Saturday, March 30, 2013

SpineSpur: The Little Guys



Last time, we covered the big four Agendas. This time around, I think we should talk about the minor Agendas in the game. Reportedly, these Agendas will be fully fleshed out in the next SpineSpur book: Covenant. I can’t wait. Until that book is released, we have to settle for the Generic Agenda Bonus and fleshing them out with Thugs.

The Wilds: Monsters- human, animal and things in between
 This Agenda is lucky that it has as many models as it does, because those models have some serious character. Thankfully, the Agenda is good enough that it doesn’t need too many Thugs.

Cerebeast –
The Cerebeast is a beautiful model, one of the few I like but don’t own. I will pick him up, but only after my queue is empty. The Cerebeast is a good Central Character for a force, because he’s great in melee, can spray models with liquid flame, regenerates lost health during the end phase and can produce Fear Tokens pretty easily. He can also boost Wild Dogs and other beasts. I think he makes for a strong model to take even if he isn't your Central Character, able to take out and dish out some serious damage. With the Spray attack, he isn’t completely reliant on melee to be effective, unlike some models (Hack, I’m looking at you). Even if you’re not going to make a Wilds Agenda force, the Cerebeast is good model for painting and Open construction lists.

Handyman –
I’m not going to lie; I don’t like this model. Not because of his rules, but because I don’t want to paint up a bunch of severed hands. Yes, that’s how he got his name. Handyman is another one of those models where he can be amazing in some situations, and lackluster in others. He’s very much a model that requires a large force to distract the enemy while he gets into position. If there’s plenty of hindering terrain, he can lay traps. If he can catch a model Unaware, he can cripple them. He can make Fear Tokens by killing people, and he needs those tokens. He can really mess with people using the ‘Playing Possum’ Fear Ability. If you’re going to take him, keep Handyman away from combat the first few turns. Lay some Traps, sneak around the rear of the enemy, then go to town. If you’re in the Shitlands or HellHeart, he’s not going to be as effective as he would anywhere else. You’ve been warned.

Wild Dogs –
The poor dogs of SpineSpur have become totally feral. Unlike the poor folks they prey on, they use numbers and speed to get what they need (namely fresh meat). Dogs are great for bulking out a Wilds force, because they’re cheap and you can put a ton of them out in a game. If you’re going to use them, use them wisely. They need to be up front so they can focus on the enemy, but there’s no model or Agenda Bonus to keep them from wandering around.

The Orphanage: Think of the children!
If you didn’t shudder a bit when you read Amy Brighteyes’ back story, you’re made of sterner stuff than me. The whole idea of kids living in SpineSpur gives me some major willies. Not because I think that the kids are innocent, but because of just how vicious they’d have to be to end up there in the first place. To give yourself another thought that brain bleach (also known as hard liquor) can’t get rid of, not only do some kids survive – no, think about the ones that thrive in SpineSpur.
If you’re going to run an Orphanage Agenda force, get a good number of Thugs. You’ll need them.

Amy Brighteyes –
Speaking of kids that thrive in SpineSpur, Amy’s got to be at the top of the list. She’s an unholy terror of a model. She’s cheap, she can’t be targeted easily, and the magic she uses can make Hack cry ‘Uncle!’. The only good thing is that she only takes three hits (note, that’s ‘hits’ not ‘damage’) before dropping. Her magic is the worst kind of manipulation. Unlike the Dark Faith, which requires things like killing friendly models or Corpse Markers, Amy just needs to be in range. She can drop a Thug with a successful roll, make Hack turn his chainsaw on himself and can hit a group with a bunch of Bleed Tokens. If you’re going to use Amy, make sure to keep him in the middle of some disposable models because once she uses a spell, everyone is going to start gunning for her, and she can’t heal. Period.

Billy Burns –
If you haven’t already, wander over to the Comfy Chair Games forums and get your copy of Billy’s card. I’ll wait.
Done? Okay, let’s get rolling. As you can see, Billy isn’t much for melee. It’s a shame his enemies won’t get anywhere near him. If you’re going to use the young Mr. Burns, start dropping his special Molotovs as soon as you can; they’ll soften up the enemy as easy as you please. If you’re up against some ranged combat specialists, like the forces of GOD, throw up that Searing Shield until you can get away from them. If you’re really up that creek without a paddle, let little Billy throw a tantrum and clear the area. All in all, Billy is a solid, balanced model. The best part? You get him with Amy, a match made in hell.

Granny’s Helpers 
I have no idea what these little shits help Granny do, but that’s not your problem. Your problem is going to be using them in combat. They aren’t good for melee, which is the failing of this Agenda. The good news is that they can get around quickly and can let loose with a ton of slingshots. If you have to, use them to protect Amy from melee and give Billy ranged back up.

Blackbones Crew: Hired guns
So, before I get started, I just want to say one thing. If I’m reading the background right, the Blackbones crew can be hired by anyone to take out targets. If that’s the case, then why can’t these guys have a rule allowing them to be included in any Agenda or other force build? Just wondering, you know?
Anyway, let’s talk about two of SpineSpurs deadliest assassins. These two bring some serious firepower to any party. Throw some Thugs out to screen them and you can take on just about any major Agenda in the book.

Booth –
How can you not love a guy that dual-wields a sawed-off shotgun and a pistol? He’s a great mid-range hitter, able to plug models from far enough away that they won’t be able to get in melee range before his next turn. And, if no one can see him, he can turn Ghostly, allowing him to move through terrain and catch enemies from behind. He can also lay some Traps down while he's getting into position. If you’re going to use him, be crafty. Booth isn’t great in a stand-up fight, so don’t fight fair. Backstab like a bastard and he’ll make back his points (and then some) every game.

Hidell –
Oh, boy. This is one big BAMF (Bad-Ass Mother-Fucker). Hidell is the only model with a sniper rifle. If you can get him in a high spot with clear lanes of fire, he’s going to dominate the board. Thankfully, the rules don’t allow you to put models in high places when the game starts, or no one would ever play a game without him. Now, because he needs to get in place, your enemy is going to throw everything he can at him to stop him. The tactics for Hidell are as follows: Find good spot, every turn do the following: Lock On, Distance Attack, Reload. Rinse and repeat until there are no more models left alive.

Redemptionists: Paying for past sins
The two models in this Agenda are at two different ends of the spectrum in terms of play style. Dante Hayte is close combat focused, while Greygun puts a lot of lead into the air. If you want to find ‘good guys’ in SpineSpur, this is as close as you can get. If you want to make an Agenda force with these guys, try to find some ‘kinder’ looking Thugs.

Dante Hayte –
Dante is an interesting model. His pose is very passive and static, while his abilities are very active. Dante is also a badass, with his Rockhard ability, he can survive a fight with stronger foes. He can also use his Strangler ability to take out Unaware Thugs and other Grunts. If you’re going to use him, put him in the middle of group of Thugs; he’ll strengthen the line and use his chain to knock down and/or drag elusive models closer to his buddies. As a brief aside, you might want to grab him and Hack so you can use the 'Hunting Hayte' scenario in the SpineSpur book. It’s a great way to introduce your friends to the game.

Greygun –
The master of the double pistols, Greygun is a whirlwind of bullets and pain for his enemies. He gets bonuses when a friendly model bites the dust and can move and shoot like no one else in the game. When you’re using Greygun, keep him moving and make sure he doesn’t get too far away from the other members of your force. Another nice thing about this model is that just before he goes down for the count, he can make one last strike against the model killing him.

Carnalval: Lord of the streets
My mother always said that honesty is the best policy, so I’ll be honest about Mr. Jiggles: I hate him. I hate the model, I hate his back story and wish he would die in a fire (which is a doubly bad way to go in SpineSpur). But, I’ll do my best to write up a fair review of him and his buddy.

Mr. Jingles –
Ugh. Do you really want to use this guy? I mean, why do you want to use a model of a fat dude in a G-string? Did a clown touch you at night and now you have an attraction to them that borders on the disgusting? Whatever. Mr. Jiggles need to have lots of Thugs in his force. He’s a Coward, can have a selected Thug take hits for him and gets a bonus to attacks and damage when he’s fighting a model being attacked by additional models. He can move around quickly, divine secret weaknesses of enemies and is an all around Sneaky Bastard. He also earns a Fear Token during the End Phase each turn. This makes him a great model in larger battles, right in the middle of the action (and some disposable allies).  

Snuffman –
Man, what is it with these twisted creeps? Oh, wait, I’m talking about SpineSpur. Anyway. Snuffman is another model that is pretty nasty. He gets a bonus when fighting female models, is an expert scavenger and produces Fear Tokens when a model dies in front of him. With his buzzsaw, he can chop up enemies decently. If you’re using him, put him in the second row so he can catch all the action and loot the dead.

Graveyard: Protectors of the dead
The Caretaker is a fairly good guy, but heaven help you if you cross him or mess around on his domain. If he doesn’t take you out with his trusty shovel, the Grave Golem will end you. There’s not much to this Agenda right now, but based on the stories in the Threshold book, we’ll see Ghouls soon. For right now, add some Thugs to the Caretaker and Grave Golem then sit back and enjoy the show.

Caretaker and Grave Golem –
For the sake of simplicity, I’m going to write about both of these models at once. You see, you can’t take just one or the other, you have to take both. Not that you would want to have just one of them; they’re like a Reese’s peanut butter cup – the chocolate is nasty without the PB and the PB isn’t that good without the chocolate. And, without the Caretaker, the Grave Golem wouldn’t be as powerful. The Caretaker can command the Grave Golem to move a little faster, boost the Golem’s stats by absorbing Corpse Markers, and highlighting targets for Distance Attacks. The Grave Golem also takes out Undead like machine, boosting his stats while he does. Please note that while the Caretaker and Grave Golem are Indifferent, they won’t work with models from the Dark Faith Agenda. Also, there’s a scenario that pits the Dark Faith against the Caretaker and his buddy, so you might want to shell out for these two if you’re getting a Dark Faith Agenda Starter.

Church of Metal: Highway to hell
The Church of Metal has just one guy, but more have been mentioned for the upcoming book. Oddly enough, this Agenda isn’t too hard to make a 100 point list for using Thugs and Shattered. If I get the chance, I may make some custom Shattered (“Groupies”) and Thugs (“Bodyguards” and “Back-Up Singers”), but that is a project for the future.

Sex Star Six –
Okay, not a very kid friendly name, but what in this game is? Sex Star Six is a good model, and not just in looks. This Gene Simmons wanna be is a good support model, capable of boosting friendly models (but boosts models of his own Agenda better), detracting from enemy models and able to sling some minor damaging distance spells. He also carries a flamethrower and long blade, making him a model that can fill any roll in a force. Need fire support? Lightning Riff! Swarm of dudes heading towards you? Flamethrower! Engaged in melee combat? Metal Scream followed by an ax to the face! Just admit you’re going to guy already and save yourself the hassle.

There you are, folks. Next time, I’ll go through building forces and all that good stuff.
Don’t forget to pledge!

Continue to the next part here.

Friday, March 29, 2013

SpineSpur: The Big Four



For the second part in my SpineSpur series, I’m going to talk a bit more about the ‘Big Four’ Agendas. For those of you doing the Kickstarter, this should help you with those Agenda packs you pledged for.
I’ve listed the models by their point cost (except Doc Akron), but I didn’t list the points (or many of the abilities) themselves because I didn’t want to make the folks at Comfy Chair Games mad at me. If you want the point costs, buy the book!

Dark Faith: Let the bodies hit the floor
The Anti-Pope and his Cardinals are the mightiest magic users in the Threshold book. These spells are based around two things: dead bodies and Fear Tokens. Well, both immobile corpses and the shambling Torn. They also kill friendly models to power their spells, so be sure to get some Thugs.
Here’s a small run-down of each unit:

Anti-Pope –
The leader of the Dark Faith, and a Senator to boot, the AP (as I call him) is the most expensive model in the DF line. But, he’s worth it. While not a fierce melee fighter like Doc Akron or Pigskin, his power comes from his magic. He can turn corpses into new Torn (or even living models with the help of the Sisters of Obscenity), make corpses explode, trip up attackers, and protect himself from damage. His staff also does extra damage to Uncorrupted models and can nullify other spells. The Anti-Pope really shines in large battles, surrounded by cheap Thugs.

Cardinal Anhelitus –
The first Dark Cardinal in our list is the most expensive one. He’s got some interesting powers, including being able to engage another model in a mental dual that will drop the loser’s stat by one. He can also heal himself and restore his stats by draining the life-force of a friendly model and can empower a Torn with a deadly plague. He’s also surrounded by a nasty cloud of stuff that harms near-by models and makes him harder to hit. Personally, I use him for my Central Character in smaller battles, teamed by with a pair of Sisters.

Cardinal Falcifer –
Armed with a Scythe and thrown blades, Falcifer is a good mid-range threat. Like Anhelitus, he can heal himself (or a close Torn) by harvesting a friendly model, and can make himself a harder to damage. The big thing about Falcifer, is that with his thrown blades, he can really give the DF some fire-support.

Cardinal Inferi –
The last Cardinal is a real coward. No, he has the Coward ability. But, he makes up for it with his other abilities. He can allow other models to Maintain spells without spending half actions or Fear Tokens and can make Torn stand up. He’s great in a big battle, hiding behind the lines, allowing his allies to press their advantages and destroy the enemy.

Sisters of Obscenity –
The Sisters are one of those units you look at and go “Okay…?” when you first read it. With a pair of thrown blades, they’re not going to really help you take down enemies at range and their Stun Batons are alright, but when you read the Stilettos rule, they make a lot more sense. However, if a Sister gets caught all by her lonesome, she’s going to get splattered. Keep them in the middle, not at the front line.

Torn –
The basic grunt of a DF force is the Torn. For those of you buying the Agendas on the KS, I strongly suggest you order up another pack of these guys. Trust me, you’ll need them. At first blush, they don’t look like much; can’t open doors, enemies can kite them around the board, don’t move very fast, and have to get up close and personal with enemies. But with the Undying ability, they’re hard to put down. Add in the Agenda bonus, so they can’t get kited, then pile on the bonuses from the Anti-Pope and the Dark Cardinals and these guys will be the core of every game you play.

The Institution: The doctor is In… Sane!
This Agenda really relies on its Senator, the mad Doc Akron. The Agenda bonus needs him, many of the models are Favored - Doc Akron, not Institution, and some of the models are pretty much useless with out him. Thankfully, he’s a solid character and isn’t terribly points heavy.
There are some good things going for this Agenda, Doc-required aside, including many models not leaving corpse markers. If you’re wondering why that’s a good thing, please re-read my comments about the Dark Faith above. Many models have the Rockhard model ability, preventing a bit of damage. They also have some ranged combat in their force, but not as good as GOD (see below).

Doc Akron –
The ‘good’ doctor is quite a guy. He has two forms: Doctor and Beast. In Doctor form, he produces Fear Tokens, has some Shock Spheres to throw around and can be protected by Little Ones. In Beast form, he can go toe-to-toe with the meanest melee models, but has to get into combat or he losses health. When you’re building your force, be sure to put him in there.

Hack –
I love Hack’s model. I bought it because he looked fun to paint (and he was, but not so fun to put together). Hack is dangerous in close combat, with his chainsaw and Bloodbath ability, he’ll tear apart a group that’s too close together. He also heals a tiny bit during the End Phase, so he can stay on the board for a good, long time. However, he’s expensive in points, so I wouldn’t include him in a force less than 100 points.

Primes –
These are Doc Akron’s ‘fellow doctors.’ They’re also damn dangerous in close combat. They can also use an Action to focus the minds of the Trauma Hounds, which is pretty helpful in larger battles.

Composites –
The ‘orderlies’ of the Institution, made up of bits of corpses ala Frankenstein’s monster, they aren’t as smart as Primes. They do have a ranged attack that requires throwing their heads at enemies. Like Primes, they can also focus Trauma Hounds, but only one at a time and from a much closer range.

Trauma Hounds –
The basic grunt of the Institution, these poor souls driven mad by Doc Akron’s ‘treatments’ do nothing but wander around unless they’re in combat. They can’t open doors and the like, because they’re in those straight jackets, and they slam their bodies into their enemies, but don’t let that fool you. They can be damaging in close combat, with the right rolls.

Little Ones –
Quite possibly the most disturbing models in this Agenda, Little Ones are Doc’s ‘children.’ They aren’t melee monsters, they can’t do much damage in combat, but they can take damage instead of Doc Akron and can tie up attackers, preventing them from shooting or charging your valuable guys. They also have the Skitter movement, allowing them to cover rough ground better than Walking models.

Slaughter House: Normal pork and long-pig pork
This Agenda is all about pigs. Not just the two-legged kind, but the ones that become delicious bacon. The men in Pig Skin’s forces (including the big guy himself) use weighted chains, which means they can knock over and drag enemy models around the table. If you’re playing against them, you might want to try sneaking around or staying out of range unless you want your models to be thrown around like plates at Bobby Brown’s house.
Admittedly, I’m not very drawn to this faction. I don’t know why, but it doesn’t really ‘do it’ for me. That said, I’ll do my best to break it down for you:

Pig Skin –
The leader of the Slaughter House is a big man carrying a chain and a huge cleaver, while wearing a mask made out of a pig’s head. If that didn’t encourage you to buy the model, I don’t know what will. When it gets down to rules and the like, he can use his chain and chopper together to butcher helpless Street Chum. He’s also the only real character in the Agenda, so most Slaughter House lists will be built around him.

Gormandizer –
A gigantic pig with a perchance for eating corpses of the dead on the battlefield, that’s the Gormandizer. He can also lead Squealers towards the enemy and knock back models he attacks. He’s no slouch in the combat department, with good combat stats.

Pigstickers –
These guys can carry shotguns, which makes them pretty good, or they can carry Captive Bolt Pistols, which are used to put an iron spike in a pig’s brain. Add to that their ability to ‘Wrassle’ with other models, they can take down much more powerful models, provided they get paired up.

Shacklers –
The Shacklers are more human minions of Pig Skin, but use sharpened pig ribs and chains to lay into a foe. They aren’t the best at anything, but seem to make good support models for the bigger guys. Combining them with a unit of Squealers, pulling prey close to them, or with some Pig Stickers, allowing them the chance to hit an enemy model with a Captive Bolt Pistol.

Pig Whispers –
If you’re going for a lot of Squealers or Gormandizers in your force, you’ll need a few of these guys to keep them moving where you want them to. They’re also armed with double barrel shotguns, while not the best ranged weapon, they’re better than nothing. Also, if you’re going up against an enemy with Beasts or Swine, they won’t attack Whispers. Of course, they won’t attack the Beasts either, but every little bit helps.

Squealers –
Who doesn’t want a bunch of little piggies wandering around the battlefield? Not the enemies of the Slaughter House, that’s for sure. While they can be kited, they can also be distracting and can trip-up enemies if they get in combat. The Agenda bonus makes these guys more of a concern and lets you take more of them. Just what you wanted to hear, right?

Men of GOD: Out-manned but not out-gunned
Some people have said the forces of GOD are the ‘good guys’ of the SpineSpur world. While I agree they aren’t out-and-out sadists, insane monsters or cold, calculating evil bastards, they “ain’t no nice guys”. Take another look at those Radiants. They have a legless guy strapped to their backs so they can fly. Their technology is based around sin and pain. No, they’re not good guys, but they aren’t heartless, either.
All this technology does give them a huge advantage over the others in SpineSpur: ranged weapons. Your basic Warrior of GOD is going to cost as much as two Thugs with Molotovs, but he’s going to last longer and hit targets from over a foot away.
The thing about GOD forces is that you’re going to be seriously out numbered by your enemy. So, you have to really think of each move, get your models in place and make sure that each model is doing what it needs to do.

Michael –
Michael is one of the models you’re not sure what to do with. He’s got good stats, some great weapons, but no special abilities that really do much for your force. I could see him offering longer ranged support to a force full of Warriors or being the single shooter in a force of Radiants and Fists. I’ll re-visit him when I get the model or I may proxy him into a game and see how he does.

Aniel –
This guy is what the forces of GOD is all about. His special ability can really carry a game, but only if you use it at the right time and on the right person. He can also support a Warrior gunline, as he uses the same weapons as them. When building your force, Aniel should always be your Central Character, because you’re almost guaranteed to win the Round Controller roll.

Radiants –
These are another of the units I haven’t used, but I can see some good uses for them. They don’t have a ranged weapon, which would make them the best thing ever, but they can move extremely long ranges which will allow you to kite those annoying Ravenous models in enemy forces. While they don’t get a ranged weapon, they aren’t slouches in melee. A dirty trick for them: have them bounce around the board, then when one of your Warriors dies, swoop in and pick up his Conciliator. Now, you have highly-mobile fire support that can’t be beat.

Warriors of GOD –
These are going to be the core of a GOD force. Why? Because they carry Conciliator pistols, with 16” range. They’ll chop up enemies before they get in melee range, then hit them with their short blades when the fighting gets personal. The main drawbacks to Warriors is they’re expensive and you need to reload their pistols every two shots. Not perfect, but still pretty damn good.

Fists of GOD –
The Fists are a unit you’re either going to use in every game or only use in some of them. With their claws, they can do some serious damage in melee, or they can have Protect-1. I think they work best as scouts and skirmishers for your shooters. They can rip open a door, allowing your Warriors to shoot at the enemies beyond then engage enemies as they come through. Or, you can put them behind your Warriors and have them tackle enemies that would try to sneak up on you.

Nightingales –
Say hello to the only healing units in the game. Sadly, they have the lowest health in the game, so a smart enemy is going to go after them like nothing else. However, Nightingales are cheaper than Thugs, and you can put almost ten of them in 150 point list. They can also do tiny amounts of ranged damage and they also auto-hit models in base contact with them. Sadly, they don’t seem to live long enough to get into base contact…

Well, there you have it. I hope this helps you new folks.

Continue to the next part here.

Friday, March 1, 2013

SpineSpur: Hell is some kind of fucked up Nebraska



Spinespur is a ‘survival horror’ skirmish miniatures game produced by Comfy Chair Games. The game passed under the radar, from what I can tell, perhaps because the size of the company (tiny) or because it was designed to be a fun, not super-competitive game. Who knows? I only wish that I had found it sooner.

From what I’ve read the game seems based around ‘the evil men do.’ The world of Spinespur is a kind of pocket dimension where some of the sickest, vilest, bad-of-the-bad end up.

The models for the game come in three different types: amazing (Hack), middle of the road (Sex Star Six) and disappointing (Aniel). Assembling the models is also a bit frustrating, as most of them don’t have sockets and tabs for easy alignment. If you have experience with pinning models, this won’t present much of issue for you. I would also like to point out that the Thugs for the game are surprising well made with a wealth of details. They’re worth picking up if you need more bad guys for other games. Reaper’s Chronoscope series is of compatible size, should you want to use proxies or want to use some units that haven’t been modeled yet.

Forces can be built in one of three ways: Open build, Philosophy build and Agenda (faction) build. This is cool, because it allows you to buy what looks cool, and not have to care about Agendas if you don’t want to.

Factions:

The world of Spinespur has several groups vying for power and control. Many of these factions are lead by the notorious Spinespur Senators and other power persons.

Major factions:

1. The Dark Faith
Lead by enigmatic and powerful Anti Pope, the Dark Faith is the magical powerhouse of the factions. The Dark Faith also uses the horrifying Torn; zombie-like creatures to bolster their ranks.
The DF model line is one of most complete ones, with every single unit represented. If you want to play the evilest of evils, this is the faction for you.

2. The Institution
The Institution is very much inspired by older tales of horror. Just look at its leader, Dr. Akron; a man with a literal beast inside trying to break free. The ‘good’ Doctor leads his minions and experiments to gather resources for more foul and unspeakable experiments. The Institution also has Hack, a giant chainsaw wielding monster to call upon.
The Institution has a complete model line with some close combat beasts. If you want to deal with dark science and chop your enemy to bits, look no further.

3. The Slaughterhouse
The men who work in the Slaughterhouse are some of the best fed people in all of Spinespur. Sometime after Pigskin arrived in Spinespur, he began a massive pig farm out in the Tainted Fields, where he has amassed a large, strong force of men and their edible charges. When The Slaughterhouse goes to war, both the men and pigs lead the charge.
The model line for this faction is almost complete, missing only one unit. The Slaughterhouse is mostly close combat focused, but does have a unit or two with some range.

4. Forces of G.O.D.
The Governmental Occult Directorate is one of the few ‘good’ factions in the twisted world of Spinespur. Having somehow teleported their entire complex to the land of the wicked, they have begun a holy war upon the denizens of the city. While assisted with their bizarre Sintech weapons and devices, they lack the manpower needed to take down the major evils.
The Forces of G.O.D. are only missing three models for their force. The Men of G.O.D. are mostly ranged combat focused.

Minor Factions:
The so-called minor factions are groups that only have a few models in the line right now. Some of them are major players in the world of Spinespur, but for some reason, didn’t get a full line of miniatures.

Indifferent:
Well, not really a faction in and of itself, this group can be used to ‘fill out’ your forces or give them something they don’t normally have access to, like cheap melee fighters. Doppelgangers seem to be useful for players who want/need to hide their Central Characters. The Shattered seem to be meat shields, I think. Thugs are the most versatile, being able to carry blunt weapons, blades, chainsaws and Molotov Cocktails.

The Wilds:
With three models, the Wilds faction is one of the more fleshed out ones in the minor category. The terrible Cerebeast, the disturbing Handyman and wild dogs make up the forces the Wilds brings to bear.

The Orphanage:
Think about it: some kids are evil. Down right vile little buggers. So, think about the kinds of children would wind up in a place like SpineSpur? There’s only three models for the faction, with one missing his stats in the book (but available on the company’s website).

Assassin’s Guild:
With exactly two models, this is one tiny guild. However, Booth and Hidell are great for boosting a force’s ranged combat damage output.

Redemptionists:
The Redemptionists seem to be the only real ‘good’ people in SpineSpur, trying to redeem themselves for the half-remembered sins that brought them to this evil place. With only Greygun and Dante Hayte, the model line is really limited, but these two are very powerful.

Carnalval:
When you think of some of the worst people in SpineSpur, Mr. Jingles should be at the top of your list. He also has the worst model out there. Not because it’s badly done, but because Mr. J is an over-weight man in a G-Sting while carrying a baseball bat. In addition to Mr. Jingles, the other Carnalval model is Snuffman.

Graveyard:
The Graveyard faction has two models in it, but you have to take both of them together. If there’s any true good guys in the setting, the Caretaker is one of them. With the Grave Golem, they weigh in at 50 points.

Church of Metal:
This is the smallest faction with exactly one model: Sex Star Six. And he is one very Metal dude. Using his ‘ax’ (with attached flamethrower), he casts some bitchin’ spells.

Continue to the next part here.