42nd Hell Marines

fc_hereticlegion_fv_hereticnavalraidingparty
Warband
Faction: Heretic Naval Raiders
Rating: 1100| 6
Fielded: Elite: 5, Troop: 2, Mercenary: 1, Total: 8/14
Arsenal
273
0
Strongbox: 228 | 0
Grenade Launcher, Standard Armour
Campaign
Victory Points: 39
Campaign Round: 5 (max round: 12)
Exploration
Elites
Heretic Priest
Father Guy
190
Automatic Shotgun, Sacrificial Blade, Combat Helmet, Incendiary Ammunition, Infernal Brand Mark, Frag Grenades, Reinforced Armour
Annointed Heavy Infantry
Annointed Barmus
191
Heavy Flamethrower, Sword / Axe, Combat Helmet, Infernal Brand Mark, Unholy Relic, Frag Grenades, Reinforced Armour
Annointed Heavy Infantry
Annointed Barry
182
Submachine Gun, Greatsword / Greataxe, Combat Helmet, Infernal Brand Mark, Unholy Relic, Gas Grenades, Reinforced Armour, Trench Shield
Death Commando
Commando Richard
185
Silenced Pistol, Tartarus Claws, Combat Helmet, Infernal Brand Mark, Unholy Relic, Reinforced Armour
Heretic Chorister
Chorister Tom
125
1
Semi-Automatic Rifle, Hellblade, Combat Helmet, Reinforced Armour
Troops
Artillery Witch
3rd Platoon 2nd Battery
140
Infernal Bomb, Combat Helmet, Infernal Brand Mark, Shovel, Standard Armour, Trench Shield
Heretic Trooper
Trooper Fritz
87
1
Submachine Gun, Bayonet, Combat Helmet, Standard Armour, Trench Dog Ownership, Trench Shield
Mercenaries
Goetic Warlock
Warlock Victor
4
Sword / Axe, Sword / Axe, Reinforced Armour
Dogs
Trench Dog
Jeffrey Earl of Paws
1
No Battlekit
Modifiers
Salvaged Resurrection Machine
-
In any future Quartermaster Step, you can use the Salvaged Resurrection Machine to remove 1 Battle Scar and its corresponding Trauma from a model in your Warband. Remove the Salvaged Resurrection Machine from your Warband Roster after it is used.
Black Network Contact
From now on, in the Quartermaster Step, you can purchase Glory Items costing 8 or less.
Heretic Priest - Father Guy
190
Name: Father Guy
Type: Heretic Priest
Base Cost: 80
Image: @pie_vendor
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
-2
Keywords
Negate Shrapnel
Negate Fire
Strong
Negate Heavy
Tough
Leader
Elite
Heretic

Battlekit

A Heretic Priest can have any Battlekit from the

Heretic Legion
s Armoury Tables.

Ranged Weapons
Automatic Shotgun
15
Grenades
Frag Grenades
7
Melee Weapons
Sacrificial Blade
23
Armour
Reinforced Armour
40
Shields
Equipment
Combat Helmet
5
Incendiary Ammunition
15
Infernal Brand Mark
5
Special

Campaign

Experience
Battle Scars
Advancements
Strength of SamsonAdd
+1 Injury Dice
to rolls for Melee Attacks using a Melee Weapon made by a model with this Skill. In addition, a model with this Skill has the
Strong
keyword.
Stand FirmThe first time a model with this Skill suffers a Down result on the Injury table, it is treated as a Minor Hit result instead.
Injuries
Full RecoveryThe model has survived the battle with no ill effects. It does not receive an Injury or a Battle Scar.
Fighter Status
Active
Fighter Rank
Elite

Abilities

Puppet Master: 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 model (friend or foe) that is within 12” of the Heretic Priest and in their Line of Sight, apart from the Heretic Priest themselves. 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
Action
.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Annointed Heavy Infantry - Annointed Barmus
191
Name: Annointed Barmus
Type: Annointed Heavy Infantry
Base Cost: 95
Image: @pie_vendor
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Keywords
Negate Shrapnel
Negate Fire
Fear
Strong
Negate Heavy
Infiltrator
Elite
Heretic

Upgrades

Infiltrator - 10 - 2/3
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
.

Battlekit

An Anointed Heavy Infantry always has Reinforced Armour and an Infernal Brand. This Battlekit cannot be removed or lost throughout the campaign for any reason. The Injury Modifier for the Armour is already included in the model’s Profile above. They can also have any Battlekit from the

Heretic Legion
s Armoury Tables.

Ranged Weapons
Heavy Flamethrower
55
Grenades
Frag Grenades
7
Melee Weapons
Sword / Axe
4
Armour
Reinforced Armour
Shields
Equipment
Infernal Brand Mark
Combat Helmet
5
Unholy Relic
15
Special

Campaign

Experience
Battle Scars
Advancements
Injuries
Expensive TreatmentThe model’s wounds require constant treatment. Before you can deploy this model, you must deduct 10 from your Warband’s Strongbox. This payment does not count towards your Warband’s Threshold Value.
Fighter Status
Active
Fighter Rank
Elite

Abilities

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
.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Annointed Heavy Infantry - Annointed Barry
182
Name: Annointed Barry
Type: Annointed Heavy Infantry
Base Cost: 95
Image: @pie_vendor
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-3
Keywords
Negate Shrapnel
Negate Fire
Fear
Strong
Negate Heavy
Infiltrator
Elite
Heretic

Upgrades

Infiltrator - 10 - 2/3
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
.

Battlekit

An Anointed Heavy Infantry always has Reinforced Armour and an Infernal Brand. This Battlekit cannot be removed or lost throughout the campaign for any reason. The Injury Modifier for the Armour is already included in the model’s Profile above. They can also have any Battlekit from the

Heretic Legion
s Armoury Tables.

Ranged Weapons
Submachine Gun
25
Grenades
Gas Grenades
10
Melee Weapons
Greatsword / Greataxe
12
Armour
Reinforced Armour
Shields
Trench Shield
10
Equipment
Infernal Brand Mark
Combat Helmet
5
Unholy Relic
15
Special

Campaign

Experience
Battle Scars
Advancements
Injuries
Fighter Status
Active
Fighter Rank
Elite

Abilities

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
.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Death Commando - Commando Richard
185
Name: Commando Richard
Type: Death Commando
Base Cost: 90
Image: @pie_vendor
Movement
6"/Infantry
Melee
+2D
Ranged
+1D
Armour
-2
Keywords
Negate Shrapnel
Negate Fire
Fear
Infiltrator
Elite
Heretic

Battlekit

A Death Commando can have Battlekit from the

Heretic Legion
s Armoury Tables. The only Ranged Weapons they can have are Silenced Pistols and Tormentor Chains, and the only Grenades they can have are Gas Grenades. No restrictions apply to any other Types of Battlekit.

Ranged Weapons
Silenced Pistol
15
Grenades
Melee Weapons
Tartarus Claws
15
Armour
Reinforced Armour
40
Shields
Equipment
Combat Helmet
5
Infernal Brand Mark
5
Unholy Relic
15
Special

Campaign

Experience
Battle Scars
Advancements
Close Quarter CombatAdd
+1 Dice
and
+1 Injury Dice
to rolls for Melee Attacks made by a model with this Skill if it is in contact with a terrain piece.
ChampionMelee Weapons that do not have the
Cleave
Keyword which are used by a model with this Skill gain the
Cleave
2 Keyword. In addition, add
-1 Dice
to the Success Roll for the second Melee Attack made with each Melee Weapon that gains the
Cleave
Keyword.
Injuries
Full RecoveryThe model has survived the battle with no ill effects. It does not receive an Injury or a Battle Scar.
Full RecoveryThe model has survived the battle with no ill effects. It does not receive an Injury or a Battle Scar.
Full RecoveryThe model has survived the battle with no ill effects. It does not receive an Injury or a Battle Scar.
Fighter Status
Active
Fighter Rank
Elite

Abilities

Hide: 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.
Stealth Generator: Add
-1 Dice
to rolls for Ranged Attacks that target a Death Commando.
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
.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Artillery Witch - 3rd Platoon 2nd Battery
140
Name: 3rd Platoon 2nd Battery
Type: Artillery Witch
Base Cost: 100
Image: @pie_vendor
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
-2
Keywords
Negate Shrapnel
Negate Fire
Negate Gas
Negate Fear
Artificial
Heretic

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
Melee Weapons
Armour
Standard Armour
15
Shields
Trench Shield
10
Equipment
Combat Helmet
5
Infernal Brand Mark
5
Shovel
5
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop
limited potential

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
to rolls 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
Action
.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Heretic Trooper - Trooper Fritz
87 | 1
Name: Trooper Fritz
Type: Heretic Trooper
Base Cost: 30
Image: @pie_vendor
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
-2
Keywords
Negate Shrapnel
Heretic

Battlekit

A Heretic Trooper or

Heretic Legion
naire can have any Battlekit from the
Heretic Legion
s Armoury Tables.

Ranged Weapons
Submachine Gun
25
Grenades
Melee Weapons
Bayonet
2
Armour
Standard Armour
15
Shields
Trench Shield
10
Equipment
Combat Helmet
5
Special
Trench Dog Ownership
1

Campaign

Fighter Status
Active
Fighter Rank
Troop

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
.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Heretic Chorister - Chorister Tom
125 | 1
Name: Chorister Tom
Type: Heretic Chorister
Base Cost: 65
Image: @pie_vendor
Movement
6"/Infantry
Melee
+2D
Ranged
-2D
Armour
-2
Keywords
Negate Shrapnel
Fear
Elite
Heretic

Battlekit

A Chorister can have any Battlekit from the

Heretic Legion
s Armoury Tables.

Ranged Weapons
Semi-Automatic Rifle
15
Grenades
Melee Weapons
Hellblade
1
Armour
Reinforced Armour
40
Shields
Equipment
Combat Helmet
5
Special

Campaign

Experience
Battle Scars
Advancements
Injuries
Fighter Status
Active
Fighter Rank
Elite

Abilities

Unholy Hymns: Add
-1 Dice
to Success Rolls taken for enemy models that are within 8" of one or more Choristers.
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
.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Goetic Warlock - Warlock Victor
4
Name: Warlock Victor
Type: Goetic Warlock
Base Cost: 4
Image: @pandemonpaints
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Keywords
Negate Fire
Fear
Demonic
Artificial

Battlekit

A Goetic Warlock always has Reinforced Armour.

Ranged Weapons
Grenades
Melee Weapons
Sword / Axe
Sword / Axe
Armour
Reinforced Armour
Shields
Equipment
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Trench Dog - Jeffrey Earl of Paws
1
Name: Jeffrey Earl of Paws
Type: Trench Dog
Base Cost: 1
Image: @pandemonpaints
Movement
8"/Infantry
Melee
0D
Armour
0
Keywords

Battlekit

A Trench Dog cannot have any Battlekit. At an additional cost the dog gains an ability to form a

Fireteam
with any 1 model in your Warband.

Ranged Weapons
Grenades
Melee Weapons
Unarmed
Armour
Shields
Equipment
Special

Campaign

Fighter Status
Dog

Abilities

Four Paws: Add
+1 Dice
to
Risky Success
rolls for a Trench Dog when they Climb, Jump or take a Dash
Action
.
Pack Loyalty: A Trench Dog has the same Faction Keyword as the model that has it. For example, the owner of a Trench Dog had the
New Antioch
Faction Keyword, then the Trench Dog will have the
New Antioch
Faction Keyword too.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder