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POCKET WARGAME

Apply common sense to the rules and use them as a guide, adapting as needed for where you are, table size, house rules or special scenarios as needed !

CORE SET RULES

Game Setup :

  1. Each player has 5 soldiers and 1 tank in 8mm Scale.

  2. Agree on a battlefield area (ideally 30–45 cm square) and place terrain.

  3. Roll 1D6 each; highest roll decides who deploys first unit. Take turns deploying units within 8 cm of your table edge.

Turn Sequence :

  1. Initiative: Both players roll 1D6; highest roll chooses who activates first.

  2. Players alternate activating one unit (either a soldier or the tank) at a time:

    • The active player selects one unit to activate and performs both movement and combat for that.

    • A unit may forgo its activation to set up overwatch. If an enemy moves within LOS, the overwatch unit may attack immediately even if not their turn.

    • Once the action is complete, the opposing player activates one of their units.

    • Continue alternating activations until all units on both sides have been activated.

Movement :

  • Soldiers: Move up to 10 cm per activation.

  • Tank: Move up to 15 cm per activation.

  • Soldiers may climb over obstacles up to 1cm high but reduce movement by half.

  • Tanks cannot enter buildings or climb obstacles

 

Combat :

  1. Declare target within Line of Sight (LOS) and measure range.

  2. Roll 1D6 for the attack:

  • Soldiers Rifle: Hit on a 4+ (range: up to 15 cm) or 5+ (range: 15–40 cm).

  • Tank Cannon: Hits on 4+ (range: up to 30 cm) or 5+ (range: 30–60 cm).

  • Tank Machine Gun: Hits on 5+ (range: up to 20 cm).

  1. If the roll equals or exceeds the hit threshold, the attack hits see Damage below

 

Damage :

  • Soldiers: Hit soldiers are removed.

  • Tanks: Roll 1D6 for a hit on the tank:

    • 1–3: Minor damage, tank can only move or fire next activation.

    • 4–5: Critical damage, tank is immobilized and can only fire Machine Gun. (another Critical is Destroyed)

    • 6: Destroyed (remove turret and play as terrain cover).

 

Cover :

  • Units in cover (behind obstacles, inside buildings) subtract 1 from the attacker's hit rolls, the only exception being the tanks canon shot where no cover applies.

 

Morale \ Victory :

  1. If a player has only 2 units left, roll 1D6 at the start of each turn:

    • 4+: Continue fighting.

    • 1–3: Units retreat; the game ends.

  2. Eliminate all enemy units or force them to retreat.

EXPANSION MECHA RULES

Game Rule Updates :

  •  CORE RULES REQUIRED AND STILL APPLY.

  • THESE ARE NEW ITEM SPECIFIC ADDITIONS / CHANGES

 

Movement :

  • Commander and Missile Launcher troops move as the original normal soldiers: Move up to 10 cm per activation.

  • Mechs: Move up to 10 cm per activation.

  • Mechs may climb over obstacles up to 1cm high but reduce movement by half like the soldiers. However, there is a chance they stumble and take damage.

​       Roll one D6 :

              - 1-2 Refer to Damage section as if hit.

              - 3 + No issue or effect.

  • Mechs cannot enter buildings

 

Combat :

  • Roll 1D6 for the attack as normal.

(Mechs Can fire both its machine guns but at 1 target, Two shots per turn):

  • Commanders Rifle: Hit on a 4+ (range: up to 40 cm).

  • Missile Trooper: Hits on 4+ (range: up to 60 cm).

  • Mech Machine Guns: Hits on 4+ (range: up to 20 cm).

  • If the roll equals or exceeds the hit threshold, the attack hits see Damage below

 

Damage :

  • Soldiers: Hit Commanders and Missile Troops are killed and removed.

  • Mech: Roll 1D6 for a hit on the Mech:

    • 1–3: Minor damage, Mech can only move or fire next activation

    • 4–5: Critical damage, tank is now immobilized and can only fire one Machine Gun from now on. (another Critical is Destroyed)

    • 6: Destroyed (remove head and play body as terrain cover).

 

Cover :

  • Units in cover (behind obstacles, inside buildings) subtract 1 from the attacker's hit rolls, the only exception being the Missile Trooper where no cover applies to his attacks. (Remember as per the original rules LOS is still required in all cases, i.e. must be behind low cover or visible in or via a building window)

 

Morale \ Victory :

  • Adding the expansion uplifts the required morale check from having 2 units left or less to having 4 units or less for the check to apply.

  • However, if a player still has the commander on the field alive, they can ignore the moral check completely until he is killed.

© 2026 by Space Denizens. All Rights Reserved.

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