The Malastarian Outpost Raid

By Fantasy Flight Games

Published 19 June 2019

|
Fantasy Flight Supply

The Malastarian Outpost Raid

Announcing a New Raid and Raid Map for Imperial Assault

You’ve returned to Hoth, defeated Jabba in his own palace, and outwitted everyone whose opposed you in skirmishes. Now, Legends of the Alliance brings a whole new challenge to the world of Star Wars™: Imperial Assault.

Fantasy Flight Games is proud to announce the Malastarian Outpost raid and Malastarian Outpost Raid Map for the Legends of the Alliance App and Star Wars: Imperial Assault!

The Malastarian Outpost raid introduces a totally new way to play Star Wars:Imperial Assault that sees you and your friends battling to gain fame by defeating enemies and gathering intel. Do well enough and you may even find yourselves in the Hall of Legends, where high scores are recorded across the Legends of the Alliance app! Raid mode is a purely tactical affair, focusing more on strategic decisions over story and narrative.

Enter the Hall of Legends

Raid mode sees a team of two to four players selects their heroes from those available in their collection, then spend a limited amount of starting credits and XP. After launching a raid mode mission, players have six rounds to fend off Imperial forces while gathering intel spread across the map.

Gathering each piece of intel requires a specific attribute test, meaning a balanced team has the best odds of success. In order to put your name in the Hall of Legends, you’ll have to carefully balance defeating groups of enemies with gathering intel and making sure you can survive the full six rounds.

The game’s first raid takes you to the planet of Malastare, where your team will have to raid an Imperial facility full of valuable intel. Is your team up to the task? Find out when the Malastarian Outpost raid launches soon in Legends of the Alliance!

The Depths of Malastare

Raids take place on specific large maps constructed from various Star Wars:Imperial Assault expansions. The Malastarian Outpost raid can be created with components found in The Bespin Gambit and Tyrants of Lothal. Alternatively, you can purchase the Malastarian Outpost Raid Map for easy setup. This 3′ x 3′ slip-resistant mat is the exact setup for Legends of the Alliance’s first raid, and keeps your games organized and easy to setup.

A New Legend Begins

In the Star Wars galaxy, the fight is never over. With its new raid mode, legends of the Alliance invites you to show off your Star Wars:Imperial Assault skills against the rest of the world. Do you have what it takes to survive the depths of Malastare and enter the Hall of Legends?

Discover a new way to play Star Wars:Imperial Assault with the Malastarian Outpost Raid, available soon in Legends of the Alliance, and the Malastarian Outpoist Raid Map (SWI63), available now for pre-order from your local retailer!

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Twilight Imperium, Descent: Journeys in the Dark, Arkham Horror, Midnight, and Red November are © and ™ and/or ® Fantasy Flight Publishing, Inc. Lord of the Rings LCG, Call of Cthulhu LCG, A Game of Thrones LCG and DungeonQuest are © Fantasy Flight Publishing, Inc. Living Card Game, LCG and LCG logo are ® of Fantasy Flight Publishing, Inc. The Lord of the Rings is ™ The Saul Zaentz Co. d/b/a Middle-Earth Enterprises. Call of Cthulhu is ™ Chaosium, Inc. A Game of Thrones is ™ George R.R. Martin. DungeonQuest is ™ Scanditoy AB. Pandemic is ™ Z-Man Games. Warhammer: Invasion LCG is © and ™ and/or ® Games Workshop, Ltd. Star Wars is © and ™ and/or ® Lucasfilm, Ltd. Fantasy Flight Supply is a trademark of Fantasy Flight Publishing, Inc.

 

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Infernals Errata

By Privateer Press

Infernals are coming! And with them, a couple new model types: Infernal masters and horrors. Masters are effectively warcasters/warlocks, and horrors are basically warjacks/warbeasts, but they do have some unique rules.

We combed the model rules and have identified a variety of special rules we wanted to affect infernal masters and/or horrors and have called them out here. Many of these are evergreen rules and effects that are present across a wide selection of models, as well as a few specific feats and abilities we specifically determined should affect infernal masters and/or horrors.

Cygnar

Commander Adept Nemo

Change the text of Electrical Storm to the following:

Enemy warjacks, warbeasts, and horrors currently in Nemo’s control range suffer a POW 14 electrical damage roll XICONX. Electrical Storm damage rolls are simultaneous. Warjacks damaged by Electrical Storm suffer Disruption XICONX.

Added horrors. See explanation at top of page.

Sword Knights

Change the text of Penetrating Strike to:

Penetrating Strike – When this model hits a warjack, warbeast, or horror with a melee attack, you can choose to have the model hit suffer 1 damage point instead of a normal damage roll.

Added horrors. See explanation at top of page.

Sword Knight Officer & Standard

Change the text of Penetrating Strike to:

Penetrating Strike – When this model hits a warjack, warbeast, or horror with a melee attack, you can choose to have the model hit suffer 1 damage point instead of a normal damage roll.

Added horrors. See explanation at top of page.

Protectorate

Testament of Menoth

Change Soul Ward to:

 Soul Ward – Enemy models cannot gain soul tokens from friendly models destroyed in this model’s command range.

 We made a change to Soul Ward that prevents enemy models from collecting souls from friendly models, as opposed to every model. Soul Ward was too much of a blanket ability that passively interacted with too many models with very little effort. Now the ability should feel a lot less oppressive on the table and should not casually shut down entire game mechanics.

 Hand of Silence

Change the text of Direct Spirits to:

Direct Spirits – When a friendly living Faction warrior model is destroyed in this model’s command range and generates a soul token, you choose which model with the Soul Taker ability gains the destroyed model’s soul, regardless of the proximity of other models. Enemy models are not eligible to gain soul tokens from friendly models destroyed in this model’s command range.

This change to Direct Spirits now adds a friendly clause in the final sentence, limiting the scope of the ability. Direct Spirits, like Soul Ward, was too efficient at shutting down soul collection. This change makes the ability a lot less universal in its coverage and should give a little breathing room to soul-collecting armies.

Cryx

Goreshade the Cursed

Change the text of Abyssal Gate to the following:

When Abyssal Gate damages an enemy non-warcaster, non-warlock, non-infernal master model, after the attack is resolved you can place the enemy model anywhere completely within 3˝ of its current location. A model can be placed by Abyssal Gate only once per turn.

Added infernal masters. See explanation at top of page.

Retribution

Lys Healer

Change Soul Ward to:

 Soul Ward – Enemy models cannot gain soul tokens from friendly models destroyed in this model’s command range.

 We made a change to Soul Ward that prevents enemy models from collecting souls from friendly models, as opposed to every model. Soul Ward was too much of a blanket ability that passively interacted with too many models with very little effort. Now the ability should feel a lot less oppressive on the table and should not casually shut down entire game mechanics.

Crucible Guard

Aurum Legate Lukas di Morray

Add Irregulars [Alyce Marc]:

Irregulars [Alyce Marc] – Alyce Marc solos can be included in any army that also includes Aurum Legate Lukas di Morray.

This is essentially a freebie for Lukas so he can always opt to take Alyce in a Hearts of Darkness list without taking up one of his limited solo slots.

Mercenary

Fiona the Black

Change the text of Befuddle to the following:

On a hit, you can immediately advance target enemy non-warcaster, non-warlock, non-infernal master model up to 3˝. Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle.

Added infernal masters. See explanation at top of page.

Croe’s Cutthroats

Change Mercenaries to:

Mercenaries – This unit will work for Cryx, Infernals, Khador, and the Protectorate.

Add Partisan [Infernals]:

Partisan [Infernal] – When included in an Infernal army, this unit is an Infernal unit instead of a Mercenary unit.

Surprise! Jarok Croe and his Cutthroats are infernalists. There may be more in store for Croe and his mercenary band, so keep an eye out because you never know when you may become their prey…

Eilish Garrity, The Occultist

Change Mercenary to:

Mercenary – This model will work for the Convergence, the Crucible Guard, Cryx, Cygnar, Infernals, Khador, the Protectorate, and the Retribution.

Add Partisan [Infernals]:

Partisan [Infernal] – When included in an Infernal army, this model is an Infernal model instead of a Mercenary model.

Gain Marked Soul:

Marked Soul – This model is a Marked Soul.

Gideon Asher was Eilish all along! We apologize for the smoke and mirrors, but we wanted to surprise everyone with some hidden infernalists in your midst. Now that the secret is out, and their identities have been revealed, we have some classic solos to add to your army, i.e., their original versions.

Orin Midwinter, Rogue Inquisitor

Change Mercenary to:

Mercenary – This model will work for Cryx, Infernals, Khador, and the Protectorate.

Add Partisan [Infernals]:

Partisan [Infernal] – When included in an Infernal army, this model is an Infernal model instead of a Mercenary model.

Gain Marked Soul:

Marked Soul – This model is a Marked Soul.

Just like Eilish, Orin was secretly an infernalist all along under the CID guise of Faustus. Now that he has been outed, we can let you know his original version is also available for Infernal armies. Enjoy!

Saxon Orrik

Change Mercenary to:

Mercenary – This model will work for Cryx, Infernals, Khador, and the Protectorate.

Add Partisan [Infernals]:

Partisan [Infernal] – When included in an Infernal army, this model is an Infernal model instead of a Mercenary model.

Change the text of Blind Spot to the following:

Blind Spot – When an enemy warbeast or horror misses this model with a melee attack, immediately after the attack is resolved this model can make one basic melee attack against the attacking model.

Gain Marked Soul:

Marked Soul – This model is a Marked Soul.

More secret Infernalists! Although this guy didn’t get a new, more infernally version, we still didn’t want everyone to know who the secret traitors were until the Faction was releasing. Also, Blind Spot got a change to include horrors. See the explanation at the top of the page.

Trollbloods

Calandra Truthsayer, Oracle of the Glimmerwood

Change the text of Befuddle to the following:

On a hit, you can immediately advance target enemy non-warcaster, non-warlock, non-infernal master model up to 3˝. Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle.

Added infernal masters. See explanation at top of page.

Skorne

Supreme Aptimus Zaal

Change the text of Direct Spirits to:

Direct Spirits – When a friendly living Faction warrior model is destroyed in this model’s control range and generates a soul token, you choose which model with the Soul Taker ability gains the destroyed model’s soul, regardless of the proximity of other models. Enemy models are not eligible to gain soul tokens from friendly models destroyed in this model’s control range.

This change to Direct Spirits now adds a friendly clause in the final sentence, limiting the scope of the ability. Direct Spirits, like Soul Ward, was too efficient at shutting down soul collection. This change makes the ability a lot less universal in its coverage and should give a little breathing room to soul-collecting armies.

Zaal, the Ancestral Advocate

Change the text of Direct Spirits to:

Direct Spirits – When a friendly living Faction warrior model is destroyed in this model’s control range and generates a soul token, you choose which model with the Soul Taker ability gains the destroyed model’s soul, regardless of the proximity of other models. Enemy models are not eligible to gain soul tokens from friendly models destroyed in this model’s control range.

Same as his earlier version above.

Praetorian Swordsmen

Change the text of Penetrating Strike to:

Penetrating Strike – When this model hits a warjack, warbeast, or horror with a melee attack, you can choose to have the model hit suffer 1 damage point instead of a normal damage roll.

Added horrors. See explanation at top of page.

Praetorian Swordsman Officer & Standard

Change the text of Penetrating Strike to:

Penetrating Strike – When this model hits a warjack, warbeast, or horror with a melee attack, you can choose to have the model hit suffer 1 damage point instead of a normal damage roll.

Added horrors. See explanation at top of page.

Supreme Guardian

Change the text of Direct Spirits to:

Direct Spirits – When a friendly living Faction warrior model is destroyed in this model’s command range and generates a soul token, you choose which model with the Soul Taker ability gains the destroyed model’s soul, regardless of the proximity of other models. Enemy models are not eligible to gain soul tokens from friendly models destroyed in this model’s command range.

Same as the Zaal entry above.

Grymkin

The Dreamer

Change the text of Abyssal Gate to the following:

When Abyssal Gate damages an enemy non-warcaster, non-warlock, non-infernal master model, after the attack is resolved you can place the enemy model anywhere completely within 3˝ of its current location. A model can be placed by Abyssal Gate only once per turn.

Added infernal masters. See explanation at top of page.

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The Spoils of Strength

By Fantasy Flight Games

Published 18 June 2019

|
KeyForge

The Spoils of Strength

Preview the KeyForge Store Championship Prizes

“Boom!”

The Age of Ascension has begun, and every day in the Crucible, powerful new Archons are being discovered. Soon, the time will come to prove your worth as an Archon at an upcoming KeyForge Store Championship. It’s only through spirited challenges like these that you will begin to unlock the lucrative secrets of the Crucible and its hidden Vaults. Here, at the dawn of the Age of Ascension, what unique Archons will you meet, what new creatures will you encounter, and what prizes will you discover? 

On your journey of battling Archons, gathering keys, and unlocking mysterious Vaults, your efforts are rewarded by accumulating large deposits of Æmbershards—Æmbershards that can be redeemed for prizes at Vault Tours or any other KeyForge event featuring a prize wall. Now, with the advent of the Store Championship season, the amount of Æmbershards you receive can be significantly amplified.

For simply participating at a Store Championship, you automatically receive five Æmbershards! You’ll also gain extra shards for each win, with a sizable portion of Æmbershards depending on your overall placement at the Store Championship. The fearsome Archon that claims victory over all others at the event will walk away with an additional 40 Æmbershards! And even beyond these digital rewards, of course, there’s the prize kit itself. 

At a KeyForge Store Championship, the Top 32 players will receive a Chain Tracker featuring the ever-volatile Brobnar goblin,

Bingle Bangbang

(Age of Ascension, 2). The Top 8 players will also receive a deck box featuring Bingle Bangbang and a pair of brawny arm-wrestling Brobnar from the action card,

Might Makes Right

(Age of Ascension, 43). The Top 4 players gain five acrylic power tokens, as well as a Bingle Bangbang playmat. In addition to everything else, and the hefty load of Æmbershards, the winner of the Store Championship also walks away with a unique set of Bingle Bangbang card sleeves. Boom!

Rules of Engagement

While it’s up to each player which Archon and which Houses they will represent at a Store Championship, it’s up to the event organizer to determine which format and variant of KeyForge to use. For Store Championships, the following four options are available: Archon Solo, Archon Reversal, Sealed Solo, and Sealed 2 Deck Survival. For more information on these styles of play, please refer to the KeyForge Format and Variants document!

The Cost of Power

Much like ChainBound events, if you perform well enough at a Store Championship—using either the Archon Solo or the Sealed Solo variant—your deck may gain Power Levels, tracked directly on your decks in the KeyForge Master Vault. After enough Power Levels are earned, your deck may reach a level where it can no longer be used at some lower tier events. However, by increasing your deck’s power level, your deck may also qualify for higher tier KeyForge events, or special events where high Power Levels are a requirement for entry.

While your deck can’t gain enough Power Levels to affect its abilities after only participating in Store Championships, the Power Levels you can gain from a Store Championship put you on the path forward. For a Store Championship, the winner’s deck will advance to Power Level 3, the runner-up will rise to Power Level 2, and those participants who placed in the Top 8 will move to Power Level 1. Winning Store Championships can only ever raise your deck to Power Level 3, even if you win multiple Store Championships with the same deck. As a reminder, Power Levels are only applied to a deck after the event is complete, but they are permanent on decks.

Now’s Your Chance

The Crucible is flush with opportunity, challenge, and rewards. Through victory, the glory can be yours… as well as a heaping pile of Æmbershards. Ask your favorite retailer when they will be hosting their KeyForge Store Championship, or use our Store Locator to find retailers near you!

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Concerning Hobbits

By Fantasy Flight Games

Published 18 June 2019

|
The Lord of the Rings LCG

Concerning Hobbits

Preview the Hobbits of A Shadow in the East

“Shire-folk have been so comfortable so long they don’t know what to do. They just want a match, though, and they’ll go up in fire.”
   –Merry, The Return of the King

Pre-order your own copy of A Shadow in the East at your local retailer or online through our website with free shipping in the continental US today!

In A Shadow in the East, you explore the largely unknown lands of Dorwinion while attempting to aid a people who live too near the shadow of Mordor. This land may be far from the Shire and the folk who live there, but sometimes heroes are found in the unlikeliest places. Soon, Hobbits can sway the fortunes of all Middle-earth, even those from lands as distant as Dorwinion.

Today, we’re pleased to offer you a closer look at the Hobbits of A Shadow in the East, the eighth deluxe expansion for The Lord of the Rings: The Card Game!

 

Bearing the Burden

A Shadow in the East promises to take your party even farther to the east than the wild and untamed lands of Rhovanion as you investigate the darkness that has befallen Dorwinion. Leaving King Brand and the city of Dale behind, this expansion’s three scenarios see you venturing deeper into Dorwinion and closer to the source of this gathering shadow. Such a treacherous journey requires hearty adventurers prepared for the hardships of such a quest, especially if one of them is also carrying the copy of

The One Ring

 (A Shadow in the East, 1) included in this expansion.

While Hobbits may be used to living in comfortable holes in the ground, they have also shown great resolve in times of need, and no one may be more uniquely suited to carry the Ring than

Frodo Baggins

(A Shadow in the East, 2). Already accustomed to bearing this burden throughout The Lord of the Rings: The Card Game’s Saga expansions, Frodo is ready to take on a Leadership role in A Shadow in the East. He knows that whoever carries the Ring doesn’t have to endure the rigors of the quest alone, and by spending a resource, he can ready another unique character committed to the quest. What’s more, the extra help Frodo receives on quests helps him to mitigate the threat that comes with wielding the power of the Ring.

Naturally, whoever carries the One Ring is sure to become a target for the dark forces of Mordor. While a being as small as a Hobbit may seem like easy prey for enemies like a

Rider of Rhûn

(A Shadow in the East, 18), Frodo or another hero can always use new Master cards to even the playing field. The One Ring holds dominion over all the other rings of power and—as

The Ruling Ring

(A Shadow in the East, 10)—the Ring-bearer can prevent a non-Nazgûl enemy from attacking them. Similarly,

The Ring of Power

(A Shadow in the East, 11) can also enhance its bearer’s natural characteristics, fortifying them for whatever challenges they may face.

The Smallest Heroes

Even with the power of the One Ring on their side, the boldest heroes know that they cannot stand against the power of Mordor alone. Like other The Lord of the Rings: The Card Game scenarios, the trials you face in A Shadow in the East require an entire band of heroes and allies to overcome. Despite their small stature and low health, Hobbits remain loyal to each other and are ready to enhance your entire party.

An ally like

Merry

(A Shadow in the East, 3), for example, helps Frodo Baggins quest successfully by raising the willpower of all your unique allies until the end of the round. This further enhances the usefulness of an ally such as

Faramir

(A Shadow in the East, 5), who can contribute to your quest even after dealing damage to a non-unique enemy when he enters play.

Pippin

(A Shadow in the East, 4), on the other hand, is willing to stand up to enemies several times his size. Not only does he get an better attack while attacking an enemy with an engagement cost higher than your threat, he also readies after engaging such an enemy. As a scenario wears on and your threat increases, this ability’s usefulness is sure to wane, but an ally like

Derufin

(A Shadow in the East, 6) can reduce a player’s threat to allow Pippin to stay on the offensive.

No matter what heroes or allies you choose to join your adventure, you are almost certainly stronger together. A Shadow in the East cements this bond between your characters with the new

Fellowship

(A Shadow in the East, 74) contract card. This new type of player card can represent a literal contract like the one Bilbo signed with the Dwarves before setting out for Erebor, or they can represent a social contract, like the bond of trust shared by all nine members of the Fellowship of the Ring.

Either way, contracts are never included in a player’s deck and do not count towards a player’s minimum deck size. Instead, each player may choose one contract to put into play along with their heroes at the beginning of the game with its “A” side face up. When certain conditions are met, a contract is then flipped to unlock special abilities. In the case of

Fellowship,

each character you control gets a boost to their willpower, attack, and defense so long as you can maintain a party of nine unique characters.

Unbreakable Bonds

Dorwinion may be far from the comforts of the Shire, but the bravest Hobbits are always ready to help those in need. Form your Fellowship and set off for the unknown lands of Dorwinion!

Pre-order your copy of A Shadow in the East (MEC77) at your local retailer today or online through our website with free shipping in the continental US here! Otherwise, be sure to look for this deluxe expansion when it hits retailers in the third quarter of 2019!

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The copyrightable portions of The Lord of the Rings: The Card Game and its expansions are © 2011 – 2013 Fantasy Flight Publishing, Inc. The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used, under license, by Fantasy Flight Games. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.

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10 Years at Gen KKKhhhaannn!

By Mantic Games

Allright, allright, allright! So here we are, 10 years since we first showed up at Gen Con with some elves on a sprue and a couple of boxes to a full on 20×20 ft booth with all new hotness like Hellboy: The Board Game, Deadzone, The Walking dead: All Out War, Kings of War and Vanguard.

Today I’d like to chat about Mantic Open Night. So a quick little history. Open Night was born from a want to have an Open Day but not having a HQ in the states, so we decided to have them at our two biggest conventions, Gen Con and AdeptiCon. Now here we are on year seven at Gen Con and to commemorate our 10 years at Gen Con we will be offering a limited edition pint glass at Mantic Open Night at Gen Con.

Pint glass mock up

Over the last couple of years we had a few snags with businesses closing in the downtown area. With the closing of the Hard Rock Cafe we’ve been forced to relocate to Kingsmakers,a board game parlor with a bar.

So here are the deets! Saturday night August 3rd starting at 8pm going till close. Tickets can be bought on the webstore and are $30. For your ticket price, you’ll get a drink ticket, good for any beverage at the bar, the limited edition pint glass, $20 voucher good for anything at the booth, and other little goodies.

The evening will start with a nice Q&A with Ronnie and the Mantic boys. From there we will break for open gaming. Some of the games to be played will be Dungeon Saga: Bar Room Brawl. There will be a quick play test of the new Kings of War RPG. Doom Ball, the favorite Veer-myn sports pastime will rear it’s head again. Hellboy will also be available to be played as well as Here’s Negan. It is also a good time just to hang out and catch up with the Mantic Staff and just shoot the breeze.

Tickets are limited so grab your soon and don’t miss out on the 10th anniversary for Mantic.

Get your tickets here!

The post 10 Years at Gen KKKhhhaannn!: Mantic Open Night appeared first on Mantic Blog.

Original Post

 

S&S Vastaryous’ Lair and two Hero Packs start to hit the US stores on June…

By Ares Games

Vastaryous’ Lair, the final campaign expansion for the “Immortal Souls” cycle of Sword & Sorcery is now shipping to distributors and will start to hit the US stores from June 20th, together with its last two Hero Packs, Volkor and Skeld. These expansions will be available in our countries in the following weeks. Vastaryous’ Lair: the huge five–headed dragon, Vastaryous, ending the Immortal Souls campaign. Vastaryous’ …

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Gen Khaannn!

By Mantic Games

10 years!

Allright, allright, allright! It’s been 10 years since Mantic showed up at Gen Con with a sprue of elves and a cocky English man with a penchant for losing hats. There are plenty of things in store for the 10 year anniversary but let’s talk about Gen Con.

Gen Con is just around the corner and we need to talk what’s going on. Let’s start with the Gen Con events. As with all events we hold, all miniatures are provided with the exceptions of the tournaments.

First event on the list is Warpath: Firefight. We have several Learn to Play events on Thursday and Sunday. Come down and play a few rounds and take the next step up from Deadzone.

Friday has us hosting a Warpath: Firefight tournament. Bring 1500 points in this 3 round and see if you can grab the crown!

Next on the list is Kings of War. Kings of War has several events, the first being the big game. This is a giant battle the will consist of 10,000 points a side. This table is huge and is a glorious battle.

If you’re new to a mass battle war game also available are a few Learn to Play Kings of War events. 

Friday night sees a fan favorite coming back to the event hall. The Kings of War: How You Use It Tournament. In this tournament you play a different army each round. All armies and lists will be provided. This tournament really tests your skills as a general. Are you a real tactician or rely on list builds.

Saturday is the Kings of Gen Con tournament. This is an escalating tournament where your list increases in point every round.

If Kings of War wasn’t enough, there will be a ton of Hellboy: The Board Game. In this timed special scenario, the team with the best time will be named The BPRD: A-Team. The winners will be announced Sunday.

The Walking Dead is next on the list. There are several events available to the Walking Dead fan. For example, there are several Here’s Negan: Rise of the Saviors events. This is a custom scenario where Negan’s Lieutenants are clearing a hidden section of the Sanctuary and must get Negan safely through or suffer his wrath.

Back again to Gen Con is The Walker Challenge. This was a highly demanded event which pits 6 heroes against each other for the last of the supplies. On another note, the hero who slays the most Walkers will take home a zombie 3up.

For all you sports fans, Dreadball will be available on Thursday and Friday. The Thursday event will be an Ultimate Dreadball featuring Giants! All teams will be provided for these events.

Friday brings the General Control Cup Dreadball Tournament. This NADC qualifier will determine who will take their team to the National Championship Tournament.

Lastly are the Kings of War: Vanguard events. This is Mantic’s brand new skirmish game featuring small warbands. For this game there are several Learn to Play games scattered throughout the weekend. If this kind of game peaks your interest, sign up and Learn To Play.

Coming next, what’s the new hotness in the booth!

The post Gen Khaannn! appeared first on Mantic Blog.

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Brides & Bribes: a glance at the Renaissance Genoa

By Ares Games

Brides & Bribes game board presents the Renaissance Genoa. The worker placement and resource management board game Brides & Bribes is set in Genoa during the Renaissance period. The Republic was an oligarchy ruled by a small group of merchant families, from whom the Doge (the city’s Lord) was chosen. That’s why Brides & Bribes designers defined Genoa as the right location: to let players feel …

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Witness the Decisive Battle

By Fantasy Flight Games

Published 17 June 2019

|
Star Wars: Legion

Witness the Decisive Battle

Watch the Star Wars™: Legion World Championships Live

“Make ten men feel like a hundred.”
   
–Cassian Andor, Rogue One: A Star Wars Story

Conflict permeates the galaxy. Everywhere, territories have been marred by the ravages of war. Now, a tipping point has been reached and the finest commanders of both the Galactic Empire and the Rebel Alliance must assemble their armies to clash in an epic finale that will bring this chapter of the Galactic Civil War to a close. 

On June 22 and 23, you can join the action and get a ground-level perspective on how the final battles of Star Wars™: Legion unfold at the 2019 World Championships. In Roseville, Minnesota, eight of the top players from the AdeptiCon High Command Invitational will gather and compete for the ultimate prize. Be sure to tune into our Twitch channel or our YouTube channel to catch all of the action.

The action starts on Saturday, when players will be divided into two groups of four players, based on their placement from the High Command Invitational. From there, each group will play a round robin series of three games against members of their own group. The following day, the top two players from each group will advance to an elimination bracket. By the end of Sunday, the winner of the bracket will be crowned the Star Wars: Legion World Champion!

The livestream will run from 10:00 AM CDT (UTC -5) to 6:00 PM CDT on both Saturday and Sunday. On Saturday, we’ll be streaming a full game from each of the three rounds. Then, on Sunday, the entire elimination bracket will be streamed, including both semi-final matches. Streaming the full elimination bracket should allow the viewing audience an interesting perspective on how the final match could potentially play out.

Will the players make use of the sturdy TX-225 GAVw Occupier Combat Assault Tank or the nimble X-34 Landspeeder, or well they stick to utilizing more traditional combat units? While it’s impossible to know exactly how the battlefields will look now, our Fantasy Flight Games staff commentators will be sure to offer their insights once the competition begins, up until the last army is standing.

Victory Awaits

Whether you’re watching the World Championships from home or at a streaming party at your favorite local game store, don’t miss out on the epic conclusion of this year of Star Wars: Legion Organized Play events.

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Rebellion Reborn

By Fantasy Flight Games

Published 17 June 2019

|
Star Wars: X-Wing Second Edition

Rebellion Reborn

Preview the Resistance Transport Expansion Pack for X-Wing

“We are the very last of the Resistance. But we are not alone.”
   –Amilyn Holdo, Star Wars: The Last Jedi

The Empire may be gone, but those who vigilantly defend the Star Wars galaxy from tyranny still find themselves in much the same position as the Rebels who came before them. Lacking critical supplies and the support of the New Republic, the Resistance must use its own means to procure the vehicles and equipment it needs to continue the fight against the First Order.

Order your own copy of the Resistance Transport Expansion Pack at your local retailer or online through our website today!

Many times, ingenious Resistance engineers take matters into their own hands, cobbling together completely new starships from parts borrowed from a variety of sources. The foremost example of their work is the Resistance Transport, a custom-built shuttle designed to ferry troops and important personnel across the stars. Not only can this ship act as both a transport and a gunship, the cockpit can be flown as an independent ship in its own combat operations.

Whether you’re carrying high-ranking Resistance officers or using it as a command shuttle, you’ll soon be able to add one of these versatile transports to your squadrons with the Resistance Transport Expansion Pack for X-Wing™. Within this expansion, you’ll find a beautifully painted Resistance Transport miniature with detachable Resistance Transport Pod that can also be added to your squadrons. Accompanying these miniatures is everything you need to fly them into battle, including 8 ship cards—4 for the Resistance Transport and 4 for the Resistance Transport Pod—as well as 16 upgrade cards featuring some of the most prominent members of the Resistance.

Join us today as we take a look at everything included in the Resistance Transport Expansion Pack!

Under Pressure

Many of the starfighters the Resistance employs against the First Order, such as the T-70 X-Wing and RZ-2 A-Wing—are updated versions of models that have been in use since the time of the Rebellion. The Resistance Transport follows this pattern by taking a B-Wing frame and putting it to an entirely new use, helping the ship take on a completely different role in Resistance squadrons and adding new strategic dimensions to the faction’s battle plans.

As its name suggests, the Resistance Transport was designed with carrying passengers in mind and you’ll find a number of new Resistance-exclusive crew cards ready to increase the synergy of your entire squadron. Nowhere is this more evident than the legendary

Leia Organa.

 Ever vigilant in the fight against tyranny, Organa not only adds her latent Force abilities to a ship, she can also spend her Force charge to instill hope in a friendly pilot once they’ve revealed their dial, reducing the difficulty of their maneuver.


Leia Organa spends her Force charge after Poe Dameron reveals a red 3-Tallon Roll, so he reduces the difficulty of this maneuver. Dameron has a lock on the TIE/fo, so he boosts and uses his ability to perform a red focus action!

Organa opens new possibilities for every pilot under her command, helping them reach new heights. With her help, an ace like

Poe Dameron

can still activate his ability and perform two actions even after executing a difficult Koiogran Turn or Tallon Roll. Similarly, Leia Organa removes the drawbacks from Resistance Transport Pilot

Cova Nell’s

ability, allowing her to roll an additional die while defending or performing a primary attack without gaining the stress token from her revealed red maneuver.

As Leia Organa clearly demonstrates, the crew members Resistance Transports carry are often invaluable to the squadron’s overall strategies. While having such important personnel aboard their ships certainly puts a lot of pressure on them, those who fly the Resistance Transport are among the best at managing these high-stress situations.

Pammich Nerro Goode

, for example, can continue executing red maneuvers while she has two or fewer stress tokens, letting her stay one step ahead of the enemy. Better yet, adding

Korr Sella

to her crew allows Goode to remove all the stress tokens she’s accumulated in a single swoop after fully executing a blue maneuver, helping her remain elusive and unpredictable throughout an engagement.


The RZ-2 A-Wing doesn’t have a focus token, so Amilyn Holdo transfers it from the Resistance Transport to the A-Wing before her Resistance Transport engages. The Resistance Transport doesn’t have a lock token, so Holdo transfers the TIE/fo’s lock token from the A-Wing to her ship!

Similarly,

Nodin Chavdri

helps whatever members of Resistance Command are aboard his ship relay their orders to the rest of the squadron even during high pressure situations. With the help of additional actions, Chavdri can accumulate quite a few tokens that he can then distribute—or collect—with the help of an officer like

Amilyn Holdo

just before engaging.  

Even without a pilot ability of their own, a

Logistics Division Pilot

has options for protecting their ship and its passengers. Simply outfitting it with some

Autoblasters

could deter ships from moving in close and risk being caught in its bullseye arc. Alternatively, you give yourself more control over the ship’s defense by installing a set of

Angled Deflectors.

Doing so may reduce your ship’s shield value, but it also adds the Reinforce action to your action bar, giving you a valuable tool for reducing the damage you could take. What’s more, having

Larma D’Acy

on board gives you the chance to do so at particularly crucial moments, giving you the chance to contribute to you squadron for at least a little longer.

Spreading the Spark

The Resistance Transport’s ability to carry all manner of crew may be its defining feature, but the engineers who created it built function into the ship’s very form, lending it even more versatility. The ship is so versatile, in fact, that its cockpit pod can be flown as an independent ship with its own maneuver dial, action bar, and upgrade options. While this pod lacks the space for more than one crew member or the customization options of its parent ship, it can still make significant contributions to your squadrons.

An excellent platform for smaller teams to embark on missions that don’t require extra personnel or heavy armament, the Resistance Transport Pod also gives some Resistance members not typically known for their piloting skills the chance to take the controls. Normally seen helping guide Poe Dameron’s T-70 X-Wing,

BB-8

can take the Transport Pod in some surprising new directions if he chooses to perform a red barrel roll or boost action during the System Phase.

On top of his skills positioning his ship, BB-8 unlocks even more possibilities by giving the version of

C-3PO

found in the Resistance Conversion Kit another droid to coordinate. What’s more, BB-8 isn’t the only droid ready to join the crew of a Resistance Transport or Resistance Transport Pod. In addition to adding calculate to her ship’s action bar,

PZ-4CO

can transfer the calculate tokens she generates to friendly ships right when they need them. These calculate tokens could be especially useful to a Resistance hero like

Finn,

 who can add results that can be subsequently modified to both his attack and defense rolls.

Clearly, the Resistance Transport Pod thrives on its pilots working with other ships and crew members to be successful. This is certainly the case with

Rose Tico

. Whether she’s attacking or defending, Tico always performs better when there are more friendly ships in the attack arc. This becomes more difficult as friendly ships take damage and are destroyed, of course, but with a droid like

GA-97

calling for backup, Tico will have at least one friendly ship to support her after the shooting has started. This droid allows you to place a ship in reserve at the beginning of a game and—depending on how many of their charges you’ve spent—deploy it to

support the Resistance

once they’re in the thick of battle.


Vi Moradi is at range 0–3 during the System Phase, so the TIE/fo with the Compromising Intel condition flips its dial faceup. Seeing the enemy’s chosen maneuver, Moradi uses Kayden Connix to set her dial to a straight-3 and zoom out of the TIE/fo’s firing arc!

Finally, although she isn’t the most skilled pilot,

Vi Moradi

can use her Resistance Transport Pod to gather some

Compromising Intel

on an enemy ship, forcing them flip their dial faceup during the System Phase whenever they’re within range 0–3 of her. With this information in hand, Moradi is free to use

Kaydel Connix

to alter her own flight path and give herself an advantage on her opponent.

Restore the Republic

Beings in every corner of the galaxy put their hope in the Resistance to fight back against the nefarious First Order. With a good transport and some inspiring leaders on your side, you’ll have everything you need to begin restoring peace to the galaxy.

The Resistance Transport Expansion Pack (SWZ45) is releasing alongside the rest of Wave IV! Pre-order your copy at your local retailer or through our website today!

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© and ™ Lucasfilm Ltd.

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