He is more persistent that I and has found lots of really cool stuff, Take a wander over to his blog and take a look.
He is a rather better painter than I , particularly with models, you will learn a thing or two.
28mm Victorian Science Fiction Campaign using The Men Who Would Be Kings rules
Tuesday, February 14, 2017
Rules Amendments Part V; Vessels upon the Sea
a heavy vessel, with a steam engine, ram and armor
Monday, February 13, 2017
Rules Amendments Part IV Weapons on Flyers
Weapons systems mounted on Flyers are subject to the following rules:
1. They are always considered Regular for Orders and Leadership purposes, they will have their own gun-captains separate from the airship that is carrying them
2. Guns and Machine guns are considered to have three crew-members
3. Due to the extreme measures employed to lighten the weapons they have become less reliable; any time they fire and roll three ones they are out of ammo/jammed for the rest of the game.
4. They are one point cheaper than the land-based versions
5. They cannot be dismounted for lack of a carriage and draft animals.
6. They are considered to be lost if the craft crashes, in the event that they have been mounted on a balloon that has make a soft descent and not been overrun by enemy troops they can be recovered and re-used.
7. Bombs require a separate section of their own thus:
A. a "bomb-load" consists of four circles cut from common typing paper that are three inches in diameter
B. these will be "dropped" by placing them on a normal ruler held at the end of the bombing players outstretched arm, they may be stacked or laid one next to the other on the ruler.
C. The distance of the ruler above the target will be 12 inches for every range band that the craft is above the target.
D. the owner of the target unit will sit on the opposing side of the table with his fist on the table surface and his chin upon his fist
E. the bombing player will countdown three-two -one and then loose the salvo of bombs
F. the target player may (at risk of his dignity) attempt to blow the bombs off-course, he must keep his chin on his fist while doing so.
G. after the bombs have landed any unit covered (even in part) will be subject to 8d6 worth of Firepower 4+ attacks
1. They are always considered Regular for Orders and Leadership purposes, they will have their own gun-captains separate from the airship that is carrying them
2. Guns and Machine guns are considered to have three crew-members
3. Due to the extreme measures employed to lighten the weapons they have become less reliable; any time they fire and roll three ones they are out of ammo/jammed for the rest of the game.
4. They are one point cheaper than the land-based versions
5. They cannot be dismounted for lack of a carriage and draft animals.
6. They are considered to be lost if the craft crashes, in the event that they have been mounted on a balloon that has make a soft descent and not been overrun by enemy troops they can be recovered and re-used.
7. Bombs require a separate section of their own thus:
A. a "bomb-load" consists of four circles cut from common typing paper that are three inches in diameter
B. these will be "dropped" by placing them on a normal ruler held at the end of the bombing players outstretched arm, they may be stacked or laid one next to the other on the ruler.
C. The distance of the ruler above the target will be 12 inches for every range band that the craft is above the target.
D. the owner of the target unit will sit on the opposing side of the table with his fist on the table surface and his chin upon his fist
E. the bombing player will countdown three-two -one and then loose the salvo of bombs
F. the target player may (at risk of his dignity) attempt to blow the bombs off-course, he must keep his chin on his fist while doing so.
G. after the bombs have landed any unit covered (even in part) will be subject to 8d6 worth of Firepower 4+ attacks
In All Fairness.....
As the game master I know the location, temperament and resources of all of the indigenous peoples of Neulandia. So choosing my territory and "Sphere of Influence" affords me a undue advantage.
To remedy this to a degree I am inviting all of the other players to discuss the situation ans assign two peoples to the lands that I have claimed. One on the island, another on the mainland. The only limitation is that they have to come from figures that are already in the collection and fit the VSF/Pulp ethos (i.e. no WW2 Russians or such), so Cannibals, pygmies, Lost Egyptian Kingdoms, Tarzan and company are all true and valid choices.
Have a field-day choosing. I am the willing victim.
To remedy this to a degree I am inviting all of the other players to discuss the situation ans assign two peoples to the lands that I have claimed. One on the island, another on the mainland. The only limitation is that they have to come from figures that are already in the collection and fit the VSF/Pulp ethos (i.e. no WW2 Russians or such), so Cannibals, pygmies, Lost Egyptian Kingdoms, Tarzan and company are all true and valid choices.
Have a field-day choosing. I am the willing victim.
Sunday, February 12, 2017
Rules Amendments Part III, Heavier Than Air Flyers
To start off these use the same Weather andAltitude brackets that Lighter Than Air flyers use. They do not have a point at which they begin to descend as they don't leak, tending to fail spectacularly in a ball of fire in the alternative. Unlike Airships which can "hover" by coasting into the wind flyers must maintain forward movement to stay aloft. As such they don't get a free order per se, they MUST move at least one segment of four inches as the first part of movement every turn. After that segment they are free to make an ordered move. They are faster but less maneuverable that Airships.
Thursday, February 9, 2017
Rule Amendments Part II Lighter Than Air Vessels
Lighter Than Air craft come in two varieties, Tethered and Free-Flying ( there are several sub-categories of each). All Flyers are considered Regulars for Command purposes.
Rules amendments Part I Limbers for Artillery and Gatling guns
As light guns and the mechanical machine guns of the period were roughly the same size there is no need to differentiate between them as far as limbers go. Thus they will be priced the same and have the same capabilities.
Having a limber adds two new Orders to those available to guns; Unlimber and Limber Up
LIMBERS
A normal horse-drawn limber for either costs one point and counts as six figures for transportation purposes. This allows the gun to move at Regular Cavalry speed. A model limber must be provided and will remain within 4" of its gun at all times. The limber can suffer two hits before becoming unusable.
HORSE ARTILLERY LIMBERS
A horse-artillery limber costs two points and counts as ten figures for transportation purposes.
This allows the gun to move at Regular Cavalry speed but permits it to combine two actions into one Order; move and unlimber, unlimber and fire, fire and limber up, limber up and move. Note that the gun cannot move twice or fire twice. The horse artillery limber can suffer three hits before becoming unusable.
Having a limber adds two new Orders to those available to guns; Unlimber and Limber Up
LIMBERS
A normal horse-drawn limber for either costs one point and counts as six figures for transportation purposes. This allows the gun to move at Regular Cavalry speed. A model limber must be provided and will remain within 4" of its gun at all times. The limber can suffer two hits before becoming unusable.
HORSE ARTILLERY LIMBERS
A horse-artillery limber costs two points and counts as ten figures for transportation purposes.
This allows the gun to move at Regular Cavalry speed but permits it to combine two actions into one Order; move and unlimber, unlimber and fire, fire and limber up, limber up and move. Note that the gun cannot move twice or fire twice. The horse artillery limber can suffer three hits before becoming unusable.
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