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SUPERSYSTEM 2007 HOLIDAY SPECIAL

By Scott R. Pyle and David K. Lewis


Übersoldaten Write-Ups: Agis Neugebauer
Editing: Aaron Tobul, Rich Oden, and Agis Neugebauer
Playtesting: Lee Howard, Agis Neugebauer, Louis Reash, Aaron Tobul, Tom Weiss
Layout and Design: Dan Yauger
Cover Design: Joe Urban
Special Thanks: JoAnn Rizzo

Learn more about SuperFigs and SuperSystem here:

Old Glory/Four-Color Figures


Box 20, Rt. 981
Calumet, PA 15621
1-724-423-3580
http://www.oldgloryminiatures.com
fourcolorfigs@yahoo.com

You can order SuperFigs and SuperSystem through your local retailer or by several other means:

By Phone
724-423-3580

Online
http://www.oldgloryminiatures.com
http://oldglory25s.com/store/
http://wargamedownloads.com/ (PDF Rules Only)
http://www.sabersedge.com/ (PDF Rules Only)

All material copyright Four-Color Figures and Scott Pyle


Version 1.0 published June, 2007

2 0 0 7 H O L I D AY S P E C I A L 1
Uebermenschen!

C
omic book fans growing up in the 1970’s and 1980’s may
remember that DC and Marvel Comics produced holiday
themed specials and “grab-bag” books that would often hit
the newsstand rack somewhere between November and December.
These titles offered fun, off-beat stories, games, and general zaniness
not normally seen in the month-to-month releases. In this grand
tradition we at Four-Color Figures present our first SuperSystem/
SuperFigs Holiday Special. Why do a special? Well, we’ve got a
thing or two up our sleeves and really wanted to share them with
folks.

A number of fans have mentioned over the years that they would
like to play SuperSystem in 15mm. We’ve done a number of 15mm
“shrinker” characters and we’ve been steadily stockpiling a few more
folks haven’t seen until this point. With the release of this special
we’re also unleashing two packs of 15mm Supers, twenty 15mm
heroes in all, and perfect for mixing with any existing collection of
historical and sci-fi 15mm figures. The pictures of these little gems
in action against a bevy of foes grace the pages of this very special,
so be sure to give them a good look. They may be small but they
pack a wallop!

Additionally we offer some new and alternate rules. SuperSystem


maven David Lewis put together a dynamite revision of the ranged
attacks that we just had to include. Consider this one the “official”
version that the creators would use in their games. Perhaps more
radically, we offer a faster playing version of the game that takes a
hard look at the way combat occurs and the sheer number of attacks
and dice thrown in a given model’s turn when he is in combat. This
revised combat system preserves the existing “architecture” of the
game while also streamlining the mechanics.

Finally we offer some new scenarios and a few other goodies for
your reading pleasure.

2 2 0 0 7 H O L I D AY S P E C I A L
Part I
Super-15: A SuperSystem 15mm Plug-In

S
ince 2001 SuperSystem has Look for the release of
delivered slam-bang 28mm super- two packs of 15mm supers
combat on the table-top. Long the for use in your games, and
province of 28mm, heroic scale miniatures, further releases coming
we now offer this plug-in to allow fans after that.
of 15mm skirmish gaming to fight-out
super battles on a whole new scale! We’ve Key Rule Changes
taken to calling this version of the game for Super-15
Super-15, or S15 for short. All you need
to play is this download and copy of the Measurements
SuperSystem 2nd edition rules available Players use centimeters to
on PDF at Saber’s Edge or Wargame handle measuring distances
in S15. Whenever you see The red brigade battles fascist foes!
Downloads, or in hard-copy through our
partners at Old Glory. You can also ask the word inches, or a measurement in the player desires).
for SuperSystem rules and SuperFigs inches in the core S2 rules, change this
miniatures at your friendly local game measure to centimeters, but keep the basic Example: Dr. Simian has 10AP. He
shop. number of units the same. could move 10cm normally, or charge
up to 20cm if his player desires.
Example: A Stretch
Attack of 20” in the Table Size
standard game would The change in scale from 28mm to 15mm
measure 20cm in S15. means the smaller models will have a lot
more room to maneuver on the table. This
Action Points (AP) is fine, and makes for a dynamic game in
Every AP a model possesses many cases. However, players may want
equals 1cm of movement. to squeeze the size of the board a bit to
When a model charges to match the smaller miniatures. This will
reach combat or cover extra create quicker games by bringing the
ground, it doubles its AP models into the action right away. A good
as normal and moves that stable size for 15mm scale games a 92cm
Triumverate
many centimeters (or less if x 92cm board (roughly 3’ x 3’).

2 0 0 7 H O L I D AY S P E C I A L 3
Part II
New Rules and Options

S
uperSystem has always been an may attack up to 4 legal targets. spend for the flurry attack.
organic system, growing and
changing as more and more games When flurrying against multiple Strain (+3 AP): The model puts extra
are played and feedback is logged. The new targets, defenders receive +1D to defense effort or energy into its attack, resulting in
rules and options below reflect another and damage resistance goal rolls. +2D damage if the attack hits. Defenders
phase in the maturation of the game and get +1D to defense goal rolls versus this
the system. As with all things in the game, Example: If Wildman uses Flurry attack.
players may use what they like and ignore against 3 foes in base contact, each
the rest. opposing model each enemy would Aim (+3 AP): Remove one bonus die
enjoy +1D to defense and damage from the target due to range. Note that
Optional Rule: resistance goal rolls. aiming costs the same as a Flurry, but
Fast Attacks they accomplish just the opposite effect
In the current S2 rules most models are When flurrying against a single target, by channeling the attack’s energy into a
capable of making between two and four the attacker receives 1 + Super-Agility single, precise shot. They can only strike
attacks per turn, and some even a few level dice to his attack goal roll and the once, but like a normal attack extra goals
more than that! That’s a lot of dice rolling, defender receives +2D to his damage carry over to damage as additional dice.
and while rolling dice is fun, we took a resistance goal roll.
closer look at the system and came up Defensive (3 AP): Models who do not
with this alternate method of resolving Example: Wildman (Super-Agility x wish to attack this turn may forgo this
combats which results in faster individual 2) attacks a lone foe with a Flurry. He opportunity and instead focus on being
model turns and a smoother style of play. receives +3D to his attack goal roll, Defensive. Defensive models add +1D to
but his target gets +2D to his damage all defense rolls until their next turn.
Using this option, characters and henchmen resistance roll should he hit.
groups make only 1 attack roll per round Alternately, they can add +2D to any
costing 3 AP. Additionally, models may Flurrying represents a less accurate defense rolls against one other character
choose to perform one of the following attack, so extra goals from the attack roll model or henchmen group until their next
new maneuvers (or one of the existing ones are not carried to the damage goal roll. turn. The target model must have been
listed in the 2nd edition rules): in line of sight at the time Defensive was
Example: Wildman scores 8 goals announced.
Flurry (+3 AP) Models may spend an with a Flurry attack. His target
additional 3AP (for a total of 6AP spent) scores only 2 goals on his defense Charging remains unchanged when using
and make a flurry of attacks with their single roll, but Wildman still rolls only his this optional rule.
attack goal roll. All targets of a Flurry make base damage because Flurries allow
a single defense roll against the attacker’s no extra dice. New Rule
one attack goal roll. Flurry details include: Elusive Target Rule
Flurry attacks may not be used in Models that keep moving from turn to
Only models possessing Mind and conjunction with Area Effect attacks. turn present a tougher target for ranged
Agility of 2 or higher may use Flurry. attacks. Models that moved 10” or more
Henchmen groups may use the Flurry during their last turn receive +1D to
Models may flurry against a single maneuver at no additional cost. defense goal rolls. This includes models
target or a number of targets equal to 2 + that charged into close combat, and is
Super-Agility level. Mental Attacks may Example: A group of Shark Troopers cumulative with the normal bonus for a
not Flurry. wishes to use a Flurry attack against model being fired upon in close combat.
a foe. They would pay 3 AP for the Players may wish to use some marker such
Example: Wildman possesses Super- attack instead of the normal 6 AP as a cotton “dust cloud” to denote models
Agility x 2. When he uses Flurry he a character model would have to moving the requisite 10+ inches.

4 2 0 0 7 H O L I D AY S P E C I A L
Part III
Revisions and Other Additions

H
ere we offer an alternate system Quick Attack: This maneuver is not and power mods, and the removal of
for handling all ranged attacks used when employing this alternate rule. others.
in S2. When a player measures
the range for an attack with his model, the
Soliloquy Attack: This maneuver may Chain Attack (Ranged Attack power
range will fall into one of the range bands
not be conducted in concert with a Flurry special effect): This special effect is no
listed below. attack. longer required with the new Fast Attack
rules.
Range Bands (RB) Throw Object: Throwing an
object at an opposing model Extra Range (power mod): This power
up to 3” Point Blank (+1D Defense)
counts as the model’s standard mod is no longer necessary with the new
up to 15” Short Range (No Modifier) 3 AP attack for its turn. Range Band ranged attack rules.
up to 30” Medium Range (+2D Defense)
POWER CHANGES Reduced Range (power mod): This
up to 45” Long Range (+4D Defense)
The following notes clarify how power mod is no longer necessary with
up to 60” Extreme Range (+6D Defense) certain powers work when using the new Range Band ranged attack rules.
over 60” Out of Range... the Flurry Attack maneuver and
the streamlined combat rules. Short Range Power -5 BP (power
mod): Ranged attacks with this mod may
Attacking models that are using the Density Increase: DI models may not not be conducted beyond the short range
Growth power modifies bonuses for range flurry, but do not have to pay their normal band (i.e., the attack has a maximum of
bands in the following manner: +1 AP penalty when using the Strain 15” range).
maneuver. The extra mass or energy a
Growth (removes 1 bonus die per Growth density increased model possesses allows Scope (new power mod)
level). him to Strain more easily, but he is still BP Cost: +1BP/lvl (max 3)
slowed by his increased mass. Effects: Each level of scope removes an
Example: Lamprey attacks Dr. Atlas additional bonus die from targets of the
from 44” away. Dr. Atlas would Flare: Counts as a standard 3 AP attack. power’s ranged attack when using the
normally enjoy +4D to defense goal Aim maneuver.
rolls, but he is currently using 2 Mental Attack: Counts as a standard 3
levels of Growth, so he gains only a AP attack. Example: The Shootist possesses
+2D bonus. a Ranged Attack with the Scope
Ranged Attack: Counts as a standard power mod. If his target is 36” away,
When using the range band rules above, 3 AP attack. he would normally receive +4D to
players should ignore the listed ranges on defense goal rolls. But with Scope x
all powers. Stretch Attack: Stretch Attacks count 1, his Aiming reduces target’s bonus
as Short Range attacks as in the new to only +2D.
MANEUVER CHANGES “Short Range Power” modifier.
Any maneuvers from 2nd edition not Slow Attack (new power mod)
mentioned below remain unchanged NEW POWERS, POWER (-2 pts.): Attack powers purchased
when using the Flurry Attack MODS AND POWER MOD with this mod may never use the Flurry
REVISIONS maneuver.
Precision Attack: This maneuver may not Rules changes in this Special have caused
be conducted in concert with a Flurry attack. changes to certain powers, special effects,

2 0 0 7 H O L I D AY S P E C I A L 5
Part IV
World War II Super-Scenarios

W
e present some great new Battalion represent excellent options. and sets up his models within 10” of the
thematic scenarios for play in Included below is a new team of Nazi board edge. The loser sets up opposite the
either 28mm or 15mm. Supers designed for use by a GM running winner, also within 10” of his own board
these scenarios. edge.
Quest for Wotan’s Spear
In the closing days of World War II, Part I: Meeting at the Road Special Rules:
the Germans and their crack cadre of Where the Russian Supers and American
scientists have developed a series of super Supers meet and battle for the right to The Larger Purpose. Starting after the
weapons to try and turn the tide back in assault the German base. second round, each player may choose to
their favor. Chief among these make a Larger Purpose roll for his
weapons is a German version team leader. This costs the model
of the A-bomb! Code-named 2 AP, and requires a Difficult (4)
Wotan’s Spear, this massive bomb Resolve + Iron Will goal roll.
boasts twice the power of the If a leader succeeds at this roll,
series developed at Los Alamos. he may spend a further 2 AP to
The Germans have managed to make an inspiring speech about
develop three operational bombs, how the two teams must put aside
as well as plans for a score of other their differences and consider the
super-weapons, and they currently larger purpose of their mutual
reside in a blown-out section of missions: to stop the Nazi threat
town on the outskirts of Berlin. at this critical juncture in the war!
Red brigade Once the player makes this speech
Guarded by Nazi super-agents, the A- Description: Two allied super-teams the battle ends and the two teams may
bombs are slated to be delivered to a vie for the right to assault a super-secret choose to unite to face their common foe
hidden airstrip within the next 48 hours. German bunker containing a cache of in Part II. The leader who first succeeds
Although the existence of the Wotan’s deadly super-weapons. Each player fields in his larger purpose roll and then makes
Spear project has been kept secret for a super-team, one American and the other the speech receives +2D to defense goal
most of the war, Russian and American Russian. Fate has brought them together rolls during the next part of the linked
intelligence operatives have recently at a crossroads, with each realizing that scenarios.
learned of its existence and sent teams of the other is after the same
their own super-operatives in to secure the goal. Mutual mistrust
bombs, or in worst case scenario, destroy causes violence to quickly
them! ensue.

With three possible factions involved, this Setup: Players should set
series of linked scenarios can support up to up a roughly 4’x 4’ board
three players. This 3-part scenario is best which models a country
run with a neutral game master (GM), crossroads outside of Berlin.
who can also take on the role of the Nazi Ideally, the board should be
supers if only two players are available. littered with burned-out
Each player (counting the GM if one is vehicles, craters, and several
being used) should come up with a team destroyed or partially Old Glory
of five 85 pt. supers for this campaign. destroyed buildings. Each
Players may use appropriate teams from player rolls initiative for his team’s leader If either team leader recognizes the larger
the SuperSystem rulebook, and Freedom’s to select which side of the board to start purpose and makes the speech, the two
Five, The Red Patriots, and the Blitzkrieg on. The winner picks his preferred side teams will pool their resources in the next

6 2 0 0 7 H O L I D AY S P E C I A L
battle. Three members from each team End Game: The battle lasts until one Setup: This battle transpires inside a
are chosen by the players to team-up team or the other has been taken out, or massive German warehouse in one of the
and continue with the mission. The other until one of the team leaders recognizes outer suburbs of Berlin. The entire 4’ x 4’
members left behind will fight a series the mission’s Larger Purpose as detailed board should model this warehouse. The
of holding actions and other missions to in the special rules section above. Allied player sets up his team just inside
facilitate the easy passage of their fellows the double garage doors that mark the
through Axis territory. Players can choose Rewards: 2/1 entrance to the facility. He can set up his
to play some these battles as side games models up to 10” in from this point. The
in the campaign, and a clever GM could Special Events Box: opposing player sets his Nazi supers up on
weave in additional scenario complications 1-2 Random Allied Patrol 12” square platform 10” from the opposite
as a result of these extra battles. 3-4 Land Mines end of the board of the allied player. This
5-6 Panzer platform represents a lift used by the
If the teams fail or choose not to recognize Germans to access the hidden depths of
the larger purpose, the their secret base.
battle continues as normal.
If they are available, players should set
Running Battle. After this up as many German transport trucks
battle, KO’ed (or worse) and other vehicles as possible in the
models will not have the warehouse. Between four and ten trucks
normal time to recuperate is a good number. These vehicles are
from their injuries. Players merely for terrain effect, or to be used as
should roll for KO’ed and super-clubs. Enterprising GM’s could stat
coup de graced models them up and allow players to drive them
normally, but any model around.
that makes it through this
still able to participate in Also, a number of crates representing
the next battle should make Against the Reich! the special weapons cache that makes up
a Difficult(3) Resolve Wotan’s Spear should be placed within 5”
+ Iron Will goal roll. Failure means a Part II: Assault on of the Nazi team after they are deployed.
model is out of the next battle. Success Bunker 70
means they may fight. Models who were Where the Allied team (or teams) from Special Rules:
not KO’ed, but who still suffered Vitality Part I assaults the Nazi base and attempts
loss may recover an amount of Vitality to secure (or destroy) the A-bombs. Enclosed Spaces. This fight takes place
equal to a Resolve + Iron Will goal within a giant warehouse. The super-
roll. Models possessing Regeneration Description: The winning team from reinforced ceilings and rafters curtail the
automatically begin the next battle with Part I, or a combined group made from agility of any flyers. Flying models only
full Vitality. both participants, arrives at the Nazi receive +1D to defense goal rolls while in
base as the Germans and their super flight instead of the normal +2D.
Objective: Each team wishes to KO bodyguards ready the weapons for
the other in order to assure that the Nazi removal to other secret sites. The two Running Battle. See Part I above.
weapons do not escape and prolong the teams of supers battle it out in a giant
war—or worse! However, if the Larger warehouse filled with German super- Super-Weapons. The German supers
Purpose described above is successfully science weaponry. With the German must protect the cache of the super-
invoked, the teams will end hostilities and supers fresh and the Allied supers likely weapons at all costs. At least one member
team-up to battle the Nazis in the next smarting from their earlier battle, they of the German super-team must remain
scenario. should be overmatched. within 5” of the crates at all times. If at

2 0 0 7 H O L I D AY S P E C I A L 7
the beginning of a round these undead servants will distract the
the German player finds remaining Allies long enough for the Nazi
that his team does not supers to spirit the weapons of Wotan’s
satisfy this condition, the Spear safely away to a hovering German
first model he activates that VTOL (code named Sleipnir after the
round must move to within fabled steed of Wotan) craft waiting
5” of the crates if possible. outside. Additionally, if all of the crates
Ideally, the cache should from Part II were recovered by the Allies,
contain six crates, 2 each of five more crates emerge to be loaded onto
small, medium, and large the Axis escape vehicle.
sizes according to the Size
Benchmark table from the Setup: This battle transpires in the same
The future trio...
SuperSystem rulebook. At location as Part II, with one notable
this point in the campaign, none of the reinforcements arriving next scenario. In exception, Heydrich activates explosives
crates may be directly targeted by Allied or this scenario the Allies are considered the that literally blow the roof off of the
Axis attacks. Allied models may attempt to attackers and the Axis the defenders. warehouse in hopes of facilitating the
carry crates off the board via their starting pick-up of the super-weapons.
table edge. German models guarding the End Game: The battle lasts until one
crates should remain with the majority of team or the other has been taken out, or Special Rules:
crates and leave their fellows to pursue until the Allied player gets all of the crates
any crates stolen by Allied models. off of his board edge. If the Allied player Allies Arrive! If the Larger Purpose from
does manage to get all of the current Part I was not recognized, three members
Crates may be grabbed from opposing crates off of the board, more show up at of the defeated Allied Team from Part I
models trying to spirit them away or the beginning of Part III along with a few arrive to lend a hand! Players may choose
protect them. Any model in base contact other Axis surprises. which models from this team show up.
with a crate is its possessor. Another model The player running these models should
may spend 2 AP and grab such a crate. Rewards: 3/1 apply the rules from the Running Battle
The grabbing model and its possessor then special rule from Part I. These Allies will
make opposed Strength goal rolls. If the Special Events Box: arrive at the beginning of round 2 and be
grabbing model wins, he now possesses 1-2 Allied Bombing Run deployed on the edge of the allied player’s
the crate and may move away with it or do 3-4 POW’s deployment zone from Part II.
something else. Ties go to the possessor. 5-6 Super-Weapon!
Possessing a crate subtracts 2AP from Nazi Zombies! Two henchmen groups
a model’s total, but does not preclude it of Nazi Zombies begin play flanking
from charging. Players should be mindful Part III: Sleipnir’s Dr. Heydrich up to 8” in from the Axis
of a model’s Strength and ability handle Endgame player’s deployment zone from Part II.
crates of varying sizes. If a model does Where the evil Nazi scientist Klaus
not qualify to lift a crate of a certain size, Heydrich unveils his secret Zombie Dr. Heydrich
it cannot carry it or try to grab from a troops to surprise the Allied attackers, BP: 85
model who can. and the losers from Part I show up to lend AP: 9
a hand. Attributes
Objective: The Allied player must secure Strength 2 Agility 3 Mind 6 Resolve 5
as many crates as possible and spirit them Description: Once the battle in Part II Powers
from the board, while also subduing the ends, the evil Nazi Super-Scientist Klaus Armor x 4 (Displacer Field Device)
Axis player’s models. The Axis player Heydrich appears and unveils two groups Combat Sense x 3
must protect the crates and await the of deadly Nazi zombies. Heydrich hopes Force-Field x 4 (Displacer Field Device)

8 2 0 0 7 H O L I D AY S P E C I A L
Iron Will x 1 The Ultimate Sacrifice! Any Allied model End Game: The game ends when the
Mental Attack (8D, Brain-Burn Gun) capable of reaching the Chariot’s open hold Chariot lifts off, and/or an Allied super
Vitality: 7 (whether through Flight or some other makes the Ultimate Sacrifice.
power) may invoke the Ultimate Sacrifice
Zombie Troopen-X and do so. No allied model currently Rewards: 3/1
(2 Separate Groups) in base contact with an enemy may do
BP: 85 this. No measurements are required; the End Notes
AP: 4[9] model simply announces that he or she is If the Axis wins the campaigns it presents
Attributes invoking the sacrifice and removes itself a number of intriguing story options. From
Strength 5 Agility 3 Mind 1 Resolve 1 from play. Team mates may use teamwork here players could continue the campaign
Powers like throwing friendly models to make using any number of alternate historical
Armor x 4 this happen. If the sacrifice is invoked, the pathways. Perhaps the Germans rally and
Combat Sense x 6 model leaves play, the Chariot takes off, re-assume control of Europe, while the
Extra Movement +5” and subsequently explodes more than a Russians are thrown back to Moscow and
Knockback Resistance 4” mile above the battlefield! the Kremlin itself is bombed into dust!
Melee Attack x 4 Meanwhile, German super-subs streak
Soulless Everyone on board is slain and the toward the United States and powerful
Veterans weapons are destroyed along with them. DAK Mecha re-take North Africa. How
Vitality: Henchmen Group-5 Members This counts as an Allied victory! All will the remaining Allied supers turn the
models in the scenario are assumed to be tide?
Running Battle. See Part I above for affected by the Weird Radiation special
these rules. effect if this occurs (see SuperSystem
rulebook). If the Chariot escapes the Axis Special Events Section
Sleipnir! If the conflict still rages at has won and the fate of the world now
the beginning of Round 4 the German hangs in the balance. Allied Bombing Run
VTOL, code-named Sleipnir, arrives at At the beginning of each round, before
the end of the round and hovers over the Objective: The Allies must stop the initiative is determined, a player should
battlefield. At the beginning of Round 5, super-weapons from being spirited away. roll a single die, and on a result of a 1,
before initiative is rolled, a bombing run takes place. This massive
it will deploy mechanical Allied bombing run nearly hits the
catch-claws that seize any battlefield area. All models must make
crates not carried by or Difficult (3) Agility goal rolls or be
adjacent to an Allied model, knocked down by the impact. No more
or any crates held by an Axis than one bombing run may take place
model, and spirit them up during a game. As usual, models possessing
into its massive hold. At this Instant Stand may ignore this effect.
point initiative is rolled as
normal. Whether any Allied Random Allied Patrol
model manages to get into A Random allied patrol arrives on the
Sleipnir or not, it leaves at scene! Roll a die to determine their
Siberian duel!
the end of Round 5, after affiliation: 1-3 American, 4-6 Russian.
the last model ha acted during the turn. The Axis must see that at least one of This patrol shows up before Initiative is
During the turn it may not be targeted by their crates makes it into the hold of rolled on round 2 and will immediately
attacks of any kind; its massive size and the Chariot. The Allies are the attacker assist their super countrymen that round.
superior armor make it unassailable from in this battle and the Axis count as the The Allied patrol only assists in the battle
the outside, but see below. defenders. it is rolled for.

2 0 0 7 H O L I D AY S P E C I A L 9
American G.I.\Russian Patrol Ideally, a neutral third party, the GM in POW’s
BP: 60 most cases, can place counters as he or she A gang of Allied POW’s used as free
AP: 4[6] sees fit. labor cower in the midst of the battlefield.
Attributes These POW’s are shackled to a terrain
Strength 3 Agility 2 Mind 2 Resolve 3 Panzer feature of the German player’s choosing,
Powers A working Panzer tank has been and may be freed by any model in base
Armor x 1 abandoned on the battlefield. Players contact with them who makes a Difficult
Climbing should use an appropriate model to act (3) Mind or Strength goal roll. Once
Combat Sense x 2 as the tank. The tank can be re-started by freed the POW’s scatter off of the board
Enhanced Senses x 1 spending 3 AP and making a Difficult (3) (remove the models). The model freeing
Extra Movement x 2 Mind goal roll. Its stats are as follows: the POW’s enjoys +1D Resolve for the
Ranged Attack (6D) remainder of the battle. The German
Vitality: Henchmen Group-10 German Panzer player’s models have larger concerns, and
Members BP: 135 may not target the POW’s with attacks
AP: 8[12] of any kind.
Land Mines Attributes
Players should take it in turn to place Strength 7[2] Agility 5 Mind 3 Resolve 6 Super-Weapon!
six 2” counters around the board. These Powers A model adjacent to one of the crates may
counters may not be placed in the Armor x 4 rummage through it and find some device
opponent’s deployment area. Before the Combat Sense x 4 that can temporarily aid him in an attack
counters are placed, the bottom of three Extra Move x 4 goal roll. It costs 3 AP to search a crate,
of them should be marked with an “X”. Knockback Resistance x 3 and a model must make a Difficult (3)
Counters marked with an “X” are live that Ranged Attack (9D, 30”) Mind goal roll to successfully deduce how
explode on and damage models when AoE (Blast) to make use of the device or weapon. If
the models contact them. They act like a Super-Damage x 1 this roll succeeds, the model, or a model
Damaging Aura 6D[2] with the One Use Super-Strength x 2 adjacent to it, may make its next attack
power mod. Once marked, the counters Vehicle at +2D. A single may not use this option
should be turned face up, then mixed-up Level 3 more than once per game, or benefit from
to hide which ones are marked with the No Carrier (-8) this option more than once per game.
“X”. Players then divvy them up and place Turret
them without looking at the bottoms. Vitality: 13

To slay the stalker from the stars!

10 2 0 0 7 H O L I D AY S P E C I A L
Appendix:
New Axis Villain Write-Ups

B
elow are group of new Axis conflict. He fears the worst for Germany Powers
villains players may use for the should the Russians ever win the war. Armor x 3
scenarios in Parts I and II. These
His dedication for the Fatherland led Combat Sense x 4
villainous write-ups can be applied to him to volunteer for the Übersoldat Extra Movement x 4
existing SuperFigs, and the figure codes project after a serious combat injury. Iron Will x 1
for the appropriate models are noted next The resulting experiments granted him Density Increase
to the characters’ names. telekinetic flight and enhanced mental Always On
capacity that enables him to crush Melee Attack x 3
Übersoldaten enemies by the power of his thoughts Super-Strength x 2
After the traitorous action of Hauptmann alone. Unstable (1D)
von Stahl (see the write-up for the VIT: 10
Blitzkrieg Battalion in the SuperSystem Nachtjäger [HE4 GUARD Tac-Team] Not much is known about Heimdall. A
rule book), Himmler ordered the BP: 85 nameless, shell-shocked German soldier,
development of new and totally AP: 7+3 he was enhanced by Project Übersoldat
dedicated Supersoldiers for the Reich. STR 4 AGL 4 MND 3 RES 2 scientists. They succeeded beyond their
The secret project received the code name Powers expectations in creating a steel-clad,
“Übersoldat”. Combat Sense x 4 super-powered combat machine, but
Linked Powers (Armour Frame) at times the frail human system still
Formed from an all volunteer cadre of the Armor x 3 locked within him just can’t handle the
hardest soldiers and often accompanied Extra Movement x 3 stress…
by the dreaded Mecha Panzer the Enhanced Senses x 1
Übersoldaten have proven capable of Ranged Attack (9D) Ilsa Mondfels (Fenrir Human Form)
matching any Allied supers. Super x 2 [WW2 Quickclaw]
Unstable (1D) BP: 85
Reichsadler – Team Leader VIT: 10 members AP: 8[10]
[FL2 Kondor] Nachtjäger are some of the toughest STR 3 AGL 4[1] MND 4 RES 5
BP:85 Soldiers the German Reich has to offer. Powers
AP:9 Ruthlessly “enhanced” by a constant Alternate Form
STR 3 AGL 3 MND 5[1] RES 3 drug regimen administered via their Involuntary Change
INIT: 5[1] trademark breathing mask they are Combat Sense x 5
Powers capable of almost supernatural feats. Specialized Ranged
Armor x 4 Unfortunately the serious side effects Extra Movement x 2
Only While Flying of the drugs sometimes inhibit their Fortune x 1
Combat Sense x 2 combat performance. Nachtjäger are also Ranged Attack (9D) – Improved StG-44
Force Field x 5 equipped with the best infantry armor Super x 1
Only While Flying and weapons at the Reich’s disposal. Super-Agility x 1
Flight Their Sturmgewehr 44 features the new VIT: 8
Mental Attack (8D) Vampir infrared sight and a new silencer After losing both brothers on the
Only While Flying system. Russian front, Ilsa wanted nothing more
Super-Mind x 1 than revenge and a chance to fight their
VIT: 6 Heimdall – the Steel Soldier – killers. She blames all Russians for her
The Soldier known as the Reichsadler “Stahlsoldat” [BR12 Kragg] loss. An injury suffered during a Russian
(Eagle of the Reich) is the undisputed BP: 85 attack on her hometown triggered
leader of the Übersoldaten. A Veteran AP: 6[10] her first transformation into a raging
of the Russian campaign he has seen all STR 6[2] AGL 3 MND 3 RES 4 Werewolf that killed a whole platoon of
kinds of atrocities on both sides of the Russian soldiers.

2 0 0 7 H O L I D AY S P E C I A L 11
The Project Übersoldat scientists gave Freya – Flare Girl into the secret Bunker of the Übersoldat
her some ability to control her rages and [BL7 Mistress Nightmare] project to get her into shelter during a
proper military training to make her a BP: 85 devastating Allied bomber attack.
skilled fighter, but at times the beast still AP: 9
takes over, leaving her nothing more then STR 3 AGL 6[1] MND 3 RES 3 The bunker was shaken to the very
a slayer on the battlefield. Powers core during the raid and Lisa fled her
Combat Sense x 3 relatively safe room. She stumbled into
Fenrir (Wolf Form) Cowardly one of the secret labs where the door
BP: 85 Enhanced Senses x 4 was left open. When the next bomb
AP: 7+4 Extra Vitality x 1 hit the secret complex several untested
STR 5 [1] AGL 4 [1] MND 3 RES 4 Flare (15”) chemicals crashed on her and burned
Powers Fortune x 2 her face horribly. The chemicals also
Alternate Form Against Any Roll transformed her eyes and granted her
Involuntary Change Instant Stand amazing dexterity. Lisa is now able
Berserker Super-Agility x 1 to direct blinding light flashes at her
Combat Sense x 4 VIT: 7 enemies from her unshielded eyes. She
Extra Movement x 4 Lisa von Luck led a charmed life even possesses a single-minded dedication to
Melee Attack x 4 through the first years of the war. Her crushing the enemies of Reich that she
Regeneration parents are leading scientist of the Nazi believes are the source of her misery.
Super-Agility x 1 regime, and while other families suffered Although not as valorous as Reichsadler,
Super-Strength x 1 she had a more or less carefree life. That she has become a valued member of the
VIT: 9 changed when her parents had to take her Übersoldat Team.

New 15mm SuperFig codes!

S15A

S15B

12 2 0 0 7 H O L I D AY S P E C I A L

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