Pulp!: Skirmish Adventure Wargaming
By Marco Arnaudo and Dimitris Martinos
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About this ebook
Enter a world of perilous adventure and explore steaming jungles, desert canyons, and arctic wastes! Brave the perils of nature and discover lost ruins, ancient treasures, and the secrets of forgotten civilizations! Race against rival adventurers and face off against diabolical villains! Take to the city streets and fight back against gangsters, spies, and sinister cults!
Pulp! is a scenario-driven skirmish wargame set during the interwar years of the early 20th Century. Players build teams of bold explorers, daring archaeologists, hardboiled detectives, and costumed avengers – or criminal masterminds and evil geniuses – and dive into a world of fortune, glory… and menace. Pulp! contains all the rules needed to game globetrotting escapades in this rip-roaring era.
Marco Arnaudo
Marco Arnaudo is a professor at Indiana University, Bloomington, where he teaches classes about games, comics, and military history. He is the author of the volume Storytelling in the Modern Board Game (McFarland, 2018). He is the designer of the narrative game Four against the Great Old Ones (Ganesha, 2020).
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Pulp! - Marco Arnaudo
Contents
INTRODUCTION
Preparation
Key Concepts
Overview
Turn Sequence
CREATING A WARBAND
ACTIVATION
ACTIONS
Defensive Stance
Movement
Ranged Attacks
Melee Attacks
Hits and Saves
OBJECTS
VEHICLES
WEAPONS AND EQUIPMENT
SPECIAL BENEFITS
Initiative
Activation
Movement
Ranged Combat
Melee (First Round)
Continuing Melee Phase
Save Roll
Recovery
ROLEPLAYING ASPECTS
Life Experience Profile
Consuming Obsession
Traumas And Phobias
Character Progression
ANIMALS
Trained Animals
Untrained Animals
Animal List
Animal Modifications
ADVANCED TERRAIN AND MOVEMENT
Elevation And Climbing
Plateau Effects
Doors
Other Terrain
CREATING SCENARIOS
Terrain
Types of Mission
CHROME
CAMPAIGNS
EXAMPLE SCENARIOS
Scenario 1: Escape from New Rome
Scenario 2: The Garden of the Thousand Sorrows
Copyright
INTRODUCTION
Pulp! is a scenario-based, skirmish miniature wargame where players take on the role of heroes and villains inspired by the pulp fiction of the 1920s and 1930s. This is a world of adventure and excitement, but also obscure menaces that may threaten the very survival of humankind!
Adventurous explorers, daring archaeologists, hardened detectives, costumed avengers, deranged cultists, mad scientists, international spies, cruel gangsters, survivors of ancient civilizations, mysterious aliens, and fantastic beasts: all are at home in the colorful world of Pulp!
While inspired primarily by pulp serials such as Doc Savage, The Shadow, The Spider, and The Phantom Detective, Pulp! also borrows elements from other remarkable examples from this golden era of fiction. Inspiration came in particular from the hard-boiled genre, early science fiction, Lovecraftian horror, Tarzan’s adventures, monster movies such as King Kong, Dracula, and Frankenstein, and the dawn of the superhero genre.
If it’s fun and larger than life, it probably belongs in Pulp!
PREPARATION
To play the game you will need:
Six-sided dice
28mm miniatures
2D or 3D terrain
A playing area of approximately 3' x 3'
A ruler, measuring tape, or other instrument to measure distances in inches (")
Tokens (five types are recommended to track Wounds, Reaction Fire, Defensive Stance, Spent Models, and Objectives)
This rulebook
KEY CONCEPTS
Pulp! is meant to be played in an hour or two, and it uses an average of 6 to 24 Models in a standard session. The game is played in scenarios, each with specific victory conditions. Several scenarios and instructions on how to create your own adventures are included at the end of the rulebook. Further official scenarios will be made available in future expansions.
Pulp! is primarily a two-player game, with scenarios that feature two opposing parties controlled by the players. It is possible to play the game with more than two players simply by splitting the two parties into smaller groups and assigning each to a different player. You can also create larger scenarios with more than two parties involved. Pulp! also works well as a solo game, with a single player controlling all parties and playing them to the best of their abilities. The unpredictability of the activation system and the combat rolls ensure a lot of surprises for the solo player.
As in most miniature wargames, cases may emerge that are not covered in the rules. In these situations, players should use practical sense, gamer’s wisdom, and common courtesy. If an agreement cannot be reached, roll a die and let Lady Fortune settle the matter.
../OWG31_001.jpg© Pulp Miniatures
../9781472849632art001_Battlescene.jpgIf a rule does not make sense in a particular situation, feel free to ignore it or modify it.
This game is best experienced by players who have the right spirit and want to enjoy exciting, sensational adventures in the world of the classic pulps. Theme and story should be the players’ main concern. We do not recommend obsessing over minuscule imprecisions in measurements or trying to exploit the mechanics for the sole purpose of winning the game. If you play the game, you are already winning; if you play just to win, you are already losing.
All distances in the game are expressed in inches.
OVERVIEW
Each turn the players roll to determine who has Initiative. The player with Initiative gets to decide the timing of certain actions.
Next, Models that are locked in Melee from the previous turn fight a round of combat or attempt to Withdraw from the fight.
Players then alternate activating Units. Models in an activating Unit check their Cohesion to see if they will receive a Full or Partial Activation. Models in the active Unit resolve their Full and/or Partial Activation. They may walk, run, attack with Ranged or Melee Weapons, get ready to fire, or take a defensive stance. Special Points can be spent to purchase specific Benefits.
After all Models in a Unit have resolved their Active and/or Partial Activation, the opposing player activates one of their Units.
Activations continue this way until all Units have been activated.
Finally, tokens that do not apply anymore are removed from the play area, and a new turn is started.
DICE
Pulp! uses regular six-sided dice.
A natural roll of 1 is always a failure, regardless of modifiers. A natural roll of 6 is always a success, regardless of modifiers. Simply ignore all modifiers when a 1 or a 6 are rolled.
Multiple modifiers are cumulative, and they are added together into a single modifier before rolling. Modifiers may never bring the final die result over 6 or below 1. Ignore all modifiers in excess.
MODELS AND UNITS
Models in the game are the individual characters who participate to the action. By Model
we mean a single figure representing a single character in the play area. Models are defined by their level of Experience, their Combat values, their Protection value, and the weapons and equipment they carry.
Models are organized in Units. A Model can form an independent Unit all by itself, in which case we talk of a Single-Model Unit.