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Argentbadger's Malifaux Miniatures


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Continuing my painting of the new Guild plastics to replace the old metal ones I sold for Malifaux, here are a trio of Witchling Stalkers. These were ridiculously good in Malifaux 1.5, and so I expected their power to have decreased considerably in the change to M2E. I’ve been pleasantly surprised overall with how much they feel the same (or at least that they can do with the right crew) as they still hit hard and explode when killed. They helpfully now set things on fire when damaging which can allow Sonnia Criid and Samael Hopkins to shoot them more easily. Witchling Stalkers also bring a bit of condition removal which can be very handy in some match ups… but mostly I just use them to run up and hit stuff. They’re decent scheme runners in the sense that they are cheap and can actually fight a little in case someone tries to stop them, but they are not speedy by any stretch of the imagination.

 

I rather like these cheeky little single-piece miniatures, especially after seeing some of the more crazy construction required in Wyrd’s plastics. They got the deep red I’m using for a tie in colour with my Guild this time out, and I felt that the dirty cream robes looked nice on them.

 

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ZFiend - thanks!

 

Here’s the Purifying Flame, Sonnia Criid’s actual totem (no, it’s not the Malifaux Child after all). This happy chap never came in the original metal box and I didn’t feel obligated to pick up the blister so unlike the rest of the Witch Hunters this is the first time I’ve actually painted him. To date I have never actually fielded the Purifying Flame as I’ve generally gone with the Malifaux Child in non-killy strategies and scheme pools (so I can double up on Flame Walls) and no totem at all in games where killing weak stuff is useful. Its main role appears to be as a targeting beacon for Sonnia and Samael Hopkins since it can set things on fire with attacks and on death. But on the other hand, Witchling Stalkers also do that for only a slightly higher price and also hit really hard if they make it to melee.

 

The painting was very simple. First I did the bones in a dark colour for contrast, then painted all the flames yellow. The higher up sections of fire were done in orange and the final flame tips were painted a nice bright red.  As with all my painting the giant close up photo isn’t doing this any favours, but it works well enough at tabletop distance.

 

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Those Witchlings look great - a very strong scheme that should look awesome on the tabletop. I also really like what you did with the blades - a cool effect for sure.

As for the Purifying Flame - I think it looks fine. One thing I've learnt about doing the flame effect, is to add a bit black onto some of the very edges. It really brings the effect into life. Like here, for example:

http://taleofpainters.blogspot.fi/2014/08/tutorial-how-to-paint-fire-flame.html

But yeah, keep up the good work!

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Math Mathonwy - thanks for the kind words, and also for the very helpful link.  Not being a connoisseur of fire, it looks to me that adding black to the tips of the fire tongue makes it look colder; this is why I kept to red for the highest points.

 

Here’s the mistress of the Witch Hunters, Sonnia Criid herself. After playing her a lot during Malifaux 1.5 I’d only put her on the table once during M2E as I had been focussing on my Ten Thunders most of the time. Having now run through a good number of games with Sonnia again I can confidently say that she is still highly amusing and destructive to play. Like all masters, she has her tricks, the main one here being the sheer amount of damage that can be spread out under the right circumstances. Being on a straight flip for damage is huge as her weak damage of just 2 is very sad even when compared to moderate of 3 and a pair of blasts. Therefore being able to give Sonnia the positive flip on damage with Papa Loco is very helpful, though some targets (e.g. ones with hard / impossible to wound) still have to be worked around.  In addition to the damage output, Sonnia is pretty fine at board control with her Flame Walls, and doubly so if the Malifaux Child comes along too.  In this way, Sonnia can do a lot of work on open tables by dealing out huge damage and on heavy terrain tables by closing off choke points with Flame Walls.

 

This time I gave Sonnia the red coat to match up with the rest of the Guild and chose to use brown hair (instead of the ginger hair in the art) to create more of a difference.  As always, I like the bold colours, hence the bright blue jeans.

 

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Zfiend - thanks!  I'm not sure what a Witch Hunter looks like, but I'm happy to take your word for it.  Sonnia equally loves open and dense terrain as she can either blast All The Things or stop anyone from moving with awkwardly-placed Flame Walls.

 

Now we reach the youngest Ortega for my Wyrd Guild crew, Nino. After playing a few games with him and using him as a straight up sniper to off some fool from the far side of the board (which is admittedly quite helpful sometimes), I’m finding increasingly that good positioning with his From The Shadows ability can allow me to spend one AP in turn 2 to get a nice scheme marker down in an important place. On open boards Nino is a real pain to play against, not only because he can shoot folks, but also because of his Spotter ability which can prevent interactions near other family members. In extreme circumstances this can make it really easy to avoid conceding points on Distract, Cursed Object or Deliver a Message. He retains the Headshot trigger from Malifaux 1.5, but I think I have never managed to get it off in M2E as I’ve almost always either been out of range or have needed Precision to get the hit in the first place.

 

The miniature is rather smooth and undetailed on the coat, but this is still the biggest improvement from the metal to the plastic range for Wyrd; I hated the original metal version. Nothing particularly notable about the colour choice; I’ve used red as the main colour for his coat and kept the rest of Nino rather muted. Red is probably not a great colour for a sniper’s coat, but on the other hand it is a highly satisfying option to paint.

 

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Well me neither really but that color scheme on Sonnia just somehow evokes her character.

Also Nino is a great sculpt. How did you find painting him? I couldn't really get to the goggles on him but since the mini is tipping anyway it's not that bad. No one is going to see them anyway. :D

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  • 1 month later...

Zfiend - I really enjoyed painting Nino actually.  Especially by comparison to the old metal version, which I really hated.  The coat is a bit flat; probably skilled painters would find it frustratingly un-detailed but it was OK for me.  I didn't really make any effort with the goggles at all since they're practically invisible during play.

 

The last of my new plastic Witch Hunters (though of course they’re Torch and Blade now) is Samael Hopkins. In Malifaux 1.5 he was a damage output specialist who was incredibly easy to kill. After a fairly good number of games using him with Sonnia Criid and Perdita Ortega in M2E, I would say that he is the same. I have to admit that I’m not really very good at using Sam. His high damage output feels like it ought to be near the front so he can either kill things or deny the area. But his lack of meaningful defense means that this is a (so far) sure-fire way to have the big chap killed. I’ve had a little more luck using him as a bodyguard for Sonnia, but this has been limited for a couple of reasons. First, Sonnia is also quite easy to kill and Sam has no way to actually intercept the attacks other than standing in the way, so often he ends up as a bodyguard standing next to his client’s gently cooling corpse. Secondly, to turn on his melee damage output he really needs his victims to be on fire already, which means sinking even more resources into the bodyguard role; a Witchling Stalker is probably the cheapest way to do the job. The final nail in his coffin is that Sonnia and Perdita (the only Guild masters I’ve played so far in M2E) are also damage specialists and therefore I don’t really need to spend additional soulstones on more of the same. So now I find that I prefer other options over poor neglected Sam.

 

So to make up for the rather negative review of Samael’s in-game performances, I would like to say that I loved painting him. Every part of this miniature has nice detail over it; and he has such a determined look on his face that I can’t help but like his attitude. I was very close to not using red at all on Samael as I felt he deserved a more moody cowboy look, but by the time I picked up the paintbrush I went back to keeping the overall Guild colour scheme. In case anyone hasn’t seen this on the sprue, Sam’s sporran (OK, I know it’s meant to be a mantrap really) comes in more pieces than all three plastic Witchling Stalkers combined.

 

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  • 1 month later...

Here is the Enslaved Nephilim, the totem for Perdita Ortega in my Malifaux Guild crews. Sadly the unlucky little chap can only be hired with Perdita, otherwise I’d probably bring it in almost every crew. It’s a cheap activation, but more importantly with the use of Shackled can spend its cheap AP moving your expensive killy pieces around to where they need to be. The limitation (that the push must be towards another friendly) is sometimes a little annoying but can be played around with a bit of forward planning. Especially in turn 1, getting my pieces where they want to do their own thing without spending their AP is huge. Later turns the best option is sometimes a push to get someone out of melee. In Malifaux, movement tricks can be priceless.

 

As usual, the giant close-up photos have not been too kind to my paint work here, but I like the effect when taken at table top distance. The skin is white with a very faint blue wash, and I added the red colour for my Guild to the (surprisingly neat for a slave) haircut. I’m not sure if I would use this colour skin for any future Nephilim I might get… but that is a long way off.

 

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  • 2 weeks later...

Viruk - totally agree about how strong the Nephilim can be.  I don't often find that anyone bothers to drop him in an early turn (though it could easily be done by any of the snipers) but it would really feel like a shame to have to spend my models' own AP walking places instead of being Shackled around.  He is good enough that I sometimes play Perdita in movement-based strategies / scheme pools just to have access to the Nephilim.

 

Now for Santiago Ortega, another of the Guild gunslingers. Sadly, much like Sam Hopkins, I’m dreadful at using him. He’s a shooter with no simple way around cover, and has a gimmick where he gets better if you hurt him. But since I can never seem to make him a threat, no-one ever bothers to hurt Santiago. His stock does go up a bit with Perdita Ortega as the master as she has a few tricks that rely on the Family keyword; for example she can usefully Relocate to him. I’ll be happy to learn from anyone who has a lot of success using Santiago.

 

In contrast to my opinion of Santiago on the tabletop, I love the miniature. He’s really big and has such a characterful, dynamic pose he was a joy to paint. For some reason I have always felt that those huge mutton-chops need to be ginger, despite him obviously being Mexican (or at least pseudo-Mexican) in the story. Even my metal Santiago had ginger hair.

 

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  • 1 month later...

Moondog - thanks very much!

 

Here is Malifaux’s Guild Henchman, Francisco Ortega. The Malifaux internet community seem to be ablaze about how good this chap is, presumably a combination of his strong melee output and quality bodyguard-style abilities. He certainly is no slouch when dishing out damage up close, with Flurry, a good attacking stat and some decent damage tracks. Francisco plays well protecting others, with an action to place into combat and push other friendly pieces away, and his well-known ‘El Mayor’ ability to increase the defensive stats of a nearby piece. Notably, he can increase Perdita to Df and Wp 9, which makes her ludicrously hard to catch with normal attacks. Despite all that I find myself leaving Francisco in the case fairly often, as he is quite fragile for his cost (even considering his named upgrade to give him Hard to Kill) and is always a big target for the other crew. Probably if I played better I could use this bullseye on Francisco to bait the other player into some mistake I could capitalise on, but more often he’s gunned down or eaten by metal spiders before I get much value out of him. I suspect that part of this is just down to the way I play Guild, where I get most effect by having a large number of roughly equally dangerous pieces to spread the other crew’s attention across rather than a more elite crew.

 

Painting Francisco was a lot of fun. I purposefully kept the red coat as the only really brightly coloured part of the miniature to try to make more of a contrast with the browns of the rest of his clothing. His hair and mustache put me in mind mainly of classic photos of Frank Zappa.  The skin tone ended up a lot pinker than I had originally intended, as though Francisco has just come out of health spa before joining battle against the horrors of Malifaux.  Apart from his hilarious hat, I have to wonder at the design choice by Wyrd to give the miniature a massive cleaver of a sword considering his rules and fluff show Francisco as dextrous duellist. I would have thought that a rather thinner bladed sword would have fit the style more effectively.

 

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Perdita Ortega completes the Family box for my Malifaux Guild collection. She’s the master and is, not surprisingly considering her miniature, focused around ranged damage output. Most seem to favour playing her in-theme (i.e. with the other Ortegas) but I don’t think that the benefits she gets from that are really worth ignoring the many other excellent options in Guild. Her main benefit from keeping her crew full of Ortegas is that she increases the options to Relocate toward at the start of her activation. There are also a couple of Perdita-specific upgrades that give various advantages to other Ortegas. I generally find her most effective as a trouble-shooter while the rest of my crew go about the business of scoring points (though of course she’s pretty handy to have if we play Reckoning or if Make Them Suffer is in the scheme pool). With her Trick Shooting upgrade Perdita is capable of dealing enough damage to kill almost any target in the game each round; indeed one of the tough parts of playing this master is choosing which of the excellent (0) actions to use each turn.

 

Perdita has been well-loved by Wyrd and I think that this is the fourth sculpt already. I like the simplicity of this one – she’s a gunslinger and the miniature is of a lady pointing a gun at something. Painting Perdita was very enjoyable; I chose to use the standard cowboy style of leather chaps and denim trousers to go with the standard-issue red on her coat.

 

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I bought the Malifaux Metal And Flesh box pretty much entirely for the minions included as they seem to work so well for both Sonnia Criid and Perdita Ortega. This is the first of them, the Watcher. This little chap is a straightforward scheme runner; it’s pretty unlikely to do any more than trivial damage in any attack. The Watcher’s chief advantages are high speed and low cost; this makes it perfect for sending out to Interact for whatever schemes and strategies are needed. The few defensive abilities on the card (Armour and Stubborn) are certainly not enough to stop any sort of serious attempt to down the Watcher, so the main way this minion will survive is by being low enough down the threat priority list that no-one attacks it. One interesting option on the card is a (2) action to allow the Master to use the Watcher for drawing Line of Sight. In theory, this should be really useful for Sonnia or Perdita, but in practice there has never been a time where I’ve felt that would be a better use of the Watcher’s AP compared dropping scheme markers or moving to safer locations.

 

I thought for a while about the paint scheme for the Guild constructs but ended up deciding to paint them all as being metal. I had considered slapping some nice colours on the metalwork to make it look like the manufacturers had painted the body work but I figured in the end that this would look less nice and also didn’t really seem in character for the faction. So here it is, a simple metal framework and body with leather wings and a red eye to link it to the rest of the Guild. The miniature itself is quite frustrating, as it is extremely spindly and has a very strange effect on the wings where one is much larger than the other. I suppose that this is meant to be some kind of forced perspective but it just looks weird in 3D. Another side effect of the massive wingspan is that the Watcher is awkward to store and use on the tabletop. Lucky for it that the piece is so effective in-game.

 

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I bought the Malifaux Metal And Flesh box pretty much entirely for the minions included as they seem to work so well for both Sonnia Criid and Perdita Ortega. This is the first of them, the Watcher. This little chap is a straightforward scheme runner; it’s pretty unlikely to do any more than trivial damage in any attack. The Watcher’s chief advantages are high speed and low cost; this makes it perfect for sending out to Interact for whatever schemes and strategies are needed. The few defensive abilities on the card (Armour and Stubborn) are certainly not enough to stop any sort of serious attempt to down the Watcher, so the main way this minion will survive is by being low enough down the threat priority list that no-one attacks it. One interesting option on the card is a (2) action to allow the Master to use the Watcher for drawing Line of Sight. In theory, this should be really useful for Sonnia or Perdita, but in practice there has never been a time where I’ve felt that would be a better use of the Watcher’s AP compared dropping scheme markers or moving to safer locations.

 

 You're not going to run Hoffman? :o Mind you I've never had much success playing him.

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Hmm, reposting due to the rollback.

Moondog - it's not so much that I'm avoiding Hoffman as that I'm having so much fun with Perdita and Sonnia.  I also don't really have much in the way of constructs to use with him.

These are my painted Hunters for my Guild in Malifaux. They’re another piece that has improved in power in the change from 1.5 to M2E, as I think that they were regarded as a bit rubbish in the first version of Malifaux (though I didn’t own them at the time). Right now in Malifaux 2nd edition they are really good and I love to play them all the time. Firstly, they are giant metal sabretooth tigers, which is a plenty good enough reason to play them anyway, but also their rules make them highly effective. They’re somewhat fast and tough; not super-resilient like an Illuminated, but enough that they take work to put down before they do what I need. The Hunter packs a ranged attack that causes slow on hit (i.e. they don’t have to damage) as well as a built-in trigger to drag their hapless foes towards them. All their attacks against unactivated enemies get positive flips which can help get this action off against targets in cover. On top of all that, they have a fairly tasty melee attack and an end-of-turn push to get them where they need to be. All in all, I think that Hunters are well worth their cost, which is probably why I seem to have a pair of them in just about every Guild crew at the moment. I like to play them out wide where they can sweep up enemy scheme runners under their weight class then come in and pressure the centre in the mid game.

There is not much to say about the painting. Like the Watcher I felt that it matched my vision of the Guild more to have them as plain metal rather than some fancy enamelled colour, though I did put my usual red colour on their curiously exposed wiring. The miniatures themselves are rather boringly mirror images of each other. Unfortunately the harpoon was a point of attachment to the sprue so I ended up snapping one off while cleaning it up. Luckily, it allows me to easily differentiate the models for in-game purposes.

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  • 2 weeks later...

Another construct for my Malifaux Guild crew, this time we have the Guardian. It brings a few useful things to table, not least a mightly 3″ melee range at a Ml value of 7. Even with the fairly weak damage track, that makes it quite helpful in Squatter’s Rights to lock down a couple of markers. The main trick that Guardian brings is the Protect ability to add the Defensive condition to anothr model for (0) action. This can be hilarious with Perdita’s natively high defense in particular.

The painting job here was simple as usual for my Guild constructs – metallic drybrushing for the most part with some red on the wiring sections to keep the tie in with the rest of the crew. I’ve also put in some bronze colouring on the more elaborate bits (mainly the shield) though I don’t really feel like the Guild would be the sort of folks to put that kind of bling on their robots.

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This is the Mechanical Attendant, the totem for Hoffman and part of my Guild Malifaux crew. I’ve played so little of Hoffman that I don’t really have much to say about this little chap on the tabletop, though it looks to have a few nice things going for it on paper.

In the fluff, I see Hoffman as a form-over function sort of man, so left his totem with minimal colouration. The one colourful element is the ‘eye’ for which I’ve used my usual dark red to match the rest of my Guild.

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Here are the first of my Malifaux Outcasts, at least out of the ones I purchased with the idea of playing them as Outcasts; the Freikorpsmen. They are cheap minions in game who are pretty good at most things but arguably suffer a bit by not being really great at any one thing. I like them though as they often seem to have something going for them that is relevant, be that their resilience (armour and immune to blasts and some other stuff), speed (unimpeded, but not too slow either) or attack (the damage track is nothing special but they have a good Ml stat on the knife and having a gun can be handy once they have got to where they are going. A Freikorpsmann does have one entertaining synergy with Hannah, who can copy Reference The Field Guide to add a second tome to her melee attack and cause swathes of horror duels on bunched up enemies.

Although a realistic set of mercenaries would employ drab colours (or maybe camouflage, I don’t actually know when that became even slightly common in warfare), that would be boring to paint. Instead, I decided to liven up the grey Friekorps suits with a nice bright pink detailing and armour. I have a feeling I stole that scheme from someone else’s Freikorps crew but I can’t remember who. If it was you, feel free to let me know and I’ll give credit where it is due. I very much enjoyed painting these chaps. Maybe because there was only two of them rather than the usual trio of minions in Wyrd’s boxes, or maybe because of the nice style and varied yet somewhat plausible poses.

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  • 2 weeks later...

This is the Steam Trunk, the totem for the Malifaux Outcast master, Von Schill. I haven’t actually played Von Schill yet so I don’t have any feeling for how the Steam Trunk works on the table. I will say that I’ve almost never seen it played against me when I face Von Schill crews. I bought the Freikorps crew box so that I could use the rest of the crew with Tara.

In fact, the only reason that this little box made it so far up the painting queue was because I found it so irritating. For a 3 soulstone totem it comes in a ridiculous 33 pieces to assemble. For practical painting reasons I had to paint it up in 4 separate sections: both tracks, the lid and the main body. I couldn’t put it on the base until I had the whole thing painted and put together. The Steam Trunk was simple enough to paint. I made sure that the little Freikorps suit in the middle had colours matching the actual Freikorpsmen.

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  • 3 weeks later...

Here is Killjoy, iconic Mercenary from the Outcasts of Malifaux. Killjoy is a raging killing machine, capable of cutting through swathes of crews at a time; of course this is to be expected considering his hefty price tag. So far I’ve only tried the big chap with Tara, who can mess with his bury / unbury shenanigans and make him Fast for even more nastiness; in addition she can rebury Killjoy to avoid him rampaging around my own crew or taking too much heat in return. The simplest way to play this is to move up Tara aggressively in her first activation, then use her second to unbury Killjoy and make him fast. Killjoy is then thrown forward into a target of choice and can put out 8 to 12 wounds of damage fairly reliably between his high number of attacks (4 on the unburying turn, plus occasionally he’ll generate more with his Onslaught trigger). I’m still undecided whether the best option is to target a single high value target or a cluster of relatively easy victims and I suppose that the answer will differ on a game-by-game basis. It isn’t too difficult to take out Killjoy once he has been fired, so effectively I trade him each game for a couple of small pieces or one big one, plus a few activations to actually kill him.

I painted Killjoy with pale skin to match the Enslaved Nephilim, to whom I suppose he must be related. I haven’t decided if I’ll stick with this theme if I ever pick up any Neverborn. The skin is simply white paint with a blue wash, then re-highlighted with white again. The pink is to link Killjoy visually to the Freikorpsmen; again I am not sure if I’ll stick with a pink motif throughout the Outcasts or if I’ll eventually run out of places to put that colour without it looking (more) silly. I do love to paint pink.

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  • 2 weeks later...

I finally acquired and painted Death Marshals for my Malifaux collection. The Lady Justice box from which they come was out of stock for ages at the start of the year when I began picking up plastic Guild and I’d borrowed some of Joe’s Death Marshals and gradually got comfortable using them instead. After a very late birthday present I got the options to actually use my own Death Marshals for a change. I really like theses little chaps in the game; they’re really good scheme runners with Unimpeded and are generally tough enough to fight their way through most things that will compete with them out wide. They also have hilarious utility with their Pine Box action to bury anything that comes to get them. Of course, their most famous trick is to bury Papa Loco after he has used his Hold This ability on something with a good damage track to stop him activating again and hence removing the effect and also to stop his sorry slow self being blown up in the middle of my crew. With Hard To Wound they can hold out for a while (and drop scheme markers when they die anyway) but Death Marshals really hate seeing anything with minimum damage of 3 or more.

I have mixed feelings about the miniatures themselves. The whole concept of the Death Marshal is really nice, but one of them (the crouching one) is much bigger scale than the other two, and I feel like the one with his foot on the coffin has a slightly unnatural pose (and also is a somewhat unstable on his base). I did very much enjoy painting them though. In addition to the red I’ve been using for the majority of my Guild, I wanted these to tie in with my Outcasts as Tara can take them via an upgrade. So I made the flames look magical rather than realistic, choosing to take them from white to purple by way of the pink that I liked on the Freikorpsmen. The flames don’t look so great in a zoomed in photo, but I actually felt that they work well enough at table top range.

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  • 1 month later...

Here is the Nothing Beast for my Malifaux Outcasts. Thematically it is linked with Tara, Herald of Obliteration (more on her later) and acts a big fighting option. To be honest, I think it might be a little over priced; Outcasts have a lot of competition at the 10 soulstone mark and I’m not really sure that the Nothing Beast offers more than Hannah, Taelor or Bishop for the same price. Still, it is quick around the table and has a mighty melee range, so it probably has an interesting place in an Interference crew for example. Against crews without much in the way of casting attacks, the Nothing Beast’s survivability can be quite good thanks to Incorporeal. At least in a Tara crew, I think I prefer to spend the extra couple of soulstones and take Killjoy; Tara can fix Killjoy’s lack of mobility and doesn’t really benefit much from the Nothing Beast.

I was tempted to paint the Nothing Beast boring black since it meant to be a creature of the void, but opted for a more entertaining pink (Void Wretches will be the same when I get round to them). It seemed out-of-character to have different parts be different colour though, so it is pink all over. I took the highlighting up to white on the edge of some parts simply to liven up the look of it on the table.

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