The
George's
(Named after
St George)
Archibald Giggles was
born in Hong Kong in 1889 and like his birth sign the Ox, is a born
leader with something of a temper. His parents drowned when the ship
they were sailing in was caught in a typhoon off Kowloon Bay and sank
with all hands. Giggles thus moved to England to live with his great
aunt, Lady Temperance Chatterley.
He joined No. 5 Royal
Flying Corps as a pilot when it was formed in 1913 and is fond of
reminiscing about his training: 'training went something like this,
'This is an aeroplane, this is the throttle, this is the bit that
makes it go and turn left or right. If you're really lucky, this bit
brings you safely back to earth.'
At first, Giggles
flew the Avro 504 but he grew bored of doing nothing more than
spotting for artillery and transferred to 3 Squadron, then 45
Squadron. In all, Giggles accounted for 36 confirmed enemy kills,
most of them while he was flying his Sopwith Camel.
With the end of the
war in 1918, Giggles became something of an adventurer, travelling
extensively in China, where he was recruited by MI6 to provide
information on the budding communist party. He was recalled to the
UK in 1935 amid growing concerns about War Plan Red.
With the onset of the
American attacks, Giggles was quoted in The Free World Press as
stating: “Those damned Yankees won't know what hit 'em. They'll
be running home to hide behind their mother's aprons in no time!”
Archibald
Giggles – 100 points + weapons, equipment and skills
M
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FS
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SS
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S
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T
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W
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A
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R
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6
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3
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3
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4
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4
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3
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3
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9
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Leader
of The George's
May
add 1 point to 2 stats. EG you could give him an extra attack and a
R of 10
May
have a single handed close combat weapon and a pistol.
May
also have grenades
Has
the following skills:
Born Leader – 5 points
Gains
+1 R
Dodge – 20 points
Has
a 4+ Invulnerable Save
Note – The
derogatory use of the word Yankee is attributed to British General
James Wolfe. “I can afford to lose all of those damned Yankees,
because they have no worth for work nor vigilance!”
Charlie Challenge is
the inventor of the rocket powered jet pack that can be worn on a
figure's back. Charlie also test piloted his creation, which led to
his making several visits to the local hospital. However, by model
13, Charlie had perfected his creation, more or less anyway and has
handed over the blueprints to MI6.
Charlie
Challenge – 10 points + weapons and equipment
M
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FS
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SS
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S
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T
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W
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A
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R
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6
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4
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4
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3
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3
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1
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1
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7
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May
swap a single stat from 1 column to another. EG you could make the
SS 5 and the R 8
Rocket Pack -
Move - May fly 12” in
any direction.
Laser Pistol – 1 point
range – 9”
strength – 3
Ms Caroline Sheppard
is something of a sleuth who has assisted the police and MI6 on
numerous occasions. She was born in the quaint village of
Ashton-Under-Hill in 1901 and attributes her success to her gypsy
mother. Caroline became something of a celebrity when tabloids
linked her to solving the notorious Slipper Murders, that had the
East End of London living in a state of terror from 1929 – 1931,
when she personally apprehended Lord Travis Tee.
Ms
Caroline Sheppard– 250 points + weapons, equipment and skills
M
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FS
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SS
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S
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T
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W
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A
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R
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6
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4
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4
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3
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3
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3
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3
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9
|
May
have armour with a total save of no more than 6. EG a flak jacket.
May
have a pistol
May
use psychic powers from the Fallen Angels rules and the psychic
powers cards
Caroline
has the following skill - Lucky – 10 points
May
re-roll one set of dice once per game, or make the enemy re-roll a
set.
Pitbull Mc Dubhgall
is the son of a Scottish laird whose family hails from the Isle of
Skye. Like his father before him, Pitbull served in the 1st Regiment
of the Skye Highland Infantry, gaining the DSC and MC for his service
fighting the Hun in the Great War. He put the skills he learnt on
his family's grouse moors to good use during his time in the
trenches, where he became renowned for his stealth and marksmanship.
After the war,
Pitbull felt at something of a loss and travelled far and wide in
search of adventure. He became an accomplished martial artist
during a prolonged stay in Hunan, China and learnt the skills of the
majhong tables during a visit to the Portuguese colony of Macau,
where he also became acquainted with Giggles.
Although Pitbull has
become a top agent in MI6 and his patriotism is considered beyond
question, his handler is still concerned that he may suffer from the
little understood condition of post traumatic stress, due to his
experiences during the war. His file thus bears the note that he is
something of a loose cannon.
Pitbull
Mc Dubhgall – 30 points + any equipment and extra weapons.
M
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FS
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SS
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S
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T
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W
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A
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R
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6
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4
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3
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3
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3
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1
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1
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8
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Has
a sniper rifle and a telescopic sight (included in points cost)
May
have a close combat weapon and grenades
May
have armour with a total save of no more than 6. EG a flak jacket.
He
may not have a shield.
Pitbull
ignores SS penalties for being at over ½
range
If
he can see any part of a target, he may fire at it without any cover
saves applying.
Pitbull
has the following skills:
Close Combat Expert
– 5 points
+1 FS
Sneak – 5 points
As long as he
doesn't come within 3” of any enemy, Pitbull may move through any
type of cover without being seen. If he hides, enemy cannot see him
unless they come within 3”.
Kara Loft is more formally known as the Lady Bikley, although she has little interest in her title, or the responsibilities it carries. Kara's mother died during her birth in 1906 and her father went missing ten years later, during an expedition to China to find Shangri-la.
Kara claims she
learnt more from her gamekeeper, than the expensive school she
attended. Since coming into her inheritance, Kara has undertaken
several expeditions to the Chinese Himalayas, where she was recruited
by MI6.
Kara is described by
virtually every man (and quite a few women) who meet her as being
'drop dead gorgeous.' Anyone attacking her suffers -1 FS and -1 SS.
Kara always fights first if in base contact with a male enemy.
Kara
Loft – 10 points + weapons and equipment
M
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FS
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SS
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S
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T
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W
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A
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R
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6
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4
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4
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3
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3
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1
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1
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7
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May
swap a single stat from 1 column to another. EG you could make the
SS 5 and the R 8
May
have armour with a total save of no more than 6. EG a flak jacket
May
not have a shield.
May
have a pistol and a shotgun
Kara has the sneak skill -
As
long as she doesn't come within 3” of any enemy, Kara may move
through any type of cover without being seen. If she hides, enemy
cannot see her unless they come within 3”.
Sergeant Blake of 42 Commando (that's said 4 2) came top of his intake at Lympstone when he joined prior to the outbreak of WW1. He took part in several amphibious assaults, most notably at Zeebrugge in 1918.
Sergeant Blake – 15 points + weapons, equipment and skills
M
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FS
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SS
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S
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T
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W
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A
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R
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6
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3
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4
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3
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3
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1
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1
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8
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You
may add 1 to a single stat EG you could give them an extra attack.
May
have a Save of 6, eg a flak jacket
May
have a single handed close combat weapon and a pistol
May
have a automatic rifle.
May
also have grenades
Blake
has the following skills:
Born Leader – 5 points
Gains
+1 R
Close Combat Expert
– 5 points
+1 FS
Royal Marines
Special Rule – Pain Is Only Weakness Leaving The Body – Because
of their training, marines count as being stubborn. This means they
have a R of 10 for morale tests
Marine Smith, 42 Commando. Smith joined as a gunner in the RMA but was transferred to RMLI when they were amalgamated in 1923. As he can no longer 'play' with artillery, Smith likes to use a machine gun, 'Because it still makes a loud noise.'
Marine
Smith – 15 points + weapons, equipment and skills
M
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FS
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SS
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S
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T
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W
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A
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R
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6
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3
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4
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3
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3
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1
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1
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8
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You
may add 1 to a single stat EG you could give them an extra attack.
May
have a Save of 6, eg a flak jacket
May
have a single handed close combat weapon and a pistol
May
have a LMG.
May
also have grenades
Smith
has the following skills:
Close Combat Expert – 5 points
+1 FS
Marksman – 5
points
+1 SS
Marine Jones, 42
Commando. Jones is something of a loner and one of the best snipers
the Royal Marines has ever produced. He was on secondment to MI6
when the Americans invaded Canada.
Marine Jones – 15 points + weapons, equipment and skills
M
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FS
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SS
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S
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T
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W
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A
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R
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6
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4
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3
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3
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3
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1
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1
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8
|
Has
a sniper rifle and a telescopic sight (included in points cost)
May
have a close combat weapon and grenades
May
have armour with a total save of no more than 6. EG a flak jacket.
He
may not have a shield.
Smith
ignores SS penalties for being at over ½
range
If
he can see any part of a target, he may fire at it without any cover
saves applying.
Smith
has the following skills:
Close Combat Expert
– 5 points
+1 FS
Sneak – 5 points
As long as he
doesn't come within 3” of any enemy, Pitbull may move through any
type of cover without being seen. If he hides, enemy cannot see him
unless they come within 3”.
The
Villains (Hiss! Boo!)
General Elmer.
Nicknamed Elmer Fudd by the Brits, the General is exactly what you
would expect an American hero to be. To quote Pitbull Mc Dubhgall
'He's all wind wrapped up in a fancy leotard.' The Americans
consider him to be their secret weapon and he certainly does have a
very definite “effect” on his opponents.
To his fellow
Americans, Elmer is the epitome of everything that makes America
great. To everyone else... he looks quite different. His red, white
and blue costume has the stars and stripes picked out in sequins
which the designers think makes him look very dashing.
Enemy trying to fire at
Elmer or engage him in close combat suffer a -1 FS and -1 SS penalty
because they are laughing so much.
General
Elmer – 100 points + weapons, equipment and skills
M
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FS
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SS
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S
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T
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W
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A
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R
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6
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3
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3
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4
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4
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3
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3
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9
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Leader
of the Americans
May
add 1 point to 2 stats. EG you could give him an extra attack and a
R of 10
May
have a single handed close combat weapon and a pistol.
May
also have grenades
Has
the following skills:
Born Leader – 5 points
Gains
+1 R
Dodge – 20 points
Has
a 4+ Invulnerable Save
Boomerang shield – this
offers a +2 save and has a range of 6”.
Chuck Bodgers. Bodgers began his career with CIC
in 1920 and was quickly recognised for his skills with technology.
He really came into his own when a special agent managed to steal a
working model of a rocket pack. Unfortunately for Bodgers, it was an
early model 9 and he spent eight months in hospital before he managed
to work around the design flaws.
Chuck
Bodgers – 10 points + weapons and equipment
M
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FS
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SS
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S
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T
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W
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A
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R
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6
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4
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4
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3
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3
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1
|
1
|
7
|
May
swap a single stat from 1 column to another. EG you could make the
SS 5 and the R 8
Rocket Pack -
Move - May fly 12” in
any direction.
Laser Pistol – 1 point
range – 9”
strength – 3
Puppy Bountiful.
Puppy was christened Helen Patrice. She learnt at an early age that
sex appeal can get her almost anything she wants, but that a Colt .45
is a handy backup. She began working for American Intelligence (☺)
in 1931 and was posted to London early in 1933 after a scandal with
her section chief.
Puppy
Bountiful – 10 points + weapons and equipment
M
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FS
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SS
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S
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T
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W
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A
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R
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6
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4
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4
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3
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3
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1
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1
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7
|
May
swap a single stat from 1 column to another. EG you could make the
SS 5 and the R 8
May
have armour with a total save of no more than 6. EG a flak jacket
May
not have a shield.
May
have an automatic handgun
Puppy
has the Femme Fatale - Any man attacking her
suffers a -1 FS
The Mask. Tony Q is
an ex cop that was blinded during a raid on an illegal chemical works
in New Orleans. The loss of his sight and the fumes he inhaled
during the raid, have left him with unusual abilities.
The
Mask – 250 points + weapons, equipment and skills
M
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FS
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SS
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S
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T
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W
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A
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R
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6
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4
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4
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3
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3
|
3
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3
|
9
|
May
only wear a Flak jacket or equivalent, maximum Save of 6
May
have a pistol
May
use psychic powers from the Fallen Angels rules and the psychic
powers cards
May
have a pistol
Tony
has the following skill - Dodge – 20 points
The
figure has a 4+ Invulnerable Save
Payback. Richard
Hedd is a master of disguise who seeks vengeance against anyone he
perceives as being a threat to the great American way of life.
Payback – 10 points + weapons and equipment
M
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FS
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SS
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S
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T
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W
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A
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R
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6
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4
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4
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3
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3
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1
|
1
|
7
|
May
swap a single stat from 1 column to another. EG you could make the
SS 5 and the R 8
May
have armour with a total save of no more than 6. EG a flak jacket.
May
have a single handed close combat weapon and a pistol.
May
have a SMG
May
have grenades
May
have the following skills:
Marksman – 5
points
+1 SS
Infiltrate – 10 points
Payback may deploy
anywhere on the battlefield as long as it is in cover. But he
doesn't have to be positioned on the battlefield. Write on a piece
of paper where he is, then he can be positioned at the start of any
of his turns, or when the enemy gets within 6” of him.
The Spectre. Nothing is known of the early life of the Spectre and few would dare to ask him about it. He is a skilled martial artist and rumours claim that he has been trained in the ways of Japanese ninjitsu.
The Spectre – 15 points + weapons, equipment and skills
M
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FS
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SS
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S
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T
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W
|
A
|
R
|
6
|
3
|
4
|
3
|
3
|
1
|
1
|
8
|
You
may add 1 to a single stat EG you could give them an extra attack.
May
have armour with a total save of no more than 6. EG a flak jacket.
May
have a single handed close combat weapon and a pistol.
May
have shurikens (throwing stars) Treat them as thrown knives.
May
have grenades
May
have the following skills:
Close Combat Expert
– 5 points
+1 FS
Sneak – 5 points
As long as he
doesn't come within 3” of any enemy, he may move through any type
of cover without being seen. If he hides, enemy cannot see him
unless they come within 3”.
Special agent 'Quick Draw' McGraw. Dan McGraw gained his nickname because of his passion for westerns. He spends hours everyday in front of a mirror practising drawing his Colt .45. He is a crack shot with any handgun.
Dan
McGraw – 15 points + weapons, equipment and skills
M
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FS
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SS
|
S
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T
|
W
|
A
|
R
|
6
|
3
|
4
|
3
|
3
|
1
|
1
|
8
|
You
may add 1 to a single stat EG you could give them an extra attack.
May
have armour with a total save of no more than 6. EG a flak jacket.
May
have a single handed close combat weapon and an automatic handgun.
May have a Laser Pistol –
1 point range – 9” strength
– 3
May
have a SMG
May
have grenades
May
have the following skills:
Marksman – 5
points
+1 SS
Agent William 'The Kid' Ford. The Kid joined CIC as soon as he was able to and has been on active service in Europe for the last eighteen months.
William Ford – 10 points + weapons and equipment
M
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FS
|
SS
|
S
|
T
|
W
|
A
|
R
|
6
|
4
|
4
|
3
|
3
|
1
|
1
|
7
|
May
swap a single stat from 1 column to another. EG you could make the
SS 5 and the R 8
May
have armour with a total save of no more than 6. EG a flak jacket.
May
have a single handed close combat weapon and a pistol.
May
have a SMG
May
have grenades
May have the following
skills:
Fast – 5 points
May move an extra 3”
each turn. The normal terrain penalties apply though.
Lock Smith – 5
points
Can soundlessly pick
any lock.
Agent Jean Mortenson. Jean has only recently been assigned to London, but has already been able to gather useful information for Operation Killjoy. Her colleagues are all jealous of her as they are certain she is set to be a rising star in CIC.
Jean Mortensen – 15 points + weapons, equipment and skills
M
|
FS
|
SS
|
S
|
T
|
W
|
A
|
R
|
6
|
3
|
4
|
3
|
3
|
1
|
1
|
8
|
You
may add 1 to a single stat EG you could give them an extra attack.
May
have armour with a total save of no more than 6. EG a flak jacket.
May
have a single handed close combat weapon and an automatic handgun.
May
have a SMG
May
have grenades
May have the following
skills:
Lucky – 10 points
May re-roll one set of
dice once per game, or make the enemy re-roll a set.
Born Leader – 5 points
Gains +1 R
All of my rules and scenarios are available from www.1poundrules.website Each set of rules only costs £1
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