TEXT: HEROES, VILLAINS AND FIENDS
  A Companion for In Her Majesty's Name
  Charles Murton & Craig Cartmell 
  OSPREY
  WARGAMES
  © Osprey Publishing • www.ospreypublishing.com
  
  HEROES, VILLAINS AND FIENDS
  A COMPANION FOR IN HER MAJESTY’S NAME 
  CHARLES MURTON & CRAIG CARTMELL
  © Osprey Publishing • www.ospreypublishing.com
  
  CONTENTS
  FOREWORD 
  4
  1.0 INTRODUCTION 
  5
  2.0 THE ARMOURY 
  5
  2.1 Weapons 
  5
  2.2 Weird Science 
  6
  2.3 Personal Transportation 
  6
  3.0 THE BESTIARY 
  9
  4.0 TALENTS 
  11
  5.0 MYSTICAL POWERS 
  11
  6.0 COMPANIES 
  12
  6.1 The Dark Continent 
  12
  6.2 The New World 
  22
  6.3 The Old World 
  41
  7.0 SCENARIO COMPLICATIONS 
  55
  7.1 Sacred Ground 
  55
  7.2 Unstable Footing 
  55
  7.3 Armed Civilians 
  55
  7.4 Moving Vehicles 
  55
  8.0 LANDSCAPES 
  56
  8.1 The Old World 
  56
  8.2 The New World 
  57
  8.3 The Dark Continent 
  58
  9.0 CAMPAIGNS 
  60
  9.1 Campaign Example 
  60
  10.0 BACKWARD COMPATIBILITY 63
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  4
  FOREWORD
  ‘Of all men in the Empire my friend Sir Robert foresaw the danger that now 
  faces us. If we do not prevail then Europe will fall to darkness, and with it 
  both the Empire and the world. Now is the time we must stand firm and call 
  upon that Christian faith and resolve that has made us the most powerful 
  amongst the civilised nations. His sacrifice must be a lesson to us all. His 
  noble defence of Her Majesty when all others had fled will place him in the 
  pantheon of true British heroes. Let the call "For Delamere!" ring across 
  the Empire!’ 
  General Sir Albert Alexander KCMG, the Eulogy for Lord Robert 
  Delamere, St Paul’s Cathedral, London, 18 August 1895
   
  The historians of the future will look back at 1895 and conclude that, 
  Babbage aside, it was the year when everything truly changed. The advances 
  in technology and the resurgence in the understanding and use of mystical 
  powers brought the civilised world to the brink of oblivion. Only the actions 
  of a few courageous men and women kept the flame of hope alive.
  Surprisingly, it was often those who were generally considered to be 
  ‘villains’ whose actions made the difference between peace and a descent 
  into hell. The sacrifice of the Magi of the Hellfire Club against the monster 
  Akhenaton in the Egyptian room of the British Museum is just one 
  such engagement.
  Around the globe organisations and individuals thought legendary or long 
  dead walked amongst the living and changed the world for good and for ill.
  In the New World, good men fought to preserve the liberty so hard 
  won in the Civil War against forces that sought to bring back slavery and 
  worse. Out West, the advance of industrial civilisation was brought to a 
  shuddering halt by a combination of Native American mysticism and 
  powerful outlaw gangs.
  Across the Dark Continent, native forces fought to push back the Pax 
  Britannica. No longer was a Lee-Metford rifle and a disciplined resolve 
  enough to put the foe to flight. Some white men born under African skies, 
  even Britain’s greatest living hero, began to understand that there were places 
  where the writ of the Empire could not, or perhaps should not, run.
  Meanwhile, darkness gathered in the Old World, especially around 
  the faltering rule of the Austro-Hungarian court. The French, Prussians, 
  Romanovs and the Papacy were all circling this ailing giant, each knowing 
  that, when it died, the whole of Europe could be drawn into a war to end all 
  wars. Even in the Court of St James, the British Government watched this 
  development with increasing anxiety.
  Then there were those whose loyalties and ambitions could not be 
  fathomed, such as the infamous Templars. Sometimes they seemed to fight for 
  the light and sometimes for the darkness.
  Yet nothing could stop the progress of science. Instead of peace and 
  prosperity its advance often brought more conflict and misery. One had only 
  to walk the back streets of any great ‘civilised’ capital to see its victims.
  The future would depend not upon the actions of governments and their 
  armies but upon those of the Adventuring Companies they employed. It would 
  be moulded by a thousand engagements in city streets, ancient ruins, dense 
  jungles, high mountains and boundless deserts. Guile, fortune and pluck 
  would determine who prevailed and what future was written for mankind.
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  5
  1.0 INTRODUCTION
  Heroes, Villains and Fiends (HVF) is the first supplement for the 
  Victorian science fiction skirmish ruleset In Her Majesty’s Name 
  (IHMN). HVF does not stand alone – you will need a copy of IHMN in 
  order to play the game.
  In HVF, we tell you a little more about the world in which IHMN is 
  set. Just a little – enough to set the context but hopefully not so much 
  that we limit your own imaginative interpretations.
  We have focused mainly on new Companies from three continents: 
  Europe (the Old World), North America (the New World) and Africa 
  (the Dark Continent). Many of these companies have equipment, 
  Mystical Powers and Talents which aren’t found in IHMN – so there is 
  lots of new material to add variety to your games. Animals, both trained 
  and wild, feature more heavily in HVF – check out the Bestiary (HVF 
  3.0).
  We’ve included guidance on backward compatibility (HVF 10.0), so 
  you’ll know which figures in the original IHMN Companies can benefit 
  from the new introductions in this book. You’ll find suggestions for new 
  landscapes and new scenario complications. There is also an alternative 
  campaign system with a worked example.
  We hope HVF will add to your enjoyment of the game. If you have 
  any questions or comments about either HVF or IHMN, please let us 
  know on our blog: https://inhermajestysname.wordpress.com 
  2.0 THE ARMOURY
  2.1 WEAPONS
  Fighting
  Attack 
  Bonus
  Hands 
  Required
  Pluck 
  Modifier
  Points 
  Cost
  Notes
  Incense 
  burner
  +1
  2
  -1
  7
  Flame attack
  Lance
  +3
  1
  -1
  5
  Only usable from a mount by 
  a character with the Cavalryman 
  Talent
  Shooting
  Attack 
  Bonus
   
  Range
  Hands 
  Required
  Pluck 
  Modifier
  Points 
  Cost
  Notes
  Bomb
  –
  –
  –
  -2
  7
  Pre-placed on table as  
  part of deployment, must 
  be detonated by Engineer 
  within 18”; attacks all  
  figures in 4” burst  
  radius at +4
  Field gun, 
  light
  +2
  48”
  4
  -1
  22
  Horse artillery piece, fires 
  exploding shell which  
  attacks all figures in a 3”  
  burst radius at +5
  Flare pistol
  -1
  9”
  1
  -2
  6
  Flame attack
  Hand 
  crossbow
  +1
  9”
  1
  0
  3
  Identical stats to pistol,  
  can be used in exactly  
  the same way, including 
  while Fighting; can  
  be poisoned
  Incense 
  burner
  +1
  3”
  2
  -1
  7
  Flame attack
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  6
  NOTES
  Bomb. Any large, pre-placed explosive device that can be detonated 
  under the control of a Company is, for the purposes of IHMN, referred 
  to as a bomb. The term encompasses large quantities of gunpowder, 
  dynamite, nitro-glycerine… and any other explosive substance you can 
  think of.
  Controlled detonation, which takes place during the Shooting phase, 
  may be electrical (e.g. a plunger) or fast-burning fuse but only a figure 
  with the Engineer Talent can detonate the bomb (unless otherwise stated 
  in a particular Company list). Any figure with the Engineer Talent can 
  attempt to disarm a bomb by moving next to it and then making a Pluck 
  roll in the Shooting phase (preferably before someone detonates the 
  bomb!). Success indicates that the bomb is disarmed. Disarming cannot 
  be attempted if the Engineer is engaged in a Fight.
  Note that if the area of effect of an explosive or flame attack 
  encompasses a bomb, or if it is hit by a deliberately aimed flame or Arc 
  weapon shot, it will detonate on a d10 roll of 7+.
  Field gun, light. This is the lightest of breech-loading artillery pieces 
  available in the period. Like other heavy weapons, it requires two 
  crew to both move and fire in the same turn, otherwise it can either be 
  moved or fired. Unlike other heavy weapons, it is designed to be horse-
  drawn. A single horse can move it at half speed, two horses at full speed.  
  The gun can be manhandled but this requires a minimum of two men 
  and they will move at half speed. Any field gun shell which misses is 
  assumed to be a dud or to have exploded somewhere harmless.
  2.2 WEIRD SCIENCE
  Item
  Description
  Cost
  Clockwork 
  hound
  Accompanies a single figure. When that figure is Fighting the hound 
  harasses a single opponent, reducing its effective armour by 2. The 
  hound can be attacked separately – it has Armour 10 and Pluck 5+. It 
  does not count for the purposes of Outnumbering.
  5
  Murton 
  Maritime 
  Life 
  Preserver
  This flotation aid looks like a bulky waistcoat. The modern fabric is very 
  water resistant and the padding is a mix of cork and artificial materials 
  with high buoyancy. 
  1
  Reliquary
  A holy (or unholy!) relic, attuned to a single figure, giving it a single 
  Mystical Power for the duration of the game. In a campaign, the 
  reliquary can be attuned to a different figure in subsequent games. No 
  figure may have more than one reliquary.
  *
  Siberian 
  Furs
  A figure equipped with Siberian Furs gains the benefit of the Coldproof 
  Talent (HVF 4.0).
  5
  * The points cost for a reliquary is the same as for the Mystical Power it provides.
  2.3 PERSONAL TRANSPORTATION
  2.3.1 PERSONAL TRANSPORTATION – WATER
  Some engagements may involve travelling on, or fighting near to, 
  water. In places such as Venice or the London Docks, water may be as 
  ubiquitous as roads and will thus form a vital part of the landscape.
  A number of small water craft are detailed below, along with rules 
  for swimming.
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  7
  Water craft
  Speed
  Crew
  Passengers
  Armour
  Cost
  Canoe
  9”
  2
  0
  7
  5
  Rowing boat
  4”
  1
  3
  7
  5
  Longboat
  9”
  9
  9
  8
  15
  Steam launch, small
  9”
  1
  3
  7
  11
  Steam launch, large
  12”
  2
  15
  9
  17
  Punt / Gondola
  4”
  1
  4
  7
  5
  Canal boat, horse-drawn
  3”
  1
  30
  9
  8
  Canal boat, steam
  6”
  2
  30
  9
  12
  Thames Sailing Barge
  6”
  2
  30
  9
  12
  Dinghy, sail
  6”
  1
  3
  7
  6
  Sailboat
  9”
  3
  5
  8
  8
  The following rules apply to water craft:
  1. Costs in the table above include crew (Pluck 6+, SV+0, FV+0, Speed+0, 
  no equipment) and, where applicable, draught horses (HVF 3.0).
  2. Only the canoe and longboat can take the Run action. If they do then 
  all figures in the boat count as having Run for the purposes of incoming 
  Shooting. In this case crew cannot shoot back but passengers can – at 
  a penalty of -4, of course.
  3. If you stop the motive power of a watercraft, be it horse-, man-, sail- 
  or steam-powered, the watercraft will move at half speed in the next 
  Movement phase, then stop.
  4. Watercraft cannot turn on the spot. They must follow a radius equal to 
  the length of the model.
  5. Embarking or disembarking a watercraft takes 3" off the figure’s move.
  6. Watercraft can be targeted by incoming fire which is why they have an 
  armour rating. If a watercraft is hit, use the table on page 28 of IHMN 
  to determine the effect. If the craft is destroyed, remember that any 
  surviving crew and passengers will end up in the water.
  2.3.2 SWIMMING
  Unless they have the Swimming Talent (HVF 4.0) or a Murton Maritime 
  Life Preserver (HVF 2.2), figures attempting to swim must make a  
  Pluck roll in order to be able to move at half their usual rate. If they fail 
  this roll they must make a second roll – failure means they drown and are 
  out of the game, success means that they tread water but make no progress.
  Figures with the Swimming Talent can move at their full usual rate 
  without needing to make a Pluck roll.
  Figures with a Murton Maritime Life Preserver can move at half their 
  usual rate without needing to make a Pluck roll.
  Regardless of Talents or equipment, figures swimming during the 
  Movement phase of a turn cannot Run and cannot take any actions during 
  the Shooting or Fighting phases of that turn.
  The rider of a swimming mount must hold on with one hand while the 
  mount is swimming but can Shoot and/or Fight with one-handed weapons.
  Any figure which is shot at while swimming is treated as having 
  Type 1 cover.
  Any figure which is Knocked Down while in water must make an 
  additional Pluck roll immediately to avoid drowning.
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  8
  No figure can swim in medium or heavy armour – if a figure wearing 
  such armour enters the water it must make an immediate Pluck roll to 
  avoid drowning and the only movement it can make is to climb out if it is 
  adjacent to land or a water vessel.
  2.3.3 PERSONAL TRANSPORTATION – MORE 
  VICTORIAN CITY VEHICLES
  Type
  Speed
  Crew
  Passengers
  Armour
  Cost*
  Black Maria, horse-
  drawn (x2) 
  6”
  2
  6
  10
  14
  Carriage, horse-drawn 
  (x2)
  6”
  1
  4
  7
  9
  Hansom Cab, horse-
  drawn (x1)
  9”
  1
  2
  7
  7
  Hercules Steam Lorry**
  6”
  1
  0
  8
  18
  Hussy Wagon, horse-
  drawn (x6) ***
  6”
  1
  6
  10
  20
  Omnibus, horse-drawn 
  (x4)
  6”
  2
  24
  7
  n/a
  Omnibus, Steam
  6”
  2
  36
  7
  n/a
  Rickshaw
  6”
  1
  2
  7
  3
  Tram, electric
  9”
  2
  48
  7
  n/a
  Tram, horse-drawn (x4)
  6”
  2
  36
  7
  n/a
  Tricycle Carriage
  9”
  1
  2
  7
  5
  Wagon, horse-drawn 
  (x6) **
  6”
  1
  0
  7
  15
  None of these vehicles can enter difficult terrain.
  * Includes crew (Pluck 6+, FV +0, SV +0, Speed +0, no equipment) who can be upgraded  
  at additional cost and, where applicable, draught horses (HVF 3.0).
  ** Usually these only carry goods. They can mix goods and people up to a maximum of  
  12 passengers – but it isn’t a comfortable ride!
  *** The Hussy Wagon can carry up to 6 passengers – or 5 plus a machine gun – all of whom  
  can fire out in all directions. If the driver is armed he too can fire out.  For an extra 6 points,  
  the draught horses can all be fitted with brigandine barding, making them Armour 9.
  Steam vehicles include the cost (5 points) of a steam engine (not to be confused with a steam 
  dynamo).
  Large public transport vehicles such as Omnibuses and Trams cannot be bought by Companies.
  All of the horse-drawn vehicles in the above table are pulled by 
  draught horses (see HVF 3.0 Bestiary). The following rules apply to 
  horse-drawn vehicles:
  1. Any attack against the vehicle can either be made against a specific 
  horse or against the vehicle itself. 
  2. If the vehicle is hit, roll on the Effect table provided in IHMN  
  (5.4 Personal Transportation) as normal.
  3. If one horse of a team is knocked down or killed, the vehicle stops until 
  the horse recovers (i.e. gets up) or it is cut free of its traces (which takes 
  one figure an entire movement phase). For each horse lost, reduce the 
  vehicle speed in direct proportion to the number of horses (e.g. killing 
  one of a two-horse team halves the vehicle’s speed).
  4. If some of the horses in a team are terrified, the vehicle stops as the 
  driver struggles to control them. If all of them are terrified, they will 
  flee, taking the vehicle with them. They will attempt to bolt in the 
  opposite direction to whatever it is that terrified them. However, if even 
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  9
  one horse in a team is knocked down or killed the others cannot bolt.
  5. If the driver of a vehicle is killed, the horses come to a halt and wait – 
  unless they are terrified, of course.
  6. While harnessed to a vehicle, horses can neither run nor swim.
  3.0 THE BESTIARY
  In many of the Companies animals and/or extraordinary creatures are listed 
  and there are also beasts that may be encountered during games in natural 
  environments. These are grouped together and listed below for convenience. 
  Unless otherwise noted, all beasts have an SV of +0 and a Speed of +0.
  Animal
  Move / 
  Run
  Pluck
  FV
  Armour
  Weapon 
  Bonus
  Pluck 
  Penalty
  Cost
  Talents
  Ape, Great2,4
  9” / +4”
  6+
  +5
  8
  +1
  0
  32
  Terrifying
  Buffalo / Bison2
  9” / +4”
  5+
  +3
  9
  +2
  -1
  21
  Tough
  Bear
  6” / +3”
  4+
  +4
  9
  +2
  -1
  29
  Berserker, Tough
  Camel4,5
  12” / +6”
  6+
  +0
  8
  +0
  0
  7
  Not slowed by desert sand
  Cat, Hunting3,4,5
  12” / +6”
  5+
  +3
  8
  +1
  -1
  19
  Stealthy
  Crocodile3
  6” / +0”
  4+
  +3
  9
  +2
  -2
  32
  Swimming, Tough, Numb
  Dog, Fighting2,4
  12” / +6”
  5+
  +2
  8
  +1
  0
  13
  Elephant2,4,5
  6” / +3”
  3+
  +4
  9
  +2
  -2
  32
  Berserker, Swimming
  Hippo2
  4” / +0”
  5+
  +3
  11
  +2
  -1
  21
  Swimming
  Horse, Cavalry4,5
  12” / +6”
  6+
  +1
  8
  +1
  0
  9
  Swimming, Terrified by camels & 
  elephants
  Horse, Desert4,5
  12” / +6”
  6+
  +1
  8
  +1
  0
  10
  Swimming, Terrified by elephants
  Horse, Draught4
  9” / +3”
  7+
  +0
  8
  +0
  0
  2
  Swimming, Terrified by all beasts 
  except horses, cannot be used 
  for riding
  Horse, Riding4,5
  12” / +6”
  7+
  +0
  8
  +0
  0
  4
  Swimming, Terrified by all beasts 
  except horses
  Lion/Tiger3
  9” / +6”
  4+ 
  +4
  8
  +2
  -1
  30
  Terrifying
  Rhino2
  9” / +4”
  4+
  +4
  12
  +2
  -2
  51
  Tough, Fearless
  Snake, Huge, 
  Constrictor3
  6” / +0”
  5+
  +3
  7
  +2
  0
  31
  Terrifying, Constriction1,  
  Swimming
  Snake, 
  Venomous2
  6” / +0”
  6+
  +1
  7
  +1
  0
  17
  Lightning Draw (Fighting), 
  Poisonous
  Wolf3,4
  12” / +6”
  5+
  +3
  8
  +1
  0
  18
  Tough
  Extraordinary
  Creature
  Move / Run
  Pluck
  FV
  Armour
  Weapon 
  Bonus
  Pluck 
  Penalty
  Cost
  Talents / Powers
  Demon, lesser6
  6” / +3”
  4+
  +3
  10
  +1
  -1
  20+
  Tough, Up to 10 points of Mystical 
  Powers
  Demon6
  9” / +4”
  3+
  +4
  12
  +2
  -1
  55+
  Tough, Terrifying, Up to 15 points 
  of Mystical Powers
  Wolf, demonic3,4
  12” / +6”
  5+
  +3
  8
  +1
  0
  28
  Tough, Terrifying
  Wolf, Siberian3,4
  12” / +6”
  5+
  +3
  8
  +1
  0
  23
  Tough, Coldproof
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  10
  NOTES
  1. On the first successful attack the constrictor snake does no damage but 
  the victim can no longer Move and loses his Speed bonus. He can Shoot 
  or Fight only with one-handed weapons and suffers a penalty of -2 
  on all attacks. In each Fighting phase after that first successful attack, 
  the victim takes an automatic hit. While the snake is constricting any 
  attack made against it by any figure other than its victim is effectively 
  made against both the snake and the victim; roll separately against the 
  Armour rating of each. (Constriction is costed as a unique Talent at  
  10 points.)
  2. These animals are territorial and will attack the first creature that 
  comes within reach of their normal move unless they have a handler/
  rider. If the victim of their attack dies, or moves beyond their normal 
  move reach, they will cease their attack.
  3. These animals are predators. Unless they have a handler/rider they will 
  attack any creature that comes within 6” of them. They will continue 
  to attack the same victim until it dies or until they die or are Knocked 
  Down. They will pursue any prey that attempts to flee.
  4. These animals can be trained and if they have a handler or rider they 
  will follow simple commands until that person is killed. They will then 
  revert to type.
  5. Camels and horses that lose their rider will leave the field by the 
  shortest route.
  6. Demons throughout the world have basically the same stats but their 
  appearance will vary significantly depending on where they were 
  summoned and who summoned them. In general, Lesser Demons are 
  roughly man-sized while Demons are of similar size to creatures such 
  as yeti.
  BASE MOVEMENT RATES
  Many beasts have a movement rate that is higher than the 6” human norm. 
  This affects their points cost as follows:
  Movement 
  Rate
  6” or less
  more than 
  6”
  9” or more
  12” or 
  more
  15” or 
  more
  18” or 
  more
  Cost
  0
  1
  2
  4
  9
  16
  OTHER BEASTLY RULES
  Most beasts gain a Run bonus equal to half their base movement rate 
  rounded down – though a few exceptions are noted in the table above.
  If forced to flee by terror, beasts with a base movement rate of 9” or 
  more will travel 2d10”; those with a base move of 15” or more will travel 
  3d10”.
  Animals cannot split their FV to attack multiple opponents. However, 
  shape-changers in animal form and Extraordinary creatures can do this.
  Any riding animal can be ridden by any figure which has that riding 
  animal as an option (e.g. Col Mortimer can ride any horse he comes across 
  but Zunduni cannot).
  Any figure that has the option of a steam horse can ride a real horse 
  (but not the other way around).
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  11
  4.0 TALENTS
  Talent
  Description
  Cost
  Coldproof
  The figure is unaffected by cold attacks – and any other form of cold.
  5
  Fireproof
  The figure is unaffected by flame attacks – and any other form of fire or heat.
  5
  Intervention
  A higher (or lower!) power watches over this figure. Once per turn the figure may re-roll a Pluck roll. It must 
  take the second result, even if it is worse than the first.
  10
  Iron Will
  The figure is immune to Mystical Powers which affect the mind, i.e. Clouding Men’s Minds, Feet of Lead, Mask of 
  Imhotep, Mesmerism, True Grit, Water Bullets.
  5
  Lightning Draw
  There are two versions of this Talent; the ‘shooting’ version applies to all one-handed Shooting weapons while 
  the ‘fighting’ version applies to all Fighting weapons. If the figure with Lightning Draw is attacked before it has 
  taken its action in the appropriate phase of the turn then it can act before the figure attacking it – but can only 
  attack the figure that was trying to attack it. If the figure with Lightning Draw has already acted during the 
  phase then this Talent has no effect. 
  5
  Master of Disguise
  A figure with this Talent can be represented on the table by another figure. This other figure may be another 
  from the same Company list – but not a named character. Alternatively, if there are ‘civilians’ in the scenario, the 
  Master of Disguise may pretend to be one of those. The owning player should make a note of the disguised 
  figure and may reveal it (i.e. replace it with the proper figure) at any time. Of course, the figure’s cover may be 
  blown by its own actions if it reveals unexpected stats or Talents.
  The Master of Disguise has a third option – impersonating a member of an opposing Company. Again, no 
  named figure may selected. In this case, the player pays the full cost of both the figure with Master of Disguise 
  and the figure being impersonated. This is chancy – if the opposing player chooses not to field a figure of the 
  type being impersonated then the Master of Disguise must appear on the table as himself and the points spent 
  impersonating the opposing figure are wasted. However, if it does work the player controlling the Master of 
  Disguise may take control of the opposing player’s figure at any time.
  Example: Sherlock Holmes has taken to the field disguised as an Incendiary among the Brick Lane Commune. 
  Holmes’ player can choose the right moment to reveal his true identity. He might choose to do this when it’s his turn 
  to Move, Shoot or Fight with one of his figures. Alternatively, he might interrupt the Commune player: ‘No, she’s 
  not going to throw that Bottle Grenade at the policemen in front of her – she casts off her headscarf, revealing the 
  distinguished features of Sherlock Holmes, draws a pistol and shoots the Working Class Hero next to her’.
  This does potentially allow a player to Move, Shoot or Fight a figure in contravention of the normal initiative 
  sequence. If this happens, the player who has just discovered a figure isn’t his after all gets to Move, Shoot or 
  Fight one of his figures immediately after the newly revealed Master of Disguise.
  10
  Meticulous 
  Planning
  When a figure with this Talent is involved everything seems to unfold according to his plan. Each turn he can 
  choose to move a single figure (from either side) a second time at the end of the Movement phase. The normal 
  rules for movement apply but he cannot move them into immediate mortal danger (e.g. into a lava pool, off 
  a cliff or into the path of a moving engine) or off the table. He can move the figure into base-to-base contact 
  with another figure. As this is not a mental attack the figure concerned does not get a Pluck roll to resist it.
  15
  Part of the Crowd
  In scenarios where there are civilians on the field of play, Company agents can be concealed amongst them. 
  The player chooses a civilian figure and makes a note of it. When he needs them to act they will draw their 
  concealed weapons and make themselves known, often with devastating effects. 
  5
  Swimming
  Swimming was not a widespread skill in the 19th century, thus it becomes a Talent that any figure in any 
  Company can buy. Figures with this Talent may swim (HVF 2.3.2) at their usual movement rate without needing 
  to make a Pluck roll. 
  2
  5.0 MYSTICAL POWERS
   
  Power
   
  Range
   
  Duration
   
  Phase
   
  Effect
  Pluck 
  Roll?
   
  Cost
  Blizzard / Desert 
  Twister / Water 
  Spout
  Self
  1 turn
  Movement
  A 12” radius effect that reduces visibility to 6” and movement by 
  half  for all figures in the area. To use this Power the figure must 
  stand still and cannot use any other Powers, Shoot or Fight 
  during the turn, though he suffers no penalties if attacked.
  No
  30
  Icy Blast
  6”
  Instant
  Shooting
  This puts out any fires in a 1” wide line, including the fires in 
  steam engines, steam dynamos etc. Relighting these takes 
  an Engineer one Move phase or any other figure a full turn in 
  which it can take no other action. Figures in the blast area take 
  an automatic hit with a -1 Pluck penalty.
  No
  15
  © Osprey Publishing • www.ospreypublishing.com
  
  12
  6.0 COMPANIES
  6.1 THE DARK CONTINENT
  The competition between the great powers to colonise and dominate Africa 
  has accelerated with recent advances in technology. Every European power 
  wants a slice of the continent and is willing to fight both open and secret 
  wars to achieve this end.
  However, the deeper they have pressed into the heart of the continent, 
  the greater the resistance has become, both from their European competitors 
  and from ancient civilisations of which they had no comprehension.
  In North Africa, the Mahdi arose and forced the British from the Sudan. 
  Despite a relief expedition in 1885 led by armoured gunboats and protected 
  from above by two early dirigibles, Khartoum fell and the noble Gordon 
  died. The Mahdi perished a few months later from typhus but his successor, 
  the Khalifa, continues to harass Egypt, Libya and Abyssinia from his fortress 
  in central Sudan. It is thought that there may be Europeans assisting this 
  popular religious leader as, in recent engagements with the Egyptian Army, 
  several walkers were deployed by the Mahdists to great effect. The Khalifa 
  has managed to send subversive agents into most of the colonial territories 
  bordering the Sahara and is believed to be arming the Bedouin and Tuaregs. 
  Small groups from these two ancient desert tribes are now causing trouble in 
  Libya, Algeria, Tunisia and Morocco.
  In central Africa, the British and Prussians are both pushing deep into the 
  interior. The Prussians are using gunboats and dirigibles to work deep in the 
  Congo, while the British are funding expeditions by the Explorers’ Club and 
  other hunting parties to penetrate the interior from Kenya. They prefer small 
  expeditions, supported when necessary by the Queen’s Own African Rifles 
  and its new walker squadron.
  In southern Africa, the British have had a hard time of it with first the 
  Zulu and then the Boers resisting their colonial ambitions. Despite repeatedly 
  defeating the armies of both they are now faced with a continuous guerilla war 
  carried on by Boer Commandos and independent Zulu chieftains. Recently, 
  the Boers, possibly assisted by the Prussians, have been making trouble back 
  in Britain, with Commandos raiding both the Woolwich Arsenal and King’s 
  College Cambridge. It is obvious they have been trying to steal technology to 
  assist them in their struggle for independence from the Empire.
  The Dark Continent also provides many natural hazards for the unwary 
  European. Many of its wild animals will attack when their territory is 
  invaded or simply because they are hungry. Some have even been trained by 
  the native population to attack on command.
  6.1.1 THE BOER COMMANDO
  ‘Now, you must have heard that the English – or, as they are better 
  known, the Englishmen – took away our country, the Transvaal, or, as 
  they say, annexed it. We then talked nicely for four years, and begged for 
  our country. But no; when an Englishman once has your property in his 
  hand, then he is like a monkey that has its hands full of pumpkin-seeds – 
  if you don’t beat him to death, he will never let go – and then all our nice 
  talk for four years did not help us at all. Then the English commenced to 
  arrest us because we were dissatisfied, and that caused the shooting and 
  fighting.’ 
  Piet Joubert, Commandant-General of the South African Republic
  © Osprey Publishing • www.ospreypublishing.com
  
  13
  The Boers had been smarting under British Imperial bureaucracy and 
  taxes for many years before they decided to break away and try to make 
  a country of their own. This has put them at odds with both the native 
  inhabitants of South Africa and the British. Being mainly farmers, they 
  have little access to cutting-edge technology. However, they make up for 
  this with a combination of grit, determination and cunning.
  In addition to their mainstream military and political efforts, they 
  have formed a Special Commando – a small group of their best fighters 
  – to get their hands on anything which will help tip the balance of 
  power away from the mighty British Empire. And to give them complete 
  superiority over the natives, of course.
  The Special Commando is led by Kommandant Pieter de Vries, a 
  small man with considerable intellectual and military skills. His unit 
  is equipped with good military grade equipment and a smattering of 
  ‘weird science’ kit – but most of the latter is passed on for use in the 
  mainstream struggle.
  The men of the Special Commando are all seasoned fighters who 
  have seen action against both the British and the Zulu. Kommandant 
  de Vries is ably supported by several Veldkornets (roughly equivalent to 
  Sergeants) and Corporals. Of particular note among these is Corporal 
  Andreus Boemar – more usually known to friends and foes alike as 
  ‘Bomber’ for his skill with explosives.
  Figure
  Pluck
  FV
  SV
  Speed
  Cost
  Talents / Powers
  Basic Equipment
  Kommandant Pieter 
  de Vries
  2+
  +3
  +3
  +1
  80
  Leadership +3, Fearless, 
  Fanatic, Cavalryman
  SRC breastplate, pistol, carbine, sabre
  Corporal Andreus 
  Boemar
  3+
  +2
  +3
  +1
  32
  Leadership +1, Engineer
  Brigandine, pistol, fighting knife
  Veldkornet
  4+
  +3
  +3
  0
  38
  Leadership +2
  Chain shirt, military rifle, pistol, sword
  Corporal
  4+
  +2
  +2
  0
  25
  Leadership +1
  Brigandine, military rifle, fighting knife
  Foot Soldier
  5+
  +2
  +2
  0
  20
  Brigandine, military rifle, fighting knife
  Sniper
  4+
  +2
  +3
  0
  44
  Hunter, Stealthy
  Brigandine, hunting rifle, pistol, 
  fighting knife
  Horse Soldier
  5+
  +2
  +2
  0
  32
  Cavalryman
  Brigandine, carbine, pistol, sabre, 
  cavalry horse
  Engineer
  5+
  +2
  +2
  0
  21
  Engineer
  Brigandine, carbine, fighting knife
  Doctor
  4+
  +1
  +1
  0
  21
  Medic
  Brigandine, shotgun, fighting knife
  OPTIONS
  • 
  Pieter de Vries may have a cavalry horse (+9 points).
  • 
  Any Special Commando member may have the Marksman Talent  
  (+5 points) and/or the Fanatic Talent (+5 points).
  • 
  Any Veldkornet may have a cavalry horse (+9 points) and may take the 
  Cavalryman Talent (+3 points).
  • 
  Any Engineer may deploy with up to three explosive grenades  
  (+6 points per grenade).
  • 
  Andreus ‘Bomber’ Boemar may have up to three bombs  
  (+7 points per bomb).
  • 
  One light field gun can be deployed (22 points). It must be crewed by two 
  Horse Soldiers, both of who carry all their normal equipment as well.
  © Osprey Publishing • www.ospreypublishing.com
  
  14
  6.1.2 THE HUNTING PARTY
  ‘Man’s cleverness is almost indefinite and stretches like an elastic band. But 
  human nature is like an iron ring. You can go round and round it; you can 
  polish it highly; you can even flatten it a little on one side, whereby you will 
  make it bulge out the other, but you will never, while the world endures and 
  man is man, increase its total circumference.’ 
  Sir Allan Quatermain
  The London Explorers’ Club naturally sends many expeditions to Africa. 
  However, there are also plenty of African hunting parties which are not 
  associated with that prestigious Pall Mall organisation. Many of these 
  parties are led by Great White Hunters – Europeans who have lived most 
  of their lives on the Dark Continent and know its ways as well as any 
  native. Naturally these individuals tend to be looked down on in polite 
  society… not that most of them care about polite society. Other members 
  of African hunting parties include Bush Doctors (with a mix of European 
  and African skills), Overseers, Camp Guards and Native Bearers. A few 
  hunting parties also employ the services of either a Missionary priest or 
  a Shaman.
  The list below shows typical characteristics for potential members of 
  an African hunting party. It also lists a few specific individuals who may 
  appear in such parties.
  Sir Allan Quatermain is the ultimate Great White Hunter and quite 
  possibly the best rifle shot in the Empire. Although he rarely travels 
  outside Africa these days, he is famous world-wide for his expeditions 
  and exploits. Although getting on in years and injured many times, he 
  remains fit and healthy. Rumour – fast becoming legend – has it that 
  he did a great service for one of the native tribes and their shaman told 
  him ‘Africa will not let you die’. Quatermain favours very powerful rifles 
  (elephant guns) and prefers to engage from a distance. In the African heat 
  he also prefers to wear only very light protection. His one real concession 
  to ultra-modern technology is to wear a Faraday coat as he rather looks 
  down on Arc weapons.
  Major Marcus Levington is technically still a serving officer with the 
  Queen’s Own African Rifles but anyone checking will find that he’s been 
  assigned to ‘special duties’ at Horseguards for some time. In practice 
  this means he’s been used for covert actions in Africa, often under the 
  guise of a hunting party. When not on missions, his favourite pastime 
  is, of course, hunting. Major Levington has an unusual characteristic 
  which makes him particularly useful on some missions – he is completely 
  unaffected by Mystical Powers. No-one is certain whether this immunity 
  is natural or whether he possesses some sort of protective charm… and 
  he’s not saying.
  Leticia Davenport is the daughter of a missionary and was born and 
  raised in Africa. She speaks multiple local languages as well as English, 
  French and German. Her mother is a nurse and Leticia became a bush doctor 
  by learning from the locals as well as from her mother. Lady Letty, as she 
  is known to the natives, is no great beauty but her sheer physical presence, 
  booming voice and ability to verbally shred a man in multiple dialects give 
  her the ability to lead mixed groups of Europeans and Africans without 
  difficulty. She has organised many hunting expeditions and ensured that 
  © Osprey Publishing • www.ospreypublishing.com
  
  15
  the profits go to good causes in Africa – mainly her parents’ mission, of 
  course. Although not in the same league as the Great White Hunters she’s a 
  decent shot and thoroughly capable of looking after herself in a fight. She 
  wears loose, comfortable colonial-style clothing – with a light chain shirt 
  concealed under her jacket.
  Jacob N’deba is a also a bush doctor and knows Lady Letty very well – 
  he was raised at the Davenport mission and learned many of his skills from 
  her. He doesn’t have her force of personality – and Europeans wouldn’t 
  take direction from an African anyway – but his medical skills and fleetness 
  of foot make him popular on the battlefield.
  Figure
  Pluck
  FV
  SV
  Speed
  Cost
  Talents / Powers
  Basic Equipment
  Sir Allan Quatermain
  2+
  +2
  +5
  +0
  93
  Leadership +2, Immortal, 
  Hunter, Marksman (hunting 
  rifle), Stealthy
  Faraday coat, hunting rifle, pistol, 
  fighting knife
  Major Marcus  
  Levington
  3+
  +2
  +4
  +0
  79
  Leadership +2, Hunter,  
  Impervious
  SRC breastplate, hunting rifle, Arc pistol, 
  sword
  Leticia Davenport
  3+
  +2
  +3
  +1
  44
  Leadership +2, Medic,  
  Erudite Wit
  Chain shirt, shot pistol (counts as short 
  shotgun), fighting knife
  Jacob N’deba
  4+
  +2
  +2
  +2
  29
  Medic, Stealthy
  Lined coat, shotgun, fighting knife
  Great White Hunter
  3+
  +2
  +4
  +0
  48
  Hunter
  Lined coat, hunting rifle, pistol, fighting 
  knife
  Bush Doctor
  4+
  +1
  +2
  +1
  22
  Medic
  Lined coat, carbine or shotgun, fighting 
  knife
  Overseer
  4+
  +3
  +3
  +0
  24
  Leadership +1
  Brigandine, shotgun, bullwhip
  Camp Guard
  5+
  +1
  +2
  +0
  16
  Brigandine, military rifle
  Native Bearer
  6+
  +0
  +0
  +2
  6
  Fighting knife
  Shaman1
  5+
  +1
  +0
  +2
  7+
  Up to 20 points of Mystical 
  Powers
  Club
  Missionary1
  5+
  +0
  +1
  +0
  14
  Fanatic
  Lined coat, shotgun
  1: No hunting party can include both a shaman and a missionary.
  OPTIONS
  • If Major Levington is leading the hunting party then he can bring 
  along a single Sapper from the QOAR (HVF 6.1.4). That Sapper may 
  have any number of grenades of any type (+6 points each).
  • A single Great White Hunter may have Leadership +1 (+3 points).
  • Great White Hunters may have the Stealthy Talent (+5 points) and/or 
  the Marksman Talent (+5 points).
  • Overseers may be Tough (+5 points).
  • Any Camp Guard may have a fighting knife (+3 points). He may also 
  exchange his military rifle for a shotgun (-4 points).
  • Any Missionary may be Inspirational (+10 points).
  • Any European may have a cavalry horse (+9 points) or a desert horse 
  (+10 points).
  • Any European may have a Murton Maritime Life Preserver  
  (+1 point).
  • Any native bearer may exchange his fighting knife for a spear and 
  shield (+3 points).
  © Osprey Publishing • www.ospreypublishing.com
  
  16
  6.1.3 THE QUEEN’S OWN AFRICAN RIFLES
  ‘The army doesn’t like more than one disaster in a day’ – Lieutenant Caine
  ‘Looks bad in the newspapers and upsets civilians at their breakfast’ – 
  Lieutenant Baker
   
  This regiment is classically colonial. British officers command a mix 
  of British, local white and African troops – with most of the specialist 
  roles going to the British while the local whites tend to be NCOs and the 
  African troops are the lowly foot soldiers. Since its responsibilities span 
  the whole of Africa this is one of the larger British regiments, consisting of 
  three infantry battalions and (a recent innovation) one squadron of Royal 
  Engineers equipped with walkers.
  Although most of the QOAR’s duties involve it in platoon-, company- or 
  even battalion-sized actions, small patrols are occasionally formed to carry 
  out ‘sensitive operations’. These patrols bear a remarkable resemblance to 
  Adventuring Companies and are typically employed on similar missions.
  Two officers are noted for leading the majority of the patrols. One is 
  Lt Caine, a young aristocratic officer with a touch of ‘dash’. The other is 
  Lt Baker, who is rather older and came up through the ranks of the Royal 
  Engineers. Baker doesn’t have Caine’s flair but he is dogged and dependable.
  Caine and Baker have a variety of troop types to call on, both from 
  within the regiment and from attached units. Arms and equipment tend 
  to be state-of-the-art military for British troops with a mix of modern and 
  slightly older equipment for local white and native African troops. Caine 
  and Baker both have some unusual equipment available to them.
  It’s worth noting that the infamous Lord Curr was once Major Curr 
  and a company commander in 2nd Battalion (Infantry) of the QOAR.  
  He was cashiered after losing most of his company in an engagement.  
  The shame of this still clings to the regiment and Curr’s name is mud with 
  them. His continued activities in Africa are a thorn in their side and they 
  would dearly love to get rid of him once and for all.
  © Osprey Publishing • www.ospreypublishing.com
  
  17
  Figure
  Pluck
  FV
  SV
  Speed
  Cost
  Talents / Powers
  Basic Equipment
  Lt Caine
  3+
  +2
  +3
  +1
  72
  Leadership +2, Cavalryman, Erudite 
  Wit
  SRC breastplate, arc rifle, pistol, sword, 
  desert horse
  Lt Baker
  3+
  +3
  +2
  0
  74
  Leadership +2, Engineer, Tough, 
  Fearless
  SRC breastplate, magneto-static 
  shield1, pistol, sword
  Sergeant
  4+
  +3
  +3
  0
  31
  Leadership +1, Bayonet Drill
  Brigandine, military rifle, bayonet
  Corporal
  4+
  +2
  +2
  0
  24
  Bayonet Drill
  Brigandine, military rifle, bayonet
  British Private
  5+
  +2
  +2
  0
  22
  Bayonet Drill
  Brigandine, military rifle, bayonet
  African Private
  5+
  +1
  +1
  +1
  20
  Bayonet Drill
  Lined coat, military rifle, bayonet
  Local white scout
  4+
  +1
  +2
  0
  37
  Hunter, Stealthy
  Lined coat, hunting rifle, fighting knife
  Local white cavalry
  5+
  +2
  +2
  0
  28
  Cavalryman
  Lined coat, carbine, cavalry horse, 
  sword
  Sapper
  5+
  +2
  +2
  0
  19
  Engineer
  Brigandine, pistol, fighting knife
  Field Surgeon
  4+
  +1
  +1
  +1
  20
  Medic
  Brigandine, pistol, fighting knife
  Royal Horse Artillery 
  Bombardier2
  4+
  +2
  +2
  0
  47
  Lined coat, pistol, sword, cavalry horse, 
  field gun
  Royal Horse Artillery 
  Trooper
  5+
  +2
  +2
  0
  23
  Lined coat, pistol, sword, cavalry horse
  1: Lt Baker’s Magneto-Static Shield has the same properties as a Magneto-Static Umbrella.
  2: Every RHA Bombardier must be accompanied by at least one RHA Trooper.
  OPTIONS
  • Sergeants and Corporals may have the Tough (+5 points)  
  and/or Marksman (+5 points) Talents. They may also have  
  explosive grenades (+6 points per grenade).
  • British Privates may have the Marksman Talent (+5 points).
  • Sappers may have any type of grenade (+6 points per grenade).
  • A pair of Sappers may team up to operate a flamethrower  
  (+11 points) – they retain their basic equipment but cannot 
  have grenades.
  • One machine gun (26 points) may be deployed per patrol. It must be 
  crewed by a pair of British infantry (any mix of Sergeants, Corporals 
  and British Privates) who exchange their rifles and bayonets for 
  pistols (-9 points per figure).
  • Any British figure may have a breath preserver (+2 points) and/or a 
  Murton Maritime Life Preserver (+1 point).
  • One or more Scout Walkers (IHMN 5.5) may be deployed  
  (59 points each) – the steersmen must be Sappers.
  © Osprey Publishing • www.ospreypublishing.com
  
  18
  6.1.4 THE SONS OF THE DESERT
  ‘All men dream, but not equally. Those who dream by night in the dusty 
  recesses of their minds, wake in the day to find that it was vanity: but the 
  dreamers of the day are dangerous men, for they may act on their dreams 
  with open eyes, to make them possible.’ 
  T. E. Lawrence
   
  Out in the deep desert, beyond the reach of the Ottoman Pashas and 
  their Janissaries, is a secret army. This was being trained and armed by 
  the British with the intention of overthrowing the Turk and establishing 
  a series of Princedoms friendly to the Empire. The British also wanted 
  unfettered access to the deserts of Arabia in order to search for oil.
  Unfortunately, the men sent to manage this effort seem to have gone 
  native; those that didn’t have disappeared. There is talk in the souks of 
  Cairo that a new Emir has arisen. He is only known by the whispered name 
  ‘Asadullah’ – the Lion of God.
  Both the British and the French are beginning to see unrest along the 
  borders of their North African domains, as well as reports of atrocities 
  in Ottoman Baghdad and Damascus. Knife-wielding assassins have been 
  targeting government officials and their families. A French Foreign Legion 
  fort at the edge of the Atlas Mountains has been overrun by unknown 
  assailants. The raids are well-planned, fast and extremely vicious, with no 
  witnesses left to tell the tale. Colonel Sir Edward Hardwicke, commander 
  of the Alexandria Garrison, says his Bedouin scouts reported finding 
  hunting cat tracks at one ambush site near the Qattara depression.
  Asadullah is a real person. The eldest son of a pro-British Arabian 
  Sheikh, he was educated at Eton and Cambridge, then went to Sandhurst 
  before returning home to be at his ailing father’s bedside. When his father 
  died he went south to Buqqara in the Sudan and joined the Khalifa for a 
  while. It is there that he became an adherent of an ancient Islamic sect. 
  Since leaving the Khalifa he has kept a low profile, building support 
  amongst the deep desert tribes and showing them how to combine their 
  traditional raiding tactics with modern weaponry and an appreciation of 
  the capabilities of Western men. He calls this ‘desert power’.
  He is beginning to test his capabilities against British, French and 
  Ottoman forces. He does not intend to fight them only in his native deserts 
  and has been slowly infiltrating men and materiel into some of the port 
  cities of the colonial powers. Marseilles, Venice, Barcelona, Bordeaux and 
  now London are beginning to feel the effects of desert power.
  He works through a network of Emirs. Each has a loyal and suicidally 
  brave band of young men and women who know that to die in the service 
  of the Lion of God is to be assured a place in paradise. His acceptance of 
  women as fighters caused his separation from the Khalifa.
  © Osprey Publishing • www.ospreypublishing.com
  
  19
  Each Emir is also accompanied by at least one of Asadullah’s Hollow 
  Guard. These men act both as a bodyguards and reminders of their lord’s 
  power. They are at one with the spirit of Asadullah and never tire, never 
  retreat and do not seem to feel pain. It is thought that they are heavily 
  drugged and fed a very special diet. The Hollow Guard are trained and 
  inspired by their Imam. Ali is a boy of perhaps fourteen years who was 
  found wandering in the desert. He can hear the whisperings of desert Jinn 
  and seems to be able to channel some of their powers. It is said he can cure 
  wounds with his touch.
  An Emir will often take one or two hunting cats with him, especially 
  in the desert. Their ability to close quickly and disrupt enemy tactics has 
  proven very effective.
  Figure
  Pluck
  FV
  SV
  Speed
  Cost
  Talents / Powers
  Equipment
  Asadullah
  2+
  +3
  +3
  +1
  52
  Leadership +2, Inspirational
  Chain shirt, pistol, scimitar 
  (counts as sword)
  Emir
  4+
  +3
  +3
  +0
  28
  Leadership +1, Fanatic
  Lined coat, pistol, scimitar 
  (counts as sword)
  Imam Ali
  3+
  +1
  +0
  +1
  28+
  Leadership +1, Intuitive, Medic, Up 
  to 20 points of Mystical Powers
  Lined coat, fighting knife
  Hollow Guard
  3+
  +4
  +0
  +0
  48
  Numb, Fearless
  Chain shirt, two-handed 
  scimitar (counts as  
  two-handed sword)
  Warrior
  5+
  +2
  +2
  +1
  29
  Fanatic, Stealthy
  Military rifle, fighting knife
  OPTIONS
  • Any member of the Sons of the Desert can take the Cavalryman 
  Talent (+3 points).
  • Any figure with Cavalryman Talent can take a desert horse  
  (+10 points) or a camel (+7 points).
  • If a Warrior is mounted he must also buy a scimitar (+4 points).
  • Two Warriors can become a machine gun team (+26 points).  
  They keep their normal equipment.
  • Up to half of the warriors can take the Marksman Talent (+5 points).
  • One Warrior can take the Medic Talent (+5 points).
  • Each Warrior may be the handler for one hunting cat (HVF 3.0 
  Bestiary).
  • If Imam Ali is with the Company then it can also include a Jinn; this 
  is either a Lesser Demon (20+ points) or a Demon (55+ points) from 
  the Bestiary (HVF 3.0).
  © Osprey Publishing • www.ospreypublishing.com
  
  20
  6.1.5 THE ZULU
  ‘Akulanga lashona lingendaba.’ (No sun sets without its histories) 
  Zulu proverb
  The once proud Zulu nation bit off more than it could chew when it 
  decided to fight the British Empire. After a few initial victories, achieved 
  mainly because the British underestimated them, the Zulus succumbed to 
  the Empire’s overwhelming technological advantage. The British broke up 
  the nation into separate fiefdoms, each ruled by a chief, and ensured that 
  old tribal grievances kept these fiefdoms bickering with each other and 
  thus unable to unite in rebellion. Responsibility for policing this classic 
  colonial arrangement has been given to the Queen’s Own African Rifles.
  However, the Zulus are by no means finished as a power on the Dark 
  Continent. A strong nationalist spirit bubbles beneath the surface and 
  there are occasional acts of rebellion. Sometimes these are against the 
  British, sometimes against the Boer settlers now encroaching on Zulu 
  lands… and sometimes the Zulu and the Boers work together against their 
  common enemy.
  The Zulu ‘resistance’ is led by a man who claims to be of an old Zulu 
  royal bloodline and styles himself Prince Zunduni. He is such a good 
  guerrilla leader that neither the Boers nor the British have ever been 
  able to catch him. Among his own people, there are rumours that he is 
  either blessed by strong ancestral spirits or even that he is actually a spirit 
  himself. The truth is slightly more mundane, in that he is actually a mortal 
  man with excellent strategic and tactical skills. It helps that he is also a 
  powerful warrior.
  Although the Zulu term ‘impi’ is usually taken to mean a formed 
  regiment of troops, the word originally meant any group of armed 
  men. Thus Zunduni can field small but effective impis, i.e. Adventuring 
  Companies, to further his aims. Since these aims are local to Africa, the 
  Zulu have yet to be seen in action outside of that continent – unlike their 
  Boer neighbours. Each impi is led by an ‘InDuna’ and its warriors may be 
  Unblooded, Blooded or Veteran – the former tend to be the most eager 
  for battle, the latter the most skilled in combat. Each impi may also be 
  supported by an ‘Inyanga’ (herbalist) who has Mystical Powers that can 
  boost the warriors’ fighting abilities. Inyanga are relatively rare and it is 
  unusual – but not unknown – for more than one to accompany each impi.
  Technology isn’t a strong point for the Zulu. Their martial traditions 
  are so ingrained that they still fight mainly in the historical way with spears 
  (‘iklawa’), clubs and hide shields. A few use captured firearms but they are 
  poor marksmen. Their main strengths are their motivation, close-quarter 
  combat skills and speed. Their relatively low points cost means they will 
  often have more figures in a skirmish than their opponents and they will 
  usually try to use this advantage to overwhelm the opposition by sheer 
  weight of numbers.
  © Osprey Publishing • www.ospreypublishing.com
  
  21
  Figure
  Pluck
  FV
  SV
  Speed
  Cost
  Talents / Powers
  Basic Equipment
  Zunduni
  2+
  +4
  +1
  +2
  60
  Leadership +3, Inspirational, Tough
  Shield, spear, club
  InDuna
  3+
  +3
  +1
  +2
  30
  Leadership +2
  Shield, spear, club
  Veteran Warrior
  3+
  +3
  +1
  +2
  29
  Tough
  Shield, spear, club
  Blooded Warrior
  4+
  +2
  +1
  +2
  17
  Shield, spear, club
  Unblooded Warrior
  5+
  +2
  +0
  +2
  14
  Shield, spear, club
  Inyanga
  5+
  +1
  +0
  +2
  7+
  Up to 20 points of Mystical Powers 
  from list below
  Club
  OPTIONS
  • Any Zulu may have the Stealthy Talent (+5 points).
  • Any Zulu except an Unblooded warrior may have the Fearless Talent 
  (+10 points).
  • An InDuna may have the Tough Talent (+5 points).
  • A Blooded Warrior may have the Tough Talent (+5 points).
  • An Unblooded Warrior may exchange his shield and spear for a 
  military rifle (+3 points).
  • An Inyanga may choose from the following Mystical Powers: Harden, 
  Strengthen, True Grit, Water Bullets.
  • If the Company includes an Inyanga then it can also include a 
  Lesser Demon (20+ points) or a Demon (55+ points) from the 
  Bestiary (HVF 3.0). This will appear as a distorted version of an 
  indigenous creature such as a hyena or lion. Note that Bouda (African 
  blacksmiths capable of changing into monstrous hyenas) are covered 
  by this option.
  © Osprey Publishing • www.ospreypublishing.com
  
  22
  6.2 THE NEW WORLD
  In 1868 Jefferson Davis sued for peace after seven years of gruelling war. 
  President Ulysses S Grant gratefully accepted his terms and then set about 
  the enormous task of reuniting and rebuilding his shattered nation. In 
  the latter years of the Civil War the South had only kept going because 
  of its technological superiority and its ability to import food over the 
  Mississippi. Its Armoured Riverboats had kept this vital artery open until 
  Sherman drove his ‘Ironguts Army’ down its eastern bank to New Orleans. 
  Armoured Trains and huge riverbank forts broke the South’s hold on the 
  river and the South starved.
  What followed was famine, pestilence and the Southern Diaspora in 
  which one and half million southerners abandoned their homes and moved 
  across the Mississippi to begin new lives in the west. Texas was their first 
  port of call, for it had seceded from both the South and the North in the 
  final year of the War.
  In the wreckage of the American South new powers are rising. Due 
  to the Diaspora, the majority of the population in several states are 
  now former slaves. Some of these, influenced by the North, are trying 
  to adopt the ways of the white man and his Christian religion. Many, 
  though, are returning to older, African ways. Outlaws roam the country’s 
  remote regions, confident that the Government simply doesn’t have the 
  resources to hunt them down. Much of Louisiana and Mississippi has 
  proven almost ungovernable and a hard core of ‘civilised’ Southern 
  resistance persists in Virginia and the Carolinas. Here the secretive yet 
  powerful League of Southern Gentlemen dreams of reuniting the South 
  in rebellion and does nightly battle with the Secret Service and their 
  Pinkerton spies.
  Elsewhere on the continent, California continues to be a vital, though 
  somewhat rebellious, Mexican province. Some of its gold-rich Anglo men 
  have ambitions of becoming independent, or even uniting with Texas, and 
  they see the Diaspora, which contains many former CSA soldiers, as the 
  touch paper for their plans. Texas remains independent but tensions run 
  high with all its neighbours and the Texas Rangers are stretched so thin 
  that conscription has been introduced to bolster their numbers. Mexico 
  remained neutral during the American Civil War but its oppressive military 
  junta is now facing a civil war of its own – and employing ancient Aztec 
  powers as part of its attempts to bring the rebels to heel.
  In the North, Grant did his best to establish a firm grip on a war-
  weary nation. As well as consolidating the Army and Navy, he beefed 
  up the Secret Service which is now pretty much the sole authority 
  for the US Government’s covert activities. The country’s economy, 
  though, is influenced as much by its leading industrialists as it is by its 
  government – in fact, some suggest that the industrialists actually run the 
  government. Whatever happens behind closed doors, it is evident that 
  many industrialists are none-too-fussy about the methods they use to 
  expand their personal empires, even when it brings them into conflict 
  with the law.
  By the time the Civil War was over, the Native American tribes had 
  almost been marginalised out of existence. The majority succumbed 
  to reservation life and gradual westernisation. Some fled north into 
  Canada. A few, however, refused to give up the fight. The area between 
  California and Texas contains wilderness that is still largely unspoiled by 
  © Osprey Publishing • www.ospreypublishing.com
  
  23
  the white man and it is here that the last of the Apache hold out under 
  the leadership of the legendary Chief Shining Bear. They are actually an 
  amalgamation of many tribes, but the Apache dominate and the name 
  carries a certain reputation.
  Until recently the British had remained completely neutral in all 
  this – their main concern had been to limit Russian ambitions in the 
  north-west. The mass movement of Native American tribes into Canada, 
  though, has been troubling. The British have also given asylum to 
  many high profile Southerners and settled them around Toronto. This 
  quite deliberate proximity to the US border has attracted action by the 
  Secret Service.
  The Russians remain in possession of Alaska and are using it as a base 
  from which to cause trouble for the British, the Californians and the US. 
  Because of their Siberian experience they understand the vast resources 
  which the Great White North could offer to the Russian Empire.
  6.2.1 THE APACHE
  ‘The soldiers never explained to the government when an Indian was 
  wronged, but reported the misdeeds of the Indians. We took an oath not to 
  do any wrong to each other or to scheme against each other.’ 
  Geronimo
   
  In the as yet unspoiled wilderness between California and Texas, the last 
  resistance of the Native Americans against the white man is conducted 
  by a group who refer to themselves as Apache. In truth, they are an 
  amalgamation of many different tribes – but the Apache are in the majority 
  and the name sells the reputation. They regularly clash with other New 
  World Companies as they seek to defend their way of life and to recover 
  sacred relics stolen from them during preceding decades.
  The Apache reputation is greatly enhanced by their leader, Chief 
  Shining Bear. Uniquely amongst his people, he is both a great warrior and 
  a great medicine man. According to the stories he has travelled beyond 
  death to confer with the Great Spirit and then returned to lead his people. 
  His people are convinced that he is immortal. Their enemies are starting 
  to wonder about that as well, as he has been reported killed in several 
  skirmishes only to be seen in action again a few weeks later.
  Shining Bear teaches complete reliance on the ‘old ways’ – the Apache 
  eschew technology completely, refusing to even fight with firearms, though 
  they do stretch to the use of decent quality metal blades. However, being in 
  close touch with the spirit world means they have access to Mystical Powers.
  Each band of Apache will normally be led by a Bear – a warrior trained 
  by Shining Bear himself and granted limited Mystical Powers by the Chief. 
  Part of the initiation ceremony to become a Bear is to defeat a bear (the 
  bigger the better) in combat – as a result, all Bears can be easily identified 
  by their bearskin cloaks and scars. They also earn their names – Running 
  Bear, Smiling Bear etc. from their initiation.
  An Apache band will normally also contain at least one Medicine Man 
  who can apply traditional healing techniques as well as bringing Mystical 
  Powers into play against their enemies. Other members of the band will be 
  Champions (great warriors striving to become Bears), Warriors (average 
  fighters striving to become Champions) and/or Scouts (striving not to be 
  noticed).
  © Osprey Publishing • www.ospreypublishing.com
  
  24
  Figure
  Pluck
  FV
  SV
  Speed
  Cost
  Talents / Powers
  Basic Equipment
  Chief Shining Bear
  2+
  +4
  +4
  +2
  87+
  Leadership +3, Inspirational, Fearless, 
  Immortal, Up to 30 points of Mystical Powers
  Bow, spear, fighting knife
  Bear
  3+
  +4
  +3
  +2
  52+
  Leadership +2, Inspirational, Up to 10 points 
  of Mystical powers
  Bow, spear, fighting knife
  Medicine Man
  4+
  +1
  +1
  +1
  15+
  Medic, Up to 20 points of Mystical Powers
  Fighting knife
  Champion
  4+
  +3
  +3
  +2
  30
  Leadership +1
  Bow, spear, axe
  Warrior
  5+
  +2
  +2
  +1
  20
  Bow, spear, axe
  Scout
  5+
  +1
  +2
  +2
  19
  Stealthy
  Bow, fighting knife
  OPTIONS
  • Bears, Champions and Medicine Men can be Fearless (+10 points).
  • Bears and Champions may purchase Duellist with bow or fighting 
  knife (+5 points).
  • Bears, Champions and Warriors can be Tough (+5 points). They may 
  be mounted on cavalry horses (+9 points); if so they may purchase the 
  Cavalryman (+3 points) and/or Trick Riding Talents (+5 points).
  • Scouts may be Intuitive (+5 points).
  • Any Apache can be Fanatic (+5 points).
  • Any bow-armed Apache can have the Marksman Talent (+5 points).
  • Any Apache fighting on foot can be Stealthy (+5 points).
  • If there are any figures with Mystical Powers in the Company then 
  it may also include an animal which is possessed by a spirit. This 
  is treated as either a Lesser Demon (20+ points) or a Demon (55+ 
  points) from the Bestiary (HVF 3.0).
  6.2.2 THE HIGH SIERRA GANG
  If you believe the Penny Dreadfuls, the West is full of bandits, most of 
  whom had short-lived careers that ended in a shoot-out or the lonely 
  walk to the rope. One gang, though, has managed to outlive them all. 
  They are the nemesis of the Pinkerton and Texas Ranger alike and the 
  Industrialists would dearly love to see an end to their depredations. Despite 
  huge bounties they have proven impossible to catch. The Secret Service 
  believe that there are actually several gangs working under the direction of 
  a former Confederate officer known only as The General. It is known that 
  they have been able to strike at up to three different targets at one time.
  THE VIRGINIANS
  ‘I knew, however, that the next morning after the fight I would have to get 
  away, and I did just in time, for a full company came early to look for me 
  and were furious because I had escaped them.’ 
  Jesse James
   
  The largest gang is The General’s own. This gang is extremely well-
  organised with many marksmen and even a couple of wagon-mounted 
  Gatling guns in their armoury. They prey especially on the railroads and 
  have perfected the art of raiding trains in motion.
  © Osprey Publishing • www.ospreypublishing.com
  
  25
  Figure
  Pluck
  FV
  SV
  Speed
  Cost
  Talents / Powers
  Basic Equipment
  The General
  3+
  +2
  +3
  +0
  48
  Leadership +2, Inspirational, 
  Cavalryman
  Magneto-static waistcoat, 
  carbine, pistol, sabre 
  Outlaw Lieutenant
  4+
  +2
  +2
  +0
  24
  Leadership +1
  Lined coat, carbine, pistol, 
  sabre
  Outlaw
  5+
  +1
  +1
  +0
  16
  Lined coat, pistol, carbine, 
  fighting knife
  OPTIONS
  • Any of the above may be equipped with a cavalry horse (+9 points).
  • Any member of The Virginians can upgrade their armour to 
  Brigandine (+1 point).
  • The gang can have a Gatling gun, i.e. a machine gun (+26 points). 
  This needs two men to crew it. The gun can be mounted on a wagon.
  • Any Outlaw may take the Marksman Talent (+5 points) and/or the 
  Cavalryman Talent (+3 points).
  LOS DIABLOS
  ‘It’s better to die on your feet than to live on your knees.’ 
  Emiliano Zapata
   
  Havana Pete’s gang operates along the Mexican border and is feared by 
  peon farmer and gringo rancher alike. Most of this band are Comancheros. 
  They like to extort money from isolated communities and ranches but 
  they have been known to run with the Apache when it suits both parties. 
  Havana Pete’s mother was Sioux.
  Figure
  Pluck
  FV
  SV
  Speed
  Cost
  Talents / Powers
  Basic Equipment
  Havana Pete
  3+
  +3
  +2
  +0
  39
  Leadership +2, Stealthy
  Brigandine, pistol, carbine, 
  fighting knife
  Comanchero 
  Lieutenant
  5+
  +2
  +2
  +0
  25
  Leadership +1, Stealthy
  Pistol, carbine, fighting knife
  Comanchero
  6+
  +1
  +1
  +0
  19
  Stealthy
  Pistol, carbine, fighting knife
  OPTIONS
  • Any of the above may be equipped with a cavalry horse (+9 points).
  • Comancheros may have the Cavalryman Talent (+3 points each).
  • Havana Pete, and any member of his gang, may buy sticks of 
  dynamite (as explosive grenade, +6 points per stick).
  THE GOLDEN WHEEL
  ‘I’m not afraid to die like a man fighting, but I would not like to be killed 
  like a dog unarmed.’ 
  Billy the Kid
   
  Madame Petunia Earle, a former dance hall singer whose face was 
  slashed by a drunken Texas Ranger, runs a small and elite band who 
  specialise in bank and coach robbery. This includes The Kid, a peerless 
  gunslinger, and the consumptive Doc Strangeways, a veteran of Berdan’s 
  Sharpshooters. From her Cajun mother, Madame Petunia has inherited 
  © Osprey Publishing • www.ospreypublishing.com
  
  26
  the innate mystical ability to inspire her men to incredible feats of 
  bravery. She is based in The Golden Wheel, a prosperous bar and dance 
  hall in Tombstone.
  Figure
  Pluck
  FV
  SV
  Speed
  Cost
  Talents / Powers
  Basic Equipment
  Madame Petunia Earle
  4+
  +1
  +1
  +0
  36
  Leadership +1, Erudite Wit, True Grit
  Magneto-static bodice1,  
  Arc pistol 
  The Kid
  4+
  +1
  +5
  +0
  38
  Lightning-draw (Shooting), Gunslinger
  Lined coat, two pistols
  Doc Strangeways
  6+
  +0
  +4
  +0
  40
  Hunter, Medic
  Lined coat, hunting rifle, 
  pistol
  Outlaw
  5+
  +1
  +1
  +0
  16
  Lined coat, pistol, carbine, 
  fighting knife
  1: As Magneto-Static Waistcoat (IHMN 5.1)
  OPTIONS
  • Any of the above may be equipped with a cavalry horse (+9 points 
  each), except Madame Petunia Earle, who prefers her steam carriage 
  (+10 points).
  • Outlaws may have the Cavalryman Talent (+3 points).
  • Madame Petunia Earle may equip her carriage with an Arc Generator 
  (+20 points).
  THE PALE RIDERS
  ‘And I looked, and behold a pale horse: and his name that sat on him was 
  Death, and Hell followed with him. And power was given unto them over 
  the fourth part of the earth, to kill with sword, and with hunger, and with 
  death, and with the beasts of the earth.’ 
  Revelations 6:8
   
  The last of The General’s bands is the most feared. Led by the seemingly 
  unkillable Preacher they take whole towns and subject them to days of 
  terror before melting away into the Sierras. Most of the Preacher’s men 
  are former condemned prisoners he has freed from the rope and who are 
  devoted to him and his ‘holy crusade’.
  Figure
  Pluck
  FV
  SV
  Speed
  Cost
  Talents / Powers
  Basic Equipment
  The Preacher
  2+
  +2
  +2
  +0
  79
  Leadership +3, Immortal, Fearless, The Path 
  of Shadows, Zone of Shadows
  Lined coat, shotgun (short), 
  bullwhip
  Lieutenant
  4+
  +2
  +2
  +0
  25
  Leadership +1, Fanatic
  Lined coat, pistol, carbine
  Outlaw
  5+
  +1
  +1
  +0
  16
  Lined coat, pistol, carbine, 
  fighting knife
  OPTIONS
  • Any of the above may be equipped with a cavalry horse (+9 points).
  • Any Lieutenant or Outlaw may take the Cavalryman Talent  
  (+3 points).
  • Any Outlaw may take the Fanatic Talent (+5 points each).
  © Osprey Publishing • www.ospreypublishing.com
  
  27
  6.2.3 THE INDUSTRIALISTS
  ‘You have undertaken to cheat me. I won’t sue you, for the law is too slow. 
  I will ruin you.’ 
  Cornelius Vanderbilt
  War usually pushes technology and industry forward at an accelerated 
  rate and the American Civil War was no exception. Both North and 
  South made great use of the latest advances in science and engineering, 
  such as armoured trains and steam dreadnoughts. Although the resulting 
  carnage laid waste to vast portions of the North American continent, it 
  wasn’t bad news for everyone. An elite few individuals invested early in 
  the technology and reaped the benefits, becoming fantastically rich on 
  war production profits. These individuals (mostly but not exclusively 
  men) are so wealthy that they can influence governments – not just in 
  North America but across the whole world.
  But, of course, for people such as this there’s no such thing as 
  ‘enough’ money (or power). They continue to invest in the development 
  of steam carriages, oceanic liners, dirigibles, trans-continental rail links 
  and armaments. They are fiercely competitive with each other – and 
  with anyone else who gets in their way.
  The Company list provided below is that for a North American rail 
  baron. However, this is just an example of an Industrialist Company – 
  players should feel free to develop other such lists along similar lines.
  Hiram Chezberg’s Northrail empire provided many of the armoured 
  trains used during the Civil War. He is still developing new lines, 
  locomotives and carriages for use in both North and South America.  
  His attempts to break into Europe and Africa have been largely 
  frustrated – so far – by the established imperial interests there. Hiram 
  works from a skyscraper office ‘back East’ and never goes into the field 
  himself. For the more deniable operations, he makes use of an unlikely 
  couple – an engineer and a former army officer turned bounty hunter.
  Colonel Douglas Mortimer fought for the North during the Civil War. 
  Afterwards he started hunting down specific Southern soldiers who had, 
  in his view, committed war crimes. The ruthlessness with which he did 
  this, not to mention the fact that he wasn’t too bothered about ‘collateral 
  damage’, brought him to Chezberg’s attention and then into his employ. 
  Mortimer is an excellent shot who prefers to deal with his enemies at a 
  distance – but is more than capable of working close-up when he must. Age 
  has not mellowed him and, unsurprisingly, he is deeply unpopular with 
  many of the other New World Companies – he’s wanted by the Mounties, 
  hated by the Apache and on a League of Southern Gentlemen hit list.
  The engineer is Elizabeth Bernhard, a widely travelled German-
  American with suspected links to the Society of Thule. She is almost 
  as ruthless as her compatriot and has a particular fondness for large 
  explosions. Rumour has it that she is a gifted chemist and makes most 
  of her own explosives. It might be thought that a woman would struggle 
  to exercise any leadership over the sorts of men in this Company but a 
  combination of personality and jiujitsu enables her to keep them in their 
  place. No-one, not even Mortimer, calls her Liz.
  Depending on the mission, other members of this Company can be 
  selected from a wide variety of options ranging from simple labourers, 
  © Osprey Publishing • www.ospreypublishing.com
  
  28
  through mercenaries, up to and including detachments of the US Cavalry. 
  The technology available to them is first rate (though Hiram can be a bit 
  tight-fisted about it) and it isn’t unusual for them to deploy industrial 
  walkers – or even the occasional military walker.
  Figure
  Pluck
  FV
  SV
  Speed
  Cost
  Talents / Powers
  Basic Equipment
  Col Douglas 
  Mortimer
  2+
  +2
  +4
  +0
  104
  Leadership +2, Fearless, Hunter, 
  Marksman (hunting rifle), 
  Lightning Draw (Shooting)
  SRC breastplate, hunting 
  rifle, pistol, sword, monocular 
  targeting array
  Elizabeth Bernhard
  3+
  +2
  +2
  +1
  34
  Leadership +1, Engineer, Martial 
  Artist
  Magneto-static waistcoat, 
  carbine
  Engineer
  5+
  +1
  +1
  +0
  13
  Engineer
  Lined coat, pistol
  Labourer
  6+
  +1
  +0
  +0
  10
  Lined coat, pistol, axe
  Gunfighter
  4+
  +1
  +3
  +1
  28
  Lightning Draw (Shooting), 
  Duellist (pistol)
  Brigandine, pistol, fighting 
  knife
  Foot Mercenary
  5+
  +2
  +2
  +0
  23
  Brigandine, military rifle, 
  pistol, fighting knife
  Mounted Mercenary
  5+
  +2
  +2
  +0
  29
  Cavalryman
  Brigandine, carbine, sword, 
  cavalry horse
  Indian Scout
  5+
  +1
  +2
  +2
  25
  Stealthy
  Lined coat, military rifle, 
  fighting knife
  US Cavalry Sergeant
  4+
  +3
  +3
  +0
  40
  Leadership +1, Cavalryman
  Lined coat, carbine, pistol, 
  sword, cavalry horse
  US Cavalry Trooper
  5+
  +2
  +2
  +0
  31
  Cavalryman
  Lined coat, carbine, pistol, 
  sword, cavalry horse
  OPTIONS
  • Mortimer and/or Bernhard can have a cavalry horse (+9 points).
  • Mortimer, Bernhard and any Engineer may have a Breath Preserver 
  (+2 points).
  • 
  Bernhard can be equipped with any number of grenades of any type 
  (+6 points per grenade). She can also use bombs (+7 points per bomb).
  • Other Engineers can have any number of explosive grenades  
  (+6 points per grenade) and can operate detonators for 
  Bernhard’s bombs.
  • Any Engineer may have an Arc generator (+20 points).
  • Any Engineer may swap his pistol for an Arc pistol (+4 points).  
  In Bernhard’s case the carbine can be swapped for an Arc rifle  
  (+4 points).
  • Any Engineer may have a Congreve Rocket Gun (+7 points) and 
  explosive rocket grenades (+7 points each). If Bernhard takes a 
  Congreve Rocket Gun she can have any type of grenade for it.
  • A pair of Engineers may team up to operate a flamethrower  
  (+11 points) or an Arc cannon (+12 points).
  • A Gunfighter may have a second pistol (+3 points) and the Gunslinger 
  Talent (+5 points). He may also have a carbine (+5 points) or military 
  rifle (+9 points). For transport, he may have a cavalry horse  
  (+9 points) or a Cody Steam Horse (+21 points).
  • Foot Mercenaries and US Cavalry Sergeants may have the Tough 
  Talent (+5 points) and/or the Marksman Talent (+5 points).
  • Mounted Mercenaries, US Cavalry Troopers and Indian Scouts may 
  have the Marksman Talent (+5 points).
  • US Cavalry Sergeants and Troopers may upgrade their cavalry horses 
  to Cody Steam Horses (+12 points).
  © Osprey Publishing • www.ospreypublishing.com
  
  29
  • Any number of Johnson Mk VII light walkers or Withall Mk II 
  medium walkers (both 22 points) can be deployed. The steersman 
  may be a Labourer or an Engineer, either of which must be purchased 
  separately (IHMN 5.5).
  • A maximum of one Johnson Mk XII Cherokee military walker  
  (+56 points) can be deployed; the steersman for this must be an 
  Engineer, purchased separately (IHMN 5.5).
  • Any member of the Company can have a Murton Maritime Life 
  Preserver (+1 point).
  6.2.4 THE LEAGUE OF SOUTHERN GENTLEMEN
  ‘True patriotism sometimes requires of men to act exactly contrary, at one 
  period, to that which it does at another, and the motive which impels them 
  – the desire to do right – is precisely the same.’ 
  Robert E Lee, 1875
   
  As far as most of the world is concerned, the League of Southern Gentlemen 
  is a globe-spanning network of gentlemen’s clubs headquartered in the 
  southern United States. Those who are ‘in the game’ know that it is 
  actually rather more – it’s the front for the main remaining resistance 
  movement following the defeat of the Confederacy.
  The leader of the League is Colonel Leroy Jethro White, though this is 
  almost certainly not his real name. According to rumour, prior to secession 
  he was a trainee agent with the Secret Service but he returned home before 
  the outbreak of war and ended up as part of the South’s covert intelligence 
  organisation. Being a collection of gentlemen with intellect and money but 
  no real direction or drive, it was rather less organised than the Northern 
  Secret Service and this may well have contributed to the outcome of the 
  war. Nevertheless, Col White established quite a reputation for the success 
  of his deniable operations – often known as ‘White Ops’.
  When the war ended, Col White (LJ to his friends) disappeared from 
  view and now lives in the shadows, steering the covert activities of the 
  League. These are, of course, directed towards technological and/or 
  political gain so that, one day ‘the South shall rise again’. Col White 
  rarely appears openly on the field of battle – though he is rumoured to 
  be a master of disguise, so perhaps he’s out there more often than his 
  enemies realise. One of the oft-repeated rumours about him is that he 
  managed to spirit away the last of the Confederate gold reserve before 
  the Union could get their hands on it. If true, this would explain why the 
  League is so well-equipped.
  The League is not an equal opportunities organisation – all of its 
  members are wealthy white males from ‘good families’. Consequently, 
  the Companies they field are not particularly diverse. They are, however, 
  very well-equipped with the latest technology. Also, while it would easy 
  to underestimate well-dressed, middle-aged men with overstated Southern 
  drawls and effete manners… one cannot forget they were all officers in a 
  particularly nasty war during which most of them had a lot of close combat 
  experience. And survived it. They may be a fair bit older now, but remember 
  the maxim ‘old age and treachery will overcome youth and enthusiasm’.
  Of course, the League needs youth and enthusiasm too. Each veteran 
  gentleman mentors several protégés. In the table below, the gentlemen are 
  characterised according to their experience and training. In open battle, the 
  © Osprey Publishing • www.ospreypublishing.com
  
  30
  veterans often wear their old uniforms in pride and defiance – particularly 
  against companies of the North.
  Figure
  Pluck
  FV
  SV
  Speed
  Cost
  Talents / Powers
  Basic Equipment
  Col White
  3+
  +4
  +4
  +1
  82
  Leadership +2, Duellist (pistol), 
  Master of Disguise, Fearless
  SRC breastplate, pistol, sword
  Cavalry (Veteran)
  4+
  +3
  +2
  +0
  45
  Cavalryman
  SRC breastplate, pistol, sword, cavalry 
  horse
  Cavalry (Protégé)
  5+
  +2
  +1
  +0
  33
  Cavalryman
  Breastplate, pistol, sword, cavalry horse
  Engineer (Veteran)
  5+
  +2
  +3
  +0
  40
  Engineer
  SRC breastplate, Arc pistol, sword
  Engineer (Protégé)
  5+
  +1
  +2
  +0
  30
  Engineer
  Breastplate, Arc pistol, sword
  Infantry (Veteran)
  4+
  +3
  +3
  +0
  44
  SRC breastplate, pistol, military rifle, 
  sword
  Infantry (Protégé)
  5+
  +2
  +2
  +0
  31
  Breastplate, pistol, military rifle, sword,
  Doctor (Veteran)
  4+
  +1
  +2
  +0
  23
  Medic
  Magneto-static waistcoat, shotgun, sword
  Doctor (Protégé)
  5+
  +1
  +1
  +0
  20
  Medic
  Magneto-static waistcoat, shotgun, sword
  Scout (Veteran)
  4+
  +1
  +3
  +1
  34
  Marksman, Stealthy
  Magneto-static waistcoat, military rifle, 
  fighting knife
  Scout (Protégé)
  5+
  +1
  +2
  +1
  30
  Marksman, Stealthy
  Magneto-static waistcoat, military rifle, 
  fighting knife
  OPTIONS
  • Any gentleman may have the Duellist Talent with either sword or 
  pistol (+5 points).
  • Any gentleman may have the Marksman Talent (+5 points).
  • Any gentleman may have a cavalry horse (+9 points) or a Cody Steam 
  Horse (+21 points).
  • Any gentleman may exchange his armour for a Faraday Coat  
  (-11 points if he had an SRC breastplate, -3 points if he had a 
  breastplate, +4 points if he had a magneto-static waistcoat).
  • Cavalry and Infantry gentlemen may have Leadership +1 (+3 points).
  • Cavalry and Infantry gentlemen may exchange their pistol for an Arc 
  pistol (+4 points).
  • Engineer gentlemen may purchase an Arc generator (+20 points).
  • Two Engineer gentlemen may purchase and crew an Arc Cannon  
  (+12 points).
  • Engineer gentlemen may purchase grenades of any type  
  (+6 points per grenade).
  • A single Engineer gentleman may be equipped with an Electrostatic 
  Burst Generator (+25 points).
  • Infantry gentlemen may exchange their military rifle for an Arc rifle 
  (no change in points).
  • Scout gentlemen may exchange their military rifle for a hunting rifle 
  and the Hunter Talent (+12 points).
  • A League Company may field Johnson Mk XII Cherokee Walkers  
  (56 points); the steersmen must be Engineer gentlemen (IHMN 5.5).
  • Any gentleman may have a Murton Maritime Life Preserver  
  (+1 point).
  © Osprey Publishing • www.ospreypublishing.com
  
  31
  6.2.5 U-TROOP, THE NORTH-WEST MOUNTED POLICE
  ‘It is a grievous injury that we do to this nation if we come with talk of 
  God and Justice, yet leave the natives addled with cheap whiskey and 
  forlorn of their ancient and sacred lands just for our earthly profit.’ 
  Inspector Robert Etienne, 1892
   
  While it is far more peaceful than its neighbour to the south, Canada 
  faces its own crises – bandits, separatists, Fenians and a rising tide of 
  unrest fuelled by native spiritualism. Alongside these domestic issues 
  come the cross-border disputes with the USA and the agent-provocateurs 
  and spies of Russia, Japan and the other Great Powers seeking to weaken 
  the Dominion and thus the British Empire. The Canadian Government, 
  seeing the need for a specialised force to take on these threats, asked 
  that the North-West Mounted Police rise to the challenge. Lacking the 
  industrial and technological capabilities of the United States or Great 
  Britain, the government mandated the Mounties to make overtures 
  towards the native tribes of Canada and to seek their assistance against 
  the external threats. While many tribes refused, some volunteered their 
  finest warriors and spiritual leaders.
  Thus was born U-Troop, a rapid-reaction force with the toughest 
  and most troublesome constables from amongst the ranks of the North-
  West Mounted Police at its core. When operating in a region, U-Troop 
  recruits local guides and trappers and seeks support from friendly tribes 
  where possible. This has established a network of reliable allies across 
  the Northwest and Yukon territories, giving the Mounties far more range 
  than their small number of constables might otherwise suggest. Their 
  equipment is mostly standard – .45-75 Winchester carbines and .450 
  Adams revolvers – but they are allowed a little more latitude in this area 
  than their colleagues on more ‘normal’ duties.
  U-Troop is led by Inspector Robert Etienne, ably assisted by Staff 
  Sergeant Albert Borrage. Etienne, the brains of the outfit, is of mixed 
  Anglo-French parentage but is solidly British in his loyalties. His fluency 
  in multiple languages and inspirational leadership style have helped him 
  lead the disparate and difficult-to-manage members of U-Troop. He has 
  has a somewhat unconventional approach, including the carrying of two 
  non-regulation Colt revolvers (with which he is extremely proficient) and 
  the wearing of a light chain shirt under his uniform jacket. Borrage (who 
  has a younger brother serving in the Prince of Wales’s Extraordinary 
  Company) is a former British Army Sergeant Major who transferred 
  across to the North-West Mounted Police shortly after they were first 
  formed. He pretty much defines the phrase ‘as tough as old boots’ – when 
  his Inspector’s wits and charm fail to carry the day, Borrage is there to 
  backstop him with sheer physical toughness and force of will. Borrage is 
  more conservative than his Inspector and the only non-issue equipment 
  he allows himself is a British Army rifle and bayonet.
  Although relations between the Canadian government and many 
  of the native tribes have deteriorated in recent years, the cooperation 
  between the Mounties and their native allies has, if anything, improved. 
  Several U-Troop expeditions against a Wendigo cult in the Yukon secured 
  considerable goodwill, as did the liberation of several hundred Cree being 
  used as slave labour by the Russians in a gold mine across the Alaskan 
  border. In supporting this latter operation, U-Troop’s Cree allies brought 
  © Osprey Publishing • www.ospreypublishing.com
  
  32
  a terrifying and unexpected weapon into play – a Sasquatch that tore 
  apart the mercenaries guarding the slaves. While the Cree have made it 
  clear that such an ally cannot be called upon regularly, some bargain has 
  been struck and Sasquatches have been employed in a small number of 
  U-Troop operations since.
  Figure
  Pluck
  FV
  SV
  Speed
  Cost
  Talents / Powers
  Basic Equipment
  Inspector Robert 
  Etienne
  3+
  +3
  +4
  +1
  66
  Leadership +2, Inspirational, Gunslinger, 
  Cavalryman
  Chain shirt, two pistols, carbine, 
  sabre
  Staff Sergeant 
  Albert Borrage
  3+
  +4
  +3
  +0
  58
  Leadership +1, Tough, Fearless, Bayonet Drill
  Lined coat, pistol, military rifle, 
  bayonet
  NWMP Sergeant
  4+
  +3
  +3
  +0
  27
  Leadership +1
  Lined coat, pistol, carbine, fighting 
  knife
  NWMP Constable
  5+
  +2
  +2
  +0
  18
  Lined coat, pistol, carbine, fighting 
  knife
  Trapper
  5+
  +2
  +3
  +0
  32
  Hunter
  Hunting rifle, fighting knife
  Native Shaman
  4+
  +2
  +1
  +1
  11+
  Up to 20 points of Mystical Powers
  Warclub (counts as a nightstick)
  Native Warrior
  5+
  +2
  +2
  +1
  19
  Stealthy
  Bow, fighting knife 
  Sasquatch1
  3+
  +4
  +0
  +1
  38
  Terrifying, Stealthy
  Thick fur (counts as brigandine), 
  fists (count as a club)
  1: One Native Shaman is required to control each Sasquatch fielded. If the Shaman is lost, the Sasquatch will finish any Fight in which it is currently 
  engaged and then leave the field by the nearest table edge.
  OPTIONS
  • Any NWMP figure may take a cavalry horse (+9 points).
  • Any NWMP figure may take the Cavalryman Talent (+3 points).
  • Any NWMP figure may exchange his carbine for  a military rifle  
  (+4 points).
  • Any Trapper may take the Stealthy Talent (+5 points).
  • Any NWMP figure or Trapper may take the Marksman Talent  
  (+5 points).
  • Any NWMP figure or Trapper may have a Murton Maritime Life 
  Preserver (+1 point).
  • Up to 2 NWMP figures per Company may have the Medic Talent 
  (+5 points).
  • NWMP Sergeants and Constables may have explosive grenades  
  (+6 points per grenade).
  • Any Native Warrior may exchange his bow for a carbine (+1 point).
  • One light field gun may be purchased for a NWMP Company  
  (22 points). This must be operated by a team comprising one 
  NWMP Sergeant and one NWMP Constable who will have all  
  their normal equipment and must also have horses.
  © Osprey Publishing • www.ospreypublishing.com
  
  33
  6.2.6 THE RED SECT
  ‘You come around here and talk to us of your almighty God. He no 
  good to us when you make us slaves, when you beats us and takes our 
  womenfolk. So now we pray and sacrifice to them gods of our forefathers 
  and much like the powers they give us, their children.’ 
  Bokor Chicken Jack Le Fleur, 1895
   
  In 1843, President Jean-Pierre Boyer, one of the leaders of the Haitian 
  Revolution that had overthrown the French colonial power, was ousted 
  by a coup. For the next 20 years, a succession of rebel leaders and military 
  strongmen declared themselves Emperor or President but each fell in 
  short order. No matter what titles the generals or rabble-rousers awarded 
  themselves, the true power on the island was the Council of the Loa. Two 
  decades of chaos merely forced them to take a more active role.
  Though Catholicism is officially the state religion, much of the 
  Haitian population still follows the old faith that had come across with 
  their forefathers – Vodou. The Council is made up of the seventeen most 
  powerful and most respected Houngans and Mambos on Haiti with three 
  chairs reserved for the chief Olorisha of Cuba, the head Obeah-man from 
  Jamaica and the current Queen of New Orleans. This group of twenty 
  men and women steer Haiti (and much of the Caribbean) along its path, 
  ensuring that the will of the Loa is carried out.
  One of the Council’s first acts as a newly revitalized force was to 
  declare war on the practitioners of the darker side of Vodou – the Bokor 
  and the malign creatures that preyed upon the population. In the face of 
  this campaign many such practitioners fled to America and Mexico, but 
  those that remained began to band together for mutual protection. Three 
  decades of warfare thinned their numbers, leaving only the strongest and 
  most ruthless. This coalition of Bokor, skin changers and other evils – the 
  Red Sect – has grown in power and influence to the point where it now 
  represents a real threat to the Council’s authority. It completely controls 
  some of the more isolated regions of the country and has started making 
  inroads into New Orleans, Miami and the other Caribbean islands.
  The Bokor magicians form the leadership of a Red Sect congregation, 
  driving on their minions and supporting them with fearsome mystical 
  powers. A Red Sect follower is known as a Cheval, and these men and 
  women are ferociously loyal to the Sect. Pre-battle rituals work them into 
  a frenzy with some being possessed or ‘ridden’ by a Loa, granting them 
  certain powers. The Tonton Macoute, the Haitian ogres, make perfect 
  bodyguards and enforcers – tough, vicious and too stupid to be disloyal. 
  Even more loyal are the hordes of Zombi that a Bokor can raise. These poor 
  people are rendered mindless by a combination of drugs and magic and are 
  urged forward by a Bokor’s will, seeking nothing but the destruction of the 
  enemy. Far more dangerous allies are the Skinchangers, evil sorcerers with 
  the ability to take on the forms of large predatory animals.
  For such a diverse group, the members of the Sect cooperate well – few 
  are above sabotaging or assassinating a rival within their ranks (in fact, 
  such behaviour is encouraged in the belief that it culls the weak from the 
  herd) – but when faced with a common aim or foe, they present a unified 
  and frighteningly effective force.
  © Osprey Publishing • www.ospreypublishing.com
  
  34
  Figure
  Pluck
  FV
  SV
  Speed
  Cost
  Talents / Powers
  Basic Equipment
  Bokor
  2+
  +2
  +2
  +0
  30+
  Leadership +2, Up to 30 points of 
  Mystical Powers,
  Up to 2 additional Talents
  Lined coat, machete (counts as fighting 
  knife)
  Cheval
  4+
  +2
  +0
  +0
  14
  Fanatic
  Machete (counts as fighting knife)
  Skinchanger1 
  3+
  +0
  +0
  +0
  9+
  No equipment – in human form fight 
  unarmed (unskilled) or with improvised 
  weapons
  Tonton Macoute
  3+
  +4
  +0
  +0
  42
  Fearless, Terrifying
  Thick skin (counts as brigandine), fists 
  (count as a club)
  Zombi
  5+
  +1
  +0
  +0
  13
  Numb
  No equipment – fight unarmed 
  (unskilled) or with improvised weapons
  1: A Skinchanger may switch form into an animal, or back to human, as a Movement phase action. Each Skinchanger has only one animal form, 
  chosen before the game. The entry above gives the attributes for a Skinchanger in his human form. In animal form he retains his Pluck and his 
  ability to act intelligently but otherwise becomes the animal as listed in the Bestiary (HVF 3.0). The form in which he begins the game is the choice 
  of the controlling player. The range of animals from which Skinchangers can select is restricted to those they know from their racial memory and, 
  to a certain extent, by size. They include: great ape, bear, hunting cat, fighting dog, lion, huge constrictor snake and wolf. The points cost of a 
  Skinchanger is equal to 9 + the cost of the animal they choose to emulate.
  OPTIONS
  • Any Bokor may take a pistol (+3 points) or a shotgun (+5 points).
  • Any Bokor may be the handler for up to 3 venomous snakes 
  (HVF 3.0 The Bestiary).
  • Any Cheval may choose to be ‘ridden’ by one of the following loa:
  • Legba – gain Tough and Path of Shadows Mystical Power (+14 
  points).
  • Damballah – gain Stealthy, Antivenom and Dragon Talons 
  Mystical Power (+15 points).
  • Erzulie – gain the Mesmerism Mystical Power (+14 points).
  • Shango – gain the Dragon Breath Mystical Power (+14 points).
  • Ogoun – gain Berserker, +2 FV and +2 Speed (+14 points).
  • Baron Samedi – gain Erudite Wit and Terrifying (+15 points).
  • Any Tonton Macoute may take a large machete (counts as a sword) 
  (+4 points).
  6.2.7 THE SECRET SERVICE
  ‘Each point of the Secret Service star represents one of the Service’s five 
  core values: justice, duty, courage, honesty and loyalty. To this, add the 
  ability to shoot straight and ask telling questions of the survivors.’ 
  Special Agent James Dempsey, 1892
   
  Following the assassination of President Lincoln and the inconclusive end 
  to the Civil War, President Grant ordered the Secret Service to expand its 
  operations. He placed General William Tecumseh Sherman at its head 
  and gave it a secret budget so that it could protect the USA from the 
  ‘various nefarious devices being employed by our enemies’. Sherman soon 
  realised that the best defence was a good offence and set up the Office 
  for Scientific Security as a branch of the Secret Service. Through the next 
  seven presidencies, Sherman continued in his quest to keep the US ahead 
  of its imperial enemies, the agents of the former Confederate states and the 
  Texan Republic.
  In 1894, Grover Cleveland renewed his support for Sherman’s approach 
  and doubled his budget, insisting that the Secret Service do more work in 
  Europe. Sherman was ailing, his health only being supported by the Romanov 
  © Osprey Publishing • www.ospreypublishing.com
  
  35
  serum which had been ‘acquired’ by the OSS. However, he did manage to 
  set up the London, Paris and Berlin offices before his death. Although his 
  funeral was a private affair, one serving and four former Presidents attended. 
  Three of them owed their lives to his Service.
  The Secret Service and OSS are remarkably small for their effect.  
  The Service’s concentration on technological innovation has been its greatest 
  strength. Its agents are mostly bright young men and women who are well-
  trained and highly motivated.
  Typical of this breed are Special Agent James Dempsey and Science 
  Specialist Henrietta (Hetty) Makepeace. These two were responsible for 
  single-handedly ending the Istanbul Affair, the derailment of the armoured 
  battle-train Robert E. Lee and the sinking of the Lucky Seven paddle steamer 
  as it approached New Orleans loaded with nitro. They have fought privateers 
  in the Caribbean, briefly captured the Ripper in London and fought the 
  Okhrana on the streets of Belgrade.
  When the Secret Service needs heavy support, it can call upon the US 
  Marine Corps, whose Rocketeers have saved the lives of more than one 
  Secret Service field team. The US Cavalry is, of course, also available to 
  support the Secret Service whenever required.
  The Secret Service has made its fair share of dangerous enemies.  
  The League of Southern Gentlemen, the Ottoman Janissary General Osman 
  Beg and even London’s notorious Abel Caine have all offered handsome 
  rewards for captured agents.
  Figure
  Pluck
  FV
  SV
  Speed
  Cost
  Talents / Powers
  Basic Equipment
  James Dempsey
  3+
  +4
  +4
  +1
  51
  Leadership +2, Marksman (pistol), 
  Gunslinger
  Lined coat, two pistols
  Hetty Makepeace
  3+
  +3
  +3
  +1
  44
  Leadership +1, Engineer, Medic, 
  Intuitive
  Lined coat, Arc pistol
  Senior Special 
  Agent
  3+
  +3
  +4
  +1
  37
  Leadership +2
  Lined coat, Arc pistol
  Special Agent
  4+
  +2
  +3
  +1
  19
  Lined coat, Arc pistol
  OSS Field 
  Specialist
  4+
  +1
  +2
  +0
  40
  Engineer
  Lined coat, Arc pistol, Arc generator
  OPTIONS
  • 
  Hetty Makepeace may carry an Arc generator (+20 points).
  • 
  Any Special Agent may replace their Arc pistol with an Arc rifle (+2 points).
  • 
  One OSS Field Specialist may buy a Magneto-static Projection Barrier  
  (+4 points).
  • 
  One OSS Field Specialist may buy an Edison Beam Translator (+25 points).
  • 
  The Secret Service can also call upon the aid of the US Cavalry (from 
  IHMN 8.4.7 The Wild West Show or HVF 6.2.3 The Industrialists)  
  and the US Marine Corps (IHMN 8.4.10).
  • Any member of the Company can have a Murton Maritime Life 
  Preserver (+1 point).
  © Osprey Publishing • www.ospreypublishing.com
  
  36
  6.2.8 THE TEXAS RANGERS
  ‘Texas will again lift its head and stand among the nations. It ought to do so, 
  for no country upon the globe can compare with it in natural advantages.’
  Sam Houston
  Since their secession from the Confederacy and the subsequent founding 
  of the Republic of Texas, the Texan people have faced a sea of troubles. 
  To the east, the USA would love to drag Texas back into the Union but 
  does not presently have the wherewithal to achieve this. The League of 
  Southern Gentlemen, far from being a natural ally, has been using Texas as 
  a base from which to mount operations against the Union, thus angering 
  this powerful neighbour. Over a million Southerners flooded into Texas at 
  the end of the Civil War and although many then continued further west, 
  more than half of them settled, causing no end of problems, especially after 
  Texas emancipated its small slave population. To the south, a resurgent 
  Mexico, under the monster Cortes, has been sending raiding parties across 
  the border to test the Texan resolve, while the Apache people and their 
  allied tribes to the west are waging a fairly successful guerrilla war against 
  the Republic. To the north of Texas is a lawless territory from which come 
  outlaw gangs eager to plunder the Republic’s wealth.
  Adrift in a sea of enemies, the Texan senate refuses to raise a regular 
  army – partly for fear of angering the Union and partly because it knows 
  its own people would oppose such a step. Instead it relies on the brave men 
  and women of the Texas Rangers.
  Originally entirely manned by volunteers, the Rangers have had to adopt 
  a form of conscription in these tough times. Each community provides a 
  number of men who serve for a year, and these conscripts supplement the 
  regulars and often bring some interesting skills to their companies.
  The most successful company of present times is led by two former 
  outlaws who originally joined the Rangers to earn their pardons. Captain 
  Nathaniel Smith and Sergeant William ‘Curly’ Jones have proved to be 
  brilliant field tacticians, and have gathered around them a unique company 
  of misfits and hard fighters that puts the fear of God into even the Apache.
  Two of their regulars are Kodiak Kate and Doc Vacances. Kate was 
  brought up by her father high in the Rockies. He was a legendary mountain 
  man and he raised her as he would any son. She is a deadly shot and 
  a renowned tracker. Doc Vacances was a Creole gambler before he was 
  run out of Mississippi by the League of Southern Gentlemen. He learned 
  many useful skills from his mother who was both a healer and a Creole 
  wise woman.
  One former conscript was a professor of Medieval European History in 
  his native Poland. Professor Karol Konieczi re-invented the Hussite wagon 
  for an assault on an outlaw stronghold. It was so successful that twelve 
  were built and are now available to Ranger companies.
  Some Ranger companies make use of Native American scouts. These 
  come from tribes who have refused the ways of the Apache and fight in 
  return for a protected reservation within Northern Texas. 
  © Osprey Publishing • www.ospreypublishing.com
  
  37
  Type
  Pluck
  FV
  SV
  Speed
  Cost
  Talents/Powers
  Basic Equipment
  Captain Smith
  3+
  +2
  +4
  +1
  49
  Leadership +2, Gunslinger, 
  Lighting Draw (shooting)
  Lined coat, carbine, 2 pistols
  Sergeant Jones
  3+
  +3
  +3
  +1
  38
  Leadership +1, Marksman
  Lined coat, carbine, pistol, 
  Bowie knife1
  Kodiak Kate
  4+
  +1
  +4
  +0
  45
  Hunter, Stealthy
  Brigandine, hunting rifle, 
  fighting knife
  Doc Louis Vacances
  5+
  +0
  +4
  +0
  28+
  Medic, Gunslinger, Up to 15 
  points of Mystical Powers
  Lined coat, 2 pistols
  Ranger Captain
  3+
  +3
  +3
  +0
  35
  Leadership +2
  Lined coat, carbine, pistol, 
  Bowie knife1
  Ranger Sergeant
  4+
  +2
  +2
  +0
  28
  Leadership +1, Tough
  Lined coat, carbine, pistol, 
  Bowie knife1
  Ranger Regular
  4+
  +1
  +2
  +0
  19
  Lined coat, carbine, pistol, 
  Bowie knife1
  Ranger Conscript
  5+
  +1
  +1
  +0
  16
  Lined coat, carbine, pistol, 
  Bowie knife1
  Native American 
  Scout
  5+
  +1
  +2
  +2
  19
  Stealthy
  Bow, fighting knife
  1: Almost the signature weapon of the Rangers, the Bowie knife counts as a Fighting Knife
  OPTIONS
  • Any member of a Ranger Company may take the Cavalryman Talent 
  (+3 points) and/or a cavalry horse (+9 points). Any who take the 
  Cavalryman Talent may also take Trick Riding (+5 points).
  • Any non-conscript Ranger may upgrade their lined coat to Brigandine 
  (+1 point). Captains and Sergeants may upgrade instead to chain 
  shirts (+3 points).
  • Captains, Sergeants and Regulars may exchange their carbines for 
  military rifles (+4 points). They may also take the Marksman talent 
  (+5 points).
  • Ranger Captains and Sergeants may have up to 3 explosive grenades 
  each (+6 points per grenade).
  • Each Conscript may have one Talent from the following list: Duellist 
  (may swap fighting knife for sabre for +1 point), Engineer (may take 
  any type of grenade at 6 points each), Erudite Wit, Iron Will, Martial 
  Artist, Medic, Strongman (may swap their carbine for a machine-gun 
  for +21 points), Tough.
  • Two Rangers may deploy together as a machine-gun team; they keep 
  all their equipment but must pay the cost of the machine gun  
  (26 points).
  • The Rangers can deploy a light field gun (22 points). This must be 
  manned by a Sergeant and a Ranger Regular, both of whom retain all 
  their usual equipment and must have horses.
  • Native American Scouts may exchange their bow for a carbine  
  (+1 point). They may take the Marksman talent with either weapon 
  (+5 points). They may also take the Intuitive talent (+5 points).
  • The Company may deploy up to two Hussy Wagons (20 points each) 
  (HVF 2.3.3).
  © Osprey Publishing • www.ospreypublishing.com
  
  38
  6.2.9 THE ARMY OF THE FEDERAL REPUBLIC OF 
  MEXICO – ENFORCEMENT COMPANIES
  ‘Badges? We ain’t got no badges. We don’t need no badges! I don’t have to 
  show you any stinkin’ badges!’
  El Sombrero de Oro, Enforcement Company captain
  Since the American Civil War Mexico has been ruled with an iron hand by 
  Generalissimo Hernando Cortes, the leader of a military coup against the 
  pro-Confederate regime of Don Juan Fernandez.
  The Mexican Army was desperate to avoid getting dragged into the 
  American Civil War and reached an agreement with President Lincoln by 
  which the USA guaranteed to respect the sovereignty of Mexico over its 
  province of California and to not support the claims of the Texan Republic.
  Cortes was in his fifties when he came to power and now, thirty years 
  later, he seems to have not aged a day. There are rumours that he and his 
  generals have turned from Christianity and are now following the ancient 
  Aztec gods. This has fuelled the fear and hatred with which the common 
  people view Cortes and his junta to the point where they have rebelled and 
  Mexico is now in the grip of its own civil war.
  The junta has had a hard time dealing with the rebels, who refuse 
  to fight in the open, and so has established a number of ‘Enforcement 
  Companies’ whose job it is to root out rebels by any means necessary. 
  These brute squads have enjoyed mixed success, with many of their actions 
  actually driving the peons into the rebels’ hands.
  Controversially, they have also been carrying out operations across the 
  Republic’s northern borders, ostensibly pursuing rebels into Texas, Apache 
  territory, the Rockies and even British Columbia. Many of these operations 
  are, in fact, simply criminal raids for the purposes of rustling cattle, taking 
  hostages for ransom and even robbing banks.
  Their leader is Colonel Ernesto Garcia, better known as ‘El Diablo’, 
  one of the most unscrupulous and double-dealing reprobates ever to walk 
  the earth. There is no depth he will not plumb to enrich himself and to 
  carry out the orders of the Generalissimo, to whom he is surprisingly loyal.
  This loyalty might be because he is always accompanied by one of 
  the Generalissimo’s ‘spiritual advisors’ – Cucaracha. This strange man is a 
  pureblood Aztec and a priest of that ancient people. He seems to be able to 
  wield the powers of that supposedly extinct religion – but its blood magic 
  comes at a cost.
  Type
  Pluck
  FV
  SV
  Speed
  Cost
  Talents/Powers
  Basic Equipment
  Colonel Garcia
  3+
  +4
  +3
  +0
  54
  Leadership +2, Fearless
  Breastplate, pistol, sabre
  Cucaracha, Aztec 
  Priest1
  2+
  +1
  +1
  +1
  45+
  Fanatic, Terrifying, Up 
  to 20 points of Mystical 
  Powers
  Fighting knife (poisoned)
  Captain
  4+
  +3
  +3
  +0
  26
  Leadership +2
  Lined coat, pistol, sabre
  Sergeant
  5+
  +2
  +2
  +0
  27
  Leadership +1, Tough
  Lined coat, military rifle, bayonet
  Aztec Priest1
  3+
  +1
  +0
  +1
  27+
  Fanatic, Up to 10 points 
  of Mystical Powers
  Fighting knife (poisoned)
  Federale Trooper
  6+
  +1
  +2
  +0
  17
  Lined coat, military rifle, bayonet
  Federale Lancer
  6+
  +2
  +1
  +0
  35
  Cavalryman
  Breastplate, lance, carbine, cavalry horse
  1: No Enforcement Company can have more than two Aztec priests (including Cucaracha).
  © Osprey Publishing • www.ospreypublishing.com
  
  39
  OPTIONS
  • A Captain or Sergeant leading Lancers must take a cavalry horse  
  (+9 points) and the Cavalryman Talent (+3 points).
  • A Captain or Sergeant leading Lancers can exchange their lined coat 
  for a breastplate (+8 points). 
  • A Sergeant leading Lancers can exchange his military rifle and 
  bayonet for a lance and carbine (-2 points).
  • Any Federale Trooper, or Sergeant leading them, can take the Bayonet 
  Drill Talent (+2 points). 
  • Two Federale Troopers can become a machine gun team by 
  exchanging their military rifle and bayonet for a pistol each and a 
  machine gun between the two of them (+42 points for the team).
  • Any Sergeant, Federale Trooper or Lancer can take a single grenade 
  each (+6 points).
  • An Aztec Priest can sacrifice a member of his own Company (for 
  whom the points cost has been paid) just before the start of the game 
  to summon a Lesser Demon in the form of a humanoid jaguar  
  (HVF 3.0 Bestiary). If the priest should die during the game the 
  demon disappears as well, taking the Priest’s soul with it.
  6.2.10 MEXICAN REBELS
  ‘My sole ambition is to rid Mexico of the class that has oppressed her and 
  given the people a chance to know what real liberty means. And if I could 
  bring that about today by giving up my life, I would do it gladly.’
  Pancho Villa
  At first, Generalissimo Cortes had it all his own way. Those nobles who 
  continued to support President Fernandez were quickly rounded up with 
  their families and sent to the Pyramid of the Sun. Their estates and peons 
  were distributed amongst the Junta’s generals and colonels.
  Soon it became obvious that freedom had died on the steps of the 
  Presidential Palace and, in the fine tradition of Mexican ‘democracy’, a 
  series of uprisings took place across the country, especially in California. 
  These were ruthlessly put down, regardless of the cost in civilian lives, and 
  the country has been in a state of rebellion, suppression and insurgency 
  ever since.
  Only in California has there been any regular organised resistance. 
  Here, a masked leader called ‘El Toro’ has led a number of rebel bands 
  that include gringos as well as native Mexicans. Unknown to most,  
  El Toro is none other than the wealthy vineyard owner Don Diego de la 
  Sera, a supposed supporter of the regime and confidante of the Provincial 
  Governor, whose daughter, Isabella, has become Don Diego’s wife.  
  This feisty young woman is now his second-in-command.
  His forces are often led by the hot-headed young sons of the local 
  Dons, who wear masks to hide their identities. They are, to a man, 
  master swordsmen.
  These masked men are supported by disaffected farmers, peons, gringo 
  ranchers and even American mercenaries. Most rebel groups can also call 
  upon their local priests to assist them against Cortes’ devilry.
  © Osprey Publishing • www.ospreypublishing.com
  
  40
  Type
  Pluck
  FV
  SV
  Speed
  Cost
  Talents/Powers
  Basic Equipment
  El Toro
  2+
  +5
  +2
  +2
  64
  Leadership +2, Inspirational, Duellist 
  (rapier)
  Lined coat, pistol, rapier
  Isabella
  3+
  +4
  +1
  +1
  35
  Leadership +1, Duellist (rapier)
  Lined coat, pistol, rapier
  Young Don
  4+
  +3
  +2
  +1
  26
  Leadership +1, Duellist (rapier)
  Lined coat, pistol, rapier
  Catholic Priest
  3+
  +1
  +0
  +0
  25
  Medic, Intervention
  Farmer
  5+
  +1
  +1
  +0
  12
  Shotgun, machete1
  Peon
  6+
  +1
  +0
  +1
  6
  Machete1
  Rancher
  5+
  +1
  +2
  +0
  14
  Lined coat, carbine, pistol
  Mercenary
  4+
  +2
  +2
  +0
  26
  Tough
  Lined coat, military rifle, pistol
  1: The machete is equivalent to a fighting knife.
  OPTIONS
  • A Catholic Priest may have one (only) of the following Talents: 
  Fanatic (+5 points), Fearless (+10 points), Inspirational (+10 points) 
  or Iron Will (+5 points).
  • Any Farmer can exchange their shotgun for a carbine (no additional 
  points cost).
  • Peons are desperate men and as such can take the Fanatic Talent  
  (+5 points), but only if led by El Toro or Isabella.
  • One Peon in every three can be given either a pistol (+3 points) or a 
  shotgun (+5 points).
  • Any Rancher can be given a cavalry horse (+9 points) and the 
  Cavalryman Talent (+3 points).
  • Any Rancher can take the Marksman Talent (+5 points).
  • One Mercenary can take the Hunter Talent (+5 points) and exchange 
  his military rifle for a hunting rifle (+7 points).
  • One Mercenary can be given the Engineer Talent (+5 points) and, 
  if so, can take grenades of any type (+6 points each), or a Congreve 
  Rocket Gun and 3 rocket grenades of any type (+7 points each), or up 
  to 3 bombs (+7 points each).
  • Any Mercenary can take the Marksman Talent (+5 points) and/or the 
  Gunslinger Talent (+5 points). If he takes the latter, he will also need a 
  second pistol (+3 points).
  © Osprey Publishing • www.ospreypublishing.com
  
  41
  6.3 THE OLD WORLD
  Across the Old World, from the Caucasus to the windswept Atlantic shores, 
  there is a gathering storm. The Great Powers of Europe play the Great Game 
  with each other as they have done for centuries. However, they are now being 
  challenged by other powers – some of them uncomfortably close to home.
  In the catacombs beneath the Vatican, wise men look east and north 
  with growing alarm. Their agents tell them of the re-emergence of two 
  ancient enemies. The first, their constant foe down through the centuries: 
  the Templars. Seven times defeated, or so men thought, they are back, once 
  again meddling in the politics of the new powers for their own mysterious 
  ends and seeking vengeance on both France and the Vatican. An equally old 
  enemy, a singular man of subtle and sinister ways, has wormed himself into 
  the pay of the crumbling Austro-Hungarian court. The Prince of Wallachia 
  challenges the men of God and their designs for peace in Europe. He stalks 
  the shadows and encourages those of belligerent intent, while seducing and 
  corrupting those that would bring calm.
  To the north, men of great wealth and power are once again meddling 
  in powers beyond their comprehension. The diabolic debaucheries of the 
  Hellfire Club are a canker at the heart of the British aristocracy. If they 
  should succeed, that empire may fall as its Roman predecessor did before. 
  Do they know, or even care, what they do?
  From the frozen tundra to the east, the Romanovs have sent cold 
  vengeance in the form of the mesmeric monk Grigori Rasputin. Where 
  he goes, winter follows, and his heart is set on turning Germany into a 
  frozen wasteland.
  The infamous and shadowy Cabinet Noir attempts to both defend 
  France from such enemies and to advance the Republic’s interest abroad. 
  In discharging these duties, its notorious Agent Dupont and his colleagues 
  are committed to doing whatever is necessary and are unrestrained by any 
  moral scruple.
  In the East, the Ottoman Empire is also under pressure – much like 
  Russia, its scientists and engineers have failed to keep pace with the 
  developments of the West. Ottoman Imperial Counter-Intelligence attempts 
  to compensate for this by sabotaging the Empire’s competitors, stealing 
  their technology… and, in some cases, even stealing their scientists.
  Faced with these ever-mounting threats, the Society of Thule has brought 
  the dreaded Totenkopf Battalion into the field. The Totenkopf Sturm-truppen 
  specialise in a combination of brutality and poison gas that has overwhelmed 
  many opponents in the short time since the battalion’s formation.
  © Osprey Publishing • www.ospreypublishing.com
  
  42
  6.3.1 LE CABINET NOIR
  ‘We must smother the internal and external enemies of the Republic or 
  perish with it; now in this situation, the first maxim of your policy ought to 
  be to lead the people by reason and the people’s enemies by terror.’ 
  Maximilien Robespierre, 1794
   
  The Cabinet’s origins lie in the pre-Revolution regimes of Louis XIII, XIV 
  and XV, as a bureau of trusted agents established solely for the purpose of 
  intercepting, opening, copying and resealing the private correspondence 
  of ministers and public officials whose loyalties were suspect. This 
  clandestine surveillance not only enabled the government to identify and 
  isolate traitors but also gave them a perfect tool for counter-intelligence 
  operations. Rumour has it that the Cabinet’s leaders saw the Revolution 
  coming and, predicting the likely outcome, sided with Robespierre and his 
  colleagues against their former masters.
  Cabinet Noir agents sold false information or forged documents to 
  foreign powers and a network of compromised individuals were given 
  a choice – service or the Guillotine. By the late 1800s, the Cabinet Noir 
  had officially disappeared into the intelligence branches of the French 
  regime. Unofficially, it continued to operate, albeit with a different 
  mandate. With its unsurpassed intelligence network and agents in every 
  town from Bordeaux to Saigon, the Cabinet was an ideal weapon with 
  which the French government could fight the secret wars against its 
  rivals in Prussia and Britain.
  While the Foreign Legion takes the field when the Republic requires 
  strength of arms, the Cabinet acts in the shadows, its saboteurs, 
  mercenaries and assassins disappearing into the local populace once 
  their objectives are achieved. Its casual use of such tactics has earned 
  the Cabinet a very dark reputation amongst its peers and little quarter 
  is given to its agents.
  While the head of the Cabinet (officially, a petty clerk for the Ministry 
  of Transportation) is based in Paris, and answers only to the President, 
  the Cabinet’s current role is embodied by its most celebrated agent – the 
  individual known only as Dupont. Dupont is a legend in the intelligence 
  world – depending on who you ask Dupont is both male and female, 
  both old and young, and seemingly capable of simultaneously leading 
  a raid on a Tod-truppen research facility in Bavaria and smuggling a 
  leading American engineer across the Canadian border. Of course, many 
  suspect that ‘Dupont’ is merely a codename given to a number of agents. 
  The truth, however, is more mundane but far more impressive – there is 
  no Dupont. He’s a fiction created by the Cabinet to baffle and confound 
  their rivals. In the paranoid logic of the intelligence community, if it’s 
  impossible to convince an enemy that no-one is suspect then the next 
  best thing is to make sure that everyone is suspect.
  When the Cabinet needs to put a force into the field they can draw 
  upon the not inconsiderable resources of the French police forces, chiefly 
  the detectives of the Sûreté and the officers of the Gendarmerie. Though 
  these troops tend to operate within France where their authority carries 
  more weight, it is not unknown for such forces to be seconded to various 
  French colonial posts. Beyond the borders of France, the Cabinet tends to 
  employ local operatives, though always under the command of a trusted 
  field agent, and occasionally draws upon the resources of the Légion.
  © Osprey Publishing • www.ospreypublishing.com
  
  43
  Figure
  Pluck
  FV
  SV
  Speed
  Cost
  Talents / Powers
  Basic Equipment
  Field Agent  
  (‘Dupont’)
  3+
  +3
  +3
  +1
  38+
  Leadership +2, Master of Disguise, 
  may choose up to 2 Talents at  
  additional cost
  Lined coat, pistol
  Detective of the 
  Sûreté
  4+
  +2
  +2
  +0
  15+
  Leadership +1, may choose 1 Talent 
  at additional cost
  Lined coat, pistol
  Gendarme
  5+
  +2
  +2
  +0
  13
  Lined coat, pistol, nightstick
  Mercenary
  5+
  +1
  +1
  +0
  11
  Lined coat, pistol, fighting knife
  Saboteur
  5+
  +0
  +2
  +0
  22
  3 grenades (explosive)
  Assassin
  4+
  +3
  +3
  +1
  34
  Marksman, Stealthy
  Brigandine, crossbow, fighting 
  knife
  OPTIONS
  • The Field Agent or any Detective may upgrade his lined coat to a 
  Vulcan coat (+1 point) or a Faraday coat (+5 points).
  • Any Gendarme or Mercenary may exchange his pistol for a military 
  rifle (+6 points) or a shotgun (+2 points).
  • Gendarmes and Mercenaries may purchase the Marksman Talent 
  (+5 points).
  • Any Mercenary may take explosive grenades (+6 points per 
  grenade).
  • Any Assassin may buy a Monocular Targeting Array (+3 points).  
  He may also use poison with his crossbow and/or fighting knife  
  (+8 points per weapon).
  • Any Assassin may replace the Marksman Talent with Duellist  
  (no change in points) and his crossbow with either a pistol or a 
  hand crossbow (-3 points). Poison may be used with the hand 
  crossbow (+8 points).
  • Saboteurs may have additional explosive grenades (+6 points per 
  grenade).
  • Any Saboteur may take the Engineer Talent (+5 points). If he does, 
  he may use any type of grenade and he may also have bombs  
  (+7 points per bomb).
  • If the Cabinet is operating outside of France, any non-named figure 
  from the Légion Étrangère list (IHMN 8.4.8) may be used.
  • Any member of the Company can have a Murton Maritime Life 
  Preserver (+1 point).
  • If any Gendarmes are deployed, then a single Black Maria (14 points) 
  may also be used (HVF 2.3.3).
  © Osprey Publishing • www.ospreypublishing.com
  
  44
  6.3.2 THE COGNOSCENTI
  ‘Of all who claim to stand for love, for good and for God, only one 
  agency can claim the blessing of the Vicar of Christ. We, the Cognoscenti, 
  are God’s warriors in this fight, and in this dark time. Pray that we 
  succeed, or all shall fall to darkness.’ 
  Special Admonitor Jacob van Helsing, 1888
   
  Deep within the Vatican is an organisation that has remained secret from 
  even the majority of Cardinals since the time of da Vinci and the Italian 
  Wars of the 15th century. The Conclave for the Protection of the Faith 
  was initially a group of radical priests and monks who worked tirelessly 
  to prevent wars between Christian Nations through guile and diplomacy.  
  It was the very first secret service in Europe.
  During the 16th and 17th centuries, a series of Popes chose not to 
  employ its services and one even tried to shut it down. The threat of 
  Protestantism was considered just too great and war justifiable. It was 
  in the burning ruins of Magdeburg that the Conclave was reformed. 
  Never again would the Papacy provoke or support such a slaughter of 
  innocents. Since that time, the Conclave has sought to manipulate kings 
  and governments in order to prevent wars. It has also maintained a close 
  watch on technological and scientific developments as it sees more clearly 
  than most how these can lead to war and to faithlessness, while the greed 
  of lesser men blinds them. In 1862 they assassinated Charles Babbage as he 
  addressed a committee of Parliament and attempted to assassinate Charles 
  Darwin the following year.
  The Conclave employs small teams of agents across the globe. These 
  are sent on missions to slow the pace of technological change and to defeat 
  those that would cause war for ‘evil’ purposes. The men who lead these 
  teams are known as the Cognoscenti. To some, the Cognoscenti are fanatics 
  who use medieval methods to frustrate the natural progress of mankind. 
  To others they are noble martyrs to the cause of humanity.
  Some of the Cognoscenti are Jesuits and some are Inquisitors. 
  Whichever is chosen there can only be one Cognoscenti in the Company. 
  The Cognoscenti can call upon elite troops from the noble Knights of 
  St. John and the Swiss Guard. The Knights of St. John, also known as 
  The Hospitallers, have been the ‘cutting edge’ of Vatican diplomacy for 
  centuries. They defended Rhodes and Malta against the Turk and swept 
  the Mediterranean clean of pirates. They are tough, utterly reliable and 
  the dedicated enemies of all who would do harm to the Vatican and its 
  followers. In particular, they pursue an ancient feud with the Templars. 
  They openly maintain priories in the capitals of all civilised nations, with 
  these often doubling as bases of operations for the Cognoscenti. The 
  Swiss Guard are the professional protectors of the Vatican and its senior 
  personnel. In these dangerous times, every Cardinal, Archbishop and 
  Bishop has a cadre of these men looking after them.
  © Osprey Publishing • www.ospreypublishing.com
  
  45
  The Cognoscenti may also call upon ordinary people who owe them 
  their lives and their souls. These men and women are known as ‘Martyrs’ 
  because of their willingness to die for the cause.
  The two most celebrated modern members of the Cognoscenti are 
  Special Admonitor Jacob van Helsing, brother of the infamous vampire 
  hunter, and the Inquisitor Absalom Curr. Absalom is the brother of Lord 
  Curr and the black sheep of the family. Curr and van Helsing do cooperate 
  from time to time but each holds the other in considerable disregard. 
  The Admonitor cannot stand the reckless and arrogant manner in which 
  Curr does his duty and, in particular, despises the Inquisitor’s belief that, 
  more often than not, the ends justify the means. Curr sees van Helsing’s 
  obsession with prior intelligence and careful planning as unnecessary and 
  dangerous procrastination. The Pope has had no end of trouble keeping 
  these two fighting side by side.
  Figure
  Pluck
  FV
  SV
  Speed
  Cost
  Talents / Powers
  Basic Equipment
  Special Admonitor Jacob 
  van Helsing
  3+
  +1
  +1
  +0
  36+
  Leadership +2, Intervention, Fanatic, Up 
  to 20 points of Mystical Powers
  Lined coat, pistol
  Cognoscenti (Jesuit) 
  3+
  +1
  +1
  +0
  31+
  Leadership +2, Intervention, Up to 1 
  more Talent at additional cost
  Lined coat, pistol, Reliquary 
  (one only, at additional 
  cost)
  Absalom Curr
  2+
  +3
  +2
  +0
  57
  Leadership +2, Impervious, Fearless
  Chain shirt, shotgun 
  (short), two-handed 
  hammer (counts as large 
  axe)
  Cognoscenti (Inquisitor)
  3+
  +1
  +1
  +0
  30+
  Leadership +2, Impervious, 
  Up to 2 more Talents at additional cost
  Lined coat, hand crossbow, 
  sword
  Knight Captain of St. John
  3+
  +4
  +2
  +1
  50
  Leadership +1, Iron Will, Tough
  Breastplate, hand 
  crossbow, sword
  Knight of St. John
  4+
  +3
  +2
  +1
  37
  Iron Will, Tough
  Breastplate, hand 
  crossbow, sword
  Swiss Guard Captain
  4+
  +2
  +3
  +0
  22
  Leadership +1 
  Brigandine, pistol, sword
  Swiss Guardsman
  5+
  +2
  +2
  +0
  20
  Brigandine, military rifle, 
  bayonet
  Martyr
  2+
  +1
  +0
  +1
  32
  Fanatic, Part of the Crowd
  Lined coat, fighting knife
  OPTIONS
  • Swiss Guardsmen and their Captain may take the Marksman Talent 
  (+ 5 points).
  • Swiss Guardsmen may take the Bayonet Drill Talent (+3 points).
  • Any member of the Company can have a Murton Maritime Life 
  Preserver (+1 point).
  © Osprey Publishing • www.ospreypublishing.com
  
  46
  6.3.3 THE ENTOURAGE OF VLAD TEPES, PRINCE OF 
  WALLACHIA
  ‘No my friend, Prince Vlad Tepes is not a “vampire”, that is just a silly 
  peasant legend and such things do not exist you understand. If he were a 
  vampire he would have fangs, fear the cross and be unable to walk abroad 
  in the day. All these things you have seen to be false. He is the Prince 
  of Wallachia, descended from Vlad the Dragon, the slayer of the Turk 
  and saviour of Romania. He is in London on private business and has 
  diplomatic protection from the Austro-Hungarian Empire.’ 
  Igor Radetsky
   
  In fact, the Prince is over 500 years old and the victim of a curse laid upon 
  him by Sultan Mehmet the Great that he never be able to reach heaven. 
  He can be killed, only to rise again and again as he is turned back by St 
  Peter. Only his immediate entourage and a few high-ranking members of 
  the Cognoscenti know of this condition.
  He is currently working for the Austro-Hungarian Court, carrying out 
  sensitive intelligence missions and the occasional assassination. It is boring 
  work but it gains him certain privileges. One of these is that it allows him 
  to exercise his sociopathic tendencies.
  Wherever he goes he always has a selection of beautiful women with 
  him. These he calls his ‘brides’ and they act as his personal bodyguards. 
  He has converted them to his cursed ways and they share some of his 
  powers. He is also often accompanied by his devoted manservant Igor. 
  Vlad rescued Igor from the burning laboratory of Viktor von Frankenstein. 
  Igor is hideously malformed and has developed a fascination with the 
  sorcerous arts.
  Serving the Prince and his brides are usually a dozen or so Wallachian 
  retainers. They take care of all the daily domestic tasks and will fight to the 
  death for their master. They seem to fear and love him in equal measure. 
  Some believe that they are the kin of his brides.
  Vlad can command normal wolves with the same ease that he 
  commands his loyal retainers. He is also able to field ‘the children of the 
  night’. These are huge ferocious wolves straight out of Grimm’s fairy tales. 
  With their glowing red eyes and savage fangs they are a terrifying spectacle 
  to behold.
  Figure
  Pluck
  FV
  SV
  Speed
  Cost
  Talents / Powers
  Basic Equipment
  Prince Vlad Tepes
  2+
  +4
  +2
  +2
  96
  Leadership +3, Mesmerism, Immortal, 
  Levitate, Terrifying & Fearless
  Magneto-static waistcoat, sword, 
  pistol
  Bride
  4+
  +2
  +1
  +1
  44
  Leadership +1, Mesmerism, Levitate
  Pistol, fighting knife (poisoned)
  Loyal Retainers
  5+
  +1
  +1
  +0
  19
  Tough
  Lined coat, shotgun, axe
  Igor
  3+
  +3
  +1
  +0
  30+
  Tough, Fanatic, Up to 15 points of Mystical 
  Powers
  Lined coat, two-handed axe or 
  hammer (counts as large axe)
  OPTIONS
  • Provided Vlad is leading the Company personally it can include any 
  number of Wolves (18 points) from the Bestiary (HVF 3.0).
  • Any Bride may be bought a (Fur-)Lined Coat (+1 point).
  © Osprey Publishing • www.ospreypublishing.com
  
  47
  • Both the Loyal Retainers and Igor may exchange their Lined Coats 
  for Brigandine (+1 point).
  • If there are at least three Wolves, one can be a Demonic Wolf  
  (28 points) from the Bestiary (HVF 3.0).
  6.3.4 THE HELLFIRE CLUB
  ‘The will is the way, for by the exercise of it doth one bring the very heavens 
  to thy command.’ 
  Lord Israel Grimsdyke
   
  Amongst the very highest levels of society are well-bred, well-educated men 
  and women who have grown bored with the strictures placed upon them by 
  their positions. Some dabble in a variety of societies such as the Freemasons 
  or Rosicrucians but then grow frustrated by the petty politics that infest 
  such organisations. Many descend into vice and drug use and end their days 
  in Bedlam.
  A few find their way to the doors of the Hellfire Club. This organisation 
  changes its address weekly and only accepts the most intelligent and amoral 
  of its many aspirants into its unhallowed ranks. This is because the Club 
  encourages its members to throw away the mores of society, to become 
  one with their baser nature and to dabble in the occult. For more than a 
  century they have held long bacchanalian parties in the country houses of 
  their members and have indulged in every venal practice known to man.
  In the last decade, the activities of the Club have become more public with 
  a number of outrageous acts that have scandalised London society. What the 
  Club intends to achieve by these vile commissions no-one is yet sure, though 
  some suspect that the very Empire itself could be in peril. Unfortunately, 
  the high-born positions their members occupy have made them virtually 
  impossible to arrest or prosecute. Inspector Allerdyce of Scotland Yard has 
  gone on record as believing the Hellfire Club directly responsible for the 
  Ripper Murders, alleging that they were a satanic initiation rite.
  The Club has a strict hierarchy and promotion is by deed. The worse 
  the outrage, the faster the aspirant may rise to the exalted status of Magus.  
  All members begin as Slaves, a position in which they must prove their 
  worth to their Magus through utter obedience. The price of failure is exile 
  from the society, often in a maddened state. Those thought worthy to study 
  the dark arts become Acolytes and, if promising, may soon rise to the rank 
  of Magus of the Outer Circle. Most of the membership are such Magi. 
  These often organise themselves into covens of like-minded individuals, 
  giving themselves grotesque names such as The Highgate Ghouls and  
  The Red Death.
  The core of the club are the twelve Magi of the Inner Circle. These are 
  men and women who have survived a series of terrible trials that end with 
  them summoning and controlling a Lesser Demon. Those that fail in this 
  trial see their immortal souls consumed by that creature. Much of what we 
  know of the society is based upon the babblings on one such poor failure 
  – his testimony was recorded and interpreted by Dr Sigmund Freud in his 
  Vienna clinic.
  The Club is led by the High Magister who serves for life – which may be 
  cut short by an ambitious Inner Circle Magus. He or she considers themselves 
  to be one of the lords of creation and on a par with the Archangels. There 
  are rumours that the current High Magister is none other than Lord Israel 
  © Osprey Publishing • www.ospreypublishing.com
  
  48
  Grimsdyke, Principal Private Secretary in the Home Office. He recently 
  successfully sued the London Daily Chronicle over this rumour and won 
  an undisclosed sum in damages and a public apology in the House of Lords 
  from the Chronicle’s proprietor.
  Figure
  Pluck
  FV
  SV
  Speed
  Cost
  Talents / Powers
  Basic Equipment
  High Magister
  2+
  +3
  +2
  +0
  37+
  Terrifying, Up to 30 points of Mystical 
  Powers
  Lined coat, sword
  Magus of the Inner 
  Circle
  3+
  +2
  +2
  +0
  21+
  Up to 20 points of Mystical Powers
  Lined coat, pistol, sword
  Magus of the Outer 
  Circle
  4+
  +1
  +2
  +0
  14+
  Up to 10 points of Mystical Powers
  Lined coat, pistol, fighting knife
  Acolyte
  5+
  +1
  +1
  +0
  11+
  Up to 5 points of Mystical Powers
  Lined coat, pistol, fighting knife
  Slave
  5+
  +1
  +0
  +0
  10
  Fanatic
  Club
  OPTIONS
  • The High Magister and any Magus may wear a chain shirt under 
  their ceremonial robes (+4 points).
  • Any non-Slave may take a shotgun (+5 points).
  • Any member of the Club can take a riding horse (+4 points) or a 
  cavalry horse (+9 points).
  • Any non-Slave can take the Marksman (+5 points) or Duellist 
  Talents (+5 points).
  • It is not unknown for members of the Club to practice the ancient 
  English tradition of staff fighting, so any member may take a 
  Quarterstaff (+4 points).
  • This Company can also include Lesser Demons (20+ points)  
  and/or Demons (55+ points) from the Bestiary (HVF 3.0).  
  These will usually appear in classic European form,  
  i.e. cloven hooves, forked tail, horns, glowing red eyes etc.
  • Any member of the Company can have a Murton Maritime Life 
  Preserver (+1 point).
  6.3.5 THE OKHRANA
  ‘The Saxe-Coburg-Gotha have a parliament. Our British cousins gave 
  their rights away; so did the Hapsburgs, and the Hohenzollerns, too.  
  The Romanovs will not. What I was given, I will give my son.’ 
  Tsar Nicholas II
   
  Mother Russia is in serious trouble. Assailed on all sides by her enemies, she 
  must also cope with internal dissent made worse by her aristocracy’s refusal 
  to cooperate with their weak Tsar’s bumbling attempts at reform.
  In the East, an ambitious Japan is slowly breaking Russia’s grip on 
  Manchuria and China itself. To the south, Great Britain is winning the 
  Great Game in India, Persia and Afghanistan. To the west, the Prussians are 
  pushing the Austro-Hungarian empire ever closer to all-out war. With its 
  armed forces near to mutiny and its Tsar unwilling to adopt the technologies 
  that are fuelling the power of its competitors, it falls to the Okhrana, its 
  secret service, to strike fear into the enemies of the motherland.
  The Tsarina has tasked one of her favourites, the dashing Count 
  Vladimir Ilyich Zabatov, to bring the consequences of other powers 
  meddling back to their own front doorsteps. She has also insisted that he 
  © Osprey Publishing • www.ospreypublishing.com
  
  49
  employ the services of her chaplain, the mystical monk Grigori Rasputin. 
  Neither man has any love for the other but their love for Russia and the 
  Tsarina holds them together.
  As the previous overseas arm of the Okhrana was riddled with double-
  agents, Zabatov has started afresh. He has summoned his loyal retainers 
  from Siberian holdings to assist him in putting a chill down the neck of the 
  enemies of Russia. His first act was to hunt down every former member of 
  the Okhrana and kill them. On the streets of Berlin, London, New York, 
  Paris and Peking, dozens of men and women were found frozen to death.
  There is a new saying amongst the intelligence services of the West: ‘Where 
  the Okhrana goes, winter follows’. This is made reality by Zabatov’s Siberian 
  shamans, whose Mystical Powers draw upon the endless winter winds of the 
  taiga and the tundra. He can also call upon the services of the infamous 
  Cossacks, often led by the ruthless, yet utterly loyal, Captain Podyesaul.
  Figure
  Pluck
  FV
  SV
  Speed
  Cost
  Talents / Powers
  Basic Equipment
  Count Vladimir 
  Zabatov
  3+
  +4
  +3
  +0
  66
  Leadership +2, Duellist (Sabre), 
  Erudite Wit
  SRC breastplate, sabre, pistol, 
  Siberian furs
  Grigori Rasputin
  2+
  +2
  +1
  +0
  63
  Leadership +1, Immortal, Medic, 
  Coldproof, Mesmerism
  Incense burner
  Okhrana Agent
  5+
  +1
  +1
  +0
  21
  Stealthy, Fanatic
  Lined coat, pistol, knife
  Siberian Shaman
  4+
  +1
  +1
  +0
  60
  Coldproof, Blizzard, Icy Blast,
  Lined coat, knife
  Siberian Troops
  4+
  +1
  +2
  +0
  25
  Coldproof
  Lined coat, military rifle, fighting 
  knife
  Captain Podyesaul 
  4+
  +3
  +1
  +1
  34
  Leadership +1, Cavalryman
  Brigandine, pistol, sabre, cavalry 
  horse
  Cossack
  5+
  +2
  +1
  +1
  29
  Cavalryman
  Brigandine, carbine, sabre, 
  cavalry horse
  OPTIONS
  • 
  Count Zabatov can also carry a military rifle (+9 points) and take the 
  Marksman Talent (+5 points).
  • 
  If the force includes Cossacks, Count Zabatov can take a cavalry horse 
  (+9 points) and the Cavalryman Talent (+3 points).
  • 
  Cossacks can be equipped with lances (+5 points).
  • 
  An Okhrana Agent can take explosive grenades (+6 points per grenade).
  • 
  Each Siberian Shaman may be accompanied by a single Siberian Wolf 
  (+23 points, HVF 3.0 Bestiary).
  6.3.6 THE OTTOMAN IMPERIAL COUNTER-
  INTELLIGENCE SERVICE
  ‘The hiding and concealment of secrets is one of the tasks devolving 
  on the sovereign who surpasses all others in the art of kingship and  
  one of the requirements of the character of world-conquering rulers.  
  The benefits derived from concealment of secrets are numerous, while the 
  evil consequences of disclosure of mystery are incalculable.’ 
  Aziz Efendi
   Although in the latter years of the 19th century the Ottoman Empire was 
  weakening in the face of European Imperial interference, it still maintained 
  a ferocious counter-intelligence arm supported, where necessary, by the 
  infamous Janissaries.
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  50
  In 1895 Bashi Ahmet Karabekir led this small organisation in its 
  campaign to counter the work of the agents of the Great Powers. He recruited 
  his men from the cream of the young officer class and trained them in small 
  unit tactics.
  Unlike some other arms of Ottoman government, Karabekir’s organisation 
  has adopted as much modern technology as it can – it even has a few Babbage 
  engines. It maintains teams in all the major cities of the Ottoman Empire and 
  saw action in both Berlin and London in 1894.
  OICIS (as it has become known to its enemies) has become famous for its 
  willingness to use assassination as an arm of foreign policy, silencing critics as 
  far afield as Madrid and New York. Karabekir does not feel that it is enough to 
  wait for his enemies to come to him, instead he wishes to take the fight to them.
  One thing that works to Karabekir’s advantage is that the Ottoman 
  Empire still recruits many of its Janissaries from Serbian and Bosnian 
  Christian families. Thus in plain clothes many look distinctly Western and 
  can often speak good Italian or German.
  In 1893 Karabekir managed to kidnap Hiram Bucknard-Wright II while 
  he was visiting Egypt. This brilliant American inventor had been trying to 
  get finance for his Ornithopter design for several years to no avail. Now, in a 
  hidden base deep in Anatolia, he is secretly producing these for the Ottomans. 
  The Ornithopter is small, lightweight and elegant. It runs off a Benz internal 
  combustion engine and can stay aloft for up to twenty minutes.
   Figure
  Pluck
  FV
  SV
  Speed
  Cost
  Talents / Powers
  Basic Equipment
  Bashi Karabekir
  3+
  +3
  +3
  +0
  51
  Leadership +2, Impervious
  SRC breastplate, pistol, scimitar (counts as a sword)
  Ottoman Agent
  4+
  +2
  +2
  +0
  25
  Duellist, Stealthy
  Lined coat, pistol, fighting knife
  Hashashin
  3+
  +2
  +1
  +1
  41
  Fanatic, Stealthy
  Chain shirt, throwing knives, fighting knife 
  (poisoned)
  Janissary Bashi
  3+
  +3
  +3
  +0
  44
  Leadership +2, Duellist 
  (Scimitar)
  Breastplate, pistol, scimitar (counts as a sword)
  Janissary Sergeant
  4+
  +2
  +2
  +0
  33
  Leadership +1, Tough
  Chain shirt, military rifle, scimitar (counts  
  as a sword)
  Janissary
  5+
  +2
  +1
  +0
  20
   
  Brigandine, military rifle, scimitar (counts  
  as a sword)
  OPTIONS
  • Any Janissary can take the Marksman Talent (+5 points) or the 
  Fanatic Talent (+5 points).
  • Janissaries can buy explosive grenades (+6 points per grenade).
  • Two Janissaries can give up their military rifles to form a heavy 
  weapon team and take a machine gun (48 points for the team),  
  a flamethrower (33 points for the team) or an Arc cannon  
  (34 points for the team).
  • One Janissary can take an Arc generator (+20 points).
  • Karabekir and the Janissary Bashi can replace their pistols with  
  Arc pistols for (+4 points).
  • Up to three Janissaries can replace their military rifles with Arc rifles 
  at no additional points cost.
  • Up to two Janissaries can each crew an Ornithopter (IHMN 5.4). 
  Each pilot is equipped with a lined coat, a pistol and three explosive 
  grenades. The cost for such an Ornithopter and pilot is 47 points.
  • Any member of the Company can have a Murton Maritime Life 
  Preserver (+1 point).
  © Osprey Publishing • www.ospreypublishing.com
  
  51
  6.3.7 THE TEMPLARS
  ‘In hoc signo vinces.’ (In this sign thou shall conquer) 
  The motto of Constantine the Great
   
  History records that the Poor Knights of Christ and the Temple of 
  Solomon – better known as the Templars – took their name from their 
  original operating base above the ancient Temple of Solomon. Legend 
  records that they found something in the Temple which gave them great 
  spiritual power, from which flowed great temporal power. Until, of course, 
  the French king Philip IV and Pope Clement V conspired to dismantle the 
  Order in 1312. History records that they succeeded in breaking up the 
  Templars. Legend says the Order’s survivors went underground and that 
  it continues to exist, guarding some great secret down through the ages. 
  The fact that both Philip and Clement were dead within a year of turning 
  on the Templars indicates that, in this case, legend has it right.
  The Templars had to become masters of subterfuge and secrecy 
  in order to survive. But they had a head start which few even in the 
  Order knew at the time of the ‘Betrayal’. The recorded life story of their  
  first Grandmaster, Hugues de Payens, is rather vague about his death.  
  This is because the power he found in the Temple made him immortal. 
  Every supposed Grandmaster since has in fact been the second-in-
  command of the Order, and the sole bearer of the knowledge that Hugues 
  still lived as a monastic recluse. Following the Betrayal, however, Hugues 
  came out of the shadows to save the Order he’d founded.
  Today, the Order retains its original rank structure but its equipment 
  and methods have evolved considerably. Hugues is the unquestioned 
  Grandmaster, commanding a small number of Masters, each with 
  responsibility for a particular geographic area. The area of responsibility 
  can vary widely – Great Britain and France have a Master each, for 
  example, while another Master has responsibility for the whole of Africa. 
  The rest of the Order is made up of Knight-Brothers, Sergeant-Brothers 
  and Chaplain-Brothers. Most of these are fully integrated into society 
  and many will serve the Order their whole lives without ever taking up 
  arms. All, however, are trained to do so and the Templars are capable of 
  fielding very effective Companies when the need arises. Their primary 
  motivation is to safeguard the secret which has been with them since their 
  founding. Secondary motivations include preventing holy relics falling 
  into the wrong hands, thwarting any plans the Cognoscenti might have 
  and giving the Cabinet Noir a bloody nose whenever the opportunity 
  presents itself.
  If the Grandmaster takes the field he will do so with the ancient 
  armour and sword which have served him well for centuries. He also 
  has a healing touch which has saved many faithful Templars both on and 
  off the field of battle. Other Templars carry more modern equipment, 
  with the Knights tending to favour close-quarter arms and the Sergeants 
  preferring ranged weapons. The Chaplains are usually average fighters 
  at best but all share the Grandmaster’s ability to heal by the laying-on 
  of hands and also have a selection of Mystical Powers at their disposal.
  © Osprey Publishing • www.ospreypublishing.com
  
  52
  Figure
  Pluck
  FV
  SV
  Speed
  Cost
  Talents / Powers
  Basic Equipment
  Grandmaster Hugues 
  de Payens
  2+
  +4
  +1
  0
  106
  Leadership +3, Immortal, Fearless, Fanatic, 
  Antivenom, Impervious, Medic
  Plate armour, two-handed sword
  Master
  3+
  +3
  +2
  0
  49
  Leadership +2, Fanatic
  SRC breastplate, pistol, sword
  Knight
  4+
  +3
  +2
  0
  38
  Fanatic
  SRC breastplate, pistol, sword
  Sergeant
  4+
  +2
  +3
  0
  37
  Fanatic
  Breastplate, military rifle, sword
  Chaplain
  5+
  +2
  +2
  0
  27+
  Fanatic, Medic, Up to 20 points of Mystical 
  Powers from list below
  Chain shirt, pistol, sword
  OPTIONS
  • 
  Any Templar may take the Cavalryman Talent (+5 points) and either a 
  cavalry horse (+9 points) or a desert horse (+10 points).
  • 
  Any Templar may have a breath preserver (+2 points).
  • 
  A Master may upgrade his SRC breastplate to full SRC plate armour, 
  i.e. a Patent Kelly Suit (+33 points).
  • 
  Any Master or Knight may take the Duellist Talent (+5 points) with 
  their sword.
  • 
  Any Master or Knight may upgrade their sword to a two-handed sword 
  (+2 points) or take either a metal shield or a Faraday shield (calculate 
  points based on Armour increase in either case – IHMN 5.1).
  • 
  Sergeants may take the Marksman Talent (+5 points).
  • 
  Sergeants may take the Engineer Talent (+5 points). Any who do this 
  may swap their military rifle for a Congreve Rocket Gun (-2 points) 
  and buy as many rocket grenades (of any type) as they wish (+7 points 
  per rocket grenade). Alternatively they can keep the military rifle and 
  buy normal grenades (of any type) instead (+6 points per grenade).
  • 
  One Sergeant in a Templar Company can take the Strongman Talent 
  (+5 points) and exchange his military rifle for a machine gun  
  (+15 points).
  • 
  Chaplains can choose from the following Mystical Powers: Feet of Lead 
  (16 points), Harden (8 points), Strengthen (9 points), True Grit  
  (13 points).
  • 
  Any member of the Company can have a Murton Maritime Life 
  Preserver (+1 point).
  © Osprey Publishing • www.ospreypublishing.com
  
  53
  6.3.8 THE SOCIETY OF THULE’S TOTENKOPF 
  BATTALION
  ‘Alles ist klar, alles abgeschlossen ist, ist alles ruhig.’ (All is clear, all is 
  complete, all is calm)
  Oberst Klimt, Dresden, 1892
  The Society of Thule has many ways to advance its agenda. Their infamous 
  Jäger / Tod-truppen groups carry out most of the Society’s covert missions, 
  but almost as infamous – for different reasons – are the Sturm-truppen of 
  the Totenkopf Battalion.
  Most of the Totenkopf Battalion’s officers and all of its other ranks 
  are recruited from Torgau, the notoriously brutal military prison.  
  The governor there is a senior member of the Society and offers men who 
  face the death penalty the option of joining the Battalion instead. Their 
  deaths are then faked and rock-filled coffins buried in unmarked graves 
  in the prison grounds. Roughly a third of these ‘volunteers’ die during 
  the subsequent training before the battalion commander, Oberst Gustav 
  Klimt, declares the survivors fit for duty. Many wish they had died in 
  training because they get a lot of the Society’s dirtiest missions. That said, 
  they do have considerable ésprit de corps and joke that they are ‘Death’s 
  Doormen’. Relationships between Totenkopf Sturm-truppen and Jägers are 
  often strained and, in the interests of discipline, the Society’s Grandmaster, 
  Count Otto von Ströheim, will rarely authorise the deployment of both on 
  the same mission.
  There are few things more sinister than a line of grey-clad Sturm-
  Truppen advancing out of the morning mist – especially when that mist is 
  actually poison gas. Heavily armed and with their faces obscured by their 
  Death’s-head Breath Preservers, they are an impressive sight. Any opponents 
  who survive the gas are usually butchered without a second thought.
  Gustav Klimt was once a rising star in the German High Command but 
  lost his post due to his inability to understand either restraint or mercy. His 
  deployment of poison gas to quell the riots in Dresden led to the deaths 
  of nearly eleven hundred civilians, half of that number being the citizens 
  he was sent to protect. His brief telegram to High Command became 
  infamous worldwide: ‘Alles ist ruhig’ – ‘All is calm’. The man is an absolute 
  brute and his disciplinary methods are considered extreme even by the 
  standards of the German Army. These include crucifixion and a version 
  of the ‘gauntlet’ that only three men have ever survived. He ran it himself 
  once just to experience it. This is why von Ströheim chose him to command 
  the Totenkopf Battalion – and why few of the Sturm-truppen would ever 
  consider falling back or attending to minor wounds. In combat, Klimt leads 
  from the front and prefers to get in close with his enemies. The Viking-
  style two-handed axe he carries is very practical in these circumstances and 
  further enhances his reputation.
  Doctor Reiner Wolff frequently deploys with the Battalion. One of  
  Dr Kobalt’s inner circle, his particular specialisation is chemistry and he has 
  formulated many of the poisons used by the Society. Having been exposed 
  to such toxins over many years he has built up a very high tolerance for 
  them. This, coupled with the specialist medical kit he carries into battle, 
  makes him effectively immune to poison. 
  © Osprey Publishing • www.ospreypublishing.com
  
  54
  Figure
  Pluck
  FV
  SV
  Speed
  Cost
  Talents/Powers
  Basic Equipment
  Oberst Klimt
  2+
  +4
  +2
  +0
  76
  Leadership +2, Fearless, Tough
  SRC breastplate, shotgun (short), axe (large), 
  breath preserver
  Doktor Wolff
  5+
  +1
  +1
  +0
  61
  Antivenom, Medic, Fanatic
  Breastplate, pistol, sabre (poisoned), 3 gas 
  grenades
  Kapitan
  3+
  +3
  +2
  +0
  44
  Leadership +2, Tough
  Breastplate, pistol, sabre, breath preserver
  Feldwebel
  4+
  +2
  +2
  +0
  39
  Leadership +1, Tough
  Breastplate, military rifle, bayonet, breath 
  preserver
  Sturm-truppen
  4+
  +2
  +1
  +0
  30
   
  Breastplate, military rifle, bayonet, breath 
  preserver
  OPTIONS
  • Doktor Wolff can have as many additional gas grenades as he wants 
  (+6 points each).
  • A Kapitan can exchange his breastplate for an SRC breastplate  
  (+7 points).
  • A Kapitan can exchange his pistol for an Arc pistol (+4 points).
  • A Feldwebel may take up to 3 explosive grenades (+6 points each).
  • A Feldwebel can exchange his military rifle for a pistol, a Congreve 
  Rocket Gun and 3 gas rocket grenades (+22 points). He may purchase 
  additional rocket gas grenades (+7 points each).
  • Any Feldwebel or Sturm-truppen can take the Bayonet Drill Talent 
  (+3 points).
  • Any Feldwebel or Sturm-truppen can exchange his military rifle for a 
  shotgun (short) (-4 points).
  • Any Feldwebel or Sturm-truppen can buy gas grenades (+6 points 
  each), to a maximum of three per man.
  • Any Sturm-truppen can take the Tough Talent (+5 points).
  • Two Sturm-truppen can exchange their military rifles for a pistol each 
  and a single flamethrower (59 points for the team).
  • One (only) Kaiser Wilhelm mechanised walker (93 points with a 
  machine gun, 89 points with an Arc cannon, or 88 points with a 
  flamethrower) may be deployed with a Totenkopf Company (IHMN 
  5.5). It must be crewed by a Feldwebel who substitutes his military 
  rifle for a pistol (and therefore costs 33 points).
  © Osprey Publishing • www.ospreypublishing.com
  
  55
  7.0 SCENARIO COMPLICATIONS
  7.1 SACRED GROUND           
  Mystical powers do not work here unless you are of the religion that holds 
  this ground to be sacred. Includes cathedrals, churches, chapels, henges, 
  mosques, burial grounds etc.
  7.2 UNSTABLE FOOTING
  The ground in certain parts of the field of battle is slippery, broken, 
  moving or otherwise difficult to safely cross. Any figure trying to move 
  more than half its normal move distance in such an area must make 
  a Pluck roll or be Knocked Down. This happens at the mid-point of 
  their move.
  The areas affected by this rule must be agreed by all players before 
  the game.
  7.3 ARMED CIVILIANS
  The locals often carry lethal weaponry. If fire from a figure hits or passes 
  within 1” of an armed civilian, they will immediately return fire. Assume 
  that they are using the weapons shown on their figures. If an armed 
  civilian is engaged in close quarters and is not equipped with a Fighting 
  weapon, they will respond with improvised weapons or fists. Armed 
  civilians do not wear armour.
  An armed civilian has a Pluck of 6+, FV+0, SV+1 and a Speed of +0.
  7.4 MOVING VEHICLES
  In a busy city or town there are numerous vehicles going about their daily 
  business. The variety of those vehicles has been expanded in the Personal 
  Transportation section (HVF 2.3). Here are some rules for representing 
  their effect on the game:
  • Generally at the end of the movement phase roll a d10 for each 
  vehicle not controlled by the players.
  • If you roll equal to or less than its maximum speed, the vehicle 
  continues following the road, railway or waterway a number of 
  inches equal to the roll. If you roll more the vehicle has stopped.
  • Add +3 to the roll if there are any figures Shooting or Fighting in the 
  path of the vehicle and within 12" of it.
  • If the vehicle moves over the spot where a figure is standing that 
  figure must make a Pluck roll or be mown down. The roll attracts 
  a penalty of -1 for each inch of speed over 6" that the vehicle 
  is travelling.
  • Particularly villainous figures can shoot at a vehicle, in which case 
  use the Vehicle Hit rules (IHMN 5.4 Personal Transportation).
  © Osprey Publishing • www.ospreypublishing.com
  
  56
  8.0 LANDSCAPES
  8.1 THE OLD WORLD
  8.1.1 THE CASTLE IN THE CARPATHIAN MOUNTAINS           
  Few places can be as dark and forbidding as a partly ruined castle high 
  on a heavily forested crag. For some reason, the moon is always full or 
  there’s a storm brewing in these places…
  Benefits: Lots of hard cover.
  Hazards: Castles such as this are often poorly lit so the Twilight 
  rule may apply (IHMN 9.2.4), as may the Pea Soup rule (IHMN 9.2.2) 
  and/or The Cloak of Night (IHMN 9.2.7). If there is a chapel or a 
  crypt within the castle then the Sacred Ground rule (HVF 7.1) may 
  also apply. The ruined state of the castle could also invoke the Unstable 
  Footing Rule (HVF 7.2) in some areas.
  Suggested Terrain: Courtyards, ramparts, stairways, cavernous 
  halls, crypts etc.
  8.1.2 THE VENETIAN PIAZZA           
  Venice is one of those classic locations which cannot be ignored. Few can 
  resist the cinematic effect of a small Venetian piazza (square) bordered by 
  three- to four-storey buildings and at least one canal.
  Benefits: Open lines of sight.
  Hazards: Venice is cramped and heavily populated both by Venetians 
  and by Gentlemen and Ladies taking the Grand Tour of Europe so both 
  the Collateral Damage (IHMN 9.2.3) and The Authorities (IHMN 9.2.5) 
  rules could apply.
  Suggested Terrain: Statuary, a fountain, street vendors’ carts, bridges. 
  You may wish to add gondolas and other small watercraft to the canal  
  (see Personal Transportation).
  8.1.3 THE CATHEDRAL           
  Every city of consequence in the Western world has one of these magnificent 
  buildings. They have been the scene of many dramas over the centuries 
  and are often used as neutral meeting ground by the Companies of the 
  Great Powers. Note that this section could equally apply to any of the great 
  mosques. Note that this is an alternate option to the Cathedral Landscape 
  found in the rulebook (IHMN 10.11).
  Benefits: Open lines of sight in the main area of the Cathedral.  
  For companies who don’t have Mystical Powers at their disposal the Sacred 
  Ground rule (HVF 7.1) could be a leveller.
  Hazards: Sacred Ground (HVF 7.1), Collateral Damage (IHMN 9.2.3) 
  and The Authorities (IHMN 9.2.5) rules could apply here.
  Suggested Terrain: Huge open space, columns, pews, confessionals, 
  statuary, altar. Unarmed priests, nuns and worshippers.
  © Osprey Publishing • www.ospreypublishing.com
  
  57
  8.1.4 STONEHENGE           
  Few places in Great Britain are as evocative as Stonehenge. In Victorian 
  times it was isolated on a windswept landscape, a destination for 
  antiquarians and cultists alike. It should be noted that the Stonehenge of 
  1895 had far more monoliths on their sides or even partially buried. Many 
  were re-erected in the 1920s.
  Benefits: Open lines of sight outside the henge.
  Hazards: Not a great deal of cover outside the henge, but within are the 
  huge monoliths. The Sacred Ground rule (HVF 7.1) could easily apply here.
  Suggested Terrain: Large monoliths, antiquarians’ huts and equipment, 
  dig trenches and spoil heaps. 
  8.2 THE NEW WORLD
  8.2.1 THE SMALL WESTERN TOWN           
  Another absolutely classic location. This could be a bustling railhead 
  full of cattlemen or some half derelict ghost town out in the sticks.  
  It could even be a mud brick border town, half populated by Mexicans 
  and Native Americans.
  Benefits: Open lines of sight on the streets but plentiful cover off them.
  Hazards: The Armed Civilians rule (HVF 7.3) will almost certainly 
  apply. The Collateral Damage (IHMN 9.2.3) and The Authorities (IHMN 
  9.2.5) rules could also apply here.
  Suggested Terrain: Clap board or mud brick buildings alongside 
  broad streets – a sheriff’s office and jail, a livery stable, bars, gambling 
  houses and brothels, a railway station, telegraph office, a brick-built bank,  
  a barber/surgeon/dentist, a general store, a church and a schoolhouse. 
  Also, horses, wagons, cattle and cattle pens.
  8.2.2 THE MISSISSIPPI CASINO PADDLE STEAMER           
  These run up and down the length of the Mississippi, tying up at small 
  towns along the river to provide a few nights of entertainment with their 
  faro tables, shows and bars, before moving on again.
  Benefits: Plenty of cover.
  Hazards: The Armed Civilians rule (HVF 7.3) will almost certainly 
  apply. The Collateral Damage (IHMN 9.2.3) and The Authorities (IHMN 
  9.2.5) rules could also apply here, though the Authorities are likely to be 
  the Casino’s security, and will not arrest people so much as club them 
  unconscious and throw them into the river!
  Suggested Terrain: At least two decks above the waterline. Casino, 
  music hall and bar, stage.
  © Osprey Publishing • www.ospreypublishing.com
  
  58
  8.2.3 THE PROSPECTORS’ ENCAMPMENT           
  A confused mass of tents and small temporary buildings along a riverbank.
  Benefits: Very few except that there are absolutely no authorities to 
  speak of.
  Hazards: The Armed Civilians rule (HVF 7.3) will almost certainly apply.
  Suggested Terrain: Tents, prospecting equipment, a river, spoil heaps. 
  Canvas general store and bar.
  8.2.4 THE CATTLE RANCH           
  Usually a large compound incorporating everything the cattle men need 
  to maintain their huge herds. Contrary to what the movies claim, most 
  ranch hands were not armed unless they were expecting trouble.
  Benefits: Open lines of sight across the compound, with little cover.
  Hazards: The Armed Civilians rule (HVF 7.3) will apply if the rancher 
  was alerted beforehand. If not, the ranch hands will be able to get their 
  hands on pistols, shotguns and a few carbines after the shooting starts 
  – the delay depending on the scenario specifics, of course. Ranch houses 
  were often fortified (Type 3 cover), providing a point of refuge in times 
  of trouble.
  Suggested Terrain: Main Ranch-house, bunk houses, stables, barns, 
  forge, horse corrals and cattle pens. 
  8.3 THE DARK CONTINENT
  8.3.1 THE NATIVE KRAAL OR BOMA           
  This can vary from a small stockade surrounded by a wooden palisade 
  or wall of interwoven thorn bushes to a settlement the size of a small 
  town. It was built to impede access by dangerous animals or surprise 
  attacks by other tribes. It seldom has more than one entrance.
  Benefits: The outer ‘wall’ gives Type 1 or 2 cover to those defending it.
  Hazards: The Armed Civilians rule (HVF 7.3) will apply.
  Suggested Terrain: Various thatched huts, animal pens, a central 
  open space for meeting and dancing. A big cooking pot for intimidating 
  colonial administrators and missionaries.
  8.3.2 THE EGYPTIAN TEMPLE COMPLEX           
  Luxor, Karnak, Giza and other places along the Nile have large ruined 
  temple complexes. Many of these were being excavated during the late 
  Victorian period due to the Western fascination with ancient Egypt and, 
  if we are to be honest, for the fabulous rewards a successful antiquarian 
  could amass.
  Benefits: Lots of hard cover.
  Hazards: Some areas could actually still be Sacred Ground (HVF 7.1).
  Suggested Terrain: Columns and walls, statuary and stele. Sand dunes 
  and the Nile herself. Archaeologists’ huts and equipment, dig trenches 
  and spoil heaps.
  © Osprey Publishing • www.ospreypublishing.com
  
  59
  8.3.3 THE MISSIONARY STATION           
  The soft end of the colonial spear, Missionaries served to pacify the 
  natives and bring them both to God and subservience to the paternal rule 
  of the Great Powers.
  Benefits: None of the locals are likely to be armed. The amount of 
  cover would depend on where in the Dark Continent the station is found.
  Hazards: The Collateral Damage rule (IHMN 9.2.3) could apply as 
  news of massacres of Christian converts at Mission Stations rarely go 
  down well at home.
  Suggested Terrain: Mission buildings – chapel, school house, hospital, 
  various outbuildings and pens. Small number of native huts nearby.
  8.3.4 THE COLONIAL FORT           
  From the stone forts of the French and Spanish in North Africa to the 
  wooden palisades further south, these are the true marks of western 
  power on the Dark Continent. They often double as centres for trade and 
  colonial administration.
  Benefits: Good cover and open sight lines for the defenders.
  Hazards: The Fort may be occupied. Colonial garrison troops  
  were seldom crack units, with the exception of the Légion Étrangère. 
  Give ordinary garrison troops Pluck 6+, FV+1, SV+1, Speed+0, lined 
  coats and military rifles.
  Suggested Terrain: Palisade or ramparts, gatehouse, lookout tower, 
  stables, barracks blocks. There may be a small native community 
  alongside the fort.
  © Osprey Publishing • www.ospreypublishing.com
  
  60
  9.0 CAMPAIGNS
  Here is an alternative and more detailed method for planning and managing 
  a satisfying campaign.
  At the beginning of the campaign, each player writes up a 300-point 
  Company roster. Then before each game he chooses 250 points’ worth of 
  troops from this roster to take part in it.
  Victory points can be spent to replace lost comrades up to the 300-point 
  maximum and to add or replace equipment. In the last game of the campaign 
  – the grand finale – the players can use their full 300-point Company roster.
  Note that these points levels are advisory only and should be adjusted to 
  suit your fellow players and yourself.
  Agree a start point and an end point to the campaign and a scenario,  
  any scenario complications and the landscapes for each of these. Make the 
  grand finale a really big game with lots of fun/splendid/magnificent features. 
  Then agree how many intermediate stages there will be between the start and 
  end. We recommend two for a short campaign and five for a longer one.
  For each of these intermediate stages each player writes a scenario/
  complication/landscape combination onto a card. When a player wins a game 
  he can then choose which of these cards will be used for the next game.  
  We suggest that when creating the cards the players think about the campaign 
  narrative and what would be the most satisfying way forwards. Note that 
  although the rules do give you a wide range of ideas you do not have to use 
  the options they offer, you can and should make up your own. Just make sure 
  that your fellow gamers agree to them.
  At the beginning of each intermediate game, the winner of the previous 
  game lays out the terrain and specifies a number of potential Company 
  starting locations. His opponents can choose their starting location before 
  he does.
  It is assumed that each Company has time to rest, recuperate and re-equip 
  between games.
  To give a campaign more ‘flavour’, each player could write a few 
  paragraphs about the battle from their point of view, then combine these 
  into a campaign journal, along with their Company rosters and casualty 
  lists. As the campaign progresses these accounts begin to form a narrative, 
  even a legend, and make the whole thing a lot more fun. Such journal entries 
  could take the form of personal diaries, officers’ reports to their superiors, 
  newspaper articles etc.
  9.1 CAMPAIGN EXAMPLE
  The three players agree that their campaign represents a journey from 
  Egypt to London with a piece of the Regalia of Ra as the ultimate prize.
  COMPANIES
  • Player A: The Servants of Ra – Akhenaton continues his quest to 
  restore the Regalia and take over the world.
  • Player B: Lord Curr’s Incorrigibles – Lord Curr is determined to 
  prevent Akhenaton’s quest for power.
  • Player C: The Society of Thule – Dr Kobalt wants the piece to power 
  another one of his eldritch devices.
  © Osprey Publishing • www.ospreypublishing.com
  
  61
  GAME 1 – THE OPENING SCENE
  • Hidden in the Temple of Karnak at Luxor on the Nile (unique 
  Landscape) are clues as to the whereabouts of The Amulet of Isis 
  (IHMN p.45).
  • Scenario: Objectives (IHMN 9.1.1) (Set-up 1).
  • Scenario Complication: Twilight (IHMN 9.2.4).
  GAME 2 – LEAVING EGYPT
  PLAYER A
  • The steamer to Brindisi in Italy waiting at the Alexandria Docks 
  (IHMN 10.4) has only enough berths for the first Company to 
  reach it.
  • Scenario: Adaptation of Death At Your Heels (IHMN 9.1.7).
  • Scenario Complication: The Cloak of Night (IHMN 9.2.7).
  PLAYER B
  • Belgian antiquarian Alphonse Poirot at the Oasis of Saqqara 
  (adaptation of IHMN 10.13) has vital information regarding 
  the Amulet.
  • Scenario: Bring Him Back Alive (IHMN 9.1.2).
  • Scenario Complication: None.
  PLAYER C
  • Each team intends to ambush the others and take care of their leader 
  before leaving Egypt and the Cairo souk (adaptation of IHMN 10.1) 
  offers an excellent hunting ground.
  • Scenario: Marked For Death (IHMN 9.1.5)
  • Scenario Complication: Collateral Damage (IHMN 9.2.3)
  GAME 3 – TRAVELLING THROUGH ITALY
  PLAYER A
  • There are important clues in the Roman graffiti on the walls of the 
  Coliseum (adaptation of IHMN 10.11).
  • Scenario: Objectives (IHMN 9.1.1) (Set-up 2).
  • Scenario Complication: The Authorities (IHMN 9.2.5).
  PLAYER B
  • Alphonse Poirot has tried to send a carrier pigeon warning the 
  authorities in London about the Amulet of Isis. It is sitting in the 
  dovecote of a hilltop monastery (adaptation of IHMN 10.11).
  • Scenario: Catch the Pigeon (IHMN 9.1.9).
  • Scenario Complication: Sacred Ground (HVF 7.1).
  PLAYER C
  • The Companies go head-to-head on the Rome to Paris Express 
  (adaptation of IHMN 10.15).
  • Scenario: Last Man Standing (IHMN 9.1.3).
  • Scenario Complication: Collateral Damage (IHMN 9.2.3)
  © Osprey Publishing • www.ospreypublishing.com
  
  62
  GAME 4 – PARIS BY NIGHT
  PLAYER A
  • A dirigible is coming to pick up one of the Companies from the top of 
  the Eiffel Tower (unique Landscape).
  • Scenario: King of the Hill (IHMN 9.1.8).
  • Scenario Complication: The Cloak of Night (IHMN 9.2.7).
  PLAYER B
  • The Belgian antiquarian Alphonse Poirot has escaped and has run into 
  the Paris Opera (adaptation of IHMN 10.8) during a performance.
  • Scenario: Bring Him Back Alive (IHMN 9.1.2).
  • Scenario Complication: Collateral Damage (IHMN 9.2.3).
  PLAYER C
  • The Companies battle across the barges of the Seine (adaptation of 
  IHMN 10.14).
  • Scenario: Last Man Standing (IHMN 9.1.3).
  • Scenario Complication: Unstable Footing (HVF 7.2)
  GAME 5 – THE GRAND FINALE
  • The Amulet of Isis (IHMN p.45) is held inside an armoured cabinet 
  (Armour 12) in the centre of the British Museum’s Egyptian exhibit 
  (IHMN 10.9). Capture the Amulet!
  • Scenario: Adaptation of Objectives (IHMN 9.1.1).
  • Scenario Complication: The Authorities (IHMN 9.2.5).
  © Osprey Publishing • www.ospreypublishing.com
  
  63
  10.0 BACKWARD COMPATIBILITY
  This volume introduces a range of new options alongside the new 
  Adventuring Companies. In the interests of fairness, this section lists 
  each of the previously published Companies and shows which of the new 
  options are available to them. Remember that, as stated in the description 
  of the Swimming Talent, any member of any Company can take the 
  Swimming Talent.
  IHMN 8.4.1 A BRITISH RIFLE COMPANY
  • One light field gun may be purchased for a Rifle Company  
  (+22 points). This must be operated by two members of Royal Horse 
  Artillery as per the QOAR list (HVF 2.1.3).
  • Members of the Blues & Royals may take lances (+5 points).
  • Members of any of the Guards regiments may take the Iron Will 
  Talent (+5 points).
  • Any member of the Company may take a Murton Maritime Life 
  Preserver (+1 point).
  IHMN 8.4.2 THE EXPLORER’S CLUB
  • Any Explorer, Big Game Hunter or Loyal Manservant may take the 
  Iron Will Talent (+5 points).
  • Any member of the Company may take a Murton Maritime Life 
  Preserver (+1 point).
  • Any member of the Company may take Siberian Furs (+5 points).
  IHMN 8.4.2 LORD CURR’S COMPANY
  • Mad Mick McFarlane and/or Mohan Singh may take the Iron Will 
  Talent (+5 points).
  • Any member of the Company may take a Murton Maritime Life 
  Preserver (+1 point).
  • Any member of the Company may take Siberian Furs (+5 points).
  IHMN 8.4.3 SCOTLAND YARD
  • The Consulting Detective and/or one Sergeant may take the Iron Will 
  Talent (+5 points).
  • The Consulting Detective may take the Master of Disguise Talent 
  (+10 points) or the Meticulous Planning Talent (+15 points),  
  but not both in the same game.
  • Any member of the Company may take a Murton Maritime Life 
  Preserver (+1 point).
  • Up to two Black Marias (HVF 2.3.3) may be deployed  
  (14 points each).
  IHMN 8.4.4 THE SOCIETY OF THULE
  • Feldwebel Krieg may take the Iron Will Talent (+5 points).
  • Any member of the Company may take a Murton Maritime Life 
  Preserver (+1 point).
  © Osprey Publishing • www.ospreypublishing.com
  
  64
  IHMN 8.4.5 THE BLACK DRAGON TONG
  • Master Wu-jen and any Dragon Warrior may take the Lightning 
  Draw (Fighting) Talent (+5 points).
  • This Company can also include Lesser Demons (20+ points)  
  and/or Demons (55+ points) from the Bestiary (HVF 3.0).  
  Such monsters will, of course, be classically oriental in appearance.
  IHMN 8.4.6 THE SERVANTS OF RA
  • Any member of the Company may take a Murton Maritime Life 
  Preserver (+1 point).
  • This Company can also include Lesser Demons (20+ points)  
  and/or Demons (55+ points) from the Bestiary (HVF 3.0).  
  These will appear as Anubis warriors or similar.
  IHMN 8.4.7 THE WILD WEST SHOW
  • Any pistol-armed member of the Company may take the Lightning 
  Draw (Shooting) Talent (+5 points).
  • Any member of the Company may take a Murton Maritime Life 
  Preserver (+1 point).
  IHMN 8.4.8 THE LÉGION ÉTRANGÈRE
  • Sgt Major Baptiste and/or any Sergeant may take the Iron Will Talent 
  (+5 points).
  • One light field gun may be purchased for a Légion Company  
  (+22 points). This must be operated by two men who will have all 
  their normal equipment and must also have horses.
  • Any member of the Company may take a Murton Maritime Life 
  Preserver (+1 point).
  • Any member of the Company may take a cavalry horse (+9 points),  
  a desert horse (+10 points) or a camel (+7 points).
  IHMN 8.4.9 THE BRICK LANE COMMUNE
  • Up to three Anarchists may take a single bomb each (+7 points per 
  bomb). Note that they do not have to be Engineers to explode these 
  crude, yet effective, devices.
  • Any Anarchist or Incendiary may take the Part of the Crowd Talent 
  (+5 points).
  IHMN 8.4.10 THE US MARINE CORPS
  • Any member of the Company may take a cavalry horse (+9 points),  
  a desert horse (+10 points) or a camel (+7 points).
  • One light field gun may be purchased for a Marine Company  
  (+22 points). This must be operated by two men who will have all 
  their normal equipment and must also have horses.
  • Any Gunnery Sergeant may take the Iron Will Talent (+5 points).
  • Any member of the Company may take a Murton Maritime Life 
  Preserver (+1 point) and/or a flare pistol (+6 points).
  © Osprey Publishing • www.ospreypublishing.com
  
  First published in Great Britain in 2013 by Osprey Publishing,
  PO Box 883, Oxford, OX1 9PL, UK
  PO Box 3985, New York, NY 10185-3985, USA
  E-mail: info@ospreypublishing.com
   
  Osprey Publishing is part of the Osprey Group
   
  © 2013 Charles Murton & Craig Cartmell
   
  All rights reserved. Apart from any fair dealing for the purpose of private 
  study, research, criticism or review, as permitted under the Copyright, Designs 
  and Patents Act, 1988, no part of this publication may be reproduced, stored 
  in a retrieval system, or transmitted in any form or by any means, electronic, 
  electrical, chemical, mechanical, optical, photocopying, recording or otherwise, 
  without the prior written permission of the copyright owner. Enquiries should  
  be addressed to the Publishers.
   
  Charles Murton and Craig Cartmell have asserted their right under the 
  Copyright, Designs and Patents Act, 1988, to be identified as the authors  
  of this book.
  Digital print on demand 2013
  A CIP catalogue record for this book is available from the British Library
   
  Print ISBN: 978 1 4728 0345 0
  PDF e-book ISBN: 978 1 4728 0322 1
  EPUB e-book ISBN: 978 1 4728 0323 8
   
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  © Osprey Publishing. Access to this book is not digitally restricted. In return, we 
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  Acknowledgements
  The authors wish to thank Phil ‘Dupont’ Smith for believing in (and contributing 
  to) this project; Russ ‘Banzai’ Hayes and Dean ‘Dewbakuk’ Winson for their 
  thorough reviews of the first HVF draft; Karl Tebbutt, Wayne Bolands and Dave 
  King for running the game at Salute and subsequent shows which introduced so 
  many to IHMN; Shaun McLaughlin of The Bunker for providing scenery, support 
  and enthusiasm; and Conor Cartmell for thrashing his dad in pretty much every 
  game of IHMN they’ve ever played.
  © Osprey Publishing • www.ospreypublishing.com
  
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