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.