A note on Minions and Sidekicks: Minions are subject to special “minion rules,” which basically means they can get knocked out more easily; if they ever fail a Toughness save and take any damage, they’re out of commission until they recover. Minions are purchased through the Minion advantage (such as all of Dawn’s Citizens) or through Summon powers (Baron Blade, Omnitron, Voss). Because they’re the chumps of the game system, you get a good return on power points invested to represent them (15 points per Minion Advantage rank or Summon power rank). Sidekicks, on the other hand, cost a lot more: 5 points per rank in the Sidekicks advantage. But, they’re treated as full heroes in their own right with one exception: They do not gain Victory points of their own. However, their “master” (the person who bought the Sidekick Advantage to represent them) can spend Victory points on their behalf. So, for more “advanced” minions such as Voss’ lieutenants, The Matriarch’s cohorts, and The Operative, I used the Sidekick Advantage to represent them. And, since I wanted them to be dangerous in their own rights, they cost a lot of power points, representing the ridiculous amount of points poured into Advantages for Grand Warlord Voss, The Matriarch, and The Chairman.
With that being said, another new villain!
GRAND WARLORD VOSS
PL13
ABILITIES
Strength 4. Stamina 4, Agility 3, Dexterity 5, Fighting 5, Intellect 5, Awareness 3, Presence 2
POWERS
Bony Protrusions: Strike 5 (bludgeoning & piercing), Innate, Linked: Strength, Penetrating (4)
10 points
Quark-Drive Translocator: Array
52 points
●…Deploy Gene-Bound FrostHound: Summon Freesthmar Slave 6 (90 points), Controlled, Duration: .●…Continuous, Innate, Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 FrostHounds), .●…Sacrifice
44 points
●…Deploy Gene-Bound Banshee: Summon Vdronixian Slave 6 (90 points), Controlled, Duration: Continuous, .●…Innate, Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 Banshees), Sacrifice
1 point
●…Deploy Gene-Bound Bionaut: Summon Mubbloxian Slave 6 (90 points), Controlled, Duration: Continuous, .●…Innate, Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 Bionauts), Sacrifice
1 point
●…Deploy Gene-Bound FireSworn: Summon Tridcullon Slave 6 (90 points), Controlled, Duration: Continuous, .●…Innate, Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 FireSworn), Sacrifice
1 point
●…Deploy Gene-Bound Guard: Summon Freesthmar Slave 6 (90 points), Controlled, Duration: Continuous, .●…Innate, Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 FrostHounds), Sacrifice
1 .●…point
●…Deploy Gene-Bound Ion Lancer: Summon Ruoenf Slave 6 (90 points), Controlled, Duration: Continuous, .●…Innate, Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 Guards), Sacrifice
1 point
●…Deploy Gene-Bound Psi-Weaver: Summon Punian Slave 6 (90 points), Controlled, Duration; Continuous, .●…Innate, Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 Psi-Weavers), Sacrifice
1 .●…point
●…Deploy Gene-Bound Shock Infantry: Summon Maerynian Slave 6 (90 points), Controlled, Duration: .●…Continuous, Innate, Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 Shock Infantry), .●…Sacrifice
1 point
●…Deploy Gene-Bound Soldier: Summon Qubrin Slave 6 (90 points), Controlled, Duration: Continuous, Innate, .●…Limited: Stalwart must be in orbit and undamaged, Multiple Minions (2, 4 Soldiers), Sacrifice
1 point
Super-Thorathian Battle Armor: 84 points
Removable (-16 points)
…Comm Uplink: Communication 4 (subwave), Area, Limited: Voss’ armies, Subtle
17 points
…Durasteel Plating: Immunity 2 (Critical Hits); Protection 7, Impervious (5)
14 points
…Pulse Gauntlets: Blast 12 (energy), Extended Range, Penetrating (6), Split Attack (1)
43 points
…Sealed Environment: Immunity 10 (Life Support)
10 points
SKILLS
Athletics 8 (+12), Close Combat: Bony Protrusions 9 (+14), Expertise: Cultural Anthropology 11 (+14), Expertise: Genetics 13 (+18), Expertise: Tactics 11 (+16), Expertise: Xenobiology 13 (+18), Insight 8 (+11), Intimidation 7 (+9), Investigation 8 (+13), Perception 9 (+12), Stealth 7 (+10), Technology 10 (+15), Treatment 5 (+10), Vehicles 7 (+12)
ADVANTAGES
Assessment, Diehard, Equipment (40), Fearless, Improved Aim, Leadership, Power Attack, Ranged Attack (10), Seize Initiative, Sidekick: Field Lieutenant Tamar (28), Sidekick: First Lieutenant Vyktor (23)
EQUIPMENT
TCF Stalwart
92 points
…Space Cruiser: Size: Colossal; Strength 18; Speed 14 (32,000 mph), Defense 2, Toughness 15
…Concussion Missiles: Blast 12 (explosive), Area: Burst (10), Homing (8)
…Deflector Shields: Impervious Toughness 14, Fades
…Interstellar Drive: Movement 3 (Space Travel 3)
…Turbolaser Batteries: Blast 12 (energy), Accurate (4)
TCF Conqueror
107 points
…Space Battleship: Size: Awesome; Strength 22; Speed 16 (125,000 mph); Defense 0; Toughness 18
…Deflector Shields: Impervious Toughness 16, Fades
…Heavy Turbolaser Batteries: Blast 15 (energy), Accurate (5)
…Interstellar Drive: Movement 3 (Space Travel 3)
…Quantum Torpedoes: Blast 15 (energy & explosive), Area: Burst (12), Homing (8)
OFFENSE
Initiative +3
Bony Protrusions +14, Close, Damage 9, Penetrating (4), Linked: Strength
Pulse Gauntlets +15, Ranged, Damage 12, Extended Range, Penetrating (6), Split Attack (1)
Unarmed +5, Close, Damage 4
DEFENSE
Dodge 15
Parry 13
Fortitude 12
Toughness 11/4*
Will 13
* without Super-Thorathian Battle Armor
POWER POINTS
Abilities 62
Skills 63
Powers 130
Defenses 38
Advantages 108
Total 401
COMPLICATIONS
Enemy: Tempest.
Motivation – Greed: The more power Voss has, the more power he wants, and he defines his power through that which he dominates. Starting with the Feethsmar and then his homeworld, Voss’ longs to control everything he surveys, and with every new world he conquers and species he subjugates, his reach grows quite long, indeed.
The Nyxian Scourge: When Voss looks upon anything unfamiliar to him, the only consideration is whether it is worth subjugating or not. Anything not Thorathian, and many things that are, typically wind up shackled and enslaved to Voss’ commands unless they willingly join him first, or it is destroyed. When it comes to the Grand Warlord’s foreign policy, there is no middle ground.
Supreme Tyrant of Dok’Thorath: Through the use of carefully chosen subordinates, Voss has his homeworld crushed under an iron fist. While out on campaign, a part of his mind is always thinking of home, and whether he can truly trust those he has left in charge. Any indication of rebellion in the heart of his empire indicates a weakness in his methods, and Voss will immediately depart to quell it in the most direct of fashions.
Temper: Voss believes that he is due to inherit the galaxy in its entirety, and that it is his to do with as he pleases. He expects resistance when he conquers a world; it is the nature of inferior species to fight against the inevitable. However, when it looks like those inferior races might actually have a chance of succeeding, Voss can fly into a rage at the prospect of his goals being denied. How this frustration manifests is dependent on the resistance; Voss might retreat and regroup, or he might simply order orbital bombardments from the Stalwart and the Conqueror.
.
FIELD LIEUTENANT TAMAR
PL13
140 POINTS
Abilities Str 3, Sta 3, Agl 3, Dex 4, Fgt 4, Int 2, Awe 3, Pre 2
Powers
…Bony Protrusions: Strike 6 (bludgeoning & piercing), Innate, Linked: Strength, Penetrating (4)
Skills Athletics 3 (+6), Expertise: Field Tactics 8 (+10), Intimidation 6 (+8), Perception 8 (+11), Ranged Combat: Blaster Rifles 13 (+17), Stealth 6 (+9), Technology 5 (+7), Vehicles 5 (+9)
Advantages Chokehold, Close Attack (6), Equipment (10), Fearless, Improved Aim, Improved Defense, Improved Initiative (1), Leadership, Power Attack, Quick Draw, Startle
Equipment Blaster Rifle (Blast 8 [energy], Penetrating [5]), Communicator, Heavy Battle Armor (Immunity 10 [life support]; Protection 10, Impervious [7]; Senses 1 [Low-Light Vision])
Offense Initiative +7, Blaster Rifle +17 (Damage 8), Bony Protrusions +10 (Damage 9), Unarmed +10 (Damage 3)
Defense Dodge 12, Parry 9, Fortitude 9, Toughness 13/3*, Will 11
* without Heavy Battle Armor
Totals Abilities 48 + Skills 27 + Powers 11 + Defenses 28 + Advantages 26 = 140
FIRST LIEUTENANT VYKTOR
PL11
115 POINTS
Abilities Str 1, Sta 2, Agl 1, Dex 2, Fgt 1, Int 4, Awe 3, Pre 1
Powers
…Bony Protrusions: Strike 3 (bludgeoning & piercing), Innate, Penetrating (2)
Skills Deception 10 (+11), Expertise: Torture & Interrogation 7 (+10), Expertise: Xenobiology 9 (+13), Insight 9 (+12), Intimidation 10 (+11), Investigation 6 (+10), Persuasion 10 (+11), Ranged Combat: Blaster Pistols 8 (+10), Technology 6 (+10), Treatment 5 (+9)
Advantages Benefit (1, Status: Voss’ Right Hand), Equipment (6), Fascinate 4 (Deception, Expertise: Torture & Interrogation, Intimidation, Persuasion), Well-Informed
Equipment Blaster Pistol (Blast 6 [energy], Penetrating [4]), Body Armor (Protection 6, Impervious [3]), Communicator, Neuroanalytic Scanner (Mind Reading 12, Limited: Surface Thoughts Only, Range: Close)
Offense Initiative +1, Blaster Pistol +10 (Damage 6), Bony Protrusions +1 (Damage 4), Neuroanalytic Scanner +1 (Mind Reading 12), Unarmed +1 (Damage 1)
Defense Dodge 7, Parry 7, Fortitude 7, Toughness 8, Will 14
Totals Abilities 30 + Skills 40 + Powers 5 + Defenses 18 + Advantages 12 = 115
.
GENE-BOUND BANSHEE
PL9
90 POINTS
Abilities Str -2, Sta -1, Agl 6, Dex 3, Fgt -1, Int -5, Awe 1, Pre -5
Powers
…Banshee’s Wail: Affliction 10 (Impaired/Disabled/Unaware, resisted with Fortitude), Area: Cone (2), Limited: …Hearing only; Damage 10 (sonic), Area: Cone (2), Penetrating (5); Linked Effects
…Ethereal Form: Concealment 4 (all visual senses), Duration: Permanent, Innate, Partial; Flight 2 (8 mph), …Duration: Permanent, Innate, Subtle (2)
…Vdronixian Physiology: Immunity 3 (high pressure environments, suffocation in alien atmosphere, Vdronixian …powers), Innate; Movement 1 (Environmental Adaptation: High Pressure Atmospheres)
Skills Perception 4 (+5)
Advantages Defensive Roll 5, Teamwork
Offense Initiative +6, Banshees Wail – (Affliction 10 & Damage 10, Linked Effects), Unarmed -1 (Damage -2)
Defense Dodge 13, Parry 3, Fortitude 2, Toughness 4/-1*, Will 3
* without Defensive Roll
Totals Abilities -8 + Skills 2 + Powers 74 + Defenses 16 + Advantages 6 = 90
GENE-BOUND BIONAUT
PL10
90 POINTS
Abilities Str 3, Sta 4, Agl 1, Dex 0, Fgt 2, Int -5, Awe 1, Pre -5
Powers
…Grafted Bio-Armor: Immunity 17 (life support, Toxic damage, Toxic effects), Innate; Protection 8
…Noxious Fumes: Affliction 7 (Impaired/Disabled/Incapacitated, resisted by Fortitude), Reach (1)
…Toxic Blood: Energy Aura 5 (Toxic), Innate
Skills Perception 4 (+5)
Advantages Close Attack (5), Great Endurance, Improved Smash, Teamwork
Offense Initiative +1, Noxious Fumes +7 (Affliction 7), Unarmed +7 (Damage 3)
Defense Dodge 7, Parry 9, Fortitude 12, Toughness 11, Will 3
Totals Abilities 2 + Skills 2 + Powers 55 + Defenses 23 + Advantages 8 = 90
GENE-BOUND FIRESWORN
PL9
90 POINTS
Abilities Str 6*, Sta 6*, Agl 1, Dex 1, Fgt 4, Int -5, Awe 1, Pre -5
* includes modifiers from Growth
Powers
…Magma Spit: Damage 7 (fire), Accurate (3), Reach (5), Secondary Effect
…Melt Through Anything: Burrowing 5 (2 mph), Innate
…Trodcullan Physiology: Energy Aura 4 (fire); Growth 6, Duration: Permanent, Innate, Limited: Only increases …weight; Immunity 6 (Heat/Fire damage, environmental Heat/Fire), Innate; Impervious Toughness 3; Movement 1 …(Environmental Adaptation: Heat), Innate
Skills Close Combat: Grappling 8 (+12), Close Combat: Unarmed 7 (+11), Intimidation 0 (-2). Perception 3 (+4), Stealth 0 (-5)
* includes modifiers from Growth
Advantages Favored Environment: Hot, Teamwork
Offense Initiative +1, Magma Spit +10 (Damage 7), Unarmed +11 (Damage 6)
Defense Dodge 5*, Parry 7*, Fortitude 12, Toughness 6, Will 3
* includes modifiers from Growth
Totals Abilities -6 + Skills 9 + Powers 64 + Defenses 21 + Advantages 2 = 90
GENE-BOUND FROSTHOUND
PL
90 POINTS
Abilities Str 1, Sta 3, Agl 4, Dex 2, Fgt 6, Int -5, Awe 4, Pre -5
Powers
…Feethsmarian Physiology: Movement (Environmental Adaptation: Cold, Trackless), Innate; Senses 7 …(Infravision, Smell [Acute, Extended (2), Tracking], Vision [Counters Weather Concealment, Radius]), Innate; …Speed 2 (8 mph), Innate
…Frozen Hide: Concealment 2 (smell, vision), Blending, Innate, Partial; Protection 3, Innate
…Icicle Bite: Strike 9 (cold & piercing), Linked: Strength, Penetrating (4)
Skills Athletics 6 (+7), Close Combat: Icicle Bite 10 (+16), Perception 7 (+11), Stealth 5 (+9)
Advantages Favored Environment: Arctic, Improved Initiative (1), Move-By Action, Teamwork
Offense Initiative +8, Icicle Bite +16 (Damage 10), Unarmed +6 (Damage 1)
Defense Dodge 13, Parry 10, Fortitude 7, Toughness 6, Will 4
Totals Abilities 20 + Skills 14 + Powers 35 + Defenses 17 + Advantages 4 = 90
GENE-BOUND GUARD
PL12
90 POINTS
Abilities Str 3, Sta 6, Agl 3, Dex 3, Fgt 4, Int -5, Awe 3, Pre -5
Powers
…Ruoenf Physiology: Protection 9, Impervious (9), Innate; Regeneration 7, Innate, Persistent
Skills Athletics 4 (+7), Perception 6 (+9)
Advantages Chokehold, Close Attack (5), Fast Grab, Great Endurance, Improved Grab, Improved Hold, Interpose, Power Attack, Teamwork
Offense Initiative +3, Unarmed +9 (Damage 3)
Defense Dodge 7, Parry 8, Fortitude 11, Toughness 15, Will 4
Totals Abilities 24 + Skills 5 + Powers 34 + Defenses 14 + Advantages 13 = 90
GENE-BOUND ION LANCER
PL13
90 POINTS
Abilities Str 2, Sta 1, Agl 5, Dex 1, Fgt 5, Int -5, Awe 2, Pre -5
Powers
…Fleet of Foot: Speed 4 (30 mph), Innate
…Ionized Scythe: Array
…●…Scythe Strike: Strike 9 (energy & slashing), Linked: Strength, Penetrating (8), Reach
…●…Reaping Sweep: Strike 7 (energy & slashing), Linked: Strength, Multiattack, Penetrating (5), Reach
Skills Acrobatics 7 (+12), Athletics 6 (+8), Close Combat: Ionized Scythe 10 (+15), Perception 5 (+7), Stealth 6 (+11)
Advantages Accurate Attack, Agile Feint, Defensive Roll (6), Evasion (1), Fearless, Improved Critical (1, Ionized Scythe 19-20), Improved Initiative (1), Move-By Action, Power Attack, Teamwork
Offense Initiative +9, Reaping Sweep +15 (Damage 9), Scythe Strike +15 (Damage 11); Unarmed +5 (Damage 2)
Defense Dodge 11, Parry 15, Fortitude 5, Toughness 7/1*, Will 3
* without Defensive Roll
Totals Abilities 12 + Skills 17 + Powers 25 + Defenses 21 + Advantages 15 = 90
GENE-BOUND PSI-WEAVER
PL12
90 POINTS
Abilities Str 3*, Sta 2*, Agl 2, Dex 2, Fgt 0, Int -5, Awe 4, Pre -5
* includes modifiers for Growth
Powers
…Arachnid Form: Extra Limbs 6 (4 arms, 6 legs), Innate; Movement 2 (Wall-Crawling 2), Innate
…Heavy Chitin: Growth 4, Duration: Permanent, Innate 1; Protection 4, Impervious (4)
…Psychic Awareness: Senses 4 (Detect [Minds, Extended, Radius, Ranged]), Innate
…Psychic Spider: Array
…●…Cerebral Assault: Mental Blast 8
…●…Telekinesis: Move Object 10 (25 tons), Precise, Range: Perception, Subtle
…●…Webbing: Affliction 11 (Hindered & Vulnerable/Defenseless & Immobilized, resisted by Dodge), Accurate (8), …●…Alternate Resistance: Dodge, Cumulative, Diminished Range, Extra Condition, Limited Degree, Range: …●…Ranged, Tether
Skills Insight 5 (+9), Intimidation 0 (-3), Perception 5 (+9), Stealth 0 (-2)
* includes modifiers for Growth
Advantages Teamwork
Offense Initiative +2, Cerebral Assault – (Damage 8), Unarmed +0 (Damage 3), Webbing +12 (Affliction 11)
Defense Dodge 6*, Parry 5*, Fortitude 3, Toughness 6, Will 16
* includes modifiers for Growth
Totals Abilities -10 + Skills 5 + Powers 68 + Defenses 26 + Advantages 1 = 90
GENE-BOUND SHOCK INFANTRY
PL11
90 POINTS
Abilities Str 3, Sta 3, Agl 2, Dex 4, Fgt 4, Int -5, Awe 2, Pre -5
Powers
…Altered Betavoltaics: Array
…●…Lightning Slash: Blast 9 (Lightning), Penetrating (3)
…●…Chain Lightning: Blast 7 (Lightning), Multiattack
…Grafted Tentacle: Strike 9 (bludgeoning & electricity), Reach
…Maerynian Physiology: Immunity 3 (Cold environments, drowning, pressure), Innate; Movement 1 …(Environmental Adaptation: Aquatic), Innate; Protection 4, Impervious (1), Innate; Senses 1 (Low-Light Vision), …Innate; Swimming 4 (8 mph), Innate
Skills Athletics 3 (+6), Close Combat; Grafted Tentacle 8 (+12), Perception 4 (+6), Ranged Combat: Altered Betavoltaics 9 (+13)
Advantages Fast Grab, Favored Environment: Aquatic, Improved Grab, Teamwork
Offense Initiative +2, Chain Lightning +13 (Damage 7), Grafted Tentacle +12 (Damage 9), Lightning Slash +13 (Damage 9), Unarmed +4 (Damage 3)
Defense Dodge 7, Parry 7, Fortitude 6, Toughness 7, Will 3
Totals Abilities 16 + Skills 12 + Powers 46 + Defenses 12 + Advantages 4 = 90
GENE-BOUND SOLDIER
PL13
90 POINTS
Abilities Str 0, Sta 0, Agl 6, Dex 6, Fgt 3, Int -5, Awe 1, Pre -5
Powers
…Thorathian Firearms: Blast 13 (ballistic), Penetrating (7), Split Attack (1); Easily Removable
…Body Armor: Protection 5, Impervious (5); Removable
Skills Acrobatics 2 (+8), Perception 4 (+5), Ranged Combat: Thorathian Firearms 7 (+13), Sleight of Hand 3 (+9), Stealth 4 (+10)
Advantages Accurate Attack, Defensive Attack, Defensive Roll (5), Improved Aim, Improved Critical (2, Thorathian Firearms 18-20), Power Attack, Precise Attack (2, ranged: cover & concealment), Quick Draw Teamwork
Offense Initiative +6, Thorathian Firearms +13 (Damage 13), Unarmed +3 (Damage 0)
Defense Dodge 14, Parry 11, Fortitude 6, Toughness 10/5*/0**, Will 2
* without Body Armor or without Defensive Roll
** without Body Armor or Defensive Roll
Totals Abilities 12 + Skills 10 + Powers 30 + Defenses 23 + Advantages 15 = 90
EDITOR’S NOTE: I tried to flesh out Voss’ enslaved troops while keeping with what I could clean from the cards and their flavor text, to give them a little more utility and roundedness beyond “they deal X type of damage and are immune to X type of damage.” I always felt that the shackling and engineering process Voss and his butchers put them through destroyed their intellect and personality (represented by the -5 in Intellect and Presence, and summoned Minions without the Active modifier only get a half turn each round) while leaving them utterly controlled by Voss, which is why the Summon powers have the Controlled modifier