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Pulp Project
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04-18-2011, 11:51 AM
(This post was last modified: 04-24-2011 03:23 PM by Old Dwarf.)
Post: #1
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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: |
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04-24-2011, 03:08 PM
(This post was last modified: 04-30-2011 02:22 PM by Old Dwarf.)
Post: #2
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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 Stats -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 Following -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 follows 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: |
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04-25-2011, 02:39 AM
Post: #3
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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 Ruleso 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. Sighing like the night wind and sobbing like the rain,— Wailing for the lost one that comes not again: |
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04-27-2011, 12:03 AM
Post: #4
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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 Sighing like the night wind and sobbing like the rain,— Wailing for the lost one that comes not again: |
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04-28-2011, 12:25 AM
Post: #5
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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. Sighing like the night wind and sobbing like the rain,— Wailing for the lost one that comes not again: |
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04-30-2011, 02:19 PM
Post: #6
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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. Sighing like the night wind and sobbing like the rain,— Wailing for the lost one that comes not again: |
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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
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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
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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
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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 Sighing like the night wind and sobbing like the rain,— Wailing for the lost one that comes not again: |
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