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.
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 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.
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.
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.
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.
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!
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).
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 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.
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 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.
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.
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.
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 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.
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.
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.
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.