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Super Skirmish Gaming PP ToC 31 82 119 10.6.22

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2nd Printing

Table of Contents
Chapter 1: Introduction & Basics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

Chapter 2: Characters & Teams . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

Chapter 3: Actions & Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67

Chapter 4: Minions & Civilians. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87

Chapter 5: Issues & Series. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94

Chapter 6: Heroes & Villains. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111

Appendix. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123

Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132

James Bass (Order #42391113)


Example: Empath wants to heal Wildman (down 5 Health and suffering from
ongoing damage). She moves within 3" of him and rolls her Will stat. She gets
5 Result Levels on the check, and restores 3 of Wildman’s lost Health, while using
her last two Result Levels to remove his ongoing damage.

HEALTHY
Cost: 1
Effects: You’re super-tough or you can just take a lot of punishment. Gain +5 to your
starting Health total.

HINDER
Cost: 2
Action: Combat
Range: 24" / 18" / 12"
Effects: You can create negative conditions that hinder your targets’ movements.
Decide at character creation whether your Hinder is physical (Shooting vs. Body) or
non-physical (Mind / Will vs. Mind / Will). Any other enemy targets within 6" of
your primary target must also roll against your one attack check.

If your attack succeeds against any of your targets, those affected count as being
in difficult ground (no matter their actual position) and limit their movement
accordingly. This power affects any type of movement — flying, leaping, running,
teleporting, etc. This effect lasts until the beginning of your next turn. The effects of
multiple Hinders do not stack.

Example: Weather-Witch (a Standard character) focuses her stormy powers on Doc


Shock. Doc stands 17" away, and three other models stand within 6" of him —
Giantess, Wildman, and Kragg (Weather-Witch’s ally). The Witch chooses to also
affect Giantess and Wildman, but not her ally, Kragg. She makes her attack and gets
a 15. Her targets make their defense rolls: Doc Shock gets a 12, Giantess gets a 9, and
Wildman gets a 16. Doc and Giantess will be hindered until the beginning of Witch’s
next turn, while Wildman avoids the elemental assault.

IMMORTAL
Cost: 1
Effects: You can't die! While this might sound great, it does have its drawbacks.
Every time you’re taken out of action, make a 3D6 check. You hit the DB on double
5s and double 6s on this check. If you hit the DB, you spring back up with 5 Health
restored. If you’re ultimately taken out of action, you automatically pass your post-
battle survival check. Add +2 to any other post-battle TNs you might face. Note: You
cannot possess Immortal and Hard to Kill, nor can you take the Doomed fault.

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James Bass (Order #42391113)


Falling From Great Heights
Any character knocked back over a precipice or tall building has a chance of
falling to their death. When a character gets knocked back beyond the outside
edge of the board or terrain piece that defines such a great height, they must
make a TN13 Body check to grab the edge or fall. Super-Agility adds to this
check. Characters who catch themselves can spend 1" of movement to clamber
back over the wall and onto the board. Characters who fail must make a TN21
Body check. On a failure, any negative Result Levels equal damage but also add
+6 more damage for the severity of the fall.

Getting back into the fight requires an entire round of transit. In lieu of this, a
character who survives the fall can spend 1 Fate to get right back into the fight.
Place them at the spot where they were knocked off.

Powers like Save and Super-Move negate this falling condition. Place any knocked-
back characters possessing these powers at the edge where they were knocked off.

MANEUVERS
Instead of making a standard attack, you can attempt a maneuver. If you want to…

…Charge someone who is at least 3" away from you, combine your Move and
Combat actions and add +3" and +1 Fighting. You can also just Charge to cover
extra ground.

…disarm someone with a Device power, declare it and make an attack roll with
3+ Result Levels (weapon lands 3" away in a random direction). Disarms do no
damage. You can also use this maneuver to knock a loot or objective counter out
of your target’s hands.

…go on full defense, give up your Combat / Special action and add +1 to any
defense checks until your next turn.

…throw an ally into an enemy (12" / 9" / 6"), win a Shooting vs. Dodge attack by
2+ Result Levels. Your ally lands in base contact with your target and makes a free
melee attack against them. If you fail, they land 3" away in a random direction and
count as knocked down.

…trip someone to knock them down, win a Fighting vs. Dodge check by 3+ Result
Levels. Trips do no damage. A tripped model within 1.5" of a building or other
high ledge must make a TN13 Body check or fall.

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James Bass (Order #42391113)


Additional Characters
Here we present some premade characters for you to use in your games. If a character
possesses the Stat Boost power, we’ve already figured that into their Stat profile.

Angry Brute (Major Strongarm)


You won’t like him when he’s angry.
F +5 | S +1 | D +3 | B +4 | M +1 | W +3 | P +1
Health: 28 | Move: 6" | Power Slots: 8
Powers: Damage Reduction (-3), Massive, Rage, Super-Move (Leaping, Unreliable
Move), Super-Strength (+4 damage, KB 3"/damage, Shockwave)
Fate Points: 2
Backgrounds: Exploration, Military, Sciences

Clawed Mutant (Standard Brawler)


The best there is at what he does.
F +4 | S +1 | D +3 | B +3 | M +1 | W +1 | P +3
Health: 20 | Move: 6" | Power Slots: 6 + 1
Powers: Attack [Melee] +3 damage [Unsavable], Damage Reduction -2, Hard to Kill,
Regeneration, Stat Boost (Perception)
Fate Points: 2
Faults & Limits: Berserker
Backgrounds: Exploration, Espionage

Constricta (Minor Strongarm)


Blue collar brawler.
F +3 | S +0 | D +2 | B +3 | M +0 | W +2 | P +1
Health: 17 | Move: 6" / 9" | Power Slots: 4 + 2
Power: Amphibious, Damage Reduction (-1), Grappler, Reach (6", TN13), Super-
Strength (+2 damage, +1" KB)
Fate Points: 2
Faults & Limits: Weak Stats (Mind, Shooting)
Backgrounds: Blue Collar, Criminal

Crazed Contemplator (Standard Commander)


He thinks of everything.
F +0 | S +1 | D +2 | B +1 | M +4 | W +3 | P +3
Health: 20 | Move: 6" | Power Slots: 6 + 1
Powers: Clever, Enhance (9"), Servitor/Sidekick (Tough)
Fate Points: 2
Faults & Limits: Weak Stat (Fighting)
Backgrounds: Criminal, Medicine, Sciences

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James Bass (Order #42391113)

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