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GamerCr0w

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Everything posted by GamerCr0w

  1. Too many good Pursuits in these previews. But this seems shining amongst others, I also love the punk art in this pic.
  2. So bloated and hideous... I want that magnificent model as part of my collection.
  3. Looks nice and does my mind fail me or is there an reference to another pursuit called Medium mentioned there?
  4. I'm not big fan of them in the game... but just for the awesome look I may get a box of them.
  5. Liking the Quarantine book more and more.
  6. Just hanging out with my family, having ourselves some party! *clap

  7. Female Flesh construct named Miss Take and Female Guilty named Miss Trust. Also female Rami LaCroix named Miss Ile would be nice.
  8. Halloween 2009 Scenarios, By Drew Littel Story Encounter 1: Trick or Treat! Place 4 Building House terrain pieces in the center of the table in a box formation (see diagram). Models may attempt to perform an Interact (1) Trick or Treat Action while in base contact with a building. (1) Trick or Treat!: Flip a card (which cannot be cheated) off the top of your Deck. Black Joker: Mean old neighbor lady!: Interacting model receives Paralyzed. 1-6: Trick!: Interacting model suffers 1 Wd. 7-13: Treat!: Interacting model receives 1 Candy token. Red Joker: Impressive Costume! Interacting model receives 2 Candy tokens and is healed 2 Wd. Diagram: Player may not (1) Trick or Treat with the same building house more than once per turn. Player may not (1) Trick or Treat again with a building house again until he has interacted with each of the other building houses on the table. Each crew is trying to collect as many Candy tokens as possible during the course of the game. As soon as a model receives a Candy token, place it to that player’s side of the table. If a model is killed, sacrificed, or otherwise removed from the game it has no impact on the Candy tokens collected to that point. Victory: 4 VP for The player with the most Candy tokens. 2 VP if a player has at least 2 Candy tokens at the end of the game When playing this Strategy, we recommend either the players or tournament organizer have a supply of candy on hand. Players may turn in their candy counters after the game to receive that many pieces of real candy. Diagram 1:House Set up: Place 4 houses on the board around the center as shown below. There should be at least 4 inches between the houses. Special Occurrence All Hallows Eve!: This occurrence is in effect for the entire game. Dusk settles with an eerie pallor across the landscape of Malifaux, chilling mortals to the bone. Line of Sight is limited to 8" for all models, When character benefits from Focus Condition this range is increased to 12" for duration of action. All living, undead & construct models receive –1 WP. _____________________________________________________________________________________________ Mad Dash To The Pumpkin Batch Place a 6" by 4" Ht:0 Pumpkin Patch piece of terrain in the center of the table and 10 30mm Pumpkin Markers are placed on it. Models may perform an Interact (1) Pumpkin Pick Action when in base contact with a Pumpkin marker to pick it up and place it on character's stat card. A model may not carry more than one Pumpkin Marker at a time. Dropping a Pumpkin Marker has no AP cost and it can be done before or after any actions character performs, causing Pumpkin Marker to be in base contact with model and flip Card(Which cannot be cheated): If the card is either Joker or there is no room to place marker, it is removed from play. Mashed and trampled pumpkins don't interest anyone. Any movement or push other than a Walk action by a model carrying a Pumpkin Marker will cause the model to drop the Pumpkin Marker before they begin that movement or push. Any out of activation movement or push will cause a model to drop Pumpkin Marker Before they begin that movement or push. The goal is to get as many Pumpkins to your own Deployment Zone as possible. Victory: 4VP to the player with the most Pumpkin Markers in their Deployment Zone at the end of the game. 2VP to any player with the least 1 Pumpkin Marker in their Deployment Zone at the end of game. Special Occurrence Bloody Harvest!: These pumpkins are not your normal, everyday pumpkins. They are a risky crop to collect! At the End of 2nd turn and any turn after, the last player to activate a model flips a card(which can be cheated): If the flip is the Black Joker or 1-5 all carried pumpkins attack their carriers! Any model carrying a Pumpkin Marker suffer damage flip of 1/2/3 which cannot be cheated, reduced or prevented(flipped by opponent), and drop the pumpkin they are carrying. Living and Undead models killed in this fashion become Pumpkin Zombies under character's original controller, Place Pumpkin zombie in base contact with model before removing it. Pumpkin Zombies use Mindless Zombies for rules with the following exceptions: Pumpkin Zombies cannot perform actions outside their activation, Ignore friendly Pulses, Auras and their own Walking dead ability. _____________________________________________________________________________________________
  9. 2010 Halloween Encounters: Haunting of Coopersmith Cemetery Coopersmith Cemetery. An abandoned boneyard at the outskirts of the miners town that’s rumored to be haunted. Every Samhain Eve, low moans and the clattering of chains carry across the October wind filling the town with dread. Your task is to clear out the unsettled dead… before your rivals do. The Altar and outlying Shrines can help you with your task as well as hinder your opposition. You have been given the knowledge necessary to activate the obelisks for short periods of time. Get to work. The dead won’t wait much longer… Setup: Divide the table up into 4 quarters. Within the center of each quarter, place a 30mm (Ht:2,Blocking terrain) Shrine Marker then place one 40mm (Ht: 3,Impassable) Altar Marker in the center of the table. The entire table is an old dilapidated Graveyard full of shrubs, fallen stones, ruined mausoleums, etc. Each marker should be placed within a mausoleum type structure or surrounded by a ring of low fence. After placing the Markers, place one Apparition model in base contact with each Shrine and two Apparition models in base contact with the Altar marker. Special: A non-Insignificant model may perform a (1) Interact Action with a Shrine Marker within the center of a quarter in order to activate it for one turn. When a Shrine Marker is activated, models within 8” of that Shrine Marker are immune to Attacks and Disengagement tests from Apparition models. Apparition models within 8” of an Activated Shrine Marker may not move. A non-Insignificant model may perform a (2) Interact Action with the Altar Marker to activate it. When the Altar is activated, all Apparition models receive +2 Wk, +2 Ca and Hard to Kill. Also, when the Altar is activated, it deactivates all currently activated Shrines on the table. All Markers start the Encounter deactivated. At the Start Draw Phase of each Turn, all Markers de-activate. During the end of turn, place one Apparition model in base contact with each deactivated Shrine Restricted Schemes: Stake a Claim Sabotage Victory: A player who’s Crew kills 3 Apparition models receives 3VP. The player who’s Crew kills the most Apparition models receives +1 VP. Apparition - Minion, Spirit, Undead Df:5 Wp:5 Wd:5 Wk:5 Cg:- Ht:2 Abilities: Bulletproof +1 Devoid of Soul: This model is uncontrolled and does not activate as normal during the turn. Players, in activation order, activate and control one Apparition at the end of the Activation Phase. Move the Apparition its full Wk directly toward the closest model that is not another Apparition. If the Apparition ends its move with a model in melee range, or already has a model in its melee range, it makes one melee Attack against the model. This model will not attack other Apparitions. If there is more than one model in melee range, the controlling player chooses which model the Apparition targets. This attack cannot be Cheated. Continue activating Apparitions until all have activated. Incorporeal Immune to Influence: this character is Immune to horror duels and making actions outside of its activation. Magic Resistant 2: This character gains +2 to Df and Wp while defending against Ca actions. See the Unseen: This model ignores increases in Rg and Df, and any Duels required from actions or Abilities to target models. Shadowy Form: This model is always considered to be in Soft Cover. This model is immune to damage and effects from auras, pulses, and blasts. Terrifying 12(all) Attack actions: Ghostly touch:(Ml:6C/Rst:Df/Rg:|||1) Target suffers 1/3/4 damage. Triggers:(CC)Consume Magic: After succeeding, defender must discard two Cards if able. And during the next Draw Phase, the defender’s Controller draws one fewer Control Card. This is cumulative. Chains of limbo:(Ca:6C/Rst:Wp/Rg:|||3) Target suffers 2/2/2 damage, When this attack deals moderate damage target gains Slow, and with severe target gains Paralyzed. Triggers:(CC)Consume Magic: After succeeding, defender must discard two Cards if able. And during the next Draw Phase, the defender’s Controller draws one fewer Control Card. This is cumulative. 30mm Base _____________________________________________________________________________________________ Witch's brew: Donna, the Witch is renowned for her poultices and salves, sought after by the rich and powerful. The components necessary for her concoctions are rare and difficult to find. Your Crew has been tasked with collecting various alchemical creations from the Witch, but she is very picky about who approaches her. Beware of her cat. Setup After deploying all models, place the Cauldron Witch (or appropriate 40mm based, Ht:3 Impassable proxy) model in the center of the table. Then each player places one 40mm Stock Ht:2 Impassable terrain marker on each side of her, along the center line of the table, at least 8” from each table edge and no closer than 8” to her. The terrain should be thick woods or bayou. Ruins can work as well. Special A non-insignificant model may perform a (1) Interact Action while in base contact with either Stock marker to Flip a card and receive random Brew Component Token, which is then placed on its stat card (see chart below). A model may only carry one Brew Component at a time. A model carrying a Brew Component Token may take a (1) Interact Action while in base contact with the Cauldron Witch to give it to her. After a Crew gives her two Brew Component Tokens, flip from the Rewards chart below for the reward she bestows upon the Crew. A model carrying a Brew Component Token may also take a (0) Interact Action to ingest it (discard the Token) to receive the benefits of the consumed Token (see the Brew Components chart below). If a model carrying a Brew Component Token is killed, sacrificed or buried, the Brew Component Token they are carrying is discarded. A model that ends a its activation or Push within 3” of the Cauldron Witch that is not carrying a Brew Components Token suffers 3 Wd when she strikes the offending model with her Cat, Mandrake. Brew Components - Ingested: R - Eye of Newt and Toe of Frog - This model gains +2 Damage to its Ml actions until the end of turn. C - Wool of Bat and Tongue of Dog - This model gains the Incorporeal until the end of turn. T - Adder’s Fork and Blind-worm’s Sting - This model counts as being in Soft Cover until the end of turn. M - Lizard’s Leg and Owlet’s Wing - This model gains one additional AP until the end of turn. Either Joker - No Component Counter and the model Interacting receives Poison +2. The Cauldron Witch’s Reward: R- Double, Double Toil and Trouble - The model that Interacts with the Cauldron Witch with the second Brew Component Token gains +1 Damage to its Ml actions until the end of the Encounter. C- Fire Burn and Cauldron Bubble - The model that Interacts with the Cauldron Witch with the second Brew Component Counter may now ignore all terrain while moving or being pushed until the end of the Encounter. T - Filet of a Fenny Snake - The model that Interactswith the Cauldron Witch with the second Brew Component Counter gains Hard to Wound +1 until the end of the Encounter. M - In the Cauldron, Boil and Bake - The model that Interacts with the Cauldron Witch with the second Brew Component Counter gains Nimble until the end of the Encounter. If the model already has Nimble, it gains Swift instead. Black Joker- For a Charm of Powerful Trouble - The model that Interacts with the Cauldron Witch with the second Brew Component Counter is sacrificed. Red Joker- Like a Hell Broth, Boil and Bubble - The model that Interacts with the Cauldron Witch with the second Brew Component Counter gains Reactivate Condition at the beginning of its first activation of turn until the end of the Encounter. Victory: A Player with four Rewards or more gained from the Cauldron Witch gains 3 VP. A Player with one to three Rewards gained from the Cauldron Witch gains 2 VP. The Player with the most Rewards gained from the Cauldron Witch gains +1 VP. Edit: Added heights to markers, Changed Ingest to (0) action, Changed Filet from Impossible to just Hard and Fast Boil became Swift Bake. _____________________________________________________________________________________________ Last 2010 Halloween scenario would be one with Carver so I'll leave that be, seeing how there is 2nd edition Carver already.
  10. I was digging through some old files I had downloaded years ago, after short look at them I noticed some could be quite well adapted to 2nd Edition. I don't intend to take credit for what Eric Johns had created, I just upgraded his pieces of work. 2009 Christmas Encounters: Story Encounter 1: Holiday Shopping Christmas Tree: Place 1 Christmas Tree Marker in the middle of the table. It is 50mm, Ht 4, Impassable, breakable terrain*. It also counts as having bulletproof 3. When Christmas tree marker is destroyed, place 3 Christmas Present Markers(Ht:0) in base contact with it before removing. *Breakable terrain - This terrain can be targeted with attack actions and takes damage from Blasts. It Has following Stats when targeted: Df:3 Wp:- Wd:5 Wk:- Cg:- Ht:4 Christmas tree is immune to conditions, attacks targeting Wp and any types of movement or pushes caused by other models. Any duels that require Christmas tree to flip are flipped by opposing player, Christmas tree cannot cheat fate and is not friendly to any player. Christmas Present Markers: Each player starts with 5 30mm Christmas Present Markers, which must be given to members of their crew to carry (placed on character's stat card). You may not give a model 2 Christmas Present Markers unless every other model has at least one. Christmas Present Markers work like Treasure marker, and may be picked with (2) Interact Action up while in base contact with it, it is then placed on character's stat card. When model is sacrificed or killed, Christmas Present markers are placed into base contact with model before removing it. While carrying Christmas Present Marker, character can use (1) Interact action to open the present. Each Christmas Present Marker may only be opened once. When you open the Present, flip a card (Which cannot be cheated) off the top of your Deck. Black Joker: Old Socks: Discard Christmas Present Marker with no effect. 1-6: Tastey Snack: Add Soulstone to your pool. Discard Christmas Present Marker. 7-13: Thoughtful Gift: Add Soulstone to your pool. Do not discard Christmas Present Marker. Red Joker: Top of You Wish List!: Add Soulstone to your pool. Do not discard Christmas Present Marker. Gain 1 unused Christmas Present Marker. Each crew is trying to collect as many Christmas Present Markers as possible during the course of the game. 4 VP for The player with the most Christmas Present Markers. 2 VP if a player has at least 5 Christmas Present Markers at the end of the game Special Occurrence: Have You Been Naughty or Nice?: This occurrence begins after the first Christmas Present Marker is used in the game and lasts for the rest of the game. Every time a Model flips a Black Joker, that model is forced to discard any Christmas Present Markers they are carrying...they were Naughty. Every time a Model flips a Red Joker, that model Gains 1 additional Christmas Present Markers...they were Nice! _____________________________________________________________________________________________ The Krampus is Watching: Story Encounter 2: The Krampus is Watching! The Krampus is particularly busy in Malifaux over Christmas, as the Naughty list is VERY long, and few want to get caught outside this night! Given the long years of terror caused, the Governer General of the Guild has put a price on the head of the Krampus. Your Goal is to kill the Krampus, or do your best! 4VP if a member of your crew Kills the Krampus 2VP if you caused at least 6 wounds to the Krampus Special Occurrence: The Krampus Arrives: Starting in the upkeep of Turn 1, the Krampus is placed on the board in the center of the board. Following the arrival of the Krampus, it moves as determined by Diagram 1, and will attack any model if able. This lasts until the end of the game. Diagram 1: Krampus Placement. Each turn in the Upkeep Phase, one player flips a card. Depending on the suit of the card, place the Krampus in one of the four spots marked in the Diagram. Each spot is 18” from the corner of the table, and 8” in from the edge. If a Joker is flipped, place the Krampus in the center of the table. The Krampus may only move to each spot once, if the flip would move it to a place it already moved, reflip. Once all 4 suits have been flipped, it may only move to the center of the board. Players must set up with Corners Deployment. Make sure when setting up the Terrain that there is open ground in these areas. Duels which require Krampus to flip are flipped by random opposing player, player who flips for Krampus may cheat fate and use soul stones as an normal henchman would. Diagram 1: Krampus Stats: The Krampus Henchman, Rare 1, Spirit Df:6 Wp:8 Wd:12 Wk:- Cg:- Ht:4 Abilities: Armor +2: Reduce all damage suffered by this model by +2, to a minimum of 1. Incorporeal: He Knows When You’re Awake: This model is uncontrolled and does not activate as normal during the turn. Each turn, during the Upkeep, player who won iniative flips a card, which may not be cheated. Depending on the suit of the card, place the Krampus on one of the spots marked in Diagram 1. If a joker if flipped, place the Krampus in the middle of the board. Hard to Kill: While this model has 2 or more Wd remaining when it suffers damage, it may not be reduced to below 1 Wd. Impossible to wound: Damage flips against this model suffer [-]. Damage flips against this model may not be cheated. Intractable: This model cannot be sacrificed or buried and is immune to being Pushed. Punish the Naughty: At the end of turn, the Krampus makes 1 Whip Strike against each model within 5”. If a model is within 2” it makes an Iron Chains Strike instead. These flips are made by the random opponent of defending player. It activates a triger if able. Rejuvenation +2: At the end of turn this model heals +2 damage. Unyielding: This model may only be killed by losing it’s last wound and is immune to effect which cause a model to be killed. Certain death: Models may not declare Df triggers in duels with this model. Attack Actions: Iron Chains(Ml:7/Rst:Df/Rg:|||2) Target suffers 2/4/5 damage Triggers: ( R)Critical Strike: When damaging the target, this attack deals +1 damage for each ( R) in the final duel total. ( M)Remorse: After damaging, target is pushed 8" directly away from this model. ( C)Holiday Spirit: After this model damages a model, Target gains following Condition until end of it’s next activation: Holiday Spirit: This model cannot target Krampus with attack actions. ( T)Christmas Magic: After this model damages a model, Target gains following Condition until end of it’s next activation: Christmas Magic: This model may not perform Ca actions during it’s activation. Whip(Ca:7/Rst:Df/Rg:5) Target suffers 2/3/4 damage Triggers: ( R)Critical Strike: When damaging the target, this attack deals +1 damage for each ( R) in the final duel total. ( M)Remorse: After damaging, target is pushed 8" directly away from this model. ( C)Holiday Spirit: After this model damages a model, Target gains following Condition until end of it’s next activation: Holiday Spirit: This model cannot target Krampus with attack actions. ( T)Christmas Magic: After this model damages a model, Target gains following Condition until end of it’s next activation: Christmas Magic: This model may not perform Ca actions during it’s activation. 50mm Base Edit: Re-made Regenerate to Rejuvenation. _____________________________________________________________________________________________ Christmas Carols Story Encounter 3: Christmas Carols Players alternate placing 6 buildings on the board. Models may perform an Interact (1) Sing Carol Action when in base contact with a the building. (1) Sing Carol: Flip a card (which cannot be cheated) off the top of your Deck. Black Joker: Horrible! - Model suffers 3 Damage. This crew may not gain cookies from this house for the rest of the game. 1-6: Out of Tune - This crew may not gain cookies from this house for the rest of the game. 7-13: Pleasant Song - Gain 1 Sugar Cookie Token and place it on the character's stat card. Red Joker: Captured the Christmas Spirit - Gain 2 Sugar Cookie Tokens and place them on character's stat card. If character is removed from the game(Sacrificed or Killed) remove all Sugar Cookie Tokens it had from the game. You may not (1) Sing Carol with the same building more than once per turn. You may not (1) Sing Carol again with a building house again until you have interacted with each of the other building on the table, even if you may no longer gain Sugar Cookie Tokens from that house. 4VP to the player with the most Sugar Cookie Tokens 2VP to any player with the least 3 Sugar Cookie Tokens Special Occurrence: Tastey Tastey Cookies!: At the end of each turn, pick the model in your crew with the most Sugar Cookie Tokens. If there is a tie for the most, select the model with the lowest Wp. This model must win a Wp 13 Duel, or eat one of their sugar cookies (Discard 1 Sugar Cookie Token). All players must do this every turn. _____________________________________________________________________________________________ I'll be adding last of 09 Christmas encounters if people are interested and/or as I get it done.
  11. Jack Daw with Michael Jackson's Ghost: https://www.youtube.com/watch?v=Xh9Cp4rd7mI The lines(Though not that memorable):"You put a knife in my back." "Shot an arrow in me!" and in the music video he brings Tormented together, then there's the hanging and he is clearly using Twist and Turn to man with tie and glasses.
  12. GamerCr0w

    Gen Con 2015

    Too much to buy, I'm already trying to finish my last batch of models and now I urge to buy few dozen more to wait for paint. well, I think I should see what they have in stores and try to control my desires, because there is more that I want coming September. But maybe i'll pick "few" at GenCon so I don't need to wait for their actual release dates.
  13. Liking the stats and stuff, but bit disappointed that Grimwell doesn't cause poison. I would have loved him with certain other doctor. Angel eyes however I have no problem with.
  14. GamerCr0w

    Outcast gathering

  15. "You're beautiful, have a magic sword and now you can make copies of yourself? This is unfair. Why does everyone get to do cooler stuff than me?" - Alyce to Viktoria

  16. Odds aren't in your favor? Do the odds a favor, and put them in your favor!!

  17. GamerCr0w

    Killjoy 1

    The hat and colours bring to my mind some cross between an Oddworld habitat and something from Nightmare before christmas.
  18. I've played few games with Mister J, but a thought came to my mind: Where does Jack Daw and tormented posse shine at? I like his stories and the fact that he got promoted into master, this of course means I'll be getting his box no matter what people say. What are the schemes and strategies that benefit him or which ones he can ruin for his opponent? For example, what could this list play with(if there is anything). 50 point Scrap Jack Daw -- 4 Pool +Drowing Injustice [0] +Firing Squad Injustice [0] +Guillotine Injustice [0] +Twist and Turn [2] +Writhing Torment [2] Lady Ligeia [4] Bishop [10] Montresor [9] +Fearful Whispers [1] +The Creeping Terror [1] The Guilty [5] The Guilty [5] The Hanged [9] Mainly I prefer to have jack with everything that is injust, but that is only personal thing. Bishop got stuck in here because he is an generally great guy and capable of playing rough. And The Hanged is to frighten little children just in case. No Nurses made in to this party unfortunately.(McMourning had them working extra hours) But generally speaking, What are JD's strongest points?
  19. I'm asking more of an clearence than any any advice etc. Do disengaging strikes cause defensive triggers? Disengaging strike is an free melee attack and as the rulebook states: "A disengaging strike deals no damage, has no other effect, and may not declare any Triggers." page 44/49(big rulebook/rules manual) If i'm reading it right, this means that the attacker may not declare triggers but there are no mention on defender's trigger activation. Usually this would not give any problems but with triggers like Run away home(Collodi), Safe in my bed(Dreamer), It's all in the Reflexes(Burt Jebsen) and Knock aside(Barbaros) there might be some issues: Collodi scenario: Collodi is in engagement with an Piglet and decides to disengage. Piglet hits Collodi with gore and stops him from moving, but Run away home activates and Collodi still pushes 3 inches and out of Piglet's attack range. Even if the Piglet would have missed Collodi, the puppeteer would have first pushed 3 inches and then walked 5. Dreamer scenario: This time it's Dreamer who is locked in combat with Piglet and the boy decides to escape while an Alp stands within 3 inches. Piglet is able to stop Dreamer from walking by using his gore, but dreamer uses Safe in my bed trigger. This causes "target friendly nightmare within 3 inches suffer the effects of the action instead as if it had been the target, including any triggers." and so the non-moving Alp is denied of his non-happening walking action and Dreamer flies up to 7 inches. Burt Jebsen scenario: Piglet faces the Burt Jebsen and Burt decides to disengage. As the gore disengaging strike misses Burt with ace of tomes flip, the gremlin flips ten of rams which triggers It's all in the reflexes. This means that Mr. Jebsen can move the 5 inches and poor Piglet takes 2/3/4 damage flip. Barbaros scenario: Piglet now challenges Barbaros, but for some insane reason Barbaros decides to leave the combat. Piglet misses with the gore and triggers Knock aside with an mask. Now piglet suffers 2 damage and is pushed 4 inches directly away from Barbaros.
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