Malifaux+Terms+Glossary

=Terms Glossary= There is a LOT of terminology in Malifaux which can lead to some confusion, to assist, this page was made to compile all terms used in the game so that they could be found and understood quickly. The terms are all listed Alphabetically. So here we go:


 * (all)** - A model may take no other actions this turn if they want to take an action with an (all) cost - that action can be the ONLY action they take that turn (if they take any other actions, they may NOT take an (all) action this turn).


 * (1)** - this action/ spell costs 1-AP to use


 * (2)** - this action/ spell costs 2-AP to use


 * Arachnid** - This model ignores severe and climbable terrain penalties and treats all vertical surfaces as having the climbable trait.


 * Arcane Reservoir** - Increase the crews hand size by one while the model with this talent is in play.


 * Armor #** - Reduce the **Dg** this model suffers by the indicated number (#) down to a minimum of 1 **Dg**. This is cumulative with any other type of **Armor**.


 * Black Blood** - all non-Neverborn models within 1" of this model suffer 1 **Wd** when this model suffers **Wd** from a Melee **Strike** or Melee Spell.


 * Bulletproof "#"**- this model reduces all wounds they suffer from Ranged Attacks by "#" (to a minimum of 1).


 * Brutal [Weapon]** - A common trigger on melee models. This weapon inflicts +1 **Dg** for each Tome in this model's Duel total.


 * Buried** - this model is removed from play but may return to the game when an effect allows them to do so. They do **NOT** generate any applicable counters when removed, and does **NOT** count as a casualty for //Victory Point// Purposes.


 * (+1) Casting Expert** - this model gains +1 additional AP during their activation which may only be used to cast Spells


 * (+2) Casting Master** - this model gains +2 additional AP during their activation which may only be used to cast Spells


 * Companion (Model or Characteristic)** - Before activating a model with Companion, nominate any number of the referenced model(s) or model(s) with the corresponding Characteristic within 6" of one another. These models activate simultaneously. Choose one of the nominated models to activate first, and complete its entire activation. Then the Controller chooses and activates another nominated model. Continue activating the nominated models until all nominated models have completed their activation. More info Here.


 * Construct (Characteristic)** - this model is non-living and ignores Morale duels. If there are any models in play with "Scavenger" when this model is removed from the game, this model is replaced with a number of "Scrap Counters" equal to its base.*


 * (Rams) Critical Strike - Attack Trigger**: this attack does +1 more damage to the victim of the attack for each "RAM" in the model's attack duel


 * Evasive "#"**- This model reduces all wounds they suffer from Blasts by # (to a minimum of 1).


 * (+1) Fast** - this model gains +1 AP (Action Points) at the start of its activation (typically gaining 3-AP that turn). **"Slow"** and **"Fast"** on the same model cancel each other.


 * Flay** - A common trigger on Neverborn models. When damaging defender with a melee **Strike**, defender suffers +2 **Dg**.


 * Flight (talent)** - this model may move over terrain and other models without penalty, but cannot end their movement on another model's base or on impassible terrain.


 * Float (talent)**- this model may move over terrain and other models without penalty, but cannot end their movement on another model's base (they MAY however end it on impassible terrain without penalty, unlike **Flight** above)


 * (2) Flurry - Action**: by discarding a control card, allows the model to make 3-melee attacks on this activation


 * (2) Furious Casting - Action**: by discarding a control card, allows the model to use 3-AP that must be used on spells


 * Graverobber (Characteristic)** - While at least one model is in play with this this characteristic, all living and undead models that die drop "Corpse Counters" equal to their base*. This model may pick up "Corpse Counters".


 * Hard to Kill** - if this model has 2 or more wounds left, it cannot have its wounds reduced below 1 (if it takes a hit that would take it to 0 wounds or less, it instead reduces its wounds to 1).


 * Hard to Wound "#"** - Damage Flips against this model receive one negative flip per indicated number (#).


 * Harmless** - enemy models without Terrifying and/or Ruthless must win a **Wp->12** Duel when targeting a this model with an attack or the Action immediately fails. Harmless ends when this model performs any Action other than (1) Walk or (1) Pass.


 * Hazardous (Terrain)** - models suffer damage when passing through Hazardous terrain.


 * Hunter** - The model ignores cover penalties when targeting models and increases its LoS into and within obscuring terrain to 6".


 * Impassable (Terrain)** - No model can enter this Terrain without **Flight** or **Float**


 * Immune to Influence** - This model is immune to **Wp** Duels when it is the defender.


 * Insignificant** - this model does not count towards scenario winning/ losing conditions, and may not hold objectives (they may be referenced in other special scenario rules).


 * (+1) Instinctual** - this model may perform two different (0) actions on their activation (instead of only one (0) action).


 * Killed** - this model is removed from play, generating any applicable counters it may produce when killed. It counts as a casualty for //Victory Point// Purposes.


 * Lifer** - This model is immune to Morale Duels caused my Terrifying effect.


 * Magic Resistant #** - This model gains **Armor +#** vs. Spells and Spell effects.


 * (+1) Melee Expert** - this model gains +1 additional AP during their activation which may only be used to make Melee strikes


 * (+2) Melee Master** - this model gains +2 additional AP during their activation which may only be used to make Melee strikes


 * Mercenary** - A Crew may include up to two models with the **Mercenary** characteristic from any other Factions. mercenaries from the player's chosen Faction do not count toward this total.


 * Paralyzed** - A model gaining **Paralyzed** during its activation loses any remaining AP and its activation immediately ends. If the model gains **Paralyzed** outside of its activation, it forfeits its next activation. While **Paralyzed**, a model has no melee range, cannot take any type of Action, cannot activate Triggers, and cannot react to disengaging models. A **Paralyzed** model does not make a fall back move when it loses a Morale Duel, but does rally as normal.


 * Pass Through** - This model may move through intervening models but cannot end its movement overlapping another model's base. This model does not ignore disengaging **Strikes** when moving out of an intervening model's melee range.


 * Pitiful** - Until this model activates each turn, models targeting this model must win a **Wp->Wp** Duel or the action immediately ends


 * Poison #** - The affected model gains # Poison counters. If the model already had Poison counters, they're replaced with # __only if the new amount is higher__ (//i.e. A model has 3 Poison counters. If it is hit with Poison 2, it retains the 3 Poison counters. If it is hit with Poison 4, it then has 4 Poison counters)//. The model suffers 1 **Wd** per Poison token on it at the start of its activation, and then discards one Poison token.


 * (+1) Ranged Expert** - this model gains +1 AP additional during their activation which may only be used to make Ranged strikes


 * (+2) Ranged Master** - this model gains +2 additional AP during their activation which may only be used to make Ranged strikes


 * (2) Rapid Fire - Action**: discard a Control card to allow this model to make 3-ranged attacks on this activation


 * Rare #** - a crew may only field # copies of the model during a scrap. Twice that during a brawl. (Rare 1 differs from Unique)


 * Rot** - A common trigger on undead models. When damaging defender with a melee **Strike**, the Damage Flip receives a positive flip.


 * Ruthless** - This model ignores the **Harmless** and **Pitiful** Abilities when targeting enemy models.


 * Sacrificed** - this model is removed from play and does NOT generate any applicable counters. It counts as a casualty for //Victory Point// Purposes.


 * Scavenger (characteristic)** - This model may pick up "Scrap" counters from dead "Construct" models. If are any models with Construct are killed while this model is in play, the Construct model is replaced with a number of "Scrap Counters" equal to its base.*


 * Scout** - This model ignores severe movement penalties.


 * Severe (Terrain)** - Movement through severe terrain costs double the movement moved (i.e.: Every 1" of movement through Severe Terrain costs 2" of movement - from walking or Charging)


 * (-1) Slow** - this model looses -1 AP (Action Points) at the start of its activation (typically habing 1-AP that turn). **"Slow"** and **"Fast"** on the same model cancel each other.


 * Slow to Die** - when this model is killed, it may make a "(1) action" before being removed


 * Spirit** - Non-living models that receives HALF DAMAGE from non-magic sources, ignore Morale Duels, leaves no counters of any kind when killed, does not block LoS.


 * Surge** - A common trigger on spell casting models. After successfully casting a Spell, discard one Control Card then draw one Control Card.


 * Terrifying #** - Living models without **Terrifying** activating, moving through, or ending an Action in this model's melee range, or declaring a **Charge** against this model, must win a Morale Duel or fall back.


 * Totem (Characteristic)** - this model must be connected (assigned) to a master it may be assigned to at the start of the game. When that Master is Killed or Sacrificed, this model is immediately Sacrificed.


 * Undead (Characteristic)** - this model is non-living and ignores Morale duels. If there are any models in play with "Graverobber" when this model is removed from the game, this model is replaced with a number of "Corpse Counters" equal to its base.*


 * Unique (Characteristic)** - only one copy of a Unique model may be fielded in a crew (this does not prevent the opponent fielding the same Unique model in their crew; even then only one copy of a Unique model may be taken in each crew).


 * Use Soulstones** - This model may use game effects that require Soulstones. All Masters and Henchmen automatically have this ability unless stated otherwise.


 * Wicked -** This model’s Strikes against disengaging models deal damage in addition to ending the Action.