Submachine Gun, Sacrificial Blade, Standard Armour, Trench Shield
Heretic Chorister
Sirene Sayas
133
Flamethrower, Sacrificial Blade, Standard Armour
To pick up a draggable item, press the space bar.
While dragging, use the arrow keys to move the item.
Press space again to drop the item in its new position, or press escape to cancel.
Troops
Artillery Witch
Kanonierin Isabella
110
Infernal Bomb, Trench Shield
Heretic Trooper
Heretic Trooper
30
To pick up a draggable item, press the space bar.
While dragging, use the arrow keys to move the item.
Press space again to drop the item in its new position, or press escape to cancel.
Battlekit: A Heretic Priest can have any Battlekit from the
Heretic Legion
s Armoury Tables.
Ranged Weapons
Submachine Gun
25
Grenades
No grenades equipped
Melee Weapons
Sacrificial Blade
23
Armour
Standard Armour
15
Shields
Trench Shield
10
Equipment
No equipment selected
Campaign Play
Experience
Battle Scars
Advancements
No advancements
Injuries
No Injuries
Fighter Status
Active
Fighter Rank
Elite
Notes & Lore
Notes
No Notes
Lore
No Lore
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.
Fast as Lightning: Add
+1 Dice
to the
Risky Success
Roll for models from a Heretic Naval Raiders Warband that are taking a Dash
Battlekit: An Artillery Witch always has Infernal Bombs, and can have Battlekit from the
Heretic Legion
s Armoury Tables except for Ranged Weapons or Grenades.
Ranged Weapons
Infernal Bomb
Grenades
No grenades equipped
Melee Weapons
No melee weapons equipped
Armour
No armour equipped
Shields
Trench Shield
10
Equipment
No equipment selected
Campaign Play
Fighter Status
Active
Fighter Rank
Troop limited potential
Notes & Lore
Notes
No Notes
Lore
No Lore
Abilities
Levitate: You do not have to take a
Risky Success
Roll for an Artillery Witch when they Climb or Jump, or an Injury Roll if they Fall.
Abiotic Life: Add
-1 Injury Dice
for an Artillery Witch that has been hit by an attack with the
Gas
Keyword.
Artillery Witch Battery: You may include 0-2 Artillery Witches in a Warband if the total cost of all of the other models in the Warband (including their Battlekit, etc) adds up to 1,000 or more.
Fast as Lightning: Add
+1 Dice
to the
Risky Success
Roll for models from a Heretic Naval Raiders Warband that are taking a Dash
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