SuperSystem

SuperSystem Colonial

In this section you find some rule changes to the original SuperSystem from Scott R. Pyle.

Movement

Since movement in Darkest Africa is sometimes in the middle of the jungle, some modifiers are necessary. When a model enters terrain that grants the soft cover bonus (+1 dice) every inch moved costs 2 AP. Terrain that grants the hard cover bonus costs 3 AP per inch. Note that it is not possible to use a charge action when moving thru hard cover terrain.

Ranged Combat

Close Range – As soon as a target is within halve of the effective range of a weapon, it is in close range. When being shot at close range the target loses -1 dice to its defense roll.

Spotting hidden models

Spotting a hidden model costs 2 AP. You can try to spot a hidden model more then one time. Each spotting attempt beyond the first grants you + 1 dice to your mind attribute.
It is also more difficult to hide at close range. The hidden model must subtract 1 dice from its Agility attribute as soon as the potential attacker is within 6 inch.

Profile presentation

 

AP

S

Ag

M

Rs

Ini

Vit

Expedition Leader

10

4

5

5

5

10

9

The basic profile of all characters and troops in SuperSystem Colonial are presented in the following way:

The abbreviations have the following meaning:

  • AP: Action Points (P. 8 - SuperSystem Book)
  • S: Strength (P. 7 - SuperSystem Book)
  • Ag: Agility (P. 7 - SuperSystem Book)
  • M: Mind (P. 7 - SuperSystem Book)
  • Rs: Resolve (P. 7 - SuperSystem Book)
  • Ini: Initiative (P. 7 - SuperSystem Book)*
  • V: Vitality – only shown when a character (P. 8 - SuperSystem Book)

* Initiative
Please note, that the Initiative Value in SuperSystem Colonial is equal to the sum of Agility and Mind. The Mind attribute comes more into play and the probability for initiative ties is less high.

Bodyguard

The Bodyguard power is used against ranged attacks exactly as described in the Invasion Book (P. 12).
Against all close combat attacks the power works a bit different. The model that uses the bodyguard power must make a mind check, needing only one goal to intercept the attacker. The following close combat is then fought against the bodyguard model.

Regular and Irregular Troops

All henchmen groups in SuperSystem Colonial are either regular or irregular troops. Both troop types may never ever use the “Soliloquy Attack- Action” (P.12 – SuperSystem Book).
Regular Troops
Regular troops are better equipped and drilled. Most of the time they also have a higher resolve value. They can use all the actions available to them.

Irregular Troops
Irregular troops on the other side are undisciplined and lack the drill of their better “educated” brothers in arms.
Irregular troops may not use the following actions:

  • “Precision Attack” (P.12 – SuperSystem Book)
  • “Concentrated fire” (P. 10 – Invasion Book)
  • “Hold Action” (P. 10 – Invasion Book)
  • “Measured Strike” (P. 11 – Invasion Book)

Irregular troops always use the “Dive!-Action” when coming under fire.
In addition irregular troops have to make any courage checks they have to take (P.32 - SuperSystem Book) at minus 2 dice (when dropping to minus dice, they always have at least 1 dice). To offset this disadvantage they always make the collective courage check at +1 dice for every member left in the group beyond the first up to a maximum of 5. “Safety comes with numbers!”

Points Cost

I used a little different points system in SuperSystem Colonial. Every dice of Agility costs 4 points instead of 3. Since the Colonial System is more on shooting and therefore Agility is used a lot more in the game, I felt the increase was justified.

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