Today... The Guild.
The Guild are associated with the Rams on a fate deck. They don't mess around in the world of Malifaux. There is no law above The Guild. Taking order and profit above compassion and mercy is their number one priority (maybe should be ranked one and two).
Their play style can generally be summarized into two distinct styles: Combat heavy or Gunline. Neither one is right or wrong, however if you're playing Guild you're generally a horrible person! Generally, they prefer to favour direct damage and instant confrontation. They are a great faction to pick up to start the game as many core mechanics are very obvious on their cards.
When you enter the city of Malifaux, you enter Guild territory. No matter what type of person you are, you are under the protection of the Guild! The Guild's protective sect are broken into different task forces who have been designated a certain threat to eradicate to ensure The Guild remain in control. Death Marshals and Witch Hunters are common place in Malifaux. The Marshals are trained in the eradication of the undead and the Resurrectionist faction, they are led by the one and only Lady Justice who is really one of the 'poster children' of the whole Malifaux franchise. Witch Hunters seek for those who are a 'minor threat' to citizens of Malifaux, they generally find magic users and either kill them or convert them to work of the Guild. Finally, the major threat of Malifaux; the Neverborn. These vile creatures are dealt with by the Ortega family and anyone who wishes to be deputized into the role of 'cannon fodder' to combat the Neverborn threat.
The Guild have the best interest of the people of Malifaux at heart... or so the Govenor will have you believe.
Deep down, the Guild wish to control the soulstone supply. They exploit criminals and offer a tempting package for those earthside to work but that isn't the reality, for the Guild it is inexpensive labour. For those with minor crimes, it could mean a life time of debt to the Guild.
So you've had the basic run down of what the Guild is and how they always keep the people of Malifaux safe... Currently, there are 7 masters which can work under the Guild banner, some have dual faction alliances (Dual Faction means that they can play as one faction or another. at any time. You will have to keep as your faction for the game you are playing at the time. Dual Factions are very thematic, they go along with the story of each master which we will explore!).
Lady Justice -
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She is the Judge, Jury and Executioner. She is the Anti-Resurrectionist master who is a melee specialist and head of the Death Marshals. She uses abilities to buff her crew, particularly in close combat. The Lady has a steel determination to get the job done and succeed in her task. Unlike other member of the Guild, Lady J and her Death Marhsals are viewed as the protectors of Malifaux. Many sleep soundly knowing that Lady J is around to stop the Ressurectionist incursion.
Her crew box includes Lady J, The Judge, 3 Death Marshals and her totem The Scales of Justice.
Perdita Ortega -
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Her crew box includes: Perdita Ortega, Francisco Ortega (the eldest Ortega...likes swords!), Nino Ortega (a Gatling gun wielding maniac!), Papa Loca (Once a wise leader, now in a straight jacket with dynamite), Santiago Ortega (Gun-slinging monster) and her totem an Enslaved Nephilm (A Neverborn daemon captured and chained up!).
Sonnia Criid
The pyrokinetic Witch Hunter. Sonnia is the Anti-Arcanist master, she can fight at both melee and range but specializes in magic. Her powerful pyrokinetic abilities lay a ring of fire down on whoever she faces and that doesn't mean a vindaloo! She can get opponents models to turn into Witchling Stalkers in a burst of flame! Sonnia's sometime aggressive methods have led some in the Guild to believe she oversteps the mark, becoming more Mage than a Guild enforcer. She carries a runed blade which has struck down more than one witch. It has been known to confer magic to Sonnia. The Guild has given her free reign in her pursuit of illegal magic use in Malifaux.
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Her box includes: Sonnia Criid, Samuel Hopkins (an expert tracker of magic users), 3 Witchling Stalkers and the totem: The Purifying Flame (a skellie on fire... word!)
C. Hoffman
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His box is full of robots! ROBOTS! You recieve: Hoffman, Watcher, 2 Hunters (dogs with lances...go on then!), a Guardian and a Mechanical attendant to look after all your poorly tin men!
Lucas McCabe.
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In McCabe's box you get: McCabe on horseback and on foot. He is unique in the way that when you kill his model on the horse, his on foot model appears on the table! Sidir Alchibal - a largely unknown character who found friendship with McCabe whilst in prison. He is incredibly violent and his reputation has stopped more trouble than his fighting! 3 Wastrels and the totem: Luna (a dog!).
Dr. Douglas McMourning
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In McMourning's crew box you get: McMourning, Sebastian, 2 Nurses, Flesh Construct, Zombie, Canine remains and the totem; a zombie chihuahua!
Lucius Mattheson
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Lucius has an affiliation to both the Guild and Neverborn which make him the last dual faction master and indeed the last master of the Guild. He has many movement tricks which focus on the minions around him.
In Lucius' box set you get: Lucius, 2 Lawyers, 2 Guild Guard, Captain Dashel (a bit brute with a fearsome reputation among the Guild but thick as shit) and a scribe, Lucius' totem who carries a spare mask for Lucius... just in case!
Well, that summarizes the Guild in a short(ish) blog post. Of course there are plenty more miniatures which can add to anyone's collection and they have plenty of synergy with most crews within the faction. Of course, dual faction masters can hire sometimes hire models from out of the faction which adds to their theme!
Thanks for reading!
I'll see you soon!
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