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:
Progress Thursdays #17
about 10 years ago
– Thu, Feb 25, 2016 at 02:07:34 PM
Citizens,
today, for an update, let's take a look at the backstage - the production.
In case you ever wondered why the resin casts for Pulp City are so crisp and virtually mouldline-free - here's the answer. It's all handmade and needs to be super precise, otherwise, casts will have to be discarded.
As you can see - each miniature we have is first cast in resin to create a master cast used for metal moulds. Want to guess who is in the picture below?
Metal is easier as it is less manual labor but the road to having a metal mould is much longer.
Once it gets to spin - it's a matter of hours to complete the production run for one mini.
I hope you enjoyed the production tour, probably the update in two weeks will take a look at the prints,
Take care,
Maciej & The Team
Spotlight on Bulletta
about 10 years ago
– Mon, Feb 22, 2016 at 10:09:36 PM
Dina Lazarev was born in the harsh wilderness of Siberia. She was soon orphaned and separated from her twin brother. Raised by a foster family, she grew up strong, and self-reliant though knowing always that a part of her soul was missing. On her 18th birthday a power awoke in her granting her incredible speed and an unbreakable connection to her lost twin. Using her new found powers Bulletta rejoined her brother and together they will do whatever they must to stay together. Though they try and do right, their path seems destined to take them to dark places.
Bulletta is a very physical Speeder with good offensive and defensive abilities. Her Trump Defense and Agility protect her from most physical harm. Her basic attack Bullet Punch is a Close Combat Action using her Trump Defense with a base Damage of 2; coupled with a Self/Shift Extra Effect (EFX) it allows her to hit hard and fade away again. Her Human Bullet Action is an Overrun of 6 inches which inflicts Damage 1 as FX, and increases Bulletta’s Defense in the process. To round things off, Alacrity is a Reaction to being Targeted that allows Bulletta to Shift 4 with EFX that Damage her attacker or grant her Power Up dice.
On her own Bulletta is a competent model, when combined with Baroque she is simply amazing. Wonder Twins grants Bulletta and Baroque a chain Activation once per round. This can go a long way in upsetting an opponent’s strategy or increasing your Damage output. Their Sibling Bonds Power allows Bulletta and Baroque to use each other’s Actions and Power Up dice. They also gain +1 to all Action Rolls when both are in play. The tactical possibilities here are endless and very powerful. You can speed Bulletta up and use her brother’s magic or use Bulletta’s Alacrity Action for Baroque to help him escape bad situations.
Being a member of both Supreme Alliance and Red Republik Bulletta naturally fits in very well with either team. She brings speed, mobility, and decent punch by herself; with Baroque the two are easily the centerpiece of your team. She also plays well with Indy Heroes and Villains, especially against Nature Teams given her Mystery Origin.
Progress Thursdays #16
about 10 years ago
– Thu, Feb 18, 2016 at 10:35:37 PM
Hi guys, Progress Thursday time again!
Due to the success of the Cold War Kickstarter, we had the opportunity to explore a new idea for Pulp City – variant cards. Our plan with variant cards is to offer new ways to use classic Supremes and even some newer models. How we do that will very much depend on the model in question! Take one example – Perun. We found a way to give him a spiffy new Supreme Alliance (non-Freelancer) card, as well as allowing players to use the model as the incarnation of another ancient power – Chernobog!
Each variant will be approached in how we best think it advances a character’s narrative. So the variant Perun (SA) card swaps out his original Stormcaller Power for Stormwall, swapping an offensive buff for a defensive buff, at the cost of losing Freelancer. Supreme Alliance players can then tailor their Perun selection to whichever buff they feel they most need. Chernobog on the other hand allows Red Republik or Forgotten players to use the Perun model as a Faction member of their Team.
In future, some other Supreme variants will get much more varied changes than Perun, some quite significant like we did with Chernobog, if we feel they need it. In certain cases that will mean Powers, Actions, and even their Level being adjusted (and anything that works from their Level such as HP, AP+, AP Limit), as well as which Faction(s) they work with. Some of these cards will be bundled with new sculpts where we update a particular miniature (such as the new Androida and Twilight sculpts), while others are planned as promos for special events, or will be made available through the web-store.
That’s all until next week Pulp City fans!
All the best, Leon and the Pulp Monsters team.
Spotlight on Prisoner #176
about 10 years ago
– Mon, Feb 15, 2016 at 10:33:09 PM
One of the earliest successes of the Professor Hammer’s experiments resulted in Prisoner #176. Professor Hammer used pharmacological and cybernetic science to create the perfect weapon. The result, Prisoner #176, was unpredictable, ruthless and violent beyond measure.
Prisoner #176 is a Wall Crawling Brawler on a 40mm base. His first two Actions are common, but powerful. Power Takedown is Close Combat action dealing a base 2 Damage. The big advantage here is that you can pick up enemy models and Throw them. Naturally then, his second Action is Throw; with a range of 6 inches and base Damage 2 it’s a powerful ranged attack, providing you have something, or someone, to use as ammunition. Finally, Prisoner #176 has Unbound, an Instant Action that deals 1 Damage to himself and grants him Attack 3 base (adding 3 dice to his Attacks until the following Effects Phase) - this is possibly the most powerful buff in the game so far.
Prisoner #176’s Tentacles Power allows him to be in Base to Base with models or objects up to 2 inches away. This vastly increases his threat range, and helps him to take advantage of his Wallcrawler. In addition it grants him the Mobbing bonus on all Opposed Rolls. His second Power is more specific; Science Prisoner means that if he wins an Opposed Roll during the Enemy Activation he can immediately Activate. This is a potentially deadly ability as Chain Activations are like this can disrupt enemy plans and compound your Damage output by a large margin.
In a Red Republik team Prisoner #176 works well with S.P.U.T.N.I.K. and Prof. Hammer to help move him closer to the enemy. Prisoner only has an AP Limit of 4, so you will have to choose between two Attack actions or using Unbound to make a single powerful Attack, unless you can increase his AP Limit. In fact you could use Unbound twice in a round, allowing you to make a Power Takedown Action with 10 dice or more! Of course if you pair him in a team with Rook he could make 2 very powerful attacks, using Unbound once.
Progress Thursdays #15
about 10 years ago
– Thu, Feb 11, 2016 at 10:50:02 PM
Howdy Citizens,
today, I would like to spotlight the production model for Prisoner.
He comes as a one-piece body sculpt and two tentacle arm accessories.
When producing miniatures with awkward appendages, you need to balance out the coolness of the concept with the future production and hobby assembly challenges.
The arms we did for Prisoner can be assembled in a very simple way. They fit snuggly whichever way you decide to put them in (in the pictures, we didn't use any glue - the final metal one may require it because of the weight).
But if you would like to be more adventurous, nothing stops you from separating the arms with two swift cuts and reposing them any way you like.
We are looking for some crazy tentacle action pictures (did that sound wrong?),