Mixing Gangs & Evo rules...?

soulman

Mongoose
Hello all, just thinking, anybody mixed the 2 together..?

Gangs seems to be a forgotten game, but still has many posts, and Evo is the new system, so....
Evo Gangs...?

The evo Damage rules would suit it better, as i was never happy with the roll higher then the Res trait..?

STREET JUDGE
Size :1
Move : 5"
ACC : 3+ ( was Ag )
CC : 3d6
Target : 4+
Kill : 7+
Hits : 3
Armour : 5+
WTF : 2+

Lawgiver
Range : 10"
SD : 3d6 ( roll higher the ACC )
DM : 1d6 -1 to save


GANGS

Top Dog

Size :1
Move : 5"
ACC : 4+ ( was Ag )
CC : 3d6
Target : 4+
Kill : 6+
Hits : 1
Armour : x
WTF : 2+

Punk

Size :1
Move : 5"
ACC : 5+ ( was Ag )
CC : 2d6
Target : 4+
Kill : 6+
Hits : x
Armour : x
WTF : 3+
 
I just happen to have started writing rules combining the two.

I've not finished the basic rules yet, so I was a little wary of posting them, and they are generic rules rather than specifically GOMC-1 (though they are designed to be used for GOMC-1).

Basically I was looking at Legends of the Old West and wondering if I could convert GOMC-1 to the Old west setting. Then I thought screw it, why don't I just completely rewrite the rules for a small scale skirmish game.

Characters and leaders are the key concept. For GOMC-1 the gang leader would have the leader trait, and some solo models and all full street judges would have the independant trait (giving them two actions without requiring a leader)

Here is what I have so far (ony 3 1/2 pages), let me know your thoughts.

Pulp Evolution

Pulp evolution is a small scale skirmish based system ideally played with 5-20 models (and perhaps one or two vehicles) per side. It is designed to cover conflicts and incidents from the Wild West to the modern era, but is slanted towards a “Pulp” version of history, a little more Amazing Stories than the Oxford History of the Second World War.
Like Battlefield Evolution the system makes use of an action and reaction system for intuitive gameplay. Gangs of Mega City One is a game without which this adaptation could not be written.

Unit Types

There are three unit types in Pulp Evolution.

Characters: These are the heroes and villains of your force. They are the toughest, bravest and smartest of your men (though not necessarily all three). They often have the Leadership skill, which bestows benefits on nearby Mooks.
Mooks: These are the grunts of your force and your opponents. They can be soldiers, mercenaries, law officers, thugs or gangsters, but they all share the Mook trait.
Vehicles: These are cars, tanks, boats, battlesuits, planes and other mechanical contrivances. Many robots fall into this category.

Statistics

Tough (Mook)
Size Move Accuracy Close Combat Wound Kill Armour Save WtF
3 5” 5+ 1D6-1 4+ 6+ 6+ 4+

Skills: None

Size: This is a representation of a models physical size. A standard human is size 3, whereas a dog would be size 2 and an insect or small creature would be size 1. A horse would be size 4, and a motor car size 5. Larger models are easier to hit.
Move: This is the number of inches a model may move per move action.
Accuracy: This is a models accuracy with ranged weapons. A model rolls this number with any modifiers to hit another model.
Close Combat: The model rolls this dice for a close combat attack.
Wound: When a model is hit by enemy fire or struck in close combat, damage dice are rolled according to the weapon used. If they exceed the wound value and the model fails its armour save (if any), the model is wounded and rolls on the wound table.
Kill: If the damage dice roll exceeds the kill value, the model is badly wounded or killed. They are unable to continue the fight and are removed from the game and replaced by a casualty marker.
Armour Save: This is the save a model receives when taking wound damage.
Will to Fight (WtF): This roll is used when a model is rolling to avoid suppression or to continue a fight that seems to be going against them. For more details see the morale section.
Before the Battle

If playing a pre-generated encounter use the scenario guidelines. If playing a pick up game one player places the scenery and the other picks the table edge that he will deploy on. Alternately a random scenery generator can be used.
Players in pick up games deploy up to 12 “ in from their table edge.

Playing the Game

Players may dice off or mutually agree who will deploy first. The player who deploys first takes the first turn.

The two key concepts of Pulp Evolution are leaders and actions.

Leaders

Leaders are models with the leadership skill and are always characters. Characters always have two actions, though special rules for an individual character may grant them a bonus third action.
A character with leadership will grant a bonus second action to any friendly mook model within six inches as long as all mook models activate at the same time as the leader AND take the same action. Thus the leader and the mooks that choose to activate with him will take two actions as if they were a single unit.
For example:
A trail boss with leader has four friendly cow pokes within six inches of him. He chooses to activate and move around the barn, the cowpokes activate at the same time and move with him. Once they have moved they now have line of sight to a group of bandidos. The trail boss chooses a fire action and the cowpokes may also take a fire action, but which must target the bandidos.
When a mook is activated with a leader model for a move action at the end of that move action they must still be within six inches of the leader.
When a mook is activated with a leader model for a fire action the mook must shoot at a target within six inches of the leaders target.
When a mook is activated for a charge action the mook must chare an enemy model within six inches of the model the leader charges. If the mooks charge action fails (ie cannot contact an enemy model) then it may move up to its normal movement and must remain within six inches of the leader model.

Actions

Mooks have one action per turn.
Characters have two actions per turn.
Vehicles will have one or two actions per turn depending on whether they are driven by a character or a mook. For more details on vehicles see the vehicle section.

There are four basic types of action, though some additional actions are available in force lists and through skills.

Move: Allows a model to travel across the battlefield.
Shoot: Allows a model to fire its weapon at the enemy.
Charge: Allows a unit to charge into close combat with the enemy.
Ready: Allows a unit to ready itself to do something unusual. This can be loading a vehicle, preparing a fortification, planting explosives, stealing the loot or a number of other activities.

A model (or group with a Leader) may perform any action or combination of actions up to the maximum number they have.

Move Actions

Every model has a move score, this is how far the model can travel in inches in a single move action. A model need not move in a straight line and can make any number of turns to face any direction desired. A Tough can move 5”, but if he took two move actions, could move 10”.

Terrain

This is everything on the table that is not a model. It can be hills, buildings, woods, rivers, walls, rock outcrops, tombs, jungle etc. The more terrain the better, as playing on a flat desert tends towards a simple gunnery duel and away from things like “movement” and “tactics”.
Units moving through dense terrain can find there progress hindered. Flat ground, gentle hills, and clear areas inside buildings (ie not strewn with rubble and furniture) give no penalty to movement. Woods, jungle and all other types of terrain halve movment. Cliffs and sheer walls are impassable without specialist equipment.

Shoot Actions

Line of Sight

Models have a field of vision 180 degrees forward (there may be some exceptions in special cases). A model may attempt to trace line of sight to other models within their field of vision. Line of sight falls into the following categories:

Clear: No terrain ( or terrain that does not block line of sight, such as a river) exists between the firing model and its target. There is no effect on the roll to hit.

Obscured: Terrain interrupts line of sight but the attacker can still see the target (ie terrain partially obscures the model). There is a –1 modifier on the roll to hit.

Blocked: Terrain completely blocks line of sight so that the attacker cannot see the target. The attacker may not fire on the target.

Friendly models within a group led by a leader will not block line of sight to other models in the same group, as the group is coordinated enough move out of the way. However friendly models that are not part of the group may block line of sight as normal, and have their line of sight blocked in turn.

Models blocking line of sight.

Models block line of sight drawn through their base to models of the same size or smaller, but not to models with a larger size. For example a man (size 3) standing in front of another man (size 3) blocks line of sight, but a man standing in front of a tank (size 6) will not block line of sight to the tank.

Cover

Cover is any piece of terrain that a model may move through and still have line of sight drawn to them

Firing

Generally weapons roll one dice to hit (though some, like tommy guns, roll several). These are rolled against the Accuracy stat on the models profile.
For example a mook armed with a revolver (1 firing dice) shoots at an opposing mook. There are no size penalties and the line of sight is clear. The mook must roll a 5+ on his dice to score a hit. In almost all cases the firing dice is a six sided dice.

Damage

When a model is hit, damage dice are rolled to see if it is wounded or killed. All models have a wound and a kill score. If the damage dice is equal or greater than the models wound score it is wounded unless it can make a saving throw (if the model has one) and if the dice is equal or greater than the kill score the model is killed outright.
Continuing with the above example, the mook hits his target (the opposing mook). The target has a wound score of 4+ and a kill score of 6+. The revolver has 1D6 damage dice, and so rolls one six sided dice to see if damage is scored. If the dice rolls a 4 or 5 the mook is wounded, if it rolls a 6 the mook is dead.

If a model is wounded roll a dice. For every point that the damage die roll beats the wound score by, add 1 to the result. For instance if the targets wound score was 4 and the damage dice rolled 5, 1 would be added to the wound roll.

Die roll Result
1 Just a scratch, the model suffers no ill effects
2-4 Light wound. The model suffers –1 to WTF rolls, and subtracts 1 from movement.
5+ Serious wound. The model suffers –1 to WTF and accuracy rolls, its move is reduced to 1” per move action, and a second serious wound kills the model and it is removed from play.
 
Ben my friend you have done a very good job, and i`m pleased i started this thread and got you to reply.

1. Have you seen my Evo versions for Ghost recon, and Horror with zombies..?

If not i can email you my work.



I have always wanted a modern day street gang game, and gangs came close, but not close enough for me, your ideas are very good.

I always wanted to do 1920 gangsters or modern day maimi vice type games, and after watching death wish 3, it needs to be done.

I liked you damage ideas, very clever, and now you can add different damge types...

IE/ 44 AUTOMAG PISTOL
DAMAGE 1D6
+2 ON WOUND TABLE OR -1 TO WOUND SCORE (3+ )

IE/.22 PISTOL
DAMAGE 1D6
-1 ON WOUND TABLE
+1 TO ARMOUR ROLL


if you have a file, you can email it to me,but i liked to work with you on this....

I`m based in the Uk, and sick at the moment with glandular fever..!!!!
 
This brings me back to an earlier point...... the rules are so adaptable, why in thehell did they have to make the minis for Evo a different scale? I know there's the 'vehicles are cheaper' thing but otherwise it's just a problem.
 
Check out the evo conversions yahoo group, there is Star Wars, Star Gate, Rusian Revolution, etc etc.

I can see the commercial arguments with going for true 28mm scale, but there are commercial arguments for heroic 28 or 1/72 scale as well.

I was writing a skirmish version mainly because I liked the GOMC-1 rules, wanted to do Old West, and thought why not go over the existing GOMC-1 rules, combine them with Evo, and create a generic skirmish system.

I was planning to at some point spring it on Matt for a 2nd edition for GOMC-1, by splitting the settings into sourcebooks and having generic rules set. ie the box would have the generic rules with a western setting, and the GOMC-1 setting book, and the GOMC-1 minis and scenery. And then Mongoose could flog the generic rules seperately, along with wild west minis, and then you could keep adding settings and minis, because the money in wargaming is in pushing lead, and Legends of the Old west has proved there is money in them thar hills in regards to an Old West setting (particularly combined with good minis and terrain sets).

I'll do some more work on this and post some playtest rules.
 
Here is a second big chunk, the next big chunk will be the rest of the basic rules and a generic skills list.


Suppression

When models are fired at, it can force them to keep their heads down. If a model is hit but not killed, it must test at the end of the turn to see if it is suppressed in its next turn.
A test is made against the models will to fight for each hit it suffered that turn. Any modifiers for WtF caused by wounds or horror are applied.
If the model is within six inches of a model with the leadership skill and was not wounded this turn it may test on the WtF value of the model with the leadership skill (models that have been wounded that turn always test on their own WtF value, as they are far more worried that they have been shot than about someone shouting orders).
If the model passes the test it may activate or react in the following turn normally.
It is possible to suppress a model by reaction fire. If a model is suppressed during its turn, it is subject to the penalties for suppression if it reacts in the other players turn.

A model that has been suppressed may, for its first action, only take a move action that takes it into cover, or if there is no cover that can be reached in a single move action, it must move away from the closest enemy model (unless this brings it closer to another enemy model within line of sight) unless it is within six inches of a friendly model with the leadership skill, in which case it may remain stationary for its first action.

Charge Actions

Sometimes models will grapple in close combat, when weapons have become jammed, when a model must be knocked out, rather than just shot.

When a Charge action is made, your model moves up to their Move score towards an enemy model. If you succeed in touching an enemy model with one of yours, they immediately fight in close combat.

If this action is taken by a leader model and accompanying mooks, then they may engage separate models provided they have sufficient Move. If they do not, they may take a move action instead.

Roll your model’s Close Combat dice, as shown on its profile, adding any modifiers for weapons. You can potentially attack as many enemy models as you have Close Combat dice, so long as your model is touching them. However close combat is not like shooting, and your opponents model will also be able to roll its close combat dice.
Compare the results. The model with the highest score wins the combat, and inflicts one hit for every point it beat the opponents model/models by.

For example: One of your mooks charges into combat with an enemy mook. They are both armed with large knives (damage D6). They both have close combat scores of 1D6-1. Your mook rolls a four and your opponents mook rolls a one (difference 3). You make 3 rolls of D6 against the enemy mooks wound/kill as detailed in the Damage rules.

After close combat has been completed, move the model with the smallest Size score 2” directly away from the other. If both models are the same Size, move the model that was attacked 2” directly away. The model that was attacked, if it survives, may now react as normal if it was not wounded. If it was wounded it must take a WtF test or be suppressed in its next turn.

Cover and Parrying in Close Combat

If the target of the charge is behind cover or any model involved in the combat has a weapon with the parry trait, then it may force an opposing model in close combat with it to reroll one of its close combat dice. If both models have weapons with the parry trait they cancel each other out.
If a model in cover is charged and the cover is a linear obstacle then the two models may fight across the obstacle provided it is less than an inch wide. This is to prevent barricade terrain such as sandbags or fences removing the possibility of close combat. The model behind the cover may parry as defined above.

For example

A Brave charges a cowpoke behind a fence. The brave (close combat D6) and the cowpoke (close combat D6-1) then roll their close combat dice. The cowpoke may force the brave to reroll his dice, but the second result is final. If the cowpoke survives the combat without being wounded, he may then react as normal.

Ready Actions

A Ready action is any action required in preparation for another action or specified by the rules for weapons and other equipment. Examples of ready actions include clearing jams, hot wiring a vehicle, setting a charge, reloading a weapon (weapons that require reloads are specified in the rules), prepping a jump pack, starting a car and a number of other actions.

Aim actions

Models with the sharpshooter skill may take aim actions. These are ready actions that provide a +1 to accuracy in the next action as long as it is a shoot action. Note that mooks with the sharpshooter skill can only benefit from aim actions if they being ordered to aim and then shoot by a model with the leadership skill.

Reactions

In real life someone doesn’t just sit there as enemies wander up, shoot them, wander closer and hit them with a stick. Likewise, in Pulp Revolution when a model comes under fire, or they see their opponent doing something close by, they react to it.

Reactions in Pulp evolution allow you to take an active part in your opponent’s turn, providing the benefits of simultaneous activation of both players models without the headaches.

Whenever an enemy model completes an action (including a ready action) within 10” of one of your models and within line of sight, that model may immediately make a free Shoot or Move action. You may move in any direction but any shooting must be aimed at the model that caused the Reaction.

You may also react when you get shot at! Whenever an enemy model completes a Shoot action against one of your model, again, that model may make an immediate Move or Shoot action.

A model may only make one Reaction in every turn, no matter how many times an enemy moves close by or shoots it.

One of you models may not react in your turn, in effect you can never react to a Reaction.
 
Gangs rules are better in my opinion than the Evo ones by far.
This is also the opinion of many of the gamers at my local club who have played both.
 
well done ben on the updates, pleased you are happy people like yourideas...

once you have posted the basic rules in full, i will have a play around with them.

Playtests

1920 gangters
blackhawk down
modern cops etc.

mine was the stargate rules i did some time ago, my evo horror rules i think is my best work, loads of traits etc...
Do you need a copy..?

Alan
 
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