Friday 16 January 2015

Malifaux Jargonbuster - The Guild

So, I intend to start on a rundown of each faction and some of their core themes. I will be looking at masters and the themes which run through their box sets. Once again, this is not meant for players who have been around the scene for a while and know what they're doing...or so they say! It is meant for players who have no background or knowledge of the game and want to get involved.

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 -

 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 -

A quick-draw gunslinger. Perdita and her crew are the Anti-Neverborn, shooting specialists. The works within her own family to deliver an Alpha strike on the opponent. She has some minor abilities for her crew but at base, she is a point and click master. Perdi and her family have earnt a fearsome reputation throughout Malifaux due to her exploits. She once killed three Neverborn with a single bullet! She has the ability to bend bullets around corners too!

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.

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

Master Constructor. No, he's not a master builder or even a math debater! He doesn't do what some construction masters do where they build in game, his abilities buff and heal. More maintenance than construction. The Hoff is painfully shy and uses his mechanical frame as a support for his crippled body. Hoff is a man of authority within the Guild building construct-organisim hybrids in secret and he has a direct line to Victor Ramos (Leader of the Arcanist M&SU) which makes him think he has infiltrated the Guild while he makes the Guild think he's infiltrated the Arcanists. Underneath it all, he is trying to one day bring back his brother Ryle from the abyss.

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.

The Treasure Hunter. McCabe is the first of the dual faction masters for the Guild. He also works for the Ten Thunders. Earthside, he is from a well respected family but a lot like Indiana Jones he went in search of historical study and exploration... and he has a whip... seem familiar? He lost his fiancee in Egypt and became more reckless in his pursuit of treasure. He got arrested by the Guild (because he wanted to) and worked for them. What the Guild don't know is that he owes a debt to the Ten Thunders!

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

The Coroner for the Guild. McMourning is the typical 'mad scientist' who works under the cover of darkness. He is dual faction with the Resurrectionists for obvious reasons! He abuses his position within the Guild to provide himself with an abundance of bodies in which to twist in wicked ways. He began this 'body building' as research but without magic they were little more than useless parts. The project was shut down but McMourning wasn't finished... Secretly he managed to create constructs within the sewers of Malifaux, picking the best parts of bodies which are presented to him by the Guild. Over time he has had 'nurses' and his loyal assistant and first project Sebastian he has evaded the Death Marshals... for now! McMourning and his crew use the poison trait, letting it heal models in his crew and harm others!

In McMourning's crew box you get: McMourning, Sebastian, 2 Nurses, Flesh Construct, Zombie, Canine remains and the totem; a zombie chihuahua!

Lucius Mattheson

Lastly in the Guild is the right hand of the Governor - Lucius Mattheson or to give him his correct title: Lusius Gustavius FitzWilliam Mattheson. He is master of guile and an effective leader. He uses his influence to move minions around the board and do his bidding. No-one realizes (or in fact knows) how much influence Lucius wields, or how many in Malifaux are now loyal directly to him instead of to their duties.Nobody knows many spies he has, how far his reach extends. Nobody knows who comes to speak with him in the dead of night, or the company he keeps when he vanishes into the Quarantine Zones or the Neverborn-haunted wilderness. Nobody knows...
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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