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

    All comments, suggestions and contacts can be made to

    Avalon Games Company, [email protected]

    Or visit

    Avalon Games at

    www.avalon-games.comWritten by David Caffee

    Based on material by Paul Arden Lidberg, Greg Poehlein, Ray Greer

    Layout by Robert Hemminger

    Some art by LPJ Design

    !

    mailto:[email protected]://www.avalon-games.com/http://www.avalon-games.com/http://www.avalon-games.com/mailto:[email protected]:[email protected]
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    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 AGROUNDNAVAL VEHICLE DAMAGE

    SPACE VEHICLES

    GIANT ROBOTS

    DRIVERS

    KNOCKBACK

    CONSTRUCTING ROBOTS

    SAMPLE TEAMS

    SCENARIOS

    PAGE 3

    PAGE 3

    PAGE 3

    PAGE 3

    PAGE 3

    PAGE 4

    PAGE 4

    PAGE 4

    PAGE 4

    PAGE 5

    PAGE 5

    PAGE 6

    PAGE 7

    PAGE 7

    PAGE 7

    PAGE 9

    PAGE 9

    PAGE 9

    PAGE 9

    PAGE 9

    PAGE 12

    PAGE 17

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    Vehicles and Giant Robots

    A common feature of comic books and related

    media is the presence of special vehicles. These

    heroic vehicles range from modified 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 specialcases. 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 figures, each vehicle has certaininformation that defines 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 first 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 measuringsimply from start to finish). 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

    figures that may safely be carried by thevehicle. This may be doubled by cutting the

    vehicle's MOVE in half. All the additional

    figures 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 fire one of its weapons.

    DRIVERS

    All vehicles require a driver to move. This is a

    figure purchased as per the normal rules. Be

    sure to give equip them as appropriate, with

    weapons, armor, etc.

    MOVEMENT

    Like other figures, vehicles can move. Unlike

    other figures, 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, butdangerous. 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

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    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 thevehicle 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-flat non-water, non-tree

    infested terrain.

    Cost: 15 points.

    Hoverfans: Allows normal movement on any flat,

    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 fired each turn

    as long as A) there is a figure there to fire it that

    isn't doing any other attacks, and B) it has the

    ability to fire. This attack is resolved by using the

    ATTACK stat from the trooper and any modifiers

    from the weapon.

    Personal AttacksFigures on the outside of a vehicle (or in the bed

    of a truck, etc.) can fire 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 Modifier 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 DAMAGEWhen 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.

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    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 minordifferences 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 figures are

    available, as well as all the weapons on the

    Vehicle Weapons list. Each passenger in a vehi-

    cle may fire 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-flight. 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 unlimitednumber 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 todetermine 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 ThrowerHolocauster

    Heavy Rocket Launcher

    80mm Gun

    110mm Gun

    150mm Gun

    Smoke Launcher

    Modifier

    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

    -

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    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 vehiclecannot 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 includedin 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 - 12Special 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

    Modifier

    +0

    Range

    30 Cone

    Damage

    3

    Hvy Rocket Launcher +0 50 (5 hex r.) 3

    Holocauster +0 35 (3 hex r.) 3

    !

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    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 figure piloting the boat. The base number is

    modified down one for each hex of movement thatthe 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

    modifier to maintain control. If the pilot fails the

    roll, the boat capsizes, and all figures in it are

    flung into the water (if an open topped boat) or

    trapped inside (if it's enclosed).

    SlidingIf 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 hasbeen 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 muchMOVE was left when the boat first 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. Theboat takes 15 points of damage (which destroys

    it). The two figures 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 figure, with the following additions. Oncethe 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 aword on the option of submarines and other

    submersibles.

    These vessels travel largely under the surface,

    undetected and can deliver devastating payloads

    with pinpoint precision.

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    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 modifier

    of -5 to your basic "to-hit" score. Submerged

    vehicles cannot fire at targets out of the water.

    They can fire at targets floating on the surface

    with no penalties.

    Space fighters 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 deflect 1 point of damage. Once

    the damage has been deflected, 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 amaximum of +5.

    Weapon

    Machine Gun

    Modifier

    +0

    Range

    30 Cone

    Damage

    3

    Hvy Rocket Launcher +0 50 (5 hex r.) 3

    Shield

    1

    2

    3

    4

    5

    6

    78

    9

    Cost 1

    2

    4

    8

    16

    32

    64128

    256

    Shield

    1

    2

    3

    4

    5

    6

    7

    8

    9

    Cost

    2

    4

    8

    16

    32

    64

    128

    256

    512

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    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 aredead.

    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 severalquite cool yet pricey resin cast models. In

    general, robots are treated much like the regular

    figures and ground vehicles. There aren't that

    many rules that apply only to giant robots. The

    ones that do, however, are significant 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 first

    Height point being free. The maximum Height

    possible is 20 hexes (100 feet).

    Shield

    1

    2

    3

    4

    5

    6

    7

    89

    Cost

    1

    3

    6

    12

    24

    48

    96

    192384

    Weapon

    Machine Gun

    Modifier

    +0

    Range

    30 Cone

    Damage

    3

    Hvy Rocket Launcher +0 50 (5 hex r.) 3

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    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 therobot for it to jump.

    If the robot has a Flight pack, each inch of base

    MOVE costs 2 points. This allows the robot to fly

    as per the flight 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

    benefits. All limbs cost 10 points each. Legs andtails 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-flat 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

    23

    4

    5

    6

    7

    8

    9

    Cost

    1

    24

    8

    16

    32

    64

    128

    256

    Weapon

    Machine Gun

    Modifier

    +0

    Range

    15 Cone

    Damage

    3

    Laser Blaster -1 10 4

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    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 ThrowerHolocauster

    Heavy Rocket Launcher

    80mm Gun

    110mm Gun

    150mm Gun

    Smoke Launcher

    Gatling Laser

    Landscaper

    Weapon Multi-Pods

    Pod Type AMachine Guns

    Laser Blaster Pod Type BMachine Guns

    Smoke Launcher

    Flechette Gun

    Pod Type CFlame Thrower

    LandscaperHolocauster 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 cone35 (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

    33

    3

    4

    6

    8

    -

    2

    -

    3

    2

    3

    -

    10

    2

    -3 3

    4

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    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 figures

    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 firsttargets in its path.

    Energy Axe & Sword - Becoming popular with

    robots now are large melee weapons. Each of

    these has an energy effect which greatly magnifies

    the amount of damage it does.

    Sample Teams

    Adolescent Avengers (Hero Team, Cost: 999)

    This group of young heroes has come together to

    fight for truth, justice, and the superhero discount

    that they get at the local pizza chain. While theyaren'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 - 20Senses - 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

    Modifier

    +3

    Range

    --

    Damage

    5

    Weapon

    Alien Strength

    Modifier

    +1

    Range

    --

    Damage

    4

    Pumpkin Flail +1 10 5

    Weapon

    Sonic Blast

    Modifier

    +1

    Range

    10

    Damage

    6

    Cyber Slam +3 -- 4

    Weapon

    Grapple Gun

    Modifier

    +2

    Range

    15

    Damage

    2

    Smoke Launcher +2 40 0 (1 hex r.)Marital Arts (Master) +3 --

    Super Jump +0 10 1

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    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 figured 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 ModifierRangeDamageMartial Arts (Master) +3 --2Total Cost: 113

    Drone Trooper (Super Villain) (6 of them))

    Attack - 11

    Defense - 3

    Armor - 5Move - 7 hexes

    Hits - 12

    Senses - Radar Sense

    Total Cost: 94 x 6 = 564

    Weapon

    Magic Blast

    Modifier

    +1

    Range

    15

    Damage

    6

    Weapon

    Ice Blast

    Modifier

    +0

    Range

    10

    Damage

    3

    Weapon

    Power Slam

    Modifier

    +3

    Range

    --

    Damage

    9

    Weapon

    Martial Arts (Master) Modifier+3 Range-- Damage2

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    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 hexesHits - 2

    Special Equipment - Jet Pack (16 hexes of

    flight), 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 - 3Move - 5 hexes

    Hits - 2

    Special Equipment -

    Total Cost: 89

    Weapon

    Energy Blast Modifier+3 Range10 Damage2

    Weapon

    Long Bow

    Modifier

    +2

    Range

    32

    Damage

    2 (once a turn)

    Grenade +0 10 2 (2 hex r.)Marital Arts (Master) +3 -- 2

    Weapon

    Eye Rays

    Modifier

    +1

    Range

    10

    Damage

    3

    Super Punch +3 -- 3

    Weapon

    Blaster Rifle

    Modifier

    +1

    Range

    32

    Damage

    2

    Flame Thrower +0 12 2

    !

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    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

    Modifier

    +3

    Range

    --

    Damage

    6

    Vortex +0 10 7(1 hex r.)

    Weapon

    Power Punch

    Modifier

    +3

    Range

    --

    Damage

    7

    Power Bolts +1 10 5

    Weapon

    Telekinesis

    Modifier

    +0

    Range

    5

    Damage

    6 (Target moved 2 hexes)

    Mind Blast +0 10 2 (ignore armor)

    Weapon

    Magic Wand

    Modifier

    +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 SenseSpecial Powers - Mind Blast (powerful +5),

    Telekinesis (powerful +5).

    Total Cost: 305

    !

    !

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    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 hexesHits - 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 othergoal than to wreak as much havoc as possible

    on the world and its citizens. The invasion force

    is only the first 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 hexesHits - 25

    Senses - X-ray Eyes

    Special Powers - Flight (16 hexes), Mind

    Shield, No Air Required.

    Total Cost: 445

    Weapon

    Dark Magic Blast

    Modifier

    +3

    Range

    15

    Damage

    10

    Weapon

    Necrotic Blast

    Modifier

    +1

    Range

    10

    Damage

    5

    Weapon

    Cyber Blade

    Modifier

    +3

    Range

    --

    Damage

    10

    Plasma Beam +0 10 4

    Weapon

    Energy Sword

    Modifier

    +3

    Range

    --

    Damage

    10

    Cosmic Gauntlet +1 10 5

    !

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    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 - 10CAP - 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 worlddepends 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 (five hundred feet) from street

    level. Any figure that falls off of the rooftopstakes 10d6 points of damage. A figure's Armor

    Rating can be applied to stop some of this

    damage. A figure with the ability to fly, teleport,

    or climb vertical surfaces has a chance to halt

    its descent before hitting the ground. Roll 1d6.

    On a roll of 1 the figure takes no damage and

    simply losses its next turn.

    The players take turns setting their figures on

    the rooftops one at a time. The player that loses

    the initiative roll gets to place his first figurefirst.

    Both players have 1500 points to spend on

    figures, or they can use the sample teams below.

    WeaponStar Lance

    Modifier+2

    Range--

    Damage6

    Star Lance Blast +0 10 4

    Weapon

    Energy Beam

    Modifier

    +2

    Range

    50

    Damage

    8 (6 hex r.)

    !

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    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 Man564Iron Bat 93Blast Star 225Red Archer 89Mr. Weird221Power Girl305TERROR, INC

    Mr. Mind 305Sea Tyrant306Cyber Jack305Grey Wizard270Eternal Emperor313

    Objective

    This battle is a knock down, drag out fight to the

    finish. The player that takes out all of the figures

    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 ofDoom! 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 floor 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, andtwelve innocent bystanders inside the plaza.

    Both players have 1000 points to spend on figures,

    or they can use the sample teams below.

    THE ADOLESCENT AVENGERS

    Bird Boy 110Star Power223Cyber Teen312Bestial143Magik Girl 211THE HARBINGERS OF DOOM

    Dr. Cold

    112Slate Rock205Masked Menace 113Drone Trooper94 x 6 = 564NEUTRAL

    Innocent Bystander3 x 12 = 36Objectives

    The Adolescent Avengers win by defeating Dr.

    Cold, Slate Rock, and Masked Menace. The

    drone troopers will stop fighting if the bossvillains 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 theseterrifying 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 fight 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 astreet 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.

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    The defending players have 1500 points each to

    spend on figures, or they can use the sample teams

    below. The player controlling the invaders has

    3000 points to spend on figures or he can use the

    sample army below.

    THE LEAGUE OF JUSTICE

    Ultra Man564Iron Bat 93Blast Star 225Red Archer89Mr. Weird221Power Girl305TERROR, INC

    Mr. Mind 305Sea Tyrant306Cyber Jack305Grey Wizard 270Eternal Emperor313ALIEN INVASION FORCE

    Khra'ag 445Invader 224 x 9 = 2016UFO 248 x 2 = 536

    ObjectiveThe 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

    figure 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 leasttwo of their figures 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 thestation 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 spacebetween 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 first 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. Trynot to clutter up the area too much. The alien

    player can place his figures anywhere on the

    outer ring. The hero player must place all of his

    figures 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

    figures, or they can use the sample teams below.

    THE ADOLESCENT AVANGERS

    Bird Boy 110Star Power223Cyber Teen312Bestial143Magik Girl 211

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    ALIEN INVASION FORCE

    Invader 224 x 4 = 896NEUTRAL

    Innocent Bystander3 x 4 = 12Objective

    The object of this battle is the same as the game,

    King of the Mountain. If the alien player canplace one of his figures 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 anyonewishing 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 surfaceshould 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 battlefield 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 underwaterbase and then re-enter it through another airlock.

    Both players have 500 points to spend on figures,

    or they can use the sample teams below.

    THE FEARSOME FOURSOME

    Dark Warrior205Kung Fu Master45Cindy Speed207Kid Thunder42VILLAINS

    Sea Tyrant306Slate Rock

    205

    Objective

    This battle is a fight to the finish. A player wins

    by defeating all of the figures 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'sweather 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 shouldalso add man made structures like living

    quarters, vehicle hangars, and the like.

    Remember that the ice tundra is slippery and

    difficult to cross. Figures that are traveling over

    the ground have their Move cut in half (round

    down).

    The villain player gets to place his figures first.

    Special attention should be paid to the

    placement of the weather machine as this figure

    is the key to the battle for both teams.

    Both players have 1500 points to spend on

    figures, or they can use the sample teams below.

    The villain player must include the weather

    machine on his team list.

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    THE LEAGUE OF JUSTICE

    Ultra Man564Iron Bat 93Blast Star 225Red Archer89Mr. Weird221Power Girl305THE HARBINGERS OF DOOMDr. Cold 112Slate Rock205Masked Menace 113Drone Trooper 94 x 6 = 564DR. MANIACAL AND FRIENDS

    Dr. Maniacal127Generic Thugs27 x 8 = 216Weather Machine160

    ObjectiveEach round, the villain player rolls 1d6. One a roll

    of 1, the weather machine gains a charge. Once

    the weather machine has gained five 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 figures. 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, theweather machine could charge in only a few

    rounds, giving the villain player an easy victory.

    !

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    Avalons premier game system the S&G battle system allows you to play skirmish level

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    Weapons As mod Damage mod Notes____

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    Special Abilities

    Health

    &"$!(%"&!##%'!!

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


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