You gotta love Northstar. The stereotypical snooty Canadian-French skier, Jean-Paul Baubier epitomized superhero douchiness long before he became the poster boy for gay marriage in comics. A while back I repainted Alpha Flight for use in Supersystem 3. I never got around to using them until now, and it’s for my second Super Mission Force AAR! To battle!
The scenario is a simple one. Alpha Flight has been called to a remote area of Canadian wilderness, intent on investigating a distress call coming from an ice-fishing shack. It’s all a ruse to capture Canada’s mutant superhero, Northstar! (Aurora is a mutant, too…but no one seems to know that.) Sentinels appear on the horizon, and battle is joined! The Sentinels must capture Northstar and flee the board. Alpha Flight needs to stop that from happening.
Turn 1
The Sentinels make use of their Metamorph Ability at the start of the first turn. Until further notice, they will have the following profile: Enhanced Senses, Flight, and Entangle in addition to their other base powers (see below).
Alpha Flight gains initiative for the first turn. Puck moves first, cartwheeling towards the center of the board.
Sentinel #1 flies 20″ into the middle of the board. Sasquatch trades his move for a Leap and leaps into combat with Sentinel #1. He manages to inflict 2 damage to the robot on the charge!
The squad of Sentinel Troopers moves, flying 20″ to the middle of the table. (This is a 10-man Henchman squad, but I only have 6 models. So we’ll just have to imagine the other four. Any damage inflicted on the squad will come off the imaginary models first.)
Guardian flies close by the Trooper squad, blasting them for 2 damage! (The squad now has 8 members, but since I only have 6 models I didn’t remove any). Sentinel #2 activates and flies into the fray. He uses Entangle on Guardian and succeeds in trapping him in serpentine sinews of strength-sapping steel! (I’m here all week, folks.)
Shaman reaches into his medicine bag and teleports 10″ closer to Sentinel #1. He then blasts it for 2 more damage.
Sentinel #3 flies to the center of the board.
Aurora moves closer and blasts Sentinel #1 for 5 damage, destroying it! (It failed its KO check). Teamwork in action!
Finally, Northstar moves, flying directly at the group of Sentinel Troopers. He uses Hurricane Charge, which allows him to re-roll 2 dice on his attack. He scores 5 net goals, removing five models! That’s one pissed-off Canadian! Unfortunately, he is now stuck in melee combat with the Henchmen group. (Northstar tends not to think things through.)
Not a bad first turn for the heroes!
Turn 2
Sentinel #3 changes its Metamorph profile. It now has: Melee Weapon, 6″ extra move, Super Agility.
Alpha Flight retains initiative. Sasquatch wastes no time and charges Sentinel #3, causing 2 damage.
The Sentinel Troopers pile in on Northstar. They can’t use their blasters, so they have to go old-school and try to punch him out. They manage to collectively inflict 1 damage on the haughty mutant. Northstar attacks back in a fit of pique and indignation, but does no damage. Merde!
Sentinel #2 quietly sneaks up (!) and uses Entangle on Northstar. He succeeds, and Northstar is rooted to the spot! Guardian uses the opportunity to free himself from his own entanglement and fires away at Sentinel #2, infilicting 3 damage!
Meanwhile, Sentinel #3 attacks Sasquatch with its newly-formed melee weapon (let’s call it a drill. I like big robots with drills). It scores 7 goals, while Sasquatch scores none. Sasquatch is downed and fails his KO check, so he ain’t getting back up!
Puck continues to cartwheel along. Aurora, seeing her brother helpless and at the mercy of Sentinel Troopers and Sentinel #2, charges forward and takes out the rest of the Trooper squad! Shaman teleports again, closer to Sentinel #3. He blasts the Sentinel that just dropped his buddy Sasquatch, but does no damage.
Turn 3
At the start of the turn, Sentinel 3’s system diagnostics assess and repair 1 box of damage. Both remaining Sentinels alter their Metamorph powers to: Melee Weapon, 10″ range, +6″ Movement.
The Sentinels gain initiative. Sentinel #3 attacks Shaman from 6″ away, but misses. Northstar escapes his entanglement and flares like his namesake, attempting to stun Sentinel #2. Sentinel #2 is unimpressed (and not stunned).
Sentinel #2 attempts to grapple Northstar from 10″ away, but fails to grab the slippery skier. Guardian takes the opportunity to blast Sentinel #2 for 3 damage.
From across the battlefield, Puck puts on a Speed Burst and charges Sentinel #2 from 20″ away! (I’m sorry, but the image of a cartwheeling, back-flipping Puck charging halfway across the battlefield made me laugh aloud.) Unfortunately, although he manages to get into combat, our diminutive friend does no damage to the Sentinel.
Aurora blasts Sentinel #2 for 1 damage, barely missing her teammate, Puck!
Turn 4
The Sentinels keep their Metamorph configuration. Neither of them are able to regenerate any damage.
Wouldn’t it be awesome if Puck took down a Sentinel? Well, that didn’t happen, but he managed to inflict 1 more damage on Sentinel #2.
Sentinel #3 successfully grapples Northstar and turns towards the table edge. Next turn, he’s gonna morph over to Flight and fly away with his prize unless someone stops him! Aurora frantically power-blasts Sentinel #3, but does no damage!
Sentinel #2 attacks Puck, but the little guy cartwheels away unscathed. Meanwhile, Shaman teleports closer to Sentinel #3 and summons…a monster! (Monster by Rattrap designs.)
The summoned monster charges Sentinel #3 and inflicts 1 damage!
Guardian rushes to Northstar’s aid, powerblasting Sentinel #3. He scores a ton of goals, resulting in a net 6 damage! Sentinel #3 is destroyed! (After failing its KO check.)
Northstar is released as a result, and in a fit of rage, charges the last remaining Sentinel, #2. He does 2 damage, enough to put down the Sentinel for good. Game over!
AFTERWORD
This game took me less than 30 minutes to play, not including the time it took to build the characters, take the pics and log the action.
Here are my builds. Again, I don’t follow the Super Mission Force rules regarding power allotments or team restrictions, because I’m adapting established super-teams to the game. Of course, you can play however you like.
Here are my builds:
ALPHA FLIGHT
Guardian (Blaster): Major: Power Blasts; Minor: Force Field, Teleport, Flight
Puck (Brawler): Major: Scrapper; Minor: Super-Agility, Resistance
Sasquatch (Brick): Major: Super-Strength; Minor: Leaping, Rage, Resistance
Shaman (Sorcerer): Major: Sorcery (Power Blasts, Summoning, Force Field, Density Decrease, Healing); Minor: Flight, Iron Will
Aurora (Speedster): Major: Speed; Minor: Power Blasts, Flight, Stun
Northstar (Speedster): Major: Speed; Minor: Flight, Stun, Rapport (Aurora)
SENTINELS
Sentinel Mk II (Metamorph): Major: Metamorph; Minor: Construct, Massive, Super Strength, Regeneration
10 Sentinel Troopers (Ranged Henchmen Group) Minor: Power Blasts, Flight