Malifaux

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Malifaux 2E

Based in an alternate Earth, Malifaux uses gothic, steampunk, and victorian horror with a dose of the wild west to inject fun and depth into the magical lawlessness of a world rife with monsters, necropunks, man-machine hybrids, gunslingers, and powerhungry politicos. Actively using character-driven stories to define the world of Malifaux, seek your fortune in this fast paced and brutal 32mm tabletop miniature skirmish game. Assemble your crew and stake your claim!

Tags campaign persistence skirmish rpg 32mm steampunk
Publisher Wyrd Games
Released 2009

Detailed Description

The fictional universe of Malifaux as presented in the rules books and the online Malifaux Record and Wyrd Cronicles is both a city-state and a world in a parallel dimension. This universe is also the setting for the role playing game Through the Breach. The first known breach (also called The Breach of The Great Boundary) to this world was created in 1787 after our own world was threatened by the decline of magic and magicians looking for a new source of magic discovered a world separated from ours by a thin barrier. The creation of the breach destroyed the city surrounding the ritual site ripping the life force from its inhabitants creating a new equilibrium between the two worlds. Beyond the breach was discovered the city of Malifaux, surprisingly similar to many of our own but devoid of inhabitants. The new world turned into a new frontier when crumbling mining towns surrounding the city were rebuilt into boom towns in the search and trade of soulstones, the source of magic. With exploration continuing during the following decade, hostile natives called Neverborn were encroached upon. Tombs were discovered and with them the magic of resurrection. Discovered too were intelligent machines powered by soulstone.

In 1797, the breach was destabilised by a blizzard collapsing while smoke and the sound of battle was heard Earthside. After turmoil the Guild was formed by those who had made the Breach in the first place, controlling the dwindling resource of soulstones left Earthside and preparing for its reopening. In 1897 the Breach spontaneously reopened. The Guild was ready and took control with the Breach and the reopened frontier fuelling a new boomtrade in Soulstone.

The present is 1901 Earthside. The Guild's control is precarious. Lesser, unstable breaches have appeared. A significant part of the workforce have organised themselves in the Miners and Steamfitters Union and smuggling is rife.

In The Box

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