Trench Ghosts

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
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.
Captains

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).
All models in the Trench Ghost warband do not suffer additional BLOOD MARKERS from attacks with the Keyword GAS.
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.
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.
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.
All models in the Warband cause FEAR.
Elite

All enemy models within 8” of the Chorister suffer an additional +1 DICE when any injury roll is made against them.
All models in the Trench Ghost warband do not suffer additional BLOOD MARKERS from attacks with the Keyword GAS.
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.
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.
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.
All models in the Warband cause FEAR.

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.
Ranged attacks against a Death Commando suffer -1 DICE to all the attack rolls.
All models in the Trench Ghost warband do not suffer additional BLOOD MARKERS from attacks with the Keyword GAS.
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.
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.
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.
All models in the Warband cause FEAR.
Infantry

All models in the Trench Ghost warband do not suffer additional BLOOD MARKERS from attacks with the Keyword GAS.
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.
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.
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.
All models in the Warband cause FEAR.
Reinforced Armour
Grants a -2 modifier to all injury rolls against the model wearing this armour.
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.

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

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.
If a Wretch is taken Out of Action in battle, one of your models with Keywords HERETIC and ELITE gains one BLESSING MARKER.
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.
All models in the Trench Ghost warband do not suffer additional BLOOD MARKERS from attacks with the Keyword GAS.
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.
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.
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.
All models in the Warband cause FEAR.
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.