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Foxhound7

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  • Birthday 06/29/1988

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  1. Is Wyrd going to have its own booth at PAX East this year? I'd love to get in a few games of Malifaux while I'm there
  2. I could say Ramos is the construct raising version of Nicodem or vice versa. Everything bears similarity to something else. Nothing is purely unique. I wanted a to create a religion-based faction that specialized in killing abominations. Thus, the Neverborn became their enemy. I don't play Guild, and I haven't played anyone who does, so I haven't had a reason to look at the Guild section much. When I went through it the other day, I saw that the Ortegas, while being good at killing Neverborn, are good at just KILLING. It doesn't matter what they fight, their abilities aren't tailored to fight Neverborn. It seems like you view what's been written for Malifaux as the end-all-be-all of what could/can exist in that world. When I look at the characters in the book, I only see a handful of people. These people, while being excellent at what they do and definitely major players in Malifaux, aren't the only ones there. Maybe the Neverwatch will have a special rule that lets them hire the Ortegas out of professional curtesy, I'm not sure yet. As of right now, I haven't flushed them out enough to build them up properly. All you see is the fact that they hunt Neverborn. That's not all they do. Maybe they see Malifaux as a chance to convert and redeem those convicted of crimes. Maybe they desire soulstones like anyone else in order to power their holy magic. Hell, I might just decide to give them a devious and deceptive leader who's secretly manipulating their faith for his own agenda. No matter what direction I take them, the Neverwatch won't simply be Ortegas with bibles lol.
  3. Ha ha wow. Yeah I copied the wrong stats for Harker last night. I did a few different builds of him and that was the overpowered one I then went and changed. First off, his rifle is only supposed to be Rg 12 Cb 4T Dg 3/4/5. Also, it should have a special rule stating it can only be fired once per activation. Aim should grant [+] on the attack flip, not [+][+]. As far as Alastor goes, I don't think he's OP at all. A failed Test of Faith does 2 Wd which is 1/5 his max. Plus, if he wants to assure that he passes, you have to keep low cards in your hand, reducing your options to cheat fate with. It also should state that if the Black Joker is flipped, the model ends its activation and suffers an additional 1 Wd. His casts have an average cost and his triggers aren't so focused that they limit him to just Neverborn. I could probably lower his Cb a bit, but besides that, his stats aren't too bad. To the fluff part, the Ortegas have made a name for themselves hunting monsters, this is true. But they're good against more than just Neverborn. The only official fluff so far has them fighting Seamus and his belles while after Killjoy, who in my personal opinion, is more an undead horror than a Neverborn. The way I see it, no one in a position of power with a stake in Malifaux would leave the Neverborn threat up to one family of gunslingers. They may be the first to hunt the Neverborn, but they're not going to be the last. As far as putting them out of business, I'm trying to build a faction that focuses on synergy to get the job done. They aren't going to "specialize" in killing Neverborn as far as their stats go but the fluff in their abilities will definitely reflect their purpose. As I start working up minions, you'll see what I'm talking about. I'm thinking about shifting the Neverwatch more towards the religious in terms of back story. Perhaps the major religious figures Earthside see the Neverborn as demons and have established the Neverwatch to exact holy vengeance. Clockwork Spider? Yes. I was tired, it was like 3 AM, and I couldn't think of a mechanical animal I liked so I just went with spider. It could have been a Clockwork Creation, Clockwork Shambler, Clockwork Homunculus, etc. As far as taking what's there and making it "different", I disagree. With Harker, I wanted to show the scientific branch of the Neverwatch. Sure, they're a religious group, but they respect science enough to use it to their advantage. They have no respect for pure constructs (as they have no souls) and thus have no problem using them as fodder. Being a more intelligent sort, Harker prefers not to engage in close combat. Instead, he uses a large bore rifle to attack from range. Now, if that seems too much like Hans and Ramos put together, I'm sorry. If anything, he's like the Crooked Man with his trap markers. Anyway, I still have some work to do on all of them. They're works in progress. I'd like to get a playable version of each guy and actually try them out. You can only figure out so much through the numbers. It's not until you run a guy that you see just how over or under powered he is.
  4. Here are the stats for the Clockwork Spider... Clockwork Spider - Minion SS Cost: S Construct, Insignificant Wk/Cg: 4/6 Ht: 2 Wp: 6 Ca: 4 Df: 4 Wd: * Iron Claws Rg: 1" Cb: 3 Dg: 1/2/3 TALENTS: Abilities Arachnid Armor 1 Companion (Harker) Mechanical Slave: This model may choose to fail a Df duel with Dr. Lloyd Harker. Makeshift Creation: This model's starting Wd is equal to the number of Scrap Counters discarded when this model was summoned. SPELLS: (1) Arm: Dynamite Trap (CC: 10T / Rst - / Rg: C) Replace this model with a Dynamite marker. (1) Arm: Snare Trap (CC: 10T / Rst - / Rg: C) Replace this model with a Snare marker.
  5. I finished up the first build of Dr. Lloyd Harker. I'll post the stats for Clockwork Spider in a bit. Dr. Lloyd Harker - Master SS Cache: 4 Construct, Scavenger Wk/Cg: 4/6 Ht: 2 Wp: 8 Ca: 7T Df: 4 Wd: 8 Wrench Rg: 1" Cb: 4 Dg: 1/2/3 High-Caliber Rifle Rg: 16" Cb: 7T Dg: 4/5/6 TALENTS: Abilities Bulletproof 2 Cannibalize Parts: When this model damages a Construct with a Wrench Strike, heal this model an equal number of Wd. Mechanical Fodder: This model may choose to redirect hits against it onto a friendly Construct within 3". Mechanical Genius: This model gains [+] on attack and damage flips against Constructs. Weapon, High-Caliber Rifle: Damage from this weapon ignores Armor. Actions Ranged Expert (+1) (1) Tinker: Flip a control card and consult the following table… Black Joker: This model ends immediately ends its activation. 1-5: This model gains no Scrap Counters. 6-10: This model gains 1 Scrap Counter. 11-13: This model gains 2 Scrap Counters. Red Joker: This model gains 2 Scrap counters and gains Casting Expert(+1) for the rest of this activation. (2) Aim: This model gains [+][+] on its next High-Caliber Rifle Strike attack flip this activation. Triggers Cb(R) Critcal Strike: High-Caliber Rifle SPELLS: (1) Dynamite Trap (CC: 14T / Rst - / Rg: C) Place a Dynamite marker within 6". If an enemy model ends its activation within 2" of a Dynamite marker, all models within 2" suffer 3 Dg. (1) Snare Trap (CC: 14T / Rst - / Rg: C) Place a Snare marker within 6". If an enemy model ends its activation within 2" of a Snare marker, all models within 2" gain Slow during their next activation. (1) Makeshift Companion (CC: 16TT / Rst - / Rg: C) This model may discard up to three Scrap Counters. It then summons a Clockwork Spider within 3" with a number of wounds equal to the number of Scrap Counters discarded. (2) Recycle Parts (CC: 12TT / Rst - / Rg: C) This model may sacrifice any number of Clockwork Spiders within 3". It then gains a number of Scrap Counters equal to the number of wounds left on the sacrificed models. (2) Defensive Field (CC: 14T / Rst - / Rg: C) This model receives [+][+] to Df flips until the end closing phase.
  6. Well, this is Alastor v2.0. I took into consideration everything you guys said and tried to cuddle his stats a bit while making his abilities a bit better. LEGEND: T for Tomes and R for Rams Watch Captain Alastor - Master SS Cache: 3 Wk/Cg: 5/7 Ht: 2 Wp: 8 Ca: 5T Df: 6 Wd: 10 Torch Rg: 1" Cb: 7R Dg: 2/3/4 Crossbow Rg: 6" Cb: 6 Dg: 2/3/5 TALENTS Abilities: Armor 2 Hard to Wound 1 Hunter Weapon, Torch: Magical Weapon, Crossbow: This weapon deals +1 Dg to Neverborn models Actions: Melee Expert (+1) (0) Test of Faith: Discard a control card and flip a control card. If the value of the flipped card is higher than the discarded, this model gains one of the following. If the flipped card is lower, this model suffers 2 Wd. Absolution: This model makes a healing flip. Divine Guidance: Draw two control cards. Wings of Hope: This model gains Fly until the end closing phase and gains +2 Wk/+2 Cg. (0) Light in the Darkness: (AURA 8) Friendly models receive +2 Wp and may move their Wk towards this model. Triggers: Cb(RT) Cleansing Fire: A Neverborn model hit by a Torch Strike, does not benefit from Black Blood until the end of the closing phase. Ca(TT) Crusader's March: When this model successfully hits an enemy model with a spell, it may then move its Wk towards that model. Cb(R) Critical Strike: Torch Cb(R) Crippling Shot: A model hit by a Crossbow Strike gains Slow until the end closing phase. SPELLS: (1) Mark for Cleansing (CC: 14T / Rst: Df / Rg: 10 ) Friendly models receive [+] on attack and Dg flips against target model until the end closing phase. In addition, friendly models can draw LoS to the target model up to 6" into terrain until the end closing phase. (1) Fire of the Faithful (CC: 14T / Rst: Df / Rg: 10) Dg 2/3/5. If the card flipped for the damage flip is the Red Joker, any models in base contact with the target take 2 Dg. If the card flipped for the damage flip is the Black Joker, this model suffers 2 Dg. (2) Pillar of Faith (CC: 14TT / Rst: - / Rg: PULSE 2) Enemy models in range take 3 Dg. This damage ignores armor.
  7. I'll probably change around Pillar of Faith a bit. Now that I look at it, it is a bit weak. Test of Faith I could beef up a little by having it cause more wounds or draw less cards. As far as being impossible to kill, I think it could go either way. I could probably drop Hard to Kill, but I think Hard to Wound and Armor are fine as is. As far as Df 7 goes, he's designed to be a melee character, wading into huge groups of enemies and just going to town, so I think that works for him. I'll probably change the wording on Crusader's March to "enemy model" not "Neverborn model" and I may add in Critical Strike for one of the weapons, not sure. I want him to have a slight advantage over Neverborn but still be able to deal with other factions effectively.
  8. Okay, well I finished my first build of Watch Captain Alastor. Let me know what you guys think. LEGEND: T for Tomes and R for Rams Watch Captain Alastor - Master SS Cache: 3 Wk/Cg: 5/7 Ht: 2 Wp: 8 Ca: 5T Df: 7 Wd: 12 Torch Rg: 1" Cb: 7R Dg: 2/3/4 Crossbow Rg: 6" Cb: 6 Dg: 2/3/5 TALENTS Abilities: Armor 1 Hard to Kill Hard to Wound 1 Hunter Weapon, Torch: Magical Weapon, Crossbow: This weapon deals +1 Dg to Neverborn models Actions: Melee Expert (+1) (0) Test of Faith: Discard a control card and flip a control card. If the value of the flipped card is higher than the discarded, draw two cards, otherwise, this model suffers 1 Wd. If the Red Joker is drawn, this model also makes a healing flip. If the Black Joker is drawn, this model suffers 2 Wd and ends its activation. (0) Light in the Darkness: (AURA 6) Friendly models receive +2 Wp and may move their Wk towards this model. Triggers: Cb(RT) Cleansing Fire: A Neverborn model hit by a Torch Strike, does not benefit from Black Blood until the end of the closing phase. Ca(TT) Crusader's March: When this model successfully hits a Neverborn model with a spell, it may then move its Wk towards that model. SPELLS: (1) Mark for Cleansing (CC: 14T / Rst: Df / Rg: 10 ) Target model loses the benefis of cover and and friendly models can draw LoS to it up to 6" into terrain until the end closing phase. (1) Fire of the Faithful (CC: 14T / Rst: Df / Rg: 10) Dg 2/3/5. If the card flipped for the damage flip is the Red Joker, any models in base contact with the target take 2 Dg. If the card flipped for the damage flip is the Black Joker, this model suffers 2 Dg. (2) Pillar of Faith (CC: 14TT / Rst: - / Rg: PULSE 1) Models in range take 3 Dg.
  9. Yeah, I didn't want the player to only need Rams to work all of his abilities, so I figured throwing in Masks (The devious suit) kind of fit the kick in the nuts haha
  10. I suppose the Neverwatch could be linked somehow to the guild. We don't know how things are handled Earthside as far as Guild operations re concerned. Perhaps the Guild and the Neverwatch work for the same Earthside organization.
  11. It was more of a fluff addition. Originally, the trigger caused Paralyzed, which made up for the lack of twists and damage reduction. Essentially, it was a kick to the nuts and then a follow up wack to the head. As far as needing the suit, it's one of those things you'd cheat. His ranged/gunfighter attacks are definitely adequate, but it's nice to know you can paralyze a troublesome model with that 13 of Masks in your hand lol.
  12. I realize the Ortegas fufill the role of anti-Neverborn, but they're just one crew. Besides, the name Neverwatch is just too cool not to expand on lol
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