Rules


by Nick Evanko


	WarMarvel is a War Game I created using Marvel Action Figures similar
to the game of Warhammer.  The game consists of two or more players each
with a certain amount of figures of thier own.  Each character that the figure 
represents has its own stats.  The stats consists of Abilities which are measured
in six sided dice, Health, Movement and Skills.  They may also have Leadership
Skills or Weaknesses.
What you need to play.
You should have Marvel Action Figures--and lots of them.  The Toy Biz 5” ones are the best but any will do.  You then need a place to play at.  A table can easily
be converted into a playing field with tape-lines to mark off areas.  A good area size (for the regular Toy Biz figures) would be about 3”X3”.  If you really get into
it you can decorate a table with props and such like Warhammer and create a
real 3 dimensional playing board.  HobbyShops supply great materials.  If you
dont want to clutter the board with tape you can use a ruler to measure movements.   This takes up more time during play but makes a better board.
You will also need a bunch of dice along with a pencil and paper to keep track of health.
Abilities
These are the most important part of the character.  Each character has
a certain number of 6 sided dice in each ability and may have pips too.
Pips are the +1, +2, etc added to the dice that are rolled.  The abilites are
as follows.
DEXTERITY-this is what is used to attack with and dodge with.
STRENGTH-this is used for dishing out damage, grappling and escaping
grapples.
ARMOR CLASS (AC)- this is for lessening damage.  It takes into account
strength, body armor, dexterity, shields and anything else that would protect.
WILLPOWER-This is a catch-all ability including a measurement of mental strength and Intuition.  It is used in dealing with mental and sneak attacks.

HEALTH
Health-this is a measure of how long the characters life is.  A typical health is
3.   Health is reduced from damage during an attack-See below.  Once a character’s health reaches
1 -they are wounded (- 1 die roll for ALL actions)
0 -they are knocked out and can’t do actions unless helped (see below)
negatives -they are DEAD!!! 

MOVEMENT
This is the number of areas in which your character can move in a turn.  This
is the maximum and the character doesn’t have to do that many.  Characters cannot attack and move in the same turn.   An F by the movement means it is
some kind of areil movement light flight and T stands for Teleport.
Characters who move by F can remain in the air after they reach their destination.
Those in flight cannot be attacked with Brawling(punching,kicking) and Melee(swords,etc) from those on the ground even in the same area.

SKILLS
Skills are special abilities that are per person.  These can include Powers, Weapons and Talents.  Each one does individual kinds of things and will be listed below.
GAME SETUP
The game starts when each player chooses there characters to form the team.
Opposing teams should be at a similar power level.  Each character should be positioned in its own area(or about 3” away from each other if not using marked
off areas)  Each player then designates one of the Characters the Team Leader.
This is an important descisios as different characters can give different  advantages as leader.  (See Leadership skills Below)

GAME PLAY
	After the board is set up and the Leaders are picked then the game begins.  Every team now rolls one six sided die the team that got the highest goes first, the team that got second goes next, and so on.  NOTE: Some teams leaders have the Leadership Skill: Initiative.  This team automatically gets to go first.  If multiple leaders have that Leadershipskill then they roll to see who goes
first between them and then the rest of the people.
The first team goes and does 1 action for each player.  Then the next team until all teams have played.  After that it continues in the same sequence until one team wins (See winning below).
ACTIONS
 	Actions are what each player does each turn.  With the exception of Movement and Helping most of it involves rolling against someone and them defending.   If successful it may involve another roll to decide the damage done.
Below is a description of the types of Actions:
ACTION	Information	What attacker rolls	What defender rolls
Movement	Character moves a certain # of areas depending on thier movement rate.	No Role Needed	N/A
Brawling	This involves Punching/Kicking/eye gouging etc.  Opponent must be in same area not flying.	Dexterity	Dexterity
Grappling	One person in same area grabs another.   A grappled person has +1D to get hit and -2D to dodge.	Strength	Strength
Escaping	Trying to escape a grapple.	Strength	Strength or Power
Charge	Person charges into someone else.  It combines movement attacking.  There is a +1 pip for every area in a straight line the attacker has moved.	Dexterity-2D	Dexterity
Help-a character can only be Helped once.	Help a person that is knocked out.  They get a health of 1.  Must be in same area.	No roll needed	N/A

Damage
Damage is done only if an attack is successful.  For 
Brawling use Strength
Charging use Strength
Powers and Weapons usually have thier own rank.
This is rolled and the person hit rolls thier Armor Class.  If the roll of the AC is less than the damage roll the Armor Absorbed.  If it is equal or greater than the AC it does 1 point of damage.  If the damage roll is Twice the AC Roll 2 points of
health are deducted.  If the damage roll is 3X the AC roll then 3 points of damage is deducted and so on.
Below are some Common Special Abilities
Ability	What is used to hit	What is used to defend
Blast/Guns	Dexterity	Dexterity
Sneak-can use sneak once per opponent.  If sneak roll is successful-No need to roll to hit whatever action desired.	Sneak Rank	Willpower (or Danger Sense or Tracking)
Reach attack	Dexterity	Dex.
Grapple	Grapple rating	Strength
Mental Blast-Damage is vs. Willpower rather then AC.	Willpower	Dex.
Confuse-Can use as defense roll (i.e. shapechanging) for anyattack.		
Heal-can heal as an action however many points it says		
Attack Area	Variable	
Teleport Attack-Same as Sneak but can’t use tracking to defend	Teleport Attack Rank	Willpower(Or Danger Sense)
KO-if hit opponent is Koed until “Helped”	Rank	Variable
Move opponent	Rank	Strength (Or immovable)

Leadership skills
Morale	All teammates with Willpower below the leader get a +1Die to Willpower
Initiative	No roll is needed at beggining this team goes first.
Strike Team	Opponents who reach 0 health cannot be helped.
Subterfuge	Everyone gets Sneak at +1Die and all who have it get a +1D bonus (Including the Leader).
Mass Assault	Anyone on team at any time can do mass assault.  All attacks on one opponent are planned and rolled together using highest attack roll and pips equal to all helping die.  Damage is done with highest roll with pips equal to helping dice. *
Special	Variable

* Example for mass assault.
Charcter 1 shoots a blast of 4D and Character 2 has a strength of 3D+1.  Both have a Dex of 2D.  They do a mass assault on opponent.  The highest attack value is 2D.  The helping Dice is 2D so that means the attack will be 2D+2 instead.  If hits the damage is the highest 4D and the other--3D(pips on helping mean nothing.)  The damage roll will be 4D+3.  This will be the attack for both characters.  NOTE: Anyamoount of characters can attack an opponent with a mass assault as long as they are all in range.
Summary of Game
Here’s a basic summary.  2 or more players decide to play.   They pick their action figures and choose a Leader for the team and line the figures on opposite sides of the battle plain.  Dice are rolled to see who goes first.  Player 1 does 1 action for all the characters then Player 2 does and so on until one team wins.
Winner proceeds to mock loser.
Winning 
To win all opponents must be either Killed or KO'd.  There can be special
ways to win if using a scenario--which i will post soon.




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