Hello Brimstone Gang!
Since returning from Gen Con, we've been hard at work trying to meet production deadlines to get as much good stuff as possible ready for Wave 1.5. We know that many of you are interested in adding the optional 1.5 shipping wave and we are planning to make this available in the web store in mid-September. More on that in the next update. We are heading out to PAX Prime this week and wanted to do a quick update to let backers know that we are doing a PAX Prime Pick-up!
Great Times at Gen Con
This year, Gen Con was a blast! We showed off our 3D Targa Game Board with a unique adventure created just for the board.
The Gen Con pick-up was very successful with a hundred backers getting their stuff on Thursday and Saturday and many more on Sunday. In fact, we are excited to say that every backer that showed up on Sunday, was able to pick up their goodies!
The Shadows of Brimstone Painting Contest was awesome and we had some beautiful entries, many from gamers who started painting for the first time with Shadows of Brimstone! Check out some of the winning entries.
Pro-Painter, Aaron Lovejoy, shared tips and tricks throughout the show while painting up some of the new Brimstone figures.
The best part of the whole show for us was seeing groups of Cosplayers come to the booth dressed as their Brimstone Heroes! The details in these costumes were incredible - there was a Rancher with a Dark Stone Grip on her Rifle, a Saloon Girl wearing Dark Stone Gloves, and mutations abounding - even a tentacle mustache on the Bandido!!! It was amazing and really cool to see!
Pax Prime Pick-Up
As we mentioned above, there will be a Pick-up at the Flying Frog Booth at PAX Prime. Backers can pick up the OtherWorlds: Caverns of Cynder Expansion and (if applicable) the Doorways into Darkness Expansion. No need for an RSVP for the PAX Prime Pick-up. Instead, any Backer wanting to participate in the pick up, should come to the Flying Frog Booth (#143) anytime during the Exhibit Hall hours of 10AM-6PM Thursday through Monday.
Note: To Participate in the PAX Prime Kickstarter Pick-up, you must be able to show picture ID that matches your name on record in the Pledge Manager and verify your phone number/email on record in the Pledge Manager. We will not have access to all of our records on the show floor and must operate off of the Pledge Manager data.
Here is a first look at our ad in the PAX Prime Program Book:
Shootout and Assault Rules Preview
One element of the game that many players have been excited to see fleshed out is more Enemy Types that focus on Ranged Attacks! To help streamline and standardize the way these new Enemies behave, there are two new Standardized Rules that several of the new Enemies utilize - Assault and Shootout. If an Enemy Type has one of these Standardized Abilities, it is listed at the top of their Enemy Record Sheet ‘Abilities’ section as a Bold Red Keyword. This allows the rules for these Enemy behaviors to be written out in full, elsewhere, as well as to have nice reference cards for how they work. It also means that it leaves more room on the individual Enemy Record Sheets for other new and interesting abilities.
Assault – Enemies with the Assault ability are predominantly close combat fighters, but they also use short range weapons to blast away at their foes as they close in for the kill. Good examples of new Enemies with Assault are Trederran Raiders with their Sabers and Trench Pistols, or Trun Hunters with their hefty Trun Thud Pistols.
Shootout – Enemies with the Shootout ability are all about keeping their distance and getting into a firefight with the Heroes! These Enemies will try to break away from close quarters fighting and are always on the move to get a good shot at their targets. Good examples of new Enemies with Shootout are the mysterious Void Sorcerers, launching deadly Void Bolts at the Heroes, or the Undead Outlaws with their Twin Deadman’s Irons, blasting away from beyond the grave.
Below is a more in-depth description for the rules on using Enemies with Shootout.
The rules for Shootout are summarized on the Shootout Reference card, but are also covered here in greater detail.
When a group of Enemies with the Shootout Standard Ability needs to be placed in Ambush, they are not placed adjacent to the Heroes like other Enemies. Instead, select a Random Hero and place all of the Shootout Enemies from that group on the selected Hero’s Map Tile, as far from any Heroes as possible. This usually allows them to sneak in from a side passage or get placed at the end of a hall or room, maybe even behind the Heroes. If there are not enough empty spaces on that Map Tile, any remaining Enemies are placed as far from the Heroes as possible on any Map Tiles adjacent to the selected Hero.
When an Enemy with Shootout starts its Activation adjacent to one or more Heroes, it will usually try to move away. Roll a D6 for the Enemy model. On the roll of 4, 5, or 6, the Enemy immediately makes a Free Move along the shortest distance to no longer be adjacent to any Heroes. This Free Move is outside of the Enemy’s normal Move and does not count against its Movement allowance for the turn.
Any Shootout Enemy that failed to Retreat (or was stuck adjacent to a Hero, and could not move away), will make a normal Combat Attack against a Random adjacent Hero this turn, instead of their Ranged Attack.
Shootout markers are used to denote which Heroes have been targeted, and by how many Enemy Ranged Attacks. Any suitable markers can be used for this. Shootout markers are a simple way to keep track of which Heroes have already been targeted, and by how many of the Enemies.
After any Retreat moves, the Shootout Enemies that are not adjacent to a Hero, will each find a Target for their Ranged Attacks. Step through the Shootout Enemies, one by one, completing the following procedure for each of them.
Select a Random Hero that does not have a Shootout marker on him yet (or that has the fewest Shootout markers if all Heroes already have one) and move the shortest distance to get within Range and Line Of Sight to that Target. The Enemy may not end its Move adjacent to any Heroes. The Enemy MAY move through other Enemies from its group during this movement, as they make way for one another.
At the end of this Move, if the selected Target is within Range and Line Of Sight, place a Shootout marker on that Target. If not, select a new Random Hero that is currently within Range and Line Of Sight to the Enemy (prioritizing those with the fewest Shootout markers) and place a Shootout marker on him instead. Then proceed to the next Enemy in the group.
Making Ranged Attacks
Once all of the Enemy Group has moved and placed their Shootout markers, roll Ranged Attacks from the Enemies against each Hero equal to the number of Shootout markers on that Hero. Then, remove all of the Shootout markers.
One last bit, we thought you guys might want a look at the cover of the Frontier Town Expansion. This is a worldwide exclusive for our loyal KS backers!
That's it for now. We hope to see some of you at PAX Prime in Seattle - if you're at the show, be sure to stop by Booth #143 and say Hi!
Scott and Jason