Trench Ghosts

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
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.
Captains

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.
Models in this Warband have the FEAR and NEGATE GAS Keywords.
Models in a Trench Ghost Warband ignore the penalty for moving through Difficult Terrain (other terrain affects them normally).
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.
Add -1 INJURY DICE for Injury Rolls caused by Ranged Attacks that hit a model from a Trench Ghost Warband.
Elite

All enemy models within 8” of the Chorister suffer an additional +1 INJURY DICE when any injury roll is made against them.
Models in this Warband have the FEAR and NEGATE GAS Keywords.
Models in a Trench Ghost Warband ignore the penalty for moving through Difficult Terrain (other terrain affects them normally).
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.
Add -1 INJURY DICE for Injury Rolls caused by Ranged Attacks that hit a model from a Trench Ghost Warband.

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.
Add -1 DICE to Ranged Attacks that target a Death Commando.
Models in this Warband have the FEAR and NEGATE GAS Keywords.
Models in a Trench Ghost Warband ignore the penalty for moving through Difficult Terrain (other terrain affects them normally).
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.
Add -1 INJURY DICE for Injury Rolls caused by Ranged Attacks that hit a model from a Trench Ghost Warband.
Infantry

Models in this Warband have the FEAR and NEGATE GAS Keywords.
Models in a Trench Ghost Warband ignore the penalty for moving through Difficult Terrain (other terrain affects them normally).
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.
Add -1 INJURY DICE for Injury Rolls caused by Ranged Attacks that hit a model from a Trench Ghost Warband.
Reinforced Armour
-2 INJURY MODIFIER
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.

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.
Models in this Warband have the FEAR and NEGATE GAS Keywords.
Models in a Trench Ghost Warband ignore the penalty for moving through Difficult Terrain (other terrain affects them normally).
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.
Add -1 INJURY DICE for Injury Rolls caused by Ranged Attacks that hit a model from a Trench Ghost Warband.
A Heretic Trooper or Heretic Legionnaire can have any Battlekit from the Heretic Legions Armoury Tables.
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.

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.
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.
In a campaign, Wretched can be sold in the Quartermaster Step for 25 plus half the cost in of any Battlekit they have.
Models in this Warband have the FEAR and NEGATE GAS Keywords.
Models in a Trench Ghost Warband ignore the penalty for moving through Difficult Terrain (other terrain affects them normally).
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.
Add -1 INJURY DICE for Injury Rolls caused by Ranged Attacks that hit a model from a Trench Ghost Warband.
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.


