The second edition of Pulp .45 Adventure has been out for a while now, but I’ve only just picked up a $15nzd PDF copy of it. Having a quick read through the basic rules and it’s nice to see everything has been streamlined and cleaned up. The basic rules look familiar enough, but there are some obvious tweaks. In particular the ‘hero point’ system seems to be more powerful, but at the same time more random, giving your heroes extra 1D10’s to roll per hero point. Hero points in a Pulp .45 scenario can really give it a cinematic feel, and we’ve had some memorable moments under the old system, so it’ll be interesting to see how it works now.
The second edition rule book is also chock full of optional sections like Flying (with jet packs), The Occult (“Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn”!) and Super Science (with lots of unreliable and deadly devices and robots). Many of these great Pulp ideas were scattered through the extensions under the old system so it’s nice to see them folded into one reasonably priced package.
I was so inspired reading the rules I dusted off my old half painted Anglian Morroccans and finished them up with some dipping. Not the best paint job, but they’ll do for tabletop quality. I’ve had these figures so long that Anglian appear to have gone out of business, and their figure lines sold on. I’m not sure where you can get them now, which is a shame because they’re very nicely sculpted figures.
The grass on the crewed machine gun base is some ‘Highland Tuft’ I purchased a while ago from Slave to Painting. It is incredibly easy to use, just lift of a patch with some tweezers and glue it to a finished base – I used PVA. It adds a nice solid clump of vegetation to an otherwise bare base.