Having played my first Malifaux game with Ramos, I felt shorthanded not having an extra Steampunk Arachnid in the crew. If I lose just one of my three starter Arachnids, I can't form a Steampunk Arachnid Swarm. Having the Swarm is key, because not only is it more powerful, but it can self-heal and repair all of the constituent Arachnids. Having the individual Arachnids is important, too, so that you gain more activations over your opponent and force him or her to reveal their strategy.
So....here are more Arachnids entering the steampunk assembly line. The newer models are better casts, because they come in one piece instead of three fiddly pieces that require you to glue on tiny, fragile legs. Here are the models with their legs filed down to remove the flash and to give an impression of sharp blades.
Soon to follow will be an Electrical Creation, a Mobile Toolkit, a Soulstone Miner, a Large Steampunk Arachnid, Union Miners, and Willie the Demolitionist.
I just received word today that my date to play Alkemy just fell through. That sucks on one hand, but it's probably a blessing-in-disguise, so that I can concentrate on what I should really be focusing on. Which is probably Carnevale and Dust Warfare and definitely my diorama for Crystal Brush. I'm going to follow my current motivation for a just a little while longer, though, and finish assembling the Eden starter pack and expanding my Ramos Malifaux crew. I figure I have a little bit of time to pursue these current larks.