Sunday, 25 January 2015

Malifaux JargonBuster: Resurrectionists

Once again, I must go through the health and safety features of reading this - This is intended for people who know nothing about the game or have just started playing and want to know more about what each master is/does and gain a better understanding of the world of Malifaux.

If you haven't seen my other JargonBusters they are here (links will open in a new window...hopefully... if I've set it up right...):
Background
Gremlins
Arcanists
Guild
Ten Thunders

Now... the Resurrectionists.

The lure of necromancy often begins in a very subtle way. A person could be living out their days in Malifaux when they come across an old book with undecipherable words which only they can read. As they learn more, the words take on more meaning which translates to power in the material world. If any one of these persons would be in the possession of a soulstone, they go from everyday worker to Resurrectionist in a matter of weeks. Other times, it will grip a person in an act of frenzy, casting them into being a dangerous criminal wanted by the Guild. These type of Resurrectionist learn little from books but go off instinct.
Limited by what bodies they can procure, most Resurrectionists will reanimate corpses of those who have died fighting against them! There are those don't simply take the bodies of the dead, they will only take the best parts - an arm from here and a pair of legs from there and suddenly you have a totally new, upgraded person! These people are some of the most feared by the Guild and are often targeted by the Death Marshals since the need of a working space makes it harder to evade capture.
The Resurrectionists have a strange communality. No matter whose tomes they reclaim, a necromancer has the power to command the graves. Residents within Malifaux fear the Neverborn threat but there is little as chilling as the thought of having a family member returned to life searching for the blood of the living.
Within the Quarantine Zone, many Resurrectionist masters scheme. It does of course make the hunt for them very resource intensive for the Guild as they need to plough many men into caching the Resurrectionist culprit. Often Resurrectionists are caught not in their lairs but in the act of a crime!

So the Masters:

Yan Lo
The Enlightened Necromancer. Many years ago, Yan Lo committed a terrible sin and was cursed to walk the Paths between life and death for eternity. He found temporal form both sides of the Path through his niece, Chiaki. When she came of Malifaux so to did Yan. Malifaux provided a surge of power which enabled Yan Lo to represent himself in physical form in both worlds and regain some of his memories. When he is not needed by his descendants, he continually tests the boundaries of the Paths, seeking a comination that will twist his curse into a source of great power.

In Yan Lo's crew box you get: Yan Lo (with detachable beard... be careful!), Chiaki, Soul Porter (totem), 3 Ashigaru.


Dr. Douglas McMourning

The Surgeon.
The Coroner for the Guild. McMourning is the typical 'mad scientist' who works under the cover of darkness. He is dual faction with the Resurrectionists for obvious reasons! He abuses his position within the Guild to provide himself with an abundance of bodies in which to twist in wicked ways. He began this 'body building' as research but without magic they were little more than useless parts. The project was shut down but McMourning wasn't finished... Secretly he managed to create constructs within the sewers of Malifaux, picking the best parts of bodies which are presented to him by the Guild. Over time he has had 'nurses' and his loyal assistant and first project Sebastian he has evaded the Death Marshals... for now! McMourning and his crew use the poison trait, letting it heal models in his crew and harm others!

In McMourning's crew box you get: McMourning, Sebastian, 2 Nurses, Flesh Construct, Zombie, Canine remains and the totem; a zombie chihuahua! 





Seamus

The Mad Hatter.
It is unknown exactly how many people Seamus has killed. One reason is that most of his victims are raised from the dead straight after the brutal crime and taken with him! Another reason is that they are so numerous no-one can simply keep track! Seamus is near the top of the 'Malifaux Most Wanted', trading places with some Neverborn villains.
Earthside, Seamus was a well-respected hatter within the community and he brought those skills to Malifaux. Instead of changing fashion in the city, he found a book which lured him in by whispering dark secrets. His curiosity turned into obsession. Suddenly he was driven deeper into the Quarantine Zone, unearthing more vile secrets with each step.
His most audacious crime came at the height of his madness when he tried to summon the Grave Spirit but thanks to the excellent aim of Samael Hopkins (Guild), the summoning was broken. Seamus was left for dead, but Molly, his most successful resurrection, used the Gorgon's Tear to heal him by sealing it inside his head. The Tear now calls to him, bidding him to continue to stalk the streets of Malifaux under the cover of night.

In Seamus' box you get: Seamus, Copycat Killer, 3 Rotten Belles, Madame Sybelle.

Nicodem

The Master Necromancer.
A gentleman by action, Nicodem uses great interpersonal skills to achieve his goals. His job is to find places to bury the numerous dead which pass through the city. Both martial and civilian deaths pass through him before they are buried. Many would find this a depressing task but not Nicodem.
As he oversaw bodies being buried, he began to hear stories. Soon, he learned their secrets. In the darkness of the night he practiced raising the dead and it quickly became second nature.
Nicodem can sense a dead body even when he isn't thinking about it and can raise one at a moment's thought. Currently, he is overseeing the introduction of new cemeteries in the heart of the city. Once they are filled, he will be able to strike against the Governor-General and sit on top of Malifaux.

In Nicodem's box you get: Nicodem, 3 Punk Zombies, Mortimer and a Vulture (totem).


Tara

The Herald of Obliteration.
Orphaned at a young age, Tara learnt how to survive on her own. She found skills that she had learnt could be useful. Killing came to her as easily as breathing. It was a small step to take her skills to Malifaux, where the dangerous country promised only profits for the young woman.
After briefly considering the Freikorps, Tara decided to go it alone and gained an uncanny ability to tell when the Neverborn were around. Then she met Obliteration.
Obliteration invited her inside his prison and she claimed a piece of him, bringing him into the world. At the crest of her power, with all standing before her, a sniper took aim and left her for dead. It was only through Karina's quick thinking (a woman who Tara brought out of the prison) that she was able to recover. It wasn't exactly the result that Karina had hoped for as Tara raised from the dead instead of healing. She maintains complete autonomy and is able to act in death as she had in life.




Tara's box includes: Tara, Karina, The Nothing Beast and 3 Void Wretches
Currently, this box has not been released to the muggles and is only a Gencon release as a Nightmare addition and a clear plastic edition.

Kirai

The Vengeful Spirit.
Kirai's ability to control the spirit world was unlocked when her fiance was killed by protecting her from an assassination attempt ordered by his father. His final gift to her, a serpent ring with emerald scales, was all she had left of her old life. Though neither of them knew it, the ring was connected to an ancient entity known as the Gorgon.
Through this, her grief and sense of hopelessness was able to break the barrier to the afterlife and call on the spirits which reside there.
While she was initially unaware of her abilities, Nicodem realised the truth after seeing the brutalized remains of her victims. He took great care to ensure she accepted his tutelage, hope to use her to summon sentient spirits back into his own creations. His plans were interrupted when The Plagued arrived to claim the Gorgon's ring and release the Red Cage.
Since then, Kirai has begun to understand her powers much more. She has been cast aside since birth but now she feels a sense of power in order to shape her own destiny.
Malifaux forges some strange allies, and Kirai has since found more acceptance and friendship from the dead than she ever got from the living...

In Kirai's box you get: Kirai, Lost Love (Totem), Ikiryo, 2 Seishin, 2 Onryo.

Finally, we have Molly!

Molly Squidgepiddge

The Tragic Belle.

Miss Squidgepiddge was an up and coming journalist when the Breach reopened. Her gift for ferreting out the truth and she quickly became a household name in Malifaux, particularly on the day Seamus brutally murdered her. Days later Seamus gatecrashed her funeral to resurrect her and get her to obediently follow.
Seams was not aware of Molly's deeper truth in resurrection. She has been killed on at least one other occasion but reanimated by his continued use of Gorgon's Tear. Her connection to the Gorgon restored some of her mind and will, allowing her old personality to surface. She has even published articles in the Malifaux Times!
She has been able to even sway some of the Belles which Seamus has resurrected for her own deeds. Sometimes, she can even enjoy the company of the living, as long as she is careful!
In the shadows, the Gorgon watches and waits. Molly's unusual resurrection was no accident...

Molly's crew box has not been released yet but you will definitely get a Molly figure! I would assume you will get 2/3 Dead Doxy models, Philip and the Nanny and 2 Necrotic Machines. Don't hold me to this though! Just a thought!

Here ends the Resurrection.


Thanks for reading!
I'll see you soon!


ToMB2 - The Captain

Something I didn't do last time in ToMB was really get into everything I should have. Last time, I took Tara from a crew box to be an all round master which I used at the GT but I didn't really get into the spirit of ToMB as much as I think I could and should have.

This time around I want to get into the background of the crew. Today I've got a story I've written about the Captain. Hope you enjoy!



Fading lamplights flickered in the air that was being forced through the tiny gaps in the window frames. The low murmur of patrons interspersed by the whistling of the wind made for an average night inside the “Wounded Guardsman”. Tables were filled with empty tankards, plates and the occasional sprinkling of bagged goods traded over a tabletop only to be hidden inside a jacket or stored safely in a bag.
It was not uncommon for deals like this to take place, particularly in a tavern which has little Guild presence. Items of all sorts were traded; soulstones, houses, contracts. Even some more straightforward, less rouge deals took place like selling cleaning products or hair loss tonic!
As night fell, so too did the snow. A generally unfamiliar sight in the city, snow often hailed something unusual and strange happening. As the snow danced furiously outside, those inside continued their business. The murmur inside gradually erupted as the liquor flowed and deals were done. Union workers sang songs of hardship, while the women who inhabited the bar tried to ply their trade with empty promises and a potent allure.
Amongst the crowd sat a large moustached man, a big character in both senses sat still, observing the faces in the crowd. Watching, just watching. He is a tall man with a monocle protruding from his left eye, sporting a deep red coat emblazoned with golden cuffs and intricate shoulder loops with no insignia embossed on it. As patrons walked by they gave him a welcoming smile and a nod of recognition. He duly obliged to return the favour. When he smiled, his whole face lit up, eyes beamed wide and his mouth opened whole.
Snow fell heavily which lead to weary citizens finding refuge within the tavern, joining in the songs and stories now being shared. Others who entered were more concerned about getting home but knew they couldn’t continue with the elements raging outside. Suddenly, the door burst wide open, brilliant white flakes swirled around the room and the bitter breeze sent a chill through everyone’s spine.
“Shut that fucking door!” bellowed the voice from the red coated man.
Nothing happened. The wind blew even harder and those in situ stepped back.
“I said… shut… the… fucking… door!” the voice reverberated around the room and the man rose to his feet, knocking the table he was sat at over. His tankard clattered to the floor as the room fell silent and the gentle trickling of water was the only thing that broke the silence apart from the raging wind outside.
He slowly turned, eyes beaming brightly and a face a sour expression. After all, whoever this was had just ruined his warmth and now his drink! Before he met the stare of the figure in the doorway, his head bowed. Carefully, he removed the monocle from his eye, rubbed it in his overcoat and replaced it. With a quick blink and readjustment he raised his head and drew a deep breath.
By now the tavern lights were almost all extinguished in the breeze which made its way around the room and staff behind the bar were scrambling for matches or sticks to relight them. At the back of the long room stood the man in the red coat; The Captain, staring down the person who dares keep the door open during cold weather.
“There he is.” quietly spoke the voice “He’s the one we are after.”
The voice seemed to come not from the figure blocking the doorway but behind it. Slowly they walked in, three in total – two large men and one fairly small. Each of them were young in appearance, fresh faced and arrogant. After striding forward and palming any members of the tavern out of the way, they reached the destination: The Captain.
Even the largest of the men only came to shoulder height with the colossal figure who stood rigid before them.
“Are you deaf?” The Captain abruptly stated. “Shut the fucking door!”
By this time, the smallest of the three stepped forward, standing toe to toe with The Captain. Peering up he raised his left hand and flicked it backwards. With that, one of the larger men turned and walked down the bar, his footsteps still the only sound to be heard. Eventually he reached the door and slammed it shut. Even the bottles on the wall shuddered as he shut it.
“Better?” inquired the small figure, taking off his black leather gloves.
“Better.” replied The Captain as he turned and picked up the table he so violently knocked over earlier on and found himself back in the chair patting his coat down, trying to dry some of the spilled alcohol.
The man shoved both gloves in the pockets of his long black trench coat and addressed the crowd in an authoritative tone:
“Ladies and Gentlemen, I am First Lieutenant Barrat Kane of the Guild. You all carry about your business. The weather is deteriorating and you need to be safe in your own houses. This is by order of the Governor! While the streets are still lit, go home.”
The crowd, still in a stunned silence, turned to face each other, sharing looks of disbelief and confusion. Some started to filter out, others needed a bit more persuasion and a little helping hand from the two larger men. Eventually, the tavern was empty except from The Captain, the three men and the landlord who stayed in the room to ensure nothing was broken or stolen but it was clear he was unwanted company. The Captain and Kane exchanged a glance.
“It’s alright Mart. I’ve got this.” spoke The Captain in a subdued tone and the Landlord left up the stairs to his flat. At last, they were alone or as alone as you can be with two heavy bodyguards stood either side. The Captain continued “So, you’re some sort of weatherman? Fuck knows what advice you’d give if it was raining… build an arc?!”
Kane grinned, it has been a long time since he had heard that gruff voice speak and it almost seemed as if he was reminiscing.
“Well?! Who are you and what the fuck do you want?!” The Captain snapped.
“Please. This aggression. So unnecessary. I am First Lieutenant Bar…”
“I know that, I heard you the first time. What exactly do you want? And why am I sat here looking at these two ugly fuckwits?”
Kane closed his eyes and drew a deep breath. He held his hand up, stopping The Captain from continuing his speech. With his other hand he rifled through his coat trying to locate an item. There in the inner lining, a piece of torn paper. Placing it on the table, he slowly unfolded it with great care.
“Look…” he said as he beckoned downward. “This was found in the offices of the Governer. We believe you may know a little something about this…”
“Do I?” replied The Captain “And what exactly do I know?”
“Come now Captain. We both know you’re bluffing.”
“Send the lackys away and I may find some knowledge from somewhere…”
With the same gesture that shut the door, sent the two large men away to the front of the bar and there they sat discussing the events of the day and the governance of the Guild in hushed tones.
“Well?” Kane enquired.
The Captain smiled. “Well, this was a plan from the Great Expedition.”
Kane leant forward.
The Captain continued: “A special force of elite operatives were sent to ensure the safety of Malifaux.”
“And?! AND?!” Kane grew impatient
“We didn’t find anything. Anything at all.”
“You’re lying to me again… I know what you found. I know what you have.”
The Captain laughed. His roar turned the heads of the two guardsmen who raised themselves from their seats before Kane gestured them to sit again.
“If you know so fucking much then why didn’t you say? What is it you think I have?”
“You have knowledge of the whereabouts of individuals after this operation and their knowledge is of great importance to Guild operations and the further progress of the safety of Malifaux. You my dear Captain have something around your neck which you are hiding from me.”
“I have more than that which I’m hiding from you my dear Lieutenant, but with the intelligence you claim to hold, I’m sure you already know. The object I wear around my neck? Why, it’s just an old trinket.”
“An old trinket with incredible power.” Kane interrupted.
“If you say so.”
“It is of great importance to the Guild that you surrender this item immediately. You were there the first time, you remember what happened.”
“I do. But you’re not getting it.” abruptly replied The Captain.
“We shall see…” defiantly stated Kane, rising from his table to meet The Captain eye to eye.
The Captain thought it his duty to return the favour and so he rose too, still having eye contact with Kane as he craned his neck skyward.
“Are you going to try?”
“No, but I do have some who will!”
With that the two guardsmen raised from their seat and drew their sabres. Rushing towards The Captain, both men let out a ferocious roar. The Captain removed his monocle, slipped it in his pocket and swiftly ducked. Both guardsmen over ran him and took a moment to reform before taking a different approach. They began to circle him each with their blades pointed outward, taking careful steps.
“Gentlemen…” he announced. “There is little point in even trying this.”
They ignored him and carried on in their approach. Between exchanging glances at The Captain and each other, they were waiting or the ideal moment to strike, all of them knowing that at the vital moment someone would strike. As quickly as it began, it was over. Both guardsmen lunged for The Captain as he took another motion downwards, avoiding the swiping blades above. With a flick of his wrists he expelled a burst of air downward rippling the ground below the guards. They clambered and stuttered, eventually falling to the ground, swords shattering away. This was the moment for The Captain to strike, he rose abruptly and sent another burst of air across the floor which sent the two guards flying into the tables, breaking them into splintered pieces. Finally, Kane stepped forward.
“Enough. This is your round.” he said calmly. “We are watching Captain. Always watching.” Kane stepped over the bodies of the two, motionless on the ground and reached for his gloves. He dressed his fingers with skilled perfection and pulled his collar up. Reaching for the door handle he took one last look at The Captain before opening.
“Until we meet again Captain.”

The Captain bowed his head. “Until we meet again.”

With that Kane wandered off into the silence of the night. Footsteps breaking the picture perfect white canvas which lay in front of him. Strangely the snow had stopped but it had left its mark. The Captain slowly stepped towards the door following the footprints into the night as they slowly disappeared into the darkness. His right hand slowly drew up his chest holding the centre of his ribcage, clutching a small locket through his coat. Peering down, he felt a surge of energy flow through his fingers as he clutched tighter. He draw a deep breath and jolted his head skyward, peering into the bleakness.

“Until we meet again…”
He let off another raucous laugh which shattered the silence and made the night time stir once more.

Malifaux JargonBuster: Gremlins

To continue my theme of posting up factions of Malifaux. Once again, I must go through the health and safety features of reading this - This is intended for people who know nothing about the game or have just started playing and want to know more about what each master is/does and gain a better understanding of the world of Malifaux.

If you haven't seen my other JargonBusters they are here (links will open in a new window...hopefully... if I've set it up right...):
Background/Fluff
Guild
Ten Thunders
Arcanists

So... The Gremlins!

Declared by many as 'not a real faction' after they split from Outcasts in M2E, they are firmly in the mix in the world of Malifaux. If you think they're not competitive (anyone looking to get into the tournament scene), they finished in the semi-finals of the Masters this year. If you think they're not fun... you're quite correct, they're awful! Just playing! They are possibly the most fun faction out there with some hilarious abilities and brilliant models such as, the Rooster Rider (a gremlin riding a chicken) and the pigapult (you can guess right? Yes, a catapult putting pigs into the air!)

The Gremlins live in the Bayou in the southern section of Malifaux. No more intelligent than the hogs they raise, Gremlins appear non-threatening. Unlike other factions, the Gremlins have seen the human invasion as a learning experience, often copying their actions and learning from them. They started off my mimicking humans by wearing clothes and hats but eventually escalated to talking to travelers and offering directions in exchange for clothing! This then brought them into organized groups, allowing them to focus their strength.
When untamed, the Gremlins shared a hunter/hunter relationship with the pigs they reared - some times the pig would eat the Gremlin or the Gremlin would bring food home of his family! That kept the population to a core, now though... it's a different problem! Vast gangs of Gremlins steal whatever weapons they can find, raiding Guild Storehouses and taking whatever ammunition and guns they can lay their hands on. They've mastered shooting, what they haven't quite mastered is actually hitting their targets! It will come as no surprise that some Gremlins have been wounded by their kin in the heat of battle!
The two most powerful groups in the faction are those lead by Som'er Teeth and Ophelia LaCroix... more on these later!
While it can be amusing to see Gremlins fighting, the Guild is starting to learn not to underestimate these creatures. There has been a rumour of a new sort of Gremlin coming down from beyond the mountain... What these Gremlins want and if they're going to try and budge their way into the Bayou is a question many Gremlins are asking... but no-one has any answers... yet...



In to the Masters! Since I've named two already, I'll start with them!

Som'er Teeth Jones

The Hillbilly Horde Master.
A powerful leader due to his locality at the edge of the Bayou, his gang are close to raid Guild operations or caravans that they find, which gives them endless supplies. In terms of Gremlins, Som'er has lived a long time, due to making others do all the work for him... can anyone relate?! In early life, Som'er realised there were only two things needed to lead a bunch of Gremlins - a loud voice and a big hat. The loud voice, easy! The big hat... not so. He managed to acquire the hat at the goodness of a merchant who wandered too close to the Bayou, now sporting both key aspects he quickly got a group together.
Anyone would have had a difficult time keeping all the Gremlins on the same page, but Som'er had made an important discovery: moonshine! This enchanting elixir brought his gang coming back for raid after raid.
Interestingly enough, he gained his name after he was injured in combat by a blow to the face that took out some of his teeth. Instead of crying, he spat and said "Som'er here and Som'er there!". After the battle, wanted posters started to appear with his face on and he now takes great pleasure in showing his poster to all boasting about how he has avoided the Guild patrols for so long!

In Som'er's box you get: Som'er, Lenny (a big dumb henchman who throws Gremlins around the table), 4 Bayou Gremlins (you will need more than this...another box will be needed) and 2 Skeeters (mosquitoes which are just so pesky!)
I said you'll need more Bayou Gremlins - this is because Som'er has the ability 'Git Your Bro' where a Bayou Gremlin can bring in another Bayou Gremlin!

Although not a 'summoning master' in the traditional sense, Som'er can flood the board with Gremlins if given the right conditions! Best part? Gremlins are significant so can take interact actions!

Ophelia LaCroix

Gremlin Cowboy.
Unlike Som'er, Ophelia had a harder time. Just as she was ready to make a move against other Gremlin leaders in the Bayou, the Ortega family moved in and settled into Latigo Ranch. They saw the Gremlins as little more than a nuisance, so they tried to exterminate them all! By forcing her family members into each of the Ortega's roles, Ophelia found herself with a fairly skilled army that was loyal. When they raided, they were so successful they didn't need to raid often!
It is always hard for a female Gremlin to establish any control in the Bayou as male Gremlins outnumber they 10-1. Females are usually busy looking after a litter of tiny tiny Gremlins but Ophelia escaped that. Even in a race like the Gremlins would have a chance in having a genius amongst them - she is it! After the Ortega's attempted extermination of the Gremlins, Ophelia studied them and had a sudden realization... she needs a hat! The next raid had one goal - get a hat, more specifically, Perdita's hat. With that goal achieved, her and her crew are complete! 

In Ophelia's box you get: Ophelia, 3 Young LaCroix, Francois, Pere Ravage, Rami and Raphael

An excellent starter box to get going, particularly for a newer player! Some excellent models and great fun!

The Brewmaster

The one who keeps the 'shine coming.
Gremlins with eat just about anything but when it comes to moonshine, they know good from bad. Where once Som'er had the best still in the area, now there is a new kid on the block. This Gremlin came from over the mountains with a small crew of loyal, alcholol-dependent Gremlins calling themselves the "Tri-Chi".
The Brewmaster has many different concoctions of moonshine and even the distant cousins to rum, whiskey or gin! Each flavour is tantalizing and alluring, distracting Gremlins from their mission.
Many have tried to sneak into the ranks of the Tri-Chi but the Brewmaster soon finds them out. Gremlins that follow the Brewmaster are masters of Drunken Gremlin Kung Fu, a swaggering style o fighting that appears to be little more than boozy missteps across the floor, but in reality tends to send an opponent reeling in broken bones and bloody noses.

Now, the Brewmaster box hasn't been released yet, being one of the only models from Wave 1 not out!
The artwork has been released though!
In this artwork you can see: The Brewmaster, Fingers (Henchman), Apprentice Wesley (Totem), 3 Moon Shinobi. A model which synergies well with this is the Whiskey Golem!

Mah Tucket

The Mean Old Lady.
The leader of the Bayou Bushwhackers, Mah is not a Gremlin to be messed with! She is wanted from untold infringements in Guild territory and will continue to do so for as long as has not been captured. Carrying a huge wooden spoon which is used for mass destruction, Mah will stand toe to toe with even the biggest monster! The ferocity she shows towards others is expected from her crew too!
Never has cookware struck fear into the heart of men as it does when wielded by Mah Tucket!

You are going to see a theme emerging in a moment... Mah's box isn't released yet but for sure you will get Mah Tucket, The Little Lass (Totem), 3 or 4 Bayou Bushwhackers plus something else... maybe?


Ulix

The Swineherd.
Generally regarded to be slipperier than a greased rattlesnake, Ulix is far from the common Gremlin. He understands pigs better than anyone alive and Gremlins from all across the Bayou come to seek his help on pig-related issues. One can be forgiven for overlooking this pegged-leg, scruffy Gremlin but he possesses unmatched cunning. This is further complimented by the conception that Gremlins are stupid creatures... well, not all of them! With his quick wit and savvy business sense has served him well in trading with surrounding villages.
Ulix's companion is a faithful hog hound, Penelope. Together, they make a formidable pair and are more than capable of holding their own against the worst Malifaux has to offer.

Ulix's box hasn't been released but I would assume you will get: Ulix, Penelope - and possibly - Wild Boars and Old Major but nothing has been confirmed.


Wong

The Gremlin's Firework Display.
Ever seen "Big Trouble in Little China"? Neither have I, but I am assured that Wong's crew are the same characters from that!
Undoubtedly one of the most eccentric residents of the Bayou, Wong's ornate robes and pointy hat are a sight not to be forgotten. He subscribes to the art of Eastern mysticism. However, you would be foolish to think that Wong is just smoke and mirrors, his weapons are formidable in their own right. Carrying round the Three Demon Bag, the real source of Wong's power, taken from the Ten Thunders, it is lucky he hasn't found out the true extent of its potency.
Using theatrical fireworks and devastating lightning jumps, there is never a dull moment with Wong. Whatever the occasion on the Bayou, you can be sure that Wong has the suitable celebrations for it! He surrounds himself with acolytes, such as his explosive Lightning Bugs, which makes being around him about as volatile as a chain-smoker in a fireworks factory.

Once again, Wong's box isn't out but I think you will get: Wong, Lovely Assistant, 3 Lightning Bugs.
There are two models which work well with this crew which you might wish to get or may even be included: Bert Jebsen and Gracie.



Finally... a Gremlin which isn't a Gremlin...

Zoraida

The Swamp Hag.
Desperation can drive men and women to do desperate things like moving for the relative safety of the city into the Bayou. Those who travel out of the city and find her, find themselves in an unusual position as she knows their names and why they have come. In order to answer any questions they may have they are challenged to a game of cards - if they win, she tells them what they need to know but if they lose, she collects a unique ante. Most never see the city's lights again.
Zoraida is the hag with the second sight. Centuries old, she is not truly in one faction or another. Being placed as a Neverborn master, really she is a human who traversed the inbetween and reached Malifaux long before the first opening of the Great Breach. Over time she become one of the Neverborn and she knows more about the weaving's of fate and where to pluck than any other creature in Malifaux.
Zoraida interweaves her own designs into fate's plan and maneuvers hundreds of desperate elements together to achieve her desired results.

In Zoraida's box you get: Zoraida, Voodoo Doll (totem), Swamp Fiend and 3 Silurids

Well, that's it for another faction! Three more to go! Gremlins are an excellent faction for both fluff and gaming. They have some amazing abilities which you can do great things with! Personally, I love Wong! Setting off fireworks in the middle of a game is aces!

Thanks for reading.

I'll see you soon!

Saturday, 24 January 2015

ToMB - Models and Ideas

Not a massively long post tonight after the marathon of posts I made within 12 hours over the past two days, but just sounding some ideas out!

So my ToMB crew (if you haven't caught up) is Ironsides a rough brawler who enforces the will of Victor Ramos, and as they say; if you will it, it is no dream! Anyway, I want to go through a few things about her and her crew before I start and look at how I'm going to do this crew considering there is no crew box for them yet!

Before I continue, please be aware that I am not the Guru of Malifaux knowledge. I have many things to learn about the game and thanks to the excellent community I have improved my game tenfold but it's not complete (as you may have read in my batreps!). It is thanks to people like Dan and co on Before We Begin, the collective cast of the Malifools and Joe and Adam on Cheated Fates I have gained a better idea of the theory side of the game and am aware of a lot more things which happen in the game, not just putting a crew on a table and playing (although that is fun sometimes!). The things I'll talk about here are things that I've observed but they may be incorrect or I may have missed a trick/synergy with something so if you are reading this and know something I don't... please point it out! I want to get better but I also want this ToMB to be a real learning curve in the way of improvement in my game!


I want to have a little look at the cards and upgrades and what my first impressions of them are.

Ironsides: 
The lady herself - a brawler with some mean abilities.
Let's not fuck around... she's a combat beat stick with some amazing abilities, however not all is as rosy as it appears! She is VERY card intensive and although hard to put down. I have a feeling I will be relying on either a large cache or a hand! Must use very wisely!
So the adrenaline mechanic just pump her up giving her the ability to boost her (2) melee action, heal damage or move in base contact with a model within 6". For her, it is about keeping things close to gain the condition and get into combat. PLUS - Hard to kill! Why not! Throw it in the mix!
Downsides? Plenty, just with any figure. Card intensive - particularly on defense ability (which is awesome!). Other downsides? I haven't worked them out yet because I'm not Joel Henry and I can't look at a card and tell you EVERYTHING that is wrong with it! Damn him! Willpower, although 6, has no trigger so this could be a potential pitfall!

Upgrades
Some great upgrades for her here. I particularly like 'Frontline Leadership' where a model within 6" must take a TN13 willpower duel or attack her instead (if able)! 'Message from the Union' changes the dynamic of the crew, I love the idea of handing burning out but I'm not sure that I will be using it to start off with! 'Iron Determination's ability to discard the Red Joker for damage flip is insane and then the (0) action which uses all the adrenaline on her to heal her! 'Challenge the Crowd' is an interesting upgrade with double positive defense flips but again - not sure I will use it straight away. Really like her upgrades!

The Captain:
The Captain is one they simply don't know anything about. There is speculation from Guild explorer or a serving Captain on a line ship. Others think he was one of the first through the Breach as a member of the elite expeditionary forces. He does enjoy sharing stories with people though, although he hasn't confirmed which story is true! The Captain has a casual ability of controlling the wind (without Renee) in battle as well as a fucking big hammer!

So the Captain has a defensive ability like Ironsides but unlike the good lady, it triggers on a mask and pushes him 5" in any direction! Also on the front of the card: Middle of the Storm - models within 2" gain bullet proof +1 and Agile - immune to disengaging strikes.

On the back; Airburst (1) pushes a model 5" in any direction allowing both friendly and enemy models to be effected AND a trigger of a ram which hands out burning... say WHAAAAT?! Additionally, a relic hammer with two triggers and a 3/4/6 damage spread... hmm!
His tactical actions also can put up walls of wind which could be useful and push models away which can be incredibly useful when it gets to the last turn and you really need to sack people off interference!

Downside to him? 10SS... but you do get a Relic Hammer, Burning Mechanic and the ability to push - may well be worth it after all!

Upgrades
Casting Expert... What more do you need to say!? 3 AP is good AP!

Oxfordian Mages:
Three mages in the artwork so I will try them all! Obviously they are all the same on the card but the upgrades are different. Once again, they benefit from being close. Infact they benefit so much they gain up to 2 tomes on their cast... that can't be bad right?! Arcane Shield is ridiculous when against low damage spread models, particularly since you can reduce the damage to 0! And finally on the front - positive flips to Wp duels while in LoS of an M&SU master or henchman... oh guess who I'm playing!!!
On the back I guess all those tomes come in useful! Furious casting trigger to unleash hell at 10" with 4 potential triggers to choose from. Burning, Slow, Ignoring Armour or push a target away from /or closer to Ironsides.
Elemental Strike with Death Touch could be handy!

Upgrades
3 simple upgrades which I can see me using on them at some point. Element Bolt at range 2" is better and has more potential depending how you set up but Nemesis Ward where all defense duels within 10" gain positive flips against an enemy crew's leader! Handy against the Viks! Saying that, Regen +1 on all models and protections from aura effects is fairly handy too! Even harder to put the crew down!

Mouse:
The ability to 'Arrest' models is fairly interesting but at 4" is slightly worrying how close you have to get with him! Healing, meh...okay and triggering on a Rope Lash is fairly good, again movement tricks!

Generic Upgrades:
Some interesting cards there. I can see myself using Imbued Energies with The Captain, if not Ironsides! Reservoir is a potential to use because I really really need the hand size and cards in my hand to make this work but it's only on a Leader... still, an excellent card! There are of course some other upgrades which I've skimmed over but for the moment with the way I view the crew, I don't see me using them... yet!

Currently my crew would look like this:

Ironsides (Cache 5)
- Iron Determination (1)
- Frontline Leadership (2)
- Arcane Reservoir (2)
The Captain (10)
- Patron's Blessing (2)
Oxfordian Mage (6)
- Doom Ward (0)
Oxfordian Mage (6)
- Blood Ward (0)
Oxfordian Mage (6)
- Nemesis Ward (0)
Mouse (4)
+2 SS

So a starter crew (with upgrades) comes to 41 soulstones! So I can play a 40SS game with my starter crew box!

Potential synergies with other models:
The crew has a strong pull towards the M&SU both synergistically and fluff(ally). With the upgrade of handing out burning, I may also try the synergy between her and the models associated with Kaeris crew. I will have a read of the Arcanist section of the book and see what I can add to it... Mech Rider maybe... DON'T SHOOT ME, I WAS KIDDING (but not really)!!!


Models to use?
There were a few possible ideas which crossed my mind when thinking about proxying models. I did think about using a range of miniatures from all over the place but I've seen some models which look amazing, on the other hand those models may not look right together, also, I want some flexibility on what I can have in my crew. With that in mind, I am going to be using the multi-part plastic kits from Through the Breach. I've seen the sprues and I think most of the models (particularly the Mages) will be perfect for using the kit for. The only one I think I will struggle with is Mouse but I have a rough idea about how I'm going to sort that but it will depend on getting my hands on the sprues and working out a few things.
I think I must be one of the only people in the whole Malifaux community that didn't back the bloody kickstarter, so I don't have the models! I'm going to have to order them! They cost under £20 each on Element Games so that would fill up my £40 budget but it does give me some spare model options for performers and M&SU later on if needed. I know it's kind of cheating getting those models but I'm going to donate everything left over from this challenge to WAAC on top of the other donations throughout the year.






Running Total:

Money to spend: £40
Money spent: £39.08
Money carried over: 92p

Time to get some stuff ordered I think!

Before I go, a quick note on my contribution of WAAC over the coming months. I want to raise money but also play Malifaux as much as possible which is why I am going to - donate 10p for every point I score with my Ironsides crew over the course of the coming months and I will donate 20p for every point my opponent scores against me when I'm using Ironsides! I know it doesn't sound a lot now but trust me... if you've read my batreps you'll know my opponents get the jump on me and score highly!

Well that's it from me!
I'll see you soon!