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Pulp Project
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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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Messages In This Thread |
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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