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Found 114 results

  1. I jest put my Snow Storm up on ebay. http://www.ebay.com/itm/Malifaux-Arcanists-Snow-Storm-WYR3034-Cult-of-December-Wyrd-/191507893988?
  2. urgol

    Joss

    From the album: Urgol's Painting Blog

  3. From the album: Urgol's Painting Blog

    Went for the 3 solo and swarm. Surely you might need more, if you go arachnid swarm.
  4. After rolling out my Mei Feng crew, I had a painting blitz and have ended up with Marcus and Ramos rather fully staffed up in fairly short order.. The full set of photos is online on my blog here but here are some snapshots too: Cojo Razorspine Rattler Sabretooth Cerberus Rogue Necromacy (metal) Large Steampunk Arachnid Ramos (Alternative, metal) Steampunk Aracfhnid Swarm (with rail debris)
  5. Jukar

    The girls

    From the album: Neveborn

    © Jukar

  6. *** Sorry for the multi-posting, I really can't tell you what happened there. MY BAD**** My girlfriend and I have been kicking around ideas for home-brewed rules on a psychic master and her bodyguard henchman. The idea is that they are on the run and find themselves with limited hiring options (offsetting their synergy and her ability to move things all over the place). Ok, this is the final rough draft if you will, and now I need everyone to weigh in. If you look at the two together, with their upgrades, they currently cost 21ss (thus reducing the number of other models they can bring on top of her hiring restriction and playing up to the fact that they're on the run). I assume this will generate some hate because of X, Y, and Z, but home-brew rules are fun and we are just looking to make these characters a fair cost so we can try em out. Ok. So, here is some background: Miss Rose: A psychic with some anger issues. Think Carrie in a victorian dress, floating around choking people and throwing things. Lots of movement tricks and a couple card/stone intensive once per turn power moves from her upgrades. Mr. Hudson: Rose's bodyguard. Basically a hench level Gunsmith who takes the heat off Miss Rose and handles the tougher customers with a Hexed Colt and maybe a few of his Arcanist buddies if he takes the Executive Protection upgrade. THE STATS: Miss Rose Cache 4 Outcast Master, Living Df Wp Wd Wk Cg Ht 3 7 10 6 - 2 Abilities: Flight Adaptive - At the beginning of this model’s activation, choose a suit. Add that suit to all flips made by this model for the rest of the activation. Force of Will - This model may choose to resist with Wp instead of Df on any duel generated by an enemy model. On the Run - This model’s crew may only hire Outcasts with the Mercenary characteristic. Df/Wp [Mask] - Repulse - Immediately push the attacking model 4” in any direction. Attack Actions: Telekinesis - (Ca 7[tomes] - TN: 11 [tomes] Rst: Wp - Rg: 8) This action receives [+]. Move target up to 6”. Friendly models gain flight for the duration of the move. Triggers: [Tomes] Surge - After succeeding, draw a card [Crows] By the Throat - After succeeding, target receives Paralyzed [Masks] “She’s Like the Wind” - After resolving, place this model within 6” Tactical Actions: (0) “Back Off!” - Push all enemy models within 3” up to 6” directly away from this model. Upgrades: Concentration - 2ss This model’s telekinesis attack gains the following triggers: [Tome/Mask] Vortex - After resolving, all other models within 3” are pushed up to 6” in any direction. [Tome/Tome] Brown Eyed Girl - After resolving, this model gains the defensive +1 condition. This model may immediately take this action again. This trigger may be declared once per activation. (Miss Rose) Rage - 2ss This model’s Telekinesis attack gains the following triggers: [Tome/Ram] Ragdoll - Instead, push target Ht 1 or 2 model up to 8” in any direction. If it ends its push in base contact with another terrain or another model each suffers 2 damage and receives Slow. [Tome/Crow/Crow] “Welcome to the Horrorshow" - The target suffers a 2/4/6 damage flip and receives Paralyzed. After damaging, kill target unless it discards two cards or two soulstones. If the target is killed, every enemy model within 6” and LoS must take a TN 14 Horror duel. This trigger may be declared once per activation. (Miss Rose) Psychic Shield - 2ss When this model activates, it may gain one the following abilities until the beginning of its next activation: Swirling Haze - The area within 4” of this model is treated as Ht3, soft cover. Swirling Shards - Enemy models which end their activation within 3” of this model suffer 2 damage and gain the slow condition. Swirling Winds - Friendly models within 3” may choose to ignore damage and conditions caused by Pulses, Auras and Blasts. (Miss Rose) Mr. Hudson Cost 10 Outcast/Arcanist Henchman, Living, Totem (Miss Rose) Df Wp Wd Wk Cg Ht 6 6 10 5 7 2 Abilities: Df/Wp [Ram] - Concealed Weapon - After resolving, this model gains fast Bodyguard - Enemy models targeting a friendly master within 3” suffer [-][-] to the attack flip. Relentless - This model is immune to Horror duels Hard to Kill - While this model has 2 or more Wds remaining, it may not be reduced below 1 Wd. Attack actions: Hexed Pistols (Sh 6[crow] / Rst: Df / Rg: 12” or 2”) - Target suffers 2/3/5 damage. This attack action receives [+]. Triggers: [Tome] Piercing - Ignores Armor, Hard to Wound, and Hard to Kill. [Mask] Reposition - Push this model 3’’ in any direction. [Crow] Hexed - Damage from this attack may not be prevented using soulstones. The damage flip receives [+] for every [crow] in the final duel total. Tactical actions: (0) Switch Chamber - This model may discard a card to gain the following condition until the end of turn: New Chamber - This model gains a suit to all final duel totals which matches the suit of the card discarded to gain this condition. (2) Culture of Honor (Ca 6 [Tome]/ TN: 13[Tome]) Place this model into base contact with friendly master within 8”. Both models gain the Defensive +1 condition. Upgrades: Executive Protection - 2ss This model gains the following abilities: Security Detail - This model’s crew may hire up to 4 Gunsmiths and/or Arcanist construct models without Frozen Heart or the Showgirl characteristic at no additional cost regardless of any previous hiring restriction. Snares - Models may not end their move within 3” of this model during a charge action. This model’s Hexed Pistols action gains the following trigger: [Crow/Ram] Incendiary - Instead, target suffers 2/2B/3BB. All models damaged by this action gain the Burning +2 condition. (Mr Hudson, Limited) Ok, friends. Lets have it.
  7. If a Mod could wave their wand and delete this multi-posting, that'd be magical!
  8. If a Mod could wave their wand and delete this multi-posting, that'd be magical!
  9. Words: 1733 Theme: The Price of Progress, Item :Incomplete Deck of Cards Miner’s Bluff Rick looked down at the mismatched cards in his hand, and at the mix of cards layed out on the table. He had one pair of sixes, and from the looks in the eyes of his young opponents they thought they had something a lot better. Gazing at them he made eye contact with his one good eye, the other half of his bald skull was a dull steel that went down his side and replaced what had once been an arm as strong as his muscled right side, but was now only mix of steel and gears. He chuckled, his poker hand probably looked like him, a jumble of different cards slammed onto the original deck to fix the damage from blood spilled a year ago. Flexing his arm a little it made a series of clicks and a slight hiss. This always unnerved the younger members of the chapter house, they talked big about how tough they were and what they’d fight for, but the sight of the cost of standing up to the Guild to make life better always made them queasy. “I’ll Raise you two guilders,” Rick said, and threw in the chips with his good arm. He saw the hesitation in the others eyes, it was a steep bet for a greenhorn. He chuckled in his head, they had never known what it was like to not have anything. Before him and the boys had stood up and helped make the union, they were lucky to make as much money as was in that bet after six months of labor. They hadn’t been around long enough to deal with the guild, and Rick hoped they never would, but in his soul he knew that sooner or later they’d each have their own run ins with them. Two of the kids threw their cards in, sighing and leaning back in their chairs. The last one threw in two chips, “Call,” was all he said, and grinned at Rick. The smile reminded him of himself back before the riot, or “incident” as the guild preferred to call it, at this very same chapter house a year ago. He hadn’t believed the guild would ever show up, they had won the fight, the union was established. Their pumping station had just come on line and everyone was heady with the feeling of unity and power that they had shown to the guild. It had all been shattered in an instant. Rick watched the next card flip over, but his mind was elsewhere, remembering the door bursting in, he had been playing poke then too. No one had expected them, the red and black clothed guards filling the room by the door in an instant, leveling their pistols and ordering everyone to lay down. They claimed that the Union was hiding Arcanist rebels in the place, something completely ridiculous and trumped up as a reason to arrest everyone there. All of them had stood up and squared off against them, it didn’t matter that they weren’t hiding anyone, this wasn’t going to stand. “You gonna bet old man?” the kid asked, pulling Rick back to the present, he thought the kid’s name was Jackson or something. “Hold your horses, man’s gotta think things over.” Rick replied. After a moment all he did was knock on the table, signaling his check. The kid just grunted, knocking on the table as well, and flipped over the last card of the of the hand. Before either of them got a look at it there was a bang on the door. “Guild, open up!” came a shout through the door, and a repeated blow came on the wood of the door. The kids all jumped up and reached for whatever weapon they had nearby. “Sit back down you idiots, do you want to end up like me?” Rick glared at them all, and they slowly sat back down. “It’s unlocked, you can come in any time officers.” He shouted back. The door clicked and in walked a memory a year old. There stood the same Officer who had walked in the first time and read them the charges leveled against them. It was the same bastard who had cost Rick his arm and part of his face. The memory came rushing back, as he read off the exact same charges. “You are all accused of conspiring to hide Arcanist rebels, and aid them in the downfall of society! Submit yourself for arrest, or suffer the consequences.” The Officer was reading from a scrap of paper held out in front of him, a giant red rams head emblazoned on the back. That had set the group in the house a year ago on fire, and they all had surged forward to pummel the guards into the ground. The first round of fire killed all the men in front, and Rick was in the next line, he leaped over the man in front of him as he fell and tackled the nearest guard before he had a chance to get his next shot off. They rolled on the floor for a brief moment before Rick got the upper hand by ending the roll with him on top. He had punched the man’s face until it turned bloody, and his eye was swelling shut, the man’s arms crossed in front of him in a futile attempt to fend off the blows. Suddenly Rick felt a horrible pain shoot through his left side, looking down he saw a sword poking through his shoulder, slick with blood. He grabbed at the blade, trying to push it out of him, but before he could reach it he felt a boot planted in his backside pushing him off. As he fell, he twisted around to get a look at his attacker saw the Officer smiling down at him, the rest of the fight had stopped, the miners had been defeated, only Rick had been left wailing on this guard. The officer sneered at him, and raised his pistol, “Scum” was all he said and the next thing Rick felt was a rush of warmth, followed by darkness and the cold. When he woke up, he was looking at the top of a ceiling that wasn’t his own, and he’d been given his new arm, a new face, and his deck of cards lay on his chest, ruined by his own blood that covered it. Snapping back to the present as the Officer read off the charges for the second time in a year, Rick stood up and stared at the man. Everyone in the room froze and looked at him, the kids hesitantly reaching for their weapons, the Officer stopping what he said, eyes slowly going wide with recognition as he saw Rick’s face. “You came here a year ago and said the same thing, you remember what happened that day, same as I.” Rick slowly spoke the words, trying through clenched teeth to hold his anger in check. His arm hissed and clicked as the his metal fist clicked open and shut in agitation. “We aren’t as helpless as we were back then, and we damn sure won’t let you beat us into the dirt this time. There’s still no Arcanists here, just like your last walkthrough, but if you try and make us submit again you won’t make it out of here.” While he said this he had slowly come around the table, stopping only a few feet from the Officer, the other guards alternating their aim from his chest and back to the others in the room. Slowly the other miners of the house lined up behind him, those who hadn’t been in the room before had come down when they heard all the noise. As the Officer looked around Rick could see him adding up the number of men present, and the realization that him and his men wouldn’t survive a second encounter. The Officer opened his mouth to speak, but Rick cut him off, “Go now, before you make a bad decision.” “We’ll be back Miner, and next time you and your kind won’t be able to hold us back!” With that the Officer slowly backed out of the door, and waved for his men to join him. As they left, Rick stepped forward and slammed the door shut behind them. Then he turned to the room full of friends, and his brothers in arms. “Well, time to get ready boys, send a message to the Pump Station, let them know we’re gearing up for a fight and there’ll be blood if Old Ramos can’t get the Guild to settle.” With that the room burst into action, men running to lockers to get their guns, others running to make sure the windows got boarded and to rig explosives. During all the hustle Rick walked over to the book case full of Union reports and forms on the wall behind the poker table. He stepped on a panel hidden in the bottom of the shelf, and gave a gentle push against a book, labeled Union vs. Guild, a Report on the Progress of the Common Man, in the Uncommon Malifaux. With that there was a click and the shelf swung back to reveal an opening into a tunnel headed down into the earth. The rest of the chapterhouse staunchly ignored what was happening and he went down the stairs dug out of the earth. Reaching the bottom he looked around at the small group sitting down there reading by candlelight, and nodded at each of them. “The guild seems to think we’ve got some Arcanists holed up here, where they got that idea I’ll never know. Either way, you had all better get ready for a fight if they find that shelf. I don’t think when they come back they’ll be particularly chatty after what me and the boys are gonna say to them.” He smiled as he said it, noticed a few of them smiling back, and then he headed back up the stairs. He heard some chanting and felt heat, cold and electricity fill the air as he shut the shelf behind him. There might not have been Arcanists here a year ago, but the Guild would be in for more than they bargained for if they decided to push the issue this time around.
  10. My first foray into Malifaux involves far too many figures being bought, based and painted before I actually even try the game... I "might" add some static grass (and then drybrush it burnt to a crisp!) and some bits of railway to the bases, but I'm not sure it's really needed. Full details of how they were done are on Madaxeman.com
  11. I don't play Arcanists but I just stumbled across this miniature and thought it might be good for her Ice pillar upgrade. Resin model 40mm and approx. 50mm diameter. Used as a blocking marker for Cthulhu Wars, equally suited as an objective or effects marker in any tabletop game. http://fenrisgames.com/shop#!/~/product/category=2373865&id=36079747
  12. nogoatsnoglory

    Ramos

    From the album: Ramos Crew

    Ramos - not sure how i feel so far. While I like how some of the blending and shadows turned out, I am still off about something.
  13. nogoatsnoglory

    Joss

    From the album: Ramos Crew

    Start of Joss, mainly just undercoats so far.
  14. From the album: Ramos Crew

    My swarm of spiders I have finished for my Ramos crew.
  15. From the album: Ramos Crew

    My Brass Arachnid for my Ramos crew. Much prefer the older model.
  16. From the album: Ramos Crew

    The 6 Steam Arachnids I have painted for my Ramos crew.
  17. Hey folks, Assuming that you have all the models at your disposal, which of the Arcanist Masters is best at Reckoning? Who would you also add to the crew? Thanks!
  18. From the album: Seasonsen Mei Feng Crew

    Tabletop painting. Very happy with the skin tones.
  19. Hey guys, for those of you that haven't seen the art work for both Ironsides and her buddy the Captain, go look it up, theres a thread floating around called Ironsides artwork. First of all I just want to say, they aren't bad looking, it's just not my style. So lets start with the easier one. The Captain. Now how many of you imagined the Captain to be an awesome pirate lady with a relic hammer? Well I did at least, and it makes a little more sense for her to be a pirate rather than a stuffy old bloke with a tank of something strapped to his back. Most of her abilities are based around storms and things (baring vapor trail which is a plane thing =/ ). Next is Ironsides, and she just completely misses the mark for me. She's meant to be the bruiser of the M&SU except she looks a little too slight for my liking, also not a fan of the clothes or her face. the only thing I can say that I like is her brass knuckles which are suitably brutal. So what my plan is, is to convert or find suitable alternate models for these two ladies, so starting with the capt'n then. This is more what I had in mind when I imagine the captain: http://s.cghub.com/files/Image/215001-216000/215418/036_max.jpg http://crabshackgallery.com/images/PirateStanding.jpg So I've dug around a bit and I've had a think, I think she'd be the easiest to convert out of say... the Viktoria's crew. I could either use Gun Vik's body and legs as the base and nab Taelor's hammer, give her a hat and change out the head. Or I could go for the full conversion and sculpt a jacket, corset, hat, gloves, trousers and boots onto one of the ronin (of which would probably end up horribly) and Ironsides. Honestly I have no ideas for her... Other than taking Mei Feng, reposing her, adding a jacket to cover up her armored gloves, bending the fingers into fists, change of head and adding some brass knuckles. Let me know what you guy's think, or if you have any suggestions, cause honestly, I need them
  20. I finally played my first game of Malifaux with my Rasputina crew yesterday. I had Rasputina, 3 ice gamin, ice golem and an essence of power, my opponent had perdita, ortega, 3 death marshals and a dude with a gatlinggun arm My whole crew felt highly impotent. Even when I got my spells off they didn't manage to do much. The rest of my crew did sod all. The golem killed one thing (already wounded) in combat and then got shot to death. I killed 2 deathmarshals total. Rasputina died easily. My main concern was that if I need line of sight then the enemy can shoot me back. If I move out into LoS I have less actions whereas my opponent doesn't need to move to shoot me. It seems like a fundamental flaw compared to something like Infinity. I have a sabretusk, a mauler, 2 silent ones and a chosen of december which I can use (I liked the models and they fit the 'icy theme' but like I said even with the core box my whole crew felt a bit useless. I don't think I get it. It was a bit offputting. Anyone got any ideas? I realise I can mirror through the ice gamin but its at -2 =( if I expose my caster she gets killed.
  21. So I picked up the 2e rulebook and the Rail Crew at Gen Con this year. I'm reading through the rules, trying to get a deeper understanding of the way Mei Feng interacts with her crew and her opponents and I've come up with the following questions: 1. Her Railwalker ability has a range of 6" and allows her to be placed into base contact with a scrap marker or a friendly construct. As I understand it, if there are neither within 6" she probably SHOULDN'T use that ability. 2. With regard to early game tactics, there probably won't be too many Scrap Markers out, so screening forward with constructs (a Rail Golem and Metal Gamin) is a good way to maximize Railwalker in later turns? 3. The Seismic Claws upgrade allows Mei Feng to throw out another Tiger Claw attack action if it triggers on a mask. Does this mean that the free attack action could trigger yet ANOTHER Tiger Claw attack action if you flip/cheat another mask? e.g. Is this pretty much a perpetual Tiger Claw generator so long as you have enough masks to trigger it? 4. What would be the benefit of taking the Express Line trigger to Railwalk again? I get the idea of Railwalking into base contact to Jackhammer Kick an enemy model 3" away, but the only reason I can conceive of is to basically give her a 18" (two 6" Railwalking + 3" threat range + a 30mm scrap or gamin base +50mm Rail Golem base) threat range by chaining her jumps. Am I missing something else? 5. Mei Feng is a dual faction Ten Thunders/Arcanist Master. If I take her as Ten Thunders, I have to infiltrate in Metal Gamin, a Rail Golem, and Miss Step/Howard Langston, but if I take her as an Arcanist, I only have to infiltrate in Kang as he's the only thing in the Rail Crew that isn't dual faction, right? Thanks in advance for any help/insight into play! I'll let everyone know how my first run with her goes!
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