NARFO
Wargaming system
www.ghoulbait.com
Introduction
This wargaming system and accompanying
scenario are made to play simply and
accessibly the most epic and dramatic
battles between the forces of Good and Evil!
The goals of this wargame are as follows:
❖ To create a playable, themed game,
rather than an over-detailed
simulation of warfare.
❖ To limit the use of unusual dice,
cards, and external supplements; to
promote accessibility and ease of use.
❖ To keep the rules simple and
streamlined.
❖ To minimize record-keeping and
note-taking.
❖ To make victory conditions
interesting and feel like a narrative
story, rather than a simulated event.
Background
Detail the background and information that
players need to know.
The rest is up to you!
1
Units
Companies & Heroes Heroes are powerful individuals occupying
space on the battlefield. They provide
The forces of Good are split into
bonuses to nearby Companies and are
Companies and Heroes. Each can have
capable in combat.
their own abilities and bonuses, but all
follow the same general formulae: ❖ A hero has four main numerical
representations of ability: Hit
Points, Strength, Target Number,
Companies consist of multiple individuals, and Speed.
each pulling their own weight in combat, ❖ Hit Points define how many hits a
and contributing to the overall hero can withstand.
effectiveness of the group. ❖ Strength indicates how many dice
are rolled in combat.
❖ A company has three main
❖ The Target Number indicates the
numerical representations of ability:
required roll on a six-sided die for a
Troops, Target Number, and Speed.
successful ‘hit’ in combat.
❖ Troops define how many units
❖ As heroes take hits, they lose hit
remain alive and ready in the
points.
company, and thus how many dice
❖ Speed indicates how quickly heroes
are rolled in combat. The more
can move around the battlefield.
times a company is hit, the less
effective it will be.
❖ The Target Number indicates the
required roll on a six-sided die for a Hordes & Villains
successful ‘hit’ in combat.
The forces of Evil are split into Hordes and
❖ As companies take hits, they lose
Villains, mirroring Companies and Heroes.
troops.
Mechanically, they are no different besides
❖ Speed indicates how quickly
their individual abilities and bonuses.
companies can move around the
battlefield.
2
Companies
Name
Troops: X Target Number: ≤X
Speed: X
Ability: Any ability goes here.
Describe the company here.
Heroes
Name
Strength: X Target Number: ≤X
Speed: X Hit Points: X
Ability: Any ability goes here.
Describe the hero here.
Hordes
Name
Troops: X Target Number: ≤X
Speed: X
Ability: Any ability goes here.
Describe the horde here.
Villains
Name
Strength: X Target Number: ≤X
Speed: X Hit Points: X
Ability: Any ability goes here.
Describe the villain here.
3
Gameplay
The Round Resolving Combat
A ‘Round’ of gameplay consists of going Companies and Hordes roll a number of
around the table and allowing each force to six-sided dice equal to their current Troops
play out their turn. remaining.
At the start and end of each round, events For all dice rolled which satisfy the Target
are checked in order to determine Number, count a hit.
additional unit placements. Both the attacking unit and defending unit
Turns are taken in the following order: compare their number of hits. Whichever
unit scores fewer hits subtracts the
❖ Team 1 difference from their current Troops.
❖ Team 2
❖ So on… Heroes and Villains resolve this the same
way; however, they roll a number of six-
The Turn sided dice equal to their Strength value, and
subtract Hit Points, rather than current
During their turn, each player can direct Troops.
each unit they control. When possible, they
may attack, move, and use special abilities. Victory Conditions
❖ Movement The forces of Good (thematic and narrative
goals go here).
Move a unit to an adjacent node a number
of times up to that unit’s Speed value. A They achieve victory when…
unit may not occupy the same node as
another unit, unless otherwise specified. ❖ Victory conditions listed here…
A node is an intersection point on an The forces of Evil (thematic and narrative
isometric grid. goals go here).
They achieve victory when…
❖ Attacking & Defending
❖ Victory conditions listed here…
Each unit may declare to attack an adjacent
node once per turn, unless otherwise
specified.
In the case that a node is being attacked, a
defending unit is selected by the opposing
occupant of that node. Only one unit may
defend a node when attacked.
4
Order of Events
Start/End of the Nth round.
Describe what happens, where it happens,
and any choices players may need to make
during that process.
Include any reinforcements that may arrive,
or any events that occur at specific times
during play.
5
Setup
The forces of good start with:
Describe which companies are allotted,
and where they should be placed.
Describe which heroes are allotted, and
where they should be placed.
The forces of evil start with:
Describe which hordes are allotted, and
where they should be placed.
Describe which villains are allotted, and
where they should be placed.
6
Version Information
Version 1.b
o Added information regarding node
definitions.
o Updated formatting to make the
document easier to read.
Version 1.a
o Stripped existing system to core parts to
be used as an adaptable system which
can emulate multiple wars/battles,
rather than just the one.
o Included examples for game-makers to
implement their own designs and adapt
their own scenarios.