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Author Topic: Pulp Mods for LoTOW  (Read 3023 times)

Offline Dan

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    • Wades World of Wargaming
Pulp Mods for LoTOW
« on: August 17, 2011, 06:32:09 AM »
Pulp Rules Modifications for WHW’s Legends of the Old West by Will Baillie and Dan.

Base system:  Legends of the Old West

Modifications:

Turn Sequence:
Start of Turn
Movement
Shooting
Fighting
End of Turn


Figures:
Weapons or other equipment carried must be shown on the model.  Some leeway may be allowed for small items (eg, knives), but you can’t pass off that naked guy as being armed with a light machine gun!  WYSIWYG (what you see is what you get)   

Banner/flag:
Use rules from Blood on the Plains for Guidons or Totems.  Not likely to be a factor early on in the campaign, but maybe later, depending on how things go.

Start of turn: 
Initiative:
Take a regular deck of playing cards.  Deal one card to each character and unit leader.  Characters and leaders will act in turn based on the card dealt.  Characters may use their Fame to break the sequence as described in the LotOW rulebook (heroic actions).

Movement:
Characters and units move in order of their initiative.
 
   Road   Good Going   Difficult Terrain      
Infantry   6”   6”   3”      
Cavalry   10”   10”   2.5”      
Wheeled Vehicle1   12”   8”2   n/a      
Tank3   Varies   Varies   Varies      
Airplane4   18”   18”   18”      
Zeppelin4   12”   12”   12”      
Train5   Special   n/a   n/a   

1.  Wheeled vehicles include horse drawn vehicles, cars, trucks and armoured cars.
2.  Wheeled vehicles must test when moving off-road.  On a roll of 2 or 12 on 2D6, the vehicle breaks down.  Refer to breakdown rules.  Horse drawn vehicles are lighter, and only break down on a roll of 12.
3.  Tanks:  Each tank has its own movement rate
4.  Aircraft are not affected by terrain.  Note that an airplane is required to use its full movement allowance.
5.  A train may only travel on a railway.  Refer to special movement for trains (CLA) (trains may change speed by up to 6” per turn, either accelerate or decelerate)

Shooting:
Generally, this section will remain the same.  Only modifications required will be for weapons not covered in the original rulebook (e.g., HMG, SMG, others).

Fighting:
Generally same as in the rulebook, except for the effects of weapons:
 
    Die roll modifiers          
    Winning the fight   Roll to wound          
Unarmed   -1   -1   Unless has Pugilist skill      
Improvised or small weapon (eg knife)   -1   -         
Hand Weapon (sword, hand axe)   -   -         
2-handed weapon   -1   +1   Requires two hands   

The purpose of the change is to make swords and bayonets meaningful weapons by giving them an advantage over knife-armed opponents.

Pluck:

Fearsome Reputation:  HMGs have a Fearsome Reputation.  A model must pass a pluck test to attack a HMG position.

Heroes and Heroic Actions:  as in the LotOW book.  Some special characters may have added abilities (e.g., mysterious oriental criminal mastermind)

Archaeology Skill:  Certain characters have skill in Archaeology, allowing them to figure out how to open doors, avoid traps and otherwise make a useful contribution to the game.  Most models will have a skill of 0, but skills can range from 1 (knows enough to be a danger to himself and his companions) through 5 (an expert).  To solve a problem, roll 2d6 and add the skill.  If the result is greater than the target number, then success!  (door is opened, trap disarmed, or whatever).  Target number will vary according to complexity of challenge.  Note that sometimes there will a penalty for failure (if you don’t open the door, then it stays closed, but if you fail to disarm the trap, then you may set it off).


Offline Dan

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    • Wades World of Wargaming
Re: Pulp Mods for LoTOW
« Reply #1 on: August 17, 2011, 06:34:16 AM »
Equipment:
Weapons:
Hand weapons:  Only “full size” weapons, such as swords, hand axes, machetes, spears, etc count as hand weapons.  A knife hidden in the boot counts as an improvised weapon. 
Lance/spear.  As in BotP 
Bayonet:  as in BotP (converts rifle into hand weapon)
Dagger/knife.  -1 to attack
Improvised weapon/club.  -1 to attack.  Includes rifles.
Bare hands.  -1 to attack, -1 to wound
Martial Arts.  As ‘Pugilist’ skill

Firearms:
Firing more than one shot: 
Pistols have a rate of fire greater than one.  A character may choose to fire a pistol more than once in a single turn, with a -1 ‘to hit’ on each subsequent shot.  Note that the more times you shoot, the greater your chance of getting a jam! (refer to p. 25 of LotOW)
Auto Fire:  SMG is capable of automatic fire.  The firing figure may roll up to 6 dice, scoring a hit on each roll of ‘6’.  Additional hits may be allocated on additional figures within 6” of the original target.  All friendly figures within 4” of the original target count as ‘in the way’.   If you roll more ‘1’s than ‘6’s, the weapon jams or runs out of ammo.  It doesn’t really matter which, as in either case, it will take one turn to reload or clear the jam.  Any hits rolled this turn still count.

Revolver.  This represents a double-action pistol, so it may NOT be fanned.
Bow:  as in LotOW
Musket:  as in LotOW.  Note the ½ RoF includes the slow reload.  May be used as an improvised weapon.
Single-shot rifle:  May be used as an improvised weapon
Bolt-action rifle:  May be used as an improvised weapon
Elephant gun/AT rifle:  Based on Buffalo rifle, but add anti-armour ability.  May be used as 2-h weapon.
Shotgun:  As in LotOW rules
LMG:  BAR can take a half move and fire 4 shots, but will only hit on a six.
Grenades:  Treat exactly like thrown dynamite (from LotOW)

 
Weapon   Range    Strength   Move Penalty   Rate of Fire   Special      
Revolver   12”   4   None   1         
Auto Pistol   10”   3   None   3         
Bow   18”   2   Half   1         
Musket   18”   3   Half   ½   Slow reload      
Single-shot rifle   24”   4   Full   1   Slow reload      
Bolt-action Rifle   24”   4   Half   1            
Elephant gun/AT rifle   24”   8   Full   1   Blown away, anti-armour      
SMG   18”   3   Half   6   Auto fire      
Shotgun   12”   3/5   Half   1 or 2   Shotgun, variable strength, forceful      
LMG (Lewis or BAR)   28”   4   Full   Special   Machine Gun (d4)      
Cannon/Field Gun   46”   10   Full   1   Cannon      
HMG   36”   6   Full   Special   Machine Gun (d6)      
Grenade   Strx2”   3   Half   1   Blast area      
Repeating Rifle   18”                  
Sawn-off Shotgun   Template                  
Mortar 50mm   22”            Template (small)      
Knee Mortar   16”            Template (Small)   


Offline Dan

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    • Wades World of Wargaming
Re: Pulp Mods for LoTOW
« Reply #2 on: August 17, 2011, 06:35:23 AM »
Crew served weapons:
Cannon.  A cannon requires a crew of 4.  The gun crew is usually commanded by a corporal (called a bombardier in the artillery).  If all 4 crew are present, then the gun can be manhandled 3” in a turn, or pivoted in place up to 180o.  If a limber is present, the gun can be limbered or unlimbered in 2 turns.  Pulled by a limber, the gun may move at 8” if the limber is pulled by horses or 6” if the limber is pulled by mules.  Make up your own movement rates if you want limbers pulled by elephants, oxen, camels or any other draft animals your twisted imagination can come up with.

A cannon has a range of 46”.  When the gun is fired, place a blast template on the target point.  Roll a die and compare to the best Shooting value for the crew. If a hit is achieved, then the blast target remains in place.  On a roll of 1, check for jam per the rule on p25.  If the roll is a miss, then remove the blast template (the shell was a dud, or it landed so far away as to have no effect). 

It has been suggested to use GW scatter dice.  I’m not keen on that idea, as the cannon is a direct fire weapon (like a rifle, but bigger).  Scatter dice seem more appropriate for indirect fire (eg, catapults, mortars).  I don’t want to use them for misses, either.  After all, we don’t track rifle and pistol bullets that miss their targets, so why track cannon shells?

All targets within the blast template are attacked, just as if they were in a nitro blast.  This includes scenery (walls, gates, etc).  Use the charts provided on p43 to determine effect of the shot.  All targets in the blast template are knocked down per the Blown Away rule, p39.

All targets within 12” of the centre of the blast must make Dive for Cover tests.

Cannon are subject to the “Slow Reload” rule on p.38.

Machine Gun.  Use the rules for the Gatling Gun from BotP with following modifications.   

A Machine Gun requires crew of 3 soldiers, who must be purchased in addition to cost of weapon.  The weapon may moved at normal movement pace, but carriers may not climb or jump while moving the gun.  A Machine Gun may be moved up or down or over obstacles use block and pulley arrangements, but this is a slow process, best not undertaken within the confines of the game.  The Machine Gun requires one full turn to set up.  That is, the team may move, and then take one full turn to set up the gun, then fire in a subsequent turn.

A Machine Gun has a crew of three:  gunner, loader and spotter.  Without a spotter, no spotting rolls may be made.  A Machine Gun may be fired one turn without a loader, after which the gunner requires a full turn to reload.

A Machine Gun may only fire into forward arc (90 degree span to front of gun).  Roll d6 as per the rules for Gatling gun, unless the machine gun is a light machine gun (BAR or Lewis gun), in which case a d4 is rolled to determine the number of hits. 

Mortar:  A mortar requires a crew of three (two for a knee mortar).  (need to add penalties for missing crew members).

Firing procedure:  Nominate a target point within the range of the mortar.  Roll a pair of GW scatter dice.  Based on the distance and direction indicated by the dice, mark a point and set the centre of a template that far from the originally nominated point.  All figures covered by the template suffer 1D6 hits as if they were in the area of an explosive burst (see explosives).

A mortar may fire once per turn, unless it moved in its previous turn.  If the mortar moved, it will take one full turn to prepare it for firing.  A mortar must be at least 6” from the nearest building or tree, or else the mortar bombs may hit the obstruction and damage the mortar crew!


Offline Dan

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    • Wades World of Wargaming
Re: Pulp Mods for LoTOW
« Reply #3 on: August 17, 2011, 06:36:58 AM »
Vehicles/Transport:
Horse:  per main rulebook
Motorcycle:  similar to horse, modify as necessary
Horse-drawn cart:  similar to stagecoach.  If a horse-drawn vehicle breaks down, its crew may attempt to free it.  Provided they do not fight or shoot and do not fail any pluck tests, the crew may roll 1D6.  On a roll of ‘6’ they will free the cart and may move it again.
Tachanka: Cart with a rear-firing machine gun.  Machine gun may not fire if cart moved in the same turn.
Car/truck: 
Armoured Car
Tank (various types)
Trains (including armoured trains)
Airplane (various types)
Zeppelin

Armoured Vehicles (including armoured cars and tanks): 
Shooting at armoured vehicles:  Only anti-tank rifles, HMGs and field guns may shoot at armoured vehicles.  Process:  first, hit the target (usual shooting procedure).  Second, determine if vehicle is knocked out.  Roll on penetration table.  If armour is penetrated, then vehicle is knocked out and may not move again this game.
 
   AT Rifle   HMG   Field Gun         
Car/truck   4+   4+   3+         
Armoured Car   5+   5+   4+         
Tanks   6   6   5+      

This table is just a start point.  Adjust numbers.
Alternate is to take another roll after penetration is achieved, and build a table with possible results, including crew dead or stunned, motor knocked out, weaponry knocked out, etc.  This sort of table would be fun to write and use.  Since vehicles are going to be fairly rare, it would be good to give them some more character.  Damage tables exist in Pirates and 40K Imperial Guard that could be a good starting point.

 
Vehicle   Armament   Movement   Armour   Points      
Armoured Car   Varies, usually 1xMG (T)   As car/truck   6   Varies      
Mark IV or V tank (female)   4xMG (S) 1xMG (F)    5”   8         
Mark IV or V tank (male)   2xFG (S) 2xMG (S) 1xMG (F)    5”   8         
Whippet (Medium A)   1xMG (T) or 1xFG (T)   8”   8         
Renault FT-17   1xFG (T) or 1xMG (T)   6”   8         
Unarmoured vehicle   May carry 1xMG   As car/truck   Nil      


Offline Dan

  • Mastermind
  • Posts: 1119
    • Wades World of Wargaming
Re: Pulp Mods for LoTOW
« Reply #4 on: August 17, 2011, 06:41:00 AM »
I had problems with the layout of the tables using my old PC but it worked better than my iMac which just deleted all the tabs. Editing would not work as the reply box just jumps up and down. >:(

Some of the sections look a bit unfinished so make any mods you need to.

Offline Christian

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Re: Pulp Mods for LoTOW
« Reply #5 on: August 17, 2011, 06:42:10 AM »
That is a very generous contribution, thanks for going to the trouble!

Offline Dan

  • Mastermind
  • Posts: 1119
    • Wades World of Wargaming
Re: Pulp Mods for LoTOW
« Reply #6 on: August 17, 2011, 06:51:32 AM »
That is a very generous contribution, thanks for going to the trouble!

Actually its less trouble to post them here than to keep approving members on a defunct group :D I just hope someone else gets some use out of our work as it was fun to play test with Will.

Offline S.A.M.

  • Student
  • Posts: 10
Re: Pulp Mods for LoTOW
« Reply #7 on: March 17, 2012, 10:54:13 AM »
I just found this. A noce conversion, thank you very much.

 

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