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Table of Contents
It Begins ............................................................................. 3
Stopping the Beast ............................................... 16
Chapter 1: Monster Rules .......................................... 9
Upgrades ................................................................... 17
Rank ........................................................................... 9
Cranial Upgrades .............................................. 17
Action Points ....................................................... 10
Body Upgrades .................................................. 18
Activation .............................................................. 10
Appendage Upgrades .................................... 20
Strike Actions ...................................................... 10
Extra Upgrades .................................................. 22
Universal Actions - ............................................... 10
Chapter 5: Elders ......................................................... 24
Trump Traits ........................................................ 10
Stopping the Elder ................................................ 25
Skills ........................................................................ 10
Upgrades ................................................................... 26
Stunned ................................................................... 10
Mental Upgrades .............................................. 26
Unstoppable - ......................................................... 10
Form Upgrades ................................................. 28
Scenery Manipulation ...................................... 11
Mystic Upgrades ............................................... 29
In Cover ................................................................. 11
Ritual Upgrades ................................................ 30
Blast Attacks ........................................................ 11
Seals ............................................................................ 33
Commanding Minions ..................................... 11
Chapter 6: Robots ....................................................... 35
Resources .............................................................. 11
Stopping the Robot .............................................. 36
Chapter 2: Monster Movement ............................ 12
Multi Target Actions and Robots: ............. 36
Relentless .............................................................. 12
Upgrades ................................................................... 37
Giant ........................................................................ 12
CPU Upgrades ................................................... 37
Juggernaut - ............................................................ 13
Weapon Upgrades ........................................... 39
Flying Monsters .................................................. 13
Bulkhead Upgrades ......................................... 41
Chapter 3: Monster Creation ................................. 14
Movement Upgrades ...................................... 43
Rank ............................................................................ 14
Chapter 8: New Resources ...................................... 45
Origin.......................................................................... 15
Monster Hunter Devices ..................................... 45
Upgrades................................................................... 15
Monster Hunter Artifacts.................................... 45
Chapter 4: Beasts ........................................................ 16
Traps ............................................................................ 46
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Chapter 9: Monster Plots and Agendas ........... 49
Dread Sleeper: Rank 3 Elder ............................. 75
Monster Deployment........................................... 49
Proto-Bot: Rank 1 Robot .................................... 77
Monsters and Burdened .................................... 49
Necroplane Harvester: Rank 2 Robot ........... 79
Plots ............................................................................ 49
Byte Dragon: Rank 3 Robot .............................. 81
Destroy or Defend........................................... 49
Appendix A: Seals of the Elders ........................... 84
Escape ................................................................... 50
Appendix B: Monsters of Legend ........................ 86
Quest ..................................................................... 50
Terrorsuar: Rank 1 Beast .................................... 86
Take and Hold................................................... 50
Ulthar Cyclopes: Rank 2 Beast ......................... 87
Agendas .................................................................... 51
Ging Gong: Rank 3 Beast ................................... 88
The Fall of Pulp City .................................................. 52
Soul Golem: Rank 1 Elder .................................. 89
Chapter 10: Monsters of Legend ......................... 64
The Controller: Rank 2 Elder ............................. 90
Terrorsuar: Rank 1 Beast .................................... 65
Dread Sleeper: Rank 3 Elder ............................. 91
Ulthar Cyclopes: Rank 2 Beast ......................... 67
Proto-Bot: Rank 1 Robot .................................... 92
Ging Gong: Rank 3 Beast .................................. 69
Necroplane Harvester: Rank 2 Robot ........... 93
Soul Golem: Rank 1 Elder .................................. 71
Byte Dragon: Rank 3 Robot .............................. 94
The Controller: Rank 2 Elder ............................ 73
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It Begins
The fog was thick and getting thicker by the minute. The sweltering heat of the day fading quickly to
the cool of a midnight brought the fog in from the ocean as it always did during the Pulp City
summer. Chimp Chi knew this; he was trained to observe all things that might aid him in a mission of
stealth, or violence. Chimp Chi hoped it wouldnt come to violence tonight.
The Jade Pool Chinese restaurant had been closed for hours now but the kitchen staff was
just leaving for the night. The guards however remained. The one dressed as a bum was conspicuous
for his cologne and the fact that no other vagrants loitered within three blocks of the Jade Pool. A
sign as bright as neon for one as trained he, though the average citizen would never notice. The
other guard was electronic and scanned the alley with its cold electronic eye. But neither guard
looked up, they never look up.
With a whisper he dropped from the roof falling through the thick shadows and fog. With a
causal underhand flick of his arm the camera was blinded, a small metal spike driven straight through
its electronic eye. Seeming to fold the fog and shadows around him he landed lightly on hands and
feet and was across the alley before the guard dressed as a bum could notice. Leaping lightly up the
opposite wall and through the narrow window left open above the kitchen sink he was inside. The
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kitchen was empty and smelled of bleach. He heard low voices from the restaurant lounge beyond.
Without a sound and never once leaving the shadows he approached the swinging door leading from
the kitchen to the lounge beyond. Two men in suits talked quietly in front of a wood paneled wall.
They werent the threat though. Chimp Chi knew they were the bait, he could sense the trap. Looking
up he examined the cheap suspended ceiling. That was where the threat truly lay.
With a final deep cleansing breath through his large nostrils he charged through the kitchen.
His attack caught the guards totally unprepared. A superhuman leap sent his feet into the first
guards face, and the guard to the floor. Chimp Chi was upon the other guard before the first hit the
floor his small frame belaying his incredible strength. In no time he had two feet planted on the
guards back was choking him into unconsciousness. As the second guard began to topple the ceiling
fell away and two shadowy figures in jade green dropped lightly to floor.
Chimp Chi bared his teeth in welcome and folded out of sight. It was a trick few ever saw,
and then only once. Chimp Chi unfolded behind the first assassin and his Ninja-To made no noise as
it left its sheath, and entered the unfortunate assassin just below his ribs. The second assassin was
fast and dodged his follow up strike with a quick roll coming to his feet with a fearsome Kama in
either hand. Too bad the sword strike had been a feint; the shuriken thrown with a prehensile foot
found the assassins neck as he rose into his fighting stance. Youare...gurgled the assassin in a
whisper barely audible from a few feet away.
Chimp Chi I am called. I must speak with your master, human. replied the simian with a
small bow. As the assassin hit the floor Chimp Chi opened the door concealed in cheap wood panels
and disappeared into the darkness bellow. The small winding stairs descended deep into the earth
past the sewers and further still. Twice more during the descent Chimp Chi was attacked by Jade Cult
assassins but he reached the bottom unharmed. Passing through the simple door at the bottom he
emerged at last into Supplicants Chamber. Mirrors were everywhere. As the door closed behind him
he could see it was also a mirror. Chimp Chi chuckled to himself this paltry trick might confuse mere
humans but he had more sense than most mere humans. Chimp Chi closed his eyes and let his noise
guide him. The smell of human, weapon oil and fear led him through this chamber with no incident.
At last he pushed open a mirrored wall and entered the Hall.
Chimp Chi had seen this hall before. The last time was years ago in China. It looked no
different here. A long hallway with luxurious rugs of jade and gold stretched away into the distance.
Gold adorned the ceiling and the walls. No light source could be seen but a soft glow seemed to
bath the hallway in soft light. Ancient Terra Cotta warriors stood at attention every ten feet or so
down both sides of the long hall. Chimp Chi knew these statues from before. They were not to be
trifled with. Stealth was, as always, the ninjas greatest weapon. Without hesitation Chimp Chi took to
the walls running quickly using hands a feet he dashed from wall to ceiling and back again a
shadowy blur dashing from point to point trusting in instinct and reflexes honed by years of practice
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to guide him at last to his destination. The great double doors of carved jade swung open at his
touch and he sprang at last into the throne room of the Green Emperor.
With a final dash Chimp Chi
dodged the gathered group of Jade
Assassins and threw himself onto the
carpet at the foot of the throne. His head
bowed in supplication but his simian
frame held ready. Chimp Chi could sense
the surprise and alarm from the guards.
Some drew blades others fell to their
knees knowing they had failed. Chimp Chi
moved not a muscle but stayed head to
the floor waiting. A high cold chuckle
finally echoed about the room. Rise
honorable monkey! I have been expecting
your presence.
Chimp Chi rose to his knees and
looked up to the throne. The man that sat
there looked exactly as he did years ago.
It is said the Green Emperor is immortal
and seeing him again Chimp Chi knew
that there was some truth to these tales.
Tall and imperial in robes of deepest
green and armor that shone like polished jade. His long fingers stroked the inlays of his mighty
throne and the when he spoke a chill seemed to pass through the room. It has been many years
since I have seen you last, young one. I still disprove of your fascination with that miserable island! It
insults me you choose to wear that filthy rag in my presence.
Chimp Chi looked down at his black Gi and shrugged. Lord of the Jade, do forgive my poor
dress. I had urgent need to speak with you. Speed was more important than decorum. I knew you
would respect skill and expediency over dress as long as proper respect was given
What of my loyal guards? Were they as easily done away with as your manors little
monkey?
It would seem so my Emperor. They were only human Snarled Chimp Chi.
Yet I am not? Chimp Chis head whipped around at the new voice. It was high and cold and
utterly without remorse. The woman was stunningly beautiful and moved like smoke through the
room. She flowed into the grand chamber and slid next to the still kneeling Chimp Chi. Four have
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paid their final service. Three more were unworthy to serve and have been dismissed. She smiled a
cold and ruthless little smile at Chimp Chi.
Well done my Green Serpent. How has our little friend improved? asked the Emperor in an
amused tone.
The monkey moves well and sees more than most. But still it thinks itself a master in the
house of his betters. It uses its senses well, but is arrogant. She replied coldly and without interest.
Then leaning close to Chimp Chi she whispered And it doesnt look up.
So little animal, you have come uninvited into my house to speak. And because you have
done me service in the past I will hear what you have to say. You have amused me; this alone is
worth a moment of my time. With that he reached out his long jade green fingernails and plucked a
shiny scale from a golden vessel on his left. Lifting the glittering wafer to his lips he popped it into
his mouth and closed his eyes briefly in apparent ecstasy. When at last he exhaled Chimp Chi saw
thin streams of smoke wafting from his nostrils and mouth.
Chimp Chi rose slowly from his position on the carpet. He struggled with his rage at the
comments of the Green Serpent. That ignorant human would have to wait. Larger concerns
threatened the future of all Apes in Pulp City. Mighty Green Emperor I have come to ask you to
honor our agreement made these many years ago. I have seen the signs; I hear the spirits wailing in
the night. I have spoken with ancients and consulted with mystics. I know why you have come to
Pulp City.
As I knew you must. You were never so blind to the call of the Dragon Lines as you wished
us to believe. So you know of what I seek and what I have found. Yes? The Emperor smiled slightly
and steepled his great fingers in contemplation. His piercing gaze such that Chimp Chi was forced at
last to lower his eyes for that gaze. So at last you have come to join me? I will accept, in honor of
our bargain.
No Screamed Chimp Chi, his voice rising to a simian howl. I come to make you to stop.
What arrogance is this? hissed the Emperor. The guards around the room drew steel as one.
And the woman to Chimp Chis right threw back her head and laughed. It was a cold and menacing
sound. Heartless and cruel her laugh silenced the chamber for a moment.
You dare think to order me! The Green Emperor rose from his throne towering about all in
the chamber. I will not be stopped! For centuries I have searched for the medallions. A mere animal
thinks to order me. You have crossed a line. Gladly would I have accepted your servitude and granted
you a place at my side for my ascension. Now only oblivion awaits you!
With a blinding flash Green Serpent lashed out. But Chimp Chi was ready for this. His rage at
the Green Emperor and his daughter exploded into physical motion. The flash of blades sounded for
a few moments as strike and parry resounded across the room. Their blades like quicksilver dancing
back and forth each voice rang from the back of the hall. In moments both combatants bleed from
small cuts and gashes. Chimp Chi knew he had only on move left. The Serpent was quick, and very
7|Page
skilled. He gathered his hate of this hairless abomination and prepared mind and body for the Ape Ki
strike.
No father this must not be. The voice that spoke was strong and full of authority. The Green
Serpent hissed and spun to watch the newcomer stride into the hall. The speaker was dressed in red
and had the look of a fighter to him. Where his father was tall and imposing, he was lean and quick.
He waved his sister away from Chimp Chi and she obeyed.
You owe him a favor. Do you wish to curse your fate by slaying him before it is paid?
Crimson Oni you join us at last. I will heed your council. Monkey you are owed a boon and
so I will repay it. Take now your life and leave this place. The Emperor waved and the sea of Green
uniforms parted to lead into the hall from which Chimp Chi had arrived.
Father is my life worth just this? One lowly chimp is all the value you place upon your son?
The Crimson Oni glared at his father unflinching. He was calm and at ease but Chimp Chi could sense
the dangerous potential in the boy he had once saved. Shame he had grown into another stinking
human drone fit only to serve this demented madman.
You ask much child. The Emperor resumed his seat on the throne and stared at the little
Chimpanzee that stood bleeding on his priceless carpets. At last he nodded in seeming assent and
with the smallest of gestures sent several servants rushing from the chamber. Moments later the
servants returned bearing a large cage between them.
Very well take with you this dreadful thing. I have had it many months and it has no secrets
left that interest me. With a miniscule wave of his hand a cage was lowered to the floor. The
servants bowed deeply and backed away to resume their places. Chimp Chi took a tentative step
forward to peer into the cages darkened recesses. Inside a slumped simian form huddled in pathetic
ball. She had clearly been tortured and abused cruelly. Her reddish gold fur has matted with dried
blood and one eye was swollen shut. Still Chimp Chi knew her instantly.
BELLA! cried Chimp Chi. Chimp Chi ran to her cage and with a crack he sliced the lock from
her cage. She fell into his arms and made a pathetic animal noise. Chimp Chi draped her broken form
over his shoulders. Rage burned in his eyes as he turned at last to face the Emperor in his Jade
throne. This is how you repay me? I will never accept this. The Apes will be told. It will be a war. You
must know this.
What fears have I from simple beasts? Leave now. My debt to you is settled. Seek me again
at your peril.
Chimp Chi half dragging the broke Red Bella passed through the crowd of silent green clad
assassins. The Crimson Oni met him at the door. Oni bowed low to Chimp Chi. For my life that once
you saved, I honor you. Then with a strike so fast Chimp Chi could barely follow it he struck out. The
Crimson Onis fist sheathed in flames struck him in the chest and staggered him. For the disrespect
youve shown my father in his hall. With that he turned and walked away.
8|Page
One assassin laughed as Chimp Chi recovered from the blow; and died laughing as Chimp
Chis blade found him. Chimp Chi hurried down the hall. The silent Terra Cotta Statues stepped down
from their plinths as Chimp Chi passed. The Statues split along hidden seems and revealed fearsome
weapons of modern science. Chimp Chi noted this but kept moving. At last they reached the alley.
Bella straightened and looked up when the salt air at last seemed to reach her. Thank you Chimp
Chi.
We must hurry. Doc Red will get you on your feet in no time. We will need friends to stop
what is coming. We have no
time.
Bella chuckled
quietly. We have one more
than you think. She pointed
to his chest. Their burned
into his tunic were four little
words that might change the
balance. You are not alone.
Chimp Chi gave Bella
a very human smile. That will
help. But we must hurry The
Emperor is calling them
here.
Calling what? asked
Bella.
Hes calling the
Monsters. All the Monsters of
heaven and earth will be
here. The Emperor thinks he
can bend them to his will.
Hes wrong.
9|Page
Chapter 1: Monster Rules
Adding Pulp Monsters to a game of Pulp City
Monsters operate much like a Team of
allows a whole new level of variety and
Supremes that you may be used to. They have
customization options. The rules included in
the same Traits, Skills, and Exclusive Actions in
this book will allow you to customize a
a similar way that a Supreme has. They use an
Monster to ravage Pulp City, or perhaps save
Action Pool and take Damage like a Supreme
it. Whatever you choose to do with your
would.
Monster we think youll find the experience
In Pulp City there are three different Origins
unique and unforgettable.
available for Monsters, just as there are for
Supreme. The Origin of a Monster determines
unique capabilities common to that Origin
type.
However, each Monster has its own unique
properties that help it stand out from the
others, and from the lesser powered Supremes
they face. Despite this, there are some
common properties that all Pulp Monsters
share. The following rules always apply to Pulp
Monsters, however some Monsters will have
specific rules that conflict with general
Monster rules; in this case, the specific rules
always override the general rules.
Rank Unlike Supremes which are rated
in Levels, Pulp Monsters have Ranks. The Rank
of a Monster determines how many Supreme
Levels it is equivalent to in an Encounter. Be
aware that a Monster does not Team with
Supremes, but may lead Minions. In addition,
for other purposes such as the application of
Actions and Effects, consider a Monster as
being equal or equivalent to a Level 3
10 | P a g e
Supreme. Monsters have a Power-Up Pool
may use Power-Up dice according to the
equal to the Encounter Level.
usual rules.
Action Points Monsters use
Trump Traits Pulp Monsters can
Action Points just as Supremes do. Unlike
have a varied number of Trump Traits based
Supremes a Monsters AP Allowance and its
on which Upgrades are chosen for it. Monster
AP Pool are identical. As a Monster suffers
Trump Traits are similar to Supreme Trump
Damage it may lose AP affecting both
Traits except that Pulp Monsters ALWAYS
Allowance and AP Pool; the different Monster
benefit from a Trump Roll during Opposed
Origins each have rules for this. At no point in
Rolls using one of their Trump Traits, and
the Round can the AP Pool be bigger than the
there is no limit to the number of times a
Monsters AP Allowance. If this happens any
Monster is allowed to use Trump Rolls in any
excess AP are taken immediately from the
given Round. Monsters may Power-Up an
Monsters unspent AP until the two are equal.
Opposed Roll made with a Trump Trait.
Monsters have no access to other Trump Trait
Activation A Monster Activates
Benefits except Scenery Manipulation (see
below).
much as a Supreme does, and may combine
permitted Actions as normal.
Skills All Pulp Monsters have Reach 2,
Strike Actions Monsters may
and Super Damage 6 to reflect their large
perform up to 3 Strike Actions in a Game
Regeneration 0 which have no effect unless
Round regardless of Rank. This can be
increased through Upgrades.
size. They also have Blitzer 0, Ram 0 and
increased with Fury or other abilities as
normal.
Stunned Occasionally a Monster will
Universal Actions - The
suffer enough Damage to confuse and surprise
Monster has no access to Universal Actions
to re-assess the situation. A Monster is
except for Strike, Smash and Throw (Monsters
Stunned whenever it suffers Super Damage. A
may always use Scenery Manipulation Actions
Stunned Monster must use the Pass Action
regardless of whether or not they have
during its next Activation.
it. This generally leads to it halting its advance
Strength as a Trump Trait). Monsters may also
use the Pass Action, however unlike the usual
rules for Pass; the AP cost for this Action is
Unstoppable -The usual Supreme
assigned to the Monster. In addition Monsters
tricks that disable or hamper their opponents
11 | P a g e
may not be enough to stop a Monster. If a
Monster fails an Opposed Roll which results
Blast Attacks Due to the size of
in a continuous effect (affecting the Monster
a Monsters base, some Blast attacks are
until the end of the Round or beyond, for
simply not able to cover the entire base. Thus
example), the Monster may remove the effect
if a Blast falls fully within the Monsters base it
by Damaging itself for a number of points
can be resolved using full Trait for the
equal to the original Action AP cost (not
Opposed Roll, instead of half Trait as normal.
including Power Up AP cost if any is used).
This must be declared immediately after the
Opposed Roll is resolved.
Scenery Manipulation
While the ability to throw a car is usually
Commanding Minions
Pulp Monsters are able to Command Minions
just like a Supreme. In fact Monsters are
particularly adept at this; therefore Monsters
have unlimited Command Range.
reserved for the mightiest of humans, such
feats of strength are relatively unimpressive in
a being that stands six stories tall. All
Monsters may use Scenery Manipulation
Actions (Smash and Throw) even if they do
not have Strength Trump Trait. Range for
Thrown Objects is Strength + 4 inches.
Additionally, if a Monster has Strength as a
Trump Trait it may Throw Rank 3 Objects at a
range of Strength +2 inches regardless of
Strength requirements.
In Cover While a human-sized
target finds it relatively easy to seek the
protection of cover, a Monster the size of an
office building has some trouble. Even when
partially obscured they provide targets no
human sized marksman would find challenging
to hit. Pulp Monsters never benefit from the In
Cover Condition.
Resources Monsters do not have
or use a Resource Pool, although they can
purchase Minions through Upgrades (see
Chapter 3).
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Chapter 2: Monster Movement
not use Relentless if it doesnt spend any AP
Monsters are gigantic and almost unstoppable
during its
juggernauts. Therefore these huge creatures
move very differently to the tiny Supremes
Activation on Exclusive Actions or extra
and Minions who so often attempt to thwart
movement through Relentless. Extra
them.
movement can be used before or after any
To reflect the difference for Monsters from the
declared Actions. This is a Monsters only form
usual movement rules, they use a selection of
of movement. Monsters cannot use Move*,
special rules which are detailed below, instead
Run* or Charge* Actions.
of the usual Universal Movement Actions.
Giant Monsters are Immune/Difficult
Terrain. In fact a Monster may move through
any Terrain up to 3 inches tall as long as it has
sufficient movement to get its base clear of
the terrain. Individual Monsters are always
mounted on an 80 mm base, and they may
also move through any model on a smaller
base than their own. If the Monster has
insufficient Movement to clear a smaller-based
model, after completing the movement move
the smaller-based model by the shortest
distance into Base to Base contact with the
Monster. Additionally, any model or obstacle
the Monster passes through, or is in Base to
Base with following a Relentless move, suffers
from Crushing as soon as it is eligible:
Relentless Before taking any
Action during its Activation, the Monster may
make a Relentless move of up to 2 inches,
plus its Blitzer Skill if any, at no cost. If you
want to move the Monster further, pay 1 AP
for each extra inch, up to a maximum of 4
extra inches per Activation. The Monster may
Crushing (G vs.
G or I - the Defenders
chooses which): The Monster adds +1 to the
Opposed Roll for each extra AP spent on
Relentless during the current Activation (with
the standard Pulp City Math cap of +3).
Models may only be affected by Crushing
once in a given round.
13 | P a g e
Juggernaut - Monsters are
Monster which gains Flight largely uses the
Immune/Knockdown. Monsters also cannot
may use Up, up and away! A Monster subject
be moved against their will by Strength or
to the Shot Down Condition suffers the
Agility based Actions. Mind based Actions may
Opposed Roll and discards all current Flight
still affect them, if the Action affects Monsters
Counters, but is not Knocked Down. A Shot
or models (not Supremes only). Monsters can
Down Monster suffers from Stunned instead.
always choose to leave Base to Base contact
Monsters follow the usual rules for Targeting
with models that have a smaller base size,
Flight Models; Flight & Close Combat against
even if Charged* in the current Round, but
Models on the Ground; and Close Combat
they will still suffer a Free Strike as normal.
between Flying Models. Finally, Monsters may
normal rules for Flight. Monsters with Flight
never use or benefit from the Flight Indoors
Flying Monsters Not all
Monsters can fly of course, however any
rule.
14 | P a g e
Chapter 3: Monster Creation
The Pulp Monster rules are designed to allow
combat their threat. A Rank 2 Monster is
you to fully customize and build your own
the equivalent of 12 Supreme Levels.
giant Monster. A series of simple choices will
allow you to create a custom Pulp Monster in
just a few minutes. Here is a brief summary of
the steps you will take in creating your Pulp
Monster.
1.
Choose the Rank of the Monster.
2.
Choose the Origin of your Monster.
3.
Upgrade your Monster.
Rank
To begin creating your Monster you must first
decide what Rank the Monster will be. In
game terms the Rank of a Monster will largely
determine the size of the Encounter in which it
will be used. A Monster represents one side
and is not supplemented by Supreme allies
except in special Encounter scenarios. Each
Monster Rank represents a specific number of
Supreme Levels.
Rank 1 Monsters are hatchlings, young or
inexperienced creatures, or simpler
prototypes unleashed for the first time.
While still amazingly powerful they
represent a less serious threat than a more
experienced creature. A Rank 1 Monster is
the equivalent of 9 Supreme Levels.
Rank 2 Monsters are experienced or fullygrown monstrosities. These Monsters are
capable of terrible destruction and require
full Teams of Supremes to effectively
Rank 3 Monsters are the Alphas of their
kind. They are fearsome enough to require
most Supreme Teams to look for
additional help when confronting them.
Rank 3 Monsters are the equivalent of 15
Supreme Levels.
Rumors tell of legendary Monsters possibly
even more powerful than these - whether the
legends are true remains to be seen.
15 | P a g e
Elders, each one grants the Elder extra
Origin
Damage, and unique powers and
In the next step you will select the Origin of
vulnerabilities. As a Seal is destroyed the
your Monster. Beast Monsters are creatures of
Elder will have its AP reduced.
Nature at its most primal. They can be
slavering dinosaurs, titanic rabid animals, even
rampaging alien insects. Elders are beings of
occult power and represent the Mystery
Origin. They range from cosmic wanderers, to
evil dwellers of the Abyss; even colossal
golems infused with dark magic are possible.
Finally there are Robots, the war machines of
Science. These could be man-made steel
monstrosities, or intelligent spaceships, or
even some form of nanite swarm.
Robots: Science Origin. Robots are
mechanical constructs and rely on physical
toughness and advanced weaponry.
Robots have Defense and Energy as their
primary Traits. Robots require vast sources
of energy in order to function. As the
game progresses they will begin to lose
Fuel, thus draining them of AP. The more
AP the Robot uses the more quickly its AP
will begin to diminish.
Upgrades
In game terms each Origin will determine the
Each Monster has a number of Upgrades to
starting Traits of the Monster you create. Each
allocate depending on its Rank. Upgrades are
Origin has different powers and Skills available
spent on a one-for-one basis to purchase
to it. Any Monster can be customized to meet
Upgrade Levels for your Monster; thus cost
your specific vision, but be aware that each
equals Upgrade Level. Each Origin of Monster
Origin tends towards a particular play style.
has access to four different categories of
Origins also determine the ways in which a
Upgrades. Depending on the Origin and Rank
Monster can be defeated or its defenses
of the Monster you will have a variable
overcome. It is important to understand how
number of Upgrades available in each
your Monster can be vanquished and have a
category. Upgrade categories vary by the
plan to protect it.
Origin of Monster, though a number of them
Beasts: Nature Origin. A Beast is the most
and the options they include may be similar.
physical and least complex form of Pulp
Monster. A Beasts primary Traits are
When Upgrading two basic rules will apply to
Strength and Agility. It can take damage
all Monsters:
just like any living creature and so the
1.
Upgrades have a cost equal to their
Damage the Beast takes is what lowers its
Level. Thus a Level 2 Upgrade costs 2
AP.
Upgrade Points.
Elders: Mystery Origin. An Elder is a
creature of vast psychic and arcane
energies. An Elders primary Traits are
Mind and Spirit. Mystic Seals protect
2.
Only the highest Level of a specific
Upgrade purchased will be useable.
16 | P a g e
Chapter 4: Beasts
Base
Damage
60
Beast
AP
+ 20 x
Rank
14 +
Rank x 4
Bestial Monsters represent the epitome of
Natures primal fury. Whether your Beast is an
alien insect, a gigantic lizard, or some
Stopping the Beast
mammoth primate from a lost era, all Beasts
Beasts are powerful giants of pure destruction.
share some common characteristics.
They can level city blocks and cause more loss
of life than a natural disaster. In fact Pulp City
The above are the basic Traits for all Beast
Casualty Insurance rates Beast attacks as
Monsters. These Traits may be modified and
natural disasters. Still, like any living creature
adjusted depending on the Upgrades chosen.
they can be stopped if you hit them hard
17 | P a g e
enough or often enough. In order to stop the
conflict the Supremes must cause enough
Damage to Incapacitated the Beast.
Bloodline 1: In the Effects Phase of each
Round, choose 1 friendly Minion Card. All
Actions performed by the Minions
Beasts are not immune to pain however and
belonging to it cost 1 AP less, to a
will slow down the more Damage they take. A
minimum of AP 0.
Beast loses 1 AP for every full 10 points of
Bloodline 2: In the Effects Phase of each
Damage it suffers. Additional Damage a Beast
Round, choose 2 friendly Minion Cards. All
purchased with Upgrades does not count
Actions performed by the Minions
towards AP lossthus providing a buffer zone.
belonging to them cost 1 AP less, to a
minimum of AP 0.
Upgrades
Round, choose 3 friendly Minion Cards. All
Beasts have four categories of Upgrades they
Actions performed by the Minions
can purchase from:
belonging to them cost 2 AP less, to a
Cranial Upgrades: Options representing
minimum of AP 0.
not only advanced mental faculties but
also physical enhancements to the Beasts
Bloodline 3: In the Effects Phase of each
head. Beasts select Rank x 2 Cranial
Upgrades.
Body Upgrades: These are physical
capabilities related to the bulk of the
J by 1.
Mindful 2: Increase the Beasts J by 2.
Mindful 3: Increase the Beasts J by 3;
Mindful 1: Increase the Beasts
Mind becomes a Trump Trait.
Beast. These primarily develop its resilience
and physical attacks. Beasts select Rank x 3
Body Upgrades.
Appendages: The Beasts enhanced limbs.
These Upgrades augment the Beasts
natural weapons and movement
Spirit becomes a Trump Trait.
Extras: These Upgrades add unique
features to truly define each individual
Beast. Beasts select Rank x 2 Extra
Upgrades.
Cranial Upgrades (Rank x 2):
Spirited 3: Increase the Beasts
K by 3;
Spirit becomes a Trump Trait.
capabilities. Beasts select Rank x 2
Appendage Upgrades.
K by 1.
Spirited 2: Increase the Beasts K by 2;
Spirited 1: Increase the Beasts
Raging /Multi-Headed 1: The Beast gains
Fury 1.
Raging /Multi-Headed 2: The Beast gains
Fury 2.
Raging /Multi-Headed 3: The Beast gains
Fury 3.
18 | P a g e
Extra Senses 1: The Beast gains Super
Damaged Supreme or Minion must pay
Extra Senses 2: The Beast gains Super
double AP for any Actions performed for
Blast and Powerful Rays. Increase AP by
the remainder of the Round.
Extra Senses 3: The Beast gains Super
double AP for any Actions performed for
2.
the remainder. Additionally Monster gains
Alpha Beast 1: The Beast gains Monster.
Alpha Beast 2: The Beast gains Monster
and Leader of Minions 3.
the Bruiser Skill.
must choose an Element type (e.g. Air,
Earth, Fire, Water, Light, or Darkness).
The Monster Gains the associated Element
Horns 1: All Head-butt attacks benefit
from +1 to the Opposed Roll.
Horns 2: All Head-butt attacks benefit
as a Skill
Earth, Fire, Water, Light, or Darkness).
F vs. I / AP 2):
The Monster Gains the associated Element
Resolve Damage as if the Monster
had the Bruiser Skill.
Horns 3: All Head-butt attacks benefit
as a Skill
H vs. I/RNG 6/ AP
choose an Element type (e.g. Air, Earth,
the Monster gains the following Action:
Horn Strike (
Breath Weapon 3: (
3): When selecting this Upgrade you must
from +1 to the Opposed Roll. In addition,
o
H vs. I/RNG 4/
must choose an Element type (e.g. Air,
the Monster gains the following Action:
Horn Strike (
Breath Weapon 2: (R
AP 3): When selecting this Upgrade you
from +1 to the Opposed Roll. In addition,
o
H vs. I/RNG 6/
Breath Weapon 1: (Pr
AP 2) When selecting this Upgrade you
Alpha Beast 3: The Beast gains Monster,
Leader of Minions 5 and Leader 1.
F vs. G / AP 2): A
Head-butt 3 (
Damaged Supreme or Minion must pay
Blast and Powerful Rays. Increase AP by
F vs. G / AP 2): A
Head-butt 2 (
Blast and Powerful Rays.
1.
Fire, Water, Light, or Darkness). The
F vs. I / AP 2):
Monster Gains the associated Element as a
Resolve Damage as if the Monster
Skill.
had the Bruiser and Super
Damage 1 Skills.
Head-butt 1 (
F vs. G / AP 1): A
Damaged Supreme or Minion must pay +1
AP for any Actions performed for the
remainder of the Round.
Body Upgrades (Rank x 3):
Defensive 1: Increase the Beasts
G by 1.
19 | P a g e
Defensive 2: Increase the Beasts
G by 2;
on each successful Close Combat Action to
each target in Base to Base with it.
Defense becomes a Trump Trait.
Defensive 3: Increase the Beasts
G by 3;
The Beast deals 2 extra points of Damage
Defense becomes a Trump Trait.
Strong 1: Increase the Beasts
Strong 2: Increase the Beasts
on each successful Close Combat Action to
each target in Base to Base with it.
F by 1;
Strength becomes a Trump Trait.
F by 2;
Strong 3: Increase the Beasts
fully within 6 inches of the Monster. The
AP cost is equal to the Level of the Minion
card re-spawned plus 1. The Minion card is
Tough 1: The Beast gains 5 extra Damage
able to be Commanded within the same
Points. This Damage is removed before
Base Damage and does not count towards
AP loss.
Activation in which it is re-spawned.
6 inches of the Monster. The AP cost is
equal to the Level of the Minion card re-
towards AP loss.
spawned. The Minion card is able to be
Tough 3: The Beast gains 15 extra
Commanded within the same Activation in
Damage Points. This Damage is removed
which it is re-spawned. Re-spawned
before Base Damage and does not count
Minions receive +1 to all Opposed Rolls in
towards AP loss.
their first Activation in this Round.
Fast Metabolism 1: The Beast gains
Regeneration +1.
Fast Metabolism 2: The Beast gains
Regeneration +2.
Fast Metabolism 3: The Beast gains
K / Special): Once per
friendly Minion card anywhere fully within
before Base Damage and does not count
Pheromones 2* (
Round you may re-spawn an Eliminated
Tough 2: The Beast gains 10 extra
Damage Points. This Damage is removed
K / AP 1 + Special):
Eliminated friendly Minion card anywhere
F by 3;
Strength becomes a Trump Trait.
Pheromones 1* (
Once per Round you may re-spawn an
Strength becomes a Trump Trait.
Massive Build 3: The Beast gains Ram +3.
Pheromones 3* (
K / AP 1 + Special):
Once per Round you may spawn a Minion
card anywhere fully within 6 inches of the
Monster. Create the card using regular
Minion creation rules. The cost is equal to
the Level of the Minion Card spawned. The
Regeneration +3.
Minion card is able to be Commanded
Massive Build 1: The Beast gains Ram +1.
spawned. Spawned Minions receive +1 to
Massive Build 2: The Beast gains Ram +2.
The Beast deals 1 extra point of Damage
within the same Activation in which it is
all Opposed Rolls in their first Activation in
this Round.
20 | P a g e
Wrecking Blow 1 (
F vs. G / AP 2): The
Bestial Roar 1 (SBl3
H vs. I / AP 2):
Beast makes a mighty body slam capable
This Action deals no Damage. Any model
of leveling buildings. This Action benefits
losing the Opposed Roll suffers 1 to any
from Ram + 2.
Opposed Roll targeting the Beast for the
Wrecking Blow 2 (
F vs. G / AP 2): The
Beast makes a mighty body slam capable
remainder of the Round.
Bestial Roar 2 (SBl3 Mind vs. Spirit / AP
of leveling buildings. This Action benefits
3): Any model losing the Opposed Roll
from Ram + 2. Buildings Damaged by this
suffers 1 to any Opposed Roll targeting
Action suffer Aftershocks 5 in the
the Beast for the remainder of the Round.
following Round.
Wrecking Blow 3 (
Bestial Roar 3 (SBl3 Strength vs. Spirit /
AP 5): Any model losing the Opposed Roll
F vs. G / AP 2): The
suffers 1 to any Opposed Roll targeting
Beast makes a mighty body slam capable
the Beast for the remainder of the Round.
of leveling buildings. This Action benefits
Any Minion Commanded by the Beast
from Ram + 3. Buildings Damaged by this
gains +1 to Opposed Rolls targeting a
Action suffer Aftershocks 5 in the
model that has suffered Damage from
following Round. Any other Close Combat
Bestial Roar in the current Round.
Actions made by the Beast for the
remainder of the Round benefit from Ram
Appendage Upgrades (Rank x
+ 3.
2):
H vs. I / RNG 6 / AP 2)
Spikes 2 (Pr H vs. I / RNG 6 / AP 2):
Spikes 1 (Pr
Agility becomes a Trump Trait.
Sacrifice one available Strike and pay an
extra 2 AP to target one additional model
Spikes 3 (Pr
H vs. I / RNG 8 / AP 2):
The Beast may attack multiple extra
targets by sacrificing one available Strike
and paying an extra 2 AP per target to
attack each additional chosen model
within RNG with Spikes 3; declare this
before making any Opposed Rolls for
Spikes.
Agile 3: Increase the Beasts Agility by 3;
Agility becomes a Trump Trait.
Spikes.
Agile 2: Increase the Beasts Agility by 2;
Agility becomes a Trump Trait.
within RNG with Spikes 2; declare this
before making any Opposed Rolls for
Agile 1: Increase the Beasts Agility by 1;
Fast 1: The Beast has an extra 2 AP
Allowance.
Fast 2: The Beast has an extra 4 AP
Allowance.
Fast 3: The Beast has an extra 6 AP
Allowance.
21 | P a g e
Speedy 1: The Beast moves 3 inches
instead. Treat the model as a Rank 2
during its Relentless Movement, instead of
Object for purposes of Range and Blast. A
the normal 2 inches.
model Thrown in this way suffers an
Speedy 2: The Beast moves 3 inches
additional 2 points of Damage and is
during its Relentless Movement. The Beast
Knocked Down.
gains an additional 3 AP Allowance.
Speedy 3: The Beast moves 3 inches
during its Relentless Movement. The Beast
gains an additional 5 AP Allowance.
Plasma 1 (Bl3
H vs. I / Range 8 / AP
2): All Minions and Supremes benefit from
+2 to Opposed Rolls against Plasma 1.
Tail 1: (SBl1 Strength vs. Agility / AP 2):
This Action deals no Damage. Target
+2 to Opposed Rolls against Plasma 2.
Knocked Down.
Tail 2: (SBl1 Strength vs. Agility / AP 3):
This Action deals no Damage. Target
Plasma 2 benefits from Aftershocks 1.
Plasma 3 benefits from Aftershocks 3.
for the remainder of the Round.
This Action deals no Damage. Target
again in the current Round.
Titans Might 1: The Beasts Strikes benefit
from Super Damage 5.
by 1 for the remainder of the Round.
by 2 for the remainder of the Round.
by 2 for the remainder of the Round.
considered Burdened for the remainder of
from the Beast than it began.
Titans Might 3: The Beasts Strikes benefit
from Super Damage 5. Additionally when
the Beast causes Super Damage it may
spend an extra 3 AP and Throw the model
Goo 1 (Pr Energy vs. Agility / Range 6 /
AP 2): A model Damaged by Goo 1 is
long as it ends the move further away
Stomp 3 (SBl3 Strength vs. Defense / AP
4): All Damaged Supremes reduce their AP
from Super Damage 5. Additionally when
choose the direction a model is moved as
Stomp 2 (SBl2 Strength vs. Defense / AP
4): All Damaged Supremes reduce their AP
Titans Might 2: The Beasts Strikes benefit
the Beast causes Super Damage it may
Stomp 1 (SBl1 Strength vs. Defense / AP
3): All Damaged Supremes reduce their AP
models that lose the Opposed Roll are
Knocked Down, and may not Activate
H vs. I / Range 8 / AP
+1 to the Opposed Rolls against Plasma 3.
Knocked Down and reduce their AP by 1
Tail 3: (SBl1 Strength vs. Agility / AP 5):
Plasma 3 (Bl4
2): All Minions and Supremes benefit from
models that lose the Opposed Roll are
H vs. I / Range 8 / AP
2): All Minions and Supremes benefit from
models that lose the Opposed Roll are
Plasma 2 (Bl4
the Round.
Goo 2 (Pr Energy vs. Agility / Range 6 /
AP 2): A model Damaged by Goo 2 may
not use any further Movement Actions in
the current Round.
22 | P a g e
Goo 3 (Bl3 Energy vs. Agility / Range 6 /
AP 4): A model Damaged by Goo 3 may
not use any further Movement Actions in
Reach +1.
the current Round.
Wings 1: The Beast gains Blitzer +1.
Wings 2: The Beast gains Flight 1.
Wings 3: The Beast gains Flight 3.
Carapace/Scales 1: Absorb 1
Carapace/Scales 2: Absorb 2
Carapace/Scales 3: Absorb 2. The Beast
also gains 10 extra Damage Points. This
Damage is removed before Base Damage
and does not count towards AP loss.
Energized 1: Increase the Beasts Energy
by 1.
Energized 2: Increase the Beasts Energy
including player created Minions). The
Energized 3: Increase the Beasts Energy
Beast also gains Leader of Minions 2 or
by 3; Energy becomes a Trump Trait.
Sharp Vision 1: All of the Beasts
adds +1 to Leader of Minions.
including player created Minions). The
RNG.
Beast also gains Leader of Minions 3 or
Sharp Vision 2: All of the Beasts
Projectiles and Blasts benefit from +2
RNG. The Beast ignores the In Cover
+2to Leader of Minions.
including player created Minions). The
Sharp Vision 3: All of the Beasts
Beast also gains Leader of Minions 5 or
Projectiles and Blasts benefit from +4
adds +3 to Leader of Minions.
RNG. The Beast ignores the In Cover
condition of models it targets.
Pack 3: The Beast begins the games with 7
Levels of Minion cards (any combination
condition of models it targets.
Pack 2: The Beast begins the games with 5
Levels of Minion cards (any combination
Projectiles and Blasts benefit from +2
Pack 1: The Beast begins the games with 3
Levels of Minion cards (any combination
by 2.
Tentacles/Long Limbs 3: The Beast gains
Reach +3.
Extra Upgrades (Rank x 2):
Tentacles/Long Limbs 2: The Beast gains
Reach +2.
Tentacles/Long Limbs 1: The Beast gains
Shell 1 (Defense / AP 3): The Beast gains
Invincible 2 for the remainder of the
Round or until it uses any Relentless
Movement.
Shell 2: (Defense / AP 3): The Beast gains
Invincible 2 for the remainder of the
Round or until it uses any Relentless
23 | P a g e
Movement. When selecting this Upgrade
the Monster gains 5 extra Damage Points.
This Damage is removed before Base
Spines and Quills 2: The Beast gains
Counterattack 2.
Spines and Quills 3: The Beast gains
Damage and does not count towards AP
Counterattack 3, and 5 extra Damage
loss.
Points. This Damage is removed before
Shell 3: (Defense / AP 3): The Beast gains
Base Damage and does not count towards
Invincible 2 for the remainder of the
AP loss.
Round or until it uses any Relentless
movement When selecting this Upgrade
Shake it Off 1 (Spirit / AP 2): The Beast
the Monster gains 10 extra Damage Points.
may not use Relentless Movement during
This Damage is removed before Base
this Activation. Heal 3 Damage to the
Damage and does not count towards AP
Beast.
loss.
Shake it Off 2 (Spirit / AP 3): The Beast
may not use Relentless movement during
Arachnid 1: The Beast gains Wallcrawler.
this Activation. Heal 6 Damage to the
Arachnid 2: The Beast gains Wallcrawler
Beast.
and Aftershocks 1.
Arachnid 3: The Beast gains Wallcrawler,
Shake it Off 3 (Spirit / AP 4): Heal 8
Damage to the Beast.
Aftershocks 2 and Blitzer +1.
Spines and Quills 1: The Beast gains
Counterattack 1.
24 | P a g e
Chapter 5: Elders
Elder
Base
AP
Damage
10
12 +
Rank x 8
Elders are the embodiment of occult power
primal arcane forces within their own right, or
made flesh. Certain Elders the Many-Angled
beings pulled from the very depths of the
Ones - exist in realms other than our own and
netherworlds.
as such must be firmly anchored to our world
to remain here for long. Other Elders are
25 | P a g e
Regardless of whence they came, all Elders are
the Active Seal, instead of being applied to the
subject to the following rules.
Elder. A Seal is destroyed when it has lost all
All Elders have the Skills Non-Living and
its Damage or when its Flaw requirements
Leave no Trace, and they are affected by
have been met. If the stipulations of the Flaw
Exorcism.
are met then the Seal is destroyed as if it had
Elders may Command any Non-Living
lost all-remaining Damage. Once the Active
Minion including enemy Minions. Increase
Seal is destroyed the Elder must immediately
all AP costs by 1 when Commanding
choose a new Seal to become the Active Seal
enemy Minions.
if it has any more Seals available. Declaring a
new Active Seal costs no AP. Any excess
The above chart shows the base Traits for an
Damage that would have been applied to the
Elder Monster. As usual these Traits may be
just-destroyed Seal is ignored and not applied
modified based on the Upgrades chosen.
to either the new Seal or the Elder Base
Damage (but it will still trigger certain effects -
Stopping the Elder
such as Super Damage). Whenever a Seal is
Elders are the eldritch horrors that exist
loses 2 AP if the Active Seal was destroyed
beyond our reality, or the mystical servitors of
ancient realms. Elders can only exist for a
prolonged time on our plane of existence due
to powerful mystical enchantments laid upon
them. These enchantments are known as Seals.
These Seals offer protection and additional
destroyed the Elder immediately loses 1 AP, or
due to its Flaw. A specific Seal can only be
used once per Encounter by an individual
Monster.
The number of Seals an Elder has available
throughout an Encounter is dependent upon
powers to an Elder.
its Rank. Elders have a total of 7 Seals at Rank
Elders may have one Active Seal at any given
Elders do not have to select their Seals in
time. That Seal remains Active until it is
destroyed. Each Seal has a built in weakness,
known as the Flaw. These Flaws can be
exploited to instantly destroy the currently
Active Seal. Each Seal chosen grants a different
benefit and a different Flaw. In the Effects
phase of the first Round declare the current
Active Seal.
All Seals have 10 Damage. When an Elder
suffers Damage, that Damage is taken from
1; 9 Seals at Rank 2; and 11 Seals at Rank 11.
advance, however as mentioned each Seal may
only be chosen once per Encounter. When it
comes time to declare another Active Seal, the
Elder player simply chooses one from the list
of Seals below. Once all of an Elders available
Seals are destroyed, the Elder will take
Damage as normal and be Eliminated once all
of its Base Damage is gone.
26 | P a g e
Upgrades
Elders have four categories of Upgrades they
Spirit becomes a Trump Trait.
Mental Upgrades: Representing the
advanced mental faculties and psychic
(any combination including player created
select Rank x 3 Mental Upgrades.
Minions). The Elder also gains Leader of
Form Upgrades: These are physical traits
Minions 2 or adds +1 to Leader of
related to the shape and form of the Elder.
Minions.
These are primarily responsible for its
defensive and movement abilities. Elders
(any combination including player created
Mystical Upgrades: More esoteric and
Minions). The Elder also gains Leader of
unique abilities of the Elder. These
Minions 3 or adds +2 to Leader of
Upgrades are the Elders primary damage
Minions.
dealing abilities. Elders select Rank x 2
Mystical Upgrades.
(any combination including player created
weaken enemies and enhance Minions.
Minions). The Elder also gains Leader of
They sow chaos and disorder and are the
Minions 5 or adds +3 to Leader of
hallmark of the Elder. Elders select Rank x
Minions.
2 Ritual Upgrades.
Mindful 1: Increase the Elders Mind by 1;
Mindful 2: Increase the Elders Mind by 2;
Mind becomes a Trump Trait.
1.
Spirit becomes a Trump Trait.
Extra Senses 3: The Elder gains Super
Blast and Powerful Rays. Increase AP by
Mindful 3: Increase the Elders Mind by 3;
Spirited 1: Increase the Elders Spirit by 1;
Extra Senses 2: The Elder gains Super
Blast and Powerful Rays. Increase AP by
2.
Mind becomes a Trump Trait.
Extra Senses 1: Elder gains Super Blast
and Powerful Rays.
Mind becomes a Trump Trait.
Mental Dominance 3: The Elder begins
the game with 7 Levels of Minion cards
Ritual Upgrades: These arcane rituals
Mental Upgrades (Rank x 3)
Mental Dominance 2: The Elder begins
the game with 5 Levels of Minion cards
select Rank x 2 Form Upgrades.
Mental Dominance 1: The Elder begins
the game with 3 Levels of Minion cards
effects the Elder can generate. Elders
Spirited 3: Increase the Elders Spirit by 3;
Spirit becomes a Trump Trait.
can purchase from:
Spirited 2: Increase the Elders Spirit by 2;
Walking Death 1 (Pr Mind vs. Spirit /
RNG 6 / AP 2): Any model losing the
Opposed Roll gains the Non Living Skill
27 | P a g e
until the Effects phase of the following
other model of the Elders Team, with AP
Round.
costs paid by the Elder. A model cannot
Walking Death 2 (R Mind vs. Spirit /
be subject to Mind Control for 2
RNG 4 / AP 3): Any model losing the
consecutive Rounds.
Opposed Roll gains the Non Living Skill
until the Effects phase of the following
Round.
Walking Death 3 (SBl3 Mind vs. Spirit /
Telekinetic 1: The Elder gains Telekinesis
4.
Telekinetic 2: The Elder gains Telekinesis
AP 4): Any model losing the Opposed Roll
5; in addition the Elder may sacrifice an
gains the Non Living Skill until the Effects
available Strike Action to make a second
phase of the following Round.
Telekinesis Throw Action in the same
Round.
Mind Control 1 (Pr Mind vs. Spirit / RNG
Telekinetic 3: The Elder gains Telekinesis
6 / AP 2): This Action deals no Damage. If
6; in addition the Elder may sacrifice an
the target model loses the Opposed Roll,
available Strike Action to make additional
then for the remainder of the Round that
Telekinesis Throw Actions in the same
model is Dominated. The Elder may spend
Round.
AP equal to the AP of any Action the
Dominated model announces to cancel
Chaos 1 (Pr Mind vs. Defense /RNG 6 /
that Action. A model cannot be subject to
AP 2): A model suffering Damage from
Mind Control for 2 consecutive Rounds.
Chaos 1 has its physical structure
Mind Control 2 (Pr Mind vs. Spirit / RNG
temporarily altered. Roll d6 to determine
6 / AP 5): This Action deals no Damage. If
the affected Trait: 1-2 Strength, 3-4
the target model loses the Opposed Roll,
Defense, 5-6 Agility. The affected Trait is
then for the remainder of the Round that
reduced by 1 for the remainder of the
model is counted as a member of the
Round.
Elders Team. The target model may be
Chaos 2 (Pr Mind vs. Defense /RNG 6 /
Activated like any other model of the
AP 3): A model suffering Damage from
Elders Team, with AP costs paid by the
Chaos 2 has it abilities temporarily altered.
Elder. A model cannot be subject to Mind
Roll d6 to determine the affected Trait: 1
Control for 2 consecutive Rounds.
Strength, 2 Defense, 3 Energy, 4 Agility 5
Mind Control 3 (Pr Mind vs. Spirit / RNG
Mind, or 6 Spirit. The affected Trait is
8 / AP 3): This Action deals no damage. If
reduced by 2 for the remainder of the
the target model loses the Opposed Roll,
Round.
then for the remainder of the Round that
Chaos 3 (Bl3 Mind vs. Defense /RNG 6 /
model is counted as a member of the
AP 5): Models suffering Damage from
Elders Team. It may be Activated like any
Chaos 3 have their physical structure
28 | P a g e
temporarily altered. Roll d6 to determine
the affected Trait: 1 Strength, 2 Defense, 3
Defensive 3: Increase the Elders Defense
by 3; Defense becomes a Trump Trait.
Energy, 4 Agility 5 Mind, or 6 Spirit. The
affected Trait is reduced by 2 for the
remainder of the Round.
1.
Psychic Leech 1 (Pr Mind vs. Spirit / RNG
8 / AP 1): This Action deals no Damage.
Strong 1: Increase the Elders Strength by
Strong 2: Increase the Elders Strength by
2.
Supremes affected by Psychic Leech grant
Strong 3: Increase the Elders Strength by
3; Strength becomes a Trump Trait.
the Elder 1 AP every time they use a
Movement Action. This effect lasts until
Agile 1: Increase the Elders Agility by 1.
the Supreme suffers Damage or Psychic
Agile 2: Increase the Elders Agility by 2.
Leech is used again.
Agile 3: Increase the Elders Agility by 3;
Psychic Leech 2 (Pr Mind vs. Spirit / RNG
Agility becomes a Trump Trait.
8 / AP 2): This Action deals no Damage.
Supremes affected by Psychic Leech grant
the Elder 1 AP for every 2 full AP spent
during any Activation. This effect lasts until
Manipulation 1.
the Supreme suffers Damage or Psychic
Leech is used again.
Formless 1: The Elder gains Molecular
Formless 2: The Elder gains Molecular
Manipulation 2.
Psychic Leech 3 (Pr Mind vs. Spirit / RNG
Formless 3: The Elder gains Molecular
Manipulation 3.
8 / AP 2): This Action deals no Damage.
Supremes affected by Psychic Leech grant
Stomp 1 (SBl1 Strength vs. Defense / AP
the Elder 1 AP for every AP spent during
3): All Supremes Damaged by this Action
any Activation. This effect lasts until the
reduce their AP by 1 for the remainder of
Supreme suffers Damage or Psychic Leech
the Round.
is used again.
Stomp 2 (SBl2 Strength vs. Defense / AP
4): All Supremes Damaged by this Action
reduce their AP by 2 for the remainder of
Form Upgrades (Rank x 2)
the Round.
Stomp 3 (SBl3 Strength vs. Defense / AP
4): All Supremes Damaged by this Action
reduce their AP by 2 for the remainder of
Defensive 1: Increase the Elders Defense
the Round.
by 1.
Defensive 2: Increase the Elders Defense
by 2; Defense becomes a Trump Trait.
Wings 1: The Elder gains Blitzer +1.
Wings 2: The Elder gains Flight 1.
29 | P a g e
Wings 3: The Elder gains Flight 3.
Plasma 1 (Bl3 Energy vs. Agility / RNG 8
/ AP 2): Fire. All Minions and Supreme
Tentacles/Long Limbs 1: The Elder gains
targets benefit from +2 to the Opposed
Reach +1.
Rolls against Plasma 1.
Tentacles/Long Limbs 2: The Elder gains
Plasma 2 (Bl4 Energy vs. Agility / RNG 8
Reach +2.
/ AP 2): Fire. All Minions and Supreme
Tentacles/Long Limbs 3: The Elder gains
targets benefit from +2 to the Opposed
Reach +3.
Rolls against Plasma 2. Plasma 2 benefits
from Aftershocks 1.
Ethereal 1 (Spirit / AP 3): The Elder gains
Plasma 3 (Bl4 Energy vs. Agility / RNG 8
Spectral until the end of the Round or
/ AP 2): Fire. All Minions and Supreme
until it uses any Relentless movement.
targets benefit from +1 to the Opposed
Ethereal 2 (Spirit / AP 3): The Elder gains
Rolls against Plasma 3. Plasma 3 benefits
Spectral until the end of the Round.
from Aftershocks 3.
Ethereal 3 (Spirit / AP 3): The Elder gains
Spectral until the end of the Round. While
benefitting from Ethereal 3, the Elder may
move through any obstacle or terrain
Mind Blast 1 (Pr Mind vs. Spirit / RNG 6
/ AP 2)
Mind Blast 2 (Pr Mind vs. Spirit / RNG 6
feature as long as its base can make it
/ AP 2): Sacrifice one available Strike and
completely through the terrain.
pay an extra 2 AP to target one additional
model within RNG with Mind Blast 2.
Arachnid 1: The Elder gains Wallcrawler.
Arachnid 2: The Elder gains Wallcrawler
Mind Blast 3 (R Mind vs. Spirit / RNG 6 /
AP 4)
and Aftershocks 1.
Arachnid 3: The Elder gains Wallcrawler,
Aftershocks 2 and Blitzer +1.
Eldritch Aura 1 (Au2 Energy vs. Agility /
AP 4): Any model caught in the Aura or
entering the Aura suffers an Opposed Roll.
Eldritch Aura 1 lasts for the remainder of
the Round, or until Relentless Movement is
Mystic Upgrades (Rank x 2)
Energetic 1: Increase the Elders Energy by
1.
Energetic 2: Increase the Elders Energy by
2; Energy becomes a Trump Trait
Energetic 3: Increase the Elders Energy by
3; Energy becomes a Trump Trait.
used.
Eldritch Aura 2 (Au3 Energy vs. Agility /
AP 4): Any model caught in the Aura or
entering the Aura suffers an Opposed Roll.
Eldritch Aura 2 lasts for the remainder of
the Round, or until Relentless Movement is
used.
30 | P a g e
Eldritch Aura 3 (Au3 / Energy vs. Agility
(any combination including player created
/ AP 4): Any model caught in the Aura or
Minions). Follower Minions benefit from
entering the Aura suffers an Opposed Roll.
Gaias Enemy 2.
The Eldritch Aura 3 lasts for the remainder
of the Round.
Object of Worship 1: The Elder gains
Monster.
Warped Reality 1 (Bl2 Energy / RNG 6
Object of Worship 2: The Elder gains
/AP 3): The Elder summons forth a portion
Monster and Leader of Minions 3 or
of its home reality. The Blast area becomes
adds +2 to Leader of Minions.
Difficult Dangerous Terrain (Energy 4 vs.
Object of Worship 3: The Elder gains
Agility) that remains in place for the
Monster, Leader of Minions 5 or adds +3
remainder of the Round.
to Leader of Minions (choose the highest
Warped Reality 2 (Bl3 Energy / RNG 6
value), and Leader 1.
/AP 3): The Elder summons forth a portion
of its home reality. The Blast area becomes
Arcane Bolt 1 (Pr Energy vs. Agility /
Difficult Dangerous Terrain (Energy 5 vs.
RNG 6 / AP 2): Arcane Bolt benefits from
Agility) that remains in place for the
Technophobe 1.
remainder of the Round.
Arcane Bolt 2 (Pr Energy vs. Agility /
Warped Reality 3 (Bl3 Energy / RNG 10
RNG 8 / AP 2): Arcane Bolt benefits from
/AP 3): The Elder summons forth a portion
Technophobe 2.
of its home reality. The Blast area becomes
Arcane Bolt 3 (Bl2 Energy vs. Agility /
Difficult Dangerous Terrain (Energy 6 vs.
RNG 6 / AP 4): Arcane Bolt benefits from
Agility) that remains until Warped Reality
Technophobe 2.
is used again.
Followers 1: The Elder begins the
Encounter with 3 Levels of Minion Cards
Fortress.
(any combination including player created
Minions). Non Living Follower Minions
Third Eye 3: The Elder gains Mind
Fortress, Minds Reach and Repel.
Followers 2: The Elder begins the
Encounter with 5 Levels of Minion Cards
(any combination including player created
Minions). Non Living Follower Minions
benefit from Gaias Enemy 2.
Third Eye 2: The Elder gains Mind
Fortress and Minds Reach.
benefit from Gaias Enemy 1.
Third Eye 1: The Elder gains Mind
Followers 3: The Elder begins the
Encounter with 7 Levels of Minion Cards
Ritual Upgrades (Rank x 2)
Dark Infusion (Mind / RNG 6 / AP 2):
Choose a friendly Minion within range,
affecting a whole Minion card even if just
one model is within range. During its next
31 | P a g e
Activation the affected Minion card gains
AP spent adds 2 inches to the distance
+2 to all Opposed Rolls. At the end of the
traveled.
next target Minion Activation remove all
Bamph 3 (Pr Mind vs. Defense / AP 2+
Minions on the card as casualties.
Special): This Action deals no Damage.
Dark Infusion (Mind / RNG 6 / AP 3):
The Elders player may move the model
Choose a friendly Minion within range,
losing the Opposed Roll up to 4 inches as
affecting a whole Minion card even if just
if it had the Blink Skill. The Elder may
one model is within range. During its next
spend up to Rank additional AP; each
Activation the affected Minion card gains
additional AP adds 2 inches to the
+2 to all Opposed Rolls. At the end of that
distance traveled. A model moved by
Activation resolve a Dark Explosion (SBl2
Bamph 3 must end on the game board
Energy 5 vs. Agility) on each Minion.
and follow all rules for Advanced
Eliminate all Minions on the card affected
Movement Actions (PG page 28).
by Dark Infusion after resolving the roll.
The Minions affected by Dark Infusion are
Death Dance 1 (Mind / AP 2): A friendly
not affected by other Dark Explosions.
Non Living Minion card gains +2 to its
Dark Infusion (Mind / RNG 6 / AP 3):
next Opposed Roll.
Choose a friendly Minion within range,
Death Dance 2 (Mind / AP 3): All friendly
affecting a whole Minion card even if just
Non Living Minion cards gain +2 to their
one model is within range. During its next
next Opposed Roll.
Activation the affected Minion card gains
Death Dance 3 (Mind / AP 4): All Non
+2 to all Opposed Rolls. At the end of the
Living Minion cards gain +2 to their next
Round resolve a Dark Explosion (SBl2 /
Opposed Roll. You may immediately
Energy 5 vs. Agility) on each Minion.
Command all Non Living Minions during
Eliminate all Minions on the card affected
this Activation.
by Dark Infusion after resolving all Dark
Explosions. The Minions affected by Dark
Necromancer 1 (Pr Spirit vs. Mind / RNG
Infusion are not affected by other Dark
4 / AP 2): This Action deals no Damage. A
Explosions.
Non Living Supreme that loses the
Opposed Roll may not target the Elder
Bamph 1 (Mind / AP 2): The Elder may
move up to 4 inches as if it had the Blink
with any Action until the following Round.
Necromancer 2 (Pr Spirit vs. Mind / RNG
Skill.
4 / AP 1 + Supreme Level): This Action
Bamph 2 (Mind / AP 2+ Special): The
deals no Damage. A Non Living Supreme
Elder may move up to 4 inches as if it had
that loses the Opposed Roll comes under
the Blink Skill. The Elder may spend up to
the Elders control and may be Activated
Rank in additional AP, and each additional
like any other model of the Elders Team,
32 | P a g e
using the Elders AP Pool to use Actions. A
Otherworldly Light 2 (Mind / AP 2): Any
model cannot be subject to Necromancer
Projectile, Ray or Blast Combat Action
2 for 2 consecutive Rounds. Necromancer
targeting the Elder must reduce its RNG
lasts for the remainder of the Round.
by d3 inches. Roll for each separate Action
Necromancer 3 (Bl3 Spirit vs. Mind /
used. In addition, All Projectile, Ray or
RNG 6 / AP 1 + Total Supreme Levels):
Blast Combat Actions used against the
This Action deals no Damage. Any Non
Elder cost 1 extra AP. Otherworldly Light 2
Living Supremes that lose the Opposed
lasts until the following Effects Phase.
Roll comes under the Elders control and
Otherworldly Light 3 (Mind / AP 3): Any
may be may be Activated and like any
model wishing to target the Elder with a
other model of the Elders Team, using the
Projectile, Ray or Blast Combat Action
Elders AP Pool to use Actions. A model
must succeed in a Mind vs. Mind Opposed
cannot be subject to Necromancer 3 for 2
Roll with the Elder. If the model fails the
consecutive Rounds. Necromancer lasts for
Opposed Roll the Elder may nominate any
the remainder of the Round.
model within 2 inches of the Elder and
within RNG of the attacking model as the
Null Zone 1 (Au2 / Mind / AP 3): All
new target for the attack. Otherworldly
Living models suffer 1 to Combat Actions
Light 3 lasts until the start of the following
they use while in the Aura. Null Zone 1
Round.
lasts for the remainder of the Round.
Null Zone 2 (Au3 / Mind / AP 4): All
Living models suffer 2 to Combat Actions
RNG 4 / AP 4): Models losing the
they use while in the Aura. Null Zone 2
Opposed Roll are moved 3 inches directly
lasts for the remainder of the Round.
away from the Elder.
Null Zone 3 (Au3 / Mind / AP 5): All
Hellish Wind 2 (R Mind vs. Defense /
models except the Elder suffer 2 to
RNG 6 / AP 4): Models losing the
Combat Actions they use while in the
Opposed Roll are moved 3 inches directly
Aura. Null Zone 3 lasts for the remainder
away from the Elder and are Knocked
of the Round.
Down.
Hellish Wind 1 (R Mind vs. Defense /
Hellish Wind 3 (R Mind vs. Defense /
Otherworldly Light 1 (Mind / AP 2): Any
RNG 8 / AP 5): Models losing the
Projectile, Ray or Blast Combat Action
Opposed Roll are moved 4 inches directly
targeting the Elder must reduce its RNG
away from the Elder and are Knocked
by d3 inches. Roll for each separate Action
Down. Even those Supremes with Defense
used. Otherworldly Light 1 lasts until the
Trump Trait will be affected by this Action,
following Effects Phase.
however they may spend a Power-Up die
to prevent being Knocked Down.
33 | P a g e
Elder may receive as well as the Flaw which if
Summoning 1* (Spirit / AP 1 + Special):
met can cause the seal to be destroyed. Each
Once per Round you may re-spawn an
Seal may only be chosen once per Encounter
Eliminated friendly Minion card anywhere
by an individual Elder.
fully within 3 inches of the Monster. The
AP cost is equal to 1 AP plus the Level of
the Minion card re-spawned. The Minions
are able to be Commanded during the
13th Seal: While this Seal is Active any Opposed Roll
using the Elders Mind or Spirit that rolls a 6 is
Powered Up for free.
o
same Activation in which they are respawned.
Summoning 2* (Spirit / Special): Once
per Round you may re-spawn an
Eliminated friendly Minion card anywhere
fully within 6 inches of the Monster. The
cost is equal to the Level of the Minion
card re-spawned. The Minions are able to
be Commanded during the same
Activation in which they are re-spawned.
Re-spawned Minions receive +1 to all
Opposed Rolls in their first Activation this
Round.
Summoning 3* (Spirit / AP 1 + Special):
Once per Round you may spawn a Minion
card anywhere fully within 6 inches of the
Monster. Create the card using regular
Minion creation rules. The cost is equal to
the Level of the Minion Card spawned. The
Minions are able to be Commanded
during the same Activation in which they
are spawned. Spawned Minions receive +1
to all Opposed Rolls in their first Activation
this Round.
Seals
An Elder may freely select from the Seals
below when required to choose a new Active
Seal. The descriptions include benefits the
Flaw: This Seal is destroyed if the Elder
loses an Opposed Roll where the opposing
Supremes total including Trait and all
modifiers is exactly 13.
Seal of Blood: While this Seal is Active the Elder
gains Power for Price 2.
Flaw: If an enemy Supreme within 4 inches
of the Elder is Eliminated or chooses to be
Eliminated instead of being Activated, then
the Seal is destroyed.
Seal of the Dead: During the Effect Phase if this Seal
is Active the Elder may spawn 2 cards of Zombie
Minions. Place the Minions within 8 inches of the
Elder at no cost.
o Flaw: This Seal is destroyed if the Elder
suffers any Damage from a Non-Living
model.
Seal of Destruction: While this Seal is Active the
Elder gains Ram 3.
o Flaw: This Seal is destroyed if the Elder
takes any Damage from a Trap Resource.
Seal of the Divided: While this Seal is Active any
Close Combat or Projectile attack the Elder makes
may target an additional model within range at no
extra AP cost. The Elder rolls only half its normal
Trait value rounded up against all targets when
dividing attack Actions this way, but may Power-Up
each Opposed Roll normally if allowed to do so.
o Flaw: The Seal is destroyed if the Elder
suffers Damage from a Supreme that is in
Base to Base with two or more other
Supremes.
o
34 | P a g e
Seal of Flames: While this Seal is Active any model in
Base to Base, or entering or leaving Base to Base
with the Elder, suffers Fire Aftershocks 3, and all of
the Elders Strikes are considered to benefit from
Damage Source/Fire.
o Flaw: The Seal is destroyed if the Elder
suffers any Damage from a Water Damage
Source.
Seal of the Master: While this Seal is Active the Elder
gains an extra 6 AP. Those extra 6 AP are lost if the
Seal is destroyed.
o Flaw: This Seal is destroyed if the there are
no friendly Minions on the board.
Seal of Fortune: While this Seal is Active all nonPower Up dice used for the Elders Opposed Rolls
count a 1-3 as a 1, and 4-6 as a 6. Only naturally
rolled 6s will benefit from Automatic Success.
o Flaw: If the Elder rolls a natural 1 and an
enemy Supreme rolls a natural 6 on any
single Opposed Roll then the Seal is
destroyed.
Seal of Motion: While this Seal is Active the Elder
pays 1 AP for 2 inches of Relentless movement. The
Elder has a maximum of 8 inches of extra Relentless
movement per Activation.
o Flaw: This Seal is destroyed if the Elder is
Stunned.
Seal of Midnight: While this Seal is Active the Elder
gains the Darkness Skill and Deflect 2 or adds +2 to
Deflect.
o Flaw: The Seal is destroyed if the Elder
suffers any Damage from a Light Damage
Source.
Seal of Mystery: While this Seal is Active the Elder
gains Gaias Enemy 2.
o Flaw: This Seal is destroyed if the Elder
loses an Opposed Roll to a Science Supreme
by 3 or more.
Seal of Nature: While this Seal is Active the Elder
gains Technophobe 2.
o Flaw: This Seal is destroyed if the Elder
loses an Opposed Roll to a Mystery
Supreme by 3 or more.
Seal of Sanity: While this Seal is Active the Elder rolls
an additional die on any Opposed Rolls using its
Mind, choosing the highest result.
o Flaw: This Seal is destroyed if the Elder
loses an Opposed Roll targeting its Spirit.
Seal of Science: While this Seal is Active the Elder
gains Inquisitor 2.
o Flaw: This Seal is destroyed if the Elder
loses an Opposed Roll to a Nature Supreme
by 3 or more.
Seal of Steel: This Seal has 15 Damage instead of 10.
o Flaw: This Seal is destroyed if the Elder
takes suffers any Damage in the Effects
phase.
Seal of the Mountain: While this Seal is Active the
Elder gains the Earth Skill and additionally all of the
Elders Strikes gain +2 to the Opposed Roll (subject
to the usual Pulp City Math limit of +3) and Super
Damage 4. The Elders Strikes now cost 3 AP.
o Flaw: The Seal is destroyed if the Elder
suffers any Damage from an Air Damage
Source.
Seal of the Sun: While this Seal is Active the Elder
gains the Light Skill. Elder ignores all In Cover
Conditions as well as the Blend and Deflect Skills.
o
Flaw: The Seal is destroyed if the Elder
suffers any Damage from a Darkness
Damage Source.
Seal of the Tides: While this Seal is Active the Elder
gains the Water Skill. Any model in Base to Base with
the Elder at the end of its own Activation is moved 4
inches directly away from the Elder while Seal of the
Tides is Active.
o Flaw: The Seal is destroyed if the Elder
suffers any Damage from a Fire Damage
Source.
Seal of Vendetta: Nominate an enemy model; while
this Seal is Active any Damage done to that model
from the Elder, is increased by 2 from a successful
Opposed Roll (does not increase fixed Damage or
Damage from Aftershocks). If the nominated model
is Eliminated or Incapacitated you may select
another model.
o Flaw: If any model other than your chosen
model suffers Damage from the Elder or
any of its allies, then this Seal is destroyed.
Seal of the Warrior: While this Seal is Active the
Elder gains +1 to all Strength Opposed Rolls and Fury
+1.
o Flaw: The Seal is destroyed if the Elder
suffers any Damage from an Energy
Projectile, Blast, or Ray.
Seal of the Wind: While this Seal is Active the Elder
gains the Air Skill and Flight 2, or Flight +2 if it
already has Flight.
o Flaw: The Seal is destroyed if the Elder
suffers any Damage from an Earth Damage
Source or is Shot Down.
35 | P a g e
Chapter 6: Robots
Robot
J K
Damage
AP
Special
Special
Robots are giant constructs, sentient or not,
war grown to enormous size. Whatever the
built by alien civilizations, genius scientists or
source of their creation, all Robots are subject
local evil masterminds. They may be humanoid
to the following rules.
science-warriors, anthropomorphic engines of
destruction, or even stranger looking
machines. Many are simply giant vehicles of
All Robots are Mechanical, Armored, and
Immune/Mind.
36 | P a g e
Robots may Command any Mechanical
the target of their Combat Action. Note that
Minions including enemy Minions.
all Damage from a single Combat Action must
be removed from the target Battery Packs
The above chart shows the base Traits for
Fuel, except where Rays, Blasts or Self-Blasts
Robot Monsters. As usual these Traits may be
are involved (see Multi Target Actions and
modified depending on the Upgrades chosen
Robots below). Excess Damage doesn't carry
over to other Battery Packs (but it will still
Stopping the Robot
trigger certain effects - for example Super
Invading Robots don't have Damage and AP
Whenever all Fuel (that is AP and Damage) in
like other Monsters. Instead a Robot uses Fuel.
a Battery Pack is marked off, it is Burnt Out
Fuel is a Robots driving force as they use it to
and may not be restored in any way, unless an
power their shields and protection system, as
Action states otherwise. Whenever all Battery
well as to enable their weapon attacks and
Packs in a Module are Burnt Out, a Robot no
movement. This means that any Damage a
longer benefits from any of the associated
Robot suffers and any AP spent by the Robot
Module Upgrades. This means it loses access
is drained from the Robots Fuel.
to any Trait, Action or Skill Upgrades in that
Damage).
Module. This effect from losing a Module is
Robots are comprised of four Modules, and
instant.
Fuel is stored in Battery Packs within these
Modules. Each of a Robots Modules is
A Robot is Eliminated when it loses its last
powered by 3 or more Battery Packs. Robots
Module.
have 2 + Rank Battery Packs in each Module,
each storing 10 Fuel. Each point of Fuel
represents both 1 AP and 1 point of Damage.
Therefore a Rank 3 Robot will have 5 Battery
Packs in each of the four Modules, for a total
Multi Target Actions
and Robots:
of 20 Battery Packs and 200 Fuel to start with!
Whenever a Robot is Activated, mark the total
Blasts: In addition to the Damage marked to
AP (Fuel) expenditure to one Battery Pack after
the target Battery Pack, for each point beyond
the Activation is resolved. Note that a whole
1 in the Blast radius, one other Battery Pack in
Activation must use Fuel from a single Battery
the same Module may be affected.
Pack.
For example, Bl3 will affect two extra Battery
Packs within the same Module. The extra
Whenever a Robot is attacked, the attacking
Opposed Rolls are resolved at half of the
player must select a specific Battery Pack as
attacking Trait value.
37 | P a g e
Bulkhead Module: This Module supports
Rays and Self Blasts: Measure the distance
the Robots frame and shields its engines
from the acting model to the Robot's base.
and certain vital components. The Robot
For each extra full inch of range remaining, in
player selects Rank x 2 Bulkhead
addition to the Damage marked to the target
Upgrades. The Bulkhead Module has 2 +
Battery Pack one additional Battery Pack in the
Rank Battery Packs, each storing 10 Fuel.
Module may be affected per extra inch of
range. The extra Opposed Rolls are resolved at
Movement Module: The Movement
half of the attacking Trait value.
Module is responsible for the Robots
For example, a Ray with RNG 6 used by a
mobility and locomotion. Robots select
model 3 inches away from the Robot will
Rank x 2 Movement Upgrades. The
potentially affect 3 extra Battery Packs as long
Movement Module has 2 + Rank Battery
as they are all within the same Module.
Packs, each storing 10 Fuel.
Auras: The Damage is dealt to just one Battery
Pack regardless of Aura size.
CPU Upgrades (Rank x 2):
Upgrades
Mindful 1: Increase the Robots Mind by
1.
Robots have four Modules, each with a
corresponding selection of Upgrades.
2.
Mindful 2: Increase the Robots Mind by
CPU Module: Usually located in the head,
Mindful 3: Increase the Robots Mind by
3.Mind becomes a Trump Trait.
this Module is responsible for battlefield
control. The Robot player selects Rank x 2
CPU Upgrades. The CPU Module has 2 +
Starting Rolls only, the Robot benefits
Rank Battery Packs, each storing 10 Fuel.
from +2 to Opposed Rolls.
Remote Control 1: For the purpose of
Remote Control 2: For the purpose of
Weapons Module: This Module usually
Starting Rolls only, the Robot benefits
located in appendages or limbs, and is
from +4 to Opposed Rolls.
responsible for delivering a Robot's
Remote Control 3: For the purpose of
firepower. The Robot player selects Rank x
Starting Rolls only, the Robot benefits
3 Weapons Module Upgrades. The
from +6 to Opposed Rolls.
Weapons Module has 2 + Rank Battery
Packs, each storing 10 Fuel.
CPU Repair Bots 1: In the Effects Phase of
every Round, each Battery Pack in this
Module restores up to 1 point of Fuel.
38 | P a g e
CPU Repair Bots 2: In the Effects Phase of
Action. Each success against a target
every Round, restore a total of up to 5
grants +2 to all Robot Combat Actions
points of Fuel to any single Battery Pack,
against that target for the remainder of
or divide 5 points of Fuel to restore to any
the Round.
Battery Packs in this Module.
CPU Repair Bots 3: In the Effects Phase of
every Round, roll d6 for each Burnt Out
Battery Pack in this Module; on a roll of 6
Tactical Computer 1: The Robot gains
Leader.
Tactical Computer 2: The Robot gains
the Battery Pack is no longer Burnt Out
Leader and Leader of Minions 3 or adds
and is restored with 1 point of Fuel. After
+2 to Leader of Minions
these rolls, restore a total of up to 5
Tactical Computer 3: The Robot gains
points of Fuel to any Battery Pack or
Leader and Leader of Minions 5 or adds
between any combinations of Battery
+3 to Leader of Minions.
Packs in this Module.
Target Designator 1 (Pr Energy vs.
Agility / Range 8 / AP 1): This Actions
Rays.
inflicts no Damage. If the Opposed Roll is
successful you gain a +2 to your next
Fire Control 2: The Robot gains Powerful
Rays and Super Blast.
Fire Control 3: The Robot gains Powerful
Combat Action against the target in this
Rays, Super Blast and Power
Round.
Trait/Energy.
Target Designator 2 (Pr Energy vs.
Agility / Range 8 / AP 1 per Model): This
Servitors 1: The Robot begins the
Actions inflicts no Damage. You may
Encounter with 3 Levels of Mechanical
attempt to use Target Designator against
Minion Cards (any combination). In
multiple models with this Action. Pay 1 AP
addition, the Robot gains Leader of
per model you wish to target with this
Minions 2 or adds +1 to Leader of
Action. Each success against a target
Minions.
grants +2 to all Robot Combat Actions
Fire Control 1: The Robot gains Powerful
Servitors 2: The Robot begins the
against that target for the remainder of
Encounter with 5 Levels of Minion Cards
the Round.
(any combination). In addition, the Robot
Target Designator 3 (Pr Energy vs.
gains Leader of Minions 3 or adds +2 to
Agility / Range 10 / AP 1 per model):
Leader of Minions.
This Actions inflicts no Damage. You may
Servitors 3: The Robot begins the
attempt to use Target Designator against
Encounter with 7 Levels of Minion Cards
multiple models with this Action. Pay 1 AP
(any combination).In addition; the Robot
per model you wish to target with this
39 | P a g e
gains Leader of Minions 5 or adds +3 to
Leader of Minions.
Scanners 1: In the Effects phase of the
first Round the Opposing player nominates
a single piece of Scenery that the Robot
can Recycle in order to restore its Battery
Packs.
two pieces of Scenery that the Robot can
Recycle in order to restore its Battery
Packs.
Scanners 3: In the Effects phase of the
first Round the Opposing player nominates
Packs.
fist like a rocket. Sacrifice 1 available Strike
Action to add +2 to the Opposed Roll.
fist like a rocket. Pay an extra 2 AP to
target one additional model within RNG
with Rocket Fist 2. Sacrifice 1 available
Strike Action to add +2 to a single Rocket
Fist Opposed Roll.
benefits from Super Damage 1.
models suffering Damage must pay an
Effects Phase.
scramble the electrical impulses of any
model nearby.
Weapon Repair Bots 1: In the Effects
Phase of every Round, each Battery Pack in
Hacker 3 (SBl3 Mind vs. Mind / AP 3):
The Robots advanced neural net can
Rocket Fist 3: (Pr Energy + Strength vs.
Agility / Range 6 / AP 4): Rocket Fist 3
Hacker only affects Mechanical models. All
additional AP for all Actions until the next
Rocket Fist 2: (Pr Strength vs. Agility /
Range 6 / AP 2+): The Robot launches its
Hacker 1 (SBl2 Mind vs. Mind / AP 2):
Hacker 2 (SBl3 Mind vs. Mind / AP 2):
Rocket Fist 1: (Pr Strength vs. Agility /
Range 4 / AP 2): The Robot launches its
Battery Pack.
Energized 3: Increase the Robots Energy
by 3; Energy becomes a Trump Trait.
may Restore 1 Fuel point to any single
Hacker only affects Mechanical models.
Energized 2: Increase the Robots Energy
by 2; Energy becomes a Trump Trait.
Damage the Scenery Suffers the Robot
Energized 1: Increase the Robots Energy
by 1; Energy becomes a Trump Trait.
While in Base to Base with Recyclable
Opposed Roll. For every point of
Strong 3: Increase the Robots Strength by
3; Strength becomes a Trump Trait.
Recycle (Energy + Rank vs. Defense):
Scenery the Robot may make an
Strong 2: Increase the Robots Strength by
2; Strength becomes a Trump Trait.
three pieces of Scenery that the Robot can
Recycle in order to restore its Battery
Strong 1: Increase the Robots Strength by
1.
Scanners 2: In the Effects phase of the
first Round the Opposing player nominates
Weapon Upgrades (Rank x 3):
this Module restores up to 1 point.
Weapon Repair Bots 2: In the Effects
Phase of every Round, restore a total of up
to 5 points of Fuel to any single Battery
40 | P a g e
Pack or divide 5 Fuel to restore among
per target to affect additional models
any Battery Packs in this unit.
within range with Laser Beam 3.
Weapon Repair Bots 3: In the Effects
Phase of every Round, roll d6 for each
Pulse Laser 1 (Pr Energy vs. Agility /
Burnt Out Battery Pack in this Module; on
RNG 4 / AP 2+): The Robot may add +1
a roll of 6 the Battery Pack is no longer
to the Pulse Laser Opposed Roll by
Burnt Out and is restored with 1 point of
spending an extra 1 AP.
Fuel. After the rolls, restore a total of up to
Pulse Laser 2 (R Energy vs. Agility / RNG
5 Fuel points divided among any Battery
4 / AP 3+): The Robot may add +1 to all
Pack or Battery Packs in this Module.
Pulse Laser Opposed Rolls by spending 2
AP.
Missile Swarm 1 (Bl2 Energy vs. Agility /
Pulse Laser 1 (R Energy vs. Agility / RNG
RNG 6 / AP 3
6 / AP 3+): The Robot may add a +1 to
Missile Swarm 2 (Bl2+ Energy vs. Agility
all Pulse Laser Opposed Rolls by spending
/ RNG 8 / AP 3 + Special): The Robot
1 AP.
may spend 1 or more extra AP to increase
the Blast by 1 per additional AP spent. You
may spend up to the Robots Rank in
2): If this Action Incapacitates or Eliminates
additional AP in this manner.
the target model the Robot regains 1 Fuel
Missile Swarm 3 (Bl3+ Energy vs. Agility
point per Supreme or Minion Level to a
/ RNG 10 / AP 3 + Special): A swarm of
single Weapon Battery Pack.
micro missiles. The Robot may spend 1 or
Infernal Combustion 2 (Str vs. Def / AP
more extra AP to increase the Blast by 1
2): If this Action Incapacitates or Eliminates
per additional AP spent. You may spend
the target model the Robot regains 2 Fuel
up to the Robots Rank in additional AP in
points per Supreme or Minion Level to a
this manner.
single Weapon Battery Pack.
Infernal Combustion 1 (Str vs. Def / AP
Infernal Combustion 3 (Str vs. Def / AP
Laser Beam 1 (Pr Energy vs. Agility /
2): If this Action Incapacitates or Eliminates
RNG 8 / AP 2)
the target model the Robot regains 3 Fuel
Laser Beam 2 (Pr Energy vs. Agility /
points per Supreme or Minion Level to a
RNG 10 / AP 2+): The Robot may sacrifice
single Weapon Battery Pack.
a Strike Action and spend 2 AP to target
one additional model within range with
Piston Punch 1 (STR vs. Def / AP 2): This
Laser Beam 2.
Action benefits from Ram 2 or adds + 2
Laser Beam 3 (Pr Energy vs. Agility /
to Ram.
RNG 12 / AP 3+): The Robot may sacrifice
an available Strike Action and spend 2 AP
Piston Punch 2 (STR vs. Def / AP 2): This
Action benefits from Ram 2 or adds + 2
41 | P a g e
to Ram. Buildings Damaged by this Action
card re-spawned plus 1. The Minions are
suffer Aftershocks 5 in the following
able to be Commanded within the same
Round.
Activation in which they are re-spawned.
Piston Punch 3 (STR vs. Def / AP 2): This
Replicator 2* (Mind / Special): Once per
Action benefits from Ram 3 or adds + 3
Round you may re-spawn an Eliminated
to Ram. Buildings Damaged by this Action
friendly Minion card anywhere fully within
suffer Aftershocks 5 in the following
6 inches of the Robot. The AP cost is equal
Round. Any other Close Combat Actions
to the Level of the Minion card re-
made by the Robot until the end of the
spawned. The Minion can be Commanded
Round benefit from Ram 3 or add + 3 to
within the same Activation in which they
Ram.
are re-spawned. Re-spawned Minions
receive +1 to all Opposed Rolls in their
first Activation in this Round.
Bulkhead Upgrades (Rank x 2):
Once per Round you may spawn a Minion
card anywhere fully within 6 inches of the
Defensive 1: Increase the Robots Defense
Robot. Create the card using regular
by 1; Defense becomes a Trump Trait.
Minion creation rules, though it must take
Defensive 2: Increase the Robots Defense
the Mechanical upgrade. The cost is equal
by 2; Defense becomes a Trump Trait.
to the Level of the Minion Card spawned.
Defensive 3: Increase the Robots Defense
The Minions can be Commanded within
by 3; Defense becomes a Trump Trait.
the same Activation in which they are
spawned. Spawned Minions receive +1 to
Spare Batteries 1: The Robot has one 5
all Opposed Rolls in their first Activation in
Fuel Battery Pack that is not assigned to
this Round.
any Module.
Spare Batteries 2: The Robot has one 10
Fuel Battery Pack that is not assigned to
any Module.
to 5 Fuel points to one Battery Pack in any
Spare Batteries 3: The Robot has one 15
Fuel Battery Pack that is not assigned to
Replicator 1* (Mind / AP 1 + Special):
Once per Round you may re-spawn an
Eliminated friendly Minion card anywhere
fully within 6 inches of the Robot. The AP
cost is equal to the Level of the Minion
Assimilation Device 1: Each time the
Robot Incapacitates a Supreme, restore up
any Module.
Replicator 3* (Mind / AP 1 + Special):
Module.
Assimilation Device 2: Each time the
Robot Incapacitates a Supreme, restore up
to 5 Fuel points to one Battery Pack in any
Module, and the Robot benefits from +1
to all Opposed Rolls for the remainder of
the Round. This +1 bonus is cumulative for
42 | P a g e
each Supreme Incapacitated within the
Harvester 3: Any time a Living model
same Round.
within 4 inches of the Robot is Eliminated,
Assimilation Device 3: Each time the
restore up to 3 Fuel points for each of its
Robot Incapacitates a Supreme, restore up
Supreme or Minion Levels to one Battery
to 5 Fuel points to one Battery Pack in any
Pack in any Module.
Module, including a Burnt Out one, and
the Robot benefits from +1 to all Opposed
Shield Modulation 1 (AP 2): The Robot
Rolls for the remainder of the Round. This
Gains Deflect 2 for the remainder of the
+1 bonus is cumulative for each Supreme
Round.
Incapacitated within the same Round.
Shield Modulation 2 (AP 2): The Robot
Gains Deflect 2 and Counterattack 1 for
Recycler 1: Any time a Mechanical model
within 4 inches of the Robot is Eliminated,
the remainder of the Round
Shield Modulation 3 (AP 3): The Robot
restore up to 1 Fuel point for each of its
Gains Deflect 2, Counterattack 2 and
Supreme or Minion Levels to one Battery
Annoying for the remainder of the Round.
Pack in any Module.
Recycler 2: Any time a Mechanical model
Self-Destruct 1 (SB2 Defense vs. Agility):
within 4 inches of the Robot is Eliminated,
When the Robots last Module is
restore up to 2 Fuel points for each of its
destroyed resolve Self-Destruct
Supreme or Minion Levels to one Battery
immediately. The Robot may score AGP
Pack in any Module.
through Self-Destruct 1.
Recycler 3: Any time a Mechanical model
Self-Destruct 2 (SBl3 Defense vs. Agility):
within 4 inches of the Robot is Eliminated,
When the Robots last Module is
restore up to 3 Fuel points for each of its
destroyed resolve Self-Destruct
Supreme or Minion Levels to one Battery
immediately. Models suffering any
Pack in any Module.
Damage from Self Destruct 2 take 2
additional Damage. The Robot may score
Harvester 1: Any time a Living model
within 4 inches of the Robot is Eliminated,
AGP through Self-Destruct 2.
Self-Destruct 3 (SBl 3 Defense + Energy
restore up to 1 Fuel point for each of its
vs. Agility): When the Robots last Module
Supreme or Minion Levels to one Battery
is destroyed resolve Self-Destruct
Pack in any Module.
immediately. Models suffering any
Harvester 2: Any time a Living model
Damage from Self Destruct 2 take 2
within 4 inches of the Robot is Eliminated,
additional Damage. The Robot may score
restore up to 2 Fuel points for each of its
AGP through Self-Destruct 2.
Supreme or Minion Levels to one Battery
Pack in any Module.
43 | P a g e
Power Distribution 1: Once per Round
during its Activation, the Robot may
transfer up to 3 Fuel from a Battery Pack
Point Defense 1 (SBl 2 Energy vs.
Defense /AP 3)
Point Defense 2 (SBL 3 Energy vs.
in the Bulkhead Module to a Battery Pack
Defense /AP 3): This Action benefits from
in another Module.
Super Damage 3 against models on
Power Distribution 2: Once per Round
30mm bases.
during its Activation, the Robot may
Point Defense 3 (SBL 3 Energy vs.
transfer up to 5 Fuel from a Battery Pack
Defense /AP 3): This Action benefits from
in the Bulkhead Module to a Battery Pack
Super Damage 3.
in another Module.
Power Distribution 3: Once per Round
Urban Adaption 1 (Agility / AP 2): The
during its Activation, the Robot may
Robot gains Wall Crawling for the
transfer up to 8 Fuel from a Battery Pack
remainder of the Round.
in the Bulkhead Module to a Battery Pack
Urban Adaption 2 (Agility / AP 2): The
in another Module. Energy transferred may
Robot gains Wall Crawling and adds 1 to
be used to restore a Burnt Out Battery.
its Relentless Movement.
Urban Adaption 3 (Agility / AP 2): The
Robot gains Wall Crawling, Fury +1 and
adds 2 to its Relentless Movement.
Movement Upgrades (Rank x
2):
Movement Repair Bots 1: In the Effects
Phase of every Round, each Battery Pack in
Flight Modules 1: Robot gains Flight 1.
Flight Modules 2: Robot gains Flight 3.
Flight Modules 3: Robot gains Flight3. In
addition, each time the Robot uses the Up,
this Module restores up to 1 point of Fuel.
up and away! Action in any Round
Movement Repair Bots 2: In the Effects
phase of every Round, restore a total of
up to 5 points between any number of
immediately resolve a Back Blast Action:
Models on bases smaller than 80 mm that
Battery Packs in this Module.
lose the Opposed Roll are moved 2 inches
Movement Repair Bots 3: In the Effects
directly away from the Robot.
phase of every Round, roll d6 for each
Burnt Out Battery Pack in this Module; on
a roll of 6 the Battery Pack is no longer
points between any number of Battery
Packs in this unit.
Efficient 1: The Robot moves 3 inches
during its Relentless Movement, instead of
Burnt Out and comes back with 1 point.
After the rolls, restore a total of up to 5
Back Blast (SBl2 / Defense vs. Agility):
the normal 2 inches.
Efficient 2: The Robot moves 3 inches
during its Relentless Movement. Once per
Round the Robot may restore 2 Fuel
44 | P a g e
points to one Movement Module Battery
AP; each additional AP adds 2 inches to
Pack when it voluntarily uses the Pass
the distance the target is moved. A model
Action.
moved by Teleporter 3 must end its
Efficient 3: The Robot moves 3 inches
movement on the board and follow all
during its Relentless Movement. Once per
rules for model placement.
Round the Robot may restore 5 points to
one Movement Module Battery Pack when
it voluntarily uses the Pass Action.
Stomp 1 (SBl1 / Strength vs. Defense /
AP 3): All Damaged Supremes reduce their
AP by 1 for the remainder of the Round.
Teleporter 1 (Mind / AP 2): The Robot
Stomp 2 (SBl2 / Strength vs. Defense /
may move up to 4 inches as if it had the
AP 4): All Damaged Supremes reduce their
Blink Skill.
AP by 2 for the remainder of the Round.
Teleporter 2 (Mind / AP 2+ Special): The
Stomp 3 (SBl3 / Strength vs. Defense /
Robot may move up to 4 inches as if it
AP 4): All Damaged Supremes reduce their
had the Blink Skill. The Robot may spend
AP by 2 for the remainder of the Round.
up to Rank number of additional AP; each
additional AP adds 2 inches to the
Blades 1: The Robot gains Fury +1.
distance the Robot may move.
Blades 2: The Robot gains Fury +2.
Teleporter 3 (Pr Mind vs. Def/ AP 2+
Blades 3: The Robot gains Fury +3.
The Robot player may move the model
Extendable 1: The Robot gains Reach +1.
losing the Opposed Roll up to 4 inches as
Extendable 2: The Robot gains Reach +2.
if it had the Blink Skill. The Robot may
Extendable 3: The Robot gains Reach +3.
Special): This Action deals no Damage.
spend up to Rank number of additional
45 | P a g e
Chapter 8: New Resources
Faced with the threat of huge rampaging
Roll. Penetrator Round is Automatically
monsters and gigantic extra dimensional
Powered Up at no cost.
beings humans and Supremes alike have
developed a number of way to help even the
odds. All manner of techniques have been
explored at one time or another. Some are
high tech solutions involving cutting edge
super science. Others are refinements on age
old hunting and trapping techniques simply on
a bigger scale. Others are arcane secrets
unearthed by the worlds greatest sorcerers.
Whatever the case these new resources can
Elemental Round
Rank 1 / Personal / One use per Encounter
Grant any Ranged Action an Element of your
choice.
Microwave Emitter
Rank 2 / Personal
Ranged Attacks against Robots gain Power
Trait Energy.
make all the difference when facing the might
Pheromone Spray
of the Monster.
Rank 2 / Personal
This powerful distillation is a guaranteed to
Supremes may purchase any of these
get the attention of any Beast. Beasts suffer
Resources from their Resource Pool when
Megalomaniac against the holder of the
fighting a Monster.
Pheromone Spray.
Monster Hunter Devices
Monster Hunter Artifacts
Monster Hunter Rounds
Amulet of Zhan Do
Rank 1 / Personal
Rank 1 / Personal / One use per Encounter
A Supreme armed with Monster Hunter
Rounds gains +1 to his Opposed Rolls against
Amulet of Zhan Do grants Super Damage 5
on your next Opposed Roll against a Monster.
Monsters when using a Projectile (Pr) Action.
Blessed Bullets
Penetrator Round
Rank 1 / Personal / One use per Encounter
Rank 1 / Personal / One use per Encounter
Grant any Ranged Action an Element of your
Penetrator Round replaces a normal Blast (Bl)
choice.
Action when use against a Monster. The
Supreme gains +1 to the Opposed Roll per
Ring of the Dragon
inch of the Blast; the Action is now treated as
Rank 1 / Personal
a Projectile. Example an Action that is Bl3
A Supreme armed with Ring of the Dragon
becomes a Projectile with +3 to the Opposed
gains +1 to his Opposed Rolls against
46 | P a g e
Monsters when making a Close Combat
Optimal Operator who must meet the
Action.
Operator Requirements and Optimal Operator
requirements. This usually means the Supreme
must have a certain Origin or Trump Trait.
Wand of Merlin
Rank 2 / Personal
Ranged attacks against Beasts gain Power Trait
Mind
Optimal Operators will cause a Trap to be far
more effective than a normal Operator.
Optimal Operators ALWAYS roll 2 dice and
take the highest when resolving Trap Effects.
Lure of Power
Rank 2 / Personal
This mystic charm acts as a psychic Beacon
attracting Elders to it. Elders suffer
Megalomaniac against the holder of the Lure
of Power.
Traps
Traps are specific resources for use with
Monsters in Pulp City. They work very
Effects list the Opposed Rolls and extra effects
generated by setting off a Trap. Optimal
Effects are the Opposed Rolls and extra Effects
generated by having an Optimal Operator.
Setting off a Trap requires the Operator to
spend 1 AP and is an Action, which can be
combined as usual.
differently from most other resources you will
Deadfall
find in Pulp City. All Traps are Level 3
Rank 3 / Trap / One use per Encounter
Resources that any Supremes might be able to
use. The big difference is that Traps can only
be triggered when certain events are met. Trap
Trigger: Monster must be within 4 of a
building at least 6 tall.
Resources list a Trigger, a condition that must
Operator: Supreme in Base to Base with
Triggering Building.
be met in order to set off the Trap. Triggers
Effect: (Str 8 vs. DEF)
usually require a monster to be near an object
Optimal Operator: Supreme with Trump
or model.
Strength.
Traps also have an Operator, a Supreme that
sets off the trap. In most cases any Supreme
can set off the Trap. Traps also have an
Optimal Effect: (Str 10 vs. Def) Super
Damage 6
47 | P a g e
Optimal Operator: Science Origin
Supreme with Trump Energy.
Optimal Effect: Monster and building
suffer (Eng 12 vs. Def)
Pitfall
Rank 3 / Trap / One use per Encounter
Trigger: Monster must not be within 3 of
any Terrain or Buildings.
Operator: Supreme within 8 and LOS to
Monster.
Effect: (Str 8 vs. Agility)
Optimal Operator: Supreme within 3 with
Trump Agility.
Damage 6
Resource Snare
Rank 3 / Trap / One use per Encounter
Trigger: Monster must be between two
pieces of Terrain no more than 6 apart.
Operator: Supreme within 4 of the
Monster.
Effect: Monster is Stunned d3 Activations,
or until the following Effects Phase.
Optimal Operator: Supreme with Trump
Defense.
Runes of Power
Rank 3 / Trap / One use per Encounter
Trigger: Monster must not be within 3 of
any Terrain or Buildings.
Operator: Mystery Origin Supreme within
4 of Monster.
Effect: (Energy 8 vs. Spirit)
Optimal Operator: Mystery Origin
Supreme with Trump Mind within 4
Optimal Effect: Monster is Stunned for his
next d6+1 Activations
Optimal Effect: (Str 10 vs. Agility) Super
Monster.
Optimal Effect: (Energy 10 vs. Spirit)
Super Damage 6
Explosives
Rank 3 / Trap / One use per Encounter
Trigger: Monster must be in Base to Base
with a building.
Operator: Supreme in Base to Base with
Triggering Building.
Effect: All models within 2 of Building
suffer (Eng 8 vs. DEF), this includes the
building
Circle of Warding
Rank 3 / Trap / One use per Encounter
Trigger: Three or more friendly Supremes
within 4 of Monster.
Operator: Nature or Mystery Supreme
within 4 of Monster.
48 | P a g e
Effect: Monster suffers -1 to all Opposed
Rolls until the following Effects Phase.
Optimal Operator: Nature or Mystery
Supreme within 4 of Monster with Trump
Spirit.
Optimal Effect: Monster suffers -2 to all
Opposed Rolls until the following Effects
Phase.
49 | P a g e
Chapter 9: Monster Plots and Agendas
When playing Pulp City with Monsters some
Supremes will deploy second but they may
changes need to be made to the usual Plots
deploy up to 6along any table edge. This
and Agendas. These are slight modification to
allows a crafty Supreme player to surround the
core rules and should be simple enough for
Monster right from the get go.
anyone familiar with Pulp City.
To begin Monsters only have 4 Plots. You may
choose the Plot or roll on the chart below.
Monsters and Burdened
Monsters are perfectly capable of picking up
objects and moving them around the board. In
1. Destroy or Defend
fact with their increased size becoming
2. Escape
Monster. While in base to base with a Token a
3. Quest
Burdened is far less of a hindrance for a
monster can spend 2 AP to become Burdened.
During subsequent Activations a Monster must
4. King of the Hill
pay 1 AP to remain Burdened. If a Monster
5. Supreme Player Chooses
immediately place the Token in Base to Base
6. Monster Player Chooses
Supreme player may place the Burden in Base
fails to pay the AP cost of Burden it must
with itself. If the Monster suffers Stun the
to Base with the Monster.
Each of these basic Pulp City plots is slightly
Plots
modified, to account for the unique properties
of Monsters.
Monster Deployment
Destroy or Defend
Unlike Supremes a Monster does not simply
When playing Destroy or Defend the Monster
arrive on the battlefield. Its movements are
will always be the Destroyer. Monsters are
easy to track and unless provoked it largely
built for destruction and its against their
ignores anything smaller than itself. To
nature to defend buildings.
represent this when playing with Monsters the
Monsters Deployment zone will be a 10
Buildings in a Destroy or Defend Plot will have
Diameter circle in the center of the board. The
the following Traits depending on the Rank of
Monster is always Deployed first and must be
the Monster.
place entirely within the circle.
50 | P a g e
Rank 1: 7 Defense 20 Damage
Rank 2: 9 Defense 25 Damage
Rank 3: 12 Defense 25 Damage
Quest
When Monsters are involved the Quest Plot is
Destroy or Defend uses the Monster
often a game of keep away. Monsters may be
Deployment Rules.
looking to take back items stolen from them.
Or Supremes may be looking to secure some
Escape
item important to a Monster. Beasts may be
protecting their eggs. A Robot may be looking
When playing the Escape Plot the Monster will
to reacquire its stolen technology. Elders could
always be the Intercepting team. Supremes are
be seeking a powerful artifact that will increase
always On the Run. Because there is only one
its power. Whatever the object the Quest Plot
Monster on the board the Supremes may not
will follow these rules.
use the Escape Action until the Effects Phase
of the Fourth Round. Monster Deployment is
One player will become the Quester the other
NOT used in this plot. Instead the monster is
player is the Guardian. Choose or roll to
deployed just like a normal Supreme Team. All
determine who will take on what roll. The
other rules apply.
usual Monster Deployment rules apply to the
Quest Plot. The Guardian will start with the
Quest Token in their deployment zone. The
token is placed after all other models have
been deployed.
Score AGP from the Quest as normal.
Take and Hold
This is a modified version of the King of the
Block Plot. Divide the table into 4 equal
sections and place a Claim Token in the center
of each quadrant. Monsters and Supremes
gain the following Action:
Stake a Claim (Spirit / AP 2) While in
Base to Base with a Claim Token you
now claim the Token.
51 | P a g e
Once claimed the Token remains under your
of the Round. Ritual must be
control until such time as your opponent uses
repeated the following Round in
Stake a Claim on it.
order to score AGP. If the Monster
has not been Eliminated or
Agenda Points
Incapacitated, suffered Stun, or
At the end of each Game Round you score 1
used Relentless Movement by the
AGP for each Claim Token you control.
end of the round the Ritual
succeeds.
Agendas
Monsters have a much more limited selection
of Agendas to choose from. They are not
required to take Agendas but if they choose to
they may have up to Rank +1 Agendas.
Monsters may take the following Agendas:
Revenge
Terror Tactics
Robbery
Earthday (Beasts only)
Jury Rig (Robots only)
Ritual (Elders only) the following is a
change to the normal Ritual Agenda.
o
Ritual (Mind /AP 3) A Monster
performing Ritual may not use
Relentless Movement till the end
52 | P a g e
The Fall of Pulp City
May 20th 1989 A green dragon of Chinese
City. This time it is challenged by the Blood
origin appears off the coast of Pulp City and
Watch and members of A.R.C., led by Red
wrecks large portions of the dock side area.
Bella , who appears to defend the city. The
The combined forces of Heavy Metal and
dragon is again driven off but this time it is
Dead Eye are required to defeat the dragon;
Bella and Chimp Chi who warn that this is but
Hadron in his giant form briefly goes toe to
the beginning.
toe with the mythical beast. This is arguably
May 28th 1989 A massive tiger of
the most powerful Monster to be seen in Pulp
unbelievable size charges into Pulp Citys
City. John Mesmer Trail - is briefly
industrial base. Heavy Metal is delayed in
interviewed by June Summers for Channel 4,
dealing with the situation due to a zombie
making a claim that his trailblazing method
outbreak in the Downtown area. Ironically, it is
has revealed a time of cataclysmic darkness to
Mysterious Man and Dark Solar that unite
come for Pulp City. Commentators dismiss his
briefly to subdue this great beast. Later
claims as a spurious attempt to sell more
communicating to some of the citys heroes,
Foxxy Blade identifies the creature as
Grandfather Tiger.
June 2nd 1989 A flaming bird, believed to be
the Phoenix of ancient Chinese legend begins
an assault of Pulp Citys Suburbs. It is quickly
driven away by united Blood Watch and A.R.C.
Supremes. Chimp Chi attempts to warn the
Supremes of Pulp City that this is the work of
the Green Emperor. Thankfully, despite its
appearance in a highly populated area the
Phoenix causes very few fatalities.
copies of his books.
June 5th Grandfather Tiger, Quilong the
May 23rd 1989 Massive psychic imbalances
Dragon and the Phoenix all simultaneously
cause the Blood Watch to be on their highest
appear around Pulp City. They appear far less
alert. They attempt to rally as many Supremes
coordinated then when they previously
as possible to their cause. Red Riding Hoodoo
appeared individually. Coven Strike Teams
is convinced of an Apocalypse Level Event.
rapidly engage the Phoenix. They are quickly
However, very few others are swayed by her
joined by Supremes of the Necroplane
claims.
Scourge and the ensuing fight to study the
May 24 1989 The dragon, now identified
Phoenixs potent magic nearly destroys the
as Quilong, appears again over the bay of Pulp
Downtown district. Mysterious Man, backed up
th
53 | P a g e
by a motley assortment of Supremes including
Sleeper. The Blood Watch, with the unlikely
Tank Red and Aurelius, as well as A.R.C.
assistance of several Coven Supremes, banish
members and a squadron of Robo-chimps
the great Elder before the unearthly thing
built by Virus and Silverager, again deals with
could reach its destination. Solar is convinced
Grandfather Tiger, keeping the gargantuan
the Elder was deliberately summoned by the
beast well outside Pulp City. Mysterious Mans
Forgotten. Establishing the truth seems largely
motivation in this action is highly suspect, but
irrelevant in the wake of the disasters of the
few Supremes have the time to give it much
previous days.
thought. Heavy Metal and the Blood Watch
June 12th Kodo Island is spotted just three
dispatch Quilong, but only just in time.
miles off the coast of Pulp City. Nuclear Jones
June 6 Ging Gong is sighted in Pulp City.
believes Mysterious Man is willing and able to
He ignores both the Pulp City Zoo and
unleash Kodo Islands full horrors onto a
Settlers Park areas as he rampages into the
beleaguered Pulp City.
th
heart of Pulp City. Heavy Metal manages to
stop the colossal ape just before he can
ravage City Hall. A full scale evacuation of Pulp
City begins, with Suprems such as Blood Rose
and Moonchild lending their assistance, and a
state of emergency is declared. Martial law is
put into effect, and some of those vigilantes
who operate from the shadows are considered
potential threats if they are not recognized as
a public Hero.
June 8th As the evacuation is near complete,
Crimson Oni, aided by Foxxy Blade, rallies the
Way of Fist and Blade to stop an invasion of
ninjas and other shadow operatives. She
claims these are minions of the Green Emperor
sent to summon the Dragon Quilong once
more. Oni confides in this team that there are
three mystical amulets that can exert control
over the Great Monsters. He is heard to
remark that Not all are held by unfriendly
hands.
June 10th - Massive psychic trauma in the
June 14th Dr. Tenebrous opens a portal to
wake of evacuation and destruction is believed
the Necroplane. A full scale invasion begins, at
to be the cause for the arrival of The Dread
its vanguard the Scourge Supremes known as
54 | P a g e
Doom Train, Supreme Zed, Mourn, Deadliner,
June 15th Following Nuclear Jones warning,
Night Fright and Leech. Necroplane Harvesters
the horrors of Kodo Island are at last
and Nightmares flood the city. Perun and
unleashed upon Pulp City. Terrorsaurs and an
Sovereign appear in Pulp City for the first time
army of mutants storm the beaches and docks.
in decades, and launch straight into battle. The
With the Necroplane invasion still in full swing,
Supremes of A.R.C. defend the Zoo with the
the Heroes of Pulp City and the brave cops
help of Ging Gong. The Immortal Ape is
who stand beside them are forced into retreat,
responsible for the destruction of no less than
fleeing before their ravening forces. C.O.R.E.
three Harvester Ships before being brought
unleashes the Byte Dragon for only the second
down by Dr. Tenebrous himself.
time on record. After days of tumultuous
fighting, the Downtown area is held by the
Heroes at last. However, the deserted suburbs
of Pulp City now house Necro G.I.s and
Mysterious Mans Mutants. The two forces
wage a massive war between themselves for
prime territory.
June 18th The Heroes of Pulp City are joined
by A.R.C. and a number of unaligned Heroes
and Villains under the leadership of Dead Eye,
taking refuge in Downtown. They fortify
several blocks around the Heavy Metal
stronghold in the wreckage of Golden Plaza to
use as a base of operations. Dead Eye declares
all friends are welcome despite any past
crimes. Dr. Mercury and Androida increase
Sentry Bot production by three hundred
percent, partly to keep a covert eye on some
of Dead Eyes new allies.
June 19th Under the cover of darkness a
strike team lead by Six Feet Under successfully
closes the Necroplane portal, as the hulking
Supreme is directly assaulted by first Mourn
then Supreme Zed. Half of the tower is
destroyed in the resulting blast. Six Feet Under
is feared lost. The Necroplane forces are in
retreat and the Mutant population is now at a
controllable level.
55 | P a g e
June 20th Phoenix and Quilong appear over
reporters side at the time. Green Emperor
Kodo Island. All of Mysterious Mans creations
uses her to announce to the world his
are quickly recalled to fight off the invaders.
existence. With an army of loyal Jade Cult
Following their departure Pulp City is left
Ninjas, fearsome Terror Cotta Warriors and the
strangely quiet for a time. The alliance of
three greatest Monsters in existence under his
Heroes remains, and even Guerillas mad rants
sway, he claims dominion over the entire
about collaboration with the humans fall on
earth. C.O.R.E. once more unleashes his Byte-
deaf ears. With the threate to Pulp City
Dragon when Quilong and Phoenix again
diminished, leadership of the A.R.C. is settled
appear. However, the combined might of
in favor of Red Bella who retains control in the
Green Emperors forces is too much. Heroes
face of competition from Dr. Red and Guerrilla,
are scattered and forced to flee the city.
if only for the moment.
During the retreat Phoenix turns on Quilong,
the Heroes escape to the Twilight Hills as the
great Monsters wage war in the skies about
the Golden Plaza.
July 2nd RaLeigh, Aquarius Warlord is
moved by viewing the Green Emperors
broadcast manifesto. Seeing at last a worthy
opponent, he mobilizes his forces. Forces of
the Ulthar invade Pulp City. Pisces footsoldiers are supplemented by Tauruses, as well
as Supreme-level agents of the Ulthar Empire.
Letting loose their own deadly Monsters, the
Ulthar begin a systematic elimination of all
resistance. A handful Heroic Supremes briefly
rally around the leadership of Slug Muldoon,
the Intergalactic Monster Hunter. RaLeigh
seeks out the Green Emperor for personal
combat, they battle to stale-mate. Ulthar
Patriaships force the Green Emperor
underground again. RaLeigh is enraged by the
June 29th Green Emperor emerges at last.
interruption of his duel.
Using Grandfather Tiger and his Terror Cotta
July 4th A gathering of Heroes formulates a
Warriors he lays siege to the tired and weary
plan. Chronin announces that she believes she
Heroes at the Golden Plaza. In the heat of this
can bring forth new allies, from Pulp Citys
battle Green Serpent takes June Summers
past. With the assistance of Dr. Mercury,
hostage, injuring Howler who had been at the
Captain Hadron, Virus, and Silverager, she has
56 | P a g e
found a way to extend her time control
the A.R.C. is quick to aid the Immortal Ape in
powers to allow her to bring to the present
his battle. The Heroes still seem ready to fall.
from the past Americas first and finest, the
C.O.R.E. is too engrossed with the time gate to
Supreme Alliance. Ace of Wraiths, Blood Rose,
assist. With the perimeter about to fall Papa
and Hoodoo are all on hand to ensure that
Zombie leads a horde of shambling dead onto
this will have no detrimental arcane effects.
the field. The Coven Saints are desperate to
The allied Heroes agree to enact her desperate
acquire the means of controlling the ancient
plan.
monsters that have wreaked havoc through
July 5 From the Blood Watch base in
the city. They pursue the Jade Cult forces
Twilight Hills the Heroes strike back. They
leaving the Heroes to regroup.
move quickly to secure Heavy Metals research
July 12th 18th Pulp City remains in chaos.
labs. As they make their way into Settlers Park,
Pockets of resistance abide throughout the
Father Oak sees the destruction the myriad
city. Mutants, undead and stranded Ulthar
invasions have wrought. Overcome with
soldiers alongside Aries behemoths wage
distress and anger, he wildly attacks the Ulthar
urban combat in the ruins of suburban streets.
on sight. His rage triggers that of others. Dark
Jade Cult Ninjas strike down any resistance
Solar asserts some control of this rising tide of
they find. Necroplane forces re-take their
fury. These Supremes of Nature seek to end
Downtown beachhead with the help of the
the Ulthar conflict themselves. RaLeigh once
Forgotten. Together they begin dark rituals of
more gets his wish for personal combat
unknown design.
against worthy foes as an enraged Team of
Father Oak and Acorn, with the aid of Solar
Nature Supremes seeks him out. Ulthar
and Stalker, retake Settlers Park. Within days
champions, including the Geminis, and
the parkland has grown into something wild,
representatives of the Scorpio, Leo, Capricorn,
almost primeval. Solar warns outsiders that
Libra and Sagittarius castes, meet the Heroes
intrusion into the park is unwise.
in open combat. Dark Solar is gravely injured
After another internal power struggle, A.R.C.
by the Ulthar Warlord but it is Father Oak who
leadership falls back in the hands of Guerilla.
has the last word saving Solar, and sending
He leads the primates to retake the zoo;
the Ulthar into retreat, back into space.
disbanding his alliance with the Heroes of Pulp
July 7 With the Ulthar shaken and
City.
withdrawn from Pulp City, the Heroes begin to
V.H. formally inducts Ace of Wraiths into the
establish Chronins Time Gate, trying to
Blood Watch.
manipulate a quantum hole to create a stable
Believing that he has finally begun to truly
portal. Grandfather Tiger again appears at the
redeem himself, Stoner Hawk gives up his
front of a large force of Terror Cotta Warriors,
mantle of shame, henceforth to be known as
and Jade Cult ninjas. Ging Gong appears again
Stone Hawk.
th
th
and seeks battle with Grandfather Tiger, while
57 | P a g e
Crimson Oni gathers a small cadre of
Cheshire, Vector, Tomcat, Riposte and Arquero.
Supremes including Chimp Chi, Jade Hawk,
Heralds have previously been seen in Pulp
Skyline, and Riposte. With Crimson Onis inside
City, but this is the first known appearance of
information and Ripostes planning, this Team
a fully formed Team of the cyborgs. The
infiltrates a Jade Cult stronghold and rescues
assault is repulsed with minimal damage to
June Summers. While physically in bad shape
the Time Gate.
her spirit is undiminished. She refuses to leave
July 20th Quilong appears over Settlers Park;
the City and begins to report on events in
Father Oak and a Strike Team of Coven
Pulp City, broadcasting to the outside world
Supremes race to stop the dragon. Much of
the picture of the city besieged.
the park is burning when from the ashes
Phoenix rises to aid the Supremes and defeat
Quilong. This change in the Phoenixs
alignment gives the Heroes of Pulp City a
glimmer of hope.
July 21st Chronin succeeds in activating the
Time Gate, and steps through the temporal
portal.
July 22nd Trail reports that a Team of Villains
is planning an assault on the Pulp City Nuclear
Power Plant. Nuclear Jones assumes his
brother is involved and gathers those he can
to assist him. Riposte, Arquero, Stone Hawk,
Harrier and Skyline quickly join Nuclear Jones
in his investigation.
The battle at the Nuclear Plant almost results
in catastrophe. A meltdown is narrowly
avoided as the reactor is flooded seconds
before reaching critical mass. The Villain, Nuke
is trapped within the reactor. Nuclear Jones
fears what sort of changes this may cause to
July 19th- An unexpected time portal is
his brother. Worse still are the large quantities
opened inside Heavy Metals headquarters. A
of nuclear run-off that are diverted into the
squad of Supremes from a group tentatively
sewers below the city.
identified as the Infinite Hourglass assault the
July 29th- After another period of respite, dark
Time Gate through this new portal. The Time
energies gather like a storm around the
Gate is defended by a ragtag band of
Downtown area. V.H. announces an urgent
Supremes comprising Lady Cyburn, Kitty
need to shut down whatever ritual is taking
58 | P a g e
place. The Blood Watch and Dead Eyes
August 4th- Grand Father Tiger and an army
Heroes strike the Necroplane compound
of Grimm cross paths in an epic battle in the
hoping to avert another disaster. Forgotten
already devastated industrial sector. Toxic run-
members Hellsmith and Boreas intercept the
off has apparently caused dramatic changes in
Heroes, supported by Phalanx and a battalion
the Grimm physiology, empowering some to
of Mecha-Spartans, a Soul Golem, and an
Supreme-equivalent levels. The Grimm employ
unknown demonic entity of incredible power.
giant monsters of their own, dubbed the
The demon is defeated and sent howling back
Molezillas by June Summers. Increased Grimm
into the pit. Unfortunately the attack itself is
activity forces the Jade Cult to abandon many
repulsed and the Heroes are forced to retreat
of its underground lairs. Uncorroborated
as Jade Cult forces including a horde of Ninjas,
sightings of the mysterious John Grimmsham
Green serpent and Tanuki assault the Heroes
are reported.
own headquarters.
August 2nd Chronin returns through the
Time Gate. She brings with her the Supreme
Alliance, led by the stalwart Spybreaker. The
Supreme Alliance bolsters the ranks of Pulp
City Heroes. A quantum hole briefly opens up,
possibly as a result of the temporal distortion
created by the Time Gate, and for a few hours
the Red Baron sows terror in the skies of Pulp
City before vanishing once more as the hole in
space-time collapses again. The assemblage of
Supremes begins to formulate a plan to retake
the embattled city.
August 3rd Blacksmith has researched the
vessel being used at the heart of the
Necroplane ritual site, identifying it as the Key
of Tarturus. With it, it is believed that they can
open the fabled prison of the Titans. They
need only one final ingredient to succeed living sacrifices. C.O.R.E. begins an analysis of
most likely targets. Likely target is determined
to be the luxury passenger liner the Royal
Hawaiian, due to pass within 10 miles of the
coast in just days.
59 | P a g e
August 5th Coven forces seize the Coast
attacks on them. Dark Solar, Stalker, Virgo, and
Guard facilities just south of Pulp City, aided
Tritonious aid Father Oak and the youthful
by Hellsmith and Boreas; the alliance brokered
Acorn, and even Guerilla joins in, as does a
behind the scenes by Sanguine. Using the
new Supreme who proclaims herself to be
Coast Guard ships they head out to sea. The
called Anansi. A running battle through the
Supreme Alliance agrees to stop the abduction
dense woods drags on through most of the
of citizens while the Blood Watch and Heavy
afternoon. Unknown to all but Virgo, Ulthar
Metal forces disrupt the ritual. Jade Hawks in-
scout ships hover invisibly overhead. Hours
depth knowledge of criminal organizations
later, and with no word from his forces, Green
allows the Supreme Alliance to seize
Emperor himself arrives. Using his mystic
Mysterious Mans smuggling boats and beat
talisman he plans to unleash his Monsters and
the Coven forces to the Royal Hawaiian.
flatten the wild park once and for all.
The Royal Hawaiian is sunk in the conflict.
The Green Emperor succeeds in destroying
Most of the passengers are safely evacuated
much of the park, and has personally
and picked up by U.S. Navy forces, holding the
wounded Dark Solar. The Green Emperors
perimeter around Pulp City. Tritonious is
apparent victory is interrupted by RaLeigh and
instrumental in the rescue operations.
his Ulthar Supremes. Still thirsting for a duel
Unleashing Byte Dragon and every artifact in
with the master of Monsters RaLeigh finally
Blacksmiths arsenal the Heroes smash through
gets his wish. After an epic battle RaLeigh
defending Necroplane forces and disrupt the
stands over the fallen Emperor ready to end
great ritual. During the chaos, Gentleman, who
him. As he is poised to for the final blow he is
was working with Heavy Metal, attempts to
shot at by Virgo and teleports back to his
steal the Key of Tarturus. Gentlemen is gunned
Patriaship. The moment of confusion is all that
down by a Herald before he can make good
Green Emperor needs, and he too disappears.
his escape. The Key is never found, and nor is
Virgo is unconcerned about the escape of the
the body of Gentleman.
Green Emperor, her target had been RaLeigh
August 6 The Jade Cult launches another
th
all along.
offensive directed at Settlers Park. The former
August 7th Dr. Mercury and Capt. Hadron
park has been completely regrown, since the
with the help of Vector manage to reconfigure
July attack. In fact it no longer resembles a
the Mercurial Matrix. In its new form this new
park at all; instead thick primeval forests and
Matrix will allow Hadron to maintain his Giant
dense undergrowth cover the park and several
Hadron form for hours on end. Given the need
outlying blocks. The dense vegetation is the
to take the fight to the Monsters all agree it is
perfect hiding place for Jade Cult assassins
a reasonable sacrifice.
and they drive deep into the heart of the
August 8th The Coven makes their move.
forest before encountering resistance. Rumors
After months studying and acquiring
emerge of a feral woman making hit and run
information Coven forces begin their bid for
60 | P a g e
control of the city. An army of undead
foes.
descends upon the sewers of Pulp City. Coven
August 10th A.R.C. unleashes its own super
forces are hoping to flush out the Green
weapon. A gigantic robotic ape piloted by
Emperor.
Virus, the Chimpanzer is a match for any
August 9 - The Heroes attempt to stop the
monster. A.R.C. aided by Settlers Park
Coven threat before their attack can begin.
Supremes expands and secures their territory,
Coven forces unleash their latest weapons
forcing the Coven back. In desperation Jade
Wytchbots. These towering robotic constructs
Cult forces escape the sewers and seek out
are a synthesis of human and alien
high ground in the Twilight Hills. Coven forces
technology, tempered with arcane
lead by Papa Zombie and Comte Vendredi
enchantments and mystic wards. While the
ambush Green Emperor but are apparently
Heroes fight these new Wytchbots, Coven
driven off, as the master of the Jade Cult is
forces systematically dismantle the Green
protected by a Yeti and a cadre of Ninjas.
Emperors subterranean kingdom. Loup Garou
During the conflict Twilight manages to steal
runs rampant through the sewers, while
the Tigers Claw Medallion. The Coven is now
dubious information suggests Moonchild is
in possession of 1 of the 3 Medallions.
alongside him. Meanwhile there are reports of
August 12th Spybreaker has had enough.
Francis Gator feasting on the bodies of fallen
Enraged by the unrelenting destruction of a
th
once proud city and disgusted by the petty
conflicts of modern Heroes he forms a Grand
Alliance. Reaching an agreement with Guerilla
and Dark Solar he forges a coalition of all of
the citys Heroes, A.R.C. and the Settlers Park
Supremes into cohesive force. New Heroes
emerge to join their ranks: Tekkna, Chimera,
and the young Supremes of M.E.T.E.O.R.
Backed by the inspirational Dead Eye, and with
tactical assistance from C.O.R.E. and Sgt. Bale,
a plan to take back the city is laid out.
August 14th Infuriated about losing the
Tigers Claw Medallion, the Green Emperor
leads his remaining forces to eradicate the
Coven before they unlock the secrets of the
amulet. Quilong is summoned and many of
the Covens Wytchbots fall beneath his claws.
The Villains conflict rages throughout the day
but Papa Zombie is unable to tap the power
61 | P a g e
of the Tigers Claw. Green Serpent and Shadow
some remain to be destroyed in the weeks
Mask confront Papa Zombie and attempt to
that follow.
retake the Medallion. Only Rooks intervention
August 20th Crimson Oni arrives to speak
saves Papa Zombie.
with the leaders of the Grand Alliance, brining
Foxxy Blade, Chimp Chi, and Red Bella with
him. He admits that he is the holder of the
Phoenix Feather Amulet. He tells them that the
only way to stop the Monsters is to separate
the Amulets.
The Amulets were designed to contain and
placate the Monsters who are elemental
beings of unbelievable power. If they Amulets
remain much longer it could upset the cosmic
balance and destroy the world as they know it.
August 22nd Heroes strike back! With new
information and the fate of the world on the
line they risk everything in a massive assault
on Coven forces. Spybreaker and Dead Eye
lead the offensive and are shocked to meet
Coven Supremes and forces of Dark Excalibur.
Headless of danger the Heroes assault the
August 16th Hellsmith breaches the wards
enemy head on. Dr. Red leads A.R.C. forces
and opens The Great Rift in the Twilight Hills.
against the Necroplane in an effort to keep
Elder horrors pour from the rift destroying at
them isolated. Similar tactics have Dark Solar
will. More terrifying is the return of 100 Voices
and the Nature Supremes assault Kodo Island
who gathers Forgotten powers to himself and
as they take the fight to Mysterious Mans
leaves chaos in his wake.
front door. V.H. and the Bloodwatch have
Grand Alliance rallies to fight this new
been attempting to put the genie back in the
invasion. Chimpanzer and Giant Hadron
bottle after 100 Voices escape. Thus it is
confront eldritch Horrors while V.H. and the
Crimson Oni and the Way of Fist and Blade
Blood Watch race to seal the rift. Dr.
that seek to steal from the Green Emperor his
Tenebrous and Necroplane forces join the
fabled Dragon Scale. C.O.R.E. stands ready with
fight cursing Hellsmith for his betrayal. As the
Heavy Metal to plug the gaps and act as
sun begins to set it is Blood Rose who
reserve force to keep the pressure on
manages to teleport Moon Coyote near
As Supremes descend on the battle zone from
enough to the Rift to close it. The closing of
all quarters of the city, the ensuing fight
the Rift banishes most of the Horrors but
escalates to apocalyptic intensity. Dozens of
62 | P a g e
Supremes engage in a swirling maelstrom of
September The crisis is officially over. Pulp
conflict. Dark Excalibur flees Pulp City leaving
City is largely destroyed. Over 70% of the
Coven to face the wrath of Supreme Alliance.
cities original structures are damaged or
A well placed throw by Dead Eye knocks the
destroyed. Martial Law is in effect for the next
Tigers Claw Amulet out of Papa Zombies
six months as reconstruction and repopulation
hands and it is Androida who grabs it. She
of the city begins. In the wake of the disaster
races the Amulet back to Chronin who
no Supreme conflicts are reported. For most
disappear through the Time Gate putting the
citizens Pulp City offers hope and promise of a
amulet out of reach of Pulp City.
better life. Property is cheap, clean. Jobs are
Way of Fist and Blade confront the Green
plentiful the construction business shows no
Emperor but are no match for him. They are
signs of slowing down.
forced to flee before the Emperor can
March 1990 The new Pulp City is officially
summon Quilong to finish them. Green
opened. Many changes are apparent from the
Emperor is stunned however when his dragon
city we once knew. New Heroes are there to
does not appear. His rage is limitless and the
promise safety. Golden Plaza is adorned with
last the Heroes hear of him he is screaming
monuments to the fall of Pulp City, and its
his frustration alone in his throne room.
subsequent rebirth. Heavy Metal maintains its
August 23
offices in the Plaza serving as always as a
rd
Battles still rage across the ruins
of Pulp City. The broken factions attempt to
beacon of hope and promise. Bloodwatch
find some stability after months of grueling
returned to the Twilight Hills and their vigil.
conflict. Teams are formed to deal with the
Though welcomed in Pulp City as Heroes, few
rouge Monsters that still stalk the city. Slug
Bloodwatch Supremes have a desire to be
Muldoon appears whenever a Monster does.
celebrities. They have however insisted that
He is heard to comment This heres the best
the Pulp City Museum be relocated closer to
hunting in the whole galaxy! Why would you
the Twilight Hills so Blacksmith can help
want to stop it?
contain any unusual artifacts. The Supreme
August 29 This date becomes known as
Alliance offers their services to their country
the Day of Silence. With no new Monster
once more. They form a close relationship with
sightings in days and the power of the
the military. Some see them as the militarys
Amulets apparently broken the city is silent.
errand boys; others see them as true patriots.
C.O.R.E. contacts U.S. Military high command
Villains old and new have carved out new
and the military are mobilized to begin full
empires in secret throughout the city. The
pacification of the city. Ulthar soldiers,
docks and harbors swarm with Mysterious
Mutants, and the undead are cleared out of
Mans agents. With Kodo Island once more off
the city block by block. Supreme Alliance is on
the coast Mysterious Man seeks to control all
the front line from the beginning to the end.
access points into the city. Settlers Park has
th
become a primeval forest of dark and sinister
63 | P a g e
mien. The Park is surrounded by a massive
The Coven has gone quite once more. Some
wall designed not to keep man out, but to
keen investigation by Jun Summers has
keep nature in. Adjoining the Park is the old
spotted the influence of the Saints in acquiring
city zoo, now a thriving primate habitat. Dr.
land near certain landmarks, and cemeteries
Red has fortified this small city within the City
throughout the city. Coven interests in high-
to be safe only to the A.R.C. The A.R.C. and
tech manufacturing and industrial bases have
denizens of Settlers Park share an uneasy
also been alluded to. The Necroplane forces
truce which neither side seems willing to
have gone underground. Lacking any kind of
break. Little Asia has risen fast and strong
public credibility they operate in the shadows
during reconstruction. Most assume the Green
and through cats paws. Sanguine has been
Emperor responsible for the districts
spotted in boardrooms across the city,
miraculous rise, though no official proof has
gathering power and influence through greedy
surfaced.
intermediaries. More disturbing is the lack of
Harvester ships found during reconstruction.
V.H. proposed the idea that the Necroplane
forces have taken to the air in salvaged
remains of the many Harvester ships. No proof
either way can be found.
To the south of Pulp City lies the Run-off
Zone, an inhospitable stretch of desert now
the teeming with the newly mutated Grimm.
Though they have done nothing but overt
construction sites all over the south side of
Pulp City have reported thefts and strange
noises at night. Of the villain known as 100
Voices nothing is seen, though cases of
insanity and mental disturbances are drastically
on the rise. Health professionals attribute this
to the cataclysmic events of the past year,
others are not so certain.
64 | P a g e
Chapter 10: Monsters of Legend
Many kinds of Monsters exist in the world of
while still providing you with ready to play
Pulp City. Included here is a small sampling of
Monsters.
some of Pulp Cities most iconic Monsters.
Each monster is presented in a way to show
Youll also find these Monsters in Appendix B
how they were created using the Monster
without all the creation information so you can
Creation rules. These Monsters should serve
simply print out the monster of your choice
you as examples for when you are ready to
and start playing.
begin creating your own Pulp City Monster.
Legendary Monsters have unique and special
Actions that are not normally available to
other Monsters. This allows us to keep the
Legendary Monsters unique and interesting
65 | P a g e
Terrorsuar: Rank 1 Beast
Believed to be one of Mysterious Mans many experiments the Terrorsaur is a frequent visitor
to Pulp City. The Terrorsaur is clearly engineered from dinosaur or reptile genes and is often red or
greenish in coloring. This beast is an engine of pure simple minded destruction. While it lacks ranged
attacks it is still a dangerous and highly destructive Monster. Its thick scales make it difficult to
damage.
Nuclear Jones believes that Mysterious Man often sends young Terrorsaurs to Pulp City in
order to spread chaos and to test his latest Monsters. If the young Terrorsaur survives to swim back
to Kodo Island Mysterious Man will continue to care for it allowing only the strongest to grow and
increase in power.
Most Terrorsaurs are accompanied by a small group of additional dino mutants and other
prehistoric throwbacks. In one famous attack Heavy Metal was contending with what appeared to be
a group of Cro-Magnon tribesmen defending a large Terrorsaur. These additional minions lend
credibility to the theory that the Terrorsaur is indeed a result of Mysterious Mans experiments.
66 | P a g e
Terrorsaur
AP
80
18
Skills: Absorb 1, Reach 2, Super Damage 6, Leader of Minions 2
Cranial Upgrade 2:
Dino Bite (Str vs. Def / AP 2): A
AP 2): This Action deals no Damage.
and suffers Aftershocks 2.
Losing models are Knocked Down.
Stomp 1 (SBl 1 / Strength vs.
Defense / AP 3): All Damaged
Strong 1: Increase the Beasts Strength
Supremes reduce their AP by 1 for the
by 1; Strength becomes a Trump Trait.
Tail 1: (SBL1 / Strength vs. Agility /
Damaged Model is Knocked Down
Body Upgrades 3:
Appendage Upgrades 2:
remainder of the Round.
Defensive 1: Increase the Beasts
Defense by 1.
Extra Upgrades 2:
Wrecking Blow 1 (Str vs. Def / AP 2):
Scales 1: Absorb 1
The Beast makes a mighty body slam
Pack 1: The Beast begins the games
capable of leveling buildings. This
with 3 Levels of Minion cards (any
Action benefits from Ram + 2.
combination). The Beast also gains
Leader of Minions 2 or +1 to Leader
of Minions.
67 | P a g e
Ulthar Cyclopes: Rank 2 Beast
The Ulthar Cyclopes appeared during the Ulthar invasion of earth. These towering one eyed
giants leapt into battle with massive throwing spears. The Cyclopes is unusual in that it is as fearsome
in close combat as at range. Though they lack the formidable defenses of other Monsters the
Cyclopes is focused on destruction.
The Ulthar Cyclopes can produce a massive bio-plasma burst with fantastic range and power.
The Cyclopes also demonstrate a marked rise in intelligence seldom seen among the Beast Monsters.
It is believed that the Aquarius Warlords train these monsters themselves to use as weapons of terror
amongst conquered peoples. Too little is known about the Ulthar peoples to say for sure. Still the
appearance of an Ulthar Cyclopes in Pulp City requires a full team of Supremes to put down and is
often the Herald of another Ulthar incursion.
Ulthar
Cyclopes
Damage
AP
100
23
Skills: Reach 2, Super Damage 6, Super Blast, Mind Shield
Cranial Upgrades 4:
Battle Roar (SBL3 / Mind vs. Spirit /
AP 3): Any model losing the Opposed
Mindful 2: Increase the Cyclopes
Roll suffers 1 to any Opposed Roll
Mind by 2.
targeting the Cyclopes for the
Cyclopean Eye: The Cyclopes benefits
remainder of the Round.
from Super Blast, and Mind Shield.
Trident Throw (Pr / Eng vs. Agl /
Range 6 / AP 2): The Cyclopes throws
Body Upgrades 6:
Strong 2: Increase the Cyclopes
Strength by 2; Strength becomes a
Trump Trait.
his Trident at his foes. If successful
Trident Throw deals 2 Damage to up
to 2 additional Models within 2 of the
original target.
68 | P a g e
Appendage Upgrades 4:
Bio-Plasma (Bl4 / Energy vs. Agility /
Extra Upgrades 4:
Energy by 3; Energy becomes a Trump
Range 10 / AP 2): All Minions and
Supremes benefit from +1 to the
Opposed Rolls against Bio-Plasma. BioPlasma benefits from Aftershocks 3.
Speedy 1: The Cyclopes moves 3
inches during its Relentless move,
instead of the normal 2 inches.
Energized 3: Increase the Cyclopes
Trait.
Sharp Vision 1: All of the Cyclopes
Projectiles and Blasts benefit from +2
RNG (already Factored).
69 | P a g e
Ging Gong: Rank 3 Beast
Ging Gong the so called Immortal Ape is the epitome of primal fury. Ancient hieroglyphs
found in India, Peru, and China all reference this giant Ape. Its unclear if Ging Gong is truly immortal
or simply a species of towering monster gorillas. What is certain is that his appearance heralds
destruction for any civilization he comes in contact with.
Despite numerous stories of his destruction Ging Gong appears to return time and again to
terrorize and destroy humanity and all its workings. Some believe that certain powerful amulets when
combined may allow you to control Ging Gong and force him to do your bidding. No proof of this
legend has been uncovered by modern researchers.
Ging
Gong
Damage
AP
120
30
Skills: Reach 2, Super Damage 6, Fury 3, Wallcrawler, Thick Bones
Cranial Upgrades 6:
Head-butt 1 (Str vs. Def / AP 1): A
Spirited 2: Increase the Beasts Spirit
Damaged Supreme or Minion must
by 2; Spirit becomes a Trump Trait.
pay +1 AP for any Actions performed
Raging 3: The Beast gains Fury 3.
for the remainder of the Round.
70 | P a g e
Body Upgrades 9:
Defensive 2: Increase the Beasts
Defense by 2; Defense becomes a
Allowance.
Defense / AP 4): All Damaged
Strong 3: Increase the Beasts Strength
Supremes reduce their AP by 2 for the
by 3; Strength becomes a Trump Trait.
remainder of the Round.
Chest Thumping (SBL3 / Strength vs.
Opposed Roll suffers 2 to any
Extra Upgrades 6:
voluntarily moves off a building or
until the Effects Phase of the following
other height treat it as a Primate Pile
round
Driver:
Gorilla Smash (Str vs. Def / AP 2):
Ging-Gong makes a mighty body slam
model suffering Damage is
Action benefits from Ram + 2.
Knocked Down. Can be used
Appendage Upgrades 6:
2; Agility becomes a Trump Trait.
Primate Pile Driver (SBL 3 /
Defense vs. Defense): Any
capable of leveling buildings. This
Agile 2: Increase the Beasts Agility by
Ape 3: The Beast gains Wallcrawler
and Thick Bones. If Ging Gong
Opposed Roll targeting Ging-Gong
Stomp 2 (SBl 2 / Strength vs.
Trump Trait.
Spirit / AP 5): Any model losing the
Fast 2: The Beast has an extra 4 AP
only once per Round.
Shake it Off 3 (Spirit / AP 4): Heal 8
Damage to Ging Gong.
71 | P a g e
Soul Golem: Rank 1 Elder
The Soul Golem is massive husk of entropy given form. It feeds on life and leaves the living dead in
its wake. At first it was believed to be a Necroplane creation, one of Dr. Tenebrous experiments. But
members of Blood Watch deny this is the case and believe it to be something far more ancient and
wicked. Solar has stated he thinks the Soul Golem may in fact be related to the Forgotten but he has
never stated why he believes this to be so.
While weak for a Monster the Soul Golem is not to be underestimated. The Golem has the ability to
transform the living into undead abominations that it can control. Thus a Golem can turn even the
most powerful of supreme into a loyal puppet that serves it. As if this werent enough it also
possesses a fearsome Soul Gaze that destroys metal and flesh with equal ease. Powered by ancient
and alien glyphs carved into its withered bulk the Golem is a fearful sight.
Soul
Golem
Damage
AP
10
20
Skills: Reach 2, Super Damage 6, Leave No Trace, Telekinesis 4
Seals: 7
Mental Upgrade 3:
Mindful 1: Increase the Elders Mind
Form Upgrades 2:
by 1; Mind becomes a Trump Trait.
Walking Death 1: (Pr Mind vs. Spirit /
Defense by 1.
Ethereal 1 (Spirit / AP 3): The Elder
RNG 6 / AP 2): Any model losing the
gains Spectral until the end of the
Opposed Roll gains the Non-Living
Round or until it uses any Relentless
Skill until the Effects phase of the
movement.
following Round.
Defensive 1: Increase the Elders
Telekinetic 1: The Elder gains
Telekinesis 4.
Mystical Upgrades 2:
Soul Gaze (Pr Energy vs. Agility /
RNG 6 / AP 2): Targets suffering
72 | P a g e
damage from Soul Gaze also suffer
Action deals no Damage. A Non-
Aftershocks 1.
Living Supreme that loses the
Eldritch Aura 1 (Au2 / Energy vs.
Opposed Roll is counted as a member
Agility / AP 4): Any model caught in
of the Golems Team. It may be
the Aura or entering the Aura suffers
Activated and controlled like any other
an Opposed Roll. The Eldritch Aura
model. A model cannot be subject to
lasts for the remainder of the Round,
Necromancer 2 for 2 consecutive
or until Relentless movement is used.
Rounds. Necromancer lasts for the
Ritual Upgrades 2:
Necromancer 2 (Pr Spirit vs. Mind /
RNG 4 / AP 1 + Supreme Level): This
remainder of the Round.
73 | P a g e
The Controller: Rank 2 Elder
The Controller is a vast and amorphous being from between the walls of reality. Its gelatinous and
shifting form is covered in slavering mouths and unblinking inhuman eyes. Merely glancing at the
horror of the Controller is often enough to sunder a mans mind. In fact this is the Controllers
primary goal. Break the mind and then fill it again with its own dire thoughts. The Controller is a
master of Minions. Minions it has enslaved throughout time and space without end.
In addition to a vast and apparently unending stream of Minions the Controller is also
capable of dominating and controlling Supremes. It is this mental domination that is most terrifying
aspect. Though The Controller can be deadly in physical confrontations due to its size and ability to
form pseudopods filled with slavering jaws at a whim. The Controller seems to eschew physical
confrontations and rely on its powerful psychic attacks. The Controller is a true horror and a danger
to all of our reality.
Controller
Damage
AP
10
28
Skills: Reach 2, Super Damage 6, Leave No Trace, Leader of Minions 5, Molecular Manipulation 2
Seals: 9
Mental Upgrade 6:
Mind Control 1 (Pr Mind vs. Spirit /
Mindful 1: Increase the Elders Mind
RNG 6 / AP 2): This Action deals no
by 1; Mind becomes a Trump Trait.
damage. If the target model loses the
Spirited 1: Increase the Elders Spirit
Opposed Roll, then for the remainder
by 1; Spirit becomes a Trump Trait.
of the Round that model is
Mental Dominance 3: The Elder
Dominated. The Elder may spend AP
begins the game with 7 Levels of
equal to the AP of any Action the
Minion cards (any combination). The
Dominated model takes to cancel that
Elder also gains Leader of Minions 5.
Action. A model cannot be subject to
74 | P a g e
Mind Control for 2 consecutive
Ritual Upgrades 4:
Rounds.
Null Zone 1 (AU2 / Mind / AP 3): All
Living models suffer 1 to Combat
Actions they use while in the Aura.
Form Upgrades 4:
Null Zone 1 lasts for the remainder of
Formless 2: The Elder gains Molecular
the Round.
Manipulation 2.
Agile 2: Increase the Elders Agility by
Special): Once per Round you may re-
2.
spawn an Eliminated friendly Minion
Mystical Upgrades 4:
card anywhere fully within 3 inches of
Mind Blast 2 (Pr Mind vs. Spirit /
the Monster. The AP cost is equal to 1
RNG 6 / AP 2): Sacrifice one available
AP plus the Level of the Minion card
Strike and pay an extra 2 AP to target
re-spawned. The Minions are able to
one additional model within RNG with
be Commanded during the same
Mind Blast 2.
Activation in which they are re-
Followers 1: The Elder begins the
spawned.
Encounter with 3 Levels of Minion
Cards (any combination). Non-Living
Follower Minions benefit from Gaias
Enemy 1.
Summoning 1* (Spirit / AP 1 +
Warped Reality 1 (Bl2 / Energy /
RNG 6 /AP 3): The Elder summons
forth a portion of its home reality. The
Dark Infusion 2 (Pr /Mind / RNG 6/
AP 3): May only target friendly Minion,
affecting a whole Minion card if just
one model is affected. During its next
activation the affected Minion card
gains +2 to all Opposed Rolls. At the
end of that Activation resolve a Dark
Blast area becomes Difficult Dangerous
Explosion (SBl 2 / Energy 5 vs.
Terrain (Energy 4 vs. Agility) that
Agility) on each Minion. Eliminate all
remains in place for the remainder of
the Round.
Minions on the card affected by Dark
Infusion after resolving the roll. The
Minions affected by Dark Infusion are
not affected by other Dark Explosions.
75 | P a g e
Dread Sleeper: Rank 3 Elder
The Dread Sleeper has thankfully slumbered through the majority of human history. His
occasional fits of what might be called lucidity have resulted in a plague for all mankind. Many have
worshiped the Dread Sleeper through the millennia, under a variety of names, but none have truly
awakened this god of the outside realms. But the rise of the Supremes and their clashes has seemed
to stir the slumbering god at last.
Though still weak and groggy in this state the Sleeper easily represents the pinnacle of an
Elders power. Physically a powerful being its the Sleepers ability to alter physical forms seemingly by
accident that is truly frightening. Though technically immortal if the anchors placed to hold him can
be destroyed, even so great a being can be driven back into slumber once more.
Rank 1
Elder
Damage
AP
10
36
Skills: Reach 4, Super Damage 6, Leave No Trace, Leader of Minions 5
Seals: 11
Mental Upgrade 9:
Mind Control 3 (Pr Mind vs. Spirit /
Mindful 3: Increase the Elders Mind
RNG 6 / AP 3): This Action deals no
by 3; Mind becomes a Trump Trait.
damage. If the target model loses the
Spirited 2: Increase the Elders Spirit
Opposed Roll, then for the remainder
by 2; Spirit becomes a Trump Trait.
of the Round that model is counted as
Chaos 1 (Pr Mind vs. Defense /RNG
a member of the Elders Team. It may
6 / AP 2): A model suffering Damage
be Activated and controlled like any
has its physical structure temporarily
other model of the Elders Team. A
altered. Roll d6 1-2 Strength, 3-4
model cannot be subject to Mind
Defense, 5-6 Agility. The affected Trait
Control for 2 consecutive Rounds.
is reduced by 1 for the remainder of
the Round.
76 | P a g e
Form Upgrades 6:
Wings 1: The Elder gains Blitzer +1.
Strong 3: Increase the Elders Strength
Ritual Upgrades 6:
Living models suffer 1 to Combat
Actions they use while in the Aura.
by 3; Strength becomes a Trump Trait.
Null Zone 1 lasts for the remainder of
Tentacles 2: The Elder gains Reach
+2.
the Round.
Action targeting the Elder must reduce
Mind Blast 3 (R Mind vs. Spirit /
its RNG by d3 inches. Roll for each
RNG 6 / AP 3)
separate Action used. In addition, All
Warped Reality 2 (Bl3 / Energy /
Projectile, Ray or Blast Combat Actions
RNG 6 /AP 3): The Elder summons
used against the Elder cost 1 extra AP.
forth a portion of its home reality. The
Otherworldly Light 2 lasts until the
Blast area becomes Difficult Dangerous
Terrain (Energy 5 vs. Agility) that
remains in place for the remainder of
Otherworldly Light 2 (Mind / AP 2):
Any Projectile, Ray or Blast Combat
Mystical Upgrades 6:
Null Zone 1 (AU2 / Mind / AP 3): All
following Effects Phase.
Hellish Wind 3 (R Mind vs. Defense /
RNG 8 / AP 5): Models losing the
Opposed Roll are moved 4 inches
the Round.
directly away from the Elder and are
Arcane Bolt 1 (Pr Energy vs. Agility /
Knocked Down. Even those Supremes
RNG 6 / AP 2): Arcane Bolt benefits
with Defense Trump Trait will be
from Technophobe 1.
affected by this Action, however they
may spend a Power-Up die to prevent
being Knocked Down.
77 | P a g e
Proto-Bot: Rank 1 Robot
The strange bio-mechanical Robot dubbed the Proto-Bot by reporter June Summers has been
spotted at least 3 times in the last 2 years. From the information C.O.R.E. has been able to acquire
the Proto-Bot is an alien probe of some sort. Sent to Earth amidst a meteor shower of unusual
intensity the Proto-Bot seeks to cause as much damage as possible before it is destroyed by Earths
defenders. During the last Proto-Bot attack members of the Coven raced to destroy the Robot, and
make off with vital pieces of Alien technology.
While active the Proto-Bot uses a mixture of missiles and a powerful short range laser blast.
For close ranged defense it uses an energy based point defense grid. Proto-Bot can also re-attune
the enhanced shock absorbers in its leg into an offensive weapon creating a miniature seismic blast
around itself. All told this is a formidable piece of alien technology. C.O.R.E. has confirmed that larger
and more powerful Proto-Bots exist and may be in route to earth at this moment.
ProtoBot
Fuel
120
Skills: Reach 2, Super Damage 6, Mechanical, Armored, Immune/Mind
CPU Battery Packs: 3
nominates a piece of Scenery that the
Robot can Recycle in order to restore
its Battery Packs.
While in Base to Base with Recyclable
Scenery the Robot may make an
Opposed Roll. For every point of
Damage the Scenery Suffers the Robot
CPU Upgrades 2:
Pack in this Module restores up to 1
point of Fuel.
may Restore 1 Fuel point to any single
CPU Repair Bots 1: In the Effects
Phase of every Round, each Battery
Probing: In the Effects phase of the
first Round the Opposing player
Recycle (Energy + 1 vs. Defense):
Battery Pack.
78 | P a g e
Weapon Module Battery Packs: 3
Bulkhead Module Upgrades 2:
Robot Incapacitates a Supreme, restore
up to 5 points to one Battery Pack in
any Module.
Weapon Module Upgrades 3:
remainder of the Round.
Energy by 1; Energy becomes a Trump
Missile Swarm 1 (Bl2 / Energy vs.
Agility / RNG 6 / AP 3): A swarm of
micro missiles.
Alien Laser (Pr Energy vs. Agility /
RNG 4 / AP 3): Targets losing the
Opposed Roll suffer 2 extra Damage.
Bulkhead Module Battery Packs: 3
Shield Modulation 1 (AP 2): The
Robot Gains Deflect 2 for the
Energized 1: Increase the Robots
Trait.
Assimilation Device 1: Each time the
Movement Module Battery Packs: 3
Movement Module Upgrades 2:
Point Defense 1: (SBl 2 / Energy vs.
Defense /AP 3)
Stomp 1 (SBL 1 / Strength vs.
Defense / AP 3): All Damaged
Supremes reduce their AP by 1 for the
remainder of the Round
79 | P a g e
Necroplane Harvester: Rank 2 Robot
The dreaded Harvester Ships from the Necroplane are a scourge to all living beings. These
massive lumbering hover ships float slowly above a city killing everything around them. The
harvesters main weapon is an energy beam that pulls the soul from the body and fuels the relentless
Necroplane society. The Harvester is also equipped with robotic tentacles that it uses to reach out
and snatch interesting subjects for further experimentation.
Pulp City was warned about the Harvester Ships thanks to Six Feet Under. His tireless efforts
to warn against the Necroplane threat are all that saved Pulp City the last time. When the Harvesters
invade next its anyones guess how we shall fare.
Harvester
Fuel
160
Skills: Reach 2, Super Damage 6, Mechanical, Armored, Immune/Mind, Powerful Rays, Flight 3
CPU Battery Packs: 4
Target Designator 1 (Pr / Energy vs.
Agility/ Range 8 /AP 1): This Actions
inflicts no Damage. If successful you
gain a +2 to your next Combat Action
against the target in this Round.
CPU Repair Bots 1: In the Effects
Phase of every Round, each Battery
Pack in this Module restores up to 1
point of Fuel.
CPU Upgrades 4:
Remote Control 1: For the purpose of
Starting Rolls only, the Robot benefits
from +3 to Opposed Rolls.
Fire Control 1: The Robot gains
Powerful Rays.
80 | P a g e
Weapon Battery Packs: 4
each of its Supreme or Minion Levels
to one Battery Pack in any Module.
Weapon Module Upgrades 6:
Energized 2: Increase the Robots
Energy by 2; Energy becomes a Trump
Trait.
Laser Beam 1 (Pr Energy vs. Agility /
RNG 8 / AP 2):
Harvest Ray (R Energy vs. Agility /
RNG 6 / AP 5): Models losing the
Opposed Roll suffer Aftershocks
3.Models Incapacitated by the Harvest
Ray are Eliminated instead.
Bulkhead Battery Packs: 4
Bulkhead Module Upgrades 4:
Harvester: Any time a Living model
within 4 inches of the Robot is
Eliminated, restore up to 3 Fuel for
Defensive 1: Increase the Robots
Defense by 1; Defense becomes a
Trump Trait.
Movement Module Battery Packs: 4
Movement Module Upgrades 4:
Flight Modules 2: Robot gains Flight
3.
Point Defense 2: (SBL 3 / Energy vs.
Defense /AP 3): This Action benefits
from Super Damage 3 against models
on 30mm bases.
81 | P a g e
Byte Dragon: Rank 3 Robot
In an hour of desperate need C.O.R.E. is able to shape himself into the Byte Dragon. This
fearsome avatar of destruction was used to thwart the Ulthar Invasion. This massive dragon of steel
and scrap is fearsome at range and in close. Its metal claws are capable of shredding any armor.
Additionally the Byte Dragon constantly spawns smaller robots to aid it in the fight. Thus Byte Dragon
is never outnumbered and in fact will re-absorb destroyed robots in order to re-fuel itself.
Due to the massive energy requirements C.O.R.E. lacks the impressive analytical mind he
normally possesses while controlling the Byte Dragon. He is still capable of incredible reaction but his
actions are crude and often destructive. C.O.R.E. is unable or unwilling to form the Byte Dragon
except in the most desperate of times. Many believe that he is unable to truly control the raging war
machine he inhabits.
82 | P a g e
Rank 3
Robot
Fuel
200
Skills: Reach 2, Fury 1, Super Damage 6, Mechanical, Armored, Immune/Mind, Leader of Minions
3
CPU Battery Packs: 5
CPU Upgrades 6:
CPU Repair Bots 2: In the Effects
Phase of every Round, restore a total
of up to 5 points of Fuel to any single
Leader of Minions 3 or +2 to Leader
of Minions.
Weapon Battery Packs: 5
Weapon Module Upgrades 9:
Energy by 2; Energy becomes a Trump
Battery Pack, or divide 5 points of Fuel
Trait.
to restore to any Battery Packs in this
Module.
Trump Trait.
Starting Rolls only, the Robot benefits
Servitors 2: Robot begins the
Encounter with 5 Levels of Minion
Cards (any combination). Robot gains
Strong 3: Increase the Robots
Strength by 3; Strength becomes a
Remote Control 2: For the purpose of
from +5 to Opposed Rolls.
Energized 2: Increase the Robots
Laser Beam 3 (Pr Energy vs. Agility /
RNG 12 / AP 3+): The Robot may
sacrifice an available Strike Action and
spend 2 AP per target to affect
additional models in range with Laser
Beam 3.
83 | P a g e
Piston Punch 1 (STR vs. Def / AP 2):
each of its Supreme or Minion Levels
This Action benefits from Ram 2 or +
to one Battery Pack in any Module.
2 to Ram.
Power Distribution 1: Once per
Round during its Activation, the Robot
may transfer up to 3 Fuel from a
Bulkhead Module Battery Packs: 5
Bulkhead Module Upgrades 6:
Replicator 1* (Mind / AP 1 +
Special): Once per Round you may respawn an Eliminated friendly Minion
card anywhere fully within 6 inches of
Battery Pack in the Bulkhead Module
to a Battery Pack in another Module.
Movement Module Battery Packs: 5
Movement Module Upgrades 6:
Movement Repair Bots 3: In the
the Robot. The AP cost is equal to the
Effects phase of every Round, roll d6
Level of the Minion card re-spawned
for each Burnt Out Battery Pack in this
plus 1. The Minions are able to be
Module; on a roll of 6 the Battery Pack
Commanded within the same
is no longer Burnt Out and comes
Activation in which they are re-
back with 1 point. After the rolls,
spawned.
restore a total of up to 5 points
Defensive 2: Increase the Robots
between any number of Battery Packs
Defense by 2; Defense becomes a
in this unit.
Trump Trait.
Blades 1: The Robot gains Fury 1.
Recycler 2: Any time a Mechanical
Point Defense 2 (SBL 3 Energy vs.
model within 4 inches of the Robot is
Defense /AP 3): This Action benefits
Eliminated, restore up to 2 Fuel for
from Super Damage 3 against models
on 30mm bases.
84 | P a g e
Appendix A: Seals of the Elders
13th Seal: While this Seal is Active any Opposed Roll
using the Elders Mind or Spirit that rolls a 6 is
Powered Up for free.
o
Flaw: This Seal is destroyed if the Elder
loses an Opposed Roll where the opposing
Supremes total including Trait and all
modifiers is exactly 13.
Damage :
Seal of Blood: While this Seal is Active the Elder
gains Power for Price 2.
o
Flaw: If an enemy Supreme within 4 inches
of the Elder is Eliminated or chooses to be
Eliminated instead of being Activated, then
the Seal is destroyed.
o Damage :
Seal of the Dead: During the Effect Phase if this Seal
is Active the Elder may spawn 2 cards of Zombie
Minions. Place the Minions within 8 inches of the
Elder at no cost.
o Flaw: This Seal is destroyed if the Elder
suffers any Damage from a Non-Living
model.
o Damage :
Seal of Destruction: While this Seal is Active the
Elder gains Ram 3.
o Flaw: This Seal is destroyed if the Elder
takes any Damage from a Trap Resource.
o Damage :
Seal of the Divided: While this Seal is Active any
Close Combat or Projectile attack the Elder makes
may target an additional model within range at no
extra AP cost. The Elder rolls only half its normal
Trait value rounded up against all targets when
dividing attack Actions this way, but may Power-Up
each Opposed Roll normally if allowed to do so.
o Flaw: The Seal is destroyed if the Elder
suffers Damage from a Supreme that is in
Base to Base with two or more other
Supremes.
o
Damage :
Seal of Flames: While this Seal is Active any model in
Base to Base, or entering or leaving Base to Base
with the Elder, suffers Fire Aftershocks 3, and all of
the Elders Strikes are considered to benefit from
Damage Source/Fire.
o Flaw: The Seal is destroyed if the Elder
suffers any Damage from a Water Damage
Source.
o
Damage :
Seal of the Master: While this Seal is Active the Elder
gains an extra 6 AP. Those extra 6 AP are lost if the
Seal is destroyed.
o Flaw: This Seal is destroyed if the there are
no friendly Minions on the board.
o
Damage :
Seal of Fortune: While this Seal is Active all nonPower Up dice used for the Elders Opposed Rolls
count a 1-3 as a 1, and 4-6 as a 6. Only naturally
rolled 6s will benefit from Automatic Success.
o Flaw: If the Elder rolls a natural 1 and an
enemy Supreme rolls a natural 6 on any
single Opposed Roll then the Seal is
destroyed.
o Damage :
Seal of Motion: While this Seal is Active the Elder
pays 1 AP for 2 inches of Relentless movement. The
Elder has a maximum of 8 inches of extra Relentless
movement per Activation.
o Flaw: This Seal is destroyed if the Elder is
Stunned.
o
Damage :
Seal of Midnight: While this Seal is Active the Elder
gains the Darkness Skill and Deflect 2 or adds +2 to
Deflect.
o Flaw: The Seal is destroyed if the Elder
suffers any Damage from a Light Damage
Source.
o
Damage :
85 | P a g e
Seal of Mystery: While this Seal is Active the Elder
gains Gaias Enemy 2.
o Flaw: This Seal is destroyed if the Elder
loses an Opposed Roll to a Science Supreme
by 3 or more.
o Damage :
Seal of Nature: While this Seal is Active the Elder
gains Technophobe 2.
o Flaw: This Seal is destroyed if the Elder
loses an Opposed Roll to a Mystery
Supreme by 3 or more.
o Damage :
Seal of Sanity: While this Seal is Active the Elder rolls
an additional die on any Opposed Rolls using its
Mind, choosing the highest result.
o Flaw: This Seal is destroyed if the Elder
loses an Opposed Roll targeting its Spirit.
o Damage :
Seal of Science: While this Seal is Active the Elder
gains Inquisitor 2.
o Flaw: This Seal is destroyed if the Elder
loses an Opposed Roll to a Nature Supreme
by 3 or more.
o Damage :
Seal of Steel: This Seal has 15 Damage instead of 10.
o Flaw: This Seal is destroyed if the Elder
takes suffers any Damage in the Effects
phase.
o
Damage :
Seal of the Mountain: While this Seal is Active the
Elder gains the Earth Skill and additionally all of the
Elders Strikes gain +2 to the Opposed Roll (subject
to the usual Pulp City Math limit of +3) and Super
Damage 4. The Elders Strikes now cost 3 AP.
o Flaw: The Seal is destroyed if the Elder
suffers any Damage from an Air Damage
Source.
o
Damage :
Seal of the Sun: While this Seal is Active the Elder
gains the Light Skill. Elder ignores all In Cover
Conditions as well as the Blend and Deflect Skills.
o
Flaw: The Seal is destroyed if the Elder
suffers any Damage from a Darkness
Damage Source.
o Damage :
Seal of the Tides: While this Seal is Active theElder
gains the Water Skill. Any model in Base to Base with
the Elder at the end of its own Activation is moved 4
inches directly away from the Elder while Seal of the
Tides is Active.
o Flaw: The Seal is destroyed if the Elder
suffers any Damage from a Fire Damage
Source.
o Damage :
Seal of Vendetta: Nominate an enemy model; while
this Seal is Active any Damage done to that model
from the Elder, is increased by 2 from a successful
Opposed Roll (does not increase fixed Damage or
Damage from Aftershocks). If the nominated model
is Eliminated or Incapacitated you may select
another model.
o Flaw: If any model other than your chosen
model suffers Damage from the Elder or
any of its allies, then this Seal is destroyed.
o Damage :
Seal of the Warrior: While this Seal is Active the
Elder gains +1 to all Strength Opposed Rolls and Fury
+1.
o Flaw: The Seal is destroyed if the Elder
suffers any Damage from an Energy
Projectile, Blast, or Ray.
o Damage :
Seal of the Wind: While this Seal is Active the Elder
gains the Air Skill and Flight 2, or Flight +2 if it
already has Flight.
o Flaw: The Seal is destroyed if the Elder
suffers any Damage from an Earth Damage
Source or is Shot Down.
Damage :
86 | P a g e
Appendix B: Monsters of Legend
Terrorsuar: Rank 1 Beast
Terrorsaur
AP
80
18
Skills: Absorb 1, Reach 2, Super Damage 6, Leader of Minions 2
Stomp 1 (SBl 1 / Strength vs.
Dino Bite (Str vs. Def / AP 2): A
Defense / AP 3): All Damaged
Damaged Model is Knocked Down
Supremes reduce their AP by 1 for the
and suffers Aftershocks 2.
remainder of the Round.
Wrecking Blow 1 (Str vs. Def / AP 2):
Pack 1: The Beast begins the games
The Beast makes a mighty body slam
with 3 Levels of Minion cards (any
capable of leveling buildings. This
combination). The Beast also gains
Action benefits from Ram + 2.
Leader of Minions 2 or +1 to Leader
Tail 1: (SBL1 / Strength vs. Agility /
of Minions.
AP 2): This Action deals no Damage.
Losing models are Knocked Down.
87 | P a g e
Ulthar Cyclopes: Rank 2 Beast
Ulthar
Cyclopes
Damage
AP
100
23
Skills: Reach 2, Super Damage 6, Super Blast, Mind Shield
Battle Roar (SBL3 / Mind vs. Spirit / AP 3): Any model losing the Opposed Roll suffers 1 to
any Opposed Roll targeting the Cyclopes for the remainder of the Round.
Trident Throw (Pr / Eng vs. Agl / Range 6 / AP 2): The Cyclopes throws his Trident at his
foes. If successful Trident Throw deals 2 Damage to up to 2 additional Models within 2 of
the original target.
Bio-Plasma (Bl4 / Energy vs. Agility / Range 10 / AP 2): All Minions and Supremes benefit
from +1 to the Opposed Rolls against Bio-Plasma. Bio-Plasma benefits from Aftershocks 3.
Speedy 1: The Cyclopes moves 3 inches during its Relentless move, instead of the normal 2
inches.
88 | P a g e
Ging Gong: Rank 3 Beast
Ging
Gong
Damage
AP
120
30
Skills: Reach 2, Super Damage 6, Fury 3, Wallcrawler, Thick Bones
Head-butt 1 (Str vs. Def / AP 1): A
Damaged Supreme or Minion must
Defense / AP 4): All Damaged
pay +1 AP for any Actions performed
Supremes reduce their AP by 2 for the
for the remainder of the Round.
remainder of the Round.
Chest Thumping (SBL3 / Strength vs.
Ape 3: If Ging Gong voluntarily moves
Spirit / AP 5): Any model losing the
off a building or other height treat it
Opposed Roll suffers 2 to any
as a Primate Pile Driver:
Opposed Roll targeting Ging-Gong
Stomp 2 (SBl 2 / Strength vs.
Primate Pile Driver (SBL 3 /
until the Effects Phase of the following
Defense vs. Defense): Any
round
model suffering Damage is
Gorilla Smash (Str vs. Def / AP 2):
Knocked Down. Can be used
Ging-Gong makes a mighty body slam
only once per Round.
capable of leveling buildings. This
Action benefits from Ram + 2.
Shake it Off 3 (Spirit / AP 4): Heal 8
Damage to Ging Gong.
89 | P a g e
Soul Golem: Rank 1 Elder
Soul
Golem
Damage
AP
10
20
Skills: Reach 2, Super Damage 6, Leave No Trace, Telekinesis 4
Seals: 7
Walking Death 1: (Pr Mind vs. Spirit /
an Opposed Roll. The Eldritch Aura
RNG 6 / AP 2): Any model losing the
lasts for the remainder of the Round,
Opposed Roll gains the Non-Living
or until Relentless movement is used.
Skill until the Effects phase of the
Necromancer 2 (Pr Spirit vs. Mind /
following Round.
RNG 4 / AP 1 + Supreme Level): This
Ethereal 1 (Spirit / AP 3): The Elder
Action deals no Damage. A Non-
gains Spectral until the end of the
Living Supreme that loses the
Round or until it uses any Relentless
Opposed Roll is counted as a member
movement.
of the Golems Team. It may be
Soul Gaze (Pr Energy vs. Agility /
Activated and controlled like any other
RNG 6 / AP 2): Targets suffering
model. A model cannot be subject to
damage from Soul Gaze also suffer
Necromancer 2 for 2 consecutive
Aftershocks 1.
Rounds. Necromancer lasts for the
Eldritch Aura 1 (Au2 / Energy vs.
remainder of the Round.
Agility / AP 4): Any model caught in
the Aura or entering the Aura suffers
90 | P a g e
The Controller: Rank 2 Elder
Controller
Damage
AP
10
28
Skills: Reach 2, Super Damage 6, Leave No Trace, Leader of Minions 5, Molecular Manipulation 2
Seals: 9
Mental Dominance 3: The Elder begins the
Null Zone 1 (AU2 / Mind / AP 3): All Living
game with 7 Levels of Minion cards (any
models suffer 1 to Combat Actions they use
combination).
while in the Aura. Null Zone 1 lasts for the
Mind Control 1 (Pr Mind vs. Spirit / RNG 6 /
remainder of the Round.
AP 2): This Action deals no damage. If the
Summoning 1* (Spirit / AP 1 + Special): Once
target model loses the Opposed Roll, then for
per Round you may re-spawn an Eliminated
the remainder of the Round that model is
friendly Minion card anywhere fully within 3
Dominated. The Elder may spend AP equal to
inches of the Monster. The AP cost is equal to 1
the AP of any Action the Dominated model
AP plus the Level of the Minion card re-
takes to cancel that Action. A model cannot be
spawned. The Minions are able to be
subject to Mind Control for 2 consecutive
Commanded during the same Activation in
Rounds.
which they are re-spawned.
Mind Blast 2 (Pr Mind vs. Spirit / RNG 6 / AP
Dark Infusion 2 (Pr /Mind / RNG 6/ AP 3):
2): Sacrifice one available Strike and pay an
May only target friendly Minion, affecting a
extra 2 AP to target one additional model within
whole Minion card if just one model is affected.
RNG with Mind Blast 2.
During its next activation the affected Minion
Followers 1: The Elder begins the Encounter
card gains +2 to all Opposed Rolls. At the end
with 3 Levels of Minion Cards (any combination).
of that Activation resolve a Dark Explosion (SBl
Non-Living Follower Minions benefit from
2 / Energy 5 vs. Agility) on each Minion.
Gaias Enemy 1.
Eliminate all Minions on the card affected by
Warped Reality 1 (Bl2 / Energy / RNG 6 /AP
Dark Infusion after resolving the roll. The
3): The Elder summons forth a portion of its
Minions affected by Dark Infusion are not
home reality. The Blast area becomes Difficult
affected by other Dark Explosions.
Dangerous Terrain (Energy 4 vs. Agility) that
remains in place for the remainder of the Round.
91 | P a g e
Dread Sleeper: Rank 3 Elder
Rank 1
Elder
Damage
AP
10
36
Skills: Reach 4, Super Damage 6, Leave No Trace, Leader of Minions 5
Seals: 11
Chaos 1 (Pr Mind vs. Defense /RNG 6 / AP 2):
Dangerous Terrain (Energy 5 vs. Agility) that
A model suffering Damage has its physical
remains in place for the remainder of the Round.
structure temporarily altered. Roll d6 1-2
AP 2): Arcane Bolt benefits from Technophobe
Strength, 3-4 Defense, 5-6 Agility. The affected
1.
Trait is reduced by 1 for the remainder of the
Round.
while in the Aura. Null Zone 1 lasts for the
AP 3): This Action deals no damage. If the
remainder of the Round.
target model loses the Opposed Roll, then for
the Elder must reduce its RNG by d3 inches. Roll
may be Activated and controlled like any other
for each separate Action used. In addition, All
model of the Elders Team. A model cannot be
Projectile, Ray or Blast Combat Actions used
subject to Mind Control for 2 consecutive
against the Elder cost 1 extra AP. Otherworldly
Rounds.
Light 2 lasts until the following Effects Phase.
Mind Blast 3 (R Mind vs. Spirit / RNG 6 / AP
3)
Otherworldly Light 2 (Mind / AP 2): Any
Projectile, Ray or Blast Combat Action targeting
counted as a member of the Elders Team. It
Null Zone 1 (AU2 / Mind / AP 3): All Living
models suffer 1 to Combat Actions they use
Mind Control 3 (Pr Mind vs. Spirit / RNG 6 /
the remainder of the Round that model is
Arcane Bolt 1 (Pr Energy vs. Agility / RNG 6 /
Warped Reality 2 (Bl3 / Energy / RNG 6 /AP
Hellish Wind 3 (R Mind vs. Defense / RNG 8 /
AP 5): Models losing the Opposed Roll are
moved 4 inches directly away from the Elder and
are Knocked Down. Even those Supremes with
3): The Elder summons forth a portion of its
Defense Trump Trait will be affected by this
home reality. The Blast area becomes Difficult
Action, however they may spend a Power-Up
die to prevent being Knocked Down.
92 | P a g e
Proto-Bot: Rank 1 Robot
ProtoBot
Fuel
120
Skills: Reach 2, Super Damage 6, Mechanical, Armored, Immune/Mind
CPU Battery Packs: 3
up to 1 point of Fuel.
3): Targets losing the Opposed Roll suffer 2
extra Damage.
Bulkhead Module Battery Packs: 3
CPU Repair Bots 1: In the Effects Phase of every
Round, each Battery Pack in this Module restores
Probing: In the Effects phase of the first Round
the Opposing player nominates a piece of
Scenery that the Robot can Recycle in order to
Recycle (Energy + 1 vs. Defense):
to one Battery Pack in any Module.
While in Base to Base with Recyclable
Scenery the Robot may make an
Damage the Scenery Suffers the Robot
Battery Pack.
Weapon Module Battery Packs: 3
Missile Swarm 1 (Bl2 / Energy vs. Agility /
RNG 6 / AP 3): A swarm of micro missiles.
Shield Modulation 1 (AP 2): The Robot Gains
Deflect 2 for the remainder of the Round.
Opposed Roll. For every point of
may Restore 1 Fuel point to any single
Assimilation Device 1: Each time the Robot
Incapacitates a Supreme, restore up to 5 points
restore its Battery Packs.
o
Alien Laser (Pr Energy vs. Agility / RNG 4 / AP
Movement Module Battery Packs: 3
Point Defense 1: (SBl 2 / Energy vs. Defense
/AP 3)
Stomp 1 (SBL 1 / Strength vs. Defense / AP 3):
All Damaged Supremes reduce their AP by 1 for
the remainder of the Round
93 | P a g e
Necroplane Harvester: Rank 2 Robot
Harvester
Fuel
160
Skills: Reach 2, Super Damage 6, Mechanical, Armored, Immune/Mind, Powerful Rays, Flight 3
CPU Battery Packs: 4
suffer Aftershocks 3.Models Incapacitated
by the Harvest Ray are Eliminated instead.
Remote Control 1: For the purpose of
Starting Rolls only, the Robot benefits from
+3 to Opposed Rolls.
Bulkhead Battery Packs: 4
Target Designator 1 (Pr / Energy vs.
Agility/ Range 8 /AP 1): This Actions
4 inches of the Robot is Eliminated, restore
inflicts no Damage. If successful you gain a
up to 3 Fuel for each of its Supreme or
+2 to your next Combat Action against the
Minion Levels to one Battery Pack in any
target in this Round.
Module.
CPU Repair Bots 1: In the Effects Phase of
every Round, each Battery Pack in this
Module restores up to 1 point of Fuel.
Weapon Battery Packs: 4
Laser Beam 1 (Pr Energy vs. Agility /
RNG 8 / AP 2):
Harvest Ray (R Energy vs. Agility / RNG 6
/ AP 5): Models losing the Opposed Roll
Harvester: Any time a Living model within
Movement Module Battery Packs: 4
Point Defense 2: (SBL 3 / Energy vs.
Defense /AP 3): This Action benefits from
Super Damage 3 against models on 30mm
bases.
94 | P a g e
Byte Dragon: Rank 3 Robot
Rank 3
Robot
Fuel
200
Skills: Reach 2, Fury 1, Super Damage 6, Mechanical, Armored, Immune/Mind, Leader of Minions
3
CPU Battery Packs: 5
CPU Repair Bots 2: In the Effects Phase of every
Round, restore a total of up to 5 points of Fuel
to any single Battery Pack, or divide 5 points of
Fuel to restore to any Battery Packs in this
Action benefits from Ram 2 or + 2 to Ram.
Bulkhead Module Battery Packs: 5
friendly Minion card anywhere fully within 6
Remote Control 2: For the purpose of Starting
inches of the Robot. The AP cost is equal to the
Rolls only, the Robot benefits from +5 to
Level of the Minion card re-spawned plus 1. The
Opposed Rolls.
Minions are able to be Commanded within the
Servitors 2: Robot begins the Encounter with 5
same Activation in which they are re-spawned.
Levels of Minion Cards (any combination).
Replicator 1* (Mind / AP 1 + Special): Once
per Round you may re-spawn an Eliminated
Module.
Piston Punch 1 (STR vs. Def / AP 2): This
Recycler 2: Any time a Mechanical model within
Weapon Battery Packs: 5
4 inches of the Robot is Eliminated, restore up
to 2 Fuel for each of its Supreme or Minion
Laser Beam 3 (Pr Energy vs. Agility / RNG 12 /
AP 3+): The Robot may sacrifice an available
Strike Action and spend 2 AP per target to affect
additional models in range with Laser
Beam 3.
Levels to one Battery Pack in any Module.
Power Distribution 1: Once per Round during
its Activation, the Robot may transfer up to 3
Fuel from a Battery Pack in the Bulkhead Module
to a Battery Pack in another Module.
95 | P a g e
Movement Module Battery Packs: 5
Movement Repair Bots 3: In the Effects phase
of every Round, roll d6 for each Burnt Out
Battery Pack in this Module; on a roll of 6 the
Battery Pack is no longer Burnt Out and comes
back with 1 point. After the rolls, restore a total
of up to 5 points between any number of
Battery Packs in this unit.
Point Defense 2 (SBL 3 Energy vs. Defense /AP
3): This Action benefits from Super Damage 3
against models