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Nef

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Everything posted by Nef

  1. Happy Friday Wyrdos! I'm not really sure how they snuck in here, but this week's Friday Preview is of the Infiltrators! Let's take a quick look, before they sneak off again. Every nation on Earth makes use of diplomats and spies, but few do it as well as the King’s Empire. The Infiltrators are the Empire's light combat stealth unit, trained in part by his Majesty’s spies and in part by the military. This grants them a tactical flexibility on the battlefield that many military forces lack. Armed with simple pistols, mines, and camouflage, the Infiltrators do not shy away from any conflict. While they excel at distracting the enemy and controlling the battlefield, they are just as capable of charging into the heart of battle, guns blazing, to accomplish their objectives. On the tabletop, Infiltrators can deploy ahead of the rest of the Company, giving them the ability to quickly claim objectives. Though their weapons are not potent, their Confuse and Place Mines Actions can keep the battlefield changing in unpredictable ways.
  2. A newsletter has appeared to spread December cheer!! https://www.wyrd-games.net/news/2017/12/12/december-newsletter
  3. I love puns. You are thinking of @Mason.
  4. Can always get in on it still! https://the-other-side.backerkit.com/hosted_preorders
  5. Are Barbed Crawlers the pugs of the Other Side?!?
  6. After a cold weekend here, it's time for the Witchling Handler to warm us up as a part of our Monday Preview! That sword looks nice and toasty, but I wouldn't get too close! Let's take a peek! Witchling Handlers are an advanced pursuit in the upcoming Through the Breach supplement, Above the Law. As one might expect, Witchling Handlers can order Witchling Stalker subordinate characters into combat, providing a very effective (and very volatile) fighting force. When a character becomes a Witchling Handler, she also gains a runed weapon that not only ignores the Incorporeal rule but also allows her to command all of her Witchling Stalkers with a single action. Furthermore, a bit of concentration while holding the runed weapon allows the Handler to discern the direction and distance to every Witchling Stalker under her control, which will no doubt open up some interesting "hide a Witchling in a crate" plans on the tabletop. Beyond an increasing number of loyal Witchlings, Handlers gain a resistance to Burning (an occupational hazard of working with minions that explode in fireballs when killed), triggers to immediately end magical conditions, and an increased ability to wield fire magic. Those Arcanists will never sleep peacefully again!
  7. Happy Friday Wyrdos! This week as we take a peek at the Other Side we find ourselves eye to eye with the Barbed Crawler. Let's take a look at them! At the bottom of the Gibbering Hordes food chain lie the Crawlers. The second most common species (if they can be called a distinct species, given their penchant for mutation) are the Barbed Crawlers. In Malifaux's oceans, these creatures swam in the shallows, launching toxic barbs from their bodies to kill their prey. Now they roam the lands and seas of Earth, looking for food and new lairs to lay their eggs. On the table, Barbed Crawlers are one of the Gibbering Hordes’ only ranged units. Barbed Crawlers serve as a cheap source of ranged attacks and, when needed, cannon fodder. Their barbs aren't very dangerous, but the automatic application of Pinned Tokens can assist in whittling down enemy forces. When in Glory, their barbs gain a number of very useful Triggers that allow them to fill multiple battlefield roles.
  8. Happy Monday Wyrdos! Now you might be thinking to yourself "Hey, the Executioner isn't new!". And while the model has been around for a while, we are happy to show off the new Executioner Advanced Pursuit from Above the Law. Without further ado, let's take a look! The Executioner is an advanced pursuit for the upcoming Through the Breach expansion, Above the Law. As the name suggests, Executioners eschew subtlety for raw, visceral murdering potential. Originally, Executioners were bodyguards and enforcers that traveled alongside the Guild's circuit judges as they made the rounds between the northern Contract Towns, settling disputes and bringing the Guild's law to the frontier. When the M&SU came into power, the willingness of Northerners to submit to Guild justice dwindled, and eventually, the circuit judges simply stopped leaving the city. The Executioners were folded into the ranks of the Guild Guard, where they have become powerful tools of intimidation and carnage. To become an Executioner, a character has to demonstrate complete and unwavering loyalty to the Guild. If they pass the Guild's tests and agree to accept the invitation, the character is then marched off to the Amalgamation Office to have one or more of their hands replaced with deadly Executioner Claws. As a new Executioner continues to serve the Guild, she gradually becomes more and more certain of her purpose. This grants her the powerful Love the Job Talent, which allows her to heal every time she deals a Severe Critical Effect to an opponent... and to heal quite a bit more if that Critical Effect kills her target. By far the most amazing ability possessed by experienced Executioners, however, is the Bloody Exhibition Trigger. It takes two Rams to trigger, but if her target is suffering from one or more Critical Effects, she gains a +Ram to her attack flip, making it much easier for her to quickly bring down a wounded opponent. Boss fights of the world beware, the Executioner is here!
  9. Happy Friday! It's time for another look at The Other Side! This week we are taking a peek at the Basotho Cavalry of the Abysinnian faction. The Basotho people are from southern Africa, but they emigrated north during the Zulu expansion in the early 19th century. Encountering the Abyssinian empire, they were invited to join their ranks for mutual protection. In the years that followed, the Basotho considered it an honor to help serve in the military, and their use of Basuto horses gave them a distinct role in the empire's battles. Excellent harriers, the Basotho Cavalry lay down a torrent of gunfire to control enemy movements, allowing slower Abyssinian forces to engage on their terms. On the tabletop, Basotho Cavalry have incredible Speed. When combined with their Missile weapons, this allows them to harass enemy units by giving out Pinned Tokens. Controlling the opponent’s mobility can be key to making sure Abyssinian forces aren’t outnumbered in skirmishes around the table.
  10. Happy Friday Wyrdos! Hopefully the turkey coma has worn off enough to enjoy our new Friday preview. Today we are looking at the Doomseekers, a unit for the Cult. The Cult's twisted and warped power causes some of it's members to change physically. But for some it imbues them with magical power they couldn't previously comprehend. Those particular cultists are known as the Doomseekers. While some of those who are exposed to the Burning Man begin to twist and mutate physically, others find themselves infused with intense magical power. Tapping into the energies of the Burning Man, these individuals have learned how to channel that power outward, changing the world around them. Most aspiring chaos mages end up in the Doomseekers, seeking out ever more power for themselves and for their immolated master. By using strange rituals and arcane sigils, the Doomseekers seek to bring the world closer and closer to the chaos and madness that the Burning Man represents. On the table, Doomseekers bring additional movement tricks to the Cult’s arsenal while also providing a nice ranged attack. As one of the few Cult units that provide Area damage, the Doomseekers are particularly good against dense troops. When in Glory, their ability to summon a Breachling can also cause havoc for their opponents.
  11. Happy Monday Wyrdos! It's time for another Monday Preview. We are continuing to look at another pursuit from Above The Law. The Propagandist is a new Social Pursuit found in Above the Law. The Propagandist's core mechanic is The Voice of the People: each time the character succeeds on a Social Skill duel, they gain stackable a Condition that increases the final duel total of their Art, Printing, and Convince duels for the rest of the session. This encourages a Propagandist to stick their nose into other peoples' business right from the very start of an adventure, as it just empowers their ability to spread rumors and propaganda later in the session. As a Propagandist advances, they gain the ability to spend their Voice of the People condition for other effects, such as repeating failed Social skill duels, buffing their allies, or even transforming a group of people into an Angry Mob subordinate character. While Propagandists tend toward social and supporting roles, but they do have a few offensive tricks. One of the most interesting is Deadly Slander, which allows the character to so thoroughly shame an opponent that they not only suffer damage but also suffer an extremely long-lasting penalty to their Social Skill Challenges. Better yet, if the Propagandist hits their "Tell It As It Is" trigger, they can immediately lower their Voice of the People Condition by any amount to draw that many cards! Whether Guild reporter, Gremlin crier, or Union recruiter, there's plenty of room for a Propagandist in every campaign!
  12. Hey Wyrdos! It is almost time for our Black Friday/Wyrd Birthday sale and we know you all want some news. Well today we get to bring you a preview of something that will be available during the Black Friday sale. Wyrd is at it again with a new Twisted Alternatives box! This time we decided to bring some holiday cheer into the office . And nobody knows how to get everyone into the winter holiday spirit like Rasputina and her crew! Especially with this new twist... Box Contains 1 Alt Rasputina Sculpt 1 Krampus* 1 Beast in a Box** (3 presents on one base) 3 Snowmen*** (note the extra head counts as part of one of the Snowmen) This alternate Rasputina set will come pre-assembled, and will be like our previously released Twisted Alternatives set. It will be made available during the Black Friday sale. *Krampus counts as Snowstorm ** Beast in a Box counts as Wendigo *** Snowmen count as Ice Gamin
  13. Another Friday is upon us! That means we have yet another amazing preview from The Other side. And this week we are looking at one of the units of the King's Empire who help to support the war effort. Winning a war is more than just having the biggest or most guns. It's about having information. The Field Intelligence Corps helps to make sure that happens. Of course they also have a big gun for when that is the correct answer to the problem! Let's take a look! Not every part of the military is focused on combat. The goal of the Field Intelligence Corps is to keep their Commanders appraised of enemy actions and threats so that the Empire's forces can be used to their full effect. Using espionage, signal flags, and a trained eye, the Intelligence Corps can greatly undermine enemy plans through the simple use of observation and communication. They are armed with high powered SMLE Mark II rifles for when the fighting gets thick, though they are often tasked with trying to eliminate key enemy personnel rather than front line soldiers. On the tabletop, the Field Intelligence Corps specializes in card manipulation. With the ability to draw cards and make the opponent discard them, they help to tilt the resource element of the game towards the Empire's advantage. If they flip to Glory, they also gain the ability to manipulate the Operation itself.
  14. But actually this is the GH unit I'm most excited for.
  15. All I know is today's post might make @Mason a little crabby.
  16. Hey everyone! Today we're taking a look at another Pursuit from the upcoming Through the Breach supplement, Above the Law. The Guild has lots of red tape and politics, but sometimes it needs raw firepower. For that purpose, the Gunner Pursuit is just what they need. Gunners are a combat Pursuit that focuses on the use of chain guns, cannons, ribauldequins, and other heavy guns. As one might expect, the Gunners can crank up the number of attacks produced by automatic weapons, but many of their Talents are actually somewhat defensive: the Behind the Gun Talent grants the Gunner the equivalent of Heavy Armor whenever she's wielding a Heavy Gun weapon, for instance. Most of the time, the easiest way to deal with ranged weapons is to close to melee range in order to shut down melee attacks and force the opponent to waste valuable time swapping to a melee weapon. Gunners, however, begin with the Heavy Weaponry Talent, which allows them to wield their Heavy Gun weapons as if they were Heavy Melee weapons. Why go through the hassle of swapping to a melee weapon when you can just hit the opponent with the heavy chunk of metal you're already holding? The rest of the Gunner Pursuit is essentially a collection of useful abilities that are applicable to both rapid-fire Gatling weapons and heavy cannons in even measure. Annoyed that you can't just pick up a cannon and carry it around with you? The Walking Artillery Talent will let you stride into combat with that cannon barrel slung under your arm without need for a weapon brace. Want to charge into combat while firing a Gatling gun at full speed? The Fusillade Advance Talent lets you declare ranged attacks with the Charge Action. Swarmed by a horde of baddies? Use Mow Down to take a shot at every enemy in range.
  17. It's finally Friday, the best day of the week! And on top of that it's the best time on Friday, preview time! Today we are taking a peek under the shell of the Armored Whelk. While they may not swarm the field like some of their compatriots, they will be a tough nut to crack. Let's take a look and learn a little more about these crabby crustaceans! The large Whelks are, in some ways, simple creatures. They are heavily protected by their massive shells, and their sharp claws have evolved to possess a strength many times their apparent size. To treat them as simple predators is to do them an injustice, however, for the Armored Whelks are some of the most intelligent creatures in the Gibbering Hordes. They are aggressively social and have formed a symbiotic relationship with many other species. Groups of Whelks frequently become rally points in combat, and human commanders have already noticed a sudden and drastic shift in the Hordes’ tactics the moment that a few Whelks appear on the battlefield. On the table, Armored Whelks are one of the hardest Squads to kill. High armor and an immunity to Pinned Tokens make them incredibly difficult to slow down or damage. The only consolation for opponents is that Whelks tend to move in smaller numbers than many of their kin.
  18. It's everyone's favorite day, preview day! Malifaux is a place where a look can be just as deadly as any blade or firearm. The Bureaucrat knows that and does their best to make as many allies as they can. The Bureaucrat then uses those allies to get what they need done. Now let's take a look! The Bureaucrat is a social pursuit that revolves around the using political favors to solve problems. Characters who begin the game as Bureaucrats start with a powerful Fatemaster character (such as the President of the Union or the Governor-General) owing them a big favor, but even if a character decides to become a Bureaucrat later in their career, they still gain the ability to call upon their network of allies for favors of increasing magnitude. Need an invitation to a high-class dinner party or a meeting with a notorious smuggler? There's a good chance that a Bureaucrat knows someone who can make it happen. Bureaucrats can also draw upon their network of allies to learn information about specific people, such as which faction arranged for someone's arrival in Malifaux, where they live, who their known associates might be, and what sort of things the subject of their interest has been doing over the past month. This makes Bureaucrats experts at gathering information and solving problems. Plus, with their Plausible Deniability Talent, they can discard a card to avoid any sort of repercussions from being accused of a crime (other than a few scandalous rumors, of course). While it's obvious to see how a Bureaucrat might function within the framework of the Guild, this Pursuit also works well for Ten Thunders information brokers, Neverborn spies, and politicians of every conceivable allegiance.
  19. Get a bunch of them together and you got a real murder!!
  20. I bet these guys will be a real hit (and run)!!
  21. It's Friday, and that is the most exciting day of the week because it means we get an Other Side preview! This week we take a peek at the Crow Runners, an Abysinnian unit. This is one of the units that is included in the Abysinnian Allegiance Box. Let's take a look! Most Abyssinians who serve in the military spend at least a portion of their enlistment as Crow Runners. Crow Runners make up a significant portion of the Abyssinian army’s vanguard, but they also serve as scouts and infiltrators. They are competent skirmishers, taking advantage of their lightweight armor to engage and disengage at will. In combat, Crow Runners focus on disrupting their foes to weaken them before the main Abyssinian forces hit. On the tabletop, Crow Runners are one of the cheapest combat units available to the Abyssinians. They are well balanced, offering speed, defenses, and a variety of forms of attack. This Squad works well on the fringes of the battle, harassing enemy troops and hitting the enemy early to disrupt their plans.
  22. Tomorrow is Halloween, the spookiest of all days! And if you are a magic user in Malifaux, then nothing is spookier than the Guild. But there are some magic users who the guild tolerates, as long as they prove useful. To that effect, we are taking a look at the Magewright from the upcoming Above the Law expansion for Through the Breach. The Magewright is a magic-using Pursuit that focuses upon the use of Enchanting Magic. Like its sister Pursuits, the Dabbler and Graverobber, the Magewright gives characters access to additional Magia and Immuto, allowing them to exceed the normal limitations of their Grimoire. Magewrights have a few tricks that their counterparts do not, however, such as increasing the Aspects of characters affected by their spells and temporarily enchanting weapons with magical power. Perhaps the most interesting Talent possessed by Magewrights is Enchant Item, which allows a character to store a spell in an object for later release. The possibilities that this talent opens up are limited only by the character's imagination (and her Magia): invisibility cloaks, healing elixirs, and far-seeing spectacles are just the tip of what a crafty Magewright can create. Another fun Talent is Spontaneous Animation, which allows Magewrights to transform piles of scrap into subservient Clockwork Traps, simply as a side effect of casting their Enchantment spells. Outside of their mechanical strengths, Magewrights also have the interesting benefit of working very well with the Thalarian Doctrine, one of the few "legal" ways to use magic in Malifaux. The Guild makes use of its Magewrights to enchant the weapons of its Witch Hunters and to churn out magical bullets for the Nephilim Hunters, as well as to animate the battle constructs of the Amalgamation Office. There are also independent Magewrights in the city that are authorized to legally sell their magical talents... provided that they submit to frequent Witch Hunter inspections.
  23. Friday is a day to take a peek into the Other Side. And nothing says "Other" quite like the Warped! Let's get to know these freaky members of the Cult of the Burning Man. There are many paths to walk when following the Burning Man, but none are as revered as the Warped. Like the Twisted Horrors, the Warped have had their bodies infused with magic, but unlike the Horrors, the Warped could control it. The Warped tap into the potent magic of the Burning Man to open minor portals that allow them to quickly move from one location to the next. On the battlefield, this makes them particularly dangerous, as there's no telling where they will show up next. On the table, the Warped are a solid, all-around unit. Their only weakness is a lack of ranged attacks, but with the ability to teleport, they can quickly close with the enemy's ranged units, tear them apart, and then teleport to safety before the opponent realizes what hit them.
  24. Another Monday means another preview! Today we are looking at the Marksman pursuit from Above the Law, the upcoming Guild supplement for Through the Breach. Let's learn a little bit about this new pursuit! The Marksman Pursuit allows a character to focus upon ranged combat - with an emphasis on "ranged" - more than any other Pursuit. While the Gunslinger might throw out a wild flurry of pistol shots and the Boomer might unleash the raw devastation of a powerful shotgun, the Marksman takes a more patient approach by carefully lining up her shots before pulling the trigger. This focus is evident in the Marksman's Talents. Right from the very start, the Marksman gains the powerful Take Aim action, which allows her to increase the range of her projectile weapons (whether they're rifles, pistols, or cannons) by an impressive four yards. As she advances, a Marksman gains access to additional Talents that allow her to remain on the back lines of a battle, ideally hidden in a place of cover as she steadily and patiently debuffs her enemies with carefully-placed shots. The reputation of the Guild's expertly-trained riflemen makes them the most obvious examples of Marksmen in Malifaux, but this Pursuit would also be appropriate for anyone wanting to emulate patient ranged killers like the Katanaka Snipers or the December Acolytes (their harpoon guns are Long Arm weapons, after all). The Gremlins are pretty fond of their ramshackle rifles, too, if your trigger finger is itching for a bit of Bayou action...
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