In Her Majesty's Name - Steampunk Skirmish Wargaming
The year is 1895, and the world is in turmoil. The wondrous inventions of Charles Babbage have launched a scientific revolution that has given the world miniaturized steam engines, electric lights and motors, arc weapons, hydrogen and helium dirigibles, road trains, calculating artillery engines, and sea and land dreadnoughts. The one thing these marvellous advances have not brought is peace. Every Great Power has been jostling its rivals for resources and the latest technology.
Although there have been few open conflicts between the major powers, a state of undeclared and secret war exists between them all. Instead of traditional warfare, governments employ small, ‘adventuring companies’ to strike against their foes, raiding factories, stealing technology and artefacts, and kidnapping or rescuing persons of importance.
In Her Majesty’s Name allows players to assemble their own adventuring companies of 4 to 15 agents, and pit them against their opponents in a tabletop battle. A small game can be played on a 24” by 24” table and typically lasts about 45 minutes. Larger games can be played on any table size and tend to last 2 to 3 hours. The game has been designed to allow maximum versatility for the players – if they can imagine it, they can create it within the system. There is, however, a wealth of material in the book that covers weird science, mystical powers, and a range of pre-generated adventuring companies, including the British Explorers’ Society, the US Secret Service, the Prussian Thule Society, Chinese Black Hand and Ancient Egyptian Cults dedicated to the restoration of the Pharaohs.