Trench Ghosts

fc_hereticlegion_fv_trenchghosts
Faction lore

Sometimes when Heretic troopers die upon a hallowed ground or in presence of an uncorrupted holy relic, they become trapped between planes of existence. Claimed by neither Heaven nor Hell, the Trench Ghosts become Undead – doomed to fight a war without an end, attacking both the Faithful and Heretic alike, hating all life, obeying commands that no living can hear. Their greed for worldly wealth and items of power remains undiminished, and their semi-corporeal bodies are exceedingly difficult to destroy. Their faces, covered with gas masks they no longer have any use for, betray nothing of the agony they endure. In close combat they whisper of the agony of their existence and the pain of their doom which will never give them rest, their broken bodies and shattered minds forced to endure the horrors of war for all eternity. Few can withstand such terror without breaking.

Tales are told of many Trench Ghost Warbands that haunt No Man’s Land, but the most famous are the Ghosts of Tannenberg, shades of the Heretic force that won the battle of Tannenberg but after sacking the Church of St. Jacob passed into the shadow.

Faction Rules

Undead
All models in the Trench Ghost warband do not suffer additional BLOOD MARKERS from attacks with the Keyword GAS.
Tank Palanquin
At the cost of 60 ducats, the Heretic Priest of the warband can ride a ghostly Tank Palanquin.
Spectral
All models in the warband ignore movement penalties caused by Difficult Terrain, though they cannot move through any objects/terrain. Dangerous terrain affects them as normal.
Slow
All models in Trench Ghost warband have a half Dash distance (i.e. 3”), and they suffer -1 DICE to all attacks against models Retreating from Melee combat.
Semi-Corporeal
Any Ranged attacks against all models in the Trench Ghost Warband roll injuries with -1 DICE – the undead are hard to kill with bullets! Melee Attacks do not suffer this penalty.
Sarcophagus Mine
At the cost of +30 ducats, up to two of the Troopers can be turned into Sarcophagus Mines.

Upgrades
Sarcophagus Mine - 30 Ducats
Limit: 2

They gain an armour characteristic of -3, but can carry no other weapons or any other items from the Armoury. In addition, whenever an enemy comes within 3” of the Mine, you can trigger a detonation as described below. Alternatively, you can forgo this and explode the mine during your own Activation of the model with a successful RISKY ACTION with +1 DICE.

When detonated, the mine explosion is treated as a BLAST 3” weapon targeting the Sarcophagus model with Keyword SHRAPNEL. Models within 1” of the model hit by the explosion roll their injuries with +1 DICE. The Mine itself is taken Out of Action.

Lost Souls
Since only mortals who have souls become ghosts, this warband may not have any model with the Keyword ARTIFICIAL, such as War Wolves or Artillery Witches. In addition, no model in the warband may have a Hellbound Soul Contract or an Infernal Brand Mark. Any model that has one of these pieces of equipment in their base profile will not have it, although its price stays the same.
Horror
All models in the Warband cause FEAR.
Enemies of All
Trench Ghosts cannot use Mercenaries.
Barbed Wire Banshee
Instead of a Chorister, a Trench Ghost warband may include a Barbed Wire Banshee at the same cost. It has the same characteristics as a Chorister with the usual Trench Ghost special rules applied to it, but instead of the Unholy Hymns ability the Banshee has Death Wail.

Captains

Heretic Priest
md_hereticpriest
Cost:80 Ducats
Availability:1
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Base:32mm
Keywords:ELITE, HERETIC, TOUGH, LEADER, FEAR
Image:@pie_vendor
Abilities
Puppet Master:

Select a target model, friend or foe (including the Priest), within 12”. As a RISKY ACTION you can move the model D6” in any one direction, including forcing it to jump/fall down or enter into melee combat with any enemy model (as if it had Charged), or leave Combat (as if it had Retreated, including granting any enemies within range free attacks).

Undead:

All models in the Trench Ghost warband do not suffer additional BLOOD MARKERS from attacks with the Keyword GAS.

Spectral:

All models in the warband ignore movement penalties caused by Difficult Terrain, though they cannot move through any objects/terrain. Dangerous terrain affects them as normal.

Slow:

All models in Trench Ghost warband have a half Dash distance (i.e. 3”), and they suffer -1 DICE to all attacks against models Retreating from Melee combat.

Semi-Corporeal:

Any Ranged attacks against all models in the Trench Ghost Warband roll injuries with -1 DICE – the undead are hard to kill with bullets! Melee Attacks do not suffer this penalty.

Horror:

All models in the Warband cause FEAR.

Equipment
The Heretic Priest can be equipped with any weapon, armour or equipment from the Heretic Legion Armoury.
Lore
The Leader of a Heretic warband. These fallen priests perform all kinds of unholy magics, summoning petrifying demons and creatures using their Goetic spells. Often pledged to a Demon Lord in Hell, such as Pazuzu or Guison, the Profane Gospels they recite terrify church forces, causing ears to bleed and eyeballs to burst in their sockets.
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Elite

Barbed Wire Banshee
md_heretichorister_barbedwirebanshee
Cost:65 Ducats
Availability:0-1
Movement
6"/Infantry
Melee
+2D
Ranged
-2D
Armour
0
Base:32mm
Keywords:HERETIC, FEAR, ELITE
Image:@pie_vendor
Abilities
Death Wail:

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

Undead:

All models in the Trench Ghost warband do not suffer additional BLOOD MARKERS from attacks with the Keyword GAS.

Spectral:

All models in the warband ignore movement penalties caused by Difficult Terrain, though they cannot move through any objects/terrain. Dangerous terrain affects them as normal.

Slow:

All models in Trench Ghost warband have a half Dash distance (i.e. 3”), and they suffer -1 DICE to all attacks against models Retreating from Melee combat.

Semi-Corporeal:

Any Ranged attacks against all models in the Trench Ghost Warband roll injuries with -1 DICE – the undead are hard to kill with bullets! Melee Attacks do not suffer this penalty.

Horror:

All models in the Warband cause FEAR.

Equipment
The Heretic Chorister can be equipped with any weapon, armour or equipment from the Heretic Legion Armoury.
Lore
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Death Commando
md_deathcommando
Cost:90 Ducats
Availability:0-1
Movement
6"/Infantry
Melee
+2D
Ranged
+1D
Armour
0
Base:32mm
Keywords:ELITE, INFILTRATOR, FEAR
Image:@pie_vendor
Abilities
Hide:

As a RISKY ACTION with +1 DICE the Commando can hide if any piece of scenery the model is touching can block line of sight in any direction, even partially, regardless of whether an enemy currently has a clear LOS. If successful, enemies cannot target the Commando with ranged attacks or Charges. Weapons with the Keyword BLAST affect the Commando as normal if it is in the radius of the weapon. This effect ends if the Commando moves from its exact position in any way, it makes a Ranged Attack or an enemy model comes within 1.5” of it.

Stealth Generator:

Ranged attacks against a Death Commando suffer -1 DICE to all the attack rolls.

Undead:

All models in the Trench Ghost warband do not suffer additional BLOOD MARKERS from attacks with the Keyword GAS.

Spectral:

All models in the warband ignore movement penalties caused by Difficult Terrain, though they cannot move through any objects/terrain. Dangerous terrain affects them as normal.

Slow:

All models in Trench Ghost warband have a half Dash distance (i.e. 3”), and they suffer -1 DICE to all attacks against models Retreating from Melee combat.

Semi-Corporeal:

Any Ranged attacks against all models in the Trench Ghost Warband roll injuries with -1 DICE – the undead are hard to kill with bullets! Melee Attacks do not suffer this penalty.

Horror:

All models in the Warband cause FEAR.

Equipment
The Death Commando can be equipped with any weapon, armour or equipment from the Heretic Legion Armoury. The only ranged weapons they can be equipped with are Silenced Pistols, a Tormentor Chain and Gas Grenades.
Lore
Silent Killers equipped with stealth generators that hide them from the eyes of God. These terrifying infiltrators have been known to kill entire enemy squads alone.
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Infantry

Annointed Heavy Infantry (Trench Ghost)
md_annointedheavyinfantry_trenchghost
Cost:95 Ducats
Availability:0-5
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Base:32mm
Keywords:STRONG, HERETIC, FEAR
Image:@pie_vendor
Abilities
Undead:

All models in the Trench Ghost warband do not suffer additional BLOOD MARKERS from attacks with the Keyword GAS.

Spectral:

All models in the warband ignore movement penalties caused by Difficult Terrain, though they cannot move through any objects/terrain. Dangerous terrain affects them as normal.

Slow:

All models in Trench Ghost warband have a half Dash distance (i.e. 3”), and they suffer -1 DICE to all attacks against models Retreating from Melee combat.

Semi-Corporeal:

Any Ranged attacks against all models in the Trench Ghost Warband roll injuries with -1 DICE – the undead are hard to kill with bullets! Melee Attacks do not suffer this penalty.

Horror:

All models in the Warband cause FEAR.

Equipment
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

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

All models in the Trench Ghost warband do not suffer additional BLOOD MARKERS from attacks with the Keyword GAS.

Spectral:

All models in the warband ignore movement penalties caused by Difficult Terrain, though they cannot move through any objects/terrain. Dangerous terrain affects them as normal.

Slow:

All models in Trench Ghost warband have a half Dash distance (i.e. 3”), and they suffer -1 DICE to all attacks against models Retreating from Melee combat.

Semi-Corporeal:

Any Ranged attacks against all models in the Trench Ghost Warband roll injuries with -1 DICE – the undead are hard to kill with bullets! Melee Attacks do not suffer this penalty.

Horror:

All models in the Warband cause FEAR.

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
-
Change
Sarcophagus Mine - 30 Ducats
Limit: 2

They gain an armour characteristic of -3, but can carry no other weapons or any other items from the Armoury. In addition, whenever an enemy comes within 3” of the Mine, you can trigger a detonation as described below. Alternatively, you can forgo this and explode the mine during your own Activation of the model with a successful RISKY ACTION with +1 DICE.

When detonated, the mine explosion is treated as a BLAST 3” weapon targeting the Sarcophagus model with Keyword SHRAPNEL. Models within 1” of the model hit by the explosion roll their injuries with +1 DICE. The Mine itself is taken Out of Action.

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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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
Keywords:FEAR
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.

Undead:

All models in the Trench Ghost warband do not suffer additional BLOOD MARKERS from attacks with the Keyword GAS.

Spectral:

All models in the warband ignore movement penalties caused by Difficult Terrain, though they cannot move through any objects/terrain. Dangerous terrain affects them as normal.

Slow:

All models in Trench Ghost warband have a half Dash distance (i.e. 3”), and they suffer -1 DICE to all attacks against models Retreating from Melee combat.

Semi-Corporeal:

Any Ranged attacks against all models in the Trench Ghost Warband roll injuries with -1 DICE – the undead are hard to kill with bullets! Melee Attacks do not suffer this penalty.

Horror:

All models in the Warband cause FEAR.

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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Armoury

Melee Weapons
Bayonet
2 Ducats
BAYONET LUG only
Blasphemous Staff
2 Glory
Elite only
Double-Handed Blunt Weapon
10 Ducats
Greatsword / Greataxe
12 Ducats
Hellblade
1 Glory
LIMIT: 2
Knife / Dagger
1 Ducats
Trench Polearm
7 Ducats
Sacrificial Knife
23 Ducats
LIMIT: 2
Elite only
Sword / Axe
4 Ducats
Tartarus Claws
15 Ducats
Death Commando only
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
Flamethrower
30 Ducats
LIMIT: 3
Gas Grenades
10 Ducats
Grenade Launcher
30 Ducats
LIMIT: 2
Grenades
7 Ducats
Heavy Flamethrower
55 Ducats
LIMIT: 2
Incendiary Grenades
15 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
Tank Palanquin
60 Ducats
LIMIT: 1
Heretic Priest only
Trench Shield
10 Ducats
Equipment
Combat Helmet
5 Ducats
Gas Mask
5 Ducats
Incendiary Ammunition
15 Ducats
LIMIT: 1
Mountaineer Kit
3 Ducats
LIMIT: 2
Musical Instrument
15 Ducats
LIMIT: 1
Shovel
5 Ducats
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
Tormentor Chain
3 Glory
LIMIT: 2
Trench Dog
1 Glory
LIMIT: 1
Trench Dog (Guard Dog)
2 Glory
LIMIT: 1
Trench Dog (Hellhound)
2 Glory
LIMIT: 1

Base Faction