28mm G.I. Joe: Cobra, Resolute, Alley Vipers, Custom Vehicles and Free Scenario


Cobra is back on the tabletop!

G.I. Joe has always been a natural fit for tabletop miniature gaming. The franchise has soldiers, specialists, ninjas, armored vehicles, secret bases, terrorist organizations, and larger-than-life characters, all of which translate remarkably well into a skirmish game.

For this project, I've been building a collection of 28mm G.I. Joe miniatures that allows me to take the characters and vehicles I remember from the comics, cartoons, and toys and reinterpret them for tabletop gaming.

This time, I'm focusing on the Cobra side of the conflict, including Cobra Commander, Storm Shadow, the Alley Vipers, the HISS Tank, and the Cobra Rage.

Several of these miniatures are also examples of my interest in 3D sculpting and printing, including the Resolute HISS Tank and Cobra Rage, which I sculpted myself. 

I've inlcuded a free scenario for adapting to the rules system of your choice-


A 28mm d10 Tabletop Wargame Scenario Inspired by the Marvel G.I. Joe: A Real American Hero Comics

This scenario is designed as a fast-playing 28mm skirmish using a d10 system. It works particularly well with modernized G.I. Joe miniatures and urban terrain, while capturing the feel of the original Marvel comics: Cobra's elaborate schemes, Joes operating behind enemy lines, sudden reversals, and named characters getting involved in the action.


Scenario: Operation Alley Cat

Players: 2
Table: 4' × 8'
Scale: 28mm
Game Length: 8–10 turns
Dice: d10
Setting: An American city during a Cobra-backed urban operation

The Story

Cobra has secretly infiltrated an American city and established a temporary command post inside a warehouse district. The operation is being carried out by Cobra's specialized Alley Vipers, urban assault troops equipped for close-quarter fighting.

Their mission is more than simple occupation.

Cobra has obtained a shipment of experimental military communications equipment and is preparing to move it out of the city. The Joes have discovered the operation and are moving in.

Unfortunately for the Joes, Cobra knows they're coming.

The Alley Vipers have prepared an ambush.

Cobra's plan: Hold the warehouse district long enough to evacuate the equipment.
The Joes' plan: Break through the ambush, seize the equipment and prevent Cobra's escape.


1. Victory Conditions

There are five objectives on the table.

Objective 1: Cobra Command Post

Cobra's temporary headquarters.

Value: 3 VP

Objective 2: Communications Equipment

A crate or equipment pallet representing Cobra's stolen technology.

Value: 4 VP

Objectives 3–5: Intelligence Sites

Three locations contain intelligence:

  • Abandoned police station
  • Office building
  • Communications van

Each is worth 1 VP if searched.

Endgame

At the end of Turn 8:

G.I. Joe Victory: 7+ VP

Cobra Victory: 7+ VP

If neither player reaches 7 VP, the player with the most VP wins.

Tie: The Joes win if they control the Communications Equipment. Otherwise Cobra wins.


2. The Battlefield

The scenario takes place in a dense urban district.

The 4' × 8' table should have:

  • 6–8 buildings
  • Narrow streets
  • Alleys
  • Parking lots
  • A warehouse
  • Abandoned vehicles
  • Rubble
  • Fences
  • Utility equipment
  • Shipping containers
  • Fire escapes
  • A few areas of elevated terrain

The table should feel crowded, giving the Alley Vipers plenty of opportunities to exploit cover and close-range combat.


3. Deployment

Divide the table into three zones.

Cobra Deployment

Cobra deploys within 24" of the short table edge containing the warehouse.

Cobra may deploy:

  • Alley Vipers
  • Cobra Troopers
  • Cobra Commander
  • Cobra Rage

Cobra may place up to 30% of its infantry Hidden.

Hidden units are marked with a token instead of placing the miniature on the table.

G.I. Joe Deployment

The Joes enter from the opposite short table edge.

They may deploy within 12" of their table edge.

Alternatively, the Joes may place up to two units in Reserve and bring them onto the table later.


4. Basic d10 Rules

Each model has four basic attributes:

Attribute

Purpose

Marksmanship

Ranged attacks

Melee

Hand-to-hand combat

Grit

Fear, suppression and rallying

Resolve

Number of wounds the model can take

Making a Test

Roll:

d10 + Attribute

against a target number.

Difficulty

Target

Easy

5

Standard

7

Difficult

9

Extreme

11

A natural 10 always succeeds.

A natural 1 always fails.


5. Combat

Shooting

Roll:

d10 + Marksmanship

against:

7 + Cover Modifier

Target

Modifier

Open

+0

Light Cover

+1

Heavy Cover

+2

Fortified

+3

If successful, the target suffers 1 wound.

Heavy weapons may inflict additional wounds.

Melee

Roll:

d10 + Melee

against:

d10 + Melee

The higher result wins.

The loser suffers 1 wound.

A natural 10 wins ties.


6. Suppression

A model that suffers a wound must make a Grit Test.

Target: 7

Failure means the model becomes Suppressed.

A Suppressed model:

  • Cannot voluntarily advance toward an enemy.
  • Suffers -1 to Marksmanship.
  • Cannot claim objectives.

A model can attempt to Rally during its activation.

Grit Test 7

Success removes Suppression.


7. Alley Viper Special Rules

The Alley Vipers are not simply better Cobra Troopers.

They are specialists designed for fighting in cities.

Urban Assault

Alley Vipers ignore the first movement penalty caused by urban terrain.

Breach and Clear

If an Alley Viper enters a building, it receives +1 Melee for that activation.

Shielded Advance

An Alley Viper carrying a riot shield receives +1 Cover against attacks from its front.

Close-Quarters Specialists

Alley Vipers receive +1 Marksmanship when firing at targets within 12".

Urban Camouflage

If deployed Hidden inside a building or alley, an Alley Viper remains Hidden until:

  • It attacks
  • It moves more than 4"
  • An enemy successfully searches its location


8. Cobra Force

For a roughly balanced game:

Cobra Command

Cobra Commander

  • Marksmanship: 5
  • Melee: 5
  • Grit: 7
  • Resolve: 2

Special Rule: Master of the Plan

Once per turn, Cobra Commander may allow one friendly model within 12" to reroll a failed Grit Test.


Alley Vipers

6–8 Alley Vipers

  • Marksmanship: 5
  • Melee: 6
  • Grit: 6
  • Resolve: 1

Equipment:

  • Assault rifle
  • Sidearm
  • Grenades
  • Riot shield
  • Body armor


Cobra Troopers

6–8 Cobra Troopers

  • Marksmanship: 5
  • Melee: 4
  • Grit: 5
  • Resolve: 1


Cobra Rage

1 Cobra Rage

  • Armor: 3
  • Move: 8"
  • Main Weapon: Heavy automatic cannon
  • Crew: 2

Heavy Weapon: +2 damage against vehicles.

Urban Vehicle: The Rage ignores the first terrain penalty each turn.


9. G.I. Joe Force

A recommended force:

Field Commander

Duke

  • Marksmanship: 7
  • Melee: 6
  • Grit: 8
  • Resolve: 3

Leadership

Joes within 12" of Duke receive +1 Grit.


Snake Eyes

  • Marksmanship: 6
  • Melee: 9
  • Grit: 9
  • Resolve: 3

Ninja

Snake Eyes may move through difficult terrain without penalty.

Silent Strike

If Snake Eyes begins the activation Hidden, he receives +2 Melee during his first attack.


Scarlett

  • Marksmanship: 7
  • Melee: 6
  • Grit: 7
  • Resolve: 2

Recon

Scarlett may search objectives without sacrificing her entire activation.


Roadblock

  • Marksmanship: 7
  • Melee: 6
  • Grit: 8
  • Resolve: 3

Heavy Weapon

Roadblock's weapon ignores 1 point of Cover.


Additional Joes

Add 4–6 Joe Troopers:

  • Marksmanship: 5
  • Melee: 5
  • Grit: 6
  • Resolve: 1


10. Random Events

At the beginning of each turn, roll 1d10.

d10

Random Event

1

Cobra Reinforcements – A Cobra Trooper unit enters from a random table edge.

2

Power Failure – The district goes dark. Ranged attacks beyond 12" suffer -2 this turn.

3

Civilians Flee – Civilians move randomly through the streets, blocking movement and line of sight.

4

Hidden Weapons Cache – Place a weapons token at the center of the table. The first model reaching it receives a grenade or heavy weapon.

5

Sniper! – Randomly select one exposed model. It must immediately make a Grit Test.

6

Vehicle Crash – A civilian vehicle crashes into a random street section. The area becomes Difficult Terrain.

7

False Intelligence – One objective is revealed to be empty. Remove its VP value.

8

Cobra Counterattack – One Cobra unit may immediately move 4".

9

Joe Reinforcements – A Reserve Joe unit may enter immediately.

10

Everything Goes Wrong – Roll twice and apply both results.


11. The Alley Viper Ambush

This is the signature mechanic of the scenario.

At the beginning of Turn 1, Cobra secretly assigns three Hidden Ambush markers to buildings or alleys.

Two are actual Alley Viper units.

One is a decoy.

When a Joe comes within 8" of an Ambush marker, roll:

1–3: Decoy
4–10: Alley Vipers!

The Alley Vipers immediately reveal themselves and may make a free reaction attack.

This creates the classic Marvel-comic moment where the Joes think they've cleared an area...

...only to discover that Cobra was waiting for them.


12. Objective Rules

A model must spend an action interacting with an objective.

Searching Intelligence

Roll:

d10 + Grit

Target 7

Success:

+1 VP

Failure:

The objective is empty.

Capturing the Communications Equipment

A model must spend two actions to secure it.

Once secured, the model moves at half speed while carrying it.

Cobra may attempt to recover it.


13. Cobra Escape

Beginning on Turn 6, Cobra may attempt to evacuate the Communications Equipment.

The equipment must be moved to the Cobra table edge.

If Cobra successfully moves the equipment off the table:

+4 VP

This creates a dramatic endgame.

The Joes aren't necessarily trying to kill every Cobra model.

They're trying to stop Cobra from getting away.


14. Optional Marvel Comics Twist

For a more comic-book-inspired game, add the following rule:

Cobra Always Has a Plan

Once per game, Cobra Commander may reveal a previously hidden plan.

Roll 1d10:

Roll

Secret Plan

1–3

Hidden Escape Route

4–6

Emergency Reinforcements

7–8

Explosives

9

Hidden Weapons Cache

10

It Was All a Trap!

On a 10, Cobra immediately places two additional Hidden Ambush markers anywhere in the urban terrain.


15. Optional Comic Book Rule: Named Character Duel

If Cobra Commander and Snake Eyes are within 12" of each other, either player may declare:

"The Personal Fight"

Until one character is wounded or retreats:

  • Neither may voluntarily target another model.
  • Neither may claim objectives.
  • Their Melee tests receive +1.

This creates those classic comic-book confrontations where the larger battle continues around the two characters.


More to come,

Doc

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