Wednesday, 29 October 2014

Power Legion - Second play - X-Men versus Sentinels

I'd first intended this to be a larger fight with six X-men versus six Sentinels.  I soon realised for the board size I'd laid out this was simply not realistic.  The picture below gives a heroes eye view of what that would have looked like.




I settled on a slightly less over the top scenario.


Wolverine (762 Points)
M
A
S
K
d4
d10
d6
d10
Knockout
d10+3
Activation
d10
Armor d6, Lethal HTH Attack d8, Regeneration d12, Danger Sense , Armor Piercing , Berserk Fury

Sentinel Mk I Alpha (604 Points)
M
A
S
K
d8
d6
d10
d12
Knockout
d12+4
Activation
d8
Armor d8, Flight d6, Ranged Damage d8, Easy Target , Artificial , Sealed Armor

Colossus (466 Points)
M
A
S
K
d4
d6
d12
d10
Knockout
d10+5
Activation
d6
Armor d10, Martial Arts d8, Sealed Armor

Sentinel Mk I Beta (604 Points)
M
A
S
K
d8
d6
d10
d12
Knockout
d12+4
Armor d8, Flight d6, Ranged Damage d8, Easy Target , Artificial , Sealed Armor

Iceman (594 Points)
M
A
S
K
d6
d6
d4
d8
Knockout
d8+4
Activation
d6
Ice Generation d8 (3 Tricks), Armor d8
Freeze Ground
Ice Wall
Ice Slide



Once again this battle isn’t balanced but the objective of the Sentinels is to take down two X-Men and exit the board past them.

The view from the heroes side of the board 


and the same from the Sentinels side



Initiative roll is 3 vs 2 in the Heroes favour.

Turn 1

Wolverine skirts around a tree, waiting for Colossus and banks an action just in case.

Colossus (rolls a 6 for three actions) moves up to him and with practiced ease picks up Wolverine and Fastball specials him at the nearest Sentinel.  Wolverine crashes into the Sentinel but doesn’t do enough damage to hurt it.

Iceman uses his ice slides to move to get a line of sight on a Sentinel whilst remaining shielded from the other.  He then uses his Ice attack.  He hits but doesn’t even slow the robot.

Before the Sentinels can react, Wolverine uses his banked action and slashes at the robot.  He hits easily but the Sentinel barely notices.

Sentinel Alpha lunges at Wolverine with its fist.  It’s close but the robot misses.  It tries again, to grab the Canadian, but just isn’t fast enough.

Sentinel Beta flies towards Iceman. Firing off a blast of energy as it does so.  It hits but can’t get past Bobby’s armour.



Turn 2

Wolverine leaps at Alpha Sentinel delivering a powerful swipe with his claws.  The robot manages the avoid the attack but Wolverine’s second attack strikes home but does not hit anything vital.

Colossus moves up to the nearby skip, preparing to hurl it at Sentinel Beta.

Iceman remains stationary and tries to freeze Sentinel Beta.  He hits and calls on Fate to help him pushing himself to deliver a strong blast of cold.  The Sentinel doesn’t even notice.

Sentinel Alpha tries to flatten Wolverine with a powerful stamp.  The wily Canadian easily rolls out of the way.

Sentinel Beta tries again to shoot Iceman with its beam attack.  Bobby deftly dodges the shot.





Turn 3

Wolverine attempts another powerful slash at the Sentinel aiming for its head.  The Sentinel manages the bat him away, Wolverine falls, rolls and jumps back to his feet.

Colossus hefts the skip above his head and launches it at Sentinel Beta.  The skip sails past the Sentinel landing behind it.

Iceman slides around the Sentinel delivering a quick bolt of cold.  He hits the Sentinel covering a large part of it in Ice, slowing it significantly.

Sentinel Alpha has been overbalanced by fending off Wolverine and his confused signals means the Sentinels pause giving the heroes a breathing space.



Turn 4

An enraged Wolverine pushes himself and tempting fate to strike a devastating blow to Sentinel Alpha.  His blow glances from the robot’s armour.  He tries again but opens himself for a counter attack by the Sentinel which misses.

Colossus charges Sentinel Beta striking a solid blow sending it reeling.

Iceman tries to assist Colossus by freezing the Sentinel again.  He strikes twice but the Sentinel’s systems shake off his atacks.

Sentinel Alpha draws back his fist for a powerful blow at Wolverine.  Wolverine deftly steps aside and slashes at the robot’s arm hitting home but only scratching the paintwork.

Sentinel Beta slowed by Iceman’s ice covering fails to react.




Turn 5

Wolverine darts in under the Sentinel striking upwards, he hits home again but fails to do any damage.

Colossus tries to deliver a powerful blow to the Sentinel he is fighting.  He just hits and his blow staggers the robot.  Fate was not on the robots side.

Iceman looking to capitalise on Sentinel Beta’s discomfort turns too quickly and has to recover, handing the initiative back to the machines.

Sentinel Alpha kicks out at Wolverine catching him as he dodges.  The blow badly hurts Wolverine but he is not knocked out.

Sentinel Beta's circuits manage to reroute and keep it in the fight.  It turns his attention to Colossus reaching out to crush him, but instead Colossus manages to punch the robot, knocking its leg away and bringing it crashing to the ground.



Turn 6

Wolverine still smarting from the Sentinels blow tries to fight back.  The Sentinel is struck once again but the damage is still only cosmetic.

The Sentinel fighting Colossus starts to recover faster than he anticipated only giving him time for a hurried punch. The robot parries one blow but opens itself to a skilful riposte.  The Sentinel armour is dented but not breached.

Iceman slides in behind a tree and fires at the downed Sentinel Beta, only just hitting due to its size.

Even downed and damaged the robot’s armour is more than a match for Bobby’s attack.
Putting extra power into its servos Sentinel Alpha tries to finish off the wounded Canadian but  is struck by the injured hero.  Despite his Adamantium claws Wolverine is unable to hurt the robot.

Sentinel Beta’s central computer desperately reroutes more of its circuits and manages to stay in the fight and is able to right itself.  In the process it tries to kick Colossus, the doughty Russian easily steps aside and punches the robot leaving a deep dent.



Turn 7

Leaping away from Sentinel Alpha, the canny Canadian delivering a powerful surprise attack to Sentinel Beta.  Sentinel Alpha hits him as he goes but does not hurt him.  His claws go deep into the second robot’s back but the unlucky hero fails to do any real damage.

Colossus brings both his fists crashing down on Sentinel Beta again but only does superficial damage.

Iceman trying to avoid harming his allies targets Sentinel Alpha with an icy blast but misses.
Sentinel Alpha finally free from Wolverine returns fire on Iceman.  Iceman is able to swerve out of the way.

Sparks shower from Sentinel Betas torso but he is able to strike at Wolverine.  It fails and Wolverine continues ineffectually slashing into the robot.



Turn 8

Summoning all his remaining strength Wolverine desperately rams both sets of his claws into Sentinel Beta.  His attack sends the Sentinel staggering again.  He tries to follow up but his second attack doesn’t harm the robot.

Colossus attempts to capitalise on Sentinel Beta’s discomfort but suffers a kick for his trouble.  Fortunately his heavy armour shields him from any damage.

Iceman tries to slow down Sentinel Alpha but only manages a glancing blow with his ice attack.

Sentinel Alpha flies towards Iceman, grabbing the skip Colossus had hurled earlier, throwing it at Iceman.  The skip flies past the weaving Iceman and lands somewhere behind him.

The heavily damaged Sentinel Beta’s central computer can no longer cope and shuts down with the giant robot sinking to the ground deactivated.



Turn 9

Wolverine charges the remaining Sentinel with renewed vigour.   Slashing wildly he attacks the robot causing massive damage but the Sentinel manages to avoid being Knocked out.

Taking advantage of Sentinel Alpha’s injury Iceman sprays a sheet of ice over its torso.  The robot ignores his attack.

Colossus clambers over the fallen giant and charges at Sentinel Alpha.

Sentinel Alpha waits for him to reach it and then strikes out at the armoured hero, knocking him back and into Iceman knocking him down.



Turn 10

Wolverine launches a frenzied attack on the Sentinel trying desperately to protect his friends.  He sends the Sentinel staggering.

Colossus gets to his feet and moves back into contact with the robot.

Iceman does not recover as quickly and remains on the ground.

The damaged Sentinel, trying to capitalise on Iceman’s condition flies up to perform a death from above attack on the fallen hero.  Colossus and Wolverine do their best to prevent it.  Colossus misses and Wolverine’s claws scrape down the robot’s armour.  The robot kicks down on Iceman sending him flying back (and off table).



Turn 11

Wolverine leaps at the Sentinel looking to end the fight.  His claws strike deep sending the Sentinel staggering backwards .  Colossus moves to join his ally.

Ignoring the mounting damage Sentinel Alpha computes the optimum strategy.  It concludes a powerful attack on the wounded Wolverine and a swipe at Colossus.  Wolverine twists and slices off more of the robots armour but Colossus is caught a solid hit sending him flying backwards again and sprawling onto the ground.



Turn 12

Suddenly finding himself alone against the giant, Wolverine aims to bring the towering machine down with a mighty blow.  The robot staggers backwards.  Colossus charges up knocking the Sentinel to the ground.

Iceman reappears behind the Sentinel sending a stream of ice at the fallen giant but missing the robot and only narrowly missing Wolverine.

Sentinel Alpha shakes off the damage and stamps down on Colossus.  Colossus grabs its leg and flips it back to the ground.



Turn 13

With his fury rising Wolverine slashes wildly at the fallen robot seeking out some vital area.  He finally finds one, staggering the Sentinel yet again.

Colossus tries to emulate his friend but is struck instead.  Luckily his armour soaks the damage.

Iceman who has learnt nothing from his earlier near miss on Wolverine tries to freeze the robot but fails to slow it down.

The critically damaged Sentinel Alpha finds that not even fate can save it and shuts down in a shower of sparks and smoke.




Thoughts

Firstly my next game should be better balanced.  I'd thought the toughness of the Sentinels would see them through but they just weren't strong enough offensively.  If I'd balanced the points and added in another Sentinel the game would have been better.

The Fastball Special attack worked especially well with Wolverine having banked an action before being thrown but in many ways it was being able to move Wolverine halfway across the board that was more important than the damage.  Wolverine pinned the Sentinel on the baseline until he chose to attack the other Sentinel from the rear.  Perhaps the fastball special damage should be the Knockout or the Strength of the thrown character plus one die type or could be its Lethal Hth Weapon plus one die type.

Armour plus a high Knockout does provide a strong defence.  Iceman's d8 attack only managed to beat the Sentinel's defence once but its ability to Slow the robot was key to the heroes win.  The rest of the damage was delivered either with a Power Blow by Colossus or by Wolverine's claws, Sentinel Alpha suffered four Staggering results by the end of the game two from Major hits.  The final KO roll for the Sentinel was a d8 versus a d10.

All in all another good game with more interaction with the terrain but Colossus could have pulled up a lamppost or telegraph pole for a sweep attack. 

Tuesday, 28 October 2014

Power Legion - Hellboy and the B.P.R.D.

This post is a departure from my other posts.  These profiles aren't based on anyone else's statistics.  They are my take on Mike Mignola's Hellboy and his allies.

First Big Red himself, Hellboy.

Hellboy



Hellboy (900 Points)
M A S K
d6 d6 d10 d12
Knockout  d12+4 Activation d6
Lethal HTH Attack d12 (Hand of Doom/Sword), Weapon Master d12, Armor d8, Intimidation d8, Ranged Damage d10-Revolver, Strong Will d10, Regeneration d6, Toughness 

Liz Sherman

Liz Sherman (624 Points)
M A S K
d8 d8 d4 d8
Knockout  d8 Activation d8
Fire Generation d20

Abe Sapien


Abe Sapien   (430 Points)
M A S K
d10 d10 d6 d10
Knockout  d10+2 Activation d10
Superswimming d8, Ranged Damage d6 (Device: Pistol), Armor d4

Roger the Homunculus

Roger (742 Points)
M A S K
d4 d6 d10 d12
Knockout  d12+6 Activation d6
Armor d12, Martial Arts d8, Power Absorption d20 (Limited: Fire Generation only), Artificial 

Johann Kraus

Johann Kraus (446 Points)
M A S K
d10 d4 d4 d8
Knockout  d8 Activation d10
Leadership d6, Strong Will d12, Immaterial 

Ben Daimio

Ben Daimio (568 Points)
M A S K
d6 d8 d6 d8
Knockout  d8+2 Activation d8
Ranged Damage d8 (Device: Assault Rifle), Leadership d8, Lethal HTH Attack d4 (Device: Knife), Armor d4 (Limited: Partial), Blast d8 (Limited: One use grenade)




Monday, 27 October 2014

Power Legion - DC Batman Villains

Here are a few Batman Villains.  Optionally you can add Army of Minions d10 to any of the villains with the Leadership Trait for 330 points.

Bane




Bane (493 Points)
M A S K
d8 d10 d8 d8
Knockout  d8+2 Activation d10
Strong Will d10, Intimidation d8, Armor d4, Boost (Limited: Device), Acrobat, Flying Kick 


Catwoman



Catwoman (526 Points)
M A S K
d8 d10 d6 d8
Knockout  d8+2 Activation d10
Armor d4, Lethal HTH Attack d6, Clinging d6, Stealth d10, Entangle d4 (Device: Whip), Swinglines d4 (Device: Whip), Ranged Damage d4 (Device: Whip), Acrobat

Mister Freeze




Mr Freeze (612 Points)
M A S K
d8 d8 d8 d8
Knockout  d8+4 Activation d8
Armor d8, Ice Generation d10 (Device: Freeze Gun), Leadership d4

The Penguin


Penguin (420 Points)
M A S K
d8 d4 d4 d6
Knockout  d6 Activation d8
Leadership d6, Shield d8 (Device: Umbrella), Ranged Damage d8 (Device: Umbrella), Marksman d6

Killer Croc




Killer Croc (520 Points)
M A S K
d4 d8 d10 d10
Knockout  d10+4 Activation d8
Armor d8, Lethal HTH Attack d10 (Claws & Teeth), Regeneration d4, Superswimming d4

Harley Quinn



Harley Quinn (570 Points)
M A S K
d4 d8 d4 d4
Knockout  d4 Activation d8
Ranged Damage d8 (Device: Pistol), Blast d8 (Device: Grenade), Super Leap d6 (Spring boots), Gadget d8, Gadget d4, Acrobat 

Clayface



Clayface (860 Points)
M A S K
d4 d8 d10 d12
Knockout  d12+5 Activation d8
Armor d10, Stretching d10, Lethal HTH Attack d10, Strong Will d8, Regeneration d8, Ranged Damage d10

Cheshire


Cheshire (470 Points)
M A S K
d8 d8 d6 d8
Knockout  d8 Activation d8
Lethal HTH Attack d8, Poison d8, Stealth d8, Acrobat 

Two Face


Two Face (432 Points)
M A S K
d8 d8 d6 d8
Knockout  d8 Activation d8
Ranged Damage d8 (Device: Shotgun), Leadership d4, Intimidation d8, Gloating 

The Riddler



Riddler (532 Points)
M A S K
d10 d8 d4 d8
Knockout  d8 Activation d10
Ranged Damage d8 (Device: ? Pistol), Blast d8 (Limited: Once per game), Leadership d8

Black Mask

Black Mask (410 Points)
M A S K
d8 d6 d8 d8
Knockout  d8 Activation d8
Ranged Damage d6 (Device: Pistol), Mastermind d8, Leadership d6

Firefly



Firefly (518 Points)
M A S K
d6 d6 d4 d8
Knockout  d8+5 Activation d6
Armor d10 (Limited: Only vs Fire/Heat), Flight d8, Ranged Damage d10-Fire/Heat, Sealed Armour