Category Archives: Pulp

More on Mad Maximillian 1934, an ongoing project


Part 2 of 2.  In which I greatly expand on the Mad Maximillian 1934 material…

BRUMM Bentley Le Mans 30 Touring Car, an Ebay Purchase modified with a twin Vickers MG and two drivers from Sloppy Jalopy.

Mad Maximillian 1934 (MadMax34) is a very small scale skirmish game set in a dystopic past– that’s right, the past, during the Depression.  The publisher, Mana Press, doesn’t flesh out the back story very much, as I indicated in the previous post.   Just take it as a given that some form of world wide calamity has occurred some time after WWI, roughly corresponding with our Depression.  The setting has a decidedly English focus, which I like (although the publisher and the miniatures manufacturer are resolutely Australian).  I just don’t associate English country roads with Dystopia, which lends a little charm to the idea.  The theme of the game is car combat– on a much lower end technologically than comparable games from the past– such as Car Wars or games of that ilk.  The Interwar years are a favorite period for me, and MadMax34 is definitely positioned “in there somewhere.”  The rulebook, from Mana Press, is about 56 pages, with photographs on many pages and blueprints for cars and a turning template in the back part of the book.  As far as I know, there isn’t a printed copy of the rulebook available at this time, but I could be wrong.  I got mine as a watermarked PDF from Wargame Vault.  I don’t regret the purchase.  I can read the rules on my tablet, which is maybe slightly less handy than paper but that’s fine by me in the long run.

One of the two Eureka kits I purchased for this game. I modeled this on the GREEN MACHINE example in the book. Two rocket pods on a sliding sheet metal rack, and fixed forward facing MGs.

Mechanics:

In terms of game mechanics I don’t think MadMax34 is going to give anyone a serious headache.  They are dirt simple and “bucket of sixes” based.  I like that– not every game has to be about gun calibers and armor thicknesses and firing aspects.  The key mechanic is to roll a FATE roll and a FORTUNE roll.  The outcome determines if you pull off your slick maneuver, or flip your tin lizzy into a scrapheap.  Simply put, FATE = “bad things” FORTUNE = “good things”.

1936 Shelsley Walsh Hillclimb, Auto Union 5.3L C-Type. I fudged the year, as I liked the diecast model. Diecast conversions are a lot of fun– this one has two Lewis MG firing forward and either a couple of oil slick generators or paint sprayers (see red cans).

Taking an example right out of the rulebook, During the Movement Phase, Player A wants to make a tight turn.  Her vehicle is already damaged, which adds FATE dice (everything is 1D6 based, but Fate should be red and Fortune white for ease of play).  So she rolls a 3,4,5,6,2 & 6.  Like a lot of games using buckets of six siders, you count 5 and 6 results.  Player A counts 3 Fate here. 
Player A then responds with a Fortune roll of Vehicle Handling plus Driver Skill, which sorts out as: 3,6,4,1 & 6.  She scores two Fortunes.   THEN, subtract Fate from Fortune, and that’s the modifier of -1.  Yikes.  Go to Skidding test. 

“Old Number 3” Another fine diecast conversion, this from some Pacific Rim diecast manufacturer. Ford 32 basic black pickup, with Rocket tubes (2), Vickers mounted on hood, and some welded on extra armor here and there. I added a harpoon guy from Pulp Figures to give the vehicle a little verisimilitude.

Activation and Initiative, Turn Order, blah blah blah

In my  mind, there are only so many ways you can design a game that involves vehicles shooting at each other, in motion, even at lower speeds.  You have to take into account current acceleration, shooting, defending, maneuvering safely and at high risk, and what happens when you take damage or don’t make a turn.  That is the core of it.  I’ve played around at this myself– see: White Line Fever.  They are all equally valid, great ways of simulating these factors.  MadMax34 does a very good job of factoring in these elements in a straightforward fashion.  Initiative is easy.  The player moving at the highest Speed (at start of turn) Activates, or goes first.  If tied, the smaller vehicle goes first.  If tied, roll a danged dice, won’t you?  Activation leads to performing each of the three actions in any order the driver chooses: Move, Attack and Special.

A Brumm Bugatti type 30 (diecast, found on Ebay) with a Lewis MG up top and an improvised anti-tank rifle bolted on the left plays chicken with an oncoming Green Machine. I’m sanguine about this chances.

There are several nuances to movement and honestly I’m not going to go in depth with each one– a thumbnail would be: You can adjust speed up or down by one, with no problems.  You can STOMP on the brakes but these vehicles are ramshackle and you may need to check the car to see if it skids or not.  You can FANG IT (accelerate as fast as you can) but that also might cause the rather battered engine, which is likely running on corn squeezings these days, to explode or some other dramatic response.  Really, my favorite bit of these rules is the turning template, which is design elegance.

This is a PDF template in the rules, but you can order a laser cut version from THINGS IN THE BASEMENT (whose picture this is). I just ordered two of them. Click on the picture to visit their store.

Simply place the incoming (up facing) arrow aligned with the front of the vehicle, and twist the the adjustable (top) arrow in the direction you need to go. The farther you turn it, the more FATE DICE you have to throw to make the turn. I like this. It might be difficult to use in tight terrain but I’ll figure it out. There are special rules for special maneuvers like the bootlegger’s turn, and what happens when you skid or flip, but I won’t describe them in detail. Crashing is pretty bad in a MadMax34 vehicle, you basically roll to see how severe it is.. the consequences are rather tough on these (well used, poorly constructed) vehicles.

Click Me

The first model I bought from Eureka. This is a sport racing vehicle (generic “Flyer”) with a pintle mounted AAMG in the back. I love the figures– they are very dynamic. These kits are designed with a high degree of customization in mind; I went very basic with this one. Click on the picture to see the customization kit and other vehicle kits at Eureka.

Winning is a rather loose concept, and usually involves pounding the snot out of your opponents. There are scenario goals that determine victory conditions. There are about 4 scenarios in the rules (I think).

Vehicle Construction/Availability

MadMax34 comes with design-your-vehicle modules, just like the old CAR WARS game did. You have about four chassis sizes and each of them has a number of hard points assigned. The more hard points, the more creative you can be with what you strap on to the car to create mayhem with. Most of the vehicles I created had very few hard points– 5 or lower (five being average). I may have stretched the concept of “hard points” by including hand weapons, which I don’t agree would take up a mounting on your vehicle. I also add additional armor here and there and that technically is using a hard point as well– how many, I’m not sure. One of the reasons I hesitated jumping into this project was my perception that vehicles and drivers would be hard to find. That has NOT proven to be the case. A typical browse through Ebay will provide auctions for diecast vehicles that are perfectly within period. I have fielded a Bugatti Type 30, a Bentley Touring Car, a shabby 1932 Ford Pickup, and an odd “Shelby Walsh Hillclimber” that looks suspiciously futuristic but was historically built in 1936. Close enough.

Bentley Touring Car (1930), a diecast model, chasing a generic 3 Wheeler Cyclecar from 1st Corps (resin kit with metal bits). I’ll probably add more weapons to these or improvised armor, as both have hard points to spare. The Bentley is a BRUMM Diecast vehicle, easy to find on auction sites.

In addition, I highly recommend 1stCorps in the UK for period armor vehicles (if you want to build the largest vehicles in the game), they also have a section for pulp style vehicles (not many) with a lot of style. I picked up a generic 3 wheeler Cycle Car and put a dual Vickers on it, along with a gunner that is armed with a side arm. In addition, I picked up a WWI era dispatch motorcyle with a Maxim machine gun installed, and added some civilian touches.

WWI era BEF Dispatch motorcycle from 1stCorps.  I added a passenger figure Sloppy Jalopy, and painted the driver and gunner in a non specific “uniform”

Of course, you can also get miniatures from Eureka Australia or USA, under their small (but hopefully growing) Mad Maximillian line. The twist is you can always use the same kits to make more than one radically different vehicle. I’ve only touched the surface of customization, I want to build a flame thrower car next. The real difficulty is obtaining vehicle weapons (which I found from a number of sources) and especially drivers. The scaling between Eureka and 1stCorp isn’t a perfect match by a long shot, but when the drivers are sitting down, it’s hardly noticable. Stan Johansen (of Road Warrior 20mm fame, I’ve mentioned him on here before), also makes some 28mm driver and gunner figures– pretty rudimentary but it does the job nicely– and a paintjob hides a lot of things. He also has a ton of add on hand weapons like ATRs, shotguns and the like, so their figures are customizable, more so than Eureka or 1stCorps. In addition to THAT, Sloppy Jalopy has some very spirited and thematic looking drivers and passengers (the Tommy gunner on the back of the Motorcycle is one). You need to check those out!

Another look at 1st Corps three wheeler touring car, decked out for mayhem. I may add some more armor.

I don’t see terrain being a big obstacle. This game plays well on a 4 x 6 and even smaller space– I don’t recommend having more than 10 players due to the scale. Ground scale isn’t specified anywhere, but the models are large, and I forsee problems with table geometry. So maybe some craters, maybe some rubbled buildings.. a dirt road, some hills, dead trees, barbed wire.. I have all those already!

In conclusion

As I’ve alluded to, this has been a fun project to work on, especially the part about customizing and creating vehicles out of kits and diecast. I haven’t tested it yet but I plan to as soon as I move back in to my house. The vehicles were variably priced (the resin kits actually more expensive than the diecasts I found on Ebay, but more militant looking).  The rules are very straight forward and almost expendable, really.  You could play this with a game of your choice as long as you track the basic elements of road combat games– speed, shooting, protection, damage.. etc.  My only disappointment (and it is very minor) is that the period fluff is almost absent.  There is a long wheedling narrative at the front of the document but it isn’t a very conclusive or convincing depiction of the setting (can’t help kvetching, this is a favorite historical period of mine).  Other than that, I would recommend it highly.

STUFF:

Slideshow of all my conversions and kit vehicles built so far on flickr

Some Youtube “Project Videos”

From the rulebook, Mana Press. A collection of the Eureka Miniatures custom cars— except white lightning (second from bottom), which doesn’t seem to be a kit you can buy.

SOURCES MENTIONED in both posts

  • 1st Corps (WWI range and 20th Century Follies. Also some good individual standing figures)
  • Eureka Miniatures USA (and of course, Australia) The basic customizable car kits are produced by Nic Robson’s Eureka miniatures and Eureka USA for us Yanks. I highly recommend the custom parts kit you can purchase as an extra. You can also buy drivers and gunners (3 types) individually.
  • Company B is a company that sells period authentic vehicle mount machine guns– mostly twin mount Vickers and Lewis. I can’t recommend them highly enough.
  • Sloppy Jalopy sells a great line of 28mm drivers and passengers, right inside the period..
  • For individual pedestrian figures, try Pulp Figures. In scale and totally in period.
  • Copplestone’s gangster figures also work as pedestrians.
  • Hexxy Shop sells all kinds of interesting bits for vehicle conversion and customization, although their SF stuff is pretty futuristic.
  • Stan Johansen makes a Road Warrior line which is very futuristic but features drivers and gunners in 28mm that are dressed with minimal detail, so they work in the 1930s.
Advertisements

Playtest Rules for BOOM! ZAP! a pulp SF skirmish game


Here is a playtest version of BOOM! ZAP! a very light hearted attempt at creating a set of workable 28mm PULP Science Fiction skirmish rules for tabletop games.

I’ve been looking for a very light set of rules for running a sort of “Space Port Bar” or “Cantina” game akin to the Blood and Plunder Tavern brawls but in a pulpier era for a while now, at least 2009. I’ve tried a few out but have been disappointed with a lot of them.  What you see here is a very, very high end look at the subject as I’m finding “Pulp” to be a much broader subject than people give it credit for. Do we mean Flash Gordon and Emperor Ming? Crash Corrigan and the Undersea Empire? Buck Rogers and Killer Kane? Do we mean John Carter and Planetary Romance? Do we mean the Skylark of Space? Do we mean the Rocket Man? Commander Cody? There’s a lot of subgenres that are evident, and ONE set of rules just might not cut it. So in an attempt to make a one size fits all approach to a very broad picture, I’m starting with a decent set of Western Skirmish rules, the old RULES WITH NO NAME that appeared in an old MWAN magazine way back in the day. This version has been Science Fictioned up a bit, and I’ve added a very broad brush attempt at Gunfire, Melee, Robots, Rocket Packs and Aliens. There’s so much I can do with this idea, don’t even think this is the final.. I’m adding to it as we go, consider this 1.0. I need to add explosions, malfunctions, space ships, beserk robots, planetary romance, more swordplay, anti-grav travel, and a host of other appropriate topics. This will be enough to get me started in a low key way.

If you want to get in touch with me with suggestions or questions, try me at misternizz@gmail.com

In the meantime, you can download BOOM! ZAP! here.

Pulp Science Fiction Miniatures 2/2


And here’s some more of the same series.

New Sources of classic Pulp and Horror fiction magazines on the Internet



Just one of the Zines in the Hevelin Project

A posting by John Shirley on the Lovecraft Eternal group on Facebook tipped me to the efforts to digitize a voluminous collection of old paper magazines for a library collection at the University of Iowa. The original collector was Rusty Hevelin, a noted collector of pulp magazines. Hevelin began collecting pulp magazines in the 1930s when they were just published. Pulps were cheaply produced weekly fiction magazines. They got their distinctive nickname because of the poor quality of the paper used to print the magazines on. Pulpy paper might have been cheap, but it doesn’t last long due to the high acid content– so the Hevelin Collection is an important glimpse into the worlds of many early writers that became classic science fiction greats. The pulps were the training ground for many of the most famous science fiction writers like Ray Bradbury, Isaac Asimov, and Edgar Rice Burroughs. So in a very real way, if you value the content of this archive Rusty Hevelin is a bit of a Godsend. The collection contains thousands of pulps, ranging from the early Thrilling Wonder Stories, Weird Tales, The Shadow, The Spider, and Doc Savage, and many examples of mystery, western, and aviation pulps. More importantly, it’s perhaps the largest collection of fan created magazines (fanzines or Zines, as we called such things back in the day)

The digitization process just started.. if you are interested in accessing it it will be reported on regularly by the lady in charge of the project, at the Rusty Hevelin Project on Tumblr. Nothing really new to report at the moment but work has just started.  If you’re a pulp/noir/weird fiction geek, and goodness knows, I am, this is exciting news from a lot of angles .. not just that the original work of some famous (and some obscure) authors will be saved for future generations– that’s a big plus.  However, I’m even more charged about the fanzine content.   Before the internet, social media, Facebook, Twitter, even email, we had Fanzines.  This was how geeks networked over the years. It’s great to have this window into the past, I think.

In the meantime, someone else turned me on to Internet Archive Pulp Collection
on the Internet Archive.. you can’t beat that!  Many (not all) Weird Tales from bygone eras and magazines I’ve never heard of.  A couple of examples (these are supposed to embed on WordPress.com, but that doesn’t seem to be working so I left the link to the digital copy in the titles):

Here’s Seabury Quinn’s DEVIL’S BRIDE in “The Magazine of Horror, Vol. 5, no 226

Here’s Weird Tales 1937 with the Hounds of the Tyndalos by Frank Belknap Long:

Thanks, Internet!

A Golden Hope Christmas (Audio)


Words by Robert Howard, narration by your humble narrator.. it’s a Golden Hope Christmas.

Robert E. Howard

A GOLDEN HOPE CHRISTMAS was famed pulp writer (and creator of CONAN) Robert E. Howard’s first professional sale. He won a cash prize for having his story published in the Tattler, the Brownville High School newspaper, in 1922. A Golden Hope is by no means the best of Howard’s literary efforts, but one can discern the seeds of the writer that Howard would grow up to be in this short Christmas themed effort. A Golden Hope was the December “group read” for my Goodreads Robert Howard Fans group.

The full text is HERE.

To hear the audio, press the play button below
http://misternizz.podbean.com/mf/web/tpfp7m/golden_hope_christmas_REH.mp3″

If you are on Facebook or don’t have flash, visit the Airy Persiflage site link HERE.

Merry Christmas!

My Pulp Science Fiction Project: Draco’s Tavern


As I’ve mentioned in the past, I love pulp Science Fiction as a genre and have always wanted to run a pulp SF game, given time and a decent set of rules. Or I’d write my own, no matter. There have been some decent figures now and then over the years but nothing in sufficient depth to float my boat, until recently. I discovered Killer B Games’ GAFDOZ series back in 2009 and started buying individual figures. There’s about 40 of them out in the series as a whole, more or less, although some of them are in groups of figures– like the Lost Legion, Kappa Drones, and Murphidian Miners. I have resisted buying multiples of groups of Gafdoz types, not just because they are very pricey but also I don’t intend to create military units with this stuff.. it’s going to be a man to man game with these figures or nothing at all. Too much variation, not enough depth to do anything but that for the time being. That’s okay. I love the whimsical look and feel of GAFDOZ, and a man to man level game should be a blast in a real corny “space bar” setting. I will be naming this DRACO’S TAVERN after the collection of short stories by Larry Niven which feature the action that takes place at Draco’s Tavern, a location where people of all races congregate and (sometime) come to blows. I think this will be a lot of fun.

At the recent Cold Wars, I picked up some of my GAFDOZ figures from a guy who paints for me on occasion, Mr. John Montrie.  I think he did a fantastic job on them and it’s time to show them off.

Pulp SF figures

"The Good Guys", mostly..

Pulp SF figures

The "Bad Guys", mostly

This is only a start.. I think there will be more Gafdoz and other retro-looking pulp figures in my future.

Fall-In! 2007 Travelogue


My Fall-In! 2007 Vacation!

(Belated, I know.. and as always, all commentary is my own)


(crack Events staff Pat Shields, Cleo Hanlon, and a somewhat blase Mike Hillsgrove)

I had a pretty good convention overall. I showed up a little early to work the con, and I schlepped a few things here and there, and fetched wood and carried water Thursday.


(Convention Director McWee and Gruppenfuhrer Mattes)

Friday, my friend Ed came down from central PA and we did a battlefield walk and had lunch, then I did the staff thing on the afternoon shift. I worked the Flea Market, briefly, and also spelling the guys at the front desk of the Vendor Area. More work than I thought it would be!


(Dan Muraski, the only flea market guy in HMGS history who got a VENDOR table to sell on)

There were tons of games put on at this convention and lots of activity, to judge by the impossibility of getting a parking spot in the lot. That’s a GOOD thing.. I was struck by the influx of boardgaming in various nooks and crannies of the con, here and there, and sometimes right out on the main tables as bona fide events!

Permanent Link


(Hal Dyson, running perennial favorite AERODROME)


(DBA competitors in the New Ballroom, Friday)


(that Featherstone Cup you’ve heard about…)


(.. and some folks who japed that it was rightfully theirs..)


(and MORE games)


(and even MORE…)


(son of MORE games..)

I did very little shopping, but got a pretty nifty game of Pulp Adventures! in late in the evening, run by Chris Vaughn.

F-174 On The Shoulders Of Giants
Pulp; 7 PM;
Length: 4;
Hosted by: Chris Vaughn;
Scale: 25mm;
Sponsored by: Rattrap Productions;
Rules: .45
Adventure/Super Science Tales;
No. of Players: 4.
A dense, low-lying fog blankets The City, reducing familiar objects to menacing shadows, when you feel a low rumbling in the pit of your stomach. It gradually becomes an earth-shaking tremble as out of the swirling mists appear monstrous mechanical creations – robots taller than many of the surrounding buildings! The diabolical Dr. Kroon is at it again and it’s up to you and your fellow pulp heroes to stop him on the rooftops high above the city! Rules taught. Beginners welcome.

Alas, no pictures of this game were taken, but it was a hoot. Chris, who has a great sense of humor and creativity, was running a sort of micro-scenario of giant robots invading New York City. We only got to see the tops of them, see, as the rest of the robots are hidden below fleecy white clouds. The idea was to leap from robot to rooftop as the robots march by, searching for the mcguffins that would turn off the robots. Of course, it’s never quite that easy. There were different groups in New York together, trying to turn off giant robots, and some of them were bad and some of them were good. I played a baddie.. the Purple hood, an overarrogant intellectual genius with followers that looked like klansmen in red robes. I played the guy with a Boston Brahmin accent, looking down my nose at my evil minions. Unfortunately the clean cut hero of the story had homicidal followers that decided it was best to shoot first, ask questions later– so instead of working for the common good, they attacked my poor minions (and myself), changing what could have been a historic alliance of major proportions into bloody internicine warfare. Typical goody two shoes stuff. and they’ll blame it on ME in the papers. Sniff! It was a fun little game, very well done visually. I particularly liked the robot heads, which were simple plastic bowls balanced on white plastic powdered laxitive jars. I was concerned.. not only was there enought to balance a robot head on, but enough to run SEVERAL robots on.. I mentioned the benefits of more salad to Mr. Vaughn but he didn’t see the humor in it. Seriously, great game, sir! (Update: Chris has since contacted me and provided details of how to view pictures of this game. His Fall In! 2007 album is viewable HERE).

People, places and games…

Saturday I worked the Flea Market thing and did some front desk work for the vendor hall. Then I ran my own game, Return to Lilliput, from 2-6, when we got kicked out. I’m going to take another pass at the mechanics. I got a complaint that they were too fiddly and slow to look up everything. (if anyone wants to take a look at them, let me know, I’d be happy to have a second opinion).

Permanent Link

I opted to eat in.. not great… chicken and mashed potatoes. At least it wasn’t incredibly greasy. Then I played in Ed Watts’ Pulp Action game Saturday night, as Professor Rick Ruthless and his fleet of giant walking metal men. Pretty danged funny game. A tad chaotic.. Ed probably could have used some assistance.

S-182 Sand Seared Rugged Adventures, North Africa, 1930s.
Inter-War;
8 PM;
Length: 4;
Hosted by: Edward Watts;
Scale: 25mm;
Sponsored by: Monday Night Adventurers;
Rules: Rugged Adventures;
No. of Players: 8.
Enigmatic characters, steel visaged Nazis, square jawed heroes and plucky heroines in pursuit of McGuffins mysterious and arcane midst dune and palm tree.
Teens and adults preferred.

Permanent Link

There were some great games run Saturday night. HMGS President Panzeri was running a multi-table, Lewis and Clark thing that I personally found very intriguing. The design was run off a series of random event tables. Here you see some of them being set up.

Some other games being held Saturday:

I then went to the MST3K event hidden in one of the far rooms. I missed the first movie but caught the second.. “Crippled Masters”. Hilarious! A guy with no arms joins up with a guy with no legs to become kung fu masters! And they used two memorable actors– one who was a thalyidomide baby and one who had withered legs as a result of birth defects. They started the movie with prop (real) arms and had the props “chopped off” or “burned away with acid” during the course of the movie. It was pretty over the top funny and perfect faire for MST3K. COuldn’t stay awake for anything more, so hit the hay.

Sunday, I was up early and attended the TriaDCon planning meeting. Not much was accomplished, as we only had Mike, Otto and myself attending. One thing we seemed to agree on was that we wouldn’t be eager to put on another con without more volunteers stepping forward. The same six guys have done most of the work for the last two, and that is getting old.

So, with that inconclusive note, I nosed my car into traffic heading south, and fall in! was done for another year.

They’re onto something here…


Thrilling Tales of Adventure!

As I’ve often said, I have a ‘feel’ for the pulp noir, pulp serial and adventure series set in the thirties or forties. I guess I was just born out of time. So when my pal Todd Goff sent me this information, I was pretty impressed..

The game is “Thrilling Tales of Adventure!, set in the milieu of pulp serials and adventure novels. There’s a nice long thread on it at Boardgamegeek.

map
Map

character card
Character Card

Game Cards
Action Cards

The design seems.. laborious at first glance, but heck, it might work. The only other game I know of even remotely close to a setting like this is Arkham Horror, and that’s a whole other kettle of fish.

To quote Wayne Campbell, “It will be mine. Oh yes. It will be mine.”

New "Shadow" movie in the works


With Sam Raimi at the helm!

Good news in the pulp fiction front. Sam Raimi, the highly capable director of the new Spiderman movie franchise and the older Darkman films, along with, oh, a little film project called THE EVIL DEAD TRILOGY! (Duh) is signed to direct the next incarnation of a movie adaption of the old SHADOW story. As in Lamont Cranston, and the power to cloud men’s minds, and Margo Lane, and “Who Knows the Evil that Lurks in the Hearts of Men?”, and all that.

FULL STORY HERE

Sam has been hit and miss over the years, obviously hitting quite solidly with Spiderman 1&2 (and by all predictions, 3). And the Evil Dead series, particularly Army of Darkness, well, that’s just great fun to watch. Of course, he also was involved in some turkeys, like THE QUICK AND THE DEAD. Frankly I don’t care. The source material is well documented and he will have a wealth of good stories to work with. My only concern is that they might try another stupid maneuver like brining the Shadow into a modern setting. Say what you like about the 1994 Alec Baldwin Shadow movie (and much there is to say!) it LOOKED right. The setting, costumes, etc. were just right. The Shadow doesn’t work in a modern continuum. Keep him in the 1930s!

Hooded Minions


bullet rocket

Evil Cultists from Pulp Figures

I’m all over this like stank on a pig. Check out the new hooded evil cultists from Bob Murch’s PULP FIGURES line:

I like these a lot more than the OTHER hooded cultists I know of in roughly the same scale, from Reverisco. Mostly because of the heft on these figures.

I could have used these when I was running some evil cultists (headed by Ah Pook the Destroyer) in the last VSF game I put on for the Kid’s Gaming Camp earlier in the month.

I can see why they aren’t painted white….