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Found 2 results

  1. Wow, it's been a long time since I have posted. I have slowly started to get into Malifaux again, and I was specifically curious to ask if Wyrd plans to offer an option at some point in the future for out of print miniatures/models? I always had a dream to collect everything malifaux, and I just didn't have the money, (and kinda still don't.) Acquiring the books, ezine, and supplements is easy via drive-thru rpg. However, not so much with physical miniatures? It's kinda hard to find 1st edition stuff on Amazon or eBay. I would love the ability at some point to be able to purchase past miniatures, even if it was more expansive.
  2. I was digging through some old files I had downloaded years ago, after short look at them I noticed some could be quite well adapted to 2nd Edition. I don't intend to take credit for what Eric Johns had created, I just upgraded his pieces of work. 2009 Christmas Encounters: Story Encounter 1: Holiday Shopping Christmas Tree: Place 1 Christmas Tree Marker in the middle of the table. It is 50mm, Ht 4, Impassable, breakable terrain*. It also counts as having bulletproof 3. When Christmas tree marker is destroyed, place 3 Christmas Present Markers(Ht:0) in base contact with it before removing. *Breakable terrain - This terrain can be targeted with attack actions and takes damage from Blasts. It Has following Stats when targeted: Df:3 Wp:- Wd:5 Wk:- Cg:- Ht:4 Christmas tree is immune to conditions, attacks targeting Wp and any types of movement or pushes caused by other models. Any duels that require Christmas tree to flip are flipped by opposing player, Christmas tree cannot cheat fate and is not friendly to any player. Christmas Present Markers: Each player starts with 5 30mm Christmas Present Markers, which must be given to members of their crew to carry (placed on character's stat card). You may not give a model 2 Christmas Present Markers unless every other model has at least one. Christmas Present Markers work like Treasure marker, and may be picked with (2) Interact Action up while in base contact with it, it is then placed on character's stat card. When model is sacrificed or killed, Christmas Present markers are placed into base contact with model before removing it. While carrying Christmas Present Marker, character can use (1) Interact action to open the present. Each Christmas Present Marker may only be opened once. When you open the Present, flip a card (Which cannot be cheated) off the top of your Deck. Black Joker: Old Socks: Discard Christmas Present Marker with no effect. 1-6: Tastey Snack: Add Soulstone to your pool. Discard Christmas Present Marker. 7-13: Thoughtful Gift: Add Soulstone to your pool. Do not discard Christmas Present Marker. Red Joker: Top of You Wish List!: Add Soulstone to your pool. Do not discard Christmas Present Marker. Gain 1 unused Christmas Present Marker. Each crew is trying to collect as many Christmas Present Markers as possible during the course of the game. 4 VP for The player with the most Christmas Present Markers. 2 VP if a player has at least 5 Christmas Present Markers at the end of the game Special Occurrence: Have You Been Naughty or Nice?: This occurrence begins after the first Christmas Present Marker is used in the game and lasts for the rest of the game. Every time a Model flips a Black Joker, that model is forced to discard any Christmas Present Markers they are carrying...they were Naughty. Every time a Model flips a Red Joker, that model Gains 1 additional Christmas Present Markers...they were Nice! _____________________________________________________________________________________________ The Krampus is Watching: Story Encounter 2: The Krampus is Watching! The Krampus is particularly busy in Malifaux over Christmas, as the Naughty list is VERY long, and few want to get caught outside this night! Given the long years of terror caused, the Governer General of the Guild has put a price on the head of the Krampus. Your Goal is to kill the Krampus, or do your best! 4VP if a member of your crew Kills the Krampus 2VP if you caused at least 6 wounds to the Krampus Special Occurrence: The Krampus Arrives: Starting in the upkeep of Turn 1, the Krampus is placed on the board in the center of the board. Following the arrival of the Krampus, it moves as determined by Diagram 1, and will attack any model if able. This lasts until the end of the game. Diagram 1: Krampus Placement. Each turn in the Upkeep Phase, one player flips a card. Depending on the suit of the card, place the Krampus in one of the four spots marked in the Diagram. Each spot is 18” from the corner of the table, and 8” in from the edge. If a Joker is flipped, place the Krampus in the center of the table. The Krampus may only move to each spot once, if the flip would move it to a place it already moved, reflip. Once all 4 suits have been flipped, it may only move to the center of the board. Players must set up with Corners Deployment. Make sure when setting up the Terrain that there is open ground in these areas. Duels which require Krampus to flip are flipped by random opposing player, player who flips for Krampus may cheat fate and use soul stones as an normal henchman would. Diagram 1: Krampus Stats: The Krampus Henchman, Rare 1, Spirit Df:6 Wp:8 Wd:12 Wk:- Cg:- Ht:4 Abilities: Armor +2: Reduce all damage suffered by this model by +2, to a minimum of 1. Incorporeal: He Knows When You’re Awake: This model is uncontrolled and does not activate as normal during the turn. Each turn, during the Upkeep, player who won iniative flips a card, which may not be cheated. Depending on the suit of the card, place the Krampus on one of the spots marked in Diagram 1. If a joker if flipped, place the Krampus in the middle of the board. Hard to Kill: While this model has 2 or more Wd remaining when it suffers damage, it may not be reduced to below 1 Wd. Impossible to wound: Damage flips against this model suffer [-]. Damage flips against this model may not be cheated. Intractable: This model cannot be sacrificed or buried and is immune to being Pushed. Punish the Naughty: At the end of turn, the Krampus makes 1 Whip Strike against each model within 5”. If a model is within 2” it makes an Iron Chains Strike instead. These flips are made by the random opponent of defending player. It activates a triger if able. Rejuvenation +2: At the end of turn this model heals +2 damage. Unyielding: This model may only be killed by losing it’s last wound and is immune to effect which cause a model to be killed. Certain death: Models may not declare Df triggers in duels with this model. Attack Actions: Iron Chains(Ml:7/Rst:Df/Rg:|||2) Target suffers 2/4/5 damage Triggers: ( R)Critical Strike: When damaging the target, this attack deals +1 damage for each ( R) in the final duel total. ( M)Remorse: After damaging, target is pushed 8" directly away from this model. ( C)Holiday Spirit: After this model damages a model, Target gains following Condition until end of it’s next activation: Holiday Spirit: This model cannot target Krampus with attack actions. ( T)Christmas Magic: After this model damages a model, Target gains following Condition until end of it’s next activation: Christmas Magic: This model may not perform Ca actions during it’s activation. Whip(Ca:7/Rst:Df/Rg:5) Target suffers 2/3/4 damage Triggers: ( R)Critical Strike: When damaging the target, this attack deals +1 damage for each ( R) in the final duel total. ( M)Remorse: After damaging, target is pushed 8" directly away from this model. ( C)Holiday Spirit: After this model damages a model, Target gains following Condition until end of it’s next activation: Holiday Spirit: This model cannot target Krampus with attack actions. ( T)Christmas Magic: After this model damages a model, Target gains following Condition until end of it’s next activation: Christmas Magic: This model may not perform Ca actions during it’s activation. 50mm Base Edit: Re-made Regenerate to Rejuvenation. _____________________________________________________________________________________________ Christmas Carols Story Encounter 3: Christmas Carols Players alternate placing 6 buildings on the board. Models may perform an Interact (1) Sing Carol Action when in base contact with a the building. (1) Sing Carol: Flip a card (which cannot be cheated) off the top of your Deck. Black Joker: Horrible! - Model suffers 3 Damage. This crew may not gain cookies from this house for the rest of the game. 1-6: Out of Tune - This crew may not gain cookies from this house for the rest of the game. 7-13: Pleasant Song - Gain 1 Sugar Cookie Token and place it on the character's stat card. Red Joker: Captured the Christmas Spirit - Gain 2 Sugar Cookie Tokens and place them on character's stat card. If character is removed from the game(Sacrificed or Killed) remove all Sugar Cookie Tokens it had from the game. You may not (1) Sing Carol with the same building more than once per turn. You may not (1) Sing Carol again with a building house again until you have interacted with each of the other building on the table, even if you may no longer gain Sugar Cookie Tokens from that house. 4VP to the player with the most Sugar Cookie Tokens 2VP to any player with the least 3 Sugar Cookie Tokens Special Occurrence: Tastey Tastey Cookies!: At the end of each turn, pick the model in your crew with the most Sugar Cookie Tokens. If there is a tie for the most, select the model with the lowest Wp. This model must win a Wp 13 Duel, or eat one of their sugar cookies (Discard 1 Sugar Cookie Token). All players must do this every turn. _____________________________________________________________________________________________ I'll be adding last of 09 Christmas encounters if people are interested and/or as I get it done.
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