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An Avalon Games Product, All rights reserved, Version 1.0, 2012 All comments, suggestions and s can be made to… Avalon Games Company,
[email protected] Or visit Avalon Games at… www.avalon-games.com Written by David Caffee Based on material by Paul Arden Lidberg, Greg Poehlein, Ray Greer Layout by Robert Hemminger Some art by LPJ Design
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Contents VEHICLES AND GIANT ROBOTS VEHICLE STATS DRIVERS MOVEMENT ACCELERATION and DECELERATION TURNING SPECIAL MOVEMENT ABILITIES VEHICLE ATTACKS VEHICLE DAMAGE VEHICULAR WEAPONS AIR VEHICLES NEW EQUIPMENT NAVAL VEHICLES RUNNING AGROUND NAVAL VEHICLE DAMAGE SPACE VEHICLES GIANT ROBOTS DRIVERS KNOCKBACK CONSTRUCTING ROBOTS SAMPLE TEAMS SCENARIOS
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Vehicles and Giant Robots A common feature of comic books and related media is the presence of special vehicles. These heroic vehicles range from modified cars to giant combat robots. While each vehicle has their own unique situations, much of what they do is very similar. To this end, we've created the vehicle rules to work much like the rest of the game; a solid base with special rules only for the special cases. Rather than bog the game down in a collection of ultra-realistic rules, we decided to maintain the character of the system as a whole, and go for a system that emphasizes a realistic end result over realistic play. What follows are the general rules for all vehicles (an emphasis on ground vehicles), with special sections for air, water, and space vehicles.
Hits (HITS) - This is the amount of damage the vehicle can take before it becomes inoperable. Each Hit costs 1 point. Carry Capacity (CAP) - This is the number of figures that may safely be carried by the vehicle. This may be doubled by cutting the vehicle's MOVE in half. All the additional figures are arrayed on the outside of the vehicle, and get hit before the vehicle does in combat. CAP costs 1 point per CAP point. A vehicle can also be equipped with weapons. Any of the weapons used by troopers are available, as well as all the weapons on the Vehicle Weapons list. Each enger in a vehicle may fire one of its weapons.
VEHICLE STATS Like other figures, each vehicle has certain information that defines its abilities. These will tell you how fast the vehicle can move, what kind of damage it can withstand, what weapons it carries, and how many troops it can hold.
DRIVERS All vehicles require a driver to move. This is a figure purchased as per the normal rules. Be sure to give equip them as appropriate, with weapons, armor, etc.
The first things it has are Stats. They form the basis for what the vehicle can do. They are: Move (MOVE) - This is the maximum distance the vehicle can move in a given turn. This is measured as linear distance, following the exact route the vehicle takes (as opposed to measuring simply from start to finish). Each 2 hexes of movement costs 1 point.
MOVEMENT Like other figures, vehicles can move. Unlike other figures, vehicles maintain speeds and must be able to brake and turn as needed. ACCELERATION and DECELERATION Each turn, a vehicle may speed up or slow down by up to half of its total MOVE. It is necessary to keep track of the speed the vehicle is going at all times. This can be handled by using a small chit or scrap of paper with the speed jotted on it.
Armor (ARMOR) - This is the amount of damage the vehicle can ignore from each attack. This armor is not affected by any damage taken by the vehicle. Each point of armor costs progressively more. The cost of Armor is as follows: Armor 1 2 3 4 5 6 7 8 9
If the vehicle needs to slow down or speed up at a rate faster than this it is possible, but dangerous. Each hex slower or faster that is needed will drop the MOVE stat by 1 point permanently. This represents the wear and tear on the vehicle of treating it like this. In a campaign game, this damage can be repaired between battles.
Cost 1 2 4 8 16 32 64 128 256
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Ramming If desired, a vehicle may choose to drive directly into an opposing target, using the bulk of the vehicle itself as an attack. This is called ramming and it can be quite effective. If the target is the same size or smaller than the vehicle ramming, it must roll a normal "to-hit" roll. If the target is larger than the vehicle, the ram is automatically successful.
TURNING If the speed of the vehicle is up to half of its total MOVE, it may execute an unlimited number of up to 90 degree turns at any point during that move. Each turn must be separated by at least 1 hex of forward or reverse movement. If the speed of the vehicle exceeds half of the total MOVE, then it may only do this twice. Once halfway through the move, and once when they stop. To reiterate, the vehicle must move at least 1 hex between 90 degree turns.
The target of a ramming attack takes damage as determined by this formula: (Total MOVE made prior to striking (not total MOVE) + (Total Armor) + (Total HITS remaining on the Ramming Vehicle) and then this total is divided by 2. The target's armor can be used against this damage. The vehicle that is doing the ramming also takes the same amount of damage.
SPECIAL MOVEMENT ABILITIES Some vehicles are equipped with special methods of movement. This can change the effect of terrain on movement. 4 Wheel Drive works the same as Tracks.
VEHICLE DAMAGE When a vehicle is hit, it takes damage like a hero or villain, with the following additions. Once the vehicle has taken 50% of its HITS as damage, its MOVE is cut in half. In addition, roll 1d6 for each weapon on the vehicle. On a roll of 4-6, the weapon has been destroyed and can no longer be used.
Tracks \ 4 Wheel Drive: Allows normal movement on any semi-flat non-water, non-tree infested terrain. Cost: 15 points. Hoverfans: Allows normal movement on any flat, non-tree infested terrain and water. Cost: 10 points. VEHICLE ATTACKS Two kinds of attacks are possible from a vehicle; Vehicle Weapons and Personal Attacks. Vehicle Weapons Each weapon on a vehicle may be fired each turn as long as A) there is a figure there to fire it that isn't doing any other attacks, and B) it has the ability to fire. This attack is resolved by using the ATTACK stat from the trooper and any modifiers from the weapon. Personal Attacks Figures on the outside of a vehicle (or in the bed of a truck, etc.) can fire their personal weapons during combat. If the vehicle is stationary, the attack is resolved normally. If the vehicle is moving, the attack is resolved normally but the weapon has a temporary -2 Modifier for being in a moving vehicle.
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VEHICULAR WEAPONS
Weapon Machine Gun Heavy Flame Thrower Holocauster Heavy Rocket Launcher 80mm Gun 110mm Gun 150mm Gun Smoke Launcher
Modifier 0 0 0 0 -1 -1 -2 +2
Range 30 cone 15 cone 35 (3 hex radius) 50 (5 hex radius) 40 (2 hex radius) 40 (4 hex radius) 50(6 hex radius) 40 (2 hex radius)
Damage 3 2 3 3 4 6 8 -
Cost 62 28 62 62 86 146 200 20
MOVEMENT Movement for airborne vehicles is relatively simple. Vehicles can accelerate, decelerate, change direction, and change altitude. Vehicles equipped with Hover Engines may also stop in mid-flight. There are two kinds of air vehicles; those that hover, and those that don't. Air vehicles that hover are subject to the same turning restrictions as ground vehicles. That is, if the speed of the vehicle is up to half of its total MOVE, it may execute an unlimited number of up to 90 degree turns at any point during that move, each separated by 1 hex of movement forward. If the speed exceeds half of the total MOVE, then it may only do this twice. Once halfway through the move, and once when they stop. Air vehicles that cannot hover are subject to much more complex turning restrictions. First, the slower the vehicle is traveling, the sharper a turn it may try. The faster the vehicle travels, the harder it is for it to make a quick turn. Use the following table to determine the rate of turn available to the air vehicle. This is the total amount by which the direction can be changed that turn. No more than half of this can happen at once. The vehicle must travel another 1 hex before continuing with the maneuver.
AIR VEHICLES Miniatures combat wouldn't be any fun of you spent every game just shooting at things on the ground. Airborne combatants are an important part of the fun, and airborne vehicles are one of the best ways to add some excitement to a scenario. As we stated above, the rules are generally the same for all vehicles, but there are a few minor differences for the airborne ones. AIR VEHICLE STATS In addition to the normal stats, air vehicles also have a Stall Speed. This number is equal to their MOVE divided by four. If the vehicle were to drop below this speed, it would be unable to remain in the air and would fall to the ground. If the vehicle is equipped with hover engines, it has a Stall Speed of 0. A vehicle can also be equipped with weapons. Any of the weapons used by other figures are available, as well as all the weapons on the Vehicle Weapons list. Each enger in a vehicle may fire one of its weapons.
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Changing altitude does not count toward the necessary movement needed to complete turns as above, those require forward or backward movement. When lowering your altitude, each 2 Air Speed Max. Change / Turn hexes lost gains the vehicle 1 hex in forward 1-10 180 degrees velocity. The vehicle cannot exceed its Max 11-20 150 degrees Speed by more than 10 hexes using this 21-30 120 degrees method. This altitude lost does not count toward 31-40 90 degrees your total MOVE as a penalty. Also, the vehicle 41-50 60 degrees cannot drop more than 20 hexes without losing control. Unless the vehicle can hover, it must Example: The Chevy of Doom is traveling on its also move forward when losing altitude. This rocket packs at 19 hexes per turn. According to the can be as little as 1 hex. This does count against chart it can turn a total of 150 degrees. Since there the total moved that turn. When gaining is a limit of 90 degrees in any one turn, he will altitude, each 2 hex spent will gain the vehicle 1 have to complete the maneuver in two parts. The hex in altitude. Again, vehicles that cannot Chevy moves forward 1 hex, then turns 90 hover must move forward as well, even if it is degrees. He then moves forward 1 hex, and turns as little as 1 hex. MOVE must be spent to inthe remaining 60 degrees. He then moves his crease altitude, at the mentioned rate of 2 hexes remaining 17 hexes of movement. per 1 hex up, but the 1 hex forward is included in that as well. Sliding If an air vehicle (that cannot hover) attempts to turn more than the maximum listed above, the ! vehicle is subject to Sliding. For each 10 degrees (or portion there of ) the vehicle exceeds this maximum, the vehicle slides 1 hex in the direction it was going before the turn. Example: If a jet was traveling at 40 hexes / turn, the maximum it could change direction would be 90 degrees. Unfortunately, an obstacle will still be in the way if he goes that way. He elects to turn 120 degrees, which will avoid the obstacle. Just before the last part of the turn (the part that puts him over the maximum), he moves the jet an additional 3 hexes along forward, before the turn. Since the obstacle was a scant 3 hexes away, he got very lucky and has avoided it by the skin of his teeth. Raising or Lowering Altitude Air vehicles can raise or lower their altitude almost at will, as long as they have movement left.
NEW EQUIPMENT Hover Ability - The ability for the vehicle to hover in one place, without gaining or losing altitude. 10 points. SAMPLE VEHICLE Vehicle - Assault Helicopter MOVE - 36 hexes ARMOR - 3 HITS - 12 CAP - 12 Special Features: Hover Ability Total Cost: 232
Weapon Machine Gun
Modifier Range +0 30 Cone
Damage 3
Hvy Rocket Launcher +0
50 (5 hex r.) 3
+0
35 (3 hex r.) 3
Holocauster
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NAVAL VEHICLES We've got ground forces, we've got airborne forces. Now we need to take to the high seas and bring in all the salty dogs and their waterborne vehicles. Again, as before, the base vehicle rules are correct unless superseded by something below.
RUNNING AGROUND If a boat moves onto land, it's called Running Aground. This can happen if a boat was unable to change direction fast enough to avoid it. This has several consequences. Find out how much MOVE was left when the boat first hit land. Half of this (rounded up) is how far the boat runs aground (minimum of 1 hex). Take the total again and apply this as damage to the vehicle. Armor can be used to combat this damage. Figures on the boat are damaged as if they had fallen as far as the boat runs aground.
Movement Quick Turning A naval vessel may attempt a Quick Turn. This occurs when a small boat (CAP is less than 12) does a quick 180 degree turn, and heads back the way it came. To do this, the player must make a Control roll. This is equal to the ATTACK value of the figure piloting the boat. The base number is modified down one for each hex of movement that the boat is going faster than half of its MOVE.
Example: A boat has 15 hexes of movement left when it reaches land. It runs aground (15 divided by 2 is 7.5 round up to) 8 hexes. The boat takes 15 points of damage (which destroys it). The two figures in the boat take 8 points of damage each (and happen to die). If there is something in the way of the boat when it runs aground, then it is considered to have been automatically rammed. Apply the ramming rules as needed after the running aground rules.
Example: If the boat had a MOVE of 20, and it was traveling at 14 hexes when it wanted to make a Quick Turn, the pilot would be subject to a -4 modifier to maintain control. If the pilot fails the roll, the boat capsizes, and all figures in it are flung into the water (if an open topped boat) or trapped inside (if it's enclosed).
NAVAL VEHICLE DAMAGE When a vehicle is hit, it takes damage like any other figure, with the following additions. Once the vehicle has taken 50% of its HITS as damage, its move is cut in half. Also, roll 1d6. On a roll of 6, the boat's hull has been breached, and the boat will begin to sink. Roll 1d6 again to see how many turns until it sinks. Also, once the boat has taken 50% of the base HITS, roll 1d6 for each weapon on the vehicle. On a roll of 4-6, the weapon has been destroyed.
Sliding If a naval vehicle attempts to turn more than the maximum listed above, the vehicle is subject to Sliding. For each 10 degrees (or portion thereof) the vehicle exceeds this maximum, the vehicle slides 1 hex in the direction it was going before the turn. Example: If a boat was traveling at 30 hexes / turn, the maximum it could change direction would be 120 degrees. Unfortunately, the boat has been maneuvered into a dead end lagoon and he'll run aground if he doesn't changed direction 180 degrees. He elects to turn 180 degrees, which will turn the boat right around. Just before the last part of the turn (the part that puts him over the maximum), he moves the boat an additional 4 hexes along forward, before the turn.
SUBMARINES Naval warfare would not be complete without a word on the option of submarines and other submersibles. These vessels travel largely under the surface, undetected and can deliver devastating payloads with pinpoint precision.
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ENERGY SHIELDS It is a very common cliché that spacecraft have energy shields. Since they are energy, there is less mass to carry around than there would be otherwise, and they can be turned off when not in use. There are a few types.
Most naval rules apply, but there are some special things about submerging. The ability to submerge adds 20 points to the cost of the vehicle. This s for all the special seals that the craft must have to operate under water. It takes one action for a submersible to go under water, or conversely to surface. All craft under the surface are considered to be at the same depth.
Continuous Shields This is your standard energy shield. Each point of shield will deflect 1 point of damage. Once the damage has been deflected, the shield value does NOT regenerate.
This means that combat between ships under water is handled like surface combat, with range determined by physical distance away. Shooting at a target that is submerged is done with a modifier of -5 to your basic "to-hit" score. Submerged vehicles cannot fire at targets out of the water. They can fire at targets floating on the surface with no penalties.
Shield 1 2 3 4 5 6 7 8 9
Space fighters and any space vehicle small enough to land on a planet can also go underwater (see Space Vehicles below). There is no additional cost for this.
Regenerative Shields These shields are capable of repairing themselves between turns. Every time the ship is hit, the shields take the damage. If the ship can go one full turn without getting hit, the shields regenerate back to full strength. You can also burn 1 MOVE that turn (before you move) to increase the shields 1 point, up to a maximum of +5.
SAMPLE VEHICLE Vehicle - Attack Boat MOVE - 40" ARMOR - 4 HITS - 10 CAP - 12 Total Cost - 156 Weapon Machine Gun
Modifier Range +0 30 Cone
Hvy Rocket Launcher +0
Cost 1 2 4 8 16 32 64 128 256
Damage 3
50 (5 hex r.) 3
SPACE VEHICLES In order to be complete, these rules include this section covering spacecraft. ARMOR Due to the high cost of materials, Space vehicles are limited to 4 points of Armor. All additional defensive capabilities are made up with Energy Shields.
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Shield 1 2 3 4 5 6 7 8 9
Cost 2 4 8 16 32 64 128 256 512
GIANT ROBOTS The phrase "Giant Robots" conjures up images of huge metal behemoths locked in titanic struggles with weapons blazing and massive explosions.
Stutter Shields These give the ship a large amount of protection for the cost, but are not as reliable. The thought is that it doesn't cost as much energy to keep these shields going as it would if they were continuous. This is not always an advantage. Every time the ship is successfully hit, roll 1d12. If the roll is higher than 9, the ship has been hit inside the shields. Otherwise, the shields act as the same as "Regenerative Shields". Shield 1 2 3 4 5 6 7 8 9
Included here are rules for including giant robots in your games. There are a large number of plastic model kits, and plastic toys that are the appropriate sizes. Also available are several quite cool yet pricey resin cast models. In general, robots are treated much like the regular figures and ground vehicles. There aren't that many rules that apply only to giant robots. The ones that do, however, are significant and should be examined carefully.
Cost 1 3 6 12 24 48 96 192 384
DRIVERS Each robot needs a pilot, purchased along the same guidelines as a driver for a vehicle. KNOCKBACK When a robot is attacked successfully, and the damage penetrates beyond the Armor, the robot has a chance of being knocked back. The robot driver must make a successful ATTACK role, minus 1 for each point of damage that penetrates to avoid being knocked back.
SEALED SYSTEMS Another important thing that spacecraft have is a life system. This is considered a no-cost item, as all ships have them. Emergency Life costs an additional 2 points per 1 CAP. If a ship takes more than half its HITS, it is considered to be hulled. This means that the Life Systems are no longer operational. Without Emergency Life all occupants are dead.
If the role fails, the robot is knocked back a number of inches equal to the amount of damage that penetrated the Armor, and it is knocked down. It is a full action for a robot to stand back up and uses all of their movement for that turn.
SAMPLE SPACE SHIP Vehicle - Space Assault Fighter MOVE - 40 ARMOR - 2 HITS - 20 CAP - 1 Stutter Shields - 5
CONSTRUCTING ROBOTS Building the robots is a little different than building the other vehicles. Robots generally have a wider selection of weapons, and they have other unique problems. Construction of a giant robot, like the construction of all other Total Cost - 191 vehicles, is a case of choosing the options you Weapon Modifier Range Damagewould like from a list. Some stats are independent, and others will have an effect on Machine Gun +0 30 Cone 3 future choices. Hvy Rocket Launcher +0 50 (5 hex r.) 3 Height First, determine how tall the Robot is. Each 2 hexes (10 real feet) cost 10 points, with the first Height point being free. The maximum Height possible is 20 hexes (100 feet).
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Armor Next you'll need to determine how much armor your robot has. The cost of each level of armor is listed in the right hand column. So, if you wanted to have 7 points of Armor on your robot, it would cost 64 points.
Example: The Dread FrogBot isn't a small robot, so we elect to make it Height 3. This costs 20 points (Height 3 - 1 (free level) = 2 x 10 points each = 20 points). Hits Next determine how many Hits the robot has. that the robot cannot have more than 4 times it's Height in Hits.
Armor Stat 1 2 3 4 5 6 7 8 9
Example: The Dread FrogBot has a Height 3. This limits the FrogBot to 12 Hits. We elect to take a total of 10 Hits. Move Each point of basic movement costs 1 point per hex. The maximum movement a robot can have is equal to 8 times its Height stat.
Cost 1 2 4 8 16 32 64 128 256
Example: The Dread FrogBot has an average amount of Armor, so we elect to get 5 points of Armor at a cost of 16 points.
Example: The Dread FrogBot is Height 3. This means that it can purchase a maximum of 24 hexes of movement (Height 3 x 8 = 24). We elect to take 20".
Dread FrogBot A frog-shaped robot. Height - 3 Move - 20 (Jump Jets) Hits - 10 Limbs - 4 Armor - 5
Jump Jets & Flight Packs If the robot has Jump Jets, each inch of base MOVE costs 1 1/2 points. This allows the robot to Total Cost - 296 cross rough terrain without any movement Modifier Range penalties. There must be enough room above the Weapon Machine Gun +0 15 Cone robot for it to jump. Laser Blaster -1 10 If the robot has a Flight pack, each inch of base MOVE costs 2 points. This allows the robot to fly as per the flight rules above (in the Air Vehicles section). Limbs and Treads Each additional limb that a robot takes adds to the number of weapons it can carry, as well as other benefits. All limbs cost 10 points each. Legs and tails count as well, so be sure to take enough limbs to handle all the weapons you want. If you would like your robot to have tank treads for its legs/feet, they cost 20 points. This allows a robot to move across any semi-flat terrain with no penalty. Woods will still slow it down. Example: The Dread FrogBot has 4 limbs (40 Points), 2 arms and 2 legs.
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Damage 3 4
Weapons The weapon selection for Giant Robots is a little more varied than for other vehicles, due to the unique history of giant robots in the media. When deg your robot, try to keep in mind the varying roles it may have to play in your hero team and choose weaponry accordingly. Weapon Mod. Machine Gun +0 Heavy Flame Thrower +0 Holocauster +0 Heavy Rocket Launcher +0 80mm Gun -1 110mm Gun -1 150mm Gun -2 Smoke Launcher +2 Gatling Laser -1 Landscaper -3
Range Damage 30 cone 2 15 cone 3 35 (hex radius) 3 50 (5 hex radius) 3 40 (2 hex radius) 4 40 (4 hex radius) 6 50 (6 hex radius) 8 40 (2 hex radius) 20 cone 2 40 (5 hex radius) -
Cost 62 28 62 62 86 146 200 30 23 50 90
Weapon Multi-Pods Pod Type A Machine Guns Laser Blaster
-1 +0
15 cone 15 cone
Pod Type B Machine Guns Smoke Launcher Flechette Gun
-1 +2 +1
15 cone 3 40 (1 hex radius) 20 (2 hex radius) 10
3 10
15 cone 2 40 (5 hex radius) 35 (3 hex radius) 3
62 2 3
Pod Type C Flame Thrower Landscaper Holocauster Handheld Weapons Energy Sword Energy Axe
+0 -3 +0 +0 -1
-
11
3 2
3 4
3 2 233
45 57
Weapon Descriptions Gatling Laser - This is a laser that delivers multiple shots at one time for a devastating effect. Landscaper - This is a unique weapon in that it destroys only the terrain. Does not effect figures or their equipment, but rather mountains, trees, and buildings. Flechette Gun - This is like a super shotgun. It does a total of 10 points of damage to the first targets in its path. Energy Axe & Sword - Becoming popular with robots now are large melee weapons. Each of these has an energy effect which greatly magnifies the amount of damage it does.
Star Power (Super Hero) Attack - 11 Defense - 3 Move - 6 hexes Hits - 20 Special Powers - Flight (16 hexes) Weapon Alien Strength Pumpkin Flail
Weapon Grapple Gun Smoke Launcher
40
Marital Arts (Master) +3
--
Super Jump
10
+0
5
Weapon Sonic Blast
Modifier Range Damage +1 10 6
Cyber Slam
+3
--
4
Total Cost: 312 Bestial (Super Hero) Attack - 11 Defense - 3 Move - 10 hexes Hits - 10 Senses - Night Vision
0 (1 hex r.) 1
10
Cyber Teen (Super Hero) Attack - 11 Defense - 3 Armor - 7 Move - 6 hexes Hits - 20 Senses - X-ray Eyes, Radar Sense, Night Vision Special Powers -
Modifier Range Damage +2 15 2
+2
+1
Total Cost: 223
Sample Teams Adolescent Avengers (Hero Team, Cost: 999) This group of young heroes has come together to fight for truth, justice, and the superhero discount that they get at the local pizza chain. While they aren't as serious as their adult counterparts, this team can dish out some serious damage when it is time to battle. Bird Boy Vigilante w/ Padded Bodysuit Armor (2) Attack - 10 Defense - 3 Move - 5 hexes Hits - 2 Special Powers - Super Jump (10 hexes)
Modifier Range Damage +1 -4
Weapon Claws
Total Cost: 110
Total Cost: 143
12
Modifier Range Damage +3 -5
Masked Menace (Super Villain) Attack - 11 Defense - 3 Armor - 4 Move - 6 hexes Hits - 10 Special Powers - Regeneration (increased healing +2) (3 Hit, +1 Attack for one turn)
Magik Girl (Super Hero) Attack - 11 Defense - 3 Move - 10 hexes Hits - 10 Special Powers - Flight (16 hexes), Teleport (19 hexes) Weapon Magic Blast
Weapon
Range Damage Martial Arts (Master) 2
Modifier Range Damage +1 15 6
--
Drone Trooper (Super Villain) (6 of them)) Attack - 11 Defense - 3 Armor - 5 Move - 7 hexes Hits - 12 Senses - Radar Sense
Harbingers of Doom (Villain Team, Cost: 994) These villains have figured together to accomplish their mutual goal of ushering in a new dark age for humanity. Though they do not trust each other, these evil doers are a force to be reckoned with when they work together. Dr. Cold (Super Villain) Attack - 8 Defense - 1 Move - 6 hexes Hits - 8 Special Powers - Freeze Ray
Weapon Modifier Range Damage Martial Arts (Master) +3 -2 Total Cost: 94 x 6 = 564
Modifier Range Damage +0 10 3
Total Cost: 112 Slate Rock (Super Villain) Attack - 11 Defense - 0 Armor - 4 Move - 6 hexes Hits - 20 Weapon Power Slam
+3
Total Cost: 113
Total Cost: 211
Weapon Ice Blast (target is immobilized)
Modifier
Modifier Range Damage +3 -9
Total Cost - 205
13
Blast Star (Super Hero) Attack - 8 Defense - 2 Armor - 5 Move - 3 hexes Hits - 5 Special Powers - Energy Blast (powerful +9, accurate +3), Teleport (20 hexes)
League of Justice (Hero Team, Cost: 1497) The League of Justice is an association of the most powerful heroes on the planet. Their mission is to protect the common people by brawling with super villains in the middle of crowded city streets. The team is lead by Ultra Man, whose chiseled jaw and impossibly broad shoulders strike fear into the hearts of villains everywhere. Ultra Man (Super Hero) Attack - 11 Defense - 3 Armor - 9 Move - 10 hexes Hits - 25 Senses - X-ray Eyes, Radar Sense, Night Vision Special Powers - Flight (16 hexes)
Weapon Energy Blast
Total Cost: 225
Weapon Eye Rays
Modifier Range Damage +1 10 3
Super Punch
+3
--
Iron Bat Vigilante w/ Power Armor (3) Attack - 10 Defense - 3 Move - 4 hexes Hits - 2 Special Equipment - Jet Pack (16 hexes of flight), Sealed Armor (no effect from gas) Weapon Blaster Rifle Flame Thrower
Total Cost: 93
Red Archer Vigilante w/ Combat Armor (2) Attack - 10 Defense - 3 Move - 5 hexes Hits - 2 Special Equipment -
3
Total Cost: 564
Weapon Long Bow Grenade
Modifier Range Damage +2 32 2 (once a turn)
+0
Marital Arts (Master) +3 Total Cost: 89
Modifier Range Damage +1 32 2
+0
Modifier Range Damage +3 10 2
(1 hex radius)
12 2 Cone
!
14
10
2 (2 hex r.)
--
2
Terror, Inc. (Villain Team, Cost: 1500) The most feared group of super villains in the history of the world, Terror, Inc. is a team of dangerous megalomaniacs whose only desire is to take control of the entire planet. Comprised of despots, billionaires, and leading scientists, Terror, Inc. has the resources and the know-how to literally take over the world.
Mr. Weird (Super Hero) Attack - 6 Defense - 3 Armor - 4 Move - 4 hexes Hits - 3 Senses - Radar Sense Special Powers - Goop, Vortex, Wall of Energy (powerful +2). Weapon Magic Wand
Sea Tyrant (Super Villain) Attack - 8 Defense - 3 Move - 8 hexes Hits - 20 Special Powers - Water Powers, Vortex (powerful +6).
Modifier Range Damage +1 20 3
Vortex
+0 10 1(1 hex r.) (targets are moved up to 20 hexes) Wall of Energy +0 -3 (1 hex r.) Weapon (+1 Defense and Armor for one turn) Trident
Modifier Range Damage +3 -6
Vortex
+0 10 7(1 hex r.) (target is moved 10 hexes)
Total Cost: 221 Power Girl (Super Hero) Attack - 9 Defense - 3 Armor - 6 Move - 3 hexes Hits - 20 Senses - X-ray Eyes Special Powers - Flight (16 hexes), No Air Required.
Total Cost: 306
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Weapon Power Punch
Modifier Range Damage +3 -7
Power Bolts
+1
10
5
Mr. Mind (Super Villain) Attack - 6 Defense - 3 Armor - 2 Move - 6 hexes Hits - 10 Senses - Radar Sense Special Powers - Mind Blast (powerful +5), Telekinesis (powerful +5).
Total Cost: 305 !
Weapon Telekinesis
Modifier Range Damage +0 5 6 (Target moved 2 hexes)
Mind Blast
+0 Total Cost: 305
15
10
2 (ignore armor)
Cyber Jack (Super Villain) Attack - 8 Defense - 0 Armor - 6 Move - 5 hexes Hits - 2 Senses - X-ray Eyes, Radar Sense, Night Vision.
Eternal Emperor (Super Villain) Attack - 11 Defense - 3 Armor - 8 Move - 6 hexes Hits - 25 Special Powers - Insubstantial, Teleport (10 hexes).
Weapon Cyber Blade
Modifier Range Damage +3 -10
Weapon Necrotic Blast
Plasma Beam
+0
10
Modifier Range Damage +1 10 5
4 Total Cost: 313
Total Cost: 305 Alien Invasion Force (Villain Team, Cost: 2997) Aliens from a distant galaxy have come to conquer the planet Earth for the glory of their empire. These ruthless invaders have no other goal than to wreak as much havoc as possible on the world and its citizens. The invasion force is only the first wave of an even more powerful armada. If the invaders get a foothold on Earth's soil, there will be no stopping them.
Grey Wizard (Super Villain) Attack - 11 Defense - 3 Move - 6 hexes Hits - 12 Special Powers - Flight (16 hexes), Force Shield (1 hex radius, +1 Armor, +1 Defense) Weapon Dark Magic Blast
Modifier Range Damage +3 15 10
Commander Khra'ag (Super Villain) Attack - 11 Defense - 3 Armor - 7 Move - 6 hexes Hits - 25 Senses - X-ray Eyes Special Powers - Flight (16 hexes), Mind Shield, No Air Required.
Total Cost: 270
Weapon Energy Sword
Modifier Range Damage +3 -10
Cosmic Gauntlet
+1
Total Cost: 445
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16
10
5
Skyscraper Battle
Invaders (Super Villain) (9 of them) Attack - 9 Defense - 3 Armor - 4 Move - 6 hexes Hits - 6 Special Powers - No Air Required. Weapon Star Lance
Modifier Range Damage +2 -6
Star Lance Blast
+0
10
Scenario Terror, Inc has attacked the headquarters of the World Peace Organization. The League of Justice responded to the situation in time to save the lives of the WPO delegates. The villains tried to escape onto the rooftops but the heroes cut them off. Now the fate of the world depends on the outcome of an epic clash taking place thousands of feet in the air.
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Set-Up Place different sized pieces of hex paper on the table at regular intervals. Use boxes, stacks of books, etc to create the roofs of taller buildings Vehicle - UFO (2 of them) and put a piece of hex paper on each one to Attack - 11 create a playing surface. The lowest rooftops Armor - 4 are 100 hexes (five hundred feet) from street Move - 20 (hover) level. Any figure that falls off of the rooftops Hits - 10 takes 10d6 points of damage. A figure's Armor CAP - 10 engers Rating can be applied to stop some of this damage. A figure with the ability to fly, teleport, Weapon Modifier Range Damage Energy Beam +2 50 8 (6 hex r.) or climb vertical surfaces has a chance to halt its descent before hitting the ground. Roll 1d6. On a roll of 1 the figure takes no damage and simply losses its next turn. Total Cost - 268 x 2 = 536 Total Cost: 224 x 9 = 2016
The players take turns setting their figures on the rooftops one at a time. The player that loses the initiative roll gets to place his first figure first. Both players have 1500 points to spend on figures, or they can use the sample teams below.
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THE ADOLESCENT AVENGERS Bird Boy
110 Star Power 223 Cyber Teen 312 Bestial
143 Magik Girl 211
THE LEAGUE OF JUSTICE Ultra Man 564 Iron Bat
93 Blast Star
225 Red Archer 89 Mr. Weird 221 Power Girl 305
THE HARBINGERS OF DOOM Dr. Cold
112 Slate Rock 205 Masked Menace 113 Drone Trooper 94 x 6 = 564
TERROR, INC Mr. Mind
305 Sea Tyrant 306 Cyber Jack 305 Grey Wizard 270 Eternal Emperor 313
NEUTRAL Innocent Bystander 3 x 12 = 36
Objectives The Adolescent Avengers win by defeating Dr. Cold, Slate Rock, and Masked Menace. The drone troopers will stop fighting if the boss villains are defeated. The Harbingers of Doom win by defeating at least three of the Adolescent Avengers.
Objective This battle is a knock down, drag out fight to the finish. The player that takes out all of the figures on the other side is the winner. Rumble at the Mall
Alien Invaders
Scenario The Adolescent Avengers were enjoying a rare day off by visiting the local mall. A fun day of shopping and junk food was interrupted by an attack from their archenemies, the Harbingers of Doom! TheMove Harbingers are looking to take re(in hexes) Cost venge on the 1 young heroes for2 a string of humiliating defeats. 2 4 3 6 Set-Up 4 8 Create the inside of the mall using hex paper or 5 10 pre-made terrain. The ground floor of the mall is 6 12 made of two7 long corridors that meet in the center 14 to form a wide plaza should be 8 plaza. The central 16 a minimum9of 22 hexes by 17 hexes wide. 20 Randomly place stalls, and 10 furniture, vendor 24 twelve innocent bystanders inside the plaza.
Scenario Earth is being attacked by a technologically superior force. Even the world's most powerful heroes have been unable to stop the wanton destruction that has been unleashed by these terrifying aliens. In humanity's darkest hour, hope comes from an unexpected place. Not wishing to see someone else conquer the planet, Terror, Inc. has offered to fight with the League of Justice in an effort to turn back their common foe. Reluctantly, the heroes agree to forces. However, they cannot help but wonder if the villains have some other motive. Set-Up Use hex maps, boxes, and toy cars to create a street scene. The buildings should be no taller than 10 hexes (ten inches). You can also add other elements to the street, such as garbage bins, telephone poles, etc. On one end of the table there should be an area marked “Command Center.” This area should be at least 4 hexes by 4 hexes with a single entrance in the front.
Both players have 1000 points to spend on figures, or they can use the sample teams below.
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Space Station Brawl Scenario The Adolescent Avengers are on a routine mission to the Multi-National Space Centre when everything goes horribly wrong. The space centre is rocked by an explosion and the power begins failing. The heroes learn too late that alien saboteurs have snuck on board the station and are trying to destroy it. The Adolescent Avengers have to prevent the invaders from completing their suicide mission.
The defending players have 1500 points each to spend on figures, or they can use the sample teams below. The player controlling the invaders has 3000 points to spend on figures or he can use the sample army below. THE LEAGUE OF JUSTICE Ultra Man 564 Iron Bat
93 Blast Star
225 Red Archer 89 Mr. Weird 221 Power Girl 305
Set-Up The Multi-National Space Centre is constructed as a series of rings. The inner most ring is a roughly circular area that is 5 hexes by 5 hexes. The center hex of this ring is marked “Central Control.” The next ring out is 11 hexes by 11 hexes (leaving 3 hexes of room in the space between the wall and the next ring in). The next ring further out from that should be 14 hexes long by 14 hexes wide. The each ring has two doors (1 hex) that lead into the next ring. These doors should not line up with each other. The best idea is to put the first pair of doors at the top and bottom of the map while the other two are left and right.
TERROR, INC Mr. Mind
305 Sea Tyrant 306 Cyber Jack 305 Grey Wizard 270 Eternal Emperor 313 ALIEN INVASION FORCE Khra'ag
445 Invader
224 x 9 = 2016 UFO 248 x 2 = 536
Randomly place computer equipment, furniture, and four innocent bystanders on the map. Try not to clutter up the area too much. The alien player can place his figures anywhere on the outer ring. The hero player must place all of his figures in the centermost ring.
Objective The aliens win if they can defeat more than half of the combined forces of the League of Justice and Terror, Inc. The invaders lose if Commander Khra'ag is defeated or if the Earthlings can get a figure inside of the Command Center.
that this battle occurs in the dark of the lifeless space station. There is a -2 penalty applied to all ranged attacks.
In addition to defeating the aliens, the defending teams have secondary objectives. If the defenders defeat the invaders but do not achieve their secondary objectives then the outcome is a draw. Terror, Inc's secondary objective is to get at least two of their figures inside the alien command center in order to capture the invader's superior technology. The League of Justice's secondary objective is to defeat all of the remaining villains after the invaders have been routed.
Both players have 1000 points to spend on figures, or they can use the sample teams below. THE ADOLESCENT AVANGERS Bird Boy
110 Star Power 223 Cyber Teen 312 Bestial
143 Magik Girl 211
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THE FEARSOME FOURSOME Dark Warrior 205 Kung Fu Master 45 Cindy Speed 207 Kid Thunder 42
ALIEN INVASION FORCE Invader
224 x 4 = 896 NEUTRAL Innocent Bystander 3 x 4 = 12
VILLAINS Sea Tyrant 306 Slate Rock 205
Objective The object of this battle is the same as the game, “King of the Mountain.” If the alien player can place one of his figures in the central control ring for three consecutive turns then he wins. The hero player wins be defeating all of the alien invaders.
Objective This battle is a fight to the finish. A player wins by defeating all of the figures on the other side.
Deep Sea Disaster Mystic Portal Scenario Sea Tyrant has teamed up with another villain to take control of an underwater mining platform. The Atlantean warlord has declared that the oceans are his personal domain and anyone wishing to develop its resources must pay him a handsome tribute. Sea Tyrant is threatening to destroy the mining platform if the company that owns it does not provide him with payment in gold and silver.
Scenario The Harbingers of Doom have teamed up with Dr. Maniacal in order to bring about the fall of human civilization. Using the good doctor's weather machine as a power source, the Harbingers have found a way to open up a portal to another dimension. Should the mystic portal open, terrifying creatures from another plane of existence will spread throughout our world, spreading chaos and destruction in their wake.
Set-Up Create an underwater mining base by tapping several sheets of hex paper together and placing the combined sheet on the table. You can also use pre-made hex terrain. The overall playing surface should be at least 22 hexes by 22 hexes. Players should take turns creating the various rooms, chambers, and tunnels of the mining platform. Try to create a variety of spaces by alternating room sizes and types. For example, each player could create one large room, then one small room, then one hallway. After the battlefield is completed begin adding other details such as heavy equipment, computers, furniture, etc. Add in several airlocks that are one or two hexes wide. These portals can be used to exit the underwater base and then re-enter it through another airlock.
Set-Up Create an arctic lair by randomly placing terrain features such as boulders, trees, etc. You should also add man made structures like living quarters, vehicle hangars, and the like. that the ice tundra is slippery and difficult to cross. Figures that are traveling over the ground have their Move cut in half (round down). The villain player gets to place his figures first. Special attention should be paid to the placement of the weather machine as this figure is the key to the battle for both teams. Both players have 1500 points to spend on figures, or they can use the sample teams below. The villain player must include the weather machine on his team list.
Both players have 500 points to spend on figures, or they can use the sample teams below.
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THE LEAGUE OF JUSTICE Ultra Man 564 Iron Bat
93 Blast Star
225 Red Archer 89 Mr. Weird 221 Power Girl 305 THE HARBINGERS OF DOOM Dr. Cold
112 Slate Rock 205 Masked Menace 113 Drone Trooper 94 x 6 = 564 DR. MANIACAL AND FRIENDS Dr. Maniacal 127 Generic Thugs 27 x 8 = 216 Weather Machine 160 Objective Each round, the villain player rolls 1d6. One a roll of 1, the weather machine gains a charge. Once the weather machine has gained five charges, it opens the portal and the villain player wins. The hero player wins by destroying the weather machine the portal opens. The villain player can also gain an automatic victory by defeating all of the hero player's figures. This scenario can be very challenging for the hero player because all the villain player needs to do is defend the weather machine until it charges. While it is unlikely, the weather machine could charge in only a few rounds, giving the villain player an easy victory.
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Avalon’s premier game system the S&G battle system allows you to play skirmish level engagements, and do so with a fast, easy to learn system that also allows for endless expansions and genres. With S&G you can fight battles between fantasy based elves and orcs, or blast off into the cold hard future with space marines and aliens. Weapons and Armor
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Warlord Grom
Weapons Scimitar Dagger
Damage mod +1 -1
Notes____ -
Special Abilities
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As mod -1 +0
Health ( *#& ) ) )
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Major Glory Gyea
“Fantastic artwork, wonderfully created and well thought out as well as a beautiful addition to any fantasy RPG.”