The balance of power has shifted with this discovery, the largest deposit of Infernium is located in England and there is a lot of cloak and dagger activity involving secret societies trying to manipulate and control governments going on. Furthermore the technological abominations has led to an upswing in unnatural beings emerging, werewolf sightings are now commonplace and the ancient Nosferatu haunt the lands leaving a trail of corpses in their wake.
In this world players take control of a small band of characters belonging to one of the 4 factions; “Gentlemen’s Club”, “The Lycaon”, “Nosferatu” and “The Holy order”. Each such band is made up of a leader, supported by lieutenants and backed up by regular members (minions). A band is roughly 6-7 members strong on the outset of the campaign and may grow or shrink as the campaign progresses. Members start out with basic attributes, skills and powers but may grow stronger and accumulate various abilities in between games.
Let’s first talk about the rules before going into details about the factions and the campaign.
Empire of the Dead uses D10 dice combined with stats numbers to generate results in an interesting way. Interesting because you have modifiers and opposite rolls but also a threshold that has to be reached in order to succeed with an action. For instance a model that wants to shoot combines its Marksmanship stat number with 1D10, if the combined number is 10 or more the shot has hit the target. This is an easy and elegant way of making things a bit more sophisticated and to really press home the difference in skill between different attributes or characters in a gang.
You also add a set number of modifiers such as long range, firing at someone who moved, is in cover etc. You basically add the negative numbers to your grand total and see if you reach the threshold to achieve your desired action.
The turn sequence in this game goes like this:
Maintenance phase – checking scenario effects, victory points and resolving wound recovery rolls.
Initiative roll, winner gets to activate his faction first.
Action phase, players move and perform the actions of their entire faction – one model at a time. When one player has completed his actions - the other player goes on to do the same.
Combat phase, simultaneous hand to hand combat is resolved one fight at a time.
Turn ends, start over.
Most of these are self explanatory.
Bravado is the “morale” stat of this game and used when a model is exposed to something scary and to test the force morale. Your models have to test their morale once your gang is reduced below 50% of its starting members (either "Down" or removed from play). Each miniature remaining has to test morale individually (leaders are useful here to boost nearby models).
Wounds are also self explanatory, but the effect of dropping to 0 wounds has a twist. You roll on a small table which includes “flesh wound” (nothing happens) and “removed from play” (casualty). But it also features a stunned effect where the model is dazed and cannot do much next turn except for staggering around – and – “Down”. Down is pretty serious business as you have been so badly injured that you have to roll “wound
Results are as mentioned generated by using a D10 and adding a stat and possible modifiers. There are no “save rolls” in this game. Some rolls have a threshold requirement to succeed, other rolls such as “to wound” once you have hit your enemy only require a roll of Strength vs Fortitude. Casting spells works in a similar way to shooting in that you use a D10 and your “arcane” stat combined. When casting passive spells you only have to reach the
The campaign rules are really the heart of this game. You can play standalone games, but just like in games such as Legends of the Old West, Strange Aeons, Gladiator, Mordheim and other skirmish games the fun lies in progressing with your gang of characters and see them accumulate injuries and new abilities. Players of mentioned games will be familiar with much of the campaign mechanics – mainly the “post game sequence”. However Empire of the Dead tweaks the familiar features with a couple of innovations.
First of all, the game revolves around money – the currency is “shillings”. Each faction starts with 150 shillings which they spend on recruiting members for their faction and supplying them with weapons. Players
If you want to buy advancement rolls you are free to choose between either a random increase of your stat line, a random generic ability or random faction related ability.
Models that ended the game removed from play have to roll on a chart to see what happens – it includes all types of physical
Beside spells, which are limited to but a few characters at the start of the campaign and which you receive by rolling on the faction table, there is another thing called “Unusual occurrence” which players may trigger by spending “influence” points. Influence
The 4 factions are compact in their roster, each includes a leader, a subleader and minion profiles. No factions is over the top in any one department, the differences are more subtle like starting with a slightly higer statline, starting with some spells or abilities. The overall feel of the game and the factions is a lot more controlled than compared to Malifaux which really is all over the place and so over the top in every department that it becomes fatiguing trying to cope with it. No, Empire of the Dead, despite including Werewolves, Vampire and regular humans have factions that begin the game rather close to each other and goes on to specialize as the campaign progresses.
Worth mentioning is that the “Gentleman’s club” has the option to specialize a bit at the start of the campaign by spending money on belonging to one of 4 distinct clubs. Each club tweaks 1 (but significant enough) stat in a positive way while reducing another to keep the balance.
The campaign includes a lot of ranged and close combat weapons, gear, special weapons, skills and features to give you a detailed and rich campaign experience.
The rulebook is absolutely stunning, the artwork is wonderful and for those familiar with the work of West Wind’s Andy Cooper will be familiar with its style, but it is a lot better and dare I say inspired than in Secrets of the Third Reich. The rulebook is in full color and hardback and beside the great artwork it features a lot of pictures of the new Empire of the Dead miniatures which add to the already vast Gothic Horror/Vampire Wars range of West Wind miniatures. West Wind really learned their lesson from the Secrets of the Third Reich game, and this time around the release of the rules already have all the factions covered with new and old sculpts, no need to wait for anything. The layout is also good, fluff and backstory comes first, then the rules. You won't have to flip through fluff to find the rules. All core rules are in one place, all campaign features are in another.
Check out the discussion of the game and to download the additional special characters PDF for free over at the West Wind forum here: http://westwindproductions.co.uk/forums/index.php
Publisher: West Wind
Contents: 152 pages full color
Authors: Nigel Atkinson, Sam Catterall
Format: Initiative based IGOUGO
Dice used: D10
Price: £30 (includes limited edition miniature)
No comments:
Post a Comment