The Invisible Raider
Table of Contents
The Invisible Raider
What’s better than a giant airship?
A giant airship that serves as an aircraft carrier.
In Smash Comics 28, the Invisible Hood investigates attacks on American munitions plants by an “Invisible Raider” and discovers that the Invisible Raider is a very pulpy and very cool dirigible carrier. The Invisible Hood infiltrates the dirigible, rescues a captured Defense Chief named Roy Mason, and blows the whole ship up. All in a day’s work for the Invisible Hood
In the Eternal Universe, the Invisible Raider was mass produced from the nigh-infinite resources the necromancer Master Man provided the Axis with. Though they were able to project bombers and fighters over a long range they were sitting ducks against agile and powerful flyers like Wildfire, the Ray, and Neon the Unknown.
Sentinels of the Multiverse Environment Deck
At the start of the game, place a location card in play and remove Captured Airship.
Locations
Outside (1)
Whenever a target is dealt 5 or more damage in a turn, deal that target 3 melee damage.
When another location card is drawn, destroy this card.
Fall, Invisible Hood, fall!
–Commander Fliege
Corridors (1)
Increase all melee damage by 1.
Whenever an environment or villain target is destroyed, all players may draw a card.
When another location card is drawn, destroy this card.
Let’s see what dirty little secrets are inside this big bird…
–The Invisible Hood
Hanger (1)
When Hanger enters play, draw until 1 Fighter Patrol is revealed and put it into play. Discard all other revealed cards.
When another location card is drawn, destroy this card.
Ah, so this is where they keep all the birds.
–The Invisible Hood
Incidents
Oil Barrels (2)
5 HP
When Oil Barrels is destroyed, deal 2 fire damage, 2 projectile damage, and 2 energy damage to all targets.
When a location card is destroyed, destroy Oil Barrels. When Oil Barrels is destroyed this way, it has no text.
This would not be a good place for a fight.
–The Invisible Hood
Spreading Fires (2)
At the end of the environment turn, deal 1 fire damage to all targets.
When a location card is destroyed, destroy Spreading Fires.
Dispatch a fire team immediately!
–Commander Fliege
Axis Soldiers
Fighter Patrol (2)
8 HP
If Outside or Hanger is in play, at the end of the environment turn, deal 2 projectile damage to all heroes. Otherwise, play the top card of the villain deck.
Radio wulf unit. Tell them to pull back and scrape off the insects clinging to our ship.
–Commander Fliege
Crewmen (2)
5 HP
At the end of the environment turn, deal 1 melee damage to all heroes.
Attention all crew. We have American guests. Please make them very welcome in our home.
–Commander Fliege
Specialists (2)
5 HP
At the end of the environment turn Specialists deals 2 melee damage to the hero target with the lowest HP.
At the start of the environment turn, each player destroys one of their ongoings or equipment.
Deploy some men to deconstruct the gaudy trash they left behind.
–Commander Fliege
Commander Fliege (1)
8 HP
When Commander Fliege is drawn, draw until two Axis Soldiers cards are revealed and put them into play. Discard the rest.
At the end of the environment turn, play the top card of the environment deck. Then, Commander Fliege deals the hero target with the lowest HP 2 projectile damage.
When Commander Fliege is destroyed, put Captured Airship into play.
He’s a mean one. All the ones that wear those monocles are, for some reason.
–The Invisible Hood
Rewards
Captured Airship (1)
This card is removed from the deck before the start of play.
Environment cards cannot be played.
At the end of the environment turn, heal all heroes 1 and deal all villain targets 2 projectile damage.
I can see why the Germans are so fond of these, they’re very nice!
–The Invisible Hood
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