Who they are, how they fight, where they shine and where they bleed · compiled from Warbands of Trench Crusade v1.0.2
What every faction shares
Every standard Warband is recruited with 700 ducats (👑), and a Warband can never include more than 6 models with the ELITE keyword. Each Warband is either Faithful (Heavenly-aligned) or Fallen (Hell-aligned), and unless stated otherwise cannot include models of the opposing alignment. Some models and Battlekit cost Glory Points (☼) instead — earned through valorous deeds in a campaign, so they are usually out of reach for a brand-new Warband. Most factions also offer Variant Warbands: specialised forces with their own models, special rules and Battlekit.
Unit costs below are recruitment costs only — Battlekit is bought separately from each faction's own Armoury Tables, and the same weapon can cost different amounts in different factions.
IThe Principality of New Antioch Faithful
"For three hundred years, the Principality of New Antioch has stood defiantly as the focal point of the Faithful at the very edge of the shadow cast by the Gate of Hell. It is the Home of All Our Hopes, the bulwark against Heretic forces, and the first line of defence against the Devil's might."
New Antioch is the fortress-city of the Church, a vast military-industrial machine whose famed walls — with their seventy-seven mighty towers — have never been breached. Its factories roll out tanks and artillery, its techno-laboratories produce superhuman Communicants from the cloned flesh and blood of the Redeemer, and its Duke dispatches small warbands into No Man's Land to gather intelligence, hunt artefacts, raid the Heretics and loot the battlefields.
How they fight
New Antioch is the game's disciplined professional army. Its Yeomen "may lack the combat skills of more elite troops" but "make up for it with sheer numbers and access to a wide array of weaponry", while Shock Troopers are "masters of rapid assault and melee combat". The faction's signature rule is Fireteams: up to two pairs of models who, when both hit the same target in a joint activation, can spend 3 Blood Markers to convert the second Injury Roll into a Bloodbath Roll — even against a target that isn't Down. Around that core sit specialists: Combat Engineers who set and defuse mines and fortify positions, Combat Medics who patch soldiers up, and Mechanized Heavy Infantry in armour that makes its wearer "a virtual tank".
Strengths
The best armour in the game's arsenal — Machine Armour gives a −3 Injury Modifier plus Standfast (a Down result becomes a Minor Hit), and Engineer Body Armour and heavy ballistic shields add further protection.
Fireteam burst damage — coordinated pairs can force Bloodbath Rolls on targets that are still standing.
A complete toolbox — mines, fortifications, healing, blessing markers (Trench Cleric) and long-range sniping (Sniper Priests, who ignore the Blood Marker penalty on their ranged attacks) all in one list.
Cheap, flexible line troops — 30👑 Yeomen with a wide armoury, including Trench Mole tunnellers who deploy as Infiltrators.
Weaknesses
Expensive specialists — Combat Engineers (80👑) and Mechanized Heavy Infantry (85–95👑) eat the budget fast.
The heaviest armour slows you down — Machine Armour means a 40mm base and a Charge Bonus reduced to D3" instead of D6".
Sniper Priests suffer −1 Dice in melee, so they are a liability once the enemy closes in.
Only 0–1 Trench Cleric in the standard list, limiting healing and blessings.
Roster
Elites — The Officer Corps
Unit
Limit
Cost
Role
Lieutenant
1 (required)
70👑
Leader; preserves the unity and morale of the troops and can order them to hold fire.
Sniper Priests
0–2
50👑
Ritually blinded marksmen who rely on faith alone — immune to the Blood Marker penalty on ranged attacks.
Trench Cleric
0–1
60👑
Holy warrior who places Blessing Markers and steels nearby troops against Fear.
Troops — The Soldiery of New Antioch
Unit
Limit
Cost
Role
Yeomen
Any
30👑
Sworn line infantry; up to 2 (3 in a 1,000👑+ warband) can become tunnelling Trench Mole infiltrators.
Shock Troopers
0–5
45👑
Breach-and-assault specialists; extra die on the Charge Bonus, ignore Heavy on one melee weapon.
Combat Engineers
0–2
80👑
Set and defuse mines, demolish and fortify; always in steel body armour.
Mechanized Heavy Infantry
0–3
85/95👑
Chemically enhanced heavy-weapons platforms in Reinforced or Machine Armour.
Combat Medic
0–1
65👑
Field surgeon whose misericordia serves for "on-the-spot surgery and rapid dispatch of fallen enemies".
Warband variants
Papal States Intervention Force — small elite force under the Supreme Pontiff rather than the Duke: starts at 500👑 but with 11☼, led by a Trench Cleric instead of a Lieutenant.
Éire Rangers — "masters of skirmish warfare and guerrilla resistance": light infantry with up to two Clerics, skirmishing Fianna and a battle-rage Berserker, but almost no armour.
Kingdom of Alba Assault Detachment — Highlanders built for the charge: cheaper great weapons, half-price first melee weapons, bagpipes that negate Fear, and the unique Lochaber Axe.
Stosstruppen of the Free State of Prussia — lightning-assault doctrine: up to 3 Fireteams, 2–8 Shock Troopers required, longer grenade throws, and armour-melting Tank-Splitter Swords.
Expeditionary Forces of Abyssinia — the Solomonic Throne's expedition, sent out once every seven years: +1 Dice at short range for its line troops, flanking deployment, and the shield-bypassing Shotel.
Curiosities
Sniper Priests ritually blind themselves as devotion to God — and legend says one killed a target three miles away at the Siege of the Monastery of Saint Lux.
The city walls are kept standing by hundreds of anchorites — "metallic battle shrines with devotees entombed within them, embedded into the walls, keeping a vigilant watch day and night".
The Stosstruppen swear their oath at Königsberg Cathedral: "Everything which the enemy least expects will succeed the best."
Lieutenants enjoy the privilege of claiming the rarest battlefield finds — family heirlooms, idiosyncratic affectations, or "an ostentatious piece providing some much-needed swagger".
IITrench Pilgrims Faithful
"Many of the devout see it as their sacred duty to make the pilgrimage to No Man's Land and throw themselves at the forces of Hell with righteous wrath. These zealots band together into vast Pilgrim Processions, fighting an endless crusade against the blasphemous foe."
The Pilgrim Processions are mobs of the fanatically devout led by charismatic War Prophets who preach visions of Armageddon. They march beside Stigmatic Nuns whose bleeding wounds make them stronger, hulking black-market Communicants, chained Ecclesiastic Prisoners strapped with explosives, and diesel-and-faith Anchorite Shrines.
How they fight
The standard Trench Pilgrims warband has no faction-wide special rules — everything it does flows from its remarkable models. The War Prophet's Loudspeakers surge friendly models 3" toward the enemy and can trigger charges, and his Laying on of Hands heals Blood Markers. Stigmatic Nuns move 8", regenerate, and generate Blessing Markers from their own wounds; Communicants regenerate while bodyguarding nearby Pilgrims; and fallen Trench Pilgrims can return from the dead as Martyr Penitents. It is a faith-fuelled, forward-rolling melee tide that is very hard to keep down.
Strengths
Outlasting attrition — Regeneration on Nuns and Communicants, healing from the War Prophet, resurrection of dead Pilgrims as Martyr Penitents, and a Communicant bodyguard who soaks hits for nearby Pilgrims.
Free extra movement — Loudspeakers can shift every friendly model within 8" up to 3" closer to the enemy, even into a charge.
Fearsome melee pieces — the Anchorite Shrine swings a Bonebreaker Mace and Catherine Wheel in the same activation; after surviving its first Out of Action it hardens to −3 Armour with Tough.
Suicide pressure — Ecclesiastic Prisoners with Martyrdom Devices detonate in enemy lines, and their deaths by detonation don't count toward Morale.
Weaknesses
No faction-wide rule and modest shooting — the basic Pilgrim has +0 Ranged, and the signature Punt Gun's Overcharge costs a Blood Marker and ends the activation.
Hard caps on the best units — 0–1 Communicant, 0–1 Castigator, 0–4 Nuns, 0–1 Anchorite Shrine.
Risk built into the engine — Loudspeakers is a Risky roll that ends the Prophet's activation on a failure.
The Shrine starts soft — Armour 0 until its "Broken on the Wheel" sacrifice has run its course.
Roster
Elites — God's Chosen
Unit
Limit
Cost
Role
War Prophet
1 (required)
80👑
Leader; drives the Procession forward with Loudspeakers and heals with Laying on of Hands.
Communicant
0–1
100👑
Huge regenerating bodyguard, "strengthened by the divine essence".
Castigator
0–1
50👑
Disciplinarian second-in-command; his lash stands fallen Pilgrims back up and buys Morale dice.
Troops — The Faithful
Unit
Limit
Cost
Role
Trench Pilgrims
Any
30👑
Zealot infantry; can return from death as Martyr Penitents (45👑).
Stigmatic Nuns
0–4
50👑
8"-movement swordmasters whose stigmata generate Blessing Markers as they regenerate.
Ecclesiastic Prisoners
Any*
20👑
Chained penitents driven ahead of the line; up to 4 carry detonating Martyrdom Devices. (*0–2 in the Cavalcade variant.)
Anchorite Shrine
0–1
140👑
"A colossal suit of machine armour fuelled by diesel and faith" with two built-in weapons.
Warband variants
Procession of the Sacred Affliction — close-combat purists who refuse iron capirotes, drown sinners with millstones (+1 Injury Dice in melee against Down targets) and open the reliquary armoury of Holy Icon shields and armour.
War Pilgrimage of Saint Methodius — Orthodox Anchorite-builders: up to two Anchorite Shrines, which gain ranged weapons (autocannons, heavy flamethrowers, trench mortars) and a whole Anchorite Battlekit — but Communicants and Martyrdom Devices are rejected as heresy.
Cavalcade of the Tenth Plague — anoint themselves in the blood of sacrificed lambs: a free Blessing Marker every turn, Sacrificial Lamb consumables that negate the first Blood Marker, and stolen Communicants bought with Glory alone.
Curiosities
Communicant crosses are nailed through their eyes — and Pilgrim Communicants are brewed in unsanctioned labs from black-market blood and flesh of the Meta-Christ.
The Anchorite Shrine's Broken on the Wheel straps a living Pilgrim to the machine to absorb its damage — when the victim dies, the Shrine becomes nearly unkillable.
Stigmatic Nuns venerate the Third Meta-Christ and "pray to receive wounds for the Redeemer" — every bleeding wound makes them stronger, not weaker.
The Sacred Affliction's millstones are carried into battle to be tied around the necks of sinners and false prophets.
IIIThe Sultanate of the Iron Wall Faithful
"Beyond the Invincible Iron Wall of Al-Quraysh lies the last and the greatest Sultanate of Those Who Believe that the world has ever seen. Here the lost knowledge flourishes and, from mosques of white marble and gold, the muezzin call the Believers to pray for the success of the Sultan's army."
Shielded by the great Iron Wall of Dhu al-Qarnayn, the Sultanate is the refuge of Those Who Believe and the keeper of lost knowledge. Beyond the Wall, small mobile companies hunt apostates, seek relics, and recover what the world has forgotten — guarded by Janissaries, alchemical war-beasts, and the dreaded Assassins of Alamut.
How they fight
The book is unusually explicit here: "The conscripted Azebs are experts at feigned flight and skirmish, while the loping Lions of Jabir harass the enemy flanks. All the while, the superb artillery of the Sultan bombards the enemy as they make their tortuous journey across a battlefield littered with traps set by the skilled Sappers. When they reach the ranks of the righteous, the Janissaries… close in and finish the enemy with a devastating counter-charge led by their iron-willed officers. Dreaded Assassins from Alamut prowl in the winds of time, striking at enemy elites and leaders, while the Alchemists of the House of Wisdom unleash devastating weapons made deadly by their elemental mastery."
Strengths
Skirmish and mobility — cheap 25👑 Azebs upgradeable to Skirmishers, and 8"-movement Lions of Jabir on the flanks.
The counter-charge — Janissaries (and the Yüzbaşı) gain +1 Dice on melee attacks when their activation opens with a Charge.
Elemental flexibility — the Jabirean Alchemist masters Fire, Gas or Shrapnel across his weapons, and Alchemist Armour negates Fire and Gas entirely.
Battlefield engineering — Sappers set mines, defuse mines and fortify, mirroring New Antioch's engineers.
Surgical assassination — the Sultanate Assassin splits attacks through time and slips 6" away when an enemy attack fails.
Tough constructs — Lions of Jabir and the Brazen Bull are Artificial Life (−1 Injury Dice against them), and the Bull is Tough with Fear.
Weaknesses
No faction-wide special rule in the standard list.
The variants trade away the core — the Fida'i of Alamut give up the Yüzbaşı, Alchemist, Janissaries, Lions and Bull; the Defenders of the Iron Wall lose the Lions and Assassins.
Roster
Elites — Sultan's Elite
Unit
Limit
Cost
Role
Yüzbaşı
1 (required)
70👑
Merit-chosen officer hardened by Jabirean arts, expected to lead from the front.
Jabirean Alchemist
0–1
55👑
Master of elemental powers — chooses Fire, Gas or Shrapnel mastery for his weapons.
Sultanate Assassin
0–1
85👑
Mystic killer who bends space and time to strike enemy elites and leaders.
Troops — Those Who Believe
Unit
Limit
Cost
Role
Azebs
Any
25👑
Conscript skirmishers, experts at feigned flight; +5👑 buys the Skirmisher keyword.
Sultanate Sappers
0–2
50👑
Demolitions experts — mines, defusal and fortifications.
Lions of Jabir
0–2
60👑
Artificial hunting beasts of unmatched speed; each a unique masterwork.
Janissaries
0–6
55👑
The Sultan's household troops, raised from childhood for the devastating counter-charge.
Brazen Bull
0–1
100👑
Monstrous being that carries flame cannons and volley guns "as mere handguns".
Warband variants
Fida'i of Alamut — The Cabal of Assassins — a Master Assassin leads acolytes, full Assassins and whirling Dervishes (−1 Dice to ranged attacks against them); armed with secret paths, hallucinogen disguises and the time-splitting Bow of Alamut.
The House of Wisdom — a learned expedition built around 1–2 Alchemists, up to 3 Lions, noble Fāris guardians, and custom-built Takwin Homunculi that can be re-created for 40👑 when destroyed.
Defenders of the Iron Wall — Sultan Malik's aggressive defence: up to 4 Sappers, deployable Grand Cannons, Janissary Officers, and +2 Dice (instead of +1) when shooting from an elevated position.
Curiosities
Assassins "seemingly appear in two places simultaneously, strike a foe with startling speed and then travel back into time to a moment a few heartbeats before".
Only six Bows of Alamut are said to exist — grown from trees planted into the skulls of ancient Assassins in the Garden of Alamut.
The House of Wisdom maintains the Sultanate's fleet of airships, guarding the Believers against enemy air forces.
Takwin Homunculi "can take almost any shape and their sizes can range from a tiny imp to a towering colossus of 15 feet tall or more".
IVHeretic Legions Fallen
"In domains where men worship demons and kneel before the altars of the Golden Calf, mortal followers, flanked by the abhorrent progeny of the underworld, muster beneath the banners of mighty archdevils. Fires spewing from the open Gate of Hell illuminate deathly ashen skies as they march forth to bring all of Creation under their Infernal yoke."
The damned rank-and-file of Hell's war. Heretic Troopers "have witnessed the Gate of Hell and survived; they are damned for all eternity", marching under fallen Priests who traffic in Goetic magic, flanked by stealth-cloaked Death Commandos, singing severed heads, mechanical War Wolves and bomb-hurling Artillery Witches.
How they fight
Like the other core lists, the standard Heretic warband carries no faction-wide rule — its identity is a deep toybox of unit abilities. The Heretic Priest's Puppet Master action telekinetically moves any model, friend or foe, within 12" and line of sight — repositioning enemies into kill-zones or dragging allies out of danger. Around him: cheap 30👑 Troopers who can be upgraded into Legionnaires, expendable Wretched slaves, up to five Anointed Heavy Infantry in Reinforced Armour, and the Artillery Witch, whose Infernal Bombs blast a 3" area while ignoring cover, elevation and long range.
Strengths
Puppet Master — a unique control tool: move any visible model within 12", yours or your opponent's.
Indirect firepower — Infernal Bombs (36" range, Blast 3") ignore cover, elevation and long-range penalties; a 1,000👑+ warband may field two Witches.
Mass plus armour — bulk 30👑 Troopers and Wretched alongside up to five −2-armoured Anointed Heavy Infantry.
A monster on a chain — the War Wolf's Chainsaw Mouth and Shredding Claws both swing with bonus injury dice in one activation.
Three flavourful variants that play like different factions entirely.
Weaknesses
No faction-wide rule — the list leans on individual models doing their jobs.
Risk-coded power — both War Wolf weapons are Risky; one failed roll ends its activation on the spot.
Unreliable chattel — the Wretched fight at −1 Dice in both ranged and melee, and one that kills an enemy Elite gains its freedom and leaves the game.
Specialists locked into their roles — the Death Commando may only carry silenced pistols, Tormentor Chains and gas grenades.
Roster
Elites — The Devil's Own
Unit
Limit
Cost
Role
Heretic Priest
1 (required)
80👑
Fallen priest and leader; telekinetic Puppet Master of friend and foe alike.
Death Commando
0–1
90👑
Stealth-generator infiltrator and silent assassin.
Chorister
0–1
65👑
A singing severed head whose unholy hymns put −1 Dice on enemy rolls within 8".
Troops — Legionnaires of Hell
Unit
Limit
Cost
Role
Heretic Troopers
Any
30👑
The damned bulk of the Legions; +10👑 upgrades one to a Legionnaire (Legionnaires may never outnumber Troopers).
War Wolf Assault Beast
0–1
145👑
Mechanical abomination built to clear barbed wire — and everything else.
Wretched
Any
25👑
Enslaved chattel with cursed tattoos; poor fighters, cheap bodies.
Anointed Heavy Infantry
0–5
95👑
Assault troops permanently sealed in Reinforced Armour with an Infernal Brand.
Artillery Witch
0–1 (0–2 at 1,000👑+)
100👑
Mute, levitating caster hurling Infernal Bombs across the battlefield.
Warband variants
Trench Ghosts — Heretics slain on hallowed ground, trapped between planes: semi-corporeal (−1 Injury Dice from ranged attacks), Fear everywhere, hated by all — they cannot hire Mercenaries — but slow and creeping.
Knights of Avarice — Mammon's gilded warbands: they buy from New Antioch and Sultanate armouries, but scorn fire and explosives that might damage the loot, and every model except the Wretched must cost at least 80👑 all-in.
Heretic Naval Raiders — the fleet's smash-and-grab marines: faster dashes, up to three infiltrators, but light on Anointed and Witches.
Curiosities
Choristers complete their own beheading — "their severed heads begin to sing", and the hymns cause ears to bleed and eyes to burst.
The Law of Hell: a Wretched that kills an enemy Elite gains its freedom and immediately walks off the battlefield.
The Trench Ghosts include the shades of Tannenberg — a Heretic force that won its battle, then passed into shadow after sacking the Church of Saint Jacob.
Knights of Avarice favour hammers, clubs, gas and precise rifles — weapons "that break bones but leave flesh and blood intact" — to keep the spoils pristine.
VThe Cult of the Black Grail Fallen
"Concocted by Beelzebub himself, the Black Grail is the most calamitous plague that has ever ravaged this bleak world. Not living, not dead, its victims become vessels to spread the corruption of their new master. Those depraved enough to willingly embrace this 'gift' become nobles of the Order of the Fly."
A walking pandemic. The Order of the Fly's knights and lords shepherd shambling thralls, parasite-ridden hounds and winged Heralds of Beelzebub across No Man's Land to infect life of any kind. Mechanically the Cult is the game's attrition faction: it doesn't just wound you, it infects you, and the infection grows.
How they fight
Two faction-wide rules define the Cult. First, Infection Markers: many of its weapons place Infection Markers instead of Blood Markers — they work like Blood Markers, but if a model is carrying any when it activates, it gains another one before doing anything. Untreated, the disease compounds. Second, Morale: "Fighting against the Cult of the Black Grail is a terrifying prospect" — opponents take −1 Dice on all Morale Checks (only the Court and other Black Grail warbands are immune). Nearly every model causes Fear and negates Gas, and the undead core shrugs off an injury die from anything that isn't Fire.
Strengths
The infection snowball — every infected enemy gets one marker worse each time it activates, and most cures for Blood Markers don't work on Infection.
Passive morale pressure — the opponent's every Morale Check is at −1 Dice for the whole game.
Undead resilience — Lords, Plague Knights, Corpse Guards and Grail Thralls all reduce incoming Injury Dice by 1 unless the attack has the Fire keyword.
Fear on almost everything, plus Corpse Guard bodyguards who intercept hits for the nobility.
Fast vectors — Heralds of Beelzebub fly 10" as Skirmishers; Hounds infect everything that activates beside them.
The Amalgam — a six-armed mass that attacks once per weapon it holds and reduces incoming Injury Dice by 2.
Weaknesses
Fire is the counter — the Undead Fortitude bonus explicitly fails against Fire attacks.
Cheap bodies are genuinely bad — Grail Thralls fight at −1 Melee with no ranged option at all.
Pricey nobility — Lord of Tumours 130👑, Amalgam 140👑; the budget runs out quickly.
Mostly short-ranged — the arsenal is built around blades, shotguns, belchers and proboscises, not firefights.
Roster
Elites — The Order of the Fly
Unit
Limit
Cost
Role
Lord of Tumours
0–1*
130👑
High noble of the Order; spreads filth and corruption among friend and foe alike.
Plague Knights
0–2*
60👑
Great armoured warriors who kept their sentience when they took the "gift". (*The warband must include at least 1 Lord of Tumours or 1 Plague Knight.)
Corpse Guards
0–3
55👑
The strongest human devotees, bodyguards to the Black Grail nobility.
Troops — Servants of the Cult
Unit
Limit
Cost
Role
Grail Thralls / Fly Thralls
Any
25👑
Hollowed-out diseased husks; the Fly variant trades resilience for flight.
Hounds of the Black Grail
0–3
55👑
Maggot-infested canine carcasses that infect everything activated nearby.
Heralds of Beelzebub
0–4
50👑
Winged insect vanguard — flying skirmishers with infected proboscises.
Amalgam
0–1
140👑
A shambling mass of dozens of infected bodies with six weapon-arms.
Warband variants
Dirge of the Great Hegemon — an everlasting funeral procession of Plague Knights cast out after their Hegemon's fall: led by an Executor, no Lord of Tumours or Amalgam, but their Bereaved thralls take orders, carry guns, and march to the Broken Crown and the Urn of the Bitter Ashes.
Curiosities
The Viscera Cannon is fired by plugging tubes into your own abdomen — the wielder takes up to 3 Blood Markers to spray that many Infection Markers onto the target.
Grail Devotees — small thralls born of Matagot Hags — physically attach to the Cult's nobles and add injury modifiers to their melee blows.
The Order has a full feudal hierarchy under the Lord of the Flies: Grand Masters, Seneschals of Decay, Plague Almoners, Bubonic Visitors and Pustulators.
In the Dirge, the mourning Knights weep black blood and fashion fragments of their lost Hegemon's armour into cursed jewellery.
VIThe Court of the Seven-Headed Serpent Fallen
"Jutting from plumes of stinking, corrosive smoke rises the Iron City of Dis, and atop its shrieking, black keep sits the Infernal War Council. Seven of the greatest, most wicked, and cunning of archdevils preside over the War against Creation, and on their orders do the spawn of Lucifer go forth to wreak death and corruption upon the mortal world."
The demons themselves. Where the Heretic Legions are Hell's mortal soldiery, the Court fields the spawn of Lucifer directly — flying Praetors, many-armed Sorcerers, silent Hell Knights and horse-sized Pit Locusts — driving whipped mortal Wretched before them. Their Goetic powers "use the suffering of mortals as spiritual energy to unleash the reality-bending powers of the demons".
How they fight
Two faction rules shape every Court list. Seven Deadly Sins: before recruiting a single model you dedicate the warband to Wrath, Envy, Lust, Pride, Sloth, Gluttony or Greed, which determines the Goetic Powers your Elites can learn — seven different spell schools, seven different warbands. Goetic Powers: spells are paid for in Blood Markers harvested from any models on the battlefield (friend or foe, so long as they aren't Demonic or Black Grail) — no line of sight required. Suffering anywhere on the table is fuel. A Desecrated Saint then radiates a different demonic aura depending on your chosen Sin.
Strengths
True spellcasting — Goetic Spells are paid with Blood Markers taken from anyone, anywhere on the battlefield; different spells can be cast in the same activation.
Seven warbands in one — each Sin unlocks its own power list, and the Desecrated Saint's aura changes with it (Pride bleeds every enemy within 8"; Sloth turns their Minor Hits into Down…).
Flying monsters — the Praetor moves 8" on the wing at +3 Ranged/+3 Melee, alongside 0–3 flying Pit Locusts.
Multi-weapon carnage — the multi-armed Desecrated Saint takes one Fight action per melee weapon it wields.
Weaknesses
Wretched must be outnumbered by Demonic models, capping the cheap bodies a Court warband can hide behind.
Yoke Fiends are Hateful — forced to charge the closest visible mortal enemy within 12", whether you like it or not.
Few, expensive models — Praetor 115👑, Hell Knights 100👑, Pit Locusts 90👑; the Sorcerer cannot carry ranged weapons or grenades at all.
A Wrath dedication limits the Praetor to a single Goetic Power.
Roster
Elites — Nobles of the Court
Unit
Limit
Cost
Role
Praetor
0–1*
115👑
Flying demonic commander and magistrate; up to 2 Goetic Powers.
Sorcerer
0–1*
75👑
Floating, body-warped caster with up to 3 Goetic Powers. (*A Court warband must include a Praetor or a Sorcerer — it can have both.)
Hunter of the Left-Hand Path
0–1
110👑
Infiltrating stalker of Hell's hinterlands, armed with the Bow of Lethe.
Hell Knights
0–3
100👑
The silent battalions of the Inferno, sealed in Infernal Iron Armour.
Troops — War Slaves & Demons
Unit
Limit
Cost
Role
Wretched
Outnumbered by Demonic
20👑
Mortal slaves driven before the demons; can win freedom by slaying an Elite.
Pit Locusts
0–3
90👑
Horse-sized armoured flyers with rending blades and poison stingers.
Yoke Fiends
Any
30👑
Seven-foot branded brutes — hateful chargers who double as torturers of their own side.
Desecrated Saint
0–1
140👑
A corrupted would-be saint with several arms and a Sin-dependent demonic aura.
Warband variants
The Court has no separate variant lists in the book — instead the Seven Deadly Sins serve the same purpose. Each dedication (Wrath, Envy, Lust, Pride, Sloth, Gluttony, Greed) opens its own Goetic Powers list — from Wrath's Charge of Hatred to Greed's Body of Gold — and re-shapes the Desecrated Saint's aura.
Curiosities
Only Mammon has held his seat — the Serpent Head of Greed — almost unbroken for the entire Great War; every other head of the Court has seen "a bewildering parade" of fallen nobility.
Beelzebub scorns his rightful seat at the Court, waging his own war through the Black Grail — leaving the throne of Gluttony vacant.
The Law of Hell dates to the First Rebellion, "when there was war in Heaven and blood of the angels painted the firmament red": a slave who slays one of the mighty goes free.
Yoke Fiends may spend their fury on their own side — the Torturer ability lets them whip a friendly mortal once per activation instead of fighting the enemy.