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An Avalon Games Product, All rights reserved, Version 1.0, 2012


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Written by David Caffee
Based on material by Paul Arden Lidberg, Greg Poehlein, Ray Greer
Layout by Robert Hemminger
Some art by LPJ Design
!
2
Contents
VEHICLES AND GIANT ROBOTS
VEHICLE STATS
DRIVERS
MOVEMENT
ACCELERATION and DECELERATION
TURNING
SPECIAL MOVEMENT ABILITIES
VEHICLE ATTACKS
VEHICLE DAMAGE
VEHICULAR WEAPONS
AIR VEHICLES
NEW EQUIPMENT
NAVAL VEHICLES
RUNNING AGROUND
NAVAL VEHICLE DAMAGE
SPACE VEHICLES
GIANT ROBOTS
DRIVERS
KNOCKBACK
CONSTRUCTING ROBOTS
SAMPLE TEAMS
SCENARIOS
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3
Vehicles and Giant Robots
A common feature of comic books and related
media is the presence of special vehicles. These
heroic vehicles range from modied cars to giant
combat robots. While each vehicle has their own
unique situations, much of what they do is very
similar. To this end, we've created the vehicle
rules to work much like the rest of the game; a
solid base with special rules only for the special
cases. Rather than bog the game down in a
collection of ultra-realistic rules, we decided to
maintain the character of the system as a whole,
and go for a system that emphasizes a realistic end
result over realistic play. What follows are the
general rules for all vehicles (an emphasis on
ground vehicles), with special sections for air,
water, and space vehicles.
VEHICLE STATS
Like other gures, each vehicle has certain
information that denes its abilities. These will
tell you how fast the vehicle can move, what kind
of damage it can withstand, what weapons it
carries, and how many troops it can hold.
The rst things it has are Stats. They form the
basis for what the vehicle can do. They are:
Move (MOVE) - This is the maximum distance
the vehicle can move in a given turn. This is
measured as linear distance, following the exact
route the vehicle takes (as opposed to measuring
simply from start to nish). Each 2 hexes of
movement costs 1 point.
Armor (ARMOR) - This is the amount of damage
the vehicle can ignore from each attack. This
armor is not affected by any damage taken by the
vehicle.
Each point of armor costs progressively more. The
cost of Armor is as follows:
Hits (HITS) - This is the amount of damage the
vehicle can take before it becomes inoperable.
Each Hit
costs 1 point.
Carry Capacity (CAP) - This is the number of
gures that may safely be carried by the
vehicle. This may be doubled by cutting the
vehicle's MOVE in half. All the additional
gures are arrayed on the outside of the vehicle,
and get hit before the vehicle does in combat.
CAP costs 1 point per CAP point.
A vehicle can also be equipped with weapons.
Any of the weapons used by troopers are
available, as well as all the weapons on the
Vehicle Weapons list. Each passenger in a
vehicle may re one of its weapons.
DRIVERS
All vehicles require a driver to move. This is a
gure purchased as per the normal rules. Be
sure to give equip them as appropriate, with
weapons, armor, etc.
MOVEMENT
Like other gures, vehicles can move. Unlike
other gures, vehicles maintain speeds and
must be able to brake and turn as needed.
ACCELERATION and DECELERATION
Each turn, a vehicle may speed up or slow
down by up to half of its total MOVE. It is
necessary to keep track of the speed the vehicle
is going at all times. This can be handled by
using a small chit or scrap of paper with the
speed jotted on it.
If the vehicle needs to slow down or speed up at
a rate faster than this it is possible, but
dangerous. Each hex slower or faster that is
needed will drop the MOVE stat by 1 point
permanently. This represents the wear and tear
on the vehicle of treating it like this. In a
campaign game, this damage can be repaired
between battles.
Armor
1
2
3
4
5
6
7
8
9
Cost
1
2
4
8
16
32
64
128
256
4
TURNING
If the speed of the vehicle is up to half of its total
MOVE, it may execute an unlimited number of up
to 90 degree turns at any point during that move.
Each turn must be separated by at least 1 hex of
forward or reverse movement. If the speed of the
vehicle exceeds half of the total MOVE, then it
may only do this twice. Once halfway through the
move, and once when they stop. To reiterate, the
vehicle must move at least 1 hex between 90
degree turns.
SPECIAL MOVEMENT ABILITIES
Some vehicles are equipped with special methods
of movement. This can change the effect of terrain
on movement. 4 Wheel Drive works the same as
Tracks.
Tracks \ 4 Wheel Drive: Allows normal
movement on any semi-at non-water, non-tree
infested terrain.
Cost: 15 points.
Hoverfans: Allows normal movement on any at,
non-tree infested terrain and water.
Cost: 10 points.
VEHICLE ATTACKS
Two kinds of attacks are possible from a vehicle;
Vehicle Weapons and Personal Attacks.
Vehicle Weapons
Each weapon on a vehicle may be red each turn
as long as A) there is a gure there to re it that
isn't doing any other attacks, and B) it has the
ability to re. This attack is resolved by using the
ATTACK stat from the trooper and any modiers
from the weapon.
Personal Attacks
Figures on the outside of a vehicle (or in the bed
of a truck, etc.) can re their personal weapons
during combat. If the vehicle is stationary, the
attack is resolved normally. If the vehicle is
moving, the attack is resolved normally but the
weapon has a temporary -2 Modier for being in a
moving vehicle.
Ramming
If desired, a vehicle may choose to drive
directly into an opposing target, using the bulk
of the vehicle itself as an attack. This is called
ramming and it can be quite effective. If the
target is the same size or smaller than the
vehicle ramming, it must roll a normal "to-hit"
roll. If the target is larger than the vehicle, the
ram is automatically successful.
The target of a ramming attack takes damage as
determined by this formula: (Total MOVE
made prior to striking (not total MOVE) +
(Total Armor) + (Total HITS remaining on the
Ramming Vehicle) and then this total is divided
by 2. The target's armor can be used against this
damage. The vehicle that is doing the ramming
also takes the same amount of damage.
VEHICLE DAMAGE
When a vehicle is hit, it takes damage like a
hero or villain, with the following additions.
Once the vehicle has taken 50% of its HITS as
damage, its MOVE is cut in half. In addition,
roll 1d6 for each weapon on the vehicle. On a
roll of 4-6, the weapon has been destroyed and
can no longer be used.
5
VEHICULAR WEAPONS
AIR VEHICLES
Miniatures combat wouldn't be any fun of you
spent every game just shooting at things on the
ground.
Airborne combatants are an important part of
the fun, and airborne vehicles are one of the
best ways to add some excitement to a scenario.
As we stated above, the rules are generally the
same for all vehicles, but there are a few minor
differences for the airborne ones.
AIR VEHICLE STATS
In addition to the normal stats, air vehicles also
have a Stall Speed. This number is equal to
their MOVE divided by four. If the vehicle
were to drop below this speed, it would be
unable to remain in the air and would fall to the
ground. If the vehicle is equipped with hover
engines, it has a Stall Speed of 0.
A vehicle can also be equipped with weapons.
Any of the weapons used by other gures are
available, as well as all the weapons on the
Vehicle Weapons list. Each passenger in a vehi-
cle may re one of its weapons.
MOVEMENT
Movement for airborne vehicles is relatively
simple. Vehicles can accelerate, decelerate,
change direction, and change altitude. Vehicles
equipped with Hover Engines may also stop in
mid-ight. There are two kinds of air vehicles;
those that hover, and those that don't. Air
vehicles that hover are subject to the same
turning restrictions as ground vehicles. That is,
if the speed of the vehicle is up to half of its
total MOVE, it may execute an unlimited
number of up to 90 degree turns at any point
during that move, each separated by 1 hex of
movement forward. If the speed exceeds half of
the total MOVE, then it may only do this twice.
Once halfway through the move, and once
when they stop. Air vehicles that cannot hover
are subject to much more complex turning
restrictions. First, the slower the vehicle is
traveling, the sharper a turn it may try. The
faster the vehicle travels, the harder it is for it to
make a quick turn. Use the following table to
determine the rate of turn available to the air
vehicle. This is the total amount by which the
direction can be changed that turn. No more
than half of this can happen at once. The
vehicle must travel another 1 hex before
continuing with the maneuver.
Cost
62
28
62
62
86
146
200
20
Weapon
Machine Gun
Heavy Flame Thrower
Holocauster
Heavy Rocket Launcher
80mm Gun
110mm Gun
150mm Gun
Smoke Launcher
Modier
0
0
0
0
-1
-1
-2
+2
Range
30 cone
15 cone
35 (3 hex radius)
50 (5 hex radius)
40 (2 hex radius)
40 (4 hex radius)
50(6 hex radius)
40 (2 hex radius)
Damage
3
2
3
3
4
6
8
-
6
Example: The Chevy of Doom is traveling on its
rocket packs at 19 hexes per turn. According to the
chart it can turn a total of 150 degrees. Since there
is a limit of 90 degrees in any one turn, he will
have to complete the maneuver in two parts. The
Chevy moves forward 1 hex, then turns 90
degrees. He then moves forward 1 hex, and turns
the remaining 60 degrees. He then moves his
remaining 17 hexes of movement.
Sliding
If an air vehicle (that cannot hover) attempts to
turn more than the maximum listed above, the
vehicle
is subject to Sliding. For each 10 degrees
(or portion there of ) the vehicle exceeds this
maximum, the vehicle slides 1 hex in the direction
it was going before the turn.
Example: If a jet was traveling at 40 hexes / turn,
the maximum it could change direction would be
90 degrees. Unfortunately, an obstacle will still be
in the way if he goes that way. He elects to turn
120 degrees, which will avoid the obstacle. Just
before the last part of the turn (the part that puts
him over the maximum), he moves the jet an
additional 3 hexes along forward, before the turn.
Since the obstacle was a scant 3 hexes away, he
got very lucky and has avoided it by the skin of
his teeth.
Raising or Lowering Altitude
Air vehicles can raise or lower their altitude
almost at will, as long as they have
movement left.
Changing altitude does not count toward the
necessary movement needed to complete turns
as above, those require forward or backward
movement. When lowering your altitude, each 2
hexes lost gains the vehicle 1 hex in forward
velocity. The vehicle cannot exceed its Max
Speed by more than 10 hexes using this
method. This altitude lost does not count toward
your total MOVE as a penalty. Also, the vehicle
cannot drop more than 20 hexes without losing
control. Unless the vehicle can hover, it must
also move forward when losing altitude. This
can be as little as 1 hex. This does count against
the total moved that turn. When gaining
altitude, each 2 hex spent will gain the vehicle 1
hex in altitude. Again, vehicles that cannot
hover must move forward as well, even if it is
as little as 1 hex. MOVE must be spent to in-
crease altitude, at the mentioned rate of 2 hexes
per 1 hex up, but the 1 hex forward is included
in that as well.
NEW EQUIPMENT
Hover Ability - The ability for the vehicle to
hover in one place, without gaining or losing
altitude. 10 points.
SAMPLE VEHICLE
Vehicle - Assault Helicopter
MOVE - 36 hexes
ARMOR - 3
HITS - 12
CAP - 12
Special Features: Hover Ability
Total Cost: 232
Air Speed
1-10
11-20
21-30
31-40
41-50
Max. Change / Turn
180 degrees
150 degrees
120 degrees
90 degrees
60 degrees
Weapon
Machine Gun
Modier
+0
Range
30 Cone
Damage
3
Hvy Rocket Launcher +0 50 (5 hex r.) 3
Holocauster +0 35 (3 hex r.) 3
!
7
NAVAL VEHICLES
We've got ground forces, we've got airborne
forces. Now we need to take to the high seas and
bring in all the salty dogs and their waterborne
vehicles. Again, as before, the base vehicle rules
are correct unless superseded by something below.
Movement
Quick Turning
A naval vessel may attempt a Quick Turn. This
occurs when a small boat (CAP is less than 12)
does a quick 180 degree turn, and heads back the
way it came. To do this, the player must make a
Control roll. This is equal to the ATTACK value
of the gure piloting the boat. The base number is
modied down one for each hex of movement that
the boat is going faster than half of its MOVE.
Example: If the boat had a MOVE of 20, and it
was traveling at 14 hexes when it wanted to make
a Quick Turn, the pilot would be subject to a -4
modier to maintain control. If the pilot fails the
roll, the boat capsizes, and all gures in it are
ung into the water (if an open topped boat) or
trapped inside (if it's enclosed).
Sliding
If a naval vehicle attempts to turn more than the
maximum listed above, the vehicle is subject to
Sliding.
For each 10 degrees (or portion thereof) the
vehicle exceeds this maximum, the vehicle slides
1 hex in the direction it was going before the turn.
Example: If a boat was traveling at 30 hexes /
turn, the maximum it could change direction
would be 120 degrees. Unfortunately, the boat has
been maneuvered into a dead end lagoon and he'll
run aground if he doesn't changed direction 180
degrees. He elects to turn 180 degrees, which will
turn the boat right around. Just before the last part
of the turn (the part that puts him over the
maximum), he moves the boat an additional 4
hexes along forward, before the turn.
RUNNING AGROUND
If a boat moves onto land, it's called Running
Aground. This can happen if a boat was unable
to change direction fast enough to avoid it. This
has several consequences. Find out how much
MOVE was left when the boat rst hit land.
Half of this (rounded up) is how far the boat
runs aground (minimum of 1 hex). Take the
total again and apply this as damage to the
vehicle. Armor can be used to combat this
damage. Figures on the boat are damaged as if
they had fallen as far as the boat runs aground.
Example: A boat has 15 hexes of movement
left when it reaches land. It runs aground (15
divided by 2 is 7.5 round up to) 8 hexes. The
boat takes 15 points of damage (which destroys
it). The two gures in the boat take 8 points of
damage each (and happen to die). If there is
something in the way of the boat when it runs
aground, then it is considered to have been
automatically rammed. Apply the ramming
rules as needed after the running aground rules.
NAVAL VEHICLE DAMAGE
When a vehicle is hit, it takes damage like any
other gure, with the following additions. Once
the vehicle has taken 50% of its HITS as
damage, its move is cut in half. Also, roll 1d6.
On a roll of 6, the boat's hull has been breached,
and the boat will begin to sink. Roll 1d6 again
to see how many turns until it sinks. Also, once
the boat has taken 50% of the base HITS, roll
1d6 for each weapon on the vehicle. On a roll
of 4-6, the weapon has been destroyed.
SUBMARINES
Naval warfare would not be complete without a
word on the option of submarines and other
submersibles.
These vessels travel largely under the surface,
undetected and can deliver devastating payloads
with pinpoint precision.
8
Most naval rules apply, but there are some special
things about submerging. The ability to submerge
adds 20 points to the cost of the vehicle. This
accounts for all the special seals that the craft
must have to operate under water. It takes one
action for a submersible to go under water, or
conversely to surface. All craft under the surface
are considered to be at the same depth.
This means that combat between ships under
water is handled like surface combat, with range
determined by physical distance away. Shooting at
a target that is submerged is done with a modier
of -5 to your basic "to-hit" score. Submerged
vehicles cannot re at targets out of the water.
They can re at targets oating on the surface
with no penalties.
Space ghters and any space vehicle small enough
to land on a planet can also go underwater (see
Space Vehicles below). There is no additional cost
for this.
SAMPLE VEHICLE
Vehicle - Attack Boat
MOVE - 40"
ARMOR - 4
HITS - 10
CAP - 12
Total Cost - 156
SPACE VEHICLES
In order to be complete, these rules include this
section covering spacecraft.
ARMOR
Due to the high cost of materials, Space vehicles
are limited to 4 points of Armor. All additional
defensive capabilities are made up with Energy
Shields.
ENERGY SHIELDS
It is a very common clich that spacecraft have
energy shields. Since they are energy, there is
less mass to carry around than there would be
otherwise, and they can be turned off when not
in use. There are a few types.
Continuous Shields
This is your standard energy shield. Each point
of shield will deect 1 point of damage. Once
the damage has been deected, the shield value
does NOT regenerate.
Regenerative Shields
These shields are capable of repairing
themselves between turns. Every time the ship
is hit, the shields take the damage. If the ship
can go one full turn without getting hit, the
shields regenerate back to full strength. You can
also burn 1 MOVE that turn (before you move)
to increase the shields 1 point, up to a
maximum of +5.
Weapon
Machine Gun
Modier
+0
Range
30 Cone
Damage
3
Hvy Rocket Launcher +0 50 (5 hex r.) 3
Shield
1
2
3
4
5
6
7
8
9
Cost
1
2
4
8
16
32
64
128
256
Shield
1
2
3
4
5
6
7
8
9
Cost
2
4
8
16
32
64
128
256
512
9
Stutter Shields
These give the ship a large amount of protection
for the cost, but are not as reliable. The thought is
that it doesn't cost as much energy to keep these
shields going as it would if they were continuous.
This is not always an advantage. Every time the
ship is successfully hit, roll 1d12. If the roll is
higher than 9, the ship has been hit inside the
shields. Otherwise, the shields act as the same as
"Regenerative Shields".
SEALED SYSTEMS
Another important thing that spacecraft have is a
life support system. This is considered a no-cost
item, as all ships have them. Emergency Life
Support costs an additional 2 points per 1 CAP. If
a ship takes more than half its HITS, it is
considered to be hulled. This means that the Life
Support Systems are no longer operational.
Without Emergency Life Support all occupants are
dead.
SAMPLE SPACE SHIP
Vehicle - Space Assault Fighter
MOVE - 40
ARMOR - 2
HITS - 20
CAP - 1
Stutter Shields - 5
Total Cost - 191
GIANT ROBOTS
The phrase "Giant Robots" conjures up images
of huge metal behemoths locked in titanic
struggles with weapons blazing and massive
explosions.
Included here are rules for including giant
robots in your games. There are a large number
of plastic model kits, and plastic toys that are
the appropriate sizes. Also available are several
quite cool yet pricey resin cast models. In
general, robots are treated much like the regular
gures and ground vehicles. There aren't that
many rules that apply only to giant robots. The
ones that do, however, are signicant and
should be examined carefully.
DRIVERS
Each robot needs a pilot, purchased along the
same guidelines as a driver for a vehicle.
KNOCKBACK
When a robot is attacked successfully, and the
damage penetrates beyond the Armor, the robot
has a chance of being knocked back. The robot
driver must make a successful ATTACK role,
minus 1 for each point of damage that
penetrates to avoid being knocked back.
If the role fails, the robot is knocked back a
number of inches equal to the amount of
damage that penetrated the Armor, and it is
knocked down. It is a full action for a robot to
stand back up and uses all of their movement
for that turn.
CONSTRUCTING ROBOTS
Building the robots is a little different than
building the other vehicles. Robots generally
have a wider selection of weapons, and they
have other unique problems. Construction of a
giant robot, like the construction of all other
vehicles, is a case of choosing the options you
would like from a list. Some stats are
independent, and others will have an effect on
future choices.
Height
First, determine how tall the Robot is. Each 2
hexes (10 real feet) cost 10 points, with the rst
Height point being free. The maximum Height
possible is 20 hexes (100 feet).
Shield
1
2
3
4
5
6
7
8
9
Cost
1
3
6
12
24
48
96
192
384
Weapon
Machine Gun
Modier
+0
Range
30 Cone
Damage
3
Hvy Rocket Launcher +0 50 (5 hex r.) 3
10
Example: The Dread FrogBot isn't a small robot,
so we elect to make it Height 3. This costs 20
points (Height 3 - 1 (free level) = 2 x 10 points
each = 20 points).
Hits
Next determine how many Hits the robot has.
Remember that the robot cannot have more than 4
times it's Height in Hits.
Example: The Dread FrogBot has a Height 3.
This limits the FrogBot to 12 Hits. We elect to
take a total of 10 Hits.
Move
Each point of basic movement costs 1 point per
hex. The maximum movement a robot can have is
equal to 8 times its Height stat.
Example: The Dread FrogBot is Height 3. This
means that it can purchase a maximum of 24
hexes of movement (Height 3 x 8 = 24). We elect
to take 20".
Jump Jets & Flight Packs
If the robot has Jump Jets, each inch of base
MOVE costs 1 1/2 points. This allows the robot to
cross rough terrain without any movement
penalties. There must be enough room above the
robot for it to jump.
If the robot has a Flight pack, each inch of base
MOVE costs 2 points. This allows the robot to y
as per the ight rules above (in the Air Vehicles
section).
Limbs and Treads
Each additional limb that a robot takes adds to the
number of weapons it can carry, as well as other
benets. All limbs cost 10 points each. Legs and
tails count as well, so be sure to take enough limbs
to handle all the weapons you want.
If you would like your robot to have tank treads
for its legs/feet, they cost 20 points. This allows a
robot to move across any semi-at terrain with no
penalty. Woods will still slow it down.
Example: The Dread FrogBot has 4 limbs (40
Points), 2 arms and 2 legs.
Armor
Next you'll need to determine how much armor
your robot has. The cost of each level of armor
is listed in the right hand column. So, if you
wanted to have 7 points of Armor on your
robot, it would cost 64 points.
Example: The Dread FrogBot has an average
amount of Armor, so we elect to get 5 points of
Armor at a cost of 16 points.
Dread FrogBot
A frog-shaped robot.
Height - 3
Move - 20 (Jump Jets)
Hits - 10 Limbs - 4
Armor - 5
Total Cost - 296
Armor Stat
1
2
3
4
5
6
7
8
9
Cost
1
2
4
8
16
32
64
128
256
Weapon
Machine Gun
Modier
+0
Range
15 Cone
Damage
3
Laser Blaster -1 10 4
11
Weapons
The weapon selection for Giant Robots is a little more varied than for other vehicles, due to the unique
history of giant robots in the media. When designing your robot, try to keep in mind the varying roles it
may have to play in your hero team and choose weaponry accordingly.
Cost
62
28
62
62
86
146
200
30
23
50
90
3
2
233
3
-
10
62
2
-
3
45
57
Weapon
Machine Gun
Heavy Flame Thrower
Holocauster
Heavy Rocket Launcher
80mm Gun
110mm Gun
150mm Gun
Smoke Launcher
Gatling Laser
Landscaper
Weapon Multi-Pods
Pod Type A
Machine Guns
Laser Blaster
Pod Type B
Machine Guns
Smoke Launcher
Flechette Gun
Pod Type C
Flame Thrower
Landscaper
Holocauster
Handheld Weapons
Energy Sword
Energy Axe
Mod.
+0
+0
+0
+0
-1
-1
-2
+2
-1
-3
-1
+0
-1
+2
+1
+0
-3
+0
+0
-1
Range
30 cone
15 cone
35 (hex radius)
50 (5 hex radius)
40 (2 hex radius)
40 (4 hex radius)
50 (6 hex radius)
40 (2 hex radius)
20 cone
40 (5 hex radius)
15 cone
15 cone
15 cone
40 (1 hex radius)
20 (2 hex radius)
15 cone
40 (5 hex radius)
35 (3 hex radius)
-
-
Damage
2
3
3
3
4
6
8
-
2
-
3
2
3
-
10

2
-
3
3
4
12
Weapon Descriptions
Gatling Laser - This is a laser that delivers
multiple shots at one time for a devastating effect.
Landscaper - This is a unique weapon in that it
destroys only the terrain. Does not effect gures
or their equipment, but rather mountains, trees,
and buildings.
Flechette Gun - This is like a super shotgun. It
does a total of 10 points of damage to the rst
targets in its path.
Energy Axe & Sword - Becoming popular with
robots now are large melee weapons. Each of
these has an energy effect which greatly magnies
the amount of damage it does.
Sample Teams
Adolescent Avengers (Hero Team, Cost: 999)
This group of young heroes has come together to
ght for truth, justice, and the superhero discount
that they get at the local pizza chain. While they
aren't as serious as their adult counterparts, this
team can dish out some serious damage when it is
time to battle.
Bird Boy
Vigilante w/ Padded Bodysuit Armor (2)
Attack - 10
Defense - 3
Move - 5 hexes
Hits - 2
Special Powers - Super Jump (10 hexes)
Total Cost: 110
Star Power (Super Hero)
Attack - 11
Defense - 3
Move - 6 hexes
Hits - 20
Special Powers - Flight (16 hexes)
Total Cost: 223
Cyber Teen (Super Hero)
Attack - 11
Defense - 3
Armor - 7
Move - 6 hexes
Hits - 20
Senses - X-ray Eyes, Radar Sense, Night Vision
Special Powers -
Total Cost: 312
Bestial (Super Hero)
Attack - 11
Defense - 3
Move - 10 hexes
Hits - 10
Senses - Night Vision

Total Cost: 143


Weapon
Claws
Modier
+3
Range
--
Damage
5
Weapon
Alien Strength
Modier
+1
Range
--
Damage
4
Pumpkin Flail +1 10 5
Weapon
Sonic Blast
Modier
+1
Range
10
Damage
6
Cyber Slam +3 -- 4
Weapon
Grapple Gun
Modier
+2
Range
15
Damage
2
Smoke Launcher +2 40 0 (1 hex r.)
Marital Arts (Master) +3 --
Super Jump +0 10 1
13
Magik Girl (Super Hero)
Attack - 11
Defense - 3
Move - 10 hexes
Hits - 10
Special Powers - Flight (16 hexes), Teleport (19
hexes)

Total Cost: 211


Harbingers of Doom (Villain Team, Cost: 994)
These villains have gured together to accomplish
their mutual goal of ushering in a new dark age for
humanity. Though they do not trust each other,
these evil doers are a force to be reckoned with
when they work together.
Dr. Cold (Super Villain)
Attack - 8
Defense - 1
Move - 6 hexes
Hits - 8
Special Powers - Freeze Ray
(target is immobilized)
Total Cost: 112
Slate Rock (Super Villain)
Attack - 11
Defense - 0
Armor - 4
Move - 6 hexes
Hits - 20
Total Cost - 205
Masked Menace (Super Villain)
Attack - 11
Defense - 3
Armor - 4
Move - 6 hexes
Hits - 10
Special Powers - Regeneration (increased
healing +2) (3 Hit, +1 Attack for one turn)
Weapon Modier
RangeDamage
Martial Arts (Master) +3 --
2
Total Cost: 113
Drone Trooper (Super Villain) (6 of them))
Attack - 11
Defense - 3
Armor - 5
Move - 7 hexes
Hits - 12
Senses - Radar Sense
Total Cost: 94 x 6 = 564
Weapon
Magic Blast
Modier
+1
Range
15
Damage
6
Weapon
Ice Blast
Modier
+0
Range
10
Damage
3
Weapon
Power Slam
Modier
+3
Range
--
Damage
9
Weapon
Martial Arts (Master)
Modier
+3
Range
--
Damage
2
14
League of Justice (Hero Team, Cost: 1497)
The League of Justice is an association of the
most powerful heroes on the planet. Their mission
is to protect the common people by brawling with
super villains in the middle of crowded city
streets. The team is lead by Ultra Man, whose
chiseled jaw and impossibly broad shoulders
strike fear into the hearts of villains everywhere.
Ultra Man (Super Hero)
Attack - 11
Defense - 3
Armor - 9
Move - 10 hexes
Hits - 25
Senses - X-ray Eyes, Radar Sense, Night Vision
Special Powers - Flight (16 hexes)
Total Cost: 564
Iron Bat
Vigilante w/ Power Armor (3)
Attack - 10
Defense - 3
Move - 4 hexes
Hits - 2
Special Equipment - Jet Pack (16 hexes of
ight), Sealed Armor (no effect from gas)
Cone
Total Cost: 93
Blast Star (Super Hero)
Attack - 8
Defense - 2
Armor - 5
Move - 3 hexes
Hits - 5
Special Powers - Energy Blast (powerful +9,
accurate +3), Teleport (20 hexes)
(1 hex radius)
Total Cost: 225
Red Archer
Vigilante w/ Combat Armor (2)
Attack - 10
Defense - 3
Move - 5 hexes
Hits - 2
Special Equipment -
Total Cost: 89
Weapon
Energy Blast
Modier
+3
Range
10
Damage
2
Weapon
Long Bow
Modier
+2
Range
32
Damage
2 (once a turn)
Grenade +0 10 2 (2 hex r.)
Marital Arts (Master) +3 -- 2
Weapon
Eye Rays
Modier
+1
Range
10
Damage
3
Super Punch +3 -- 3
Weapon
Blaster Rie
Modier
+1
Range
32
Damage
2
Flame Thrower +0 12 2
!
15
Mr. Weird (Super Hero)
Attack - 6
Defense - 3
Armor - 4
Move - 4 hexes
Hits - 3
Senses - Radar Sense
Special Powers - Goop, Vortex, Wall of Energy
(powerful +2).
Total Cost: 221
Power Girl (Super Hero)
Attack - 9
Defense - 3
Armor - 6
Move - 3 hexes
Hits - 20
Senses - X-ray Eyes
Special Powers - Flight (16 hexes), No Air
Required.

Total Cost: 305
Terror, Inc. (Villain Team, Cost: 1500)
The most feared group of super villains in the
history of the world, Terror, Inc. is a team of
dangerous megalomaniacs whose only desire is
to take control of the entire planet. Comprised
of despots, billionaires, and leading scientists,
Terror, Inc. has the resources and the know-how
to literally take over the world.
Sea Tyrant (Super Villain)
Attack - 8
Defense - 3
Move - 8 hexes
Hits - 20
Special Powers - Water Powers, Vortex
(powerful +6).
(target is moved 10 hexes)
Total Cost: 306
Weapon
Trident
Modier
+3
Range
--
Damage
6
Vortex +0 10 7(1 hex r.)
Weapon
Power Punch
Modier
+3
Range
--
Damage
7
Power Bolts +1 10 5
Weapon
Telekinesis
Modier
+0
Range
5
Damage
6 (Target moved 2 hexes)
Mind Blast +0 10 2 (ignore armor)
Weapon
Magic Wand
Modier
+1
Range
20
Damage
3
Vortex +0 10 1(1 hex r.)
(targets are moved up to 20 hexes)
Wall of Energy +0 -- 3 (1 hex r.)
(+1 Defense and Armor for one turn)
Mr. Mind (Super Villain)
Attack - 6
Defense - 3
Armor - 2
Move - 6 hexes
Hits - 10
Senses - Radar Sense
Special Powers - Mind Blast (powerful +5),
Telekinesis (powerful +5).
Total Cost: 305
!
!
16
Cyber Jack (Super Villain)
Attack - 8
Defense - 0
Armor - 6
Move - 5 hexes
Hits - 2
Senses - X-ray Eyes, Radar Sense, Night Vision.
Total Cost: 305
Grey Wizard (Super Villain)
Attack - 11
Defense - 3
Move - 6 hexes
Hits - 12
Special Powers - Flight (16 hexes), Force Shield
(1 hex radius, +1 Armor, +1 Defense)

Total Cost: 270
Eternal Emperor (Super Villain)
Attack - 11
Defense - 3
Armor - 8
Move - 6 hexes
Hits - 25
Special Powers - Insubstantial, Teleport (10
hexes).
Total Cost: 313
Alien Invasion Force (Villain Team, Cost:
2997)
Aliens from a distant galaxy have come to
conquer the planet Earth for the glory of their
empire. These ruthless invaders have no other
goal than to wreak as much havoc as possible
on the world and its citizens. The invasion force
is only the rst wave of an even more powerful
armada. If the invaders get a foothold on Earth's
soil, there will be no stopping them.
Commander Khra'ag (Super Villain)
Attack - 11
Defense - 3
Armor - 7
Move - 6 hexes
Hits - 25
Senses - X-ray Eyes
Special Powers - Flight (16 hexes), Mind
Shield, No Air Required.
Total Cost: 445
Weapon
Dark Magic Blast
Modier
+3
Range
15
Damage
10
Weapon
Necrotic Blast
Modier
+1
Range
10
Damage
5
Weapon
Cyber Blade
Modier
+3
Range
--
Damage
10
Plasma Beam +0 10 4
Weapon
Energy Sword
Modier
+3
Range
--
Damage
10
Cosmic Gauntlet +1 10 5
!
17
Invaders (Super Villain) (9 of them)
Attack - 9
Defense - 3
Armor - 4
Move - 6 hexes
Hits - 6
Special Powers - No Air Required.
Total Cost: 224 x 9 = 2016
Vehicle - UFO (2 of them)
Attack - 11
Armor - 4
Move - 20 (hover)
Hits - 10
CAP - 10 passengers
Total Cost - 268 x 2 = 536
Skyscraper Battle
Scenario
Terror, Inc has attacked the headquarters of the
World Peace Organization. The League of
Justice responded to the situation in time to
save the lives of the WPO delegates. The
villains tried to escape onto the rooftops but the
heroes cut them off. Now the fate of the world
depends on the outcome of an epic clash taking
place thousands of feet in the air.
Set-Up
Place different sized pieces of hex paper on the
table at regular intervals. Use boxes, stacks of
books, etc to create the roofs of taller buildings
and put a piece of hex paper on each one to
create a playing surface. The lowest rooftops
are 100 hexes (ve hundred feet) from street
level. Any gure that falls off of the rooftops
takes 10d6 points of damage. A gure's Armor
Rating can be applied to stop some of this
damage. A gure with the ability to y, teleport,
or climb vertical surfaces has a chance to halt
its descent before hitting the ground. Roll 1d6.
On a roll of 1 the gure takes no damage and
simply losses its next turn.
The players take turns setting their gures on
the rooftops one at a time. The player that loses
the initiative roll gets to place his rst gure
rst.
Both players have 1500 points to spend on
gures, or they can use the sample teams below.
Weapon
Star Lance
Modier
+2
Range
--
Damage
6
Star Lance Blast +0 10 4
Weapon
Energy Beam
Modier
+2
Range
50
Damage
8 (6 hex r.)
!
Move (in hexes)
1
2
3
4
5
6
7
8
9
10
Cost
2
4
6
8
10
12
14
16
20
24
18
THE LEAGUE OF JUSTICE
Ultra Man564
Iron Bat 93
Blast Star 225
Red Archer 89
Mr. Weird221
Power Girl305
TERROR, INC
Mr. Mind 305
Sea Tyrant306
Cyber Jack305
Grey Wizard270
Eternal Emperor313
Objective
This battle is a knock down, drag out ght to the
nish. The player that takes out all of the gures
on the other side is the winner.
Rumble at the Mall
Scenario
The Adolescent Avengers were enjoying a rare
day off by visiting the local mall. A fun day of
shopping and junk food was interrupted by an
attack from their archenemies, the Harbingers of
Doom! The Harbingers are looking to take re-
venge on the young heroes for a string of humili-
ating defeats.
Set-Up
Create the inside of the mall using hex paper or
pre-made terrain. The ground oor of the mall is
made of two long corridors that meet in the center
to form a wide plaza. The central plaza should be
a minimum of 22 hexes by 17 hexes wide.
Randomly place furniture, vendor stalls, and
twelve innocent bystanders inside the plaza.
Both players have 1000 points to spend on gures,
or they can use the sample teams below.
THE ADOLESCENT AVENGERS
Bird Boy 110
Star Power223
Cyber Teen312
Bestial143
Magik Girl 211
THE HARBINGERS OF DOOM
Dr. Cold 112
Slate Rock205
Masked Menace 113
Drone Trooper 94 x 6 = 564
NEUTRAL
Innocent Bystander3 x 12 = 36

Objectives
The Adolescent Avengers win by defeating Dr.
Cold, Slate Rock, and Masked Menace. The
drone troopers will stop ghting if the boss
villains are defeated. The Harbingers of Doom
win by defeating at least three of the Adolescent
Avengers.
Alien Invaders
Scenario
Earth is being attacked by a technologically
superior force. Even the world's most powerful
heroes have been unable to stop the wanton
destruction that has been unleashed by these
terrifying aliens. In humanity's darkest hour,
hope comes from an unexpected place. Not
wishing to see someone else conquer the planet,
Terror, Inc. has offered to ght with the League
of Justice in an effort to turn back their
common foe. Reluctantly, the heroes agree to
join forces. However, they cannot help but
wonder if the villains have some other motive.
Set-Up
Use hex maps, boxes, and toy cars to create a
street scene. The buildings should be no taller
than 10 hexes (ten inches). You can also add
other elements to the street, such as garbage
bins, telephone poles, etc. On one end of the
table there should be an area marked
Command Center. This area should be at least
4 hexes by 4 hexes with a single entrance in the
front.
19
The defending players have 1500 points each to
spend on gures, or they can use the sample teams
below. The player controlling the invaders has
3000 points to spend on gures or he can use the
sample army below.
THE LEAGUE OF JUSTICE
Ultra Man564
Iron Bat 93
Blast Star 225
Red Archer89
Mr. Weird221
Power Girl305
TERROR, INC
Mr. Mind 305
Sea Tyrant306
Cyber Jack305
Grey Wizard 270
Eternal Emperor313
ALIEN INVASION FORCE
Khra'ag 445
Invader 224 x 9 = 2016
UFO 248 x 2 = 536
Objective
The aliens win if they can defeat more than half of
the combined forces of the League of Justice and
Terror, Inc. The invaders lose if Commander
Khra'ag is defeated or if the Earthlings can get a
gure inside of the Command Center.
In addition to defeating the aliens, the defending
teams have secondary objectives. If the defenders
defeat the invaders but do not achieve their
secondary objectives then the outcome is a draw.
Terror, Inc's secondary objective is to get at least
two of their gures inside the alien command
center in order to capture the invader's superior
technology. The League of Justice's secondary
objective is to defeat all of the remaining villains
after the invaders have been routed.
Space Station Brawl
Scenario
The Adolescent Avengers are on a routine
mission to the Multi-National Space Centre
when everything goes horribly wrong. The
space centre is rocked by an explosion and the
power begins failing. The heroes learn too late
that alien saboteurs have snuck on board the
station and are trying to destroy it. The
Adolescent Avengers have to prevent the invad-
ers from completing their suicide mission.
Set-Up
The Multi-National Space Centre is constructed
as a series of rings. The inner most ring is a
roughly circular area that is 5 hexes by 5 hexes.
The center hex of this ring is marked Central
Control. The next ring out is 11 hexes by 11
hexes (leaving 3 hexes of room in the space
between the wall and the next ring in). The next
ring further out from that should be 14 hexes
long by 14 hexes wide. The each ring has two
doors (1 hex) that lead into the next ring. These
doors should not line up with each other. The
best idea is to put the rst pair of doors at the
top and bottom of the map while the other two
are left and right.
Randomly place computer equipment, furniture,
and four innocent bystanders on the map. Try
not to clutter up the area too much. The alien
player can place his gures anywhere on the
outer ring. The hero player must place all of his
gures in the centermost ring.
Remember that this battle occurs in the dark of
the lifeless space station. There is a -2 penalty
applied to all ranged attacks.
Both players have 1000 points to spend on
gures, or they can use the sample teams below.
THE ADOLESCENT AVANGERS
Bird Boy 110
Star Power223
Cyber Teen312
Bestial143
Magik Girl 211
20
ALIEN INVASION FORCE
Invader 224 x 4 = 896
NEUTRAL
Innocent Bystander3 x 4 = 12
Objective
The object of this battle is the same as the game,
King of the Mountain. If the alien player can
place one of his gures in the central control ring
for three consecutive turns then he wins. The hero
player wins be defeating all of the alien invaders.
Deep Sea Disaster
Scenario
Sea Tyrant has teamed up with another villain to
take control of an underwater mining platform.
The Atlantean warlord has declared that the
oceans are his personal domain and anyone
wishing to develop its resources must pay him a
handsome tribute. Sea Tyrant is threatening to
destroy the mining platform if the company that
owns it does not provide him with payment in
gold and silver.
Set-Up
Create an underwater mining base by tapping
several sheets of hex paper together and placing
the combined sheet on the table. You can also use
pre-made hex terrain. The overall playing surface
should be at least 22 hexes by 22 hexes. Players
should take turns creating the various rooms,
chambers, and tunnels of the mining platform. Try
to create a variety of spaces by alternating room
sizes and types. For example, each player could
create one large room, then one small room, then
one hallway. After the battleeld is completed
begin adding other details such as heavy
equipment, computers, furniture, etc. Add in
several airlocks that are one or two hexes wide.
These portals can be used to exit the underwater
base and then re-enter it through another airlock.
Both players have 500 points to spend on gures,
or they can use the sample teams below.
THE FEARSOME FOURSOME
Dark Warrior 205
Kung Fu Master45
Cindy Speed207
Kid Thunder42
VILLAINS
Sea Tyrant306
Slate Rock205
Objective
This battle is a ght to the nish. A player wins
by defeating all of the gures on the other side.
Mystic Portal
Scenario
The Harbingers of Doom have teamed up with
Dr. Maniacal in order to bring about the fall of
human civilization. Using the good doctor's
weather machine as a power source, the
Harbingers have found a way to open up a
portal to another dimension. Should the mystic
portal open, terrifying creatures from another
plane of existence will spread throughout our
world, spreading chaos and destruction in their
wake.
Set-Up
Create an arctic lair by randomly placing terrain
features such as boulders, trees, etc. You should
also add man made structures like living
quarters, vehicle hangars, and the like.
Remember that the ice tundra is slippery and
difcult to cross. Figures that are traveling over
the ground have their Move cut in half (round
down).
The villain player gets to place his gures rst.
Special attention should be paid to the
placement of the weather machine as this gure
is the key to the battle for both teams.
Both players have 1500 points to spend on
gures, or they can use the sample teams below.
The villain player must include the weather
machine on his team list.
21
THE LEAGUE OF JUSTICE
Ultra Man564
Iron Bat 93
Blast Star 225
Red Archer89
Mr. Weird221
Power Girl305
THE HARBINGERS OF DOOM
Dr. Cold 112
Slate Rock205
Masked Menace 113
Drone Trooper 94 x 6 = 564
DR. MANIACAL AND FRIENDS
Dr. Maniacal 127
Generic Thugs27 x 8 = 216
Weather Machine160
Objective
Each round, the villain player rolls 1d6. One a roll
of 1, the weather machine gains a charge. Once
the weather machine has gained ve charges, it
opens the portal and the villain player wins. The
hero player wins by destroying the weather
machine the portal opens. The villain player can
also gain an automatic victory by defeating all of
the hero player's gures. This scenario can be very
challenging for the hero player because all the
villain player needs to do is defend the weather
machine until it charges. While it is unlikely, the
weather machine could charge in only a few
rounds, giving the villain player an easy victory.
!






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S & C Battle System



Avalons premier game system the S&G battle system allows you to play skirmish level
engagements, and do so with a fast, easy to learn system that also allows for endless
expansions and genres. With S&G you can fight battles between fantasy based elves and
orcs, or blast off into the cold hard future with space marines and aliens.







Major
Glory
Nigbt
Stalker
Kir
Sie
Wolf
Spirit
Tiger
Lamia
Gyea
Strengtb 3
Speed 8 J 1
Movement 4
Adrenal 4
Will 4
2
Weapons and Armor
Weapons As mod Damage mod Notes____
Scimitar -1 +1 -
Dagger +0 -1 -

3
4
Warlord Grom
2
Special Abilities
Health
1. Savage Blow {Attack, 3]
uiom can make a single savage attack, often killing a foe
outiight with a single blow of his ueauly scimitai. You must
ueclaie this ability is being useu befoie Attack Bice aie iolleu.
0n a single attack, uiom may auu +2 Attack Bice to his total foi
that attack. (With no limit to the numbei of uice that can be
iolleu)
2. Command {Move, 2]
uiom may use his louu uemanuing bellows to commanu othei
oics neai by. When this ability is useu, uiom may activate any
one oic chaiactei, who is within five squaies. This activateu
chaiactei may peifoim one action. (Note that the chaiactei may
still take theii noimal actions when theii tuin comes up.) uiam
may peifoim this ability but once a tuin.
3. Sbatter Sbield {Attack, 1]
uiom often shatteis shielus anu weapons with his mighty
blows. Beclaie this ability befoie the Attack Bice aie iolleu. If
uiom scoies a hit, insteau of uoing any uamage, he may shattei,
anu thus uestioy, a foe's ieauieu weapon oi shielu (Youi
choice.) If the foe uoes not have a ieauieu weapon oi shielu,
then this ability has no effect.
Nagical items gain a save. Roll 1B6, anu on a ioll of 6+, the
item iesists the effect. Pei five points of the item's cost, ovei
the fiist five points, auus an extia +1 to the uie ioll is gaineu.

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Tbe Future is Now

Sci-Fi Caming at its Best

Z2TMZL C||MC2. fIOO2OLZM CLL|T|L

"Some of tbe best Paper Models out tbere."



Fantastic artwork, wonderfully created and well thought out
as well as a beautiful addition to any fantasy RPG.

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