Thanks to the Cold War Kickstarter we very recently added some new variant character cards to the store, allowing you to use existing characters in new and exciting ways!
Specific Supremes can be used with any of their appropriate cards, their regular or Special Cards, giving added game-play choice and adding Team-building and tactical options for players.
Arquero (Cold War)
As Arquero comes to terms with the legacy he represents, he has been taken under the wing of the returned Supreme Alliance. This has caused him to move away from the shadowy path he was following, to become the hero he was meant to be.
As well as adding the Supreme Alliance Faction affiliation, Arquero’s Alignment becomes Hero only. His main change though is his new Legacy Hero Power, which gives Arquero a bonus to Action Rolls when he is within 6 inches of a Friendly Supreme Alliance Supreme!
Perun’s dark ‘brother’, Chernobog was summoned to the earthly plane by Baroque. He has allied himself with the Red Republik, but secretly heeds the whispered call of the Forgotten.
A variant character for the Perun mini, Chernobog is a separate character for Team-building purposes. Hard-hitting like Perun, he swaps Air and Water Elements for Darkness and Fire (Living foes beware!). Umber Bolt has Pull EFX which synergizes with his Powers, turning Chernobog into a dangerous ‘tar pit’. Finally, Umber Vortex wreaks havoc with clustered models!
Perun (Cold War)
The Cold War version of Perun represents the Hero among his staunchest allies, as the current Perun picks up his predecessor’s mantle in the time-displaced team.
This card makes two key changes to Perun: in this version, he is not a Freelancer, and his Stormcaller Power is replaced by the more defensive Stormwall. Stormwall adds durability for Perun and Friendly models in Base to Base at the cost of some offensive capability, but Perun remains a heavy-hitter even in this version.
Sister Bedlam (Coven)
After years of using her dark science to heal and harm, Sister Bedlam’s criminality caught up with her. Now back from the dead, she has joined the Coven, and once again pursues her diabolical research into life and death.
The Coven version of Sister Bedlam’s card has her as NonLiving, but most importantly changes her Power. Through Dark Mercy, Sister Bedlam remains in play as long as she has nearby models to transfer Damage to if she is KO’ed. This Power can be used as often as needed, so she really benefits from Minion allies.
Tangent (Cold War)
A second-generation sleeper agent, deep conditioning laid down by Professor Hammer’s machinations decades earlier has now asserted itself in Tangent. The anger and bitterness has today been usurped by a loyalty to Hammer that she strains against.
As well as adding an extra Supreme to the array of Red Republik choices (without having to use Honorary Member), Tangent replaces More Than luck with Sleeper Agent; this can generate 1 power Up die per Round for Tangent adding even greater supply of dice for her signature Tangents ability!
These cards reflect the directions characters are growing in and we will add more alternative Special Cards as the Pulp City storyline continues to unfold!
Beginning with a look at Powerhouses, we are relaunching Behind the Mask as occasional features to give insights into different types of Supremes based on Role or in-game function.
Powerhouses are the ‘big guys’ (and girls!) of Pulp City. They are larger and hit harder than most other models, and can soak up heavy punishment. In basic terms, if you want a Supreme to take the fight to your opponent, then a Powerhouse is your best option. Every Faction has access to a Powerhouse, and Hero and Villain Team builds have plenty of options. The flip-side to that is that typically a Team can only include one Powerhouse, and most Powerhouses cost 3 Levels.
Powerhouses have a few key common strengths. Their Attack Traits tend to be exceptionally good. This means they have a good chance of hurting even the toughest Tank or Leader. In addition, most Powerhouses have at least one Action that is an area effect of some type (usually either an Overrun or Pulse). Finally, they can often unload a lot of dice in Attack, backed up by their Role Power which turns 4, 5 or 6 results into EFX on a successful Attack. Their biggest weakness for opponents to exploit is that they usually have at least one low value defensive Trait.
Die-pooling is key for Powerhouses, underscored by the fact they do not add Action Points (AP) like other Roles. Instead, they generate a personal pool of Power Up dice each Round, typically 2 to 4 dice. Therefore it is vital to ensure the rest of your Team generates the AP you need to make maximum use of what will likely be your hardest-hitting model – Support Supremes are vital here. It also means you will want to manage their Power Up resource well. Generally, because of their Role Power, you will more often create EFX offensively than cancelling EFX defensively with a Powerhouse. Therefore, it makes a certain amount of sense to use them mainly for Attacks. It may be worthwhile to assume 2 Power Up dice per each EFX you want to achieve on an Attack. Something else to consider is that if you haven’t previously used a Powerhouse, they will often peak in terms of Power Up die pool in the second.
Powerhouses can offer an incredibly destructive option for your Team, but you need to make other choices around them to ensure plenty of AP to fuel their Actions. They can be harder to fit in Teams playing lower Encounter Level games as they are the equivalent of two or three other Supremes, however if you time their Attacks well they can easily leave an unsuspecting opponent in disarray within a single Activation, rapidly turning the tide of battle.
Powers & skills: superhumanly strong cyber-arm; inspiring leader; indomitable will.
Dead Eye is the unofficial Leader and focal point of Pulp City’s Supreme vigilantes, those mostly working outside Heavy Metal, Blood Watch and even the Way. He has been on the Supreme front line since he first reappeared in public view, trying to atone for his personal fall from grace. A great tactician, Dead Eye is an unwavering defender of Pulp City equally adept at inspiring others as well as bringing the smack-down to any who threaten his home town!
Dead Eye combines personal courage, cyber enhanced strength, and a tactical acumen that impresses even C.O.R.E. If you like the kind of Leader who is always at the forefront of conflict then Dead Eye might be for you.
Dead Eye has high strength and an outstanding melee Action: Power Smash. This allows him to use the Smash It Up bonus and hit people with cars etc. for an extra die. He also has a ranged Ray Action, allowing him to hit multiple models at once. Finally, Walk It Off allows him to remove Stun and Suppress from friendly models, a useful counter-measure especially against Necroplane and Coven who use Suppress often.
Perhaps his biggest strength is his Tactics Power, allowing another friendly model to Activate directly after Dead Eye’s first Activation every round – an incredibly potent tool for setting up combos. His Faction Leader Card gives bonuses to any friendly model attacking models of higher Level, excellent when fielding a number of Level 1 Supremes, or to help counter an enemy Powerhouse.
Dead Eye works great with the Hero Starter set, as they are all effectively Indy Hero’s and represents a smart way to quickly bring your team up to Level 9. Add in Dead Eye’s favorite Minions the Vigilantes for more board control (they benefit from extra dice against Enemies when in Dead Eye’s Team), and really kick things off.
Dead Eye can be found in the web-store here: Dead Eye (link) – his game card can be viewed in-store
Vigilantes can be found in the web-store here: Vigilantes (link) – their game card can be viewed in-store