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Pulp City: Cold War

Created by Pulp Monsters

The greatest Supremes of the Cold War have returned to Pulp City set to pick up the fight where they left off.

Latest Updates from Our Project:

We Did It!
over 10 years ago – Sun, Nov 01, 2015 at 10:03:22 PM

Thanks to all you amazing backers we've done it. The Cold War Kickstarter is over but the fight is just beginning. Thanks to the support of all 176 of you amazing backers we've far exceeded our goals for this campaign. So in honor of all of you meet Prisoner #176

Prisoner #176
Prisoner #176

 We at Pulp Monsters will keep you informed of our progress in the coming weeks and months with regular updates. 

Thank You Again,

Maciej, Leon, Devon, & Melvin

Your Pulp Monsters Team

You didn't see that coming?
over 10 years ago – Sat, Oct 31, 2015 at 12:37:36 AM

As we are in the last 48 hours, we have one more surprise for you!

The Twins, Bulletta and Baroque, available for as an instant add-on!

 Ivan and Dina Lazarev, separated at birth, are two most unlikely twins you will ever meet! She was raised in the hardships of Siberia, he - in the coven of sorcerers. Their powers were awakened when Twins turned 18 and it was the first moment when they realized there is something amiss. Lazarevs have no loyalty save for the each other. This vicious duo is over-the-top and will be a blast to play!

In terms of the gameplay, there is a lot of synergies between the two - in fact, their miniatures will represent it - even though they are playable as stand-alones, you will have a way of combining them through the spell effect when in Base to Base. 

They both work for Supreme Alliance (redemption story!) and Red Republik and are Level 2s (Support and Speeder). Enjoy!

Look at where we are! All that stuff in the pledge. 

 But we can still get so much more! Invite your friends to unlock the FREE mascots and two more additions for the kennel are very close!

 Stay strong in the last two days and thanks for being with us!

Maciej & The Team

Final 48 Hours!
over 10 years ago – Sat, Oct 31, 2015 at 12:03:08 AM

The campaign PULP CITY COLD WAR campaign has entered its final 48 hours, and thanks to our incredible backers has been great success so far!

We still remain hopeful that we can unlock the Mascot stretch goals if we get enough backers so please spread the word!

And a reminder that the ‪Teambreaker‬ and ‪Teamhammer‬ pledges include the limited release Trojan and Turncoat minis!

Spotlight on E.C.T.O.
over 10 years ago – Thu, Oct 29, 2015 at 04:30:57 PM

A retired hero who sacrificed himself to stop the nefarious plans of a fellow scientist, Dr. Alfred Thomas is now trapped in an artificial body and is known as E.C.T.O. - Engrammic Cybernetic Technological Organism.

E.C.T.O. is a Support Supreme with some unique features. Firstly, his abilities reflect his capability to control his body density – he can become Spectral or Hyper-dense (becoming Immune/Displacement Effects and adding +1 die to STRENGTH Action Rolls); his Powers also allow him to affect Spectral models. E.C.T.O. has the 2 AP Throw Action (identical to that on Silverager and many Powerhouses). His Phase Grip Action is a Dynamic Action (working on a T#), which means that it doesn’t matter how tough his enemies are when he rolls. As a Dynamic Action Phase Grip doesn’t benefit from Combat Bonuses, but can benefit from Power Up dice so he can scare even those models with the highest DEFENSE such as Dark Solar, Iron Train or Doom Train.

E.C.T.O.’s final Action is Improved Analysis (AP 2); like the Analysis on other models, this grants E.C.T.O. a Power Up die if successful, but also allows him to give a Power Up die to a Friendly Supreme (applies to FX and EFX). Unlike most equivalent Support Supremes, E.C.T.O. only has AP+ of 3, however his AP Limit is 4 and HP is 9 (both higher than usual for Level 2 Support Supremes).

Spotlight on Siberian
over 10 years ago – Thu, Oct 29, 2015 at 03:33:27 PM

The greatest hunter and shaman in all of Russia comes from the Siberian forests. Through ancient bloodlines and shamanic rituals this man is able to take the aspect of the tiger. When rumors reached Professor Hammer of the Man-tiger of Siberia he spent months alone in the wilderness trying to find him. Eventually it was that determination that impressed the great hunter, and slowly won his loyalty. Though loyal, he is a shaman and will never divulge his name and so is simply called after the harsh land that shaped him, Siberian.

An expert marksman Siberian uses his deadly Sniper Rifle ([AP 3] PRJ 12, FX: Damage 2 EFX: Damage 1; Stun) at range to pick off targets. His true power is his Snare Traps. Models in BTB with a Snare are unable to use Movement Actions ([AP 2] Snare Defense 6 [Stealth] 1 HP). If he does get into trouble his Wily Cat Action ([AP 1] RCT/BTB FX: Self/Shift 4) will let him escape to strike again.

Befitting a master hunter, Siberian’s Powers enhance his combat potential. Sniper Shot grants Siberian +2 dice with his Sniper Rifle if he doesn’t use a Movement Action in the same Activation. His Master Trapper Power showcases his amazing board control. Using a Movement Action himself and suffering a Fatigue Siberian can move any or all of his Snares up to 4 inches. Sneaky, deadly and capable of disrupting any enemy’s battle plan Siberian is not to be underestimated.