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12-17-2008, 09:15 AM | #1 |
Cobra Soldier
Join Date: Jun 2008
Location: Connecticut
Posts: 21
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GI Joe Table Top Game
A few months ago I posted saying I had rules for a Joe RPG/War game of sorts…only half true. Five months later and I finally have directions typed up…If you want a copy of the rules, character stats, and weapon descriptions, let me know and I'd be more than happy to email you a nice, formatted and easy to read copy. Enjoy! Squad based board game (works better on a carpeted floor though), in which a team of Joes armed with different weapons takes on a team of Cobras, also armed to the teeth. Head to Head, Capture the Flag, King of the Hill, endless scenarios are possible! What you’ll need to play: - Some GI Joe action figures - A large table or floor for a playing area - Some card board boxes or something to act as buildings and terrain - Paper and pencil to keep track of your health points and ammo - Dice, two for each player works best - I recommend a cache of weapons from Marauders Inc. (Love those guys!) Last edited by tigra; 12-17-2008 at 01:48 PM.. |
12-17-2008, 09:16 AM | #2 |
Cobra Soldier
Join Date: Jun 2008
Location: Connecticut
Posts: 21
|
Gameplay:
1) Players Select teams (more on that later) 2) Players roll to see who goes first (high roll wins, duh) 3) Winning Player rolls 1 die (1d6) to see how many actions he may take Possible Actions: Move, Attack, Use a Special Move Any action with any man in your squad can be repeated as many times as the dice allow per round i.e., Bobby rolls 1d6 and gets a 4. He moves Duke once. Moves Snake Eyes twice. Then uses Snake Eyes’ submachine gun to attack Zartan. Bobby’s turn is now over. 4) Player performs the allowed number of actions, being sure to chart his Ammo usage while his targets chart their loss of Health Points (HP). 5) Player 2 performs Steps 3) and 4). 6) There is no limit to the number of players. When playing with more than 2 players, alternate turns between Joe squads and Cobra squads. (Alternate the same way when a single player controls more than one squad) 7) When all players/squads have taken their turn the round is over. Gameplay for the next round resumes with Player 1 (so long as he has at least one man left alive) and continues on until the game is over. 7) The game ends when either one side is dead, or an agreed upon objective has been completed. |
12-17-2008, 09:16 AM | #3 |
Cobra Soldier
Join Date: Jun 2008
Location: Connecticut
Posts: 21
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Selecting a Squad:
There are no rules really when selecting a squad, just one rule of thumb; Cobras should always outnumber Joes by at least one. Moving your character: Each character has a specific MP (number of Movement Points allowed). Snake Eyes, for instance, has 4 MP. I change what that means based on my playing area. With a big enough space to play on, I make 1 MP = 3 inches (roughly the length of the figure’s base, or a playing card) so that Snake Eyes, for example, can move 1 foot per 1 AP. Characters: All of the characters in the game have various stats that rank there abilities. The three major stats are: total number of Health Points (HP), the total number of spaces allowed per 1 action point also called Movement Points (MP), and the character’s Class. All of the characters are divided in distinct Classes, or types. In the case of the Joes, the Classes partially reflect the characters’ military specialty. There are five Joe classes and five Cobra classes, each with there own specific attacks, special moves, and abilities. Joe Classes: Officer: 16-18 HP, 3 MP, plus a bonus of +1 to +3 action points for his squad every round, but only when he’s alive. Dead, no bonus. Special Ops: 16-18 HP, 4 MP, very deadly in close combat. Heavy Ordinance:14 HP, 2 MP, the heavy machine gunners, artillery personnel, and my favorite flamethrower. Marksman: 14 HP, 3 MP, snipers for the most part. Infantryman: 15-20 HP, 2-3 MP, basically everyone that doesn’t fit into the other groups. Cobra Classes: Commander: 15-17 HP, 2-3 MP, plus a bonus of +1 to +3 action points for his squad every round, but only when he’s alive. Again, dead, no bonus. Any major character that I’ve seen lead his own squad is in this group Assassin: 18-20 HP, 4 MP, I was thinking Storm Shadow, Firefly, Nemesis Enforcer… Thug: 16 HP, 3 MP, guys who aren’t Commanders or Assassins, but do have a unique identity, like any one of the Dreadnoks. Elite Trooper: 10-11 HP, 2-3 MP, any specialized viper or such troop Trooper: 8-10 HP, 2-3 MP, the blue troopers, crimson guard, etc. The only Character Class that doesn’t have a Special Move. You’re meant to have a bunch of these where you might otherwise have only a couple of elite troopers. In addition to each class being different in those stats, each class has its own attack rating, or numbers the Player needs to roll in order for his attack to be successful. The attack rating for each class is charted here: |
12-17-2008, 09:23 AM | #4 |
Cobra Soldier
Join Date: Jun 2008
Location: Connecticut
Posts: 21
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.....Officer......Heavy Ord.....Special Ops.....Marksman.....Infantryman
Die Roll 1.....Miss...........Miss...........Miss.......... .Miss...........Miss 2.....Miss...........Miss...........Miss.......... .Hit.............Miss 3.....Hit.............Hit.............Combo....... .Hit.............Hit 4.....Combo........Hit.............Combo........Hi t.............Hit 5.....Combo........Hit.............Combo........Hi t.............Combo 6.....Double........Cripple........Disarm........K ill.............Combo Damage Combo=For Melee attacks only, for ranged attacks treat as a Hit (*explained more later) Double Damage=Ranged and Melee Cripple=Enemy suffers -1 MP for remainder of game Disarm=Enemy permanently loses armed weapon (Melee Only) Kill=Ranged attacks only, for Melee attacks treat as a Hit .......Commander......Assassin......Thug......Elit e Trooper.......Trooper Die Roll 1...........Miss...........Miss.............Miss.. ......Miss.............Miss 2...........Miss...........Miss.............Miss.. ......Miss.............Miss 3...........Hit.............Hit...............Hit. .........Hit...............Miss 4...........Combo........Hit...............Hit.... ......Hit...............Hit 5...........Combo........Combo..........Hit....... ...Hit...............Hit 6...........Double........Stun.............KO..... .....Combo..........Hit ............Damage Combo=For Melee attacks only, for ranged attacks treat as a Hit Double Damage=Ranged and Melee Stun=Enemy can't do anything next turn (target is attackable when stunned) KO=Enemy can't do anything next turn (target cannot be attacked while knocked out) Last edited by tigra; 12-17-2008 at 09:41 AM.. |
12-17-2008, 09:24 AM | #5 |
Cobra Soldier
Join Date: Jun 2008
Location: Connecticut
Posts: 21
|
Attacking:
There are two types of attack, Melee and Ranged. Melee is defined as when one figure’s base touches, or almost touches another figure’s base. Ranged Combat is anything outside Melee range. In order to perform a ranged attack, your character must be able to see his target through “line-of-sight,” unless his weapon or special move allows otherwise. Melee Combat: If a character does not have a melee weapon he can still perform melee attacks. All characters have the ability to punch and kick. Punches do 1 damage, and kicks do 1 damage and knock the enemy back 1 space. A character who is wielding two small weapons simultaneously may not punch without disarming one weapon at the cost of 1 AP, but he may still kick. Weapons: I classify weapons as melee or ranged and small, medium, or heavy. Each type has rules governing who can use it and how it can be used. Hopefully this table will explain the basics: Last edited by tigra; 12-18-2008 at 01:39 PM.. |
12-17-2008, 09:28 AM | #6 |
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. |
12-17-2008, 12:54 PM | #7 |
#voteblackjack
Join Date: Sep 2008
Location: Northwood, NH
Posts: 35,754
|
Wow, that's alot of thought and work.
Very good job. Well thought out and enough of the basics given to make it work for anyone. Awesome.
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Join the New England G.I. Joe Collector's Group: Battleforce New England Join the March of Cobra. Read the epic adventure on Kindle Worlds and visit the page to learn more. https://www.facebook.com/marchofcobra/ |
12-17-2008, 12:56 PM | #8 |
#voteblackjack
Join Date: Sep 2008
Location: Northwood, NH
Posts: 35,754
|
To make it even more interesting, can do some kind of "draft" to pick the squads, and make multiple forces (Joe, Cobra, Dreadnok, Iron Grenadier and now Resolute).
Make some kind of limitation to the number of characters can make a squad from. Could go with a full squad of Hawk plus Special Ops and be pretty hard to beat. So say each squad only has 50 "recruit points" to build the squad from. Hawk costs 5, Snake-Eyes costs 5, Footloose costs 2, Roadblock costs 5, Heavy Duty costs 3, Low Light costs 5, etc...
__________________
Join the New England G.I. Joe Collector's Group: Battleforce New England Join the March of Cobra. Read the epic adventure on Kindle Worlds and visit the page to learn more. https://www.facebook.com/marchofcobra/ |
12-17-2008, 01:09 PM | #9 |
Cobra Soldier
Join Date: Jun 2008
Location: Connecticut
Posts: 21
|
I had given every character a rating, like Hawk was 50 whereas Falcon was maybe 42, and a Cobra trooper was 20. That way the teams total values would have to be within a few points of each other--pretty much like you're saying. I scrapped it though, and now I just pit a team of three Joes against 4-5 Cobras.
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12-19-2008, 02:20 PM | #10 |
Cobra Soldier
Join Date: Jun 2008
Location: Connecticut
Posts: 21
|
Here is the weapons list. Right click and open in a new window.
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