The Drowned Choir

fc_cf_hereticnavalraiders_fv_drownedchoir
Faction lore

Drawn together by their haunting dirges, some Drowned Choristers can come to sing together to the peril of all. The cries of Drowned Choristers resound through the deeps and haunt the dreams of sleepers too near the shore. Many are driven to madness by the Drowned Choir’s calls, and those who hurl them selves into the deeps are bound to serve them forever more. On occasion driven by chance, design, or by desire, on moonless nights an unholy triumvirate of them may be drawn together across countless leagues of trackless ocean. Their combined chorus draws all who heed their call into the briny depths, to slave and serve forever. When such warbads form they are fey and wayward, moving back and forth with the currents of tide and storm to no plan or reasoning of mortal mind. Over time there is a danger that a Drowned Choir can merge fully into a conjoined entity known as a Leviathal Chorus, but such occurrences are mercifully rare.

Faction Rules

Unseen Advance
Up to three models without the
Elite
Keyword in a Heretic Naval Raiders Warband can be given the
Infiltrator
Keyword at a cost of +10 each.

Upgrades
Infiltrator - 10
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
.
To No Purpose Save Their Own
Drowned Choir Warbands cannot include any of the following models: Heretic Captain, Abyssal Commando, Sea Hag, Anointed Heretic Raiders.
Mounting Madness
Increase the range of a Drowned Chorister’s Unholy Hymns Ability by +4” if it is within 8” of another friendly Drowned Chorister or Leviathal Chorus.
Fast as Lightning
Add
+1 Dice
to the
Risky Success
Roll for models from a Heretic Naval Raiders Warband that are taking a Dash
Action
.
A Wretched Chorus
Wretched models in a Drowned Choir cost 30 and have a Melee Characteristic of
+0 Dice
. Wretched models within 8” of any number of Drowned Chorister or Leviathal Chorus models have a Melee Characteristic of
+1 Dice
instead of
+0 Dice
.
A Song Within the Deep
Drowned Choir Warbands must include 1-3 Drowned Choristers. In addition, 1 Drowned Chorister must take the Leviathal Chorus upgrade at a cost of 20 . The Drowned Chorister with the Leviathal Chorus upgrade increases its base size to 40mm, has the
Leader
and
Tough
Keywords, and replaces their Unholy Hymns ability with the Dread Harmony ability.

Captains

Leviathal Chorus Chorister
Cost:85
Availability:1
Image:
Movement
6"/Infantry
Ranged
-2D
Melee
+2D
Armour
0
Base
40mm
Fear
Tough
Leader
Elite
Heretic
Abilities
Dread Harmony: All Success Rolls made by enemy models within 8” of a Leviathal Chorister become
Risky Success
Rolls (there is no additional effect if they are
Risky Success
Rolls already).
Mounting Madness: Increase the range of a Drowned Chorister’s Unholy Hymns Ability by +4” if it is within 8” of another friendly Drowned Chorister or Leviathal Chorus.
Fast as Lightning: Add
+1 Dice
to the
Risky Success
Roll for models from a Heretic Naval Raiders Warband that are taking a Dash
Action
.
Battlekit
A Chorister can have any Battlekit from the
Heretic Legion
s Armoury Tables.
Upgrades
Leviathan Bell - 10
You do not have to take a
Risky Success
Roll for a Drowned Chorister with a Leviathan Bell when they Climb or Jump, nor make an Injury Roll if they Fall.
Lore
It is said that those who experience near-death through drowning speak of hearing something in the deeps, a song or call or roar they cannot explain. Some can never shake the memory – it haunts their dreams and their waking world until they receive revelation and consummation. Doomed to search for it forever after, some take up the Leviathan bell, a sealed casque of abyssal waters. Within the bell they are drowned and reborn, recalling the sonorous calls of the darkest depths, a sound fit to cloud the mind and chill the marrow of any mortal souls who hear it. Drowned Choristers float eternally in unseen waters, their binding-chains stirred by ghostly currents.
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Elite

Drowned Chorister
Cost:65
Availability:0-2
Image:
Movement
6"/Infantry
Ranged
-2D
Melee
+2D
Armour
0
Base
32mm
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.
Mounting Madness: Increase the range of a Drowned Chorister’s Unholy Hymns Ability by +4” if it is within 8” of another friendly Drowned Chorister or Leviathal Chorus.
Fast as Lightning: Add
+1 Dice
to the
Risky Success
Roll for models from a Heretic Naval Raiders Warband that are taking a Dash
Action
.
Battlekit
A Chorister can have any Battlekit from the
Heretic Legion
s Armoury Tables.
Upgrades
Leviathan Bell - 10
You do not have to take a
Risky Success
Roll for a Drowned Chorister with a Leviathan Bell when they Climb or Jump, nor make an Injury Roll if they Fall.
Lore
It is said that those who experience near-death through drowning speak of hearing something in the deeps, a song or call or roar they cannot explain. Some can never shake the memory – it haunts their dreams and their waking world until they receive revelation and consummation. Doomed to search for it forever after, some take up the Leviathan bell, a sealed casque of abyssal waters. Within the bell they are drowned and reborn, recalling the sonorous calls of the darkest depths, a sound fit to cloud the mind and chill the marrow of any mortal souls who hear it. Drowned Choristers float eternally in unseen waters, their binding-chains stirred by ghostly currents.
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Infantry

Choir Wretched
Cost:30
Availability:Unlimited
Image:
Movement
6"/Infantry
Ranged
-1D
Melee
0D
Armour
0
Base
25mm
Heretic
Abilities
Wretched Chorus: Wretched models within 8” of any number of Drowned Chorister or Leviathal Chorus models have a Melee Characteristic of
+1 Dice
instead of
+0 Dice
.
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 Raiders 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
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
Heretic Raiders have depopulated entire coastlines with their incessant attacks across the generations. Huge numbers of souls are taken by them as plunder to be sold to flesh-markets and caravans of Sin, though the strongest may be kept by the raiders themselves for sport and toil. 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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Heretic Raider
Cost:30
Availability:Unlimited
Image:
Movement
6"/Infantry
Ranged
0D
Melee
0D
Armour
0
Base
25mm
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.
Fast as Lightning: Add
+1 Dice
to the
Risky Success
Roll for models from a Heretic Naval Raiders Warband that are taking a Dash
Action
.
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
Infiltrator - 10
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
Heretic Raiders make up the majority of the warband, sworn to serve beneath the Heretic Captain until Heaven cracks and the seas drain away. They are quick and well-armed, equipped with the pick of the plunder from a hundred raids. Heretic Raider Legionnaires are veterans of the crew, often trusted gunners and topside men, who vie to be the first to step ashore or invade a foreign deck.
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Mercenaries

Goetic Warlock
md_goeticwarlock
Cost:4
Availability:0-1
Image:@pandemonpaints
Movement
6"/Infantry
Ranged
+1D
Melee
+1D
Armour
-2
Base
40mm
Negate Fire
Fear
Demonic
Artificial
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 redeploy 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 redeploy 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 redeploy the Goetic Warlock first and then redeploy the enemy model within 1” of the Goetic Warlock. If you cannot redeploy 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 with the
Cleave 2
and
Critical
Keywords even though it does not have a Melee Weapon. In addition, 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 Marker
S 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)
CategoryMelee
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

CategoryArmour
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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Scripture Guardian
md_scriptureguardian
Cost:7
Availability:0-1
Image:@jimmy_crisps
Movement
6"/Infantry
Ranged
0D
Melee
+1D
Armour
-2
Base
40mm
Negate Gas
Negate Fear
Golem
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
Ignore Armour
, and
+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

CategoryEquipment
Keywords
Negate Shrapnel
Lore

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

Reinforced Armour

CategoryArmour
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
Image:@pie_vendor
Movement
6"/Infantry
Ranged
0D
Melee
+2D
Armour
-2
Base
50mm
Negate Fire
Fear
Strong
Negate Heavy
Tough
Demonic
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 Marker
    S, it is immediately taken Out of Action (ignoring any rules that would prevent this) 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)
CategoryMelee
Keywords
+1 Injury Modifier
Heavy

Swinging Blow: When a model armed with a Tenderiser Maul takes a Fight
Action
, 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

CategoryArmour
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.

Combat Helmet

CategoryEquipment
Keywords
Negate Shrapnel
Lore

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

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
Blasphemous Staff
2
Elite only
Boarding Axe
10
Great Hammer/Maul
10
Greatsword / Axe
12
Hellblade
1
LIMIT: 2
Hull Drill
20
Death Commando only
Trench Knife
1
Polearm
7
Sacrificial Blade
23
LIMIT: 2
Elite only
Sword / Axe
4
Trench Club
3
Wrecker's Torch
15
Elite only
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
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
Anointed 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
5
Mountaineer Kit
3
LIMIT: 2
Musical Instrument
15
LIMIT: 1
Shark Tooth Talisman
10
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 Ownership
1
LIMIT: 1
Trench Dog (Guard Dog) Ownership
2
LIMIT: 1
Trench Dog (Hellhound) Ownership
2
LIMIT: 1

Base Faction