Pulp City: Full Effect Kickstarter coming Q1 or Q2 2020!
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!
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.
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).
Stalwart war hero and brilliant scientist, Professor Maksimilian Mikhailovich Zolotov is the undisputed leader of the Red Republik. The Team’s very existence is merely an extension of the application of his will. Determined to provide his nation with a cadre of Supremes, he succeeded using dark science. A lab accident during his experiments caused him to be transformed into Professor Hammer as he designed his own replacement limbs and cyber-jaw. A Supreme in his own right, Hammer now had the physical capacities to match his intellect and willpower, allowing him to lead the Red Republik from the front.
Professor Hammer provides Actions which can take some getting used to. Power Smash is a straightforward close combat Action (enabling Smash It Up), delivering Damage 2 as FX (basic Effect), and Damage 1 or Knockback 4 as EFX (Extra Effects). Next is I Volunteer You!, a very interesting Combinable Action! This Action is Strong with Red Republik, inflicting Damage 1 and Shift 4 as FX – you may ask why you would want it, well it offers Shift 2 or Attack 1 among its EFX; against an Enemy choose from Damage 1, Shift or Suppress 1! Finally, Iron Litany is a Pulse which is cheap to use (2 AP) but offers an array of buffs Limited to Red Republik as EFX all offset by Damage 1.
Hammer’s Powers will allay wariness some players may have about Damaging their own models. Rocket Fists adds +1 die to his Strength rolls and allows Power Smash or I Volunteer You! to be used at range for an extra 1 AP. In Russia, Hammer Strikes You allows Power Smash to be used as a Reaction with a further +1 die bonus. Finally, For The Motherland grants a Power Up die all Friendly Red Republik Supremes each time a Friendly Red Republik Supreme is KO’ed – this can be exploited using Hammer’s buffing type Actions, and especially with Red Robots.
In terms of Leader Cards, Energy Boost is ideal to make Friendly Supremes hit as hard as they can as quickly as possible, stacking with the buffs that Professor Hammer provides. Think about Ultimate Warrior to maximize EFX outputs, especially with Attack and Power Up buffs likely to be in play. The Red Republik Faction Leader Card (Iron Curtain) give a very specific protection: Immunity against Enemy Mind and Spirit Actions for a Round – this can set up a decisive assault against Factions like Necroplane, Blood Watch or Forgotten especially. The Red Republik can move surprisingly fast but can suffer in an attritional battle, so act quickly with them and choose cards to suit that style.
In a Red Republik Team, Red Robots can benefit from I Volunteer You! or Iron Litany, using Repair to Self/ Heal Damage taken while being buffed. S.P.U.T.N.I.K. and Professor Hammer can work together to Shift allies multiple times, moving models 4-8 inches up the board to quickly dominate territory; this offers particular synergy for models who need to Fatigue themselves such as Siberian and Snieschinka. Take Jade Oni through Honorary Member; move Hammer, then use I Volunteer You! at range to buff Jade Oni and effectively advance him 2 inches at the same time.
Continuing our Spotlights on Supreme Genesis creations, this time we take a closer look at the mighty Antaean, created by Ross Benford.
One tale of ancient Greece is “the giants revolt”. Legend told that the Titans, imprisoned in Tartarus, plotted against Olympus. Their plan was to locate the herb of immortality. Zeus foiled them, found the herb first, and took it to the heavenly planes. However, small traces of the herb remained. Some tales say a warrior stumbled upon the herb ground where the herbs rested, becoming a champion for the gods. Others stories depict a drunkard inadvertently mixing the herb with honey, creating a beverage that accidently bestowed upon him god-like powers. In all accounts, the unknown protagonist used his new-found powers for heroic deeds, naming himself “Antaean” for his superhuman strength.
A Level 3 Hero Powerhouse, Antaean is a heavy-duty threat at close quarters, and one of only two Powerhouses with Flight Movement Type. His first Action is Power Takedown, a 2 AP close combat Attack causing Damage 2 as basic Effect (FX), with Extra Effect (EFX) choices of Damage 1 and Grab & Throw. The latter can allow Antaean to immediately use the victim of Power Takedown as a missile for his Throw Action. Throw does Damage 2 as EFX, with Damage 1 and Knockback 4 as EFX. A combo of both Actions allows Antaean to put out a lot of Damage in a single Activation. Antaean’s final Action is Foot Stomp, a Pulse with 3-inch range inflicting Damage 1 and Stun as FX, and Damage 1, Knockback 4 or Power Down 2 as EFX.
Antaean’s first Power is Touch of Immortality which allows him to Fatigue himself in his first Activation each Round to Heal 2 lost HP. Laugh It Off gives Antaean a Power Up die whenever he cancels any EFX as Defender (working well with two of his Trump Traits, Defense and Agility). Finally, Sturdy As A Greek Temple renders Antaean Immune to fall and Crash Damage and stops opposing models benefitting from Size Matters.
Antaean works very well with either Dead Eye or Dr. Warlock as Leader as he meets the requirements for their respective Faction cards. In addition, Dr. Warlock can super-charge Antaean with additional Power up dice, typically in Rounds one or two. Take Antaean with Vector to use Pixels for a defensive bonus, increasing his already impressive durability. Using Flight of the Phoenix, Crimson Oni is great to further enhance Antaean’s mobility. Tekkna, Trail and Dead Eye can all usefully supply Power up dice to maximize Antaean’s threat. Finally, use Honorary Member to include Antaean in a Blood Watch Team, and take advantage of Blacksmith and Red Riding Hoodoo’s buffs.