45 Adventure 2 ND Demo
45 Adventure 2 ND Demo
45 Adventure 2 ND Demo
45 Adventure
Thrilling Action in the Pulp Era
2nd Edition
by Richard A. Johnson
Cover artwork by Vicente Sivera Catalá.
Interior artwork by Ronald Smith, Angga Satriohadi,
Marco Morte and Christopher Weeks.
.45 Adveture, .45 Adventure: Thrilling Action in the Pulp Era, The Gargoyle, Emerson P. Balldridge, Dr. Tobias Kroon, the Jade
Hood, and all other characters presented here are © Copyright 2011 Rattrap Productions LLC. All rights reserved.
Special thanks goes out to Joe Puzzo, Chris Langevin, Marc Anderson, Mike Pennock and all the other playtesters who helped bring
about this new edition of the rules.
Weapon Table and instead of keeping just the highest result, he would keep the two
There are four range columns after each weapon type. The first highest results. The creature would have to defend against two hits
is Close Combat, the second is Short range, the third is Medium and not just one.
and the last is Long Range. Within each of these columns there
is a Range number, d10 number and WS (Weapon Strength) WS - This is the Weapon Strength of the attack. (See Wounding
number. for more information on this). As in the case of Range, if the
weapon has a BW or BW + X result, the model would use its
Range - In the case of close combat, this number will be either Brawn score to determine the Weapon Strength.
0” or 1”. This means that the model must be in base contact
with its opponent, or in the case of weapons with longer reach, Ranged Combat
no more than 1” away. For weapons that can be thrown or Any model that fires a handgun, throws a knife, or chucks a
fired, the range will be a number above 1”. Any target up to an spear is performing a Ranged Combat attack. An attacking
including this range will use the stats for that range. If the range model uses its Heater score while a defending model uses its
is listed as BW or BW + X, then the model uses its Brawn score Dodge score.
to determine the range.
A hit is scored if:
Example: A mobster with a pistol is shooting at a hero who is 16”
away. The mobster will use the stats for the Medium Range band as
16” is greater than 12” (Short Range) but less than 18” (Medium Attacker’s Heater + d10 roll > Defender’s Dodge + d10 roll
Range).
Cover
d10 - This is the base number of d10s rolled if the model attacks There are two types of cover. The first is Obscured and the
with this weapon. If there is a number in parenthesis next to the second is In Cover.
number, then the model keeps that number of results instead of
picking just the highest roll. If the line of sight between the model attacking and the target
is partially blocked by intervening terrain, however the target
Example: A police Officer is firing a sub-machine gun at a nameless model is not in base contact with a terrain piece, then it counts
creature from the abyss at Short Range. The player would roll 2d10 as being obscured and the attacking model receives a -1d10
penalty.
8 • Rattrap Productions LLC www.rattrapproductions.com
If the line of sight between the model attacking and the target is
partially blocked by intervening terrain and the target model is
Close Combat
in base contact with an intervening terrain piece, then it counts Once models get into base contact with one another then close
as being In Cover and the attacking model receives a -2d10 combat, sometimes referred to as melee occurs. Models can
penalty. use weapons like fists, claws, knives and swords when in close
combat. Both attacking and defending models use their Shiv
score to determine whether a hit is scored.
Charging
A model can only charge a model that is in its line of sight and
its 180° front facing. A charging model that moves in a straight
line, directly at the target model receives a +1d10 bonus.
If a target model is not in the 180° front facing at the start of the
B attacker’s turn, the attacker can still move into close combat, but
A will not receive the Charge bonus if they move in a straight line.
If the target model used a Move action, during the same turn Multiple attackers
that the attack is taking place, but prior to the shot, then it If more than 1 model is attacking a single defender, then each
recives +1d10. of the attacking models receives +1d10 regardless of how many
attackers are in base contact. For example, if 2 models are
If the defending model used a Sprint action, during the same attacking a single model, they would each receive +1d10 and
turn that the attack is taking place, but prior to the shot, then if 4 models are attacking a single model, they would each also
it recives +2d10. receive +1d10.
Shooting with two weapons Alternatively, a single model can attack and add +1d10 for each
If the attacker has two one-handed range combat weapons (i.e. friendly model also in base contact with the same target. The
pistols) it receives an additional +1d10. friendly models give up their action to lend their support. So if
4 models are attacking a single model, then they would get 1
Gettin’ the drop attack, but the attacker would receive +3d10.
If an attacker is at less than half their Short Range and targeting
an opposing model’s rear 180° facing, they have gotten the drop Pushback
on the model and add +1d10 to their attack roll. A model that wins in close combat can push an attacker back.
A model is pushed back 1” in any direction from the attacker’s
180° front facing by the attacking player. This can lead to
defending models being pushed into dangerous situations.
Brawn Advantage - If the attacking model has a higher Brawn To flee, the model simply moves up to its Speed stat. The
score than the defender, then for every 2-point difference, the opposing model gets a free attack on the fleeing model. The
attacker can add an additional 1”. model that is fleeing is at -1d10. If there is more than one
model in base contact with the model wishing to flee, then the
opposing player chooses one of the models to make the attack
and receives +1d10 for each friendly model also in base contact
(this supercedes the rule above regarding Multiple Attackers for
A this situation only).
Wounding
If a model is hit in combat, then it can possibly be wounded.
When determining a wound, a player rolls a d10 to first
determine the location that is hit.
Mo (A) has a Brawn of 7 and wins in close combat against a For Grades 2 and 3 models, use the following chart.
minion of the Jade Hood (B) with a Brawn of 4, then Mo can push
the minion back 2” (1” for the initial and an additional 1” for the
difference of 3). Die Roll Location
1 Head
Dodge Save - If the defending model is pushed back off a higher 2-5 Torso
elevation, into a trap, or into the claws/fangs/etc. of another
6-8 Arms
model, then it is allowed a Dodge Save. If the defending model
passes a Dodge test, then it is stopped just short of the danger. 9-10 Legs
Note: this Dodge save is not given if the model is simply
pushed out from behind cover or into a position where it could Next, compare the Weapon Strength to the Wound Location’s
potentially be shot in ranged combat. Defensive Rating. If the Strength is greater than the Defense,
then a Wound is scored. If the Strength is double the Defense
Breaking Away then 2 wounds are caused. If the Strength is triple or more than
There may be fights where the model wants to leave close the Defense, then 3 wounds are caused.
combat. To do this, they must break away. In order to break
away, a model must have at least a 1” gap in which to move If a Wound is scored, then the player should mark the top-most
through. As long as there is a gap, the model has two options; it box on the Wound Chart section of the model’s stat sheet. Once
can attempt to break contact so that it can make a run for it or a Wound Chart box has been crossed off, the model will use the
it can simply flee combat but risk an attack. next box in line for their stats.
To break contact, the model wishing to leave must win an Example: If a model, with Brains 3 and Willpower 4, takes a
opposed Brawn Test. Both models roll a d10 and add their wound to the head, the first box is marked off and the player will
Brawn score. If the model wishing to leave combat wins, it may then use the next box which shows Brains 2 and Willpower 3.
Type Range Blast Weapon Type I and Type II explosives may be thrown up to a model’s
Radius Strength Brawn + 3”. A Type III explosive may be thrown up to a model’s
I Improvised BW+3” 2” 5 (3)* Brawn in inches. When thrown at a model, explosives that do
not hit, are assumed to have bounced beyond effective range.
II Hand Grenade/
BW+4” 3” 7
Dynamite/Nitroglycerin
III Satchel or
BW+1” 4” 9(x2)
Demolition Charge
IV Small Artillery Shell/
N/A 5” 12(x2)
Vehicle Explosion
V Large Artillery Shell/
N/A 6” 14(x2)
Tanker Truck Explosion
A flying model can change one level with no loss in horizontal Loss of Control Table
movement. A model can attempt to change their height by two Die Roll Effect
levels, but must pass a Brains test or else fall three levels as the
engine stalls under the strain. Flyer moves 1d10 inches straight ahead and
1
drops 3 Levels.
A model can take off, move, and land in the same turn if it does Flyer turns left 45° and moves its Minimum
2-4
not change levels. Speed.
Flyer goes straight, moves its Minimum
All measurements are made from the Ground Level with 5-7
Speed and drops 1 level.
appropriate modifiers added for the Flying model’s height. This
Flyer turns right 45° and moves its Minimum
will prevent players from having to hold their models in the air 8-10
Speed.
to take measurements (see Measurement Page 6).
When shooting at a vehicle (not at models using another method A flyer may charge any other flyer within one level. If the
of flight), the shooter receives +1d10 for the size of the target. If attacking model does not move its minimum distance, then it
a hit is scored, the model rolls hit location like a normal target falls per the Movement with Flyers rules above.
using the chart below.
Characters able to charge flyers by leaping off higher objects or
Die Result Location who have an ability that allows them to reach the flyer, receive
-2d10 to their attack. This represents their lack of sustained
Fuel Tank (DR 8); Roll d10, on a 1, the flying abilities; they are basically hanging on to the flyer or
vehicle explodes as a Type IV Explosive. trying to strike as they pass by.
On a 2-10, vehicle will run out of fuel after
1
that number of turns (Vehicles still in the A model attempting to leap onto a flying model must beat the
air when they run out of fuel fall 3 Levels flyer in a comparative Dodge test. If the model is successful,
each turn.) it must win a comparative Brawn test each turn in order to
Occupants (roll to determine target if more maintain a grip on the flyer. If unsuccessful, the model falls and
2
than one model is in or on vehicle) takes the appropriate falling damage for that level.
Steering Mechanism (DR 8); Driver must
3 pass Dodge test or go out of control (see
above).
Engine (DR 10); Roll a d10, on a 1, the
engine catches fire and all models within
2” must pass Dodge test or suffer WS 8
4 hit to random location. On a 2-10 the
engine dies and vehicle can move at half
Maximum Speed on following turn and
then can move no more.
5-10 Body of vehicle. No effect on vehicle. 1 0
Close combat and flying
Flyers that charge a model on the ground are no longer Major Betty Steele, flying at Level 1, can charge into close combat with
considered in flight (unless they have a special ability that allows Field Marshall Kluge who is on the Ground (Level 0), however, she will
them to make attacks against ground targets and remain in the no longer be considered in flight and will have to take off again next turn
air). if she wanted to use her jet pack.
The categories are there for ease of reference and to help with G-Man (Grade 3)
campaign advancement (see Campaigns page XXX). Location Head Torso Arms Legs
(Die Roll) (1) (2-5) (6-8) (9-10)
Law Enforcement Defensive
5 5 6 6
The Law Enforcement Rating
category includes those Brains=4 Brawn=3 Heater=4 Dodge=3
archetypes who seek Willpower=4 Guts=8 Shiv=4 Speed=5
to uphold the law of Brains=3 Brawn=2 Heater=4 Dodge=2
the land, whether that Willpower=3 Guts=8 Shiv=3 Speed=4
is on the local level Brawn=2 Heater=3 Dodge=2
with the police or on a Guts=7 Shiv=3 Speed=3
Wound
national levl with the Chart Brawn=1 Heater=2 Dodge=1
Guts=7 Shiv=2 Speed=2
G-Man, or fight for
Knocked Out Heater=2 Dodge=1
justice when the courts
Shiv=1 Speed=2
are not enough, like Knocked
Heater
the Crimefighter and Out Crawl
and
Private Detective. Only
Shiv at -1
www.rattrapproductions.com .45 Adventure: Thrilling Action in the Pulp Era • 19
Available Attribute Points – 10 Police Detective (Grade 3)
Close Combat Maximum Allocation = 2 Location Head Torso Arms Legs
Ranged Combat Maximum Allocation = 3 (Die Roll) (1) (2-5) (6-8) (9-10)
Advanced Combat Maximum Allocation = 2 Defensive
4 4 5 5
Rating
Combat Knowledge Maximum Allocation = 3 Brains=3 Brawn=4 Heater=4 Dodge=4
Professional Knowledge Maximum Allocation = 2 Willpower=4 Guts=8 Shiv=4 Speed=5
Research Knowledge Maximum Allocation = 2 Brains=2 Brawn=4 Heater=3 Dodge=3
Willpower=3 Guts=7 Shiv=3 Speed=3
Brawn=3 Heater=3 Dodge=2
Morale Maximum Allocation = 2
Guts=7 Shiv=3 Speed=3
Fortitude Maximum Allocation = 2 Wound Brawn=2 Heater=2 Dodge=1
Chart Guts=6 Shiv=2 Speed=2
Enhanced Trait Maximum Allocation = 2 Heater=2 Dodge=1
Knocked Out
Innate Ability Maximum Allocation = 0 Shiv=1 Speed=1
Paranormal Ability Maximum Allocation = 0 Knocked
Heater
Out Crawl
and
Private Investigator (Grade 3) Only
Shiv at -1
Location Head Torso Arms Legs
(Die Roll) (1) (2-5) (6-8) (9-10) Available Attribute Points – 10
Defensive Close Combat Maximum Allocation = 3
5 5 6 6
Rating Ranged Combat Maximum Allocation = 4
Brains=3 Brawn=4 Heater=3 Dodge=4 Advanced Combat Maximum Allocation = 2
Willpower=4 Guts=8 Shiv=4 Speed=5
Brains=2 Brawn=4 Heater=2 Dodge=4
Combat Knowledge Maximum Allocation = 1
Willpower=3 Guts=8 Shiv=4 Speed=3
Professional Knowledge Maximum Allocation = 2
Brawn=3 Heater=2 Dodge=3
Guts=7 Shiv=3 Speed=2 Research Knowledge Maximum Allocation = 1
Wound Brawn=2 Heater=1 Dodge=2
Chart Morale Maximum Allocation = 2
Guts=6 Shiv=2 Speed=2
Knocked Out Heater=1 Dodge=1 Fortitude Maximum Allocation = 2
Shiv=2 Speed=1
Knocked Enhanced Trait Maximum Allocation = 2
Heater
Out Crawl
and Innate Ability Maximum Allocation = 1
Only
Shiv at -1 Paranormal Ability Maximum Allocation = 0
Available Attribute Points – 10 Police Sergeant (Grade 2)
Close Combat Maximum Allocation = 4 Location Head Torso Arms Legs
Ranged Combat Maximum Allocation = 2 (Die Roll) (1) (2-5) (6-8) (9-10)
Advanced Combat Maximum Allocation = 1 Defensive
3 4 4 4
Rating
Combat Knowledge Maximum Allocation = 1 Brains=2 Brawn=4 Heater=3 Dodge=3
Professional Knowledge Maximum Allocation = 2 Willpower=2 Guts=7 Shiv=4 Sprint=4
Research Knowledge Maximum Allocation = 1 Brains=1 Brawn=3 Heater=2 Dodge=2
Willpower=2 Guts=7 Shiv=3 Sprint=3
Brawn=1 Heater=1 Dodge=1
Morale Maximum Allocation = 2 Wound Guts=6 Shiv=2 Sprint=2
Fortitude Maximum Allocation = 2 Chart
Heater=1 Dodge=1
Knocked Out Shiv=2 Sprint=1
Enhanced Trait Maximum Allocation = 3 Knocked
Heater
Innate Ability Maximum Allocation = 2 Out Crawl
and
Paranormal Ability Maximum Allocation = 0 Only
Shiv at -1