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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


RPG Expansion Rules  by Michael Callahan (Asterisk@webtv.net)
 

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