Friday, December 18, 2020

Team Finished: The Hussars

When I started playing around with some concepts for some SuperSystem campaigns, I came to the conclusion that I needed a major villain in the vein of Doctor Doom or Kang the Conqueror, that disparate teams of heroes could unite and defeat in the climax of the campaign. Thinking along these lines, I began combining more and more ideas from comics I like, giving this character, that I christened "Ulysses" for both the Classical and Literary references, a heavy dose of Doom 2099, The Master (Doctor Who) and Kang from Avengers Forever. Ulysses is an enigma to the characters of my various teams and settings, sometimes coming as a threatening villain, others as an erstwhile ally, he often appears at times of dire crisis, with his team of warriors to do his bidding.

(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)

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 Good Doctor and Lynx 
(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.


Name: The White Fly
BP: 85
Affiliation: Ulysses’ Hussars  
AP: 11
Strike: 7 (1)
Strength: 3
Dodge: 6 (1)
Sense: 4
Toughness: 5
Mind: 4
Resolve: 6
Damage: 6
Powers
Banter 3 – May make up to four Soliloquy Attacks per game  
Super Strike 1 – May use Strike for Initiative Rolls, Weapon +3D
Implacable Charge - +1D Strike on Charge
Super-Dodge 1 - 1D to resist fall damage
Tactician 3 – 3AP, Grant 1 Re-roll to up to three friendly models within 15”
Sense Weakness – 2AP TN3 Sense Roll, +2D on next Attack against target in LOS
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Name: Ulysses
BP: 85
Affiliation: Ulysses’ Hussars  
AP: 13
Strike: 5
Strength: 3
Dodge: 4
Sense: 4
Toughness: 4
Mind: 7 (2)
Resolve: 5
Damage: 5
Powers
Telekinesis – 2AP hovers 22” in the air until start of next turn, Immune to falling damage
- Manipulate Object – 3AP Mind Roll, move object 2” per Goal, 15” Range
- TK Grab – 3AP, 15” Range Mind vs Dodge target is Immobilised
Pushing – Once per Turn +2D to any Goal Roll at the cost of 1 Vitality
Combat Reflexes – May break from Combat with an Opposed Dodge Test
Super-Mind 2 – May use Mind for Initiative Rolls, Second Sight – Can target models without LOS.
Nemesis (Robespierre) - +2D Resolve against attacks from Nemesis
Weapon +2D, Hard to Kill – 4AP to Cuff or Ace Ulysses
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Name: Lynx
BP: 85
Affiliation: Ulysses’ Hussars
AP: 9 (5)
Strike: 7 (2)
Strength: 4
Dodge: 7 (1)
Sense: 4
Toughness: 4
Mind: 2
Resolve: 4
Damage: 7
Powers
Super Dodge 1 - +1D to resist fall damage
Super Strike 2 – May use Strike for Initiative Rolls
Combat Reflexes – May break from Combat with an Opposed Dodge Test and Charge again
Super Leap – 4D Roll 5/3” per Goal
Extra Attacks - +1AP to Flurry, 2AP to resist Grabs
Climbing – May Move over terrain, no Charging
Extra Move 5, Weapon +3D
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Name: Avatar
BP: 85
Affiliation: Ulysses’ Hussars
AP: 10
Strike: 7 (2)
Strength: 4
Dodge: 6 (1)
Sense: 5
Toughness: 6 (1)
Mind: 3
Resolve: 3
Damage: 7
Powers
Super Dodge 1 - +1D to resist fall damage
Super Strike 2 – May use Strike for Initiative Rolls
Sense Weakness (Hunter) – +2D on Attacks against Prey designated at start of game
Foresight – Counts one less for in Multiple Combats, may re-roll one scenario die
Fortune 2 – Each round, roll 2D, these may be substituted in for any roll made by Avatar
Super Toughness 1, Weapon +3D
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Name: The Good Doctor
BP: 85
Affiliation: Ulysses’ Hussars
AP: 13
Strike: 3
Strength: 2
Dodge: 3
Sense: 5
Toughness: 3
Mind: 8 (2)
Resolve: 7
Damage: 7
Powers
Super-Mind 2 – May use Mind for Initiative Rolls
Dominate [2]  – 4 AP, 15” Range, Mind vs Mind roll, take control of Target for next Activation
Combat Reflexes – May break from Combat with an Opposed Dodge Test
Lone Wolf – Does not gain Friends in Combat bonus or Tactician

Weapon +5, Extra Vitality 1
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KO

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