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A few nice Weight loss images I found:

Zombie dead starting to pile up
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Image by jon_a_ross
Battle report here jon-a-ross.livejournal.com/949385.html

Battle Report: 1000 points Khorne Daemons vs. 1000 points Zombies (Vampire Counts)
Six turns (plus one) Zombies move first.

The zombie hordes had seen one battle before, that against the beasts of Chaos army. In that struggle the zombies were counted as the losers, with much of their army ripped to pieces. But it had moments where a zombie victory seemed possible. So the zombies are pulled out again to battle against 1000 points of Khorne daemons. 4 groups of 40 zombies, each with a standard and a musician are lead by one necromancer with all the spells on his corpse cart and another necromancer on foot with the book of dancing dead.

The khorne forces are lead by one Herald of Khorne with flaming attacks and body armour. The mighty herald joins a unit of 11 bloodletters with full command and will lead two more units of 10 bloodletters (full command) and two groups of flesh hounds into battle (11 total). The bloodletters are mostly untried in Fantasy, having seen some action in 40K. In 40K they are excellent marine killers but not so good against guardsmen. We shall see how they do against the fantasy undead.

Unlike the last time the zombies fought with seven pieces of terrain crowding the battlefield, we go with a lightly dotted landscape. One hill crested with heads from a lost civilization. The monolith (one of many that dot my warhammer world) and a small hill with more rocks on it are all that can be seen.

With the zombie first move the plan is straight forward. The necromancer will use the book to move one group of zombies in the south forward in an effort to flank the line of daemons when they hit the zombies in the middle of the table. A group of zombies is raised from the dead and bolstered with more zombies to intercept the approaching flesh hounds in the north. The magic phase goes almost entirely the way the undead wish, with the zombie general getting both his spells cast, as well as the bound spells all working. Only the necromancer on foot fails his spell, rolling a single die looking for 4.

The Daemons of Khorne move forward, not recklessly but carefully. Both groups of flesh hounds are moved to flank, one in the north and one in the south. The bloodletters themselves move forward slowly. One unit of ten on each side of their commander and his unit of 11. (I deployed them in file of 4 because I thought that was legal. As I understand now looking over the rules that 4 is 6th edition thinking and it has to be 5 for 7th edition. I’ll double check later, but carried on the battle regardless.)

Zombie turn two was more slowing shifting forward with failed charges from the lead zombies. More dead summoned, with the raise dead spell being stopped by the dice. It also allowed the daemons to stop the corpse cart from granting strikes first to the zombies around it. That power will promise to be painful.

Daemon turn 2 is marked by charging. Four units charge into the zombies and deal heavy damage. Over 20 zombies fall either through injury or their magic failing to hold them together. The herald and his unit score only 2 kills, even after rerolling to hit because of their hatred. This results in the herald’s unit losing combat and making a leadership test itself.

Zombie turn 3 sees another group of zombies launch a charge against the bloodletter line. This time the zombies are able to flank and will add their weight to pushing the bloodletters down. The dispel dice come up snake eyes, giving the zombies total control over the rest of the magic phase. More undead are raised into existence to flank charge next turn, while a number of the existing units are increased in size. The bloodletters which are being flanked are having terrible luck rolling dice, scoring four ones to hit and one one to wound. In that battle the daemons will end up losing combat and having three lost to warp instability.

Daemon turn 3 has the daemons with their only unengaged unit, the flesh hounds in the south, attempt to charge the zombies and come up short. The rest of the daemons have no choice but to attempt to slay the unliving foes that now threaten to pull them down. Much to the horror of the daemons, they actually use more of their number this turn then they slay zombies. The corpse cart has given the zombies unnatural speed. It accounted for very little last phase but this time the daemons feel their low toughness score. The one group of daemons fighting off 60 zombies, 11 at a time, end up losing combat so badly that between the wounds from the zombies and daemonic instability they are wiped out. Now it becomes 35 daemons against 150 zombies or so.

Zombie turn 4 sees the zombies push in towards the bloodletters. Both the remaining bloodletter groups are now fighting on two sides, with the herald of khorne and his bloodletters being attacked by over 60 zombies. The magic phase goes to the undead as the dispel dice are held to cancel the strike first powers of the corpse cart. Thus another group of zombies can be summoned and added to. This group shall be used to flank the flesh hounds when they charge into the zombie mess.

The close combat phase also goes badly for the bloodletters. Another bad roll off the bloodletters results in only a single zombie death and then a loss of combat for the daemons. Five daemons die in the center and five zombies, not an exchange rate the daemons can afford. The only upside is that the flesh hounds have an excellent round against the zombies they were fighting in the north, destroying the group completely after the leadership test.

Daemon turn 4 has the few remaining bloodletters worried. They are both fighting battles on two sides, against foes that are just strong enough to wound them one third of the time, and who hit them one third of the time. Sure one third of the time they save the wound, but the numbers against them are adding up.

Lucky, the flesh hounds of khorne are able to both smash into the zombie horde like bookends. It took the group in the south four turns to finally get into combat, but thankfully it is going to be worth the wait. The flesh hounds hit the zombies and kill six on the first impact. The zombie horde makes the snake eyes leadership test and loses no more members.

In the north the flesh hounds also strike into the zombies, and the zombies fail their leadership with an eleven. The general will be able to give his leadership to them, but still a large number of zombies fall as the magic that bounds them together fails against the flesh hounds.

Zombie turn five has the zombies looking not as impressive as before. The necromancer on foot is trying to stay out of the way of the khorne daemons should they win, while the general on the corpse cart is trying to get his cart into a position to maximize the strike first power. The flesh hounds in the south get charged by zombies, trying to break them.

The magic phase doesn’t work as well for the zombies, as they are attempting to boost their zombie’s attacks and numbers. Another group of zombies is summoned to rear charge the flesh hounds next turn if possible. The book of dancing is able to allow a group of six zombies to attack now out of turn, an attack that kills two daemons. However, that is the only good thing that happens for the zombies this phase, as the last remains of the group that the flesh hounds charged fall. Another daemon falls in the other combats, but they manage to take twelve zombies with them.

Daemon turn five is the final nail in the coffin of the zombies. The flesh hounds, having ripped through two groups of zombies, are free to charge the necromancer general on the corpse cart. The ranks are redressed to bring the maximum bloodletters against the zombies in the north, and the battle will come to a head here.

The flesh hounds are able to rip the corpse cart to pieces, even with its regeneration. The necromancer lands on his feet against the flesh hounds, worried. The other zombies also lose their various combats. Eighteen daemons remain out of the forty three that launched the battle. There are still over 100 zombies in play but it doesn’t look good for them.

Zombie turn six has the zombies in a tough place. Their general is in single combat against six flesh hounds of khorne. Their zombie hordes are two large blocks and then four small blocks being threatened. A group of zombies that were summoned last turn to attack the flesh hounds get their chance, rushing in to attempt to save the general. Using all their magic the zombies try to get strike first and extra attacks for the zombies against those flesh hounds.

It isn’t enough, as the flesh hounds are able to rip the necromancer general into pieces. However, all that magic being shot around allows the zombies to catch and rip the daemon herald of khorne and his bloodletter escort into pieces. The herald himself falls to daemonic instability as two of his escort fell to zombie claws. So at the end of the turn we have both generals dead and the combat coming to an end. The zombies hold themselves together well with the general dead, only a handful die.

Daemon turn six has the daemons pushing forward their advantage and cutting down the necromancer on foot with their last bloodletters. The flesh hounds keep chewing into their zombie targets. One group of zombies will be lost, leaving fourteen daemons of khorne against 56 zombies. The ratio of zombie to daemon is finally swinging in favour of the daemons.

Thus ends the official six turns of the game, with the points saying that the daemons of khorne have won. 725 or so points for the zombies and 950 or so points for the daemons of khorne. A close match in the end, and close enough that it calls for one more turn.

Turn seven for the zombies sees some bad leadership rolls with their general dead. One group of zombies fighting the flesh hounds in the north falls apart completely, while the other two groups, even with their losses, are able to charge the last bloodletters. The zombies are then able to pull those last bloodletters to pieces, without giving the bloodletters a chance to strike back.

Daemon turn seven has the flesh hounds charge one group of zombies, smashing through it and following up against to the final group of zombies.

And as the game was down to three units, I kept going. Zombie turn eight has a handful of zombies fall without the magic of their general holding them together, but the flesh hounds fail to wound a zombie on their own. In revenge the zombies are able to pull down one flesh hound, after instability rolls.

The second group of flesh hounds joins into the battle against the zombies and it will end quickly with the zombies putting up some brief struggle.

Wildcat
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Image by tango_28
Delivered to the Navy in June 1941, this F4F-3 Wildcat was first assigned to Fighting Squadron (VF) 72 on board the aircraft carrier Wasp (CV 7) and participated in the Neutrality Patrol in the Atlantic Ocean. Six months after the attack on Pearl Harbor, the aircraft was briefly transferred to VF-9 before being assigned to Aircraft Carrier Training Group (ACTG) Atlantic. Earmarked briefly for transfer to Great Britain to equip Squadron 892 of the Royal Navy, it instead remained at Naval Air Station (NAS) Norfolk, Virginia, and underwent an extensive overhaul in November 1942.

Assigned to Carrier Qualification Training Unit (CQTU) Atlantic in January 1943, the following May it transitioned to the CQTU at Naval Air Station (NAS) Glenview, Illinois. On the afternoon of 17 August 1943, Lieutenant Albert Newhall was launching from the training carrier Wolverine (IX 64) in this aircraft when he allowed the torque of the engine to pull the plane to port with a final loss of positive control. The plane plunged into Lake Michigan, where it sank after Newhall was rescued.

Recovered from the lake in 1990, the aircraft arrived at the museum that same year. Following restoration in the markings of VF-72, it was placed on display.
Place of Origin Bethpage, New York
Notes F4F/FM Wildcat

In 1935, while its F3F biplane fighter was in the initial stages of testing, Grumman Aircraft Engineering Corporation began work on a prototype, engaging in a competition with Brewster Aeronautical Corporation to provide the Navy’s next carrier-based fighter. While Grumman proceeded with another biplane, designated the XF4F-1, Brewster engineers drafted plans for a monoplane, its expected performance clearly outclassing the biplane on Grumman drawing boards and prompting a reengineering of the XF4F-1 as a monoplane. Still incorporating the barrel-like fuselage of previous Grumman fighters, the XF4F-2 was a mid-wing design that boasted a top speed of 290 M.P.H. While the Navy chose to procure the Brewster, which was designated the F2A Buffalo, the sea service left the door open for Grumman to continue to develop the XF4F-2. The result was the XF4F-3, which incorporated the more powerful engine and revised control surfaces. Though heavier than the XF4F-2, the modified fighter could reach a top speed of 335 M.P.H. and, speed being life in air-to-air combat, the Navy ordered 54 production versions of the aircraft in August 1939. The following month, Germany invaded Poland, opening a world war in which the new fighter, nicknamed the Wildcat, was destined to play a prominent part.

Initially delivered to Fighting Squadrons (VF) 4 and 7, in December 1940, the first examples off the assembly line having been delivered to Great Britain, where they served as Martlets, by the time the Japanese attacked Pearl Harbor the Navy and Marine Corps operated 248 F4F-3 Wildcats. Design features of note included the fact that these first F4F-3s lacked folding wings, which was remedied in later versions to allow for easier storage in the limited space of an aircraft carrier. In addition, all Wildcats featured landing gear that had to be manually cranked up by the pilot using a handle near his right shin. It took thirty-plus turns of the crank to complete the task, a new Wildcat pilot instantly recognizable in the air a few minutes after take-off by the fact that the airplane proceeded to go up and down quickly, the result of the left hand holding the stick inadvertently going forward and back along with the pilot’s right hand as he turned the landing gear handle.

Naval aviation’s front line fighter aircraft when the United States entered World War II, the F4F Wildcat contrasted sharply with its primary adversary in the Pacific, the vaunted Japanese Zero. While the former possessed unmatched maneuverability, rate of climb, speed and range, the F4F’s strength rested in its ruggedness and firepower. These elements, combined with tactics of mutual defense-most notably the "Thach Weave" developed by Lieutenant Commander John S. Thach- and slashing diving attacks against the Japanese fighter, enabled Wildcat pilots to more than hold their own against their counterparts in the vicious air battles at Coral Sea, Midway, and Guadalcanal during 1942. The Wildcat had its greatest impact in the Pacific, but also served in the European Theater, including support of the landings in North Africa and operations from escort carriers in the continuing battle against German U-boats.

Though Grumman-built Wildcats disappeared from the scene in 1943, the Eastern Aircraft Division of General Motors continued production of the design under subcontract. Boasting a more powerful Wright R-1820-56 Cyclone engine and a taller tail, the General Motors built Wildcats carried the designation
FM-1/2 and operated primarily from escort carriers. Though employed in the close air support role in the Pacific, FM Wildcats faced down enemy surface ships during the Battle of Leyte Gulf, their pilots heroically making repeated strafing runs against battleships and heavy cruisers in an attempt to draw fire away from American escort carriers during the landmark engagement. All told, sixty-one pilots became aces while flying the Wildcat, which achieved a 6.9:1 kill to loss ratio in air-to-air combat during World War II. In addition, of the nineteen naval aviators who received the Medal of Honor during World War II, eight were F4F pilots.

The inauguration of the National Museum of Naval Aviation’s underwater aircraft recovery program in Lake Michigan during the early-1990s yielded a number of rare examples of Wildcats, which had crashed in the lakes waters during carrier qualification on board the training carriers Wolverine (IX 64) and Sable (IX 81). These underwater birds represent the bulk of the fourteen F4F/FM Wildcats owned by the museum.

Manufacturer: Grumman Aircraft Engineering Corporation
Dimensions: Length: 28 ft. 9 in.; Height: 9 ft., 2 ½ in.; Wingspan: 38 ft.
Weights: Empty: 5,342 lb.; Gross Weight: 8,152 lb.
Power Plant: One Pratt & Whitney 1,200 horsepower R-1830-76, -86 engine
Performance: Maximum Speed: 328 M.P.H at 21,000 ft.; Service Ceiling: 37,500 ft.; Range: 845 miles
Armament: Four fixed forward-firing .50-in. guns and two 100 lb. bombs
Crew: Pilot

Image from page 256 of “Radioactive transformations” (1906)
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Image by Internet Archive Book Images
Identifier: radioactivetrans00ruth
Title: Radioactive transformations
Year: 1906 (1900s)
Authors: Rutherford, Ernest, 1871-1937
Subjects: Radioactivity Radioactivity
Publisher: London : Constable
Contributing Library: Francis A. Countway Library of Medicine
Digitizing Sponsor: Open Knowledge Commons and Harvard Medical School

View Book Page: Book Viewer
About This Book: Catalog Entry
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Click here to view book online to see this illustration in context in a browseable online version of this book.

Text Appearing Before Image:
s meeting at fairly sharp angles.Above Q the ionization is due to the rays from radium C. AtQ the a particles from the product of range about 4.8 cms. •enter the ionization chamber, and the curve starts off at a sharpangle. A similar break is observed at R and S when the aparticles from the other two products enter the ionization cham-ber. The slopes of the curves P Q, Q R, R S, S T, are verynearly in the ratio of 1, 2, 3, and 4, — a result to be expectedfrom the simple theory. Experiments were also made by Bragg and Kleeman on theabsorption of the a rays by thin metallic layers and by othergases besides air. The effect of placing a uniform absorbing PROPERTIES OF THE a RAYS 243 screen over a thin layer of radioactive matter is to depress theionization curve by the same amount throughout its wholecourse. For example, the loss of range for an absorbing screenof silver foil, whose weight per unit area was .00967 grams, wasequal to that for a stratum of air of thickness 3.35 cms. and

Text Appearing After Image:
<*-. ~S- Co- 7. eT R&t*. of diec/iarge in arbitrary scaIiFig. 51. whose weight per unit area was .00402 gram. The ratio ofthese two weights is 2.41, showing that the stopping power ofsilver is 2.41 times greater than would be expected on a simpledensity law. An examination of a number of metals showedthat the stopping power was approximately proportional to the 244 RADIOACTIVE TRANSFORMATIONS square root of the atomic weights. A similar law was found tohold for gases over a considerable range of density. This rela-tion is most remarkable, and indicates that the absorption ofenergy in the atom is proportional to the square root of itsatomic weight. It is known that for simple gases like hydro-gen, oxygen, and carbon dioxide, the total number of ions pro-duced by complete absorption of a rays of given intensity isnearly the same, suggesting that the same energy is required ineach case to produce an ion. If the stopping power of any gasis mainly governed by the energy used up in p

Note About Images
Please note that these images are extracted from scanned page images that may have been digitally enhanced for readability – coloration and appearance of these illustrations may not perfectly resemble the original work.

 
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