(From the left) Lynx, The Good Doctor, Ulysses, Avatar and The White Fly.
Ulysses' Hussars
Throughout the Omniverse, a legend echoes, a legend of a conqueror, liberator, monster and saviour all rolled into one. Known only by the title "Ulysses" this figure (or possibly group of individuals, as some have theorised), wields a strange variety of powers, speaks in riddles and is most often supported by a team of superhumans, to, as Ulysses puts it "deal with the riff-raff". Although typically seen with his "Hussars", Ulysses has also been seen with his, far more deadly, "Cataphracts", a dangerous collection of incredibly powerful beings under his command. With either team, Ulysses has battled The Equalisers, the Minions of Robespierre, the Psychovore and the Last Heroes, and even fought alongside the Last Heroes and a future incarnation of the Equalisers. Whatever his inscrutable goals, Ulysses is not a figure to be dismissed, in any time or reality.
Ulysses, The White Fly and Avatar
(converted Heroclix, Eureka and Void)
(converted Heroclix, Eureka and Void)
Ulysses: Known across differing realities of the Omniverse as "The Dimensioneer", "Sojourner" or "Egimatrix", Ulysses is a mysterious figure, even to those who have encountered him more than once. When asked on his origins, Ulysses has been heard to wax lyrical about being trained by "Danny and Bruce", having gained his powers by purchasing them and his armour and weapons being appropriated from "Victor and Tony". What is known for sure are the devastating effects of Ulysses' powers and his keen strategic mind. Although he has been defeated, Ulysses always seems to return, with a new plan or goal that threatens an entire world or universe.
The White Fly: Possibly the most feared Polish Pirate in all history, "The White Fly" plundered the Spanish Main for years before mysteriously disappearing. The possibility that Ulysses "plucked" the pirate from his own time and reality is far from remote, but the reasoning behind such 'recruitment' is somewhat baffling. A swaggering braggart with resplendent mustaches, The White Fly was known in his own time as much for his consumption of rum as he was his prowess in combat, but when fighting alongside the Hussars, he more than manages to hold his own. Even when facing super-powered beings, The White Fly makes his cutlass and pistol count in the fray.
Avatar: A wise man once said that "every super team needs a ninja", and it seems that Ulysses has taken this on board with his recruitment of the man known as Avatar. A master of armed and unarmed combat, Avatar seems to not possess any superhuman abilities, but his prowess with blades has seen him be the match of many a more 'powerful' foe. True to cliché, Avatar is rarely heard to say much of anything, other than insinuating a lack of honour on his opponent's part or to swear nonspecific revenge for the death of a loved one.
The White Fly: Possibly the most feared Polish Pirate in all history, "The White Fly" plundered the Spanish Main for years before mysteriously disappearing. The possibility that Ulysses "plucked" the pirate from his own time and reality is far from remote, but the reasoning behind such 'recruitment' is somewhat baffling. A swaggering braggart with resplendent mustaches, The White Fly was known in his own time as much for his consumption of rum as he was his prowess in combat, but when fighting alongside the Hussars, he more than manages to hold his own. Even when facing super-powered beings, The White Fly makes his cutlass and pistol count in the fray.
Avatar: A wise man once said that "every super team needs a ninja", and it seems that Ulysses has taken this on board with his recruitment of the man known as Avatar. A master of armed and unarmed combat, Avatar seems to not possess any superhuman abilities, but his prowess with blades has seen him be the match of many a more 'powerful' foe. True to cliché, Avatar is rarely heard to say much of anything, other than insinuating a lack of honour on his opponent's part or to swear nonspecific revenge for the death of a loved one.
The Good Doctor and Lynx
(Studio Miniatures and Crossover)
(Studio Miniatures and Crossover)
The Good Doctor: When the bad guys are doing it tough, breaking an insane killer out of prison is a regular go-to move; but rather than Il Duce or Bijomaru Mogami, Ulysses has the "Good" Doctor. A malevolent and vicious sociopath, the Doctor is shockingly stealthy and agile, slipping behind enemy lines and sowing terror with a series of grisly murders. For those who doubt just how villainous Ulysses can be, the presence of The Good Doctor in his team should be evidence enough.
Lynx: When the Hussars need to lay the smack down, Lynx is the first in the fray. An exceptionally tall and powerful woman, Lynx is a merciless brawler armed with fearsome claws and big stompy boots. In contrast to Avatar, Lynx seems to only posses a rudimentary understanding of martial arts, instead relying on her superior strength to overpower foes; after all, a fist that can punch through concrete walls will do significant damage to someone's ribs. Some have suggested a romantic link between Ulyssess and Lynx, only to have Lynx track them down and beat them senseless.
Lynx: When the Hussars need to lay the smack down, Lynx is the first in the fray. An exceptionally tall and powerful woman, Lynx is a merciless brawler armed with fearsome claws and big stompy boots. In contrast to Avatar, Lynx seems to only posses a rudimentary understanding of martial arts, instead relying on her superior strength to overpower foes; after all, a fist that can punch through concrete walls will do significant damage to someone's ribs. Some have suggested a romantic link between Ulyssess and Lynx, only to have Lynx track them down and beat them senseless.
Name: The White Fly
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BP: 85
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Affiliation: Ulysses’ Hussars
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AP: 11
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Strike: 7 (1)
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Strength: 3
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Dodge: 6 (1)
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Sense: 4
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Toughness: 5
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Mind: 4
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Resolve: 6
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Damage: 6
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Powers
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Banter
3 – May make up to four Soliloquy Attacks per game
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Super
Strike 1 – May use Strike for Initiative Rolls, Weapon +3D
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Implacable
Charge - +1D Strike on Charge
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Super-Dodge
1 - 1D to resist fall damage
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Tactician
3 – 3AP, Grant 1 Re-roll to up to three friendly models within 15”
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Sense
Weakness – 2AP TN3 Sense Roll, +2D on next Attack against target in LOS
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X
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X
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X
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X
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X
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X
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X
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X
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X
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X
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X
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KO
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Name: Ulysses
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BP: 85
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Affiliation: Ulysses’ Hussars
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AP: 13
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Strike: 5
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Strength: 3
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Dodge: 4
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Sense: 4
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Toughness: 4
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Mind: 7 (2)
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Resolve: 5
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Damage: 5
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Powers
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Telekinesis
– 2AP hovers 22” in the air until start of next turn, Immune to falling
damage
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Manipulate Object – 3AP Mind Roll, move object 2” per Goal, 15” Range
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TK Grab – 3AP, 15” Range Mind vs Dodge target is Immobilised
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Pushing
– Once per Turn +2D to any Goal Roll at the cost of 1 Vitality
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Combat
Reflexes – May break from Combat with an Opposed Dodge Test
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Super-Mind
2 – May use Mind for Initiative Rolls, Second Sight – Can target models
without LOS.
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Nemesis
(Robespierre) - +2D Resolve against attacks from Nemesis
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Weapon
+2D, Hard to Kill – 4AP to Cuff or Ace Ulysses
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X
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X
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X
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X
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X
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X
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X
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X
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X
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X
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X
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KO
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Name: Lynx
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BP: 85
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Affiliation: Ulysses’ Hussars
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AP: 9 (5)
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Strike: 7 (2)
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Strength: 4
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Dodge: 7 (1)
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Sense: 4
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Toughness: 4
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Mind: 2
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Resolve: 4
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Damage: 7
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Powers
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Super
Dodge 1 - +1D to resist fall damage
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Super
Strike 2 – May use Strike for Initiative Rolls
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Combat
Reflexes – May break from Combat with an Opposed Dodge Test and Charge again
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Super
Leap – 4D Roll 5/3” per Goal
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Extra
Attacks - +1AP to Flurry, 2AP to resist Grabs
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Climbing
– May Move over terrain, no Charging
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Extra
Move 5, Weapon +3D
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X
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X
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X
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X
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X
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X
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X
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X
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X
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X
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X
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X
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KO
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Name: Avatar
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BP: 85
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Affiliation: Ulysses’ Hussars
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AP: 10
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Strike: 7 (2)
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Strength: 4
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Dodge: 6 (1)
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Sense: 5
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Toughness: 6 (1)
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Mind: 3
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Resolve: 3
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Damage: 7
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Powers
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Super
Dodge 1 - +1D to resist fall damage
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Super
Strike 2 – May use Strike for Initiative Rolls
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Sense
Weakness (Hunter) – +2D on Attacks against Prey designated at start of game
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Foresight
– Counts one less for in Multiple Combats, may re-roll one scenario die
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Fortune
2 – Each round, roll 2D, these may be substituted in for any roll made by
Avatar
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Super
Toughness 1, Weapon +3D
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X
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X
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X
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X
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X
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X
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X
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X
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X
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X
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X
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X
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KO
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Name: The Good Doctor
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BP: 85
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Affiliation: Ulysses’ Hussars
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AP: 13
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Strike: 3
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Strength: 2
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Dodge: 3
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Sense: 5
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Toughness: 3
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Mind: 8 (2)
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Resolve: 7
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Damage: 7
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Powers
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Super-Mind
2 – May use Mind for Initiative Rolls
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Dominate
[2] – 4 AP, 15” Range, Mind vs Mind
roll, take control of Target for next Activation
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Combat
Reflexes – May break from Combat with an Opposed Dodge Test
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Lone
Wolf – Does not gain Friends in Combat bonus or Tactician
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Weapon
+5, Extra Vitality 1
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X
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X
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X
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X
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X
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X
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X
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X
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X
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KO
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