Wednesday, 30 September 2026

British Columbia Provincial Police

The British Columbia Provincial Police was a force that provided policing services in BC from the founding of the colony until it was rolled into the Royal Canadian Mounted Police "E" Division in 1950.  I was motivated to add some BCPP to my collection when I was preparing for my Battle of Ballantyne Pier labour battle games.  The BCPP sent a contingent of Special Constables to support the Vancouver Police for that event.


In their early days, BCPP constables did not have a particular uniform.  That changed in 1923 when they were issued what was called a "frontier style" uniform, similar in cut to that of the RCMP, but in khaki instead of the brown serge tunics and blue breeches of the Mounties.  The BCPP generally wore the same Stetson hats as the RCMP, but would also wear peaked caps depending on conditions.  The Special Constables called in to support the VPD at Ballantyne Pier appear to have been wearing peaked caps, but since the models I obtained from Great Escape Games are wearing Stetsons I decided it was far easier to leave them as is.

From Wikipedia, (Public Domain, https://commons.wikimedia.org/w/index.php?curid=1894020) , here is a photo of the Specials taken at the Vancouver Court House (now the Vancouver Art Gallery) just before the Battle of Ballantyne Pier.  You can see they are wearing peaked caps!


Researching the BCPP has been surprisingly challenging.  Information on line is scarce, and when I went to the Burnaby Public Library, I found that all the books on the BCPP are in the Special Collection and limited to use in-library only!  However I did find a few useful references and even some ideas that I might use for gaming inspiration.



As mentioned, the figures are from Great Escape Games.  GEC sells them as RCMP, clearly inspired by the wild west-style shootout scene from Brian de Palma's 1987 movie The Untouchables.  While the scene in the movie is completely fabricated, it was great fun and means that I am able to obtain police in frontier-style uniforms for BCPP, RCMP or other forces :)

I did a few hand swaps to replace revolvers with billy clubs.  Fortunately I keep all the sprues from plastic figures, so I was able to dive into my bits box to convert hands holding spears and axes into clubs.



So now I have a great selection of BCPP to supplement my growing selection of law enforcement figures!











Sunday, 27 September 2026

Sinners-inspired game scenario (text only, Work In Progress).

 Halloween is coming, so for the October November wargame meet at Bonsor this year I am planning a scenario based on Ryan Coogler's 2025 movie, Sinners.  Rather boldly, I'm planning to use Garske Games' Sword Weirdos for this scenario, even though I've never played the game!

Objective:  Remmick wants to convert Preacherboy into a vampire thrall so that he can absorb Preacherboy's gift of music.  The non-vampire humans need to protect Preacherboy, and themselves as well!

Table:

The focus of the game will be on the efforts of the vampire, Remmick, to capture and convert blues prodigy, Preacherboy.  The table will consist of the Smokestack Juke Joint - a large warehouse with playable interior (thanks, Lisa!) - and the area immediately around it.

All the action takes place at night.  It's dark, so maximum sight lines outdoors will be 2 sticks.  Line of sight inside the Juke will be limited mostly by obstacles.

Equipment:

In Sword Weirdos, the designer recommends using WYSIWYG - figures are equipped with whatever can be seen on the model.  I'm going to deviate from this.  One of the tasks for the defenders will be to obtain suitable weapons and other helpful items that they can find in the Juke Joint.  When a character obtains a useful item, the player will be given a card describing its effects.  Items on the list so far:

Wooden stake:  this weapon allows the wielder to take a vampire OoA.  Wielder gets +1 on the Attack Result Table.  The stake gets Reach and Piercing +1.  Wooden stakes are obtained by smashing chairs.

Garlic water:  This can be thrown up to one stick or splashed in HtH combat.  It will cause an area effect on vampires.  Any vampires in the area of effect will be subject to the effects of Repel.  Area of effect is one stick in diameter as per a Blast AoE.  Garlic water can be found in the kitchen.

Silver gives the wielder +2 on rolls on the Attack Results table, but note it will not allow an OoA result.  Preacherboy's guitar contains silver.

Molotov cocktails can be thrown and will create a circle of fire in a Blast AoE.  A vampire may be taken out if kept inside the Blast AoE for two full turns.  (in the film, this is how Grace took down Bo).  Each turn roll on the Attack Results table with +2.  The vampire must suffer an OoA action to be successfully immolated.  Molotov cocktails are made from spirits at the bar, or if the players can obtain gasoline from somewhere.

Firearms can be fired up to medium range with Piercing +2.  Smoke and Stack each carry firearms.  There may be other firearms stashed in different parts of the Juke, locations known only to Smoke and Stack.  I'm not distinguishing between handguns, rifles, shotguns etc as everything will be happening at such close range that it's not worth fussing over.

Characters:

The big bad guy will be the Irish vampire, Remmick.  Remmick will be speed 3 (vampires are fast!), Def 2d10, Might 2d10 and Will 2d10.  His abilities include Charm and Create Thrall (aka Unlife).  The idea is that he will use Charm to draw victims away from the group, and then attack them in melee (with advantage as it will be a surprise and they will be too charmed to defend themselves). Once they are OoA, he will cast Unlife on them to make them into vampires like him.  He get the Villain Leader Trait, so he can activate twice in a round.

Remmick starts the game with two vampiric thralls, Bert and Joan, local rednecks who he converted after they sheltered him from a group of Choctaw guardians.  As lesser vampires, their stat lines are more modest:  Def 2d8, Might 2d8 and Will 2d6.  They also get Charm and Create Thrall but with lower Will scores they will not be as successful as Remmick.

A special twist for this scenario:  any characters that are converted into vampire thralls keep their base profile but are now allied to Remmick.

Remmick's main target is Preacherboy, a gifted guitarist and singer, and cousin to Smoke and Stack. Speed 2, Def 2d8, Might 2d8 and Will 2d10. Preacherboy can Inspire.  His guitar contains silver, which gives him a +2 on the attack result table if he uses it as a club on a vampire.

Smoke is a Leader with the Hero trait.  He can activate twice per round.  Speed 2, Def 2d8, Might 2d8 and Will 2d10.  Smoke has a pair of handguns.

Stack is impetuous, so his Will score is lower than Smoke's. Speed 2, Def 2d8, Might 2d8 and Will 2d8.  Stack carries a handgun and a trench knife.

Annie is a Healer.  She can use an Interact action to remove 1 or 2 conditions from an ally.  Speed 2, Def 2d8, Might 2d8 and Will 2d10.  

Mary has 2d6 will as she is impetuous.  Speed 2, Def 2d8, Might 2d8 and Will 2d6.  She has Charm.

Delta Slim - give him the Taunt Maneuver.  He can use an Interact action to give all enemies a -1DT on all rolls until the next round.

Cornbread - Speed 2, 2d8 Def, 2d10 Might (he is a big man!), 2d6 will (but not so bright...).  He is a Berserker who gets -1 to Def rolls but automatically succeeds at recover actions.

Grace Chow - Speed 2, 2d8 Def, 2d6 Might, 2d8 Will

Bo Chow - Speed 2, 2d8 Def, 2d8 Might, 2d6 Will.  Bo is a Martial Artist (unarmed attacks are not weak) and starts equipped with a club (he can do the Bellringer attack which lets him impose a Staggered result instead of a roll on the Attack Result table).

Pearline - Speed 2, 2d8 Def, 2d6 Might, 2d6 Will.  She is an Acrobat - she can take 1 action to disengage instead of fight BtB.  Can use a Move action to move to the top of a piece of climbable terrain and can jump a gap of up to 1 stick.  

Band members (4)  - Speed 2, 2d6 Def, 2d6 Might, 2d8 Will.  They are Acrobats, same as Pearline, and have Charm, Influence and Taunt.

Nameless Juke patrons - Speed 2, 2d6 Def, 2d6 Might, 2d6 Will 

Chayton, leader of the Choctaw guardians - Speed 2, 2d8 Def, 2d8 Might, 2d10 Will.  Choctaw guardians have firearms and wooden stakes.

Three remaining Choctaw guardians - Speed 2 (Speed 3 for horsemen), 2d8 Def, 2d8 Might, 2d8 Will

Choctaw guardians have firearms and wooden stakes.  Chayton, a driver and one other guardian are in a truck, two others are mounted so get the Cavalry trait/manuevre. 


Tuesday, 22 September 2026

Annie, Mary, Pearline and more Sinners

 Here are some more figures that will represent the characters from Sinners.  

First up, here are Annie, Mary and Pearline, the romantic partners for Smoke, Stack and Preacherboy respectively.  

Annie, in the centre, is Smoke's estranged wife.  She is a practitioner of traditional medicine and well-versed in Hoodoo, which is a form of African-American spirituality. She is wise and teaches the other people in the Juke about how to combat vampires.  She's also a great cook and is recruited by Smoke to feed the Juke Joint patrons.  I've represented her with a British or Irish housewife from Footsore Miniatures - unfortunately, not the best representation as Annie in the movie is about as tall as the men, where this version is, well, not.

Mary, on the right, is from from Pulp Figures.  She is Stack's white-passing ex-girlfriend.  I couldn't quite get the correct shade for her dress, it should be more of a pastel shade.

Finally, I wasn't able to find a good match for Preacherboy's romantic interest, Pearline.  Instead, this Pulp Figures gangster will proxy for her.  I'll be happy for the model to carry a sawed-off shotgun - when facing vampires, best to take every advantage you can get!



For Bo and Grace Chow, I again went to proxies, again from Pulp Figures.  They don't look much like the characters in the movie, but it will be clear who these represent.


I also don't have good matches for Cornbread (the bouncer) or Delta Slim (blues musician), so these two figures will be their proxies.  Not perfect, but for my purposes they will be close enough.


Finally, this chap from the Pulp Figures' Strikers will stand in for Remmick.




  

Monday, 21 September 2026

Smoke, Stack and Preacherboy

Sinners is one of the best movies of recent years.  On its surface, it's a great, high-energy horror/thriller, but it has layers upon layers of material within it.  I have the idea of putting on a Halloween game this year based on the movie.  Warning - there are likely to be minor spoilers from the movie in this post, hopefully not too much for a movie that was released over a year ago!

The main characters of the movie are the protagonist Sammie Moore, aka Preacherboy, and his cousins Elijah and Elias, better known as Smoke and Stack.  Preacherboy is a blues guitarist.  I converted this figure from one of the Pulp Figures' Night Caravan set with a head swap and a little bit of putty to convert the trousers.  He's not an exact match but close enough for my purposes.  Smoke (blue flat cap) and Stack (red fedora) are from Great Escape Games Chicago Way bootleggers, with a headswap for Smoke.



I'm working on some more characters from the movie, including Annie, Mary and others, and trying to come up with a good scenario and rules for the Halloween game.

Thursday, 17 September 2026

American-Lafrance Fire Engine

During the 1931 Black Tuesday labour battle in Estevan, Saskatchewan, the RCMP and town police used the town's American-Lafrance fire engine to intimidate the strikers.  During the battle, RCMP first opened fire in response striker Nick Narvan climbing onto the fire engine.  When I organised the first attempt at the game in May I improvised the fire engine from a 1:48 scale WWII tanker truck on a deuce and half truck.  It bothered me that the model was not authentic, so I searched for a more accurate model of the town's 1928 fire engine, eventually finding an STL for a very similar model from Wargaming 3D.  Gaming buddy Tyler printed it out for me, and here it is with some paint on it.




For comparison here is the new 1/56 fire engine alongside the 1:48 scale water tanker.









Sunday, 13 September 2026

Vampire Hunters

 Last week at the Trumpeters' monthly game night, Fletch had some old (really old - 1992 old) miniatures for sale, so I picked up two packs of Grenadier Miniatures Vampire Hunters.  You see, I have this idea for a Halloween scenario...

There are three figures, one with a cross, one with a stake and one with, something in his hand.  Lost Wiki says it's a mirror, but looks more like a vial of holy water to me, so that's how I painted it.


I decided that the hunter in the centre looks like Stack, one of the twins played by Michael B Jordan in the 2025 movie Sinners, in my opinion one of the best movies of recent years, so he's painted as close I could match to Stack's red fedora and pin stripe suit.


One of the ever-present gripes of gamers is that miniatures are subject to 'scale creep', and that miniatures gradually increase in size so that older miniatures are simply too small to put on a table with newer ones.  Well, these models put the lie to that complaint!  These figures tower over newer models.  Figures from Pulp Figures for comparison.


But I don't mind, once the game starts no one will be bothered by the size difference.

Wednesday, 12 August 2026

Film Noir version of 02 Hundred Hours

 Tuesday evening, Tyler came over for a game, this time without Oliver, who is visiting his grandparents.  Arthur came up with a twist on 02 Hundred Hours, with 1930s private eyes as the attackers and beat cops as the defenders. We did a simple substitution with the PIs fielded as partisans (mostly so they could use the Plan cards) and the beat cops used the German cards.  We played the Information scenario with the PIs tasked to locate important information for their client, with the beat cops patrolling the streets to prevent break-ins.

Private Eyes.


Beat cops.

Arthur set up the table as a small town.  Locations to be searched are noted in red, and the police patrol route is marked in green.

Police on patrol.

The plain clothes detective is supervising the beat cops.

Private eye sneaks onto the table.

Lead PI moves up, followed by the Man in Black.

The police detective was on a roving patrol.  Normally, this means that he ends up wandering back and forth, but this time he just made a beeline for the intruder.  These walls are 2" high which we decided was high enough to block line of sight.

He moved straight to the PI, jumped the wall and ended up face to face with him.  The alarm had not been raised but this confrontation definitely raised the alert level to suspicious. So while the detective couldn't attack the PI, he shouted "stop!  Explain yourself!"

Meanwhile a pair of PIs moves past the cemetery, keeping an eye on the beat cop in the distance.
Meanwhile, this pair of cops spent the whole game carefully wandering far away from any serious activity.  We joked that they were like Pintel and Ragetti, the funny pirate pair from the Pirates of the Caribbean series.

The PI pair get caught sneaking through the graveyard.  The cop shoots one of them!

The lead PI KOs the detective.

Across the table, the other two PIs have been spotted by another beat cop.


The Man in Black searches the green house, but Arthur played an event card:  the location is booby-trapped, and the MiB is taken down!


The lead PI rushes to search the house, as the police captain moves up to intercept him.


He grabs the clue, and moves around the corner to hide from the captain.


Police reinforcements move up, and the tommy-gun toting cop guns down the lady PI.


Flashlight man points his light at the cop who shot his friend, but is surprised that it has no effect.


Cops take out the remaining investigator on the right side of the table!


Finally, the cops catch up with the lead PI.  He had almost escaped, then Arthur played another event card to block his first choice of exit point, and then he was caught as he ran to the alternative exit.



It was fun to reskin this game from WWII to 1930s film noir.  The game played the same, but with a slightly different flavour.  
Tyler, as the PI player, was a great sport as he lost yet another game of 02h00.  He really likes the feel of the game, and he has played as both attacker and defender, but each time the random events seem to never go his way.  Arthur, as the police player, got some great event cards, and really lucked out as the random movement of the detective took him straight to the PIs.  This raised the alarm before the PIs had a chance to investigate any of the designated locations.

Looking forward to another go at 02h00 once we are back from our holiday!