Category Archives: Miniatures

Forgotten Heroes: The Super Mission Force Builds

As I said a few posts back, I first encountered the Liberty Legion in an adventure for TSR’s Marvel Super Heroes RPG that was published in Dragon magazine #104. Although the adventure was pretty good, I was surprised by how low-powered the Legion was by “modern” standards. Even the other “big” WWII-era supers team, the Invaders (watch this space soon!) far outclassed the Liberty Legion in power level. Nonetheless, I sought out all the appearances (up until then, anyway) of the Liberty Legion in Marvel Premiere, Marvel Spotlight and The Invaders, and I became a fan.

Painting and converting the team for Forgotten Heroes has been a blast. As promised, true believers, I present some background and the SMF gaming statistics for the Liberty Legion!

With a couple of minor exceptions, these profiles and builds are based only on what I knew about the Legion as presented in the Dragon adventure. In other words, more “current” versions of these characters probably exist (see Carrion Crow’s explanation as to why Thin Man uses knives nowadays in the comments section of this post), but these are the versions I am familiar with (and would use if I was gaming with the Legion).

First up: Miss America. Madeline Joyce got struck by lightning while visiting a lighthouse. When she woke up, she found out her “powers” had awakened. After the War she and Whizzer got married and had a son, Nuklo. That didn’t turn out so well.

Red Raven’s parents were killed when their plane crashed into a floating city of Inhumans called the Bird People. (Don’t you hate when people just park their floating cities anywhere? You’d think Red’s parents would notice something as big as a city before they crashed into it, but perhaps they were the worst pilots in the world.) The Bird People raised him and gave him a bird costume. Then he joined the Liberty Legion. After the war, he placed himself and the Bird People in suspended animation. He woke up, fought the X-Men, went insane and committed suicide when he discovered the Bird People were all dead due to a malfunction in the life support. Ahhh, happy endings.

Patriot was a reporter for the Daily Bugle who quit his job to put on a costume and root out Nazi agents working in America. He had no super powers other than a good right hook. As his name suggests, he was quite patriotic and made stirring radio broadcasts to bolster the war effort. He was a founding member of the Liberty Legion. After the second Captain America fell in battle, Patriot took up the mantle.

Whizzer got bitten by a cobra when he was a boy. A mongoose killed the cobra (of course). Then, for no sound medical reason,  his scientist father injected Whizzer with some of the mongoose’s blood, which inexplicably gave Whizzer his super speed. Then his father died. He and Miss America joined the All-Winner’s squad and got married after the war.

Under Jack Frost’s background in the TSR adventure, it simply says: “Jack Frost’s personal history at this time is unknown to anyone.” Works for me. Anyway, his powers basically make him a much less cool (pardon the pun) version of Iceman.

Thin Man discovered a lost city in the Himalayas where people can flatten themselves as thin as paper. Why they do this is not really explained, but they gave him a chemical that let him do the same and also made him age so slowly he’s effectively immortal. Somewhere along the line he picked up a special plane that only he can pilot safely (presumably because the controls require flattening and stretching of the appendages in order to operate).

Blue Diamond, along with Pink Heart, Yellow Moon, Orange Star, Green Clover and (later) Purple Horseshoe, formed the ill-fated super team the Lucky Charms. Blue Diamond was the only survivor when a homicidal cannibalistic leprechaun slaughtered and ate the remaining members of his team. Actually, his true origin is almost as stupid as that. He was a normal guy standing next to a huge diamond when it suddenly exploded, embedding millions of diamond shards in his skin. This gave him super strength and durability, rather than shredding him to bits (which is the much more likely outcome when the human body is bombarded with diamond shards).

Like Patriot, Spirit of ’76 has no super powers and got his start fighting Nazi espionage at home. Unlike Patriot, Spirit of ’76 is a complete douchebag in a really stupid costume. Early in the war, he went to England and joined the Crusaders to fight the Nazis. He is an awkward and constant reminder of the American War of Independence (from the British), he has no super powers, and he wears a really stupid costume. How Union Jack didn’t constantly kick his ass is a mystery to me. He eventually becomes the second Captain America when the original Cap disappears (after being frozen in a block of ice).

Bucky needs no introduction. He’s Captain America’s sidekick! At least until he “died in an explosion” only to resurface as the Winter Soldier decades later.

Finally, Union Jack is Lord James Falsworth, a peer of the realm and brother to bloodsucking vampire Lord John Falsworth (Baron Blood). He was active during WWI, then resurfaced in WWII, offering his home to the Invaders to use as a base during the war. His brother threw a giant rock on him, effectively ending his career as Union Jack. Luckily, his son eventually took over. Union Jack is just a badass. He has no super powers, but packs a Webley. And his costume is cool.

Here are my Super Mission Force builds:

Miss America (Wild Card) Minor: Leaping, Super Strength, Enhanced Senses, Iron Will

(I really had to work to make a version of Miss America that (just barely) doesn’t suck. Her ONLY power in the TSR game was that she could levitate for up to 2 hours and she can make “controlled leaps”. She’s not even particularly good at fighting. In other words, Wonder Woman she ain’t. She should probably be a Street-Level archetype, but I pored over her pre-Marvel bio and found some minor, vague mentions of other powers possibly retconned out by the time she joined the Legion. It mentioned super strength, and the ability to “project X-Ray energy.” I guess this could be power blasts or enhanced senses. I chose the latter.)

Red Raven (Wild Card) Minor: Armor, Flight, Power Blasts, Reflection

Red Raven’s powers all come from his suit. He can shoot frikkin’ lasers out of his wings and use them as a shield.

Patriot (Brawler): Major: Scrapper, Minor: Clever, Melee Specialist

Patriot has no powers. He’s just good at hitting things.

Whizzer (Speedster): Major: Speed, Minor: Melee Specialist, Super Agility

Whizzer is really good at using his speed powers to their maximum potential in combat.

Jack Frost (Blaster) Major: Power Blasts, Minor: Armor, Entangle, Flight

Jack is a poor man’s Iceman. He can use his ice powers to travel on slides as a form of Flight.

Thin Man (Super) Major: Metamorph:Elasticity, Minor: Resistance, Savant, Immortal

A “super” archetype only because of game mechanics (i.e. power slots). Thin Man isn’t really that impressive.

Blue Diamond (Brick) Major: Super-Strength, Minor: Armor, Resistance

Blue Diamond is a tank, pure and simple.

Spirit of ’76 (Brawler) Major: Scrapper, Minor: Armor, Melee Specialist

About the only thing good about Spirit of ’76’s costume is that he has a bulletproof cape. This is unfortunate, as it protects him from getting shot.

Bucky (Brawler) Major: Scrapper, Minor: Power Blasts, Grenades

I thought about making Bucky a Wild Card or even a Street Level archetype, but then I remembered he was a soldier who was trained by Captain America.

Union Jack (Brawler) Major: Scrapper, Minor: Power Blasts, Melee Specialist.

Another non-powered ass-kicker, only British this time.

In the comics, the Liberty Legion often faced off against low-powered goons and tons of henchmen. This was ideal, as most members were also low-powered. This works for roleplaying games like the old TSR Marvel game, but in Super Mission Force the heroes can easily dispense with hordes of henchmen. They’re actually more powerful in SMF because the henchmen rules favor the heroes. Also, there are a lot of Brawlers in the Liberty Legion, and Scrapper is one of the best powers in the game (IMO). This means the Legion would probably do fairly well in Super Mission Force combat.

Black Tree Design is having a 50% off sale on WWII miniatures until July 4th and I’m tempted to splurge and buy a bunch or Wehrmacht. The only thing that’s stopping me is that I don’t game WWII, so I would only be buying them as henchmen for this team to face off against. I think some of the mechs and walkers from Dust Tactics and AT-43 might work as opposition, too…guess we’ll see if I take the plunge or not!

 

 

Forgotten Heroes: The Liberty Legion: The Conversions!

Yesterday I posted the repainted members of the Liberty Legion. But of course, they don’t really count as far as Forgotten Heroes is concerned…they’re just an added bonus! The remaining heroes, to my knowledge, have never been released in miniature form, and thus they required the conversions below.

Before we start, a big thanks to Russ Dunaway from Old Glory miniatures for very generously providing me with some 28mm heads wearing three-cornered hats. I thought I might use one in one of my conversions (see below), but it turns out they were a little too small to scale with Heroclix. Still, his kindness is most appreciated, so I say again: thank you, Russ!

Next, a couple of disclaimers. First, I am not a sculptor. I use green stuff to fill gaps, and I am in awe of anyone who can work with that substance without it sticking to their fingers and making a mess. Yes, I know enough to wet my hands and use color shapers, but I still suck at it. Second, I am (and have always been) terrible at painting anything freehand. Give me a design that’s sculpted onto a miniature and I’m good. Make me draw it with a paintbrush and nine times out of ten it’s going to look like complete ass. Please bear all this in mind and don’t judge my efforts too harshly!

First up, the Patriot!

For the Patriot’s body, I chose the Wrecker. He had the gloves I needed and his costume was such that it could easily serve for the Patriot with a quick repaint. Trimming away his crowbar gave him a two-fisted tough guy stance (tough for a guy with no superpowers). For his head I used one off of a Kree Warrior. The Kree helmet has a central fin similar to Patriot’s cowl, so it was a perfect fit!

The end result, though, is a bit disappointing. As I said above, I suck at painting anything freehand, and the chest eagle and little stars proved very difficult. Using the Wrecker’s body may have been a close fit for the costume, but it resulted in Patriot being a lot beefier than he normally is depicted. Someone’s been sneaking shots of the Super Soldier serum!

Patriot’s head is where I had the most problems.  I never strip Heroclix prior to repainting (it’s rarely necessary), but this is one occasion when I wish I had. The Kree Warrior is a first generation Infinity Challenge clix model, and they are notorious for being covered in gloopy paint. By the time I repainted his helmet into Patriot’s cowl, I found it difficult to maintain any level of detail. To me, it just looks like the model has way too many layers of paint. This is by far the conversion I am least happy with.

Next is Jack Frost!

Jack is another basic head swap conversion. I had an old Scorpion miniature laying around that somehow lost his tail, so I decided to use that as the body. I packed some green stuff around the hump on his back and filled in the hole where the tail used to be. I removed Scorpion’s head and used the head off a Quicksilver model, since it seemed a good match for Jack Frost’s wavy hair.

A quick prime of white paint, a wash of some ice-blue ink, a touch-up of white, and Jack Frost was done in about ten minutes, by far the easiest conversion and quickest paint job of all the Legionnaires. I’m not sure why I painted his gloves and boots (Jack is usually barefoot and gloveless), but I guess I could fix that pretty easily. I added some sea glass “ice” to his base and flocked it with snow. Done!

Next, arguably the most powerful member of the Liberty Legion: Blue Diamond!

Blue Diamond began as a DC Heroclix Hawk figure, from the Hypertime set. I trimmed away his tattered cape-thing, sanded him down a bit and rebased him before priming him black.

Once primed, I repainted him as shown. I had a tough time “drawing” the diamond on his chest with a paintbrush (my eyes aren’t what they used to be), but I guess I’ll just live with it. I think Hawk’s modified costume is a good match for Blue Diamond. What do you think?

And last but not least, another special guest star: Spirit of ’76! (Dear Lord, is this guy a tool or what?)

To make him, I used the body and cape of the Adam Warlock clix on top, combined with the legs and forearms of Doc Samson. I sculpted the gloves, buckles, cravat and hat (turns out it’s not really a three-corner hat after all) out of green stuff and rebased him before priming him black. I considered trying to sculpt his domino mask, but decided to quit while I was ahead. I’d just paint it on later.

Here is how he looks repainted. I’m pretty happy with the way he turned out, even though his face could be a lot better. Turns out painting that domino mask on wasn’t much easier, and I didn’t even attempt the little blue stars around his chest (I just painted little dots). He was the most challenging conversion by far. Like I said, I’m no sculptor.

Tomorrow: as promised, I will provide some background on the Liberty Legion members, as well as my Super Mission Force builds for each hero! Now that I’ve painted them, I need to use them in a game!

 

 

Forgotten Heroes: The Liberty Legion: The Repaints

Sincere apologies to my fellow participants, but I have been unable to post an update to my Forgotten Heroes contribution until now. First up: the repaints. These are members of the Liberty Legion who already had a released miniature, and who required only a fresh coat of paint and a few minor adjustments to be ready:

Here’s what they looked like before repainting. All I did here was rebase them.

And here’s how they look after my brushwork. From l-r, Miss America, Whizzer, and Thin Man! Miss America has an annoying habit of leaning back, which isn’t something I can seem to correct. I really hate the plastic “effects”, like Whizzer’s speed blur, on some of the newer clix, but this one’s pretty much impossible to remove.

For some reason unknown to me, Thin Man came equipped with a couple of knives and was sporting a handlebar mustache. Not the way I remember him. the Thin Man I remember was clean-shaven, had a different costume (this one is better!) and he didn’t have any knives. (After all, he can become almost completely two-dimensional, so if he had need of a knife, he could just make his hand into one.) Needless to say, I decided to remove the knives. The mustache was trickier and I opted not to remove it; rather I just painted over it in the hopes we could all pretend not to see it, much like Cesar Romero’s Joker ‘stache. (If he looks too shiny, it’s because I took the picture before I had a chance to give him a spray of Dullcote!)

 

Here’s a closeup of Miss America. Note the annoying lean.

Red Raven began as an X-Men Angel miniature. His original yellow costume was ideally suited for Red Raven, and all I needed to do was paint him red! I really like the way he came out.

And finally, some special guest stars: Union Jack and Bucky! Bucky’s gun is bent and there’s no way to fix it short of giving him a new one. I don’t have a spare Thompson, but I may add some grenades or a knife to his belt (remember, Bucky was a soldier!). We’ll see.

Here’s a shot of all the repainted miniatures.

Tomorrow, the real Forgotten Heroes submissions. I mean full-blown conversions of the remaining members of the Liberty Legion: Jack Frost, Blue Diamond, and the Patriot! Plus a very special guest!

Forgotten Heroes: The Liberty Legion!

My British pen pal and fellow supers-enthusiast Carrion Crow graciously invited me to take part in his annual “Forgotten Heroes” challenge. At first I didn’t see a way I could participate this year (too much real life), but the thought of not taking part in a challenge so ideally suited to me kept me up at night. I was too late to the party last year, and I missed out on the fun.

Fun is something that’s in short supply these days, so I begged and pleaded with the Crow to allow me into his challenge, even though I missed the start by some 5 days or so. In response, he asked me to pledge him my loyalty. I didn’t feel that was appropriate, and told him so. He seemed irritated, but he graciously allowed me to join the challenge anyway.

(Perhaps it didn’t happen exactly like that. Perhaps.)

The rules are simple:

  1. The character you create must not yet have had an official or unofficial miniature made for it.
  2. The figure must be in 28mm scale.
  3. The figure must be completed during the month of June.
  4. In your first post, you should provide a bit of detail on the character you’ve chosen and why.

I decided I could do that. But forget one character. Carrion Crow has inspired me to do a whole freakin’ team! From the battlefields of WWII, I bring you THE LIBERTY LEGION!!!!

Clockwise from the top in the picture above, I present: Miss America! The Patriot! Jack Frost! Blue Diamond! Bucky (not an official member)! Red Raven! The Whizzer ( weak bladder, apparently)! and finally, Thin Man!

I first became aware of the Liberty Legion through an (surprisingly good) adventure for TSR’s Marvel Super Heroes, published in Dragon Magazine #104. At the time, I read their statistics and thought, “Man, these guys SUCK!” And they sure do. They are all pretty low-powered, especially by modern standards. I’ll go into their powers and provide my Super Mission Force builds for them later in the month.

I have a fondness for WWII comics, especially ones featuring supers. The Liberty Legion fought the stinkin’ Ratzis alongside the Invaders and other Allied heroes like Union Jack. They were formed by Bucky to rescue the Invaders from the Red Skull. (Side note: I love the Invaders. Keep your eyes open. They’re soon to be shown here, too!).

Now, before all you naysayers inform me that there are Liberty Legion miniatures out there already, let me say “Yes, but not ALL the members have miniatures yet!” Currently, Miss America, Thin Man,  and Whizzer have Heroclix releases. All the rest don’t…which means they will require a conversion  of some kind or a complete repaint of another miniature in order to pass muster. And if you think I would convert and paint up half the team without at least repainting the awful factory jobs on the ones they DID release, well then you, sir (or madam), are clearly visiting Dead Dick’s Tavern for the first time!!!

I would love to adapt the TSR adventure for Super Mission Force, but I’m having some trouble. I doubt Heroclix will release the villains “Master Man and Warrior Woman”.  Master Man is a big, dumb Aryan poster boy with super strength; while Warrior Woman is a crazed Nazi dominatrix, also with super strength (and a whip).  Both have too many swastikas for commercial release. But perhaps I could work something out with the Red Skull and Baron Blood instead…hmmm…

Anyway, watch this space for the end results of my repainting/conversion efforts! Perhaps some special guests not mentioned may make an appearance by the end, too!

Penguins!

I used to hate the Penguin. He’s kind of silly. But now I’ve found a new appreciation for him as an adult. He’s been portrayed pretty well by most everyone who has played him. Burgess Meredith is, of course, the classic; but I love Robin Lord Taylor’s “skinny” Penguin on Gotham. (I wasn’t a big fan of Danny DeVito’s take, although I got where Tim Burton was going with it.)

Above are two Heroclix versions of Mr. Cobblepot, both crying out for repainting and rebasing. The one on the left is the classic version, while the one on the right is the Penguin from the Arkham series of video games. Voiced very well by Nolan North, this version of the Penguin is probably the darkest and most menacing. For instance, he doesn’t wear a monocle; rather the glass around his eye is actually the bottom of a bottle that was jabbed into his eye socket during a bar fight. If he removes it now, he could die. So he just keeps it and scares little kids.

Here they are after I got my talons on them.

Wak! Wak! Wak!

The original had the Penguin standing on bags of money, but I decided to cover them in white paint and sea glass so that they looked like ice and snow. I chose a classic, brighter color palette and added some Copplestone penguins. Now he’s ready to commit some avian-themed larceny!

The Penguin of the Arkham games doesn’t go in for that trick umbrella nonsense. He’s an arms dealer. I figured if he’s going up against Batman, he needs all the help he can get, so I gave him a grenade launcher. I also couldn’t resist adding a penguin to his base too.

I had a bunch of penguins left over, so I based them in little groups. Many thanks to fellow TMPer Frederick, who hooked me up with these Copplestone penguins for FREEEEEEEE!

My Batman rogue’s gallery is growing. Mr. Freeze, the Riddler, and now these two versions of the Penguin. Who’s next?

Pulp Chinese

Like a truffle-seeking sow, I was rooting around in my unpainted miniatures box recently when I uncovered the bulk of my last Pulp Figures order. These Chinese pirates, gangsters and ordinary citizens have been awaiting paint for almost 2 years now. Even though I was neck-deep in my Super Mission Force campaign, I was struck with the sudden determination that they should not wait for even one more day! (Besides, I am contemplating placing another order with Mr. Murch, and it’s easier to convince myself if I’ve finished with the last one first.)

First up are some Chinatown residents. Sadly,most of this range is currently out of production pending redesign. I really like these miniatures as they have a lot of character. I only wish I had bought more of the range!

These unsavory types are Tong gangsters. Wargames Illustrated recently had a good article on using Tong in The Chicago Way, a game I’ve yet to try. I’ll be using them for games of .45 Adventure, most likely!

These fellows are Chinese river pirates. There are a few different sets of these guys, but I just bought this one (I needed some rifle-armed bad guys).

Finally, The guys on the left and right are part of the court of the sinister Dr. Koo (not pictured, if you want to see him go here). I painted them a long time ago, but figured I’d show them here. The fellow in the middle is a recently repainted Heroclix Wong (Dr. Strange’s servant). Observant folks may notice that the sky needs a good ironing; I was trying something new for the picture.

Savage Land Characters

As anyone who read my Breeder Bombs campaign knows, I decided rather late in the campaign to set the final scenario in the Savage Land and to add some classic characters to the mix. Here’s what I did.

For Sauron, I didn’t do much beyond a rebasing and a new paint job. Above is the factory paint job, which, I think we can all agree, looks like complete shit.

Here is the finished product. I’m not the greatest painter in the world, but it doesn’t take much effort to make the original factory paint job look a hell of a lot better (or at least not like complete shit).

No game set in the Savage land would be complete without Ka-Zar, Shanna and Zabu. I looked up the clix versions of the characters and instantly hated them all. Well, Ka-Zar wasn’t too bad, but I knew I could do a lot better for Shanna and Zabu.

I checked a lot of manufacturers for a Tarzan figure. Tin Man makes a great traditional Tarzan, and Warlord has a very cool “Beastlord”. I settled on Reaper, because I thought Reaper’s version best captured Ka-Zar’s look. (Plus, he comes with a monkey. Who doesn’t need another monkey?) I also went to Reaper for a Sabretooth tiger miniature. Although Reaper makes more than one tiger, I chose this one based entirely on price. One slightly-rushed paint job later, and they were ready to go. I think his dagger looks a bit too “fantasy” for Ka-Zar’s Bowie knife, but I felt like converting it would just be a little more trouble than it was worth, so I left it as-is.

Shanna was a bit more work. I used this Heroclix Tigra miniature as the base model, because she’s practically wearing Shanna’s costume already (how many miniatures have a tooth-belt bikini?). One quick application of the nippy cutters removed her tail and her right arm. For the spear arm I used the arm from a GW skink warrior. It turned out to be the perfect size (although it’s a bit more muscular than Tigra’s other arm).

Another slightly-rushed paint job later and presto! One Shanna the She-Devil, ready to rumble in the jungle!

Although I don’t see myself using these miniatures for further Savage Land adventures, they’re useful for other genres…(Pulp and Congo gaming come to mind).

Now I just need to replace my Tigra miniature since I’ll probably be needing her sooner or later…

The Breeder Bombs Finale: Savage Land Showdown!!!

We come now to the final chapter in our Super Mission Force campaign, True Believers! And hold onto your hats, because it’s a doozy!

The Scenario: Having thwarted Magneto’s plan thus far, the X-Men track the last Breeder Bomb to the Savage Land, where Magneto and the Brotherhood of Evil Mutants await!

Friendly-looking fellow, isn’t he? A primitive saurian attacks!

But they’re not alone. Everyone’s favorite Greek pterodactyl, Sauron (not to be confused with the Lord of the Rings guy) isn’t thrilled with this violation of his territory. Although he wants everyone out, he agrees to temporarily aid Magneto against the hated X-Men. To this end, has enslaved an army of primitive saurians to do his bidding!

But the X-Men are not without allies in the Savage Land. Answering the call is Ka-Zar and his wife, Shanna the She Devil, accompanied as always by Ka-Zar’s adoptive Dad (really, look it up), the saber-tooth tiger Zabu!

The SR-71 Blackbird’s VTOL engines whine as the pilot, Cyclops, sets the plane down in a clearing. Magneto watches from atop a sacrificial temple, nearby. Powerful energies surround him as he clenches and unclenches his hands. “X-Men!” he bellows, “Welcome…to DIE!!!”

Setup: I used a 4′ x 4′ area, filled with jungle and swamp scenery. There are two large temple-like structures on the villain’s side of the board. One is a sacrificial altar, the other a temple. In the center is the Breeder Bomb (it’s inactive, see below). The X-Men and the Brotherhood deploy in opposite corners of the table. Ka-Zar and family deploy on opposite corner from Sauron and his army of saurian henchmen.  The 20 henchmen are all veterans, so they deploy in four groups of five and must be within 4″ of the temple in their deployment zone.

Special Rules:

Objectives: Magneto’s goal is to destroy the meddling X-Men once and for all. The X-Men must defeat Magneto in order to ensure his plan fails. In other words, it’s a straight-up fight to the end!

The Breeder Bomb: Since he’s been trying to convince Sauron to help him, Magneto hasn’t had time to arm his Breeder Bomb yet. There’s no need to disarm it. For this scenario it simply functions as a big, menacing obstacle. (This is because with this many models on the board, there would be virtually no chance to disarm the bomb if we used the same rules as in past scenarios.)

Sauron’s Henchmen: Sauron’s henchmen are veterans, thus they deploy in smaller groups and are a little better than normal scrubs. As long as Sauron is alive and well (i.e. not KO’ed), they are endless. Whenever a henchmen group is wiped out, it may reform at the end of the turn. This newly-reformed group must deploy within 2″ of one of the temples. This represents the saurian horde pouring out from underground tunnels, heeding the psychic summons of their reptilian overlord!

Difficult Ground: All the swamps and jungle terrain is considered difficult ground, and restricts movement by half as per the SMF rules. Ka-Zar and Shanna have no penalty when moving over difficult ground, as they are quite used to the terrain of the Savage Land.

Injured Heroes: As a result of their fight with the Soviet Super Soldiers last scenario, three of the X-Men were wounded. Nightcrawler was wounded most severely and is not available for this scenario. Storm is -1D to attacks and -3″ to her movement, while Rogue is -2″ to her Movement for this fight.

ROUND 1

With so many miniatures, going back and forth will be tedious, so I won’t necessarily cover the actions in the order in which they happened, rather I’ll lump them together where I can.

The villains gain initiative.

The henchmen groups all move forward towards the middle of the board. The Blob and Colossus both lumber forward their slow 5″ move (Bricks are SLOW).

Zabu, Ka-Zar and Shanna all move up into the swamp area and end their movement in hiding. Toad, the sneaky git, moves into hiding as well. Kitty Pryde phases and moves unhindered through the difficult swampland in front of her. Cyclops uses his Enhance power to shout some strategic tips to his teammates. He scores enough goals to give his teammate, Storm, 2 re-rolls she can use later in the game to help attack or defend as needed. (Hopefully, that will help to offset the injuries she sustained in Arganistan.)

The Scarlet Witch uses her Fortune power to giver herself some extra defense capability (it’s looking like she might have a face full of tiger pretty soon). Storm flies shakily towards the center of the board and focuses on Magneto, realizing that the faster they drop him the quicker they can all go home. She Power Blasts him from pretty far away and uses her re-rolls, but fails to inflict any damage.

Sauron takes off from atop the temple and charges Storm. The two circle each other in a dazzling aerial display, but no damage is inflicted.

He’s the best he is at what he does…

SNIKT!!! Wolverine uses a Brawler maneuver called Speed Burst to really move and charges henchmen group 1. When all is said and done, Wolverine scores enough goals to completely wipe out the group of five saurians (because that’s what Wolverine does).

Quicksilver tries to take out the X-Men’s leader, Cyclops. As a Speedster, he has more than enough movement (40″!) to run across the table, but it’s a risky maneuver that leaves him far in enemy territory. Quicksilver has never been much of a reasoned and cautious fellow, and he’s counting on his speed to get him out of a tough spot. Unfortunately, even after using a Machine Gun Punch (a Speedster maneuver), he only inflicts 1 damage on Cyclops, and is now locked in combat with him.

Nearby, Rogue decides that that Speed power is pretty cool and she wantses it, my precious…so she successfully uses Mimic and copies it. Unfortunately for Quicksilver, he’s the only guy near enough to attack. So Rogue attacks Quicksilver with his own Machine Gun Punch, but he manages to duck and weave at supersonic speeds and avoids damage! Of course, now he has one more person to fight next turn…

Finally, Magneto acts (he’s been pontificating the whole time). From atop the Sacrificial Altar, he Power Blasts Storm. Although he risks hitting Sauron instead, he misses them both.

End of Round 1

ROUND 2

The X-Men seize initiative. Rogue attacks Quicksilver and clobbers him for 4 damage, knocking him off his feet and back into the trees, generally ruining his day. Quicksilver gets up and charges Rogue, using a Move-by Attack, a Speedster maneuver that lets him attack a model and if successful, continue his move and another model, etc….until he either fails an attack or runs out of movement. With 38″ of movement (he lost 2″ for having to stand up), he successfully attacks Rogue for 1 damage, then moves onto Cyclops, attacking him for 1 damage, and finally runs around the swamp, attacking Kitty Pryde for 1 damage! Not too shabby! Quicksilver could conceivably reach Colossus too, but he would probably not do any damage to the big Russian and would then be locked in combat with him. Quicksilver’s a hothead but he’s not stupid, so he opts to use the last of his movement to run back the way he came, putting some distance between him and the X-Men.

G’night sugah!

Cyclops resents being punched in the face, so he moves after Quicksilver and fires an optic blast at his dust cloud. As is usual for Cyclops in this campaign, he misses. Rogue puts her new Speed powers to good use and does a Move-by attack on the fleeing Quicksilver, whom she smacks for 3 net damage. Since he only had 2 Body left, he makes a KO check and fails. Quicksilver goes down for the count and Rogue moves on into henchmen group 4, dropping 3 of its members. She has no movement left so she’s stuck in combat with the remaining 2 saurians. They attack Rogue, but fail to wound her.

Sauron rips into Storm, causing 6 damage, which drops her to zero health in one shot. She fails her KO check and is out of the fight! (Cue triumphant pterodactyl scream.) Scarlet Witch spots Shanna with a successful Perception check and attempts to Power Blast the She-Devil, but Shanna is too agile.

Ka-Zar charges out of the swamp and attacks Scarlet Witch, whose Fortune power serves her well. She only takes 1 damage after all the dice are tallied. Toad sees his opportunity and rushes to Scarlet Witch’s aid, but Ka-Zar easily avoids Toad’s attack. Zabu bounds into the fray, attacking Toad with no effect.

Shanna charges Blob. She inflicts 1 damage which is soaked up by Blob’s armor. Thus, she learns the hard way that “Nothing moves the Blob!” Blob activates his Density Increase power and pounds her for 4 damage, knocking her back 16″. She manages to keep her footing, but she’s a lot less cheerful than she was a minute ago.

Deja vu?

Wolverine moves rapidly into combat with henchmen group 3, and does a repeat performance of last round, wiping them all out in one fell swoop. This gets Magneto’s attention. He quickly finishes his soliloquy about the futility of resistance, flies off the Sacrificial Altar he’s been perched atop and Power Blasts Wolverine, but only inflicts 1 damage. Henchmen group 2 moves up to support Magneto (as if he needs it).

Kitty and Colossus both move towards the action, but can’t really do anything.

At the end of the round, henchmen group 1 respawns near the sacrificial altar (near Magneto) and group 2 reforms near the temple.

End of Round 2

ROUND 3

The X-Men keep initiative. Rogue leaves combat with the two remaining henchmen in group 4 to charge Magneto, who is hovering nearby. The saurians get a free shot on her as she leaves, but they fail to injure her. She serves Magneto a knuckle sandwich that dishes out 3 net goals of damage, enough to knock him back 12″ and drop him to half his health! Magneto has the sudden thought that it might be a good idea to activate his Force Field, so he does. He’s also a guy who holds a grudge, so he Power Blasts Rogue for enough damage to drop her to 1 remaining health.

Wolverine regenerates his lost damage and charges henchmen group 3. He drops 3 of them, leaving 2 alive (for now). They attack Wolverine, but do no damage. Henchmen group 2 charges Wolverine from where they respawned (near the Temple). They also fail to wound Wolverine.

Sauron has a close target in the nearby Kitty Pryde, but notices that the Blob just knocked Shanna the She-Devil into next week and that she’s vulnerable. He dive-bombs her from across the board and hands her a heapin’ helpin’ of pterodactyl justice. Shanna is KO’ed and isn’t getting up anytime soon.  (Cue triumphant pterodactyl scream.)

Blob charges into combat to assist Toad, making it 2 against 1 for Zabu. Blob knocks the Smilodon back 8″ and inflicts 2 body worth of damage. The giant cat springs right back into action and charges Blob, tearing into him for 5 damage, dropping him from 8 body to 3. Ouch! Scarlet Witch leaves combat with Ka-Zar (thinking perhaps she may get her ass handed to her soon). Ka-Zar gets a free whack at her but misses. She promptly Jinxes Ka-Zar, which will make it difficult for him to do anything henceforth.

Toad moves to intercept Ka-Zar. The two fight but neither does any damage (Ka-Zar would have hurt Toad if not for the Jinx). Henchmen group 1, Colossus and Kitty Pryde all move towards the central combat. Cyclops moves and fires at what remains of henchmen group 4, taking them out of action (hey! he hit something!).

Henchmen group 4 reforms at the temple.

End of Round 3 (Side View)

ROUND 4

The X-Men keep initiative. Cyclops takes a long-rage shot at Magneto, who is hovering above the battlefield. He (naturally) misses.

How do you say “Good Night” in Transian?

Scarlet Witch turns her attention from Ka-Zar to Power Blast Rogue, scoring a ridiculous nine goals! Rogue fails to make even one resistance goal and fails her KO check, so she is out of the fight for good!

Blob activates his Density Increase power and trades blows with Zabu, but neither do any damage. It’s a good thing Blob activated his power first, because Colossus charges him and knocks him down to zero health! Blob makes his KO check and remains conscious. He’s also immune to knockback (Nothing moves the Blob!) thanks to the Density Increase, so he doesn’t go anywhere. Henchman group 1 charges into combat with Zabu, inflicting a net 3 goals of damage on the big cat.

He’s just one human! Get him!

Henchmen group 4 charges into combat with Wolverine, but does no damage; Wolverine counters and wipes out 4 of them. That leaves Wolverine in combat with a two Henchman groups: one with 1 member and 1 with 2 members left. Wolverine’s active Rage power is giving him more dice to roll, but he is bogged down in endless waves of saurians as he keeps getting charged every round! To illustrate this point, Henchman group 3 charges into combat with Wolverine too, but Wolverine shrugs off their spears in a fury of bloodlust!

Toad and  Ka-Zar attack each other but both miss. Sauron takes to the air and charges Cyclops, but he also misses. Kitty Pryde charges Sauron, hitting him for 2 damage.

End of Round 4

ROUND 5

The X-Men keep initiative. Kitty Pryde activates her Density Decrease power which makes her immune to body-damaging attacks, so she won’t have to worry about getting eviscerated by Sauron on his turn. She then performs a Ghostly Attack, doing 1 damage to Sauron. Cyclops attacks Sauron with his bare hands (he’s giving up on his own optic blasts), but his punch is as effective as his shooting (he misses). Sauron attacks Cyclops, dropping him to 1 body.

Magneto uses his Mentalist ability, Mind Meld, to give everyone on his team +2 re-rolls until next turn on all attacks. He takes a point of Psyche damage in doing so, but that’s of no concern to him.

Colossus throws a Haymaker into Blob’s fat face, doing no knockback (Nothing moves the Blob!) but dropping him on the spot in a spectacular KO. Scarlet Witch runs away from Colossus, then tries and fails to Jinx him. Meanwhile, Toad and Ka-Zar continue to fight each other this round without anyone actually landing a punch. Zabu and Henchmen group 1 do the same.

Wolverine makes a strategic decision…rather than wipe out one of the weaker henchmen groups he’s fighting and having it respawn at the end of the round, he attacks the largest one (henchmen group 3) hoping to do some damage, but not allow a full group to respawn. But Wolverine is berserk, and he overdoes it a bit. He wipes out henchmen group 3 anyway, ensuring the endless tide of saurians continues. The other two groups do no damage to him.

Henchmen group 3 respawns at the temple…

End of Round 5

ROUND 6

The X-Men keep initiative. Colossus grabs something large (a rock, tree, whatever…) and hurls it at Magneto, but Magneto’s Force Field easily deflects it.

Meddlesome Dullards!! I AM MAGNETO!!!!

Magneto is fed up. He Power Blasts Colossus, but makes it a Radial Attack in the hopes of catching Ka-Zar and Zabu in the blast and ending this combat with finality. Of course, henchmen group 1 and Toad are in the blast radius too, but Magneto has proven often that he cares nothing for lesser beings, and little indeed for Toad. Colossus takes 4 damage, dropping him to half his Body. Zabu takes a whopping 6 damage, enough to drop him to zero. He fails his KO check and goes to sleep. Ka-Zar, despite the Jinx, manages to come out of it unscathed. The villains fared poorly; Toad takes 3 damage, while henchmen group 1 is totally wiped out. Oops.

Toad attacks Ka-Zar and misses. Ka-Zar finally scores a hit resulting in 1 damage to Toad.

Wolverine knows that as long as he’s stuck here in combat with the endless saurians, he’s effectively being kept out of where he’s needed most. So he leaves combat with the henchmen groups (no damage from the free henchmen hits) and charges Scarlet Witch, who just got a little too close…when he reaches her he guts her like a mackerel for 7 goals of damage, enough to take her from 6 down to zero. She fails her KO roll and drops. Both henchmen groups formerly in combat with Wolverine charge him again; they fail to damage him and he automatically wipes them out because of his Scrapper counterattack ability (something I’ve neglected for the ENTIRE campaign).

Sauron attacks Cyclops but misses completely. Kitty Pryde and Cyclops both attack Sauron and manage to put him down for good. With Sauron gone, the saurian henchmen groups will not respawn any more. Henchmen group 3 is now all alone, and moves towards the two X-Men that just put down their master, but they are far away indeed.

End of Round 6

ROUND 7

The X-Men keep initiative again. Cyclops fires at Magneto, and actually manages to inflict 1 damage on Magneto despite his Force Field! Magneto responds in kind, Power Blasting Cyclops for an obscene amount of damage. Cyclops fails his KO check (it’s a bad game for KO checks) and it’s lights out!

At this point in the game, I’m wondering how the X-Men are really going to win. Magneto is flying above the battlefield and has no reason to land. He can just stay up there and blast away. Kitty and Wolverine can’t attack him from the ground. Both the flyers (Rogue and Storm) are out of the fight, as is Cyclops, limiting ranged attacks to whatever Colossus can throw.

A quick look at the table and an idea began to take shape. Wolverine and Colossus are pretty close to one another, certainly close enough for Colossus to walk over and grab Wolverine.

“Petey, Fastball Special!”

Super Mission Force doesn’t currently have official rules for the Fastball Special, but it’s certainly thematically appropriate and a classic maneuver perfected by these very two heroes! I decided that if Colossus can hit with a normal ranged attack, then he tosses Wolverine into Magneto. Wolverine then makes an attack. Should he count as charging? I decided HELL YES!

The odds were against them, as Colossus only has 4D to make the throw and Magneto has a Force Field up. They’d only get one shot at this…

Colossus managed to hit with one net goal. Wolverine inflicted 4 net damage. Magneto, like almost everyone else this game, failed his KO roll.

An awesome end to the campaign! Victory for the X-Men!!!

AFTERWORD

Well, the X-Men did it! They beat Magneto and the Brotherhood! They stopped the Breeder Bombs! They hit ’em with the Hein!

I’d like to extend special thanks to Joerg Bender from Things from the Basement, LLC. for all his help with the temple MDF kits. I was staring at a stack of pink insulation board, thinking I was going to have to construct the temple for this scenario, when I logged onto The Miniatures Page and saw these kits advertised. They’re from Joerg’s Frostgrave: Ghost Archipelago terrain. It couldn’t have been better timing. I immediately purchased the set. I was worried that painting them would obscure the detail, but Joerg assured me it wouldn’t and shared his painting technique. He even offered to replace the pieces if the paint job obscured the detail. As you can see, it didn’t. So thanks, Joerg!

Also, thanks to Scott Pyle and company for creating Super Mission Force and making the playdoc version available to gamers early!

This scenario was by far the most fun scenario to play in the campaign. The classic match-up between the X-Men and Magneto didn’t disappoint. I made a lot of changes from the original as it was written for the RPG. In the original, Magneto and the Brotherhood were robots, the Breeder Bomb was active, and Magneto had some generic mutants helping him out. I decided to add Sauron and the saurian henchmen instead of the generic mutants. Once I decided to use Sauron, I couldn’t resist using Ka-Zar, Shanna and Zabu. (More on them in the next post!)

I think that throughout the five scenarios of the campaign I managed to learn the rules pretty well, although I was using an early version of the playdoc Scott Pyle graciously provided (version 1.30 to be exact). I know the test rules have been updated and modified since then, and I eagerly wait the final product. In the meantime I think I used a lot of the powers and maneuvers and got a pretty good handle on combat.

Of course I’m sure I made mistakes and overlooked some stuff, just as I consciously changed and ignored some things. There’s a lot more to the game than what you read here: I pretty much ignored backgrounds and character development, because I was using established comic characters that I adapted to the system. Perhaps when the finished rules come out I’ll create my own supers team to experience more of what Super Mission Force has to offer.

Here are my SMF builds for the villains and team-ups in this scenario:

Magneto (Powerhouse) Major: Power Blasts, Mentalism, Minor: Flight, Force Field, Iron Will, Telekinesis

Quicksilver (Speedster) Major: Speed,  Minor: Armor, Clever

Scarlet Witch (Blaster) Major: Power Blasts, Minor: Fortune, Jinx

Blob (Brick) Major: Super Strength, Minor: Armor, Density Increase

Toad (Brawler) Major: Scrapper, Minor: Leaping, Super Agility

Sauron (Wild Card) Minor: Flight, Melee Specialist, Stun, Parasite

Saurian Henchmen (Veterans) Minor: Power Blasts, Melee Specialist

(Note that these archetypes represent the early versions of these characters, before Scarlet Witch became one of the most powerful mutants on earth, before Toad was a badass and before Sauron could breathe fire.)

Ka-Zar the Savage (Wild Card) Minor: Fast, Melee Specialist, Rapport (Shanna), Super Agility

Shanna the She-Devil (Wild Card) Minor: Fast, Melee Specialist, Rapport (Ka-Zar), Super Agility

Zabu (Big Cat) Minor: Enhanced Senses, Melee Specialist, Leaping, Super Agility.

Yes, Ka-Zar and Shanna are essentially the same character. (Shouldn’t they be?) For Zabu, I didn’t follow any rules. I just gave him what I thought an intelligent Smilodon should have. I also gave him a base movement of 12 and a body of 8, in case anyone cares.

And that’s about it for now! I think I’ll take a break from SMF (and supers gaming in general) until I get my hands on the finished rules. I may adapt more TSR Marvel Super Heroes adventures when that happens, so stay tuned! In the meantime I have something big (pun soon to be understood) planned for May.

See you soon!

MH-1: The Breeder Bombs: A Super Mission Force Campaign

With the holidays over and my Reaper Nativity project done, it’s back to Super Mission Force for some solo supers gaming. I can’t wait until the final version of these rules is available for purchase, because I’ve been having a blast with just the rough play doc versions!

Up next is my adaptation of MH-1: The Breeder Bombs, featuring the Uncanny X-Men! The plots of most of these old  TSR Marvel Super Heroes adventures are pretty ridiculous and terrible, even by comic standards, and this one is no exception. I made some changes to the plot (and some scenarios) as you will see.

As originally written, the module opens up with the majority of the X-Men training in the Danger Room while one lone X-Man is alone in the mansion, making lunch. The Fixer suddenly bursts into the mansion and attacks the lone X-Man. He’s pissed and looking for Wolverine because someone mailed him a videotape of Wolverine killing his partner, Mentallo. Of course, Wolverine is being set up, and when they investigate, the X-Men find a warehouse with robot duplicates of Wolverine and Mentallo, as well as the real Mentallo, captive and alive. He reveals that Magneto is behind the tape, and that his plan is to detonate “Breeder Bombs”, explosives that will force mutations upon all humans, thereby ushering in the age of Homo Superior. Then the X-Men travel to various spots on the globe to defuse these bombs, battling Sentinels, Soviet Super-Soldiers, and finally, Magneto himself, who reveals he’s been set up himself and he’s not behind it after all…it’s all the work of a ROBOT DUPLICATE of Magneto! The X-Men face off against this robot Magneto and his robotic Brotherhood of Evil Mutants in the climactic chapter.

Well, that’s sure a pile of crap for a plot. We are to believe Robo-neto went through all the trouble of making robot duplicates of Wolverine and Mentallo just so he could tape robot Wolverine “murdering” robot Mentallo…all to enrage The Fixer, who is hardly a real threat to anybody. The Fixer decides to get revenge by attacking the X-Men where they live. He’s supposed to be a mechanical genius, but apparently lacks basic common sense to know that he’ll definitely get his ass handed to him in short order if he takes on the whole team by himself. Also, while we’re at it, why not ask why the hell did Robo-neto do this at all? It certainly doesn’t further his Breeder Bombs agenda. Even a robot duplicate of Magneto should have enough sense to know that Fixer can’t take out the X-Men on his best day. So why poke the hornet’s nest and get their attention, which allows them to investigate and find Mentallo, who then reveals the whole plot? Why not just kill Mentallo for real while you’re at it to ensure his silence? No, the whole first 2 chapters are just plain silly. So I modified them for SMF scenario purposes, as you will soon see.

Moving on, the actual Breeder Bombs scheme isn’t bad. In fact, it’s something the real Magneto might actually do. So I decided to dispense with the entire ridiculous robot Magneto/ robot Brotherhood element and just make the real Magneto and the Brotherhood the main opposition in the adventure and modified the scenarios accordingly. The results I hope will be fairly true to the original adventure. Guess we’ll see soon enough!

Before we do that, though, I thought I’d share my Super Mission Force builds for the X-Men. Please note that these violate some of the rules of character creation and team building, but this is hardly competitive play.

Cyclops (Blaster): Major: Power Blasts, Minor: Clever, Enhancement

Colossus (Brick): Major: Super Strength, Minor: Armor, Resistance

Rogue (Brick): Major: Super Strength, Minor: Flight, Mimic

Nightcrawler (Wild Card): Minor: Multiple Limbs, Obscurement, Super Agility, Teleport

Kitty Pryde: (Wild Card): Minor: Clever, Density Decrease, Obscurement, Savant

Storm (Super): Major: Power Blasts, Minor: Flight, Force Field, Obscurement, Telekinesis

Wolverine (Powerhouse): Major: Scrapper, Minor: Melee Weapon, Rage, Regeneration, Enhanced Senses, Tough, Fast

All in all, a pretty powerful team. I considered giving Cyclops Resistance (minor) instead or Enhancement, but I think both fit him. He’s an effective leader but also tough to put down. I guess either one would work. Although he doesn’t meet the definition (i.e. he’s not one of the most powerful beings on the planet), Wolverine is a Powerhouse because of the sheer number of powers he has. I think it’s tough to see Wolverine without any of the powers I gave him. Kitty’s Density Decrease power works a little differently than in the SMF rules: while making a Density Decrease attack against anything electronic or robotic, Kitty gets an extra attack die. This represents her unique ability to screw with machinery while phased. Storm’s powers are all a result of her weather control; again, since she has so many things she can do, she falls into the Super category.

Up next, the first scenario: The Danger Room!

 

The Nativity

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I’m not what you’d call a religious person (I did my time and never looked back). But my mother is, and this year I decided to give her a gift I thought she’d love. So I picked up Reaper’s Nativity (sculpted by the great Sandra Garrity) and got to painting.

I ordered this way back in November, because I knew I would need the time to paint it and base it up so that it was ready for Christmas, and I knew that I would procrastinate until the very last minute. And I did. See, once I made the decision to paint the Nativity scene, it immediately became work. As in no fun. But I stuck to my rule: until it was done, if I wasn’t painting the Nativity, I wasn’t painting anything.

Pretty soon I decided to add the shepherd and sheep to the scene, as it would help to fill out the base (and it would look better). So another order from Reaper was necessary. In case you’re interested, my painting order was Joseph, Wood Backdrop, Mary, Shepherd Boy, and sheep, with Jesus being painted here and there along with the others.

I bought the base at Michael’s, added some stain and polyeurethane. Nothing fancy. I got the plate engraved (“Peace on Earth”) at Things Remembered. I decided to pin all the miniatures to the base so they would stay where I put them, with the exception of baby Jesus. Some people like to keep Jesus out of the Nativity scene until Christmas Day (my mother is one of them), and besides, there’s no way to pin the manger without seeing the pin. He’s the only unattached piece in the scene.

Total cost: $38.00 for the miniatures (plus shipping), about $2 for the base, $24 (!!) for the plate and engraving, and my time…which for my mother, is of course free.

I’m happy with how it came out, especially the star, which I dreaded painting (I hate painting and shading yellow). Hopefully she will like it too.

Merry Christmas to all!