There are only ever ten Guild Executioners at any one time. Each Executioner accompanies a magistrate, carrying out sentences while also acting as the magistrate’s bodyguard. The claws of an Executioner have become a symbol of both the Guild’s strength and its oppression, dishing out swift and unforgiving justice without a second thought.
Although this model is a bit slow, once it hits the enemy lines, it is a juggernaut of destruction. With its massive claws, it can deal significant damage to enemy models, and it can heal itself after killing an enemy. It also has useful tactical actions that allow it to heal even more (prolonging the mayhem) or remove enemy Scheme Markers. The Executioner is an excellent go-to close combat model.
All Death Marshals must delve into the terrible realm of necromancy, and some are consumed by it. However, during his initial training, the Lone Marshal discovered that he thrived on it. This naturally raised suspicion among his fellows and, with the permission of Lady Justice, he struck out on his own rather than stay with his fellows and be misunderstood. Now he is a force to be reckoned with, riding down the Resurrectionist threat wherever it can be found and turning its own magic against it.
The Lone Marshal is a highly mobile model capable of picking off enemy Scheme runners from a distance. With its “Trick Shooting” action, it can move, shoot, and then move again, even if it starts engaged with an enemy. It is a fantastic harassment piece, taking care of any stragglers that may have escaped slower models.
There are times when guards, money, and guns just aren’t enough to keep a populace in check. Sometimes, the government needs a giant, steel death engine with a harpoon gun. During those times, the Guild employs the Peacekeepers. These highly-tuned machines are brought to bear against the most fearsome foes of the Guild, and they rarely disappoint.
The Peacekeeper is a behemoth. With great Armor, “Hard to Wound”, and “Terrifying”, it is an intensely difficult model to remove from the table. It has excellent melee potential with high damage and the ability to “Flurry” for extra attacks. It also shoots bolts that can even drag enemies towards it. Finally, it is great at removing enemy Markers. Although it is expensive, it is a strong consideration for any list.
Nino is a shadow. As the youngest Ortega, he is easily overlooked. He is reserved and does not engage in the usual Ortega bravado. He frequently travels ahead of his family on their raids, scoping out new areas and picking off enemies from afar with his deadly aim and trusty rifle. When danger gets too close, he is smart enough to leave rather than face it head on.
Nino is a sniper; he sits in the back lines taking shots at enemies with the extraordinary range of his rifle. His Triggers are highly versatile, allowing him to up either his accuracy or his damage, depending on what the situation needs, and with the “Focus” action, he can shoot even further. On top of that, he can prevent enemy models within his LoS from Interacting if they are too close to another Family model, making him excellent in certain Schemes and Strategies.
There are times when being a dynamite-hurling madman has its advantages; for example, when a Mature Nephilim is barreling down on you in a fight to the death. And there are times when it has its disadvantages, such as at the dinner table or when company is over. No matter the setting, the Ortegas put up with their aging father and his antics. The old man is still good in a fight.
Papa Loco always makes the game more interesting. He is fantastic at putting out blast markers and doing damage over a wide area. He also explodes when he dies, making him a bit of a double-edged sword. One of his most potent tricks increases the damage of a model near him, making him an excellent support piece as well. He is a strong consideration for any Perdita crew in particular, but he is a good choice for any Guild Master.
Santiago loves to wade into combat, his dual Peacebringers felling his enemies left and right as he shouts insults and issues taunts. He is the embodiment of Ortega bravado, and he loves to show off. Of course, it’s not all just for show; he is a seasoned fighter, and few can match his prowess in the heat of battle.
Santiago has good defensive abilities, making him good at holding a position. His attacks get stronger as he is wounded, so enemies often reconsider targeting him. His shooting attack is excellent, with a Trigger that can repeat the attack multiple times from a single AP. For crews that need to get a lot of shots off or hold some ground, Santiago may be the perfect choice.
Sonnia Criid has a habit of turning rogue magic users into burnt-out husks known as Witchling Stalkers. It is the job of the Witchling Handlers to train and nurture these burnt-out husks so as to make use of them. Each Handler has an intimate understanding of the Witchlings in her command, piecing together parts of their old lives, half-truths, and Guild propaganda to turn them into the perfect tools.
Witchling Handlers have great stats, with an impressive Df and Wk of 6, which makes them highly durable and mobile. They are also good at repositioning friendly Minion models with both their Triggers and actions, and they grant nearby Witchlings bonuses to Wk and Cg. Finally, they can summon new Witchlings when they kill an enemy in melee, and they can cause nearby friendly models to apply the Burning Condition with their attacks, which synergizes well with Sonnia. Any crew with a Witchling or two should think about taking a Handler along with them.
Abuela is the original Ortega family matriarch. She has only grown more fearsome with age, and there are many Latigo workers who would rather be on the bad side of a charging Nephilim than have Abuela find them sleeping in the loft. She keeps the workers (and her family) in line with a quick switch and a sharp tongue. And if trouble comes calling, she’s no slouch with a shotgun.
Abuela has an impressive Sh of 7 with her Shotgun attack, making her as accurate as any Master. She can also use the “Slug” Trigger to double the damage it deals. While her Shotgun has a short range, she can really put some hurt on once she closes the distance – which is made easier by friendly Family models, who can make use of “Roll Me Closer, Dear” to Push her up to 5”. She can also prompt friendly models to take actions and even give other models the Family characteristic with her “Shotgun Wedding” action. Abuela is great in any crew but is especially helpful in a Perdita list that wants another Family model to Push around.
Most Guard Sergeants are the result of field promotions. These men and women came up in the bitter and bloody fight to maintain control of the city in the early days, and that grit and determination is still what helps them manage a bunch of unruly new recruits. Of course, there are a few incompetent sergeants about, but, luckily, the streets Malifaux usually take care of them quickly and brutally.
Guard Sergeants give benefits to other Guardsman models near them, including a bonus to Wp and an increased Wk. They are equally good at shooting and melee, making them highly versatile models, and they can reposition Scheme Markers, which is useful for many objectives. Finally, they have the “Accomplice” ability, which allows another friendly model to activate immediately after them, giving their crew two activations in a row.
The Pale Rider is an enigmatic figure who has been known to come from nowhere and help Guild forces when things are at their most dire. Who or what the Rider is, nobody really knows. There are those who claim that it is an undead apparition, and it takes payment for its help with the life of the first person to spot it. But it’s never a good idea to pay too much attention to the stories…
Like the other Riders, the Pale Rider is an expensive model designed to deal damage and survive while doing it. It becomes more powerful as the game progresses, gaining higher damage reduction, better Triggers, and more actions with each passing turn. It has a high Wk and ignores severe terrain, making it highly mobile. It excels at dealing damage, with one massive attack on the later turns of the game. It is also the only Rider with a ranged attack, and it is excellent at dropping Scheme Markers.
Exorcists are zealous hunters of the undead. Most originally came through the Breach of their own accord to hunt the abominations that were plaguing Malifaux. While the Guild was skeptical at first, they quickly began licensing Exorcists once their effectiveness was proven. Now all Exorcists are official Guild Marshals under the command of Lady Justice.
Exorcists have good stats and some decent attacks. Their “Banish to Oblivion” Trigger can instantly kill Undead and Spirit targets, and their Sanctified Crossbow ignores Incorporeal and Hard to Wound, which are the two most common defensive abilities among Undead. Exorcists are an excellent choice for going up against Resurrectionists. They can also give other models the Undead characteristic with their “False Accusation” action, which both makes their Attacks more potent and gives them some great synergy with McMourning.