Procession of the Sacred Affliction

fc_trenchpilgrim_fv_processionofthesacredaffliction
Faction lore

Trench Pilgrims of the Procession of the Sacred Affliction are known for their zeal in close quarter combat, their armour decorated with icons and shields adorned with the depictions of the Saints, which despite appearances can withstand machine gun bullets. The millstones they carry upon their backs are used to tie about the necks of sinners before drowning them in the mud and blood of No Man’s Land. They spurn the use of the Iron Capirotes, believing firmly that faith alone is enough to withstand the horrors of Hell.

Faction Rules

Zealot Strength
Up to three Trench Pilgrims may purchase the Zealot Strength upgrade.

Upgrades
Zealot Strength - 5 Ducats
Limit: 3
The model may have the Keyword STRONG.
Wrath of God
One Trench Pilgrim or Castigator in this warband can be gripped by the vengeful fury of the Lord for +15 ducats.

Upgrades
Wrath of God - 15 Ducats
Limit: 1
This model is immune to FEAR and disregards any BLOOD MARKERS from any source. This model may never wear armour, though they can carry a Trench Shield or Holy Icon Shield. This model may not carry any ranged weapons.
Reliquary Armoury
All models of this warband (save for the Anchorite) can buy Holy Icon Shields for 20 ducats, not just ELITE models. In addition, warband models with the ELITE Keyword may acquire Holy Icon Armour (see below).
Punishing Millstones
All models in the Procession of the Sacred Affliction (except Ecclesiastic Prisoners who are not worthy) add extra +1 DICE to injury rolls in melee against models that are Down.
Melee-Focused
This warband may not have any Machine Guns and only one Punt Gun.
Hammer and Anvil
The Anti-tank Hammers of this warband are not limited to ELITE.
Face Thy Fears
No model in the Procession of the Sacred Affliction can wear Iron Capirotes. Those troops with Capirotes in their base profile will not have them, though their cost remains the same.

Captains

War Prophet
md_warprophet
Cost:80 Ducats
Availability:1
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Base:32mm
Keywords:PILGRIM, ELITE, LEADER
Image:@grimdank_minis
Abilities
Loudspeakers:

The War Prophet blares out holy sermons and dire prophecies at 100 decibels to inspire the faithful. The Prophet can take a RISKY ACTION with +2 DICE once during each Activation. If the action is successful, all friendly models within 8” of the Prophet (including the Prophet) that are not engaged in melee can immediately move up to 3” towards any enemy model they can see by the optimal path that reduces the distance between the moving model and the enemy. This move allows them to enter combat as if they charged the enemy and are considered to have done so until the end of the turn.

Laying On Hands:

With a successful ACTION, you may remove D3 BLOOD MARKERS from any friendly model within 6” (including the Prophet).

Memento Mori:

The War Prophet is touched by a higher power and the revealed truth allows them a degree of protection against premature death. Once per battle, when the War Prophet is taken Out of Action for any reason, ignore the result as if nothing had happened.

Punishing Millstones:

All models in the Procession of the Sacred Affliction (except Ecclesiastic Prisoners who are not worthy) add extra +1 DICE to injury rolls in melee against models that are Down.

Equipment
The War Prophet can be equipped with any weapons, armour or equipment from the Trench Pilgrims Equipment List.
Lore
A charismatic leader and powerful fighter of the Pilgrim group. They are driven by visions of Armageddon, and their preaching and prophecies drive the pilgrimage from one battlefield to the next, as they seek to thwart the forces of Satan and find martyrdom in combat.
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Elite

Castigator
md_castigator
Cost:50 Ducats
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Base:32mm
Keywords:PILGRIM, ELITE
Image:@immaterium.painting
Abilities
Enforced Orthodoxy:

At any point during its Activation, a Castigator may take a RISKY ACTION with +1 DICE. If successful, all friendly models that are Down and within 8” of the Castigator may immediately stand up at no penalty or cost.

Whip of God:

Unlike other models, a Castigator is allowed to attack friendly models with melee attacks within 1”. They can do this without declaring a charge. Each time the Castigator takes a friendly model Out of Action with a melee attack, set a die aside in a pool as the act of piety inspires the troops. The next time your warband makes a Morale roll, add an amount of +DICE to that roll equal to the amount of dice in the pool and empty it.

Punishing Millstones:

All models in the Procession of the Sacred Affliction (except Ecclesiastic Prisoners who are not worthy) add extra +1 DICE to injury rolls in melee against models that are Down.

Equipment
The Castigator can be equipped with any weapons, armour or equipment from the Trench Pilgrims Equipment List.
Upgrades
Zealot Strength - 5 Ducats
The model may have the Keyword STRONG.
Wrath of God - 15 Ducats
Limit: 1
This model is immune to FEAR and disregards any BLOOD MARKERS from any source. This model may never wear armour, though they can carry a Trench Shield or Holy Icon Shield. This model may not carry any ranged weapons.
Lore
Tasked with instilling the Fear of God in the troops, this orthodoxy officer keeps the soldiers on the path of righteousness and punishes those who transgress. They are protected by their unwavering faith as well as by the saints they revere.
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Communicant
md_communicant
Cost:100 Ducats
Availability:0-1
Movement
6"/Infantry
Melee
+2D
Ranged
-3D
Armour
0
Base:40mm
Keywords:PILGRIM, ELITE, STRONG, TOUGH
Image:@grimdank_minis
Abilities
Miracle of Regeneration:

At the start of each of their Activations, the Communicant can remove one BLOOD MARKER from themselves, if they have any.

Pilgrim Bodyguard:

If any model with the PILGRIM Keyword within 1” of the Communicant is hit by a ranged or melee weapon (excluding BLAST weapons), you can choose to redirect the hit against the Communicant instead. Determine the injuries exactly as if the weapon just hit the Communicant.

Punishing Millstones:

All models in the Procession of the Sacred Affliction (except Ecclesiastic Prisoners who are not worthy) add extra +1 DICE to injury rolls in melee against models that are Down.

Equipment
The Communicant can be equipped with any weapon, armour and equipment from the Trench Pilgrim Equipment List. They always carry a Communicant Cross (see below).

Communicant Cross

Rules

A sacred cross is nailed on the face of the Communicant. Negates the additional BLOOD MARKERS from weapons with Keyword SHRAPNEL and GAS. Makes the model immune to the effects of FEAR.

Lore

Communicants are devotees who consumed the flesh and blood of a Meta-Christ. Strengthened by the divine essence, they grow to enormous size and wounds they suffer close themselves miraculously. They see clearer blind, so blessed crosses are nailed through their eyes.

On the battlefield they act as line-breakers and bodyguards for Prophets and Castigators, heedlessly walking through enemy fire and mauling their enemies with enormous weapons that a normal man can barely even lift.

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Infantry

Anchorite Shrine
md_anchoriteshrine
Cost:140 Ducats
Availability:0-1
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
-3
Base:60mm
Keywords:PILGRIM, FEAR, TOUGH, STRONG
Image:@grimdank_minis
Abilities
Broken on the Wheel:

Before the start of the battle, one Trench Pilgrim or Ecclesiastic Prisoner may voluntarily be broken on the wheel to show their piety and devotion (permanently remove all weapons, armour and equipment from the victim and use/store them as you wish). The Anchorite will then shatter the bones of the volunteer and carry the broken victim to the battle on its Wheel.

As long as the volunteer is not taken Out of Action, any Attacks against the Anchorite are redirected to the volunteer. The volunteer cannot be independently targeted by any abilities or attacks (including BLAST weapons). For all rules purposes and attack effects (such as forced movement), the two models are treated as a single model, including sharing BLOOD, INFECTION and BLESSING MARKERS. Treat Down results against the volunteer as a Minor Hit.

The volunteer cannot take any ACTIONS, be Activated separately or move – for obvious reasons. At the end of the battle, even if the volunteer may have survived, the model dies and is removed from your warband.

Punishing Millstones:

All models in the Procession of the Sacred Affliction (except Ecclesiastic Prisoners who are not worthy) add extra +1 DICE to injury rolls in melee against models that are Down.

Equipment
You cannot buy additional equipment, weapons or armour for Shrine Anchorites. Each Anchorite is equipped with a special suit of armour (reflected in the profile), a Combat Helmet, a Catherine Wheel and a Bonebreaker Mace. These pieces of equipment are built into the integrity of its construction and cannot be removed or lost in any way. The weapons are detailed below. The Anchorite may make one attack ACTION with each of these weapons in Melee Combat and may make no other attacks during its Activation (so it can make two attacks per Activation).

Combat Helmet

Rules

Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

Lore

The simple combat helmet has proven its value on the battlefield time and again.

Catherine Wheel

RangeMelee
Hands
1 Hands (Melee)
Modifiers+1D to Hit, 3D6 Injury Roll
Keywords

HEAVY, RISKY ACTION

Rules

The Anchorite treats the Catherine Wheel as a one-handed melee weapon with the Keywords RISKY and HEAVY that grants a +1 DICE bonus to hit (for a total of +3 DICE due to its Melee Characteristic). Because of the enormous weight and the skill of the Anchorite Shrine in inflicting maximum pain, the Catherine Wheel rolls on the Injury Chart with 3D6 (instead of usual 2D6), adding all three dice together!

Bonebreaker Mace

RangeMelee
Hands
1 Hands (Melee)
Modifiers+1D to Injuries
Keywords

RISKY ACTION

Rules

The Anchorite treats the Bonebreaker Mace as a one-handed melee weapon with the Keyword RISKY. The Bonebreaker Mace has a +1 DICE bonus to injure. Because the Mace is wielded alongside the Catherine Wheel, it is treated as an Off-Hand Weapon and suffers penalties accordingly.

Lore
A colossal suit of machine armour fuelled by diesel and faith, the Shrine Anchorite stands as a grim symbol of humanity’s despair. Within its spiked, blood-stained interior, the pilot-monk endures a terrible form of penance, his anguished prayers and chants echoing across the battlefield. This grotesque amalgamation of suffering and devotion instils fear in the heart of the heretic, as the anchorite, a malevolent weapon draped in holy iconography and weeping gore, emerges to unleash a symphony of slaughter, where the wretched union of man and machine heralds the demise of all who oppose the Almighty
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Ecclesiastic Prisoner (Sacred Affliction)
md_ecclesiasticprisoner_sacredaffliction
Cost:20 Ducats
Availability:Unlimited
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Base:25mm
Keywords:PILGRIM
Image:@jimmy_crisps
Abilities
Mad Dash:

Ecclesiastic Prisoner can add +1 DICE to their Dash ACTION.

Awaited:

If the Ecclesiastic Prisoner is taken Out of Action by its Martyrdom Device, it does not count as being Out of Action for any rules related to Morale.

Equipment
Ecclesiastic Prisoners are equipped with Iron Capirotes and this equipment cannot be removed, except by being Broken on the Wheel. Prisoners fight unarmed in melee, flailing feebly with their manacled arms. The -1D penalty to melee combat is already included in the profile above. Ecclesiastic Prisoners cannot be equipped with any weapons, armour or equipment from the Trench Pilgrims Armoury. They may be equipped with Martyrdom Devices for 35 ducats.
Lore
Bound in chains, their minds consumed by a desperate resolve, Prisoners surge forward, driven by the hope that their sacrificial charge will somehow cleanse their tarnished souls.
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Stigmatic Nun
md_stigmaticnun
Cost:50 Ducats
Availability:0-4
Movement
8"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Base:25mm
Keywords:PILGRIM
Image:@grimdank_minis
Abilities
Agile:

Stigmatic Nuns may take any Dash ACTION or jump/climb/Diving Charge ACTION with +1 DICE.

Blessed Stigmata:

At the start of each of their Activations, any Stigmatic Nun can remove one BLOOD MARKER (but not an INFECTION MARKER) from themselves and convert it into a BLESSING MARKER.

Punishing Millstones:

All models in the Procession of the Sacred Affliction (except Ecclesiastic Prisoners who are not worthy) add extra +1 DICE to injury rolls in melee against models that are Down.

Equipment
Stigmatic Nuns can be equipped with any melee weapons, armour or equipment from the Trench Pilgrim Armoury. The only ranged weapons that Nuns can be equipped with are pistols, automatic pistols and warcrosses.
Lore

Blessed with stigmata and unshakeable faith, these swordmaster nuns are the vanguard of any assault by the holy armies.

“From henceforth let no man trouble me: for I bear in my body the marks of our Lord and Saviour.” - Galatians 6:17

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Trench Pilgrim
md_trenchpilgrim
Cost:30 Ducats
Availability:Unlimited
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Base:25mm
Keywords:PILGRIM
Image:@jimmy_crisps
Abilities
Punishing Millstones:

All models in the Procession of the Sacred Affliction (except Ecclesiastic Prisoners who are not worthy) add extra +1 DICE to injury rolls in melee against models that are Down.

Equipment
Trench Pilgrim can be equipped with any weapon, armour and equipment from the Trench Pilgrim Equipment List.
Upgrades
Martyr Penitent Ressurection - 45 Ducats
When a Trench Pilgrim dies, you may elect to re-buy them after the battle as a Martyr-Penitent resurrected by a Meta-Christ for a cost of 45 ducats. When hit, any attacks against a Martyr-Penitent add -1 DICE when rolling on the Injury Table. Their Melee bonus is increased to +1 DICE (reflected on the profile above). Martyr-Penitents retain any possessions they had before dying and being resurrected, but lose any Scars and advancements they had if they were ELITE via Campaign promotion.
Zealot Strength - 5 Ducats
Limit: 3
The model may have the Keyword STRONG.
Wrath of God - 15 Ducats
Limit: 1
This model is immune to FEAR and disregards any BLOOD MARKERS from any source. This model may never wear armour, though they can carry a Trench Shield or Holy Icon Shield. This model may not carry any ranged weapons.
Lore
A holy warrior of the trenches. Considers it his religious duty to make pilgrimage to the sacred battlefields to fight the heretic legions. Pilgrims wear the iron capirote to insulate their minds from the horrors of war.
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Mercenaries

Combat Medic (Pilgrim)
md_combatmedic_mv_pilgrim
Cost:2 Glory
Availability:0-1
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
-1
Base:25mm
Image:@Darius_minis
Abilities
Finish the Fallen:

Due to their knowledge of anatomy and physiology, medics are experts at inflicting debilitating injuries and excruciating pain. Unless the target has the Keyword DEMONIC or BLACK GRAIL, add +1 DICE to any injury rolls the Medic makes in melee against opponents who are Down.

Expert Medic:

The Medic adds +1 DICE whenever they use their Medi-Kit to aid friendly models.

Convent Conditioning:

The medic is immune to FEAR.

Equipment
The Medic carries a Misericordia and a Medi-kit. They wear a gas mask and suit of standard armour (reflected on the profile above). You cannot modify the equipment, armour and weapons of the Medic in any way.

Combat Helmet

Rules

Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

Lore

The simple combat helmet has proven its value on the battlefield time and again.

Standard Armour

Rules

-1 to all Injury Chart rolls against the model. Can be combined with any shield.

Lore

With the advancements in metallurgy and technology, both Faithful and Heretic armies are well-equipped with suits of alloy armour that can withstand an impact from a bullet or turn aside the sharpest of blades. Standard armour is usually mass-produced, but highly effective even against high-calibre weapons.

Medi-Kit

Rules

Models with a Medi-kit can take a RISKY ACTION to remove one BLOOD MARKER from any one friendly model (including themselves) within 1" range or allow one friendly model (including themselves) that is Down to regain their footing.

Lore

Battlefield first aid has brought many soldiers back from the brink of death. Blessed ointments can seal fatal wounds completely, while the black blood of demons used by twisted heretic medics allows mangled troops to return to the fray.

Misericordia

RangeMelee
Hands
1 Hands (Melee)
ModifiersIgnore Armour
Rules

Ignores the armour of opponents that are Down.

Lore

The misericordia dagger is designed to put enemies out of their misery by finding chinks in the armour: eye slits, neck joints and so forth.

Lore

The Sisters of St. Cosmas are a highly trained elite medical corps, specialising in battlefield first aid and surgeries on the front lines of the Great War.

The Sisters take a modified Hippocratic Oath that compels them to help any wounded soldiers of the Faith, no matter how dire the circumstance, as well as dispatching heretics and other enemies they find on the battlefield without pity or mercy.

Armed with a combat surgical knife that doubles as a Misericordia, they are as equally adept at saving lives as taking them from those they find lying wounded in No Man’s Land. They carry medical kits with a plethora of battlefield drugs that are especially useful for nullifying the pain of even the most ghastly wounds, and getting soldiers back on their feet and back into the fray, even if just for a few moments so they can accomplish their mission or die trying.

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Communicant Anti-Tank Hunter
md_communicantantitankhunter
Cost:5 Glory
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-1
Base:40mm
Keywords:TOUGH, STRONG
Image:@grimdank_minis
Abilities
Miracle of Regeneration:

At the start of each of their Activations, the Communicant can remove one BLOOD MARKER from themselves, if they have any.

Equipment
The Communicant is armed with an anti-materiel rifle and a helmet. They count as being armed with two Trench clubs in Melee combat – its fists are deadly weapons in their own right. Their flesh is hard as iron, so Communicants are considered to be wearing Standard Armour as noted in their profile. You cannot alter their weapons and equipment in any way.

Trench Club

RangeMelee
Hands
1 Hands (Melee)
Lore

Trench Clubs are one of the most common weapons of the Great War, as melee combat is frequent and brutal. Usually made of wood with a metal tip from iron, lead or steel, trench clubs often feature spikes and hobnails. Most designs have some form of cord or leather strap at the end to wrap around the user’s wrist.

Combat Helmet

Rules

Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

Lore

The simple combat helmet has proven its value on the battlefield time and again.

Anti-Materiel Rifle

Range36"
Hands
2 Hands (Ranged)
ModifiersIgnore Armour, +1D to Injuries
Keywords

HEAVY, CRITICAL

Rules

Ignores armour. Add +1 DICE when rolling on the Injury Chart.

Lore

Enormous long rifles designed to take out heavily armoured targets, vehicles and strongpoints. With the powerful armour available to the armies of the Great war, these terrifying weapons are much in demand. A downside is their enormous weight and terrifying recoil, and thus they are most often used by Communicants or Anointed who possess the supernatural strength to wield such weapons.

Lore

Communicants are partakers of the experimental Chemical Communion – the blood and flesh harvested from a Meta-Christ by the Mendelist monks and applied to the genome of volunteers. The most holy and pious of the Church are chosen to partake of the experimental communion, going through many biological changes to become larger and more durable, greatly enhancing their effectiveness on the battlefield. Their divinely-enhanced strength allows them to carry and shoot massive anti-materiel guns as easily as a normal soldier would wield a simple rifle. The process is uncertain, however, with the possibility for unpredictable side effects. Some lose their ability to speak or their higher brain functions become distracted by the heavenly choir only they can hear, requiring exact commands from their handlers.

Because the Church consistently needs funds to sustain its military operations, Communicants are frequently allocated to the highest bidders among the armies affiliated with New Antioch. Their services are in constant demand as they are able to take out enemy fighting vehicles, heavily armoured troops and strongpoints with a single shot.

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Mendelist Ammo Monk
md_mendelistammomonk
Cost:2 Glory
Availability:0-1
Movement
6"/Infantry
Melee
-1D
Ranged
-1D
Armour
0
Base:25mm
Image:@voiceinthegrimdark
Abilities
Faithful Followers:

When a friendly model within 1” of the Monk is Activated, you can declare that the Monk is Activated at the same time. You may then use the Monk before taking any ACTION or movement with the model you originally Activated. This does not allow you to Activate the Monk more than once per Turn.

The Ammunition Sacrement:

As a RISKY ACTION, the Monk can provide a friendly model within 1” of it with one of the following benefits. The chosen benefit lasts until the end of the targeted model’s Activation this Turn:

  • Bullet of the Guided Path: Whenever this model makes an Attack with a Ranged Weapon, add +1 DICE to hit.

  • Cartridge of His Wrath: Add the Keywords SHRAPNEL and BLAST 2” to every Ranged Weapon this model is equipped with.

  • Echo of His Word: Whenever this model makes an Attack with a Ranged Weapon, add +1 to injury rolls caused by that Attack.

Equipment
The Monk has no weapons. They wear a gas mask and carry the Ammunition Sacrament (see below). You may not change their armaments in any way.

Gas Mask

Rules

Ignores additional BLOOD MARKERS caused by the Keyword GAS. Any such attacks suffer -1 DICE penalty to all injury rolls.

Lore

Mustard Gas, phosgene, chlorine as well as noxious fumes from the bolgias of Hell plague the battlefield. The Gas Mask allows soldiers to withstand such attacks.

Lore

The Order of Mendelist Monks is entrusted with the design of divinely enhanced items and the creation of the Communicants, devotees who have undergone Chemical Communion with an infusion of the synthesised blood of a Meta-Christ.

The Brotherhood of Blessed Munitions is one of the sub-sects of the Mendelist Order, whose duty is to provide the faithful with various types of ammunition treated with the chemically altered blood of a Meta-Christ. Such solutions are highly unstable and difficult to handle, and the secrets of their various formulae are jealously guarded.

On the battlefield, the monks brave enemy fire and infernal terrors, committed to their holy task of bringing the Wrath of the Lord upon the heretics. Their patron, St. Barbara, is said to lift those who die on the battlefield to Everlasting Glory.

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Observer
md_observer
Cost:3 Glory
Availability:0-1
Movement
8"/Infantry
Melee
+2D
Ranged
+1D
Armour
-1
Base:32mm
Image:@jimmy_crisps
Abilities
Lightning Speed:

In Melee, the Observer may attack twice with its Trench Polearm instead of only once.

Temporal Fuge:

Attacks that target the Observer suffer -1 DICE to hit.

Eye of God:

If the Observer fails an ACTION, you may re-roll the dice. However, if any of the dice you roll gives a result of 1, there is psychic backlash and the Observer suffers a Down result (including any resulting BLOOD MARKERS), and their Activation immediately ends.

Voice of God:

As a RISKY ACTION, the Observer may command any model on the board, friend or a foe, that has not been Activated this Turn. If successful, that model is compelled by the Divine Words. The Observer’s Activation immediately ends and the target’s Activation begins immediately after.

Equipment
Standard Armour, Oculus Helm (counts as Combat Helmet and Gas Mask), Trench Polearm, in-built Medi-Kit. You cannot alter the Observer’s weapons and equipment in any way.

Standard Armour

Rules

-1 to all Injury Chart rolls against the model. Can be combined with any shield.

Lore

With the advancements in metallurgy and technology, both Faithful and Heretic armies are well-equipped with suits of alloy armour that can withstand an impact from a bullet or turn aside the sharpest of blades. Standard armour is usually mass-produced, but highly effective even against high-calibre weapons.

Gas Mask

Rules

Ignores additional BLOOD MARKERS caused by the Keyword GAS. Any such attacks suffer -1 DICE penalty to all injury rolls.

Lore

Mustard Gas, phosgene, chlorine as well as noxious fumes from the bolgias of Hell plague the battlefield. The Gas Mask allows soldiers to withstand such attacks.

Combat Helmet

Rules

Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

Lore

The simple combat helmet has proven its value on the battlefield time and again.

Trench Polearm

RangeMelee
Hands
2 Hands (Melee)
Modifiers-1D to hit for Chargers
Keywords

CUMBERSOME, SHIELD COMBO

Rules

Polearms take two hands to use. Melee attacks made against this model are made with -1 DICE if the attacking model Charged this turn.

Lore

Trench pikes, billhooks, spears and other long polearms are excellent defensive weapons, but are cumbersome and heavy. They are often used to deal with barbed wire.

Medi-Kit

Rules

Models with a Medi-kit can take a RISKY ACTION to remove one BLOOD MARKER from any one friendly model (including themselves) within 1" range or allow one friendly model (including themselves) that is Down to regain their footing.

Lore

Battlefield first aid has brought many soldiers back from the brink of death. Blessed ointments can seal fatal wounds completely, while the black blood of demons used by twisted heretic medics allows mangled troops to return to the fray.

Lore

When the need is great, the Synod of Strategic Prophecy sends Observers to support the war effort. This order of warrior monks lives a life of absolute solitude, sharpening their minds and bodies, making of themselves living weapons in the Hands of God.

Once a soldier joins the order, they never leave the Temple of The Word. The slightest disturbance to their prayers and training interrupts their ability to commune with the Lord of all Creation. Thus the days of the Observers are spent in secluded, cloistered cells, when not practising their martial or mental disciplines.

The rare exception is when they are summoned to the battlefield. Here, amidst the chaos and carnage, their unique abilities can decisively shift the balance in favour of the faithful. Observers wear a specially crafted helmet enabling them to attune to the Voice of God. This remarkable connection grants them the capacity to simultaneously perceive the immediate past, present and future, to a degree. This allows them to perform unrivalled martial feats.

But a living human is not meant to hear the Holy Words, so it comes at a cost. Since the Voice of God never decays, they must concentrate with superhuman focus to extricate the righteous guidance amidst the narrative spanning from creation’s inception to the present moment. The ceaseless resonance of the Divine Echo ringing in their ears renders sleep impossible. Therefore they must resort to potent sedatives and mind-altering drugs for them to endure the heavy burden of their battlefield role for any length of time.

The Observers diligently practice the recitation of the Words of God, granting them the power to issue commands to anyone they address, friend or foe. The special metal of their helmet allows them to replicate the Holy Word as closely as it is possible, compelling any creature in creation to obey them momentarily.

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Scripture Guardian
md_scriptureguardian
Cost:7 Glory
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Base:40mm
Keywords:GOLEM
Image:@jimmy_crisps
Abilities
Slow:

Scripture Guardian has a halved Dash distance (i.e. 3”).

Vengeful Scripture:

The Scripture Guardian reads words from the holy (or unholy!) text it carries. This is an attack ACTION with 18” range, and it can be used in either Melee or as a Ranged attack (though not both during the same Activation). Use Ranged and Melee Characteristics as appropriate. This attack ignores armour and cover. For each BLOOD MARKER the target has, add +1 to the Injury roll. Note that if armed with a melee weapon, both the Melee attack and the use of the Vengeageful Scripture can be used simultaneously.

Equipment
The Scripture Guardian carries a Scripture Scroll. It wears reinforced armour and a helmet. In addition, it has 2 arms that can be made to carry one Melee weapon available to your Warband as long as they have no restrictions (such as ELITE only, Assassins only, LIMIT: 2 etc.). You must pay the appropriate cost as standard.

Combat Helmet

Rules

Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

Lore

The simple combat helmet has proven its value on the battlefield time and again.

Reinforced Armour

Rules

Grants a -2 modifier to all injury rolls against the model wearing this armour.

Lore

Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.

Lore
The Origins of the Scripture Guardians are unknown, but rumours claim they are creations of great masters of Kabbalah. Reports of the Scripture Guardians began to circulate in the early days of the Great War. The destruction of Jerusalem upended great cities and unearthed tombs that should never have been disturbed, their occupants now wandering this unhappy land, endlessly reciting the sacred writings entrusted to them in death. Sometimes a lucky expedition to No Man’s Land can find such a creature, and placing a holy text of their own faith into its hands can turn the Scripture Guardian into a potent ally to whomever aligns with the holy (or indeed desecrated) scroll of tome given to its unyielding grasp.

Capable of speaking and reading the One True Language, the Scripture Guardian can unleash the powers it calls upon against anyone its master dictates. It serves its purpose with the single-mindedness of an automaton, unthinking and uncaring. Spoken by the Guardian, the words are empowered with the primordial power of Creation, and can unmake anything, growing in power the longer they target anything in the physical world.
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Witchburner
md_witchburner
Cost:5 Glory
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-2
Base:32mm
Image:@martycarcosa
Abilities
Divine Judgement:

The Witchburner can select any model in the opposing warband within 24” (even if hidden or out of sight) and bring the Judgement of Heaven upon them with a Litany of Condemnation. This is a RISKY ACTION. If successful, the model suffers one BLOOD MARKER (models with the Keyword HERETIC, BLACK GRAIL or DEMONIC suffer two BLOOD MARKER) as it bursts into celestial flames. This holy fire even affects units that are immune to FIRE weapons.

Ceremonial Duty:

The Witchburner has taken vows to persecute heretics with extreme prejudice. Nothing will stop this holy task. The Witchburner is immune to FEAR.

Dignified Conduct:

Due to the dignity of their status, the Witchburner cannot take the Dash ACTION.

Equipment
The Witchburner is equipped with Reinforced Armour, wears a Helmet and carries a War Gavel (see below). You cannot alter their armour, weapons or equipment in any way.

Combat Helmet

Rules

Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

Lore

The simple combat helmet has proven its value on the battlefield time and again.

Reinforced Armour

Rules

Grants a -2 modifier to all injury rolls against the model wearing this armour.

Lore

Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.

Gavel of Justice

RangeMelee
Hands
1 Hands (Melee)
Rules

If the Witchburner hits an enemy with the Gavel of Justice, the target of the attack automatically sustains Divine Judgement as explained in the Witchburner’s Abilities, even if the attack did no damage otherwise. This does not count as the Witchburner having used the Divine Judgement ACTION. Thus the Witchburner can potentially cause multiple Divine Judgements during a single Activation.

Lore

The staff of the Witchburners is both a mark of their office and a weapon imbued with the wrath of God against those who have broken Divine Law. It dooms the souls of those found guilty to burn in flames for all eternity.

Lore

The Witchburners are the field officers of the Inquisition. They are tasked with hunting down and punishing witches, warlocks and heretics that cannot be brought to face justice by conventional means.

On the battlefield they have the power to channel divine retribution on those deemed to have transgressed against God, causing sinners to burst into flames with mere words of condemnation. Since none are sinless, none are safe from their words of condemnation.

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Armoury

Melee Weapons
Anti-Tank Hammer
35 Ducats
LIMIT: 3
Bayonet
2 Ducats
BAYONET LUG only
Double-Handed Blunt Weapon
10 Ducats
Greatsword / Greataxe
12 Ducats
Knife / Dagger
1 Ducats
Misericordia
15 Ducats
LIMIT: 1
Trench Polearm
7 Ducats
Scourge / Battle-Whip / Flail
5 Ducats
Sword / Axe
4 Ducats
Trench Club
3 Ducats
Ranged Weapons
Automatic Pistol
20 Ducats
LIMIT: 2
Bolt-Action Rifle
10 Ducats
Flamethrower
30 Ducats
Incendiary Grenades
15 Ducats
Molotov Cocktail
5 Ducats
Musket
5 Ducats
Pistol / Revolver
6 Ducats
Punt Gun
20 Ducats
LIMIT: 1
Semi-Automatic Rifle
15 Ducats
Shotgun
10 Ducats
Sniper Rifle
2 Glory
Submachine Gun
2 Glory
War-Cross
5 Ducats
Armour
Holy Icon Armour
30 Ducats
Elite only
Holy Icon Shield
20 Ducats
Reinforced Armour
40 Ducats
Elite only
Standard Armour
15 Ducats
Trench Shield
10 Ducats
Equipment
Blessed Icon
15 Ducats
Field Shrine
2 Glory
Gas Mask
5 Ducats
Holy Relic
2 Glory
Elite only
Incendiary Ammunition
15 Ducats
LIMIT: 1
Martyrdom Device
35 Ducats
LIMIT: 4
Ecclesiastic Prisoner only
Martyrdom Pills
20 Ducats
LIMIT: 3
Medi-Kit
5 Ducats
Mountaineer Kit
3 Ducats
LIMIT: 1
Musical Instrument
15 Ducats
LIMIT: 1
Not Elite only
Troop Flag
1 Glory
LIMIT: 1
Exploration Only
Donkey's Jawbone
4 Glory
LIMIT: 1
Elite only
Holy Grenade
2 Glory
LIMIT: 3
Horn of Joshua
9 Glory
LIMIT: 1
Rocket-Propelled Grenade
2 Glory
LIMIT: 1
Trench Dog
1 Glory
LIMIT: 1
Trench Dog (Guard Dog)
2 Glory
LIMIT: 1
Trench Dog (Martyrdom Dog)
2 Glory
LIMIT: 1

Base Faction