Models Glossary

At the start of each game, before deployment, you can say that one Trench Pilgrim or Ecclesiastic Prisoner will be broken on the wheel to show their piety and devotion. The model you choose is permanently removed from your Warband, but you can redistribute their Battlekit to other models that would be allowed to have it. The Anchorite Shrine then shatters the bones of the volunteer and carries the broken victim to battle on its Wheel. Injuries that would be inflicted on the Anchorite Shrine are instead inflicted on its unfortunate victim, until the victim finally passes away. This is represented by the following special rules, which apply to the Anchorite Shrine until it suffers an Out of Action result on the Injury Table:
- It has an Armour Characteristic of 0 and does not have the NEGATE SHRAPNEL and TOUGH Keywords.
- It treats Down results as Minor Hit results.
- The first time the Anchorite Shrine suffers an Out of Action result on the Injury Table, it is treated as a No Effect result. When this happens, any Blood Markers on the Anchorite Shire are removed, and from then on, these special rules no longer apply to the model.
An Anchorite Shrine is armed with two 1-Handed Melee Weapons (the Catherine Wheel and Bonebreaker Mace). When it makes a Melee Attack, it can either attack once using either its Catherine Wheel or the Bonebreaker Mace, or twice, first with the Catherine Wheel and second with its Bonebreaker Mace (the Off-Hand Weapon modifier applies to the attack made with the Bonebreaker Mace). Note that both Weapons have the RISKY keyword, which means that the Anchorite Shrine’s Activation ends immediately if the Success Roll for an attack made with either weapon is a Failure.
Catherine Wheel
| Range | Melee |
| Hands | 1 Hands (Melee) |
HEAVY, RISKY, +1 DICE
When you make an Injury Roll for an attack made with the Catherine Wheel, roll 3D6 and add all 3 dice together. Any +INJURY DICE or -INJURY DICE are added to the roll normally, except that you pick the 3 highest or lowest dice in the roll instead of the 2 highest or lowest.
Bonebreaker Mace
| Range | Melee |
| Hands | 1 Hands (Melee) |
RISKY, +1 INJURY DICE

An Anchorite Shrine is armed with two 1-Handed Melee Weapons (the Catherine Wheel and Bonebreaker Mace). When it makes a Melee Attack, it can either attack once using either its Catherine Wheel or the Bonebreaker Mace, or twice, first with the Catherine Wheel and second with its Bonebreaker Mace (the Off-Hand Weapon modifier applies to the attack made with the Bonebreaker Mace). Note that both Weapons have the RISKY keyword, which means that the Anchorite Shrine’s Activation ends immediately if the Success Roll for an attack made with either weapon is a Failure.
Combat Helmet
NEGATE SHRAPNEL
The simple combat helmet has proven its value on the battlefield time and again.
Bonebreaker Mace
| Range | Melee |
| Hands | 1 Hands (Melee) |
RISKY, +1 INJURY DICE
Catherine Wheel
| Range | Melee |
| Hands | 1 Hands (Melee) |
HEAVY, RISKY, +1 DICE
When you make an Injury Roll for an attack made with the Catherine Wheel, roll 3D6 and add all 3 dice together. Any +INJURY DICE or -INJURY DICE are added to the roll normally, except that you pick the 3 highest or lowest dice in the roll instead of the 2 highest or lowest.

Infernal Brand Mark
NEGATE FIRE
A Heretic who has made a holy pilgrimage into Hell itself is branded by their patron devil with an ever-burning mark. Mortal fire no longer has the power to harm them.
Reinforced Armour
-2 INJURY MODIFIER
Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.

Reinforced Armour
-2 INJURY MODIFIER
Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.

You do not have to take a Risky Success Roll for an Artillery Witch when they Climb or Jump, or an Injury Roll if they Fall.
Add -1 INJURY DICE for an Artillery Witch that has been hit by an attack with the GAS Keyword.
You may include 0-2 Artillery Witches in a Warband if the total cost of all of the other models in the Warband (including their Battlekit, etc) adds up to 1,000 or more.
Infernal Bomb
| Range | 36" |
| Hands | 1 Hands (Ranged) |
RELOAD, SHRAPNEL, SCATTER, IGNORE COVER, IGNORE LONG RANGE, IGNORE ELEVATED POSITION, BLAST 3"
Add -1 INJURY DICE to the roll for a model that is hit by an Infernal Bomb if it is in contact with a terrain piece that is at least ½" tall and that lies in between it and the target point.
When you make an Injury Roll for a model that was the target for an Infernal Bomb and hit by it, or if the Infernal Bomb scattered and the target point was on the model’s base, roll 3D6 and add all 3 dice together. Any +INJURY DICE or -INJURY DICE that applied to the Injury Roll will apply normally, except that you pick the 3 highest or lowest dice in the roll instead of the 2 highest or lowest. Injury Rolls for other models caught in the Infernal Bomb’s Blast are made normally.
If a model that has been hit by an Infernal Bomb is not taken Out of Action by the Injury Roll, it is blown away D3" in a straight line by the explosion. Roll separately for each model to see how far it is blown away by an Infernal Bomb. If the model was the target of the attack, it is blown directly away from the Artillery Witch. If the model was caught in the Blast of the weapon, it is blown directly away from the target point. The model stops if it is blown into another model, Impassable terrain, or terrain it cannot cross without having to Climb.
Artillery Witches stalk the battlefields, hurling ordnance assembled in the death factories of Hell’s Third Circle. They are completely mute, and no one has ever seen their faces, leading some to question if they are even alive. Rumours suggest that they too, were manufactured in Hell. They can call forth an endless number of Infernal bombs from a portal to Hell that they manifest at will, summoning them to their hands from a gate of midnight blackness.

You do not have to take a Risky Success Roll for an Artillery Witch when they Climb or Jump, or an Injury Roll if they Fall.
You may include 0-2 Artillery Witches in a Warband if the total cost of all of the other models in the Warband (including their Battlekit, etc) adds up to 1,000 or more.
Add -1 INJURY DICE for an Artillery Witch that has been hit by an attack with the GAS Keyword.
Infernal Gas Bomb
| Range | 36" |
| Hands | 1 Hands (Ranged) |
IGNORE ARMOUR, GAS, RELOAD, SCATTER, -1 INJURY DICE, BLAST 3", IGNORE COVER, IGNORE LONG RANGE, IGNORE ELEVATED POSITION
If a model that has been hit by a Gas Bomb is not taken Out of Action by the Injury Roll, it staggers D3" in a straight line trying to get away from the gas cloud. Roll separately for each model to see how far it staggers. If the model was the target of the attack, it staggers in a direction chosen by the player making the attack. If the model was caught in the Blast of the weapon, it staggers directly away from the target point. The model stops if it staggers into another model, Impassable Terrain, or a terrain piece it cannot cross without having to Climb.




Due to their knowledge of anatomy and physiology, medics are experts at inflicting debilitating injuries and excruciating pain. Add +1 DICE to Injury Rolls for Melee Attacks made by a Combat Medic if the target is Down and does not have the BLACK GRAIL or DEMONIC Keywords.
Add +2 DICE to the Risky Success Roll when a Combat Medic carries out a Treat ACTION with their Medi-kit.
Gas Mask
NEGATE GAS
Mustard gas, phosgene, chlorine as well as noxious fumes from the bolgias of Hell plague the battlefield. The gas mask allows soldiers to withstand such attacks.
Standard Armour
-1 INJURY MODIFIER
With the advancements in metallurgy and technology, both Faithful and Heretic armies are well-equipped with suits of alloy armour that can withstand an impact from a bullet or turn aside the sharpest of blades. Standard armour is usually massproduced, but highly effective even against high-calibre weapons.
Medi-Kit
ACTION: A model with this Keyword can take a Treat ACTION. If it does so, take a Risky Success Roll for the model. If the roll is a Failure, the model’s Activation ends immediately. If it is a Success or a Critical Success, you can do one of the following things:
- Remove 1 BLOOD MARKER from the model or a friendly model within 1" of the model.
- Stand up a friendly model that is Down and within 1" of the model.
Battlefield first aid has brought many soldiers back from the brink of death. Blessed ointments can seal fatal wounds completely, while the black blood of demons used by twisted Heretic medics allows mangled troops to return to the fray.
Misericordia
| Range | Melee |
| Hands | 1 Hands (Melee) |
Ignores the armour of opponents that are Down.
This weapon has the IGNORE ARMOUR Keyword if the target is Down.
The misericordia dagger is designed to put enemies out of their misery by finding chinks in the armour: eye slits, neck joints and every other vulnerable seam.
New Antioch Combat Medics are highly-trained specialist troops. Many are devout followers of Saint Michael, the Archangel, revered as both a warrior-saint and the protector of medics, whom they believe steadies their hands and guides their blades. Combat Medics serve a brutal dual duty. They must deliver emergency battlefield treatment aimed at returning soldiers to the fight as swiftly as possible, while also standing shoulder to shoulder with them on the front lines. Their misericordia knives are equally useful for on-the-spot surgery and the rapid dispatch of fallen enemies.

Due to their knowledge of anatomy and physiology, medics are experts at inflicting debilitating injuries and excruciating pain. Add +1 DICE to Injury Rolls for Melee Attacks made by a Combat Medic if the target is Down and does not have the BLACK GRAIL or DEMONIC Keywords.
Add +2 DICE to the Risky Success Roll when a Combat Medic carries out a Treat ACTION with their Medi-kit.
Gas Mask
NEGATE GAS
Mustard gas, phosgene, chlorine as well as noxious fumes from the bolgias of Hell plague the battlefield. The gas mask allows soldiers to withstand such attacks.
Standard Armour
-1 INJURY MODIFIER
With the advancements in metallurgy and technology, both Faithful and Heretic armies are well-equipped with suits of alloy armour that can withstand an impact from a bullet or turn aside the sharpest of blades. Standard armour is usually massproduced, but highly effective even against high-calibre weapons.
Medi-Kit
ACTION: A model with this Keyword can take a Treat ACTION. If it does so, take a Risky Success Roll for the model. If the roll is a Failure, the model’s Activation ends immediately. If it is a Success or a Critical Success, you can do one of the following things:
- Remove 1 BLOOD MARKER from the model or a friendly model within 1" of the model.
- Stand up a friendly model that is Down and within 1" of the model.
Battlefield first aid has brought many soldiers back from the brink of death. Blessed ointments can seal fatal wounds completely, while the black blood of demons used by twisted Heretic medics allows mangled troops to return to the fray.
Misericordia
| Range | Melee |
| Hands | 1 Hands (Melee) |
Ignores the armour of opponents that are Down.
This weapon has the IGNORE ARMOUR Keyword if the target is Down.
The misericordia dagger is designed to put enemies out of their misery by finding chinks in the armour: eye slits, neck joints and every other vulnerable seam.
The Sisters of Saint Cosmas are a highly trained elite medical corps specialising in battlefield first aid and surgeries on the front lines of the Great War. The Sisters take a modified Hippocratic Oath that compels them to aid any wounded soldiers of the faith, no matter how dire the circumstance, whilst showing no mercy or pity when dispatching Heretics and other enemies on the battlefield. Armed with a surgical knife that doubles as a misericordia, they are as adept at saving lives as taking them from those they find lying wounded in No Man’s Land.
They carry medical kits stocked with a variety of battlefield drugs, capable of numbing the pain of even the most ghastly wounds. In the heat of battle, these drugs are vital, giving soldiers the strength to rise once more and charge back into the fray, even if just for a few moments, so they can accomplish their mission or die trying.

Add -1 INJURY DICE to Injury Rolls for the model unless the attack has the FIRE Keyword.
Whenever a Melee Attack made by a Corpse Guard causes any INFECTION MARKERS to be placed on the target, you can remove up to 1 BLOOD MARKER from the attacking Corpse Guard model.
If a friendly Cult of the Black Grail model within 1" of a Corpse Guard is hit by a Ranged Attack or Melee Attack, you can say that the Corpse Guard will take the hit. If you do so, make an Injury Roll for the Corpse Guard instead of the original target. This ability cannot be used against attacks that have the BLAST Keyword.
A Corpse Guard can have any Battlekit from the Cult of the Black Grail Armoury Tables.
Only the strongest human devotees can survive the compounding blessings of the Cult of the Black Grail. The ones that do are inducted into the ranks of the Corpse Guards, bodyguards to the nobility of the Cult of the Black Grail. If they serve with distinction, they may one day join the ranks of the Infernal nobility.

Add -1 INJURY DICE to Injury Rolls for the model unless the attack has the FIRE Keyword.
Whenever a Melee Attack made by a Corpse Guard causes any INFECTION MARKERS to be placed on the target, you can remove up to 1 BLOOD MARKER from the attacking Corpse Guard model.
A Corpse Guard can have any Battlekit from the Cult of the Black Grail Armoury Tables.
Only the strongest human devotees can survive the compounding blessings of the Cult of the Black Grail. The ones that do are inducted into the ranks of the Corpse Guards, bodyguards to the nobility of the Cult of the Black Grail. If they serve with distinction, they may one day join the ranks of the Infernal nobility.

An Ecclesiastic Prisoner that is taken Out of Action when their Martyrdom Device is triggered does not count towards the number of models from the Warband taken Out of Action for Morale Checks.
Add +1 DICE to the Risky Success Roll for an Ecclesiastic Prisoner that is taking a Dash ACTION.
Iron Capirote
NEGATE SHRAPNEL
A conical helmet blessed by the Church and often containing a fragment of a relic. Iron capirotes shield their wearers from the psychological horror of war and allow them to face creatures from the pits of Hell unflinchingly.

Add +1 DICE to the Risky Success Roll for an Ecclesiastic Prisoner that is taking a Dash ACTION.
An Ecclesiastic Prisoner that is taken Out of Action when their Martyrdom Device is triggered does not count towards the number of models from the Warband taken Out of Action for Morale Checks.

A Goetic Warlock can take a Goetic Portal ACTION. If they do so, take a Risky Success Roll for the Goetic Warlock with +1 DICE. If the roll is a Failure, the Goetic Warlock’s Activation ends. If the roll is a Success or Critical Success, you can pick up the Goetic Warlock and deploy them on the battlefield anywhere within 6" of the location they originally occupied (measured from the centre of its base to the centre of its base). If this is impossible for any reason, the Goetic Warlock must stay in their original position. Note that the Goetic Warlock can redeploy even if they are down or within 1" of an enemy model (in which case the enemy model cannot make a Melee Attack before the Goetic Warlock is redeployed), and can deploy within 1" of an enemy model. In addition, if the roll is a Success or Critical Success and the Goetic Warlock is within 1" of any enemy models mounted on a 32mm base or smaller, then the Goetic Warlock can take 1 of the enemy models with them. If they do so, you must deploy the Goetic Warlock first and then deploy the enemy model within 1" of the Goetic Warlock. If you cannot deploy the enemy model within 1" of the Goetic Warlock, then the enemy model stays in its original position.
An enemy model within 1" of a Goetic Warlock cannot take a Retreat ACTION.
A Goetic Warlock can make a Melee Attack even though it does not have Melee Weapons. When a Goetic Warlock makes a Melee Attack, it can attack twice using the CRITICAL Keyword even though it doesn’t have Melee Weapons (the Off-Hand Weapon modifier applies to the second attack).
A Goetic Warlock can take a Goetic Gaze ACTION. If they do so, take a Success Roll for the Goetic Warlock. If the roll is a Failure, nothing happens. If the roll is a Success, place 1 BLOOD MARKER next to an enemy model within 24" of the Goetic Warlock and in their Line of Sight. If the roll is a Critical Success, place 2 BLOOD MARKERS next to an enemy model within 24" of the Goetic Warlock and in their Line of Sight instead of only 1.
Sword / Axe
| Range | Melee |
| Hands | 1 Hands (Melee) |
CRITICAL
Because of the martial traditions of many proud nations and due to the advances in armour technology, swords and axes are extremely popular, especially amongst elite units and officers. They are supremely useful for finishing off downed opponents and causing profusely bleeding wounds.
Reinforced Armour
-2 INJURY MODIFIER
Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.
Goetic Warlocks are nightmarish creations forged in the death factories of the Third Circle of Hell. Captured priests, prophets, vicars, rectors, and monks are tortured in fiendish machines that burn away their flesh with hellfire, encasing their still-living skeletons in infernal suits of armour, and stamping them with Goetic runes. The process is so agonising that the victims, driven by desperation, willingly enter into demonic pacts, seeking an end to their unbearable suffering. Thus, a new Goetic Warlock is born, now a ruthless predator, driven to hunt the very mortals they once swore to protect.
The mere gaze of a Warlock induces necrosis. In close quarters, they clasp their enemies in a merciless embrace. Drawing on Goetic power, they portal to a secluded location, where they can savour the prolonged destruction of their victim, slowly shredding them into pieces. They revel in the grotesque act of skinning their victims alive, transforming the remains into repulsive vellum for dark grimoires and profane religious texts. Some even wear the faces of their victims to power their illusionary spells, confounding their enemies.
Due to the rarity of the victims required to create Goetic Warlocks, these abominations are reserved for the most renowned Heretic commanders, with the greatest need and the most influential connections in the twisted web of Heretic politics. Mammon, the mighty devil of Greed, offers his personal battalion of Warlocks to the highest bidder.
A Goetic Warlock can make a Melee Attack even though it does not have Melee Weapons. When a Goetic Warlock makes a Melee Attack, it can attack twice using the CRITICAL Keyword even though it doesn’t have Melee Weapons (the Off-Hand Weapon modifier applies to the second attack).
A Goetic Warlock can take a Goetic Portal ACTION. If they do so, take a Risky Success Roll for the Goetic Warlock with +1 DICE. If the roll is a Failure, the Goetic Warlock’s Activation ends. If the roll is a Success or Critical Success, you can pick up the Goetic Warlock and deploy them on the battlefield anywhere within 6" of the location they originally occupied (measured from the centre of its base to the centre of its base). If this is impossible for any reason, the Goetic Warlock must stay in their original position. Note that the Goetic Warlock can redeploy even if they are down or within 1" of an enemy model (in which case the enemy model cannot make a Melee Attack before the Goetic Warlock is redeployed), and can deploy within 1" of an enemy model. In addition, if the roll is a Success or Critical Success and the Goetic Warlock is within 1" of any enemy models mounted on a 32mm base or smaller, then the Goetic Warlock can take 1 of the enemy models with them. If they do so, you must deploy the Goetic Warlock first and then deploy the enemy model within 1" of the Goetic Warlock. If you cannot deploy the enemy model within 1" of the Goetic Warlock, then the enemy model stays in its original position.
A Goetic Warlock can take a Goetic Gaze ACTION. If they do so, take a Success Roll for the Goetic Warlock. If the roll is a Failure, nothing happens. If the roll is a Success, place 1 BLOOD MARKER next to an enemy model within 24" of the Goetic Warlock and in their Line of Sight. If the roll is a Critical Success, place 2 BLOOD MARKERS next to an enemy model within 24" of the Goetic Warlock and in their Line of Sight instead of only 1.
An enemy model within 1" of a Goetic Warlock cannot take a Retreat ACTION.
Sword / Axe
| Range | Melee |
| Hands | 1 Hands (Melee) |
CRITICAL
Because of the martial traditions of many proud nations and due to the advances in armour technology, swords and axes are extremely popular, especially amongst elite units and officers. They are supremely useful for finishing off downed opponents and causing profusely bleeding wounds.
Reinforced Armour
-2 INJURY MODIFIER
Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.
Goetic Warlocks are nightmarish creations forged in the death factories of the Third Circle of Hell. Captured priests, prophets, vicars, rectors, and monks are tortured in fiendish machines that burn away their flesh with hellfire, encasing their still-living skeletons in infernal suits of armour, and stamping them with Goetic runes. The process is so agonising that the victims, driven by desperation, willingly enter into demonic pacts, seeking an end to their unbearable suffering. Thus, a new Goetic Warlock is born, now a ruthless predator, driven to hunt the very mortals they once swore to protect.
The mere gaze of a Warlock induces necrosis. In close quarters, they clasp their enemies in a merciless embrace. Drawing on Goetic power, they portal to a secluded location, where they can savour the prolonged destruction of their victim, slowly shredding them into pieces. They revel in the grotesque act of skinning their victims alive, transforming the remains into repulsive vellum for dark grimoires and profane religious texts. Some even wear the faces of their victims to power their illusionary spells, confounding their enemies.
Due to the rarity of the victims required to create Goetic Warlocks, these abominations are reserved for the most renowned Heretic commanders, with the greatest need and the most influential connections in the twisted web of Heretic politics. Mammon, the mighty devil of Greed, offers his personal battalion of Warlocks to the highest bidder.

Add -1 INJURY DICE to Injury Rolls for the model unless the attack has the FIRE Keyword.
A Grail Thrall or Fly Thrall can make a Melee Attack even though it does not have a Melee Weapon. In addition, add +1 DICE to the Success Roll for a Melee Attack made by a Grail Thrall or Fly Thrall for each other friendly model within 3" of the attacking model (not including the attacking model itself ).
Thralls cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed.
The boons of the Cult of the Black Grail lead slowly but surely down the path of utter corruption. Only very few of the chosen can withstand the blessings of the Lord of the Flies. Most are turned into Grail Thralls, destined to join the endless legions of empty, hollowed-out and diseased husks who must obey the whims of the Cult of the Black Grail nobles for all eternity, while suffering the torment of their countless supernatural infections.
Thralls come in two varieties: Grail Thralls, which have become almost impervious to pain, and Fly Thralls, controlled by the gargantuan hell-flies that have buried their proboscis deep into the central nervous system of their victims, allowing far greater mobility in exchange for less resistance to pain.

A Grail Thrall or Fly Thrall can make a Melee Attack even though it does not have a Melee Weapon. In addition, add +1 DICE to the Success Roll for a Melee Attack made by a Grail Thrall or Fly Thrall for each other friendly model within 3" of the attacking model (not including the attacking model itself ).
Thralls cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed.
The boons of the Cult of the Black Grail lead slowly but surely down the path of utter corruption. Only very few of the chosen can withstand the blessings of the Lord of the Flies. Most are turned into Grail Thralls, destined to join the endless legions of empty, hollowed-out and diseased husks who must obey the whims of the Cult of the Black Grail nobles for all eternity, while suffering the torment of their countless supernatural infections.
Thralls come in two varieties: Grail Thralls, which have become almost impervious to pain, and Fly Thralls, controlled by the gargantuan hell-flies that have buried their proboscis deep into the central nervous system of their victims, allowing far greater mobility in exchange for less resistance to pain.

A Grail Thrall or Fly Thrall can make a Melee Attack even though it does not have a Melee Weapon. In addition, add +1 DICE to the Success Roll for a Melee Attack made by a Grail Thrall or Fly Thrall for each other friendly model within 3" of the attacking model (not including the attacking model itself ).
Thralls cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed.
The boons of the Cult of the Black Grail lead slowly but surely down the path of utter corruption. Only very few of the chosen can withstand the blessings of the Lord of the Flies. Most are turned into Grail Thralls, destined to join the endless legions of empty, hollowed-out and diseased husks who must obey the whims of the Cult of the Black Grail nobles for all eternity, while suffering the torment of their countless supernatural infections.
Thralls come in two varieties: Grail Thralls, which have become almost impervious to pain, and Fly Thralls, controlled by the gargantuan hell-flies that have buried their proboscis deep into the central nervous system of their victims, allowing far greater mobility in exchange for less resistance to pain.

Add -1 INJURY DICE to Injury Rolls for the model unless the attack has the FIRE Keyword.
A Grail Thrall or Fly Thrall can make a Melee Attack even though it does not have a Melee Weapon. In addition, add +1 DICE to the Success Roll for a Melee Attack made by a Grail Thrall or Fly Thrall for each other friendly model within 3" of the attacking model (not including the attacking model itself ).
Thralls can be equipped with ranged weapons, troop flags, or instruments, but nothing else. They do not suffer penalties for fighting unarmed.
The boons of the Cult of the Black Grail lead slowly but surely down the path of utter corruption. Only very few of the chosen can withstand the blessings of the Lord of the Flies. Most are turned into Grail Thralls, destined to join the endless legions of empty, hollowed-out and diseased husks who must obey the whims of the Cult of the Black Grail nobles for all eternity, while suffering the torment of their countless supernatural infections.
Thralls come in two varieties: Grail Thralls, which have become almost impervious to pain, and Fly Thralls, controlled by the gargantuan hell-flies that have buried their proboscis deep into the central nervous system of their victims, allowing far greater mobility in exchange for less resistance to pain.

Some infected with The Great Hunger care only to proliferate their agonizing disease. A model with the Ravenous Infection Ability may make a RISKY ACTION to spread the virus. On a success, the model may place an INFECTION MARKER on any other model within 1”, as the Great Hunger virus burns through the battlefield. A model’s Activation ends immediately after using this Ability.
A Grail Thrall or Fly Thrall can make a Melee Attack even though it does not have a Melee Weapon. In addition, add +1 DICE to the Success Roll for a Melee Attack made by a Grail Thrall or Fly Thrall for each other friendly model within 3" of the attacking model (not including the attacking model itself ).
Thralls cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed.
Blighted Claws
Add +1 DICE and the CRITICAL Keyword to Melee Attacks made by this model.
The boons of the Cult of the Black Grail lead slowly but surely down the path of utter corruption. Only very few of the chosen can withstand the blessings of the Lord of the Flies. Most are turned into Grail Thralls, destined to join the endless legions of empty, hollowed-out and diseased husks who must obey the whims of the Cult of the Black Grail nobles for all eternity, while suffering the torment of their countless supernatural infections.
Thralls come in two varieties: Grail Thralls, which have become almost impervious to pain, and Fly Thralls, controlled by the gargantuan hell-flies that have buried their proboscis deep into the central nervous system of their victims, allowing far greater mobility in exchange for less resistance to pain.

Add -1 INJURY DICE to Injury Rolls for the model unless the attack has the FIRE Keyword.
Some infected with The Great Hunger care only to proliferate their agonizing disease. A model with the Ravenous Infection Ability may make a RISKY ACTION to spread the virus. On a success, the model may place an INFECTION MARKER on any other model within 1”, as the Great Hunger virus burns through the battlefield. A model’s Activation ends immediately after using this Ability.
A Grail Thrall or Fly Thrall can make a Melee Attack even though it does not have a Melee Weapon. In addition, add +1 DICE to the Success Roll for a Melee Attack made by a Grail Thrall or Fly Thrall for each other friendly model within 3" of the attacking model (not including the attacking model itself ).
Thralls cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed.
Blighted Claws
Add +1 DICE and the CRITICAL Keyword to Melee Attacks made by this model.
The boons of the Cult of the Black Grail lead slowly but surely down the path of utter corruption. Only very few of the chosen can withstand the blessings of the Lord of the Flies. Most are turned into Grail Thralls, destined to join the endless legions of empty, hollowed-out and diseased husks who must obey the whims of the Cult of the Black Grail nobles for all eternity, while suffering the torment of their countless supernatural infections.
Thralls come in two varieties: Grail Thralls, which have become almost impervious to pain, and Fly Thralls, controlled by the gargantuan hell-flies that have buried their proboscis deep into the central nervous system of their victims, allowing far greater mobility in exchange for less resistance to pain.

If the scenario you are playing allows INFILTRATORS to use their special deployment rules, after any INFILTRATORS have deployed, you can deploy these Cradle Thralls within 1” of any edge of the battlefield and more than 8” away from any enemy models.
Some infected with The Great Hunger care only to proliferate their agonizing disease. A model with the Ravenous Infection Ability may make a RISKY ACTION to spread the virus. On a success, the model may place an INFECTION MARKER on any other model within 1”, as the Great Hunger virus burns through the battlefield. A model’s Activation ends immediately after using this Ability.
A Grail Thrall or Fly Thrall can make a Melee Attack even though it does not have a Melee Weapon. In addition, add +1 DICE to the Success Roll for a Melee Attack made by a Grail Thrall or Fly Thrall for each other friendly model within 3" of the attacking model (not including the attacking model itself ).
Thralls cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed.
Blighted Claws
Add +1 DICE and the CRITICAL Keyword to Melee Attacks made by this model.
The boons of the Cult of the Black Grail lead slowly but surely down the path of utter corruption. Only very few of the chosen can withstand the blessings of the Lord of the Flies. Most are turned into Grail Thralls, destined to join the endless legions of empty, hollowed-out and diseased husks who must obey the whims of the Cult of the Black Grail nobles for all eternity, while suffering the torment of their countless supernatural infections.
Thralls come in two varieties: Grail Thralls, which have become almost impervious to pain, and Fly Thralls, controlled by the gargantuan hell-flies that have buried their proboscis deep into the central nervous system of their victims, allowing far greater mobility in exchange for less resistance to pain.

Add -1 INJURY DICE to Injury Rolls for the model unless the attack has the FIRE Keyword.
If the scenario you are playing allows INFILTRATORS to use their special deployment rules, after any INFILTRATORS have deployed, you can deploy these Cradle Thralls within 1” of any edge of the battlefield and more than 8” away from any enemy models.
Some infected with The Great Hunger care only to proliferate their agonizing disease. A model with the Ravenous Infection Ability may make a RISKY ACTION to spread the virus. On a success, the model may place an INFECTION MARKER on any other model within 1”, as the Great Hunger virus burns through the battlefield. A model’s Activation ends immediately after using this Ability.
A Grail Thrall or Fly Thrall can make a Melee Attack even though it does not have a Melee Weapon. In addition, add +1 DICE to the Success Roll for a Melee Attack made by a Grail Thrall or Fly Thrall for each other friendly model within 3" of the attacking model (not including the attacking model itself ).
Thralls cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed.
Blighted Claws
Add +1 DICE and the CRITICAL Keyword to Melee Attacks made by this model.
The boons of the Cult of the Black Grail lead slowly but surely down the path of utter corruption. Only very few of the chosen can withstand the blessings of the Lord of the Flies. Most are turned into Grail Thralls, destined to join the endless legions of empty, hollowed-out and diseased husks who must obey the whims of the Cult of the Black Grail nobles for all eternity, while suffering the torment of their countless supernatural infections.
Thralls come in two varieties: Grail Thralls, which have become almost impervious to pain, and Fly Thralls, controlled by the gargantuan hell-flies that have buried their proboscis deep into the central nervous system of their victims, allowing far greater mobility in exchange for less resistance to pain.

Add -1 DICE to Success Rolls taken for enemy models that are within 8" of one or more Choristers.
Choristers sacrifice themselves upon black altars, and if worthy, rise after nine days, finishing their own beheading as their severed heads begin to sing. Their hymns conjure visions of Hell, sapping the strength and resolve of all who hear, the Chorister’s cold blood forming diabolic symbols in rhythm with their unholy chorus. Those who hear their song find their minds flooded with visions from the Pits of Hell, weakening both their resolve and strength, as the dreadful music eats away at their very soul.

All enemy models within 8” of the Chorister suffer an additional +1 INJURY DICE when any injury roll is made against them.

A Heretic Priest can take a Puppet Master ACTION. If they do so, take a Risky Success Roll for the model. If the roll is a Failure, the Heretic Priest’s Activation ends immediately. If the roll is a Success or Critical Success, pick 1 enemy or friendly model that is within 12" of the Heretic Priest and in their Line of Sight. You can move the model D6". The move must be in a straight line, but can be in any direction, and can be used to make the model move with 1" of an enemy or retreat, and to Climb a sheer surface, Jump across a gap, or Jump Down.

Worldly wealth becomes the target of this curse, gradually crushing its victim under its weight. A Knights of Avarice Heretic Priest can take a Price of Greed ACTION. If they do so, take a Risky Success Roll for the model. If the roll is a Failure, the Knights of Avarice Heretic Priest’s Activation ends immediately. If the roll is a Success or Critical Success, make an Injury Roll for an enemy model that is within 12" of the model taking the Price of Greed ACTION and in its line of sight. Add +1 INJURY DICE to the roll if the Success Roll was a Critical Success, and add +1 DICE to the roll for each -1 INJURY MODIFIER that applies to the target (the -1 INJURY MODIFIER still applies). For example, if the target had Standard Armour with a -1 INJURY MODIFIER, you would add +1 INJURY DICE and a -1 INJURY MODIFIER to the roll.

You can upgrade Heretic Troopers in your Warband to Heretic Legionnaires, at a cost of +10 each. You cannot upgrade a Heretic Trooper if doing so would result in there being more Heretic Legionnaires in your Warband than there are Heretic Troopers. When you upgrade a Heretic Trooper to a Heretic Legionnaire, you can change either their Ranged Characteristic or their Melee Characteristic from 0 to +1.
A Heretic Trooper or Heretic Legionnaire can have any Battlekit from the Heretic Legions Armoury Tables.
You can upgrade Heretic Troopers in your Warband to Heretic Legionnaires, at a cost of +10 each. You cannot upgrade a Heretic Trooper if doing so would result in there being more Heretic Legionnaires in your Warband than there are Heretic Troopers. When you upgrade a Heretic Trooper to a Heretic Legionnaire, you can change either their Ranged Characteristic or their Melee Characteristic from 0 to +1.
A Heretic Trooper or Heretic Legionnaire can have any Battlekit from the Heretic Legions Armoury Tables.

Add -1 INJURY DICE to Injury Rolls for the model unless the attack has the FIRE Keyword.
Add +1 DICE to the Risky Success Roll for a Hound of the Cult of the Black Grail that is taking a Dash ACTION. In addition, do not halve the Movement Characteristic of a Hound of the Cult of the Black Grail when it stands up at the start of an Activation.
If an enemy model is Activated while it is within 1" of a Hound of the Cult of the Black Grail, place 1 INFECTION MARKER next to the enemy model before it carries out any Actions.
The model can make a Melee Attack even though it doesn’t have a Melee Weapon.
A Hound of the Cult of the Black Grail cannot have any Battlekit.
These are parasitic carcasses of canines infested with maggots and flies spawned from the body of Beelzebub himself. Their unholy mission is to prowl No Man’s Land and spread disease and pestilence in the name of their dark master.

Add -1 INJURY DICE to Injury Rolls for the model unless the attack has the FIRE Keyword.
The model can make a Melee Attack even though it doesn’t have a Melee Weapon.
Add +1 DICE to the Risky Success Roll for a Hound of the Cult of the Black Grail that is taking a Dash ACTION. In addition, do not halve the Movement Characteristic of a Hound of the Cult of the Black Grail when it stands up at the start of an Activation.
If an enemy model is Activated while it is within 1" of a Hound of the Cult of the Black Grail, place 1 INFECTION MARKER next to the enemy model before it carries out any Actions.
A Hound of the Cult of the Black Grail cannot have any Battlekit.
These are parasitic carcasses of canines infested with maggots and flies spawned from the body of Beelzebub himself. Their unholy mission is to prowl No Man’s Land and spread disease and pestilence in the name of their dark master.

If the first ACTION a model makes during their Activation is a Charge, add +1 DICE to Melee Attacks made by the Yüzbaşı for the rest of the Activation.

The ritual dance of these Dervishes is hypnotic to witness, and it is as graceful as it is deadly. Add -1 DICE to the Success Rolls for Ranged Attacks that target a Dervish.
If the first ACTION a model makes during their Activation is a Charge, add +1 DICE to Melee Attacks made by the Yüzbaşı for the rest of the Activation.

If the first ACTION a model makes during their Activation is a Charge, add +1 DICE to Melee Attacks made by the Yüzbaşı for the rest of the Activation.

If the first ACTION a model makes during their Activation is a Charge, add +1 DICE to Melee Attacks made by the Yüzbaşı for the rest of the Activation.

The Lieutenant orders their warband to stop shooting, forcing the enemy to move first. To represent this, a Lieutenant can take a Hold Your Fire! ACTION. If they do so, pick 1 enemy model that is in the Lieutenant’s Line of Sight and that the opponent is allowed to Activate. The Lieutenant’s Activation then ends, and the opponent must Activate the model you picked.
Lieutenants are the leaders of small squads or platoons of New Antioch’s soldiers, playing a fundamental role on the frontlines. They are steadfast in their duty, preserving the unity and morale of their troops amid relentless conflict. A lieutenant may be a noble family’s favoured son or daughter, or have risen through the ranks by impressing their superiors with their exceptional strategic acumen and audacious bravery.
In addition to their command role, Lieutenants are responsible for acquiring weapons, arms, equipment and provisions for their troops. With resupply sporadic at best, they are frequently forced to loot the battlefields of No Man’s Land or even raid settlements to sustain their forces.
Having rightfully earned their position, Lieutenants enjoy the privilege of selecting their preferred arms and armour, often claiming the rarest battlefield finds. Many wield distinctive weapons, be it a revered family heirloom, an idiosyncratic affectation, or an ostentatious piece providing some much-needed swagger.

Lieutenants are the leaders of small squads or platoons of New Antioch’s soldiers, playing a fundamental role on the frontlines. They are steadfast in their duty, preserving the unity and morale of their troops amid relentless conflict. A lieutenant may be a noble family’s favoured son or daughter, or have risen through the ranks by impressing their superiors with their exceptional strategic acumen and audacious bravery.
In addition to their command role, Lieutenants are responsible for acquiring weapons, arms, equipment and provisions for their troops. With resupply sporadic at best, they are frequently forced to loot the battlefields of No Man’s Land or even raid settlements to sustain their forces.
Having rightfully earned their position, Lieutenants enjoy the privilege of selecting their preferred arms and armour, often claiming the rarest battlefield finds. Many wield distinctive weapons, be it a revered family heirloom, an idiosyncratic affectation, or an ostentatious piece providing some much-needed swagger.

The Lieutenant orders their warband to stop shooting, forcing the enemy to move first. To represent this, a Lieutenant can take a Hold Your Fire! ACTION. If they do so, pick 1 enemy model that is in the Lieutenant’s Line of Sight and that the opponent is allowed to Activate. The Lieutenant’s Activation then ends, and the opponent must Activate the model you picked.
Lieutenants are the leaders of small squads or platoons of New Antioch’s soldiers, playing a fundamental role on the frontlines. They are steadfast in their duty, preserving the unity and morale of their troops amid relentless conflict. A lieutenant may be a noble family’s favoured son or daughter, or have risen through the ranks by impressing their superiors with their exceptional strategic acumen and audacious bravery.
In addition to their command role, Lieutenants are responsible for acquiring weapons, arms, equipment and provisions for their troops. With resupply sporadic at best, they are frequently forced to loot the battlefields of No Man’s Land or even raid settlements to sustain their forces.
Having rightfully earned their position, Lieutenants enjoy the privilege of selecting their preferred arms and armour, often claiming the rarest battlefield finds. Many wield distinctive weapons, be it a revered family heirloom, an idiosyncratic affectation, or an ostentatious piece providing some much-needed swagger.

When you recruit a Mamluk Faris to your Warband, before adding it to your roster, you can say it will form a FIRETEAM with 1 other model from your Warband that has the ELITE Keyword. Both of the models gain the FIRETEAM Keyword. Note that the Mamluk Faris’s FIRETEAM is in addition to any other FIRETEAMS your Warband can have, and that if a Mamluk Faris is in a FIRETEAM with a model from a New Antioch Warband, then only the model from the New Antioch Warband can use the Concentrated Fire special rule.
Mamluks are disciples of furūsiyya, the knightly discipline passed on through generations, they practice ceaselessly and thus have few equals. The Mamluk’s Greatsword does not have the HEAVY Keyword, and the Jezzail carried by a Mamluk Faris has the ASSAULT Keyword and Shield Combo stipulation.
If the scenario you are playing allows Infiltrators to use their special deployment rules, after any Infiltrators have deployed, you can deploy the Mamluk Faris within 1" of any edge of the battlefield and more than 8" away from any enemy models.
Jezzail
| Range | 18" |
| Hands | 2 Hands (Ranged) |
These long arms are by far the most common weapons carried by the soldiers of the Sultanate of the Great Iron Wall. Their barrels are smoothbore, which limits their accurate range, but this is more than made up for by the fact that this allows them to be loaded with different types of alchemical ammunition made by the Jabirean Alchemists.
Alchemical Ammunition
Add +1 DICE to rolls for Ranged Attacks made with Alaybozen, Halberd- Guns, Jezzails or Siege Jezzails by a model that has Alchemical Ammunition.
Jabirean Alchemists craft these jezzail bullets from the slivers of the Iron Wall. Each such shot is carved with the Seal of Solomon, guiding it with divine aim to its target.
Reinforced Armour
-2 INJURY MODIFIER
Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.
Combat Helmet
NEGATE SHRAPNEL
The simple combat helmet has proven its value on the battlefield time and again.
| Choose One of the Following |
|---|
| Trench Polearm and Trench Shield |
| Sword / Axe and Pistol / Revolver |
| Mamluk Greatsword |

When you recruit a Mamluk Faris to your Warband, before adding it to your roster, you can say it will form a FIRETEAM with 1 other model from your Warband that has the ELITE Keyword. Both of the models gain the FIRETEAM Keyword. Note that the Mamluk Faris’s FIRETEAM is in addition to any other FIRETEAMS your Warband can have, and that if a Mamluk Faris is in a FIRETEAM with a model from a New Antioch Warband, then only the model from the New Antioch Warband can use the Concentrated Fire special rule.
Mamluks are disciples of furūsiyya, the knightly discipline passed on through generations, they practice ceaselessly and thus have few equals. The Mamluk’s Greatsword does not have the HEAVY Keyword, and the Jezzail carried by a Mamluk Faris has the ASSAULT Keyword and Shield Combo stipulation.
If the scenario you are playing allows Infiltrators to use their special deployment rules, after any Infiltrators have deployed, you can deploy the Mamluk Faris within 1" of any edge of the battlefield and more than 8" away from any enemy models.
Jezzail
| Range | 18" |
| Hands | 2 Hands (Ranged) |
These long arms are by far the most common weapons carried by the soldiers of the Sultanate of the Great Iron Wall. Their barrels are smoothbore, which limits their accurate range, but this is more than made up for by the fact that this allows them to be loaded with different types of alchemical ammunition made by the Jabirean Alchemists.
Alchemical Ammunition
Add +1 DICE to rolls for Ranged Attacks made with Alaybozen, Halberd- Guns, Jezzails or Siege Jezzails by a model that has Alchemical Ammunition.
Jabirean Alchemists craft these jezzail bullets from the slivers of the Iron Wall. Each such shot is carved with the Seal of Solomon, guiding it with divine aim to its target.
Reinforced Armour
-2 INJURY MODIFIER
Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.
Combat Helmet
NEGATE SHRAPNEL
The simple combat helmet has proven its value on the battlefield time and again.
| Choose One of the Following |
|---|
| Trench Polearm and Trench Shield |
| Sword / Axe and Pistol / Revolver |
| Mamluk Greatsword |

Reinforced Armour
-2 INJURY MODIFIER
Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.
Well-armoured, imposing soldiers, the Mechanized Heavy Infantry wield the heavy weaponry of the company. Selected from amongst the best, they undergo heavy chemical enhancements to maximise their strength and endurance.

Reinforced Armour
-2 INJURY MODIFIER
Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.
Well-armoured, imposing soldiers, the Mechanized Heavy Infantry wield the heavy weaponry of the company. Selected from amongst the best, they undergo heavy chemical enhancements to maximise their strength and endurance.

Reinforced Armour
-2 INJURY MODIFIER
Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.
Well-armoured, imposing soldiers, the Mechanized Heavy Infantry wield the heavy weaponry of the company. Selected from amongst the best, they undergo heavy chemical enhancements to maximise their strength and endurance.

Add -1 INJURY DICE to Injury Rolls for the model unless the attack has the FIRE Keyword.
A Plague Knight can have any Battlekit from the Cult of the Black Grail Armoury Tables. It must have a suit of Armour. No restrictions apply to any other Types of Battlekit.
Ranking lowest in the nobility of the Black Grail, these great armoured warriors were once truly depraved worshippers of Beelzebub. When the Cult of the Black Grail came for them, they willingly submitted to the authority of the Lord of Flies. As a result they retain a semblance of sentience and the ability to wield weapons as they did in life. They aspire to win favour in the eyes of Beelzebub and one day be promoted in the hierarchy of the Order of the Fly.

Add -1 INJURY DICE to Injury Rolls for the model unless the attack has the FIRE Keyword.
A Plague Knight can have any Battlekit from the Cult of the Black Grail Armoury Tables. It must have a suit of Armour. No restrictions apply to any other Types of Battlekit.
Ranking lowest in the nobility of the Black Grail, these great armoured warriors were once truly depraved worshippers of Beelzebub. When the Cult of the Black Grail came for them, they willingly submitted to the authority of the Lord of Flies. As a result they retain a semblance of sentience and the ability to wield weapons as they did in life. They aspire to win favour in the eyes of Beelzebub and one day be promoted in the hierarchy of the Order of the Fly.

Add -1 INJURY DICE to Injury Rolls for the model unless the attack has the FIRE Keyword.
Some infected with The Great Hunger care only to proliferate their agonizing disease. A model with the Ravenous Infection Ability may make a RISKY ACTION to spread the virus. On a success, the model may place an INFECTION MARKER on any other model within 1”, as the Great Hunger virus burns through the battlefield. A model’s Activation ends immediately after using this Ability.
A Plague Knight can have any Battlekit from the Cult of the Black Grail Armoury Tables. It must have a suit of Armour. No restrictions apply to any other Types of Battlekit.
Ranking lowest in the nobility of the Black Grail, these great armoured warriors were once truly depraved worshippers of Beelzebub. When the Cult of the Black Grail came for them, they willingly submitted to the authority of the Lord of Flies. As a result they retain a semblance of sentience and the ability to wield weapons as they did in life. They aspire to win favour in the eyes of Beelzebub and one day be promoted in the hierarchy of the Order of the Fly.

When you roll the Charge Bonus for a Shock Trooper, roll 1 extra D6 and use the single highest die to determine the bonus.
You can ignore the Effect of the HEAVY Keyword for 1 Melee Weapon that a Shock Trooper has. A Shock Trooper still cannot have more than 1 Weapon (of any type) with the HEAVY Keyword.
A Shock Trooper can have any Battlekit from the New Antioch Armoury Tables.
Highly trained in combined arms and fireteam tactics, these assault troops specialise in breaching enemy defences, and are masters of rapid assault and melee combat.
When you roll the Charge Bonus for a Shock Trooper, roll 1 extra D6 and use the single highest die to determine the bonus.
You can ignore the Effect of the HEAVY Keyword for 1 Melee Weapon that a Shock Trooper has. A Shock Trooper still cannot have more than 1 Weapon (of any type) with the HEAVY Keyword.
A Shock Trooper can have any Battlekit from the New Antioch Armoury Tables.
Highly trained in combined arms and fireteam tactics, these assault troops specialise in breaching enemy defences, and are masters of rapid assault and melee combat.

Add +1 DICE to the Risky Success Roll when a Stigmatic Nun Climbs, Jumps, Jumps Down, Falls or makes a Diving Charge, or takes a Dash ACTION.
When you Activate a Stigmatic Nun, before carrying out any ACTIONS, you can remove up to 1 BLOOD MARKER from the model and replace it with 1 BLESSING MARKER.
Blessed with stigmata and unshakeable faith, these swordmaster nuns are the vanguard of any assault by the holy armies.

When you Activate a Stigmatic Nun, before carrying out any ACTIONS, you can remove up to 1 BLOOD MARKER from the model and replace it with 1 BLESSING MARKER.
Add +1 DICE to the Risky Success Roll when a Stigmatic Nun Climbs, Jumps, Jumps Down, Falls or makes a Diving Charge, or takes a Dash ACTION.
Standard Armour
-1 INJURY MODIFIER
With the advancements in metallurgy and technology, both Faithful and Heretic armies are well-equipped with suits of alloy armour that can withstand an impact from a bullet or turn aside the sharpest of blades. Standard armour is usually massproduced, but highly effective even against high-calibre weapons.
Blessed with stigmata and unshakeable faith, these swordmaster nuns are the vanguard of any assault by the holy armies.

If your opponent fails their Success Roll for an attack targeting an Assassin, you can say the Assassin will slip into a moment in the future. If you do so, you can redeploy it anywhere within 6" of its original location (measured from the centre of its base to the centre of its base), and more than 1" away from any enemy models. Note that if the Assassin starts within 1" of an enemy model, this is not treated as a Retreat, so the enemy model cannot make a Melee Attack before the Assassin makes the time slip.
After determining the Charge Bonus for an Assassin that has not already carried out a Fight ACTION in its Activation, you can say that the Assassin will split itself through time. If you do so, choose two different enemy models that the Assassin can reach with its Charge, move the Assassin to within 1" of one of the enemy models you picked as normal, and then make a Melee Attack with the enemy model as the target. After resolving the Melee Attack, you can immediately redeploy the Assassin to within 1" of the other model that you picked, and then make a second Melee Attack with the other enemy model as the target. The Assassin must use the same Melee Weapon for both attacks, and cannot take a Fight ACTION later in the same Activation.

If your opponent fails their Success Roll for an attack targeting an Assassin, you can say the Assassin will slip into a moment in the future. If you do so, you can redeploy it anywhere within 6" of its original location (measured from the centre of its base to the centre of its base), and more than 1" away from any enemy models. Note that if the Assassin starts within 1" of an enemy model, this is not treated as a Retreat, so the enemy model cannot make a Melee Attack before the Assassin makes the time slip.
After determining the Charge Bonus for an Assassin that has not already carried out a Fight ACTION in its Activation, you can say that the Assassin will split itself through time. If you do so, choose two different enemy models that the Assassin can reach with its Charge, move the Assassin to within 1" of one of the enemy models you picked as normal, and then make a Melee Attack with the enemy model as the target. After resolving the Melee Attack, you can immediately redeploy the Assassin to within 1" of the other model that you picked, and then make a second Melee Attack with the other enemy model as the target. The Assassin must use the same Melee Weapon for both attacks, and cannot take a Fight ACTION later in the same Activation.

Add -1 INJURY DICE to Injury Rolls for the model.
If a Takwin Homunculus is killed in the postbattle sequence, you do not have to remove it from your roster. Instead, you can spend 40 to leave it on the Roster.
The model can make a Melee Attack even though it does not have any Melee Weapons.
This Takwin Homunculus can have Ranged and Melee Weapons from the Iron Sultanate Armoury. It can also have a Trench Shield or a Fire Shield. A Homunculus cannot have the Human Hands Alchemical Formula if it has the Wings Alchemical Formula.
If a Takwin Homunculus with Human hands also has an Additional Arm, when it takes a Fight ACTION it can make 1 Melee Attack with each Melee Weapon that it has, one after the other. If it makes more than 1 attack, the Off-Hand Melee Modifier applies to the last Melee Attack that it makes. When it takes a Shoot ACTION it can make 1 Range Attack with up to two Ranged Weapons that it has, one after the other.

If a Takwin Homunculus is killed in the postbattle sequence, you do not have to remove it from your roster. Instead, you can spend 40 to leave it on the Roster.
The model can make a Melee Attack even though it does not have any Melee Weapons.

Friendly NEW ANTIOCH models within 8" of a Trench Cleric have the NEGATE FEAR Keyword.
A Trench Cleric can take a God is With Us! ACTION. If they do so, take a Risky Success Roll for the Trench Cleric. If the roll is a Failure, nothing happens, and the Trench Cleric’s Activation ends. If the roll is a Success or a Critical Success, you can place 1 BLESSING MARKER next to the Trench Cleric or a friendly model within 6" of the Trench Cleric.
A holy warrior entrusted with the very souls of the soldiers in the company. The Cleric chants inspiring battle prayers and can invoke divine miracles, from healing the wounded to smiting the enemy. The Cleric often carries a portable shrine on their back, honouring the company’s Patron, be it a revered saint of their homeland, a mighty archangel, or the Lord himself.

Friendly NEW ANTIOCH models within 8" of a Trench Cleric have the NEGATE FEAR Keyword.
A Trench Cleric can take a God is With Us! ACTION. If they do so, take a Risky Success Roll for the Trench Cleric. If the roll is a Failure, nothing happens, and the Trench Cleric’s Activation ends. If the roll is a Success or a Critical Success, you can place 1 BLESSING MARKER next to the Trench Cleric or a friendly model within 6" of the Trench Cleric.
The Trench Cleric can take an Arise and be Healed! ACTION. If they do so, take a Risky Success Roll for the Trench Cleric. If the roll is a Failure, nothing happens, and the Trench Cleric’s Activation ends. If the roll is a Success or Critical Success, pick the Trench Cleric or 1 friendly model within 3" of the Trench Cleric. The model you pick can stand back up at no cost to their movement, and you can remove up to D3 BLOOD MARKERS and/or INFECTION MARKERS from the model.
A holy warrior entrusted with the very souls of the soldiers in the company. The Cleric chants inspiring battle prayers and can invoke divine miracles, from healing the wounded to smiting the enemy. The Cleric often carries a portable shrine on their back, honouring the company’s Patron, be it a revered saint of their homeland, a mighty archangel, or the Lord himself.

A Trench Cleric can take a God is With Us! ACTION. If they do so, take a Risky Success Roll for the Trench Cleric. If the roll is a Failure, nothing happens, and the Trench Cleric’s Activation ends. If the roll is a Success or a Critical Success, you can place 1 BLESSING MARKER next to the Trench Cleric or a friendly model within 6" of the Trench Cleric.
An Éire Rangers Trench Cleric can take an Away Serpents! ACTION. If they do so, pick 1 enemy model within 12" of the Trench Cleric and say that the Trench Cleric orders them to crawl on their belly like a snake. Then take a Risky Success Roll for the Trench Cleric. Add -1 DICE to the roll if the enemy model is mounted on a base that is 40mm or greater. If the roll is a Failure, nothing happens, and the Trench Cleric’s Activation ends. If the roll is a Success or Critical Success, the enemy model is taken Down.
The Trench Cleric can take an Arise and be Healed! ACTION. If they do so, take a Risky Success Roll for the Trench Cleric. If the roll is a Failure, nothing happens, and the Trench Cleric’s Activation ends. If the roll is a Success or Critical Success, pick the Trench Cleric or 1 friendly model within 3" of the Trench Cleric. The model you pick can stand back up at no cost to their movement, and you can remove up to D3 BLOOD MARKERS and/or INFECTION MARKERS from the model.
A holy warrior entrusted with the very souls of the soldiers in the company. The Cleric chants inspiring battle prayers and can invoke divine miracles, from healing the wounded to smiting the enemy. The Cleric often carries a portable shrine on their back, honouring the company’s Patron, be it a revered saint of their homeland, a mighty archangel, or the Lord himself.

Friendly NEW ANTIOCH models within 8" of a Trench Cleric have the NEGATE FEAR Keyword.
A Trench Cleric can take a God is With Us! ACTION. If they do so, take a Risky Success Roll for the Trench Cleric. If the roll is a Failure, nothing happens, and the Trench Cleric’s Activation ends. If the roll is a Success or a Critical Success, you can place 1 BLESSING MARKER next to the Trench Cleric or a friendly model within 6" of the Trench Cleric.
A Holy Warrior can take a Blessed Psalm ACTION. If they do so, you can remove 1 BLESSED MARKER from the Holy Warrior and place it beside a friendly model. A Success Roll is not required to carry out this Action.
The Trench Cleric can take an Arise and be Healed! ACTION. If they do so, take a Risky Success Roll for the Trench Cleric. If the roll is a Failure, nothing happens, and the Trench Cleric’s Activation ends. If the roll is a Success or Critical Success, pick the Trench Cleric or 1 friendly model within 3" of the Trench Cleric. The model you pick can stand back up at no cost to their movement, and you can remove up to D3 BLOOD MARKERS and/or INFECTION MARKERS from the model.
A holy warrior entrusted with the very souls of the soldiers in the company. The Cleric chants inspiring battle prayers and can invoke divine miracles, from healing the wounded to smiting the enemy. The Cleric often carries a portable shrine on their back, honouring the company’s Patron, be it a revered saint of their homeland, a mighty archangel, or the Lord himself.

Dogs may take any Dash ACTION or Jump/Diving Charge ACTION with bonus +1 DICE. They cannot climb sheer surfaces.
A Trench Dog has the same Faction Keyword as the model that has it. For example, the owner of a Trench Dog had the NEW ANTIOCH Faction Keyword, then the Trench Dog will have the NEW ANTIOCH Faction Keyword too.

A Trench Dog has the same Faction Keyword as the model that has it. For example, the owner of a Trench Dog had the NEW ANTIOCH Faction Keyword, then the Trench Dog will have the NEW ANTIOCH Faction Keyword too.
These dogs warn their masters of impending danger and fight fiercely for their company. Models cannot use the INFILTRATOR Keyword to deploy within 12" of an enemy Guard Dog. In addition, you do not have to take a Risky Success Roll for a Guard Dog when it charges an enemy model it cannot see, as long as the enemy model is within 4" of the Guard Dog at the start of the charge.
Dogs may take any Dash ACTION or Jump/Diving Charge ACTION with bonus +1 DICE. They cannot climb sheer surfaces.

A Trench Dog has the same Faction Keyword as the model that has it. For example, the owner of a Trench Dog had the NEW ANTIOCH Faction Keyword, then the Trench Dog will have the NEW ANTIOCH Faction Keyword too.
Dogs may take any Dash ACTION or Jump/Diving Charge ACTION with bonus +1 DICE. They cannot climb sheer surfaces.

A Trench Dog has the same Faction Keyword as the model that has it. For example, the owner of a Trench Dog had the NEW ANTIOCH Faction Keyword, then the Trench Dog will have the NEW ANTIOCH Faction Keyword too.
Mercy Dogs have and can use a Medi-kit. In addition, when you move a Mercy Dog that starts the move in contact with a friendly model that is Down that is more than 1" from any enemy models, it can drag the friendly model along with itself. If it does so, halve the Mercy Dog’s Movement Characteristic. A Mercy Dog cannot drag a friendly model when it retreats or charges.
Dogs may take any Dash ACTION or Jump/Diving Charge ACTION with bonus +1 DICE. They cannot climb sheer surfaces.
Medi-Kit
ACTION: A model with this Keyword can take a Treat ACTION. If it does so, take a Risky Success Roll for the model. If the roll is a Failure, the model’s Activation ends immediately. If it is a Success or a Critical Success, you can do one of the following things:
- Remove 1 BLOOD MARKER from the model or a friendly model within 1" of the model.
- Stand up a friendly model that is Down and within 1" of the model.
Battlefield first aid has brought many soldiers back from the brink of death. Blessed ointments can seal fatal wounds completely, while the black blood of demons used by twisted Heretic medics allows mangled troops to return to the fray.
A Trench Dog has the same Faction Keyword as the model that has it. For example, the owner of a Trench Dog had the NEW ANTIOCH Faction Keyword, then the Trench Dog will have the NEW ANTIOCH Faction Keyword too.
Trench Pilgrims often enthusiastically strap their dogs with explosives so they can partake in a glorious martyrdom operation. A Martyrdom Dog has a Martyrdom Device and can trigger it like an Ecclesiastic Prisoner.
Dogs may take any Dash ACTION or Jump/Diving Charge ACTION with bonus +1 DICE. They cannot climb sheer surfaces.
Martyrdom Device
CONSUMABLE
An Ecclesiastic Prisoner with a Martyrdom Device can take a Trigger Martyrdom Device ACTION. If they do so, take a Success Roll for the model. If the roll is a Failure, nothing happens (you can take this ACTION again for the model in a future Activation). If the roll is a Success or Critical Success, the Martyrdom Device detonates and cannot be used again. When Martyrdom Device detonates, make an Injury Roll for all models within 3" of the Ecclesiastic Prisoner (friend or foe, including the Ecclesiastic Prisoner). Make the Injury Roll for the Ecclesiastic Prisoner by rolling 4D6 and adding all 4 dice together, and add +1 INJURY DICE to the Injury Rolls for other models that are within 1" of the Ecclesiastic Prisoner. If an Ecclesiastic Prisoner detonates their Martyrdom Device and survives the game, you must either buy them a new Martyrdom Device for 35 , or use them without one.

A Trench Dog has the same Faction Keyword as the model that has it. For example, the owner of a Trench Dog had the NEW ANTIOCH Faction Keyword, then the Trench Dog will have the NEW ANTIOCH Faction Keyword too.
his horrifying infernal canine is the size of a small pony, and within its tortured belly rage the flames of Hell itself. It howls in constant agony and rage in combat. All Hellhounds gain the NEGATE FIRE Keyword. Attacks made by a Hellhound that is part of a Black Grail or Knights of Avarice Warband have the +1 DICE and GAS Keywords. Attacks made by a Hellhound that is part of any other Warband have the +1 DICE and FIRE Keywords.
Dogs may take any Dash ACTION or Jump/Diving Charge ACTION with bonus +1 DICE. They cannot climb sheer surfaces.

A War Prophet can take a Loudspeakers ACTION. If they do so, take a Risky Success Roll for the model and add +2 DICE to the roll. If the roll is a Failure, the War Prophet’s Activation ends immediately. If the roll is a Success or Critical Success, you can move all friendly models within 8" of the War Prophet (including the War Prophet) up to 3". They must end the move as close as possible to the nearest enemy model that was visible to them at the start of the move. If no enemy models are visible, they can move normally.
War Prophet can take a Laying on of Hands ACTION. If they do so, take a Success Roll for the model. If the roll is a Failure, nothing happens. If the roll is a Success, remove 1 BLOOD MARKER from a friendly model within 6" of the War Prophet. If the roll is a Critical Success, remove 3 BLOOD MARKERS from a friendly model within 6" of the War Prophet instead of only 1. The War Prophet can use this ACTION to heal themselves.
The War Prophet is touched by a higher power, and the revealed truth allows them a degree of protection against premature death. The first time the War Prophet suffers an Out of Action result on the Injury Table, it is treated as a No Effect result instead.
The War Prophet is touched by a higher power, and the revealed truth allows them a degree of protection against premature death. The first time the War Prophet suffers an Out of Action result on the Injury Table, it is treated as a No Effect result instead.
A War Prophet can take a Loudspeakers ACTION. If they do so, take a Risky Success Roll for the model and add +2 DICE to the roll. If the roll is a Failure, the War Prophet’s Activation ends immediately. If the roll is a Success or Critical Success, you can move all friendly models within 8" of the War Prophet (including the War Prophet) up to 3". They must end the move as close as possible to the nearest enemy model that was visible to them at the start of the move. If no enemy models are visible, they can move normally.
A Cavalcade of the Tenth Plague War Prophet can take a Day of his Wrath ACTION. If they do so, take a Risky Success Roll for the model. If the roll is a Failure the War Prophet’s Activation ends immediately. If the roll is a Success, make an Injury Roll with the IGNORE ARMOUR Keyword for 1 enemy model within 3" of the War Prophet. If the roll is a Critical Success, make an Injury Roll with +1 INJURY DICE and the IGNORE ARMOUR Keyword for 1 enemy model within 3" of the War Prophet

If an attack made by a Wretched takes an enemy model with the ELITE Keyword out of Action, the Wretched model gains its freedom and is immediately removed from the game. It no longer counts as being part of the Warband for the purposes of Morale Checks and is removed from the Warband Roster.
When a Wretched is taken Out of Action, place 1 BLESSING MARKER next to the nearest friendly model with the ELITE and HERETIC Keywords. If two or more eligible models are equally close to the Wretched, you can choose which receives the BLESSING MARKER.
In a campaign, Wretched can be sold in the Quartermaster Step for 25 plus half the cost in of any Battlekit they have.
Many unfortunates fall into the hands of Heretic warbands, captured in raids, purchased from the slave markets, or seized by watchful patrols. Such Wretched are branded with cursed flesh-eating tattoos as a safeguard against escape and heavily drugged to degrade and dull their will, while still leaving their aggression intact.

If an attack made by a Wretched takes an enemy model with the ELITE Keyword out of Action, the Wretched model gains its freedom and is immediately removed from the game. It no longer counts as being part of the Warband for the purposes of Morale Checks and is removed from the Warband Roster.

Trench Moles are scouts who use tunnels that criss-cross No Man’s Land to reach positions ahead of the main trench lines. Up to 2 Yeomen can be upgraded to Trench Moles with the INFILTRATOR Keyword at a cost of +10 each. You can include a 3rd Trench Mole in a Warband if the total cost of all of the other models in the Warband (including their Battlekit, etc) adds up to 1,000 or more.
A Yeoman may be recruited with a Bolt-Action Rifle for a reduced cost of 5. The Yeoman can also have any Battlekit from the New Antioch Armoury Tables
Bolt-Action Rifle
| Range | 24" |
| Hands | 2 Hands (Ranged) |
BAYONET LUG
The workhorse of the Great War. Sturdy, highly reliable and reasonably accurate, it is no surprise that most of the infantry of the Great War carry this battlefield classic.
The basic troopers of New Antioch are brave men and women who have undergone standard training and sworn an oath to the Duke of New Antioch. Though they may lack the combat skills of more elite troops, they make up for it with sheer numbers and access to a wide array of weaponry.

Trench Moles are scouts who use tunnels that criss-cross No Man’s Land to reach positions ahead of the main trench lines. Up to 2 Yeomen can be upgraded to Trench Moles with the INFILTRATOR Keyword at a cost of +10 each. You can include a 3rd Trench Mole in a Warband if the total cost of all of the other models in the Warband (including their Battlekit, etc) adds up to 1,000 or more.
A Yeoman may be recruited with a Bolt-Action Rifle for a reduced cost of 5. The Yeoman can also have any Battlekit from the New Antioch Armoury Tables
The basic troopers of New Antioch are brave men and women who have undergone standard training and sworn an oath to the Duke of New Antioch. Though they may lack the combat skills of more elite troops, they make up for it with sheer numbers and access to a wide array of weaponry.

A Yüzbaşı is expected to face the mightiest of their enemies in personal combat, inspiring the troops to victory with their personal prowess. Add +1 INJURY DICE for attacks made by a Yüzbaşı if the target model has the TOUGH Keyword.

