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.
The Lone Marshal
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.
Chiaki the Niece
Chiaki is naturally able to hear the voices of the ancestors, which would normally require years of formal practice. While Yan Lo returned the ancestors of the Katanaka to the world of the living, it is Chiaki who returned Yan Lo himself. She is able to walk the Paths of both spirit and flesh, crossing over to aid spirits into this world, and banishing her enemies to the realm of spirit.
Chiaki is a utility model who excels in a Yan Lo crew. She has very high Wounds considering she also has Incorporeal, which reduces most damage she suffers. She is able to remove Conditions at a long range and may even heal the target with a Trigger, which is very useful against certain crews. She can make enemy models Insignificant, preventing them from achieving their objectives. She is also good at moving the Chi Condition to different Ancestors in her crew. Chiaki is a highly durable model, with a wide range of useful abilities, and she will prove invaluable in almost every game in which she is taken.
Izamu the Armor
In the days before the fall of the Katanaka, Izamu’s bloodlust was already legendary. It is said his violence was the final straw that sparked the rebellion, and he was eventually slain by his own archers, but not before felling many of their number. His body was burned, so when Yan Lo brought his soul back to this world he tied it to an empty suit of armor. Now Izamu relives his final battle over and over again.
Izamu is a melee model that is incredibly difficult to kill. He combines high Armor with a healing action, which keeps him on the table. He has “Melee Expert,” which gives him one free attack per turn, and his Dadao is an excellent attack with bonuses to damage. He has a long melee range and gains bonuses to disengaging strikes, making him able to lock enemy models in engagement. When you put all of this together you have an unstoppable juggernaut wielding a massive blade! His only downside is that he is slow, which is easily overcome if other models in his list have abilities to propel him across the board (for example, by using Sensei Yu’s “Airburst”). Izamu fits well in any list that needs melee support, especially if other models can add mobility.
Yin the Penangalan
In life, Yin was a human woman. She was happy and in love until she was completely and utterly betrayed. Her bitterness and hatred kept her going past when she should have died. Now, she is nothing but a writhing mass of viscera with a head. Her victims are often frozen in terror as she coils around them, poisoning them with her bile.
Yin is difficult to kill, and she works well in any crew that targets Wp. Her “Mass of Viscera” ability gives enemies penalties to hit her, making it almost impossible to damage her unless enemy models have the Focused Condition. She is slow, but she can push into base contact with enemies. Finally, she can apply penalties to a model’s Ca and Wp duels as a free action, which can leave them vulnerable to a number of devastating attacks. Yin is an excellent addition to crews that target Wp or produce Horror Duels as she cripple’s the enemy’s only defenses to these potent abilities.
The Guild created the Lazarus project in order to create a construct with human intelligence and machine obedience. They got it half right. A guard was sacrificed, his soul harnessed in a soulstone and used to power the Lazarus chassis. Things went well at first, until the construct rebelled, destroying the lab and striking out on its own to eventually join the Freikorps.
Lazarus is a mercenary who may be hired by any faction except the Guild. It is incredibly difficult to kill, with good Armor and the ability to heal itself. Its Grenade Launcher is a magnificent shooting attack that produces blasts and can fire three times in one turn (against separate targets if necessary) with the “Auto Fire” action. Lazarus is no slouch in melee, either. Lazarus is a model that just won’t die, and it can wreck opposing models from far away or up close so long as it is standing.
There are few engineers in the Freikorps, though some of the Librarians show an aptitude with technology; once such Librarian created the Strongarm Suit. The suit enhances the wearer’s strength and speed and gives them arcane powers similar to those of a Librarian. There is only one Strongarm Suit in field-testing.
The Strongarm Suit is a mercenary and may be hired by any faction. It has good Armor and a decent number of Wounds. It has both a melee and a shooting attack with some useful Triggers that range from dealing extra damage to preventing the target from dropping markers. It can also Charge through terrain and models and Charge while engaged. Most notably it has the “Charge Up” action, which allows it to choose between increased melee damage, increased shooting accuracy, or increased protection against melee every turn. This makes for a highly versatile model that can change how it plays as the game progresses.
Vanessa is the younger sister of Viktoria. As a child, she idolized her big sister, but the two were very different. While Viktoria went on to show her prowess with a sword, Vanessa studied arcane texts and found old relics. Eventually she traveled to Malifaux, where she discovered her own magical aptitude. She can tap into the power running beneath Malifaux, and, if she finds the proper leyline, few can stand against her.
Vanessa is a Sister with the “Fates Entwined” ability, which allows her to share her healing with all other Sister models when she heals herself; this makes her an excellent addition to any Viktoria crew. She has a poor melee attack but an excellent shooting attack. If she is on the centerline of the board she gains a bonus to her casting, giving her shooting attack a massive Ca of 9. Although most people think of Vanessa as a model for the Viktorias, any crew can leverage her amazing casting ability.
Mr. Graves is the bouncer at the Honeypot Casino. By now, most of Malifaux knows better than to cause trouble there, as he rarely lets people off without a cracked rib. In truth, Mr. Graves is a Neverborn skinwalker, committed to serving the Hungering Darkness and ensuring that Jakob Lynch does as his master orders.
Mr. Graves is a melee model with some good defensive abilities. He has Armor and “Hard to Kill,” which can keep him going past when he would otherwise have died. His Fence Post attack deals impressive damage and has some useful Triggers. He is good at positioning other models (both friendly and enemy) with his “Show Ya The Door” action, and he can make it more difficult for nearby enemies to Charge. He also has some good synergy with Mr. Tannen. If you need a model to toss enemy models around while pummeling them to death with a Fence Post, Mr. Graves will happily provide that service.
Nobody is sure what Mr. Tannen’s role is at the Honeypot Casino. He strolls along the floor, congratulating guests on their winnings. Wherever he goes, bad luck seems to follow, ensuring the house always wins. Mr. Tannen is actually a Neverborn skinwalker who serves the Hungering Darkness, much like his associate Mr. Graves.
Mr. Tannen is a utility model who excels at disrupting the enemy. He can gain “Chatty,” which prevents enemies from Interacting near him. Any enemies near him must discard a card in order to Cheat Fate, which can quickly drain an opponent’s hand. He can also apply a number of penalties to enemy models, preventing them from using Soulstones and reducing their Wk and Cg. He also has some good synergy with Mr. Graves. Finally, he can use “Leave it to Luck” to boost the value of Mask cards and lower the value of Tomes; this is useful if his controller has Mask cards in hand or needs high Masks to take certain actions, such as The Dreamer’s summoning. Mr. Tannen will be a constant thorn in your opponent’s side and, if they try to remove him, Mr. Graves will likely have something to say about it.
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.
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.
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.
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.
Burt Jebsen has his own private war with the Ten Thunders, trying to keep them out of The Bayou. His loyal pig, Gracie, accompanies him, and the pair makes a magnificent team. His gun, the Backwater Pepperbox, is as much church organ as it is weapon, but it gets the job done and has become synonymous with Gremlin ingenuity.
Burt Jebsen is a mercenary, so he may be hired regardless of faction. He has some decent defensive abilities. With “Slippery” he can force nearby friendly models to suffer attacks rather than him, and he can damage models that miss him with his “It’s All In The Reflexes” defensive Trigger. His “Crackerjack Timing” action makes him an excellent choice for Wong as he can clump enemies together, making them more vulnerable to Wong’s blasts. To top it off, he has decent shooting and melee attacks, with Triggers that can allow a friendly Pig to push towards the target.
Gracie is Burt’s loyal pig. She is protective of her companion and will defend him against all attacks. She is weighed down by frying pans, spatulas, and all manner of junk that Burt swears he will be able to sell one day. In reality it only acts as armor, protecting her and maintaining her iconic image. For a pig, she is a classy lady, and she enjoys her outfit.
Gracie is a mercenary, so she may be hired regardless of faction, and she is almost impossible to kill. She combines high Armor with “Hard to Kill” and healing, which allows her to get near the brink of death and then come back. She can also use “Eat Your Fill” after killing an enemy to heal back to full. Gracie’s “Riled Up” action allows her to gain Reactivate at the cost of two damage, which is very powerful as it allows an extra activation. Gracie is a good addition to any crew.
Work on the railroads of Malifaux is treacherous, and railworkers are always happy to have a Rail Golem along with them. The creatures are composed of the same metal as their smaller brethren, the Metal Gamin, and they house giant furnaces in their torsos that power their movements. Although they can do the work of several men on the railroad, they are also capable of defending themselves and their crew should the need arise.
Rail Golems are large melee models that have good armor and are capable of large bursts of damage. They save up the Burning Condition and can unleash it to make massive swings at the enemy, get further up the field, or even set nearby units on fire. Rail Golems are great damage models, particularly in crews that can give them Burning (such as crews led by Mei Feng or Kaeris).
Grisly murders can be a common occurrence in Malifaux and, for as long as anyone can remember, a number of them have been attributed to Bete Noire. The legend tells of a mysterious woman who rises up out of a recently deceased corpse and unleashes a torrent of violence before disappearing just as quickly as she came. Many dismiss Bete Noire as a spook story, especially since the few survivors never seem to be able to remember her face, but she is out there. Waiting.
Bete Noire may start the game Buried. Whenever another model is killed, Bete may pop back into play. Before she is killed, she has the opportunity to become Buried again. This allows her to pop in and out of play, using “Flurry” with her knives before retreating to safety once more. She is a great force multiplier in areas of the board where lots of models are dying.
Cojo is one of the most intelligent beasts that Marcus draws to his side. With that intelligence comes a long memory. The steel ring humans hooked his chain to is still pierced through Cojo’s chest, and he allows it to remain there to help stoke his memories of being in chains, of being the plaything of humans. Now he follows Marcus, not as a pet or a sideshow, but as a loyal comrade, always on the lookout for those who once held him captive.
Cojo is good at throwing models around. Both of his attacks relocate the enemy, and he has a (0) action that also allows him to do so. This makes him valuable in Strategies such as “Turf War” where enemies need to convene on a central location in order to score VP (which, in the end, can be more important than killing enemies). He also removes Scheme Markers, making him great at thwarting enemy Schemes. Cojo is an excellent choice for any plan that revolves around VP denial.
Rasputina can wield December’s power to create Ice Golems out of large chunks of mountain ice. These golems are fearsome constructs, fighting to the end with the bitter, cold calm that befits their construction. There are few foes who will not flee when a peaceful snowdrift erupts into a gigantic golem, bent on tearing them limb from limb.
Ice Golems are walking tanks. With high wounds and good Armor, they are difficult to take down before they get into melee. Once there, they can use their three attacks or impressive “Smash” action to pummel opponents into the ground. They also have “Toss”, which allows an Ice Golem to throw smaller models across the board. This is very useful for repositioning the smaller Ice Gamin. Finally, like all Frozen Heart models, they are excellent with Rasputina as she can cast spells through them.
There are many relics from old Malifaux waiting to be unlocked, and the schematics for the Steamborg Executioner were one such relic. Ramos first used the schematics on a miner named Howard Langston who was injured while Ramos happened to be visiting his worksite. The modifications saved his life, but now Howard has pneumatic arachnoid legs and vicious metallic claws.
Howard Langston has an amazing combination of abilities. He receives an extra AP to walk every activation, and he can use the (2) “Flurry” action to make three attacks. This means he can walk up to an enemy and still make three full attacks with his devastating Executioner Claws! In addition to this, he has great defenses against ranged attacks to protect him as he closes distance. Ramos and Colette in particular get fantastic use out of this model as they have ways to give it more actions (the Brass Arachnid model in Ramos or “Prompt” in Colette), but any Arcanist master who needs something dead can turn to Howard to make it happen.
Only Marcus knows why he decided to modify a Sabertooth Tiger so that it had three heads. Everyone else only knows that the creature is terrifying. Its heads growl and snap at each other as it closes in for the kill and then fight amongst themselves over the meat. Being a single creature with three separate minds, it is one of the most difficult Beasts for Marcus to control, which makes it even more unpredictable.
The Sabertooth Cerberus is a highly mobile model that does great damage once it reaches melee. Its “Leap” action is one of the most versatile movement actions in the game. Once engaged, it can Trigger multiple attacks against its target with the right suit. However, it can go down quickly to designated attacks, so this model must be used carefully, darting it in and taking out a target before the target can fight back. In skilled hands, the Sabertooth Cerberus can be devastating.
Although he takes the form of an innocent toddler, Baby Kade is the Woe that embodies betrayal. He lures his victims in with the cries and coos of a human child and then plunges his knife into their backs. He is happiest during the brief moment after his victims have realized what a terrible mistake they have made but before they are slain.
Baby Kade has an amazing melee stat of 7, which can receive damage boosts by being near friendly models or through Triggers. This makes him an incredibly deadly model, and, with his high defense and “Manipulative” ability, he is hard to take down as well. He can also attack models Pushed near him with “Pounce” or “Lure” enemies out of position. He has great synergy with Teddy, whom he can reposition with his “Where’s Teddy” action.
Teddies are cruel mockeries of the children’s toy by the same name. Created by the Widow Weaver, they stalk Malifaux, devouring their victims whole and tearing them limb from limb, all while wearing an unwavering smile on their sewn lips. Baby Kade is fond of the creatures, often keeping one with him.
Teddy is a large melee model who can take a lot of damage. His high Wd and defensive abilities offset his low defense. He also does impressive melee damage and can generate extra attacks with his “Flurry” action. Finally, he has “Smell Fear”, which allows him to take a melee attack against an enemy that fails a Wp duel near him. This makes him great in crews that force Wp duels, such as Pandora or Zoraida. Of course, most people enjoy Teddy simply for the delight of ripping their foes to shreds with a giant Teddy bear!
Many Neverborn can manipulate their shape, growing claws or fangs; some can even change their faces. Those who can blend in perfectly with humans, stalking from one shape to the next, have earned the name Doppleganger. There is dispute about what Dopplegangers really look like. That is for academics to debate; most regular citizens are more concerned with making sure that there aren’t any Dopplegangers pretending to be their friends.
Dopplegangers may take the actions of models near them, making their effectiveness fluctuate depending on the other models on the board. They also have some great defenses, potentially granting penalties to attacks targeting them. In addition, they allow their crew to Cheat the initiative flip, which is an amazing ability alone, not even counting everything else they can do! Dopplegangers are a good addition to any Neverborn list.
At the pinnacle of the Nephilim life cycle stands the Mature Nephilim. Nearly nine feet tall, draped in leathery, blackened wings, and sporting massive claws and horns, there are few beings in Malifaux that can stand toe to toe with such a creature. Nephilim hold strength to be of the utmost importance, and they don’t bat an eye at dispatching a lesser creature with a quick death.
The Mature Nephilim is a straight-forward model: point it in a direction and things start to die. It has good movement, decent defensive abilities, and great melee with an impressive minimum damage of 4. It can also “Flurry” for more attacks or “Wing Buffet” to Push enemies around. It is a great addition to any list and works particularly well with other Nephilim.
Karina spent an eternity of solitude in Obliteration’s prison, and it drove her quite mad. Despite this, she is a talented Resurrectionist. Tara likes to comment that Karina has forgotten more about the necromantic arts than most “experts” currently know. This is quite literally true as very little of Karina’s sanity remains. Even so, Tara keeps her by her side out of a sense of loyalty, as Tara is the only person who really understands what happened to Karina.
Karina is Tara’s totem and may only be taken if Tara is the master. Karina has a decent shooting attack for her price point, she can attack models that Tara Buries, and, unlike most totems, she can influence most Schemes and Strategies. Most importantly, her “Faces of Oblivion” upgrade allows her to summon Horror models, allowing her to fling unspeakable things from the void at her enemies!
Bishop was once the most favored fighter in the Pits, using only the chains of his captivity as his weapons. Finding an unlikely ally among the other fighters in Barbaros, the two escaped the Pits together. Now Bishop applies his talents as a mercenary, using the skills he learned in the Pits to hunt down those who try to enslave or harm others.
Bishop is a mercenary and can be added to any list. He is an amazing melee model with an extra AP and “Flurry,” which allows him to walk up to a model and “Flurry” for three attacks or stay still for an impressive four attacks! He also has a useful Trigger for every suit and automatically gains one suit of his choice every activation. Bishop can also choose to target either Wp or Df with his attacks, allowing him to attack a model’s lower stat or combo with masters that rely on Wp, such as Pandora.
Many citizens in Malifaux came to the city as part of the Guild’s convict labor force. Few escape, but those that do must make their lives as convicts always on the run. Many become mercenaries or outlaws, and any convicts who can find and use a gun fancy themselves Convict Gunslingers. These gunslingers are always on the move, never sure if their next stop will be at the end of a long fall with a Guild rope around their neck.
Convict Gunslingers are mercenaries and can be added to any list. They have a low Wk, making them relatively slow models. Luckily, they rarely need to reposition as they can stand still and shoot down field. A Gunslinger’s Collier Pistols gain bonuses to hit, making them very accurate, and they can be Triggered for more attacks. Finally, if the enemy does get to shoot back, their “Bullet Proof” ability and defensive Trigger can make them poor targets. Should the enemy close distance, they can even use their pistols in melee!
Freikorps Specialists have no problem rushing into harm’s way with a canister of volatile chemicals strapped to their back. Of course, this sort of willpower takes months of training, and many wash out of the program. Their comrades often poke fun at the specialists, calling them crazy for what they do, but other combatants are always thankful to have a specialist on hand when the fight gets tough.
Freikorps Specialists are mercenaries and can be added to any list. Their Impressive Flammenwerfer can produce blast markers, give the target the Burning Condition, and remove all Scheme Markers near the target (which can be essential depending on the opponent’s schemes). It can also remove the Paralyzed and Slow Conditions from all friendly models within 10”, making it a great addition in crews expecting opponents to Paralyze them.
Hans originally came to Malifaux as a convict laborer, but he quickly escaped when he found hard labor did not agree with him. An assassin Earthside, Hans quickly put his skills, and his rifle, to good use in Malifaux. His sentence has since been long lost in the Guild’s bureaucracy, and he now openly plies his trade as a mercenary to the highest bidder.
Hans is a mercenary and can be added to any list. He is a Sniper, and his already impressive 18” range shooting attack can be extended to 36” if he benefits from Focus, allowing him to shoot across the entire table. He has a useful Trigger on every suit, and he has decent Df and a good defensive ability in “Disguised” (though he has low Wounds). He can also use his “Smile You Son of a…” action to discard upgrades from enemy models (though rarely leaders), giving him a unique and often essential place in your crew.
There are many stories circulating about Johan. Some believe that he was the sole survivor of a small mining claim the M&SU silenced. Others claim that he was one of the Union troubleshooters who helped silence the small claim. In reality, Johan is just a renegade from a small claim with a grudge against the Union; he makes a living as a mercenary, freely hiring his hammer to the highest bidder. Ramos often employs him as a sort of bogeyman. Many M&SU miners who are late on their dues or overly critical of the leadership have found themselves at the wrong end of Johan’s hammer.
Johan is a mercenary and can be added to any list. For his cost, he has great stats, and his Relic Hammer attack has impressive reach and damage. Most importantly, his “Rebel Yell” action can remove Conditions from a model, which is necessary in certain matches. Although Johan’s “Open Revolt” action allows him to heal M&SU models and makes him more appealing to Arcanists, he is an incredibly versatile model. Johan is a good model to have on hand, no matter a player’s favored faction.
The Neverborn creature known as Killjoy was cursed to a walking hell of undeath by its own kind for crimes it no longer even remembers. It wanders Malifaux, slaughtering any who happen upon it as it undertakes its endless journey. With the proper ritual and sacrifices, Killjoy’s aid can be harnessed, but the creature is unpredictable, beholden neither to contract or greed. It knows it only ever served one master, someone long forgotten to Malifaux.
Killjoy is a mercenary and can be added to any list. He is a melee monster who does incredible damage and can Trigger “Onslaught” to gain more attacks. He also must Charge if he can (against friend or foe), and this Charge costs fewer AP, making him even more deadly when he gets to his unfortunate victim. He can start the game out of play and then pop into play when a friendly model is killed. Some players make lists built around running a fast, cheap model into enemy territory, getting it killed, and then just sitting back and watching as Killjoy rampages through the enemy.
Lenny lumbers over his smaller kin, his massive size dwarfing them. Nobody knows why he grew to be so big, but unfortunately, the growth spurt never quite got to his brain. Due to his slow-witted and sluggish nature, Lenny is often picked on and manipulated by the other Gremlins. He has taken to carrying around a large branch so he can give anyone who teases him a good whack. It is sometimes difficult for him to tell simple interactions from teasing, but he figures he’s better safe than sorry.
Lenny buffs other Gremlins near him, reducing the damage they suffer and adding Rams to their duel totals. This both generates some great Triggers in the Gremlin faction (such as “Dumb Luck”) and avoids some of the Triggers that are detrimental. He also does good damage in melee, can “Toss” his friends up field, and can heal himself. Although Lenny is a large target with low Df, he is an excellent support platform in any Gremlin list.
Alcohol-related tasks inspire a level of ingenuity in Gremlins that is often staggering. The Whiskey Golem was originally created so the Brewmaster could safely transport his most choice spirits. Unfortunately, Gremlin craftsmanship isn’t always the most precise, and it has sprung quite a few leaks (many simply due to thirsty crew). Although its use in transport is questionable, it proved excellent in combat.
With Wk 6 and “Nimble,” the Whiskey Golem is incredibly mobile for such an expensive model. It can quickly close distance to use its “Barrel to the Face” melee attack, and, if it gets in trouble, it can boost its Df or heal. Additionally, any models that damages or kills it riks gaining Poison, which combos well with the Brewmaster. The enemy crew will never know what hit them (literally, they’ll be too intoxicated).
If there is one thing Pere Ravage loves, it’s fire. Burning shacks, burning caravans, burning humans; he loves it all. He has even concocted a special moonshine that he spits and lights ablaze to the amazement of his kin. Ophelia puts his skills to good use and frequently lets him have whatever explosives she has lifted off the Guild.
Pere Ravage is good at putting down Blast Markers from range, damaging his target and anything near it. Of course, why stop there? He can also generate Blast Markers with his melee action. If he dies, any model too close to him suffers an impressive four damage, and he can hasten that process with his “Oopsie” action, which forces all models near him to pass a duel or suffer five damage before he suffers five damage. Pere Ravage can do incredible damage by wading into the opposing crew and then blowing up himself along with everything else nearby.
Rami LaCroix is good with guns. He can take them apart. He can put them back together. And he can shoot them as well as any Gremlin alive. A long time ago on a raid, he saw a boy with a long rifle sniping Gremlins from far away, and he knew he had found his calling. He set about reconstructing the rifle he’d seen that day, and now he can land his shots from farther away than any of his kin.
Although he has a low Df, it rarely affects Rami, who can sit at the back of the crew and pick off his targets carefully. His “Really Long Rifle” has an impressive 18” range that doubles to 36” when he benefits from Focus, and he can even trigger “Dumb Luck,” doubling the damage it deals (and suffering some damage himself). He can also use his “Trusty Flask” to heal some of the damage he takes from “Dumb Luck.” Finally, he ignores Ht 1 models when shooting into engagement, allowing him to shoot over the heads of his friends and hit the enemy.
Raphael is used to getting his way. He is good at fighting, and few Gremlins can match his strength. He follows Ophelia out of a grudging respect and because he knows being on her good side means better loot. He has become one of Ophelia’s trusted lieutenants, carrying out the job when she is not around.
Raphael gets stronger when he is damaged, gaining positive modifiers to his damage flips when he has half of his Wounds left (at this point he can also gain an extra AP from “Reckless” without suffering damage). His Big Honkin Gun does incredible 4/6/10 damage with the “Dumb Luck” trigger, which damages Raphael as well (this can also give him his bonuses for being damaged). Raphael is a good choice if you need a model that puts out damage at range and doesn’t mind getting hit back.
Powerful warriors from the Three Kingdoms, the heavily armed and armored Samurai are loyal servants of The Dragon. They march into battle, trusting in both their thick armor and fearsome Gatling guns. On the rare occasions that the enemy is able to draw close, a trusty Daito is always at hand.
Samurai are a mixture of high Armor, decent shooting, and good melee, which makes them good all-around models. Their Daito melee attack has a few useful Triggers and can be used in conjunction with the “Run Through” action to move, attack, and move again. Their Shoulder Gatling’s attack is a good attack action, but, if it misses, the Samurai suffers damage. They also get their choice of free upgrades, allowing each Samurai to be customized to the situation!
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.
Ikiryo is Kirai’s rage and thirst for vengeance made manifest. It is a part of her spirit set free from her body to vanquish her enemies. Initially, it operated without her even realizing it, but as time has passed she has become better at controlling it, keeping it locked in until it bursts forth in a violent storm of anger that leaves none standing.
Ikiryo may only be summoned by the “Malevolence” ability used by Kirai Ankoku and her totem, The Lost Love. When a friendly model near Kirai or her totem is damaged, Ikiryo may be summoned into base contact with the model that did the damaging, regardless of how far away it is. This makes sniping models in Kirai’s crew a dangerous prospect. Ikiryo has great close combat, but it is not mobile. It can also sacrifice itself, which is a good decision when it is too far out of position as this allows it to be summoned again later. There is no escape from Ikiryo.
McMourning has created many obscene creations in his time, but the Rogue Necromancy is probably the prize of his collection. It is cobbled together from a collection of vicious animals, with heads and limbs and wings assembled in a vague mockery of life. The beast is relentless, devouring its victims after tearing them to shreds. Even so, it somehow recognizes McMourning as its master, frequently bringing him trophies.
The Rogue Necromancy is a fearsome melee monster with an impressive Ml stat of 7 and good damage. It also has good movement, as the “Stalk” action allows it to follow its prey. It can even use its Acid Breath to damage models at range and produce blasts. Finally, it has “Smell Fear,” which allows it to attack when nearby enemies fail a Wp duel. This gives it particular synergy with crews that target Wp (such as Seamus), but it is a great addition to any list.
Death has been stalking Guild Soulstone shipments in recent months in the form of the Dead Rider. Where it came from and what it is remain a mystery. What is known is that few survive an encounter with the creature as guards quickly fall before its scythe. Disturbingly, it takes bodies from the scenes of its slaughter, which it seems to use to repair itself. More than one survivor has seen the Rider wearing a dead comrade’s face.
Like the other Riders, the Dead 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. The Dead Rider differs in that it is more mobile than the other Riders, with a Trigger that allows it to Push after an attack, and it can even drag its target along with it. It can also force a large number of Horror Duels, making nearby enemies make a check or risk being Paralyzed.
Jaakuna Ubume is the angry spirit of a woman who drowned her own children. Now she stalks the waterways of Malifaux, luring unwary travels to her with cries before dragging them under the rolling waves. It is said that her victims haunt the waters with her, each death becoming a new pair of hands to help her drag others to a watery grave.
Enemies consider the area around Jaakuna Ubume hazardous terrain, which means they will suffer damage if they end a movement action in it. “Lure” takes advantage of this by forcing enemies to approach her. Once they are nearby, she can keep them there with her high melee value and “Denial of Sanzu,” which prevents them from walking. Jaakuna Ubume bogs down the enemy as the life is slowly drained from them.
Rafkin has always been fascinated with death. Throughout medical school he scoffed at his classmates who simply tried to preserve life. Such a temporary affair! When he was expelled and came to Malifaux, he got a job in the mortuary. Now he spends his days running errands between Nicodem and McMourning, and he couldn’t be happier. He has finally found some kindred spirits…
Rafkin excels at exploiting the Poison Condition. He can Charge models that have Poison for 1 AP, deal more damage to Poisoned models, and even heal friendly models that have the Poison Condition. He darts into combat, targeting those who have already been marked with Poison and ripping them to shreds. He can even apply Poison at a range with his “Flask of Formaldehyde” action. He is excellent in a list with McMourning or one that has models capable of handing out Poison, which includes much of the faction.
The Oxfordian method of spellcasting is a peculiar one. Its rituals and chants rarely do much on Earth, but in Malifaux its power is greatly amplified. This has led the Guild to restrict students of the Oxford method from entering Malifaux, but the Arcanists smuggle them in to help advance their own agendas.
Oxfordian Mages are fearsome spellcasters that work best in pairs or as a group. When near other Academics, they can use their Triggers more easily, which gives them a wide range of options to hamper the enemy, and their “Furious Casting” ability allows them to cast an extra spell every activation. They can also take upgrades, and each Mage can take a free “Ward” upgrade, giving them some specialization that can be used to boost Ironsides or a friendly Henchman.
The dance of a single Coryphee is a sight to behold, but when they dance together there is nothing like it. They move perfectly to music only they can hear, anticipating every move of their partner. In combat, they apply these same skills, switching from attack to defense with fluid ease and turning violence into a deadly work of art.
The Coryphee Duet resembles a singular Coryphee in many ways, but it gains an extra AP every activation, it has higher Wounds, it can heal itself, and it gains bonuses to damage flips. It is often advantageous to wait until the opponent thinks they are in a position to kill a single Coryphee. Then, they can meld together, unleash the Duet, and wade back into combat.
Stories tell of a woman wielding a spear and riding a mechanical horse who shows up unannounced in conflicts involving Arcanist forces. She aids them and then disappears before anyone has the chance to question who or what she is. Although they are always thankful for the help, even her Arcanist allies watch her warily.
Like the other Riders, the Mechanical 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. The Mechanical Rider in particular excels at drawing cards and placing Scheme Markers. It can even summon smaller models, and, on certain turns, give out “Reactivate.” It is one of the most powerful Riders, and it works well in any list.
Angelica is the Mistress of Ceremonies at the Star Theater. She expertly arranges the acts, transitioning from one to next with a skill that makes it look deceptively easy. She only spends time onstage to introduce other performers, but even so she draws applause and laughter as easily as any of the main acts. Of course, her organizational and inspirational skills can be put to use by the Arcanists as well.
Angelica is best used to rearrange models on the table, both friendly and enemy. If a model attacks her and misses, she can place it next to any of its Scheme Markers with her “Get Off the Stage” Trigger. This can be hugely disruptive for the enemy crew. She can also move the enemy with her Hooked Cane attack or Paralyze them at range unless they discard cards. Finally, she can reposition other friendly models with her “Give Them an Encore” action. Positioning can win games, and positioning is what Angelica does.
Blessed of December
Bestowing the title of Blessed on a member of the Cult of December is a ceremony that happens once a generation. The Blessed becomes more feral with each passing day until she is nothing but a ravenous animal and a slave to December’s all-consuming hunger. Rasputina regrets performing the ritual on the poor woman, and it was one of the deciding factors in her defiance against December.
The Blessed of December is an incredible melee model with the “Leap” action, which makes it one of the more mobile models in the game. The Triggers on its Ragged Claws attack excel against any model that isn’t a Construct, allowing it to deal more damage or attack again. It also packs an incredibly high Ml stat of 7, making it a very accurate attack. The Blessed of December darts into combat, kills a key model, and “Leaps” away. It is especially good in crews led by Rasputina because it has Frozen Heart or crews led by Marcus because it is a Beast.
Coppelius is a creature of darkness. Lurking in the shadows of Malifaux, he feeds on the lonely and the fearful. As he approaches, his victims feel tired, unable to fight. He plucks out their eyes, leaving them in eternal darkness. Nobody knows for sure what he does with the eyes, but he has been heard mumbling the phrase, “For my children,” as he collects his gruesome harvest.
Coppelius is a melee model who gains the Plucked Eyeball Condition when he damages enemies. This Condition raises his defense and can be spent to heal friendly models or summon an Alp. Coppelius is also good at generating Horror Duels to Paralyze enemies. Coppelius works well with The Dreamer since he is a Nightmare, though the Wp checks he generates also work well in a Pandora crew. There is nothing quite like a model that grows in power by ripping the eyes from its enemies.
The growth patterns of Nephilim are relatively well known now, from Terror Tot to Young Nephilim to Mature Nephilim. However, on occasion, a pair of siblings breaks this cycle. Sometimes a brother-sister pair grows very close and the brother matures after the sister. He is used to taking instruction from his physically weaker sibling and becomes a Lelu, accepting the derision of the rest of the pack.
Lelu is a melee model that will rarely be taken alone. Lelu and Lilitu form a team, with Lelu rushing into combat and dealing damage. Any Conditions or healing he gains is also applied to Lilitu. As both models regenerate, they make an excellent pair. Lelu can gain “Pounce” and give it to Lilitu, which allows them to attack any enemy models that draw too close to the fearsome duo.
As a rule, female Nephilim are smarter and more cunning than their male counterparts. A Lilitu is the second half of an unusual brother-sister Nephilim pairing. She has tricked her brother from an early age into taking any punishment meant for her, and this has carried on into adulthood. Even so, a Lilitu is fiercely protective of her Lelu, and the two make a terrifying team in battle.
Lilitu is a control model, repositioning enemies with her “Lure” action or locking them in engagement with her impressive 4” melee range. She has an excellent stat line and forms the second half of the Lelu-Lilitu team that allows both models better access to healing and Conditions. The Dreamer can summon both Lelu and Lilitu, making them great choices for a Dreamer crew.
A deep, uncontrollable rage is contained in the small child known as Iggy. When it erupts, so do flames, scorching anyone he thinks has wronged him. Some of the first to burn were his abusive parents and the corrupt people working at the orphanage he inhabited. Now he wanders the streets, punishing people with his rage for crimes both real and imagined.
For his cost, Iggy has good defense and high Wounds. He excels at handing out the Burning condition, and he can lower the Wp of enemy models near him that have not activated, which makes him a great choice for Pandora. He also has the “Incite” action, which allows him to determine when an enemy model activates. This can be used on a weak enemy model to effectively ensure that Iggy’s crew gains initiative or simply to control the activation of the enemy crew to his advantage. Iggy is a welcome addition to any crew.
There is a Hooded Rider who chases the setting sun across Malifaux. Almost all who see him die by his blade; entire villages are slaughtered in his wake. Many whisper that the Neverborn summoned the rider to cleanse Malifaux of humankind. Whatever brought it here, it is a fearsome opponent, disappearing as quickly and mysteriously as it arrives.
Like the other Riders, the Hooded 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 has the longest melee range of the Riders, allowing it to engage more enemies. It also excels at removing enemy Markers and repositioning friendly models.
Tuco was a member of the Ortega clan, the infamous Neverborn hunters. He was captured by Nephilim during a raid, and dragged back to their home. There, Nekima tortured him nearly to death as a Shaman performed strange magics on him. Every day he hoped his kin would save him, but soon he realized he was abandoned, his hope turning to rage. The magic and his rage poisoned Tuco, and now he fights for his captors.
Tuco has “From the Shadows,” allowing him to be deployed almost anywhere on the board. He is one of the rare Neverborn models with a decent shooting attack, producing damage and blasts at a range. He can’t be targeted by Charges, which is good defense for a model that operates so close to the enemy. Finally, he can reposition enemy models as a free action and even give them penalties to defense duels. If you need a disruption piece behind enemy lines, Tuco is for you.
Ashes and Dust
The combined entity that Leveticus calls Ashes and Dust appears when the Dust Storm surrounds the Ashen Core. The hunting instinct of the Storm is fused to the indomitable will of the Core, and it stalks its prey, seeking to absorb them into its hungry Core. It is deceptively quick and almost impossible to kill, as the Core will always seek out another Storm so it can reform and resume the hunt.
Ashes and Dust is one of the most expensive models in the game. It has “Swift,” which gives it an extra AP every activation. Its Entropy Claws melee attack has an amazing Ml of 7 with great damage, and it can summon Abominations if it kills an enemy. It can also use “Whirlwind of Scrap” to Push into base contact with a Scrap Marker within 10”, giving it terrific movement if Scrap Markers are present. Most importantly, if it is killed, it summons an Ashen Core and a Dust Storm, which can recombine to form a fully functional Ashes and Dust once again. This model is nearly impossible to put down, and it works well in any Outcast crew.
Leveticus has found many strange relics during his investigation of Malifaux. The Ashen Core is one such relic. Although Leveticus is uncertain of its original purpose, he has harnessed it and uses it as a repository of souls. Much like a Soulstone, it charges as people die near it. On occasion its patience fails, and it floods the air around it with poison to expedite the soul harvest.
The Ashen Core may not be hired, and it may only be summoned when the Ashes and Dust has died. On the table, its job is to stay alive and hope that the Dust Storm can make it back in time to reform the deadly Ashes and Dust. It is capable of dealing damage in a pulse or giving a friendly Construct Fast.
Dust devils are frequent in the wastes of Malifaux. The Ashen Core is capable of extending its will and infusing one of these dust devils with a portion of its power. When this happens, a Dust Storm is born. The Storm exists to help the Core hunt its prey, driving it towards the Core. The Dust Storm has the mobility the Core lacks, and the two can combine to create something altogether more deadly.
The Dust Storm may not be hired, and it may only be summoned when the Ashes and Dust has died. It has a very good melee attack and defense but only four Wounds. If it makes it to the Ashen Core, it may “Initiate Reformation,” which means that the Dust Storm sacrifices itself and the Ashen Core, summoning a new Ashes and Dust.
Freikorps Librarians are the keepers of knowledge for the Freikorps, both in terms of new tactics and magical practices. They keep on the lookout for new magical artifacts as well. If it is deemed necessary, a team leader will be assigned a Librarian to advise and scout for magical lore or relics while out on a contract.
Freikorps Librarians are mercenaries and may be hired into any faction. They have good defensive abilities and can remove the suits from the attacks of enemy models, making their Triggers more difficult to use. They have a ranged casting attack action that can allow them to draw cards or produce blasts with the proper Triggers. Most importantly, they can heal a friendly model within 6”, though if they’re in a non-Outcast crew, they may only take this action once per turn. If your crew needs more Ca attacks to deal with Incorporeal models or some extra healing, a Freikorps Librarian brings the tools you need.
There are many people who choose to wander the wilds of Malifaux, but few are as welcome a sight as Sue, the man in black. His skill with his pistol makes him useful to any weary travelers, and his guitar playing can make the travel more pleasant. He sings of pain in the past and hope in the future. Any who have traveled with him would be glad to do so again.
Sue is a mercenary and may be hired by any faction. He is a shooting model, and he has some useful utility that can be devastating against certain crews. A Trigger on his shooting attack makes him more deadly against totems, so he should be considered a good choice against Masters that rely on their totems, such as Jakob Lynch and Leveticus. He can also give penalties to enemy attack spells and make enemies that end their activation near him gain Burning. Sue is a strong Mercenary because he is so versatile, allowing his crew to have answers to a number of situations.
Sometimes, a group of Abominations tear each other apart and reform into one heaping mass of metal and flesh. Such creatures are known as Desolation Engines. They lack normal biology, such as eyes or a nose, instead simply having one gaping mouth where a face should be. When a Desolation Engine is destroyed, it leaves behind more Abominations, and the cycle continues.
The Desolation Engine trades low defense for the ability to heal whenever it attacks and summon Abominations when it is killed. It does devastating melee damage and produces a number of area effects that make it dangerous to nearby enemies. Finally, it can sacrifice other friendly models to heal itself. A Desolation Engine wants to be engaged in combat, punishing the enemy for daring to attack it as it tears them to shreds, healing as it does so.
Gremlin Taxidermists seem to have gotten a few wires crossed when they learned the art of taxidermy. Rather than trying to preserve a treasured pet that has already died, they frequently kill an animal in order to stuff it with as many explosives as possible. Somewhere along the way a clever Taxidermist figured out how to reanimate the Stuffed Piglets so they could run around before exploding, and the rest, as they say, is history.
Gremlin Taxidermists are summoning models that can also boost nearby Pigs. Their “Taxidermin’” action can be used to summon Stuffed Piglets. Their “Dead Man’s Switch” ability can make all friendly Stuffed Piglets explode when the Taxidermist is killed. They can also Push Stuffed Piglets as a free action and use “Never Happen” to give all nearby Pigs the Flight ability. Few things can make a bang like a Gremlin Taxidermist as they hurl stuffed Piglets at the enemy and cackle as they are blown to bits.
There is nothing like a suicidal gremlin wielding flaming bottles of oil strapped to a jetpack made from recycled frying pans. Merris is quite the sight in battle, and she instills fear in any sane enemy. Although she is in constant danger of fiery death, she is fearless, swooping in and raining flames down onto her enemies.
With “Reckless” to gain extra AP and Flight, Merris is highly mobile. She has a free action to place a Scheme Marker, which makes her an excellent objective runner. In addition, her “Exhaust Trail” makes nearby friendly models immune to damage from pulses and blasts, making her particularly good against certain enemies, such as Sonnia. Any Gremlin crew can make good use of the death-from-the-skies that is Merris LaCroix.
The Lone Swordsman
The Lone Swordsman is a member of a clan that was annihilated and long forgotten. For a time, he sought revenge for the deaths of his family. Now he wanders the earth, calling out anyone who might pose a worthy challenge to him in the hopes of honor and glory. His mission long forgotten, he wanders still, seeking the fight that will be his end.
The Lone Swordsman is a melee model who is good at targeting and killing a single, large enemy. He has good defense and is particularly hard to hurt with shooting attacks. His melee attack is great with a useful Trigger on every suit. As a free action he can either push (good for setting up a Charge) or use “You Shall Not See Another Sunrise.” When he uses this action, he gains Reactivate and must choose an opposing enemy Master, Henchman, or Enforcer. Once declared, he must kill the chosen model or be sacrificed: only one of them will walk away.