Heretic Naval Raiding Party

fc_hereticlegion_fv_hereticnavalraidingparty
Faction lore

The Heretic fleet operates as a semi-autonomous entity under the command of its High Captain and other admirals. The Heretics have their own marine infantry, which often operate in small bands, striking deep behind enemy lines and executing smash-and-grab missions. They are always on the lookout for captives, loot, information, supplies, rare artefacts, and any opportunity to express their cruelty and brutality.

Faction Rules

Unseen Advance
Up to three models without the ELITE Keyword in a Heretic Naval Raiding Party Warband can be given the INFILTRATOR Keyword at a cost of +10 each.

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.
Light Troops
A Heretic Naval Raiding Party Warband cannot have more than two Anointed models or more than 1 Artillery Witch (even if the Warband has a value of 1,000 or more).
Let Sleeping Dogs Lie
This Warband cannot include a War Wolf.
Fast as Lightning
Add +1 DICE to the Risky Success Roll for models from a Heretic Naval Raiding Party Warband that are taking a Dash ACTION.
Close Assault Weapons
Submachine Guns cost 25 for a Heretic Naval Raiding Party Warband.

Captains

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

A Heretic Priest can take a Puppet Master ACTION. If they do so, take a Risky Success Roll for the model. If the roll is a Failure, the Heretic Priest’s Activation ends immediately. If the roll is a Success or Critical Success, pick 1 enemy or friendly model that is within 12" of the Heretic Priest and in their Line of Sight. You can move the model D6". The move must be in a straight line, but can be in any direction, and can be used to make the model move with 1" of an enemy or retreat, and to Climb a sheer surface, Jump across a gap, or Jump Down.

Fast as Lightning:

Add +1 DICE to the Risky Success Roll for models from a Heretic Naval Raiding Party Warband that are taking a Dash ACTION.

Battlekit
A Heretic Priest can have any Battlekit from the Heretic Legions Armoury Tables.
Lore
The leader of a Heretic warband. These fallen Priests wield unholy magics, summoning petrifying demons and creatures through their Goetic spells. Often pledged to a demon lord in Hell, such as Pazuzu or Guison, the profane gospels they recite strike fear into Church forces, causing ears to bleed and eyeballs to burst in their sockets.
STL finder
❤️ Support Trench Companion for an ad free experience

Elite

Death Commando
md_deathcommando
Cost:90
Availability:0-1
Movement
6"/Infantry
Melee
+2D
Ranged
+1D
Armour
0
Base:32mm
Keywords:ELITE, INFILTRATOR, HERETIC
Image:@pie_vendor
Abilities
Hide:

A Death Commando can take a Hide ACTION if they are in contact with a terrain piece that is at least ½" high. If they do so, take a Risky Success Roll for the model and add +1 DICE to the roll. If the roll is a Failure, the Death Commando’s Activation ends immediately. If the roll is a Success or Critical Success, enemy models cannot choose the Death Commando as the target for a Ranged Attack or Charge until the Death Commando moves, charges, retreats, makes a Ranged Attack, or an enemy model moves within 1.5" of them. The Death Commando can be hit if they are within the blast radius of a Weapon with the BLAST Keyword.

Stealth Generator:

Add -1 DICE to Ranged Attacks that target a Death Commando.

Fast as Lightning:

Add +1 DICE to the Risky Success Roll for models from a Heretic Naval Raiding Party Warband that are taking a Dash ACTION.

Battlekit
A Death Commando can have Battlekit from the Heretic Legions Armoury Tables. The only Ranged Weapons they can have are Silenced Pistols and Tormentor Chains, and the only Grenades they can have are Gas Grenades. No restrictions apply to any other Types of Battlekit.
Lore
These terrifying infiltrators are silent killers, equipped with stealth generators that hide them from the Eyes of God. They have been known to eliminate entire enemy squads single-handedly.
STL finder
Heretic Chorister
md_heretichorister
Cost:65
Availability:0-1
Movement
6"/Infantry
Melee
+2D
Ranged
-2D
Armour
0
Base:32mm
Keywords:ELITE, HERETIC, FEAR
Image:@pie_vendor
Abilities
Unholy Hymns:

Add -1 DICE to Success Rolls taken for enemy models that are within 8" of one or more Choristers.

Fast as Lightning:

Add +1 DICE to the Risky Success Roll for models from a Heretic Naval Raiding Party Warband that are taking a Dash ACTION.

Battlekit
A Chorister can have any Battlekit from the Heretic Legions Armoury Tables.
Lore

Choristers sacrifice themselves upon black altars, and if worthy, rise after nine days, finishing their own beheading as their severed heads begin to sing. Their hymns conjure visions of Hell, sapping the strength and resolve of all who hear, the Chorister’s cold blood forming diabolic symbols in rhythm with their unholy chorus. Those who hear their song find their minds flooded with visions from the Pits of Hell, weakening both their resolve and strength, as the dreadful music eats away at their very soul.

STL finder
❤️ Support Trench Companion for an ad free experience

Infantry

Annointed Heavy Infantry
md_annointedheavyinfantry
Cost:95
Availability:0-2
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Base:32mm
Keywords:HERETIC, STRONG
Image:@pie_vendor
Abilities
Fast as Lightning:

Add +1 DICE to the Risky Success Roll for models from a Heretic Naval Raiding Party Warband that are taking a Dash ACTION.

Battlekit
An Anointed Heavy Infantry always has Reinforced Armour and an Infernal Brand. This Battlekit cannot be removed or lost throughout the campaign for any reason. The Injury Modifier for the Armour is already included in the model’s Profile above. They can also have any Battlekit from the Heretic Legions Armoury Tables.

Infernal Brand Mark

Keywords

NEGATE FIRE

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

Keywords

-2 INJURY MODIFIER

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
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.
Lore
Heavily armed and armoured assault troops. Their skin is burned and blistering from their ordained pilgrimages to Hell and back.
STL finder
Artillery Witch
md_artillerywitch
Cost:90
Availability:0-1
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Base:25mm
Keywords:HERETIC, ARTIFICIAL, NEGATE GAS, NEGATE FEAR
Image:@pie_vendor
Abilities
Levitate:

You do not have to take a Risky Success Roll for an Artillery Witch when they Climb or Jump, or an Injury Roll if they Fall.

Abiotic Life:

Add -1 INJURY DICE for an Artillery Witch that has been hit by an attack with the GAS Keyword.

Artillery Witch Battery:

You may include 0-2 Artillery Witches in a Warband if the total cost of all of the other models in the Warband (including their Battlekit, etc) adds up to 1,000 or more.

Fast as Lightning:

Add +1 DICE to the Risky Success Roll for models from a Heretic Naval Raiding Party Warband that are taking a Dash ACTION.

Battlekit
An Artillery Witch always has Infernal Bombs, and can have Battlekit from the Heretic Legions Armoury Tables except for Ranged Weapons or Grenades.

Infernal Bomb

Range36"
Hands
1 Hands (Ranged)
Keywords

RELOAD, SHRAPNEL, SCATTER, IGNORE COVER, IGNORE LONG RANGE, IGNORE ELEVATED POSITION, BLAST 3"

Rules

Duck:

Add -1 INJURY DICE to the roll for a model that is hit by an Infernal Bomb if it is in contact with a terrain piece that is at least ½" tall and that lies in between it and the target point.

Infernal Strike:

When you make an Injury Roll for a model that was the target for an Infernal Bomb and hit by it, or if the Infernal Bomb scattered and the target point was on the model’s base, roll 3D6 and add all 3 dice together. Any +INJURY DICE or -INJURY DICE that applied to the Injury Roll will apply normally, except that you pick the 3 highest or lowest dice in the roll instead of the 2 highest or lowest. Injury Rolls for other models caught in the Infernal Bomb’s Blast are made normally.

Mighty Explosiion:

If a model that has been hit by an Infernal Bomb is not taken Out of Action by the Injury Roll, it is blown away D3" in a straight line by the explosion. Roll separately for each model to see how far it is blown away by an Infernal Bomb. If the model was the target of the attack, it is blown directly away from the Artillery Witch. If the model was caught in the Blast of the weapon, it is blown directly away from the target point. The model stops if it is blown into another model, Impassable terrain, or terrain it cannot cross without having to Climb.

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.
Lore

Artillery Witches stalk the battlefields, hurling ordnance assembled in the death factories of Hell’s Third Circle. They are completely mute, and no one has ever seen their faces, leading some to question if they are even alive. Rumours suggest that they too, were manufactured in Hell. They can call forth an endless number of Infernal bombs from a portal to Hell that they manifest at will, summoning them to their hands from a gate of midnight blackness.

STL finder
Heretic Trooper
md_heretictrooper
Cost:30
Availability:Unlimited
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Base:25mm
Keywords:HERETIC
Image:@pie_vendor
Abilities
Heretic Legionnaire:

You can upgrade Heretic Troopers in your Warband to Heretic Legionnaires, at a cost of +10 each. You cannot upgrade a Heretic Trooper if doing so would result in there being more Heretic Legionnaires in your Warband than there are Heretic Troopers. When you upgrade a Heretic Trooper to a Heretic Legionnaire, you can change either their Ranged Characteristic or their Melee Characteristic from 0 to +1.

Fast as Lightning:

Add +1 DICE to the Risky Success Roll for models from a Heretic Naval Raiding Party Warband that are taking a Dash ACTION.

Battlekit

A Heretic Trooper or Heretic Legionnaire can have any Battlekit from the Heretic Legions Armoury Tables.

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
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.
Lore
These soldiers make up the bulk of the Heretic forces. Heretic Legionnaires have witnessed the Gate of Hell and survived; they are damned for all eternity.
STL finder
Wretched
md_wretched
Cost:25
Availability:Must be outnumbered by models with the keyword HERETIC
Movement
6"/Infantry
Melee
-1D
Ranged
-1D
Armour
0
Base:25mm
Keywords:HERETIC
Image:@Mini Merchant
Abilities
Law of Hell:

If an attack made by a Wretched takes an enemy model with the ELITE Keyword out of Action, the Wretched model gains its freedom and is immediately removed from the game. It no longer counts as being part of the Warband for the purposes of Morale Checks and is removed from the Warband Roster.

Dark Blessing:

When a Wretched is taken Out of Action, place 1 BLESSING MARKER next to the nearest friendly model with the ELITE and HERETIC Keywords. If two or more eligible models are equally close to the Wretched, you can choose which receives the BLESSING MARKER.

Chattel:

In a campaign, Wretched can be sold in the Quartermaster Step for 25 plus half the cost in of any Battlekit they have.

Fast as Lightning:

Add +1 DICE to the Risky Success Roll for models from a Heretic Naval Raiding Party Warband that are taking a Dash ACTION.

Battlekit
Wretched can have any Battlekit from the Heretic Legions Armoury Tables that costs up to 10 . A Wretched must have at least 1 Weapon (they cannot be sent into battle completely unarmed).
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.
Lore

Many unfortunates fall into the hands of Heretic warbands, captured in raids, purchased from the slave markets, or seized by watchful patrols. Such 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.

STL finder
❤️ Support Trench Companion for an ad free experience

Mercenaries

Goetic Warlock
md_goeticwarlock
Cost:4
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Base:40mm
Keywords:DEMONIC, FEAR, ARTIFICIAL
Image:@pandemonpaints
Abilities
Goetic Portal:

A Goetic Warlock can take a Goetic Portal ACTION. If they do so, take a Risky Success Roll for the Goetic Warlock with +1 DICE. If the roll is a Failure, the Goetic Warlock’s Activation ends. If the roll is a Success or Critical Success, you can pick up the Goetic Warlock and deploy them on the battlefield anywhere within 6" of the location they originally occupied (measured from the centre of its base to the centre of its base). If this is impossible for any reason, the Goetic Warlock must stay in their original position. Note that the Goetic Warlock can redeploy even if they are down or within 1" of an enemy model (in which case the enemy model cannot make a Melee Attack before the Goetic Warlock is redeployed), and can deploy within 1" of an enemy model. In addition, if the roll is a Success or Critical Success and the Goetic Warlock is within 1" of any enemy models mounted on a 32mm base or smaller, then the Goetic Warlock can take 1 of the enemy models with them. If they do so, you must deploy the Goetic Warlock first and then deploy the enemy model within 1" of the Goetic Warlock. If you cannot deploy the enemy model within 1" of the Goetic Warlock, then the enemy model stays in its original position.

Barbed Embrace:

An enemy model within 1" of a Goetic Warlock cannot take a Retreat ACTION.

Iron Clawed Hands:

A Goetic Warlock can make a Melee Attack even though it does not have Melee Weapons. When a Goetic Warlock makes a Melee Attack, it can attack twice using the CRITICAL Keyword even though it doesn’t have Melee Weapons (the Off-Hand Weapon modifier applies to the second attack).

Goetic Gaze:

A Goetic Warlock can take a Goetic Gaze ACTION. If they do so, take a Success Roll for the Goetic Warlock. If the roll is a Failure, nothing happens. If the roll is a Success, place 1 BLOOD MARKER next to an enemy model within 24" of the Goetic Warlock and in their Line of Sight. If the roll is a Critical Success, place 2 BLOOD MARKERS next to an enemy model within 24" of the Goetic Warlock and in their Line of Sight instead of only 1.

Battlekit
A Goetic Warlock always has Reinforced Armour.

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

Keywords

-2 INJURY MODIFIER

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 nightmarish creations forged in the death factories of the Third Circle of Hell. Captured priests, prophets, vicars, rectors, and monks are tortured in fiendish machines that burn away their flesh with hellfire, encasing their still-living skeletons in infernal suits of armour, and stamping them with Goetic runes. The process is so agonising that the victims, driven by desperation, willingly enter into demonic pacts, seeking an end to their unbearable suffering. Thus, a new Goetic Warlock is born, now a ruthless predator, driven to hunt the very mortals they once swore to protect.

The mere gaze of a Warlock induces necrosis. In close quarters, they clasp their enemies in a merciless embrace. Drawing on Goetic power, they portal to a secluded location, where they can savour the prolonged destruction of their victim, slowly shredding them into pieces. They revel in the grotesque act of skinning their victims alive, transforming the remains into repulsive vellum for dark grimoires and profane religious texts. Some even wear the faces of their victims to power their illusionary spells, confounding their enemies.

Due to the rarity of the victims required to create Goetic Warlocks, these abominations are reserved for the most renowned Heretic commanders, with the greatest need and the most influential connections in the twisted web of Heretic politics. Mammon, the mighty devil of Greed, offers his personal battalion of Warlocks to the highest bidder.

STL finder
Scripture Guardian
md_scriptureguardian
Cost:7
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-2
Base:40mm
Keywords:GOLEM
Image:@jimmy_crisps
Abilities
Slow:

Treat a Scripture Guardian as having a Movement Characteristic of 3"/Infantry when it takes a Dash ACTION.

Vengeful Scripture:

The Scripture Guardian reads words from the holy (or unholy) text it carries. A Scripture Guardian can take a Vengeful Scripture ACTION. If they do so, pick 1 enemy model within 18" of the Scripture Guardian and in its Line of Sight. Then take a Success Roll for the Scripture Guardian, with +2 DICE if the enemy model is within 9" of the Scripture Guardian and +1 DICE otherwise. If the roll is a Failure, nothing happens. If the roll is a Success, make an Injury Roll for the enemy model, with a +1 INJURY MODIFIER for each BLOOD MARKER the enemy model has (in addition to any benefits you receive if you then spend them to affect the Injury Roll). If the roll is a Critical Success, make an Injury Roll for the enemy model with +1 INJURY DICE and a +1 INJURY MODIFIER for each BLOOD MARKER the enemy model has.

Battlekit
A Scripture Guardian always has Reinforced Armour and a Combat Helmet. In addition, it must have either two 1-Handed Melee Weapons or one 2-Handed Melee Weapon. You must purchase the Melee Weapons from your Faction Armoury Tables at their normal Cost, and you must obey any stipulation that apply to the weapons you choose (e.g. ELITE Only, Limit: 1 etc). The weapons you choose cannot be removed or lost over the course of the campaign for any reason.

Combat Helmet

Keywords

NEGATE SHRAPNEL

Lore

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

Reinforced Armour

Keywords

-2 INJURY MODIFIER

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
The origins of the Scripture Guardians remain shrouded in mystery, though rumours suggest they were created by the great masters of Kabbalah. Accounts of their existence began circulating in the early days of the Great War as the destruction of Jerusalem unearthed tombs and sacred resting places. Those who had once been interned in peace now wander the unhappy land, endlessly reciting the sacred writings entrusted to them in death. On rare occasions, expeditions into No Man’s Land have encountered such creatures, and by placing a holy text of their faith into its hands, they have transformed the Scripture Guardian into a powerful ally, bound to the will of those who align with the holy (or desecrated) scroll or tome it holds.

Capable of speaking and reading the One True Language, the Scripture Guardian can unleash the powers it calls upon against anyone its master commands. It carries out its purpose with the single-mindedness of an automaton, devoid of thought or empathy. When spoken by the Guardian, the words are imbued with the primordial power of Creation, and capable of unmaking anything in their path. The longer the Guardian concentrates on its target, the greater the power it channels.
STL finder
Sin Eater
md_sineater
Cost:6
Availability:0-1
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
-2
Base:50mm
Keywords:HERETIC, FEAR, TOUGH, STRONG
Image:@pie_vendor
Abilities
Devour the Guilty:

Sin Eater can take a Devour the Guilty ACTION. If they do so, pick 1 model (friend or foe) that is within 1" of the Sin Eater and is mounted on a base that is 40mm or smaller. If the model is an enemy, take a Risky Success Roll for the Sin Eater. If the model is friendly, take a Success Roll for the Sin Eater with +1 DICE. If the roll is a Failure, the Sin Eater’s Activation ends, if it was a Risky Success Roll, and nothing happens if it was a normal Success Roll. If the roll is a Success or a Critical Success, the model you picked is devoured, and the following rules apply to it:

  • Place the model to one side, along with any MARKERS it may have. It is inside the Sin Eater and cannot be affected in any way or carry out any ACTIONS except as described below. While it is in the Sin Eater it is considered to be Down for the purposes of Morale Checks. A Sin Eater can only have 1 devoured model at a time.
  • When it is Activated, it can take a Fight ACTION and must target the Sin Eater. Add -3 DICE to the roll for the Melee Attack, and do not use any of the model’s abilities or any of the special rules for its weapons.
  • If the Sin Eater is taken Out of Action, before removing them from the battlefield, deploy the devoured model within 1" of the Sin Eater and place it Down. If this is impossible, the model is taken Out of Action. In either case, the Sin Eater is then removed from the battlefield.
  • If a devoured model is still inside a Sin Eater when the game ends, it is considered to have been taken Out of Action.
  • Each time the Sin Eater is Activated, place 1 BLOOD MARKER next to the devoured model. As soon as a devoured model has 6 BLOOD MARKERS, it is immediately taken Out of Action and is no longer considered to be inside the Sin Eater.
  • A Sin Eater that has a devoured model inside it can take a Purge ACTION.If it does so, take a Success Roll for the Sin Eater with +4 DICE. If the roll is a Failure, nothing happens. If the roll is a Success or Critical Success, deploy the devoured model within 1" of the Sin Eater and place it Down. If this is impossible, the devoured model remains inside the Sin Eater. Once released the model can be Activated normally.

Battlekit
Sin Eater always has Reinforced Armour, a Combat Helmet, and a Tenderiser Maul.

Tenderizer Maul

RangeMelee
Hands
2 Hands (Melee)
Keywords

HEAVY, +1 INJURY MODIFIER

Rules

Swinging Blow:

When a model armed with a Tenderiser Maul takes a Fight ACTION, instead of making only 1 Melee Attack, you can make 1 Melee Attack against each enemy model with 1" of the attacking model. Resolve each Melee Attack one at a time in the order of your choice.

Reinforced Armour

Keywords

-2 INJURY MODIFIER

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

Sin Eaters were once mortal men and women, but their overwhelming greed, combined with the corrupting influence of the Hellgate, turned them into an abominable form that matches their inner foulness. Sin Eaters are among the few creatures outside Beelzebub’s followers that he deems worthy as their boundless gluttony mirrors his essence.

STL finder
❤️ Support Trench Companion for an ad free experience

Armoury

Melee Weapons
Bayonet
2
BAYONET LUG only
Blasphemous Staff
2
Elite only
Double-Handed Blunt Weapon
10
Greatsword / Greataxe
12
Hellblade
1
LIMIT: 2
Knife / Dagger
1
Trench Polearm
7
Sacrificial Blade
23
LIMIT: 2
Elite only
Sword / Axe
4
Tartarus Claws
15
Death Commando only
Trench Club
3
Ranged Weapons
Anti-Material Rifle
3
LIMIT: 1
Automatic Rifle
2
LIMIT: 2
Automatic Shotgun
15
Bolt-Action Rifle
10
Flamethrower
30
LIMIT: 3
Grenade Launcher
30
LIMIT: 2
Heavy Flamethrower
55
LIMIT: 2
Machine Gun
50
LIMIT: 1
Pistol / Revolver
6
Semi-Automatic Rifle
15
Shotgun
10
Silenced Pistol
15
Elite only
Submachine Gun
25
Grenades
Gas Grenades
10
Frag Grenades
7
Incendiary Grenades
15
Armour
Reinforced Armour
40
Annointed Heavy Infantry, Elite only
Standard Armour
15
Shields
Trench Shield
10
Equipment
Combat Helmet
5
Gas Mask
5
Hellbound Soul Contract
5
LIMIT: 3
Heretic Trooper only
Incendiary Ammunition
15
LIMIT: 1
Infernal Brand Mark
5
Mountaineer Kit
3
LIMIT: 2
Musical Instrument
15
LIMIT: 1
Shovel
5
Troop Flag
1
LIMIT: 1
Unholy Relic
15
Unholy Trinket
15
Exploration Only
Armour of Cobar
8
LIMIT: 1
Elite only
Battlefield Title
5
LIMIT: 1
Elite only
Demonic Aura Grenade
3
LIMIT: 1
Executioner's Axe
6
LIMIT: 1
Knighthood
4
LIMIT: 1
Elite only
The Mark of Cain
4
LIMIT: 1
Elite only
Rocket-Propelled Grenade
2
LIMIT: 1
Sniper Scope
2
LIMIT: 2
Rifle only
Tormentor Chain
3
LIMIT: 2
Trench Dog
1
LIMIT: 1
Trench Dog (Guard Dog)
2
LIMIT: 1
Trench Dog (Hellhound)
2
LIMIT: 1

Base Faction

Promotions

❤️ Support Trench Companion for an ad free experience