Greetings all. So Adam and I recently finished our first game with our project masters (game 1 of 30 for me. Uncertain if Adam has a number of games to play goal). Without further ado... the quick and dirty rundown.
I took :
Parker w/ Coordinated Heist, Black Market, and Human Sheild
Mad Dog w/ Crate of Dynamite, and Lucky Poncho
Wokou Raider x 2
Doc Mitchel
Librarian
Hans
Vs.
Collodi w/ Fated, Strum the Treads, Breath Life
Emissary w/ Mysterious Conflux
Shadow, Brutal, Arcane, lucky effigies
Stitched x 2
Marionettes x 3
Standard Extraction
Claim Jump
Leave your Mark
Mark for Death
Eliminate the Leadership
Last Stand
Crew Selection limited to models owned (my Parker box was on order).
I looked at the map but not close enough to realizes Hans is garbage on this map My thinking is when I play into neverborn I like to have at least 1 ruthless model to mitigate Doppleganger and/or Barberos. I picked up the Wokou to support a Misaki build I have yet to use mostly because I need to get the models painted. So I threw a couple in to see what I thought. Librarian because outcast. Wasn't sold on the Bandidos because the look too squishy but with Run and Gun would have been gold on this map (I can picture Adam vs my Tau crisis suits and a little PTSD). So I threw Doc and Mad Dog in to round out the crew.
If I had it to play again I might have swapped a Wokou for a 4th qualifying model on Last Stand. But considering Extraction was the goal I don't think a Parker crew is suited to do both. And due to Adams list I was playing vs 4 schemes. So basically you can look at this map as 3 parallel hallways. I sent Doc and a Wokou off to my left, ignored the right and sent the bulk of my crew up the center. My plan was to get the Wokou in the middle into melee to eat up cards or tie up model but she run into the pair of stitched and melted. But that let mad dog slide into position to unload with his shotgun and blow up the cover at the entrance to the middle chamber. I knew once the Wokou on the side started scoring Mark for me he would have to send something to deal with it or seed me 3 points and doc was over there to back her up and help score the strat for the one turn he could squeak in range. He sent the shadow down my right side and his Emissary came to deal with my Wokou. I knew the emissary could reach claim jump by turn 3 and if he did Doc could walk over. Shadow was way out of range to hit Mark by turn 3 but he could have done part of claim if he could carve a spot in the main chamber. So I ignored the shadow since I would have time to adjust after Adam scored a point with him. He turned out to be a decoy to attempt to draw one of my more expensive models to go deal with. Once I got into the Marionettes I was able to lock up 3 for Mark for death. In return he got my Librarian with a mark. Hans did slightly more than nothing but ended up being clutch for the 1.5 rounds of combat he got in. And the Wokou on the flank got 2 Marks left via 0 action kick ball. Not being able to cheat Ml vs defense works almost like agile. I was able to disengage, drop a scheme, and 0 punt it but the Emissary blocked the third one by walking around me. And when the smoke cleared in the center Adam got 4 for the Strat to my 2 leaving the final 7-5 for me.
Things that worked. I like the Wokou but I'm not certain 2 or more is worth it. I will put them on the table some more before I give them a definitive rating. Mad Dog was the MVP but it probably had more to do with the match up vs what he brings to the table. Also this probably goes without saying Librarians are good.
Things that didn't. I flipped 0 upgrades. Didn't use 2 upgrades that I brought but I see a synergy with the Wokou and Dynamite that I need to look into. Hans plus this map should have been complete fail. Things that work in Thunders don't work for outcast.
I picked up some Ronin. I own most of the outcast Mercs. I need to learn what outcasts do better than other factions. Maybe the leaders just tend to do more on average compared to Thunders so the support models tend to feel weaker by comparison. If that is the case Parker will be an uphill battle. I think the wave 5 models will fit my play style a little better but they are down the line. Crew has since been acquired, assembled, and primed.
Until next time...
Saturday, September 16, 2017
Friday, September 15, 2017
Dress Rehearsal: How Not to Collodi
Greetings, Musers. With the launch
of the patreon account and the signing on of some of our members, we have
reached our first goal: commitment to a weekly schedule of posts here on the
blog. I’m excited (and slightly terrified) of the prospects of having a regular
schedule and deadline to meet on a weekly basis. Hopefully, I’m up to the
challenge. I’ve laid out a rough preliminary schedule for the topics for the
foreseeable future.
Week 1) General Hobby update: Thoughts on crews I'm working
on, some pictures of painted models, etc.
Week 2) Book Review: Review of a physical Malifaux product
of some kind. Likely to be Through the Breach related, as their publishing
schedule is more frequent.
Week 3) Tactics Articles: Tournament reports, crew list
theory, etc.
Week 4) Story Article: A look at the fluff of the world of
Malifaux. Could be some articles that, say, would break down one of the
factions or masters through the development of the Malifaux story, or would
include my efforts at writing some short fiction.
I’ve
also considered including “Musing on a Meme” articles, where I make a meme list
that focuses on some oddity of the Malifaux game or fluff to make a unique crew
that, perhaps, isn’t the most competitive thing out there. These posts would be
in addition to material written by Phiasco, of course, so that’s even more
content, all thanks to our Patreon Supporters!
Speaking of which, our
Patreon campaign is still going, and we’re still looking for more
support. I don’t need to replace my income with Malifaux Musings or anything
crazy, but it would sure make me feel better about taking time away from my
family or job or free time (ha ha, like I have much of that) to write here when
I know it’s going towards bringing in some cash for us. Plus, the money from it
can go towards buying more Malifaux stuff to feed the blog. Enjoy the Through
the Breach review last week? We can do more stuff like that in the future, even
including some of the models, using the cash brought in through Patreon. I’m
not asking for a ton of cash from you, either. Can you afford $1 a month? I’ll
take it! With the new publication schedule, that’s literally .25 cents per
post. I don’t even want to think how silly the word count payrate would be for
that. If you want to give me more, I won’t stop you, but $! is all I ask. Let’s
see what we can turn this thing into together.
***
Ah,
Autumn is here. And you know what that means, folks. It’s time for the Autumn
Queen! With Lillith out of the way, no one can stand in her way as she ascends
to power over the Neverborn and can begin purging the scourge of humanity from
Mali-
*Marionette scuttles into the room*
-faux. No more will our people be held beneath the oppressive heels of the Gui-
*Marionette scrabbles next to me, tugging insistently on my
pant-leg*
-ld.
Um, excuse me. Hello, little man. I’m in the middle of a Malifaux Musings post
at the moment. I’m going to talk about Titania. Can I help you?
*Marionette shakes his head and points at his chest.*
Well.
Yes. I know. But it’s Autumn now. Thematically, I should be playing the Autumn
Queen. And, you know how she gets when she feels like I’m not paying enough
attention to her.
*Marionette makes an angry face, pointing sternly at
himself.*
Look,
tell your master I’m sorry, but he didn’t get anything good in Broken Promises.
It’s hard to get excited for a master who is essentially not changing and
didn’t get any new toys-
*Marionette holds up picture of Hinamatsu.*
Ok,
ok. He got one new toy. But I don’t know how it works! And I wa-
*Crosses arms. Taps foot impatiently.*
Sigh.
Alright. Let’s go play some Collodi.
*Marionette does a quick cartwheel, grabbing me by the hand
and skip as we head to the laptop for some Vassalfaux.*
***
*ahem* Take two. It’s Autumn, and you know what that means, time to honor
the Autumn Queen by playing her loyal servants, The Neverborn! This of course
includes (presumably) the Puppet Master Collodi, the master you voted for me to
build! My opponent was Phiasco trying out Parker Barrows (who, you’ll recall,
won the poll. Phiasco agreed to pick him up and give him a whirl.) We were
playing in Vassal and I randomly picked a map, which turned out to be one of
the interior maps for which that platform is (in)famous. My goal was to play a
minion-heavy crew with the Mysterious Emmisary and Collodi providing support,
so I went with the Fated limited upgrade, lots of Effigies, a couple of
Stitched, and some Marionettes. This was really a trial-run/dress rehearsal,
since I had never used several of these models before. I learned a lot of
lessons this game, though I don’t remember exactly what happened all the way
through (for reasons that will become apparent shortly.) Rather than go through
it turn by turn breaking down every (in)correct decision I was making,
therefore, let me put up a visual aid and walk you through the lessons I
learned from this game.
Lesson 1: Don’t Drink and Malifaux.
Ok, I
know that people like to have a drink or two while they’re playing. That’s
fine. What I’m saying is don’t get hammered as the game goes along if you’re
interested in actually winning. Refilling my double gin and tonic at the
beginning of every turn seemed like a good idea early on. It didn’t play out
that way by the finish. And it definitely didn’t seem like a good decision the
next day (a Wednesday) when I had to get up at 6:15 to get my kids to school
and go to work. Make good choices, folks.
Lesson 2: Keep Your Crew Together
This
is probably the most “drunk-faux” thing I did in the game, but for some reason
I decided to send my Mysterious Emissary, who was carrying the generic conflux
to feed all my puppets + flips, off by himself to go hunt down an enemy Wokou
Raider. I know why I did it (to stop Phiasco from scoring Leave Your Mark) but
the whole point of this crew was overlapping buffs and to summon Changelings to
copy strong attacks from the other crewmembers (Stitched, Lucky Effigy).
Neither of those things were happening with him all the way out on the flank
like that. On the other flank, there’s my dumb Shadow Effigy, also out where he
can’t help the fighting or score points. If I had taken Leave Your Mark, of
course, he could have been scoring that. But like a dummy, I thought “Well I
try that every game. Why don’t I mix things up?” You do them every game because
they’re reliable points, stupid. Go with what works!
Lesson 3: Puppets Aren’t That Good at Killing Stuff
I
mean, I kind of knew this one already, but for this game I wanted to just throw
some things up against the wall and see what stuck. It turned out that very few
of the puppets were all that sticky. The Effigies don’t do a ton of damage, so
sinking 20ish points into them is not a good move, as almost half your crew is
basically just there to buff Collodi and the other little minions who are also
kinda puny. I had thought Lucky was a good choice for the silly damage buff he
receives, and he still might be since he got popped pretty early in this one,
but it wasn’t enough. On the other hand, Stitched Together are real good. Most
of the damage you see on Maddox and Hans came from the two Stitched I brought
along. Again, this isn’t exactly a revelation, but it was good to see what they
can really do. I seem to have some fairly horrendous Gamble Your Life luck when
I’ve used them, and they mostly just seem to blow themselves up. If I had been
trying to complete Leave Your Mark, the Shadow Effigy would have been a fine
inclusion. But I wasn’t, so there was no reason for it to be there. I hear a
lot of fanfare for the Arcane, and I can see where it would be useful, but it
did nothing at all in this game. So, basically, I need to build crews where I
include puppets because they have a specific job that they do well, not just
because they say “puppet” on them. And, also, the ME was probably again not the
best choice for this crew. Sigh. Someday, Mysterious Emissary. Someday.
Lesson 4: Pick Better Schemes
I
thought that with all the activations in this crew I’d be in good shape for
Marked for Death, and I thought that Parker wouldn’t be an especially tough
model to at least knock down to half wounds. Neither of those things really
turned out, mostly due to my opponent having me out-ranged. By the time I got
close enough for melee most of my puppets had been shot to death. I needed to
use Collodi and the Stitched’s Creepy Fog to better effect and shield their
advance by disrupting the opponent. I was trying to keep Collodi back as a
support piece, which meant that I couldn’t bring his strong attack actions to
bear until turn 4, which was too late for them to make a difference. If I
wanted to play a killy scheme pool, I needed to bring killy models. Illuminateds
work well with C because he can toss out his focus and his effigy buffs to
them, as Minions. Basically, pick a lane and stick to it. Don’t try to do all
the things.
Lesson 5: Get Collodi into the Game
The
best I did in this happened after the puppet master got involved. He’s just so
disruptive! Passing out slow or Obey type effects to the enemy or, worse,
combining the two is so strong. That attack action is the reason you play this
master. He can’t do that when he’s trailing along behind his puppets trying to
play it safe and stay out of the fray. Now, obviously, if your opponent is
playing Pandora or something you don’t want to be mixing it up with things that
can attack your WP if you can help it, but still. Not getting him into the action
was a big tactical mistake. I don’t know if it would have been enough to swing
things, but it certainly would have made it closer.
Summation: Learn to Play, Newb.
So I
ended up grabbing the last point for extraction and blocking it from Phiasco
again. I could have possibly made this competitive on the last few turns if I
could have either started marking and killing things or knocked out Parker, but
there just wasn’t enough time to recover from the way the game started. I’m
relatively pleased that I at least was able to take the strat points, but I had
to deny schemes somewhere if I was going to get into this thing (surprise, Adam
occasionally forgets to play defense. This is not a new occurrence.) I need to
get some real hitters into this list and get some of the useless puppets out of
there. I was not super blown-away with the Marionettes, either, but I think
their best work comes when they’re able to take hits for Collodi, which didn’t
become necessary here, or pass out points of Burning from the Arcane’s (0). I’m
looking at my Illuminated, obviously, but I think Ronin could be interesting as
well. I’ve heard good things about incorporating Lazarus into the crew, but I’m
trying to stay with things I actually own for the time being. If/when that
alternate Lazarus they teased ever comes out, maybe I’ll pick it up and he can
join the puppet show.
I’ll
ask Phiasco to (if he has time) come in and add his thoughts on Parker at the
end of this. I think our next games with these masters will be not facing off
head to head (IE I play Collodi versus him with someone else, and then we play
another game where he has Parker and I play someone else) to keep the diversity
up. But, in any case, we had our first rehearsal. It was ugly, but you don’t
get better without practice. The show must go on!
Friday, September 8, 2017
Through the Breach Core Rules Review
-This post is going to be long enough, so I'll give the mini-musings a miss for this one. But let me take a second to thank our Patreon sponsors, and encourage anyone out there to join in supporting our blog's efforts.
-Also, special thanks to the folks at Wyrd, particularly Kai, who helped make this review happen.
***
Since nearly the beginning of Malifaux’s time as a
miniatures game, there was one recurring thread that would appear over and over on the forums: there needs to be a role-playing game set in this world.
It has a rich background steeped in earth history and arcane lore. It
integrates a number of genres that the fans of Malifaux and RPGs in general
enjoy like Western, Gothic Horror, and Steampunk. It has a great story and
vibrant, interesting characters. The only question was, how do we do that? What
game system could people use to represent it? There were some Weird-West
options out there at the time like Deadlands, but it was always more a matter
of folding and patching the systems to make them fit rather than playing
something designed whole cloth to feel like a Malifaux RPG. Then in late November
2012, Wyrd launched their Kickstarter for Through the Breach, a roleplaying
game set in Malifaux based on the rules of the miniatures game. The goal was to make the games so compatible that you could port
between the two freely, taking your characters to games on the tabletop or
bringing any of the wargame’s rules or models into your RPG. It wanted to let
you play characters that were reminiscent of the ones you used on the tabletop,
be they spellcasters, melee specialists, ranged experts, or even everyday
people like gamblers or workmen. It was ambitious, and like any effort to
create something from whole cloth, there were bumps. Parts of the game worked
well, but other parts fell short. While the general feel of Malifaux was there,
the characters didn’t really feel like they had the same level of power or
ability as even some Minion level Malifaux characters. At the same time, making
things challenging for these characters was difficult as well, as the rules for
accruing injuries and dying made actual character death a rare thing. And, like
most 1st editions of games, there were rules that were clunky,
awkward, or unnecessary.
After creative control passed to the
current head designer, Mason Crawford, some of the philosophy began to shift
and newly created character options began to reflect the lessons learned from
some of those earlier bumps. The character options presented in the Arcanist
book Into the Steam, the Resurrectionist book Under Quarantine,
and the Gremlin book Into the Bayou were better right out of the gate,
due in large part to characters gaining new abilities when they first enter a
character class (called Pursuits) rather than after completing the first
session with them. However, introducing newer and more effective Pursuits made
some of those presented in the original Fated Almanac feel underpowered enough
to be borderline unplayable. And some of that rule and skill clutter was still
there, bringing down what was otherwise a strong game. It seemed like it was time to go back and create an updated version of the rule set incorporating the lessons learned from the first trial run.
Thus, the project that would become Through the Breach: Core Rules began. The
final product is a tighter, more characterful revised edition of the original
rules which is fully compatible with all published Malifaux products to date (a
rarity in today’s world of new RPG editions) that I recommend highly.
Physical Design
One
thing that is obvious straight away is that Through the Breach: Core Rules is
the first hardcover sourcebook Wyrd has published (at least, to my knowledge). It features a high quality
matte finished look with a glossy logo that stands out on the shelf. After a
number of readings and perusals I see no sign of damage to the spine despite
the book’s weighing in at a hefty 415 pages, and it comes with a trio of
attached ribbon bookmarks for tagging frequently utilized sections (two of mine
are permanently placed on the Skills table and the Critical Wounds charts.) The
art design for the book is for the most part consistent with other Malifaux
products, with a number of pieces recycled from previous offerings but with an
equal number of new pieces as well. The cover art features a battle between
Witch Hunters and what are likely Arcanists or Outcast spell-casters and
includes something that has not previously had a large presence in Malifaux outside of the Gremlins: a
sense of wry humor. Namely, one of the Witchling Stalkers has been backhanded
by the Hannah-esque suit of steampowered armor one of the rogue magic users is wearing
and is flying backwards, wide-eyed with its weapons trailing behind it. This
feels like a bit of a departure from the grimness that the setting can
sometimes convey, but it manages to not go over the top and doesn’t dominate
the rest of the book’s art. The one thing present in previous Wyrd publications
that I do miss is the high quality short fiction, as this book has none. This
is a mixed blessing, as it means there is more room in the page count for the
detailed information contained within the book, and it also means the numerous
revelations regarding the background and history of Malifaux are delivered
directly rather than having to be cribbed from the short stories. But still, it
almost doesn’t feel like a Wyrd book without them.
Background Material
The
first section of the book contains 56 pages of information on the world of
Malifaux and its history. For those that are new to the world and have maybe
arrived here after looking up reviews online, Malifaux is a game set in an
alternate earth history. Events progress roughly the same as in our world until
the end of the 18th century, with the variation that magic is a real
thing but works about as well in this alternate Earth as it does in our real one
because there just isn’t much of it here. When the world’s magic users realize
that the last of the magic is about to run out, they pool their efforts
together and punch a hole into a parallel world, Malifaux, in search of a new
source. What they discover is a place where magic flows almost tangibly through
the air, where a magic user who could barely light a match on Earth can set an
entire room on fire with their flame. And, best of all, they discover that the
magic can be stored in stones called Soulstones that can be transported Through
the Breach back to Earth, allowing magic to be used there as well. All was
going well for about a decade, but suddenly the natives of Malifaux banded
together, threw the humans back through the Breach they had opened between
worlds, and sealed the portal behind them. The last thing to pass through the
first Breach was a human body with the words “Ours” scratched into the chest,
hurled through just before the Breach sealed.
In the
ensuing panic, the Earth is plunged into an early version of World War I, called
the Black Powder Wars, as the great powers of the planet vied for control of
the now limited resource of Soulstone. The result of this is the seizing of
power by a collection of Soulstone dealers known as the Guild of Mercantilers
(or Guild for short) out of the ruins of the cabal of wizards that created the
Breach in the first place. This new power gains control of the world by seizing
the global Soulstone trade in an iron grip. So things remain until about 100
years after the closing of the first breach when, spontaneously, the Breach
reopens, allowing humans to once again travel to Malifaux. Prepared for
trouble, the Guild brings a small private army with them, only to find the city
once again sitting empty as was the case when the First Breach opened. Relieved,
they nonetheless use the ever-present threat of Malifaux’s natives to establish
a military dictatorship and monopoly controlling Soulstone mining and trade
with Earth. They are opposed by rebels called the Arcanists who resist their efforts
to control the study of magic. Meanwhile, the humans who have travelled through
the Breach to try and make their living in Malifaux are constantly menaced by
necromancers called Resurrectionists and the various natives of Malifaux,
including the Bayou pests known as Gremlins and the nightmarish Neverborn who
twist the human’s fears against them. And in the shadows of it all, a
Far-Eastern crime syndicate known as the Ten Thunders slowly spreads their
influence through all the other factions, quietly stealing power and wealth for
themselves.
The
background section next discusses the city of
Malifaux itself, former capital of the Neverborn which is now occupied by the
human forces. It goes into a great deal of detail regarding each of the districts
of the city, including the well-developed Downtown district where the Guild
keeps their headquarters, the Slums where most of the city’s people try to eke
out a living, and the Quarantine Zones walled off by the Guild that serve as
sanctuaries for The Guild’s enemies. This section is dripping with potential
campaign or adventure hooks. It then goes on to describe some portions of the
world outside of the main city in slightly more general terms, as much of this
material is described in greater detail within the other Through the Breach
sourcebooks. Finally, the background chapter finishes up by offering
information about the seven factions operating within Malifaux, including some
new revelations regarding the early history of the Miners and Steamfitters Union
that the Arcanists use as their front, the methods by which the Ten Thunders
rose from humble street gang to become one of the most powerful factions in
Malifaux, and some information regarding the true form of Lillith, leader of
the Neverborn vampiric-creatures known as the Nephilim.
Character Options
The next
six chapters detail the numerous character options offered in the book. As with
the 1st edition Fated Almanac, the only character race available is
humans. Options for playing undead, gremlin, or partially cybernetic characters
are presented in the other sourcebooks. Presumably, players who want to play as
Neverborn will be able to do so once the appropriate book is published at some
point in the future. This section begins by detailing the very unique method of
character generation used by Through the Breach: performing a Tarot reading
that simultaneously provides you with information on your character’s
background, skills, and attributes as well as spelling out a Destiny for your
character to embrace or resist over the course of the campaign. This Destiny
serves both as a source of plot hooks for your gamemaster (called a Fatemaster
in TTB) to use, as well as a means of character advancement, as the most potent
increases in abilities for your character will come when they face part of
their destiny. Once all your players have completed their destinies (presumably
in one big-blow out final adventure) players are recommended to wrap up that
campaign and start a new one with new characters. One consequence of this is
that Through the Breach campaigns are, by their nature, more linear and limited
than what some players may expect from other RPGs they’ve played. While not
impossible, a sandbox style game where a Fatemaster simply drops his players
into the world of Malifaux and turns them loose to see what happens is more
challenging than one with clear adventure hooks, follow-up, and resolutions. I
like to think of my TTB campaigns as being episodic, very much like a western
like Gunsmoke or Bonanza with a cold-open prologue that gives the players an
idea of what’s coming for them in that game session, the meat of the adventure
itself, and an epilogue that wraps up some of the action and possibly sets up
the next episode.
Next, the book details the various
Pursuits which Fated characters can follow over the course of their adventures.
The fourteen basic pursuits available in the Core Rules cover a number of roles
in the world, ranging from Dabblers who craft magical energy to produce
powerful spells, Tinkerers who animate robotic constructs to serve them,
Gunfighters, Mercenaries, Gamblers, Performers, and even every-day laborers
like Drudges and Pioneers. One of Through the Breach’s most unique rules
compared to other RPGs is the ability to choose which pursuit your character
will be on at the beginning of each game session based on information presented
in the game’s Prologue. To help encourage switching, each Pursuit includes a
Rank 0 talent which Fated characters receive when initially embarking on a
Pursuit, allowing even new characters to have a taste of the flavor inherent in
each. Additionally, the book contains five Advanced Pursuits: the Death
Marshal, Freikorpsmann, Grave Servant, Steamfitter, and Torakage, giving your
character the ability to become a member of some of the iconic organizations in
the world of Malifaux.
Next, the book details the skills
your character will use during their adventures. Almost everything you do in
the game involves flipping a card from the Fate deck and adding your ranks in a
skill and a relevant attribute (the equivalent of Ability Scores from other
RPGs) to overcome the various challenges and obstacles put in their path by the
Fatemaster. The list of available skills is the same as in the previous edition
of Through the Breach with some trimming to remove and consolidate some of the
redundant skills together (a sidebar includes information on which skills
should sub for some of those that were deleted out.) One addition to the Core
Rules is the inclusion of skill triggers, bonuses you can use for skills with
which your character is particularly adept based on the suit of the card you
flip from the Fate Deck (explained in more detail later.) Every character who
gains three ranks in a skill becomes eligible to add a trigger, and each skill
has an example trigger listed in the book for each of the four suits.
![]() |
His skill trigger is: Come at me, bro! |
Following the skills, the next chapter details
Talents, abilities that further help to flesh out and define your character.
One of my favorite parts of the original Through the Breach was the inclusion
of a number of talents that require you to have a poor score in one of the
game’s core attributes, representing means your character has developed over
the course of their life to get around some of their deficiencies. Next, the
equipment chapter contains a much more concise list of the various weapons,
armor, prosthetic replacements, and gear available to Through the Breach characters in the Core Rules.
While I appreciated the numerous historically accurate options for, in
particular, the guns in the first edition of TTB, trimming the lists down makes
it a lot more useable and removes a great deal of redundancy. If someone has a
particular antique weapon they’d like to see represented, they can always just
reskin one of the guns presented in the book and say it’s the one they prefer. I
think it was a great change.
![]() |
"I cast Magic Missile at the Darkness"-A thing that can actually happen in a TTB game. |
Finally,
the Magic chapter describes how Fated characters are able to manipulate the
magical energies available within Malifaux itself. Magic use in TTB is not
limited to characters from one of the magic using pursuits (though they have
the easiest time getting into it.) Each character who uses magic must acquire a
magical theory detailing their means of accessing these energies. Some of these
are familiar to players of the Malifaux miniatures game, including the Oxford
Method used by some Arcanists, the Whisper that teaches necromancers to raise
the dead, and the Thalarian Doctrine used by the Guild to suppress other forms
of sorcery. Others are unique to Through the Breach (at least as far as I’m
aware.) The Lifewell Doctrine is a theory that enhances a character’s ability
to use restorative magic at the cost of their ability to use magic to do
damage. The Darlin theories (named, presumably, with a tongue-in-cheek
reference to Aaron Darland, head designer of Malifaux) focuses on animation of
mechanical constructs. The Balanced Five is focused on the balance created by
the five elements in Malifaux (Air, Earth, Fire, Metal, and Water) and creates
magical effects by throwing this balance out of whack. Additionally, magic use
for the Core Rules characters involves the acquisition and utilization of
Grimoires, which can range from your traditional spellbooks to the writings of
madmen on sanitarium walls to a special magical shovel that whispers the
secrets of the spells to its wielder. Spells themselves are crafted by the
players by combining Magia, the base spell effects, with Immuto, modifiers to
the spells that allow for the alteration and manipulation of the magical
effects to increase their range, change the types of creatures they can target,
cast them faster, etc. etc. etc. Each Grimoire contains a selection of Magia
and Immuto with which the Fated character can craft unique spell effects on the
fly during the game, at the cost of making them more difficult to cast for each
positive modifier they tack on. Finally, the magic chapter discusses Soulstones,
the reason humans are in Malifaux in the first place. The rules for these are
very much trimmed down from their previous iteration. Soulstones are given a
Lade based on their size and clarity which affects their monetary value, but
ultimately the only effect this has in game is to increase the range at which
they can be recharged by someone’s death. Otherwise, each stone carries one
charge which can be used for specific functions: augmenting the casting of a
spell or manifested power, animating magical constructs for a number of weeks
equal to the lade of the stone, or healing the bearer. It’s a vast
simplification, and Tinkerers and Graverobbers in particular will miss being
able to use stones that would recharge faster than their creatures would
consume them in order to keep their creations alive into perpetuity, but I
suppose sometimes sacrifices must be made for the sake of clarity and ease of
use.
Game Rules
The Core
Rules contains all the information one needs to run a game of Malifaux,
combining all of the material that previously would have been found within the
Fated and Fatemaster’s Almanacs. As previously stated, the rules for Through
the Breach are based very closely on the Malifaux miniatures game. All
interactions are resolved by flipping cards from a central deck of cards, the
Fate Deck. The number flipped on the card plus a modifier from the character is
compared to a target number set by the game’s Fatemaster to determine
success or failure. If a situation delivers particularly positive or negative
circumstances for the action, players receive + or – modifiers and flip
additional cards to reflect this. And, much like the miniatures game, players
are not stuck with the result of the card flip. After generating their
characters, players build a 13 card Twist Deck that they can use to replace
cards flipped from the Fate Deck, allowing them to Cheat Fate and seize control
of their own destiny. Since everything is done with static target numbers, the
FM never actually flips any cards, as resisting attacks or effects delivered by
non-player characters (or Fatemaster Characters) is done instead by the players
(Fated) flipping a card and adding their relevant defense versus a static
number. This can lead to a few head scratchers early on when odd interactions
occur (for instance, remembering that FM characters receiving a + modifier to
their attack actually results in the Fated character receiving a – to their
defense flip) but, from experience, it usually takes about one game session for
everyone to learn the ins and outs and get a feel for the mechanics. After
that, everyone plays like a pro.
The suits on the cards are used for
triggers as previously mentioned or, in the case of spellcasting, are usually a
required part of the Target Number for casting a spell. In the updated Core
Rules, effort was made to tie each of the schools of magic (Sorcery,
Prestidigitation, Illusion, and Necromancy) to one of the four suits and keep
that consistent throughout, while at the same time reducing the number of
effects which allow Fated to build a suit into their relevant skill and negate
this cost early in their careers. So, no skill mastery as your first general
talent to let you ignore the suits required for your spells, an overall
positive change. This change leads me to recommend that most groups bring an
Overseer, as its ability to discard Twist cards and add their suits to their
party members’ Challenge flips can be huge early on. The Red and Black Jokers
in the deck represent incredibly good or bad twists of fate, as per usual. The
Red counts as a 14 with any suit, while the Black counts as a 0. If you flip
the Red Joker out you may always use it, even if you have a negative modifier
to your flip. If you flip out the Black, you have to use it even if you have a
positive modifier. And, of course, if you flip both you have to use the Black,
because this is Malifaux and Bad Things HappenTM.
Damage
also works the way it does on the tabletop. Characters’ attacks have 3 damage
values, Weak, Moderate, and Severe, corresponding with the three ranges of
cards (1-5 for weak, 6-10 for moderate, 11+ for severe.) After you make a
successful attack flip you receive a modifier based on the amount by which you
beat the opponents’ defense, flip cards, and the relevant fate card leads you
to deal the damage. The Red Joker deals severe damage as well as an immediate
critical effect (more on these in a moment) while the Black, as per usual,
deals 0 damage (other than the crushing of your soul, of course.) Characters
have a number of wounds that represents their ability to take and/or shrug off
damage. Once they drop to 0 wounds, any additional damage they take results in
an immediate Unconsciousness Challenge to avoid passing out and a flip on the
Critical Effects table. Depending on the severity of the injury, these can
result in as light of an effect as the character being rattled and incurring a
minor reduction to any actions they take next time or as harsh as losing a limb
or, eventually, their life. Any time you take damage past this point results in
another flip on the Critical Effects table until, eventually, the character
expires. Facilitating this, the tables themselves have been revised,
compressing them and removing a number of the less impactful critical effects
to make them really hurt when you suffer one. Since characters usually don’t
have a ton of wounds to lose before these critical effects start happening, the
end result is that combats in Through the Breach are quick, brutal, and
vicious. It can still seem, at times, like some combat-oriented characters are
nearly unkillable, particularly later in their careers. But then you run into
the wrong group of opponents that match up poorly with their defenses, or you
fight a lot of opponents with Black Blood or another passively damaging
ability, or you just flip badly, and you find out how quickly things can go
wrong in Malifaux.
One of
the things I like best about this game system is the use of Ongoing Skill
Challenges. Most Challenges require only a single skill flip to resolve.
However, larger activities like searching a library for a lost tome, crossing a
desert, or presenting a case in a court room require a bit more of an extended
effort. In these cases, you use an Ongoing challenge to represent this, introducing
a list of skills that apply and giving a static target number to hit along with
a number of successes required before a certain number of failures. If you
succeed, the challenge is overcome and the Fated meet their goals. If they fail
catastrophically, typically a consequence is introduced that they will need to
overcome before the adventure can continue. This basic framework can serve in and of itself, but I find the best
Ongoing Challenges involve modifications that crop up as the Fated go along.
One of the most memorable Ongoing Challenges came from the first chapter of the
Nythera event where the Fated get caught in the middle of a firefight between
two Masters in Malifaux’s streets while trying to fetch the head of Phillip
Tombers. After every round of action, a new complication would creep up
(fireballs raining down from the sky on them, someone summoning ghostly spirits
in their path, etc.) that would have to be overcome or taken advantage of
before the Ongoing Challenge could progress. Between this and the combat rules,
the game offers a variety of challenges for the Fated to overcome on the path
of their destiny.
Bestiary and Sample Adventure
![]() |
Two opponents from the Bestiary. Oh, you don't have the core rules? Then you don't get to find out who they are! Ha ha! |
The final section includes the last of the tools required for the game, a Bestiary. Trying to cram a comprehensive bestiary for the world of Malifaux into 87 pages would be next to impossible, but the creatures provided do an admirable job of presenting a cross-section of the flora and fauna of that Fated characters will face, and if a particular critter from the tabletop game isn't in here yet, you can usually just use their stat card from the mini to at least pass as a Through the Breach creature. Representative creatures are presented for each of the seven factions so no matter what antagonist your campaign is built around, you can always find something to use for it. Additionally, the system of assigning models to their stations in life (peon, minion, enforcer, henchman, master, and tyrant) allows for built-in scalability of the bestiary contents. Have a game involving rogue spellcasters and enjoy Witchling Stalkers as enemies but not sure if they’ll be a challenge for your higher level players? Just increase them to Enforcers or higher and adjust their station accordingly. As Fatemaster Characters’ stations increase, so does the card they’re assumed to flip for every action, so all the things these new elite Witchlings do will scale up along with them. Additionally, to counter the disadvantage at which FM characters are placed due to not flipping cards or having a Twist Deck to cheat with, FM characters receive a certain number of Fate Points based on their station to spend to either give themselves a + modifier to a challenge, add in a suit of their choosing, or heal some damage, making fighting a Master or higher level opponent a truly intimidating proposition. Speaking of which, the final entry in the Bestiary is a master level character, Leopold Von Schill, leader of the Freikorps and general all-around badass. Included mostly, I think, to give a ball-park range for what Fatemasters should shoot for in the capabilities of other masters (though it’s not like an adventure where the Freikorps have a contract to take out one of your characters would be boring) it’s still nice to see the old man in action. And if you're thinking "But, I have Von Schill's stat card. Why would I need a new one?" Well, Mr. Smartypants...this Von Schill has a rifle. So there! But seriously, some of the mini game abilities don't translate well to the RPG every time, so it's usually worth the effort to redesign them slightly to iron out those wrinkles.
After
the Bestiary, the Core Rules contains a very short adventure meant to serve as
an introduction to a game of Through the Breach. Fittingly, it features your
characters doing just that: boarding the Iron Ram and travelling from
Breachtown (built in what was Santa Fe until the first breach opened and
destroyed it) to Malifaux. Of course this is a role-playing game so the Bad
Things from the title of the adventure end up happening, and the Fated end up
having to step in and save the train from getting stuck in the ether between
the two worlds. As I said, it’s very short, and it features a skill challenge
that, if failed, ends the adventure (and the career of your newly minted Fated
characters) which is a personal pet peeve, but otherwise it’s a good
introduction to the game and to the world of Malifaux itself.
Final Thoughts
Friday, September 1, 2017
5 Crews I Want to Play in the Broken Promises Era!
I’m in the middle of the Through
the Breach review at the moment. Had hoped to have it done by today, but it
will definitely be ready for next week’s post. So, since Broken Promises is
available now, I thought I’d take a moment to recap and mention some of the
things I’m looking forward to getting onto the tabletop myself. But first, a
couple of mini-muses.
Mini-Musings
-Gencon finished up a couple of weekends ago, and orders
from the webstore are being processed/delivered. So far there’s only been one error,
which is refreshing given some of the early releases at Gencon previously. The
Cyborg upgrades from Hoffman are Rare 3, but the upgrade deck only has 1 of
them. To make up for this, you can print the card for free from here.
-Derek Chu won the Gencon Tyrants tournament, playing Ten
Thunders Mei Feng. Congratulations to him!
-Ostensibly the US National Championship for Malifaux, the
NOVA Open, is occurring now. It’s the last major tournament pre-Book 5. So
enjoy Plague-Pit-and-Flying-Viktorias-free tournament games now, while it lasts. Everybody be sure to say hi to Phiasco if you meet him there!
-Finally, Wyrd Chronicles came out this week. It includes a
number of cool articles, including a Through the Breach module written by your
humble bloggist and featuring the cuddly-creature pictured above.
***
Since it’s
September 1st, this is our first month on Patreon. I’m thankful to the
Patrons who’ve signed on already, and I want to remind you to sign up by theend of the month to get in on our raffle. This month’s prize is the alternate
Teddy model Miss Ery! You don’t need to give me $10 or even $5 to get in the
drawing. Just one dollar gets you into the action! But, if you feel like giving
me more, there are rewards like access to future Malifaux writings and a slot
in upcoming Malifaux Musings Vassal Leagues!
***
Top 5 Masters I’m Looking Forward to Playing from Broken Promises
1. Titania
I have to start here, contractually,
as I’ve been a big Titania fanboy since Wave 4 playtesting. Also, I’m not
allowed to say that she needed help, or she’ll tear my heart out and turn me
into one of her Autumn Knights.
Titania:
It’s adorable you think so, slave. Perhaps, if you’re lucky, you MIGHT be good
enough to become a Gorar. MAYBE.
Sigh,
yes my queen.
Anyways,
the Autumn Queen got lit in this wave of upgrades. She has two fairly strong
playstyles now, a smashy style with Pact with the Grave Spirit and a tanky
version with Royal Indignation, and more importantly she has tools to possibly
be successful while doing both. I think the tanky one will be the most obvious
starting point, as it’s the way we’ve been playing here up until now and she
essentially just became tough enough to survive it. The smashy one will be a
change of gears for her, and it may be a case of “Why would you take Outcast
Misaki when you could take the Viktorias?” where there are other, smashier,
more efficient crews in the Neverborn, but it could be fun to have in the back
pocket to surprise opponents. She’ll likely be strongest in games where you can
force the action into one place (Guard the Stash, Turf War, etc.), especially
if you’re bringing her best pal Barbaros for that sweet dual-taunt goodness. Additionally,
she has one of the few confluxes for the Mysterious Emissary to make him really
a strong part of her crew. Time will tell if this upgrade makes it a
must-include for Titania crews, but it definitely makes them stronger by
enhancing the rest of her crew. And I’m almost as much of a fanboy for my
Poison Ivy Mysterious Emissary as I am for Titania. And, also, I made Hungering
Land markers with Piranha Plants on them. And I gotta play that shit.
2. Hoffman
Once
upon a time, I built Hoffman for the Tale of Malifaux Bloggers. The paint job I
did for those is one of my favorite of any I’ve done so far, including a number
of rust and corrosion effects on the metal that I’d never used before. Also,
Hoffman is one of the most interesting characters in Malifaux proper, being a
person who is honestly trying to be good while working for the Guild but, in
truth, is falling steadily deeper into hypocrisy as he goes along. He’s allowed
his brother Ryle to be turned into the thing he’s supposed to be policing as
head of the Amalgamations division. He has ties to the Arcanists that won’t
stay buried. And now he’s been basically promoted over Lucius by the new
Governor-General (it should be noted I haven’t read the fluff from Broken
Promises yet, so if things have changed don’t spoil it for me.) His new
upgrades seem to indicate that he’s leaning into it at this point and
converting people into Cyborgs. This opens up some definitely interesting crewbuilding
options. I don’t know that you’ll want to use his Arcanist upgrades and Pneumatic
Upgrades together in the same crew (that’s a lot of points spent before you’ve
even hired any models.) But one or the other will probably be a sort of pseudo-limited
upgrade for him. Meanwhile, his new harness and its defense of his crew’s Armor
makes his Hoffball nearly indestructible. You want to go through a Peacekeeper
when you can’t negate his armor? Good luck.
3. Seamus
Most
masters in Malifaux have some elements of good and evil to them. The Guild are
law and order, but they’re also oppressive jerks. The Neverborn are horrifying
monsters, but they also happen to be right and are doing all they can to keep
these dumb humans from releasing the Tyrants. Even some of the Rezzers have started
to have shades of light, particularly Molly and Reva. But then there’s Seamus.
Seamus is a villain. Period. He kills people, particularly women, and brings
them back to undeath as his slaves. He does it because it’s fun, and because he’s
an anarchist, and because the voices in his head told him to do it. He’s what
you would get if you crossed the Heath Ledger Joker with a Victorian Hannibal
Lecter, and he does it all with a sense of style. He’s Malifaux’s boogeyman,
and that is fun to play. His AKA Sebastian Baker upgrade is nice and all, and
it opens him up to a handful of new hiring opportunities (though not as many as
you’re thinking, and not enough that I think it’ll be required for the
strongest of his crews.) But the one I’m really drooling over is his new Do You
Know Who I Am? I already preferred the Sinister Reputation version of Seamus
before Wave 5, and this makes it even stronger. It lets him take advantage of
Terror the way McMourning manipulates Poison, taking a mild hindrance ability
and turning it into a major problem for opponents. I want to play a Terrifying:
All Seamus-Yin-Sybelle crew, maybe with a Hanged to just really break your
opponent’s will to live. And then, of course, you shoot them with your
Flintlock. And possibly cackle.
4. Misaki
I wrote
a post a long time ago (near the beginning of this blog, actually) about theMisaki switch, pointing out that she had two very distinct playstyles to choose
from. The Terracotta warrior allowed you to start with one and then shift to
the other mid-game, which lets you go from defense to full-out offense as
required. With Broken Promises, she gains a third upgrade that allows her to
add a third mode, AoE blaster. Wow. I mean, if you’re looking for a master for
a fixed-list tournament, I think she would have to be one of the best choices
you could make, as you can literally go from defensive to single-target beater
to AoE crowdcontroller in the same game. Man, that’s strong. AND THAT’S NOT THE
BEST UPGRADE SHE GOT. Risk and Reward lets you have the benefits of soulstones
for hand manipulation while keeping her perpetually in range for her 0 soulstone buffs. I don’t go to enough tournaments to say whether this
makes her a top-tier master now, but I would have to think she moves up
exponentially. Once I get my Throwback Misaki painted (not that I don’t have
the normal one, but I have to do something to keep from just switching to
Misaki straight off) you can bet I’ll be rejoining Phiasco in service to the
Katanaka clan.
5. McMourning
If you
don’t know me in my real-life, I work in Science. Specifically I’m a
Virologist, which you would think would point me towards playing Hamelin. On
the other hand, I’m not a terrible person, so I can’t play that crew *waits for
hate mail.* So if I’m going to play myself in Malifaux, Doctor Doug is probably
the closest thing (plus I have a dog that most assuredly inflicts Poison on the
people around him.) And, in a way, McMourning is a great choice for my chronic
Magpie syndrome, because now he can build a crew containing models from every
faction. You got beasts? You got academics? Come on down into the lab, and let’s
see what we can do for you. (Author’s Note: Yes, you could build a rainbow crew
before with mercenaries. And Marcus could probably do it before now also. I don’t
care.) Beyond that, McMourning probably has some of the best fluff in the game.
He’s the comedy version of Seamus’ full out horror. He and Sebastian are a
classical comedy duo that you actually want to have on the board together. They
gain access to the Scorpius, who becomes legitimately decent in this crew now.
There’s poison all over the place in Malifaux. If you’re playing Guild
McMourning and hire Kudra and give her Debt to the Guild, she can become an
actually fairly scary melee beater on top of throwing out tons of Poison. There’s
a lot of good stuff here, is what I’m saying. And, you know, McMourning was
already pretty good. So time to borrow some scrubs and scalpels from work for
cosplay, I’m thinking.
Well,
that’s the crews I’m looking forward to trying (on top of building Collodi. I haven't forgotten. Don't worry.) Who are you wanting to try out? Let me
know in the comments!
Tuesday, August 29, 2017
Broken Promises Upgrades Review: Guild
Home stretch, Musers. One faction to go. Before we jump in, though, one last word about our Patreon account. Inspired by Kyle AKA Kyodee (I mouth it to myself everytime he says it on Schemes and Stones) I decided to add a monthly drawing for models from my patreons, which will start next month. Next month's model is a Miss Ery, an alternate Teddy model from a previous Gencon. Only people who've signed up for our Patreon by September 30th are eligible for this drawing. So, if you want a cute, adorable li'l Teddy Bear of horrible murder, and you've got a dollar to help support our blog, we'd love to have it.
Lady Justice
The
symbol of the Guild in many ways, it’s been a shame that she hasn’t seen a ton
of table time for most players. To address this, Lady J’s upgrade Swordfighter
was the first one to be released in the original preview ads for the book in
Wyrd Chronicles, and it’s easy to see why. Her (2) Acrobatic Assault Tactical
Action changes her from being a balls out offensive model to one that can act
tactically and function for area denial. It allows her to place within 4” and
then take a (1) Ml attack, then place 4” away from that. If she damages an
enemy with the attack, she gains a condition called Counterstance which grants
a + to Df flips and adds a mask to her defense. Translation: do not attack Lady
Justice in melee. Adding to her offensive capabilities, Justice at the End of a
Blade lets her pick an enemy Enforcer, Henchman, or Master and gain + to all
flips against that model until the end of the turn. There’s some versatility
there, as you can use it to add to her ability to take that model down or, if
you’re expecting a countercharge, name the offensive model and add to her
defense. Most Lady Justice crews run her pretty upgrade light anyways, so there’s
no reason NOT to take this.
Ashwood
Coffin lets her join the rest of her Guild Marshals in crafting her casket
beforehand and using it to throw the Guild’s enemies into a pocket dimension.
Her coffin action has a Ca of 7, but otherwise works pretty much the same as
the Death Marshals. I can see I being useful to keep in her pocket for when she
runs herself into a situation where she charges multiple models and kills one
but can’t take down the others, or to deal with High Df Low Wp opponents.
Additionally, she gains an attack called Punishment that lets her strike buried
models. It’s Ca 7 vs. Df and 3/4/5, so it’ll put some hurt on in the situations
where you get to use it. It would have probably seen more anti-Arcanist play if
Practiced Production-Malifaux Raptors hadn’t gotten a nerf, but could still be
useful against Leviticus I suppose. I don’t think boxing someone and then
attacking them (which is thematically the point of the attack, I suppose) is
very efficient. I think this upgrade will be seen a lot less frequently than
Swordfighter, but could still be useful.
Sonnia
Sonnia
has had a rough last few years in Malifaux. First she gets possessed by a
Tyrant. Then her best friend locks her inside an iron mask. And then the Tyrant
leaves her to go become the burning man, severely burning her in the process. I
think she can be forgiven for being a little cranky (although I think most of
the Witchling Stalkers might not have much sympathy for her.) Maybe that’s why
she’s got an upgrade to make her better at melee: she needs to work out some
frustration. No More Mask lets her use Ml for her Forbidden Lore ability and,
if she does, adds a Blast to her moderate and severe damage. Additionally, any
model that she damages in melee gains Burning and gets pushed away from her. I
don’t think she’s going toe to toe with the Viktorias anytime soon, but I’ve
been surprised more than once when I’ve tried to engage Sonnia in melee with a
little scheme runner or something and gotten my butt handed to me. She’s
already decent, it’s just that the ranged attacks are so much better. I still
think this upgrade is mostly just there to discourage you from trying to engage
her, but it’s interesting that it gives her some more options.
Cherufe’s
Parting Gift gives the Purifying Flame the Witch Hunter characteristic and
allows her to summon it out of any enemy models that die with Burning on them
(as long as you don’t summon anything else.) Free model summoning is a good
thing, but nobody used the Purifying Flame before this. Partially this is
because the model hasn’t historically been seen as all that effective, and
partially because the Malifaux Child can copy her Flame Walls. You have to
sacrifice any other totems you have in play if you bring out the Purifying
Flame, so that’s not a great combination with this upgrade. Follow the Flame is
maybe a little more interesting, as it lets Witch Hunters within 12” and LoS of
each other activate after each other as Chain Activations. My first thought is,
maybe, a Witchling Handler putting her burning buff on a Thrall and then
sending it in to smash and…burn things? No, probably just “Model A sets Model B
on fire, then Sonnia Chain activates and blows up model B.” I don’t know, I’m
not sold.
Perdita
My first
love in Malifaux, the gunslinger has always had a reputation as being a strong
option as a starter master. Wyrd seems to have leaned into this with Fastest
Draw in Malifaux. It gives her +2 to initiative flips and lets her draw a card
if she loses anyways. Simple. Straightforward. Effective. Especially given her
crew’s propensity for wanting to chain a couple of strong activations together
and seize the advantage, it’s a good upgrade for her. Not much else to say.
Shooting
Cans gives her a little bit of scheme marker removal. She gains a Tactical
Action to remove target Scheme Marker with a TN equal to 5 plus the number of
inches from Perdita to the marker. Additionally, with a tome she can take the
action again, as long as the next target is further away than the one she just
removed. Again, not too complicated (other than the math, I guess) but it’s
alright. I imagine you’ll try to find space for it in pools with lots of marker
placement. And, of course Perdita finds a way to solve the problem of enemy
scheme markers by shooting them.
Hoffman
Hoffman’s
needed a little love for a while too, and I’m glad to see him get it. I find
him to be one of the most interesting characters in Malifaux, and frankly who
doesn’t like a crew with big stompy robots? Improved Harness is the upgrade you’re
going to see in every game. Increasing his armor by a point and giving him a
(0) action for a pseudo-leap are decent additions, but the real strength is
Adaptive Armor. One of his crews’ great weaknesses is models that ignore Armor.
Generally models with Armor don’t have great defense, so if you can get around
it (see also: the Viktorias) Hoff’s crews go down in flames. This upgrade
prevents any models within 6” of Hoff from ignoring armor. That’s going to make
the Hoff ball pretty tough to crack.
Pneumatic
Upgrades is something very different, but still pretty interesting. Apparently
the head of the Amalgamations Office is going full-on with his hypocrisy, as he’s
going to start “upgrading” other living models to become cyborgs like his
brother Ryle. Again there’s an ability we probably don’t care much about, Power
Conductors, that lets him cancel Power Loop on any number of friendly models in
play to increase the range of one of his Ca’s by 2” per ended loop. Don’t
really see this getting a ton of mileage. The interesting part is We Have the
Technology, a (1) action to attach a Cyborg upgrade to a non-construct Guild
model within range. Cyborg gives them a limited ability to participate in the
Power Loop (they can only use one stat a turn, but there’s no limit on other
constructs using THEIR stats.) More importantly, it gives the Cyborg a (0) to
attach one of Hoffman’s Modifications to itself. This is deceptively useful, as
one of Hoff’s problems is his just not having enough AP to do everything he
needs to in a turn. If he had been the one required to attach the Mods, this
would be just kind of a side-grade. But, their being able to do it themselves frees
him up to do other things. Obviously there’s a lot of interesting options for
who to make into a Cyborg (there’s a Rare 3 limit on the upgrade, so you can
only do so many.) Francisco comes immediately to mind, if only to let him share
his Ml 7 to the other power looped models. Personally, I’m kind of interested in
making a Robo-cutioner who can attach the Nimble upgrade to himself. That plus
his 0 stone upgrade could make Fat Wolverine pretty darned speedy.
Lucius
The
Secretary-General may be on the outs with the new GJ, but he’s not going down
without a fight. His big buffs from the 2017 erratas started the process, and
Deep Pockets is some nice Icing on that cake. Essentially he gets a better
version of Arcane Reservoir. His hand size is one bigger, and he can discard a
card at the beginning of his turn to draw one. And if that’s not enough, you
can reveal the card you drew and compare it to the one you discarded. If its
value is lower, you can pitch it as well and draw again. Hand manipulation is
nice. There’s a reason I play Lynch as much as I do. I’ve always felt kind of
bad that my two main factions are Guild and Neverborn but, for whatever reason
(read: he used to be bad) I didn’t have Lucius crew. I should probably rectify
that at some point…
The
other upgrade, Condescending, I’m less crazy about. The Perks of Power lets you
remove an enemy scheme marker at the start of Lucius’ activation as long as he’s
ahead on VPs. Seems like a “Win-More” ability to me, which isn’t great. He can
add a soulstone to his pool if he kills a friendly minion with Devil’s Deal
which, I’m led to understand, doesn’t happen very often. And finally he can
perform a Ca 6 v. Wp to block a target model from cheating fate. I mean, Tannen
is a mimic, and he already sort of does this in an aura versus just one target.
Not as crazy about this one. Lucius will just have to settle for having some of
the best card manipulation in the game.
Nellie
Much
like with Sandeep, Nellie’s already really good and, frankly, probably is on
top of the faction as far as tournament play is concerned. Thus, I didn’t
expect a ton from her upgrades. Editor in Chief offers an interesting option,
however. Headline: Guild Destined for Victory is another “Win-More” ability,
but letting everybody heal a point and gain a + to WP is also kinda
situational. On the other hand, she gains the (0) action Frantic Editing to
discard a soulstone and change one of her unrevealed schemes for a different one
in the pool. That could have some interesting uses, though I suppose an
argument could be made that the best tactical players would expect to have
selected the right schemes from the beginning. 2 stones for an upgrade where
you MIGHT only need one of the abilities (and then, only if you’ve screwed up)
is maybe not the best use of stones in the world.
Alternate
Facts would be a fun upgrade name, if it didn’t hit too close to home. It gives
her a passive ability to gain a point of evidence everytime someone discards an
upgrade within 8” of her. She gains a trigger on Propaganda to apply the Fees condition
to an enemy, so maybe she can play nice with the Jury if she has that upgrade,
as the Fees condition has previously been underwhelming.) And, finally, she can
spend a (0) to draw cards equal to the value of her Evidence condition. It’d be
great if it ended there, but it then makes you end the Evidence condition. That
makes it tougher, as you may need the Evidence to fuel some of her abilities,
but if you have a few extra points of Evidence you could get some good mileage
out of this. Kind of a weird mixed bag of an upgrade, really. Like I said,
Nellie’s fine without any help.
Oh yeah,
her Conflux. She has one of those. It’s kind of funny how the Emissaries all
ended up being either amazing or meh, isn’t it? Like, there’s no Emissaries
that are just good. Anyways, the Brutal doesn’t see a ton of play as it stands.
Nellie’s Conflux gives him a mask trigger on its Rule of Law attack to send her
some Evidence. Additionally, he gains a (0) to put a condition on an enemy
model that lets Nellie draw three cards at the start of its activation. The
model can choose to take up to three damage and reduce the cards she draws by
the same amount. That’s pretty nasty, but you always have to realize that,
since the choice is theirs, they will always give you the option that gives you
the least benefit. I don’t like giving that power to my opponent. Still, not
bad for a (0), but I imagine Nellie’s got better stuff to spend her Stones on,
especially with all the new toys from Book 5.
Phew. We did it, folks. That’s all
the upgrades from Book 5. We’ll be going back to the regular once per week
schedule after this. Tune in next time for an in-depth review of the Through
the Breach: Core Rules book.
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