
1 grid square of water is frozen for 2 turns allowing troops to pass over it
The caster is temporarily frozen for 1 turn and suffers 1SP damage
Poisonous Fog
4
A poisonous mist appears over an enemy unit for 1 turn doing 1SP damage
The mist appears in the square in front of the caster and is blown randomly 1 square. Roll d6. 1 - rear, 2 - forward, 3,4 - right, 5,6 - left. It does 1SP damage to any unit in destination square.
Healing
Adj
Heals a damaged unit by 1SP
Caster suffers 1SP of damage

 


 







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