Stoßtruppen of the Free State of Prussia

fc_newantioch_fc_stortruppenofthefreestateofprussia
Faction lore

When the need to take out an enemy strongpoint or assault an especially powerful defensive line of trenches or redoubts arises, the Duke of Antioch often calls upon the famed Stosstruppen forces of the Free State of Prussia. These elite units operate in deep forward positions, often carrying secret orders or specific missions from the Princes of the Church or New Antioch High Command.

The Free State Shock Troopers are selected and trained specifically to perform lightning assaults, master the firearms of close assault, and operate in Fireteams that are perfectly synchronised in their combined arms tactics.

Admittance to this elite group is strictly by merit. All members must be decorated athletes, under 25 years of age, unmarried, and must have demonstrated a high level of aggression on the battlefield. Of all the soldiers serving Prussia, Stosstruppen have by far the highest casualty rate.

When inducted into the ranks, all swear an oath at the Königsberg Cathedral:

“Everything which the enemy least expects will succeed the best.”

Faction Rules

Troop Selection
A Stosstruppen of the Free State of Prussia Warband must include 2-8 Shock Troopers and cannot include Trench Moles. In addition, it cannot have more than 1 Sniper Priest or 1 Mechanized Heavy Infantry model.
Specialised Equipment
Submachine Guns in a Stosstruppen of the Free State of Prussia Warband have a Limit of 4, and Automatic Shotguns and Automatic Pistols do not have the ELITE only stipulation. However, Machine Guns in a Stosstruppen of the Free State of Prussia Warband have a Limit of 1, and models cannot have Grenade Launchers.
Rapid Assault
The Lieutenant and Shock Troopers in a Stosstruppen of the Free State of Prussia Warband can have the Rapid Assault ability at a cost of +5 each.

Upgrades
Rapid Assault - 5
Add +1 DICE to the Success Roll when a model with the Rapid Assault ability takes a Dash ACTION.
Masters of the Grenade
Add 4" to the Range of all Grenades used by models from a Stosstruppen of the Free State of Prussia Warband.
Light Melee
Shock Troopers in a Stosstruppen of the Free State of Prussia Warband do not have the Assault Drill ability. They still cost 45 .
Lightly Armoured
Only the Lieutenant and Mechanized Heavy Infantry models in a this Warband can have Reinforced Armour or Machine Armour.
Forward Positions
Up to 2 Shock Troopers in a Stosstruppen of the Free State of Prussia Warband can have the INFILTRATOR Keyword at a cost of +10 each.

Upgrades
Infiltrator - 10
Limit: 2
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.
Feldkaplane
Trench Clerics in a Stosstruppen of the Free State of Prussia Warband can have 1 dose of Holy Smoke.
Expert Fireteams

A Stosstruppen of the Free State of Prussia Warband can include up to 3 Fireteams instead of only 2.

FIRETEAM: This model is part of a FIRETEAM made up of two models. All models that are part of the same FIRETEAM can be activated at the same time without the opponent getting their turn in between and can take their ACTIONS in any order they wish, switching between the two models. Note that if the Activation of either member of the FIRETEAM forcefully ends (due to a failed RISKY ACTION for example), it ends both Activations. Allies cannot be part of a FIRETEAM.

Concentrated Attack: If a model in the FIRETEAM makes any kind of Attack ACTION (ranged or melee) against an opponent, where the other member of their FIRETEAM has already hit it with an attack ACTION during the same activation, the cost of a Bloodbath is reduced to three BLOOD MARKERS against this opponent, whether the model is standing or Down.

Captains

Lieutenant
md_lieutenant
Cost:70
Availability:1
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Base:32mm
Keywords:NEW ANTIOCH, ELITE, LEADER, TOUGH
Image:@terrainbeast
Abilities
Hold Your Fire!: The Lieutenant orders their warband to stop shooting, forcing the enemy to move first. To represent this, a Lieutenant can take a Hold Your Fire! ACTION. If they do so, pick 1 enemy model that is in the Lieutenant’s Line of Sight and that the opponent is allowed to Activate. The Lieutenant’s Activation then ends, and the opponent must Activate the model you picked.
Masters of the Grenade: Add 4" to the Range of all Grenades used by models from a Stosstruppen of the Free State of Prussia Warband.
Battlekit
A Lieutenant can have any Battlekit from the New Antioch Armoury Tables.
Upgrades
Rapid Assault - 5
Add +1 DICE to the Success Roll when a model with the Rapid Assault ability takes a Dash ACTION.
Lore

Lieutenants are the leaders of small squads or platoons of New Antioch’s soldiers, playing a fundamental role on the frontlines. They are steadfast in their duty, preserving the unity and morale of their troops amid relentless conflict. A lieutenant may be a noble family’s favoured son or daughter, or have risen through the ranks by impressing their superiors with their exceptional strategic acumen and audacious bravery.

In addition to their command role, Lieutenants are responsible for acquiring weapons, arms, equipment and provisions for their troops. With resupply sporadic at best, they are frequently forced to loot the battlefields of No Man’s Land or even raid settlements to sustain their forces.

Having rightfully earned their position, Lieutenants enjoy the privilege of selecting their preferred arms and armour, often claiming the rarest battlefield finds. Many wield distinctive weapons, be it a revered family heirloom, an idiosyncratic affectation, or an ostentatious piece providing some much-needed swagger.

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Elite

Sniper Priest
md_sniperpriest
Cost:50
Availability:0-1
Movement
6"/Infantry
Melee
-1D
Ranged
+2D
Armour
0
Base:25mm
Keywords:NEW ANTIOCH, ELITE
Image:@terrainbeast
Abilities
Aim: A Sniper Priest can take an Aim ACTION. If they do so, take a Risky Success Roll for the model and add +2 DICE to the roll. If the roll is a Failure, nothing happens and the Sniper Priest’s Activation ends. If the roll is a Success or Critical Success, for the rest of the Activation, add +2 DICE to the Success Rolls for Ranged Attacks that are made by the Sniper Priest
Absolute Faith: Sniper Priests do not use their eyesight to aim at their enemies. The opposing player cannot spend BLOOD MARKERS to add -DICE to a Ranged Attack by a Sniper Priest.
Masters of the Grenade: Add 4" to the Range of all Grenades used by models from a Stosstruppen of the Free State of Prussia Warband.
Battlekit
A Sniper Priest can have any Battlekit from the New Antioch Armoury Tables.
Lore

These devotees of the Church ritually blind themselves as a devotion to God, relying solely on their faith to strike His enemies. Stories have been told that during the Siege of the Monastery of Saint Lux, a Sniper Priest killed a target three miles away.

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Trench Cleric
md_trenchcleric
Cost:60
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Base:32mm
Keywords:NEW ANTIOCH, ELITE, NEGATE FEAR
Image:@koolkiwi_miniatures
Abilities
Onwards, Christian Soldiers!: Friendly NEW ANTIOCH models within 8" of a Trench Cleric have the NEGATE FEAR Keyword.
God is With Us!: A Trench Cleric can take a God is With Us! ACTION. If they do so, take a Risky Success Roll for the Trench Cleric. If the roll is a Failure, nothing happens, and the Trench Cleric’s Activation ends. If the roll is a Success or a Critical Success, you can place 1 BLESSING MARKER next to the Trench Cleric or a friendly model within 6" of the Trench Cleric.
Masters of the Grenade: Add 4" to the Range of all Grenades used by models from a Stosstruppen of the Free State of Prussia Warband.
Battlekit
Trench Clerics can have any Battlekit from the New Antioch Armoury Tables.
Lore

A holy warrior entrusted with the very souls of the soldiers in the company. The Cleric chants inspiring battle prayers and can invoke divine miracles, from healing the wounded to smiting the enemy. The Cleric often carries a portable shrine on their back, honouring the company’s Patron, be it a revered saint of their homeland, a mighty archangel, or the Lord himself.

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Infantry

Combat Engineer
md_combatengineer
Cost:80
Availability:0-2
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-2
Base:25mm
Keywords:NEW ANTIOCH
Image:@terrainbeast
Abilities
Battlefield Demolition: You can ignore the Effect of the HEAVY Keyword for 1 Satchel Charge that a Combat Engineer has. A Combat Engineer still cannot have more than 1 Weapon (of any type) with the HEAVY Keyword.
Fortify: A Combat Engineer can take a Fortify ACTION. If they do so, take a Risky Success Roll for the Combat Engineer. If the roll is a Failure, the Combat Engineer’s Activation ends. If the roll is a Success or a Critical Success, the Combat Engineer has the COVER Keyword until they move away from their current position.
De-Mine: When you move a Combat Engineer into contact with a terrain piece that has been mined, you can say the Combat Engineer will try to defuse the mine before it detonates. If you do so, take a Risky Success Roll for the model. If the roll is a Failure the mine detonates and the Combat Engineer’s Activation ends. If the roll is a Success or a Critical Success, the mine does not detonate, and the terrain piece is no longer considered mined.
Masters of the Grenade: Add 4" to the Range of all Grenades used by models from a Stosstruppen of the Free State of Prussia Warband.
Battlekit

A Combat Engineer always has Engineer Body Armour (▶ see New Antioch Battlekit) and a Shovel. This Battlekit cannot be removed or lost throughout the campaign for any reason. The Injury Modifier for the Armour is included in the model’s Profile above. They can also have any Battlekit from the New Antioch Armoury Tables, apart from Armour.

Engineer Body Armour

Keywords

-2 INJURY MODIFIER, NEGATE SHRAPNEL

Ballistic Box Armour: Add -1 INJURY DICE to Injury Rolls for a model that has Engineer Body Armour that has been hit by an attack with the SHRAPNEL Keyword.

Lore

New Antioch Combat Engineers are clad in specially designed reinforced armour.

Shovel

RangeMelee

Shovel: A model equipped with a Shovel that starts the game on Open terrain has the COVER Keyword until it moves away from its starting position. In addition, a model equipped with a Shovel can use it as a 2-Handed Melee Weapon instead of using any other Melee Weapons it has.

Lore

Battlefield shovels allow troops to dig in and fight from cover in virtually any battlefield.

Lore

Combat Engineers specialise in destroying bunkers, discovering minefields, and building battlefield emplacements. Clad in steel body armour and armed for close combat, they brave the most perilous frontlines. Casualties within their ranks are exceedingly high, yet they consider it an honour to fight and die for New Antioch and the Church.

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Combat Medic
md_combatmedic
Cost:65
Availability:0-1
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
-1
Base:25mm
Keywords:NEW ANTIOCH, NEGATE FEAR
Image:@Darius_minis
Abilities
Finish the Fallen: Due to their knowledge of anatomy and physiology, medics are experts at inflicting debilitating injuries and excruciating pain. Add +1 DICE to Injury Rolls for Melee Attacks made by a Combat Medic if the target is Down and does not have the BLACK GRAIL or DEMONIC Keywords.
Expert Medic: Add +2 DICE to the Risky Success Roll when a Combat Medic carries out a Treat ACTION with their Medi-kit.
Masters of the Grenade: Add 4" to the Range of all Grenades used by models from a Stosstruppen of the Free State of Prussia Warband.
Battlekit
A Combat Medic always has Standard Armour, a Gas Mask, a Medi-kit, and a Misericordia (▶ see Battlekit in the Trench Crusade Digital Rulebook). The Injury Modifier for the Armour is included in the model’s Profile above. They can also have any Battlekit from the New Antioch Armoury Tables, apart from Armour.

Gas Mask

Keywords

NEGATE GAS

Lore

Mustard gas, phosgene, chlorine as well as noxious fumes from the bolgias of Hell plague the battlefield. The gas mask allows soldiers to withstand such attacks.

Standard Armour

Keywords

-1 INJURY MODIFIER

Lore

With the advancements in metallurgy and technology, both Faithful and Heretic armies are well-equipped with suits of alloy armour that can withstand an impact from a bullet or turn aside the sharpest of blades. Standard armour is usually massproduced, but highly effective even against high-calibre weapons.

Medi-Kit

Treat: ACTION: A model with this Keyword can take a Treat ACTION. If it does so, take a Risky Success Roll for the model. If the roll is a Failure, the model’s Activation ends immediately. If it is a Success or a Critical Success, you can do one of the following things:
  • Remove 1 BLOOD MARKER from the model or a friendly model within 1" of the model.
  • Stand up a friendly model that is Down and within 1" of the model.

Lore

Battlefield first aid has brought many soldiers back from the brink of death. Blessed ointments can seal fatal wounds completely, while the black blood of demons used by twisted Heretic medics allows mangled troops to return to the fray.

Misericordia

RangeMelee
Hands
1 Hands (Melee)

Ignores the armour of opponents that are Down.

Despatch: This weapon has the IGNORE ARMOUR Keyword if the target is Down.

Lore

The misericordia dagger is designed to put enemies out of their misery by finding chinks in the armour: eye slits, neck joints and every other vulnerable seam.

Lore

New Antioch Combat Medics are highly-trained specialist troops. Many are devout followers of Saint Michael, the Archangel, revered as both a warrior-saint and the protector of medics, whom they believe steadies their hands and guides their blades. Combat Medics serve a brutal dual duty. They must deliver emergency battlefield treatment aimed at returning soldiers to the fight as swiftly as possible, while also standing shoulder to shoulder with them on the front lines. Their misericordia knives are equally useful for on-the-spot surgery and the rapid dispatch of fallen enemies.

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Mechanised Heavy Infantry
md_mechanisedheavyinfantry
Cost:85
Availability:0-1
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-2
Base:40mm
Keywords:NEW ANTIOCH, STRONG
Image:@terrainbeast
Abilities
Masters of the Grenade: Add 4" to the Range of all Grenades used by models from a Stosstruppen of the Free State of Prussia Warband.
Battlekit
A Mechanized Heavy Infantry model always has either Reinforced Armour at cost of 85 , or Machine Armour at a cost of 95 . The modifier for the armour is included in the Mechanized Heavy Infantry model’s Profile above. Their Armour cannot be removed or lost throughout the campaign for any reason. The Injury Modifier for the Armour is included in the model’s Profile above. They can have any Battlekit from the New Antioch Armoury Tables, apart from Armour

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
Machine Armour - 10
The model swaps out its Light Machine Armour for Machine Armour, and its base size increases to 40mm.
Lore

Well-armoured, imposing soldiers, the Mechanized Heavy Infantry wield the heavy weaponry of the company. Selected from amongst the best, they undergo heavy chemical enhancements to maximise their strength and endurance.

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Shocktrooper
md_shocktrooper
Cost:45
Availability:2-8
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Base:25mm
Keywords:NEW ANTIOCH
Image:@The Grimdark Compendium
Abilities
Shock Charge: When you roll the Charge Bonus for a Shock Trooper, roll 1 extra D6 and use the single highest die to determine the bonus.
Masters of the Grenade: Add 4" to the Range of all Grenades used by models from a Stosstruppen of the Free State of Prussia Warband.
Battlekit

A Shock Trooper can have any Battlekit from the New Antioch Armoury Tables.

Upgrades
Rapid Assault - 5
Add +1 DICE to the Success Roll when a model with the Rapid Assault ability takes a Dash ACTION.
Infiltrator - 10
Limit: 2
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

Highly trained in combined arms and fireteam tactics, these assault troops specialise in breaching enemy defences, and are masters of rapid assault and melee combat.

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Yeoman
md_yeoman
Cost:30
Availability:Unlimited
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Base:25mm
Keywords:NEW ANTIOCH
Image:@terrainbeast
Abilities
Masters of the Grenade: Add 4" to the Range of all Grenades used by models from a Stosstruppen of the Free State of Prussia Warband.
Battlekit

A Yeoman may be recruited with a Bolt-Action Rifle for a reduced cost of 5. The Yeoman can also have any Battlekit from the New Antioch Armoury Tables

Bolt-Action Rifle

Range24"
Hands
2 Hands (Ranged)
Keywords

BAYONET LUG

Lore

The workhorse of the Great War. Sturdy, highly reliable and reasonably accurate, it is no surprise that most of the infantry of the Great War carry this battlefield classic.

Lore

The basic troopers of New Antioch are brave men and women who have undergone standard training and sworn an oath to the Duke of New Antioch. Though they may lack the combat skills of more elite troops, they make up for it with sheer numbers and access to a wide array of weaponry.

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Mercenaries

Combat Biologist
md_combatbiologist
Cost:3
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-1
Base:32mm
Keywords:NEGATE FEAR
Image:@pandemonpaints
Abilities
Prize Specimens: When a Combat Biologist takes any enemy model with the Keyword DEMONIC or BLACK GRAIL Out of Action with a Melee attack, place 1 BLESSING MARKER beside the Combat Biologist.
Battlefield Vivisection: Whenever a Combat Biologist is part of your Warband, you can add the following Glorious Deed in addition to those normally available in each Scenario you play

Battlefield Vivisection

If a total of 3 or more enemy models engaged in melee combat with the Combat Biologist are taken Out of Action during the Battle, add +1 Glory Point to your total earned at the end of the game.
Battlekit
A Combat Biologist always has Gas Grenades, Standard armour, a Gas Mask, and a Vivisector.

Standard Armour

Keywords

-1 INJURY MODIFIER

Lore

With the advancements in metallurgy and technology, both Faithful and Heretic armies are well-equipped with suits of alloy armour that can withstand an impact from a bullet or turn aside the sharpest of blades. Standard armour is usually massproduced, but highly effective even against high-calibre weapons.

Gas Grenades

Range8"
Keywords

GRENADE, ASSAULT, GAS, IGNORE ARMOUR, IGNORE COVER, IGNORE LONG RANGE, -1 INJURY DICE, BLAST 3"

Lore

Gas grenades are insidious weapons, attacking the lungs and other internal organs with noxious fumes. Devil alchemists of the Fifth Circle are especially clever in creating these fiendish and hated weapons.

Vivisector

RangeMelee
Hands
2 Hands (Melee)
Keywords

CUMBERSOME, BLOCK

Pain Amplifier: Lower the roll needed to achieve a Critical Success for a Melee Attack made by this weapon by 1 for each BLOOD MARKER next to the target by 1 (so an enemy with 1 BLOOD MARKER will suffer a Critical Success on a roll of 11+).
Inflict Pain: If an attack made by this weapon against a target, without the ARTIFICIAL Keyword and mounted on a 40mm base or smaller is, a Critical Success, but the target is not taken Out of Action, then the target will move D3" in a straight line directly away from the attacking model. It will stop if it moves into a friendly model, Impassable Terrain, a terrain piece it cannot cross without having to Climb, or immediately before it would move within 1" of an enemy model other than the attacker. If the target model would finish the move more than 1" from the attacking model, then the attacking model and any other models within 1" of the target model can make an additional Melee Attack on it before it is moved, as if the target were carrying out a retreat move. If this causes the model to move a second time, add D3" to the distance it is moved but do not attack it again.

Lore

This weapon offers both excellent protection by keeping the targets at bay, and its haft incorporates a trigger that injects a horrifying cocktail of holy ointments, chemical toxins, nerve agents and micro-shards of holy relics into any open wound, causing pain that is unbearable to even supernatural enemies. It can also be used to quickly dissect fallen enemies so their organs can be preserved by the Combat Biologist.

Lore

Combat Biologists are members of the Pontifical Office of Biological warfare, or in the case of the Sultanate, the Al-Bisţāmī School of Ninety-Nine Names, which trains some failed Alchemist apprentices in a similar fashion. These scholars specialise in battlefield vivisections and collecting samples of the most powerful servants of Hell so they can be studied, in the hopes of finding ways to develop weapons capable of driving the servants of the Pit back to the darkness.

Due to their training, hypnotic conditioning and constant exposure to captured specimens, the Combat Biologist enters a battle trance when faced with creatures that normally induce fear in ordinary troopers. They wield vivisectors, polearm blade weapons that combine sophisticated biological warfare agents and the functional brutality of trench warfare.

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Communicant Anti-Tank Hunter
md_communicantantitankhunter
Cost:5
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-1
Base:40mm
Keywords:TOUGH, STRONG
Image:@grimdank_minis
Abilities
Miracle of Regeneration: When you Activate a Communicant, before carrying out any ACTIONS, you can remove up to 1 BLOOD MARKER from the model.
Iron Fists: The flesh of a Communicant Anti-Tank Hunter is as hard as iron, which makes their fists deadly weapons in their own right. A Communicant Anti-Tank Hunter can make a Melee Attack despite having no Melee Weapons. When a Communicant Anti-Tank Hunter makes a Melee Attack, it can attack twice even though it doesn’t have any Melee Weapons (the Off-Hand Weapon modifier applies to the second attack).
Battlekit
A Communicant Anti-Tank Hunter always has an Anti-Materiel Rifle and a Combat Helmet.

Trench Club

RangeMelee
Hands
1 Hands (Melee)
Lore

Trench Clubs are one of the most common weapons of the Great War, as meleecombat is frequent and brutal. Usually made of wood with a metal tip from iron, lead or steel, trench clubs often feature spikes and hobnails. Most designs have some form of cord or leather strap at the end to wrap around the user’s wrist.

Combat Helmet

Keywords

NEGATE SHRAPNEL

Lore

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

Anti-Material Rifle

Range36"
Hands
2 Hands (Ranged)
Keywords

HEAVY, CRITICAL, IGNORE ARMOUR, +1 INJURY DICE

Lore

Enormous long rifles designed to take out heavily armoured targets, vehicles and strongpoints. With the powerful armour available to the armies of the Great war, these terrifying weapons are much in demand. A downside is their enormous weight and terrifying recoil, and thus they are most often used by Communicants or Anointed who possess the supernatural strength to wield such weapons.

Lore

Communicants are forged through the experimental rite of chemical communion, in which Mendelist monks bond blood and flesh harvested from a Meta-Christ to the recipient’s genome. Only the most devout and pious of the Church are granted the honour of communion. Those who endure the ritual transcend their mortal biology and are granted immense size and resilience, making them formidable assets on the battlefield. Their divinely-enhanced strength allows them to wield massive anti-materiel guns as if they were no heavier than a standard-issue firearm. The process is far from perfected, however, with a high possibility of unpredictable side effects. Some unlucky subjects lose the ability to speak, others lose their higher brain functions, as they are distracted by the Heavenly choir only they can hear, and cannot function without exact commands from their handlers.

The Church, ever needing funds to sustain its military operations, frequently allocates Communicants to the highest bidders. Their services are in constant demand as they possess the ability to incapacitate enemy fighting vehicles, heavily armoured troops, and strongpoints with a single shot.

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Mamluk Faris
md_mamlukfaris
Cost:4
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Base:32mm
Keywords:IGNORE OFF-HAND WEAPON
Image:@Emitoo
Abilities
Sworn Bretheren: When you recruit a Mamluk Faris to your Warband, before adding it to your roster, you can say it will form a FIRETEAM with 1 other model from your Warband that has the ELITE Keyword. Both of the models gain the FIRETEAM Keyword. Note that the Mamluk Faris’s FIRETEAM is in addition to any other FIRETEAMS your Warband can have, and that if a Mamluk Faris is in a FIRETEAM with a model from a New Antioch Warband, then only the model from the New Antioch Warband can use the Concentrated Fire special rule.
Martial Prowess: Mamluks are disciples of furūsiyya, the knightly discipline passed on through generations, they practice ceaselessly and thus have few equals. The Mamluk’s Greatsword does not have the HEAVY Keyword, and the Jezzail carried by a Mamluk Faris has the ASSAULT Keyword and Shield Combo stipulation.
Automaton Destrier: If the scenario you are playing allows Infiltrators to use their special deployment rules, after any Infiltrators have deployed, you can deploy the Mamluk Faris within 1" of any edge of the battlefield and more than 8" away from any enemy models.
Battlekit
A Mamluk Faris always has Reinforced Armour, a Combat Helmet, and either a Greatsword, or a Trench Polearm and a Trench Shield, or a Pistol and a Sword/Axe. In addition, they have a Jezzail with Alchemical Ammunition from the Iron Sultanate Faction List. The Mamluk Faris has an Armour Characteristic of -3 if it has a Trench Shield and an Armour Characteristic of -2 if it does not.

Jezzail

Range18"
Hands
2 Hands (Ranged)
Lore

These long arms are by far the most common weapons carried by the soldiers of the Sultanate of the Great Iron Wall. Their barrels are smoothbore, which limits their accurate range, but this is more than made up for by the fact that this allows them to be loaded with different types of alchemical ammunition made by the Jabirean Alchemists.

Alchemical Ammunition

Guiding Path: Add +1 DICE to rolls for Ranged Attacks made with Alaybozen, Halberd- Guns, Jezzails or Siege Jezzails by a model that has Alchemical Ammunition.

Lore

Jabirean Alchemists craft these jezzail bullets from the slivers of the Iron Wall. Each such shot is carved with the Seal of Solomon, guiding it with divine aim to its target.

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.

Combat Helmet

Keywords

NEGATE SHRAPNEL

Lore

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

Choose One of the Following
Trench Polearm and Trench Shield
Sword / Axe and Pistol / Revolver
Mamluk Greatsword
Lore
Mamluks are an echo of a bygone age, the final remnants of the warrior-elite that once ruled a great empire in Northern Africa. They suffered grievous losses in the earliest stages of the Great War when the legions of demon Zalambuer emerged from the Hellgate. The Fatimids led their Mamluk forces in a desperate campaign to reclaim the Levant, but of their fate there is no tale. They did not return victorious, and instead the slaves of Jahannam swept through Sinai like an evil wind, razing Alexandria and Cairo to the ground. The surviving Mamluks fought bitterly to protect their homes, but to no avail. Too proud to abandon their ancestral soil to darkness, some among the last Mamluks refused the call to migrate beyond the Iron Wall. Instead, they dispersed across the lands they once ruled, determined to fight on, waging a hidden war that has raged ever since.

To this day, the Mamluk knights play a deadly game of shadow and steel. They strike with ambushes and sudden raids along the Aegyptian front, harassing Mammon’s legions, making their living as swords for hire, waging an endless war against the Heretics, and composing poems of lamentation in memory of their lost and devastated homelands. Generations of unbroken warfare have hardened the Mamluks into peerless warriors, as parents pass on the ancient secrets of furūsīyah, a code of horsemanship, martial skill, and bravery, to their children.

Too few in number to wage open war, the Mamluks instead fight alongside any of the Peoples of the Book, making their living by offering their swords to the highest bidder, as long as such a leader promises to fight the forces of Shay ān. They respect noble character and martial prowess above all, and often form bonds by sharing their way of the sword with an ally they respect. Only a handful of the legendary automaton heavy warhorses of the Mamluks remain, and they are rarely risked in open combat. Most are reserved to defend their last few hidden abodes, deep within the vast deserts beyond the Nile Delta. A few of these tireless steeds transport Mamluk warriors into advanced positions where they can disrupt the enemy’s plans and launch surprise attacks on exposed hostile units.
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Mendelist Ammo Monk
md_mendelistammomonk
Cost:2
Availability:0-1
Movement
6"/Infantry
Melee
-1D
Ranged
-1D
Armour
0
Base:25mm
Image:@voiceinthegrimdark
Abilities
Faithful Followers: When you Activate a model within 1" of a Mendelist Ammo Monk, you can also Activate the Mendelist Monk if they have not yet been Activated during the Turn. If you do so, the two models can take their ACTIONS in any order you wish, and you can switch between the two models freely. If the Activation of either model ends (due to a failed Risky Success Roll, for example), the other model can carry on with its Activation normally.
The Ammunition Sacrement: A Mendelist Ammo Monk can take an Ammunition Sacrament ACTION. If they do so, take a Risky Success Roll for the Mendelist Ammo Monk. If the roll is a Failure, the Mendelist Ammo Monk’s Activation ends. If the roll is a Success or a Critical Success, pick 1 friendly model within 1" of the Mendelist Ammo Monk and in their Line of Sight, and then pick one of the following Ammunition Sacraments. The Sacrament you pick applies to the model until the end of its next Activation.
  • Bullet of the Guided Path: Add +1 DICE to rolls for Ranged Attacks made by the model.
  • Cartridge of His Wrath: Add the BLAST 2" and SHRAPNEL Keywords to Ranged Weapons used by the model that do not have the BLAST or FLAMETHROWER Keywords.
  • Echo of His Word: Add +1 INJURY DICE to rolls for Ranged Attacks made by the model.
Battlekit
A Mendelist Ammo Monk only has a Gas Mask. Note that a Mendelist Ammo Monk has no weapons and therefore cannot attack.

Gas Mask

Keywords

NEGATE GAS

Lore

Mustard gas, phosgene, chlorine as well as noxious fumes from the bolgias of Hell plague the battlefield. The gas mask allows soldiers to withstand such attacks.

Lore

The Order of Mendelist Monks is entrusted with the design of divinely enhanced items and the creation of the Communicants, devotees who have undergone chemical communion.

The Brotherhood of Blessed Munitions is a subsect of the Order whose duty is to supply the Faithful with ammunition infused with the chemically altered blood of a Meta-Christ. These concoctions are highly unstable, dangerous to handle, and the secrets behind their formulas are fiercely guarded.

On the battlefield, the monks brave enemy fire and infernal terrors, unwavering in their holy duty to deliver ammunition and unleash the wrath of the Lord upon the Heretics. Their patron, Saint Barbara, is believed to raise those who fall in battle to everlasting glory.

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Observer
md_observer
Cost:3
Availability:0-1
Movement
8"/Infantry
Melee
+2D
Ranged
+1D
Armour
-1
Base:32mm
Image:@jimmy_crisps
Abilities
Lightning Speed: When an Observer takes a Fight ACTION, they can make 2 Melee Attacks with their Trench Polearm, one after the other.
Temporal Fuge: Add -1 DICE to rolls for Ranged Attacks and Melee Attacks that target an Observer.
Eye of God: If a Success Roll or Risky Success Roll for an Observer is a Failure, you can re-roll all the dice you used to make the roll. If you do so and the re-roll is also a Failure, place 1 BLOOD MARKER next to the model and mark them as being Down. If the model is already Down, place 2 BLOOD MARKERS next to the model instead of 1.
Voice of God: An Observer can take a Voice of God ACTION. If they do so, take a Risky Success Roll for the Observer. If the roll is a Failure, the Observer’s Activation ends. If the roll is a Success or Critical Success, pick 1 model (friend or foe), anywhere on the battlefield, that has not been Activated this Turn. The Observer’s Activation then ends, and the other model’s Activation immediately begins.
Battlekit
An Observer always has Standard Armour, a Combat Helmet, a Gas Mask, a Medi-kit, and a Trench Polearm.

Standard Armour

Keywords

-1 INJURY MODIFIER

Lore

With the advancements in metallurgy and technology, both Faithful and Heretic armies are well-equipped with suits of alloy armour that can withstand an impact from a bullet or turn aside the sharpest of blades. Standard armour is usually massproduced, but highly effective even against high-calibre weapons.

Gas Mask

Keywords

NEGATE GAS

Lore

Mustard gas, phosgene, chlorine as well as noxious fumes from the bolgias of Hell plague the battlefield. The gas mask allows soldiers to withstand such attacks.

Combat Helmet

Keywords

NEGATE SHRAPNEL

Lore

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

Trench Polearm

RangeMelee
Hands
2 Hands (Melee)
Keywords

CUMBERSOME, SHIELD COMBO, BLOCK

Lore

Trench pikes, billhooks, spears and other long polearms are excellent defensive weapons, but are cumbersome and heavy.

Medi-Kit

Treat: ACTION: A model with this Keyword can take a Treat ACTION. If it does so, take a Risky Success Roll for the model. If the roll is a Failure, the model’s Activation ends immediately. If it is a Success or a Critical Success, you can do one of the following things:
  • Remove 1 BLOOD MARKER from the model or a friendly model within 1" of the model.
  • Stand up a friendly model that is Down and within 1" of the model.

Lore

Battlefield first aid has brought many soldiers back from the brink of death. Blessed ointments can seal fatal wounds completely, while the black blood of demons used by twisted Heretic medics allows mangled troops to return to the fray.

Lore

This order of warrior monks lives in absolute solitude, honing their minds and bodies to become living weapons of the Hand of God. Once a soldier joins the order, they rarely leave the Temple of the Word, the sole exception being when they are summoned to the battlefield, where their unique abilities can decisively shift the balance in favour of the Faithful. The slightest disturbance in their prayers or training could sever their connection to the Lord of all Creation. Thus, the days and nights of the Observers are spent in secluded, cloistered cells, when not practicing their rigorous martial and mental disciplines.

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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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Witchburner
md_witchburner
Cost:5
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-2
Base:32mm
Keywords:ELITE, NEGATE FEAR
Image:@martycarcosa
Abilities
Divine Judgement: A Witchburner can take a Divine Judgement ACTION. If they do so, take a Risky Success Roll for the Witchburner. If the roll is a Failure, the Witchburner’s Activation ends. If the roll is a Success or a Critical Success, pick 1 enemy model within 24" of the Witchburner (no Line of Sight is required) and place 1 BLOOD MARKER next to them. If the enemy model has the BLACK GRAIL, DEMONIC, or HERETIC Keyword, place 2 BLOOD MARKERS next to it instead of 1.
Dignified Conduct: Witchburners are well aware of the dignity of their status. A Witchburner cannot take a Dash ACTION.
Battlekit
Witchburners always has Reinforced Armour, a Combat Helmet, and a Gavel of Justice.

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.

Gavel of Justice

RangeMelee
Hands
1 Hands (Melee)
Keywords

CRITICAL

Wrath of God: After making the Injury Roll for a Gavel of Justice, place 1 extra BLOOD MARKER next to the target model (even if the Injury Roll has No Effect). If the target has the BLACK GRAIL, DEMONIC, or HERETIC Keyword, place 2 BLOOD MARKERS next to it instead of 1.

Lore

The staff of a Witchburner is both a mark of their office and a weapon imbued with the wrath of God against those who have broken divine law. It dooms the souls of those found guilty to burn in flames for all eternity.

Lore

The Witchburners are the field officers of the Inquisition. They are tasked with hunting down and punishing witches, warlocks and heretics that cannot be brought to face justice by conventional means.

On the battlefield they have the power to channel divine retribution on those deemed to have transgressed against God, causing sinners to burst into flames with mere words of condemnation. Since none are sinless, none are safe from their words of condemnation.

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Armoury

Melee Weapons
Bayonet
2
BAYONET LUG only
Double-Handed Blunt Weapon
10
Greatsword / Greataxe
12
Knife / Dagger
1
Trench Polearm
7
Sword / Axe
4
Tank-Splitter Sword
15
LIMIT: 2
Trench Club
3
Ranged Weapons
Automatic Pistol
20
LIMIT: 3
Automatic Rifle
40
LIMIT: 1
Automatic Shotgun
15
LIMIT: 2
Bolt-Action Rifle
10
Flamethrower
30
LIMIT: 3
Heavy Flamethrower
55
LIMIT: 1
Heavy Shotgun
20
LIMIT: 2
Machine Gun
50
LIMIT: 1
Pistol / Revolver
6
Semi-Automatic Rifle
15
Shotgun
10
Sniper Rifle
35
LIMIT: 3
Submachine Gun
30
LIMIT: 4
Grenades
Frag Grenades
7
Incendiary Grenades
15
LIMIT: 2
Satchel Charge
15
LIMIT: 3
Armour
Machine Armour
50
LIMIT: 1
Lieutenant only
Reinforced Armour
40
Mechanised Heavy Infantry, Lieutenant only
Standard Armour
15
Shields
Heavy Ballistic Shield
15
Machine Armour only
Trench Shield
10
Equipment
Binoculars
10
Elite only
Combat Helmet
5
Field Shrine
2
Gas Mask
5
Holy Smoke
15
LIMIT: 2
Trench Cleric only
Martyrdom Pills
1
LIMIT: 2
Elite only
Medi-Kit
5
Mountaineer Kit
3
LIMIT: 4
Musical Instrument
15
LIMIT: 1
Shovel
5
Troop Flag
1
LIMIT: 1
Exploration Only
Battlefield Title
5
LIMIT: 1
Elite only
Book of Battle Prayers
7
LIMIT: 1
Elite only
Ducal Winged Armour
8
LIMIT: 1
Knighthood, Battlefield Title only
Field Hospital
10
LIMIT: 1
Great Banner of New Antioch
12
LIMIT: 1
Knighthood
4
LIMIT: 1
Elite only
Resurrection Engine
11
LIMIT: 1
Rocket-Propelled Grenade
2
LIMIT: 2
Salvage Golem
4
LIMIT: 1
Smokescreen
5
LIMIT: 1
Sniper Scope
2
LIMIT: 2
Rifle only
Trench Dog
1
LIMIT: 1
Trench Dog (Guard Dog)
2
LIMIT: 1
Trench Dog (Mercy Dog)
2
LIMIT: 1

Base Faction

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