Battleshed Diaries

In Her Majesty's Name Campaign: The Super Weapon

The rebellious Lord Curr is developing a secret Super Weapon which he plans to use to destroy the Royal Palace and the British Monarchy along with it! His top company scientist, Professor D. Belfry-Chuffnell and his team only need to solve three areas of vital research to complete the deadly project. As a result, Lord Curr and his clandestine company backers are using all the resources they can muster to track down any information that can expedite their master plan. 

However, the British Empire's extensive network of spies have discovered the maverick Peer's plot; HRH Queen Victoria and her Household Staff are directly involved orchestrating plans to put a stop to Lord Curr's Company.....

This is the story charting our campaign as it progresses. Additionally, 'prequel' missions will be added to develop the back-story, although they are not under the campaign's remit. Each campaign scenario will be supported by a developing back story, The Super Weapon. This narrative will be fully edited and proofed, bringing all the elements into a single fan-novella, after the campaign has concluded in homage to In Her Majesty's Name, written by Charles Murton and Craig Cartmell.


    Victorian SF
    [Top left - bottom right]
    Colonel Horace F. Burn, Mad Mick McFarlane, Lord Curr & Dakota (American Wolfdog), Mohan Singh, Gunnery-Sgt. Hamo Curran Saul,
    Mitch McCraken, Rufus Soloman, Murray Straw, Quincy Purser, Cpt. Smyth, Burton Cartwright

    Victorian SF
    [Front to back row, left to right]
    HRH Queen Victoria, Lady Isabel (Lady in Waiting), Captain Thomas Paton,
    Young Maid Rose, Mrs Bridges the Cook, Maid Agnes, Head Butler Mr. Bridges,
     Groundskeeper William,
    Grenadier Guards -Sergeant Arthur Blake & Guardsmen

    Objectives / statutes:

    • Company starting points: 250
    • Intelligence information required to complete the Super Weapon: 3
    • The Super Weapon: if deployed, it must be piloted by Lord Curr and one other 'character' from his Company
    • The Spoils of War (XP): Post battle, any VPs are converted into XP which, (excluding new recruits), can be spent on equipment from the Armoury, Talents, Mystical Powers, Character attributes
    • The Spoils of War (£ Funding): Post battle, additional funds are provided by the Company sponsors which can be spent on hiring recruits
    • Company win, D3x10 £s, Company lose, D3x5 £s

    The Landscapes, Scenarios and Complications:

    • For this Campaign, there will be six main scenarios with a possible seventh, depending on the outcome of the first scenario
    • The Grand Finale will see either Lord Curr attacking the Royal Palace - with the Super Weapon if his company manage to collect all 3 pieces of vital intelligence, or the Victoria Palace Company assaulting Lord Curr's Laboratory and Hanger complex
    • Each scenario will be revealed on this page, with its accompanying AAR, as the campaign progresses

    Campaign prequels: The Warehouse

    Victorian SF
    November, 1886. Location Northern England, Prelude scenario 1 (part 1), Full Battle Report: The Warehouse: part one.  Leaden grey clouds draped listlessly over the abandoned soot stained industrial buildings somewhere in the north of England. Lord Curr thrust his cold-numbed hand deep into his jacket whilst his other tightly gripped his hunting rifle slick with wet after the recent downpour. Dakota, his American Wolfhound, sat disconsolate and trembling at his side, the dog's fawny-white fur hanging lax and dripping wet. Muffled scrapes and wet booted slaps from the approaching Company detachment sounded nearby as they shuffled into position. Ahead, the warehouse loomed above the grime-slick cobbled streets.

    November, 1886. Location Northern England, Prelude scenario 1 (part 2), Full Battle Report: The Warehouse: part two.
    Captain William Smyth, late of the Grenadier Guards, had got the morbs. Shouldering his Martini–Henry rifle, he absently trudged towards the plank and batten doors barring the entrance to the dilapidated industrial warehouse.

    November, 1886. Location Northern England, Prelude scenario 1 (part 3), Full Battle Report: The Warehouse: part three. A gunshot. Lady Felicity promptly draws her 'daughters' from concealed holsters secured within her plain lilac skirt. The custom-made Italian pearl handled pistols glinted dully in the diffuse light. She picked up her pace, turning into a grim lane behind the old warehouse. At the other end there was uproar. The Peer's wolfhound was ensnared in a frenzied confrontation with strangely attired assailants. The sounds of the animal's growls and sonorous barks reverberated down the soot-slick brick walls. Lady Felicity started forward but a strange shimmering in the air ahead caused her to check her stride. Then, a stocky, vaguely human form began to coalesce out of the very air.

    November, 1886. Location Northern England, Prelude scenario 1 (conclusion), Full Battle Report: The Warehouse: conclusion
    Lord Curr adjusted his large calibre Holland & Holland hunting rifle and aimed again. The luminous cross hairs of the monocular targeting array focused on the foreign woman as she stood over Cartwright's drugged, motionless body. There was another loud rumble of thunder, the rain intensifying into a deluge. The image in the sighting reticule blurred from rain water smearing the lens. The Peer quickly wiped it with his thumb before refocusing on the woman. But she was gone. Cartwright's unmoving body was still lying in the wet but the woman had disappeared.





    The Super Weapon Campaign:  summary and Battle reports

    Victorian SF
    April, 1891. One: Gunfire in the Piazza! Location Italy, Campaign game 1, Full Battle Report: Gunfire in the Piazza! (Wee Blokes AAR).
     The rebellious Lord Curr and his Company - Q Division, Extraordinary Affairs - have embarked on a clandestine campaign to gather vital intelligence they need to complete the construction of a secret Super Weapon. Moreover, the target is the British monarchy itself! With a select few from his company, they set off for Italy where, at a Venetian piazza, they plan to intercept a courier who by nefarious means Lord Curr has learnt may be in possession of vital information that will lead them to the location of the missing intelligence they need. However, HRH Queen Victoria's extensive spy network has uncovered the rebel peers' plot, in so far as his intentions in Venice at least. What Lord Curr's wider plans are is still unknown. But whatever it is, it likely represents a clear and present danger to the British Empire. His planned abduction of a legitimate courier must be stopped at all costs.

    Victorian SFTwo: The Badlands. Location United States of America, Campaign game 2, Full Battle Report: The Badlands (Wee Blokes AAR). After successfully intercepting and capturing a courier at a Venetian piazza and repulsing an ambush from Queen Victoria's operatives, Lord Curr has the first piece of the information he needs to progress his plans to develop a Super Weapon. That information came from the erstwhile courier, Elvira Syng, who was severely wounded by machine gun fire from the strongman, Mohan Singh. Once the Royalist agents had fled the piazza, Lord Curr ordered the injured courier to be given immediate medical aid and moved as quickly as possible to a secure location in a less salubrious Venetian suburb. He wanted her alive. After incarceration and interrogation - and a chance romance with one of her captors, Elvira revealed intelligence leading to a wealthy Hungarian mathematician called Csongor Bolyai, who had allegedly departed the city of Debrecen some years previously in dubious circumstances and fled to the remote south-western United States of America.

    Victorian SF
    Three: A Town called Obsession. Location United States of America, Campaign game 3, Full Battle Report: A town called Obsession  (Wee Blokes AAR).  After meeting with Csongor Bolyai at Rancho del Mundo, his remote American ranch, Lord Curr has secured at huge cost crucial research that will progress the development of the Super Weapon. However, his Company is ambushed by Queen Victoria's agents at a place called Scorpion Hollow whilst returning to a rendezvous with a chartered steamer. Scorpion Hollow proved disastrous for Lord Curr; a fierce firefight with the British, a monstrous encounter with local wildlife and Lord Curr's faithful hound, Dakota, is separated from the company. However, with the aid of a veteran trail guide called Coughin' Pat Vermillion, Lord Curr's battered company return to Rancho del Mundo where they devise a plan to find and recover Dakota at a small river town called Obsession.

    Victorian SF
    Four: Encounter in Debrecen. Location Hungary, Campaign game 4, Full Battle Report: An encounter in Debrecen The sleepy river town of Obsession is abruptly awoken as Lord Curr’s clandestine operation to rescue Dakota – and a copy of the secret research hidden in his collar – is thwarted once again by the British after a fierce gunfight in the centre of town. And events take a treacherous turn within Lord Curr's company. A second daring rescue attempt to recover Dakota is undertaken, this time aided by Csongor Bolyai’s improbable Automated Electro-Mechanical Discombobulating Arachnid device. Eventually, after a lengthy and arduous return to Lord Curr’s European headquarters in the Swiss Alps, Lord Curr is once again tipped off by his enigmatic Hungarian ally, which leads to Saint Anne's Cathedral in the city of Debrecen.

    Victorian SF
    Five: The Inventor's House. Location Portugal, Campaign game 5, Full Battle Report: The Inventor's House . What should have been an easy operation to recover documents in the grounds of St. Anne’s cathedral in Debrecen turned out to be a debacle. Lord Curr is suspicious of his erstwhile ally Csongor Bolyai and with evidence provided by professor Belfry-Chuffnell, he devises a plan to covertly sound out the Hungarian polymath at a fundraiser ball hosted by the banker Lambert Trémaux in Geneva. At the ball, Lord Curr’s agents are presented with a useful lead in the guise of Duarte Cavaco, a specialist in chemical propulsion technology based at his villa in Portugal. Lord Curr's agents also make a shocking discovery.

      TO BE CONTINUED (expected summer 2017): After a fierce engagement with the British in Portugal and the devastating loss of some of his most loyal servants, Lord Curr has failed to secure the valuable services of the chemical propulsion theorist and inventor, Duarte Cavaco. The British Monarchists appear to be unstoppable. Lord Curr's sponsors are threatening to withhold funds and insist the Super Weapon is completed on time. It's now all or nothing for Lord Curr and his Company...