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War game Rules for 1/18 Action Figures

Basic Version 1.2 written by Tim King


Introduction:

Action Figure Characters:

Action Figure Combat is a Beer and Pretzels style game that


is fast and easy to learn. It is a set of game rules for use with 1/18
scale (3.75) action figures. 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.

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.

So grab your action figures and clear off the living room floor
and grab some dice. Its Action Figure Combat time!

Before your game begins, be sure to determine what your


character roles and share them with your opponent.

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)
12 ruler
A copy of the rules
A dozen or so coloured chips or glass beads to indicate
pinned effects and wounds
A play surface measuring 4x6 or greater
Terrain that will emulate buildings, trees, vehicles, and
furniture

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 between two sides, a Green Force and a


Blue Force. The Green Force represents the worlds foremost
counter terrorist organization while the Blue Force represents a
deadly terrorist organization determined to rule the world.
The size of a players army is only restricted by the playing
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:

Posing your Action Figures:

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.

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:
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).

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
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.

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 remainders of the Defenders forces are 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: 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.

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.
The opponents must be within 1 of each other
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.
2.

3.
4.
5.
6.
7.

Roll an additional 1D6 if the target moved


Add the following modifiers:
o +1 if the target was in <50% cover
o +2 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
Any roll of 5 or 6 counts as a save
Roll and additional dice for each 6 that was rolled
Continue to roll additional dice for any other 6s rolled
Total the number of saves
Each save negates a hit on the target

Damage:

The target suffers a wound for every hit it receives


Subtract a wound from the targets total wound count
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

Shot in the Heart: Killed

3-4

Chest wound: Bleed Out

5-6

Gun hand hit: Loose Primary Weapon

Leg wound: Lose 1/3 of total allowed movement

8-9

Opposite hand hit: Cant use 2 handed weapons

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:

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

+2 to dice roll*, two handed

6D6

Two handed

6D6

-1 to cover save dice roll, two handed

5D6

6 Blast Radius, two handed

5D6

6 Blast Radius, 24 Range Max

Light
Machinegun
Heavy
Machinegun
RPG/ Grenade
Launcher
Frag Grenade
Anti-Tank
Missile
Combat
Shotgun
Heavy Caliber
Gun
Explosive
Charge

10D6
3D6
10D6
10D6

-3 to cover save dice roll. 6 Blast Radius,


Action to Reload, HW, two handed
Multiply the total successes by x 2, two
handed
-3 to cover save dice roll, 6 Blast Radius,
Action to Reload, HW, vehicle mounted
-1 to cover save dice roll, 6 Blast Radius,
HW

Katana

3D6

Silent

Combat Knife

2D6

Silent, 24 Range Max

Shuriken

2D6

Silent, 24 Range Max

Crossbow

2D6

Silent, +1 to roll if target is 24 or less


away,
Action to Reload

2D6

Silent, two handed

1D6

Silent

Compound
Bow
Punch, Kick,
Rifle Butt

* 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.

Other Actions:

Vehicles in Combat:

Aim:

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.

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.

Light Vehicles can move up to 24 per move action and


require a character to operate as a driver/pilot.
Heavy Vehicles can move up to 12 per move action and
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.

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:

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:

A character can bypass a security computer or access a


computers secret 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 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.

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

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

Driver/Pilot or Gunner wounded (random)

3-4

Engine Hit: +1 Vehicle Wound and Fire

5-6

Sneak:

Sneaking is a form of movement but is done to evade


detection. A character can sneak 6 on the game surface. When
a performing a sneak action add the following modifiers

8-9

Primary weapon destroyed


Transmission Hit: lose 1/3 of total allowed
movement
Secondary weapon destroyed

10-11

Cockpit hit: +1 Vehicle Wound and Fire

12

Ammunition/Fuel Explodes. Crew Killed.

Modifiers:
+2
+2
-1

Darkness
Obstructed line of sight to an enemy
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

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):

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.

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.

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.

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)

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.

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:

The Great Escape:

A Blue Shirt strike team attacks a NATO army base in


Germany. Their objective is to secretly backwash the deadly
Compound Z into the nearby citys clean water supply. The initial
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.

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
information about Compound Z which they must get to High
Command. A Green Shirt Legendary Ninja been sent to rescue
them.

Blue Shirt Operatives:

Blue Shirt Operatives:

Green Shirt Operatives:

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.
An additional success is needed to backwash it into the citys
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.

Computer Specialist
6 Minions

Green Shirt Operatives:

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:

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
stronghold but no closer than 24 and out of line of sight to
the Ninja.

Stop the Launch:

Make your own Scenarios:

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.

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 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 6 blast that will set anything in it on fire 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 are within 12 of the launch
computer.
The Blue Shirt Operative begins the game concealed.

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 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!

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 firemantrk@yahoo.com

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