Sunday, March 27, 2016

Miniatures Finished: USAwesome!

More teams finished! Now I just need a few keen opponents and maybe I can get a campaign going! For those that don't know, the concept behind this team is to "flip" the kind of Silver Age "international" teams that Marvel and DC used to do, where stereotypes and national jokes were the basis for heroes rather than just heroes happening to be from other countries. I admit that, in a couple of instances, I've gone for the easy jokes, but if I see one more kangaroo or boomerang based Australian character, I'm going to wreck something.

USAwesome!
More than one commentator has remarked upon the fact that the United States of America was one of the major proponents of the Metahuman Soldiers Treaty, yet was also one of the most creative nations when it came to circumventing the same Treaty. So that the USA does not "technically" employ any Super-humans, the Congress reached out to special interest and lobby groups to provide the heroes they felt they needed. As always, big American money provided the most market-friendly and business savvy options available and USAwesome! was born, the name of the team chosen by SMS voting on a reality television programme. USAwesome! are typically considered a joke by other hero teams, but they have succeeded in defending truth, justice and American capitalism, at home, and against "Rogue Nations". 

 USAwesome! Golden Girl, McHero, American Cowgirl, The 2nd Amendment and The Frontier Spirit 

 McHero (Judge Dread Miniatures) and The 2nd Amendment (converted Heroclix). 

McHero: Created and funded by a Fast Food lobby group, McHero proves that not only is fast food good for you, it can give you super powers! Super-strong, near-invulnerable and able to regenerate injuries by consuming vast amounts of fat and sugar, McHero is one of the strongest members of USAwesome and makes a decent living on the side as a professional speed-eater. 

The 2nd Amendment: Created and sponsored by the NRA, The 2nd Amendment keeps America safe for guns and gun owners. Bristling with Automatic weapons (for deer hunting), The 2nd Amendment shows that, in the right hands, guns only exist to keep people safe. When not defending America from "enemies of freedom", The 2nd Amendment can be seen at pro-gun rallies and gun shows, signing autographs for children and keeping Kinder Surprises away. 

Golden Girl, American Cowgirl and The Frontier Spirit (all Reaper) 

Golden Girl: A landmark achievement in sports science, Golden Girl was to be the next Olympic Decathlon superstar, until the IOC questioned her blood tests and banned a few new substances. Undeterred, the team that created Golden Girl lobbied Senators and Congressmen until a way to be financially compensated for their time was found, at the cost of the American Taxpayer. Golden Girl is superhumanly strong, fast and tough, able to bench small vehicles and leap reasonable obstacles in a single bound. 

American Cowgirl: When running the potential roster of USAwesome through focus groups, it was found that the lack of a conventionally attractive female with visible cleavage would hurt the team in the mass-media game. An array of Playboy models were given an experimental gene treatment and the most successful chosen to be American Cowgirl, symbol of the American "Girl Next Door". Despite being, essentially, a pretty figurehead for the team, American Cowgirl is actually a competent fighter, having defeated Wildcat in single combat as well as several more "super-powered" foes. 

The Frontier Spirit: The unliving embodiment of the American West, The Frontier Spirit is the product of Disney animatronics and Apple black magic. Existing as a ghostly mirage of energy, The Frontier Spirit can walk through solid objects and ignore blows from enemies, but still strike back with very real bullets. Plans have been put in place to create more 'Spirits for military use, but the tendency of the machines to speak like John Wayne and make racist comments about immigrants need to be worked out first


Name: The 2nd Amendment
BP: 85
Affiliation: USAwesome
AP: 6
Strike: 8 (2)
Strength: 3
Dodge: 4
Sense: 4
Toughness: 5
Mind: 2
Resolve: 4
Damage: 6 (1)
Powers
Ranged Attack (6D), Super 1, Gear
- Spray (Cone) 6” Long, 6” Wide Cone, No Range, Halve Damage Goals rolled against Target.
Super-Strike 2 – May use Strike for Initiative Rolls
Scope 3 – Remove up to 3 Bonus Dice from Range Penalties when using Aim manoeuvre.
Extra Attacks – Flurry at +1 AP (not +3)
Marksman 4 - +4 Dice to Ranged Attack (Included)
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KO


Name: The Frontier Spirit
BP: 85
Affiliation: USAwesome
AP: 9
Strike: 7 (1)
Strength: 2
Dodge: 5
Sense: 5
Toughness: 2
Mind: 2
Resolve: 4
Damage: 4 (1)
Powers
Ranged Attack (4D), Super 1
Lone Wolf – Does not gain nor grant Bonuses in Close Combat. May not benefit from Tactician Boon.
Super-Strike 1 – May use Strike for Initiative Rolls
Density Decrease (Always On) – Immune to Damage rolled against Toughness,  
- Cannot make melee attacks, may move through terrain, immune to fall damage,
- Cannot be Knocked Down, (Ghost Touch) Can carry objects and Models.
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KO


Name: McHero
BP: 85
Affiliation: USAwesome
AP: 6
Strike: 4 (1)
Strength: 6 (4)
Dodge: 2
Sense: 4
Toughness: 9 (3)
Mind: 2
Resolve: 3
Damage: 6 (4)
Powers
Massive 1 - +1D to Strike rolls against this model  
Berserker (Pain Threshold) - @3 levels of Vitality loss TN4 Resolve Ross or charge nearest model P 82
Super-Strike 1 – May use Strike for Initiative Rolls
Density Increase (Always On) – +3D Toughness (included), +1 Super-Strength and Super-Toughness
- Attacks cost +1AP, Immovable 2 – Counts as Class C Object
Super Strength 3 (Rage, Shockwave) - +1 Super-strength @1/2 Vitality
Regeneration – End of turn, roll 3D, heal 1 for each Goal, may not be re-rolled.
Implacable Charge - +1D Strike on Charge
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KO

Name: Golden Girl 
BP: 85
Affiliation: USAwesome
AP: 9
Strike: 7 (2)
Strength: 7 (2)
Dodge: 7 (1)
Sense: 2
Toughness: 6
Mind: 2
Resolve: 4
Damage: 7 (2)
Powers
Implacable Charge - +1D Strike on Charge
Super-Strength 2 – Shockwave  
Super-Strike 2 – May use Strike for Initiative Rolls
Super-Dodge 1 - +1D to Resist Fall Damage   
Super Leap – 7D[2], 5”/3” per Goal, counts as Charge.

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KO

Name: American Cowgirl  
BP: 85
Affiliation: USAwesome
AP: 10 (2)
Strike: 8 (2)
Strength: 5
Dodge: 7 (2)
Sense: 3
Toughness: 5
Mind: 2
Resolve: 5
Damage: 5
Powers
Instant Stand – Cannot be Knocked Down
Tactician 1 – 3AP, Grant 1 Re-roll to friendly model within 15”
Super-Strike 2 – May use Strike for Initiative Rolls
Super-Dodge 2 - +2D to Resist Fall Damage  
Combat Reflexes – May break from Combat with an Opposed Dodge Test and Charge again
Extra Move 2, Reach +5”
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KO

 

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