I can’t believe we’ve finally made it. What a long, strange trip it’s been! From the gleaming spires of the Guild to the stinking swamps of the Bayou, we’ve traversed Malifaux from end to end. You might say we’ve… explored everything it has to offer. But not quite.
The game’s eighth and newest faction launched in 2020, the first major expansion of Third Edition. Armed with the latest and greatest technology… and the oldest and deadliest relics… the dilettantes, treasure-seekers and bored rich jerks of the Explorer’s Society have a mandate to fill in the missing spaces on the Malifaux map. Let’s find out more.
Remember that you can also check out the accompanying video on Danger Planet, the premier source for Malifaux video content!
The Lore of the Society
Malifaux is a land of unparalleled opportunity, an empty plain waiting to be plundered (as soon as those pesky Neverborn can be dealt with). At least, that’s how the Explorer’s Society sees it. The Arcanists may be terrorists, the Ten Thunders a crime syndicate, the Guild an authoritarian government, and the Resurrectionists mad killers. But the Society are something far more sinister than any of them: rich colonizers.
I guess that’s a little unfair. The Society was founded by Lord Justin Cooper, a jaded noble who had grown bored of Earth’s pesky “morality” and “laws” getting in the way of his excitement. He traveled to Malifaux and spent a not inconsiderable portion of his extremely considerable fortune building and outfitting a vast mansion in the middle of Malifaux’s slums. His wealth– and his obvious commitment to adventure, excitement, and the pursuit of hedonism– attracted followers and hangers-on like flies to honey (or to other fragrant items that tend to attract flies). But the Society didn’t really take its modern form until Cooper’s accident.
Perhaps it was fitting that the great hunter himself would be laid low in a hunt gone wrong, but however befitting the irony, it left the Society adrift without its leader. While he recuperated, Cooper handed over the keys to the society to Gretchen Janus, and that’s where things really started to get weird. Nobody knows quite who Janus is. Is she noble? Royal? Is she, in fact, human? What she is is incredibly smart, insightful, and charismatic, and combined with Cooper’s near-unlimited resources (and her own, quite untraceable, wealth), she was able to bend the Society to her will. No longer was it a loose cadre of thrill-seekers and plunderers; under Janus, the Society has refocused on a mission that actually sort-of resembles real exploration.

From the great manor in the heart of the City, expeditions depart in all directions, each following Janus’s carefully scripted orders. Explore that cave system. Retrieve this stone idol. Map that mountain pass. Many don’t return, but there’s an ever-growing stream of hopeful prospects knocking at the Society’s door. It’s hard to deny that the Society is doing some good now, rolling back the boundaries of ignorance and expanding the reach of science and knowledge. They push on every frontier: geographic, technological, and sometimes moral. Membership still tends towards the rich and, let’s say, morally flexible, but at the very least they seem to have some sense of the greater good.
Of course, what Lady Janus is after, nobody quite knows. Many of her expeditions fail, but there are always more eager explorers to send out, and the ones that return often have gifts for her. What is she doing with all those relics? All those maps? What is she planning, in the depths of the Manor? Where did she come from, so suddenly, so mysteriously, and how did she find Lord Cooper? Good luck answering even one of those questions… and just asking can be dangerous. The Society isn’t as official as the Guild, as large as the Arcanists, or as well-established as the Ten Thunders, but it’s not without tricks of its own, and wealth buys a lot of silence. Sometimes even other people’s. Permanently.
The Society’s open-ended mission and vast resources have attracted all sorts. Some are earnest tinkerers, devoted to the great god Science. Some are creatures from out of Malifaux’s past (or Earth’s) looking to blend in or find the answers to their personal quests. Some are actual, honest to god Explorers who just want to scribble in the blank parts of the map. They use the Society to their own ends, and Janus uses them to hers. The Explorer’s society appears to be one thing, turns out to be another, but has hidden wheels in its depths. Time will tell if all this tinkering with Things Man Was Not Meant to Know will blow up in its members’ faces, but surely that can’t happen again, right?
Why Should I Play Explorer’s Society?
The Society is the game’s newest faction, and so players of long vintage (or those returning after an extended break) might find themselves attracted to its novelty. For new players, the Society is the place to go for high-tech hijinks. The Arcanists may be the steampunk tinkerers, but the Society is full of mad scientists and their crazy lightning machines. They’re not all technophiles, and a few of the crews have gribbly monsters to rival the Neverborn, but they’re definitely a techy lot.
The symbol of the Explorer’s Society is a pair of guns crossed over a compass, with a torch in the middle. Something to show you where to go, something to light your way there, and something to shoot whoever you find.
Play Explorer’s Society if:
- You really love the way Malifaux’s system can generate extraordinarily complex emergent gameplay. Simple mechanics come together to do pretty crazy things.
- You like painting steel and brass. Lots of cool machines here, and lots of high-tech equipment.
- You believe in pith helmets, machetes, and hunting rifles. Tally ho!
Masters
Lord Cooper

The founder of the Society has come a long way since first stepping through the breach. Lord Justin Cooper was born to unimaginable wealth and privilege, but his father denied him any of the pleasures that money could have brought him– instead, he took his son on a variety of hunts, insisting that only in testing one’s mettle against the savagery of nature could a man truly know himself. Cooper resisted at first, but after being disowned and sent out into the world to prove himself, he grew to love the thrill of the hunt. He tested himself against Earth’s greatest predators and brought them all down. When the Breach opened, he traveled to Malifaux to prove himself against the new world’s terrors. He founded the Explorer’s Society in an attempt to attract like-minded adventurers and sportsmen.
Marcus, the chimeramancer and beastmaster, took a dim view of this indeed. He sabotaged Cooper’s birthday hunt, leading to the noble’s near death at the claws of an enraged Slate Ridge Mauler. It was a long, long road to recuperation, and in that time Cooper handed off the reins of the Society to Gretchen Janus. His body rebuilt by Malifaux’s foremost artificier, Cooper experienced a revelation. Here, for the first time, was the prospect of a truly dangerous hunt against an equally skilled foe. What prey is more deadly than man? Recovered, Cooper leads his Apex hunters against beasts, monsters, and the occasional desperate soul who wagers his life against Cooper’s gun. These Runaways provide the huntsman with truly testing sport, and sometimes they even get away. Rarely, though; Cooper’s bloodhounds Artemis and Ullr are the best trackers this side of the Breach, and the robotic Model 9– made from the spare parts left over after Cooper’s reconstruction was complete– moves with uncanny speed.
Cooper’s crew is built around the man and his gun. His .950 Nitro Express Rifle punches huge holes in things, and despite its slow reload, one shot is usually enough. He relies on his crew to set him up– Ullr protects him from harm, while Artemis locks down targets. Supporting him is a cadre of like-minded hunters, though Cooper has managed to capture a single egg of the ultra-rare Malisaurus Rex and bind the beast to his service. Enemies who can’t hide from the gun and can’t lock Cooper down in melee will find themselves ventilated in short order, but the man’s monomaniacal focus on the hunt means he won’t retreat from combat, even if it means he can’t shoot. Cooper’s title form is a consummate hunter, lurking in the brush and making use of distractions and concealment to set up the perfect kill.
Play Lord Cooper if:
- You believe that the most dangerous game of all… is man. Or gremlin, or winged demon monster lady.
- You like to put the hurt on people from a distance
- You like wagering the outcome of a game on one key flip
Maxine Agassiz

The Explorer’s Society is always pushing out on the frontiers, but not all frontiers are found on a map. To be an Explorer is to push boundaries and live on the cutting edge… and in the modern year of 1907, what edge is more cutting than SCIENCE?
Maxine Agassiz, like all good Explorers, is stinking rich through no hard work on her own part (her family owns a copper mine). But unlike the other Explorers, she’s chosen to put her fortune to work for the good of humanity. Maxine is a scientist– an acclaimed polymath, actually, with degrees in chemistry, biology, physics, engineering and mathematics. Alongside her eccentric husband Orville, a man obsessed with human flight, Maxine has plumbed the greatest mysteries on both sides of the breach. She’s traveled the world, assembling a crew of scientists and adventurers aboard the Expedition Vessel Superior. The crew of the EVS come from all over– Harata Ngaatoro from Aotearoa, Kiya Manimi from Abyssinia, Dr. Ogden Beebe from jolly old England. They’re united in their respect for Captain Agassiz and their desire to learn all that man was– and was not– meant to know.
Lately, Maxine has become obsessed with unraveling the mysteries of the Burning Man. Her interest is not just theoretical– if a method could be found for predicting the opening of the portals he leaves in his wake, the devastation they cause could be prevented. Attempting to verify a theory on these portals, Maxine took the Superior out to the middle of nowhere– only to see her theory vindicated when a portal opened beneath them. The Superior was dragged into Malifaux’s oceans and left badly damaged, but the Society rescued Maxine and her crew and sponsored their work. They want to understand the Burning Man as much as anyone… but perhaps they would feel differently if they knew that Maxine was studying the Contiones de Rege Flammae…
Maxine’s crew exists to help her research. They’re flexible, able to use any card to Empower a duel, and as they Interact they gather data for Maxine’s portal experiments. Their unique token type, Voyage, lets them control their movements, even when an enemy tries to push or pull them, and can also be cashed in for a variety of effects. Maxine herself has some powerful tools, and her crew of misfits are great at repositioning each other and setting up alpha strikes. Maxine’s title form has embraced madness and slaps people with tentacles; her insane insights can sometimes zero out opposing cards, leaving them vulnerable to her nasty melee attack.
Play Maxine Agassiz if:
- Your aesthetic tastes tend more towards sci-fi than classic steampunk– the EVS has the highest high tech in Malifaux
- You like having a variety of counter-tech: enemy crews relying on Tokens, or on offensive movement tricks, will have a very hard time into you
- You are always willing to tip your fedora to a fine m’lady, and are enlightened by your own intelligence.
Nexus

The ruins of Old Malifaux are full of the creations of the Tyrant War: silent, looming constructs, mysterious relics, Neverborn treasures. There are things dwelling in there still, ancient things from the time of the sorceror-gods, tools and weapons crafted by one side or the other.
Some of those things are alive.
Nobody knows how Gretchen Janus first made contact with the Cadmus entity. Cadmus was a creation of Titania, meant to be the perfect spymaster. Made up of millions of tiny Cadmus parasites, the entity formed by their gestalt consciousness can see through the eyes and hear through the ears of anyone infected by its brood. Cadmus served for a time as Titania’s intelligence master, but it learned and grew as time went on, and temptation led it to infest several Fae. Learning of this betrayal, Titania sealed it away. Killing Cadmus would be impossible without tracking down each and every mite, but sealed, it slept. Until Titania woke, and Cadmus woke with her. Janus freed it, and now it serves her. “Nexus” is the closest thing Cadmus has to a face, but it is just a host for the entity, not a person in its own right.
Cadmus is curious. The world has changed during its slumber. Humans number in their thousands, crawling over everything, and form the perfect hosts. Many ordinary citizens of Malifaux unknowingly carry Cadmus mites in their blood, and these Eyes and Ears expand Cadmus’s reach across Malifaux. Cadmus fears Titania and what will happen when the Fae Queen finds out that her perfect spy is still active; Janus offers protection for now, and in return Cadmus spies for the Society. It is learning to use its power, too. Its mites can mutate their hosts into horrific Husks, or twist them into specialized Spelleaters. By suborning the renowned epidemiologist Dr. Meredith Stanley, Cadmus has begun to learn more about its own nature… and how it can grow.
Nexus’s central mechanic is Parasite Tokens. An enemy so infected becomes vulnerable to several of your abilities, and when you kill them, you get a Soulstone. Her arachnid spawn can spin Web Markers, which gum up the board and catch ordinary citizens of Malifaux for on-the-fly infection. Nexus is a control master, but when she needs to do damage, she can, especially once the foe is parasitized. Her title form is unique: you get three Masters instead of one. The “Nexus Kids” are individually kind of weak, but they can resummon each other when they die, and once they have a Parasite Token on you, you’re marked for a quick and nasty death.
Play Nexus if:
- You like using Soulstones – this crew practically prints them as long as you are careful with positioning.
- You like body horror. Cadmus has some pretty horrific models, along with a few subtler ones.
- You get a kick out of controlling your enemy’s dudes and making them fight each other. Stop hitting yourself!
English Ivan

There are only two things we know for sure about English Ivan: He’s not English, and his name’s not Ivan. The dapper man in the bowler hat has had many names and many employers over the years. The Arcanists thought he was one of theirs, for a while. Condor Rails certainly believed they could count on him. And now Gretchen Janus is sure she’s got him wrapped around her finger. Ivan’s “true” loyalties (if he has any) lie with the Department of Ungentlemanly Affairs. The DUA serve at Ivan’s will, gathering intelligence on both sides of the Breach and reporting back to their leader. Master spy that he is, though, Ivan has other tricks.
Gretchen Janus tasked him with the retrieval of a mysterious artifact from deep in the Bayou. The Black Soulstone gave its wielder power over shadows. Ivan tried to make use of this artifact, but too late realized its dangers. It sucked him into a realm of shadow, where he was torn to pieces by its denizens. The DUA managed to retrieve Ivan’s shattered essence and rebind it, but he brought something back with him. Mr. Mordrake, Ivan’s living shadow, serves at his will, but he can sense the creature’s malice towards him and all life. Other shadowy creations from that nightmare realm manifest at Ivan’s command. Harnessing the power of the Soulstone has made Ivan more dangerous than ever, but its power eats away at him, its whispers filling his mind. Who is the man? Who is the shadow? Every time Ivan calls on the power of the Soulstone, he’s a little less sure of the answer to that question…
The DUA’s operatives and agents provide dirty tricks and shenanigans, especially when they make use of Shadow Door to ignore models and terrain while moving. Shadow creatures are less subtle, mostly popping out of enemies’ shadows to beat their faces in, but even they have some debuts and other tricks. Ivan pulls these things from the shadows while dealing moderate damage and entrancing enemies; his shadowy doppelgänger, Mr. Mordrake, is a more direct murder piece that can’t be killed as long as its master is still alive. Ivan’s title form eschews summing for movement and control tricks, but his models can cheat death if you have Soulstones to spare.
Play English Ivan if:
- You want to paint with Musou Black
- You think ahead; Ivan’s Shadow Door gameplay promotes careful planning
- You think the Babadook is one thicc bih
Jedza

Once upon a time, there was a woman who couldn’t die. Jedza was in the wrong place at the wrong time, and what she saw changed her. Mostly, it changed her into an immortal. Since then, she’s wandered Earth’s most remote places– at first out of curiosity and wonder, but eventually in search of something that would break her curse and let her die. On her journeys, she gathered up a motley crew of followers, from the skeletal aurochs Sophie to Mikhail, the sixteenth of that name, whose family pledged their service to the woman who saved them. These Seekers search for lost knowledge and new tales to pass the time. Jedza’s curse doesn’t just keep her alive– it extends around her, animating the fallen as she passes by and even sculpting the land into living beings that follow her out of curiosity.
She wandered through Malifaux during the time of the first Breach, and now she’s back, repaying a favor called in by Gretchen Janus during their time on Earth. Jedza is a lifelong traveler, a wanderer who never sits still; who better to explore the wastes and wild places of Malifaux? Especially since its dangers pose no real threat to her. But she has her own agenda and her own contacts, especially the witch Zoraida, and Jedza remains hopeful that her long quest will someday be at its end.
Her curse of life means that Jedza’s crew is impossibly hard to put down. Many models heal each other, and Life Tokens can spare her followers from death. Lamp Markers light the way and protect your models, and you have lots of incidental healing, leading to an extremely durable crew that takes concentrated effort to put down. The crew also uses Death Markers, which make every attack potentially deadly, and Jedza’s title form focuses on these: she deals hefty irreducible damage, bypassing most defensive tech and just killing you stone dead.
Play Jedza if:
- You love your dear little models and don’t want anything bad to happen to them
- You like Final Fantasy – the Lamplighters are just about the most JRPG thing in Malifaux
- You have longed for Polish representation in your war games. Stanislaw Jaroslcyzwyzck, this one is for you.
Anya Lycarayen

Malifaux is big, and mostly empty. Soulstones need to travel from frontier towns back to Malifaux City, and laborers and settlers need to travel the other way. Everything improtant in Malifaux moves by train, which means everyone is dependent– to some degree– on Condor Rails, the biggest monopoly this side of the Breach. Aucaman Lycarayen founded the company before his untimely disappearance, and his daughter Anya leads it now– still in her teens, but possessed of a ruthlessness and business acumen that frightens anyone who deals with her. And while most of her battles are fought in the boardroom, she knows that sometimes to get something done you have to do it yourself.
Anya is wealthy and powerful beyond measure, but that’s not enough. She takes the field alongside hand-picked underlings from her Syndicate, including Winston Finnegan, a dirigible magnate bought out by Condor Rails, and the massive mechanical bird Sovereign. Visitors to Condor Rails’s headquarters think that Sovereign is just a statue, but those who have seen it in action know to fear the massive metal talons and the thunderstorms it brings in its wake. Enemies of Condor Rails tend to disappear, or hastily sign one-sided contracts placing their resources at the company’s disposal. Mile by mile, track by track, Condor’s reach expands. The Guild is wary of the Lycarayen monopoly, but with the Explorer’s Society at her back, Anya is comfortably certain that they can’t stop her. Maybe it’s just the confidence of youth, but she hasn’t been wrong yet.
The Syndicate crew relies on Price of Progress, an ability that lets them spend life to build in suits for triggers. That gives them unmatched flexibility, but requires a steady stream of healing, which many models can provide. Anya’s crew is fast and mobile, and excels at both playing the mission and turning on a dime to execute problem enemies– but they’re somewhat fragile, especially if they’re spending lots of health on suits. Anya herself is a nasty beater who likes to get right up in the action. Her title form is more the “boardroom combat” type who relies on her subordinates, but she can summon an endless stream of Drudges to do her scheming (and anti-scheming) for her.
Play Anya Lycarayen if:
- You really love triggers and don’t like relying on your deck to provide for you
- You want your master to get in there and carve things up herself
- You don’t like uppity worker types getting ideas about “equal pay” or “workplace safety”
Lucas McCabe

Lucas McCabe had it all– wealth, power, a family name that commanded respect. He could have lived in the lap of luxury. All he had to do was have the slightest modicum of respect for authority.
You probably know where this is going.
Shunned by his wealthy family, McCabe traveled the world with a gang of Wastrels— toffs like him who preferred looting and plundering to honest work. They garnered quite a reputation as tomb robbers and thieves– a reputation that caught up with McCabe in Cairo, where he and his fiancee Karen were captured by bandits. She died, but he lived, using a stolen Soulstone (empowered by Karen’s death) to slay his captors and escape. Broken by the experience, McCabe became ever more reckless, pushing his luck until it finally snapped somewhere in the Three Kingdoms. The Katanaka family made it clear that McCabe’s ability to keep breathing depended on his working exclusively for them. His first stop? Malifaux.
The Guild had been looking for treasure hunters, and McCabe fit the bill. For a time, he pulled double duty, looting Old Malifaux ruins for the Guild but bringing the choicest pieces to the Thunders. That changed the day the Burning Man lit up the sky. Herbert Kitchener’s ritual of ascension required many, many artifacts of power, and McCabe had provided most of them. The Thunders, sensing something amiss, had told him to swap one out– the bones of an ancient denizen of Malifaux traded for the hand bones of an actual tyrant. We all know how that went. In the aftermath, nobody outside the Thunders actually knew what had happened, but the new Governor-General had no use for McCabe’s services. Turfed out and looking for work, he quickly found it with the newly founded Explorer’s Society, and now hunts for treasure under their banner… while still reporting back to the Thunders, of course.
Lucas McCabe has cut all ties with the Guild and the Thunders and now serves only the Society. Probably. He seeks out powerful Artifact upgrades, which give their bearer new actions or can be discarded for an effect. McCabe is extremely fast on horseback and can tangle enemies up with his netgun. When he takes enough damage, the horse dies and he continues on foot with a new weapon loadout. He also has a beloved dog, Luna, and killing her makes him go all John Wick on your ass. McCabe’s title form focuses on cursed relics, which he and his crew can loot from the Remains of foes (or friends). They can toss these to debuff enemies, in addition to their normal effects.
Play Lucas McCabe if:
- You wish Huge Ackman had played Lara Croft in the Tomb Raider movies
- You like your crew to be slippery as an eel and as hard to pin down
- You like horses and sideburns (there it is!)
Tiri

We’ve met Nephilim. We’ve met Fae. We’ve met Gigants. We’ve met Woes, and Mimics. We’ve even met some Sirens. But there are other remnants of Malifaux’s earliest inhabitants left out in the wilds – including the Aua.
The Aua were masters of technology, creating many of the marvels that humans now puzzle over. Their Bygone civilization was powerful, so when the Tyrants rose to power, the Aua suffered terribly. Cherufe, the Tyrant who would eventually become half of the Burning Man, laid waste to their empire. He burned their cities and cursed their flesh: Cherufe’s scars are with them still, a progressive disintegration that has led the Aua to replace body parts with machines in an effort to stave it off. There are few of them left, and they answer to Tiri, a (relatively) young Aua whose boldness and clarity of vision keep her people alive.
The Aua were nomadic for a long time, hiding from humans, but Tiri sensed the threat of the Burning Man and made common cause with Gretchen Janus to combat it. She and her people were instrumental in the operation of the engine that dissipated the Burning Man’s energy, and having stepped out of the shadows, the Aua now seek to retake control of their own destinies.
The Bygone crew makes heavy use of Shielded Tokens to represent the defensive technologies they’ve developed over the years. As long as they are Shielded, they can build in Tomes, giving them all kinds of cool triggers. They have some good card-filtering and movement tricks, and they’re pretty durable with all of that Shielded, especially when protected by their Ancient Constructs. Tiri’s title form can raise Lost Technology markers from the sands, protecting friends and debuffing enemies, and her crew’s Shielded tokens give them Rams instead of Tomes – giving them access to a different, and more aggressive, set of triggers.
Play Tiri if:
- You love high technology – this is probably the most sci-fi Malifaux gets
- You like triggers but hate having to wonder if you’re going to get them
- You are good at making custom markers and have some idea of what “Lost Technology” looks like
And… that’s everything! But I’d like to say a few words before closing this article.
Malifaux is a great game, in my opinion the best I’ve ever played, and it’s the best it’s ever been. The community is tight-knit and thriving, and there’s a way for everyone to enjoy the game: Malifaux lends itself just as well to casual, narrative play as it does to competitive tournament play. Part of what makes the game so great is its incredible flavor. There’s no generic soldiers here– every single model is dripping with character, and each of the game’s 54 masters is unique and distinct. I hope you’ve enjoyed learning about them as much as I’ve enjoyed writing these articles. Maybe you’ve been on the fence about Malifaux, and the Faction Focuses have tipped you over. Maybe you’re just starting out and they’ve encouraged you to explore. Maybe you’ve been playing for years and I’ve sparked your desire to pick up a new master or a whole new faction.
I encourage you to jump right in if you’re curious. Malifaux has a huge Vassal community, and it’s officially sanctioned by Wyrd. If you’d like to play but don’t have anyone flipping cards near you, check it out here: https://vassalengine.org/wiki/Module:Malifaux.
I’m not done here, not by a long shot. I’ve written an article on Gaining Grounds, the Malifaux equivalent to Warhammer’s Warzones or Warmachine’s Steamroller– the official matched play rules, in other words. After that, I’d like to talk about Malifaux Burns, the first full expansion book of the new edition. I’ll have plenty of event and tournament reports, too. I won’t be publishing every week, but watch this space for more Malifaux goodness.
If you like my work, you should also check out some of the Malifaux podcasts and gaming channels. BadFaux Haku runs a great Youtube channel where you can catch Vassal games, as does the Malifaux World Series. There are tons of great Malifaux podcasts, too… Schemes and Stones, Third Floor Wars (more than just Malifaux), Rage Quit Wire, the Other Coast, and Boring Conversation. Definitely check out Boring Conversation Episode 17, where they spend about 2 minutes just gassing me up. That was fun to listen to in the car.
What’s Next
That wraps up our Faction Focus series but that’s not the end of what we can say about Malifaux. Next week we’ll launch a page that will make all of these easier to find, and then check back the week after and every other Tuesday for more articles on hobby, tactics, and new developments. So until next time… watch your back and keep your soulstones handy, and for god’s sake try to avoid flipping black jokers!
Have any questions or feedback? Drop us a note in the comments below or email us at contact@goonhammer.com.




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