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.
The inhabitants of Caen lack deep knowledge of the Infernals, only knowing that they are ruthless predators with a thirst for mortal souls. Infernals will go to great lengths and may offer tremendous power to those who betray and offer up the souls of their own species or other intelligent creatures.
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.
- 1 Infernals for Beginners
- 2 Unique Rules
- 3 Theme Forces
- 4 Models
- 5 Mercenaries that work for the Infernals
- 6 Other
Infernals for Beginners
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An Infernal army can be broadly split into four model groups
- Infernal Masters - reminiscent of "Greys" with slender, overlong bodies and large heads. Except for the big guy who just looks badass.
- Infernal Horrors - very Lovecraftian with plenty of claws, tentacles, and deformed alien bodies.
- Lesser Infernals - as above, but at a smaller scale.
- Infernalists - Mortals who have devoted themselves to the Infernal Masters. Lots of spiky armor, tattered cloaks, etcetera. Masks a plenty!
The look was established in the 2005/2007 Monsternomican books (published for the Iron Kingdoms Role Playing Game).
Infernals play very fast and very rough. Horrors start the game with full essence, but lose it every turn to pay Tithe and remain on the board. Infernal Masters can only generate essence by destroying permanent resources (Collecting Souls, Sacrifice of a Marked Soul, or Cutting themselves). Summoning encourages playing very aggressively, refreshing your frontline with a new Horror potentially every turn. Horrors do not receive a combat action the turn they are summoned. Summoning a Horror requires your Master to pay a cost equal to its Essence cost and sacrifice a Marked Soul solo, replacing the solo with the Horror. Each Horror offers a unique passive effect that can have a big impact on gameplay.
Infernals are a faction that never wants to see the late game, making them ideal for scenario or attrition based play. "Free" Horrors can translate into a very robust frontline or a near endless stream of hard-hitting contesting models. Assassination is always a good strategy for Infernals, and the Masters' ability to create a new Horror to which it can then transfer makes them in turn much less vulnerable.
Your horrors are average, most have a drawback or two. More horrors on the table- less essence for spells. You can always bring them back later, but the more Horrors on the field, the more you will need to rely on your Cultists to offer proper support. Heavies take the same commitment as the lights, so often it's better just to summon heavies, but this can depend on the situation and which effect you need that turn.
As a limited faction, Infernals do not have a traditional starter set or Battlebox. They do have an all-in-one army box, but it is a limited production run. If the availability of the previous limited army box (Crucible Guard) is any indication, you can expect it to be difficult to get ahold of from about 2020.03 onwards.
The contents of it are:
- Umbral Guardian solo
- Cultist Band
- Leader & 5 Grunts
- 3x Dark Sentinel (weapon attachments)
- Master Preceptor Orin Midwinter (command attachment)
- Griever Swarm
- Leader & 9 Grunts
Obviously the army box described above is a great place to start, and beyond that you'll want to expand your roster of horrors and solos. Horrors because summoning is the main, and most powerful, mechanic that Infernals have and it's a lot less powerful if you don't have a swiss army knife worth of different tools to summon in. Solos because, as a faction, Infernals live and die by their solos - they're excellent and incredibly powerful models.
William "Spell my name right" Cruickshanks recommends this as a buying guide to create a competitive 2-list 75 point force:
- The army box
- Omodamos, The Black Gate
- Cultist Band (x2)
In regards to the Hearts of Darkness theme - which requires you to buy a bunch of non-Infernal models to use it - it's not essential to have a Hearts list if you want to play Infernals competitively. Infernals have very much been balanced around Dark Legacy, and don't rely on having a Hearts list to cover their weaknesses. Obviously if you like the look of Hearts, or already own models which you want to put in Hearts, then that's fantastic. But do not feel obligated to buy into Hearts "as well as" Infernals.
The full buying guide, including the two 75 point lists mentioned above, can be read on the discount gaming inc blog.
Masters, Horrors, and Essence
Infernals introduce two new model types to the game, Infernal Masters and Horrors, which are the Faction's equivalent to warcasters and warjacks respectively. These models use essence instead of focus or fury. You can spend essence points pretty much the same way as focus (to buy attacks, cast spells, and so forth) however it has a couple of advantages (it doesn't expire every round, and Masters can use it to transfer damage instead of reducing damage) and one notable disadvantage - the main way to replenish it is by sacrificing the human models within the Infernal army.
Summoning Horrors mid-game
The other defining characteristic of the Infernal Faction is the Masters' ability to summon one new Horror every round. There's a few hoops to jump through, such as spending essence points and sacrificing yet another human, but you can summon any kind of Horror, you're not limited to what's written in your army list. Being able to adapt the army you're using to better to suit your current opponent and the current gamestate, with what is essentially "free points" - well let's just say it's a very powerful rule!
Dark Legacy is the "pure" Infernal force and includes all the Infernal models available. It represents the invading armies of the Infernal Masters themselves, and makes heavy use of the Marked Soul rule found on human Infernalists.
The Hearts of Darkness theme is very different to Dark Legacy. It doesn't allow the Infernal Masters or most of the Horrors (you can still get access to Lesser Horrors and/or Light Horrors by taking Princess Regna). Instead you choose one of the available "corrupted" warcasters, and you then then get access to all of that Faction's warjacks, plus up to 2 units and 3 solos from that same Faction to supplement your Infernal units/solos.
This list was last updated: 2019.06 (Edit)
- Only Lights and Lessers that are in Great Princess Regna Gravnoy battlegroup
- Feora (1), (2), or (3) - Protectorate
- Mortenebra (1), (2) - Cryx
- Lukas1 - Crucible Guard
- Sloan1 - Cygnar
- Malakov2 - Khador
- Crosse2 - Mercenaries
- Any non-character warjacks that are from the same original Faction as the warcaster.
- Character warjacks can be taken, but only if they have a bond and they're in their bonded model's battlegroup.
- Up to two non-Partisan units that are from the same original Faction as the warcaster.
- Croe's Cutthroats
- Cultist Bands
- Griever Swarms
- Up to three non-Partisan non-Archon solos that are from the same original Faction as the warcaster.
- Alain Runewood, Lord of Ash
- Great Princess Regna Gravnoy (Master Infernalist)
- Hermit of Henge Hold
- Nicia, Hound of the Abyss
- Saxon Orrik
- Umbral Guardians
- Valin Hauke, The Fallen Knight
- The Wretch(s)
- No "extra" Mercenaries allowed.
- Runewood2: Alain Runewood, Lord of Ash
- Eilish1: Eilish Garrity, the Occultist (Partisan)
- Eilish2: Eilish Garrity, the Dark Seeker
- Great Princess Regna Gravnoy
- Hermit of Henge Hold (Partisan)
- Lord Roget d'Vyaros (Infernal Master Attachment)
- Orin1: Orin Midwinter, Rogue Inquisitor (Partisan)
- Nicia2: Nicia, Hound of the Abyss
- Saxon Orrik (Partisan)
- The Wretch
- Umbral Guardian
- Valin Hauke, The Fallen Knight
- Croe's Cutthroats - (Partisan)
- Cultist Band
- Dark Sentinels (WA)
- Orin2: Master Preceptor Orin Midwinter (CA)
- Griever Swarm
Mercenaries that work for the Infernals
Last Updated: 2019.01
- Infernals invaded the internet first
- On Privateer Press' forum, they have a specific subforum for asking questions about how the rules of the game work. Although anyone can answer questions, there is a team of official volunteers that have direct contact with the lead developers and can answer questions officially on the dev team's behalf. This team have been known as Infernals, for as long as the rules forum has been in existence.
- The Infernal theme force, Dark Legacy, is named after this forum's most active volunteer Infernal. He has also organised a bunch of large conventions, is the admin of the Facebook Infernal group ... in all respects, he is super excited about this Faction.
Official Short Stories
Refer to the Iron Kingdoms wiki (separate fan-site).