Category Archives: Pulp

“Let’s Roll, Kato.”

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I was so excited when I saw Pulp Figures recent “Masked Avengers” set, that I had to rush out and buy them. Actually, I didn’t rush anywhere. I clicked and ordered them. The set comes with two more figures, but I was most interested in the “Masked Crime Fighter” shown above, along with his “Aide”. I picked up that 1/50 scale “Rolling Arsenal” in anticipation of their arrival. It’s a tad small, but not enough to matter to me, seeing how they all look SO DAMN COOL together!!! I can’t wait to use them all in a .45 Adventure game soon!

“And now, to protect the rights and lives of decent citizens, rides The Green Hornet!”

A Fistful of Kung Fu: First Wave

A couple of months back I picked up a copy of Osprey’s A Fistful of Kung-Fu in the hopes that I would one day play it. Lord knows I have enough miniatures to jump right in (they just needed to be painted first), and whatever I didn’t have would give me an excuse to order more of Hasslefree’s Martial Artists.

After perusing the rulebook, I have to say I’m left with a definite “meh” feeling about the rules. The fluff and concept is terrific, the official miniatures by Northstar rock, but mechanics-wise it seems to be a very chart-heavy game. In other words, it seems like you’ll be spending a lot of time looking shit up as opposed to playing. Note that I haven’t actually PLAYED the game yet. These are only my first impressions.

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Anyway, I don’t own any of the Northstar miniatures, but I have more than a few others can can serve well for this game. Above are Shaolin Monks by Rattrap/Brigade Games. These guys are for use in their .45 Adventure game (and in fact will be used for that purpose on this very blog, coming soon!). The sculpts on these suffer from some obvious proportion issues, but who cares? Even though I’m happy with the results, I found them difficult to paint. Orange is one bitch of a color to shade well. At least for me.  The figure in the foreground is Osato, from Hasslefree. The Asian-themed terrain was a cheap find at Petco: clearance terrarium pieces!

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Up next are some of my old miniatures. I painted these about two years ago, and I notice some obvious flaws. In fact, I’m thinking of repainting them but I have too much to do. On the left is Hasslfree’s Tanshiro, facing off against Golgo Island’s White Tiger. You can get both from Hasslefree nowadays.

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I’ve found that some of the best miniatures for AFOKF come from the Clix lines. Above on the left is a repainted IndyClix Boon Sai Hong, facing off against a Marvel Clix Shang-Chi. I should note that Clix and some of the Hasslefree martial artists have a wide stance, so basing them requires a 30mm base as opposed to 25mm. So if you play with rules lawyers, beware. As a lifelong Master of Kung-Fu fan, I really enjoyed repainting and repurposing Shang-Chi.

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Reaper’s Chan Li (50190) from their Chronoscope Line, bears more than a passing resemblance to the late, great Bruce Lee. I painted him in homage to Enter the Dragon, complete with gashes.

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HA-DO-KEN!!!!! I couldn’t resist picking up a starter pack of Street Fighter Heroclix just for Ryu, on the left. I’m not a huge fan of the clear plastic energy effects so common on Clix miniatures, but this is an exception. I repainted and rebased him and he’s currently my favorite miniature I have painted for AFOKF. Facing off against him is Hasslefree’s Tetsuhara. I painted him to look like everyone’s favorite sumo wrestler, E. Honda. You can see the difference in base size above (Tetsuhara’s got a pretty wide stance). Ryu is on a 25mm base, Honda (Tetsuhara) is on a 30mm base.

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Another shot of Honda.

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And one more of Ryu.

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Last in this wave of miniatures is a familiar face: Jack Burton from Big Trouble in Little China. To be more accurate, this is RAFM’s Burt Jackson, Trucker from their USX Modern Day Heroes line. Northstar made their own limited edition not-Jack Burton, and it was great, but it was only available if you ordered all the starters and doesn’t seem to be available anymore.  I had RAFM’s version for a while, so I recently painted him up and posed him next to the cab of his Pork Chop Express. Hope you like him.

Maybe someday I’ll get around to actually playing A Fistful of Kung-Fu, and then I can more accurately give a review. In the meantime, it gives me an excuse to paint more martial artists!

 

 

Death Soldiers of the Jade Hood: Part 1

Since I bought .45 Adventure 2nd Edition, I’ve been itching to run some Pulp games with the new rules. In accordance with my new play style, I thought a miniatures campaign over the course of several weeks would be a good way to introduce all my friends to .45 Adventure while not necessarily needing to have them all present at once. It’s easy to jump into an episodic pulp game at any point, as each scenario doesn’t require much of a backstory.

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With that in mind I decided to run Death Soldiers of the Jade Hood, the published campaign for .45 Adventure 1st Edition. It will take a bit of fiddling to get it to run smoothly in the new edition, but I don’t think it’s beyond my abilities. I will give a brief synopsis of each scenario (including special rules), the full After Action Report, and any major differences between 1st and 2nd Edition that I encounter along the way.

The basic plot of the campaign is as follows: The nefarious Jade Hood, criminal mastermind of the city of New Commerce, has hatched a diabolical scheme to turn ordinary, unsuspecting citizens into bloodthirsty maniacs. He hopes to use his mind-controlled army to take over the city once and for all. Standing in his way is Ace Reporter Bridget Rourke, her faithful friend and ex-prizefighter Mo Shrevnitz, and the enigmatic vigilante of New Commerce…the Gargoyle!

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Scenario 1: The Waterfront Mystery

The board is set up as shown above. It’s a warehouse district at night, which limits visibility to 12″. Four streetlamps shed light in a 3″ radius. In the middle of the board is a white truck. The bad guys are loading the truck with crates (represented by the tokens) of chemicals that the Jade Hood needs to make his Death Soldier formula. Bridget Rourke has to get behind the truck and snap a photo of the crates being loaded, then get off the board with her evidence. The bad guys need to stop her or at least prevent her from snapping a picture and get away with the crates. My buddy Matt decided to play the heroes, leaving me with the bad guys. He started with Bridget Rourke (placing her on the left table edge, above). Mo started off the board until his encounter card was drawn. I started with 2 Grade 1 Brunos (Flanagan and Baldy), and 4 Grade 1/2 Mooks. I put two of the Mooks on guard duty and armed them with pistols. The other two Mooks were armed with a knife and club, respectively, and they were loading the truck.

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A couple of turns into the game, the Mooks have successfully loaded the truck with a few crates. Bridget has managed to avoid being spotted thus far, but she can’t get anywhere near the truck without being seen. A deck of cards is used to simulate random events, such as Mo arriving, random guard movement, and an opportunity to snap a picture.  I was a little unclear as to whether or not we should shuffle drawn cards back into the deck, but I decided to reshuffle as there were ten cards and only two chances to take a picture. (What if we drew the picture cards early? Does that mean there’s no chance for the heroes to win?)

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A few turns later, Bridget is spotted. She sprints across the street, trying to avoid the bad guys. Flanagan, Baldy and one of the Mook guards are in hot pursuit. The Mook fires his pistol at her, but it jams. Flanagan gets close but can’t tackle her this turn. The other Mooks continue to load the truck.

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Mo arrives!

Suddenly, Mo arrives just in the nick of time! He sees his friend Bridget is in trouble and rushes in, meaty fists swinging!

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This…HURTS.

On his activation next turn, Mo charges into combat. Now, here’s how 2nd Edition really differs from 1st: combat runs much more smoothly. Most models roll one die and add their Shiv score, keeping the result. Mo, however, is an ex-prize fighter, and he knows how to land a few punches. He has One-Two Punch and two levels of Brawler, which means he rolls four dice and keeps two. Plus, he charged into combat, so he gets to roll an additional die, bring his total to five dice, keeping 2 results. Yeah, Mo is pretty tough.

Among other results, Mo rolls two 10’s. This makes it impossible for Flanagan not to get hit and increases the strength of Mo’s fists from 7 (which is already stronger than most folks) to 9 (which is as powerful as a demolition charge) for two hits to Flanagan’s torso. Since 9 is three times stronger than Flanagan’s defense rating of 3, Moe does three wounds to Flanagan’s torso. Twice.

Being Grade 1, Flanagan only has one wound. So, Flanagan pretty much craps out his bones and keels over.

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Ka-POW!

The next turn, Bridget runs away, still trying to get to the back of the truck. At this point, I pretty much gave up with the random event draw, as most of the results weren’t making sense. (The guards had been roused already and were pursuing Bridget, so it wouldn’t make too much sense that they would suddenly get the urge for a smoke and randomly move off.) On his activation, Baldy charged Mo and tried to rough him up, but Mo wasn’t having any of it. Predictably, he floored Baldy with little effort.

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WHAMMO!

A couple of turns later, the pistol-armed Mooks ganged up and fired on Mo, but failed to hit him. Mo closed the gap, and using his Sweep ability, knocked both of them into next week with one punch!

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Meanwhile, Bridget moved closer to the truck’s rear end. Since we were no longer using the random deck, I ruled that if she could get into contact with the back of the truck, she could attempt to take a picture. The Mooks loading the truck finally decided to drop their crates and get involved. They moved towards Bridget with murderous intent, seeking to silence the nosy broad once and for all!

Bridget popped the flash on her camera, taking a picture of the incriminating chemicals and blinding the Mooks in the process. Despite having their Shiv score reduced to 1, the knife-wielding Mook managed to land a vicious hit on the Ace Reporter, and would have gutted her like a mackerel! But Bridget Rourke didn’t live so long covering crime in New Commerce without being Lucky. Matt spent two Hero points and Bridget managed to miraculously avoid the blow altogether.  Now, however, she was locked in hand-to-hand combat with two armed Mooks, and while Mo was on his way, he wasn’t there yet…

Next round, Mo ran to help his friend Bridget. Bridget couldn’t leave combat without taking some free hits from her assailants, so she craftily raised her camera again and ignited the flash, once again blinding the Mooks…and Mo.

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Don’t Look Now…

Later, Bridget’s blurry picture was developed. It showed the last few seconds of consciousness for the two Mooks, and incidentally fulfilled a bonus victory condition: she got a picture of combat taking place!

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When their eyes cleared, Mo was locked in combat with the two Mooks. Another Sweep, and another two unconscious Mooks. Bridget and Mo were able to exit the board with proof of the Jade Hood’s chemical designs and the fight. A clear victory for the heroes! That’s a wrap, boys!

Rules Synopsis and Differences:

There were a couple of rules differences I noticed between 1st and 2nd Edition. In 1st, Night limits visibility to 6″, whereas in 2nd, it’s 12″. This vastly increased the Spot distance for the guards. In the published scenario, spotting was handled with another deck, giving a 50% chance to not spot, a 25% chance to attempt to spot with a penalty, and a 25% chance to attempt to spot with no penalty. It doesn’t detail the penalty or what happens when the enemy is spotted, so I just threw out this whole mechanic and ruled that once a model was spotted, every model on the board was aware of it.

Also, once a model is spotted, it can’t ever hide again unless it has a special ability allowing it to do so. Bridget didn’t have any such ability, so once she was seen she was effectively screwed until Mo arrived.

Speaking of Mo, he clearly outclassed everyone on the table in combat. In the last edition’s combat system, Mo was nowhere near as tough. The new system really makes a difference.

Lastly, there are no Grade 1/2 models in 2nd Edition. Basically, they made Grade 1 models much weaker and did away with Grade 1/2 models altogether. If I was playing 1st edition 45 Adventure, this would have been a bit more of a challenge for Mo and Bridget, as the bad guys would have been able to stand up to Mo a bit longer.  I played the next scenario the same way (coming soon) and it was even more one-sided. From now on, when converting from 1st to 2nd edition when I see Grade 1/2 models, I’ll make them Grade 1; and when I see Grade 1 models, I will make them Grade 2. That way it won’t be as much of a cakewalk for the heroes.

Stay tuned for the next thrilling episode, coming soon!

 

The Chase: A .45 Adventure AAR

This could easily be the bloodiest game I have ever played in all my years of wargaming. It was like a Sam Peckinpah film on my gaming table.

With all the Super System 3 I’ve been playing lately, my Pulp gaming has been neglected.  So I had a couple of friends over for some .45 Adventure. (I have since bought the 2nd Edition, but we used 1st ed. the other night.) We started off with the scenario included in the rulebook, “Shootout in the Park”.  It’s designed for two players, but I modified it a bit to include three different teams. Basically, with the heroes in pursuit, a mob boss and his goons flee across a park (the battlefield), dropping two halves of an incriminating ledger listing all the bribed city officials the mob boss has under his thumb. Both sides are trying to find the ledgers and leave the park with them.

The two teams are .45 Adventure’s resident vigilante The Gargoyle and his ally, Ace Reporter Bridgit O’Rourke; and Mob Boss “Little” Paulie Wolinsky and his two goons, “Full Count” Nocerino and Tommy “Gun” Miller. I added a third team: corrupt cops! These cops know that if the ledgers get out, their crooked activities will be revealed. So why not just grab the ledgers and eliminate the mob boss while they’re at it?

The scenario ended with “Little” Paulie recovering both halves of the ledger and fleeing the park, leaving all three cops dead, and Bridgit O’Rourke out of action, pummeled mercilessly into unconsciousness by “Full Count” Nocerino.

Which set us up for the second (and bloodiest) scenario of the night…The Chase!

The Scenario

.45 Adventure is designed to be played on a 2’x 2′ surface, which isn’t a whole lot of room where vehicles are concerned. So I set up a 4′ x 4′ board as you see here. “Little” Paulie is in his car, fleeing from the Gargoyle, who is in hot pursuit. He has to make it all the way around the board and exit off the top near the construction yard. But a lot can happen before then. There are encounter markers along the road as well as in the city. To make matters worse, the streets are lit, but the rest of the board is dark, limiting models’ visibility to 12″.

The big dump truck in the construction yard contains a load of junk. Any model can take an action to dump the load if they are in base contact with the truck. This will block the road. It’s not a good idea to do that until the last possible second, however, as you never know who might be in the lead and you don’t want to prevent your own team from making their escape with the ledgers!

The Teams

 

The heroes are The Gargoyle (center), ex-prize fighter Moe Shrevnitz (right), and eccentric, driven District Attorney Roland N Seguin (left), who is determined to rid New Commerce of crime! The Gargoyle is in his car, which is a bit better than your average buggy. The Gargoyle is Rank 3, while the other two are Rank 2. If Bridgit didn’t get creamed in the first scenario, she would have been here too.

The hoods( from left to right) are Jimmy Gumballs, “Full Count” Nocerino, “Little” Paulie Wolinsky, Rocco Fortunato (nods to Frank Sinatra), Tommy “Gun” Miller, and around the back of the car, Jack Sacco, the driver. Jack and “Little” Paulie are in the mob boss’s roadster, fleeing from the Gargoyle. The rest of the goons are all on guard duty in the construction yard. Paulie is a Grade 3 Mob Boss, Rocco a Grade 2 Enforcer, and the rest are Grade 1.

The cops are Sgt. Danny Burke (center), a Grade 3 Police Sergeant, and 4 Grade 1 cops: (L-R) Officer James Haggerty, Officer Enoch Conlon, Officer Rory Landry, and Officer Nick Dearcy. And a fine top o’ the mornin’ to ya!

Any surprise the cops or heroes might have enjoyed was pretty much lost on the first turn of the game, when Officer Conlon opened up on DA Seguin with his rifle, scoring a head wound that the DA miraculously survived. From there it went south pretty fast in the construction yard. Within a few turns it looked like this. That’s “Full Count” Nocerino, Moe Shrevnitz, Officer Dearcy, Officer Landry, Officer Conlon and Jimmy Gumballs, all dead. Moe and “Full Count” learned the hard way not to show up with your fists to a gun fight. The star of the show was Officer Landry, who caved in Jimmy Gumballs’s skull with the butt of his shotgun and then, on his next activation, walked up and put a full blast straight into “Full Count’s” chest.

Meanwhile, with Jack Sacco driving, “Little” Paulie was free to fire at the pursuing Gargoyle with abandon. Despite having a faster and more maneuverable car, The Gargoyle was unable to catch “Little” Paulie before he lost control of the roadster after being wounded several times. He swerved off the road, running over and killing Officer Haggerty in the process.

Eventually, The Gargoyle got his car back on the road and once again in pursuit. In the meantime, Sgt. Burke, after spending two turns climbing out of an open manhole he fell into (damn encounter markers!) shot and wounded Jack Sacco, who lost control of the car. It flipped over and landed on Sgt. Burke, who survived long enough to put a few more rounds into “Little” Paulie, wounding him in the arms. Neither Sacco nor “Little” Paulie could use their arms any more, they were so badly shot up. Which of course meant they couldn’t drive. Or shoot. They could just stand there and wait for Sgt. Burke to finish them off.

The Gargoyle had other plans. He swerved around the corner in his sweet ride, pausing long enough to shoot Sgt. Burke between the eyes before running down Rocco Fortunato, killing him. That’s 2 people the Gargoyle had murdered with his car. Over the course of the game, the Gargoyle had been shot so many times that he could barely use his arms and legs. Tommy “Gun” Miller ventilated The Gargoyle and his car a bit more, killing him.

Hedging his bets, DA Seguin managed to get close enough to the truck to dump the junk in the road just in case Tommy “Gun” managed to get to the mob boss’s car and get it running again. Then he hunted Miller down like a dog, killing him. But not before Miller cut him off at the knees with a spray of .45 bullets from his Thompson!

So the end of the game looked like this: All cops: dead. The Gargoyle and Moe: dead. Tommy “Gun” Miller, “Full Count” Nocerino, Rocco Fortunato, and Jimmy Gumballs: dead. DA Seguin: crippled and crawling towards the car wherein Jack Sacco and “Little” Paulie waited, unable to do anything but look sadly at where their arms used to be.

Just another night in New Commerce!

 

Gangsters and Thugz

Adversaries for my army of Pulp Cops, these gat-men are also from Bob Murch’s Pulp Figures line. Below is Bugs Malarchy’s Mob (PGJ-02), one well-heeled group of hoods. With three Thompsons (who really believes there’s a violin in that case?), these guys mean business!

My personal favorite miniature is “Chopper” McCoy all the way on the right. He looks like a psycho and reminds me of Eddie Dane in Miller’s Crossing.

Up next is another crew of gangsters from Pulp Figures, These Guns for Hire (PGJ-04) I posed them with a car that purists will know isn’t from the 20’s, but it looks good enough.

Fast forwarding seven decades or so, I picked these guys up from Ed the Two Hour Wargames Guy a few months back. They’re from Bobby Jackson’s controversial Thugz line. I love them, but I’m a little bummed I’m missing two of the coolest sculpts. Nonetheless, here are my modern gangstas, probably for use as a gang  in a zombie game.

My favorite is the guy all the way to the left. I’m pretty happy with the way he came out. They’re all packing heat (even the girl on the right, it’s behind her back), except for the big woman. But take a look at her. Do you really think she needs any help?

Here they are posed with some cops from the (I believe) now-defunct Mississinewa Miniatures line.

Uh-Oh, Five-O!!

Pulp Cops

I got the pulp bug again, although to be sure I never really lost it. I painted these cops a while back for use with Rattrap’s .45 Adventure, which is my pulp rule set of choice. In truth, it’s the only rule set I’ve ever used to play pulp. I like it, though, so I haven’t needed to try anything else yet.

 

All these cops are from Bob Murch’s Pulp Figures line. Some of them are customizable, like the cop on the right in the picture above. You can give him either a billy club or a pistol. I opted for the club.

When the cops need a little something extra, they break out the big guns, like this machine gun here. The shotgun cop on the right is another customizable piece.

The sergeant with the megaphone is one of my favorite models. These cops were easy to paint all at once, considering they’re all wearing the same colors. Now I have more than enough police to take on my gangsters (coming soon).

Limehouse Personalities

Smoky opium dens and shady waterfront characters abound in Limehouse. Here are a few.

First up, the main bad guys. The burly fellow on the left is White Tiger, from East Riding Miniatures’s Golgo Island Legends line. Because of his striking resemblance to a famous Chinese bodybuilder/actor, I had to own him. The other two miniatures are the Sinister Dr. Koo and his enforcer, Chang the Iron Fist, from Bob Murch’s Pulp Figures line. Dr. Koo is out of production while Bob works on a new sculpt. I can’t wait, although I like this one a lot.

Next up: the cannon fodder. These Waterfront Characters are from Rattrap Productions for use with their .45 Adventure game. I like them, and I can always use more goons. I painted them all at once with similar colors to get them done quicker. I’m happy with the result.

Lastly are these two ‘ard lads, from Killer B Games’s “Geezers…Shut It!” line. I don’t play Geezers, which is a miniatures game based on 1970’s British cops and robbers, but I found these two miniatures to be good for any period, particularly pulp. Not the best picture, I know. They look like a couple of tough guys who might cause trouble in a seedy section of town like Limehouse.

Gentlemen… Behold!!

I just love Rattrap’s Professor Kroon. He reminds me of Dr. Weird from Aqua Teen Hunger Force. Here is the old-style Professor Tobias Kroon with a small army of Kroonbots. I painted them up a while ago for use with .45 Adventure but I haven’t got around to playing any scenarios with them yet.

The Type II Robots are a personal favorite of mine, although they would have been a cast-iron bitch to put together with a pin vise instead of the Dremel I used. I bored a hole through the bodies of each robot and inserted a 3/64 mm brass rod through the body to pin the arms. Attempting to attach the arms without pinning would have been impossible.  I decided to go with the Cylon look for the optical sensors. The bases are from Micro Art Studios.

Rattrap recently released new miniatures for their most popular characters for the .45 Adventure 2nd Edition. Although I like the new Professor Kroon model, I didn’t feel the need to buy it as the old one is just as good, IMO. (I do like the new Jade Hood model much better that the old one, though.)

I have a scenario idea kicking around in my head for my players to attempt to thwart a nefarious alliance between Professor Kroon and Bob Murch’s Radon Zombies of the Ionosphere.

“Today New Commerce, tomorrow…THE WORLD!!!”

Tomb Raiders

Picked up these “Not-Lara Crofts” from Shadowforge a while back and painted them up. Just dug them out of storage with an idea for an appropriately-themed Egyptian pulp game. The bases are from Wolvesbane, which I’m pretty sure is no longer in business.

Comments welcome.

Bruce the Zombie Killer

A while back I picked up this miniature from Neal over at the War Store. It’s “Bruce the Zombie-Killer”, by Shadowforge/Laughing Monk Miniatures out of Australia. Of course, shortly after I bought him, Hasslefree Miniatures came out with another Not-Ash that I like a lot better, but the die was cast. The base is a Malifaux Resurrectionist base from Wyrd miniatures. I added an old GW zombie hand clawing at his legs for effect.

My criticism of the minature is that his face isn’t quite right somehow…his eyes are large and somewhat diagonal.  There are also a lot of flat surfaces on this model, both on his face and his gun. I did the best I could without (hopefully) making him look like he has raccoon eyes, but if I had shaded them any less they would have looked weird. Maybe not my best work, but overall I’m happy with him.

I wrote a special scenario for him using a tweaked version of .45 Adventure (1st edition) and played it a few times with some interesting results. “Night of the Living Evil Dead” may make an appearance in its entirety on this blog before long.