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UNMASK!
The event of the season.
PRODUCTION PURGATORY
That's a biiiiig ...
14
Vol.
CONTENTS
WYRD
CHRONICLES
14
FOREWORD............................................................................... 1
Diving into the Deep End of the Scheme Pool...................2
UNMASK! UNMASK!....................................................................9
AN EASY MARK (starter TTB Adventure}......................................... 22
MR.STICKS' HALLOWEEN..........................................................29
Production Purgatory [SCENARIO]..........................................38
Professor Pontificates......................................................39
JUNIOR WHATNOTS.................................................................42
A Malifaux Battle Report...................................................43
WRETCHED RATS.....................................................................50
MISS ERY LOVES COMPANY {Mako's Rubbish}..................................52
content guide
stories
terrain
game sessions
Credits
mechanics
painting
battle-reports
gallery
Creative Director
Graphic Artist
Contributing Authors
Nathan Caroland
Jorge Gomez
Alex Cairns
Justin Gibbs
Michael Kelmelis
Mark Rodgers
Adrian Scott
Graeme Stevenson
Andrew Weakland
Aaron Darland
Matthew Farrer
Illustrations
Aleksandar Aleksandrov
Hardy Fowler
Christophe Madura
FOREWORD
Nathan Caroland
Heck yeah!
October has arrived, arguably one of my favorite months as the weather
starts to get cooler, the bad horror movies start to cycle through the
television, and the spooks and goblins appear in one form or another
to have a grand time.
And if I'm really lucky (or industrious!), I get to scare the bejesus out of
the local kids as we give away goodies later in the month. We've had to
hose off the walkway a few times over the years ... ah yes, good times,
good times.
In the mean time, between painting, gaming, scaring the kids and
watching the absolute best halloween versions of Scooby Doo, we bring
you another Wyrd Chronicles, in which we explore the harvest month in
Malifaux, and as with all things, there are some deadly twists involved!
Dive in, devour, and let us know what you think!
The
advantages
and
disadvantages
are,
unsurprisingly, opposite to those above.
The
advantage is that an opponent will need to use two
drastically different sets of tactics to stop you from
achieving one Scheme than he will need to stop you
from achieving the other. The disadvantage is that
you will need to devote more overall resources to
achieving both Schemes, as your models will not be
able to cross from one to the other as easily.
Personally, I always prefer putting my eggs in one
basket. Spreading the wealth is a great defensive
ploy, helping to protect your points, but I find that if
you want to win, protecting your Victory Points is only
part of the equation. Spend too many resources
defending your own points and you run the risk of
not having enough left to stop your opponent from
getting their points.
Bluffing
Schemes involving Scheme Markers, especially
those that are unrevealed, can be fantastic tools to
try to misdirect your opponent. It is not a situation
that always presents itself, but when it does and
when you can pull it off, it has the makings of an
epic game. Use a few of your Action Points to
drop Scheme Markers as though you have Protect
Territory, and when your opponent moves forward
to block that Scheme, move quickly past and
accomplish your true objective.
UNMASK! UNMASK!
MATTHEW FARRER
Jacques looks up and the thing is looming over him,
seeming to fill the Manors double doorway. For a
moment he is only able to take it in as disparate
glimpses: the bizarrely wide torso. The strange
mess of angles and protrusions jutting from the
broad shoulders. Gleaming metal patterning its
limbs. Its face is in shadow. Its holding something
out to him.
Jacques does not so much as blink.
smiles and takes the little white card.
He bows,
Another carriage is already pulling up at the foot of
the steps. Jacques hurries to greet it, tossing the
card onto a table with a scattering of its siblings.
The gold border is thick enough to clink faintly
when it lands.
>>><<<
In the tunnels below there is also lantern-light, but
the light is hooded, furtive and frightened. Theres
a quick and heartfelt curse, and then with the click
of a shutter the light is gone again.
>>><<<
This close to the Manor tunnels, though,
mutters Viktor Ramos, Cant believe nobodys
watching them.
His tiny electric spider has been tracking the pair for
half an hour, ever since he found out the hotheaded
idiots defied his specific instructions and went
haring off on this quixotic stupidity. He knows where
they are now. He knows all the tunnels around the
10
>>><<<
Was there something, Jacques?
I see, sir.
11
The dark and the fetid air are bad, but the worst of
it is their own nerves. Grimes and Cadwall know
theyre deep in enemy territory now. Any moment
could bring lanterns and voices and shots.
Timer going?
Were here!
What?
12
>>><<<
Do you feel, well, different? asks the woman as
the third promenade around the ballroom finishes.
The air is a cocktail of alcohol, cigar smoke, cologne,
and perfume.
13
14
But hes too far into the tunnels to turn back and
run. The blast will catch him. He needs that power
again. He remembers it, reaches out in a direction
he cannot describe and touches it. His eyelids
flutter closed and he gives rein to it.
>>><<<
The truth, now, Lucius. The truth.
important for your parlour-games.
This is too
>>><<<
15
>>><<<
My lords and ladies, my gentlemen and worthy
officers of Malifaux! the voice booms, a great, husky
baritone that sends a quiet jitter up and down the
costumed crowd in the dimness of the ballroom.
>>><<<
Am I...
what
is this
Its here!
16
Breach, the paintings border decked with the ViceRegal arms and a miniature Zodiac of Guild badges:
a rams head, a set of scales, a construct gauntlet,
crossed revolvers, a steel mask. Slowly, majestically,
he stands at attention and salutes the room.
>>><<<
What have you done now, you vermin? Lilith growls
into the dark. What have you gone and done to my
world now?
>>><<<
And it happens.
>>><<<
>>><<<
His puppets dance for his attention in a rattle of
wood, but Collodi ignores them, spreading his arms
for balance and trying to understand why he feels as
though he is once again standing on a stage, a great
brightly-lit stage, his strings tugged by a puppeteer
he cannot see.
>>><<<
17
>>><<<
Its deep night in the bayou, and the chill of the
season is starting to make itself felt. Patches of
pale mist have formed over the water. Zoraida has
gone so far as to wrap a shawl around her to sit out
on her step. Silent, she sits among the complex
songs of the insects and frogs.
18
The sledgehammer bluntness of the GovernorGenerals spell was not to Zoraidas taste, but she
admires its cleverness and its ambition. She can
even appreciate its style. She is no stranger to the
magic of distilling and drawing a concept down into
its symbol the evidence of her expertise in that is
standing assembled in front of her.
19
20
AN
EASY
MARK
A STARTER ADVENTURE FOR THROUGH THE BREACH
Starting a roleplaying game can be a bit of a tricky
experience. You need to go through character
creation, after which youre thrown into a world
you dont really know. All the players have to start
working together, and they have to work with the
Fatemaster in order to tell a successful story.
Set Up
Since this is your first time playing Through the Breach,
well spend a moment talking about set up. Youll
need a couple of Fate Decks to play, and each player
should have a copy of their character sheet. If players
are playing Barney and Francis, copy the shortform
character sheets out of Chronicles to use. The only
other thing you need is a copy of this adventure, but
a copy of the Fated Almanac could come in handy in
case you want to look something up.
This starter adventure includes a couple of pregenerated characters to use: Barnabus Hatrick
and Francis DuMont. Feel free to substitute these
characters with your own, use them as is, or add
more characters to the story. It can support up to
four players.
http://learntabletoprpgs.com/see-how-a-game-is-played.html
22
OK. Lets get on with set up. Grab one of the Fate
Decks. Start by sorting the cards by suit and number,
as this deck is going to end up as four individual
decks called Twist Decks. Any players (i.e. not the
Fatemaster) should take the 1, 5, 9, and 13 of one
suit, the 4, 8, and 12 of a different suit, the 3, 7,
and 11 of a third suit, and the 2, 6, and 10 of the
remaining suit. Players will not be able to choose the
same suit as another player in this set-up as were
only dividing up one deck (in a normal game you
could, youd just need more Fate Decks to divide up).
Prologue
This session focuses on Barnabus Hatrick, a smalltime criminal and petty thief looking to escape his
past. Paraphrase the below or read it aloud:
Youve been living on Earth since your momma
brought you into the world, and youre not convinced
its so great. Livings hard, and youve tried to scratch
out what livelihood you can, but its just not borne
any fruit. Youve managed to do OK borrowing
things from others, but it seems this time maybe you
borrowed the wrong thing and wouldnt you know
it, before you could put it back people were calling
you thief. Whats the world coming to?
The Game
Estimated time to play: 20 minutes/player
23
Scene 1
The morning mist is just beginning to break as the
players all wake up (or start paying attention if they
didnt sleep). Give the players some time to greet
each other and get to know a bit about each other.
If theyre not inclined to do so, give them a few
indicators that these fellow vagabonds may also not
have a ticket, and maybe working together is the
best course of action.
Its not long until the noon train will thunder into
the station. Take a moment to remind Barnabus
that his past is after him, and the other players may
have similar trouble coming their way. Essentially,
you want the Fated to know that its this train or no
train. Its important to convey a sense of urgency,
otherwise the players might just see it like a morning
commute (which is unpleasant and not really the
stuff of stories).
In
Alamanc, this
this isis Establishing
Establishing
In the Fatemasters Alamanc,
the
Stakes.
It
is
important
to
the
story
that the
the
the
important to the story that
players
know
that
getting
on
that
train
is
important
players
on that train is important
to
they dont
dont bad
bad things
thingsmight
mighthappen.
happen.
to them, and if they
The
exact
reason
for
their
motivation
will
vary by
by
The
their motivation will vary
Fated;
for
Barnabus,
some
thugs
have
been
sent
Fated;
some thugs have been sent
after
after him
him because
because of
of something
something he
he recently
recently stole.
stole.
24
This This
is is
establishing
Fatemasters
establishing Fear ininthethe
Fatemasters
Almanac.
TheThe
players
thereis is a
Almanac.
playersneed
needto
to know there
legitimate
chancechance
of failure
here, and
that
this
will be
a legitimate
of failure
here,
and
that
a challenge.
how youllThis
build
this will This
be a ischallenge.
is tension,
how youllwhich
will make
the upcoming
Climax
phase
a reward
build tension,
which will
make the
upcoming
evenClimax
without them
experience
points.
phasegaining
a reward
even without
them
gaining experience points.
If its not, the player can use one of the cards in his
hand instead of the card they flipped. If he does,
reveal that card and discard it next to your Twist
Deck. This is now added to the skill instead of the
card from the Fate Deck.
Scene 2
25
Character Breakdown
straight from the Fatemasters Almanac page 139.
Character Breakdown straight from the
Fatemasters Almanac page 139.
For example, this Guard would have a Notice of
For example,
this -1
Guard
would haveAspect)
a
6: Notice
2 + Cunning
(its associated
Notice
of
6:
Notice
2
+
Cunning
-1
(its
+ NPC rank of 5. This means the Fated needs to
Aspect)
+ NPC
of greater
5. This than
get a associated
Stealth + flip
number
equalrank
to or
means
the
Fated
needs
to
get
a
Stealth
5 to succeed.
+ flip number equal to or greater than
5 to succeed.
WhatWhat
if theif
Fate
theDeck
Fateruns
Deckout of cards?
Epilogue
The whistle blows and the train pulls away from the
station, heading toward the Breach. The Guild Guards
stand glancing around the platform, some of them
looking in the windows of the train rapidly speeding
up. Cornelius is standing there screaming at them,
seemingly unconcerned about missing his own train.
Thank goodness youll be in Malifaux soon, things
have to be better there.
26
Characters
In the characters presented below, the Skill already includes the relevant
Aspect, so you are always flipping based on the number presented.
Barnabus Hatrick
Frankie Wallace
Skills: Barter (0), Convince (1), Notice (6), Art (4), Literacy
(4), Music (2), Lockpicking (6), Scrutiny (6), Pick Pocket (1),
Pugilism (-1)
27
MR.STICKS' HALLOWEEN
Graeme Stevenson
The world is a very curious and inexplicable place,
as most people will agree. Malifaux is doubly so.
29
30
31
32
Archie told him all about Salt Cod and his tyrannical
rule over the workhouse, and about Misses Gawk
who was never satisfied with any answer unless
shed wrung and twisted it out of you, and about
fat old Mr. Bartlett who hoarded all the coin from
the workhouse in his office, and who gorged every
night on rich food at the Gentlemans Club while the
orphans ate black bread.
33
**********
Morning brought Archie awake with a snap. There
was shouting and screaming and the thunder of
small feet all around him.
34
35
Or so he thought.
Archie stared at it. The pouch looked awfully
reminiscent of the one that habitually dangled from
Mr. Bartletts heavy belt every Friday afternoon when
he returned from Slope, Bark & Cutteridge. Only, it
couldnt be. It was Wednesday morning and the only
coin anywhere in the poorhouse was locked up in
Mr. Bartletts safe.
36
37
SCENARIO
Production Purgatory
Grab your crew and your gear, its time to brave the wilds
of Malifaux! Just fill out these forms first, in triplicate. Then
wait three to six weeks for a response and call customs
extension 296, apparently our crew members have been
labelled as produce and are held up in Bolivia. Andwerent
you shorter a minute ago?
Set up
Divide the table into four 18 x 18 table Quarters. These
Quarters are labelled 1-4.
Mask: Ht 3
Ram: Ht 4
Red Joker: Ht 10
Victory Points
Special
Professor
Pontificates
A WORD {OR MORE} ABOUT FOCUS AND DEFENSIVE
Adrian Scott
Focus and Defensive Stance. While they can be used
by any model in the game, players new to Malifaux
and even some veterans tend to underutilize them.
In all honesty however, I cannot stress enough how
important these Conditions can be in a game! Games
of Malifaux can and be won or lost on their use.
They are so important in fact, that I decided to write
an article about it. So here we have it, the essay
about two seemingly basic Actions!
39
Focus
Especially important for projectile attacks, which are
often affected by soft/hard cover
As I alluded to above, using Focus is especially
important in conjunction with projectile Attacks. If
you have a Crew full of gunslingers, any opponent
worth his or her salt will inevitably hide their Crew in
cover, forcing a - on your projectile Attacks. So while
youd only be putting out half the shots, using the
Focused Condition to negate that - is well worth it
to ensure youll actually hit those cowardly targets!
The additional benefit of using Focus before an attack
is that it also grants a + on the damage flip. The
vast majority of the time Ive found that my models
will win an attack duel by 1-5, which translates to a to damage. However with a + to damage from Focus
that 1-5 band for winning a duel gives you a straight
flip for damage and most importantly, the ability to
cheat that flip to a higher damage bracket! This is
especially powerful if you happen to be holding a
Red Joker to cheat in for severe plus weak damage!
However its also excellent for models who either
have blast damage they want to get off (Sonnia or
Rasputina with their respective ranged spells), or
models where one moderate or severe hit is going
to do more damage to the target than two weak hits.
Great examples of the latter would be the Terror Tot
(with a damage track of 1/3/4) and especially
Montressor (who deals 1/4/7 damage).
40
Defensive
I find that the best time to use Defensive Stance
is when you really dont want a given model to die.
Okay, that may sound quite obvious but allow me to
elaborate. As Im sure you should know by now, a
game of Malifaux is won or lost on achieving your
objectives rather than simply killing enemy models.
So youll often find that spending AP on keeping a
model alive is a better idea than attempting to kill
whatever is threatening them. This is especially
relevant for Tank-style models those with some
great resilience but limited damage output.
Later,
Adrian
41
JUNIOR WHATNOTS
Nathan Caroland
Wyrd is currently looking for two Junior Whatnots to work on,
well, whatever we want! Youll have the opportunity to get
involved in game design while learning fun new skills like how
to carry 5 cups of coffee with only 2 hands (no special drink
carriers allowed). We dont need you to have designed games
before, but a healthy love of games may be the only thing that
keeps you safe when the one true Viktoria comes knocking.
These positions are located in Marietta, GA.
The things we ask you to. Things like writing rules and
editing and doing layout.
Come to trade shows and smile like you mean it!
Requirements
The ability to answer any question about any game without using the internet to do
so. Or, you know, a good understanding of games overall.
The ability to make your boss happy, which is often about communication and
deadlines, but could also mean occasionally standing very still with an apple on
your head. Its probably better if you close your eyes.
Special consideration will be given to candidates who have experience in graphic design/
layout, web development, or mobile app development. No joke here, wed really like that.
What Makes You a Good Fit at Wyrd
At Wyrd, we come in all shapes and scalings, but at the end of the day were all Neverb
people. You must be eager to jump into the deep end, regardless of any Silurids. You must
be willing to talk to others without either of you needing to take a Terrifying duel. It would
help if your Armor is rated at least +1, but you have to at least be comfortable filling any
of the roles in Lucius crew.
If you want to know more (and really, why wouldnt you), head over to our website to check
out the more complete job posting:
http://wyrd-games.net/community/page/index.html/_/wyrd-news/jobs-junior-game-designer-r44
42
A AMalifaux
Battle
Report
LIVE DISPATCH FROM KADETON'S TOUR OF NORTH AMERICA
Andrew Weakland
The allure of the non-stop gaming behemoth that is
Gen Con draws Wyrd aficionados from across the
globe. Luckily for those in my local Malifaux group,
New York City can have a similar effect on those
visiting America from abroad, and our gaming club
had our fair share of new faces stopping by during
the weeks surrounding Gen Con.
BATTLE REPORT 50 SS
Von SCHILL (
vs.
Marcus (
43
Outcasts
Von Schill 4 SS Pool
- Spoils of War
- I Pay Better
- Survivalist
Strongarm Suit
- Oath Keeper
Freikorps Specialist
- Scout the Field
Freikorps Librarian
Freikorps Trapper
Freikorps Trapper
Freikorpsmann
Announced Schemes: None
Arcanists
Marcus 5 SS Pool
- The Trail of the Gods
- The Hunger Cry
- Arcane Reservoir
Jackalope
Sabretooth Cerberus
- Imbued Energies
Cojo
Silurid
Silurid
Razorspine Rattler
Canine Remains
Announced Schemes: Breakthrough
44
Turn 1:
for later advances, with Cojo, the Cerberus and
Canine Remains all edging forward. Likewise, Von
Schill also moved up, ensuring that his Crew would
easily be in range to pressure the center next turn
without overexposing themselves to the threatening
beasts. The Razorspine Rattler decided to end
the dtente and rushed towards the Trapper on
the Northern flank while hugging cover. The sole
Outcast left to activate was the Freikorpsmann, who
was fortunate to flip the Red Joker while shooting at
the Rattler in cover and scored two wounds. Marcus
then executed his early assault, edging up within
8 of the advancing Rattler, buffing its attack with
Darzees Chant and then using Alpha to goad the
serpentine terror to action. Unimpeded by the water
obstacle, the Rattler was easily able to charge the
Trapper, and in a deadly sequence of poisonous
strikes dispatched him.
Turn 2
The Arcanists seized the initiative to start the
second Turn and Cojo charged into the tightly
bunched Freikorps in the center, targeting Von Schill.
A series of low flips saw no damage being dealt, but
Cojos Rude Sign Language pushed the mercenaries
back and bought some breathing room for cadre of
beasts. With no clear targets, the Specialist took up
residence behind the central building within 6 of
45
the center for the Strategy, and also difficult for the
enemy to draw sight to. Looking to neutralize the
remaining sniper, the Jackalope took full advantage
of his feral speed and charged in, but armor deflected
the crazed beast. Von Schill simply wouldnt stand
for such bad manners from Cojo, and charged in
and slayed the gorilla with his Jack Knife. With a
glance to his left, Schill also pronounced that the
Trapper should Finish the Cur, and he gladly obliged,
dispatching the Jackalope. The Rattler attempted to
repeat his deadly performance from the previous
turn and charged the Freikorpsmann, but his Fangs
were blunted by armor, although a dose of venomous
ichor was delivered. Despite being injected with
virulent poison, the Freikorpsmann kept his cool,
Turn 3
Arash won initiative for the third Turn in a row, and
immediately sent the Cerberus charging into Von
Schill. Between a lack of the Three-headed bonus
and Von Schills armor the impact was minimal, and
the Friekorps leader quickly retaliated to finish off
the beast before Marcus himself could weigh in,
and once again urged his Trapper to Finish the Cur.
This time a juicier target in the Silurid was finished
off, but only to summon the Jackalope right back
into the mix! Schill used his final action to enter a
Defensive stance, as Marcus was clearly a threat to
take matters into his own hands.
Marcus obliged, taking the calculated risk of placing
himself in harms way to possibly finish off Von
Schill, and charged in. Although he scored two
successful hits, Marcus damage was mitigated by
the combination of armor and Soulstones.
46
Turn 5
Arash won the initiative flip and sent the Silurid to kill
Von Schill before he could wreak more havoc. Chris
put his hand to work for his Master, cheating a 13
to keep Schill alive. Von Schill responded by slaying
the Silurid with three Jack Knife strikes, once again
bringing out the Jackalope! The Canine Remains
tried his luck at the indomitable Freikorps leader and
Turn 4
Chris finally won an initiative flip at the most
opportune time and activated Von Schill to try
47
Turn 7
The fickle winds of fate continued to blow strong,
and Arash flipped a Red Joker for initiative and set
about trying to protect his narrow 10-9 lead in this
marathon of a game. The lowly Jackalope leapt
forward and charged the Strongarm Suit. Although his
thrashing antlers fell far from killing the Herculean
hybrid of man and machine, the engagement had
the potential of thwarting the Suit from interacting
to stop Breakthrough. Von Schill knew the balance
of the conflict was held in his hands alone. He
swiftly doubled back towards his Deployment Zone
and brandished his clockwork seeker. He fired into
the swirling mess of combat, but even Von Schills
veteran eye could not discern tiny whirling demonrabbit from his ally. With a final last ditch effort,
Von Schill demanded the Strongarm Finish the Cur.
It seemed that even that was destined to fail when
Arash cheated a 12 to defend, but Chris was able to
cheat a 12 of his own to tie, and with no Black Joker
rearing its ugly head, the Jackalope was crushed into
a pulp with nary a whimper. Freed from the fanatical
fiend, the Strongarms servomotors groaned as he
staggered back and then discarded the Scheme
Marker securing a nail-biting 9-8 victory. Despite
the job being seen through, Von Schill was not able
to collect his bounty. Instead he slumped to his
knees, and then fell face first into the bloodstained
cobblestones - dead from the poisonous drool of a
lowly zombified mutt.
Turn 6
Chris won initiative convincingly and set to wiping
out the remaining beasts. The Strongarm Suit
charged up and barreled at the Rattler, only to be
foiled by weak flips and no support available in
48
vs
9 8
vp vp
MVP:
Strongarm Suit
Honorable Mention:
Canine Remains
49
WRETCHED RATS
Adrian Scott
As Andrew mentioned in the Battle Report, Adrian used
a unique Crew build to win with against him in a game.
Adrian was kind enough to point me to a strategy
write up for this build and I wanted to include it for
everyone to read.
1-3.
Malifaux Rats move up, remaining within
Shooting Range (6) of the Obedient Wretch
4. Obedient Wretch Activates and Attacks the
Rats twice with Tossed Rat, triggering Stink
of Death with a flipped/cheated C.
5. First summoned Rat Activates (ideally outside
3 of 3 other Rats) and does whatever.
Enjoy!
----
8.
Rat Catcher Activates and casts Moldy
Cheese on the Malifaux Rat, giving it
Reactivate.
9-10. Final Malifaux Rat Activates twice, probably
doing nothing of importance.
Thats 10 activations for 10SS, but even if you only
summon one Rat with the Obedient Wretch and/
or dont summon the Rat Catcher, thats more than
enough to out-activate most other Crews in the
game. The above requires your opponent to leave
those models alone for the Turn (likely, if you deploy
them well enough) and requires C (for Stink of
Death) and a 4+ of any suit (Moldy Cheese). The
worst that can happen is if you flip severe Damage
for the Obedient Wretchs Tossed Rat (killing it) or
as usual, if you flip a Black Joker for anything.
50
Rat Catcher
The Rat Catcher is sort of a mix of the between
Rat King and Obedient Wretch. His average Melee
Abilities are supplemented with some great
automatic triggers, including granting Slow, extra
damage to Blighted models and summoning a
Malifaux Rat. Covered in Rats gives him some good
resilience in the form of Armor +1 when his Rats
are nearby but similar to the Rat King, I like the
Rat Catcher for its Dont Mind Me ability to place
Scheme Markers whilst engaged.
Obedient Wretch
Even after throwing the initial few Rats to get the
combo running, the Wretch is still a nice cheap
Minion to chew up an Activation and plant Scheme
Markers as needed. If worst comes to worst she
could always sacrifice herself with Inevitable Fate to
summon two more Rats (and by extension, hopefully
another Rat King), but her real ace in the hole (apart
from summoning Rats) is her Bleeding Disease
Attack. Every model in this Rat-combo can add
Blighted to enemy models, either with their basic
attack or in the case of the Wretch, through her
Diseased Aura. As the Blighted Condition adds up,
the Bleeding Disease Attack starts dealing some
obscene Damage, giving the Wretch some great
potential as a way to finish off particularly tough
enemy models.
Malifaux Rat
Useless, right? Wrong! I often feel like people
underestimate the value of Peons. They may
not be able to Interact or count for scoring most
Strategies or Schemes, but they can still prevent
engaged models from Charging/Interacting, cant be
interacted with (for Cursed Object/Distract) and will
in fact prevent certain Schemes of your opponents
(eg. Protect Territory).
Later,
Adrian
Rat King
It may not be a killing machine, but it still packs a
respectable punch and has some nice tricks in the
form of Bore (to give models in base contact Slow)
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PALE FUR
The Body
I decided once I started basecoating the main body
that Khaki was too pale as a midtone color. To fix
this, I used a 1:1 mix of Earth and Khaki, which has
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Off-hand
I decided to give Miss Ery one mismatched hand
and foot, to accentuate her patchwork look. For this,
I went with a darker fur that started as a basecoat
of Charred Brown. This was shaded with a 2:1 mix
of Black and Hexed Lichen, maintaining the black/
purple tint to the shadows. As I did with the paler fur,
I went back over with the midtone in a series of small
strokes, pointing towards the fingers. The next layer
was a 2:1 mix of Charred Brown and Earth, followed
by a 1:2 mix of Charred Brown and Earth. To finish
the darker fur, I used very small strokes of Earth, then
a final touch of Khaki on the highest points.
TARTAN PATCHES
DARK FUR
Tartan patches
With the main body areas finished, I started work
on the patches. I decided not to paint each one
differently, as it would have made the model overly
detailed and scattered the focus across the whole
piece. I did however want to expand the color palette
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PURPLE PATCHES
Purple patches
The patches under the left arm and on the top of
the head were going to be in a purple patterned
material. Originally, I planned to use lilac with a dark
pattern, but the pale fur meant that a darker purple
with a pale pattern would be a better contrast. This
started as a 3:2 mix of White and Hexed Lichen,
with a dash of Black in it using just the purple
would have been too intense of a color, so adding
white and black desaturates it towards gray. The
shading was done with a 1:2 mix of Black and Hexed
Lichen, making sure that under the arm was shaded
more heavily, as that would naturally be the deepest
shadow. The midtone was repainted as a thinned
down coat, before a drop of white was added for the
highlighting. For the pattern, I used VMC Blue Grey
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LEATHER PATCH
ORANGE
Leather patch
Orange
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STUFFING
Stitching
Because of the paler fur, I didnt want to paint the
standard pale cream stitches. Then I remembered
that in the old fluff, the widow weaver uses a black
thread to stitch a new teddy together. That seemed
ideal, so I started with a 2:1 mix of Night Blue
and Black. Because of the small area the stitches
covered, I moved straight to highlighting by adding a
little Blue Grey Pale. A second highlight with some
more Blue Grey Pale brought the stitching out a bit
more. To soften the highlights a little, and darken the
folds and creases around the stitches, I used the
black/purple wash from the stuffing very carefully
over each stitch and line.
STITCHING
Stuffing
When I started the stuffing, I decided to paint
the surrounding of the left eye in a similar color. I
decided to use crosshatched lines, to make it look
like the back of the fur fabric, where the excess
had been folded out rather than neatly hidden. The
colors would be the same as the stuffing, to unify
the look across the model, but the eye area would
be painted as a grid of narrow lines instead of the
smooth blends of the stuffing.
I started with a basecoat of VMC Blue Grey Pale,
making sure it fully covered the black primer. This
was shaded using a 2:2:1 mix of Blue Grey Pale,
Black, and Hexed Lichen. This was the last smooth
layer for the eye surround. The Blue Grey Pale was
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Eyes
TALONS
EYES
Talons
I started the talons with a basecoat of Charred
Brown, as this wouldnt need shading its often
easier to work down the talons from shade to
highlight rather than doing the midtone first. Before
beginning to work on the highlights, I decided to
have a few of the teeth and one or two talons in
metal, to keep up the mismatched look. These parts
I left alone, while the other talons were painted with
a layer of a Charred Brown and Bronze Fleshtone
mix. The next layer was the previous color with
several drops of Bonewhite mixed into it, which was
then followed by pure Bonewhite, and then White.
Each time, I painted towards the tip of the talons
with the layer color, making sure that I left some of
the previous color visible. Dragging the paint in this
direction leaves the paint thicker at the talon tip, so
the color builds up better.
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Basing
The base was a simple sculpt, starting off as a flat
plate of green stuff, with a raised area to one side
that would become the pavement. I then marked
out half-inch squares and shaped the edge to the
paving. Where the real world would be, I cut the
dividing lines deeply, where the playroom would be, I
only made shallow grooves. This effectively gave me
book shapes at one end of the pavement section,
and jointed stonework at the other. I then pushed
a scrunched ball of kitchen foil onto the stone
areas repeatedly to roughen them, while keeping
the playroom tile area smooth. This I sculpted into
toothed shapes as if the tiles were designed to lock
together. Once the putty cured, I cut the outer edge
smooth and went on to painting.
BASE SCULPT
The Playroom
The playroom tiles started out as Magic Blue, Jade
Green or Hexed Lichen. These colors were mixed
with equal parts of Black and the edges of the tiles
were shaded with these mixes. I then repainted the
original colors again, leaving only a small area of
shading at the edges of the tiles. I didnt want stark
THE PLAYROOM
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MAGIC
The Boundary
The last step on the base was to create the
magical boundary that was creating the playroom
in Malifaux. I first built up the underneath color by
glazing on a mix of Blue Grey Pale, White, Hexed
Lichen and Vallejo Model Air Steel. I tried to keep
the leading edge of the curve as a shorter fade,
with a broader trailing edge, to imply direction. The
next step was to take a cotton ball and pull a small
amount of cotton into a line the right length to go
across the base. To secure it, I painted a line of
Matte Varnish containing tiny amounts of Hexed
Lichen and Steel along the leading edge of the
band, and pressed the wool into it gently with the
back of some tweezers. I then painted more Matte
Varnish (without any colors in it) across the back
of the wool, working back over the trailing edge of
the band to stretch the fibers in that direction, then
towards the leading edge to tip the wool forwards.
After letting this cure for a while, I went back with
some tweezers and a knife point to break up any
clumping, remove excess cotton and fluff up the
smoke wisps, until I was happy with the effect.
STONE
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Finished
The very last step was to attach Miss Ery to the base, and varnish her for protection and looks. As usual,
I painted the entire piece with Vallejo Matte Varnish, the used a 1:1 mix of Matte and Gloss Varnish for
anything I wanted to shine. In this case that was the eyes, the stitches, and the metals.
And there she is, finished and ready to make new friends! If there are any questions or comments, Im always
happy to be contacted on the Wyrd Forums, under the name Mako.
Mako
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