As we prepare for Pulp City Full Effect sometime in 2021, we will profile the upcoming Supremes for Full Effect in more detail – well, to get us off to a strong start we will show two characters this week, working from A to Z!
You may have already seen the Amduat’s sculpt, but Zero has only just been finished, and now you get to feast your eyes on the Coven’s long awaited long-range assassin!
We have a new Plot for Pulp City games – Quantum Chaos. This is the first of several new plots we are working on the background, which could become Stretch goals for Pulp City Full Effect.
Quantum Chaos represents a Quantum Bomb being lost in the city, with its parts scattered over part of the metropolis. Teams race against each other and the 4 round time limit to gather the scattered bomb parts and Control the bomb itself!
It is time for your Supremes to heed the call or take their chance!
Pulp City: Full Effect Kickstarter coming Q1 or Q2 2020!
The Pulp City web-store has reopened!
As a thank you for our fans’ patience and to celebrate the reopening there is a special promo code giving 20% discount – SUPREME19 (this code applies until September 5th).
Pulp Monsters and Kitbash Games are incredibly excited to announce their partnership to deliver a bold next era of Pulp City gaming!
This partnership will deliver new miniatures and new game-play choices, rules updates and errata, and regular new online content for Pulp City.
The brainchild of Maciej Żylewicz’s Pulp Monsters, Pulp City is the blockbuster miniature skirmish game of Supreme battles which has been supported since its launch by an amazing and dedicated fan-base.
This new partnership between the company that created both the game and its remarkable vision, and a returning creator from Pulp City Supreme Edition, will ensure that Pulp City continues to grow and thrive.
Stay tuned for more announcements in the coming days, weeks and months!
We have added the February 2017 Errata & FAQ update to the downloads section which you can find here: link
The latest update adds:
Heavy Metal’s time-twisting scientist-swordswoman, Chronin seeks vengeance for the loss of her family while forging her own future.
When her parents and siblings were brutally killed by agents of the Jade Cult, strange powers were unlocked within the young girl later known as Chronin. Armed with the sword she took from the killer sent after her family, Chronin moved to Pulp City and today is a stalwart member of Heavy Metal, and a Hero admired around the world. All the while, the young scientist-Supreme seeks to both unlock the secrets of temporal manipulation and use that knowledge to stop the insidious reach of Green Emperor into Pulp City.
Although only a Level 1 Tank, Chronin can be surprisingly effective and durable, but that depends on timing in how she is played. Chronin’s only Attack is Flurry, a close combat Action with Damage 1 as its base Effect (FX). Flurry has no Damage as Extra Effect (EFX), instead the Flurry of Blows Special Effect allows Chronin to immediately repeat Flurry at no additional AP cost. With good die pooling and a little luck, for 1 AP Chronin can deliver several low-Damage Attacks. Supplementing this is Fast Forward, an Instant Action which buffs Chronin through Self/Attack as FX or EFX, with Self/Shift as another EFX option. Finally, Chronin has Time Shield, another Instant Action, providing Self/Defend 1 as both FX and EFX – great for sitting on Objectives or defending an ally with her Tank Power.
Chronin’s sole non-Role Power is Time Control. This allows her to combine any number of Actions within a single Activation, regardless of Action type. For example, she could Move twice to get into Base to Base with a Friendly model or claim an Objective, then use Time Shield three times to boost her defensive die pool. Alternately, she could Move to Attack (gaining from Momentum), use Fast Forward, then Flurry once or twice, and then Move away again. There are plenty of creative ways to use Time Control.
Heavy Metal’s Chronin works superbly with M.O.D.; she can Activate first, then M.O.D. Activates through Roger, Wilco in the same Turn. Additionally, M.O.D.’s Utility Bot or Shields can further buff bonuses Chronin gains from her Instant Actions. Alternatively, Lady Cyburn can Attack an Enemy, then use Heaven’s On Fire to Activate Chronin, creating a potential three-Supreme Chain Activation with M.O.D.. C.O.R.E. Charlemagne’s Access Points add an extra defensive die, supplementing Chronin’s resilience. Nuclear Jones’ Atomic Boost can add an extra Attack die for Flurry. Finally, in a The Way Team, White Tiger provides +1 die to all Flurry Actions.
You can read the full story (so far!) of Chronin here (click for link).
If you want to include Chronin in your Team you can find her in the web-store here (click for link).
The constant companion for the human embodiment of Ahau Kin, Stalker is the perfect ally for Solar, Dark Solar or Avatar of the Jaguar.
Spirit guide for the human personification of Ahau Kin, Stalker is a strange new fixture across Pulp City’s sprawling metropolis. A courageous warrior killed in battle centuries ago, the creature now known as Stalker was reborn as ally and mentor to Ahau Kin’s earthly avatar. Now the guide wrestles with serving and subtly directing the fractured incarnations of Solar, as well as the undeniable feral impulses he feels in his animal form. Bloody violence inevitably follows in the wake of the representatives of Ahau Kin.
Stalker’s three Actions tightly define how to best use him. Lunge is his only Attack, based on his good Agility Trump value of 5. Lunge’s base Effect (FX) and Extra Effect (EFX) are Damage 1. Stalker can supplement Lunge to boost his die pool through Prowl. Prowl is a Combinable Action and offers Self/Attack 2 as FX and Self/Power Up 1 as EFX. This allows Stalker to use Prowl, then Move into Base to Base (BtB) for a Momentum die, then follow this with Lunge, which should hopefully generate 4 or 5 dice. Finally, Ahau Kin’s Mark is also Combinable, and is used to deliver Power Up dice to Solar, Dark Solar or Avatar of the Jaguar from up to 12 inches away.
Defensively, Stalker has three key features which help him out. Firstly, he has Stealth, restricting most Attackers to needing to be within 4 inches (adding protection against annoying sniper types!). Second, his Wall Crawling movement type adds a +1 High Ground die bonus when in BtB with Objects or Structures. Lastly, his Elusive Power provides a further die when Defending in close combat (when in BtB) – this stacks with the potential High Ground bonus and allows Stalker some freedom to claim table quarters etc. with added resilience.
Stalker is the ideal enhancement for a Team including either Solar, Dark Solar or Avatar of the Jaguar – able to buff with Power Up dice at distance while sneaking around claiming Objectives. In a Dark Solar all-Nature Team he can buddy up with Bigfoot to create an outflanking force. Stone Hawk can add extra protection for Stalker if holding an Objective or table area by Summoning Stoneshapes, while Xenobi can use Taunting against living models to draw them away from Stalker if he is guarding a precious Objective.
You can read more about Stalker here in the Heroes and Villains section (click for link).
If you want to add Stalker to your Team, you can find him the web-store (click for link).