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  1. Deep within the bowels of Malifaux city, there lie a great many secrets to be kept and claimed. Incomprehensible edicts spread oily tendrils of control by the grasping hands of faceless men… pray good citizen, that the hand grasps not the knife that seeks your back What’s up, it’s that weird guy that posts homebrew because apparently writing rules text is fun to him. Tonight on “oh god sunspotter’s made another thread, what’s this one about?” I wanted to address a concept that’s always struck me as interesting, the idea of the Secret Societies of malifaux, more specifically, the weird goings on just out of sight in places that people really shouldn’t be. Their purpose? Who knows most of the time, but in this thread, I'll be defining a few The Inaugural goings on in the shadows today will be; The Church of Moons A cold wasteland of hostile architecture, far beyond the gaze of the ram lies the realm where peace dies screaming in agony. No God gazes upon this place where Daemons roost as crows, madness creeping in like the halting chill of winter’s breath. No man lives here. There is life, but no man lives here. Somewhere though, off in the distance, across a plaza bereft of any movement… ochre light spills onto the damp cobblestones from an open door, the faint smell of Sage-grass and Cardamom carried on the dying breeze. Could it be a mirage? It only becomes clearer as one draws close, the smell becoming heavier and heavier, before the building’s frontage is even reached all but clergymen would be holding their breaths, a thin haze of pallid blue smoke contrasting the irreverent glow of torchlight All but a yard from the threshold, and the doors are flung open, a blast of cloying haze blowing out into the night air. Greeting the world, two crimson robed figures glide with barely a single sound to accompany them, only cloth scraping along rock and mortar. The inside is laid bare, spread for all to see. It is the church of madmen, past the Narthex of dreary sandstone fonts lay benches curved inward like the ribs of some fell beast. Within them lay the kin of the doormen, fraternizing in the clouds flowing forth from countless censers, Sharpening blades of great size to a mirror finish. Further down the aisle the realization comes crashing in, beneath the earthy tones of Cinnamon Bark and Juniper branch lay the unmistakable twinge of copper and viscera. The altar holds behind it a great pool, as carnage-red as the resident’s robes. The windows catch the moon and cast their glow feverishly upon the altar where neatly folded cloth lays. It is white, pristine as fallen snow. The chatter ceases, seats shift from rapt attention. From where it was impossible to tell, but a chant began. It was alien, in a tongue unknown to mortal ears, but so clear was the compulsion, the moon gazed down as eyes, witnessing the ritual. First made bare as a newborn, then swaddled in cloth, the braziers roared thanks in eldritch voices as the initiate waded impossibly deep into the pool, joined by a thing that simply rose from its depths, vision blurring as the smoke grew so thick it seemed like the whole city was ablaze in holy fire! A soaking hand drew the hood and veil, pressing down like the weight of a boulder with such sudden ferocity, there was no chance to take a good breath before plunging in face first, there was no breath to hold, a sharp inhalation of terror bringing in only the fluid Yet death never came. Within the pool, a mirror lay before a shining gem, their presence only known as eyes snapped open in panic. Without error, the moons show bright as in the night sky itself Rising up, robes dripping, the pool was as clear as water. The cloth however, had been dyed as red as the blood of fresh-killed game. Without the mute of the pool, the chant could be heard, clearer than ever Come unto them, oh blessed moons, with holy light, reveal their path, with sacred haze, and pious blood O come, O come, Be born again, O come Come and be baptized The Church of Moons Centered In what seems to be a cathedral in the quarantine zone, the church of moons preaches nightly to a congregation the holiness of the blood of man. It is rare to see someone go to more than one service before undergoing the church’s ritual of baptism emerging changed, knowing of unwritten scripture and unspoken gospel, and having reverence for the moons, which makes the blood boil The church protects a wide area around the church known as Mondblick to its residents, many of the monsters of the night seeming to avoid its borders. These borders are defined only by chains of iron hanging cencers, making a false wall of smoke. Some say the scent deters the beasts, but for those that have entered, it’s the blades of the parish that assure they pose no threat. Come dawn, anything foolish enough to even approach the borders of Mondblick is hauled dead or dying into the plaza, and tossed unceremoniously unto a raging pyre that smells of the church’s signature incense, rather than the burning charnel one would expect. It is said that just before the sun rises, a drop of sanctified blood is placed at the center of the plaza to start each bonfire. Until noon comes and the sun begins to show its descent, feverish prayers are chanted that the moons may come again and bring deliverance Life in mondblick is actually quite preferential for many residents versus living in the slums, the only difference being on a monthly rotation, each adult member of one of the 30 small “wards” of the area tithe a chalice full of blood to the church, which is used to fill the pools and fonts of the cathedral. Children are instead allowed to give a ceremonial three drops of blood as tithe, their blood considered second only to that of the high clergy in its holiness, and is kept secreted away in the vaults for when it is truly needed. The Wards While there are 30 wards, there are 4 that are of vital importance to the chuch The First ward is that of the chuch itself, this is where most all clergy members that live in mondblick reside, and where all outside clergy members are counted as living when it comes their turn to tithe. The Ninth ward was founded around a set of furnaces, these are where the sacred weapons wielded by church members are made by an insular group of clergy and non, headed by the Vicar-In-Arms The Fifteenth ward is where the ashes of slain beasts are taken, and mixed with the ward’s fountain, which is fed into the gardens where the incense plants are grown. This concoction causes the plants to grow at truly impossible speeds, replenishing fully within the hour of a proper watering, even after nearly being stripped bare The Twenty-second is one of the most crucial wards to mondblick’s existence and further expansion, a wide entrance to the malifaux sewers heavily guarded. This relatively well patrolled path is considered part of the district itself, only a few points of divergence making the path under the river relatively secure. The majority is a straight shot, thanks to a corrugated metal bridge between the sluice gates below either bank. The path’s other mouth lets out into the little kingdom, the merchants there infinitely more willing to trade in such large quantity without question than most would be, the haul then brought back by cart to the second district where it’s sold in the markets of the plaza. As for what is traded of value, the church’s incense is said to have a narcotic quality when wetted with blood and smoked, for what reason the church cares not, only that their purifying influence may spread, and one day lead a convert to them, even if inadvertently. Joining the Church The ritual only occurs at night, and commonly only one convert is allowed to join per night. Rare exceptions may be made however, as the number of robes on the altar occasionally increase, the compatriots of willing converts offered entry apropos their appearance. It is often thought unwise to willingly allow a robe to go unworn Once a member, The church has Five commandments for it’s clergy, each with it’s own important caveat 1: the clergy must tithe one pint of holy blood when the bell tolls over the first district This may not always be possible due to travel, but if it is planned, the clergy member will be given special gold-plated bottles to keep their tithes stored until they can be properly given along with their first fresh donation 2: the clergy must attend mass once every cycle of each moon Once again, this may be impossible due to travel, at which point pucks of specially blessed ritual incense will be supplied to the member. Once they return, it is often suggested they attend mass nightly until the next end of cycle. Clergy ranking high enough to hold mass themselves are technically exempt from this rule as long as they perform all the proper rituals. 3: the clergy is forbidden from meeting monstrous flesh with unsanctified steel, unless under great duress This commandment doesn’t explicitly forbid the use of firearms, but highly discourages them implicitly, as holy bullets are difficult, time consuming, and overall painful to make, not to mention needing to be made in addition to the holy weapon they’re fired from. The Vicar-at-Arms will ask a Tablespoon of blood be given for each bullet requested, suggested to be that of the Clergy making the request, though the blood of someone truly close to the requester may work just as well. The exemption to the rule is also not as broad as it would seem, as assuming the clergy’s other holy weapons are disarmed or broken, a holy dagger is supplied to each church member, which must be used until breaking. 4: the clergy shall uphold the holiness of the blood of man This one is somewhat self-explanatory, clergy members must do all that they can to prevent living humans from succumbing to things like poison or plague, kill those spreading it intentionally, and make an example of the slaying of Nephilim and any other creature that feeds on humans or their blood. 5: The clergy shall bleed forevermore This one isn’t optional. A small wound can always be found somewhere on the body of a clergy member. It’s easily kept bandaged to prevent the blood from rubbing onto clothing, but it won’t leave, a sign of the completion of baptism into the church Advanced Pursuit: Church of Moons Clergy Requirements -The Clergyman must have a Heavy Melee skill of 2 or higher -The Clergyman cannot have a negative might -The Clergyman must always carry a soulstone of lade rating 2 or higher -The Clergyman must be baptized into the church Steps 1 The Sanguine Followers 2 Blades of the Parish 3 Dedicated Evangel 4 The Hammer of Faith 5 The Lunar Choir The Sanguine Followers: Upon the successful completion of baptism, the fated may choose to speak in tongues. When speaking like this, they can only be understood by other clergy. The fated is now bound by the five commandments of the Church of Moons, and must follow them to the best of their ability. Upon the completion of the baptism, the fated is cured of all diseases and addictions, and they cannot form again. In addition, the fated may petition the Vicar at arms to reforge any custom weapons or ammunition in reference to church doctrine, with prices listed below. Blades of the Parish: The fated has grown enough In faith that they are trusted to wield a Censer Blade (profile below). These are complex blades with an internal cavity and special flutes that when active, leave a trail of the purifying smoke used heavily by the church of moons. Past the original one gifted, the fated must petition the vicar at arms for subsequent replacements, which will lead to questions unless some fragment of the broken blade is presented Dedicated Evangel: Upon proving themselves to the church through some act, the fated has gained the trust of the clergy, to the point where they have been elevated to the high clergy themselves. The fated may hold mass in accordance with the second commandment, and due to the veneration of their blood, pricing of petitions to the vicar at arms are halved if it is their blood supplied. Upon elevation, the fated also learns the true strength of the blood of man. if allowed to take a direct transfusion from another human, the fated and transfusee rapidly heal, at the rate one wound per minute. During this period, the tranfusee can understand tongues. In addition, if the fated is killed in action, the soulstone may be returned to the cathedral, and if the moons are willing, the fated may be born anew, though they may have to live with… certain changes. The Hammer of Faith So proven has the fated become to the church that they are trusted with one of the most holy weapons of church, A Hammer of Litanies (profile below) Hammers of Litanies are specially attuned to sacred blood, and will burn those of insufficiently holy blood. The blood of allies may be purified through transfusion, though they will not be able to wield the hammer properly without getting burned, simply retrieve and carry the weapon. Hammers of litanies may also act as shrines for any Church of Moons Ritual. The Lunar Choir The fated’s life and has become Inexorably Intertwined with the life of the church, and both sides are better for it. The fated gains immunity to the poison condition, and if that immunity is removed, the fated may take a wound at any time to purge the condition. The fated may also join one of the three Choirs of the church: The Choir of Arms: The cost of the fated’s petitions is again reduced by half, and if the Vicar-at-arms retires, the fated may be given the full secrets of forging holy weapons The Choir of Blades: Bladed blessed weapons wielded by the fated gain to attacks against non-humans, and the fated heals 1 wound every time a moderate or severe critical is dealt to an opponent The Choir of Hammers Blunt blessed weapons wield by the fated gain to attacks against non-humans, in addition, the whenever the fated is wounded during the dramatic time, they may push all enemies 3 yards away. Prices Holy Reforging (Small weapon) - ½ pint of blood Holy Reforging (Large weapon)- 1 pint of blood Holy Reforging (Ranged weapon) 1 ½ pints of blood Holy Arrows- 1 pint for 1 billet (50 arrowheads) Holy Bullets- 1 tablespoon for 1 bullet Censer Blade- 3 pints of blood Hammer of Litanies- 1 gallon of blood Weapons Cencer Blade A gently curved blade with fluted openings dotted along the back, leading back to an ornate brass box just in front of the handle. Even deactivated, this blade still stinks of incense Weapon Type: Heavy Melee (Slashing) Rg: 3 / Res: Df / the target suffers 3/4/7 damage, this weapon gains :+ fate to the damage flip. If filled (1 cone lasts one hour), all undead, spirits, gremlins, and Nephilim within 2 yards must take a TN 11 resilience test whenever they take an action or the action fails. The fated and everything within 2 has soft cover Hammer of Litanies A heavy hammer head wrapped in vellum scrawled with bright red script, indiscernible to most, but when struck, they are screamed out by the hammer itself Weapon type: Heavy Melee (Smashing) Special: The fated must have might 3 or greater to wield this weapon Rg: 3 / Res: Df/ the target suffers 4/5/6 damage, and is slowed. Litany of Awe: The target is paralyzed instead of slowed Litany of Pain: The target suffers a moderate critical effect instead of becoming slowed Litany of Fates: The target discards a card instead of being slowed, and you may draw a card Litany of Force: The target is pushed back 5 yards instead of being slowed. If they are stopped before the full distance, they are still slowed
  2. Guest

    TT08

    Made this guy from War Wabbit gremlins and part of my Bayou Gators set. Bags, stein, flask, and cape are greenstuff.
  3. Hello there. A few days ago I thought up a conception of upgrade. I consider this is not a bad idea. If model gets the Incorporeal, it will usually lose of high Df. For example, the Hungering Darkness gains high Df, but has no benefits from the Incorporeal. Nekima or Teddy may become a big problem, however these models are pretty costly (at that, Nekima's Wp decreases). I suppose it a good idea, so I put it on there. (Maybe, If this one is really good, it comes to the notice of the Tyrant). Converting 2SS This model gains the following Abilities: Incorporeal: This model ignores, and is ignored by, other models and terrain during any movement or push. Reduce all damage this model suffers from Sh and Ml Attack Actions by half. Parity: Df and Wp becomes equal to this models Wk value. Df and Wp on this model cannot be increased by another abilities or conditions. Henchman or Enforcer, Rare 1
  4. Greeting everyone, I have been a long time watcher but never really talked much on this forum. I usually enjoy the The Writing Room, and watching the incredible pieces in both model and terrain that are produced here. But Recently I began playing the game, and find it quite relaxing compared to my normal environment. By that I mean I build terrain for wargamers, and I've grown quite burnt out on Warhammer and such style table. But with Malifaux I see so many possablilities for 3x3 or even 4x4 table instead of 4x6, 6x8, Epic Scale Tables. I love teaching people to make their own stuff and I am a big proponent of barter and trade, so don't be wary to ask. I'll leave my Last War Table I've done on here. I hope you enjoy,
  5. Okay, so: The Dark Carnival is coming out for GenCon, as a proxy crew for Colette's standard loadout (Colette, 3 Mechanical Doves, Cassandra, 2 Performers, and 2 Mannequins). We are getting a number of named models, themed after a circus troupe described in detail in the latest Wyrd Chronicles (images for the crew box are also in that issue). The Dark Carnival proxies as Colette, as mentioned above. I am not satisfied with that alone. What I have been tossing about as an idea both on this forum and on AWP is the idea of being amateur (or better!) devs and betatesters, all of us, and creating our own set of rules for Mr. Cooper and his Dark Carnival. And that we did. Now we are onto Stage 2 of this wonderful journey of ours: Playtesting. If you have been watching this space with great interest (or any interest at all, even), you probably have done so with the interest of playtesting this unofficial crew. That, or you probably just want to watch our process and progress. We finished the brainstorm rather early, and now it is the public's turn to give as much feedback as they desire. Unfortunately, I got a reply from Aaron Darland about getting this crew ruleset into the Chronicles and he said that between people skimming the Chronicles for things, and people just plain not reading the Chronicles, it wouldn't reach a wide enough audience and those it would reach may accidentally take the crew as solicited and official. So, the Chronicles is out, but I'm still by all means down to do this! Hope you are too. If you are comfortable working on a set of custom rules for casual games, and willing to make a constructive contribution, please feel free to join in on this great adventure. ~~~~~ DISCLAIMER: This project is not in any way supported or endorsed by Wyrd Games. I am not affiliated with Wyrd except by virtue of being a Henchman. Any games of Malifaux (Wyrd's game) involving this ruleset must be approved by all parties involved before being conducted. Official Wyrd events may not include this ruleset. ~~~~~ Credit thus far goes to: Solicitor 6 (major idea contributor) Da Git (major idea contributor) Manic Mouse (major idea contributor) Crush_Jansen (major idea contributor) SpiralingCadaver (for providing stat card templating) Phinn (idea contributor) Dirial (idea contributor) Fetid Strumpet (for recommending I contact SpiralingCadaver) Patzer (idea contributor) Victoria (idea contributor) Bstorz (idea contributor) Clockwork Top Hat (idea contributor) Jafar (idea contributor) Adran (idea contributor) TimH (idea contributor) and myself, as well as anyone who voted. ~~~~~ Models representing models: Mr. Cooper (30mm) = Colette Lola (30mm) = Cassandra Flying Monkey (30mm) x3 = Mechanical Dove (x3) Thin Lizzy (30mm) = Performer Mercury (30mm) = Performer Mummerette (30mm) x2 = Mannequin (x2) ~~~~~ The model cards for this week will be put in the post below. Below that, the schedule will be posted. At that point, Da Git wants to reserve the following post. After that, please, by all means, have at it! This is a space for both balancing and typos, so do what you can to do both. ~Lil Kalki
  6. From the album: Luisjoey`s Guild Supremacy

    This will be my Guild Scheme Markers
  7. Malleus Dei

    The Fool (update 1)

    11 days to go... only this far along. Time to pick up the pace
  8. Hi guys! I've been working on this custom conversion of Nicodem and aNicodem for quite a while, and I finally got him all put together. Unfortunately, the pictures expose some of the speckled blemishes throughout the piece, but after I touch those up, this is about as good as I'm going to get it. It works both as a 30mm Master, and a magnetized-on 50mm Avatar. I got the inspiration for the piece from reading Nicodem's Event passage, and how the undead beneath his feet began to experience emotion and true life again, and were yearning for Nicodem's salvation. This would be them begging their new life-giver for one last shot at redeeming themselves, in any way they could serve the Zombie Horde Lord: Featuring: -4 arms from Lord Chombybits -2 arms from Coppelius (Only one can be seen easily) -1 arm from a Flesh Construct -1 arm from Bad Juju -A flood's worth of glue -Pieces of a skeleton figure from a kindly friend who took these pictures! Now to just.... try and find a stat card online
  9. Okay, let me just give a bit of background before I do much else. I am horrible with Photoshop, and I LOVE my LARP group. I RP as a character named Kalkris Lobesson, a pseudo-steampunk character in a world of medieval fantasy. I got into Malifaux last semester and I was hooked from then on. Kalkris was raised by wolves and soon thereafter, adopted by a bio-alchemist. He joined a group called the Crusaders of the Crown who were some time after known as the Crusaders of the Council (but that is another story). Kalkris is proficient with twin bladed gauntlets (but if my LARP condoned gun projectile weapons, he'd have a pistol, too). One of the Crusaders who was very close to Kalkris, the aptly-named Lord James Arthur Wellington III, was killed before Kalkris's eyes, and from that point Kalkris decided to become a healer so as to prevent another death come to those he cares about. He also knows fire magic due to needing it in his line of profession outside of the work with the Crusaders. So, tonight out of boredom and hype, I decided to mix the two in holy-canoli matrimony. Open Spoiler I'm kind of wondering if he is OP and what y'all think should be recruitable by the Master, as well as what the stats for a Calanthan Wolf should be. I'm looking to make some sort of mini for Kalkris too (using GW Dire Wolves for Calanthan Wolves for now), and maybe use him as a custom Master casually. (Mods please don't kill me for having an unsolicited design on the forum!!!!) ~Kalkris (P.S.-- Can we have an Art subforum? Thank yuuuuuuu :3)
  10. I've been working on my counts-as Kirai crew for several months now, and it's nearing completion. So I decided to show off what I've got so far. The whole crew was initially inspired by the art of Santiago Caruso, especially his illustrations for the book "La Condesa Sangrienta" : http://galleries.santiagocaruso.com.ar/the-bloody-countess.html , but as I advanced through the work the theme sort of evolved. Beyond recognition. Basically, my Kirai is The Bloody Countess, Elizabeth Báthory, who worships an ancient pagan god of underwold.The god provides her with magical powers, a small army of netherworld spirits, a chance to be reunited with her dead husband, and eternal youth. The Countess is in firm belief that she is in control of the situation, although in truth she is the heathen god's puppet. And his true intentions are unknown. I'll have to write some nice little fluff text after the fluff and the models get their final shape. I still don't have final names for some of the spirits, so I could use some help with that. Ideas and opinions abouth anything else are appreciated as well. Now, let's meet the crew. counts as Ikiryo No name yet, let's call it Grim Reaper. The Reaper is a manifestation of the Countess' sadistic and murderous nature. Big claws. Covered in blood. Yeah. GHEISTS count as Seishin Small spirits shaped as human skulls trailing with white vapours. They keep the Countess from harm. And freak people out. The spirit of COUNT FERENC NADASDY counts as Lost Love Elisabeth's late husband, also a heathen worshipper. Died of a mysterious illness many years ago. Perhaps a part of the pagan god's scheme? Anyways, the god allows his spirit to follow the Countess on her quests. The DEAD RIDER counts as Dead Rider One of the Pagan god's more powerful servants. counts as Onryo No name yet. Spirits of young women killed during gritty pagan rituals. Corrupted and forced to serve their own torturess. LESSER BLOODFIENDS counts as Gaki Ravenous spirits from the underworld. NETHERSPHYNX counts as Shikome The NetherSphynxes live on the many belltowers of Underwold palaces, cathedrals and fortresses. Work in progress counts-as-Datsue-ba: ---------- Post added at 05:04 PM ---------- Previous post was at 04:58 PM ---------- Some counters and markers I've done so far: Evidence of the Countess' pagan worship (yep, slavic idols were of a really interestig shape...) Claim marker: Corpse counters: And the start of the second crew I'm working on, my brother's Freikorpsmen:
  11. It has been many years since I was playing Warhammer and 40k. It wasn't until a few months ago that I got into Malifaux. The figures are so interesting and fun to build and paint. I got quickly tired of painting the same Chaos Marine and Skaven Clan Rat over and over so, Malifaux is a great change. I now have a couple of different crews I've been working on but the one that has really stood out to me is Hamelin. I loved rats in fantasy, and I love em' here. Hamelin's crew is the only crew I've done before and after pics for so bare with me if I only have after pics. Anyway, Here's Hamelin. (His yellow coat reminds me of Dick Tracy.)
  12. GO HERE FOR THE CARD RULES Over the years, I’ve gone through a many gaming fads. Malifaux is my most recent and is very high up there in my favorite game list. However, many years ago before poor marketing saw its downfall I played Heroscape (may she rest in peace): http://en.wikipedia.org/wiki/Heroscape. Nowadays, yeah Heroscape’s still a good game and stuff, but… I’m into Malifaux now. And I unfortunately don’t have too many people to play Heroscape with anymore. So how could I possibly make use of my old Heroscape models while maintaining my Malifaux itch? The answer is simple: conversion. I’ve spent the past couple of months converting 49 of my favorite heroscape models into malifaux, trying to get a good pool of models for people to use and enjoy. Given interest, I’ll do the rest, but this suffices for now. The idea is to take the limited rules and fun models of Heroscape and try to reproduce them in the Malifaux ruleset. Also, if you read through the card rules, you should be able to tell how much fun I had playing with the Malifaux universe. It’s one of the things I love about the game; there’s so much to the system that can be explored! That said, I have not playtested any of these models (I will, but haven’t gotten to it yet.) Anyone willing to try a couple of them out? I’d appreciate as much feedback as I can get. This goes doubly so for any of the following: · Models that you don’t think you would ever use because there is no point. · Models that are entirely overpowered (use the term sparingly of course). · Abilities that you don’t understand or are poorly worded. · Abilities that you don’t think would ever get used. As far as fluff goes, you can make whatever kind of story you want: there was a second breach, and the Kyrie warriors spilled into the Malifaux world, etc. To make use of the rules, there are a couple of things you can do. The first is obviously to own the models. You can generally get them from ebay (I did not change the names of the models in the conversion), and I believe Hasbro still backs the game, even if it's not growing it. But there’s no reason to spend money on this (unless you really want to). What I advise you to do is proxy. Many Malifaux models are close enough to Heroscape models, and for those that aren’t, just use bases. Technically the Heroscape bases are 33ish mm, but this is just for fun. It doesn’t have to be exact. For the model rules, go to my flickr album for the custom cards and download/screenshot/copy the ones you find interesting: http://www.flickr.com/photos/77932718@N06/sets/72157629956817507/ And if you have a flickr account, add me as a contact or leave a comment on individual cards that you like/dislike. Or you can comment on this thread as well, of course. Flickr photostream tips: click on a photo icon to get to the medium-size, and you can use the arrow keys to navigate. Right click on the photo and choose a size to see the full size (though medium should suffice to view the rules). Click on the photo proper to go to slideshow (also not particularly necessary, but some people like it). [TABLE=class: outer_border, width: 650] [TR] [TD] Heroscape-faux rules: Hiring crews – When you go to hire crews, players agree on a SS count as a normal malifaux game. However, a player can convert 1 SS into 3 points to spend on Heroscape models. If players wish, they can also agree on a minimum number of Heroscape points to use, which would be converted from the original SS cost. For the first game of Heroscape-faux, I recommend a 35 SS game, with a conversion of about 10 of those SS’s into Heroscape pieces to give you an idea (resulting in no more than 25 SS Malifaux and at least 30 points Heroscape to spend). Normal hiring abilities stay in effect (Marcus can hire any beast at no additional SS cost, Hamelin can hire any Ht. 1 or insignificant model at no additional cost, etc., and anyone can hire mercenaries at out-of-faction cost). Additionally, a crew cannot hire more than one model of different factions unless otherwise stated (this rule is called the Heroscape Hiring Restriction). Heroscape Model Characteristic – Most of these models have the characteristic Heroscape Model. All Heroscape Models are considered to be out-of-faction models, and therefore you must pay 1 SS in addition to the points to hire them unless otherwise stated. The Heroscape Model (Description) ability, dictates how they can be hired. For example, Tarn Viking Warrior model has the ability: Heroscape Model (Warriors) – This model can be hired in any crew where at least 2 models have the (+1) Nimble or (+1) Melee Expert abilities. Base sizes and the Peanut Base – Heroscape models come in 2 sizes, single and double. These are converted to malifaux as 33mm and 33mm (x2), also called double base. 33mm bases are larger than 30mm bases for all effects that require that knowledge. However, they drop counters and are summoned (through effects like Reanimator) as though they were 30mm bases. Double bases are equivalent to 50mm for all effects that require that knowledge, and drop counters and are summoned (through effects like Reanimator) as though they were 50mm. New keywords: Tricky – After the resolution of a dual where a tricky model cheats, you can take back the card you cheated with to cheat with another card of the same value or lower. Soulborg – Models with the Soulborg Characteristic are non-living and are immune to morale duels. It’s Close Enough abilities: Some characteristics are similar, but not the same as malifaux characteristics. Soulborgs are not Constructs, Vipers are not Silurids or Beasts, and Guards are not Guardsmen. Most of them have abilities that give them the Malifaux version of those characteristics, either for a turn or the whole encounter, depending on what you are willing to expend. Some of the abilities are: Unfamiliar Design – A friendly leader can discard a control card at any time during its activation to give this model the Construct characteristic. When hiring, crews hiring this model can pay 1 SS extra to give it the Construct characteristic for the rest of the encounter. Same Evolutionary Background – A friendly leader can discard a control card at any time during its activation to give this model the Silurid and Beast characteristic. When hiring, crews hiring this model can pay 1 SS extra to give it the Silurid and Beast characteristic for the rest of the encounter. For some models, you need to have them have specific characteristics for the encounter in order to hire them. For example, Marcus has not hired any silurids, but wants to hire a viper with the Same Evolutionary Background ability. A Viper can only be hired into a crew with at least 2 Silurids, but through the Same Evolutionary Background ability, Marcus spends an SS to give it Beast for the encounter, which allows him to hire them through his Beast Master ability. He can do that again to hire a second Viper. Each Viper thereafter, he will not have to pay extra because the Vipers he has hired count as Silurids, and fulfill the requirement for hiring the third Viper and successive Vipers. Some models have other abilities when hired by a certain crew, such as Theracus. He has the ability Heroscape Model (Tourtured by the Neverborn) – Theracus can be hired in crews containing 2 or more nephilim at no additional cost, but it gains Easy to Wound 1 and suffers a permanent -2 Wds for the encounter. It’s cheaper for those crews, but it won’t last as long in combat.[/TD] [/TR] [/TABLE] That’s it. Just play the game as you always have, and enjoy. All model rules were designed by me via powerpoint, but the images are from: http://battleplan.mythacle.com/heroscape/. If you go there, you can see just how easy the a lot of the rule conversion were, as there are very similar concepts here, and just how much I was able to play with given the comparative complexity of Malifaux. EDIT: I whipped up a list of all the masters/henchmen and which Heroscape-faux model could be used with it. This is all based around the first book (and what I could think off the top of my head with regards to the second and third books, but I don't own them), so it's incomplete, but it gives you an idea of who can use which model: All are in the format: • Heroscape Model, Other Heroscape Model, Other Heroscape Model (Can Be Used if Your Crew Has This/One of These Model(s)) • Heroscape Model That Can Be Used With Heroscape Models of Different Factions* • Heroscape Model Able to be Hired Because of a Leader/Minion's Ability(Name of Ability Ability) Lady Justice • Templar Cavalry, Sir Dupuis (Elite) • Sir Dupuis (Elite) • Syvaris, Arubian Archer (2 Nino/Samael/Hopkins/Witchling Stalker ) • Charos • Blade Grut (2 Lawyer) • Obsidian Guard (2 Guardsmen) • Zettian Guard, Warden 816 (2 Constructs/Guardsmen) • Deathwalker 9000, Major X17 (2 Constructs) • Shade of Bleakwood (Terrifying) • Agent Carr (Francesco Ortega, Nino Ortega, Santiago Ortega) • Braxxas • Microcorp Agent (Peackeeper) Perdita • Shiori*, Morsbane* • Templar Cavalry, Sir Dupuis (Elite) • Charos • Blade Grut (2 Lawyer) • Obsidian Guard (2 Guardsmen) • Zettian Guard, Warden 816 (2 Constructs/Guardsmen) • Deathwalker 9000, Major X17 (2 Constructs) • Shade of Bleakwood (Terrifying) • Agent Carr (Francesco Ortega, Nino Ortega, Santiago Ortega) • Braxxas (aPerdita) • Microcorp Agent (Peackeeper) Sonnia • Templar Cavalry, Sir Dupuis (Elite) • Blade Grut (2 Lawyer) • Obsidian Guard • Zettian Guard, Warden 816 (2 Constructs/Guardsmen) • Deathwalker 9000, Major X17 (2 Constructs) • Shade of Bleakwood (Terrifying) • Agent Carr (Francesco Ortega, Nino Ortega, Santiago Ortega) • Microcorp Agent (Peackeeper) C. Hoffman • Templar Cavalry, Sir Dupuis (Elite) • Blade Grut (2 Lawyer) • Obsidian Guard (2 Guardsmen) • Zettian Guard, Warden 816 (2 Constructs/Guardsmen) • Deathwalker 9000, Major X17 (2 Constructs) • Shade of Bleakwood (Terrifying) • Agent Carr (Francesco Ortega, Nino Ortega, Santiago Ortega) • Microcorp Agent (Peackeeper) Lucius • Templar Cavalry, Sir Dupuis • Zettian Guard (1 SS), Warden 816 (1 SS), Obsidian Guard (1 SS) (Special Forces Leader Ability) Marcus • Zelrig (2 Showgirls) • Templar Cavalry, Sir Dupuis (Lawyer) • Dzu-The, Nilfheim (2 Frozen Heart) • Nilfheim (Razorspine Rattler) • Venoc Viper, Elite Onyx Viper, Venoc Warlord (3 Silurids) • Syvaris, Arubian Archer (Myranda, Waldgeist, December Acolyte) • Anubian Wolf , Khosumet the Darklord, Wolf of Badru (Shikome) • Blade Grut (2 Beasts) • Iskra, Rechet of Bogdan (3 Shikome/Night Terrors) • Obsidian Guard (2 Smoldering Heart, 1 or fewer Frozen Heart) • Zettian Guard, Warden 816, Deathwalker 9000, Major X17 (2 Constructs) • Marrden Hound (Steamborg Executioner) • Shade of Bleakwood (Terrifying, Hoarcat Pride) • Agent Carr (Sabertooth Cerberus, Joss) • Microcorp Agent (Ice Golem, Joss, Steampunk Arachnid Swarm, Steamborg Executioner) Mimring, Krug (Beast Master Ability) Ramos • Zelrig (2 Showgirls) • Dzu-The, Nilfheim (2 Frozen Heart) • Nilfheim (Razorspine Rattler) • Syvaris, Arubian Archer (2 Myranda/Waldgeist/December Acolyte) • Blade Grut (2 Beasts) • Obsidian Guard (2 Smoldering Heart, 1 or fewer Frozen Heart) • Zettian Guard, Warden 816, Deathwalker 9000, Major X17 (2 Constructs) • Marrden Hound (Steamborg Executioner) • Shade of Bleakwood (Terrifying, Hoarcat Pride) • Agent Carr • Microcorp Agent (Ice Golem, Joss, Steampunk Arachnid Swarm, Steamborg Executioner) Rasputina • Zelrig (2 Showgirls) • Dzu-The, Nilfheim (2 Frozen Heart) • Nilfheim (Razorspine Rattler) • Syvaris, Arubian Archer (2 Myranda/Waldgeist/December Acolyte) • Blade Grut (2 Beasts) • Obsidian Guard (2 Smoldering Heart, 1 or fewer Frozen Heart) • Zettian Guard, Warden 816, Deathwalker 9000, Major X17 (2 Constructs) • Marrden Hound (Steamborg Executioner) • Shade of Bleakwood (Terrifying, Hoarcat Pride) • Agent Carr (Sabertooth Cerberus, Joss) • Microcorp Agent (Ice Golem, Joss, Steampunk Arachnid Swarm, Steamborg Executioner) Colette • Zelrig (2 Showgirls) • Dzu-The, Nilfheim (2 Frozen Heart) • Nilfheim (Razorspine Rattler) • Syvaris, Arubian Archer (2 Myranda/Waldgeist/December Acolyte) • Blade Grut (2 Beasts) • Obsidian Guard (2 Smoldering Heart, 1 or fewer Frozen Heart) • Zettian Guard, Warden 816, Deathwalker 9000, Major X17 (2 Constructs) • Marrden Hound (Steamborg Executioner) • Shade of Bleakwood (Terrifying, Hoarcat Pride) • Agent Carr (Sabertooth Cerberus, Joss) • Microcorp Agent (Ice Golem, Joss, Steampunk Arachnid Swarm, Steamborg Executioner) Kaeris • Obsidian Guard • Agent Car, Agent Skahenr (Special Forces Leader Ability) McMourning • Anubian Wolf , Khosumet the Darklord, Wolf of Badru (Shikome, Dead Rider) • Blade Grut (2 Shikome/Night Terror) • Iskra, Rechet of Bogdan (3 Spirits/Night Terrors) • Zettian Guard, Warden 816, Deathwalker 9000, Major X17 (2 Flesh Constructs) • Brunak (2 Canine Remains) • Shade of Bleakwood (Terrifying, Gaki) • Microcorp Agent (Flesh Construct) Nicodem • Anubian Wolf , Khosumet the Darklord, Wolf of Badru (Shikome, Dead Rider) • Blade Grut (2 Shikome/Night Terror) • Zombie of Morindan • Zettian Guard, Warden 816, Deathwalker 9000, Major X17 (2 Flesh Constructs) • Marrden Hound (Steampunk Abomination) • Brunak (2 Canine Remains) • Shade of Bleakwood (Terrifying, Gaki) • Microcorp Agent (Desolation Engine) • Microcorp Agent (Flesh Construct) • Iskra Esenwein/Rechet of Bogdan, Shade of Bleakwood, Marrden Hound (1 SS), Sudema (Undead Master Ability) Seamus • Anubian Wolf , Khosumet the Darklord, Wolf of Badru (Shikome, Dead Rider) • Blade Grut (2 Shikome/Night Terror) • Iskra, Rechet of Bogdan (3 Spirits/Night Terrors) • Zombie of Morindan (Rafkin) • Zettian Guard, Warden 816, Deathwalker 9000, Major X17 (2 Flesh Constructs) • Brunak (2 Canine Remains) • Shade of Bleakwood (Terrifying, Gaki) • Microcorp Agent (Flesh Construct) Kirai • Anubian Wolf , Khosumet the Darklord, Wolf of Badru (Shikome, Dead Rider) • Blade Grut (2 Shikome/Night Terror) • Iskra, Rechet of Bogdan • Zombie of Morindan (Rafkin) • Zettian Guard, Warden 816, Deathwalker 9000, Major X17 (2 Flesh Constructs) • Brunak (2 Canine Remains) • Microcorp Agent (Flesh Construct) • Shade of Bleakwood (Detached Ability) Molly • Marrden Hound (1 SS), Shade of Bleakwood (Special Forces Leader Ability) Lilith • Venoc Viper, Elite Onyx Viper, Venoc Warlord (3 Silurids) • Brunak, Theracus (1 Nephilim) • Syvaris, Arubian Archer (2 Terror Tot Nephilim/Doppleganger) • Charos • Blade Grut (2 Silurid/Wadlgeist) • Iskra, Rechet of Bogdan (3 Nightmares) • Shade of Bleakwood (Terrifying) • Runa (Woe) • Braxxas • Microcorp Agent (Bad Juju, Teddy, Hooded Rider) • Major X17 (2 Bad Juju/Teddy/Hooded Rider) Pandora • Venoc Viper, Elite Onyx Viper, Venoc Warlord (3 Silurids) • Syvaris, Arubian Archer (2 Terror Tot Nephilim/Doppleganger) • Blade Grut (2 Silurid/Wadlgeist) • Iskra, Rechet of Bogdan (3 Nightmares) • Brunak, Theracus (2 Nephilim) • Shade of Bleakwood (Terrifying) • Runa (Woe) • Microcorp Agent (Bad Juju, Teddy, Hooded Rider) • Major X17 (2 Bad Juju/Teddy/Hooded Rider) Zoraida • Shiori*, Morsbane*, Runa*, Agent Skahen*, Microcorp Agent* • Syvaris, Arubian Archer (2 Terror Tot Nephilim/Doppleganger) • Iskra, Rechet of Bogdan (3 Nightmares) • Marrden Hound • Brunak, Theracus (2 Nephilim) • Shade of Bleakwood (Terrifying) • Runa (Woe) • Microcorp Agent (Bad Juju, Teddy, Hooded Rider) • Major X17 (2 Bad Juju/Teddy/Hooded Rider) • Retiarius, Valguard, Dzu-The, Tarn Viking Warrior, Nilfheim, Venoc Viper, Elite Onyx Viper, Warrior of Ashra, Arubian Archer, Anubian Wolf, Khosumet the Darklord, Arrow Grut, Blade Grut, Krug, Marrden Hound, Brunak, Wolf of Badru, Braxxas (Enthrall Ability) Dreamer • Venoc Viper, Elite Onyx Viper, Venoc Warlord (3 Silurids) • Syvaris, Arubian Archer (2 Terror Tot Nephilim/Doppleganger) • Blade Grut (2 Silurid/Wadlgeist) • Iskra, Rechet of Bogdan • Brunak, Theracus (2 Nephilim) • Shade of Bleakwood (Terrifying) • Runa (Woe) • Microcorp Agent (Bad Juju, Teddy, Hooded Rider) • Major X17 (2 Bad Juju/Teddy/Hooded Rider) Collodi Hm... Kinda dropped the ball on this one. Can't really find anything that's Doll-Themed in Heroscape though. I'll keep pondering. Leveticus • Iskra Esenwein/Rechet of Bogdan, Obsidian Guard, Zettian Guard, Warden Guard 816, Deathwalker 9000, Marrden Hound (1 SS extra), Shade of Bleakwood, Dund, Major x17, Sudema (Pariah Ability) Viktorias • Crixus, Retiarius, Spartacus • Mimring, Charos, Zelrig (For Money Ability) Som’er Teeth • Shiori*, Morsbane*, Runa*, Agent Skahen* • Arrow Grut, Blade Grut, Grimnak (2 or More Gremlins) • Krug (Gremlin) • Marrden Hound • Shade of Bleakwood (Terrifying, Eat Your Fill) • Shiori*, Morsbane*, Runa*, Agent Skahen*, Microcorp Agent* Hamelin • Brunak (2 Canine Remains) • Dund, Sudema (1 Soulless) • Blade Grut, Arrow Grut, Wolf of Badru, Dund, Sudema, Venoc Viper, Microcorp Agent (Lure of Emptiness Ability) Von Schill • Crixus, Retiarius, Spartacus Any • Crixus, Retiarius, Spartacus (2 Mercs, Bishop) • Shiori, Morsbane, Runa, Agent Skahen, Microcorp Agent , Dund (Tricky*, Misaki*) • Valguard, Dzu Teh, Tarn Viking Warrior, Nilfheim, Arrow Grut, Blade Grut, Krug, Braxxas, Sudema (Killjoy*, Convict Gunslinger*, Wild*, Hans*) • Zelrig, Charos (Any, 2 Showgirls, No Undead, Marro, or soulborg) • Mimring (Any) • Templar Cavalry, Sir Dupuis (Jandar Faction, No Graverobber) • Eldgrim (Jandar Faction, Dwarf) • Venoc Viper, Elite Onyx Viper, Venoc Warlord (Dragon) • Theracus (No Flying/Float/Spirit, Elf) • Syvaris, Arubian Archer (Elf, 2 Scout/Hunter) • Ulginesh, Warrior of Ashra (Tricky, Elf) • Anubian Wolf , Khosumet the Darklord, Wolf of Badru (Ruthless) • Shade of Bleakwood (Terrifying) • Nakita Agent (Misaki, Ten Thunders Brother) • Agent Carr (Renegade Steamfitter Johan) • Major X17 (2 Constructs)
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