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explorator

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Everything posted by explorator

  1. I am about to assemble my translucent Jack Daw crew, and am still unsure if I am going to paint them all, but if I do I am wondering if anyone has put contrast paints over translucents, and what kind of primers others may have used.
  2. I don't have a model for P&N, so I run Ausura Rotten with Molly; Archie can throw Mindless Zombies because they count as corpse markers, and Asura can summon them quite easily. Mindless Zombies is Asuras LOS ignore insignificant, and can get an Action via Re-Animate.
  3. Sounds like the first run of M3e product is selling out, so some stores have reordered.
  4. Mounted Guard has 'Ride with Me' as well. Dashel with Queeg can allow Guard models to gain Fast as a free action by taking a wound (if near Dispatcher), and if you add +1 MOV from Sergeant your crew can really cover some ground.
  5. If a Master "speaks" to you, give serious thought to playing them. There are some super-characterful Leaders in Malifaux, and almost all of them can build competative crews.
  6. Perdita is a good starting Master, imo. Her crew can handle most Schemes and she is a toolbox that can really punish opposing crews. Sonnia is also decent for starting out, because she plays pretty straight forward. Lady J can be tricky to leverage, but is brutal if you do so, and Death Marshals are durable enough to contribute even late game, with any luck.
  7. The distributor does not have a public forum. I am going to a M3e tourney tomorrow in Lincoln, Ne to a store which has also NOT gotten product. I can't use the M3e cards I printed last month for the Bugearer tourney, because those cards are BETA, so I am printing all the cards I might need again. Sigh. A week after launch and all I want to do is give WYRD my money so I can play their game. How villianous I am! Why do zero retailers in Omaha/Lincoln have product a week after launch? I asked them and I have the lgs answer, but I absolutely feel this is a fair question to pose to the company thats owns the merchandise as well. Now. Please understand that "A-list" is a seperate type of grading system than "Letter-grades". Letter grades, traditionally A through F, are used to judge performances, tests, etc., giving each a relation to a baseline, or class average. You remember school, so... A-list however is used to describe film stars, organizations, and even companies in a more abstract sense. When it comes to tabletop gaming, GW is A-list. And that is it. Top of the food chain! GW has the most shelf space by far. Privateer Press is B-list, along with Warlord; good market representation, solid stream of merch. C-list are companies like coolminiornot, decent shelf space, online presence, solid games. Wyrd is a C-list company as well, but HAS lost market share and shelf space in my area, and quite frankly, it sucks. I have gamed long enough to know that the miniature-gaming market is no joke; it will swallow whole unsuspecting, wide-eyed creative types without skipping a beat, leaving their companies a distant memory and their models nothing other than collectables. If I get a poor dish at my favorite restaurant, I SAY SOMETHING! As an advanced game, with detailed models, Malifaux is pretty niche; maybe the long-term outlook is strong enough that no amount of clumsiness can knock them off track...but also maybe not.
  8. I said Malifaux is the best skirmish game game and that I love it. Welcome to 2019, where if you critisize a company, you are labeled "hateful" and "angry", and asked to play some other game. Lmfao. What company gets its feelings hurt after failing to deliver product!? Yes! If a distributor can't deliver your product, you find another distributor! If that is not an option, you go take a giant dump on somebodys head, so it NEVER happens again! That is what it takes to be competative in the market, and I want Wyrd to be around in 2025 and beyond. Fumbling the launch of your flagship product is a HUGE red flag. A problem in your supply chain is a threat to your business model, and blowing it off is a mistake.
  9. The Henchman at our event said the distributor got the product TODAY; obviously someone is a liar. Wyrd is D List exactly BECAUSE they refuse to run their company like a business, and still treat Malifaux as a niche game. Someone in a leadership position should be losing their mind over the fumble of M3e's launch; in any conventional business, this type of screwup would cost somebody their job, but at Wyrd it is cause to make jokes. Unreal.
  10. I canceled my normal Saturday gaming to attend a "M3e Launch Event". Some players in my group will not play until they have cards, and here we are on launch day with no cards or official app. What exactly are you launching!? This is why Wyrd is a D-list gaming company, which is a shame, because Malifaux is by far my favotite skirmish game.
  11. Just heard that our launch event in Omaha, Ne will have ZERO new product for Saturday. I am do dissappointed! Why would I go to a launch event with no product!?
  12. Soulstone economics were super wonky in 1st Ed. Now at least, soulstones have a value based on actual utility. If a Fated wants a soulstone, it should not be unattainable, but a challenge just like any 'reward'. Denying Fated soulstones because 'economics!' runs thin when so many citizens seem to possess them. Also, soulstones don't only come from the mines of the Guild and M&SU, but also from the Necropolis beneath Malifaux and the tombs in the Quarantine Zone.
  13. Sound like you all are doing a lot of things right. I started playing AD&D in the 80's, and that game had so many charts and stats that the details sometimes got lost or forgotten. All these years later my friends and I talk about the Adventures we had together, the Modules we finished and the nights we were up till sunrise. TtB is meant to be a narrative-driven game where the Fated and Fatemaster work in concert. Balancing combat is probably a little more complex in TtB than in D&D, and many a FM has run awkward sloppy combat where the Fated just rolled the opposition. In the 2e Core rules, the FM gets a larger toolbox from which to draw in regards to Fatemaster characters starting on page 312. Minion and higher rank get Fate Points that may be used for various effect. The nice thing is, as FM you can decide when and which effects your fatemaster characters use, or if they should use then at all. This helps to start the combat at a higher baseline, while giving you the option of NOT spending those fate points if things seem too rough. The RP games we love have distinct flavors that can be hard to shake, but it is worth it to get immersed in a new game. Lastly, former DM's turned player know better than anyone how bumpy the first few sessions can be. I know in my old D&D group everyone ended up with their own rule books which made looking things up mid-game much quicker, probably not a luxury you have with TtB. Make things memorable, and the details all float away anyhow.
  14. The On the Pursuit talent provides a bonus that is just for those following that pursuit, it is not gained in the sense that skills and talents are. In addition it adds a category of skills that may always be chosen for Advancement in the Epilogue. After the prologue, each player selects a pursuit (and therefore gains the On the Pursuit bonus), and gains the Zero level talent if they do not already have it. All talents gained from other pursuits are retained. During the epilogue, each player advances to the next consecutive step of their pursuit, this is when the character gains a non-zero step talent. Each session may revolve around one players Destiny Step. That player gains all the normal benefits for finishing the session, plus gets the very strong bonus of being able to raise a single Physical or Mental stat by one. There should be Five 'tarot' or destiny steps for each character. Each player gains one experience point. That exp may be saved or spent to increase one of the two skills presented by the fatemaster, or one of the skills listed under the On the Pursuit. It works well, but also feel free to change whatever does not feel right. Some Fatemasters do not have each session revolve around a characters Destiny Step. Some FM's award bonus exp for outstanding role-playing. The best thing about TtB character-wise is that players can really adapt to the particular setting and/or requirements of each session, while still growing into a well-defined persona. The prologue is awesome. If the characters were trapped by a cave-in while exploring a mine in the previous session, in the current session some players may want to pick Drudge as their pursuit, while others may choose Engineer all with the intent to get out of the darkness.
  15. 2nd ed Academic would make a great lawyer, Wastrels often represent high society, burglars, bandits, and smugglers are all criminals (just different skills). I think the Guild book is coming out next, and I think the Reporter and some type of investigator will be in it, along with some type of sharpshooter. One of the things I love about TtB is that almost any Pursuit can be used to give unique twists to characters with similar "jobs". A lawyer could be an academic, a criminal, a wastrel, or even an Infiltrator. A burglar could be a Forgotten, a sniper could be an academic, etc.
  16. Pretty sure they are in Into the Steam. Cost 1 scrip, and deal 1/2/3 dmg.
  17. Sounds like you did a lot right. 3AP lol not a big deal in a one-shot though. I think we have all mixed up the Red Joker dmg with Malifaux Margins of success are important, but again no big deal in a one-shot Some FM's drop Minions when wounds hit zero just to keep things moving. For Enforcers or above, Crits are more important. Flipping for NPC's is probably the biggest no-no. Just try to remember you only touch the fate deck to shuffle it. Hey, you got a new group together to play Through the Breach! You are a Fate Master. Cool. Just keep it up and make sure you review the misplayed rules with everyone so you are all on the same page.
  18. There is a one-shot in Wyrd Chronicles (#14 I think) that starts with all the characters on a platform earthside waiting for the noon train to Malifaux. It pretty much throws all the characters together quickly and is really easy. Chronicles are free downloads, and you can chain some of them together to jump-start things. Personally I just shoe-horn the Fated prophesies into whatever story line I am pushing. Most of the passages are vague enough to fit a variety of circumstances.
  19. Yeah, but what about Ten Thunders and Outcasts? I will be disappointed if they do not receive the big book treatment.
  20. I figure there are three books left after Into the Bayou. So, Neverborn, Guild(?), and then maybe Ten Thunders or Outcast? I always thought the core rulebooks were more or less the Guild books. I wonder if there might be more than three books?
  21. I started by looking in a Sears catalog from 1909 (I think that was the year), and it was really fascinating. I added some items and tried to match prices to Malifaux. I find some players really like extra price charts, while others are indifferent, so mileage may vary. I did a little research on wages from 1890-1920 to get a feel for what folks made doing varies jobs and again, I tired to balance things with Malifaux. The lives of the child factory workers were super messed up, and Malifaux is exempt from all those pesky Earthside labor laws. Anyway, I appreciate feedback of most any sort, but please do point out any glaring errors or oversights if you will. Thanks in advance. https://www.scribd.com/document/321927207/Through-the-Breach-Prices
  22. Into the Steam is the first full-size expansion book for Through the Breach, and focuses on the factions, geography and people of the Northern Hills outside of Malifaux. There is a map included in the normal format that Wyrd uses which is colorful if not exactly representative of scale. Many factions are at work in the Northern Hills, and the allegiances of the settlements and residents play a major part in their everyday lives. Geography is also a major influence on the goings-on up north, and the main reason for most anyone to settle in the area is to mine for soulstones. Mines and the contract towns supporting them are scattered though the area, and the Guild and M&SU are the major players. The larger and significant towns are given detailed entries. Ridley is the only sizeable city in the north, and there is a unique relationship between the Guild and the M&SU. Ridley plays prominently in the Northern Aggression Penny Dreadful, so the extra information is a bonus. Hollow Point, Promise, and several affiliated mines are all detailed. The Ten Peaks are covered, including the Temple of December which shelters the Cult. The Footprints, an area of rough terrain just north of Malifaux is covered, though its only residents tend to be bandits. There are plenty of adventure nuggets in the background section, along with the roles of the other factions (which are mostly minor compared to the Guild and M&SU) for Fatemaster’s that are looking for faction-specific angles. There is also a section on Condor Rails, which is the largest railroad company Breachside. The relationship between Condor Rails, the Foundry, and the Guild is fairly complex, and several of Malifaux’s major rail lines are detailed. Character creation is handled through a process called the Assembly Line. As you might imagine, the Assembly Line is laid out from left to right. Fated created from Into the Steam are influenced by their Allegiance, which is the first card. The primary factions represented are Guild, M&SU, Resurrectionists, and Outcast, with smaller chances to be aligned to Condor Rails, Arcanists, Manufacturing, The Cult, Ridley, and Ten Thunders. There is a mechanic to flip for a character’s motivations regarding their allegiance. Body, Root, Mind, and Endeavor are the remaining cards in the Assembly Line, but there is an option to replace a single card with one that was set aside at the beginning of the process. There is also an option to create an Invested character, who replaces the Living characteristic with Construct, and gets several options. The new pursuits are more specialized than those presented in the Fated Almanac, and seem more like careers. There are some great options for characters that want to control constructs without being a Tinkerer. There are some great options for characters that want to control constructs without being a Tinkerer. The first option is the Animator. Animator’s use Cobbling points to build constructs and has options to increase the number and potency of the Cobbled under her control. Pro Tip; 3 Ranks in Explosives allows you to take Explosive Demise which you can add to your Cobbled. Engineers use steam in place of magic to power constructs and are also capable of creating wild inventions. Pro Tip; If you make your Fated Invested, the Mobile Toolkit you start with can buff you. Augmented are characters with Pneumatics that are much more combat orientated than the Drudge. Augments have the potential to become very powerful in close combat and add some impressive pneumatics. Pro tip; None, but this Pursuit has potentially one of the strongest close combat paths. Primal is a type of Pursuit the game was missing, a dedicated character at home in the wilderness and able to gain animal companions, as well as having some nice buffs. Pro tip; Husbandry rank 3 allows you to take Man’s Best Friend Talent and get a nice doggie to start your pack. The Illusionists takes prestidigitation to the next level, making more powerful and longer lasting illusions. Under the guise of being a stage magician, these spell-casters manage feats beyond belief. Pro tip; None really, but there is a new Magical Theory that is a no-brainer. The Mage is a pursuit that allows the player to pick Manifested Powers in place of gaining Talents specific to the pursuit. The Mage gives players with some outlandish character ideas a place to land, which is nice. The Mage is also able to manifest a Totem, allowing for more specialization. The nice thing about these spell casters is that they do not require a Grimoire. This is mostly a positive, but they may not start with as many spell options. Pro tip; Specialize in direct damage and become capable of dealing out some of the highest damage in the game per turn. The Collaborator is a Social-based leader, with a decidedly combat role, able to provide significant buffs in combat, and also to inspire followers. This is another pursuit that the game was missing, and is very full of character. Pro tip; Use your 25 Scrip to buy a Machine Gun, Diato or Greatsword. The Infiltrator is a deep-cover agent, and gains some very cool abilities like Disguised and Infiltration. Infiltration allows the Fated to request resources from her adopted organization. This has the potential to be a very interesting pursuit to follow. Pro tip; Take Flexible and get a Garrote, then stack Rams for some massive Critical Strike triggers against unaware opponents. Also, take Bureaucracy Overall, the Pursuits are pretty balanced, but there are some combinations that might throw the balance of a campaign out of whack. The Advanced Pursuits are Demolitionist, December Acolyte, Shapeshifter, Showgirl, and Silent One. Like all Advanced pursuits, these can be pretty powerful and care might be needed to pace the power of Fated following them. There is a whole section of new General Talents, some of which are limited to Invested characters, but many others that can be used by any Fated which meets the qualifications. Talents for Archery, Flexible weapons, Martial Arts, Literacy, Teach, Pugilism, Heavy Guns, and Thrown weapons are all here, giving Fated with those skills some nice tricks. There are three new skills: Culinary, Geography, and Grappling that give some new options, but the real big deal skill-wise in Into the Steam are the Skill Triggers. Available for a skill at Rank 3, there is a trigger for each suit and every skill. Fated that are able to consistently pull some nice triggers can give life to skills that may have been marginalized previously. Skills like Mathematics and Engineers now have use, and the combat triggers let players pull some nifty tricks. The skill triggers are very cool, and add some real character to the game. It seems like the vast majority of the triggers are well thought out, but of course some might cause imbalance in campaigns. I was super excited to read the next section of the book, which gives expanded info on several arms manufacturers and their products. There are numerous new pistols and rifles, and there are now machine-guns in the game. The only problem I have with the rules for the machine guns is that they use the Stutter-Fire trigger exclusively, where I thought Burst Fire might have been more appropriate, but perhaps Wyrd is saving that for another book (Outcasts maybe?). There are also some new Heavy weapon, shotgun, and archery options. The Melee weapon section needed some serious expansion after the Fated Almanac, and there about 10 new entries here as well as some new Heavy melee and Flexible Weapons (like the garrote). The Armor section offers some higher-end armors, many of which will tempt Fated with Scrip to bur. Finally, the Pneumatic section gives many new augments for Fated that lose limbs. The Mercenary Brace allows for the addition of a melee weapon and mechanical additions may look lifelike, or add to the user’s health. The Magic section gives some expanded info on Grimoires, and gaining new ones as the game progresses, and a mechanism to create them from random. There are two new Magical Theories and Variant’s for all the current ones. The next section deals with Manifested Powers, and gives some different options for developing them for Fated. Additionally, there are three new Magia for each of the four core Magical skills, adding a ton of new options. There are new rules for Hazards starting with Environmental ones. There are Immediate hazards such as Floods, Ongoing hazards like Blizzards, Activated hazards like Landslides, and Personified hazards such as Fire that have a profile. This is a very cool addition to the Fatemaster’s toolbox, and gives plenty of examples, plus gives the template to create your own examples. There is a small section on Random encounters, which gives just the barest of frameworks for developing encounters on the fly. This section would be fantastic with some expansion. The book wraps up with the Bestiary, and focuses on the Beasts and other natives of the North. There are rules here for a horse, and a couple of cool new Enforcers, the Arcanist Operative, and the Eccentric Inventor. The final few pages are dedicated to two new ways to supercharge the opponents Fatemaster’s use against the Fated. The first is called Twisted and gives mutations to Beasts, and the second is Mechanical, which give mechanized upgrades. These are very well thought out and add options when Fated seem to be rolling over the competition. Overall, this is a great book that fills a few gaps left from the two core books, and adds plenty of content for players and Fatemaster’s alike. The Alliance mechanic helps shape Fated in significant ways and really fits the character of the rest of the book. Being able to play as an Invested is fun and different for players who want to go that way. It seems like the new Pursuits are getting very specialized, limiting options for players that like to switch Pursuits to match the tone of the game.
  23. Actually, the aircars in Malifaux do use guide lines, but there are free-flying aircars which are more like blimps. They stopped using the free-flying blimps in Malifaux after the Gremlins (I think) tried to down one in the city, but certainly the Guild could get their hands on one in a pinch. I think it would be super cinematic to have the GG escape in such a way.
  24. Yeah, the Governor General is no wall-flower, plus the tracks would be guarded, checked, and monitored. I imagine Watchers and packs of Hunters along the line. The GG might also have an aircar on standby to lift him right off the train if security is high, or an aircar full of reinforcements ready to land in case of accident or sabotage. Unless it is intended to be a suicide mission, I might give my players some kind of out before they fully commit. It sounds like they are picking the absolute worst time to make the attempt; higher security will likely foil all but the most determined and well-resourced kidnapping.
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