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Author Topic: Pulp C22  (Read 11041 times)

Offline d phipps

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Re: Pulp C22
« Reply #15 on: April 04, 2016, 02:42:52 PM »
Fantastic! 3-sided Pulp Alley scenarios are fun.  ;)

Great stuff! Looking forward to seeing more.



Offline pbjunky1

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Re: Pulp C22
« Reply #16 on: April 04, 2016, 11:01:10 PM »
Round 2 b) Slim Pickings or Look who’s late to the crash site
Qimica Tejas v Science & Mech v Das Vierte Reich
The three remaining leagues  were also after the leaked research unfortunately they all arrived at the crash site some time after the LL, Dr Death & the CCC. Notwithstanding this they set about scouring the site for clues as to who had taken the plot points.
The set up was the same as the Round 2 a) with false plot points and hidden tokens for perils. The leagues deployed in corners rather than the sides.

As the regular S&M player wasn’t in attendance we had a stand in play with some proxy (in the same spirit as the spandex clad originals) figures .

The random events saw each league take an additional  follower for the scenario and also reconnoitre (no  attack, run or rush in first turn) was in play.
The S&M won the initiative and moved all their characters checking out two plot points in the first round. One was  false but the other, downed female shuttle crew was genuine however there was a peril nearby  and the S&M  ally  failed this and was down and out  subsequently not to recover.
The DVR & QT checked out possible plot points but they were false and  they didn’t encounter any perils either.
In the second round the S&M backup  moved to the plot point avoiding the peril and started to tackle the challenge.

The S&M sidekick moved towards another plot point (determined  as actual) and two  other S&M league moved to consolidate the centre of their position.
DVR sent Fuchs and Adolf  on their right flank but again encountered only false plot points.

Whilst Herr Kutt, Jager Einz & Zwei  checked out the centre of their position.  Jager Zwei discovered the downed shuttle pilot was a genuine plot point and managed to take this.  Herr Kutt  moved up and took the plot point off him for safekeeping.

The QT took a plot point with El Lobo and La Malvada and the backup moved to the shuttle and took a second  plot point there.

Herr Kutt had taken gas micro grenades as his Bastion of Science perk. In round three he moved up and threw one on to La Malvada and the backup. She was down and out and failed her recovery so becoming a D8 character.
The S&M follower Bree faze fired on the QT from the ruins.

Whilst on the S&M  left  in a dastardly act of animal cruelty Asia  Waves and  Jayden Dirtee shot poor Adolf  and in an act less  of cruelty  more of self preservation also shot Frau Fuchs.

Adolf  failed his health check and was removed from play. Fuchs failed her health check & went to D6 health. Jager Einz tried to run across the cratered ground  to get into a better position to attack  El Lobo & Blood of the QT team but was periled and failed a health & recovery check so being KO’d.
The effect of the micro grenade made the QT and S&M take notice. Both had been bunching up in cover but now the order was to spread out.

La Malvada took the QT plot points and made for cover in the building.

The remaining QT members faced off against the advancing DVR and over the remaing three rounds there was a savage interplay of shooting and brawling leaving just El Charro and Herr Kutt standing.




The S&M were pleased to keep out of the way contenting themselves to make Fuchs target practice. She was hit twice more the final time being Ko’d.

The rather more bloody second game ended with S&M & QT holding 2 plot points & DVR one plot point however the DVR held the major point.

Offline d phipps

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Re: Pulp C22
« Reply #17 on: April 05, 2016, 01:33:43 AM »
Cool looking scenario.  :-* :-*

Glad you guys are enjoying Pulp Alley!  ;)


Offline pbjunky1

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Re: Pulp C22
« Reply #18 on: April 19, 2016, 11:20:19 PM »
Pulp C22 round 3
We set the third round for 3  one on one games between the leagues. First up was Liberty League v Qimica Tejas. We used  Vice Alley ‘The Hit’ scenario as the basis for the game. The LL are concerned at the amount of corporate ‘activity’ in the wastelands since the shuttle crash. They are seeking a parlay with a smaller scavenger group as they gather their resources to fight the corporations. QT have got wind of this and are seeking to take out the rival scavenger envoy.
The table was set out with ruins on either side of a central  road, the middle of which was free from obstructions or perils. We used the hidden markers for perils as in previous games,turn them over to reveal a peril or not once a figure was within 3”. Running in the rubble areas  and  climbing up levels in buildings also  constituted perils. As per the scenario the rival gang boss was the major plot point. The minor plot points were 4 other characters witnessing the event. To make it a bit more tricky for the players there were 4 ‘dummy’ plot points. As before once within 6” characters could roll on finesse or cunning to determine whether they were ‘real’ plot points or not.

LL won the initiative , however one of the random events was a 12” LoS restriction- clearly there was a smog like cloud  not obvious on the pictures!
LL set a strong guard around the rival gang delegate  and advanced down  the street, peeling off the stronger characters to check out  the random bystanders .



However it was QT who  had set up towards the bottom of the street who  contacted the first in round one, El Lobo the side kick capturing it  thus slowing down the progress of the LL & their guest.

In the second round QT contacted a second minor plot point character but  had a 3 success challenge played on them & only got one success despite La Malvada and Lopez trying the challenge. The three success challenge was to be followed by a 2 success challenge from the deck and this took the two QT characters out of the game for three rounds.

Meanwhile  Apone found a minor plot point character staring vacantly onto the scene and quickly took him out.

The next round Ripley got to the cameraman just before El Lobo. She attempted to climb up to capture him, she fell down, in subsequent rounds she repeated this.

Clearly she was going to capture this plot point or die trying- the former looking more likely as she dropped to being a D6 character.  Nonetheless  she persevered and took the cameraman out after three attempts.

To keep El Lobo occupied a number of the LL shot him, repeatedly. He shot them back repeatedly. The difference was he passed his recovery rolls (almost- he did eventually become a D6 character) and three of the  LL, including Ripley, didn’t .


With the street filling up with bodies the rival gang leader must have been asking herself what she was letting herself in for.
In a dash for the finish, Apone and Hicks threw themselves up the street dragging their guest with them only to face a final shoot out with Malvada & Lopez.

Malvada & Apone shot each other (there was quite a lot of that going on) & neither passed their health checks and Lopez and  Hicks duked it out but whilst Hicks failed his health checks Lopez passed hers leaving her free to move to take the rival gang leader plot point- except the plot point moves last in the scenario and just made it off the table.
So with the entire LL either KO’d  or down & out the major plot point made it off the table (probably seriously reconsidering any alliance).
In a very close game LL took 2 minor plot points and the major plot point, QT 2 minor plot points.

Offline Mad Lord Snapcase

  • Supporting Adventurer
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Re: Pulp C22
« Reply #19 on: April 20, 2016, 06:56:25 AM »
Great stuff, I do love the leopard-skin league.


Offline Treebeard

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  • Posts: 732
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Re: Pulp C22
« Reply #20 on: April 20, 2016, 08:53:54 AM »
Very original setting for Pulp Alley.
Great show all around, keep it coming !

Offline d phipps

  • Galactic Brain
  • Posts: 4647
  • Pulp Alley
    • Pulp Alley
Re: Pulp C22
« Reply #21 on: April 22, 2016, 06:44:10 AM »
Fantastic! THANKS for posting your Pulp Alley games. They look like loads of fun.  :D

Offline Commander Carnage

  • Scientist
  • Posts: 300
Re: Pulp C22
« Reply #22 on: April 22, 2016, 04:22:33 PM »
Great stuff, I especially like the Grace Jones looking mini.
"Just don't roll a one!"

Offline pbjunky1

  • Scientist
  • Posts: 220
Re: Pulp C22
« Reply #23 on: April 23, 2016, 08:13:29 PM »
 Thanks for the kind comments, we'll keep the reports coming. The animal print gals do make a nice league though they were just stand ins in this game.

Great stuff, I especially like the Grace Jones looking mini.

The 'Grace Jones' looking mini is from E4M  Rebel Exotic Female. The rest are Foundry Street Violence range

http://www.em4miniatures.com/acatalog/REBELS.html

Offline pbjunky1

  • Scientist
  • Posts: 220
Re: Pulp C22
« Reply #24 on: April 23, 2016, 10:40:24 PM »
Pulp C22 Round 3,  2nd game,  Hell on Tracks
Co-operative Commonwealth Corps v Science & Mech
Based  loosely on the Dangerous Delivery scenario we had a first try at using vehicle, in this case a medium tank. The CCC are transporting the clues they have recovered so far back to their nearest base for analysis.  Baring in mind the amount of hostile activity they have called in a medium tank and the league are using this as transport. The tank has a medium gun and light gun. They have all the plot points with them. The S & M have a medium one crew gun and light gun (advanced, portable, rapid fire)  in addition to their league

The board was set up as a ruined area of high rise buildings with a main street (that was barricaded half way up it), there were side streets and ruins which could be driven through to gain access to one of three exit points in the central sector on the opposite side of the board.

S&M set up 12” in from the exit point stationing their guns where they thought they’d have the best chance of covering all routes.  The perils were areas of rubble & climbing up & down buildings. The point perils were randomised as before being activated once  a figure came within 3”.
The CCC won the  initiative and set off towards the barricade with the intention of blowing a gap in it.

 Unfortunately they triggered a peril which they failed and only avoided the tanks reliability reducing by one D type by use of a card. The barricade proved resistant to attempts to blow it up and the S&M guns (which had been in hiding until now) opened up on the tank though not causing any damage.
This caused the CCC to  decide a side street may be  a better  option so exiting  main street taking and returning fire as they went but without effect.


The side street gave some shelter and though the tank was targeted it sustained no damage. The S&M characters couldn’t damage the tank by shooting as its combined strength and armour was 5 and there were only 5 of them to shoot.
All looked to be going well for the CCC (and it looked liked I’d  written an unbalanced scenario) until it came to the hazardous terrain. Just one foot tile of it lay between the CCC & victory. It looked so tempting.
The first move proved ok but the second move in hazardous terrain was a 3 hit peril which Chester (who was driving the tank) failed. The tank slewed to the right and was damaged (down to D8 reliability) and the S&M characters ran towards it to engage the CCC crew in combat.
 Jenna Romance (leader) made it on to the tank prised open the hatch and attacked Aneka who dodged back into the tank.

The next round Romance slugged it out with Chester who’d given up driving the tank in an effort to rid it of the S&M characters now gathering to attack. Both were knocked down but  S&M had a card which KO’d Chester whilst Romance recovered.

The tank stayed stuck but didn’t suffer any more damage.
Now having the initiative Asia Waves (sidekick)  fought Dillman a CCC ally through the drivers hatch but she lost the combat and  CCC immediately took back the initiative.
Finally Aneka got the tank unbogged and it lumbered off the board. However one final check revealed that when they fought Chester had lost the circuit board he was holding (plot point) and it was retrieved by S&M.

So CCC made it off with 3 minor & the major plot point & S&M took a minor plot point.
This was the first time we’d used a vehicle and  on reflection the scenario appeared a bit unbalanced but it was probably likely to be a big win to one side or the other. The tank nearly came a cropper in the first round and had it  been significantly damaged early on the CCC characters  (had they survived) would have had to go against an equal league who  were a light & medium gun up on them.  As it was the last three  rounds were a close thing.
I think I need to give it  a bit more thought on how to play vehicles into a scenario (maybe both sides have vehicles). Anyway the rules themselves  for guns and tanks seemed to work well and it was an interesting game.
« Last Edit: April 23, 2016, 10:45:35 PM by pbjunky1 »

Offline pbjunky1

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Re: Pulp C22
« Reply #25 on: May 08, 2016, 12:55:12 AM »
 Tales from the Crypt
Round 3 Dr Death v Das Vierte Reich

The final round 3 game was based on the Raid scenario  from Vice Alley with DVR having located one of Dr Death’s  labs hidden in the wastelands, in this case in a crypt beneath a ruined church so DVR were the attackers and Dr Death the defender.
We had the 5 false & 5 actual plot points as we’ve had in other games but as they were on home turf Dr Death’s league knew which were which whereas DVR didn’t.  Running in rubble areas and climbing in buildings were perilous activities. As it was Dr Death home territory we didn’t put the peril tokens we’ve been using on the table as we felt the home league would know where any specific perils were. Instead we let the Dr Death player place a random counter on an activating enemy once per game. It was then revealed as a peril or not.
The terrain was a ruined church  with other ruined buildings around it. There were various stashes of supplies at collection points on the board and a three entrances to underground labs/ stores etc. The major point was a secret entrance beneath a statue near the church. Minor points were an abandoned corpse, carried off from the shuttle crash site, two entrances to  underground  storage areas  and a generator concealed in the church.

Dr Death’s league consisted of Dr Death, Sister Anna Sthesia, two zombies, a rat swarm and a servitor with an additional zombie being rolled for under the dominion perk. DVR took  gas grenades from their  Bastion of Science perk.
Dr Death gathered at a false plot point with a rat swarm and two zombies.

 Sister Anna Sthesia  gathered with another zombie and the servitor at another false plot point.

 The hope in this was to convince DVR that they were guarding real plot points and also be in cover. DVR didn’t fall for this but instead  split their league and entered from two other points away from these. The random events saw reconnoitre in play (no  attack, run or rush in first turn).
Fuchs of the DVR checked out a couple of plot points and finding they were genuine moved towards them. Round 2 Dr Deaths league played parlay so curtailing activity again. Clearly they had an eye on the 6 round limit and hoped to hold up DVR in getting to plot points. However good dice rolling saw  Fuchs and Jaeger Zwei take  the two plot points  nearest them in quick succession.



Meanwhile Herr Kutt and his followers made  for the church. The movement restrictions were stopping Dr Death’s forces getting to DVR. I have to say that the Dr Death player was having his first game and so was being ‘advised’ by one of the other leagues players. At any given activation the interchange went something like this  “Al move  that zombie over there”  “f...  off I’m  sending him to  attack that one”. “No  don’t  do that you .......” “ F... off   its better to go there”.  That pretty much summed up every interchange of advice. They’re playing against each other in the next round- I doubt there’ll be much difference!
By round three  Herr Kutt had made it into the church with Jaeger Ein and taken the third plot point.

It wasn’t looking good for Dr Death.  Anna  went to stop Adolf the dog going for another plot point and shot at him but missed. The servitor and Dr Death opened up on Jaeger  Zwei  who was put down but recovered.
After dodging perils to get through the church windows the rats attacked Herr Kutt and their nibbling at his ankles  clearly threw him off his stride as he could only answer the  one hit he received.

The servitor gunned down Jaeger Ein  who didn’t recover. This left Kutt alone in the church surrounded by two zombies a rat swarm and the servitor.  In a remarkable two consecutive rounds of combat  he dodged attacks by rats and zombies and shooting by the servitor to leap out of the church via a window (also passing the peril played on him as he vaulted the ruined window).

Meanwhile in an act of animal cruelty Anna shot at  Adolf but he proved as dodgy as his master and evaded the fire.
Whilst this was happening the scenario additional DVR follower had had a random attacker card played on him as a hitherto hidden zombie emerged from gnawing on a bone in the rubble and attacked him.

 A draw was fought out  but this tied the follower up  whilst Fuchs and Jaeger Zwei were locked on combat with another zombie so taking them out of the game.
In the final round Adolf sniffed out the 4th minor plot point and beat the challenge to take it  (marking the underground entrance by peeing on it no doubt).

Anna launched an attack on Herr Kutt who had now appeared out of the church,just having escaped two previous rounds of being attacked and shot at. Again his slippery nature prevailed and he dodged well  to fall back from the attack.

With that the game ended with DVR taking 4 minor plot points but Dr Death successfully  defending the major plot point.



Offline Bryanbowdell

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Re: Pulp C22
« Reply #26 on: May 09, 2016, 07:47:08 PM »
An example of DVR's efficiency!!

Offline pbjunky1

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Re: Pulp C22
« Reply #27 on: May 10, 2016, 10:49:57 PM »
At the end of round 3 the leagues were ranked as below (if you remember we used 2 pts per major & 1 point per minor plot point as  often they were randomly determined so  2:1 seemed better than 3:1 as in the main rules.
CCC        9 pts
DVR        8 pts
LL          7 pts
QT         6 pts
Dr Death 5 pts
S&M       3pts.
Each league can now spend its resource points (or save them as it sees fit).

Round 4 will startto introduce non-league forces into games (so its going to get harder for the leagues). Also from round 4 we'll start to use the harrowing escape table from Perilous Island.
Finally  we'll  have a 'dirty little secrets' element to the plot points. Each league has some unpleasent secret buried as they thought not to be disturbed in the wastelands. Now there are lots of hit squads searching the wastelands these might begin to turn up with difficult consequences for the guilty party. Two  plot points per 4th round game will have the possibility of revealing a secret. At the end of the game the  league which won the point will have to meet a random challenge. If they pass it they decipher the clues and now hold the dirty little secret of a competing league which they can use to extort benefits from the opposing league or reveal to the detriment of the opposing  league.

Offline pbjunky1

  • Scientist
  • Posts: 220
Re: Pulp C22
« Reply #28 on: May 21, 2016, 10:56:57 PM »
Round 4  A trip to the Market :  Das Vierte Reich  v Liberty League
The first 4th round game involved a variation on the Gangbuster scenario between  DVR and LL. Set in a post apoc street market  each league rolled for 3 bystanders from the chart in Pulp Alley. The minor plot point characters were placed on the table  with the Tip reward card needing to be drawn to place the major plot point character.
The Random events were Danger! Danger! and  Friendly Local. Also each league spent resources to take an additional  character so  the leagues were each quite large at the start of the game, 7 for DVR and 8 for LL but of course  the Danger! Danger!  effect meant any running in the cluttered alley ways was an extreme peril, as was climbing  walls etc.
The board was the street market in Deadsville- the ideal shopping  venue for all your  post-apoc needs  such as Plastique,  uranium tipped ammo,  spare vehicle parts, tracks, fuel etc.


The leagues had become aware that  a character at the market  had a valuable clue to help piece together the  mystery of  the  replicant  tech detail.


LL won the initiative and  went first  making for the first plot point character but not reaching them. DVR leader Herr Kutt managed to reach his nearest plot point character but his attempt to capture this one failed as the character swiped at him  with his chain saw and wandered away from Kutt.

Kutt passed his health check but  the chance to take the initiative slipped through his fingers.  To add insult to nearly injury the LL player hit Kutt with a fortune card which meant he couldn’t run in the game. This was claimed  by DVR to be clear discrimination  against the disabled as he already walked with the aid of a cane!
Second turn saw  LL Vasquez take the first minor plot point character and the random draw of the reward card drew the Tip  which allowed LL to place the major plot point character.  Both leagues split into two  to go for the three remaining minor plot points and the major plot point.
Turn three saw Apone reach the major point but fail to capture her,

however Ripley  joined him and took the plot point.  Kutt managed to take his nearest plot point at a second attempt and Fuchs  contacted a  white coated bystander who joined the league.



Things were quite even. However in a mark of future turns a DVR minion approached the punk ‘bystander ‘gang who took exception to  advances (they were a hostile bystander). The minion failed his health and recovery checks and was KOed. Jager Einz  shot at Ripley who returned his fire . Both were down but only Ripley recovered. Giving LL a clear numeric advantage.

Turn 4  saw DVR  Fuchs take a second minor plot point whilst  Kutt and Adolf the dog made for the cover of an alley as Ripley  recruited a bystander to the LL cause.  At this point it is worth mentioning  Burke.

This is one of the minions recruited occasionally  by LL but not a permanent member of their league. He regularly suffers a dogs abuse  from the LL player despite having a good previous game (and only being a D6 character) apparently because he has a briefcase.  Along with Hicks and another minion he was trying to take the final  minor plot point who resisted but then wandered into the clutches of Fuchs.

 The DVR   shot Burke repeatedly, he either dodged or shot back effectively  but  when occasionally hit he health checked or recovered . He was invincible, clearly a man of destiny. His fellow minions fell around him either dukeing it out with Kutt or being shot at from Fuchs & her group but he hung on in there awaiting his moment of destiny.
Meanwhile elsewhere on the board Adolf the dog was shot several times and recovered several times (unfortunately he recovered one less time than he was shot) leaving Kutt now isolated as Apone, Ripley , Hudson and two recruited bystanders advanced on him.

Fuchs was shot and failed a health and recovery to become a D6 character (this was to have big consequence in the final round) Having  finally managed to KO Hicks Kutt hobbled across to join Fuchs and the remaining DVR characters  in what was now a DVR last stand.
The final round saw Kutt fall (but ultimately recover) to a hail of LL lead. This was now Burke’s moment and cometh the hour cometh the little lead & pewter man. With the aid of a fortune card he charged Fuchs who was not the nearest enemy character. He punched her she punched him. They both were put  down and Fuchs failed her recovery  check dropping the two plot points she held (she was now only rolling a D6 health check). So with his last gasp  (he also failed his recovery- the last roll of the game)Burke gave his adoptive league  a 3 points to 1 point win.

A really entertaining game that went down to the wire.
« Last Edit: May 21, 2016, 11:02:28 PM by pbjunky1 »

Offline Bryanbowdell

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Re: Pulp C22
« Reply #29 on: May 22, 2016, 05:24:38 PM »
A very enjoyable game despite the briefcase ruining it for me at the final turn!!!


And the obvious discrimination aginst Herr Kutt and his walking cane!!

 

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