So I guess we saved the best for last... (debatable but I feel I must represent!)
Without further ado...
Asami's upgrades
- Feigned Weakness. 1 SS In my opinion this strikes me as a trap. It allows you to summon a model if your opponent ends the turn with more VP than you. It will come in with flicker +2 and the bigger the difference in VP, the bigger the model you can summon. If you have schemes that score end of game and you are close to 100% certain you can score them this is a bargain for 1SS but in a tournament differential is a thing so ceeding your opponent VP to use this ability is generally not a good idea. But it is totally a play style decision.
- A Heavenly Design. 2 SS gives Asami a 0 action 6" teleport and a 10" aura that when a friendly model is sacrificed place a scheme marker into base contact. It should be noted when flicker ends the model is sacrificed so this is going to be free VP for the summoning she is going to do anyway.
- Grasping Strands. 1 SS gives her an aura 4" that reduces the number of attacks generated for enemy models by the charge action by 1. Also grant a trigger to Reaching Tendrils for a free Ml after succeeding.
- Nefarious Pact. 2 SS after she activates draw a card. More importantly 10" aura where friendly models can chose not to end conditions if an action or an ability of an enemy model would require you to do so. I don't see a ton of condition removal in lists. That said you can either hunt those models or take this upgrade and not worry about the summoned oni being 1 shotted.
-A Fate of Mortals. 2 SS. Any Oni model can take this upgrade. once per turn if your opponent scores 1 or more VP, 1 target friendly Oni gains flicker +1. Also a 10" aura if a friendly Oni minion kills or sacrifices an enemy it may draw a card.
Amanjaku- 3SS peon totem- insignificant, disguised, manipulative 13. a 1" Ml for 1/2/3 and plus damage = to your opponent VP upto +2. flay trigger. A Ca action that lets you increase the value of a condition by 1. And a 0 action that requires a TN and a suit to put up an aura to put Sh on a negative within 6" Not sure how I feel about this totem but when I get the set I will put it on the table before I reserve judgement.
Ohaguro Bettari- 8 SS henchman - The Bird and the Snake, Enemy models with in aura 6 may not declare Df or Wp triggers. Squeel all you want gremlins... it will do you no good. Drawn to Essence, may chose to place into base contact with models that summon in within aura 6".From the darkness, May charge regardless of LOS and ignores models and terrain during the charge.He has a 2/3/6 Ml with flay, and 2 other triggers. Ploughed Over if you win do no damage, push the model 4" away and then charge a different target, once per activation. Or after succeeding place a corpse marker into base contact with the target. He has a 12" cast to place a condition that stops the model from charging. And he has 2 zero actions, 1 makes a oni at range 6" to take an interact, and the other turns on a 4" aura to add masks to Ml for oni... sad illuminated but still solid (auto flay??? yes please!). I'm kinda mad I didn't buy this box just to have this guy at gencon. But I can wait for release. Also has a 1SS upgrade for eat your fill.
Yokai - 5 SS minion - plus flip to charge attacks. Starts with flicker 5 if you hire him. Gets the option for an extra flicker +1 on summon. And if he is still on the table after flicker and poison is lowered you may place it within 3" not in terrain. Ml for 2/3/4 damage with flay and 4 other triggers. And he comes with 0 action to lower flicker by 1 to take a 1 interact with a heal trigger. Don't know if I would hire these guys but I might try it just see. But odds are I won't have stones to hire them anyway.
Terracotta Warrior - 5 SS minion - I'm going to say I was on the fence about this guy but he has a little bit of versatility. Thousands Strong, if this model suffers damage from any source other than something that targeted it it may place a card from your hand on the bottom of your deck to prevent the damage.So if you get a bunch of crap cards this guy can potentially go into overdrive. Armor +1, Unimpeded. A 1/3/5 Ml with a trigger for +2 damage to you and the target. It has a Ca to place a condition on non Terracotta minions or enforcers where you can misdirect the damage to this model and end the condition. And a 0 action to change upgrades that cost more than 0 to other upgrades. You have to pay stones if the new one costs more. I will be running this tomorrow just to see what in all I can do with it. This guy is more utility than most minions so it plays into some of the things I like to do.
Sun Quiang - 8 SS enforcer. 4 abilities on the front of the card. Thirteen Measures, enemies that activate within 4" must past TN 12 Wp duel or gain slow. Don't mind me. Absolute Sincerity, when this model activates all models in pulse 4 heal 1 damage. King of medicine, when a model within LOS suffers damage you may place a card at the bottom of your deck to push up to your walk toward the model. If you push at least 3 you may take a 1 interact. He has a weird Ml which is Rg 6 or close 1 no damage track but 4 triggers, tome discard all scheme corpse and scrap marker within pulse 2 of target, Ram (built in) heal or deal 2 damage, Crow hand out the adversary condition, Mask after succeeding vs an enemy place the target within 6 of its location not in terrain. His tacticals are a 1AP Ca A Recitation of the Essential Formulae which activates an aura that makes enemies within 4 count as a peon. His zero Study targets a scrap corpse or scheme marker, place a friendly scheme marker then discard the target. This guy is going to be very annoying for the opponent.
Yasunori - 12 SS enforcer. This guy is kinda a rider as far as stats go but that's where the comparison ends. He does come with armor +1, stubborn, flight, scales of heaven once per turn, when this model suffers damage draw a card. He has a 3/4/5 Ml with plus to attack that has 2 once per activation triggers for a bonus attack, 2 suits for 1 and the other 2 suits for the other. A cast to make any minion take a 1 AP attack action with a trigger for bonus damage equal to VP the models crew has up to 3. And he has a 0 action to look at the top 3 cards and put them back in any order. With Asami if you give this guy fast and use recalled training you can charge for 1 AP with a 12" threat range and if you kill that model in 2 to 4 attacks you can charge a second target with 2 plus the remaining unused triggers. This guy is going to wreck 2 models and then probably die if he is in the thick of combat. But he will soak up AP to remove so still worth it. He is not as scary with other masters but still needs to be dealt with.
Fuhatsu has a 0 SS upgrade to get +1Wk and a 2/4/6 Ml. Odds are I still won't buy this model.
The Peaceful waters- Grants the Low river monks a Rg 6 heal flip if they are within 12" and LOS of the model with the upgrade.
Equality - once per turn after the opposing crew scores 1 or more VP do one of the following:draw a card, place a scheme marker in base contact with this model, or heal 2 damage. I don't see myself taking this upgrade to have it, but I might use it to draw a card or 2 then flip it to something else with the terracotta warrior.
Death contract- comes with a decoy card, both don't count vs upgrade limit, play both face down, and if you kill or sacrifice the model the model that killed it must discard 2 cards or 2 stones or be killed..
Let me know if I need to fix anything since this is not really a strong suit of mine. I will go back and update the Arcanists when I return from Wandering River Style.
Friday, August 12, 2016
Thursday, August 11, 2016
Ripples of Fate Reviews: The Guild
1.
The Printing Press: This is a pretty boss totem.
It’s a mechanical press on arachnid limbs Nellie constructed and animated with
a soulstone carried by her father. Its protectiveness has led her to suspect
that it may have a portion of his soul inside. It has Arcane Reservoir+1, which
is always a good thing. Df5 and WP6 are pretty strong for a totem, especially
paired with Armor+2. Models that are pushed or placed in base contact with
impassable terrain within 8” of it take a point of damage. Its melee attack
hands out slow, which is awesome, and deals a little bit of damage if the
target is already slow. And, for a (0), it can hand Nellie some evidence and
let her go immediately after it as a chain activation. Very good. Don’t know
why you would leave home without it.
2.
Phiona Gage: She’s a union worker who suffered a
terrible accident, was denied work, and is now held up by Nellie as an example
of the Union’s corruption (despite the fact that the Guild caused the accident
that injured her in the first place.) She has ok defenses for a henchman, hard
to kill, and goes up to 7 DF when she’s in terrain. Unimpeded helps make it so
you’re essentially never going to want to walk her in the open if you can help
it. She gets a smell-fear-esque free attack on enemies that fail a WP duel
outside her activation. Her pick-axe does pretty solid damage and gets a + to
attack versus models that have already activated (which Nellie can set up with
Incite from one of her upgrades.) Probably one of her most defining abilities
is calling up a 50mm stone pillar of hard cover blocking impassable terrain (we
all know Adam likes summoning terrain.) And, finally, she has a Francisco-esque
ability to jump into melee with someone who is engaging one of her friends and
then push the friendlies away while gaining a free attack. She’s a pretty solid henchman who would be used
all the time in some other faction. In this faction she has to contend with
Ryle, Francisco, etc. in this point value slot so we’ll have to see how she measures up to them.
3. Allison Dade: Hurray for Through the Breach
characters in Malifaux! Dade is a reporter from the backwater contract town of
Innocence who survived the chaos there and has relocated to Malifaux, joining
the staff of the Tattler. She’s a monkeywrench henchman designed to basically
screw up whatever the opponent is trying to do (very Lois Lane-ish.) Before she
activates she penalizes enemy models for declaring attacks near her, and after
she attacks she heals her friends when they attack, so deciding when to
activate her will be important. She’s manipulative 12 and can gain fast by
discarding a card whenever the opponent gains VP. Nice. Her attack hands out
slow, deals damage if the target is near a guardsman, and has a trigger for
each suit that hand out a variety of debuffs (Discard a scheme marker or take
damage, push a target away, discard a card or take damage, or push a friendly
into melee with the target.) She can put a condition on enemies for a (0)
action that deals damage if they declare an attack action, and her tactical
action forces an opponent to either discard a scheme marker or show you their
hand. She seems incredibly annoying.
4.
Field Reporter: What can I say about these guys that
Joel Henry and the Schemes and Stones folks haven’t already drooled about? 4SS
earns you an unimpeded, disguised, manipulative 12 minion that can function as
a scheme runner. They’re woes, which is odd since Pandora doesn’t get an
upgrade to hire them (maybe some time in the future, fingers crossed.) Their
attack action does nothing on its own but has an array of triggers including
dealing damage every turn, slowing, giving a – to attack actions, or pushing
the model 5” away. They can hop to enemy scheme markers and discard them with
the same AP. And they can ditch a card for Reference the Field manual to let
them choose the trigger on their attack. For the cost, these guys are pretty
solid. Joel’s suggestion of taking Embedded on Nellie and hiring four ronin and
three of these guys seems really aggravating, to be sure.
5.
Death Marshal Recruiter: These guys are
basically what you think they are-Death Marshal veterans that go out into the
world to find new Death Marshals. We need “Lady Justice Wants You” recruitment
posters. They have DF/WP 6, 7 wounds each, and hard to wound 1 to help keep
themselves alive. Apparently the soft life of a recruiter has caused them to
forget how to finish the job, but they can now discard a card to keep friendly
Guild Marshals within 4” from dying. If you can keep one of these near Lady J,
they can keep her alive. Additionally, they can discard a card to target
something that is buried. His recruiter’s sword has the ubiquitous critical
strike built in to go with the 2/3/4 damage spread and can, with a tome
trigger, use Glimpse the Void to bury the target. He also has a
Peacebringer for…reasons. He can push 5” towards enemy targets with a (0)
action and can, with a trigger, pass out attacks to another friendly model
engaged with the target. Additionally, he can use a (0) to give a friendly
non-leader model Guild Marshall for a turn. Shame it doesn’t last for the rest
of the game like Shotgun Wedding, but there’s probably something exploitative
about that. Still, I think they’re pretty solid, and the ability to keep Lady J
or The Judge alive for the cost of a card means they should at least merit
consideration.
6.
Witchling Thrall: These guys are rogue
spellcasters that Sonnia gives…special attention. They’re 9ss minions that sit
on a 40mm base and are essentially berserker dudes. They have 12 wounds
and impossible to wound, so their defenses probably don’t matter (5/5 for
reference.) They automatically pass Horror duels, regardless of the total and
can, once per turn, take a melee action when a model places a scheme marker
within 4” of them. Said melee attack does 3/4/6 damage and can choose between a
pair of built in triggers to either heal the thrall for 2 if attacking someone
with a WP 6 or more or force the opponent to discard a card if WP 5 or less.
They have a range 8 Ca that adds a little more blast damage to a Sonnia crew
and can push all damaged models with a trigger. Finally, they have a (0) action
Yank the Chain to push into base contact with a friendly model. The last bit
has a crow trigger you have to take if possible which results in your making a
melee attack against the friendly model, so you have to be careful. They seem
like they can do some hurting, so expect to see some play, particularly in
strats like Collect the Bounty where high damage minions are at a priority.
Schemes
Nellie: Guild Funds give Nellie more things she can do with
her evidence condition at the end of her turn, allowing her to dump evidence +2
for healing, Evidence+3 for giving a model Hard to Kill until the end of its
next activation, or dropping Evidence+4 to gain 2 soulstones. The last will
likely never happen and the third is only situationally useful, so the heal
seems like the most frequent. You also gain a trigger to df/wp that gives her
more evidence and gives her the ability to let you count a death from
conditions near you as her kills for strat and scheme purposes. Embedded is
the infamous “hire four mercs and don’t pay the merc tax” upgrade. It also puts
a couple of triggers to add more utility to her Hot off the Presses attack. I
like the Misleading Headlines upgrades, which gives her the very powerful
Incite (0) action and lets her lower her evidence or discard cards to pass
activations (no more out activating us, jerks.) Probably the upgrade I would
use most frequently is Delegation, which gives her a Tactical Action to pass
out Fast to friendly models and, at the cost of lowering her evidence, place a
scheme marker in base to base with them or heal them. Finally, there’s a
Journalist upgrade that makes all other journalists within aura 8 have an attack trigger, transparency, to drop scheme markers after succeeding.
Generals: Phiona’s upgrade gives her a + to damage flips
when hitting models which have already activated, emphasizing her “activate me
late” modus operandi. Captain Dashel gains a (1) ap cast action resisted by Wk
to summon a Guild Guard in base to base with the model (a resisted summon
spell? Weird) and puts a couple of triggers onto his pistol for critical strike
or a tome trigger to discard an enemy scheme marker and push the target. The
Executioner gains Ready to Work which gives him +1 wk and the ability to
discard the upgrade when it declares a charge and take it for (1) ap. Curfew may
as well say “take this when playing Gremlins,” as it allows you to give slow to
all enemy models which haven’t activated when your crew has no one left to
activate. It costs you the upgrade and a soulstone, but taking away that
advantage for a turn could be pretty helpful I’m thinking. Numb to the World
may as well be a Papa Loco upgrade, as getting to ignore conditions and being
able to discard a card to keep your opponent from Obeying him to explode would
be very valuable to him. Otherwise you'll have to chose if its worth the cost to protect your big beaters from these. Finally, A Debt to the Guild is the Guild’s answer to
Show of Force. If the model with the upgrade is killed or sacrificed, you add a
Soulstone to its pool. Also, once per game the model can draw a card at the
start of its activation and deal an additional point of damage with all of
their attacks. You don’t discard the upgrade, so it stays in play for the game.
Nice.
Ripples of Fate Review: Arcanists
Hello all. I figured I would give Adam a hand with a couple of these so you can get them faster. And seeing as how I already faced Sandeep at Gen Con Avatars I may (but probably not) have better insight.
I will start with Sandeeps upgrades. Sandeep has two limited upgrades available both of which allow him to summon gamin. The difference between the two is that one lets you paralyze your target if you do moderate or severe damage, and the other increases his damage profile to 3/4/5. His summoning mechanic involves attaching upgrades to the gamin that are summoned. There are six rare 1 gamin upgrades tied to each of the limited master upgrade. Sandeep must attach an upgrade to summon so he can only have plus 3 models over what he started with at any given time. All six upgrades buff and debuff the summoned gamin in different various ways. One set of three are scheme and interact related and the other three are combat oriented. An example would be this gamin may not be moved or pushed (which I assume includes walk and charge actions along with effects from other models) but gains an aura that makes the enemy discard 2 cards to interact or the action fails. If you only use the upgrade to summon Banasuva I still don't think you put Sandeep on the table without one of the two.
He has two other upgrades. Enlightened Soul allows Sandeep to draw a card once per turn if he kills an enemy model. And there is a cast that hands out incorporeal to other models until the end of that models next activation. Just what a nimble Howard needed... The other Unaligned Sage allows him to hire in model with the academics keyword from other factions. And there are two 1 AP tactical actions. One will let you draw a card once per activation if an academic discards a card (so things like flurry but there is a call out it doesn't work for cheated cards). The other turns on a 6" aura that make academics not randomize. Both seem useful depending on the crew build but not auto include by any means.
1. Banasuva. An 8SS rare 1 minion totem that is summon only (cost is there to set the summon TN). This thing has melee expert and hits like a truck (3/4/5). It has the Ice Golems toss ability and a zero action to copy an ability or action from close by friendly gamin (editor's note: see also Armor +2 on Iron Gamin.) It has 8 Wd's, Df 6, and Wp 4 and no other defenses so it can be a liability for hunting party but outside of that I don't see this master without this guy on the table at least once.
2. Kudra. A 7 SS rare 1 academic henchman. She has a few neat abilities on the front of her card. Butterfly Jump, a Df/Wp (built in) trigger to draw a card once a turn if hit, once a turn spend a SS and discard a card to add the SS back, and 4 melee attacks on a charge (too bad the spread is 1/2/3 and 1 poison or this might be awesome, but I do see it being good against high armor or something with high Df with 1 wound left). She has a ranged cast with a gun icon, Elemental Bolt that has a few triggers. She also has an upgrade that give her various buffs if the elemental gamin are in range, and a 0 action to sac a gamin (I assume to free up an upgrade of kill denial ((Editor's Note: Also, to sac and resummon Banasuva with a different one of the negative upgrades attached or in a different position.))).
3. Amina Naidu. A 9 SS rare 1 M&SU, academic henchman who is essentially the M&SU's injury lawyer. If she suffers damage from an enemy attack action she can push it 2 inches (potentially out of range or LOS) by discarding a card. She has a 6" aura if an enemy interacts she may discard to add 1 SS. Another aura of the same radius allows her to put an attack at negative if its targeting another wounded friendly model by Amina suffering 1 Wd. A cast that hands out slow with a taunt like trigger. A collier pistol. A 12" pseudo lure with a trigger that prevent the target from attacking things with less Wds then the models Wd stat. She also has 2 zero actions. One is Ca v Wp take 4 damage and may reduce by 2 for each card discarded with a trigger to take the next 0 action. Ca v Wp of gain Peon and may not take interacts action for the rest of the game or until Amina is killed or sacrificed. She seems like a very annoying control piece and to get the most work out of her you are going to have to understand what she is in the list for and remember her auras. She is definitely not a model to just drop in a list and go. I would recommend playing some small friendly games to learn what she can and can not do. Models with a lot of text will slow down a game if you don't have a decent grasp on all of the various interactions. But once you unlock her she might turn out to be a cross between a lawyer and brewmaster.
4. Carlos Vasquez. A 9SS rare 1 showgirl henchman. He comes with smoldering heart. An ability to treat burning like armor (up to +2), may push pyre markers after a walk action to cause Wk duels and avoid the damage. And he gains burning +1 after resolving initiative. He comes with a decent 3" melee with built in triggers (all 3 need 1 tome). Give burning +1, do extra damage equal to the burning on Carlos (up to 3 damage and ending the condition), or add burning to Carlos. Zero action to place a 50mm pyre marker until end of turn, or a zero action 4" push and add burning +1 or trigger to remove it. An interesting model and probably play fine as a solo model but he will probably do better if there is more burning in the crew. He also has an upgrade to heal from burning at the end of the turn. And it also has a 1 AP blow up a scheme marker to pulse burning +2.
5. Poison Gamin. A 5SS minion. 1 more wound than the typical gamin but more or less function like the rest of the gamin.Melee attack to deal 1/2/5 and grant them Poison+1 with a built-in trigger to do additional damage to targets that are already poisoned. It pushed 3" at the end of its turn if it took an attack action and heals a point of damage instead of taking damage from poison. Their ranged attack does not that impressive damage and has the infect trigger, but not built in (odd.) As a (0) action they can turn on a version of McMourning/Sebastian's ability to tick a point of poison off if they activate within 4" of a poison gamin. I'm not confident enough in the rules to know for sure, but I suppose you could put multiple poison gamin together to tick multiple poison damage on a turn. It's resource intensive and easy to disrupt, but I know that one criticism of Kudra was that her poison is less effective without these mechanics in place in the faction, so that's not ENTIRELY true.
6. Shastar Vidiya Guard. An 8SS enforcer. The model can draw a card if it cheats a Df duel once per turn. When it activates it may discard for focus +1. and comes with hard to kill. Also comes with a 2/4/6 melee with a trigger on every suit. A weak Rg 10" attack with a built in trigger to hit other targets (that were not targeted by this attack once per activation) in range and Los. ( I see this working good with Raspy.) and a zero action to push another friendly model within 6" up to 2".
The generic upgrades seem kinda meh to me but I'll cover them and let you decide.
-Circus Bear. 0 SS - Gives the slate ridge mauler +1 Wk and +1 Ml and a 0 action Ca to push 2" with a trigger to use a second 0 action.
-Temporary Shielding 0 SS - makes 3 Oxfordian Mages cost 15 ss instead of 18 and you can discard the upgrade and a card to reduce damage it suffers by 2.
-Well Rehearsed. 1 SS rare 1, enforcer - when a scheme marker is placed within 3" the model may push 2". When a friendly living model within 3" is killed, you may discard the upgrade to leave the model alive with 1 wound. (I don't see this replacing imbued energies unless you somehow have 3 on other models and an enforcer with an upgrade slot and SS left over during hiring... so not likely).
-Blade and Claw. 1 SS rare 1. requires you hire a beast and a construct in the same list and it lets them swap places as a 0 action. (I'm not sure this is worth the ink used to print the words on this upgrade. But I'm certain there will be one person who thinks its the coolest thing since sliced bread.).
I have the ten thunders review and then I will have an origins/gencon super tournament report (including my match verse Sandeep). I didn't snap pics of the posters so maybe Adam will edit it in and post it to the guild one he is doing next. I hope to have the thunders done tonight. (Editor's Note: Done and Done.)
I will start with Sandeeps upgrades. Sandeep has two limited upgrades available both of which allow him to summon gamin. The difference between the two is that one lets you paralyze your target if you do moderate or severe damage, and the other increases his damage profile to 3/4/5. His summoning mechanic involves attaching upgrades to the gamin that are summoned. There are six rare 1 gamin upgrades tied to each of the limited master upgrade. Sandeep must attach an upgrade to summon so he can only have plus 3 models over what he started with at any given time. All six upgrades buff and debuff the summoned gamin in different various ways. One set of three are scheme and interact related and the other three are combat oriented. An example would be this gamin may not be moved or pushed (which I assume includes walk and charge actions along with effects from other models) but gains an aura that makes the enemy discard 2 cards to interact or the action fails. If you only use the upgrade to summon Banasuva I still don't think you put Sandeep on the table without one of the two.
He has two other upgrades. Enlightened Soul allows Sandeep to draw a card once per turn if he kills an enemy model. And there is a cast that hands out incorporeal to other models until the end of that models next activation. Just what a nimble Howard needed... The other Unaligned Sage allows him to hire in model with the academics keyword from other factions. And there are two 1 AP tactical actions. One will let you draw a card once per activation if an academic discards a card (so things like flurry but there is a call out it doesn't work for cheated cards). The other turns on a 6" aura that make academics not randomize. Both seem useful depending on the crew build but not auto include by any means.
1. Banasuva. An 8SS rare 1 minion totem that is summon only (cost is there to set the summon TN). This thing has melee expert and hits like a truck (3/4/5). It has the Ice Golems toss ability and a zero action to copy an ability or action from close by friendly gamin (editor's note: see also Armor +2 on Iron Gamin.) It has 8 Wd's, Df 6, and Wp 4 and no other defenses so it can be a liability for hunting party but outside of that I don't see this master without this guy on the table at least once.
2. Kudra. A 7 SS rare 1 academic henchman. She has a few neat abilities on the front of her card. Butterfly Jump, a Df/Wp (built in) trigger to draw a card once a turn if hit, once a turn spend a SS and discard a card to add the SS back, and 4 melee attacks on a charge (too bad the spread is 1/2/3 and 1 poison or this might be awesome, but I do see it being good against high armor or something with high Df with 1 wound left). She has a ranged cast with a gun icon, Elemental Bolt that has a few triggers. She also has an upgrade that give her various buffs if the elemental gamin are in range, and a 0 action to sac a gamin (I assume to free up an upgrade of kill denial ((Editor's Note: Also, to sac and resummon Banasuva with a different one of the negative upgrades attached or in a different position.))).
3. Amina Naidu. A 9 SS rare 1 M&SU, academic henchman who is essentially the M&SU's injury lawyer. If she suffers damage from an enemy attack action she can push it 2 inches (potentially out of range or LOS) by discarding a card. She has a 6" aura if an enemy interacts she may discard to add 1 SS. Another aura of the same radius allows her to put an attack at negative if its targeting another wounded friendly model by Amina suffering 1 Wd. A cast that hands out slow with a taunt like trigger. A collier pistol. A 12" pseudo lure with a trigger that prevent the target from attacking things with less Wds then the models Wd stat. She also has 2 zero actions. One is Ca v Wp take 4 damage and may reduce by 2 for each card discarded with a trigger to take the next 0 action. Ca v Wp of gain Peon and may not take interacts action for the rest of the game or until Amina is killed or sacrificed. She seems like a very annoying control piece and to get the most work out of her you are going to have to understand what she is in the list for and remember her auras. She is definitely not a model to just drop in a list and go. I would recommend playing some small friendly games to learn what she can and can not do. Models with a lot of text will slow down a game if you don't have a decent grasp on all of the various interactions. But once you unlock her she might turn out to be a cross between a lawyer and brewmaster.
4. Carlos Vasquez. A 9SS rare 1 showgirl henchman. He comes with smoldering heart. An ability to treat burning like armor (up to +2), may push pyre markers after a walk action to cause Wk duels and avoid the damage. And he gains burning +1 after resolving initiative. He comes with a decent 3" melee with built in triggers (all 3 need 1 tome). Give burning +1, do extra damage equal to the burning on Carlos (up to 3 damage and ending the condition), or add burning to Carlos. Zero action to place a 50mm pyre marker until end of turn, or a zero action 4" push and add burning +1 or trigger to remove it. An interesting model and probably play fine as a solo model but he will probably do better if there is more burning in the crew. He also has an upgrade to heal from burning at the end of the turn. And it also has a 1 AP blow up a scheme marker to pulse burning +2.
5. Poison Gamin. A 5SS minion. 1 more wound than the typical gamin but more or less function like the rest of the gamin.Melee attack to deal 1/2/5 and grant them Poison+1 with a built-in trigger to do additional damage to targets that are already poisoned. It pushed 3" at the end of its turn if it took an attack action and heals a point of damage instead of taking damage from poison. Their ranged attack does not that impressive damage and has the infect trigger, but not built in (odd.) As a (0) action they can turn on a version of McMourning/Sebastian's ability to tick a point of poison off if they activate within 4" of a poison gamin. I'm not confident enough in the rules to know for sure, but I suppose you could put multiple poison gamin together to tick multiple poison damage on a turn. It's resource intensive and easy to disrupt, but I know that one criticism of Kudra was that her poison is less effective without these mechanics in place in the faction, so that's not ENTIRELY true.
6. Shastar Vidiya Guard. An 8SS enforcer. The model can draw a card if it cheats a Df duel once per turn. When it activates it may discard for focus +1. and comes with hard to kill. Also comes with a 2/4/6 melee with a trigger on every suit. A weak Rg 10" attack with a built in trigger to hit other targets (that were not targeted by this attack once per activation) in range and Los. ( I see this working good with Raspy.) and a zero action to push another friendly model within 6" up to 2".
The generic upgrades seem kinda meh to me but I'll cover them and let you decide.
-Circus Bear. 0 SS - Gives the slate ridge mauler +1 Wk and +1 Ml and a 0 action Ca to push 2" with a trigger to use a second 0 action.
-Temporary Shielding 0 SS - makes 3 Oxfordian Mages cost 15 ss instead of 18 and you can discard the upgrade and a card to reduce damage it suffers by 2.
-Well Rehearsed. 1 SS rare 1, enforcer - when a scheme marker is placed within 3" the model may push 2". When a friendly living model within 3" is killed, you may discard the upgrade to leave the model alive with 1 wound. (I don't see this replacing imbued energies unless you somehow have 3 on other models and an enforcer with an upgrade slot and SS left over during hiring... so not likely).
-Blade and Claw. 1 SS rare 1. requires you hire a beast and a construct in the same list and it lets them swap places as a 0 action. (I'm not sure this is worth the ink used to print the words on this upgrade. But I'm certain there will be one person who thinks its the coolest thing since sliced bread.).
I have the ten thunders review and then I will have an origins/gencon super tournament report (including my match verse Sandeep). I didn't snap pics of the posters so maybe Adam will edit it in and post it to the guild one he is doing next. I hope to have the thunders done tonight. (Editor's Note: Done and Done.)
Wednesday, August 10, 2016
Ripples of Fate Reviews: Outcasts
1: Doc Mitchell: A failed doctor and alcoholic who Parker
kidnaps in his fictional story, he’s a 3SS insignificant minion totem. At the
start of his activation he can discard a card to push up to 5” towards a
friendly Bandit within 12”, so that’s a nice little movement boost. His best
ability is probably his Stitch Up heal for 1/2/3 and a trigger to give the
healed model Hard to Wound. Offensively, he isn’t particularly effective, as
his melee attack isn’t very good and his ranged attack ends with him dying if
Parker can see him use it. 3ss is a pretty good cheap activation and some nice
healing, so I imagine you’ll use him.
2: Mad Dog Brackett: A 9ss henchman, he’s Parker’s right
hand man. The weapon is a shotgun, for those who weren’t sure, and it’s a good
source of damage and blasts that pushes damaged models back with a built in
trigger. All enemy scheme markers within 2” of him become friendly at the end
of the game. He drops a friendly scheme marker in base to base with a model after
he kills them. And, finally, he gets a Santiago-esque bonus to attack and
damage flips when he has four or fewer wounds remaining. He can Rapid Fire, so
he’s definitely built around ranged attacks. He doesn’t really have a melee
attack, as his main one involves putting his cigar out on people. It does
Burning+2 and, with the appropriate triggers, can do a little more damage or
give him a melee attack with his shotgun (to push the enemy out of melee, if it
hits.) Finally, probably the most interesting ability is his Blow it to Hell
(0) ap action. He needs a ram to cast it, but it places a 30 mm Blown Apart
Marker within 8” and LoS. Any models within 3” of a marker is unable to use
cover. I think that could be pretty effective for a ranged crew, though it
might be better if you could also ignore LoS. Still, I think he’s a pretty
effective damage dealer, but he’s in the Outcasts so he’s going to have a lot
of competition for this slot.
3: Aionus: You know what he does. Moving on.
4: Bandido: These are the minions that come in Parker’s
boxed set. They’re 5ss fragile minions, as Bulletproof+1 is probably one of the
least useful of the situational defense abilities. They only have 5 Df and 5
Wds, so I don’t think they’re going to get to use Life of Crime to convert enemy
scheme markers into Friendly at the end of the game. I guess it’s a good thing
they have Finish the Job. Their gun deals 2/3/5 damage and can force the enemy
to drop an enemy scheme marker with a trigger. Finally, they can Run and Gun
for 2 ap to let them move, shoot with a + flip, then move again. I don’t know,
they just look fragile to me. Run and gun will protect them somewhat, but who
knows.
5: Dead Outlaw: Where I’m not crazy about Bandidos, Dead
Outlaws look a lot tastier. They’re just what the title says, dead bandits that
wake up and then resume banditry. They count as undead/tormented/bandit
minions. For 6ss they’re a point higher defense, one more wound, hard to wound,
and get a heal every time an enemy scheme marker is placed within 6” of him
(which should be fairly frequent in a Parker crew.) Their ranged attacks have a
better attack value, deal extra damage to targets which have upgrades attached
from a built in trigger or can reposition with the same suit. For a tome you
can either use Drop It! to force the enemy to drop an enemy marker (and heal
the Dead Outlaw, presumably) or ignore Armor, Hard to Wound, and Hard to Kill. Their
melee has an odd damage spread (1/1/5) but has some useful triggers built in
that can give the enemy slow or push the outlaw out of melee. Finally, they can
cast a spell to give an enemy a condition “Curse of the Covetous” which makes
it so they can’t take any actions besides walk and interact. The model can
choose to take 3 damage at the beginning of its turn to remove the condition,
but it could be useful to lock a melee model on low wounds out of attacking. Altogether,
I don’t know why you would take a Bandido over these.
6: Wokou Raider: These are oriental pirates who sailed the
waters of the Three Kingdoms and were imported by Malifaux to try their skills on
its rivers. They haven’t had as much success with this, but they’re still
effective combatants so the Ten Thunders keep using them. They’re Bandits and
Last-Blossom minions which cost 8ss, so on the pricey side. Bulletproof is a
lot better, in my opinion, when paired up with Combat Finesse which makes it so
enemy models can’t cheat fate on attack actions which target Df. Every time an
enemy scheme marker is placed within 6 of them they can push 3” in any
direction, so they could have a lot of added mobility in the Parker crew and can potentially dodge away from Detonate the Charges. Their
2/4/5 with plus flips melee attacks are pretty strong and can hit the Drop It! Trigger
from a built-in tome. With a mask they can give a free attack to another
friendly model engaged with the same target. And, of course, they have critical
strike. I doubt you’ll use their gun much, as it’s pretty standard. And, they
have a (0) action to reposition a scheme marker. They’ve got some interesting
abilities, and I think they’ll see some use for Parker and Misaki, at least.
Upgrades: Parker has a ton of upgrades, so buckle in for
this one. The two limited actions both give Parker Bulletproof. One lets him
add a soulstone to his pool whenever a friendly model takes an action to remove
an enemy scheme marker and can hand out free interact actions to friendly
models as a (0). The other lets him draw cards when friendlies remove scheme
markers and can hand out (1) ap attack actions. So, essentially, you’ll
probably want one of those attached most of the time. To rapid fire through the
rest: Crate of dynamite lets you blow up a scheme marker to deal damage, Hail
of Bullets lets you place two 50mm Ht 0 Hail of Bullet markers which are
hazardous terrain and can provide cover as well as adding a trigger to “Hands
in the Air.” Stick Up gives him a WP attack that will either deal 4 damage to
an Enforcer, Henchman, or Master or will steal one of their soulstones for you.
Human Shield gives you soft cover and lets you pass one attack off to a friendly
model within 2,” and finally Coordinated heist gives all bandits within 8" of Parker Scout the Field and
a cool ability, “You were told to duck…,” which lets him fire into an
engagement involving a friendly model and get an attack on every model
involved. You have to discard the upgrade at that point, but you can reattach
it to him and take the action again if you’ve got a particularly good pile of
enemies in the combat. Phew. As I’ve said several times, Parker’s concept is
pretty easy to learn, but you’re going to have to learn when to attach each
upgrade to play him effectively.
Mad Dog’s Lucky Poncho gives him Hard to Kill and can grant
him Focused+1 if you discard it when he has 1 wd at the start of his activation.
Hans gets an upgrade that gives him +1 Wk and a (0) action to give him Focused.
Pretty good for a sniper. Montresor gets one of the best “Fix Me” upgrades, I
think, as it forces enemies in base contact with him to discard a card to attack
and gives him Hard to Wound+1, effectively turning him into the tarpit/tank
that he was supposed to be in the first place. One of the generic upgrades,
Return Fire, gives the enforcer it’s attached to a Df/Wp trigger on a crow to
let them shoot back at the attacking model after resolving. And, finally, “The
Bigger They Are” make their melee attacks deal an extra point of damage to
non-master models with upgrades attached, and so it is a good anti-Show of
Force upgrade.
Tuesday, August 9, 2016
Ripples of Fate Review: Resurrectionists
1.
Corpse Candle: There’s actually some cool fluff
behind these, where they’re the souls of a pair of zombies Reva took in and
sheltered who feel so loyal to her that, even with their physical forms gone,
the spirits move from body to body animating them and burning their energy out
to help her. They can count as a corpse counter for friendly models and must be
summoned by Reva, not hired. They have a pitiful melee attack which you will
never use for anything besides perhaps disengaging strikes. They have two
abilities that will see any use. One is Light the Way which pushes all corpse
markers within (3) of her up to 3” in any direction. The other is The Essence Remains, wherein you
sacrifice the corpse candle to either give a friendly target Disguised, give
you + flips to attack against an enemy model, or allows a friendly model within
8” to draw a card then immediately activate as a chain. You'll use them with Reva, obviously.
2.
Vincent St. Clair: Reva’s henchman is the
exorcist that rescued her from her parents’ house, where they had her sedated
and restrained. He believes in her, but has begun to question whether that
belief is real or just another byproduct of the devotion he’s seen her inspire
in others. He is a 9ss living/revenant henchman. He heals a point whenever a
model is killed within 8” and draws a card every time a corpse counter is
discarded within 6”. He has abilities to do those things on his own, but will also definitely make certain other Rezzer masters have
a bad day with those two abilities. He is himself able to burn corpse counters
to add a suit to his flips during his turns (only one specific suit per turn.)
Finally, he can push 3” in any direction after resolving a defense or willpower
flip with a trigger. It’s built in for defense, but not for WP. So yeah, the
front of his card is pretty hefty. His profane crossbow doesn’t include spirits
when randomizing into melee combat. Its built in trigger adds damage for corpse
counters within 3” of the target, or he can repeat the attack with a tome or
add 1 soulstone after killing a model with a ram trigger. He can attach a
condition to models to make his damage unpreventable with a (0) action.
Finally, he can blow up a corpse counter and place blast markers off of it to
force models beneath the blast to take a Wk duel or take damage. Vincent has a
lot of cool abilities, but you’ll have to be careful to keep him protected from
ranged attacks from which your defense trigger can’t protect you. He's sort of the uncola of Rezzer henches, which makes sense as he is still alive and up to recently was employed by the Guild.
3.
Archie: This guy is hilarious. He was made by
McMourning to be a companion for Mollie. As such, he’s a henchman Horror. You
have to compare him to Nekima because he has a 13ss cost, and I think he does well side to side with her. 12 wounds, terrifying
all 12, and hard to wound 1 means he won’t be falling down nearly as easily as
she does. He can only heal 4 wounds per turn from the humorous ability "He's dropped his ice cream", the reason for which will become
apparent shortly. Thankfully he also has Attack Expert to get an extra AP for melee, as
his walk is not very good off the base card (though this is fixable). I’m going to break from
format and point out his upgrades, as they’re vital to understanding how Archie
works. He has 3 upgrades which represent odd…augmentations to his body. One can
grant him +1 armor. Another can give him leap, which will help add some
mobility to get him into the thick of things. The last is Doc found a tentacle,
which will give him a (0) action to pull an enemy into melee and gives him
Focused when its discarded. How do things get added and removed? Well, his
ranged attack requires him to discard an upgrade or a corpse marker within 3", effectively reflecting him picking up a dead body or pulling bits off of himself and throwing them at the target.
It does reasonably good damage and places a corpse counter in base contact with
the target (Nicodem will then likely turn that into a punk zombie and mince
you.) He can reattach a new upgrade specific to him with a (0) action. Doing so
damages Archie unless you discard corpse markers. That’s a mouthful, but there’s
also always his brutal 4/5/6 damage melee attack as a baseline, so I think he’ll
see some definite use.
I don’t know why all these henchmen are so
much more complicated in this faction. The write-ups will be shorter from here, I promise.
4.
Shieldbearer: These guys are the frontline
fanatics that serve Reva. Their gimmick revolves around, when they are killed,
attaching one of three soulbound upgrades to them, healing all damage, and
dropping a corpse counter. Effectively, this is meant to reflect their
instantly reanimating as a murder ghost and flying off to attack the enemy. This
essentially means you have to kill them twice, which explains why they only
have 4 wds. Cool. You actually want these guys to eat a red joker flip for your
crew, as there is effectively no cost (the soulbound upgrades are also minor buffs
for the models.) Their shields and swords are so ridiculously big because, in
the fluff, they’ve looted them from Guild Guardians and are able to wield them
because their fanatic devotion gives them supernatural strength. They gain fast
whenever a friendly model near them uses a soulstone, and they have armor+1. Their
salvaged sword has a reasonable minion damage track and triggers to drop corpse
markers or deal a point of damage on a miss. They can also push enemy models
with the shield slam. And on top of that, they can spend their (0) every turn
to give themselves either a + to damage flips or a +2 bonus to DF. If you want
to use them to hold a point you’ll want to do that early to take the most
advantage, but I like these models. They seem fairly solid, particularly with Reva's ability to push them with one of her upgrades adding mobility.
5.
Draugr: Some people who come through the breach
have a magical ability that doesn’t awaken until after they die. These are
Draugrs, which are reflected in the game by an 8ss minion/revenant/horror. At
the start of their turn they choose their Ht (1,2, or 3) and gain a variation
of abilities based on which they choose. At ht. 3 they have Hard to Wound, can
hand out soulbound upgrades to non-leader non-peons if they’re ht. 1, or can
take their Trollskap ranged (0) ap casting action if they’re ht. 2. Trollskap forces the opponent to discard a card and applies a debuff based on the
suit (which I don’t love, since your opponent gets to choose.) Draugr give a + to
attack flips of models within 6” with soulbound upgrades, so they’re a decent
anchor model in Reva’s lines, and they heal a damage whenever any non-peon dies
within 8”. The damage track for their melee axe is interesting, as its damage
flip is 0/1/2, but you add your ht. to the damage. So yeah, weird. I can’t tell
if they’re good, if I’m being honest, but they are definitely interesting.
6.
Goryo: These are strong willed warriors or lords
who martyr themselves in battle. It’s a spirit/retainer minion. Incorporeal as
expected, and a pair of new abilities on the front. When another friendly model
dies within 3” he gains Fast and he can charge for 1 AP versus models with
Adversary. I think Kirai will like them for that, though a 7ss minion is a bit
of a pricey summon. Their sword ignores armor with a decent damage track and
can hand out slow with a trigger. They get a final little sting attack as a (0)
ap action to help you polish off hard to kill models which can, if the thing
lives through it, give them adversary with a trigger (so you could also use it
to set up a 1ap charge.) Also, as a 1 ap action, they can do 2 damage to
themselves and summon a seishin in base to base. I don’t know Kirai crews from
personal experience, but this seems like it would be a pretty strong summon
minion for her. Wk 6 incorporeal means it can get where it needs to, I suppose,
but we’ll have to see if its good enough to get into other crews.
Upgrades: Reva-She has two limited upgrades. One lets her
attack out of corpse counters even when she’s engaged and lets her summon a
corpse candle on the opponent’s half of the board (not within 8” of an enemy
model) at the beginning of the game. The other helps her melee abilities,
granting her regeneration+1 and a trigger for her melee that lets her deal no
damage and then charge a different legal target. I prefer the ranged upgrade
for its flexibility, personally, but time will tell. One of her other upgrades,
Blood Mark, gives her a ranged push for friendly models that grants them a free
(0) ap action (useful to get both of the buffs on shieldbearers, among other
things) at the end of the push. With a trigger, she can also count them as
corpse markers for her abilities. Finally, her Litany of the Fallen puts a
built-in trigger on her melee attack to make the damage irreducible. Usually useful.
I don’t know why you would take Vincent without his upgrade, as it grants him From
the Shadows and a (0) ap push action to get him out of melee. Maybe you might decide he has too many things to keep track of already and he makes your head hurt. Finally, the
soulbound upgrades can either make the model explode when it dies, gives them
finish the job, or gives you a refund to grant you a soulstone if the model
dies in exchange for a card in hand.
General: I already discussed Archie’s upgrades, so we’ll
skip along. Wronged Spirits is a rare 1 upgrade which makes all friendly Onryo
within aura 12 gain +1 wk and cg. The model carrying it can discard it to give
all Onryo in play Focused+1. Not sure this is enough to make the Onryo
playable, but I don’t have firsthand experience to know for sure. I was
personally surprised to see Phillip and the Nanny getting a free buff upgrade,
as I know lots of people use them, but perhaps the idea was to give them some
abilities besides “walk down the board, eat scheme markers, draw cards.” The
upgrade in question gives him Haunting Cries, a range 12 Ca v. Wp action that
does 2/3/4blast damage. A tome trigger grants a TN 10 horror duel. Again,
Phillip players can tell me whether they’ll actually use this or just keep
drawing cards with them, but I suppose it’s a free upgrade so why not take it.
One of the Rezzer generics is Admiration, which allows a model to push to any
summoned models that arrive within aura 6 of them for the cost of a card from
hand. It’s costly, but I could see putting this on a slower model like Izamu to
give it some added mobility in a summoning crew. The other is My Little Helper,
which allows you to summon a Mindless Zombie off of the upgraded model if/when
it dies and, once per game, makes the model untargetable by any actions more
than 3” away and lets them use two (0) actions for that turn only.
Monday, August 8, 2016
Ripples of Fate Review: Neverborn
I'm back home from the convention, so I should be able to crank these out sooner. If you want to order a copy of the book, make sure to get it done today before the webstore closes pre-orders.
1. The Gorar: Titania’s totem is a symbol of death
and rebirth among the Fae (note the egg that the snake is cradling in its
coils.) Its main function is to get to the center of the board (within 6”) so
that, if a minion you care about is killed, you can sacrifice the Gorar to resummon it. This is important, as the knights and Rougarou are all minions and this is a way to
protect them from being killed. It has unimpeded to help it get there through terrain,
which is good because it doesn’t have much else in the way of defense. Its
melee attack creates a scheme marker and does a little damage and its ranged
turns a slow condition into paralyzed (this will make more sense in a moment,) but that’s not
why you would be taking it. It’s going to attract a lot of fire and you'll have to work pretty hard to protect it, so I’m a little worried how much use this model will
see when Primordial Magic exists.
2.
Aeslin is the Dryw (old English for Druid) that
serves as a sort of major domo for Titania. She has Curse of Autumn (as do the
knights) which force targets that begin their turn engaged with Aeslin to make
a TN 13 WP duel or become Slow. She will get less use out of this than they will, I would assume. She’s a spellcaster with casting expert and the
ability to dump a scheme marker to fire into combat without randomizing. Her
two attack actions are the same A Wicked Silence melee as the Gorar, but you’ll
more often use the Rot and Rend ranged spell. It has no TN, Ca 6, and a
pedestrian 2/3/4 damage spread. The real strength of this spell comes from
triggers, which can discard scheme markers to do more damage, drop another
scheme marker with the ubiquitous A Trophy for the Queen trigger, push a model,
or hand out slow. Her (0) actions can either inhibit the opponent’s casting
flips or prevent them from moving, pushing, or being placed within a short
range. Overall, Aeslin is a short range caster with ok damage and some
interesting triggers. I question how much staying power it will have in the crew,
but Titania’s ability to tank for her should help.
3.
Tooth, Claw, and Thorn: The three autumn knights
are essentially the same theme with variation. The front of their cards are the
same, with ok defenses and stats, hard to wound, armor+1, and curse of autumn.
All of them also have the (0)AP tactical action A Clear Path to push towards
scheme markers within 4”. The differences come with their attacks and their
challenge actions. The tooth has a melee sword which automatically drops a
scheme marker as a trigger and can hit a different one to get a + flip to
damage. Her challenge forces an opponent to move into base to base with the
tooth, gives them a free attack at a -, and then gives her a free attack back.
The claw (possibly my favorite) has a spear which works as a ranged or melee
attack, has the same triggers as the tooth but with the other trigger built in
instead, and has a challenge which pushes an enemy model into base to base and
can, with a trigger, give them a – flip to defense for the rest of the turn.
Finally, the Thorn lashes you with vines that do slightly worse damage but has
the + flip to damage trigger built in as well as a separate trigger to let you
draw a card if the enemy is close to a scheme marker. They seem tough but not
quite as tough as Illuminated, but they’ll probably be necessary to get scheme
markers out for Titania.
4.
Bandersnatch: This creature is cool. It’s a Rare
1 Nightmare minion that jumps into your shadow and can attack others from there. This is
represented mechanically by the (0) Crawl Into Shadow. If successfully cast
against a target, the Bandersnatch buries itself and places an “upgrade” on the
target which does damage to it every turn and allows the buried Bandersnatch to
use it as the origin point for its attacks. In effect, it acts like the Bandersnatch is
attacking out of the shadow at other enemy models, which then allows it to drag
the enemy models into melee with the poor sucker and even has a trigger
where the second model might attack the first one out of confusion. The 2”
melee range of the Snatch is increased by the height of the model. The “upgrade”
falls off after the second time it ticks on the original target for damage, so
it will be important to activate the Bandersnatch right away to jump back into
a shadow and avoid getting hit back, but I think this model is very cool and
thematic.
5.
Will o’ the Wisp: These guys are rare 3 spirit
swampfiend minions that are incorporeal but also insignificant. Any model that
fails a WP duel within 3” of them lets them place a scheme marker in base to
base with the enemy. Their attack isn’t very good, but with a cost of 3 they’re
not really expected to hit hard. You’re really taking them for 2 reasons. One
is The Wisp’s Call, a ranged spell that places a condition on the target which
forces them to take walk actions toward the wisp with one of their AP and
prevents charging. It has a possibility to disrupt enemy movements, but seems
somewhat situational. They also have a tactical action to use a (2) action off
of another Neverborn model within 10” for (1) AP. The immediately obvious use
is to summon Voodoo dolls for Zoraida, which allows her to use her AP for other
things. There is a lot of careful wording to make sure you can’t abuse this
(you can only target a single model one time with this per turn and can only be
taken once by turn by the Wisps) but could, over time, end up becoming even
more useful as new models are released. I'm interested to see these guys in action with Pandora, Zoraida, or Titania for three entirely different reasons.
6.
Rougarou: If you watch Supernatural you already
know that this is a sort of wolf creature which, inexplicably, all the
recurring characters are always off hunting to explain why they aren’t in the
episode. They’re 8ss fae/beast/undead minions (so hurray for Marcus, I guess.)
They’re melee beaters that don’t have a ton of resilience off the card. Hard to
Kill is decent, but they could really be scary if they had been given Hard to
Wound as well like the rest of the knights. Instead, they have the ability to eat a scheme marker within 3” at the
start of their turn to either heal 2 wounds or push 3”. Their claws have a high
severe damage and a ram trigger that gives the damage flip a + so its more likely you can cheat for it. Its tactical
actions are a pair of (0) actions that either force a target to make a TN 13 WP
duel and, if it fails, gives the Rougarou a free melee attack or can push all
enemies with pulse 4 into base to base with the Rougarou if they fail the same
WP duel. There’s also a fun trigger on this action which lets it jump into base
to base with one of the model who succeeds the WP duel after the others
push in. Not sure how strong this one is, since it may be a bit too fragile to stick around. There are probably better options at 8 points.
Upgrades: Titania-The Queen has no
limited upgrades, so they can be used in whatever combination you prefer. One
puts a mask trigger on all of her attacks which forces an enemy to discard
cards to target anyone besides Titania. Another gives her the ability to place
an enemy model into base contact with her and can place a scheme marker with a
trigger. Both of these add to her ability to tank for her crew. The Forest
Claims All seems like one which should be used in most games, as it allows her
to change all corpse or scrap markers placed within 4” of her into scheme
markers unless the opponent discards a card. This seems good for not just
disrupting Rezzer, Ten Thunders, and Aracanist summoner crews, but also for
getting scheme markers for Titania when the opponent doesn’t care about those markers
at all. Finally, The Queen’s Champion is an upgrade which you place on Titania
until one of her models kills something. The upgrade then jumps to the new
model and grants them Armor+1, a + flip to attacks, and placing a scheme marker
every time they damage an enemy. This one seems most likely for me to leave off
simply because the cost of controlling which model gets the upgrade (discarding
a soulstone if you don’t want it to jump) is pretty high, and I don’t like
things I can’t control directly. The general Fae upgrade gives them a 10” aura
which grants all Fae the ability to, with a trigger that is built in for the
knights, discard a scheme marker and push 3”. This one might also get left
behind unless the knights really get a lot more use out of it in play than I'm imagining.
Generalist-Lelu gets Satisfying
Punishment, which increases his DF+1 and gives him an ability to deal itself 1
damage at the end of its turn to cycle a card. Iggy gains a melee attack with a
2/3/4 damage spread and the Hide in Shadows trigger. The generic upgrade A
Thousand Faces has to be used on a Non-Master and is Rare 2 but allows a leader
to take a (1) action if the model with the upgrade dies and may be swapped out
for a different upgrade at the start of its activation (paying the difference
in soulstone cost, if its higher.) If you choose to switch to Pact, you also
get to draw a card. I think I like the other upgrade, Malifaux Provides, better
(although I suppose you could always start out with the first one and then
switch to the second one when you need it.) It allows a model to discard a
scheme marker within 3” to heal 2 and, when the model would gain a condition,
allows the model to ditch the upgrade and ignore it as well as drawing another
card. Now that I think about it, you may as well start with the first one in
case the enemy does something you don’t expect and kills a model early on, but then later switch to the
second or any of the other Neverborn upgrades as you feel necessary.
Saturday, August 6, 2016
Ripples of Fate Review: Gremlins (and some stuff from Gencon)
I haven’t had the time I expected to sit down and crank
these out, but a promise is a promise so here’s the Gremlins crew from Ripples
of Fate. More to come, as you would expect. Enjoy!
1.Earl Burns: Burns was the lead engineer on the
Infamy (before that became its name) but has now been forced into slavery by
Zipp and his crew, since they don’t know how to fly it properly and would
likely have ignited the hydrogen inside and killed them all by now if he didn’t
stop them. Earl is a significant minion totem which can be towed along by a
friendly pirate similar to Hoffman. He has decent ability to heal constructs
with his melee attack or smack enemies, but I think his best ability is Regular
Maintenance. For an easy cast and a discard, you can add a suit to all duels
for friendly leaders and constructs within 6” of him and, with the right
trigger, grant them + to their attack actions. Pretty good totem. He also can
grant some mobility to pigs or swampfiends in the list, at the potential cost
of a wound to himself.
2.The First Mate: As advertised, he is a Silurid
that ate the previous first mate and earned himself the job. He’s a 9ss hench
with ok defenses and no defensive abilities to keep himself upright, so he’s
going to be a bit fragile. This seems odd, as he seems to want to get in and
mix it up in combat. He has a pretty standard melee attack that can poison or
turn slow into paralyzed, which comes in handy for his next ability, swallow
you whole. If you discard enemy scheme markers within 8” of him he cycles a
card.He also has a pretty good maneuvering ability called Menacing Croak that
lets you push enemies up to 6” and has some good triggers, including the
ability to hand out slow (unless you give the Mate fast, he can’t slow,
paralyze, and swallow whole in one turn.) And, of course, he has leap. He seems
to be better at maneuvering and positioning than combat, but he still seems a
little fragile to me. (Correction: the Mate can slow with a trigger from leap, paralyze, then eat. Card intensive, but possible.)
3.Iron Skeeter: These guys seem pretty good.
They’re 6ss enforcers that count as living and construct, so Earl gets to tag
along with them. When they take walk actions, they can choose to flip a card
and, on anything but a crow, place a ht 5 blocking terrain smoke counter
adjacent to them. With Zipp throwing around his terrain counters too, a sky
pirate crew might be pretty rough on enemy shooting attacks. Their ranged
attack has some interesting triggers that can push the enemy or give them slow,
and their melee can throw out some poison or, with a different trigger, attack
twice if you’re hitting someone who is slow. I’m getting the impression that
getting some reliable slowers into a Skeeter crew will be money. Probably most
memorable for them is the (0) action “Hop Aboard” wherein they can designate a
ht. 1 model near them and then let them move along with their flight for the
rest of the turn. The caveat is that you have to declare a trigger for the
ability, and half of them are bad. So you’re taking a risk, but Iron Skeeters
can bring some real mobility and utility to even non-Zipp crews.
4. Akaname: Your token brewmaster minion is
essentially a filth demon that is an Oni and Tri-Chi and lives in gremlin
communities, wherein they eat the pig mess and help defend the town. They have
the ability to transfer poison from models around them to themselves once per
turn, gain a point from the uncomfortably named “Lick their Corpses” ability
when someone drops a corpse or scrap marker, and don’t tick damage every round
or reduce their poison condition normally. They gain a bonus to their Ml equal
to their poison value (up to +3), can spray poison onto other models by transferring
it from himself, and can turn poison on itself into scheme markers as a 0. I
don’t know brewy well enough to say whether this plugs a hole for him, but the
fact that it doesn’t have a Sebastian or McMourning-esque extra poison effect,
so it seems like the most effective use for them.
5. Banjonista: Is what it says on the tin: gremlins
that specialize in playing the banjo. They have a ranged attack that ignores
armor, which is probably something gremlins need. They are, however, fairly
squishy with 5 df and wp and 6 wounds. Probably the most interesting ability is
“Pluck the Strings” which lets them apply a Paranoid condition which forces
discards or damage in a sort of pseudo-AoE effect and can trigger to allow
other Banjonistas to perform their own Dueling Banjos action. Not sure at first
blush how much use these will get, as Arcanists can probably squish them before
the armor negation becomes a problem, but I could be wrong.
6. Swine-Cursed: So…these are a failed experiment
by Wong to combine the strength of pigs with the…intelligence of Gremlins? In
actual effect, you get a werepig version of gremlins that can switch back and
forth between being either type gremlin or type pig as a (0) action. Which
state they’re in changes a trigger on their melee attack. The crow trigger when
they’re a gremlin makes it so the target can’t declare walks while engaged,
while the ram trigger when they’re a pig lets you get a free charge on another
target nearby. Every time they switch states they get a healing flip. And, of
course, there’s the fact that they gain the Magical condition at the start of
the game which lets them ignore armor, hard to kill, and incorporeal. I think
there’s some potential here, but they can get knocked down with a concerted
effort from the opponent, so they may not be too dangerous.
Upgrades: Zipp’s upgrades: His two limited upgrades
alternate in theme for what you want to punish the other crew for doing. One
makes them discard to use soulstones. The other makes them discard to use 0
actions with their master or henchman. They both give an ability to clear
conditions off of Zipp, though one requires a card and a soulstone so that
would take some decision making in game. And, both let you attach one sky
pirate upgrade to an enforcer for free. His rambling diatribe upgrade could be
crippling against certain crews, as it lets you name a suit and then force your
opponent to discard all cards of that suit and redraw them. They sky pirates
seem to have a sub-theme of benefitting from discarding opponent scheme markers
(fitting, they are pirates after all.) Treasure map is another example of this,
as you get to do a draw and discard to get a bonus from which suit you pitch.
There are two upgrades that represent the airship getting involved, one with
pianos dropping from the sky and the other with a very bright spotlight. Both
have a number of amusing triggers. And, finally, the First Mate can give
himself armor by removing enemy scheme markers, and gains a trigger to his leap
ability which lets him do that for free.
Gremlin Upgrades: The two “fix old models” upgrades are for
the Whiskey Golem and the Warpig. The former gives the Barrel to the Face
action a ram or tome trigger to follow up with a free Smokey Finish. The Warpig
upgrade A) lets the warpig attach the upgrade like it were an enforcer and B)
acts like a super recalled training, letting it ignore Set’er off, gain +2 wp,
and a + to all flips for the turn. Scary. The two new generics can make certain
gremlins more useful for a pig style crew by giving them pork whisperin. The
other lets you reflip for random targeting when shooting into a melee once per
turn or, if that doesn’t end up being useful, can be pitched to draw two cards.
Bad Blood Statistics
At this
point, I’ve run the module 3 times, once as a shakedown cruise with my friends
on Wednesday night and twice with players here at the convention. It’s gone
pretty well, I have to say, and it’s been cool running it at a table adjacent
to Mason, the head writer for TTB, as he comes over after the game and asks how
the players did and looks for cool moments. The shakedown cruise was a darned
good idea, because I found a couple of things about encounters which I had
misinterpreted while reading (which unfortunately led to a party wipe, but
c’est la vie.) Some stats from the game thus far:
Players killed: 1
NPC Mercs killed: 16
Peacekeepers Fixed: 2
Peacekeepers Subsequently Destroyed: 1
Mature Nephilim Evolved: 1
Average length of survival for hooded rider: 4 turns.
Times Mary Finnegan has been stabbed by a doppelganger: 2
(nobody was playing her the third time)
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