Privateer Press » Warmachine
The aggressive, metal-on-metal WARMACHINE game is set in the Iron Kingdoms, an environment that combines the richness of traditional fantasy with the excitement of steam power and gunpowder. Across the realm, ancient rivalries among nations are exploding into all-out conflict, setting the stage for WARMACHINE and other Iron Kingdom products.
WARMACHINE puts players directly onto the battlefield as warcasters and their armies clash. A game is fought with the thundering cannons, ripping iron claws, and crushing hammer blows of the giant steam-powered warjacks as well as the devastating spells wrought by the warcasters themselves and the lethal weapons of their warriors. When the dust settles, one side is victorious—and the other is nothing but smoking scrap metal!
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Emerging from their hidden temple workshops, the enigmatic Convergence of Cyriss have unleashed their sophisticated clockwork and mechanika weapons called vectors on the Iron Kingdoms as they begin the final phase of their Great Work.
The Crucible Guard are the military arm of The Order of The Golden Crucible, which is a high-tech R&D organisation that was based in Llael before the Khadoran invasion. Since the invasion the organization has taken refuge in Ord. The Crucible sports high tech weaponry with a heavy emphasis on ranged attacks and alchemical effects.
From the darkness of their nightmarish isle, the undead legions of Cryx strike forth at the Iron Kingdoms, each battle serving to fuel their unholy factories as necrotechs shape everything that walks, crawls, or slithers out of their dank, macabre workshops. To oppose Cryx is to oppose death itself as legions of undead mechanithralls, ghostly bane thralls, looming black iron helljacks, and skittering bonejacks surge forth at the command of their lich lord masters.
Known as the Jewel of the Iron Kingdoms, the great nation of Cygnar is beset by enemies on all sides. Against these threats stands the elite army of the Cygnus, including battle-hardened trenchers, deadly long gunners, and the legendary Storm Knights, warriors whose weapons bristle with lightning. Armed with the most advanced mechanika in the Iron Kingdoms, the stalwart and courageous soldiers of Cygnar stand resolute against those who seek to destroy their beloved homeland.
In the cold north of western Immoren lies the mighty Khadoran Empire, whose massive military epitomizes the national ideals of strength and resilience. Legions of Winter Guard march at the call of the empress, bent on conquest of the entire Iron Kingdoms. Led by powerful warcasters as unrelenting as the Khadoran winter and backed by elite soldiers such as the disciplined Iron Fang Pikemen and the imposing Man-O-War troopers who stride into battle in great steam-powered suits of armor, the army of Khador is ready to crush all who stand against them.
Where war arises, warriors-for-hire inevitably follow—and conflict is constant within the Iron Kingdoms. The mercenaries of the region are as varied as its lands and the peoples who inhabit them. From vile assassins such as the infamous Croe’s Cutthroats to the Hammerfall companies from the dwarven nation of Rhul and the highly disciplined Steelheads, generals can find mercenaries to suit any battlefield role.
Hidden behind their impenetrable borders, a sect within the long-secluded nation of Ios is preparing for war. Once outlawed as dangerous and radical, the Retribution of Scyrah has come from the shadows to offer the elves of Ios a chance at salvation. The Retribution is convinced that by ending the rampant spread of mankind’s magic they can stop the slow death of their god Scyrah and save their race. Armed with the power of arcanika and backed by mighty myrmidon warjacks, the armies of the Retribution of Scyrah are prepared to hunt down and eradicate every last human magic user in western Immoren.
Driven by Menoth's will, the Protectorate of Menoth wages a crusade against the other nations and lesser faiths of western Immoren. Powerful warcasters imbue their towering warjacks with divine might while masses of zealots, mighty Knights Exemplar, and ranks of disciplined Temple Flameguard stand ready to cleanse the stain of heresy wherever it may be found. Against those who carry out the Creator's will, there can be no hope of victory!
Infernals are evil beings from a mysterious realm that is beyond both Caen and Urcaen; Caen being the mortal world in which Warmachine and Hordes is set, and Urcaen being essentially the afterlife world.
They have moved in the shadows of civilisation for millennia, but they have now come in force to claim the debt humanity owes them for receiving the gift of magic (that helped free mankind from its Orgoth oppressors). While staved off by the Wicked Harvest, the Infernals have not been deterred, and are here to reap the souls of two-thirds of humanity.
With the power to summon their beasts and warriors right into combat from their own Infernal plane, nothing like these creatures has ever been seen on the battlefields of the Iron Kingdoms before.