Showing posts with label House Rules. Show all posts
Showing posts with label House Rules. Show all posts

Tuesday, April 21, 2026

Full Thrust Custom Pirate Cruiser "Anarchist"

This kitbashed figure last appeared in the pirate gallery post over here, but since then I've recovered the original background story and stats via the Wayback Machine so I'll give it a showcase of its own.

One of the most appealing things about the Ravager Rim Raider pirate ships is the jury-rigged nature of their ships, which really lends itself to unique kitbashes and conversions.  So, when I got  slightly defective ESU escort cruiser (quickly replaced by GZG, I might add) that sheared in half just in front of the aft hull, I decided to try my hand at some styrene sculpting.  Turns out the style of the existing Ravager designs is fairly easy to capture and after a little work I had a fine new medium cruiser for my fleet.

For anyone wondering, the ship's name is a nod to my Star Fleet Battles days, a game which features a similar salvage job involving the Hydrans getting their hands on the rear end of a Klingon cruiser following a mutiny, with the resulting vessel known as the D7H Anarchist.


Ravager Rim Pirate Cruiser Anarchist


The pirate vessel calling itself "Anarchist" began life as the Oriskany-class escort cruiser Grigori Wu.  The vessel was lost in action during a confused battle between NAC, ESU, and Sa'Vasku forces, and her fractured wreck was left adrift in space when the surviving ESU forces withdrew from the combat zone.   


At some point thereafter a group of Rim-dwelling "entrepreneurs" recovered the ship's relatively undamaged rear section and sold it to local warlord Dominic Faro, who used it as the basis for the latest addition to his fleet.  The irony of employing an ESU ship (or at least part of one) against its former masters was especially appealing to Faro, who had served as an ESU colonial director prior to the outbreak of the Xeno War.


The Anarchist has been involved in several convoy raids and pillaging expeditions against isolated colony worlds and mining outposts, and is currently subject to a "Destroy On Sight" directive from the Chiang Military District High Command for its role in the destruction of the 177th People's Population Reallocation Squadron.


The stats below use the optional rules for variable numbers of hull rows found over here.  Six rows is as fragile (and cheap) as it gets, and reflects the Anarchist's status as a salvaged wreck that's had a whole new front end welded to it by a bunch of dodgy space pirate mechanics.

Pirate Cruiser Anarchist
TMF 68
NPV 201 / CPV  179
Thrust 6 q 3 q
FTL q
2 Fire Controls qq
4 Class 1 Beam Batteries (All Arcs) qqqq
2 Class 2 Beam Bateries (F/FS/FP) q (All Arcs) q
2 Class 2 EMP Beams (F/FS/FP) qq
1 Needle Beam (F) q
Cargo Bay (Mass 4)
Six-Row Hull 20 (4/4/3/3/3/3) - 4 crew units, one every 5th box
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Saturday, April 18, 2026

Full Thrust ESU Custom Builds and Game Stats


Kamchatka-class Battle Carrier

These custom ESU ship variants were originally posted to a long-defunct site belonging to an old employer of mine, but the Wayback Machine and the fortuitous find of some some old images has let me bring them back from oblivion.  Most of these are extremely simple kitbashes that anyone could do if you want to add some added variety in your ESU Full Thrust fleet.  The basic models that were used here are still available through GZG over here, although the fighters have been replaced with new, remastered versions.

You can see the the stock builds (and a few rogue images of these kitbashes) over at my main ESU gallery

 

ESU Pankov-class Strikeboat Tender

While officially designated as support craft for the ESU Frontier Exploration Program, the Pankov class armed tender is more often encountered in combat roles than in scientific ones.  Rather than supporting squadrons of far-roaming scouts and survey vessels, they provide repair and replenishment facilities for the increasing numbers of Cossack-class strikeboats employed in the fleet.  Built on a heavily modified Nanjing escort carrier hull, they retain the full armament of their parent class but trade the carrier's hanger bays for extensive fueling and maintenance equipment specialized for servicing smaller vessels.

Pankov-class Strikeboat Tender
TMF 102 (includes 21 Mass dedicated to fuel tankage, ammo stores, and repair parts for servicing small starships, as well as some surprising decent "guest rooms" for their tiny crews to get out of their flying coffins for a short break between missions)
NPV 293/CPV 257
Thrust 4 
q 2 q
FTL q
Level 1 Screen q
2 Fire Control Systems qq
ADFC q
4 PDS qqqq
5 Class 2 Beam Batteries (F/FP/FS) q (F/FP/AP) q (F/FS/AS) q (All Arcs) qq
Repair & Resupply Facilities (treat as Cargo) qqqq
Armor 2, Hull 24 (6/6/6/6) - 6 crew units, one every 4th box
mm
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The mini below uses the main hull and side engines from the FT-239 battlecruiser, and the prow and tanks from the FT-262 fleet tanker, plus a bit of plastic tubing to make the aft replenishment couplings.  Simple little kitbash, and the ship has enough combat ability to make life hard for light raiders striking at a fleet supply convoy or group of Cossacks with empty missile racks.  The rearm/refuel/repair process is much too slow to complete during a battle, so the mass used for it is priced as for any non-combat equipment.  If you're playing a campaign you'd want to increase the ship's cost a bit to reflect its utility for rearming strikeboats between battles away from base.






ESU Kamchatka-class Battle Carrier

The Kamchatka-class battle carrier is a controversial design within the ESU fleet.  A "jack of all trades" intended to provide both gunline and carrier capability on a single hull, it performs both functions somewhat poorly for its size and cost.  The current admiralty favors more specialized and economical vessels and the class is likely to remain in strictly limited production for the foreseeable future.

Kamchatka-class Battle Carrier
TMF 142
NPV 489/CPV 465 + fighters
Thrust 4 
q 2 q
FTL q
Level 1 Screen q
2 Fire Control Systems qq
ADFC q
4 PDS qqqq
6 Class 2 Beam Batteries (F/FP/AP) qq (F/FS/AS) qq (All Arcs) qq
2 Class 3 Beam Batteries (F/FP/FS) qq
2 Fighter Bays qq
Armor 4, Hull 37 (10/9/9/9) - 8 crew units, one every 5th box
mmmm
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The mini below uses the aft hull and side engines of the FT-245 escort carrier, the prow of the FT-29 battlescruiser, and the dorsal engine of the FT-240 battleship.  The dorsal engine requires a bit of trimming to fit securely but it's a simple enough kitbash all in all.  The parts required are a bit of a chore to accumulate, though.






ESU Sheng Li-class Strike Carrier

Produced as a lower-cost alternative to the Changchun light carrier, the much smaller Sheng-Li retains a full four-squadron fighter group as well as respectable medium medium-range beam armament.  The design is derived from standardized hull sections from both the Khalinov and Changchun classes, but the resulting ship is overstressed by its weapons payload and plagued by "minor" engineering issues problems, making it much less resilient than most ESU vessels.

Sheng Li-class Strike Carrier
TMF 147
NPV 508/CPV 412 + fighters
Thrust 4 
q 2 q
FTL q
Level 1 Screen q
2 Fire Control Systems qq
ADFC q
4 PDS qqqq
5 Class 2 Beam Batteries (F/FP/FS) q (F/FP/AP) q (F/FS/AS) q (All Arcs) qq
4 Fighter Bays qqqq
Armor 4, Hull 36 (9/9/9/9) - 8 crew units, one every 5th box
mmmm
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The mini is created with a simple part swap attaching the FT-243 light carrier prow to the aft hull of the FT-240 battleship.  This leaves you with parts required to build the FT-241 battledreadnought, making this an unusually efficient conversion.





ESU Dewu Lo-class Light Battleship

Named for its chief naval architect, this class was built primarily in the Chiang Military District as an economical capital ship.  They are "light" only in comparison to the massive Khalinov class, and along with the Pobyeda battlecruisers they provide much-needed numbers to the ESU battleline.  The "light" designation also helped calm the Central Planning Committee on Earth regarding exactly what sort of empire-building was going on in the distant reaches of ESU territory, which is never a bad thing for ambitious colonial bureaucrats.

Dewu Lo-class Light Battleship
TMF 124
NPV 422/CPV 452
Thrust 4 
q 2 q
FTL q
Level 1 Screen q
3 Fire Control Systems qqq
ADFC q
4 PDS qqqq
5 Class 2 Beam Batteries (F/FP/FS) q (F/FP/AP) q (F/FS/AS) q (All Arcs) qq
3 Class 3 Beam Batteries (F/FP/FS) q (F/FP/AP) q (F/FS/AS) q
Armor 6, Hull 36 (9/9/9/9) - 7 crew units, one every 6th box
mmmmmm
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qqpqqqqqp
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The mini below is kitbashed out of the FT-239 battlecruiser and FT-240 battleship.  The two models share the same hull and side engines, and the Dewu Lo uses the battleship's dorsal engine and the battlecruiser's prow, with a bit of plastic tube to enlarge the central "gun barrel" a bit.  This leaves you with a main hull/side engine set, the battlecruiser's dorsal pod, and a battleship prow for your bits box.





Comparison shot of the standard FT-240 battleship (left), my light battleship hybrid (center), and the standard FT-239 battlecruiser (right). 




Tuesday, July 5, 2022

Frostgrave: Sinister Sarcophagus & Mysterious Altar

A Wargames Illustrated a while back interview with Joe McCullough included a mention that he was going to be including more interactive terrain into his games in the future.  Many scenarios already have features that encourage (or even require) models to interact with them, but the idea of "generic" ones that can be included in the standard scenario listed on page 38 of the core book is quite a bit trickier to execute.  I'm taking a stab at making a couple here using some Reaper Bones stuff I'd painted up for an RPG.

Unless stated otherwise, models with the Animal trait cannot interact with terrain features.


Sinister Sarcophagus

A sinister sarcophagus is placed in the center of the table and replaces the central treasure token.  Arrange the rest of the table so that all players' setup zones have roughly even access to the center, no one should be completely cut off by impassable or dangerous terrain.


A model in contact with the sarcophagus may spend an action to attempt a TN15 Fight test to force the seals and remove the lid.  Alternately, they may attempt a TN12 Will test to find and open the concealed locking mechanisms to remove the lid, but if this test is failed the figure becomes poisoned by a trap.  Thieves and Treasure Hunters receive a +3 to Will rolls when trying to open the locks.

When opened by either method, the place the central treasure token on the sarcophagus, which can be picked up using the normal rules.  Then roll 1d20 and place the named creature (if any) in directly in contact with the figure that just opened the lid.

1-2:  Vampire.  This creature is starving after long imprisonment and starts with only 3 Health.
3-4:  Medium Construct
5-6:  Minor Demon
7-8:  Ghoul
9-10:  Armored Skeleton
11-12: Skeleton
13-18:  Nothing but dust remains, no creature appears.
19-20:  Medium Construct.  This creature temporarily joins the warband of the model that released it.


Also plenty big enough to provide excellent cover for nearby soldiers.

Mysterious Altar


This terrain feature is placed in the center of the table and replaces the central treasure token.  Arrange the rest of the table so that all players' setup zones have roughly even access to the center, no one should be completely cut off by impassable or dangerous terrain.


A model in contact with the mysterious altar may spend an action to invoke its forgotten gods for either a boon or a bane by passing a TN13 Will test.  If the model is carrying a magic item of any kind (including a potion or scroll) they may permanently remove it from their warband as an offering to the gods to automatically pass this test.  If the test is passed, then either:

1) A boon gives the model the central treasure token provided it can currently carry one (ie doesn't have a treasure already and isn't an animal) and an immediate 3" move (unmodified by carrying a treasure token) without using an action.
2) A bane allows the model to pick one enemy that it can see and make a +5 elemental magic attack against it.

If the Will test to invoke the gods is failed, the model immediately suffers a +5 elemental magic attack and its activation ends.


Not quite as tall but still good cover, and easier to move over if you want to.

Wednesday, June 29, 2022

Frostgrave: Faces of Felstad Gallery & House Rules

Gallery showcasing various mercenary adventurers that can be found in and around my version of the city of Felstad, along with their Frostgrave rules and character backgrounds.  The latter should be useful for NPC ideas for people doing fantasy roleplaying games as well.  Not enough D&D parties with the kinds of hireling sell-swords that used to be the norm in the days of old, despite the apparent popularity of the OSR movement.


Hund One-Hand was once a typical outlander mercenary from the Northlands, trading his fighting skills to softer Southern armies for gold and a bit of glory.  He lost his hand and gained his moniker during an incursion of walking dead from the Graveyards, and spent months recovering from fever brought on by his infected wounds.  Some say the fever wrought a change in him, while others believe his tales of encountering and barely defeating a vampiric knight during the battle that maimed him.  Regardless, since his recovery he has adopted a new career - vampire hunter.

Hund retains his great strength and combat experience, and wields a customized warhammer ("Great for driving in the stake once you've got them down!") that many would struggle to lift with two hands.  The stump of his left arm has been covered in a snug-fitting fur and leather bracer that supports a wicked wooden stake ("Just the thing for a quick finisher when some bloodsucker leaves you an opening!"), with spare stakes tucked away beneath his flowing cloak.    


Despite a lack of hard evidence ("They just crumble to dust when you stick 'em, you know!") Hund is quick to tout his skills as a vampire slayer, as well as issuing ominous warnings about the plague of bloodsucking fiends that haunt the lands, unnoticed by most until too late.  It must be said that his definition of "vampire" seems broader than is generally accepted, and his claims of encountering vampire wolves, vampire boars, vampire gnolls, and even a vampire bull seem a bit hard to believe.  Expressing one's doubts within earshot is ill-advised, lest one be declared a minion of the walking dead.

Hund still fights for pay, but his new "specialty" sees him working alongside adventurers and wizards more often than not.  Felstad's haunted reputation and the call for fearless fighting men has drawn him to the region.  To date his encounters in and around the city have been with skeletons and ghouls rather than vampires, although surely that can't last. 


In Frostgrave terms, Hund One-Arm is a unique specialist soldier with the following rules:

Move 6 Fight +4 Shoot +0 Armor 11 Will +3 Health 16

Light Armor, Custom Warhammer (Hand Weapon with +1 Damage), Vicious Spike (see below)

Recruiting Cost 100gc

Special Rules:
Unique Character:  A crew can hire only one Hund One-Arm.  His gear cannot be altered, added to, or used by other models.  He has no open gear slots.  If two or more crews contain Hund One-Arm, all but one must be vile imposters trading on his good name and reputation!
Vicious Spike:  In the unlikely event of Hund actually encountering a vampire (or any other supernatural creature with a legendary weakness for being staked in the heart), he may use his spike rather than his warhammer in combat to deal +5 extra damage, which stacks with any extra damage from scoring a critical hit.  After inflicting this extra damage the spike breaks off and cannot be used again until "reloaded" in the same way as a crossbow.
My Hand Is Full:  Hund has more trouble carrying loot than most models.  It takes him two actions (one of which may be a movement action) to pick up a loot token, and when encumbered he suffers an extra -1 Fight. 

So, pretty much a Barbarian with slightly lower damage, slightly higher armor and health, a nasty special ability that will rarely come up in play outside of Blood Legacy games, and a serious drawback if used as a loot hauler.


In other fantasy settings, Hund One-Arm could easily be found offering his services to adventuring parties as a professional vampire slayer.  Exactly how overstated his abilities are is up to the GM, and his reputation in any given region may range from "cunning and skilled exterminator of undead" to "dangerously delusional madman who sees vampires and their minions everywhere."  In D&D terms he's probably a fighter with a high strength and constitution, poor dexterity (he's both muscle-bound and missing a hand), and mental stats that range from poor to excellent depending on whether you believe in vampire bulls or not.
________________________________________________________________

The Greenfletch Bowmen, a band of stealthy archers who are definitely not bandits taking advantage of the thawing of Felstad to scout out potential victims bearing rich loot from the city ruins.  Not at all.  Ridiculous idea, really. 


These bowmen have served in the retinue of many different wizards, always led by the scarred rogue known as One-Eyed Jacques.  A skilled archer despite his blind eye, Jacques is a master of stealth and his natural caution verges on paranoia.  His origins are unclear and if pressed on the subject he seems to enjoy inventing absurd and contradictory tall tales explaining his personal history. 


Jacques' men are less talented (or at least less lucky) than him and there's a regular turnover in their ranks as they're devoured, dismembered, decapitated or otherwise slaughtered by the horrors of Felstad.  The pay for a competent bowman is excellent though, and there never seems to be lack of replacements for any who fall on an expedition.  Only Jacques' wariness about becoming too well-known keeps the Greenfletch Bowmen from expanding beyond a small band into a proper mercenary company.


In Frostgrave terms all the Greenfletch Bowmen use the Archer stat line, but One-Eyed Jacques himself has Move 7, 2 extra Health, Will +2 and the following special rules unique to him:

Unique Character:  A crew can hire only one One-Eyed Jacques.  His gear cannot be altered, added to, or used by other models.  He has no open gear slots.  If two or more crews contain One-Eyed Jacques, all but one must be vile imposters trading on his good (?) name and reputation.
Stealthy:  One-Eyed Jacques gains +2 Fight when defending against Shooting attacks.
Ambush Leader:  Other friendly Greenfletch Bowmen within 3" of One-Eyed Jacques gain +1 Fight when defending against Shooting attacks.
Definitely Not Bandits:  Jacques and his men are almost as trustworthy as the rumors say.  If any of them carry a loot token off the table, when rolling for that token's value after the game reduce any gold coins found by 100, to a minimum of zero.  

Hiring One-Eyed Jacques costs 100gc and allows you to hire up to three more archers as Greenfletch Bowmen (who will benefit from his Ambush Leader rule and suffer from Definitely Not Bandits as well) for the normal cost.  All of them will count as specialist soldiers subject to the usual limitations.

Jacques himself is essentially a Ranger with a dagger rather than a hand weapon and has a strong defense against Shooting that he shares with any of his men nearby.  He's obviously more effective the more followers you buy with him, but they all make truly terrible loot haulers so maxing out your specialist slots with them can easily cost you the game - or at least your profits from it.


In other fantasy settings these guys could be outright bandits, but Jacques is cleverer than most and is more likely to try to hire on with a likely victim...er, employer to get a feel for whether they're worth the risk of  robbing later on.  In a roleplaying game the Greenfletch Bowmen will never fight fair if given a chance, using ambushes, trickery, hostages and knowledge of their targets to get whatever advantage they can.  None of them are much use in a brawl, but they're all decent shots, good at sneaking around, and Jacques himself is a surprisingly believable liar and a competent leader.  They aren't particularly bloodthirsty though, and are ultimately all about the loot so paying them off is sometimes a viable strategy.
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The hulking brute know as Head Taker is a former gladiator from the southern kingdoms, where he established a fearsome reputation in bouts against serpent-folk, shark-men, and the usual run of condemned pirates, demon cultists and buccaneers.  His success was his own undoing, eventually earning the ire of so many local snake-man tribes, ocean-kin clans, sinister priests, and pirate brotherhoods that he found it wise to seek greener pastures.   


The thaw of Felstad provided a golden opportunity to "retire" to the North, initially travelling there as the bodyguard of a long since deceased wizard.  He now works freelance, trading on his mighty axe and terrifying demeanor to pay for his "vacation" from the fighting pits and arena sands.  Whether he'll survive the formerly frozen city long enough to let tempers cool and allow him to return to what he regards as his true calling is still unclear, but the occasional assassination attempt by old foes keeps him here in chillier climes for now. 


In Frostgrave, Head Taker has the stat line and hiring cost of a Barbarian but wears leather armor (in the form a heavy cloak made from the hide of a bear he strangled after it attacked him while he was "tending to business") increasing his Armor to 11.  He also has the following special rules:

Unique Character:  A crew can hire only one Head Taker.  His gear cannot be altered, added to, or used by other models.  He has no open gear slots.  If two or more crews contain Head Taker, all but one must be vile imposters trading on his good(?) name and reputation.
Intimidating Showmanship:  Any soldier that wishes to move into combat or force combat with Head Taker must pass a TN12 Will roll first.  If they fail they stop 1" away (or remain where they were if forcing combat) and their activation ends.  This does not affect creatures, animals, demons or constructs, regardless of whether they're part of a crew or not.
Trouble On His Trail:  Roll one die before each game immediately after Head Taker is set up.  On a 1-5, he starts the game at half his normal Health, as he is either recovering from injuries inflicted by the latest assassination attempt on him, or from the hangover from celebrating the defeat of the latest hired killer.  This penalty doesn't stack with any from being Severely Injured in the previous game, so he simply remains at half Health in that case.

Basically an improved Barbarian 75% of the time and a much worse one 25% of the time.  If you're using him in cooperative games (where there are no enemy soldiers to intimidate) you might extend the effect to suitable creatures/enemies, eg anything sentient and cautious enough to be be wary of approaching a guy showing off with his giant two-handed axe. 


In other fantasy settings and RPGs, Head Taker is a burly fighter with a strong sense of gladiatorial showmanship, embellishing his (very effective) fighting style with fancy moves and showboating to please the crowd out of force of habit.  He's a hunted man and might seek the company of adventurers to have a few stout companions in case the next assassin proves to be more skilled than the last dozen he's dealt with.  If the players get to know him, they'll discover that he enjoys singing (loudly, but not with great skill), dislikes the ocean and boating in general, and his real name is Edegar.
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The Brazen Skull Brotherhood are an elite and well organized force of mercenaries, at least by the dubious standards of the Felstad sellsword community.  Unlike most of their kind, the Brotherhood specializes in "adventuring work" rather than conventional warfare or everyday thuggery and leg-breaking.  Tomb robbing, dungeon-delving, monster hunting, accompanying heroes on dire quests, these are the group's strengths.  Or at least so they claim.  


Brazen Skulls can be found for hire in virtually any large city, as well as any place that's seeing a boom in bands of mysterious strangers, arcane weirdness, monster infestations and the like.  The settlements around Felstad have attracted agents for the Brotherhood who are happy to provide discerning wizards with skilled and professional bodyguards for their expeditions - for a suitable price.


In Frostgrave terms, members of the Brazen Skull Brotherhood can be hired as any of the core book's soldier types (standard or specialist, with the usual limit on specialists) but have the following special rules:

Expert Teamwork:  Whenever a Brazen Skull is receiving a support bonus in melee from one or more other Brazen Skulls, they add a further +1 to their Fight score (total, regardless of how many supporting Brazen Skulls there are).  Whenever a Brazen Skull shoots into melee, when randomizing which figure is attacked you may re-roll any result that would strike another Brazen Skull once, taking the second result.
Death Benefits:  When a Brazen Skull model dies, their employer must pay 25gc per slain model in the next post-game phase.  If the player is unable or unwilling to make this payment, randomly select one other Brazen Skull per 25gc shortfall to leave the warband and keep track of the unpaid debt.  No further Brazen Skulls of any kind may be hired until the debt is fully paid off.

Brazen Skulls are obviously better the more of them you have in your warband, but the more you have the more you risk having a bunch of them die at once and saddling you with significant death benefit payments.  The organization doesn't include any really heroic types, so there are no captains with these benefits. 


In fantasy RPGs or other settings, the Brazen Skulls have a reputation for being expensive but reliable mercenaries who happily hire on for "adventuring" work alongside bold heroes and potent spellcasters.  Most sellswords prefer traditional soldiering with more predictable risks and the ones who are willing to take chances are often either poorly trained or untrustworthy, giving the Brotherhood a niche to offer their services.  They aren't cheap and they still aren't hero-caliber fighters, but they're better than most mercenary types a party of PCs might find for hire.
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Not all of Felstad's explorers are cunning spellcasters, nimble treasure hunter or skilled warriors.  Someone needs to carry the loot their more talented companions manage to recover.  Every party needs a flunky or two to do the heavy lifting.


If we're being generous, these louts would qualify as thieves or thugs.  When that's the best thing you can think of to put on your resume you really deserve to be carrying a torch in a haunted ruin or monster-infested dungeon.


The gent in the center is only one who's ever earned a name, that being Bloody Jack Fracks.  As you can see, he's dripping gore all over the place.  He started off as a bit of a joke about a thug who managed to get knocked to one health in four games running without actually dying, but he's gone on to serve as a "scenario special" in several homebrew games.  In one he was an injured NPC that the players are trying to rescue (or at least interrogate) before he gets the rest of the way dead.  In another he was part of a bandit trap, faking his apparent injury with the old "bladder full of pig blood under his clothes" trick.  And he's reprised those roles in several RPG sessions since.


In Frostgrave, I'd have Jack use one special rules to reflect the blood he's dripping all over, whether it's his own or a swine's:

Blood-soaked:  When determining the behavior of uncontrolled creatures with the Animal subtype, unless they are already in combat they will use their actions to move toward this model as rapidly as possible without coming into 1" range of other crew, engaging in melee with the Blood-soaked model if possible.  If there is more than one Blood-soaked model on the table creatures will move toward the closest while skirting around other creatures.

At the players' option, some other creatures (many Undead, some Demons) may be affected by this rule as well.  Creatures with ranged attacks will ignore them while stalking Blood-soaked prey.

You could also use this as an optional rule for normal games when using the wounding rules.  To do so, each time a living model (ie not Undead or Construct types) becomes wounded, roll a die.  On an odd result, the figure gains the Blood-soaked special rule until the end of the game.