Captain America

Captain America (Steve Rogers) and Bucky (James Buchanan Barnes)- WW2 version

Captain America - History:

Steve Rogers was born during the Depression and grew up a frail youth in a poor family. His father died when he was a child, his mother when he was in his late teens. Horrified by newsreel footage of the Nazis in Europe, Rogers was inspired to try to enlist in the Army but was rejected. Overhearing the boy's earnest plea to be accepted, General Chester Phillips of the U.S. Army offered Rogers the opportunity to take part in a special experiment called Operation: Rebirth. Rogers agreed and was taken to a secret laboratory in Washington, D.C. where he was introduced to Dr. Abrahan Erskine (code named: Prof. Reinstein), the creator to the Super-Soldier formula.
After weeks of tests, Rogers was at last administered the Super-Soldier serum. Given part of the compound intravenously and another part orally, Rogers was then bombarded by "vita-rays," a special combination of exotic (in 1941) wavelengths of radiation designed to accelerate and stabilize the serum's effect on his body. Steve Rogers emerged from the vita-ray chamber with a body as perfect as a body can be and still be human. A Nazi spy who observed the experiment murdered Dr. Erskine mere minutes after its conclusion. Erskine died without fully committing the Super-Soldier formula to paper, leaving Steve Rogers the Sole beneficiary of his genius.
Roger was then put through an intensive physical and tactical training program,teaching him gymnastics, hand-to-hand combat and military strategy. Three months later, he was given his first assignment, to stop the Nazi agent called the Red Skull. To help him become a symbolic counterpart to the Red Skull, Rogers was given the red, white, and blue costume of Captain America.
During the final days of the war, he was trying to stop a bomb-loaded drone-plane launched by Nazi technician Baron Heinrich Zemo when the plane exploded, obviously killing his partner Bucky; and throwing him unhurt into icy Arctic waters.

SuperSystem stats (2nd Edition:)

Captain America
Affilation:
US Military
BP: 85
AP: 9
Attribute:
Strength:4, Agility:5[1], Mind: 4, Resolve: 4, Initiative: 5
Powers:
Armor (Captains Shield) x 3
Combat Sense x3
Instant Stand
Melee Attack x 4
Ranged Shield Attack (5D,14")
-Reduced Range x 4
Sidekick (Bucky) x 10
Vitality: 8

Rules to use Captain America in games of Battlefield Evolution: Worl at War:

Captain America can be taken as a Command Asset  for every Allied army

Captain America – 200 points

Type

Size

Move

CC

Target

Save

Kill

Traits

Captain America

1

6”

3xD6+1

5+

4+/3+

7+

Command, Independent,
Take Cover!

 

 

Unit: Captain America (unit leader) with the Shield of Freedom

Alert: Captain America and every unit he joins increase their reaction range to 12” (see Page 25 of the Battlefield Evolution: World at War book).
Elite Training: Captain America gains a +1 bonus to his Armour rolls when in Cover. He may also re-roll his Close Combat dice.
Fanatic: Captain America and every unit he joins automatically discards all Suppression dice.
Natural Born Leader: A gifted Leader as Captain America can have a very dramatic effect on his soldiers. Leading by example Captain America can awake the will to fight for the right cause into every friendly unit within 12” of him, allowing them to discard all Suppression dice. Furthermore, he may gather up to 30 friendly Soldiers (Size 1 models) within 12” of him to create a Heroic Charge. A Heroic Charge then moves and fights as a single unit so long as the Captain America is alive and they remain within 12” of him. All models in a Heroic Charge add +1” to their Move and Close Combat score and are immune to the effects of the Retreat rule.
Propaganda!: It never hurts to have good press! If Captain America survives the game he is worth +50 victory points.
Superhuman Pace: Captain America has three Actions per game turn.
Tank Assault (if purchased): Infantry in this period used a variety of grenades or mines to assault armoured vehicles. All members of the unit are assumed to carry Improved Anti-Tank Explosives. These may be placed on any model of Size 2 or greater with a Charge action. They will explode at the end of the charging unit’s next turn.

Options:

  • Captain America may be equipped with a SMG and Improved Anti-Tank Explosives to perform Tank Assaults for +30 points.

Weapon

Range

Damage

Traits

Improved Anti-Tank Explosives

Placed

2xD10+2

Lethal Zone/2“, One-Shot, Piercing/3

Shield of Freedom

18”

D6+2

Accurate

SMG

12”

3xD6

Concentrate Fire

 

 

 

Bucky - History:
Separated from his sister following their parents' deaths, James Barnes became a teenage ward of the state assigned to Camp Lehigh in Virginia, where he served as camp mascot and set up a profitable endeavor providing soldiers with various non-requisition supplies. His mother had died when he was a young child; his father had died in an accident while in basic training at Camp Lehigh. He befriended a seemingly naive young private, Steve Rogers, who had recently become the government operative Captain America. One night, Barnes discovered Rogers changing into his costumed identity; sworn to secrecy, Barnes assisted Captain America on a mission against the Red Skull and was given government approval to undergo intensive training to serve as Cap's partner Bucky, in part to counter Germany's Hitler Youth movement. Not long after this, Bucky joined forces with the mutant hero Toro and four young adventurers as the Young Allies. Bucky divided his time between missions with Cap and less formal adventures with his fellow teens.
When America entered World War II after the bombing of Pearl Harbor in December 1941, Captain America and Bucky abandoned their military identities for most of the war to devote their full energies to serving as costumes freedom fighters.

SuperSystem stats (2nd Edition:)

Captain America
Affilation:
US Military
BP: (50)
AP: 5+2+1
Attribute:
Strength:3, Agility:3, Mind: 2, Resolve: 2, Initiative: 3
Powers:
Armor  x 1
Combat Sense x3
Extra Movement x 2
Fortune x 3
Vitality: 8

This conversion project was lying on my table for nearly one year. I always wanted a WW2 version of the good Captain and his faithful companion for weird war style  WW2 games. And after reading the absolute fantastic Ultimates comics I just knew, I had to convert one.

So I picked 2 minis from the huge Superssystem range and went to work. The minis are Super Charger and Kid Dynamo (SU10). I then sculpted some WW2 style belts and straps with greenstuff. Pouches and gear is from Tamiya and Assault Group. The old style shield is (IIRC) a GW High Elf plastic shield. Shield grip is again sculpted in green stuff. Just check the pre-paint pictures to get the idea. After that a nice old fashioned all American paint job! DONE!

15mm Version

Supersystem is producing a nice range of 15mm Supers. One of them can be painted as the good Captain! I used some 6mm US aircraft transfers for the stars, the A on Steve forehead is freehand painted, the base is King&Kerr.

Just to show how tiny the mini is...

The Red Skull

Just a small conversion for Captain America to fight... His age old enemy the Red Skull. Mini is by Peter Pig with a skull head swap (as the German Shepherd from also PP).

Rules to use the Red Skull in games of Battlefield Evolution: Worl at War:

Captain America can be taken as a Command Asset for every German army

Red Skull – 150 points

As with many supervillains, Johann Schmidt had a traumatic childhood that warped his mind, paving the way for villainy in his adult life. He grew up as an orphan on the streets as a beggar and a thief struggling to survive and his hatred of humanity grew with each day. A key episode was when he fell for a local Jewish girl, but when she spurned his clumsy advances, he murdered her, finding a release for his frustrations. With that, his depravity grew even more.
Schmidt worked as a menial labourer and in his late teens, during the rise of the Third Reich, Schmidt got his most prosperous job; a bellhop in a major hotel, while there he served the rooms of Adolf Hitler himself. By chance, Schmidt was present when the Führer was furiously scolding an officer, during which Hitler pledged that he could create a better National Socialist out of the bellhop. Looking closely at the youth and sensing his dark inner nature, Hitler decided to take up the challenge and recruited Schmidt.
Dissatisfied with the standard drill instruction his subordinates used to train Schmidt, Hitler took over personally, and trained Schmidt as his right-hand man. Upon completion, Hitler gave Schmidt a unique uniform with a grotesque red skull mask, and he emerged as the Red Skull for the first time. His role was the embodiment of Nazi intimidation, while Hitler could remain the popular leader of Germany. To that end, the Red Skull was appointed head of Nazi terrorist activities with an additional large role in external espionage and sabotage. He succeeded, wreaking havoc throughout Europe in the early stages of World War II. The propaganda effect was so great that the United States government decided to counter it by creating their own equivalent using the one recipient of the lost Project Rebirth, Steve Rogers, as Captain America.
Despite the scar tissue covering his face and head, his senses were still above-average. He has been shown as a hand to hand combatant and martial artist on par with Captain America himself, originally trained by German athletes appointed by Hitler, and is heavily trained as a skilled marksman with various forms of handguns, and well-versed in the use of fire arms and explosives.

Type

Size

Move

CC

Target

Save

Kill

Traits

Red Skull

1

5”

2xD6

5+

4+/4+

6+

Command, Independent,
Take Cover!

 

 

Unit: Red Skull (unit leader) with Prototype Pistol

Alert: The Red Skull and every unit he joins increase their reaction range to 12” (see Page 25 of the Battlefield Evolution: World at War book).
Confusion: The Red Skull can spread confusion and disorganisation into his enemies. After both armies have deployed their units, choose one of the Assets in your opponent’s army and redeploy it anywhere within your opponent’s deployment zone.
Dust of Death: The Red Skull typically armed himself with a trick cigarette that could fire fatal poison gas — his trademark "Dust of Death" — toward his victim. The "Dust of Death" is a red powder which kills a victim within seconds of skin contact. The powder causes the skin of the victim's head to shrivel, tighten, and take on a red discoloration, while causing the hair to fall out. Hence the victim's head resembles a "red skull".
The Dust of Death count any Damage Dice that equal or beat an infantry model’s Target characteristic as a Kill instead.
Elite Training: The Red Skull gain a +1 bonus to his Armour rolls when in Cover. He may also re-roll his Close Combat dice.
Fanatic: The Red Skull and every unit he joins automatically discards all Suppression dice.
Stealthy: If this unit is in Cover and did not make a Shoot action or reaction in the last turn, enemy models more than 20” away may not draw Line of Sight to it.
Terrifying Leader: The Red Skull he is a highly gifted military and subversive strategist and mastermind. He also possesses an intellect and inventive genius on the level of supervillains such as Doctor Doom.
By performing a Ready action he may give one friendly infantry unit within Line of Sight of him one bonus (third) action per turn. He can use this ability in addition to his Command trait. A unit can still only take one bonus action.
Tank Assault (if purchased): Infantry in this period used a variety of grenades or mines to assault armoured vehicles. All members of the unit are assumed to carry Improved Anti-Tank Explosives. These may be placed on any model of Size 2 or greater with a Charge action. They will explode at the end of the charging unit’s next turn.
Unseen: The Red Skull is trained to get the most out of every cover. He always counts as being in one level of Cover higher. When in Light Cover he will count as being in Medium Cover, and when in Medium Cover he will count as being in Heavy Cover.
Options:

  • The Red Skull may be equipped with Improved Anti-Tank Explosives to perform Tank Assaults for +25 points.

Weapon

Range

Damage

Traits

Dust of Death

-

D6+2

Multihit, One-Shot

Improved Anti-Tank Explosives

pLACED

2xD10+2

Lethal Zone/2“, One-Shot, Piercing/3

Prototype Pistol

12”

D6+1

Accurate

 

 

 

 

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