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)






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