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Pulp Project
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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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Pulp Project - Old Dwarf - 04-18-2011, 11:51 AM
RE: Pulp Project - Old Dwarf - 04-24-2011 03:08 PM
RE: Pulp Project - Old Dwarf - 04-25-2011, 02:39 AM
RE: Pulp Project - Old Dwarf - 04-27-2011, 12:03 AM
RE: Pulp Project - Old Dwarf - 04-28-2011, 12:25 AM
RE: Pulp Project - Old Dwarf - 04-30-2011, 02:19 PM
RE: Pulp Project - Old Dwarf - 05-01-2011, 02:10 PM
RE: Pulp Project - Old Dwarf - 05-07-2011, 01:06 PM
RE: Pulp Project - Old Dwarf - 05-08-2011, 03:57 PM
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