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A game of superhero skirmish battles

BY RObert Salters

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HAU is a simplistic set of rules for superhero skirmish battles. The standard table size is 2’ x 2’ with
players fielding 3 - 5, 28mm miniatures (characters) per side. Players are welcome to push the limits,
adding to the number of characters and table size for epic battles, once they feel they’re ready to do so.

Things you need to play


• 3 six sided dice per player cost)
• 2’ x 2’ play area and terrain
• 3 straight sticks 3”, 6”, 12” referred to as SHORT,
MEDIUM and LONG (a tape measure can be used if • Standard deck of playing cards
players prefer)
• Paper and pencil to record character’s abilities and HP
• Superhero miniature or paper standees (we recom-
mend Heroclix because of the broad range and low

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Before you start
Before you start your first game, each player needs to choose three Once all characters have been developed, it’s time to set up the
characters/heroes to take into battle. Each character will receive battlefield. Players should agree on terrain placement and a setting
up to 3 abilities (super powers) that loosely resembles the char- that fits the narrative of the skirmish. A standard skirmish will
acter’s powers from the comics. For instance, if a player were to have players starting at opposite ends of the battlefield at its edge.
make Superman, you would probably give him FLIGHT, SUPER
STRENGTH and ENERGY BLAST to represent his heat vision. Each character on the battlefield needs to be assigned a single card
from a standard deck of cards. These cards will now be shuffled
Abilities have been designed to cover core super powers that are into one deck referred to as the Activation Deck.
found in the comics. Players will need to think outside of the box
when figuring out what best matches a hero’s super power. Think Note: All characters start the game with 6 Hp
about referring to an ability as something that would fit the fluff (Hit Points) and up to 3 abilities.
of your character to help you visualize you character’s power in
game. All abilities can be found on the ABILITIES CHART, avail-
able in a separate PDF.

PLAYING THE GAME


A game of Heroes Among Us is played in 2 Phases: The Action
Phase and the Clear Phase. In both phases, there are two steps:

Action Phase Move


Step 1. Draw a card from the Activation Deck The character makes up to a Medium movement (6”) in any direc-
tion. Moving over hindering terrain reduces movement to Short
Step 2. The corresponding character takes up to 3 actions and (3”). If something were to reduce movement beyond Short, the
places his card in the discard pile. character may only move one base width. Difficult terrain has to
be moved through at Short until exited.
Repeat these steps until all characters have a card in the Activation
Deck discard pile. Melee Attack
Make a single attack roll using 3 attack dice, inflicting one damage
Clear Phase on each result of 4 or 5 and two damage on a result of 6. The target
Step 1. Shuffle the Activation Deck discard pile and set it back as of the attack must be in base contact. Some abilities alter melee
the Activation Deck. attacks.

Step 2. Clear any status effects that are in play (unless stated oth- Note: If a character were to choose to leave base contact with an
erwise). opponent, he is subject to a free swipe at 1 attack dice that cannot
be defended.
At this point a new turn begins and play continues with the Action
Phase. The game ends once one of the following occurs: Range Attack
Characters with range abilities can make a range attack roll using 3
• All characters belonging to a player are reduced to 0 Hp attack dice, inflicting one damage on each result of 4 or 5 and two
• A player cannot or hasn’t taken any actions with any of his damage on a result of 6. The target must be in LOS (360 degrees)
characters for 3 turns and in range. Some abilities alter range attacks.
• Specific objectives have been completed
Note: Any character that is a target of an attack can defend itself by
Actions rolling 3 defense dice. Each result of 4 - 6 ignores 1 damage from
When a character’s activation card is drawn, the character is the attacker’s roll.
allowed to do any 3 of the following actions:
Note: Line of site (LOS) is at table level from the character’s point
Note: Characters may only perform the type of action once during of view.
their activation.
3

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non-attack ability
These abilities don’t cause outright damage, but are still effective
in combat. Abilities that have “Attack” in its description can not be
used as a non-attack ability action.

Pick-up Object
Picking up objects to use as weapons can be done. Smaller objects
(i.e. trash cans, furniture and debris) allow characters holding it
in melee to add +1 die to their attack. Throwing the object as a
ranged attack at 1 attack dice. Picking up large or heavy objects
(i.e. cars, boulders and rubble) require SUPER STRENGTH, GI-
GANTIC or TELEKINESIS. Attacking with large or heavy objects
would be at +2 melee attack dice or 2 range attack dice. Objects
can be thrown up to Medium, at a target that is in LOS.

Note: Once an object (that is not an objective) is used as a weapon,


it is destroyed and removed from the battlefield.

Free Action
These are simple actions a character may perform for free. (i.e.
opening doors, pulling levers, handing off items)

Other rules
Outnumbered in melee Falling from Elevation
+1 attack dice for each friendly character beyond the first in base If a character falls from elevated terrain taller than Short, make a
contact with the same enemy. melee attack on one dice that cannot be defended. Characters with
the Flying ability are not affected.
Shooting into melee
This is not allowed unless the target has the GIGANTIC ability. Defeated
Once a character has 0 Hp, he is removed from the battlefield and
Cover the associated activation card is removed. If the card has to be re-
A character in base contact with terrain that partially obscure him moved from the activation deck, remove the card once it is drawn.
from the LOS of a range attack receives + 1 defence die.

Objectives
Claiming objectives is a free action when a model is in base con-
tact with it.

Push
When a character is forcibly moved against his will. If a Pushed
character comes in contact with Large or Heavy terrain, make a
melee attack roll on two dice. A character cannot be Pushed off of
the battlefield.

Prone
A prone character defends with -2 dice, and cannot take attack
actions. Spend one action to stand.

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One Last Thing
Heroes Among Us is a simplistic rule set designed to give players
the framework of a fast paced skirmish game. Players will encoun-
ter situations that aren’t covered by these rules. Its recommended
that players use rules they are familiar with and that make sense
to fill in the gaps.

We hope you enjoy the game.

COMING SOON

Fully compatible with HAU


Featuring new abilities
All new mechanic called “Agendas”.

If you have any suggestions or questions about these rules, contact us on the Table Salt Gaming Designs
Facebook page. Also, if you enjoy playing this game, consider donating to Table Salt Gaming Designs.
Every dollar helps us develop better games. To donate, pay an amount you’re comfortable with at wargamevault.com

https://www.facebook.com/tablesalt.gamingdesigns/
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alessio conversano (order #28365628)

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