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Da Git

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Everything posted by Da Git

  1. You should come to Japan, that literally happens here. The (usually ) wife controls all the money and gives her husband an allowance. I had one student say he hoped his wife upped his allowance because he got a raise! If you want set gender roles come to the land of the rising sun! (I swear this place is so backwards sometimes...)
  2. I'd be keen to leave off the (1) attack, since G&D is so strong. I was actually thinking the other way, Insignificant Minions (are there any other of these in the game?) due to its rarity. The stat drops sound ok (to me, Df5, Wk 5, Ch6 sound better though & leave the (2) as is but re-worded with other monkeys), as you said, need to to test. I'll also re-word Barrelling Charge to make it clear they make no attacks on the charge. I also asked Razhem to look over the rules (I respect his knowledge, even if we do often disagree due to opposing playstyles!), here's his response. For Mummerettes, if they're still too expensive for what they bring, we can add a Dance Partner-esque ability to place into base contact with the other one within 12" for a (1) action.
  3. Mummerettes are a typo they're only 5ss. That should bring it back to 50ss. I'd also be keen to drop the points so you can fit in a few upgrades. Suggestions?
  4. Nope, you've used it spot on there mate! Probably best not used on the forums though! I wouldn't be surprised at all hearing on the streets of Australia, NZ or the UK though... some of our brothers across the pond might take offense though as it's basically another word for the C-bomb... (again, have heard that plenty of times in the aforementioned countries). I feel really sorry for Ferossa, sounds like your gaming group really sucks! No one should have to put up with that. I was lucky enough to have a really welcoming group in Australia (we only had a few females, but they were very welcome & some were very talented players). In Japan, I'm lucky enough for there to be a 40k group... As a privileged, white guy (albeit, living in Japan being discriminated against on a daily basis!), I really wouldn't care and would actually approve of all minion boxes having at least 1 female alternative. I was also a little disappointed that Ironsides wasn't the big, beefy boxer I imagined pooing myself to if she sneezed in my direction. If the artwork that we've seen turns out to be Dashel or the guild captain, I'll be happy (don't play Guild though!). I think there deffinately could be some more different body types without flooding it. From my point of view though, WHY ARE THERE NO AUSTRALIANS!!! Racist Jerks! I've also decided to paint my Colette crew black... hope I can pull it off!
  5. Cheers for finding those errors! I've edited the base files (wasn't that fun!) on Dropbox. What do you think about the rules Jeebus? If you could get a game in with them that would be amazing! Also one last thing we really need to check, is how fun is it to play against? Are there too many simple duels? I've tried to make so they're a lowish number but the sheer quantity of them can empty your hand pretty quick (maybe!) It's also quite frustrating burning a face card (& especially the red!) on a simple duel! Then there's the Black!
  6. Here's what I'd like people to playtest (I have a 10month old and am the only Malifaux player in Kyoto, so it's a tad difficult for me to get games in... I'll do my best!) Flying Monkeys - 3 of these guys look like a really good flanking force that can do it all, they can teleport each other up the field, they've got a good attack & most importantly, they're significant Minions. Is this scheme marker potential a problem? I'd be happy for them to drop back to Insignificant Peons (I know the poll voted the other way, but it was a close run thing...) Oddity Upgrades - I'd like Welcome to My Nightmare to be 1ss because I want it to be a valid option if you don't take any Oddity upgrades (indeed you can't if you only take Showgirl and Carny models). I also feel that the upgrades are pointed right at the moment at 1,2,3 +1 for WTMN If we leave it at 2ss, then how are the oddity upgrades? What feels right/strong/weak? Thin Lizzy - does she have too much on her for a 6ss model? Should we cut a (0)? Mercury - How does Barbell Swing go in the game? They're the main points Cheers guys & have fun!
  7. Alright, all the cards are done, no real changes other than adding a charge to No More Mr. Nice Guy. Kalkris, Since we're moving into the Playtest phase, do you want to start a new thread? Maybe Post 1 put all the rules in Spoilers, Post 2 your schedule. I'll try to reserve post 3 for me! I don't think we should do any changes but here's what I'd like people to playtest (I have a 10month old and am the only Malifaux player in Kyoto, so it's a tad difficult for me to get games in... I'll do my best!) Flying Monkeys - 3 of these guys look like a really good flanking force that can do it all, they can teleport each other up the field, they've got a good attack & most importantly, they're significant Minions. Is this scheme marker potential a problem? I'd be happy for them to drop back to Insignificant Peons (I know the poll voted the other way, but it was a close run thing...). They could then be dropped down to 3ss each which would be great as it meant the whole box set can be fielded at once with a few upgrades! (I really like this idea as its a limited box & should be fielded!) Oddity Upgrades - I'd like Welcome to My Nightmare to be 1ss because I want it to be a valid option if you don't take any Oddity upgrades (indeed you can't if you only take Showgirl and Carny models). I also feel that the upgrades are pointed right at the moment at 1,2,3 +1 for WTMN If we leave it at 2ss, then how are the oddity upgrades? What feels right/strong/weak? Thin Lizzy - does she have too much on her for a 6ss model? Should we cut a (0)? Mercury - How does Barbell Swing go in the game? They're the main points
  8. How about this for Mercury, up his wounds to 9, remove ItW & give him these back Ability: Don’t Stop Me Now: If this model is reduced by a x Attack Action, this model may immediately make a (2) x Attack Action against the enemy model. Action: (0) Who Wants to Live Forever?: This model lowers its Df by 2 until the end of the turn to perform a 2/3/4 healing flip. Up his cost back up to 9? I'd also be keen to drop the Monkeys down to insignificant/Peons to save points, 3 of them are an awesome flanking force that can win games on there on... One to playtest. I'm worried Thin Lizzy has too much one her... Anything we can scrap?
  9. If you pm me your email, I'll be happy to send them (not sure they're ready for public viewing yet!) Also Solicitor 6 What do you think about the cards an upgrades? Especially the Welcome to my Nightmare ones as they were your brainchild. What about this for Mercury? I've dropped him back to 8ss, but removed Who Wants to Live Forever & Don't Stop Me Now. I've also added Df duels to I Want to Break Free & Under Pressure. Thoughts? Does he need to go back up to 10 wds to compensate (I'd rather put back WWtLForever, even if we keep him at 9)? Mercury, The Strongman 8SS Arcanist Living, Enforcer, Rare 1, CARNY Df 4, Wp 5, Wd 8, wk 4, Ch 6, Ht 2 Abilities Headlong Charge: When this model takes a Charge Action, it must make a single 2 AP Attack Action instead of two AP 2 Attack Actions. I Want To Break Free: Whenever this model succeeds in an opposed duel in which it is the defender, all enemy models within p2 must pass a TN 10 Df duel or be pushed 2” away from this model. Impossible to Wound: Damage flips against this model gain -. Damage flips against this model may not be cheated. Attack Actions (2) Barbell Spin (Ml 5 / Rst: Df / Rg: 2): Target suffers 3/5/7 damage. After resolving this action, this model must make a Barbell Spin Attack Action against another target in Range until all valid targets have been Attacked. Each model may only be attacked once taking this action. (1) Under Pressure (Ml 6c / Rst: Df / Rg: 1): Target suffers 2/2/3 damage and must pass a TN 12 Df duel or gain the Slow Condition. c Ice, Ice, Baby!: If the target had the Slow Condition before this action was taken, it must pass a TN 10 Df Duel or gain the Paralysed Condition. Tactical Actions (1) Give Me the Prize!: Target an enemy scheme market within 2. This Scheme Market becomes friendly to this crew.
  10. For me, the main reason I like the ability more is that it should be easier to balance as each model stands on its own than if if it's a condition, it gets much more powerful the more models you have dishing it out. At the moment, I'm writing a bit of a back story for each model. I'm also going to ask Justin for a template so we can make our own cards (after all this is done, hopefully we can get it published for the Black Friday Chronicles. After we're happy with the cards, I also think we should try & get Justin's input and help play-testing the models (as there's only 3 of us & I don't have much time). I'd like us to remain in charge of the project, but the extra input would help a lot. What do you think? For Mercury. I think he needs to lose one or two abilities or actions, at the moment he has 8 abilities/actions which is Master territory. My vote would either be (in no particular order): I Want to Break FreeDon't Stop me nowGive Me the Prize Sure, we can add a TN somewhere... maybe make it a Df duel for the Condition one. Can add it to I Want to Break Free if we keep it. What about adding it to Under Pressure: Target must pass a Df 12 duel or receive Slow. Then Bake in the Trigger and make it a Df 11 duel to receive Paralysed. Or something else? Also, the whole crew comes to exactly 50ss which is great! Some crews I'd like to try are In Theme - Mr. Cooper - NmM.NG, WiFG, ,3 Monkeys, Baritone Lola, either Mercury or Lizzy, 2 Mummerettes Arcanist - Mr. Cooper - WtmN, 1 Slate Ridge - Feegee, 1 December Acolyte, a Tanky minion with HoMirrors, a gunsmith, Cheap stuff Neverborn - Mr. Cooper - WtmN, 2 Illuminated - one with Chimera, 1 with Turk, 1 Stitched, 2 Madnesses, Cheap stuff
  11. Last one and then goodnight!! Hope everything is right!! Dammit, I knew there'd be mistakes!! It's meant to on May I Direct Your Attention! Changing now! Agree with you on the other points what about adding "Each model may only be targeted once per activation with this attack."? Here's my take on making Hazy a Condition (I've also upped all of the TNs by one for this, do you think that's fair? All models have naturally lost The Haze Only Gets Thicker Ability. Mr. Cooper - Only changes are adding Centre of the Haze & rewording Blow Smoke. Open Spoiler Mr. Cooper (Arcanist/Neverborn) Cache 3 Master, Living, CARNY Df6 Wp5t Wd9 Wk6 Cg- Ht2 Abilities: Infiltration (Showgirls/Carnies): Crews led by this model may hire up to 4 models with the Showgirl and/or Carny Characteristic that are not the Crew's declared faction. Df/Wp (Tomes) Sleight of Hand: Once per Turn, after failing but before flipping for damage, the attacking model must succeed in a TN 11 Wp duel. If the model fails, place a friendly model within 6” of Mr. Cooper into base contact with Mr. Cooper, then place Mr. Cooper anywhere within 6". The attacking model then deals no damage. Danse Macabre: Enemy models within 3 must pass a TN 11 Wp duel when declaring any action other than a Walk action or all duels in the action receive - unless the Action was generated as part of the Charge action. Centre of the Haze: Enemy models within a6 may not remove the Hazy Condition. Attack Actions: (1) Silken Scarf (Ml 7 / Rst: Df / Rg: x1 ): Target suffers 1/1/2 damage. m Caress of Silk: After damaging, this model makes a 1/1/2 healing flip. cr Garrotte: After damaging, the target must discard two cards or two Soulstones or it is killed. t Whip Into Shape: After damaging, take this Action again. (1) Blow Smoke (Sh 5C / Rst: Wp / Rg: l6 or x1): Target suffers 1/2b/3bb damage. Enemy models damaged by this Attack gain the following Condition until the end of the turn: Hazy +1: Whenever this model takes a Simple Willpower duel generated add +1 to the TN to a maximum of +3. If the Condition is +3 or higher, this model may not cheat these duels. Tactical Actions: (1) May I direct Your Attention (Ca 6t / TN: 14 / Rg: 10): Place target friendly Minion or Carny in base contact with a friendly Scheme Marker with 4 and LoS, then discard the Scheme Marker. Models moved in this way may not take Interact Actions for the rest of the turn. Tr Three Ring Circus: If the target is eligible to Activate this Turn, the target may immediately activate after this model’s Activation as a Chain Activation. (0) The Haze Thickens (Ca 6m / TN: 14 m): All Enemy models in p6 must pass a TN 12 Wp dual or gain the following Condition until the end of the turn: Hazy +1: Whenever this model takes a Simple Willpower duel generated add +1 to the TN to a maximum of +3. If the Condition is +3 or higher, this model may not cheat these duels. Flying Monkeys - just upped the Horror duel from 8-9 on Barrelling Monkeys Open Spoiler Flying Monkeys 5ss Arcanist/Neverborn Cost: 5 Minion, Living, Totem (Mr. Cooper), BEAST Df6, Wp3, Wd4, Wk5, Ch8, Ht1 Abilities: Flight: This model is immune to falling damage and may ignore any terrain or models while moving. Swarm: A crew may hire up to three of this model. Barrelling Monkeys: When this model completes a Charge Action, target model must take a TN9 Horror duel. Attack Actions: (0) Grab and Drop (Ml 1R /Rst: Ht / Rg: x1): Place target enemy model within 5” of this model, then place this model within 2" of the target. The target suffers falling damage as if it had fallen from a height equal to the amount by which this model's final duel total exceeded the target's, up to a maximum of 6. If the model is killed, this model counts as having killed it. R Apes on the Wing: Immediately increase this model's final duel total by 1 for each other friendly Flying Monkey model within 1" of the target. Tactical Actions: (2) Fly, My Pretties! Fly, FLY!!!: Target all friendly Flying Monkeys within 3" of this model. Place this model anywhere within 5", then place all Flying Monkeys targeted by this Action anywhere within 3" of this model. Only take this Action if this model is not engaged. Baritone Lola - gave him Centre of the Haze & changed Projected Voice to Blow Smoke so he can give out Hazy Open Spoiler Baritone Lola 10ss Neverborn Cache: 3ss (Directly proportional to Cost) Living, Henchman, Rare 1, NIGHTMARE, CARNY Df6 Wp6 Wd9 Wk6 Cg7 Ht2 Abilities: Forms Given Fears: Models that begin their Activation within this model’s Engagement range must succeed on a Wp 12 Duel or suffer 3 damage. Killing Joke: Whenever this model kills an enemy model, all enemy models within p3 must succeed on a TN10 Wp Duel or gain Slow. Terrifying (All) 11: Enemy models must pass a TN 11 Horror Duel if they end a Walk action within this model’s engagement range or target this model with an action. Centre of the Haze: Enemy models within a6 may not remove the Hazy Condition. Attack Actions (1) Belly Flop (Ml 6t / Rst: Df / Rg: x1): Target suffers 1/2/7 damage r I Can't Breathe!: Target gains the Slow Condition. T Bang on Target!: This attack’s damage flip gains + for every t in the attack flip’s total. (1) Blow Smoke (Sh 5C / Rst: Wp / Rg: l6 or x1): Target suffers 1/2b/3bb damage. Enemy models damaged by this Attack gain the following Condition until the end of the turn: Hazy +1: Whenever this model takes a Simple Willpower duel generated add +1 to the TN to a maximum of +3. If the Condition is +3 or higher, this model may not cheat these duels. Tactical Actions (0) Dances Like a Ballerina (Ca 6t / TN: 12 / Rst: Wp / Rg: 12): Target model moves its Wk towards this model. This model then moves its Wk towards the Target tr Sings Like a Belladonna: If this model ends its move within its engagement range, it may immediately take a 1 AP Ml Attack Action against the target without spending any AP. Thin Lizzy - a few changes, Added Or Not Trigger to Lure (going to add this to the other one too) dropped severe on Burnt Cigarette to 1 & added auto trigger for Hazy Open Spoiler Thin Lizzie, The Bearded Lady 6SS Neverborn Living, Enforcer, Rare 1, CARNY, WOE Df 4, Wp 5, Wd 6, Wk, 5 Ch 6, Ht 2 Abilities Don’t Mind me: This model may take Interact Actions while engaged. Lady’s got a Beard!: When an enemy model attacks this model with a Ml Attack, it must pass a TN 9 Wp duel or the Action immediately fails. Attack Actions (1) Lure (Ca 7cm / TN: 12cm / Rst: Wp / Rg: 18): Move target model its Wk. The target must end the move as close to this model as possible. cc Wry Amusement: After resolving this action, the target gains the Slow Condition. mm Or Not: If the target ends the move within this model’s engagement range, this model may immediately take a 1 AP Ml Attack Action against the target without spending AP. (1) Burnt Cigarette (Ml 4m / Rst: Df / Rg: 1): Target suffers 1/1/1 damage. m Breathe Deeply: Enemy Models damaged by this Attack gain the following Condition until the end of the turn: Hazy +1: Whenever this model takes a Simple Willpower duel generated add +1 to the TN to a maximum of +3. If the Condition is +3 or higher, this model may not cheat these duels. Tactical Actions (0) Hands off the Beard!: All models within p3 must pass a TN 10 Wp duel or be pushed 3” away from this model. (0) Greet the “Guests”: This model gains the following condition until the end of the Turn: “Chatty: Enemy models with a6 may not take Interact actions.” Mercury - Exactly the same as the other one, since he has nothing to do with hazy Open Spoiler Mercury, The Strongman 9SS Arcanist Living, Enforcer, Rare 1, CARNY Df 4, Wp 5, Wd 8, wk 4, Ch 6, Ht 2 Abilities Headlong Charge: When this model takes a Charge Action, it must make a single 2 AP Attack Action instead of two AP 2 Attack Actions. Df (t) I Want To Break Free: After succeeding against a Ml Attack Action, push all enemy models with p2 2” away from this model. Impossible to Wound: Damage flips against this model gain -. Damage flips against this model may not be cheated. Don’t Stop Me Now: If this model is reduced by a x Attack Action, this model may immediately make a (2) x Attack Action against the enemy model. Attack Actions (2) Barbell Spin (Ml 5 / Rst: Df / Rg: 2): Target suffers 3/5/7 damage. After resolving this action, this model must make a Barbell Spin Attack Action against another target in Range until all valid targets have been Attacked. (1) Under Pressure (Ml 6c / Rst: Df / Rg: 1): Target suffers 2/2/3 damage and the Slow Condition. tc Ice, Ice, Baby!: If the target had the Slow Condition before this action was taken, it gains the Paralysed Condition. Tactical Actions (0) Who Wants to Live Forever?: This model permanently lowers its Df by 1 to perform a 1/2/3 healing flip. (1) Give Me the Prize!: Target an enemy scheme market within 2. This Scheme Market becomes friendly to this crew. Mummerettes - Added Breathe Deeply Trigger to Stage Props Open Spoiler Mummerette 5SS Neverborn Construct, Minion, Rare 2, PUPPET, CARNY Df6, Wp4, Wd6, Wk6, Ch-, Ht2 Abilities Bulletproof +2: Reduce all Damage suffered by this model from Ranged Attacks by +2, to a minimum of 1. Always in Motion: This model may not be targeted by the Charge action or Disengaging Strikes. Manipulative 9: If this model has not yet activated this Turn, when an enemy model targets this model with an Attack Action, the enemy model must first pass a TN 9 Wp duel or the Action immediately fails. Attack Actions (0) Stage Props (Ml 5t / Rst: Df / Rng: 1): Target suffers 2/3/5 damage. When this Action is declared, this model either the Attack flip or Damage flip to gain +. Tm Can I have another Volunteer?: After damaging, take this Action again. Increase this action’s Range to 8 for the duration of the action. This trigger may only be declared once per turn. T Didn’t notice it: This model’s doesn’t count has having activated yet for its Manipulative ability. m Breathe Deeply: Models damaged by this Attack gain the following Condition until the end of the turn: Hazy +1: Whenever this model takes a Simple Willpower duel generated add +1 to the TN to a maximum of +3. If the Condition is +3 or higher, this model may not cheat these duels. Personally bar your thoughts, I'm really happy with these (I prefer the ability one, but I actually don't mind the Condition version). What do you think? Time to start play testing? Also, if you PM me your emails, I can send you a copy of the Word Document I've made.
  12. Ok, here's the ability one that we all basically know and love Mr. Cooper (This model needed another (0) action, I wrote up Nothing's Free (another Cooper song & I like it as it plays off the bargain or whatever the Neverborn took from Cooper) What do you think? Can you think of something better (although we don't need to if we go the condition route). Open Spoiler Mr. Cooper (Arcanist/Neverborn) Cache 3 Master, Living, CARNY Df6 Wp5t Wd9 Wk6 Cg- Ht2 Abilities: Infiltration (Showgirls/Carnies): Crews led by this model may hire up to 4 models with the Showgirl and/or Carny Characteristic that are not the Crew's declared faction. Df/Wp (Tomes) Sleight of Hand: Once per Turn, after failing but before flipping for damage, the attacking model must pass a TN 10 Wp duel. If the model fails, place a friendly model within 6" of Mr. Cooper into base contact with Mr. Cooper. Then place Mr. Cooper anywhere within 6". The attacking model then deals no damage. Danse Macabre: Enemy models within 3 must pass a TN 10 Wp duel when declaring any action other than a Walk action or all duels in the action receive - unless the Action was generated as part of the Charge action. The Haze Only Gets Thicker: Simple Wp duels generated this model and upgrades add the current turn number to their TN. Attack Actions: (1) Silken Scarf (Ml 7 / Rst: Df / Rg: x1 ): Target suffers 1/1/2 damage. m Caress of Silk: After damaging, this model makes a 1/1/2 healing flip. cr Garrotte: After damaging, the target must discard two cards or two Soulstones or it is killed. t Whip Into Shape: After damaging, take this Action again. (1) Blow Smoke (Sh 5C / Rst: Wp / Rg: 6): Target suffers 1/2b/3bb damage. All models damaged by this Action must succeed in a TN9 Wp duel or be pushed 3" away from this model. Tactical Actions: (1) May I direct Your Attention (Ca 6t / TN: 14 / Rg: 10): Place target friendly Minion or Carny in base contact with a friendly Scheme Marker with 4 and LoS, then discard the Scheme Marker. Models moved in this way may not take Interact Actions for the rest of the turn. Tr Three Ring Circus: If the target is eligible to Activate this Turn, the target may immediately activate after this model’s Activation as a Chain Activation. (0) Nothing’s Free: Before this model takes an action, choose a suit, this model may suffer one damage to gain the chosen suit to all duels in the action. Flying Monkeys (no changes) Open Spoiler Flying Monkeys 5ss Arcanist/Neverborn Cost: 5 Minion, Living, Totem (Mr. Cooper), BEAST Df6, Wp3, Wd4, Wk5, Ch8, Ht1 Abilities: Flight: This model is immune to falling damage and may ignore any terrain or models while moving. Swarm: A crew may hire up to three of this model. Barreling Monkeys: When this model completes a Charge Action, target model must take a TN8 Horror duel. The Haze Only Gets Thicker: Simple duels generated by this model and upgrades attached to this model add the current turn number to their TN. Attack Actions: (0) Grab and Drop (Ml 1R /Rst: Ht / Rg: x1): Place target enemy model within 5” of this model, then place this model within 2" of the target. The target suffers falling damage as if it had fallen from a height equal to the amount by which this model's final duel total exceeded the target's, up to a maximum of 6. If the model is killed, this model counts as having killed it. R Apes on the Wing: Immediately increase this model's final duel total by 1 for each other friendly Flying Monkey model within 1" of the target. Tactical Actions: (2) Fly, My Pretties! Fly, FLY!!!: Target all friendly Flying Monkeys within 3" of this model. Place this model anywhere within 5", then place all Flying Monkeys targeted by this Action anywhere within 3" of this model. Only take this Action if this model is not engaged. Baritone Lola (I removed Me too from him as he has 7 actions & abilities which is par for the course for Henchmen) Open Spoiler Baritone Lola 10ss Neverborn Cache: 3ss (Directly proportional to Cost) Living, Henchman, Rare 1, NIGHTMARE, CARNY Df6 Wp6 Wd9 Wk6 Cg7 Ht2 Abilities: Forms Given Fears: Models that begin their Activation within this model’s Engagement range must succeed on a Wp 11 Duel or suffer 3 damage. Killing Joke: Whenever this model kills an enemy model, all enemy models within p3 must succced on a TN9 Wp Duel or gain Slow. Terrifying (All) 10: Enemy models must pass a TN 10 Horror Duel if they end a Walk action within this model’s engagement range or target this model with an action. The Haze Only Gets Thicker: Simple Wp duels generated this model and upgrades add the current turn number to their TN. Attack Actions (1) Belly Flop (Ml 6t / Rst: Df / Rg: x1): Target suffers 1/2/7 damage r I Can't Breathe!: Target gains the Slow Condition. T Bang on Target!: This attack’s damage flip gains + for every t in the attack flip’s total. (1) Projected Voice (Ca 6t / Rst: Df / Rg: l10): Target suffers 1/1b/2bb damage. tm Showstopper: After Damaging, the target must discard 2 cards or receive the Paralysed Condition. Tactical Actions (0) Dances Like a Ballerina (Ca 6t / TN: 12 / Rst: Wp / Rg: 12): Target model moves its Wk towards this model. This model then moves its Wk towards the Target tr Sings Like a Belladonna: If this model ends its move within its engagement range, it may immediately take a 1 AP Ml Attack Action against the target without spending any AP. Thin Lizzy Added Burnt Cigarette Attack Action Open Spoiler Thin Lizzie, The Bearded Lady 6SS Neverborn Living, Enforcer, Rare 1, CARNY, WOE Df 4, Wp 5, Wd 6, Wk, 5 Ch 6, Ht 2 Abilities Don’t Mind me: This model may take Interact Actions while engaged. Lady’s got a Beard!: When an enemy model attacks this model with a Ml Attack, it must pass a TN 9 Wp duel or the Action immediately fails. The Haze Only Gets Thicker: Simple Wp duels generated this model and upgrades add the current turn number to their TN. Attack Actions (1) Lure (Ca 7cm / TN: 12cm / Rst: Wp / Rg: 18): Move target model its Wk. The target must end the move as close to this model as possible. cc Wry Amusement: After resolving this action, the target gains the Slow Condition. mm Or Not: If the target ends the move within this model’s engagement range, this model may immediately take a 1 AP Ml Attack Action against the target without spending AP. (1) Burnt Cigarette (Ml 4 / Rst: Df / Rg: 1): Target suffers 1/1/3 damage. Tactical Actions (0) Hands off the Beard!: All models within p3 must pass a TN 9 Wp duel or be pushed 3” away from this model. (0) Greet the “Guests”: This model gains the following condition until the end of the Turn: “Chatty: Enemy models with a6 may not take Interact actions.” Mercury (no Changes) Kalki, what do you think about him having to take the Barbell spin on a charge? Or do you think it should be optional? Under pressure sounds like the headlock maneuver from the story which doesn't sound like a charge move to me. Open Spoiler Mercury, The Strongman 9SS Arcanist Living, Enforcer, Rare 1, CARNY Df 4, Wp 5, Wd 8, wk 4, Ch 6, Ht 2 Abilities Headlong Charge: When this model takes a Charge Action, it must make a single 2 AP Attack Action instead of two AP 2 Attack Actions. Df (t) I Want To Break Free: After succeeding against a Ml Attack Action, push all enemy models with p2 2” away from this model. Impossible to Wound: Damage flips against this model gain -. Damage flips against this model may not be cheated. Don’t Stop Me Now: If this model is reduced by a x Attack Action, this model may immediately make a (2) x Attack Action against the enemy model. Attack Actions (2) Barbell Spin (Ml 5 / Rst: Df / Rg: 2): Target suffers 3/5/7 damage. After resolving this action, this model must make a Barbell Spin Attack Action against another target in Range until all valid targets have been Attacked. (1) Under Pressure (Ml 6c / Rst: Df / Rg: 1): Target suffers 2/2/3 damage and the Slow Condition. tc Ice, Ice, Baby!: If the target had the Slow Condition before this action was taken, it gains the Paralysed Condition. Tactical Actions (0) Who Wants to Live Forever?: This model permanently lowers its Df by 1 to perform a 1/2/3 healing flip. (1) Give Me the Prize!: Target an enemy scheme market within 2. This Scheme Market becomes friendly to this crew. Mummerettes (no changes) Open Spoiler Mummerette 5SS Neverborn Construct, Minion, Rare 2, PUPPET, CARNY Df6, Wp4, Wd6, Wk6, Ch-, Ht2 Abilities Bulletproof +2: Reduce all Damage suffered by this model from Ranged Attacks by +2, to a minimum of 1. Always in Motion: This model may not be targeted by the Charge action or Disengaging Strikes. Manipulative 8: If this model has not yet activated this Turn, when an enemy model targets this model with an Attack Action, the enemy model must first pass a TN 8 Wp duel or the Action immediately fails. The Haze Only Gets Thicker: Simple Wp duels generated this model and upgrades add the current turn number to their TN. Attack Actions (0) Stage Props (Ml 5t / Rst: Df / Rng: 1): Target suffers 2/3/5 damage. When this Action is declared, this model either the Attack flip or Damage flip to gain +. Tm Can I have another Volunteer?: After damaging, take this Action again. Increase this action’s Range to 8 for the duration of the action. This trigger may only be declared once per turn. T Didn’t notice it: This model’s doesn’t count has having activated yet for its Manipulative ability.
  13. For Alice Cooper references, what about changing the name of Bestial Transformation to Feed My Frankenstein? Ok Get read for a Triple post!! Here are the upgrades, there are 8 (4 for Mr. Cooper, 1 Carny, 3 Oddities) of them, which is about par for course. I'm really happy with them. What do you think of the cost? Welcome to My Nightmare - I think this should be 1 because you also have to pay for the upgrades No More Mr Nice Guy - At the moment it's 3ss, I think that's fair. (I changed Bestial Transformation to Feed My Frankenstein) Vengeance Will be Mine - 2ss, I changed the name to this (another Cooper song) & added Encore to this one. I think it's a solid 2. What is Freely Given - a solid 2, this is a very nice (0) action with great trigger. Take Centre Stage - a nice little 1ss upgrade Oddities, I think these are fair at 1,2,3ss The wording for these is from the early versions of McMourning's Avatar. Open Spoiler Upgrades Welcome To My Nightmare 1ss Mr Cooper, Limited This Model gains the following ability: Run Away With Me: Non-Showgirl, non-Carny minion models may attach a single Upgrade with the Oddity restriction ignoring the usual restrictions for attaching upgrades. This model’s Blow Smoke Action gains the following Triggers Hazy Condition C Noxious Gas: After damaging, Target gains the Poison Condition equal to its Hazy Condition. Ct Smoke and Fire: After damaging, Target gains the Burning Condition equal to its Hazy Condition. The Haze Only Grows Thicker ability C Noxious Gas: After damaging, Target gains the Poison +3. Ct Smoke and Fire: After damaging, Target gains the Burning +3. No More Mr Nice Guy 3ss Mr Cooper, Limited (1) Sharpened Claws (Ml 5 / Rst: Df / Rg x2): Target suffers 3/4/5 damage and immediately takes a TN9 Horror Duel. This Action gains + to the attack duel. C Infect: After succeeding, the target gains the Poison +1 Condition a number of times equal to the number of c in the Final Duel Total. rm Feed My Frankenstein: After damaging but before killing the target, Mr. Cooper gains the following condition until end of turn: "Eat Your Fill: After killing or sacrificing an enemy model, this model may choose to heal all damage it has suffered and end its Activation." Unpaid Debts 2ss Mr Cooper This model gains the following Ability. Unpaid Depbts: The first time this model is reduced to 0 wounds it may empty its Soulstone Cache to regain half as many wounds as soulstones were discarded. This model’s May I Direct Your Attention Action gains the following Triggers: mt Encore: After succeeding, do not discard the Scheme Marker. What is Freely Given 2ss Mr. Cooper This model gains the following Attack Action: (0) What Is Freely Given (Ca 6M / TN: 16 M / Rst: Wp / Rg: 6): Target non-Leader model must discard a Soulstone, then immediately takes a (1) Action chosen and controlled by this model's controller. The model is considered friendly to Mr. Cooper for the duration of the Action. (M M) Gratefully Received: After succeeding, this model gains 1 Soulstone. Take Centre Stage 1ss Carny, Rare 3 (0)Take Centre Stage (Ca 6m / TN: 15): Place this model in the centre of the board. Mr. Cooper may not take Interact actions for the remainder of this activation. Mr. Cooper can only succeed in taking this Action once per game, and only on any Turn after the first. Oddity Upgrades Minor Gaff – 1ss Bat Boy Lives: If this crew’s declared faction is Arcanists, this model gains the Nephilim characteristic and the following ability: Black Blood Bat Boy Lives: If this crew’s declared faction is Neverborn, this model gains the Construct characteristic and the following ability: Armour +1 Moderate Gaff – 2ss Hall of Mirrors: If this crew’s declared faction is Arcanists, this model gains the Mimic characteristic and the following ability: Which One is Real? I’m a Dancer: If this crew’s declared faction is Neverborn, this model gains the Showgirl characteristic and the following ability: Don't Mind Me Restriction: Oddity, Rare 1 Major Gaff – 3ss Feegee Mermaid: If this crew’s declared faction is Arcanists, this model gains the Woe characteristic and the following ability: Look Away Now! At the start of this model’s Activation, it may discard this upgrade to gain the following ability for the duration of its Activation: Unnerving: Models within a1 suffer a - to all duels Chimera – 2ss Chimera: If this crew’s declared faction is Neverborn, this model gains the Beast characteristic and the following ability: Three-Headed Restriction: Oddity, Rare 1
  14. I agree with both of you. I really like what Kalkris did with the upgrades but I'd have them reversed! They are called Oddity! So Acranist: Bat Boy, Hall of Mirrors and Feegee Mermaid Neverborn: The Turk, I'm a dancer! and Chimera. This gives the Factions something they don't already have and really fits that Oddity vibe! Arcanists already have plenty of armour and showgirls, give them to the Neverborn. Vice versa for black blood. It also stops Unnerving being combined with Insidious Madness and Mr. Tannin. I don’t play Neverborn, how powerful is Which one is really? To me that looks the weakest of the upgrades. Is there anything else we can sub it for or is there something I'm not seeing? Also like the Welcome to my Nightmare name change.
  15. Agree with you on all points there Kalki! The other thing that has me a little concerned is that we now have 12 upgrades for the Carnival!! Mr. Cooper's Recruitment Drive, Limited - 1-2ss No More Mr. Nice Guy, Limited - 3ss Smoke & Mirrors, But Mostly Smoke - 1ss Unpaid Debts/Death Defying - 2ss What is Freely Given - 2ss A Nickel for Your Soul - 1ss Carny, Rare 3 Take Centre Stage - 1 Oddity Bat Boy Lives - 1 Hall of Mirrors - 1 The Turk - 1 I'm a Dancer - 1 Feegee Mermaid - 2 Chimera - 2 Quite a few really! I'd be happy to put the Smoke into Recruitment Drive (making it even more different from NmM.NG as gives the ranged triggers) and leave it at 2ss Maybe we can cut A Nickel for your soul as Freely given also gives a way to gather soulstones Maybe cut 2 of the Oddity upgrades? I probably can't see myself taking Hall of Mirrors & something else? Just don't take away my Feegee Slate Ridge Mauler!! That would drop it to 9 upgrades, the same as Hoffman
  16. Hey, just been having a look at some of the Wave 2 Neverborn models (hooray for days off!) and the two that stood out were the Insidious Madness' The Madness Spreads & Mr.Tannan's Cooler abilities that force the opponent to discard cards before cheating. Also Madness' Neverborn Whispers reducing Wp might also be pretty evil. Mr. Cooper - Recruitment drive 2 Madnesses - 10 2 Illuminated - one with Feegee Mermaid, other with Chimera - 20 (14+3) Lola - 10 upgrades, Cache & maybe a cheap model - 10 It's a small crew but I think it could be pretty evil, could also sub the mermaid Illuminated for a stitched. That said, I don't think it would be overpowered at any stretch. One to playtest. On the Arcanists front, Mr Cooper - Recruitment Drive 1 December's Acolyte - Chimera - 10 1 Slate Ridge Mauler - Mermaid - 11 other stuff 29 There the best I could come up with for the two attacky options Kalky, what do you think, Should we have Recruitment drive on the card or an upgrade? Everyone or just Minions? If it's just minions, I actually think we could have them all 1ss with Feegee & Chimera being 2ss. Also thanks for your descriptions! I love the name Gazoonie, but the description really doesn't fit. I also really like Freak, but there are a lot of sensitive people out there, so oddity is probably the best. If it's an upgrade, allowing other model to purchase upgrades, how would it read? Does this work? Recruitment Drive This model gains the following ability: Run Away With Me: Non Showgirl and/or Carny minion models hired in this crew may attach a single Upgrade with the Oddity restriction ignoring the usual restrictions for attaching upgrades. Then all the Recruitment Drive upgrades just need the following restrictions Oddity, Rare 1
  17. This is the rule I wrote: Ability: The Haze Only Gets Thicker: Horror duels and Simple Wp duels generated this model and upgrades add the current turn number to their TN. Condition Hazy +1: Whenever this model takes a Horror duel or Simple Wp duel generated add +1 to the TN to a maximum of +3. If the Condition is +3 or higher, this model may not cheat these duels. Just checking if I need to include Horror duels in there, or if I can save space. Checkout the Dark Carnival thread for more info (shameless plug!). We'll only include one of these rules (I prefer the ability option!)
  18. Thanks! What about is a Horror duel a simple Wp duel? Basically, I don’t want it to effect opposed duels.
  19. Basically what it says in the title. Is a Horror duel a Wp duel or a simple duel that uses the Wp statistic? The wording of each is always different. Eg. TN 12 Wp duel or TN 12 Horror duel Basically I'm asking this because I'm trying to write a rule in the Dark Carnival topic. If I write when taking a simple Wp duel... Does this include Horror duels or do I need to specify it too?
  20. Wow! Just looked up Feegee Mermaid, I had no idea! I thought you meant a mermaid from Fiji (so, I think Feegee is the better spelling)! The real thing is much cooler! For May I direct you attention, you're absolutely right. I missed the word Place at the start. It should read: (1) May I direct Your Attention (Ca 6t / TN: 14 / Rg: 10): Place target friendly Minion or Carny in base contact with a friendly Scheme Marker with 4 and LoS, then discard the Scheme Marker. Models moved in this way may not take Interact Actions for the rest of the turn. Tr Three Ring Circus: If the target is eligible to Activate this Turn, the target may immediately activate after this model’s Activation as a Chain Activation. I don't really mind adding an Encore effect to an upgrade, which would you add it to? Ok, for Recruitment drive, the reason I'd like to keep it as an upgrade are as follows: If you don't want to include any non-carny models then it's just wasted print on the card. I think it should be an optional extra for those that want to include non-carny models in their crew. Mr. Cooper already has 4 Abilities so we would probably need to cut one of them to make space (I would probably drop Sleight of Hand) I really like the opposing limited styles of Nice Guy (Recruitment drive) & No More Mr Nice Guy (murderous talons!) The Reason I don't want to hand out the Carny Characteristic is because then they're effected by the Hazy Condition, not sure if any Minions currently effect it but I know a lot of Enforcers & Henchmen who have high Terrifying who would love it (so this is mostly just for future proofing in case Wyrd wants to make any Minions that run off Simple Wp Duels or Horror Kalky, since you've done a bit of research on the matter, are there any terms for the new members of a Carny crew (newbie or something)? I don't see any problem with giving the upgrades a different restriction, it's kinda like Jack's Curses, Yan Lo's Ascended, Hoffman's Modification & Shenlong's Style upgrades. I'd be happy to keep it as an ability but if we keep it as an upgrade then as you said it sounds very clunky, is there any way we can keep it as an upgrade but have the Auditioning upgrades purchasable? Oh I just had an idea!! What about this? Run Away With Me: Crews led by this model may hire up to 4 models with the Showgirl and/or Carny Characteristic that are not the Crew's declared faction. In addition Non Showgirl and/or Carny minions buy attach a single Upgrade with the Auditioning restriction ignoring the usual restrictions for attaching upgrades. This keeps it on the card, keeps it within 4 Abilities, and keeps the upgrades purchasable. Thoughts? Do we then need a different Limited upgrade or just keep limited on NmM.NG? Love your ideas Solicitor 6, I'm also just trying to play a bit of a naysmith, hopefully someone can do that to my ideas so I don't go too far!
  21. I think you should make your own Faction, design & sculpt 7 new masters each with their own unique backstory & crew as well as generic models! Failing that I think you should undead-ify every other faction, I especially liked the undead Gremlin idea!
  22. Kalky can you add my one to the Poll? Also you have to choose an option for each question... What about something simple like: Like it It's ok Don't like it Here's my Condition (take that however you want!). This will always last till the end of the turn unless within 6 of Mr Cooper or Baritone Lola. Hazy +1: Whenever this model takes a Horror duel or Simple Willpower duel generated by a model with the Carny characteristic, add +1 to the TN to a maximum of +3. If the Condition is +3 or higher, this model may not cheat these duels. I've Made up a "Conditioned" take on Mr. Cooper, here he is: Open Spoiler Mr. Cooper (Arcanist/Neverborn) Cache 3 Master, Living, CARNY Df6 Wp5t Wd9 Wk6 Cg- Ht2 Abilities: Infiltration (Showgirls/Carnies): Crews led by this model may hire up to 4 models with the Showgirl and/or Carny Characteristic that are not the Crew's declared faction. Df/Wp (Tomes) Sleight of Hand: Once per Turn, after failing but before flipping for damage, the attacking model must succeed in a TN 11 Wp duel. If the model fails, place a friendly model within 6” of Mr. Cooper into base contact with Mr. Cooper, then place Mr. Cooper anywhere within 6". The attacking model then deals no damage. Danse Macabre: Enemy models within a3 must pass a TN 11Wp duel when declaring any action other than a Walk action or the all required duels in the action receive - automatically fails unless the Action was generated as part of the Charge action. Centre of the Haze: Enemy models within a6 may not remove the Hazy Condition. Attack Actions: (1) Silken Scarf (Ml 7 / Rst: Df / Rg: x1 ): Target suffers 1/1/2 damage. m Caress of Silk: After damaging, this model makes a 1/1/2 healing flip. cr Garrotte: After damaging, the target must discard two cards or two Soulstones or it is killed. t Whip Into Shape: After damaging, take this Action again. Solicitor 6: I'd rather not add a Rams into the Ml 7 as Misaki has to stone for it and she's designed to be an assassin. Mr. Cooper is much more support based so I think having to stone for it is fair enough. (1) Blow Smoke (Sh 5C / Rst: Wp / Rg: l6 or x1): Target suffers 1/2b/3bb damage. All models damaged by this Attack gain the following Condition until the end of the turn: Hazy +1: Whenever this model takes a Horror duel or Simple Willpower duel generated add +1 to the TN to a maximum of +3. If the Condition is +3 or higher, this model may not cheat these duels. Tactical Actions: (1) May I direct Your Attention (Ca 6t / TN: 14 / Rg: 10): Place target friendly Minion or Carny in base contact with a friendly Scheme Marker with 4 and LoS, then discard the Scheme Marker. Models moved in this way may not take Interact Actions for the rest of the turn. Tr Three Ring Circus: If the target is eligible to Activate this Turn, the target may immediately activate after this model’s Activation as a Chain Activation. (0) The Haze Thickens (Ca 6m / TN: 14 m): All Enemy models in p6 must pass a TN 12 Wp dual or gain the following Condition until the end of the turn: Hazy +1: Whenever this model takes a Horror duel or Simple Willpower duel generated add +1 to the TN to a maximum of +3. If the Condition is +3 or higher, this model may not cheat these duels. I removed Blow Smoke’s Trigger to make space on the card and put them on an Upgrade, here it is Smoke & Mirrors, But Mostly Smoke!: 1ss Mr Cooper This model’s Blow Smoke Action gains the following Triggers C Noxious Gas: After damaging, Target gains the Poison Condition equal to its Hazy Condition. Ct Smoke and Fire: After damaging, Target gains the Burning Condition equal to its Hazy Condition. I've removed Manipulative and put Danse Macabre back on the card as they kind of doubled up on each other and as S6 said, Manipulative doesn't really fit. In return, I've rejigged Recruitment drive to be similar to Hoffman's Modification Upgrades. This kind of shows the two sides of Mr. Cooper, Recruitment Drive (the Nice guy!) shows when he's on the lookout for new crew members and No More Mr. Nice guy shows when he wants to rip the opposition a new one! Here they are: Open Spoiler Recruitment Drive 3ss Mr Cooper, Limited This model gains the following Action: (0)Run Away With Me (Ca 6m / TN: 14 m): Target friendly Minion model which hasn’t had an Auditioning Upgrade attached this game. Select an Upgrade with the restriction Auditioning and attach it to the target, ignoring the usual restrictions for attaching upgrades Auditioning Upgrades Bat Boy Lives! This Upgrade may only be attached once per game. This model gains the Nephilim characteristic and the following ability: Black Blood Restriction: Auditioning Hall of Mirrors This Upgrade may only be attached once per game. This model gains the Mimic characteristic and the following ability: Which One is Real? Restriction: Auditioning The Turk This Upgrade may only be attached once per game. This model gains the Construct characteristic and the following ability: Armour +1 Restriction: Auditioning I'm A Dancer! This Upgrade may only be attached once per game. This model gains the Showgirl characteristic and the following ability: Don't Mind Me Restriction: Auditioning Fijian Mermaid This Upgrade may only be attached once per game. This model gains the Woe characteristic gains the following ability: Look Away Now! At the start of this model’s Activation, it may discard this upgrade to gain the following ability for the duration of its Activation: Unnerving: Models within a1 suffer a - to all duels Restriction: Auditioning Sewn On Chimera This Upgrade may only be attached once per game. This model gains the Woe characteristic gains the following ability: Badly Sewn On: At the start of this model’s Activation, it may discard this upgrade to gain the following ability for the duration of its Activation: Three-Headed Restriction: Auditioning Made all of thse only attachable once per game. Otherwise I just made Fijian (made this the adjective form, is this a problem?) Mermaid & Sewn on Heads (new name) to only last an activation as otherwise they were too strong. I think these should pose an interesting tactical use for the player. What do you think? Do you think there are any standouts? Which would be your first choice?
  23. Ok, a bit of time! While I'm a little disappointed in the poll results, I could kinda see it happening. anyway with the Ringmaster action Vs May I Direct Your Attention... I like your option & don't really mind changing it, but I think yours is a bit too powerful when compared to Colette's Disappearing Act & Kirai's Spirit swirl. I'll give an example, Mr. Cooper moves 10" 30mm base size up the board then moves 2 models (any models, Howard, Mature, Nekima, Teddy, etc) to within 6" so 10" + between 60 & 80mm base size. Then one of these models gets to activate straight away. All of this is done without any set up so could be the first activation of the game. Alternatively you could move 10" + 30mm base up then summon one model, giving Nekima a 16" + 80mm boost, she can then make 1 Ap if you get the trigger, then in her activation, charge, getting 3 attacks to almost anywhere on the board. Sounds like the old dreamer without the yo-yo effect! How about: (1) May I direct Your Attention (Ca 6t / TN: 14 / Rg: 10): Target friendly Minion or Carny in base contact with a friendly Scheme Marker with 4 and LoS, then discard the Scheme Marker. Models moved in this way may not take Interact Actions for the rest of the turn. Tr Three Ring Circus: If the target is eligible to Activate this Turn, the target may immediately activate after this model’s Activation as a Chain Activation. This makes it a dark mirror of Colette's Disappearing act, where instead of sending a near model off to a distant scheme marker, it brings a distant model to a close scheme marker. I've tried to keep the wording the same as possible. For the trigger, I basically copied the wording from Tara's Faces in the Void. Then the trigger gets the chain activation. I removed Curtain Call as since it's now a 1 action, he can cast it multiple times. Now we just need a (0) action! Which will be Kalky's give out hazy pulse if hazy remains a condition... If it doesn't then need to think of something else!
  24. I'll write more on the rest of your comments later but as for the upgrades within an upgrade, it's kinda similar to Hoffman's upgrade that lets him hand out upgrades (although that's mid-game...) We could do a similar effect to that?? I also made it an upgrade to save space on the card & for those players that want to stay in theme or aren't interested in the upgrades. It's also for upgradeless games. I agree on some of your other points as well (Garotte has already been edited!) so I'll post an update later! Nighty Night! Also what are your thoughts on That Haze? Ability or Condition?
  25. As it's a new page (I mostly use my phone & it's easier to have it all in one place, here is my updated crew list. Models with changes have my thoughts in red Mr. Cooper Open Spoiler Mr. Cooper (Arcanist/Neverborn) Cache 3 Master, Living, CARNY Df6 Wp5t Wd9 Wk6 Cg- Ht2 Abilities: Infiltration (Showgirls/Carnies): Crews led by this model may hire up to 4 models with the Showgirl and/or Carny Characteristic that are not the Crew's declared faction. Df/Wp (Tomes) Sleight of Hand: Once per Turn, after failing but before flipping for damage, the attacking model must succeed in a TN 10 Wp duel. If the model fails, place a friendly Puppet model within 6" of Mr. Cooper into base contact with Mr. Cooper, then place Mr. Cooper anywhere within 6". The attacking model then deals no damage. Manipulative 9: If this model has not yet activated this turn, when an enemy model targets this model with an Attack Action, the enemy model must pass a TN 9 Wp duel or the action immediately fails. The Haze Only Gets Thicker: TNs generated this model and upgrades Restricted to this model add the current turn number to their TN. Attack Actions: (1) Silken Scarf (Ml 7 / Rst: Df / Rg: x1 ): Target suffers 1/1/2 damage. R Caress of Silk: After damaging, this model makes a 1/1/2 healing flip. ct Strangulate: After damaging, the target must discard two cards or two Soulstones or it is killed. m Whip Into Shape: After damaging, take this Action again. (1) Blow Smoke (Sh 5C / Rst: Wp / Rg: 6): Target suffers 1/2b/3bb damage. All models damaged by this Action must succeed in a TN9 Wp duel or be pushed 3" away from this model. C Noxious Gas: After damaging, all models damaged gain the Poison+3 Condition. Ct Smoke and Fire: After damaging, all models damaged gain the Burning+3 Condition. Tactical Actions: (0) The Ring Master (Ca 6m, TN12m, Rg: 6): Push target other Friendly model up to 5”. r Final Act: Once per Turn, after succeeding during this model’s activation, the target gains Reactivate. Sacrifice the Target at the end of the turn. m You Too!: After succeeding, select a different friendly within 2” of the target. After resolving this action, take this action again targeting the selected model. Upgrades Open Spoiler Upgrades Danse Macabre: 3ss Mr Cooper, Limited This model gains the following Ability Danse Macabre: Enemy models within 3 must pass a TN 13 Wp duel when declaring any action other than a Walk action or the action automatically fails unless the Action was generated as part of the Charge action. No More Mr Nice Guy 3ss Mr Cooper, Limited (1) Sharpened Claws (Ml 5 / Rst: Df / Rg x2): Target suffers 3/4/5 damage and immediately takes a TN9 Horror Duel. This Action gains + to the attack duel. C Infect: After succeeding, the target gains the Poison +1 Condition a number of times equal to the number of c in the Final Duel Total. Crm Bestial Transformation: After damaging but before killing the target, Mr. Cooper gains the following condition until end of turn: "Eat Your Fill: After killing or sacrificing an enemy model, this model may choose to heal all damage it has suffered and end its Activation." These two are really powerful and change hi focus a bit. Kinda like Seamus’ limited upgrades. Unpaid Debts 2ss Mr Cooper This model gains the following Ability. Unpaid Depbts: The first time this model is reduced to 0 wounds it may empty its Soulstone Cache to regain half as many wounds as soulstones were discarded. I like this better than Death Defying as it suits his desperation at the end of the story. What is Freely Given 2ss As Kalkris’ Although, I think 2ss is a better cost, as it’s a really good action This is really nice and compliments The Ringmaster for the (0) slot A Nickel for Your Soul As Kalkris’ Some good combos here are No More mister Nice Guy & A Nickel for Your soul to help his combat prowess, then Unpaid Debts to help out when he eventually kicks it! Danse Macabre and What is Freely Given work well on their own. Take Centre Stage 1ss Carny, Rare 3 (0) Take Centre Stage (Ca 6m / TN: 15): Place this model in the centre of the board. Mr. Cooper may not take Interact actions for the remainder of this activation. Mr. Cooper can only succeed in taking this Action once per game, and only on any Turn after the first. I made this one be taken by everyone as they all have they time in the spotlight. Recruitment Drive Upgrades Open Spoiler Recruitment Drive 1ss Mr Cooper This model gains the following ability: Run Away With Me: All Minion models hired by this model without the Carny Characteristic may attach a single Upgrade with the Auditioning Restriction for the cost printed. Bat Boy Lives! Cost 1 This model gains the Nephilim characteristic and the following ability: Black Blood looks good, nice and simple Restriction: Auditioning, Rare 1 Hall of Mirrors Cost 2 Not Sure about you guys, but I think this could be 1ss This model gains the Mimic characteristic and the following ability: Which One is Real? Restriction: Auditioning, Rare 1 Fiji Mermaid Cost 3 This model gains the Woe characteristic and the following ability: Unnerving: Models within a1 suffer a - to all duels Really like that this is all models! Restriction: Auditioning, Rare 1 The Turk Cost 1 This model gains the Construct characteristic and the following ability: Armour +1 looks good, nice and simple, could maybe be worth 2ss? Restriction: Auditioning, Rare 1 I'm A Dancer! Cost 2 This model gains the Showgirl characteristic and the following ability: Don't Mind Me looks good, nice and simple Restriction: Auditioning, Rare 1 Missing Link (personally, I like Chimera) Cost 3 This model gains the Beast characteristic and the following ability: Three-Headed Possibly too good, especially with a combat or shooty model (think December Acolyte, Gunsmith, Slate Ridge Mauler) Restriction: Auditioning, Rare 1 All I’ve done for these is make them only attachable by non-Carny, Minions. I’ve done this for a few reasons: First, My idea for these are for the the new members of the crew that have "run off to join the circus" I think that all the current Carny models already have a role to play and don’t need to dress up anymore. These are for the new blood. Second, I think that Henchmen & Enforcers have too much loyalty or their own loyalties to run away with the circus. This one is for Game Mechanics. If we go with Hazy as a Condition, personally, I only want it to effect Carny models, which means other models can’t gain the Carny Characteristic. This puts some interesting choices on the play in the list building process on whether or not they take the Recruitment Drive upgrade or not. It’s also because these are unofficial rules so if a Minion comes along that runs of horror or Simple Wp Duels, then they won’t be effected by the condition. Rules wise the only ones that worry me are Fiji Mermaid & Missing Link… Can you imagine these on a model like the Slate Ridge Mauler (I’ll just let you pause with the thought of a Fijian Mermaid Slate Ridge Mauler a moment!). Things will get nasty pretty quick! Also Three-headed shooty models are also very nasty. Flying Monkeys Open Spoiler Flying Monkeys As Kalkris’s but add Barreling Monkeys: When this model completes a Charge Action, target model must take a TN8 Horror duel. The Haze Only Gets Thicker: TNs generated this model and upgrades Restricted to this model add the current turn number to their TN. Baritone Lola Open Spoiler Baritone Lola 10ss Neverborn Cache: 3ss (Directly proportional to Cost) Living, Henchman, Rare 1, NIGHTMARE, CARNY Df6 Wp6 Wd9 Wk6 Cg7 Ht2 Abilities: Forms Given Fears: Models that begin their Activation within this model’s Engagement range must succeed on a Wp 11 Duel or suffer 3 damage. Killing Joke: Whenever this model kills an enemy model, all enemy models within p3 must succced on a TN9 Wp Duel or gain Slow. Terrifying (All) 10: Enemy models must pass a TN 10 Horror Duel if they end a Walk action within this model’s engagement range or target this model with an action. The Haze Only Gets Thicker: TNs generated this model and upgrades Restricted to this model add the current turn number to their TN. Attack Actions (1) Belly Flop (Ml 6t / Rst: Df / Rg: x1): Target suffers 1/2/7 damage r I Can't Breathe!: Target gains the Slow Condition. T Bang on Target!: This attack’s damage flip gains + for every t in the attack flip’s total. (1) Projected Voice (Ca 6t / Rst: Df / Rg: l10): Target suffers 1/1b/2bb damage. tm Showstopper: After Damaging, the target must discard 2 cards or receive the Paralysed Condition. Tactical Actions (0) Me too: Cast one of the Crew’s Leader’s Ca Actions with an AP of 1. This action suffers a -3 Ca. If the Crew’s Leader has the Carny Characteristic, the Ca Action may have an AP cost of (0). (1) Dances Like a Ballerina (Ca 6t / TN: 12 / Rst: Wp / Rg: 12): Target model moves its Wk towards this model. This model then moves its Wk towards the Target tr Sings Like a Belladonna: If this model ends its move within its engagement range, it may immediately take a 1 AP Ml Attack Action against the target without spending any AP. All I did here was change the name of the Action / Trigger to Dances like a Ballerina / Sings like a Belladonna! Thoughts? Thin Lizzy Open Spoiler Thin Lizzie, The Bearded Lady 6SS Neverborn Living, Enforcer, Rare 1, CARNY, WOE Df 4, Wp 5, Wd 6, Wk, 5 Ch 6, Ht 2 Abilities Don’t Mind me: This model may take Interact Actions while engaged. Lady’s got a Beard!: When an enemy model attacks this model with a Ml Attack, it must pass a TN 9 Wp duel or the Action immediately fails. The Haze Only Gets Thicker: Horror duels and Simple Wp duels generated this model and upgrades add the current turn number to their TN. Attack Actions (1) Lure (Ca 7cm / TN: 12cm / Rst: Wp / Rg: 18): Move target model its Wk. The target must end the move as close to this model as possible. cc Wry Amusement: After resolving this action, the target gains the Slow Condition. Tactical Actions (0) Hands off the Beard!: All models within p3 must pass a TN 9 Wp duel or be pushed 3” away from this model. (0) Greet the “Guests”: This model gains the following condition until the end of the Turn: “Chatty: Enemy models with a6 may not take Interact actions.” My Thoughts: I wanted her to be a little like Fingers, a bit of a pain in the but! In the story, she looks alright from a distance, but up close the freakiness of the beard is rather off putting (I hope I captured this with Lure & Lady’s got a beard!). She also greets the guests so I gave her Chatty for extra annoyance! Mercury Open Spoiler Mercury, The Strongman 9SS Arcanist Living, Enforcer, Rare 1, CARNY Df 4, Wp 5, Wd 8, wk 4, Ch 6, Ht 2 Abilities Headlong Charge: When this model takes a Charge Action, it must make a single 2 AP Attack Action instead of two AP 2 Attack Actions. Df (t) I Want To Break Free: After succeeding against a Ml Attack Action, push all enemy models with p2 2” away from this model. Impossible to Wound: Damage flips against this model gain -. Damage flips against this model may not be cheated. Don’t Stop Me Now: If this model is reduced by a x Attack Action, this model may immediately make a (2) x Attack Action against the enemy model. Attack Actions (2) Barbell Spin (Ml 5 / Rst: Df / Rg: 2): Target suffers 3/5/7 damage. After resolving this action, this model must make a Barbell Spin Attack Action against another target in Range until all valid targets have been Attacked. (1) Under Pressure (Ml 6c / Rst: Df / Rg: 1): Target suffers 2/2/3 damage and the Slow Condition. tc Ice, Ice, Baby!: If the target had the Slow Condition before this action was taken, it gains the Paralysed Condition. Tactical Actions (0) Who Wants to Live Forever?: This model permanently lowers its Df by 1 to perform a 1/2/3 healing flip. (1) Give Me the Prize!: Target an enemy scheme market within 2. This Scheme Market becomes friendly to this crew. My Thoughts: A big brawler with a barbell! I really like most of the changes Solicitor 6 made, so I kept them! He was starting to look a little too good though so I made him a bit softer! I actually kept ItW, but dropped his Df to 4 and lowered the Healing to 1/2/3 I removed The Haze as he has nothing that’s effected by it and in the backstory I’m thinking of, his a human & the haze is going to be a Neverborn thing. I lowered the Severe on Under Pressure back to 3. And made Ice, Ice, Baby! Be dependant on the target already having Slow. Reworded Headlong Charge to match the similar Abilities but made it MUST instead of MAY, What do you think? Also re-worded Barbell Spin, What do you think? The way it read before, it sounded more appropriate for a Tactical action than an Attack action. Does this new wording make sense? Mummerettes Open Spoiler Mummerette 5SS Neverborn Construct, Minion, Rare 2, PUPPET, CARNY Df6, Wp4, Wd6, Wk6, Ch-, Ht2 Abilities Bulletproof +2: Reduce all Damage suffered by this model from Ranged Attacks by +2, to a minimum of 1. Always in Motion: This model may not be targeted by the Charge action or Disengaging Strikes. Manipulative 8: If this model has not yet activated this Turn, when an enemy model targets this model with an Attack Action, the enemy model must first pass a TN 8 Wp duel or the Action immediately fails. The Haze Only Gets Thicker: TNs generated this model and upgrades Restricted to this model add the current turn number to their TN. Attack Actions (0) Stage Props (Ml 5t / Rst: Df / Rng: 1): Target suffers 2/3/5 damage. When this Action is declared, this model either the Attack flip or Damage flip to gain +. This is my own wording, can’t think of a model that has a similar power. How would you change it Kalky? Tm Can I have another Volunteer?: After damaging, take this Action again. Increase this action’s Range to 8 for the duration of the action. This trigger may only be declared once per turn. T Didn’t notice it: This model’s doesn’t count has having activated yet for its Manipulative ability. Hazy Condition Ideas Open Spoiler Ideas if we make Hazy a condition: Breathe Deeply: This model gains the Hazed and Confused Condition +1: Whenever this model takes a Horror duel or Simple Willpower duel generated add +1 to the TN to a maximum of +3. If the Condition is +3 or higher, this model may not cheat these duels. End this condition at the end of the turn. Mr Cooper & Baritone Lola have the following ability: Centre of the Haze: Enemy models within a3 may not remove the Hazed and Confused Condition. Personally I’d prefer keeping The Haze Thickens ability for the following reasons There are already so many Conditions in the game already, this is something new & different. To me it read really simple, just add the current turn number to the TNs of Horror & Simple Wp duels (eg. Horror 9 would have a TN of 10 turn 1, TN of 11 turn 2, TN of 12 turn 2, etc). But if S6 didn’t get it, maybe it needs re-wording? Please have a read, especially the ones in Red. Solicitor 6 please have a look at the Recruitment Drive upgrades & Mercury.
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