Guild Masters

Perdita Ortega – Perdita has always been a frightening gunfighter to see across the table, and that trend continues into Third Edition. In addition to dealing quite a bit of damage, she can also shoot Scheme Markers off the table from a distance, allowing her to save her actions for the things that really matter (i.e., shooting people in the face). Her thematic crew possesses the Bravado ability, which allows them to discard their Pass Tokens to become Focused, effectively allowing them to sacrifice activation control for pure damage.

Lady Justice – Lady Justice is still the Guild’s strongest melee master. Her Greatsword is a devastating weapon, and when combined with her Acrobatic Assault action, a bonus action that places her anywhere within 5” and allows her to make a free melee attack, it effectively turns Lady Justice into a wrecking ball. Her thematic crew boasts two good abilities: Unnatural Vigor, which heals them each time they kill an enemy model, and Hate the Dead, which gives them the Fast Condition when activating near Undead models.

Sonnia Criid – Since being relieved of the Tyrant that possessed her, Sonnia Criid has refocused her abilities. She still blasts things with her powerful fire magic, of course, but now her summoning capabilities have been rolled over onto her base card, allowing her to summon Witchlings more aggressively. Her thematic crew possesses the Counterspell ability, which prevents enemy models dueling them from declaring triggers unless they first discard a card.

Cornelius Basse – The Guild’s newest recruit is a tough frontier marshal who has been given the task of bringing order to the more remote areas of Malifaux. Both he and his thematic crew manipulate terrain by creating dust clouds and punishing enemies who hide in severe terrain. Furthermore, as frontier lawmen, his crew is very good at starting combat quickly, a capability reflected in their Home on the Range ability, which extends the size of their deployment zone.

Dashel Barker – Dashel Barker’s meteoric rise through the ranks has finally landed him a position at the top of the Guild Guard. He is primarily a summoner who calls in his subordinates to reinforce important positions (i.e., Scheme Markers). Activation control is very important to Barker’s thematic crew, as they possess Pursue, an ability that grants them significant bonuses when targeting models that have already activated that turn.

Nellie Cochrane – The Editor-in-Chief of the Malifaux Tattler is focused upon two things: mobility and debuffs. The former she achieves by handing out new assignments, which pushes friendly models toward enemy Scheme Markers and might even give them Fast, if any nearby enemy models have Scandal Tokens. These Scandal Tokens tie into Nellie’s debuffs: by uncovering the terrible things her enemies have done, she is able to hamper their effectiveness on the table. Her thematic crew is almost entirely Manipulative or Disguised, as befitting a group of “harmless reporters.”

Charles Hoffman* - The leader of the Guild’s Amalgamation Office has quietly joined the Arcanists and now serves both groups to the best of his ability. Hoffman is a support master who greatly amplifies the capabilities of his thematic crew, all of whom utilize Power Tokens to unlock powerful abilities and increase the accuracy of their deadly attacks.

Lucius Mattheson* - The leader of the Elite Division has retained his dual-faction status and is more than willing to work with both Guild and Neverborn alike. As a politician and commander, Lucius is very good at ordering his subordinates around the battlefield, and he’s even retained the services of a few dozen hidden snipers, making him an unlikely source of ranged damage. His thematic crew is filled with people who know better than to ask questions, which is represented by their Following Orders ability: each time they resolve an action outside their Activation, their controller can draw a card.

*Indicates a dual faction Master.

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