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Tuesday, March 3, 2026

Bayou Tuesday: Blood Moon Breach (March 2026) – Major Hedges & The Apex Predator

 

Bayou Tuesday: Blood Moon Breach (March 2026) – Major Hedges & The Apex Predator



The air in Shreveport isn't just heavy today; it’s electric. If you stepped outside the Cypress Shadow B&B this morning, you felt that low-frequency hum that makes the hair on your arms stand up. It isn't just the humidity—it’s the Blood Moon. In the Monsters! Monsters! 2.7 rules, a celestial event like this is a massive WIZ-Resonance Spike, turning the 12-mile bayou into a high-magic battery for the things that go bump in the night.

But today, the monsters aren't the only ones with a power upgrade.


๐Ÿฏ Personnel File: Major Hedges (O-4)

Status: Newly Promoted from Tiger Force Captain

Service History: 32 years of "Mustang" grit. A veteran who rose through the enlisted ranks and refuses to leave a man behind in the Ouachita trenches.

  • Age: 54

  • UCHP Scaling: STR \times 1.5 | CON \times 1.5 (MR \times 6) | $IQ \times 1.5| $CHR \times 2 (Command) | WIZ \times 0.25

  • Monster Rating (MR): 960 (Deadliness: 5)

  • Personal Loadout:

    • Glock 40 (10mm): Red-dot optic for stopping power against stray Hominids.

    • Ops-Core FAST SF Carbon: Integrated HUD linked directly to Mech sensors.

    • Custom Cold Iron Bowie: Strapped to chest rig for close-quarters survival.


๐Ÿค– The "Apex Predator" Command-Mech

Designed for the 2026 Paranormal Front, this 20-foot unit is a Force Multiplier wrapped in Tiger-Striped Composite Armor.

Mode 1: The Prowler (High-Speed Quadruped)

  • Mobility: Reaches speeds of 70 mph; capable of "Leap-and-Strike" attacks.

  • Sensors: Infrasound Detection to find cloaked cryptids in dense forest.

Mode 2: The Juggernaut (Giant Robot Configuration)

  • The "Sun-Sting" Laser Cannon (Left Arm): Continuous-wave high-energy laser designed to cauterize regenerative monsters (Wendigos) or slice reinforced rock.

  • "Hellstorm" Missile Arrays (Shoulders): Hellfire missiles with Napalm/White Phosphorus (WP) cores. Burns at 5,000°F to melt cryptid hide and bunker-grade steel.


๐Ÿ›ฐ️ Technical Specs: Aegis-Link 2.0

The Aegis-Link 2.0 is the digital nervous system of the operation. Major Hedges’ Mech acts as the mobile hub, coordinating the 131st Airborne with 99.9% accuracy.

what is the Aegis Link?

he Aegis-Link 2.0 isn't just a radio, Major—it’s the digital nervous system of Tiger Force 2026. It bridges the gap between high-altitude military assets and ground-level paranormal combat. Think of it as a "God-Eye" view that translates raw data into actionable lethality on your Ops-Core HUD.

Here is the technical breakdown for the Vol. #6 March 2026 archives.

Aegis-Link 2.0: Technical Specifications & Mechanics below

The Aegis-Link is a Biometric-Tactical Network that creates a real-time "Blue Force" grid over a 12-mile radius. It uses Quantum-Encrypted Satellite Relays from the 131st Airborne to bypass the "Spirit-Static" often generated by high-WIZ entities like the Skunk Ape Shaman.

1. Core Functions

  • Precision Targeting: Coordinates the Munitions Drop from the Saber-J with 99.9% accuracy. If you paint a target with your Mech’s sensors, the Hellfires are already on the way before you pull the trigger.

  • Aura Filtering: Analyzes the "Swamp Dread" frequency and provides a Counter-Harmonic Buffer to your unit's Sanity Shields, granting a +1D6 bonus to all IQ/Sanity checks.

  • Infrasound Visualization: Converts the subsonic "roars" of Hominids into visual waves on your HUD, allowing you to "see" a cloaked Bigfoot through dense cypress foliage.

  • Biometric Monitoring: Tracks the MR and Adds of every member of Team 1, 2, and 3. If CPT Hernandez takes a hit, the Aegis-Link automatically pings the nearest Corpsman with GPS coordinates.

  • Counter-Harmonic Buffer: Grants a +1D6 bonus to unit Sanity Shields against "Swamp Dread."

  • Blue-Force Tracking: Real-time biometric monitoring of all teams.

2. The "Major Hedges" Hub

Because your Apex Predator Mech acts as the primary mobile hub, the link is strongest near you.

  • Aegis-Resonance: All friendly units within 100 yards of the Major gain +20 Combat Adds as the Mech’s onboard computer calculates micro-adjustments for their fire-lanes.


VII. Aegis-Link Table: System Integrity

Roll 1D6 at the start of a "Blood Moon" encounter to check signal strength.

RollSignal StatusTactical Effect
1-2Spectral InterferenceSignal flickering. -10 Adds to all ranged attacks; no Air Support available.
3-4Standard LinkFull comms active. Standard +1D6 to Sanity Shields.
5Combat Sync+20 Adds to the entire unit; Air Support arrives in 1 round.
699.9% "God-Eye"Critical hit. You automatically detect all cloaked enemies; Hellfires can be called in as a Free Action.


๐Ÿ“‹ Tiger Force 2026: Official Unit Roster

UnitLeaderAsset TypeStatusRole
TF-HQMajor HedgesApex Predator MechOPERATIONALOIC / Force Multiplier
Team 1CPT HernandezInfantry / PJ SupportRefittingCSAR / Medical Triage
Team 2LT SandsbornAegis-Link HubACTIVEComms / 131st Liaison
Team 3SGT GundersonRecon / K-9ON PATROLScouting / Target Painting

๐ŸŽฒ The Bayou Tuesday Tactical Tables (March 3, 2026)

Solar/Lunar Data: Sun Up: 06:42 AM | Sun Down: 06:18 PM | Blood Moon Active

Table A: 1D6 Weather Forecast

RollConditionTactical Effect
1Obsidian FogVisibility 5 yards. Thermal NVGs required.
2Sulfur RainMinor Acid damage (1 MR/turn) to unshielded units.
3Pre-Storm StaticRadios/SIGINT 50% fail rate. WIZ spells cost +5.
4The Blood MistAll Hominids (Bigfoot/Skunk Ape) gain Berserk.
5Bayou ThunderSonic resonance mask. Stealth checks gain +2D6.
6The "Eye" (Clear)Perfect visibility; Aegis-Link at 100% signal.

Table B: 1D6 Blood Moon Encounters

RollEncounterMRDRCombat Dice
1Moss-Husk Stalkers140315D6
2Infrasound "Mimic"380439D6
3Spectral Oil-Slick125313D6
41885 "Ghost-Giant"850686D6
5Will-O-Wisp Hub250426D6
6Blood Moon Alpha2,9007291D6

๐Ÿ›️ Summary & Conclusion

The Blood Moon has shifted the battlefield into a high-stakes WIZ-resonance zone. With Major Hedges at the helm of the Apex Predator and the Aegis-Link 2.0 live, Tiger Force is ready for the "Cleansing." Whether we're dropping into the Palo Duro Canyon or holding the 12-mile line, the mission remains the same: No one gets left behind.

Final Takeaway: Check your silver-nitrate counts and keep your Sanity shields high. The bayou is hungry today.


⚖️ Master Product Identity & Legal Declaration

The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The persona of Major Hedges (O-4), the Apex Predator Command-Mech (Prowler/Juggernaut modes), the Sun-Sting Laser, the Hellstorm Missile Arrays, the Aegis-Link 2.0 mechanics, and the specific 1D6 Blood Moon Anomalies. Monsters! Monsters!™ and Humans! Humans!™ (1st Edition) are trademarks of Ken St. Andre and Trollgodfather Press. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.

Monday, March 2, 2026

The 1885 Bigfoot War: The Forgotten Frontier Campaigns FOR MM 2.7 HH 1E AND LOVECRAFT VARIENT RULES HERE



๐Ÿ“” The Cryptid Hunter’s Playtest Guide



Volume 6: Tiger Force 2026 – Major Hedges & The Apex Predator THE 1885 BIG FOOT WARS

Introduction: The Year the Wilderness Fought Back

History books tell us that by 1885, the American frontier was closing. They speak of railroads, telegraph lines, and the final days of the Old West. But the oral histories of the Choctaw, the Shoshone, and the Blackfeet tell a darker story. They speak of a year when the shadows in the treeline grew tall, organized, and violent.

This wasn't just a series of isolated sightings; it was a coordinated, multi-theater campaign. From the stagnant, cypress-choked swamps of the South to the jagged, oxygen-thin peaks of the Rockies, 1885 was the year of the Bigfoot War. It was a year where the expansion of "civilization" hit a hairy, muscular wall that bled, fought, and strategized with terrifying efficiency.

The Problem: More Than Just "Wild Men"

By the mid-1880s, the "Hairy Man" was no longer a lone hermit stealing a stray calf or a curiosity for a traveling circus. Reports began flooding in of tactical strikes. These creatures were disabling telegraph lines with deliberate precision, luring cavalry patrols into dead-end canyons, and using stone fortifications that mimicked human breastworks. Settlers called them "monsters," but the Native scouts knew better—they were an ancient enemy reclaiming their territory with a level of military discipline that the U.S. government refused to acknowledge in the official record.





Section 1: The Kiamichi Bloodbath (The Choctaw Resurgence)

While many historians point to the localized skirmishes of 1855, the 1885 Choctaw Lighthorsemen Campaign in the Indian Territory (modern-day Oklahoma) was a far more brutal affair.

  • The Catalyst: The total disappearance of three homesteading families near the Kiamichi River. Unlike previous raids, these homes weren't just looted—they were dismantled stone by stone, as if the forest was erasing the very memory of the settlers.

  • The War Party: A specialized unit of Choctaw Lighthorsemen—the elite tribal police—armed with Winchester 1873 rifles and traditional obsidian blades, rode into the "Deep Dark." They didn't find animals; they found a fighting force.

  • The Discovery: They encountered what the elders called Bohpoli—the "Stone-Throwers." These creatures had constructed low-walled stone enclosures and established "meat caches" filled with enough elk and livestock to suggest a standing army was being fed in the wilderness.

Hedge Wizard’s Note: "The smell hit the horses before the men saw a thing. It was the scent of wet fur, rotting musk, and old copper—the smell of a predator that doesn't just kill for hunger, but harvests for a campaign."


Section 2: The Blue-Black Plague of the Ozarks (1885)

While the Choctaw were holding the line in the Kiamichi, a different breed of horror was stalking the Missouri-Arkansas border. These weren't the "Stone-Throwers"—these were the "Blue Men."

  • The Anatomy of a Predator: Descriptions from the 1885 archives describe creatures with hair so thick, oily, and dark it shimmered blue-black in the direct sun. They were lean, built like marathon runners, and reportedly hunted in squads of three to five.

  • The Siege of Spring Creek: Local farmers reported the creatures didn't just raid; they patrolled. They were seen in 1885 moving in military-style skirmish lines through the heavy brush, using a series of complex, high-pitched whistles to communicate and coordinate pincer movements against livestock.

  • The "War-Chief" Legend: Reports from the Cherokee who had moved into the Ozark foothills spoke of a "King" among them—a creature nearly nine feet tall who carried a club fashioned from a petrified log, leading his "squads" with a chilling, silent authority.




Section 3: The Ghost-Chief’s Last Stand (The Northwest Campaign)

Up in the Idaho and Oregon territories, 1885 marked the year the "Bigfoot" name became a military designation for an elusive, high-altitude insurgent.

  • The Revenant: Following the 1884 local histories, 1885 saw a surge of "revenant" sightings. Tribal scouts for the U.S. Cavalry reported that these creatures were using "Ghost-Feet"—stuffed moccasins made of hide and bark to mimic human tracks, deliberately luring soldiers into box canyons.

  • The Bitterroot Skirmish: A suppressed military report from late 1885 mentions a "Large Hairy Host" that successfully repelled a cavalry patrol by using a coordinated rock-slide. The scouts refused to follow them further, calling them The Ancient Ones Who Do Not Die.

  • Psychological Warfare: The scouts reported hearing "The Great Mimicry"—the creatures would throw back the screams of the dying soldiers with haunting accuracy, a tactic designed to break the morale of any survivors left in the dark.




Section 4: The Ot-ne-yar-heh War (Montana Territory, 1885)

In the northern reaches of the Montana Territory, the Blackfeet (Siksika) Nation did not speak of "Bigfoot" as a curiosity, but as the Ot-ne-yar-heh—the Stone Giants.

  • The 1885 Incursions: As gold seekers pushed into the Sun River area, the Blackfeet reported that the "Old Ones" had been stirred. These creatures were said to coat their hair in mud and pine resin, which then dried into a hard, "stone-like" armor that could deflect early frontier musket balls and small-caliber rounds.

  • The "Invisible" Warriors: Native reports emphasized that despite their massive size, these giants could move through the brush without snapping a single twig. In 1885, several mining camps were found completely abandoned—no blood, no bodies, just the heavy smell of musk and every piece of iron equipment missing, as if the giants were stripping the mountains of "foreign" metal.

  • The Tribal Consensus: The Blackfeet elders maintained that this was a "Cleansing War." The creatures were not just killing for food; they were systematically removing the "stain" of the new settlers from the high sacred places.


The Apex Stats: 1885 Bigfoot Variants (Monsters! Monsters! 2.7)

For GMs using the D6 system. Deadliness Ratings are assigned via the Ken St. Andre Tables.



here are my versions as gm screen inserts or they can laminate them for use at the table!



๐Ÿ“” The Apex Stats: 1885-2026 Global Bigfoot Variants

For GMs using the D6 system. Deadliness Ratings (D) are assigned via the Ken St. Andre Tables located in The Skull Quest Book available form Troll godfather press here 


VariantMonster RatingDeadlinessSpecial Combat Ability
Choctaw Stone-Thrower1804Heavy Ordnance: Boulder Toss deals 4D6 damage; ignores light cover.
Ozark Blue Man1604Pack Hunter: Gains +1D6 combat adds for every additional Blue Man present.
Northwest Ghost-Chief4505Tactical Mimicry: Victims must roll vs. INT or walk into a prepared ambush.
Blackfeet Stone Giant6505Resin Plating: Natural armor reduces all incoming physical damage by 1D6.
Lovelock Cannibal2204Rend and Swallow: Critical grapples deal 1D6 STR drain per round until broken.
"The War-Chief King"900+6Command & Control: Allied Bigfoots within 100 yards gain one Luck-based reroll.

๐Ÿ“” Tactical Environment: 1885-2026 Elemental Hazards

GMs: Roll 1D6 when the war party enters a "Hot Zone." Failing the Saving Roll (SR) results in the listed Tactical Penalty.


1D6 RollLevel / SRHazard VariantTactical Penalty / Consequence
⚀ 1L1 (SR 10)Cypress Sink-HoleEntrapped: Target is immobilized. Requires a STR check or help from a teammate to extract.
⚁ 2L2 (SR 20)Ozark Blue-MistDisoriented: Vision obscured. All ranged attacks and Navigation rolls take a -1D6 penalty.
⚂ 3L3 (SR 30)Glacial Resin-SlideImpact: Target falls and slides 20ft. Take 2D6 blunt damage; gear must be checked for breakage.
⚃ 4L4 (SR 40)Bitterroot Flash-FloodSwept Away: Target is carried 50ft downstream. Lose 1 turn and all gunpowder/electronics are soaked.
⚄ 5L5 (SR 50)Si-Te-Cah Sulfur VentAsphyxiation: Target takes 3D6 poison damage. Failure to move results in -1 CON per round.
⚅ 6L6 (SR 60)Trinity Engine Mana-StormSystem Shock: Magical items malfunction. Non-magical characters take 5D6 energy damage.

๐Ÿ› ️ GM Doctrine: Scaling the Danger

  • The "Hedge Wizard" Rule: If a character has specific "Resin-Burner" or "Ghost-Talker" training, give them +1D6 to their Saving Roll for relevant hazards.

  • The Major's Advice: "In a Level 6 Mana-Storm, don't pray to the gods—check your seals and start running. The mountain doesn't care about your rank."


๐Ÿ“” The Four-Season Tactical Weather Table (M!M! 2.7)

GMs: Roll 1D6 at the start of each mission day. The SR (Saving Roll) reflects the difficulty to maintain pace, protect gear, or avoid exhaustion.


1D6 RollResult TypeSPRING (Thaw)SUMMER (Scorch)FALL (Gale)WINTER (Frost)SR Level
⚀ 1PoorDeep Mud: Movement halved; horses throw shoes.Heat Haze: Ranged attacks at -1D6 penalty.Cold Drizzle: Gunpowder has 2-in-6 chance to misfire.Light Flurries: Tracking rolls are at -10 difficulty.L1 (SR 10)
⚁ 2PoorSwollen Creeks: Crossing takes 2x time; -2D6 to Stealth.Insect Swarm: Concentration checks required for spells.Dense Fog: Visibility reduced to 10 yards.Ice Glaze: All DEX-based movement rolls are -10.L2 (SR 20)
⚂ 3GoodMild Spring Sun: +1 to Morale; standard movement.Cool Breeze: -1D6 to exhaustion/heat checks.Crisp Air: +10 to all Long-Range Scout rolls.Clear Skies: Night visibility is perfect; +1D6 to Navigation.L3 (SR 30)
⚃ 4GoodBlooming Flora: +1D6 to Alchemy/Resin-Burning foraging.Evening Rain: Refreshing; heals 1D6 non-lethal fatigue.Early Harvest: Rations last 2x longer this week.Frozen Ground: Movement speed increased by 25%.L4 (SR 40)
⚄ 5SevereFlash Flood: Gear soaked; -2 STR until dried by fire.Heat Stroke: Take 2D6 CON damage per hour without shade.Lumbering Gale: 50mph winds; flight/ranged is impossible.Whiteout: Total blindness; -40 to all Navigation rolls.L5 (SR 50)
⚅ 6SevereThunder-Quake: 4D6 electrical damage; structure collapse.Wildfire Smoke: Asphyxiation rules apply; 3D6 CON damage.Blood Moon Storm: Cryptids gain +2D6 combat adds tonight.The Deep Freeze: Lethal cold; 5D6 damage if no magical heat.L6 (SR 60)

๐Ÿ› ️ Major Hedges' Command Briefing:

  • The Seasonal SR Logic: Notice that even "Good Weather" (Rolls 3 & 4) requires an SR 30 or 40. This represents the stamina required just to keep a war party moving through the wilderness under peak conditions.

  • Equipment Failure: In Severe Weather (Rolls 5-6), if the SR is failed by more than 20 points, a piece of critical gear (Comms, Weapon, or Mount) is permanently damaged.


๐Ÿ“” Updated: Major Hedges' 5 Pillars of GM Command (1885-2026)


1. Respect the St. Andre Deadliness Scale

In Monsters! Monsters! 2.7, an MR of 150-400 is a Deadliness 4, and anything above 400 hits Deadliness 5. These aren't "XP piรฑatas." In an 1885 campaign, a single Bigfoot is a boss-level threat.

  • Tactical Reality: If players stand toe-to-toe in a "fair fight," they will die.

  • The Command: Force them to use the terrain, traps, and long-range rifles. If they aren't kiting the target, they aren't surviving.

2. Deploy "The Unseen Mechanic"

Native American reports and Tiger Force intel emphasize that these creatures are masters of stealth.

  • The Command: Never put the miniature on the table first. Use Tactical Mimicry and Stealth to wage psychological warfare.

  • SR Integration: Force L3 (SR 30) Intelligence saves to determine if a "lost child's cry" is real or a Ghost-Chief luring them into a killing zone. The horror isn't the hit points; it's the ambush you didn't see coming.

3. Logistical Brutality: Ammunition is Life

Whether it’s 1885 or 2026, you aren't carrying infinite lead.

  • The Command: Track every bullet. A missed shot against a Stone Giant (with its 1D6 Damage Reduction resin-armor) isn't just a miss—it’s a wasted resource.

  • Macro-Game Tip: Forcing players to choose between "taking the shot" or "conserving lead" creates that authentic frontier tension that defines a Captain Hedges campaign.

4. Tribal Intel is the Ultimate Loot

Forget gold coins or credits. The best "loot" a party can find is the oral history of a Shoshone or Choctaw elder.

  • The Command: If players respect the lore, reward them with Weakness Insight (e.g., knowing Ozark Blue Men can be disrupted by high-pitched whistles).

  • Mechanical Bonus: Give them a +1D6 bonus to their Saving Rolls against that specific variant for the duration of the mission. Make "Research" a gameplay phase, not a footnote.

5. The Environment is an Active Combatant

The 1885 War was fought in the swamps, the hollows, and the jagged peaks.

  • The Command: Use the 1D6 Environmental Hazard Table every session. A Stone-Slide triggered by a Bigfoot isn't flavor text—it’s an area-of-effect attack dealing 4D6 damage.

  • SR Integration: Use the L1-L6 SR system to represent the mountain itself trying to kill the players. If they can't beat an SR 50 Sulfur Vent, the Bigfoot doesn't even need to swing a club.

6. ?

๐Ÿน The 1885 War Party: Humans! Humans!™ Full Archetypes



The Command Core

1. The Choctaw Lighthorseman (The Lawman)

  • Description: An expert with the Winchester rifle and tribal law. These men were the thin line between the settlers and the shifting shadows of the Kiamichi. They carry the authority of the Nation and the cold iron of the frontier.

  • Attributes: STR: 10, CON: 12, DEX: 14, INT: 15, LK: 11, CHR: 13

  • Combat Adds: +13

  • Talent: Frontier Justice – +2D6 to INT saves regarding tribal law or identifying criminal tracks.

  • Gear: Winchester 1873 Rifle, Lighthorse Badge, Sturdy Stetson.

2. The Shoshone Ghost-Talker (The Scout)

  • Description: He specializes in tracking "invisible" prints that leave no depression in the pine needles. He understands the "Vibration" of the mountain and can feel the heavy footfalls of a Ghost-Chief before a single pebble rolls.

  • Attributes: STR: 9, CON: 11, DEX: 16, INT: 14, LK: 12, CHR: 12

  • Combat Adds: +16

  • Talent: Vibration Sense – Has a massive bonus to Saving Rolls against Mimicry traps and invisible movement.

  • Gear: Soft-sole Moccasins, Tracking Staff, Shamanic Herbs.

3. The Blackfeet Resin-Burner (The Alchemist)

  • Description: He knows the ancient secrets of the Stone Giants. By mixing specific mineral salts and rare oils, he creates a volatile compound that eats through the mud-and-pine-resin armor of the Ot-ne-yar-heh.

  • Attributes: STR: 11, CON: 13, DEX: 12, INT: 16, LK: 10, CHR: 10

  • Combat Adds: +10

  • Talent: Pitch-Fire Mastery – Can craft "Pitch-Fire" arrows/rounds that ignore the natural armor of Stone Giants.

  • Gear: Alchemical Pouches, Bow & 20 Arrows, Fire-starter kit.


The Front Line (The Warriors)

4. The Kiamichi Long-Knife (The Slayer)

  • Description: A melee specialist who uses obsidian-edged blades. He is the one who goes into the caves when the rifles are too long to swing. He is trained in the "Short-Breath" style of swamp fighting.

  • Attributes: STR: 17, CON: 15, DEX: 13, INT: 9, LK: 10, CHR: 10

  • Combat Adds: +22

  • Talent: Armor-Piercer – His obsidian blades ignore 2 points of natural armor on any monster.

  • Gear: Twin Obsidian Bowie Knives, Leather Bracers.

5. The Ozark "Blue-Hunter" (The Skirmisher)

  • Description: A survivor of a Blue Man raid who has learned to mimic their oily stealth. He doesn't wear bright colors; he wears the forest itself, waiting for the blue-black shimmer to reveal itself.

  • Attributes: STR: 12, CON: 14, DEX: 15, INT: 11, LK: 12, CHR: 9

  • Combat Adds: +17

  • Talent: Bush-Wacker – Gains +1D6 combat damage when fighting in dense brush or forest.

  • Gear: Short-barreled Shotgun, Camouflage Cloak (Pine/Brush).

6. The Sun River Sentinel (The Tank)

  • Description: A heavy warrior trained to stand his ground against boulder-tossing giants. He is the shield-wall of the party, capable of bracing against a direct impact that would shatter a normal man's ribs.

  • Attributes: STR: 14, CON: 18, DEX: 9, INT: 10, LK: 12, CHR: 11

  • Combat Adds: +15

  • Talent: Stonewall – High Constitution allows him to take half-damage from "Boulder Toss" attacks on a successful save.

  • Gear: Reinforced Hide Shield, Heavy War-club.

7. The Bitterroot Skirmisher (The Pathfinder)

  • Description: Expert at mountain traversal. He doesn't see a cliff as an obstacle, but as a highway. He is the first one up the ridge to provide overwatch for the rest of the war party.

  • Attributes: STR: 13, CON: 13, DEX: 17, INT: 10, LK: 12, CHR: 10

  • Combat Adds: +21

  • Talent: Mountain Goat – Can move through "Difficult Terrain" (scree, cliffs, mud) without any movement penalty.

  • Gear: Climbing Ropes, Hatchet, Lightweight Pack.


The Support & Lore Keepers

8. The Keeper of the Winter Count (The Historian)

  • Description: He carries the leather hides that record the patterns of previous wars. He can identify a Bigfoot’s "War-Sign"—the specific way they stack stones or snap branches—to predict their next ambush.

  • Attributes: STR: 8, CON: 10, DEX: 11, INT: 18, LK: 14, CHR: 12

  • Combat Adds: +9

  • Talent: Tactical History – Can identify "War-Signs" to give the entire party a +2 combat bonus once per encounter.

  • Gear: Pictographic Hide Map, Ink of Anticipation, Journal.

9. The Mimic-Breaker (The Auditor)

  • Description: A scout with "Iron Ears" who has spent years listening to the sounds of the deep woods. He can hear the subtle "hiss" in a mimicked human voice that betrays the monster's throat.

  • Attributes: STR: 11, CON: 12, DEX: 14, INT: 16, LK: 11, CHR: 10

  • Combat Adds: +13

  • Talent: Iron Ears – Automatically succeeds on the first check to identify a fake human cry or mimicked call.

  • Gear: Ear-Horns (Acoustic Amplifiers), Hunting Rifle.

10. The Sovereign Messenger (The Diplomat)

  • Description: High Charisma; the man responsible for riding between the Choctaw, Shoshone, and Blackfeet to coordinate the 1885 defense. He carries the "Voice of the Nations."

  • Attributes: STR: 10, CON: 11, DEX: 12, INT: 13, LK: 13, CHR: 18

  • Combat Adds: +14

  • Talent: Voice of Unity – Can coordinate inter-tribal defense, granting a Luck-based reroll to a teammate once per session.

  • Gear: Wampum Belt, Fast Pony, Peace Pipe.


The Specialists

11. The Spirit-Flute Musician (The Disruptor)

  • Description: Uses high-frequency sound to disrupt the coordination whistles of the Ozark Blue Men squads. His music is a weapon that turns a disciplined squad into a confused pack of animals.

  • Attributes: STR: 9, CON: 12, DEX: 15, INT: 14, LK: 14, CHR: 14

  • Combat Adds: +17

  • Talent: Sonic Interference – Playing his flute cancels the "Squad Tactics" bonus of any Ozark Blue Men within earshot.

  • Gear: Cedar Spirit-Flute, Bone Knife.

12. The Trap-Setter (The Combat Engineer)

  • Description: He can craft "Log-Drops" and "Pit-Falls" that turn the forest floor into a graveyard. He specializes in using the massive weight of the Bigfoot against itself.

  • Attributes: STR: 13, CON: 12, DEX: 16, INT: 15, LK: 10, CHR: 9

  • Combat Adds: +18

  • Talent: Weight Logic – Can craft traps that deal D6 damage equal to the creature’s Weight Rating (MR / 10).

  • Gear: Sledgehammer, Pit-Spikes, Spool of Trip-Wire.

13. The Horse-Wrangler (The Cavalry)

  • Description: Vital for the 1885 campaign. He knows how to calm a mount when the "predator musk" hits the air. Without him, the war party is just a group of men on foot being hunted by giants.

  • Attributes: STR: 12, CON: 14, DEX: 14, INT: 12, LK: 16, CHR: 12

  • Combat Adds: +18

  • Talent: Nerves of Steel – Keeps the party's mounts from panicking, preventing "Thrown Rider" checks.

  • Gear: Lasso, Cavalry Saber, Medicinal Oats.


Conclusion: The Silence of 1886

By the winter of 1885, the "War" seemed to evaporate. The "Blue Men" retreated into the deep Ozark hollows, the "Ghost-Chiefs" vanished into the Bitterroot mists, and the Choctaw Lighthorsemen returned to their standard patrols. But the records remain—tucked away in tribal oral histories and "forgotten" frontier dispatches. 1885 stands as the year the American wilderness sent a message: The land has its own masters.


๐Ÿ“” The Cryptid Hunter’s Playtest Guide: 1885 "White Man" Detachment



These are the specialized frontier units often found embedded with or acting alongside the Native War Parties during the 1885 Campaign.

1. The Cavalry Officer (The Commander)

  • Attributes: STR: 11, CON: 13, DEX: 14, INT: 15, LK: 11, CHR: 16

  • Combat Adds: +14

  • MR/D: 180, D: 5

  • Talent: Tactical Volley – Can coordinate a group fire action, adding +1D6 to all allies' combat rolls for one round.

  • Gear: Officer’s Saber, Colt .45 Peacemaker, Command Whistle.

2. The Longbow Hunter (The Silent Stalker)

  • Attributes: STR: 13, CON: 12, DEX: 17, INT: 14, LK: 12, CHR: 10

  • Combat Adds: +19

  • MR/D: 160, D: 4

  • Talent: Pinpoint Accuracy – Ignores 1 point of monster armor when using a bow.

  • Gear: Recurve Longbow, 20 Broadhead Arrows, Camouflage Leathers.

3. The Fur Trapper (The Woodsman)

  • Attributes: STR: 15, CON: 16, DEX: 12, INT: 11, LK: 14, CHR: 9

  • Combat Adds: +17

  • MR/D: 160, D: 5

  • Talent: Wilderness Survival – Automatically finds shelter/water in "Swamp Dread" or mountain terrain.

  • Gear: Trapping Axe, Heavy Furs, Bear Trap.

4. The Scout (The Tracker)

  • Attributes: STR: 12, CON: 14, DEX: 15, INT: 14, LK: 12, CHR: 11

  • Combat Adds: +17

  • MR/D: 150/220, D: 4/5

  • Talent: Danger Sense – Can roll vs. Luck to avoid being surprised by a "Stone-Slide" or ambush.

  • Gear: Binoculars, Henry Repeater, Mapping Kit.

5. The Medic (The Field Surgeon)

  • Attributes: STR: 9, CON: 11, DEX: 14, INT: 17, LK: 13, CHR: 12

  • Combat Adds: +10

  • MR/D: 150, D: 5

  • Talent: Field Patch – Can restore 1D6 CON to a wounded ally once per session.

  • Gear: Medical Bag, Suture Kit, Laudanum.

6. The Range Rider (The Outrider)

  • Attributes: STR: 13, CON: 13, DEX: 15, INT: 12, LK: 15, CHR: 13

  • Combat Adds: +18

  • MR/D: 160, D: 4

  • Talent: Mounted Combatant – Does not take penalties when firing from a moving horse.

  • Gear: Dual Revolvers, Lasso, Fast Horse.

7. The Engineer (The Demolitions Expert)

  • Attributes: STR: 14, CON: 14, DEX: 11, INT: 16, LK: 10, CHR: 10

  • Combat Adds: +11

  • MR/D: 650, D: 4+

  • Talent: Blast Specialist – Can set explosive charges that deal 6D6 area damage to Stone Giants.

  • Gear: Dynamite, Detonators, Heavy Toolbag.


Conclusion: The Silence of 1886

By the winter of 1885, the "War" seemed to evaporate. The "Blue Men" retreated into the deep Ozark hollows, the "Ghost-Chiefs" vanished into the Bitterroot mists, and the Choctaw Lighthorsemen returned to their standard patrols. But the records remain—tucked away in tribal oral histories and "forgotten" frontier dispatches. 1885 stands as the year the American wilderness sent a message: The land has its own masters.

Call to Action: Does your family have lore from the 1885 frontier? Share your stories in the comments below!


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Volume 6 of the Cryptid Hunter’s Playtest Guide: A deep-dive into the 1885 Bigfoot War. Native American reports, tactical D6 stats, and Major Hedges' GM advice for Tigers Force 2026.

Product Identity & Legal

The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges:

The Tiger Force 2026 saga, the "Cryptid Hunter’s Playtest Guide" series, the specific synthesis of the 1885 Bigfoot War campaigns, the "Hedge Wizard of the Shreveport Cabin" persona, and the "Major Hedges" archetype. Monsters! Monsters! and Humans! Humans! (1st Edition) are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission. The statistics and game mechanics provided herein are designated as unofficial playtest material for the Tygerian Isles campaign setting. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.