Spotlight on Harrier

harrierHarrier is a classic Supreme that has a lot to offer almost any Team line-up; mobile and surprisingly hard-hitting, she packs a (flying) punch!

A mutate from birth, Harriet Henderson later discovered that she was the sole successful product of a secret project to create super-soldiers. That revelation only followed tragedy however – the brutal murder of her parents after Harriet refused to be manipulated by an agent of the mysterious Sanguine into stealing a valuable painting. Things got rapidly worse as her entire life was erased from record. Desperate, as Harrier she confronted Sanguine in a fight to the death, only to learn later that he had survived their encounter. Today she is a lost soul, drifting through the shadowy world of Supremes.

harrier-page-002A level 1 Brawler, Harrier has Flight movement and simple but effective Actions. She has the basic Strike, a close combat Attack delivering a base Effect (FX) of Damage 1, with Damage 1 or Knockback 4 as Extra Effect (EFX) choices (helpful to remove models sitting on Objectives). Charm is a Combinable Instant Action offering Self/Defend 1 as FX and EFX; ideal if you think Harrier will be exposed to counterattacks after using Strike. Finally, she has Fly By, an Overrun with 6-inch range inflicting Damage 1 as FX, and Damage 1 or Fatigue as EFX. The Fatigue option is great for keeping Enemy models in place, mitigating Momentum and Bounding bonuses and allowing you to subsequently Target specific models with multiple Attackers.

Harrier’s Brawler Role bonus gets an extra boost from her High Ground bonus from Flight, meaning she will usually roll 3 dice on Attacks. This means she is best used aggressively with judicious selection of Targets (Level 1 Supremes except those on larger bases, and Minions are perfect Targets). This complements her personal Power which adds +1 AP to her Team’s pool each time an Enemy model is KO’ed; getting into protracted fights with high-HP models won’t earn additional AP very quickly, whereas a Fly By on a group of Minions can yield a fast return.

harrier-artHarrier delivers great utility for a lot of Team builds. Dead Eye, Dark Solar and Mysterious Man are natural choices for Leader as they can supply Power Up dice to enhance Harrier’s Actions, freeing her to make concerted and efficient Strike or Fly By Attacks. Xenobi’s long-range Taunting can be useful to bring models into threat range for a subsequent Harrier Attack. Harrier can add greater mobility to an A.R.C. force, and fill out numbers of Nature Supremes available for the Primate of Nature – Chosen of the Ape Spirit can give Harrier Strength and Defense 6, and Agility 7!


If you want to read Harrier’s story you can find it here (click for link).


If you think Harrier is just the supreme you need for your Team, you can find in the web-store here (click for link).

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Slug Muldoon – Monster Hunter!

slugmuldoonfinishedDo you want something new to read over the festive period? Well, we have just the thing for you – Slug Muldoon’s story posted up into the Heroes and Villains section of the web-site.


Learn why Slug came to Earth and what he has been getting up to since he arrived!


If you want to learn more, you can read Slug’s story here (click for link).

Posted in: Featured, Pulp City

Merry Christmas from Pulp Monsters!

xmas2016_lrMerry Christmas to Pulp City fans from everyone at Pulp Monsters!


Be sure to stay with us into 2017 for more Supreme action!

Posted in: Featured

Spotlight on Boreas

boreasBoreas is a Blaster specializing in manipulating scatter terrain for powerful attacks and board control.

The Demon of the Winds was one of the first Forgotten awakened in the new age, godlings of eons past reborn into a new age. While previously other isolated Forgotten were hunted down and returned to darkness as they emerged, in the late twentieth century they reappeared in greater numbers under Stygian’s guidance. Boreas’ return to the mortal realm was heralded by pain and death. Stygian soon realized that linked to a human host, the returned wind-demon could be anchored to the Earthly plane as an important agent of destruction, and Boreas has tormented Pulp City ever since.

boreas-page-002Boreas is a Level 2 Blaster, but one that offers area denial through his Actions. Whirlwind is a cheap (1 AP) Projectile Attack with 6 inch range offering debuff through Suppress 1 as base Effect (FX), and choices of Fatigue, Stun or Suppress 1 as Extra Effects (EFX). Next is Gale, Boreas’ primary Attack, a Throw (THR) with 8-inch range inflicting Damage 1 as FX, and Damage 1, Knockback 4 or Stun as EFX. As a Throw, Gale needs Objects to hand, but Boreas’ Host Power helps out here (see below). His final Action is Blood Wind, a big Pulse (6 inch radius from Boreas’ base) dealing Damage 1 and Shift 4 together as FX, and Damage 1 or Stun as EFX.

Demon Of The Winds is a simple Power, granting Boreas both Immunity to Displacement Effects (useful for guarding Objectives), but also Strong versus Flight. Host allows Boreas to use Gale on Objects up to 6 inches away, measuring range to the Target from his base. This creates a large zone of opportunity for Gale. With the Shift FX of Blood Wind, Fatigue EFX from Whirlwind, Knockback EFX from Gale, and Stun EFX from all three Actions, Boreas has a lot of options for area control, supplemented by Host freeing him up with Object missiles from over a wide area.

Boreas artBoreas offers excellent board control for Forgotten Teams. Stygian’s Gaze of the Gorgon offers excellent synergy with Blood Wind, as Shifted models will not be able to reposition in the same Round. Hellsmith’s Earthquake offers Fatigue as an EFX, complementing Whirlwind, isolating models and rendering them unable to move if subjected to both. Whirlwind stacks with Mr. Kraken’s Malevolence debuffs. Beyond Forgotten Teams, 100 Voices’ Terrible Voices or Green Emperor’s Dragon Coil also combine well with Whirlwind. Finally, Seabolt’s Go With The Flow offers Shift as FX, so works effectively with Blood Wind to move Enemy models away from Objectives.


To read more about Boreas’ return to the mortal realm go here (click for link).


If you want to add Boreas to your collection, you can find him in the web-store here (click for link).

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Spotlight on Battlesuit 7

battlesuit-7Battlesuit 7 is a heavily armored hero who successfully combined previously failed research and technology to give himself Supreme-level capabilities.

A severely injured but fiercely patriotic engineer, John Cole went to work for ONR after the Second World War ended. His primary work was to archive failed Supreme-development projects. Cole managed to salvage and combine unique components from several different assignments to create a personal battlesuit, impressing his superiors. Ultimately it was deemed too expensive to mass produce additional units, so Cole was instead allowed to pilot the armor. The armor was modified numerous times over the years, with a renaming in each iteration, and the current version is known as Battlesuit 7.

battlesuit7_def-page-002Battlesuit 7 is very useful Supreme, benefiting from two profiles with a mix of Actions and Powers: in Defensive mode, he is a Tank, and in Offensive mode, a Blaster. In both modes Battlesuit 7 has Power Strike, inflicting Damage 2 as basic Effect (FX) and Damage 1 Extra Effect (EFX). Next is Barrage, a 6-inch range Indirect Attack (which doesn’t need Line of Sight), with Blast 3 and Damage 2 as FX, and Damage 1 or Stun as EFX. Finally, in Tank/Defense mode he has Bastion, a Combinable Action providing Self/Defend 1 as FX and Self/Power Up 1 as EFX, boosting his defensive die pool. In Blaster/Offense mode he exchanges Bastion for Tank Missile, an 8-inch range Projectile adding an extra die from his Role Power, and delivering a mighty Damage 3 and Stun as FX, and Damage 1 as EFX.

battlesuit7_off-page-002Battlesuit 7’s two modes make for an adaptable, hard-hitting, and durable Supreme, giving his player increased tactical flexibility. The change between modes is handled through Shapeshift and both share the Modular Transformation Power, allowing him a ‘free’ Shapeshift once per Round. Defense mode adds Armored, allowing Battlesuit 7 to use Defense instead of Agility as non-Trump. Offense mode offers Overload, which gives an option to increase his AP Limit to 5 in both modes at a cost of being Fatigued and Stunned.

In a Supreme Alliance Team, Spybreaker can remove Battlesuit 7’s Stunned Condition acquired from Overload by using his Alliance Assemble Action. Perun (Cold War version) can further boost Battlesuit 7’s formidable defensive die pool with Stormwall, while Sabotage can use Multipurpose Grenade to add defensive buffs to Battlesuit 7, perfect for guarding Objectives. Outside Supreme Alliance and relying on Honorary Member, Dead Eye can remove Stunned as a similar way to Spybreaker. Rook can stack his AP Limit bonus in a Coven Team, potentially unlocking AP Limit 6! Finally, C.O.R.E. Genghis Khan can remove Fatigue from Overload through Digital Speed.


If you want to add Battlesuit 7 to your Team, you can find him in the web-store here (click for link).

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Spotlight on Bramble

sgx-1-brambleThis is the second of our Supreme Genesis Spotlights, focusing this time around on Andrew Campbell’s fierce forest warrior – nature’s avenger, Bramble.

Deep within Settler’s Green’s wild wood, Supremes gather. Heeding the Heartwood’s call, a slender female known as Bramble is one such who has responded. Bark and leaves intertwined into a humanoid form, foliage forges Bramble’s armor, weapons, and clothing. Joining the growing numbers inhabiting Settler’s Green, Bramble is an avenging spirit fighting for nature and opposing the spread of technology. Bramble’s links to Father Oak and Acorn, and mysterious Mother are not clear. But on occasion she has been seen around the city accompanying other Supremes unconnected to Settler’s Green.

bramble-page-002cropLike other Level 2 Infiltrators, Bramble generates enough AP to meet her own AP Limit, making her an excellent choice for almost any Team. Her first Action is Greenwood Arrow, a 6-inch range Projectile. Utilizing Bramble’s impressive Trump Agility 6, this Action inflicts Damage 1 and Stun as basic Effects (FX), and Damage 1 as Extra Effect (EFX). Next is Green Shade, an Aura creating a zone where Friendly models gain Stealth, ideal to shelter fast models able to move rapidly up the board. Bramble’s final Action is Little Children which allows her to Summon multiple Ash Trees; these provide a +1 die defensive bonus to Friendly models, and as Structures they can offer Cover bonuses if models are well-positioned.

Born From The Green is Bramble’s first Power; with this she is Fatigued and then she is placed in Base to Base (BtB) with an Ash Tree anywhere on the board (although dropping anything she is Burdened with); this can catch opposing models by surprise and allows fast redeployment to claim Objectives. Her second Power is Deep Roots which adds +2 dice to Bramble’s Greenwood Arrow Action if she is in BtB with an Ash Tree – this makes early use of Little Children very important to offer Bramble plenty of choices for movement as well as dice bonuses.

pc-bramblelrBramble naturally works well in a Settler’s Green Team, along with Father Oak, Acorn and future releases, as they benefit from her Ash Tree defensive bonus. As a Freelancer she profits from Dead Eye’s Power Up assistance and Chain Activations. Dark Solar is an excellent Leader option who can potentially supply a tremendous amount of Power Up dice through a game. Pair Bramble with Bigfoot for a very hard-hitting flanking force; she can also protect her ally through Green Shade. Use Honorary Member to take Bramble in a Nature-focused Ulthar Team to grant them defensive buffs through her Ash Trees.


If you think that Bramble can enhance your Team, then you can find her here in the web-store (click for link).

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Spotlight on Sabotage

sabotageSabotage is a Support Supreme able to handle herself in combat, making her an ideal choice for many Teams.

OSS-trained, Collette Moreau (code-named Sabotage) was a teenage Resistance fighter whose actions continuously hampered the Axis powers. Few would believe that one young woman could have been responsible for all the top-secret missions she successfully completed. When the war ended, Colette emigrated to the USA. Her citizenship was expedited in exchange for her joining the nascent CIA, becoming a top field agent. Her prior work in counter-espionage had ensured the success of the Llusk-Van Beek project, and this coupled with her successes as a CIA operative led Spybreaker to recruit Sabotage to his group.

sabotage-page-002Sabotage’s Actions offer various Attacks and buffing Effects. Precision Shot is a typical Projectile with Damage 1 as base Effect (FX) for 2 AP, until you get to its Extra Effects (EFX): Stun, Knockback 2 or Power Down 2 – ideal for debuffing a Target or removing them from scoring for Plots/Agendas. Neural Scrambler is also a Projectile, delivering a Special Effect which limits the Target to rolling 1 die for Mind or Spirit rolls until the Round ends and the next Starting Roll; great against who bring a Starting Roll bonus, or against Factions such as Necroplane and Forgotten. Finally, Multipurpose Grenade creates a buffing zone, with one of three Effects which can be chosen by Sabotage’s player to grant Stealth, Power Up, or Heal.

Sabotage’s first Power is Saboteur; this generates AP for her Team’s Pool equal to the first AP expenditure by the opposing player each Round. This will often be 1 or 2 AP, buts just as importantly it may delay your opponent using a powerful and expensive (AP 3 or 4) Action as his/her opening gambit in a Round. Her second Power is Intel which limits Enemy models to only using no more than 3 dice when Targeting Sabotage; this adds to Sabotage’s durability meaning she can be very hard to take down.

sabotagelrBattlesuit 7 can really benefit from Stealth through Sabotage’s Multipurpose Grenade (Smoke) if sitting on an Objective/scoring area, and similarly Arquero shooting from the backfield. Use Sabotage’s Multipurpose Grenade (Stim) along with E.C.T.O.’s Improved Analysis to quickly load most of your team with Power Up dice. Perun’s (Cold War Special Card) Stormwall can boost Sabotage’s defensive die pool to synergize with the cap on Attack dice against her. Sabotage can be useful in other Factions besides Supreme Alliance; in A.R.C. with Honorary Member, the Primate of Science can boost with Chosen of the Ape Spirit, hugely complementing her Intel Power.


If you would like to add Sabotage to your Team, you can find her in the web-store here (click for link).

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Spotlight on Aquanaut

aquanautOne of the Supreme Alliance’s mightiest members, Aquanaut adds raw physical power to any Team that recruits her!

Appearing during the early days of World War II, Aquanaut was first seen publicly demanding that the growing conflict ceased on the ocean waves. Her proclamation was ignored by warring nations who had no previous contact with Atlantis. Despite initial skirmishes with Heroes such as Sovereign, Aquanaut eventually came to join forces with the Supreme Alliance. As the only evidence of the mythical state’s existence, following the disappearance of Aquanaut and the rest of the Supreme Alliance, Atlantis has never been fully accepted as real by the nations of the world, increasingly dismissed as myth in latter years.

aquanaut-page-002Aquanaut is a very effective Level 2 Brawler, able to go toe-to-toe with even the toughest Tanks. Her excellent Strength 6 backed by her Flight-based High Ground bonus benefits two of her Actions: Power Strike and Trident Throw. Power Strike is a 2 AP melee Attack, inflicting Damage 2 as basic Effect (FX) and Damage 1 Extra Effect (EFX). Trident Throw is a Projectile with 4-inch range, with Pull 4 and Damage 1 as FX, and Damage 1 or Follow Up as EFX. Aquanaut’s other Action is Siren Scream, a 4-inch range Ray causing Knockback 4 as FX, and Self/Power Up 1 as EFX. Siren Scream won’t often trigger many EFX as it is non-Trump, but clustered low-Spirit models such as Minions make ideal Targets.

Aquanaut’s Powers are very much focused on using her in close combat, adding to her Brawler and Flight (High Ground) bonuses. Imperatrix Regina, gives an additional die bonus against models on larger bases (compensating against their Size Matters bonuses); this grants Aquanaut the capability to go hunting larger models including many Powerhouses, Tanks, and Brawlers. Vengeful Pride allows Aquanaut to retain a Momentum bonus if moving from Base to Base (BtB) with one Enemy into BtB with another Enemy. Aquanaut’s player should try to avoid attritional fights as her medium-value defensive Traits do not suit prolonged battles.

aquanautlrE.C.T.O. and Sabotage are great allies for Aquanaut, able to provide Power Up dice to help her deliver a lot of Damage quickly, while Spybreaker can do something similar through Master Plans (Power Up). Beyond Supreme Alliance, as a solid Brawler Aquanaut is a great choice for a Dark Solar Team. Dark Solar can also fuel her with the Power Up dice vital for delivering overwhelming Attacks. Leaders able to boost Attack die-pools are always a good fit using Honorary Member, for example, White Tiger, or Dead Eye or V.H. (the latter using their Faction Leader Cards).


If you think Aquanaut is the right Brawler for your Team, then you can find her in the web-store (click for link).

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Special Cards – Behind The Mask

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!


peruncw-page-001Perun (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-bedlamcoven-page-001Sister 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.


tangentrr-page-001Tangent (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!


You can find the Special Cards section of the web-store here: link.

Spotlight on E.C.T.O.

ectoA versatile Support capable of surviving in the thick of the action, E.C.T.O. can be useful in many Teams, not only the Supreme Alliance!

The product of his nation’s need for more Supreme military assets after the measured success of the Spybreaker program, E.C.T.O.’s origin is marked by tragedy. A retired masked hero once known as Dr. Techno, Dr. Alfred Thomas saw that his partner Dr. Van Der Beek had created an artificial man, the Engrammic Cybernetic Technological Organism, for his own dark purposes and not to deliver an army of Supreme fighting men. Dr. Thomas intervened, using Van Der Beek’s machine to transfer his own consciousness to the body and became entrapped, the lab destroyed as Van Der Beek fled.

ecto-page-002A Level 2 Support, E.C.T.O. brings offers surprising threat. His first Action, Phase Grip, is unusual because it is a Dynamic Action (T#) and not a Trait versus Trait Combat Action. Combat Bonuses do not apply, but if you can stack sufficient Power Up dice onto E.C.T.O. he can deliver a considerable blow with almost-certainty. Phase Grip offers Damage 2 and Stun as base Effects (FX) and Damage with Suppress 1 as its Extra Effect (EFX). Next is Throw, a standard THR Action (requiring Objects), with Damage as FX, and Damage 1 or Knockback 4 as EFX. Finally, Improved Analysis provides Self/Power Up 1 and Team Tactics as FX and EFX; Team Tactics grants a Power Up die to a Friendly Supreme within 6 inches.

Supplementing E.C.T.O.’s considerable Actions are his Powers. Phase Body allows E.C.T.O. to become Spectral at a cost of 1 AP. This Power also allows him to always affect Spectral or Non-Spectral models, which can be a very effective counter to the challenge that Spectral models present. In contrast, Hyper-Density allows E.C.T.O. to Fatigue himself for a +1 bonus to Strength Action Rolls (this includes Phase Grip!), and can stack with his Flight High Ground bonus for Throw; in addition, he gains Immunity to Displacement Effects until the following Effects Phase (perfect for sitting on Objectives).

ecto_smlE.C.T.O. is an ideal Support for Supreme Alliance; his Role Power and Team Tactics Effect both offer synergy with the Cold War version of Arquero, who benefits from being with 6 inches of a Supreme Alliance Supreme. As one of the Team’s heavy-hitters, Perun can always put E.C.T.O.’s Power Up supply to good use. Sabotage can use her Smoke Multipurpose Grenade to add Stealth to E.C.T.O., which coupled with Spectral can make him very hard to take down. Outside Supreme Alliance, Honorary Member makes E.C.T.O. a good Heavy Metal option; M.O.D.’s buffing Actions and Mini Hadron’s Repair complement him well.


If you would like to add E.C.T.O. to your Team, then you can find him here in the web-store (click for link).

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