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gerzel

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Everything posted by gerzel

  1. In regards to score I had planned on going for six to twelve rounds. Otherwise a point for every 5 soulstones in the starting crew sounds about right, just off the top of my head. I've also been thinking about adding a Goalie Mechanic. Select one figure to be the goalie. This figure may not be moved or pushed out of the starting zone. If any enemy figure with the ball attempts to enter the starting zone the goalie may immediately make a charge on that figure. If it is in range the attack is calculated normally. Damage flips are made but no damage is done. Instead if the attack is successful the enemy figure is stopped on the boarder before entering. Also flip for damage. For low damage the enemy figure keeps the ball in its possession. Moderate the ball is dropped in base contact with the enemy figure placed by the goalie controlling player. If high damage is dealt the goalie get s to pass the ball and must move the ball away from the starting zone. Goalies cost half as much in bennies to bring back after they are killed. Finally I'd like to note that I haven't had time to play-test any of these rules. So if anyone gets the chance to play and report back please do!
  2. Malifaux Soccer Rules The object of the game is to score points by carrying the ball into your opponent’s goal. The “Ball” is a figure that uses a 30mm base, if using random events more than one ball may be needed. The “Goal” is any non-friendly crew’s starting zone. A figure may pick up and carry the ball as it would the treasure in treasure hunt with the exception that a figure may also use a single (0) action to pick up the ball, or a (1) action to do so as well. The game board is set up as normal with the exception that no terrain may be placed less than 2” from the center. After all terrain has been placed the ball is placed in the center of the board. To score a goal a figure must be in possession of the ball and have their base be completely within the starting zone of a non-friendly crew at the end of the figure’s activation. When a goal is scored: 1. The ball immediately returns to the center of the board. If a figure is on the center it returns as close as possible to the center. 2. The scoring player gains a victory point and three bennies. 3. All other players gain two bennies. 4. The scoring player may return any figure they control to its starting zone. Bennies are given out when-ever a goal is scored to help teams refresh. With one benny a player may choose to either make a healing flip on one model, gain a soulstone, bring a model that the player controsl and has been killed costing up to 3 soul stones placing that model in the player’s starting zone or draw two control cards. Players may use multiple bennies to bring back larger figures. Players may spend bennies to partially bring back a larger figure but the figure remains killed until enough bennies are spent to completely pay for it. All bennies must be spent immediately; they may not be saved. A master may be bought back with 2 bennies. Figures brought back have their full wounds. Passing the ball Any figure possessing the ball gains a (1) Pass The Ball action. (1) Pass The Ball – The figure pushes the ball up to its charge distance away from the figure’s base. The ball must be moved in a straight line. If the ball passes through the melee range of any non-friendly figure the non-friendly figure may make a melee attack to take possession of the ball vs the passing ranged cb (if the figure has no ranged attack its cb is 0 for this purpose). Both figures may cheat and use soulstones(if the figure has the use soulstone ability) to affect this duel. If the ball ends in base contact with a figure that is friendly to the figure that passed the ball that figure may take possession of the ball immediately. Random Events Random events are flipped for at the beginning of a new round before the first player’s activation. The player winning initiative makes the flip and may not cheat or use soulstones. For every signifigant figure killed in the last round add 1 to this flip. Jokers only take effect if a Joker is flipped. Black Joker :: Foul! – Any figure possessing the ball is killed immediately. 1 :: Dangerous Crowd – The crowd is out for blood. All figures with in 6” of the map’s edge must resist 17 vs Df or take 1/2/4 dg. 2-3 :: Rioting Crowd – The crowd is fighting in the stands. The starting player makes a flip and places 1/3/5 corpse counters on the field . Each counter must be 1” from one another and within 6” from the edge of the field. All figures with in 6” of the map’s edge must resist 10 vs Df or take 0/1/2 dg. 4-5 :: Angry Crowd – The crowd is upset and is throwing junk onto the field. The starting player makes a flip and places 1/3/5 scrap counters on the field . Each counter must be 1” from one another and within 6” from the edge of the field. All figures with in 6” of the map’s edge must resist 10 vs Df or take 0/1/2 dg. 6-8 :: Complacent Crowd - Huh, they are actually sitting in their seats watching. Nothing happens. 9-10 :: Cheering Crowd - The crowd is pleased and cheering. All players draw a control card at the start of their first model’s activation. 11-12 :: The Wave! - The crowd is doing the wave. All figures on the board may make a healing flip. 13+ :: Going Wild! – The crowd is going wild. All players gain a benny. Red Joker :: MultiBall! – An additional ball is placed on the field by the starting player as close as possible to the center.
  3. At some point if you're doing that you may want to just have the two sets on two tables, and keep in mind the ceiling heights of the sewers... HT 2 Ceilings might pose problems to a HT 3 model.
  4. She is a master she has a boxed set coming out.
  5. Oops. Sorry Silver Chocobo, I meant for people to put a number beside their vote the 1st 2nd and 3rd Original in their opinion. If that's too complex you can just give your first choice for each field.
  6. I am wondering why Malifaux seems to be so Japan-centric with its non-European(Descended) figs. The old west had a far larger Chinese population than Japanese. Also other than Marcus himself there are no other non-Europeans represented, with the possible exception of the Ortegas which are still European descended.
  7. Overslept, so I don't have time this morning to check for anyone left on the other thread. I'll try to do it late this evening/early tomorrow when I get home but can't promise anything.
  8. Wasn't hope left in the bottom of the box?
  9. You can vote if you entered. You cannot vote for yourself.
  10. Ok Here is the voting thread. Please post your final finished entries here before Midnight the 16th. Anyone may then on the 17th post their votes for the winner. For your vote put your TOP THREE choices for each category Game Balance, Originality, Creativity, Theme and Fun. You can't vote for the same entry twice in the same category but you can vote for them in different categories. Balance 1. 2. 3. Originality 1. 2. 3. Creativity 1. 2. 3. Theme 1. 2. 3. Fun 1. 2. 3. Note: I will try to go back and add the posts from the previous thread if they are not put up by their owners on the morning of the 17th.
  11. I prefer a mix actually. Marshals have their uses. They are better at range and are a little bit tougher (Guild guards are good too). For my 25 point battles I've been going with Samual, 2 Witchling and 2 Marshals, and the last four points generally depends on the opponent and what I feel I need.
  12. Nah. In fact I have an "enhancement" plan for the tots. First make a log of green stuff...
  13. Nice Japache. I may end up making an actual entry thread for people to post their "final" version. Remember you also need to write up the fluff background material too. I kindo think of the game as being judged by five faction judges. Guild judges on game balance, Arcanists on Originality, Ressurectionists on Creativity, Neverborn on Theme, and Outcasts on Fun.
  14. Hey all. Considering the number of armchair designers that frequent this board I was thinking that it might be fun to have a contest to see who could design the best Holiday/Seasonal Themed Master. With July coming up we'll start with a Summer/Any Holiday in July theme contest. To enter all you have to do is write up a short description of your master, just like they do in the Malifaux book, and give stats for him, and up to three of his crew. Then you post it to this thread by July 16. Judging will be done after the 16th by posted vote, unless the Wyrd staff wants to get involved or someone comes up with a better idea. To vote you post your top three picks for the best in each category: Balance, Originality, Creativity, and Fun. The prize is bragging rights, again unless Wyrd wants to get involved. Yes Christmas in July is fair game and I originally thought of doing it as an Uncle Sam/4th of July themed contest but made it broader to apply to more than just US sensibilities.
  15. I'd also like to see more accessory packs/figures. More bases, but especially some scrap and corpse counters and bits to make such things. Corpse and scrap bits could also be used to decorate other models and figures. Horses, mounted figs and vehicles might also be nice to see though big.
  16. Chicago sounds like a good place for it to be. Irish and English influence is pulled in from Irish immigrants and all the best medical schools being in England. You got the trains right there and something to flatten in a location that would be re-built. Marcus is African but with a western name. I took him as a descendant of a plantation slave, or if Wyrd has the *ahem* balls to do it an escaped slave himself. Defiantly he is someone who has seen a lot and taken a beating from life at times, a stranger in a strange land, and now that he's in Malifaux an even STRANGER land.
  17. Ooh Another thing I think Malifaux needs is cultists. Good robed cultists worshiping things best left un-worshipped. Also I'd like to see more Neverborn masters. It sorta strikes me that the guild has only explored a small part of the world that Malifaux occupies. It is probably one city of many. There probably are others, what if they are still alive? Also another nation opening a breach into the world of Malifaux would be nice. Especially thinking of what they'd need to do to get enough magical energies to open a rift. The first time people were desperate with a weak spot. What does it cost w/o the weak spot?
  18. Oh I'd like to add Gamblers. Especially if the gambler can do things with the fate decks, perhaps look at the top cards of an opponent's fate deck. Miners as well, but I mentioned them. Vehicles might be nice or mounted/horse rider versions of certain characters.
  19. I am wondering what figures everyone is looking forward to or would put on their wishlist for Wyrd's Malifaux. I for one would like to see the circus come to town. Given the quirkiness of Wyrd's figs I would think they'd do an outstanding job of a steampunk circus. Not sure I'd put them in any single faction though the idea of an undead colliape has its merits. Then again the neverborn would have a field day with the freakshow and just think what Marcus could do with a couple elephants...You'd need a base bigger than 50mm. That said I'd also like to see some Malifaux citizens put out, if only for scenario games. I'd especially like to see some miners, living belles (both high-class and prostitutes) and rich citizens. What else would you like to see?
  20. Myranda does seem to be a tough fig to use. Slightly underpowered IMHO. She'd be overpowered if she got the spells of the beast she transformed into. Perhaps a compromise. Give her a (1) spell to let her swap her spells with the spells of the beast form she has taken until the end of her next activation. That would mean she couldn't change back as I think that action is a (0) spell. Would make sense, have her get "Deeper into" the beast she has changed into. Perhaps instead of making it the next activation make her have to go through a will power dual to change back.
  21. Given the big difference it makes to different crews and the fact that it is practically required by some (I think lilith can summon forest) special terrain should be kept on hand. Besides the game isn't as much fun played on a blank field.
  22. The Guild is the government of Malifaux. Earthside from what I have gathered it could be: A. A large corporation holding controlling interest in the portal similar to the East India company. B. A part of a larger government, probably the US or analog of US, but not the whole of the government itself. C. A separate magical organization from any government, similar to the Catholic church that controls the world's magical resources. D. A full government Earthside as well. Perhaps the gov of the US. Though I doubt it would control the world. It makes things much more bland if you have the whole earth under one rule and you miss out on great things such as the upcoming World War analogs or perhaps even civil war.
  23. Here are some rough and incomplete rules I am working on for civilians. I want civilians individually to be weak and easy to kill and generally to run away from danger. However I also want the possibility for them to form into rampaging mobs and riots that can become a danger to unwary crews. As I said before these rules are far from complete or fully balanced but they should give an idea of what I'd like to see with civvies. Malifaux Civilian Rules Civilian models are models not counted as belonging to any master on the board and may not be used for any victory conditions unless the condition specifically states that they may be used. These models generally act according to triggers and may not be activated by any player unless they have an ability that states otherwise. Civilian Placement Similar to terrain civilians are placed on the board by each player in turn. Civilian Placement takes place after terrain placement. Once one player decides that there are enough civilians on the board all other players get one last chance to place one group more if they wish. Civilians are placed in groups of one or more determined by a card flip. They must be placed at least six inches away from the current placing player's start zone and two inches away from any other civilian group. When placing multiple civilians in a single group each one after the first must be within one inch of another model in that same group. At the start of a players civilian placement turn the placing player makes a card flip. On a Black Joker the player places 0 civillians. On a weak card one civilian may be placed. On a moderate card up to two may be placed. On a severe card up to three may be place. With the Red Joker up to four civilians or one civilian costing up to a single soulstone may be placed. Marking Wd and activation. When placing a mob place a die with a number of sides equal to the mob's max wd. Use this die to show how many wd the mob has left. Place a counter beside a mob after its activation to show that it has activated. Remove all such counters at the end of the round. Grouping When a civilian activates all other civilians within 1” of its base will also activate if they have not already done so. When targeting a “group” of civilians target a lead civilian model and count all models within 1” of that model's base as part of that group. Types Ordinary Citizens – The everyday folk of Malifaux no special powers. 30Mm base Drunks – As ordinary citizen but slowed. Miners – Members of the Steamfitters Union, also have improvised weapons in the form of picks and other mining gear. 30Mm base Gentle Belles – From soiled doves to innocent débutantes the ladies of Malifaux. 30Mm base Doctors – Professional civilians capable of treating injuries. May only be placed if a player has already placed at least two other civilians previously during the same placement turn or if a player pay 1/3ss(round up) for each Doctor placed that turn. Mob – A group of three or more citizens ready to defend themselves or start a riot. Mobs may not be placed as normal civilians unless the placing player pays ½ss(round up) per mob placed in a placement turn. 50Mm base If a mob is placed during civilian placement it starts with 6 wd. If it is created during play it starts with wd equal to 2x the number of civilian models combined to form it. No less than three and no more than five civilian models can be used to form a single mob. If a mob is activated with below half of its starting wd it immediately dissolves. Dissolving a mob. - Place 1 ordinary civilian in base contact with the mob model for every 2 wd it has remaining(round up) and remove the mob model. This does not count as killing the mob. Rioting - Mobs that have lost control and are likely to attack anything in their path are rioting. Place a marker on a mob's sheet to denote their rioting status. Miner Mob – A mob of miners able to do more damage than an ordinary mob. Members of Steamfitters Union. Costs 1ss per mob during placement. Are formed during play if the mob being formed is composed of at least two miner models. When dissolving a miner mob use miners instead of ordinary civilians. Drunken Mobs - Possible Triggers and Effects With civilians in play different masters and other unique models gain different abilities to deal with them. Hero of the People – Perdita, Marcus, Lady Justice, Ramos, Rasputina, Victorias Word of this person's heroic deeds and exploits has spread around and in an emergency cituation this model may rally around their hero. Models with HotP gain the spell. (1) Hero of the People (CC: 10/Rst - /Rg 6) Activate all civilians that have not already done so within range. Those civilians move their cg towards the caster as a (0) action immediately. After all civilian models w/in range have moved as a (0) action the caster may choose to make any groups of 3 or more models turn into mobs. If the caster moves all civilians activated by this spell will move their wk to get within 1” of the caster model for as many actions as they have remaining. Victory Points Goal: Protect the Innocent - Guild, Arcanist Gain 1 vp for every surviving civilian on the board. 2 for every mob. Goal: Massacre - Neverborn, Ressurectionist Gain 1 vp for every civilian killed. 2 for mobs.
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