Malifaux Core
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.
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.
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.
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.
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.
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 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.
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 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.
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 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).
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.
Crossroads
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.
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.
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 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.
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 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.
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 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 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.
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?
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 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.