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About nomoredroids

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    Madison, WI
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    Malifaux, Netrunner, and loads of other games.

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  1. Skip the attack flip and just make it a challenging skill check (like a 13 or a 14). Doesn't cause damage, like you say. I wouldn't allow it to be a regular thing, but if there's a specific effect they're trying to offset and it's reasonable and makes for a cool moment then I'd always allow it. Whenever something outside the rules comes up, you should always just find a relevant skill, set a TN, and make them flip. The rules aren't supposed to be shackles, and in my mind telling a player they can't do something reasonable and within the theme/tone of the game is going to discourage creativity.
  2. I would say no, because saying ignoring "Line of Sight" for some reason doesn't ignore rules requiring the player to draw "Sight Lines" (for example, with terrain), seems like we're hedging our definitions overmuch. I would agree with Adran that there's going to be no solid answer until a FAQ is released.
  3. What? With Molly's card draw if you can't find a high crow you're doing something wrong. And Night Terror + Rabble Riser is 12SS; he's almost half that.
  4. Into the Breach is indeed very good, but still not Malifaux. ...but that's as good as it gets. Malifaux is in a league of its own. Most developers haven't discovered that objectives are far more compelling and offer a wider design space than simply clearing a board. They're also a lot harder to design around.
  5. Pg 13. "Measurement is almost always done horizontally from the closest point on the base of the object in question. If a player is measuring to an object, they measure to the closest point on the base of the target. If there is a vertical element, that distance is added to the distance, minus the lower object’s Size or Height (to a minimum of 0)."
  6. Just one more point: at no point does Undying state it is causing damage. So your friend's argument is wrong regardless.
  7. Hey all! Last week I wrote up and distributed a scenario for use in the local scene. There aren't many playable multiplayer scenarios out there, so I thought I'd fill a void. It was pretty fun so I thought I'd share it. Obviously not a ton of playtesting went into this, so if you run into issues, let me know and I'll get it hammered out. FOUR CORNERS All Malifaux Rules are in effect, unless otherwise noted. Encounter Setup: a. Encounter Size is 15 or 20SS for 4 or 3 players. b. Place and Define Terrain c. Divide the table into Quarters. Take a Scheme Marker from each player. There is only one Strategy for this scenario. d. Do not generate Schemes. This scenario has a set of specific Schemes. e. Choose Faction + Leader. f. Hire Crew. g. Reveal Crews. h. Randomly draw a Scheme Marker from those taken from the players in Step C. The owning player places the Scheme Marker in the center of a Table Quarter. Then, that player openly chooses a Scheme that no other player has chosen. Repeat this step until all Scheme Markers have been placed. i. Deployment. The player with the lowest-valued Scheme chosen deploys their whole crew within 4” of their Scheme Marker, then removes that Scheme Marker. Repeat for each next-highest Scheme, until all players have deployed. j. Game Starts Strategy: Four Corners At the End of the Turn, each player scores 1 VP if the number of table quarters with a friendly scheme marker totally inside it is greater than the number of VP that player has scored from the Strategy. Scheme Selection & Modification 1. Deliver a Message During its Activation, a friendly non-Leader model within 1” of an enemy Leader that is not in this crew’s starting Table Quarter can take the Interact action to score 1 VP. 2. Dig Their Graves After killing an enemy model within 1” of a friendly scheme marker, remove that marker and score 1 VP. 3. Breakthrough At the end of the turn, if you have a model within 1” of the center of a Table Quarter that was not this crew’s starting Table Quarter, score 1 VP. 4. Assassinate At the end of a friendly model’s Activation, if they caused damage to an enemy Leader and that Leader has half its maximum health or less, score 1 VP. If that model caused damage to an enemy Leader and that Leader was Killed, score 2 VP, instead. 5. Take Prisoner At the end of the Turn, if you have a friendly model engaging an enemy model and there are no enemy models within 2” of either model, score 1 VP. 6. Claim Jump At the end of the Turn, if you have a friendly non-Leader model within 2” of the centerpoint and there are no enemy models engaging it, score 1 VP. Special Rules - All Upgrades attached to models after summoning lose Plentiful. All summoning Actions, Abilities, and Triggers that do not attach an upgrade are considered blank. Exception: The Guilty’s upgrade is a valid method of summoning. - Initiative Order is not flipped, instead, it is according to the value of the scheme held by the player, from lowest-to-highest, at the point when Initiative is usually determined. It does not change if the player’s Scheme is switched. - There is a pool of the 6 schemes that are considered Available. If a player has chosen a Scheme, it is unavailable and cannot be chosen by another player. - Whenever a player earns VP from a Scheme, they immediately choose an Available Scheme. The Scheme they just scored becomes Available. - Scoring may occur on Turn 1. The Game ends after 4 Turns.
  8. Seems pretty clear to me that trying to say that "engagement range" doesn't rely on LoS but "engagement" does is obtuse and needlessly pedantic.
  9. In this case, moving behind the wall would cause them to leave the model's engagement range, so no, they couldn't do that. Engagement isn't determined by distance alone, it's also determined by LoS, which this "trick" is dependent on. So you couldn't walk to leave LoS either.
  10. Oh, yeah, I forgot the heal! Duh. Personally I still think that they're too squishy; being a healer in a crew full of tanks puts a target on your back. I'd still rather the Undergrad or a Necropunk, but I see their potential. Edit: I think the trick with Val is to sick her on the right targets. I'm not looking to attack my opponent's big, hardy stuff. I don't hit stuff with high Df or a lot of tech unless I soften it up with Injured or something else. I'm looking to hit something squishy and valuable behind their front with a Df of 5.
  11. That's a lot of "if" on a 6SS model that could go to something like an Undergrad with more consistent damage, extra attacks, and the ability to warp around the board, and an overall better utility for the crew. The only other reason to take them is that corpse markers count as Schemes at the end of the game, and corpse markers can already be turned into Schemes by most of Transmortis (for card draw, might I add). And a Transmortis model that kills an enemy model is already dropping schemes, anyway. Whisper lets you draw a card if you kill an enemy model, and Val should be killing enemy models. Plus, with Whisper, while she's focused you can stack the high card with a low card to get it out of the deck for the turn. Why is focus letting her draw 2 cards? Once per Activation effects aren't global, they're per model. So you can draw off attack and defense. Undergrads that are summoned (which is a place) from Academic Zeal can make an attack and draw from it, even after taking a card from the activating model, for example. And an opponent tossing resources to deny me getting more sounds like a very good deal to me. Regardless, I'll often do the same with my own low cards. Don't forget that Undergrads force suits onto models that activate near them. It isn't unusual for me to get anywhere from 4-6 extra cards into hand on Turns 2 and 3, before considering card cycling, from this crew.
  12. Whisper on Val and remembering to use Studied Opponent means you're usually flush with cards.
  13. You're better off giving Academic Zeal to Val. With Stat 7, Focus, Flury, a Ram or two, and Fast, and a push (or 2) from Undergrads, and standing within 3" of the Research Assistant for a 6" Fly, she should be able to melt something on Turn 1. You're looking for an 8ss Enforcer, but in case you can't manage it, an Undergrad or Necropunk is still a good pick. The Undergrads have a Stat 5, so aren't as likely to hit, and it means you're forgoing getting Val down field. Val should be downfield because she's going to take a ton of hits (particularly if you summon the Student that can heal her), and she's going to dish out a ton of damage. Gravedigger will be useful on Turn 1 and then not be useful much, if at all, and will probably be the first thing to get targeted, making it a waste of 6SS. Mortimer or Asura are much stronger picks, and the Carrion Emissary can make Val insanely fast (7" movement with flight is stupid good). You'll probably want more than 5SS cache, as all it takes to grind Transmortis to a halt is somebody attacking Von Schtook.
  14. It doesn't say all sight lines need to be within 1" of the edge; it says "any single sight line."
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