Rules version 1.1 

By: Geoff Bowman, and Jonathan Rhodes
Tested by: Garrett Bowman, and Jonathan Rhodes

Welcome to the Small Soldiers Basic Rules section of our 12" action figure site.  We created these rules after Star Wars CCG, a card game made by Decipher Inc. We made these rules this last year after becoming bored with our figures.  We also have made a scenario version of this game entitled SWAT Style. We'll have those rules up shortly.
 
 

WARNING: This game was made to be played with 21st Century Toys pruducts. Some companies products may vary in thier names.
 

Phases-

1.  Move - roll 2 dice, you may (optional) move that many steps (each one representing 1 foot) Climbing is defined later in this rules section.  Select position for the character to be in.
  I.  Select which direction in which your solider is moving.  May alter course at a cost of one unit  (2 inches).
 II.  Roll 2 dice you may move that many units (2 inches).
 III. Move your character the desired amount, may move total or all.
 IV.  Select position, in position section.

2.  Attack Phase- you may initiate battle once per turn against one of opponent’s characters for each character present in firing range.  May fire one weapon as a normal fire.
 I. Initiating – select which soldiers that are participating (You may not initiate battle against your  own soldiers).  Each solider may only participate in one battle per turn.
 II.  Weapons Fire – select which weapon you will be firing with and take appropriate action to  fire the weapon.  If you ‘kill’ the opponent’s solider, opponent skips next step.
 III.  Weapons Fire 2.  Opponent, you may choose to fire back at the player who initiated battle.   Select which weapon you will be firing with and take appropriate action to fire the weapon.
 IV.  End of Battle

3.  Move Phase 2 (Only if you have been hit or if you have hit another solider)- roll 2 dice, you may (optional) that steps (1 foot)
 I.  Select which direction in which your solider is moving.  May alter course at a cost of one unit  (2 inches).
 II.  Roll 2 dice you may move that many units (1 foot).
 III. Move your character the desired amount, may move total or all.
 IV.  Select position, in position section.
 

Positions - may select one or none of the following moves after your regular move occurs. –

Aiming – Adds 2 to your total roll next battle phase, you may not move this turn though, but you may select to stand up after ‘aiming’ if this is selected in your first battle phase.

Crouch – subtracts one from each roll targeting your solider.  May not fire back while in battle until your next turn.

Dig–To dig, soldier must first be equipped with a shovel. To dig it takes one turn, after one turn remove soldier from battlefield as if "dug-in' (leave a marker to show where soldier was) for as many turns as wanted. Soldier in foxhole may not be fired at. If hit with Grenade or mortar shell soldier is killed.

Healing – while medic is healing your solider, your solider is in the healing position.  He may not initiate battle or be battled.  Position ended when solider is restored.

Kneel – In second battle phase select this position.  You subtract 2 from total roll of any weapon targeting you until your next turn.  Note: You may not fire back during battle until your next turn though.

Lie Down – Subtracts 3 from opponent’s rolls, but subtracts 2 from total move roll next turn.

Stand – Adds one to opponent’s roll targeting you solider, but adds one to each of your move rolls next turn.
 
 
 

Rules –

Defense Value – Each solider has a defense value 10 alone.  There are various modifiers that add to your soldier’s defense value.

Bunkers -- Bunkers are where your soldier(s) start off at, at the star of a game. Bunkers can be anything that a soldier can hide out of view.

Driving/Piloting Vehicles and or aircraft – Must have Piloting/Driving Skill in order to pilot or drive.  Otherwise solider can only be a passenger.

Guns – Each solider is allowed to carry two guns.  One must be a heavy gun, ex. M-16A, and a pistol.  You may carry two MP-5K though.

Items/Guns – In order to use the defense value modifiers and guns, those items must be present on the characters (within 0.5 inches) for usage.

Passenger – Not driving or piloting.  If you do not have any soldiers that have Piloting/Driving skill your vehicle(s) can’t move. Passengers may fire weapons that  the driver can’t reach (example: 50. Cal. on Hum-Vee).

Regular Move – Using the dice to move your character is a regular move as defined in the move phase

Restored – Condition when your solider is at his full defense value.

Skills – Each player is limited to 3 skills per solider.

Artillery-- Adds 4 to the targeting roll total when firing a Grenade Launcher. Also, adds 3 to the radius of the blast.

Climbing – Must have rope, and belt for use of this skill.  Roll twice, that many inches may be climbed, opponent adds 2 to their weapon rolls while you are in climb mode.  This does not count as a normal move.  If your solider has not climbed the entire surface, until he has, he may not fire back during battle or use any form of equipment except for the rope.

Dodge – Subtracts 2 from each roll targeting your soldier.

Grenade Throwing – Adds two to opponents roll required change grenade’s trajectory, roll of 1 does not affect your solider.

Demolition -- Adds two to your targeting roll total when firing a Rocket Launcher (AT-4, Dragon Anti-Tank, Stinger Anti-Air, T.O.W., or the Launchers on the AH-6.) Also, Adds 3 to range roll of a Claymore Mine.

Medical/Doctor – Allows you when at same location (within 6 inches) as another solider to ‘heal’ that solider.  The solider is now being restored to normal defense value (may not partially heal solider).  Takes 1 turn to heal for each 3 points of damage.  Takes 3 turns to restore skill after each patient treated.  May only be on one of each team’s soldiers.  Opponent may not initiate battle against medic, but medic may initiate battle. Medic may only be armed with a pistol.

Piloting/Driving Skill – Allows solider to pilot aircraft, and drive vehicles.

S.E.A.L./Stealth – Adds 2 one to total roll in move phase.  Also if solider is armed with a MP-5 adds 2 to damage with that gun.

Scout/Recon – Adds 2 for the total move roll. Also, If soldier has S.E.A.L./Stealth, adds on to that bonuses total.

Sharpshooter – Adds 1 to total roll while firing anything on a / or a gun.  Does not include a mortar stationed at a bunker.

Sniper - Adds 3 to total roll while firing anything on a/or a gun. Same rules apply to Sniper as to Sharpshooter. Requires Sharpshooter skill.
 
 

Weapons –

M-16A2 Assault Rifle – May fire using 2 rolls. Target hit if rolls > how many units (2 feet) away the target is.  Does 5 damage.

MP-5 – May fire using 2 rolls.  Target damaged if roll > how many units (2 feet) the opponent’s solider is away.  Does 3 damage.

Pistol (Assorted Types) – May fire using 2 rolls, If roll > units (6 inches) away, does 2 damage towards opponents solider.

Grenade – After initiating battle may ‘throw’ a grenade at opponent.  Roll dice, if it is a 2, grenade ‘explodes’ while throw is in progress and your thrower is dead, may not be revived.  If it is > 1 throw is changeable. Opponent rolls two dice, if rolls are > 3, grenade misses, it is lost.  Grenade does not count as a normal fire, limit one per turn, and per those turns only one per 5 subsequent turns.  Limit of 3 grenades per solider, per game. Opponent is immediately killed.

.50 Caliber Machine Gun – May fire using 2 rolls, If roll > units (2 feet) away, does 10 damage towards opponents solider.

AK-47/74 - May fire using 2 rolls, If roll > units (2 feet) away, does 4 damage towards opponents solider.

Sniper Rifle - May fire using 2 rolls, If roll > units (10 feet) away, does 4 damage towards opponents solider.

Uzi  - May fire using 2 rolls, If roll > units (2 feet) away, does 3 damage towards opponents solider.

SAW Machine Gun – May fire using 2 rolls. If roll > than units (3 feet) away, does 4 damage towards opponents soldier. May fire again using 1 die, if roll higher than units opponent hit.

Shotgun (Assorted Types) -- May fire using 2 rolls. If roll > than units (2 feet) away, does 4 damage towards opponents soldier.

AT-4 Anti-Armor Rocket -- May ‘launch’ using 2 rolls. If roll > than units (5 feet) away, disables (out for remainder of game, but still on field) enemy vehicle. All passengers still live. If firing at a soldier, kills opponents soldier. If enemy soldier is wearing a Flak-vest, Bulletproof vest, or  Body Armor soldiers health is cut in half instead of killed.

Dragon M74 Anti-Tank Weapon --  May ‘launch’ using 2 rolls. If roll > than units (5 feet) away, disables (out for remainder of game, but still on field) enemy vehicle. All persons on the vehicle are killed. If firing at a(n) soldier(s), soldier may Dodge (no skill required)  by rolling a die. If roll > than 5, rocket misses.

T.O.W. Missile System -- May ‘launch’ using 2 rolls. If roll > than units (6 feet) away, destroys vehicle and all passengers. If firing at a soldier, any persons in a 6 inch range are killed.

MK-19 Grenade Launcher -- May fire using 2 rolls. If roll > than units (3 feet) away, kills opponents soldiers in a 3 inch radius. If soldier wearing a Flak-vest, Bulletproof vest, or  Body Armor soldiers health is cut in half instead of killed.
 
 

Rules of Engagement - In this game there are a few rules that apply to actual warfare.

L.O.S. (Line Of Sight) – In order for an opponent to fire at any soldier, that soldier must be able to see the opponent. Line of sight basically means your soldier must be able to be in the general vision field of your opponent to be able to be shot at. There are two ways to find the L.O.S., one is by simply getting on your hands and knees behind your figure and view the battlefield as if you were the soldier. Another way is to build a periscope and doing the same.

Camouflage –  See Chart.

Bunkers - In this game, bunkers are a necessity. You will use them to in the beginning and is some scenarios, use the in the end.

 Bunker rules are simple. When your soldier is behind a bunker/wall all of opponents targeting  rolls against you are reduced by four. When moving away from a bunker, you must go around the walls.

Bunker Weapons --  Bunkers should be equipped with at least one (1) stationary weapon (.50 Cal., MK-19  or a T.O.W.). Bunker weapons have tripods. These weapons can be moved only by two men or a vehicle. If being carried by two soldiers, roll two dice, you may move that many units (6 inches). to move any of these, you must have a tripod.
 

Attacking Bunkers -- When attacking a bunker,  you may destroy the walls by throwing a grenade at it. Grenade rules do not apply to this action. This action does count as your attacking phase, opponent may fire back. Roll one die, if roll higher than four wall is destroyed and any thing connected to it is lost.

Radios -- Every bunker has a built in radio. When a soldier radios for reinforcements, they can only come from the bunker as if receiving the order. Soldiers in bunker can only call other soldiers with radios or vehicles, nobody else.

Taking a bunker --  If you are playing a game with multiple people, you may capture some one else’s base and use it as your own. To do this, the defending soldiers must be killed before any attempt to capture may occur. In order to capture, you must roll 2 dice, if number > 7 the base is captured. If it is < 7 you may not capture this bunker. If opponent  doesn’t capture the bunker, bunker is invalid (no longer in play).

Vehicle Rules - In this game there are two types of vehicles that require a skill. These include aircraft and Automobiles. NOTE: To use these vehicles soldier must have Piloting/driving skill. Vehicles have fixed armor, when firing at a vehicle you are not firing at the soldiers inside. Fixed Armor shown on table.

Aircraft -

Helicopters-

1. Movement - To move Choppers roll 1 dice move your aircraft that many feet.  Measurement starts at the front of the chopper and ends at the back end of the chopper.
 I.  Select which direction in which your Chopper is moving. There is no fee for changing course.
 II. Move your Chopper  the desired amount, may move total or all.
 III. May choose to put the chopper in hovering, or circling.
* Hovering allows your chopper to move one more unit next turn.
** Circling allows your chopper ‘Circle around (or any direction) to fire back at some one.

2. Attacking - you may initiate battle once per turn against one of opponent’s characters for each character present on battle field. May fire one weapon as a normal fire.
 I. Initiating – select which soldiers/vehicles that are participating.  Each participant may only  participate in one battle per turn.
 II.  Weapons Fire – select which weapon you will be firing with and take appropriate action to  fire the weapon.  If you ‘kill’ the opponent’s solider, opponent skips next step.
 III.  Weapons Fire 2.  Opponent, you may choose to fire back at the vehicle/soldier who initiated  battle. Opponent repeats steps 1-3. Opponents targeting roll from ground is -3.
 IV.  End of Battle
*May fire with a soldier in the open compartment behind the cockpit of the AH-6.
 

3.  Movement  2- roll 1 dice move your aircraft that many feet.
Measurement starts at the front of the chopper and ends at the back end of the chopper.
 I.  Select which direction in which your vehicle is moving.
 II. Move your character the desired amount, may move total or all.
 III. May choose to put the chopper in hovering, or circling.

Automobiles –

Wheeled-

1. Movement--1. Movement - To move vehicles roll 1 dice move your vheciles that many feet.   Measurement starts at the front of the vehicle and ends at the back end of the vehicle.
 I.  Select which direction in which your vehicle is moving. There is no fee for changing course.
 II. Move your vehicle  the desired amount, may move total or all.
 III. You may choose to put your vehicle in recon*.

*Recon alows your vehicle to move foward 1 foot during your oponents turn. However, when oponents turn ends, vehicle goes back to previous position and looses its turn.

2. Attacking - you may initiate battle once per turn against one of opponent’s characters for each character present on battle field. May fire one weapon as a normal fire.
 I. Initiating – select which soldiers/vehicles that are participating.  Each participant may only  participate in one battle per turn.
 II.  Weapons Fire – select which weapon you will be firing with and take appropriate action to  fire the weapon.  If you ‘kill’ the opponent’s solider, opponent skips next step.
 III.  Weapons Fire 2.  Opponent, you may choose to fire back at the vehicle/soldier who initiated  battle. Opponent repeats steps 1-3.
*Must fire with a weapon that is mounted, soldiers holdinig guns out the window are not permited.

3.  Movement  2- roll 1 dice move your aircraft that many feet.
Measurement starts at the front of the chopper and ends at the back end of the chopper.
 I.  Select which direction in which your vehicle is moving.
 II. Move your character the desired amount, may move total or all.
 III. May choose to put the chopper in hovering, or circling.
 

If you have any suggestions, questions, or complaints, please E-mail me! Thanks!!!!!!!

            Click on the specified link to get the charts for this game.
              <Equipment_Chart>  <Camaflauge> <Vehicle Armor>
 
 

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