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Image from page 418 of “Mechanical Contracting & Plumbing January-December 1912” (1912)

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Image from page 418 of “Mechanical Contracting & Plumbing January-December 1912” (1912)
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Identifier: mechcontract1912toro
Title: Mechanical Contracting & Plumbing January-December 1912
Year: 1912 (1910s)
Authors:
Subjects: Air conditioning Refrigeration and refrigerating machinery Heating Plumbing
Publisher: Toronto : Maclean-Hunter Pub. Co.
Contributing Library: Fisher – University of Toronto
Digitizing Sponsor: University of Toronto

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OMPANY TECHNICAL BOOK DEPARTMENT143-149 University Avenue – TORONTO, ONT. 8 PLUMBER AND STEAMFITTKR If the world with you goes wrong, Do not fret, forget it.Grim sorrow never lingers long— Dont despair, forget it! And one of the best ways to forget is to own Nye Tools. A man cannot be unhappy wil h ;i NYE SOLID DIE STOCK in his shop—one of those stocks with automatic bushings which can be openedwide enough to clear a coupling, and for which no separate bushings are required. You Cant Lose Em All parts are permanently fastened and cannot be lost—and put your fingeron this point: The stock has large openings for escapement of chips and oil.You know what that means—no binding. The tool is much lighter in weight and more durable than others. If Ynil Aft* AA/r*rvi<*r1 over the st°ck you are now using, send me a card, and Ill see that you* VM ^l c 1CU learn how to get a Nye on a ten days trial. NYE, THE DIE MAN THE NYE TOOL AND MACHINE WORKS – 124 N. Jefferson St., Chicago, 111.

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WROUGHT PIPE BLACK and GALVANIZED. SIZES, 1/8 IN. TO 4 IN.All our pipe thoroughly inspected, tested to 600 lbs. hydraulic pressure and branded. ALSO NIPPLES Ask your jobber for

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Image from page 32 of “Open air crusaders; a story of the Elizabeth McCormick open air school, together with a general account of open air school workin Chicago and a chapter on school ventilation” (1911)
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Identifier: openaircrusaders01king
Title: Open air crusaders; a story of the Elizabeth McCormick open air school, together with a general account of open air school workin Chicago and a chapter on school ventilation
Year: 1911 (1910s)
Authors: Kingsley, Sherman Colver, 1866- ed Elizabeth McCormick Open Air School, Chicago
Subjects: Open-air schools School buildings
Publisher: Chicago, United Charities of Chicago
Contributing Library: The Library of Congress
Digitizing Sponsor: The Library of Congress

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l| ilrOInrmtrk ^rltonl Bon^B For we have — Cold sprays that give us Cheeks like the rose, Temperatures that are normal This our record shows, Appetites so hearty, Our weight grows and grows. Were the Elizabeth McCormick Cold air Eskimos. That goes. Eat, eat, keep on eating.Sleep, sleep, keep on sleeping.Breathing fresh air night and day,Happy in our work and play. Were going to the country, Hurrah! Hurrah! Well take our blankets with us. Our Eskimo suits of gray. Well take our teacher with us. Hurrah! Hurrah For off to fair Algonquin Were on our way. Now, if youll kindly listen, Well tell you why Its easy to grow husky And never, never die. Were going to the country. Its truly so, And its eat and sleep and good fresh air That makes us grow. If thirty-three per cent of the children of the state leave schoolbefore the close of their twelfth year, we must manage somehow togive them, before we lose control of them, a fair working knowledgeof the disease and how to prevent it. Rogers. 28

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Image from page 376 of “The literary digest” (1890)

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Image from page 376 of “The literary digest” (1890)
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Identifier: literarydigest16newy
Title: The literary digest
Year: 1890 (1890s)
Authors:
Subjects:
Publisher: New York : Funk & Wagnalls [etc.]
Contributing Library: Robarts – University of Toronto
Digitizing Sponsor: University of Toronto

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oul breath, sourstomach, gas or belching; neither can youhave the dizziness and languor that accom-pany a torpid 11 vi.r ; nor the sallow complex-ion, that outward sign of the inward disea.-^e. An interesting booklet on HOW TO GETWELL AND STAY WELL, togetlier withfull infojination of ^Ir. Booths great discov-ery, relating to HEIGHT, WEIGHT andPERFECT HEALTH, sent FREE on appli-cation ; also, a trial sample of Mi-o-na. A box of Mi-o-na tabloids at your drug-gists or by mail, 50 cents. Address 503 FIFTH AVE., NEW YORK CITY. Blindness Prevented The Absorption Method a Success m treating all forms cf descased eyes withoutKnife or kisk. Over 75,000 treatments given at ourinstitution in 97. IJeprcsenlalive people from allparts of United states and Canada endorse this in-institution. Do not wait to be blind. Thousandshave evervthing to gain and nothing to lose.Pamphlet Free, describing hometreatment and in-stitution, the largest, most successful in America.BEMIS SAMTARIU3I. Glens Falls, N.T.

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A Strange New Shrub that Cures Kidney andBladder Diseases, Rheumatism, etc.-Free. Disorders of the Kid-neys ami Blaikier cause BrJghtsDisease.Rheu-matism, Gravel.Pain inthe Back. Female Com-plaints, Urinary Disor-ders. Dropsy, etc. Forthese diseases a Posi-tive Specific Cure isfound iu a new botani-cal discovery, the won-,, _ _ derful Kava-Kav. Vn. James Young, Kent, .Shrlb, called by bot-anists, the piper methij^ticiiiii, from the GangesRiver, East India. It lias the extraordinary rec-ord of 1200 hospital cures in 3) days. It actsdirectly on tlie Kidneys and cures by drain-ing out of the Blood the poisonous Iric Acid,Urates, Lithates, etc., which cause the diseasedconditions. Rev. W. B. Moore, D. D., of Washington, D. C. tes-tifies in the Christian Advocate, that it completelycured him of Kidney and Bladder disease of manyyears standing. Hon. R. C. Wood, of Lowell. lud..Writes that in four weeks the Kava-Kava Shrub curedhim of Kidney and Bladder disease of ten yearsstanding.

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Necromancer watches and the giant jumps some more
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A battle of magic: 1000 points of Vampire Counts in the form of two necromantic brothers and their horde’s of zombie followers vs. 1000 points of Tzeentch worshipping beasts of chaos.

Six turns (plus one), beasts of chaos deploy first and go first.

jon-a-ross.livejournal.com/948428.html For the following battle report with pictures:

This battle started out as an experiment to see if a horde of zombies could be a threat, an actually working army. In theory they are cheap enough that you can field a silly number of them, overwhelming mortal armies and dragging them down. To test this out I build a 1000 point vampire counts force using 2 necromancers and 160 zombies. I have 180 zombie models, so with 20 to spare I was all set to roll.

To face the zombies I thought I would see how my beasts of Chaos force works. I have never fielded beasts of Chaos before (and vampire counts only in small warbands battles) so this was going to be an interesting match.

The beasts of chaos got two 8 gor 12 ungor herds, one of which was sent to ambush. Leading the force was a wargor of Tzeentch in Chaos armour and shield, inside a 20 beast unit of Bestigor’s of Tzeentch (Tzaangors). Thinking about it the Tzaangors might have had a magical standard, but if they did I forgot to use it during the game. Rounding out the beasts of Chaos force was a mutated chaos giant, for punch. It turns out to have been an excellent call.

The vampire counts were all zombies as I’ve stated. So the 4 40 corpse zombie hordes with standard and musician would be the bulk. But there was one minor necromancer with the book that has the dancing zombie’s bound spell and the heal undead spell. And the final necromancer general with all three necromantic spells, the nightshroud armour and the scepter of raising the dead mounted on a corpse cart to lead them. I remembered a little late into the game that the general could share his leadership with the troops, something that if I had recalled would’ve put the general even closer to the action and trying to keep all the zombies close enough to get both that bonus and the ability to march.

The battlefield was built to be the site of some fallen settlement, already reclaimed by nature. A small grove of trees, some rocks marking the foundations of buildings and a evil monolith in the center. Looking at the field during the play I found the zombie side wishing their was less terrain on the field. With such large units they were having trouble getting more then one unit into combat at a time, and to win the zombies really needed to double team as much as possible.

In general the beasts of chaos failed their leadership to charge tests only a couple of times, but those moments when they couldn’t get up the nerve to strike bought the zombies time to re-enforce their numbers. Magic was untrustworthy in the game, as I rolled three miscasts using level one and two wizards. The Tzeentch wargor had two miscasts and the zombie general one. I also recall at least two unstoppable force castings. Otherwise both sides had enough dispel dice to counter all but one of the spells from the other. The necromancers had two bound spells and four power dice, but usually I would cast one 2 dice spell off the general and then one single die spell off each necromancer (usually the heal undead spell) followed by the bound spells.

The Tzeentch wargor had rolled up the flaming shield spell as well as a spell that could cause a unit to strike itself, only if that unit isn’t immune to psychology. As the undead are that spell was traded in for the default magic missile zap. In the game only two zaps from the magic missile were successful, but the spell did cast three times successfully. The flaming shield never was cast, it was either dispelled or miscast or even not cast at all (throwing it last after the magic missile using two dice). Magic for the beastmen was not a tipping point.

Turn 1 sees the beasts of chaos rush forward. I was thinking about having the Tzaangors meet up with the beastmen herd and catch the zombies in a pincher movement, but I didn’t want to have my beastmen caught from behind either. I waited to see how fast the zombies would approach. The chaos giant was heading off to deal with the flanking zombies. Some zombies die from magic, but their loss is barely noticed.

The zombies shuffle forward, in such large numbers as to be a threat. The corpse cart and general keep between the large zombie hordes and even summon up some more zombies to join in. The zombies on the flank alone move forward a bit, while the zombies with the necromancer escort are magically encouraged forward.

Turn 2 has the Tzaangors fail their leadership test to charge the fear causing zombies, the general summons the ambushing beastmen herd and the giant charges the zombies on the flank. The beastmen arrive right behind the corpse cart as planned and will force it into a defensive position. The magic phase sees the first miscast from the Tzeentch Wargor and ends. The giant starts jumping up and down on the zombies, something he will do for a while yet.

The zombies move forward on their second turn, pushing forward as their battle plan has already been drawn. The necromancer general summons up and re-enforces a zombie horde to stand between himself and the approaching beastmen. The zombies fighting the giant are not as lucky and find themselves reduced to only four.

Turn 3 sees the wargor of Tzeentch get his men to agree to charge the zombies. The giant will jump on the last of the zombies, and the beastmen herd on the other side will successfully charge the zombies over there. The ambushing beastmen herd will fail to find the courage to charge the zombies summoned up just to deal with them. So far over 40 zombies will have been killed but they do seem to keep on coming.

The zombies charge the beastmen herd that was ambushing them. But even as the beastmen fail their leadership they are able to do enough to win combat against the zombies, who then fail their leadership roll badly (in part because the general was too far away) and lose a number of their troops. The other zombie conflicts continue to push forward, but non zombie losses are light. The necromancer who as babysitting the zombies on the flank runs and in his haste losses the bookmark for his spellbook, casting the dancing one last time on himself to get away.

Turn 4 starts with the giant rushing after the funny little man who dropped stuff. The wargor miscasts for a second time, this time blowing up three of his men, three zombies and taking a wound for his trouble. The beastmen in combat with the zombies keep cutting them down, slashing and cutting, cutting and slashing.

The necromancer doesn’t have much like this round either, with a miscast of his own damaging both himself and the corpse cart he’s on. The zombies are able to charge the beastmen on the flank, hoping to just break them but they past their leadership. Then the flanking charge is hoped to be enough. It isn’t, the beastmen are able to push to a tie on this round of battle. Worse yet, both the zombies slowing down the ambushing beastmen herd as well as the zombies fighting the Tzaangors are both destroyed.

Turn 5 sees three out of the four beastmen units free of attackers and able to push forward to break into the zombie command structure. Only their courage fails them. Both the beastmen herd and the Tzaangors fail their leadership tests to charge fear causing units, leaving the zombie commanders alive and well. One necromancer takes a magic missile but he keeps going with his two wounds. The beastmen herd under the weight of two zombie forces breaks, taking 38 hits for running away from so many zombies.

The zombies follow up on this success by sending the smaller zombie group after the fleeing beastmen, who run further. The rest of the zombies then regroup and move to support the general, turning around and heading back into the center of the battlefield.

Turn six was a bit of a disappointment for both sides. Nothing on the beastmen side was in charge range or passed their leadership tests to charge. The fleeing beastmen kept fleeing. The zombies were able to get seven or so of the mindless buggers to charge the giant but no wounds and all wiped out in a single combat phase.

At the end of the formal game the match was clearly for the beasts of chaos. They had one unit fleeing but all three of the others were mostly undamaged. But the zombies saw a chance that one more turn could change that. It would have to be a perfect turn, but it was possible for a zombie victory.

Turn seven therefore saw the beastmen rally on the flank, as well as the giant and the other beastman herd charge. The giant just runs up to the necromancer and yells at him, ending that battle but causing no wounds to either side. The beastmen that charged the zombies failed to take into account the zombies striking first and the zombies are amazingly able to win the combat. The beastmen break and lose a number of their men to the zombies as they pull down the fleeing troops.

But the zombies do not fair much better. One group of zombies has finally worked it’s way around the monolith and stands ready to surprise the Tzaangors. If the Tzaangors break from combat, as they have already passed the leadership test to be charged by the zombies, they will be lost upon contact with the zombies. The corpse cart takes a direct hit from the giant’s club and even it’s regeneration isn’t enough to put it together. But the necromancer riding it was unharmed, but unable to damage the giant either. The zombies on the flank are lost in their reckless charge against the beastmen (I was hoping for a failed leadership test or similar to give the zombies a chance). And in the end, the zombies against the tzaangors are not enough to break them. It wasn’t even close.

The battle goes to the beasts of chaos.

Image from page 585 of “Popular science monthly” (1872)

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Image from page 585 of “Popular science monthly” (1872)
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Identifier: popularsciencemo89newyuoft
Title: Popular science monthly
Year: 1872 (1870s)
Authors:
Subjects: Science
Publisher: New York : D. Appleton
Contributing Library: Gerstein – University of Toronto
Digitizing Sponsor: University of Toronto

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Thi- hi illi.iiit colors andthe revolving cross-piececannot fail to attract 1 A Safety-Bicycle for the Timid4 Fat Man THE fat man who wants toreduce by bicycling butho does not want to fall oflfand injure himself in the at-tempt, can now ride withsafety on a bicycle fittedwith a new rear attachmentwhich will prevent himfrom losing his balance. The frame of the bicyclecarries an extra pair ofsmall wheels at the backalongside the rear wheel.When these are attached itis no effort to maintainones balance. Moreoverthe-new attachment makesit easier to mount anddismount. The wheels are so smallthat they are scarcelynoticeable to the casualobserver. Besides the feel-ing of security which theirperfect balance gies, theyalso share the weight.

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How could any onefall ofT if his wheel isconstantly propped up? Removing High Lamp Bulb H () circ l)urnt-(iui l)ull)s riMunvedin large cli-ctrically-lightfd cano-pies over the entrances of hotels,theaters and public l)uildings? Ordinaril-a long extension ladder isrequired. A man holdsthe foot of the ladder tofirevent it from siip[)ing;another climbs it to re-move the burnt-out bulbsand insert new ones. A simple de^ice hasrecently been put on themarket which is intended to be used onthe end of a long bamboo pole and whichenables one man with an ordinary ladderto do this work. The device consists of three sleevescarrving a set of metal tongues whichare bent in the shape of a bulb andcovered with rubber pro-tectors for nearly their en-tire length. The two end-sleeves slide within themiddle one. The lowersleeve is fixed on theend of the bam-boo pole by meansof a spread cotter-pin. The lower endsof the tongues arejoined to a disk heldin the upper sleeveand joined to thefixed bottom sle

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Zombies slowing up the giant would be worried if they could think
how to lose weight book
Image by jon_a_ross
A battle of magic: 1000 points of Vampire Counts in the form of two necromantic brothers and their horde’s of zombie followers vs. 1000 points of Tzeentch worshipping beasts of chaos.

Six turns (plus one), beasts of chaos deploy first and go first.

jon-a-ross.livejournal.com/948428.html For the following battle report with pictures:

This battle started out as an experiment to see if a horde of zombies could be a threat, an actually working army. In theory they are cheap enough that you can field a silly number of them, overwhelming mortal armies and dragging them down. To test this out I build a 1000 point vampire counts force using 2 necromancers and 160 zombies. I have 180 zombie models, so with 20 to spare I was all set to roll.

To face the zombies I thought I would see how my beasts of Chaos force works. I have never fielded beasts of Chaos before (and vampire counts only in small warbands battles) so this was going to be an interesting match.

The beasts of chaos got two 8 gor 12 ungor herds, one of which was sent to ambush. Leading the force was a wargor of Tzeentch in Chaos armour and shield, inside a 20 beast unit of Bestigor’s of Tzeentch (Tzaangors). Thinking about it the Tzaangors might have had a magical standard, but if they did I forgot to use it during the game. Rounding out the beasts of Chaos force was a mutated chaos giant, for punch. It turns out to have been an excellent call.

The vampire counts were all zombies as I’ve stated. So the 4 40 corpse zombie hordes with standard and musician would be the bulk. But there was one minor necromancer with the book that has the dancing zombie’s bound spell and the heal undead spell. And the final necromancer general with all three necromantic spells, the nightshroud armour and the scepter of raising the dead mounted on a corpse cart to lead them. I remembered a little late into the game that the general could share his leadership with the troops, something that if I had recalled would’ve put the general even closer to the action and trying to keep all the zombies close enough to get both that bonus and the ability to march.

The battlefield was built to be the site of some fallen settlement, already reclaimed by nature. A small grove of trees, some rocks marking the foundations of buildings and a evil monolith in the center. Looking at the field during the play I found the zombie side wishing their was less terrain on the field. With such large units they were having trouble getting more then one unit into combat at a time, and to win the zombies really needed to double team as much as possible.

In general the beasts of chaos failed their leadership to charge tests only a couple of times, but those moments when they couldn’t get up the nerve to strike bought the zombies time to re-enforce their numbers. Magic was untrustworthy in the game, as I rolled three miscasts using level one and two wizards. The Tzeentch wargor had two miscasts and the zombie general one. I also recall at least two unstoppable force castings. Otherwise both sides had enough dispel dice to counter all but one of the spells from the other. The necromancers had two bound spells and four power dice, but usually I would cast one 2 dice spell off the general and then one single die spell off each necromancer (usually the heal undead spell) followed by the bound spells.

The Tzeentch wargor had rolled up the flaming shield spell as well as a spell that could cause a unit to strike itself, only if that unit isn’t immune to psychology. As the undead are that spell was traded in for the default magic missile zap. In the game only two zaps from the magic missile were successful, but the spell did cast three times successfully. The flaming shield never was cast, it was either dispelled or miscast or even not cast at all (throwing it last after the magic missile using two dice). Magic for the beastmen was not a tipping point.

Turn 1 sees the beasts of chaos rush forward. I was thinking about having the Tzaangors meet up with the beastmen herd and catch the zombies in a pincher movement, but I didn’t want to have my beastmen caught from behind either. I waited to see how fast the zombies would approach. The chaos giant was heading off to deal with the flanking zombies. Some zombies die from magic, but their loss is barely noticed.

The zombies shuffle forward, in such large numbers as to be a threat. The corpse cart and general keep between the large zombie hordes and even summon up some more zombies to join in. The zombies on the flank alone move forward a bit, while the zombies with the necromancer escort are magically encouraged forward.

Turn 2 has the Tzaangors fail their leadership test to charge the fear causing zombies, the general summons the ambushing beastmen herd and the giant charges the zombies on the flank. The beastmen arrive right behind the corpse cart as planned and will force it into a defensive position. The magic phase sees the first miscast from the Tzeentch Wargor and ends. The giant starts jumping up and down on the zombies, something he will do for a while yet.

The zombies move forward on their second turn, pushing forward as their battle plan has already been drawn. The necromancer general summons up and re-enforces a zombie horde to stand between himself and the approaching beastmen. The zombies fighting the giant are not as lucky and find themselves reduced to only four.

Turn 3 sees the wargor of Tzeentch get his men to agree to charge the zombies. The giant will jump on the last of the zombies, and the beastmen herd on the other side will successfully charge the zombies over there. The ambushing beastmen herd will fail to find the courage to charge the zombies summoned up just to deal with them. So far over 40 zombies will have been killed but they do seem to keep on coming.

The zombies charge the beastmen herd that was ambushing them. But even as the beastmen fail their leadership they are able to do enough to win combat against the zombies, who then fail their leadership roll badly (in part because the general was too far away) and lose a number of their troops. The other zombie conflicts continue to push forward, but non zombie losses are light. The necromancer who as babysitting the zombies on the flank runs and in his haste losses the bookmark for his spellbook, casting the dancing one last time on himself to get away.

Turn 4 starts with the giant rushing after the funny little man who dropped stuff. The wargor miscasts for a second time, this time blowing up three of his men, three zombies and taking a wound for his trouble. The beastmen in combat with the zombies keep cutting them down, slashing and cutting, cutting and slashing.

The necromancer doesn’t have much like this round either, with a miscast of his own damaging both himself and the corpse cart he’s on. The zombies are able to charge the beastmen on the flank, hoping to just break them but they past their leadership. Then the flanking charge is hoped to be enough. It isn’t, the beastmen are able to push to a tie on this round of battle. Worse yet, both the zombies slowing down the ambushing beastmen herd as well as the zombies fighting the Tzaangors are both destroyed.

Turn 5 sees three out of the four beastmen units free of attackers and able to push forward to break into the zombie command structure. Only their courage fails them. Both the beastmen herd and the Tzaangors fail their leadership tests to charge fear causing units, leaving the zombie commanders alive and well. One necromancer takes a magic missile but he keeps going with his two wounds. The beastmen herd under the weight of two zombie forces breaks, taking 38 hits for running away from so many zombies.

The zombies follow up on this success by sending the smaller zombie group after the fleeing beastmen, who run further. The rest of the zombies then regroup and move to support the general, turning around and heading back into the center of the battlefield.

Turn six was a bit of a disappointment for both sides. Nothing on the beastmen side was in charge range or passed their leadership tests to charge. The fleeing beastmen kept fleeing. The zombies were able to get seven or so of the mindless buggers to charge the giant but no wounds and all wiped out in a single combat phase.

At the end of the formal game the match was clearly for the beasts of chaos. They had one unit fleeing but all three of the others were mostly undamaged. But the zombies saw a chance that one more turn could change that. It would have to be a perfect turn, but it was possible for a zombie victory.

Turn seven therefore saw the beastmen rally on the flank, as well as the giant and the other beastman herd charge. The giant just runs up to the necromancer and yells at him, ending that battle but causing no wounds to either side. The beastmen that charged the zombies failed to take into account the zombies striking first and the zombies are amazingly able to win the combat. The beastmen break and lose a number of their men to the zombies as they pull down the fleeing troops.

But the zombies do not fair much better. One group of zombies has finally worked it’s way around the monolith and stands ready to surprise the Tzaangors. If the Tzaangors break from combat, as they have already passed the leadership test to be charged by the zombies, they will be lost upon contact with the zombies. The corpse cart takes a direct hit from the giant’s club and even it’s regeneration isn’t enough to put it together. But the necromancer riding it was unharmed, but unable to damage the giant either. The zombies on the flank are lost in their reckless charge against the beastmen (I was hoping for a failed leadership test or similar to give the zombies a chance). And in the end, the zombies against the tzaangors are not enough to break them. It wasn’t even close.

The battle goes to the beasts of chaos.

Image from page 9 of “Railway and locomotive engineering : a practical journal of railway motive power and rolling stock” (1901)

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Image from page 9 of “Railway and locomotive engineering : a practical journal of railway motive power and rolling stock” (1901)
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Identifier: railwaylocomotiv15newy
Title: Railway and locomotive engineering : a practical journal of railway motive power and rolling stock
Year: 1901 (1900s)
Authors:
Subjects: Railroads Locomotives
Publisher: New York : A. Sinclair Co
Contributing Library: Carnegie Library of Pittsburgh
Digitizing Sponsor: Lyrasis Members and Sloan Foundation

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that the engine wihthe least pound is least liable to knocksomething off, lose a rod, or pound hot, orbe subject to any of the numerous ills that fu! source of expense to the companyemploying him. This is one thing the young runnershould be particular to guard against. Inmaking his reports he should make surethat he is right above all things. No doubtanyone is liable to a mistake at times, andof course the more seldom his mistakesoccur the more readily are they overlooked; but if his mistakes are the rueinstead of the exception they will soonbegin to reflect back on him personally,and he will be in hot water all the time. It does not take a roundhouse man longto size up the engineer who is continuallymaking the wrong report. They get sothey pay no attention whatever to anythinghe says, quit trying to do his work, butwait until he lays off and another mantakes his engine out in whom they haveconfidence enough to believe he knowswhat he is talking about when reportingwork on an engine.

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B.LDWaN S METHOD OF WEIGHING LOCOMOTIVES. NO GUESSING HOW MUCH WEIGHT IS ON EACH PAIR OF WHEELS, department has its leaks. The stoppageof these leaks is sometimes all that is neces-sary to put a road on a paying basis. Aprosperous railroad can afford better pay,better facilities, better power, and bettertrack than the one whose revenues barelymeet the expenses. No argument is neces-sary to convince any engineer or firemanthat he can make more money and makeit easier on a first-class engine runningover good track than he can on a scrapheap running over two streaks of rust.The money all can save to the companywill go far toward obtaining this betterpower, track, etc, and in that way it isplain that all will be benefited thereby. The little leaks incidental to the opera-tion of a railroad—just because they arelittle and not so forcibly brought to theattention of the higher officials—are some-times passed by without receiving the the traveling scrap heap is liable to inmaking a close

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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.

The beastmen killing the zombies
how to lose weight book
Image by jon_a_ross
A battle of magic: 1000 points of Vampire Counts in the form of two necromantic brothers and their horde’s of zombie followers vs. 1000 points of Tzeentch worshipping beasts of chaos.

Six turns (plus one), beasts of chaos deploy first and go first.

jon-a-ross.livejournal.com/948428.html For the following battle report with pictures:

This battle started out as an experiment to see if a horde of zombies could be a threat, an actually working army. In theory they are cheap enough that you can field a silly number of them, overwhelming mortal armies and dragging them down. To test this out I build a 1000 point vampire counts force using 2 necromancers and 160 zombies. I have 180 zombie models, so with 20 to spare I was all set to roll.

To face the zombies I thought I would see how my beasts of Chaos force works. I have never fielded beasts of Chaos before (and vampire counts only in small warbands battles) so this was going to be an interesting match.

The beasts of chaos got two 8 gor 12 ungor herds, one of which was sent to ambush. Leading the force was a wargor of Tzeentch in Chaos armour and shield, inside a 20 beast unit of Bestigor’s of Tzeentch (Tzaangors). Thinking about it the Tzaangors might have had a magical standard, but if they did I forgot to use it during the game. Rounding out the beasts of Chaos force was a mutated chaos giant, for punch. It turns out to have been an excellent call.

The vampire counts were all zombies as I’ve stated. So the 4 40 corpse zombie hordes with standard and musician would be the bulk. But there was one minor necromancer with the book that has the dancing zombie’s bound spell and the heal undead spell. And the final necromancer general with all three necromantic spells, the nightshroud armour and the scepter of raising the dead mounted on a corpse cart to lead them. I remembered a little late into the game that the general could share his leadership with the troops, something that if I had recalled would’ve put the general even closer to the action and trying to keep all the zombies close enough to get both that bonus and the ability to march.

The battlefield was built to be the site of some fallen settlement, already reclaimed by nature. A small grove of trees, some rocks marking the foundations of buildings and a evil monolith in the center. Looking at the field during the play I found the zombie side wishing their was less terrain on the field. With such large units they were having trouble getting more then one unit into combat at a time, and to win the zombies really needed to double team as much as possible.

In general the beasts of chaos failed their leadership to charge tests only a couple of times, but those moments when they couldn’t get up the nerve to strike bought the zombies time to re-enforce their numbers. Magic was untrustworthy in the game, as I rolled three miscasts using level one and two wizards. The Tzeentch wargor had two miscasts and the zombie general one. I also recall at least two unstoppable force castings. Otherwise both sides had enough dispel dice to counter all but one of the spells from the other. The necromancers had two bound spells and four power dice, but usually I would cast one 2 dice spell off the general and then one single die spell off each necromancer (usually the heal undead spell) followed by the bound spells.

The Tzeentch wargor had rolled up the flaming shield spell as well as a spell that could cause a unit to strike itself, only if that unit isn’t immune to psychology. As the undead are that spell was traded in for the default magic missile zap. In the game only two zaps from the magic missile were successful, but the spell did cast three times successfully. The flaming shield never was cast, it was either dispelled or miscast or even not cast at all (throwing it last after the magic missile using two dice). Magic for the beastmen was not a tipping point.

Turn 1 sees the beasts of chaos rush forward. I was thinking about having the Tzaangors meet up with the beastmen herd and catch the zombies in a pincher movement, but I didn’t want to have my beastmen caught from behind either. I waited to see how fast the zombies would approach. The chaos giant was heading off to deal with the flanking zombies. Some zombies die from magic, but their loss is barely noticed.

The zombies shuffle forward, in such large numbers as to be a threat. The corpse cart and general keep between the large zombie hordes and even summon up some more zombies to join in. The zombies on the flank alone move forward a bit, while the zombies with the necromancer escort are magically encouraged forward.

Turn 2 has the Tzaangors fail their leadership test to charge the fear causing zombies, the general summons the ambushing beastmen herd and the giant charges the zombies on the flank. The beastmen arrive right behind the corpse cart as planned and will force it into a defensive position. The magic phase sees the first miscast from the Tzeentch Wargor and ends. The giant starts jumping up and down on the zombies, something he will do for a while yet.

The zombies move forward on their second turn, pushing forward as their battle plan has already been drawn. The necromancer general summons up and re-enforces a zombie horde to stand between himself and the approaching beastmen. The zombies fighting the giant are not as lucky and find themselves reduced to only four.

Turn 3 sees the wargor of Tzeentch get his men to agree to charge the zombies. The giant will jump on the last of the zombies, and the beastmen herd on the other side will successfully charge the zombies over there. The ambushing beastmen herd will fail to find the courage to charge the zombies summoned up just to deal with them. So far over 40 zombies will have been killed but they do seem to keep on coming.

The zombies charge the beastmen herd that was ambushing them. But even as the beastmen fail their leadership they are able to do enough to win combat against the zombies, who then fail their leadership roll badly (in part because the general was too far away) and lose a number of their troops. The other zombie conflicts continue to push forward, but non zombie losses are light. The necromancer who as babysitting the zombies on the flank runs and in his haste losses the bookmark for his spellbook, casting the dancing one last time on himself to get away.

Turn 4 starts with the giant rushing after the funny little man who dropped stuff. The wargor miscasts for a second time, this time blowing up three of his men, three zombies and taking a wound for his trouble. The beastmen in combat with the zombies keep cutting them down, slashing and cutting, cutting and slashing.

The necromancer doesn’t have much like this round either, with a miscast of his own damaging both himself and the corpse cart he’s on. The zombies are able to charge the beastmen on the flank, hoping to just break them but they past their leadership. Then the flanking charge is hoped to be enough. It isn’t, the beastmen are able to push to a tie on this round of battle. Worse yet, both the zombies slowing down the ambushing beastmen herd as well as the zombies fighting the Tzaangors are both destroyed.

Turn 5 sees three out of the four beastmen units free of attackers and able to push forward to break into the zombie command structure. Only their courage fails them. Both the beastmen herd and the Tzaangors fail their leadership tests to charge fear causing units, leaving the zombie commanders alive and well. One necromancer takes a magic missile but he keeps going with his two wounds. The beastmen herd under the weight of two zombie forces breaks, taking 38 hits for running away from so many zombies.

The zombies follow up on this success by sending the smaller zombie group after the fleeing beastmen, who run further. The rest of the zombies then regroup and move to support the general, turning around and heading back into the center of the battlefield.

Turn six was a bit of a disappointment for both sides. Nothing on the beastmen side was in charge range or passed their leadership tests to charge. The fleeing beastmen kept fleeing. The zombies were able to get seven or so of the mindless buggers to charge the giant but no wounds and all wiped out in a single combat phase.

At the end of the formal game the match was clearly for the beasts of chaos. They had one unit fleeing but all three of the others were mostly undamaged. But the zombies saw a chance that one more turn could change that. It would have to be a perfect turn, but it was possible for a zombie victory.

Turn seven therefore saw the beastmen rally on the flank, as well as the giant and the other beastman herd charge. The giant just runs up to the necromancer and yells at him, ending that battle but causing no wounds to either side. The beastmen that charged the zombies failed to take into account the zombies striking first and the zombies are amazingly able to win the combat. The beastmen break and lose a number of their men to the zombies as they pull down the fleeing troops.

But the zombies do not fair much better. One group of zombies has finally worked it’s way around the monolith and stands ready to surprise the Tzaangors. If the Tzaangors break from combat, as they have already passed the leadership test to be charged by the zombies, they will be lost upon contact with the zombies. The corpse cart takes a direct hit from the giant’s club and even it’s regeneration isn’t enough to put it together. But the necromancer riding it was unharmed, but unable to damage the giant either. The zombies on the flank are lost in their reckless charge against the beastmen (I was hoping for a failed leadership test or similar to give the zombies a chance). And in the end, the zombies against the tzaangors are not enough to break them. It wasn’t even close.

The battle goes to the beasts of chaos.

Image from page 210 of “Laboratory exercises to accompany Carhart and Chute’s First principles of physics” (1913)

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Image from page 210 of “Laboratory exercises to accompany Carhart and Chute’s First principles of physics” (1913)
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Identifier: laboratoryexerci00full
Title: Laboratory exercises to accompany Carhart and Chute’s First principles of physics
Year: 1913 (1910s)
Authors: Fuller, Robert W. (Robert Warren), 1871-1953 Brownlee, Raymond B. (Raymond Bedell), b. 1877 joint author Carhart, Henry Smith, 1844- First principles of physics. [from old catalog]
Subjects: Physics
Publisher: Boston, Allyn and Bacon
Contributing Library: The Library of Congress
Digitizing Sponsor: The Library of Congress

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l of the bottom ofthe stopper in the bottle (Fig. 71).The water is heated with a Bunsenburner until it boils, and kept at aboiling temperature for 5 minutes.While it is boiling, the temperatureof the water is taken with a ther-mometer and recorded. Observewhat happens to the mercury inthe bottle. The beaker is now removed fromthe ring stand. By dipping outhot water and adding cold water,the temperature of the water isbrought approximately to that ofthe room. Care must be takenduring this operation to avoid get-ting any water into the specificgravity bottle. The bottle is now removed from thewater, carefully dried, and again weighed. After being weighed, the bottle is returned to theinstructor, still containing the mercury. The greaterpart of the water in the beaker is to be poured off, with-out losing any mercury. The remaining water and mer-cury is to be disposed of as the instructor may direct. The readings taken should be entered in a tabular formnear the top of the left-hand page.

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Fig. 71. 196 LABORATORY EXERCISES Observations Weight of empty bottle g. Weight of bottle filled with mercury, initial . . g. Weight of bottle with mercury, final …. g. Initial (room) temperature °C. Final (boiling) temperature …… °C. A simple drawing of the apparatus and a brief descrip-tion of the operations in the experiment should follow thetable of observations on the left-hand page. At the top of the right-hand page, place the followingtable of calculated results, making the required computa-tions on the page immediately beneath the table. Calculated Results Initial weight of mercury (a) g. Weight of mercury lost by expansion (b) . . g.Change in temperature (c) °(7. Loss by expansion per degree (d = -] . . . g.Coefficient of cubical expansion I – ) Discussion: Explain clearly how the loss in weight per degree,divided by the original weight, gives the coefficient ofcubical expansion. Conclusion: The coefficient of cubical expansion of mercury relativeto glass is . INCREA

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Image from page 48 of “The principles of agriculture, a text-book for schools and rural societies” (1919)
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Identifier: principlesofagri02bail
Title: The principles of agriculture, a text-book for schools and rural societies
Year: 1919 (1910s)
Authors: Bailey, L. H. (Liberty Hyde), 1858-1954, ed
Subjects: Agriculture
Publisher: New York, The Macmillan company London, Macmillan & co., ltd.
Contributing Library: The Library of Congress
Digitizing Sponsor: Sloan Foundation

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beginning to understand it; and if the very soilis unknown to us, how complicated must be thegreat structure of agriculture which is rearedupon it! SUGGJtJSTIOXS ox CHAPTER I 25rt. The word organic refers to unimals and plants or theirproducts and remains ; that is, to things which live and haveorgans. Organic compounds, in chemistry, are those whichhave been built up or produced by the action of a plant oianimal. Modern usage, however, defines organic compounds asthose which contain carbon. Starch, sugar, woody fiber, areexamples. 256. Inorganic compounds are such as are not produced byliving organisms, as all the mineral compounds. They arefound in the earth and air. Salt, potash, iron and gold,lime, are examples. THE CONTENTS OF THE SOIL 29 25c. The ovgauic matter in soils—ttie plant and animalremains—is removed by burning. Let the pupil secure a cupfulof wet soil and carefully weigh it on delicate scales. Then letit dry in the sun, and weigh again ; the difference in weight is

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^^•^4^ Fig. 1. .Showinii the wearing away of mountain peaks and the formation ofsoil at the base. due to tlie loss or evaporation of water. Now place it in amoderately warm oven or on a stove, and after a few minutesweigh again ; more of the water will now have passed off. Nowthoroughly burn or bake it, and weigh ; the loss is now mostlydue to the burning of the organic matter, and part of thismatter has passed off as gas. If there is no perceptible lossfrom the burning, it is evidence that the sample contained littleorganic matter. Note the difference in results between clay andmuck. The pupil may also be interested to try to grow plantsin the baked soil. 30 THE PRINCIPLES OF AGRICULTURE 2firt. The wearing away of rock by the weather may be ob-served wherever stones are exposed. Even granite and marblemonuments lose their polish and luster in a few years. Thesharp and angular projections disappear from the ledges andbroken stones of railway cuts and quarries. The pupil shouldlook fprinciplesofagri02bail

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Image from page 469 of “Railway and locomotive engineering : a practical journal of railway motive power and rolling stock” (1901)
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Identifier: railwaylocomotiv20newy
Title: Railway and locomotive engineering : a practical journal of railway motive power and rolling stock
Year: 1901 (1900s)
Authors:
Subjects: Railroads Locomotives
Publisher: New York : A. Sinclair Co
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. Tools such as chisels, saws andhammers are simple machines, and,like engines and other machines ofgreat power, they merely aid the powerin its action. They do not createpower. All machines remain at restuntil acted on by some motive power,and whatever a machine gains inamount of work it loses in time, and what it gains in time it loses in amountof work. This can be readily seen inthe use of the crowbar, by whichweights may be slowly moved, al-though much heavier than a man isable to lift. Machinery not only enables us touse our power more conveniently, butit enables us to use other motivepowers besides our own strength. Thelimit of the power of machinery is thestrength of the materials of which itis made. Machines that will work wellin small models sometimes fail whenmade full size, because when the re-sistance is increased and their ownweight is added, the material will notstand the strain. STRENGTH OF MATERIALS. The determining of how great astrain certain materials will bear, and

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liLECTRIC LOCOMOTIVE ON THE PENN-SYLV.NI. R.ILRO.D. how they may be joined together tothe best advantage, is of the utmostimportance in practical mechanics.The relative strength of materials hasalready been briefly treated of, and itmay be added that rods and beams ofthe same materials and uniform sizeresist breakage in the direction of theirlength with degrees of strength thatvary in a ratio to the areas of theirends. If two rods of equal length andthickness are used in sustaining aweight, it will be found that by increas-ing the area of the end of one rod itwill sustain an increased weight. Thestrength of a horizontal beam sup-ported at each end diminishes as thesquare of its length increases. It ismost easily broken in the center, and if a beam of uniform strength is required,it should taper from the middle to-wards the ends. It should be noted that a given quan-tity of material has more strengthwhen disposed in the form of a hollowcylinder than in any other form thatcan be giv

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Image from page 73 of “Railway and locomotive engineering : a practical journal of railway motive power and rolling stock” (1901)

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Image from page 73 of “Railway and locomotive engineering : a practical journal of railway motive power and rolling stock” (1901)
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Identifier: railwaylocomotiv23newy
Title: Railway and locomotive engineering : a practical journal of railway motive power and rolling stock
Year: 1901 (1900s)
Authors:
Subjects: Railroads Locomotives
Publisher: New York : A. Sinclair Co
Contributing Library: Carnegie Library of Pittsburgh
Digitizing Sponsor: Lyrasis Members and Sloan Foundation

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length oftubes, 2 ft. 9 ins.; length of firebo.x, 16ins.; width of firebox at top, 135^ ins.;width of firebox at bottom, 20 ins.;heating surface of tubes, 23 sq. ft.; heat-ing surface of firebox, 8.88 s(|. ft.; totalheating surface, 31.88 sq. ft. The watertank is placed at the rear, and holds 60gallons. Coke fuel, capacity 100 lbsSix of this class of motor were recentlyexported to Guayaquil. The other example is of a largerstreet railway motor, built for theUvalde Street Railway Company ofTexas. The gauge of the track isstandard. The cylinders are 8 x 14ins.; diameter of driving wheels, 30 ins.;weight of running order, 28,500 lbs.;weight on drivers, 20,000 lbs.; boilerpressure, 165 lbs.; tractive force, 4,174lbs.; straight tyjie liniler, diameter ^2 firebox at top and bottom, 26^ ins.;heating surface of lubes, 143.2 sq. ft.;heating surface of firebox. 32.5 sq. ft.; .-ountries is gaining favor among .Xmeri-■ans, may be inferred from the numberf technical and social organizations that

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rili.^M MOTOR FOR STRI£KT SERVICE, WITH III,OT .NL) HEADL.VMl.li. K. PORTER CO. total heating surface, 175.5 sq. ft.: watercapacity, 300 gallons; coal capacity, 300lbs. Railway or Railroad? The structure consisting of rails onwhich cars are run is to most Americansa railroad, but the practice nf calling it 1 1 ETm 1 EMPUESAdeCumOS URBANOS 1 >> _ _: z:±k< 1 L §^§ n J- have railway in their names. For manyyears railway publications have beenmuch more common than those bearingthe railroad device, and now we noticthat our ancient friend the Railroad Ageija::cttc has changed railroad for railway.The preference for railroad or railwayis a matter of taste, but our own biasfavors railway. It is the shortest word,the most enphonious, the most easily ar-ticulated and at the same tmie quite asC-xpressive as its rival. We could, how-ever, content ourselves with either ifsome power would banish one of thenames from use so that uniformity mightpreail. We lose too much time in ourwrit

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The last three bloodletters fall under the zombie charge
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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.

Assist for Yeast Infection from Apple Cider Vinegar

Would you be amazed to be informed that a yeast infection can actually come from quite a few diverse kinds of yeast? Mainly, it truly is a sort of yeast that may be called Candida and it is quickly ready to develop a great deal of problems for us as people. Though the yeast is usually inside us all of the time, sometimes it grows on the level whereby it gets to be a real issue. It’s not mainly because the yeast itself is an problem rather it is as a result of a lack of balance within our process and it is unable to fight it naturally.

You’ll find lots of normal cures which might be used for yeast infections, one of the extra typical becoming Apple cider white wine vinegar. Before you determine to set off trying to make use of Apple cider white vinegar within a way it’s not meant, you should acknowledge that so as for it to become productive you ought to drink it over a day-to-day foundation. Some folks have trouble performing this however it’s significantly from necessary so that you can take a spoonful of it neat. What that is required would be to add it in with some water which suggests that that you simply do not get such a harsh vinegary flavor every time you’ve it.

Certainly one of the factors that apple cider vinegar works so really well is simply because it assists to carry our system back again into a harmony that it is no doubt missing. Not just is apple cider white wine vinegar successful for curing Thrush infections, it’s also excellent for keeping us in general health. Some individuals who have been taking cider white wine vinegar for many years swear by the outcomes and they do not typically get sick, not to mention aquiring a yeast infection. If you might be able to balance your process like this, surprisingly good items can happen.

Although it may well appear like a basic solution, you are going to be surprised with precisely how properly a holistic yeast infection resolution for instance apple cider white wine vinegar functions. As soon as you begin to determine the health and fitness advantages that are derived from getting a sprint of this liquid with a everyday foundation, you will make it an essential aspect of one’s permananent wellness application. It will not just aid to maintain the Candida from recurring nevertheless once more, it might cause you to feel great general. It really is aspect of your regular health and conditioning which you shouldn’t disregard.

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Image from page 352 of “Practical physiological chemistry; a book designed for use in courses in practical physiological chemistry in schools of medicine and of science” (1916)

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Image from page 352 of “Practical physiological chemistry; a book designed for use in courses in practical physiological chemistry in schools of medicine and of science” (1916)
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Identifier: practicalphysiol1916hawk
Title: Practical physiological chemistry; a book designed for use in courses in practical physiological chemistry in schools of medicine and of science
Year: 1916 (1910s)
Authors: Hawk, Philip B. (Philip Bovier), b. 1874
Subjects: Biochemistry
Publisher: Philadelphia, P. Blakiston’s son & co
Contributing Library: Columbia University Libraries
Digitizing Sponsor: Open Knowledge Commons

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About This Book: Catalog Entry
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Text Appearing Before Image:
apo-rated. The drying is continued in a hot-airoven at a temperature below loo^C. and finallycompleted in a desiccator to constant weight. CroUs modification consists of subsequentrepeated extraction of the end-product ofevaporation with absolute ether. The com-bined extracts are filtered and the small filter paper is washed repeatedly with absolute ether. The combined extracts andwashings are evaporated and dried as before and then weighed. The piece of apparatus shown in Fig. 107, above was also devised by Crollto do away with the use of the pipette. ^ On closing the top with a finger andblowing into the mouthpiece, the upper stratum is forced out into the dish. Thebottle is washed by simply pouring the ether into the tube. This lessens thepossibility of accidental loss. ^ Original paper by Dr. .Arthur V. Meigs in Philadelphia Medical Times, July i, 1882.^ Croll: Biochem. Bull., 2, 509. 1913. If desired a cork with two tubes may be substituted for this somewhat complicatedapparatus.

Text Appearing After Image:
Fig. 107.—Crolls Fatajppar.tus. 326 PHYSIOLOGICAL CHEMISTRY The accuracy of the method compared with that of the Soxhlet method,using the paper-coil modification and extracting until fresh portions of absoluteether gave no further trace of extractive material, is shown by the average difference on twelve samples of human milkbeing only 0.017 per cent less than by theSoxhlet and on seven samples cows milk beingonly 0.019 per cent less. The extreme differ-ences in case of the hrnnan milk were—0.004per cent and—0.044 per cent and in case ofthe cows milk—0.006 per cent and—0.068 percent. (f) Adams Paper-coil Method.—Introduceabout 5 c.c. of milk into a small beaker, quicklyascertain the weight to centigrams, stand a fat-free coU^ in the beaker and incline the vesseland rotate the coil in order to hasten the absorp-tion of the milk. Immediately upon the com-plete absorption of the milk remove the coU andagain quicklj^ ascertain the weight of the beaker.The difference in the we

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Toilet Paper
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www.nytimes.com/2009/02/26/science/earth/26charmin.html?_…

By LESLIE KAUFMAN
Published: February 25, 2009

Americans like their toilet tissue soft: exotic confections that are silken, thick and hot-air-fluffed.

The national obsession with soft paper has driven the growth of brands like Cottonelle Ultra, Quilted Northern Ultra and Charmin Ultra — which in 2008 alone increased its sales by 40 percent in some markets, according to Information Resources, Inc., a marketing research firm.

But fluffiness comes at a price: millions of trees harvested in North America and in Latin American countries, including some percentage of trees from rare old-growth forests in Canada. Although toilet tissue can be made at similar cost from recycled material, it is the fiber taken from standing trees that help give it that plush feel, and most large manufacturers rely on them.

The country’s soft-tissue habit — call it the Charmin effect — has not escaped the notice of environmentalists, who are increasingly making toilet tissue manufacturers the targets of campaigns. Greenpeace on Monday for the first time issued a national guide for American consumers that rates toilet tissue brands on their environmental soundness. With the recession pushing the price for recycled paper down and Americans showing more willingness to repurpose everything from clothing to tires, environmental groups want more people to switch to recycled toilet tissue.

“No forest of any kind should be used to make toilet paper,” said Dr. Allen Hershkowitz, a senior scientist and waste expert with the Natural Resource Defense Council.

In the United States, which is the largest market worldwide for toilet paper, tissue from 100 percent recycled fibers makes up less than 2 percent of sales for at-home use among conventional and premium brands. Most manufacturers use a combination of trees to make their products. According to RISI, an independent market analysis firm in Bedford, Mass., the pulp from one eucalyptus tree, a commonly used tree, produces as many as 1,000 rolls of toilet tissue. Americans use an average of 23.6 rolls per capita a year.

Other countries are far less picky about toilet tissue. In many European nations, a rough sheet of paper is deemed sufficient. Other countries are also more willing to use toilet tissue made in part or exclusively from recycled paper.

In Europe and Latin America, products with recycled content make up about on average 20 percent of the at-home market, according to experts at the Kimberly Clark Corporation.

Environmentalists are focusing on tissue products for reasons besides the loss of trees. Turning a tree to paper requires more water than turning paper back into fiber, and many brands that use tree pulp use polluting chlorine-based bleach for greater whiteness. In addition, tissue made from recycled paper produces less waste tonnage — almost equaling its weight — that would otherwise go to a landfill.

Still, trees and tree quality remain a contentious issue. Although brands differ, 25 percent to 50 percent of the pulp used to make toilet paper in this country comes from tree farms in South America and the United States. The rest, environmental groups say, comes mostly from old, second-growth forests that serve as important absorbers of carbon dioxide, the main heat-trapping gas linked to global warming. In addition, some of the pulp comes from the last virgin North American forests, which are an irreplaceable habitat for a variety of endangered species, environmental groups say.

Greenpeace, the international conservation organization, contends that Kimberly Clark, the maker of two popular brands, Cottonelle and Scott, has gotten as much as 22 percent of its pulp from producers who cut trees in Canadian boreal forests where some trees are 200 years old.

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