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Pulp Project
04-25-2011, 02:39 AM
Post: #3
RE: Pulp Project
The Fire Chasm Missions:

The following applies to ALL Fire Chasm Missions

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

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

3-6=Team Member makes it safely across

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

The Fire Chasm Hazard Table D6:

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

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

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

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

1-3=able to cross place on far side

4-6=unable to cross place on near side


#1- Destroy The Artifact of Evil

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

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

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

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

#2 Destroy the Transmitter:

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

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

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

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

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

#3-Cut the Power:

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

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

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

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

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

3-4=Bolts stuck try again next turn

5-6= Bolts released Engine safely dismantled.

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

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

#4-Destroy the Bridge:

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

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

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

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

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


#5-Grab the Gem:

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

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

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


#6-Preserve the Fires:

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

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

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

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

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

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

If time runs our Roll d6:


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

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

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

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

Sighing like the night wind and sobbing like the rain,—
Wailing for the lost one that comes not again:
Find all posts by this user
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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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