Thursday, 19 April 2018

Adventures with Captain Nemo - Now on Sale!

Be the Captain of the Nautilus!

Want to be the Captain of a cutting –edge Steam Punk submarine? Well, here’s your chance! Captain Nemo has decided it’s time to retire and he wants to turn his submarine, the Nautilus, over to someone else. That’s where you come in. 
Under the watchful eye of the Captain, you control the Nautilus and her crew, though a series of Adventures, both on land as well as under the sea. Complete the Adventures successfully and you will be the new Captain!

What if you Fail?

Now on sale.

Adventures with Captain Nemo - The Nautilus vs. the Ferocious Creature! Bat Rep - Finale

Adventures with Captain Nemo Now on sale!

Part Two

"Extraordinary effort!?"

It's a new rule for THW. It's what a Star can do in difficult situations, but only once per Encounter. It let's you add a bonus 1d6 whenever you want, either when you are rolling the d6 or after you have rolled them.
The Beast wins on the Grapple Table and we go to the Grapple Damage Table. The Beast is squeezing the Nautilus. Dario rolls 2d6 versus the Defensive Value of the Nautilus (5) and passes both d6. The Nautilus breaks away and both will return to the Action Table.

First, the Beast takes the Will to Fight Test, but Dario doesn't have to. He can choose to run, but will score zero Promotion Points - what Nemo uses to see if Dario becomes the new Captain.

 Back on the Action Table I have to decide when to use the Extraordinary Effort bonus. I roll for the Advantage and the Beast has it again. If the Beast wins on the Action Table and goes to the Grapple Table it counts the Rage Attribute and will roll 3d6.  

Dario passes 2d6 and the Beast passes 2d6, it's a tie and the Beast, with the Advantage would go to the Grappling Table. I use the Extraordinary Effort d6 and pass. Dario passes a total of 3 and the Beast 2. On to the Ramming Table!

Both roll 2d6 and luck is with Dario as the Beast passes only 1d6. Dario wins and rams the Beast!

The Beast has its Rep drop by one point to 4. Time for it to take the Will to Fight Test.  5 and 3 - passing 1d6 versus Rep. This means it must immediately re-take the test. 1 and 6, pass 1d6 again! As this is the re-take of the test the pass 1d6 becomes a pass 0d6...the Beast cuts and runs.

Adventures with Captain Nemo is made for the player to have multiple adventures in one sitting or be able to finish one in a small amount of time. This adds to the Story, and that's what Nemo is about...your Story!

Adventures with Captain Nemo - The Nautilus vs. the Ferocious Creature! Bat Rep - Part Two!

Adventures with Captain Nemo Now on sale!

Part One

Here's the challenge of writing Adventures with Captain Nemo...the Nautilus. You have to have the Nautilus in the rules, but I didn't want to write tabletop  rules for naval fights. And what happens when the combat is under water? 

I want Nemo to be an entertaining game where you go from adventure to adventure in a short amount of time and not have to pull out models, rulers, etc. and push them around a table, spending more time moving them around than actually fighting with them.

I gave the fight some thought. What  all fights boil down to is one side gains an advantage over the other, usually through maneuver, then combat occurs, damage is taken and the sides decide if they will stay or go.

That's where the Naval Combat Tables come in. As a warship would behave differently than a Ferocious Beast, there are two different sets of tables.  I'll be using the ones for the Nautilus vs. the Ferocious Beast.

Start on the Naval Action - Creatures Table.
If the Beast wins - we go to the Grapple Table.
If the Nautilus wins we go to the Ramming Table.

I roll 1d6 to see who has the Advantage - 5 - the Beast does.
The Beast (Rep 5) rolls 2d6 versus Rep and passes 2d6.
Dario Fitch (Rep 5), piloting the Nautilus as is it one of the adventures he has to have  to see if he qualifies as the replacement  for Captain Nemo passes zero - boxcars!

The Beast wins and we go to the Grapple Table.

The Beast rolls 3d6 as it has the Rage Attribute. - passes 3d6.
Dario can pass 2d6 at best. Time to go to the Grapple Damage Table - or is it?
Dario could use Extraordinary Effort! What?!

The Finale!

Tuesday, 17 April 2018

Adventures with Captain Nemo - The Nautilus vs. the Ferocious Creature! Bat Rep - Part One.

Click the picture to make it easy to read.
Part Two!

Zed in One - Zombie Golf for All Things Zombie

A game of skill playable with or without Zombies.
With or without minis.
With or without counters.

Zed in One is the updated version of the original Zombie Golf. 
You need not have to have ATZ to play!

Zed in One

Bat Rep - Adventures with Captain Nemo - Conclusion

Part One

It's now the Deep Ones turn to act. The Leader recovers and the three warriors charge. The Nautilus Crew fires!

Two go down but to enter melee.  One crew member goes Out of the Fight and the other Obviously Dead!

Both sides take the Will ti Fight Test and both pass, but one Deep One leaves the field. It is now the Nautilus crew's turn to act and they do, firing at the remaining Deep Ones.

Down go the remaining Deep Ones, ending the fight.  I roll to see if the Out of the Fight fellow survived and pass 1d6 - he recovers.  After burying the dead crew member, Dario continues and the crew continue on.

Watch for more Adventures with Captain Nemo and it's release in the coming days.

Nemo and the Sea Monster!

Sunday, 15 April 2018

Bat Rep - Adventures with Captain Nemo - Part One

Adventures with Captain Nemo is a Steam Punkish/ Victorian Science Fiction game where you try and accomplish nine different Adventures and score enough Promotion Points to command the Nautilus. Here's one of those adventures.
Contact (3) - In this Adventure, off the coast of  the Bangalao Treaty Port Captain Nemo has sent you to find a race of primitive people rumored to live in this part of Lemuria. "We can never have enough friends," he says as he waves good bye.

 Dario Fitch, my Rep 5 Star and four Nautilus crew members have went on the Contact. The first PEF - Possible Enemy Force - marker is resolved as Deep Ones.
Figures are placed on the Battle Board (I'm using Power Point for this fight. You can use minis, counters, Power Point or similar or even paper and pen). I start on the Action Table and roll 1d6 to see who has the Advantage. A 3 is scored - Dario has the Advantage.

Starting on the Action Table each side rolls 2d6 versus the Rep of it's Leader to see who will act first. Both have Rep 5 Leaders, both pass 2d6. When there is a tie, the side with the Advantage acts first!

The Nautilus crew fires. Each figure rolls 2d6 versus its Rep. Passing 2d6 is a hit, passing 1d6 is a conditional hit and passing 0d6 is a miss.

Three hits are made. The Deep One Leader Ducks Back out of sight. One goes Out of the Fight and one is Obviously Dead. BOTH sides now take the Will to Fight Test and both Leaders pass 2d6. The fight will continue!

Wednesday, 4 April 2018

Thursday, 29 March 2018

Coming Soon!

Be the Captain of the Nautilus!

Want to be the Captain of a cutting –edge Steam Punk submarine? Well, here’s your chance! Captain Nemo has decided it’s time to retire and he wants to turn his submarine, the Nautilus, over to someone else. That’s where you come in.

Under the watchful eye of the Captain, you control the Nautilus and her crew, though a series of Adventures, both on land as well as under the sea. Complete the Adventures successfully and you will be the new Captain!

What if you fail?

Here's more info.  😀

Wednesday, 28 March 2018

No Fooling - 25% Off Sale extended through April 1st

Just makes sense....
We've extended the 25% off sale through Sunday. Use the coupon code


and get 25% off your order. Good through Sunday. Treat yourself before the taxman cometh! 

Spaceship Kickstarter - Includes free Star Navy PDF

Support this Kickstarter at the $55 level or greater and get a free 5150 Star Navy PDF.

Thursday, 15 March 2018

25% Off Spring Sale Now Through the End of the Month!

Enter the coupon code


and get 25% off of your entire order. Great time to try something new or complete your collection. Offer good through March 31st.

Check it out here.

Saturday, 10 March 2018

Tuesday, 6 March 2018

Friday, 2 March 2018

Thursday, 1 March 2018

95th AAR - Fast, Furious and Goes Bloody Badly Really Quick!

It's Billy Pink's 2nd Mission, a Patrol. Objective is to resolve the PEFs, there are 3, rolled randomly. The 95th activate 1st and move into the center section of the table (section 5). This puts one PEF - Possible Enemy Force to the left and two straight ahead. No worries as they will activate one at a time. The first one to the left stays in place behind the hill and the second one moves into section 5 - a unit of French Leger - Light Infantry.

I roll 1d6 to see who as the Advantage and the 95th does. Both Leaders roll 2d6 versus Rep on the Action Table and it's a tie, both pass 2d6. The side with the Advantage, the Brits, act first and Billy orders a volley! 
 One soldier goes Obviously Dead and two Out of the Fight. Will to Fight is taken and the French slowly drift away. Quick, easy and now...
 It turns badly, quickly. The third PEF moves into section 5 and is resolved as a French Line unit. It appears that the Leger unit was acting as point for the line unit.
The French gain the Advantage and fire. Two 95th go down, one Out of the Fight and one Obviously Dead. Will to Fight is taken and both sides remain. Brits activate and Billy orders them to reload. As the action is done, Will to Fight taken again, both sides stay. The French activate and charge, the 95th fire, scoring no hits!

Melee happens and one 95th goes Obviously Dead, two French do as well - Billy kills them both in melee and the third is Out of the Fight.
 Each side loses one man due to the Will to Fight, they drift away from the melee. Billy activates and reloads and the lone Frenchman retires away.  

Alone Billy still has one PEF to resolve. Activation dice are rolled and Billy can't move. The PEF moves and is resolved as one French Line soldier.  I figure he was the one that fell back early to sneak around the flank. That's what's cool about using PEFs where you don't know what you're facing, it can play right into your Story.

The Frenchman acts first and fires - hit. Lucky for me Billy just Ducks Back - no Star Power needed. Billy comes back and as the Frenchman is reloading, fires and misses. Will to Fight Test taken and the Frenchman runs away.

Mission is over and it could have ended worse than it did. Billy grabs the Out of Fight soldier and heads off the table. Time to collect Increasing Rep d6.

3 for a successful Mission - barely - and 3 for damage to the enemy. Time to roll for Rep increase, 6d6 scores a 1, 3, 3, 5, 5, and a 6. Billy's Rep goes up to 6 due to the 6. Sounds good, but it doesn't make him invulnerable.

Billy now has 11 Lifetime Rep d6. Not bad, but still 39 away from a promotion. Two Missions down, 19 more left.

Saturday, 24 February 2018

95th - Adventuring in the Napoleonic Wars - Step by Step Bat Reps

Here's the first in a series of Bat Reps set in a Campaign in the Peninsula War 1808 for 95th - Adventuring in the Napoleonic Wars.

Summer 1808 and the 95th has just landed in Portugal with Sir Arthur Wellesley.  Food, powder and shot is available and orders are given to move out. Sgt. William Pinkerton as been charged with leading four riflemen on a patrol in the early morning. Billy thinks it may be a good idea to forage for some food while they're out there.


The Campaign year in 95th is broken down into three seasons - spring, summer, and fall. Since the British arrived in Portugal in August of 1808 I start with the summer season. The Campaign Season follows a specific turn sequence. Note that you could use this for other rules, not just THW stuff.

First thing is checking for Food. Simple, I roll 1d6 on the Regular Rations Table and score a 5. Looking on the  British column of the table I see they have sufficient rations for the season. If I were playing Deserters or Guerrillas I would have to Forage for Food. This is required for them, but an option for Regular Armies.

Next is Supplies, but Regular Armies always have adequate powder and shot. Deserters and Guerrillas start the year with adequate supplies, but must Loot enemy figures or Pillage to get more. These can be stored and used one per season as needed. No Supplies, then it's melee only.

So I have Food and Supplies; time to go on a Mission. I could choose to Forage on my own, as much as I want during the season, but will only be assigned one Mission per season from High Command. I roll 2d6 and score a 10 - go figure, Forage. Forage is similar to a Patrol Mission so I figure I'll be patrolling, but looking out for Food as well.

Here's the 3 x 3 foot table I could be fighting on. But instead of setting up the terrain and digging out figures, I choose to use this as a map to track my movement and the  Battle Board option with the counters provided in the rules for combat.

Billy and the riflemen spread out and make their way along a road. Suddenly Billy raises his hand and the men stop. Up ahead and within range they see four French Légère - Light Infantry. They look up at the same time, and size each other up. What to do? 

"Fire!", Billy shouts and the riflemen respond. Crack, crack crack - the rifles open fire at the Frenchmen.

Down goes two Frenchmen, one never to rise while a third ducks back. The last soldier calmly raises his musket and returns fire.

"Steady men," Billy shouts. "Reload!" The ducking back Frenchman turns and runs away.

The last functioning French soldier thinks of charging, but being outnumbered, chooses to reload his musket.

As the 95th finish reloading the Frenchman sizes up the situation and decides that being outnumbered 5 to 1, it is best to leave. As  the Frenchman leaves the 95th move forward and search the two downed soldiers. One is dead, the other Out of the Fight. They find 2 Food units and now have a prisoner. Billy decides it's best to leave now, ending the Mission.

After the Mission it's time to reap the rewards or suffer the consequences. First I forage for Food and find zero on the section we were in. But we did find 2 from the Frenchmen so the Mission was a success. That is worth 3 Increasing Rep d6.

I only track my Star as the other figures (Grunts) come and go as needed. Billy receives 1 Increasing Rep d6 for killing the French soldier and 1 for taking a prisoner.  That's a total of 5 Increasing Rep d6. As this is Billy's first Mission he had zero Lifetime Rep d6. He now has 5. The more you have the better you do, rising in rank at certain numbers. 

In addition, I use the 5 Increasing Rep d6 to see if Billy's Rep goes up. I roll all 5 and score a 1, 2, 2, 4 and 5. As none of them are higher than his current Rep, or a 6, his Rep remains the same. If Billy had ended the Mission with only Decreasing Rep d6 he would have rolled those. If one or more "1"s are scored, his Rep would drop by 1 level.

The system is set to reward success and punish failure.

Watch for more Bat Reps in the following days.