SUPERHERO SLUGFEST
INTRODUCTION
Smash! Blam! Pow!
Quick & dirty tactical rules for Superhero combat
MATERIALS
Use a hex map with large spaces
Use miniatures or action figures with props
D6 & D10 needed
TRAITS
Heroes have the following Basic Trait values
Attack = 1
Damage = 1
Defend = 1
Hits = 10
Speed = 1
Range = 1 (HTH range)
HERO GENERATION
For each Hero roll 10 times on the Superhero Powers Table
SUPERHERO POWERS TABLE
D10 POWER NOTES
1 Attack +1 Trait; Added to attack roll
2 Damage +1 Trait; Each level inflicts 1D6 Hits worth of
Damage
3 Defend +1 Trait; Subtracted from opponents attack rolls
4 Hits +10 Trait; At 0 the hero is unconscious
5 Speed +1 Trait; Spaces moved per turn
6 Range +1 Trait; Range of Attack
7 Flying Special Ability; Vertical + Horizontal movement
8 Split Attacks Special Ability; Each level of the Damage trait
is its own separate attack
9 Power Point Determine the source of the power point
10 Special Ability Roll on Random Special Ability Table
RANDOM SPECIAL ABILITY TABLE
D100 POWER NOTES
01-05 Stealth Hide(as action) on roll of 1-3 on D6. Cannot be
attacked unless detected Surprise attack is at +3 to
hit on the first turn
Also: Invisibility, Darkness, Camouflage
06-10 Knockdown If attack hits, target cannot attack or move on a roll
of 1-4 on D6 on his next turn.
Knockdowned units are moved back one space and are +1
to be hit.
11-15 Regeneration Recover 1D3 Hits per turn
16-20 Distraction Target(s) loses his next move and action on a roll of
1-4 on D6. Distracted unit is +1 to be hit. Range =
the space the attacking character is occupying;
everyone else adjacent to that space is potentially
affected. Also: Flash, Illusions
21-25 Domination Roll 1D6:
*1-2 Animal Control On a roll of 1-4 on a D6 the character can control any
one mammal, reptile, or bird within range.
As an action, on a roll of 1-5 on a D6 the control can
be sustained in the following turn(s). Range=2
*3-4 Mind Control Special attack: Control target human or humanoid on a
roll of 1-2 on D6. As an action roll 1-3 on D6 to
maintain control on following rounds. Range =2
Also: Charm, Posession
*5-6 Plant Control On a roll of 1-4 on a D6 the character can control the
bushes and/or trees of the target space; any one within
this area must immediately (and for each successive
turn that control is maintained) roll as if one was
affected by "Knockdown". As an action, on a roll of
1-5 on a D6 the control can be sustained in the
following turn(s). Range=2
26-30 Immunity Hero defends at +6 vs a specific type of attack such a
energy, fire, spells, bullets, etc.
Also: Absorption, Resistance
31-35 Shapeshifting As action Move 3 points between Speed, Damage, Attack,
& Defend. This lasts until next transformation.
Also: Multiform
36-40 Weaken If attack hits, target loses one point from (Roll D6):
1-2 = Speed, 3-4 =Attack, & 5-6 = Defend until end of
battle. Also: Drain, poison, disease, demoralize, age
41-45 Immobilize Special attack: Target cannot attack or move on a roll
of 1-3 on D6 on his next turn. Immobilization can be
maintained (as an action) if on D6 the roll is greater
the captives Attack. Attacks against captives are at
+3. The capturer can automatically inflict 1D6 Damage
on a held captive each turn after the first. Range =1
Also: Paralyze, Petrify, Entangle, Mind trap, Encase
46-50 Healing As action, adjacent target heals 1D3 Hits.
51-55 Senses Detect on 1-5 on D6 hidden unit within 3 spaces.
Also: Precognition, Heightened senses, 6th sense,
X-ray vision
56-60 Lucky Each turn cause one diceroll to be rerolled.
61-65 Read Minds Team gets +1 on Initiative rolls; Detect on 1-3 on D6
hidden unit within 3 space. A character can establish
silent communication with any friendly character within
range. Also: Telepathy, mind probe
66-70 Teleport As an action move to any empty space on the map.
Also: FTL travel, Dimmension hopping
71-75 Transform Special attack: Target on a roll of 1-2 on D6 becomes
harmless for 1D6 turns. Range =2
Also: Turn into frog, Sleep, Blind, Confusion.
76-80 Reflect On a roll of 1-2 on D6 a missed attack is reflected
back to its source.
81-85 Suppress Special attack: On a roll of 1-3 on D6 Target cannot
use power points this turn. Also: Dispell. Range =3
86-90 Dematerialize Unit cannot attack or be attacked by physical attacks.
Automatically hidden, Pass through walls.
Also: Desolidification, Astral Travel.
91-95 Size Change Shrink: Gain Stealth and Attack and Damage = 0.
A diminutive character can still use
Special Attacks as well as Distraction and Fear.
Grow: Defense -X and Damage +X; X can be up to 4
96-00 Fear Special attack: Target on a roll of 1-4 on D6 must run
away & cannot attack on its next turn.
If attack unsuccessful target becomes immune to this
attack this battle. Range =3
POWER POINTS
A hero with a power point can generate 1D6 effects per game day.
Power points are extremely versatile and can be used for almost anything.
Power points can be used to imitate any special ability or to increase
a trait by +1.
A power point can be used to give another unit a second power point (Range =2).
They can be used to change the source of an attack or defense the
same unit is making.
Effects can last up to one turn or more if the character is not
engaged in combat.
SOURCES OF POWER POINTS
Power points represent a body of knowledge and resources that can have a
variety of uses.
A source describes where these resources come from.
Pick one of these if the Hero has a power point.
Sources of Power points include:
Gadgets, Scientist, Magician, Mechanic, Spirits, Engineer, Alien
Technology, Psionics, Sorcery, Demonics, Biomystic Energies, Divine
powers, Mutations, Robotics, Chakras, Necromantic Secrets, Voodoo,
Witchcraft, Cybernetics, Dream Realities, Plant Life, Nature,
Sorcery, Gravity control
Players may wish to limit the types of effects produced by
the power point, depending on the source
SOURCES OF ATTACKS
A Unit may have several sources:
Punch, Kick, Strength, Grapple, Fire, Ice, Lightning, Sonic, Water,
Wave, Thunder, Heat, Positive Energy, Negative Energy, Light, Cold,
Steam, Shadow, Gravity, Radiation, Wind, Electrical, Particle,
Explosive, Stellar, Dehydration, Fear, Telekinetic, Disintegration,
Molecular Disruption, Psychic, Martial Arts, Arrow, Blade, Crushing,
Strangulation, Web, Acid, Spines, Bite, Claws, Decay, Disease,
Constriction, Weapon, Projectile, Ballistic, Spirit, Mystic, Psionic, etc.
SOURCES OF DEFENSE
Armor, Force Field, Shield, Dodge, Absorption, Toughness, Metal,
Carapace, Exoskeleton, Quick, Luck, etc.
COMBAT TURN SEQUENCE
1. Determine Initiative
2. Movement Phase
3. Attack Phase
4. Action Phase
DETERMINE INITIATIVE
Roll high on D10 to determine the order in which teams take rest of their
turns (Steps 2-4). The winner moves, attacks, and takes his actions first,
then the next player may go. Turns in game time are 5 seconds long.
MOVEMENT PHASE
Move your heroes on the map a number of spaces up to their Speed Trait.
Characters can attempt to detect hidden characters either before or after
their movement.
Units detect hidden units within 3 spaces on a roll of 1-2 on D6.
The density of the occupation of a space is dependent upon its representative
size, e.g., a space.
representing five square feet can hold up to two characters on foot and
one airborne character; a space representing ten square feet can hold up
to four characters on foot and two airborne ones, etc.
ATTACK PHASE
Attacker picks a target and rolls 1D10.
The target must be in range.
Units in adjacent hexes (Range = 1) are considered to be in HTH range.
The attacker adds their Attack trait and the defender subtracts their
Defend trait.
On a roll of 6+ the attack hits.
Roll a number of D6 equal to the attackers Damage Trait to determine
the number of hits the defender loses.
A Defender reduced to half his hits is wounded.
A Defender reduced to 0 or less hits is unconscious.
A Defender reduced to -5 or less hits is killed.
Wounded characters at the beginning of their first movement phase during every
subsequent turn (unless they have been rendered unconscious or killed)
must roll on the "Weakened" subtable of the "Random Special Ability
Table", furthermore, wounded characters can only move during the action phase.
ACTION PHASE
Heroes that did not attack may do some other activity.
They may move a second time.
SUPERHERO TEAMS
A typical team will have four members and a theme.
NIPPON ALLIANCE
Samurai 'Sokitome' Sam
Attack = 4 (Katana)
Damage = 3
Range = 1 Split Attacks
Defend = 3 (Ancestral Armor)
Hits = 30
Speed = 1
Ninja Number Nine
Attack = 3 (Ninja weapons)
Damage = 2
Range = 2 (Throwing stars) Split Attacks
Defend = 4
Hits = 10
Speed = 2 Stealth
Wu Jen Wily
Attack = 3 (Lightning Blasts)
Damage = 2
Range = 4 Split Attacks
Defend = 1
Hits = 10
Speed = 2 Flying (Levitates cross legged)
Power point (Magician)
Two Ton Sumo
Attack = 3 (Sumo Shove)
Damage = 3
Range = 1
Defend = 3
Hits = 40
Speed = 1 Knockdown Attack
EVIL UNLIMITED INC
Doctor Mandrake
Attack = 2 (Force Beams)
Damage = 1
Range = 3
Defend = 3 (Force Field)
Hits = 20
Speed = 3 Flying (Chrome Antigravity Chair with Fins)
Power point (Scientist)
Roboticus
Attack = 2 (Lasers or Claws)
Damage = 3
Range = 2
Defend = 4 (Metal Frame)
Hits = 40
Speed = 1
Cyber Chick
Attack = 3 (Machine Pistols)
Damage = 2
Range = 2 Split Attack
Defend = 2
Hits = 10
Speed = 3 (Motorcycle)
Power point (Mechanic), Distraction
Brain Child
Attack = 3 (Telekinetics)
Damage = 2
Range = 3
Defend = 2
Hits = 10
Speed = 2
Flying, Power point (Psionics), Mind Control, Senses
GOOD GUYS R' US
Captain Kiddo
Attack = 4 (Fists or throw shield)
Damage = 2
Range = 2
Defend = 4 (Shield)
Hits = 20
Speed = 2 (Acrobatic Leaps)
Brick Shithouse
Attack = 3 (Pummel)
Damage = 3
Range = 2 (Throw small cars)
Defend = 3 (Brick Exterior)
Hits = 40
Speed = 1
Speedball
Attack = 3 (Fist Flurry)
Damage = 2
Range = 1
Defend = 4
Hits = 10
Speed = 5 (Running)
Sweet Multiplicity
Attack = 3
Damage = 3
Range = 1
Defend = 3
Hits = 30
Speed = 2 (Project duplicates) Distract
FREAKY FOUR
Battle Fetus
Attack = 3 (High Tech Weapons)
Damage = 3
Range = 3 (Minimissiles)
Defend = 3 (Metal Exoskeleton)
Hits = 30
Speed = 1
Poison Oak
Attack = 3 (Tendrils)
Damage = 3
Range = 1
Defend = 3 (Bark)
Hits = 30
Speed = 1
Power Point (Plants), Immobilization (Roots)
Cloak
Attack = 3 (Knives)
Damage = 3
Range = 2 (Thrown knives)
Defend = 3 (Shadows)
Hits = 20
Speed = 2 Stealth
Arachnid
Attack = 4 (Spider senses)
Damage = 1
Range = 2
Defend = 4 (Reflexes)
Hits = 10
Speed = 3 (Web swinging)
Immobilization (Web)
THE LAW TEAM
Mr Right
Attack = 3
Damage = 3
Range = 2
Defend = 2
Hits = 20 (Always do the right thing)
Speed = 3
Flying
Techno Knight
Attack = 3 (Energy Sword)
Damage = 4
Range = 1
Defend = 3 ( Power Armor)
Hits = 30
Speed = 2 (Mechanical Horse)
Ranger Rick
Attack = 5 (Arrows)
Damage = 4
Range = 3 Split Attack
Defend = 1
Hits = 10 (Protector of small furry animals)
Speed = 1
Girl Power
Attack = 4 (Bitchslap)
Damage = 3
Range = 1
Defend = 2
Hits = 20 (You go Girl!)
Speed = 2 Flying
Power Point (Girl Power)
MASTERS OF MAYHEM
The Dentist
Attack = 3 (Drills)
Damage = 5
Range = 1
Defend = 2
Hits = 20 (Spit please)
Speed = 1
Fear, Weakness (Novocaine)
Sewage
Attack = 3 (Raw Sewage)
Damage = 2
Range = 2
Defend = 3
Hits = 20
Speed = 1
Stealth, Weakness (Smell), Regeneration
Beastiality
Attack = 4 (Claws)
Damage = 4
Range = 1
Defend = 2
Hits = 20
Speed = 2 Senses
Zippy the Evil Clown
Attack = 4 (Juggling Balls)
Damage = 2
Range = 2
Defend = 3
Hits = 10
Speed = 2 (Unicycle)
Distraction (taunts), Lucky
THE CAPED CRUSADERS
Latex Man
Attack = 2 (Slap)
Damage = 2
Range = 4 (Stretch)
Defend = 3 (Flexibility)
Hits = 20 (Elasticity)
Speed = 3 (Springiness)
Supra Man
Attack = 3 (Punch)
Damage = 3
Range = 1
Defend = 3 (Puffed Chest)
Hits = 30
Speed = 2 Flying
Dough Boy
Attack = 3 (Smack)
Damage = 3
Range = 1
Defend = 3 (Cushioned)
Hits = 40
Speed = 1
Flame Fatale
Attack = 3 (Fireball)
Damage = 4
Range = 2
Defend = 2
Hits = 10
Speed = 2 Flying
Immunity (Fire, Heat)
LOS AMERICANOS
Cupachobra
Attack = 3 (Claws)
Damage = 3
Range = 1
Defend = 3
Hits = 20
Speed = 2
Stealth, Fear
Zorbo
Attack = 5 (Fencing sword)
Damage = 4
Range = 1
Defend = 4
Hits = 10
Speed = 1
El Gigantico
Attack = 3 (Mangle)
Damage = 3
Range = 1
Defend = 3
Hits = 40
Speed = 1
Immobilize (Wrestling)
Quezquotal
Attack = 1 (Sacrificial Knife)
Damage = 2
Range = 1
Defend = 3
Hits = 10
Speed = 3 Flying
Power Point (Inca Magic), Shapeshift, Read Minds, Healing
THE FOUR FACES OF DEATH
Purpleous Dinosaurous
Attack = 3 (Theme song)
Damage = 4
Range = 1
Defend = 3
Hits = 30
Speed = 2
Road Hog
Attack = 3 (Shotguns & Grenades)
Damage = 2
Range = 2
Defend = 3 (Thick Hide)
Hits = 30 Split Attacks
Speed = 2 (Motorcycle)
Gamma Ray
Attack = 3 (Gamma Rays)
Damage = 3
Range = 3
Defend = 2
Hits = 10
Speed = 3 Flying
Ankhst
Attack = 2 (Death Grip)
Damage = 3
Range = 1
Defend = 2
Hits = 30
Speed = 1
Weakness (Mummy's Curse), Fear, Regeneration
Power Point (Egyptian Magic)
THE DEFENDERS
Iron Fist
Attack = 2 (Punch)
Damage = 3
Range = 1
Defend = 3 (Iron Armor)
Hits = 30
Speed = 2
Flying (Rocket Boots)
Power Point (Suit Options)
Doctor Fantastic
Attack = 2 (Plasma Projector)
Damage = 3
Range = 3
Defend = 2
Hits = 10
Speed = 3
Flying (Antigravity Disk)
Power Point (Weird Science)
Super Agent X
Attack = 3 (Guns)
Damage = 3
Range = 2
Defend = 3
Hits = 10
Speed = 1
Stealth, Split Attacks
Power Point (Spy Gadgets)
Icicle
Attack = 3 (Ice Shards)
Damage = 2
Range = 2
Defend = 3
Hits = 20
Speed = 2 Flying
Immobilization (Intense Cold)
THE OFFENDERS
King Cobra
Attack = 4 (Cobra Strike)
Damage = 2 (Fangs)
Range = 1
Defend = 3
Hits = 20
Speed = 2
Weakness (Venom), Immobilize (Tail Constriction)
Deadeye
Attack = 5 (Sixshooters)
Damage = 3
Range = 2
Defend = 1
Hits = 20
Speed = 1
Split Attacks, Regeneration (undead cowboy)
Mr Humungous
Attack = 2
Damage = 3
Range = 1
Defend = 3
Hits = 40
Speed = 1
Knockback, Immunity (Immobilization Attacks)
Super Fly
Attack = 1 (Proboscis)
Damage = 2
Range = 1
Defend = 5 (Shoe Fly)
Hits = 10
Speed = 4
Flying (& walks on Ceilings)
Weakness (Disease)
EXTRAS
Thugs, Police
Attack = 1 (Guns)
Damage = 1
Range = 2
Defend = 1
Hits = 10
Speed = 2 (cars)
Terrorists, Mercenaries
Attack = 2 (Guns)
Damage = 2
Range = 2
Defend = 1
Hits = 10
Speed = 2 (cars)
Soldiers
Attack = 2 (Military weapons)
Damage = 2
Range = 3
Defend = 1
Hits = 10
Speed = 2 (Vehicles)
Tank
Attack = 2
Damage = 4
Range = 4
Defend = 3
Hits = 30
Speed = 2
Robot Guards
Attack = 2 (Beam weapons)
Damage = 2
Range = 2
Defend = 2 (Armor)
Hits = 20
Speed = 1
Kung Fu Guards
Attack = 2 (Martial Arts weapons)
Damage = 1
Range = 1
Defend = 2
Hits = 10
Speed = 1
Martians
Attack = 2 (Heat Rays)
Damage = 3
Range = 2
Defend = 3 (Force fields)
Hits = 10
Speed = 3 (Flying Saucers)
Squid Men
Attack = 1 (Claws)
Damage = 1
Range = 1
Defend = 1
Hits = 10
Speed = 1
Breathe underwater, Stealth
Civilians
Attack = -3
Damage = 1 (-3 to roll)
Range = 1
Defend = 1
Hits = 5
Speed = 2 (Vehicles)
SCENARIO OBJECTIVES
The basic scenario: Each side picks or creates a team and they
proceed to beat each other to a pulp.
Location: Downtown area.
Props: Cars, Police, shoppers, street signs, clothes lines, power lines.
VARIATIONS
Add more special powers.
Super Duper Heroes: Make Heroes with more than 10 rolls on the power table.
Super Critter Slugfest
RPG Expansion Rules by Michael Callahan (Asterisk@webtv.net)
Sword & Sorcery Rules by Michael Callahan (Asterisk@webtv.net)