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The Cards So Far


retnab

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Hey all, so I figured it'd be handy for people to have the information we know from the cards so far on here to have an idea on what sort of playstyle we'll be looking at.  We're slowly getting to see more of the cards, and I'll update this regularly as new information is provided to us!  I also have a written version below detailing what each model has on their card, plus what changes when they go to Glory.  I hope you find this helpful and interesting!

Also, should go without saying but, since this is all beta stuff it is *SUBJECT TO CHANGE* and nothing seen here is guaranteed to be in 1.0.  We've already seen some changes (how we go Glory, Stalking Portal price, etc.) and we're almost definitely going to see more tweaks before now and then.

***So, I'm keeping the thread up but now that Wyrd has the cards updating as changes happen on the Cult's main page (right here), I'm going to stop updating everything as often as that would require constantly comparing and contrasting the cards.  For the most up to date cards available, you should be checking the main website.  I hope you found that portion helpful to you!***

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***Also, discarding either Joker lets you pass out 2 Shaken Tokens, for a total of 8 potential Shaken Tokens to provide per deck cycle***

General Assets

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Stratagems

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Commanders

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Commander Assets

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Titan

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Titan Assets

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Champions

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Syndicate Champion

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Squads

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Adjunct

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All models - written

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***NOTE THAT ANYTHING IN HERE IS NOT GUARANTEED TO BE UP TO DATE, AND IN FACT IS LIKELY THE LEAST RELIABLE WAY OF GETTING THE INFORMATION ON THE CARDS.  CHECK THE OFFICIAL WEBSITE'S CARDS FOR THE MOST ACCURATE CARD INFORMATION***

COMMANDERS

 

ADEODATOS - Fireteam (1x 50mm), Commander, Champion, Unique +25s

Shatter Reality: During Scouting, your Allegiance's Dimensional Instability Ability places one additional Portal Marker.

(Ca) Arcane Barrage (6 v Df | 12"): Strength 3.

-:ram Dimensional Feedback: Every enemy Fireteam within :pulse2" of one or more friendly Portal Markers suffers a Strength 1 Hit.

(Morale) Twisting Paths (6 v 12): Place a friendly non-Titan unit in LoS into base contact with this Fireteam.

GLORY: +1 Sp and Df

GLORY: Gain the following ability: Knowledge from the Aether: After a friendly unit moves through a Portal Marker using the Dimensional Instability Ability, draw and reveal a card.  If it is not a :mask, discard a card.

GLORY: (Ca) Arcane Barrage gains +:ram and the following trigger: :mask Reverse Cascade: Take this Action again.

GLORY: Gain the following action: (Ca) Devouring Vortex (9:mask v Sp | 18"): Target within 3" of a Portal Marker suffers a Strength 6 hit.

-:mask Sucked In: Place the target in base contact with a Portal Marker within 14" of this Fireteam.

GLORY: (Ca) Twisting Paths gains +2 AV.

ASSET (A Memory Stirs...): Gain the following ability: Remnants of the Past: If a Fireteam in this unit Cheated Fate, when that card would leave the Conflict, you may discard a card to draw the Cheated card back into your hand.

ASSET (A Memory Stirs...): Gain the following ability: An Echo Given Flesh: When a Fireteam in this unit is killed, it is not killed.  Instead, discard all Assets attached to this unit and place this unit's Fireteam in base contact with a Portal Marker of your choice.

 

FENTON BRAHMS - Fireteam (1x 40mm), Commander, Champion, Unique +25s

Whispering Madness: When this unit Activates, discard any number of cards (including zero).  Target enemy Fireteam gains a number of Shaken Tokens equal to the number of discarded cards +1.

:melee Strangely Glowing Staff (6 v Df | 2"): Strength 4.

(Morale) "Kill Them!  Kill Them All!" (7 v 12 | 16"): Target friendly Fireteam that is part of a Squad takes a :melee or (Ca?) Action targeting an enemy Fireteam.  If that Action succeeds, the Action's target gains a Shaken Token.

GLORY: +1 Df and Ar

GLORY: :melee Strangely Glowing Staff gains +1 AV and the following trigger: :ram Cascading Energy: Immediately discard the top 4 cards of your Fate Deck.  For every discarded :ram, increase the Strength of this Action by +1.

GLORY: Gain the following action: (Ca) Disintegrating Blast (8 v Df | 18"): Strength 2.  After winning this duel, discard the top 10 cards of your Fate Deck. For each discarded :ram, increase the Strength of this Action by +1.

ASSET (Flaming Effigy): Gain the following action: (Ca) Relinquish Sanity (6 v Wp | 18"): Target gains a Shaken Token.

-(3) Unhinged: Target gains an additional Shaken Token.  This Trigger may be declared multiple times.

 

HOROMATANGI - Fireteam (1x 120mm), Titan Commander, Champion, Unique +22s

Cloud of Steam: Enemy Fireteams that end their Activation within :aura3 suffer a Strength 2 Hit which cannot be Cheated.

:melee Superheated Claws (6 v Df | 3"): Strength 4, Piercing.  Target discards any Assets Damaged during this Action.

:ranged Scalding Spurt (5 v Df | 12"): Strength 3, Area.

(Morale) Bellow of Command (6 v 12 | 10"): Target gains a Reinforcement Token and an Inspired Token.

GLORY: Gain the following ability: The Tactics of Burning Rage: Whenever a Fireteam in this unit kills an enemy Fireteam, you gain a Tactics Token.  Then, you may choose to purchase a Stratagem.

GLORY: :melee Superheated Claws gains the following two triggers: :mask Pesky Mortal: This action immediately gains Accurate.  :crow Frighten: Target gains a Shaken Token.

GLORY: :ranged Scalding Spurt gains +1 AV.

ASSET (Flaming Breath): Gain the following Versatile action: :melee Exhale Flames (6:ram v Df | 3"): Strength 3.

-:ram Scorch The Earth: This Action immediately gains Area.

-:mask Left for Dead: Target discards all Reinforcement Tokens.

 

TITANS

 

GORYSHCHE - Fireteam (1x 120mm), Titan 8s

Rapid Regeneration: When this unit Activates, it may discard a card to attach one Snapping Head Asset.

:melee Hungry Maw (6 v Df | 3"): Strength 4.  Target gains a Shaken Token.

-:crow Swallow Whole: This Action immediately gains +1 Strength and Precise.

GLORY: +1 Sp and Df

GLORY: Gain the following ability: Shed Skin: When this unit Activates, it may discard an Asset to draw cards equal to the Asset's Damage or Scrap value.

GLORY: :melee Hungry Maw gains +1 AV.

GLORY: Gain the following action: (Morale) Ear-Splitting Screech (7 v 14 | :pulse4"): Discard the top 3 cards of your Fate Deck.  Every enemy unit with a Fireteam in range gains a Shaken Token for every discarded :ram.
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:ram From Every Head: Immediately increase the range of this Action by +1" per Snapping Head Asset attached to this unit.

ASSET (Snapping Head): Gain the following Versatile action: :melee Snapping Jaws (3 v Df | 3"): While dueling, this Action immediately gains +1 AV for every Snapping Head Asset attached to this unit.  Strength 3.

ASSET (Bad Breath): Gain the following Versatile action: :ranged Acid Breath (5 v Df | 12"): Strength 2, Area.

-:mask Nimble: Move this Fireteam up to its Sp.

ASSET (Splitting Tails): Gain the following ability: Unnatural Speed: This Fireteam has +3 Sp.

ASSET (Splitting Tails): Gain the following ability: Slithering Between Spaces: When a Fireteam in this unit is placed into base contact with a Portal Marker (for any reason), it may immediately move up to 5".

ASSET (Mighty Tail): Gain the following Versatile action: :melee Tail Whip (5:mask v Df | 3"): Strength 3, Piercing.

-(1) Slap!: If the target was not a Titan, move the target 1" directly away from this Fireteam.

-:mask Nimble: Move this Fireteam up to its Sp.

ASSET (Fast Regeneration): Gain the following ability: Fast Healing: When you would (flip) an Asset to reduce damage, you may first flip the top two cards of your Fate Deck (which may not be Cheated).  If any of the flipped cards are a :ram, the Asset is not (flip) but the damage is still reduced.

ASSET (Writhing Coils): Gain the following ability: Undulating Coils: Fireteams in this unit are Immune to Hazardous Terrain.

ASSET (Writhing Coils): Gain the following ability: Constrict: Any Fireteams this unit moved over during its Activation suffer a Strength 1 hit once this Fireteam's movement is complete.  These Penetration Flips may not be Cheated.

 

CHAMPIONS

 

BREACHLING - Fireteam (1x 50mm), Champion 2s

The Silence Between Dimensions: When this Champion Activates, discard the top two cards of your Fate Deck.

:melee Fearsome Jaws (3:mask vs Df | 1"): Strength 2.

-:mask Don't Blink: Place this Fireteam in base contact with an enemy Fireteam in Line of Sight within 5".

-(3) Wild Thrashing: Take this Action again.

GLORY: Lose all stats, abilities, and actions.

GLORY: Gain the following ability: Oops (Cascading Mistakes): When this unit (flips) to Glory, every enemy Fireteam within :pulse6 suffers a Strength 5 Hit.  These Penetration Flips cannot be Cheated.  Then, this unit is killed.

 

IMMOLATED RHINO - Fireteam (1x 50mm), Champion 3s

Consumed By Magic: Cards in Penetration Duel Conflicts against Fireteams in this unit count as a 0 unless they are a :tome.

:melee Immolation Horn (6 v Df | 2"): Strength 4, or Strength 6 on the Charge Order.

-:crow Frighten: Target gains a Shaken Token.

(Ca) Fire Nova (6 v 14): Every enemy Fireteam within :pulse6 of this Fireteam suffers a Strength 3 Hit.

GLORY: +1 Df and Ar

GLORY: Incarnation of Flames: The opponent may not use Shaken Tokens on this unit.  When a Fireteam in this unit suffers damage, it may discard a Shaken Token to reduce the damage to 0.

GLORY: "Isn't that... Cinnamon?": This Fireteam and enemy Fireteams within :aura6 cannot take (Mo) Actions.

GLORY: Immolation Horn gains +1 AV.

GLORY: Fire Nova gains +2 AV.

 

SQUADS

 

DOOMSEEKERS - Fireteam (3x 30mm | 80mm), Squad (3) 7s

Translocation Ritual: At the end of this unit's Activation, you may target a different friendly unit's Fireteam within 8" of one of this unit's Fireteam and place the target's unit in base contact with one of this unit's Fireteams.

:melee Curved Knives (5 v Df | 2"): Strength 2.  Target gains a Shaken Token if at least one model was killed.

(Ca):ranged Arcane Blast (6 v Df | 16"): Strength 3, Area.

GLORY: +1 Wp and Ar

GLORY: :melee Curved Knives gains +1 AV.

GLORY: (Ca):ranged Arcane Blast gains +:mask and the following trigger: :mask Blood Spilled In His Name: Discard the top three cards of your Fate Deck.  For every discarded :mask, move the target up to 3" in any direction.

GLORY: Gain the following action: (Ca) Open Portal (6 v 16): Summon a Breachling in base contact with this Fireteam.

-:mask The Twisting Path: The created Breachling may move up to its Sp.

 

ECB BLACK OPS - Fireteam (3x 30mm | 80mm), Squad (3) 10s

Rogue Agents: This unit's Fireteams do not need to remain within 8" of each other.  This unit may deploy anywhere on the table that is at least 8" from the opponent's Deployment Zone.  This unit cannot gain Pinned Tokens.

:ranged Webley Mk IV Revolvers (6 v Df | 15"): Strength 4, +1 Strength per Asset attached to target.

-:ram Precision: This Action Immediately gains Accurate.

-:tome Face The Inevitable: If a Fireteam is killed by this Action, draw two cards and this unit (flips) to Glory.

GLORY: +1 Sp and Df

GLORY: Gain the following action: :melee Fisticuffs (6 v Df | 2"): Strength 2, target (flips) from Glory.

GLORY: Gain the following action: (Mo) Knocking Down The Pillars Of Reality: If there are three unengaged Fireteams in this unit, discard the top card of your deck for every enemy Fireteam within the triangular area between this unit's Fireteams.  On a :ram, the Fireteam suffers a Strength 4 Hit.  You may not cheat these Penetration Flips.

 

STALKING PORTALS - Fireteam (3x 40mm | 100mm), Squad (2) 3s

Sentient Portals: Fireteams in this unit count as Portal Markers for the purposes of friendly Actions, Abilities, and Triggers (including the Allegiance).

:melee Draw In (3 v Wp | 2"): Strength 1.

-:crow One After Another: Target discards all Reinforcement Tokens.

-:mask ...and Spit Out: Place the target into base contact with any Fireteam in this unit.

GLORY: +1 Sp and Df

GLORY: :melee Draw In gains +1 AV.

GLORY: Gain the following action: (Morale) Cascading Despair (4 v 12| 8"): Target Fireteam whose unit is in Glory immediately (flips) from Glory.  Then, take this Action against a different target, drawing Line of Sight and range from the previous target of this Action.

 

THE BROKEN - Fireteam (5x 30mm | 100mm), Squad (2) 5s

Without Number: When this unit Activates, discard the top two cards of your Fate Deck.  If they are the same suit, this unit gains a Reinforcement Token.

:melee Crude Weapons (5 v Df | 2"): Strength 2.

(Mo) Crazed Ramblings (5 v 12): Discard the top four cards of this Company's Fate Deck.  Draw a card for each discarded :tome, then this Fireteam suffers a Hit with Strength equal to the number of discarded :crow.

GLORY: +2 Wp

GLORY: :melee Crude Weapons gains +1 AV and the following trigger: :tome Joyful Singing: Discard the top card of your Fate Deck.  If it is a :mask or :ram, this unit gains an Inspired Token.  On a :tome or :crow, this unit draws a card.

GLORY: (Mo) Crazed Ramblings gains +1 AV and the following trigger: :ram Touched By The Burning One: Target a Fireteam within 6" of this unit.  It suffers a Hit with Strength equal to the number of discarded :ram.

 

THE WARPED - Fireteam (3x 30mm | 80mm), Squad (3) 9s

Arcane Shield: If this unit has not yet received an Order this turn, it gains +3 Armor.

:melee Twisted Claws (6 v Df | 2"): Strength 4.

-:ram Tear Apart: Immediately gain Piercing.

-:crow Frighten: Target gains a Shaken Token.

(Ca) Echoes of Existence (6 v Wp | 15"): Place every Fireteam in this unit into base contact with target Fireteam's unit.

GLORY: +1 Sp and Ar

GLORY: :melee Twisted Claws gains +1:ram AV.

GLORY: (Ca) Echoes of Existence gains +1 AV and the following two triggers: (5) Through the Cracks: Place the target into base contact with a friendly Portal Marker in LoS.  :mask Out of Nowhere: Take a :melee Action against the target, if it is in range.

GLORY: Gain the following ability: Like Calls To Like: At the end of this unit's Activation, it gains a Reinforcement Token if one or more of its Fireteams are within 3" of a Portal Marker.

 

TWISTED HORRORS - Fireteam (3x 30mm | 80mm), Squad (3) 8s

Impossible Physiology: When a Fireteam in this Squad is killed, discard a card off the top of your deck.  If the discarded card is a :mask, this unit gains a Reinforcement Token.

:meleeTentacles (4 v Df | 2"): Strength 3.

-:tome Devour Brains: Draw a card.

(Ca) Cascading Magic (6 v Df | 10"): Strength 1.  After winning the duel, discard the top four cards of your Fate Deck and increase the Strength of this Action by +1 for every discarded :ram.

GLORY: +1 Sp, Wp, and Ar

GLORY: Gain the following ability: Unpredictable: After this Company's Fate Deck is reshuffled during the Activation Phase, every Fireteam in this unit may be placed anywhere within 16".  This unit may Activate again this turn (even if it has already Activated).

GLORY: :melee Tentacles gains the following trigger: (3) "What Was That?!": Target (flips) from Glory.

GLORY: (Ca) Cascading Magic gains the following trigger: :tome Flowing Magics: Immediately increase the Strength of this Action by +1 per discarded :tome.

 

ADJUNCTS

 

RAVING MADMAN - (1x 30mm) 1s

???

So, what does this all mean?  Who knows!  There's still a bunch of stuff that's not visible, but it's interesting to see that going Glory gives different stat boosts (offensively and defensively) to different models rather than a straight boost across the board.  The fact that some models just gain triggers while some gain totally new abilities tells me you're going to want some models to get Glory before others, probably.  Especially Adeodatos, that guy seems to get a ton from Glory!  All good stuff to know, and only makes me want more info.  Just one more week!

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Great write up, was going to do the same until I saw the time involved for this. Thanks for sharing the stuff so far.
As I can only guess towards several rules and abilities I'd gladly join the debate after next week. 

I think some of the left blanks can be filled in. Probably something like:

GORYSHCHE (120mm Fireteam)

Regeneration: When this unit Activates, it may discard a card to attach one Snapping Head Asset.

(Ca)Hell Maw (6 v Df | 3"): Strength 4.  Target gains a Shaken Token. 

:ramSwallow Whole: This Action immediately gains +1 Strength and Precise.

GLORY: +1 Sp and Df

GLORY: Gain the following ability: When this unit Activates, it may discard an Asset to deal Damage equal to the Asset's Damage or Scrap value.

GLORY: Hell Maw gains +1 AV.

GLORY: Gain the following ability: Vexing Screech (7 v 14 | (4)): Discard the top 3 cards of your Fate Deck.  Every enemy unit with a Fireteam in (4) gains a Shaken Token for every discarded :ram.
:maskHungry Head: Immediately increase the range of this Action by +1" per Snapping Head Asset attached to Goryshche.

 

@Aaron Those names of the Cult members are really numbing my mouth allready and I've not even said them too often :P 

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20 minutes ago, aquenaton said:

Damn it! Even as I am not a huge fan of mutations and the like, those mechaniks sound really amazing! I had thought I could choose only the Earth factions, but now a magicians and big monsters list doesnt look so bad

Yeah its what got me so excited aswell. The beauty of having The Other Side is that you have room for EVERYTHING.

Malifaux essentially is a gateway to another smaller world and The Other Side simply is an alternate Earth in a fantasy steampunk setting. Which is why I'm looking so forward to more factions. The most surpising faction to me so far is Abyssinia, but largely because they are so high-tech it almost feels like un-steampunky... or something...

Malifaux is obviously not very limited in terms of design but in a way much more limited as The Earth Side. I believe this simply because in order to get to Malifaux, you need to have a reason for it and if your high and mighty, rich and favours, powerful and well endoused in Soul Stones allready you'd have way less reasons to see what's on the other side of the gate.

However I will also say I always had a natural preforance to army games, skirmishes are awesome but often require you to fill the board with a lot of static pieces (terrain, buildings, objectives etc) and my personal preforance remains to go to putting the table full of mobile pieces, which is better seen in an army game. 

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New info from the new video!  We don't get to see the Glory side, but we know a bit more about what The Broken do now (apparently, cycling your deck).  Also, a Cult Stratagem has been revealed!

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THE BROKEN

( ) When this unit Activates, discard the top 2 ( )e Deck.  If they are the same suit, this unit ( )ment Token.

( ) (5 v Df | 2”): Strength 2.

( )s (5 v 12): Discard the top four cards of ( )ate Deck.  Draw a card for each discarded ( )team suffers a Hit with Strength equal to ( )carded :crow.

 

Stratagem_zpscfw3dtyy.png

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We have the full front of the Goryshche card now!  Updating its entry in the main post.  Also just noticed that once we get Fenton's Card the screenshots in the first post will be outdated (the front of the cards one anyways) so I'll probably remove it and replace it with these images.

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Alright, I've reupdated all of the cards (from the images on the Kickstarter and the best screencaps I could get of the rest in the videos) in the original post!  I also colour coded what Glory gives to each model so the text section looks like less of a flat info dump.

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Thanks for compiling this retnab!  

So what do people think about the rules so far?  I'm thinking about getting an extra Stalking Portals, they're super cheap at 4s and have great synergy with Adeodatus and the crew in general (seems like portals are what's going to make or break this allegiance).

Also, other than the portals, am I the only one who thinks the Cult is the straight-up weakest (stats-points cost ratio) of the allegiances and it's going to take getting the most out of the portals and synergies to pull off the win?  This is not a bad thing, it's part of what's drawing me to the Cult!  Look at it this way:

King's Empire - mass guns and solid stats, also those Dragoons are insane (strength 6!), as is their sniper-commander...

Gibbering Hordes - literally a horde, that name ain't a lie!  Also good control with tide pools for heaps of benefits, and top notch in combat.

Abyssinia - Just really tough with very solid stats and Asset gimmicks.

 

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No problem!  It helps that I currently have way too much free time and enjoy making lists and spreadsheets :P 

I'm excited by the Cult, they feel the most different as far as rules go.  So far of what we've seen, their three big shticks are the Portal Markers, their ability to just give out Shaken Tokens (friendly or enemy) for every Ace that goes in the discard, and their deck cycling abilities (take a look at Fenton again, he has an ability that uses the top TEN cards from your deck!).  #2 and 3 are definitely related, and if I'm guessing right you should be going through your deck at least once a turn when some of those abilities stack together.  I mean, we won't know until we get the rules post-Kickstarter and get the army on the table but it definitely seems the least straightforward of the choices, which I kind of like!

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A lot of units remind me of Neverborn. They are a lot of glass canons basically but hit absurdly hard in melee. 

As mentioned by retnab their shtick seems card and fireteam manipulation, like Neverborn they also have acces to cheap stuff that clogs you up.

I wouldnt be suprised to see a Cult summoner soon either. 

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So, to sum their playstyle up in a few words - would it seem like this is the faction that has a LOT of tricks up their sleeve, and the tricks will probably vary wildly depending upon which units/commander you have?  Probably more tricks than any other faction?

 

(Poms - shoot stuff and kill it.  Hordes - swarm stuff and kill it.  Abyssinian - make elite stuff more elitey.  burning man - do weird stuff that nobody sees coming) 

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41 minutes ago, Aaron said:

Yeah, Burning Man is probably the trickiest.

If I wasn't already sold on the Cult, this one line would have done it!

Now to decide if I should go duel commander or not and if I do which Allegiance... Gibbering Hordes to go with the Cult or Abyssinia to be an opponent... 

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On 12/21/2016 at 4:50 AM, Da Git said:

If I wasn't already sold on the Cult, this one line would have done it!

Now to decide if I should go duel commander or not and if I do which Allegiance... Gibbering Hordes to go with the Cult or Abyssinia to be an opponent... 

In the same spot myself, but debating between Gibbering Hordes and King's Empire, Abyssinia is my least favorite faction.

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9 minutes ago, Kyris said:

In the same spot myself, but debating between Gibbering Hordes and King's Empire, Abyssinia is my least favorite faction.

All of the factions look pretty sweet, don't they? About the only one I'm not seriously considering is Cult of the Burning Man, and that's because I'm not a huge fan of body horror. Plus they have the feel so far of being the "For teh evulz" faction, which I don't like. But we shall see.

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The difficulty of getting the Cult into glory is one thing that worries me about the units compared to the other factions. Abyssinia is very straightforward, the Empire rewards you for doing what you were going to do anyway, and the Horde probably has a lower cost/ease than even Abyssinia. The Cult definitely looks tricky but I worry it may be *too* tricky.

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1 minute ago, Aaron said:

As I mentioned at some point somewhere, the Cult's Glory mechanic is the most up for discussion as it is the most recent significant rules change. I'm already planning a slight update for next go-round.

I won't let it be too hard to Glory :)

well, that's some....glorious news.

 

eh? eh?

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8 hours ago, Cinnamon Bear said:

The difficulty of getting the Cult into glory is one thing that worries me about the units compared to the other factions. Abyssinia is very straightforward, the Empire rewards you for doing what you were going to do anyway, and the Horde probably has a lower cost/ease than even Abyssinia. The Cult definitely looks tricky but I worry it may be *too* tricky.

I think a good idea would be something like "remove 2 shaken token with 2 inches of this unit" or something. I think removing enemy Shaken Tokens could work out and serve as a cost as you're using the Token to Glory rather than gaining the benefits from them.

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15 hours ago, Parker Barrows said:

I think a good idea would be something like "remove 2 shaken token with 2 inches of this unit" or something. I think removing enemy Shaken Tokens could work out and serve as a cost as you're using the Token to Glory rather than gaining the benefits from them.

That's a cool idea! Although it might make Fenton too powerful... I hope they test it!

There are so many ways Wyrd could do this using the Shaken Tokens.  At the moment, my biggest issue is how much control the enemy have over when your units can go to Glory by stealing their Shaken.

Another way Wyrd could go would be to make Cult units immune to the effects of Shaken (they're already pretty deranged after all!). This allows them to keep all their Shaken Tokens. Could be balanced by not allowing them to gain Focus Tokens. 

Could be worded like this:

Already Deranged: Friendly units/Fireteams may not have Shaken Tokens removed by the enemy and may never gain Focus Tokens. 

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