Unlike most people on last Saturday evening, I was not out cruising the town, or at a night club, what I was doing was playing Pulp City for the first time. After painting for most of the day, I had 2 miniatures painted and was itching to try this game out so I sent a text to my buddy Mike, who was all for a game. The game is played by Levels so we decided to play a level 5 game. There is a chart in the rule book that shows you the level break down for a game of this size, we need two level two characters and one level one.
Mike won the choice of setting up first or second, as this has no real effect on the first turn, He chose to set up first, He deployed solar and Hoodoo on my right side behind the building and Ace of Wrath on my left also behind a building. I chose to set up Twilight on the Left, Guerilla down the middle and Nuke on the right side.
This scene took place on a lonely military base, the villains (played by myself) were attempting to get away with some highly regarded military documents. Nuke lvl 2, Twillight lvl 1 and Guerilla lvl 2 (pictures below) attempted to make it out of the military complex and take down as many civilian’s as possible, Solar lvl 2, Ace of Wrath lvl 2 & Red Riding Hoodoo lvl 1 and her wolf (played by Mike) showed up to foil their plans.
The game is played primarily with 1d6, a measuring tape and The game is played primarily with 1d6, a measuring tape and the cards. The starting roll is a dice roll between both sides using the highest mental stat, Red Riding Hoodoo has a mental stat of 5 and Solar is a Leader giving the roll a +1. Making it nearly impossible for me to win the roll, I had all 3 models with 3. Hoodoo won the starting roll with a 2 vs my 5, as her total was 8 as was my total score, the tie breaker was the origins we were both Mystery so it came down to higher stat giving Hoodoo the win. The civilians were with in command range of the Hero’s so mike chose to move them 4 inches towards his table edge. Solar made the first action using 1 AP (action points are needed to do anything in the game and each character has a maximum AP they can use) to activate up, up and Away* and then move 4 inches forward to a building top. I chose to active Twilight’s Lurk (Lurk allows me to make an opposed using their energy ability vs my Agility ability to see if they can see her to shoot her) ability for 1 Ap and that was my activation. Mike ran Ace up to a wall to get a clear shot at any of my models and to protect the civilians. I used 2 Ap to make a double move and end up behind a truck. Hoodoo activated and made one of her two move actions to move up 4 inches along her left flank. I used 2 Ap and double moved with Guerilla. Solar the flew down behind a trunk for cover. I activated Twilight and Ran her up my left flank. He then activated Hoodoo and commanded the wolf to run 8 inches to support solar. I spent 2 AP to try to shoot Solar with Guerilla’s Daka Boom ability ( any model suffering 1 wound would then suffer and additional 2) I was just shy of the 8 inches need to hit him. Ace activated and tried to shoot me but was out of range of his 8 inches, and thus ending turn 1.
*The Images in this post are property of PulpCity.