Thursday, 27 August 2015


M.O.D. is the little Heavy Metal droid who could, and also the 126th mini I have painted for my own Pulp City collection!

I was eager to paint M.O.D. as soon as my own spoils from the KS campaign arrived, but settled on tackling a few Grimm first. Then I put a couple of colours on M.O.D. and got side-tracked by painting other minis (including Amok as well as stuff for other games). Once I finally [properly did some work, he was painted in a couple of hours in stages over the course of a day, so it was  nice to get him finished this week. The trickiest part was picking out the wire from his Walkman. I decided against trying any kind of logo on the cap simply as I had no ideas of what I wanted there, so kept it plain.

I had expected to finish Papa Zombie after Amok, but that didn't transpire, although I have made a start on the Coven Leader, and hopefully can get him finished in the next few days.

M.O.D. came into production because of last year's Kickstarter, and underscores that one of the biggest benefits of that campaign for us was to be able to add so many much-needed models to the range.

In game terms, M.O.D. is arguably the quintessential Support Supreme, yet unlike many other Supports in that he has no offensive capability whatsoever (Blood Rose and Virus excepted), which to me is a 'good thing'. Level 1 Supports are more efficient AP generators than Level 2's, but tend to be less hard-hitting. Therefore in lower Level games it is about finding the best fit when faced with a couple of Support options; larger games allow for a couple of Support models to be accommodated and their differences.

What M.O.D. offers is that his lack of attacking Actions is arguably an asset: it allows the player to focus on using him at what he is best at: repairs (Heal), and Attack and Defend buffs. This is boosted by the fact he can Activate immediately after a Friendly Heavy Metal Supreme (in the same Turn), meaning he can raise all important Shields of run a repair without losing the opportunity to attack with the preceding Supreme.

Hero, Support, Level 1, Science
30 mm

Tuesday, 25 August 2015

Counting Down to Pulp City's 2nd Kickstarter

The Pulp Monsters crew is gearing up for our second Pulp City Kickstarter, this time much smaller in scale as it is to launch two new Factions: the much anticipated Supreme Alliance and their Cold War nemeses, the Red Republik.

In advance of that we have been having a weekly 'Vs' feature showing the concept art as shown on the upcoming cards for a Supreme from each side, and I thought it was high time I put the first few on the blog here!

Whose side are you on?

Sunday, 9 August 2015


A fine and hearty 'welcome to the blog' to the latest signed up Follower: Mr. Teufel. Thanks very much for taking the time to sign up and it is a name familiar to me I am sure. :)

Thanks again to everyone.

On the hobby front, I have started work on what I hope will be the 126th Pulp City mini for my collection: Papa Zombie. I hope I can stay foc used and get it done in the next week or so. :)

Sunday, 2 August 2015

The Way

Not every Supreme available for The Way, but all that I have painted so far! The Way is a Faction primarily focused on defending Pulp City and especially the Little Asia quarter from the grasp of the Jade Cult, but it is more than that. Its members come from a diverse array of Teams, and under other circumstances would be genuine enemies of one another, but within the ranks of The Way they have shared purpose.

The way is a good extra Team for players as many will have a couple of minis that are members, so definitely worth thinking about, and it definitely offers an eclectic mix of Supremes and a lot of choice.

Back Row:
  • Twilight
  • Stormblades

  • Crimson Oni
  • Sgt. Bale
  • Amok (the huge guy in the centre!)
  • Chronin
  • Jade Hawk

  • Tanuki
  • Chimp Chi

Sunday, 26 July 2015


Amok is the 125th Pulp City mini I have painted for my collection, and it feels like something of a milestone to have done so - the 125th mini needed to be something big, and Amok certainly is big!

Painting Amok was mostly a nice switch of pace after painting some recent Grimm, contrasting in size especially. Amok is a member of The Way, and stands somewhere between 60-65 mm in height (he is mounted on a 50 mm base), so he is a big mini. Doing the flesh was nice and quick, but after that it felt slow to finish, even though I only started it last week; I forgot how hard work I find it to paint bigger models, even one with a simple scheme like Amok. In all, I have painted a fair number of models in the past couple of months over a few ranges, so it is nice to have a decent level of productivity.

One of the greatest benefits of last year's successful Kickstarter was being able to make Powerhouses for the main Factions that did not yet have them. Melvin de Voor did yet another brilliant job with the concept and James Van Schaik turned in a great sculpting job based on that IMHO. As soon as we all saw where Amok was heading we were very pleased!

Amok's massive form is due to his physical body being infested by a spirit of rage. The peaceful man that he was seeks to contain that mystical anger-fuelled power, but it remains ever-present.

In game terms Amok is one of the strongest Powerhouses there is. He also has Dice+ at the lowest end of Powerhouses. However that is mitigated by accumulating Power Up dice and spending them well - if he adds 3 Power Up dice to an attack, he can add 2 more for free! Basically he is designed to be used more aggressively than most other Powerhouses. This is really emphasised by his Power Takedown and Throw combo; Power Takedown can generate a Grab & Throw EFX to allow Amok to use the Target as a missile, adding another Damage 1 to the Target of the Power Takedown as well as whatever Damage is caused to the Target of the Throw!

Hero, Powerhouse, Level 3, Mystery
50 mm

Friday, 24 July 2015


Welcome aboard to Follower #141: Ariel El vikingo dark. Thanks for taking the time to sign up to the blog - it is greatly appreciated. :)

After the recent flurry of Grimm  Supremes, I am hoping for a change of pace this weekend and hoping to finish something 'big' but for a whole other Faction. Whether I complete it in the next couple of days, only time will tell, but I hope so! I will also be working on a mini exchange mini that is long overdue, so I am actually hoping to finish two minis this weekend.

Sunday, 19 July 2015


Painted Pulp City mini #124 is done! It has been nice getting a bit of Pulp City painting momentum back after such a barren spell. In that regard, the Grimm are perfect for a painter like me.

What I mean by that is that I am someone who naturally struggles to be productive in my painting, and struggles with the cat of painting; yet when it comes to the Grimm, I find it more pleasurable than with pretty much any other models. They are simple yet full of character, and make a nice little project because of that. In my opinion Melvin de Voor has done a brilliant job with the array of Grimm designs, and that is just those that have been produced so far!

In game terms, like most Grimm Spartagrimm is a Level 1 model, in this case a Brawler, and a pretty potent. one. One of the key things for mastering the Grimm is that they are plentiful because they are mostly Level 1, but can be taken out quickly with well timed Attacks loaded with dice. Despite that they can pack a surprising punch so can catch an unprepared foe unaware. As a Brawler, Spartagrimm has quite a lot of competition from other Brawlers as well as the Tanks that are abundant in the Faction.

After painting the four recent Grimm I may try and get some other Faction's minis done, although more Grimm are beckoning, and I have just started prepping TINY!....

Hero/Villain, Brawler, Level 1, Nature
30 mm
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