In WARMACHINE, the very earth shakes during these fierce confrontations where six-ton constructs of tempered iron and steel slam into one another with the destructive force of a locomotive.

Our Business is War
 

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.

The clan lords of Rhul viewed the advent of artillery among the human nations of the Iron Kingdoms with amusement. The Rhulic Moot has traditionally taken a dim view of mercenary operations, but in recent years the profits certain clan lords have gained is difficult to dismiss. Certain provisions were made to allow Rhulic mercenaries abroad to equip themselves with siege cannons and other weapons of war. Their powerful mortars are extremely destructive and can be fired indirectly, giving the Rhulic army an intimidating ability to control the battlefield.

The fortress of Hammerfall produces some of the most outstanding riflemen in all of Rhul and the captains that graduate from that training are superb leaders. A client army lucky enough to hire a Gun Corps company led by one of these officers is assured of a mercenary troupe that will perform flawlessly no matter the battlefield or enemy. In battle the captain is accompanied by a bearer charged with carrying the company’s standard; a device with inscriptions detailing the legal status of the company as well as listing of its valorous deeds.

Maelstrom Games in the UK is hosting a huge WARMACHINE and HORDES team event July 3rd & 4th 2010 at their new gaming venue. The event brings teams of 4 players working together to compete for the title of 2010 European HORDES and WARMACHINE Team Champions. Visit Maelstrom Games to read the complete press release.

Some mercenaries fight for a lost home, for revenge, for adventure. Drake MacBain fights for coin. No mission too dangerous, no battlefield too bloody, he'll work for any of the warring nations of the Iron Kingdoms without moral qualm. MacBain fights with the gritty determination of the hired professional and will let nothing stop him from the completion of his contracts. He is the consummate mercenary and has the tools to finish any job.

Tasked with the researching of draconic lore, Lich Lord Venethrax is supremely well-suited to root out and destroy the Dragonfather’s dark progeny. Venethrax has dedicated his immortal existence to Toruk’s final war and is prepared to consume every blighted creature in charnel flames and blood. His mighty blade, Wyrmbane, has dismembered countless draconic creations, and the lich lord’s very presence corrodes the world around him. That he now steps forth from Cryx is a dire portent, for it heralds the coming of war between the dragons.

The signature weapon of Cygnar’s Stormblades, the Storm Glaive is one of the best-known mechanikal weapons in all the Iron Kingdoms. Despite the short ranged electrical discharges that the weapon is capable of firing it is primarily a close combat weapon. This naturally leaves the Stormblades vulnerable to enemy gunfire as they advance to meet their foes in melee. Cygnar’s arcane mechaniks devised the Storm Thrower to both provide storm knights with covering fire and to enhance the accuracy of blasts produced by Storm Glaives.

Asphyxious has become the Dragonfather’s chosen instrument on the mainland and the unholy general of the rapacious unliving army of Cryx. Wherever he goes, he leaves behind him ashen fields of lifeless grasses and withered trees. Blackened corpses and bubbling pools of gore are all that remain of his victims. A prime source of the cancer feeding upon western Immoren, he gleefully spreads the shadow of the Dragonlord’s wings. It is a shadow that will one day, by his efforts, extend across all Caen.

Not every gun mage of the Order of the Amethyst Rose fights for the Llaelese Resistance. Taryn di la Rovissi remembers well the failings that led to her nation’s occupation. The loss of her country freed her from any lingering patriotism. Taryn is one of the most deadly practitioners of the gun mage art in the Iron Kingdoms—an art for which she requires payment. She hates the Khadorans but also has no love for the Resistance beyond their ability to pay in good coin.

The Dragonfather Calls
 

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.