• No se han encontrado resultados

Legitimación activa: titulares de la acción civil

(1) Chesterfield Shotgun (Sh 6M / Rst: Df / Rg: z10): Target suffers 3/4b/5b damage.

M Blown Back: After damaging, push the target up to 4” away from this model.

(1) Burning Cigar (Ml 6 / Rst: Df / Rg: y1): Target gains Burning +2.

C “AHHH, MY EYE!”: After succeeding, the target suffers 2 damage.

Then, push the target up to 3” away from this model.

M “Say Hello to my Little Friend”: After succeeding, immediately take the Chesterfield Shotgun Attack Action against the target. This Action is treated as Rg: y2.

TACTICAL ACTIONS

(2) Rapid Fire: This model may discard a card. If it does, this model may make 3 Sh Attack Actions with an AP cost of 1 against a single target.

(0) Blow It To Hell (Sh 5M / TN: 9MR): Place a 30mm, Ht 0 Blown Apart Marker within 8" and LoS then, discard any other Blown Apart Markers placed by this model. Models within 3" of a Blown Apart Marker may not benefit from cover when targeted by Sh Actions.

Mad Dog BrackettMad Dog Brackett

144

oUTCAST sTATs He has had many names over the long years, but

none can fully capture the true essence of Aionus.

He is the guardian of time, waiting patiently and watching silently as mortals are born, live, and die. The cogs of time continue to turn as the vast possibility of the future is slowly snuffed out, leaving only the unchangeable past, like ash after a flame.

Through all of this, Aionus keeps his watch, slave to neither Fate nor Chance. He serves no master, exerting his will onto the flow of time as he sees fit.

He slips in and out of the material world, influencing the vast tendrils of possibility in minor ways as the world hurtles towards its future.

All things must end. Mountains erode, oceans dry, and cities turn to dust. All that remains constant is time, slipping away like the lifeblood of the world.

It was there in the Beginning, and so it will be in the End.

And with it, Aionus.

05/11/16

ABILITIES

Cg

Wk Ht

Wp

Df WD

6 7 12 5 8 2

Henchman, Mercenary, Rare 1 Henchman, Mercenary, Rare 1

Aionus Aionus

A Stitch In Time: When another friendly non-Peon, non-Leader model with a Soulstone Cost of 1 or more Activates within a4, it may discard a card with a value higher than its Soulstone Cost to receive Fast.

Between the Seconds: This model's Actions which deal damage deal +1 damage to models with the Fast or Slow Condition.

Stolen Time: This model generates 1 additional AP when it Activates. During Turns 1 and 2, this AP may only be used to take Walk Actions. From Turn 3 onwards, this AP may only be used to take Ca Actions.

Beyond Your Magic: Reduce all damage this model suffers from Ca Attack Actions by half.

COST

12

COST

12

CACHECACHE11

AionuS

40mm ATTACK ACTIONS

(1) Bony Fingers (Ca 6t / Rst: Df / Rg: y2): Target suffers 2/3/5 damage, ignoring Armor. This Attack can target buried models, regardless of range and LoS.

t Temporal Flux: After dealing Severe damage to a model in play, bury the target. Unbury the target in base contact with this model at the end of the Turn, or before this model is removed from play.

C A Life Wasted: After damaging, the target gains Slow.

M Shifting Sands: After damaging an enemy, place a friendly Scheme Marker in base contact with each enemy Scheme Marker in p3 of this model, then discard each enemy Scheme Marker in p3 of this model.

(1) Out of Time (Ca 6t / Rst: Wp / Rg: 10): Target model gains the Slow Condition.

t The Wasting: After succeeding, models within p2 of the target must succeed on a TN 12 Wp duel or gain the Slow Condition.

TACTICAL ACTIONS

(0) Time Changes All (Ca 6t / TN: 9tt / Rg: 6): Target a Marker within 6" that is not a part of the Strategy. You may place the Marker within 6" of its current location, not in base contact with other Markers, models, or terrain.

(0) Midnight (Ca 6t / TN: 16t): Push all friendly Scheme Markers in play up to 2".

tt Look to the Future: After resolving, place a friendly or enemy

AionusAionus

146

The Barrows Gang, as they have come to be known, are notorious outlaws that plague the Northern Hills and Footprints near Ridley. Most people, the Guild included, focus on “Barrows” more than they focus on “Gang,” and that’s just fine for the men and women who ride alongside Parker. They all take the same share of loot (Parker sees to that), and only one man’s face ends up on the wanted posters.

They come from all walks of life but, for their own reasons, have forsaken it all and ridden out to become outlaws. Some were members of the Union, others were guardsmen, and word has is that one even used to work at the Star Theater.

Of course, they have many things in common, too.

They’re all dead shots with a pistol, experts on horseback, and adept at making a quick getaway into the harsh terrain of the Footprints; any who weren’t died long ago.

05/11/16

ABILITIES

Cg

Wk Ht

Wp

Df WD

Bulletproof +1: Reduce all damage suffered by this model from Sh Actions by +1, to a minimum of 1.

Life of Crime: At the end of the game, all enemy Scheme Markers within a2 count as friendly Scheme Markers for the purposes of Strategies and Schemes.

Finish the Job: When this model is killed, it may place a Scheme Marker in base contact with itself before it is removed.

Df (M) Quick Getaway: After resolving against an enemy, push this model up to 5"

in any direction.

Minion, Living Minion, Living

5 6 5 5 6 2

COST COST

5 5

BANDIT BANDIT

Bandido Bandido

Bandido

30mm ATTACK ACTIONS

(1) Clockwork Revolver (Sh 5 / Rst: Df / Rg: z10 or y2): Target suffers 2/3/5 damage.

t Drop It!: After damaging an enemy model, place an enemy Scheme Marker within 3” of the target.

TACTICAL ACTIONS

(2) Run and Gun: This model may discard a card. If it does, push this model up to 5” in any direction then, perform a (1) Sh Attack Action that receives + to the Attack and damage flip. After resolving the Attack and any Triggers, push this model up to 3” in any direction.

BandidoBandido

oUTCAST sTATs He sat up in the Badlands. He stretched his arms,

turned his head, and tried to suck in a breath before realizing that he didn’t need to. The gut-shot he had taken was bad, and he’d been walking for days before he blacked out.

His name was William. Yes, that was it. William.

He scooped up the bloody satchel full of scrip next to him.

This is mine, he thought. All mine. They tried to take it from me; they tried to take my life from me. But it’s mine. All mine.

William pulled himself to his feet and continued shambling through the Badlands, free of the burdens that he had suffered in life: the need for drink, for food, for company. Now, all of that was gone, and in its place was a deep, black hole that needed to be filled.

He needed more scrip…

05/11/16

ABILITIES

Cg

Wk Ht

Wp

Df WD

Minion, Undead Minion, Undead

6 5 6 5 6 2

COST COST

6 6

BANDIT, TORMENTED BANDIT, TORMENTED

Dead Outlaw Dead Outlaw

Hard to Wound +1: Damage flips against this model suffer -.

Too Greedy To Die: If this model has 5 or fewer Wd remaining, whenever an enemy Scheme Marker is placed within a6 by another model, this model may heal 2 damage and then discard the Marker.

Stolen Goods: When this model is killed or sacrificed by another model, this model may choose to place a Scheme Marker in base contact with itself before being removed.

The Scheme Marker is friendly to the Crew that killed this model.

DeAd oUTlAw

30mm

Dead OutlawDead Outlaw

ATTACK ACTIONS

(1) Sand In The Eyes (Ml 6M / Rst: Df / Rg: y1): Target suffers 1/1/5 damage.

M "My Eyes!": After succeeding, the target gains Slow.

M Reposition: After succeeding, push this model up to 3" in any direction.

(1) Cursed Collier Pistol (Sh 6M / Rst: Df / Rg: z10): Target suffers 2/3/4 damage.

M The Curse Spreads: When damaging a target with one or more Upgrades attached, this Attack deals +1 damage.

M Reposition: After succeeding, push this model up to 3" in any direction.

t Drop It!: After damaging an enemy model, place an enemy Scheme Marker within 3” of the target.

t Piercing: When damaging, this Attack ignores Armor, Hard to Wound, and Hard to Kill.

(1) Curse of the Covetous (Ca 6 / Rst: Wp / Rg: 6): Target model gains the following Condition until the end of the game: "Curse of the Covetous: This model may only take Walk and Interact Actions. End this Condition when this model places a Scheme Marker. This model may choose to suffer 3 damage at the start of its Activation to end this Condition."

148

There are many pirates who plague the seas surrounding the Three Kingdoms back on Earth.

Of them, the Wokou Raiders are the most feared, carrying out lightning raids on Guild shipping lanes and slipping back out to the open ocean.

Of course, it’s no surprise that many of these raiders are affiliated with the Ten Thunders. Misaki originally brought some across the Breach in the hopes of putting their seamanship to use on the rivers of Malifaux. But navigating a river turned out to be very different from navigating the open ocean, and the experiment ultimately failed.

Even so, many of the raiders remain, putting their knowledge of quick attacks and close-quarters fighting to good use. Some have even developed an affinity for the wind and the weather as their nautical skills were brought to life by the ambient magic of Malifaux.

The loyalty of a gang of pirates is a tenuous thing, however, even for the Ten Thunders. They remain unpredictable allies, often ignoring any orders that do not come directly from Misaki herself.

05/11/16

ABILITIES

Cg

Wk Ht

Wp

Df WD

Combat Finesse: Enemy models may not Cheat Fate while taking y Attack Actions that target this model's Df.

Bulletproof +1: Reduce all damage suffered by this model from Sh Actions by +1, to a minimum of 1.

Ever Changing Wind: When an enemy Scheme Marker is placed within a6, this model may push up to 3" in any direction.

Minion, Living Minion, Living

5 6 8 5 8 2

COST COST

8 8

BANDIT, LAST-BLOSSOM BANDIT, LAST-BLOSSOM

Documento similar