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Found 44 results

  1. Fictor

    M2E Sandeep

    PART I, SANDEEP In advance sry for my bad English and if someone want help me with the edition for the text can send me a mp with the changes and I will edit the post. Sandeep, or like a mate said one time 'Master of nothing'. He doesn't have one thing op, but can do all things good and can provide his entire crew of a lot of interactions. SANDEEP Card Front With his Arcane Shield and Impossible to Wound he's enough tanky to can move arround the enemy. (thx to @Adran for help me in this paragraph) His synergies with his crew come from Beacon. The ability allows other friendly non-Peon models within 12”and LoS to take Ca actions from his card with a -1 Ca. Each Ca action from his card can only be copied once each turn, but one model can use different Aps, like @Euclid said miniatures that can get suits are good in this, like Steamfitters, Oxfordian or Bishop and Student of All that let him do 1Ap when other copy with 1Ap, to give us great combos like the Effigy combo (thx @WWHSD) or others less important. Attack actions (1) Gada: attack that each limited upgrade gives an especial triggers or habilities. (1) Arcane Strom: a good attack that can be nice for copy with people like Cerberus that have to atack and dmg, and this have printed for chain with Student of All. (1) The Mind Among The Sense: can be used in a lot of things, my favourite is teleport another miniature and push Sandeep to give him more movility, and also with can heal. Tactical Actions (0) The Path To Salvation: This only be taken by Academics or Minions but are awesome positioning spell, need the but is a worth SS. (0) As Your Deed, So Your Destiny: the interact trick, with can be push before, and can be declared engaged. With out upgrades we have a durable master, that can give a lot of versatility to his crew, and can hit, can Ca, can push, can heal, can Interact, can teleport... and we doesn't see his upgrades... ( It sounds like a comercial, but seriously I love this guy ) PERSONAL UPGRADES Unaligned Sage: That allow to take Academics like Sanctioned Spellcasters or Freikorps Librarian, and let use Beacon regardless of LoS. Gives Sandeep (1) Action Though Inaction to draw when a friend discards to do Flurry or Temporal Shield and does 1dmg to Sandeep that can't be reduced, and (0) The Sight Beyond for no randomize in 6" of Sandeep especially usefull with Oxfodians. We have a lot of different Aps and only 3Aps (4Aps with Student of All) to spend, not bad upgrade but in my opinion we have better options. Enlightened Soul: A card draw each turn if we can kill one enemy and (0) The Formless Mantra to give Incorporeal, for me another time have better options, draw is situational, and Incorporeal unnecesary. Tutelage: Allows to copy Ap from friendly Academic (after discard if have Tutored condition), and (0) Give a Lesson to give Ca and Tutored condition, I think we have a lot of Aps to need copy something more, but a Tutored Howard that can do The Path To Salvation + Nimble + Flurry can be fun A Moment Of Weakness: Give our Gada burning +1 or if we doesn't have Banasuva in play burning +2, and Risks Taken in Anger to can be Toss by Banasuva or Ice Golem if we are crazy and have one in the crew , and two triggers on Gada to summon Banasuva or push Banasuva and give burning if was engaged with an enemy, for me the worst option to summon, you can't summon Gamins and must be in combat. To Behold Another World: Give Gada Paralyzed on Moderate or Severe and (1) To Behold Another World to summon on 8 all Gamins except Poison, 9 Poison Gamin, and 12 Banasuva, within 6", we must add an upgrade (we have 3 to give our Gamins), and if we can't, we can't take this action, for me this is worth on hard Interaction game, for the rest of the games is better Command. Visions in Earth: Shackles of Earth: can't be moved or pushed, and Constant Yammering: so good to prevent enemy Interactions, and pay atention, you cant move or be pushed but can copy (0) The Path To Salvation to teleport. Visions in Flame: Shackles of Flame: can't Cheat Fate, and Don't Mind Me: can take Interact while engaged, another time to heavy Interact schemes. Visions in Wind: Shackles of Wind: may not take Attacks, and Life is Brief: that allows to Interact the turn it's summoned, can give us a Vp if the enemy doesn't pay atention. To Command Another Plane: For me the best option by far, ok, like said before if the schemes are heavy Interact it's better To Behold Another World, but rarely we can see that, up our Gada to a nice 3/4/5, and the summons 8 all Gamins except Poison, 9 Poison Gamin, and 12 Banasuva, within 6" with the same restriction that To Behold Another World. Commands in Earth: Shackles of Earth: can't be moved or pushed, and Reach Of The Heavens: to give +1 or +3 that it's good on Fire Gamin to shot better or Banasuva to engaged with a lot of models thx to 3, and pay atention, you cant move or be pushed but can copy (0) The Path To Salvation to teleport Commands in Flame: Shackles of Flame: can't Cheat Fate, and In Flame Redeemed: to give Slow Inmunity that can be nice if we haven't cards to Cheat Fate to give our Banasuva 3Ap on summon, thx his Melee Expert Commands in Wind: Shackles of Wind: may not take attacks, and A Mighty Vengance: give other friendly models 3 to attack, really nice summoning near to our hard beater like Banasuva or Howard or our Oxfordian gunline. OTHER UPGRADES Arcane Reservoir: If you play Sandeep you can see he is a monster hungry of card, one card more for summon, trigger Student of All, or a random Flurry can make your day, a must on him in my opinion. Seize the Day: If your playstyle is agresive you mut take this upgrade, for 1ss one of the best generic upgrades in the game, if you want play a little more slowly, or defensive you can change this for something else. For me the only to be respected, in the other hand this upgrades are a beast in my crews, and in Sandeep I usually play To Command Another Plane + Arcane Reservoir + Seize the Day
  2. Can Lucius use his ability Commanding Presence on himself to do a walk action indefinitely as long as he keeps on winning his TN 12 Horror Duel? By doing a walk action each time he wins the horror duel and that then activates the ability again?
  3. Hello, guys, could you help me with my case? Few days ago I bought box with Relic Hunters. It`s a good set for me, but there is too little SS in box for comfort game. I`ve found some schemes how to hire crew for TT McCabe but i need something different... I need unversal roster where I can use Maximum models from Relic Hunters set. I need enfrocer and some more minions or other types of characters, I don`t know, please, help me! What do you think about using one of this guys as my enfrocer: Lone Swordsman, Izamu The Armor and Samurai? And also I found that shadow effigy and TT Brother works pretty good togheter. Also found that Terracota Warriors could be useful as protectors May be I`m on wrong way, what do you think about all of this? P.S. (Sorry for my bad English, just learning)
  4. I've been looking for a summoning master and Ramos' has piqued my interest. I love the whole idea of a swarm of spiders just spawning out of one scrap marker and oppressing the enemy, plus, his crew box would go nicely with my Ironsides crew (having Joss and Howard can never be a bad thing). Only one thing is kinda making me reluctant to buy him: I really dislike his fluff and his character... In all of the stories I've read, Ramos is always betraying people, or trying to deceive people. He doesn't even do it in a way that makes him interesting (eg. Lucius) and I just can't attach myself emotionally to him. Am I missing something? Is there a nicer side to Ramos that I just haven't noticed? If I can't find a way to like Ramos I might just proxy/convert my own Ramos impersonator but I really want to like him. tl;dr I'm thinking of buying Ramos but I don't like his fluff. Can anyone convince me that he is cool and ,if not, any suggestions for possible proxy/conversion ideas? Any replies are appreciated!
  5. victoriangirl

    McCabe twins )))

    From the album: HighRez Paint

    My two McCabes. First mounted version was painted in 2014, by foot - 2016. That is why they are so different

    © Ask Your Fox

  6. mo11usq

    Summarising Wave 4 Master

    Typing is arduous, so I thought I'd share my thoughts on the new master releases in video format. Titania - Asami Tanaka - Zipp - Parker Barrows - Nellie Cochrane - Sandeep Desai - Reva -
  7. yipiyip

    Lilith

    From the album: My Painted... Stuff.

    So, my first painted master. I like the way she turned out, even if her skin was pretty tricky...
  8. I recently was listening to the new Before We Begin with Mike G planning on taking a Gremlin Master, one of the questions that came up would be if he would activate his master first. It got me thinking. When do I as a Guild player want to activate. Lady J Typically I'm running her last on turn 1 to set her up for a turn 2 charge on the initiative. It's all about getting her to delete one of two difficult models as early as possible. Perdita Typically I run Perdita 2nd activation on turn one. The first one being Francisco giving her El Mayore and moving up to give her a relocate target. Then she will push forward when an opponent puts a juicy target a little too close to her 8inch push and 14 inch shoot range. Sonnia Late turn activation if I can help it her df is atrocious and getting it up with Frank seems to be my best bet. Aside from her 0 action. The late turn is so I can eat my opponent's hand away and get Ca9s off with a better chance at blasts. McMourning My experience with him says any time. His ignore armor condition he can give out in Guild might put him closer to the front lineup but typically my opponents don't have armor. Lucius This is a tough one for me. I feel like he should go last, but because of the resources he needs(7's of X suit) if he goes last he can't do anything. And his commanding presence could paralyze someone if you aren't careful. Hoffman Little less experience with Hoffman but I found he tends to like to be in the middle of the pack/early on due to his Power Looping. After first turn I typically let him stay unactivated unless I need a fast model or power loop on a new target. McCabe I tend to activate him either second or third turn 1 so can gauge which minion to reactivate with badge of speed. Though if I have hunters in the list I typically want him to go after them with his net gun. what do you guys and gals do?
  9. I am mostly a Resser player (Molly, McMourning) and I also love playing Zoraida for neverborn, but I play Leveticus as my Outcast master since i already had so many models that he can hire. I am keen to start another Outcast master so I am torn between Jack Daw and Hamelin. Which masters do you prefer and why? I tend to really enjoy support type masters myself so what are jack Daw and Hamelin's play styles ?
  10. Its been a few months since the last Hoffman get started topic was posted. I have used the Hoffman box components a lot. Hunters, Guardian, and Watcher have become staples in my lists. I've only ever run Hoffman once and I was not impressed. This is what I have so far: Lady J BoxPerdita BoxSonnia BoxMcMourning BoxLucius BoxHoffman BoxMcCabe BoxRamos BoxXroad7 boxStarter KitMetal GaminRyleAustringersExecutionerExorcistRiflemenRoninHansPeacekeeper(On the way)Here are some questions I have: What strategies does Hoffman excel at?What strategies will he have trouble with?What schemes does Hoffman excel at?What schemes does he not like his opponent to take?What factions/masters should I worry about?What non-construct based models work with his crew?Anything I need to know about Hoffman that isn't readily apparent?I've had Hoffman since his release and haven't even painted him yet. Any advice would be appreciated. Also the reason I'm running him is because my group has been down on him lately and I am sucker for an underdog.
  11. Hi, not sure if I'm posting in the right place but I was hoping for some advice. I have played a few games with the dreamer crew and a teddy and so far I'm loving the game. I'm now wanting to go into a 2nd crew/mastermaster since most of the stuff I want for my dreamer crew isn't out yet. I want a crew who can really tale a punch and give one back harder up close and personal. What would people recommendrecommend for a tough close combat crew? I have no preference to faction but I only build fluffy lists so I build on the theme of a crew box. Any advice would be appreciated. Thanks
  12. Luisjoey

    Lucius and his Guild crew

    From the album: Luisjoey`s Guild Supremacy

    This is part of my crew for nynthera!
  13. GamerCr0w

    McMourning M1e

    From the album: Ressurectionist assemble

  14. BigHammer

    Mistress Misaki

    Hi all, welcome to my wee corner of the site dedicated to my growing Ten Thunders collection. I figured I would start at the beginning, with my first and still favourite master, the lotus-blossom-of-death that is Misaki. The rest of her crew, the other Last Blossom models, and then some Ancestors will follow soon
  15. Luisjoey

    Luisjoey´s Lucius

    "Fools are the ones that look just for gold, time is far more precious, Power Look into my face for the Ore..."

    © Luisjoey

  16. Luisjoey

    Lucius 3

    From the album: Luisjoey`s Guild Supremacy

    i did also entered the ironpainter 2015
  17. Luisjoey

    Lucius Picture Contest

    From the album: Luisjoey`s Guild Supremacy

    i did also entered the ironpainter 2015
  18. Luisjoey

    Master Lucius in Pieces

    Resting in pieces! WIP!
  19. Luisjoey

    Begining my IRONPAINTER ROUND 1

    Lucius Leader of the Guild (and Neverborn) This is the first picture, more an unboxing than a wip
  20. Jukar

    Pandora

    From the album: Neveborn

    © Jukar

  21. Rhetorical question, of course. I'm not silly enough to start asking for alternative master models before all the master boxes have been released (unless of course you run out of Gencon Miss ideas - right after Miss Understood - the emo teen ronin, naturally). This is more "what does everyone want to see as an alt scult for their favorite models?" Personally, I feel this game will never be complete without a von Schill who is in the middle of tearing his shirt off - perhaps in a post-shirt macho pugilism pose? orrrrrr some kind of Alex Armstrong (FMA) homage? I'd settle for a Lady Justice tearing her shirt off, I guess. Ideas?
  22. *** Sorry for the multi-posting, I really can't tell you what happened there. MY BAD**** My girlfriend and I have been kicking around ideas for home-brewed rules on a psychic master and her bodyguard henchman. The idea is that they are on the run and find themselves with limited hiring options (offsetting their synergy and her ability to move things all over the place). Ok, this is the final rough draft if you will, and now I need everyone to weigh in. If you look at the two together, with their upgrades, they currently cost 21ss (thus reducing the number of other models they can bring on top of her hiring restriction and playing up to the fact that they're on the run). I assume this will generate some hate because of X, Y, and Z, but home-brew rules are fun and we are just looking to make these characters a fair cost so we can try em out. Ok. So, here is some background: Miss Rose: A psychic with some anger issues. Think Carrie in a victorian dress, floating around choking people and throwing things. Lots of movement tricks and a couple card/stone intensive once per turn power moves from her upgrades. Mr. Hudson: Rose's bodyguard. Basically a hench level Gunsmith who takes the heat off Miss Rose and handles the tougher customers with a Hexed Colt and maybe a few of his Arcanist buddies if he takes the Executive Protection upgrade. THE STATS: Miss Rose Cache 4 Outcast Master, Living Df Wp Wd Wk Cg Ht 3 7 10 6 - 2 Abilities: Flight Adaptive - At the beginning of this model’s activation, choose a suit. Add that suit to all flips made by this model for the rest of the activation. Force of Will - This model may choose to resist with Wp instead of Df on any duel generated by an enemy model. On the Run - This model’s crew may only hire Outcasts with the Mercenary characteristic. Df/Wp [Mask] - Repulse - Immediately push the attacking model 4” in any direction. Attack Actions: Telekinesis - (Ca 7[tomes] - TN: 11 [tomes] Rst: Wp - Rg: 8) This action receives [+]. Move target up to 6”. Friendly models gain flight for the duration of the move. Triggers: [Tomes] Surge - After succeeding, draw a card [Crows] By the Throat - After succeeding, target receives Paralyzed [Masks] “She’s Like the Wind” - After resolving, place this model within 6” Tactical Actions: (0) “Back Off!” - Push all enemy models within 3” up to 6” directly away from this model. Upgrades: Concentration - 2ss This model’s telekinesis attack gains the following triggers: [Tome/Mask] Vortex - After resolving, all other models within 3” are pushed up to 6” in any direction. [Tome/Tome] Brown Eyed Girl - After resolving, this model gains the defensive +1 condition. This model may immediately take this action again. This trigger may be declared once per activation. (Miss Rose) Rage - 2ss This model’s Telekinesis attack gains the following triggers: [Tome/Ram] Ragdoll - Instead, push target Ht 1 or 2 model up to 8” in any direction. If it ends its push in base contact with another terrain or another model each suffers 2 damage and receives Slow. [Tome/Crow/Crow] “Welcome to the Horrorshow" - The target suffers a 2/4/6 damage flip and receives Paralyzed. After damaging, kill target unless it discards two cards or two soulstones. If the target is killed, every enemy model within 6” and LoS must take a TN 14 Horror duel. This trigger may be declared once per activation. (Miss Rose) Psychic Shield - 2ss When this model activates, it may gain one the following abilities until the beginning of its next activation: Swirling Haze - The area within 4” of this model is treated as Ht3, soft cover. Swirling Shards - Enemy models which end their activation within 3” of this model suffer 2 damage and gain the slow condition. Swirling Winds - Friendly models within 3” may choose to ignore damage and conditions caused by Pulses, Auras and Blasts. (Miss Rose) Mr. Hudson Cost 10 Outcast/Arcanist Henchman, Living, Totem (Miss Rose) Df Wp Wd Wk Cg Ht 6 6 10 5 7 2 Abilities: Df/Wp [Ram] - Concealed Weapon - After resolving, this model gains fast Bodyguard - Enemy models targeting a friendly master within 3” suffer [-][-] to the attack flip. Relentless - This model is immune to Horror duels Hard to Kill - While this model has 2 or more Wds remaining, it may not be reduced below 1 Wd. Attack actions: Hexed Pistols (Sh 6[crow] / Rst: Df / Rg: 12” or 2”) - Target suffers 2/3/5 damage. This attack action receives [+]. Triggers: [Tome] Piercing - Ignores Armor, Hard to Wound, and Hard to Kill. [Mask] Reposition - Push this model 3’’ in any direction. [Crow] Hexed - Damage from this attack may not be prevented using soulstones. The damage flip receives [+] for every [crow] in the final duel total. Tactical actions: (0) Switch Chamber - This model may discard a card to gain the following condition until the end of turn: New Chamber - This model gains a suit to all final duel totals which matches the suit of the card discarded to gain this condition. (2) Culture of Honor (Ca 6 [Tome]/ TN: 13[Tome]) Place this model into base contact with friendly master within 8”. Both models gain the Defensive +1 condition. Upgrades: Executive Protection - 2ss This model gains the following abilities: Security Detail - This model’s crew may hire up to 4 Gunsmiths and/or Arcanist construct models without Frozen Heart or the Showgirl characteristic at no additional cost regardless of any previous hiring restriction. Snares - Models may not end their move within 3” of this model during a charge action. This model’s Hexed Pistols action gains the following trigger: [Crow/Ram] Incendiary - Instead, target suffers 2/2B/3BB. All models damaged by this action gain the Burning +2 condition. (Mr Hudson, Limited) Ok, friends. Lets have it.
  23. If a Mod could wave their wand and delete this multi-posting, that'd be magical!
  24. If a Mod could wave their wand and delete this multi-posting, that'd be magical!
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