In this episode, we join Sandeep Desai on a mission to release a fellow scholar from Guild custody. In order to stand a chance, he must call in a few favors from his students and colleagues.
Click on the image below to give it a listen!
In this episode, we join Sandeep Desai on a mission to release a fellow scholar from Guild custody. In order to stand a chance, he must call in a few favors from his students and colleagues.
Click on the image below to give it a listen!
This week, we’re headed to PAX Unplugged in Philadelphia and hope to see you there! In an effort to make sure that we don’t come back to an office-turned-ash-pile, we’re taking Waldo with us, which means we’ll have to keep this week’s reveal short and sweet.
Here’s an art reveal for one of our newest models!
Have a look at the Undergraduate, who studies under the tutelage of Von Schtook at the University of Transmortis.
Waldo spent the week scribbling a bunch of strange symbols with chalk and candlewax on the walls and floor of the office. After explaining to him that is definitely not the way summoning works (though there has been a lingering sulfur smell as of late), he finally agreed to stop vandalizing the place as long as we told him how.
So, before we go check on that smell, we’re going to take a look at how summoning works in M3E.
Summoning has always been a cornerstone ability in Malifaux, and often, it’s one of the strongest abilities that a player can bring to the table. Not surprisingly, many of the best masters in first and second editions were those who capable of summoning in new models.
One of the goals for M3E was to keep summoning as the powerful and unique ability that it is while reigning it in and preventing a summoner from completely running away with a game. To accomplish this, we approached summoning from a couple different angles.
Let’s use Dashel Barker, the Guild’s newest Master, as an example.
There’s a lot of fun stuff on Dashel’s stat card, but for the purposes of this article, let’s focus on his Call In Reinforcements Action.
The first thing that jumps out about the Action is that it’s Once per Turn, which is a restriction that can be found on every Master-level summoning Action.
Previously, in second edition, the best thing that a summoner could do was to spam their summoning Action as much as possible to flood the board with models. The rest of the summoner’s card was almost secondary to that action. Just about everyone has played a few games against Kirai and Nicodem where all they did was spam their summoning action to churn out as many new models as possible.
Surprisingly, most of our playtesters ended up enjoying the summoning Masters a lot more after this change. By removing the burden of having to create and maintain a summoning engine for maximum efficiency, it freed these Masters up to do other things with their Actions. Once Dashel has called in a new Guard, he’s free to move around or shoot at his enemies without feeling like he’s “wasting” those Actions.
While Dashel can only summon one model at a time (most likely due to Guild budget constraints), some of the other summoning Masters, such as Dreamer and Asami, can summon multiple models with a single Action. To do so, they just add the Cost of all of their summoned models together when determining the Action’s TN. This allows these Masters the option of summoning in two weak models in favor of a single stronger model.
Each Master-level summoning Action also Attaches an Upgrade to the summoned model. Dashel Attaches the Patrolling Guard Upgrade to his summoned Guard, so let’s take a look at that Upgrade now.
Patrolling Guard is Plentiful (2), which means that a player can only have two copies of that Upgrade in play at any given time. If Dashel already has two summoned models with an Attached Patrolling Guard Upgrade, then when he attempts to summon a third model, he can’t Attach the Upgrade (due to exceeding its Plentiful restriction) and the summoned model doesn’t enter play. That’s somewhat restrictive, but if Dashel is his Crew’s Leader, the Plentiful Restriction increases to Plentiful (5), which greatly expands his summoning capabilities. This helps to ensure that the power level of summoning Masters is kept in check when they’re hired as supplemental Masters in a Crew.
Crews in M3E can have multiple Masters, by the way. If you want to splash some Guard summoning into a Witch Hunter Crew, for instance, you just hire Dashel like a normal model: you pay his Cost of 15, plus one if he doesn’t share your Leader’s Keyword (which in this example would be “Witch Hunter”). This has been working out pretty well in playtesting, and it’s super fun to have Dashel summoning guardsmen into a battle to support his Witch Hunter allies.
Looking back at the Patrolling Guard Upgrade, you can see that after it Attaches to a model, that model gains Slow. In second edition, there were a number of summoning restrictions in the book that always seemed to catch both new and experienced players off guard, such as summoned models showing up with Slow and not being able to take Interact Actions on the turn they arrive. In M3E, those restrictions have been moved onto the summon Upgrades themselves; after Dashel summons a Guard model, for instance, it gains Slow, but it has no restrictions on its ability to take Interact Actions.
Because M3E uses Upgrades to track which model is summoned, this lets us treat summoned models a bit differently than normal, purchased models. For instance, the Exorcist has a trigger that flat out kills a model with an Attached Summon Upgrade, making it quite the counter to Crews that do a great deal of summoning.
All in all, these changes to the summoning rules have allowed summoning to remain as a strong option for Crews in M3E while still ensuring that there are enough checks in place to keep it from becoming the absolute best strategy in every situation.
We’ve also balanced the number of summoners between Factions in order to ensure that each Faction has roughly the same amount of access to the mechanic. Arcanists have Sandeep Desai, the Bayou has Som’er “Teeth” Jones, the Guild has Dashel Barker, the Neverborn have the Dreamer, the Outcasts have Tara Blake, and the Ten Thunders have Asami Tanaka. The Resurrectionists, which have traditionally been the bastion of summoning Masters, have emerged in M3E with Kirai Ankoku and Albus Von Schtook as their summoning Masters (though Albus approaches the situation in a much more unorthodox manner than his peers).
Since it’s the holiday season, we thought that we’d leave the topic of the next article up to you! What parts of M3E are you most excited to hear about? Let us know!
We’ve officially released the Tides of Battle!
Tides of Battle is the official Escalation and Achievement League format for The Other Side. With this document, you will be able to play The Other Side in new and exciting ways by earning achievements and creating new Companies in the process. It’s a fantastic way to meet new players and establish a community in your area.
In the Tides of Battle, you’ll also find the Garrison system. Every two weeks, your Company will expand with more Scrip to spend on units and Assets, more Strategems to better prepare you for the battles to come, and more Commanders to lead your Fireteams to glory. The Garrison system will also be a part of the upcoming tournament document, which we will be providing in the near future.
You can find the Tides of Battle document here!
We’re super excited to talk to you about the next two conventions that we will be attending.
At the end of this month, you can find us at PAX Unplugged. Starting November 30th and ending December 2nd, we will be there in Philadelphia, showing off The Other Side, Malifaux Third Edition, and more! Make sure to swing by our booth and say hello!
Then, in March, we’ll be headed to Schaumburg, IL to find out just how competitive our community is at Adepticon. From March 27th to the 31st, players will be duking it out in The Other Side’s first Wyrd-run tournament, as well as a tournament to celebrate Malifaux Second Edition before the next edition is released. We’ve got a bunch of other events that we’ll be running this year, so we hope to see you there! To find out more information about all of our events, head over to the Adepticon Event list here. Just make sure to search for “Wyrd” and you’ll be able to find our schedule!
We’ve got plenty to talk about and plenty more to show, so make sure to head to either (or both!) PAX Unplugged and Adepticon to find out the latest and greatest of all things Wyrd.
We’ll see you there!
We want to apologize for any frustration we may have caused with how The Other Side’s Kickstarter was handled. This apology goes out to those who have backed the game and are still waiting for what they had purchased, to those that received mispackaged or damaged products, and to those who are patiently waiting for The Other Side to arrive on store shelves.
As we have stated before, we stand by our product, so if there was a problem with your order, reach out to us via our contact form. We will take care of you.
The Kickstarter for The Other Side was a learning experience for us at Wyrd. Releasing a game of this scale has been both a fascinating and vexing challenge. We underestimated some of the obstacles that were put in front of us during the various stages of production and delivery, but have since created solutions so that these problems don’t arise again.
Additionally, we want to apologize to the local game stores who are also waiting for the product to arrive. While we try to make all aspects of our community happy, we felt it was important to hold to our word and make sure all of our Backers were taken care of first. Those orders are now out of the warehouse and sent to various distribution centers. Our focus is now on our Retail Distribution Partners. Shipments are on the way and we expect that they will be hitting retail shelves in the next week or so.
For those Kickstarters who are still waiting, thank you for your continued patience. Due to circumstances out of our control, some packages have taken longer to reach doorsteps than we would have hoped. The wait should be over soon.
Taking the lessons we’ve learned to heart, we here at Wyrd are walking away from these challenges as a stronger company who believes in their products and community. We look forward to the opportunities to show you, once again, what we can do.
Thank you, for keeping it Wyrd.
In this episode of Breachside Broadcast, we conclude Common Ground, where Reva attempts to build a community that includes the living, the dead, and the dying, but she runs up against resistance from the locals.
Click on the image below to give it a listen!
This week, Waldo managed to get his hands on some Earthside historical documents. He said he would stop eating everything he came across as long as we released this to inform the masses. Below is all we could pull back from his slobbering mouth and grubby little mitts. Enjoy!
To M. B. — Lt. Wright, Field Intelligence Corps, reporting in.
Depleted supplies. Contacts missing, presumed compromised or dead. Apologies for the informality; recounting evidence from memory – notes burned to ash. And beyond, information on the “Titans,” as they have been rightly coined, is sparse at best, thanks to the scrambling efforts on all fronts. I do hope this report reaches you presently, but despite my best efforts, I cannot command the weather.
If I am to be candid – as my first operation, I did not fully identify the importance of gathering a reconnaissance on our own allies. Yes, you must know yourself before you can know your enemy, but they have been open with trading information, as Kassa Okoye has taught us plenty. How wrong I was; our birdwatchers have discovered that there are secrets behind their colossal machines.
The Dreadnought – We’ve known of their operations requiring three highly trained gunners, and of their ability to cross any terrain beneath those crushing legs for some time. Their efforts in manufacturing are easier than we initially understood – and because of this, they have begun to equip them with more experimental weaponry. The Titan I witnessed firsthand was armed with a chemical fogger, and doused the Hordes with a cloud of poison. Very effective. Unfortunately, schematics were impossible to find.
The Walker and the Cutter – Limited was the information I could gather on these two machines – only sightings of their viciousness in combat. I’ve reports of a Walker acting as an impenetrable wall of gunfire as its surrounding Mechanized Infantry repair and replenish its ammunition. The Cutter, on the other hand, requires no such ongoing maintenance outside of removing the cultist gore from their buzzsaws. I was told that watching them dismantle the opposition was like witnessing a farmer trim grass with a scythe – only louder. I pray we remain allies with Abyssinia.
These blasted Warped were not easy to follow. Luckily, my contact in Russia informed us of their arrival, and we were not far behind. The horrors that they’ve unleashed… I am having difficulty finding the words, but my bones ache at the thought of what I’ve seen. Some, more dedicated to the man-fire in the sky, made their way to the mountains. Thanks to their foolishness, we’ve discovered that the legends of dragons and hydras are true.
Goryshche – On the day we arrived, we thought our eyes played tricks on us. We saw the sun at midnight, a crescent of flame against the frozen tundra. The bones of a creature from myth were not only found, but newly animated and bound to flesh and fire. Though we don’t yet know how, they seem to have been able to replicate this many-headed monster, as of the date of our findings runs parallel to the reports of the Lord of Steel slaying an identical beast in Africa. As of this report, I regrettably have little to share of its weaknesses, and Abyssinia does not seem willing to share their own findings. What we do know is that it can regenerate – cutting off one head will only provide the opportunity to grow another.
London is not the only city to have been robbed of its peace by these relentless sea creatures. All over the world, pockets have opened beside unprepared coastal cities – some better defended than others. Their numbers are as endless as they are ravenous, which has halted my investigation more times than I can count. I’ve no plans of becoming lunch. Each day we face them, the more we learn, but if we don’t return the assault soon, I’m afraid that it might become too little too late.
Alpha Crawler – We received word from an oceanic explorer from Malifaux who has reported a direct encounter with one of these unsightly beasts that side of the Breach, so we know where they come from. How they got here is the bigger question, of which I’ve yet an answer. We can’t be sure, but most are pointing fingers at the Burning Man in the sky. Regardless of where they came from, make sure to stay far away when able, as they are rarely the only predator in the area. Too often have our reports found that these monsters are ridden by others of their kind, like a vehicle with a thirst for blood.
The lion’s share of our losses came from this ancient, deplorable beast. Equally intelligent and savage, it found its way to our camp as we slept. Despite its enormity, we did not anticipate its attack. I narrowly escaped with my life, but left my arm in New Zealand. What we do know is that it is not a creature of this world; the Maori look to the Breach for blame. Frighteningly enough, it appears to have command over both the forces of the Burning Man and the Gibbering Hordes, a conclusion that we came to as we saw the swathes of malice that followed in its wake. This thing is a cloud of violence and, now that I’ve stared directly into its eyes, nowhere on this earth feels safe.
My report couldn’t be complete if I didn’t also compare our own military to our enemies and allies. Fortunately, my findings have provided some much needed reassurance that not all is lost. Tensions be damned, being rid of the Guild from our shores has had its benefits. Now that we’re not under their thumb, we’ve a rare opportunity to make their tech truly shine.
King’s Hand – Thanks to adjustments made by our Abyssinian allies, these refitted machines of war are our best chance against these otherworldly giants. With enough armor to soak a blast from a railgun, and a Gatling gun with plenty of ammunition to keep it firing for days on end, whatever comes to our shores will have to take a second guess before advancing further. It makes sense why we’ve doubled up on production.
I send this to you from Kagoshima, as this continued investigation has brought me to the Three Kingdoms. More to report on that soon. I wish I had more to tell, but with the world on fire, it’s becoming harder and harder to receive intel from any of our agents. After years in secret beneath the shadows of these Titans, what I can say is that their presence on the battlefield will likely define the upcoming tides of war.
For King and Country,
Field Intelligence Corps
Want to download this piece of alt-history to read in your leisure? Click on the image below to download the PDF!
Next week, we’ll be diving back into Malifaux Third Edition to talk about summoning!
Waldo’s at it again. This week, we found him in the warehouse putting on a puppet show. After rattling off his nonsensical play for five long hours (eight acts? Really?), he demanded that we either watch it again or talk about Malifaux Third Edition. So here we are.
Let’s talk about Puppets! Or, more specifically, let’s talk about Effigies. As always, remember that we’re still in beta testing, so some things might change between now and release.
In the story, the Swamp Witch Zoraida created the Effigies as a means of spying upon and manipulating the various Factions of Malifaux. When Governor-General Kitchener attempted to ascend and become a Tyrant, Zoraida had planned to use the Effigies as a means of leeching away much of that power for herself. Unfortunately, her plan backfired and the Effigies retained the power they stole from Kitchener, becoming stronger entities known as Emissaries.
The Effigy and Emissary models are still around in M3E, so let’s take a look at one of them to see how they’re looking in the new edition.
The Carrion Effigy has many traits that are common to its Effigy brethren, such as Hard to Kill and Accomplice. Hard to Kill works the same as it did in M2E, but as you can see, Accomplice now comes with a cost attached to it, namely that the player has to discard a card or a Pass Token. The ability to chain activate models is very powerful in a game of alternating Activations, so attaching a bit of a cost to that ability helps to level the playing field a bit. Also of note is that the rulebook limitation on Chain Activations is no more; if you have multiple models with Accomplice or Companion (which works similar to Accomplice) together, you can potentially get multiple Activations in a row… if you’re willing to pay the cost of doing so.
Armor is also common to all of the Effigies. The big difference between M2E and M3E is that Armor doesn’t say that it reduces damage “to a minimum of 0,” because that’s just a general rule in M3E: any sort of reduction can only reduce damage to a minimum of 1, unless the reduction effect says otherwise.
Finally, we have Helping Hand, which we’ve mentioned before. Helping Hand effectively turns the Effigy models into generic Totems for Henchmen models, which helps those Henchmen stand their ground against Master models. Masters will usually have a bit of an edge in games against Henchmen, just by virtue of having very powerful Actions, but this bonus helps to close the gap a bit.
On the back side of the Carrion Effigy we can see its Actions. Entropic Siphon is its only Attack Action. The Attack gets better when targeting models that are already wounded, and if it hits, it also weakens the target for subsequent attacks. The stat is only a 4, true, but that’s not quite the death knell that it was in M2E; stats of 4 and 5 are more common (even on Masters), and Defense and Willpower stats in general are down across the board. One of the goals of rebalancing M3E was ensuring that we had a broader spread of stats, since having everything at stat 6 just doesn’t provide the spread that the game needs to feel dynamic.
Stitch Up is the Carrion Effigy’s next Action. Since the Carrion Effigy is a Resurrectionist, the Ability to heal Undead models is usually pretty useful, though it might see less of a use in Crews led by Kirai, who generally don’t associate with Undead models all that much (on account of Kirai being a ghost summoner). Still, a fairly reliable source of healing for a majority of the Faction’s models is pretty good!
Finally, we have the Effigy’s Aura of Decay. All of the Effigies have at least one Aura ability, and the Carrion Effigy’s Aura is very strong, allowing it to shut down the ability of enemy models to both Heal and to reduce damage with Soulstones. For veterans of M2E, it’s worth noting that there’s no more divide between “preventing damage” and “reducing damage;” it’s all “reduce” in M3E, as the distinction was one of the more confusing elements of M2E for players to grasp.
Now that we’ve had a look at an Effigy model, let’s talk about the Effigy of Fate Upgrade.
The Emissary of Fate Upgrade allows an Effigy model to replace itself with its corresponding Emissary model at the start of Turn 3 or any subsequent Turn, mimicking how the Effigies turned into Emissaries in the story. “Replace” is a new game term in M3E that does pretty much exactly what it implies: the Emissary is placed in base contact with the Emissary, sets its Health to that of the Emissary, and gains any game effects that were affecting the Effigy model (which includes counting for any Schemes that might have chosen the Effigy as their subject) before the Effigy model is removed from play.
This can be a bit of a gamble – the Effigy of Fate Upgrade makes the Effigy into great, big, glowing target – but being able to access an Emissary model for a reduced Cost is often worth the risk. This is even better for Henchmen Leaders, who can hire the Effigy model for free!
Let’s take a look at the Carrion Emissary, shall we?
The Carrion Emissary boasts a couple of strong defenses. As with all the Emissaries, it retains the Hard to Kill Ability from its Emissary days, and it’s also gained Terrifying (12), which makes it difficult to be targeted by weak-willed models. Here we get our first look at the new Flight Ability, which contributes to the Carrion Emissary’s great movement (remember, it’s on a 50mm base, so that place effect makes it more mobile than its Mv 5 would otherwise suggest). The Flesh Crawls rounds out the package by providing a movement buff to friendly Undead models around it, which carries forward the theme of “Undead support” possessed by the Carrion Effigy.
On the back of the Carrion Emissary, we can see that it has a Beak Attack that does respectable damage. The range of 0” means that it has to be in base contact with its target to attack it, which is only a minor inconvenience, given the mobility offered by Flight.
Rot and Rend is the reason to keep the Carrion Emissary out of melee range if at all possible. It not only does solid damage but also debuffs those it injures, echoing the debuff abilities on its former self. My Loyal Servant and Infect are both useful Triggers, and Zombify rounds out the package by allowing the Emissary to turn a Killed target into a Mindless Zombie.
The Carrion Effigy’s Aura of Decay returns with a higher stat, but now it has stiff competition with Exhumation, which creates Coffin Markers nearby. The Unexpected Zombie Trigger can exchange a Marker for a Mindless Zombie, but the Markers themselves can be quite useful for providing cover or blocking Line of Sight to the advancing Resurrectionist forces. The “Destructible” Trait means that a model within 1” of the Terrain Marker can spend an Action to destroy it, which in general helps to mitigate the M2E issue of creating terrain to block off portions of the board. In M3E, that’s still possible, but it’s not a permanent solution, as those barriers can be destroyed.
What you won’t find on an Emissary is a Master-specific Upgrade. In M2E, the Emissaries could take Upgrades specific to the Master leading its Crew, each of which changed its behavior in various ways. We’ve done away with those Upgrades in M3E, as they were generally used as patches to sub-par Masters and were either not impressive enough to see the table or (more rarely) so strong that they became mandatory hires with their respective Masters.
By removing Emissary Upgrades from the game, we’re able to focus upon making each Emissary good on its own merits instead of dependent upon the strength of its Upgrade. This also helps new players by ensuring that each Emissary plays the same in each game, instead of being an entity whose Abilities, Actions, and role change depending upon the Master.
Next time, we’ll be taking a break from Malifaux Third Edition to take a peek into Titans in The Other Side!
Despite our best efforts, Waldo got out of the office this week. That’s what we get for leaving candy out. We found him on someone’s doorstep, carving his likeness into each of their pumpkins (you can find the stencil in the latest issue of Chronicles!).
Once we managed to wrangle him back here, he wouldn’t stop talking about the latest changes that we’re making to our favorite perennial terror, Carver. He even promised to stop changing Matt’s passwords if we showed off his stat card.
The most important thing about the Carver in M3E is that he’s now a legal model! In M2E, the Carver was always a “use if the Strategy allows it” model, but we’ve removed that restriction and enabled this scarecrow to go on a rampage no matter the time of year.
Let’s take a look:
So right off the bat, you’ll notice that the Carver has a high Cost of ten, making him one of the most expensive non-Master models in the game. In M2E, models with a Cost higher than ten were in an awkward space; they had to be strong enough to justify their impressive Cost, but this often led to them having rules that were so strong they distorted games (and their Faction) around them. Nekima and Ashes and Dust are prime examples of this effect.
In M3E, we are capping the Cost of non-Master models at 10. The one exception is the Coryphee Duet, due to the interesting way that it can combine and break apart during the game (though that’s an article for another time). Capping the cost of non-Master models at 10 means that we have a ceiling on how powerful those models could be while ensuring that they don’t have to be so powerful that they would distort their Faction’s balance.
Next, you’ll notice that the Carver has the Nightmare and Woe Keywords. This means that it can be hired by Leaders with the Nightmare and Woe Keywords at no penalty, or by other Neverborn Leaders at a +1 increase to its Cost. At first glance, this means that both Dreamer and Pandora can make good use of the Carver, but it also means that he’s an easy hire for Henchmen Leaders such as Candy or the Widow Weaver.
To take this one step further, the Carver is a Henchman, which means that it could lead a Crew itself! Since it has the Nightmare and Woe Keywords, it could hire both Nightmare and Woe models without penalty, which gives it quite a cost-effective Leader for players that want to run a Crew of mixed Nightmares and Woes. The Carver is restricted from hiring any Masters while it is the Leader – Henchmen can’t run Crews that contain Masters as a general rule – but this doesn’t mean that it’s helpless.
Henchmen gain two distinct bonuses while they’re the Leaders of their Crew. The first is that, like Masters, Leaders can take three Actions per Activation in M3E, which helps them compete with Masters. The second bonus comes in the form of each Faction’s Effigy model, which has a special rule allowing it to be hired for free into a Crew with a Henchman Leader. This allows each Effigy model to effectively serve as a generic Totem for its Faction’s Henchmen, which further helps to ensure that matches between Master Leaders and Henchmen Leaders are balanced.
But just what does the Carver bring to a Crew? Well, let’s take a look.
First we have Terrifying (11). There’s no more immunity to Horror duels in M3E (or Horror duels at all, for that matter), so models will have to deal with the Carver’s Terrifying Ability each time they target this murderous scarecrow. The penalties for failure have been reduced, however; now, instead of a model’s Activation immediately ending, the Action that targeted the Carver simply fails. This ensures that Terrifying isn’t quite such an “all or nothing” Ability, which in turn means that we’re not as restricted in our design process by the innate rules of M2E’s Horror duels. If you’ve heard us talk about “simplifying Malifaux,” this is the sort of thing we mean: we keep the feel and fluff of an ability while making it less cumbersome to process on the tabletop.
Moving on! Next up is Feed on Fear, an Ability possessed by just about every Nightmare model beyond the Dreamer. While not overly flashy, Feed on Fear is a nice little heal effect that helps to keep the Carver (and other Nightmares) on their feet.
Ruthless is next. In M3E, Ruthless is a great Ability, as it allows a model to completely ignore the Terrifying and Manipulative Abilities. The Carver is an invaluable addition to any Crew that intends to face off against enemies that rely on these Abilities for protection (such as the Performers, Journalists, and Redchapel models).
Next up we have Opportunist, which is a common Ability among Woe models. As both a Nightmare and a Woe, the Carver gets the best of both worlds! Opportunist makes the Carver’s attacks more reliable against enemy models with the Stunned Condition, which the Woes hand out like candy at, well… Halloween. The Stunned Condition is incredibly powerful, as it prevents a model from both declaring Triggers and taking Bonus Actions (i.e. M2E’s (0) Actions), so if you’re facing Pandora and relying upon your Triggers to save you, well… you’re probably going to have a bad day.
Finally, we have the new version of Misery. One very important rule in M3E is that models can’t be affected by multiple versions of the same Aura. If an enemy model Cheats Fate near three models with the Misery Ability, for example, it will only suffer one damage. This does shut down Pandora’s traditional tactic of “surround them with Sorrows and papercut them to death,” but on the other hand, playing against Pandora no longer feels like torture, so it’s hard to get too upset over the change. This new version of Misery punishes the opponent for Cheating Fate, which ties back into Pandora’s new control game.
Flipping over to the back side of the Carver’s card, we have its melee Action, Shears. Engagement ranges and average damage have both dropped in M3E, but even then, 2/2/4 isn’t particularly great for a 10ss Henchman like the Carver. What makes up for it is its stat of 7, which is among the best of the best, and his built-in Ram, which allows it to automatically hit its Critical Strike trigger to jump up to a 3/3/5 damage track… or 4/4/6 with a Ram card or a spent Soulstone!
While this allows the Carver to put out some really great damage, it also forces the scarecrow to make a choice when it comes to Triggers: should it go with the high, reliable damage, or would it be better to make another Attack? The Swift Action Trigger gives the Carver this option, but it’s important to note that Actions generated by Triggers cannot themselves declare Triggers in M3E. In addition to stopping infinite Attack chains (which are fun but also incredibly frustrating), this ensures models aren’t chaining together truly absurd strings of damage and effects like you’d sometimes see in M2E.
Finally, there’s the good ol’ Execute Trigger, which just flat-out Kills something dead (unless the opponent pays the price, of course). The “Demise” Abilities listed in the Trigger are a broad set of Abilities that happen after a model is Killed, such as cosplaying Gremlins turning into normal Bayou Gremlins or Leveticus returning from death to possess one of his Hollow Waifs. Since the Execute Trigger ignores these effects, it makes a great counter to models that expect to make the most of their own deaths.
The Carver’s second Action is Breath of Fire, which gives it some solid, reliable blast damage. Blasts work pretty much just like they did in M2E, so you can all pretty much figure out how Breath of Fire works. One of the nice things about this Action is that it’s not a Projectile Action (there’s no gun icon), so it can be used even if the Carver is engaged.
The Carver’s third Action is Glimpse of Insanity. The little lightning bolt icon denotes that this Action is a Bonus Action, so using it doesn’t count toward one of the Carver’s Actions, though it can only be used once per Action. In M2E, this would have been called a “Free Action” or a “(0) Action).” As for its effects, Glimpse of Insanity is fairly common among Woe models and ties into that “Woes will make your models Stunned like whoa” playstyle that I mentioned earlier.
Finally, we have Draw Essence, which allows the Carver to suck the life out of models around it. The italicized portion of this Action is its cost, which must be paid when the Action is declared. By separating Actions out into costs and effects like this, we’ve managed to make some of the more complicated Actions in the game a bit easier to parse.
So there you have it! That’s a glimpse of the Carver and how it ties into M3E.
Next time, we’ll take a look at some Effigy and Emissary models and talk about how, with a bit of love and some tender care, you can grow one into the other during a game.
This week, we found Waldo square dancing by himself behind some boxes in the warehouse. In his hand was a crumbled up ball of paper with some of the movement rules for Malifaux Third Edition. When confronted, he tried to hide under some alt models and refused to come out unless we were willing to talk about some of the changes to movement in M3E. So here we are!
Please remember, M3E is still in beta testing, so things might change between now and release. With that in mind, on to movement!
The most important change from M2E is perhaps one of the most intuitive: all movements count as movement. In retrospect, that seems obvious, but in M2E, certain types of movement didn’t count as moving, which tended to be just as confusing as it seems.
In M3E, all forms of movement – such as Place and Push – count as movement.
With that in mind, let’s take a look at some of these movement types.
Place work more or less in the same way as M2E. When a model is placed somewhere, you just pick it up and put it in the appropriate space.
It’s also worth noting that “completely within” has been removed from the rulebook as a game term (save for during deployment, when models have to deploy completely within their Deployment Zones), which means that players will have one less term to remember during the game.
The most common source of Place effects in M3E is the Flight Ability:
Flight: When this model declares the Walk or Charge Action, instead of moving normally, this model may Place itself within X”, where X is equal to this model’s Mv. This model does not suffer Falling damage.
Flight gives models a great deal of maneuverability, as they can just shoot up into the sky and come back down somewhere nearby, bypassing any models and terrain that might be between those two points. This also allows flying models to easily move to and from elevated terrain, which makes them especially useful on boards that utilize a large number of buildings.
Pushes are nothing more than movement that must be in a straight line. The biggest change that Pushes underwent is that they are now slowed by Severe Terrain, as opposed to ignoring terrain in M2E. This made Pushes extremely valuable on models and revalued the importance of both Severe Terrain and the Unimpeded Ability, which lets models ignore Severe Terrain. By making Pushes affected by Severe Terrain, we lowered their strength, which in turn allowed us to make better use of them.
Another important change with Pushes is that models cannot Push up vertical surfaces. This means that while models can still be Pushed off the edges of buildings, they can’t be Pushed up them.
This is especially important since Charge movements are Pushes. This means that models standing atop a building can’t be Charged by models on the ground below… though that model could still climb up the building using a Walk Action and attack them normally.
This also means that barriers with Height – such as walls and fences – now prevent models from Charging over them, which makes them useful as roadblocks for ranged models.
Burying is back in M3E, albeit with its prickly, annoying corners sanded down to smoothness. Perhaps most importantly, Buried models still Activate, which means that they process things like the Poison Condition normally. This also means that models can have Abilities that trigger if they Activate while Buried. To get a glimpse into how this works, let’s take a look at a pair of Abilities on everyone’s favorite magician, Colette du Bois:
Fade Away: After this model is targeted by an enemy Attack Action, if this model is not Buried, it may discard a card and suffer 1 damage. If it does so, this model is Buried and the Action fails.
Showstopper: At the start of this model’s Activation, if it is Buried, Unbury it within 3″ of a friendly model or friendly Scheme Marker. After this model Unburies for any reason, every enemy model within Pulse 4 gains Distracted +1.
Needless to say, this makes her quite difficult to pin down (or to keep Buried)!
The second biggest change to Buried is a “safety latch.” If a model is subject to a Bury effect but can’t be placed (for instance, if there’s no room within 3” of a friendly model or friendly Scheme Marker for Colette to Unbury), then the owner of the model instead places it anywhere inside their Deployment Zone.
These changes to the Bury mechanic have let us really nudge some models into fun places, such as Tara’s ability to summon models that just enter play Buried (much like one of Karina’s Upgrades allowed her to do in M2E).
Finally, we come to Incorporeal, which has changed quite a bit since M2E:
Incorporeal: Reduce all damage this model suffers from Attack Actions by 1, to a minimum of 0. This model ignores Terrain while moving and ignores the Hazardous Terrain Trait. This model may move through other models and vice versa.
The old “half damage” version of Incorporeal was more than a little bit awkward, and it made designing models awkward as well, as it could be entirely bypassed by Ca Actions… which are some of the best Actions in the game anyway, due to their general lack of the projectile icon.
Since M3E does away with Ca Actions, it only seemed natural to give Incorporeal a facelift. Now, its damage reduction is very useful, as it protects ghostly models from most every attack without forcing us to give them greatly reduced Health to compensate. Most importantly, it still allows models to float through walls and other models just like you’d expect from a ghost.
So that’s it for movement! As you can see, a lot of M3E’s movement has been streamlined without sacrificing its flavor.
Next week, we’ll take a look at a flavor of another type.
How do you folks feel about pumpkin spice?