Core Rules
Text in cyan reflects the change from the 1st Errata (05 November 2025).
Table of Contents (Click to navigate to section)
Warbands 1
Actions 1
Keywords 3
Weapons / Items 4
Campaign Rules 4
Patron 4
Temporal Lord 4
Warrior Saint 5
Learned Saint 5
Infernal Noble 5
Sublime Gate 5
The Order of the Fly 5
Mammon 5
The Anti-Pope of Avignon 5
Campaign Game 6
Units Promotion 6
Skills table 7
Glory Equipment and Goodies 8
Scenarios 8
Factions 8
New Antioch (Core): 8
New Antioch (Papal States Intervention Force): 9
New Antioch (Eire Rangers): 9
New Antioch (Kingdom of Alba Assault Detachment): 9
New Antioch (Stosstruppen of the Free State of Prussia): 9
New Antioch (Expeditionary Forces of Abyssinia): 9
Trench Pilgrim (Core): 10
Trench Pilgrim (Procession of the Sacred Affliction): 10
Trench Pilgrim (War Pilgrimage of Saint Methodius): 10
Trench Pilgrim (Cavalcade of the Tenth Plague): 10
Iron Sultanate (Core): 10
Iron Sultanate (Fida’i of Alamut): 11
Iron Sultanate (House of Wisdom): 11
Iron Sultanate (Defenders of the Iron Wall) 12
Heretic Legions (Core): 12
Heretic Legions (Trench Ghost): 12
Heretic Legions (Knight of Avarice): 12
Heretic Legions (Naval Raiding Party): 13
Black Grail (Core): 13
Black Grail (Dirge of the Great Hegemon): 13
Court of the Seven Headed Serpent (Core): 14
Envy 14
Lust 15
Sloth 15
Gluttony 15
Greed 15
Mercenaries: 15
Sister of Saint-Cosmas (Previously Combat Medic) 16
Witchburner 16
Observer 16
Sin Eater 1
Scripture Guardian 1
Mendelist Ammo Monk 1
Mamluk Faris 1
Goetic Warlock 1
Warbands
- Ability can no longer be purchased after a model is added to the warband (Before some upgrades, like Chewa, could be purchased between games).
- Models that do not have a warband entry (e.g. Trench Dogs) do not count towards the total number of models in the warband (Digital Rules, page 96 under Field Strength)
Actions
- Charge: always requires Line of Sight.
- Charge: Multi charge is simplified: “carrying on with its move allows it to stay in base contact with the target and finish within 1" of any other enemy models”
- ASSAULT + Charge: Not limited to a single ranged attack.
- Clarified terminology: Fight Actions allow Melee attacks, Shoot Actions allow Ranged Attacks. Unless specified by a rule (e.g. Submachine Gun) all attacks granted by an action must be made one after the other.
- Shooting into melee: Still the 1-3 shoot ally 4-6 shoot enemy, but then the model is not chosen at random, but by the attacker.
- Shooting into melee: When attacking with a BLAST weapon using unit target (not point-target), the target is chosen randomly from all models in melee range in case of failed success roll [a]and the injuries apply to all inside the blast radius.
- Elevated position: Height bonus is for 3’’ not 2’’.
- Elevated position: No mention of the 4’’ above ground level for target on 50+mm base.
- Cover: Must be at least 0.5’’ high, as wide as the target’s base and interposed between the attacker and target..Same conditions for both melee attacks (defended obstacle) and ranged.
- Cannot fight unarmed anymore.
- Two Melee Weapons: Is now two attacks with one action. Can choose which weapon is off-hand when you take action. The second attack is always the off-hand. STRONG models are not forced to always attack with the 2-handed weapon first.
- Defended Obstacles: Work even if the model is Down.
- Diving Charge does not require a roll anymore. A charge is a Diving charge if the enemy model is 3’’ below and the charging model lands within 1” of the target.. It adds +1 Dice to Melee, but you also automatically take an injury roll for the height. A model does not need to follow the shortest path to the target of the charge in order to make a Diving Charge.
- Down give +1 INJURY DICE for Melee Attack only.
- A model that is Down cannot be moved for any reason until it stands back up.
- Model that is down automatically stands up at the start of its activation
- Being downed during your own activation immediately ends that activation.
- Models who are Down do not count when determining who has initiative at the beginning of the turn.
- Morale: Shaken is not an optional rule anymore, but you can still choose to flee instead. A warband flees only if it fails a Morale roll while being Shaken (So two failed Morale rolls one after the other). A warband that is Shaken at the beginning of a turn must roll for Morale at the end of the turn, even if less than 50% of its models are Down or Out of Action.
- Falling is 3’’ or more. +1 INJURY DICE for every 3’’.
- Flying units can no longer take fall damage.
- Part of the base of the figurine can now hang over the edge as long as 50% of the base is on a flat surface.
Flying model can no longer jump over gaps up the their full movement characteristic, they must halve their movement characteristic like any other model[b]
Keywords
- Assault: not restricted to only one attack anymore.
- Armour Piercing (new): A Weapon with this Keyword reduces the target’s total -INJURY MODIFIER from its Armour and/or Shields by 1, to a minimum of 0.
- Automatic (new): You can make a number of Ranged Attacks with this weapon equal to X, one after another. The attacks can target different enemy models, as long as they are all within 6" of each other.
- Blast: Now target a point on the Battlefield or an enemy model.
- Consumable: The item is removed from the Battlekit at the end of the battle (instead of being removed on use).
- Demonic: Now grants NEGATE FIRE.
- Fireteam: Now must always be activated together. The rule is unclear if you can alter a fireteam after it’s assigned during list creation or a reinforce/quartermaster phase or if you have to wait until a model of the current fireteam dies.
- Flamethrower (new): Ranged Attack automatically a Success.
- Gas: Functions same as before, but Gas Mask no longer applies -1 Injury Dice to all Gas attacks
- Heavy: Changed from being unable to move and shoot while wearing a heavy weapon to being unable to Move, Charge or Retreat and shoot with a ranged heavy weapon (Dash is not mentioned, likely possible to Dash + Shoot with a heavy weapon now).
- Impervious: Replace the text by “The IGNORE ARMOUR Effect does not affect any -INJURY DICE and -INJURY MODIFIERS that apply to Battlekit that has this Keyword. The IGNORE ARMOUR Keyword affects any other Battlekit a target model has normally.”
- Leader: Now does not work if the leader is Down. Leader now applies +1 Dice if Atleast one model has this keyword and isn’t downed. Multiple occurrences of Leader does not stack (i.e. with a flag)
- Pistol: Now use Melee Characteristics for Melee Attack.
- Scatter (new): If the Success Roll for a BLAST attack with the SCATTER keyword was a failure, the attack lands away from the original target at a distance of (1” x the degree of failure) in a direction chosen by your opponent. For example, if the Success Roll was 4, then the target point would scatter 7-4 = 3”. When targeting a model, the scatter distance is measured from the base of that model.
- Shotgun (New): Ignores the penalty to hit for long range, but has -1 INJURY DICE at long range.
Weapons / Items
- Automatic Pistol: Lose the -1 Injury Dice.
- Bayonet: no longer able to be taken in addition to other melee weapon the model has.
- Heavy Flamethrower: -1 Injury Dice, Can hit the same target twice.
- Grenade: All grenades have a huge change due to the change to blast.
- Shrapnel Grenade loses the -1 Injury Dice to those affected by the Blast.
- Special Ammunition (Incendiary, Armour-Piercing, Dum-Dum)not limited to Rifle or Pistol.
- Machine Armour: Anti-Down no longer NA exclusive.
- Satchel Charges: Add the following “Heavy Explosive: Once during a game, a model with a Satchel Charge can use it to make a Ranged Attack.” (Satchel can’t be spammed all game long)
- Executioner’s Axe: Replace the keywords with: “+2 INJURY DICE, CRITICAL”
- Shields and HELD items restrict the number of weapons the model can have (e.g. a model with a Shield or Musical Instrument can only have a single 1-handed melee weapon + a single 1-handed ranged weapon.
- Shields and Grenades are their own classes of items now.
- Troop Flag now gives the Keyword “LEADER” to the unit that equips it. As stated in the keyword section, it does not stack with regular LEADER.
Campaign Rules
Patron
Temporal Lord
- Armour & Equipment Procurement: Limited to once per warband. Can only reduce armour that cost 15 or more (instead of 20 and less).
- Weapon Procurement: Limited to once per warband. Can only reduce melee weapons that cost 10 or more(instead of 20 or less).
- Ranged Weapon Procurement: Was Previously named Firearm Procurement. Limited to once per warband.
Warrior Saint
- Dragonslayer: You can now change any result to the roll to a 6 (instead of setting aside a six before rolling dice).
Learned Saint
- Favoured by God: Clarification, now multiple instances of this skill can stack.
- Knowledge of Science: Limited to once per warband.
- Logistical Skill: Was previously named Organisational Skill. Can only upgrade the limit for models with a base no larger than 50mm or more (instead of any model). (instead of any model). Removed the limit to one model, and the effect persisted after the death of a model with that skill.
Infernal Noble
- Blessed Murder: The Blessing is granted by a melee kill (instead of any kill).
- Blood Sacrifice: Can no longer target a model with Demonic or Black Grail keywords and must have a LoS to the target.
- Lash of Acheron: Must have a LoS to the target.
- Sadistic: The bonuses to attack and injury roll now only affect Melee attacks.
Sublime Gate
- Sultan's Favour: Can only upgrade the limit for models with a base of 50mm or more (instead of any model). Removed the limit to one model, and the effect persisted after the death of a model with that skill. (Probably/Hopefully a typo as the Logistical Skill is for models with a base no larger than 50mm or more).
The Order of the Fly
- Cockroach Vitality: Changed. The opposing player cannot spend bloodmarker on a model with this skill to add dice to an injury test. Previously was unable to use bloodmarker to penalise attack from a model with this skill.
- Deceit of Beelzebub: Clarification on the position swap ; the center of the two models must be at the same place. Can’t be used if any base touches an impassable terrain or the base of another model.
Mammon
- Money Can Buy Anything: Limited to once per warband.
The Anti-Pope of Avignon
- Eye of Beelzebub: Can no longer target an enemy model within 1” of your own.
- Silvered Tongue: The enemy can only attack itself once, even if an ability would allow it to attack more than once.
Campaign Game
- Instead of adding victory points between games to determine the winner of a campaign, each victory, draw or loss accumulates Campaign Victory Points. Those determine the final ranking.
- Small detail, but we are encouraged to adjust the length of the campaign to fit our needs. Neat!
- Randomly generated scenarios are no longer used in a campaign, as those no longer exist.
- Clarification, Threshold now also limits the maximum ducat you can field in a game.
- Carrying out Glorious Deeds also grants one victory point in the scenario.
- The Trauma Chart is slightly adjusted.
- When retiring a model that has 2 battle scars, or when a model is removed from the warband for reaching his third battle scar, you can keep any items they had. You only lose items from models that get killed due to a trauma effect.
Units Promotion
- Promotion now happens before Advancements – meaning newly promoted ELITES will gain XP during the same Campaign phase in which they are promoted(?)
- Winning a game no longer provides you with an additional Promotion die.
- Heretic Legion, War Wolf: Can no longer be promoted.
- Black Grail: Clarification, Fly Thrall cannot be promoted either.
- All mercenaries can be promoted to Elite.
Skills table
- Gunslinger (Ranged Skill): All pistols the model is equipped with gain ASSAULT. If the model is armed with 2 pistols, it can make a ranged attack with one pistol, immediately followed by a ranged attack with another pistol.
If the model is armed with a single pistol, that weapon ignores the Off-hand penalty in melee. - Far Shoot (Ranged Skill): Also apply to arquebus.
- Sixth Sense (Stealth & Speed): If a model has the tough keyword, they can combine tough and sixth sense to change the first Out of Action into minor injury.
- Bad Company (Wildcard): The model with this skill no longer counts as an Elite for the limit of six, instead of upgrading the limit to seven.
- War Stories (Wildcard): Now gives bonus experience to all Elite without that skill, instead of only one.
Glory Equipment and Goodies
- Trench Dog: Are no longer counted in the warband for the purpose of moral check (even if he was the goodest boy).
- Trench Dog: Cannot be promoted to Elite.
- Hellhound (Trench Dog): In a Black Grail or Knight of Avarice warbands, the Hellhound gains the gas keyword instead of fire.
- Mercy Dog (Trench Dog): Can no longer drag a friendly model when it retreats or charges.
Scenarios
- The new recommended size for a one-off game is now 800 ducats and 6 Glory Points, instead of 900 ducats and 8 Glory. The table recommended for one-off battles is sized 36x36, instead of 48x48.
- Most of the Scenarios changed a lot and don’t look like the one from 1.6.3. The changes are too numerous to list here.
- For most Scenarios, the winner of the roll-off for initiative set up the whole map.
Factions
New Antioch (Core):
- Fireteam: Now must always be activated together.
- Trench Clerics can use God is with Us! and Onwards Christian Soldiers! at the same time.
- Trench Clerics gain NEGATE FEAR.
- Sniper Priest: Aim Risky Action is now taken with +2 Dice.
- Combat Engineer: +1 Dice Melee, +0 Dice Ranged
- Combat Engineer: Fortify loses the +1 Dice.
- Mechanized Heavy Infantry: Always 40mm
- Yeoman: not required to have a weapon now. Can purchase a Bolt-Action Rifle for 5 ducats (but not mandatory any more)
- Combat Medic: Can take battlekit now in addition to its mandatory equipment. +2 Dice instead of +1 on Medikit uses.
- Lieutenant: On My Command! renamed Hold Your Fire! It’s now an Action that does not require a Success Roll.
New Antioch (Papal States Intervention Force):
- Swiss Guard is now free (instead of 5 ducats) and not restricted to non-elite.
- Lector can also use the Arise and be Healed! prayer in addition to God is with Us! and Onwards Christian Soldiers!
New Antioch (Eire Rangers):
- (New) Anointed Ammunition: Can have Armour Piercing Ammunition (Limit:2) for 5 ducats
- Light Infantry: One extra Satchel and two extra Combat Engineers.
- Not limited to one Fireteam
- Units may now take Greatswords/Axes, limited 3- Heavy mech Infantry may not take Greatsword/Axes
- No cap on the number of Fianna
- Only Fianna and the Lieutenant get Skirmisher
- Replaces Onward christian Soldiers with BOTH Away Serpents and Arise and be Healed!
New Antioch (Kingdom of Alba Assault Detachment):
- Bagpipes 4’’->8’’ range for NEGATE FEAR.
- Cold Steel: Halve the cost of a Melee Weapon the first time that is purchased for a Kingdom of Alba Assault Detachment Warband.
- Dum-Dum Ammunition: Can have Dum-Dum Bullets for 5 Ducats (Limit: 3) .
- Highland Strength: Shock Troopers can have Strong in addition to the Lt.
- Lochaber Axe: Modified to: +2 Injury Dice, Block, Critical, Cumbersome, Heavy. 15->20Ducats.
New Antioch (Stosstruppen of the Free State of Prussia):
- Feldkaplane: Trench Clerics can have 1 Holy Smoke (Consumable, NEGATE FEAR, -1 Injury Dice 15 Ducats)
- Tank-Splitter: Limit 2 (from 3). Tank-Splitter bonus not limited to armored models.
New Antioch (Expeditionary Forces of Abyssinia):
- 0-1 Trench Cleric, 0-2 Holy Warriors. Holy Warrior gets to use “Onwards, Christian Soldiers!”, “Blessed Psalm” and “God’s Mercy” at the same time. God’s Mercy heals D3 bloodmarker instead of one.
Trench Pilgrim (Core):
- Gain access to Blunderbuss
- Flamethrower: Limit 2
- Polearm 10->7
- Musical Instrument not restricted to Non-elite
- Punt Gun: Gains Shotgun. Overcharging gives Reload. You don’t need to be Strong or be in base contact with a friend anymore to make a range attack with a Punt Gun, only for an overcharged shot
- War Prophet: Loudspeaker If no enemy models are visible, they can move normally. If they see an enemy and the model chooses to move, it must move as close to the enemy as possible, up to 3 inches, which means they must move 3 inches if they can.
- War Prophet: Laying on Hands: Normal Success heal 1BM, crit heal 3BM.
- Martyr Penitent: Martyrdom Pills have no effects.
- Martyr Penitents: count towards the number of models (beyond Castigator) who can have Zealot’s Strength
- Anchorite Shrine: Clarify Broken of the Wheel.
- Symphony of Slaughter: New ability that clarifies the usage of its weapons. Mostly in case of double strike and for Methodius weapon swap.
- Martyrdom Device: Triggering requires an ACTION, but automatic injury roll for all models within the area of effect.
- Anchorite Shrine: RAW, the model Broken on the Wheel is “removed from your Warband” and not taken Out of Action, so it cannot be resurrected.
Trench Pilgrim (Procession of the Sacred Affliction):
- Wrath of God: Cannot be Broken on the Wheel.
Trench Pilgrim (War Pilgrimage of Saint Methodius):
- Access to Automatic Rifle (Limit 1) 40 Ducats, Machine Gun (Limit 2) 50 Ducats, SMG (Limit 1) 30 Ducats
- Anchorite: Anti-material Rifle cost 40 Ducats (instead of 2 Glory)
- Anchorite: Trench Mortar, the target model (or target point, if targeting a point on the ground) cannot be within 6" of the attacking model.
- Anchorite: Gas Censor clarified to be a ranged weapon, always ignores armor instead of only against targets not in cover.
- Anchorite: Autocanon does not end turn anymore after shooting 3 times. (Does not have Reload).
- Anchorite: Wrathful cherub face now is only negated by fear keyword and the enemy model can't take any risky actions while within 1” of the shrine.
Trench Pilgrim (Cavalcade of the Tenth Plague):
- Castigator has TOUGH.
- Day of His Wrath gets +1 Injury Dice on crit.
Iron Sultanate (Core):
- New Glory Item: Takwin Anqā Bird (equipment. 2 Glory. Enemy models in melee with this model treat melee attack as Risky. Enemy models in melee with this model must pass a risky success roll in order to retreat from melee)
- Assassin’s Dagger: Can only Retreat after use (instead of dash or retreat)
- Alchemist Armour: Due to the wording of ignore armour, fire and gas weapons bypass the -1D to Injury provided by the armour. Hopefully an oversight.
- Yüzbaşi: Can be upgraded to veteran janissary, gaining both Strong and Counter-Charge, at the cost of 10 ducats.
- Jabirean Alchemist, Elemental Change: No longer have +1 to the Risky Action to change the keyword of Master of the Element.
- Assassin, Temporal Assassin: Modification of the teleportation’s sequencing. Both targets must be reachable via legal charge pathing and the attacks are resolved in order ; the assassin must end its teleportation in melee of the second target.
- Assassin, Time Split: The movement granted by the ability is now a redeploy.
- Lion of Jabir: Base size is fixed to 50mm
- Lion of Jabir: Can be upgraded to cause fear for 5 ducats (instead of ignoring fear)
- Brazen Bull, Trample: Can target anyone that is downed (instead of miniature on base size 25 or 32mm)
Iron Sultanate (Fida’i of Alamut):
- Bow of Alamut: The teleport effect no longer counts as having charged for the purpose of skill, weapons, abilities and glorious deeds.
Iron Sultanate (House of Wisdom):
- Kavass: Only up to 3 Azeb can be promoted to Kavass (Which allows to take regular Azeb and promote them to skirmisher if possible).
- Secret of the House of Wisdom, Cartography & Geometry: No longer provide a free Explore reroll in campaign play.
- Philosophy, Poetry and Theology: When the warband becomes Shaken, ignore the requirement that all Success Rolls become Risky Success Rolls (however you still need to see if the Warband flees in the following Turn’s Morale Phase) but no longer provide Fear immunity.
- Weapon Collections must be purchased on warband creation
Iron Sultanate (Defenders of the Iron Wall)
- Clarification about shooting with the Grand Cannon. Now LoS is drawn from the Cannon and not the shooter.
Heretic Legions (Core):
- Tartarus Claw: Move 3’’ instead of 6’’.
- Heretic Priest: Puppet Master require Line of Sight
- War Wolf: Cost increased to 145 Ducats (from 140)
- War Wolf: Can no longer be Promoted in the campaign (previously had Limited Potential).
- Loping Dash: Gives +1 Dice to Dash (Instead of +2 Dice)
- Anointed: 8’’ Move (from 6’’). Errata : Move is 6"/Infantry.
- Artillery Witch: Cost increased to 100 Ducats (from 90)
- Artillery Witch: If direct hit, blown away from the Witch.
- Artillery Witch Battery: A 2nd witch may be included if the total cost of the rest of the warband adds up to 1000 ducats or more (instead of getting to 1000 ducats threshold).
- Levitate: No risky Success roll needed for climbing or jumping (instead of just climbing).
- Wretched: Can take any Battlekit up to 10 Ducat, including ranged weapons (couldn’t take those before).
- Wretched: Amount no longer limited by the number of HERETIC models in the warband.
- Wretched: Now have the HERETIC keyword.
- Wretched: The blessing granted on death is given to the closet Elite (instead of any Elite).
- Wretched: Law of Hell now only triggers when taking an ELITE out of action, no longer when achieving a Glorious Deed.
- Death commando now has the heretic keyword
Heretic Legions (Trench Ghost):
- Tank Palanquin: The height bonus is now 3” (instead of 2”) to reflect the new height rules and it only counts for determining elevation bonus when it makes a ranged attack. It also now treats down injuries as minor wounds.
- Sarcophagus mines are now an armor instead of an upgrade.(This means sarcophagus mines count towards the number of Troopers for your legionaires)
Heretic Legions (Knight of Avarice):
- Corrupt Merchants: Limited to 1 piece of Battlekit from both NA and IS. You must purchase them when creating your warband (instead of unlocking the option for your warband).
- Heretic Priest MUST change Puppet Master for Price of Greed
- Price of Greed requires line of sight.
- Gas Bombs (Artillery Witch): Now deals 2d6 with -1D INJURY to targets whether the hit was direct or indirect.
- Gas Bomb - Choking Gas (Artillery Witch): Now has - Stagger D3” after hit if the hit model is not taken Out of Action - Stagger straight line away from blast point OR direction chosen by attacker if it’s a direct hit. Roll D3 for each model caught in the blast.
- Golden Calf Altar - Illusions: Now always provides the Difficult Terrain effect, whether it is being carried or placed on the ground.
- Tarnished Armour price down to 25 Ducats (from 45), but No NEGATE SHRAPNEL. Now provokes charging even if the bearer is in cover.
- Standard of Mammon: Now Prevents enemy units from standing up even if the bearer is Downed themselves. Enemies that charge to within 1” of the bearer must pass a Success Roll or be Downed (moving the standard bearer next to the enemy no longer accomplishes this).
Heretic Legions (Naval Raiding Party):
- Can now have 0-2 Anointed (from 0-1)
Black Grail (Core):
- Grail Devotee: Only for Melee Attacks. Up to two models can now have up to two Devotees each, for a total of four. The second Devotee on each of them costs 2 Glory instead of 15 ducats.
- Parasite Grenades: Now works on models immune to FEAR.
- Lord of Tumours: Must be on a 50mm base.
- Lord of Tumours: Beelzebub’s touch triggers only on Infection markers (not blood makers)
- Knight of the Rotten Cross: Limit 1
- Corpse Guard: Parasitic Ticks: Now triggers on Infection markers only and can heal only blood markers.
- Grail Thralls: Overwhelming Horde is not capped anymore.
- Grail Thralls /Fly Thralls and Dogs lose NEGATE GAS.
- Infected Proboscis: Not limited to Non-Grail. Only trigger on Infection marker
- Maddening Buzz: Not limited to Non-Grail.
- Amalgam: Trample not restricted to 32mm.
- Amalgam: Unstoppable does not work against base >32mm.
- Amalgam: You now get to just choose two 2-handed weapons to be one handed, no heavy necessary.
- Amalgam: can take 1 shoot action with each ranged weapon it has, and 1 fight action with each melee weapon it has (implying it can make different actions in between)
- Plague blade limit increased from 2 to 3.
Black Grail (Dirge of the Great Hegemon):
- Bereaved fly thralls can now also take Ranged Weapons, Grenades, a Musical Instrument, or a Troop Flag.
- Hegemon’s Will now requires a successful Action. Infection Markers can now only be removed from enemy models. Following the successful action, you can now remove any number of Infection Markers. You can command one Bereaved for each Marker removed this way, though a Bereaved still cannot be commanded more than once per turn.
Court of the Seven Headed Serpent (Core):
- Goetic Power is the common name for Court special ability. Goetic Abilities are passive and Goetic Spells enable a new activation : Casting Spell. All Goetic Spell are Action that doesn't require a roll to succeed. So you can no longer cast multiple different spells in the same activation.
- Blood markers used to cast Goetic Spells must come from models currently on the battlefield (so models devoured by a Sin Eater don’t count).
- Arquebus gains Cumbersome.
- Incendiary Ammunition can now be applied to any Ranged Weapon. Including Serpent Assault Gun.
- Slavemaster: 18” + LoS required (instead of 12” no LoS). Can target all Yoke Fiends (no longer limited to Friendly Yoke Fiends).
- Sorcerer: Blessing of the Serpent Moon counts in the limit of 3 Geotic Power and must be taken.
- Sorcerer: Can still be taken as the Leader, but no longer has the LEADER keyword
- Hunter of the Left-Hand Path: Can not take two handed weapons.
- Hunter of the Left-Hand Path, Left-Hand Path (Goetic Spell): Can be used on any terrain (not just 2” or more wide) to both start and finish the move, but must finish 1” aways from all enemy models. If used for a Charge, the move must finish closer to the intended target. Can be used to charge a target out of LoS at the cost of a Risky Action.
- Pit Locust: Can always make two attacks (instead of only after a charge).
- Desecrated Saint: can make a Fight Action with each weapon it is armed with, implying it can make other actions in between.
- Desecrated Saint, Aura of Lust: Range is now 4” (instead of 6”).
- Wretched: Can take any Battlekit up to 10 Ducat (including ranged weapons, so they can take gas grenades and gas themselves thanks to the new Blast rule).
- Wretched: Law of Hell now triggers only on taking an enemy Elite out of action, no longer on achieving Glorious Deeds
Envy
- Envious Eyes (Goetic Ability): The Sorcerer can now use both a Ranged weapon and Burning Inferno, as Burning Inferno is now a Cast Spell Action.
- Envious Eyes (Goetic Ability): Can be any piece of Battlekit (previously Weapons and Armour only).
- Coveted Position (Goetic Spell): Infinite Range + LoS (instead of 12” + LoS). Clarification on the position swap ; the center of the two models must be at the same place. Also clarified that the target cannot be within 1” of ANY other model, instead of melee combat. i.e. Can swap target enemy units into melee with something that was next to the caster, typically cannot swap the caster into melee (precluding size shenanigans, ex: 2 25mm enemy units are 1.1” away from each other. Swapping a Praetor would be allowed, and the Praetor’s larger base would mean it is now in melee combat).
Lust
- Forbidden Pleasure (Goetic Ability): Start with 2 Blood Markers (instead of 3).
Sloth
- Charm of Acedia (Goetic Spell): Cost increased to 15 ducats. No longer limited to once per activation. Can affect any success roll the caster makes (thus including Burning Inferno, which wasn’t available before as it attacked the ground). Not a “Cast a Spell” action, so it can be used together with a spell.
Gluttony
- (Gluttony doesn’t show the right sigil lmao)
- Uncaring Gluttony (Goetic Spell): Can be used as a spell action, and can target a unit that hasn't activated this turn instead of this battle.
- Eater of Flesh (Goetic Ability): No longer allows you to attack or engage friendly models, but instead lets you heal for each blood marker you deal (meaning you apply blood markers AND heal now, not one or the other as before).
Greed
- Black Heart (Goetic Spell): costs 5 ducats (instead of 15).
Mercenaries:
- Mercenaries can be promoted to Elite.
- New unit: Sister of Saint-Cosmas (Old Combat Medic with fixed equipment, while the new NA’s Combat Medic can buy other gear).
- New unit: Combat Biologist
- Potentially Mercenaries do not roll like troops when taken out of action, and instead roll on the Traumas table. Clarification needed, and is likely an oversight.
Sister of Saint-Cosmas (Previously Combat Medic)
- Get +2 Dice instead of +1 for the Medi-kit action
Witchburner
- Is now ELITE from the start
Observer
- Eye of god: Clarify that all dice must be rerolled. If the Reroll Fails, place 1 BLOOD MARKER on the Observer, and it goes Down. If it is already Down it gets 2 BLOOD MARKERS.
Sin Eater
- Gains Demonic keyword (It can no longer fuel Court Goetic spell).
- Gains combat helmet.
- Devoured models attacking from inside don’t benefit from any abilities or weapons.
- Devoured models can not be affected by anything else (ex. can’t use their blood for Goetic spells, a cleric can’t give them blessings)
Scripture Guardian
- Scripture Guardian 32mm base(was on 40mm). Possibly a typo as the official model files a 40mm base
- Ranged goes from +1 to -
- Ability is no longer a ranged/melee attack. It is now: choose a target within 18”, rolling the success roll with +2 dice and if the targets within 9”, and +1dice otherwise. On a successful action, it rolls an injury roll ignoring armor and with +1 to the injury roll for each blood marker on the target(now checked before removing blood markers to add to the injury roll, instead of after)You must give him 2-handed weapon or 2 one-handed melee weapon from your armoury
Mendelist Ammo Monk
- Cartridge of his Wrath Sacrament does not work on weapons with BLAST or FLAMETHROWER.
Mamluk Faris
- has 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
- Martial Prowess: In addition also remove HEAVY from the Greatsword.
Goetic Warlock
- Goetic Gaze is not anymore modified exactly the same way as a ranged attack, but is a simple Success Roll.
[a]wrong : if you miss, you miss, if you hit you chose randomly
[b]Where does it say you have to halve your movement? For example, a model with a Movement Characteristic of 6" could move 3" and then try to Jump
over a gap up to 3" wide. Move the model up to the gap and then take a Risky Success Roll for the model.