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Mydnight

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Everything posted by Mydnight

  1. Fantastic job on the cloak! That is some pretty rockin' freehand :-)
  2. Well, got a little more done. My Night Terrors are all finished but set aside for the time being (I don't feel that they were up to my normal standards). But I did get some photos for my alt flesh construct. I was very happy with how the flesh turned out, and the model itself overall is very good and I'm happy with it. Not so sure about the base though.
  3. All abilities/effects with no stated duration expire at the end of the turn. In the case of the riders their abilities would start up on their activation each turn and expire at the end of the turn. That's how I understand it to be anyways.
  4. That's what it looks like, but since the ability is gained at the beginning of their activation the RAW would imply that it goes away at the end of the turn. That's how we played it when the question came up in regards to the Dead Rider and his fear aura, since it would go away and come back it would count as a new fear effect.
  5. One thing I'd like to chip my 2 cents in is Outcasts. As has been mentioned Von Schill will be very strong (I just tried him for the first time the other night, HOLY SCHNIKES!), and other models have been mentioned but I'd like to elaborate a bit on them. Desperate Mercenary: These guys are good as they're cheap, go out in a blaze of glory if you need it, and provide a corpse counter. Convict Gunslinger: I was told early on as a Resser that if you wanted ranged support you went to the Gunslinger. While he is not as mobile as Von Schill, he has the potential to lay down a LOT of firepower as well as being a cheaper option. No other model that I own has a higher kill score than he does. While it is mostly luck, if you end up with a high mask in hand it can be really easy to get off multiple shots (especially considering the paired pistols). I have only recently gotten the Viks box and haven't had time to try Taelor, Bishop, and the others, so I got nothing there.
  6. So, I'm getting things ready for Adepticon and I figured I'd share a handfull of the models I've completed thus far. Still have a few left to do, but the majority of the must haves are done :-) To start off with, the Von With a Desperate Merc close behind And the Shikome Mk. II (It's red, so it goes faster) I have two Insidious Madni that I have painted up. The first one is Ol' Blue, and was my first attempt at trying to get a Shoggoth look (cause c'mon, seriously, these guys were definitely inspired by Lovecraft's Shoggoths), the second one is actually a LOT closer (and what I wanted) as far as getting the look I wanted
  7. I recall her having a Wk of 3, just like Nico, Raspy, and a few others......just saying ^^' Also, don't mind me! I'd love to participate in a good Pandora discussion but she is the only master in the game (including the Dreamer pre-errata) who causes me to go all bananas about how she works. Since I don't really have much else to add I'll just sit here on the sidelines and watch the discussion unfold if that's ok with you guys? :-)
  8. One thing to note is that as far as I can tell there are 1 or 2 models missing from each faction in the updated cards, but these are usually limited to the totems.
  9. It certainly is a tricky situation, and my perspective comes from the wording saying that other abilities (like fast/slow, Paralyzed/Reactivate) cancel each other out and both are removed. Since it (Light Target) would, hypothetically, whisk the Terrifying ability off to some different realm it wouldn't be there for when aSeamus just hands out another like it's candy. He likes handing out candy. Regardless though, I'm making a bit of a leap with my argument and in the end I'd say flip a card until we hear otherwise from those on High. :-)
  10. Since the trigger is directed at Daw's ability and not aSeamus the trigger would cancel out the current terrifying, but aSeamus would just give it to Daw again since the trigger & terrifying would (as I'm reading it) just cancel each other out again. @Kadeton: I'm more applying the wording/concept since as you've said there isn't much else to look at in regards to gaining/losing abilities with the only exception being stacking and effects, which doesn't seem to apply as much in this case.
  11. Actually, I think there is precedent. In the case of fast vs slow, if you have one and gain the other then they both cancel each other out and both effects are removed (as per RM page 34 under Action Modifiers). So you could look at it like this ~ Watcher hits Daw and uses his trigger to take away Daw's current terrifying 14 ~ aSeamus checks to see if Daw has terrifying and finds that he doesn't ~ aSeamus gives Daw terrifying 12 The key here is that both Daw's original Terrifying and Light Target are removed until the start closing phase, and since the Light Target isn't there then it could not prevent aSeamus from handing out free terrifying. At least...that's how I see it. Edited to reference rules manual.
  12. I think in this instance it's more an example. Necropunks are both a construct and undead (was going to say Flesh Construct but it turns out he's immune to influence too.)
  13. I have been a Lovecraft fan for a long time and I certainly hope to see more Lovecraft goodness in Malifaux. I would swear that the Insidious Madness is an homage to the frightful Shoggoths from Lovecraft's twisted world, and as such I painted one of mine (just yesterday in fact) to look like one. I'll post pics later today if I get a chance :-)
  14. *removes hat, joins the others, and bows head* *looks over shoulder just in case* *bows head* ~Teke lele
  15. In the Malifaux Rules Manual on Page 44 under the Damage Heading, third paragraph, last sentence.
  16. Fetid will tell you that I'm a sucker for driving (I do too much of it for a living) so if you guys start running tourneys out there give me a heads up! Depending on my on-call sched and whatever else is conspiring to take over my life I might be able to swing a 2-hour trip to IN w/Strumpet in tow (hopefully).
  17. So far magickpockets seems to be giving insight to the Hammy crew and what you can expect to find being on the opposite side. He hasn't suggested using "x" model thus far, and I'm enjoying the insights :-)
  18. Here's my entry from the latest Halloween contest.
  19. Thanks for the clarification, although it makes for a sad Resser
  20. I saw Ratty give a ruling in another thread regarding Damage vs Dg. Essentially he said that Damage is the process as a whole (from Dg to wounds) while Dg is a value used in the early stages of the process http://www.wyrd-games.net/showthread.php?29278-Change-to-blight-counters&p=372854&viewfull=1#post372854 Looking at McMourning's card, Organ Donor references Dg and not Damage. I asked Ratty for a clarification in that thread so hopefully we'll get some kind of resolution.
  21. Just out of curiosity, does this apply to McMourning's Organ Donor ability? The card text uses the Dg value. There is a thread discussing it here http://www.wyrd-games.net/showthread.php?27749-Organ-Donor/page4&highlight=organ+donor but the RMs haven't updated it yet and I've been a little curious. UPDATE: Ratty posted his reply here: http://www.wyrd-games.net/showthread.php?27749-Organ-Donor&p=373381&viewfull=1#post373381 Turns out McM should read "damage" instead of Dg
  22. Um....wow, just....just wow! Very nicely done. Crisp, clean, very nicely done.
  23. Very nicely done! I love the streaking/crystal effect on the Ice Golem! I have a hard time wrapping my head around the concept of getting that done. If only I could figure out a way my stuff might be as awesome as yours :-)
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