Models Glossary

Filters
Anchorite Shrine
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
-3
Fear
Strong
Tough
Pilgrim
Image:@immaterium.painting
Abilities
Broken on the Wheel: 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.
Symphony of Slaughter: 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.
Rules
An Anchorite Shrine has a Bonebreaker Mace and a Catherine Wheel. These Weapons are built into the Anchorite Shrine and cannot be removed or lost throughout the campaign for any reason.

Catherine Wheel

RangeMelee
Hands
1 Hands (Melee)
Keywords

HEAVY, RISKY, +1 DICE

Mighty Blows: 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

RangeMelee
Hands
1 Hands (Melee)
Keywords

RISKY, +1 INJURY DICE

Lore
A colossal suit of machine armour fuelled by diesel and faith, the Anchorite Shrine stands as a grim symbol of humanity’s despair. Within its spiked, blood-stained interior, the pilot-monk endures a terrible form of penance, his anguished prayers and chants echoing across the battlefield. This grotesque amalgamation of suffering and devotion instills fear in the heart of the Heretic, as the Anchorite, a malevolent weapon draped in holy iconography and weeping gore, emerges to unleash a symphony of slaughter, where the wretched union of man and machine heralds the demise of all who oppose the Almighty.
Anchorite Shrine (War Pilgrimage of Saint Methodius)
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
-3
Variant of:Anchorite Shrine
Fear
Strong
Tough
Pilgrim
Image:@immaterium.painting
Abilities
Symphony of Slaughter: 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.
Rules
You can only buy two pieces of equipment made for Shrine Anchorites. Each Anchorite is equipped with a special suit of armour (reflected in the profile), a Combat Helmet, and a Bonebreaker Mace. These pieces of equipment are built into the integrity of its construction and cannot be removed or lost in any way. The shrine is also equipped with a Catherine Wheel, which you may swap out for another of its special Anchorite Weapons. The Anchorite may make one attack ACTION with each of these weapons and may make no other attacks during its Activation (so if holding the Catherine Wheel it attack in melee with the Wheel and its Mace, at range it can attack with its sole ranged weapon if equipped).

Combat Helmet

Keywords

NEGATE SHRAPNEL

Lore

The simple combat helmet has proven its value on the battlefield time and again.

Bonebreaker Mace

RangeMelee
Hands
1 Hands (Melee)
Keywords

RISKY, +1 INJURY DICE

Catherine Wheel

RangeMelee
Hands
1 Hands (Melee)
Keywords

HEAVY, RISKY, +1 DICE

Mighty Blows: 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.

Lore
A colossal suit of machine armour fuelled by diesel and faith, the Anchorite Shrine stands as a grim symbol of humanity’s despair. Within its spiked, blood-stained interior, the pilot-monk endures a terrible form of penance, his anguished prayers and chants echoing across the battlefield. This grotesque amalgamation of suffering and devotion instills fear in the heart of the Heretic, as the Anchorite, a malevolent weapon draped in holy iconography and weeping gore, emerges to unleash a symphony of slaughter, where the wretched union of man and machine heralds the demise of all who oppose the Almighty.
Annointed Heavy Infantry
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Strong
Heretic
Image:
Rules
An Anointed Heavy Infantry always has Reinforced Armour and an Infernal Brand. This Battlekit cannot be removed or lost throughout the campaign for any reason. The Injury Modifier for the Armour is already included in the model’s Profile above. They can also have any Battlekit from the
Heretic Legion
s Armoury Tables.

Infernal Brand Mark

Keywords

NEGATE FIRE

Lore

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

Keywords

-2 INJURY MODIFIER

Lore

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.

Lore
Heavily armed and armoured assault troops. Their skin is burned and blistering from their ordained pilgrimages to Hell and back.
Annointed Heavy Infantry (Trench Ghost)
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Variant of:Annointed Heavy Infantry
Strong
Heretic
Image:@hardrockinterrainandpaint
Rules
Anointed are always equipped with a suit of Reinforced Armour which are included in the cost. This armour can never be removed. Otherwise they can be equipped with any weapon, armour or equipment from the
Heretic Legion
Armoury and may purchase a Trench Shield.

Reinforced Armour

Keywords

-2 INJURY MODIFIER

Lore

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.

Lore
Heavily armed and armoured assault troops. Their skin is burned and blistering from their ordained pilgrimages to Hell and back.
Artillery Witch
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Artificial
Heretic
Image:@pie_vendor
Abilities
Levitate: 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.
Abiotic Life: Add
-1 Injury Dice
for an Artillery Witch that has been hit by an attack with the
Gas
Keyword.
Artillery Witch Battery: 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.
Rules
An Artillery Witch always has Infernal Bombs, and can have Battlekit from the
Heretic Legion
s Armoury Tables except for Ranged Weapons or Grenades.

Infernal Bomb

Range36"
Hands
1 Hands (Ranged)
Keywords

RELOAD, SHRAPNEL, SCATTER, IGNORE COVER, IGNORE LONG RANGE, IGNORE ELEVATED POSITION, BLAST 3"

Duck: 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.
Infernal Strike: If a model was the target for an Infernal Bomb and hit by it, or if an Infernal Bomb scatters and the target point lands on a model's base, when you make the Injury Roll for that model, 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.
Mighty Explosiion: 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.

Lore

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.

Artillery Witches of Mammon
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Variant of:Artillery Witch
Artificial
Heretic
Image:@Darius_minis
Abilities
Levitate: 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.
Artillery Witch Battery: 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.
Abiotic Life: Add
-1 Injury Dice
for an Artillery Witch that has been hit by an attack with the
Gas
Keyword.
Rules
An Artillery Witch always has Infernal Bombs, and can have Battlekit from the
Heretic Legion
s Armoury Tables except for Ranged Weapons or Grenades.

Infernal Gas Bomb

Range36"
Hands
1 Hands (Ranged)
Keywords

IGNORE ARMOUR, GAS, RELOAD, SCATTER, -1 INJURY DICE, BLAST 3", IGNORE COVER, IGNORE LONG RANGE, IGNORE ELEVATED POSITION

Choking Gas: 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.

Azeb
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Sultanate
Image:@Emitoo
Rules
An Azeb can have any Battlekit from the
Iron Sultanate
Armoury Tables.
Upgrades
Skirmisher - 5
The model is converted to a
Skirmisher
. Unless engaged in melee, when an enemy model declares a charge against any
Skirmisher
, they can immediately move D3” in any direction they wish (except within 1” of any enemy or out of the battlefield). After this manoeuvre, the charging model is moved as normal. This may lead to the charger being unable to enter melee. This move cannot be taken by a model that is Down.
Lore
Azebs are soldiers recruited from the multitude of provinces of the sultanate, where one house in every twenty is required to equip and provide a warrior to serve the prince of Those Who Believe. They are often used by their superiors as light skirmishers to harass and tie down the enemy while heavier troops close in for the kill.
Azeb
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Variant of:Azeb
Sultanate
Image:@Emitoo
Rules
An Azeb can have any Battlekit from the
Iron Sultanate
Armoury Tables.
Upgrades
Kavass - 5
Limit: 3
The model increases their Melee characteristic by
+1 Dice
.
Skirmisher - 5
The model is converted to a
Skirmisher
. Unless engaged in melee, when an enemy model declares a charge against any
Skirmisher
, they can immediately move D3” in any direction they wish (except within 1” of any enemy or out of the battlefield). After this manoeuvre, the charging model is moved as normal. This may lead to the charger being unable to enter melee. This move cannot be taken by a model that is Down.
Lore
Many noble Fāris warriors have taken oaths to protect these scholars in their journeys, as well as their own Kavass bodyguards sworn to fight and die in defence of their Masters. Kavass are sworn guardians of the House of Wisdom.
Assassin Acolyte
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Variant of:Azeb
Sultanate
Image:
Rules
An Azeb can have any Battlekit from the
Iron Sultanate
Armoury Tables.
Upgrades
Infiltrator - 10
Limit: 3
The model is converted to an
Infiltrator
. The model can be placed anywhere on the table out of line of sight of any enemies, but at least 8” away from the closest enemy. Deployed after all other models without the Keyword
Infiltrator
.
Skirmisher - 5
The model is converted to a
Skirmisher
. Unless engaged in melee, when an enemy model declares a charge against any
Skirmisher
, they can immediately move D3” in any direction they wish (except within 1” of any enemy or out of the battlefield). After this manoeuvre, the charging model is moved as normal. This may lead to the charger being unable to enter melee. This move cannot be taken by a model that is Down.
Lore
These warbands are known as Fida’i (which means ‘Sacrifice’), dedicated to completing their mission and returning to Alamut to receive rewards said to be able to match those of Paradise itself. They are led by a Master Assassin: one of the deadly Hands of Alamut, with two fully-trained members of the Order. A number of trainee acolytes will serve them during the mission, eager to prove their mettle and be initiated into the Order of Assassins.
Combat Medic
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
-1
New Antioch
Image:
Abilities
Finish the Fallen: 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.
Expert Medic: Add
+2 Dice
to the
Risky Success
Roll when a Combat Medic carries out a Treat
Action
with their Medi-kit.
Rules
A Combat Medic always has Standard Armour, a Gas Mask, a Medi-kit, and a Misericordia (▶ see Battlekit in the Trench Crusade Digital Rulebook). The Injury Modifier for the Armour is included in the model’s Profile above. They can also have any Battlekit from the New Antioch Armoury Tables, apart from Armour.

Gas Mask

Keywords

NEGATE GAS

Lore

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

Keywords

-1 INJURY MODIFIER

Lore

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

Treat:
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.

Lore

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

RangeMelee
Hands
1 Hands (Melee)

Despatch: This weapon has the
Ignore Armour
Keyword if the target is Down.

Lore

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.

Lore

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.

Sister of Saint Cosmas
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
-1
Variant of:Combat Medic
Image:
Abilities
Finish the Fallen: 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.
Expert Medic: Add
+2 Dice
to the
Risky Success
Roll when a Combat Medic carries out a Treat
Action
with their Medi-kit.
Rules
A Sister of Saint Cosmas always has Standard Armour, a Gas Mask, Medi-kit, and a Misericordia.

Gas Mask

Keywords

NEGATE GAS

Lore

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

Keywords

-1 INJURY MODIFIER

Lore

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

Treat:
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.

Lore

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

RangeMelee
Hands
1 Hands (Melee)

Despatch: This weapon has the
Ignore Armour
Keyword if the target is Down.

Lore

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.

Lore

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.

Corpse Guard
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Fear
Elite
Black Grail
Image:@Scheerlock
Abilities
Undead Fortitude: Add
-1 Injury Dice
to Injury Rolls for the model unless the attack has the
Fire
Keyword.
Parasitic Tick: Whenever a Melee Attack made by a Corpse Guard causes any
Blood Marker
S or
Infection Markers
to be placed on the target, you can remove up to 1
Blood Marker
or INFECTION MARKER from the attacking Corpse Guard model.
Black Grail Bodyguard: 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.
Rules

A Corpse Guard can have any Battlekit from the Cult of the

Black Grail
Armoury Tables.

Lore

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.

Dessicated Husk
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
0
Variant of:Corpse Guard
Fear
Elite
Black Grail
Image:@Creature Caster
Abilities
Undead Fortitude: Add
-1 Injury Dice
to Injury Rolls for the model unless the attack has the
Fire
Keyword.
Parasitic Tick: Whenever a Melee Attack made by a Corpse Guard causes any
Blood Marker
S or
Infection Markers
to be placed on the target, you can remove up to 1
Blood Marker
or INFECTION MARKER from the attacking Corpse Guard model.
Rules

A Corpse Guard can have any Battlekit from the Cult of the

Black Grail
Armoury Tables.

Lore

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.

Ecclesiastic Prisoner
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Pilgrim
Image:@jimmy_crisps
Abilities
Awaited: 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.
Mad Dash: Add
+1 Dice
to the
Risky Success
Roll for an Ecclesiastic Prisoner that is taking a Dash
Action
.
Feeble Flailing: An Ecclesiastic Prisoner can make a Melee Attack even though it doesn't have a melee weapon. If it does so, add
-1 Dice
to the Success Roll for the attack.
Rules
An Ecclesiastic Prisoner always has an Iron Capirote. Up to 4 Ecclesiastic Prisoners can have a Martyrdom Device for 35 . They cannot have any other Battlekit.

Iron Capirote

Keywords

NEGATE SHRAPNEL, NEGATE FEAR

Lore

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.

Lore
Bound in chains, their minds consumed by a desperate resolve, Ecclesiastic Prisoners surge forward, driven by the hope that their sacrificial charge will somehow cleanse their tarnished souls.
Ecclesiastic Prisoner (Sacred Affliction)
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Variant of:Ecclesiastic Prisoner
Pilgrim
Image:@jimmy_crisps
Abilities
Mad Dash: Add
+1 Dice
to the
Risky Success
Roll for an Ecclesiastic Prisoner that is taking a Dash
Action
.
Feeble Flailing: An Ecclesiastic Prisoner can make a Melee Attack even though it doesn't have a melee weapon. If it does so, add
-1 Dice
to the Success Roll for the attack.
Awaited: 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.
Rules
An Ecclesiastic Prisoner always has an Iron Capirote. Up to 4 Ecclesiastic Prisoners can have a Martyrdom Device for 35 . They cannot have any other Battlekit.
Lore
Bound in chains, their minds consumed by a desperate resolve, Ecclesiastic Prisoners surge forward, driven by the hope that their sacrificial charge will somehow cleanse their tarnished souls.
Goetic Warlock
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Fear
Demonic
Artificial
Image:@pandemonpaints
Abilities
Goetic Portal: 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.
Barbed Embrace: An enemy model within 1" of a Goetic Warlock cannot take a Retreat
Action
.
Iron Clawed Hands: 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).
Goetic Gaze: 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 Marker
S next to an enemy model within 24" of the Goetic Warlock and in their Line of Sight instead of only 1.
Rules
A Goetic Warlock always has Reinforced Armour.

Sword / Axe

RangeMelee
Hands
1 Hands (Melee)
Keywords

CRITICAL

Lore

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

Keywords

-2 INJURY MODIFIER

Lore

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.

Lore

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.

Goetic Warlock
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Variant of:Goetic Warlock
Fear
Demonic
Artificial
Image:
Abilities
Iron Clawed Hands: 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).
Goetic Portal: 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.
Goetic Gaze: 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 Marker
S next to an enemy model within 24" of the Goetic Warlock and in their Line of Sight instead of only 1.
Barbed Embrace: An enemy model within 1" of a Goetic Warlock cannot take a Retreat
Action
.
Rules
A Goetic Warlock always has Reinforced Armour.

Sword / Axe

RangeMelee
Hands
1 Hands (Melee)
Keywords

CRITICAL

Lore

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

Keywords

-2 INJURY MODIFIER

Lore

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.

Lore

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.

Grail Thrall
Movement
5"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Fear
Black Grail
Image:@Scheerlock
Abilities
Undead Fortitude: Add
-1 Injury Dice
to Injury Rolls for the model unless the attack has the
Fire
Keyword.
Overwhelming Horde: 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 ).
Rules

A Thrall cannot have any Battlekit.

Lore

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.

Fly Thrall
Movement
6"/Flying
Melee
-1D
Ranged
0D
Armour
0
Variant of:Grail Thrall
Fear
Black Grail
Image:@Scheerlock
Abilities
Overwhelming Horde: 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 ).
Rules

A Thrall cannot have any Battlekit.

Lore

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.

Fly Bereaved
Movement
6"/Flying
Melee
-1D
Ranged
0D
Armour
0
Variant of:Grail Thrall
Fear
Black Grail
Image:@Scheerlock
Abilities
Overwhelming Horde: 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 ).
Rules

A Thrall cannot have any Battlekit.

Lore

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.

Bereaved
Movement
5"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Variant of:Grail Thrall
Fear
Black Grail
Image:@Scheerlock
Abilities
Undead Fortitude: Add
-1 Injury Dice
to Injury Rolls for the model unless the attack has the
Fire
Keyword.
Overwhelming Horde: 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 ).
Rules

Thralls can be equipped with ranged weapons, troop flags, or instruments, but nothing else. They do not suffer penalties for fighting unarmed.

Lore

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.

Fly Thrall
Movement
6"/Flying
Melee
0D
Ranged
0D
Armour
0
Variant of:Grail Thrall
Fear
Black Grail
Image:@Creature Caster
Abilities
Revenous Infection: 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.
Overwhelming Horde: 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 ).
Rules

The Ravenous can have a Grasping Maw, they cannot have any other Battlekit.

Upgrades
Unending Starvation - 5

The Great Hunger is not a yearning that can ever be met. Neither relief nor joy comes from consumption, only a deepening of insatiable gluttonous agony.

A model with this Battlekit adds +1” to their Movement Characteristic, and may target themselves with the Ravenous Infection Ability. In addition, if this model is more than 1” away from an enemy model, its first

Action
each Activation must be a Move, Charge or Dash
Action
, moving the maximum distance possible directly towards the nearest enemy model, and charging them if possible.

Lore

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.

Grail Thrall
Movement
5"/Infantry
Melee
0D
Ranged
0D
Armour
0
Variant of:Grail Thrall
Fear
Black Grail
Image:@Creature Caster
Abilities
Undead Fortitude: Add
-1 Injury Dice
to Injury Rolls for the model unless the attack has the
Fire
Keyword.
Revenous Infection: 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.
Overwhelming Horde: 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 ).
Rules

The Ravenous can have a Grasping Maw, they cannot have any other Battlekit.

Upgrades
Unending Starvation - 5

The Great Hunger is not a yearning that can ever be met. Neither relief nor joy comes from consumption, only a deepening of insatiable gluttonous agony.

A model with this Battlekit adds +1” to their Movement Characteristic, and may target themselves with the Ravenous Infection Ability. In addition, if this model is more than 1” away from an enemy model, its first

Action
each Activation must be a Move, Charge or Dash
Action
, moving the maximum distance possible directly towards the nearest enemy model, and charging them if possible.

Lore

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.

Cradle Fly Thrall
Movement
6"/Flying
Melee
0D
Ranged
0D
Armour
0
Variant of:Grail Thrall
Fear
Infiltrator
Black Grail
Image:@Creature Caster
Abilities
Revenous Infection: 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.
Overwhelming Horde: 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 ).
Rules

The Ravenous can have a Grasping Maw, they cannot have any other Battlekit.

Upgrades
Unending Starvation - 5

The Great Hunger is not a yearning that can ever be met. Neither relief nor joy comes from consumption, only a deepening of insatiable gluttonous agony.

A model with this Battlekit adds +1” to their Movement Characteristic, and may target themselves with the Ravenous Infection Ability. In addition, if this model is more than 1” away from an enemy model, its first

Action
each Activation must be a Move, Charge or Dash
Action
, moving the maximum distance possible directly towards the nearest enemy model, and charging them if possible.

Lore

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.

Cradle Thrall
Movement
5"/Infantry
Melee
0D
Ranged
0D
Armour
0
Variant of:Grail Thrall
Fear
Infiltrator
Black Grail
Image:@Creature Caster
Abilities
Undead Fortitude: Add
-1 Injury Dice
to Injury Rolls for the model unless the attack has the
Fire
Keyword.
Revenous Infection: 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.
Overwhelming Horde: 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 ).
Rules

The Ravenous can have a Grasping Maw, they cannot have any other Battlekit.

Upgrades
Unending Starvation - 5

The Great Hunger is not a yearning that can ever be met. Neither relief nor joy comes from consumption, only a deepening of insatiable gluttonous agony.

A model with this Battlekit adds +1” to their Movement Characteristic, and may target themselves with the Ravenous Infection Ability. In addition, if this model is more than 1” away from an enemy model, its first

Action
each Activation must be a Move, Charge or Dash
Action
, moving the maximum distance possible directly towards the nearest enemy model, and charging them if possible.

Lore

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.

Heretic Chorister
Movement
6"/Infantry
Melee
+2D
Ranged
-2D
Armour
0
Fear
Elite
Heretic
Image:
Abilities
Unholy Hymns: Add
-1 Dice
to Success Rolls taken for enemy models that are within 8" of one or more Choristers.
Rules
A Chorister can have any Battlekit from the
Heretic Legion
s Armoury Tables.
Lore

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.

Barbed Wire Banshee
Movement
6"/Infantry
Melee
+2D
Ranged
-2D
Armour
0
Variant of:Heretic Chorister
Fear
Elite
Heretic
Image:@hardrockinterrainandpaint
Abilities
Death Wail: All enemy models within 8” of the Chorister suffer an additional
+1 Injury Dice
when any injury roll is made against them.
Rules
A Chorister can have any Battlekit from the
Heretic Legion
s Armoury Tables.
Heretic Priest
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Tough
Leader
Elite
Heretic
Image:@pie_vendor
Abilities
Puppet Master: 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 model (friend or foe) 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 within 1" of an enemy, make a retreat move, Climb, Jump, or Jump Down. The model cannot make a Diving Charge and does not count as charging if it finishes the move within 1" of an enemy model.
Rules
A Heretic Priest can have any Battlekit from the
Heretic Legion
s Armoury Tables.
Lore
The leader of a Heretic warband. These fallen Priests wield unholy magics, summoning petrifying demons and creatures through their Goetic spells. Often pledged to a demon lord in Hell, such as Pazuzu or Guison, the profane gospels they recite strike fear into Church forces, causing ears to bleed and eyeballs to burst in their sockets.
Heretic Priest of Mammon
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Variant of:Heretic Priest
Tough
Leader
Elite
Heretic
Image:
Abilities
The Price of Greed: 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.
Rules
A Heretic Priest can have any Battlekit from the
Heretic Legion
s Armoury Tables.
Heretic Trooper
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Heretic
Image:@pie_vendor
Abilities
Heretic Legionnaire: 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.
Rules

A Heretic Trooper or

Heretic Legion
naire can have any Battlekit from the
Heretic Legion
s Armoury Tables.

Upgrades
Heretic Legionnaire - 10
Limit: 1
Up to half of your Troopers can pick this upgrade. The Trooper becomes a Legionnaire and chooses to gain
+1 Dice
for either ranged or melee attacks.
Legionnaire Training
-
Change
Lore
These soldiers make up the bulk of the Heretic forces. Heretic Legionnaires have witnessed the Gate of Hell and survived; they are damned for all eternity.
Sarcophagus Mine
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Variant of:Sarcophagus Mine
Heretic
Image:@hardrockinterrainandpaint
Abilities
Heretic Legionnaire: 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.
Rules

A Heretic Trooper or

Heretic Legion
naire can have any Battlekit from the
Heretic Legion
s Armoury Tables.

Lore
These soldiers make up the bulk of the Heretic forces. Heretic Legionnaires have witnessed the Gate of Hell and survived; they are damned for all eternity.
Hounds of the Black Grail
Movement
8"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Fear
Black Grail
Image:@Scheerlock
Abilities
Undead Fortitude: Add
-1 Injury Dice
to Injury Rolls for the model unless the attack has the
Fire
Keyword.
Frightening Speed: 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.
Disease Carrier: 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.
Teeth and Claws: The model can make a Melee Attack even though it doesn’t have a Melee Weapon.
Rules

A Hound of the Cult of the Black Grail cannot have any Battlekit.

Upgrades
Infested Carcasses - 5
Hounds of the Black Grail models adds the
Infection Markers
Keyword to their melee attacks.
Lore

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.

Prowler
Movement
8"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Variant of:Hounds of the Black Grail
Fear
Black Grail
Image:@pandemonpaints
Abilities
Undead Fortitude: Add
-1 Injury Dice
to Injury Rolls for the model unless the attack has the
Fire
Keyword.
Teeth and Claws: The model can make a Melee Attack even though it doesn’t have a Melee Weapon.
Frightening Speed: 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.
Disease Carrier: 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.
Rules

A Hound of the Cult of the Black Grail cannot have any Battlekit.

Upgrades
Infested Carcasses - 5
Hounds of the Black Grail models adds the
Infection Markers
Keyword to their melee attacks.
Lore

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.

Janissary
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Strong
Sultanate
Image:
Abilities
Counter-Charge: 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.
Rules
A Janissary can have any Battlekit from the
Iron Sultanate
Armoury Tables.
Lore
The Janissaries are the Sultanate’s elite warriors, raised from childhood in the arts of war. Captured during raids upon the desolate northern and eastern marches beyond the Iron Wall, they are subjected to rigorous martial training and indoctrination from an early age. On the battlefield, Janissaries excel at devastating countercharges, crushing the enemy’s elite formations and acting as the bodyguard for highranking individuals.
Dervish
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Variant of:Janissary
Sultanate
Image:
Abilities
Whirling Dervish: 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.
Counter-Charge: 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.
Rules
A Janissary can have any Battlekit from the
Iron Sultanate
Armoury Tables.
Lore
Alamut is also a home to a renegade sect of Ismaili Dervishes, warrior monks sworn to poverty and a lethal way of fighting. They accompany the Assassins on their secret missions as an act of piety and payment for their shelter, and their whirling dance of death has been the end of many a disbeliever.
Fāris
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Variant of:Janissary
Strong
Elite
Sultanate
Image:@Emitoo
Abilities
Counter-Charge: 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.
Rules
A Janissary can have any Battlekit from the
Iron Sultanate
Armoury Tables.
Lore
Each Alchemist dispatched on such a journey is an irreplaceable loss, and since they operate under their own authority, they cannot expect direct support from the Sultan’s forces. Many noble Fāris warriors have taken oaths to protect these scholars in their journeys, as well as their own Kavass bodyguards sworn to fight and die in defence of their Masters.
Janissary Officer
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Variant of:Janissary Officer
Strong
Elite
Sultanate
Image:
Abilities
Counter-Charge: 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.
Rules
A Janissary can have any Battlekit from the
Iron Sultanate
Armoury Tables.
Lore
The Janissaries are the Sultanate’s elite warriors, raised from childhood in the arts of war. Captured during raids upon the desolate northern and eastern marches beyond the Iron Wall, they are subjected to rigorous martial training and indoctrination from an early age. On the battlefield, Janissaries excel at devastating countercharges, crushing the enemy’s elite formations and acting as the bodyguard for highranking individuals.
Lieutenant
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Tough
Leader
Elite
New Antioch
Image:
Abilities
Hold Your Fire!: 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.
Rules
A Lieutenant can have any Battlekit from the
New Antioch
Armoury Tables.
Lore

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.

Eire Lieutenant
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Variant of:Lieutenant
Tough
Skirmisher
Leader
Elite
New Antioch
Image:@Darius_minis
Rules
A Lieutenant can have any Battlekit from the
New Antioch
Armoury Tables.
Lore

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.

Highland Lieutenant
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Variant of:Lieutenant
Strong
Tough
Leader
Elite
New Antioch
Image:
Abilities
Hold Your Fire!: 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.
Rules
A Lieutenant can have any Battlekit from the
New Antioch
Armoury Tables.
Lore

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.

Mamluk Faris
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Image:
Abilities
Sworn Bretheren: 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
Fireteam
S 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.
Martial Prowess: 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.
Automaton Destrier: 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.
Rules
A Mamluk Faris always has Reinforced Armour, a Combat Helmet, and either a Greatsword, or a Polearm and a Trench Shield, or a Pistol and a Sword/Axe. In addition, they have a Jezzail with Alchemical Ammunition from the Iron Sultanate Faction List. The Mamluk Faris has an Armour Characteristic of -3 if it has a Trench Shield and an Armour Characteristic of -2 if it does not.

Jezzail

Range18"
Hands
2 Hands (Ranged)
Lore

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

Guiding Path: Add
+1 Dice
to rolls for Ranged Attacks made with Alaybozen, Halberd- Guns, Jezzails or Siege Jezzails by a model that has Alchemical Ammunition.

Lore

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

Keywords

-2 INJURY MODIFIER

Lore

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

Keywords

NEGATE SHRAPNEL

Lore

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
Lore
Mamluks are an echo of a bygone age, the final remnants of the warrior-elite that once ruled a great empire in Northern Africa. They suffered grievous losses in the earliest stages of the Great War when the legions of demon Zalambuer emerged from the Hellgate. The Fatimids led their Mamluk forces in a desperate campaign to reclaim the Levant, but of their fate there is no tale. They did not return victorious, and instead the slaves of Jahannam swept through Sinai like an evil wind, razing Alexandria and Cairo to the ground. The surviving Mamluks fought bitterly to protect their homes, but to no avail. Too proud to abandon their ancestral soil to darkness, some among the last Mamluks refused the call to migrate beyond the Iron Wall. Instead, they dispersed across the lands they once ruled, determined to fight on, waging a hidden war that has raged ever since.

To this day, the Mamluk knights play a deadly game of shadow and steel. They strike with ambushes and sudden raids along the Aegyptian front, harassing Mammon’s legions, making their living as swords for hire, waging an endless war against the Heretics, and composing poems of lamentation in memory of their lost and devastated homelands. Generations of unbroken warfare have hardened the Mamluks into peerless warriors, as parents pass on the ancient secrets of furūsīyah, a code of horsemanship, martial skill, and bravery, to their children.

Too few in number to wage open war, the Mamluks instead fight alongside any of the Peoples of the Book, making their living by offering their swords to the highest bidder, as long as such a leader promises to fight the forces of Shay ān. They respect noble character and martial prowess above all, and often form bonds by sharing their way of the sword with an ally they respect. Only a handful of the legendary automaton heavy warhorses of the Mamluks remain, and they are rarely risked in open combat. Most are reserved to defend their last few hidden abodes, deep within the vast deserts beyond the Nile Delta. A few of these tireless steeds transport Mamluk warriors into advanced positions where they can disrupt the enemy’s plans and launch surprise attacks on exposed hostile units.
Sipahi Automaton Cavalry
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Variant of:Sipahi Automaton Cavalry
Image:
Abilities
Sworn Bretheren: 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
Fireteam
S 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.
Martial Prowess: 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.
Automaton Destrier: 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.
Rules
A Mamluk Faris always has Reinforced Armour, a Combat Helmet, and either a Greatsword, or a Polearm and a Trench Shield, or a Pistol and a Sword/Axe. In addition, they have a Jezzail with Alchemical Ammunition from the Iron Sultanate Faction List. The Mamluk Faris has an Armour Characteristic of -3 if it has a Trench Shield and an Armour Characteristic of -2 if it does not.

Jezzail

Range18"
Hands
2 Hands (Ranged)
Lore

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

Guiding Path: Add
+1 Dice
to rolls for Ranged Attacks made with Alaybozen, Halberd- Guns, Jezzails or Siege Jezzails by a model that has Alchemical Ammunition.

Lore

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

Keywords

-2 INJURY MODIFIER

Lore

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

Keywords

NEGATE SHRAPNEL

Lore

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
Lore
Sipahi Automaton Cavalry often serves as infantry in the Iron Wall units to reinforce areas under severe pressure.
Mechanised Heavy Infantry
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-2
Strong
New Antioch
Image:
Rules
A Mechanized Heavy Infantry model always has either Reinforced Armour at cost of 85 , or Machine Armour at a cost of 95 . The modifier for the armour is included in the Mechanized Heavy Infantry model’s Profile above. Their Armour cannot be removed or lost throughout the campaign for any reason. The Injury Modifier for the Armour is included in the model’s Profile above. They can have any Battlekit from the
New Antioch
Armoury Tables, apart from Armour

Reinforced Armour

Keywords

-2 INJURY MODIFIER

Lore

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.

Upgrades
Machine Armour - 10
The model swaps out its Light Machine Armour for Machine Armour, and its base size increases to 40mm.
Lore

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.

Highland Mechanised Infantry
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-2
Variant of:Mechanised Heavy Infantry
Strong
New Antioch
Image:
Rules
A Mechanized Heavy Infantry model always has either Reinforced Armour at cost of 85 , or Machine Armour at a cost of 95 . The modifier for the armour is included in the Mechanized Heavy Infantry model’s Profile above. Their Armour cannot be removed or lost throughout the campaign for any reason. The Injury Modifier for the Armour is included in the model’s Profile above. They can have any Battlekit from the
New Antioch
Armoury Tables, apart from Armour

Reinforced Armour

Keywords

-2 INJURY MODIFIER

Lore

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.

Lore

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.

Abyssinian Mechanised Infantry
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-2
Variant of:Mechanised Heavy Infantry
Strong
New Antioch
Image:@koolkiwi
Rules
Abyssinian Heavy Infantry always wear Light Machine Armour which counts as Reinforced Armour (32mm Base). This is reflected in the cost and profile above. They can be equipped with any weapon, armour and equipment from the
New Antioch
Armoury.

Reinforced Armour

Keywords

-2 INJURY MODIFIER

Lore

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.

Lore

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.

Plague Knight
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
0
Fear
Strong
Elite
Black Grail
Image:
Abilities
Undead Fortitude: Add
-1 Injury Dice
to Injury Rolls for the model unless the attack has the
Fire
Keyword.
Rules

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.

Plague Knight Ranks
Plague Almoner - 10
If you convert an Injury Roll into a Bloodbath Roll for an attack made by this Plague Knight, the cost in
Blood Markers
and/or
Infection Markers
of the Bloodbath Roll is reduced by 1.
Knight Companion of the Fly - 5
Add
+1 Dice
to either the Ranged or the Melee Characteristic of this Plague Knight (you can choose which of the Characteristics to increase)
Knight Companion Selection
-
Change
Knight of the Rotten Cross - 5
Limit: 1
You can purchase 1 Ranged Weapon or 1 Melee Weapon from the New Antioch or Heretic Legions Armoury Tables for this model. Any stipulations that apply to the Weapon must be followed (so there is no point in taking a Weapon that can only be used by a specific model). The Weapon cannot be sold or reallocated in the Quartermaster Step of the Campaign Phase, but can be replaced if it is lost for any reason.
Rotten Cross Expanded Armoury Option
-
Change
Lore

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.

Executor
Movement
6"/Infantry
Melee
+2D
Ranged
+1D
Armour
0
Variant of:Executor
Fear
Strong
Tough
Elite
Black Grail
Image:@Darius_minis
Abilities
Undead Fortitude: Add
-1 Injury Dice
to Injury Rolls for the model unless the attack has the
Fire
Keyword.
Rules

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.

Plague Knight Ranks
Plague Almoner - 10
If you convert an Injury Roll into a Bloodbath Roll for an attack made by this Plague Knight, the cost in
Blood Markers
and/or
Infection Markers
of the Bloodbath Roll is reduced by 1.
Knight Companion of the Fly - 5
Add
+1 Dice
to either the Ranged or the Melee Characteristic of this Plague Knight (you can choose which of the Characteristics to increase)
Knight Companion Selection
-
Change
Knight of the Rotten Cross - 5
Limit: 1
You can purchase 1 Ranged Weapon or 1 Melee Weapon from the New Antioch or Heretic Legions Armoury Tables for this model. Any stipulations that apply to the Weapon must be followed (so there is no point in taking a Weapon that can only be used by a specific model). The Weapon cannot be sold or reallocated in the Quartermaster Step of the Campaign Phase, but can be replaced if it is lost for any reason.
Rotten Cross Expanded Armoury Option
-
Change
Lore

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.

Butcher Knight
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
0
Variant of:Plague Knight
Fear
Strong
Elite
Black Grail
Image:
Abilities
Undead Fortitude: Add
-1 Injury Dice
to Injury Rolls for the model unless the attack has the
Fire
Keyword.
Revenous Infection: 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.
Rules

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.

Plague Knight Ranks
Butcher King - 10
At the end of a battle, if this Plague Knight is not Out of Action and it has taken at least one enemy model Out of Action with a Melee Attack, gain 1.
Knight of Twin Cleavers - 5
This Plague Knight has the
Ignore Off-hand
Keyword, and its Melee Attacks have the
Shrapnel
Keyword.
Knight Companion of the Feast - 5
Add
+1 Dice
to Risky Success Roll for a Ravenous Infection
Action
(see below) if the model taking the
Action
is this Plague Knight or is a friendly model within 3” of this Plague Knight.
Upgrades
Unending Starvation - 5

The Great Hunger is not a yearning that can ever be met. Neither relief nor joy comes from consumption, only a deepening of insatiable gluttonous agony.

A model with this Battlekit adds +1” to their Movement Characteristic, and may target themselves with the Ravenous Infection Ability. In addition, if this model is more than 1” away from an enemy model, its first

Action
each Activation must be a Move, Charge or Dash
Action
, moving the maximum distance possible directly towards the nearest enemy model, and charging them if possible.

Lore

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.

Shocktrooper
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
0
New Antioch
Image:
Abilities
Shock Charge: When you roll the Charge Bonus for a Shock Trooper, roll 1 extra D6 and use the single highest die to determine the bonus.
Assault Drill: 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.
Rules

A Shock Trooper can have any Battlekit from the

New Antioch
Armoury Tables.

Lore

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.

Highland Shocktrooper
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Variant of:Shocktrooper
Strong
New Antioch
Image:@themountain
Abilities
Shock Charge: When you roll the Charge Bonus for a Shock Trooper, roll 1 extra D6 and use the single highest die to determine the bonus.
Assault Drill: 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.
Rules

A Shock Trooper can have any Battlekit from the

New Antioch
Armoury Tables.

Lore

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.

Stigmatic Nun
Movement
8"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Pilgrim
Image:
Abilities
Agile: Add
+1 Dice
to Risky Success Rolls when a Stigmatic Nun Climbs, Jumps, or makes a Diving Charge, or takes a Dash
Action
.
Blessed Stigmata: 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
.
Rules
A Stigmatic Nun can have Battlekit from the
Trench Pilgrims
Armoury Tables. The only Ranged Weapons they can have are Automatic Pistols and Pistols, and the only Grenades they can have are Warcrosses. No restrictions apply to any other Types of Battlekit.
Lore

Blessed with stigmata and unshakeable faith, these swordmaster nuns are the vanguard of any assault by the holy armies.

Stigmatic Nun (War Pilgrimage of Saint Methodius)
Movement
8"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Variant of:Stigmatic Nun
Pilgrim
Image:
Abilities
Blessed Stigmata: 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
.
Agile: Add
+1 Dice
to Risky Success Rolls when a Stigmatic Nun Climbs, Jumps, or makes a Diving Charge, or takes a Dash
Action
.
Rules
A Stigmatic Nun can have Battlekit from the
Trench Pilgrims
Armoury Tables. The only Ranged Weapons they can have are Automatic Pistols and Pistols, and the only Grenades they can have are Warcrosses. No restrictions apply to any other Types of Battlekit.
Lore

Blessed with stigmata and unshakeable faith, these swordmaster nuns are the vanguard of any assault by the holy armies.

Sultanate Assassin
Movement
6"/Infantry
Melee
+2D
Ranged
+1D
Armour
0
Infiltrator
Elite
Sultanate
Image:@Emitoo
Abilities
Time Slip: 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.
Temporal Assassin: 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.
Rules
A Sultanate Assassin can have any Battlekit from the
Iron Sultanate
Armoury
Lore
Assassins are a legendary order of mystic warriors, whispered about the world over for their secrecy and ruthlessness. Assassins are able to bend space and time using the sacred rituals and powerful hallucinogens discovered by magi of the order. With this esoteric power they prowl behind enemy lines, hunting their targets with merciless efficiency. They can seemingly appear in two places simultaneously, strike a foe with startling speed and then travel back into time to a moment a few heartbeats before, safe from any retaliation.
Master Assassin
Movement
6"/Infantry
Melee
+2D
Ranged
+1D
Armour
0
Variant of:Sultanate Assassin
Tough
Infiltrator
Elite
Sultanate
Image:@Emitoo
Abilities
Time Slip: 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.
Temporal Assassin: 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.
Rules
A Sultanate Assassin can have any Battlekit from the
Iron Sultanate
Armoury
Lore
Assassins are a legendary order of mystic warriors, whispered about the world over for their secrecy and ruthlessness. Assassins are able to bend space and time using the sacred rituals and powerful hallucinogens discovered by magi of the order. With this esoteric power they prowl behind enemy lines, hunting their targets with merciless efficiency. They can seemingly appear in two places simultaneously, strike a foe with startling speed and then travel back into time to a moment a few heartbeats before, safe from any retaliation.
Takwin Homunculus
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Artificial
Sultanate
Image:@Emitoo
Abilities
Artificial Life: Add
-1 Injury Dice
to Injury Rolls for the model.
Re-creation: 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.
Pummelling Blows: The model can make a Melee Attack even though it does not have any Melee Weapons.
Rules
A Takwin Homunculus cannot have any Battlekit but can have Alchemical Formulas.
Upgrades
Additional Arm - 15
This Takwin Homunculus can make 2 Melee Attacks, one after the other, when it takes a Fight
Action
in the Trench Crusade Digital Rulebook). Note that if you spend
Blood Markers
to modify the Injury Rolls for one attack, they do not modify Injury Rolls for any of the subsequent attacks.
Elemental Resistance - 40
Give this Takwin Homunculus the
Negate
Fire
and
Negate
Gas
Keywords. In addition, add
-1 Injury Dice
to Injury Rolls for attacks with the
Fire
or
Gas
Keywords that target this Takwin Homunculus.
Enslaved Mind - 10
Give this Takwin Homunculus and one other model in your Warband the
Fireteam
Keyword. The other model can only form a Fireteam with this Homunculus.
Gargantuan Size - 20
A Takwin Homunculus can only have this Alchemical Formula if it already has the Human Hands, Inhuman Strength, and Massive Size Alchemical Formulas. The Homunculus can use 1 Weapon that can usually only be taken by a Brazen Bull, and its base size is increased to 60mm.
Hawk Eyes - 10
The eyesight of the Homunculus is based on that of a predatory bird. Change the Ranged Characteristic of this Takwin Homunculus to
+1 Dice
. A Homunculus cannot have the Hawk Eyes Alchemical Formula if it has the Hypnotic Eyes Alchemical Formula unless it also has the Two Heads Alchemical Formula.
Human Hands - 10

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. It cannot use its Pummelling Blows ability if it is armed with any Melee Weapons

If a Takwin Homunculus with Human hands also has an Additional Arm, then it can have three 1-Handed Melee Weapons or one 1-Handed Melee Weapons and one 2-Handed Melee Weapon, and it can have three 1-Handed Ranged Weapons or one 1-Handed Ranged Weapons and one 2-Handed Ranged Weapon. If it takes a Shield, then the Shield replaces one of the Melee Weapons it can have but the Shield-combo rule cannot be used for any of its weapons. In addition, 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 Ranged Attack with up to two Ranged Weapons that it has, one after the other.

Hypnotic Eyes - 15
Add
-1 Dice
to Success Rolls for Melee Attacks that target this Takwin Homunculus, unless the attack is made by a Sniper Priest or a model with the
Black Grail
Keyword. A Homunculus cannot have the Hypnotic Eyes Alchemical Formula if it has the Hawk Eyes Alchemical Formula unless it also has the Two Heads Alchemical Formula.
Inhuman Strength - 15
The musculature of the Homunculus is reinforced, replaced and strengthened. Give this Takwin Homunculus the
Strong
Keyword, change its Melee Characteristic to
+1 Dice
, and increase its base size to 32mm.
Massive Size - 30
The Homunculus’ size is increased into vast proportions. Give this Takwin Homunculus the
Tough
Keyword and increase its base size to 50mm. A Homunculus cannot have the Massive Size Alchemical Formula if it has the Wings Alchemical Formula.
Regenerative Tissue - 25
When you Activate this Takwin Homunculus, before carrying out any
Actions
you can remove up to 1
Blood Marker
from the model.
Seal of Solomon - 10
This Formula greatly enhances the intelligence of the Homunculus and makes it painfully aware of its artificial existence. This Takwin Homunculus can have Equipment from the Iron Sultanate Armoury
Startling Speed - 10
Add
+1 Dice
to the Risky Success Roll for this Takwin Homunculus when it takes a Dash
Action
Terrifying Appearance - 10
The formula bestows an alluring beauty or horrifying visage upon the Homunculus. Give this Takwin Homunculus
Fear
Keyword.
Two Heads - 5
This Takwin Homunculus can have both the Hawk Eyes and Hypnotic Eyes Alchemical Formulas.
Wings - 30
Change this Takwin Homunculus’s Movement Characteristic to 8"/Flying. A Homunculus cannot have the Wings Alchemical Formula if it has the Massive Size Alchemical Formula.
Lore
Takwin Homunculi can take almost any shape and their sizes can range from a tiny imp to a towering colossus of 15 feet tall or more, depending on the skills and needs of the Alchemist that created them. Often their existence is a harsh one, even death does not release them from servitude as they can simply be repaired and re-animated. Some with sufficient intelligence take a philosophical stance and find fulfilment in their service to a greater cause.
Golem
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Variant of:Golem
Golem
Artificial
Image:@The Grimdark Compendium
Abilities
Re-creation: 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.
Pummelling Blows: The model can make a Melee Attack even though it does not have any Melee Weapons.
Artificial Life: Add
-1 Injury Dice
to Injury Rolls for the model.
Rules
The golem cannot be equipped with any weapons, armour or equipment. It can fight in melee without any penalty.
Upgrades
Additional Arm - 15
This Takwin Homunculus can make 2 Melee Attacks, one after the other, when it takes a Fight
Action
in the Trench Crusade Digital Rulebook). Note that if you spend
Blood Markers
to modify the Injury Rolls for one attack, they do not modify Injury Rolls for any of the subsequent attacks.
Elemental Resistance - 40
Give this Takwin Homunculus the
Negate
Fire
and
Negate
Gas
Keywords. In addition, add
-1 Injury Dice
to Injury Rolls for attacks with the
Fire
or
Gas
Keywords that target this Takwin Homunculus.
Enslaved Mind - 10
Give this Takwin Homunculus and one other model in your Warband the
Fireteam
Keyword. The other model can only form a Fireteam with this Homunculus.
Gargantuan Size - 20
A Takwin Homunculus can only have this Alchemical Formula if it already has the Human Hands, Inhuman Strength, and Massive Size Alchemical Formulas. The Homunculus can use 1 Weapon that can usually only be taken by a Brazen Bull, and its base size is increased to 60mm.
Hawk Eyes - 10
The eyesight of the Homunculus is based on that of a predatory bird. Change the Ranged Characteristic of this Takwin Homunculus to
+1 Dice
. A Homunculus cannot have the Hawk Eyes Alchemical Formula if it has the Hypnotic Eyes Alchemical Formula unless it also has the Two Heads Alchemical Formula.
Hypnotic Eyes - 15
Add
-1 Dice
to Success Rolls for Melee Attacks that target this Takwin Homunculus, unless the attack is made by a Sniper Priest or a model with the
Black Grail
Keyword. A Homunculus cannot have the Hypnotic Eyes Alchemical Formula if it has the Hawk Eyes Alchemical Formula unless it also has the Two Heads Alchemical Formula.
Inhuman Strength - 15
The musculature of the Homunculus is reinforced, replaced and strengthened. Give this Takwin Homunculus the
Strong
Keyword, change its Melee Characteristic to
+1 Dice
, and increase its base size to 32mm.
Massive Size - 30
The Homunculus’ size is increased into vast proportions. Give this Takwin Homunculus the
Tough
Keyword and increase its base size to 50mm. A Homunculus cannot have the Massive Size Alchemical Formula if it has the Wings Alchemical Formula.
Regenerative Tissue - 25
When you Activate this Takwin Homunculus, before carrying out any
Actions
you can remove up to 1
Blood Marker
from the model.
Seal of Solomon - 10
This Formula greatly enhances the intelligence of the Homunculus and makes it painfully aware of its artificial existence. This Takwin Homunculus can have Equipment from the Iron Sultanate Armoury
Startling Speed - 10
Add
+1 Dice
to the Risky Success Roll for this Takwin Homunculus when it takes a Dash
Action
Terrifying Appearance - 10
The formula bestows an alluring beauty or horrifying visage upon the Homunculus. Give this Takwin Homunculus
Fear
Keyword.
Two Heads - 5
This Takwin Homunculus can have both the Hawk Eyes and Hypnotic Eyes Alchemical Formulas.
Trench Cleric
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Elite
New Antioch
Image:@koolkiwi_miniatures
Abilities
Onwards, Christian Soldiers!: Friendly NEW ANTIOCH models within 8" of a Trench Cleric have the
Negate
Fear
Keyword.
God is With Us!: 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.
Rules
Trench Clerics can have any Battlekit from the
New Antioch
Armoury Tables.
Lore

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.

Lector
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Variant of:Trench Cleric
Elite
New Antioch
Image:@jimmy_crisps
Abilities
Onwards, Christian Soldiers!: Friendly NEW ANTIOCH models within 8" of a Trench Cleric have the
Negate
Fear
Keyword.
God is With Us!: 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.
Arise and be Healed!: 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.
Rules
Trench Clerics can have any Battlekit from the
New Antioch
Armoury Tables.
Lore

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.

Eire Warrior Priest
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Variant of:Trench Cleric
Elite
New Antioch
Image:@The Grimdark Compendium
Abilities
God is With Us!: 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.
Away Serpents!: 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.
Arise and be Healed!: 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.
Rules
Trench Clerics can have any Battlekit from the
New Antioch
Armoury Tables.
Lore

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.

Holy Warrior
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Variant of:Trench Cleric
Elite
New Antioch
Image:@The Grimdark Compendium
Abilities
Onwards, Christian Soldiers!: Friendly NEW ANTIOCH models within 8" of a Trench Cleric have the
Negate
Fear
Keyword.
God is With Us!: 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.
Blessed Psalm: 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.
Arise and be Healed!: 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.
Rules
Trench Clerics can have any Battlekit from the
New Antioch
Armoury Tables.
Lore

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.

Trench Dog
Movement
8"/Infantry
Melee
0D
Ranged
0D
Armour
0
Abilities
Four Paws: Add
+1 Dice
to
Risky Success
rolls for a Trench Dog when they Climb, Jump or take a Dash
Action
.
Pack Loyalty: 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.
Rules
A Trench Dog cannot have any Battlekit. At an additional cost the dog gains an ability to form a
Fireteam
with any 1 model in your Warband.
Upgrades
Loyal Dog - 1
The dog gains an ability to form a
Fireteam
with any 1 model in your Warband.
Lore
A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep Hellhounds and other infernal beasts as pets. These loyal canines can be trained to serve in multiple roles: as mercy dogs for on rescuing wounded soldiers, fierce guard dogs, or as messengers.
Guard Dog
Movement
8"/Infantry
Melee
0D
Ranged
0D
Armour
0
Variant of:Trench Dog
Image:@pandemonpaints
Abilities
Pack Loyalty: 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.
Guard Dog: 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.
Four Paws: Add
+1 Dice
to
Risky Success
rolls for a Trench Dog when they Climb, Jump or take a Dash
Action
.
Rules
A Trench Dog cannot have any Battlekit. At an additional cost the dog gains an ability to form a
Fireteam
with any 1 model in your Warband.
Upgrades
Loyal Dog - 1
The dog gains an ability to form a
Fireteam
with any 1 model in your Warband.
Lore
A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep Hellhounds and other infernal beasts as pets. These dogs both warn their masters of impending danger and fight fiercely for their company.
Attack Dog
Movement
8"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Variant of:Trench Dog
Image:@pandemonpaints
Abilities
Pack Loyalty: 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.
Four Paws: Add
+1 Dice
to
Risky Success
rolls for a Trench Dog when they Climb, Jump or take a Dash
Action
.
Rules
A Trench Dog cannot have any Battlekit. At an additional cost the dog gains an ability to form a
Fireteam
with any 1 model in your Warband.
Upgrades
Loyal Dog - 1
The dog gains an ability to form a
Fireteam
with any 1 model in your Warband.
Lore
A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep Hellhounds and other infernal beasts as pets. These ferocious hounds are trained by the Brigade to accompany their masters into the fray.
Mercy Dog
Movement
8"/Infantry
Melee
0D
Ranged
0D
Armour
0
Variant of:Trench Dog
Image:@pandemonpaints
Abilities
Pack Loyalty: 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 Dog: 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.
Four Paws: Add
+1 Dice
to
Risky Success
rolls for a Trench Dog when they Climb, Jump or take a Dash
Action
.
Rules
A Trench Dog cannot have any Battlekit. At an additional cost the dog gains an ability to form a
Fireteam
with any 1 model in your Warband.

Medi-Kit

Treat:
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.

Lore

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.

Upgrades
Loyal Dog - 1
The dog gains an ability to form a
Fireteam
with any 1 model in your Warband.
Lore
A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep Hellhounds and other infernal beasts as pets. Mercy dogs carry a Medi-Kit.
Martyrdom Dog
Movement
8"/Infantry
Melee
0D
Ranged
0D
Armour
0
Variant of:Martyrdom Dog
Image:@pandemonpaints
Abilities
Pack Loyalty: 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.
Martydom Dog: 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.
Four Paws: Add
+1 Dice
to
Risky Success
rolls for a Trench Dog when they Climb, Jump or take a Dash
Action
.
Rules
A Trench Dog cannot have any Battlekit. At an additional cost the dog gains an ability to form a
Fireteam
with any 1 model in your Warband.

Martyrdom Device

Keywords

CONSUMABLE

Martyrdom: An Ecclesiastic Prisoner with a Martyrdom Device can take a Trigger Martyrdom Device ACTION. If they do so, 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.

Upgrades
Loyal Dog - 1
The dog gains an ability to form a
Fireteam
with any 1 model in your Warband.
Lore
A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep Hellhounds and other infernal beasts as pets. Trench Pilgrims often enthusiastically strap their dogs with explosives so they can partake in a glorious martyrdom operation.
Hellhound
Movement
8"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Variant of:Hellhound
Image:@pandemonpaints
Abilities
Pack Loyalty: 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.
Hellhound: 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.
Four Paws: Add
+1 Dice
to
Risky Success
rolls for a Trench Dog when they Climb, Jump or take a Dash
Action
.
Rules
A Trench Dog cannot have any Battlekit. At an additional cost the dog gains an ability to form a
Fireteam
with any 1 model in your Warband.
Upgrades
Loyal Dog - 1
The dog gains an ability to form a
Fireteam
with any 1 model in your Warband.
Lore
A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep Hellhounds and other infernal beasts as pets. This horrifying infernal canine is the size of a small pony, and within its tortured belly rage flames of Hell itself. It howls in constant agony and rage in combat.
Trench Pilgrim
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Pilgrim
Image:@jimmy_crisps
Rules
A Trench Pilgrim can have any Battlekit from the
Trench Pilgrims
Armoury Tables.
Upgrades
Martyr Penitent Ressurection - 45
If a Trench Pilgrim is killed after a game, they can be resurrected as a Martyr Penitent with the Martyr Penitent Profile for a cost 45 . Add
-1 Injury Dice
to Injury Rolls for a Martyr Penitent. A Martyr Penitent keeps their Battlekit and Zealot Strength if the ability was purchased, but loses any Scars, Experience, and Advancements. Martyrdom Pills have no effect on a Martyr Penitent model.
Zealot Strength - 5
Limit: 1
The model may have the Keyword
Strong
.
Lore
A holy warrior of the trenches. They consider it their religious duty to make pilgrimages to the sacred battlefields to fight the Heretic Legions. Pilgrims wear the iron capirote to insulate their minds from the horrors of war.
Martyr-Penitent
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Variant of:Martyr-Penitent
Pilgrim
Image:@The Grimdark Compendium
Rules
A Trench Pilgrim can have any Battlekit from the
Trench Pilgrims
Armoury Tables.
Lore
A holy warrior of the trenches. They consider it their religious duty to make pilgrimages to the sacred battlefields to fight the Heretic Legions. Pilgrims wear the iron capirote to insulate their minds from the horrors of war.
War Prophet
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Leader
Elite
Pilgrim
Image:@grimdank_minis
Abilities
Loudspeakers: 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 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. This move can be used to bring a model within 1" of an enemy model in which case the model counts as charging. If no enemy models are visible, they can move normally.
Laying On Hands: 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.
Memento Mori: 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.
Rules
A War Prophet can have any Battlekit from the
Trench Pilgrims
Armoury Tables.
Lore
A charismatic leader and powerful fighter of the Pilgrim group. They are driven by visions of Armageddon, and their preaching and prophecies drive the pilgrimage from one battlefield to the next, as they seek to thwart the forces of Satan and find martyrdom in combat. They are equipped with loudspeakers, allowing them to blare out holy sermons and dire prophecies at 100 decibels to inspire the faithful.
War Prophet (Cavalcade of the Tenth Plague)
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Variant of:War Prophet
Leader
Elite
Pilgrim
Image:@jimmy_crisps
Abilities
Memento Mori: 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.
Loudspeakers: 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 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. This move can be used to bring a model within 1" of an enemy model in which case the model counts as charging. If no enemy models are visible, they can move normally.
Day of His Wrath: 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
Rules
A War Prophet can have any Battlekit from the
Trench Pilgrims
Armoury Tables.
Lore
A charismatic leader and powerful fighter of the Pilgrim group. They are driven by visions of Armageddon, and their preaching and prophecies drive the pilgrimage from one battlefield to the next, as they seek to thwart the forces of Satan and find martyrdom in combat. They are equipped with loudspeakers, allowing them to blare out holy sermons and dire prophecies at 100 decibels to inspire the faithful.
Wretched
Movement
6"/Infantry
Melee
-1D
Ranged
-1D
Armour
0
Heretic
Image:@Mini Merchant
Abilities
Law of Hell: 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.
Dark Blessing: 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
.
Chattel: In a campaign, Wretched can be sold in the Quartermaster Step for 25 plus half the cost in of any Battlekit they have.
Rules
Wretched can have any Battlekit from the Heretic Legions Armoury Tables that costs up to 10 . A Wretched must have at least 1 Weapon (they cannot be sent into battle completely unarmed).
Lore

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.

Wretched
Movement
6"/Infantry
Melee
-1D
Ranged
-1D
Armour
0
Variant of:Wretched
The Court
Image:
Abilities
Law of Hell: 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.
Rules
Wretched can have any Battlekit from the
Court
of the Seven-Headed Serpent Armoury Tables that costs up to 10 . A Wretched must have at least 1 Weapon (they cannot be sent into battle completely unarmed).
Lore
These unfortunate souls possess not a drop of demon blood. They act as disposable shock troops or are used as subjects of torture to power the Goetic magic of the sorcerers and other users of the dark arts. Should a Wretched bring down a mighty opponent, the Law of Hell is clear, the mortal will gain its freedom, in memory and honour of the First Rebellion when there was war in Heaven and blood of the angels painted the firmament red.
Yeoman
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
New Antioch
Image:@terrainbeast
Abilities
Trench Mole: 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.
Rules

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

Range24"
Hands
2 Hands (Ranged)
Keywords

BAYONET LUG

Lore

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.

Upgrades
Infiltrator - 10
Limit: 2
The model is converted to an
Infiltrator
. The model can be placed anywhere on the table out of line of sight of any enemies, but at least 8” away from the closest enemy. Deployed after all other models without the Keyword
Infiltrator
.
Lore

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.

Survivor Yeoman
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Variant of:Survivor Yeoman
New Antioch
Image:@pandemonpaints
Abilities
Trench Mole: 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.
Rules

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

Upgrades
Infiltrator - 10
Limit: 2
The model is converted to an
Infiltrator
. The model can be placed anywhere on the table out of line of sight of any enemies, but at least 8” away from the closest enemy. Deployed after all other models without the Keyword
Infiltrator
.
Lore

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.

Yüzbaşı Captain
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Tough
Leader
Elite
Sultanate
Image:@Emitoo
Abilities
Mubarizon: 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.
Rules
A Yüzbaşı can have any Battlekit from the
Iron Sultanate
Armoury Tables
Upgrades
Jannisary Veteran - 10
You can make the Yüzbaşı a Janissary Veteran with the
Strong
Keyword and the Janissary Counter-Charge ability at a cost of +10
Lore
Military expeditions over the Great Iron Wall into No Man’s Land carry many risks, and their commanders are field officers known as Yüzbaşı. They are expected to lead from the front and their selection is solely on merit, with no consideration given to family pedigree or wealth. Yüzbaşı are selected from amongst the very best soldiers of the Sultanate, and their bodies are hardened against injury by the Jabirean arts.
Silahdar
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Variant of:Yüzbaşı Captain
Strong
Tough
Leader
Elite
Sultanate
Image:@Emitoo
Rules
A Yüzbaşı can have any Battlekit from the
Iron Sultanate
Armoury Tables including Battlekit available only to Sultanate Sappers.
Lore
Military expeditions over the Great Iron Wall into No Man’s Land carry many risks, and their commanders are field officers known as Yüzbaşı. They are expected to lead from the front and their selection is solely on merit, with no consideration given to family pedigree or wealth.

The commanders of the Iron Wall units come from amongst the personal bodyguards of the Sultan known as Silahdar.