Infernal Machine: The Inventor’s Vade Mecum (Nautica ed.) Part 6 — On Choosing and Caring for a Journeyman

By Ed Ostermeyer, Master Engineer (Grade 2)

A good day to you once more, young Inventor.

In our last look into the Inventor’s Vade Mecum, we learned how to recruit and retain your project’s Mechanics.

In today’s lesson, the Inventor’s Vade Mecum will provide you guidance in choosing and caring for a surprisingly necessary crewmember for your Wonder of the Age, the Journeyman.

A selection of Journeyman cards. Note differences in Strength, Panic and Repair skills along with other attributes and Abilities

Who is a Journeyman?

A Journeyman is an individual who has some of the capabilities found in a Mechanic’s skillset. A Journeyman may be a good repairman, or possess Engineering Expertise, or both, but usually one or the other. Sometimes a Journeyman may possess a trait, ability or a certain “something” that warrants the display of a black cube on his character card. With some Journeyman candidates, his strength may be all that he has, and even that may have you pondering whether his value to your fishboat is worth his joining the crew.  

Comparing a Journeyman and a Mechanic, Note the Mechanic’s Engineering Expertise sigil, higher Repair skill and cost to recruit

What is the difference between a Journeyman and a Mechanic?

Though similar, a Mechanic will have both the Repair skill as well as Engineering Expertise. A Journeyman may have either, but rarely both. Occasionally, a Journeyman may have a greater Repair skill level than your current crop of Mechanics would have, and at less cost per man. A Journeyman possessing Engineering Expertise can operate your fishboat’s mechanisms, such as the dive planes or the ballast pump the same as a Mechanic.

The number above the letter “J” indicates the recruiting limit for Journeymen in that port or city

Where should I recruit Journeymen?

In the port or inland city where you locate your machine shop, you will find Journeymen outnumbering the supply of available Mechanics by at least two to one. Larger industrialized ports, such as the South’s port of Mobile or the North’s city of Philadelphia will have a higher ratio of available Journeymen to Mechanics.

When should I recruit Journeymen?     

When you should recruit is influenced by a number of factors. Can you afford the hiring cost? Two Journeymen recruited at $3 apiece are more expensive than a single Mechanic at $5. However, if you are looking to assemble a crew for sea duty rather than shop work, two warm bodies are better than one on the crank rod, especially if they have accompanying skills or expertise. Low funds caused by unexpected charges should be considered. Are you in a rush to complete construction and get your fishboat out on the water? Hiring a Journeyman at $3 or less can solve your construction issue, at least temporarily.  

Why should I recruit Journeymen?

Personal preference would be the usual reason.

If your underwater marvel isn’t powered with a boiler engine or a magnetic engine, it’ll be muscle-powered. A Journeyman can provide this, along with the additional skills or expertise.

Time may force your hand.

An Inventor who cannot recruit Sailors because his repeated Appeals to the War Office for a Letter of Recruitment are unsuccessful, must recruit either additional Mechanics or Journeymen to fill out his crew.

The former can be expensive. The latter while less expensive, can become a “luck of the draw” event.

How do I recruit a Journeyman?

A careful Inventor will first consider his treasury. Yes, you can recruit if his balance sheet is in the red, but doing so will lose you precious time while your shop’s finances recover. Can your Mechanics handle tasks both in-shop and on the water? If not, you should keep your more valuable Mechanic back at the Machine Shop, and send a capable Journeyman off to deal with the fishboat’s malfunctions and repairs?

At start, delay Journeyman recruitment for at least five months, in favor of recruiting Investors and Mechanics. Thereafter, buy a pair of Journeymen every three to four months, depending 1) how construction of your underwater marvel is progressing, and 2) your personnel roster hasn’t taken too bad a beating from missions, (training or offensive) or the Fortunes of War Gazetteer.

Two Journeymen with “special” characteristics

Some notable Journeymen

“Thumbs” McGraw – McGraw is strong; twice as strong as your average crewman.

However, his clumsiness is such that his character card comes pre-loaded with its own red cube.

McGraw can (almost) power your fishboat by himself, which helps changing fatigued crewmembers to recovered ones.

He can also, while attempting to scratch an itch, accidentally bump into the helmsman causing the sub to veer off its formerly flawless Attack run. “Thumbs” is also prone to Panic, but only if the rest of the crew is also panicked.

“Lucky” Taylor – A unique Journeyman, Taylor brings both Engineering Expertise and Level 2 Repair skill to the fishboat crew. “Lucky” is also a black cube holder, and a steady hand, though prone to Panic.

(Note: I am still working on a special “Luck” Attribute for Mr. Taylor. Stay tuned.)

Mechanic Doe’s Ability is a good one to have

Finally, there is:

Mechanic “John Doe” – Doe (Strength 2, Panic 2, Repair 2), is included here with the Journeymen for an ability he possesses.

“Perfesser” Doe has the special Ability to replace any Journeyman character card with a Mechanic card. With the “Perfesser” on your staff, turning a pair of dollar – apiece Journeymen into two valuable Mechanics in as many months can put your fishboat in the water that much sooner.

Study hard and learn, young Inventor.

That is all for today.

Next time, we tell the “Tale of the Pioneer” – how Mechanics James McClintock & Baxter Watson built their first submarine, the “Pioneer” at their New Orleans machine shop in 1861.

We will study its construction, crew training and sea trials, then learn of its ultimate fate as Union Admiral Farragut captures New Orleans in 1862.

(Note: All graphic images of Infernal Machine game materials used in this series of articles are subjective and may change and appear different in their final form.  All images show sourcing unless otherwise noted.)


Previous Articles in The Inventor’s Vade Mecum (Nautica ed.) Series:

Infernal Machine: The Inventor’s Vade Mecum (Nautica ed.) – Part 1: Where Do I Start?

Infernal Machine: The Inventor’s Vade Mecum (Nautica ed.) – Part 2: The Stalking and Keeping of Your Investor Partners

Infernal Machine: The Inventor’s Vade Mecum (Nautica ed.) Part 3: Section A —Transforming Paper into Iron

Infernal Machine: The Inventor’s Vade Mecum (Nautica ed.) Part 4 — Installing Dread and Destruction

Infernal Machine: The Inventor’s Vade Mecum (Nautica ed.) Part 5 — On the Hiring and Care of “Wizards”

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