Models Glossary

Before the start of the battle, one Trench Pilgrim or Ecclesiastic Prisoner may voluntarily be broken on the wheel to show their piety and devotion (permanently remove all weapons, armour and equipment from the victim and use/store them as you wish). The Anchorite will then shatter the bones of the volunteer and carry the broken victim to the battle on its Wheel.
As long as the volunteer is not taken Out of Action, any Attacks against the Anchorite are redirected to the volunteer. The volunteer cannot be independently targeted by any abilities or attacks (including BLAST weapons). For all rules purposes and attack effects (such as forced movement), the two models are treated as a single model, including sharing BLOOD, INFECTION and BLESSING MARKERS. Treat Down results against the volunteer as a Minor Hit.
The volunteer cannot take any ACTIONS, be Activated separately or move – for obvious reasons. At the end of the battle, even if the volunteer may have survived, the model dies and is removed from your warband.
Combat Helmet
Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.
The simple combat helmet has proven its value on the battlefield time and again.
Catherine Wheel
Range | Melee |
Hands | 1 Hands (Melee) |
Modifiers | +1D to Hit, 3D6 Injury Roll |
HEAVY, RISKY ACTION
The Anchorite treats the Catherine Wheel as a one-handed melee weapon with the Keywords RISKY and HEAVY that grants a +1 DICE bonus to hit (for a total of +3 DICE due to its Melee Characteristic). Because of the enormous weight and the skill of the Anchorite Shrine in inflicting maximum pain, the Catherine Wheel rolls on the Injury Chart with 3D6 (instead of usual 2D6), adding all three dice together!
Bonebreaker Mace
Range | Melee |
Hands | 1 Hands (Melee) |
Modifiers | +1D to Injuries |
RISKY ACTION
The Anchorite treats the Bonebreaker Mace as a one-handed melee weapon with the Keyword RISKY. The Bonebreaker Mace has a +1 DICE bonus to injure. Because the Mace is wielded alongside the Catherine Wheel, it is treated as an Off-Hand Weapon and suffers penalties accordingly.

Combat Helmet
Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.
The simple combat helmet has proven its value on the battlefield time and again.
Bonebreaker Mace
Range | Melee |
Hands | 1 Hands (Melee) |
Modifiers | +1D to Injuries |
RISKY ACTION
The Anchorite treats the Bonebreaker Mace as a one-handed melee weapon with the Keyword RISKY. The Bonebreaker Mace has a +1 DICE bonus to injure. Because the Mace is wielded alongside the Catherine Wheel, it is treated as an Off-Hand Weapon and suffers penalties accordingly.
Catherine Wheel
Range | Melee |
Hands | 1 Hands (Melee) |
Modifiers | +1D to Hit, 3D6 Injury Roll |
HEAVY, RISKY ACTION
The Anchorite treats the Catherine Wheel as a one-handed melee weapon with the Keywords RISKY and HEAVY that grants a +1 DICE bonus to hit (for a total of +3 DICE due to its Melee Characteristic). Because of the enormous weight and the skill of the Anchorite Shrine in inflicting maximum pain, the Catherine Wheel rolls on the Injury Chart with 3D6 (instead of usual 2D6), adding all three dice together!

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

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.

The Artillery Witch can Climb up without taking an ACTION and does not roll on the Injury Chart when falling.
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.
Infernal Bomb
Range | 36" |
Hands | 1 Hands (Ranged) |
Modifiers | Blast 3" |
BLAST (X), SHRAPNEL
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, roll with 3D6 on the Injury Chart and add the dice together! Other models hit by the bomb roll on the Injury Chart as standard. 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 SHRAPNEL 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.
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.

The Artillery Witch can Climb up without taking an ACTION and does not roll on the Injury Chart when falling.
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.
Infernal Gas Bomb
Range | 36" |
Hands | 1 Hands (Ranged) |
Modifiers | Ignore Armour, Blast 3" |
BLAST (X), GAS
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.




Due to their knowledge of anatomy and physiology, medics are experts at inflicting debilitating injuries and excruciating pain. Unless the target has the Keyword DEMONIC or BLACK GRAIL, add +1 DICE to any injury rolls the Medic makes in melee against opponents who are Down.
The Medic adds +1 DICE whenever they use their Medi-Kit to aid friendly models.
The medic is immune to FEAR.
Combat Helmet
Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.
The simple combat helmet has proven its value on the battlefield time and again.
Standard Armour
-1 to all Injury Chart rolls against the model. Can be combined with any shield.
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 mass-produced, but highly effective even against high-calibre weapons.
Medi-Kit
Models with a Medi-kit can take a RISKY ACTION to remove one BLOOD MARKER from any one friendly model (including themselves) within 1" range or allow one friendly model (including themselves) that is Down to regain their footing.
Battlefield first aid has brought many soldiers back from the brink of death. Blessed ointments can seal fatal wounds completely, while the black blood of demons used by twisted heretic medics allows mangled troops to return to the fray.
Misericordia
Range | Melee |
Hands | 1 Hands (Melee) |
Modifiers | Ignore Armour |
Ignores the armour of opponents that are Down.
The misericordia dagger is designed to put enemies out of their misery by finding chinks in the armour: eye slits, neck joints and so forth.
The Sisters of St. 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 help any wounded soldiers of the Faith, no matter how dire the circumstance, as well as dispatching heretics and other enemies they find on the battlefield without pity or mercy.
Armed with a combat surgical knife that doubles as a Misericordia, they are as equally adept at saving lives as taking them from those they find lying wounded in No Man’s Land. They carry medical kits with a plethora of battlefield drugs that are especially useful for nullifying the pain of even the most ghastly wounds, and getting soldiers back on their feet and back into the fray, even if just for a few moments so they can accomplish their mission or die trying.
Due to their knowledge of anatomy and physiology, medics are experts at inflicting debilitating injuries and excruciating pain. Unless the target has the Keyword DEMONIC or BLACK GRAIL, add +1 DICE to any injury rolls the Medic makes in melee against opponents who are Down.
The Medic adds +1 DICE whenever they use their Medi-Kit to aid friendly models.
The medic is immune to FEAR.
Combat Helmet
Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.
The simple combat helmet has proven its value on the battlefield time and again.
Standard Armour
-1 to all Injury Chart rolls against the model. Can be combined with any shield.
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 mass-produced, but highly effective even against high-calibre weapons.
Medi-Kit
Models with a Medi-kit can take a RISKY ACTION to remove one BLOOD MARKER from any one friendly model (including themselves) within 1" range or allow one friendly model (including themselves) that is Down to regain their footing.
Battlefield first aid has brought many soldiers back from the brink of death. Blessed ointments can seal fatal wounds completely, while the black blood of demons used by twisted heretic medics allows mangled troops to return to the fray.
Misericordia
Range | Melee |
Hands | 1 Hands (Melee) |
Modifiers | Ignore Armour |
Ignores the armour of opponents that are Down.
The misericordia dagger is designed to put enemies out of their misery by finding chinks in the armour: eye slits, neck joints and so forth.
The Sisters of St. 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 help any wounded soldiers of the Faith, no matter how dire the circumstance, as well as dispatching heretics and other enemies they find on the battlefield without pity or mercy.
Armed with a combat surgical knife that doubles as a Misericordia, they are as equally adept at saving lives as taking them from those they find lying wounded in No Man’s Land. They carry medical kits with a plethora of battlefield drugs that are especially useful for nullifying the pain of even the most ghastly wounds, and getting soldiers back on their feet and back into the fray, even if just for a few moments so they can accomplish their mission or die trying.

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.
If the Corpse Guard inflicts one or more BLOOD MARKERS or INFECTION MARKERS with a melee attack on a non-BLACK GRAIL model, it can remove one of its own BLOOD or INFECTION MARKERS.
If a BLACK GRAIL model within 1” of the Corpse Guard is hit, the Corpse Guard can redirect the hit to itself. The injury and any additional effects of the attack are resolved against the Corpse Guard instead of the original target. This ability cannot be used against BLAST weapons.
Corpse Guard can be equipped with any weapon, armour and equipment from the Black Grail Armoury.
Only the strongest human devotees can survive the blessings of the Black Grail. The ones that do are inducted into the ranks of the Corpse Guard, bodyguards to the nobility of the Black Grail. If they serve with distinction, they may one day join the ranks of the Infernal Nobility.

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.
If the Corpse Guard inflicts one or more BLOOD MARKERS or INFECTION MARKERS with a melee attack on a non-BLACK GRAIL model, it can remove one of its own BLOOD or INFECTION MARKERS.
Corpse Guard can be equipped with any weapon, armour and equipment from the Black Grail Armoury.
Only the strongest human devotees can survive the blessings of the Black Grail. The ones that do are inducted into the ranks of the Corpse Guard, bodyguards to the nobility of the Black Grail. If they serve with distinction, they may one day join the ranks of the Infernal Nobility.

If the Ecclesiastic Prisoner is taken Out of Action by its Martyrdom Device, it does not count as being Out of Action for any rules related to Morale.
Ecclesiastic Prisoner can add +1 DICE to their Dash ACTION.
Iron Capirote
Negates the additional BLOOD MARKERS from weapons with Keyword SHRAPNEL. Makes the model immune to the effects of FEAR.
A conical helmet reminiscent of the headgear of the penitents. Blessed by the Church and often containing a fragment of a relic, Iron Capirotes shield their wearers from the psychological horror of war, enabling them to face creatures from the pits of Hell unflinchingly.

Ecclesiastic Prisoner can add +1 DICE to their Dash ACTION.
If the Ecclesiastic Prisoner is taken Out of Action by its Martyrdom Device, it does not count as being Out of Action for any rules related to Morale.

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.
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.
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.
Sword / Axe
Range | Melee |
Hands | 1 Hands (Melee) |
CRITICAL
Because of the martial traditions of many proud nations and due to the advances in armour technology, swords and axes are extremely popular, especially amongst elite units and officers. They are supremely useful for finishing off downed opponents and causing profusely bleeding wounds.
Reinforced Armour
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.
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.
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.
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.
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.
Sword / Axe
Range | Melee |
Hands | 1 Hands (Melee) |
CRITICAL
Because of the martial traditions of many proud nations and due to the advances in armour technology, swords and axes are extremely popular, especially amongst elite units and officers. They are supremely useful for finishing off downed opponents and causing profusely bleeding wounds.
Reinforced Armour
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.
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.

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.
For each friendly BLACK GRAIL model within 3” of the model, it gains +1 DICE to its Melee attack rolls, up to maximum +4 DICE.
Thralls cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed.
The boons 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, and join the endless legions of empty, hollowed-out and diseased husks who must obey the whims of the Black Grail nobles for all eternity, while suffering the torment of their countless supernatural infections.
Thralls come in two varieties: Grail Thralls that 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.

For each friendly BLACK GRAIL model within 3” of the model, it gains +1 DICE to its Melee attack rolls, up to maximum +4 DICE.
Thralls cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed.
The boons 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, and join the endless legions of empty, hollowed-out and diseased husks who must obey the whims of the Black Grail nobles for all eternity, while suffering the torment of their countless supernatural infections.
Thralls come in two varieties: Grail Thralls that 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.
For each friendly BLACK GRAIL model within 3” of the model, it gains +1 DICE to its Melee attack rolls, up to maximum +4 DICE.
Thralls cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed.
The boons 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, and join the endless legions of empty, hollowed-out and diseased husks who must obey the whims of the Black Grail nobles for all eternity, while suffering the torment of their countless supernatural infections.
Thralls come in two varieties: Grail Thralls that 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.
Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.
For each friendly BLACK GRAIL model within 3” of the model, it gains +1 DICE to its Melee attack rolls, up to maximum +4 DICE.
Thralls can be equipped with ranged weapons, troop flags, or instruments, but nothing else. They do not suffer penalties for fighting unarmed.
The boons of the 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, and join the endless legions of empty, hollowed-out and diseased husks who must obey the whims of the Black Grail nobles for all eternity, while suffering the torment of their countless supernatural infections.
Thralls come in two varieties: Grail Thralls that have become almost impervious to pain and Fly Thralls, controlled by the gargantuan hell-flies that have buried their proboscis deep into the central nervous system of their victims, allowing far greater mobility in exchange for less resistance to pain.

Some infected with The Great Hunger care only to proliferate their agonizing disease. A model with the Ravenous Infection Ability may make a RISKY ACTION to spread the virus. On a success, the model may place an INFECTION MARKER on any other model within 1”, as the Great Hunger virus burns through the battlefield. A model’s Activation ends immediately after using this Ability.
For each friendly BLACK GRAIL model within 3” of the model, it gains +1 DICE to its Melee attack rolls, up to maximum +4 DICE.
Thralls cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed.
Blighted Claws
Add +1 DICE and the CRITICAL Keyword to Melee Attacks made by this model.
The boons of the 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, and join the endless legions of empty, hollowed-out and diseased husks who must obey the whims of the Black Grail nobles for all eternity, while suffering the torment of their countless supernatural infections.
Thralls come in two varieties: Grail Thralls that 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.
Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.
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.
For each friendly BLACK GRAIL model within 3” of the model, it gains +1 DICE to its Melee attack rolls, up to maximum +4 DICE.
Thralls cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed.
Blighted Claws
Add +1 DICE and the CRITICAL Keyword to Melee Attacks made by this model.
The boons of the 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, and join the endless legions of empty, hollowed-out and diseased husks who must obey the whims of the Black Grail nobles for all eternity, while suffering the torment of their countless supernatural infections.
Thralls come in two varieties: Grail Thralls that have become almost impervious to pain and Fly Thralls, controlled by the gargantuan hell-flies that have buried their proboscis deep into the central nervous system of their victims, allowing far greater mobility in exchange for less resistance to pain.

If the scenario you are playing allows INFILTRATORS to use their special deployment rules, after any INFILTRATORS have deployed, you can deploy these Cradle Thralls within 1” of any edge of the battlefield and more than 8” away from any enemy models.
Some infected with The Great Hunger care only to proliferate their agonizing disease. A model with the Ravenous Infection Ability may make a RISKY ACTION to spread the virus. On a success, the model may place an INFECTION MARKER on any other model within 1”, as the Great Hunger virus burns through the battlefield. A model’s Activation ends immediately after using this Ability.
For each friendly BLACK GRAIL model within 3” of the model, it gains +1 DICE to its Melee attack rolls, up to maximum +4 DICE.
Thralls cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed.
Blighted Claws
Add +1 DICE and the CRITICAL Keyword to Melee Attacks made by this model.
The boons of the 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, and join the endless legions of empty, hollowed-out and diseased husks who must obey the whims of the Black Grail nobles for all eternity, while suffering the torment of their countless supernatural infections.
Thralls come in two varieties: Grail Thralls that 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.

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.
If the scenario you are playing allows INFILTRATORS to use their special deployment rules, after any INFILTRATORS have deployed, you can deploy these Cradle Thralls within 1” of any edge of the battlefield and more than 8” away from any enemy models.
Some infected with The Great Hunger care only to proliferate their agonizing disease. A model with the Ravenous Infection Ability may make a RISKY ACTION to spread the virus. On a success, the model may place an INFECTION MARKER on any other model within 1”, as the Great Hunger virus burns through the battlefield. A model’s Activation ends immediately after using this Ability.
For each friendly BLACK GRAIL model within 3” of the model, it gains +1 DICE to its Melee attack rolls, up to maximum +4 DICE.
Thralls cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed.
Blighted Claws
Add +1 DICE and the CRITICAL Keyword to Melee Attacks made by this model.
The boons of the 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, and join the endless legions of empty, hollowed-out and diseased husks who must obey the whims of the Black Grail nobles for all eternity, while suffering the torment of their countless supernatural infections.
Thralls come in two varieties: Grail Thralls that 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.
All enemy models within 8” of the Chorister suffer an additional -1 DICE for all ACTIONS they attempt.
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.

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

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).

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

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.
Hounds roll to Dash with +1 DICE and they do not suffer any penalties to movement after they Stand from being Down.
If an enemy model is Activated while in Melee Combat with a Hound, that model suffers one INFECTION MARKER.
The Hounds cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed. At the cost of +5 ducats, they cause INFECTION MARKERS with their unarmed attacks instead of BLOOD MARKERS.
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 diseases and pestilence in the name of their dark master.

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.
Hounds roll to Dash with +1 DICE and they do not suffer any penalties to movement after they Stand from being Down.
If an enemy model is Activated while in Melee Combat with a Hound, that model suffers one INFECTION MARKER.
The Hounds cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed. At the cost of +5 ducats, they cause INFECTION MARKERS with their unarmed attacks instead of BLOOD MARKERS.
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 diseases and pestilence in the name of their dark master.

If the first ACTION a Janissary makes during their Activation is a Charge, they can add +1 DICE to their subsequent Melee Attack ACTIONS during this Activation.

The ritual Dance of the Dervishes is hypnotic to witness, and it is as graceful as it is deadly. All Ranged attacks against Dervishes suffer -1 DICE penalty. Dervishes do not suffer the normal -1 DICE to hit for fighting with an Off-Hand weapon.
If the first ACTION a Janissary makes during their Activation is a Charge, they can add +1 DICE to their subsequent Melee Attack ACTIONS during this Activation.

If the first ACTION a Janissary makes during their Activation is a Charge, they can add +1 DICE to their subsequent Melee Attack ACTIONS during this Activation.
If the first ACTION a Janissary makes during their Activation is a Charge, they can add +1 DICE to their subsequent Melee Attack ACTIONS during this Activation.

Once per Turn, as an ACTION the Lieutenant can instead force the opponent to activate one of their models that the Lieutenant can select from amongst the models they can see. This ends the Activation of the Lieutenant.
Lieutenants are leaders of small squads or platoons of New Antioch’s soldiers, playing a fundamental role on the distant frontlines of the Trench Crusade, displaying unwavering resolve in preserving the unity and morale of their troops. Lieutenants might be the favoured son or daughter of a noble family or gained their rank by impressing their superiors with their exceptional strategic acumen and audacious bravery.
In addition to their command role, they are also responsible for acquiring new weapons, arms, equipment and food for their troops. All too often this requires looting the battlefields of No Man’s Land or even raiding settlements, since resupply can be sporadic at best.
Having rightfully earned their position, Lieutenants enjoy the privilege of selecting their preferred arms and armour, often with the pick of the rarest battlefield finds. It is not uncommon for a Lieutenant to wield a distinctive weapon, perhaps a family heirloom, an idiosyncratic affectation or an ostentatious piece providing some much-needed swagger

Lieutenants are leaders of small squads or platoons of New Antioch’s soldiers, playing a fundamental role on the distant frontlines of the Trench Crusade, displaying unwavering resolve in preserving the unity and morale of their troops. Lieutenants might be the favoured son or daughter of a noble family or gained their rank by impressing their superiors with their exceptional strategic acumen and audacious bravery.
In addition to their command role, they are also responsible for acquiring new weapons, arms, equipment and food for their troops. All too often this requires looting the battlefields of No Man’s Land or even raiding settlements, since resupply can be sporadic at best.
Having rightfully earned their position, Lieutenants enjoy the privilege of selecting their preferred arms and armour, often with the pick of the rarest battlefield finds. It is not uncommon for a Lieutenant to wield a distinctive weapon, perhaps a family heirloom, an idiosyncratic affectation or an ostentatious piece providing some much-needed swagger
Once per Turn, as an ACTION the Lieutenant can instead force the opponent to activate one of their models that the Lieutenant can select from amongst the models they can see. This ends the Activation of the Lieutenant.
Lieutenants are leaders of small squads or platoons of New Antioch’s soldiers, playing a fundamental role on the distant frontlines of the Trench Crusade, displaying unwavering resolve in preserving the unity and morale of their troops. Lieutenants might be the favoured son or daughter of a noble family or gained their rank by impressing their superiors with their exceptional strategic acumen and audacious bravery.
In addition to their command role, they are also responsible for acquiring new weapons, arms, equipment and food for their troops. All too often this requires looting the battlefields of No Man’s Land or even raiding settlements, since resupply can be sporadic at best.
Having rightfully earned their position, Lieutenants enjoy the privilege of selecting their preferred arms and armour, often with the pick of the rarest battlefield finds. It is not uncommon for a Lieutenant to wield a distinctive weapon, perhaps a family heirloom, an idiosyncratic affectation or an ostentatious piece providing some much-needed swagger
Mamluks can form a FIRETEAM with any one ELITE model in the Warband they are part of. This FIRETEAM is always in addition to any other FIRETEAM(s) the Warband is allowed to form. If a Mamluk joins a New Antioch FIRETEAM, the model benefits from the Co-ordinated Fireteam special rules.
Mamluks are disciples of Furūsiyya, the Knightly Discipline passed on through generations, they practice ceaselessly and have few equals. This gives their Jezzails the Keyword ASSAULT as well as the Shield Combo ability. Additionally, they suffer no penalties for fighting with off-hand weapons in melee.
Unless the scenario prohibits use of the special deployment of INFILTRATORS, you may deploy the Mamluk on any table edge as long as they are at least 8” away from any enemy model after INFILTRATORS are deployed. Mamluks can also be deployed in your own deployment zone as standard.
Jezzail
Range | 18" |
Hands | 2 Hands (Ranged) |
These long arms are by far the most common weapons carried by the soldiers of the Sultanate of the Great Iron Wall. Their barrels are smoothbore which limits their accuracy at 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
Adds +1 DICE to Ranged Attack rolls on the Action Success Chart. Can only be used with Jezzails, Alaybozan, Halberd-Guns and Siege Jezzails.
Jabirean Alchemists craft these Jezzail bullets from the slivers of the Iron Wall. Each such shot is carved the Seal of Solomon, guiding them during their path through the air.
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.
Combat Helmet
Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.
The simple combat helmet has proven its value on the battlefield time and again.
Choose One of the Following |
---|
Trench Polearm and Trench Shield |
Sword / Axe and Pistol / Revolver |
Mamluk Greatsword |

Mamluks can form a FIRETEAM with any one ELITE model in the Warband they are part of. This FIRETEAM is always in addition to any other FIRETEAM(s) the Warband is allowed to form. If a Mamluk joins a New Antioch FIRETEAM, the model benefits from the Co-ordinated Fireteam special rules.
Mamluks are disciples of Furūsiyya, the Knightly Discipline passed on through generations, they practice ceaselessly and have few equals. This gives their Jezzails the Keyword ASSAULT as well as the Shield Combo ability. Additionally, they suffer no penalties for fighting with off-hand weapons in melee.
Unless the scenario prohibits use of the special deployment of INFILTRATORS, you may deploy the Mamluk on any table edge as long as they are at least 8” away from any enemy model after INFILTRATORS are deployed. Mamluks can also be deployed in your own deployment zone as standard.
Jezzail
Range | 18" |
Hands | 2 Hands (Ranged) |
These long arms are by far the most common weapons carried by the soldiers of the Sultanate of the Great Iron Wall. Their barrels are smoothbore which limits their accuracy at 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
Adds +1 DICE to Ranged Attack rolls on the Action Success Chart. Can only be used with Jezzails, Alaybozan, Halberd-Guns and Siege Jezzails.
Jabirean Alchemists craft these Jezzail bullets from the slivers of the Iron Wall. Each such shot is carved the Seal of Solomon, guiding them during their path through the air.
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.
Combat Helmet
Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.
The simple combat helmet has proven its value on the battlefield time and again.
Choose One of the Following |
---|
Trench Polearm and Trench Shield |
Sword / Axe and Pistol / Revolver |
Mamluk Greatsword |

Reinforced Armour
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.
Well-armoured, large soldiers who wield the heavy weaponry of the company. They are selected from amongst the best and given heavy chemical enhancements.

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.
Well-armoured, large soldiers who wield the heavy weaponry of the company. They are selected from amongst the best and given heavy chemical enhancements.
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.
Well-armoured, large soldiers who wield the heavy weaponry of the company. They are selected from amongst the best and given heavy chemical enhancements.
Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.
A Plague Knight cannot be fielded, unless it is equipped with a suit of armour. In addition, a Plague Knight can be equipped with any weapon, armour and equipment from the Black Grail Armoury
Plague Knight Ranks You may have one rank per Plague Knight if you pay the necessary cost, as indicated.
Ranking lowliest in the nobility of the Black Grail, these armoured great warriors were once truly depraved worshippers Beelzebub. When the Black Grail came for them, they willingly submitted themselves 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.

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.
A Plague Knight cannot be fielded, unless it is equipped with a suit of armour. In addition, a Plague Knight can be equipped with any weapon, armour and equipment from the Black Grail Armoury
Plague Knight Ranks You may have one rank per Plague Knight if you pay the necessary cost, as indicated.
Ranking lowliest in the nobility of the Black Grail, these armoured great warriors were once truly depraved worshippers Beelzebub. When the Black Grail came for them, they willingly submitted themselves 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.
Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.
Some infected with The Great Hunger care only to proliferate their agonizing disease. A model with the Ravenous Infection Ability may make a RISKY ACTION to spread the virus. On a success, the model may place an INFECTION MARKER on any other model within 1”, as the Great Hunger virus burns through the battlefield. A model’s Activation ends immediately after using this Ability.
A Plague Knight cannot be fielded, unless it is equipped with a suit of armour. In addition, a Plague Knight can be equipped with any weapon, armour and equipment from the Black Grail Armoury
Plague Knight Ranks You may have one rank per Plague Knight if you pay the necessary cost, as indicated.
Ranking lowliest in the nobility of the Black Grail, these armoured great warriors were once truly depraved worshippers Beelzebub. When the Black Grail came for them, they willingly submitted themselves 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.

Stigmatic Nuns may take any Dash ACTION or jump/climb/Diving Charge ACTION with +1 DICE.
At the start of each of their Activations, any Stigmatic Nun can remove one BLOOD MARKER (but not an INFECTION MARKER) from themselves and convert it into a BLESSING MARKER.
Blessed with stigmata and unshakeable faith, these swordmaster nuns are the vanguard of any assault by the holy armies.
“From henceforth let no man trouble me: for I bear in my body the marks of our Lord and Saviour.” - Galatians 6:17

At the start of each of their Activations, any Stigmatic Nun can remove one BLOOD MARKER (but not an INFECTION MARKER) from themselves and convert it into a BLESSING MARKER.
Stigmatic Nuns may take any Dash ACTION or jump/climb/Diving Charge ACTION with +1 DICE.
Standard Armour
-1 to all Injury Chart rolls against the model. Can be combined with any shield.
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 mass-produced, but highly effective even against high-calibre weapons.
Blessed with stigmata and unshakeable faith, these swordmaster nuns are the vanguard of any assault by the holy armies.
“From henceforth let no man trouble me: for I bear in my body the marks of our Lord and Saviour.” - Galatians 6:17
If any type of attack (melee, ranged, mine etc.) misses the Assassin, they may slip into a moment in the future. The Assassin can move into any unoccupied space within 6”, though they cannot be moved within 1” of any enemy model or leave the gaming table. If moving out of melee this way, enemies do not get free attacks.
After the Assassin makes a Charge Roll, but before it moves toward its target, you may instead choose to have the Assassin split itself through time if it has not already taken a Melee Attack ACTION this Activation.

If any type of attack (melee, ranged, mine etc.) misses the Assassin, they may slip into a moment in the future. The Assassin can move into any unoccupied space within 6”, though they cannot be moved within 1” of any enemy model or leave the gaming table. If moving out of melee this way, enemies do not get free attacks.
After the Assassin makes a Charge Roll, but before it moves toward its target, you may instead choose to have the Assassin split itself through time if it has not already taken a Melee Attack ACTION this Activation.
Created through the Jabirean alchemy, the model has no vital organs and they must be dismembered in order to kill them. All injury rolls against the model are made with -1 DICE.
If the Homunculus is taken Out of Action during battle, and is deemed to have been killed in the post-battle sequence, you do not have to remove it from your roster. Instead, you can spend 40 ducats at any time between battles to bring it back to life with all of its weapons and abilities.
If the Homunculus is taken Out of Action during battle, and is deemed to have been killed in the post-battle sequence, you do not have to remove it from your roster. Instead, you can spend 40 ducats at any time between battles to bring it back to life with all of its weapons and abilities.

Upon recruiting the model, you may choose one of the following holy powers for it to possess.
A holy warrior who looks after the souls of the soldiers in the company, the cleric chants inspiring battle prayers and can perform various miracles such as healing or even smiting the enemy. A cleric often carries a portable shrine on his back to denote his faith in the company’s Patron, be that one of the Saints of their homeland, a mighty Arch-Angel or the Lord himself.
Upon recruiting the model, you may choose one of the following holy powers for it to possess.
A holy warrior who looks after the souls of the soldiers in the company, the cleric chants inspiring battle prayers and can perform various miracles such as healing or even smiting the enemy. A cleric often carries a portable shrine on his back to denote his faith in the company’s Patron, be that one of the Saints of their homeland, a mighty Arch-Angel or the Lord himself.

Upon recruiting the model, you may choose one of the following holy powers for it to possess.
A holy warrior who looks after the souls of the soldiers in the company, the cleric chants inspiring battle prayers and can perform various miracles such as healing or even smiting the enemy. A cleric often carries a portable shrine on his back to denote his faith in the company’s Patron, be that one of the Saints of their homeland, a mighty Arch-Angel or the Lord himself.
Upon recruiting the model, you may choose one of the following holy powers for it to possess.
A holy warrior who looks after the souls of the soldiers in the company, the cleric chants inspiring battle prayers and can perform various miracles such as healing or even smiting the enemy. A cleric often carries a portable shrine on his back to denote his faith in the company’s Patron, be that one of the Saints of their homeland, a mighty Arch-Angel or the Lord himself.

Dogs may take any Dash ACTION or Jump/Diving Charge ACTION with bonus +1 DICE. They cannot climb sheer surfaces.

No infiltrator can be placed within 12" of a Guard Dog, and you can charge any enemy within 4" of this dog even if it is out of sight.
Dogs may take any Dash ACTION or Jump/Diving Charge ACTION with bonus +1 DICE. They cannot climb sheer surfaces.
Dogs may take any Dash ACTION or Jump/Diving Charge ACTION with bonus +1 DICE. They cannot climb sheer surfaces.

Mercy dogs carry a Medi-Kit which can be used by any friendly model on themselves within 1" of the dog. Mercy dogs can also drag any model (unless it has a base size of 40mm or greater) within 1" that is Down at ½ speed with them, both with normal movement or when dashing -if this takes the model out of melee combat, this does not trigger a free melee attack ACTION.
Dogs may take any Dash ACTION or Jump/Diving Charge ACTION with bonus +1 DICE. They cannot climb sheer surfaces.
Medi-Kit
Models with a Medi-kit can take a RISKY ACTION to remove one BLOOD MARKER from any one friendly model (including themselves) within 1" range or allow one friendly model (including themselves) that is Down to regain their footing.
Battlefield first aid has brought many soldiers back from the brink of death. Blessed ointments can seal fatal wounds completely, while the black blood of demons used by twisted heretic medics allows mangled troops to return to the fray.

A Dog strapped with a Martyrdom Device can trigger it at any point during their Activation. This does not require an ACTION. When detonated, the explosion is treated as a BLAST 3” weapon targeting the dog model. Models within 1” of the dog hit by the explosion roll their injuries with +1 DICE. The dog rolls 4d6 and adds them together to determine the results of their injury roll. If the explosive goes off and the dog somehow survives the battle, they come with a new bomb the next battle.
Dogs may take any Dash ACTION or Jump/Diving Charge ACTION with bonus +1 DICE. They cannot climb sheer surfaces.

This dog is immune to any attack with the Keyword FIRE, and its own attack has the Keyword FIRE. It has +1 DICE Melee attack characteristic. For the Mammon or Black Grail Warband, replace Keyword FIRE with keyword GAS in the rules above.
Dogs may take any Dash ACTION or Jump/Diving Charge ACTION with bonus +1 DICE. They cannot climb sheer surfaces.
The War Prophet blares out holy sermons and dire prophecies at 100 decibels to inspire the faithful. The Prophet can take a RISKY ACTION with +2 DICE once during each Activation. If the action is successful, all friendly models within 8” of the Prophet (including the Prophet) that are not engaged in melee can immediately move up to 3” towards any enemy model they can see by the optimal path that reduces the distance between the moving model and the enemy. This move allows them to enter combat as if they charged the enemy and are considered to have done so until the end of the turn.
With a successful ACTION, you may remove D3 BLOOD MARKERS from any friendly model within 6” (including the Prophet).
The War Prophet is touched by a higher power and the revealed truth allows them a degree of protection against premature death. Once per battle, when the War Prophet is taken Out of Action for any reason, ignore the result as if nothing had happened.

This is a RISKY ACTION. If successful, roll on the Injury Chart against one enemy model within 3” of the Prophet. Armour offers no protection against this attack.
The War Prophet is touched by a higher power and the revealed truth allows them a degree of protection against premature death. Once per battle, when the War Prophet is taken Out of Action for any reason, ignore the result as if nothing had happened.
The War Prophet blares out holy sermons and dire prophecies at 100 decibels to inspire the faithful. The Prophet can take a RISKY ACTION with +2 DICE once during each Activation. If the action is successful, all friendly models within 8” of the Prophet (including the Prophet) that are not engaged in melee can immediately move up to 3” towards any enemy model they can see by the optimal path that reduces the distance between the moving model and the enemy. This move allows them to enter combat as if they charged the enemy and are considered to have done so until the end of the turn.

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.
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.
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.

Each yeoman is equipped with a bolt action rifle at a reduced cost of 5 ducats. You can swap this rifle for another ranged weapon of lower, equal or greater cost. If the cost is greater, you must pay the difference in ducats.
Yeomen can be equipped with any weapon, armour and equipment from the New Antioch Armoury. At the cost of +10 ducats per model, up to two yeomen can be upgraded to Trench Moles (up to three in warbands of over 1000 ducats value), scouts who make use of tunnels that criss-cross No Man’s Land. They gain the Keyword INFILTRATOR.
Bolt-Action Rifle
Range | 24" |
Hands | 2 Hands (Ranged) |
BAYONET LUG
The workhorse of the Great War. Sturdy, highly reliable and reasonably accurate, it is no surprise that most of the infantry of the Great War carry this battlefield classic.
A basic trooper of New Antioch. Brave men and women who have received standard training and sworn an oath to the Duke of New Antioch. What they lack in combat skills compared to more elite troops they more than make up with their numbers and wide selection of weapons available to them.
Each yeoman is equipped with a bolt action rifle at a reduced cost of 5 ducats. You can swap this rifle for another ranged weapon of lower, equal or greater cost. If the cost is greater, you must pay the difference in ducats.
Yeomen can be equipped with any weapon, armour and equipment from the New Antioch Armoury. At the cost of +10 ducats per model, up to two yeomen can be upgraded to Trench Moles (up to three in warbands of over 1000 ducats value), scouts who make use of tunnels that criss-cross No Man’s Land. They gain the Keyword INFILTRATOR.
A basic trooper of New Antioch. Brave men and women who have received standard training and sworn an oath to the Duke of New Antioch. What they lack in combat skills compared to more elite troops they more than make up with their numbers and wide selection of weapons available to them.
Yüzbaşı is expected to face the mightiest of their enemies in personal combat, inspiring the troops to victory with their personal prowess. Yüzbaşı are immune to the effects of the Keyword FEAR and add +1 DICE to injury rolls against TOUGH opponents.
