Matakishi's Tea House

A simple little site...

The Haunted Tank is a comic book feature that appeared in the DC Comics anthology war title G.I. Combat from 1961 through 1987. It was created by writer and editor Robert Kanigher and artist Russ Heath in G.I. Combat #87 (May 1961).
The feature centers on the ghost of 19th-century Confederate general J.E.B. Stuart, who is sent by the spirit of Alexander the Great to act as a guardian over his two namesakes, Lieutenant Jeb Stuart and the Light Tank M3 Stuart that Jeb commands.
The original crew consists of Jeb as tank commander; Arch Asher, loader; Rick Rawlins, driver; and Slim Stryker, gunner.

The tank is a 1/50th kit from Brigade Games, the crew are from Black Tree Design and the ghost of J.E.B. Stuart is from Redoubt Enterprises.

Using the Haunted Tank in Crossfire.

I use the following stats for a Stuart Light Tank:
3x .30cal HMGs for use against Infantry at 4 Dice.

The Haunted Tank benefits from the protection of J.E.B. Stuart's ghost and has the following stats:
3x .30cal HMGs for use against Infantry at 4 Dice.

In addition to the above benefits the Haunted Tank player can force an opponent to re-roll one dice throw per initiative (that has a direct bearing on the tank or its crew) but must abide by the result of the second throw; or he may re-roll one of his own rolls made either for the tank or crew and choose the better result.

Golem from Monolith. Angels from Rafm. Qabalists from Amazon Miniatures. Ark from Castaway Arts.

Qabalists are Jewish Mystics versed in the secret law of the Qabalah which allows them to call on the Angelic beings from the four worlds for direct aid and support. Hardened by years of oppressive Nazi rule they have emerged from the Warsaw ghettos armed with a formidable array of Spiritual weapons and possessed of an indomitable will to win. They are bringing God's vengeance to the battlefield.

Using the Qabalists in Crossfire.

Each base of Qabalists is a normal rifle squad. They are classed as regulars.
They are led by Rabbi Maksim who acts as a +2 PC for Rallying and CC.
Rabbi Maksim also controls the Golem.

The Ark of the Covenant

This may be allocated to any Qabalist squad or kept as a separate asset controlled by the PC.

Once per initiative the Ark may be used to summon the Seraphim, the Fiery Serpents tasked with bringing the vengeance of the Elohim Gebor, the God of Battles, to the enemies of his chosen people. The Seraphim normally take the form of Angelic beings which swoop down on their target and inflict massive physical, mental and emotional damage. This can appear to some less spiritually aware observers as something very similar to an artillery bombardment but its true nature is all too real to those involved.

Summoning the Seraphim requires a roll of 4+ on a D6. Failure passes the initiative to the other side and may result in the Ark refusing to work again. On a failed roll, roll again, a second roll of 1 or 2 means the Ark will not function for the rest of the game.

A successful roll frees the Seraphim and lets them target an enemy unit that is in line of sight of the squad or PC controlling the Ark.
Their damage is variable and follows the whims of fate dictated by a second D6 roll:

1,2 One squad of Seraphim: a 3dice/1 squad kill potential attack.
3,4 Two squads of Seraphim: a 4dice/2 squad kill potential attack.
5,6 Three squads of Seraphim: a 5dice/3 squad kill potential attack.

These attacks are not lessened by terrain and may be used to target enemy vehicles unlike conventional artillery.

The Golem

It is said that the body of Rabbi Loew's Golem still lies in the attic of the Old-New Synagogue in Prague. Well, it used to, but not any more…

The Golem must begin its move in sight of its PC unless it is following an issued order (see later).
The Golem counts as being armoured so is immune to small arms. Vehicle weapons, Artillery, .50 cals and Bazookas shoot at the Golem as if shooting at infantry. It ignores pins and suppressions although these still count towards ‘no-fire’ for the shooter.
The Golem attacks using close combat only with a +4 modifier.
The Golem dies if its PC is killed.
The Golem does not block friendly fire but otherwise is considered a squad for game purposes.
If the Golem encounters wire he destroys it as a vehicle does.

The Golem will normally follow the PC as a group move.
The PC, if in base contact with the Golem, may order it to attack a specific enemy stand that he can see. This is indicated by adding a token to the enemy stand. The Golem will independently pursue and attack only that stand until the unit is dead or flees the table (in which case the Golem will follow as far as the table edge before returning). On its way to and from the target the Golem will not willingly engage any other unit in combat. The controlling player is free to choose the route the Golem takes. Once the enemy unit is dead the Golem and PC must make base contact before another order can be issued. The Golem will independently make its way towards the PC to facilitate this.
If the Golem is attacked in close combat it will fight as normal to defend itself before resuming any mission it may be on.

F Troop, 183rd Armored Infantry created by Pete Murray.

The squad is from F Troop, 183rd Armored Infantry. Each member of the squad wears a power armor suit, slightly modified according to specialty. Captain Hollis' is a stock command suit with a couple of extra radios. He's named it "Susie's Suit" after his girl back home. Sgt. Brock's is a Mark I suit, officially obsolete, that he refuses to turn in. Though its appearance is patchwork, it is one of the best-maintained suits on the front. Pvt Boone is the squad marksman. His suit has a low ROF cannon in place of the machinegun. He's called his suit "Yeller" after his dog at home. Pvt Goldman has a stock infantry suit, and promises to get around to naming it someday. What he hasn't told anyone is that he's already named it "Golem," and that he's written the golem's chem on the inside of the helmet piece. Pvt Murray also has a stock suit, but one decorated with lucky horseshoes (some real, some painted), four-leaf clovers, and rabbit's feet. Furthermore, no one is allowed to touch the suit's left arm. It's just one of those superstitions of his.

Here are F Troop on the move with some BTD Infantry to give an idea of scale. Power suits from eM-4 Miniatures.

Tintin is from Copplestone Figures.
Captain Haddock is a Brigade Games figure with a head swap from another, they're both merchant seamen. I've given him a bren gun.
The Thompson Twins are two Winston Churchill figures from Amazon Miniatures (with Thompsons). I added the walking sticks and removed the cigars.
Calculus is a WestWind London Detective (Jack the Ripper set) with added umbrella.

The Caped Crusader uses a modified German Sd.Kfz 231 Achtrad (from BEF Miniatures) as his wartime Batmobile. He can also summon bats which appear in thick clouds that act as smoke and to enemy lines of sight.

Batman is a repainted Clicky figure, the bats are from Reaper miniatures.

The Batman has a vast arsenal of weapons and tactics with which to overcome his adversaries. Detailing each of them would require too much work for a fast moving Crossfire game so I have abstracted everything into general Crossfire terms for ease of use. If you want to add specific rules for a favourite gadget you are, of course, free to do so; none of this is in anyway official or endorsed by either Crossfire or DC Warner etc.

Trying to shoot the Batman
Because of his costume, athleticism, frightening aspect, speed and so on the Batman is always considered to be 'in cover' from both direct and indirect fire so any enemy shooting at him loses a firing die even if the Batman model is standing in the open right next to them (he's even scarier close up).

The Batman invokes fear in his enemies so any enemy stand that wishes to shoot at him must make a rally roll as if they were pinned, nearby leaders etc may help with this as normal. An enemy stand that is actually pinned and passes this roll doesn't lose its pinned status, it just gains the ability to shoot at the Batman for that action.

Passing the roll lets the stand shoot, failing means it goes to 'no fire' if it was attempting a reaction shot. If a stand belonging to the phasing player fails then the initiative swaps as usual.

Indirect fire weapons may fire as normal at the batman so long as he is not in their direct LOS. If the operating crew can see the Batman they must pass the rally roll before they can fire. Forward Observers may call down fire as normal.

The Batman ignores 'pinned' results and these count as a miss for purposes of determining 'no fire'.

The Batman's weapons
All Bat vehicles are armoured and therefore immune to small arms fire (except possibly a Batbike but I don't have one of them). The actual armour values and firepower of any Bat vehicles I leave up to you. Here are the one I use, feel free to disregard them:

21st century Batmobile:
Armour: 3 but may deploy shields if unmoving for armour 5
Weapons: Linked chain guns: 4 dice against infantry forward firing only. Guided missiles ACC +2 PEN +2. (limited ammo for these, usually only 2 per game).

21st Century Batwing:
Armour: 2
Same weapons as the Batmobile but with 4-6 missiles depending on the scenario.

WWII Battank
Armour: 4
30cal MG forward firing only.
50cal HMG in turret.

The Batman himself has 4 dice for ranged combat and may effectively engage armoured vehicles at range if he needs to. I allow suitably armed infantry to shoot vehicles the same way they shoot at infantry with corresponding pins, suppresses and kills for 1, 2 or 3 successful hits. If you need to work out ACC and PEN values for the Batman be my guest.

In Close Combat the Batman receives +4 to his roll. He is never surprised. Enemies wishing to actually fight the Batman must rally as if they were pinned in order to join in once they are in base  contact with him; as with shooting, leaders present may help with this.

Enemies who fail this roll will be ineffective in the following combat so will not roll dice or add to dice rolls in any way but will still count as being present at the end. They will, therefore, be counted as casualties and be removed if the Batman wins or be restored to full effectiveness if their comrades defeat him (unlikely).

Other abilities:
The Batman may scale a vertical surface as a separate move action. He may cross gaps and obstacles such as barbed wire, security fences or spaces between building roofs with ease and never becomes hung up on wire or entangled.

Each initiative the Batman may attempt to summon bats to aid him. Each stand of bats may be placed anywhere in his LOS and acts as smoke, dissipating at the beginning of his next initiative.
Failing to summon bats does not lose the Batman the initiative.

Bat summoning roll:
D6 Roll
Fail, no bats
1 stand of bats
2 stands of bats
3 stands of bats


"The only way to accurately capture World of Warcraft would be to require players to open hundreds of boxes before they get their miniature, and then once in a while a fourteen-year-old named D1rty_S4nch3z would show up, cockpunch you, then run off with your toys, forcing you to repeat the process again." -Pete Murray