Tag Archives: Super Mission Force

MH-2 Time Trap Part 3: A Murder of…Skrulls?!

PROLOGUE

The smoke clears, and the Avengers stand reunited in their mansion before Immortus, Lord of Limbo!

“Both your groups achieved success,” says Immortus. “This is good, but there is still another task ahead, and it is by far the most important.”

“Hold on a second,” interrupts Captain Marvel. “I think we’re entitled to some answers, friend. A child was almost seriously hurt or killed, and we still don’t know the whole story.”

“And yet because of your quick actions, the child was unhurt. He grew up to be a postal clerk, if that is of importance to you,” says Immortus. “More importantly, Rankin was prevented from his path, which would have led to the formation of the solar flare.”

“We have only your word on that,” says Scarlet Witch.

Immortus scowls. “I will try not to take that as the insult you so obviously intend. I seek only to prevent disaster.”

“Sorry to hurt your feelings, but Drax did not know about the satellites you claim he was on his way to destroy, either,” says Wasp. She looks at Captain America. “And Vision says there’s no record they ever existed.”

Cap glances at Vision. The android nods. “Well, that’s sure strange, Immortus,” says Captain America. “Any explanation?”

Immortus sighs with impatience. “Again, because of your quick actions, the aliens likely never even got a chance to tell Drax about the satellites. Rest assured, that is a good thing. As for your computer’s deficiencies, I am sure I am not the person to ask. Now, enough of this nonsense! There is an important task that will require all of you, and it must be done presently! I have used my mastery of the time streams to heal all your injuries for those who have sustained harm. Hardly the actions of one with ill intent.”

Starfox folds his arms. “All right. We’re listening.”

“You must go back in time again, but not far; only yesterday,” Immortus says.

“Yesterday…” says Starfox, “…when all our troubles seemed so far away…” He smiles, looking around at the others.  “You all see what I did there, right? Right?”

“Why yesterday?” asks Vision, ignoring Starfox. He subtly increases his density, rooting himself to the spot lest he lunge at Starfox and punch him in the dick.

“Because that is when Reed Richards launched a solar probe into space from the top of a building here in Manhattan.”

“That’s quite simply impossible,” says Vision. “Our computers would have detected such a launch, and Dr. Richards would have certainly informed us of his plans.”

“The launch was secret,” snaps Immortus. “Do you doubt Reed Richards could launch something into space undetected?”

“No,” says Captain America. “Only that he would.”

“Well, you can ask him about it yourself when you see him. If the launch is allowed to happen, the probe becomes the very catalyst that sets in motion the flare. You must convince him to abort the launch. Richards miscalculated a key equation, and has inadvertently doomed the solar system.”

“Mr. Fantastic doesn’t make mistakes like that,” says Scarlet Witch.

“Does he not?” Immortus scoffs. ” Have you forgotten how the Fantastic Four came to be, Ms. Maximoff? How Reed Richards became “Mr. Fantastic” in the first place? Now prepare yourselves!”

“Well, this should be interesting,” says Wasp, as the temporal energies gather around the team.

Captain America raises an eyebrow. “In what way?”

Wasp grins. “I can’t wait to see the look on his face when you tell Reed Richards he needs to check his math.”

The Scenario

Surprise! Kang is lying. While the heroes were off dealing with Mimic and Drax, Kang made arrangements for them to be ambushed in the past by two powerful enemies: Blastaar, the Living Bomb-burst, and the Super-Skrull! He’s not sending them back to yesterday, he’s sending them back years, shortly after the Super-Skrull first got his powers. Kang doesn’t care whether the Avengers beat the Super-Skrull or not; it really doesn’t matter. If the Super-Skrull wins, the Avengers are wiped out before they become a team. If the Avengers win, the Super-Skrull reports back to the Skrull emperor that Earth is better defended than the Skrulls thought. They never attack Earth and the Fantastic Four is the only super-team that is really needed, so the Avengers never become a permanent team. Either way, when Kang’s future rolls around, he’s ensured himself an easy time conquering Earth.

The Avengers need to defeat the Super-Skrull, his Skrull soldiers, and Blastaar. Anything else is complete failure!

Setup

I used two 2′ x 2′ boards, representing the tops of two skyscrapers in Midtown Manhattan. At their closest point, the rooftops are 8″ away from each other. Both rooftops contain scatter terrain, such as ventilation ducts, elevator motors, water tanks, AC units, etc. One of the rooftops contains a strange-looking spacecraft.

The Avengers deploy on the roof without the spacecraft. Blastaar and two groups of elite Skrull henchmen deploy on the same roof, surrounding the Avengers. The Super-Skrull and the last group of elite Skrull henchmen deploy on the opposite roof, close to the spacecraft.

Special Rules

Moving Between Buildings: With the exception of Scarlet Witch, all the heroes have no problem moving between the two buildings. Starfox, Vision, Wasp and Captain Marvel can all fly, and Captain America’s Super-Agility makes an 8″ leap child’s play. Unfortunately for the Scarlet Witch, if she wants to move from building to building she’ll have to hitch a ride with Starfox, Vision or a non-shrunken Wasp. Captain Marvel can only fly while intangible, so she can’t carry a passenger, and Captain America’s Super-Agility doesn’t allow him to carry passengers, either. On the villains’ side, Blastaar and Super-Skrull can also easily fly (or stretch) between buildings, but the Skrull henchmen groups are stuck on whatever building they deployed on at the start of the game.

Attacking Between Buildings: Both buildings are roughly the same height, so models can make ranged attacks at one another from building to building. The Super-Skrull can also attack between buildings in melee if he uses his Metamorph power to stretch and increase his reach.

The Spacecraft: The spacecraft functions as a constant source of cosmic energy. It has a directional antenna that constantly beams cosmic energy to the Super-Skrull, making him stronger than normal. In game terms, this gives the Super Skrull the Regeneration power in addition to his already considerable power list. Destroying the spacecraft should be a high priority for the heroes; unfortunately it’s not easy. The spacecraft is enveloped by a standard force field (4D) and is made of steel (or the Skrull equivalent), which is TN5 and Body 4. It’s also surrounded by an elite group of Skrull henchmen, and is protected by a blaster turret (see below).

If the spacecraft is successfully destroyed, the Super-Skrull immediately loses the Regeneration power and takes a 6D attack as the beam is disrupted. He resists this normally, but his Force Field cannot protect him against this attack.

The Blaster Turret: The Skrulls have set up a sentry gun to protect the spacecraft. At the start of each round, it opens fire on the closest model that is not a Skrull. Note that this could be Blastaar! The Skrulls haven’t had time to configure it to ignore Blastaar yet. It can be targeted and destroyed (TN5 Body 4).

The mists of time part, and the Avengers find themselves on the roof of a tall building in Manhattan, just as Immortus said they would. On an adjacent rooftop they spy the Fantastic Four, gathered around a strange-looking device.

“Good. They’re here, and so is the ship,” says Wasp. “Let’s go tell the FF they have to stop their science project for now.”

The Avengers walk towards the rooftop where the Fantastic Four are tinkering with the device. The Thing catches sight of them immediately and says something to the rest of the team, who turn to watch the Avengers approach.

“That ship…” says Starfox, trailing off. “It almost looks like—”

“Something’s wrong here,” says Captain America, as diabolical grins spread across the faces of the Fantastic Four.

Suddenly, the familiar forms of the FF waver and fade, only to be replaced by…

“Skrulls!” says Vision. “It’s a trap!”

All around the Avengers, Skrull soldiers suddenly appear, until that moment hidden by the Invisibility powers of their leader, The Super-Skrull! A harsh, booming laugh comes from behind the group. They whirl, only to see Blastaar of Baluur, the Living Bomb-blast!

“Immortus set us up!” exclaims Captain Marvel. “It’s an ambush!”

“Avengers, Assemble!” cries Captain America, unslinging his shield from his back. “Formation Alpha 2-3, on me! Let’s end this quickly, team!”

The start of the game. Board 1 on the left, Board 2 on the right.

Board 1 Deployment

Board 2 Deployment

ROUND 1

Before initiative is rolled, the blaster turret opens fire on the closest non-Skrull model: Wasp! This surprise attack hits her for 3 damage, half her Body! Ouch!

Also at the start of the round, the Super-Skrull has to pick what Metamorph form he will use for the round. I picked form #1, which gives him +6″ to Move, Melee Specialist, and +10″ reach. This pretty accurately represents his elasticity and he will stay this way throughout the whole game; I see no reason to change it.

The Avengers gain initiative. Captain America wastes no time. He activates his Enhance power and says some inspiring words. He manages to give Scarlet Witch one re-roll she can bank until she needs it. Then he takes the fight straight to Blastaar by charging the warlord of Baluur! He leaps atop the water tower with an Acrobatic Attack (a Brawler special maneuver); when all is said and done, Blastaar takes 4 Body worth of damage and gets knocked off the tower! He manages to keep his footing, but he just lost 2/3 of his health! Blastaar only has 2 Body left!

In response, Blastaar does what he does best, he blasts Captain America with concussive kinetic energy, scoring 6 net goals worth of damage, dropping Cap’s Body from 7 to 1!! Blastaar uses the Blast Back maneuver (a Blaster maneuver), and knocks Captain America off the water tower and onto his star-spangled ass. Cap fails his knockdown check and is back to where he started the round. How embarrassing!

Captain Marvel activates her Density Decrease and Invisibility powers, then Power Blasts Skrull group #2, taking 3 of their number out of the action. Then she uses her Flight and Speed to head over to Board #1, close to that Skull spacecraft and the Blaster Turret.

Skrull group #3 moves up and concentrates their fire on Vision. He rolls poorly to resist and takes 5 Body worth of damage, dropping from 9 to 4!

Wasp activates her Shrinking power and flies towards Skrull group #3, Power Blasting them and taking out 3 of their soldiers in a mirror image of Captain Marvel’s attack! Both henchmen groups on board 2 are down to 2 members each! Wasp continues the rest of her movement, putting her closer to Blastaar.

Skrull group #2 opens fire on Captain America, managing to inflict 1 more Body worth of damage, dropping Cap to zero health and forcing him to make a KO check. He passes! Cap is still in the fight, but he has lost all his Body in the first round of the game!

Vision charges into combat with Blastaar and delivers a Haymaker. He only scores 1 damage, but that knocks Blastaar back 3″ and he fails to remain on his feet.

Meanwhile, over on Board #1, the Super Skrull makes good use of the Fantastic Four’s powers. He activates his Damage Field and Invisibility powers, then moves to the edge of the building. With his 10″ reach, he can just barely hit Starfox by stretching across the gap between buildings. Using a combination of the Human Torch’s flame, Mr. Fantastic’s elasticity (and the Melee Specialist ability from Metamorph form #1), the Thing’s strength and Sue Storm’s invisibility, the Super Skrull is rolling and re-rolling a shit-ton of dice on this one attack. He does 4 Body worth of damage on the unsuspecting Starfox, enough to knock him back 12″ into the water tower. Starfox fails his knockdown check and wonders what the hell just happened.

Starfox uses 2″ of his movement to stand up and look around, but he doesn’t see the invisible Super-Skrull. Instead he charges Skrull group #2 and vents his frustration on them, wiping out the remaining two members.

Skrull group #1 fail to spot Captain Marvel, so they move towards the edge of their roof. No one is within range of their attacks, however; so they just sneer at the Avengers on the other rooftop.

Scarlet Witch moves forward and Power Blasts Skrull group #3, taking out the remaining 2 Skrulls.

Board 1: End of Round 1.

Board 2: End of Round 1

 

HOLY SHIT! That brings Round 1 to a close: one of the bloodiest Rounds in Super Mission Force History, at least in my experience. In the span of about 10 minutes, the results are staggering: Captain America, at zero Body! Wasp at half Body! Vision and Starfox, both at less than half their starting Body! Skrull groups #2 and #3 wiped out! Blastaar at 1 Body! In the immortal words of Charlton Heston: “It’s a madhouse! A maaaaaadhouuuusse!!!!”

ROUND 2

Both Captain Marvel and Super-Skrull maintain their Invisibility.

The Blaster Turret can’t see Captain Marvel, so it fires at the next closest non-Skrull: Scarlet Witch. After an impressive shot, Scarlet Witch manages to only take 1 damage (she had Cap’s re-roll and her Fortune power to thank for that).

Captain America stands up and moves into position where his Enhance power can do the most good. Unfortunately, he only manages to impart one re-roll to the group. He gives it to Vision. Then, because he’s close enough, he throws his shield at the prone Blastaar, but he misses!

The invisible Super-Skrull charges at Starfox, who, at the last moment, makes his Perception roll and notices something is attacking him. Nonetheless, the Super-Skrull clobbers Starfox right in the dick, dropping the Eternal to zero Body and knocking him back 9″. Starfox manages to stay both conscious and upright, but (as anyone who has ever been punched in the dick can attest) his mood immediately suffers.

Vision activates his Density Increase power and charges Blastaar. He makes use of Captain America’s gifted re-roll and pummels the Living Bomb-burst into next week. Blastaar fails his KO check and is out of action!

On Board 1, Skrull group #1 makes their Perception check and notices Captain Marvel. They concentrate their fire on her, and she loses 2 Body, dropping her from 6 to 4.

Starfox tries to get some payback. He charges Super-Skrull, using the Wild Card maneuver Power Attack, which gives him a couple of re-rolls. Despite rolling 6 dice with 2 re-rolls, Starfox fails to damage the Super-Skrull. Not really surprising; his recent experience is probably quite distracting.

Captain Marvel decides to attack the Skrull spacecraft, and Power Blasts it hard enough to penetrate the Force Field and do 3 Body worth of damage to it. It starts to spark and smoke, and on the other rooftop, the Super-Skrull feels a shudder in the cosmic force beam supplying him with power…

Wasp flies over to the edge of rooftop #2 and fires across the way at Skrull group #1. She only manages to pick off 1 Skrull, but that’s ok. Scarlet Witch moves up alongside her and shows Wasp how it’s done. She Power Blasts Skrull group #1 and wipes out the remaining four Skrulls.

Board 1: End of Round 2

Board 2: End of Round 2

ROUND 3

Captain Marvel fails to sustain her Invisibility, but Super-Skrull keeps his invisibility active.

The Blaster Turret shoots at Captain Marvel, clipping her for 1 damage.

Captain Marvel fires at the spacecraft again. This time she blows it to smithereens. The disruption of the cosmic energy beam causes 1 damage to the Super-Skrull and removes his ability to Regenerate, which is something he hasn’t needed to do yet as he hasn’t taken any damage.

Super-Skrull has had just about enough of Starfox, so he belts him hard, knocking him back another 9″. Starfox is KOed!

Captain America spots Super-Skrull,  recharges his Acrobatic Attack and charges! He drops Super-Skrull down to 1 Body with his heroic charge, but falls to Super-Skrull’s Damage Field, which does 3 goals of damage to Cap. Cap is KOed!

If Super-Skrull somehow survives this round, the Blaster Turret will fire again. With this in mind, over on Board #1, Wasp attacks the turret and blasts it to bits.

Scarlet Witch tries to locate the invisible Super-Skrull so she can attack him, but she can’t find him. All she does is move closer to where she thinks he is.

Finally, Vision activates his Density Decrease power, effectively becoming a ghost. He perceives the Super-Skrull and flies directly through him, doing a Ghostly Attack. Super-Skrul takes 1 damage from the attack and fails his KO roll. Super-Skrull is KOed!

Victory to the Avengers!

 

Board #1: End of Game

Board #2: End of Game

EPILOGUE

Wow. That was a fast game, indeed. Three total rounds saw three henchmen groups, two heroes and two villains wiped out, three more heroes reduced to half or less health, and one more hero wounded. No one escaped pain! All in the span of about 25 minutes real time!

I changed this scenario in several ways. First, I spread the battle out over two separate rooftops. Second, I felt the Super-Skrull needed a little help, so I increased the number of Skrull soldiers and added Blastaar to his team. I also added the blaster turret as additional security. Other than these additions, the battle was pretty similar to the original publication.

Since Kang isn’t bringing the heroes back this time around, he has no intention of healing their injuries. That means I have to roll on the Fate of the Fallen table for anyone KOed during this scenario: namely Starfox and Captain America. Starfox sustained a rather serious groin injury (who saw that coming?). As such, he is -3″ to his Move and -1D to all his attacks for the next battle. (Groin pain lingers, my friends…)

Despite being blasted by Blastaar and some Skrulls and being burned by Super-Skrull’s flames, Captain America manages to come through with only minor scrapes. He’ll be ready to go next scenario with no ill-effects. That’s because Captain America is Captain America, and not Starfox.

It’s also noteworthy that I rolled very high for most of the game, including all the Recharge rolls I was required to make. That’s why the Super-Skrull and Captain Marvel were invisible for most of the game. That’s not usually how it goes.

Here are my Super Mission Force builds for the Skrull force:

Super-Skrull (Powerhouse): Major: Metamorph, Super-Strength Minor: Damage Field, Flight, Force Field, Invisibility, Power Blasts, Regeneration (only when cosmic beam is active)

Blastaar (Super): Major: Power Blasts Minor: Armor, Flight, Resistance, Super-Strength

Elite Skrull Henchmen: Minor: Armor, Power Blasts

The battle in Midtown Manhattan was bound to draw attention, and it caught the notice of the world’s first super-team, the Fantastic Four! They arrive in their patented Fantasti-car, and after several minutes of introductions and explanations, the Avengers from the future and the Fantastic Four from the past come to an understanding.

“So that’s basically it, Dr. Richards,” says Captain America. It will be several years before they will be on a first name basis, at least by Mr. Fantastic’s timeline. “It seems we were duped, and I blame myself.”

“You can’t think that way, Captain America,” says Reed Richards. “Immortus is generally trustworthy; therefore I suspect it is Kang, his earlier incarnation, that is to blame.”

“Kang!” exclaims Scarlet Witch. “That would explain a lot.”

“Indeed it would,” says Vision. “But, how do we repair the damage to the timeline that we have already caused?”

“Don’t worry”, says Thing. “I’m sure Big Brain has already figured that out.” He unceremoniously drops the unconscious Super-Skrull into the Fantasti-car, while Invisible Girl claps the villain in power-dampening restraints. Similar restraints have already been applied to Blastaar, who glares at the Human Torch while the Torch, only feet away, makes faces at him.

“That’s essentially correct, Ben,” says Mr. Fantastic. “I think I have a plan to set things right.” Thing gives Captain America an “I told you so” look, then walks over to Starfox, who is moaning and clutching a cryo-pack between his legs. “Got ya right in the cubes, huh pal?” says Thing. Starfox nods weakly. “Ya just gotta walk it off. Just walk it off, buddy. S’all ya can do.”

Up next: the final showdown between the Avengers and Kang, the Conqueror!

 

 

 

 

MH-2 Time Trap Part 2: Drax the Destroyer!

PROLOGUE

As Captain America, Captain Marvel and Scarlet Witch vanish into the swirling mists of time, Immortus turns towards the remainder of the team. “You three must act no less swiftly if we are to save the galaxy from solar destruction. You will be sent to Earth’s moon, several decades in the past. There you will find Drax the Destroyer, in parley with an alien race that secretly works for the Eternal, Thanos.”

“But Drax hates Thanos, and has sworn to kill him,” says Thanos’s brother, Starfox.

“Just so,” says Immortus irritably, “but since I just told you they work for Thanos secretly, Drax does not know they work for Thanos. If he is not stopped, the aliens will convince Drax to destroy two Earth-made satellites in orbit around Mercury. These satellites study solar flare activity and without the data they provide, Earth will be unable to prevent the flare from destroying the galaxy.”

“So we must battle Drax,” Starfox says. “This isn’t going to be fun.”

“You need not battle Drax, only somehow prevent him from leaving with the aliens,” says Immortus.

“Perhaps we can ask him nicely to stay,” says Wasp. She glances around. “Just kidding.”

“Janet, your beauty truly inspires the most melancholy of poets,” says Starfox. “Sadly, I have never known Drax to be influenced by beauty.” He smiles. “Unlike myself.”

Vision stares at Immortus. The android’s face is inscrutable, revealing little of his true thoughts, although they very likely involve punching Starfox in the dick. “I am linked with the Avengers Mainframe,” he says. “We have no record of any satellites of Earthly origin placed around Mercury during the time you mention.”

“The inaccuracy of your computers is the least of our problems,” snaps Immortus. “Now, prepare yourselves, for we have no more time for discourse!” With that, billowing clouds of smoke envelop the Avengers, hurling them through space and time!

The Scenario:

It’s pretty straightforward: the Avengers must delay Drax the Destroyer long enough so that he doesn’t leave the Moon in the company of the aliens. They can accomplish this one of two ways: beat Drax and the aliens in a straight-up fight, or convince Drax that the aliens work for Thanos, his hated enemy. If they succeed in convincing Drax, he fights alongside the Avengers for the rest of the game.

Setup:

I used a 4′ x 4′ board depicting a strange area of Earth’s moon. There are rocky outcroppings and alien flora liberally scattered around the board, providing cover and blocking line-of-sight. Drax and two groups of alien henchmen set up on one side of the board. The Avengers deploy on the opposite side.

SPECIAL RULES

You were expecting this guy, perhaps?

 

Nope! This is Drax.

Convincing Drax: Drax is no deep thinker, but he’s not a dummy, either. Something about this whole thing seems fishy to him.  Any hero can spend an entire round trying to convince Drax to join their side.  It requires 3 Goals on a Chance roll to persuade Drax that the aliens really work for Thanos, and he’s fighting on the wrong side. At this time in history, the only member of the Avengers Drax knows is Starfox, who he recognizes as Thanos’s brother. Drax knows Starfox and Thanos hate each other, so Starfox only needs 2 Goals on his Chance roll to persuade Drax.

The Aliens: The alien henchmen groups are endless. Once a group is wiped out, a new group will deploy from the same table edge as they did at the start of the game. This occurs at the end of the round the group is wiped out. With their jetpacks, the alien henchmen groups can get to the action fairly quickly. The aliens try to avoid physical combat, instead using their maneuverability to get into good positions from which they can shoot at the heroes. If two groups can set up a crossfire and attack the same hero in a round, they will; if not, they attack separate targets.

The BFR: In the likely scenario that the Avengers convince Drax to switch sides, the aliens deploy their last resort: a Big F(ighting) Robot. The robot fights alongside endless henchmen groups against both the Avengers and Drax while the bulk of the alien force withdraws from the Moon. The scenario ends once either the robot or the heroes (and Drax) are defeated.

ROUND 1

As team leader in Captain America’s absence, Wasp quickly sizes up the situation. Two groups of the aliens, armed with energy rifles and wearing what looks like jet packs. That makes them fast and dangerous. And then there’s Drax. He’s the toughest guy on the Moon, and he knows it. “Starfox, you and I will take care of the aliens,” she says. “Vision, you tie Drax up long enough so he will listen to reason.”

“Understood,” says Vision. It doesn’t sound like he’s looking forward to what’s coming. “Please hurry.”

Initiative goes to the villains. Henchmen Group #1 flies out and takes cover behind a weird alien plant, then concentrates fire on the Vision, who is barely within range. They miss. Wasp activates her Shrinking power, then flanks the group and fires off her power blasts, managing to take out one of the aliens. Henchmen Group #2 activates and flies toward the center of the board. They take aim at Wasp, trying to eliminate one Avenger at a time; but they miss, too.

>drops mike<

Starfox charges into Henchmen Group #2, and scores enough net goals to completely wipe out all 6 aliens! (I did not see that one coming.)

Drax flies out to meet Vision, but since he’s too far away to charge, he blasts Vision with his ranged attack instead. Vision shrugs it off, taking no damage, and activates his Density Increase power. He knows he’s shortly going to go toe-to-toe with Drax, so it seems like a good idea. Not wanting to provoke someone who calls himself “The Destroyer” any further, Vision fires his power blasts at Henchmen Group #1, managing to inflict  1 more casualty on the group, dropping their number to 4.

At the end of the round, Henchmen Group #2 re-spawns at the table edge. These guys are endless!

End of Round 1

ROUND 2

The villains keep initiative, and Drax wastes no time charging into combat. He belts Vision with a Haymaker that ends up doing 2 Body worth of damage. Good thing Vision activated his Density Increase power, or he would have been knocked back 8″! Vision tries to grapple Drax, hoping to bind him up and make him listen to reason. He fails; and Drax rebuffs his embrace.

Henchmen Group #1 fires again at Wasp, but she nimbly dodges out of the way.

Dude, you had one job….

Starfox uses his entire turn to make an impassioned plea to Drax, trying to convince him that the Avengers are on his side. Even though he only needs 2 goals, he blows it. Drax silently vows to punch him in the dick as soon as he’s done with Vision.

Wasp blasts Henchmen Group #1, wiping them all out before flying off towards the center of the board, where she guesses Henchmen Group #2 will soon be. She’s right. They unload their guns on her, but miss.

End of Round 2

At the end of the round, Henchmen Group #1 re-spawns at the table edge.

ROUND 3

The villains keep initiative.

Henchmen Group #1 flies out takes up position around the Wasp, setting up a crossfire with Henchmen Group #2 (already in position). They open fire and manage to clip her for 1 Body worth of damage.

Starfox tries his best to persuade Drax again, using his entire round’s actions to do so. He fails.

“Hey…er… why don’t we all just…uh…relax, Drax?” says Starfox. Drax thinks it must be pure torture to have to hang out with an idiot like Starfox. He looks at Vision with pity before punching him with another Haymaker for another 2 Body worth of damage. Vision responds in kind with his own Haymaker, but Drax just takes the hit and smiles, unhurt.

Henchmen Group #2 opens fire on Wasp, managing to hit her for another 1 Body worth of damage. Wasp is taking heavy fire, so she blasts back, taking out 3 of the aliens before high-tailing it away to seek cover!

End of Round 3

ROUND 4

The heroes gain initiative!

Starfox tries again to convince Drax that the aliens are working for Thanos, this time with success! Drax suddenly remembers were he knows Starfox from and realizes he’s been duped. Man, is he pissed!

Henchmen Group #1 chases after Wasp, firing on her and inflicting another 1 damage, dropping her to half her overall Body!  Wasp fires back and blasts 3 of them before taking off. Henchmen Group #2 (only 3 strong), gives chase and fires at her again, but they miss.

“You DARE dupe Drax?!”

Drax activates, charging into combat with Henchmen Group #2. No surprise, he wipes the group out completely.

Vision targets what remains of Henchmen Group #1 with his solar gem, blasting them into unconsciousness.

End of Round 4

At the end of the round, both Henchmen Groups re-spawn at the table edge. Now that Drax is fighting on the side of the Avengers, the aliens deploy their secret weapon: the Big F(ighting) Robot!

ROUND 5

The BFR!

The villains take back the initiative. The BFR rumbles to life, eyes glowing with menace!

It charges into combat with the closest hero, who happens to be Vision, and decks him for a net 5 goals! Vision drops to zero Health with that one shot. Because of Density Increase, he doesn’t get knocked into next week, but he definitely needs a KO check. He passes, and manages to stay conscious!

Vision punches back, but in his weakened state he inflicts no damage. Henchmen Group #2 fires into the melee, heedless of the BFR. They’re hoping to hit Vision, who is clearly on the ropes, but they miss.

Starfox charges Henchmen Group #2, taking out 4 of them and dropping their number to 2. They’re effectively locked in melee with Starfox.

Henchmen Group #1 also fires into the melee, but they also miss Vision. Hey, they tried.

Drax charges the BFR, and busts it in the mouth (?) for 4 damage, knocking it back and down. Wasp flies over and blasts it for another 2 damage!

ROUND 6

Not many pictures here.

The villains keep initiative. The BFR struggles to its feet and charges Drax, walloping him for 2 damage and knocking The Destroyer back 8″. Drax manages to keep his footing.

Vision activates his Density Decease power, turning into a ghostly form (and protecting himself from any physical attacks). He blasts the BFR for another 2 damage. Sparks start to fly!

Henchmen Group #1 opens fire on Wasp, and riddles her with energy blasts, dropping her to 1 Body!

Being a pro, Wasp focuses on the main threat, the BFR, rather than sweet retaliation. It pays off! She blasts the BFR, doing 2 damage, dropping it to zero! It fails its KO check and is destroyed!

Victory to the Avengers!

Starfox turns, expecting to see more of the aliens coming. Instead, he sees their backs as they flee.

“It seems they are withdrawing,” says Vision, wearily. “I can’t say I’m sorry to see them go.”

“I will pursue them to the ends of the universe!” vows Drax. “I am no one’s pawn! Thanos will rue the day he dared—”

“Yes, yes… you’re welcome, Drax,” says Wasp. “But before you go, now that you know the aliens work for Thanos, promise us you won’t destroy those satellites.”

Drax looks confused, then suspicious. “What satellites?”

The Avengers exchange glances. “The ones the aliens asked you to destroy,” says Wasp.

“I don’t know who you are or what the hell you’re talking about,” says Drax. “Now get out of my way. I need to chase down Thanos’s minions and kill them. Then I need to kill Thanos.” With that, Drax flies off, just as the Avengers feel themselves once again drawn through time, summoned before Immortus!

EPILOGUE

Well, that was a quick game. It took about half an hour, not counting the time I took taking pictures and recording the action.

You may naturally ask: why did Kang want Drax delayed? Well, according to the original module, delaying Drax  “allows one of Thanos’s (unnamed) schemes to proceed, which would result in the destruction of the Avengers.” Not much detail there, but I guess Kang has his reasons.

I changed the scenario, but not much. I just added the big robot, because once the Avengers convince Drax to work with them, the scenario is essentially over. Drax helps the Avengers beat on the aliens, which is really no challenge at all in SMF. I didn’t expect it to take Starfox so long to convince Drax, but the dice weren’t his friend. Despite this, Starfox is the only Avenger who didn’t get hurt at all!

This scenario allowed me to use my Pulp Figures “Radon Zombies of the Ionosphere” miniatures for the aliens. I painted them up years ago and I’ve never had a chance to game with them until now. I love these guys!

Here are my Super Mission Force builds for Drax and the aliens:

Drax the Destroyer: (Super) Major: Super Strength;  Minor: Armor, Flight, Power Blasts, Resistance

Alien Henchmen: Minor: Flight, Power Blasts

Big F(ighting) Robot: (Powerhouse) Major: Scrapper, Super Strength; Minor: Armor, Construct, Resistance, Tough

Up next: “Skrulls….Why did it have to be Skrulls?”

MH-2 Time Trap Part 1: The Menace of the Mimic!

PROLOGUE

They are Earth’s Mightiest Heroes, the Avengers! Captain America, Captain Marvel, Vision, Scarlet Witch, Starfox and Wasp! Their quiet afternoon at Avengers Mansion is shattered, as suddenly, without warning, a visitor appears in their midst, trailing a mysterious, billowing smoke! They recognize him immediately as Immortus, Lord of Limbo!

“Avengers,” says Immortus. “We have no time to exchange pleasantries. In several days, a solar flare will destroy this galaxy. You must act quickly to prevent this, or Earth is doomed. The only way to do this is to allow me to use my mastery of time to send you back to various points in history, where you must prevent certain events from occurring. The flare develops as a result of these events, so you must alter the course of time and ensure they do not take place.”

“Wait a minute, Immortus,” Captain America says. “How do we know that this is the best course of action? Messing around with the timeline seems drastic. Perhaps we can consult with Dr. Richards and come up with a better plan?” Several of the Avengers nod in agreement.

“I am Master of Time, Captain, and I assure you we have little of it left. You must act now. There are two events that require immediate attention. The first involves a young man named Calvin Rankin. The other event concerns Drax the Destroyer. Both must be stopped!”

“Drax!” exclaims Wasp. “That’s never good news.”

“I assure you that Rankin is every bit as formidable. Nonetheless, we have little time to debate.”

Captain America nods reluctantly. “All right, then. Captain Marvel, Wanda…you’re with me. We’ll deal with Rankin. Starfox, Wasp, Vision…you handle Drax. And be careful.”

“How fortunate you are, Captain, to enjoy the assistance of these two beautiful women,” says Starfox, “but Janet’s beauty is so sublime that I consider myself equally fortunate.”

“Keep your mind on the mission, Starfox,” says Cap. I’d love to punch him in the dick, he thinks to himself.

Immortus turns towards Captain America’s group. “Very well, then. You will be sent back to the year 1969. Calvin Rankin is in Central Park. You must find him and convince him to put this on.” Immortus holds up a strange-looking headset.

“Why?” asks the Scarlet Witch.

Immortus sighs in irritation. “Have I not impressed upon you the need for haste? Because Rankin will eventually come in contact with an alien device that will increase his intellect a thousand fold, allowing him to develop dangerous technologies that will directly lead to the formation of the solar flare. This headset will ensure his mind will not be altered in this fashion. It will not otherwise harm him.”

“What if he won’t put it on?” asks Captain Marvel.

“Then you must put it on him,” Immortus says, as though talking to a child. He hands the headset to Captain America. “Now, enough talk. Prepare yourselves!”

The mysterious smoke billows forth from Immortus’s hands, surrounding the small team. They are transported through time!

The Scenario:

The prologue pretty much sums it up. The Avengers must find Calvin Rankin in the park and make sure he puts on the headset. What Immortus didn’t tell them is that Calvin Rankin is a powerful mutant with the ability to absorb and mimic the powers of anyone he comes across, and that he’s not going down without a fight. To add challenge, there are innocent civilians in harm’s way and the fight quickly draws the attention and intervention of law enforcement.

Setup:

I used a 4′ x 4′ area set up like a park, with trees and natural terrain scattered around. There is a lot of open space. A statue is in the middle of the board. The Avengers deploy on one side of the board. The Mimic is deployed at the statue. There are six civilians deployed randomly around the board. The police do not deploy at the start of the game (see below).

SPECIAL RULES

The Mimic: At the start of the game, The Mimic has a Move, Body and Psyche of 6 and has only one power: Mimic. The Mimic’s power is a stronger version of the Mimic super power in Super Mission Force. Once per round, the Mimic can attempt to copy the powers of EVERY hero within 15″ of him. The mechanism is the same: a 5D Psyche-based opposed roll, every goal allows the Mimic to mimic one minor power of his choice, while major powers require two goals. Obviously, the Mimic can’t copy powers that are not technically powers, such as Captain America’s shield, and cannot copy both the major and minor versions of the same power. (This is stronger then the normal Mimic power, which only targets one individual at a time, and has a range of only 5″.) Once copied, the mimicked powers are usable for the remainder of the scenario.

The Cops: It’s 1969, and those damn dirty hippies are protesting everywhere. The NYPD has a strong presence in Central Park, and they are not about to take any shit from a bunch of barefoot longhairs. There are 3 Henchmen groups of police officers that may eventually be drawn to the combat. The first group enters at the end of Round 2; the next at the end of Round 4, and the last at the end of Round 6. The groups enter via the board edge that is closest to the majority of the action.

“We’re here to help!”: Unfortunately for the Avengers, with the exception of Captain America, the cops have no idea who they are. (1969 is well before the formation of the team.) This means they’re just as likely to open fire on the heroes, especially if they feel there is a threat to public safety (and there is). The Avengers CANNOT harm the police officers in any way. They’re the good guys, remember? Instead, they must either work around the cops, or convince them that they’re the good guys. Any hero can spend an entire round trying to convince the cops to join their side. This is tough to do, as the cops are used to seeing outlandishly dressed youths rebelling against authorit-aah pretty regularly. It requires a 3 Goals on a Chance roll to persuade the police to stop shooting at the Avengers.

Cap has it easier. Some of these cops are veterans and fought in the Big One, and all of them know Captain America (who was technically still active at this time, although Steve Rogers is still in a block of ice somewhere…) It only takes Cap 2 goals to convince the cops that the Avengers are not the bad guys. Once the cops recognize this, they assist in any way they can.

Civilians: There are 6 civilians milling around the park at the start of the game. They move randomly at the start of each turn and follow the standard rules for civilians in Super Mission Force. If things go poorly, the Mimic will not hesitate to threaten innocent bystanders.

The Headset: The Mimic will not willingly put on the headset provided by Immortus (Kang). In order to slip it on his head while he is still conscious, a hero must win an opposed grapple check in close combat with the Mimic. Of course, it can be easily placed on his head if the Mimic is KO’ed. Captain America has the headset at the start of the game. Big surprise: the headset doesn’t do what Immortus says it does. Rather, it strips the Mimic of his powers entirely, thus ensuring he never joins the X-Men. As a result, more mutants, including some future Avengers, are subverted to future lives of crime rather than heroism. MU-HU-HAHAHAHAHAHAHA!

ROUND 1

Calvin Rankin sits on a stone bench, eyes glazed, riding a reefer buzz. The new Hendrix is on the transistor radio of the girl across the way: “Let Me Stand Next to Your Fire.” Hendrix reaches the chorus right around the time Calvin hears his name being called by a cat dressed like Captain America.

“Calvin Rankin,” Cap calls. “It’s important that we speak to you, son. Please come here.”

For a minute, Calvin considers it. After all, whoever this cat is, he has a couple of fab foxes with him. The he remembers the reefer. These three are probably from the draft board. Complete squares, man…

The civilians move randomly. The Mimic gains initiative for the round.

First, he moves just enough to catch all three heroes within 15″. Then he tries to mimic the powers of all 3 heroes. He gets enough goals to absorb Power Blasts (Major), Fortune and Jinx from Scarlet Witch; and Density Decrease, Flight and Invisibility from Captain Marvel. The only “power” he could absorb from Captain America is Super Agility, but he fails to do that. He promptly turns invisible. Then he decides to try out another of his new powers: Jinx. He successfully uses it on Scarlet Witch (who fails to detect him), which will make things tough for her on her next turn.

Captain Marvel fails to spot the Mimic, so all she can do is activate her Density Decrease power and fly out to the general vicinity of where she thinks he is. Scarlet Witch, possibly because she was jinxed, spots the Mimic and moves towards him. She trips and face-plants ( a result of the jinx), taking one Body worth of damage. She then successfully jinxes the Mimic right back, giving him a taste of his own bad luck. Captain America fails to spot the Mimic, so he moves to a position between his teammates and uses his Enhance power, granting Scarlet Witch two re-rolls to her dice pool and Captain Marvel one re-roll to hers.

End of Round 1

ROUND 2

The civilians move randomly; about half move away while the other half move towards the action. Gotta love scatter dice and random movement.

The Mimic keeps initiative. He fails to absorb any powers from Captain Marvel and Captain America. He becomes visible, as invisibility only lasts from turn to turn unless successfully recharged. He tries to recharge it, but fails (due to the higher difficulty as a result of being jinxed). He attempts to activate his Density Decrease power, but fails to do that, too. He Power Blasts Captain America, but Cap easily dodges. Mimic decides he needs to put some space between himself and the heroes and flies away. Unfortunately, because of the jinx on him, he twists his ankle taking off and takes 2 Body worth of damage. Ouch.

Scarlet Witch sees the Mimic getting closer to civilians and decides to blast him. She succeeds, inflicting another 2 Body worth of damage on the Mimic. Captain Marvel maintains her Density Decrease power and flies straight through the statue, coming into base contact with a nearby civilian. This means she is protecting him, and any attacks against the civilian will target Captain Marvel instead. She takes her attack action to blast the Mimic again, but fails to damage him. Finally, Captain America charges forward, trying to get close enough to at least throw his shield. Unfortunately, he’s just out of range.

Here comes The Fuzz!

At the end of the round, the first group of police arrive at the closest table edge, drawn by the sounds of combat! Not a good round for the Mimic, as he’s lost 2/3 of his health!

End of Round 2

 

ROUND 3

The civilians move randomly, and one of them moves off the board to safety. The initiative goes to the Avengers, followed by the Mimic and finally, the cops.

Scarlet Witch wastes no time firing at the Mimic again, but fails to hit. The Mimic absorbs Speed, a major power, from Captain Marvel. He fails again to recharge his Invisibility power, so he instead activates Density Decrease and fires his Power Blasts at Captain America, wounding him for 1 Body worth of damage. He then uses his newfound Speed power to beat a hasty retreat, flying far across the board and into base contact with a civilian! What nefarious plans could he have?

The cops activate, and, seeing how Scarlet Witch is the closest target and is obviously a dirty hippie in a slinky costume, they open fire on her, inflicting 1 Body worth of damage, despite both her Fortune power and the re-rolls Cap gave her through Enhance. Captain America forgoes all his actions to try to convince the police that the Avengers are not the enemy…

“You, sir, are NO Captain America!”

…but totally screws the pooch. The cops ain’t buyin’ it.

Captain Marvel tries to blast Mimic before he can harm the civilian, but misses. She decides to stay and protect the civilian she’s currently with.

ROUND 4

The civilians move randomly. The initiative goes to the Mimic, then the cops, and lastly, the Avengers.

The Mimic fails again to recharge his Invisibilty and fails to maintain his Density Decrease power. Ignoring the civilian, he uses Speed to position himself behind the Scarlet Witch. He fires his Power Blasts at her, but misses.

Ignoring Captain America, the cops open fire on the Scarlet Witch again, but due to her Fortune power, they miss. Captain Marvel chases after the Mimic, blasting him for 1 more damage. The Mimic is reeling, with only 1 Body left!

Captain America once again tries to convince the cops that the Avengers are no threat, but the cops still aren’t buying it. (He’s really rolling like crap.)

At the end of the round, another group of cops enters from the opposite side of the board.

ROUND 5

The civilians move randomly. Another moves off the board. (“Feets, don’t fail me now!”)

The initiative order is The Avengers, the cops, then the Mimic.

Captain Marvel presses her attack, but fails to hit the Mimic with her blasts. The cops closest to Scarlet Witch fire upon her again. Her Fortune power didn’t recharge, but lucky for her she dives on the ground fast enough to avoid being riddled with bullets. The newly-arrived group of police fire upon the Mimic but miss.

End of Round 5.

The Mimic finally succeeds in recharging his Invisibility power. He turns invisible and blasts the Scarlet Witch, who fails to spot him. He does enough damage to KO her handily, and she fails her check to stay up. Captain America tries one more time to convince the police to help, and this time he finally succeeds (perhaps watching the Scarlet Witch get blasted into next week drove the point home). From now on, all the cops will target the Mimic, if possible.

ROUND 6

The remaining civilians move randomly as usual. The Avengers will act first, then the Mimic and finally, the police.

Captain America manages to spot the Mimic, despite his invisibility. He charges forward and hurls his shield at the Mimic, but misses.

“He’s got a kid!”

The Mimic loses his Invisibility and fails to recharge it. He’s getting desperate now, and decides he will take a hostage. He flies across the board into base contact with a civilian and grabs him, intending to use him as a bargaining chip, or, failing that, as a human shield! All attacks targeting the Mimic may hit the civilian instead!

End of Round 6

For the rest of the round, the cops closest to the Mimic surround him with guns drawn, but hesitate to open fire because of the hostage. The other cops move closer to the hostage situation, as does Captain Marvel. Finally, at the end of the turn, more cops arrive: two motorcycle cops and a heavy machine gun. They’re done playing!

ROUND 7

Whatever civilians are left move randomly, except for the kid being used as a human shield by the Mimic.

The cops act first, followed by the Avengers and the Mimic.

All the cops move to surround the Mimic. They don’t do anything else.

An eerie stillness descends on Central Park, broken only by the terrified gasps of the child hostage. The Mimic, wounded and under the influence of something, is like a cornered animal, snarling alternately at the Avengers and the police. Only the years of training stays the trigger-fingers of the NYPD; that and the commanding presence of the Sentinel of Liberty, Captain America.

Captain Marvel silently calculates her chances of blasting the Mimic without harming the child. She glances at Captain America. A subtle shake of his head tells her all she needs to know. “Stand down, Monica.” She hears it as clearly as if he shouts it aloud.

 

The Moment of Truth…

Captain America charges into hand-to-hand combat with the Mimic. The Mimic attempts to fend off Cap by placing the child in harm’s way, but Captain America is a seasoned combatant. He scores six total goals. The Mimic resists with only five! He takes one damage, enough to force a KO check. He fails!

Victory to the Avengers!

Captain Marvel soothes the child while Captain America checks Calvin Rankin’s vital signs and, finding them steady, removes the headset from his belt. “I don’t like playing around with people’s minds, Monica,” he says softly, as the child is led away by police.

“I know, Cap. But the alternative…I’ll go check on Wanda.”

Cap nods. He places the headset on Rankin’s head.

EPILOGUE

First up, apologies for the yellowish tinge the pictures have. I’m not sure what the problem is, but I find it annoying. I’m no photographer.

I changed this scenario a bit. As originally written, all the Avengers are present, and the Mimic has to fight the whole team. If things start to go badly, a bunch of his football player friends show up to help beat up the Avengers. (Uh-huh.)

In Super Mission Force, 6 against 1 is a recipe for disaster, so I made the Mimic more powerful and split the team up. I think it worked out ok. I don’t have any high school football player miniatures, but I have plenty of cops. So I used them instead.

The dramatic scene at the end really wasn’t planned. It just kind of happened that way. Part of the fun of playing these adventures is trying to remain true to what I think the heroes would do in the comics, so having Cap take the shot seemed natural, as he was best equipped to take out the Mimic in hand to hand without harming the innocent hostage. Besides, he was carrying the headset…

Up next: Drax the Destroyer!

MH-2 Time Trap: a Super Mission Force Campaign

It’s been a while since I’ve posted an After Action Report, and Forgotten Heroes has given me a hankerin’ for some supers gaming. I’ve decided to convert another old TSR Marvel Super Heroes RPG module to Super Mission Force. This time around: MH-2: Time Trap, featuring the Mighty Avengers!

The antagonist of this adventure is none other than Kang the Conqueror, who is generally aggravated that—despite being a master of time travel—he keeps losing to the Avengers every time he tries to take over the world. The Avengers annoy Kang, so Kang comes up with a surprisingly good plan to deal with them: make sure they never exist. Disguising himself as Immortus (his future, somewhat good-aligned incarnation), Kang invents a story about how a huge solar flare will destroy Earth in a few days unless the Avengers can stop it. In order to do so, they must travel back in time to stop several key events from happening, thus ensuring the solar flare is never triggered.

In reality, Kang is sending the heroes back in time to undo their own existence. He figures that if the Avengers never form as a super team, he will have a much easier time conquering Earth. The Avengers must discover Kang’s plot and turn the tables on him lest they be trapped in time forever and lest Earth fall prey to Kang’s tyranny.

The Avengers team roster for this adventure consists of (L-R) Wasp, Vision, Scarlet Witch, Captain America, Starfox and Captain Marvel (and a cola machine). Not exactly the powerhouse team from the movies, but a solid slice of 1980’s, Bronze Age comic history, when Scarlet Witch was nowhere near as powerful as she is now and someone thought it would be cool to put Starfox in the Avengers.

Starfox = huge douche. Just my opinion.

As with any TSR Marvel adventure, adapting it to a miniatures game like Super Mission Force will require some tinkering. The general trend in TSR Marvel adventures is one encounter/battle per chapter. Often the villains battled are lame, and the super team can deal with them without too much trouble. This works better in a roleplaying game than on the miniatures table. For example, in my last Super Mission Force campaign, based on the adventure The Breeder Bombs, there was a chapter where the X-Men fought the Soviet Super Soldiers. As originally written, the X-Men travel to the USSR and fight the Crimson Dynamo and a bunch of Soviet Super Troopers (basically armored henchmen). To draw a clear picture, that’s Cyclops, Storm, Kitty Pryde, Rogue, Colossus, Nightcrawler and Wolverine vs. the Crimson Dynamo and a bunch of scrubs. That may be fun in a roleplaying game, but in SMF, the Russians are going to get their asses kicked pretty damn quick. Henchmen are rarely much of a problem for most heroes, and a team as powerful as the X-Men would wade through henchmen groups in no time. So I changed the opposition to the entire Soviet Super Soldiers team, and it was much more of a challenge. I will have to do similar altering of the original module for this campaign as well.

Here are my Super Mission Force builds for the Avengers:

Captain America (Powerhouse) Major: Scrapper, Enhance Minor: Clever, Melee Specialist, Shield, Super-Agility

Captain Marvel (Super) Major: Speed Minor: Density Decrease, Invisibility, Flight, Power Blasts

NOTE: In order for Captain Marvel to use her Speed or Flight powers, she MUST use and/or maintain Density Decrease first.

Vision (Super) Major: Super Strength Minor: Construct, Density Increase/Decrease, Power Blasts, Flight

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

Starfox (Wild Card) Minor: Flight, Stun, Super Strength, Tough

Wasp (Blaster) Major: Power Blasts, Minor: Flight, Shrinking

Looking the team over as a whole, it’s pretty powerful by SMF standards, with one Powerhouse and two Supers. As usual, I ignored the SMF rules on team composition, opting instead to be true to the established characters. I think it’s pretty tough to imagine these heroes without the powers listed, even if that makes them more powerful than a typical SMF team would be. They’re the Avengers, dude! Don’t sweat the small stuff!

Up next, Scenario One:  The Menace of The Mimic!

Forgotten Heroes 2018, Submission 1: The Water Wizard!

It’s June, which means it’s time for Forgotten Heroes!

Last year my fellow miniatures enthusiast Carrion Crow invited me to take part in the Forgotten Heroes challenge. I played hard to get at first, but then when I saw how much fun it was going to be, I begged him to let me take part. He graciously agreed. I converted and/or repainted the entire Liberty Legion, along with special guests Spirit of ’76, Patriot, Union Jack and Bucky! This year, I’m hoping to submit three Forgotten Heroes, not a whole team. So, without further ado, here’s the first:

 

The Water Wizard is a really lame Marvel villain with water powers. In fact, it turns out he can control almost any liquid, not just water. You would think this would make him pretty powerful, but Water Wizard is an idiot. In 1977, he made his debut in the Ghost Rider comic book and promptly got his clock cleaned by Ghost Rider, both in his initial appearance and pretty much every time they met after that.

He actually fought some other Marvel good guys, like Captain America, with predictable results (he lost). He was recruited by criminal financier and Hugh Hefner lookalike, Justin Hammer, but ran away when he had to fight Iron Man.

After a while, Water Wizard changed his name to Aqueduct, which is an even dumber name than Water Wizard, and tried to continue his criminal ambitions. Instead he joined the Thunderbolts and that’s about when I lost track of him.

To make this conversion, I used three figures. Because I never throw anything out, I had a headless Quicksilver left over from when I made Jack Frost in my first Forgotten Heroes challenge last year. . He’s been grotesquely hanging around in a corner of my hobby space since then. I thought that the head of the Weather Wizard (similar name, different publisher, equally lame bad guy) would look pretty good on the body. His  hair is already blowing around, so it would match pretty well with the running pose. For added effect, I thought I would use this water spume on the Aquaman figure for something…

An idea took shape. I re-headed and rebased the miniature, and sculpted his fashionable hip waders out of green stuff. (A side note: I suck at sculpting anything. This is problematic, as my next Forgotten Heroes submissions will require much more sculpting. Thus I have sought the aid and advice of a sculptor extraordinaire to guide my efforts henceforth…)

I removed the cumbersome Aquaman model from the water spout and attached it to a base of green stuff sculpted to look like water (I can handle that much). Now it looks like the water is moving with him. Then I painted the model to resemble Water Wizard.

Hi running pose actually looks pretty accurate. I only have to face him away from any hero model since Water Wizard often flees. I don’t have a Daredevil-like sense of touch, so I couldn’t tell if the diagonal slash on Quicksilver’s costume was raised or if it was just a painted on until I painted over it. Turns out it’s actually part of the sculpt, which is unfortunate, as you can still barely see it through my paint. Also, I now have a headless Weather Wizard where my headless Quicksilver used to be.

Forgotten Heroes 2018 submission 1: complete!

 

 

Poison Ivy

Poison Ivy has become one of my favorite Batman villains, although it wasn’t always so. (Take the movie Batman and Robin, for example; like Arnold Shwarzenegger’s Mister Freeze, the less said about Uma Thurman’s portrayal of Ivy, the better.) I didn’t really start to like her until the Batman: The Animated Series episode “Harley and Ivy”, in which the two ladies team up to take over Gotham’s crime scene, at least until Batman and the Joker find out about it.

Ivy appears in all but one of the Rocksteady Batman: Arkham series of video games, of which I am a huge, obsessed fanboy. And now, with a particularly cold-blooded version of Poison Ivy running amok on the current season of TV’s Gotham, I thought it was a good time to feature her here.

This repainted Heroclix Ivy is from the DC Cosmic Justice set. It’s the classic, early version of Ivy, before she got chlorophyll for blood and became more plant than human. I based her on a small piece of Spanish moss. Behind her are some of her pets: the big monster plants are Dragon Plants, new from Reaper’s Bones collection. The pod plants are also from Reaper Bones; they’re Death Star Lilies.  The big Man-eating Plant in the middle is from Armorcast.

 

The little plant people are Vardu Sprouts, from Hydra Miniatures’ Primal Dawn range. When I ordered them I thought they would be bigger than they are, but they’re sprouts, after all. I just based them two to a base. I plan on having the pod plants spit them out as a renewable source of plant henchmen.

Lastly, the big guy is an old version of Reaper’s Swamp Shambler. I painted him years ago, and he looks a lot like a certain…bayou-dwelling…Plant Elemental…known for…punctuating…his speech…with lots…of…elipses…but in this context he’s Ivy’s bodyguard, should Batman ever get too close. He’s better than that horrible version of Bane in Batman & Robin, anyway.

Man, was ANYTHING in that movie any good? No. Not a thing.

Anyway, here is my Super Mission Force build for Poison Ivy:

Poison Ivy (Wild Card) Minor: Barrier, Entangle, Summoning, Telekinesis

I can hear some of you already: “Now hold on a second, Angry Piper! Barrier and Entangle, I can see. But since when does Poison Ivy have Summoning and Telekinesis?”

To that, my friends, I would say you must think outside the box a bit. What is Poison Ivy’s main power? Plant control. Unfortunately, there is no plant control power in SMF. Ivy can get plants to do a lot of stuff, like entangle enemies or form barriers…or grapple enemies at range with super strength, bear herself aloft to higher elevations (a’ la Jack and the Beanstalk), or manipulate objects at a distance using plant-y tendrils. (In other words: Telekinesis, only using the plants instead of her mind.) She can will plants to fight for her and pretty much instantly mutate normal plants into killing machines. Kind of sounds like Summoning, no?

Of course, if you don’t like my version of Poison Ivy, you could substitute some or all of these powers with others you may find more thematically appropriate, like Armor, Damage Field, or Enhanced Senses, to name a few. When using Ivy in a scenario, I would let her have a few plant guardians and/or henchmen in place at the start of the game. She’s really not that tough, otherwise; and she would likely be defeated before she could use her powers to summon reinforcements. Just my 2 pesos.

 

 

Juggernaut and Black Tom

Juggernaut is a classic X-Men villain, a physical titan who is counterpoint to his brother Charles Xavier’s mental mastery. Unfortunately, he often hangs out with Black Tom Cassidy.

Black Tom is the cousin of Sean Cassidy (not to be confused with Shaun Cassidy, the Hardy Boy), better known as the X-Men’s Banshee. Black Tom was created by veteran X-Men scribe Chris Claremont, a man responsible for many great X-Men storylines and characters. Unfortunately, he’s also responsible for many horrible X-Men characters (like Black Tom Cassidy), as well as the nightmare “alternate-reality/timeline” clusterfuck that characterizes the X-books to this day.

I have mixed feelings about Mr. Claremont. On the one hand, his X-Men work with John Byrne in the late 70’s/early 80’s is iconic. But then, in the 90’s, he created Gambit.

No matter how conflicted I feel about Mr. Claremont, my feelings about Black Tom are crystal clear. Like many of Claremont’s characters (Moira Mac Taggart, for example), Black Tom suffers from ridiculous ethnic stereotyping. He’s all “begorrahs” and “boyos” and “blimeys”.  I get that he’s a comic book villain, but fer Chrissakes, man. Black Tom also channels his powers through a shillelagh, because of course he fucking does. 

In case you can’t glean as much from the tone of this post, I actually hate Black Tom Cassidy more than I hate Gambit (I didn’t know that was possible). Nevertheless, he hangs out with Juggernaut, so….

Here are my Heroclix repaints of Juggernaut and Black Tom. I look at these and while I’m happy with the repaints, I have a slight problem…Juggernaut is way too small. According to the Marvel wiki, Juggernaut is 9’5″. The fact that he’s hunched over (no doubt plodding forward) doesn’t help, but I feel like Juggernaut should be HUGE. Take this screen shot from the Marvel Super Heroes video game:

Yeah. That’s Juggernaut. Not someone slightly larger than Black Tom Cassidy. He can fit his whole hand around Iron Man’s waist! (In the video game, he’s actually bigger than the Hulk.)

There are other Heroclix versions of Juggernaut, but, IMO, this one is the best sculpt. I wish it was bigger, but I’ll live with it.

As far as Black Tom goes, his sculpt is fine, although the flame coming out of his shillelagh (why does that sound dirty?) is made out of that translucent ‘Clix plastic I hate so much. I painted flames over it, for better or worse.

Here are my Super Mission Force builds for Juggernaut and the reviled Black Tom Cassidy:

Juggernaut: (Super) Major: Super Strength, Minor: Armor, Density Increase, Resistance, Tough

Special Rules: Unstoppable: Juggernaut’s Density Increase power is ALWAYS on. He doesn’t have to activate it, nor can he choose to deactivate it. This makes him immune to knockback at all times. It also means he can’t charge, only move at his normal rate. Juggernaut can be Entangled, but only until his next activation. He automatically wins any opposed roll to escape an Entangle. He just plods forward. Juggernaut can be grappled normally. (If you want try grappling Juggernaut, good luck.)

Black Tom Cassidy: (Blaster) Major: Power Blasts, Minor: Clever, Rapport (Juggernaut)

Note: this is the old version of Black Tom, the one I know and hate from a few decades ago. Apparently, Black Tom is now part wood, and can control wood. If you prefer, I guess you could give him Armor and Melee Specialist instead of the minor powers I gave him to reflect his current version. He’ll still suck, though, because he’s still Black Tom Cassidy.

 

Terror of the Toyman! Conclusion

Quick synopsis: The Toyman is attempting to detonate a bomb during the Christmas celebration in the town square. Superman is attempting to thwart his nefarious scheme and protect the civilians that have been drawn to the square by the big stacks of presents Toyman dropped to lure them there. For more detailed scenario information and special rules, please refer to my last post.

At the start of the game, here is the board setup:

There are 7 possible locations for the bomb.  Clockwise from the top right corner, they are: stack of presents 1, the fountain/Christmas tree, stack 2, the house, stack 3, stack 4, and the church.

Superman sets up in the middle of the board, while 6 civilians are scattered around the board.

ROUND 1

Toyman won’t arrive until the end of round 3, so no initiative roll is necessary. Superman has a few rounds to get a jump on finding the bomb’s location. First, though, the civilians randomly meander around.  Then, I draw from the location and hazard decks. I get stack of presents #3 as the location, but draw a “nothing happens” as an event. An early lucky break for the Man of Steel!

Superman moves to the closest possible location, which is the fountain and Christmas tree. He takes a Special Action to scan for the bomb. The secret counter underneath the tree reveals there is no bomb here (good thing, or this would have been a short game indeed). Superman uses the remainder of his Move action to fly to stack #1. Although he can easily reach it, he can’t take any further actions this turn, so the round ends!

Score: 0-0

ROUND 2

Once again, the civilians move around randomly. My deck draws indicate that the Santa Bot appears at stack #1, which just so happens to be where Superman is at the moment. And it’s a good thing, too, considering that 2 civilians are within range of the Santa Bot’s machine gun (Power Blasts) and would have certainly been easy targets if the Man of Steel wasn’t around to draw the Bot’s fire.

Since Toyman isn’t around to direct his toys yet, Superman automatically has initiative. Superman now has to decide whether to fight the robot or scan the stack of presents for the bomb; he can’t take both a Special Action and a Combat Action in the same turn! Being Superman, he decides the most immediate threat to the civilians is the Santa Bot, so he charges the Bot and attacks! He does a measly one net goal’s worth of damage, not enough to drop the Santa Bot. The Bot fights back, but fails to hurt Superman at all. The round ends!

Score: 0-0

ROUND 3

“Great Caesar’s Ghost!”

Once again, the civilians wander without purpose. My deck draws indicate that at stack #2, Teddy appears! Teddy is a big robotic teddy bear that isn’t very friendly. Unfortunately there is a civilian who looks an awful lot like Daily Planet editor Perry White standing right next to present stack #2. Perry White threatens the bear with a rolled-up copy of the Planet, but Teddy doesn’t seem too impressed.

Now Superman has a real dilemma: protect the civilians nearest him, protect Perry White on the other side of the board, or scan for the bomb??

Superman attacks the Santa Bot with a haymaker, flooring the robot with a net 7 goals of damage! That takes care of the civilians nearest to him, but should he scan stack #1 for the bomb next turn, or leave to protect Perry White from Teddy?

It’s no choice at all. Superman uses his Move action to fly across the board into base contact with Teddy, thus ensuring the big robotic bear has his full attention.  Teddy attacks Superman (leaving Perry White alone for now), but fails to do any damage.

At the end of round 3, the Toyman arrives in spectacular fashion by parachuting onto the middle of the square inside a huge Christmas present!

Score: 0-0

ROUND 4

The civilians move randomly, as usual. One of them takes the opportunity to get the hell out of the square and moves off the board, thus ensuring he lives to celebrate Christmas at all! Perry White’s random movement actually moves him closer to Teddy, but I decide that Mr. White is probably a lot smarter than that and move him in the opposite direction. The deck draws indicate that the house is the location for this round’s event, which is that the clockwork soldiers regenerate or that nothing happens. Since the soldiers aren’t in need of regeneration, nothing happens!

This is the first turn Toyman is on the board, and so initiative has to be determined. Toyman beats Superman’s roll. The huge present opens, and Toyman and his clockwork henchmen emerge!

Superman attacks Teddy, inflicting 2 net goals of damage and knocking Teddy back 8″.  Teddy is knocked down and can’t reach Superman to fight back on his turn.

Score: 0-1, Superman

ROUND 5

The civilians move randomly. The deck draws indicate that the 2 rock’em, sock’em robots burst out the front door of the church! Unfortunately, there are 2 civilians directly in the path of these clanking, metallic pugilists, and the Man of Steel is all the way across the board! What can he do?

Well, nothing yet, because Toyman keeps initiative this turn. He moves himself and his clockwork henchmen within firing range and open fire on Superman! They manage to inflict 2 net goals of damage. Ouch!

Superman is once again faced with a dilemma. Two civilians are in danger from the robots at the church, and Perry White is stuck between Teddy and the Toyman. Plus, there’s that pesky bomb to find…

Superman does the best he can. He flies over to Perry White and grabs him up, continuing to the nearest board edge and moving his boss to safety. Since this doesn’t count as an action, Superman returns to stack # 2 and uses his Special Action to scan it for the bomb, ignoring both Toyman and Teddy for now. Unfortunately, his gamble fails. Stack #2 doesn’t contain the bomb, either!

Teddy charges Superman, but Superman shrugs him off, and can only watch helplessly…

…as the robots move to attack the closest civilian and quickly pummel him into unconsciousness. Poor guy! Where’s Superman when you need him?

Score 1-2, Superman

ROUND 6

It’s halfway into the game, and Superman has only been able to scan 2 of the possible 7 bomb locations. That bomb could go off at any moment! He better get moving!

Of course, the civilians move randomly first. Another moves off the board to safety. The deck draws indicate that stack #4 is the location, and the event is once again that the clockwork soldiers regenerate or nothing happens. The soldiers have not been damaged, so nothing happens.

Superman gains initiative. A quick look at the board shows that there are only 2 civilians left to protect. One is all the way over by stack #1 and is in no immediate danger from anything, and the other is right next to the rock’em, sock’em robots. Superman leaves combat with Teddy to race across the board to the civilian near the robots. (Teddy gets a free attack on Superman as he flies away, but does no damage.) He flies the civilian off the board to safety and then lands next to the church, where he uses his Special Action to scan the church for the bomb.  Once again, there is no bomb.

Toyman marshals his henchmen and moves towards Superman. The robots move towards him, too; and Teddy moves as fast as he can in Superman’s general direction. That’s about all they can do.

Score: 1-4, Superman

ROUND 7

Civilians move. The Toyman’s deadly squadron of toy planes activates near stack #3.

Toyman gains initiative. He sends his planes over to attack Superman. They open fire, but fail to harm the Last Son of Krypton! Superman returns fire with his heat vision, destroying all but one of the planes. The robots charge into combat with Superman and mange to inflict one net goal of damage. (I probably should have moved Superman somewhere else and scanned another location, but instead I attacked the planes and forgot to move him at all! Dumb!) Toyman, his henchmen and Teddy all move towards Superman, but none of them can do anything else.

Score: 1-4, Superman

ROUND 8

The one remaining civilian on the board moves around, but she’s so far away she’s in no danger unless something activates at stack #1 this turn. Instead, nothing happens at the fountain and Christmas tree this round. That bomb is still out there, and there are not many turns left. There are still 4 possible locations that bomb could be: stack #1, stack #3, stack #4 and the house!

Superman keeps initiative and leaves combat with the robots,taking 1 goal of damage in the process. He moves to stack #4, directly in front of him, and scans the stack for the bomb. No luck! he still has plenty of movement left, so he speeds over to stack #3. He can’t do anything else on his turn, but at least he’s in position for next round…if it’s not too late!

Toyman’s group and the one remaining plane move into firing range and open fire, but Superman takes no damage. The robots and Teddy both chase after Superman, but they pose little threat to Superman at this point. There’s only one civilian left and she’s safely out of harm’s way. The main concern is the bomb!!!

Score 1-4, Superman

ROUND 9

The civilian wanders around stack #1. Holding my breath, I draw from both decks. Stack #2 is the location…and nothing happens!!!! Whew!

Superman keeps initiative. Superman immediately scans stack #3, hoping to find the bomb, but there is no bomb! There are only 3 rounds left in the game, and the bomb could go off on any one of them! Since one civilian has already fallen, if the bomb goes off, there is no way Superman can win this scenario.There are only 2 places it could be: stack #1, or the house. The house is closest…

Superman makes another calculated risk and flies across the board to stack #1., where he will scan for the bomb next turn. Even though the house is closer, he could get bogged down in combat with the Toyman’s toys, as they will all be in the same table quarter as the house by the end of this turn. It’s a gamble to be sure…

Toyman and all his toys consolidate near the house.

Score: 1-4, Superman

ROUND 10

The remaining civilian moves. Convinced I’m about to draw the Joker, I pull from both decks. The location is the church…the event is…the presents shuffle positions! Lucky for Superman, the stacks that switch positions are stack #3 and stack #4, so he doesn’t have to worry about chasing stack #1 around the board…

Superman keeps initiative. He scans stack #1, and discovers the bomb. And not a moment too soon! Victory for Superman!

Score: 1-9, Superman.

Analysis

Well, this game was the most fun I’ve had playing with myself since…well, never mind.

Despite going for 10 rounds, this game played very fast (about 30 minutes). The ending score was not as much of a runaway victory for Superman as it appears. If the bomb had gone off, there was no way Superman could have won the game, as he had already lost a point for the wounded civilian in round 5.  Even if Superman saved all the other civilians, had the bomb exploded, the final score would have been 5-6, Toyman.

The game went down to the final 3 turns. The last 3 cards were the 10, Jack and Joker; the two “present shuffle” events and the bomb going off. I really did shuffle the cards pretty well, or so I thought. In any event, despite all hazards being activated, Superman got really lucky by drawing all the “nothing happens” events during the game. This gave him the breathing room he needed to try to be everywhere at once.

Well, almost everywhere. This guy will be spending Christmas in the hospital.

I think the scenario works well. The random position of the bomb, and the randomness of the locations and hazards really makes the game difficult to predict, which is what I was going for. After all, what else can Toyman really do to Superman but keep him occupied and distracted? Superman has to do his best to balance getting the civilians to safety with finding the bomb before time runs out. The hazards work to delay him, as Superman really only has to engage them if they threaten civilians. If no civilians are threatened, he’s free to fly around the board and search for the bomb.

Ironically, the bomb was in the second location Superman visited, but he had to leave it to go protect Perry White from Teddy back in round 3! He didn’t have time to scan the location after destroying the Santa Bot, because if he did, that would have allowed Teddy to attack Perry White if the bomb wasn’t there. He never made it back to stack #1 until the very end of the game.

Here are my Super Mission Force builds for the characters:

Superman (Powerhouse) Major: Speed, Super Strength, Minor: Armor, Enhanced Senses, Flight, Power Blasts, Resistance, Tough

Toyman (Mastermind) Major: Enhance, Minor: Gadgets, Savant

Note: Toyman DID make use of his Gadgets power to gain re-rolls each round, but either he failed to do so or they were used without any real effect on the overall game.

Merry Christmas everyone!

Terror of the Toyman! Part 2

The Scenario: Just in time for Christmas, The Toyman has planted a bomb somewhere in the town square! He scattered piles of Christmas presents around, which naturally attracted the attention of the locals. The bomb will go off soon, making this a Christmas to remember…unless Superman can stop it!

Superman’s goal is to find and defuse the bomb before it goes off, and to protect as many civilians as possible. The Toyman’s goal is to make sure the bomb goes off by delaying Superman long enough for it to detonate.

Game length: The game lasts a maximum of 12 rounds, or as long as it takes for the bomb to detonate or be discovered.

Setup: The play area is a 4′ x 4′ section of  a park or town square. There are several piles of Christmas presents scattered around the area, as well as a few structures, monuments and buildings. Each of these is a possible location for the bomb. Randomly place a face-down counter under each possible location. All of these counters should be blank except for one, which should represent the bomb. (Obviously, if you’re playing this game solo, as I did, make sure you don’t know the location of the bomb.)

Scatter 6 civilian models or counters around the board. Each one represents a hapless civilian who has wandered into harm’s way and who must be protected!

Superman deploys in the middle of the board. The Toyman and the clockwork soldiers don’t deploy at the start of the game. Keep them off the board for now.

Special Rules:

The Super Mission Force turn sequence is slightly altered for this scenario. It is as follows:

  1. Move civilians.
  2. Draw one card each from the location and event decks.
  3. Place hazards or resolve effects of cards.
  4. Determine initiative.
  5. Activate normally.

Civilians: Per the SMF rules, civilians move 4″ in a random direction at the start of the turn. If a civilian wanders off the table edge, he or she has made it to safety. Civilians can also be escorted off the table edge if Superman moves into base contact with them and then moves to any table edge. Civilians have a Body of 2 and are quite vulnerable to attack.

Card decks: This game uses a special card activation mechanic to randomly determine when and where hazards (usually malicious toys) appear. Using a standard deck of cards, make two separate decks (red and black). The red deck should contain as many cards as you have locations (in my case, 7). Assign each location a corresponding card (i.e. Ace = fountain, 2 = Church, etc.) The black deck needs to contain 12 cards, including a Joker. (Ace-Jack, plus the Joker). These cards represent events or hazards that will take place. Feel free to make up whatever events you want based on the Toyman’s hazards (see below). You can use hazards similar to mine or make your own.  The Joker card represents the bomb’s detonation, and you should be sure that at least 4 cards are “no event” to give Superman some breathing room.

My black deck event list looked like this:

A-3: nothing happens.

4: Teddy appears.

5: Santa bot appears.

6: Robots appear.

7: Planes appear.

8-9: Clockwork soldiers (Toyman’s henchmen) regenerate (if they are on the board and damaged), or nothing happens

10-J: Presents shuffle!  The Toyman has made use of tricky teleportation technology! Randomly swap the places of two stacks of presents, being sure to move the counters underneath with them. This may mean that Superman may have to revisit a section of the board he has already scanned. Depending on the location of the bomb, this may also mean the bomb has moved!

Joker: The bomb explodes! If this card is drawn before Turn 4, ignore the result and shuffle it back into the deck. Also, when this card is drawn, ignore the corresponding red location card. The bomb explodes wherever it is on the board.

Hazards: Hazards deploy at whatever location is drawn that round. Hazards are there to delay Superman and to cause mayhem. Hazards do not get an initiative roll of their own, which means that until Toyman arrives, Superman automatically will act before any deployed Hazards. A hazard will always attack Superman if he is within range of its attacks or within its charging distance, as appropriate. If not, it will attack any civilian it can reach instead. If neither Superman or any civilian is a viable target, the hazard will move towards Superman at the fastest speed possible. Generally speaking, hazards pose little threat to Superman other than forcing him to spend valuable time dealing with them when he should be looking for the bomb. But hazards are very dangerous to civilians!

Toyman: Toyman deploys at the end of Turn 3. He can appear wherever you want, but I deployed him via a huge present that parachuted into the center of the board. He rolls for initiative as normal starting on Turn 4. Prior to this, Superman automatically has initiative over any Hazards that may have activated.

Toyman also has some special characteristics for this scenario. First, he functions as both a character and a henchman group. When he activates, his clockwork soldier bodyguards activate with him. They move as a unit and can make use of concentrated fire. In addition, the clockwork soldiers function as a type of armor. All damaging attacks on Toyman must target the clockwork henchmen first, removing them as casualties before the Toyman loses any Body. Once all henchmen are destroyed, Toyman takes damage as normal.

Lastly, Toyman can fix any damaged toy (other than his clockwork soldiers) on a successful Chance roll if he moves into base contact with it. Return the toy to full capacity. It can activate as normal on the following round.

Superman: Until the Toyman deploys at the end of Turn 3, Superman automatically has initiative. It should be noted that with Superman’s Speed and Flight powers, he has a Move of 60″, which means he can reach any point on the board from any other point on the board in 1 round. This is good, because he’s going to need it. He has a lot of ground to cover and not much time.

Usually, Perception checks are opposed Free Actions, but not in this scenario. The Toyman has encased his bomb in lead, which means Superman can’t simply use his x-ray vision to spot it. In order to scan for the bomb, Superman must get in base contact with a possible location. Then he must use a Special Action to scan for the bomb. This is automatically successful; if Superman scans for the bomb, reveal the counter at the location. If it’s blank, the bomb is somewhere else. If it’s the bomb, Superman automatically destroys it by whatever method you feel is appropriate (heat vision, freezing it with his super-breath, hurling it into space, etc.)

Scoring: Superman gains 1 point for every civilian he rescues or who exits off the board, and get 5 points if he finds and destroys the bomb. Toyman gets 1 point for every civilian injured, and 5 points if the bomb explodes. Thus it is possible for Superman to still win the scenario if he saves all the civilians before the bomb goes off.

Next post: the After Action Report!!!

Terror of the Toyman! Part 1

When it comes to superheroes, Superman isn’t one of my personal favorites. Of course, if I could be any superhero, I’d definitely pick Superman for x-ray vision alone (but having super-strength, invulnerability and flight wouldn’t suck either).  Despite this I never really found him all that interesting on his own.

That’s because it seems there are only three main ways to challenge Superman’s obvious superiority. Take away his powers (à la kryptonite), hit him with magic or mental manipulation (à la Mr. Mxyzptlk), or just be tougher and stronger than him (à la Doomsday).

The Toyman doesn’t really fit any of these criteria, and yet, he’s primarily considered a “Superman” villain.

For those not all that familiar with the Toyman, I could write a brief description of the character here. Or, I could just block quote and attribute a perfectly good description that needs no editing or embellishment. So, from DAMN Good Coffee, the blog of  Mr. Charles Skaggs, I present his description of the Toyman:

Created in 1943 by Don Cameron and Ed Dobrotka, The Toyman first appeared in Action Comics (vol.1) #64 as Winslow Percival Schott, a criminal who used various toy-themed devices and gimmicks when committing crimes. After Superman’s continuity was relaunched following the Crisis on Infinite Earths event miniseries and John Byrne’s The Man of Steel miniseries, The Toyman was reimagined in Superman (vol.2) #13 as an unemployed British toymaker who blames Lex Luthor for being fired from a toy company.

Years later, The Toyman became a darker, more sinister character who abducted and murdered Adam Morgan, the son of Cat Grant.  The character was reimagined once again in Action Comics (vol.1) #865 as a toymaker who lived with his wife Mary and agrees to sell his shop after Mary is killed in a car accident.  After learning that the buyer lied to him, Schott proceeds to bomb the business with an explosive teddy bear and Mary is revealed as one of his first robotic creations.

I can add nothing of substance to Mr. Skaggs’s words. That’s pretty much the history of the Toyman.

However, my favorite version of the Toyman is this one from the DC animated universe. This version is the unnamed son of Winslow Schott, and is obsessed with revenge against mob boss Bruno Mannheim, who he blames for his father’s imprisonment and eventual death, and his own miserable foster home upbringing as a result. He wears this creepy doll head and you never see his real face.

Anyway, about a year ago, I got an idea for a Supersystem 3 scenario featuring the Toyman. But, now I play Super Mission Force pretty much exclusively, and SMF being predominantly a game of Supers combat, I was in a quandary as to how to effectively use Toyman against Superman. After all, he has no super powers, and Superman could pretty easily wipe the floor with him in a straight-up fight. Toyman could, of course, have some super-tough toys for Superman to brawl with, but that just seemed kind of boring and not very imaginative.

I decided that Toyman isn’t really a threat to Superman, but he could easily be a threat to normal people. Protecting normal folks is what Superman is all about, so what if, for the purposes of the scenario, Superman had to protect as many civilians as possible? An idea took shape…

But first, if I was going to use the Toyman, I would need some toys. Behold what I found at the local dollar store:

For a grand total of $3.oo, I purchased these cool rock’em, sock’em robot finger puppets and some cars I could cannibalize. Some nippy cutters and superglue later, here is the result:

Instant toy-themed robot menace!

I did a quick search for a Heroclix version of Toyman. Sadly, it seems Wizkids don’t have the rights to the DC animated universe (Knight Models does, I think…) so I couldn’t get a version of the doll-head wearing Toyman that I like. I had to settle for this guy:

Not a bad start, and it naturally got me thinking about Christmas, which would be an ideal time of year for Toyman to start some trouble. With that in mind, I did a quick repaint and scoured my miniatures for other things that could be used as deadly toys.

My repaint is in the center. I purchased some (sadly OOP) Parroom Station clockwork soldiers (in the back) from Matt Beauchamp of Hydra Miniatures, and I took advantage of Armorcast’s 20% off Christmas sale to pick up the Santa bot. I already owned Wyrd’s Teddy from the Malifaux line.  I just needed to paint him, and I did.

Turns out these Hydra War Rocket Galacteer fighters are just the right scale to double as deadly toy planes. So I planned on using them, too.

If Christmas was to be the backdrop for the scenario, I would need some thematic scenery, like piles of presents! I thought a ring box would make a good giant present (from which something deadly could emerge). I bought some wood cubes from an art store and glued them together in random formations. A little red, white and green craft paint and I’d be good to go.

I figure once I’m done with this scenario, I can repaint the blocks to use as crates and boxes for warehouse scatter terrain.

Stay tuned! Scenario to follow next post!