Fighting in the Trench Crusade, bite by bite

Trench Crusade v1.0.0/1.0.1 Changelog – Part II

Hello again! As promised last time, when we saw the changes concerning the Trench Crusade Digital Rulebook, I’ve been already at work on completing the Changelog for 1.0.0 and 1.0.1 so fortunately this didn’t take much. As interesting as general rule changes are, we all know that the most important thing is to see what happened to the factions, in particular to your own, so don’t waste time and let’s jump into the Warbands of Trench Crusade document.

As with the previous article, changes from 1.0.0 to 1.0.1 are marked with [v1.0.1].

26-NOV BONUS UPDATE: Added changes to Red Brigade and Great Hunger

New Antioch

  • Machine Armour: The ability to turn Down results into Minor Wounds is no longer limited to New Antioch models. [v1.0.1] The Bulky rule reinserted the upscaling of the base size to 40mm if the model is on a smaller base. In addition, the FAQ 1.0.1 clarified that a model with the ability to treat a Down Result into a Minor Wound can do it also when treating an Out of Action into Down (e.g. via the TOUGH keyword).
  • Heavy Ballistic Shield: Now grants the COVER keyword, and it is no longer prevented from being combined with a Polearm.
  • Lieutenant: On My Command! has been renamed Hold Your Fire! It automatically succeeds, no longer requiring a Success Roll.
  • Sniper Priest: The Aim ability now benefits from a +2 DICE modifier to the Success Roll.
  • Trench Cleric: No longer needs to choose between God is With Us! and Onward Christian Soldiers! as it possesses both abilities now. It also has the NEGATE FEAR Keyword so variants that don’t have Onward Christian Soldiers! are still immune to FEAR.
  • Yeomen: Do not come with a built-in Bolt-Action Rifle, but can now purchase a Bolt-Action Rifle for a discounted price of 5 Ducats.
  • Combat Engineer: Its characteristics have been changed to +0 DICE to Ranged Attacks and +1 DICE to Melee Attacks. Fortify no longer gains a +1 DICE bonus to the Success Roll.
  • Mechanized Heavy Infantry: Are always on a 40mm base regardless of the type of Armour they wear. The choice of Armour they wear must be made at recruitment and it cannot be removed or changed.
  • Combat Medic: The modifier to use a Medi-kit increased from +1 DICE to +2 DICE, and it can now gain items from the New Antioch Armoury (except for Armour) in addition to the base loadout.

New Antioch Variants

  • Papal States Intervention Force
    • Lector (Trench Cleric): Gains the Arise and Be Healed! ability in addition to the other two Cleric Abilities.
    • Swiss Guard: is now free for the Lieutenant and up to 4 other models (no longer restricted to non-ELITE)
    • [v1.0.1] Specialist Force: Clarified that in a campaign, the Threshold Value of the warband is always 200 ducats lower than what it should be for the corresponding number of games played.
  • Éire Rangers
    • Anointed Ammunition: Can now purchase Armour-Piercing Bullets (Limit: 2) for 5 ducats each.
    • Light Infantry: The warband can have up to 4 Combat Engineers and has Limit: 4 on Satchel Charges. Up to 3 models (except for Mechanized Heavy Infantry) can have a Greatsword/Axe (this is an exception to the rule that, barring the Mechanized Heavy Infantry or the Engineers’ Satchels Charges, no model in the warband can carry HEAVY weapons)
    • Loose Formation: The limit to only 1 Fireteam has been removed.
    • Strong in Faith: Trench Clerics replace Onward Christian Soldiers! with both Arise and Be Healed! and Away Serpents!
    • [v1.0.1] Followers of St. Patrick: Updated to specify that the warband’s Patron must always be a Learned Saint.
  • Kingdom of Alba Assault Detachment
    • Bagpipes: The NEGATE FEAR aura of Bagpipes has been extended to 8″.
    • Cold Steel: The cost of each Melee Weapon is halved when acquired for the first time.
    • Dum-Dum Ammunition: Can now purchase Dum-Dum Bullets (Limit: 3) for 5 ducats each.
    • Highland Strength: In addition to the Lieutenant, Alba Shocktroopers have the STRONG keywords as well.
    • Lochaber Axe: Cost increased from 15 to 20 ducats. It now has +2 INJURY DICE instead of +1 INJURY MODIFIER.
  • Stosstruppen of the Free State of Prussia
    • Feldkaplane: Prussian Trench Clerics can be equipped with Holy Smokes (Equipment, 15 ducats, Limit:1, CONSUMABLE. The model gains NEGATE FEAR and all attacks against it are made with -1 INJURY DICE – It’s basically a 15-ducats Martyrdom Pills).
    • Specialized Equipment: [v1.0.1] In addition to the other equipment restrictions, Stosstruppen can no longer take Martyrdom Pills.
    • Tank-Splitter Sword: Now has Limit: 2 (instead of 3). Its ability to set an Injury die to 6 was originally effective against any target, not just against models wearing armour, but this was reversed in [v1.0.1], where an additional restriction of the Tank Splitter Sword effect not being cumulable with the Dragonslayer skill was added .
  • Expeditionary Forces of Abyssinia
    • Combat Medic: [v1.0.1] Fixed a typo where the number of Combat Medics was not shown. They can take 0-2 Combat Medics
    • Holy Warriors: It’s been clarified that an Abyssinian Warband can have 0-1 Trench Cleric in addition to 0-2 Holy Warriors. Holy Warriors have both the Blessed Psalm and Arise and be Healed! abilities in addition to the standard Trench Cleric abilities (the latter replacing God’s Mercy from playtest rules) .
    • Shotel: Now ignores also -INJURY DICE penalties granted by the target’s Shield, in addition to ignoring -INJURY MODIFIERS.
    • Holy Water of Lalibela: Limit increased from 4 to 5.
  • Red Brigade
    • Glory Hounds: A Trench Dog acquired as a Glory Item follows the rules of Red Brigade Dogs (though it still worth Glory Points). The total number of Dogs in the warband (including the one purchased for Glory) cannot exceed the number of other models.
    • No Retreat: Clarified that models in the Warband cannot voluntarily take the Retreat ACTION (previously there was discussion about the possibility to declare a Retreat but not move, in case of Glorious Deeds that required Retreat).
    • Live Off the Land: The rule that prevented a Red Brigade Warband from Reinforcing if they Reinforced after the previous game has been removed.
    • Trench Dogs: Combat Medics can now benefit from a Trench Dog’s Grenade Harness. Mercy dogs rules harmonized with those of the Glory Mercy Dog (only the Dog can use the Medi-Kit and it no longer gets +1 DICE to the Risky Success Roll when doing so, the dog can drag any friendly model regardless of its base size).
    • Crimson Communicant: The Strength Through Pain ability only prevents the enemy from spending BLOOD MARKERS to apply -DICE to the success rolls during a Fight ACTION (not to all Melee Attacks – could be an oversight however).

Trench Pilgrims

  • Armoury: Flamethrowers are now Limit: 2 (didn’t have a Limit before) and Polearms have been fixed to cost 7 ducats like everyone’s. Can take Blunderbusses for 5 ducats.
  • Punt Gun: Now has the SHOTGUN keyword. Only requires a model to be STRONG or within 1″ of a friendly model when overcharging. In addition, when overcharging it gains RELOAD, forcing the end of the model’s activation. To note that, with the changes to BLAST, now overcharging a Punt Gun shot allows to shoot at a point on the battlefield.
  • War Prophet: Loudspeaker allows a models that has no enemy in sight to move 3″ in any direction, [v1.0.1] it allows models to get within 1″ of an enemy (wasn’t explicit in 1.0.0) and in that situation the model counts as charging. Laying on Hands removes 1 BLOOD MARKER with a successful roll (instead of D3), but removes up to 3 BLOOD MARKERS on a Critical Success.
  • Trench Pilgrims: Martyrdom Pills have no effects on Martyr Penitents. Zealot’s Strength has been clarified as being purchasable by a Trench Pilgrim or Martyr Penitent (thus making it clear you can only have one model with that ability in addition to the Castigator).
  • Ecclesiastic Prisoners: [v1.0.1] Martyrdom Devices no longer require a Success Roll to be activated (change reverted from 1.0.0) and can attack in melee unarmed with a -1 DICE penalty.
  • Anchorite Shrine:
    • Breaking a model on the Wheel has been greatly streamlined and clarified. You no longer consider the model on the wheel as a separate target for the attacks: all the benefits are applied as additional rules on the Shrine itself. As longe as the model is on the wheel, the Shrine:
      • has an Armour Characteristic of 0;
      • doesn’t have NEGATE SHRAPNEL or TOUGH;
      • treats Down results as Minor Hits.
    • The first time the Shrine goes Out of Actions, the result is treated as No Effect, remove any BLOOD MARKERS from the Shrine and from now on the special rules above no longer apply.
    • In addition, a model on the wheel is automatically removed from the Warband Roster when the game ends, therefore not allowing its resurrection to a Martyr Penitent.
    • The rules for the Shrine weaponry clarify it can make an attack with either weapon, or with the Catherine Wheel first and the Bonebreaker mace afterwards, causing the Mace to have the Off-hand Penalty only if used together with the Wheel. This means St. Methodius shrines with alternative weapons options can use the Bonebreaker Mace with no penalties.

Trench Pilgrims Variants

  • Procession of the Sacred Affliction
    • Wrath of God: A model with the Wrath of God ability cannot be Broken on the Wheel of an Anchorite Shrine. [v1.0.1] With the change to Grenades not being considered Ranged Weapons, a Wrath of God model could be equipped with Grenades (not clear if it’s an intended change however).
    • Zealot Strength: As per the base Trench Pilgrim rules, it’s been clarified that up to 3 Trench Pilgrims and/or Martyr Penitents can have Zealot Strength.
  • War Pilgrimage of Saint Methodius
    • Communicants Heresy: [v1.0.1] In addition to standard Communicants, War Pilgrimage of Saint Methodius warbands cannot take Ammo Monks or Anti-Tank Hunter Communicants.
    • Anchorite Ranged Weapons:
      • Autocannon can choose to fire with either AUTOMATIC 5, RISKY and RELOAD, or with AUTOMATIC 3. It has +1 INJURY DICE and HEAVY in either case.
      • The cost for an Anti-Materiel Rifle has been changed from 2 Glory Points to 40 Ducats.
      • Gas Censer has been clarified as being a Ranged Attack. It always ignores the target’s armour, regardless from Cover. [v1.0.1] It looks like the attack that affect everyone in a 6″ range from the Shrine is an optional attack now, with the possibility to perform a standard 6″ Ranged Attack (with GAS, IGNORE ARMOUR and RELOAD) on a single target.
      • Trench Mortar has a minimum range of 6″ and a maximum range of 36″
    • Anchorite Equipment:
      • [v1.0.1] Once equipped, special Anchorite Equipment cannot be removed from the model.
      • Holy Diesel Engine always places 1 BLOOD MARKER next to the model, not only if the Dash roll is successful.
      • Wrathful Cherub Face is only negated by models with FEAR. It prevents enemies affected by it from taking actions that require a Risky Success Roll while within 1″ of the Shrine.
  • Cavalcade of the Tenth Plague
    • Blood of the Lamb: Castigators in a Cavalcade of the Tenth Plague warband now gain the TOUGH Keyword for free.
    • Day of His Wrath: With a Critical Success, the Injury Roll caused by this ability is made with +1 INJURY DICE.
    • Sacrificial Lamb: It now only ignores the first BLOOD MARKER suffered by the model, it no longer has any effect on INFECTION MARKERS.

Iron Sultanate

  • Alchemist Armour: [v1.0.1] Added a clause that allows the -INJURY DICE modifier vs GAS or FIRE to work even against attacks with IGNORE ARMOUR.
  • Assassin’s Dagger: In 1.0.0 it didn’t allow the the Assassin to Dash out of combat, only Retreat without suffering attacks. This has been reverted in [v1.0.1]: if the Assassin deals 1 BLOOD MARKER on a model when attacking with the Dagger, it can use a Dash ACTION to retreat and this does not grant the enemy a free attack.
  • Flame Cannon: Clarified the line is drawn to a point to the ground or a model’s base, and it’s interrupted if it crosses a terrain piece taller than the model making the attack.
  • Takwin Anqā Bird: New Equipment item, 2 Glory Points, ELITE Only, Limit: 1. Melee Attacks made against the model with this item require a Risky Success Roll; in addition any model that wants to Retreat from a Melee combat with this model must first pass a Risky Success Roll.
  • Wind Amulet: When used, it grants +3″ to the model’s Movement Characteristic for the rest of the Activation.
  • Yüzbaşı: Can now have the Janissary Veteran ability (gain the STRONG Keyword and the Janissary Counter-Charge ability) for +10 ducats.
  • Jabirean Alchemist: The ability to change elements no longer gains +1 DICE to the roll.
  • Sultanate Assassin: The Temporal Assassin ability has been streamlined and clarified. Time Slip is now a “redeploy” and not a “move” so it can place the Assassin in any spot within 6″, even if it couldn’t be normally reached via movement.
  • Sappers: The Fortify action no longer benefits from a +1 DICE modifier to the Success Roll.
  • Lions of Jabir: Now are on a 50mm base only and have the ARTIFICIAL Keyword. Can have the FEAR Keyword (instead of just NEGATE FEAR) for +5 ducats. Their Pin ability forces a model on a base up to 40mm to stay down (previously models on a 40mm or higher base were unaffected).
  • Brazen Bull: Now has the ARTIFICIAL Keyword. Can no longer have a regular Shovel (needs a Marid Shovel to gain the Cover bonus). The Trample ACTION can affect any enemy who is Down, not just those on a 32mm base or smaller.

Iron Sultanate Variants

  • Fida’i of Alamut:
    • Bow of Alamut: The model using the Bow’s ability is no longer “considered to have charged” (for interactions with Polearms and other effects that trigger on a Charge). [v1.0.1] Not a proper change, but due to the change to how Fight and Shoot ACTIONS interact it’s impossible, at least according to RAW, for the Assassin to attack an enemy it teleported within 1″ of in the same turn. As per the Tormentor Chain issue we’ve seen last time, expect this to be fixed as well. (Not really sure about Witchburners if you house rule that it’s feasible to teleport and attack however, but you know what it’s said about expecting the Spanish Inquisition…).
  • House of Wisdom
    • Kavasses: A House of Wisdom Warband can include regular Azebs now. Up to 3 Azebs can be upgraded to Kavasses (Melee Charactersitic of +0, but cannot get the SKIRMISHER upgrade) at the cost of +5 ducats each.
    • Secrets of the House of Wisdom:
      • Cartography and Geometry: no longer grants an additional exploration re-roll but it doesn’t prevent an Alchemist from gaining the INFILTRATOR keyword.
      • Philosophy, Poetry and Theology: No longer grants immunity to FEAR to the Alchemist and another model ([v1.0.1] It grants NEGATE FEAR to the Alchemist who has this ability). Its +1 DICE modifier to Morale Checks is only applied as long as the Alchemist is not Down or Out of Action.
    • Takwin Homunculus: Now have the ARTIFIICAL Keyword. You need to spend the 40 ducats to prevent an Homunculus from being removed from the roster immediately (before you could recreate the Homunculus at any time between battles).
      • [v1.0.1]Additional Arm + Human Hands: Clarified that the Homunculus can use the three hands to take up to three 1-handed melee weapons, or one 2-handed melee weapon and two 1-handed melee weapons (which is likely a typo and it probably should be one) and a similar allowance of of ranged weapons, and it can have a Shield (taking up one hand) but it doesn’t benefit from Shield Combo.
      • [v1.0.1]Seal of Solomon: Fixed a typo that allowed the Homunculus to have “Battlekit”. This ability correctly grants the use of Equipment now.
    • Weapons Collection: The restrictions for acquiring items from other armouries have been loosened (you can acquire any one item from the Trench Pilgrim armoury and one from the New Antioch armoury now, only being restricted to that item’s stipulations, but otherwise anything can be taken – e.g. you can’t use Engineer Armour as it’s “Engineer Only”).
    • Fire Shield: [v1.0.1] As with the Alchemist Armour, the -INJURY DICE modifier vs FIRE works even against attacks with IGNORE ARMOUR.
  • Defenders of the Iron Wall: Added to the rules (they’ve always been on a separate document during Playtest)
    • Iron Wall Kalakan: causes an Injury Roll if the enemy model is pushed against a terrain element at least 1/2″ high (previously it was 2″ high).
    • Sultanate Grand Cannon: When not purchased for a Brazen Bull (choice made when bought, and not modifiable later), it’s kept in the Warband’s Arsenal and is not assigned to a specific model. It’s deployed in the same way as a model, but after deployment it counts as a piece of impassable terrain. Line of Sight is drawn from the Cannon instead than from the model shooting.

Heretic Legions

  • Tartarus Claws: The free follow-up movement granted when taking an enemy model Down or Out of Action is of 3″ instead of 6″ (not clear if it’s intended. It was 3″ in a previous iteration of the playtest rules, was changed to 6″ at a certain point but the Playtest Rulebook included both version and it’s been always assumed that 6″ was the correct one).
  • Heretic Priest: Puppet Master requires Line of Sight to the target. [v1.0.1] Clarified that Puppet Master can make the target move within 1″ of an enemy (it does not count as charging), retreat, Climb, Jump or Jump Down, but it can’t make the target perform a Diving Charge.
  • Death Commando: The Hide ability can be used when the Commando is in contact with a Terrain Piece that is at leas 1.5″ high.
  • Anointed Heavy Infantry: [v1.0.1] Corrected the typo already fixed in the 5 Nov. FAQ (In 1.0.0 they erroneously had their movement listed as 8″ instead of 6″).
  • War Wolf Assault Beast: Cost increased from 140 to 145 ducats. The Loping Dash ability grants +1 DICE to Dash rolls instead of +2 DICE. Can no longer be promoted to ELITE.
  • Wretched: Can now take any piece of Battlekit that costs up to 10 ducats, therefore they may be equipped with Ranged Weapons and Grenades. Their Dark Blessing ability grants a BLESSING MARKER to the nearest eligible model (you could choose before) and the Law of Hell ability no longer triggers when the Wretched achieves a Glorious Deed. Finally, they have the HERETIC keyword and they are no longer limited by the number of other HERETIC models in the warband.
  • Artillery Witch: Cost increased from 90 to 100 ducats. They are now on a 32mm base. The Infernal Bomb’s Mighty Explosion has been clarified to move the target directly away from th Artillery Witch on a direct hit.

Heretic Legions Variants

  • Trench Ghosts:
    • Barbed Wire Banshee: Clarified that a Trench Ghost Warband can include either 0-1 Chorister or 0-1 Barbed Wire Banshee.
    • Sarcophagus Mine: A Sarcophagus Mine is now considered armour Therefore models with a Sarcophagus Mine still count as Heretic Troopers for determining how many Legionaries you can have in your warband.
    • Tank Palanquin: It’s been clarified that the additional height of the model on the Tank Palanquin (changed from 2″ to 3″ to harmonize with all the rules concerning elevation) is considered only to determine whether the Heretic Priest gains the Elevated Position bonus on Ranged Attack it takes.
  • Knights of Avarice
    • Corrupt Merchants: The restrictions for acquiring items from other Armouries have been loosened (you can acquire any one item from the Iron Sultanate Armoury and one from the New Antioch Armoury now, only being restricted to that item’s stipulations, but otherwise anything can be taken – e.g. you can’t use Engineer Armour as it’s “Engineer Only”).
    • Goetic Warlock: [v1.0.1] As per FAQ, recruiting a Goetic Warlock for 110 ducats doesn’t prevent the Warband to take a Goetic Warlock spending Glory Points.
    • Price of Greed: This action now has +1 INJURY DICE on a Critical Success.
    • Golden Calf Altar: When deployed it counts as Impassable Terrain.
    • Gas Bombs: They don’t make an Injury Roll with 3D6 on a model that’s been directly hit by the attack, like an Artillery Witch’s Infernal Bomb would do. A model directly hit by the attack staggers D3″ in a straight line in a direction choses by the player making the attack.
    • Standard Of Mammon: Only roll to take an enemy Down when it’s the enemy that charges the bearer of the Standard, not the other way around.
    • Tarnished Armour: Cost reduced from 45 ducats to 25. No longer negates SHRAPNEL, the wearer no longer needs to be in the open to force enemy models to charge.
  • Heretic Naval Raiding Party:
    • [v1.0.1] No longer called Naval Raiding Party. It’s Heretic Naval Raiders now. No more partying for them.
    • Light Troops: the maximum number of Anointed the Warband can include has been increased from 1 to 2.

Cult of the Black Grail

  • Infection Markers: Clarified that BLOOD MARKERS and INFECTION MARKERS can be combined to affect the same roll or to cause a Bloodbath, and that they cannot be removed by effect that only remove BLOOD MARKERS.
  • Plague Knight Ranks: Knight of the Rotten Cross has Limit: 1 while Plague Almoner and Knight Companion of the Fly do not have any restriction. In addition, Knight of the Rotten Cross has been aligned to other abilities and effects that allow you to purchase items from other Factions’ armouries.
  • Black Grail Armoury: Blunderbuss no longer restricted to Dirge of the Great Hegemon. Plague Blade: Limit increased from 2 to 3. Polearm no longer restricted to Plague Knights
  • Grail Devotee: Up to 2 models can carry up to 2 Grail Devotees each now. The second Devotee costs 2 Glory Points. The +1 INJURY MODIFIER granted by Devotees only applies to Melee Attacks now.
  • Parasite Grenades: Can now affect models that are immune to FEAR. [v1.0.1] Added back IGNORE COVER and IGNORE LONG RANGE that were lost when the GRENADE keyword was removed. In a similar fashion to Puppet Master, it can make the target move within 1″ of an enemy (it does not count as charging), retreat, Climb, Jump or Jump Down, but it can’t make the target perform a Diving Charge.
  • Putrid Shotgun: [v1.0.1] Gained the SHOTGUN keyword.
  • Viscera Cannon: [v1.0.1] It now inflicts extra INFECTION MARKERS rather than extra BLOOD MARKERS when applying BLOOD MARKERS to the shooter.
  • Lord of Tumours: It’s now always on a 50mm base. [v1.0.1] It can inflict extra INFECTION MARKERS whenever it deals BLOOD MARKERS or INFECTION MARKERS with a Melee Attack (in 1.0.0 it could only do it when dealing INFECTION MARKERS). It can make two Melee Attacks (without the Off-Hand Penalties) instead of using any Melee Weapons it has – Unclear whether it can do it also without any weapon but that’s looks like the intention behind this rule.
  • Corpse Guard: In 1.0.0, Parasitic Tick only triggered when the Corpse Guard inflicted an INFECTION MARKER with a Melee Attack and could only remove 1 BLOOD MARKER. This has been reverted in [v1.0.1] to trigger on both INFECTION and BLOOD MARKER and healing 1 BLOOD MARKER or 1 INFECTION MARKER
  • Grail Thrall / Fly Thrall: The Overwhelming Horde ability counts any friendly model within 3″ (not just BLACK GRAIL models, so it’s affected by the presence of Mercenaries) and no longer has a maximum value. [v1.0.1] Gained NEGATE GAS (which was likely left out from 1.0.0 by mistake).
  • Herald of Beelzebub: The Infected Proboscis ability to Remove BLOOOD MARKERS from the Herald now activates when dealing an INFECTION MARKER on any target (previously it wouldn’t activate when attacking BLACK GRAIL models).
  • Amalgam:
    • It can now make separate Shoot and Fight ACTIONS, one with each weapon it is equipped with, therefore it’s able to alternate its attack in any way it chooses.
    • The Trample ACTION can affect any enemy who is Down, not just those on a 32mm base or smaller.
    • The Unstoppable ability only works against models on a 32mm base or smaller.

Cult of the Black Grail Variants

  • Dirge of the Great Hegemon
    • The Bereaved: Fly Thralls can now have Ranged Weapons, Grenades, Musical Instrument or a Troop Flag as Grail Thralls do.
  • The Great Hunger
    • Cradle of Filth: Cradle Thralls have the INFILTRATOR keyword instead of the ability to deploy along any edge of the battlefield.
    • Desiccated Husks: No longer have STRONG but have a Melee Characteristic of +2 DICE and any Melee Attack they make has the CRITICAL keyword.
    • Arcana Putrescere: Aligned with the Court rules for Goetic Spells (see below). Note that Miasma of Pestilence, Vile Churning and Vomitus require a Cast Spell ACTION while Mother’s Call and Virulent Clot do not.
      • Feral Hunger: The model has a Movement Characteristic of 12″ when charging, but doesn’t add +D6″ to the charge move (instead of always counting the Charge Bonus roll as a 6). It must pass a Risky Success Roll in order to charge a model that is not the closest enemy.
      • Miasma of Pestilence: Casting cost reduced from 3 INFECTION MARKER to 2. It gives -1 DICE to success rolls on ranged attacks targeting friendly models within 6″ instead of treating friendly models within 6″ in COVER and negating the Elevation Modifier against them.
    • Black Spot Rifle: If it hits, it allows a Ravenous within 12″ of the attacking model to Charge (instead of the closest Ravenous within 12″ of the target).
    • Butcher Bayonet: In addition to Thralls, it also affects friendly Desiccated Husks and Lords of Tumours within 3″.
    • Grasping Maw: Cost reduced from 17 ducats to 15. Range increased from 6″ to 12″. Once purchased for a model, this Equipment cannot be removed.
    • Pestilent Fang: As an additional ability it gains the IGNORE ARMOUR keyword on a Critical Success Roll.
    • Unending Starvation: Cost reduced from 8 ducats to 5. Can now be taken by Lords of Tumours in addition to Ravenous and Butcher Knights. If the model is able to charge an enemy at the beginning of its activation, it must use the mandatory ACTION dictated by this Equipment to charge. Once purchased for a model, this Equipment cannot be removed.
    • Matagot Hag: Now has a Ranged Characteristic of “N/A” instead of +1 DICE. Base size increased from 50mm to 60mm. Frenzied Followers no longer explicitly prevents the Matagot Hag from gaining +1 DICE to Risky Success Rolls made for the Dash ACTION.
    • Gregori Gula: Now has a Ranged Characteristic of “N/A” instead of +0 DICE. When in dormant state, the marker cannot be attacked, it does not count as a model for any purpose and can’t be targeted by any ability that interacts with Terrain. A dormant Gregori Gula is returned to the battlefield if a Ravenus ends its movement within 1″ of the Gula (previously the effect triggered as soon as the Ravenous was within 1″). A Ravenous removed to return a Dormant Gregori Gula to the battlefield is automatically removed from the roster at the end of the game.

Court of the Seven-Headed Serpent

  • Goetic Powers: Small change of terminology. Now “Goetic Power” indicates all the powers, who are divided into Goetic Abilities (passive abilities) and Goetic Spells (active abilities, which require the expenditure of BLOOD MARKERS).
  • Goetic Spells: Require to spend BLOOD MARKERS by models currently on the Battlefield to be cast. Many Goetic Spells (listed below) now require the Cast Spell ACTION. [v.1.0.1] Each of those Spells can only be used once per activation of the model. (in 1.0.0 the restriction was to a single Cast Spell ACTION per activation, now each spell counts separately).
    • Burning Inferno
    • Slavemaster
    • Coveted Position (Envy)
    • What is Yours is Mine (Envy)
    • Call of the Flesh (Lust)
    • Exquisite Pain (Lust)
    • Light of Samael (Pride)
    • Charm of Acedia (Sloth)
    • Uncaring Gluttony (Gluttony)
  • The following Spells do not require a Cast Spell ACTION and can be used multiple times per Turn instead:
    • Too Proud to Fall (Pride)
    • Black Heart (Greed)
    • Blessing of the Serpent Moon (Sorcerer)
    • Left-Hand Path (Hunter)
    • Oracle Beast Cloak (Hunter)
    • Shadow-Walker (Hunter)
    • Blood Magic (Hell Knight)
  • Universal Goetic Powers:
    • Slavemaster: Range increased from 12″ to 18″
  • Wrath Goetic Powers: No significant changes except for rewording.
  • Envy Goetic Powers:
    • Coveted Position: [v.1.0.1] The target must be within 12″ of the spellcaster and in its Line of Sight.
    • Envious Eyes: Text aligned to all other abilities that allow a model to take Battlekit from other Factions’ Warbands.
  • Lust Goetic Powers:
    • Forbidden Pleasures: [v.1.0.1] Reverted the 1.0.0 change that would have caused the affected model to start the battle with 2 BLOOD MARKERS next to it. Now it’s 3 BLOOD MARKERS again.
  • Pride Goetic Powers:
    • Light of Samael: “Solid Objects” that would end the model’s knockback move have been better defined as “terrain the model cannot cross without having to Climb”.
  • Sloth Goetic Powers:
    • Charm of Acedia: Cost increased from 10 to 15 ducats. Now affects any Success Roll the spellcaster is required to take. [v.1.0.1] It is now a Cast Spell Action so it can be used once per Activation (it was not such in 1.0.0).
    • Morphean Mind: Now has a limit of 0-2.
  • Gluttony Goetic Powers:
    • Eater of the Flesh: No longer allows to attack friendly models.No longer requires to remove BLOOD MARKERS from the target of the attack in order to remove BLOOD MARKERS from the model with this ability.
    • Uncaring Gluttony: Can be used once per Turn, affecting a model that has not yet been activated during the current Turn, instead of a model that hasn’t activated at all this game.
  • Greed Goetic Powers:
    • Black Heart: Cost reduced from 15 Ducats to 5. Limit reduced from 3 to 2.
  • Sorcerer: Purchasing at least 1 Goetic Power is no longer mandatory. [v.1.0.1] removed the limitation that made Blessing of the Serpent Moon counted as one of the 3 Goetic Powers the Sorcerer could have. In addition, due to -3 INJURY MODIFIER being the maximum allowed, the Sorcerer can no longer use Blessing of the Serpent Moon to get to -4 INJURY MODIFIER or better.
  • Hunter of the Left-Hand Path
    • Left-Hand Path: No longer requires a minimum size for the terrain pieces across which the Hunter is teleporting . If cast during a Charge, the Hunter doesn’t need to have Line of Sight to the target (but it must pass a Risky Success Roll in order to charge) and the spell must deploy the Hunter closer to the target of the charge than when it was when removed from the battlefield.
    • Bow of Lethe: [v.1.0.1] Fixed a typo that marked it as 2-handed. Now correctly listed as 1-handed.
    • Oracle Beast Cloak: If cast, it treats the result of the attack as “No effect”, therefore allowing effects like GAS and SHRAPNEL to be resolved (previously it negated the attack completely, and it was assumed the attack had no effect whatsoever).
  • Wretched: Can now take any piece of Battlekit that costs up to 10 ducats, therefore they may be equipped with Ranged Weapons and Grenades. The Law of Hell ability no longer triggers when the Wretched achieves a Glorious Deed.
  • Pit Locusts: They always make two Melee Attacks during a Fight ACTION, the first gaining SHRAPNEL and the second one ignoring the Off-Hand weapon penalty, even during an Activation in which they didn’t charge.
  • Yoke Fiend: Can attack a friendly model with any attack, not only in Melee (reverted in [v.1.0.1] to only work against with a Melee attack, with the additional clause that the attack can only be directed to a friendly model without the DEMONIC keyword). If a Yoke Fiend attacks a friendly model, it can’t attack again during the same activation.
  • Desecrated Saint: Can make a separate Fight ACTION per activation with each Melee Weapon it is equipped with, therefore it’s able to alternate its attacks and other ACTIONS in any way it chooses.
    • Aura of Envy: It now prevents enemies within 12″ of the Desecrated Saint from charging if the target of the charge is within 1″ of another model of the Desecrated Saint’s warband. (before it was the opposite: enemies couldn’t charge if the target of the charge was already within 1″ of another model enemy to the Saint’s warband).
      • Aura of Lust: Range reduced from 6″ to 4″.

Mercenaries

Mercenaries can now be promoted to ELITE status. They still can’t change their Battlekit and are not affected by the Warband’s special rules, but they can gain experience and skills and [v.1.0.1] will roll on the Trauma Table when promoted.

  • Combat Biologist: Has Gas Grenades in addition its usual Battlekit. [v.1.0.1] The Gather Knowledge Glorious Deed was reworded so that it behaves like all other Glorious Deed (it no longer implies to only grant 1 Glory Point).
  • Mamluk Faris: There’s no indication on whether the choice of weapons for the Mamluk Faris can be done before each battle (must weapons be chosen at recruitment?). When in a New Antioch Fireteam, only the New Antioch model gains the benefits of the Concentrated Attack rule.
  • Mendelist Ammo Monk: Being unarmed, the Ammo Monk can no longer make Melee Attacks. The Cartridge of His Wrath Sacrament (add BLAST 2″ and SHRAPNEL to Ranged Weapons wielded by at the model) does not apply to weapons with the BLAST or FLAMETRHROWER keywords. The Faithful Followers rule allows the Monk and another model to activate taking ACTIONS in any order you wish, in a way similar to that of a Fireteam, but when one of the two models ends their activation, the other model is not forced to end its own, they can carry on with any remaining ACTIONS.
  • Observer: In v.1.0.0 the Eye of God ability caused the Observer to be marked as Down and take 1 BLOOD MARKER (2 BLOOD MARKERS instead if it was already Down) if the re-roll result in Failure. [v.1.0.1] This has been changed: if one of the re-rolled dice shows a 1, the roll is treated as a Failure, the Observer is taken Down, suffers 1 BLOOD MARKER and its activation immediately ends.
  • Scripture Guardian: The Vengeful Scripture ability does not count as an attack. It has a +2 DICE modifier if the target is within 9″ and +1 DICE modifier if target is between 9″ and 18″. [v.1.0.1] Vengeful Scripture also gains IGNORE ARMOUR on a Critical Success. [v.1.0.1] Fixed a Typo where the Scripture Guardian was erroneously put onto a 32mm base. It’s now back to a 40mm base.
  • Sin Eater: Has the DEMONIC Keyword instead of HERETIC. When a model is Devoured it only counts as Down for Morale Checks, it doesn’t suffer any additional penalty. When a Devoured model attacks the Sin Eater, in addition to the -3 DICE penalty, it cannot use any of its abilities or any special rules for the weapon it uses.
  • Sister of Saint Cosmas: Renamed to be distinguished from the New Antioch Combat Medic. Adds +2 DICE (instead of +1 DICE) to Risky Success Rolls taken to use a Medi-kit and has the NEGATE FEAR keyword.
  • Witchburner: Has the ELITE keyword.

And with that, we’re finally done! Lots to cover indeed, but being the first edition after Playtest it was to be expected. Luckily future changelog should be less intensive and more diluted over time.In the meantime enjoy your battles with the new rules; the Troll will be back to update the introductory section and with many new articles soon. Bye!


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