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GI Joe Board Game/RPG
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12-17-2008, 09:28 AM
tigra
Cobra Soldier
Join Date: Jun 2008
Location: Connecticut
Posts: 21
I can't get my weapons chart to post without looking screwy, so I'm skipping it.
Rules Regarding weapons:
- Range, much like what constitutes a movement space, is defined in regards to my total playing area. I usually keep short range to within 1 foot, medium range is within 2 feet, and long range is anything past 2 feet. Define range in whatever way works for you.
- You can’t use ranged weapons in Melee combat. Which is why punching and especially kicking are important.
- It costs 1 AP to change weapons, except when doing a “combo.” (Many characters carry back-up weapons)
- You can only dual wield small arms. If you dual wield, both weapons must attack the same target, and both use respective ammo, but it only requires 1 AP (Action Point) to fire both. To attack, roll two separate dice, one for each weapon. If one hits and the other misses, attacking player decides which weapon hit and which missed.
Special Moves:
I gave each character a Special Move, a move which allows for special abilities or damage, or whatever. Each special move requires a certain number of action points (AP) to perform it. Some moves allow men to perform multiple actions at a lower AP cost, such as moving and shooting for 1 AP. Others moves require many actions points to perform them, such as Low Light’s camouflage move, which protects him from attack temporarily and costs 3 AP. Half the fun of this game is coming up with your own special moves for guys you like. As a guide:
- moves that combine two actions cost 1 AP
- moves that do something not involving damage cost 2-3 AP
- moves that do damage cost 3-5 AP depending on the amount of damage it does
- moves that are incredibly destructive, like Hawk’s Air Strike!, which does 5 damage to all enemies and costs 9 AP. Meaning that even with Hawk’s +3 AP bonus, a player still needs a perfect roll of 6 in order to perform that move.
Miscellaneous Rules:
- Certain characters can roll a “combo” or “disarm.” Both can only be performed if the attack which is being rolled is a Melee attack. If a player is performing a ranged attack and rolls a “combo,” or a “disarm,” it is treated as a “hit.”
Possible Combo’s:
Melee Weapon –> Different Melee Weapon (may be one which is not armed)
Melee Weapon –> Punch
Melee Weapon –> Kick
Punch –> Punch
Punch –> Melee Weapon
Punch –> Kick
Kick –> Ranged Weapon
I’ve also added the ability to gain Experience points and level up characters, but that’s enough to chew on for now. I’m sure I’ve left things out, or wasn’t clear enough, so please, feel free to ask questions. And by all means, change whatever doesn’t work for you.
tigra
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