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CREATURES
Manipulating Fate
And a sneak peek at whats to come...
12
Vol.
CONTENTS
WYRD
CHRONICLES
12
FOREWORD............................................................................... 1
Manipulating Fate..................................................................2
Broken Creatures.................................................................7
Professor Pontificates...................................................... 18
Dipping your toe into the (sewer) water...........................23
The Madness at Stranglehold Scenario...............................32
WICKED DOLLS........................................................................33
Its all in the Reflexes...................................................... 41
The Gallery..........................................................................50
content guide
stories
terrain
Credits
painting
mechanics
battle-reports
gallery
Creative Director
Contributing Authors
Illustrations
Nathan Caroland
Justin Gibbs
Michael Kelmelis
Mack Martin
Ananda McGee
Mark Rodgers
Adrian Scott
Andrew Weakland
Aleksandar Aleksandrov
Hardy Fowler
Christophe Madura
Graphic Artist
Jorge Gomez
Special Thanks
WAMP
FOREWORD
Nathan Caroland
Manipulating Fate
Michael Kelmelis
the beginning of every turn. Since Malifaux
relies on several aspects of a fate card at
once - the value, the suit, and the range
(Weak / Moderate / Severe) - every draw
of a Control Hand will be different.
When you add to that the situation in
the game at the time, determining a
hard-and-fast set of rules for what
to do with your Control Hand is
nearly impossible. But there
are some guidelines that can
help point a player in the right
direction for how to get the
most out of their Control Hand.
A 2 3 4 5
11 12 13
It is easier to determine a
role for high cards. They
are the money-makers of the turn. They are the
cards that should net you success against all odds,
or should net you full damage against models that
need some dying. They can do just about anything
for you. In fact, the only real disadvantage to this
set of cards is that there never seem to be enough
of them. As such it is very important to take the
time to plan out where they will be used. When
you find out how many high cards you have in your
hand, take a look over the board and the situations
in which you find your models starting the turn. Are
there models who are positioned to kill key opposing
models. Are there models who will net you victory
points if you can just be sure to keep them alive?
Not every action of every model will be crucial
every turn. Find the most important ones and
earmark the high cards for those actions to ensure
they succeed.
6 7 8 9 10
Soulstones
After drawing a Control Hand, every player can spend
a Soulstone in order to draw two additional cards
before having to discard down to the maximum
hand size. This is the most direct way a player can
influence their Control Hand.
Just before a major turn, one where you expect
the game will be largely decided; a player should
always try to spend a Soulstone to improve their
Control Hand if they have more Soulstones than
their opponent and will not be burning their last one.
Getting a card advantage over the opponent is a
great way to help bend the odds of a turn in your
favor. Trading some of those low cards for medium
or high cards helps open more options for your turn,
while also keeping those low cards out of circulation
for that turn.
The Suits
The values of the cards are not the
only thing with which a player should
be concerned. Not every crew will
worry about suits the same amount.
Ramos, with his summoning, wants to
have high t in his players hand. Lilith,
on the other hand, has less need for
particular suits in her hand.
The Jokers
It is worth separating out the Jokers from the rest
of the discussion on Control Hands because without
a doubt, they are the aspects of the Control Hand
that get the most questions. What do you do with
the Jokers? Do you hold the Black Joker when
discarding your hand? Do you hold the Red Joker
for a perfect flip? The answer to these questions
is a difficult one to pin down. Ask a dozen Malifaux
players and youll come back with a dozen distinct
answers. There are a couple main thoughts.
Broken Creatures
Mack Martin
She woke as she did most mornings, in tears. Her
hands would shake as she clutched the glass bottle
of Bromo-Seltzer as she took a slow sip. Then she
would look at her fingers for a while, studying the
map of cuts from when she struck the mirror. With
a deep breath she would stand, and take the long
walk from her bed to the vanity on the other side of
the room.
She peeled the iron away from his flesh and scrapped
the burnt meat off on the bedpost. She nodded at
her patient and placed two pills and a glass of water
on the small table by the bed. Hed need it if he ever
woke up.
It. Not he, It. Wallus corrected her. Try not to think
of it like it is as a man. Reserve that for me. He
leaned into the hall, put two fingers in his mouth,
and gave a loud sharp whistle. He shouted down to
someone, Have it shackled to the floor, and get me
some bayou gear!
10
11
12
13
14
Bishop let the man lead him, he knew that once his
back was to the wall he would have an advantage. He
could brace himself, and the wide slashes couldnt
over extend without hitting stone. A few steps at a
time they danced backwards.
15
16
Professor
Pontificates
Love for the underloved - a Look at Wave 2
Adrian Scott
when I discussed the merits of Mercenaries back in
Wyrd Chronicles 9. For this article though, I thought
Id go through the Malifaux Wave 2 releases and
pull out a few models that I feel might be getting
overlooked. Some of these models dont seem to
be considered outside a specific Master or Crew
build, others are outshone by other options, and a
few might just be thought of as plain bad. In any
case, these are all models whom I feel deserve
a little more attention. So grab a drink, pull up a
seat and prepare to be amazed (or possibly just mildly
amused) as I go through my picks for Malifaux Wave 2!
18
Performer (Arcanists)
The Performer may not have much in the way of
damage output, but that doesnt stop her being the
kind of Minion who, to put it simply, wins games. For
one, she has her own version of Lure in the form of
Siren Call. The ability to move friendly and enemy
19
Iggy (Neverborn)
I must admit, its taken me a while to warm up to
Iggy. As the third Ht 1 Woe for Pandoras Crew of
children, he initially seems to get the short end
of the stick. His Burning attacks dont offer any
synergy with Pandora (not even a Wp duel!) and at a
cost of 5SS its directly competing with the Sorrow
a model that synergizes so well with Pandora that
its hard to imagine a Crew without at least two.
Fortunately, Iggy offers much more than he seems
to at first glance, not just for Pandora, but for any
Neverborn Crew.
To start with, Iggys Ignition is one of the few
damaging ranged attacks available to the Neverborn.
Also between Df 6, Bullet Proof and some potential
Burning from his Smoldering Heart Trigger, Iggy is
not often an enticing target for your opponent. This
in particular helps him get good use out of Martyr
to absorb wounds to protect other more fragile
Woes (Sorrows in particular, but also Pandora!). But
20
21
Adrian
22
Andrew Weakland
coat was crazy smooth and really had the look of
dusty leather. And the EYES not only were they
perfectly picked out from the face, but you could
see the menace in them as our favorite Latigo hero
swept his Peacebringers at his foes!
23
The Guild
Perdita Ortega
- Tormenta de plomo
Santiago Ortega
Nino Ortega
Papa loco
All the models selected had a good chunk of their
effectiveness present in their statistics, so a novice
player could get a solid performance out of General
Actions and Attack Actions. This is preferable for a
demo, as the player doesnt need to be constantly
vigilant about the models available Talents and
Tactical Actions. These tend to affect the game less
tangibly than Attacks. I should note though, that this
Strategy
Reconnoiter
Schemes
Line in the Sand
Distract
Murder Protg
Spring the Trap
Protect Territory
Randomization worked out quite well. I was happy to
see at least one objective relying on what any miniwargamer will understand killing models! as well
as a few of the more nuanced objectives involving
non-kill interactions with the enemy. I truly had the
perfect opportunity to show off the diverse nature of
objective-based play in Malifaux.
Crew selection is also a key part of running a
successful demonstration. You want to ensure
that the Crew a player uses during their first game
24
Gremlins
Ophelia lacroix
-Jug rocket
Young lacroix
Francois lacroix
Raphael lacroix
Bayou gremlin
Bayou gremlin
When selecting the opponents for Joeys first match,
I made sure to choose a Crew that mirrored his in
its playstyle. Luckily the story of Malifaux made this
easy, with the advent of the LaCroix Kin! Crews with
similar styles can be incredibly instructive in a demo
game, as it allows you to show your opponent how
to use their Crew, rather than tell them. Instead
of boring my pupil with a lecture on how to position
his Crew to hug cover while setting up firing lanes, I
would be able to just do so with my own models and
25
Turn 1
26
Turn 2
As can often happen on the second turn, initiative
was key, and Joey edged me out 11 to 10.
27
Turn 3
Turn 4
Perdita was quite concerned by this decidedly unGremlin-like behavior and Joey quickly assessed
that, although the center of the board provided the
most opportunities to shoot the enemy, it could not
score him further points.
The remaining Gremlins continued to spread
Scheme Markers apace, hugging cover to avoid any
half-hearted shots from the Guild, who instead were
focusing on spreading out after finding themselves
out of position.
Neither side scored this turn, with Ophelia preventing
Santiago from claiming his quarter and Raphael
having accidentally left himself standing on the line
between two quarters. (Just me making a mistake
and in no way intended to keep the demo game
close, honest!)
28
Turn 5
Realizing that his grip on the lead was tenuous, Joey
sought his remaining objectives. Santiago started the
turn by advancing just beyond 6 from his Deployment
Zone and placing a Marker for Protect Territory.
29
Post Game
I took some heat from my club mates for beating my
opponent in his very first game however that was
my intent from the beginning. The layered tactics
required to score points in Malifaux are never going
to be fully grasped by a player during their first
game, and the novice player usually wont score
a huge number of points. Therefore the standard
mantra of demos - give you opponent the feel-good
win - just feels too simplistic to me. You really have
to go out of your way to throw the game, and I just
dont think an opponent of any experience level will
appreciate that.
Although at times he was discouraged that his
efforts to kill off my models didnt translate into
VPs, Joeys frustration also revealed nuances to
the dynamics of the game that will keep him coming
back. The shoulda, woulda, coulda conversation
after our game showed that I had successfully
exposed him to more than just the basic mechanics
of the game, and I am certain the taste of the deep
tactical play of Malifaux will keep him coming back
for more! And besides, a nail-biter loss is easily
washed away by a round of shots at the bar!
vs
5 6
vp vp
30
Scenario: The
Madness at Stranglehold
Set Up
COST
The
Guilty
Minion, Undead
TORMENTED
Df Wp WD Wk Cg Ht
FINAL, OFFICIAL
Deployment
ABILITIES
Hard to Kill: While this model has 2 or more
Wd remaining when it suffers damage, it
may not be reduced to below 1 Wd.
Special
(1) Murder Weapons (Ml 5C / Rst: Df / Rg: y1): Target suffers 2/3/5 Damage.
CC Lingering Echoes: After damaging, the target must discard a card
or gain the following Condition until the end of the Turn: "Suspicious:
When this model declares a Tormented model as the target of an
Action, this model must discard a card or the Action immediately fails."
(1) Share Guilt (Ca 6C / TN: 12 / Rst: Wp / Rg: 12): Target gains the Tormented
Characteristic until this model takes this Action again.
Ct Steal knowledge: After succeeding, draw a card.
Winning
The Guilty
ATTACK ACTIONS
TACTICAL ACTIONS
(0) Follow Pain (Ca 6C / TN: 13 / Rg: 12): Push this model up to 6" towards
target model with the Tormented Characteristic.
40mm
WICKED
DOLLS
Wherein a child goes missing in the night
Ananda McGee
intensity. She felt charged with receptors that
mustve laid dormant Earthside. Her senses fed
her a discordant cacophony of information she knew
she shouldnt know. It was uncanny, unnerving,
and she was tired from the struggle to both conceal
and adapt.
Logically, the fire was too far for her to hear anything.
Logically.
As shed come through the Breach to Malifaux, all
of Violets senses had thrummed to life with new
33
34
They couldnt.
It was dark. Through the night theyd ridden
carefully, maintaining a good pace but taking care to
preserve their horses. She knew both the men and
the horses were tired after hours of riding on high
alert, but they were so close now she could taste
ash on the air.
Violet slowed up her mare and slid off, quietly, so
she could look at the tracks in the clay again. Shed
noticed the slight, wicked claw marks along with the
boys barefooted tread the first time shed been able
to take a closer look. Shed never heard of animal
kidnappers guiding a boy into the wilderness, but
there was a first time for everything. One thing was
certain, the clawed feet, as small as a housecats,
were doing much more than just walking. They were
circling, jumping, running, and practically dancing
around the child. It left her completely unable to
count their purpose or their number. She wasnt
sure how to package the discovery to the men
without sounding insane, so shed just kept it to
herself. She was grateful that they always stayed
mounted, rifles ready, when shed slipped off to look.
After failing to make an accurate count of cat footed
kidnappers again, Violet looked up in the dim lantern
light. She motioned the tired guardsmen down. The
smoky ash in the air told her they were too close
to proceed on horseback. The men dismounted.
They took a brief moment to wipe down their horses,
cutting the sweat off to protect from the chill of
the early morning air and then circled close to her,
awaiting instruction.
35
Buh-bump
Violet vaulted forward herself through the whirling
claws of the other doll. She felt the air near it
moving somehow and knew where not-to-be in the
exact moment it swiped out. As it slid past her,
she heard the jingling of bells from inside it. She
sensed it turning around to face her back, readying
for another attack.
Buh-bump
Buh-bump
Violet scooped up the child in both arms, squatted
to her feet, grateful he was light, and took off
running. The bear hug shed applied squished his
back wounds and he cried out anew in pain, but
Violet couldnt afford to adjust. The doll whod just
stuck the landing after vaulting over her was dimly
lit, facing away. Without hesitation, she put her
riding boot to its back and stomped it down into the
clay using her momentum against it.
Buh-bump
Stubble shot again and cried out behind her. The
two men were firing and screaming in front of her.
The wicked little things didnt make any noise but
jingles, whether hurt or not, so the battle sounded
very one sided by all accounts. Violet used the split
second flashes of gunfire in the brush to heighten
her awareness of her surroundings. She knew the
tree with the horses was over the hill and to the left,
so she scanned the route for danger.
Buh-bump
Get the boy, Stubble shouted, lurching forward
and pulling two peacebringers out of hip holsters
as he got to both knees. He fired at the doll whose
twisted head was front-on-back. One of its button
eyes exploded and bits of fluff flew out. The shot
had jerked it back, but it didnt fall. Scrambling to
its feet, the thing rushed toward the man.
36
Buh-bump
Buh-Bump
Buh-bump
Buh-bump
Buh-bump
Buh-bump
One of the men before her fell. A final shot rang
out from his peacebringer before two of the things
descended onto his chest, slashing him open with
tiny arms to get at his insides. She moved forward
again, arms still full of the limp and sobbing boy.
She heard the man who was still standing shout
Go! as she pushed forward to the top of the hill.
Buh-bump
37
38
39
Skin
Skin
For the skin, the initial choice was obvious hed be
green. That would be kind of dull though, so I looked
up lizard skins and messed with the colors to give
him a more interesting skin tone. He started off as
Camouflage Green, which is a muted, vaguely yellow
tone. Shading first with 3:1 Camouflage Green and
Night Blue, and then with more Night Blue added
into that previous shade, introduced a cold, rich
color into the shadows. I then gently reworked the
Camouflage Green midtone to neaten it up, and
started highlighting. The highlight mix I used was a
2:1 mix of Bonewhite and Orange Fire, added to the
midtone in two stages to give roughly a 50:50 mix at
first, then a 75:25 mix of highlight to midtone. This
brought more warmth into the skin and meant that
the skin tone ranged across almost half of the color
41
Face Details
Vest
Face details
The face currently was fairly lifeless and strange, so I
next worked on the details to finish it. The eyes were
painted in Charred Brown as a base shade, and the
interior of the mouth was done with Gory Red. The
eyes then got a touch of Sun Yellow as the actual
eye itself. The mouth got a first highlight of 1:1 Gory
Red and Squid Pink. At this point I finished the eyes
with a very thin vertical line of Black to give him slit
pupils, touching up the yellow where necessary to
keep them thin and sharp. The mouth got a final
highlight of pure Squid Pink, before being washed
with a mix of Black and Hexed Lichen. Because of
the difficulty of getting a brush behind the teeth, I
decided to go for the highlight then wash approach,
Vest
In the climactic scenes of the film, old Jack Burton
wears a white vest decorated with a red sun and
fat little guy on it. A nice clean white vest would
look very odd on Burt (and didnt stay clean long
in the film), so I used some warmer colors to make
it look less crisp and clean. The base color was
Vallejo Model Color Pale Blue Grey, to which I added
equal parts Charred Brown and a little bit of Black
as a shade. I didnt push the shade any further as
42
Freehand
Hair
Freehand
The freehand design would have to match the
one on the original vest, which meant I had to be
accurate, but also gave me a picture to work from. I
started out by sketching out the pattern with some
dilute Black to give me a base to work over. I then
filled in the first set of colors, using a couple of thin
layers of paint and allowing it to cross over the black
a little to thin out the lines. The skin was a mix of
Bronze Fleshtone, Sun Yellow and White. The main
43
Hair
Jeans
Jeans
44
Leathers
Metals
Metals
A lot of metalwork that I paint starts out the
same way, with a base coat made from Black and
Turquoise. This is shaded down to pure Black,
trying to get the pattern of shadows right (such
highly reflective surfaces dont behave the same
as most other materials, in many ways theyre more
like glass, crystal or ice). The different metal types
separate at this point, with slightly altered midtones
being painted back in. Silvery metals such as the
barrels had an equal amount of Vallejo Model Air
Steel mixed in to the midtone, while the brass areas
had equal parts VMA Bright Brass and Copper. To
get the same level of metallic sheen in the new
midtone, you need twice as much Brass and Copper
than you do Steel as they are less intense. The next
layer was either pure Steel, or a 1:1 mix of Bright
Brass and Copper. As a final touch, I used a small
amount of Steel on the very highest points of the
brass areas, to lift them a little more.
Leathers
My usual recipe for leather has a fair amount of
flexibility in it for adding wear, so I stuck with it here.
The base color is Dark Fleshtone, which is then
shaded with Black. Its quite useful to do the shading
then retouch the midtone in this case, as it seems
to give the leather a more natural look. The first
highlight was a mix of Dark Fleshtone and Leather
Brown. This was followed by a second highlight of
pure Leather Brown. These highlights were kept
smooth on the large flat areas, but quite sharp on
the ankle. Leather doesnt fold well until it creases,
so it tends to form sharper folds than a softer fabric,
and so has large, smooth areas and sharp creased
folds. The final touch on the leather was to scuff the
edges of the belts, the peaks of some of the bigger
folds, and the toes. This was done with an uneven
but very small highlight of Khaki wherever I felt the
leather would be cracking or worn down.
45
Base Build
Base Paint
Base
Burts base would be a walkway over a swamp, so
the first step was to hollow out the base. I used
clippers to tear away the majority of the inner area,
followed by neatening this with a knife and files. I
then cut a circle of plasticard and glued it into place,
sealing the edges with putty. The sloping bank of
earth was roughly shaped with putty, then two
upright poles were glued into it. I glued the crossbar
into position, checking the gap was the right width
to take three strips of wood, and waited for the putty
to cure a little. Once it was slightly stiffer, I pressed
sand into the surface of the putty (because it was
easier than letting it cure and gluing it on top). The
final build step was to rough up the ends of three
strips of balsa, glue them into place, and cut them
back to match the edge of the base.
Balsa wood isnt a great material to paint over or pin
models to because of how soft it is, but it is easy to
use for making bases. In order to stiffen it, you can
either paint it several times with watered down PVA
glue so it soaks into the wood, or use clear resin
the same way (which is my usual preference, as its
46
Mud
Mud
With Burt on his base, there was one last thing to do
to tie them together add some mud and dirt. Im
of the opinion that with mud, gore and other such
things, less is more. After all, a 1 mm thick layer
of mud on Burt would be about two inches thick in
real life. Overdoing effects like that looks odd, and
covers up the actual paintwork that youve spent
time on.
I decided to only put mud on his boots and the
wooden planking, as that would be where it ended
up just by him walking in the swamps. The first step
was to varnish him properly, as if I wasnt going to
add any this means that any mistakes are easier
to clean away without damaging the paint, and
makes the effect easier to control. Burt therefore
got a layer of matte varnish, with satin varnish (1:1
gloss and matte) used for the metals, his hair and
the base edge.
47
Finished
So hopefully, Burt hasnt come out too far away from the original inspiration. As with most
things in painting, its a case of building up a series of smaller, simple things to give you the
more complicated overall look you want. Each step is nothing. But thats how it always begins.
Very small*. And as always, feel free to talk to me about painting on the forum, under the name
Mako
*you can always rely on Egg Shen for philosophical sounding bits of useless advice.
48
WYRD CONTEST
WINNERS
DEATH MARSHALS
by Virtualonmars
www.wampforum.com
McCabe
by Synthnet
SEAMUS
by Sigmus3
The Gallery
Chad Lynch
Stuart Lacy
50
Donovan Baker
Benjamin Kelly
51
Wojciech Tekielski
Richard Stinson
Pete Smith
Riastrad
52
X
E
T
N
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wyrd-games.net