Trench Ghosts

fc_hereticlegion_fv_trenchghosts
Faction lore

Sometimes, when Heretic troopers die upon a hallowed ground or in the presence of an uncorrupted holy relic, they become trapped between planes of existence. Claimed by neither Heaven nor Hell, the Trench Ghosts become undead. They are doomed to fight a war without an end, attacking both the Faithful and Heretic alike, hating all life, and 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 pain of their existence — an endless doom which will never give them rest, their broken bodies and shattered minds are forced to endure the horrors of war for all eternity. Few can withstand such terror without breaking.

Tales are told of countless Trench Ghost warbands that haunt No Man’s Land, but the most famous are the Ghosts of Tannenberg, the shades of the Heretic force that won the battle of Tannenberg only to pass into the shadow after sacking the Church of Saint Jacob.

Faction Rules

Undead
Models in this Warband have the
Fear
and
Negate
Gas
Keywords.
Tank Palanquin

At the cost of 60 ducats, the Heretic Priest of the warband can ride a ghostly Tank Palanquin.

Tank Palanquin

Keywords

-3 INJURY MODIFIER

Bulky: A model that has a Tank Palanquin must be mounted on a 50mm base and cannot be equipped with a Shield. In addition, it has a Charge Bonus of D3" instead of D6".
Steadfast: When a model that has this Battlekit suffers a Down result on the Injury table, it is treated as a Minor Wound result instead.
Death From On High: Add 3" to the height of a model that has a Tank Palanquin when determining if it receives the Elevated Position modifier for any Ranged Attacks that it makes.

Lore

Trench Ghost Heretic Priests sometimes ride into battle standing on top of an armoured platform called a Tank Palanquin. From their lofty vantage point, they rain destruction upon the foe.

Spectral
Models in a Trench Ghost Warband ignore the penalty for moving through Difficult Terrain (other terrain affects them normally).
Slow
Halve the Movement Characteristic of a Trench Ghost model when they take a Dash
Action
. In addition, add
-1 Dice
to the Success Roll for an attack made by a Trench Ghost model on an enemy model that is making a Retreat.
Semi-Corporeal
Add
-1 Injury Dice
for Injury Rolls caused by Ranged Attacks that hit a model from a Trench Ghost Warband.
Sarcophagus Mine
Heretic Troopers can be encased in suits of thick armour that have been filled with explosives, which can be triggered by the Trooper when the enemy draws close.
Lost Souls
A Trench Ghost Warband cannot include models with the
Artificial
Keyword, and models in a Trench Ghost Warband cannot have Hellbound Soul Contracts or Infernal Brands. The Warband can include Anointed Heavy Infantry, but they do not have their Infernal Brand and still cost 95 .
Enemies of All
A Trench Ghost Warband cannot include Mercenaries.
Barbed Wire Banshee
A Trench Ghost Warband can include a Barbed Wire Banshee instead of a Chorister. The Barbed Wire Banshee has the same Profile and Cost as a Chorister, but instead of the Unholy Hymns Ability add +1 INJURY DICE to rolls for enemy models that are within 8" of a Barbed Wire Banshee.

Captains

Heretic Priest
Cost:80
Availability:1
Image:@pie_vendor
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Fear
Tough
Leader
Elite
Heretic
Abilities
Puppet Master: 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 model (friend or foe) 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 within 1" of an enemy, make a retreat move, Climb, Jump, or Jump Down. The model cannot make a Diving Charge and does not count as charging if it finishes the move within 1" of an enemy model.
Undead: Models in this Warband have the
Fear
and
Negate
Gas
Keywords.
Spectral: Models in a Trench Ghost Warband ignore the penalty for moving through Difficult Terrain (other terrain affects them normally).
Slow: Halve the Movement Characteristic of a Trench Ghost model when they take a Dash
Action
. In addition, add
-1 Dice
to the Success Roll for an attack made by a Trench Ghost model on an enemy model that is making a Retreat.
Semi-Corporeal: Add
-1 Injury Dice
for Injury Rolls caused by Ranged Attacks that hit a model from a Trench Ghost Warband.
Battlekit
A Heretic Priest can have any Battlekit from the
Heretic Legion
s 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.
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Elite

Barbed Wire Banshee
Cost:65
Availability:0-1
Image:@hardrockinterrainandpaint
Movement
6"/Infantry
Melee
+2D
Ranged
-2D
Armour
0
Fear
Elite
Heretic
Abilities
Death Wail: All enemy models within 8” of the Chorister suffer an additional
+1 Injury Dice
when any injury roll is made against them.
Undead: Models in this Warband have the
Fear
and
Negate
Gas
Keywords.
Spectral: Models in a Trench Ghost Warband ignore the penalty for moving through Difficult Terrain (other terrain affects them normally).
Slow: Halve the Movement Characteristic of a Trench Ghost model when they take a Dash
Action
. In addition, add
-1 Dice
to the Success Roll for an attack made by a Trench Ghost model on an enemy model that is making a Retreat.
Semi-Corporeal: Add
-1 Injury Dice
for Injury Rolls caused by Ranged Attacks that hit a model from a Trench Ghost Warband.
Battlekit
A Chorister can have any Battlekit from the
Heretic Legion
s Armoury Tables.
Lore
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Death Commando
Cost:90
Availability:0-1
Image:@pie_vendor
Movement
6"/Infantry
Melee
+2D
Ranged
+1D
Armour
0
Fear
Infiltrator
Elite
Heretic
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.
Undead: Models in this Warband have the
Fear
and
Negate
Gas
Keywords.
Spectral: Models in a Trench Ghost Warband ignore the penalty for moving through Difficult Terrain (other terrain affects them normally).
Slow: Halve the Movement Characteristic of a Trench Ghost model when they take a Dash
Action
. In addition, add
-1 Dice
to the Success Roll for an attack made by a Trench Ghost model on an enemy model that is making a Retreat.
Semi-Corporeal: Add
-1 Injury Dice
for Injury Rolls caused by Ranged Attacks that hit a model from a Trench Ghost Warband.
Battlekit
A Death Commando can have Battlekit from the
Heretic Legion
s 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.
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Heretic Chorister
Cost:65
Availability:0-1
Image:@pie_vendor
Movement
6"/Infantry
Melee
+2D
Ranged
-2D
Armour
0
Fear
Elite
Heretic
Abilities
Unholy Hymns: Add
-1 Dice
to Success Rolls taken for enemy models that are within 8" of one or more Choristers.
Undead: Models in this Warband have the
Fear
and
Negate
Gas
Keywords.
Spectral: Models in a Trench Ghost Warband ignore the penalty for moving through Difficult Terrain (other terrain affects them normally).
Slow: Halve the Movement Characteristic of a Trench Ghost model when they take a Dash
Action
. In addition, add
-1 Dice
to the Success Roll for an attack made by a Trench Ghost model on an enemy model that is making a Retreat.
Semi-Corporeal: Add
-1 Injury Dice
for Injury Rolls caused by Ranged Attacks that hit a model from a Trench Ghost Warband.
Battlekit
A Chorister can have any Battlekit from the
Heretic Legion
s 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 (Trench Ghost)
Cost:95
Availability:0-5
Image:@hardrockinterrainandpaint
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Fear
Strong
Heretic
Abilities
Undead: Models in this Warband have the
Fear
and
Negate
Gas
Keywords.
Spectral: Models in a Trench Ghost Warband ignore the penalty for moving through Difficult Terrain (other terrain affects them normally).
Slow: Halve the Movement Characteristic of a Trench Ghost model when they take a Dash
Action
. In addition, add
-1 Dice
to the Success Roll for an attack made by a Trench Ghost model on an enemy model that is making a Retreat.
Semi-Corporeal: Add
-1 Injury Dice
for Injury Rolls caused by Ranged Attacks that hit a model from a Trench Ghost Warband.
Battlekit
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

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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Heretic Trooper
Cost:30
Availability:Unlimited
Image:@pie_vendor
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Fear
Heretic
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.
Undead: Models in this Warband have the
Fear
and
Negate
Gas
Keywords.
Spectral: Models in a Trench Ghost Warband ignore the penalty for moving through Difficult Terrain (other terrain affects them normally).
Slow: Halve the Movement Characteristic of a Trench Ghost model when they take a Dash
Action
. In addition, add
-1 Dice
to the Success Roll for an attack made by a Trench Ghost model on an enemy model that is making a Retreat.
Semi-Corporeal: Add
-1 Injury Dice
for Injury Rolls caused by Ranged Attacks that hit a model from a Trench Ghost Warband.
Battlekit

A Heretic Trooper or

Heretic Legion
naire can have any Battlekit from the
Heretic Legion
s Armoury Tables.

Upgrades
Heretic Legionnaire - 10
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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Wretched
Cost:25
Availability:Unlimited
Image:@Mini Merchant
Movement
6"/Infantry
Melee
-1D
Ranged
-1D
Armour
0
Fear
Heretic
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.
Undead: Models in this Warband have the
Fear
and
Negate
Gas
Keywords.
Spectral: Models in a Trench Ghost Warband ignore the penalty for moving through Difficult Terrain (other terrain affects them normally).
Slow: Halve the Movement Characteristic of a Trench Ghost model when they take a Dash
Action
. In addition, add
-1 Dice
to the Success Roll for an attack made by a Trench Ghost model on an enemy model that is making a Retreat.
Semi-Corporeal: Add
-1 Injury Dice
for Injury Rolls caused by Ranged Attacks that hit a model from a Trench Ghost Warband.
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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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
Trench Knife
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-Materiel 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
2
Grenades
Gas Grenades
10
Frag Grenades
7
Incendiary Grenades
15
Armour
Reinforced Armour
40
Annointed Heavy Infantry, Elite only
Sarcophagus Mine
30
LIMIT: 2
Heretic Trooper only
Standard Armour
15
Tank Palanquin
60
LIMIT: 1
Heretic Priest only
Shields
Trench Shield
10
Equipment
Combat Helmet
5
Gas Mask
5
Incendiary Ammunition
15
LIMIT: 1
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

Base Faction

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