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!
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.
Desperate for an edge even his science could not provide, Professor Hammer turned to the mage Baroque to add the ranks of his Supremes. Under Baroque’s guidance a trap was set for Perun, who in turn would act as an anchor to lure dark Chernobog to the Earthly plane. Chernobog responded, but freed his ‘brother’ from the unseemly techno-magical shackles the mortals had utilized. Chernobog agreed to serve alongside Hammer and his followers, all the while listening to the call of another ancient power.
Chernobog is a variant Special Card for the Perun model, a powerful Level 2 Brawler with ranged combat options. He offers a fairly standard AP 2 Projectile Action, Umber Bolt, an AP 2 ranged Attack inflicting Damage 1 as base Effect (FX) and Damage 1 or Pull 6 as Extra Effect choices (EFX). Next, Chernobog has Power Smash, an effective close combat Action allowing him to use Objects to add the Smash It Up Combat Bonus. Power Smash delivers Damage 2 as FX and Damage 1 or Knockback 4 as EFX. Finally, Umber Vortex is a potentially devastating area effect (a 6-inch Pulse) which Damages and can steal Power Up dice for Chernobog, however it is not selective so can affect Friendly models too.
Chernobog’s Essence of Umber Power inflicts Damage 1 on Living models in Base to Base (BtB) in each Effects Phase; ensure Chernobog moves as late in the Round as possible to maximize threat – Umber Bolt’s Pull EFX is very useful here. His Bonds of Despair Power renders any Living model in BtB Immune to Displacement Effects – useful for anchoring allies (especially any Forgotten), and for sneakily stopping models able to displace themselves such as Androida (Lightning Fast) or Twilight (Vanish). For example, move into base to Base with Twilight to render her Immune to the benefit from her own Reaction!
Chernobog naturally fits Red Republik and the Forgotten. Professor Hammer’s Iron Litany advances Chernobog through Shift and adds buffs. S.P.U.T.N.I.K. can similarly move Chernobog into position faster, allowing you get an early assault on your opponent. Use Mr. Kraken’s Malevolence then subsequently overlap the same area with Umber Bolt – leaving Targets with minimal defensive dice. Outside those Factions, Xenobi’s Taunting offers synergy by moving Enemy Supremes closer to Chernobog. Finally, Sister Bedlam can offset some of the risk to Team-mates of Umber Vortex with her Pain-Link Aura.
Unrelenting armored agents of the Jade Cult, Terror Cotta Warriors are robotic soldiers in the service the Green Emperor.
Forged from illicit technologies that no government would sanction; the Terror Cotta Warriors are the backbone of the Jade Cult’s army. Each unit is controlled using grafted biological components taken from servants of the Green Emperor who have failed him. In some way they serve anew as effectively mindless drones, programmed to fulfill the will the master of the Jade Cult. Terror Cotta Warriors have now been deployed in growing numbers on the streets of Pulp City as the Green Emperor has turned his gaze upon the distant metropolis.
At 2 AP, the main Attack Action for Terror Cotta Warriors is Homing Rocket, an Indirect Action with 8-inch range, which doesn’t require Line of Sight. It is Strong/All (adding +1 die to rolls), with basic Effect (FX) of Damage 1, and Extra Effects (EFX) of Damage 1 or Stun. Secondary to this is Power Smash, an excellent Attack dealing Damage 2 as FX, and Damage 1 or Knockback 4 as EFX; however, this uses Terra Cotta Warrior’s non-Trump Strength 5. Finally, Terror Stomp is a cheap 1 AP Pulse with 2-inch range, delivering Suppress 1 as FX, and Damage 1 or Knockback 4 as EFX; this is useful to soften up a target before a subsequent Attack by Terror Cotta Warrior or an ally.
Level 2 Tanks, Terror Cotta Warriors are often the backbone of a Jade Cult Team. Having Trump Defense of 5 and the Armored Power enabling them to use Defense instead of Agility (but as non-Trump), Terror Cotta Warriors have an in-built resilience, with their biggest weakness being Spirit value of only 1. Thanks to their Trooper Power, an all-Jade Cult Team can recruit up to 3 Terror Cotta Warriors, providing plenty of back-field shooting as well as an incredible and almost unmatchable supply of Tank protection.
Tanuki works very well with a Terror Cotta Warrior, benefiting from Tank protection, while supplying Power Up dice in return. Green Emperor’s Shadow Mastery Leader Card adds significantly to Terror Cotta Warriors’ durability by granting Stealth and Immunity/Projectiles to the Team for a Round. Outside of Jade Cult, Support Supremes with ranged abilities such as Gemini X and Gemini Y or Lady in Red can utilize a Terror Cotta Warriors’ Tank role while the Warrior fires off Homing Rockets. For the Forgotten in general, a Terror Cotta Warrior offers a more durable Tank option if needed (likely through Honorary Member).
Orphaned following a savage attack on her family, Victoria van Helsing was taken in and trained by the Order of the Forge to become the ultimate hunter of fiends. After many years of preparation she was finally ready to hunt her family’s killer. That quest eventually brought her to Pulp City where she gathered together the latest incarnation of the Blood Watch. Her quarry has so far eluded justice at V.H.’s sword. Soon a reckoning will come, and vengeance will be V.H.’s.
V.H. is a Level 3 Leader, offering distinctive abilities. Firstly, her main Combat Action, Power Lunge, uses her excellent Agility value of 6 against Defense. Power Lunge is a close combat Attack with Damage 2 as its basic Effect (FX), and Damage 1 as sole Extra Effect (EFX) choice. Warding is next, a debuffing melee Action, offering a combined FX suite of Stun, Power Down 3 and Hinder, with Self/ Power Up 1 as EFX; Hinder is a Special Effect which negates the Target’s Role Power (except Leaders), especially useful against Tanks and Speeders. Finally, The Hunter is a Combinable Projectile Action with 6 inch range, with Master Hunter as FX and Follow Up as EFX; Master Hunter is another Special Effect, allowing V.H. to generate EFX on a 4+ for subsequent Action Rolls against the Target until the following Effects Phase, much like a Powerhouse.
Blood Of The Hunter is V.H.’s first Power, allowing her to win tied Action Rolls against Villain Supremes. Next is Exorcism, granting +1 die to Friendly Supremes when Attacking NonLiving and Outsider models (very useful if facing Necroplane, Forgotten, or to a lesser extent Coven). Her final Power is Hunter Training, which ensures V.H. always rolls a minimum of 3 dice as Attacker for Action Rolls, which applies to all her Actions. This gives her excellent protection against Suppress and makes her less reliant on Attack or Power Up bonuses than most Leaders.
As with other Leaders, V.H. is able to choose Leader Cards. You can use these cards to enhance your Supremes or cover options you think your Team needs. In addition, if she is part of an all-Blood Watch Team she gains the Night Stalkers Faction card. Unusually, this card allows the player a choice of bonus, as +2 dice to all Attacks or +2 dice to all rolls as Defender for a Round. Since Blood Watch has some excellent buffs through V.H., Blacksmith and Red Riding Hoodoo, this can create some very powerful die pools which can catch your opponent off-guard. Consider using the Ultimate Warrior and Adrenaline Surge Leader cards, especially in conjunction with Night Stalkers.
V.H.’s Leader Card choices offer excellent synergies with the abilities of Blacksmith and Red Riding Hoodoo, providing excellent boosts to a whole Blood Watch Team. Blood Rose and Moon Coyote are both great Supremes to get V.H. into the thick of battle. If you are facing a Team with a lot of Outsider or NonLiving Supremes, then Six Feet Under’s Dust To Dust will be more likely to trigger thanks to V.H.’s extra die from Exorcism. If you feel her Team needs a harder-hitting Infiltrator, you can use Honorary Member to recruit Bigfoot. Finally, Red Bella’s Idol Points work well with Master Hunter and Hunter Training, allowing V.H. to reroll dice to try and trigger EFX.
Rosie is a Powerhouse, and as a Powerhouse she is a big model who packs a lot of punch for any Team taking her!
Rosie ‘Baby’ Rude’s physiology was transformed by mutagenic fallout from the Fall. With Heavy Metal’s help, this giantess was able control the new energy coursing within her body, and has adapted to the changes it has brought her. The epitome of girl-power, Rosie is now the city’s busiest construction worker, using her size and superhuman strength to repair the damage wreaked on the skyline by Supreme conflicts, while battling alongside the city’s heroes in times of need. Whenever the call of Dead Eye goes out, Rosie steps up to the plate as she strives to protect her home, Pulp City.
A Level 3 Powerhouse, Rosie is a hard-hitting model in keeping with her Role. Her Actions are all combat-focused and her various basic Effect (FX) and Extra Effect (EFX) options deliver the game’s furthest potential Knockback. Costing 2 AP, Batter Up! is a close combat Action inflicting Damage 1 and Knockback 4 as FX, with either Damage 1 or Knockback 5 as EFX. Wild Swing is similar but is a Pulse with 2-inch range, inflicting an amazing Damage 2 and Knockback 3 as FX, Damage 1 and Knockback 3 as EFX, for 3 AP. Finally, Steel Glove is an Instant (IST) Action which adds Self/Attack 1 as FX and EFX for 1 AP, and can maximize her EFX with Batter Up! and Wild Swing.
Rosie’s first Power (Girl power) adds 1 extra die per point of Strength the Target has above 5. This makes her ideal for taking on other Powerhouses or very strong models such Supreme Zed, Wonder Wight or Hellsmith. Her other Powers grant Rosie Immunity to Displacement Effects, Fatigue (only from the Actions of others, not Rosie’s own Actions) and Stun (except if Burdened). This allows Rosie to either stay in place or remain mobile for Objective grabbing and holding, as well as minimizing Enemies’ non-Damaging Effects used against her.
Rosie is excellent with Dead Eye as they can safely sit on Objectives soaking up whatever hits them. Consider her with Slug Muldoon: firstly, Slug Fatigues and Stuns a model using Tangle Wire (preferably a model which has already move) then Rosie attacks the vulnerable Target. Tekkna can supply Power Up and AP. Crimson Oni can use Flight of the Phoenix increasing Rosie’s mobility. Finally, use Honorary Member to take Rosie with Coven; Rook can increase her AP Limit, allowing more Action choices – two uses of Batter Up! with Steel Glove, or Batter Up! and Wild Swing in one Round.