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SUPER SECURITY by MooseGoneMad When calculating diagonal distances, each diagonal space counts as 2

normal spaces. For example, 4 spaces forwards is 2 spaces diagonally.

What is Super Security? Setting Up The Board breach attack regardless. Defending units
with a shield can never be targeted by a
Utopia is under threat! With scoundrels, After all players equip their agents it is time breach attack. On a breach attack, a unit has
gangsters, and revolutionaries sowing seeds to set up the board. The corner squares of -1 to attack rolls.
of terror, the peace and prosperity of our the board and the two spaces adjacent to it
time is about to be lost. It is up to the Super are the boundaries of the area: nothing can After the breach, turns alternate between
Security force to take down these rag-tag be placed in these spots. The defending all defender‘s units (in any order so long as
Forces of Terror once and for all! player picks a side of the board: if it is unit actions are not split between other unit
uneven dimensions, they must pick one of actions) and the attacker’s units in the order
Breach into terrorist storehouses and they breached, with those entering from
the smaller sides. This is the “backwall.“
defend from terrorist assaults in this two- lower numbered markers going before
Neither player may place anything on the
player turn-based strategy game. those entering from higher numbered
back wall.
What You Need markers. After both players finish their
Players alternate placing the 5 door markers turns, a round has passed. The defender
A play board (11 inches by 12 inches), on the perimeter of the board, starting with wins if, after the end of the 6th round, the
pencils and paper, 6 six-sided dice the defender. The defending player places objective remains and not all defending
the objective marker in the center of the units have died. The attacker wins if the
10 miniatures (5 for Super Security, 5 for board or as close to the center as possible.
Forces of Terror) objective is destroyed or all defenders are
Next, the defender places 8 reinforcement killed.
5 1x1 inch numbered door markers, 8 1x1 markers along the perimeter of the board,
inch reinforcement markers, 3 1x1 inch In order to destroy the objective, attacking
not on top of any door. Following this, the units must deal 10 points of wounds to the
numbered breach markers
attacker places 3 breach markers along the objective while standing directly next to it.
3 2x1 inch cover pieces, 4 1x1 inch cover perimeter of the board, not on top of any The objective rolls for defense but is
pieces door or reinforcement. The rest of the automatically hit.
perimeter are impenetrable walls.
1 1 inch by 1 inch objective marker Combat Rules
Players then alternate placing the 7 cover
Setting Up Operatives pieces within the play area, starting with the When a unit acts, they can make 1 attack or
One player plays as the Forces of Terror and defender and starting with the 2x1 cover use 1 accessory and move 4 spaces. A unit
the other plays as Super Security. Players peices. All cover pieces must have one space can‘t move over cover unless it is using the
choose who attacks and who defends. Each between them and the nearest wall, door, rocket pack. There is no defense bonus
player has 5 units (also called operatives). breach point, or objective. when standing on top of cover.

Players spend points equipping their The attacker writes down on a piece of On an attack, roll 3d6. Attacks outside of the
operatives from the equipment table below. paper how each unit will breach the area. weapon’s range miss. After this, the
Each player has 15 points to spend. An For example, “breach 1“ for entering attacker rerolls the dice that hit for damage.
operative can have 1 weapon and 1 through the first breach marker. This is done In response, the attacked unit rolls for
accessory. If an operative’s accessory is a in secret and kept secret. The attacker then defense. They roll 1d6: their die can negate
shield, they can only use pistols or batons. sets this paper aside. any single damage die of equal or lesser
value. For every damage die not negated,
Cost Weapon Info After this, the defender places all units no
they take one wound. If they are behind any
1 Pistol R: 3s, M: 2 more than 4 spaces back from the back wall.
amount of cover (if 50% or more is obscured
3 Ray Pistol R: 5s, M: 2 The defender then assigns each of their
from one unit’s line of sight by cover) they
2 Rifle R: 4s, M: 2 units overwatch, openly designating a 1x1
roll an additional 1d6 for defense. If a unit
4 Beam Rifle R: 6s, M: 2 space they are watching over within 6
3 Shotgun R: 3s, M: 1 has armor, they automatically negate
squares of their position. Defending units
0 Baton R: 1s, M: 2 damage rolls that land on 1. A unit dies after
can‘t be in front of any door or breach
1 Stun Baton R: 1s, M: 1 3 wounds.
point.
2 Force Baton R: 1s, M: 0
Range (R) listed in squares. Misses (M) are Units can throw nades 3 units. If a unit
Game Begins throws a stun nade, it affects all units in a
when an attack roll is that number or less.
Once the board is set, the attacker reveals 2x2 square. Stunned units subtract 1 from
Cost Accessory Info all rolls until the end of their upcoming turn.
their units‘ breach locations. Attacking units
2 Armor Bonus to defense
enter the area in the order they are written. If a unit throws a frag nade, it affects all
2 Rocket Pack Extra mobility
1 Shield Breach protection An attacking unit must move to the left units in a 2x2 square. These units must
1 Medpack Healing power (C) from the point they entered to make make make an armor roll: if they roll under 5, they
1 Stun Nade Weaken targets (C) room for any succesive breachers. Any take 1 wound. Objective can't be stunned.
2 Frag Nade Damage targets (C) attacking unit that does not move through
Some accessories are Consumed (C). Such Units can use a medpack on themselves or a
an overwatched space during the breach unit with 1 square of them. If a unit uses a
accesories require use on a unit’s turn and
gets a breach attack on any defending unit. medpack, they remove 1 wound.
can only be used once.
If an attacking unit has a shield, they get a

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