Saturday 31 December 2011

2011 In Review

Click to embiggenerate.

Nowhere near as much painted as I would have liked, but I have had a number of other painting diversions (including more Zombies finished than I would have anticipated at the start of the year). That said, I still have only 5 minis remaining to complete my Pulp City collection so it isn't all bad.

So here is my retrospective collage of minis I completed in 2011. I am already looking forwards to the new releases of 2012!

Happy New Year to everyone reading.

Sgt. Bale & Stoner Hawk (Mini Team)

These guys are a 'Mini Team' for pretty much only one reason - Elemental Mastery: Fire and Earth. While they have some nice potential synergies (use Stoner Hawk to try and Knock Down a target (probably one with low to mid Strength) and follow-up at the earliest opportunity with a Sgt. Bale Combat Action, this can be achieved with any Supremes really.

What Elemental Mastery: Fire and Earth does is unlock some extra available Actions for each eligible Supreme. The wording of Collapse allows that it is a cheap way of Damaging buildings for Stoner Hawk (think Destroy in the Destroy or Defend Plot). Smoke allows Sgt. Bale to protect his Team-mates - especially those with low Agility - from long range attacks (more than 8 inches), since it moves with him; definitely worth considering if likely facing Gentleman with Sniper Rifle, Virgo, Vector or Xyllian, Master Sagittarius for example.

However it is Lava Flow where Elemental Mastery: Fire and Earth comes into its own. It can be expensive and is best used either early-game, or if your enemies are clustered up and fairly close by. Potentially very destructive to terrain, Citizens and sundry others (Destroy or Defend again, Invasion), it can also offer a creeping area denial. Do not consider it as a targeted attack (its movement is too random after all), but rather use it to imply a threat, which is where can wok as area denial (useful in Take and Hold) - especially against Water Supremes and Minions.

Friday 30 December 2011


It is funny how these 'welcome' posts seem to go in twos and threes. A nice peculiarity I should say.

This 'welcome aboard' goes out to Zabadak, who among other blogs I notice follows my alternative minis blog - The Eclectic Tabletop Gamer. Even though I have said so before, it is always rewarding and encouraging (for me, to keep blogging, that is) to see not only hits on the blog and individual posts, but especially when a new Follower signs up. So a big 'cheers' to Zabadak and to everyone else.

Gemini X & Gemini Y (Mini Team)

Besides the previously posted Super Duos, there are a few recognisable 'Teams within Teams'; pairs or trios of Supremes who naturally work better when played together.

The rules of these 'Mini Teams' (for want of a better tag) may offer mutual immunities or buffs, or both. And while they may not have the Super Duo Trait benefit, they still have advantages if used in the same larger Team.

Taking Gemini X and Gemini Y as the first pairing to look at, one glance at their Team Powers strongly shows that they are intended to be fielded together. One tricksy thing to consider is that the 'shared' Damage is that a total of 10 Damage can be taken while still leaving both in play; what about using one withdrawn from the other to limit incoming damage (Blasts, Rays) while making best use of this benefit? With blocking and healing opportunity-creating Actions (Gemini X), and area and Close Combat denial Actions (Gemini Y), they can be used to help shield you other Ulthar, or even potentially to hold objectives.

I cannot claim to have mastered these guys - in fact I struggle with Ulthar for some reason (I think it takes a while to get a good 'handle' on the Ulthar Sub-Faction), but if viewed as a small countermeasures type of unit rather than two (fairly weak) Level 1 Supremes, that may go some way to explain how to hopefully best utilise them.

Thursday 29 December 2011


This 'welcome to the blog' post goes to myincubliss, author of the excellent dead lead project blog. I always take heart to see that I am not alone in my minis purchasing exceeding my minis painting, so blogs like the splendidly eclectic dead lead project are a reassuring read. Check it out.

On my own minis front, night shifts are still playing havoc with my painting focus/motivation, so little has been done. Add in a festive virus of some form (Oh joy! Shivering and sweating profusely all within the same night! That is the stuff of the festive period!), some writing distractions (some gaming-related, another Pulp City-related, and a non-fictional essay about a comic book interest of mine), and well painting fell down the list. I expect that as soon as I can purchase some new Pulp City minis I will regain some impetus.

Thanks again to myincubliss for joining up - much appreciated.

Saturday 24 December 2011

Merry Christmas 2011!

Just a quick post to wish a merry Christmas, or your festive observance of choice to anyone reading the blog.

Have a great time guys.

Wednesday 21 December 2011

Dark Solar - Hero Equinox

The power of primal Nature unleashed in a Team of Heroes led by Dark Solar - the ultimate iteration of Solar/Avatar of the Jaguar.

Although I have listed this as a Sub-Faction (as with the Dead Eye team), it isn't strictly a Sub-Faction, but with Dark Solar in charge shares enough commonalities with a Sub-Faction themed Team that it is simply more convenient to list it as such.

As things stand, this can currently be an EL 21 Team - no mean feat.

Supremes pictured above:
(back row, left to right):
  • Stoner Hawk: native American Earth-controlling Hero seeking redemption.
  • Tritonious: Ulthar-hating alien-human hybrid.
  • Father Oak: parks warden reborn as a mighty agent of Gaia.
  • Guerilla: ferocious co-leader of the ARC revolution; a great fighter at range and close quarters.
  • Perun: Slavic Thunder god embodied on Earth.

(middle row, left to right):
  • Virgo: renegade Ulthar.
  • Stalker: feline companion to all aspects of Solar, empowered by ancient mystical forces.
  • Dark Solar: ultimate incarnation of Solar/Avatar of the Jaguar.
  • Harrier: vengeful mutant.
  • Jade Hawk: failed by justice in the past, she metes out her own version today.

(front row, left to right):
  • Riposte: master tactician and expert swords-woman seeking to topple her father's corrupt empire.
  • Acorn: an agent of Gaia on earth, believed to be the offspring of mighty Father Oak.
  • Le Murtiple: arrived in Pulp City from the jungles and cities he terrorised in South America; stealthy self-replicating saboteur.

Thursday 15 December 2011

Christmas Madness 2011 - The Return Of Bad Santa

The second annual Christmas Madness game.

Thanks as always to my main gaming buddy Rob (assume the better pictures are his).

Special thanks also to Rob for the markers made specially for this game - great stuff.

Click on the pages to make them bigger.

Thursday 8 December 2011

Christmas Madness (2010 - Redux)

Reformatted in Comic Life (the Pulp Citizen's version of hi-def I guess! LOL):

Click to embiggen.

Wednesday 7 December 2011

Christmas Time...

I am working on this year's Christmas Madness Battle Report and plan to 'rerun' last year's at some point in the Comic Life format I have adopted, so stay tuned!

Working nights (again) this month, which plays havoc with when I feel up to painting (tiredness as one factor, daylight as a preference being the other main issue here), but hopefully at least one or two minis will be finished this month. I have also been working on a terrain piece that is definitely more suited to summer weather, so that may see an appearance at some point.

I also plan to produce a few more Team photographs and listings soon, all built around a Level 3 Supreme:
  • Dark Solar Heroes
  • Dark Solar Villains
  • Mysterious Man

Saturday 3 December 2011

Super Duo: Avatar Of The Jaguar & Stalker

The flip-side of the Solar/Stalker Super Duo, Avatar of the Jaguar is much more close combat-focused than Solar, so suits a more aggressive approach. In addition, to maximise the effectiveness of the Avatar of the Jaguar with Stalker, it is important to plan your moves wisely.

Since Avatar of the Jaguar has overall better defensive Traits and greater Damage total, it makes sense to move him first, moving Stalker into position at the next opportunity.

With high value and Trumped Agility Traits, with the Super Duo bonus they are ideal for weathering the storm against ranged attackers targeting against Agility. Use them in tandem to take out high Damage-output ranged attackers, freeing up the rest of your Team to go about their business.

Alternatively, they can be very useful against high Defense models like Iron Train. Build up by stacking a Prowl Token onto Iron Train. This can and should be done in an earlier Round to what follows. The plan is that Avatar of the Jaguar and Stalker weaken Iron Train enough for him to be heavily Damaged in a single round (plus subsequent Effects Phase).

Follow up with a Charge* and Rip from Avatar of the Jaguar to maximise chances of success - there is no guarantee and this is a risky option, but with Quadruped Skill and Charge* Avatar of the Jaguar has a net +1 over Iron Train in Trait differential before any Power-Ups are applied. If successful follow up as soon as possible within the same Round with Stalker also using Rip and Charge* - if Avatar of the Jaguar succeeded and equal Trump Rolls were expended, then Stalker should be attacking with effective Strength 7 against a Defense of 5. Assuming that Avatar of the Jaguar and Stalker have optimum remaining AP Allowance, this allows for anything up to 2 Strikes from Avatar of the Jaguar and another from Stalker - combine Prowl* with Stalker's Strike to maximise effect. These Strikes will be against Iron Train's modified Defense of 4 and any AP he expends to defend with Power-Ups limits return attacks. While this will likely only shave a few Damage from Iron Train, it then leaves the model open for a well placed attack within the same Round against either Defense or Agility from another model on your Team.

Thursday 1 December 2011

Super Duo: Riposte & Arquero

The new kids on the Pulp City block, Riposte and Arquero are very much about team-work and complementing each other. One focuses on close combat, the other on ranged combat - each maximising those specialised types of attacks. Both offer counter-attacking options, and with close working encouraged by Super Duo, they can maximise their nuanced Actions.

Unlike the previous example of Solar and Stalker, Riposte and Arquero have slightly varying ranges for their Super Duo bonus. This means that Riposte can be utilised slightly further forward to achieve Arquero's bonus as he hangs back, but would not benefit herself.

However with these two it is not just about the simple Trait bonus. There are other synergies available also.

Consider using Fatal Flaw* and Strike against a target that Riposte is in Base to base with. the typical order of play would be Fatal Flaw* then Strike. However, if say using a Resource such as Heroic Surge: Battlefield Control, you could use the Strike first for possibly some Damage, follow up with combined Fatal Flaw* then Activate Arquero to make use of either Arcing Fire or Rain of Arrows targeting the same model Riposte is engaged with. The advantage here being that Arquero can Power-Up his combat Action, so benefiting from +3 from Fatal Flaw* (if successful) and the Power-Up die to maximise Damage output, to a potential result of 16 in contrast to Riposte's potential result of 13; assuming some Damage is inflicted, that is +1-3 extra Damage. Even if using Rain of Arrows and risking catching Riposte, she should be at an increased Agility so lessening the chance of Damage. This can work with many other models besides Arquero, it is just that in tandem even the riskier Rain of Arrows option improves the odds for Riposte.

Wednesday 30 November 2011

Dead Eye Vigilante Team

Click on the picture to make bigger-er.
Unlike the public fanfare associated with the much-lauded Heavy Metal, at times of great peril the shadowy Vigilantes of pulp City will also emerge to do battel against evil threats.

Dead Eye is the greatest of their number, and a team led by him can count on an array of Supremes at its disposal. Any non-Sub-faction and non-E.T. Hero (including Hero/Villain) can be including, and thanks to all Supremes in the Team gaining Hatred it makes an ideal Team to battle against all-Necroplane or all-Ulthar Teams, and against Pulp Monsters.

At present all bar-one of the Level 1 Supremes could be used, creating a Team capable of being fielded in anything from Encounter Level 12 to 18.

Supremes pictured above:
(back row, left to right):
  • Stoner Hawk: native American Earth-controlling Hero seeking redemption.
  • Riposte: master tactician and expert swords-woman seeking to topple her father's corrupt empire.
  • Jade Hawk: failed by justice in the past, Jade Hawk metes out her own version today.
  • Perun: Slavic Thunder god embodied on Earth.
  • Skyline: simply the right guy, in the right place at the right time - who wouldn't be a hero in those circumstances?
  • Arquero: vengeful vigilante given purpose and focus by Riposte.
  • Father Oak: parks warden reborn as a mighty agent of Gaia.
(middle row, left to right)
  • Vector: thief transformed into digital form as a consequence of his own crimes.
  • Kitty Cheshire: returned to earth, her body and sanity twisted apart from her time in an other-dimensional plane.
  • Stalker: feline companion to all aspects of Solar, empowered by ancient mystical forces.
  • Tritonious: alien-human hybrid.
  • Solar: sun-powered hero with a dark side.
  • Trail: master of mental powers, haunted by strange visions.
(front row, left to right)
  • Ace of Wraiths: cursed gun-slinger.
  • Acorn: an agent of Gaia on earth, believed to be the offspring of mighty Father Oak.
  • Dead Eye: disgraced athlete seeking to atone for past mistakes.
  • Harrier: vengeful mutant.

Super Duo: Solar & Stalker

The Pulp City setting is home to a number of recognisable duos of Heroes and Villains alike. Some examples include Father Oak and Acorn; the alien-human hybrid Tritonious and Virgo; and Moonchild/Moon Coyote who each allow the other model to be used as an ally ignoring the usual Faction restriction.

Like Batman & Robin in the comics, a Super Duo is a pair of characters that may be perceived to be more than the some of their parts. These pairs of Supremes often have rules that directly reference the other member of the pair, but Super Duos are different - play them together in close proximity and they simply get better at what they do.

First up for consideration is fittingly the originally referenced Super Duo: Solar and Stalker. For a long time after Solar's release in the original Hero Starter Set we did not know anything about Stalker except that he formed a Super Duo with his feline companion, and what the benefit would be for doing so.

Super Duo works on close proximity as I have stated - it is determined by Spirit Trait in inches. For Solar and Stalker they each have spirit Trait 3, so within 3 inches of each other each adds +1 to their Agility as this is listed on their cards.

The upshot is that they become that much harder to hit with many ranged attacks when close together. For Stalker it is a free defensive boost that can also be paralleled by using his Elusive* Action to render him much more durable when needed - say when holding an objective for example. Boost that up further with buffs such as Solar's Touch of the Sun and then you have a pair of models ideal for holding out on an objective or offering area denial with added capability from their offensive Actions when needed. With the 3 inch range of the buff, they could be placed either side of an objective Token to limit access by enemy models while retaining their defensive boost.

Recent Painting Summary

I was looking back over some posts, and realised that it had been a while since I posted any month-end painting summaries. Of course that could be accounted for by the fact that I have painted so little for Pulp City in recent months...

So without further ado:


  • Loup Garou II
  • Mooonchild & Moon Coyote (2 minis)


  • Arquero
  • Riposte

So 5 minis in 4 months. Last year I was aiming for around 4-5 minis per months and managed just over 4 per month on average. In this period of 4 months I managed only 5 minis in total. Yes I was painting other stuff like Zombies, but nonetheless a real loss of momentum.

That said, of the remaining minis for the range I have yet to paint there is only the following:
  • Ra'Leigh, Aquarius Warlord (base colours applied)
  • Captain/Mini/Giant Hadron (3 minis; base colours and some shading and highlighting done)
  • Pulp Monster (gaps now being filled)
So suffice it to say I am looking forwards to the next releases.

Monday 28 November 2011


Click to embiggenify.
I am glad this one is done. It has been a pain in the behind for me to be sure. Firstly my planned colour scheme just did not look right, and secondly I dropped it (maybe a couple of times), which necessitated repairs to re-fixing the sword arm and the mini to the base.

I like the model, and my end result is okay, maybe, but this particular painting experience has been frustrating at times - mainly due to my own clumsiness. I really like this sculpt by James Van Schaik, but it has nonetheless been an awkward process.

Oh well, done now. The original colour scheme had been intended to be a deep purple (which I kept) contrasting with a paler lilac or similar. the colour choice was influenced by Marvel Comics' the Swordsman, a former Avenger (so a complement to the Hawkeye them for Arquero). I just could not get a satisfactory colour for the lighter tone, so ended up with the blue-grey type colour here which works better I feel.

In game terms Riposte is no combat monster. Instead she is very much a finesse Supreme with Actions that benefit from considered use and planning - maximising benefits can require a little forethought and calculation by the player using her.

Thursday 24 November 2011


This latest 'welcome' post is to Yslaire, who I note has a interest in skirmish gaming and is thinking of trying out Pulp City - I hope you won't be disappointed in either the game or my humble little blog.

Not much more painting in recent days (although a little done with Ra'Leigh, Aquarius Warlord and Riposte), mainly due to my work schedule this week. Hopefully more at the weekend.

Returning to the initial welcome, once again thanks to Yslaire, and thanks to everyone who stops by.

Sunday 20 November 2011


So after a painting slump lasting maybe six or seven weeks (maybe a little more?), I have finally finished something. A pleasing turn of events for me.

Click to embiggen.

I loved this one from seeing the initial concept (as seen in the Pulp City Guide, p. 141), and when I got to see the green I was blown away.

It was awhile before it was then released and when I got hold of mine I was filled with enthusiasm, having a fairly clear plan for the paint schemes for Arquero and Riposte (the latter changing pretty quickly BTW), which was influenced by Marvel's Avengers (past and present) Hawkeye (Arquero, naturally) and Swordsman (Riposte, but subsequently changed).

However, my original enthusiasm waned with my most recent painting slump, which in turn was precipitated by painting so many Zombies in September I think, as well as other distractions. My painting tends to go in peaks and troughs.

So after posting about my slump, that seemed enough of a kick-start to return to Arquero yesterday who had a lot of work already done, and so finishing was fairly straight-forwards.

In game terms Arquero is useful in unaligned Teams and so is a good Supreme to consider for those Level 3's that build those kind of Teams, such as Dead Eye and Mysterious Man. Being part of a Super-Duo, Arquero is certainly more effective alongside Riposte. Finally, with his Melee Shot and Defensive Fire Actions his is an adept model when it comes to covering/protecting allied models, as well as having decent Ranged Combat Actions of course.

I am glad this is done - comments and criticism welcome.

I am still working at my photography, so I am fairly pleased with how sharp this one looks; still, more practice, practice and practice needed I think!

Saturday 19 November 2011

Painting Slump Broken?

Hopefully something new to photograph in the next few days (maybe tomorrow?). Finally...

... and hopefully I will be able to press on again.

Thursday 17 November 2011

Painting Slump (Again)

It is 'that time' again. I get these phases when I hit a painting slump. Numerous factors have been at play: work; back-pain; lack of that feeling of inspiration; stuff in general. I think also that painting so many Zombies in September actually took away some of my enthusiasm.

I hope that something kicks me into gear again soon. I have a number of Pulp City minis (all except the Monster) in stages of base colours or even some highlighting and shading; I just need to get something finished.

Still to do:

Ra'Leigh, Aquarius Warlord
Hadrons (Captain/Mini/Giant)
Pulp Monster

So hopefully more soon. Or at least soon-ish...

Tuesday 15 November 2011

Love This - Bruce Wayne's Medical Summary

An account of Bruce Wayne's fictional medical history, with notes on his explanations for the same, and the inevitable allusions to possible concerns regarding his relationship with Dick Grayson. A fun read.

Monday 7 November 2011

New Upcoming Starter Sets

Following on form Hendybadger's blog post.

Early next year should see the introduction of new replacement Starter Sets for Pulp City.

There have been a few posts about these on the Pulp City Facebook page, so I thought I would collate the information that has been forthcoming so far here. starter sets coming out early 2012. Each starter will be 3 minis strong, one for each origin, and they all will be either vanilla Heroes or vanilla Villains. Each will include a new version of one of the original Supremes. They will be a perfect Lvl 5 intro to the game.

New concepts shown on the Pulp City Facebook page.



Ace of Wraiths


Saturday 5 November 2011

Avengers Trailers!

As a big Avengers fan from my earliest exposure to the team in the early 80's (which in turn imprinted some of my favourite Avengers personnel), I am very excited about the movie next year (with some reservations such as on-set stills of Cap's costume - the First Avengers one worked better, but then the non-movie stills of that were a little ropey, but I digress...).

Ahead of the movie I have watched the trailer, but on one of the fora I frequent I found this brilliantly funny lo-fi/no-budget recreation of the trailer! I wholeheartedly recommend clicking the side-by-side option (find it after clicking play, top left corner). Enjoy:

Monday 31 October 2011


This welcome is for Shelldrake who has just signed up - thanks for doing so. I am guessing that Shelldrake is a minis fan of broad tastes, which is always a good thing in my view! Thanks very much for signing up Shelldrake - highly appreciated that you have done so!

Breadth is one of the strengths of Pulp City in my view; the game combines elements from so many influences (and every games has its influences, of that there is no doubt), so ultimately there is potentially something for everyone.

Which brings me on to ask this wish-listing question to any fans of the game and/or minis line out there:

Other than the stuff known to be coming up, what would you like to see for Pulp City? In minis? Rules? Whatever?

Feel free to comment your answers!

Hallowe'en Madness 2011

The first inaugural Hallowe'en Madness Battle Report. Pictures taken by Rob and me. Yes, the Resource totals are a little off, but that had a negligible impact on the outcome.

Click on the pages to embiggen them.

And the result? A draw! Tune in next year for Hallowe'en Madness 2012!

Saturday 29 October 2011

ARC (Sub-faction)

Click on the picture to make embiggenified.
Despite finally finishing Guerilla in July, I have yet to post my ARC minis collectively, so being long-overdue, here you are.

The ARC are freedom fighters to some, militant paramilitaries to others. Opertaing out of the abandoned Pulp City Zoo they have been known to work alongside both Heroes and Villains around the city, all the while pursuing their own agendas. Their leadership is currently formed by the sometimes-conflicting ideologies of Guerilla and Dr. Red - will a third prominent ARC member rise to destabilise that unsteady status quo?

The ARC (rear row, left to right):
  • Apebot: inspired creation of ARC, Apebot has forged a close bond with Virus beyond the limits of its basic programming; a real engine of destruction.
  • Dr. Red: tactical and strategic mastermind; rival to Guerilla; wild bomb-throwing enhanced primate.
  • Guerilla: ferocious leader of the revolution; an able fighter at range and close quarters.
  • Silverager: ARC's truest dichotomy - brilliant engineer on the one hand, while within the venerable ape rages a veritable furious beast.
(front row, left to right):
  • Virus: master of electronics, and Apebot's most able handler.
  • Chimp Chi: master of secret Eastern martial Arts; Chimp Chi has rumoured affiliations with the fabled Way of the Fist & Blade.
  • Howler: the most human-culture assimilated member of ARC, Howler spends time away from his team enjoying the opportunities available; gun-wielding action hero.
  • Le Murtiple: arrived in Pulp City from the jungles and cities he terrorised in South America; stealthy self-replicating saboteur.

Wednesday 26 October 2011

Mini Update

Painting has stalled this month. I had a good month in September, finishing/painting 13 Zombies as well as Moonchild/Moon Coyote and Loup Garou II, for a total of 16 minis for the month all told.

This month however sees me yet to complete anything, and having had very little time for painting. Worse still, when I did do some minis-painting I dropped a mini (Riposte) meaning repairs were and still are required.

Therefore the Painting Challenge currently stands with the following minis left to paint or complete:
  • Hadrons - base colours and some shading done and a little highlighting here and there; very much stalled.
  • Riposte - base colours applied and some washes; mini dropped and repairs still needed.
  • Arquero - base colours, some washes, some highlighting.
  • Ra'Leigh, Aquarius Warlord - base colours applied.
  • Pulp Monster - assembled (as seen), but next stage if gap filling etc.

Tuesday 25 October 2011

Pulp Monster Project Log (1)

Just like the stalled(!) Hadron Project Log, I thought I would start a Project Log to show any progress I may make with my Pulp Monster models.

The first picture shows a size comparison shot with Giant Hadron and Sgt. Bale!

The usual instruction to click on the pictures to embiggenicate them.

Obviously I have assembled the model, and created a base to mount it on (a recessed blank from Fenris Games, plastic-card for the main texture, sand to fill the remaining gap soon). So the first stages are complete. Cost me buying a brand new compass/circle cutter as I lost my original one somewhere in my recent house-move.

I selected parts that I hope will both fulfil by desire for a vaguely Ulthar-styled Monster, that can hopefully pass as an aquatic Beast (no doubt from ocean depths, whether from Earth or an Ulthar colony), or if not an Earthly or Ulthar creature, that could be considered otherworldly, an example of an arcane Elder menace.

The next stage will be gap-filling with Green Stuff; I had hoped to pick up some GW Liquid Green Stuff for that purpose, but my local store was out of stock when I went today. Missed sales? Therefore poor stock control? A post on a whole other tangent there.

Blood Watch (Sub-faction - updated)

Click on the picture to embiggen.
With the recent painting of Moonchild/Moon Coyote and Loup Garou II, and guessing it may be a few months before further Blood Watch are released, I thought an update could be in order as with the The Coven update yesterday.

The Blood Watch are guardians against the threat of the Necroplane and other arcane evils. They are dark defenders, creatures of the night, and men and women empowered by occult forces.

The models above are sufficient to field a Level 9 Blood Watch Team.

The Blood Watch (rear row left to right):
  • Loup Garou II: fast and brutally powerful; requires Moonchild to be present to be be fielded as Blood Watch.
  • Sgt. Bale: ex-special forces soldier turned arcane-empowered supernatural hunter.
  • Six Feet Under: enslaved in Hellrock, the Necroplane's terrible prison, Six Feet Under is a man from another world determined to spare this Earth the same fate as his home world.
  • Zombie Wolf: (Minion) Hoodoo's guardian; is this Loup Garou - a former enemy - turned to serve Red Riding Hoodoo?
(front row, left to right):
  • Moon Coyote/Moonchild: support Supreme, fast and mobile.
  • Blood Rose: the last of her kind, the Blood Watch's healer and source of mobility - she can teleport them across the field of battle.
  • Red Riding Hoodoo: New Orleans voodoo practitioner, and mistress of ancient rituals.

Monday 24 October 2011

The Coven (Sub-faction - updated)

Click on the picture to make bigger-er.
Since I do not expect any more Coven releases for a while (but they will come, I am sure!), I thought I could afford to take time to do a Sub-faction update.

The Coven are the antithesis of the Heroes of Heavy Metal, yet can be compared with their own corporate headquarters across Golden Plaza from Heavy Metal's base. They utilise scientific and arcane resources in the pursuit of their aims.

I have enough here to field a Level 7 The Coven Team.

The Coven so far (left to right):
  • Twilight: shadow thief, shadow shooter.
  • Rook: bruiser and bodyguard. Offers decent area denial capability.
  • Francis Gator: bloodthirsty swamp-dweller offspring of an occult dabbler and a swamp devil. Tenacious low-Level brawler.
  • Loup Garou II: true 'combat monster' in every sense. Fast and brutally powerful.
  • Moon Coyote/Moonchild: support Supreme requiring Loup Garou II to be present to be fielded in a The Coven Team.

Saturday 22 October 2011


Welcome to Follower #84 of the blog. This welcome goes to Alex Hood, and as ever I have to say a big thank you for taking time to sign up. I only hope that I repay the interest with things of interest. So again, thanks Alex Hood.

Starting the Pulp Citizen was a useful diversion for me, following a difficult life event. Since then it has grown into creating acquaintances with folks I would not be able to be in touch with without the medium of the Internet. More than that, it has allowed me a small measure of involvement in helping in a little way to help develop my favourite tabletop minis game. So in all, spurred on by people visiting, Following and commenting, the Pulp Citizen has rewarded me a lot. cheers guys.
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