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Super System - Third Edition

This document describes rules for miniature battles between superpowered characters. It includes tables listing the point costs and effects of different superpowers as well as rules for combat, vehicles, and henchmen. The document provides a detailed yet concise ruleset for roleplaying superhero battles in a miniature war game format.

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VEX - HAN - 092
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100% found this document useful (2 votes)
590 views86 pages

Super System - Third Edition

This document describes rules for miniature battles between superpowered characters. It includes tables listing the point costs and effects of different superpowers as well as rules for combat, vehicles, and henchmen. The document provides a detailed yet concise ruleset for roleplaying superhero battles in a miniature war game format.

Uploaded by

VEX - HAN - 092
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Super Miniature Battles

SuperSystem Power Cost and Page Index


Power/Special Effect Name Points Cost Page Number Elemental Control Pool Var. 29 Kinetic Absorption 10 39
Full Slot 4 29 Charge 3 39
Alternate Form 7 21 Half Slot 2 29 Sponge 2/die 39
Additional Form 5 21 Omni-Power 10 29
Alter-Ego Only -50% 21 Powers Stay Swapped Out -3 30 Knockback Resistance 1/lvl. 39
Involuntary Change -2 21
Enhanced Senses 1/die 30 Linked Powers 0 39
Armor 2/die 21 Shielded 2 30
Melee Attack 2/die 40
Bodyguard 6 21 Entangle 2/die 30 Affect Other 2/lvl. 40
Armored 5 30 Affects Ethereal 5 40
Boost/Drain 5/die 22 Immunity 2 30 Extra Reach 1/1" 40
Boost/Drain Only -1/die 22 Slick 1 31 Soul Fire 15 40
Limited Boost/Drain -1/die 22 Slick Only -10 31
Vitality Transfer +1/die 22 Wall 5 31 Mental Acuity 2/die 40
Specialized 0 40
Burrowing 10 22 Escape Artist 1/die 31
Mole 2/die 23 Mind Attack 3/die 40
Extra Forms 15 32
Climbing 3 23 Additional Form 10 32 Mind Shield 1/die 40
Vertical Charge 2 23 Banish 2 32
Duplication -25% 32 Perfect Timing 1 40
Combat Prowess 2/die 23 Renewable 10 32
Specialized 0 23 Short Range 6 32 Ranged Attack 2/die 40
Variable 0 32 Affects Ethereal 5 41
Combat Reflexes 2 23 Immunity 2 41
Extra Movement 1/AP 32 Soul Fire 15 41
Copy Power 20 24
Absorption 15 24 Flare 10 33 Reflection 10 41
Extra Powers 5 24 Additional Reflection 10 41
Nullify 0 24 Flight 10 33
Tactile 0 24 Carry Object 3/obj. 33 Sense Weakness 3 41
Hunter 0 41
Damaging Aura 4/die 24 Force-Field 2/die 33
Dome 6 33 Shrinking 5/lvl. 42
Darkness 6 25 Growth Attack 2 42
Extended Area 2 25 Foresight 5 33 Mighty Mite 5 42
Immobile -25% 25
Immunity 2 26 Fortune 4/die 34 Super-Agility 6/lvl. 42
Impenetrable 1 26 Against Any Roll 6 34 Lightning Reflexes 2/die 42
Range 3 26
Second-Sight Immunity 5 26 Gadget Pool Var. 34 Super-Mind 6/lvl. 42
X-Ray Sight Immunity 5 26 Full Slot 4 35 Lightning Strategist 2/die 42
Half Slot 2 35 Second Sight 5 42
Density Decrease 15 26
Ghost Touch 3 26 Growth 8/lvl. 35 Super-Resolve 6/lvl. 43
Phase Attack 6 26
Healing 10 36 Super-Strength 6/lvl. 43
Density Increase 10 26 Empathic -25% 36 Rage 3 43
Immovable 2/lvl. 26 Regen. Only -50% 36 Shockwave 2 43
Regen.Also 3 36
Dispel 3/die 26 Super-Energy 6/lvl 43
Extra Powers 5 27 Hyper Movement 15 37
Suppress 5 27 Carry Object 3/obj. 37 Super Leap 6 44
Forced Landing 3 37 Extra Bounce 2/die 44
Dominate 10/lvl. 27 Hyper Attack 6 37
Fear Only -50% 27 Speed Burst 2/lvl. 37 Telekinesis 6 44
No Penetration -1 37 Levitate Friends 3/lvl. 44
Edge 1/lvl. 27 Warp 5/lvl. 37 Manipulate Object 2 44
TK Grab 5 44
Elasticity 8 28 Instant Stand 1 38
Parachute 1 28 Terrifying Aura 8 45
Invisibility 20 38
X-Ray Sight 5 45
Iron Will 1/die 39
By Scott R. Pyle and David K. Lewis
Cover painting: Joseph Urban
Editing: David K. Lewis,Agis Neugebauer,Aaron Tobul
Interior illustrations: Jan Annarella,William Lukash,Thomas Scioli, Melvin de Voor
Layout and design: Daniel Yauger
Playtesting: Tony Borzok, Loren Boustead, Charles Hiber, Lee Howard,
David K. Lewis, Mike Meharey, Enrico Nardini,Agis Neugebauer, Rich Oden,
Louis Reash,Aaron Tobul, Joe Urban,Tom Weiss
Publisher: Four-Color Figures, 2009
Special Thanks: JoAnn and Annabelle Rizzo
All material copyright Scott Pyle and Four-color Figures
3rd Printing

TABLE OF CONTENTS
Chapter I: SuperSystem Core Rules ................2 Henchmen in Close Combat.....................................56 1
Introduction.....................................................................2 Henchmen in Ranged Combat..................................57
SuperSystem Basics........................................................2 Henchmen and Damage .............................................57
Anatomy of a Hero........................................................4 Henchmen in Vehicles .................................................57
The Combat Round.......................................................4
Initiative ............................................................................4 Chapter IV:The Four-Color World.................58
Actions..............................................................................5 The Factions..................................................................61
Movement ........................................................................6
Close Combat.................................................................8 Chapter V: Series in SuperSystem .................62
Ranged Combat............................................................10 Match-Ups .....................................................................62
Damage ..........................................................................11 Experience.....................................................................62
Live to Fight Another Day..........................................12 Spending Experience ...................................................63
Knockback .....................................................................12 Henchmen and Experience........................................63
Combat Maneuvers .....................................................13 Scenarios........................................................................64
Post-Battle .....................................................................64
Chapter II: Character Creation......................18 Henchmen and Post-Battle ........................................64
Building a Character....................................................18 Scenario Index ..............................................................64
Dice Pool Caps.............................................................18 Post-Battle Tables .........................................................67
Attributes ......................................................................19 Special Event Index......................................................69
Dice Pools and Super..................................................19 Scenario Scripts............................................................70
Powers............................................................................19
Power Modifiers...........................................................45 Appendix I: Optional Skill System .................72
Character Modifiers ....................................................50
Boons..............................................................................50 Appendix II: Breaking Objects........................76
Banes...............................................................................54
Appendix III: Super Archetypes......................77
Chapter III: Henchmen....................................56
Henchmen Grouping...................................................56 Appendix IV: Play Aids.....................................80
INTRODUCTION sometimes suffer grievous injuries. strike a target in close combat or at
SuperSystem (S2) is a fast-paced, These developments occur over a range.As stated above, any die rolling
skirmish-level superhero miniature number of game sessions, and are 4+ counts toward the total goals
battle game designed to simulate known in SuperSystem as Series. scored, and lower die rolls are
comic book clashes between heroes Rules for running Series in S2 are ignored.
and villains. Playing a game with included in Chapter V.
SuperSystem requires the following: a THE POWER OF 6
copy of these rules, painted miniatures SUPERSYSTEM BASICS Rolling a 6 in SuperSystem is
(Old Glory produces a full line of THE MOST IMPORTANT RULE special.Whenever a model rolls a 6 on
superhero miniatures called SuperFigs SuperSystem is your game. If you a throw it counts as two goals.
especially designed for SuperSystem), don’t like the way something works, Example: John Henry’s player rolls his
around 20 six-sided dice (D6’s), copies discuss it with your gaming group and five Strength dice and gets 1, 3, 4, 4, and
of the SuperSheets printed in the make a change that is acceptable to 6 for a total of four goals.
2 appendix of this book, pencils, and a everyone.
roughly 4’ x 4’ playing area. UNOPPOSED GOAL ROLLS
SuperSystem is an ideal game for two THE GOAL ROLL In an unopposed goal roll, the player
players, but more participants can get The heart of the SuperSystem is rolls a number of dice equal to her
involved for longer, multi-player the Goal Roll. Most actions in the model’s relevant attribute, trait, or
games. game require a goal roll, and during dice pool, and counts up the number
Battles in SuperSystem can involve every goal roll a model has a certain of goals. Sometimes only a single is
as few as two models per side, or as number, or pool of dice which its needed to succeed, but in most cases
many as ten to thirty models per side. player must roll. The player rolls the the task’s difficulty will decide how
There are two basic types of models dice and looks for dice rolling 4 or many goals are required.
in SuperSystem: characters and greater (i.e., 4, 5, or 6); this will Example: Leo-IX searches for a hidden
henchmen. Characters are the heroes determine the number of goals artifact among the ruins of villainous
and villains that make up the collected in that throw. Dice rolling hideout, needing 2 goals to find it. He rolls
superhuman population of Four- less than 4 are ignored. 5D and gets 1, 3, 3, 4, and 5 for 2 goals.
Color Earth, the fictional setting of Example: The Blur wishes to strike a Just enough to succeed at his search!
the game. Henchmen are their foe in Close Combat. He rolls 5 dice and
underlings, goons, mooks, or cannon gets a 2, 3, 4, 4, and 5, for a total of 3 DIFFICULT ROLLS
fodder.Although some henchmen can Goals. As suggested above, some
also possess superhuman powers, Models in the SuperSystem possess unopposed goal rolls are simple rolls,
they never rise to levels of the four basic attributes rated by a requiring only one goal to succeed.
characters. number of dice. The four attributes However, certain circumstances may
Players may fight SuperSystem are Strength,Agility, Mind, and Resolve. call for a model to roll two or more
battles as one-off encounters, or as For example, a model with Strength 4 goals in order to succeed. These are
extended campaigns where their would roll four dice for damage in difficult goal rolls. These more
heroes and villains develop unique close combat, while a model with challenging goal rolls are always noted
personalities, gain new abilities, and Agility 3 would roll three dice to in rule and scenario text with the
After looking at their rolls, the
players decide to employ their re-
rolls. Hyboriape’s player announces
she is using both of the super-ape’s
re-rolls, re-rolling the 1 and 2 and
getting 1 and a 4, for one
additional goal, bringing his total to
8. John Henry’s player chooses to
use only 2 of his 3 re-rolls, re-rolling
the pair of 2’s and getting a 2 and
a 3 for no additional goals, keeping
his total at 5 and thus suffering 3
lost Vitality from the attack. His
player could not at this time decide
to employ his third re-roll, as all re-
rolls must be announced before
either player actually re-rolls any
dice.

OPPOSED GOAL ROLLS


Some of the most important
goal rolls in S2 are Opposed
Goal Rolls. When one model 3
attacks another, the attacker’s
relevant dice pool is pitted
against the defender’s relevant
dice pool in an opposed
contest. The model that gains
more goals (dice rolling 4+)
wins the contest, and in the case
word “Difficult” followed by a dash attacker announces his intended re- of combat, might successfully strike,
and the number of goals required for rolls first, followed by the defender. It is harm, dodge, or resist injury. In some
success. For example, a given scenario permissible to re-roll a die that scores cases, a model’s net goals are added
might require a model to make 4 or 5, the idea being that a lucky to the effects of its action in the form
Difficult-3 Mind goal roll to find a throw might result in a 6, garnering of additional dice (usually added to a
specific objective. two goals instead of one. Only the subsequent opposed damage roll). In
most desperate players should all opposed goal rolls, ties go to the
RE-ROLLS consider employing this strategy. defender.
Certain super-powers grant models Example: The Hyboriape and John Example: The Ox and Wildman are
re-rolls, allowing them to pick-up dice Henry battle amidst the ruins of some tangling in a back alley in Steel City. Ox’s
and re-roll them. Even if a player’s ancient temple. Hyboriape (2 re-rolls for player rolls the model’s 4D attack dice
model possesses multiple re-rolls, a damage) strikes John Henry (3 re-rolls for pool, getting 1, 3, 4, and 5 for two goals.
single die may only ever be re-rolled damage resistance). On his damage goal Wildman’s player rolls his 5D defense
one time on a given throw. If opposing roll the Hyboriape’s player gets the dice pool and gets a 1, 1, 2, 3, and 5 for
models both possess re-rolls, both following: 1, 2, 2, 4, 4, 5, 6, and 6 (scoring only one goal.The Ox wins two goals to
players decide how many dice they 7 goals). John Henry’s player rolls 2, 2, 4, one, and adds his net of one goal as a
wish to re-roll after initial attack and 5, 5, and 6 on his damage resistance goal bonus die on his ensuing damage goal
defense goal rolls are made. The roll (scoring 5 goals). roll.
Example: Crossbow fires his weapon at course of a turn, and once out of AP, Damage (DMG) -
Steel Razor. He gets 5 goals on his can take no further actions until the Strength + Melee Attack,
attack, and she gets 5 goals on her beginning of their next turn,when their or Power dice
defense. Defenders always win ties, so AP pools replenish.AP cannot be saved Physical Defense (PD) -
Crossbow misses! across turns. A model’s AP is equal to Agility + Force-Field
the sum of its Agility and Mind Physical Resistance (PR) -
ROUNDING attributes. If Ox had Agility 3 and Mind Strength + Armor
It is sometimes necessary to round 2, he would have 5 AP available per turn Mental Defense (MD) -
numbers in SuperSystem.When doing to spend on his actions. Mind + Mind Shield
so, use the standard conventions for Powers: Powers define the Mental Resistance (MR) -
rounding, with a decimal of .5 or superhero genre, and models in S2 Resolve + Iron Will
greater rounding up toward the next can have any number of amazing
whole number, and a decimal of .4 or abilities. Many powers are available to THE COMBAT ROUND
lower rounding down. models, and all are listed in Chapter II: Like most miniatures games, the
Character Creation. SuperSystem features a specific
THE ANATOMY OF A Traits: Other characteristics like sequence of play that helps to
CHARACTER Power Modifiers and Character organize the chaos of a slugfest
THE FOUR ATTRIBUTES Modifiers are often generally referred between superhuman foes. This
SuperSystem characters are made to as traits. sequence is known as the Combat
up of four primary attributes rated in Vitality: Vitality measures a model’s Round, or Round for short. S2 rounds
numbers of dice.They are as follows: health, or how many hits the model are broken down into only two
Strength: Physical power, damage- can take before it goes down. A phases:
4 dealing capacity, and damage model’s startingVitality is equal to the 1.) Initiative
resistance capacity. sum of its Strength and Resolve. If the 2.) Actions
Agility: Nimbleness, skill in close Blur had Strength 3 and Resolve 4, he These two phases transform the
combat and accuracy at range. would have a starting Vitality of 7. chaos of super combat into a playable
Mind: Perception, attack and dodge Dice Pools: Models in and orderly game turn.
value for mental attacks. SuperSystem often add their attribute
Resolve: Willpower, courage, dice totals to any number of powers INITIATIVE
resistance to damage from mental and special effects to form larger dice The Initiative phase in SuperSystem
attacks. pools. To make combat run more determines the order in which
smoothly, the SuperSheet lists a block models will take their turns.When the
OTHER VALUES containing the seven offensive and last model to act in a round has
Beyond the four attributes, several defensive dice pools used in the game. completed its last action, a new round
other values play an important role in Dice pools and other groups of dice begins with the Initiative phase.
defining an S2 character. Unlike are often written “shorthand” with
attributes, some of these values are the number of dice in the pool ROUNDS AND TURNS
not rated in terms of numbers of dice. followed by the letter “D” for dice. In S2, a Round consists of a number
Action Points: Action Points, or AP, For example, five dice might be of Turns equal to the number of
measure how much a model can do in written “5D”. Any re-rolls on a dice models involved in the battle. Each
the course of its turn.AP governs how pool are expressed in brackets after model gets a Turn to activate.
far a model can move in a given turn, the “D” (i.e., 7D[2] would be a seven
and what kind of actions it may dice pool with two re-rolls). DETAILS OF INITIATIVE
perform if a player chooses not to use The seven dice pools are: Before the battle begins, each player
all of its allotment for movement. Every Physical Attack (PA) - designates one of his models as the
action has a cost in AP.These costs will Agility + Combat Prowess Leader of his team. At the beginning
be more thoroughly discussed in later Mental Attack (MA) - of each Round, each player makes an
sections. Models spend AP during the Mind + Mental Acuity Initiative goal roll for his leader.
Leaders possess Initiative dice equal then the player who went last the choose another model from the team
to their Agility or Mind attributes previous round wins, if its the first as the new leader.
(player’s choice) plus any dice they turn of the game, players should each
have in special effects like Lightning roll a single D6 until one of them HELD ACTIONS
Reflexes or Lightning Strategist (see scores a higher roll. An activated model may hold its
the Power section in Chapter II).The When one model activates it takes action by spending 2 of its available AP,
leader who scores the higher number its turn, then a model from the saving the rest for use later in the
of goals wins the initiative for that opposing force activates and takes its round.A model may spend part of its
round and may decide whether he turn, and so on until all models have AP on its normal turn (including the 2
wishes to activate one of his models taken their turn for that round. AP for the held action), then hold the
first that round, or whether he wishes rest for later. A model must have at
to defer to his opponent. Ties are MULTIPLE LEADERS least 2 AP remaining after it spends it’s
broken by comparing AP totals When a team’s leader is KO’ed or 2 AP on the held action.
(higher wins). If AP totals are tied, taken out of action, its player must If this held action would interrupt
the action of an opposing
model, the two models
should make Opposed Agility
goal rolls, with the winner
taking his action. Ties go to
the model with the higher
base AP total, with further
ties settled by a simple D6
roll. Held actions may not 5
carry over to the next round.
Opposing models interrupted
by a model with a held action
may finish their actions once
the interrupting model has
completed its turn. An
interrupted model directly
affected by a model with a
held action (i.e., attacked) may
resume its turn once the
interrupting model has
completed its attacks
(provided it is still able).

ACTIONS
When a model activates, it
spends AP’s to move and
attack in nearly any
sequence.All actions have an
AP cost, and some of the
major ones are listed below.
There is no specific
sequence of actions a model
must follow. A blaster with
11 AP available could move
2” into firing position, blast away at a STANDARD MOVEMENT damage for every 2” fallen, and can
foe for 3 AP, then finish her turn by In standard movement, models can roll normally to resist the damage.
moving 6” behind a nearby wall. cover up to a number of inches equal Models who survive a fall begin their
Alternatively, the same blaster could to their AP. A model may choose to next turn knocked down, and must
choose to remain still fire an Aimed move, conduct some other action, spend 2 AP to stand up.
shot for 6AP, and then elect to move move again, act again, and so on,
behind cover and hide with 2 of her completing a number of actions up to FLYING
remaining AP. its AP total. A model may move into Some models in S2 can move by
close combat.This tactic is especially flight.A model in flight remains in flight
ACTION COST useful when enemy combatants are until it attacks a grounded model in
• Move 1” per AP already close at hand, allowing for close combat, or its player has
• Close or Ranged Attack 3 AP maximum use of the attacking declared the model has landed.
(limit one attack per round) model’s AP. Models cannot save AP Models in flight should be marked
• Charge 2” per AP (minimum 5 AP across turns; a model begins every with an appropriate counter to avoid
spent) turn with its starting AP total. confusion. A model in flight receives
• Stand Up 2 AP bonuses to its defense against ranged
• Hide 2 AP CHARGING attacks (see the Flight power), as its
• Activate Device/Pick-up Object A model may charge to cover extra speed and constant motion make it
2 AP ground, or to attack a foe in close difficult to target. On the other hand,
• Perform a combat maneuver combat. When a model charges it a model in flight is much easier to see
variable must spend at least 5 AP for the no matter where it stands on the
maneuver. Each AP spent allows the board. A flying model may not hide
6 MOVEMENT model 2” of movement. A charging unless it ends its movement grounded,
MEASURING MOVEMENT model that makes it into base contact or behind a building or other terrain
AND BASE CONTACT with a foe may make a normal attack feature large enough to screen it.
SuperSystem movements are all and gains +2D to its attack goal roll Models that are KO’ed in flight are
measured in inches, and for that turn. Models with less than 5 subject to falling damage.The distance
measurements are taken from the AP may still benefit from the fallen is equal to twice the model’s AP
edge of the model’s base to the edge movement bonus, and may attack a in inches.
of an opposing model’s base (in the foe in close combat, but receive no
case of measuring distances for bonus dice to the attack. Once a JUMPING
charges and ranged combat). model completes its charge its turn A model that wishes to jump a
Ultimately it will not matter if the ends. chasm makes a Strength goal roll. A
models you are using have varying model can jump 2” horizontally and
base sizes, the advantages and CLIMBING 1” vertically for every goal rolled.
disadvantages of larger and smaller Buildings and walls outfitted with Jumping costs a number of AP equal
bases balance out in the end. Base stairs and ladders are treated to the distance jumped.A model may
Contact occurs when one model’s normally for purposes of calculating jump a distance further than its
base touches another model’s base. distance moved. Climbing a surface available AP, but this counts as a
This is normally the only way enemy without stairs or ladders is a special charge and effectively ends the
models may fight in close combat. kind of Movement that costs 2 AP for model’s turn. Players may not pre-
every inch climbed.A model may not measure the distance needed to jump
FACING Charge up a vertical surface, and must a chasm. Instead the intention to jump
Facing is never an issue in the stop at its base and wait until next is announced, then the distance is
SuperSystem; it is always assumed that turn to begin its ascent. measured and the Strength goal roll is
a model can see 360 degrees around made. Models failing to score enough
itself.A model may change its facing at FALLING goals to make the jump fall.
no AP cost. Falling models take one die of If a jumping model ends its jump in
base contact with an enemy model, it unobstructed site of an opposing these sorts of actions fall under this
can make an attack even if it does not model. category, and all of them cost 2 AP.
have the AP remaining.This is resolved Some of these actions require goal
like a charge attack, but does not ACTIVATE DEVICE/ rolls, and some require only the
grant the +2D a normal charge PICK-UP OBJECT expenditure of AP. The requirements
would. This is a catchall action category of specific actions in this category will
that allows models to interact with be covered in the relevant scenario
STANDING UP terrain objectives and objects in the descriptions (see Chapter V: Series in
Models in S2 will sometimes find field of play. Some scenarios may call SuperSystem).
themselves blown across the for the activation/deactivation of a
battlefield and unceremoniously particular device (bomb, force field, COMBAT
deposited in some dumpster or other alien space-craft, etc.), which could There are two types of combat in
inconvenient spot. Models who are involve a Mind or Agility check. Some SuperSystem, close combat and ranged
knocked down in such a fashion must scenarios may call for the freeing of a combat. Both involve opposed goal
spend 2 AP at the beginning of their prisoner, or the recovery of some rolls. In both instances, a model may
turn to stand up. A model that has object (a bag of jewels, experimental only make one attack goal roll on its
been knocked down may not charge weapon plans, cosmic rod, etc.).All of turn.All basic attack goal rolls cost 3AP.
the turn it gets up.

HIDING SUPERSYSTEM IN 15MM


A model that ends a move in some It is possible to play SuperSystem using smaller scale, 15mm miniatures
sort of cover may choose to spend 2 (S15 for short). Only a few adjustments need be made to allow for this
AP to Hide.A hiding model cannot be change in scale.
7
Charged or targeted by ranged
attacks unless the potential attacker MEASUREMENTS
wins an opposed Mind vs. Agility Players use centimeters to handle measuring distances in S15.
contest with the hiding model. Once a Whenever you see the word inches, or a measurement in inches in these
model chooses to hide, its turn has rules, change this measure to centimeters, but keep the basic number of
ended, no matter how much AP it may units the same.
have remaining.When a model hides it Example:A Stretch Attack of 15” in the standard game would measure 15cm
is assuming a passive stance, and may in S15.
not combine its hiding with a held
action in the same turn. A model ACTION POINTS (AP)
remains hidden until the beginning of Every AP a model possesses equals 1cm of movement.When a model
its next turn, at which time it may charges to reach combat or cover extra ground, it doubles its AP as
decide to perform other actions normal and moves that many centimeters (or less if the player desires).
and/or hide again. Example: Dr. Simian has 10AP. He could move 10cm normally, or charge up
Opposing models may make a to 20cm if his player desires.
standard move into base contact with
a hiding model, but may not attack it TABLE SIZE
that round unless they have won the The change in scale from 28mm to 15mm means the smaller models
opposed Mind vs. Agility check will have a lot more room to maneuver on the table. This is fine, and
explained above. Models may not makes for a dynamic game in many cases. However, players may want to
declare a Hide action while in base squeeze the size of the board a bit to match the smaller miniatures.This
contact with enemy models. will create quicker games by bringing the models into the action right
Additionally, unless some other power away. A good stable size for 15mm scale games a 92cm x 92cm board
is at work, a model may not declare a (roughly 3’ x 3’).
Hide action while in direct,
Example: Void Knight possesses both move into base contact. Models that rolls his PD of 7D. Ox rolls 1, 2, 4, 4, 4, 4,
the Ranged Attack and Melee Attack charge into close combat get one 5, and 5 for six goals.Wildman rolls 2, 2,
powers. He is equally adept at striking in attack at +2D to their Physical Attack 3, 4, and 6 for three goals (remember 6’s
close combat and at range. During any dice pool. Even if the charging model count as two goals). Ox wins the contest
given round, VK’s player may have him uses all of its AP to make base contact, 6 goals to 3, and adds +1D to his
make either one ranged attack, or one it still gets its charge attack. damage goal roll.
close combat attack, but not one of each. The attacking model in close
A model may only ever make one attack combat rolls its Physical Attack dice DAMAGE IN CLOSE COMBAT
on its turn. pool against the defender’s Physical Damage rolls in close combat are
opposed actions where the
DICE POOLS attacking model rolls a
Once players build their number of dice equal to the
characters and get about the attack’s strength (this is
business of having a super- usually the model’s DMG
slugfest, they’ll want to dice pool), with any net goals
compress all of their models’ scored adding extra dice to
attributes and powers into an the throw on a 2 to 1 basis.
easily referenced grouped of The defender resists using
values that helps to speed his Physical Resistance (PR)
play. That’s where dice pools dice pool. Any net goals
come in. These were listed scored by the attacker result
earlier in the basics, but it’s in Vitality loss.
8 also useful to list them again Example: Ox (2 re-
as they will be used in the rolls from powers) has just
coming text explanations of struck Wildman, and now it’s
combat. time to roll for damage. Ox has
The seven primary dice pools are: Defense dice pool, and if the attacker a DMG dice pool of 6D[2], plus one die
Physical Attack (PA) - Agility + scores more goals than the defender, from his net goals from the attack roll,
Combat Prowess he has hit. For every 2 goals the for a total of 7D[2].Wildman has a PR of
Mental Attack (MA) - Mind + attacker beats the defender’s total by, 6D (Strength 5 + Armor 1). Ox’s player
Mental Acuity he may add +1D to his damage goal rolls and gets 1, 2, 3, 3, 4, 6, and 6 for five
Damage (DMG) - Strength + Melee roll.Any odd goals are lost—this is the goals (with the two 6’s garnering two
Attack, or Power dice one exception to the rounding rules. goals each). He quickly decides to re-roll
Physical Defense (PD) - Agility + If the defender ties or scores more two of his four failed dice and gets 4 and
Force-Field goals than the attacker, she has fought 6 for three more goals! This brings his
Physical Resistance (PR) - Strength him off or dodged the attack. An total up to 8 goals! Wildman rolls his
+ Armor attacker in close combat spends 3 AP resistance and gets 1, 1, 2, 3, 4, and 6 for
Mental Defense (MD) - Mind + and makes one attack goal roll per three goals. Ox wins with a difference of
Mind Shield round.Additional AP may be spent at 5 goals, which become 5 Vitality loss
Mental Resistance (MR) - Resolve + the time of the attack to combine inflicted on Wildman.
Iron Will special maneuvers into the model’s Example: Grannok-5 (DMG 9D[1])
attack. strikes his foe in close combat and wins
CLOSE COMBAT Example: Ox and Wildman are by 5 goals! His base DAM is 9D[1], but
Close Combat in S2 requires brawling somewhere near pier nine. It’s his 5 net goals on his punch make his
combatants to be in base contact.This Ox’s turn and he has just charged into new damage goal roll 11D[1]. Grannok-
is usually accomplished by one model close combat with Wildman. Ox rolls his 5’s player rolls 11 dice and may re-roll
charging another, but a model that is PA of 6D plus two extra dice for the one die on his throw, ensuring him a solid
close enough may instead simply charge, for a total of eight dice.Wildman result versus his foe’s PR goal roll.
BREAKING FROM higher than +3 dice from multiple
CLOSE COMBAT friends in close combat.
Unless a power or other special Example:The Ego-Bot and Coil battle
circumstance dictates otherwise, Hyboriape in close combat, and because
models leaving a close combat with an they only outnumber him 2 to 1, they do
active foe in base contact suffer a free not receive any numbers bonus. If their
attack. Models possessing melee ally, Fastlane, rushes in on a subsequent
attack powers with extra reach count round, they would all receive +1D to
as being in close combat with any attack and defense against the
model they could reach with their unfortunately outnumbered Hyboriape.
attack. However, models possessing
extra reach may leave close combats AID IN CLOSE COMBAT
with foes they are not in base contact When a friendly model rushes in to
with without suffering a free attack. In help a teammate assailed by multiple
a case where both opposing models foes, it engages one of the enemy
possess extra reach and they are not models, and a separate close combat
in base contact with each, either or ensues. Keeping them in base contact,
both may leave the combat without move the two models 1” away from
suffering a free strike from the other. the original close combat. This is not
As along as base contact with an considered breaking from close
enemy foe is not broken, or in the combat and no free attacks occur.
case of extra reach, a model does not Example: Wildman is battling Ape-
move out of the enemy model’s reach, Austen and The Siberian. Not liking those 9
a model may change its position, odds, Wildman’s comrade, Giantess,
shifting along a foe’s base to allow charges Ape-Austen. Ape-Austen and
friendly models room to move in and Giantess break off into their own, separate
assist, or for any other reason. close combat 1” away, whileWildman and
Models who outnumber a foe in the Siberian continue to battle.
close combat may leave that combat
without suffering the normal free KNOCKED-DOWN
attack. (PRONE) MODELS
Example: Hyboriape battles Grannok- Models that are knocked down, or
5 in close combat. Grannok-5’s player de- prone, are more vulnerable to attack,
cides to move his model out of base and models in close combat against
contact with Hyboriape, leaving the close them receive a +1 die bonus on the
combat. By rule Hyboriape may make a attack goal roll.
free attack against Grannok-5. If Hybori-
ape’s teammate, Elasti-Ape (Stretch-At- INTERRUPTED CHARGES
tack of 6”), was standing 5” away, he A charging model that was knocked down) it may select another
could also get a free attack on Grannok- interrupted by an attack may continue viable target to charge, or just charge
5. its charge provided it was not knocked to cover extra ground. It may not
Multiple Foes in Close Combat down as a result of knockback (see undertake any other non-charge
Models ganging-up on a single below) or some other effect.As long as actions.
defender gain bonus attack and the model is not knocked back beyond Charging models interrupted and
defense dice. For every two models its ability to reach its original target, it attacked in close combat may elect to
they outnumber their foe by, they gain may still complete its charge. If it is finish their charge as stated above, or
+1D to their PA and PD goal rolls in knocked back beyond its ability to if locked in combat with their
combat. Models never enjoy a bonus reach its original target (but still not interceptor, may instead resolve the
charge attack against the intercepting SEEING TARGETS ranges between models.When making
model. Models that decide to A model must be able to see a ranged attacks, it is up to a player’s
continue on and leave their target to hit it with a ranged attack. If judgment whether or not his model’s
interceptors behind do not suffer an the attacking model cannot see at attack is at an optimal range to its
automatic strike as their departure is least some part of its intended target, target.The attack is first declared, and
treated as simultaneous with the it may not fire. Friendly models do not then range is measured.
original intercepting attack. block line of site or provide cover, but
Example: The Goradiator (with 18” enemy models do. COVER
worth of available movement) charges a There are two types of cover in S2,
foe 10” away. Before he completes his ATTACK RANGES hard and soft. Hard cover is any
charge he is interrupted by Ox with a When a player measures the range substance with stopping power like a
held action. Ox counter-charges the for an attack with his model, the range wall, car, or other structure. Soft
Goradiator, hits him, and knocks him will fall into one of the range bands cover is a less durable form of cover
back 4”. The Goradiator keeps his feet, listed below. that still might spoil an attacker’s aim
passing his knockdown test. Checking the or deflect a shot. Examples of soft
range, he is still within 18” of his original Range Bands (RB) cover include hedges, clotheslines, or
foe and continues on after him. Up to 3”: hostages.
Point Blank (+1D Defense) Models in hard cover receive +2D
RANGED COMBAT Up to 15”: to their defense rolls.
Ranged combat in S2 occurs when Short Range (No Modifier) Models in soft cover receive +1D
a model attacks another model from Up to 30”: to their defense rolls.
a distance using a ranged attack Medium Range (+2D Defense) As models in S2 are thought to be
10 power or a thrown object. In most Up to 45”: in constant motion, a model need only
cases, a model will use either its PA or Long Range (+4D Defense) be partially obscured by the cover to
MA dice pools as the basis for the Up to 60”: receive its full benefits. If even just a
ranged attack. The defender will Extreme Range (+6D Defense) leg or arm is obscured, the model is in
oppose the attacker with either its Over 60”: cover!
PD or MD dice pools. Out of Range...
If the attacker rolls more goals than FIRING INTO CLOSE COMBAT
the defender, the shot results in a hit. Attacking models whose targets are Models can fire ranged attacks into
For every 2 goals the attacker beats using the Growth or Shrinking power close combat, but their targets gain
the defender’s total by, he may add modify the range bands in the +2D to defense. If the firing model
+1D to his damage goal roll. following manner: misses, there is a chance that the
Example: Doc Shock fires an electro- • Growth (subtracts 1 range band other models in the close combat
burst at Wildman. He rolls his PA dice per Growth level, minimum short could be hit by the attack.Assign each
pool and gets 6 goals for the attack, and range) additional model in the close combat
Wildman rolls his PD dice pool and gets • Shrinking (adds 1 range band per a number between one and six, then
3 goals for defense. Doc Shock has hit, Shrinking level, except when at point roll a D6. If a model’s number is rolled,
and his 3 net goals result in +1D on the blank range) it must make a successful defensive
opposed damage goal roll. Shocking. Example: Lamprey attacks Dr. Atlas goal roll against the original attack
Damage rolls in ranged combat are from 44” away. Dr. Atlas would normally total or be hit by the errant attack. If
opposed actions where the attacking enjoy +4D to defense goal rolls, but he is hit, calculate the damage of the attack
model rolls a number of dice equal to currently using 2 levels of Growth, so he normally. In cases where a player’s
the DMG dice pool, with any net goals gains only a +2D bonus. model accidentally strikes a friendly
from the opposed attack goal roll teammate, his opponent should roll
adding additional damage dice on a 2 PRE-MEASURING for the damage using the attacking
to 1 basis.The defender resists using The fast-paced action of an S2 game model’s normal Damage pool, plus any
either his PR or MR dice pools. allows no time for pre-measuring extra dice from net goals.
Example: Ember fires into a melee the battlefield instead (i.e.,Area of Effect Damage for Henchmen groups is
between Wildman (her teammate), attacks or Throwing/Leaping to a discussed in Chapter III: Henchmen. A
Siberian, and Elasti-Ape. She’s trying to location rather than at a target model). model always begins every One Shot
hit Elasti-Ape, but she misses the wily To target a spot on the battlefield, battle at its peak Vitality (Strength +
simian! Ember’s player rolls a D6, models make a Difficult-2 Agility (plus Resolve). Models involved in a Series
assigning Siberian a 1 and Wildman a 2. any bonus targeting dice) goal roll, can have injuries carry over from battle
She rolls a 2 and unluckily has a chance with each range band past Short to battle. For more information on the
to hit her teammate with her blast! Range adding +1 to the difficulty of nature of Series battles see the
Wildman must roll to avoid the attack hitting the spot. If the roll fails to hit Appendix. Vitality is lost whenever a
against Ember’s original total. If he fails, the spot directly, the shot deviates. model is hit and then loses the
he’s struck and must roll to resist The effect, object, or leaper’s actual opposed damage contest.The number
damage. In this case, Ember’s player landing spot careens off 2D6” (roll of points lost in a single attack equal the
hands her damage pool dice to his two six-sided dice and add the difference between the attacker’s
opponent, allowing him to roll the results) in a random direction damage goal total and the defender’s
damage against Wildman, the latest determined by the roll of 1 D6 on the resistance goal total.
victim of friendly fire! scatter diagram shown below: Example: Ox has just struck Wildman
with one of his patented haymakers and
ELUSIVE TARGET RULE 1 rolled 6 goals on damage.Wildman rolls
Models that keep moving from turn 3 goals on his resistance, and thus takes
to turn present a tougher target for 3 points of Vitality loss.
ranged attacks. Models that moved 6 2 Vitality is marked off moving from
10” or more during their last turn, or left to right on the track.
used the Hyper Movement or Burrow 11
powers receive +1D to defense goal
5 3 KO CHECKS

4
rolls. This includes models that The last box in theVitality track has
charged into close combat, and is the letters KO printed in it. KO is
cumulative with the normal bonus for short for Knockout, and when a
a model being fired upon in close RANGED ATTACKS IN CLOSE model has its last Vitality box marked
combat. Players may wish to use some COMBAT off, it must make a Difficult-4 Resolve
marker such as a cotton ball (to model A model in close combat who attribute check to remain standing. If
a “dust cloud”) to denote models possesses a Ranged Attack power may the model fails this check it is placed
moving the requisite 10+ inches. use this power against an opponent in face down on the table where it last
close combat with them with no stood. Unless it possesses the
STACKING MODIFIERS penalty. This attack still costs the Regeneration power, or a comrade
Modifiers for ranged combat stack. normal 3 AP, but as noted on the can use the Healing power on it, the
For instance, if Lamprey unleashes an chart above, the target gains +1D to model is effectively out of the battle.
electro-burst at a target standing in his defense for being at point blank If the model makes its KO check, it
soft cover while battling one of her range. Models in close combat may can remain standing and fight as
allies, her target would have a +3D not fire out of close combat at other normal. However, if it sustains any
bonus to its defense roll for the shot targets. They must first leave close further Vitality loss, it is KO’ed with
(+1D from the soft cover and +2D combat to make their ranged attack no further Resolve checks.The model
for firing into close combat). against a different foe. is placed face down to await its fate.

TARGETING A SPOT TRACKING DAMAGE INITIATIVE FOR


ON THE BATTLEFIELD IN SUPERSYSTEM KO’ED MODELS
Most of the time models target Every character model in the S2 has a KO‘ed models are activated as
other models, but it sometimes Vitality rating tracked along the bottom normal during the course of the
becomes necessary to target a spot on of the SuperSheet (See Appendix). round. Once they activate the affects
of any powers or special conditions bolt that fries him for 4 Vitality points.As the battle. If a team has lost two
(like Regeneration) take effect. a model operating at 0 Vitality, any character models, or 50% of its force
amount of damage will KOWildman with in points, whichever comes first, its
COUP DE GRACE no further KO checks. He drops to the player may elect to Live to Fight
KO’ed models are at the mercy of ground a babbling ruin of a hero. But, Another Day and flee the field at the
their enemies. An enemy model in Wildman possesses the Regeneration beginning of a round, before Initiative
base contact with a KO’ed foe can power, allowing him to Vitality points on has been determined. At this point,
elect to spend 2 AP and deliver a his next turn. Even though he suffered 4 the game simply ends, and the heroes
Coup de Grace blow that removes more damage while at 0 Vitality, he will or villains make a convenient escape.
the model from the table. No roll is Regenerate as if he started at zero However, this ensures the opposing
necessary as the KO’ed model is (unless Mistress Nightmare or another player total victory, and any scenario
utterly defenseless; only the 2 AP enemy model can get to him before hand special conditions count in his favor.
need be spent to deliver the killing and deliver a Coup de Grace). See Chapter V: Series in SuperSystem
blow.A model who is in base contact for more details on scenarios and
with both a KO’ed and a fully LIVE TO FIGHT victory conditions.
functioning enemy model cannot ANOTHER DAY...
spend 2 AP to deliver a Coup de Sometimes when comrades are KNOCKBACK
Grace as it must fully concentrate on falling all around you the best thing When a target is struck for aVitality
battling the more dangerous foe. you can do is cut your losses and quit loss from a physical attack (not

‘CUFF ‘EM
Heroic models unwilling to
12 compromise their ideals by using
excessive force can choose a gentler
option when disposing of KO’ed
enemies. ‘Cuff ‘Em works just like a
Coup de Grace, but treats killed rolls
on the Coup de Grace table as the
next higher result.

HEALING
The only ways a KO’ed model can
rejoin the battle are through Healing
or Regeneration (see the Powers
section below). Models in S2 do not
normally recoverVitality points in the
midst of a battle, but certain
superpowers can allow for Vitality
recovery. No matter how much
Vitality loss a KO’ed model has
sustained, it is always healed as if it
were starting at 0Vitality; any overrun
is ignored because a model cannot be
dropped to negative Vitality.
Example:Wildman is at 0 Vitality, but
has made his KO check and has kept
fighting. Unfortunately for him, Mistress
Nightmare hits him with a nasty mental
mental) there is the possibility the SUPER-STRENGTH AND extra goals carry over to damage as
target will be knocked back (KB). Roll EXTRA KNOCKBACK additional dice.A model may use Aim
1 KB die for each vitality inflicted; the Models possessing Super-Strength twice on its turn for a cumulative
target is knocked back 1” per goal inflict greater KB than normal models. removal of 2D.
rolled. If the original damage roll Each level of a model’s Super-Strength
benefited from a Super-Attribute or adds +2D to the model’s total KB CONCENTRATED FIRE
Super-Damage effect (granting re- dice. For example, a model possessing AP Cost: +2
rolls), then the KB dice also benefit. Super-Strength x 2 would add +4D to Effects: Henchmen groups
Targets not KO’d by KB attacks may its knockback dice total. possessing Ranged Attacks can
make a Difficult-3 Agility goal roll to concentrate their fire on a single
stay on their feet, otherwise, they are COMBAT MANEUVERS target for more effective results.
knocked down. There is no extra Combat maneuvers provide Concentrated Fire adds +1D to the
damage inflicted by KB, even if the models with additional options in Henchmen Group’s Agility goal roll
target hits something solid. The battle. Maneuvers also add a for every two members beyond the
damage inflicted from the original heightened level of complexity to first one in the group. This bonus
attack and KB is summed up in the play, and they are not recommended cannot exceed +3D.
original attack damage. Models for a player‘s first few games of Example: Five Lemurian Shark
knocked from great heights do take SuperSystem. Players should first get Troopers with Aqua Blasters decide to
additional damage for falling unless used to the basic conventions of Concentrate fire on the Blur.The attack
they possess an appropriate power movement and combat before would cost 5 AP and give them a +2D
(i.e., Flight,Telekinesis). employing them. Once everyone is bonus to their Agility goal roll for the shot.
A model cannot deliver knockback used to how the game runs, adding
to a model or object it cannot lift, or in these maneuvers will greatly DEFENSIVE 13
affect with an equivalent level of enhance play and allow for true, no- AP Cost: 3
super-damage. Use the Size holds barred super action! Effects: Models who do not wish to
Benchmark Table (see Maneuvers Some combat maneuvers have attack this turn may forgo this
below) to determine if a model can special prerequisites involved in their opportunity and instead focus on
move its target. use, while others must be used at a being Defensive. Defensive models
Knocked back models travel in a path specific time during the model’s turn. add +1D to all defense rolls until their
directly opposite the facing of the Combat maneuvers have either a next turn.
model that struck them, and will blast base AP cost represented by a simple Alternately, they can add +2D to
through any normal solid objects they number like “3”, or an adder cost, like any defense rolls against attacks from
encounter, but will travel 1” less for “+3”, meaning that they add to the AP one other character model or
each object passed through. Knocked cost of an existing action. This most henchmen group until their next turn.
back models that travel off of a board commonly occurs when a maneuver The target model must be in line of
edge are placed at the edge of the adds to the AP cost of a basic 3 AP sight when the maneuver is declared.
board they exited, and begin their next attack.
turn at 1/2 theirAP,and may not charge. DIVE FOR COVER
Flying models are easier to KB, and AIM AP Cost: 0
suffer +2 dice of KB, but automatically AP Cost: +3 Effects: As a free zero AP reaction
pass the knockdown check. Effects: Remove one bonus die from models may choose to Dive for
The Precision Attack maneuver the target due to range, or from the Cover and go Prone. Prone models
does not cause KB. Models possessing Elusive target effect. Note that aiming receive +2D to their Physical Defense
the Density Increase or Growth costs the same as a Flurry, but they roll to defend from normal Ranged
powers, or the Massive power reduce accomplish just the opposite effect by Attacks.Against Area of Effect ranged
KB by -1” per active level. Models channeling the attack’s energy into a attacks, they instead gain +2D to their
possessing the Shrinking power single, precise shot. They can only Physical Resistance roll. The decision
increase KB by +1” per active level. strike once, but like a normal attack to Dive for Cover must be made
before any dice are rolled in the targets, defenders receive +1D to to strike them). If a resisting model is
attack sequence. defense and damage resistance goal grabbed, a damage goal roll may be
rolls. made as normal (if the grabbing
FLURRY Example: If Wildman uses Flurry model decides it wants to squeeze its
AP Cost: +3 against 3 foes in base contact, each captured foe). Melee Attack dice are
Effects: Models may spend an opposing model each enemy would enjoy not added to this roll.
additional 3AP (for a total of 6AP +1D to defense and damage resistance Because of the difficulty of getting a
spent) and make a flurry of attacks goal rolls. solid hold on a resisting foe, targets
with their single attack goal roll. All • When flurrying against a single target, receive +2D to their Agility goal rolls
targets of a Flurry make a single the attacker receives 1 + Super-Agility to avoid being grabbed. Once grabbed,
defense roll against the attacker’s one level dice to his attack goal roll and the models may simply apply their
attack goal roll. Mental Attacks may defender receives +2D to his damage Strength damage to the model or
not Flurry. Flurry details include: resistance goal roll. object automatically as a normal 3 AP
• Only models possessing Mind and Example:Wildman (Super-Agility x 2) attack (no attack roll needed while
Agility of 2 or higher may use Flurry. attacks a lone foe with a Flurry. He squeezing grabbed models, but
• Models may flurry against a single receives +3D to his attack goal roll, but normal damage resistance rolls apply),
target or a number of targets equal to his target gets +2D to his damage but after every such attempt resisting
2 + Super-Agility level. For example, resistance roll should he hit. targets receive a free escape attempt
Wildman possesses Super-Agility x 2, • Flurrying represents a less accurate (see below).
and when he uses Flurry he may attack, so extra goals from the attack By spending 5 AP, or after each
attack up to 4 legal targets. roll are not carried to the damage squeeze attack, models that are still
• Models may spend additional AP to goal roll. able to resist can try to escape the
14 move between targets when flurrying Example:Wildman scores 8 goals with hold, but cannot move, perform close
(free attacks for breaking from close a Flurry attack. His target scores only 2 combat, or ranged attacks while held.
combat apply as normal). If a model goals on his defense roll, butWildman still This is an opposed Strength check,
suffers a free attack that results in rolls only his base damage because but both models receive +1D for
knockback that would take it beyond Flurries allow no extra dice. each active level of Growth, and
the reach of the second target of the • Flurry attacks may not be used in escaping models get +1D for each
flurry, then the second target suffers conjunction with Area Effect attacks. level of Escape Artist and active
no attack. • Henchmen groups may use the Shrinking levels. If the escaping model
Example: Wildman possesses 10 AP. Flurry maneuver at no additional cost. *beats* its captor’s goal total, it
He finds himself in base contact with the Example: A group of Shark Troopers escapes and is placed adjacent to its
Siberian, while the big Russian’s ally, Red wishes to use a Flurry attack against a foe. opponent.
Bolt, stands 3” away.Wildman decides to They would pay 3 AP for the attack instead Grabbed models that are
use the Flurry maneuver. He spends 6 of the normal 6 AP a character model significantly larger than their attacker
AP and attacks the Siberian, then uses would have to spend for the flurry attack. (3+ size categories larger) do not
3AP to move into contact with Red-Bolt have to try to escape on their action
and attack him. His original attack roll GRAB as they aren’t restricted in their ability
still applies, but his player moves the AP Cost: 2 or 4 to act. A grabbed model of this size
Wildman model 3” over into contact with Effects: Models can use this may act as normal, despite its
Red-Bolt, and the attack is resolved maneuver to pick up objects or other unwanted passenger, including moving,
against him. Meanwhile, the Siberian gets models that they wish to throw or charging, attacking and performing
his free attack against Wildman for squeeze for damage later. It costs 2 AP other actions.The smaller model still
leaving close combat. If the Siberian hit to pick up an unresisting object, gets to apply damage as per the rules
Wildman and knocked him back 5” or unconscious model, or friendly/willing presented above until the larger
more, he would be unable to reach Red- model, but costs 4 AP to pick up a model successfully swats it off (either
Bolt and complete the flurry. resisting model (it takes more effort with free attempts or as a full turn
• When flurrying against multiple to grab opposing models than it does action).
Models possessing the Damaging each model’s turn, as well as on each After resolving the damage for the
Aura power (whether they are the Squeeze attempt (see above). Grab, the Ox takes damage from Pyros’
attacker or the defender) deal DA Example: The Ox acts before Pyros DA. The next round, Ox spends 3 AP
damage when the successful Grab is (DA 6D[1]) during a combat round, and squeezes Pyros again, resolving the
first made, and at the beginning of and has just successfully Grabbed him. damage, but then must resist the
damage from Pyros’ DA (and Pyros
receives his free escape attempt from
the Squeeze).When Pyros’ turn begins,
he rolls his DA against Ox. He may then
attempt to escape the Grab or perform
any other actions he is capable of
doing.

HAYMAKER
AP Cost: +3
Effects: Models with Super-Strength
level 1 or greater may elect to throw
a Haymaker punch at their
opponents. This adds +3D to the
model’s Damage pool for the attack’s
damage.

POWER SURGE 15
AP Cost: 2
Effects: A model may use this
maneuver to call upon a power
special effect it did not purchase.After
spending 2 AP, the model subtracts
ALL of it remaining Vitality points
(minimum 25% must still be remaining
for this to work), and gains a Special
Effect for a power it possesses.

POWERDIVE
AP Cost: counts as a charge
Effects: Only models possessing the
Flight power may use this and they
may only use it upon non-
flying/landed models. Powerdive
represents an aerial slam which
serves as an improved charge adding
+2D to the Agility attribute and +2
dice to Strength for the attack roll
and damage rolls. Unless a model
also possesses the Instant Stand
power, it ends its turn grounded and
prone after completing its
powerdive attack.
PRECISION ATTACK STRAIN Super-Club Breakage
AP Cost: +1 AP AP Cost: +3 When powerful supers wield
Effects: Models in Combat may make Effects: The model puts extra effort massive objects like clubs, those
a precise attack at +1D to their Agility. or energy into its attack, resulting in makeshift weapons often break,
Precision attacks do not cause +2D damage if the attack hits. shatter, or degrade as a result. This
knockback. Defenders get +1D to the defense rule makes a super-club usable only a
goal roll versus this attack. few times before it breaks. Object to-
QUICK ATTACK hit and damage bonuses come in
AP Cost: 2 SUPER-CLUB three levels, from +1 to +3. When a
Effects: Models in Close Combat AP Cost: 3 model wielding a super-club hits and
with only two AP remaining at the end Effects: Models wishing to strike damages a foe using the club, the
of their turn can elect to make a foes with large, heavy objects should amount of goals rolled on damage by
Quick Attack. Quick Attacks give their use the Size Benchmark Chart (see the attacking model must also be
opponents +1D for their defense Sidebar) to determine whether they resisted by the club itself!
rolls. This counts as the model’s one are capable of lifting it. Super-Clubs Players should add the club’s normal
allowed attack per turn. provide super-strong characters to-hit and damage bonus together, and
with a better means of striking use that number of dice as the club’s
ROLL WITH THE BLOW otherwise elusive foes.To use a club, resistance to the terrific force of the
AP Cost: 0 a model must first be adjacent to the blow it has just delivered.The number
Effects: This is a special kind of held object, and then spend 2 AP to pick of damage goals scored on the blow is
action. Models with a held action may it up, uproot it, tear it free of its used as the difficulty for this goal roll. If
spend it to automatically add dice moorings, etc. Once held, the object the club sustains damage from this
16 equal to their Super-Agility level to can be wielded as a club at will. equal to its base rating it is rendered
their Physical Resistance dice pool Because of their awkwardness, useless as a weapon, and must be
when resisting physical damage. models may not charge with discarded. It is placed in any area
However, when doing so their makeshift clubs of Class B or larger adjacent to the model who wielded it,
opponent adds the same number of size. Models wielding such clubs and may not be used again for the
dice to their knockback dice pool. should be marked with an remainder of the battle.
Models using this maneuver versus appropriate counter or piece of Clubs that sustain less damage than
Precision Attacks still suffer 3D of modeled terrain to indicate their their rating remain usable, but should
knockback. makeshift weapon. be marked with their current damage
The maneuver itself costs no AP, but Super-Clubs grant a bonus to both total.
the user must spend the normal 2 AP attack and damage goal rolls. The Example: Kragg attacks Tekton with a
to have a held action ready to use it. bonus is based on the size of the Large telephone pole (+3D
object: +1D for Small, +2D for attack/damage). He hits and his player
SOLILOQUY ATTACK Medium, and +3D for Large or bigger rolls 9 goals on damage. Now Kragg’s
AP Cost: +2 AP Objects. player rolls 6D for the telephone pole (its
Effects: Once per game a model may If a model only barely qualifies to lift rating doubled) and scores only 3 goals.
make a Soliloquy Attack at +2D that the object and use it as a club, any The pole suffers 6 points of damage (9-
must be preceded by its player club attacks with it are considered 3) and is rendered unusable.
delivering a long, haranguing “slow” and cost +1 AP. If a model Example: Polymer smacks Quickclaw
monologue about how he or she will possesses more strength than what is with a Smart Car (Medium Object +2
crush/defeat/overcome his or her foe required, club attacks with the object attack/damage). He rolls 3 goals of
because his cause is righteous/evil/ are made at the normal Close damage on the hapless mutate, and then
destined etc. This Soliloquy must be Combat AP cost. his player rolls 4D for the car and scores
role-played to the hilt. This may be Super-Clubs cannot be used in 2 goals.The car has sustained 1 damage,
done as either a ranged or close conjunction with the Melee Attack but remains usable. Polymer’s player
combat attack. power. marks it with a die to indicate that it can
SIZE BENCHMARK TABLE
Object Size Strength Examples
Small 1-2D Grocery Cart, Cash Register,@80 lbs.
Medium 3-4D Cement Bag, Standard model, @400lbs.
Large 5D+ Motorcycle, Massive x 1 model,@1 Ton
Class A S-Strength x 1 Truck, Massive x 2+ model, Dumpster, @5 Tons, Density Increased Model
Class B S-Strength x 2 Small Tank, Large Truck, @25 Tons
Class C S-Strength x 3 Locomotive, Large Tank @100 Tons
Class D S-Strength x 4 Small Ship, Empty Train @500 Tons
Class E S-Strength x 5 Loaded train, large building, @1 kiloton
Object Size: Descriptor of the size of the object
Strength: Minimum Strength required to lift or wield the object (S-Strength refers to Super-Strength)
Examples: Real-world examples of objects

take only one more point before it is applicable powers, while the target six-sided dice and add the results) in a
rendered unusable. attempts to evade in the normal random direction determined by the
fashion. It’s easier to strike and roll of 1 D6 on the scatter diagram
THROW OBJECT damage a foe with a larger object.The shown below:
AP Cost: 4 attacker’s bonus to attack and damage
Effects: Models may choose to throw dice pools is based on the size of the 1
something as a 4 AP maneuver. A object. It is +1D for Small, +2D for
17
model may only throw an item that it Medium, and +3D for Large or bigger
has already grabbed (see the Grab Objects. 6 2
maneuver described above).The Size A model may throw other models
Benchmark Chart in the sidebar on using this maneuver. Friendly models
this page describes the amount of must be adjacent to the throwing
5 3
strength needed to lift/wield an object model and it must first spend 2 AP to
as a club. If a model barely qualifies to grab them.Thrown models will suffer 4
lift/wield it, it can only throw the 6D of damage at the end of the throw
object 1d6-1”, but if its Strength level if they do not make a Difficult-4 Agility It is up to players to set ground
is above that which is needed, it can goal roll. This damage is resisted rules on the nature of thrown objects.
make a Strength roll to throw the normally, and rolled by the opposing If playing on a board with a lot of well-
object either Long or High with the player. Models possessing a power modeled terrain features, it’s easy to
maximum distance based on the that would negate this condition (i.e., determine whether a Super-Strong
number of goals achieved. Flight, Parachute, Telekinesis) do not hero or villain has the ammunition at
If the model chooses Long, the have to make this test, and take no hand to throw at his foes. In a
target travels a maximum distance of damage. Friendly models thrown into situation where appropriate terrain
5” long and 3” high per goal rolled. If enemies count as Charging, and if they features are not available, clearly
the model chooses High, the target have a Held action may make an marked paper or card counters will
travels a maximum distance of 3” long attack at +2D. do the trick. The players can place
and 5” high per goal rolled. If the Enemy models may be thrown using these before the battle begins in
distance rolled matches or exceeds this maneuver, but they must first be mutually agreed upon locations.
the distance to the target, the object successfully grabbed by their The same breakage rules that apply
arrives at the target destination, and opponent. to super-clubs also apply to thrown
the throwing model makes an attack Thrown objects that miss their objects.
goal roll using its Agility plus any other mark go careening off 2 D6” (roll two
BUILDING A CHARACTER character built with +15 BP will be BP/10 or 7D whichever is higher. A
Building a character in SuperSystem about twice as powerful as other model may possess combinations of
involves spending Build Points on characters. For example, a 100 pt. powers and attributes that add up to
Attributes and Powers.There are four character would be a good match more dice than its cap allows, but only
basic steps to building a character: against two 85 pt. characters. This is the maximum allowable dice are used
1. Determine Total Build points only a rough guideline, but it can help in play.
2. Assign Attribute values players when mixing characters of Example: Manticore is an 85 pt.
3. Determine Powers, Power Mods, varying power levels in their games. character. Manticore’s player, Lou, wishes
and Character Mods (Boons and The game plays best when all to purchase a Ranged Attack power for
Banes) members of the team begin at the him. By rule he may purchase no more
4. Determine Affiliation (Team Name same point level (the default is 85 than 9 dice in this power (85/10=8.5,
or Free Agent) pts). Players can agree to vary the rounded up to 9).
costs of individual models, i.e., Example: Dave is creating a 100 pt.
18 GUIDELINE having one 100 pt powerhouse on powerhouse called Ox. Dave has already
Individual models and henchmen each five-model team, and splitting purchased Strength 7 for Ox, but also
groups are usually built at 85 pts. the remaining points among the wants to add some dice in the Melee
Advice for running Series and One- group’s other four members. Attack power to represent Ox’s massive,
Shot games will be provided in a later Henchmen groups are especially pummeling fists. Following the rules of the
section, but the total number of Build appropriate for villainous teams, and Dice Pool Cap, Dave may purchase up to
Points available to players for team special rules for building henchmen 3 dice in the Melee Attack power for the
creation is of some importance and is are discussed in Chapter III: Ox.
addressed in the chart below: Henchmen. Official Four-Color Example: Scott wants to build a 100
Earth Super teams pt. misty villainess called the Wisp.
Small Battle: 3 models per side (265 pts. each) can be found in a Because of her mist-like powers, she will
Medium Battle: 5 models per side (425 pts. each) free PDF down- be tough to hit. To represent this, Scott
Large Battle: 8+ models per side (680+ pts. each) load. Check the only buys the Wisp Agility 3, but then
Appendix for purchases 7 dice in the Force-Field power
Internet links to for her, taking her right up to the 10 dice
MIXED POWER LEVEL these documents. maximum Dice Pool Cap.
TEAMS AND GAMES Example: Heavy-D is an 85 pt
The best and most competitive Dice Pool Caps character who possesses a combination
SuperSystem games are those where A dice pool is a total number of of Strength, Melee Attack, and Density
characters are all of the same power dice in a power, or a number of total Increase that totals 10 dice. In play,
level, i.e, built using the same number dice adding an attribute and a power. Heavy-D may never have more than 9
of build points. If players want to mix Dice Pool Caps limit the capabilities dice in his base Damage Resistance pool,
characters of varying power levels, of characters based on the total so the 10th die is lost.
they should consider the “Rule of 15”. number of points spent on the Example: Super-Charger’s sidekick, Kid
This is a somewhat elastic character. Models may never have Dynamo, is built with 60 pts. Kid Dynamo
SuperSystem maxim that suggests a more base dice in a pool than their possesses Agility 6 and may only buy one
level of Combat Prowess to take him right attribute or power with the “Super” bought Strength 3 for Ladyblade
up to his flat dice pool cap of seven dice. power modifier. When any dice pool (requiring no Super support). Now
He may also buy up to 7D in other reaches 6+ dice, it has exceeded the looking at her powers, she then buys
powers like Ranged Attack. upper limits of human potential, and 6D in the Melee Attack power. This
Powers marked with an asterisk (*) must be supported by some level of results in a Damage pool of 9D, and
count, or stack, toward the dice pool Super. The chart below shows the requires 2 levels of Super to support it.
cap limit. level of Super needed to support high JoAnn decides she doesn’t want
dice pool totals: Ladyblade to have Super-Strength, so
SITUATIONAL DICE she buys 2 levels of Super-Damage for
Situational dice are added to a 6D: requires Super 1+ the Melee Attack. The total cost of
model’s dice pool based on 9D: requires Super 2+ JoAnn’s Melee Attack power is 18 pts.
circumstances. Numerical advantage 12D: requires Super 3+ Her 3D Strength attribute cost her 9
in close combat, special maneuvers 15D: requires Super 4+ pts., so the total cost of the 9D[2]
like Aiming, and the lingering effects of 18D: requires Super 5+ damage pool worked out to 27 points.
certain Powers are all examples of Example: Mr. Brain possesses a
Situational dice.These situational dice The required super-levels must powerful mind of 7D. His player must
do not count against the Dice Pool come from a related Super-Attribute buy one level of Super-Mind to support
Cap. or Power. Levels in super-attributes this high dice total, so he spends an
can count as super support for additional 6 points to do so. If he wanted
CARRIED DICE multiple, related dice pools. For to have a 9D Mental Attack pool he
As explained later in the Combat example, a character with Super- could buy 2D in the Mental Acuity power,
section, every 2 goals an attacker Strength at level 1 could have two but he would also need to buy the Super
beats a defender by in combat add 1 dice in Melee Attack (making an 8D special effect for Mental Acuity, or a 19
additional die to the attacking model’s Damage pool) and two dice in Armor second level of Super-Mind.
damage dice pool. These “carried (making an 8D Physical Resistance Players may always elect to
dice” count as part of the model’s pool). Both pools comply with the purchase a higher than necessary level
dice pool for that throw only, and they rules for Super support because of of a super-attribute or other power.
do not count against the limit on dice the character’s one level of Super-
pools. Strength. ATTRIBUTE SCALE
Example: Scott is building a super- It is helpful to compare attributes
ATTRIBUTES strong alien bounty hunter named to the human norm when judging a
Attributes are purchased by the die, Grannok-5. He wants Grannok-5 to have character’s capabilities, and the
with each die costing a number of 6D in Strength. He has to pay 18 pts. for following table provides an Attribute
build points based on the Attribute’s this, but also must buy one level of Super- scale as a guide.
game utility. Strength for 6 pts. If Scott also wanted
Strength: 3 pts. per die Grannok-5 to have 3D in the Melee #
Agility: 3 pts. per die Attack power, he would need to purchase DICE RATING
Mind: 2 pts. per die an additional level of Super. In this case 1-3 Feeble/Normal/
Resolve: 2 pts. per die he could purchase an additional level of Elite Human
No matter the total points spent, a Super-Strength or one level of Super for 4-5 Heroic
model must purchase at least 1 die in his Melee Attack (a cheaper option). No 6-7 Super Heroic
each attribute. matter what way he goes, Scott must 8-9 Epic
have 2 levels of Super to support his 10+ Cosmic
DICE POOLS AND SUPER model’s 9D pool.
In SuperSystem character Example: JoAnn wants to make a
Attributes or power dice that exceed female super-samurai named POWERS
the human norm must be supported Ladyblade with a mystic sword attack. Superpowers are the backbone of
with an appropriate level of a super- When settling on her Attributes she the SuperSystem. Superpowers, or
Powers, generally do one of three effects can change the way a power POWER DESCRIPTIONS
things: works, making it more versatile at the AND DICE POOLS
• Grant Re-Rolls cost of additional BP’s. Some special The power text that follows often
• Provide special attacks or defenses. effects make a power less versatile or mentions what dice pools the powers
• Add extra dice to attack, defense, or useful, and these will either have a add to, so it bears repeating the dice
resistance rolls. negative build point cost (like -5 BP) pool names here for easy reference
Some Powers also provide some or a negative percentage on the total when building characters.
sort of special game effect like cost of the power (like -50%). The seven dice pools are:
Density Decrease, Healing, or Physical Attack (PA) - Agility +
Enhanced Senses. Every power is POWERS BREAK THE RULES Combat Prowess
written in the following format: Some powers allow models to Mental Attack (MA) - Mind +
break the rules set out in the Mental Acuity
POWER NAME preceding sections. Whenever a Damage (DMG) - Strength + Melee
What the power is called. But power’s effect comes into conflict Attack, or Power dice
what’s in a Name? Powers in with a basic game rule, it is the Physical Defense (PD) - Agility +
SuperSystem are generally effects- power’s effect that takes precedence. Force-Field
based. Players can think of powers like Physical Resistance (PR) - Strength
Force-Field and Armor as just what MAXIMUM LEVELS + Armor
their names suggest, or something A power listed with “max x” in Mental Defense (MD) - Mind +
else entirely, but no matter they parenthesis next to its cost may never Mind Shield
define them thematically, the be raised beyond the indicated Mental Resistance (MR) - Resolve +
mechanics of the powers do not maximum level. Iron Will
20 change.

BP COST
This is cost in Build Points. Some
powers have a flat cost, while others
have a cost per die listed.

AP COST
This is the cost to activate the
power, if any. Powers like Melee
Damage and have no AP cost, being
activated automatically as a
consequence of a character’s normal
attack action. Powers like this have
the term “none” in the AP cost slot.

EFFECTS
What the power does in the game.
This section will provide a detailed
description of how a power works in
play, and may also include some
examples where necessary.

SPECIAL EFFECTS
Additional features that can be
purchased for the power. These
strays within the short range band of
NORMAL HUMANS their teammates, the detection roll
Normal humans can be important parts of SuperSystem games.When drops to Difficult-2.
building normal human characters, players need to take these restrictions Involuntary Change (-2 pts.): One of
into consideration. Normal Humans may not purchase many of the the model’s forms must be designated
powers and abilities available to most models, and they may only have as its primary form; do so with a
one attribute rated at a maximum of 4, with all others rated at 3 or lower. check mark on the SuperSheet of the
They may not purchase anything a normal human couldn’t have and even primary form. When the model
the powers they can purchase are limited due to their low dice pool suffers 2 or more points of Vitality
maximums.Any power in the listings marked with the pound symbol (#) loss from a single source while in
may be taken by a normal human. Powers not marked as such are off primary form it must make a Difficult-
limits to normal humans. 3 Resolve + Iron Will goal roll or
Powers purchased by normal humans may not be bought at super levels change into its Alternate Form at the
(i.e., 6D+) unless they are bought as Gear (see the Power Modifiers beginning of its next turn (this costs
section). 2 AP as normal). Models that change
due to this special effect may attempt
to change back on the following turn
ALTERNATE FORM form. This effect cannot be taken in by making a Difficult-3 Resolve + Iron
BP Cost: 7 pts. concert with Involuntary Change. Will goal roll and spending 2 AP.This
AP Cost: 2 Alter-Ego Only (-50%): Models special effect counts as a Power
Effects: Models possessing Alternate possessing this extra may choose to Modifier.
Form have two separate profiles start the game in a normal human
created prior to the start of play.The guise, their identities and intentions ARMOR*# 21
Attributes and Powers of each form masked. Players choosing to employ BP Cost: 2 pts. per die
may differ as much or as little as the this ability at the beginning of a AP Cost: none
creating player likes, but both of the scenario should replace their Effects: This power adds its dice to
model’s forms must account for the 7 character model with an appropriate the model’s Physical Resistance dice
pt. cost of the Alternate Form power. civilian model.A second profile for the pool for Damage Resistance goal rolls.
Vitality loss suffered in one form is Civilian model should also be handy,
also sustained in the other, and vice as this will represent the model’s BODYGUARD#
versa. Injured models that revert to a more limited capabilities in its human BP Cost: 6 pts.
lesser form may need to make a KO guise. AP Cost: none
check once they complete the change. This alter-ego profile may be built Effects: Models possessing the
Models may change forms while in on up to 50% of the character model’s Bodyguard power can absorb the
close combat with no penalty. cost (these costs must include the effects of ranged or close combat
When a model purchases a power Alter-Ego power). For example,Vamp attacks targeted at a friendly model
which has a limited number of uses is an 85 pt. character possessing Alter- within 3” of their position. Models
per scenario it is only usable by the Ego. Her human guise may be built on possessing Melee Attack with Extra
form or forms that have it, and when up to 43 points. Reach or the Elasticity power can use
used all forms mark off a use for that Alter-Ego models in their human their extended range in place of the
scenario for the base power name. guise are not easily recognized by foes standard 3” (up to a maximum of 6”).
Special Effects as potential hostiles. As long as the A bodyguard can only use this power
Additional Form (+5 pts.): The model Alter-Ego model remains beyond the if a friendly model is successfully
may assume one additional form. A short range band from teammates not struck by an attack that would target
third SuperSheet should be created also using Alter-Ego, enemy models its PR.The ensuing damage roll is then
for the model prior to the start of wishing to attack them must make made against the bodyguard model,
play, and each form should take into Difficult-5 Mind goal rolls to recognize and it resists using its own PR, and any
account the total cost of Alternate them as a threat. If an Alter-Ego model other applicable powers (like Kinetic
Absorption).When a model activates model spends its 2 AP, it may allocate to the Captain’s Strength and another
the Bodyguard power, place it directly its pool dice in any way it sees fit to 4D drain to his Agility.
in the path of the incoming attack (if it the receiving model, except that no Until Mr. Mystic goes again, the
is not already in this position). A single attribute may be affected by Captain’s Strength and Agility are at -2D
model may only use Bodyguard on more than 2 dice per turn. An each, but Mr. Mystic’s drain pool is
one friendly model against one source attribute may be assigned any number entirely depleted to gain this powerful
of attacks per round. Models that use of dice, with dice exceeding the max effect.
Bodyguard to absorb attacks with of 2 taking effect on subsequent turns. The next time Mr. Mystic goes, the
Area of Effects suffer two hits from Active dice remain in effect until the Captain’s drain effects are reduced from
the attack. beginning of the Boosting/Draining 4D to 2D on both his Agility and Strength
Example: Zoya is standing 2” away model’s next turn. A model’s drains (so he’s still at -2D) and Mr.
from her teammate, Red Bolt, when some Boost/Drain pool replenishes at a rate Mystic’s drain pool recharges by 2D. On
unseen foe targets him with a Ranged of 2 dice per turn. Mr. Mystic’s next turn, the Captain will be
Attack. When Red Bolt is struck by the Drain may never reduce Attribute completely recovered and Mystic’s drain
attack, Zoya decides to use her levels below 1.AP and Vitality are not pool will be up to 4D.
Bodyguard power to absorb it. The recalculated due to Boost/Drain. If Mystic had only drained one stat, his
damage from the attack is now rolled Models possessing Melee Attacks with recharge rate would keep up with the
versus Zoya’s PR (her Strength + Armor), Extra Reach or Elasticity powers may recovery rate.
not Red Bolt’s, and any damage that gets use Boost/Drain at their allowable Example: Super Agent Leonard Jones
through goes to Zoya. Had the successful distances. Soulless models are not possesses 4 dice of the Boost power and
attack also possessed the AoE special immune to this power. wishes to use it to augment the abilities
effect, Zoya would have had to absorb Special Effects of his lycanthropic teammate, Quickclaw.
22 two hits, first the one on Red Bolt, and Boost/Drain Only (-1 pt. per die): Moving into base contact with his feral
then the one that would have struck her. Models possessing this special effect teammate, he spends 2 AP and assigns
must choose either Boost or Drain. +1 die to her Strength and +1 die to her
BOOST/DRAIN Limited Boost/Drain (-1 pt. per die): Agility. Until the end of her next turn,
BP Cost: 5 pts. per die This effect may be applied as a limit to Quickclaw will enjoy the benefits of
AP Cost: 2 what attributes a model’s Boost/Drain enhanced Strength and Agility, and Jones
Effects: Models possessing this may effect. When purchased, the will have a depleted Boost pool of 2 dice.
power can enhance or diminish the player must choose either physical Example: The international super-
attributes of a model in base contact. (Strength/Agility) or Mental criminal Serpent possesses a venomous
Dice from this pool may be used to (Mind/Resolve) attribute. Boost/Drain energy field that saps the vigor of foes in
augment or diminish another model’s dice may only be applied to the base contact. Serpent’s player, Ralph, has
Attributes on a one-for-one basis. specified set of attributes. decided to make the reptilian villain a
Models receiving a Boost or Drain Vitality Transfer (+1 pt. per die): This dedicated Drainer, with no access to the
must be in base contact, and it costs effect gives +1 Vitality for each drain Boost aspect of the power, and then
the Booster 2 AP for each model in dice assigned, restoring lostVitality on further limit it to affect only a target’s
base contact it wishes to affect. a one for one basis. Any vitality over Strength or Agility attributes. The total
Models being Drained must first be and above the model’s normal cost for the Drain power is thus 3 pts. per
struck by a close combat attack, and maximum vitality is temporary and die.
once damage has been worked out, fades at the beginning of their next
the Draining model may spend 2 AP turn, but should the model take BURROWING
to activate its power.A close combat damage in the interim, it is first BP Cost: 10 pts.
attack directly followed by a Drain deducted from this excess Vitality. AP Cost: 3
does not cause knockback, but rather Example: Mr. Mystic has an 8D drain Effects: Burrowing models may
the attack sets up a quick clutch or pool that he uses on Captain Fantastic. choose to move underground or
grab that allows the Drain to do its After successfully striking him in close through solid objects (pieces of
work. When the Boosting/Draining combat, he decides to apply a 4D drain terrain) on the battlefield. A player
must indicate at the beginning of its can always detect a burrowing model possesses sufficient power to charge
model’s turn whether it is burrowing with no roll necessary. Burrowing full-tilt up or down vertical surfaces,
or not. Once a model commits to models who surface at the end of and if needs be, can split its charge
burrow it spends 3 AP and makes its their turn count as an elusive target movement over multiple turns.
roll. Burrowing through normal as per the rules in chapter I.
terrain (clear ground) requires a Burrowing models should be marked COMBAT PROWESS*#
standard Strength goal roll. For every with a counter to indicate their BP Cost: 2 pts. per die
goal scored the model moves 3”. unique status. AP Cost: none
Models may spend further AP to Special Effects Effects: This power adds its dice to
continue burrowing, but once they Mole (2 pts per die): Models may add the model’s PA dice pool for attack
decide to surface (to make an attack, dice in Mole to their Strength goal goal rolls. Combat Prowess dice apply
interact with a scenario objective, or rolls when making burrowing checks. to both close combat and ranged
for any other reason), they must end Example: Master-Mole possesses the attacks.
their turn above ground. Burrowing Burrowing power and wishes to pass Special Effects
models may not charge. through 3” of concrete that lies ahead Specialized (+0 pts.): Models with
Models that wish to burrow along his path. He begins his turn above this extra restrict their Combat
through tougher objects like concrete ground, 15” away from the concrete wall. Prowess to only working with a single
walls or steel safe doors must first His player announces to his opponent attack type (the model must have
overcome the object’s difficulty that Master-Mole is burrowing, spends 3 more than one attack type that the
number with a burrowing roll. A AP, and rolls his Strength + Mole dice. He Combat Prowess would normally
model whose normal burrowing roll scores 6 goals, giving 18” of burrowing affect for this option to be chosen).
takes it into contact with such an movement.At 15”, he stops in front of the With the chosen attack type, the
object stops when it reaches such a wall, and spends another 3 AP to burrow model’s Combat Prowess is increased 23
barrier. It must then spend an through it. He rolls his Strength + Mole by one level (this can allow the model
additional 3 AP for another burrowing dice again versus the Difficult-4 wall. (see to exceed the normal Dice Pool Cap).
attempt through the tougher barrier. Appendix I for a list of object difficulties), Example 1: Tarantula possesses
For every goal the model exceeds the scoring 6 goals, which translates into 2” Combat Prowess x 2.When attacking, he
difficulty number by it may move 1” of movement through the wall. He still would add his Combat Prowess dice to
through the object. Players should see has 1” to go, and if he has 3 more AP to normal close combat attacks, attempts
Appendix II: Breaking Objects for spend, he could try again. to throw objects, super-club attacks, etc.
more information on object difficulty Any attack based on his Agility attribute
numbers. CLIMBING# would benefit from Combat Prowess dice.
While burrowing a model may not BP Cost: 3 pts. Example 2: Sniper (Agility 6, 85 total
attack enemy models or be attacked AP Cost: Standard Movement Costs BP) takes Combat Prowess x 3 for his
by them, unless they are also Effects: The model is capable of Agility based powers, but Specializes in
burrowing.The one exception to this moving up or down vertical surfaces his Ranged Attack power.This means that
is models possessing Mental Attacks as if they were normal ground. If a his attack roll with that power would be
and the Second Sight special effect. model climbs a vertical surface that it Agility + 4D, for a total of 10 dice.
Even though it may not be attacked, a cannot reach the top of in one round, However, on all of his other agility based
burrowing model still can be detected mark its progress and place it at the attacks (i.e., close combat, throwing, etc.)
with successful Difficult-3 Mind + base of the wall until its next turn. he would roll to hit only using his base
Enhanced Senses roll. Burrowers who Models that possess Super Leap and Agility attribute.
ended their last turn by spending 2 AP Climbing can leap to a point on any
to hide their presence require a vertical surface and begin Climbing COMBAT REFLEXES
Difficult-5 goal roll to detect. from there on there next turn. BP Cost: 2 pts
Furrowed earth, vibrations, and Climbing models may not Charge up AP Cost: none
seismic activity can give the burrower vertical surfaces. Effects: Models possessing this
away. Models possessing X-Ray Sight Vertical Charge (+2 pts.): The model power may leave close combat
without suffering free attacks if they Models can copy powers from within 15” of Ladyblade, the Sponge
succeed on an opposed Agility roll friendly models, but this requires only attempts to Copy Ladyblade’s Melee
versus any enemy models in contact a Difficult-2 Mental Attack goal roll to Attack power. His player makes a Mental
with them. Any foe who beats the determine success and duration, and Attack scoring 5 goals, while Ladyblade’s
departing model may take his normal, it still counts as the model’s attack for player resists by rolling her Mental
free attack. Any foes who lose the that turn. For example, Mimack wants Defense, scoring only 2 goals.The Sponge
opposed check do not get their free to use Copy Power on her teammate, has successfully copied Ladyblade’s
attack. Flying models possessing this Tryckster. She scores 6 goals on her melee attack for 2 rounds (3 net goals,
power do not have to land to make a Mental Attack check versus Difficult-2. divided by two, rounded up).
close combat attack unless they’re She nets 4 goals on the attempt, and
performing a charge maneuver. thus copies Tryckster’s power for 2 DAMAGING AURA*
rounds. BP Cost: 4 pts. per die.
COPY POWER Special Effects AP Cost: none
BP Cost: 20 pts. Absorption (+15 pts.): The model Effects: The model is surrounded by
AP Cost: 4 doesn’t just copy another model’s a dangerous aura of energy that can
Effects: The model can copy the power, it steals it! This is resolved just damage foes that engage it in close
powers of other models, using them as outlined above, but the net goals combat. Any model striking a
as if they were its own. Only one scored by the absorbing model are character or henchmen group with
power may be copied at a time, and also equal to the number of rounds Damaging Aura in close combat is
before the attempt is made, the the target model is without its power. automatically hit by it and must make
copying model’s player must state If a model purchases absorption, the an opposed Strength vs. Damaging
which power she is attempting to effect is always working, meaning that Aura roll.The attacking model’s strike
24 copy. All of a power’s special effects whenever it copies a power it absorbs is considered to be simultaneous with
are also copied. If a model has copied it, no matter if the target model is the effects of Damaging Aura, so even
one power, and wishes to copy a friend or foe. if he is felled by it, his attack will still
second power, the first power copied Extra Powers (+5 pts.): The model carry through, and should be resolved
is lost when the second is gained. can copy and retain an extra power. normally.
Copy Power requires a Mental This effect may be purchased multiple Models possessing the DA power
Attack dice pool roll versus the times. that successfully hit in close combat
target’s Mental Defense dice pool. Nullify (+0 pts.): The model does not first roll its effects, followed by the
The power works up to the short Copy the power, but removes it, as in normal damage from their close
range band (15”). If the defending Absorption, above. Choosing this combat attacks. Net goals from the
model wins this opposed roll, no special effect removes the model’s attack goal roll are not added to the
powers are copied. If the copying ability to Copy powers, essentially DA damage goal roll.
model wins, it copies the power or making it a dedicated Nullifier. This A model with active Density
powers for a number of rounds equal special effect may be purchased in Decrease and Damaging Aura still
to the net goals scored divided by two conjunction with the Extra Powers inflicts DA damage when struck in
(counting the round in which the special effect. close combat, and can make close
power was first copied). Using Copy Tactile (+0 pts.): The model uses its combat attacks as normal to inflict
Power counts as the model’s one Agility rather than its Mind/Resolve to DA damage as well. No normal
attack for the round. make the opposed Copy/Nullify Strength-based damage will be dealt
All a model’s Copy Power effects check, but it must be in base contact by the Density Decreased model, only
cease on any KO result, whether the to do so.The check is still opposed by DA damage, but this can be combined
model remains conscious or not. the enemy model’s Resolve attribute. with Phase Attack to inflict separate
Even if the model makes its Resolve Models that choose this effect may no Phase and DA damage.
check and remains standing, the shock longer Copy/Nullify at range. Models possessing this power are
of the damage sustained interrupts its Example:The Sponge possesses Copy assumed to be able to turn it off when
Copy Power. Power based off of his Mind. Moving to handling scenario objectives or
carrying friendly models. Models who DARKNESS# Darkness moves with the model
purchase the Always On power mod BP Cost: 6 pts. and the model may pay the AP cost to
for this power may not handle AP Cost: 2 maintain the effect from previous
scenario objectives, and if they touch Effects: Models possessing this rounds (as the first action of its turn).
(i.e., carry, throw, hyper-move) friendly power can block normal Sight Models within the area of effect
models, those models must roll to perception and line of sight in a 1” (even partially) receive +2D to their
resist the model’s DA. radius around themselves.This power Physical Defense goal rolls when
Example: Pyros, a villain composed of does not normally inhibit the attacked by models affected by the
living flame, possesses a Damaging Aura perception of models with Enhanced Darkness (this effect is cumulative
of 6[1], Strength 4[1], and Melee Attack Senses or the Second Sight special with bonuses from other powers, like
x 2. When Pyros strikes a foe in close effect.The nature of this effect varies Flight or Force-Field). This power
combat, he would first resolve his (Darkness,Weather, Bright Light, etc.). affects both close and ranged combat.
Damaging Aura 6[1] damage, then, A model may only ever have one Darkness blocks line of sight to all
make a second damage goal roll using his Darkness field in play at a time, and models affected by it. Models only
Strength and Melee Attack, plus any dice the effects of multiple Darkness fields partially touched by the Darkness
netted from the attack goal roll. do not stack. effect may be targeted normally.
Attacking models can target the center
of the darkness effect with ranged
attacks, but this will have no effect
unless the attack is a radius attack or
unless it’s a mobile Darkness centered
on its controller (in the latter case, the
controller receives the defense bonus 25
detailed above). Darkness provides no
defensive bonuses to models from the
physical damage from radius ranged
attacks. However, models even partially
within the Darkness area are immune
to Agility-based Flare attacks and if the
Second Sight Immunity effect below is
purchased, they are also immune to
Mind-based Flare Attacks (but only
while they remain in the Darkness
area).
Models affected by Darkness move
at half speed, 1” per 2 AP spent, and
cannot charge. Models possessing the
Enhanced Senses power may move
normally and charge.
Special Effects
Extended Area (+2 pts.): The area of
effect is increased by 1” Radius. This
effect may be purchased multiple
times.
Immobile (-25%): The darkness field
does not move with its creator, and
remains fixed to a spot on the
battlefield.
Immunity (+2 pts.): The model is counters or models they’re currently AP Cost: none
immune to the effects of its own carrying when they activate the Effects: Adds +3 Dice to damage
Darkness (but not the Darkness of power. resistance goal rolls and +1 Level of
other models). It costs 5 AP for a model to activate Super-Strength to the model. Density
Impenetrable (+1 pt.): The area also Density Decrease, and it must do so Increase costs no AP to activate, but it
blocks the senses of those with an as the first action of its turn. The must be activated at the beginning of
equal level of Enhanced Senses or effects of this power last until the the model’s turn before any AP are
less. This effect may be purchased beginning of the model’s next turn. spent. When using Density Increase,
multiple times. Models using Density Decrease all of the model’s attacks count as
Range (+3 pts.): Instead of the area should be marked with an appropriate being slow, and cost +1 AP.The effects
of effect staying with the model, the counter to avoid confusion. of Density Increase last until the
character can also cause the center of When a player buys this power for beginning of the model’s next turn.
the effect to appear anywhere within his model, he or she should write Density Increased models count as
the short range band.This version of down how the Density Decrease Class A objects on the Size
the effect is stationary. manifests. Possibilities include: ghost Benchmark Chart.
Second Sight Immunity (+5 pts.): The form, liquid, gaseous, living energy, etc. Example: Heavy-D (Strength 5[1], 7
Darkness blocks the Second Sight Density decreased models with AP) is a super-tough protector of the
special effect from working in or similar power manifestations can streets possessing the Density Increase
through the area. physically affect each other, including power. While battling Stoneflower, a
X-Ray Sight Immunity (+5 pts.): The attacks in close combat. villainess from the Crusaders of Crime,
Darkness blocks the X-Ray Sight Special Effects Heavy-D activates his Density Increase.
special effect from working in or Ghost Touch (+3 pts.): Density He now possesses Strength 5[2] and +3
26 through the area. Decreased models purchasing this dice to damage resistance goal rolls, and
effect may interact with other models all of his attacks will cost +1 AP more
DENSITY DECREASE or objective counters while their than normal.
BP Cost: 15 pts. power is active. This effect does not Special Effects
AP Cost: 5 allow the model to make physical Immovable (+2 pts./level): The model
Effects: The model reduces its attacks or be attacked, and it does not can become so dense that it becomes
density and becomes intangible. In this convey the benefits of the Density more immune to Knockback. Each
state it cannot be affected by most Decrease power to models being level of Immovable moves the model
physical or energy attacks, but is still carried. one level further up the Size
subject to the effects of powers that Phase Attack (+6 pts.): The intangible Benchmark Chart. For example, a
do not test against the Strength model can make a 4 AP close combat Density Increased model with
attribute when they do damage. A attack by thrusting its ghostly hand Immovable x 2 would count as a Class
model using decreased density cannot forward into its foe, and then slightly C object on the chart. This special
affect other models in normal close increasing its density, shocking its effect is activated automatically when
combat, but can use ranged powers to assailant’s system and causing Density Increase is activated.
do damage at a distance or in close tremendous pain.The attacking model
combat. A model using Density makes a normal opposed close DISPEL*
Decrease may move or charge combat goal roll, but the attack does BP Cost: 3 pts. per die.
through walls and other solid objects 6 dice of damage (plus any extra dice AP Cost: 4
as if they were open ground. Density for net goals scored on the attack) Effects: Models possessing this
Decreased models are also immune to opposed by theMR dice pool. This power have the ability to dispel active
the effects of falls, and are not knocked attack may be used at the end of a instances of power effects within the
down after falling from any height. charge. short range band (15”), but cannot
Density Decreased models may not keep opposing models from using the
pick up or carry models or objective DENSITY INCREASE* power again.
counters, and drop any objective BP Cost: 10 pts. The Dispelling model makes a Mind
+ Dispel roll versus the target model’s Flight, Armor, Force-Field, Damaging If successful, the attacking model's
power dice, relevant dice pool, or in Aura, etc. If the Suppress attempt is player takes control of the defending
some cases, the target model’s Mind successful, the targeted power is shut model on the defending model's
+ the power’s cost/3. In the third case, down until the start of the target next activation. This counts as that
when no attribute seems relevant, the model’s next turn. model's activation for that round of
default choice is always the target Note that simply the act of play. The controlled model acts as if
model’s Mind. In this instance the Suppressing a power could cause it is on the dominating model's team
target model’s dice pool may exceed damage. For instance, suppressing for that turn, and completing what-
the campaign’s dice pool cap. Check Flight on a flying model would cause ever actions it would normally be ca-
the examples below for each of the them to take falling damage (unless pable of under its own control. At
three cases of Dispel. they had some other means of a safe the end of its turn, the model re-
Dispel works against effects that landing, were caught by an ally with verts back to the control of its own-
have a duration or a game existence Elasticity, etc.). ing player.
separate from their creator. This Example 1: Banisher tries to remove Controlled models may not attack
includes powers like Boost, the Tangler’s razor-web (a Wall created themselves or otherwise perform ac-
Copy/Absorb Power, Entangles, with the character’s 9D[2] Entangle tions that would directly harm them-
Darkness Fields, the Dome special power). Banisher rolls his 8D[1] Dispel selves (like turning off Flight while in
effect of Force-Field, etc. When such against Tangler’s 9D[2] Entangle. the air). Due to the confusion caused
an effect is dispelled it simply ends and Example 2: Banisher also possesses by being controlled, Dominated
goes away. For example, any bonus the Suppress extra and wants to use it models may leave any close combat
dice from the Boost power that the against Zoran’s Force-Field power. without provoking free attacks. Mod-
target had are lost, stolen/copied Banisher rolls his 8D[1] Dispel against els may not Dominate models on
powers return to their source, Zoran’s Physical Defense dice pool of their own team, except to cancel an 27
entangled models are freed and the 7D[1] (Zoran’s Agility 4 + Force-Field 3). unfriendly Dominate. This counts as
entangle disappears from the board, Example 3: Banisher tries to Dispel one use of the power and requires
previously darkened areas now have (Suppress) Hawkwind’s Flight power. the opposed roll, but at +2D for the
normal lighting, etc. Banisher rolls his 8D[1] Dispel against attacker to free his friend. Domi-
If a model using Dispel has a Held 6D for Hawkwind (his Mind of 3 + nated models forced off the board
Action, they can also attempt to dispel Flight’s cost of 10/3=3). via a Warp may return when the
instant effects (like that from a Ranged Dominate ends without expending a
Attack) if either the model using the DOMINATE further use of Warp.
power or target are within range BP Cost: 10 pts./lvl (max 3) Special Effects
(choose the closest point when AP Cost: 4 Fear Only (-50%): The Dominate ef-
determining range). It is possible for a Effects: Models possessing this fect instills terror into the target, but
model with a HeldAction to even try to power can use their minds to possess, allows no finer control. All the con-
dispel a different model’s dispel attempt! control, or terrorize target models, ef- trolling player may do is move the
Special Effects fectively controlling their movement controlled model directly away from
Extra Powers (+5 pts.): The model and behaviors. Dominate is a 15" the Dominating model using its fastest
can Dispel and/or Suppress an extra ranged attack requiring opposed Men- movement method or power.
power on the target.When doing so, tal Attack vs. Mental Defense goal
the target defends with the power rolls. Each level of Dominate pur- EDGE#
that has the most dice in defense, but chased allows one turn of power use BP Cost: 1 pt. per level (max 3)
only one defense roll is made. This per game. Dominate may not be used AP Cost: none
effect may be purchased multiple on more than one model at a time. Effects: For each level purchased, a
times. Successive attempts to Dominate the model may use Edge to add +1D to a
Suppress (+5 pts.): Models with this same model in one turn grant the tar- dice pool roll after the dice have been
extra can also temporarily Dispel get +2D to its MD on attempts after rolled, or +2D to a dice pool roll
effects that are normally constant, like the first for that turn. before any dice are rolled. Once a
level has been used, it is gone for the Attacks of greater than 6” out to 15” Special Effects
rest of the game, and only one level cost +2 AP. The elastic model may Parachute (+1 pt.): The Elastic model
may be used per die roll. For example, make its 6” attack at the end of a can land safely from great heights by
a model possessing Edge x 2 (two charge, so it could charge and strike a re-shaping its body into a parachute
levels) may augment two dice pool foe up to 6” away. and gliding to the ground.When used
rolls during the course of the game. The model can also stretch its body on model’s turn, this special effect
The intention to use Edge prior to to step onto high surfaces, or pull works like a modified charge, allowing
dice being rolled must be clearly itself up using its outstretching arms. it to drop safely from any height, but
stated by the player. Re-rolls from This special effect allows the model to consuming all of its AP for that turn.
powers and the Power of 6 rule both move over or onto surfaces up to 15” The model is placed on the ground at
apply on Edge dice. high as if they were normal ground. the edge of the point it dropped from.
Models may never possess more Elastic models can also aid falling or A model may combine the Parachute
than 3 levels of this power. knocked back models. Once per turn, ability with a normal charge to, for
Example 1: Lord Fate possesses Edge x models possessing this power can instance, run the length of a rooftop
3. During a battle he attacks Dr. Simian, cancel the damage done to a falling and then leap off, activating Parachute,
and loses the opposed combat roll 5 model within 15” of them.Alternately, and finishing the turn at the foot of
goals to 5 (defenders win ties). His player once per turn, models possessing this the building. Models that land in base
elects to expend one use of Edge to roll power can “catch” models knocked contact with an enemy model may
an additional 1D for Lord Fate. He scores back within 15” of them, negating the make a close combat attack as if they
a goal on the roll and beats Dr. Simian 6 effects of the knockback. had charged, but do not receive the
goals to 5! Lord Fate has two uses of
Edge remaining in this game.
28 Example 2: Later in the same battle
Lord Fate reaches a crucial point where
he knows he must bring Ox down! His
player elects to expend another use of
Edge, but this time before any dice are
rolled, so he adds +2D to his attack dice
pool for the exchange. He now has one
use of Edge remaining in this battle.

ELASTICITY
BP cost: 8 pts.
AP Cost: none
Effects: Models possessing Elasticity
have a rubbery body that allows them
to strike foes at range with close
combat attacks, climb, and grapple
with greater efficiency. Models
possessing this power also add +2D
to Agility goal rolls for grab attempts
and +2D to Strength for sustaining or
escaping any grabs, holds, or
entangles.Additionally they may strike
foes within the short range band (15”)
with close combat attacks as if they
were in base contact. Attacks from
past base contact to 6” cost +1 AP.
+2D due to their slow descent. This modifiers section below). or all slots active at one time.The terms
effect may also be used defensively, Slots don’t have to use the full Full/Half refer to their maximum
out of the model’s turn, to counter amount of points they’re entitled too. allocation potential and are not intended
the effects of knockback related falls. So in our 30 point pool example, a to represent their minimum pool
If the model is knocked off of a high Ranged Attack Full Slot power could allocation (minimum is 0). In our above
object, it still falls, but takes no falling allocate 30 points towards Ranged example, the maximum allocation for the
damage as long as it is not also KO’ed. Attack or might only use 14 points on Half slots is 16 points. So, in a given turn,
Slingshot (+2 pts. per die): Models a given reallocation leaving 16 points Solar Wind could decided to allocate the
possessing this effect add its dice to for other power slots to use. Power following three Half slots thusly:
any Throw maneuver attempts, and slots have access to any and all extras 10 Flight
count as having +1 level of Super- for their power as well. 06 Force Field x 3
Strength for determining the size of If the base pool has a power 08 Darkness + Personal Immunity
objects they are capable of throwing. modifier all the slots do as well and all 08 Ranged Attack (4D)
Example 1: Stretcharm wants to use are reduced by the appropriate 32 Base Pool Points Allocated
elastic attack against a foe 5” away.The amount. However, if a slot has a Powers with lingering effects remain in
total cost of his attack is 4 AP. power modifier, only its points are play as long as the pool has that power slot
Example 2: Polymer wants to combine reduced (a model could have a slot allocated minimally to that same level.That
his elastic attack and the Haymaker with the One-Shot Power Mod that slot allocation can change,but if any in play
maneuver against a foe 14” away. The would cost less, only affecting that effects are lessened or swapped out, then
total AP cost of his attack is 8 AP (base slot, but if the entire pool had the the in play power ceases functioning. So if
AP cost of 3, +2 for the Stretch Attack One-Shot Power Mod, so would all Solar Wind set up a Darkness field at
and +3 for the Haymaker maneuver). the slots, so it would only be able to range using 9 points of his pool and then
be used for one turn). later reallocated it to 11 points adding in 29
ELEMENTAL CONTROL A model must respect all Super personal immunity, the existing darkness
POOL requirements with regard to dice pool field would stay in play. However, if he
BP Cost: Variable (Base Pool + 4/Full size when filling out the points in its instead swapped out the Range extra and
Slot + 2/Half Slot) power pool. Players should give their replaced it with Personal Immunity
AP Cost: 2 to reallocate pools appropriately thematic names (dropping the point allocation to 8 points),
Effects: Models possessing this (see examples below). then the existing field would drop and be
power can define a pool of points for Example: Solar Wind wants to have replaced by the new one, even if he was
a group of thematically linked powers, many Sun/Light related powers, but not inside the old field at the time.
and can shift points among those necessarily be able to use them all at once, Reallocating points in an Elemental
powers in a given turn. The points in so he decides to buy them using Elemental Control Pool costs the model 2 APs
the base pool are paid for on a one Control Pool. Here’s what he buys: and can be done during or at the start
for one basis (i.e., a 30 point base pool of a turn.
costs 30 points). Solar Control Pool (32) Full Slot (+4 pts): Assigns a specific
Once a pool is purchased, models 32 Base Pool power name to a slot and grants it a
can add specific slots (powers) to it, 04 Damaging Aura (Full) maximum allocation of the entire base
which cost 4 points for a Full Slot and 02 Flight (Half) pool when allocating base pool points.
2 points for a Half Slot. Full Slot powers 02 Darkness (Half) Its minimum allocation is 0.
can utilize up to the entire base pool 02 Ranged Attack (Half) Half Slot (+2 pts): Assigns a specific
points and Half slots can only utilize up 02 Flare Attack (Half) power name to a slot and grants it a
to half the base pool points (round 02 Force Field (Half) maximum allocation equal to half the
down). No matter whether it is a Full 46 Total BPs base pool when allocating base pool
or Half slot, each slot contains only a points (round down). Its minimum
single power. Individual slots may be It is important to note that since slots allocation is 0.
purchased with the Boon power don’t have to be allocated at their Omni-Power (+10 pts): This modifier
modifier for 1 pt. each (see the power maximum level, a model can have many turns an Elemental Control Pool into
an Omni-Power which simply
removes the ‘specific power name’ COPYING AND DISPELLING ECP’S
restriction to all Full and Half slots. Elemental Control Pools can be Copied and Dispelled, but only on a
During base point reallocation, slot slot by slot basis. A model can copy Solar Wind’s Damaging Aura, but it
powers can also be reallocated with cannot copy his entire Solar Control Pool. For Dispel attempts, the
any game power. So if a player wanted models resists with its Mind + total possible slot points/3. If Banisher
to upgrade the Solar Wind example tried to Dispel (Suppress) Solar Wind’s Damaging Aura slot, the solar
above to a model named Captain hero would resist by rolling his Mind + 10D.The Damaging Aura can draw
Cosmic (who can fill his slots with any upon the full 32 pts. of the pool, so dividing that by 3 results in 10D.
power), it would look like this:
Omni-Power Pool (32)
32 Base Pool AP cost: 3 from friendly models.A friendly model
10 Omni Upgrade Effects: Entangle is a special kind of must be adjacent to the entangled
04 Full Slot x 1 ranged attack that can freeze an model to aid its escape, and can spend
10 Half Slot x 5 enemy model or vehicle in place. 4 AP to try to free it in the same
56 Total BPs Entangle attacks count as a short- manner as above.
Observant players will note Captain range power, and they may not be Models possessing Density
Cosmic has exactly the same base conducted beyond the Short range Decrease can escape entanglement by
pool and Full/Half slots as Solar Wind, band. Entangle attacks are opposed by simply spending 5 AP to activate the
but paid 10 more build points since he the target model’s Agility. A model power (see Density Decrease listed
can fill his slots with any game power struck by an Entangle attack is stuck earlier). Models possessing the Hyper
(unless the power prohibits it from fast to the spot where it was hit, but Movement power can escape
30 being used in a power pool). can attempt to escape on its next entanglement by spending 4 AP and
Powers Stay Swapped Out (-3): This is turn. Attempting to escape making an unopposed, Difficult-3
a modifier only for the Omni-Power entanglement costs 4 AP, and can be Hyper Movement goal roll. Flying
extra (dropping it from a 10 pt. extra attempted multiple times in one turn. models that are entangled are assumed
to 7 pts.). Once a model swaps a Escaping the Entangling attack to be tethered to the ground, and are
power out of its Omni-Power pool it requires an opposed Strength subject to the above conditions for
may not be swapped back in for the (entangled model) vs. Entangle escape. Entangled flying models do not
remainder of the scenario (entangling model) goal roll. If the receive their normal +2D to Physical
entangled model ties or wins, it is free. Defense to avoid attacks. Entangle
ENHANCED SENSES*# If the entangled model loses, it is still costs 4 AP, and cannot be used in close
BP Cost: 1 pt. per die trapped, but every goal scored on the combat. Entangled models possessing
AP Cost: none opposed escape roll reduces the Super-Agility do not enjoy its benefits
Effects: This power adds its dice to strength of the entangle by the same on dodge rolls.
the model’s Mind goal rolls when number of dice for the next escape Special Effects
spotting Hidden or Invisible models, attempt. This reduction is cumulative Armored (+5 pts.): Entangles created
or models that are out of sight. over multiple attempts.The entangling by characters with this special effect
Special Effects model can attempt to entangle the are more resistant to damage, and
Shielded (2 pts.): Models purchasing target again to reinforce its bonds, but possess a number of armor dice equal
this effect have senses that not only the number of Entangle dice can to 1/2 the Entangle power dice. This
are acute, but that are also resistant never exceed the base number of dice extends to any Walls created by that
to extreme stimuli. Shielded models in Entangle. character if they also have purchased
are immune to the effects of Agility- Entangled models cannot make the Walls extra.
based Flares. physical ranged or close combat Immunity (+2 pts.): The model is
attacks, but they can make Mind or immune to the effects of its own
ENTANGLE* Resolve based attacks. Entangled Entanglement.This immunity does not
BP cost: 2 pts. per die. models can receive help to escape extend to the entangles of other
models, even models who’s Entangle Slicks can also be placed on vertical have one Slick in effect at any one
has a similar special effect (the surfaces like the side of a building, but time.They are assumed to be keeping
exception to this is duplicates are for ease of play, not both vertical and it in effect with their power. If they
immune to each other’s attacks too, horizontal within the same area of create a new slick, the old one melts,
see Extra Forms). effect. Vertical Slicks cause climbing dissolves, dissipates, etc.
Slick (+1 pt.): Purchasing this special models failing their roll to fall to the Slick Only (-10 pts.): Requires Slick.
effect also requires Area of Effect and ground taking falling damage. Models with this disadvantage can’t
Sticky (and the Wall extra doesn’t Climbing models making their roll perform normal Entangles, they can
apply to Slicks). Models with this extra must roll again for each inch they only generate Slicks.
can generate Slicks as well as normal climb within the Slick and each inch Sticky (+3 pts.): Any model coming
Entangles. costs double AP (and they fall if any of in contact with a Wall or
Unlike Entangles, Slicks don’t grab the rolls fail).Treat vertically charging Entanglement with this upgrade
models, but are slippery areas on the models as if entering on horizontal becomes entangled in it, just as if they
Battlefield that only inhibit movement ground, if they fail though, they fall had been successfully targeted with a
(so they are resisted by Agility and not unless their 1D6” slide takes them normal Entangle attack. All normal
Strength). Models moving into a Slick through it. Entangle rules apply.
or those initially in the area of effect, Like Density Decreased and Hyper Wall (+5 pts.): This ability allows the
make an opposed Agility roll versus Move models, airborne models are character to create a wall with a
the dice of the Slick. Unless they score resistant to Slicks. They can length, height, and vitality equal to the
a net of 1+ goals, they fall prone automatically fly away during their half the number of dice in the
(Instant Stand doesn’t help versus this turn even if prone (though they still Entangle power. The wall acts as
effect). In addition to falling prone, pay the AP to leave the prone impassable terrain to anyone on the
models moving into the Slick that position). ground. Walls created in this way 31
failed their roll also slide 1D6” into Unlike Entangles, Slicks don’t stop remain in play for the duration of the
the slick in their last direction of ranged or close combat attacks. battle unless they are destroyed, and
travel (it is possible that the model Models within and affected by a Slick can block line of site and provide
could slide all the way through it). (prone or not) do not attack as well cover. Walls can be destroyed by
Models moving into the Slick that as they normally could. Defending physical attacks that reduce their
make their roll continue to move, but models receive +2D to their defense vitality to zero.A wall’s “defense” goal
can’t change direction until out of the rolls versus close combat or range roll total in combat is effectively 0.
slick, and they move twice as far as attacks from affected models. Creating a wall costs 5 AP. Multiple
normal while in the Slick (2”/AP Like Entangles, Slicks can be walls cannot be stacked on top of
normal, or 4”/AP if charging). Dispelled, but unlike Entangles, you each other.
Models beginning their turn in a can’t tear down Slicks. However, they
Slick, must roll again to see if they fall, can take damage from Area of Effect ESCAPE ARTIST*#
unless they are already prone. Prone attacks that inflict Vitality loss. If any BP Cost: 1 pt. per die
models in a Slick may attempt to part of a slick is within the AoE of the AP Cost: none
move by making an opposed Agility attack, make an opposed roll, any Effects: A model possessing this
roll versus the slick, this attempt takes goals the AoE attack exceeds the Slick power is tough to hang onto, and may
4 AP and any extra goals allow them roll by reduces the Slick by that many add its dice to Strength checks when
to move 1” in any direction per goal dice (though the Slick does get to add attempting to escape the effects of
(they could also spend 2 of those any Armor dice it may have to its Slick Entangle,TK Grab, and other confining
goals to stand up and use the dice during the defense roll). powers and maneuvers.
remaining for movement). Models affected by a Slick add +2D Super (3 pts. per level, max 3): Models
Alternately, prone models may elect to any Knockback result from attacks possessing this extra may re-roll a
to stay prone and move 2” in any they may receive (so even 0D number of dice equal to its level.This
direction (this attempt takes their knockback becomes 2D). power stacks with Super-Strength for
entire turn). Like Darkness, a model may only a possible maximum of 6 re-rolls.
EXTRA FORMS forms may be created during the Difficult-4 Mind or Resolve roll
BP Cost: 15 pts. same round. (player’s choice). If the creating model
AP Cost: 3 Banish (+2 pts.): This special effect scores 4+ goals on the roll, the Extra
Effects: Models possessing this trades stability for versatility, allowing form is created at +10 points to its
power spend 3 AP to create 1 other Extra Forms to be removed from play Build Point total. If a model does not
character model or henchmen group before they are KO’ed.This costs 2 AP meet the required difficulty, but still
built on the same number of points as and requires no roll if a model wishes gets a positive goal total, it still creates
them, minus any points spent on Extra to Banish models that it has created. an extra form, but suffers -10 points
Forms (including any Special Effects). A model created by a character to the extra form, and 0 Goals reflects
Created models must enter play possessing the Banish special effect a failed attempt entirely. For ease of
within Point Blank range (3”) of the can be Banished by an opposing play, players should put together a
original model (they may be model also possessing the Extra “modified” package for models
summoned into base contact with an Forms power and the Banish special created using theVariable special effect
enemy model). Once created, these effect. In order for a model to Banish that reflects their capabilities at both
models may act independently of their a model created by another character, +10 and -10 points.
creators, but must remain within line it must win an opposed Resolve goal Example:The Homunculoid possesses
of site of them. If a created model roll. Extra Forms with the Variable and Extra
finds itself outside of line of site of its Duplication (-25%): Cannot be Range special effects.The total cost of his
creator at the start of its turn, it may selected with Variable. All additional Extra Forms power is 17 pts. Normally,
do nothing save move in the direction forms must be identical to the he could create an extra form built on 68
of its creator. model’s base form. Duplicates are fully pts., but since he has chosen theVariable
Once an extra form is created, its independent models, with no need to special effect, he will either summon a 78
32 creator cannot remove it from play worry about line of site to their pt. or 58 pt. extra form (depending on
unless it is KO’ed in combat If a creator. Creating models may spend 2 the results of his Resolve or Mind goal
created model is removed from play, AP and remove their duplicates from roll).The Homunculoid’s player therefore
another may not be created to take play as in the Banish special effect prepares two SuperSheets prior to play
its place. Extra Forms take their first above. A duplicate may not be detailing the model’s extra forms in both
turn on the round following their removed by other models possessing 78 and 58 pt. versions.
arrival. If the creator is removed from either Duplication or the Banish
play by being cuffed, coup de graced, special effect. EXTRA MOVEMENT#
or by another scenario rule, the extra Renewable (+10 pts.): Models BP Cost: 1 pt. per AP
forms also leave play. possessing this special effect may AP Cost: none
Models created using the Extra create a new extra form if their first Effects: The model is exceptionally
Forms power may not possess the extra form was KO’ed, Banished, or fast, or just good at covering extra
Extra Forms power themselves. Only otherwise taken out of action. ground, and gains +1 AP for
one model per team may possess the Short Range (+6 pts.): When first movement. This extra AP may only
Extra Forms power, and players using created, the extra form may be placed be used for movement, and not
models with this power must prepare up to +15” away from the creating attacks, or the activation of most
their created models before the start model. Additionally, the Short Range powers. Unless otherwise noted, this
of the game. It is a good idea to have special effect allows created models extra AP is added to the model’s AP
the created model built onto a to operate out of line of site of their total before doubling or halving due
separate SuperSheet for ease of play. creators, provided they remain within to charges or the effects of powers.
Special Effects short range of their creator. Extra Movement AP may be used to
Additional Form (+10 pts.): Allows Variable (+0 pts.): If this option is pay for powers like Hyper
the model to create/control 1 selected, the created model or models Movement, Burrowing, etc. This
additional character model or are built using variable points. When effect may be purchased multiple
henchmen group. If the creating paying the 3 AP cost to create a model, times.
model possesses sufficient AP, both the original model must make a These APs don’t count for any
other purpose (initiative tiebreakers, FLIGHT Strength level. Picking up and dropping
for example) and are lost to AP- BP Cost: 10 pts. off objects costs 2 AP per object.
draining effects only after all basic APs AP Cost: 2
are exhausted. Effects: At the beginning of its turn, FORCE FIELD*#
a grounded model may spend 2 AP BP Cost: 2 pts. per die
FLARE# and declare that it is in flight. If the AP Cost: none
BP Cost: 10 pts. model does so while in base contact Effects: This power adds its dice to
AP Cost: 3 with an enemy model, it suffers the the model’s Physical Defense dice
Effects: Flare is a special kind of normal penalty for leaving close pool for opposed defense rolls.
ranged attack that does not inflict combat. Flying models are Special Effects
vitality loss, but rather impairs a considered to be airborne, and Dome (+6 pts.): Allows a model to
model’s actions for a certain period of cannot be targeted by conventional expand the field’s protection to
time. Flare is a short-range power, and close combat attacks. For purposes models around it, providing +2D to
attacks with it may not be conducted of playability, the model is always any affected models’ Physical Defense
beyond the Short range band. Flare assumed to be hovering above the goal rolls against ranged attacks. The
may be used in close combat. battlefield at twice its base AP in field extends out to a 2” radius for
When Flare is purchased, the player inches. Flying models receive +2D to each level of the Force-Field power
must decide if the attack will use Agility defense goal rolls due to their the model possesses, up to a
either his character’s Physical Attack speed, maneuverability, and vertical maximum of 6”. This is effective
dice pool or Mental Attack dice pool distance. Flying models do not against ranged attacks only. If any part
(i.e., Agility or Mind-based). Agility- receive this bonus against close of a friendly model’s base is touched
based Flares add half the target’s combat attacks from other fliers. by the field, it receives the protection.
rating in Enhanced Senses to the If a flying model enters close When targeting a spot on the 33
attacker’s Flare dice total before combat with a grounded model, it is battlefield covered by a Dome,
rolling. Agility-based Flares are assumed to have landed, and can be models add +1 to the difficulty
opposed by the target’s Physical struck as normal by ranged or close required to hit.
Defense pool, while Mind-based attacks. Flying models should be Using the Force Field in this way is
Flares are opposed by the target’s marked with an appropriate counter a defensive action and costs no AP.
Mental Defense pool. to avoid confusion. Models that are The +2D from this effect may allow a
If the attacker wins the opposed KO’ed in flight fall a distance equal to model to exceed its current dice cap
roll he blinds or stuns the target until twice their AP in inches. Models limit, but do not stack with other
the end of its next turn.A blinded or targeting flying models with attacks combat modifiers like the +2D a
stunned model suffers impairment should simply measure the linear model receives when flying.
during this period. Blinded or stunned distance between them. Flying models
models may not charge, pay twice the are automatically able to carry one FORESIGHT
normal AP to move (including twice object or passenger commensurate BP Cost: 5
the normal cost to activate the with their Strength level. AP Cost: None
Hyper-Move power), and have no line Special Effects Effects: Models possessing this
of sight to targets at range. Models Carry Object (+3 pts. per level): The power benefit from a cosmic
opposing blinded or stunned models flying model is capable of carrying awareness, or perhaps exceptional
receive +2D to attack and defense additional passengers or objects for planning and cognitive skills that allow
goal rolls. each level purchased. When carrying them a limited prescience on the
Subsequent attempts to flare a friendly models, see the Held Action battlefield. The foresight this power
model that has previously been rules presented in Chapter I for ideas grants manifests itself in several
affected grant the defender +2D to about applying this Special Effect in different ways during game-play.
their defense as their familiarity with game situations. Models possessing First, a Fore-sighted model’s
the attack allows them a better Super-Strength can pick up and fly mastery of its immediate
chance to avert it. with objects appropriate to their surroundings makes it more difficult
to gang-up on in close combat. altered by re-rolls generated from base pool points and Half slots can
Models possessing this power and super-attributes or other powers. only utilize up to half the base pool
facing multiple foes fight as if one less Opposing models that both possess points (round down). Each power slot
foe is facing them, so three enemies Fortune dice may use them on the comes with the Gear power modifier
would get no extra dice against them, same throw, but their dice cancel each by default, but any of these may be
and five enemies would only get +1 other out on a one-for-one basis, with upgraded to a Boon for 1 pt. each (see
die. This power also affects enemy any left over dice applied as normal. the Power Modifiers section below).
henchmen groups and their numerical Only one model per team may Each slot/gadget can be made up of
bonuses. possess the Fortune power, and a multiple powers, the make up and the
Second, models possessing model may never possess a Fortune number of points it draws from the
Foresight may re-roll one scenario rating higher than 3. base pool is fixed during a scenario,
related die for their team per battle. Special Effects but it can be changed between
This could be employed when Against Any Roll (+6 pts.): This effect scenarios. Consider Gadgeteer as an
determining who is the attacker or allows the model to spend its Fortune example:
defender, or when rolling to dice to modify rolls affecting other Gadget Pool (30)
determine the nature of an objective, models in addition to rolls affecting 30 Base Pool
or when determining which models itself. 08 Full Slot x 2
are affected by Weird Radiation or Example: Crazy-8 (Agility 4) possesses 04 Half Slot x 2
Cosmic Powers. In all instances, the Fortune level 3. Before initiative is rolled 42 Total BPs
player with the model possessing the he rolls his Fortune dice and gets a 2, 4, Now for a particular scenario, he may
Foresight power may choose which and 6. He places these dice aside. Later have his four Gadgets (Slots) built thusly:
die-roll result to accept, the first one on in the round, Crazy-8 is targeted by Assault Rifle (30)
34 or the re-rolled one. If opposing the flaming firepower of Ember, who • Ranged Attack (9D, Super x 3)
models possess Foresight and both possesses Agility 5[1]. Crazy-8 decides he • Scope x 3
wish to use it for their teams to wants to use his Fortune to make Ember Grenades (20)
change who attacks or defends in a miss him, so before any dice are rolled he • Ranged Attack (9D, Super x 2,
scenario, one of the players rolls a die “gives” Ember his 2, and assigns his 4 Radius)
and on a result of 1-3, the original and 6 to his defense roll. Ember now • Short Range Power
defender chooses, while a 4-6 allows attacks with 4 dice, and Crazy-8 defends • Slow Attack
the original attacker to choose. with 2 dice and 3 automatic goals from Jet Pack (10)
his Fortune. • Flight
FORTUNE Laser Pistol (15)
BP Cost: 4 pts. per Level (max 3) GADGET POOL • Ranged Attack (6D, Super x 1)
AP Cost: none BP Cost: Variable (Base Pool + 4/Full In the above example, Gadgeteer could
Effects: Models possessing fortune Slot + 2/Half Slot) use his Assault Rifle for a bit, then spend
can alter probabilities to aid them in AP Cost: 2 to swap slots 2 AP to shoulder/stow that away and
battle. Each round, before Initiative is Effects: Models possessing this activate his jetpack and get his grenades
rolled, models possessing Fortune roll power can define a pool of points ready. Later he may stow the grenades in
a number of dice equal to their level which have slots that draw upon favor of his laser pistol/jetpack
in the Fortune power. These dice those points in a given turn. The combination.
should be noted and kept aside. points in the base pool are paid for on So Gadgeteer can activate any
During the course of the Round, a one for one basis (i.e., a 30 point number of slots as long as the total
before any die rolls, models base pool costs 30 points). pool draw from all activated slots
possessing Fortune may swap these Once a pool is purchased, models remains less than or equal to his base
dice for dice that would have been can add specific slots (powers) to it, pool amount. However, he can only
rolled for or against them. Once a die which cost 4 points for a Full Slot and change the composition of his
has been swapped, it is gone for that 2 points for a Half Slot. Full Slot Slots/Gadgets between scenarios. In
round. Fortune dice may not be powers can utilize up to the entire the above setup, he has fixed each
Slots power level and configurations the Full/Half slot costs themselves, but remains active. Swapping out the slot
with those specific powers. the powers within those slots may cancels any and all lingering power
Players may use power modifiers to have them. This is illustrated by the effects in play.
bring the cost of a slot down, but the Grenades above, their pre-modified Swapping slots in a Gadget Pool
combination of powers in the slot cost doesn’t exceed the pool costs the model 2 APs, regardless of
can’t total more than the slot’s maximum (9D, Super, Radius = 28 the number of Slots swapped, and can
maximum value before the mods are points), but the modifiers (Short be done during or at the start of a
applied. For instance, in the example Range + Slow Attack) take that down turn.
above, the Gadgeteer couldn’t take a so that it only draws 20 points of the Full Slot (+4 pts): Allows for the
60 point power and buy the No Gadget pool when in use. creation of a slot which contains one
Range power mod on it to bring it Additionally, slots don’t have to use or more powers which total no more
down to 30. However, he could take a the full amount of points they’re than the base pool points (prior to
30 point power and bring it down to entitled too (see Jet Pack above).The disadvantages).This allocation is fixed
15 in this manner and even though it terms Full/Half refer to their maximum for each scenario, but the entire slot
only uses 15 pool points it would still allocation potential and are not composition and pool point draw may
count as a Full Slot because it started intended to represent their minimum be changed between scenarios.
out at 30 points before power mods. pool allocation (minimum is 0). Half Slot (+2 pt): Allows for the
Gadget Pools may not have power Powers with lingering effects creation of a slot which contains one
modifiers applied to the base pool or remain in play as long as the slot or more powers which total no more
than the half the base pool points
(prior to disadvantages, round down).
This allocation is fixed for each
scenario, but the entire slot 35
composition and pool point draw may
be changed between scenarios.

GROWTH*
BP Cost: 8 pts. per level (max 3).
AP Cost: 2
Effects: The model can increase its
size, Strength, and Vitality. Using
Growth adds +1 die of Strength and
+2Vitality for each level of the power.
When it activates the power, a model
may choose how many levels it wants
to grow, and on subsequent actions,
can spend 2 AP to add or subtract
levels of Growth up to its maximum.
A model using Growth possesses 2”
of extra “reach” for every level of the
power it activates, and +2 AP for
movement (this works just like the
Extra Movement power listed above).
Each level of Growth a model
activates roughly corresponds to the
following height range:
Level 1: up to 20 ft.
Level 2: 21-40 ft.
Level 3: 41+ ft. starting level. A KO’ed model cannot locked in close combat may attempt
A model using Growth cannot hide, heal itself. A model must be in base to actively regenerate as normal, or
and cannot use terrain to gain a cover contact to Heal another model. automatically gain the 1 Vitality back.
bonus against ranged attacks.A model Models locked in close combat may Henchmen groups may not purchase
that reverts to its normal size loses not attempt to heal themselves; they this special effect.
any Vitality points gained from the must leave close combat to do so. Regeneration is by default always
Growth power, and if its current Some badly injured models may be on and is subject to the rules for
vitality loss warrants it, the model beyond the help of a healer’s powers. Burnout detailed above. Each time
must make a KO check upon When a model attempts to heal a the model reaches KO, whether it
reverting to its normal size.A model’s target who has reached KO (whether makes its KO Check or not, the
active Growth levels subtract from its he has made his KO check or not), the Burnout number increases by 1 and
range band when targeted by ranged target model gains Burnout (see the as with any Burnout power, once the
attacks, to a minimum of the short Power Modifiers section for more on Burnout roll fails, the power becomes
range band (this can bring a model Burnout) on the healing attempt. If useless for the rest of the scenario.
from out of range well into range). For the target of the healing has reached Models that have failed this check may
example, a model with Growth level KO just once, it’s a Burnout-1 roll. If also not benefit from Healing rolls by
1 active standing at medium range the target has reached KO twice, it’s other models.
from an attacker would actually count Burnout-2, if it’s three times, it’s Regeneration Also (+3 pts.): Models
as being at short range. Burnout-3, etc.This roll is made after with this extra regenerate (as above)
Models using growth should be the Healing check. Once a target as well as being able to heal other
marked with an appropriate counter model fails a Burnout roll it can no models. If a model chooses to use
to avoid confusion, or better yet, longer benefit from the application of Healing on itself, it also benefits from
36 replaced with an appropriate model. ANY healing power for the remainder the automatic recovery of 1 vitality
Example: Dr. Atlas has activated two of the scenario. described in Regeneration Only.
levels of Growth, increasing his Vitality Special Effects Example 1: The Hippocratic Oath
total from its base of 9 to 13. Several Empathic (-25%): The Healing model possesses the Healing power and wants
rounds later,Atlas is the victim of several suffers Vitality loss equal to one-half to aid his injured teammate, Scrounger
vicious attacks that cost him 12 of his 13 the amount it restores to target (2 vitality left from a starting total of 7).
vitality points. When Dr. Atlas stumbles models other than itself. It can “bleed” The Oath moves into base contact with
within range of the Zero Device, the this damage off by Healing itself on Scrounger and spends 4 AP. He gets an
infernal brain-machine uses its Mind subsequent turns, but any turn it does amazing 7 goals on his Mind roll,
Control power to force him to revert back this counts as its one Healing action restoring 3 vitality to Scrounger. Later in
to normal size. Atlas loses the extra for that turn. Additionally, when the the fight, Scrounger is knocked down to
Vitality he gained from Growth, but not healing model attempts to heal a zero vitality; he makes his KO check, but
the damage he took while in his giant model who has reached KO, it’s the Oath moves in to aid him again. He
form, so he must immediately pass a KO Healing power also suffers from the heals Scrounger back to 3 Vitality with
check or go down. Burnout effect detailed above. another solid roll, but now Scrounger’s
Regeneration Only (-50%): The model player must make a Burnout check to
HEALING can heal only itself, and its healing rolls see if he can be healed again. He rolls
BP Cost: 10 pts. are based on its Resolve instead of its 3D against a difficult-1 for burnout and
AP Cost: 4 Mind.This healing costs 4 AP, and still succeeds! But the unfortunate Scrounger
Effects: The model can heal itself or may only be attempted once per turn. gets blasted again and knocked down to
other models, restoring lost Vitality If an injured model does not spend 4 zero vitality. This time he fails his KO
points. This power may only be used AP during its turn to regenerate its check and falls to the ground.The faithful
once per turn.The model must make lost Vitality, it automatically gains 1 Oath moves over again and makes his
a Mind goal roll and for every 2 goals Vitality back at 0 AP cost. This Healing check, scoring just 2 goals and
scored, 1 Vitality point is restored. represents the model’s power restoring Scrounger to 1 vitality.
Vitality cannot be restored beyond its working at its minimum level. Models Scrounger then rolls 3D for his difficult-2
burnout check (because this is his second purchase the power. Hyper win an opposed Agility goal roll for it
KO) and scores only 1 goal! He cannot Movement ignores vertical distances, to be successful.
benefit from further Healing checks for so a model may move onto the roof Hyper Attack (+6 pts.): Models
the remainder of the game. of a building—just measure the possessing Hyper Movement can
Example 2: Wildman possesses straight-line distance between the make a special, 4 AP close combat
Healing (Regeneration Only). He suffers model and the point it wishes to attack using this special effect. The
a loss of 3 vitality to a ranged attack reach. nature of this attack could a series of
from Mistress Pain.When his turn begins, A model can attempt to Hyper high-speed, pinpoint punches, a
he can elect to spend 4 AP and roll his Move out of close combat without number of highly uncomfortable
Resolve to attempt to regain his lost suffering a free attack, unless the teleports, a ram of debris carried
vitality, or spend 0 AP and take the model in combat with it possesses along in the model’s Hyper-
automatic 1Vitality back. Reasoning that Super-Agility or a held action. In these Movement “corona”, a “phase” attack,
he needs to get to Mistress Pain to stop cases, the hyper-moving model must or anything else the model’s player
her from blasting him again, Wildman’s win or tie an opposed Mind,Agility, or can think of. The attacking model
player elects to have him regain 1Vitality Resolve (moving model) vs. Agility makes a normal opposed close
and uses all of his AP for the charge (attacking model) goal roll to do so. combat goal roll, but the attack does
attack he hopes will reach her. But A model possessing Hyper 6 dice of damage (plus any extra dice
Wildman comes up short on his charge Movement can attempt to attack a from net goals scored on the attack)
and Mistress Pain blasts him again, flying model, but it must score enough opposed by the target’s Mental
reducing him to 0 vitality.This is the third goals on the hyper-movement roll to Resistance.
time this battle the unfortunateWildman move adjacent to it, and it must finish Example: Super Agent MarylinWalters
has reached KO. His player elects to risk its turn with another successful possesses Hyper Movement and Hyper
it and have him make the 4 AP movement roll, or fall twice the flying Attack, and after moving into base 37
regeneration roll. He gets 4 goals on his model’s AP in inches. Models who contact with John Henry, attempts to
Resolve check, getting him back up to 2 Hyper-move count as an elusive attack him. Spending 4 AP, Walters
vitality, but after rolling that he has to target as per the rules in chapter I. activates her Hyper Attack and scores 5
check for burnout on the Healing power. Special Effects goals on her attack goal roll, while John
His player rolls 3D against a difficult-3 Carry Objects (+3 pts. per level): The Henry scores only 2 goals on his defense
(for the third time reaching KO) and gets model is capable of carrying along a goal roll. Walters then rolls 7 dice for
only 2 goals—there will be no more single passenger or object damage (6 for the Hyper Attack plus 1
regeneration for Wildman this game! (appropriate to its Strength) for each for her net goals), while John Henry
level purchased. See the Held Action resists only MR dice.
HYPER MOVEMENT rules in the basic SuperSystem Speed Burst (+2 pts. per level, max 3):
BP Cost: 15 pts. rulebook for ideas about applying this Each level of Speed Burst adds +1 die
AP Cost: 3 Special Effect in game situations. No to the Hyper Movement goal roll.
Effects: The model can transport matter how many objects or friends No Penetration (-1 pts.): The hyper
itself to another point on the board come along for the ride, using this powered model can’t pass into closed
with incredible efficiency. This power while encumbered is difficult, terrain features or vehicles.They can
movement could be the result of and models move only 3” for every still travel over or past any terrain in
Teleportation, Super-Speed, Psionics, goal scored on the attribute check. a direct line (without needing to go
or the ability to simply will oneself Forced Landing (+3 pts.): The hyper around it), but unless there is an open
someplace else. Hyper Movement powered model can pluck a flying door, window, etc., they can’t use this
requires an unopposed Mind or Agility model out of the air by using power to get inside. Additionally,
(player’s choice) goal roll, and the teleportation, an air vortex, or other models with this disadvantage cannot
model can move 5” for every goal similar effect. This maneuver costs 3 use their Hyper Movement power to
scored on the check. Players must AP and counts as the model’s attack escape Entangles.
choose which attribute works with for that turn.The attacker must move Warp (5 pts/level, max 3): During the
Hyper Movement when they into position adjacent to the flier and model’s turn it may instantly move to
anywhere on the battlefield it could model’s choice) goal roll to charge or the friends in close combat bonus. If
reach, without spending AP, regardless move into contact with the invisible an Invisible model is embroiled in
of distance. If there is another related model. The same roll must also be close combat, it can be charged by
battle going on at the same time that made to target the invisible model other models with no detection goal
the model is aware of, it could also with ranged attacks. The invisible roll required, but the invisible model
use this ability so show up anywhere model receives +2 dice to this roll.An still receives its +2D for opposed
on that board instead.The model may invisible model benefits from a attack and defense rolls.
do this a number of times per battle surprise advantage when it moves Models possessing the Enhanced
equal to the level purchased. Models into close combat. While in close Senses power have a chance to negate
possessing this ability can also expend combat the invisible model gains +2D an Invisible model’s advantage in close
one of its uses to begin a scenario to its Physical Attack and Physical combat.At the beginning of its turn, a
anywhere on the battlefield, Defense dice pools. If an Invisible model with Enhanced Senses may
regardless of the set-up parameters. model charges, it also receives the spend 2 AP and make a Difficult-4
This does carry the risk of a free normal +2D Charge bonus. Mind + Enhanced Senses goal roll to
attack if the model is Warping out of Multiple models in close combat pinpoint the invisible model’s location.
a close combat.This is handled in the with invisible models do not receive If the roll succeeds the advantages of
same fashion as a normal Hyper Move
out of close combat.

INSTANT STAND#
BP Cost: 1 pt.
Effects: Active models possessing
38 Instant Stand are never considered
prone or knocked down from any
effect, unless they choose to be.
Whenever they are knocked down,
they may immediately stand back up
for no AP cost if they choose (before
any other effects are resolved). If a
model possessing Instant Stand
chooses to use the Dive for Cover
maneuver, it counts as prone and must
pay the normal 2 AP to stand up.

INVISIBILITY
BP Cost: 20 pts.
AP Cost: 5
Effects: By whatever means, a model
possessing this power is able to make
itself invisible, essentially hiding in
plain sight. It costs 5 AP for a model to
turn Invisible, and it must do so as the
first action of its turn. The effects of
Invisibility last until the beginning of
the model’s next turn.
Enemy models must win an
opposed Mind (enemy model) vs.
Agility, Mind or Resolve (Invisible
Invisibility in close combat are combination.These added points fade This effect may be purchased multiple
negated for that model for the at the end of the model’s turn. A times.
remainder of the round. model may not add more than 6 total
Invisible models suffer an increased points per round to its attributes in LINKED POWERS (POWER
chance of detection when making this way, and it cannot add more than FRAMEWORK)
ranged attacks using the Physical 3 points per round to a single BP Cost: 0
Attack dice pool. Models trying to attribute.Vitality in excess of this may AP Cost: none
detect an Invisible model that has still be absorbed, but further attribute Effects: Models use this Power
used a Ranged Attack during the increases are not allowed. Attributes Framework to link 2+ powers
current round of combat gain +2D to increased in this fashion do not affect together so that they will count for all
their detection goal rolls to spot the a model’s Vitality or Action Points. purposes as a single power. So the
Invisible model. Example: The Sponge is struck by a entire Framework can be Copied,
Invisible models that make attacks haymaker from Stoneflower, suffering 4 Absorbed, Nullified, Dispelled, etc. as if
using the Mental Attack dice pool may points of vitality loss. Luckily for him, the it was all one power. Since this is a
be detected more easily, but only by Sponge possesses Kinetic Absorption and slight disadvantage, each power inside
the specific models targeted by their Super-Resolve x 1. He rolls his Resolve the Framework receives a -10%
attacks. Models targeted by attacks and scores 4 goals, absorbing 2 of the 4 reduction in cost (assuming it isn’t
using the Mental Attack dice pool gain Vitality points he would have lost. His already at the -50% maximum from
+2D to their detection rolls to spot player marks down the two points of Power Mods). In the case of Dispels, if
the Invisible model. damage he did take, and notes that on one power in the framework is
Invisible models should be marked his next turn, he will have 2 dice to add dispelled, they all are, and the dice the
with an appropriate counter to avoid to his Strength and/or Agility attributes. target uses to resist the dispel are
confusion. Special Effects based off of a single power from the 39
Charge (+3 pts.): The model may framework (attacker’s choice).
IRON WILL# choose to use points of vitality loss Players should use this Framework
BP Cost: 1 pt. per die absorbed to enhance the damage dice sensibly to efficiently build thematic
AP Cost: none of its ranged attack. On the model’s characters by linking up multiple
Effects: This power adds its dice to next turn, it can add any vitality points powers into a single power effect.
the model’s the model’s Mental absorbed as damage dice to its ranged Players should not use this framework
Resistance (MR) to resist damage attack value. A model may not add as a cost min/max device. Players are
from Mind and Resolve-based attacks. more than 4 dice of damage per encouraged to put all powers that
round to its attack. Dice added in this make sense for the Framework into it
KINETIC ABSORPTION way fade at the end of the model’s (even ones for which you won’t
BP Cost: 10 pts. turn. receive cost reductions). Leaving
AP Cost: none Sponge (+2 pts. per die): The model powers out that fit the theme just
Effects: The model is capable of is capable of soaking up kinetic energy because they’re cheaper than 5 points
absorbing some or all of the damage like a sponge! Models with the Sponge is bad form.
dealt to it from physical attacks and special effect add their rating to their Additionally, players can’t move
shifting it into temporary Attribute Mind or Resolve checks when existing powers into the framework
increases.Whenever the model takes attempting to absorb damage. This later, but newly purchased powers can
damage from a physical (non-mental) effect is subject to dice pool stacking. be bought inside it. So even though
attack, make a Mind or Resolve goal Armor x 2 won’t be any cheaper
roll (player’s choice). For every two KNOCKBACK RESISTANCE inside the Framework at the start,
goals scored on the roll, subtract one BP Cost: 1 pt. per level players should include it (if it makes
point of vitality loss. On the model’s AP Cost: none sense) so when it reaches to x 3 they
next turn, it can add dice equal to the Effects: Models possessing this receive the savings.
vitality points absorbed to its Strength power subtract 1” from any Players cannot put a Power
or Agility attributes in any Knockback they suffer from attacks. Framework inside another Power
Framework (i.e., no Linked Powers possessing Extra Reach who leave targets as if they were solid. This
inside a Multi-Power build and vice combat still suffer a free attack from counts as normal ranged attack and
versa). them. uses the standard rules for
Soul Fire (+15 pts.): The model can determining attack and defense
MELEE ATTACK*# switch the attack’s effects to non- bonuses for ranged attacks. This
BP Cost: 2 pts. per die physical, soul-singeing damage. Before attack can be used in close combat,
AP Cost: none the attack goal roll, the model must and ignores the effects of cover.
Effects: The model possesses a announce it is switching to Soul Fire,
melee weapon, or special hand-to- and the damage from the attack is MIND SHIELD
hand attack, which it may use to opposed by the Mental Resistance BP Cost: 1 pt. per die
augment its Strength attribute in close dice pool instead of the Physical AP Cost: none
combat attacks. This power adds its Resistance dice pool. This attack Effects: The model adds its rating in
dice to the model’s Damage dice pool ignores the protection provided by Mind Shield to its Mind attribute to
in close combat. Examples might “physical” powers like Armor, Density avoid being hit by Mind and Resolve-
include a mystical hammer, enlarged Increase and Elasticity. based attacks.
fists, focused chi, claws, ball and chain,
etc. MENTAL ACUITY* PERFECT TIMING#
Special Effects BP Cost: 2 pts. per die BP Cost: 1 pt.
Affect Other (+2 pts. per level): For AP Cost: none AP Cost: none
each level of Affect Other the model Effects: This power adds its dice to Effects: Once per game, models
possesses it can bestow one die of its the model’s Mental Attack dice pool possessing this power may use a Held
damaging attack to friendly models in for attack goal rolls. Mental Acuity Action at no AP cost.
40 base contact, effectively granting them dice apply to both close combat and Example: Hawkwind possesses Perfect
the melee attack power for one ranged attacks. Timing and wishes to hold his action on
round. This action costs 2 AP, and its Special Effects his next turn, waiting until Ironhide
effect lasts until the beginning of the Specialized (+0 pts.): Models with emerges from a doorway in order to
bestowing model’s next turn. Levels this extra restrict their Mental Acuity ambush him. When his turn comes up,
of Affect Other are subject to the to only working with a single attack HW’s player announces he is using his
rules for Dice Pool Caps. type (the model must have more than PerfectTiming and holding his action, thus
Affects Ethereal (+5 pts.): The attack one attack type that the Mental Acuity avoiding the normal 2 AP cost.
can affect density decreased, ethereal, would normally affect for this option
or intangible models just as if they to be chosen).With the chosen attack RANGED ATTACK*#
were solid. type, the model’s Mental Acuity is BP Cost: 2 pts. per damage die
Extra Reach (+1 pt. per inch, max 6”): increased by one level (this can allow AP Cost: 3
The model can choose to extend the the model to exceed the normal Dice Effects: The model can attack at
range of its close combat attacks with Pool Cap). range using its Physical Attack dice
the Melee Attack power. Models pool for the strike, and its Ranged
striking targets at range with this MIND ATTACK* Attack dice for the Damage dice pool.
ability are considered to be in close BP Cost: 3 pts. per damage die The nature of the attack is up to the
combat with their foes, and can enjoy AP Cost: 3 player. Examples include eye beams,
the benefits of multiple friends in Effects: The model possesses a eldritch bolts, force blasts from the
close combat. However, missed strikes ranged psychic attack using the hands, fireballs, etc. Players should
using Extra Reach have a chance of Mental Attack dice pool. Defending refer to the Ranged Combat section
hitting other combatants in close models oppose it with their Mental in Chapter I for details on how the
combat with the target in the same Defense dice pool.Targets oppose the range of an attack affects the target’s
way as for standard ranged attacks. Mental Attack damage roll with their ability to avoid it. Ranged Attack may
Models not in base contact (but still Mental Resistance dice pool. By its be used in close combat.
within the reach) of opponents nature, Mind Attack affects intangible Special Effects
Affects Ethereal (+5 pts.): The attack type until the beginning of its next pool. If Tommy hits Goradiator, he uses
can affect density decreased, ethereal turn. During the course of combat, if the super-simian’s 9D[3] Damage pool
or intangible models just as if they an attack of this type fails to strike the to attempt to hurt him.
were solid. model by two or more goals, it may
Immunity (+2 pts.): The model is choose to Reflect the attack to SENSE WEAKNESS
immune to the effects of its own another target within the Short range AP Cost: 2
Ranged Attack (including Knockback). band (in the case of a Ranged Attack), BP Cost: 3
This immunity does not extend to the or turn it back on the model that Effects: Models possessing this
Ranged Attacks of other models, even launched it (in the case of Close power have an uncanny ability to
models who’s RA has a similar special Combat attacks and Ranged Attacks strike at a foe’s weakest area.A model
effect (the exception to this is made in base contact). may spend 2 AP to and makes a
duplicates are immune to each other’s Reflected Ranged Attacks require a Difficult-3 Mind + Enhanced Senses
attacks too, see Extra Forms). second ranged attack roll made by the goal roll. If the roll succeeds the
Soul Fire (+15 pts.): The model can Reflecting model, opposed as normal model receives +2D on its next attack
switch the attack’s effects to non- by the new target, and using the (ranged or close combat) against a
physical, soul-singeing damage. Before original base damage value for their chosen foe within line of sight. Until
the attack goal roll, the model must ranged attack damage. Reflected close the beginning of the model’s next turn
announce it is switching to Soul Fire, combat attacks require a second opposing models enjoy +1D on their
and the damage from the attack is attack roll made by the Reflecting attack goal rolls against the model
opposed by the Mental Resistance model, opposed as normal by the using Sense Weakness. This bonus
dice pool instead of the Physical original attacker. If the Reflected does not apply to the target of the
Resistance dice pool. This attack attack hits, it deals a number of dice of power.
ignores the protection provided by damage equal to the original attacking Models making successful attacks 41
“physical” powers like Armor, Density model’s base attack damage. Reflected using Sense Weakness may choose
Increase and Elasticity. Mind/Resolve-based attacks also not to inflict Knockback on their
require an appropriate opposed roll chosen target.
REFLECTION to hit, and use the attack’s base Additionally, models using this
BP Cost: 10 pts. damage, resisted normally by the power receive +2D to spot their
AP Cost: 3 original attacker or a new target chosen target, while any other models
Effects: This power allows the model within the Short range band. hiding from them enjoy +1D on their
to turn certain damaging attacks back Special Effects hide checks.
on its foes, whether through Additional Reflection (+10 pts. per A model may never stack multiple
deflection, reflection, or some other type): The model is capable of uses of this power.
means. Models using Reflection can Reflecting the effects of additional The effects of this power can
deflect errant attacks away from them attack types. Each additional attack exceed the normal dice pool caps. For
as they arrive. When Reflection is type costs 10 pts. and should be noted example, an 85 pt. martial artist model
purchased, a model chooses whether on the model’s SuperSheet. with a maxed out 9D attack pool
it will reflect one of three types of Example: Super-gangsterTommyTeflon would have 11D against a model it
attacks: Close Combat, Ranged possesses Reflection (Close-Combat). used Sense Weakness on.
(Agility-based), or Ranged (Mind- During his turn he spends 3 AP to Special Effects
based). This should be noted on the activate Reflection. Later on during the Hunter (+0 pts.): Models with this
model’s SuperSheet to avoid round, Goradiator (Damage dice pool of special effect are relentless hunters,
confusion. 9D[3]) attempts to strike him in close pursuing a specific quarry until that
At the beginning of its turn, a model combat, but misses by 3 goals. Tommy target has been KO’ed or Coup de
must decide whether it is spending AP Teflon uses his Reflection power to turn Graced.At the beginning of the game,
on Reflection or not. If the model the attack back on the super-simian. He before initiative is rolled on round
spends the AP, it may use Reflection rolls his own Physical Attack dice pool one, models possessing this special
against any attacks of the appropriate against Goradiator’s Physical Defense effect may designate a target model
on one of the opposing teams as the of the power activated, and +1 die to Effects: Models with this power may
quarry of their “hunt”. Until this target its Agility for close combat attack re-roll a number of dice equal to its
is KO’ed, they receive the benefits and rolls per level of the power activated. level on each throw involving its
penalties of Sense Weakness against it Each active level of Shrinking adds +1 governing attribute. Super-Agility
as detailed above, but do not have to range band to the model’s actual Level 1 provides one re-roll, Level 2
make the normal Mind goal roll to get distance from its attacker; this could provides 2 re-rolls, and Level 3
them. If the target model is KO’ed, but effectively take the shrinking model provides 3 re-rolls. Re-rolls from
regenerates or heals, the effects of out of an attacker’s range. Shrinking super-attributes should be noted on
Hunter return once the quarry models at point blank range do not the SuperSheet in brackets after the
reaches Vitality 1 or higher. benefit from this rule. attribute’s standard dice number, i.e.
Models possessing this effect may Because of their small size, 6D[2].
not use Sense Weakness in the Shrinking models also receive +2 dice Models possessing this power also
normal fashion dictated above, but per level to any Agility goal rolls for have an uncanny knack for landing on
must either choose a specific target hiding, and require no terrain in which their feet when they fall. They gain
or not use the power at all for the to mask themselves. Foes attacked by +2D per super level to resist damage
game. a Shrinking model in close combat from falls. Unless they also possess
Example: Dim Mak uses Sense receive +1 die to their Strength to Instant Stand, they are still considered
Weakness against a foe in close combat. resist damage per level of their prone when they land.
He spends 2 AP and succeeds on his opponent’s current Shrinking. Special Effects
Mind goal roll, getting +2D to his next Special Effects Lightning Reflexes (+2 pts. per die):
attack goal roll against his chosen foe. Growth Attack (+2 pts.): The Models possessing this effect add its
Until the beginning of his next turn, Shrinking model conducts a charge at dice to their Initiative goal rolls.
42 opposing models receive +1D to attack the end of which it grows back to its
goal rolls against him. normal size. If it’s close combat attack SUPER-MIND
Example: Grannok-5 is an inter- hits, it adds +1 die to its damage goal BP Cost: 6 pts. per level (max 3)
galactic bounty hunter possessing Sense roll for every level of Shrinking it AP Cost: none
Weakness with the Hunter special effect. deactivated that turn. Models using Effects: Models with this power may
At the beginning of the game his player this maneuver do not pay the normal re-roll a number of dice equal to its
selects Warlord Karthoum as Grannok- 2 AP cost for deactivating the power. level on each throw involving its
5’s quarry for the game. Until Karthoum The model still gets its shrinking dice governing attribute. Super-Mind Level
is KO’ed, Grannok-5 receives +2D to for the attack goal roll. A model may 1 provides one re-roll, Level 2
attack rolls against him, while his other use this special effect on any charge, provides 2 re-rolls, and Level 3
opponents enjoy +1D to attack him. even if it does not result in a close provides 3 re-rolls. Additionally, each
combat attack. level of Super-Mind purchased adds
SHRINKING* Mighty Mite (+5 pts.): The Shrinking +1 AP to the model’s starting AP total.
BP Cost: 5 pts. per Level (max 3). model maintains its normal weight Re-rolls from super-attributes should
AP Cost: 2 and enjoys increased density in its be noted on the SuperSheet in
Effects: The model can decrease its shrunken state. Close combat brackets after the attribute’s standard
size, making it more difficult to attack opponents of the Shrinking model do dice number, i.e. 6D[2].
in close and ranged combat, and not get the normal bonuses to their Special Effects
more difficult to spot when hiding. Strength for being attacked by a tiny Lightning Strategist (+2 pts.): The
Shrinking models should be marked foe, and the shrinking model receives model gains +1 die on Initiative goal
with an appropriate counter, or +1 die to its Strength attribute to rolls. This effect may be purchased
better yet, replaced with a smaller resist damage. multiple times.
model to indicate their condition. Second Sight (+5 pts.): Models
Shrinking costs 2 AP to activate, and SUPER-AGILITY possessing Second Sight may target
a Shrinking model receives +1 die to BP Cost: 6 pts. per level (max 3) models that they cannot see with
its Agility for defense rolls per level AP Cost: none Mind and Resolved-based powers like
Mental Attack, Dominate, and Mind- SuperSheet in brackets after the Special Effects
based Flares. attribute’s standard dice number, i.e. Rage (+3 pts.): Models possessing
6D[2]. this special effect receive +1 level of
SUPER-RESOLVE Super-Strength while their current
BP Cost: 6 pts. per level (max 3) SUPER-STRENGTH Vitality level is less than or equal to
AP Cost: none BP Cost: 6 pts. per level (max 3) 1/2 their maximum Vitality Level
Effects: Models with this power may AP Cost: none (round down) of their current form.
re-roll a number of dice equal to its Effects:Models with this power may re- Shockwave (+2 pts.): The model can
level on each throw involving its roll a number of dice equal to its level pound its fists on the ground with
governing attribute. Super-Resolve on each throw involving its governing earthquake-like force, creating a large
Level 1 provides one re-roll, Level 2 attribute. Super-Strength Level 1 seismic shockwave and forcing anyone
provides 2 re-rolls, and Level 3 provides one re-roll, Level 2 provides 2 in its path to win an opposed Agility
provides 3 re-rolls. Additionally, each re-rolls, and Level 3 provides 3 re-rolls. vs. Strength roll or instantly be
level of Super-Resolve purchased adds Re-rolls from super-attributes should be knocked down. Shockwave costs 3 AP
+1 Vitality to the model’s starting noted on the SuperSheet in brackets and requires a Strength goal roll, and
Vitality total. Re-rolls from super- after the attribute’s standard dice is opposed by any models in its path.
attributes should be noted on the number, i.e. 6D[2]. The model has two effect options
when using Shockwave, Line or
Radius. Line shockwaves travel in a
straight-line 15” for every level of
Super-Strength the model possesses,
and have a 4” wide path of effect.
Radius shockwaves emanate 5” out 43
from the model in all directions for
each level of Super-Strength the
model possesses, and affect all models
within this radius except for their
creator. So a model with Super-
Strength level 2 would have a 10”
radius of effect.
Shockwaves ignore terrain, and do
not affect airborne or Density
Decreased models.

SUPER-ENERGY
BP Cost: 6 pts. per level (max 3)
AP Cost: none
Effects: Models with this power may
re-roll a number of dice equal to its
level on each throw involving any of
their Energy Based powers. Powers
eligible for this benefit are: Armor,
Damaging Aura, Entangle, Flare, Force-
Field, and Ranged Attack. Super-
Energy Level 1 provides one re-roll,
Level 2 provides 2 re-rolls, and Level 3
provides 3 re-rolls. This power can
qualify as super-support for multiple
dice pools. Note that this does not the air. She rolls sufficient distance (5 If the TK model is KO’ed while
stack with any Super levels they may goals for 25” horizontal and 15” vertical) levitating friends, they are all dropped,
have bought as a power specific on her leap check and then makes her falling a number of inches equal to
modifier. attack goal roll, beating her foe and twice the levitating model’s AP.
resolving the damage. Had her attack Manipulate Object (+2 pts.): For 3 AP,
SUPER LEAP missed, she would have continued on the model can grab and move objects
BP Cost: 6 pts. with her leap, scattering in random or friendly models up to the short
AP Cost: Charge direction measured from the end point of range band. Objects and friendly
Effects: Models with this power can her leaping arc. models can be moved 2” for every
leap, swing, or bound high up into the goal scored on the TK model’s Mind
air while also covering some TELEKINESIS or Resolve check. Objects of medium
horizontal distance! For every goal BP Cost: 6 pts. size or larger, or models that are
rolled on a Strength or Agility (player’s AP Cost: 2 Massive x 2 or greater, are moved 1”
choice) check the model may leap 5” Effects: At the beginning of its turn for every goal scored on the Mind
vertically and 3” horizontally, or 3” the model can declare that it is check. Players need only consider
vertically and 5” horizontally (the levitating off the ground, and can horizontal distance when deciding
model must decide which before it remain in the air until the beginning of where to place objects or models
leaps). its next turn. For purposes of moved with this effect. Once the
Super Leap is a special kind of playability, the model is always model or object has been moved, it is
charge maneuver where the leaper assumed to be hovering at twice its back on the ground.This effect cannot
can either use the ‘Targeting a Spot on base AP in inches above the be used to set up midair attacks on
the Battlefield’ rules to make it to a battlefield. Flying models.
44 specific spot on the terrain or attack A Levitating model may choose to TK Grab (+5 pts.): The model can
a flying or ground-bound model using move at normal speed, but may not grab a foe at range with its TK field.
a normal opposed attack roll. charge while levitating. On successive TK Grab counts as a 3 AP, short range
If the attack hits, the leaper lands turns, the model can remain aloft by band Mental Attack (TK model)
successfully at his target location. If it spending 2 AP to keep the power opposed by the target’s Physical
fails, the leaper uses the normal S2 active. Levitating models are Defense dice pool. Instead of making
scatter rules to determine where he considered to be airborne, and cannot a damage goal roll after hitting, the
ends up.The scatter occurs from the be targeted by conventional close attacking model simply grabs his foe
desired end point, which if attacking a combat attacks, but unlike Flying in a paralyzing field of TK energy. On
flier may be different than the attack models, do not receive any bonus dice each of their subsequent turns,
point, because the attack occurs to defense. models who want to escape or
somewhere along the leaper’s arcing Special Effects maintain grabs must make a 5 AP
path. The range is determined from Levitate Friends (+3 pts.): The TK opposed Strength + Escape Artist
the target model, but the scatter from model makes an unopposed mind goal (defender) vs. Mind (attacker) goal roll
the desired end point (which is the roll, and in addition to itself, can to see if the TK Grab continues (any
same when attacking a ground levitate a number of friendly models ties go to the defending model).
model).This represents that the target equal to the number of goals scored Defenders may attempt this multiple
dodged, or tossed them off course on this check.The model can levitate times if they have the AP. At the
slightly. friends up to 15” away. This check beginning of its turn, the grabbing
Special Effects costs 2 AP. On successive turns, model can choose to release its foe at
Extra Bounce (2 pts. per die): Models levitated models can remain aloft with no AP cost, however, it may not
may add their dice in Extra Bounce to theTK model spending an additional 2 attempt to TK Grab the same model
their Super Leap dice pool totals AP as above. The levitated models again that turn.
before rolling for Super Leap. move at a rate equal to the TK model. Grabbed models may not make any
Example: Hardcore attempts a Super The models all move in the same physical attacks on their turn; they can
Leap attack against a flying foe 14” in direction as the TK model. make Mental Attacks, activate non-
attack powers like Density Decrease, make another one against that Beyond any specific limitations it
or try to free themselves via the particular model for the remainder of might call for, a Power Mod may never
aforementioned opposed Strength the game. Models possessing this trait reduce a power’s point cost to lower
roll. Grabbed models attacked by ignore the effects of other Terrifying than half its original total. If a situation
third parties resist using their Physical Auras. arises where a Power Mod would
Defense dice pool as normal, but do reduce a power’s total by more than
not get the benefits of Super-Agility X-RAY SIGHT half, it reduces it to half-cost, and no
or Flight. Models attacking a grabbed BP Cost: 5 pts. further. Models can realize no further
model receive +2D to their Agility Effects: The model can ignore the point savings from mods that reduce a
goal roll to hit. effects of terrain when determining power’s cost by more than half. Power
Example: Grav-Girl attempts to TK line of sight for charges. Models in Mods should be noted on the model’s
Grab Killshot. Her player rolls her Mental cover targeted by a model using X- SuperSheet under the power that
Attack dice pool against Killshot’s Physical Ray Sight do not receive the normal they affect (in the same manner as
Defense dice pool and scores more goals. protection bonuses from cover. A Special Effects).
She’s got him! Later in the round Killshot model using X-Ray Sight cannot fire at Example:The Link possesses a Melee
gets his turn and spends 5 AP to try to targets through solid objects like Attack power that her player, Jo Ann
escape, pitting his Strength attribute buildings, vehicles, or thick copses of defines as an energy sword that she must
against her Mind attribute, and loses— trees. concentrate to summon. She decides to
he’s still pinned! Possessing only 9 AP to apply the Activation Goal Roll power mod
start, he cannot attempt to escape again POWER MODIFIERS to save some points on this power and
this turn, so he remains stuck. At the Not every hero or villain is the same, make it a bit more in step with her
beginning of her next turn, Grav-Girl and even characters and henchmen character. The total cost of the Melee
elects to maintain her grab on Killshot, so groups possessing the same powers Attack power is 6 pts. (+3D of damage 45
she spends 5 AP and they make opposed might wield them differently. Power at 6 pts.) Jo Ann may purchase up to -3
rolls.This time Killshot ties her 4 goals to Modifiers, or Mods for short, allow BP worth of the Activation Goal Roll
4, and breaks free! Since she did not players to tinker with their models Power Mod, which makes the total cost of
release him and he broke free on his own, when they build them, or even later the Melee Attack power forThe Link only
she could Spend 3 AP to try to snare him on as they grow in experience during 3 pts., but she’ll have to score two goals
again, or attempt to user herTK Grab on a Series. on a Resolve check each time she wants
someone else. Power Mods allow players to to use it (see the text below)!
maximize their points and create
TERRIFYING AURA powers that are distinct from each ACTIVATION COST
BP Cost: 8 pts. other. Power Mods can either reduce BP Cost/Reduction: -2 pts. per AP
AP Cost: none or increase the cost of a power by Effects: This mod may only be taken
Effects: Some models are so alien reducing or increasing its effectiveness for powers which have no AP cost to
horrifying that effectively attacking in some manner. The description for activate. Reactive powers like
them proves difficult.At the beginning each Power Mod will explain exactly Reflection and Force-Field, and some
of its turn, and when it first enters the what sort of power it can be applied active powers like Flight normally cost
area of effect, any enemy model within to. no AP to use, but this power mod
the short range band (15”) of a model Power Mods are most often assigns such powers an Activation
possessing this power must make a employed at Character Creation, but Cost that is paid either during the
Difficult-4 Resolve goal roll or be can also be added to a character as a model’s current turn (in the case of
Terrified. Models possessing Terrifying result of a Weird Radiation Special an active power like Flight), or at the
Aura receive +2D on attack and Event during a scenario. A Power beginning of its next turn (for reactive
defense goal rolls versus models they Mod’s point reduction or increase is powers like Force-Field and
have Terrified. Once a model has always applied after the power or Reflection). In the latter case, players
passed its Terrifying Aura check special effect’s total cost has been should place a die on the model’s
against a model it does not need to calculated. SuperSheet indicating how many AP
were spent “out-of-turn.” In the case for this modifier: Damaging Aura, Dis- or partially in the AOE are automati-
of reactive powers, a model may pel, Entangle, and Ranged Attack. Pow- cally hit and must make a resistance
always choose not to pay the ers do their full damage when goal roll against HALF attacker's
Activation Cost, and thus not receive operating in single target mode, but scored goals on his damage roll. How-
the benefits of the power. any goals scored are HALVED when ever before the damage roll, any de-
operating as an AOE. The Damaging fending model can take a free and
ACTIVATION GOAL ROLL Aura power marks the only exception immediate 'Dive for Cover' action to
BP Cost/Reduction: -2 pts. per goal to this; treat touching the target as full drop prone. Models that are prone
required (max 3) damage and everything else in the (for any reason) and models only par-
Effects: This power mod may not be area as half. tially within the AOE add +2D to their
used on powers that already require a When fired in single attack mode, damage resistance roll (so +4D to
goal roll to activate them. Using a the model's attack roll must defeat models that meet both of these con-
power with the Activation Goal Roll the defender's Agility goal roll as nor- ditions).
mod requires concentration (in mal (getting all bonus dice in damage When buying an AOE players must
addition to any AP cost that also has on a successful hit). But when spread choose their shape/type:
to be paid).To use the power, a model out to an area, the attacker uses the • Blast: Adds a Spherical AOE to the
must make a Resolve goal roll and 'Targeting a Spot on the Battlefield' attack. From the initial target, the base
score the necessary number of goals rules presented in Chapter I.After the increment is a 1" Diameter per dice
to activate it; this goal roll costs no AP, hit or scatter, all models even partially in the effect. So an 8D attack would
but if it is failed, another activation roll within the area are affected. produce an 8" Diameter sphere.
may not be attempted until the However, area attacks never receive • Bolt:Adds a model base wide Linear
model’s next turn. Iron Will may not dice carried over from the attack roll AOE to the attack. From the initial
46 be added to this roll. (the damage is spread all over the tar- target spot, the Bolt travels in a path
geted models and not focused on a that's directly away from the attacker.
ALWAYS ON vulnerable spot). Models who are fully The base increment is a bolt 2"L per
BP Cost/Reduction: -25%
Effects: This modifier is for models
which have some debilitating or
altered physical state on at all times.
The following powers may be
purchased with this modification:
Damaging Aura, Density Decrease,
Density Increase, Growth, and
Shrinking.

AREA OF EFFECT
BP Cost/Reduction: +25% or +0%
Powers with this modifier operate
at full effect against a single target or
spread out to a lesser effect against a
spot on the battlefield, possibly affect-
ing multiple targets.This versatility in-
creases the cost, unless the power is
purchased as an AOE only. In that case,
there is no increase in cost, but the
power can't be fired at a single target,
it can only be fired in AOE mode.
The following powers are eligible
die in the attack. So an 8D attack within the AOE from the effects of the this modifier for one of his model’s
would produce a bolt 16" long. Note: attack.This is useful for certain effects powers, he is saying that his model is
Players may want to also select the (like magical ones) that only affect en- part of some kind of non-human race
No Range mod when trying to create emies and not allies. Note: Players are that all possess it.
a traditional superhero 'bolt-thrower'. urged to use this extra responsibly. Example 1: Dave wants to build a
• Cone:Adds a Conic AOE to the at- AOE attacks are inherently more model that is a member of a monstrous
tack. From the initial target, the Cone concussive than normal attacks. Some race of elder beings. He decides all of
travels in a path that's directly away of the energy damage loss is due to these beings have Terrifying Aura, so he
from the attacker.The base increment the widening of the attack energy, but buys the power, then purchases the Boon
is a cone 1"L and 1"W per dice in the some of it converts to concussive power modifier for it.
attack. So an 8D attack would pro- force. If the AOE is an attack that Example 2: Scott’s building an Alien
duce a bolt 8"L and 8"W, from the tar- could cause knockback, it receives race for his SuperSystem game. He
get spot, you'd you'd measure 8" +2D to its knockback total, and +2D decides they all hail from a heavy gravity
directly away from the attacker and more per extra increment purchased. world, and thus they all possess Super-
then 4" to the left and right. The re- So even if a model suffers no damage Strength x 1.All members of Scott’s alien
sulting from the attack, an Extra Increment x race should buy their Super-Strength
• Cone is the triangle defined by the 3 attack will still generate 8D of po- with the 1 pt. Boon power modifier.
target spot and the left/right points. tential knockback (0+8D=8D). How- This power modifier may also be
Note: Players may want to also select ever, any knockback resistance they purchased for unbreakable items a
the No Range mod when trying to may have will still subtract from the model might possess.
create a flamethrower style power. distance rolled and thus may prevent Example: Silver Knight possesses the
• Spray:This modifier acts as either a them from moving. Any knockback is wondrous sword Excalibur. A normal
Cone or a Bolt, attacker's choice each in the direction directly away from the sword might count as Gear (see below), 47
time he or she attacks. However, initial target spot for the AOE, re- but Silver Knight’s player decides the
Spray attacks have a zero range when gardless of the firing model's location. legends are true and that Excalibur is a
fired in AOE mode. This modifier is Example: Ms. Megapulse wishes to use magical, unbreakable blade, and so he
useful for auto-fire or wide beam ef- her wide-band radian blast (8D[1],Blast) upgrades it to a Boon for 1 pt.
fects that can be fired at long range as against a trio of villains 24" away (mak-
a single shot or at zero range cover- ing it a Difficult-3 shot). Ms. M's player BURNOUT (LEVEL 1, 2, OR 3)
ing an area. picks a spot on the battlefield roughly BP Cost/Reduction: -10% (lvl 1)/-
Any additional shapes cost 2 points equidistant to the villains. From the point 25% (lvl 2)/-50% (lvl 3)
each, but 4 points allows a model ac- of impact (whether she scatters or not) Effects: Sometimes a model’s powers
cess to all the shapes. everyone within an 8" Diameter (4" ra- prove unreliable and stop working
The following modifiers are also dius) will be hit by her radian blast. during a scenario. There are three
available: Note:AOE Ranged Attacks with the levels of burnout and the point cost
Extra Increment (+25%, Max 3): This No Range mod emanate from the reduction and burnout roll vary by
extra increases the size of the area af- model possessing the attack,and also au- level selected.
fected. Multiply the base increment by tomatically hit the originating model.This At the end of any turn in which a
(1 + Levels of Extra Increment) to de- does not apply to Damaging Aura. model uses one or more of its powers
termine the AOE. So an 8D blast with with a Burnout disadvantage, it must
3 levels of Extra Increment would BOON make a Burnout roll for each one (3D).
produce a 32" Diameter blast instead BP Cost/Reduction: 1 pt. If the model does not score at least as
of an 8" one. This also indicates a Effects: A power with this modifier many goals as its burnout level, the
more concussive blast so it adds +2D counts as a Boon (see Character power burns out and may not be used
additional knockback per level pur- Modifiers below) instead of a power for the rest of the scenario.This roll is
chased. and is considered to be intrinsically unalterable by other powers (i.e.,
Selective (+50%): This extra allows part of the physical make-up of that Fortune, Luck, etc.).
the attacker to exempt any models model’s base race.When a player buys Example: Crystalmancer channels his
magical energies through a crystal on his DOES KNOCKBACK Anytime models with Gear lose
staff to which he must attune himself. BP Cost/Reduction: +5 more than 2 Vitality from a single
Occasionally these crystals can’t handle Effects: This modifier may be attack, they make an immediate
the stress put upon them by his powers purchased for any Vitality damaging Burnout-1 roll for all their Gear.
Crystalmancer’s player defines this as power that normally doesn’t qualify Success means it continues to
Burnout level 1. for knockback on its own. function normally (i.e., didn’t break),
At the end of every turn that failure means that it’s useless for the
Crystalmancer uses his staff, he must GEAR remainder of the scenario. If an item
make a Burnout roll (3D). If he doesn’t BP Cost/Reduction: +0 pts. has more than one power associated
get at least 1 goal (Burnout-1), his crystal Effects: All Gear is immune to Dispel with it, each power is rolled for
burns out and he will be unable to use and Copy Power (including separately. It is possible to disable only
his powers for the rest of the scenario. Nullify/Absorbtion). The power some of the item’s functions without
Between scenarios, he will have the essentially becomes a breakable item disabling all of them.
time to replace the damaged crystal and external to the model. The item can The Burnout level doesn’t increase
re-attune himself. still only be used by the owning model in severity with more incidents and
during the game (due to training, fit, rolls are only made after each
CHARGE ONLY bond, etc.). qualifying incident (not every turn
BP Cost/Reduction: -50% From a character design and theme thereafter). So the item doesn’t
Effects: This modifier may be applied perspective, all items which grant acquire Burnout; the damage incident
to any power that the model would powers to a model are considered to causes a check to see if the item
normally be capable of using without be Gear by default (unless modified to survived the attack undamaged. Luck-
charging (i.e., the Melee Attack be a Boon). This will largely be type powers and traits (Edge, Fortune,
48 power). Powers with this modifier are determined by the type of character Lucky) may not be used on this roll.
restricted to only being used as a model being built and how the model
charge maneuver instead of a normal is outfitted. Gear items upgraded to KNOCKBACK ONLY
AP maneuver, but qualify for the free Boon status are special and either BP Cost/Reduction:0 pts.
attack at the end of their charge move indestructible or self repairing. Effects: Powers with this modifier
should their move end in base contact Magical or Psionic items are not are more effective at knocking
with an enemy model. This power considered to be Gear by default and opponents back, but do not damage
mod is most commonly applied to the can have their properties Copied and them in any way (i.e., wind gusts,
Melee Attack power, but can also be Dispelled as normal (unless modified gravity pushes, etc.).This modifier can
used to model lack of control in pow- to be Gear or a Boon). be applied to any power that can
ers like Flight.

COSTS VITALITY TECH LEVELS


BP Cost/Reduction: -2 pts./die, The concept of Gear allows players (or a neutral game master) to
max 3D restrict their game world to a maximum Tech level (the standard Four-
Effects: Using a power with this mod Color Earth is unrestricted). If a set a Tech level is used, no Gear can be
carries with it a heavy price. Every purchased with Super above that number. The possible exception to this
time the power is used, the model lies with inventors who may treat that Tech level as 1 higher for each
must roll their Costs Vitality dice and level of the Inventor skill (see the optional Skill rules in the appendices)
mark off a number of Vitality points they have. Game masters or a group of players may change this option as
equal to the number of goals rolled they see fit.
(0-2 per die). Damage from this Example: Dave limits his SuperSystem world toTech level 0. No Gear may be
power mod cannot be Healed or bought with Super qualities and thus a natural limit of 5D is set on powers. He
Regenerated, or regained through the could decide later to change his world’s Tech level to 1, thus allowing Super 1,
use of Boost/Drain.Vitality loss from and powers that can reach 8D.
this mod returns between battles.
knock opponents back and once Armor, FF, Reflection, etc.). A Effects: Ranged attacks with this mod
applied, that power no longer does descriptor is also required for what it may not be conducted beyond the
normal damage. Opposed works against. Possible values are short range band (i.e., the attack has a
attack/defense rolls still happen, but if Ranged Attacks, Close Combat maximum of 15” range).
an opponent is struck they cannot Attacks, or a significantly restricted
resist the damage (unless they have special effect (i.e., Fire Attacks, Cold SLOW ATTACK
KB resistance or Flight). Attacks, Sonic Attacks, etc.). BP Cost/Reduction: -2 pts.
When an opponent is struck, Obviously if the power only works Effects: Attack powers purchased
Damage is rolled normally, but the against the above descriptor, then it’s with this mod may never use the
resulting goals result in inches of not valid. So no buying Deflection Flurry maneuver.
knockback instead of vitality loss. versus ranged attacks and then trying
Knockback resistance is subtracted to say ‘Only Versus Ranged Attacks’ :), SLOW POWER
from the KB goal total as normal. If however ‘Only Versus Fire Attacks’ BP Cost/Reduction:-2 pts.per +1AP
the target has Flying, they receive 2D would still be permissible. Effects: This Power Mod affects any
to resist this effect with +1D for each kind of non-attack power that re-
3 AP of Extra Movement they may ONLY WHILE quires AP to activate or use, including
have purchased (subtract the flying BP Cost/Reduction: -25% powers with activation costs like
resistance goals they roll from the Effects: This modifier may be applied Hyper Movement, Elemental Control
damage total). to any power that only works under Pool, and Telekinesis. Slow Powers
certain conditions.A descriptor is also cost +1 AP per -2 BP of the power's
NO KNOCKBACK required for the condition. Possible total cost. For example, Ikarian pos-
BP Cost/Reduction: -2 values are Flying, Shrunk, Intangible, sesses Flight with one level of the
Effects:This modifier may be purchased etc. For example, Flight with the Only Slow Power mod, so it costs him 3 AP 49
for any power that normally qualifies for While Intangible modifier is an to activate his power instead of the
Knockback and if purchased,that power appropriate use of this modifier. normal 2 AP.
no longer qualifies. Obviously if the condition is always
present or almost always present, then SUPER
NO RANGE this modifier wouldn’t be valid. So for BP Cost/Reduction: 3 pts. per level
BP Cost/Reduction:-50% example players may not purchase (max 3)
Effects: Any ranged attack power Shrinking with the Always On modifier Effects: This modifier may be applied
may apply this modifier to eliminate and then try to buy Flight with the Only to any dice pool related power.
its range entirely, thus making it a While Shrunk modifier as the model is Models possessing this extra may re-
Close Combat attack.This attack still never not Shrunk. roll a number of dice equal to its level.
costs the normal 3 AP. This power stacks with levels in
SCOPE super-attributes for a possible
ONE-SHOT BP Cost/Reduction:+1 BP/lvl (max 3) maximum of 6 re-rolls.
BP Cost/Reduction: -50% Effects: Each level of Scope removes
Effects: The power or special effect one of the target’s bonus dice due to UNRELIABLE
can only be used once per battle. range when using the Aim maneuver. BP Cost/Reduction: 1/2 Base Points
Characters with ECP's and Gadget Example: The Shootist possesses a Effects: Unreliable powers work only
Pools may not apply this Power Mod Ranged Attack with the Scope power about half the time! At the beginning
to those powers. mod. If his target is 36” away, he would of every round, all models possessing
normally receive +4D to defense goal Unreliable powers roll a D6; if the
ONLY VERSUS rolls. But with Scope x 1, his Aiming result is an even number, the powers
BP Cost/Reduction: -50% reduces target’s bonus to only +2D. work as normal, but if the result is an
Effects: This modifier may be applied odd number, they do not function for
to any defensive power that works SHORT RANGE POWER the entire round. A model may only
versus a broad range of attacks (i.e., BP Cost/Reduction: -25% BP possess one power that is Unreliable.
SPECIAL EFFECTS may not be affected by the Nullify benefit/suffer from the effects of
Models may purchase Power Mods special effect. If a character does Berserker until they have suffered at
for special effects of a given power, successfully use the Absorption least 3 points of Vitality loss.
but the point reduction gained from special effect on a boon or bane, the
the mod cannot equal more than one- target model does not lose it, CUNNING
half the total cost of the Special Effect. although the absorbing model gains it BP Cost: 1 pt.
Power Mods that only affect a specific as well. Effects: Once per game the model
special effect of a power should be may either use its Damage dice pool
noted by placing the special effect’s BOONS for attack, or its Physical Attack dice
name in parenthesis next to their BANTER pool for damage.This boon may only
listing on the SuperSheet. BP Cost/Reduction: 1 pt. per level ever be purchased one time per
Example: Tryckster possesses the (max 3) model.
Hyper Movement power and wants to Effects: Bantering models are big
add 5 levels (15 pts.) of the Carry talkers, and because of this they may EXTRA VITALITY
Objects special effect. Her player decides make 1 additional Soliloquy Attack BP Cost: +1 pt. per Level (max +3)
to purchase Carry Objects with 3 levels (- per level in this trait (see Combat Effects: Every level of this power
6 pts.) of the Activation Goal Roll power Maneuvers in Chapter I). adds 1 Vitality to the model’s starting
mod.The total cost of the Carry Objects Vitality rating. Models may never
special effect is now 9 pts., and Tryckster BERSERKER possess more than three positive
must score three goals on a Resolve BP Cost: 2 pts. levels of this power.
Check every time she tries to teleport Effects: Berserker models are
with passengers. crazed battlers resistant to the INVULNERABLE
50 effects of fear and pain. A Berserker BP Cost: 2 pts.
BUYING OFF NEGATIVE model automatically passes its KO Effects: Invulnerable models possess
POWER MODS check when it loses its last Vitality physical toughness or mystic
Characters and Henchmen Groups point, and adds +3 dice to its Mind awareness that makes them more
can buy off negative power mods with and Resolve when resisting the difficult to kill, but not any harder to
accumulated experience points. Once effects of Fear, Mental Attack, injure.They may always choose to re-
a player converts his model’s Terrifying Aura, and Mind or roll any Dead results on the scenario
experience to Build Points, he may Resolve-based Flares. Unless they post-battle tables. Henchmen groups
buy off any negative mods at the pass a Difficult-4 Resolve goal roll, may not purchase this power.
normal rate. For example, if a Berserker models must charge the
character has -4 pts. worth of the nearest, accessible enemy model, and LUCKY
Activation Goal Roll power mod, it must always enter combat via a BP Cost: 5 pts.
would cost 4 BP to buy off. charge. Berserkers never have to AP Cost: none
attack KO’ed models. Effects: Once per game, the model
CHARACTER MODIFIERS If no active enemy models are may re-roll any one dice pool throw,
Character Modifiers come in two within line of sight to a Berserker or force a foe to re-roll one throw
varieties, Boons and Banes. Boons model, it must make a Difficult- 3 that would have affected it.The Lucky
provide some positive benefit to the Resolve goal roll, or charge the model may select the better of the
character, while banes generally nearest friendly model! Berserker two goal results (either the first one
reduce a character’s overall points models out of line of site other or the re-rolled one).This power may
cost in exchange for some in-game models may act normally. be purchased with Elemental Control
penalty or defect. Character modifiers Special Effects Pool or Gadget Pool once per game,
are intrinsic or external to the model Pain Threshold (+2 pts.): Some and models with Copy Power may
and may never be affected by powers models are more resistant to their copy it once per game.
like Dispel. They can be copied or Berserker fury than others. Models Lucky re-rolls may be altered by re-
absorbed using Copy Power, but they possessing Pain Threshold do not rolls from super-attributes and other
powers. Lucky re-rolls may not be Vitality remaining may add +2 dice to Regeneration Only special effect.
altered by Fortune dice. any goal roll (except KO checks), but Soulless models do not possess the
must decide to do so before rolling same fighting spirit as normal
NEMESIS any dice. Pushing costs the model -1 creatures, and thus automatically fail
BP Cost: 1 pt. Vitality. This Vitality may not be all KO checks.
Effects: Models possessing this recovered by the use of any power. If Soulless must be purchased at
power must name a single character Pushing costs a model its last Vitality character creation, and cannot be
who becomes their Nemesis even point, it may complete its action taken during the course of a battle
though the target may not share the before rolling for KO. Pushing models with Elemental Control Pool. Models
same enmity. This power is both a that have already reached KO possessing Alternate Forms may not
boon and a bane to those who automatically go down once they’ve take the Soulless character mod for
possess it. completed their actions for the turn. their other profiles unless the base
The bane grants the Nemesis in form also possesses it.
question immunity to additional dice SIDEKICK
from this model’s Soliloquy attacks BP Cost: 1 pt. per level (max 12) VEHICLE
(he or she has seen and heard them Effects: Models with this power have BP Cost: variable
so often).This model must also make a sidekick! This sidekick could be a Effects: Models purchasing this trait
a Soliloquy attack on its first attack young protégé, animal companion, count as a vehicle (henchmen groups
against its Nemesis (which provides robotic familiar, or anything the player may not purchase this trait).The size
only a role-playing effect since the can think of! Every level of the and carrying capacity of the Vehicle
Nemesis is immune).They cannot use Sidekick power purchased grants the varies based on the level of the trait
any Soliloquy attacks on other models model 5 build points with which to purchased.AllVehicles share the same
until they have used one on their create its sidekick. During the game, a basic traits: Soulless (as the trait of the 51
Nemesis (unless their Nemesis has Sidekick acts as an independent same name), Massive (based on Level
been KO’ed and/or Coup de Graced). character in every respect.A sidekick taken in the power), requires
The boon grants this model +2 earns and spends experience like operator. When building some
levels of Iron Will against attacks and normal character models. Sidekicks vehicle-like models, this power may
resultant KO checks from its Nemesis, may not have the Sidekick power. not be appropriate. In these cases
and on any Post Battle tables it is This Boon is also immune to Copy levels of Massive and other powers
required to roll upon when the Power. will serve to create the desired
opposing side included their Nemesis If a Sidekick perishes during the effects.
(making recovery from defeat easier). post-battle sequence of the game a Models purchasing the Vehicle trait
These bonus levels can exceed the new Sidekick based on the same may not also purchase the following
dice pool cap. starting points level can be built, but powers and traits: Berserker, Elasticity,
If their Nemesis is ever killed, they this new Sidekick is not added to the Escape Artist, and Instant Stand.
may refocus this power to a new game until the second scenario Mounting/Entering a vehicle takes 2
model/Nemesis after a one battle following the previous Sidekick’s AP for adjacent models and at the end
hiatus. However, if the original demise. of that time the driver is ready to
Nemesis should ever return (like the operate the vehicle. Models may not
comics, not all deaths in SuperSystem SOULLESS charge into a vehicle.A vehicle will not
are permanent), any refocusing is lost BP Cost: 10 pts. move or fire without an operator.
and this power reverts to its original Effects: The model is immune to the Operating a vehicle costs the driver 3
target. effects of all Mental Attack dice pool AP, allowing the vehicle its full AP
powers; attacks on the mind and the worth of movement and attacks for
PUSHING spirit simply do not work against it. that turn. However, enemy models
BP Cost: 1 pt. Soulless models are not affected by trying to do the same must spend 4
AP Cost: none the Healing power from other AP and make a Difficult-3 Mind goal
Effects: Once per turn, a model with models, but may take Healing with the roll to successfully bring it into an
operational state. Enemy models may may begin the game already within a turn at the start of their turn and
only enter empty vehicles, and may vehicle. again after traveling at least 5”. Add
not operate enemy vehicles with the If the vehicle’s Agility is better than +5” to this distance if Flying. This 5”
Independent special effect. Leaving a the Driver’s, it is assumed to possess move requirement represents the
vehicle also requires 2 AP. a battle computer which allows it to vehicle’s base Handling rating.
Models wishing to operate a vehicle attack more deftly than the driver If the vehicle has any ranged attacks,
during their turn become Dedicated normally could. If the driver’s Agility is they receive a 180 degree arc which
Drivers. If a model begins its round better than the vehicle’s, its Super- must be noted at the time of purchase
within the vehicle and spends only the Agility is raised to that of the driver’s (Forward, Left, Right, or Rear).
3 AP necessary to make it operational and an additional +1 Super-Agility is Passengers with ranged attacks can
its turn ends and the vehicle model granted for every extra 2D Agility the fire in any direction. Vehicle close
may be activated immediately, driver has more than the vehicle’s combat attacks are Rams and must
essentially melding the operator and (representing the driver getting the come at the end of a charge. This
vehicle actions into a single activation most out of his vehicle). However, this precludes the vehicle from performing
in the initiative sequence. Models cannot grant more Super Agility to most other close combat maneuvers.
wishing to operate the vehicle for the vehicle than it has dice in Agility When a vehicle rams it adds its level
their turn may do nothing else except (i.e., a 3D Agility vehicle can’t become as extra dice to its damage goal roll.
for spending the 3AP necessary to more than 3D[3]). Attacking the vehicle with a ranged
make the vehicle operational. Models Vehicles can only make a 45 degree or melee attack happens normally, but

52
if an occupant is attacked directly or possesses enough strength to lift the power must also purchase the One-
via an AoE attack, they receive +2D to vehicle, it can right it. Shot power mod for the power. This
their damage resistance roll. AoE If a vehicle is used as a Super-Club, reflects SuperSystem’s overall
attacks work a little differently against the vehicle and all its occupants all philosophy that vehicles play a more
the actual Vehicle. Being larger than take the same damage as the target abstract role in superhero comics. A
most normal models, vehicles take (but the occupants receive +2D to team may use its vehicle to get to a
more of the damage from AoE attacks, resist the damage). battle or flee the scene, but it is not
but not as much knockback. The Vehicles are purchased in three often an active, ongoing participant in
attacker gets +2D to the damage levels: the general melee.
against the vehicle, but doesn’t get the • Lvl 1 (10 pts.) This is a small vehicle When they Hyper Move, vehicles
+2D for knockback (this bonus with a maximum of two occupants may carry a number of passengers
damage should be rolled separately or (Size Class Large).This vehicle counts equal to their normal carrying
with different colored dice since it as Massive 1. capacity; they do not need to
doesn’t apply to the vehicle’s • Lvl 2 (14 pts.) This is a medium purchase the Carry Objects special
passengers). vehiclle with a maximum of 6 effect. Their Hyper Move distance
When a vehicle carrying models is occupants (Size Class A).This vehicle while doing this is 3” per goal scored
destroyed (i.e., loses its last Vitality counts as Massive 2, receives +1 re- as normal when a model is carrying
point), all models would be knocked roll for Strength on damage resistance passengers while hyper moving.
down by the blast (unless they goal rolls, and has a base handling of Vehicle models may also purchase the
possess Instant Stand). Furthermore, 10”. Speed Burst and Warp special effects
passengers must resist the amount of • Lvl 3 (25 pts.) This is a large vehiclee if their players deem them
damage that was left over from the with a maximum of 11 occupants appropriate.
attack after the vehicle was destroyed. (Size Class B). This vehicle counts as This Boon is also immune to Copy 53
For example, if aVehicle with 3Vitality Massive 3, receives +1 re-roll for Power.
remaining takes 6 Vitality and is Strength on damage resistance goal Special Effects
destroyed, all models inside it would rolls and has a base handling of 10”. Enclosed (+5 pts.): In comic book
be knocked down and have to resist 3 Re-rolls from vehicle levels do not battles, the occupants of vehicles are
points of damage. count against the maximum allowed never completely safe from attacks of
If a Vehicle with 2 Vitality remaining for characters. any kind, but vehicles possessing this
takes 2Vitality, it is destroyed, but not Models with active levels of effect grant their passengers +2D to
spectacularly, and the models are Shrinking take up no transport slots. Agility to avoid attacks directed
knocked down, but are otherwise Each level of Massive a model against them.This is in addition to the
undamaged. possesses consumes an additional slot normal +2D to damage resistance
If a vehicle with 7 Vitality takes 15 of space, so a Massive level 2 model goal rolls.
damage, all models within it would would take up three spaces, and a Extra Fire Arc (+2 pts.): Vehicles
have to resist 8 damage and be massive level 5 model would take up possessing this trait gain one extra
knocked down. six! Each active level of Growth a fire 90 degree arc that must be
This provides a quick and easy way model has activated doubles their defined at vehicle creation.
to model the vehicle taking the brunt slots per growth level. For example, Giant Robot (+5 pts.): The vehicle is
of the hit before it is destroyed. Growth x 1=2 slots, x 2=4 slots, and some sort of Giant Robot complete
If a vehicle is knocked back, its x 3=8 slots.This stacks with any levels with a set of manipulators that allow
passengers go with it. If it is knocked of Massive they also possess. it to perform normal close combat
down, it can’t be moved until righted, Vehicles and Hyper-Movement attacks and combat maneuvers.
but can still fire any ranged attacks it A model possessing the Vehicle trait Provided they have the strength to do
has. Players should determine the may also purchase the Hyper so, Giant Robot vehicles may pick
orientation of the knocked down Movement power, but with the themselves up from a knocked down
vehicle using the random direction following restriction. Vehicle models state.
chart from the appendix. If a model possessing the Hyper Movement Independent (+5 pts.): The vehicle’s
battle-computer or integral pilot allows
it to function without an operator. It VEHICLES IN COMICS
may still be operated by another model Past treatments of vehicles in SuperSystem attempted to simulate the
in lieu of its own capabilities. action of vehicles in combat with a level of detail unwarranted by their
Nimble (+5 pts.): Subtract 5” from true role in the superhero comics. In comic books, vehicles blow up, get
the vehicle’s Handling distance. If this smashed, used as clubs, and generally abused. In SuperSystem 3rd ed. we
takes the Handling to 0 (it would for take a more abstract view of the role of vehicles in the game.
a ground based Level 1 vehicle), the
vehicle can move like normal models.
Vehicles possessing this effect still Because Veterans are rare and off of the board return the following
need to define their facing after expensive fighters, a player may only turn at the point where they left play,
movement to account for arc of fire have one Henchmen Group on his but they must cover the total distance
on any weapons they may have. team with this power. The cost of necessary to make it back.
No Carrier (-1 pts./-1 occupant): Veterans may not be reduced by
Vehicles may select this effect to Power Modifications. LESSER VITALITY
reduce their cost by eliminating the Example:A ten-man Henchmen Group BP Reduction: -1 pt. per Level (max
vehicle’s ability to transport other of Veteran Lemurian Shark Troopers is -3)
models. Models selecting this effect struck by an attack from the super-strong Effects: Each negative level of this trait
may reduce their passenger capacity Ox dealing 13 points of damage. Because subtracts 1 from the model’s Vitality
to 0, but must also purchase the they possess the Veterans power, the rating. Models may never possess more
Independent effect. Henchmen Group would lose only 6 than three levels of this power.
Turret (+5 pts.): Must be Level 2 or members instead of being wiped out.
54 larger to buy this extra. A Turret LIMITED MOBILITY
increases the arc of fire for all Ranged BANES BP Reduction: -5 pts.
attacks the vehicle may have to 360 COWARDLY Effects: Models possessing this trait
degrees. BP Reduction: -5 pts. move only 1/2” for each AP spent on
Effects: Models with this trait aren’t movement, and may never charge.
VETERANS the bravest of souls. If a friendly model Models possessing this power may
BP Cost: 10 pts. is KO’ed or removed from play within not purchase Extra Movement or
Effects: Some Henchmen Groups 20” of a model possessing this trait, the Hyper Movement.
represent the finest talent money can model must make a Difficult-4 Resolve
buy, and whether by virtue of excellent goal roll or retreat back toward its MASSIVE
training, genetic superiority, super- starting area on its next turn. This BP Reduction: -2 pts. per Level
technology, or some combination of retreat must occur at the model’s best (max 5)
these factors,they are much tougher to possible movement rate, and any Effects: Massive can be taken for
bring down in a fight. Henchmen remaining AP’s not used for movement larger profile models whose lack of
Groups possessing the Veterans are lost. At the end of its turn the nimbleness represents an easier-to-hit
character mod can withstand 2 points Cowardly model may make another target. Each level of Massive grants
of damage per man rather than the Difficult-4 Resolve goal roll to collect opposing models +1D to their
normal 1 point per man, effectively itself. If it fails it runs again on its next Physical Attack goal rolls to hit in
making them twice as hard to take out. turn.The removal of single henchman close or ranged combat.
Any odd points of damage dealt to a models does not provoke a Cowardly
Veteran Henchmen Group are lost, and roll; an entire henchmen group must be UNLUCKY
do not carry over to later attacks. removed to provoke this roll. BP Cost/Reduction: -5 pts.
Because of their extensive If a model should move off of the Effects: Once per game, an opposing
experience and grit,Veterans also add board as a result of this effect, players player can force a model with Unlucky
+1D to their Resolve goal rolls before should keep track of how many total to re-roll one dice pool throw, or re-
making Post-Battle table checks. inches it moved. Models that have fled roll a throw of their own that would
have affected the Unlucky model.When Reductions in a model’s attributes do
models with Unlucky re-roll their dice, not reduce figured characteristics like
they must accept the lesser of the two AP and Vitality. Unstable may be
results as the official one. If the second bought off with experience.
throw is made by the Unlucky model, it
may not be altered by re-rolls from AFFILIATION
super-attributes or other powers. The last thing determined when
When the model opposing the Unlucky building a character is his or her
model re-rolls its throw, it may take the Affiliation. A model’s Affiliation really
better of the two throws. encompasses two things: belief and
Example: The Glock-Roach is an team membership. A player must
Unlucky hero. He’s battlingThunderfist and decide where his model’s beliefs lay—
gets a great shot on him scoring 8 goals! Hero,Villain, or Mercenary.This choice
But Thunderfist’s player remembers that can become important in certain
the Glock-Roach is Unlucky, and decides scenarios. The other aspect of
to force the roach’s player to re-roll his Affiliation involves what team a
excellent attack throw. He does and scores character belongs to when the series
only 3 goals—the Glock-Roach curses his begins. Check our free download for
lot in life as his shot careens off a passing dozens of official teams and free agent
bus, just missing Thunderfist. Had Glock- characters. These write-ups can be
Roach’s player rolled an even more used directly from the book or used
miraculous 9 goals on his second throw, he as inspiration for original creations.
would have been required to accept the 55
first, lesser throw.

UNSTABLE
BP Reduction: -3 pts. per level (max
3)
Effects: Unstable models suffer from
personal demons or distractions
(drug abuse, alcoholism, ailing family
member, etc.) which can inhibit their
performance during a battle. Before
the battle begins, roll a D6 for each
level of Unstable a model has
purchased. Any even results on these
die rolls prompt a roll on the table
below:

Unstable Effects
Roll Effect
1 -1 Strength
2 -1 Agility
3 -1 Mind
4 -1 Resolve
5 -2 AP
6 -2 Vitality
base contact for the group to enjoy
the friends in close combat bonus. If a
character or henchmen group charges
and makes contact with at least one
model in a henchmen group, the en-
tire group is considered to be in the
combat. For purposes of clarity, once
a charge is completed against a hench-
men group, move all of the henchmen
Henchmen are built in groups, and consensus on henchmen power limi- into base contact (or as close as pos-
act as one model for purposes of tations, and then stick to it. It is not sible) with the charging model or
movement, combat, and most other recommended that henchmen groups models.
factors. A Henchmen group makes ever possess more than 8 total levels Every two Henchmen in a group
one goal roll on attack and defense of re-rolls. beyond the first grant them +1D to
goal rolls. Henchmen Group attrib- Example: Jo Ann wants to purchase their Physical Attack dice pool for
utes and powers are purchased just as Super-Strength level 2 and Armor with close combat attacks. No matter the
heroes and villains are. Henchmen Super-2 for the Plasti-Men. She could not henchmen group's size, it can never
Groups purchase attributes and pow- also purchase Super-Agility for them, as gain a bonus higher than +5D from
ers the same way as characters do, they may not have more than four total multiple friends in close combat.
and face the same Dice Pool Cap and levels of re-rolls. Note that unlike character models,
Super restrictions. Henchmen Groups henchmen groups only receive the
begin with 5 free members, and for HENCHMEN AFFILIATION bonus to the Physical Attack pool
56 every 2 pts. spent, another henchman Henchmen Groups must be as- from greater numbers, not to Physical
can be added to the group. signed an Affiliation in the same man- Defense rolls. Since they are treated
Example: JoAnn wants to build a ner as characters. as one model in most respects,
Henchmen Group serving the sinister Henchmen groups convey only a +1D
mastermind Dr. Simian. Her Series is Henchmen Grouping bonus to friendly character models in
using an 85 pt. Power Cap. She first buys Henchmen must remain close to close combat with them, and no
the group's attributes, deciding that the each other during the course of a bat- bonus to other, friendly henchmen
Plasti-Men will have Strength 4 (12 pts.), tle. Each model in the group must be groups. Henchmen groups are trained
Agility 4 (12 pts.), Mind 2 (4 pts.), and within 2" of another member of the to fight together, but often get in the
Resolve 4 (8 pts.) for a total of 36 pts. group.They may move in a line, or as way of other, friendly henchmen
She then decides to spend 10 pts. to pur- a looser formation, but this 2" limit groups.
chase 5 additional Plasti-Men for the must be maintained. Since Vitality loss Example: Five Plasti-Men have charged
group for a total of 10. Now she can against henchmen groups results in Ox.The Henchmen make one attack goal
move on to buying her group's powers. the removal of members of the group, roll at +4D (+2D for their numbers, and
casualties should be removed in such +2D for the charge).
POWER LIMITATIONS a way as to preserve group integrity. Example:Ten Shark Troopers and the
Henchmen groups may be built Lemurian enforcer Megladon are in close
with any of the powers presented Henchmen in combat against Brute.The Shark Troop-
earlier, but may only purchase four Close Combat ers would receive +4D to their PA goal
total levels of re-rolls between super- Henchmen Groups attack in close rolls in the close combat. If Spine-Strike,
attributes and the Super power mod- combat as one model, but as long as another Lemurian ally, joined the battle
ifier. In higher level games, or to they outnumber their foe, they gain a next round, their bonus would rise to
model elite henchmen, players may bonus to attack in close combat sim- +5D. If a third friendly character joined in,
wish to allow henchmen groups more ilar to the multiple friends rule. their bonus would remain +5D as
levels of re-rolls. Before a one-shot or Unlike character models, all hench- Henchmen may never gain a numbers
series, all players should arrive at a men in a group do not have to be in bonus higher than +5D.
MULTIPLE FOES solve checks as one group. Henchmen in
AGAINST HENCHMEN Example: Fastlane rushes in to close Ranged Combat
When a friend rushes in to help in combat to aid his comrade, Coil, who has Just like a standard character, a
close combat against a Henchmen been besieged by five HostWarriors. Both Henchmen group spends 3 AP and
Group, simply split the henchmen the Ox and the Blur get two warriors makes a single ranged attack goal roll.
group's members as evenly as possi- apiece, and the Henchmen Group's Players should keep in mind the Con-
ble across the enemy models, keeping player assigns the third one to the Blur, centrated Fire maneuver for hench-
in mind that as long as they enjoy a reasoning that it will be easier to hurt the men.
numerical advantage, each sub-group fleet-footed mutate than his massive
still gets its bonus from superior num- comrade. Henchmen and Damage
bers as described above. Henchmen Later in the battle, the Ox takes out his A Henchmen Group'sVitality rating
groups split in this way make attacks two henchmen with another 2 points of is based on their numbers. If a group
as if they were separate groups, but damage left over.These extra points carry of seven of Dr. Simian's Plasti-Men is
they still take damage as one group. back over to the three henchmen still hit by a ranged attack and takes two
Cowardly henchmen groups that are battling the Blur, taking two of them out Vitality points worth of damage, two
split in these instances still make Re- as well. members of the group are removed.
Henchmen groups are tracked on Su-
perSheets just like character models,
but the Vitality track can be ignored,
as each member of the group is es-
sentially equal to one Vitality point.

HURLING HENCHMEN 57
Entire henchmen groups may be
thrown in one attempt by a suffi-
ciently strong character.A five or ten-
model henchmen group counts as a
Large object on the Size Benchmark
Table, while a fifteen or twenty-model
group counts as a Class A object.
Groups larger than twenty models
count as Class B objects. Hurling
henchmen represents a bit of an ab-
straction, as the character model is
thought to be wrapping the whole
group up in some appropriate piece
of terrain and chucking them across
the board. Henchmen groups may not
throw other henchmen groups.

Henchmen and Vehicles


For purposes of determining the
number of passengers a model with
the Vehicle power can carry, each
Henchman in the group counts as one
model.
FOUR-COLOR EARTH Just beginning the long road back local English aristocracy. Heavily
Maybe there have always been from the devastation of World War I, armed and filled with a terrible
heroes. The many tales of valor and the world community did not know purpose, the dozen terrorists
superhuman feats that exist in every how to approach the inhabitants of descended upon the mansion in the
culture’s lore bespeak of people with either Atlantis or Lemuria. Cryptic cold winter darkness. Just as they
great powers. Tales tell of Heracles cables were received in the houses of burst into the mansion’s main
besting the Nemean Bull, Samson the world’s governments from both ballroom, a brightly clad figure leapt
raising the temple of God’s enemies cities, messages that spoke of peace on them from the rafters. In an instant
with his bare hands, and John Henry but hinted also at the overwhelming he was among them, moving with
besting a machine of iron and steam. power looming within their domed blinding speed and striking with
And what of the many tales of the edifices.They identified themselves as immense strength, he dispatched the
supernatural-vampires, werewolves, Atlantis and Lemurian Progenitors. terrorists in short order. Someone in
ghosts? Legends. Flights of fancy. Or at And, at over fifty miles in diameter, the crowd who had just returned
58 least that’s what the world believed neither city seemed to stay put, with from an African safari uttered, “That
until that faithful day in 1919 when all each one moving at will hundreds of chap was like a lion among a pack of
the rules began to change. miles in a single night’s travel. Each hyenas.” The name stuck, and thus was
On April 8th, 1919, two tremors one moved in haphazard fashion born The Lion of England.
rocked the planet Earth. The first around the globe, always careful to And he was but the first. Some
occurred near the Bermuda Triangle keep well out the reach of the other. weeks later, in Africa, a man calling
off the coast of the Caribbean, and the No one ever observed anyone (or himself Shango began a war on
second struck twenty miles off of the anything) entering or leaving the eerie poachers using powers of weather
coast of Sri Lanka (then called Ceylon marvels, but little did the world’s control. He was joined in his struggle
under the control of Great Britain). populace know that the two by several other heroes, and their
Following the tremors was the implacable hemispheres were acting deeds became legends. As more
emergence from the waves of two like great gardeners, seeding the Earth heroes began to emerge, so to did
great, mythical cities, Atlantis in the to later reap a harvest of a marvelous their opposite numbers. In New York
Caribbean, and Lemuria in the Indian new age.An Age of Heroes. during the summer of 1923 a string of
Ocean. Long thought by Greek After two years of mysterious bank robberies was committed by a
scholars and armchair historians to be movements around the globe, woman who simply kicked-in the back
entire continents, in truth these two confounding all efforts to make real of the banks’ walls and ripped open
marvels were great floating cities built contact, Lemuria and Atlantis vanished their vaults with her bare hands in the
with a technology undreamed of by again. Things really started to get dead of night.
mankind. Why they chose to reveal interesting after that.The first widely It took the efforts of a collection of
themselves on that fateful day is still recognized sign of the supernatural good Supers (as anyone exhibiting
unknown, but their resulting effects manifested in post-war England. strange powers of any origin had
on the course of human events have On December 25, 1922, a group of come to be called) to bring her down.
transcended the pages of anyone’s Irish dissidents attacked a mansion The battle leveled two city blocks.
mythologies, and become a matter of where a Christmas party was being After this series of startling events
historical fact. held for prominent members of the classifications of the various types of
Supers began to emerge. Mutants, weapons development were made “modern” technology.
mutates, experiments, elites, cyborgs, during the 1920’s and 1930’s.Walking While science asserted itself, the
robots, androids, aliens-the scientists tanks, ray guns, solar power, weather powers of Magic were also taking
and the media could barely keep up control, and much more were posited hold, as more and more people who
with who was calling himself what and by a few gifted minds of the times. believed in its power began to realize
why. Many of the devices tested ended in it. Some theorized that the coming of
The Scientific community did not sit horrible disasters, but a few the cities from beneath the waves had
idly by while the Supers took center succeeded, and some were even sundered some barrier between the
stage.Amazing and sometimes bizarre adapted to the assembly line, and “real” world and the place where
advances in energy research and became commonly accepted as magical power had fled to when the
industrial revolution hit. Supers with
purely magical powers were
becoming more common, and
items of magical power were
being discovered with
increasing frequency.
Many world and local
governments, not wanting to
squander the precious and
strategically vital resource that
Supers of any origin
represented, created whole
programs to test, monitor, and 59
control their activity. Some
Supers welcomed government’s
role in their lives, others
recoiled at the idea, and resisted
any attempts at recruitment.
Suddenly, some Supers who had
been seen as heroes became
villains in the eyes of a fickle
public. Some independent
Supers managed to turn public
opinion back in their favor
through good deeds, but others
gave in, and became villains in
fact as well as name.
Many villains formed secret
societies built around them as
sole leader and driving force.
Some of these societies
worked with corrupt world
governments to commit acts of
unspeakable evil.The Asgardian
Brotherhood worked with the
German government to
capture and incapacitate Jewish
Supers during WWII. Lead by
the giant enforcer Jotunheim, the agent Capitol was broadcast on Soviet domestic ends.
Asgardians became a group feared and and American television. The pair of In India, New Delhi became a
hated around the world. It was only iconoclastic titans battled it out on hotbed of Atlantis Front activity, as a
through the efforts of Allied Supers the streets of Helsinki for nearly an powerful new threat seized control of
that the Axis powers and their Super hour with neither man asking for one of the most storied of the old
minions were brought to heel. quarter. Atlantis secret societies. Dr. Simian,
Others also gained infamy for their Before the battle could be decided, once known to the world as Dr.
deeds, and a pair of societies in a rogue Lemurian cell made its move, Reddy Singh, a respected biologist and
particular enjoyed a series of brutal and attacked both Supers with engineer, managed to transplant his
victories over government authorities powerful operatives of their own. brain into the body of a bio-
that catapulted them to prominence Both Capitol and the Siberian were engineered super-ape! With his
during the 1950’s. The Atlantis Front taken down, but only the Siberian amazing intellect and powerful new
and the New Lemurians claimed to be survived the treachery. Most of form, Singh, now calling himself Dr.
heirs of the mysterious beings they Helsinki was wiped out that day, and Simian, staged a brutal coup of the
called the Progenitors, the forces to this day the Siberian is still believed local Atlantis cult. From there he
behind the return of Atlantis and to be hunting the Lemurians branched out and wrested control of
Lemuria in 1919! Both groups responsible. the New Delhi drug cartels from the
possessed technology beyond even Secret societies not withstanding, local gang bosses.
what the most gifted gadgeteers of the 1970s and early 80s brought with With limitless drug money to
the time could produce, and members them a Super and conventional arms finance his mad inventions, and access
of both groups talked in veiled terms race that made the whole world hold to the technological legacy of the
of the Progenitors’ “great plan” for its breath. But capitalism, and détente, Progenitors, Simian attracted Super
60 the Earth. eventually won the day, and the Soviet followers by the dozen. Only the
Seemingly unstoppable, both the Union collapsed under its own power of the Indian Super-Agent
Atlantis Front and the New weight. Amidst its ruins the Russian Shakti put an end to Simian’s bid for
Lemurians undid themselves with Federation emerged, and the entire power, and sent the Super-Ape and his
internal strife. Leaders and lieutenants planet breathed more easily. That is, chief minions into hiding.A triumphant
clashed, and splinter groups were until dozens of forcibly retired Soviet Shakti was introduced to the Indian
formed from both main bodies. Supers tried to lead a coup on and world media as the country‘s
Without a unified power base,Atlantis Moscow.The Red Patriot Movement, premier weapon against terrorism in
Front and Lemurian factions picked as the group came to be called, was all forms. Supers like Shakti, a member
each other off cell by cell, and many eventually repulsed by Russian of a lesser caste before her powers
of the splinter groups went into deep opposition and multiple defections, emerged, changed Indian culture more
cover. The self-proclaimed voices of but enough of them survived to seize in one decade than in half a century of
the Progenitors grew silent, or were and control the Russian state of government reform.
drowned out by the turmoil of the Georgia.With the backing of the RPM, Meanwhile, Pakistan’s Muslim
1960s and the Cold War. the birthplace of Joseph Stalin himself, regime was having trouble coming to
Both sides used Supers extensively Georgia has remained a Soviet grips with the role of Supers in its
during the Cold War. One of the stronghold in a sea of capitalistic affairs, and lagged behind India in
Soviet Unions greatest symbols of reform. Super development. This tipped the
power and unity during the 1960s With the collapse of the Soviet balance of power in the 1980’s in
was The Siberian, a massive Super Union, the United States remained India’s favor, and allowed them to
Russian who looked like Josef Stalin the world’s loan super power. But in win a crushing and decisive victory
reborn.The product of a Soviet Super the early 1990s, India and China began in the Kashmir Border War of 1991.
Soldier program that dated back to to take their places as power brokers With Pakistan subjugated, and Indian
the last days of WWII, the Siberian on the world stage. China became Supers dismantling the Caste system
was all about Communism in action. especially adept at using Super barrier merely by crossing it, India
His epic slugfest with the American operative to further its foreign and was finally able to concentrate on
the development of her possessing superior powers and inclusion in his intergalactic blood-
infrastructure. Working closely with technology. sport. One of his regular servants,
the Norway, a European model The mysterious cities had returned, Dark Templar, formed a new team of
social safety net was created that and it seemed that for the entire villains in order to draw these heroes
managed to reach out to at least world some dark fate was drawing out for testing. But Templar grew
some of India’s many disenfranchised nearer, as signals from several deep envious of the freedom he saw other
people. In five short years, India space probes suddenly went silent. supers enjoying on Earth, and
became a superpower among eventually betrayed his cosmic master
nations, taking her place with the THE INVASION ARRIVES in order to remain and reap his own
United States as a world leader. Shortly after the probes went silent, criminal profits.
The decade of the 1990s was a the first Host attack craft descended With the help of several other
tumultuous period for the rest of the on the Earth. The first supers to teams of heroes and villains, Templar
world as well. Increasingly more engage the aliens had been the Scions imprisoned the Gamesman in the X-
Atlantean and Lemurian technology of Atlantis, and they had not fared Dimension. Now with invasions and
was making its way into the hands of well. Around the world the Host cosmic threats put aside, heroes and
Super Villains and fringe groups. The began to ravage the Earth’s nations. villains have returned to their
world’s weather satellites began Where would the heroes and their accustomed roles of ages-old foes. But
detecting climatic changes around the governments find the strength to there are many villain groups now, and
globe. Sea levels began to rise defeat this implacable foe from internecine conflict often ensues.
alarmingly in areas where land was beyond the stars? Sometimes even heroes battle each
most precious. Super violence rose The heroes and governments other when they are at cross-
dramatically in overcrowded cities reached out to Dr. Simian, one of the purposes. Shifter, the heroic leader of
where the poor and disenfranchised world’s deadliest villains, for aid. And the Scions of Atlantis often quotes 61
dwelled in misery. the often malevolent super-ape this dark aphorism from his forebears,
Heroic Supers did their best to answered. He brought his high-tech “When mere humans wield the
keep a handle on things, and more and minions and bio-engineered creations power of immortals, it is their battles
more of them organized into teams, to battle against the Alien threat. that are never-ending.”
micro-militias capable of dealing with When other villains saw him battling
the groups of villainous Supers and the alien Host (as they came to be THE FACTIONS TODAY
fringe operators threatening world known), they also took part. In the wake of the Invasion a
peace. Events seemed to be building It was then that the mysterious number of factions and teams have
toward some unknown climax, and on floating cities reached out with aid, survived and prospered.The brief but
January 1st, 2000,Atlantis and Lemuria revealing to a stunned world that they effective alliance between villains and
returned. indeed were fugitives from the Alien heroes ended once it became clear
The floating cities were spotted Host, and that the aliens had come aliens and cosmic threats were
around the same time,Atlantis off the chiefly to collect their errant beaten.Atlantis and Lemuria have now
coast of Australia, and Lemuria “children.” The two feuding cities settled beneath the waves and have
somewhere near Iceland.This became threw their technological might into sought recognition as sovereign states
known around the world in hundreds the fray and added their own unique with the United Nations.
of different languages simply as The supers as well. Players can download all of the
Return.Their only message, broadcast Slowly the tide turned and the official super teams and free agent
over radio, television, and the Host’s Invasion was thrown back. heroes and villains populating the
Internet,“We have returned.The time Four-Color world for free from the
of testing is near at hand.” Like before, THE GALACTIC GAMESMAN same site where they purchased these
they rebuffed any further attempts at A short time after the invasion, a rules, or from the SuperFigs Yahoo
communication, and when the world’s cosmic being known as the Galactic Group. The document is a PDF and is
Supers tried to intervene, they were Gamesman sent pawns to earth to entitled Official SuperSystem
either repelled or captured by beings test some of its supers for possible Characters.
COMIC BOOK BATTLES important. Should you continue to THE NATURE
The essence of SuperSystem is battle with two of your teammates OF EXPERIENCE
telling stories with miniatures. already down early in the fight, or pull Characters in a SuperSystem Series
Replicating the pace and action of back and lick your wounds, living to are not static beings; they change and
comic book battles, and the fight another day? Both One-Shot and grow based on the trials they face on
characters that take part in them, is Series games share a common need, a the battlefields of Four-Color Earth.
best accomplished in the context of a reason for conflict, a story. That’s Playing Series games in S2 yields
Series. Before discussing the nature of where the Scenarios come in. specific experience rewards for
a Series, it is also important to discuss
the One-Shot style of game. In comic
book publishing One-Shots are single-
release comics that are not intended
62 as ongoing series. In S2 a One-Shot is
a one-off battle exclusive of any larger
story or continuity.

MATCH-UPS IN S2
Opposing teams in a SuperSystem
games are usually balanced in the
number of total build points on either
side. Before any battle players must
decide on what size game they will
play. Players can choose an arbitrary
number of build points, or use the
following guidelines:
• Small Battle: 3 models per side (265
pts. per player)
• Medium Battle: 5 models per side
(425 pts. per player)
• Large Battle: 8 models per side (680
pts. per player)
In a One-Shot game the players
simply choose a scenario (see below)
and play the game, whereas in a Series
each scenario played can add to the
mythos of the Four-Color World.
Series games make decisions during
individual scenarios all the more
EXPERIENCE AND
ALTERNATE EXPERIENCE--FATE DICE DICE POOL CAPS
There is a school of thought among some that supers pretty much When a player upgrades a model’s
remain the same from story to story, and that any change in their powers powers, traits and attributes, or
or abilities occurs only to facilitate the writer’s story whims. Players purchases new powers, the model’s
uncomfortable with the Experience mechanic can use the Fate Dice rules overall BP total will change. After
instead. In this campaign system a player who wins a game earns 1 fate upgrading or adding powers, adjust
die for his team. Fate dice are spent during subsequent games to enhance the model’s total BP rating
a model’s goal rolls, and can be used in any instance. Once a fate die is accordingly. Models that grow in
spent, it is gone for the rest of that game. Fate dice count as situational power through experience over the
dice, and are not subject to dice pool cap limits. A player whose team course of a Series will see their Dice
goes on a hot streak in a campaign can wind up with a nice handful of fate Pool Cap number increase.
dice at the start of each game, and this can be thought of as a successful
team making its own good luck. HENCHMEN
Players can also agree that fate dice can be spent in other, more creative AND EXPERIENCE
ways: Henchmen groups earn experience
• Before the battle begins, but after each player has deployed his or her just as characters do, but they spend it
team, a fate die may be spent to re-arrange one piece of terrain. In order in slightly different ways.A henchmen
to qualify to be moved, the terrain may not have any models deployed on group may spend 4 experience points
it.The terrain may be moved a maximum of 12”. to add a new member to the group.
• A fate die may be permanently spent to grant a model a special effect Henchmen groups may not improve
for one of his existing powers.The effect is added at the minimum level their attributes, but they can improve
(i.e., +1D for dice-based special effects). Fate dice spent in this manner are existing powers and add new special 63
gone for good, and do not return at the beginning of the next game. effects, using the same 4/1 exchange
• A fate die may be permanently spent to add +1 to a model’s D6 roll on that characters do.Their total BP cost
the post battle tables. Fate dice spent in this manner are gone for good, increases just as normal character
and do not return at the beginning of the next game. models do. Henchmen groups may
not increase a super-attribute beyond
level one. Adding new powers can
participating models. Every Scenario SPENDING IT only be done in conjunction with a
has a Rewards section that lists the Experience is saved until a model Series Special Event or special
amount of experience earned by wishes to spend it on improving an circumstance scripted by an
surviving models.This value is usually attribute, enhancing an existing power arbitrator (see Scenario Scripts below
expressed as a split total like “2/1.” or trait, or in rare cases adding a new for more details).
The number before the slash is one. After each session, note the
earned if a model survives the experience earned on the back of the TEAM EXPERIENCE
scenario standing, while the number SuperSheet. Saved experience can be Teams in S2 earn Fame points (or
after the slash is the amount earned spent to improve powers, traits, and Infamy in the case of villains) for
by KO’ed or removed models who attributes, or to add new Special every battle they fight. If a team wins
manage to survive the post-battle Effects to existing powers. Every four a battle, it earns 20 pts. Losers earn
repercussions. experience points earned counts as 10 pts. Note these Fame points on
one build point (4 EXP= 1 BP). the back of the team leader’s
BOUNTY/HEAD-HUNTING Adding new powers can only be SuperSheet. These points can be
Additional experience rewards can done in conjunction with a Series spent to add new characters or
be earned when models KO foes Special Event or special circumstance henchmen groups to the team. Fame
during the course of a scenario. Each scripted by an arbitrator (see Points translate into Build Points on
enemy a model KO’s earns it +1 Scenario Scripts below for more a 2 for 1 basis, with every two Fame
experience for the scenario. details). Points equaling one Build Point.
These new members can be built Post-Battle tables presented after the
using the character creation system, RANDOM SCENARIO scenario descriptions. KO’ed must
or duplicated from an official list, but GENERATOR check on the KO Table, and models
all Series Power Caps and other DIE removed from play must check on the
guidelines must be followed in their ROLL SCENARIO Coup de Grace Table. Players running
creation. 1 Ambush One-Shot scenarios can simply ignore
2 Assassination Agenda the Post-Battle tables, or work
SCENARIOS 3 Getaway through them for the fun of it, not
Scenarios provide the story 4 The Rescue bothering to note the results.
framework for SuperSystem battles. 5 Rooftop Rumble As noted earlier, models removed
Whether playing a One-Shot or a 6 Slugfest with the ‘Cuff ‘Em option ignore killed
Series, players choose a Scenario to results on the Coup de Grace tables.
play before beginning their game. If a Certain scenarios might warrant
specific Scenario Script has not been The Scenarios below represent special circumstances for models,
defined for the Series, or if players are some of the most common themes of whether they roll on the tables or
just doing a One-Shot, they can roll the comic genre. All Scenarios have not.These are noted in the Post Battle
on the table below to randomly the following characteristics: Specials line of the scenario
generate a Scenario to be played. Name description.
Once the Scenario to be played is DESCRIPTION (the nature of the
known, players should each roll 1D6, scenario) BENEFITS OF EXPERIENCE
with the lower roll acting as the SETUP (where the models begin the Heroes and villains who’ve been
defender and the higher the attacker. scenario on the board) through a few battles know how to
64 Some Scenarios will not require such SPECIAL RULES (any special stage amazing escapes, coming back
distinctions; see the individual circumstances in the scenario) whole after suffering seemingly
descriptions for details. OBJECTIVE (what each player must grievous injuries. Before rolling on
do to win the scenario) either table, a model can decide to
RANDOMLY CHOOSING END GAME (the number of rounds spend some of its saved experience to
TEAM MEMBERS the game lasts and any special victory increase its chances of survival. For
Some scenarios and special events conditions which might exist in the every experience point a model
will require players to roll randomly scenario) spends in this way, it gains +1D on the
to determine if team members show REWARDS (the experience earned Resolve goal before rolling on either
up, benefit or suffer from some game by each model in a Series game) the KO or Coup de Grace table.
effect, etc. Whenever a player is SPECIAL EVENTS BOX (contains
required to choose team members a matrix of 1 - 6 complications players HENCHMEN POST-BATTLE
at random, each character or may choose at random to add extra Not as critical to the story as
henchmen group on the team is interest to the battle. The specific characters, Henchmen Groups roll
assigned a number between 1 and 6, details of each Special Event are post-battle results on a separate table
and a D6 is rolled to determine detailed in a later section. Unless presented after the ones for
which model is chosen, affected, etc. noted, Special events are always rolled characters, regardless of the
If a team has fewer than six models, for prior to the setup of teams on the circumstances. A henchmen group
simply ignore higher die results and table.) need only roll if it was completely
roll again. If a team has more than six wiped out.
models, assign two models to a POST-BATTLE
single number, and if their number is Models KO’ed or Removed from SCENARIO INDEX
rolled, roll a second time, a result of the board might suffer minor or AMBUSH
1-3 indicates model A is the chosen serious consequences based on the DESCRIPTION: Enemy Supers
one, and 4 -6 indicates that model B post-battle sequence. No matter the catch their foes at half-strength! The
is the chosen one. scenario, fallen models roll on a set of attackers can’t resist the chance to
pound on their foes when they’re POST-BATTLE SPECIALS: team must try to protect him. He or
outnumbered, and all the ambushed Attacker she is a fully functioning character in
Supers want to do is get out of the Confidence Shaken! If the attackers terms of this scenario, with statistics
area before they’re completely allow all of the outmanned defenders given below. To receive full scenario
overwhelmed. to get away their confidence becomes awards the attacking team must KO,
SETUP: Ambush works best with shaken. This lack of confidence and then Coup De Grace the VIP,
a square playing surface so that the becomes apparent before the next while the defending team must keep
defending player has an equal battle, and any opposing team receives the VIP on his or her feet. It is
distance to get to any of the four +1 die to attack and damage goal rolls assumed that the attacking team has
table edges. The defending for the first two rounds of combat. cut off all avenues of escape, and thus
(ambushed) player places three Defender forced a pitched battle—the VIP may
members of his five-model team Team Acrimony! If the balance of not be whisked away to safety!
(choose randomly which models the defending models’ team never VIP
show up, but they cannot add up to shows up, the survivors may bear a AP: 5 Vit: 4
more than half his team’s total grudge against their absent fellows.All Attributes: Str 2 Agl 2 Mnd 3 Res 2
points) in the exact center of the surviving models that participated in Powers: None
board. The attacking player may the battle should make a Difficult-4 Traits: Fragile Constitution—TheVIP is
distribute her team members Resolve Goal roll or suffer team in a weakened state, and thus does
wherever she chooses, but each disunity during the next battle. This not stand up well to the rough
model must begin play at least 15” disruption in teamwork means that treatment of being carried aloft or
away from enemy models. the opposing team automatically wins moved at hyper-speeds. If he is carried
Ambushed players with larger the Initiative on the first round of aloft by the Flight or Telekinesis
teams should setup 50% of their total action. In multi-player games the powers, or moved via Hyper- 65
models, while players with smaller disrupted team automatically activates Movement, the attacking player rolls a
teams should always deploy at least last. D6, and on a 4+, he loses 1 Vitality.
two models in the center of the This roll is made once per turn at the
board. ASSASSINATION AGENDA moment the VIP is affected by the
SPECIAL RULES: NONE DESCRIPTION: A VIP has made power.
OBJECTIVE: some powerful enemies, and an order Protector: During the scenario one
Defender: Get all of their team off of has been given to silence him! One friendly model in base contact with
the board via any edge. team is sworn to protect him at all the VIP may declare itself the VIP’s
Attacker: Prevent the defending costs, and the other has been Protector. This declaration may only
team from moving all of their models contracted to eliminate him with happen once, and occurs just before
off the board. extreme prejudice.The ensuing battle the damage from a successful attack
END GAME: The battle can last will determine the VIP’s fate. on the VIP is resolved. The damage
up to 5 rounds, but ends immediately SETUP: The defending player goal roll is resolved against the
after the last defending model exits must place all of his models and the Protector. In any game, the VIP may
the table. VIP in the middle of the board, a only have one Protector. Once a
REWARDS: Attackers 2/1 maximum of 5” from the center. The protector has absorbed an attack for
Defenders 3/1 attacking player may distribute her the VIP, it may not do so again for the
team members wherever she remainder of the game. This
SPECIAL EVENTS BOX chooses, but each model must begin represents that one dramatic moment
1 Cover of Darkness play at least 15” away from enemy in the story where the hero throws
2 Civilians models. his or her body in front of the attack
3-4 Teammates Arrive! SPECIAL RULES: The well-being at the last moment. Of course, models
5 Sixth Sense of the VIP is the central theme of this with the Bodyguard power may use it
6 Weird Radiation scenario.The attacking team must try in lieu of this rule to protect the VIP
to take him out, and the defending from harm.
OBJECTIVE: their escape.The opposition shows up
Defender: Keep the VIP alive and to stop them. SPECIAL EVENTS BOX
well for the duration of the battle. SETUP: Each team begins the 1-2 Weird Radiation
Even if the VIP is KO’ed, Defenders game on opposite board edges. 3-4 Tachyon Field
can still claim victory as long as he is SPECIAL RULES: 5 Unexpected Ally
on the table after the last round of Counters 6 Civilians
combat. Six counters numbered 1 - 6 should
Attacker: Take out the VIP by any be assigned to an escaping POST-BATTLE SPECIALS:
means necessary. If the VIP is not character or henchmen group. At Back-Tracked!
removed from play after the last the end of the game, one of the On a Difficult-5 Mind + Enhanced
round of combat has been fought, the players rolls a D6 and the result Senses roll (the defending player
Attackers lose the scenario. indicates which of the six counters chooses his best model for this roll)
END GAME: The scenario lasts 5 is the critical one. The model that the defenders trail the attackers back
rounds, or until the defenders have escapes with the critical counter to their hideout/base. The defending
beaten back the attackers, or the will receive an added experience player has the option of running an
attackers have succeeded in taking reward for doing so. Ambush scenario (now as the
out the VIP. No model may carry more than attacker) within the next two battles.
REWARDS: 2/1, +1 Experience to two counters. KO’ed models The battle occurs in the base/hideout
each model on the winning side, +1 to automatically drop counters where of the attacking team from this
the model that removes the VIP from they fall down. Because of the special scenario, and they are the defenders. If
play. or delicate nature of the loot, models this battle is not fought within the
possessing the Hyper Movement next two battles of this scenario’s
66 SPECIAL EVENTS BOX power may not use it while carrying attacking team, the opportunity is
1 Old Friend/Flame more than one counter.This includes lost.
2 Civilians any passengers carrying counters that
3 Weird Radiation they may be hyper-moving with as ROOFTOP RUMBLE!
4 Alien Artifact well. DESCRIPTION: Opposing teams
5 Cosmic Powers OBJECTIVE: battle atop one of Steel City’s largest
6 Grudge Match Defender: Keep the opposing team skyscrapers, or perhaps amidst ruined
from getting models off their rooftops of the Warehouse District.
POST-BATTLE SPECIALS: defending board edge. A defending No matter what, it’s a long way down
Negative Media Coverage! model that recovers the critical for unfortunate supers who find
If the defenders allowed theVIP to be counter from the attacking team themselves flung from the roof.
KO’ed or removed from play they receives an added experience SETUP: The opposing forces begin
suffer under a blitz of negative media reward. on opposite table edges; roll a die,
coverage. All members of the Attacker: Get away as quickly as with the high roller deciding which
defending team must make Difficult-4 possible by leaving via the defender’s board edge to place his team on, and
Resolve goal rolls or be distracted at board edge. Each escaping model his opponent choosing the opposite
the start of their next battle. Any should carry a numbered counter that edge.
model failing this goal roll is at -4 AP represents the loot or other items SPECIAL RULES: The following
on his or her first activation of the they’re absconding with. special rules are to be used for the
next battle. END GAME: There is no limit on scenario:
the length of this scenario, but it will High Anxiety: Any models knocked off
THE GETAWAY end immediately after the last a board edge must make a Difficult-3
DESCRIPTION: One team has attacking model exits the board. Agility goal roll to grab the edge and
stolen or recovered a valuable artifact, REWARDS: 2/1, +2 Experience to hang on. Models failing this roll lose
hi-tech device, or large sum of money, character that escapes with/recovers their next turn and take a further 10D
and now they’re trying to make good critical counter. of damage from the fall. They can
return to play from the edge they kidnappers, at least one of them must No matter the reason, a slugfest
were knocked off of after 2 rounds. spend its next turn moving toward ensues, and the results are quite
Models possessing Flight, Hyper him. The VIP cannot be attacked or explosive.
Movement, or Telekinesis ignore this harmed in combat, and in order to be SETUP: The opposing forces begin
special rule. carried off, must be in base contact on opposite table edges; roll a die, with
OBJECTIVE: The opposing teams with a model. Grabbing and carrying the high roller deciding which board
pound away at each other, trying to the VIP costs 2 AP, but if he is already edge to place his team on, and his
KO or take out as many enemies as in base contact with an enemy model, opponent choosing the opposite edge.
possible. opposed Agility vs. Agility goal rolls SPECIAL RULES: None. Just slug
END GAME: The battle lasts 5 must be made (this costs no away!
rounds. additional AP), with the winner gaining OBJECTIVE: The opposing teams
REWARDS: 2/1 possession of the VIP. Ties go to the pound away at each other, trying to
model that started the turn in KO or take out as many enemies as
SPECIAL EVENTS BOX possession of the VIP. possible.
1 Old Friend/Old Flame OBJECTIVE: END GAME: The battle lasts 5
2 Alien Artifact Attacker: The rescuing team must rounds.
3- 4 Unnatural Darkness battle through, free the VIP, and carry REWARDS: 2/1
5-6 Weird Radiation! him or her off of the nearest board
edge to win the scenario. SPECIAL EVENTS BOX
POST-BATTLE SPECIALS:none Defender: The kidnappers must 1 Old Friend/Flame
prevent this by any means necessary, 2 Civilians
THE RESCUE and hold out long enough for an 3 Weird Radiation
DESCRIPTION: A VIP has fallen evacuation craft to arrive and whisk 4 Unexpected Ally 67
into the hands of an enemy Super them away. 5 Cosmic Powers
team, and the kidnappers have been END GAME: The battle can last 6 Grudge Match
tracked and cornered, setting up a up to 4 rounds, but ends the moment
dangerous confrontation. The VIP is the VIP is carried off of the board. If POST-BATTLE SPECIALS:
too important to kill or just abandon, after 4 rounds, the VIP is still in the Collateral Damage!
so the only recourse for the custody of the defending team, the The savage battle caused untold
kidnappers is conflict. evacuation craft picks up the team millions of dollars of collateral damage
SETUP: The defending player and they have won the scenario. to the surrounding area. Each player
must place all of his models save one REWARDS: Attacker 3/1 chooses a representative from his team
(chosen randomly), and the VIP in the Defender 2/1 to make a Difficult-4 Resolve goal roll.
middle of the board, a maximum of 5” If the team representative fails the roll
from the center.The leftover defender SPECIAL EVENTS BOX the team loses ten Fame Points.
will not participate in the battle, as he 1 Cover of Darkness
or she is piloting the escape craft! The 2 Tachyon Field SCENARIO
attacking player may distribute their 3 Unexpected Ally POST-BATTLE TABLES
team members wherever they 4 Doppelganger! Models that finished the battle
choose, but each model must begin 5 Late Arrival KO’ed or Coup de Graced must roll
play at least 15” away from enemy 6 Cosmic Powers Intervene on the appropriate chart below, taking
models. into account any special
SPECIAL RULES: POST-BATTLE SPECIALS: none circumstances relating to the scenario
Use an appropriate model or counter that was just played.
to mark the location of the VIP; he or SLUGFEST
she must remain within 2” of a DESCRIPTION: The opposing SURVIVAL: ROLLING ON
kidnapping model at all times. Should teams meet to settle an old score, or THE POST-BATTLE TABLES
the VIP become separated from his just happen to get in each other’s way. In campaign games models KO’ed
or taken out of action during a battle model so injured that he or she must
can suffer serious injuries, or even COUP DE GRACE miss the next game the player runs
die! They can also learn from these Dice with his team.This could be explained
negative experiences and become Roll Result as a prolonged hospital or prison stay
stronger. Before rolling on the table 0 (or less) Dead! (or both).
for his model, the player rolls the 1-2 Hospital/Prison
character’s Resolve dice and counts Stay-miss next PHYSICAL INJURY/
the number of goals. These goals battle! MENTAL TRAUMA
translate into bonuses that may be 3-4 Slow Recovery: Injuries and battle fatigue slow the
added to the Post-Battle check roll. -3 Vitality next model during the next game it
Every two goals scored on this roll battle. participates in. His or her player
add +1 to the Post-Battle D6 roll. A 5-6 Vow of Vengeance: should treat the model as if it had two
Post-Battle check is not a goal roll, but +2D to attacks fewer AP for that game. If for some
rather a simple roll of a D6, plus any against enemy model reason, a scenario does not call for
bonuses from the goal roll detailed 7+ Astounding the use of the slowed model, but his
above.The result is then compared to Recovery teammates still participate, this does
the appropriate table. +1 Experience not count as the model’s next battle.
The model must actually participate
POST-BATTLE KO CHECKS in a battle in its debilitated state to
KO checks are made for models Each table result is described in satisfy the conditions of the post-
who finished the game KO’ed. The greater detail below. battle result.
player rolls a D6 and adds any
68 modifiers from his model’s Resolve ASTOUNDING RECOVERY SLOW RECOVERY
goal roll. The model makes a miraculous Severe injuries leave the model
recovery that grants it a +1 slightly debilitated for the next battle.
KO CHECKS experience point award for that game. The model begins the next game it
Dice Players may want to somehow alter participates in with three fewer
Roll Result models who make an Astounding Vitality than it normally has. If for
1-2 Hospital/Prison Stay- Recovery, perhaps changing their hair some reason, a scenario does not call
miss next battle! color to white, or changing the color for the use of the injured model, but
3-4 Physical Injury/Mental of their costume is some way. his teammates still participate, this
Trauma: -2 AP next does not count as the model’s next
battle DEAD battle. The model must actually
5-6 Vow of Vengeance: The model is dead and removed participate in a battle in its debilitated
+1D to attacks from any campaign games the player’s state to satisfy the conditions of the
against enemy team team is participating in. If the model in post-battle result.
7+ Full Recovery question was subject to either Cosmic
Powers or Weird Radiation during the VOW OF VENGEANCE
scenario, he or she could come back. So terrible was the model’s
POST-BATTLE COUP DE Check those special events for details treatment at the hands of his foes that
GRACE CHECKS of how this could occur. he has sworn a vow of vengeance
Coup de Grace checks are made for against them. This vow either counts
models removed from play during the FULL RECOVERY against the team who the model was
game.The player rolls a D6 and adds The model recovers with no battling when he was KO’ed, or the
any modifiers from his model’s lingering effects. single model who delivered the Coup
Resolve goal roll, but also subtracts - de Grace to him. The dice bonuses
2 from the result due to the severity HOSPITAL/PRISON STAY conveyed by this result last only for
of the injuries sustained. The severe beating has left the the next battle in which the model
faces the foe or foes who inflicted his Lightning Strategist dice, and counts placement of the figures roll randomly
injury. These are situational dice, and the number of goals. These goals to determine which model on each
may exceed the dice cap for the translate into bonuses that may be team receives a cosmic favor during
campaign. added to the Post-Battle check roll. the battle. Cosmically favored models
Every two goals scored on this roll that survive the battle standing
HENCHMEN add +1 to the Post-Battle D6 roll. A receive +1 experience reward, and
AND POST-BATTLE Post-Battle check is not a goal roll, but KO’ed or removed models get +2D
rather a simple roll of a D6, plus any to their Resolve checks on the post-
bonuses from the goal roll detailed battle tables. Cosmically favored
HENCHMEN
above.The result is then compared to models that are killed in post-battle
POST-BATTLE TABLE
the appropriate table. results might not be as dead as they
Dice
seem. After every subsequent battle
Roll Result
0 (or less) Henchmen
SPECIAL EVENT INDEX the deceased model’s team fights,
Alien Artifact: An Alien Artifact make a Difficult-5 Resolve check for
group is
whispered of by Atlantis and Lemurian the deceased model. On a successful
completely lost.
scholars is found on the battlefield. result the model returns from
1-2 Only the
Place an Alien Artifact counter in the apparent death, the beneficiary of
bravest rise: -2
center of the board.A model carrying Cosmic Powers.
Members next
it at the end of the battle gains an Cover of Darkness: The leader of
battle.
additional +2 experience reward the attacking team receives +2D to
3-4 Fully restored.
bonus, and may elect to purchase a his Initiative goal roll for the first
5-6 Alert: +1D to
new power during the post-battle round of combat. All models on the
attacks on first
round next battle.
following its next two scenarios. Attacking team receive +2D to Hide 69
Civilians: 1D6 pesky non- checks for the first Round of combat
7+ Tougher training:
combatants have wandered onto the due to darkness.
+2 AP next battle.
Super battlefield. Use appropriate Grudge Match: These two teams
models or counters to keep track of really hate each other and receive
Henchmen groups recover from where the Civilians are. At the +1D for close combat attack goal
post-battle losses differently than beginning of each round, before rolls.
normal models. A henchmen group initiative is rolled, they move in a Doppelganger: Unbeknownst to
that finishes a battle with greater than random direction based on the both teams, the VIP that is the center
50% of its starting numbers need not random direction chart in the of the conflict is actually a demonic
roll on the post-battle table at all, and appendix. Civilians have no combat Doppelganger who could transform
begins the next game with its full values, and can be taken hostage and at any moment. At the beginning of
complement of models. Henchmen used as shields (soft cover) for 2 AP. each Round, before initiative is rolled,
groups that finish a battle at 50% or They can also be protected and roll 1D6. On a result of 6 the VIP
below must roll on the table. moved from harm’s way for 2 AP. transforms into a hideous demon.
Henchmen groups that were wiped Interacting with Civilians requires no Replace the VIP model with an
out entirely roll at -2 on the table die roll, only base contact. Captured appropriate monster model. The
below. or Protected Civilians do not move demon is now a full-fledged
Before this roll is made, the player randomly at the beginning of a new combatant working for neither side!
may select one normal model from round. A character or henchmen Players should take turns rolling
his team to roll to boost the group’s group holding a Civilian cannot initiative for the demon, and also roll
chances on the table.This represents charge. Releasing a Civilian costs no for it when it is in combat against each
some character from the team AP. other’s models. It will attack the
training/recruiting new talent for the Cosmic Powers: Cosmic powers nearest model and continue to do so
group. The player rolls either the intervene on the behalf of two of the until that model is KO’ed. If two or
character’s Resolve dice, or Mind + models in the battle. Before more models are equidistant from the
demon, roll a die for each one-the energy field permeates the over the battlefield. Ranged Attacks
lowest rolling model gets attacked. battleground, limiting the effectiveness may not be conducted beyond half
The demon has the following abilities: of certain powers. Models possessing their stated range, and all models
AP: 8 Hyper Movement and Super Leap receive +1 die to avoid all ranged
Attributes halve the distances rolled when they attacks. Models possessing two or
Strength 5[1] Agility 4 Mind 4 Resolve 5 use these powers, and extras like more dice in Enhanced Senses ignore
Powers Warp may not be used at all. this effect.
Combat Prowess x 1 Teammates Arrive: At the Weird Radiation: A strange glow
Super-Strength x 1 beginning of Round 3, before Initiative manifests on parts of the battlefield,
Melee Attack x 3 is rolled, the ambushed team gets possibly affecting some of the
Armor x 1 reinforcements in the form of the combatants. Before the first Round,
Vitality: 10 other half of their team! Place the but after models have been setup, roll
Late Arrival: The evacuation craft new arrivals together on any board to randomly choose which model is
is late! The game lasts an additional 2 edge, but they must be at least 10” affected by the Weird Radiation. If the
Rounds. away from all enemy models. chosen model survives the battle and
Old Friend/Flame: Two of the Unexpected Ally: An has the necessary experience built up,
models on opposing sides are old Unexpected Ally arrives to aid one of it may elect to purchase a new power
friends, or perhaps even old flames. the teams in the battle. At the during the post-battle following its
Before the first Round of combat beginning of Round 3, before initiative next two scenarios. Additionally,
begins, but after models have been is rolled for, each player rolls a D6 and radiated models that are killed in
placed on the table, each player adds the number of KO’ed or post-battle results might not be as
should roll randomly to see who has removed models on his side to the dead as they seem. After every
70 an Old Friend/Flame among the total. The higher roll gains an subsequent battle the deceased
opposition. The two models share Unexpected Ally. Place an appropriate model’s team fights, make a Difficult-5
some tie that keeps them from model on a random board edge. The Resolve check for the deceased
harming each other. They both must ally is controlled by the player who model. On a successful result the
make Difficult-3 Resolve checks to won the roll, and his abilities are listed model returns from apparent death,
enter close combat with each other, below: the beneficiary of Weird Radiation.
or make ranged attacks against each AP: 9
other. They must continue to make Attributes SCENARIO SCRIPT
difficult resolve checks each turn in Strength 4 Agility 5[1] Mind 4 Resolve 4 A Scenario Script provides a special
order to carry out any hostile action Powers way of running a Series in
against each other. Super-Agility x 1 SuperSystem. As the name implies, a
Sixth Sense: The ambushed Ranged Attack (7D) Scenario Script is a group of scenarios
team’s leader gets a premonition of —Super x 2 played in a certain order that tells a
the coming attack, and gains +2 dice Force-Field x 2 very specific story. A Scenario Script
each on the Initiative roll for the first Vitality: 8 works best when it is designed and
Round of the battle. Unnatural Darkness: An inky- run by a neutral third party, or
Tachyon Field: A powerful alien black, Unnatural Darkness descends Arbitrator, who first analyzes the
Series participants, builds a plot, and Unwilling to waken him lest they branch out from there, taking the
then matches it to a number of suffer his wrath, they let him sleep and results of the first battles and spinning
scenarios set in a certain order. The slowly grow in power. Flash-forward them into a narrative that takes the
Arbitrator overseas the battles and some few thousand years to the teams toward a dramatic climax
makes adjustments on the fly to tailor current time and the alien host battles somewhere in the bowels of Four-
their outcomes to the evolving story. for its life against the heroes and Color Earth. If the alien guru survives
villains of the Earth. Guildspeaker the assassination attempt, does he tell
SAMPLE SCENARIO SCRIPT: Nalan learns of the slumbering space- the Defenders-5 where the
THE SLUMBERING god through his archival studies, but slumbering god’s temple really is? Do
SPACE-GOD! the team he sends to awaken him is the Femme Fatales escape with the
Scott, a SuperSystem arbitrator taken out by a group of free-agent key artifact that shows them the same
wants to run a Series at his local game heroes. Soon after the invasion ends information as the guru possesses?
shop. He decides he wants to run a and most of the alien fleet leaves. Will the two hero teams have to
series set in the aftermath of the Now a band of remaining Host battle until they suddenly realize
Host’s failed invasion of Four-Color aliens (possibly led by Nalan) wishes they’re both working on the side of
Earth. He has four interested players: to try again to awaken the god, but a good?
Lou, Bill, Brian, and Dan. Lou wants to number of heroes and villains are on With these basic scenarios and a
play a team of Host aliens seeking a to them! A different Host alien has little imagination, there is no limit to
way back to their home galaxy (and become something of a religious guru what an inspired arbitrator can do
willing to do anything to find it), while to impressionable Earth youth, and when crafting a Series in
Bill wants to run a team of femme has established a Church of the SuperSystem.
fatale villains, and Brian and Dan each Space-Gods, making him an overnight
want to play heroic teams (the millionaire. THE SERIES TRACKER 71
Defenders-5 and the S-Men Unfortunately, he’s been speaking Players should use the SuperSystem
respectively).With two hero and two openly about Earth’s slumbering Series Tracker in the back of this book
villain teams, Scott is set to run his space-god, and Nalan’s Host group (permission granted to photocopy for
series. Now he just needs a story to wants to shut him up.An assassination personal use) to help keep track of
build around. seems in order. Meanwhile, the the battles, events, and injuries of their
Scott decides that one of the egghead member of the Femme series.
reasons the Aliens lost the invasion Fatales has discovered an artifact that
war was that they failed to deploy a could lead to the location of the NEW SCENARIOS
secret weapon that had been hidden slumbering god’s subterranean Creating new scenarios can be very
on earth many centuries ago, before temple.The first battles are now set: rewarding, and many new scenarios are
even Atlantis and Lemuria had arrived The Host vs. Defenders-5 born of modifications to existing ones.
to begin changing the world. Many (Assassination Agenda) Check the SuperFigs Yahoo Group at
centuries ago an alien exploration Femme Fatales vs. S-Men http://groups.yahoo.com/superfigs for
team detected a nascent space-god, a (The Getaway) new scenarios and ideas.
cosmically powered being slumbering Now that he has set the stage for
within the bowels of the Earth. the series first battles, Scott can
These optional rules for skills and needed for success prior to the roll. his background and grant him an
skill-based checks in SuperSystem will To use a skill untrained, you make a automatic success (no die roll
allow players to utilize the rules for baseAttribute roll for that skill, but needed).
role-play situations. Can the heroes subtract one from the goal total.
convince the mayor of the city that an Many times simply succeeding is ARCHETYPES
invasion of Lemurian thought-worms enough, but sometimes the number of Archetypes represent generic areas
is approaching and the populace goals you exceeded your target of related expertise for which models
needs evacuating? Can Tarantula number or opponent by determines may have received training. They cost
smooth things over with his girlfriend the level of success. This is all up to 2 points per level (max 3) and grant
after missing yet another date GM interpretation, but in general training in all the skills listed under
because he had to stop a super- beating the target by 3 goals is a good them. As mentioned above, trained
criminal? Are Dark Avenger’s success and 5+ goals is a critical skill rolls are usually Stat+Archetype
detective skills up to the challenge of success. level (so attribute +3D at most).
72 solving yet another of the Puzzler’s Likewise, normally failing has no In general one level in the
diabolical schemes? These rules other negative effects, but if you roll Archetype means you’re qualified and
broaden the scope of what a game 0 goals on your attempt the GM could easily hold a job in it, two levels
master can do when creating detailed *may* assign a minor negative effect means you’re an expert in the field
scenarios, and allow players to really to your attempt and if you are using a and famous to others in that field, and
personalize their teams. Full use of skill untrained and achieve negative three levels means you’re one of the
these optional rules will require a goals it is a critical failure and results best in the world and famous to the
neutral arbitrator, or game master in a definite negative effect. Some general populace as well as those in
(GM for short). skills below give examples of 0 and - the field. Although for those fields
goal effects. Use these as a guideline that are more stealthy in nature, you
THE BASICS for adjudicating the rest of the skills. may only be known by an alias (i.e.,
Each skill has one or more Just because you know a skill, Pink Panther), its the model’s choice
attributes associated with it and most doesn’t mean you always have the if they’re famous with their real name
can be used untrained (those answer. So just because you have or an alias.
requiring training to attempt are Geography, that doesn’t mean you Here is a list of the available
marked with a *). Skill training is know everything geographical, it just Archetypes:
provided by buying levels in one or means you can roll. Coming up with Adventurer: Bribery, Bureaucracy,
more Archetypes and thus are the fact that Cairo is the capital of Connections, Demolitions, First Aid,
purchased in groups and not Egypt would be easy (Difficult-1), but Forgery, Geography, History,
individually (see Archetypes below). you still could fail. Knowing the name Interrogation, Stealth, Survival,
To use a skill you are trained in, you of a merchant or shop in Cairo that Tactics,Tracking,Weapon: Firearms,
make a Stat+Archetype level roll for sells fresh apple pies might require a Weapon: Melee,Weapon: Military
that skill. If opposed the GM will Difficult-3 check. Connoisseur: Bribery, Bureaucracy,
make the same for your opponent, It’s also quite possible for the GM Connections, Conversation, Forgery,
but if its unopposed the GM will to rule something as common Gambling, Geography, High Society,
assign the Goal total, or difficulty knowledge for a character based on History
Hacker: Bureaucracy, Computer damage. Terrain up to 2” up/down the target even figuring out what you
Programming, Connections, from the model’s current position wanted to know. GM will assign the
Cryptography, Forgery, Gambling, may be traversed as if it were level goals needed for success and if that’s
Security Systems, Surveillance ground (you can stair step your way exceeded by 2, the target is unaware
Investigator: Bureaucracy, up something with this). of your true motivation or intended
Concealment, Connections, Bribery (Mind): The art of use of the information. So if they tell
Conversation, Cryptography, monetary persuasion and how best to you the appraisal value of a painting
Deduction, Forgery, Geography, try it without getting in trouble. Still they may or may not connect it to
History, Interrogation, Locksmith, trouble is always possible and 0 Goals you investigating the previous owner
Shadowing, Streetwise, Surveillance, indicates that you have offended the of the painting for insurance fraud, its
Tactics,Tracking,Weapon: Firearms party and they might/could start possible they think you are just
Laborer: Bribery, Bureaucracy, proceedings against you immediately curious of what it might fetch.
Connections, Construction, or once you’re gone (GM *Cryptography (Mind): The model
Demolitions, First Aid, Streetwise discretion), however negative goals is skilled at both creating and breaking
Linguist: Conversation, Languages, guarantees it. codes.
Lip Reading, Mimicry Bureaucracy (Mind): Adept in *Deduction (Mind): The model is
Martial Artist: Acrobatics, cutting through or adding red tape. skilled in properly analyzing a crime
Connections, Riding, Shadowing, *Computer Programming (Mind): scene and any forensic evidence found
Stealth,Weapon: Melee,Weapon: The model is skilled at creating, there. If there are clues there, the GM
Missile protecting, and penetrating computer will assign a Goal number and the
Pilot: Geography, Navigation, Riding, programs, systems, and networks. model could roll for each clue
Streetwise, Survival,Vehicle:Air, Concealment (Mind): The ability possibly finding more of them (0 goals
Vehicle: Ground,Vehicle: Hover, to hide/find things on people or in could mean a wrong interpretation). 73
Vehicle: Repair,Vehicle: Space,Vehicle: places. *Demolitions (Mind): The model is
Treaded,Vehicle:Water,Weapon: Connections (Mind): You might properly able to utilize high
Firearms know a guy who knows a guy. Usually explosives, but 0 goals could indicate
Scientist: Bureaucracy, Computer restricted to people in or associated a mishap.
Programming, Connections, with the Archetype in question. Disguise (Mind): The ability to
Cryptography, Engineering, History, However, anyone might know a guy conceal yourself as someone else
Inventor, Science, Security Systems, who knows a guy concerning any (opposed roll) if you’re attempting to
Vehicle Repair topic, treat connections unrelated to impersonate a specific person that the
Skulduggery: Bribery, Computer the Archetype as untrained. For target knows, you need to beat
Programming, Concealment, failures, treat 0 goals as possibly them by 2 goals to be successful.
Connections, Demolitions, Disguise, alerting someone else that you were *Engineering (Mind): The model
Forgery, Gambling, Geography, looking (GM discretion), but negative can build/repair all manner of normal
Interrogation, Locksmith, Security goals definitely alerts them and it’s world devices given proper resources
Systems, Shadowing, Sleight of Hand, usually someone who you wouldn’t and time.
Stealth, Streetwise, Surveillance, want to find out. First Aid (Mind): The model can
Survival,Weapon: Firearms,Weapon: Construction (Mind/Strength): attempt to help a KO’d model. This is
Melee Knowledge of construction sites and a Difficult-3, 6 AP unopposed roll. If
Wealthy: Wealth the ability to work them. Use successful, the model’s condition
whichever stat is appropriate for the improves by 1 step (conscious KO’d
SKILL DESCRIPTIONS task at hand. models move up to 1 vitality and
Skills listed with an asterisk before Conversation (Mind): This almost unconscious ones remain KO’d but
their named cannot be used lost art you to find out minor become conscious). If you achieve 0
untrained. information from the target (i.e., info goals, the model must make a Difficult
Acrobatics (Agility): Add these that wouldn’t incriminate them) in a resolve roll or worsen a step and if
dice to any resistance rolls from falling pleasant manner and possibly without your goal total is negative they
automatically worsen a step (worsen in life (music, art, opera, ballet, wine, 3 more languages. Additionally, they
a step means conscious models drop etc.) and can mingle among the elite can possibly communicate with
unconscious and unconscious models with ease. They may also make a someone who’s language they don’t
are Cuffed if the total was 0, but Difficult-2 Mind+High Society check understand. The target goal number
Couped if it was negative). to appraise items that fall in this is 3 plus language difficulty modifier
*Forgery (Mind): The model is category. (0-3) minus the number of Linguist
skilled in making/spotting forged items History (Mind): Knowledge of dice the target may have (if they are a
(opposed roll) relating to the historical people, places, and events. linguist too, it can make it easier to
Archetype that granted this skill Interrogation (Mind/Strength): send/receive information). Complex
(documents/money for police/thief This skill uses intimidation and or ideas/concepts aren’t usually possible
types, art for Connoisseurs, relics for torture to extract information from using this method, but may be possible
Adventurers, etc.). the target (who is most certainly not if both are linguists.
Gambling (Mind): The ability to willing). Use opposed Mind rolls for *Lip Reading (Mind): The ability to
succeed at various games of chance. intimidation/bluff checks and Strength tell what others are saying simply by
The model may make an opposed versus the target’s Strength/Resolve watching their lips.
Mind+Gambling roll versus another (his choice) for outright torture. The *Locksmith (Agility/Mind): The
gambler or the House to try to win number you succeed by will help the ability to create or defeat mechanical
at games of chance (normal house is GM determine the level of locks or safes. For creating use Mind,
rated at 6D). Its possible for players information you coerce from your for defeating use the better of Agility
with this skill or even those with just target. or Mind.
Super-Mind to be better than the *Inventor (Mind): The model has Mimicry (Mind): The ability to
house and thus the player could win the capability of inventing, impersonate sounds. Add these dice
74 in the long run (but the house is very understanding, and repairing devices to any Disguise attempt that is
good at detecting this and putting a that are above the current technology attempting to impersonate a specific
stop to it even if they can’t prove level. Items created by others may person.
cheating). have an initial complication goal *Navigation (Mind): The ability to
Geography (Mind): Knowledge of number (assigned by the GM) that will plot planetary or spatial courses.
the places and how to find things in need to be exceeded to understand it Riding (Agility): The ability to ride a
them. The GM will assign a difficulty before proper use/repair could creature as a mount. A goal or
number (which could be quite high happen. If this roll is failed, new opposed roll is needed a fast pace or
for obscure items in a galactic information would have to come in combat mode.
campaign) and then the model gets a before it could be re-attempted Science (Mind): Knowledge in the
Mind+Geography roll to see if they (another item with similar technology sciences (any science you can
know where an item or person like to examine, conferring with another imagine).
that could be found. scientist who had more insight, etc.). *Security Systems (Mind): The
*High Society (Mind): The model *Languages (Mind): For each level, ability to create and defeat electronic
is knowledgeable with the finer things the model is capable of understanding security mechanisms.
Shadowing (Mind): The ability to the best deployment of your troops Weapon: Firearms (Mind): The
follow someone and spot someone and the most likely spots for an ability to properly use and maintain
following you. ambush. firearms (pistols, rifles, shotguns). A
*Sleight of Hand (Agility): The Tracking (Mind): The ability to figure modeled with a firearm that
ability to palm, hide, or pickpocket follow the trail of another. this is an possesses this skill receives a further
small objects without being detected opposed Mind+Tracking Dice roll. +1D to his attack rolls.
by those present Mind versus Agility The GM should give situational and Weapon: Melee (Mind): The ability
+ Slight of Hand roll. time bonus dice to the one being to properly use and maintain melee
*Stealth (Agility): The model is tracked (hard surface, rain, time, etc). weapons (clubs, knives, swords, chains,
highly trained in the art of how not to *Vehicle—Air: (Agility): Ability to etc.). A figure modeled with a melee
be seen and spotting those who are pilot any type of aircraft. A goal or weapon that possesses this skill
hidden. When they spend 2 APs to opposed roll is needed for fast pace receives a further +1D to his attack
hide, they may still spend their AP on or combat mode. rolls.
that and subsequent turns to move at *Vehicle—Hover (Agility): Ability Weapon: Heavy (Mind): The ability
the rate of 1” per 2 AP as long as they to pilot any type of hover vehicle. A to properly use and maintain military
remain in or next to cover. When goal or opposed roll is needed for fast type weapons (machine guns,
trying to spot someone who’s hidden pace or combat mode. grenades, rocket launchers, ships
they make a Mind+Stealth roll instead *Vehicle Repair (Mind): The model weapons, etc.)
of just a mind roll. can build/repair any type of vehicle. Weapon: Missile (Mind): The
Streetwise (Mind): This represents *Vehicle—Space (Agility): Ability ability to properly use and maintain
the underworld or black market and to pilot any type of spacecraft. A goal missile weapons (knives, shurikens,
the models ability to fence items and or opposed roll is needed for fast bows, crossbows, etc.). A figure
or find out information from it. pace or combat mode. modeled with a missile weapon that 75
*Surveillance (Mind): The model is *Vehicle—Tracked (Agility): possesses this skill receives a further
skilled in both planting, monitoring, Ability to drive any type of treaded +1D to his attack rolls.
detecting, and removing surveillance vehicle. A goal or opposed roll is Wealth (Mind): Once per gaming
devices. needed for fast pace or combat session, the model may attempt to
Survival (Mind): The ability to mode. make a purchase (GM determines
survive and find food/shelter in harsh *Vehicle—Water (Agility): Ability goal cost). The model may forgo this
climates. Number of goals is the to drive any type of water vehicle. A attempt to gain +1D to their attempt
number of people you can feed/water goal or opposed roll is needed for fast next session (this is cumulative, but
that day with a negative result pace or combat mode. may never cause the pool to be more
indicating that you thought something *Vehicle—Wheeled (Agility): than than double its normal size). This
harmless was edible or that you Ability to drive any type of wheeled is the only untrained skill that doesn’t
misjudged the value of a shelter or vehicle. A goal or opposed roll is grant a -1 Goal total.
the weather conditions. needed for fast pace or combat
Tactics (Mind): The ability to access mode.
Players who wish to add greater simply wish to pass through an object having to pass through its super-tough
detail to their SuperSystem games can and not utterly destroy it need only exterior? For the sake of simplicity,
use these rules when their models make their burrowing checks versus this should be the case in most
interact with specific terrain objects. the Difficulty of the object, with any situations, but when players create
In this system key objects have a goals scored translating into inches of special scenarios, the option should
Difficulty associated with their density movement through the object (see exist to create barriers that reach far
or toughness. Objects also possess a the Burrowing power in Chapter II beneath the earth, too far for the
number of Vitality points based off of for more details). When it comes to burrower to simply circumvent by
their size. When a model wishes to burrowing, players should also decide dipping under.
destroy an object, it makes a Strength how deep an object reaches into the Below is a chart listing the various
+ Melee Attack (or Ranged Attack) ground. Can a burrower simply just object difficulties and the average
goal roll and compares it to the tunnel under the object without vitality for the most common size
76 object’s Difficulty number. categories of the object.
Any goals in excess of this Players should take time to
Object Difficulty Size(Vitality)
number translate into categorize key pieces of
Wooden Door 2 Medium(4), Large(6)
Vitality loss for the object. terrain prior to the start
Fire Door 3 Medium(4), Large(6)
These rolls count as of play. If a scenario calls
Glass Panel 1 Medium(2), Large(3)
standard 3 AP attacks, and for the destruction of a
Concrete Block 4 Medium(4), Large(6)
each model may use its one bunker, then players should
Steel 5 Medium(4), Large(6)
attack per turn to attempt use these guidelines to
Alien Metal 6 Medium(6), Large(8)
to destroy an object. detail its stats to
Burrowing models who everyone’s satisfaction.
The archetypes presented below —Super x 1 They may not pack the raw power of
represent some of the major tropes Super-Agility x 1 the brick, but they can be just deadly
of comic book characters. Players can Vitality: 7 up close, whether they rely on
quickly make custom characters by Core Packages (+10 pts.) weapons, berserker’s fury, or supreme
choosing an archetype and then Death from Above skill, they can bring even the mightiest
applying the finishing packages for the Flight foes down.
final touches. Write down the base Marksman BP: 64 + package options
archetype information on your —Scope x 3 (on Ranged Attack) AP: 7
SuperSheet, then make one selection Enhanced Senses x 1 Attributes
from each list of package options, Super-Agility x 1 Strength 4 Agility 5[1] Mind 2 Resolve 4
Core and Miscellaneous. Gun Bunny Powers
All package options are additive. Fortune x 1 Combat Prowess x 3
For example, if a base archetype —Area of Effect All (On Ranged Enhanced Senses x 2 77
possesses Armor x 1, and a player Attack) Melee Attack x 4
selects a Core package and a Miscellaneous Packages (+6 pts.) —Super-Damage x 1
Miscellaneous package that each have The Elusive Blaster Super-Agility x 1
Armor x 1, the final character will Force-Field x 2 Vitality: 8
have Armor x 3. Edge x 2 Core Packages (+15 pts.)
The Fast Blaster He Just Won’t Quit!
THE BLASTER Extra Movement x 5 Resolve +2D
Whether hurling bolts of energy Instant Stand Super-Resolve x 1
from their hands, or firing deadly The Resolute Blaster Healing
beams from their eyes, blasters are Mind Shield x 3 —Regeneration Only
the long-ranged specialists of the Iron Will x 1 The Armored Avenger
superhero genre. Many blasters Extra Vitality x 2 Armor x 2
possess inherent power, but others The Smart Blaster —Super x 1
rely on special weapons to get Mind +3D Extra Movement x 2
the job done. No matter what form The Strong Blaster Instant Stand
it takes, blasters represent a ranged Strength +2D —Extra Reach x 5 (on Melee
threat that cannot be ignored. The Armored Blaster Attack)
BP: 69 + package options Armor x 2 The Vigilante
AP: 8 Extra Vitality x 2 Super Leap
Attributes Super-Agility x 1
Strength 3 Agility 6[1] Mind 2 Resolve 4 THE BRAWLER Climbing
Powers Bloodthirsty battlers, brave soldiers Miscellaneous Packages (+6 pts.)
Combat Prowess x 2 of freedom, swashbuckling mutants, The Lucky Brawler
Edge x 1 and martial arts masters are just a few Fortune x 1
Ranged Attack (8D) examples of the brawler in comics. Edge x 2
The Perceptive Brawler Powers Extra Movement x 12
Enhanced Senses x 2 Combat Prowess x 2 (Super x 1) —Charge Only
Escape Artist x 2 Knockback Resistance x 3 The Unkillable Brick
Sense Weakness Super-Strength x 2 Healing
The Resolute Brawler Vitality: 11 —Regeneration Only
Mind Shield x 3 Core Packages (+14 pts.) Extra Vitality x 1
Iron Will x 1 Tough
Extra Vitality x 2 Strength +2D THE MENTALIST
The Strong Brawler Super-Strength x 1 Masters of the mind and will,
Super-Strength x 1 Extra Vitality x 2 mentalists tread the vast space of
The Swift Brawler Big human consciousness and wield
Extra Movement x 6 Growth x 2 psychic energy as easily as a normal
The Shifty Brawler Massive x 1 person would a gun or a knife. Some
Enhanced Senses x 2 Dense mentalists dominate minds, while
Force Field x 2 Density Increase others just focus on frying them!
The Wise-Cracking Brawler —Immovable x 2 Though often unassuming in
Instant Stand Miscellaneous Packages (+6 pts.) appearance, enemy super-teams
Mind Shield x 2 The Angry Brick quickly learn to fear these deadly
Banter x 3 —Rage (to Super-Strength) mind warriors.
Berserker BP: 49 + package options
THE BRICK —Only While Raging AP: 12
In the comics bricks are super- Iron Will x 1 Attributes
78 strong heroes or thugs. Sometimes The Bouncing Brick Strength 2 Agility 3 Mind 7[2] Resolve 4
they’re sympathetic monsters, and Super Leap Powers
sometimes they’re just plain big and The Clever Brick Super-Mind x 2
bad. A brick can come in almost any Mind +3D Vitality: 6
shape or size, and some of the best The Fast Brick Core Packages (+29 pts.)
bricks are small of stature or slight of Extra Movement x 6 Brain Burner
build, packing a surprising wallop in The Resolute Brick Mind Attack (8D)
their tiny frames! Mind Shield x 3 —Super x 1
BP: 65 + package options Iron Will x 1 Mental Acuity x 1
AP: 6 Extra Vitality x 1 Dominator
Attributes Pushing Dominate x 2
Strength 7[2] Agility 4 Mind 2 Resolve 4 The Rhino Brick Iron Will x 4
—Super x 1 SPEEDSTER Melee Attack x 3
Mind Shield x 1 Moving at break-neck speed across Miscellaneous (+8 pts.)
Mind Over Matter the battlefield, speedsters specialize in Brawler
Telekinesis getting places fast! Their speed can Melee Attack x 2
—Levitate Friends manifest in numerous ways—blinding —Super x 1
—Manipulate Objects movement, time control, and Instant Stand
—TK Grab teleportation are but a few of the Cannonball
Force Field x 3 types encountered in the comics. A Melee Attack x 4
—Dome speedster’s power source will often —Super x 2
Pushing come from a physical manifestation —Charge Only
Miscellaneous Packages (+7 pts.) (like mutation), or from a wondrous Extra Movement x 2
The Healing Mentalist technological device. Some —Charge Only
Healing speedsters possess devastating rapid Cyclone
—Empathic attacks than can overwhelm defenses —Forced Landing
The Elusive Mentalist of even the mightiest foes. Extra Movement x 5
Force Field x 2 BP: 50 Phaser
—Super x 1 AP: 10 or 12 —Hyper Attack
The Probing Mentalist Attributes Remove No Penetration Disad
—Second Sight Strength 2 Agility 3 Mind 2 Resolve 3 Pushing
Sense Weakness Powers Strong
The Resolute Mentalist Hyper Movement S uper-Strength x 1
Resolve +1D —Warp x 1 Melee Attack x 1
Iron Will x 1 —No Penetration Tank 79
—Super x 1 Extra Movement x 6 Armor x 3
Extra Vitality x 1 Vitality: 5 Extra Vitality x 2
The Swift Mentalist Core Packages (+27 pts.) Transporter
Extra Movement x 7 Brainiac —Carry Objects x 2
The Tough Mentalist Mind +6D Extra Movement x 2
Armor x 3 Super-Mind x 1 Warp Factor 2
Extra Vitality +1 —Lightning Strategist x 2 —Warp x 1
The Unkillable Mentalist Foresight Extra Movement x 3
Resolve +1D Speed Demon
Healing Agility +5D
—Regeneration Only Super-Agility x 1
goal each, with the exception of Aces
and Jokers which count as 2 goals each.
If the player is eligible for re-rolls, they
discard a number of cards equal to
their re-roll value and then draw that
many more to replace them.
If at any point there are not enough
cards left to draw the required number
of cards, then shuffle the remaining
DICE AVERAGE cards and the discard pile to reset the
This table provides average roll results on 10,000 attempts. deck before drawing any cards.

THE STATISTICS OF
Pool Roll Pool Roll Pool Roll
CARD-BASED RESOLUTION
1 [0]: 0.67 4 [0]: 2.65 8 [0]: 5.33
For those interested in the
1 [1]: 1 4 [1]: 3.29 8 [1]: 6.02
probabilities surrounding card-based
1 [2]: 1 4 [2]: 3.72 8 [2]: 6.64
resolution, we present the odds here.
1 [3]: 1 4 [3]: 3.96 8 [3]: 7.21
An easy way to calculate the odds of
1 [4]: 1 4 [4]: 4.01 8 [4]: 7.67
any die is to add up its sides and
1 [5]: 1 4 [5]: 3.99 8 [5]: 7.91
divide by the number of sides (so for
2 [0]: 1.32 5 [0]: 3.32 9 [0]: 5.98
a D6: 1+2+3+4+5+6 = 21, 21/6 = 3.5).
2 [1]: 1.83 5 [1]: 4.02 9 [1]: 6.67
In normal SuperSystem each dice
2 [2]: 2 5 [2]: 4.53 9 [2]: 7.28
80 2 [3]: 1.99 5 [3]: 4.88 9 [3]: 7.96
averages 2/3 of a goal or 66.67% of a
goal (0+0+0+1+1+2 = 4, 4/6 = 66.67%)
2 [4]: 2.01 5 [4]: 4.99 9 [4]: 8.43
With diceless play, each card
2 [5]: 2 5 [5]: 4.99 9 [5]: 8.78
averages 2/3 of a goal too. There are
3 [0]: 2 6 [0]: 3.99 10 [0]: 6.62
54 total cards, with 24 providing 1
3 [1]: 2.57 6 [1]: 4.64 10 [1]: 7.33
goal each and 6 providing 2 goals each
3 [2]: 2.89 6 [2]: 5.28 10 [2]: 7.99
(24x1+6x2 = 36, 36/54 = 66.67%)
3 [3]: 2.99 6 [3]: 5.63 10 [3]: 8.59
Since the odds are the same, each
3 [4]: 3.01 6 [4]: 5.92 10 [4]: 9.2
player can decide which method he
3 [5]: 3 6 [5]: 5.98 10 [5]: 9.58
will use, but anyone who uses cards
7 [0]: 4.65
must do so for the remainder of the
7 [1]: 5.32
scenario.
7 [2]: 5.95
Players can acquire four decks of
7 [3]: 6.44
cards and make an all Spades, Hearts,
7 [4]: 6.78
Diamonds, and Clubs decks. This
7 [5]: 6.95
would allow individual players to
know which deck they were using.
DICELESS PLAY method must bring a standard deck of Alternately, players can employ two
This is a method players can use to playing cards (including both Jokers). decks of cards and make an all red and
even out their luck without affecting Before play they must offer this deck all black deck. Its convenient for
the odds of the game (the average to their opponent for review. After players to double up on whatever
goal roll is exactly the same as using review, the deck is then shuffled. type of deck decided upon, so that
dice, but over many games, players will Whenever a goal roll is called for, the they have 108 cards to draw from
be guaranteed the equivalent of player turns over a number of cards instead of 54 (most can suffle two
average goal rolls). equal to the size of the dice pool for decks easily and it reduces shuffling
Players who wish to use this that roll. Card values of 8+ count as 1 during the game).
81
82
SUPERSHEET SUPERSHEET

Name: BP: Name: BP:

Affiliation: AP: Affiliation: AP:

Dice Pools Attributes/Powers/Character Mods Dice Pools Attributes/Powers/Character Mods

PA Str Agl Mnd Res PA Str Agl Mnd Res


MA MA
DMG DMG
PD PD
PR PR
MD MD
MR MR
Vitality/Henchmen # Vitality/Henchmen #
KO KO

SUPERSHEET SUPERSHEET

Name: BP: Name: BP:


Affiliation: AP: Affiliation: AP:

Dice Pools Attributes/Powers/Character Mods Dice Pools Attributes/Powers/Character Mods

PA Str Agl Mnd Res PA Str Agl Mnd Res


MA MA
DMG DMG
PD PD
PR PR
MD MD
MR MR
Vitality/Henchmen # Vitality/Henchmen #
KO KO
CURRENTLY AVAILABLE SUPERFIGS

AL1 Host Omega Shocktroops GU1 Adder $3.95 ZB1 Harangutan $3.95
$10.00 [5 per pack] GU2 Killshot $3.95 ZB2 Elasti-Ape $3.95
AL2 Host Repto Warriors GU3 T-34 $4.95 ZB3 Hyboriape $3.95
$10.00 [5 per pack] GU4 The Hunter $3.95 ZB4 Gibbon Glider $3.95
AL3 Host Alpha Shocktroops GU5 Capone $3.95 ZB5 Goradiator $3.95
$10.00 [5 per pack] GU6 Big Lou $3.95
AL4 Host Omega Shockbots ZB6 Shield Maiden $3.95
$10.00 [3 per pack] HE1 Plasti-Men $10.00 ZB7 The Golem $3.95
AL5 Host Warsloth Conscripts [5 per pack] ZB8 Silver Knight $3.95
$10.00 [3 per pack] HE2 Shark Troopers 1 $10.00 ZB9 Druid $3.95
AL6 Host Warlord Karthoum $4.95 [5 per pack] ZB10 Hawkwind $3.95
AL7 GuildSpeaker Nalan $3.95 HE3 Shark Troopers 2 $10.00
AL8 Host Warlord Phaedra $3.95 [5 per pack] ZB11 Thunderfist $3.95
AL9 Krong the Mighty $6.95 HE4 G.U.A.R.D.Tac Team $10.00 ZB12 Squat $4.95
AL10 Zorn the Swift $3.95 [5 per pack] ZB13 Super-Ball $3.95
AL11 The Warriors $10.00 [5 per pack] HE5 Assassin Acolytes 1 $10.00 ZB14 Scorpia $3.95
AL12 Warlord Grom $6.95 [5 per pack] ZB15 Pawns of Dis $10.00 [5 per pack]
HE6 Assassin Acolytes 2 $10.00
BL1 Doc Shock $3.95 [5 per pack] ZB16 Max Megaton $4.95
BL2 Ember $3.95 HE7 Katusha Rockets $10.00 ZB17 Dr. Halflife $4.95
BL3 Emerald Alien $3.95 [5 per pack] ZB18 Megapulse $4.95
BL4 Mystick $3.95 HE8 Servitors 1 $10.00 [5 per pack] ZB19 The Fission $4.95
BL5 Shifter $3.95 HE9 Servitors 2 $10.00 [5 per pack] ZB20 Particle $4.95
BL6 Dark Templar $3.95 HE10 G.U.A.R.D. Defense Drones
BL7 Mistress Nightmare $3.95 $10.00 [5 per pack] ZB21 Fastlane $3.95
BL8 MindHawk $3.95 HE11 G.U.A.R.D.Attack Drones ZB22 High Gear $3.95
$10.00 [5 per pack] ZB23 Coil $3.95
BA1 Wildman $3.95 HE12 G.U.A.R.D. Power Armor ZB24 Mr. Brain and the Ego Bot $7.95
BA2 Hardcore $3.95 $10.00 [5 per pack]
BA3 Devil’s Knight $3.95 HE13 Mecha-Samurai $10.00 [5 per pack] ZB25 Hauptman Hans von Stahl $3.95*
BA4 Yin-Yang $3.95 HE14 Devil’s Knight Henchmen [5 per pack] ZB26 Schlaeger Siegfried $3.95*
BA5 Spine-Strike $3.95 HE15 Press Gang $10.00 [5 per pack] ZB27 The Glock-Roach $3.95
BA6 Saber-Skull $3.95 HE16 Demon Biker and Succubus $10.00
BA7 Tryckster $3.95 ZC1 $2.95 Dark Golem $3.95
BA8 Stalker $3.95 SP1 Red Bolt $3.95 ZC2 $4.95 Beetle-Girl & Time-Slip $3.95
BA9 Dark Avenger $3.95 SP2 Split-Second $3.95 ZC3 $3.95 Strongbow $3.95
BA10 Seeker $3.95 ZC4 $3.95 Grannok-5 $3.95
BA11 LadyBlade $2.95 ST1 Stretcharm $3.95 ZC5 $3.95 The Head $4.95
BA12 Black Claw $3.95 ST2 Elasti-Woman $3.95 ZC6 $10.00 The Killbots
BA13 Tarantula $3.95 ST3 Polymer $3.95 [5 per pack] $12.00

BR1 The Ox $6.95 SU1 T-Bolt $3.95 ZD1 Mono-Bots


BR2 Giantess $4.95 SU2 Shakti $3.95 [5 multi-part figures] $12.00
BR3 The Siberian $4.95 SU3 Artemis $3.95 ZD2 Dark Man $3.95
BR4 Bot $6.95 SU4 Cat $3.95 ZD3 Robot Agent $3.95
BR5 Tenpin $3.95 SU5 Deadeye $3.95 ZD4 Yeti Agent $3.95
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BR7 Megladon $6.95 SU7 The Wisp $3.95 ZD6 Star-Krong $7.95
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BR9 Tekton $6.95 SU9 The Homunculoid $9.00 ZD8 Ape-Ace $3.95
BR10 Zoya $4.95 SU10 Super Charger and Kid Dynamo $6.00 ZD9 Mazon $3.95
BR11 Perun $6.95 ZD10 Crossbow $3.95
BR12 Kragg $3.95 VH1 Mecha-Gor $60.00 ZD11 Blue Monk $3.95
BR13 StoneFlower $3.95 VH3 Host Battle-Frame $9.00 ZD12 Leo-IX $3.95
BR14 John Henry $3.95 ZD13 The Pride (5 figures) $12.00
WW1 Alpha $6.00 ZD14 Ferax $7.95
CV1 Civilian Pack 1 $15.00 WW2 Quickclaw $6.00
CV2 Civilian Pack 2 $15.00 WW3 Fenris $6.00 *Future releases
CV3 Civilian Pack 3 $15.00 WW5 Ironwolf $6.00
WW4 Longfang $6.00
FL1 Grav-Girl $3.95
FL2 Kondor $3.95 ZA1 Mr. Cranium & Microbot $5.00 For More Information Contact:
FL3 BlackBird $3.95 ZA2 Ape-Austin $5.00
FL4 FireFlight $3.95 ZA3 Zero Device & Jump Monkey $6.00 Old Glory/Four-Color Figures
ZA4 Serpent $3.95 Box 20, Rt. 981
GA1 Dr. Simian $4.95 ZA5 Kid Boomerang $3.95 Calumet, PA 15621
GA2 Rigger $3.95 ZA6 Patriot $3.95 1-724-423-3580
GA3 The Scrounger $3.95 ZA7 Steel Razor $3.95 http://www.oldglory25s.com/index.php?cat_id=546
GA4 Manticore $3.95 ZA8 Battering Ram $8.00 fourcolorfigs@yahoo.com
SuperSystem 3rd edition updates the world's most comprehensive and
versatile super skirmish game with revised mechanics that speed play and allow
for increased diversity in character design.

Built to work with SuperFigs or any other brand of Super miniatures (in 28mm
or 15mm scale), SuperSystem provides a flexible setting and campaign rules
that will allow players to further develop stories and characters with each
scenario played.

All players need to get started are these rules, a handful of miniatures,
six-sided dice, and their imaginations!

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