New Edition, New Keyword, Old Robots
And here we are once again! Malifaux 4th Edition is
out and with it we have a brand new two player starter set, depicting a clash
between beasts of the tenebrous depths and a collection of household appliances
gone rogue. With any luck ,the illustrious managers of this blog will be able
to source someone who cares about Neverborn to walk our dear readers through
the Banished half of this starter set, but as the resident Outcast player it
falls to me to discuss the rebel robots of the Ampersand Keyword.
We've actually known about Ampersand in the lore for quite a
long time, but it has never had a major presence in the game before now. I'm
sure we'll get a lot more information when the Outcast book for Fourth Edition
in December, but the lore as it stands tells us that Ampersand is a settlement
of constructs that have escaped their human makers. Constructs in Malifaux are
powered through the magic of Soulstones, and since Soulstones are powered by...
uh, souls, a bit of that can clearly leak through and turn the automated cooking
pot in your kitchen into a violent revolutionary intent on escaping servitude.
I’m sure there are no parallels we can draw with our own activity in the real
world and current events there.
Ampersand is the name of the settlement founded by these
wayward constructs, and so the keyword represents a varied array of household
appliances who have rallied together for mutual self-defence. They are led by
the Clockwork Queen, a figure that I am led to understand has shown up in
scenarios for the Through The Breach Roleplaying Game made by Wyrd, a time
travelling savant with an affinity for constructs. Seems like an unusually
specific theme to go with for a starter set crew, but it certainly gives new
players a taste for the wackier side of Malifaux. Now, let’s begin properly
with a breakdown of the models found inside the Starter Set.
A Straightforward Assembly
Ampersand is not a particularly complex Keyword. Most
actions they take have limited rules text, usually handing out a token, moving
models, dealing damage, or healing. This is particularly true for the models in
the Starter Set, with the more unusual quirks of the Keyword reserved for the
models that will be released later with the Clockwork Queen’s second title. The
developers were clear during the open beta test that this was intentional, they
want this keyword to be really straightforward to pilot so that new players
could quickly come to grips with the crew.
So, before we get into any models, let’s take a quick look
at their crew card. The Clockwork Queen, Matriarch of the Machine is the
title found in the Starter Set, and her Crew Card is called Repair Bay.
Nothing too complicated here. Both rules are applied to all
Ampersand models. “One Robot’s Trash” allows your models to remove a nearby Remains
marker to receive a positive flip on a duel. This is the first indication of
Ampersand’s relationship with Remains markers. In keeping with the scrapyard
vibe of the Keyword, quite a lot of models in the crew make or interact with
Remains, littering the battlefield with scrap or using it to fuel themselves.
The second rule on the Crew Card is an action, “Fixer-Upper”,
which is a Signature Action with a Soulstone cost to use, a low target number,
and a short range. It can only be used on another friendly model, and it gives
a solid amount of health back to the target and can move them around a bit. Again,
quite a straightforward rule, there are only two things I want to touch on
here. First, the short range of the action and the fact that it can’t target
the model declaring the action means that you are being encouraged a little to
run Ampersand models in pairs, at minimum. And second, it has a Mask trigger of
“On Your Heels”, and it moves the target a couple of inches for every Raise, so
with a Mask (particularly an 8+ of Masks) you can actually use this action to
move yourself a decent distance. Not half bad as a way to get out of melee in a
pinch, but mostly this is an emergency heal. Also worth noting that it’s “Friendly”
and not “Enemy”, so if you’re padding the crew with Versatile or Out Of Keyword
models while you wait for the second Keyword box to release then you’ll be able
to heal them too.
Hail To The Queen
Time for the Master herself. The Clockwork Queen, Matriarch
of the Machine, is a straightforward bruiser of a model. Her front of card
is dead simple. Her stats are great, Df 6 and Sp 7 are both above the curve.
She has armour, so she’s a little bit tougher. Creative Salvage lets her make a
Scheme or Remains marker when she kills an enemy, so she can fuel her crew’s rules
or set up for schemes by getting kills. And she’ll get kills a bit more easily
thanks to her third rule, “Improvised Tech”, which means that with an Impact
Token she’ll deal +2 damage on her attack.
Back of card looks a bit more complicated, but we’re really
just looking at two different attacks and a cute little AOE damage signature
move. Clockwork Gauntlets are Damage 2 with a Raise Value of 3. I generally
find attacks with Raise Value 3 are best reserved for late in the turn, when
the opponent’s hand is empty. That way they can’t cheat to mitigate any bad
luck they have with their flips, and the Clockwork Queen can eat some Remains
markers to give herself positive flips and hopefully win her duels without much
card support herself. Shattered Crystal is the opposite, a ranged magic attack
that receives no benefit at all from Raises, but can pulse out some Staggered.
Remember that this attack is threatening 5 damage from a single hit if you have
an Impact Token, and it is possible for the Queen to give herself a second
Impact token during her activation, so if you’d rather go early with her and
threaten some big hits she has that option as well. Both attacks have triggers
that generate additional attacks, either from herself or other models, so she
can have a pretty impactful (heh) activation.
Voltaic Blast is the Signature Action, so you’ll do this
most activations. It makes a Remains marker, so it is good at the start or in
the middle of her attacks to give yourself a Remains you can consume for a positive
flip on your next attack. Enemies near the marker have to take a duel or suffer
some damage, but really I think the triggers on this action are the real point
of it. The Soulstone Trigger “It Works In Reverse!” pulses healing out to
nearby friendly models, potentially quite a lot of healing if you have a clump
of damaged models, and “Arm Up” gives a model near the marker an Impact Token.
Ideally, if you have a Tome in hand with which to guarantee “Arm
Up”, you want to begin your activation with an Impact Token provided by another
model in the crew, use that on your first attack, then use Voltaic Blast to
give yourself a second Impact Token, and use that to spike down whatever enemy
models you can get your clockwork gauntlets on.
There’s nothing else going on here, the Queen is just a
brawler looking to put foes in the dirt.
Actual Rubbish
The Totem for Matriarch of the Machine is this little
guy, the Bucket Bot:
There’s almost nothing to say here. A mediocre attack for
emergencies, Resupply gets you some cards to Empower with (such as low Tomes to
guarantee the “Arm Up” trigger on the Queen), and Armour are all very
straightforward. Oil Spill is neat, a small aura of Severe terrain can be quite
disruptive for enemy models looking to engage the Bucket Bot if you space it
out carefully, but the aura is too small to be really problematic and many
models have ways to ignore or mitigate this. Parts Delivery is the main point
of this model. Once per activation it can make a Remains marker and pulse out
Bolstered tokens, making your crew harder to hit. The Queen gets to Df 7 with
this, which is quite exceptional. It also has the “Arm Up” trigger, so you can
use this as one way to ensure the Queen has an Impact Token before her
activation begins. Use Resupply to draw two Tomes, one for the Bucket and one for
the Queen, and her damage output goes through the roof pretty reliably.
The Grandest Piano
Steiner is the crew’s Cost 10 damage dealer, and also
happens to be a piano. With a ballista. A melee and a ranged Damage 3 attack is
respectable enough, armour keeps them in the fight a little bit longer, and “A
Song For The Occasion” lets you discard a card to hand out a Bolstered Token
without a flip. That’s some solid value. As Cost 10 models go though, they don’t
have an overly reliable way of generating a third attack. Sudden Strike on
their Signature Move, Play You Out, is all they have, while generating a bit of
movement for the crew. The melee attack isn’t really what you want to be using
though. The Raise Value 3 on the “Giant Crossbow” attack is what makes Steiner
dangerous. Like the Clockwork Queen’s Gauntlets, this is best used towards the
end of the turn when the opponent is running low on cards, if it’s early in the
turn then I’d rather commit Steiner to melee and see if I can get the Ram for a
third Piano Hammer attack.
Signs Point To…
The Fortune Teller is the final Unique model in the crew,
and is certainly the strangest model in this starter set. They have armour, of
course. They also have Chatty, so there is some pressure on your opponent if
they need to Interact (particularly near the end of the turn, when cards are
scarce). Their attacks are weak, with an unusually high Skl on the melee attack
for a Damage 1 hit, but it’s really “Predict Your Death” (combined with “Intuition”)
that gives the Fortune Teller its role. The attack itself is mediocre, a Damage
2 magic attack, but if you get a Raise then you get to manipulate your opponent’s
deck. You’ll have already manipulated your own deck with Intuition, so this can
set up a punishing follow-up attack… which doesn’t have to come from the
Fortune Teller themselves. Their Soulstone Trigger, Forewarned is Forearmed,
lets them generate an attack from a more powerful model like Steiner or the Queen,
and if you’ve been able to weaken your opponent’s deck and line up a good card
for this attack via Intuition then you can sometimes get a lot of damage out of
those models with their Raise Value 3 strikes.
I’m A Teapot
Finally, we have the Starter Set’s Minions, the Mechanical
Misfits. They’re cheap, Armoured, with a whopping 9 health on a Cost 5 model.
That’s usually the domain of Cost 7 models, for reference, and they get to have
Damage reduction as well? Worth it on those merits alone, just to stall an
opponent. They have a melee and a ranged attack as well, just generic damage 2 attacks,
but their best rule is “Improvised Ammo”. Range 8, TN 6, and gives the target an
Impact Token, allowing them to set up bigger hits from the keyword’s big
hitters.
And that’s the lot! Ampersand is an aggressive little squad
of armoured bruisers. They’re not very fast, they have no real scheming
potential, and a lot of their effects are pulses so they’re really hoping to be
able to clump up on a clump of enemies and go for an old-fashioned brawl. As
models die and Remains clutter the field they’ll get increasingly card
efficient, and at the end of the day they’re hoping to outlast and outfight whoever
they’re engaged with. If the opponent tries to avoid them, every single one of
them (except the Bucket) can pivot to fighting with ranged attacks as well, so
they’re a little bit flexible in how they brawl. But ultimately, this is a crew
that is going to win by removing as many enemy models from the table as they
can.
Hope you’re all having a great start for Fourth Edition! I’m
sure I’ll be back in the coming months to talk through my own experiences as I
rediscover my beloved Outcasts.
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