Knights of Avarice

fc_hereticlegion_fv_knightsofavarice
Faction lore

The warbands who follow the Prince of Greed call themselves the Knights of Avarice. Such heretics display their wealth extravagantly and prefer to carry the most expensive and hard-to-acquire weapons, armour and equipment, suffering none to join them who lacks the means to obtain their glittering panoply. They are festooned with chains of gold and the finest silk cloaks, their armour is gilded with gold and decorated with precious stones, and the handles of their great coin hammers are made of the rarest of wood. Yet despite the opulent wealth at display, their finery is tarnished by the blood and soot that spews from the Hellgate, and the delicate artistic filigree of their golden masks is both terrible and beautiful in equal measure. In combat they favour hammers and clubs that break the bones but leave the flesh and blood intact, as well as poison gas and highly accurate rifles. They scorn crude and destructive fire or explosive weapons that could damage any objects of value.

After the Knights of Avarice have claimed victory in combat, they scour the battlefield or any settlement they’ve conquered like a swarm of locusts. Anything and everything of value is taken: metals from brass to bronze, silver to gold, art objects, precious stones, livestock, trade goods, rare tomes and scrolls… all are meticulously catalogued and carried away by slaves and demonic beasts of burden or great armoured cars that take the stolen loot to the underground treasure chambers which act as the temples of Mammon. Even the dead are stripped of their flesh with the detached skill of seasoned butchers, ready to be sold at market. Internal organs taken from fallen victims are carefully preserved in alchemical liquids to be sold to the scientists of the infernal laboratories.

For the Heretics of the Path of Mammon hoarding riches is not mere acquisition of wealth – it is their religious compulsion. Ironically, they gain little pleasure from their vast wealth, as their greed makes them continuously desire ever greater riches. Thus their warbands forever roam No Man’s Land, looking for forgotten treasures or foes to dissect and turn into wealth. For the greed of Mammon will never be sated.

Faction Rules

Worship Mammon
In a campaign, the patron of the warband will always be Mammon. Instead of the Puppet Master ability, the Heretic Priest of the Knights of Avarice may select the Price of Greed ability if they wish.
Preserve the Loot
Knights of Avarice greatly dislike using weapons that could damage the amount of wealth that can be extracted from the fallen. No weapon with the Keyword FIRE or SHRAPNEL can be used by any model in this warband. In addition, the Artillery Witches of this warband use Gas Bombs: They have the Keyword GAS instead of SHRAPNEL and they ignore armour. Injuries caused by a direct hit are rolled with 2D6 and models within a 3” blast radius are rolled with -1 DICE. In a similar vein, their Grenade Launchers have the GAS keyword instead of the SHRAPNEL keyword, have a -1 DICE to injury rolls and ignore armour.
Mammon's Chosen
Knights of Avarice allow only the wealthiest and the best-equipped candidates to join their ranks. Your force may have no models that cost less than 80 ducats (including their equipment).
Infernal Rivalry
Mammon is a rival of Beruth, the great devil of wrath and murder, who is the Patron of Death Commandos. Knights of Avarice may include no Death Commandos.
Goetic Warlocks
Goetic Warlocks are creations of Mammon. This warband may include one for the price of 110 ducats. This Warlock is still a mercenary and obeys all of the rules associated with being a mercenary (such as having fixed equipment and not being able to be promoted to an ELITE throughout the course of a campaign).
Debtors to Mammon
Wretched of the warband are not tied by Mammon’s Chosen rule.
Corrupt Merchants
Many merchants, traders and moneylenders within the Faithful nations are followers of Mammon and secretly supply the Knights of Avarice with their wares. When creating the warband, select one weapon, suit of armour or other piece of equipment from the New Antioch Armoury and one such item from the Iron Sultanate Armoury. You can acquire this gear exactly as the warband they come from. Any of these items in question must not be already available to the Heretic Warband. All the same limitations of the original lists apply, so there is little point in taking an Assassin’s Dagger (for example) since it can be only used by Assassins. These two selected additions are available to your warband throughout the campaign.
Iron Sultanate Items
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New Antioch Items
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Captains

Heretic Priest of Mammon
md_hereticpriest_mammonpriest
Cost:80 Ducats
Availability:1
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Base:32mm
Keywords:TOUGH, LEADER, HERETIC, ELITE
Image:@pie_vendor
Abilities
Powers of the Priest of Mammon:

Upon recruiting the model, you may choose one of the following heretical powers for it to possess.

Heretical Powers
-
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Equipment
The Heretic Priest can be equipped with any weapon, armour or equipment from the Heretic Legion Armoury.
Lore
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Elite

Heretic Chorister
md_heretichorister
Cost:65 Ducats
Availability:0-1
Movement
6"/Infantry
Melee
+2D
Ranged
-2D
Armour
0
Base:32mm
Keywords:ELITE, HERETIC, FEAR
Image:@pie_vendor
Abilities
Unholy Hymns:

All enemy models within 8” of the Chorister suffer an additional -1 DICE for all ACTIONS they attempt.

Equipment
The Heretic Chorister can be equipped with any weapon, armour or equipment from the Heretic Legion Armoury.
Lore

Suicide is a Mortal Sin, and sacrificing yourself to the glory of Hell is a yet greater affront to God. Some Heretics born with a gift of sonorous voice but little prospects of rising through the ranks but possessing a determination to excel may pursue the dark path of becoming a Chorister.

Such supplicants go to one of the black altars of Heretic abodes at the bottom of the deep inverted pyramid temples dedicated to the greatest of Arch-devils. There they are dressed in the robes of dark devotion, lie on the altar and mutilate themselves to death by carving unholy runes into their flesh. The more wounds they can suffer before perishing, the more pleasing it is said their offering is. The most devout slice their own throats, trying to cut as deep as they can before their miserable life leaves them.

Most such wretches go to their doom in the Lake of Fire, but some are reborn as Choristers after nine days. Their corpses lurch back to their feet, and finish their grisly beheading, and lift their severed heads that begin to sing hymns they have learned in the Inferno. From their self-inflicted wounds spurts cold blood that forms diabolic symbols and changes to match the words of their unholy chorale. They head towards the front lines driven by a call no living can hear and join the Heretic warband of their choosing.

As their severed heads sing their agonising hymns, the minds of their enemies are filled with visions from the Pits of Hell, weakening both the resolve and strength of those unfortunate enough to hear the dire song of a Chorister. Their hymns are often the first thing a fresh recruit experiences on the battlefield, as their unholy voice rolls across the trenches, proclaiming a never-ending prophecy of the final victory of Hell over Heaven.

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Infantry

Annointed Heavy Infantry
md_annointedheavyinfantry
Cost:95 Ducats
Availability:0-5
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Base:32mm
Keywords:HERETIC, STRONG
Image:@pie_vendor
Equipment
Anointed are always equipped with a suit of Reinforced Armour and Infernal brand mark 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.

Infernal Brand Mark

Rules

Negates the extra BLOOD MARKER from attacks with the keyword FIRE. Any such attacks suffer -1 DICE penalty to all injury rolls.

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

Rules

Grants a -2 modifier to all injury rolls against the model wearing this armour.

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.
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Artillery Witches of Mammon
md_artillerywitch_gaswitch
Cost:90 Ducats
Availability:0-1
( 2 in a warband worth over 1000 ducats)
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Base:25mm
Keywords:HERETIC, ARTIFICIAL
Image:@Darius_minis
Abilities
Levitate:

The Artillery Witch can Climb up without taking an ACTION and does not roll on the Injury Chart when falling.

Artificial Life:

Artillery Witches are not affected by FEAR. Additionally, attacks with the Keyword GAS suffer a -1 DICE penalty to injure the Witch and they do not suffer additional BLOOD MARKERS from the Keyword GAS.

Equipment
An Artillery Witch is always equipped with an endless supply of Infernal Bombs (see below) and can carry no other ranged weapons. Otherwise, she can be equipped with any melee weapon, armour or equipment from the Heretic Legion Armoury.

Infernal Gas Bomb

Range36"
Hands
1 Hands (Ranged)
ModifiersIgnore Armour, Blast 3"
Keywords

BLAST (X), GAS

Rules

This wicked infernal weapon is treated as a one-handed Ranged weapon with the Keyword BLAST 3”. Specify a 1x1mm point on the battlefield within 36” that the Witch can see and that you want to target. Next, make a Ranged Attack ACTION. If the roll fails (i.e. you roll 6 or less with the two lowest Dice), the bomb lands 1” away from its intended location, multiplied by the number representing the degree of failure (for example, if you rolled 5, the bomb lands 2” away, as 7 - 5 = 2). The direction is decided by your opponent. Roll on the Injury Chart for each model within the BLAST radius.

If the bomb lands exactly on top of any model, make a standard Injury roll. Other models hit by the bomb roll on the Injury Chart with -1 DICE. Any model hit, but not taken Out of Action, by this attack is blown D3” directly away from the point of impact (roll for each model separately), stopping if they hit other models, buildings or objects. This attack has the Keyword GAS and therefore causes an additional +1 BLOOD MARKER. Cover, range and higher position do not affect attacks by the Infernal Bomb. Roll injuries for models that would benefit from Cover from the perspective of the BLAST point with -1 DICE. The Activation of the Witch ends immediately after using the Infernal Bomb.

Lore
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Goetic Warlock
Cost:110 Ducats
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Base:40mm
Keywords:FEAR, DEMONIC, ARTIFICIAL
Image:
Abilities
Goetic Portal:

As a RISKY ACTION with +1 DICE, the Warlock can Teleport up to 6” in any direction into a free space it can see, including into melee with an enemy model. The Warlock may bring a single enemy model that is in Melee Combat with it and has a base size of 32mm or smaller. There must be suitable space for the Warlock (and a possible passenger which must end the teleport in Melee Combat with the Warlock) at its target destination or this teleport automatically fails. It may not teleport out of the battlefield. It may teleport even if it is currently Down, but remains so after the teleportation.

Goetic Gaze:

This is an ACTION which is modified exactly the same way as a ranged attack, executed against one enemy the Warlock can see within 24”. If successful, the model suffers one BLOOD MARKER. If the success is a Critical Success, the target suffers two BLOOD MARKER instead. This ACTION can be used against enemy models in Melee Combat without having to randomise the target.

Barbed Embrace:

Enemies cannot Retreat from the Goetic Warlock. Additionally, if a model is able to move out of Melee Combat with the Warlock because of a special ability (such as the Assassin’s Dagger), they cannot.

Equipment
The Warlock wears Reinforced Armour. A Warlock counts as being armed with two swords in Melee combat – its arms are deadly weapons in their own right. You cannot alter the Warlock’s weapons and equipment in any way.

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

Rules

Grants a -2 modifier to all injury rolls against the model wearing this armour.

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 horrific creations from the death factories of the 3rd Circle of Hell, manufactured from captured priests, prophets, vicars, rectors and monks. Fiendish machines first burn their flesh away with hellfire, encasing the still-living skeletons in an infernal suit of armour and stamping them with goetic runes. The process is so agonising that they consent to a demonic pact to bring end to their pain. Thus a new Goetic Warlock is born, ready to hunt the living they once swore to protect.

The mere gaze of the warlock causes necrosis and in close quarters they embrace unsuspecting enemies with their iron claws, using their goetic magic to gate themselves to a secluded location where they can finish their victim by slowly shredding them apart. Their favourite method is by skinning their victims alive and using their gruesome trophies as repulsive vellum to write grimoires and unholy religious texts, or wearing the faces of their victims to power their illusionary spells to confound their enemies.

Due to the rarity of victims required to create Goetic Warlocks, they are only assigned to the Heretic commanders with the greatest renown, need and with the right connections in the twisted web of Heretic politics. Mammon, the great devil of Greed, sells the services of his own personal battalion of Warlocks to the highest bidder.

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Heretic Trooper
md_heretictrooper
Cost:30 Ducats
Availability:Unlimited
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Base:25mm
Keywords:HERETIC
Image:@pie_vendor
Equipment

The Heretic Trooper can be equipped with any weapon, armour or equipment from the Heretic Legion Armoury.

You can upgrade up to half (rounding down) of your Heretic Troopers into Heretic Legionnaires at the cost of +10 ducats each. You can select to upgrade either the Ranged or Melee characteristic of any of your Legionnaires by +1 DICE. You can choose a different bonus for each Legionnaire.

Upgrades
Heretic Legionnaire - 10 Ducats
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
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Lore
These soldiers make up the bulk of the Heretic forces. They have witnessed the Gate of Hell and survived, damning them for all eternity.
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War Wolf Assault Beast
md_warwolfassaultbeast
Cost:140 Ducats
Availability:0-1
Movement
8"/Infantry
Melee
+2D
Ranged
0D
Armour
-3
Base:50mm
Keywords:FEAR, HERETIC, TOUGH, ARTIFICIAL
Image:@pie_vendor
Abilities
Loping Dash:

A War Wolf may take its Dash ACTION with +2 DICE. The War Wolf ignores movement penalties caused by Difficult Terrain.

Equipment
You cannot buy additional equipment, weapons or armour for War Wolves. Each War Wolf is encased in a nigh impregnable suit of Tartarus Armour that is reflected in its profile above. Additionally, each War Wolf has a set of Shredding Claws and a vicious Chainsaw Mouth. These pieces of equipment are built into the integrity of its construction and cannot be removed or lost in any way. The weapons are detailed below. The War Wolf may make one attack ACTION with each of these weapons in Melee Combat and may make no other attacks during its Activation (so it can make two attacks per Activation).

Chain Maw

RangeMelee
Modifiers+1D to Hit, +1D to Injuries, Ignore Armour
Keywords

RISKY ACTION

Rules

The War Wolf treats its Chainsaw Mouth as a melee weapon with the Keyword RISKY that grants a +1 DICE bonus to hit (for total of +3D). Additionally, the attack ignores any armour worn by the target and has a +1 DICE bonus to injure. The Chainsaw Mouth does not take any hands to wield.

Shredding Claws

RangeMelee
Hands
2 Hands (Melee)
Modifiers+1D to Injuries
Keywords

RISKY ACTION, CUMBERSOME

Rules

The War Wolf treats its Shredding Claws as a two-handed melee weapon with the Keywords RISKY and CUMBERSOME. The Shredding Claws have a +1 DICE bonus to injure. Because the Shredding Claws are wielded alongside the Chainsaw Mouth, they are treated as an Off-Hand Weapon and suffer penalties accordingly.

Lore
This abomination charges through miles of barbed wire to clear a path for the heretic infantry; its uniquely formed head designed to cut clean through it. War Wolves wear unique armour forged in the factories of hell, as seen by the maker’s marks stamped upon it.
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Wretched
md_wretched
Cost:25 Ducats
Availability:Must be outnumbered by models with the keyword HERETIC
Movement
6"/Infantry
Melee
-1D
Ranged
-1D
Armour
0
Base:25mm
Image:@Mini Merchant
Abilities
Law of Hell:

If a Wretch manages to take any enemy ELITE model Out of Action or performs a Glorious Deed, it gains its freedom and is immediately removed from the battle and from your warband permanently. It does not count as a casualty, but your warband’s total size for this battle is reduced by one for purposes of Morale.

Dark Blessing:

If a Wretch is taken Out of Action in battle, one of your models with Keywords HERETIC and ELITE gains one BLESSING MARKER.

Chattel:

Wretched can be sold at any time for their full ducat value between battles. Note that their weapons, armour and equipment still only fetch half price.

Equipment
The Wretched can be equipped with any melee weapon, armour or equipment from the Heretic Armoury List. None of their weapons, armour or equipment can cost more than 10 ducats each. Every Wretched must be equipped with at least one weapon.
Lore

Many unfortunates fall into the hands of the Heretic warbands, either during one of their many raids or battles, or purchased from the slave markets within their own territories. Some are foolhardy adventurers who travel into the domains of the damned only to be caught by their watchful patrols.

Their lot is grim and terrible. They are worked to death in the factories of Sixty-Six Lords, butchered for meat, or worst of all, sold or offered to the agents of the Court of the Seven-Headed Serpent to be used as raw power for Goetic Spells.

Yet one path to freedom exists: they can volunteer to serve in the Legions as the lowest of low, the most disposable of penal troops. For the law of Hell is clear: those who rebel against God can gain their freedom if they are deemed to have performed sufficiently great deeds. Thus it is no wonder that many Heretic warbands drive swarms of the Wretched ahead of them to blunt and slow down the enemy assaults.

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. Heretic Elites discard the lives of the Wretched carelessly, as their sacrifice on the battlefield counts as a worthy deed which will be rewarded by their Patrons.

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Mercenaries

Scripture Guardian
md_scriptureguardian
Cost:7 Glory
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Base:40mm
Keywords:GOLEM
Image:@jimmy_crisps
Abilities
Slow:

Scripture Guardian has a halved Dash distance (i.e. 3”).

Vengeful Scripture:

The Scripture Guardian reads words from the holy (or unholy!) text it carries. This is an attack ACTION with 18” range, and it can be used in either Melee or as a Ranged attack (though not both during the same Activation). Use Ranged and Melee Characteristics as appropriate. This attack ignores armour and cover. For each BLOOD MARKER the target has, add +1 to the Injury roll. Note that if armed with a melee weapon, both the Melee attack and the use of the Vengeageful Scripture can be used simultaneously.

Equipment
The Scripture Guardian carries a Scripture Scroll. It wears reinforced armour and a helmet. In addition, it has 2 arms that can be made to carry one Melee weapon available to your Warband as long as they have no restrictions (such as ELITE only, Assassins only, LIMIT: 2 etc.). You must pay the appropriate cost as standard.

Combat Helmet

Rules

Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

Lore

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

Reinforced Armour

Rules

Grants a -2 modifier to all injury rolls against the model wearing this armour.

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
The Origins of the Scripture Guardians are unknown, but rumours claim they are creations of great masters of Kabbalah. Reports of the Scripture Guardians began to circulate in the early days of the Great War. The destruction of Jerusalem upended great cities and unearthed tombs that should never have been disturbed, their occupants now wandering this unhappy land, endlessly reciting the sacred writings entrusted to them in death. Sometimes a lucky expedition to No Man’s Land can find such a creature, and placing a holy text of their own faith into its hands can turn the Scripture Guardian into a potent ally to whomever aligns with the holy (or indeed desecrated) scroll of tome given to its unyielding grasp.

Capable of speaking and reading the One True Language, the Scripture Guardian can unleash the powers it calls upon against anyone its master dictates. It serves its purpose with the single-mindedness of an automaton, unthinking and uncaring. Spoken by the Guardian, the words are empowered with the primordial power of Creation, and can unmake anything, growing in power the longer they target anything in the physical world.
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Sin Eater
md_sineater
Cost:6 Glory
Availability:0-1
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
-2
Base:50mm
Keywords:HERETIC, FEAR, TOUGH, STRONG
Image:@pie_vendor
Abilities
Devour the Guilty:

As a RISKY ACTION, the Sin Eater can attempt to consume a model, friend (in which case the ACTION is not RISKY and is done with +1 DICE) or foe, that is on a 40mm or smaller base and is within 1”. If successful, remove the model from the table and set aside any markers that the model has (BLOOD, INFECTION, BLESSING etc.). While it is devoured the model cannot be targeted by any attack or ability. When Activated, the devoured model may make one melee attack ACTION available to it, but the attack suffers a -3 DICE penalty when rolling to hit. A devoured model counts as being Down for all rules purposes (including Morale) and, if it is still devoured at the end of the battle, it counts as being Out of Action instead.

Whenever the Sin Eater is activated, the devoured model suffers one BLOOD MARKER automatically that cannot be avoided by any means. If the devoured model suffers a BLOOD MARKER in this way when it already has six BLOOD MARKER, it is immediately taken Out of Action and it is no longer considered devoured. If the Sin Eater is taken Out of Action, the devoured model is placed Down where the Sin Eater was. The Sin Eater can only ever have one consumed model in its belly.

Vomit:

The Sin Eater attempts to purge a model it has devoured as an ACTION with +4 DICE. If successful, the model’s controller places the model within 1” of the Sin Eater. If no suitable space exists, the vomit fails and the model remains devoured. The vomited model is Down. The Sin Eater can only use this ACTION if it has a model devoured.

Equipment
The Sin Eater is equipped with Reinforced Armour and a 2-handed Tenderizer Maul. You cannot alter the Sin Eater’s weapons and equipment in any way.

Tenderizer Maul

RangeMelee
Hands
2 Hands (Melee)
Modifiers+1 to Injuries
Keywords

HEAVY

Rules

Its huge reach means that the Sin Eater may make one Melee Attack ACTION against each enemy model it is fighting in Melee.

Reinforced Armour

Rules

Grants a -2 modifier to all injury rolls against the model wearing this armour.

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

Sin Eaters are horrific creatures: once they were mortal men and women, but their overwhelming greed and hunger for human flesh tainted with Sin, combined with the corrupting influence of the Hellgate, has turned them into a form that matches their inner foulness. They’re swollen into monstrous proportions and are always at a point of nearly bursting, yet forever ravenous for more flesh and human sins to devour.

The Sin Eater is one of the very few creatures that Beelzebub approves of outside his own followers due its insatiable gluttony.

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Armoury

Melee Weapons
Bayonet
2 Ducats
BAYONET LUG only
Coin Hammer
20 Ducats
LIMIT: 2
Double-Handed Blunt Weapon
10 Ducats
Greatsword / Greataxe
12 Ducats
Knife / Dagger
1 Ducats
Trench Polearm
7 Ducats
Sacrificial Knife
23 Ducats
LIMIT: 2
Elite only
Sword / Axe
4 Ducats
Trench Club
3 Ducats
Ranged Weapons
Anti-Materiel Rifle
3 Glory
LIMIT: 1
Automatic Rifle
2 Glory
LIMIT: 2
Automatic Shotgun
15 Ducats
Bolt-Action Rifle
10 Ducats
Gas Grenade Launcher
30 Ducats
LIMIT: 2
Gas Grenades
10 Ducats
Machine Gun
50 Ducats
LIMIT: 1
Pistol / Revolver
6 Ducats
Semi-Automatic Rifle
15 Ducats
Shotgun
10 Ducats
Silenced Pistol
15 Ducats
Elite only
Submachine Gun
2 Glory
Armour
Reinforced Armour
40 Ducats
Annointed Heavy Infantry, Elite only
Standard Armour
15 Ducats
Tarnished Armour
45 Ducats
LIMIT: 1
Trench Shield
10 Ducats
Equipment
Combat Helmet
5 Ducats
Gas Mask
5 Ducats
Golden Calf Altar
20 Ducats
LIMIT: 3
Hellbound Soul Contract
5 Ducats
LIMIT: 3
Heretic Trooper only
Infernal Brand Mark
5 Ducats
Mountaineer Kit
3 Ducats
LIMIT: 2
Musical Instrument
15 Ducats
LIMIT: 1
Shovel
5 Ducats
Standard of Mammon
25 Ducats
LIMIT: 1
Troop Flag
1 Glory
LIMIT: 1
Unholy Relic
15 Ducats
Unholy Trinket
15 Ducats
Exploration Only
Armour of Cobar
8 Glory
LIMIT: 1
Elite only
Battlefield Title
6 Glory
LIMIT: 1
Elite only
Demonic Aura Grenade
3 Glory
LIMIT: 1
Executioner's Axe
6 Glory
LIMIT: 1
Knighthood
4 Glory
LIMIT: 1
Elite only
The Mark of Cain
4 Glory
LIMIT: 1
Elite only
Rocket-Propelled Grenade
2 Glory
LIMIT: 1
Sniper Scope
2 Glory
LIMIT: 2
Rifle only
Trench Dog
1 Glory
LIMIT: 1
Trench Dog (Guard Dog)
2 Glory
LIMIT: 1
Trench Dog (Hellhound)
2 Glory
LIMIT: 1

Base Faction