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Action Figure Combat 1.2
Action Figure Combat 1.2
So grab your action figures and clear off the living room floor
and grab some dice. Its Action Figure Combat time!
Force Composition:
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.
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.
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.
Measuring Distances:
The game is played using only a simple 12 ruler. Some
weapons have maximum attack distances like grenades and
throwing knives, but as a rule, everything else can easily shoot 12
feet (144) or more. If you are playing outside in your backyard,
you may want to limit small arms ranges to 12 or even impose a
negative modifier to hit when shooting over 48.
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).
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
can take turns placing terrain pieces, but dont overcrowd the
play area too much. Be sure to allow for clear line of sights of 12
or more.
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: Run up to 12, swim, climb or crawl up to 6
Change weapons
Sneak 6: Evade an enemys detection
Bandage: An attempt to stop a character from bleeding out
Arm/Disarm: Pertaining to an explosive or WMD.
Hack: To bypass a security system or access an enemys
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.
Save Rolls:
The target now gets to make a D6 save roll for each hit
he/she took.
1.
2.
3.
4.
5.
6.
7.
Damage:
Result
3-4
5-6
8-9
10-11
12
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:
Weapon Type
Attack
Dice
Special Rules
+2 to roll if target is 12 or less away,
-1 if greater than 12 away*
+1 to roll if target is 12 or less away,
-1 if greater than 12 away*
9mm Pistol
2D6
Submachine
gun
4D6
Assault Rifle
4D6
Two handed
Sniper Rifle
2D6
6D6
Two handed
6D6
5D6
5D6
Light
Machinegun
Heavy
Machinegun
RPG/ Grenade
Launcher
Frag Grenade
Anti-Tank
Missile
Combat
Shotgun
Heavy Caliber
Gun
Explosive
Charge
10D6
3D6
10D6
10D6
Katana
3D6
Silent
Combat Knife
2D6
Shuriken
2D6
Crossbow
2D6
2D6
1D6
Silent
Compound
Bow
Punch, Kick,
Rifle Butt
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.
Other Actions:
Vehicles in Combat:
Aim:
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:
Light Vehicles:
Heavy vehicles:
Move:
Characters can use an action to run up to 12 and swim, climb
or crawl up to 6 on the game surface. Crossing obstacles like
barriers or fences will reduce the total move distance by 3 per
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.
Dice
Roll
Result
3-4
5-6
Sneak:
8-9
10-11
12
Modifiers:
+2
+2
-1
Darkness
Obstructed line of sight to an enemy
Opponent has night vision
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:
Ninja (Operative):
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.
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.
Specialist (Operative):
The Specialist Operative has knowledge above and beyond
the Grunts. They have advanced training in piloting, medical,
computers or demolitions.
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.
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:
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:
Terrain:
Setup:
Computer Specialist
6 Minions
Commander
2 Grunts
Pilot Specialist
Transport Helicopter
Mission Objectives:
Commander
Demolition Specialist
3 Minions
1 Grunt
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:
Terrain:
Setup:
Legendary Commander
Computer Specialist Operative
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:
Terrain:
Setup:
Green Shirts
Blue Shirts
Other (Government security)
Above is a 4x6 war game table 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 are made of MDF with various pieces of pine blocks purchased from a craft store.
You incompetent
foolssssss!
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 firemantrk@yahoo.com