PUSHING, LIFTING, THROWING & TEARING APART.
WEIGHT DESTAOY/ | MINSTRENGTHTO
SIZE| RANGE EXAMPLE TEAROFF | Push | Lift |Throw/
| Lessthanikg | Stone, Paperweight THTK
T[14kg | Brick,rock chair HTK
2 | 5-25kg__”| Typewriter, bicyele, TV set, tat T4HTK
3126-80kg | Cooker, fridge, moped, (average person) = HTK
| B1-195kg) ‘Motorbike, safe, upright piano, washing machine
5 | 196-445 kg si
6 | 446-1000 kg
7] 1001-2150 ka
8 [2151-4650kg | Limousine, van, space capsule z
9 | 4.651-10tonnes _| Interceptor fighter, coach, truck, rescue helicopter, (elephant)
70 [10.1-21.5ton | Strikefighter, lorry, bulldozer mT
11 | 21.6-46.5ton | Passenger et, heavy lorry, railway carriage, dumper truck
12 | 46.6-100ton | Tank, diese! locomotive, bomber E
13 | 101-215ton | Heavy bomber, steam locomotive, hovercraft ferry, (blue whal
14 | 216-465ton__| Jumbojet, coast
[15 | 466-1000t0n | Minesweeper __
16 | 1001-2150ton | Frigate, submarine
7 50ton | Destroyer, rocket
{18 | 4651-10000ton | Cruiser, cargo vessel
19 | 10001-21500 ton | Heavy cruiser, cargo liner
20] 21501-4650010n | Battleship, passengerliner
21 | 46501-100000ton| Aircraftcarrier,o-rig, spaceship
[22+ 1 = 100000ton Size! Supertanker (Size 24: 300000-400000ton), starship
z
+
8 218/2\8/2\5) ~I3)
t
|
aie
24 full-colour, stand-up Cardboard Characters of the Villains & Vandals in the Supervisors
Book plus three Thugs; 21 full-colour File Cards detailing those Supervillains; and an A4
Pad of 30 Character Sheets, 10 Combat Sheets and 10 Campaign Record Sheets.
es, cAMs WORKSHOF LTD 01035
ABOUT THIS PLAY AID
This play aid augments Golden
Heroes the role-playing game of Superheroes
iecontains: full-colour, Supervisors Sereen with all the combat tables for easy reference
5 Hortg21!a10356HAND-HURLED MISSILES
Hand-hurled missile weapons which are also balanced for
Melee Combat have a normal range of 10 metres. Those
designed only to be thrown have anormal range of 20 metres.
Normal range may be increased by 2 metres per full Strength
points above 15 of the thrower (or, for objects size 4 or greater,
per full 5 Strength points above that required to throw them)
LIGHT PROJECTILE WEAPONS
These have a normal range of 100m and extreme range of 200m.
Projectiles from hand-drawn weapons have @ normal range of
‘40m plus 2 metres per full 5 Strength points ofthe firer above 16.
EXTREME RANGE
All missile and projectile attacks can be used at extreme range
(up to twice the normal range) with a Strike Modifier of — 1 per
fifth, or part thereof, of the normal range increase.
|Weapon Types (note: One-Handed Weapons tal
PROJECTILE WEAPONS
Light Projectiles (Damage: 1d6+3HTC; 246+3HTK)
Examples ‘Special Notes
Pistol None
/ShotguevRifle None
Arrow/Crossbow Bolt None
ISMG/Assault Rifle Dodge at -1
Laser WC2; dodge at ~2; parryas Energy:
Attack; ~1 to both Damage Dividers,
WC2; parry as Energy Attack; ~2to
Damage Dividers. Damage can vary.
Blaster
1 Frame to strike. All other weapon types take 1 Action.)
PENETRATIVE WEAPONS
Qne-Handed Penetrative Damage; 1d6HTC; 246HTK)
‘Special Notes
e
None
None
None
None
None
Examples
Knife/Dagger
Claws
Fangs
ick
1d-Axe
joken Bottle
‘Two-Handed Penetrative
Examples
‘Sword/Cutlass Scimitar
Large Axe
Pickaxe Soythe
Spear
Hand-Hurled
Examples
Knife Dagge
Broken Bottle
Throwing Ax
Spear.
9: IABHTC; 246+3HTK)
‘Special Notes
None
None
None
None
: 1ABHTC; 246+3HTK
‘Special Notes
All hand-huried missiles do. the|
above damage: Damage Modifiers
lfor Strength, etc) only apply to
ng 1 kg or mor
Heavy Projectiles (Damage: 246+3HTC; 346+3HTK)
Examples: ‘Special Notes
Bazooka All Heavy Projectile Weapons are
Rocket dodged at ~3; parried as Energy|
Shell Attack; and reduce both Damage.
Dividers by2. These attacks are
usually WC2 at leastCOMBAT '
Tohandie » combat quichly and simply
through thie check for eats Round!
1: Start naw Round, Make 2 note at start of tho
Round for hose characters wth any power thet
fies a imited amount of nergy to Beaxpended
vera cerain number of Rounds (eg. ENeryy
Stacks, Magic ond Psi Powers).
2: Both sides rll 1610 for intiative to se@ who
‘00s fst
3: The side with the higher intiaive roll goes fst
‘whtheir'-8 Frames of intatve
4: Anyone on the sige winning an naive of tor 3
Frames may waive the odd Frame uni step 12,
below
5: The supernowered character with the highest
ester nthe side thatwonthe nit
frat ond can move andor attack de
Whether they nave enouph Frames o accomplish
ths They nlay wave their nght to go frat and
blow ethers on ther eld to go before ther
the character going first attacks, thon the SS
Cravesindenes the Weapon Claes of the otack
athe Defence Claes ol thetargeton the Ske
{able to find the. number the atacker tusk
core wath thoi trike roll suecosstully hie the
target" The player controling the atacker then
falls 1d20 and adds any Site Modifiers for
{hor fora "ne tote equa or xcaads ne
umber indicated by the Srke Table, then the
backs sueconstl
7: The target, if superpowered, may attempt to
ieosvoid any damage from ® succeasfu
iby edging, parnaing or ane ater for
of Combat Reapenee, dally atthe expense of
future Frames they do so, you must mark off
the future Frames Uead up in advance on the
Combet Sheet
£: The attacker rolls the appropriate dice for HTC
“nd HTK damage fr the successful ateck This
SSrmoditied by any Damage Modifiers stacker
might have, ond sry Damage Dividers the
target may have or by the woul of successful
Combat Reaponce by the target The final ote
Ste deducted from te trgePa current HTC ond
Aik totae.
9: Hftho srtackar hos enough Frames oftheir turn
lef, they may attack again, may attack again,
resolved as for stops 6
10: When the frst atacker has finished, the second
fds, and s010n uni all onthe side whe had the
Iniative have ueod or waived tei Frames. Nor
Superpowered eharactarsarethe let o at ard
Goleo nthe last 2 Fromes af tat sida turn
115 The side that lost the initiative now get their
Frames forthe Round less any sready used up
In advance by a Combat Response. They may
Move or atack as above steps 510)
12: When all the side who los the initiative have
teen these that wan the Inge may oc
‘pei using up any remainder of heir Frames
{erthot Round that they might have. They Move
or attack es before [stops 810),
3: The next Frome starts: return to step 1, moking
Ure" that you. have marked off any” future
Framer for those characters who uted Up any
with Combat Rasponees,
ceostnharitde pennardindbacnt
ieee cocina recta
INITIATIVE TABLE
‘The winning side receives some of ther Frames in
which they can act before the opposition ean act.
‘The numberof Fame determined by the intatve
ie rolle as follows. the lower score is docucted
from the higher, with the folowing results:
[Result | Each Member of Winning Side Got
Nor2 | 1 Frame
jaord | 2Frames
Bore | 3Frames
Formos |4Frames
ACTIVITY TIMES
‘The combat tine in Frames thet takes for various
activities e 98 follows:
Te] Only characters with Superspeed can use
2's Frame, Thos Frome canonly beused
for Moverant, the character moving UB
te thar Movement Thum in Acton 8
‘Stpwrspeed could Move for.‘ Frame
aitock with 8 fig taking 1 Frame’ and
then Move egaintor oFrame
‘Any character can: Move up othe
t; | Movement vai attack wih fs
Onehanded | footOne Handed Weapon: use any
Weopen’. | Superpower effect sted in the
‘Simpie | description as taking t Frame; use
Aathiy | sey Combat Option "sated
{lng | Frame: ofpertrm a smple
Batty such as ing an object.
Shouting. instructions, smashing
If Anysharatrmay
Aetion Nove up to twice
(@eongeautiverrames | Hor Movenen use
‘Movemon
Tworhanded Attack
‘Use Superpower
by combat Qoton,
‘opontype, Spar
‘Aaack, Maple Spal
‘ase Two Handed
Wespontype et
NOTES ON ACTIVITY TIMES
Sai shore wagpons categorised a, One handed
(Gee Combat: Weapons) ean be used In| Frome
‘Atacks with all other weapon types take? Action
Unloss otherwise stated in the Superpowers sac
{onal uses af» Superpower take 1 Acton.
Powers that must be switched on will usualy take
*Retonto =
Powers that are permanently ‘switched on’ wil tke
DEFENCE CLASS:
[1 mesa ® | HIRE [amet soe
2 [EURSENGIE | TS (amotea
Ba ede
[ay Armour ate.
ane | poe erin
ToughStn Grade
urea
4 [Rowblrtogetstyin| HT Q
mourning a | HTC
[rs ghana
E] ana
| ped costumer a
|seales, shest metal. ae
@ [SanderdSupetero | HIKO |
Sianeosumeste | HTD
Sipareroviinn not | HTEO
7'0lincomume;thugs | HTCIO_ id
faz|Sonsepepowered | HTC
1-12 pd ge _| Hr [o=nnet Dodoo
Osta
‘with bullets r knives.
‘We! attacks, or from attacks with bullets or knives.
WEAPON CLASS:
ca Castos 13 taka nether HTC nov HTK dar
rom any WCO or WC’ attacks, or from attacks
1 Clas 4 takes no HTK damage from WCO ot
WC
Description
Now rod_characiors wih on
Inmprowsedwespon of nane atoll
Nor suzerpowaradcharaciors wh weapon
2
[Superheroesivilans with an attack form that
[does natal ntoany othareategory (eg |
Various superpowered attacks as detaiiod in
ne power descriptions leg Energy Attacks,
Martial arts Grades 2, ete)
Wanoussumrpowered tact aaa
line power descriptions, iso, Weoporstil
[GrontalMariatAre Grede3ete)
Power improvement are)PARRY TABLE
Light & Heavy Projectiles
are detailedin the section
‘ATTACK MODE
1/2/3)4/5/6)7)8/9/10/11/12 on Derren g: WeEpore,
‘x indicates that is
TS impossible to parry that
Ba fa2|a2| sz] 12] 12/11/10 9[ 8 [7] 6] 5] foseoroeny.” al 218
Ss B/S /s
ee ae Ae
<3] 10) 10/ 10/10/10] 9 | 8 | 7.)6)5 | 4) 3 2/i|5
5{8/8/8)/8/8/7/6)5|)4/3)2\2
‘Strike &
Modierto trite Rol 2
wt
a 3
to ~10(depending on exentot cover 2_5 a
3 = 7) Weapon skit
& Shield
7] 5 <1.
B) Handhurled | x
inte exceotion of ewe marta a Ske Moda srocum 2 TLigntPr 7
pag leteae mated aeanatan ears ;
‘2S Yoo unaware a al bonus of "7% be added t at sie ol Energy Attack: |-x:
CRITICAL MISS TABLE CRITICAL HIT TABLE MAGIC A ie
Atace 19 slow: arget can immediately use|
‘barr nea Frames up tothe number that te
fac hat issedog: TheyeneyuseaComba
Rosponce, mover atk
fi eeeteeenotensien ee ere
Es
"|
‘Knock fe of balance: thay must spond inir
‘ext Frome recovering ond ating ele
TO | Cnoose osu ol again or devise your own]
Grabbing usualy roqures a striko against OCB for
‘Superpoered targets or DCiOTornon superpowored
vp Cars nachna normal
‘a 3 superpowered characters,
Ned for Ron auparpewtrea characters. Strike
mes aracor might hove a arent Wor
Strike Mobster foreach hand)
‘You can vary the strike requirements forthe grab
{cording 12 paricular eteummances by ‘ther
ly, attempts to grab objects to
idofa window eilwh
nye
Wotthe tase
Stackers fra sore
Stews
‘A Mental Attack s madein exactly the sare way 98
‘8 Maghe Attack fabovel, ancopt thatthe forgot may
[RESISTING MENTAL ATTACKS
may ciel to east Mental
Bconacious ti
Act na mont be at before th die
12h resisting the target gains “bon t
foll but must use up ther ext Frames m advance
‘causa ofthe contentration Involved
‘
GD Glancing Blow: [ae above); or Successful
Dadgewhichruses up | addtionalfuure rare
ueccessful Dodge” No damage whatsoever is
When a characte attempts te dodge a hand nriad
Imus the dodge sufers a Dodge. Wor of
‘minus one fifth the Size of the object (rounded
down) acceorin
the Tabla n Combat Options)
im those forge objocts si ick
reconsidered to knock the vet:PUSHING, LIFTING, THROWING & TEARING APART TABLE
Successful grab must be mad fst, ‘WEIGHT [DESTAOY’ | MINSTRENGTHTO}
DIEROU Ize, RANGE. EXAMPLE TEAROFF
t= Dex Ben “TT Loesthaninig | Stone, Paperweight THK
114i ‘Brick ack cha DHT
1] 2| 3 | _eFFecTONoPrONENT Oe es
Throw fi 2680 ‘Cooker ridge, moped, average perso)
eee —| [a Tarstg | Motorbike, safe, uright piano, washing machine
2 wis Toei | Soeedtes.cooen
3 [1 | - | wrownandicesthenen Frome |Z8[:otatn —[Sporscer smal ieteei satis >
00121804 | Seloonca!. ight arcrt
own andlosetheirnex Frame) _ |i) 215TAe60kg | Limousin van space cipal
= 9 | 485110 lnnes_| rere gh och, Wk rescue hele oephar
5] 5 [1 | thrownondiosetheinentFreme| [01 t01.21810n | Site ory. ular = z
| Passenger je naa ly, relay eaiage, umer ck
andtake SUOHTE ane STR
: |" Thrown jose thei next Frame and
5 [3 | thedsenTe sng tate
ae bv [ax | Town losethernexttwoFrames | [15 | 46-10001on
andtake 246HTE and NTE [Reem ee oe
ean beaatieg teva wb ran {4861-10001 [ruse cargo vostal
go Pushbacks) wattand sdjacenttotwe [a
HAND -HURLED MISSILES
Hand hurled: missile weapons which are Go
balanced for Melee Combat have anormal range ot
TOmetres: Those designed only to bo thrown have
normal range of 26 metres. Normal range may be
Ineroseed by 2 metres por full 5
above ts ofthe thrower (ofr ob
itr per tal 8Strength points bow
mth points
ore
esnormal range of 100m and extreme
Tange of 200m. Projectiles. from nand:rawn
twegpons have anormal range of 40m plus
er a's Strength points of fe ver above
[EXTREME RANGE
Ai miosis ard projectile attacks can be used. at
fxtrome range (uptotwice ne normal rango) wih 3
{per ffin, or par thereat ofthe
[Weapon Types wore. ov. 1 Frame tite Aother weapon ypes tat Acton]
cONcUSGIVE WEAPONS PENETRATIVE WEAPONS
Sette tansneDanage: 2761-0) Gragnansrinene ana: 288)
FaPet in EB Ree
Suni Nard Ae
euramp etm;-Ziostie,cangapoe Broken Bote
Twotande oun Damage: 26+GKTC: 1HTH) Tondo Daman: ATC: 248+ 3HT)
Esser pt on "pasate
Seeker Non a
Peon None
24643470: 1&HTR) and ule Penettve Damage: 4OHTC:246+3HTK
Soroee porate Samper Species
ae Re Rant es mais ate fea ee ed te
sre fer tor Suength. etc ony apply Throwing Axe fer or Strength ec) only soph
pRovecrus WEAPONS
pc oft Demge: 46+ HTC; 246K aas-ane;248 +3470
Esmpioe "Seca res
Eechuntite es
rewiCettowaon Ne
Suet
lose
andy Bee mage cnvar