Category Archives: Miniatures

Bringin’ the Thunder

Two posts in one day! I did a little more work on my Dwarf Army recently and I thought I’d share the latest additions to my bearded host with you. I decided to paint up the artillery and some handgunners, so here they are.

DSCN0426

First up, the artillery: two Dwarf cannons with crew. The one on the left is the old-school metal cannon, the one on the right is the plastic (much smaller) cannon from Battle for Skull Pass.

DSCN0427

Next is a unit of Dwarf Thunderers from Battle for Skull Pass, along with an OOP Dwarf Lord holding a pistol. Ten Thunderers do not a unit make, IMHO, but there are enough for a skirmish or two.

DSCN0428

This is my organ gun (painted previously). Together with the cannons, it should make life difficult for anyone in front of them.

DSCN0425

Here are most of the shooty units in my Dwarf Army…coming along slowly but surely. Apologies for the blurriness. Up next: Miners!!!!

 

 

 

It’s all about Gnomes.

With The Recent Demise of My AD&D  Campaign, I have decided to share some of the miniatures I was holding back from the blog for fear my players would see them too early. I figured I’d start with the last (and final) adventure, in which the PCs explored the long-abandoned laboratory of an eccentric (but legendary) Gnome inventor.

DSCN0394

These three gnomes hired the PCs to help them explore the lab in the hopes they could find something that would be of use in repelling the evil svirfneblin who were attacking their homeland in force. The miniatures, L-R, are Reaper’s Balto Burrowell (02510) and Marius Burrowell (02959), as well as an old-school Ral Partha Dwarf, repurposed as a gnome because he scaled nicely.

DSCN0399

Of course, the opposition had already invaded the lab in the hopes of sacking it themselves. I decided to use Reaper’s Bloodstone Gnomes for svirfneblin. I went with a brownish skin tone as opposed to the blue of true BSGs. The majority were Bloodstone Pinners (06212). I also gave them a couple of Beetle Lancers as sergeants (14548), as well as a captain (Bata, Beetle Rider Captain 14568).

DSCN0395

Along the way the PCs ran into some of the gnomish inventions, still active and guarding the lab from intruders. These Brass Arachnids and the Arachnid Swarm are from Wyrd’s Malifaux line. I actually never got to use the Brass Arachnids, but I’m quite happy with how they turned out. On a side note, the Arachnid Swarm was a cast iron bitch of fiddly parts that I never want to assemble again. I lost count of how many times a leg broke off. In fact, I had two Arachnid Swarms, and I gave up trying to assemble the second one. The Iron Golem is from Reaper (02728), and I can certainly find a use for him in other games as a robot or something. He was originally supposed to accompany the PCs in their quest. If you were paying attention, you may remember they’re already hanging out with an animated scarecrow. Scarecrow…Tin Man…off to (stop) a wizard…you get what I was going for here. all the above miniatures are based on junkyard bases from Taban.

DSCN0406

Lastly is the big Boss miniature my friends never got to face.  He’s Frank-n-Steam, from Armorcast. Unfortunately, he doesn’t seem to be available any longer, although there are still some similar Frank models on the site. Being resin, he required a lot of filling and cleanup before I painted him, and even then he still shows some bubbles and seams. I scratch built this base out of junk and bitz I had laying around. And yes, that’s a guy’s face in the chest. Much like the Iron Golem, I can use this thing as a mech suit or a robot body for a mad scientist in SuperSystem or .45 Adventure, so I’m not that bummed out that he never made it into my AD&D game.

 

ZeDecember Week One : Crazy Oscar!

In honor of ZeDecember (courtesy of SamSagace’s blog) , I have painted a new zombie apocalypse survivor: Crazy Oscar!

 

Oscar wasn’t exactly sane (or hygienic) before the dead started walking around and eating people, but he’s even less so now. The miniature is from Mega Miniatures; however with the recent selloff of that company, I have no idea what company now owns the rights to the mold. I tried to paint him to look as dirty as possible (as a guy named Oscar who lives in garbage should), so I used a lot of black and brown washes over my highlights.

Although you can’t really see it, I also tried a new technique with Oscar: I used MIG productions rust pigments on his axe-head and on the old tire on his base. This dust looks different than a rust-colored paint (my go-to rust paint was GW’s Tin Bitz) , and I like the results.

I posed him with an Armorcast Dumpster and Trash Pile, just because.

Ill-Met in Lankhmar

Figured I’d post a few of my painting projects from a few years ago. First up is a duo likely familiar to any classic Sword-and-Sorcery devotees out there: Fritz Lieber’s Fafhrd and the Gray Mouser!

I’ve loved the Lankhmar stories since I was introduced to the characters in TSR’s Deities and Demigods, way back when I was a kid. Both of these are Reaper miniatures, sculpted by the legendary Sandra Garrity. The Mouser is (02034) Kurff the Swift, while Fafhrd is (02152) Fafnir of Kjord (an homage if ever there was one). These miniatures together would make a very cool diorama if done properly, with the Mouser preparing to scale a wall, and Fafhrd covering his back. Unfortunately, I painted Fafhrd years ago and the Mouser only a few weeks ago, which is why they’re based differently (and why I think the Mouser looks better.) I’m not wild about this picture. I can’t account for the shiny, glossy look on Fafhrd. Must be the camera flash, as I never use any kind of glossy paint or sealant and he certainly doesn’t look shiny in real life.

Up next is another duo, from my current AD&D campaign, the Tears of Yevona. This is Scarlet and Rouge, a pair of renowned “crime-fighters”. Many bards have written songs extolling their deeds of derring-do. Unfortunately, every time they’ve appeared in my campaign, the PCs have had to rescue them from someone or something.  (“Of course, a few more minutes and we would have managed to free ourselves and overcome our dastardly captors. But your aid is appreciated nonetheless, comrades!”)

I actually forget which one is Scarlet and which is Rouge, so I’ll just call the girl Rouge.  Rouge is another Sandra Garrity Reaper sculpt, (02006) Sidrith, Sword Sister; while Scarlet is (02430) Rictur Deihn, Assassin, sculpted by Bobby Jackson. (I used Rictur Deihn as a character miniature myself in a GURPS fantasy game years ago, and found a new use for him as an NPC in my AD&D campaign.) I painted both of these several years back. I think they could use more facial shading, but overall I’m ok with how they turned out.

 

More Heroclix Repaints

Took a break from my usual stuff to paint up some more Heroclix for use with Supersystem 3.

First up: The Wrecking Crew. Thunderball, Piledriver, The Wrecker, and Bulldozer. Although they’re a bunch of losers, I’ve always like the Wrecking Crew. I have to say that the Piledriver miniature is one of the worst miniatures in the Heroclix line. He doesn’t even scale well with the other Crew members. I really like the sculpts on the other three, however.

Next up: the original Uncanny X-Men! Iceman, Marvel Girl, Angel, Cyclops, and Beast. I’m pretty happy with the team overall. Iceman’s base is the only one I made from scratch, the rest are modern urban and tech bases from various companies. I was reminded how much I hate painting yellow when I did this team, as yellow is notoriously difficult to shade without it looking like crap. I think Cyclops looks the worst, but I can live with it.

The Soul Survivors: A No More Room in Hell AAR Part 2

The zombies activate! We rolled 11 dice in the dice grave, scoring 7 zombies. They spawned at random points all over the board. None spawned close enough to Mr. Wisdom or his girls to threaten them this turn, and Honey Velvet and her group were far enough away from any spawning points that they only had to worry about the zombie that was still trying to eat B-Train this turn.

Feel the Fist of Funk!

A zombie spawned right next to Spartacus Jones and since he was within 6″, he charged right into Monstrous Melee! Spartacus could have Snap-fired at the charging zombie, but why bother? Instead he showed that dirty rotter what it means to meet the Fist of Funk! Ka-POW! One zombie down.

Meanwhile, the zombie on the truck with B-Train failed to do any damage, and so did B-Train. They remained in combat.

The Survivors won the activation next turn. Mr. Wisdom managed to get into base contact with a zombie spawn point and destroy it, which made his section of the board just a little bit safer.

Ramses Magnum fired at an approaching zombie not too far away, but failed to kill it. Lorenzo leveled his shotgun at the zombie and blew it into next week!  Honey Velvet joined the melee between B-Train and the zombie in the truck. With her machete, she made quick work of the zombie before he could sink his yellow, decayed teeth into B-Train.

Spartacus Jones was still trying to rally his group, considering Foxxy Dynamite was still suppressed. Not willing to move on without her, he consolidated the troops and waited it out this turn.

The zombies spawned at an alarming rate, due mostly to the sound of gunfire from Honey Velvet’s group. We rolled a whopping 17 dice for the dice grave and scored 12 zombies. That was enough to hit all remaining spawn points once, and one twice! It was beginning to get crowded…

To make matters worse, the zombies won the activation for the fourth round, which means they spawned AGAIN. Luckily, there were only 6 this time, but it didn’t help any, as there were now enough zombies on the board that they started to herd together. Many of them began to close on the park, where Spartacus Jones and his group had been stuck for the last two turns.

Yikes!

Both De’Andre and Cyrus Snap-fired on the approaching zombies, but didn’t do anything to slow them down, and they wound up in Monstrous Melee. Foxxy Dynamite finally came out of her stupor and shot one of them down. Spartacus fired his gun but missed. That’s a LOT of gunfire.

Mr. Wisdom got charged by a zombie, but made quick work of it with his sword-cane.

Don't mess with Mo'nique!

On the survivor’s activation, Mr. Wisdom got close to another zombie spawning point, and took that one out of play too.  His area was rapidly becoming the safest part of the board, as zombies weren’t moving towards him at all, really. All the spawning points left were closer to the other groups. However, just to be safe, Mo’nique and Lady Chardonnay moved around a car wreck to confront two shambling zombies. Mo’nique put one down permanently with her purse, while on the other side, Yu’nique made it to a car and looted it, finding 2 units of Food!!

Honey Velvet’s group began to move around the Gun Shop, staying away from the front as more zombies were heading there all the time. Ramses Magnum kicked open a nearby door to a SURVIVE! Location, and once inside, opened a fridge only to find it filled with disgusting zombie guts, which promptly coated his expensive, polyester powder-blue suit in gore! This had the unfortunate effect of raising the Zombie Threat Level by one for the rest of the game, ensuring that more and more zombies would be attracted each turn!

AAAAAAAGGGGGGHHHHHHH!!!!!!

The zombies activated first AGAIN the next turn. Based on the amount of gunfire the previous turn, as well as the heightened threat level, we were rolling a truly horrendous amount of dice to spawn zombies. They seemed to come from everywhere at once! Poor B-Train lagged a little too far behind Honey Velvet’s group and wound up in Monstrous Melee as a zombie lunged at him. He was pulled down and eaten before our eyes! Honey Velvet could do nothing for him and turned her head away. Ramses Magnum, being Dead Inside, was calmly indifferent to the whole scene. It gave them some breathing room as all nearby zombies would be attracted to the feast next turn.

OM-NOM-NOM!!!!

But poor B-Train wouldn’t be the only one to become zombie chow this turn. In the park, both Cyrus and De’andre were pulled down and noshed on by zombies while Spartacus Jones and Foxxy Dynamite could only watch helplessly. Both passed their GUTS checks, so they could act freely when their time came.

Once again, Mo'nique ain't playin'!

Zombies charged at Mo’nique and Lady Chardonnay. Lady Chardonnay put one down with Snap-fire, while Mo’nique bludgeoned yet another zombie into final rest with her purse.

On the survivor’s activation, Mr. Wisdom moved to join his group, taking a shot at a zombie at long range and missing, while Yu’nique looted a nearby dumpster and scored a Big-Ass Knife!

They're breaking through!

Meanwhile, Honey Velvet’s group continued around the Gun Shop, only to find a hastily-erected barricade collapsing under the weight of half a dozen zeds. They would have to fight their way through next turn!

Let's get the FUNK out of here!

Spartacus and Foxxy ran into a nearby Hummer and locked the doors as the groaning zombies outside mobbed up and gave pursuit. He couldn’t get it started this turn, and would have to wait. Meanwhile, the zombies were getting closer, and a car door isn’t much protection…

To Be Continued!!!!

 

 

 

 

 

 

The Soul Survivors: A No More Room in Hell AAR Part 1

One of my friends has been pestering me to play a zombie game on my table for a while now, and I figured it was about time for some No More Room in Hell. The last time I played the game was also the first time I played it; and while I really loved the game, I didn’t like some of the mechanics. So I fiddled with the system, came up with some house rules (see below) and got familiar with the rulebook over the last week or so.

One of the big problems I had the first time around was that my survivors kept getting trapped in melee endlessly simply because they were too close to a zombie spawn point. By the time they dealt with whatever zombies they were fighting, they were unable to move away before they were instantly charged by a zombie and the whole cycle started over again. So, for example, my survivor ends his activation within 6″ of a spawn point. The zombies spawn, and because one spawns within 6″ of the survivor, it charges into melee. Next round the survivor activates first, but all he can do is melee with the zombie, he can’t move or shoot. Whether he beats the zombie or not, he’s effectively stuck in the same spot until the next zombie activation. If enough zombies are spawned, he may be facing the same situation next round. This becomes more and more likely as more and more zombies join the melee. Sooner or later there will be too many to defeat. But it’s just not fun to be stuck in one spot.

The rules have no way of getting out of melee once you’re in it aside from either getting killed or killing your opponent. You may retreat as you’re being charged, but who wants to do that? And even if you did, it wouldn’t prevent the above situation from happening, assuming you found yourself close enough to a spawn point again.

So I made a house rule. You can attempt to leave a melee assuming you have initiative. If you’re facing one zombie, you need only pass a FISTS check (one zombie isn’t hard to fake out). However, if you face more than one zombie or any number of survivors, you must succeed in a difficult SURVIVE check (2 successes), which is a lot harder to do. If you fail, you’re stuck in combat and can’t retaliate that turn. This also makes it pretty much impossible for Sheeple, who only have a SURVIVE score of 1, to ever voluntarily leave combat. But then again, they’re supposed to die.

My other house rule has to do with zombie feasting and zombie movement. Normally, zombies move towards the closest survivor, period. My house rule states that zombies move towards either the closest survivor or the closest zombie feast, whichever is closer.  Once the feast is over, normal zombie movement is restored. So it really only affects one turn, as zombies only feast for one turn. It gives the survivors a little break every once in a while.

Next I threw together some Survivor Groups for me and my two friends. I decided to go with a 70’s Blaxploitation theme to the game, because I love those movies and because I have the miniatures. I wish I had the time to throw together an appropriate playlist before the game but I didn’t.  (the Pulp Fiction or Jackie Brown soundtracks would have worked well.) I decided to collectively call the Groups the Soul Survivors. Although Group on Group combat is accounted for in the NMRIH rules, we decided to play a cooperative game. Three different groups deploy separately, but with the shared goal of meeting the mission objectives and getting the hell out alive.

The Fist of FUNK!

First up was my group, led by Spartacus Jones, the Fist of Funk (Shot-Caller). He’s backed up by the lovely Foxxy Dynamite (Back-Up). Behind them is De’Andre and Cyrus (both Sheeple).

Cue the Curtis Mayfield...

Next is the group led by Mr. Wisdom, the Earl of 139th St. (Shot-Caller). Backing him up with her Colt Python is Lady Chardonnay (Back Up), and her two girls Mo’nique and Yu’nique (both Sheeple). Mo’nique is the big one.

They call me MISTER Magnum!

 

Lastly, we have the group led by Honey Velvet and her submachine gun (Shot-Caller). She’s supported by Rameses Magnum in his powder blue suit (Back Up), and B-Train and Lorenzo (both Sheeple).

The Board

 

The mission was a Supply Run, the goal of which is to obtain one unit of food or ammo or fuel per survivor. All the SURVIVE ocations are marked with a red glass counter. There are three unique locations: The Gun Shop, currently barricaded up (wonder what’s in there?); The Med Stop, and the Food Mart. All of them have a water bottle cap on them to denote their unique status. There are many vehicles scattered around the table; any that could possibly be used have a small key-shaped screw on them. And away we go!

Maybe we can get this started.....GAAAAH!

 

We deployed our Groups separately. Honey Velvet and her crew made a beeline for the closest vehicle, an old pickup. (Astute readers may notice the color of the pickup changed from blue to red. That’s because my friend wanted a pickup that looked like the one from Sanford and Son.) B-Train hopped in and tried to start it up, only to find a zombie inside! B Train found himself in Monstrous Melee on Turn 1! He managed to hold it off for this turn…

Elsewhere, Mr. Wisdom and his girls made his way around a building towards a spawn point. Mr. Wisdom has the special ability to destroy zombie spawn points, an ability he put to good use in this game. He didn’t make it this turn.

Meanwhile, Foxxy Dynamite moved quickly over to an abandoned tractor (a SURVIVE location). One quick exploration later, she discovered a battery operated television broadcasting the fateful last newscast of a doomed anchorman as he became zombie chow on camera! She rolled on the Fear Reaction table, and was so traumatized by what she saw that she collapsed and was suppressed for 2 turns! Spartacus Jones got into a good firing position, as it was time for the zombies to activate!

To be continued!

 

The Dwarves are Upon You!

I have found a cure for my painting blues. I’ve decided that rather than drive myself crazy painting things I don’t want to, I’ll take a break and get started on those Dwarfs I’ve been meaning to paint for a while. Here are the results.

It’s a modest start: one unit of Warriors, one unit of Miners, a small unit of Quarrelers (that’s crossbowmen, not argumentative dwarfs), and an organ gun. It should be noted that with the exception of the organ gun and its crew, none of these are GW models.  Like I give a shit. Both the Warriors and the Miners are from Black Tree Design, the Crossbowmen are from Mantic. I placed them around some Gale Force Nine Battlefield in a Box Rocky Outcroppings.

First up are the Miners. I love the look of Black Tree’s dwarfs, as they are all metal and chunky, reminiscent of that old Citadel Dwarf range, which I really like. The only criticism I have of them is that there isn’t enough variation in the packaging. Out of 20 figures, I got 5 of one sculpt and 4 of another, while conversely I got 1 each of two very cool sculpts. Oh well. I did my best to paint them with enough variation so that they are individualized, but I tied the unit together by using the same dirty colors across the board (they’re miners, after all). I used some leftover mat board from my Modular Roads project as movement trays.

Up next are the Warriors. Again, I like the look of Black Tree. These guys are doubly cool because they’re so armored up, I could easily use them as proxy Ironbreakers. (Quick Math: I get 20 of these metal dwarfs from Black Tree for about $40. The same unit of “official” GW Ironbreakers would cost me $100.  I’d say they’re likely to be Ironbreakers most of the time.)

I didn’t make any banners for either unit yet, because I kind of suck at scratch-building banners. Maybe one day I’ll get around to it.

Last are the Quarrelers and the organ gun. The organ gun is an old-school GW metal version. I actually like the newer version better, but this one is fine.  I have mixed feelings about the Mantic Dwarfs. They definitely have a look all their own, and you can’t beat the price at about $1.50 each. I really dislike the fact that in this pack of 10 dwarfs, you get a bunch of head variations but can only really use 5, as the other 5 dwarfs are all one piece. The one-piece dwarfs are the dwarfs that are firing the crossbows, pretty much the front rank. There is a noticeable lack of detail on these models as opposed to the ones with separate heads. In addition, they don’t really rank up well unless you want the back rank to be facing off to the side. A somewhat annoying design flaw.

So, what next? Well, I have all the dwarfs from the Battle for Skull Pass boxed set awaiting painting: 12 Warriors, 10 Thunderers, 8 Miners, a cannon and crew, a Thane and 1 Slayer. (I’ve always thought Dwarf Slayers are stupid.) I have an unbuilt unit of Mantic Shieldbreakers that seem to have the same annoying lack of detail on the one-piece models as the Crossbowmen. And I have another regiment of GW dwarf Miners (making that 15 more miners in total, minus my unneeded second command group). I have another dwarf cannon and crew, and a proxy Flame cannon to paint, plus a few lords and heroes…So the army is a long way from complete, but I need to get back to my other projects for now.

The Menace of Ultron Part 2: A Super System 3 AAR

A few nights later we picked up where we left off. My friend Chris couldn’t make it, so we decided this was that moment in so many comic books where the two hero teams combine to fight a common enemy! Matt quickly chose Captain America as his new, combined hero team leader. He figured if there was one guy besides Professor X that Cyclops would defer to, it would be Cap.

Turn 3

The heroes got initiative.

SNIKT! Wolverine charged down the alley and ripped into Dreadnought #1. His adamantium claws are pretty impressive against mindless robots. He netted 6 Vitality of damage to the Dreadnought, dropping it to 1 and kniocking it back 5 inches!. Despite this, Dreadnought #1 was barely able to remain upright. But the Dreadnought’s electrified armor shocked him back for 7 Vitality! (Turns out we were doing this wrong; Wolverine shouldn’t have been shocked for anywhere near that much damage. But what the hell. It’s cinematic.)

In response, Dreadnought #1 ran forward and attacked Wolverine, but missed.

 

Iron Man fired of a repulsor blast at Ultron and hit. What’s impressive is he actually managed to do 3 Vitality worth of damage, as Ultron rolled miserably to resist.

In response, Ultron attempted  to telekinetically grab Iron Man and bring him into hand to hand. Problem is, that’s not how the power works. TK grab just roots someone to the spot. Even if it succeeded (which it didn’t), it wouldn’t have left me with a  lot of tactical options; but since I had already spent the points to use the power this round, I was stuck with it. The first of several of my blunders.

Storm used her wind control to transport both herself and Colossus 9″. Then they landed.

Dreadnought #2 attacked Wolverine and hit; combined with his Damaging Aura, the attack did a total of 4 more Vitality damage and knocked him back 2″ into the wall of a nearby building.  Wolverine was starting to look pretty battered.

Cyclops fired at Dreadnought #2, but missed.

Madame Hydra used her short-range teleport ring to get to the top of a nearby building. Once there, she took a shot at Storm and hit, but Storm managed to avoid any damage.

Colossus moved towards Ultron, intent upon closing with him in hand-to-hand combat next turn.

Dreadnought #3 fired at the approaching Colossus and hit, but the big mutant just shrugged it off.

From behind a pile of junk, Hawkeye took a shot at Ultron and hit, but did no damage.

The Vision floated towards Ultron, still intangible and out of sight for any ranged attack.

Captain America threw his shield at Dreadnought #3, and scored a whopping 17 goals on his attack! The end result, however, was not as impressive: the Dreadnought suffered 4 Vitality worth of damage, leaving it with 3. Cap used his remaining AP to move through the alley to assist Wolverine next turn, retrieving his shield along the way.

Turn 4

The initiative was a tie, broken by Captain America’s higher AP total. The heroes went first.

Storm took off and blasted Madame Hydra with a lightning bolt, but missed.

Ultron used his Dominate power on the weak-willed Colossus and succeeded, meaning he would be able to control Colossus when Matt activated him next. Then he moved back into the park.

Captain America flung his shield in a spray attack, attempting to hit both Dreadnoughts, but only hit  one. It resisted all damage. In return, Dreadnought #1 charged Cap and attacked, scoring enough net goals to drop his Vitality to zero and knock him back into the building. (Matt really rolled terribly on his defense rolls.) Captain America was KO’ed!

Wolverine spent 4 AP to Regenerate, scoring 8 goals, restoring 8 Vitality! Back in the fight, he used 6 AP to Flurry, scoring a net of 7 goals of damage on each Dreadnought, enough to destroy them both! Take that, Bub! Then he moved past their smoking and sparking bodies towards Ultron, his intentions obvious.

Dreadnought #3 used all his power pool for his Damaging Aura and left nothing for Ranged attack, so if he wanted to do anything, he’s have to attack in melee. I knew that Colossus wouldn’t fight back, so I figured I might take the opportunity to do some damage to Colossus. This was blunder #2. The Dreadnought charged and did 2 Vitality of damage, knocking Colossus back 4″ and knocking him prone.

Iron Man shot at Dreadnought #3 and hit, but did no damage. Then he flew atop the same building as Madame Hydra, getting into position to ruin her day next turn.

But Madame Hydra teleported away, this time to the street. She shot Cyclops for 5 Vitality of damage, almost knocking him out. Then she used her remaining AP to close the gap, moving into hand-to-hand.

Cyclops fired at Madame Hydra at point-blank range and missed. Maybe he was still seeing stars from her shot.

Hawkeye took a shot at Madame Hydra, attempting to Entangle her. He missed, and also missed Cyclops, who he could have hit by accident.

The Vision continued to drift closer to Ultron, still intangible.

Of course, Matt waited until the last possible second to activate Colossus, who was mine to control. Unfortunately for me, I had to spend 2 of Colossus’s measly 5 AP just to stand up after being knocked prone by the Dreadnought. Even with his extra movement, Colossus couldn’t reach Hawkeye this turn to punch him into next week like I wanted. And at the end of the turn, control of Colossus reverted back to Matt.

Turn 5

With Cap KO’ed, Matt nominated Cyclops as his new team leader. This allowed Ultron to seize initiative for the first time this game.

 

With Wolverine bearing down on him, Ultron did the sensible thing. He fired at Wolverine with full power. Unfortunately, he missed. So he did the next best thing. He used his remaining AP to move farther away.

That didn’t help him for long. Wolverine charged and easily closed the gap, but despite scoring 8 goals to damage Ultron, the robot was able to resist all damage.

Madame Hydra shot at Cyclops at point-blank range, but she missed.

Vision finally got into the fight and tried a phase attack against Dreadnought #3, but missed.

Colossus charged into combat with Madame Hydra, attacking her from behind and knocking her senseless. Madame Hydra was KO’ed!

Hawkeye successfully Entangled Dreadnought #3, rooting it to the spot. Despite this, Iron Man still missed when he shot at the Dreadnought moments later.

Finally, Storm blew Dreadnought #3 to pieces with a lightning bolt that did 6 goals of unresisted damage. Dreadnought #3 was destroyed!

Turn 6

Ultron, now alone, faced the combined forces of Iron Man, Vision, Hawkeye, Cyclops, Storm, Colossus and Wolverine. It was pretty clear he’d be defeated eventually, and it was getting late, so we called it a night. Victory to the heroes!

The Menace of Ultron Part 1: A Super System 3 AAR

Well, I finally got my table finished for good and invited a couple of pals over for some gaming. I figured since I had so much fun with it last time, why not play some Super System 3? So before they came over I came up with a scenario, grabbed some Heroclix and set the table.

I decided to use more powerful characters this time around, so I chose the X-Men and The Avengers as hero teams. They needed an appropriate menace, so I hunted around until I came up with someone so badass they would just HAVE to team up to take him down: Ultron. I didn’t paint any of these miniatures: you can thank underpaid Chinese laborers for that.

For the X-Men, I chose a pretty powerful foursome: Storm, Colossus, Cyclops and everyone’s favorite psycho, Wolverine.

The Avengers’ roster is nothing to sneer at: Captain America, Hawkeye, Iron Man, and the enigmatic Vision.

The bad guys: Madame Hydra and a squad of Hydra Goons…

…who just activated Ultron and a small squad of Dreadnoughts.

I originally set up a 48″ x 48″ surface, but I realized that with this many miniatures on the table, all ranged attacks would likely be at medium range or so. When given the choice of using the full 4′ x 6′ table, my friends wanted to go for it. So we threw some more terrain down and the result is shown above.

We got most of the stats for the heroes and villains from this site. My friend Matt chose the X-Men;, his brother Chris picked the Avengers. That left yours truly as the bad guys. HAIL HYDRA!!!!

Each side chose their team leader, which determines how many dice you’ll roll for initiative.  Chris and I made the obvious choices: Captain America and Ultron. Matt, bless his heart, chose the more thematically-appropriate leader for his team and picked Cyclops, even though Wolverine would have given him a better dice pool for initiative.

The Scenario

It goes without saying that if you live in Manhattan, you get used to a lot. Seems like every other week there’s a super-powered threat to the city that the Fantastic Four or the Avengers has to deal with. But it’s still a tribute to the average New Yorker that a 6 block area was evacuated so soon after the emergency broadcast went out. Then again, the nature of the emergency certainly lent some urgency to the mass exodus: Ultron.

The SR-71 Blackbird activated it’s VTOL engines about 90 feet over the apartment block. Moments later, aided by Storm’s winds, four of the mutants known to the world as the Uncanny X-Men touched down and quickly assumed a practiced formation.  Wolverine sniffed the air. “They’re this way,” he said, tugging his cowl in place and moving swiftly southward.

“Take point, Logan,” said the team’s leader, Cyclops; not that Wolverine ever waited for an order. “Ororo, go topside and look around. Colossus, you’re with me.”

“Understood,” said Storm, as a sudden gust of wind bore her aloft. The giant Russian said nothing, but a crackle of energy as he transformed into his osmium-steel form was acknowledgment enough. He fell into place a half-step behind Cyclops as they trailed after Wolverine.

 

Two blocks to the east, the whine of the Quinjet’s engines faded as the now-empty aircraft shot out over the water, leaving behind four of Earth’s Mightiest Heroes, The Avengers.

“Our limo is only a phone call away,” said the metallic voice of Iron Man. He turned his attention from the Quinjet’s remote controls inside his helmet display. “The X-Men have touched down about two blocks from here to the west. I’m reading the hostiles are a couple of blocks south. And Cap, they know we’re here.”

“Avengers, Assemble!” said Captain America, unslinging his star-spangled shield from his back. “Hawkeye, Iron Man: gain some altitude and see what you can find out. Vision, back me up. These idiots have no idea what they’ve done by activating Ultron. We need to put him away fast, people. Let’s move!”

“Way ahead of you, Cap,” said Hawkeye, leaping atop a nearby abandoned truck, as Iron Man’s boot jets propelled him skyward. “Less chatter would be nice.”

Captain America ignored him. “Vision, if you get a chance, don’t hesitate. Take it.”

The android’s face was unreadable. “Acknowledged, Captain.” They moved southward together.

 

“Head northeast and engage the Avengers,” said Madame Hydra, loosening her plasma pistol in its holster. “Fire at will. I want them destroyed.”

“Hail Hydra!” chorused seven of her best soldiers, snapping to attention. A moment later they were off, following her command. She had no illusions about their chances of success, but they were expendable. The most important thing was that they occupy the heroes long enough so that she could get away with Ultron. Activating him had been no easy feat, but the payoff would be well worth it. With the robot in Hydra’s ranks, there was nothing the nefarious organization could not accomplish!

Her cruel smile vanished as she saw the robot was moving away on his own, taking her three Dreadnoughts with him. “Where are you going?” she demanded. “Stop! I am in command here!”

Ultron turned and regarded her for a moment. “May I suggest you allow me free reign? I would be much more useful to you.”

“Why would I do that?” she sneered. “You are mine to control!”

“Because I am smarter, more powerful, and infinitely better suited to the task of command than you are. I have the brain engrams of Dr. Henry Pym, making me, at best estimate,approximately 6.2 times more intelligent than you. If that were not enough, my cybernetic mind can perform 360 million complex calculations per second. And I, unlike you, have fought- and defeated- the Avengers before and am intimately acquainted with their tactics and strategy, particularly with regard to fighting me.”

Madame Hydra glanced around for support, but found only the cold, robotic eyes of the three Dreadnought robots. She suddenly felt very alone. Ultron awaited her answer.

“Very well, act as you see fit,” she said. “But remember that I am in command here, robot, and you will obey me, should I give the order.” She followed after her soldiers.

Not for long, you stupid cow, thought Ultron. He turned wordlessly and strode north, through the park. His internal processors quickly wrote and executed an algorithmic program whose sole purpose was to find a way to override Hydra’s programming.  In the meantime, he would eliminate the X-Men and allow Madame Hydra and her poltroons to occupy the Avengers until he could get there. Then he would destroy them all, including those who would dare to call themselves his master.

Turn 1

We rolled for initiative. Not surprisingly, Captain America scored the most goals, followed by Ultron and finally, Cyclops; making the order Avengers-Hydra-X-men.

Not a whole lot happened the first turn other than movement. The Avengers and X-Men began to move south. The Hydra goons and Madame Hydra circled the park to the east and moved to engage the Avengers. Ultron and the three Dreadnoughts went north towards the X-Men.

Matt wanted Wolverine to go over a parked car rather than around it. We decided Wolverine could probably easily do that, so a quick Agility check was made and passed, and we decided he bounded over the car with no penalty to movement. Likewise Chris wanted Hawkeye to gain some higher ground, so he had him leap atop the cab of a stationary fuel truck. Another quick Agility check was made and Hawkeye gained his perch.

Storm and Ultron both took to the skies on their turn. Ultron spotted Storm a long way off and took a shot at her at long range. He missed. That was pretty much turn 1 in a nutshell.

Turn 2

The initiative order was the same.

From atop the fuel truck, Hawkeye could just about spy the top of a Dreadnought’s head through the trees in the park. It was all he needed. He took his shot and hit, but the Dreadnought shrugged off the damage easily.

The Hydra goons continued to move forward as a group. They didn’t get far.

Storm fired back at Ultron. Despite the long range, she hit him squarely with a bolt of lightning from the heavens, but failed to damage the robot.

Iron Man flew around a building and targeted the group of Hydra henchmen with his ranged attack, scoring seven goals. The goons failed to resist even one. The last thing the Hydra soldiers saw was a bright flash as Iron Man’s Uni-Beam knocked them senseless. Scratch one group of Henchmen!

Ultron continued to move north, but veered to the east, over the park wall. He couldn’t resist taking a shot at the hated Iron Man. He missed.

Wolverine moved south into an alley between two buildings, making a quick Agility check and hopping over a concrete parking barrier, on a beeline towards the Dreadnoughts.

Vision activated his Density Decrease power and started levitating. He took a long range shot at Ultron with his solar gem and hit, but failed to do any damage.

One Dreadnought continued towards the alley to the north, straight towards Wolverine. He took a shot at Storm flying above, but missed.

Colossus moved south, making a quick Agility check and hopping a jersey barrier with no penalty to movement.

Captain America decided to throw his shield at Ultron, with predictable results. It ricocheted harmlessly off the robot’s adamantium body.

After just watching her whole squad of “expendable” soldiers get expended, Madame Hydra moved towards cover, taking a few shots at Captain America. But Cap had his shield back by then, and her shots were blocked with ease.

Cyclops fired off an optic blast at  an approaching Dreadnought but his shot went wide. The Dreadnought took a shot at Wolverine, but missed. The last Dreadnought responded to an unspoken robotic command from Ultron to join him on the flank. Of course, the wall was in the way, but that’s no problem for a robot with energy blasters. There are no rules for attacking obstacles in SS3, so we just ruled that the wall had a Resistance of 4. It failed to resist the Dreadnought’s blast, so down it went.

It was at this point that we had to break due to circumstances beyond our control. We decided we’d pick it up in a few nights and left the table as is.