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Pulp Project
04-18-2011, 11:51 AM (This post was last modified: 04-24-2011 03:23 PM by Old Dwarf.)
Post: #1
Pulp Project
FFP "Fortune & Glory" Sounds like a great game as is but
I've decided to also use it a basis for my own Homebrew
"Ripping Adventures" using the same F&G Fluff.

I found a great 28mm Pulp fig company that has figs that would
work.Basically I'm doing a Campaign based on Roads to Legends
Descent Expansion.

The F&G 1930's world map board would set up the strategic movement
& RtL would provide the outdoor & dungeon encounters & Quest
Generation(modified to the 1930's)

I'm thinking of using Siege of The Citadel combat &
unit placement rules & troop stats.The Quest themselves I'm hoping
I can use RtL Rumors cards but I'm not sure.

I ordered RtL so once it comes I can check it out & see how
much of it I can use.

I ordered a pack (5 figs) of merchant sailors with rifles
from the Pulp fig company to see how they will look.
I'm still figuring out what figs I'll need,keeping with the F&G
Fluff I'll need some good guys & Nazis.

The Fluff so far

Capt Clementine Taylor & the crew of the tramp steamer
"Lady Luck" besides their mundane cargo hauling also
are undercover agents for M14 British intelligence and
keep close tabs on Nazi artifact hunters.

This basically means they investigate/raid Nazi
Zeppelin based troops sites to seize occult artifact
the Nazis have discovered before they can be
sent on to the Reich.

Once I get RtL delivered I can see where to go,
I figure the figs will total around $100-$200 but I can
buy them in stages as F&G won't be out for several months.

OD

OK,I'm turning this into a Blog & whenever his Terrible Radience Sarku
gets around to creating a Fortune & Glory Board I'll transfer
it over to it's Varient Section.

Why you may well ask...well once in awhile (too often if you listen
to Mater)I get a wild idea to mash together some Games around
a similar theme.F&G just touch off a Pulp interest that I never had
before.

So I'm using 2 way OoP Games Siege of the Citadel
http://www.boardgamegeek.com/boardgame/1...he-citadel
and WarHammer Quest
http://www.boardgamegeek.com/boardgame/1...mmer-quest
and the Outdoor Encounter part of Descent,Road to Legend.
and of course the Map Board & Location Cards from F&G
(I may use some more from F&G but as very little info is out,
I'm just going with what got.

The Game Choices

Seige of the Ciitidel ,the Citadel Board ties nicely into a remote
Zeppelin Base the Nazis would have as do the Game's Missions.

-The troop types convert nicely to Pulp equivelents
-The Combat system is cool (love those Hit Dice)and
provides a quick yet themeatic combat resolution.
-The Missions are really ready to go with just a few
word changes to get them into the Pulp era.
-Its Force Cards make it easy to populate Mission Sites
and maintain play balance.

WarHammer Ouest,the ultimate build a dungeon Game,easily
builds up a field site for the Nazis.

-Its Objective Room & Mission Generators provide a ton of
Adventures that just require a little work to convert them
to Pulp Adventures.

- The Play sequence for Encounters & enemy fig placement
are smooth and converts easily to Siege of the Citadel
force Cards & combat.

-Road to Legend,I just found it useful to generate Outdoor
Encounters.It's another smooth Set up system that
combines nicely with Siege of the Citadel Force Cards & Combat.
I was hoping to use this to generate the Field Site Boards
& Missions but it really only includes Outdoor Tiles
(plus some nice bits) so I went with WarHammer Quest .

Pulp Figures,I was really impressed with this company
and the figure range ,it really has all I'll need.
I just got my Crew men with rifles which was a test
order ,they are cool & the service as fast.

So I'm puttting this Project up as I develop it,I tend
to work on whatever part of it I get to thinking about
so the following post may be a tad out of order.

Also the Level Advancements in both Siege of the Citadel
and WarHammer Quest have been removed.Also any
Treasure gathering (except for Mission Goals)have been removed.
They would be easy to add but they just create a bean counting
aspect to the Game which I'm not interested in,besides
the Brits & Germans are paying the freight.
Oh I'm locking this down(the joys of Mod Hood)to
preserve the integrity of the work.

If anyone is interested about this you can PM me

OD

Sighing like the night wind and sobbing like the rain,—
Wailing for the lost one that comes not again:
Find all posts by this user
04-24-2011, 03:08 PM (This post was last modified: 04-30-2011 02:22 PM by Old Dwarf.)
Post: #2
RE: Pulp Project
Complete Fluff

The British #1-Lucky Lady crew

What's this about,my ship papers are in order,I cleared
Liverpool 2 days ago so can be wrong in Portsmouth?

Miss Taylor,nothing is wrong with your papers,I imagine
your cargo manifest is fictional,but we're overlooking
that as we need to request your help.

My help,sounds more like blackmail,I don't play along
and you turn me into the authorities.Who are you?
and the name is Capt.Taylor.

Capt.Taylor who I am is not important and I assure you
that we have no interest in your ,shall we say extra
cargo.I represent the Security Service,British Intelligence
and I have a proposition for you that you may find
advantageous to yourself & crew and would help your
country.

Mister my crew is a rum lot,so if your talking money
we're interested,times being they are,whats the deal?

Well Capt.Taylor I'm sure you aware of events in Germany
now that the Nazis are in power.We have recently
become aware of increased Nazi interest in ancient artifacts
that are suppose to possess occult power.Germany
is using Zeppelins to scour the world for these artifacts
to secure them for Hitler.

This must be stopped,whether or not these artifacts
possess real power is debatable,but the physiological
effect on the Nazis is dangerous.If they feel they
have this occult power they will be tempted to
become aggressive to redress perceived injustices
from the Treaty of Versailles.

OK,I see your point,but how does the Lucky Lady
fit into all this ?

Captain your tramp steamer goes all over the world,
and you have contacts with the types of people
who know things but are not inclined to share
information with the authorities.Your ship and crew
are the perfect cover to flush out information on
these Nazi artifact hunters.It's dangerous work
though,in most cases you'll have recover these artifact
from the Nazis and his Majesties Government won't
acknowledge you if you get into trouble.Are you
interested,make no mistake it can be kill or be killed work?

Well mister my lads saw a lot of their buddies sent to
the bottom from U-Boats in the war.They hate the Krauts,
my own Dad was on the HMS Indefatigable when she
was blown to Hell at Jutland.We'll kill the Bloody Hun
for you if the pay is right.

Captain the pay will be right,but its not just
killing Germans,you going to have to be able
to collect & evaluate information and keep your cover.

No problem,my crew has contacts in every coastal
dive & brothel from Casablanca to Shanghai.
We can get your information and keep secrets.

Then it's settled,here's something on account and
the codes you'll need to contact us.Good Hunting.

Thus Capt Clementine Taylor & the crew of the tramp steamer
"Lady Luck" besides their mundane cargo hauling also
are undercover agents for the Security Service
( British intelligence )andkeep close tabs on Nazi
artifact hunters.

This basically means they investigate secret Nazi Zeppelin bases
or field sites to raid/disrupt or to seize occult
artifacts the Nazis have discovered
before they can be sent on to the Reich.

The British #2-Crash Connor's Crew

Mr.Conner?

Thats me,your the guy that wants to hire my plane?

In a way but I hear you also handle security and
don't ask too many questions about what your
hired for...

Hey,My crew and I don't handle any shady business,
but we'll get the job you need done if you have the
cash.

My associates have the cash but what I need could
be very dangerous.

Look mister ,as I said we'll get results,what do you
want done?

First Mr.Conner,how do you feel about Nazis?

Arrogant Bastards,I had some respect for the
Jerries I flew against in the war but Nazis are
just crazy,all this Master Race shit.I'd like to
stick it right in Der Fuhrer face.

Ok,I'm offering you the chance to do just that,
I represent the Security Force and were interesting
in stopping the Nazis from obtaining occult items.
It will be rough work you be carrying out secret
warfare against the Nazis and if you screw up
Security won't acknowledge or help you.

Well we're your guys,if the pay is good,I've noticed
a lot of Black Market activity in occult items,so now
it makes sense.Whats the rest of the deal?

Mr.Conner we'll hire your plane & its crew through
a cover Export/Import business to transport high
value cargo.You'll really be keeping tabs on
German Zeppelin ,sabotaging their secret bases,
disrupting their field operations.Here's instructions
on how to contact us and a down payment for
your services.Satisfactory?

Very,er.....look,the Inland Revenue seems to have
some problems with my charter business,can you..

Yes Mr.Conner,we aware of the problem and consider
it closed,good Hunting.





The Germans

Knock..Knock..Mein Reichsfuhrer...Dr Wirth is here.

Send him in...Ah Herr Dr. please be seated.a pleasant
journey I trust.

Ja Reichsfuhrer,thanks for asking.How may I be of service?

Dr.Wirth,I have come to the conclusion that in order
for the Reich to secure its rightful place in the world,
we must possess all the ancient occult items that we
can find.Thus I am expanding your mission at the
Ueberprufung der sogenannten Geheimwissenschaften.

Reichsfuhrer, I can see the wisdom of your idea,the power
of such items at the service of the Reich would be of
tremendous .However it would require expeditions to
the four corners of the earth and unsympathetic Gover-
ments would not give us permission to enter their
lands.Even in places where our presence would not be
opposed we would often face hostile locals.Alas
our resources are limited and the logistics of such
missions would be staggering.

Dr.Wirth, all that has been taken care of,I am making
Zeppelins available to your Division and SS Personnel,
to provide security for your missions.My adjunct will
provided you with the necessary orders and papers
to set up your Unit.The cover for your missions will
be scientific weather studies.I expect you to have
things operational in 6 months.

Ja Reichsfuhrer,the Ueberprufung der
sogenannten Geheimwissenschaften
Division, Ahnenerbe SS will be ready.

Note the German individuals & organizations
are historical,the Zeppelin Occult Missions are
of course fictional.


To Start Game:

-Draw F&G Location Card for Mission Site

-Select Team Roll d6

1-3=Lady Luck Crew

Roll 2 d6:to select 2 different Groups
(reroll as needed)

1-2=Capt.& Chief Mate (pistol figs)
3-4=2nd Mate and Boatswain(Tommy Gun figs)
5-6=2 Able Seamen(Rifle Figs)

4-6=Crash Conner Crew -get 2 Tommy Gun Figs
and 2 pistol figs.Roll d6 for Tommy Guns

1-4 Male
5-6 Female




Note the Team must contain 2 Groups of 2 figs =4 total.
All Raid & Adventure Missions must start with 4 Team
figs.If an outdoor Encounter reduces Team to less than
4 figs the Team is considered able to recruit a "Native"
of the Region to help them.Use a "Native" fig to bring
the Team up to 4 figs.However if all Team figs were
to be killed in an Outdoor Encounter then the Mission
is over.

-Select the Mission Type by a d6 Roll:

1-4=Adventure
5-6=Raid

Raid Missions are attacks by the Team on secret Nazi
Zeppelin bases in the remote areas of the world.

Adventure Missions are Team missions to disrupt
the Nazi Zeppelin Forces in the field.


-Now roll on the Raid Mission Table (d10)or the
Adventure Objective Table (d6 to get Objective Room
and then another d6 on the Objective Room Table
to get actual mission)

-The Team Travels via Ship to the Port in the Mission Site
or that is the closest to the Mission Site.

-Per the Danger Status of the region draw a Road to
Legend Incident Card matching the Danger Status to
see if an Outdoor Encounter occurs.Note this Card
draw is done once for each Region on the F & G Map
Board the Team needs to pass through to reach the
Mission Site.

-Set up and play any generated Outdoor Encounters
using Road to Legend Location Cards & Rules.

-Upon reaching the Mission Location set up the
Game Tiles using Siege of the Citadel Mission Book
for Raid Missions or The WarHammer Quest Dungeon
set up.






Raid Mission & Adventure Team Modifications:

-Rifle Armed Team figs use Bauhaus Stats
-Machine Gun Team figs use Imperial Stats
-Pistol.Team Figs(Capt & 1st mate) uses Capital Stats
-Native Team figs use Legionnaire Stats & get
5 wounds but are armed with weapon they have.
So if no Range weapon can't Range Attack

Note all Team figs(non Native) use Plasma Carbine
Weapon.Pistol Figs use the Punisher Combo.

Raid Mission & Adventure German Modifications:

Force Cards:
(figs use the following StatsWatchmen02

-Legionnaire=Zeppelin Troopen
-NecroMutant=German Troops)
-Centurion=Arresting Gestapo Troopers
-Razide=German Troops-Bayonette
-Nepharite=Zeppelin Crewmen
-Ezoghoul=Machine Gun Crew
-Native Figs=Legionnaire but are are
armed with weapon fig has,so if no
Range weapon no Range attack.

Outdoor Encounters:

All Legionnaire,NecroMutant,Centurian figs
are Native Forces.Additional Force Cards (if Natives
go over 5 figs. use German Zeppelin
Troopen figs as above to complete Force Card

Native Figs:

-The South/Central/Mexico//N.Africa= PSG4 Military
of that Region
-Africa(equatorial)=PS11 & PS 12-Spear & Bow Natives
-SW Asia (India,Persia,Afghanistan)=PYG18
-China/SE Asia=PYG24



Raid Missions RA Fluff

Mission#1-Eagle Strike -as is
Mission#2-Trapped-(Machine Gun Unit is Ezoghoul)
Mission#3-Get The Boss-now Get The Untersturmführer -as is
Mission#4-Assault on the East Tower-as is
Mission#5-Break Their Backs-Computer is a radio Transmitter
Note Transmitter is 2 hits it's operator is 1 hit.
Both must be destroyed.
Mission#6-Hold The Fort-as is
Mission#7-Portal of Doom-Portal is Machinery that controls
Zeppelin Landing mechanisms.It's destroyed on
way out by Team.
Mission#8-To The Top-Teleporter is underground rail car
system that carries supplies & men from
Zeppelins to & from Base.
Mission#9-Corridors of Doom-Ezoghoul is Machine Gun
Mission#10-The Hunt for the Alakhai-now Hunt for the
Commander-Nepharite =Zeppelin Capt.

Adventure Missions Modifications:
(WarHammer Quest Rules apply except for the FollowingWatchmen02

-Game starts with all Force Cards (from SotC) face down
in a pile(take Cards,10,11 & 12 out)

-Once Dungeon Cards are selected lay out the entire
Dungeon Tiles.

-Power Roll is now an Event Roll & only 1 Results apply

-When draw first "M' Encounter draw top Force Card
and place Germans as per WHQ rules.Check RtL
Encounter card to see if Ambush*)Roll d6:

-1-2=Use Green
-3-4=Use Yellow
-5-6=Use Red

* Note only need to check for Ambush is when Team
Member goes into toom with non activated Force an
Unactivated Force Card

-Then place a Force card face down in every unexplored
Room(include Card Card 12 in deck).Place an Event
Card in the Objective Room (used for Reif.only)

-From that point on starting with the NEXT Monster Phase
(after the current one).Germans Activate nearest (to Team)
Force Card if one than 1 qualify ,assign each a die & roll
for which activated.Note Objective Room Reinf.Card is not
activated until Team Enters.

-Thus once Force Cards Placed still make Power/Event Roll
but ignore all M Cards from Deck .All E Cards are discarded
after play .

-Note individual Missions may include additional criteria
for the Force Cards.See Adventure Missions.

Outdoor Adventure Modifications:
(Road to Legend Rules apply except as followsWatchmen02

Team Wounds

After each outdoor encounter roll d6 for each wound

1-2=Wound stays(I'm hit)
3-6=Wound heals (Just a scratch)

Note this is done for all wounds at the end of the
encounter even for those wounds that the Team Member
had before the encounter(from previous encounters).

This is also done for Team Members Killed during
the current encounter.

Indoor Adventure or Raid Mission wounds remain until
end of Mission (time frame represents minutes so no time
to heal)

German & Native forces if Killed remove fig from
current Raid or Adventure Site they do not recycle.
Note German Outdoor Encounters losses do not
effect the Indoor Raid/Adventure Site.The Germans
always start Indoor Sites with all figs allowed.

Outdoor Encounters-Enemy figs cannot attack same
Team member in a round unless no other target is
available.

-When Team Gets to Adventure Location draw
RoL Encounter Card corresponding to Danger Level.

-If Encounter Called for follow RoL Rules for Location Cards

-Location Cards Special effects modified as follows:

-Hidden Creek-Mysterious Aura(Mist) =Range limited to
3 squares.All die Colors white

-Butterfly Meadow-Uplifting Atmosphere=Natural healing
herbs.Add +1 to wound status rolls

-Snowy Woods-Blanket of Snow=semi marsh.All figs
limited to 1 move Action.

-Ancient Grove-Enormous Oaks=as per Card

-Marshy Valley-Bog=as per Card

-Swollen Stream-Raging River=as per card

-Peaceful Glenn-Holy Calm-as per Card.All figs
limited to 2 die per attack

-Narrow Path-Abundant Cover=as per Card
(only 1 fig can be attacked per turn)

-Corrupted Forest-Dark Taint=Mosquito's carry disease
all hits cause 2 wounds

-Stormy Stream-Howling Winds=all Range attacks limited
4 Squares for guns ,3 for bows

-Quiet Pond=Stillness-as per Card

-Haunted Trail-Blood Curse=Fever ridden region.All non
native figs have armor reduced by -1

-Shadowy Copse-Deep Shadows=as per card

-Box Canyon-Ambush Site-as per card (automatic Ambush)

-Secure Clearing-Easily defended-all melee attacks
at 1 less die.If only 1 die attack
uses a White die.

-To set up German Player(non Ambush) Roll d-3 and
draw that many Force Cards( exclude Cards10-12).
Then match each Tile (all sizes except Team Placement
Tile) & place figs(duplicate rolls/placements are OK).

-Note Outdoor Location Encounters represent Native
People who may or may not be in league with the
Germans (but they are against the Team).If more
than 5 Native figs called for the remainder is made up
of Zeppelin Troopen. Native Forces use Legionnaire stats..

- Ambush Encounters are handled as per RtL




Adventure Game Mission Table

Roll d6 to select Objective Room

1=The Fighting Pit
2=The Fire Chasm
3=Fountain of Light
4=The Tomb Chamber
5=The Idol Chamber
6=Special

Adventure Game Missions

Event Card Modfications(WHQ)

Old Bones

1=Bad Stumble -Random Team Member has 1 White Die
Rolled against him no absorption of any hit allowed.

2-5=Knock stuff over-Draw another Event card

6=Slip but catch self nothing happens

Trap

1=Spark sets off Hyrodgen Gas Cylinder Roll d6
for each Team Member-Takes 1 die attack ho
absorption for any hit.Roll d6 to determine
attack die for each Team Member.

-1-2=white
-3-4=Red
-5-6=Black

2-5=Pit Trap-Randomly select 1 Team Member & place
Pit Tile .That Team Member takes 2 die Attacks
Roll d6 to determine attack die for each Team Member.

1-2=white
3-4=Red
5-6=Black

6 =Stone Slab crashes at your feet-no damage

When hits resolved for all Team Members Roll d6
1-3 Draw another Event Card
4-6 Nothing happens

Portucullis=Slams shut on entrance Team came through
Way back blocked unless Team has key.
Draw another Event Card

Cave-In= Place Cave Markers at all entrances in the
Section that Triggered the Cave In except
for EntranceTeam entered through.All Team
members on this Tile by end of next turn are
crushed by falling masonry.Any Germans on
Tile are crushed & killed.If this Card Drawn
on first room in Dungeon discard & draw
another Event Card.

Scorpions=A Scorpion Swarm attacks a random Team
member.Their are 12 Scorpions.The Targeted
Team Member rolls d12 to see how many
he kills. For each surviving Scorpion roll
a white die against the Target team Member
no absorption of any hit allowed.Roll d6 on
1-3 Draw another Event Card,4-6 nothing
happens.

Encounter=A Native is found in a corner he has been shot
and is dying.He was being held by the Germans
to guide them around this site & was shot
trying to escape.He got away but can go no
farther.With his dying breath he hands the
Team a key to the Portcullis telling if its locked
this is the only way through.Draw another
Event Card

Dead Body=Dead German-Each Team Member rolls d6
lowest score (reroll ties)must inspect body.
Rolld6

1-3=Native Spring Spear trap-Team Member
rolls d6 to to take 1 die attacks

1-White
2-5=Red
6=Black

4-6=Spear misses

Draw another Event Card.



The Fighting Pit Missions:Rolld6 for Mission

#1-Aborted Mission:

No Outdoor Encounter just place Team on Starting Tile.
Behind party Entrance door is blocked by a Portcullis.
The Mission has failed but at least the Team was able to
avoid detection & now Party finds its way out blocked
they must try to return to the Objective
Room by another route to find an exit.

Objective Room when found Team may exit via a
Trap door they find.Must eliminate any German figs.
in room before they can use Trap Door.

#2-Artifact of Power(draw Treasure Card for Name)

The local natives tell the Team the Germans have seized
a Family/Tribal Relic and have taken it to an old Temple
they are using as a temporary base.The Team goes to
get it back.

Objective Room when found Team may recover Relic
once no Germans in the room and exit via Portcullis
in Fighting Pit.

#3-Waters of Death:

Old ruined Fort has become a Temporary German Base.
Old plans found show that the Fort was built
in the bed of a diverted river & as a last resort defense
could be flooded.Pit complex contains a complex
counter weight system to do this.Party must get
to the Objective room clear it of German Forces then
activate the old flooding mechanism.Start of Team Phase
no German Forces in Objective Room roll 6 d6's-if a 6 is
rolled & no 1 is rolled the Mechanism grinds to life
if not fails to budge & Party must try again next Team
Phase.Once this starts skip usual Event Roll
instead each German Player Phase Roll d6 1-3=Nothing
4-6 Draw Force Card (1-7)& deploy figs.
Once Party has started flooding mechanism
it leaves the Quest board by RETRACING its steps
back to the Entrance board tile.

Note when Retracing again roll in for Event Phase
if get Event & it's an M Card draw Force Card (1-7)
and deploy figs.Treat E Cards as Nothing Happens.

#4 Recover Honor:

The Nazis are seizing Tribal Totems, the natives
have asked the Team to get their's back.The
team is told that the Germans are out on another
Raid,so now is the time to enter their stronghold
& recover the Totem.

Special Rules:Parties main goal is to get to the
Objective room where Totem should be secured
& take it back but they can't be 100% certain that
is where its at.So each time in a Room & no enemy
can Search as per Phase *.To do so roll d10:
1-2=Totem Found 3-10=no Totem.If they find it in a
Room they can retrace their steps back to entrance & exit.

On Event Phase roll of one ignore all M Cards(N/A)a
roll of 6 means the Raiders have returned .
Place a Force Card (1-10) in every Explored Room &
give Germans 1 Event Reif.card(SotC).

Once get this encounter ignore any Event Roll E Card
the first M Card drawn the German may place the Reif.
from the Event (SotC) on the Entrance Tile.
Then ignore Event Roll for remainder of game.

If Totem not found on Room boards will be in the
Objective room. In this case if no Germans in
Objective Room Team may exit via a trap door in the pit.

* Note Team may not search 1st Room entered.



#5 Slay the Raver:(Zeppelin Capt.)

Site has been identified as the base of violent raids
& team is being sent to go in & take the Raiders
out by killing their leader.Leader & his guards will be
found in the objective room but if no Leader(Nepharite)
is present mission won't be a success.Once Party
kills off the pit occupants it retraces steps to the
entrance & exits.

When retracing steps any 1 Event roll draw a
Force Card & place figs.

#6-Free the Captives:

During recent raids the Germans took about 20
captives,the Team is sent to go into their Stronghold
to the Objective Room where the Prisoners are kept
& free them.Prisoners are located in a room below
the Trap door in the pit,when guards are dead may
enter trap door down to prisoners & them take them
out through an old tunnel complex by smashing the
gate.

Roll d6 for each Team member that's the # of prisoners
found alive.To be successful mission needs
to rescue at least 10 prisoners.

Sighing like the night wind and sobbing like the rain,—
Wailing for the lost one that comes not again:
Find all posts by this user
04-25-2011, 02:39 AM
Post: #3
RE: Pulp Project
The Fire Chasm Missions:

The following applies to ALL Fire Chasm Missions

The rope bridge is the only way across the Chasm
as it can't be jumped.For each Team Member that
attempts to cross(1st square of bridge) Roll d6:

1-2=Team Member slips on ancient bridge Roll d6
on Fire Chasm Hazard Table below.

3-6=Team Member makes it safely across

Note Evil Forces are use to bridge they always
cross safely,

The Fire Chasm Hazard Table D6:

1=Team Member falls & is Killed unless can roll
his Strength or less on d6.If succeed reroll but
a 1 result again means death.

2-3=Team Member slips,dangles over the Chasm,
the flames flare up roll 1 Red die to wound(any
hit can't be absorbed) if ok swings
back on bridges & crosses

4=Team Member slips,losing grip which causes
to lose one ITEM he may be carrying.If more
than 1 ITEM roll d6 for each lowest# is lost.
if no ITEM loses weapon count as dagger armed
for balance of game.Note if he kills opponent
in future combat he may take his weapon.

5-6=Team Member grips on to bridge as it starts
to swing violently.No other Team Member may
attempt bridge this turn.At end of this Phase
roll d6 to see where Party Member on the
swinging bridge made out.

1-3=able to cross place on far side

4-6=unable to cross place on near side


#1- Destroy The Artifact of Evil

Rumors have surfaced about a powerful ancient
Artifact (draw Treasure car to name,can't be a potion)
has been located by the Germans who are holding it
until it can be sent on to the Reich.

The Team is charged with the Mission to find &
destroy this Artifact by throwing it into the flames
of a fire chasm on the site its being held.

Special Rules:Upon entering the Mission Site the first
room the Party comes to contains the Artifact packed
for transport .Upon overcoming any defenders or
traps a Team must take the Artifact & then set out
to find the Fire Chasm.

Objective Room-Upon entering & killing off the German
Forces the Party member with the Artifact moves to the
edge of the fire chasm & tosses it into the Chasm to be
consumed in the lurid flames.The room instantly
begins to crumble,the Team has 2 turns to leave
the room through the door in the far wall otherwise
all on the board in 2 turns are dead as the room
implodes.The door leads to the outside.

#2 Destroy the Transmitter:

The Germans have set up a Transmitter Station for its
Zeppelins in an old Temple at the base of a statue.
The Party must over come its German guardians &
destroy the statue its housed in.

Special Rules:Each Team Member has been given a
dynamite stick which can damage the statue
& blow up the Transmitter.Note the dynamite can
only be used once .If a Team member is killed before
reaching the Flame Chasm other Team members can
take his dynamite-however only 1 dynamite can be
used at a time by an individual.

Objective Room-upon entering & over coming the
defenders the Team standing in base to base with
the Statue each place a dynamite stick they have
Rolld6:1-4 No Effect 5-6=Statue & Transmitter
destroyed.(Team members take cover each time)

If Fail to destroy Transmitter,the dynamite is assumed
to explode prematurely and all party members take a
Black die roll-to wound roll.Hits can be absorbed as per
usual rules.

In any case remaining Party members can now exit
the Chasm back to the Outside.If Transmitter
destroyed mission a success ,if not mission a failure.

#3-Cut the Power:

This Mission will be to an old Mine the Germans
have established a Zeppelin repair station.They have
set up a steam engine powered from the magma below
the mine.The Team must go to the old mine
and destroy the steam engine by pushing it into
the flames that provide its power.The Germans have
incorporated the steam engine into the shape of
a Dragon to keep the native impressed & in line.

Special Rules:Only the Boatswain* knows how to
safely dismantle the engine,therefore a Boatswain
must be a Team member (designate 1 of the Tommy
Gun figs).If the Boatswain is killed the dismantling
of the engine will be more difficult & dangerous.

*If Crash Connor's Team its the Mechanic (Female fig)

Objective room-Once Team has eliminated any
Germans in room.The Boatswain must get into
into base contact with the Statue/Engine to
dismantle it.Roll d6

1-2=Bolts stuck & Germans arrive may place any
unactivated Force card in Obj.Room& follow usual
procedures.If no Germans available turn ends
(note Engine can't be dismantled as long as
Germans on the Room.)

3-4=Bolts stuck try again next turn

5-6= Bolts released Engine safely dismantled.

Once Bolts released its Team pushes it to edge of
Chasm & toss it into the flames.This also reveals
a tunnel behind the statue/engine to outside.

Note if a Team member other than the Boatswain
is trying to dismantle make the dismantle roll d8
1-6 as above on 7-8=Engine ruptures & scalding
steam hits all in room.Team fig rolls 1 red die,any hit
can't be absorbed.German figs killed.
Team must now flee the room and RETRACE steps
out to Entrance tile.Mission fails.

#4-Destroy the Bridge:

The Party has retrieved a valuable artifact,an
ancient (draw treasure card for name) from the
Germans .Now they are fleeing with the
Germans in pursuit.Party must find the Fire Chasm deal
with any pursuers ,cross the bridge then destroy
it to stop pursuit & then exit through the small
door in the back.

Special RulesZombie17o not Travel to the Adventure Site
instead start on the Quest Site & enter the Site as
usual.Note the Germans don't set up Force or Event
Cards on the Objective Room nor can they enter it
don't except as follows:Once Party in Obj.Room
on every Event Phase that Bridge is not destroyed
make the Event roll sub.-1 to the roll every Event
Phase(roll cumulative).If an Event generated & M
Card is drawn place an Event Reinf.Card figs on
the first row of squares by the main door.They can't
move or attack until the German Phase.
(note these figs will always be placed if have to use
eliminated figs to do so)

To destroy the bridge any Team member between
the ropes that hold the bridge may roll D6 & add
his Strength to the roll if result 8 + Bridge is
destroyed.

Note Team member may try to destroy bridge
even if in combat,he can't do both,if he chooses
to do Bridge he can't attack & his attacker can
auto hit & the hit can't be absorbed.

Once Bridge destroyed Germans cut off from pursuit
and Team exits through back of Tile.


#5-Grab the Gem:

An old Temple has been taken over by the Germans
using it as its base of Operations.The temple is sacred
to the locals as it contains the statue of a local Deity
but its the gem hidden inside the statue that the
locals revere & they are afraid the Germans will either
take the statue or find the Gem.

The Team's job is to slip into the base ,find the statue
and remove the Gem.To remove the Gem a Team
member must stand in base to base contact with
the statue without any Germans on the Obj.Room.

Once Gem is secured placed the Team may exit the
Tile by a door behind the statue.


#6-Preserve the Fires:

An old mine was abandoned as lava flowed too near
the surface & thermal activity made it unsafe.Now the
Team has learned that Nazi Forces are at work trying
to dam up the Fire Chasm with debris causing pressure
build up & an eventual eruption.This would cause a
blight on the land & threaten other parts of the fault.

They are using this threat to blackmail the locals into
supplying their base.

The Team must enter the Objective room,cross the
bridge & stop the Nazi Engineer from damming the
Chasm by killing him,as only he has the technical
knowledge to oversee the project.

Special Rules:The Objective Room Event Card Reinf.
is never activated until the Team enters the room.
All of the Nazi Forces figs are placed as per the
usual rules except the 1 Engineer fig * who is placed
on the far side of the chasm next to the statue.
The Engineer is the fig that must be killed to stop
the Evil plan.

* use the Zeppelin Troopen leader fig with empty hands
he is not part of the Reinforcement Event card figs

Now Roll 2d6 that is the # of turns the Team has to
kill or get pass the Nazis , cross the bridge & kill the
Engineer.If Engineer killed Party escapes through
tunnel behind statue.

If time runs our Roll d6:


1-2=Engineer pulls hidden lever & tons of debris block
Chasm triggering an explosion that kills entire party.

3-4=Engineer.pulls lever & tons of debris block Chasm
The Team Party has failed but manage to flee using
small passageway behind statue.

5-6=Engineer pulls lever its stuck Team
gets d6 Roll more turns to kill Engineer.If still fail ,
again reroll on this Table.

Note the Team can't attack the Engineer via a Range
Attack as he is using the statue for cover.

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04-27-2011, 12:03 AM
Post: #4
RE: Pulp Project
I've amended some of the above to clear up a few things,but I won't plug them here until
its complete.

I have considered my Fluff is basically historical ,so I decided to Pulp it up some by adding magic
users.Here's that part:

Magicians-Certain rare individuals possess the forgotten
knowledge to cast Spells.Both The Nazis and British
Intelligence have sought these people out to recruit
for their secret occult conflict.

Most all are women real Witches,and mostly of minor
abilities,limited to weather magic , truth reading & such,
helpful but not overly useful.

A few however have real power ,Molly Darby the Liverpool
Sea Witch whose protective & healing powers are in
the service of British Intelligence.The Nazi Ahnenerbe SS ,
have Ilse Kruger,die schwarze Hexe,whose attack spells
,make her one of the most dangerous of the occult artifact hunters.

Note these Witches are only used in Adventure Missions
they are too valuable to risk on base raids or to station
at remote basis.

To see if a Witch is in play at start of Adventure Game
Roll d6 -if get 6.Each side roll d6 whichever side
rolls higher gets a Witch.If tie both side get a Witch.

Ilse Kruger-will become the Leader(Nepharite) fig
in the Mission for the Nazis.

-She uses the same stats as the Nepharite

-all her attacks are considered spells

-If "killed" it is assumed she has cast a spell
that allows her to flee (remove from Game)

Molly Darby -will replace the fig that is with the
Team Captain.

-She may attack via regular combat OR declare
using a Spell (which cost an Action)

-If Casting a spell she rolls 3 red die

-If Protection Spell roll during Team Turn #
of hits remain on Board Section cast through
next Team Turn.For every hit Team suffers
void 1 hit in order received.Note no other
Spell may be cast in same turn.

- If healing Spell roll 2 red die for any Team member
Witch is in adjacent Square to (Witch can cast on
her self)For each hit may remove a wound.
Note Spell won't work on killed Team member.

I have an extra fig that came with the Pulp Figures
Captain pack that will work well for Molly and the
She Wolves pack has a great Nazi chick fig for Ilse.

OD

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04-28-2011, 12:25 AM
Post: #5
RE: Pulp Project
The Fountain of Light Missions:

#1-Blocked Source

Nazi Forces have blocked the source of much of
the Regions water.A great aquifer that the
Natives had tapped with a fountain.The Team
must go to the fountain & unseal the blocked
fissure.

Objective Room:Team must enter overcome the
Nazi Forces & move into base to base with the
fountain.

If at least 2 Team members are in base to base
with the fountain they may to try to lift seal.
Each Team member in base to base with the
fountain(minimum of 2)must roll d10 + their
combined Strength if result 15+ succeed & the seal
is broken & the fountain unblocked. Fail can try
again next Turn as long a 2 figs in base to base
contact with fountain & no Nazi forces in room.

.When succeed Team may now exit hex via a small
door in the back of the room.

#2-The Evil Curse:

Nazi Forces have poisoned the water supply of the
Region with cattle carcases & worst causing sickness
downstream of the fountain source.The Nazis intend
to clear the Region of Natives to create a Zeppelin Base.

The Team must go to the Source Fountain,overcome
the Nazi Forces there & remove the the foul material
from the waters.

Objective Room:The Party once the Nazi Forces are
overcome must spend 1 turn in base to base contact
with the fountain removing the materials,if at 3-4
Team members,If only 2 Team member must spend
next 2 turns.If only 1 Team member present takes 3
Turns.

Once Fountain cleared Team must retrace its steps back
out to the Entrance & exit via Entrance tile

Special Rule:When Mission Set up place don't place
SoTC Event card in Objective Room just place 1 Force
Card.Place per usual rules & once Team kills can begin
to cleanse fountain as above.

#3-Waters of Fate:

This is a two part Mission

Part 1:All signs point to a great gathering of Nazi
Artifact hunters preparing to strike but nothing to
indicate the where & when.The Security Force have
decided on a long shot,"The Fountain of Fate"a legend
haunted ancient Shrine.

The fountain when gazed into is suppose to allow
one to see forthcoming events.The Team is sent to
this place of legend even though its occupied by Nazi
Forces to reach the fountain & view the coming Artifact
Raid so that a defense can be prepared.

The Team must enter the Objective Room,deal with any
Nazi Forces & then each fig may stand in base to base
with the fountain & gaze into its waters.Each fig rolls
d-6:1-3 nothing revealed,4-6 the waters reveal
the gathering forces & how/when /Where they will
strike attack.Note only 1 Team member needs
to make a successful roll. If all fail may try again
the next Exploration phase but if that fails also
must leave.Note if "The Weather Witch"is with the
Team waters automatically reveal knowledge.

Part 2:As soon as Team gets information from the
fountain(or fails after trying twice)a door in the far
wall is discovered.Take d6+2 Dungeon Cards(no
Objective Room ones)& create a new Site Deck.
Then proceed as usual to "explore"these new tiles
representing the way the Team must go to exit the
Site.Upon entering the last room the Team sees sun
light shining through the ruined roof & they exit .
The mission is a success if at least 1 Party member
returns with the information(if no information found
Mission a failure).


#4-The True Weapon:

Draw a weapon Treasure Card for name & type
of Weapon.

The great relic rescued from the Nazis has come into
question,as some question if indeed it is the talisman
of Light & the bane of Evil its been purported to be.
The only way to prove its authenticity according to
Legends to plunge it into the Fountain of Light which
will reveal it to be true or destroy it if it's false.

A Team is entrusted with the weapon & shown the
old maps to the location of The Fountain of Light which
unfortunately in a chamber now under Nazi control.
The Team must enter the Objective Room overcome
the Nazi Forces & then standing in base to base with
the fountain plunge the "weapon"into the waters.

Note the Captain is entrusted with the relic weapon,
if he/she is killed on the Mission Site another party
member may be given it.

Special Rule:When the weapon is plunged into the
fountain an earth shattering roar occurs Roll d6:

1-3=the Chamber is flooded with light as the water
& weapon glow-its the "True"Weapon

4-6=the Chamber is filled with a greenish vapors &
the weapon shatters-each Team member in room
take 3 Red die (roll for each Team member)
hit.

Now door to outside revealed & Party exits .

Special follow up:If the party is killed off on the
Mission Site before reaching the Objective Room.
The Nazi Forces will place the Weapon in the objective
Room.The next time the Fountain room Mission comes
up it will automatically be this mission.A party will be
sent to recover the weapon & finding it in the Objective
Room with the fountain will proceed to test it as above.


#5-The Plague:

The Plague has hit the Region shortly after Nazi
Zeppelins were reported in the Region.It appears
they are again trying to drive Natives out the area
so they can plunder at will.The only hope is to find &
acquire water samples from an ancient mineral springs
in an abandoned ruin hold now occupied by Nazi Forces.
A Team is sent to get samples of the water so that a
cure may be effected.

Objective room:After the Party has overcome the Nazi
Forces.Each member must stand in base to base
contact with the fountain & fill their water skins with
its waters,then they exit via a small door in the back
of the room .A successful Mission gets at least 1 water
skin back to the Haven.


#6-Destroy the Fountain:

Even Nazis need water,an especially nasty
Nazi Stronghold has proved impossible to root out.
A Team is formed to go destroy its water supply,an old
fountain sunk deep within the caverns of the earth.

Objective Room:Once the Party overcomes the Nazi
Forces any Party member in base to base contact with
the fountain may attempt to seal it.

Roll d6 on roll of 1-2 Team member succeeds in breaking
the old mechanism & diverts the stream back to its
original deep underground channel.
If fail may attempt the next exploration Phase but
if fail twice must leave Site.

Upon destroying or failing to destroy the fountain
the Party members must retrace their steps back
to the entrance of the Site & then exit via
the Entrance Tile.

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04-30-2011, 02:19 PM
Post: #6
RE: Pulp Project
The Tomb Chamber Missions:

#1-Exorcism:

The Natives have been troubled by ghastly dreams
& ghostly visitations,it seems an ancient Tomb
Site long abandoned & now occupied by Nazi forces
has had its tomb violated & the spirits of the ancestors
cry out for peace.The Team is sent to exorcise the
foulness of the tomb, restore the spirits to rest &
disrupt the Nazis.


Objective Room:The Party must enter overcome the
Nazi Forces ,then preform the exorcism ritual.
Once all Nazi Forces off Objective room Team members
begin to chant the ritual of exorcism the Natives taught
them.On the next Event Phase EACH Team member
roll d6:if any get a 1 draw a Force card (from #1-9 cards.
(only 1 card drawn regardless of how many roll a 1)
and place Nazi figs shown.

Team must now get the Nazis figs off the Objective
Room before they can start the Chant again.On any
Event Roll that doesn't have a 1 rolled(& no Nazi figs
on Objective Room)the exorcism works.The Party now
must retrace its steps to the Site Entrance & exit via
the main entrance Tile.


#2-Sword of the Dead King:

In an underground chamber an ancient blood-thirsty
Ruler sleeps in a state of undeath.Recently an ancient
sword has been discovered & the Security
Force have determined t to be the Sword of
The Dead King & know that prophecy holds when
the sword is revealed the Dead King shall waken.

To prevent this a Team is is sent to the location
of the Chamber the old texts reveal.The Party must
take the Sword & slay the Dead King before he fully
wakens as the Sword is the only weapon that can effect
him.Unfortunately the wakening Evil has attracted Nazi
Forces so the Dead King is guarded.

Objective Room:Once the Nazi Forces have been
overcome & some member has the Dead Kings Sword
the the following"Combat" takes place in the
Exploration Phase. The Dead Kings who can't move
from his tomb will attempt to overcome the Parties will.
Each Party Member must roll d6:add results together
if 13+Dead Kings Will is broken & the sword is used to
kill him both turn to ashes.The Team now finds a door
out of the Tomb leading to an exit.

If the Party rolls less than 13 combined they are overcome
by the Dead King & under his control place
the Sword on the Tomb & the Mission fails.
The Team leaves the Tomb & the Dead King's
control is broken.

Special follow up.The next time this mission comes up
& the first one was a failure.The Team will find the Sword
in the Objective Room & on the Objective Section instead.
The Team must now roll +14 to overcome the Dead King's
will.Each Mission failure adds +1 to the Dead Kings Will.
(max allowed is 18)


#3-Return The Crown:

The suppose crown of Presper John has been
located but its been traced to an abandoned
stronghold and the Nazis have arrived first.
A Team is organized to go find the Crown & return
with it to England.

The Team must go to the Objective Room overcome
the Nazi Forces, get the Crown & exit the Site.

Special Rules:The Team will find the Crown in the first
Room they enter during the Exploration Phase but its
encased in a aura of Power ward which prevents it
from leaving the Room.This is why the Nazis have been
unable to move it.British Intelligence had discovered
additional text that describe how to release the Crown.

The Team must go to the Objective Room to obtain the
Ward Key to release the Crown so it be taken back
to England.Once any Nazi Forces are overcome the
Ward Key is automatically found during the Exploration
Phase.The Team must trace its steps back to the Room
with the Crown & use the Ward Key to break the Ward &
release the Crown(again auto)on Exploration Phase
as long as no Nazi Forces are on same board tile.
Party must now specify member to Carry crown &
retrace remaining tiles(if any)to Site Entrance
& exit .


#4-The Lost Khan:

The Nazis think they have found his Tomb of
Genghis Khan and hope to use the body as a
powerful symbol for them to use against the
British in Asia.Himmler is sending his best
Archaeologist to personally open the
sarcophagus.

The Security Service on learning of the Nazi find has
sent a Team to the Tomb Site to investigate before
Himmler's Archaeologist arrives and seize the body if
necessary.

Objective Room:Party must enter overcome the
Nazis Guardians & then open the Sarcophagus
(will be automatic in Exploration Phase as long
as no Nazi Forces in room).

Alas its empty! ,the Team now slips out
a back corridor behind the burial chamber and
exits the Site.


#5 Destroy the Tomb:

The Security Service has found a long misplaced
Journal of an 18th Century Explorer that reveals
the site of an ancient hidden shrine.The Journal
notes it's walls are carved with inscriptions and
contain a partial translation.The text is a prophecy
of the coming of a Master Race destined to rule
the world.

The hidden Shrine is located on an Nazi Zeppelin
Expedition Site.Realizing what the Nazis would
make of such a find a Team is sent to destroy
the inscriptions before the Nazis can find them
and put to propaganda use.



Objective Room:The Team must enter over come any
Nazi Forces then 1 Team member must descend the
stair hidden in a false tomb where the Shrine is located.
(The fig must be standing on the Sarcophagus & then
remove from the Tile,he/she is now in the hidden chamber
and cannot interact with the Team until Inscription
destroyed or Nazis discover Chamber.)

Each turn after the Event Roll the Team roll d6 each #
rolled is a hit that damages the Inscription .The
Inscription takes 12 hits to deface.Once does so Team
can escape & exit via a corridor in the back of the Tomb.

Note if Nazi Figs are placed on the Objective Room
while a Team Member is still in the Shrine that Team
Member may still keep trying to destroy the Inscription.
If however the rest of the Team on the Objective Room
is killed the Nazi forces discover the Shrine Entrance &
the Team Member trying to deface the Inscription.

Take a small Room Tile & place the Team Member
in the middle of it then as per the usual rules place the
Nazi figs & start combat sequence.If the Ranger defeats
the Nazis he makes 2 more d6 rolls to see if he can
finish defacing the Inscription before the alarm is out
& he must flee.The entire Inscription must be destroyed
(all 12 hits) for the Mission to be a success.

Note if the Inscriptions survives future Missions
will keep ant Inscription hits scored from previous
Missions.


#6-Identify:

Britain &____(fill in name of another Country or it's
colonies bordering British Colonies)are involved in a
dispute over certain colonial lands. The only way to
resolve this matter is to find the 17th Century Tomb
of the Explorer & see who is really buried there as
both countries claim it their own Explorer.The Tomb
is now on the Site of a Nazi Zeppelin Expedition.
The Nazis wish to prolong the dispute so they have
refused to open the Site for inspection.

Thus the Security is sending a Team to infiltrate
the Expedition Site and bring back evidence of who
is really buried in the Tomb by bringing back the
items buried with him.

Objective Room:The Team enters overcomes Any
Nazi Forces that now occupy the place & open the
Tomb (automatic on Exploration Phase)a Team Member
takes whatever items he/she things will identify the
Explorer & exits through a small door in the back of
the Tomb that leads to an exit of the Site.

Upon return to Britain the evidence is presented:
Roll d6 to see the results.

1-2=Evidence is overwhelming in its origin dispute settled.

4-6=Evidence is considered open to debate as
too worn to give positive identification.Perhaps the
Team should have carried more of the tombs items
back.

Special follow up:If this Mission comes up again
the same Team is sent out to get more evidence.

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05-01-2011, 02:10 PM (This post was last modified: 05-01-2011 02:44 PM by Old Dwarf.)
Post: #7
RE: Pulp Project
The Idol Chamber Missions:

#1-The Sacrifice:

The Nazis have captured a kinsman of a powerful
Native Tribe who have been interfering with their
Expedition & its obvious at the full moon a terrible
fate awaits.

The Natives have appealed to the British ,so
A Team is formed to rescue by his brother before
a dark sacrifice can take place.

Special Rules:Once on the Mission Site each before
each Event Phase each Team member rolls 3d6-if all
3 die come up the same # that Member nerve gives
out as he/she hears the victim's screams & flees ,remove
that fig from the game.

Objective Room:Team enters overcomes any Nazi
Forces ,once no Nazi figs on objective Room tile Victim
auto freed & shows Party a secret way out to exit.


#2 Desecration:

An old temple under exploration by the Nazis
holds a vile Idol,the Native population believing
in the power of the Idol are now in thrall to the
Nazi Forces.The Security Service alarmed such
a baneful effect of the Idol will slowly
extend its influence to British possessions.
A Team is formed to slip into the stronghold &
destroy the Idol .

Objective Room:Once the Team enters the objective
room & overcomes the Nazi Forces it must topple
the Idol to show the Natives it has no power.

Special rules:To overturn the Idol all Party members
must stand in base to base contact with it & each roll
d6:adding their strength to the rolls.If the total of all
the rolls =25+ the Idol falls ,24 or less it stands.
If the Idol stands the Team may try once per exploration
phase to topple .

Once the Idol falls or not enough Party members to
generate a 25+ the Team must flee the Objective
Room using a secret passage way known only to them
from a study of the Temple plans.

#3-Kill the Prophet of Darkness:

A charismatic prophet backed up by Nazi Zeppelin
Forces is stirring up the Natives with hate filled
tirades against the British.His dark cult is growing
& could cause major problems as he is continuing
his bombast toward the British.

A Team is organized to go find this prophet & kill him
thus cutting off the head of the problem.

Objective Room:The Team must enter the objective
room overcome the Nazi Forces & kill the Prophet then
slip out the passage in the back of the Idol and exit.

Note if the Prophet not present(you get no Capt.result
on the Objective Room Event Card Section)the Team has
missed their man & the Mission fails & once the Nazi
Forces are driven off the Objective Room tile the Team
Exits as above.

Special set up rule:Force card #10 is not used.


#4-Demon Summoning:

A pitiful ruin of a man is found by a British Garrison
,he is an escaped Native slave from a Nazi Expedition.
Gasping out his last breath he warns the British of an
ancient Evil a demon is about to be unleashed.
This demon trapped by Native Shamans centuries ago
been found by the Nazis encased in a Idol.

They now are preparing for a ritual to free this terror.
Due to the unease this could cause in the region a
Team is sent to seal the Idol & keep the demon a
prisoner using a banishment chant given to them
by the Natives.

Special rules:When the Team enters the Objective
Room ,if the SoTC Event Card does not include a
Nepharite (Capt) add the fig to the reinforcements.
The Reinforcements figs are place as per the usual
rules but the Nazi Capt. is placed on the plinth next
to the brazier.He will not move unless attacked as
he is preparing the ritual to release the demon.

The Team upon entering the room rolls a die 6+ 3 this
is the number of turns the Party has to kill the Nazi
Forces.If they do they recite the banishment chant
ward they all learned from the Shaman before stating
out,so if at least 1 Party Member is still alive to recite
it the Idol will be sealed,If the Party runs out of time
the demon will enter the world at the start of the
Nazi Turn.

The Ritual however is too rushed & the Demon is
uncontrolled it devour any fig on the plinth,if none
it will attack the nearest fig.(Team or Nazi).If a fig
is on the plinth the Demon just devours it and then
the next Nazi turn proceeds to move & attack as
above.

The Demon uses 4Th Level Nepharite Stats
w/o any Range Attack)-weapons gnashing teeth
(we use the Flying polyp model from HP Lovecraft
RP Game)-in the Nazi Phase per the usual rules.

The Party may choose to flee out the door behind
the Idol if not in base to base with the demon.
If the the demon is killed it flees back into the Idol
which could then be sealed as above.In any case
once the Team uses the back door Exit & the Mission
is over.The Demon if still alive would then return to
the Idol due to the flawed Ritual.

Note-The Demon moves first in the Nazi Turn.
Once the Demon appears any Nazi figs not in base
to base contact flee the board & all Nazi figs/Force
Cards are removed from the Game.


#5-Close the Books:

An old Security Force Expedition Site has recently
been occupied by Nazi Zeppelin Troops on their
own Expedition.The British found nothing of occult
value,even the large Idol in a worship chamber was
mundane.They made the Idol chamber their base
of operations while on Site & used the Idol,whose
empty secret compartment to store the Code ciphers
used for communications between the Expedition
& London.


The Security Office has now realized that the Code
Ciphers were never removed from the Idol when
the Expedition broke camp.If the Nazis l forces learn
of the secret Idol compartment & find the Ciphers
could compromise the entire Security Service Occult
Project.A Team is organized to recover the Ciphers
& bring it back to London.

Objective Room:The Team entering the Objective Room
& overcoming the Nazi guards automatically remove the
Ciphers & exit through a back door of the Idol Chamber.

Note the "Cipher's "must be assigned to 1 Team member
to carry.If he/she is killed before reaching the Exit another
Member must spend an Action in base to base contact
with the dead Team member to pick up the Cipher
books.

#6-The Great Game:

The Nazi Occult Hunters are well aware of Britain's
secret war against them and both sides often
commit acts of bravado to show up the other.

A Security Service Team headed by a British Peer
was ambushed & wiped out by the Nazis.The Peers
Signet Ring was taken and they have also placed on
the Peer's body an insulting letter.The letter offering
the Signet Ring back if someone wants to go to their
Expedition Site & take from the arms of their Idol in
which they have placed it.

This act calls for revenge & Security decides to send a
Team to reclaim the Signet Ring by stealth
rather than a foolhardy major assault the Nazis wish
to provoke to expose the British Occult efforts.

Objective Room:The Team must enter the objective
Room overcome the Nazi forces & then attempt to
recover the Signet Ring..To do so a Party member must
stand in a square adjacent to the Idol & roll d6 +his
Strength any result of 8+removes the Signet Ring
if less than 8 but more than 4 the Signet Ring won't
budge this turn, if 4 or less it triggers a trap & that
Team member takes a 4 Red die attack.

Only 1 Team Member may try per Exploration phase.
Once Signet Ring is free the Team Member who
has it must take it to the Exit.To Exit the Team
must retrace it Steps to the Site Entrance.

If the ring holding Team Member is killed before
reaching the Exit another Member must spend an
Action in base to base contact with the dead Team
member to pick up the Signet Ring.



These Mission are twice converted,there the orginial WHQ Missions,that were converted to a Lord of the Ring
Quest Missions home brew Game & from them to Pulp.

I've tried to limit "magic Stuff"to no more than an Indiana Jones Level,but I figure a Demon or willful spirit
would still work with the Pulp theme.I did include a magic user for each side,as otherwise I had no use
for the Molly fig & the Ilsa fig was too cool to pass up(of course that leaves me with 4 "Extra"Nazi Chick figs.
which I'll probably work in (Pulp Figures-She Wolves Pack#1) .

WHQ had 2 Expansions "Lair of the Orc Lord & Catacombs of Terror" which each have 6 Missions I still
have to convert.The Catacombs one is really 1 long campaign.

Fig wise I slowly getting a few packs.I have the Lucky Lady Crew Complete and the Crash Conner
Team complete.The Nazis need around 28 figs,I have the basic grunts "Zeppelin troops(12),
a Zeppelin Captain, Nazi Officers(3),Ilsa,Nazi Machine Gun Crew,but I still need 3 packs of
Nazi Soldiers(9 figs + 2 with bayonets).

I'm still working on what "Native"packs to represent the various oponents for the outdoor encounters.

OD

Sighing like the night wind and sobbing like the rain,—
Wailing for the lost one that comes not again:
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05-07-2011, 01:06 PM
Post: #8
RE: Pulp Project
The Lair of The Orc Lord Missions

Preparation of The Quest deck for these Missions

1.Only the Goblin lair Objective Room used
2.Shuffle & deal out 10 Dungeon cards
3.Then shuffle in the collapsed passage & shaman den
cards into the deck so you have 12 cards.Now proceed
as normal.
4.Deal out 6 dungeon cards & shuffle in Goblin lair
Objective Room Card.Place face down & then place
the other 6 cards face down on top of them creating
a Quest Deck of 13 cards.


#1 Stop The Raid:

Rumors of a great raid are confirmed when the
survivor of a small raid on her village comes to the
British to tell of a new Nazi Expedition whose
Leader is recruiting Locals to preparing a raid against
the British base.It is decided to send a Team to the
old fortress the Nazis are using as a Stronghold
to kill the Expedition leader before he can act on
his vile plans.

Objective Room: Party must enter Objective Room
over come any Nazi Forces & kill the Nazi Leader.
When the Leader is killed cut off his head & assign
a Team member to carry the head as proof to the
surrounding villages to show that the mission
was accomplished.Note the Leader is the capt.
fig or if no Capt.a Centurion or Razzi(pick one if
more than 1 present).


Special Rules:Once the Leader's head taken draw
4 more dungeon cards from the not drawn for the
deck pile shuffle & place face down.now the Team
exits the Objective Room by placing a door at its back
& proceed with the game ,upon reaching the 4th
drawn tile you can exit via any door unattached to
the other Tiles.

Upon Exiting with the head roll d6:

1-5-Survivor looks at head & says its not the same
Leader that led the raid on her Village!

6=Survivor confirms that's the Leader who led the
Raid Mission a full success.


#2-Pay the Debt:

The Security Service owes a debt to Belgium and
now Belgium is calling in it's marker,The Nazis
have spirited away an two ancient artifacts (select
2 WHQ non potion Treasure Card to get name)and
the Belgium Govt.wants it back.A Team is organized
to get the Artifacts back for Belgium.

Special Set Up:Set Goblins Lair & Shamans Den cards
aside, now draw 10 dungeon cards & add collapsed
passage.now shuffle the 11 dungeons & place face
down.Draw 6 cards & place face down then put the
Goblins lair Objective Room & shuffle into the 6 face
down cards then return the 7 cards to the face down
deck.Take the Shaman Den Card & shuffle it into
the other 4 cards drawn then place these 5 cards
face down on top of the 7 cards creating a Quest
deck of 12 Cards.

1st Objective Room:Team enters Shamans Den
& deal with any Guards if any traps or guards .
Team then may take the is Artifact which laying
on the keg.

2nd Objective:Party enters Goblin Lair Objective
Room & deals with the Nazi Forces & once overcome
may try to get the 2nd Artifact as follows:

1 Team member per Exploration turn may make the
attempt to take the artifact which has been set into
a wall.Team Member rolls d6 + Strength if result 9+
gets Artifact if 8 or less triggers booby trap & Team
member who failed takes a 1 red die hit.
If succeed Team exits via discovered secret passage.
If fail may try once per Exploration Phase.


#3-Recover the Relic:

A village has sent a delegation to the British,a German
Raid has taken a treasured small Icon & the villagers
want it back.A Team is formed to aide the
villagers & recover the Icon.

Objective Room:The Team must enter the Objective
Room ,overcome the Nazi Forces & take back the Icon.

Special Rules:As a team member reaches for Icon A Zeppelin
Troopen appears out of nowhere grabs the Icon & flees,
the Team must now chase him down to recover the Icon.

Place the Zeppelin Troopen(ZT )on the middle of the tile
adjacent to the Objective Room.The Team must now catch
him & get a hit on him(note Team doesn't have to wound
or kill the ZT just getting a hit on him will cause him
to drop Icon & flee).The ZT will move each Evil Forces Phase
toward the Site Entrance,if he reaches the Entrance &
moves out the entrance exit the Mission has failed.

Note#1 the ZT will not move during the Nazi Forces Phase
if a Nazi Patrol has intercepted Team he hopes his mates
will finish off the Team.Once the Team has the Icon or
the ZT escapes it retraces any remaining steps to the
Site Entrance & exits .

Note#2 use the unarmed ZT fig for the Icon carrier



#4-Find the Lair:
Reports have surfaced of the Nazis converting
an old ruin to be a Zeppelin base.The Security
Service sends a Team out disrupt the effort.

Special Set Up:Set Goblins Lair & Shamans Den cards
aside, now draw 11 dungeon cards & shuffle the 11
Cards & place face down.Draw 6 cards & place face
down then put the Goblins lair Objective Room & shuffle
into the 6 face down cards then return the 7 cards to
the face down deck.Take the Shaman Den Card &
shuffle it into the other 4 cards drawn then place
these 5 cards face down on top of the 7 cards creating
a Quest deck of 12 Cards.



Objective Room:The Team must enter the Objective
Room overcome the any Nazis & then retrace steps to
Entrance to Exit.

Special Rules:When Party enters 1st tile a Portcullis
slams down & locks leaving the Party trapped on the
Site.The Team pushes on with the Mission & hopes
to find a way out or a key to the Portcullis which
blocks their exit. When the Team enters the Shamans
Den Tile & overcomes any traps or guards they find
the Portcullis key.They can then go on to the Objective
Room as above.HOWEVER if they get to the Objective
Room before the Shamans Den then they must continue
the game until they get to the Shamans Den get the
key & then retrace their steps to the Entrance &
use the Key to get out.

When The Team return to report roll d6:

1-3=Team report is not sufficient to convince
Security that Site was a major Base in
the making.

4-6=Team report is clear a new major Base is being
established.*

*If this result obtained the next Game must be a RAID
Mission.


#5-Take the Wolf Hund

An important Native has reported her village livestock
are being killed by a Devil Dog who comes from
Taboo ruins that foreigners are digging up.The locals
won't go near the Site and so She is demanding the
British garrison kill this Devil Dog.

The local British officer realizing that this individual could
cause all sorts of trouble decides to send request that
Security sends a Team to to kill the animal & bring
back proof.

Objective Room:The Team must enter the objective
Room over come the Nazi forces & then Kill the
animal who is kept chained there.

Special Rules:The Devil Dog is chained to the wall,so he
can't move it takes 2 Hits to kill & has a melee attack
of 1 Black die,if a Nazi fig.can get into an adjacent
Square he/she may unchain the animal cost 1 Action.

The Animal is a large Wolf Hund the Nazi Leaders
pet it is placed in the same Square as the Throne chair.

Once the Dog is killed the Team pulls it's teeth
during Exploration phase then will slip out through
side exit during Team.Note Teeth must be given
to 1 Team member to hold.( if that member
killed any Team Member in an adjacent Square
may spend an Action to pick up)

When Team Exits & have Dog's teeth roll d6:

1-3=Individual won't accept teeth as proof

4-6=Individual considers justice done


#6-Stolen Goods:

a Priest has a sacred bag containing Sacred Relics
that has been taken in a Nazi occupation of a
Temple.The Security Service anxious to prevent
more Occult items falling into Nazi hands agrees
to get it back & will send a Team.

Objective Room:The Team enters & overcomes the
Nazi Forces & then tries to get the bag.A Team member
stands in the same Square as the bag(its the green one
in back of throne)& rolls d6: on anything except 1 the
Team member can pick it up check the contents to assure
its the relics(1 Action).Then Team retraces steps to
the Entrance & Exits.If a 1 rolled It's a booby trap the
bag explodes destroying relics & causing the Team
Member who checked the bag to take a 3 Black die
attack.The Team must still retrace steps to Entrance
to end Mission(the real Relics can't be found)

Sighing like the night wind and sobbing like the rain,—
Wailing for the lost one that comes not again:
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05-08-2011, 03:57 PM (This post was last modified: 05-08-2011 04:04 PM by Old Dwarf.)
Post: #9
RE: Pulp Project
The Catacombs of Terror Missions:
.
All use The Catacombs of Terror Objectives:These
Missions are done in sequence & if any unsuccessful
(with the exception of #3 )must be repeated
the next time a Mission at these locations is rolled.
Note these are a series of joined Quests with a
common theme even though each is at a different
Nazi Expedition Site.


Preparation of The Quest deck for these Missions

1.Only the Dread Kings Throne Objective Room is used,
set aside that card plus Hall of Death,Chasm of
despair & Flames of Khaza cards
2.Shuffle & deal out 9 Dungeon cards
3.Then shuffle in the Hall of Death, Chasm of Despair &
Flames of Khaza cards into the deck so you have 12
cards.Now proceed as normal.
4.Deal out 6 dungeon cards & shuffle in Dread Kings
Throne Objective Room Card.Place face down & then
place the other 6 cards face down on top of them
creating a Quest Deck of 13 cards.

In all the above Missions the following floor tiles
represent the following:

Hall of Death:This Room has seen so many rituals
& sacrifices that it is steeped in Terror.Even the
Nazis tend to avoid it.When the Team enters this
Room don't roll on for Events during Events Phase.
Instead every Event Phase Team is in Room(or Team
Member if others have moved on)must make individual
Courage test* fail the Terror of the Room causes Team
Member to die of terror.To leave Room each Team
Member also must make Courage roll if pass may exit
room if fail can't leave that turn.Can never search
this room.

*Courage Test roll d10 and fig Strength if #
12+ success.Note a roll of 1 always is a
success.

Flames of Khaza(Flames of Eir) : As these strongholds
were originally built by Vikings this small chamber
represents a shrine to Eir Goddess of healing the
Shrine still has power.Upon entering any Wounds
(strength)are restored to original levels.If the entire
Team is in this room don't roll for Event in Event
Phase. Also can never search this
Room.

Chasm of Despair:If in combat on bridge & forced back
roll d6(before Wound roll made)if a 1 rolled that fig falls
off bridge instead (consider killed)

Note the Catacombs of Terror also has 6 Dungeon
Counters (Chits)if the Mission says there used put
them face down in a cup & draw as the mission indicates
the chits have # on them & one has a skull)

The Orb when obtained is given to the Team Captain
but may be handed off to any Team Member that
is adjacent to a fig with the Orb.



#1-Find the Orb of Skadi:
(uses the Dungeon Counters)

Rumors have reached the Security Service,
dark tales of a brooding evil in this cursed fortress.
The Occult Lore specialist feel it may be Loki trying to
escape his underground prison with the help of
Nazi Occultists.The the Lore specialists set about
finding a Talisman that could be used to prevent
Loki from returning & learn from old texts that the
Orb of Skadi,the Goddess who sentenced Loki
to his punishment exists in a museum in Denmark

Alas when the Orb is sent for it is discovered to
have been taken several months ago.Nazi artifact
hunters were the presumed culprits but as the
Orb's importance was not understood it
was never considered important enough to report.

The Security is able to track down the Nazi artifact
hunters now decides to send a Team to the
Nazi stronghold from where the thieves came from
to try to recover the Orb.

Objective Room:If NECESSARY Team must enter
overcome any Nazi Forces ,get the Orb & then
retrace steps to Entrance & Exit.

Special Rules: Party searches any ROOM tile they are
in during Exploration Phase (& no Nazi Forces on tile)
as follows:

1.Roll d6 then draw a Dungeon Counter from the cup
add the #'s together if =8+Orb is found.Assign
it to a Party member.

2.If # less than 8 keep Dungeon Counter face up
alongside cup.When get to another ROOM search
as above except to d6 roll add the face up counters
plus the one you draw from the Cup.

3.If the Skull counter Drawn means Room DOES NOT
have Orb also any d6 Roll of 1 means Room DOES NOT
have Orb(don't draw counter this turn).

If Team gets Orb must now retrace steps to Entrance
to and Exits.

If Party doesn't find Orb before getting to Objective
Room it will Find the Orb there no need to Search
see Objective Room above.


#2-The Orb & Loki:
(use Dungeon counters)

The Recovered Orb reveals the Location that
Loki is materializing at & a Team is sent out
to attempt to seal the Dark Throne he is using as
a focus.The Team Captain is entrusted with the
Orb.

The Team must enter Objective Room overcome
any Nazis (& maybe even Loki!)If successful in
sealing the throne a hidden passage revealed
to Exit.

If fail to seal throne & survive must flee back the
way the came to entrance & Exit.

Special Rules:

The Orb besides its ability to seal off Loki's
focus nexus has 2 other effects on the Mission:

1=as its presence can be detected by Loki on
the Event Phase Roll an Encounter will happen
on a roll of both 1 & 2.

2=it has the ability to fill the Team with resolve if
called upon. The Team at any time may call upon
Orb & for that Phase ONLY increase all Team
members die roll by 2 die.This is a time one use
only ability.

Sealing the Throne:Team Member with Orb must
stand adjacent to Throne & receive a 2 Red Die
Attack.If not hit Orb placed & throne sealed.See
obj Room above to exit.

Each Nazi Phase that Party is in Objective Room
& Throne not sealed draw a Dungeon Counter from
the Cup.If its a # just set aside its out of the game.
If it's the skull LOKI materializes & will try to attack
the team.

Loki due to HIS long banishment is now in a
very weakened form.He uses Legionnaire stats &
has no Range attack.He has 3 wounds & causes
Terror.All Team members must take a Courage*
check fail they flee(remove from Board & consider
killed).

Loki can't move from the Throne once he is reduced
to 0 wounds he flees back into the throne nexus.

*Courage Test roll d10 and fig Strength if #
12+ success.Note a roll of 1 always is a
success.



#3-Banish the Spirit:

Loki has been trapped in the void nexus of the
Dark Throne but his malign spirit is seeking
greater powers to help him reform.A church was
unknowingly built over a much darker shrine & its
pocket of vile Evil has attracted Loki questing spirit.
The result has been ghastly apparitions & vile signs
at the Church's Catacombs causing the priest to
request help only to have the Nazis come in &
take over the Church.

The Priest appealed to the British and the Security
Service Lore Specialist recognized the signs of
Loki & organize a Team to exorcise the Site.

Special Set Up:Take the Fountain of Light(Nerthus-
Goddess of Fountains)) Objective Card & shuffle
it into the deck with the 5 cards drawn.Place
these 6 cards on top of the 7 cards
including the Dread Kings Throne Objective Room.
NOTE you do NOT use the Chasm of Despair or
Hall of Death Cards in this Quest Deck.

Objective Room:Team must enter Objective Room
overcome the Nazi Forces & purge the Throne with
the Waters of Nerthus .Note to Purge Throne at
least 1 Party Member must stand adjacent
to the Throne & empty his Water Skin this
closes off site to Loki.Once Throne purged Team
leaves via a small door in the back.



Special Rules:Party when reaches the Fountain
of Light Room & overcome any Nazi Forces Team
fills up water skins with the Fountains water of
Nerthus -to do so each Party member must stand
adjacent to Fountain.See Objective Room above
for use.


#4-Retrieve the Grimorie:

Traitors under the influence of Loki have secretly
stolen the Grimorie Necris from Security Forces
forbidden collection.This tome is a terrible Evil book,
that the Nazis hope to use to restore Loki.

The Traitors are sorted out and the location of
where the Nazis have taken the Necris is
revealed.A Team is sent our to retrieve the
book before it can be put to foul purpose.

Objective Room:The Party must enter overcome
Nazi Forces & kill the the Occultist(Bertha Kessler).
Then seize the Necris & assign to a team member.
If Team succeeds or fails & survivors flee must retrace
steps to entrance with the book Exit.

Special Rules:When Objective Room Entered place
Nazi Sotc Event Card figs as usual except also
place Oculists & Necris adjacent to throne she
is carrying out a ritual from the book to restore
Loki.

The Team upon Entering the Objective Room rolls 2d6
the # will be the amount of turns the Party has to
overcome the Nazi Guards & kill the Occultist.
The Oculist will not join the fight unless attacked &
uses 3 white Die stats for melee / range attack &.
she has 1 wound.She will not move.

If time runs out the ritual succeeds in summoning
Loki who appears & operates the same as in
Mission #2.If defeated he flees back through the
throne nexus.

(For Loki we use the Barbarian from HQ. & for
Bertha Kessler the pistol armed She Wolf fig)

#5-Escape from the Depths:
(uses the Dungeon Counters)

The Team was ambushed upon returning from a
Mission,the awake in a dank cell with another Prisoner.
He tells them of a secret way out but he has been
afraid to use it as its through the Dark Throne Room.
He explains that the Nazi Occultist have been
sacrificing Prisoners in nightly rituals to appease
& summon Loki.The Team breaks out & finds their
weapons & with the Prisoner proceed to try the
secret way out.


Special Rules:

1.The Quest Site is set up as usual but he Team is
assumed to start from a guard room where they
recovered their weapons.Select a regular Room
Tile & place the Team figs on it.Note there are 3
Team Members & a Native (use fig of Region Mission
Located in)

2.Each time Party rolls a 1 on the Event Phase Roll
resolve as usual but also draw a Dungeon Counter
from the Cup.DON'T Look at the Counter just place
it face down by the Cup.

Objective Room:Team enters & Nazi Forces placed as
usual.Then turn over all Dungeon Counters outside the
Cup,if one is the Skull ,Loki as responded to the
sacrifices & has materialized.See Mission #2 for Stats
& actions.If defeated he flees back through the throne
nexus.The Team once dealing with the Nazi Forces
finds the Secret way out & Exits.

#6-Final Conflict:
(Dungeon Counters used)


The Occult Specialist have finally discovered a reference
to a Weapon that will banish Loki for good "Sword of
Tyr"*the Problem is the Sword are held by Nazis where
Loki is reforming(they intend to use it to control the God)
A Team is sent to find the Sword & then use it on Loki.

Special Rules:Whenever the Team draws an E Card
on the Event Roll draw, deal with the traps & then
draw a Dungeon Counter if the Skull id drawn the
Sword is found assign it to a Team Member.
If no Skull just remove that Dungeon Counter from
the game.

Objective Room:Team enters deals with any Nazi
Forces,Loki will be there on The Throne using the
same stats & actions as Mission #2.If the Team has
the Sword & its bearer can kill Loki in Melee ,he is
forced back to his underground prison.If the Team
doesn't have the Sword they can only reduce Loki
to 0 wounds & force him to flee back into the thrones
power nexus.

In either case the Team must retrace steps to Entrance
& Exit.

*The Sword of Tyr-use SotC-Violator Sword at Rank 3
Level(use Red Die)



Well thats all the Missions from WHQ & it's two expansions.I've proofed them out
like replacing Nazi for German & Team for Party.

I also revamped the Adventure Game to follow WHQ Sequence,I had tried the version
thats given the 4/24/11 Post that used a Seige of the Citadel Sequence but it
just didn't mesh.So basically the Adventure Game is WHQ but with SotC combat
stats & resolution (Love those Hit Die).

OD

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