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TABLE OF CONTENTS

 

INTRODUCTION …………………………………………………………………………………………………………………… 2

MINIKIN TYPES …………………………………………………………………………………………………………………….X

          CHARACTERISTICS …………………………………………………………………………………………………   X

TURN SEQUENCE ……………………………………………………………………………………………………………..….. X

MOVEMENT ………………………………………………………………………………………………………………………..….. X

          MANEUVERS ………………………………………………………………………………………………………….…… X

          TERRAIN ……………………………………………………………………………………………………………………… X

          CHARGES ……………………………………………………………………………………………………………………... X

          RALLYING ………………………………………………………………………………………………………………..….. X

COMBAT ………………………………………………………………………………………………………………………………..…X

          HITTING ………………………………………………………………………………………………………………..……. X

          WOUNDS ………………………………………………………………………………………………………………………X

          WEAPONS  ………………………………………………………………………………………………………………….. X

          ARMOR ………………………………………………………………………………………………………………………….X

          MORALE CHECKS ……………………………………………………………………………………………………….. X

MISSILE FIRE …………………………………………………………………………………………………………………………X

          HITTING ……………………………………………………………………………………………………………………….X

          RANGE ……………………………………………………………………………………………………………………………X

          WOUNDS ………………………………………………………………………………………………………………………X

          COVER ……………………………………………………………………………………………………………………………X

MORALE CHECKS ……………………………………………………………………………………………………….  X

AERIAL COMBAT ………………………………………………………………………………………………………………….. X

CHAMPIONS, WIZARDS AND SPECIAL CHARACTERS ……………………………………………..      X

WAR/SEIGE MACHINERY AND STRUCTURES ……………………………………………………………..    X

MAGIC ………………………………………………………………………………………………………………………………………X

GIANT CREATURES ……………………………………………………………………………………………………………… X

QUICK REFERENCE GUIDE …………………………………………………………………………………………………  X

 

 

 

 

 

INTRODUCTION (More like and introduction in progress)

 

          I started writing these rules in 1984 or 1985. What you see here is about as far as I got at that time (except getting it on the computer). I had talked to Dave on the phone and by letter about the rules. He said that he was going to make a set of wargame rules and miniatures to go along with them. He was looking at miniature companies like Ral Partha and Grenadier, but felt only he could do justice to the characters, so he wanted to do the sculpting himself. He wanted to see my rules to see if it would be something he would be interested in modifying to fit what he thought a wormy wargame would be. I have been given some recent motivation by a fellow Wormy enthusiast from the web. Tony (aka Hawklord) has written a fantastic set of rules for Lego combat that I plan on modifying to fit the blank spots in these rules.  He gave me the idea of having giants (like Wormy, Ace or the Ogres) to be the actual players in the game. Each would have some tricks or cheats they could pull out during the game. That Idea still needs some thought.

          My wish is to keep the rules as simple as possible and keep the game flowing easily, but at the same time I want to have all of the uniqueness of Wormy’s world covered in game play. Any help would be greatly appreciated. So far, the only wargames I have been involved in the past are Chainmail, Swords and Spells, TSR’s Battle System and Warhammer. The set of Wormy rules will probably incorporate the best ideas in those games (mostly because those are the only ones I know).

 

MINIKIN TYPES

         

          The number and types of creatures that appeared in the Wormy Comic strip was truly an outstanding feat.  A definite culture seemed to exist that spread between these creatures.  Weapon types and designs, armor, structures, language and odd bits and pieces seemed to point to this culture.

          As far as the topic of illegal wargaming goes, Trolls seem to be the most popular core troop type.  They are resilient little buggers that can regenerate damage caused to them.  There is definitely nothing funner than getting together a bunch of Trolls, giving them clubs or baseball bats and letting them beat the living tar out of each other.  This is exactly what the Giants of Gorgonstar despise and why wargaming is illegal.

          Minikins appear in various shapes and sizes – Trolls, Goblins, Salymanders, Minitaurs, Centaurs, Winged Centaurs, Were Creatures, Imps, Hobgoblins, Stone Drakes and even Human type creatures.

          The most astounding feature that existed in the Wormy strip is that each character had it’s own definite personality. Instead of monsters just being mean, nasty things that bumped around causing random hate and discontent, the monsters in Wormy’s world did things based on their own individual personalities.

          You will find that it will be easy to put together a varied and intriguing set of characters for wargaming that will make this game a very enjoyable experience.

          Enough of the jaw yakin’, lets see what these little buggers are like:

 

Tree Trolls -

Description: The mainstay of wargaming. They come mainly from the Yggdrazzle trees around Skeeter’s grove.

Special attacks: None

Special defenses: None

Other: Trolls have the ability of regeneration. They regenerate one hit per turn. Because of their hairy coat, they take double damage from fire attacks.

 

Moss Trolls -

Description: ‘Dese boys is big.

Special attacks: None

Special defenses: None

Other: Trolls have the ability of regeneration. They regenerate one hit per turn.

 

Rock Trolls -

Description: Another big troll. They have a thick, hard hide that makes for excellent armor in battle.

Special attacks: None

Special defenses: None

Other: Trolls have the ability of regeneration. They regenerate one hit per turn.

 

Swamp Trolls -

Description: Another small troll.

Special attacks: None

Special defenses: None

Other: Trolls have the ability of regeneration. They regenerate one hit per turn.

 

Goblins

Description: The goblins come in from the Goblin Hills to work and trade with the trolls.

Special attacks: None

Special defenses: None

Other:

 

 

Hobgoblins

Description: Usually mean spirited. These guys make excellent shock troops.

Special attacks:

Special defenses:

Other:

 

 

 

Imps

Description: Coming to Wormy’s world from the hells, Imps can be very independent and when provoked can be very mean. Corner one and you’ll find out what I mean.

Special attacks:

Special defenses:

Other: Impervious to damage from fire. This does not make them impervious to impact damage from fireballs launched from cateypults, only from the heat damage after it hits.

 

Stone Drakes

Description: Not exactly the most graceful of fliers, especially when used as mounts. Usually any aerial maneuver ends up going awry with humorous results.

Special attacks: When airborne, they can claw/claw/bite (1d3, 1d3, 1d4), but usually will not remain airborne after the attack.

Special defenses: None

Other: Unmounted, any aerial maneuver stands a 25% chance

 

Demons

Description:

Special attacks:

Special defenses:

Other:

 

 

Centaurs

 

Description:

Special attacks:

Special defenses:

Other:

 

Minitaurs

Description:

Special attacks:

Special defenses:

Other:

 

 

 

 

Salymanders

Description:

Special attacks:

Special defenses:

Other:

 

Dwarves

Description:

Special attacks:

Special defenses:

Other:

 

 

Gargoyle

Description:

Special attacks:

Special defenses:

Other:

 

 

Description:

Special attacks:

Special defenses:

Other:

 

CHARACTERISTICS

 

Major Attributes

Character Type

Hits

Attack

Defense

Speed

Smarts

Move

Tree Troll

5

5

5

5

5

6"

Moss Troll

8

6

6

5

3

Rock Troll

8

7

8

6

3

Swamp Troll

5

5

5

5

5

Goblin

5

5

5

5

5

6"

Hobgoblin

7

6

7

5

3

7"

Dwarves

6

5

5

5

5

5"

Imp

7

4

6

6

6

6"

Stone Drake

3

4

3/6*

5

5

3"/12"*

Demon

10

8

7

8

4

15"*

Centaur

8

6

6

7

7

9"

Minitaur

7

7

7

5

4

7"

Salymander

4

3

4

6

6

6"

 

 

 

 

 

 

 

 

 

 

 

 

 

 

* flying speed

 

TURN SEQUENCE

 

MOVEMENT

 

          MANEUVERS

 

        TERRAIN

 

        CHARGES

 

        RALLYING

 

COMBAT

 

          HITTING

 

Modifiers to defense score for armor:

No armor     = 0

Shield          = +1

Light armor  = +2

Med. armor =+3 (-1 to move)

Heavy armor =+4 (-2 to move)

 

Roll 2d6

D e f e n s e

 

 

A

T

t

a

c

k

 

 

10

9

8

7

6

5

4

3

2

1

10

6

5

4

3

2

+

+

+

+

+

9

7

6

5

4

3

2

+

+

+

+

8

8

7

6

5

4

3

2

+

+

+

7

9

8

7

6

5

4

3

2

+

+

6

10

9

8

7

6

5

4

3

2

+

5

11

10

9

8

7

6

5

4

3

2

4

12

11

10

9

8

7

6

5

4

3

3

-

12

11

10

9

8

7

6

5

4

2

-

-

12

11

10

9

8

7

6

5

1

-

-

-

12

11

10

9

8

7

6

          Note: “+” Indicates that the hit is automatic. No dice roll required.

                   “-“ Indicates that the hit is not possible.

 

          WOUNDS

 

        WEAPONS

                                                          Modifiers

Weapon        Damage        Range           to attack

Sword                   1d6              HTH            -

Axe             1d6              HTH            -

Spear          1d6              2, 4, 6"        +1, 0, -4

Club             1d6-1           HTH            -

Dagger         1d6/3          HTH            -

Bow             1d6              6, 10, 14"     0, -2, -5

Cross Bow    1d6+1           4, 8, 12"       0, -2, -4      

 

          COVER

 

        MORALE CHECKS

 

AERIAL COMBAT

 

CHAMPIONS, WIZARDS AND SPECIAL CHARACTERS

 

WAR/SEIGE MACHINERY AND STRUCTURES

 

MAGIC

 

GIANT CREATURES

 

QUICK REFERENCE GUIDE

 

Revision history

7 Oct 00 – posted rules

8 Oct 00 – Added more pictures to minikin type chart

9 Oct 00 – Wrote the “introduction in progress”