Welcome to Scribd, the world's digital library. Read, publish, and share books and documents. See more
Download
Standard view
Full view
of .
Look up keyword
Like this
0Activity
0 of .
Results for:
No results containing your search query
P. 1
Conquest of the Lost World

Conquest of the Lost World

Ratings: (0)|Views: 10 |Likes:
Published by The Wargamer
Core rules for the Conquest of the Lost World game system.
Core rules for the Conquest of the Lost World game system.

More info:

Published by: The Wargamer on May 02, 2014
Copyright:Traditional Copyright: All rights reserved

Availability:

Read on Scribd mobile: iPhone, iPad and Android.
download as PDF, TXT or read online from Scribd
See more
See less

05/02/2014

pdf

text

original

 
~ 1 ~
 A Victorian Adventure Wargame By Nathan Russell
 
When
 
Professor 
 
Lindenbrock 
 
returned 
 
to
 
Germany 
 
 from
 
his
 
 journey 
 
deep
 
below 
 
the
 
world 
 
he
 
brought 
 
with
 
him
 
tales
 
of 
 
astonishing
 
science
 
with
 
a
 
remarkable
 
origin.
 
Not 
 
long
 
after 
 
Professor 
 
Challenger 
 
shared 
 
similar 
 
tales
 
of 
 
a
 
world 
 
apart 
 
 from
 
our 
 
own.
 
These
 
expeditions
 
sparked 
 
the
 
imaginations
 
of 
 
not 
 
 just 
 
the
 
scientific
 
community 
 
and 
 
 general 
 
 populace
 
but 
 
also
 
the
 
 powers
 
of 
 
both
 
Industry 
 
and 
 
Politics.
 
It 
 
inspired 
 
in
 
many 
 
a
 
certain
 
inclination
 
to
 
know 
 
and 
 
have
 
more.
 
It 
 
was
 
not 
 
long
 
before
 
expeditions,
 
both
 
 privately 
 
and 
 
 publicly 
 
 funded 
 
set 
 
out 
 
 for 
 
the
 
Lost 
 
World 
 
that 
 
lay 
 
in
 
the
 
immense
 
caverns
 
deep
 
at 
 
the
 
earth’s
 
core.
 
Entire
 
nations
 
mobilized 
 
in
 
an
 
effort 
 
to
 
claim
 
 for 
 
themselves
 
a
 
 foothold 
 
in
 
the
 
vast 
 
Interior 
 
Continent,
 
unaware
 
of 
 
the
 
dangers
 
that 
 
their 
 
 footfalls
 
would 
 
awaken,
 
the
 
enemies
 
they 
 
would 
 
make,
 
or 
 
the
 
hazards
 
they 
 
would 
 
thrust 
 
their 
 
loyal 
 
soldiers
 
into.
 
So
 
began
 
the
 
Conquest 
 
of 
 
the
 
Lost 
 
World! 
 
Conquest 
 
of 
 
the
 
Lost 
 
World 
 is a miniatures wargame of heroic battles in a land forgotten by time. Colonial powers and captains of industry alike have raised forces to make the dangerous journey to the earth’s core in search of scientific marvels, exploitable workforces and natural resources. In games of
Conquest 
 
of 
 
the
 
Lost 
 
World 
 you become the commander of a small military force and make the vital decisions that will lead you to victory over your rivals, whether they are mercenaries, native warriors, lost Roman Legionnaires, colonial military expeditions or worse!
Game design: Nathan Russell Conquest of the Lost World © Nathan Russell, 2010 Visit www.PerilPlanet.com for more great games
 
~ 2 ~
FIGURES & UNITS
Figures are described by their type, stats, attributes and weapons.
 
Type is the kind of combatant a figure is. They might be Infantry, Cavalry, Monster, Vehicle or Gun.
 
Stats are a figure’s basic abilities. They are Shoot, Fight, Defense, Armor, Body, Mind and Pluck
 
Attributes are special abilities that a figure or unit might have.
 
Weapons are defined by their Range, Rate, Damage and Traits (which are special abilities). Figures are organized into units of 10 infantry, 5‐10 cavalry, 1‐3 monsters, 1 vehicle or 1 gun and crew. Some figures have the “Hero” attribute and can operate as an individual (a unit of 1) or join a unit of the same type (infantry heroes can join infantry; cavalry heroes can join cavalry units, etc.
Infantry:
 are the soldiers, infantry men and warriors of an army or expedition. Infantry are organized into
units
 of 10 figures.
Cavalry:
 are the horsemen, beast riders, hussars, penny‐farthing dragoons and other mounted troops of a force. Mounted troops and cavalry are organised into units of 5 – 10 figures.
Vehicles:
 are the automobiles, landships, walking machines, dirigibles and other mechanical conveyances that support and transport a force. Vehicles always operate independently, as single‐figure units.
Gun
 
crews:
 
are the artillery pieces, support weapons and large guns that forces often bring with them. They consist of a single gun model and 3‐5 crew members. While you might place several gun crews together in the form of a battery, they always operate and are treated as individual units. Crew members must remain within 2” of their gun in order to fire or move it.
Monsters:
 are the large beasts, monstrous aliens, and strange animals that might accompany a force. Elephants, dinosaurs, mechanical wonders, alien beasts and the like are covered by this kind of unit. Monsters usually operate on their own though may occasionally become the mount for a character or even the platform for a mobile gun crew.
Units
 
&
 
Facing:
 units do not have a “facing” but individual models do. A figure can only “see” to its front 180
o
 arc.
Vehicles:
 trucks, boats and contraptions can be handled in one of two ways. The default assumption is that the vehicle and crew are considered a single figure. If you wish you can crew the vehicle with other infantry or heroes. In this case, use the Shoot, Fight, Mind and Pluck values of the figures that crew the vehicle. When a vehicle crew member is injured by an attack, remember to apply the effects to the appropriate figure. This option will likely make vehicles far more reliable and increase their chance of survival on the battlefields of the Lost World.
 
~ 3 ~
BUILDING YOUR FORCE
What you include in your force is entirely up to you, your model collection and the kind of scenario you are engaging in. As a general rule troop units should be the predominant part of any force, making up about half of all the units you field. Characters, vehicles, gun crews and creatures can then contribute the other half of your force. This is only a guide, however, as you might find that some forces have very powerful troops or very poor characters, vehicles or guns.
For 
 
example:
 
Dave
 
 fields
 
of 
 
British
 
Expeditionary 
 
Force
 
with
 
eight 
 
units.
 
Four 
 
of 
 
these
 
are
 
troop
 
units
 
(two
 
line
 
infantry,
 
a
 
bounce
 pack 
 
unit 
 
and 
 
a
 
Venusian
 
Lizard 
 
Rider 
 
squadron).
 
The
 
other 
 
half 
 
of 
 
his
 
 force
 
consist 
 
of 
 
two
 
characters
 
(Major 
 
Wilmont 
 
Smythe
 
and 
 
Sergeant 
 
Griffon
 
of 
 
the
 
Royal 
 
Venusian
 
Cavalry),
 
a
 
motorized 
 
wagon
 
and 
 
a
 
6
 pound 
 
gun
 
and 
 
crew.
 
THE PYRAMID FORCE CHART
One helpful force selection tool is the Pyramid Force Chart. In this method, each type of unit fills one or more levels and you must select units from lower tiers before you can choose “higher” units. In order to pick one unit from a tier you must have at least two units from the tier immediately below it. You cannot choose something higher on the pyramid until you have a number of units equal to it, plus one. It is easier with an example;
 
Tiers
 
Unit Options
 
Fifth
 
Tier 
 
Fourth
 
Tier 
 
Gun
Third 
 
Tier 
 
Vehicle Vehicle 
Second 
 
Tier 
 
Cavalry Cavalry Cavalry 
First 
 
Tier 
 
Infantry Infantry Infantry Infantry
 
With
 
a
 
simple
 
 pyramid 
 
you
 
could 
 
choose
 
3
 
infantry 
 
units,
 
2
 
cavalry 
 
and 
 
one
 
vehicle.
 
By 
 
adding
 
a
 
 fourth
 
infantry 
 
unit 
 
you
 
could 
 
then
 
take
 
an
 
additional 
 
cavalry 
 
unit,
 
which
 
in
 
turn
 
would 
 
let 
 
you
 
take
 
another 
 
vehicle
 
and 
 
gun.
 
The tiers that each unit type sits at depend on the background of your force. Typical European forces will likely have plenty of infantry and cavalry, supported by a few vehicles and guns, while more advanced powers might have a lot more vehicles and even monsters (in the form of steam‐powered beasts). Primitive cultures, or those powers without a lot of industry will have a predominance of infantry and/or cavalry, supported by strange prehistoric creatures or the rare artillery piece. Here are some suggestions;
Tier
 
Typical
 
European
 
Power
 
Technologically
 
 Advanced
 
Power
 
Primitive
 
Culture
 
First 
 
Infantry Infantry Infantry & Cavalry
Second 
 
Cavalry Vehicle or Gun Infantry or Cavalry
Third 
 
Vehicle Gun Monster or Cavalry
Fourth
 
Gun Monster or Cavalry Monster or Gun
Fifth
 Monster Monster Vehicle
 Where the chart says “
Infantry 
 
&
 
Cavalry” 
 both unit types can be used in that tier. Where you are given a choice between units (
Monster 
 
or 
 
Cavalry 
, for example),
 
you must choose the unit type and only that type can fill those spaces.
Typical
 
European
 
Power:
 any nation or force that can muster an army supported by a few vehicles and artillery fits this description. Most industrial powers will fall into this category.
Technologically
 
 Advanced
 
Power:
 this covers any nation or force that has done away with most of its cavalry in favor of vehicles and big guns. They might also have some stranger units, like steam‐powered mechanical monsters or clockwork cavalry.
Primitive
 
Cultures:
 these are the forces that have little in the way of technology, but plenty of man power. Some European nations might fall into this category. Many forces native to the Lost World can call on the support of prehistoric beasts and other strange monsters.

You're Reading a Free Preview

Download
scribd
/*********** DO NOT ALTER ANYTHING BELOW THIS LINE ! ************/ var s_code=s.t();if(s_code)document.write(s_code)//-->