action figure combat 1.2.pdf
TRANSCRIPT
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War game Rules for 1/18 Action Figures
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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.
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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.
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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
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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
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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
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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.
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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.
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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.
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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
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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!