Plastic Battle

War with Toys

Plastic Battle is a tabletop wargame that can be played with the plastic army 
men you buy from the dollar store. You may also want some pennys or other
small markers and some 6 sided dice. There are several different games
available, from Total Destruction to King of the Hill to Capture the Flag
(I will add more later). There are 6 basic units (I may add more at a
later date) that are used in all of the games, all of these come in the
basic set of army men that can be bought at any toy store. I hope you enjoy!
1. Units There are 6 basic units in Plastic Battle, The Commander, the Charger, the
Guard, the Regular, the Sharpshooter, and the Bazooka. Each unit has 8 basic
statistics. These are; Speed (SPD), Accuracy (ACC), Defense (DEF), Range
(RNG), Stamina (STM), Cohesion (COH), Reload (RLD), and Damage (DAM). They
also have a point value that should be recognized by most wargammers.
Commander - Holding a pistol or radio, usually waving. Charger - Running, gun up 45 degrees Guard - Gun at hip, pointing to side Regular - Kneeling and aiming gun Sharpshooter - Standing and aiming gun Bazooka - holding a bazooka SPD- This tells you how far a unit can move in a turn, it is in inches. ACC- This tells you how accurate the man is, accuracy is tested to see if you hit a unit. DEF- This tells you how hard it is to hit the unit RNG- This tells you how far a unit can shoot, in inches STM- This tells you how many hits the unit can take COH- This represents how well a unit can keep together without a commander RLD- how many turns it takes to reload the unit’s weapon DAM- How many STM points are taken away from an enemy after a successful hit. Later the stats will be given for each unit 2. A turn Each turn has five phases, Reinforce, Cohesion, Move, Attack, and Retreat, in that order. Reinforce – The two players (or more depending on the scenario) decide on the
maximum number of Reinforce points available each turn. At the beginning
of each turn, players may spend their reinforce points to place new units
on the board (this represents them being helicoptered out or such. Units
placed by reinforcements MUST be placed by the players flag (which
represents his HQ). To have a unit brought in costs twice the normal cost
in points in reinforce points. Cohesion – Any unit not within 10 inches must make a cohesion check. If he
fails, he retreats his SPD directly towards his flag, if he reaches his
flag or runs into an enemy, he is destroyed, however, if he runs into a
friendly unit, he is rallied and stops. Also any unit that fails a
cohesion check cannot attack that turn. For a cohesion check, Roll a six
sided dice, add to it the cohesion of the unit you are testing, if it is
less than 8, he fails, if it is 8 or higher he passes and plays as normal. Move – All of your units may move according to their speed. Units cannot pass
through any other unit or flag. Units also cannot pass though certain
terrain, or may be slowed down on certain terrain (see below). Attack – All units may attack in this phase, however, any unit who moved more
than half his SPD takes a -2 penalty to his ACC roll. In order to attack,
the target must be within the RNG of the attacking unit. Roll an ACC
check. If it hits, the target takes DMG to his STM. Take the attackers DMG
and place that many markers under the target. If the number of markers
exceeds the STM of the target, he is removed from the board, a casualty of
war. To make an ACC check, roll a 6 sided die, add it to the ACC of the
attacker. Subtract any movement or terrain penalties. If the result
exceeds the DEF of the target, it hits, otherwise, it misses. You cannot
fire through any other units, friendly or enemy. Retreat – Any unit who did not attack may move back one inch. All movement rules apply. 3. Terrain Terrain may affect speed or attack. The following types of terrain are
acceptable to place in a Plastic Battle game. Hills – Units moving up hills are slowed to half their speed. Units moving
down hills have a -1 to any COH checks they have to make. If trying to
attack a unit on a hill, -1 to ACC check. If on a hill firing at a unit
not on a hill +1 ACC check. You cannot fire through a hill.
Marsh – Units moving through a swamp are limited to half their movement. If
you are not in a swamp and are targeting a unit in a swamp, -1 ACC. You
may fire through swamps. River – Any unit moving through a river is limited to half movement. Also, -1
COH. You can fire through rivers Woods – Any unit moving through woods is limited to half movement, and -1
COH, -1 ACC. If targeting a unit in woods, -1 ACC. You cannot fire through woods Cliff – an impassable barrier. You cannot fire through cliffs. 4. Special Rules RLD – once a unit fires, it may take time to reload. The RLD number is the
number of turns that a unit has to wait to reload. A reloading unit can be
marked by a marker of your choice (I use a dime). Reloading units cannot
move, attack, and have -1 DEF. This rule is optional 5. Stats The points value comes before the name of each unit.
Points Name SPD ACC DEF RNG STM COH RLD DAM
10 Commander 3 2 6 3 2 * 0 1
10 Regular 4 4 8 5 2 3 0 1
10 Charger 6 2 8 5 3 3 0 1
8 Guard 2 4 8 5 4 4 0 1
15 Sharpshooter 3 6 7 6 1 3 1 2
15 Bazzoka 2 3 7 4 3 3 2 6/2**










*The commanders absence causes other units to make cohesion checks, so he does not need a COH rating.
**The hit target takes 6 DAM and any unit within 1 inche of the target takes 2.

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