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Malifaux - Minions and Peons
Guild Guard
The Guild Guard is the constabulary force that protects the citizens of Malifaux from each other and, on occasion, from other more dire threats. They frequently patrol the city, and it is their duty to limit access to restricted areas, such as the Quarantine Zone and active crime scenes. While a single Guard isn't much, there is strength in numbers, and new recruits aren't hard to find among the city's desperate population.
Guild Guards are cheap minions that are great at disrupting enemy Schemes. Although their defenses aren't amazing by the standards of more expensive models, they are difficult to remove for their cost, and they can move into contact with an enemy Scheme Marker without spending any precious AP. Overall, they are great filler pieces, dropping Markers and dealing with Schemes while heavy hitters engage the enemy.
Death Marshals
Trained in the dark arts of necromancy, this elite Guild force uses its knowledge to hunt down and bring to justice Resurrectionist threats. Experts with not only the standard issue Peacebringer but also an enchanted pine box that can hold even the most troublesome undead, Death Marshals are essential in a city where the dead need to be policed almost as frequently as the living.
Death Marshals are all-around good minions. They have decent stats, decent attacks, and decent survivability. However, they do have one fun trick: they can use their "Pine Box" action to Bury models, effectively removing opponents from the game for a short period of time or protecting friendly models. Overall, they are a solid consideration for any list.
Witchling Stalkers
Witchling Stalkers are pitiful, broken creatures. Once proud mages and Arcanists, they have had their own abilities turned against them, burning them from the inside out and stripping them of their will. Now they are under the command of Sonnia Criid, who uses whatever magic they have left to dampen the powers of any who would oppose Sonnia in her hunt for both outlaws and knowledge.
Witchling Stalkers have some of the best melee potential of any of the cheaper Guild minions, giving them a decent place in the faction as a whole. They have relatively average stats and below average shooting, but they can also remove conditions from models (friendly or enemy), making them a great utility piece. Every Guild player should have access to Witchling Stalkers.
Thunder Archer
Archery is still frequently practiced in the Three Kingdoms, as only the most rich and powerful have firearms. The Ten Thunders have their own elite archers, able to fire off a volley of arrows before most Guild Guards can even get off a single shot with their clumsy guns. These archers can easily lay down a rain of arrows or fire a single precise and deadly shot, depending on what the situation calls for.
Thunder Archers are amazing models when attacking at range. They do not randomize into engagements, can use "Rapid Fire" to get up to three shots, and even ignore LoS with some of their attacks! They have no melee attacks, but if the enemy gets close enough, they can use their "Leap Aside" Trigger to get out of trouble.
Not every battle is won with blood and sweat. Many battles are won through information, coercion, and deception. The Oiran excel at these arts. Seemingly harmless escorts, these women have infiltrated Malifaux for the Ten Thunders, feeding information to their masters to allow them to strike when the time is right. Of course, if pressed into a fight, they are far from helpless, thanks to their poisons and concealed weapons.
Oiran are mercenaries, meaning they can be taken by any faction. They boost the Wp of nearby friendly models, and they can give enemies the Unbeknownst Condition, which prevents them from targeting Showgirls (making Oiran a strong choice for Colette, even though she is not Ten Thunders). They can also "Lure" enemy models out of position, which is a great way to get them off of a key objective.
Misaki has been seeing Shang since she was a child. Nothing but fiery glimpses here and there... until she came to Malifaux. Once she crossed the breach, the nine-tailed fire fox revealed itself fully to her. Now it follows her, protecting or healing her where necessary.
Shang is Misaki's totem, and it may only be taken in crews led by Misaki. It has "Rush of Magic," allowing its controller to draw an extra card during the draw phase and then discard a card. This means that, so long as Shang is on the table, its controller will likely have a better hand. In addition to that, Shang can heal Misaki, which helps significantly as she is usually up front and in the action.
Torakage
In days past, strict codes of honor kept the powerful families of the Three Kingdoms from open warfare. Instead, they turned to the silent, faceless tactics of the masked Torakage, who killed without a trace. Although the rich families of Earth have little use for Torakage presently, the Oyabun gladly employs them on the streets of Malifaux, where they strike like tigers from the darkness.
Torakage are highly mobile models with a good stat line. Enemy models suffer a negative flip when shooting at them if the Torakage is close to another model, and they gain a positive to attack in melee if they are alone; this allows them to move up field as a group and then split up to fight. They have "Rapid Fire," and their shooting attack can automatically Trigger "Leaf Steps," which Pushes them up to 3" with each shot. At least one Torakage is always a great choice to grab an objective or two.
Emberling
There are some who say that fire has a life of its own, and Mei Feng has found this to be true. Adept at manipulating the forge, Mei can summon Emberlings from its flames. These are short-lived creatures whose bodies are composed entirely of flame and ash. They live and die at their mistress's command as they were created by her and for her purposes.
The Emberling is Mei Feng's totem, and it may only be included in crews led by her. It can pass out Burning with its "Torch" and "Fan the Flames" actions, which Mei Feng always finds useful. It can also produce Scrap Markers with its "Controlled Destruction" trigger and "Cool Down" action. Scrap Markers are useful to Mei Feng as she can use "Rail Walk" to be placed near them. Any Mei Feng crew should strongly consider hiring an Emberling.
Metal Gamin
Originally brought across the Breach by Mei Feng, Metal Gamin proved themselves invaluable in the foundries and on the railroads of Malifaux. For a creature composed of metal, they are surprisingly agile and are capable of meticulous work. Of course, they are also useful in combat. Fiercely loyal to their master, they are protective and will use whatever weapons are at hand to defend themselves and those who have called them to service.
With the highest Armor of all the Gamin, Metal Gamin are difficult to put down. The "Magnetism" action allows them to Push into base contact with a Construct, giving them great mobility in any crew that includes other Constructs. Magnetism can also be used against the enemy. Finally, their "Protection of Metal" action allows them to raise the defense of a nearby friendly model. Metal Gamin are excellent at holding ground for their crew, stalwartly taking damage that would have killed models many times their size.
Rail Worker
Many stalwart men and women from the Three Kingdoms work tirelessly on the railroads of Malifaux. Of course, this is dangerous work, and missing limbs are common place. With the help of Mei Feng and the Thunders, these limbs are replaced by pneumatic equivalents. All that is asked in return is the worker's loyalty, and it is always given.
Railworkers are difficult to remove because they have a combination of "Hard to Kill," Armor, and a good defensive Trigger. They also have a decent attack action for their cost, and they can force models with the Burning condition to suffer damage at range. Their best trick is "Implacable Assault," which allows them to discard a card to gain positive modifiers to attack and damage flips. When all is said and done, a Railworker is an incredibly effective model in any crew.
Union Miner
Soulstone is what brought humanity to Malifaux, and it is the humble Union Miners who have the tremendous task of getting it out of the ground. Without them, the whole Soulstone trade would grind to a halt, which is what gives the Union its power. As the Arcanists have thoroughly infiltrated the Union, it is not uncommon to find Union Miners aiding Arcanist causes (wittingly or not).
Union Miners have decent stats and attacks, and they synergize with a few different Masters. They deal more damage when near another M&SU model (and they are M&SU themselves), making them good with Ironsides. They can apply the Burning Condition to enemies, which is good for Kaeris and Mei Feng. Finally, their "False Claim" action is an incredibly efficient way of getting Scheme Markers on the board, which is great for Colette. Almost any Arcanist master can make excellent use of the highly versatile Union Miners.
Wastrel
Wastrels are the spoiled children of rich families. After a lifetime of being bailed out of trouble by their family name, they have finally been forced to flee across the Breach. In Malifaux, the Guild puts them to use, hiring them for tasks that need to be kept quiet or that the Guards are unwilling to do. Many of these individuals follow McCabe, enjoying his brash nature and always hoping to share in some valuable find.
Wastrels are cheap, disposable models that have some decent attacks for their cost and get better when they have upgrades attached. Normally, Minions cannot attach upgrades, but McCabe can hand out upgrades during the game, which makes Wastrels a great choice in a McCabe list. In addition to their decent melee and shooting, Wastrels can take the "Cast-offs" action to heal a friendly model and then benefit from one of their amazing Triggers (they have a Trigger for every suit).
Brutal Effigy
The Brutal Effigy has been seen throughout Malifaux, entering battles to help out Guild forces. Initially, the Governor General sought to destroy it, but it quickly became clear that the tiny mockery of a Death Marshal was there to aid the Guild. Many who have been saved by it consider it a good luck charm, but wise officers watch it warily.
The Brutal Effigy has a great stat line for its cost and amazing defensive abilities, making it great for scoring VP or holding areas on the board. This alone makes it a good choice for any crew, but it can also grant a friendly leader the Fear Not The Sword Condition, which allows the leader to heal or draw cards when it deals damage.
Clockwork Trap
Clockwork Traps are the wayward cousins of Earthside bear traps. Some still have simple snapping jaws and a pressure plate, but many have been modified with tripwires, nooses, and even simplistic instruction codes that make them constructs in their own right, capable of springing forward and catching their prey.
Clockwork Traps have "From the Shadows," which allows them to deploy almost anywhere on the table. However, they don't activate as part of turn rotation. Instead, they lie in wait, attacking any enemies that end a move too close to them. This allows their controller to create a virtual minefield on the table, shutting off important locations or creating death traps. These models are frequently fielded in conjunction with a Guild Pathfinder.
Enslaved Nephilim
The Ortega clan is bold and brave, often claiming trophies of their successful raids against the Neverborn. Perdita herself claimed the ultimate trophy: a living Nephilim, which she has bound in magical chains that not only constrain its body but also force it to conform to Perdita's will. Francisco looks at the creature with some pity, occasionally suggesting they put the wretch down, but Perdita always laughs away the suggestion, citing the creature's uses and how much it generally amuses her.
The Enslaved Nephilim is Perdita's totem, and it may only be taken in her crew. It is always a strong consideration for any Perdita list. It excels at repositioning friendly models, allowing them to get clear shots or more easily grab objectives. It also has an action that allows it to temporarily control another model (friendly or enemy), though it is costly to use.
Governor's Proxy
The Guild is more than an oppressive, tyrannical government; it is also a massive bureaucracy, with its necessary filing, notarizing, and signing. The Governor's Proxy is a small, joyless man who toils long into the night to help keep the bureaucracy moving. There was a time when he enjoyed the protection of the Governor himself, but after the events of Mythic Night, he began to bury himself in his work, hoping to be overlooked by anyone too dangerous.
The Governor's Proxy is the general Guild totem, so it may be taken by any Guild master so long as they do not include their personal totem. It can strip the suits away from enemy models, making spells more difficult to cast and Triggers more difficult to use. Most importantly, it provides healing, which every crew can use.
Originally designed to help clear sections of the Quarantine Zone, the mechanical Guardians of the Guild have seen many duties over the years. They are often assigned to units of Guardsmen who give them nicknames and decorate them in livery, thinking of the machines almost as old comrades. But the Guardians are starting to show their age. Each passing year sees one less Guardian in action, one less shield on the lines.
The Guardian is designed to tie up enemies and stay alive while doing it. It has a long melee range with a great Ml value, allowing it to keep enemy models engaged (and therefore unable to go after other targets). It has good Df with Armor, and it can raise its Armor with a defensive Trigger. It can also Push enemies away with its "Shield Bash" Trigger or use its "Protect" action to give friendly models bonuses to defense. Few models can withstand damage while keeping other models alive like a Guardian can.
Guild Austringer
The Austringers are a specialized guard units trained to handle the giant raptors that inhabit the Bayou of Malifaux as though they were hunting hawks. The raptors are highly intelligent, making them ideal for carrying orders, and they are even trained to fly at the faces of the enemy with razor sharp talons. After all, almost everything worth fighting has eyes.
Austringers are excellent backline minions, sending their birds forward to do the dirty work. They have incredible range and ignore cover and LoS, using their Triggers to force the enemy to discard cards. They can also make a friendly model within eighteen inches Interact with something, which can be essential for many Strategies and Schemes. Austringers should be some of the first minions Guild players consider investing in, as they do amazing work in any list.
Guild Hound
Guild Hounds have been very helpful for controlling Malifaux's growing population. They have been used to assist Guard units, track outlaws, and generally keep the peace. Each new generation of Hounds born this side of the Breach seems to be bigger, stronger, faster, and even smarter. In many cases, this makes them even better tools for the Guild. But there are other, stranger, stories about Hounds that the Guild denies.
At a mere 3 Soulstones, Guild Hounds are some of the cheapest models in the Guild faction. Even so, they are Minions, which allows them to score in many Strategies and Schemes. Additionally, so long as they are close to another Hound, they can Interact, which means they can accomplish objectives for their crew. They can also Charge enemies that are near Scheme Markers more efficiently. This means that Guild Hounds are great in objective-heavy games and are best taken as a pair. They are effective, cheap models for grabbing objectives or holding off enemies.
Guild Rifleman
Riflemen are an outgrowth of the Guild's growing presence in Malifaux. They have matured from the rag-tag watchmen of the past and have begun cherry-picking their best marksmen to form specialized units. The Riflemen are one such unit, trained to pick targets off from a distance but also trained to think on their feet and use the unique terrain that is the city.
Riflemen are excellent ranged models. They have an impressive range of 14" and a host of useful abilities to get the most out of it. They deal extra damage when near another Guardsman or when they benefit from the Focused Condition (which Lucius can grant them). They can also deal damage to enemy models that declare a Charge. A few Riflemen can form a deadly firing line, unleashing volley after volley of death down the field.
Guild Pathfinder
There are many recluses and hermits attracted to the wilds of Malifaux. What calls them there varies from person to person, but the Guild is quick to put the skills of anyone who can survive the wilds to good use. Pathfinders often aid the Guild for a time, acting as guides or informants in exchange for supplies and, of course, the promise that their solitude will not be interrupted once they part ways.
Like their Clockwork Traps, Pathfinders have "From the Shadows," allowing them to deploy almost anywhere on the table. This is great for setting up a position to take a shot or hold an objective. They can ignore Clockwork Traps when shooting into combat, and they even gain bonuses to both shooting and melee when there are Traps nearby. This allows their controller to hold enemies down with the Traps while finishing them off with the Pathfinder. They can also summon and reposition the Traps. A Pathfinder with a few Clockwork Traps can be worth their weight in gold when it comes to disrupting the enemy.
Hunters are the Guild's newest mass-produced construct. They are stealthy, with complex instruction codes that allow them to sometimes outwit their human prey. They are used in labor camps and prisons, tracking down escapees through dense terrain that would render the massive Peacekeeper useless. For outlaws on the run from the Guild, Hunters are one of the worst nightmares the Guild can send.
Hunters do most of their damage in melee with their Steel Claws. To ensure they get there, they have decent defenses, and they can Push at the end of every turn. Their Chain Harpoon attack can Slow an enemy and drag it to them, allowing them to isolate smaller objective-grabbing models and tear them to pieces. A crew with a Hunter can hunt down an opponent's models before they can score VP. It is also a Construct, making it a good choice for Hoffman.
Guild Lawyer
The Guild excels at bureaucracy, and to this end it employs more than its fair share of lawyers. These lawyers perform any number of useful tasks, from helping to write new laws to persecuting criminals. However, most humans who stay in Malifaux long find themselves changed by it. Some lawyers have realized that their ability to skew and manipulate law has begun to apply to reality itself, and these individuals are quickly drafted into Lucius's service.
A Guild Lawyer can be a major nuisance for the opposing crew. Its "Objection" attack can be used to give enemies Slow or Paralyzed, preventing them from taking actions. It also gives friendly models bonuses to Horror Duels, which is of particular value to Lucius, as he can force his own models to take Horror Duels in order to get more out of them. Lawyers are even decent at applying the Poison Condition, meaning that they are a strong consideration for McMourning as well. Guild Lawyers are great with crews that can take advantage of those combos, but they can be amazing in any crew simply to tie-up an opponent while other models score VP.
Luna is McCabe's loyal dog. The mastiff is large and capable of coming head to head with anything Malifaux can throw at her. She has saved McCabe's life on numerous occasions, and both master and pet would gladly risk their lives for the other. Together they have faced ancient beasts, traps, and thieves of all manner and kind. The two are inseparable.
Luna is McCabe's totem and may only be included in crews led by him. Other friendly Hounds lose "Insignificant" while she is in play and gain +1 Wk while she is near, making Guild Hounds an excellent choice with her. McCabe never flips a card for her when randomizing into an engagement, instead gaining bonuses against models she is engaged with. This allows her to tie down an enemy while McCabe shoots it. Every McCabe list should strongly consider including Luna.
The Scribe
The Scribe is Lucius's personal assistant. He files Lucius's papers, fetches his pens or sealing wax, and generally takes care of the everyday trivialities that are below Lucius's pay grade. He is a shadow by his master's side, and few who visit Lucius even give him a second glance. But he notices them, carefully documenting any oddities his master may find useful.
The Scribe is Lucius's totem and may only be included in crews he is leading. He boosts the Df of other friendly Mimics near him (including Lucius). He can also give the Red Tape Condition to enemy models. This causes them to suffer penalties when targeting Minions and Mimics, models that feature prominently in any Lucius crew. Finally, The Scribe can remove Conditions from Lucius, which is always a useful ability to have on hand. If you find Lucius needing a cheap utility piece, The Scribe is an excellent choice for your crew.
Mechanical Attendant
Charles Hoffman's Mechanical Attendant was originally a special project of his private workshop. It now follows him everywhere, whether Hoffman's fighting in a shoot-out or sitting at his desk for a simple day of paperwork. The Attendant is packed full of useful gadgets, ranging from torches to lockpicks. It also carries a Mauser 9, as much to discourage people from stealing it as to protect its master. After all, the Mechanical Attendant is a unique engineering marvel, and Hoffman guards its secrets jealously.
The Mechanical Attendant is C. Hoffman's totem, and it may only be taken when he is leading the crew. The Attendant's most important ability is "Null Field," which prevents blasts, pulses, and auras from damaging models near it. This is essential in a Hoffman crew, as his tactics encourage grouped models. It can also be used to remove conditions from Hoffman. Hoffman can even draw LoS from the Attendant to his targets, giving it an array of useful abilities which every Hoffman crew will want.
Pistolero De Latigo
Latigo, homestead of the Ortega clan, requires many laborers such as ranch hands, cooks, and blacksmiths in order to remain self-sufficient. Sometimes these individuals earn the right to ride out with the Ortegas on one of their Neverborn hunts. Once this happens, they gain the rank of Pistolero and no longer have to bother with mundane chores, instead training to aid the Ortegas in their duty to hunt the Neverborn threat.
Pistoleros are good generalist models. They have decent stats and attacks for their cost. Both their melee and shooting attacks have the "Precise" and "Critical Strike" Triggers, allowing them to choose between additional damage and accuracy if they have a Ram card. They also gain bonuses when attacking models that have already activated, and they give nearby friendly models a bonus to defense so long as they have not activated. Because they have the Family characteristic, they synergize well with Perdita, but their sheer versatility makes them fantastic with any Guild master.
Purifying Flame
The Purifying Flame is a physical manifestation of Sonnia Criid's magical skill and sheer will. The flames burn hot with Sonnia's anger, striking out at those whom she deems to be criminals. Sonnia has also imbued it with the ability to dampen the magical abilities of those around it. More than one rogue Arcanist has found their Soulstones unexpectedly useless as the flames drew near.
The Purifying Flame is a cheap interference piece capable of preventing your enemies from using Soulstones. It is Sonnia's totem and can only be taken in her crew. It can hand out the Burning Condition both with its Attacks and when it dies with "Immolating Demise", allowing both Sonnia and Samael to target enemies more easily using their "Visions of Flame" ability.
Sentenced to a life sentence by the Guild, people speak in hushed voices when The Scales of Justice trudges through the streets of Malifaux, the instrument of his own judgment a constant burden on his back. Only Lady Justice remembers his crime, and now she puts him to work in the service of law and order, using the scales he must carry as penance to judge the misdeeds of others.
The Scales of Justice is Lady Justice's totem, so only she may use it. It is a support piece, boosting the Wp of nearby friendly models and potentially granting models positive flips. However, its primary value comes from the "Balance the Scales" action, which allows its controller to draw a card if their opponent has more cards in hand; this action may even be taken multiple times during one activation. Generally, this model won't have much impact on the enemy, but it more than makes up for it with the cards it draws!
Prisons are an important part of keeping the populace of Malifaux in line. But prisons have one fatal flaw: guards are human. Well, at least they were. With each passing year the Guild is replacing more and more of its human guards with the mechanical Wardens that don't have flaws, such as getting tired, needing to eat, or understanding mercy. Of course, they are also deployed outside of the prisons from time to time, putting their metal fists to work in the streets.
Wardens have average stats that become better under certain conditions. They have Armor for protection and can boost it with the right Trigger. They have decent shooting and melee attacks, but they get better access to their Triggers while targeting a model that has already activated. This allows them to deal extra damage or even Paralyze their targets. Wardens work well in crews with Construct synergy (Hoffman) or any crew where they can wait until later in the turn to activate and unleash their full and devastating potential.
Maintaining control over Malifaux's growing population is a task that grows more difficult for the Guild with each passing day, and it requires a constant influx of new information. Who is an Arcanist sympathizer? Where are the weapons stashes? To this end, the Guild has created the Watchers – autonomous constructs that fly on leathery wings and report what they see.
Watchers are some of the best objective-grabbing models in the Guild faction. They couple a high Wk and Flight with Armor and a good resistance to Wp attacks. Their high mobility and resilience (relative to their cost) means that they are great at swooping in and scoring VP. In addition, they can negate cover from enemies and increase their Master's LoS, making them great additions to any crew.
Beckoner
The escorts of the Honeypot Casino have a strange allure that is otherwise unmatched in the city of Malifaux. Some say it is the way they dress, an aphrodisiac perfume, or even some strange talent. The reality is far darker: they are carriers of Brilliance, an addictive magic that burns its victims inside out until they are slaves to the power that created it.
Beckoners are disruption models: they move enemies out of position with "Lure", and they can prevent other models from Interacting. Most of their synergy happens with the Brilliance characteristic, which makes them best used with Jakob Lynch (who keys off of Brilliance). In a Lynch crew, a Beckoner's most powerful ability is likely to be "The Party Never Ends", which prevents models from losing Brilliance. Beckoners are a solid bet in any Jakob Lynch crew.
The Hungering Darkness suffuses its victims with Brilliance, making them crave more and more. Eventually, the Darkness feeds, draining its victims and leaving Depleted behind. These husks of humanity wander the streets, so filled with Brilliance that they can intoxicate any who happen to be too close when they finally, mercifully, die.
Depleted are incredibly hard to kill for their cost, combining high Wounds with great defensive abilities. This allows them to hold points on the board easily (though they can't Interact) and disrupt enemy plans. When they are killed, nearby models suffer damage and gain Brilliance. They can also gain additional movement by pushing to models with Brilliance. Due to their interaction with Brilliance, they work particularly well with Jakob Lynch, but any crew that needs a sturdy, cheap model can make good use of a Depleted.
The Brilliance that the Hungering Darkness feeds its victims isn't just addictive; it is also a powerful magic. After a person has received enough Brilliance to build up some immunity but before they have received so much that the Darkness consumes them, they are able to channel the Brilliance within them, allowing them to shape their limbs into weapons. They wield these weapons for one purpose: to taste more Brilliance.
Illuminated are highly durable models with good melee damage. They have Armor, "Regeneration," and a good healing action. They also have a decent melee attack that deals extra damage against models with the Brilliance Condition. Due to their synergy with the Brilliance Condition, Illuminated work great with Jakob Lynch, but any crew that can take them never regrets having at least one.
Ashigaru
Long ago, the house guards of the Katanaka were compelled through magic to defend the clan at all costs. That magic still lingers in their scattered bones, and Yan Lo has pieced many of them together, raising these skeletal warriors to once more fight for the Katanaka or, more specifically, fight for him.
Ashigaru are durable models, packing "Hard to Kill" and Armor. Their Yari is a decent melee attack with some useful Triggers. They can use one of their Triggers more reliably when near an Ancestor, making them especially effective in Yan Lo crews. Most notably, they can take the "Brace" action, which creates an aura around them that will damage any enemy that ends a Charge next to them. Ashigaru can defend a spot on the board very effectively, holding off Charges which would have devastated more expensive models.
Soul Porter
Yan Lo was not alone when he walked the Paths between life and death. There were many other strange beings there. One such being was the Soul Porter, which captured souls and used them to light Yan Lo's way. When Yan Lo returned to the mortal world, he brought the Soul Porter with him, hoping to make use of its abilities.
The Soul Porter is Yan Lo's totem and may only be included in crews led by him. It has a number of useful abilities that help to support Yan Lo. "On The Altar Of Eternity" prevents enemies from being able to remove the Chi Condition, which is very important for Yan Lo. It can also hand out Chi to friendly models, and push friendly Ancestors, giving extra movement to models like Izamu. Any Yan Lo crew should strongly consider a Soul Porter.
Copycat Killer
Seamus's penchant for narcissism, lechery, and brutality is so immense that the very aether of Malifaux has made it come to life in a stunning mockery of humanity known as the Copycat Killer. Of course, this amuses Seamus to no end. He claps and hoots as his "little friend" slices its victims to ribbons or blows its victims away with its ridiculously oversized gun. Despite these "comedic" displays, the being is vicious and cunning, and few have escaped an encounter with it and its master alive.
The Copycat Killer is Seamus's totem, so it may only be included in crews led by Seamus. It packs a gun almost as damaging as that of its master, though it has more difficulty hitting. It can also be immediately placed next to Seamus so long as he is within eighteen inches, allowing it to catch up quickly and take its own pot shot. Finally, if Seamus has the "Mad Haberdasher" upgrade, the Copycat Killer may pick up his hat for him, gaining its own use of the upgrade. Ultimately, this is a great model for any Seamus list.
Zombie Chihuahua
McMourning's first successful experiment in the exciting new frontier that was necromancy, the Zombie Chihuahua holds a special place in McMourning's heart. Other creations may be more revolutionary or inspired or just better able to defend themselves, but there is something about the little, rotten, yapping thing that the doctor just can't say no to. After all, what is a man without his dog?
The Zombie Chihuahua is McMourning's totem, so it may only be taken in crews led by McMourning. With its "Horrific Odor" ability, the Zombie Chihuahua can make all models near it gain the Poison Condition, which can be key in getting McMourning's Poison machine working properly. It may also take the "Expunge" action, just like its master, allowing the Chihuahua to capitalize on the Poison it is spreading. This is a model McMourning should always consider having at his side.
Nicodem has a strange affinity with the vultures of Malifaux. Perhaps it is because both share a calling to death, or perhaps it is simply because he spends so much time with the creatures. Whatever the reason, this affinity has grown into an aetheric link that allows Nicodem to see through vultures' eyes and use them to command his undead minions at a distance, a useful skill for anyone practicing the dangerous, and highly illegal, art of necromancy.
The Vulture is Nicodem's totem, and it may only be taken in lists led by Nicodem. Nicodem can cast his spells on targets by drawing range and LoS from the Vulture, allowing him to remain safely far away and still affect the game. It also makes Undead immune to Slow with its "Death's Whip" ability, which is particularly useful for Undead that have just been summoned. It can even carry corpse markers back to its master. A Vulture is always a useful tool for Nicodem.
Graveyard Spirit
Graveyard spirits help usher the souls of those who die in Malifaux into the aether. They often carry some sort of light source as they guide the spirits of the fallen. Occasionally, a cunning Resurrectionist may call on the aid of such a spirit, which will patiently help the necromancer as it waits for more souls in need of guidance.
The Graveyard Spirit is the general Resurrectionist totem, and any Resurrectionist master may take it so long as they do not have their specific totem. It grants Armor to any friendly models in base contact, and it is good at catching up with other friendly models. This added durability can make the already stalwart Resurrectionist minions into real tanks, so the Graveyard Spirit is good in many different lists.
Canine Remains
Everyone needs to start somewhere, and many fledging Resurrectionists have turned to the large numbers of stray dogs that inhabit the streets of Malifaux to practice their art. These poor, rotting creatures are loyal to their new masters, defending them with tooth and claw or sniffing out fresh corpses for further innovation.
Canine Remains are cheap models with a high Wk, making them great for grabbing objectives. They also can Charge enemies with the Poison Condition more easily, spread Poison themselves, and create corpse markers. These are tools any Resurrectionist crew can take advantage of, particularly if the crew uses Poison.
Crooked Men
In life, most Crooked Men were miners whose time was cut short by a cave-in or other mining accident. Driven by a burning need to accomplish something left undone in life, Crooked Men pull their twisted bodies from the rubble, too stubborn even for death. Such creatures are always useful to the canny Resurrectionists, who are able to control them and put their resolution to good use.
Crooked Men have great defenses against shooting attacks, so crews expecting ranged enemy combatants should consider taking Crooked Men to prepare. They also have a Trigger on their melee attack that allows them to apply the Paralyzed Condition to their enemies, which is a very powerful effect. Finally, their "Shafted" action can be used to protect Scheme Markers, damaging enemies who get too close. When you combine everything, you get a toolbox that helps to shore up some of the faction's weaknesses, making them fantastic models.
Flesh Construct
Flesh Constructs are walking abominations stitched together with whatever parts the Resurrectionist who assembled them thought would be the most menacing. They are bulky, disjointed things, but make no mistake: they can take a good deal of punishment and still tear a victim limb from limb. McMourning has a fondness for making the things and considers each an individual piece of art.
Flesh Constructs have very high Wd for their cost along with a number of defensive abilities, making them fantastic meat shields. They heal when they have Poison, so they are attractive to Poison-themed crews. They also work well with Kirai, as their high maximum Wounds makes them great targets for her summoning action. A Flesh Construct is always a good bet for a model that is hard to put down.
Mindless Zombies
In some ways, each form of undead is unique. Most are resurrected through ritual, sacrifice, or sheer willpower; Mindless Zombies, however, are victims of an undead plague that passes from person to person through murder and bloodshed. These creatures are easily resurrected but difficult to control; many careless Resurrectionists raise them only to join their ranks.
Mindless Zombies can't actually be hired; they may only be summoned, usually with the "Maniacal Laugh" upgrade. They are the definition of fodder, with low stats and below-average attacks. However, they don't cost any Soulstones at the start of the game, and sometimes having an extra activation or a model to tie up an area is all you need. In addition to being free fodder, friendly models can treat them as corpse markers, making them mobile summoning points in certain crews.
Necropunks
Necropunks are a blend of necromancy and modern steam power. Their mechanical additions make them more nimble than the usual undead, with well-made Necropunks even surpassing the living in speed and reflexes. Due to the circumstances of their creation, Necropunks are easy to customize, making their appearance fluctuate drastically depending upon the tastes of their creator.
Necropunks are cheap, fast models that are great for taking objectives. Their "Leap" ability allows them to be placed elsewhere without spending AP. This allows them to Interact, "Leap", and then Interact again. Or, they may simple "Leap" out of trouble. Their attacks aren't the best, but with "Flurry" they can rely on high attack volume to get some damage through when they do find themselves in a straight-up fight. Necropunks are always a good option for quickly crossing the board to grab a Marker.
McMourning's Nurses chose to trade their services, and their sanity, for the promise of eternal beauty from the good doctor. McMourning has made good on this promise, supplying the employees of his secret lab with new flesh from his victims. The transplant process has proven to be intensely painful, however, thereby slowly stripping the recipients of their sanity with each update.
With their "Take Your Meds" ability, Nurses have a plethora of options for both boosting friendly models and hampering enemies. Each result of the "Take Your Meds" action is a double-edged sword. For example, one result grants the target bonus damage to melee attacks but comes with the stipulation that it may only take melee attacks on its next activation. This could buff a friendly model or essentially paralyze an enemy who is not in a position to attack. At least one Nurse is always a good buy for any Resurrectionist crew.
Punk Zombies
Sometimes a body will be resurrected with a bit of its will, desire, or personality intact. The stronger the personality in life, the more will remain upon reanimation. Punk Zombies are created from the corpses of the most vicious murderers, torturers, and otherwise nefarious individuals. Their desire to inflict pain and violence follows them beyond the grave, making them fantastic weapons in the hands of any willing Resurrectionist.
With their highly accurate Katanas and ability to "Flurry" for multiple attacks, Punk Zombies are great at putting out damage at a high rate in close combat. This makes them especially great summoning options for Masters like Nicodem and Molly who can place them right into the action. However, any Resurrectionist crew that wants effective melee can't go wrong with a Punk Zombie or two.
Rotten Belles
Although they were once working girls in Madame Sybelle's Saloon, Rotten Belles are now undead ladies of the evening. Most were raised in a single night of bloodshed when Seamus visited the saloon in an orgy of violence. Now he carefully maintains his girls, replacing them if they are destroyed or damaged with a new victim who has similar features.
Rotten Belles are cheap, highly durable models that can reposition other models with the "Lure" action. "Lure" can be used to force the enemy out of position or even bring them into combat with the Belle, who can then take a free attack on them. It can also be used on friendly models. These are fantastic models for any Resurrectionist crew and should be a strong consideration for players starting to collect the faction.
The Hanged
Hanging is the preferred method of execution in Malifaux, which creates many potential victims to become one of the cursed spirits known simply as The Hanged. These spirits are brought forth by only the most skilled Resurrectionists as The Hanged are vicious, often driven mad by their execution. Their insanity is contagious, spreading on a mere whisper.
The Hanged are Incorporeal, making them difficult to take down and allowing them to pass easily through terrain. They are adept at making other models take Horror Duels, which can potentially Paralyze them. However, their best action is "Whispers From Beyond", which can lower a model's wounds by half and prevent it from being healed. The Hanged excel at shutting down and removing high cost enemy models who would otherwise be major trouble.
Wendigo
The Wendigo is the physical manifestation of hunger. This is not the normal sort of hunger but is instead a hunger that crawls inside a person and makes them want to chew the flesh off of their own hands; this is the kind of hunger that makes people glance at their traveling companions and consider whether they would be better as a stew or a roast. Starvation fuels the Wendigo, a creature whose entire body is nothing but a delivery system for a snapping pair of jaws. Rasputina frequently has the Wendigo at her side as it is favored by December.
The Wendigo is Rasputina's totem, so it may only be included in a crew that is led by her. It combos well with Rasputina's ability to hand out Paralyzed as it can activate immediately after her and use its "Devour" action to instantly kill models that she has Paralyzed. It can also give Rasputina Fast if it kills a model, and it has some great durability considering its low cost. This is a model any Rasputina crew should think about taking.
The Jackalope doesn't look like much: it is nothing but a deformed jackrabbit with a set of antlers, certainly not the most intimidating thing to ever walk Malifaux. However, it has a unique ability: it will not die. Shoot it, stab it, poison it... it will just get right back up and keep coming. Marcus respects the little creature's tenacity, but, more importantly, he wants to discover the secret of its longevity so that he can have it for himself.
The Jackalope is Marcus's totem, so it may only be included in a crew that is led by him. For such a cheap model, the Jackalope does impressive damage while charging. It also comes back from the dead any time a friendly Beast dies, making it a constant pain for its opponent. It is a highly efficient model in any Marcus list.
Brass Arachnid
The Brass Arachnid was Ramos's first creation, and he generally keeps it (or a version of it) by his side to remind him of the hard climb it took to get him where he is today. The little construct is the prototype of some of Ramos's most successful work, and it is primarily outfitted to help restart other, larger machines. If things get tough, though, it does have a saw with which to defend itself.
The Brass Arachnid is Ramos's totem, so it may only be included in a crew that is led by him. The Brass Arachnid is capable of giving "Reactivate" to other Construct models. This allows Ramos to get the most out of his largest, most frightening machines, making this model a solid choice for most Ramos crews.
Essence of Power
Sometimes the very aether of Malifaux manifests itself in a physical form somewhat resembling a human body. These manifestations are known as Essences of Power, and they are useful in the casting and channeling of spells. Arcanists have even learned how to capture them and put their magical abilities to good use.
The Essence of Power is the general Arcanist totem, so it may be included in any Arcanist crew that does not include another totem. Its "Empower" ability makes spending Soulstones more effective, and its "Amplify" action can boost the casting of nearby models. Together, this makes a model that is perfect for any Arcanist who wants to cast powerful spells on the enemy.
December Acolyte
December Acolytes are devout followers of December. Many of them joined his cult before even Rasputina set foot in Malifaux. Adept at planning ambushes, they strike from the shadows, dragging their victims off with harpoon guns to be consumed in grizzly celebrations in December's honor.
December Acolytes are Frozen Heart models that can be deployed farther up field than most other models, making them excellent nodes for Rasputina to cast through and making them great disruption pieces. Their amazing Harpoon Gun's attack gives them a place in any crew as it deals damage, Slows the target, makes the enemy discard cards, and drags models into its melee range. A December Acolyte is always a solid choice for disrupting opponents' plans.
Hoarcat Pride
Hoarcats are native to the mountainous regions of Malifaux. They hunt in prides, using their numbers to stalk and kill their prey. A single Hoarcat is not much of a threat, but together the pride can take down larger targets. These creatures are among the easiest for a magic user to control, allowing many different Arcanists access to their cunning and stealth.
Hoarcats have great defenses against shooting attacks, and, as long as they have most of their wounds remaining, they deal a good amount of damage in melee relative to their cost. This means that they can quickly get into melee range without taking damage and then cause plenty of mayhem once they are there. They can also "Devour" Paralyzed models, giving them some synergy with Rasputina. Hoarcats can be a powerful answer to a primarily ranged opponent, tearing into their ranks with their fearsome claws.
Ice Gamin
Ice Gamin are chunks of ice and snow animated through the power of December. Much like their bigger brother the Ice Golem, they are fearless fighters, callously following the commands of their master. They are unstable creatures, detonating into shards of ice when they are injured or killed. Although they are small in stature, they are useful tools for December's plans.
Ice Gamin are great, cheap cannon fodder. They are hard to put down, and, when they do die, they explode. They are also Frozen Heart models, which allows Rasputina to cast spells through them, and they are small enough for the Ice Golem to "Toss." Finally, with their "Bite of Winter" action, they can increase the damage done by other friendly Frozen Heart models. Ice Gamin are a consideration for any crew but are especially great with Rasputina.
Moleman
Molemen are some of Marcus's most bizarre creations. They blend human features with that of a subterranean animal. Although they may look strange, they have proven highly valuable, creating tunnels between important Arcanist strongholds and targets that would otherwise be impossible to access. The creation of a Moleman involves turning a human into one of the unfortunate creatures, so number of "volunteers" Marcus can capture hard limits their numbers.
Molemen have great defensive abilities for their cost, and they have actions allowing them to tunnel to friendly Scheme Markers or prevent enemy models from repositioning them. This makes them great objective grabbers who can run around the board scoring VP while the more expensive models deal with the enemy. Molemen know how to get the job done, no matter how dirty.
Razorspine Rattler
Razorspine Rattlers are native to the murky swamps and bayous of Malifaux. They get their name from the spines along their backs and hoods that rattle together as they strike at their prey with lightning speed before delivering one final, venomous bite. Marcus has taken a liking to the creatures and frequently travels with one at his side.
Razorspine Rattlers are quick combat models with the Beast characteristic. Their "Slither" action allows them to move a good distance before attacking and isn't restricted to moving in a straight line like a Charge, meaning that they deal better with dense terrain. They can apply the Poison Condition and are very good at preventing enemy models from running away once engaged, giving them great synergy with Marcus's "Law of Meat" action (which prevents enemies from doing anything except run away).
Steam Arachnid
These metal arachnids are the perfected version of the Brass Arachnid. They are small, making them perfect for scouting ahead or distracting an opponent. However, if the fighting gets heavy, many arachnids can swarm together, overwhelming their foes in a sea of metallic claws.
Steam Arachnids and Steam Arachnid Swarms are actually two different models. Steam Arachnids are smaller, using a 30mm base. They can use the "Swarm Together" action to sacrifice multiple Steam Arachnids and summon one large Steam Arachnid Swarm on a 40mm base. The smaller Arachnids are disruption pieces, latching on to their target to lower its defense and exploding to deal damage in a pulse. The Steam Arachnid Swarm is a melee model that can Trigger multiple attacks. It can also remove enemy Scheme Markers and repair itself. This dual mode of operation gives the Arachnids flexibility, allowing them to dart around the board disrupting the enemy until they swarm together to cause mayhem.
The Cherub that often accompanies Lilith is a manifestation of the raw emotions of the Nephilim. While humans mostly know Nephilim for their rage, they have complex relationships, and the Cherub reflects their vibrant and ever-changing emotions. It floats on the battlefield, confusing the enemy and filling its allies with a sense of euphoria.
The Cherub is Lilith's totem, so it may only be included in a crew that is led by Lilith. It reduces the required AP to Interact for friendly models near it, which can make scoring VP more efficient. It can also Push enemy models with the Trigger on its attack, which combos well with Lilith's Terror Tots because they can "Pounce" on models Pushed near them. Finally, it has an attack that can render the area around a target model hazardous. This synergizes well with Lilith's abundance of forced movement as she can Push enemies into the hazardous terrain. The Cherub is an incredibly fun model to use in any Lilith list.
Poltergeists are one of the many ghosts that dwell in Malifaux. They have little control over the physical, but they can send their victims into emotional fits or even drive them insane. Because of this, Pandora has taken a liking to them, and frequently uses them to carry out her whims. It is suspected that she manipulates and torments the Poltergeists as much as they do their victims, delighting in being able to torment humans even after death.
The Poltergeist is Pandora's totem, so it can only be included in crews led by Pandora. It gives enemies near it penalties to Wp duels, which is fantastic for Pandora, whose abilities target Wp. It can also take its "Magical Extension" action to use one of Pandora's abilities, giving the crew an extra use of a master-level action. All in all, the Poltergeist is a great support piece for any Pandora crew.
Voodoo Dolls are some of Zoraida's favorite creations. She links each one to an individual, inflicting upon them whatever harm befalls the doll. The dolls are the perfect tool to manipulate the strands of Fate that Zoraida tends so carefully. Many people have fallen victim to sudden pain, dire poisons, and even flaming death seemingly out of nowhere as Zoraida manipulates their doll.
The Voodoo Doll is Zoraida's totem, so it may only be included in crews led by Zoraida. The Voodoo Doll's most powerful trick is the "Hem" action. Once an enemy model is Hemmed, it suffers any damage the doll suffers and gains any Conditions the doll gains, allowing Zoraida to torment her enemies from afar like the Voodoo master she is. Zoraida can also summon the Voodoo Doll, and it can take the "Hem" action immediately upon being summoned. Players using Zoraida will definitely want to terrorize their opponents with a Voodoo Doll.
Primordial Magic
There is deep magic in Malifaux. Not the rudimentary manipulation of elements that the Arcanists practice but rather a connection to Malifaux itself. This magic can be made manifest in the form of a totem called the Primordial Magic. If a Neverborn is daring enough to call such a creature, it can manipulate the very strands of Fate.
The Primordial Magic is the general Neverborn totem, and it may be included in any Neverborn crew that does not already contain another totem. It provides "Rush of Magic", which allows its controller to draw an additional card in the draw phase before discarding a card. Since it is a cheap model, it is almost worth it for this ability alone, but it can also count as a Scheme Marker when scoring VP and prevent enemy models from taking Interact actions. For any Neverborn crew not already using a totem, Primordial Magic is always a solid addition.
Silurid
There are many strange creatures that live their entire lives deep in the Bayou, blissfully ignorant of humanity's encroachment into Malifaux. Silurids would have remained there, silent and hidden, but there are those among the Neverborn strong enough to call Silurids to their side. The creatures are useful infiltrators, leaping silently and fighting fiercely with their talons and claws.
Silurids jump around the board achieving objectives or tying up enemies. They have "Leap", which is one of the most impressive movement abilities in the game, and they can use it to great effect escaping combat, getting into position to score VP, or just getting into range to attack. Their "Perfect Camouflage" ability keeps them safe before they have activated, giving enemies that target them penalties to shooting and charge attacks. A Silurid is a worthwhile inclusion in any list.
Sorrows are spirits of despair and depression. They are drawn to tragedy, feeding off the hopelessness of their victims until they lack the will to live. Even in the middle of a fight, there are those who will simply lie on the ground and accept death thanks to the manipulation of a Sorrow.
Sorrows are largely passive models. Their abilities can make enemy models that activate or fail Wp duels near them suffer damage. They are Incorporeal, making them difficult to damage with anything other than Ca actions, and they can use their "Misery Loves Company" action to get close to the enemy. Of course, they aren't entirely passive; their "Doldrums" action can Paralyze the enemy, which is very powerful and will disrupt any crew! Sorrows work particularly well with Pandora.
Terror Tot
The Terror Tot is the first stage of the Nephilim life cycle. Although they are small in stature, they have fast claws and don't back down from a fight. Most humans can deal with a single Tot, but they often travel in packs, bringing down weary travelers in a torrent of teeth and claws. Of course, if they have to, they can always call in their bigger brothers and sisters, who are rarely far away.
Terror Tots are the cheapest Nephilim models, and they often make up the core of a Nephilim crew. They are excellent objective grabbers as their "Sprint" action allows them to get up field quickly and their relatively high defense keeps them safe. They also have the "Pounce" ability, allowing them to attack enemies Pushed near them, which combos well with many of the other Nephilim.
Waldgeist
Waldgeists are malevolent creatures of the forest, often dwelling in lands that have been devastated by humanity. They wrap their thick roots around any who would threaten their home, detaining their victims and killing them when necessary. They are difficult for other Neverborn to call upon, but when they can be brought to bear, they are a force to be reckoned with.
Waldgeists' high Armor makes them very difficult to kill. They can also create Tree Markers to hamper the enemy's maneuvering and to give friendly models something to hide behind. Although they are slow, they can be solid disruption pieces, with their Triggers Slowing enemies or hampering enemy movement. While in severe terrain (which includes their Tree Markers), their melee range is an impressive 4 inches, allowing them to engage enemies more effectively and tie them down.
Young Nephilim
The adolescents of Nephilim broods are known as Young Nephilim. They sport thick wings and claws like their larger brothers and sisters, but they stand barely taller than a human. Like all adolescents, they delight in trying out their new-found abilities, swooping out of the skies and trying to out-do each other with both combat and cunning.
Young Nephilim bridge the gap between Terror Tots and Mature Nephilim. They are the standard Nephilim foot soldiers. They have flight to help them maneuver over terrain and a decent melee attack; this combination allows them to swoop in and wreak havoc on your foes. They can also gain Fast if an enemy is killed near them, and they have a Trigger to take extra melee attacks. Young Nephilim are a great mid-range damage dealer for any crew.
Steam Trunk
The Steam Trunk is a simple construct, a reinforced metal trunk on a pair of treads that follows the Freikorps into battle, carrying with it any number of different tools that may prove useful. Every Freikorpsman is trained to use each tool in the trunk, and it has saved many a life in its time. Some Freikorpsmen even think of it as a member of the team.
The Steam Trunk is Von Schill's totem and may only be taken if he is the master. It has a host of useful zero actions, including removing Burning, discarding Corpse and Scrap Markers, and healing. More importantly, friendly models that are close to it can take its actions, making it an important toolbox for the crew. A Steam Trunk is an excellent and versatile option; you never know what you'll need in Malifaux!
Student of Conflict
There is a young girl who follows the Viktorias who is known simply as the Student of Conflict. She is deadly with a sword, at least in part because it never occurred to her that she shouldn't be. This girl has devoted herself to becoming like her big "sisters", even hiring herself out as a mercenary.
The Student of Conflict is a mercenary, so any crew may hire her. She is also a totem, however, so she may only be included in a crew without other totems. The Student of Conflict is a Sister, and she can reposition other Sister models (the Viktorias) near her, making her a great choice for them. However, she has decent stats and can give other models Fast, making her appealing in many other crews as well.
Malifaux Child
In some ways Malifaux is a city of orphans. Dirty children with no parents plague more than one dark alley in the city. Some say that the magic of the city affects the children more deeply, giving them powers and insights unknown to adults. More than one of these orphans has latched on to the more recognizable characters of the city, worshipping them from the shadows and trying to emulate their powers, for good or ill.
The Malifaux Child is a mercenary, so any crew may hire it. It is also a totem, however, so it may only be included in a crew without other totems. The Malifaux Child has some good defensive abilities in "Disguised" and "Manipulative." It can also heal nearby models, though it needs a Ram to do so. Its most important action is "Just Like You," which allows it to take one of the leader's casting actions at a reduced Ca. The chance at an additional master-level action is appealing to any crew.
Desperate Mercenary
There are many naïve people who flock to Malifaux thinking to find riches. Instead, they find death, poverty, and debt. These desperate people often turn to mercenary work, taking on dirty jobs at low rates, hoping to send money back home to their families or pay off their debt. For these people, life is usually short and bloody.
Desperate Mercenaries are mercenaries and can be added to any list. These models are the definition of cheap cannon fodder. With their low cost, they offer a disposable option to accomplish objectives while larger models deal with the enemy. If they die near a Master or Henchman, they also add a Soulstone to their controller's Pool, so you never need to worry about rushing them into danger; they'll get the job done or you'll get your stones back!
Freikorpsmann
The Freikorps are a loyal bunch; each member was signed on personally by Von Schill and has sworn an oath to protect their brothers and sisters in arms. Together they are an elite fighting unit, each with a task during any given situation. They are trained to work together, with primary importance given to completing the mission and staying alive while doing it.
Freikorpsmen are mercenaries and can be added to any list. They are good, cheap, generalist models. They have decent defenses with Armor and immunity to blasts and pulses. Attack-wise, they have good melee and an average shooting attack. "Reference the Field Guide" allows them to discard a card to add that card's suit to all duels, giving them more control over their Triggers, which can provide some nice utility.
There are few who come to Malifaux and get what they were expecting, and Ronin are no different. Mercenaries drawn to the city whose contracts have expired or failed, they wander the city offering their swords to the highest bidder. Many are naturally drawn to the Viktorias; however, plenty remain for hire by whoever wants their services.
Ronin are mercenaries and can be added to any list. Ronin have decent stats and a good melee attack with some useful Triggers; they also have "Flurry," making them highly effective in close combat. A combination of "Disguised" and a Trigger that Pushes them away after attacking can force enemies to waste AP walking towards them to attack. Combining "Hard to Kill" and the ability to sacrifice themselves to generate two cards or Soulstones means that, even if they are facing death, they will still get you something out of it.
Void Wretch
Void Wretches are pieces of the Nothing Beast that have been chipped off by reality. Small slices of nothingness knowing not what they are or how they came to be, they seek to destroy anything of substance, trying to render the world as empty as themselves. Only Tara's will keeps them in check, and she can manipulate and guide them until their short and pitiful existences (or non-existences) come to a close.
Void Wretches are cheap models with good defenses, making them good objective grabbers in any list. However, they can also hand out Fast and Slow, attack Buried models, and even heal Buried friendly models. This makes them an excellent choice for Tara, who excels at Burying models (both friendly and enemy) and can manipulate the Fast and Slow Conditions.
The Bayou is home to many gruesome and oversized creatures, and its mosquitoes are no exception. These Bayou Skeeters are barely smaller than humans, and their bites can be lethal. Even more disturbingly, it seems Som'er Teeth Jones has trained a number of them and keeps them as pets. How he managed the task is anyone's guess.
Skeeters are Somer's totem, and they may only be taken in crews led by him. Unlike most totems, up to two are permitted in a crew. They are insanely mobile with Wk 10 and Flight. They also have a high Df and melee, allowing them to cross the board quickly and engage enemy models, tying them down. They have few Wounds and do little damage, but sometimes holding up a target is enough. They can also use Somer's zero actions as they hold their targets at bay, doing damage in a pulse.
Young LaCroix
Gremlins reproduce at an alarming rate, with one litter sometimes containing up to twenty pups. This is more mouths than any reasonable Gremlin can feed, and, while most die, many wander off and find their own way. Ophelia gladly takes young, wayward Gremlins under her wing, training them to shoot and sending them on errands.
Young LaCroix are Ophelia's totem, and they may only be taken in crews led by her. Unlike most totems, up to three are permitted in a crew. They can take advantage of Ophelia's upgrades, enacting attack actions with a penalty to the Sh, giving Ophelia more opportunity to use those attacks. They also deal decent damage with their own attack (though with a low chance to hit) and, most useful of all, they can reattach Ophelia's upgrades to her.
Apprentice Wesley
The art of making moonshine is always passed from master to apprentice; such valuable knowledge cannot be lost. Of course, the Brewmaster also finds it convenient to test all of his new concoctions on his young apprentice. Young Wesley is simply biding his time until the day he can don the cloak of Brewmaster and take over where his master left off.
Apprentice Wesley is the Brewmaster's totem and may only be included in crews led by him. He can give out the Poison condition and further lower the Wp of models with the Poison Condition, which is always useful for the Brewmaster. He can cast one of the Brewmaster's Ca actions per turn at a reduced Ca, giving his crew another use of a master-level action. Finally, if the Brewmaster dies within 6" of Wesley, Wesley becomes a new Brewmaster!
Bayou Gremlin
The smartest creatures in the Bayou are the Bayou Gremlins. While most would claim they are only smart by a low standard, they have adapted quickly to the human incursion into Malifaux, organizing themselves and learning to use human weaponry. They have even mastered the art of banjo music, much to the chagrin of anyone in earshot.
Bayou Gremlins are the cheap cannon fodder of the Gremlin faction. They can be used to tie up enemies, grab objectives, or overwhelm enemies with sheer numbers. With "Drunk and Reckless," they can suffer two damage to generate an extra AP, which is great for achieving a variety of goals. They can also Cheat using the top card of the Fate Deck with "Bayou Two Card," and they have useful Triggers on their shooting attack (though it pays to be careful; Gremlins must declare a Trigger if possible, and the Crow Trigger ricochets the shot into a friend). Any Gremlin crew can use a few Bayou Gremlins among their number.
Hog Whisperer
Pigs are a crucial part of Gremlin society, both as a food source and for labor. As such, the Hog Whisperers that keep the pigs in check are vitally important. They are experts at wrangling pigs, and most can even calm a pig from the height of rampage. Armed with pig sticker, they guide their herds and jealously protect them from anyone who would do them harm.
The Hog Whisperer helps to control Pigs, so any crew that doesn't have another model to keep them in line (like Ulix) may find the Hog Whisperer essential. His "Pork Whisper'n" ability prevents Pigs from charging when their charge would be more detrimental than useful and he drops Scheme Markers when nearby Pigs die. He can also give Pigs "Reactivate" and Push them towards himself. Any crew with a few Pigs will get a lot of value from this model.
Moon Shinobi
Moon Shinobi are members of the Tri-Chi and have been taught the art of Drunken Gremlin Kung Fu. Only the Moon Shinobi know who teaches this art and how it works; it is a mystery to everyone else. However, anyone who has encountered the Moon Shinobi knows that their unusual fighting style and uncanny ability to distract an opponent make them an even match for some of the most hardened fighters.
Moon Shinobi are highly mobile models. When they take damage from Poison they may be Pushed, which makes them great with the Brewmaster as he relies on Poison. They have some decent melee actions that can target Df or Wp (allowing them to choose the target's lower stat), and their "Where'd You Get That" action lets them Push towards another model with Poison. Their best trick, however, is "Drunken Gremlin Kung Fu," which turns their negative modifiers into positive ones (and vice versa), allowing them to turn terrible situations into great ones.
Pigapult
Gremlins long ago mastered the catapult, and it wasn't much of a stretch before they realized that firing pigs at their opponents was far more devastating than simple rocks, which don't run around mauling people after being launched. Although the Pigapults aren't very mobile, many Gremlins have taken to disassembling them and then reassembling them where they are needed most.
With a Wk of 2 and no Cg, the Pigapult is not a very mobile model, but it doesn't have to be. It sits at the back, launching Pigs at the enemy. Its "Bacon Barrage" action has an impressive 24" range, and it ignores cover and LoS! However, a Piglet is sacrificed to use the action (if a Stuffed Piglet is sacrificed the attack still works and does more damage). This model works well for Gremlin crews that have a few spare Piglets and can take advantage of catapult-style fire support.
The pigs of the Bayou hold the unusual distinction of being both the Gremlins' greatest food source and number one predator, as Gremlins are frequently mauled to death by their pigs. These are not domesticated Earthside pigs but are rather the stalwart Malifaux equivalent with thick hide and tusks. Once they start stampeding, few can stop them.
With a high Df and penalties to Sh actions targeting it, Piglets can be tough for the enemy to pin down. They may Charge for one AP instead of two, but, if there isn't a friendly Gremlin close enough, they must Charge. Piglets are models that can be let loose on the enemy crew to bounce from model to model. They can get significantly more attacks than their cost would normally allow, but positioning them correctly is very important. In skilled hands, they are devastating.
Slop Hauler
Being a gremlin slop hauler is a dangerous and dirty job as pigs sometimes have trouble distinguishing between their food and the one carrying it. Even so, it's worth it, as the slop haulers get first pick of the fresh bacon. In battle, slop haulers hurl buckets of slop onto their enemies and laugh when the pigs stampede towards them.
Slop Haulers are utility models. They can lower the Df of enemies, causing the massive (but inaccurate) volume of fire Gremlins can generate to land on target more often. They have "Reckless" so they can suffer damage to gain an extra AP, and they can "Bayou Two Card" to Cheat with the top card of their Fate Deck. Their best trick is "Feed Piggies," which heals up to four friendly Pigs or Gremlins that are nearby. Gremlins frequently suffer damage to fuel their abilities, so one or two Slop Haulers healing that damage is excellent for any crew.
The pigs of the Bayou can grow to massive size if they live long enough. War Pigs are of the larger variety, and they have been "tamed" by the Gremlins enough to be ridden. Their riders have figured out how to point them in the general direction of the enemy so that their rampage will tend to cause more harm to the Gremlin's foes than the Gremlins themselves. Of course, this is a risky venture, but it is often worth it.
Warpigs are the Piglet's bigger cousin. Like the Piglets, they bounce from target to target with efficient Charge actions that come at the price of being less controllable (see the Piglet entry). However, they do significantly more damage, have very high Wounds, and can heal to full after killing a target with "Eat Your Fill." Dropping a Warpig in the middle of an opponent's crew can really ruin their day.
Dawn Serpent
There are monsters on Earth too, and the Dawn Serpent is one such monster. Its serpentine body can grow to be twice as long as a man, and it can spit fire when angered. The Ten Thunders have seen fit to bring some of these creatures across the Breach, where their powers have only grown stronger.
The Dawn Serpent has amazing attacks in both melee and shooting with a very high stat of 7. Its melee attack gives out Poison (useful with Brewmaster), and its shooting attack produces blasts and gives out Burning (useful with Mei Feng). It also combines "Hard to Kill" with a healing action, allowing it to reach the brink of death and then recover. This is a great model in many crews.
Monk of Low River
Monks of Low River learn the ways of healing and non-violence from an early age. Things were not always this way; the temple of Low River split off from the bloodthirsty temple of High River and has since devoted itself to bringing peace. Many Monks of Low River make a pilgrimage to Malifaux, where their ways are in dire need.
Monks of Low River have no actions that deal damage; however, they can still be incredibly useful in achieving victory. These monks can remove Conditions (essential in certain match ups) and lock down enemies in engagement with an impressive melee stat of 7. They can also heal and benefit greatly from the Defensive Condition. Monks of Low River have amazing utility and are good for grabbing objectives.
Necrotic Machine
The Necrotic Machine is an ancient relic of old Malifaux. It is a lost, forgotten thing powered by magic too terrible for humans to conceive. In its vials it still holds the ability to grant a hideous unlife to any who dwell too close. It is a shadow of things best left forgotten. Molly has found it and taken a liking to it, naming it Ponto and decorating it with a pink bow.
The Necrotic Machine is Molly's totem, so it may only be taken in crews led by her. Instead of hiring the Necrotic Machine, Molly may choose to summon it. When she does so, she can summon at a longer range. Because her summon can also damage enemies, this extra range is very useful. The Necrotic Machine itself has a number of nasty Triggers when attacking enemies, granting them Poison or Paralyzed. It can also Push other friendly models (including Molly) towards it. The Necrotic Machine adds some amazing utility to Molly's summon and it can still pack a punch.
In life he was a powerful man, the son of the Governor General. He had a bright future, and he was in love with Kirai Ankoku. But fate would not leave things as they were. He died protecting his love, and now her grief and memory hold his spirit to the physical world. To this day he stays by her side, aiding her when necessary.
The Lost Love is Kirai's totem and may only be included in crews led by her. It has the "Malevolence" ability, which allows it to summon an Ikiryo (a powerful melee model) when a nearby model is damaged. The only other model with this ability is Kirai herself, and having a second instance of "Malevolence" increases the threat of Ikiryo, protecting more models. The Lost Love may also heal Kirai or other spirits, which is particularly useful for Kirai as her summoning frequently damages her crew. The Lost Love is great for any Kirai crew.
Guild Autopsy
Being a Guild guard is not easy work, and having to fight the reanimated bodies of your fallen comrades is one of the most disturbing parts of the job. Someone has been stealing the bodies of guards killed in the line of duty and animating them for their own sick purposes. These Guild Autopsies even retain some of the training they had in life.
Guild Autopsies are relatively cheap models with built-in healing and decent Wounds, which makes them good at holding objectives. They also have "Ceaseless Advance," which allows them to reactivate if their opponent runs out of cards, and it can be fun to build a list based around models that use this ability. Best of all, they have a good shooting attack, which is rare for the Resurrectionist faction and makes them appealing to many crews.
Seishin
As the spirits of the departed fade into the aether, they are sometimes torn from their final destination to serve one last purpose. These unfortunate spirits are known as Seishin, and they are of limited use. They have almost no power or intelligence to speak of, but they can be used to power a spell or serve as a shield for their master before being cruelly snuffed out.
Seishin may not be hired; they may only be summoned, generally with the "Spirit Beacon" upgrade. They don't do much attacking, but they may be sacrificed to give models near them immunities to blasts and pulses or to heal a friendly Spirit. Gaining immunity to blasts and pulses is particularly useful in a crew led by Kirai as her tactics encourage grouped models. Although an individual Seishin is not much of a threat, they are easy to summon, and they bring some great options to any crew.
Gaki
Gaki are souls that the Datsue Ba has judged guilty of greed, jealousy, and desire. Every appetite they had in life is twisted into an insatiable hunger. They appear as terrible forms with giant mouths full of sharpened teeth. They think of nothing but their hunger, tearing flesh from the living and dead alike. They often swarm their targets, devouring them in a hideous feeding frenzy.
With a high Df, high Wounds, and the ability to heal, Gaki are very hardy for their relatively cheap cost. This can make them good objective runners, used to hold areas of the board and score VP. They are Spirits, which gives them synergy with Kirai (who can summon them), but they can also generate Corpse Markers, which combos with Masters such as Nicodem who rely on Corpse Markers for summoning. Gaki are a good addition to any Resurrectionist collection.
Humans were not the first inhabitants of Malifaux, and there are some long-forgotten creatures left over from the times of old. Night Terrors are one such creature, twisted into terrible forms long before humans ever set eyes on Malifaux. These creatures stalk the darkened skies and swoop down to drain the very life force from their prey.
Night Terrors are disruption models. At only 3 Soulstones they are very cheap, making them expendable. They are very fast, capable of quickly engaging enemy ranged models before they can damage the rest of their crew. Night Terrors also Push towards enemy models that take ranged attacks and can reduce the range of enemy casting actions. Night Terrors are an excellent way to frustrate an opponent's ranged crew.
Onryo
Onryo are spirits who were wronged in life. Too angry to cross over, they can sometimes tear their way back into the world as Onryo. They hunt down those who have wronged them, leaving a trail of blood and destruction in their wake. They can even be attracted to those individuals who have also suffered injustices in their lives, grief and rage calling them forth.
Onryo are excellent at giving enemy models the Adversary Condition, as they can do so with an action or by taking damage. This Condition means that all Spirits who target the model will gain a bonus to attacks. In addition, they have a shooting attack and a melee attack with a number of useful Triggers. An Onryo can be amazing when combined with other Spirits as it applies Adversary and watches the rest of its crew tear its target apart.
Shikome
It is said that Shikome were created from the most deadly women of the underworld and that they personally bring those who have earned death's judgment to the afterlife. The veracity of this claim, like much else in Malifaux, is uncertain. What is known is that they haunt the skies, hunting in pairs and dragging their unfortunate victims into the sky before tearing them apart.
Shikome are fearsome melee models with incredible speed and Flight. They can Charge for only 1 AP if the target has Poison, which gives them some good synergy with much of the Resurrectionist faction, McMourning in particular. They also deal more damage against models with the Adversary Condition and can even be placed near models with the Adversary Condition by their "Taken By The Sky" action; this makes them synergize with other models that can apply Adversary, such as Onryo. With only a little bit of set up, Shikome can be fearsome tools that accomplish amazing things.
Crooligan
There is no shortage of orphans in Malifaux, and naturally not all of them survive. However, quite unnaturally, sometimes those who didn't survive come back. These Undead children have earned the ghastly nickname of Crooligan. They stalk the streets and alleys of Malifaux, turning murder and butchery into a sick joke, often laughing as they tear their victims apart.
Crooligans are cheap models with "From The Shadows," which allows them to deploy almost anywhere on the board. They have good defenses and are highly mobile; they can even be placed within 5" of their current location after taking an Interact action. This makes them great at grabbing objectives , deploying up-field and jumping around as they score VP. They can also give models near them cover with their "The Mist" action.
Dead Doxy
Seamus is well known for his Rotten Belles, but he upped his game with the Dead Doxies. These women were once performers at the Star Theater; lured away by Seamus with false promises of fame and fortune, they were murdered and are now doomed to an eternity of dancing for their uncaring master. Most can't speak, their vocal cords having been ruined in death. They simply dance… and dance… and dance…
Dead Doxies are Belles, meaning Seamus can summon them, making them an excellent addition to the collection of any Seamus player. Once on the table, they pack a decent stat line and attack. But their real power comes from their "Take The Lead" action, which moves their target in any direction. It can even give the target penalties on all defensive duels for the rest of the turn, allowing the rest of the Doxy's crew to tear it to pieces.
It is not uncommon to dispose of bodies in dark, deep waters. Of course, many skip the messy portion and just dump weighted adversaries into the water while they are still alive. Resurrectionists can fish out these bodies and set them to work, although a Drowned will only become compliant after it has sought revenge for its tragic death.
Drowned are highly resilient models, packing a good defense and the ability to reduce damage they suffer in melee. They can also apply Slow and Paralyzed with their attacks, disabling the enemy. Finally, they have good synergy with hazardous terrain, pushing models towards it or raising the damage it deals. This makes them combo with Jaakuna Ubume as she can create hazardous terrain, though it is often simply a part of the board. There are few things more satisfying than pushing your opponents into a patch of quicksand.
Carrion Effigy
There is a careful balance between life and death, and the Carrion Effigy can sense and even help maintain this balance. Due to the turbulent times in Malifaux, the balance is disrupted, and Carrion has stepped in to help, stripping humans of their petty illusions about life and death and introducing them to the balance as it should be.
The Carrion Effigy has excellent stats and defenses relative to its cost, making it great for grabbing objectives. It can also remove immunities to Horror Duels, Slow, Paralyzed, and Poison, which are all conditions the Resurrectionist faction delights in applying to its enemies. This makes it a great solution for otherwise difficult matches against Resurrectionists. Finally, it can be used to heal its friendly leader. Any Resurrectionist crew can find a good place for the Carrion Effigy.
Student of Sinew
The University of Transmortis has many students, but there are plenty who did not make the cut. Or at least, that's how Professor Von Schtook tells it. He sees other Resurrectionists and their works as worthy attempts at education, but, even so, he has had to introduce a strict hall monitor policy to keep outsiders away from his secrets, and the Students of Sinew take up the task.
Like all of the students, the Student of Sinew combines Armor and "Hard to Wound" for an amazing array of defenses. It has good melee with its Filthy Dissectors attack that ignores "Hard to Wound" (a common defensive ability on Undead), and it can "Flurry" for extra attacks. With its "Lecture Notes" action, it can also prevent models from declaring Triggers, which is a useful ability, rarely found outside of the other students. A Student of Sinew is a good choice for going up against Undead models.
Student of Steel
Students of Steel are graduates of the University of Transmortis's intensive engineering course. They can dismantle the most powerful and expensive constructs with ease. Despite their rotting appearance and seemingly archaic engines, the Students of Steel are widely feared by the Miners and Steamfitter's Union, who understand well the destruction these monstrosities can wreak on their precious machines.
Like all of the students, the Student of Steel combines Armor and "Hard to Wound" for an amazing array of defenses. It has good melee with its Rusty Dissectors attack that ignores Armor (a common defensive ability on Constructs), and it can "Flurry" for extra attacks. With its "Lecture Notes" action, it can also prevent models from declaring Triggers, which is a useful ability, rarely found outside of the other students. A Student of Steel is a good choice for fighting Construct models.
Student of Viscera
The top performers of Professor Von Schtook's biology class, Students of Viscera are experts at dismantling living flesh. To the untrained eye, it is simple butchery, but every cut has a purpose, every stroke is done with precision and care. These students have replaced the lower halves of their body with metallic, snake-like tails that allow them to silently stalk and catch their human experiments.
Like all of the students, the Student of Viscera combines Armor and "Hard to Wound" for an amazing array of defenses. It has good melee with its Dissectors attack, and it can "Flurry" for extra attacks. With its "Lecture Notes" action, it can also prevent models from declaring Trigger, which is a useful ability, rarely found outside of the other students. Finally, it is the fastest of the students and can use the "Slither" action to move an impressive 9" before taking a melee attack. A Student of Viscera is a good model for facing Living enemies, and it's also useful as a mobile melee model that is hard to put down.
Mouse is a spymaster for the Arcanist movement. Small of stature, he utilizes his size to slip silently through the city. He was recently assigned to the company of Ironsides, and the two have since formed a fast friendship. He avoids direct confrontation, preferring to stay in the shadows taking notes and aiding his friends when the opportunity arises.
Mouse is Ironsides' totem, and he may only be included in crews led by her. With high Df and Wounds and a good defensive ability in "Hard to Kill," Mouse can be very difficult for opponents to remove from the table. His "Rope Lash" action allows him to drag enemies out of position, and he can then apply the Arrested Condition, which makes it more difficult for enemy units to move about the table. He can also heal friendly models near him, and Ironsides often needs some healing.
Mechanical Dove
Near-perfect imitations of their living counterparts, Mechanical Doves play a key role in performances at the Star Theater, flying high into the air and circling the audience at the climax of the show. They have other uses as well, however; each dove contains a Soulstone to power it, providing Showgirls with easy access to the valuable stones if they find themselves in trouble.
Mechanical Doves are Colette's totems, and they may only be included in crews led by her. Unlike most totems, up to three Mechanical Doves may be hired. The Doves are cheap, expendable models (often summoned with Colette's "Cabaret Choreography" upgrade) that friendly Showgirls may use as Scheme Markers to fuel their actions. They can also be sacrificed to damage enemies near them or to give a boost to a friendly model. Their incredible speed allows them to be positioned wherever they are needed on the table.
Over the course of her experimentations with magic, Kaeris summoned a Fire Gamin into the shell of a construct. This odd pairing became known as the Eternal Flame. Less apt to self-destruct into a ball of fire than its gamin kin, the Eternal Flame has become a permanent companion to Kaeris, who it considers an amusing, if bossy, playmate.
The Eternal Flame is Kaeris's totem, and it can only be included in crews led by her. Enemies close to it lose immunity to the Burning Condition, which shores up a main weakness in a Kaeris crew. It can use its "Flaming Detonation" action to make enemies suffer damage from Burning immediately, speeding up the delayed damage that Kaeris so often applies. Finally, it can heal Kaeris or other Constructs, making it a great utility piece for the crew.
Coryphee
Coryphee are graceful clockwork dancers that perform onstage at the Star Theater. They often accompany a human dancer, and many in the audience swear the Coryphee even show some glimmer of personality. Colette keeps their design a closely guarded secret and often equips them with blades to protect her girls while they are out on smuggling runs.
Coryphee have very low Wounds for their cost but make up for it with high Df, great Armor, and bonuses to any defensive duels they make. They are also immune to Charges and disengaging strikes. This creates a fragile, subtle model that needs to be managed carefully, but, if used well, Coryphee can dance in and out of combat, surviving most any attack. They have amazing mobility and can often get anywhere. Finally, if two Coryphee are together, they can "Dance Together," forming the fearsome Coryphee Duet.
Showgirls are the heart and soul of the Star Theater. Each one is a talented on her own, but together they are a true marvel. They are drawn to the theater in the hopes of fame and fortune, but, once they arrive there, they find a home as well. Colette treats her girls well, protecting them and giving them fair pay. As part of the deal she struck with Ramos, they are also trained as Arcanist agents, collecting information and going on the occasional smuggling run.
Performers are mercenary models and may be hired by any crew. They can Interact while engaged, making them an excellent choice if the objectives demand scoring VP while near the enemy, and they work well with the Poison condition. They can also use "Siren Call" to pull enemy models out of position and even Paralyze them with the proper Trigger.
Each Showgirl at the Star Theater is assigned her own personal Mannequin. Each construct is programmed to guard its charge and assist her wherever possible. They frequently act as dressers for the girls, helping them change with each act. On more dangerous missions, they are personalized bodyguards, putting themselves between their mistress and danger.
Mannequins are cheap, disposable models that Showgirls may treat as Scheme Markers when taking an action. They can be drawn to a friendly Showgirl with their "Mechanical Adorations" ability, allowing them to always keep up with the girls. They can also increase the range at which friendly models place Scheme Markers, which allows them to score certain objectives with ease.
Gunsmiths are Arcanist troubleshooters, operating independently of most Arcanist higher ups and accomplishing their missions with cruel efficiency. Each Gunsmith builds their own weapons and customizes their own ammunition, allowing them to tailor their equipment to whatever situation might come up next.
Gunsmiths deal damage at a range. With a Trigger on their shooting attack for every suit, they are highly versatile, and they can even use the "Switch Chambers" action to choose the Trigger they need at the time. If they are targeted with an attack, they can use their "Concealed Weapon" Trigger to gain Fast, making attacking them a dangerous proposition. They are M&SU and benefit greatly when buffed by Ironsides, making them a great choice for her. However, they also work amazingly with Kaeris as they deal extra damage to Burning models.
Large Arachnid
Unlike most Arcanist constructs, the Large Arachnid was designed exclusively for combat. It is the Arcanists' answer to the Guild's growing reliance on constructs. It is armed with a large industrial saw that it uses to dismantle other constructs in battle. It has also shown a great amount of ingenuity with bits of scrap, often wielding improvised clubs in its crude limbs.
The Large Arachnid is a close combat model. It can use its "Creative Salvage" ability to create extra Scrap Markers, making it a good choice with Masters such as Ramos who use scrap. It is hardy due to its Armor and a Trigger that boosts its Armor. Finally, it can discard a nearby Scheme or Scrap Marker to make all of its attacks for the rest of the activation more deadly.
Malifaux Raptor
Malifaux Raptors are large birds of prey frequently found in the Bayou of Malifaux. Marcus has helped the Arcanists tame many of these birds. They are still too wild for message delivery, but they are frequently set loose on the enemy, harassing and blinding them while their Arcanist masters move in for the kill.
Malifaux Raptors are cheap, disposable harassment models, although they have some utility as well. The "Enraged" Trigger on their attack can turn a model into a Beast for the rest of the game, which is a very potent ability in a Marcus crew. This Trigger can be used on enemies, rendering them more susceptible to Marcus's actions, or on Marcus's own crew so that more models benefit from his bonuses to Beasts. Finally, Raptors are incredibly mobile, able to "Take To The Sky" and then be placed anywhere on the board. They can't score objectives, but this makes them perfect for engaging snipers.
Silent One
Devout followers of the Cult of December, Silent Ones are women who had their tongues removed by treacherous priests. Rasputina has since had those priests put to death, and Silent Ones have risen in status within the cult. They wield a small portion of the terrible power of December, bringing their ice magic to bear against anyone who threatens them or the Cult.
Silent Ones have good ranged spells that produce blasts and have a host of useful Triggers. Like Rasputina, they can draw range and LoS from other Frozen Heart models, giving them a much larger threat range. They also have a good defensive Trigger that can reduce all subsequent damage dealt to them to 1. Finally, they have a few ways to heal friendly models, particularly those with Frozen Heart. Silent Ones are a great addition to a Rasputina crew, but they are also a good choice for any list that needs some extra range and healing.
Soulstone Miner
Soulstone Miners are wonders of modern engineering: huge drills on snake-like bodies, they burrow through the ground in search of precious Soulstone. They have even been used on rescue missions to unearth miners trapped by cave-ins. The Arcanists have begun putting them to use in combat roles, burrowing underneath the enemy and attacking from below.
The Soulstone Miner may begin the game off the table. At the end of any turn, it may be brought into play almost anywhere. This makes it great at grabbing certain objectives or reacting to the state of the board as the game progresses. Once on the table, it has a decent melee attack. Best of all, it has multiple ways to generate precious Soulstones for its crew.
Fire Gamin
Fire Gamin have personalities akin to human children. Vicious, maniacal children who love to set things on fire. They cackle with glee as they torment their enemies and then explode into bouts of flame when attacked, much to the amusement of their comrades. They are unpredictable and dangerous but also very useful during times of conflict.
Fire Gamin are cheap, disposable models that slow down opponents or grab objectives. They are good at applying the Burning Condition to enemy models, which gives them decent synergy with Kaeris and Mei Feng, and they have the best ranged attack of any of the gamin: Spit Magma, which produces blasts and gives the target Burning.
Slateridge Mauler
Found in Slateridge, which is North of Malifaux, the aptly named Slateridge Mauler resembles an Earthside grizzly with too many arms and spines protruding from its fur. It is a fearsome beast, and, while many hunters have collected one as a prize, just as many never return from Slateridge. With the aid of Marcus, the Arcanist movement has tamed a few of the beasts enough to set them loose on their enemies.
Slateridge Maulers are slow, lumbering melee tanks. They have a high number of Wounds and good defensive abilities, but they have a low Wk. Once they get to the enemy, they tear in with their Crushing Claws attack. If it is reduced to half of its Wounds or less, the Mauler deals extra damage in combat. The Slateridge Mauler is great for holding a position, soaking and dealing damage in equal measure. It works well with Marcus because it is a Beast.
Willie is a Union demolitions expert. Unfortunately, he completely lacks any sense of personal safety or common sense. It is common to see him running through a work site with a barrel full of dynamite, yelling at everyone else to get out of the way. Although he is constantly on probation, a combination of pragmatism, Union regulation, and lack of concern for the public keeps him employed.
Willie is a ranged model. He can suffer a penalty to his "Demo Charge" action in order to ignore both cover and LoS, which is great for flushing enemies out of terrain. He can also create a virtual minefield with his "Set Charge" action, which allows him to damage all models near a friendly Scheme Marker if an enemy ends its move too close to it. Finally, he generates blast markers when he walks, when he attacks, and when he dies. You can never have too many blasts... right?
Arcane Effigy
The Arcane Effigy is the most curious of the Effigies and the most adept with the aether and magical energy. It frequently trades its services to the Arcanists in exchange for the opportunity to learn more about the magical fluctuations of Malifaux. In battle it can be a powerful ally if it can be persuaded to stop taking notes.
The Arcane Effigy is a cheap model with good defensive abilities, making it a great objective grabber. It also has the ability to remove Conditions from friendly models, which is great utility to have against certain crews. Finally, it allows its leader to apply Burning to the targets of its attack actions. The Arcane Effigy can easily find a place in any Arcanist list.
Mobile Toolkit
Mobile Toolkits are exactly what their name implies: a construct designed to carry an array of useful tools that can make its way to its master when needed. They are intelligent enough to differentiate the tools they carry, handing them to their owner upon request. Each Toolkit is assigned to a specific mechanic, and they are often given names and almost treated as pets.
The Mobile Toolkit is a cheap model capable of supporting other nearby Constructs. It gives bonuses to Armor, melee, and damage. It can also use "Timed Detonation," which causes the Toolkit to explode, dealing damage based on how long the game has lasted. The Mobile Toolkit adds amazing support utility to any Construct-based crew.
Daydreams are products of The Dreamer's imagination. While Lord Chompy Bits and the other Nightmares keep The Dreamer company at night, Daydreams are his playmates during the day. Other children aren't as much fun, and The Dreamer's power makes these imaginary friends far more real than they have any right to be.
Daydreams are The Dreamer's totems and may only be included in crews led by him. The Dreamer may hire up to three Daydreams. The Dreamer can summon these totems cheaply and easily. They are excellent utility models, reducing the Wp of nearby enemies, moving friendly Nightmares, and sacrificing themselves to make The Dreamer's summoning more effective. Any crew led by The Dreamer will be glad to have a few of these models around.
Collodi's wagon contains a collection of elaborate wooden Marionettes. Each one is constructed with wood, cloth, and blood and then bound with the soul of a child. These Marionettes retain a shadow of their original personality, and Collodi chooses their roles carefully. When he leaves his wagon, he often takes a group of the most aggressive and cruel Marionettes with him.
Marionettes are Collodi's totems and may only be included in crews led by him. Collodi may hire up to four Marionettes. Marionettes reduce damage caused by Conditions, making them an excellent choice for Collodi's Personal Puppet Condition. They get stronger when near Collodi, and when they take actions outside of their activation, they get more powerful. This allows Collodi to travel around the board pulling the strings of an army of lethal puppets.
Gupps
Gupps are the first stage of the life cycle of the Silurid. Hatched into a corpse that becomes their first meal, they quickly turn on each other, consuming the weak. They grow very quickly, usually reaching full maturation after making their first kill. While the young of many species are helpless, Gupps are anything but, tearing into their victims with ferocity.
Gupps are cheap models that are good for grabbing objectives or holding locations on the board. Like Silurids, they have "Leap," which is an amazing positioning ability. Unlike their elder brothers, they need a Mask card to use it. Their stats and attack are decent considering their cost, and if they kill an enemy and get the right Trigger, they can summon a full-grown Silurid. Finally, they can use "Juvenile's Wail" to increase the damage dealt by nearby Swampfiends if they die.
Unlike most of the abominations that inhabit Malifaux, Alps rarely attack humans directly, instead preferring to take their victims while they sleep. Different emotional states have a different flavor to Alps, and they will often follow their victims for weeks, causing pranks and disturbances to get the flavor just right before the victim falls asleep one final time.
Alps are cheap, disposable models that excel at giving Slow to enemy models. Any enemy models that activate near an Alp risk gaining Slow, as do enemies damaged by its attacks. Alps can also heal other friendly Nightmares, which makes them great in a Dreamer crew, especially since he can easily summon them when and where he needs them.
Insidious Madness
Insanity is a common ailment in Malifaux. At times, the collective madness in the city can coalesce and take corporeal form. This creature has earned the name Insidious Madness, and it stalks the darkened alleys and forgotten dead-ends with an ever-changing body. Mouths, eyes, and tentacles all appear and then dissolve back into the chaotic madness as it continues gibbering and whispering maddening truths.
Insidious Madness is incredibly mobile with a Wk of 7. Any model near an Insidious Madness that wishes to Cheat Fate during a Wp duel must first discard a card. This quickly diminishes the opponent's hand, leaving their models vulnerable to Wp attacks. Of course, the Insidious Madness can also force enemies to take Wp duels. Its speed allows it to approach its most vulnerable enemies and then force them to take Wp duels. Pandora and The Dreamer work particularly well with this model, but any crew that can take advantage of Wp duels will find a place for it.
Black Blood Shaman
Black Blood Shamans carry on the oral histories and rituals of the Nephilim. They are members of an elite brotherhood, and they command a respect only rivaled by pack leaders. Their rituals often involve blood and sacrifice, with each Shaman eventually being sacrificed by his students before old age can take him.
Black Blood Shamans manipulate the "Black Blood" ability to the fullest effect. They can damage friendly models with "Black Blood" in order to damage all enemies near the target, and in doing so even give the target some helpful boosts to attack or defense. They also aid in the growth of Terror Tots with their "Bloody Feast" action, which can turn a Terror Tot into a Young Nephilim. Any Nephilim-themed crew should strongly consider adding a Black Blood Shaman to aid in the slaughter.
Stitched Together
Stitched Together are walking nightmares. They are leathery bags of rotting limbs and organs, and they are always in need of a fresh supply of parts. They haunt bars and gambling houses, rarely attacking their victims directly, instead offering a deadly game of chance. Of course, they rig every game, so only the cleverest opponents escape with all their limbs, or even their lives.
Stitched Together have great defensive abilities, potentially gaining "Reactivate" if an enemy attempts to kill them and fails. Their "Gamble Your Life" action does an amazing 3/4/7 damage, but, if the Stitched misses, it suffers the damage instead. It can also draw cards and create soft cover to deter shooting attacks. Stitched Together work particularly well with Collodi or The Dreamer, but they are a great addition to any crew. Stitched Together can be risky models to use, but a skilled player will wield them to devastating effect.
Wicked Dolls
Wicked Dolls are manifestations of pure hatred, wrapped in cloth or leather bags. They stalk their victims for weeks or days, causing all manner of harm before pouncing and tearing them apart with needles and claws. Once they are finished, they will use the corpse to make another of their kind and then find a new target.
Wicked Dolls are cheap, disposable models that work best in pairs. They can apply Poison to their targets and increase the damage models suffer from the Poison Condition. They have good defense, which makes them great for scoring objectives, and they can give models bonuses to actions taken outside of their activations. These models work particularly well with Collodi, but Zoraida can put them to amazing use as well.
Mysterious Effigy
The Mysterious Effigy is a subtle creature, choosing subterfuge over combat whenever it can. It feels a fondness for the Neverborn and uses its abilities to help them stem the human tide that is flooding Malifaux. Not even the Neverborn know its true motives, but they watch it carefully and accept its aid when it chooses to give it.
Like all of the Effigies, the Mysterious Effigy is very difficult to kill for its cost, making it a great objective-grabbing model. It also allows friendly models near it to Cheat Fate face down, adding a powerful bluffing element to the crew. Finally, it may allow the friendly leader to push out of harm's way when it is attacked.
Hollow Waif
Hollow Waifs are corpses raised by Leveticus to serve as shells for his regeneration. Should he be killed, he is capable of reforming himself through a Waif so long as one is around. It is unclear if the Waifs have any personality; they do not even react to direct harm. Alyce has a particular dislike of them, so they tend not to last too long.
Hollow Waifs are Leveticus's totem and may only be included in crews led by him. Leveticus may hire up to two Waifs and summon a third. The sole purpose of a Hollow Waif is to allow Leveticus to come back to the table if he was killed that turn. As such, protecting them is vitally important. Leveticus may only return if a Waif is alive and within 6" of a model with a cost of 6 or more. Every Leveticus crew should include Hollow Waifs.
Lady Ligeia
In life, Lady Ligeia was a beautiful woman who married into a noble family. Her new sister-in-law poisoned her, believing that she was below the family's station. Jack Daw found her and gave her the chance to avenge her death. Now, she acts as his herald, her terrifying cries announcing his arrival.
Lady Ligeia is Jack Daw's totem and may only be included in crews led by him. She has good mobility and prevents enemy models near her from Cheating Fate. As a result, she can move quickly to targets and cripple their defenses. She can also apply the Tormented characteristic to enemy models, which improves some of Jack Daw's abilities. Lady Ligeia is a mark of death for enemies that draw too close to her.
The Stolen are citizens of Malifaux who have had their minds obliterated by Hamelin's power. They are his puppets and respond only to his will. Being near one is enough to catch Hamelin's plague. Just before they die, The Stolen often show something of their original nature, just enough to sow guilt and terror in the people who are forced to dispatch them.
The Stolen are Hamelin's totems and may only be included in crews led by him. Hamelin may hire up to three of The Stolen. They are cheap, disposable models with only a single Wound. Any enemy models who begin their activation near one gain Blighted, a Condition that Hamelin uses to deal damage. They also have the "Bleeding Disease" action, which damages a target based on the strength of its Blighted Condition. Most importantly, Hamelin can sacrifice a nearby Stolen to prevent his own death. Every Hamelin crew should include The Stolen.
Jack Daw is followed by a host of the dead. He takes no side in a conflict; the mere existence of betrayal is enough to damn all involved. Of course, many are guilty, and these guilty dead follow Jack, creating a mad carnival of gibbering and cackling souls. Many are still armed with the murder weapons they used in life or are strapped into the instruments of their execution.
The Guilty are Jack Daw's foot soldiers. They have decent stats and attacks, and they have a number of abilities that synergize well with him. Their "Share Guilt" action can make other models Tormented, which is something Jack Daw uses to great effect. They can also use "Follow Pain" to push towards a Tormented model, which are common in a Jack Daw crew.
Obedient Wretch
There are some humans who follow Hamelin of their own free will. As Hamelin considers most humans nothing more than clever animals, these are individuals who have impressed him in some way. Some are mad; others are driven by apocalyptic zeal. Whatever their reasons, Hamelin makes them carriers of his deadly plague. His power is the only thing that keeps it from consuming them entirely.
Obedient Wretches operate very similarly to The Stolen: they have "Bleeding Disease" to damage Blighted enemies, they can give Blighted to enemies that activate nearby, and they can be sacrificed to summon Malifaux Rats. They differ in that they have a ranged attack and they are hardier. Additionally, any Outcast crew can take them, and they are useful for summoning Malifaux Rats to grant a crew extra activations, which can be used to allow more expensive models to activate later in the turn, allowing your crew to control the flow of the game.
Rat Catcher
Rat Catchers in Malifaux make significantly more money than they would Earthside; this is due to the increased danger posed by their prey. Many are corrupt, releasing rats that they later charge exorbitant fees to catch. Of course, there are honest Rat Catchers as well. Some of the Rat Catchers have been swayed by Hamelin's power, and he makes use of their skills to spread his plague.
Rat Catchers are good at scoring objectives and holding down areas of the board due to their high Wounds, defensive abilities, and ability to take Interact actions while engaged. They also summon a Malifaux Rat into base contact with any enemy or Blighted model that is killed near them. They support the rats well, as they can give any Vermin models (including the ferocious Rat Kings) "Reactivate."
Malifaux Rat
The rats in Malifaux are larger, smarter, and more diseased than their Earthside cousins. This makes them a viable threat that Rat Catchers are paid handsomely to deal with. In recent times, the Malifaux Rats have become even more diseased and are attacking people with an organization that makes some people question what is really controlling them.
A single Malifaux Rat will not accomplish very much on the table. However, their attack becomes more accurate with each other friendly Rat nearby, making them best run as a swarm as they overwhelm the enemy with sheer numbers. If there are too many Rats in one spot, they are sacrificed, and the more powerful Rat King is summoned. Malifaux Rats are also useful as extra activations, delaying better models until later in the turn.
Rat King
A Rat King is a tangled mass of rats almost as tall as a man. Its body is nothing but a collection of fur, teeth, and claws. These rats shamble forward, working as one, breaking apart only to reform later as necessary if they are threatened. Some people claim that these Rat Kings are capable of disguising themselves, vaguely passing as humans in the darkened alleys of the city, but most dismiss this as rumor.
Rat Kings are the bigger, angrier brothers of Malifaux Rats. They are most often brought to the game through summoning, though they may be hired. Their attack is great, gaining bonuses if the Rat King has at least half its Wounds remaining. It can also Charge models with the Blighted condition as a (1) action and remove enemy Scheme Markers. Finally, it can sacrifice itself to summon a Rat Catcher and a Malifaux Rat, which can be useful if it is close to dying anyway.
Freikorps Trapper
Trappers are some of the most expensive mercenaries a client may hire from the Freikorps. They are expert scouts with an uncanny ability to use terrain to their advantage. They advise the client in the use of terrain and then provide fire support from a hidden position, often directing the client with signals from afar (reflected light, smoke signals, or arcane means).
Freikorps Trappers are mercenaries and may be hired into any faction. Trappers have "From the Shadows," allowing them to be deployed almost anywhere on the table. They have an amazing shooting attack with an impressive range of 14". Focus doubles that range and grants bonuses to hit. If enemies do get too close, they can use "Retreat to Cover" to get out of melee range. This is a mercenary that goes well in any collection.
Hodgepodge Effigy
The Hodgepodge Effigy seems to enjoy helping those living on the fringes of society. It genuinely cheers for the underdog and does what it can to influence the outcome of conflict to get its way. Those who receive aid from Hodgepodge rarely question it; most have seen plenty of strange things in Malifaux and are happy to have that strangeness work in their favor for a change.
Like all of the Effigies, the Hodgepodge Effigy has amazing defensive abilities considering its cost, making it an excellent choice to accomplish objectives. However, it can also make the area around it grant cover, making it a great choice if your opponent relies on shooting. It can also allow your Master to gain Soulstones when they kill an enemy. If you have the room or need a solid objective runner, the Hodgepodge Effigy won't let you down!
There are many relics from Malifaux's past. Some amateur treasure hunters have found remnants of creatures that blended flesh and metal. Leveticus is the only necromancer who has been able to raise such a creature, eventually perfecting his own version of it. Many question why these Abominations sometimes have such human features.
Abominations are commonly found in Leveticus lists as he often has many models with the ability to summon Abominations. They are cheap, disposable models that are good at harassing the enemy. They have a number of area effects that make them dangerous to be near, dealing damage to enemies in a pulse and preventing enemies from using (0) actions near them. They can use "Vile Reclamation" to damage a friendly Construct and draw a card, which makes them good when paired with durable Constructs such as Lazarus. Additionally, if four Abominations are sacrificed, a Desolation Engine is summoned.
Penelope is Ulix's loyal dog, and the foundation of his pig farm. She herds the animals with expert skill, corralling them, calming them, or sending them into a frenzy if need be. She is a loving animal and feels protective of her pigs, but her ultimate loyalty is always to Ulix. If you see Ulix, Penelope is only a whistle away.
Penelope is Ulix's totem and may only be taken in crews led by him. For her cost, she is an excellent model. She has good defense and may deploy almost anywhere on the board due to "From the Shadows." Pigs that activate near her get increased Wk, and her "Pork Whisper'n" ability stops pigs from stampeding. Finally, she has a decent melee attack and a free action to push a friendly Pig around the table. Any Ulix list should seriously consider adding Penelope.
Lovely Assistant
No magic act is complete without a Lovely Assistant, and Wong's is no different. Although a master of pyrotechnics, Wong's organizational skills always left something to be desired. His Lovely Assistant put an end to that, choreographing and timing his shows perfectly. And that baton isn't just for show; many people have been pummeled to the ground when they tried to interrupt the proceedings.
The Lovely Assistant is Wong's totem and may only be included in crews led by him. She has good defense and Wounds for her cost. She can use her "Prepare the Show" action to rearrange the top four cards of her Fate Deck, which is very helpful to Wong as he relies on a lot of random effects. She can also clump enemy models together, making it easier for Wong to blow them apart.
The Little Lass
The Little Lass is a whirlwind of destruction wrapped in a cute, pint-sized, pigtailed package. She tears through her enemies with her oversized wooden spoon, emulating her hero, Mah Tucket. Kneecaps are her specialty, and more than one person has underestimated her because of her small size; few of them survived to tell about it.
The Little Lass is Mah Tucket's totem, and may only be included in crews led by her. She is a melee model, tearing into enemy models with her Medium Wooden Spoon attack. Her "Aim For The Sore Spots" action can increase the effectiveness of her melee attacks. Finally, she can even take one of Mah Tucket's upgrades at no cost. The Little Lass adds another melee threat to any Mah Tucket list.
Old Cranky
The life of a gremlin is often hard, brutal, and, well, short. Old Cranky has defied the odds, now well into old age and barely held together by chewing tobacco and grit. The other gremlins heed his advice because he's been there, done that, poked it with a stick, and made soup out of it. On top of that, he isn't bad with his trusty shotgun either.
Old Cranky is the generic Gremlin totem, and he may be included in any Gremlin crew that does not already have a totem. He provides a number of benefits to nearby friendly models, including: increased Wp, boosts to defensive flips, and the ability to gain a Soulstone when they kill something. He has a decent attack in the form of his Sawed-Off Shotgun, and he can discard a card as a free action to draw a card. Old Cranky is always a good addition to any Gremlin crew that doesn't already have a totem.
The Sow
There is nothing like a giant, angry, three-headed pig to instill fear in the enemy crew. The Sow, as she has come to be known, has birthed more Piglets than any other pig known to the Gremlins. All of the piglets she births seem to be unusually troublesome, ready to fight as soon as they pop out. The Sow herself has a foul temper that has become infamous in The Bayou.
The Sow is a melee model that is also capable of summoning. She does impressive melee damage, though she has a low Ml value. She also has "Smell Fear," which allows her to make an extra attack if an enemy model fails a Wp duel nearby. Finally, she has the "Birth" action, which can be used to summon Piglets at the expense of enemy Scheme Markers, and the "Farrowing" ability, which allows her to summon two Piglets when she is killed. The Sow is a great choice for solid melee, especially in a Pig-centered list.
Rooster Rider
There are few gremlins in The Bayou who are both foolish and skilled enough to become a Rooster Rider. The over-sized fowl that Rooster Riders take into battle are unpredictable and dangerous to friends and foes alike. The Riders themselves carry rifles, doing their best to hit their targets as they hang on for dear life to a giant, angry bird.
Rooster Riders are some of the speediest models in the game. With a Wk of 7, "Reckless" to gain an extra AP, and the ability to take the Charge action for 1 AP, Rooster Riders can get wherever they want to go whenever they want to go there. They make up for this speed with their lack of durability, as they are killed very easily. They also pack good shooting and melee attacks with a few useful Triggers. A Rooster Rider can get where it needs to go faster than almost any other model.
Stuffed Piglet
Stuffed Piglets are Piglets that have been killed, stuffed full of as many explosives as will fit, and then reanimated so they can run into enemy ranks and cause chaos. Few people expect a raging, undead pig strapped with dynamite to come running at them. The element of surprise frequently goes to the Gremlins on this front.
The only really useful thing that Stuffed Piglets do is explode, but, for their cost, that's all they really need to do. They have access to the "Bacon Bomb" action, which allows them to be sacrificed to deal damage to nearby models. If they happen to be killed by an enemy, they still get the chance to take the "Bacon Bomb" action, so there is no stopping the porksplosion.
Bayou Bushwhacker
The Bayou Bushwhackers are the embodiment of Gremlin competence. They are mistresses of stealth in the deep Bayou, and they are crack shots with their trusty rifles. If an enemy does get too close, they're not above beating him to death with a frying pan or cooking pot. This all-girl gang is under the watchful eye of Mah Tucket.
Bayou Bushwhackers are excellent shooting models, and they add some much-needed reliability to the usually chaotic Gremlin faction. They have good stats, and their Trusty Rifles deal more damage when they benefit from the Focused Condition. They also gain cover against everything except melee attacks, and they can use their "Playin' Possum" action to make the area around them soft cover. They even have a decent melee attack if the enemy does get too close.
Wild Boars are the slightly-less-domesticated cousins of the Gremlin's pigs. They roam the Bayou, rummaging for food and mauling anyone that gets in their way. Occasionally, a clever crew can herd them into battle and send them stampeding towards the enemy. They are dangerous, unpredictable, and always hungry, but none of that is new to the Gremlins.
Wild Boars have "From The Shadows," which allows them to be deployed almost anywhere on the board. Like other Pigs, they are highly unpredictable and liable to Charge anything that gets near. However, since they can begin the game so close to the enemy, they have a habit of Charging into the enemy's ranks early in the game and staying there, disrupting their plans and causing havoc.
Lucky Effigy
The Lucky Effigy lends good fortune and durability to any hero of The Bayou it chooses to champion. When it is around, the Gremlin's plans almost start to seem like they were a good idea, with each ham-fisted reach for power or wealth paying off with minimal catastrophe. Occasionally, Gremlin masters are even cunning enough to use this good fortune to their advantage.
Like all Effigies, the Lucky Effigy is incredibly durable for its cost, making it a great objective runner. It also does tremendous damage with its Crusty Blade, though at Ml 3 it is very unlikely to hit. It can use its "Hit Me" action to force enemy models to attack it, disrupting their plans. In addition, it can provide some healing for the friendly leader.
Lightning Bugs are zealous acolytes of Wong. Wielding their magic blasty sticks, they hurl arcane force in all directions with no thought to personal safety or where their friends are standing. More often than not they crawl from the crater, slightly singed and grinning. It is also not uncommon for them to simply blow themselves sky high, to the amusement of their peers.
Lightning Bugs are great additions to a Wong list as they reduce damage dealt to them by blasts and pulses and can take an additional action after being hit by a blast or pulse. They have a Ca attack action that ignores Armor, which is generally uncommon in the Gremlin faction. They also raise the value of Mask cards while lowering the value of Tome cards, which is useful to use with a few Masks in hand. Lightning Bugs are great models that bring some much-needed abilities to the faction as a whole.
Bayou Gator
The gator is one of nature's finest ambush predators, and the Bayou Gators of Malifaux are no exception. They are large, cunning, and have the stealth, speed, and patience to drag an unsuspecting victim down to the murky depths. A few clever individuals, such as McTavish, have figured out how to make use of these creatures, but they are few and far between.
The Bayou Gator is an extremely good melee model for its low cost, but it comes at the expense of being able to take Interact actions. It has "Melee Expert," giving it an additional attack every activation. It has good attacks with great Triggers, and it can push as a free action. A Bayou Gator adds solid melee to any list for very little cost.
The temples of the five rivers are attended to by all manner of Peasants to do the cooking, cleaning, and various menial tasks. Some of these Peasants follow The Dragon with such zeal that they would gladly follow him unarmed into combat, laying down their lives for the glory of Shenlong and The Dragon.
Peasants are Shenlong's totems and may only be included in crews led by him. Shenlong may hire up to two Peasants. Peasants can apply a number of helpful Conditions to friendly models, including Defensive, Focused, Burning, and Poison. While Burning and Poison may not generally be good Conditions, Shenlong can make use of them. Peasants can also be sacrificed to allow Shenlong to take a free action. Finally, if a Peasant takes an Interact action, which Shenlong can allow them to do despite their Insignificant characteristic, another Peasant is summoned. These models are amazing in any Shenlong list.
Kamaitachi
Kamaitachi are fickle, playful Oni. They frequently take a liking to an individual, following him or her around like a mischievous pet. In combat, a Kamaitachi can be a whirlwind of claws and teeth, leaving its victims bloody and confused. They are also capable of healing others, an ability they mainly use when they damage their favored playmates too badly with their claws.
The Kamaitachi is the Ten Thunders generic totem, and it may be included in any crew that does not already have a totem. It is most effective if the crew can discard and attach upgrades. The Kamaitachi may draw a card when a nearby model attaches an upgrade and heal models that discard upgrades; this combos well with many abilities in the Ten Thunders faction. It can also push friendly leaders or Minion models for extra movement and apply the Burning Condition. This is an excellent utility model that should only be left at home if the crew already has a totem.
Ten Thunders Brother
When the Ten Thunders need to make a statement, they send out the Brothers. These men and women wear Oni masks that hide their faces, both to make them more fearsome in battle and to maintain their anonymity. They are excellent enforcers of the Ten Thunder's power. Few are willing to speak ill of the clan, lest a Ten Thunders Brother overhear.
Ten Thunders Brothers are excellent foot soldiers with good stat lines, a decent attack, and high versatility. They have a high Df that can be raised with the Defensive Condition, and they prevent friendly Scheme Markers from being discarded when they are near. Their attack is good considering their cost and has some decent Triggers. Most useful of all is the" Dance of the Heavens" free action, which has triggers to boost the Brother's effectiveness with anything from increased melee range to Armor. These models work well in any crew.
Shadow Effigy
On several missions, the Ten Thunders have found themselves given aid by a mysterious little creature known as the Shadow Effigy. It embodies everything the clan holds dear: silence, honor, and brutal pragmatism. It hides its allies in shadow and then vanishes when the mission is complete.
The Shadow Effigy has very good defensive abilities for its cost, making it a great objective grabber. Its Precision Blade has an amazing Ml of 7, though it only deals one damage. Even so, it's good for keeping enemy models in combat. It can also give friendly models the Remember the Mission Condition, which allows them to place a Scheme Marker in base contact at the end of their activation. Finally, it can use its "Blend Into Shadow" action to help protect the friendly leader.
Komainu
Many important buildings are guarded by a pair of stone or metal creatures that look like a cross between a lion and a dog. These are Komainu, and the temple's guardian spirits can inhabit them in times of need. Komainu are fearsome opponents, and it is said their bite rends both flesh and soul.
Komainu are excellent foot soldiers; midrange models with decent attack and defense. Their Armor and "Hard to Kill" defensive abilities combine to make them difficult models to put down. A Komainu's Rend the Soul melee attack targets Wp, which makes it a good choice if the opposing crew has high Df. It has some very useful Triggers that it can use automatically if an Ancestor is nearby, making it a good model for Yan Lo. Finally, it can push into base contact with an enemy as a free action, and its abilities make using Ca actions near it a dangerous prospect. Komainu work well in any list, but they are great counters against certain enemies.
Fermented River Monk
For most, alcohol is a brief escape from reality, but to the Fermented River Monks it is a sacred ritual and way of life. These monks use drink to loosen their muscles and their minds, making them fearsome and unpredictable in combat. The more experienced the monk, the less alcohol he needs to achieve this state, as meditation can aid in the process.
Fermented River Monks rely on the Poison Condition to function, which makes them an excellent choice for The Brewmaster. As they gain Poison, their Df increases, making them more difficult to hit. They can also remove the Poison Condition when attacking to deal extra damage. If they gain enough Poison, they can even remove it to gain Reactivate, which is a very powerful Condition that allows an additional activation. Fermented River Monks stumble drunkenly across the battlefield, impossible to predict as they leave a path of destruction and inebriation in their wake.
Monk of High River
Monks of High River are acolytes of the oldest temple in the valley of the five rivers. They are devoted to combat and the application of violence, which has earned them a fearsome reputation. They frequently wear steel masks in combat to conceal their humanity. These monks cannot be swayed with coin, only with promises of violence and fearsome opponents against which to prove their worth.
Monks of High River are melee models. They may discard a card to produce an extra attack when Charging, and their melee attack has a Trigger to automatically apply Burning to their target. They have a free action to push, which helps them set up for a devastating Charge. In addition, they gain a bonus when taking the Focus action. These are melee models, which rush in and put the opponent down with a single crippling Charge before they get a chance to strike back.
Legends say that Tengu were once men but that they have been cursed to exist after death as demons. These Oni are bound to protect the forests and mountains of the Three Kingdoms. Despite their fearsome appearance, they are not always hostile, and it is rumored that they even aid in the training of the Torakage. Villages within a Tengu's domain learned long ago to treat the land with respect.
Tengu are cheap models designed to grab objectives. They may be placed in contact with a friendly Scheme Marker at the start of their activation, which greatly increases their mobility. They can place Scheme Markers with a Trigger on their attack, and they can discard enemy Scheme Markers as a free action. Finally, they can give other friendly models Regeneration, which heals them. These are some of the best objective running models in the Ten Thunders faction.
Katanaka Sniper
When the Katanaka wish to eliminate a target from a distance they call on the Ansatsu dojo. These snipers are experts at stealth and are trained to frame the murder on unfortunate bystanders. They are patient, carefully planning, setting up, and awaiting the perfect time to strike. Before their first mission, each Katanaka Sniper has their tongue removed, insuring their silence.
Katanaka Snipers have the "From The Shadows" ability, allowing them to be deployed almost anywhere on the board. Their Clockwork Rifle is an excellent shooting attack that gains a bonus to hit and doubles its range with the Focused Condition. Unlike other sniper models, Katanaka Snipers have a melee attack just as devastating as their ranged attack. Finally, as a free action they can use the "Blow Dart" action to Slow a nearby enemy. Katanaka Snipers add excellent ranged support to any list.
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