ToggleColoredImages
Updated on Thursday, 31st May, 2012
Malifaux removes a lot of the complexity of playing a game with 2D or 3D terrain by abstracting
measurements as top-down. When measuring between two points, all measurements are either
made horizontally (parallel to the table) or vertically (perpendicular to the table). This allows
players to stand over the table, draw the line of measurement between the points, and move the
game along without worrying about distances varying based on the angles the points are at. When
a model moves, measure the horizontal distance the model traveled, even if the model is moving up
or down an incline. Models moving vertically via Climbable terrain combine the vertical distance
moved with the horizontal distance.
In this example, Rafkin moves up a ramp, ignoring any change to the distance
moved due to the angle of the elevation. (also see Spirits Clarification below for
an example of a flying model moving up distances)
In this example, the Onryo moves 4 and then climbs 2 for a total of 8
moved. (note the Onryos base is placed in contact with the edge it climbed)
When measuring the distance from a model for Shooting, Auras, Pulses or Summons, you again
measure horizontally.
In this Example Rafkin is throwing a flask at the Crooligan. Rafkin is 6 away
from the Crooligan when measuring Range.
In this case you measure the distance from Seamus to the summoned Belle
ignoring any height differences. (Note that Summoned models have to be
completely within 6")
The following entries are clarifications and errata to the core game rule, such as measuring and burying models. Each entry is specified as either an Errata or a
Clarification.
CLARIFICATIONS: Action Modifiers | Area of Effect | Companion | Damage Resolution | Death & Slow to Die | Manifesting Avatars | Measuring | Moving Toward | Paralyze | Spirit Demystified
ERRATA: Buried Errata | Poison Errata | Pushes Errata |
RM p6 - Clarification
MALIFAUX - Bad Things Happen
1 of 7
Spirits, like Undead and Constructs, are non-living, and immune to Morale Duels. Where they
differ from most models is the way they interact with terrain, LoS, and the fact their ability to
reduce incoming damage.
Line of Sight
Spirits don't block Line of Sight so you can freely target a model behind a Spirit.
Damage
Spirits take half damage from non-magical sources. Magical sources include Spells that inflict
direct damage and Weapons with the Magical Characteristic, but don't include Spells that increase
the damage on a mundane Weapon (eg. Samual Hopkins Flaming Bullets adds 2 to the damage
from his gun, but won't make it cause Magical damage.)
If a model has both Spirit and Armor. Carry out the damage reduction in arithmetic order, so half
the damage for the Spirit and then lower it by the Armor. For example, a Spirit model with Armor
+1 suffers 4 damage. First, Spirit halves the damage from 4 to 2, then Armor reduces it by 1 more
to a total of 1 damage.
Terrain
When Spirits move they follow the same rules for movement their non-Spirit counterparts do other
than their ability to ignore movement modifiers and pass through terrain. For example, a Spirit
without Float cannot move up or down vertical surfaces without climbing/jumping.
In this example the Onryo moves through the barrels and the Walls without
being slowed by them.
When you Push a model it can only move in a manner that is normally legal for the type of model
being Pushed. This applies to Spirits being moved by other models Talents and Spells as well.
Another model can push a Spirit through a balcony floor since the Spirit is allowed to pass through
terrain. The Spirit would then fall once its base passed through the floor if it lacked some means of
preventing the fall, such as Float. Spirit models do suffer damage from falling like other models.
The Flesh Construct can Fling the Onryo back through the wall, or could Fling
it through the floor and send it skidding along the ground. Both are legal
moves for the Onryo to make.
Because Spirits can move through but not end their movement within impassible terrain, when
another model moves a Spirit into impassible terrain the Spirit must move completely through the
terrain with the move or it ends the move at the point it would enter the terrain.
Spirits can't end their movement inside Impassible Terrain so the Onryo would
have to climb over the terrain like any other model as it does not have Flight or
Float.
Models with Flight or Float ignore vertical movement, you just measure the
horizontal distance moved. In this case the Hanged floats up to the second
level and so can move much further than a Spirit without Float.
Interactions with other Models
Spirits can freely move through other models and non-Spirit models may freely move through
them. Note however that you cannot end your movement on top of another models base.
Spirits can be targeted normally by Disengaging Strikes like any other model. Disengaging Strikes
are made when a model leaves a models melee range or LoS, so if a Spirit attempts to escape
through a wall the opponent can attempt to make a Disengaging Strike as it leaves. If the Strike
hits the Spirit it fails to pass through the wall.
The Onryo attempts to escape from Teddy by walking through the wall. Teddy
performs a Disengaging Strike, if it hits the Onryo can't escape and remains on
the same side of the wall as Teddy.
Some models may begin an Encounter buried, or become buried as a result of a Talent or Spell
during the Encounter.
To bury a model:
1. Resolve any immediate effects on it.
2. If the model is buried outside its activation, remove it from the table.
3. If the model is being buried during its activation:
Resolve any effects which occur before the models
activation would end
a.
End its activation.b.
Remove the model from play.c.
Models that were activated through a simultaneous activation (Companion, for example) but have
not yet spent their AP are considered to have started their activations, and therefore their
activations end immediately when buried.
While buried, a model is out of play (remains removed from the table), but is still in the game.
Effects on a buried model resolve as indicated in their descriptions. However no new Effects may
be generated while buried (eg. If a Lilitu is buried Two Sided can't create a wounding Effect, so
Lilitu does not take 3 Wd from it).
If an effect would remove a buried model from the game:
That model is still counted toward victory conditions as normal.
Any Counters the model carries are discarded.
Any Talents or Spells the model would be able to use when removed from the game, such as the Slow to
Die Ability, do not occur.
A model is immediately unburied and returned to play when an effect would allow it to do so - even
if that effect was generated by another model than the one which buried it.
RM p10 - Clarification
RM p13 - Errata
MALIFAUX - Bad Things Happen
2 of 7
Auras and Pulses
For Auras and Pulses imagine an infinitely high cylinder around the model which is putting out the
effect. If you can trace a route from the originating model to another model which is at all times
inside this cylinder then it is affected. This route doesn't have to be a straight line but can't pass
through blocking terrain.
In this diagram Jack Daw is putting out his 6" Severed Ties Aura. Both Jack
and Lady Justice are within a structure with a roof. As a line can be traced
between Jack Daw and Lady Justice without leaving the Aura's cylinder or
passing through a wall Lady Justice is affected.
The same is true in 3D. An aura can go over a wall and then under a bridge as long as all parts of
the route are inside the Aura's cylinder.
Again Jack Daw has Severed Ties up. In this case the Aura can enter the house
through a hole in the roof so Lady Justice is affected.
If a model moves to a point where you can trace a route from the originator of the aura it becomes
affected by the aura, likewise if he moves to a point where you can't trace a route it's no longer
affected
Lady Justice closes the door to the building. As there is no longer a valid route
to her she is no longer affected by the Aura.
Blasts
Blasts work in exactly the same way as Auras. In the case of Blasts, however, they are only Ht 3
rather than infinitely tall. Because of this you can only trace routes up to Ht 3. If you have multiple
blasts the route between the originator (eg. the target of the attack) and other models affected by
the Blast must pass between the Blasts at the point they touch.
In this example the wall is Ht 3, therefore it is impossible to trace a route over
it to hit the orange model. If the wall was only Ht 2 he would be damaged by
the Blast.
Obscuring Aura
In the case of models that can create Obscuring Auras like Crooligans, Steamborgs or Stitched
Together any point which you can trace a route to counts as Obscuring.
As there is no way to trace a route to the top level due to the ceiling, you could
target a model on the second level without worrying about The Mist.
However if the Crooligan walked forward a bit it is now possible for The Mist to
seep up to the second level (You can now trace a route to the second level
without leaving the Auras cylinder). The Mist however still can't seep into the
last part of the second level as it does not have enough height to flow over the
wall.
RM p20 - Clarification
MALIFAUX - Bad Things Happen
3 of 7
If a model cannot be affected by, or is immune to an Action Modifier that means the Modifier is
not applied to the model. For example, a Shikome affected by Fast could not have the Fast
negated by an application of Slow because it cannot be affected by Slow due to its Relentless
Ability.
Multiple applications of the same Action Modifier do not stack. Each application of the Modifier
replaces the current one. Example: A model already affected by Fast receives a second Fast. The
first Fast is replaced by the second one.
Example: The Alp's Feed on Dreams Ability can be used each time a model receives Slow. If a
model already affected by Slow receives Slow again it will suffer from Feed on Dreams.
When it is your turn to activate a model, you may choose a model with Paralyzed. Instead of
activating the model you forfeit (skip) its activation.
Paralyzed models can be included in Companion chains. When it is their opportunity to activate,
they are skipped, and their Paralyzed ends -unless somewhere along the way in that chain the
Paralyzed is removed by a Talent or Spell.
Models which have Poison Tokens don't suffer Wd or remove Tokens when they forfeit an
activation to clear Paralyzed as they are not activating.
Toward / away from something (another
model, a specific point, table edge, etc.) must
move by the shortest route. A model moving in
this manner cannot end the movement further
(for toward) or closer (for away from) from the
thing than it began. However, the model may
move in such a way as to avoid any terrain or
impassable items.
Directly toward / away from something
move as far as the effect requires in a
straightline. Models will stop this move if they
come into contact with other intervening models
or terrain they could not move through or over.
Models forced to move
Definitions from the Rules Manual
Charging
When you declare a Charge you must move in a straight line but it doesn't necessarily have to be
directly toward your target. You do, however, have to observe the following criteria:
You must enter combat with the model you declared the Charge against, if at all possible.1.
If you can't get into combat you must take the route which will get you closest to the model you're
Charging.
2.
Toward
So theres a fine looking gal beckoning to you from across the table, how do you work out which
route you take to reach her? The rules say you move towards her, but how does this work in
practice when the routes clogged with terrain?
There are really three parts to toward.
The model moves toward the destination by the shortest route possible. In most
situations the shortest route is directly towards the destination. However, in some cases, other routes
may get you there faster.
1.
It may move around terrain and obstacles, if this will allow the model to get to its final
destination faster. Sometimes you need to walk around a model in your way, or taking a small
detour around difficult terrain instead of moving through it will allow you to get closer to your
destination.
2.
The model can't end its move further from the destination than it started. No matter
what happens you can't end your move further away from your destination than you started your move.
If there is no route that will get you closer to the destination you dont move.
3.
Colette has Lure cast on her by the Belle, and so must move her Wk toward
the Belle. The most direct route is through the lava, but by avoiding the lava,
she can get closer to the Belle. Therefore she will take this route.
Again Colette is being Lured by the Belle. This time she walks into the river
rather than trying to avoid it, because even slowed by the water, she gets closer
to the Belle than if she walked along to the bridge.
Colette is in a cell. The Belle Lures her through the barred window. Though
there is a route she could take that would eventually get her to the Belle, she
remains where she is. Walking out the door and around the cell to get to the
Belle, would leave her further away from the Belle than she started her Lure
move, so she can't take that route.
RM p34 - Clarification
RM p35 - Clarification
MALIFAUX - Bad Things Happen
4 of 7
Pushes into Base to Base
When an Ability tells you to Push a model into Base to Base, simply Place the model so it's
touching the base of the target model.
In this example three Sorrows are Linked to Pandora, when Pandora finishes
her Activation Link allows them to Push into base contact with Pandora. So
you pick up the Sorrow and Place it directly into contact with Pandora.
Push to Within
When an Ability tells you to Push a model to within x" of another model. Place the model at any
point where a portion of its base is within x" of the target model.
If it says Push to completely within x", you must Place the model so no part of the base is more
than x" away from the target model.
In this example Bounty Hunter Viktoria uses Sisters in Spirit to Push Sword
Mistress Viktoria to within 3" of her. So you pick up Sword Mistress Viktoria
and Place her so she is within 3" of Bounty Hunter Viktoria.
1. Total the Damage being inflicted.
First, determine the amount damage being inflicted;
including performing a Damage Flip if one is required. If
the initial Damage Flip is the Black Joker, skip to Step 6
below.
a.
Then, add any applicable damage bonuses.b.
Then, any Triggers which occur when damage is inflicted
occur now.
c.
Finally, reduce the amount of damage being inflicted by the
above amount.
d.
2. Apply damage reduction.
First, total all damage reducing effects that apply.a.
Then, any Triggers which occur when damage is resisted
occur now.
b.
Finally, reduce the amount of damage being inflicted by the
total amount of damage reduction above.
c.
3. Convert the inflicted damage total into wounds. If wounds were being inflicted
instead of damage, begin here instead of Step 1.
4. Apply wound reduction.
First, any Characteristics or Abilities which reduce wounds
do so now.
a.
Then, any Triggers which occur when inflicting wounds
occur now.
b.
A model able to Use Soulstones may now spend one to
prevent wounds.
First, the model spends one Soulstone.i.
Then, the model performs a Wound Prevention Flip. If any
wounds remain, continue on to Step 5, if no wounds
remain, skip to Step 6.
ii.
c.
5. The model suffers any wounds remaining.
First, reduce the models current Wounds by the number of
wounds it has suffered.
Any Triggers which occur after inflicting one or
more damage/wounds occur now.
i.
a.
Then, if the model has been reduced to 0 Wounds check to
see if it is Killed.
First, any Triggers which occur when the model is
reduced to 0 Wd occur now.
i.
Then, any Abilities which occur when the model
is reduced to 0 Wd occur now.
ii.
Finally, if the model now has more than 0
Wounds remaining it remains on the table and is
not Killed. If it has 0 Wounds remaining it is
Killed.
iii.
b.
6. Any Triggers which occur after resolving damage/wounds occur now.
RM p37 - Errata
RM p44 - Clarification
MALIFAUX - Bad Things Happen
5 of 7
How does companion work?
Short answer: Almost everyone overthinks it.
Longer answer: Heres how Companion works.
You have models with the Companion (X) Ability and models with the X Characteristic (or
whatever is required by Companion). To simultaneously activate two models with Companion, one
of the pair must have Companion (X), the other must have X and they must be within 6" of each
other.
In this example, Sybelle can form a companion pair with a Rotten Belle as the
Rotten Belle has Companion(Sybelle) and they are within 6" of each other.
Companion can be chained out across multiple pairs as long as each link in the chain is a valid
Companion pairing. You nominate all the models you wish to simultaneously activate using the
chain as a group and announce they are simultaneously activating.
You can build up a complex web, the only thing you need to be sure of is each
link in the web is made up of a valid companion pair.
The models you nominate are all considered to have started their activations when the group is
announced. In an order of your choosing you then complete the activations for each of those
models.
Thats how Companion works. The sample diagrams show some of the common ways models can
and cant Companion and typical chaining do's and don'ts. You should be able to extrapolate larger
chains from these samples.
Womanizer and Companion
In the case of Seamus' Womanizer Action, he creates an activation opportunity for a Belle after his
activation ends. Before that Belle activates it can Companion with Sybelle as normal. If Sybelle is
within 6" of other Belles those models can also use their Companion to activate as well. See sample
3 in "Examples of Companion Chains". The Womanized Belle would be model A, Sybelle would be
model D, and the other Belles would each be a C.
Example using multiple Companion Traits
Four of these models may form a Companion group and Simultaneously Activate as they form an
unbroken chain. Each link of the chain consists of a model with Companion(trait) and the
corresponding trait. The order in which you decide who is in the chain is unimportant as they are
being chosen simultaneously.
Nino can Companion with Papa Loco since at least one of them has
Companion(Family) and the other has the Family Characteristic.
1.
Perdita can Companion with Nino since he has Companion(Family) and she
has the Family Characteristic.
2.
The Enslaved Nephilim can Companion with Perdita since it has
Companion(Master) and she is its attached Master.
3.
Santiago can't join the group even though he has Companion(Family) as
Perdita is not within 6" and the Enslaved Nephilim does not have the Family
Characteristic.
4.
Breakdown of timing for Simultaneous Activation
1. Nominate models selected to be Simultaneously Activated.
2. All Models selected count as having Activated at this point. (Abilities like 'On the
Trail' check now as it says 'if it activates within')
3. Select each model in the Simultaneous Activation to perform its individual
Activation. Repeat a-e below until all of those models have activated
If the model is Paralyzed it forfeits its Activation. (Skip to
next model)
a.
The model's individual Activation Begins/Starts (Poison,
Terrifying, Regenerate, and other effects that say 'Begin
their activation' happen now)
b.
The model's AP is generated.c.
The model spends AP.d.
The model's individual Activation Ends.e.
Examples of Companion Chains
For the graphic, models A and C have Companion (Dude)
and the Dude Characteristic, model B has the Dude
Characteristic, and model D has Companion (Dude), but
not the Characteristic.
RM p115 - Clarification
Sample 1: Basic Companion. A and C can
simultaneously activate with B since A and
C have the Companion Ability and B has the
Dude Characteristic.
Sample 2: Basic Companion. All can simultaneously
activate as sample 1 since A has Companion
and C has the Dude Characteristic, likewise
the same goes for C and B respectively.
Sample 3: All can simultaneously activate as A and B
have the Characteristic D needs for its
Companion Ability.
Sample 4: This sample answers the OP's question
directly. A and B1 can activate
simultaneously, but B2 cannot be included
in the simultaneous activation because
there is no model with Companion within
6 of it.
Sample 5: This expands on samples 1 and 2. All
models can simultaneously activate because
in each pairing one of the models has
Companion (A in the A/B, C in the B/C, and
D in the C/D) while the other has the
Characteristic required.
Sample 6: In this sample there are two legal
simultaneous activation groups, but only
one can be nominated during this
activation. A and B1 can simultaneously
activate, likewise B2 and D can
simultaneously activate, but there is no
Companion linking the two chains into one
continuous chain.
Sample 7: Since D has the Companion Ability, but not
Dude, D2 cannot be included in the chain
as there is nothing on the model for D1s
Ability to Companion with.
MALIFAUX - Bad Things Happen
6 of 7
Poison #
When a model is hit by an attack with Poison # or affected by an Ability with Poison #, increase
the number of Poison Tokens the model has to the # indicated either after resolving the attack, or
as indicated by the Ability. Each time the model begins an activation it suffers 1 Wd per Poison
Token it has, and then discards one Poison Token.
Death
When a model dies, it remains on the table while any abilities and effects caused by its death are
resolved. During this time it can't be affected by effects or healing.
Example: Sonnia has cast Inferno on herself. When Sonnia is killed she generates a Pulse which causes
6 damage. If this Pulse kills a Desperate Mercenary, the Desperate Mercenary can't heal Sonnia as she
already counts as killed. The Desperate Mercenary would then be removed, followed by Sonnia.
Slow to Die
If a model with Slow to Die suffers an effect that would kill it (eg. Headshot) or has its Wounds
reduced to 0, its death is postponed and it may immediately perform a (1) Action. If the models
current Wounds remain 0, or the effect that killed it has not been negated, it is killed and only
then would you resolve events that occur after a model is killed such as dropping Counters,
removing it from the game, etc.
Simple Example: An Alps attack reduces a Punk Zombie to 0 Wounds. This activates the Punk
Zombies Slow to Die Ability. It performs a (1) Action to attack the Alp and then is removed from the
game.
An expanded example of the above sequence:
Alp attacks
Alp inflicts enough damage to reduce the Punk Zombies current Wounds to 0.
Punk Zombie's Slow to Die
Punk Zombie announces it is using its Slow to Die Ability
Punk Zombie uses his Slow to Die Ability to perform a Strike targeting the Alp
The Strike is resolved.
Punk Zombie's Slow to Die Action is complete
Punk Zombie's state is checked
Punk Zombie's current Wound total is 0, so it is killed and removed from the game
Complex Example: Both players have Executioners who are nearly dead. Executioner 1 (Ex1) attacks
Executioner 2 (Ex2) this is how Slow to Die would be resolved:
Ex1 attacks
Ex1 inflicts enough damage to reduce Executioner 2 to 0 Wounds.
Ex2's Slow to Die
Ex2 announces it is using its Slow to Die Ability
Ex2 uses his Slow to Die Action. Die Action to perform a Strike targeting Ex1. The Strike
inflicts enough damage to Ex1 to reduce him to 0 Wounds.
Ex1's Slow to Die
Ex1 announces it is using its Slow to Die Ability
Ex1 uses his Slow to Die Action to perform a Strike targeting Ex2. The Strike inflicts
no damage because Ex2 is already at 0 Wounds
Ex1's Slow to Die Action is complete
Ex1's state is checked
Ex1s current Wound total is 0, so it is killed and removed from the game
Ex2 announces it is using its Love the Job Ability
Ex2 Heals itself to its starting Wounds total, completing Love the Job
Ex2's Slow to Die Action is complete
Ex2's state is checked
Ex2 has more than 0 Wounds remaining, so it remains in play
In this Example Ramos is surrounded by models which prevent placement of
his Avatar. Two of the models cannot be shifted because they are would be
shifted into a wall (Lady Justice) and lava (Executioner).
The players leave those two models where they are and instead agree to shift
the other models surrounding Ramos directly back until theres room to place
the Avatar.
RM p116 - Errata
RM p118 - Clarification
TF p42 - Clarification
`When Manifesting an Avatar where there is not enough room to place the model, center the Avatar over your Master and shift any models backward just enough so
that there is room for it. If any of the models run into other models or terrain that they could not enter, including Dangerous terrain, players should shift the remainingsurrounding models and Avatars placement in a mutually agreeable way, leaving those models which couldnt be moved where they are.
If there is still no way you could place the Avatar after shifting models and the Avatar, then the Manifest Action cannot be performed. (eg. If Ramos is in a 30mmcorridor, there would be no way you could place the Avatar.)
MALIFAUX - Bad Things Happen
7 of 7
Top Related