Sergeant Steel

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Villain: Sergeant Steel


F.I.L.T.E.R. Strike Force (x3)
Reveal cards from the top of Sergeant Steel's deck until 1 Agent is revealed. Put it into play and activate its (rhino) ability. Discard the other revealed cards.
Art: Sergeant Steel looking at holograms of his agents;
Flavor text: "Looks like we're getting some fresh blood, team! Let's make 'em feel welcome." - Sergeant Steel, F.I.L.T.E.R. #1
Individual Tactics (x3)
If there are fewer than (H) Agents in play, play the top card of Sergeant Steel's deck. Activate all (rhino) cards that have not been activated this turn.
Art: The Field Inventor holding his fingers in his ears as the Arsonator shoots a minigun;
Flavor text: "Sorry for the noise! Still optimizing spin speed! You're not listening, are you?" - Field Inventor, Freedom Five #707


Hold the Line (x3)
Reduce damage dealt to Sergeant Steel and Agents by 1. At the start of Sergeant Steel's turn, destroy this card.
Art: The Espionagent is a lookout as the Bomb Specialist is wiring a bomb;
Flavor text: "You see, Chance, it's all about positioning. If they can't get to us, they can't stop us." - Bomb Specialist, Freedom Five #707
Mission Objective (x3)
Play this card in a Hero play area that does not already have a Mission Objective card in it. Increase damage dealt to targets in this play area by Agents by 1.
Art: The Sharpshooter with Tachyon in his sight as the Infiltrationist knocks out Unity from behind;
Flavor text: "Beatrix is on it, sir. One down; six to go." - Sharpshooter, Freedom Five #707


Arsonator [8] (x1)
Sergeant Steel and Agents are immune to fire damage. (rhino) This card deals each target 2 fire damage.
Art: The Arsonator holding his arms up as he pumps some flames out;
Flavor text: "Ash doesn't say much. I doubt his lungs even wok! But he's dangerous, and that's good." - Sergeant Steel, F.I.L.T.E.R. #2
Battle Medic [6] (x1)
At the end of Sergeant Steel's turn, Sergeant Steel and each Agent regain 2 HP. (rhino) Shuffle Sergeant Steel's trash and reveal cards until an Agent is revealed. Put it into play. If an Agent is put into play this way, destroy this card.
Art: The Battle Medic preparing a syringe;
Flavor text: "He has looked better! Hold zee patient still. This will sting very much." - Battle Medic, F.I.L.T.E.R. #6
Bomb Specialist [6] (x1)
Whenever Sergeant Steel deals projectile damage, he also deals the same target 2 fire damage. (rhino) This card deals the 2 Hero targets with the highest HP 2 projectile damage and 2 fire damage each.
Art: The Bomb Specialist walking out of building as it is exploding behind her;
Flavor text: "Boom! Yeah! Explosions! Everything wants to blow up!" - Bomb Specialist, F.I.L.T.E.R. #5
Espionagent [4] (x1)
Sergeant Steel and Agents are immune to damage dealt by non-Hero targets. (rhino) Discard the top card of a Hero deck. If the discarded card was a One-Shot, this card deals that deck's Hero character card 2 projectile damage.
Art: The Espionagent smoking a cigarette as he he is keeping watch on his target;
Flavor text: "Case joint, pick up intel, take out target, pick up milk for base. No problem." - Espionagent, F.I.L.T.E.R. #2
Field Inventor [4] (x1)
Increase damage dealt by Sergeant Steel and Agents by 1. (rhino) Discard the top 2 cards of each Villain deck. Increase the next damage dealt by Sergeant Steel by X, where X = the number of One-Shots discarded this way.
Art: The Field Inventor looking over schematics;
Flavor text: "Hard-light connections. Devices benefit from power output. Warrants further research." - Field Inventor, F.I.L.T.E.R. #3
Inflitrationist [4] (x1)
At the end of Sergeant Steel's turn, play the top card of Sergeant Steel's deck. (rhino) Destroy 1 Equipment card. Art: The Inflitrationist holding a component taken from a suit inside a glass case;
Flavor text: "Oh, gosh, I feel like someone is going to miss this. Too bad! Mine now." - Inflitrationist, F.I.L.T.E.R. #4
Mega-Gunner [8] (x1)
The first time Sergeant Steel or an Agent is dealt damage by a non-Villain target each turn, this card deals that target 1 Projectile damage. (rhino) Increase damage dealt by this card by 2 until the start of Sergeant Steel's turn.
Art: The Mega-Gunner holding his minigun that is still smoking from use;
Flavor text: "The longer I hold this trigger, the more of you I erase. Who's up next?" - Mega-Gunner, F.I.L.T.E.R. #3
Sharpshooter [6] (x1)
Damage dealt by Sergeant Steel is irreducible. (rhino) This card deals the Hero target with the highest HP 3 projectile damage.
Art: The Sharpshooter standing on a building with sniper rifle ready;
Flavor text: "Quiet. Watch the wind. Listen for changes. Wait. The right time will happen." - Sergeant Steel, F.I.L.T.E.R. #4


Aliases: Jack Steel

Height: 5'10"

Weight: 215lbs

Hair: Black
Eye: Green

Birthplace: New York, New York

Power Source: Military Training and Equipment

Nemesis: K.N.Y.F.E.


Meta: Sergeant Steel

Edit this Reference



  • It's implied, but not outright stated in Bunker's episode of the Letters Page, that the Mega-gunner and Arsonator characters (and by implication, other members of Sgt. Steel's team) were originally mercenaries that Bunker had fought in his solo, overtly military comic series before making the transition to superheroics when he joined the Freedom Five.

To Other Works

  • The Sergeant Steel and his group are similar to Sergeant Fury and the howling commandos

Questions Answered on The Letters Page

  • Notes from Letters Page 22 - F.I.L.T.E.R.:
    • F.I.L.T.E.R. seems to have started as a benign "Men in Black" organization, but during the prison riots the officers fire on heroes there to help and Sgt. Steel will work with villains, at this point is F.I.L.T.E.R. evil? How about Steel himself? If there's a prison riot, and you're part of the fighting but aren't officers yourselves, the guards aren't likely to take kindly to you no matter what the situation is. Sergeant Steel is working against a hero, and therefore might qualify as a "villain" by certain definitions, but he's also working under orders. Can an organization, as opposed to the people in it, be "evil"? They're not strictly speaking a "hero team", they're locking up villains but that's more for their benefit than for some societal good, but they are keeping bad guys locked up
    • F.I.L.T.E.R. Spy (from Time Cataclysm) looks like the Espionagent (from Sergeant Steel's deck) - are they the same person? Does this mean that F.I.L.T.E.R. was caught up in the Cataclysm or were they just exploiting it (or even behind it)? OblivAeon caused the Time Cataclysm. The Spy and Espionagent aren't the same individual as they're the "same" person from different realities (one of the rare exceptions mentioned in the previous answer) and they get sent on disparate missions to keep things from getting too confusing. The Time Cataclysm touches all environments, including the Block.
    • Is Sgt. Steel from the main timeline or K.N.Y.F.E.'s home timeline? How about the rest of the team? Is F.I.L.T.E.R. generally from a mix of realities or was K.N.Y.F.E. an exception? Sgt. Steel is from a timeline other than both K.N.Y.F.E. and the main reality. The squad are from a mix of realities, too, but it's not like they're all explicitly from unique timelines (the Arsonator and Mega-Gunner are from the main timeline and had fought Bunker all the way back in his debut comic - see the cover art on the 3rd page of the pdf). F.I.L.T.E.R. personnel started as being from the main timeline, but has expanded into a mix since they found the Block.
    • In Sgt. Steel's deck we get to know his team and that they're specific characters - how does one get onto the team? Do they need to replace people periodically (supposing a high turnover rate due to getting the tough jobs), how often? Would we see the recruitment happen in F.I.L.T.E.R. comics? Are members characters that readers would already be familiar with? This team was formerly K.N.Y.F.E.'s team - Jack Steel, Bomb Specialist, Arsonator, Espionagent, Field Inventor, Infiltrationist, and a few others (not the same as the rest of the team as shown in the deck as Steel added Sharpshooter, Mega-Gunner, and Battle Medic to the team once he assumed command). Arsonator knew Mega-Gunner and got him recruited, but generally you get consideration for a slot for past accomplishments (especially wet-work jobs).
    • Since Steel is a "Vengeance-Style" team villain deck, does he work with other villains considering that he's mostly out to get K.N.Y.F.E. specifically and they seem to capture her on their own? They eventually got her without help, but that doesn't mean that they didn't try to get help prior to that. On Earth they worked with Miss Information, offering to help against the Freedom Five in exchange. They hired Greazer to help once they're chasing her out in space (which did not go well for Greazer). [I'll also point out that it's mentioned that they work with Biomancer and Citizens Hammer and Anvil when they're going after Visionary back in the Expatriette episode


Edit this Clarification

Fireside Chats

  • When Mission Objective is played, it does not ignore incapacitated or out of game heroes.
  • Mega Gunner reacts once per turn, not once per target per turn.
  • If Mission Objective is played and there are no active hero play areas without a Mission Objective in them already, it goes to the trash.
  • For Sergeant Steel’s incapacitated ability, when there are multiple villain character cards active (Citizens Hammer and Anvil) the players choose one of them to deal 1 projectile damage.

Comic Books: Sergeant Steel

Small note: Items that are in bullets are from the Podcasts, so their form may not make sense, or feel like they are missing a part - its probably on another tab

Spoilers May Be Ahead - SCU and Miststorm Universe Tabs may contain spoilers for future products.

When K.N.Y.F.E. left F.I.L.T.E.R., she didn't do so quietly. Her abrupt exit, followed by the shake-ups created by her sharing of top secret information with other heroes, left F.I.L.T.E.R. command with little choice. They had a rogue agent on their hands - she had to be put down.

So, where does F.I.L.T.E.R. go when they need someone eliminated? Their standard agents and guards would never be able to go toe-to-toe with a combat expert such as K.N.Y.F.E., especially with all her new hero allies. It was time to call in the big guns. Literally.

Sergeant Jack Steel and his squad of heavily-armed agents are the most dangerous operatives F.I.L.T.E.R. has to offer. They all have track records of dozens of kills or more, though not all of them on enemy targets. They're not known for their subtlety or their restraint. They're known for getting things done. K.N.Y.F.E. herself doesn't relish the thought of going up against any of them, let alone all of them. But that's just too bad, isn't it? The Block's teleporters have a lock on her location, and Sergeant Steel is locked and loaded.

When Sergeant Steel and his agents are on the job, you can expect a team who works well together. Each of them are going to hit far harder than they need to, and none of them will grant any quarter or mercy. If they're involved in a fight, it's going to be quick and brutal.

    • The story of K.N.Y.F.E. and her time with F.I.L.T.E.R. happens at around this time. Once she goes AWOL, Sergeant Steel takes her place on the strike team (with the objective to track her down and bring her back). While some members of the team we see in Steel's deck were there while K.N.Y.F.E. led it, some are new for this iteration.
    • Members of this version of the team: Sgt. Jack Steel, Ash the Arsonator, Rebecca the Bomb Specialist, Chance the Espionagent, Jericho the Mega-Gunner, Beatrix the Infiltrationist, Hans the Battle Medic, Kara the Sharpshooter, and Donnie the Field Inventor. None of them have powers. They never manage to capture K.N.Y.F.E. on Earth, but chase her into space, dogging her throughout her adventures there, and eventually take her down by setting a trap - they fake the same energy signature that Progeny gives off to lure her into an ambush.
    • Now that their special mission is complete, they return to the Block and begin taking normal assignments again, they're present in the Block when Citizen Dawn is brought in (and subsequently broken out by Hammer and Anvil - while Anvil's teleportation power is easier than the technology used by the Block, it's still difficult for him to set up a trip outside of reality [more classic "H&A are the best, can't wait for the cross-over OblivAeon movie where these two great guys save the day" commentary at around the 23 minute mark). Once Dawn is loose, she starts wrecking the joint. Steel and his team need to help stop her (classic Villain vs. Villain action!), planning on blowing the whole place up if necessary. Dawn manages to get some recruiting time in during the rampage, but then the Citizens, old and new, 'port out. Rebecca, the bomb specialist, wasn't counting on not needing to set off the bomb once she set it up, though. Thus ends Sgt. Steel and most of the Steel Squadron.
    • During OblivAeon, the Block is being evacuated. While Kismet makes her escape (see episode 7), she winds up shutting down the portal behind her while Felix Stone is still traversing it, causing him to be lost outside of reality. With the loss of the Block, Felix Stone, Steel and his team, and the general destruction going on, this is the end of F.I.L.T.E.R.

Legacy Wants to Remind You!

This information is from the Miststorm Universe, one of two branching timelines. Products in this timeline are: Sentinel Tactics (and expansions). Prime War (and expansions)

Tachyon Speeds By to Remind You!

This information is from the Sentinel Comics Universe, one of two branching universes. Products in this timeline are: Sentinel Comics RPG.