Malifaux 1.5 - 2E Changes - Handy post

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steven quinn

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Oct 23, 2014, 11:13:09 PM10/23/14
to sydney-d...@googlegroups.com
Changes Between 1e and 2e

Although the core of Malifaux has remained the same, (you'll still be flipping cards to prevent a large evil teddybear from eating your zombie bride,) a number of changes were made between the editions. This is a quick rundown for returning players to get a handle on what's different



Encounters

  • 50SS is the new average (as opposed to the previous 35ss)
  • Players now share a Strategy that both are working towards (randomly flipped, based on suit). Worth up to 4VP
  • A "scheme pool" of 5 possible schemes is generated from random flips (19 possible schemes). Players must select their 2 schemes from this pool. Each scheme is worth up to 3VP
  • This makes every game have a maximum possible 10 VP
  • Start flipping for Game Length one turn earlier

Models

  • Masters have 3AP (If you are leading a crew with a Henchman in low point games they do NOT get extra AP)
  • New Tiering for models -> Master, Henchman, Enforcer, Minion, Peon
  • Models may purchase and equip "Upgrades". Masters can have 3, Henchmen 2 and Enforcers 1
    • If you are wondering where certain iconic Master abilities have gone they are often on upgrades
    • Allows for customization in how your Master works (Seamus can opt to go Ranged with his Flintlock or up-close and personal with his Bag of Tools)
    • Upgrades tend to have restrictions to control Power Curves (An upgrade adding defense may not be usable by Masters for example, to prevent high Df Masters from becoming unkillable
  • A new (1) general action allows you to place "scheme markers", which are required for many schemes and can represent many things from Propaganda Posters to Incriminating Evidence to a flaming bag of canine "remains"

Soulstones

  • No longer add a flip or used to heal
  • May be used before a card is flipped to add a suit or gain a positive flip
  • May be used to prevent damage 1/2/3 (RJ for total prevention)
  • May be used to reflip initiative
  • May be used to Draw 2 Cards and Discard 2 Cards during the Draw phase

Other Core Rules


  • Pre-Measuring is now allowed
  • Red Joker damage is Severe+Weak, rather than an extra flip
  • Most changes that happen to models during the game are under a blanket term called a "Condition".
  • The Burning Condition now deals damage equal to burning condition at the end of the turn and is then removed
  • The Poison Condition always deals 1 damage at the end of turn and then ticks down by one
  • Charge now has a model move its Cg in a straight line towards a model and make two (1) attack actions against it

Aliba Dare

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Oct 27, 2014, 1:36:09 AM10/27/14
to All the boys
Good condensed version of changes. Thanks Steve.

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