Models Glossary

Filters
Anchorite Shrine
md_anchoriteshrine
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
-3
Base:60mm
Keywords:PILGRIM, FEAR, TOUGH, STRONG
Image:@grimdank_minis
Abilities
Broken on the Wheel:

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.

Rules
You cannot buy additional equipment, weapons or armour for Shrine Anchorites. Each Anchorite is equipped with a special suit of armour (reflected in the profile), a Combat Helmet, a Catherine Wheel and a Bonebreaker Mace. These pieces of equipment are built into the integrity of its construction and cannot be removed or lost in any way. The weapons are detailed below. The Anchorite may make one attack ACTION with each of these weapons in Melee Combat and may make no other attacks during its Activation (so it can make two attacks per Activation).

Combat Helmet

Rules

Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

Lore

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

Catherine Wheel

RangeMelee
Hands
1 Hands (Melee)
Modifiers+1D to Hit, 3D6 Injury Roll
Keywords

HEAVY, RISKY ACTION

Rules

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

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

RISKY ACTION

Rules

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.

Lore
A colossal suit of machine armour fuelled by diesel and faith, the Shrine Anchorite stands as a grim symbol of humanity’s despair. Within its spiked, blood-stained interior, the pilot-monk endures a terrible form of penance, his anguished prayers and chants echoing across the battlefield. This grotesque amalgamation of suffering and devotion instils fear in the heart of the heretic, as the anchorite, a malevolent weapon draped in holy iconography and weeping gore, emerges to unleash a symphony of slaughter, where the wretched union of man and machine heralds the demise of all who oppose the Almighty
Anchorite Shrine (War Pilgrimage of Saint Methodius)
md_anchoriteshrine_saintmethodius
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
-3
Variant of:Anchorite Shrine (War Pilgrimage of Saint Methodius)
Base:60mm
Keywords:TOUGH, STRONG, PILGRIM, FEAR
Image:@immaterium.painting
Rules
You can only buy two pieces of equipment made for Shrine Anchorites. Each Anchorite is equipped with a special suit of armour (reflected in the profile), a Combat Helmet, and a Bonebreaker Mace. These pieces of equipment are built into the integrity of its construction and cannot be removed or lost in any way. The shrine is also equipped with a Catherine Wheel, which you may swap out for another of its special Anchorite Weapons. The Anchorite may make one attack ACTION with each of these weapons and may make no other attacks during its Activation (so if holding the Catherine Wheel it attack in melee with the Wheel and its Mace, at range it can attack with its sole ranged weapon if equipped).

Combat Helmet

Rules

Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

Lore

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

Bonebreaker Mace

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

RISKY ACTION

Rules

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

RangeMelee
Hands
1 Hands (Melee)
Modifiers+1D to Hit, 3D6 Injury Roll
Keywords

HEAVY, RISKY ACTION

Rules

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!

Lore
A colossal suit of machine armour fuelled by diesel and faith, the Shrine Anchorite stands as a grim symbol of humanity’s despair. Within its spiked, blood-stained interior, the pilot-monk endures a terrible form of penance, his anguished prayers and chants echoing across the battlefield. This grotesque amalgamation of suffering and devotion instils fear in the heart of the heretic, as the anchorite, a malevolent weapon draped in holy iconography and weeping gore, emerges to unleash a symphony of slaughter, where the wretched union of man and machine heralds the demise of all who oppose the Almighty
Annointed Heavy Infantry
md_annointedheavyinfantry
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Base:32mm
Keywords:HERETIC, STRONG
Image:@pie_vendor
Rules
Anointed are always equipped with a suit of Reinforced Armour and Infernal brand mark which are included in the cost. This armour can never be removed. Otherwise they can be equipped with any weapon, armour or equipment from the Heretic Legion Armoury and may purchase a Trench Shield.

Infernal Brand Mark

Rules

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

Lore

A Heretic who has made a Holy Pilgrimage into Hell itself is branded by their patron devil with an ever-burning mark. Mortal fire no longer has the power to harm them.

Reinforced Armour

Rules

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

Lore

Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.

Lore
Heavily armed and armoured assault troops. Their skin is burned and blistering from their ordained pilgrimages to Hell and back.
Annointed Heavy Infantry (Trench Ghost)
md_annointedheavyinfantry_trenchghost
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Variant of:Annointed Heavy Infantry
Base:32mm
Keywords:STRONG, HERETIC
Image:@pie_vendor
Rules
Anointed are always equipped with a suit of Reinforced Armour which are included in the cost. This armour can never be removed. Otherwise they can be equipped with any weapon, armour or equipment from the Heretic Legion Armoury and may purchase a Trench Shield.

Reinforced Armour

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.
Artillery Witch
md_artillerywitch
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Base:25mm
Keywords:HERETIC, ARTIFICIAL
Image:@pie_vendor
Abilities
Levitate:

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

Artificial Life:

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

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

Infernal Bomb

Range36"
Hands
1 Hands (Ranged)
ModifiersBlast 3"
Keywords

BLAST (X), SHRAPNEL

Rules

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

If the bomb lands exactly on top of any model, 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.

Lore

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

Artillery Witches of Mammon
md_artillerywitch_gaswitch
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Variant of:Artillery Witch
Base:25mm
Keywords:HERETIC, ARTIFICIAL
Image:@Darius_minis
Abilities
Levitate:

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

Artificial Life:

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

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

Infernal Gas Bomb

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

BLAST (X), GAS

Rules

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

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

Azeb
md_azeb
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Base:25mm
Keywords:SULTANATE
Image:@Emitoo
Rules
Azebs can be equipped with any weapon, armour and equipment from the Iron Sultanate Armoury.
Upgrades
Skirmisher - 5 Ducats
The model is converted to a SKIRMISHER. Unless engaged in melee, when an enemy model declares a charge against any SKIRMISHER, they can immediately move D3” in any direction they wish (except within 1” of any enemy or out of the battlefield). After this manoeuvre, the charging model is moved as normal. This may lead to the charger being unable to enter melee. This move cannot be taken by a model that is Down.
Lore
Azebs are soldiers recruited from the multitude of provinces of the sultanate, where every house in twenty is required to equip and provide a warrior to serve the Prince of Those Who Believe. They are often used by their superiors as light skirmishers to harass and tie down the enemies while the heavier troops close in for the kill.
Kavass
md_azeb_mv_kavass
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Variant of:Azeb
Base:25mm
Keywords:SULTANATE
Image:@Emitoo
Rules
Azebs can be equipped with any weapon, armour and equipment from the Iron Sultanate Armoury.
Upgrades
Melee Might - 5 Ducats
Limit: 3
The model increases their Melee characteristic by +1 DICE.
Lore
Many noble Fāris warriors have taken oaths to protect these scholars in their journeys, as well as their own Kavass bodyguards sworn to fight and die in defence of their Masters. Kavass are sworn guardians of the House of Wisdom.
Assassin Acolyte
md_azeb_mv_acolyte
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Variant of:Azeb
Base:25mm
Keywords:SULTANATE
Image:@Emitoo
Rules
Azebs can be equipped with any weapon, armour and equipment from the Iron Sultanate Armoury.
Upgrades
Infiltrator - 10 Ducats
Limit: 3
The model is converted to an INFILTRATOR. The model can be placed anywhere on the table out of line of sight of any enemies, but at least 8” away from the closest enemy. Deployed after all other models without the Keyword INFILTRATOR.
Skirmisher - 5 Ducats
The model is converted to a SKIRMISHER. Unless engaged in melee, when an enemy model declares a charge against any SKIRMISHER, they can immediately move D3” in any direction they wish (except within 1” of any enemy or out of the battlefield). After this manoeuvre, the charging model is moved as normal. This may lead to the charger being unable to enter melee. This move cannot be taken by a model that is Down.
Lore
These warbands are known as Fida’i (which means ‘Sacrifice’), dedicated to completing their mission and returning to Alamut to receive rewards said to be able to match those of Paradise itself. They are led by a Master Assassin: one of the deadly Hands of Alamut, with two fully-trained members of the Order. A number of trainee acolytes will serve them during the mission, eager to prove their mettle and be initiated into the Order of Assassins.
Combat Medic
md_combatmedic
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
-1
Base:25mm
Keywords:NEW ANTIOCH
Image:@Darius_minis
Abilities
Finish the Fallen:

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.

Expert Medic:

The Medic adds +1 DICE whenever they use their Medi-Kit to aid friendly models.

Convent Conditioning:

The medic is immune to FEAR.

Rules
The Medic carries a Misericordia and a Medi-kit. They wear a gas mask and suit of standard armour (reflected on the profile above). You cannot modify the equipment, armour and weapons of the Medic in any way.

Combat Helmet

Rules

Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

Lore

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

Standard Armour

Rules

-1 to all Injury Chart rolls against the model. Can be combined with any shield.

Lore

With the advancements in metallurgy and technology, both Faithful and Heretic armies are well-equipped with suits of alloy armour that can withstand an impact from a bullet or turn aside the sharpest of blades. Standard armour is usually mass-produced, but highly effective even against high-calibre weapons.

Medi-Kit

Rules

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.

Lore

Battlefield first aid has brought many soldiers back from the brink of death. Blessed ointments can seal fatal wounds completely, while the black blood of demons used by twisted heretic medics allows mangled troops to return to the fray.

Misericordia

RangeMelee
Hands
1 Hands (Melee)
ModifiersIgnore Armour
Rules

Ignores the armour of opponents that are Down.

Lore

The misericordia dagger is designed to put enemies out of their misery by finding chinks in the armour: eye slits, neck joints and so forth.

Lore

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.

Combat Medic (Pilgrim)
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
-1
Variant of:Combat Medic
Base:25mm
Image:
Abilities
Finish the Fallen:

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.

Expert Medic:

The Medic adds +1 DICE whenever they use their Medi-Kit to aid friendly models.

Convent Conditioning:

The medic is immune to FEAR.

Rules
The Medic carries a Misericordia and a Medi-kit. They wear a gas mask and suit of standard armour (reflected on the profile above). You cannot modify the equipment, armour and weapons of the Medic in any way.

Combat Helmet

Rules

Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

Lore

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

Standard Armour

Rules

-1 to all Injury Chart rolls against the model. Can be combined with any shield.

Lore

With the advancements in metallurgy and technology, both Faithful and Heretic armies are well-equipped with suits of alloy armour that can withstand an impact from a bullet or turn aside the sharpest of blades. Standard armour is usually mass-produced, but highly effective even against high-calibre weapons.

Medi-Kit

Rules

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.

Lore

Battlefield first aid has brought many soldiers back from the brink of death. Blessed ointments can seal fatal wounds completely, while the black blood of demons used by twisted heretic medics allows mangled troops to return to the fray.

Misericordia

RangeMelee
Hands
1 Hands (Melee)
ModifiersIgnore Armour
Rules

Ignores the armour of opponents that are Down.

Lore

The misericordia dagger is designed to put enemies out of their misery by finding chinks in the armour: eye slits, neck joints and so forth.

Lore

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.

Corpse Guard
md_corpseguard
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Base:32mm
Keywords:BLACK GRAIL, ELITE, FEAR
Image:@Scheerlock
Abilities
Undead Fortitude:

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.

Parasitic Tick:

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.

Black Grail Bodyguard:

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.

Rules

Corpse Guard can be equipped with any weapon, armour and equipment from the Black Grail Armoury.

Lore

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.

Dessicated Husk
md_corpseguard_husk
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Variant of:Corpse Guard
Base:32mm
Keywords:STRONG, FEAR, ELITE, BLACK GRAIL
Image:@Creature Caster
Abilities
Undead Fortitude:

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.

Parasitic Tick:

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.

Rules

Corpse Guard can be equipped with any weapon, armour and equipment from the Black Grail Armoury.

Lore

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.

Ecclesiastic Prisoner
md_ecclesiasticprisoner
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Base:25mm
Keywords:PILGRIM
Image:@jimmy_crisps
Abilities
Awaited:

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.

Mad Dash:

Ecclesiastic Prisoner can add +1 DICE to their Dash ACTION.

Rules
Ecclesiastic Prisoners are equipped with Iron Capirotes and this equipment cannot be removed, except by being Broken on the Wheel. Prisoners fight unarmed in melee, flailing feebly with their manacled arms. The -1D penalty to melee combat is already included in the profile above. Ecclesiastic Prisoners cannot be equipped with any weapons, armour or equipment from the Trench Pilgrims Armoury. They may be equipped with Martyrdom Devices for 35 ducats.

Iron Capirote

Rules

Negates the additional BLOOD MARKERS from weapons with Keyword SHRAPNEL. Makes the model immune to the effects of FEAR.

Lore

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.

Lore
Bound in chains, their minds consumed by a desperate resolve, Prisoners surge forward, driven by the hope that their sacrificial charge will somehow cleanse their tarnished souls.
Ecclesiastic Prisoner (Sacred Affliction)
md_ecclesiasticprisoner_sacredaffliction
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Variant of:Ecclesiastic Prisoner
Base:25mm
Keywords:PILGRIM
Image:@jimmy_crisps
Abilities
Mad Dash:

Ecclesiastic Prisoner can add +1 DICE to their Dash ACTION.

Awaited:

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.

Rules
Ecclesiastic Prisoners are equipped with Iron Capirotes and this equipment cannot be removed, except by being Broken on the Wheel. Prisoners fight unarmed in melee, flailing feebly with their manacled arms. The -1D penalty to melee combat is already included in the profile above. Ecclesiastic Prisoners cannot be equipped with any weapons, armour or equipment from the Trench Pilgrims Armoury. They may be equipped with Martyrdom Devices for 35 ducats.
Lore
Bound in chains, their minds consumed by a desperate resolve, Prisoners surge forward, driven by the hope that their sacrificial charge will somehow cleanse their tarnished souls.
Goetic Warlock
md_goeticwarlock
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Base:40mm
Keywords:DEMONIC, FEAR, ARTIFICIAL
Image:@pandemonpaints
Abilities
Goetic Portal:

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

Barbed Embrace:

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

Goetic Gaze:

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

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

Sword / Axe

RangeMelee
Hands
1 Hands (Melee)
Keywords

CRITICAL

Lore

Because of the martial traditions of many proud nations and due to the advances in armour technology, swords and axes are extremely popular, especially amongst elite units and officers. They are supremely useful for finishing off downed opponents and causing profusely bleeding wounds.

Reinforced Armour

Rules

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

Lore

Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.

Lore

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

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

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

Goetic Warlock
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Variant of:Goetic Warlock
Base:40mm
Keywords:FEAR, DEMONIC, ARTIFICIAL
Image:
Abilities
Goetic Portal:

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

Goetic Gaze:

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

Barbed Embrace:

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

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

Sword / Axe

RangeMelee
Hands
1 Hands (Melee)
Keywords

CRITICAL

Lore

Because of the martial traditions of many proud nations and due to the advances in armour technology, swords and axes are extremely popular, especially amongst elite units and officers. They are supremely useful for finishing off downed opponents and causing profusely bleeding wounds.

Reinforced Armour

Rules

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

Lore

Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.

Lore

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

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

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

Grail Thrall
md_grailthrall
Movement
5"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Base:25mm
Keywords:BLACK GRAIL, FEAR
Image:@Scheerlock
Abilities
Undead Fortitude:

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.

Overwhelming Horde:

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.

Rules

Thralls cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed.

Lore

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.

Fly Thrall
md_grailthrall_flythrall
Movement
6"/Flying
Melee
-1D
Ranged
0D
Armour
0
Variant of:Grail Thrall
Base:25mm
Keywords:FEAR, BLACK GRAIL
Image:@Scheerlock
Abilities
Overwhelming Horde:

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.

Rules

Thralls cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed.

Lore

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.

Fly Bereaved
Movement
6"/Flying
Melee
-1D
Ranged
0D
Armour
0
Variant of:Grail Thrall
Base:25mm
Keywords:FEAR, BLACK GRAIL
Image:
Abilities
Overwhelming Horde:

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.

Rules

Thralls cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed.

Lore

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.

Bereaved
Movement
5"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Variant of:Grail Thrall
Base:25mm
Keywords:FEAR, BLACK GRAIL
Image:
Abilities
Undead Fortitude:

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.

Overwhelming Horde:

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.

Rules

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

Lore

The boons of the 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.

Fly Thrall
md_grailthrall_flythrall_hunger
Movement
6"/Flying
Melee
0D
Ranged
0D
Armour
0
Variant of:Grail Thrall
Base:25mm/32mm/25mm
Keywords:FEAR, BLACK GRAIL
Image:@Creature Caster
Abilities
Revenous Infection:

Some infected with The Great Hunger care only to proliferate their agonizing disease. A model with the Ravenous Infection Ability may make a RISKY ACTION to spread the virus. On a success, the model may place an INFECTION MARKER on any other model within 1”, as the Great Hunger virus burns through the battlefield. A model’s Activation ends immediately after using this Ability.

Overwhelming Horde:

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.

Rules

Thralls cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed.

Blighted Claws

Rules

Add +1 DICE and the CRITICAL Keyword to Melee Attacks made by this model.

Upgrades
Unending Starvation - 8 Ducats
A model with this upgrade adds +1” to their movement Characteristic and may target themselves with the Ravenous Infection Ability. In addition, if this model is more than 1” away from an enemy model, its first action each Activation must be a Move, Charge or Dash Action towards the nearest enemy model (choose in the case of a tie) moving the maximum distance possible.
Lore

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.

Grail Thrall
Movement
5"/Infantry
Melee
0D
Ranged
0D
Armour
0
Variant of:Grail Thrall
Base:25mm/32mm/25mm
Keywords:FEAR, BLACK GRAIL
Image:
Abilities
Undead Fortitude:

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.

Revenous Infection:

Some infected with The Great Hunger care only to proliferate their agonizing disease. A model with the Ravenous Infection Ability may make a RISKY ACTION to spread the virus. On a success, the model may place an INFECTION MARKER on any other model within 1”, as the Great Hunger virus burns through the battlefield. A model’s Activation ends immediately after using this Ability.

Overwhelming Horde:

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.

Rules

Thralls cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed.

Blighted Claws

Rules

Add +1 DICE and the CRITICAL Keyword to Melee Attacks made by this model.

Upgrades
Unending Starvation - 8 Ducats
A model with this upgrade adds +1” to their movement Characteristic and may target themselves with the Ravenous Infection Ability. In addition, if this model is more than 1” away from an enemy model, its first action each Activation must be a Move, Charge or Dash Action towards the nearest enemy model (choose in the case of a tie) moving the maximum distance possible.
Lore

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.

Cradle Fly Thrall
md_grailthrall_flythrall_cradle_hunger
Movement
6"/Flying
Melee
0D
Ranged
0D
Armour
0
Variant of:Grail Thrall
Base:25mm/32mm/25mm
Keywords:FEAR, BLACK GRAIL
Image:@Creature Caster
Abilities
Special Deployment:

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.

Revenous Infection:

Some infected with The Great Hunger care only to proliferate their agonizing disease. A model with the Ravenous Infection Ability may make a RISKY ACTION to spread the virus. On a success, the model may place an INFECTION MARKER on any other model within 1”, as the Great Hunger virus burns through the battlefield. A model’s Activation ends immediately after using this Ability.

Overwhelming Horde:

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.

Rules

Thralls cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed.

Blighted Claws

Rules

Add +1 DICE and the CRITICAL Keyword to Melee Attacks made by this model.

Upgrades
Unending Starvation - 8 Ducats
A model with this upgrade adds +1” to their movement Characteristic and may target themselves with the Ravenous Infection Ability. In addition, if this model is more than 1” away from an enemy model, its first action each Activation must be a Move, Charge or Dash Action towards the nearest enemy model (choose in the case of a tie) moving the maximum distance possible.
Lore

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.

Cradle Thrall
md_grailthrall_cradle_hunger
Movement
5"/Infantry
Melee
0D
Ranged
0D
Armour
0
Variant of:Grail Thrall
Base:25mm/32mm/25mm
Keywords:FEAR, BLACK GRAIL
Image:@Creature Caster
Abilities
Undead Fortitude:

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.

Special Deployment:

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.

Revenous Infection:

Some infected with The Great Hunger care only to proliferate their agonizing disease. A model with the Ravenous Infection Ability may make a RISKY ACTION to spread the virus. On a success, the model may place an INFECTION MARKER on any other model within 1”, as the Great Hunger virus burns through the battlefield. A model’s Activation ends immediately after using this Ability.

Overwhelming Horde:

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.

Rules

Thralls cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed.

Blighted Claws

Rules

Add +1 DICE and the CRITICAL Keyword to Melee Attacks made by this model.

Upgrades
Unending Starvation - 8 Ducats
A model with this upgrade adds +1” to their movement Characteristic and may target themselves with the Ravenous Infection Ability. In addition, if this model is more than 1” away from an enemy model, its first action each Activation must be a Move, Charge or Dash Action towards the nearest enemy model (choose in the case of a tie) moving the maximum distance possible.
Lore

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.

Heretic Chorister
Movement
6"/Infantry
Melee
+2D
Ranged
-2D
Armour
0
Base:32mm
Keywords:ELITE, HERETIC, FEAR
Image:
Abilities
Unholy Hymns:

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

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

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

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

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

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

Barbed Wire Banshee
md_heretichorister_barbedwirebanshee
Movement
6"/Infantry
Melee
+2D
Ranged
-2D
Armour
0
Variant of:Heretic Chorister
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.

Rules
The Heretic Chorister can be equipped with any weapon, armour or equipment from the Heretic Legion Armoury.
Heretic Priest
md_hereticpriest
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Base:32mm
Keywords:ELITE, HERETIC, TOUGH, LEADER
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).

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

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

Heretical Powers
-
Change
Rules
The Heretic Priest can be equipped with any weapon, armour or equipment from the Heretic Legion Armoury.
Heretic Trooper
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Base:25mm
Keywords:HERETIC
Image:
Rules

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
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.
Sarcophagus Mine
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Variant of:Sarcophagus Mine
Base:25mm
Keywords:HERETIC
Image:
Rules

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.

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.
Hounds of the Black Grail
md_houndsoftheblackgrail
Movement
8"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Base:30x60mm
Keywords:BLACK GRAIL, FEAR
Image:@Scheerlock
Abilities
Undead Fortitude:

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.

Frightening Speed:

Hounds roll to Dash with +1 DICE and they do not suffer any penalties to movement after they Stand from being Down.

Disease Carrier:

If an enemy model is Activated while in Melee Combat with a Hound, that model suffers one INFECTION MARKER.

Rules

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.

Upgrades
Infectious Hound - 5 Ducats
This model causes INFECTION MARKERS with their unarmed attacks instead of BLOOD MARKERS.
Lore

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.

Prowler
md_houndsoftheblackgrail_prowler
Movement
8"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Variant of:Hounds of the Black Grail
Base:30x60mm
Keywords:FEAR, BLACK GRAIL
Image:@pandemonpaints
Abilities
Undead Fortitude:

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.

Frightening Speed:

Hounds roll to Dash with +1 DICE and they do not suffer any penalties to movement after they Stand from being Down.

Disease Carrier:

If an enemy model is Activated while in Melee Combat with a Hound, that model suffers one INFECTION MARKER.

Rules

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.

Upgrades
Infectious Hound - 5 Ducats
This model causes INFECTION MARKERS with their unarmed attacks instead of BLOOD MARKERS.
Lore

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.

Janissary
md_janissaries
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Base:32mm
Keywords:SULTANATE, STRONG
Image:@Emitoo
Abilities
Counter-Charge:

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.

Rules
Janissaries can be equipped with any weapon, armour and equipment from the Iron Sultanate Armoury.
Lore
The janissaries are the Sultanate’s elite warriors, raised from childhood in the arts of war. Captured during raids upon the desolate northern and eastern marches beyond the Iron Wall, they are subjected to rigorous martial training and indoctrination from an early age. On the battlefield, Janissaries excel at devastating counter-charges, crushing the enemy elite formations and acting as the bodyguard for high-ranking individuals.
Dervish
md_janissaries_mv_dervish
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Variant of:Janissary
Base:32mm
Keywords:SULTANATE
Image:@Emitoo
Abilities
Whirling Dervishes:

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.

Counter-Charge:

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.

Rules
Janissaries can be equipped with any weapon, armour and equipment from the Iron Sultanate Armoury.
Lore
Alamut is also a home to a renegade sect of Ismaili Dervishes, warrior monks sworn to poverty and a lethal way of fighting. They accompany the Assassins on their secret missions as an act of piety and payment for their shelter, and their whirling dance of death has been the end of many a disbeliever.
Fāris
md_janissaries_mv_faris
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Variant of:Janissary
Base:32mm
Keywords:SULTANATE, STRONG, ELITE
Image:@Emitoo
Abilities
Counter-Charge:

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.

Rules
Janissaries can be equipped with any weapon, armour and equipment from the Iron Sultanate Armoury.
Lore
Each Alchemist dispatched on such a journey is an irreplaceable loss, and since they operate under their own authority, they cannot expect direct support from the Sultan’s forces. Many noble Fāris warriors have taken oaths to protect these scholars in their journeys, as well as their own Kavass bodyguards sworn to fight and die in defence of their Masters.
Janissary Officer
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Variant of:Janissary
Base:32mm
Keywords:SULTANATE, STRONG, ELITE
Image:
Abilities
Counter-Charge:

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.

Rules
Janissaries can be equipped with any weapon, armour and equipment from the Iron Sultanate Armoury.
Lore
The janissaries are the Sultanate’s elite warriors, raised from childhood in the arts of war. Captured during raids upon the desolate northern and eastern marches beyond the Iron Wall, they are subjected to rigorous martial training and indoctrination from an early age. On the battlefield, Janissaries excel at devastating counter-charges, crushing the enemy elite formations and acting as the bodyguard for high-ranking individuals.
Lieutenant
md_lieutenant
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Base:32mm
Keywords:NEW ANTIOCH, ELITE, LEADER, TOUGH
Image:@terrainbeast
Abilities
On My Command!:

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.

Rules
The Lieutenant can be equipped with any weapon, armour and equipment from the New Antioch Armoury.
Lore

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

Eire Lieutenant
md_lieutenant_eire
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Variant of:Lieutenant
Base:32mm
Keywords:TOUGH, SKIRMISHER, LEADER, ELITE, NEW ANTIOCH
Image:@Darius_minis
Rules
The Lieutenant can be equipped with any weapon, armour and equipment from the New Antioch Armoury.
Lore

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

Highland Lieutenant
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Variant of:Lieutenant
Base:32mm
Keywords:TOUGH, STRONG, LEADER, ELITE, NEW ANTIOCH
Image:
Abilities
On My Command!:

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.

Rules
The Lieutenant can be equipped with any weapon, armour and equipment from the New Antioch Armoury.
Lore

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

Mamluk Faris
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Base:32mm
Image:
Abilities
Sworn Sword:

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.

Martial Prowess:

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.

Arabian Destrier:

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.

Rules
A Mamluk carries a Jezzail with Alchemical Ammunition. They wear a Helmet and Reinforced Armour. In addition, before each battle, you may choose one of several loadouts from their personal armoury

Jezzail

Range18"
Hands
2 Hands (Ranged)
Lore

These long arms are by far the most common weapons carried by the soldiers of the Sultanate of the Great Iron Wall. Their barrels are smoothbore which limits their 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

Rules

Adds +1 DICE to Ranged Attack rolls on the Action Success Chart. Can only be used with Jezzails, Alaybozan, Halberd-Guns and Siege Jezzails.

Lore

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

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.

Combat Helmet

Rules

Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

Lore

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

Choose One of the Following
Trench Polearm and Trench Shield
Sword / Axe and Pistol / Revolver
Mamluk Greatsword
Lore
Mamluks are an echo of a bygone age, last members of the warrior-elite that once ruled a great empire in Northern Africa. They suffered grievous losses at the earliest stages of the Great War when the Legions of demon Zalambuer emerged from the Hellgate. The Fatimids led their Mamluk forces in a desperate campaign to reclaim the Levant, but of their fate there is no tale. Instead of returning victorious warriors, the slaves of Jahannam rushed through Sinai like an evil wind, razing Alexandria and Cairo to the ground. The remaining Mamluks fought bitterly to protect their homes, but to no avail. Too proud to leave their ancestral homes at the mercy of evil, some of the last Mamluks did not heed the call to migrate beyond the Iron Wall, and instead dispersed throughout the lands they once ruled to fight on – a fight that has never ceased since those dark days.

To this day the Mamluk knights play a deadly game of ambush and sudden raids on the Aegyptian front against Mammon’s legions, making their living as swords for hire, waging an endless war against the Heretics and composing poems of lamentation in memory of their lost and devastated homelands. Generations of war have hardened the Mamluks into peerless warriors, for parents pass on the secrets of Furūsiyya, the martial skills and ethical conduct of the Arabian Knights, to their children. Too few in numbers to wage open war, the Mamluks instead fight alongside any of the Peoples of the Book, making their living by offering their swords to the highest bidder, as long as such a leader promises to fight the forces of Shaytan. They respect noble character and martial prowess above all, and often bond by sharing their way of the sword with an ally they respect.

Only a few of the famed artificial heavy warhorses of the Mamluks remain, and they are not risked in open combat unless they are used directly to defend the last few hidden abodes the Mamluks still inhabit in the vast deserts that stretch beyond the Nile delta. However, these tireless steeds are used to take the heavy Mamluk warriors into advanced positions where they can disrupt the enemy’s plans and surprise exposed enemy units.
Sipahi Automaton Cavalry
md_mamlukfaris_mv_sipahi
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Variant of:Mamluk Faris
Base:32mm
Image:@Emitoo
Abilities
Sworn Sword:

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.

Martial Prowess:

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.

Arabian Destrier:

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.

Rules
A Mamluk carries a Jezzail with Alchemical Ammunition. They wear a Helmet and Reinforced Armour. In addition, before each battle, you may choose one of several loadouts from their personal armoury

Jezzail

Range18"
Hands
2 Hands (Ranged)
Lore

These long arms are by far the most common weapons carried by the soldiers of the Sultanate of the Great Iron Wall. Their barrels are smoothbore which limits their 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

Rules

Adds +1 DICE to Ranged Attack rolls on the Action Success Chart. Can only be used with Jezzails, Alaybozan, Halberd-Guns and Siege Jezzails.

Lore

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

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.

Combat Helmet

Rules

Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

Lore

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

Choose One of the Following
Trench Polearm and Trench Shield
Sword / Axe and Pistol / Revolver
Mamluk Greatsword
Lore
Sipahi Automaton Cavalry often serves as infantry in the Iron Wall units to reinforce areas under severe pressure.
Mechanised Heavy Infantry
md_mechanisedheavyinfantry
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-2
Base:32mm
Keywords:NEW ANTIOCH, STRONG
Image:@terrainbeast
Rules
Mechanized Heavy Infantry always wear Light Machine Armour which counts as Reinforced Armour (32mm Base). This is reflected in the cost and profile above. This can be upgraded to Machine Armour (despite not being ELITE and LIMIT: 1) for +10 Ducats (40mm Base). They can be equipped with any weapon, armour and equipment from the New Antioch Armoury.

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.

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

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

Highland Mechanised Infantry
md_mechanisedheavyinfantry_alba
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-2
Variant of:Mechanised Heavy Infantry
Base:32mm
Keywords:STRONG, NEW ANTIOCH
Image:@koolkiwi_miniatures
Rules
Mechanized Heavy Infantry always wear Light Machine Armour which counts as Reinforced Armour (32mm Base). This is reflected in the cost and profile above. This can be upgraded to Machine Armour (despite not being ELITE and LIMIT: 1) for +10 Ducats (40mm Base). They can be equipped with any weapon, armour and equipment from the New Antioch Armoury.

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

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

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

Reinforced Armour

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

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

Plague Knight
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
0
Base:32mm
Keywords:BLACK GRAIL, FEAR, ELITE, STRONG
Image:
Abilities
Undead Fortitude:

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.

Rules

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.

Knight Ranks
Plague Almoner - 10 Ducats
Limit: 1
This model requires one less BLOOD MARKER/INFECTION MARKER to cause Bloodbath.
Knight Companion of the Fly - 5 Ducats
Limit: 1
Add +1 DICE to Ranged or Melee.
Knight Companion Selection
-
Change
Knight of the Rotten Cross - 5 Ducats
Limit: 1
When acquired, this model may purchase any weapon from the New Antioch or Heretic Legion list. The Knight of the Rotten Cross cannot give its weapon away but can purchase a new one if the old one is lost.
Rotten Cross Expanded Armoury Option
-
Change
Lore

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.

Executor
md_plagueknight_executor
Movement
6"/Infantry
Melee
+2D
Ranged
+1D
Armour
0
Variant of:Executor
Base:32mm
Keywords:TOUGH, STRONG, FEAR, ELITE, BLACK GRAIL
Image:@Darius_minis
Abilities
Undead Fortitude:

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.

Rules

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.

Knight Ranks
Plague Almoner - 10 Ducats
Limit: 1
This model requires one less BLOOD MARKER/INFECTION MARKER to cause Bloodbath.
Knight Companion of the Fly - 5 Ducats
Limit: 1
Add +1 DICE to Ranged or Melee.
Knight Companion Selection
-
Change
Knight of the Rotten Cross - 5 Ducats
Limit: 1
When acquired, this model may purchase any weapon from the New Antioch or Heretic Legion list. The Knight of the Rotten Cross cannot give its weapon away but can purchase a new one if the old one is lost.
Rotten Cross Expanded Armoury Option
-
Change
Lore

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.

Butcher Knight
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
0
Variant of:Plague Knight
Base:32mm/32mm/40mm
Keywords:STRONG, FEAR, ELITE, BLACK GRAIL
Image:
Abilities
Undead Fortitude:

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.

Revenous Infection:

Some infected with The Great Hunger care only to proliferate their agonizing disease. A model with the Ravenous Infection Ability may make a RISKY ACTION to spread the virus. On a success, the model may place an INFECTION MARKER on any other model within 1”, as the Great Hunger virus burns through the battlefield. A model’s Activation ends immediately after using this Ability.

Rules

A Plague Knight 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.

Knight Ranks
Butcher King - 10 Ducats
If at the end of a game, this Butcher Knight is not Out of Action and it has taken at least one enemy model Out of Action with a Melee Attack, gain 1 Glory.
Knight of Twin CLeavers - 5 Ducats
Allows the Butcher Knight to ingore the Off-Hand special rule (-1 DICE to attacks with an off-hand weapon) and gives them the CRITICAL keyword on any melee weapon they choose to wield for an additional +5 ducats.
Knightly Rank of the Feast - 5 Ducats
Grants a Butcher Knight and any models within 3” of that Butcher knight +1 DICE on Ravenous Infection Tests.
Upgrades
Unending Starvation - 8 Ducats
A model with this upgrade adds +1” to their movement Characteristic and may target themselves with the Ravenous Infection Ability. In addition, if this model is more than 1” away from an enemy model, its first action each Activation must be a Move, Charge or Dash Action towards the nearest enemy model (choose in the case of a tie) moving the maximum distance possible.
Lore

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 Nun
md_stigmaticnun
Movement
8"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Base:25mm
Keywords:PILGRIM
Image:@grimdank_minis
Abilities
Agile:

Stigmatic Nuns may take any Dash ACTION or jump/climb/Diving Charge ACTION with +1 DICE.

Blessed Stigmata:

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.

Rules
Stigmatic Nuns can be equipped with any melee weapons, armour or equipment from the Trench Pilgrim Armoury. The only ranged weapons that Nuns can be equipped with are pistols, automatic pistols and warcrosses.
Lore

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

Stigmatic Nun (War Pilgrimage of Saint Methodius)
md_stigmaticnun_saintmethodius
Movement
8"/Infantry
Melee
+1D
Ranged
+1D
Armour
-1
Variant of:Stigmatic Nun
Base:25mm
Keywords:PILGRIM
Image:@grimdank_minis
Abilities
Blessed Stigmata:

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.

Agile:

Stigmatic Nuns may take any Dash ACTION or jump/climb/Diving Charge ACTION with +1 DICE.

Rules
Stigmatic Nuns can be equipped with any melee weapons, armour or equipment from the Trench Pilgrim Armoury. The only ranged weapons that Nuns can be equipped with are pistols, automatic pistols and warcrosses.

Standard Armour

Rules

-1 to all Injury Chart rolls against the model. Can be combined with any shield.

Lore

With the advancements in metallurgy and technology, both Faithful and Heretic armies are well-equipped with suits of alloy armour that can withstand an impact from a bullet or turn aside the sharpest of blades. Standard armour is usually mass-produced, but highly effective even against high-calibre weapons.

Lore

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

Sultanate Assassin
Movement
6"/Infantry
Melee
+2D
Ranged
+1D
Armour
0
Base:32mm
Keywords:SULTANATE, ELITE, INFILTRATOR
Image:
Abilities
Time Slip:

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.

Temporal Assassin:

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.


Choose up to two enemy models within the charging distance of the Assassin. Then, place the Assassin into base contact with each enemy model, one after the other. It may make a Melee Attack against each one with a single melee weapon that it is equipped with. After the attacks (and any resulting effects) have been resolved, place the Assassin at either location. The Assassin cannot make any further melee attacks during this Activation.

Rules
The Assassin can be equipped with any weapon, armour and equipment from the Iron Sultanate Equipment List.
Lore
Assassins are a legendary order of mystic warriors, whispered about the world over for their secrecy and ruthlessness. Assassins are able to bend space and time using the sacred rituals and powerful hallucinogens discovered by magi of the order. With this esoteric power they prowl behind enemy lines, hunting their targets with merciless efficiency. They can seemingly appear in two places simultaneously, strike a foe with startling speed and then travel back into time to a moment a few heartbeats before, safe from any retaliation.
Master Assassin
md_sultanateassassin_mv_masterassassin
Movement
6"/Infantry
Melee
+2D
Ranged
+1D
Armour
0
Variant of:Sultanate Assassin
Base:32mm
Keywords:TOUGH, SULTANATE, INFILTRATOR, ELITE
Image:@Emitoo
Abilities
Time Slip:

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.

Temporal Assassin:

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.


Choose up to two enemy models within the charging distance of the Assassin. Then, place the Assassin into base contact with each enemy model, one after the other. It may make a Melee Attack against each one with a single melee weapon that it is equipped with. After the attacks (and any resulting effects) have been resolved, place the Assassin at either location. The Assassin cannot make any further melee attacks during this Activation.

Rules
The Assassin can be equipped with any weapon, armour and equipment from the Iron Sultanate Equipment List.
Lore
Assassins are a legendary order of mystic warriors, whispered about the world over for their secrecy and ruthlessness. Assassins are able to bend space and time using the sacred rituals and powerful hallucinogens discovered by magi of the order. With this esoteric power they prowl behind enemy lines, hunting their targets with merciless efficiency. They can seemingly appear in two places simultaneously, strike a foe with startling speed and then travel back into time to a moment a few heartbeats before, safe from any retaliation.
Takwin Homunculus
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Base:25mm
Image:
Abilities
Artificial Body:

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.

Recreation:

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.

Rules
The homunculus cannot be equipped with any weapons, armour or equipment. It can fight in melee without any penalty.

You can bring one Takwin creature for each Alchemist in your warband. Each Takwin creature must be associated with an Alchemist in your warband. If a Takwin creature’s associated Alchemist is killed (typically by acquiring three scars), that Takwin creature cannot be fielded, its equipment cannot be changed and no Alchemical Formulae may be applied to it. When you acquire a new Alchemist, if you have any unallocated Takwin creatures, you must allocate that new Alchemist with one of your unallocated Takwin creatures. Instead of using Glory, you must buy them with ducats as indicated on the list below.
Upgrades
Additional Arm - 15 Ducats
The Homunculus can perform an additional attack ACTION in Melee or Ranged combat without any penalty. Therefore, if making attacks with three melee weapons, only a single weapon would need to be declared an Off-Hand weapon (suffering the appropriate penalties).

It has three hands to carry weapons if combined with Human Hands, and may equip weapons and a shield in any combination, as long as it has hands free to do so. In this case the Homunculi can make up to two Ranged Attack ACTIONS (if it has sufficient weapons and number of hands to carry them), and up to three Melee Attack ACTIONS (if armed with three one-handed weapons); or one Melee Attack ACTION with a two-handed weapon and one Melee Attack ACTION with a one-handed weapon.
Elemental Resistance - 40 Ducats
Attacks made against the Homunculus that have the Keywords FIRE and/or GAS suffer a -1 DICE penalty to injure it. Also the Homunculus does not suffer additional BLOOD MARKERS from attacks with Keywords FIRE and/or GAS.
Enslaved Mind - 10 Ducats
The Homunculus gains the Keyword FIRETEAM along with one model of your choice in the Warband. The other model can only form a Fireteam with this Homunculi, not with any other models.
Gargantuan Size - 20 Ducats
Can only be bought if the Homunculus already has the Human Hands, Inhuman Strength and Massive Size Formulas. The Homunculus now has a Base Size of 60mm and it can now use one Brazen Bull Only weapon.
Hawk Eyes - 10 Ducats
The eyesight of the Homunculus is based on that of a predatory bird. It can add +1 DICE to its Ranged Attack characteristic. Cannot be combined with Hypnotic Eyes without Two Heads.
Human Hands - 10 Ducats
The Homunculus can buy and wield any weapon allowed in the Iron Sultanate warband or House of Wisdom list, though they cannot select ELITE only items, grenades or items limited to specific units (such as Assassins). They can also carry a Trench Shield or a Fire Shield. This will apply to the Additional Arms formula as well. Cannot be combined with the Wings formula.
Hypnotic Eyes - 15 Ducats
Enemies suffer -1 DICE to hit the Homunculus in Melee. Does not affect Sniper Priests or enemies with the keyword BLACK GRAIL. Cannot be combined with Hawk Eyes without Two Heads.
Inhuman Strength - 15 Ducats
The musculature of the Homunculus is reinforced, replaced and strengthened. It now has a base size of 32mm (or 50mm if it also has Massive size). The Homunculus gains +1 DICE to its Melee characteristic and the Keyword STRONG.
Massive Size - 30 Ducats
The Homunculus’ size is increased to huge proportions. It now has a base size of 50mm and it gains the Keyword TOUGH. This formula cannot be combined with the Wings formula.
Regenerative Tissue - 25 Ducats
The Homunculus has an astonishing healing factor and can remove one BLOOD MARKER every time it is Activated, if it has any.
Seal of Solomon - 10 Ducats
This Formula greatly enhances the intelligence of the Homunculus and makes it painfully aware of its artificial existence. It can now buy and use Equipment from the Sultanate Warband Armoury as long as it is not limited to ELITE models. Note that one helmet protects a Homunculus with two heads normally and the Two Heads Formula does not allow the purchase of two different kinds of headgear.
Startling Speed - 10 Ducats
The Homunculus adds +1 DICE to its Dash ACTIONS.
Terrifying Appearance - 10 Ducats
Whether by captivating beauty or a terrifying appearance, this Homunculus gains the Keyword FEAR.
Two Heads - 5 Ducats
The Homunculus has two heads and therefore can have two sets of eyes via Alchemical Formula.
Wings - 30 Ducats
The Homunculus gains a new movement mode: 8”/Flying.
Lore
To become an Alchemist is no easy task: they undergo many trials on their path to mastery. The second is to create a takwin servant, a Homunculus creature of artificial life and intellect. If the candidate manages to follow the complex formula, as well as the intricate timing and temperature requirements, the creature will emerge after forty days of toil. It will act as the Alchemist’s living tool of creation, for their hands have fine motor skills well beyond even the nimblest craftsman.

Vaguely shaped like a small human, it canchange the consistency of its body to an almost liquid-like slime to squeeze into alchemical chambers to do their master’s bidding in extreme temperatures and in the fog of poisonous chemical fumes. Many aspirants fail here and their creation emerges from its golden celestial sphere a deformed monstrosity, filled with hatred towards its creator. It burrows itself into the Alchemist’s body to consume it from within, wearing its would-be master as a skin.
Golem
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Variant of:Golem
Base:25mm
Keywords:GOLEM
Image:
Abilities
Recreation:

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.

Rules
The golem cannot be equipped with any weapons, armour or equipment. It can fight in melee without any penalty.
Upgrades
Additional Arm - 15 Ducats
The Homunculus can perform an additional attack ACTION in Melee or Ranged combat without any penalty. Therefore, if making attacks with three melee weapons, only a single weapon would need to be declared an Off-Hand weapon (suffering the appropriate penalties).

It has three hands to carry weapons if combined with Human Hands, and may equip weapons and a shield in any combination, as long as it has hands free to do so. In this case the Homunculi can make up to two Ranged Attack ACTIONS (if it has sufficient weapons and number of hands to carry them), and up to three Melee Attack ACTIONS (if armed with three one-handed weapons); or one Melee Attack ACTION with a two-handed weapon and one Melee Attack ACTION with a one-handed weapon.
Elemental Resistance - 40 Ducats
Attacks made against the Homunculus that have the Keywords FIRE and/or GAS suffer a -1 DICE penalty to injure it. Also the Homunculus does not suffer additional BLOOD MARKERS from attacks with Keywords FIRE and/or GAS.
Enslaved Mind - 10 Ducats
The Homunculus gains the Keyword FIRETEAM along with one model of your choice in the Warband. The other model can only form a Fireteam with this Homunculi, not with any other models.
Gargantuan Size - 20 Ducats
Can only be bought if the Homunculus already has the Human Hands, Inhuman Strength and Massive Size Formulas. The Homunculus now has a Base Size of 60mm and it can now use one Brazen Bull Only weapon.
Hawk Eyes - 10 Ducats
The eyesight of the Homunculus is based on that of a predatory bird. It can add +1 DICE to its Ranged Attack characteristic. Cannot be combined with Hypnotic Eyes without Two Heads.
Human Hands - 10 Ducats
The Homunculus can buy and wield any weapon allowed in the Iron Sultanate warband or House of Wisdom list, though they cannot select ELITE only items, grenades or items limited to specific units (such as Assassins). They can also carry a Trench Shield or a Fire Shield. This will apply to the Additional Arms formula as well. Cannot be combined with the Wings formula.
Hypnotic Eyes - 15 Ducats
Enemies suffer -1 DICE to hit the Homunculus in Melee. Does not affect Sniper Priests or enemies with the keyword BLACK GRAIL. Cannot be combined with Hawk Eyes without Two Heads.
Inhuman Strength - 15 Ducats
The musculature of the Homunculus is reinforced, replaced and strengthened. It now has a base size of 32mm (or 50mm if it also has Massive size). The Homunculus gains +1 DICE to its Melee characteristic and the Keyword STRONG.
Massive Size - 30 Ducats
The Homunculus’ size is increased to huge proportions. It now has a base size of 50mm and it gains the Keyword TOUGH. This formula cannot be combined with the Wings formula.
Regenerative Tissue - 25 Ducats
The Homunculus has an astonishing healing factor and can remove one BLOOD MARKER every time it is Activated, if it has any.
Seal of Solomon - 10 Ducats
This Formula greatly enhances the intelligence of the Homunculus and makes it painfully aware of its artificial existence. It can now buy and use Equipment from the Sultanate Warband Armoury as long as it is not limited to ELITE models. Note that one helmet protects a Homunculus with two heads normally and the Two Heads Formula does not allow the purchase of two different kinds of headgear.
Startling Speed - 10 Ducats
The Homunculus adds +1 DICE to its Dash ACTIONS.
Terrifying Appearance - 10 Ducats
Whether by captivating beauty or a terrifying appearance, this Homunculus gains the Keyword FEAR.
Two Heads - 5 Ducats
The Homunculus has two heads and therefore can have two sets of eyes via Alchemical Formula.
Wings - 30 Ducats
The Homunculus gains a new movement mode: 8”/Flying.
Trench Cleric
md_trenchcleric
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Base:32mm
Keywords:NEW ANTIOCH, ELITE
Image:@koolkiwi_miniatures
Abilities
Powers of the Trench Cleric:

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

Holy Powers
-
Change
Rules
A Cleric can be equipped with any weapon, armour and equipment from the New Antioch Armoury.
Lore

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.

Lector
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Variant of:Trench Cleric
Base:32mm
Keywords:ELITE, NEW ANTIOCH
Image:
Abilities
Powers of the Lector:

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

Holy Powers
-
Change
Rules
A Cleric can be equipped with any weapon, armour and equipment from the New Antioch Armoury.
Lore

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.

Eire Warrior Priest
md_trenchcleric_erie
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Variant of:Trench Cleric
Base:32mm
Keywords:ELITE, NEW ANTIOCH
Image:@The Grimdark Compendium
Abilities
Powers of the Warrior Priest:

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

Holy Powers
-
Change
Rules
A Cleric can be equipped with any weapon, armour and equipment from the New Antioch Armoury.
Lore

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.

Holy Warrior
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Variant of:Trench Cleric
Base:32mm
Keywords:ELITE, NEW ANTIOCH
Image:
Abilities
Powers of the Holy Warrior:

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

Holy Powers
-
Change
Rules
A Cleric can be equipped with any weapon, armour and equipment from the New Antioch Armoury.
Lore

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.

Trench Dog
md_trenchdog
Movement
8"/Infantry
Melee
0D
Ranged
0D
Armour
0
Base:25mm
Image:@pandemonpaints
Abilities
Four Paws:

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

Rules
Dogs do not suffer penalties for fighting unarmed. In battle they are treated as non-ELITE Troops. War Dogs cannot become ELITE. At an additional cost the dog gains an ability to form a FIRETEAM with any 1 model in your Warband.
Upgrades
Loyal Dog - 1 Glory
The dog gains an ability to form a FIRETEAM with any 1 model in your Warband.
Lore
A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep Hellhounds and other infernal beasts as pets. These loyal canines can be trained to serve in multiple roles: as mercy dogs for on rescuing wounded soldiers, fierce guard dogs, or as messengers.
Guard Dog
md_trenchdog_guarddog
Movement
8"/Infantry
Melee
0D
Ranged
0D
Armour
0
Variant of:Trench Dog
Base:25mm
Image:@pandemonpaints
Abilities
Guard Dog:

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.

Four Paws:

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

Rules
Dogs do not suffer penalties for fighting unarmed. In battle they are treated as non-ELITE Troops. War Dogs cannot become ELITE. At an additional cost the dog gains an ability to form a FIRETEAM with any 1 model in your Warband.
Upgrades
Loyal Dog - 1 Glory
The dog gains an ability to form a FIRETEAM with any 1 model in your Warband.
Lore
A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep Hellhounds and other infernal beasts as pets. These dogs both warn their masters of impending danger and fight fiercely for their company.
Attack Dog
Movement
8"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Variant of:Trench Dog
Base:25mm
Image:
Abilities
Four Paws:

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

Rules
Dogs do not suffer penalties for fighting unarmed. In battle they are treated as non-ELITE Troops. War Dogs cannot become ELITE. At an additional cost the dog gains an ability to form a FIRETEAM with any 1 model in your Warband.
Upgrades
Loyal Dog - 1 Glory
The dog gains an ability to form a FIRETEAM with any 1 model in your Warband.
Lore
A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep Hellhounds and other infernal beasts as pets. These ferocious hounds are trained by the Brigade to accompany their masters into the fray.
Mercy Dog
md_trenchdog_mercydog
Movement
8"/Infantry
Melee
0D
Ranged
0D
Armour
0
Variant of:Trench Dog
Base:25mm
Image:@pandemonpaints
Abilities
Mercy Dog:

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.

Four Paws:

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

Rules
Dogs do not suffer penalties for fighting unarmed. In battle they are treated as non-ELITE Troops. War Dogs cannot become ELITE. At an additional cost the dog gains an ability to form a FIRETEAM with any 1 model in your Warband.

Medi-Kit

Rules

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.

Lore

Battlefield first aid has brought many soldiers back from the brink of death. Blessed ointments can seal fatal wounds completely, while the black blood of demons used by twisted heretic medics allows mangled troops to return to the fray.

Upgrades
Loyal Dog - 1 Glory
The dog gains an ability to form a FIRETEAM with any 1 model in your Warband.
Lore
A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep Hellhounds and other infernal beasts as pets. Mercy dogs carry a Medi-Kit.
Martyrdom Dog
md_trenchdog_martyrdomdog
Movement
8"/Infantry
Melee
0D
Ranged
0D
Armour
0
Variant of:Martyrdom Dog
Base:25mm
Image:@pandemonpaints
Abilities
Martydom Dog:

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.

Four Paws:

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

Rules
Dogs do not suffer penalties for fighting unarmed. In battle they are treated as non-ELITE Troops. War Dogs cannot become ELITE. At an additional cost the dog gains an ability to form a FIRETEAM with any 1 model in your Warband.
Upgrades
Loyal Dog - 1 Glory
The dog gains an ability to form a FIRETEAM with any 1 model in your Warband.
Lore
A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep Hellhounds and other infernal beasts as pets. Trench Pilgrims often enthusiastically strap their dogs with explosives so they can partake in a glorious martyrdom operation.
Hellhound
md_trenchdog_hellhound
Movement
8"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Variant of:Hellhound
Base:25mm
Image:@pandemonpaints
Abilities
Hellhound:

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.

Four Paws:

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

Rules
Dogs do not suffer penalties for fighting unarmed. In battle they are treated as non-ELITE Troops. War Dogs cannot become ELITE. At an additional cost the dog gains an ability to form a FIRETEAM with any 1 model in your Warband.
Upgrades
Loyal Dog - 1 Glory
The dog gains an ability to form a FIRETEAM with any 1 model in your Warband.
Lore
A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep Hellhounds and other infernal beasts as pets. This horrifying infernal canine is the size of a small pony, and within its tortured belly rage flames of Hell itself. It howls in constant agony and rage in combat.
Trench Pilgrim
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Base:25mm
Keywords:PILGRIM
Image:
Rules
Trench Pilgrim can be equipped with any weapon, armour and equipment from the Trench Pilgrim Equipment List.
Upgrades
Martyr Penitent Ressurection - 45 Ducats
When a Trench Pilgrim dies, you may elect to re-buy them after the battle as a Martyr-Penitent resurrected by a Meta-Christ for a cost of 45 ducats. When hit, any attacks against a Martyr-Penitent add -1 DICE when rolling on the Injury Table. Their Melee bonus is increased to +1 DICE (reflected on the profile above). Martyr-Penitents retain any possessions they had before dying and being resurrected, but lose any Scars and advancements they had if they were ELITE via Campaign promotion.
Zealot Strength - 5 Ducats
Limit: 1
The model may have the Keyword STRONG.
Lore
A holy warrior of the trenches. Considers it his religious duty to make pilgrimage to the sacred battlefields to fight the heretic legions. Pilgrims wear the iron capirote to insulate their minds from the horrors of war.
Martyr-Penitent
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Variant of:Martyr-Penitent
Base:25mm
Keywords:PILGRIM
Image:
Rules
Trench Pilgrim can be equipped with any weapon, armour and equipment from the Trench Pilgrim Equipment List.
Lore
A holy warrior of the trenches. Considers it his religious duty to make pilgrimage to the sacred battlefields to fight the heretic legions. Pilgrims wear the iron capirote to insulate their minds from the horrors of war.
War Prophet
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Base:32mm
Keywords:PILGRIM, ELITE, LEADER
Image:
Abilities
Loudspeakers:

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.

Laying On Hands:

With a successful ACTION, you may remove D3 BLOOD MARKERS from any friendly model within 6” (including the Prophet).

Memento Mori:

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.

Rules
The War Prophet can be equipped with any weapons, armour or equipment from the Trench Pilgrims Equipment List.
Lore
A charismatic leader and powerful fighter of the Pilgrim group. They are driven by visions of Armageddon, and their preaching and prophecies drive the pilgrimage from one battlefield to the next, as they seek to thwart the forces of Satan and find martyrdom in combat.
War Prophet (Cavalcade of the Tenth Plague)
md_warprophet_tenthplague
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Variant of:War Prophet
Base:32mm
Keywords:PILGRIM, LEADER, ELITE
Image:@jimmy_crisps
Abilities
Wrath of God:

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.

Memento Mori:

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.

Loudspeakers:

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.

Rules
The War Prophet can be equipped with any weapons, armour or equipment from the Trench Pilgrims Equipment List.
Lore
A charismatic leader and powerful fighter of the Pilgrim group. They are driven by visions of Armageddon, and their preaching and prophecies drive the pilgrimage from one battlefield to the next, as they seek to thwart the forces of Satan and find martyrdom in combat.
Wretched
md_wretched
Movement
6"/Infantry
Melee
-1D
Ranged
-1D
Armour
0
Base:25mm
Image:@Mini Merchant
Abilities
Law of Hell:

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

Dark Blessing:

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

Chattel:

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

Rules
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.

Wretched
Movement
6"/Infantry
Melee
-1D
Ranged
-1D
Armour
0
Variant of:Wretched
Base:25mm
Keywords:THE COURT
Image:
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.

Rules
The wretched can be equipped with any melee weapon, armour and equipment from the Court Armoury. None of their weapons, armour or equipment can cost more than 10 ducats each. They must be equipped with at least one weapon.
Lore
These unfortunate souls possess not a drop of demon blood. They act as disposable shock troops or are used as subjects of torture to power the Goetic magic of the sorcerers and other users of the dark arts. Captured during one of the hunts of the Court, sold to the devils in the heretic domains or having the misfortune to have foolishly pushed through in the places where the borders of the world are thin, their minds are scarred by witnessing the horror of damnation while still alive. Willing to do anything to escape their fate a million times worse than death, they grasp at the thinnest of straws. Should a wretch bring down a mighty opponent, the Law of Hell is clear: the mortal will gain its freedom, in memory and honour of the First Rebellion when there was war in Heaven and blood of the angels painted the firmament red.
Yeoman
md_yeoman
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Base:25mm
Keywords:NEW ANTIOCH
Image:@terrainbeast
Rules

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

Range24"
Hands
2 Hands (Ranged)
Keywords

BAYONET LUG

Lore

The workhorse of the Great War. Sturdy, highly reliable and reasonably accurate, it is no surprise that most of the infantry of the Great War carry this battlefield classic.

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

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.

Survivor Yeoman
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Variant of:Survivor Yeoman
Base:25mm
Keywords:NEW ANTIOCH
Image:
Rules

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.

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

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 Captain
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Base:32mm
Keywords:SULTANATE, ELITE, TOUGH, LEADER
Image:
Abilities
Mubarizon:

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.

Rules
Yüzbaşı can be equipped with any weapon, armour and equipment from the Iron Sultanate Equipment List.
Lore
Military expeditions over the Great Iron Wall into No Man’s Land carry many risks, and their commanders are field officers known as Yüzbaşı. They are expected to lead from the front and their selection is solely on merit, with no consideration given to family pedigree or wealth.
Silahdar
md_yuzbasicaptain_mv_silahdar
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Variant of:Yüzbaşı Captain
Base:32mm
Keywords:TOUGH, SULTANATE, STRONG, LEADER, ELITE
Image:@Emitoo
Rules
Yüzbaşı can be equipped with any weapon, armour and equipment from the Iron Sultanate Equipment List and can use any Sapper Only choices from the Armoury.
Lore
Military expeditions over the Great Iron Wall into No Man’s Land carry many risks, and their commanders are field officers known as Yüzbaşı. They are expected to lead from the front and their selection is solely on merit, with no consideration given to family pedigree or wealth.

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