Knights of Avarice

fc_hereticlegion_fv_knightsofavarice
Faction lore

Warbands who follow the Prince of Greed call themselves the Knights of Avarice. Such Heretics display their wealth extravagantly. They are festooned with chains of gold and the finest silk cloaks; their armour is gilded and decorated with precious stones, and the handles of their great coin hammers are crafted of the rarest of wood. Despite the opulent wealth on display, their finery is tarnished by blood and soot that spews from the Hellgate, and the delicate artistic filigree of their golden masks is both terrible and beautiful in equal measure. In combat, they favour hammers and clubs that break bones but leave flesh and blood intact, alongside poison gas and highly accurate rifles. They scorn crude and destructive fire or explosive weapons that could damage any objects of value.

Many merchants, traders, and moneylenders within the Faithful nations are followers of Mammon and secretly supply the Knights of Avarice with their wares.

Faction Rules

Worship Mammon
The Patron of a Knights of Avarice Warband is always Mammon.
Price of Greed
A Heretic Priest in a Knights of Avarice Warband has the Price of Greed ACTION instead of the Puppet Master ACTION.
Preserve the Loot
Models in a Knights of Avarice Warband cannot have Battlekit that has the FIRE and/or SHRAPNEL Keywords. Grenade Launchers can be taken, but replace the SHRAPNEL Keyword with the -1 INJURY DICE, GAS, and IGNORE ARMOUR Keywords.
Mammon's Chosen
A Knights of Avarice Warband cannot include a model if the cost of the model and its Battlekit is less than 80 , unless the model is a Wretched.
Infernal Rivalry
Mammon is a rival of Beleth, who is the Patron of Death Commandos. A Knights of Avarice Warband cannot include Death Commandos.
Goetic Warlocks
Goetic Warlocks are creations of Mammon. A Knights of Avarice Warband can include up to 1 Goetic Warlock for 110 . The Goetic Warlock is a Mercenary.
Gas Bombs
Artillery Witches in a Knights of Avarice Warband replace their Infernal Bombs with Gas Bombs.
Corrupt Merchants
When you create your starting Warband, you can purchase 1 piece of Battlekit from the New Antioch Armoury, and 1 piece of Battlekit from the Iron Sultanate Armoury. You can give the Battlekit to any model in your Warband, as long as any stipulation that apply to it are followed (so there is little point in taking the Assassin’s Dagger, for example, as it can only be used by Assassins). You can repurchase the Battlekit later during the Campaign if it is lost for any reason.
Iron Sultanate Items
-
Change
New Antioch Items
-
Change

Captains

Heretic Priest of Mammon
md_hereticpriest_mammonpriest
Cost:80
Availability:1
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Base:32mm
Keywords:TOUGH, LEADER, HERETIC, ELITE
Image:@pie_vendor
Abilities
The Price of Greed:

Worldly wealth becomes the target of this curse, gradually crushing its victim under its weight. A Knights of Avarice Heretic Priest can take a Price of Greed ACTION. If they do so, take a Risky Success Roll for the model. If the roll is a Failure, the Knights of Avarice Heretic Priest’s Activation ends immediately. If the roll is a Success or Critical Success, make an Injury Roll for an enemy model that is within 12" of the model taking the Price of Greed ACTION and in its line of sight. Add +1 INJURY DICE to the roll if the Success Roll was a Critical Success, and add +1 DICE to the roll for each -1 INJURY MODIFIER that applies to the target (the -1 INJURY MODIFIER still applies). For example, if the target had Standard Armour with a -1 INJURY MODIFIER, you would add +1 INJURY DICE and a -1 INJURY MODIFIER to the roll.

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

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.

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.

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Infantry

Annointed Heavy Infantry
md_annointedheavyinfantry
Cost:95
Availability:0-5
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Base:32mm
Keywords:HERETIC, STRONG
Image:@pie_vendor
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.

Lore
Heavily armed and armoured assault troops. Their skin is burned and blistering from their ordained pilgrimages to Hell and back.
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Artillery Witches of Mammon
md_artillerywitch_gaswitch
Cost:90
Availability:0-1
( 2 in a warband worth over 1000 ducats)
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Base:25mm
Keywords:HERETIC, ARTIFICIAL, NEGATE GAS, NEGATE FEAR
Image:@Darius_minis
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.

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.

Abiotic Life:

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

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 Gas Bomb

Range36"
Hands
1 Hands (Ranged)
Keywords

IGNORE ARMOUR, GAS, RELOAD, SCATTER, -1 INJURY DICE, BLAST 3", IGNORE COVER, IGNORE LONG RANGE, IGNORE ELEVATED POSITION

Rules

Choking Gas:

If a model that has been hit by a Gas Bomb is not taken Out of Action by the Injury Roll, it staggers D3" in a straight line trying to get away from the gas cloud. Roll separately for each model to see how far it staggers. If the model was the target of the attack, it staggers in a direction chosen by the player making the attack. If the model was caught in the Blast of the weapon, it staggers directly away from the target point. The model stops if it staggers into another model, Impassable Terrain, or a terrain piece it cannot cross without having to Climb.

Lore
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Goetic Warlock
Cost:110
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Base:40mm
Keywords:FEAR, DEMONIC, ARTIFICIAL
Image:
Abilities
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 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.

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.

Barbed Embrace:

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

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.

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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.

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
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.
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War Wolf Assault Beast
md_warwolfassaultbeast
Cost:140
Availability:0-1
Movement
8"/Infantry
Melee
+2D
Ranged
0D
Armour
-3
Base:50mm
Keywords:FEAR, HERETIC, TOUGH, ARTIFICIAL
Image:@pie_vendor
Abilities
Loping Dash:

Add +1 DICE to the Risky Success Roll for a War Wolf that is taking a Dash ACTION. In addition, a War Wolf ignores the penalty for moving through Difficult terrain (other terrain affects it normally).

Assault Beast:

A War Wolf is armed with two Melee Weapons (its Chainsaw Mouth and Shredding Claws). When it makes a Melee Attack, it can attack once using either its Chainsaw Mouth or Shredding Claws, or twice, first with the Chainsaw Mouth and second with its Shredding Claws (the Off-Hand Weapon modifier applies to the attack made with the Shredding Claws). Note that both Weapons have the RISKY keyword, which means that the War Wolf ’s Activation ends immediately if the Success Roll for an attack made with either weapon is a Failure.

Battlekit
A War Wolf always has a Chainsaw Mouth and Shredding Claws. These weapons are part of the War Wolf and cannot be removed or lost throughout the campaign for any reason. It cannot have any other Battlekit.

Chain Maw

RangeMelee
Keywords

RISKY, IGNORE ARMOUR, +1 INJURY DICE, +1 DICE

Shredding Claws

RangeMelee
Hands
2 Hands (Melee)
Keywords

RISKY, CUMBERSOME, +1 INJURY DICE

Lore
This abomination charges through miles of barbed wire, clearing a path for the Heretic infantry. Its uniquely formed head is designed to cut cleanly through it. War Wolves wear unique armour forged in the factories of Hell, as seen by the maker’s marks stamped upon it.
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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.

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).
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.

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Mercenaries

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.
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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.

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Armoury

Melee Weapons
Bayonet
2
BAYONET LUG only
Coin Hammer
20
LIMIT: 2
Double-Handed Blunt Weapon
10
Greatsword / Greataxe
12
Knife / Dagger
1
Trench Polearm
7
Sacrificial Blade
23
LIMIT: 2
Elite only
Sword / Axe
4
Trench Club
3
Ranged Weapons
Anti-Material Rifle
3
LIMIT: 1
Automatic Rifle
2
LIMIT: 2
Automatic Shotgun
15
Bolt-Action Rifle
10
Gas Grenade Launcher
30
LIMIT: 2
Machine Gun
50
LIMIT: 1
Pistol / Revolver
6
Semi-Automatic Rifle
15
Shotgun
10
Silenced Pistol
15
Elite only
Submachine Gun
2
Grenades
Gas Grenades
10
Armour
Reinforced Armour
40
Annointed Heavy Infantry, Elite only
Standard Armour
15
Tarnished Armour
45
LIMIT: 1
Shields
Trench Shield
10
Equipment
Combat Helmet
5
Gas Mask
5
Golden Calf Altar
20
LIMIT: 3
Hellbound Soul Contract
5
LIMIT: 3
Heretic Trooper only
Infernal Brand Mark
5
Mountaineer Kit
3
LIMIT: 2
Musical Instrument
15
LIMIT: 1
Shovel
5
Standard of Mammon
25
LIMIT: 1
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
Trench Dog
1
LIMIT: 1
Trench Dog (Guard Dog)
2
LIMIT: 1
Trench Dog (Hellhound)
2
LIMIT: 1

Base Faction

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