Having finally got myself into gear for some Pulp games I've started experimenting with the solo deck. This week I tried another conflict between the Aroura League and the 'Auxiliary Police' in my 1930's Alternative history scenario, where the tiny island of Ascension is becoming a real hotbed of intrigue and politics.
In this Episode the Aroura League (Which are either a bunch of freedom fighter or con artists depending on who you ask) are keeping an appointments with a foreign agent, when they realise that the Auxiliary Police are already there; not only that but the AP have still got a box of Secret Chemicals that the Aroura League failed to capture in their last encounter. This is an opportunity for the Aroura crew for some payback...
Starting setup. The red dots mark the approximate locations of the plot points. They are (L-R): Power distributor; Foreign Agent (in the control tower, centre) Secret Chemicals (in the truck, with a perilous area from the noxious fumes they are naturally putting out). Gamma Ray on the Monowheel, and some Contraband Gold which someone has hidden in he water tower for reasons unknown.
Starting points are determined by dice roll, and the two leagues enter at right angles to one another, which means they very quickly come into contact, with Lawrence and the Auxiliaries near the camera and the Aroura League's Sharpshooter in the distance. Much classic Pulp (i.e. ineffective) shooting ensues.
A dice roll allows McPherson the sharpshooter to 'hit' Col. Lawrence. One quirk of the Auxiliaries is that 'Colonel' Lawrence is nominally in charge of the League but is classed as a follower in the rules, due to a complete lack of skills and abject cowardice. As one hit for a follower means he's 'out', it's assumed that he's run away. Again.
Lt. Gunning watches his supposed 'leader' run off and breathes a sigh of relief. Now they can get on with the job. His Sidekick, Seaman Dundass, and Ally 'Commandant' Allen are running to the power distributor to prevent sabotage. MacPherson is doing an Obi Wan and taking the high ground.
Meanwhile Betsy goes to her contact but it seems the Agent is spooked by all the shooting going on and doesn't want to talk. Or to put it another way, Betsy has to get two successes in cunning or might to get this plot point and despite having 3d10 in either still manages to fail this turn.
While Betsy tries to talk the Agent round, her ally, Friederick Johannsen who doesn't do the talking thing, instead decides to grab the Gamma Ray on the Experimental monowheel. Dundas sees him distracted and makes a foolhardy attempts to ambush him...
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...this doesn't end well.
With his league either abandoning the conflict or down, Gunning decides to cut his losses and get himself, the chemicals, and possibly his subordinates out of there. He leaps into the truck and starts the engine, just missing the control tower as he tries to avoid Allen.
2023_02_01_Secret_chemicals_10 by
Andy in Germany, on Flickr
Allen tries to jump onto the truck but fails, while Ramirez (at left) runs around the control tower. Meanwhile Betsy, having got the important information, comes and fires at the truck from practically point blank range, supported by Friedrikson. The truck shows British engineering at its best; soaking up the punishment and bouncing over the rough terrain.
After her failed attempt at jumping aboerd Allen plays it safe and runs alongside the truck. Gunning drives slowly to shield her from the fury of the Aroura League...
Betsy and her team watch the truck leave; they didn't get the chemicals back but they have some very valuable information and a Gamma Ray which someone will certainly pay them handsomely for. The Auxiliaries can have this victory...