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Showing posts with label IHMN. Show all posts
Showing posts with label IHMN. Show all posts

Saturday, October 26, 2019

IHMN: The Green Men of Mars


"The man himself, for such I may call him, was fully fifteen feet in height and, on Earth, would have weighed some four hundred pounds. He sat his mount as we sit a horse, grasping the animal's barrel with his lower limbs, while the hands of his two right arms held his immense spear low at the side of his mount; his two left arms were outstretched laterally to help preserve his balance, the thing he rode having neither bridle or reins of any description for guidance." From the journal of Captain John Carter.


"The men are trained in the higher branches of the art of war; in strategy and the maneuvering of large bodies of troops. They make the laws as they are needed; a new law for each emergency. They are unfettered by precedent in the administration of justice. Customs have been handed down by ages of repetition, but the punishment for ignoring a custom is a matter for individual treatment by a jury of the culprit's peers, and I may say that justice seldom misses fire, but seems rather to rule in inverse ratio to the ascendancy of law. In one respect at least the Martians are a happy people; they have no lawyers."  From the journal of Captain John Carter.


We have had a wonderful time working on the Barsoom project and we think we have some stats for In Her Majesty's Name. BIG DISCLAIMER: We have not play tested yet but rest assured there is going to be a hair raising adventure soon that will put them to the test!


Weird Science:

Radium Rifles are an extremely deadly weapon with a theoretical range of 300 miles. They fire small caliber explosive radium bullets which explode when exposed to light. The bullets are covered with a thin coating that breaks on contact with the target, thus creating an explosion. This is the principal firearm used by the green men. Many models are equipped with wireless finders and sighters and this lightweight weapon has a wood stock - a rare material on Barsoom - and a long metal barrel composed of a specially tempered alloy of aluminum and steel.

Radium Rifle
SV Bonus: +4
Range: 36"
Hands Required: 2
Pluck Modifier: -3 in Daylight; -1 at night or in situations like the Mystical Power Zone of Shadows.
Cost: 24 points. Has a built-in Monocular Targeting Array. Must have the Hunter talent to use for full effect. If the figure does not have the Hunter talent, it counts as an ordinary Military Rifle.


Radium Pistols are a firearm with a shorter range than the radium rifle:
 
Radium Pistol
SV Bonus: +2
Range: 8"
Hands Required: 1
Pluck Modifier: -2 in Daylight; 0 at night or in situations like the Mystical Power Zone of Shadows.
Cost: 7 points. 


"The Green Martians are the largest of the Martian races, the males standing up to fifteen feet tall and the females up to twelve feet. They have green skin, small antennae-like ears just above the eyes, and large tusks. In the males these tusks extend upwards to the level of the eyes. The eyes themselves are large and wide-set, with snowy white sclera and blood red irises. Each eye is capable of moving independently of the other. Green women differ in the fact that their skin color is lighter, their tusks extend up to the level of their antennae, and they also have vestigial fingernails." From the journal of Captain John Carter.

New Talent. Sword master: If the figure is armed with two blade weapons they can split their FV between them and thus between targets in base to base contact. 5 points.

Name: Green Martian
Pluck: 4+
Leadership: 0
Speed: 0
Fighting Value: +3
Shooting Value: +2
Talents: Fearless, Tough
May have up to 2 additional Talents: Beserker, Cavalryman (those thoats are big expensive models!), Duelist, Fanatic, Fortitude, Hunter, Intuitive, Lighting Draw, Marksman, Sword Master, Trick Riding.
Basic Equipment: Long Sword (Large sword and requires only one hand), short sword (sword) and dagger (fighting knife)
Armor: 8
Cost: 41

One Green Martian may choose the Leadership Talent +1 in addition to 2 additional talents.
A Thark Green Martian war band may include Tars Tarkas, John Carter, Dejah Thoris or Red Martains from the Empire of Helium. I have not done stats or point values for thoats because I doubt any time soon I will have them - but some other zoological specimens of Barsoom will be showing up!


"They are intelligent and capable of organizing themselves into a society, but they are almost all to a man brutish and cruel." From the journal of Captain John Carter.




A Green Martian War band among the ancient ruins of a Martian city.

Next: Tars Tarkas, Jeddak of Thark

Thursday, August 1, 2019

Pulp Figures Gunga Din (Hollywood 1938 Version)

You’re a better man than I am, Gunga Din!

In the poem Gunga Din, by Ruyard Kipling, the flawed character is the white, British soldier and the overall hero? An Indian water-bearer for the Imperial Army. The movie Gunga Din is a 1939 RKO adventure film loosely based on the poem of the same name by Kipling combined with elements of his short story collection Soldiers Three. The film is about three British sergeants and Gunga Din, their native bhisti (water bearer), who fight the Thuggee, an Indian murder cult, in colonial British India. The movie continues with the central theme of the poem, the sacrifices the Indians made on behalf of British Imperialism.

Sam Jaffee plays Gunga Din, the manliest man to ever wear a diaper in a film.


Though some of the movie's elements are products of its time, it is still a rollicking, entertaining film that has influenced other films and has become a "must watch" with the starring roles of Cary Grant, Douglas Fairbanks, Jr., Victor McLaglen and Sam Jaffe in the title role.

 “ This is only pleasure for poor bhisti”

Here are my stats for Gunga Din for In Her Majesty's Name:

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

For The Men Who Would be Kings attach Gunga Din to any British Imperial Infantry unit for 1 point and he and he is "Inspirational" which allows the unit to reroll every failed Rally roll once. When casualties are taken, you must roll to see if Gunga Din is one.

Gunga Din and The Sergeants Three.
Corporal Din.

Next: The Sergeants Three.

Tuesday, April 2, 2019

IHMN: It's a Trap! (Episode 5.2)


"It's a trap", said Professor Moriarty to the Baron Maupertuis.
"My sources are exact", Baron Maupertuis replied. "The dioether compound is in the barrel and can power the weapon for at least 5 years."
"In North Piddle? Holmes' protege Inspector Hopkins is in North Piddle. It's a trap. How convenient that the dioether compound is in the very same town that Holmes had a gun battle with the Imperial Chinese army in the British Museum Annex. It smells like my old nemesis."


"Shall we proceed?"
"Of course. I told Holmes that sooner or later I would destroy him, and with the power that is being gathered, this is a good as time as any. Get that dioether from that train station in North Piddle."

 Under the cover of darkness, The Professor and his minions move toward the North Piddle freight yard.
 Baron Maupertuis leads Bad Jack and two hired thugs in the southeast . . .

 . . . while to the northeast of the freight yard, Colonel Moran, The Professor, Captain Cold and Allan "The Brawler" Smith take a cautious approach as backup to the advance group.

"Hmmm", thinks the Professor, "Where will Holmes lay his trap?"


 Colonel Moran and Captain Cold take up firing positions, mindful of the limitations that the darkness that night imposes on their maximum ranges.

 The expendable . . . I mean advance group continues to move to the south of the freight yard where the barrel of dioether is on the platform.

 The Baron takes up a fire position with his Arc Staff while the hired thugs check out the buildings.  Bad Jack, not the brightest bulb in the bunch (after all he is a mutated rabbit) continues to move forward.  Where is Holmes and Scotland Yard?  Could The Professor be mistaken?

 "Colonel you will stay by me. By the way, the architecture is interesting, a bit of the Old Hammer style wouldn't you say?"

 Okay. Let's get it.

 The Professor's group moves down the main street to cover, and then using his Meticulous Planning talent, decides to send Colonel Moran closer.

 The Professor's henchmen converge on the barrel of dioether without a good guy in sight.

 Closer . . . closer . . . you don't think someone is hiding in there do you?

 GRAB IT!

 "What the 'ell?" Yep, The Shadow has used his Master of Disguise talent.

 I knew it was a trap.
 "Where is he?"
 The Shadow uses his power to Cloud Men's Minds so that no one can get a clear shot at him (unless in base to base contact).
 I will pound him into dirt!


 Shots ring out and two of The Professor's company are down.

 Using the Path of Shadows mystical talent The Shadow moves 12 inches to get at The Professor.

 Captain Cold moves up to intervene and save his employer.
 The Baron and Mad Jack move to outflank the mysterious stranger.

 Captain Cold fires and rolls a one and his cold ray is now non-operational for the rest of the game . . . I mean caper.

 More shots ring out in the darkness and Captain Cold is down.

"Okay . . . it's time to leave.  He's all yours Colonel."

 Once again The Shadow uses the Path of Shadows and engages Baron Maupertuis.

 And the mutant creature Bad Jack joins the battle.

 "Professor, if you don't mind, I'll cover your escape from here."

 "That was easy, too easy." (Thanks goodness again for rolling high and the Gunslinger talent!)

 Yikes! Bad Jack has the Berserker talent, a large knife and was not really knocked down!

 Almost off the gaming area to fight another day.

 The Shadow successfully disengages . . . 

  . . . and once again uses the Path of Shadows in an attempt to get Colonel Moran.

 "Okay. I'll use my Meticulous Planning to get you to safety."

 Meanwhile, the beserker Bad Jack continues to stalk The Shadow.

 And right on time (it's Turn 6) the authorities arrive to figure out what all the commotion is about. Inspector Stanley Hopkins leads three constables . . .
 . . . while Sherlock Holmes leads another group of three.

Bad Jack sneaks up on The Shadow as the men in blue react.

"I've seen this somewhere before . . . and I don't like it."

Bad Jack gets the drop on The Shadow!

"That's the weirdest Rabbit Man with a knife I have ever seen."
The Shadow is knocked down . . .

 . . . but not out of the fight as he turns Bad Jack into Swiss Cheese.

Inspector Hopkins attempts to make an arrest.

But the Shadow disappears.

"Inspector Hopkins.  I know this man. He is the American vigilante known as The Shadow and I do not approve of his methods!"

Ahem. When we planned this three player game, it was anticipated that The Shadow would be a nuisance for both sides. The Professor's goal was to get the dioether compound, Scotland Yard was to prevent him and arrest him, and The Shadow was to be a nuisance trying to kill The Professors gang without harming anyone in Scotland Yard or getting arrested. The Master of Disguise talent surprised the bad guys (and the points were paid by the Shadow for it) but we never imagined that the combination of Clouding Men's Minds, the Path of Shadows and the Gunslinger talent would have The Shadow zipping about the gaming table and virtually wiping out the Professor's Company before Scotland Yard ever showed up!  The high die rolls helped too!  The Shadow was a force of nature and won the game.
  "The weed of crime bears bitter fruit! Crime does not pay... The Shadow knows!"