There are ancient things in Malifaux, long-forgotten, sleeping things that wait to be awoken. The Hungering Darkness was one such thing, but it is now awake. Thanks to two Neverborn who have taken the forms of Mr. Tannen and Mr. Graves, it now resides in the basement of the Honeypot Casino and uses the establishment’s proprietor, Jakob Lynch, to help spread the addictive Brilliance that brings it victims.
The Hungering Darkness is Jakob Lynch’s totem and may only be included in crews led by him. It is free, so Jakob Lynch should always bring along this model. For a totem, it has an amazing attack. It also has “Heed My Voice,” which can force enemy models to take an action controlled by The Hungering Darkness. On top of that, it can heal itself and is difficult to kill. In many ways, this totem is the power behind Jakob Lynch.
Barbaros was captured by humans when he was young and forced to fight in the Pits. His wings atrophied, and he was constrained to his current size by magic wielded by his captors. Since his escape he has ruthlessly hunted down any humans who come across his path, each one paying in blood the price for holding him in chains.
Barbaros has a decent array of defensive abilities. Around him, enemies must succeed at Wp duels to target anything other than him. Those things combined make him a great disruption piece. He keeps enemies at bay, prevents them from scoring VP, and ties them up while the rest of his crew achieves victory. He works particularly well with Terror Tots or Baby Kade, who can “Pounce” on models he Pushes to them. As a Nephilim with Black Blood, he has obvious synergy with Lilith, but Pandora can easily take advantage of the Wp duels he generates.
The Woes of the Neverborn appear in many shapes and sizes, and Candy appears as an innocent human girl. But make no mistake; she is far from innocent. Her magic turns people’s darkest desires against them, and she delights in spreading misery and insanity. Beneath her unassuming face brews a rage and discontent that few could ever begin to understand.
Candy is great at controlling the flow of enemy activations. Enemy models near her gain Paralyzed if they activate first and take damage if they activate last. She can also apply the Mood Swing Condition, allowing her to force certain models to activate. Controlling which enemy models activate when is incredibly powerful in certain situations and can swing a game if used with care. Candy also can heal her crew, which is always useful. When you get the hang of using Candy, she is a model your opponents will learn to fear.
Bad Juju’s curse is also a blessing. Once, Juju was a man who sought the swamp hag such that she might grant him eternal life. He now lives in the Bayou, his immortal, cursed body reshaping from the muck and slime to rise again and again to do the hag’s bidding. Some say that he betrayed her and that is why she cursed him; others say that is simply the price of doing business with such a creature. Whatever the original deal, and whoever Bad Juju originally was, all that remains is a goliath of earth and branches.
Bad Juju can absorb damage like nothing else. He has “Hard to Wound”, “Regeneration”, and a high Wd profile. He also has a decent melee action and the ability to “Flurry” for three attacks, which means he is hard to remove and impossible to ignore. With the “Eternal Fiend” upgrade, he can even come back to life after being killed if a friendly Swampfiend model dies. Bad Juju is always a consideration for crews that need to absorb some damage.
The same hands made Vasilisa as made Collodi himself. Where Collodi was made to entertain, Vasilisa was made to take care of children. After the opening of the Breach, the two were reunited, and now they travel together. Vasilisa maintains Collodi’s Marionettes with her impressive needle skill, which she occasionally puts to use on living flesh as well.
Vasilisa is highly mobile and has a good defense, though her low Wounds balances this. Her attack has a host of Triggers that can disable the target, ranging from restricting Walk actions to preventing attack actions. She has “Obey,” allowing her to control another model (friendly or enemy) for one action, and she can make other friendly Puppets take an extra action for free. Vasilisa provides a combination of disruption to the enemy and AP efficiency to her crew, making her great in any crew containing Puppets.
Malifaux has many strange legends, and among them is the Widow Weaver. She wanders the city, listening for the cries of a sleeping child. When she finds a suitable victim, she feeds on its nightmares before taking the dreams with her as treasured memories for later. She fastens her web with nightmare, and creates new companions for herself. It is rumored that she is responsible for the creatures known as Teddies.
The Widow Weaver boosts friendly Constructs and targets the Wp of enemy models, making her an excellent choice for Collodi or Pandora. She creates Web Markers, which make any nearby enemy models suffer penalties to Wp. She can also cause Horror Duels and potentially Paralyze enemy models. Finally, with her “Handbag” upgrade, she can summon Wicked Dolls or even the monstrous Teddy.
Before the closing of the first Breach, Nekima ruled over the Nephilim. When Lilith collapsed the Breach, she also usurped her sister’s throne. Nekima found herself outnumbered and was forced to bend the knee to her younger sister. Now, she plots her revenge, waiting for the right time to strike against her more cunning sibling.
Nekima is one of the most expensive models in the game; she is a massive melee-focused model with great speed that does amazing damage. She has useful Triggers and can generate Wp duels, which makes her appealing for Pandora. She is good at healing damage she has suffered, and she can take advantage of her “Black Blood” ability by purposefully suffering damage to make all models near her suffer damage. Nekima excels with other Nephilim but fits in any crew that needs a large, threatening model. She is an intimidating piece on the board, often determining the course of a game.
All Silurids are born male; only the largest, most dominant of the pack transforms into a Spawn Mother, the pack’s only female. She leads the pack and chooses the location of the spawning pool, which the rest of the Silurids defend to the death. Although she usually stays with her eggs, if a Spawn mother’s wrath is awakened she proves far more fearsome than her male counterparts.
Although less mobile than other Silurids, the Spawn Mother is a great addition to any crew that includes a few Swampfiends. She can Charge an enemy after it kills a friendly Swampfiend, and she can increase the range of Charge actions taken by friendly models near her. She also has a very interesting method of summoning: once per turn she can place an Egg Marker. When she is killed or spends two AP, she summons a Gupps model into base contact with each Egg Marker. This makes her an incredibly useful model, as the Gupps she summons can tie up enemies, grab objectives, and generally change the game in your favor.