Ten Thunders Masters:
Ten Thunders LORE
Not every faction vying for control of Malifaux's resources exerts an overt presence in their bid for power. Even those who think of themselves as secretive, such as the self-proclaimed Arcanists, invariably announce their presence loudly enough to attract the attention of the other factions warring with one another.
There is one faction, however, which prides itself on avoiding attention. Until recently, their name meant nothing to people in power in Malifaux, but that has changed. The mere mention of the name Ten Thunders breeds a quiet dread in men's hearts, chilling the blood. The origin of the Ten Thunders crime syndicate is a mystery to the residents of Malifaux, save that they appear to have some sort of connection to the Three Kingdoms of Earth.
Membership in the Ten Thunders is almost exclusively comprised of residents of these insular nations. They are sworn to secrecy, and any of their number would willingly give their lives for the family rather than reveal its secrets, which has made it difficult for the Guild to break up or infiltrate their ranks. Even the Ten Thunders' locally hired agents - of which there are few - do not know how their employers have been able to reach across the Breach to establish an extensive crime network in Malifaux.
The Ten Thunders is currently headed by the Katanaka Clan, an ancient name in the Three Kingdoms, but one shrouded in disgrace and failure. Having lost their place of honor at the Emperor's table centuries ago, the Katanaka chose to fight their oppressors rather than give into their machinations, doing battle from the shadows and eventually defeating them. Such was the stain on the clan's honor that it never considered an attempt to regain the Emperor's favor, but instead set about creating an extensive criminal and spy network throughout the Three Kingdoms long before the regions of China, Japan, and Vietnam officially joined together as one massive empire.
Learning of the Breach into Malifaux Katanaka Baojun, the clan's leader, sent his daughter, Katanaka Misaki, through the Breach to learn what she could about the land before the Ten Thunders came to join her. The Ten Thunders had taken control of a lesser Breach in the Three Kingdoms, and it was this discovery that ensured the Ten Thunders had direct, clandestine access to Malifaux without the Guild's awareness of their arrival. Other criminal organizations had also seen Malifaux as an opportunity to be exploited, but the lesser Breach of the Ten Thunders gave them a significant advantage over their rivals. The bloody turf wars the Ten Thunders waged against Malifaux City's other gangs had Guild investigators working around the clock to uncover their identities, but when the violence finally receded, the Guild were no closer to learning who was behind the chaos, and the Ten Thunders had extended their reach across much of Malifaux City's criminal underbelly. .
Since then, the Ten Thunders have worked as they did back home to establish their agents in positions of power throughout the other factions of Malifaux. For now they are content to run their criminal empire as it stands, using their planted agents as spies, reporting back information the Thunders can either use to increase their power or that can be sold for a profit. When the time is right and the stars are in alignment, the Thunders intend to rise up and cut off the heads of their rival organizations from within in one bold gesture. When every other power is flailing in their death spasms, the Ten Thunders will be able to claim Malifaux for themselves once and for all.
Ten Thunders TACTICS
The Ten Thunders are a very diverse group of models - many of them hailing from a second faction - that don't really have any defining focus, other than their lack of focus. In many ways, the Ten Thunders are the wildcard of Malifaux, for while an opponent generally knows how a Resurrectionist or Arcanist force will approach a battle, the wide hiring pool and vast differences in how each Ten Thunders Master operates makes it hard to predict just what they'll bring to the table.
Most Ten Thunders Masters are dual-faction, and thus can bring select models from their second faction with them into a Ten Thunders crew. This allows them to exploit the resources of the other factions, often opening up tactical combinations and synergies unavailable to anyone else. The Ten Thunders also have a number of models which owe allegiance to no one but themselves, and these models tend to be balanced between melee and ranged combat, making them versatile and useful to every Ten Thunders Master.