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Found 17 results

  1. Introduction Hoffman is a tanky support master, who brings healing, condition removal and other benefits to constructs. he also is a fairly reliable damage dealer with 3 stat 6 attacks, although one of them is mainly used as a heal. Hoffman works best in a construct heavy crew, and although there is a variety of constructs in keywords who almost all have a role, the additional non keyword constructs in arcanist in my view make him the better master in arcanist over guild. so lets break down his card a bit further Defensive tech while only having 10 wounds which is low for a master and having a poor defensive, hoffman pritty tanky as a master between his ability to get positive flips from his power nexus, his armour 2 and his protected constructs. in addition there is decent amount of healing available in a hoffman crew, so unlike some masters who may be passing every hit off with protected, hoffman can realy choose weather or not to take the hit and save the card and allow the mechanical attendant or the mobile toolkit to heal him later, or pass it off to another model within 2 inches. obviously there are lots of things to consider when doing this but generally, unless there is a risk of hoffman dying, or taking so much damage it can't be healed off by the above mentioned model, or it inflicts an effect such as a condition or a blast on to our smaller constructs i tend to take the hit with him and rely on armour and stones to keep him alive. also with will power of 7, any attack hitting that you can generally contest with hoffman assuming cards in hand, better than our other constructs that generally have low to average wp Power nexus This is a realy important ability for hoffman, and correct use of power tokens is what makes the crew tick, correct power token usage can be the difference between a average hoffman player and an great one. power nexus is hoffman main way of giving his crew power tokens as it gives every construct within 6 inches, this includes any non keyword constructs in your crew that might be taken. in addition he can use a power token off any construct within 6 to give him either a suit or a positive flip, which means that the power tokens on these non keyword constructs can be used to give him extra chances to get the duels off he needs or any triggers he might need although, 4 out of the 6 suits for triggers available to hoffman are built in which generally means your using them for positive flips. its also a good way to set up emergency power transfer later in hoffmans activation. at only move 4, hoffman is very slow, but the built in advance trigger on his free action, means you can be using this to get hoffman moving. its a good idea have a construct that doesn't need power tokens in the front line such as say the emissary or a spider swarm. that way you can use the positive flips removing the power token it got from hoffman activating to give something else fast and then transfer power to said front liner so its got a power token back and hoffman gets a free push towards it. it can also be used this way to set up emergency power transfer to hoffman to get rid of a condition on one of your model. lastly it also means that you can increase the chances of your actions going off, so your losing less cards cheating so more cards to use for protected later on. for example if you have the emissary say who already has a power token on him from nexus, why not use the power token it doesnt need to get a positive to your over charge. Creative salvage this ability is a bit more situational as you generally don't use hoffman to kill something, his healing and support are the main things you bring him for although he does have some hitting power between his two melee attacks, although certainly not enough to compete with our premium damage dealing masters in Ironsides, meifeng and kaeris. scrap markers are useful for a hoffman crew, but i'd be reluctant to commit him to the front lines just on the chance he will kill something, unless he's safe from retaliation. Attacks Enhanced fists The first of hoffman's attack action is his main source of damage dealing. At stat 6 its got a decent chance of hitting and has a good damage spread at 2/4/6 which means you might want to be focus swinging with it, if you do find hoffman in combat to facilitate damage spikes. with built in spool up, unless you need to generate power tokens for hoffman you can generally just consider this to have a built in positive as well as long as you hit your getting a power token back as long as you don't need to the knock aside trigger which has its uses. it's a perfectly fine attack for a support master, however he's got so many other options, that punching someone in the face generally isn't the best option for the hoff. Welding torch This melee action on the other hand, is something that is great for hoffman, especially thanks to his trigger. a 2/3/3 and a burning damage track isn't amazing although i have used this offensively in the past to finish off a hard to kill model with the burning, it's in the healing mode that its great for hoffman as it essentially heals a construct for 3 and means it's armour can't be ignored. this is one of the best heals in the game and is certainly great for keeping a tanky front liner nice and healthy. the other thing is that hoffman can extend the range of it by 2 inches for each power token he expends on himself, which is one of the reasons to use other models power tokens when using power transfer so your able to heal from further back. the temper steel bit is a great trigger as making your armour unable to be ignored means that armour piercing, irreducible and any other armour ignoring effects are pointless against that. Analyse weakness hoffman's last attack his is most situational. in certain match ups, this is a great tool and something that can be forgotten about as not many people remember he has it. its a simple enough attack, point in the direction of the big armoured nasty in your constructs way, and watch as its defense becomes nothing. it does come with a surge trigger for supplemental card draw if needed. note you can also do this late in the turn or on a model you have hit with his welding torch if you have a low tome or a pass token in order to draw a card Tactical actions Overcharge Overcharge is Hoffman's last regular ability is the action alongside welding torch hoffman is generally using. it requires a 6 to go off, so can be a little inconsistent and so could be a resources drain but it gives a construct fast and a power token. this is great aimed at any of our constructs regardless of keyword or not, as with a bit of set up emergency power transfer can set up getting the power tokens where they need to be and this is one way of doing it. it also pulses a mv 15 duel or a damaged and injured to enermy models, so if a construct if found piled into a pile of models, hoffman can make it painful for the opponent. Emergency power transfer Hoffman's last action and his only free action, emergency power transfer takes a little bit of forward planning to use as you can only transfer power from a model with more power tokens to one with less power tokens, so if your wanting to use the advance trigger to get where you need to be, you need to make sure you have less power tokens on the model in front of you. there for its always a good idea to keep a decent stock on your backfield models where possible and try to use up the ones on your front liners where possible so you can keep hoffman moving forwards, without having to use his walk action. the other thing to remember is that emergency power transfer, also can remove a condition from a model so if your opponent sticks something nasty on one of your stompy bots you can use this to clear this as well. Transfer power This is a action on all the majority keyword models other than hoffman so i'd thought id suggest it here. to someone starting out, a two inch push might not sound a lot for extra movement, but it's generally invaluable when used right. transfer power isn't generally used for moving things forward aggressively, or even moving power around i've found. its for maneuvering in and out of engagements by transferring power to itself. yes transfer power is any construct and so is a great tool to use on yourself. have a model that you were using for scheming tied up in combat, transfer power out of their and be on your way to dropping that scheme marker. engaged by but not engaging something with a greater reach, transfer power to get yourself in hitting range. engaged with something you rather wasn't because you need to charge something else, or shoot something or just its big and scary, transfer power out of their and be on your way with where you need to be. of course alternatively you can use it to transfer power from your little bots to your big bots, but i always try and keep a minimum of 1 power on everything so it can get out of engagements as needed Power converter An ability on a lot of Augmented model, this allows you to turn a scrap marker within 3 in to power tokens, which is great way of using dead constructs, or models killed by models with Creative salvage in to power tokens. it also allows you to gain positive flips or suits to your duels just like a less powerful version of hoffman's power nexus. this is great if your wanting a certain trigger to go off, or if you need as positive flip to get round concealment, manipulative or something similar, or you just want more chance of hitting your opponent. note id generally suggest always leaving one power token on your model, just so it can transfer power to itself to get out of a poor situation if needed the mechanical tool kit is the first of 3 support bots in keyword and hoffman's totem, and one of the healers in the crew. like most other things in the keyword it's got tons of armour, and a power converter as well as power surge to move power tokens around, it also has companion which is great if you need to both hit with a model, and heal something up in an activation! as far as offence goes, thats not what this little guy as he doesnt have a melee attack and his shooting is only stat 4, although the daze trigger can be real helpful when it goes off but isn't something to rely on. what the little bot does so well is its tactical actions. internal magnet allows to to push scrap and friendly models with power tokens around to where they need to get too, which can great in the right situations and again another reason to keep a power token on your models. its then got a decent heal on a 7 which on a ram drops a scrap marker in to base contact, just what you need to get a model back up to fighting health and give it a scrap ready to eat up for a power token to do its thing the other thing to note which is overlooked is the fact this is significant totem, which is generally a bad thing as hoffman tends to be used in recover evidence and public enemies (though could do symbols or leylines) though does mean it can go score some points when needed, though tends to be busy healing stuff up and pushing scrap/your models around
  2. Hello, This link should allow you download the Excel sheet I've created to help my Tinkerer player (and me) easily crunch the numbers when creating a construct. There shouldn't be any locked cells, so feel free to make improvements and share yours too! (looks like I can also just attach the file on the forums too) http://www.filedropper.com/constructcreation2nded Construct Creation 2nd Ed.xlsx
  3. I'm looking to buy : - Peacekeeper (Guild) - Valedictorian (Ressurectionists) or the box "University of transmortis" - Killjoy (Outcast) - Stongarm Suit (Outcast) - Vanessa (Outcast) - Sue (Outcast) - Malifaux Child (Outcast) - Hodgepodge Effigy (Outcast) - Hodgepodge Emissary (Outcast) - Terracotta Warrior (10T) - Obsidian Statue (10T) - Scion of the void (Outcast) Preferably plastic assembled and painted.
  4. So as I have mentioned before here is my pursuit that uses dolls. let me know what you think. Also, this is the first draft so it is missing a lot of fluff. This is meant to be connected to my advanced pursuit like the grave robber is connected to the grave servant and tinker to steamfitter. Starting gain rank 1,2, or 3 marionette (not sure which yet) On the pursuit Fail artifacting draw a card. Epilogue increase any magic skill Step Talent 0 Puppeteer 1 Ventriloquism 2 General talent 3 Tripping hazard or extra control bar 4 General talent 5 Wicked friends or Child’s Play 6 General talent 7 Life Like or special effects 8 General talent 9 master of puppets 10 No strings attached Puppeteer- gain animate construct magia and if no current magical theory gain the imagination magical theory Imagination magical theory- same benefits as the whisper but with prestidigitation magia Ventriloquism- discard a card to see and speak through one of your subordinate constructs Tripping hazard- when an enemy moves between you and one of your subordinate constructs they must make a tn 10 acrobatics duel or fall prone Extra Control Bar- When you give an order command to a subordinate construct you can give another subordinate construct an order command as a 0 ap action Wicked friends- gain 2 wicked doll subordinates and the ability to make more should one of them be destroyed. Child's Play- you can cast animate construct on your constructs to heal them 1/2/3 damage, as well as when you make new constructs you can give them the Adorable Doll Talent. Life Like - constructs animated by this characters animate construct spell now remain active for a number of hours equal to this character's steps in this pursuit Special Effects- any magia both beneficial and harmful that are cast on this characters subordinate constructs have their duration immediately doubles however the increase duration immuto cannot be used on magia cast with the constructs as targets Master of puppets- when you take the order action you can order two subordinate constructs instead of one. No strings attached- Once per session you may discard a card to transplant your consciousness into one of your subordinate constructs this lasts until the end of the session.Replace all mental statistics of the construct with your own. Should the construct be destroyed your mind returns to your body but must make a tn12 horror duel due to the sudden shock that it causes
  5. Any ruling on how to give player created constructs talents or other special abilites? Should be a manifest power that transfers to things they build or cost Construction points? If CP how many points for what kinda of abilites? Say i want to give my construct hard to wound +1 - 2 cp? How about terrifiying ? build it like a manifest power and use 1/4 of the TN as the CP cost?
  6. First off, hello everyone! I've been scouring the forums and the FAQ for a while and was wondering if anyone could answer a possibly obscure question. Although it bears no real ruling via games but as a sort of character RP building thought experiment. I've already made my character, and luckly(?) enough they are a full construct (NOT a 'living construct'). So I've been fiddling with it, and discussing with my FM, found out that he probably has a soulstone core. The question is as thus: How long does that soulstone core last on a single charge (thanks to 2e changing all soulstones using a single charge now)? Days? Months? Years? There doesn't seem to be a time variant, but we were just wondering if stranded out in an area where there wasn't someone dying (somehow), trying to figure out how long the soulstone core would power me before I became inert.
  7. First post here, relatively new to Malifaux. Wife and I demo'd it at GenCon last year and picked up a couple of crew boxes to eventually play around with, but I'm mostly a painter and less of the actual gameplay at this point. Finally diving into the C. Hoffman box and decided to tackle the Guardian first and veer away from what seems to be the pretty standard paint job of metal, metal, more metal, and some rubber tubes. I figured that if it might be steam powered that furnace heat could be put to better use. Did some minor conversion work adding a radiator to the inside of the sword and a green stuff hose to the outside to connect it to the elbow. Gem on the chest was smooth, had to paint in the facets to create the illusion of hard edges, results are decent though. Also got to try out the AMMO Titanium I picked up a while back as well. It has a subtle blue tint to it, nothing overwhelming but it adds a nice little bit of contrast to all the warm colors. Fairly happy with this, especially as a 'for play' model. Now I just have to do the rest of the box...
  8. Hi! I'm starting a new campaign, is my first game as fatemaster, and i need help with an issue. One player is a tinkerer who wants a construct, but i cannot find where are the building construct rules. Is there in any book (Fated almanac or fatemaster) or in a magazine? Page? Thanks! EDIT: I've found where is, but now another question. When determinating the construct points, you use the rating or the AV? Thanks again.
  9. Charnel

    ToT17

    They're creepy and they're kooky Mysterious and spooky They're altogether ooky Zoraida's Effigies
  10. Hello As in topic, have anyone used her in Hoffman, Perdita, Sonia? In Hoffman, nimble fast Hannah, can be really scary (as Peacekepper). In Dita and Sonnia we have one more card, that can be used. On paper, it sounds great, but in real?
  11. My Arcanist playing friend just pointed this out to me! Could be the new Arcanist construct the Basilisk from Wave 3? http://www.gamewire.belloflostsouls.net/the-wyrd-gen-con-sale-is-here/
  12. Howdy, all. I have a player who wants to create constructs that are actually swarms (lots of little constructs acting as a single entity). I'd really appreciate feedback on the house rules I created. I've linked to a PDF on my own site. Please let me know if there are any problems grabbing the file. Get It Here (PDF) I can't post them directly here in their entirety as the rules grew a little larger than I originally envisioned. I wanted to include construction rules and a few special instances in addition to game mechanics. I know there will eventually be more detailed construct rules, but in the mean time I wanted to create something comprehensive. Thanks!
  13. From the album: Luisjoey's Machinations!

    An addition to my Seamus Crew! A huge puzzle of Flesh!
  14. Wanted to run this list by you guys and see what you think. I really think this could put the hurtin' on some folks and have great survivability. 35 SS Ramos + Brass Arachnid 4ss Johann (purchase cost reduced by 1 for having Ramos) Joss Guardian Gunsmith Steampunk Arachnid (optional for more stones) For 25 points, just drop Joss The thought behind this list is pretty simple. Ramos does great with a bodyguard (guardian), however he lacks the mobility to deal with mid-range threats. The Gunsmith gives him some mid-range firepower and allows for even more versatility. This also allows him to spend more actions creating spiders and elec. creations. Johann, well he's a discovery I had reading through the outcasts in my rules this morning. He is a melee powerhouse with range 4 melee. His attacks also have the chance to knock back anyone in combat with him allowing for more ranged death. Combine these two with the Brass arachnid's ability to reactivate and I have an incredibly flexible crew that I can adapt to fit whatever situation and allow for better chances in poor Strats for this master (ie plant evidence). The play style I envision is a slow, forward moving group centered on the master with the gunsmith flanking close and joss staying nearby as well. Move towards objectives and force the opponent to avoid you or try to deal with you head on. The Guardian will soak enough damage to allow Joss and the Gunsmith, Johann and if needed, Ramos to kill whatever threats are thrown his way. Hopefully with all the "firepower" around Ramos he's able to focus on creating spiders and electrical creations and I can add 1 or 2 arachnid swarms by the end of the game, or cover the area in individual arachnids to tarpit if needed.
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