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Found 22 results

  1. First of all sorry for my english and possible game mistakes, I didn't take notes in the tournament and I can do mistakes here. This will be a different Tournament report, I will tell you my impressions and my game style, that report will be of the valuable actions of every turn, and I will save my oponent crews in case they do not want to teach them, I will not post my crew or his crew, but if you read you cant take notions of it. G1 Darky NB Zoraida G2 Jon Ortiz TT McCabe G3 Rober Resus Yanlo G4 Linar Guild Hoffman G5 Antonio Arcanist Ramos G1 Zoraida's crew with 2 Will o'the Wisp to summon Grupps from the 2Ap of the Mother and Dolls from Zoraida, for me his biggest error was expose Zoraida to Snow charge on T2, with my Gamin I can kills Zoraida really fast. T1 With one push from Angelica Banasuva charge to Nekima T2 He expose Zoraida to do an Obey on Snow and Snow charge her T3 Snow kills Zoraida, Sandeep kills enemy sucker one Will o'the Wisp T4 Nekima kills my sucker and later I kill Nekima with my Vendetta Oxfordian, Sandeep kills the Spawn Mother T5 With only a few models in enemy crew I take the rest of the points One great game and great opponent, his crew seems powerful with the Will o'the Wisp taking 2Ap's actions I was took Vendetta on Nekima, Sucker on one Oxfordian and the central mission was Ply Result: 9 - 5 Win. G2 McCabe's crew with a Emissary, Jorogumo and a lot of minions to give upgrades, the deployment kills my enemy, he put his 50mm miniatures cover the rest of the crew and the escenography doesn't let him pass T1 Banasuva charge to McCabe and Snow discard IE to charge Yin with the Gamin and engaged with Luna and Emissary T2 Snow kills Yin and Luna, my crew takes positions and do some dmg on his crew T3 Sandeep kills Jorogumo, the Oxfordians kills Emissary, a Monk and dismount McCabe T4/T5 McCabe move, reactivate and move to take points, I kill the rest of the enemy crew except Sun Quiang for Take the Prisoner My opponet loss for the table elements, he play good the miniatures but he can't pass and with my placements, pushes and teleports I doesn't have problems with that I was took Hold up, Take the Prisoner and the central mission was Symbols, I kills so fast his crew that I can't take points of Hold up, mistake here Result: 7 - 2 Win. G3 Yanlo with full spirits and Sybelle + 2 Rottens, so much movement tricks in this crew T1 One Oxfordian take Vendetta from Datsue Ba, Banasuva kills 2 Seishins to cut his activation control, a Rotten takes Vendetta from one Oxfordian T2 He expose Yanlo and Snow charges to him, mi crew takes positions and do some dmg T3 Sandeep + one Oxfordian kills Yanlo, Snow charge and engage with 3 miniatures, the rest of the Oxfordians push the wagon and do some dmg T4 I kill his sucker with fire that was Datsue Ba, he doesn't take points and I take 2 points from Vendetta, I kill all his crew except Sybelle, Chiaqui and 1 Rotten that can't let me move his wagon to denny his points T5 Continue the fight to move his wagon nothing inportant happens I can't kill Sybelle or Chiaqui, and can't move the wagon My opponent plays pretty well but his crew have a lot of incorporeal models and my crew have full Ca attacks, that lets me kill him really fast I was took Vendetta, Hold up and the central mission was Symbols Result: 10 - 5 Win. In that point I was happy but knew the last day would be hard, what I didn't know was how fucking lucky that I was going to be... G4 This man plays milimetrical, is a really good player, and his crew, for me, is the best in Malifaux: Hoffman + Ryle T1 He do his chain on Ryle with triple Obey and kills 2 of my Oxfordians, Sandeep push him closer and summon Banasuva and Gamin, Banasuva hit him, and later Snow walk and hit him with the first big luck of the day RJ on dmg, Ryle ends to 1Wd T2 Snow discard IE and triple hit with and... can't do 1 dmg on Ryle he has Df8 because of 'El Mayor', Hoffman Obey Ryle and get him out of the combat, Banasuva charges to Hoffman T3 My Sandeep kills Hoffman with a moderate on , Ryle can't come closer because I can summon a Metal Gamin or teleport an Oxfordian to kill him, we fight for the points, place markers and move carefully T4 Snow kills Ryle and engage with Francisco T5 Angelica push my miniatures to get points and Sandeep kill the Guild Investigator that deny my markers For me the most dificult game in the tournament, we move very carefully but when I start with 2 Oxfodian killed that was terrible, for my luck I have the RJ on dmg from Snow and that was a reliable point, in all moment I try to get my important miniatures like Sandeep or Snow in the range of Medical I was took Eliminate the Leadership and Search the Ruins central mission was Public Executions Result: 10 - 1 Win. G5 I know he is a great player and in fact are the only with me that goes 4 - 0 so that will be hard again, he plays the Vox Ramos list, that push you with Mauler, Cojo and Captain and does 12 - 16 dmg out cards, bad news T1 Like in the G4 we move carefully, he put Strike markers with Ramos and the Child, I push an Oxfordian out of range of the markers, and summon Banasuva and Gamin ready to charge the Mauler, at this point starts the fight, he uses the Captain to push my Banasuva back, but I move one Oxfordian and shot my own Banasuva to push him again in charge range, Banasuva charge to the Mauler with +1dmg and , doing 9dmg + burning on the bear, and with melee expert atack hit the captain with a RJ on dmg, he prevents but gets BJ and die... this is the second point of luck and the biggest, Mauler dies at the end of the turn for burning T2 At this point he lost so many pushes, and the Strike markers doesn't are effective, I have the table control. Snow discard IE and charge to Union Steamfitter to try kill him and stop the scrap generation from Ramos, Snow can't do it and Sandeep finish the job T3/T4 I kill all his miniatures except Ramos, that can't move from his deployment zone, we decide stop play in this point I really have a lot of luck in the fist charge, because my Banasuva can't cheat the fate, the Mauler have a low defense but the Captain ... and he has bad luck on the prevention. Opponent crew and game style was good and hard but sometimes the deck want to speak. I was took Undercover and Guarded Treasure, central mission was Ours Result: 8 - 2 Win. I play a hight movilithy crew, pushes, teleports, placements and more pushes, with two/three heavy hitters and two supports, all the games have the Medical near to my key miniatures like Sandeep, Snow or Oxfordians My priority was engaged or kill his valuable miniatures with Banasuva/Snow and take position with my Oxfordians all the time that I hit I do with thx to the Gamin Try to not waste cards on hurt, select the right moment and waste cards on kill, a miniature do the same job on 1Wd or 10Wd Hope you enjoyed this report and thanks for reading
  2. Fictor

    Unaligned Sage

    Hi! When we select Unaligned Sage upgrade can't have option to hire academics of another factions like Valedictorian
  3. Fictor

    M2E Sandeep

    PART I, SANDEEP In advance sry for my bad English and if someone want help me with the edition for the text can send me a mp with the changes and I will edit the post. Sandeep, or like a mate said one time 'Master of nothing'. He doesn't have one thing op, but can do all things good and can provide his entire crew of a lot of interactions. SANDEEP Card Front With his Arcane Shield and Impossible to Wound he's enough tanky to can move arround the enemy. (thx to @Adran for help me in this paragraph) His synergies with his crew come from Beacon. The ability allows other friendly non-Peon models within 12”and LoS to take Ca actions from his card with a -1 Ca. Each Ca action from his card can only be copied once each turn, but one model can use different Aps, like @Euclid said miniatures that can get suits are good in this, like Steamfitters, Oxfordian or Bishop and Student of All that let him do 1Ap when other copy with 1Ap, to give us great combos like the Effigy combo (thx @WWHSD) or others less important. Attack actions (1) Gada: attack that each limited upgrade gives an especial triggers or habilities. (1) Arcane Strom: a good attack that can be nice for copy with people like Cerberus that have to atack and dmg, and this have printed for chain with Student of All. (1) The Mind Among The Sense: can be used in a lot of things, my favourite is teleport another miniature and push Sandeep to give him more movility, and also with can heal. Tactical Actions (0) The Path To Salvation: This only be taken by Academics or Minions but are awesome positioning spell, need the but is a worth SS. (0) As Your Deed, So Your Destiny: the interact trick, with can be push before, and can be declared engaged. With out upgrades we have a durable master, that can give a lot of versatility to his crew, and can hit, can Ca, can push, can heal, can Interact, can teleport... and we doesn't see his upgrades... ( It sounds like a comercial, but seriously I love this guy ) PERSONAL UPGRADES Unaligned Sage: That allow to take Academics like Sanctioned Spellcasters or Freikorps Librarian, and let use Beacon regardless of LoS. Gives Sandeep (1) Action Though Inaction to draw when a friend discards to do Flurry or Temporal Shield and does 1dmg to Sandeep that can't be reduced, and (0) The Sight Beyond for no randomize in 6" of Sandeep especially usefull with Oxfodians. We have a lot of different Aps and only 3Aps (4Aps with Student of All) to spend, not bad upgrade but in my opinion we have better options. Enlightened Soul: A card draw each turn if we can kill one enemy and (0) The Formless Mantra to give Incorporeal, for me another time have better options, draw is situational, and Incorporeal unnecesary. Tutelage: Allows to copy Ap from friendly Academic (after discard if have Tutored condition), and (0) Give a Lesson to give Ca and Tutored condition, I think we have a lot of Aps to need copy something more, but a Tutored Howard that can do The Path To Salvation + Nimble + Flurry can be fun A Moment Of Weakness: Give our Gada burning +1 or if we doesn't have Banasuva in play burning +2, and Risks Taken in Anger to can be Toss by Banasuva or Ice Golem if we are crazy and have one in the crew , and two triggers on Gada to summon Banasuva or push Banasuva and give burning if was engaged with an enemy, for me the worst option to summon, you can't summon Gamins and must be in combat. To Behold Another World: Give Gada Paralyzed on Moderate or Severe and (1) To Behold Another World to summon on 8 all Gamins except Poison, 9 Poison Gamin, and 12 Banasuva, within 6", we must add an upgrade (we have 3 to give our Gamins), and if we can't, we can't take this action, for me this is worth on hard Interaction game, for the rest of the games is better Command. Visions in Earth: Shackles of Earth: can't be moved or pushed, and Constant Yammering: so good to prevent enemy Interactions, and pay atention, you cant move or be pushed but can copy (0) The Path To Salvation to teleport. Visions in Flame: Shackles of Flame: can't Cheat Fate, and Don't Mind Me: can take Interact while engaged, another time to heavy Interact schemes. Visions in Wind: Shackles of Wind: may not take Attacks, and Life is Brief: that allows to Interact the turn it's summoned, can give us a Vp if the enemy doesn't pay atention. To Command Another Plane: For me the best option by far, ok, like said before if the schemes are heavy Interact it's better To Behold Another World, but rarely we can see that, up our Gada to a nice 3/4/5, and the summons 8 all Gamins except Poison, 9 Poison Gamin, and 12 Banasuva, within 6" with the same restriction that To Behold Another World. Commands in Earth: Shackles of Earth: can't be moved or pushed, and Reach Of The Heavens: to give +1 or +3 that it's good on Fire Gamin to shot better or Banasuva to engaged with a lot of models thx to 3, and pay atention, you cant move or be pushed but can copy (0) The Path To Salvation to teleport Commands in Flame: Shackles of Flame: can't Cheat Fate, and In Flame Redeemed: to give Slow Inmunity that can be nice if we haven't cards to Cheat Fate to give our Banasuva 3Ap on summon, thx his Melee Expert Commands in Wind: Shackles of Wind: may not take attacks, and A Mighty Vengance: give other friendly models 3 to attack, really nice summoning near to our hard beater like Banasuva or Howard or our Oxfordian gunline. OTHER UPGRADES Arcane Reservoir: If you play Sandeep you can see he is a monster hungry of card, one card more for summon, trigger Student of All, or a random Flurry can make your day, a must on him in my opinion. Seize the Day: If your playstyle is agresive you mut take this upgrade, for 1ss one of the best generic upgrades in the game, if you want play a little more slowly, or defensive you can change this for something else. For me the only to be respected, in the other hand this upgrades are a beast in my crews, and in Sandeep I usually play To Command Another Plane + Arcane Reservoir + Seize the Day
  4. Some great Lady J vs sandeep action! I listen to you guys about your suggestion for the upcoming videos and i hope the quality of the video have increased https://www.youtube.com/watch?v=BuAt8zn8RY4
  5. Sandeep's Tutelage upgrade lets him copy a Ca action from a friendly Academic once per turn (and also lets him temporarily make models Academics). Both of Amina Naidu's (0) actions have triggers that let her use a different action on her card for free. If he copies one of Amina's (0) actions and gets the suit he needs, say Missing Forms for example, is he able to take the free Collier Navy Sh action from Amina or not? I want to say the answer is no, since Sandeep doesn't have those other actions on his card, but I am not sure if that matters. What about when he copies Freeze from a Tutored Silent One and gets the Frozen Shards trigger, where the free additional action is the same one as the spell that was originally copied? I think that this one is legal, but I am not sure. Tutelage allows Sandeep access to the Freeze spell for one action, and until the new Freeze action from the trigger is resolved, the original Freeze spell is not considered resolved (see Actions Causing Actions, pg 36 mini rulebook). If anyone can point me to more definitive proof on how this sort of copy ability works I'd love to see it.
  6. rvdbarnes

    Sandeep essentials

    I'm fancying a dabble with Sandeep and wondered what everyone felt was his must buys when putting an order together?
  7. MSKmagic

    Which master for this crew?

    I'm relatively new to the game and I've joined a shifting loyalties campaign. Time to buy a master but I've got a mixed crew of arcanists: Joss, Kudra, Mech Rider, Arcane Emmisary, 1 Oxfordian Mage, 2 December Acolytes to choose from. The masters I can choose from are Rasputina, Sandeep, or Ramos. One problem is that for this game week I can only afford the master and not any upgrades (you even have to pay scrip for 0 upgrades). I'll have to face Asami and a ten thunders crew in one game and Nicodem with some rezzers in another. Reconnoiter, Distract, Vendetta, Assasinate, Bodyguard. At the moment I'm thinking Rasputina and the Wendigo to paralyse and eat things. The acolytes can be her ice mirrors and she can give out frozen heart and armour +2 if needed. If anyone can see a better course then feel free to illuminate me.
  8. Using Rasputina's Freeze Over cast action can you target your own engaged model and hence paralyse the enemies in base to base contact? If your friendly target has Frozen Heart are they then immune to the paralyses but the enemies still get it? Also, if you're interested, I'm relatively new to the game and I've joined a shifting loyalties campaign. Time to buy a master but I've got a mixed crew of arcanists: Joss, Kudra, Mech Rider, Arcane Emmisary, 1 Oxfordian Mage, 2 December Acolytes to choose from. The masters I can choose from are Rasputina, Sandeep, or Ramos. One problem is that for this game week I can only afford the master and not any upgrades (you even have to pay scrip for 0 upgrades). I'll have to face Asami and a ten thunders crew in one game and Nicodem with some rezzers in another. Reconnoiter, Distract, Vendetta, Assasinate, Bodyguard. At the moment I'm thinking Rasputina and the Wendigo to paralyse and eat things. The acolytes can be her ice mirrors and she can give out frozen heart and armour +2 if needed. If anyone can see a better course then feel free to illuminate me.
  9. PaintingContests

    FF27

  10. Hey guys, So I expanded into Arcanists recently and I am trying to figure out paint schemes for my masters. I have Ironsides, Kaeris, and Sandeep. However the stock art for the three of them, I am not the biggest fan of them as I play guild and like having red as my guild color. I have done some google image searches and not found a whole lot and was wondering if people here could post some pictures for inspiration. Thanks
  11. soda_popinski

    Once per activation (Sandeep/Kudra)

    Hi! Sandeep has an action on one of his upgrades: (1) Action Through Inaction: This model gains the following Condition until the start of its next Activation: "Action Through Inaction: Once per Activation, when another friendly Academic in play discards (not cheats) one or more cards, this model may suffer 1 damage that may not be reduced to draw a card." How does that interact with Kudras "Butterfly jump" and "A worthy student". Does she get to draw a card once during each enemy figures activation if she triggers one of them? Basically do "once per activation" count enemy figures activations or just your own?
  12. Hey all, so my LGS had a Malifaux tournament this weekend and I'm fairly happy with how I did overall so thought I'd share it with all of you! It wasn't the largest event, only 8 players, but we had a good mix of regular players and some people I hadn't seen before come out for it as well. The tournament had one of every non-10T faction show up, and two Gremlins and Neverborn player (I was the only Arcanist). ----- Round one was Extraction with Standard Deployment. I had only played against the Neverborn player once before at a previous tournament so I was going in not knowing what to expect for a drop. I decided to play it safe and did an Academic Sandeep killcrew: Sandeep - Arcane Reservoir, To Behold Another World, Unaligned Sage Valedictorian - Imbued Energies, Warding Runes Shastar Vidiya Guard - Well Rehearsed 3x Oxfordian Mages - Blood, Doom, Nemesis Wards, 3x Temporary Shielding Arcane Effigy Wind Gamin Schemes: Leave Your Mark, Frame For Murder (Valedictorian) My opponent decided to play a Pandora crew. Surprisingly I don't have very much experience with Pandora, so all I really knew going in was she was going to wreck me with Wp duels. His crew was: Pandora - Voices, Fears Given Forms, On Wings Of Darkness Nekima - Thousand Faces Doppleganger - Thousand Faces Lilitu Mr. Graves Waldgeist Primordial Magic Schemes: Hunting Party, Frame For Murder (Mr. Graves) The game went pretty well overall, ending 7-4 for the Arcanists. Pandora was played extremely aggressively, getting all of my mages down to 1-2 wounds each and killing my Effigy quickly to get rid of my condition removal, but in return I got Pandora down to 2 wounds and only 2 stones left by the end of turn 1. The rest of the game Pandora just beat on my crew and Paralyzed Sandeep twice before I managed to take her out. The game ended with both of our masters dying, Pandora killed Valedictorian and I didn't kill Mr. Graves. MVP for the Arcanists was definitely the Shastar Vidiya Guard, between getting Focused every turn for tossing a trash card, doing good damage to the enemy crew, and pushing friendly models out of Nekima and Pandora's auras, he was always helping out. I'm learning more and more that the SVG is just an awesome model, I need to use it more. Hilariously, the Primordial Magic went after one of my summoned Wind Gamin and nearly killed it! My opponent said it was the first time he had seen the Primordial Magic not only hit something but do decent damage to it too. A fun game overall. ----- Round two was Guard the Stash with Flank deployment. It was against my regular Gremlins player and the scheme pool was highly interact based. I figured that he would drop Zipp and built a Kaeris crew to do schemes around Zipp's shenanigans: Kaeris - Blinding Flame, Grab & Drop Carlos Vasquez - Practiced Productions, Stunt Double Arcane Emissary - Flaming Conflux Arcane Effigy 2x Fire Gamin 2x Large Arachnids Schemes: Accusation!, Claim Jump However, my opponent had other plans and surprised me with a Som'er crew: Som'er Teeth - Dirty Cheater, Liquid Bravery, Family Tree Fingers - Stilts Sami LaCroix - Encouragement Gracie Slop Hauler 2x Bayou Gremlins 2x Skeeters Schemes: Tail 'Em, Recover Evidence This game went less well for me, 6-9 Arcanists. My crew just wasn't really built to deal with what my opponent could put out (although my two Fire Gamin did a good job of keeping the # of Bayou Gremlins down) and we both ended the game with only our Masters and 1-2 models each. My MVP ended up being the Arcane Emissary, who killed 3 models on his own including Sami and held down one of the Stash Markers all game. Both Masters lived (though Somer was down to 3 wounds on the last turn). None of the schemes in the pool were good ones to go against Fingers with, but Claim Jump ended up being an especially bad pick for me as my opponent almost always outnumbered me and was able to get models near my Scheme Markers after I'd finished activating (not to mention Fingers doing his thing). A hard game overall, but an interesting one. ----- Round three was Reconnoiter with Close deployment. I was against a Gremlins player I'd never played before so I had no idea what I was in for, and since I wasn't in the top table anymore I decided to have a bit of fun. Very much not the ideal list, but I went with: Ironsides - Challenge the Crowd, Frontline Leadership, Seize the Day The Captain - Patron's Blessing Angelica - Practiced Productions Arcane Emissary - Ironclad Conflux Arcane Effigy Soulstone Miner Union Miner Schemes: Leave Your Mark, Dig Their Graves My opponent surprised me by also having a pretty wild list: Wong - Three Demon Bag, Ooh Glowy Bert Trixibelle Survivor Taxidermist Iron Skeeter 2x Lightning Bugs Lovely Assistant Schemes: Leave Your Mark, Hunting Party This game ended up being a 5-5 draw, and that was primarily due to my MVP absolutely being Ironsides. Turn 1, even after being Gremlin Lure'd away 8" made it into combat with the Survivor, a Lightning Bug, and the Lovely Assistant with Come Get Some up. Turn 2 she killed all but the Survivor (who was at 2 wounds from a counterpunch), got Gremlin Lure'd away again and spent the rest of the game on support trying to pull his models onto the center lines and moving to deny Leave Your Mark on the last turn. Both Masters survived, but both at 2 wounds. I goofed up a bit and forgot to put my Soulstone Miner out at the end of turn 1 so it didn't see the board until turn 3, although it did kill the second Lightning Bug and survived a Bacon Bomb when it got there, so there's that. An especially wild moment was a Glowy Bert managing to kill the Emissary in 2 shots (after it had also been Gremlin Lure'd 10" back turn 1), which was a bit awkward for me lol. Definitely a fun game, though my list could absolutely have been improved! ----- So at the end of the day I ended up with a WLD of 1/1/1, total VP earned of 18, and a VP differential of 0, getting 4th place and the most perfectly average of all scores It was very fun overall and it was nice to see some players I hadn't met before come out for it as well. My regular Gremlins opponent who beat me in round 2 ended up winning the tournament, which always makes me feel less bad about a loss, lol. I hope you've enjoyed this take on my tournament games!
  13. Fictor

    Summon cards

    Hi dudes! I can see the Sandeep's summon card on Wyrd page for download, but for example in app called Crew Faux have the Ramos's summon card and I can't find it to print. Someone can help?
  14. Hi dudes! This weekend I played an aprox. 30 people tournament, and now I'll report ^^ I don´t remember all the things, for example I can't tell you the upgrades of enemy crew, and if you see something wrong tell me please! In my opinion I played this tournament good but a lot of fucking red jokers on dmg killed me xD So... lets go! ------------------------------------- Round 1 Colette(A) vs Jacob(TT) Schemes: Headhunter - close deployment Claim jump Frame for murder Leave you mark Show your force Hidden trap Colette [CC, AR, SotD] + 3ss Dove Cassandra [PP] Myranda [IE] Howard [IE] Performer Arcane Effigy Jacob Hungering Darkness Emissary Lust Wastrel Monk of Low River x2 Katanaka ------------------------------------- I take Frame for murder on Howard and Leave your mark, Jacob deploys first and put the 2 Katanakas on my face, so I deploys Cassandra and Howard to charge him on the first turn ------------------------------------- T1 I win the initiative Cassandra nimble+charge to kill 1 Katanaka, use defensive trigger for - Lust double defensive with an As and return it to his hand Howard nimble+charge to kill the other Katanaka Monk hit Lust cheat with As and As to trigger draw card, and do it again Dove does + on Ca for Colette Wastrel hit Lust cheat with As and As to trigger draw card, and do it again Arcane Effigy moves to pick head next turn Emissary push and push Hungering Darkness Performer moves to pick head next turn Hungering Darkness kill Cassandra with the first JR of the day... Colette summon Dove, prompt Myranda to reactivates, and moves Jacob moves Myranda move+move+turns into Cerberus Cerberus charge Jacob let him on 3 wounds Colette: 0Vp 6 miniatures Jacob: 3VP Frame for murder 6 miniatures ------------------------------------- T2 I win the initiative Howard IE+nimble+flurry Jacob to kill him Hungering Darkness hit Cerberus Cerberus hit Hungering Darkness let him on 2 wounds Emissary kills Cerberus Arcane Effigy picks one head Lust move Performer try lure Lust with 12 of crows in hand but he flips 13... Wastrel hit Howard Dove does + on Ca for Colette Monk move Colette prompt Howard to hit Emissary, move + hit Hungering Darkness and flips BJ on dmg... Colette: 1Vp Headhunter 4 miniatures Jacob: 4VP Show your force on Hungering 5 miniatures ------------------------------------- My oponent plays so slowly and the round is near to finish... =( T3 I win the initiative Colette kills Hungering + prompt Arcane Effigy to reactivates + prompt Howard to reactivates try force him to kill Howard or loss all his miniatures Emissary kills Howard Arcane Effigy moves and place a Scheme Marker Lust kills Performer Monk picks one head Wastrel shots Colette Colette: 4Vp Frame for murder + Leave your mark 1 miniature Jacob: 5VP Headhunter 4 miniatures ------------------------------------- First game loss I think that it's my worse game because my opponent plays so slowly, and his JR on Cassandra kills my Leave your mark strategy ------------------------------------- Round 2 Ramos(A) vs Perdita (G) Schemes: Extraction - standard deployment Claim jump Eliminate the leadership Accusation! Cover breakthrough Search the ruins Ramos [UP, CM, SotD] + 7ss Brass Arachnid Joss [IE] Howard [IE] Angelica [PP] Mobile Toolkit Malifaux Raptor Perdita Enslaved nephilim Francisco Brutal Effigy Emissary Abuela Nino Santiago ------------------------------------- I take Cover the breakthrough and Search the ruins, and deploys all my crew in a corner to be on save from Perdita's and other shots ------------------------------------- T1 He wins the initiative Malifaux Ramos fly Enslaved nephilim push Francisco and Perdita Mobile Toolkit gives + on Howard Emissary move Joss charge Mobile for 2 scrap markers Francisco gives El Mayor to Perdita, moves + defensive Ramos does 2 Arachnid with one of the scraps Nino shots something but doesn't do anything Arachnid move Santiago move Abuela + move Arachnid move Abuela move Brass Arachnid reactivates himself Perdita move + defensive Brass Arachnid reactivates Joss and Howard Brutal Effigy move Angelica push Joss and Howard Joss charge Santiago and kill him Howard charge Abuela and kill him Malifaux Raptor down in enemy square Ramos: 0Vp 8 miniatures Perdita: 0Vp 6 miniatures ------------------------------------- T2 He wins the initiative with 13... he wins all initiatives in that game even with my upgrade Seize of the Day Perdita JR and kill Howard, second JR of the day on dmg Joss IE and charge Francisco he flips three 13 on defense and survives Francisco hit Joss Angelica put scheme on Raptor, push Brass Arachnid and moves Enslaved nephilim push himself and push Perdita Malifaux Raptor fly Emissary move Ramos does 2 Arachnid with the other scrap Nino shots Ramos Arachnids move and interact Brutal Effigy move New Arachnid move arround Francisco to low df Brass Arachnid move Malifaux Raptor down in other enemy square Ramos: 1Vp Extraction 9 miniatures Perdita: 1Vp Extraction 6 miniatures ------------------------------------- T3 He wins the initiative with 12, I use stone because have 13 of crows to 2Ap atack from Joss 5/8/10 and paralyze Francisco... and can't win Perdita JR and kill Joss, third JR on dmg Ramos try summons Arachnids but BJ on summon... FUUUUUUUUUUUUUU, shots Francisco with -2 df and kill him Angelica put scheme on Raptor, moves and interact Enslaved nephilim push himself and push Perdita Malifaux Raptor fly Emissary hit an Arachnid but doesn't do anything Nino shots Brass Arachnid and kill him Arachnids move and interact Brutal Effigy and interact Malifaux Raptor down in center of enemy zone Ramos: 2Vp Extraction 8 miniatures Perdita: 2Vp Extraction 5 miniatures ------------------------------------- T4 He wins the initiative Perdita kills Ramos 3 Arachnid form an Arachnid Swarm Emissary bury Arachnid Swarm Angelica put scheme on Raptor, moves and interact Nino kills Angelica Malifaux Raptor fly Brutal Effigy and interact Arachnid move and interact Enslaved nephilim move Ramos: 3Vp Extraction 4 miniatures Perdita: 5Vp Eliminate the leadership 5 miniatures ------------------------------------- T5 The time finish he can't put out my scheme markers and I can't do nothing Ramos: 9Vp Search the ruins + Cover the breakthrough 4 miniatures Perdita: 8Vp Extraction + 2 Cover the breakthrough 5 miniatures ------------------------------------- Second game win Hate, no, you can't undertand me I REALLY HATE the fucking JR xD and the BJ... I think he had a good luck with JR and initiative, if I can started one turn in the game could be diferent Every turn I has spends stones to draw cards and I never saw a book higer than four, so can't summon 3 Arachnids ------------------------------------- Round 3 Sandeep(A) vs Misaki (TT) Schemes: Guard the stash - corner deployment Claim jump Dig their graves Recover evidence Set up Last stand Sandeep [CAP, US, SotD] + 7ss Joss [WR] Kudra [WR, FoMS] Oxfordian [TS, BW] Oxfordian [TS, DW] Oxfordian [TS, NW] Sanctioned Spellcaster Arcane Effigy Misaki Emberling Izamu Toshiro Yin Johan Monk of Low River ------------------------------------- I take Dig their graves and Claim jump, I waking up since 4:45, I'm tired xD ------------------------------------- T1 He wins initiative Arcane Effigy move Yin move Oxfordian move and copy Sandeep push for push him, and Sandeep with the AP from book move Toshiro move Oxfordian move Izamu move Oxfordian try teleport but fails and move Emberling move Sanctioned Spellcaster move Johan move Kudra move and put forest Monk move Joss move Misaki move and stalks Sandeep Sandeep teleport + move + summon IceG with + + summon Banasuba engaged with Yin, Toshiro, Monk and Johan IceG do +1dmg Banasuba hit Yin but only do 4dmg with 3 Aps and + from the IceG Sandeep: 0Vp 10 miniatures Misaki: 0Vp 7 miniatures ------------------------------------- T2 I win initiative Sandeep summon PoisonG engaged with Misaki + teleport + focus + shot Yin... and flip only weak dmg Misaki move into engagement range and charge Sandeep... I doesn't expect that, but np 12wd + imposible wound + 5 stones... Misaki flip the FOURTH JR on dmg and kill him... Banasuba kills Yin and hit Johan Johan kills Banasuba and Banasuba explodes, fire + dmg for everyone The rest of our crew moves to positioning Johan dies from burning Sandeep: 1Vp Guard the stash 8 miniatures Misaki: 2Vp Last stand + Guard the stash 5 miniatures ------------------------------------- T3 I win initiative Joss paralize Izamu with his 2Ap atack Misaki charge on Oxfordian and kill him Toshiro charge Joss Kudra kills Monk The rest of our crews positioning and interact Sandeep: 4Vp Claim jump + Guard the stash 7 miniatures Misaki: 2Vp Guard the stash 4 miniatures ------------------------------------- T4 I win initiative Joss kills Izamu Misaki charge on Joss and the fifth JR on dmg ladies and gentlemens!!! Toshiro move Kudra stay for Claim jump The rest of our crews positioning and interact Sandeep: 5Vp Dig thei graves 6 miniatures Misaki: 3Vp Guard the stash 3 miniatures ------------------------------------- Third game win JR another time fuck my game, can't belive that ------------------------------------- Conclusion Really nice tournament and travel, nice games and in the end I won a mystery box with a special edition performer and can change it for a special edition firestarter ^^ The only thing i hates is the destiny and the BJ and RJ IMO JR are so powerful, I agree in the case can pick RJ even with - flips but weak + severe are so much, only do severe are ok for me... Hope you enjoy that report, sry for my bad english and sry to doesn't have photos to be more funny to read, and thx for all!!!
  15. Hi dudes! The next Saturday I'll go to a tournament [Declare faction + 50ss], and someone that knows me a little you can imagine I'm a very very meticulous man xD First of all this will be a hard and long post, if you keep reading assume that, and... if that are the case... thx!!! I'll go to explain all the shit of my head, and if you can and want, I'll really appreciate all the advices can give to me, thx for all blue mates =P I promise a report later if can ^^ I'll divide the post on sections: 1. Introduction 2. Miniatures that i have 3. Better Masters vs Factions 4. Better Masters vs Schemes 5. Schemes explanation 1. Introduction Thats are my opinions for the tournament and masters: Colette doesn't shines vs any faction but she doesn't are bad vs any faction, and she really shines on practically all Schemes, is a solid election for that reason if I doesn't know the enemy Sandeep is a new Master and I can get advantage of that if the enemies doesn't know all his tricks and he is strong like the fucking thunder kebab (Joke of my group of friends xD, don't kill me) Marcus is my better hitter with all of his Alphas for try to win fast and it's very versatile, can give me the oportunity to change hitter Marcus on control Marcus Ramos are a safe election if I doesn't trust on a victory, he can give me time to analyce the ground thanks to his arachnids and go for the victory Raspi doesn't are awesome on Schemes but with a gunline Crew and Ice Pilar can give a mental win before a real win on the adversary, and let me be honest, she is a fucking killer, and if the enemy doesn't have crew he can't score any VP 2. MiniaturesI have these masters: Colette[C], Victor Ramos[vR], Sandeep, Marcus[M] and Raspi[R] And these miniatures: Colette, 3xDove, Cassandra, Angelica, 2xCoryphee, 2x Manequin, 2x Performer, Ramos, Brass Arachnid, Joss, Howard, Mechanical Rider, Johan, 6xArachnids, 2xSwarms, Arcane Effigy, Sandeep, Banasuva, Kudra, 3xOxfordian, 3xSantionated Spellcaster, 2xPosionG, 3xIceG, 1xMetalG, 1xWindG, x1 FireG, Marcus, Jackalope, Myranda, Cerberus, Cojo, Rattler, Raspi, Wendigo, Snowstorm, Essence of Power, Arcane Emisary, Envy, Ice Golem, 3xDecember Acolyte, 3xMoleman, 2xSilent One, 3xRaptor, Mobile Toolkit, Rogue Necromancy, 3xCanine Remains, Dawn Serpent 3. Masters vs Factions The order of Masters it's below the factions with my decisions Guild (M > R > C > S > vR) Marcus and Raspi can hit fast and hard all his masters except Hoffman, if I can kill enemy miniatures fast I usually can get sobreactivating for easy win Perdita is a famous Guild master and didn't want Obey on Ramos for explode to Howard... Resurrectionists (S > vR > R > M > C) Sandeep it's awesome in that match, Ca burn incorporeal and can summon Ramos have a lot of armor and summon too Raspi have Frozen Heart so good vs Horror duels Marcus can get down easy his Masters Arcanists (S > vR > C > M > R) In general they have a lot of armor, the best Masters vs armor are Sandeep and Ramos, and the worst Marcus and Raspi (In the other hand, its really fun Alpha Ramos for explodes Joos and Howard =P) Neverborn (R > S > C > M > vR) In that matchup the best Arcanist hablity IMO it's Frozen Heart and if we add Ice pilars and Paralyze... Sandeep and Colette can do nice tricks here and can give tricks to Arcane Effigy a must on that matchup Again time I doesn't want Zoraida Obey Ramos for explode Outcasts (M > R > C > vR > S) Viktorias are the best hitters in the game, but Marcus really shines here, he can Alpha further and better, can kill his master in T1 and hit hard other Outcast masters Raspi can go to kill Masters too and blast are good vs Hamelin Sandeep and Ramos play's style is on a bubble, and Arcanist faction play's a lot of armor models, solid reason for play Viktorias and if i take this masters probably lost the game on T2 Ten Thunders (C > S > vR > M > R) In that Machup, the best master is a minion... Arcane Effigy it's a mandatory, so much conditions and tricks, and another time the masters can move and do tricks with that model are the best Colette and Sandeep Colette, Sandeep and Ramos can do a crew with Joss and I love cut defensive triggers Ramos and Marcus can do a great Alpha fast on his models Gremlins (R > C > S > vR > M) Wendigo can Devour virtually all Goblins and with Ml8... and Ice Pilars are good cover vs Snipers Again Colette, Sandeep and Ramos can do a Crew with Joss and this is the best weapon for kill the goblins 4. Masters vs Schemes Round1 Headhunter - close deployment (C > S > vR > M > R) Claim jump (C > vR > S > M > R) Frame for murder (C > vR > M > R > S) Leave you mark (C > vR > M > R > S) ---> (C > vR > M > R > S) Show your force (S > R > C > vR > M) Hidden trap (C > S > vR > M > R) Round2 Extraction - standard deployment (vR > S > C > M > R) Claim jump (C > vR > S > M > R) Eliminate the leadership (M > R > C > S > vR) Accusation! (C > S > vR > M > R) ---> (C > vR > S > M > R) Cover breakthrough (C > vR > M > R > S) Search the ruins (C > vR > S > M > R) Raound3 Guard the stash - corner deployment (C > S > vR > R > M) Claim jump (C > vR > S > M > R) Dig their graves (C > vR > S > M > R) Recover evidence (C > vR > S > M > R) ---> (C > vR > S > M > R) Set up (C > S > vR > M > R) Last stand (S > C > M > vR > R) 5. Schemes Headhunter (T2) (Colette > Sandeep > Ramos > Marcus > Raspi) A. Whenever a model kills or sacrifices a non-Peon enemy model, it places a Head marker within 3" of the deceased, not in base contact with a model B. A model in base contact with a Head marker may spend a (1) Interact action to pick it up C. Picking up one or more Head markers on a turn (except Turn 1) earns your Crew 1 VP. Tip: You can pick up friendly or enemy Heads and they score the same, so ranged attacks may just be giving your enemy points if they have another model near the target. Tip: From an offensive standpoint, models with Don't Mind Me are extremely useful for picking up a Head in the middle of a packed scrum Tip: Lures are also great for bringing opponents to your crew for easy killing and Head retrieval Tip: Models To Consider: (Arc) Performer; (Grem) Fingers; (Guild) Guild Austringer, Master Queeg, Nino Ortega; (Never) Beckoner, Doppleganger, Mr. Tannen, Scion of Black Blood; (Out) Big Jake, Hodgepodge Emissary (Pretty Floral Bonnet FTW!), Rat Catcher; (Res) Mortimer, Philip and the Nanny (10T) Mr. Tannen, Sensei Yu Extraction (T2) (Ramos > Sandeep > Colette > Marcus > Raspi) A. Crew 1VP if it has two or mroe non-Peon models 6" of the Marker B. After points are scored each turn (starting turn 2), the player with the most non-Peon models within 6" of the marker can place it within 3" of its current location (but not into base contact with terrain or a model) Tip: This means that, if you're winning, you can move the objective towards where you have the most strength...or towards where you want your models to be next turn. In practice, the marker's Tip: Tip: movement doesn't make a huge difference in most games Guard the Stash (T2) (Colette > Sandeep > Ramos > Raspi > Marcus) A. Two 50mm Stash markers (Ht5, blocking, impassable, hard cover) on the Centerline B. 5" from the center of the board in each direction C. At the end of each turn after the first, a crew scores 1 VP if it has at least one non-Peon model within 2" of each marker. Tip: Presence of the Stash markers themselves means that models with Incorporeal or Flying have advantages in terms of maneuverability Tip: Also, since players need at least one model in each of two places, there are two areas that need to be reinforced Tip: A single model in either location can be killed or displaced to ruin an opponent's scoring opportunity Frame For Murder (T1) (Colette[Howard] > Ramos[Howard] > Marcus[Cerberus] > Raspi[December] > Sandeep[Kudra]) A. Name non-Peon model like "sucker" B. If model is killed or sacrificed 1VP C. If the enemy model was Master/henchman +1VP D. If its before T4 +1VP Covert Breakthrough (T5) (Colette[PP+Raptor] > Ramos[PP+Raptor] > Marcus[PP+Raptor] > Raspi[December] > Sandeep[Wind Gamin]) A. End of the game +1VP for each Scheme Marker within 6" of enemy Deployment Zone Hidden Trap (T5) (Colette > Sandeep > Ramos > Marcus > Raspi) A. End of the game +1VP for each enemy non-Peon within 3" of one or more Scheme Markers B. Remove all Scheme Markers which are within 3" of an enemy model Claim Jump (T2) (Colette > Ramos > Sandeep > Marcus > Raspi) A. Scheme Markers near the Centerline B. Scheme scores at the end of each turn after the first C. Need at least two Scheme Markers within 2" of the Centerline, but they can't be within 2" of an enemy model or within 4" of another friendly Scheme Marker D. If you scored a VP from this Scheme at the end of the turn, ALL of your Scheme Markers within 2" of the Centerline are removed Tip: Be wary of taking this Scheme if you plan on dropping other Markers that you want to keep from turn to turn, since they might just vanish at the end of the turn Eliminate The Leadership (T1) (Marcus > Raspi > Colette > Sandeep > Ramos) A. Reducing the enemy Leader below half their Wounds B. Killing or sacrificing the Leader (or reducing them to 0 Wounds) C. Having the enemy Leader out of play at the end of the game Accusation! (T2) (Colette > Sandeep > Ramos > Marcus > Raspi) A. You cannot target a model that has already activated this turn to give the Accused Condition range 1" B. Condition is removed with its own Tactical Action, (1) Hold It!, which is not an Interact Action, and won't benefit from Don't Mind Me or other Abilities or Actions that allow Interacts while engaged C. Removing Accused is only a (1) at least D. Only need one Accused enemy, but the Condition must be ended to get the point, so you have to keep Accusing models each turn Dig Their Graves (T1) (Colette > Ramos > Sandeep > Marcus > Raspi) A. killing an enemy model that is within 4" of one of your Scheme Markers, then a Scheme Marker within 4" of the slain model is removed Tip: Abilities, Actions, or Conditions that allow you to place Scheme markers while engaged will help, but aren't a must have since there's a good bit of distance allowed between the Marker and the killed enemy Tip: If your opponent is going for this one, remember that an enemy model needs to do the killing blow, so sacrificing or killing a vulnerable model before your opponent can might not be a bad idea Leave Your Mark (T1) (Colette[PP+Raptor] > Ramos[PP+Raptor] > Marcus[PP+Raptor] > Raspi[December] > Sandeep[Wind Gamin]) A. At the end of the turn, remove one of your Scheme Markers on the opponent's half of the board that isn't within 6" of the Centerline or 4" of an enemy non-Peon model to score a point Show of Force (T2) (Sandeep > Raspi > Colette > Ramos > Marcus) A. ount the number of face-up Upgrades that cost at least 1 Soul Stone you have attached to models within 6" of the Center of the board B. Upgrades that are attached to a Master or started the game attached to a Master do not count to this total C. If you have at least one qualifying Upgrade and at least as many qualifying Upgrades as your opponent at the end of the turn, you get a point Recover Evidence (T1) (Colette > Ramos > Sandeep > Marcus > Raspi) A. At the beginning of any turn, you can reveal it to put one Evidence Marker in base contact with each of five enemy models chosen by your opponent B. Your models can then take a (1) Interact Action to remove an Evidence Marker in base contact Tip: Reveal this Scheme early and the Markers will likely be grouped together, but rather far away. Wait and the markers might be closer, but they'll probably be more spread out. Tip: Keep in mind that you can score multiple points in a turn with this Scheme, and you only need three out of the five Markers to get full points Set Up (T1) (Colette > Sandeep > Ramos > Marcus > Raspi) A. Scores 1 VP for each Scheme Marker within 4" of an enemy Master, Henchman, or Enforcer model that you chose at the beginning of the game Search the Ruins (T5) (Colette > Ramos > Sandeep > Marcus > Raspi) A. Score 2 VP at the end of the game if you have at least three Scheme Markers within 6" of the Center of the board B. Get a bonus point if at least two of those Scheme Markers are on the opponent's half of the table C. Be careful, because Scheme Markers within 2" of each other don't count for scoring Tip: Also watch out if you took Claim Jump, since that Scheme removes Markers near the Centerline and might make a marker you needed vanish Last Stand (T1) (Sandeep > Colette > Marcus > Ramos > Raspi) A. Get a point for having at least three Henchman and/or Enforcer models completely outside of your Deployment Zone B. Need to have fewer models in play than your opponent. Tip: Keep in mind that you need to reveal this Scheme the turn before you can begin scoring, so reveal it early or make sure that your Henchmen and Enforcers will last through the next to turn to start scoring
  16. Panfuricus

    Starting Sandeep/Arcanists

    Hi everyone, Shapeshift Options for Myranda: Synergy with Sandeep So, I've recently started building a Sandeep crew. I've read quite a bit about the various models that tend to 'mesh' well with Sandeep, and I'm aware Myranda is essentially an auto-include for most Arcanist crews. However, I was curious what particular beasts are the best models to have in reserve for Myranda to turn into? Most of the topics in regards to this are pretty old, and happened well before Sandeep. Here's a list of things I've purchased: Sandeep Box Marcus Box (Mostly to get Myranda, and some shapeshift options.) Metal Gamin Fire Gamin Shastar Vidiya Guard (I like the models, but I'm aware I might not be running more than one or even running them against certain comps) Just to clarify, I haven't played Malifaux before but I have played similar games. I've also listened to a lot of the various podcasts, and read over most of the discussions around here. Models I've heard that are good with Sandeep that I don't own: Wind Gamin (Probably the most mentioned model I don't own. Likely number one purchase I don't have.) Mecha Rider (This one I've heard isn't super important on Sandeep in comparison to other arcanists. I'm well aware that she's useful, but Sandeep himself summons as is. I'm more worried that she's a bad model to have when Sandeep should be able to place enough gamins on his own) Ice Gamin (Just for more toolkit options for the rare situation Banasuva needs Frozen Heart.) Oxfordian Mages (Number two purchase I don't own.) Arcane Emissary (Seems AWESOME with Sandeep, but unsure how to really run this model with him.) Models I'm iffy about that might be good to have? (Would like opinions on these.) Freikorps Librarian Silurids (I think these count for Myranda shapeshift?) Malifaux Raptor (Myranda again.) The Valedictorian (Seems really costly in SS and $$$, and I think Kudra does something similar?) Sanctioned Spellcasters (Iffy on these, think the SS is better spent elsewhere from what I know.) Johan (Heard good things about having him in general.) Joss (Seems over-rated, and I think Sandeep has better uses of SS. Open to opinions as he seems popular.) Molemen (Unsure about these.) Angelica (Seems kinda meh in Sandeep.) Arcane Effigy (Don't know what he does that Sandeep needs. Would love to hear more.) Slate Ridge Mauler (Seems like a mega beat stick for shapeshift?) Spawn Mother (Shapeshift? Unsure what she adds to Sandeep, just seems more like Myranda utility.) Thanks in advance, Panfuricus
  17. Hello all, I was Theory-Faux'ing and playing around with Nellie and Brutal Emissary combos and as good as the generic conflux upgrade is, many of the emissaries generic conflux upgrades are far inferior to master-specific upgrades not including all the synergy the specific upgrades offer. I wonder if there were any rumors of wave 4 upgrades on the horizon. Better yet, to make this post more fun, what would you craft if you could design the wave 4 conflux upgrade? I’d love to hear clever ideas that are not too broken. The wonderful thing about the master-specific upgrades is that they synergies yet are not broken. Wyrd didn’t want to relive the brokenness of the campaign upgrades again and did a great job imo. I would love to hear ideas that are fun but not OP, any ideas?
  18. Afternoon gang, Quick question for everyone. Say your Arcane Effigy casts Arcane Radiance on Sandeep. The wording of Arcane Radiance states "models which are damaged by one of this model's Attack Actions must discard ... blah blah." Does that mean that if someone else copied Arcane Storm via Sandeep's Beacon ability, that the Radiance would still apply. Because technically, it is Sandeep's Attack Action that is damaging the enemy model, even if it isn't Sandeep's AP that caused it. What do yall think? James.
  19. Hi folks, After a long hiatus, "Play It Like Beatdown", my blog about playing Malifaux badly, returns! In the olden days it was pretty much all about playing Marcus, but recently I've mixed things up a bit and started using Kaeris, plus I've got Sandeep on the way too. So if you want something to read which is certainly not going to make you the world Malifaux champion, why not stop by? https://playitlikebeatdown.wordpress.com/ Enjoy Dave/sssk
  20. Nick86

    Shastar Vidiya Guard

    Just been looking through the Wave 4 stuff and came across these guys. I haven't had the opportunity to test them out, but I think they seem really good for their cost. The ability to focus for a card pitch and also cycle bad cards out (particularly in an Ironsides crew where pushes are against def anyway) is great, H2K is great particularly if you take heals with Ironsides and their attacks and triggers are really solid. Has anyone had any experience using them? I feel like they would be a great flanker or even a sidekick for Ironsides in something like guard the stash or turf war, would love to hear people's thoughts/experiences
  21. Kevin Finch

    Sandeep discussion

    Howdy folks! I just started blogging again, and I've recently thrown together some info on Sandeep, including some ideas for using his summons! I hope you guys enjoy it! http://tobeanarcanist.blogspot.com/2016/08/i-gamin-will-save-us.html
  22. frostwolf428

    Sandeep Beacon Rules

    Hey everyone it's been a while since I was active here I just got to try my hands on Sandeep and he is awesome but I've been hearing some odd things about his beacon ability. The ablilty says: "Beacon: other friendly non-Peon models within 12" and LOS may take Ca Actions printed on this model's stat card at -1 Ca during their Activations. An action taken in this way may not be taken again via Beacon (by any model in this crew) until the next turn." Ok seems clear enough Oxfordian mage 1 uses Arcane Storm now when Oxfordian mage 2 goes he can't use the same thing. My confusion came when I read pull my finger they say: " Do be careful to note the wording of Beacon - once a friendly model has used one of Sandeep's Ca actions via Beacon, the action can't be used by any other model in the crew until the next turn - including Sandeep himself" Why can't he use the abilities too? I don't understand were they are coming to that conclusion the ability only says is can't be used though beacon again and Sandeep can't beacon himself Thank you all for your answers and I hope this gets cleared up
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