Tuesday, 9 September 2014

What's My Role?

Figure 1: Recruitment side of the card
One of the new features for Pulp City SE that emerged during the design process was the classification of Supremes (and Minions) into 'Roles' - a way of identifying for players what kind of rules or function to expect with specific models. Initially this was more about the type of Actions and Powers a model had, but pretty quickly we realised we could take things a step further.

So it was that we created a specific Power for each of our 8 Roles. For example, a Tank such as Iron Train has the same Tank Power as Rook. Because of their respective Tank Powers, both are good at protecting their allies. Rook has a further edge, because he has additional abilities specifically geared to protecting Team-mates.
Figure 1 & 2: Howler is a Blaster, so you pick him knowing he will offer decent ranged Attack options. His Blaster Power shows he gets extra dice in the right situation.

Figure 2: Howler's Blaster Power
Those Role Powers changed a little over time as we developed Pulp City SE, but that is what led us to the stage that when you select a Supreme for your Team, its Role will tell you what it is good at, and its Role Power will emphasize that contribution.

Your front-line fighters will be Brawlers, Blasters and Powerhouses.

Infiltrators, Speeders and Supports have more specialist functions, either for objective grabbing or AP fuelling. 

Leaders are there to buff your Team and most of them can handle front-line battles.

Tanks are useful because they straddle a couple of functions: they are highly durable; most pack a decent primary Attack; and they can protect your more fragile models.

As I continue to add to the blog, I will be sure to add the appropriate Role tags to update the various Supremes and Minions I have posted over the years.

Friday, 5 September 2014

Team Building Reloaded (SE Version)

With the upcoming Pulp City Supreme Edition Kickstarter delivery, I thought I would take an opportunity to talk about what amounts to some significant changes to Team construction.

In the previous edition, a Team had to have an equal or as equal as possible Level 1 and Level 2 Supremes. It could have a Level 3 model if playing a Level 12 game or above. All models had to be Hero or Villain (Hero/Villains could be fielded on either side).

We have changed that for Supreme Edition!

We set out to stream-line and improve the game, but also improve the game experience. One of the things we had to change was to make Team recruitment more permissive. Now you can field you own combination of Levels, with the restriction of no more than one Powerhouse (a 'big guy' model) and no more than one Leader. Teams can be built according to Alignment (Hero or Villain as before), or they can be built around Factions. And some of those Factions have quite an eclectic line-up to say the least. Better yet, some Supremes qualify for more than one Faction...

Consider the following models:

As well as their usual respective Factions, they are all members of The Way, which means that models that previously could not be fielded in the same Team now can take the table together.

So those models could be fielded as a Level 8 The Way team. or a level 5 Hero Team, or a Level 5 Villain Team.

Sunday, 31 August 2014

Combat Actions & Dice Pooling

One of the main and earliest settled on adjustments for Pulp City SE was to replace the Opposed Roll which mostly produced either results based on difference - Damage; or binary results - success or fail achievements.

What we wanted and what we have created is a mechanic that allows Actions to have multiple results, and that the spread of results is not limited to Damage alone.

Consequently most Actions have a menu of extra Effects (EFX) that can be chosen from and added when you have an especially successful roll. Success is measured by winning the basic roll (your best die plus Trait vs. opponent best die plus Trait or target Number), and additional success is through each result of 5 or 6 (Trump Traits) or 6 (no-Trump), or for Powerhouses each 4, 5, or 6. Enemies cancel those successes with their own dice achieving the same values (except for Powerhouses Defending don't achieve cancels on a 4+).

One of the keys to success is to maximise the number of dice you roll. This is done through Combat Bonuses, spending Power Up dice, Effects (bonuses to Attack or Defend) and any situational benefits such as from Powers.

Example: Six Feet Under Activates. He Moves in to engage Night Fright & Leech in Base to Base (BtB), and uses his Ashes to Ashes Action before Attacking with his Power Smash Action.

Normally you can you one Exclusive Action (the Actions on cards) per Activation, but because Ashes to Ashes is Combinable you can use it as well as Power Smash.
Six Feet Under succeeds with his Ashes to Ashes Action, but does not get any EFX.

For the Power Smash Each player rolls a basic 1d6 plus dice for appropriate modifiers:
Six Feet Under: Strength Trait + 1d6 +
  • Momentum (from Moving) 1d6
  • Size Matters (Six Feet Under has a bigger base) 1d6
  • Strong/NonLiving (from his Undertaker Power) 1d6
  • Attack 1 (from Ashes to Ashes) 1d6
  • Power Up dice (Six Feet Under gets 3 new Power Up dice per round in addition to any unused dice) 3d6
For a whopping 8 dice; if he wins, any dice results of 4+ yield EFX.
Night Fright & Leech: Defense Trait  + 1d6+
  • High Ground (because they are Flying) 1d6
For a less spectacular 2 dice. This will probably hurt. A lot.

So it is a good idea to learn how to maximise your modifiers to get the best advantage you can.

Wednesday, 27 August 2014

Character Cards - Pulp City SE

Figure 1
With Pulp City SE, we decided to revamp the game cards used for the different Supremes and Minions.

We set out with the design principle that as much information as needed as possible to play the model was on the card. That in turn affected how we re-engineered characters, folding Skills (we had around 60-70 or so in the old game) into the Powers, Actions, Traits and Movement Values/Types of each character, while still retaining the flavour of the character in question.

That also meant making a change in how the card was used to Recruit your Team as well as play the game. Previously, both sides of the card had the game information, meaning you had to flip the card during a game. Now one side is the Recruitment Side (top image) while the reverse side is the Action side used for gaming.

So the Recruitment Side lets you know the key information to build your broader strategy: the model's Role (what it is best at); its Level; its Origin; its Alignment; its Faction if any; how much it contributes to the AP Pool; how many Minion Levels (Minion+) it contributes; and also its base size which we included as a couple of minis have changed official base size.

Figure 2
Figure 1: Nuclear Jones is Level 2 and can be used in a Hero or Heavy Metal Team. He is a Support Supreme which means he contributes a lot of AP (Action Points) to the Pool. He adds 1 Minion Level to the Team (Minion+).

The Action Side is of course a run down of how the character can be used in an Encounter.

Changing all of this meant we had more information to cram into less space. Thankfully Melvin helped us achieve this minor miracle and we are very proud with the game cards we have.

Images copyright © Pulp Monsters 2014. 

Monday, 25 August 2014

Seabolt - Mini Painting Exchange

Hendybadger's Seabolt
Ah, yet another delay in regular blogging for the Pulp Citizen - sorry guys! But that said, I can defend myself by saying we have been working hard on delivery of the Pulp City KS, and I hope backers (and even non-backers!) have been watching for the weekly updates with all the new minis.

So apology done, onto the reason for this post!In the past couple of years I have participated in 3 'mini exchanges' based around Pulp City, and admittedly it took a while to get mine done, and also for those sending to me to do theirs. Here is Seabolt painted by my friend and Pulp City fan Hendybadger. So a big thank you goes out to Hendybadger for doing this! I now have two Seabolts for gaming purposes, which is more than good - you can never have too much of anything you like! Now if only we could get HB to paint more of his own minis... :)

You can never have too many Seabolts!
Regarding the blog, this week I hope to get a few posts written about Pulp City ahead of the KS delivery, and a few new aspects of the game when compared to the original version. They won't all appear this week, but should come out over the next few weeks.

Sunday, 8 June 2014

Aurelius (New Villain Starter)

Villain, Tank, Level 2, Mystery
30 mm 

Okay, okay, my last 'welcome' post stated that I planned to paint one of those minis I have not yet finished, but after a painting slump in May I had to go with motivation, and since I felt motivated to paint this, it is what got done!

Aurelius has mastered the art of alchemy and turned that mastery to himself, his body transformed into gold.

When we formulated the Roles for the Supreme Edition, Tanks went through a few changes until we were happy. We wanted as many different Roles as possible in the new Starter sets which meant we wanted a Tank. Unlike a lot of Level 2 Tanks however, Aurelius is a bit different. He is only on a 30mm base, but compensates with better AP generation.

We also wanted straightforward Powers and Actions for the new Starter minis, but that does not stop them having subtleties which will be clear when people get gaming with them.

I love this sculpt by James Van Schaik, and it is unmistakably Pulp City in style. I can definitely see Aurelius being used to bodyguard Mysterious Man in future games. Of course thanks to the new Leader Cards, any team will be able to use pretty much any Supreme, which of course includes Aurelius.

Pulp City Minis Painted: 119

Friday, 18 April 2014


A new 'welcome to the blog' post, this time to the coolly named Ronin Plumber, as Follower #139. Even though new content is added at a slower rate than when I started over four years and 625 posts ago, I will continue to add to the blog, so it is great (for me) to see new people signing up ever so often. So thanks again to Ronin Plumber (and everyone who signs up or stops by).

While I have only painted a couple of Pulp City minis this year, I do have ambitions to get several more done before September (when the KS is anticipated to be delivered). Ideally I would like to have painted most or all of the following Supremes before then:

  • Green Serpent
  • Doom Train
  • Blacksmith
  • V.H.
  • Comte Vendredi
  • Red Bella
  • Papa Zombie
  • At least one Terror Cotta Warrior
That would bring me to the point where all the retail-released minis except the Monster are done, which would be nice, and would take me to around 125 painted Pulp City minis. Watch this space!
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