Procession of the Blessed Flock

fc_cf_processionofthesacredaffliction_fv_processionoftheblessedflock
Faction lore

During especially brutal campaigns, and particularly in the aftermath of the bloodiest battles, Lazarist Castigators will move among the dead seeking lost Communicants. They find those who have survived the deaths of their companions, been rendered insensible by artillery, or become trapped under piles of bodies or debris, and gather them together into a Procession. Communicants will often recover their wits and direction with time and care, but until they do the Lazarist Castigators remain on hand to carefully guide the Communicants’ focus. It is also not uncommon for a Blessed Flock to accumulate a large number of Ecclesiastic Prisoners seeking redemption for their sins.

Faction Rules

Wrath of God
Up to 1 Castigator, or Trench Pilgrim, or Martyr Penitent can have the Wrath of God special rule at a cost of 15 .
Blood Markers
are never placed next to a model with the Wrath of God special rule, and it has the
Negate Fear
Keyword. It cannot be Broken on the Wheel by an Anchorite Shrine. A model with the Wrath of God special rule cannot have Ranged Weapons or Armour (it can have a Shield). In addition, change the base size of the model to 32mm.

Upgrades
Wrath of God - 15
Limit: 1
Blood Markers
are never placed next to a model with the Wrath of God special rule, and it has the
Negate Fear
Keyword. It cannot be Broken on the Wheel by an Anchorite Shrine. A model with the Wrath of God special rule cannot have Ranged Weapons or Armour (it can have a Shield).
Shepherds and Lambs
A Procession of the Blessed Flock Warband may include 1-3 Lazarist Castigators and 1-6 Lazarist Communicants. One Lazarist Castigator must be taken for each 2 Lazarist Communicants or part thereof (e.g. 3 Lazarist Communicants would need 2 Lazarist Castigators to watch over them). Lazarist Communicants in a Procession of the Blessed Flock Warband do not have the
Elite
Keyword, but their cost remains the same.
Scavenged Armoury
A Procession of the Blessed Flock Warband cannot have Automatic Pistols, Semi-Automatic Rifles, Sniper Rifles, Submachine Guns, Incendiary Grenades, or Reinforced Armour.
Punishing Millstones
Add +1
Injury Dice
for Melee Attacks made by models from a Procession of the Sacred Affliction if the target is Down. Note that this bonus is in addition to the +1 Injury Dice modifier that normally applies when a target is Down, giving a total of +2
Injury Dice
to the roll.
Guidance
If a friendly Lazarist Communicant Activates whilst not standing within 6” of a friendly Lazarist Castigator, all Success Rolls it takes during that Activation become
Risky Success
Rolls (there is no additional effect if they are
Risky Success
Rolls already).
Flagellant Flock
Ecclesiastic Prisoners in a Procession of the Blessed Flock Warband have a Ranged Characteristic of
-1 Dice
at no additional cost in . In addition, Ecclesiastic Prisoners in a Procession of the Blessed Flock Warband can purchase Muskets, Blunderbusses, Warcrosses, Flails/Scourges, Ragged Vestments, and Trench Shields from the Procession of the Sacred Affliction Armoury Table.
Bayonet Flamethrowers
Flamethrowers in a Procession of the Sacred Affliction Warband gain the
Bayonet Lug
Keyword.

Captains

Lazarist Prophet
md_warprophet_lazaristprophet
Cost:90
Availability:0-1
Image:@jimmy_crisps
Movement
6"/Infantry
Ranged
+2D
Melee
+2D
Armour
0
Base
32mm
Leader
Elite
Pilgrim
Abilities
Memento Mori: The War Prophet is touched by a higher power, and the revealed truth allows them a degree of protection against premature death. The first time the War Prophet suffers an Out of Action result on the Injury Table, it is treated as a No Effect result instead. A War Prophet cannot have the
Tough
Keyword.
Loudspeakers: A War Prophet can take a Loudspeakers
Action
. If they do so, take a
Risky Success
Roll for the model and add
+2 Dice
to the roll. If the roll is a Failure, the War Prophet’s Activation ends immediately. If the roll is a Success or Critical Success, you can move all friendly models within 8" of the War Prophet up to 3". They must end the move as close as possible to the nearest enemy model that was visible to them at the start of the move. This move can be used to bring a model within 1" of an enemy model in which case the model counts as charging. If no enemy models are visible, they can move normally.
Gift of the Sacrament: When you Activate a Lazarist Prophet they can take a Gift of the Sacrament
Action
as part of the Activation. If they do so, take a Success Roll for the model. If the roll is a Failure, nothing happens. If the roll is a Success, remove 1
Blood Marker
or 1
Infection Marker
from a friendly model within 6" of the Lazarist Prophet. If the roll is a Critical Success, remove 3
Blood Marker
s or 3
Infection Marker
s from a friendly model within 6" of the Lazarist Prophet instead of only 1. The Lazarist Prophet can use this
Action
to heal themselves.
Punishing Millstones: Add +1
Injury Dice
for Melee Attacks made by models from a Procession of the Sacred Affliction if the target is Down. Note that this bonus is in addition to the +1 Injury Dice modifier that normally applies when a target is Down, giving a total of +2
Injury Dice
to the roll.
Battlekit
A War Prophet can have any Battlekit from the
Trench Pilgrims
Armoury Tables.
Lore
The Lazarist prophets who come to lead Processions of the Sacred Affliction are not motivated by desire or their own sense of destiny. None that are called “Father” by the afflicted ever set themselves on such a path. Whoever the prophet once was, the turn of the Rota Fortunae, the wheel of fortune, and God’s Will have wrought their works on them most thoroughly, afflicting them in body and mind. Only once they have shed all trace of Earthly treasures and all Pride in their old existence do they truly perceive and proselytise on the teachings of Saint Lazarus: of God’s unending love and His power over death, and how the Lord brings new life even when all hope seems lost.
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Elite

Lazarist Castigator
md_castigator_lazaristcastigator
Cost:50
Availability:1-3
Image:@Gabriel Galarneau
Movement
6"/Infantry
Ranged
+1D
Melee
+1D
Armour
0
Base
32mm
Elite
Pilgrim
Abilities
Whip of God: When a Castigator makes a Melee Attack, they can target a friendly model that is within 1" instead of an enemy model. Set aside a D6 each time a Castigator attacks a friendly model and takes them Out of Action with a Melee Attack. The next time the Castigator’s Warband is forced to take a Morale Check, each D6 that was put aside adds
+1 Dice
to the roll and is then discarded.
Enforced Orthodoxy: A Castigator can take an Enforced Orthodoxy
Action
. If they do so, take a
Risky Success
Roll for the model and add
+1 Dice
to the roll. If the roll is a Failure, the Castigator’s Activation ends immediately. If the roll is a Success or Critical Success, all friendly models that are within 8" of the Castigator that are Down immediately stand back up at no cost to their movement.
Punishing Millstones: Add +1
Injury Dice
for Melee Attacks made by models from a Procession of the Sacred Affliction if the target is Down. Note that this bonus is in addition to the +1 Injury Dice modifier that normally applies when a target is Down, giving a total of +2
Injury Dice
to the roll.
Battlekit
A Castigator can have any Battlekit from the
Trench Pilgrims
Armoury Tables.
Upgrades
Zealot Strength - 5
Limit: 3
The model may have the Keyword
Strong
. In addition, change the base size of the model to 32mm.
Wrath of God - 15
Limit: 1
Blood Markers
are never placed next to a model with the Wrath of God special rule, and it has the
Negate Fear
Keyword. It cannot be Broken on the Wheel by an Anchorite Shrine. A model with the Wrath of God special rule cannot have Ranged Weapons or Armour (it can have a Shield).
Lore
Lazarist Castigators take on the role of adjudicator in a Procession of the Sacred Affliction. Their ear takes confession, their gaze judges all, and their hand weighs whether pilgrims carry the commensurate load for their personal burden of sin. If it is too great the Castigator will see that it is lightened, but if it is too little the Castigator will assign an appropriate additional weight in stones for the sinner to carry slung about their neck. In battle the Castigator reminds pilgrims often of their duty, both to God and to one another, to overcome their travails and cast aside their burdens around the necks of God’s enemies.
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Infantry

Lazarist Communicant of the Flock
Cost:100
Availability:1-6
Image:
Movement
6"/Infantry
Ranged
-3D
Melee
+2D
Armour
0
Base
40mm
Regenerate 1
Strong
Negate Heavy
Tough
Pilgrim
Abilities
Pilgrim Bodyguard: If a friendly
Pilgrim
model within 1" of a Communicant is hit by a Ranged Attack or Melee Attack, you can say that the Communicant will take the hit. If you do so, make an Injury Roll for the Communicant instead of the original target. This ability cannot be used against attacks that have the
Blast
Keyword.
Punishing Millstones: Add +1
Injury Dice
for Melee Attacks made by models from a Procession of the Sacred Affliction if the target is Down. Note that this bonus is in addition to the +1 Injury Dice modifier that normally applies when a target is Down, giving a total of +2
Injury Dice
to the roll.
Guidance: If a friendly Lazarist Communicant Activates whilst not standing within 6” of a friendly Lazarist Castigator, all Success Rolls it takes during that Activation become
Risky Success
Rolls (there is no additional effect if they are
Risky Success
Rolls already).
Battlekit
A Communicant has a Communicant Cross. The Communicant can also have any Battlekit from the
Trench Pilgrims
Armoury Tables.

Communicant Cross

CategoryEquipment
Keywords
Negate Shrapnel
Negate Gas
Negate Fear
Lore

A sacred cross is nailed on the face of the Communicant.

Lore
A Communicant is a rare sight in most Processions of the Sacred Affliction, for their nature typically decrees that they either recover fully from wounds or are slain by them. They are still God’s creatures, however, and even when divinely transformed the sinful flesh of man can receive harm or taint that even Christ’s communion cannot heal. More commonly, Communicants may lose their way in mundane matters, forgetting to eat, drink or care for themselves for long stretches of time, particularly if left alone without the care of others when their compatriots are slain. In time these hapless unfortunates sometimes find their way to the Processions in the hope that they can be healed, or at least find new purpose in their aimless wandering. Those who have lost their Communicant Crosses must accept a modified Helm in its place, with a faceplate that has spikes through the eyeholes.
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Ecclesiastic Prisoner
Cost:20
Availability:Unlimited
Image:
Movement
6"/Infantry
Ranged
-1D
Melee
-1D
Armour
0
Base
25mm
Pilgrim
Abilities
Minenhelm Slam: An Ecclesiastic Prisoner that has a Minenhelm can make a Melee Attack even though they do not have a Melee Weapon.
Mad Dash: Add
+1 Dice
to the
Risky Success
Roll for an Ecclesiastic Prisoner that is taking a Dash
Action
.
Feeble Flailing: An Ecclesiastic Prisoner can make a Melee Attack even though it doesn't have a melee weapon. If it does so, add
-1 Dice
to the Success Roll for the attack.
Awaited: An Ecclesiastic Prisoner that is taken Out of Action when their Martyrdom Device is triggered does not count towards the number of models from the Warband taken Out of Action for Morale Checks.
Punishing Millstones: Add +1
Injury Dice
for Melee Attacks made by models from a Procession of the Sacred Affliction if the target is Down. Note that this bonus is in addition to the +1 Injury Dice modifier that normally applies when a target is Down, giving a total of +2
Injury Dice
to the roll.
Battlekit
Up to 4 Ecclesiastic Prisoners can have a Martyrdom Device for 25 . Ecclesiastic Prisoners that have a Martyrdom Device can upgrade it to a Minenhelm for 10 .
Lore
Some are found to be beyond the gift of God’s love or redemption through toil and burden, so they seek a final sacrifice in the hope it can somehow cleanse their tarnished soul. A sad moment it may be for their Procession to have failed one of their number so, but a joyous hope that the Prisoner’s spiritual unburdening can at least erase the burdens of Heretic souls in the process. Particularly determined Prisoners of the Sacred Affliction are permitted to request a Minenhelm in place of the usual Martyrdom Device, ensuring that their last act of redemption will be truly and absolutely final.
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Stigmatic Nun
md_stigmaticnun_procession
Cost:60
Availability:0-2
Image:@Gabriel Galarneau
Movement
8"/Infantry
Ranged
+1D
Melee
+1D
Armour
0
Base
25mm
Regenerate 1
Pilgrim
Abilities
Blessed Stigmata: Each time you remove a
Blood Marker
from a Stigmatic Nun because of the
Regenerate
1 Keyword, place 1
Blessing Marker
next to the Stigmatic Nun.
Agile: Add
+1 Dice
to Risky Success Rolls when a Stigmatic Nun Climbs, Jumps, or makes a Diving Charge, or takes a Dash
Action
.
Punishing Millstones: Add +1
Injury Dice
for Melee Attacks made by models from a Procession of the Sacred Affliction if the target is Down. Note that this bonus is in addition to the +1 Injury Dice modifier that normally applies when a target is Down, giving a total of +2
Injury Dice
to the roll.
Battlekit
A Stigmatic Nun can have Battlekit from the
Trench Pilgrims
Armoury Tables. The only Ranged Weapons they can have are Automatic Pistols and Pistols, and the only Grenades they can have are Warcrosses. No restrictions apply to any other Types of Battlekit.
Lore
Several orders of Stigmatic Nun have ties to the Processions – some sisterhoods are even blessed with the Sacred Affliction themselves. They often join Processions on long pilgrimages and share their burdens along the road. Their keen blades and martial spirit are greatly welcome in battle.
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Mercenaries

Sister of Saint Cosmas
md_combatmedic_mv_pilgrim
Cost:2
Availability:0-1
Image:@Darius_minis
Movement
6"/Infantry
Ranged
0D
Melee
0D
Armour
-1
Base
25mm
Negate Fear
Abilities
Finish the Fallen: Due to their knowledge of anatomy and physiology, medics are experts at inflicting debilitating injuries and excruciating pain. Add
+1 Injury Dice
to Injury Rolls for Melee Attacks made by a Combat Medic if the target is Down and does not have the
Black Grail
or
Demonic
Keywords.
Expert Medic: Add
+2 Dice
to the
Risky Success
Roll when a Combat Medic carries out a Treat
Action
with their Medi-kit.
Battlekit
A Sister of Saint Cosmas always has Standard Armour, a Gas Mask, Medi-kit, and a Misericordia.

Gas Mask

CategoryEquipment
Keywords
Negate Gas
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.

Standard Armour

CategoryArmour
Keywords
-1 Injury Modifier
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 massproduced, but highly effective even against high-calibre weapons.

Medi-Kit

CategoryEquipment

Treat:
Action
: A model with this Keyword can take a Treat
Action
. If it does so, take a
Risky Success
Roll for the model. If the roll is a Failure, the model’s Activation ends immediately. If it is a Success or a Critical Success, you can do one of the following things:
  • Remove
    1 Blood Marker
    from the model or a friendly model within 1" of the model.
  • Stand up a friendly model that is Down and within 1" of the model.

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)
CategoryMelee

Despatch: This weapon has the
Ignore Armour
Keyword if the target is 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 every other vulnerable seam.

Lore

The Sisters of Saint 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 aid any wounded soldiers of the faith, no matter how dire the circumstance, whilst showing no mercy or pity when dispatching Heretics and other enemies on the battlefield. Armed with a surgical knife that doubles as a misericordia, they are as adept at saving lives as taking them from those they find lying wounded in No Man’s Land.

They carry medical kits stocked with a variety of battlefield drugs, capable of numbing the pain of even the most ghastly wounds. In the heat of battle, these drugs are vital, giving soldiers the strength to rise once more and charge 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 procession-of-the-sacred-affliction
Cost:5
Availability:0-1
Image:@grimdank_minis
Movement
6"/Infantry
Ranged
+1D
Melee
+1D
Armour
-1
Base
40mm
Regenerate 1
Strong
Negate Heavy
Tough
Abilities
Iron Fists: The flesh of a Communicant Anti-Tank Hunter is as hard as iron, which makes their fists deadly weapons in their own right. A Communicant Anti-Tank Hunter can make a Melee Attack with the
Cleave
2 Keyword even though it does not have a Melee Weapon. In addition, the Off-Hand Weapon modifier applies to the second attack.
Battlekit
A Communicant Anti-Tank Hunter always has an Anti-Materiel Rifle and a Combat Helmet.

Trench Club

RangeMelee
Hands
1 Hands (Melee)
CategoryMelee
Lore

Trench Clubs are one of the most common weapons of the Great War, as meleecombat 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

CategoryEquipment
Keywords
Negate Shrapnel
Lore

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

Anti-Materiel Rifle

Range36"
Hands
2 Hands (Ranged)
CategoryRanged
Keywords
+1 Injury Dice
Critical
Ignore Armour
Heavy
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 forged through the experimental rite of chemical communion, in which Mendelist monks bond blood and flesh harvested from a Meta-Christ to the recipient’s genome. Only the most devout and pious of the Church are granted the honour of communion. Those who endure the ritual transcend their mortal biology and are granted immense size and resilience, making them formidable assets on the battlefield. Their divinely-enhanced strength allows them to wield massive anti-materiel guns as if they were no heavier than a standard-issue firearm. The process is far from perfected, however, with a high possibility of unpredictable side effects. Some unlucky subjects lose the ability to speak, others lose their higher brain functions, as they are distracted by the Heavenly choir only they can hear, and cannot function without exact commands from their handlers.

The Church, ever needing funds to sustain its military operations, frequently allocates Communicants to the highest bidders. Their services are in constant demand as they possess the ability to incapacitate enemy fighting vehicles, heavily armoured troops, and strongpoints with a single shot.

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Mendelist Ammo Monk
md_mendelistammomonk procession-of-the-sacred-affliction
Cost:2
Availability:0-1
Image:@voiceinthegrimdark
Movement
6"/Infantry
Ranged
-1D
Melee
-1D
Armour
0
Base
25mm
Abilities
Faithful Followers: When you Activate a model within 1" of a Mendelist Ammo Monk, you can also Activate the Mendelist Monk if they have not yet been Activated during the Turn. If you do so, the two models can take their
Actions
in any order you wish, and you can switch between the two models freely. If the Activation of either model ends (due to a failed Risky Success Roll, for example), the other model can carry on with its Activation normally.
The Ammunition Sacrement: A Mendelist Ammo Monk can take an Ammunition Sacrament
Action
. If they do so, take a
Risky Success
Roll for the Mendelist Ammo Monk. If the roll is a Failure, the Mendelist Ammo Monk’s Activation ends. If the roll is a Success or a Critical Success, pick 1 friendly model within 1" of the Mendelist Ammo Monk and in their Line of Sight, and then pick one of the following Ammunition Sacraments. The Sacrament you pick applies to the model until the end of its next Activation.
  • Bullet of the Guided Path: Add
    +1 Dice
    to rolls for Ranged Attacks made by the model.
  • Cartridge of His Wrath: Add the
    Blast
    2" and
    Shrapnel
    Keywords to Ranged Weapons used by the model that do not have the
    Blast
    or
    Flamethrower
    Keywords.
  • Echo of His Word: Add
    +1 Injury Dice
    to rolls for Ranged Attacks made by the model.
Battlekit
A Mendelist Ammo Monk only has a Gas Mask. Note that a Mendelist Ammo Monk has no weapons and therefore cannot attack.

Gas Mask

CategoryEquipment
Keywords
Negate Gas
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.

The Brotherhood of Blessed Munitions is a subsect of the Order whose duty is to supply the Faithful with ammunition infused with the chemically altered blood of a Meta-Christ. These concoctions are highly unstable, dangerous to handle, and the secrets behind their formulas are fiercely guarded.

On the battlefield, the monks brave enemy fire and infernal terrors, unwavering in their holy duty to deliver ammunition and unleash the wrath of the Lord upon the Heretics. Their patron, Saint Barbara, is believed to raise those who fall in battle to everlasting glory.

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Observer
md_observer procession-of-the-sacred-affliction
Cost:3
Availability:0-1
Image:@jimmy_crisps
Movement
8"/Infantry
Ranged
+1D
Melee
+2D
Armour
-1
Base
32mm
Abilities
Lightning Speed: An Observer's Polearm has the
Cleave
2 Keyword.
Temporal Fuge: Add
-1 Dice
to rolls for Ranged Attacks and Melee Attacks that target an Observer.
Eye of God: You can re-roll failed Success Rolls and
Risky Success
Rolls for an Observer. If you do so and any of the re-rolled dice show a 1, then the roll is treated as a Failure, the Observer is taken Down and their Activation immediately ends.
Voice of God: An Observer can take a Voice of God
Action
. If they do so, take a
Risky Success
Roll for the Observer. If the roll is a Failure, the Observer’s Activation ends. If the roll is a Success or Critical Success, pick 1 model (friend or foe), anywhere on the battlefield, that has not been Activated this Turn. The Observer’s Activation then ends, and the other model’s Activation immediately begins.
Battlekit
An Observer always has Standard Armour, a Combat Helmet, a Gas Mask, a Medi-kit, and a Polearm.

Standard Armour

CategoryArmour
Keywords
-1 Injury Modifier
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 massproduced, but highly effective even against high-calibre weapons.

Gas Mask

CategoryEquipment
Keywords
Negate Gas
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

CategoryEquipment
Keywords
Negate Shrapnel
Lore

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

Polearm

RangeMelee
Hands
2 Hands (Melee)
CategoryMelee
Keywords
Block
Cumbersome
Shield Combo
Lore

Trench pikes, billhooks, spears and other long polearms are excellent defensive weapons, but are cumbersome and heavy.

Medi-Kit

CategoryEquipment

Treat:
Action
: A model with this Keyword can take a Treat
Action
. If it does so, take a
Risky Success
Roll for the model. If the roll is a Failure, the model’s Activation ends immediately. If it is a Success or a Critical Success, you can do one of the following things:
  • Remove
    1 Blood Marker
    from the model or a friendly model within 1" of the model.
  • Stand up a friendly model that is Down and within 1" of the model.

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

This order of warrior monks lives in absolute solitude, honing their minds and bodies to become living weapons of the Hand of God. Once a soldier joins the order, they rarely leave the Temple of the Word, the sole exception being when they are summoned to the battlefield, where their unique abilities can decisively shift the balance in favour of the Faithful. The slightest disturbance in their prayers or training could sever their connection to the Lord of all Creation. Thus, the days and nights of the Observers are spent in secluded, cloistered cells, when not practicing their rigorous martial and mental disciplines.

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Scripture Guardian
md_scriptureguardian
Cost:7
Availability:0-1
Image:@jimmy_crisps
Movement
6"/Infantry
Ranged
0D
Melee
+1D
Armour
-2
Base
40mm
Negate Gas
Negate Fear
Golem
Abilities
Slow: Treat a Scripture Guardian as having a Movement Characteristic of 3"/Infantry when it takes a Dash
Action
.
Vengeful Scripture: The Scripture Guardian reads words from the holy (or unholy) text it carries. A Scripture Guardian can take a Vengeful Scripture
Action
. If they do so, pick 1 enemy model within 18" of the Scripture Guardian and in its Line of Sight. Then take a Success Roll for the Scripture Guardian, with
+2 Dice
if the enemy model is within 9" of the Scripture Guardian and
+1 Dice
otherwise. If the roll is a Failure, nothing happens. If the roll is a Success, make an Injury Roll for the enemy model, with a
+1 Injury Modifier
for each
Blood Marker
the enemy model has (in addition to any benefits you receive if you then spend them to affect the Injury Roll). If the roll is a Critical Success, make an Injury Roll for the enemy model with
Ignore Armour
, and
+1 Injury Dice
and a
+1 Injury Modifier
for each
Blood Marker
the enemy model has
Battlekit
A Scripture Guardian always has Reinforced Armour and a Combat Helmet. In addition, it must have either two 1-Handed Melee Weapons or one 2-Handed Melee Weapon. You must purchase the Melee Weapons from your Faction Armoury Tables at their normal Cost, and you must obey any stipulation that apply to the weapons you choose (e.g.
Elite
Only, Limit: 1 etc). The weapons you choose cannot be removed or lost over the course of the campaign for any reason.

Combat Helmet

CategoryEquipment
Keywords
Negate Shrapnel
Lore

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

Reinforced Armour

CategoryArmour
Keywords
-2 Injury Modifier
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 remain shrouded in mystery, though rumours suggest they were created by the great masters of Kabbalah. Accounts of their existence began circulating in the early days of the Great War as the destruction of Jerusalem unearthed tombs and sacred resting places. Those who had once been interned in peace now wander the unhappy land, endlessly reciting the sacred writings entrusted to them in death. On rare occasions, expeditions into No Man’s Land have encountered such creatures, and by placing a holy text of their faith into its hands, they have transformed the Scripture Guardian into a powerful ally, bound to the will of those who align with the holy (or desecrated) scroll or tome it holds.

Capable of speaking and reading the One True Language, the Scripture Guardian can unleash the powers it calls upon against anyone its master commands. It carries out its purpose with the single-mindedness of an automaton, devoid of thought or empathy. When spoken by the Guardian, the words are imbued with the primordial power of Creation, and capable of unmaking anything in their path. The longer the Guardian concentrates on its target, the greater the power it channels.
STL finder
Redacted

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Witchburner
md_witchburner
Cost:5
Availability:0-1
Image:@martycarcosa
Movement
6"/Infantry
Ranged
0D
Melee
+1D
Armour
-2
Base
32mm
Negate Fear
Elite
Abilities
Divine Judgement: A Witchburner can take a Divine Judgement
Action
. If they do so, take a
Risky Success
Roll for the Witchburner. If the roll is a Failure, the Witchburner’s Activation ends. If the roll is a Success or a Critical Success, pick 1 enemy model within 24" of the Witchburner (no Line of Sight is required) and place 1
Blood Marker
next to them. If the enemy model has the
Black Grail
,
Demonic
, or
Heretic
Keyword, place 2
Blood Marker
s next to it instead of 1.
Dignified Conduct: Witchburners are well aware of the dignity of their status. A Witchburner cannot take a Dash
Action
.
Battlekit
Witchburners always has Reinforced Armour, a Combat Helmet, and a Gavel of Justice.

Combat Helmet

CategoryEquipment
Keywords
Negate Shrapnel
Lore

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

Reinforced Armour

CategoryArmour
Keywords
-2 Injury Modifier
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)
CategoryMelee
Keywords
Critical

Found Guilty: After making the Injury Roll for a Gavel of Justice, place 1 extra
Blood Marker
next to the target model (even if the Injury Roll has No Effect). If the target has the
Black Grail
,
Demonic
, or
Heretic
Keyword, place 2
Blood Marker
s next to it instead of 1.

Lore

The staff of a Witchburner 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.

STL finder
Redacted

At the direct request of Factory Fortress, we are unable to feature third-party models inside the app.

Armoury

Melee Weapons
Anti-Tank Hammer
35
LIMIT: 3
Bayonet
2
BAYONET LUG only
Great Flail / Scourge
15
LIMIT: 3
Great Hammer/Maul
10
Greatsword / Axe
12
Trench Knife
1
Misericordia
15
LIMIT: 1
Polearm
7
Flail / Scourge
5
Sword / Axe
4
Trench Club
3
Ranged Weapons
Blunderbuss
5
Bolt-Action Rifle
10
Flamethrower
30
LIMIT: 2
Musket
5
Pistol
6
Punt Gun
20
LIMIT: 1
Shotgun
10
Grenades
Molotov Cocktail
5
War-Cross
5
Armour
Holy Icon Armour
30
Ragged Vestments
10
Standard Armour
15
Shields
Holy Icon Shield
20
Trench Shield
10
Equipment
Bells of Warding
2
LIMIT: 1
Elite only
Blessed Icon
15
Blessed Millstone
5
LIMIT: 2
Trench Pilgrim only
Field Shrine
2
Gas Mask
5
Holy Relic
2
Elite only
Incendiary Ammunition
15
LIMIT: 1
Martyrdom Device
25
LIMIT: 4
Ecclesiastic Prisoner only
Martyrdom Pills
20
LIMIT: 3
Medi-Kit
5
Minenhelm
10
Ecclesiastic Prisoner, Martyrdom Device only
Mountaineer Kit
3
LIMIT: 1
Musical Instrument
15
LIMIT: 1
Penitent’s Phylactery
12
LIMIT: 2
Troop Flag
1
LIMIT: 1
Exploration Only
Donkey's Jawbone
4
LIMIT: 1
Elite only
Holy Grenade
2
LIMIT: 3
Horn of Joshua
9
LIMIT: 1
Rocket-Propelled Grenade
2
LIMIT: 1
Trench Dog Ownership
1
LIMIT: 1
Trench Dog (Guard Dog) Ownership
2
LIMIT: 1
Trench Dog (Martyrdom Dog) Ownership
2
LIMIT: 1

Base Faction