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Showing posts with label vsf. Show all posts
Showing posts with label vsf. Show all posts

Saturday, January 18, 2014

Masters of the Skies

"Airships must be powerful masters of the skies as the ultimate symbols of freedom and defiance, roaming the clouds without hindrance and restraint".
-- Nick Ottens

view from French dirigible
view from French dirigible (Photo credit: Wikipedia)
Nick Ottens has posted a splendid article at The Gatehouse on the ups-and-downs (Haw Haw) of airships in wartime. The main vulnerability was the flammable hydrogen gas used for lift. Also, the effectiveness of airships as bombers was hindered by altitude, wind and cloud cover. All problems easily solvable in a world of Science gone Mad!
Firstly the development of non-flammable lifting gas or alternate means of neutral buoyancy. Cavorite comes to mind. With a strong enough lifting force armor becomes possible. Clockwork ailerons could make bombs into self-correcting air torpedoes while dastardly spies guide the attack with wireless telegraphy.
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Saturday, December 28, 2013

Becalmed in the Aetheric Doldrums

Another slow year. Some progress has been made with my Steampunk history, a suitable setting for Role-Playing, War Gaming and other entertainments. Among this year's acquisitions are three of Osprey's Wargaming series:


Each of these games is a small-scale skirmish game for 2 or more players.
The next game in the series, A Fistful of Kung Fu, is coming this February to a theater (FLGS) near you!

Thursday, March 21, 2013

Gaming in the Aether

An itemized list of role-playing and table top skirmish games with Steampunk and Victorian Science Fiction themes. Vote up your favorites. Don't see your favorite game? Add it!

Saturday, February 9, 2013

Dreams of Steam

+Dreaming in Gears by +Alex Hakobian  is a role-playing game of Steampunk fantasy. It is set in an alternate time where the discovery of a new and rare mineral in 1859 lead to a world of Steampunk "super-science" in 1888. There are no "Classes" in DIG, character creation is based on distributing points for Primary Stats and selecting Skills. The game mechanics are dice based, d10 and percentile.
Any sufficiently advanced technology is indistinguishable from magic.
-- Arthur C. Clarke
The Science of DIG is sufficiently advanced. By mechanically and mentally influencing the rare mineral mentioned above a character can produce wondrous, fantastic effects. Effects range from forms of telepathy to various attacks and defenses.

Saturday, June 9, 2012

Ooooh! Shiny!

For months now I've been caught up in the cycle of needing to get just one more model to make my collection perfect. "I need this for my game!" "I need that for my game!" Doing so much to create the perfect game that I never play the game.

I bet there's a term for that.

Among the must-have items that I got to make the game perfect:

  • Squirmydad's Steam Ram. A steam tank with nice customizing options.
  • Steam Rocket Troopers from Dragnoz' Gods of Steam. The Rocket Troopers pdf uses layers for extra customizing and the Storm Troopers have been updated to use layers as well. So many choices!
  • Cowboys and Indians from Arion Games. I observed the Queen's Diamond Jubilee by buying Cowboys and Indians. Go figure.
  • WorldWorks' Deadman's Canyon. Wild west mesas.

Friday, April 13, 2012

Interesting Offering from Osprey

Osprey Wargames presents In Her Majesty’s Name: Steampunk Skirmish Wargaming Rules. Looking forward to seeing how the rules deal with the wild steam-powered technology that forms the backbone of Steampunk. Not planning on holding my breath, the book's not due until March 2013.

Osprey's offering is certainly welcome however there is no shortage of Steampunk/VSF rule sets:

  • The popular and revered G.A.S.L.I.G.H.T. rules support a wide range of adventures from Victorian Weird Science to Rayguns and Rocketships pulp.
  • Adamant Entertainment offers both The Imperial Age series (d20 based) for Victorian Adventure and MARS (d20, Savage Worlds) for Barsoomian amusements.
  • Speaking of interplanetary colonialism, the venerable Space:1889 covers Ether-space from Mecury to Mars and all points between.
  • Blacksburg Tactical Research Center brings us Verne for their EABA system. Verne is well-grounded in both the fiction and the fact of the Victorian Era. As a bonus they provide a free character generator.
  • From Cubicle 7 comes Victoriana and Abney Park's Airship Pirates. Victoriana blends classic RPG magic and fantasy with Victorian Romanticism while Abney Park's Airship Pirates looks to a dystopian Neo-Victorian future based on the band's music.

Check out the blog links to see what games people like. As for myself, I use a mash-up of Two Hour Wargames rules including Colonial Adventures and Larger Than Life. I've even thrown in All Things Zombie on occasion.

Monday, March 26, 2012

Thrilling Adventure in the Weird Wild West!

The Dramatis Personæ and scenery for a new adventure are almost assembled.

A group of Shock Troopers seemed to be startled by some wild cactus.

Or is it the fact that Violet Glory and a Pinkerton agent are lurking nearby that makes them so jumpy?

What nefarious scheme  requires this steam powered contrivance?

Will our heroes save the day?

Find out in our next thrilling installment!

Monday, July 4, 2011

Ambushed by the Undead!

Doctor Joseph Hartley, Sgt. Bertie MacKay, Pvts Abel and Baker face the unknown.

"Odd." Dr. Hartley commented as they entered the clearing. "I don't recognize this architecture at all. Not quite African is it, Sergent."
Sgt. MacKay raised his rifle as he glared at the strange buildings.
"Who's that lot then?" inquired Pvt. Abel. "Natives?"


I decided to do something a little different and set a small group of my Colonial Brits against the walking dead. The rule set is THWs ATZ. I had a sneaking suspicion this was going to be a short game when I rolled 2 6s and 2 5s for the starting number of zombies. In a rural area that meant 12 zombies!

3 zombies to the left, 3 zombies to the right and the remaining 6 all bunched up behind!

Adding to the dilemma the soldiers rolled a 6 vs. the zombies' 4. Technically they won the initiative but the Doctor and Sgt. are rep 5 while Abel and Baker are rep 4.

Ragged figures stumbled down the temple steps and into full view. The stench of the dead drifted through the clearing.
"They're not natives no more." growled Sgt. MacKay. "Open fire lads!"
Dr. Hartley shouldered his shotgun and fired. Torn by lead shot two of the advancing creatures fell but, to Dr. Hartley's horror, they continued to move and awkwardly struggled to rise. He heard the two soldiers behind him cry out as their shots missed and the foul corpses seized them.
Sgt. MacKay shot down one of the revanants charging him and braced himself to bayonet the second.


The zombies advanced. The Zed/No Zed tests caused 5 zombies to charge but all the soldiers passed their being charged test and had a chance to fire. Pvt. Abel passed with 1,1 and triggered Heroes All!

The Doctor knocked down 2 zombies with his shotgun, Sgt. MacKay knocked down one, but both Abel and Baker missed! The zombies closed into melee.

Sgt. MacKay rammed his bayonet full into the body of the vile thing attacking him. Dark ichor dripped from the wound but the creature pressed on, undeterred. It took all the Sergent's strength to keep the wretched thing at bay. Still he was keenly aware of the horrid cries of Abel and Baker as the undead tore and bit their flesh.

Sgt. MacKay fought his opponent to a standstill but Abel and Baker were taken out of the fight.

The shots attracted only 3 more zombies and the soldiers beat the zombies 3 to 1 for initiative.


No time to reload, Dr. Hartley drew his service revolver. The two he had shot down before were still struggling to rise so he shot the third one on the temple steps clean through the head. The monster collapsed with a groan and lay unmoving, truly dead, on the temple paving.
"Quickly Sergent, double time!" he called out and ran down the path.
Sgt. MacKay swiftly pulled free and followed, pausing to shoulder his rifle.
"Through the head, that does the trick!" advised Dr. Hartley.
The Sergent shot and his former opponent dropped and lay motionless.
More of the beasts fell to feasting on Abel and Baker, gouging out bloody gobbets of meat and offal and devouring them.
Dr, Hartley, no stranger to the butchery of war, shuddered and turned quite pale. "We have to leave now, before more of them appear!" he whispered hoarsely.
Grudgingly Sgt. MacKay agreed. "Aye. But we'll be back." His eyes blazed with steely resolve. "We'll find the Regiment. We'll come back here and burn this cursed, unnatural place to the ground."


Dr. Hartley drew his service revolver and shot the remaining standing zombie dead. The Sgt. broke off melee and he and the Doctor took a Fast Move down the path. The Sgt. turned and fired at the zombie he had been fighting and killed it.

The remaining zombies were far more interested in Abel and Baker and crowded around to feast. Both the Dr. Hartley and the Sgt. passed their See the Feast rolls, Sgt. MacKay passed with a ice cold 1,1.

No new zombies were attracted by the shooting, so here's where I decided to end it.

The minis are all from the Wargames Factory except for Dr. Hartley who's from Foundry.
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Wednesday, May 11, 2011

Report from the B.R.T.S.

The British Royal Terranautical Society is pleased to report the successful test launch of the Subterranean Scoutship "Antaeus."

The "Antaeus" is just about finished. I mean to add some suitable Victorian scrollwork and the name "Antaeus" above the door.

Saturday, May 7, 2011

Members of the Expedition


Received my order from Recreational Conflict on Wednesday. Three items from Ramshackle Games. The Boring Machine -->


VSF heads with pith helmets -->


And VSF heads with turbans -->


Also my order from the War Store came in on Friday. Some Victorian adventurers from Foundry -->
A big Thank You to Richard at Recreational Conflict and Neal at the War Store!

Sunday, May 1, 2011

Fire It Up!

At a certain distance above the Earth and below the Sky and adjacent to some other nonsense lie certain Aetheric Nexus, holes in space and some say even time. Trained Airship pilots steer clear of these "Doldrums of the Air" but for Sky Pirates and other Men of Adventure the "Sky Sargasso" is a swift but dangerous short-cut or a convenient but treacherous port in a storm. Surviving the Sargasso is the mark of a true Airship Captain.

But it's all really just an excuse for me to drone on about games and gaming, miniatures and terrain, and other random chunks of mental flotsam and jetsam.
Enjoy!
:)