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:
Spotlight on S.P.U.T.N.I.K.
over 10 years ago
– Wed, Oct 28, 2015 at 11:25:39 PM
Always in the shadow of the great Professor Hammer; Dr. Yuri Petrov used pharmacological research to unlock the full capacity of his own mind with instant success, exhibiting mild mind control and psychokinetic ability. Ignoring warnings, he subjected himself to more treatment. His body and mind mutated out of control, leaving him with a massively enlarged cranium. Only the technology of Professor Hammer stabilized his condition, and only Specialized Polycortex Unit to Neutralize Incapacitate Kill remains.
S.P.U.T.N.I.K. is a Support Supreme with Psychokinetic abilities similar to Doom Train’s Telekinetic abilities: S.P.U.T.N.I.K.’s Psychokinetic Throw is MIND based and offers ranged threat with FX of Damage 1. Like Doom Train, S.P.U.T.N.I.K. can use his Throw Action on Objects up to 6 inches away. S.P.U.T.N.I.K. also has a Psychokinetic Shove Action allowing him to Shift Friendly models. His final action is the one enemies will most want to avoid – allowing S.P.U.T.N.I.K. to use Mind Control.
S.P.U.T.N.I.K.’s Actions all work from his MIND 5; especially useful as one of his powers adds an extra die to his MIND (and SPIRIT) Action Rolls when he is opposed by models with a lower MIND value than his own (giving both offensive and defensive benefits). His biggest weakness is lack of Trump on his DEFENSE (5) and AGILITY (2), which coupled with his 9 HP means he needs to be used judiciously.
Spotlight on Sabotage
over 10 years ago
– Wed, Oct 28, 2015 at 03:45:30 PM
Coming to age as a resistance fighter in occupied France, young Colette Moreau took to espionage as naturally as breathing. When the war ended she emigrated to the US and was quickly grabbed up by the CIA. Her work in counter-espionage brought her to the attention of Spybreaker and the two have been partners ever since.
On the table Sabotage uses her wits and an impressive arsenal of unique gadgets to complete her mission. Her Precision Shot takes advantage of her exceptional Agility to deliver a ranged attack that unbalances her foes (FX Damage 1 EFX: Stun; Knockback 2; Power Down 2). Her Neural Scrambler is designed to interfere with powerful psychic attacks (Affected Supremes roll only 1 die on Mind or Spirit rolls). Her Multipurpose Grenades can hide her team, heal them, or grant them Power Up dice - or all 3 at once!
Sabotage always seems to know what you are planning and the perfect counter to it. Thanks to her Saboteur Power the first time the enemy spends AP in a round her team gains an equal amount of AP to their Pool. Her Intel Power limits the amount of dice an opponent can roll against her. Sabotage helps her team, hinders her enemy, and has the tools to survive a few direct attacks; underestimate her at your peril!
Spotlight on Aquanaut
over 10 years ago
– Tue, Oct 27, 2015 at 11:18:41 PM
After a rocky start including a famous battle with the Supreme known as Sovereign in London, the Allies were wary of Aquanaut. However, after Pearl Harbor, Aquanaut agreed to help the American war effort in exchange for help in protecting the oceans. At war’s end, she stayed to help her friends and became a valued member of the Supreme Alliance.
In-game Aquanaut is a powerful Brawler who excels at hunting larger based models. Her Power Strike Action is a hard hitting melee attack (FX: Damage 2, EFX Damage 1). Her Trident Throw gives her some ranged ability and reels the enemy closer for a finishing strike (FX Pull 4 and Damage 1). If the enemy gets too close she can also use her Siren Scream (Knockback 4) to give her Team some breathing room.
As befits Atlantean royalty, Aquanaut has a great deal of pride and ego. Her Imperatrix Regina Power reflects this by granting her additional dice on attack and defense against larger-based models. Vengeful Pride allows her to leave BtB with an enemy model and attack another enemy while retaining the Momentum Combat Bonus. Though the ocean is her home (she is Water Element) she also has the ability to fly, making Aquanaut a dangerous and slippery opponent.
Spotlight on Universal Soldat
over 10 years ago
– Tue, Oct 27, 2015 at 11:16:51 PM
The finest soldier Professor Hammer had ever commanded, Sgt. Mikhail Zolnerowich volunteered to become the Supreme known as Universal Soldat, the superhuman symbol of Soviet military might. However, the very armour that makes him powerful is slowly killing this great warrior!
In games of Pulp City, Universal Soldat is an unusual proposition: this Brawler is the slowest model in the game (Sprint 3), yet is able to move further thanks to his Accelerator Action. That may not seem enticing at first glance, but that limitation is offset by some excellent advantages: Tank-like HP; high Strength (7; very few non-Powerhouses have such high Strength) for his 2 Attacks; a Damage 2 FX Action (Hammer) that has Follow Up as one its EFX; and he gains Power Up dice as he is Damaged. Your enemy is not going to want to take pot-shots at Soldat, as that just makes him more powerful – they have to focus on taking him down, reducing threat to Soldat’s allies.
Get Universal Soldat into the right position and he can be very hard hitting. He starts the game with 2 Power Up dice, and if he gains more can be a threat to almost any model – even Powerhouses. His other Attack Action – Sickle – has Power Down 1 available as an EFX. The biggest challenge is to get him into battle, which can be done with Accelerator, but also Team-mate’s Actions (SPUTNIK is especially useful here).
Spotlight on Professor Hammer
over 10 years ago
– Mon, Oct 26, 2015 at 06:21:27 PM
After a military career distinguished by his trademark win at all costs attitude Professor Hammer turned his mind to science. After a lab accident he designed his own replacement limbs and cyber-jaw. His brilliant mind was directly involved in the creation of every member of the Red Republik in one way or another.
In game Prof. Hammer tends to let his team do the fighting. His Iron Litany [AP 2] is a Pulse that Shifts Red Republik Supremes and boosts their fighting potential (Attack; Power Up; or Self/Power Up). This isn’t without cost as EFX also causes Damage to the Target (even though they are Friendly models!). His I Volunteer You* [AP 1] Action can Target Friends or Enemies and Shifts them and causes Damage. (EFX: Damage 1; Shift 2; Suppress 1) While his custom metal fists are capable of a Power Smash [AP 2] (Damage 2 EFX Damage 1; Knockback 4).
Hammer’s usual tactic is to let the enemy attack him first, allowing him to use Power Smash as a Reaction to Damage gaining a bonus die on the Opposed Roll. He can also activate the hidden rocket mechanisms in his hands and launch them at distant foes (+1 AP to become PRJ 6). While he might do a lot of Damage to his own team each, time a Red Republik Supreme is KO’ed all other members gain a Power Up die. In short Hammer is perfectly willing to sacrifice any team member to win!
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Be sure to check in tonight for an important and special Update!