I’ll be running a Where Heroes Dare Game at Winter Wars in Champaign, IL in January 2011
The Search for the Book
Saturday 3 to 7 PM
January 29th, 2011
Pulp Miniatures. You have finally found where the book you have been seeking is, but you know your arch-nemesis has discovered the location also. You and your followers race to the clearing where the book lies hidden, just in time to see your enemy enter on the other side. Other groups you do not recognize arrive at the same time. Are they friend or foe? If you find what they are looking for can you trade it for what you need? If you want to bring your already created 400 pt. starting WHD team, with painted miniatures, please arrive 15 minutes early so I can check to your team.
Since I always tinker with the games I play, I thought I'd try out some new Gadgets and Gear for Where Heroes Dare.
Custom Weapon-Hits Harder 10 Points
Because of a better bullet (hollowpoint or Magnum), a sword made by a master swordsmith, or a knife forged from an iron meteorite this weapon causes +1 AP damage. Can only be applied once per weapon and cannot raise the AP above 9.
Mercy Bullets 15 Points
Made their first appearance in Doc Savage number 10, The Phantom City, December 1933. A character with a Code of Honor shouldn’t be blazing away with a sub-machinegun at the bad guys, unless it is loaded with mercy bullets. Mercy bullets can only be used in pistols and sub-machineguns. May not be made to Hit Harder. Each wound causes one suppression. Unfortunately, they do no damage to things that can’t be rendered unconscious (robots, vehicles, etc.).
Shield 2 points
Characters with a shield may make one of their opponents re-roll one Fists die per round of dire duels. Also re-roll one Gats die roll vs. thrown weapons (not grenades or bombs), blow-guns, and bows. Generally only allowed to primitive tribesman, other characters need a good story why their characters carry one.