War Pilgrimage of Saint Methodius

fc_trenchpilgrim_fv_warpilgimageofsaintmethodius
Faction lore

From the Night of Fire and Blood that laid low the Greater Moravian monastery of Velehrad emerged a single monk of the Orthodox Order of St. Methodius. Though the rest of the brotherhood perished in the catastrophe, slaughtered by a squadron of ruthless Death Commandos, the sole survivor brought with him the books of the Saint and his faith out of the ruin.

With the loss of the workshops and monastic libraries of Velehrad, it was believed that the secrets of the Anchorite construction were lost, especially since the Church no longer wished to pursue their construction due to advances in armour technology elsewhere. But this was in error. The monk, named brother Akakios, still knew the craft.

Akakios fled to the Theocratia of Hellas and founded a new monastery on the slopes of holy Mount Athos. Many monks lived in the monastic communities on the slopes of the mountain and some were attracted to join their brother. Thus Akakios became the first War Prophet of the Order and many lay members joined or became supporters and, eventually, the foot soldiers of the well-equipped and disciplined War Pilgrimages of St. Methodius. No other Pilgrim Progression can match the methodical and technical approach of the soldiers of the Order.

In their fortified monastery the learned monks hoard and protect the knowledge of modifying the sacred designs of St. Methodius. Their Shrine Anchorites are without a peer and feature many modern weapons and adjustments which allow them to carry modern long-range weaponry. No other warband has such abundant access to Anchorites or the variety of sophisticated weaponry and equipment.

Following the ancient Orthodox creed, the pilgrims of St. Methodius reject many of the teachings and customs of other Pilgrim Processions. They consider the creation of the Communicants as a dangerous heresy and condemn the use of Martyrdom Devices as an affront to God’s commandment against suicide, as well as holding to other beliefs many of the Trench Pilgrims view as an essential part of their crusade against the forces of Inferno. Bitter schisms and arguments with other sects sometimes erupt into violence, and the Church itself accuses the Order of Hetrodoxy of clinging to the outdated Eastern Orthodox faith.

However, due to their formidable fortress monasteries upon Mount Athos and their undeniable zeal on the battlefield, the Princes of the Church turn a blind eye to the affairs of the followers of St. Methodius, as long as they focus all their zeal in the seemingly impossible task of relieving the city of Trebizond. Here, according to the visions of prophet Akakios, the unsullied faith is still practiced and the Salvation of Mankind will be achieved. To this end, the Order sends one War Pilgrimage after another to the front line. Not one has made it within sight of the fabled walls of Trebizond, but this only increases the zeal of the Order and rouses them into ever greater efforts to reach the City of the Hill.

Faction Rules

Treasure in Heaven
The Trench Pilgrims of this warband cannot be resurrected as Martyr-Penintents.
Mortal Sin
No Ecclesiastic Prisoner of the warband may be equipped with a Martyrdom Device and no member of the warband can be Broken on the Wheel.
Gunsmith Monks
The warband can buy Machine Guns (LIMIT: 2) at a cost of 50 ducats each, an Automatic Rifle (LIMIT: 1) for 40 ducats and a Submachine Gun (LIMIT: 1) for 30 ducats.
Followers of St.Methodius
The Patron of the warband is always a Learned Saint.
Communicant Heresy
The Pilgrims of St.Methodius oppose the creation of Communicants and therefore cannot include them in their warbands. This includes Mercenaries.
Chaste Order
While they revere the holy stigmata of the nuns of the order, the fathers of the monasteries shun the ecstatic revelry of many Trench Pilgrims and insist on modest dress. All Stigmatic Nuns of the warband must wear Standard Armour. In addition, the warband may only have a maximum of three Stigmatic Nuns.
Anchorite Cloister
This warband may buy up to two Anchorite Shrines.
Anchorite Armoury

This warband may alter the weaponry and equipment of their Anchorites as indicated below. Anchorites of St. Methodius have +0 DICE to their Ranged Characteristic.

Due to its construction and immense size, any Anchorite of this warband may use any one of these weapons as a single-handed weapon. The Anchorite may replace its Breaking Wheel with one of these weapons at the cost indicated below. You can change these weapons and equipment between battles, but you must sell the old weapon at half price before installing a new one.

Each Shrine Anchorite of the War Pilgrimage of St. Methodius can equip up to two Anchorite-Only equipment pieces.

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.

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.

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.
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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Infantry

Anchorite Shrine (War Pilgrimage of Saint Methodius)
md_anchoriteshrine_saintmethodius
Cost:140 Ducats
Availability:0-2
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
-3
Base:60mm
Keywords:TOUGH, STRONG, PILGRIM, FEAR
Image:@immaterium.painting
Equipment
You can only buy two pieces of equipment made for Shrine Anchorites. Each Anchorite is equipped with a special suit of armour (reflected in the profile), a Combat Helmet, 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 shrine is also equipped with a Catherine Wheel, which you may swap out for another of its special Anchorite Weapons. The Anchorite may make one attack ACTION with each of these weapons and may make no other attacks during its Activation (so if holding the Catherine Wheel it attack in melee with the Wheel and its Mace, at range it can attack with its sole ranged weapon if equipped).

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.

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.

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!

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
md_ecclesiasticprisoner
Cost:20 Ducats
Availability:Unlimited
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Base:25mm
Keywords:PILGRIM
Image:@jimmy_crisps
Abilities
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.

Mad Dash:

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

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.

Iron Capirote

Rules

Negates the additional BLOOD MARKERS from weapons with Keyword SHRAPNEL. Makes the model immune to the effects of FEAR.

Lore

A conical helmet reminiscent of the headgear of the penitents. Blessed by the Church and often containing a fragment of a relic, Iron Capirotes shield their wearers from the psychological horror of war, enabling them to face creatures from the pits of Hell unflinchingly.

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 (War Pilgrimage of Saint Methodius)
md_stigmaticnun_saintmethodius
Cost:65 Ducats
Availability:0-3
Movement
8"/Infantry
Melee
+1D
Ranged
+1D
Armour
-1
Base:25mm
Keywords:PILGRIM
Image:@grimdank_minis
Abilities
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.

Agile:

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

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.

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.

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
Equipment
Trench Pilgrim can be equipped with any weapon, armour and equipment from the Trench Pilgrim Equipment List.
Upgrades
Zealot Strength - 5 Ducats
Limit: 1
The model may have the Keyword STRONG.
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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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
Elite only
Bayonet
2 Ducats
BAYONET LUG only
Catherine Wheel
0 Ducats
Anchorite Shrine (War Pilgrimage of Saint Methodius) 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
Anti-Materiel Rifle
2 Glory
Anchorite Shrine (War Pilgrimage of Saint Methodius) only
Auto Cannon
55 Ducats
Anchorite Shrine (War Pilgrimage of Saint Methodius) only
Automatic Pistol
20 Ducats
LIMIT: 2
Automatic Rifle
2 Glory
LIMIT: 2
Automatic Rifle
40 Ducats
LIMIT: 1
Bolt-Action Rifle
10 Ducats
Flamethrower
30 Ducats
Gas Censer
50 Ducats
Anchorite Shrine (War Pilgrimage of Saint Methodius) only
Heavy Flamethrower
45 Ducats
Anchorite Shrine (War Pilgrimage of Saint Methodius) only
Incendiary Grenades
15 Ducats
Machine Gun
2 Glory
Machine Gun
50 Ducats
LIMIT: 2
Molotov Cocktail
5 Ducats
Musket
5 Ducats
Pistol / Revolver
6 Ducats
Punt Gun
20 Ducats
LIMIT: 2
Punt Gun
10 Ducats
Anchorite Shrine (War Pilgrimage of Saint Methodius) only
Semi-Automatic Rifle
15 Ducats
Shotgun
10 Ducats
Sniper Rifle
2 Glory
Submachine Gun
2 Glory
Submachine Gun
30 Ducats
LIMIT: 1
Trench Mortar
40 Ducats
Anchorite Shrine (War Pilgrimage of Saint Methodius) only
War-Cross
5 Ducats
Armour
Holy Icon Shield
2 Glory
Elite only
Reinforced Armour
40 Ducats
Elite only
Standard Armour
15 Ducats
Trench Shield
10 Ducats
Equipment
Blessed Icon
15 Ducats
Field Shrine
2 Glory
Gas Filter
5 Ducats
Anchorite Shrine (War Pilgrimage of Saint Methodius) only
Gas Mask
5 Ducats
Grand Anchorite
15 Ducats
LIMIT: 1
Anchorite Shrine (War Pilgrimage of Saint Methodius) only
Hallowed Anchorite
10 Ducats
LIMIT: 1
Anchorite Shrine (War Pilgrimage of Saint Methodius) only
Holy Diesel Engine
10 Ducats
Anchorite Shrine (War Pilgrimage of Saint Methodius) only
Holy Relic
2 Glory
Elite only
Incendiary Ammunition
15 Ducats
LIMIT: 1
Iron Capirote
7 Ducats
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
Piston Legs
10 Ducats
Anchorite Shrine (War Pilgrimage of Saint Methodius) only
Sacred Geometry
10 Ducats
LIMIT: 1
Anchorite Shrine (War Pilgrimage of Saint Methodius) only
Troop Flag
1 Glory
LIMIT: 1
Wrathful Cherub Face
20 Ducats
Anchorite Shrine (War Pilgrimage of Saint Methodius) only
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

Base Faction