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====[[Infernals_Warmachine|Infernals]]==== Infernals hail beyond the afterlife of Urcean, hunting souls. A specific group of Infernals, the Nonokrian Order, are seeking to claim the debt that was promised by Thamar for the gift of magic to mortals. Specifically: two-thirds of humanity's souls. The Old Witch, Zevanna Agha, had been working to keep them at bay. She went so far as to release the Legendary Defiers of Menoth and mythical Grymkin to both exterminate Infernalists (who are typically pretty depraved, which seriously attracts Grymkin hoping to torment and punish them) or buy herself and the world more time and prepare them for interdimensional invasion, kind of like a vaccine, if the vaccine was a different live virus. It almost worked - the Infernals of the Nonokrian Order were holding out for a bit more corruption, a bit more war-induced desperation, etc. But the Grymkin were killing a lot of infernalists and upsetting the demonic timetable, and so instead of preventing or delaying the invasion while Caen got its crap together, the Infernals sighed, said "This ain't looking good on my centennial evaluation either way, so cowabunga it is!" and mobilized what agents they had, and the Oblivion Crisis began. With Cygnar and Llael getting their crap kicked in THOROUGHLY, as is tradition. Minor name Princess Regna Gravnoy also repeatedly attempts to assassinate Ayn Vanar while her forces are spread thin and recovering (from breaking their arms killing Stryker, Nemo, and half the Cygnaran army), and claim the Khadoran throne with several Kayazy. So Khador is now the center of some spy vs spy drama, except Ayn is cheating by hanging out with and deploying the Butcher. Classic Khador. Infernals have possibly the most unique mechanical rules for any faction. With their own resource called 'Essence' that is used much like focus, but can only be obtained by sacrificing some of their own units... or killing the other player's units that have them. Unique to Infernals is that they can summon Horrors (their version of Warjacks) mid-battle, allowing them a degree of flexibility unobtainable with most other factions, and several have powerful animi, like Warbeasts. They have several excellent solos as well, most with Marked Soul, meaning the Infernal Master (warlock/caster equivalent) can have their strongest minions souls repossessed and tortured forever while replacing their model with a bouncing baby Horror of your choice. Infernals require careful decision-making however, as leaving your rare Marked Souls open to attacks can be a devastating setback, and while your basic goons are pretty average, they're important as a resource and you don't want to WASTE them. Most can shield guard for your important units, and their job is usually to die somehow, somewhere, so your masterplan goes off. Infernals are incredibly powerful played correctly, but if you let (or more accurately can't stop the other player from) destroying either your cultists or your souls, you will run out of power very quickly, and your army will began to literally dissolve, and on average, you have a very strong first 3 turns, but beyond that, you will exhaust yourself. If the other player can endure your onslaught, you may be playing too conservatively; overextend and you will be punished or disrupted.
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