Trench Ghosts

Sometimes when Heretic troopers die upon a hallowed ground or in presence of an uncorrupted holy relic, they become trapped between planes of existence. Claimed by neither Heaven nor Hell, the Trench Ghosts become Undead – doomed to fight a war without an end, attacking both the Faithful and Heretic alike, hating all life, obeying commands that no living can hear. Their greed for worldly wealth and items of power remains undiminished, and their semi-corporeal bodies are exceedingly difficult to destroy. Their faces, covered with gas masks they no longer have any use for, betray nothing of the agony they endure. In close combat they whisper of the agony of their existence and the pain of their doom which will never give them rest, their broken bodies and shattered minds forced to endure the horrors of war for all eternity. Few can withstand such terror without breaking.
Tales are told of many Trench Ghost Warbands that haunt No Man’s Land, but the most famous are the Ghosts of Tannenberg, shades of the Heretic force that won the battle of Tannenberg but after sacking the Church of St. Jacob passed into the shadow.
Faction Rules
They gain an armour characteristic of -3, but can carry no other weapons or any other items from the Armoury. In addition, whenever an enemy comes within 3” of the Mine, you can trigger a detonation as described below. Alternatively, you can forgo this and explode the mine during your own Activation of the model with a successful
When detonated, the mine explosion is treated as a
Captains

Elite

All enemy models within 8” of the Chorister suffer an additional

Infantry

Reinforced Armour
Grants a -2 modifier to all injury rolls against the model wearing this armour.
Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.

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

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.


