Toy Soldiers and Dining Room Battles

Toy Soldiers and Dining Room Battles

Sunday, May 24, 2020

Friday, May 22, 2020

IHMN: Some thoughts for the Beginner in Designing an Adventuring Company, Part 10a (Location, Location, Location)

 I knew I should have bought a better map.

It's 1895: So . . . where do you want to go? Another one of the great advantages of In Her Majesty's Name is that most games only require 4 feet x 4 feet of table space - but of course you can have bigger games! When I started playing IHMN, most of my terrain was for 15mm scale gaming and cardboard buildings I had picked up playing Warhammer and WH40K. In other words, no real 25/28mm terrain for 1895.

 My favorite piece of terrain. An old card stock house from the first Warhammer set I bought in 1993 or 4. I have used it for the English Civil War, Napoleonic, Fantasy games and of course In Her Majesty's Name. The hedge is flexible and is also a GW product.

At the same time as my interest was growing in IHMN, I was also working on 2 other projects in 28mm: The English Civil War and Colonial Gaming primarily in India. After browsing the internet I was able to find some cheap and easy ways to make some terrain. I primarily used Train model supplies, pet aquarium pieces and what I had from my earlier Sci Fi/Fantasy days.
Since I did not have a lot of Victorian Style buildings, for now I am shying away from large urban settings. There are some beautiful urban kits available and I have seen some fantastic urban layouts (Sigh). Some day. So where do I go in 1895?

1. Trees. For me the basics.  I need trees. Your average model railroad tree is extremely versatile and unless you are playing against a Dendrology professor, you can use them in various locales. Fortunately Hobby Lobby (in the USA) has a 40% coupon just about every week and after a quick stop I picked up 6 trees in the model railroad section for $14.00 US - what a great deal.  In addition I purchased 1/8 inch think beach oval plywood that is roughly 100 mm in diameter for the bases for $.84 US.


These 6 trees have found themselves in the jungles of Africa, the jungles of India, North Piddle, England, the USA . . . etc. They are generic enough to fit almost any locale and off course I use them for historical gaming too. Here is the link on my blog on how I made them: MAKING TREES LINK.

2. Scatter Terrain. Something else I discovered I needed for a skirmish game was what is affectionately known as scatter terrain and it is very easy to make.



Make sure your figures can use your scatter terrain. Private Hook was a great help as I used him to make sure the scrub grass ad the rock allowed figures to fit on the base. Notice that now I am spraying painting the wood black - I forgot one of the basics that paint and other objects stick better and paint easier with primer.


Great for the plains of Africa, the Wild, Wild, West, India and even Barsoom (if you ignore the green scatter grass.

Here is the link to my post on making what I call SCRUB GRASS.

3. Jungle terrain. One of the great discoveries I found on a gaming blog, and I wish I could remember which one, was the use of aquarium plants for making jungle terrain. This time I used old CD's as the bases. Talk about inexpensive.


Quick and easy. By the way, the rocks are from my stone path in the back yard.




Aquariam plants make great elephant or tall grass also. In the background you can see various palm trees from toy dinosaur kits and model railroad accessories.

4. Ancient Ruins. Speaking of aquarium, virtually every ancient ruin or temple I have came from a pet store and I don't thing any of them cost more that US $40 - especially when you use coupons or reward points (it pays to have 2 dogs that like to eat.)


 Perfect Scale for 28mm Figures.

I think the treasure and totem were from Reaper. Good for terrain and an objective!

Here are a couple more aquarium pieces; by the way they are all resin:
 How can you not have at least one adventure without a suspension bridge?

The entire bridge. The rock formation is from Gale Force Nine's Battle field in a box. I have also purchased several of their products for hills, rivers and rocks.


Starting on my Egyptian Ruins collection courtesy of the local Pet Store.

Next: Lost Cities, India, The Wild, Wild, West, The Valley of the Kings, and the quaint town of North Piddle, England. 

Wednesday, May 20, 2020

IHMN: Some thoughts for the Beginner in Designing an Adventuring Company, Part 9 (My Villains for you to use!)



 

The Wicked Witch of the West is the malevolent ruler of the Winkie Country. This is not the pathetic woman who accomplished nothing in the novel Wicked but one of the most evil and despicable creatures of all time. Her wickedness had dried her up long ago and she is extremely and deathly afraid of the effects that water may have on her.  Despite her fear of water, the Wicked Witch of the West is one of the most powerful witches in all of Oz. Her power is described as being so great that even Glinda the Good Witch of the South feared her. She has recently discovered how to cross the Burning Desert using the portals that "an intermediary" provided her.

Name: The Wicked Witch of the West
Pluck: 2+
Leadership: +2
Speed: 1
Fighting Value: +1
Shooting Value: +1
Talents: Flying, Dreadful, Erudite Wit, Fanatic, Stealthy, 30 points of Mystic Powers.
Basic Equipment: Magic Broom (Fires fire balls line of site fired at one target and counts as a flame attack on all figures within 3". Range is 18" range, Flying and in fighting counts as a Quarter Staff), Pistol
Armor: 10
Cost: 97 points
Special Rule: If the Wicked Witch is hit or falls into any kind of water she must make 2 Pluck rolls to survive.

 The Napoleon of Crime
 Professor Moriarty is highly ruthless, shown by his steadfast vow to Sherlock Holmes that "if you are clever enough to bring destruction upon me, rest assured that I shall do as much to you".  Moriarty is categorized by Holmes as an extremely powerful criminal mastermind who is purely adept at committing any atrocity to perfection without losing any sleep over it. It is stated in The Final Problem that Moriarty does not directly participate in the activities he plans, but only orchestrates the events. As Holmes stated above, what makes Moriarty so dangerous is his extremely cunning intellect.

Name: Professor James Moriarty
Pluck: 4+
Fighting Value: 0
Shooting Value: 0
Speed: +0
Talents: Leadership +3, Erudite Wit, Intuitive, Immortal, Meticulous Planning
Basic Equipment: Pistol, Impervious Waistcoat
Armor: 12
Points: 67


Baron Maupertuis
From the Memoirs of Sherlock Holmes as written by Dr. James Watson: "It was some time before the health of my friend Mr. Sherlock Holmes recovered from the strain caused by his immense exertions in the spring of '87.  The whole question of the Netherland-Sumatra Company and of the colossal schemes of Baron Maupertuis are too recent in the minds of the public . . ."

Name: Baron Maupertuis
Pluck: 4+
Fighting Value: +3
Shooting Value: +2
Speed: +0
Talents: Leadership +1, Arcproof, Impervious, Strongman (in order to carry the Arc Generator/Steam Dynamo)
Basic Equipment: Arc Staff (rifle), Steam Fist, Arc Generator/Steam Dynamo, Monocular Targeting Array, Chain Shirt
Armor: 10
Points: 80
Captain Harold Cold

Harold Snart was raised by an abusive father and took refuge with his grandfather, who worked in an ice truck. When his grandfather died, Snart grew tired of his father's abuse and set out to start a criminal career. Snart joined up with a group of small-time thieves and in planning out a robbery, each was issued a gun of advanced design and a visor to protect their eyes against the flashes of gunfire. 
As he was finishing his part of the robbery, a security guard surprised Snart. Intending to use his gun only to scare the guard, he inadvertently pulled the trigger and discovered that his weapon had been altered in a way he had never imagined. The moisture in the air around the guard froze. Intrigued by this twist of fate, Snart donned a long jacket and the aforementioned visor and declared himself to be Captain Cold - the man who mastered absolute zero.

Name: Captain Harold Cold
Pluck: 4+
Fighting Value: +1
Shooting Value: +3
Speed: +0
Talents: Numb, Intuitive, Fearless, Cold Proof
Basic Equipment: Freeze Gun (+1 SV and -2 Pluck), Edison Arc trunchion
Armor: 10
Points: 58


General Ronglu has begun to build the first modern infantry military force of the Manchu Empire. As a favorite of the Dowager Empress, he has access to modern technology and other exotic resources. Ronglu is not sympathetic toward the Boxers as he feels it is not time to move against the Western Powers. He is not on good relations with the leader of the Black Dragon Tong, the Dragon Lady, but cooperates with her so as not to antagonize the Dowager Empress. Though appearing to be "hefty" Ronglu is a master of armed and unarmed combat and is dedicated to free China from the influences of the foreign devils.

Name: General  Gulwalgiya Ronglu
Pluck: 3+
Fighting Value: +3
Shooting Value: +2
Speed: 1
Talents: Leader +2, Martial Artist, Inspirational, Fanatic
Basic Equipment: SRC Breastplate, pistol, sword, magnetic-static-shield
Points: 77




Yu Niu is the best swordsman of her province and many claim she may be the best in China. She is a former Shaolin nun and while at her temple, she developed a style that is extremely efficient and ideally suited to smaller fighters having less strength.

Pluck: 3+
Fighting Value: +4
Shooting Value: +0
Speed: +2
Talents: Martial Artist, Lightning Draw (Fighting)
Mystical Powers: Levitate, Dragon Wings, Harden (or can substitute for 20 points of Mystical Powers)
Basic Equipment: Sword, pistol
Points: 60 



Lo Pan is just your typical Chinese evil sorcerer who just wants to have flesh again in order to rule the universe. Lo Pan has a legion of followers who will die to protect him and three skilled martial artists with mystical powers at his side.
Name: Lo Pan Pluck: 2+  
Fighting Value: +2  
Shooting Value: +2  
Speed: 1  
Talents: Leader +1, Martial Artist, Immortal, up to 30 points of Mystical Powers
Basic Equipment: Poison Knife
Points: 40 (not counting mystical powers)
The Grand Pooh-Bah, the leader of the Black Brotherhood AKA The Cult of Doom(!)
 The real name of the Leader of the Black Brotherhood is Shiwan Khan, a would-be world conquerer and archenemy of the American vigilante known as The Shadow. He is the last living descendant of Genghis. As a youth, he traveled to Lhasa, Tibet and studied with the monks. After learning their mystic ways, he used his knowledge to help the people of Mongolia, but he began to feel a lust for power and set out to rule the world as a new Khan. He often operates from the lost underground city of Xanadu, beneath the Sinkiang. He has access to the treasures of Kublai Khan and was trained by the Tibetan monks to use telepathic powers. The Black Brotherhood is just another means to his end of ruling the world. As the Grand Pooh-Bah of The Black Brotherhood AKA The Cult of Doom(!) he uses the following profile:

Name: The Grand Pooh-Bah (Shiwan Khan)
Pluck: 2+
Fighting Value: +4  
Shooting Value: +0  
Speed: +2  
Points: 109  
Talents: Leadership +2, Martial Arts, Fearless, Fanatic, Meticulous Planning, 30 points of Mystical Powers  
Basic Equipment: The Jade Breastplate (Armor Value 12), Pistol



The Mechanical Robot Man of Fu Manchu
For In Her Majesty's Name I am using the stats for the Kaiser Wilhem heavy walker. If it takes a hit involving the helmsman (it has none - it's a robot!) I will use a 5+ for the Pluck roll. I believe this baby is going to have an Arc cannon fire from its eye and of course have steam claws.

Next: Location, Location, Location

Sunday, May 17, 2020

IHMN: Some thoughts for the Beginner in Designing an Adventuring Company, Part 8c (My Characters for you to use!)


Mandrake is a magician whose work is based on an unusually fast hypnotic technique. When Mandrake "gestures hypnotically", his subjects see illusions, and Mandrake has used this technique against a variety of villains including gangsters, mad scientists, extraterrestrials, and characters from other dimensions. While dealing with an extraterrestrial threat from another dimension (sound familiar?) Mandrake and his companions Lothar, the Prince of the Seven Nations and Princess Narda of the European nation Cockaigne also find themselves trapped in 1895!
Name: Mandrake the Magician
Pluck: 2+
Leadership: +2
Speed: 2
Fighting Value: +1
Shooting Value: +3
Talents: Fearless, Martial Arts, Mystical Powers: Up to 30 points of Mystical Powers (not included in the character's cost).
Basic Equipment: The Cloak of Levitation (same power as Levitate), The Top Hat that Mystifies (same power as Clouding Men's Minds), the Wand of Making a Dapper Dresser look Cool (same talent as Spitfire), pistol
Armor: 10
Cost: 72

 "Who knows what evil lurks in the minds of men? The Shadow knows!"

 The Shadow is a mysterious American of contradictory origins. No one is quite sure who he is though he is branded a vicious vigilante by some and a hero by others.  His past and identity are ambiguous. Mr. Sherlock Holmes does not approve of his methods but when asked if they had met he did not answer.

Name: The Shadow Pluck: 2+
Leadership: +2
Speed: 2
Fighting Value: +2
Shooting Value: +6
Talents: Terrifying, Fearless, Lightning Draw, Gunslinger, Iron Will (Optional: Master of Disguise; if used add 10 points)
Mystical Powers: Clouding Men's Minds, The Path of Shadows, Zone of Shadows
Basic Equipment: Two pistols
Armor: 9
Cost: 93

 “ This is only pleasure for poor bhisti”


Name: Gunga Din, Regimental bhisti
Pluck: 5+
Leadership: 0
Speed: 0
Fighting Value: +1 (Did you see him bayonet that Thuggee?)
Shooting Value: +0
Talents: Inspirational, Medic
Basic Equipment: Water bag (Medic), bugle (Inspirational - an exception since he is not a leader), knife, and any weapon he can pick up on the battle field.
Armor: 7
Cost: 21



  The Sergeants Three: SGT Archibald Cutter (Cary Grant), SGT 'Mac' MacChesney (Victor McLaglen), and SGT Thomas 'Tommy' Ballantine (Douglas Fairbanks, Jr.) sculpted during the part of the movie when SGT MacChesney orders and leads the charge of his command across the rooftops of the fictional town of Tantrapur.

 Cary Grant as SGT Archibald Cutter, always on the look out for treasure.

Name: SGT Archibald Cutter, Royal Engineers
Pluck: 3+
Leadership: +1*
Speed: +1
Fighting Value: +3
Shooting Value: +3
Talents: Bayonet Drill, Engineer, Erudite Wit, Fearless, Grenadier, Tough
Basic Equipment: Brigadine, Pistol, and sword. May also purchase a Military Rifle (+9 points). May also purchase a Congreve Rocket Gun (+7 Points) and must purchase the rocket grenades separately. May also carry any kind of grenade but must pay the appropriate points.
Armor: 9
Cost: 58

*Special Leadership Rule: All of the Sergeants Three have a Leadership of +1. They can combine their leadership for Initiative and any pluck rolls that can benefit from Leadership if the figures are in range. This rule is negated if their are any British officers present; then it is just a +1.

"Now you're all under arrest. Her Majesty's very touchy about having her subjects strangled."
 

 Victor McLaglen as SGT 'Mac' MacChesney: A tough, get the job done with little respect for the local inhabitants.


Name: SGT "Mac" MacChesney, Royal Engineers
Pluck: 3+
Leadership: +1*
Speed: +0
Fighting Value: +4
Shooting Value: +3
Talents: Bayonet Drill, Beserker, Engineer, Fearless, Tough
Basic Equipment: Brigadine, Pistol, and sword. May also purchase a Military Rifle (+9 points). May also purchase a Congreve Rocket Gun (+7 Points) and must purchase the rocket grenades separately. May also carry any kind of grenade but must pay the appropriate points.
Armor: 9
Cost: 63


One of the most poignant moments of the movie is when Colonel Weed, the senior officer, reads lines from the "newly" written poem by the war correspondent Rudyard Kipling as they are burying Gunga Din: "Though I've belted you and flayed you / By the living God that made you / You're a better man than I am, Gunga Din." A tear runs down MacChesney's eye as Din is made a Corporal of the regiment and will be forever listed among the honored dead.


Douglas Fairbanks, Jr, as SGT Thomas "Tommy" Ballantine: "You displease me greatly, and I ignore the both of you."


Name: SGT Thomas "Tommy" Ballantine, Royal Engineers
Pluck: 3+
Leadership: +1*
Speed: +1
Fighting Value: +3
Shooting Value: +3
Talents: Bayonet Drill, Duelist (Sword), Engineer, Fearless, Lightening Draw (Sword), Tough
Basic Equipment: Brigadine, Pistol, and sword. May also purchase a Military Rifle (+9 points). May also purchase a Congreve Rocket Gun (+7 Points) and must purchase the rocket grenades separately. May also carry any kind of grenade but must pay the appropriate points.
Armor: 9
Cost: 65


"The trouble is you don't want a man for a husband! You want a coward who will run out on his friends! Well, thats not me, never was, and never will be. I don't care how much I love you! And I do very much. I'm a soldi... I mean I'm a man first!"
 


Subedar Bikram Singh, IOM, is a rising star in the Indian Army. As a young student, he considered becoming a doctor. He was an exceptional student of Zoology and Biology. But the wars of the late 19th Century motivated him to join the army. When asked whether he ever regrets the choice made, Bikram said, "If I were ever to be born again, I would only join the Indian Army." Colonel Armstrong remembers him for being a 'soldier's soldier' for spending time and working hard with his troops on the ground. Bikram Singh also carries the Khanda Sword of Justice given to him by his father, Subedar-major Ranjit Singh.

Name: Subedar Bikram Singh, IOM
Pluck: 3+
Leadership: +2
Speed: 0
Fighting Value: +4
Shooting Value: +2
Talents: Duelist (sword), Fearless, Inspirational, Iron Will, Tough, Skirmisher, Stealthy
Basic Equipment: Jack, pistol, The Khanda Sword of Justice (+3 Weapon bonus; -2 Pluck penalty)
Armor: 8
Cost: 67
 "Snowy! How did we get here?"
  "Tintin! Are we dead? Say yes or no but answer me!"
 Yep, it's Tintin and he is also trapped in 1895. Born on January 10, 1929, the world famous Tintin and his faithful companion Snowy (a War Poodle) are trapped in the year 1895. Though only 18 years old, he is the most overpaid reporter from Belgium as it appears he has never posted an article. Fortunately he is a top notch detective and adventurer who despises the thought of evil going unpunished . . . and let's face it, the kid is just darn lucky. 

Name: Tintin
Pluck: (you guessed it) 2+ 
Fighting Value: +2
Shooting Value: +4
Speed: +1
Points: 60
Talents: Leader +1 (only for bumbling detectives, absent minded scientists and/or professors and alcoholics. To use this skill with anyone else requires a pluck roll), Engineer, Mechanic, Fearless, Lightening Draw (pistol), Swimming, and Intuitive. Also likes punching communists.
Basic Equipment: Pistol and Brigadine

Among his friends, Snowy comes first. Admittedly he is a dog (but a War Poodle), but he is above all, the faithful friend of Tintin with a generous spirit.
Name: Snowy Pluck: 4+ 
Fighting Value: +2
Shooting Value: N/A
Speed: +2
Points: 31
Talents: Erudite Wit, Fearless (except against spiders and arachnoid type creatures which causes terror) Intuitive, War Poodle (+1 Weapon bonus). Also likes biting communists.
Basic Equipment: Teeth, claws, fur (Armor 9)


"The combat was soon over, and, with his foot upon the neck of the dead monster, Tars Tarkas became jeddak among the Tharks. His first act was to make me a full-fledged chieftain with the rank I had won by my combats the first few weeks of my captivity among them." From the journals of Captain John Carter.
Tars Tarkas is a great warrior and leader among his people (the brutal and mirthless Tharks), He possesses a sense of compassion and empathy uncharacteristic of his race. With the help of the newly arrived Earth man John Carter, he becomes Jeddak, or king, of the Tharks. 

Name: Tars Tarkas, Jeddak of Thark
Pluck: 3+
Leadership: +2
Speed: 1
Fighting Value: +4
Shooting Value: +3
Talents: Beserker, Duelist (Sword), Fearless, Fortitude, Inspirational, Intuitive, Sword Master, Tough
Basic Equipment: Long Sword (Large sword and requires only one hand), short sword (sword), dagger (fighting knife) and radium pistol. May purchase a radium rifle for 24 points and has the option of adding the Hunter Talent for 5 points.
Armor: 8
Cost: 92
Tars Tarkas can lead the Tharks and any Green Martian war band except for the Warhoons. Tars Tarkas can lead a mix force of Green Martians and other Martians if John Carter joins the group or is part of the plan that brings them together. 

 John Carter of Virginia, former Captain of Cavalry, Confederate States of America.
John Carter of Virginia, ex-Confederate Captain of Cavalry, gold prospector, Prince of Helium, Jeddak of Jeddaks and Warlord of Mars. Arguably, John Carter is the greatest swordsman of his time, regardless of the extra strength and dexterity his Earth muscles give him on Barsoom (Mars). Let's face it, John Carter is a freaking force of nature and beware the bad guy that gets between him and his princess. 
Name: John Carter of Virginia, Prince of Helium, Jeddak of Jeddaks and Warlord of Mars
Move: 9"/6" Pluck: 2+
Leadership: +3
Speed: 2
Fighting Value: +5
Shooting Value: +3
Talents: Duelist (Sword), Fearless, Immortal (Campaigns Only), Fortitude, Jumping, Inspirational, Intuitive, Intervention, Iron Will (no Martian can penetrate his mind), Leadership +3, Lightening Draw (FV), Martial Artist (+1 to Speed in Fights), Sword Master, Tough
Basic Equipment: Long Sword (Large sword and requires only one hand), short sword (sword), dagger (fighting knife) and radium pistol. May purchase a radium rifle for 24 points and has the option of adding the Hunter Talent for 5 points.
Armor: 8
Cost: 142
I have not included the cost of Immortal (10 points) in the above. If you are playing a campaign game you better add it . . . if you have thoats or other riding beasts, you can pay the appropriate points for the Talents Cavalryman and Trick Riding is so desired. 
New Talent: Jumping (same as Levitate but not a Mystical Power)
Special Rule: Dejah Thoris. If Dejah Thoris is in base to base contact of an enemy figure, or if an enemy figure moves within one inch of Dejah Thoris, John Carter MUST move toward the enemy and attempt to kill him or her (count as knocked out because John Carter would never kill a women) or it or whatever threatens his princess. If Dejah Thoris is killed (THE HORROR!) John Carter automatically gets the Beserker and Numb Talents (the pain and anguish of losing his princess) for free but loses Fortitude and his Leadership drops to +2. No matter what the scenario, John Carter now ignores it and any objectives and is now locked into the "Last Man Standing" scenario and will now attempt to kill every enemy figure in the game. You don't mess with Dejah Thoris


"She was indeed the proud daughter of a thousand jeddaks, every inch of her dear, precious little body; so small, so frail beside the towering warriors around her, but in her majesty dwarfing them into insignificance; she was the mightiest figure among them and I verily believe that they felt it".
Name: Dejah Thoris, Princess of Helium
Pluck: 3+
Leadership: +1
Speed: 1
Fighting Value: +1
Shooting Value: +2
Talents: Erudite Wit (Have you heard her speeches as recorded by her husband!), Inspirational, Medic, Unearthly Beauty (Come on! She's Dejah Thoris!)
Basic Equipment: Sword, dagger (fighting knife) and The Royal Halberd of Helium (Halberd). May also purchase a radium pistol for 8 points.
Armor: 8
Cost:52 points
Hopefully this gave you an idea of what you can do with IHMN in creating those heroes you always wanted, or wanted to be, for the game. 
Next up: The Villainous Leaders I have not mentioned yet. Also in future posts: The locales of my games, what IHMN Adventuring Companies I have used and the IHMN Adventuring Companies I have created.

Saturday, May 16, 2020

Screw-Guns

Smokin' my pipe on the mountings, sniffin' the mornin' cool,
I walks in my old brown gaiters along o' my old brown mule,
With seventy gunners be'ind me, an' never a beggar forgets
It's only the pick of the Army
that handles the dear little pets -- 'Tss! 'Tss!
For you all love the screw-guns -- the screw-guns they all love you!
So when we call round with a few guns,
o' course you will know what to do -- hoo! hoo!
Jest send in your Chief an' surrender --
it's worse if you fights or you runs:
You can go where you please, you can skid up the trees,
but you don't get away from the guns!


They sends us along where the roads are, but mostly we goes where they ain't:
We'd climb up the side of a sign-board an' trust to the stick o' the paint:
We've chivied the Naga an' Looshai, we've give the Afreedeeman fits,
For we fancies ourselves at two thousand,
we guns that are built in two bits -- 'Tss! 'Tss!
For you all love the screw-guns . . .


If a man doesn't work, why, we drills 'im an' teaches 'im 'ow to behave;
If a beggar can't march, why, we kills 'im an' rattles 'im into 'is grave.
You've got to stand up to our business an' spring without snatchin' or fuss.
D'you say that you sweat with the field-guns?
By God, you must lather with us -- 'Tss! 'Tss!
For you all love the screw-guns . . .

The eagles is screamin' around us, the river's a-moanin' below,
We're clear o' the pine an' the oak-scrub,
we're out on the rocks an' the snow,
An' the wind is as thin as a whip-lash what carries away to the plains
The rattle an' stamp o' the lead-mules --
the jinglety-jink o' the chains -- 'Tss! 'Tss!
For you all love the screw-guns . . .

There's a wheel on the Horns o' the Mornin',
an' a wheel on the edge o' the Pit,
An' a drop into nothin' beneath you as straight as a beggar can spit:
With the sweat runnin' out o' your shirt-sleeves,
an' the sun off the snow in your face,
An' 'arf o' the men on the drag-ropes
to hold the old gun in 'er place -- 'Tss! 'Tss!
For you all love the screw-guns . . .
Smokin' my pipe on the mountings, sniffin' the mornin' cool,
I climbs in my old brown gaiters along o' my old brown mule.
The monkey can say what our road was --
the wild-goat 'e knows where we passed.
Stand easy, you long-eared old darlin's!
Out drag-ropes! With shrapnel! Hold fast -- 'Tss! 'Tss!
For you all love the screw-guns -- the screw-guns they all love you!
So when we take tea with a few guns,
o' course you will know what to do -- hoo! hoo!
Jest send in your Chief an' surrender --
it's worse if you fights or you runs:
You may hide in the caves, they'll be only your graves,
but you can't get away from the guns!

Thursday, May 14, 2020

IHMN: Some thoughts for the Beginner in Designing an Adventuring Company, Part 8b (My Characters for you to use!)

Color Sgt. Bourne: Mr. Chard, sir, patrol's come back. The Zulus have gone. All of them. It's a miracle.
Lt. John Chard: If it's a miracle, Colour Sergeant, it's a short-chambered, Boxer-Henry . 45 calibre miracle.
Color Sgt. Bourne: And a bayonet, sir. With some guts behind it.

Some more heroes! First the Hollywood versions of Colour Sergeant Bourne and Private Hook:

 
Name: Colour Sergeant Bourne
Pluck: 3+
Fighting Value: +3

Shooting Value: +3

Speed: 0

Talents: Leadership +1, Exceptional Bayonet Drill (+3 FV), Tough, Inspirational
Basic Equipment: Military Rifle, Bayonet, Brigadine
Armor: 9
Points: 45


I invented a new Talent for Colour Sergeant Bourne; the Exceptional Bayonet Drill.

Name: Private Hook
Pluck: 5+

Fighting Value: +2

Shooting Value: +3

Speed: 0

Talents: Bayonet Drill, Tough, Marksman, Erudite Wit
Basic Equipment: Military Rifle, Bayonet, Brigadine
Points: 37



James Tiberius Kirk was born in Riverside, Iowa where he was raised by his parents, George and Winona Kirk. Although born on Earth, Kirk lived for a time on Mars under the tutelage of his second cousin John Carter.  After graduating from the United States Naval Academy he received his first command, an airship roughly equivalent to a destroyer during the first infamous encounter with Robur the the Conqueror while still quite young. Kirk was now the youngest airship captain in the fleet.  A former officer of Kirk's describes him  "a hard-driving leader who pushes himself and his crew beyond human limits".  Kirk also had a "tendency to ignore U.S. Naval regulations when he feels the end justifies the means"; he is "the quintessential officer, a man among men and a hero for the ages". 

Name: Captain J. T. Kirk
Pluck: 2+
Fighting Value: +4
Shooting Value: +3
Speed: +0
Talents: Leadership +3, Inspirational, Tough, Erudite Wit, Fearless
Basic Equipment: Brigadine, radium pistol,  and sword
Cost: 69 points







Erik Niallson and Fenrir.  Erik is a metal Gripping Beast miniature and Fenrir is a Space Marine War Poodle from Games Workshop.

Name: Erik Niallson

Pluck: 2+

Leadership: +2

Speed: 0


Fighting Value: +4

Shooting Value: +4

Talents: Inspirational, Fearless, Tough

Basic Equipment: The Spear of Odin +2 Weapon Bonus and -2 Pluck Penalty; Sword +2 Weapon Bonus and -1 Pluck Penalty

Armor: Ancient chain mail forged by Dwarfs (12)

Cost: 91 points
Name: Fenrir the Giant Wolf
Pluck: 5+

Leadership: 0

Speed: +2; Move 12" and Run 6".

Fighting Value: +3

Shooting Value: N/A

Talents: Tough, Terrifying

Basic Equipment: Teeth and Claws +1 Weapon Bonus and -1 Pluck Penalty

Armor: Tough Fur (8)
Cost: 30 points

  Left to Right: Lindani the Royal Bodyguard, King Mehluli, and Ntando of the High Temple.  Note the Royal Staff of Big Whopping carried by the king.
  
Name: King Mehluli
Pluck: 2+

Leadership: +3

Speed: +2

Fighting Value: +4

Shooting Value: +1

Talents: Inspirational, Fearless, Tough, Lightning Draw

Basic Equipment: The Royal Staff of Big Whopping (2 handed) +3 Weapon Bonus and -2 Pluck Penalty; Fighting Knife +1 Weapon Bonus and -1 Pluck Penalty

Armor: The Necklace of the Panther (12)

Cost: 91 points
Though not a member of the faculty or staff, Randolph Carter is a one-time student of the Miskatonic University and has been instrumental in many adventures of Miskatonic University.  He is an uncelebrated author, whose writings are seldom noticed. A melancholy figure, Carter is a quiet contemplative dreamer with a sensitive disposition, prone to fainting during times of emotional stress. But he can also be courageous, with enough strength of mind and character to face and foil horrific creatures.  Interestingly, Carter also served in the French Foreign Legion.  He also possesses the Silver Key and is rumored to be a distant cousin of Captain John Carter of Virginia.
Name: Mr. Randolph Carter
Pluck: 2+
Leadership: 0
Speed: +1
Fighting Value: +1
Shooting Value: +1
Talents: Intervention, Erudite Wit, Spectral Form, Iron Will
Basic Equipment: Pistol, Fighting Knife, Silver Key (Spectral Form)
Armor: 14
Cost: 65 points
 (Before a gunfight, to an undertaker.) Get three coffins ready.

 (After the gunfight to the undertaker) "My mistake: four coffins."
No one knows his name (supposedly) and he is only known as the Bounty Hunter. Many suspect that he was an American soldier at one time as he carries 2 military revolvers and a standard issued US Cavalry saber.  He does not like evil and is an expert falconer.
Name: The Bounty Hunter
Pluck: 2+
Leadership: 0
Speed: 2
Fighting Value: +3
Shooting Value: +6
Talents: Gunslinger, Lightening draw (pistols), Marksman (pistol), Stealthy, Tough,  Erudite Wit
Basic Equipment: 2 pistols, Saber
Armor: 10
Cost: 64

Name: Falcon
Pluck: 6+
Leadership: 0
Speed: 1 (10 inches to move and +5 inches to run)
Fighting Value: +1
Shooting Value: N/A
Talents: Flying
Basic Equipment: Talons (Attack bonus +1, Pluck penalty -1)
Armor: 8
Cost: 11 points

 Lady Prudence Fiona Throckwaddle - Scourge of the Zanzibari and Arab Slavers.

Many a man has regretted getting in the way of Lady Prudence Fiona Throckwaddle of the North Piddle Throckwaddles.  Not only is she from North Piddle and exhibits the eccentricities of that area, but is supposedly the amour of one Captain Nemo. Famous for the tea parties she throws, there is still some controversy about the fried chicken that was served when Herr Doktor Professor Oberst (Ret.) Sanders attended. Though a formidable - but caring woman, she shows no mercy to slavers.

Name: Lady Prudence Fiona Throckwaddle of the North Piddle Throckwaddles

Pluck: 2+

Leadership: +3

Speed: 0

Fighting Value: +1

Shooting Value: +2

Talents: Inspirational, Fanatic Fearless, Lightning Draw (pistol)

Basic Equipment: Pistol, Endless Cup of Tea (+1 bonus in fighting -1 Pluck), Magneto Static Waist Coat

Armor: 9
Cost:
Special Rule: Tea Time.  Lady Prudence may call for a Tea Party once during a game which automatically gives her the initiative and allows her to move up to five members of her company prior to her opponents move.


Yikes! My fingers are getting tired from cutting and pasting. Looks like we will need to have a Part 8c for other great heroes and characters - and we haven't even gotten to the bad guys yet!