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Author Topic: Supersystem Batrep: Rocketship Down!  (Read 1780 times)

Offline SgtHulka

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  • Posts: 176
Supersystem Batrep: Rocketship Down!
« on: July 16, 2011, 03:57:16 PM »
I played a Supersystem game with my kids yesterday:

Rocketship Down

An alien rocket crash-landed in the middle of Steel City, destroying a city block and damaging dozens of surrounding buildings.


(The Astronaut is in the center of the rocketship, where the yellow marker is)

Members of the City's various super groups responded immediately, giving aid to emergency rescue workers. But two such groups -- The Criminal Hunting Agents against Super Enemies and the Teen Girls of Justice -- found themselves battling not just the disaster, but also the Fascist Five!

A group of Axis Agents from World War 2, the Fascist Five traveled into their future in an effort to recover an alien astronaut from the crashed rocketship. If they could bring the alien back to 1942 and force it to divulge its technological secrets, Herr Totenkopf and his totalitarian team-mates believed they could change the course of the war.


(The Fascist Five, with hired mercenary/psychopath Devil's Knight, from left to right: Hell-sinki, Devil's Knight, Herr Totenkopf and his Gestapo, Rising Sun, Lo Spettro, and Count Orlok)

When C.H.A.S.E. and the Teen Girls of Justice discovered the Fascist Five's nefarious plan, they quickly joined forces and raced to rescue the alien astronaut themselves.


(Teen Girls of Justice and C.H.A.S.E. from left to right: Aqua (no proper figure, imagine a mermaid), Stealth-Watcher and her Pegasus, Livolia, DeFlash (too fast to be seen), Jake the stretchy-dog, and Finn the kid hero (no proper figure, Bucky proxy)[/img]

(Rules: Similar to the Rescue scenario, but the two teams start on opposite sides with the VIP in the middle. The teams have to grab the VIP and carry him off the enemy's side of the board)

Turn 1: C.H.A.S.E. took immediate control of the battlespace. Flash activated his hyperspeed, raced through the burning wreckage unharmed, straight up the side of the rocket, and to the Astronaut's side. A bit uncertain about being so far ahead of his combat support, however, DeFlash didn't attempt to carry the Astronaut off the opposite board edge for an early one-turn win. Instead he lifted the Astronaunt into a Fireman's hold and raced back down the rocket back toward his own team's lines.

Concerned about DeFlash winning the battle before it had properly started, Hell-sinki super-leaped, attempting a flying tackle of the red speedster. Hell-sinki failed to achieve proper distance and fell well short of his goal. Stealth-Watcher took flight on her Pegasus and launched a blast-arrow against Hell-sinki. As usual, the markswoman's magical arrow flew true, blasting Hell-sinki backward. The rest of the two teams moved forward as quickly as possible.


(End Turn 1)

Turn 2: Genius leader of the Fascist Five, Herr Totenkopf, knew that DeFlash was the biggest threat to victory. He parted the veil of time, watching DeFlash's future and calculating his trajectory. He then raised his double lugars and fired off two shots not where DeFlash was, but where he WOULD BE (6D Mind Attack). DeFlash was fast body, but not quick of mind, and ran straight into Herr Totenkopf's bullets. Herr Totenkopf's face turned into a rictus smile as he saw DeFlash smash into the ground, KO'd by his Prophetic Shot.

The rest of the teams continued to close in on each other. Jake turned giant and grabbed Finn, allowing the boy hero to ride him like an elephant. Finn then drew his sword, jumped off his best friend, and charged Hell-sinki, Finn versus Finn. Rising Sun, transformed into Living Flame, flew forward to intercept Stealth-Watcher and her Pegasus. Stealth-Watcher tried to stop him with a blast arrow, but her bolt passed right through him without harm (Density Decrease).


(End Turn 2)

Turn 3: Most of the Fascist Five turned their attention toward Finn. Count Orlok grabbed a lamppost with his uholy vampire strength and charged the boy. Herr Totenkopf's Gestapo took up firing positions behind a wall of rubble and unloaded several clips into Finn. And Devil's Knight charged into the fray. But somehow, whether it be luck or guile, the boy hero managed to duck and dodge every attack. Hell-sinki, noticing the unconscious Alien Astronaut unconscious and unguarded, super-leaped to his side.

Aqua realized only her water powers could defeat Rising Sun's fire powers. She tried to move foward but failed to summon a strong enough water spout. So she began to sing her siren song (Dominate). Rising Sun could not resist, and compelled by the haunting music, turned to attack Devil's Knight.

Furious, Devil's Knight raised his yellow eyes to the Pegasus, and sent it and Stealth-Watcher flying away in terror.


(End Turn 3)

Turn 4: Terrified of Vampires and seeing his friend outnumbered, Jake stretched out and grabbed the boy hero. He then carried Finn to the top of the rocketship. Aqua, concerned that Hell-sinki would pick up and recover the astronaut, sang again, compelling Rising Sun to charge the Finnish Fascist. Flame scorched the giant, causing him to drop the Astronaut. With hardly any time left, Herr Totenkopf realized that if he wanted something done, he would have to do it himself. With great concentration he stopped time. Moving next to the Astronaut, he picked him up (Hyper Move). He picked up the astronaut, and travelled back to 1942 (Warp). The Fascist Five had won the day. Let us hope they do not also win World War 2.


(End Game)

Offline Colonel Tubby

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  • Posts: 1345
Re: Supersystem Batrep: Rocketship Down!
« Reply #1 on: July 17, 2011, 07:14:27 PM »
Nice report - seems to me the heroes will have to go back in time to stop the Five!

Offline SgtHulka

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  • Posts: 176
Re: Supersystem Batrep: Rocketship Down!
« Reply #2 on: July 19, 2011, 05:37:40 PM »
Great idea! Hopefully Captain America will be good enough that my kids will be inspired to have their heroes travel back in time.

Now how to get them a time machine..?

 

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