Advice on Pulp Alley 40K

Gentlemen,

I know a number of you have been using Pulp Alley for 40K. I really like the rpg with miniatures aspect of things and I've messed around with Savage Worlds. Now SW is probably more RPG than I need, but Pulp Alley would seem to fit the bill.

What does one need to start? Are the basic rules alone sufficient?

Regards,

The Vole
 
Welcome to the PA club!

You'll need to print out a set of cards as well - I think they are available for free as well.
 
Thanks for that - I found the quickstarton wargames vault. I will desk in the scenario for 40k and give it a whirl.

Do the full rules distinguish between weapons at all?
 
Not really. You use shooty skills for shooty weapons and melee for melee. Later supplements bring in rules for heavier weapons but they just work by creating perils of different sizes. Keeps the game simple but flavoursome.
 
That is a pity. I quite like the "crunchiness" of all the different types of weapons, but I suppose there's no point knocking it until I've tried it. JB's Advanced Rogue Hero Quest is looking quite attractive.

I'll reskin the scenario for 40k and take it from there.
 
There are half a dozen "weapon kits" in the Pulp Leagues booklet. They add a few things like limited range etc. But other than that, just use suitable abilities to give the model the flavour you want. Works really well for Rogue Trader style games.
 
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