Home stretch, Musers. One faction to go. Before we jump in, though, one last word about our Patreon account. Inspired by Kyle AKA Kyodee (I mouth it to myself everytime he says it on Schemes and Stones) I decided to add a monthly drawing for models from my patreons, which will start next month. Next month's model is a Miss Ery, an alternate Teddy model from a previous Gencon. Only people who've signed up for our Patreon by September 30th are eligible for this drawing. So, if you want a cute, adorable li'l Teddy Bear of horrible murder, and you've got a dollar to help support our blog, we'd love to have it.
Lady Justice
The
symbol of the Guild in many ways, it’s been a shame that she hasn’t seen a ton
of table time for most players. To address this, Lady J’s upgrade Swordfighter
was the first one to be released in the original preview ads for the book in
Wyrd Chronicles, and it’s easy to see why. Her (2) Acrobatic Assault Tactical
Action changes her from being a balls out offensive model to one that can act
tactically and function for area denial. It allows her to place within 4” and
then take a (1) Ml attack, then place 4” away from that. If she damages an
enemy with the attack, she gains a condition called Counterstance which grants
a + to Df flips and adds a mask to her defense. Translation: do not attack Lady
Justice in melee. Adding to her offensive capabilities, Justice at the End of a
Blade lets her pick an enemy Enforcer, Henchman, or Master and gain + to all
flips against that model until the end of the turn. There’s some versatility
there, as you can use it to add to her ability to take that model down or, if
you’re expecting a countercharge, name the offensive model and add to her
defense. Most Lady Justice crews run her pretty upgrade light anyways, so there’s
no reason NOT to take this.
Ashwood
Coffin lets her join the rest of her Guild Marshals in crafting her casket
beforehand and using it to throw the Guild’s enemies into a pocket dimension.
Her coffin action has a Ca of 7, but otherwise works pretty much the same as
the Death Marshals. I can see I being useful to keep in her pocket for when she
runs herself into a situation where she charges multiple models and kills one
but can’t take down the others, or to deal with High Df Low Wp opponents.
Additionally, she gains an attack called Punishment that lets her strike buried
models. It’s Ca 7 vs. Df and 3/4/5, so it’ll put some hurt on in the situations
where you get to use it. It would have probably seen more anti-Arcanist play if
Practiced Production-Malifaux Raptors hadn’t gotten a nerf, but could still be
useful against Leviticus I suppose. I don’t think boxing someone and then
attacking them (which is thematically the point of the attack, I suppose) is
very efficient. I think this upgrade will be seen a lot less frequently than
Swordfighter, but could still be useful.
Sonnia
Sonnia
has had a rough last few years in Malifaux. First she gets possessed by a
Tyrant. Then her best friend locks her inside an iron mask. And then the Tyrant
leaves her to go become the burning man, severely burning her in the process. I
think she can be forgiven for being a little cranky (although I think most of
the Witchling Stalkers might not have much sympathy for her.) Maybe that’s why
she’s got an upgrade to make her better at melee: she needs to work out some
frustration. No More Mask lets her use Ml for her Forbidden Lore ability and,
if she does, adds a Blast to her moderate and severe damage. Additionally, any
model that she damages in melee gains Burning and gets pushed away from her. I
don’t think she’s going toe to toe with the Viktorias anytime soon, but I’ve
been surprised more than once when I’ve tried to engage Sonnia in melee with a
little scheme runner or something and gotten my butt handed to me. She’s
already decent, it’s just that the ranged attacks are so much better. I still
think this upgrade is mostly just there to discourage you from trying to engage
her, but it’s interesting that it gives her some more options.
Cherufe’s
Parting Gift gives the Purifying Flame the Witch Hunter characteristic and
allows her to summon it out of any enemy models that die with Burning on them
(as long as you don’t summon anything else.) Free model summoning is a good
thing, but nobody used the Purifying Flame before this. Partially this is
because the model hasn’t historically been seen as all that effective, and
partially because the Malifaux Child can copy her Flame Walls. You have to
sacrifice any other totems you have in play if you bring out the Purifying
Flame, so that’s not a great combination with this upgrade. Follow the Flame is
maybe a little more interesting, as it lets Witch Hunters within 12” and LoS of
each other activate after each other as Chain Activations. My first thought is,
maybe, a Witchling Handler putting her burning buff on a Thrall and then
sending it in to smash and…burn things? No, probably just “Model A sets Model B
on fire, then Sonnia Chain activates and blows up model B.” I don’t know, I’m
not sold.
Perdita
My first
love in Malifaux, the gunslinger has always had a reputation as being a strong
option as a starter master. Wyrd seems to have leaned into this with Fastest
Draw in Malifaux. It gives her +2 to initiative flips and lets her draw a card
if she loses anyways. Simple. Straightforward. Effective. Especially given her
crew’s propensity for wanting to chain a couple of strong activations together
and seize the advantage, it’s a good upgrade for her. Not much else to say.
Shooting
Cans gives her a little bit of scheme marker removal. She gains a Tactical
Action to remove target Scheme Marker with a TN equal to 5 plus the number of
inches from Perdita to the marker. Additionally, with a tome she can take the
action again, as long as the next target is further away than the one she just
removed. Again, not too complicated (other than the math, I guess) but it’s
alright. I imagine you’ll try to find space for it in pools with lots of marker
placement. And, of course Perdita finds a way to solve the problem of enemy
scheme markers by shooting them.
Hoffman
Hoffman’s
needed a little love for a while too, and I’m glad to see him get it. I find
him to be one of the most interesting characters in Malifaux, and frankly who
doesn’t like a crew with big stompy robots? Improved Harness is the upgrade you’re
going to see in every game. Increasing his armor by a point and giving him a
(0) action for a pseudo-leap are decent additions, but the real strength is
Adaptive Armor. One of his crews’ great weaknesses is models that ignore Armor.
Generally models with Armor don’t have great defense, so if you can get around
it (see also: the Viktorias) Hoff’s crews go down in flames. This upgrade
prevents any models within 6” of Hoff from ignoring armor. That’s going to make
the Hoff ball pretty tough to crack.
Pneumatic
Upgrades is something very different, but still pretty interesting. Apparently
the head of the Amalgamations Office is going full-on with his hypocrisy, as he’s
going to start “upgrading” other living models to become cyborgs like his
brother Ryle. Again there’s an ability we probably don’t care much about, Power
Conductors, that lets him cancel Power Loop on any number of friendly models in
play to increase the range of one of his Ca’s by 2” per ended loop. Don’t
really see this getting a ton of mileage. The interesting part is We Have the
Technology, a (1) action to attach a Cyborg upgrade to a non-construct Guild
model within range. Cyborg gives them a limited ability to participate in the
Power Loop (they can only use one stat a turn, but there’s no limit on other
constructs using THEIR stats.) More importantly, it gives the Cyborg a (0) to
attach one of Hoffman’s Modifications to itself. This is deceptively useful, as
one of Hoff’s problems is his just not having enough AP to do everything he
needs to in a turn. If he had been the one required to attach the Mods, this
would be just kind of a side-grade. But, their being able to do it themselves frees
him up to do other things. Obviously there’s a lot of interesting options for
who to make into a Cyborg (there’s a Rare 3 limit on the upgrade, so you can
only do so many.) Francisco comes immediately to mind, if only to let him share
his Ml 7 to the other power looped models. Personally, I’m kind of interested in
making a Robo-cutioner who can attach the Nimble upgrade to himself. That plus
his 0 stone upgrade could make Fat Wolverine pretty darned speedy.
Lucius
The
Secretary-General may be on the outs with the new GJ, but he’s not going down
without a fight. His big buffs from the 2017 erratas started the process, and
Deep Pockets is some nice Icing on that cake. Essentially he gets a better
version of Arcane Reservoir. His hand size is one bigger, and he can discard a
card at the beginning of his turn to draw one. And if that’s not enough, you
can reveal the card you drew and compare it to the one you discarded. If its
value is lower, you can pitch it as well and draw again. Hand manipulation is
nice. There’s a reason I play Lynch as much as I do. I’ve always felt kind of
bad that my two main factions are Guild and Neverborn but, for whatever reason
(read: he used to be bad) I didn’t have Lucius crew. I should probably rectify
that at some point…
The
other upgrade, Condescending, I’m less crazy about. The Perks of Power lets you
remove an enemy scheme marker at the start of Lucius’ activation as long as he’s
ahead on VPs. Seems like a “Win-More” ability to me, which isn’t great. He can
add a soulstone to his pool if he kills a friendly minion with Devil’s Deal
which, I’m led to understand, doesn’t happen very often. And finally he can
perform a Ca 6 v. Wp to block a target model from cheating fate. I mean, Tannen
is a mimic, and he already sort of does this in an aura versus just one target.
Not as crazy about this one. Lucius will just have to settle for having some of
the best card manipulation in the game.
Nellie
Much
like with Sandeep, Nellie’s already really good and, frankly, probably is on
top of the faction as far as tournament play is concerned. Thus, I didn’t
expect a ton from her upgrades. Editor in Chief offers an interesting option,
however. Headline: Guild Destined for Victory is another “Win-More” ability,
but letting everybody heal a point and gain a + to WP is also kinda
situational. On the other hand, she gains the (0) action Frantic Editing to
discard a soulstone and change one of her unrevealed schemes for a different one
in the pool. That could have some interesting uses, though I suppose an
argument could be made that the best tactical players would expect to have
selected the right schemes from the beginning. 2 stones for an upgrade where
you MIGHT only need one of the abilities (and then, only if you’ve screwed up)
is maybe not the best use of stones in the world.
Alternate
Facts would be a fun upgrade name, if it didn’t hit too close to home. It gives
her a passive ability to gain a point of evidence everytime someone discards an
upgrade within 8” of her. She gains a trigger on Propaganda to apply the Fees condition
to an enemy, so maybe she can play nice with the Jury if she has that upgrade,
as the Fees condition has previously been underwhelming.) And, finally, she can
spend a (0) to draw cards equal to the value of her Evidence condition. It’d be
great if it ended there, but it then makes you end the Evidence condition. That
makes it tougher, as you may need the Evidence to fuel some of her abilities,
but if you have a few extra points of Evidence you could get some good mileage
out of this. Kind of a weird mixed bag of an upgrade, really. Like I said,
Nellie’s fine without any help.
Oh yeah,
her Conflux. She has one of those. It’s kind of funny how the Emissaries all
ended up being either amazing or meh, isn’t it? Like, there’s no Emissaries
that are just good. Anyways, the Brutal doesn’t see a ton of play as it stands.
Nellie’s Conflux gives him a mask trigger on its Rule of Law attack to send her
some Evidence. Additionally, he gains a (0) to put a condition on an enemy
model that lets Nellie draw three cards at the start of its activation. The
model can choose to take up to three damage and reduce the cards she draws by
the same amount. That’s pretty nasty, but you always have to realize that,
since the choice is theirs, they will always give you the option that gives you
the least benefit. I don’t like giving that power to my opponent. Still, not
bad for a (0), but I imagine Nellie’s got better stuff to spend her Stones on,
especially with all the new toys from Book 5.
Phew. We did it, folks. That’s all
the upgrades from Book 5. We’ll be going back to the regular once per week
schedule after this. Tune in next time for an in-depth review of the Through
the Breach: Core Rules book.