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  • War game Rules for 1/18 Action Figures

  • Basic Version 1.2 written by Tim King

    Introduction:

    Action Figure Combat

    is fast and easy to learn. It is a set of game rules for use with 1/18

    . Now you can play a game with your

    military action figures and emulate your favorite cartoon and

    comic book battles. The focus is on small unit tactics involving a

    dozen or so action figures on the table with the option of one or

    two vehicles.

    So grab your action figures and clear off the living room floor

    and grab some dice. It s Action Figure Combat time!

    What you will need:

    To play Action Figure, you will need:

    6 or more of your favorite modern action figures

    Plastic stands to make your figures stand upright

    A dozen or so six sided dice (D6)

    er

    A copy of the rules

    A dozen or so coloured chips or glass beads to indicate

    pinned effects and wounds

    A play surface ter

    Terrain that will emulate buildings, trees, vehicles, and

    furniture

    Playing Surfaces:

    The game can be played on an area as small as your kitchen

    table or as large as your backyard. Obviously, the more action

    figures and vehicles you use, the more room you will need.

    The playing area should be littered with various forms of

    cover for your action figures to seek cover behind such as

    vehicles, oil drums, and buildings. You can make your buildings

    from cardboard or wood. Hills can be made from books covered

    by a blanket. For those who want ultra-realistic terrain, your

    back yard garden is the perfect place to play.

    Action Figure Characters:

    Your action figures will represent Characters in the game.

    Characters come in two different types, Operatives and Minions.

    Operatives are the highly trained elite troops while Minions are

    the typical basic cannon folder of the game. Operatives also

    come in four different classes, Commanders, Grunts, Specialists

    and Ninjas.

    Before your game begins, be sure to determine what your

    character roles and share them with your opponent.

    Force Composition:

    counter terrorist organization while the Blue Force represents a

    deadly terrorist organization determined to rule the world.

    The si

    surface. A game can be played with as few as 1 figure each but

    would obviously end very quickly. A typical game played on a

    kitchen table or living room floor would consist of one or more

    teams per side. A team is made up of 2-4 Characters. For game

    balance, an Operative equates to 2-3 minions. So for example, a

    game could be played with four Green Force Operatives

    assaulting a base defended by two Blue Force Operatives and six

    Minions.

  • Basic Game Mechanics:

    The game is played using a ruler and six sided dice referred to

    as D6 to determine the outcome of combat. If the rules call for

    3D6 to be rolled simply roll three six sided dice. A successful roll is

    when a 5 or 6 are rolled on a single die. If a nature 6 is rolled

    (unmodified), the player will roll an additional dice and count any

    successes towards the rolls total number of successes. Any

    additional natural 6s rolled will also enable the player to roll an

    additional D6. The player can continue to roll an additional die

    for each consecutive natural 6 rolled.

    Example: A Grunt fires his heavy machinegun and rolls 6D6. He

    rolls a 3, 2, 5, 4, 6 and a 6. That makes 3 hits so far and he gets to

    roll 2 additional D6 which result in a 1 and a 6. Our total is now 4

    hits with another D6 to be rolled. He rolls a 5, so the total

    number of successes (hits) with his heavy machinegun is 5.

    Measuring Distances:

    weapons have maximum attack distances like grenades and

    throwing knives, but as a rule, everything else can easily shoot 12

    negative modifier to hit when sh

    Line of Sight:

    To determine if an action figure can see a target, simply place

    your eye behind the action figure to see things from their vantage

    point. As long as you can see part of the target, it is in line of

    sight though the target may benefit from cover bonuses (see Save

    Rolls).

    Posing your Action Figures:

    The best thing about war gaming with action figures is that

    they are poseable. When playing the game, you are encouraged

    to make your action figures kneel, lay down, sprawl out wounded

    and punch. Have fun with it.

    Resolving Rule Conflicts:

    Although I have tried to encompass the majority of situations

    you may encounter in a game, there are times when there is no

    rule that covers a circumstance. You have two options here, first

    is to write your own house rule which should be agreed upon by

    all players. Second, let the dice of fate decide and roll a D6.

    Game Setup:

    When starting a game, first place the scenery in a fair fashion

    by using a pre-arranged scenario or by mutual agreement. You

    or more.

    Basic Force Starting Positions:

    Divide the game surface into thirds

    The Defender gets to set up first by placing one team in the

    middle third of the surface

    The then placed in

    one of the other thirds.

    The Attacker can now place all his forces in the remaining

    unoccupied third.

  • Game Turn:

    The game is broken down into turns. During a turn players

    alternate activating teams of characters. Repeat steps 1 to 5

    each turn.

    1. Each side rolls D6 for initiative to see who activates first,

    highest roll wins

    2. Activate a team and perform all of the teams actions

    3. The other player now activates a team and performs all of

    the teams actions

    4. Players alternate until all teams have activated

    Actions:

    During a game turn, a character can perform any 2 actions

    from the following list:

    Shoot: Fire a ranged weapon at a target

    Strike: Attack a target with a melee weapon or in hand to

    hand

    Throw: Throw a grenade or knife at a target

    Move:

    Change weapons

    Sneak 6: Evade detection

    Bandage: An attempt to stop a character from bleeding out

    Arm/Disarm: Pertaining to an explosive or WMD.

    Hack:

    computer

    Rally: To remove the effects of a pin or suppress a target

    Aim: Take an action to improve your chances to hit

    Legendary Characters:

    Each player can field one Legendary Character in their army.

    This represents the best their army can offer. The Legendary

    Character can perform up to 3 actions per turn.

    Combat:

    Ranged Combat (Shooting):

    A character can spend an action to shoot a target.

    A character cannot shoot at a target that is undetected

    You must be able to draw an unobstructed line from the

    Shooter to any point on the target

    Roll the corresponding number of attack dice for the

    weapon being fired

    Roll an additional dice if the shooter was undetected

    Add any modifiers to each dice roll

    +1 if the attack comes from the behind the target.

    Rolls of 5 or 6 count as a hit.

    Roll and additional dice for each 6 that was rolled

    Continue to roll additional dice for any other 6s that are

    rolled

    Total the number of hits

    The target now makes a save roll for each hit he/she took

    Record the wounds received

    Hand to Hand Combat:

    A Character can strike a target with a weapon, fist or foot.

    Roll the corresponding number of attack dice for the

    weapon being used

    Roll an additional dice if the shooter was undetected.

    +1 if the attack comes from the behind the target.

    Rolls of 5 or 6 count as a hit

    Roll and additional dice for each 6 that was rolled

    Continue to roll a D6 for any other 6s that are rolled

    Total the number of hits

    The target now rolls the corresponding number of attack

    dice they are using (melee/hand to hand) and totals their

    hits the same as the attacking character does

    The opponent with the highest number of hits wins combat

    The target now makes a save roll for each hit he/she took

    Record the wounds received

  • Save Rolls:

    The target now gets to make a D6 save roll for each hit

    he/she took.

    1. Roll an additional 1D6 if the target moved

    2. Add the following modifiers:

    o +1 if the target was in 50% cover

    o +0 if the target is wearing a Kevlar vest

    o -1 if the target is not wearing armor

    o +1 if the target has heavy armor

    o -1 if the shooter is undetected

    o Minus any weapon save modifiers

    3. Any roll of 5 or 6 counts as a save

    4. Roll and additional dice for each 6 that was rolled

    5. Continue to roll additional dice for any other 6s rolled

    6. Total the number of saves

    7. Each save negates a hit on the target

    Damage:

    The target suffers a wound for every hit it receives

    Subtract a wound from the target

    If the wound count of the target reaches 0, the target is

    unconscious. (See Character list for wound counts)

    Critical Hits: (Optional)

    If the target suffers a wounds from an attack, roll 2D6 on the

    critical hit chart below and apply the result.

    Dice Roll

    Result

    2 Shot in the Heart: Killed

    3-4 Chest wound: Bleed Out

    5-6 Gun hand hit: Loose Primary Weapon

    7 Leg wound: Lose 1/3 of total allowed movement

    8-9

    10-11 Gut wound: Bleed Out

    12 Head Shot: Killed

    Bleed Out:

    The wounded character will suffer an additional wound each

    subsequent turn until they receive a bandage action from a

    friendly.

    Pinned:

    Characters suffering a hit in ranged combat will receive a

    pinned effect marker. When a character is pinned, they are

    prevented from making move actions until the pinned effect is

    removed by a successful rally action. The pinned effect can be

    designated by placing the action figure prone or by placing a

    coloured bingo chip or beside the figure.

    Weapons:

    * These modifiers can turn rolls into 6s or greater. A modified roll

    greater than 6, counts as a 6.

    Blast Radius:

    Any target in the blast radius of a weapon will be subject to

    the attack dice of the weapon being used.

    Reload:

    Some weapons require an action to reload before firing again.

    Silent:

    A silent weapon does not alert the enemy when used. Other

    weapons will alert the enemy and will prevent any further sneak

    rolls to be made. Pistols, submachine guns and sniper rifles can

    have silencers which make them silent.

    Weapon Type Attack Dice

    Special Rules

    9mm Pistol 2D6

    - Submachine gun

    4D6

    -

    Assault Rifle 4D6 Two handed

    Sniper Rifle 2D6 +2 to dice roll*, two handed

    Light Machinegun

    6D6 Two handed

    Heavy Machinegun

    6D6 -1 to cover save dice roll, two handed

    RPG/ Grenade Launcher

    5D6

    Frag Grenade 5D6 Max

    Anti-Tank Missile

    10D6 - Blast Radius, Action to Reload, HW, two handed

    Combat Shotgun

    3D6 Multiply the total successes by x 2, two handed

    Heavy Caliber Gun

    10D6 - , Action to Reload, HW, vehicle mounted

    Explosive Charge

    10D6 -1 to cover , HW

    Katana 3D6 Silent

    Combat Knife 2D6 Silent Max

    Shuriken 2D6 Max

    Crossbow 2D6 Silent, +1 to roll if target is 24away, Action to Reload

    Compound Bow

    2D6 Silent, two handed

    Punch, Kick, Rifle Butt

    1D6 Silent

  • Other Actions:

    Aim:

    A character can spend an action aiming, which will grant a +1 to their attack dice rolls on their next shooting action.

    Arm/Disarm:

    A character can attempt to disarm or arm an explosive for future detonation. A D6 roll of 5+ will succeed. A failed disarm roll will result in a second test being needed with a result of 6.

    Bandage:

    A character can perform a bandage action to stop a bleed out resulting from a critical hit. A D6 Roll of 5+ will succeed.

    Change Weapons:

    A character can swap out a weapon in his/her hand with

    another in his/her inventory for one action.

    Hack:

    A character can bypass a security computer or access a cret files by making a D6 roll of 5+. After 3 failed

    attempts the computer is locked out of any further attempts.

    Move:

    Characters can use an action to run and swim, climb

    on the game surface. Crossing obstacles like

    barr

    obstacle crossed.

    Rally:

    When a character suffers a hit, the character is given a pinned

    marker which restricts his movement until the marker is

    removed. A successful rally action roll of 5+ on a D6 will remove

    the pinned effect.

    Sneak:

    Sneaking is a form of movement but is done to evade

    the game surface. When

    a performing a sneak action add the following modifiers

    Modifiers: +2 Darkness +2 Obstructed line of sight to an enemy -1 Opponent has night vision

    An undetected character cannot be targeted by an attack.

    Characters can begin the game undetected.

    If the character has used an non-silenced firearm, they are automatically detected and can no longer sneak

    Characters are detected by line of sight at 12 or less

    Vehicles in Combat:

    The vehicle rules are simplified to allow for speed of game

    play. Generally, vehicles fall into two categories, Light and

    Heavy. Both have the following rules apply to them.

    Light move action and

    require a character to operate as a driver/pilot.

    require a character to operate as a driver/pilot.

    Weapons on the vehicles need to be manned by a gunner

    and follow the same rules as above for ranged combat.

    Light Vehicles:

    Light vehicles can be damaged by any weapon that has 2D6

    or more attack dice.

    Light vehicles suffer a wound for every 3 hits it takes in a

    single attack.

    Light Vehicles can take 3 wounds before being disabled.

    Heavy vehicles:

    Heavy Vehicles can only be damaged by Heavy Weapons

    (those with the HW value noted in their special rules).

    Heavy vehicles suffer a wound for every 4 hits it takes in a

    single attack.

    Heavy Vehicles can take 5 wounds before being disabled

    Vehicle Critical Hits: (Optional)

    Roll 2D6 on the critical hit chart below and apply the result

    Dice Roll

    Result

    2 Driver/Pilot or Gunner wounded (random)

    3-4 Engine Hit: +1 Vehicle Wound and Fire

    5-6 Primary weapon destroyed

    7 Transmission Hit: lose 1/3 of total allowed movement

    8-9 Secondary weapon destroyed

    10-11 Cockpit hit: +1 Vehicle Wound and Fire

    12 Ammunition/Fuel Explodes. Crew Killed.

    Fire:

    The wounded vehicle will suffer an additional wound each

    turn until the fire is extinguished with a successful D6 roll of 4+.

    Attempting to extinguish a fire requires an action. A vehicle can

    suffer multiple fires.

  • Characters:

    There are 5 basic character types that encompass the

    stereotypical Special Forces and Terrorist types. Each has a

    special ability that they bring to the battlefield. Some you can

    customize to a specific skill such as the specialist. Operatives

    have a wound count of 3, Minions have 1.

    Commander (Operative):

    The Commanders are your typical leader type Operative and

    are in charge of a unit. There is usually one Commander per side,

    but you can field multiple Commanders if you have multiple

    teams.

    Special Ability: The Commander can use one of his/her actions

    to rally a friendly unit in line of sight. They also roll 2D6 for Rally

    actions.

    Grunt (Operative):

    The Grunt is your basic Special Forces/Terrorist Operative.

    They excel at what they do and are a cut above your standard

    soldier.

    Special Ability: A Grunt is tougher than your average soldier,

    and so has an addition +1 added to his wound capacity

    Specialist (Operative):

    The Specialist Operative has knowledge above and beyond

    the Grunts. They have advanced training in piloting, medical,

    computers or demolitions.

    Special Ability: The chosen special skill allows the character to

    make a free reroll per turn of a failed action of the specific skill.

    Choose one of the following: Computers, Demolition, Medic or

    Pilot.

    Ninja (Operative):

    The Ninja Operative is a highly trained assassin and

    infiltration specialist. Their identities are closely guarded secrets

    and are the most lethal opponents one can face in close combat.

    Special Abilities: The Ninja gains a +1 to their sneak actions.

    The Ninja also may add +1 all to their Hand To Hand combat

    rolls.

    Minion:

    The Minions are your typical soldiers with little or no

    experience and are commonly referred to as Green shirts and

    Blue shirts. Minions can also be ninja clansmen, zombies or

    security guards.

    Special Ability: Minions do not have special abilities other than

    that they are fielded in groups of 2 or 3. Minions can only take 1

    wound.

    Mulligans: (Optional Rule)

    Each Operative can be given a Mulligan to use anytime during

    the game. A Mulligan allows the Operative to reroll one failed

    roll. Legendary Characters have two Mulligans. It is suggested

    that each Operative have a coloured poker chip somewhere off

    table that can be used to keep track of when the Mulligan is

    spent.

    Equipping Characters:

    When designing a Character, be sure to give them a primary

    weapon and a secondary weapon. Soldiers should also be

    equipped with 3 grenades and a combat knife. Anything above

    this tends to be unrealistic and overkill. Ninjas will have katanas,

    shurikens and possibly a compound bow.

  • Terror Strikes:

    A Blue Shirt strike team attacks a NATO army base in

    Germany. Their objective is to secretly backwash the deadly

    assault goes as planned with Blue Shirts gaining complete surprise

    when they beamed onto the base using their top secret

    teleportation device. Base security was quickly neutralized, but

    unknown to Blue Shirts, Several Green Shirt operatives are in the

    area, and insert by Helicopter.

    Blue Shirt Operatives:

    Demolition Specialist

    3 Minions

    1 Grunt

    Green Shirt Operatives:

    Commander

    2 Grunts

    Pilot Specialist

    Transport Helicopter

    Mission Objectives:

    Blue Shirt Victory: Blue Shirt must hold out long enough for the

    Demolition Specialist to insert the virus into the water supply.

    Green Shirt Victory: The Demolition Specialist is stopped before

    he can insert the virus.

    Special Rules:

    A Demolition Specialist must make 3 successes to insert the

    virus into the water supply.

    water supply.

    Terrain:

    The NATO base should be littered with wreckages of Aircraft,

    vehicles and dead soldiers.

    On one corner will be a bunker with the clean water intake

    system.

    Setup:

    Blue Shirt begins in the middle of the table.

    The teleportation device extraction point should be in the

    opposite corner to a bunker.

    Green Shirts enters the table via helicopter on the same side

    as the Blue Shirt extraction point.

    The Great Escape:

    Three Green Shirts have been captured trying to infiltrate a

    Blue Shirt stronghold. They are being held for interrogation in a

    holding cell. The Green Shirts have uncovered top-secret

    Command. A Green Shirt Legendary Ninja been sent to rescue

    them.

    Blue Shirt Operatives:

    Commander

    Computer Specialist

    6 Minions

    Green Shirt Operatives:

    Computer Specialist

    2 Grunts

    Legendary Ninja

    Mission Objectives:

    Blue Shirt Minor Victory: At least 2 of the Green Shirts do not

    escape the stronghold

    Green Shirt Minor Victory: At least 3 Green Shirts escape the

    stronghold

    Special Rules:

    The Ninja begins the game undetected and out of line of

    sight.

    The Green Shirts can retrieve their weapons in a locker near

    the prison cell.

    Terrain:

    The table should be a maze of castle corridors and rooms.

    There needs to be a prison cell along one side of the table.

    You can make a room on the table containing whatever Blue

    Shirt vehicles you have to represent an armory.

    Setup:

    The Ninja should begin along a table edge concealed.

    The rest of the Green Shirts are being held in a prison cell on

    the opposite side of the table.

    The Blue Shirt Agents can distribute themselves through the

    the Ninja.

  • Stop the Launch:

    Two Green Shirt Operatives make a HALO jump onto a former

    Soviet missile silo bunker in Siberia which now holds a Ballistic

    missile under Blue Shirt control. The base is being held by a Blue

    Shirt Operative and minions. The launch computer must be

    deactivated before it can be used to destroy another city.

    Green Shirt Operatives:

    Legendary Commander

    Computer Specialist Operative

    Blue Shirt Operatives:

    Legendary Commander

    6 Blue Shirt Troopers

    Mission Objectives:

    Green Shirt Victory: The Green Shirts must reach the launch

    computer and deactivate it.

    Blue Shirt Victory: Take out both Green Shirts, thereby rendering

    the assault a failure. Launch the missile and watch Paris burn!

    Special Rules:

    The Green Shirts begin the assault conceal and undetected.

    Three successes are needed to Hack the computer and stop

    the launch.

    Terrain:

    The launch room should contain barrels of gasoline that will

    create a when hit by

    an explosive.

    Setup:

    The Green Shirts begin at the entrance to the silo facility.

    2 Minions guard the elevator while the Blue Shirt Operative

    and the other Blue Shirt minions launch

    computer.

    The Blue Shirt Operative begins the game concealed.

    Make your own Scenarios:

    Nothing is holding you back from designing your own game

    scenarios. Re-enact your favorite cartoon or comic book episode.

    Included below is a simple list of ideas to help you put together

    your own scenarios.

    Choose the factions:

    Green Shirts

    Blue Shirts

    Other (Government security)

    Choose a mission objective:

    Rescue the hostages

    Disarm the explosive

    Detonate the weapon of mass destruction

    Steal the component

    Capture the leader

    Hijack the convoy

    Choose the Setting:

    Green Shirt base

    Blue Shirt base

    Government office

    Tourist attraction

    Conference center

    Laboratory

    Underground base

    Secret Island

    Harbor facility

    Abandoned house

    Arctic research facility

  • Above is a simulating a secret bunker. Vehicles are a mixture of Hasbro and Power Team Elite. Bunk beds, stretcher and

    storage lockers from Marauder Gun-Runners. Walls

    The Terrorist Commander groans in disgust at the failure of his minions.

    2013 by Tim King. All rights reserved. No part of this document may be reproduced for sale without prior written permission of Tim King.

    Tim can be contacted at [email protected]

    You incompetent

    foolssssss!