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If a model from a Fireteam hits a target that had been hit by an attack made by the other member of their Fireteam earlier in the same Turn, then you can spend 3

A Lieutenant can have any Battlekit from the
The following rules apply to a model with this Skill if it is armed with Ranged Weapons with the
Add 6" to the Range of the following Weapons when they are used by a model that has this Skill:

Trench Clerics can have any Battlekit from the

A Sniper Priest can have any Battlekit from the

A Sniper Priest can have any Battlekit from the
Add 6" to the Range of the following Weapons when they are used by a model that has this Skill:

A Mechanized Heavy Infantry model always has either Reinforced Armour at cost of 85 , or Machine Armour at a cost of 95 . 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

A Mechanized Heavy Infantry model always has either Reinforced Armour at cost of 85 , or Machine Armour at a cost of 95 . 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

A Shock Trooper can have any Battlekit from the

A Shock Trooper can have any Battlekit from the

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

A Combat Engineer always has Engineer Body Armour (▶ see

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.

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

A Mechanized Heavy Infantry model always has either Reinforced Armour at cost of 85 , or Machine Armour at a cost of 95 . 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

A Communicant Anti-Tank Hunter always has an Anti-Materiel Rifle and a Combat Helmet.

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.

A Mendelist Ammo Monk only has a Gas Mask. Note that a Mendelist Ammo Monk has no weapons and therefore cannot attack.

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

An Observer always has Standard Armour, a Combat Helmet, a Gas Mask, a Medi-kit, and a Polearm.

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

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
