Cavalcade of the Tenth Plague

fc_trenchpilgrim_fv_cavalcadeofthetenthplague
Faction lore

This Trench Pilgrim Procession traditionally sacrifices lambs before battle, anointing themselves in its blood to ward off the wrath of God. They draw holy symbols with the blood upon their bodies, clothing and armour, and then march to battle singing hymns, in the certain belief that the blood of the lamb shields them from any harm.

Firm believers in the traditional reading of the holy texts, they reject the new doctrines of the Meta-Christ by the Church. They steal Communicants from other Processions and force them to fight for them in penance for being born from sin.

Faction Rules

The Unclean
The Cavalcade detests using the unclean Ecclesiastic Prisoners. A Cavalcade of the Tenth Plague Warband can only have 0-2 Ecclesiastic Prisoners.
Stolen Communicants
Communicants cost 3 to recruit for a Cavalcade of the Tenth Plague Warband (they do not cost any ).
Heaven Awaits
The Cavalcade rejects the doctrine of the Meta-Christ. Trench Pilgrims in a Cavalcade of the Tenth Plague Warband cannot be resurrected as Martyr-Penitents.
Favour of the Lord
At the start of each Turn, you can place 1 BLESSING MARKER next to a model from this Warband.
Day of His Wrath
The War Prophet of this Warband replaces their Laying on Hands ACTION with the Day of his Wrath ACTION.
Blood of the Lamb
Castigators in a Cavalcade of the Tenth Plague Warband have the TOUGH Keyword at no additional cost in , and any model (except Ecclesiastic Prisoners who are not worthy) in the warband can purchase a Sacrificial Lamb (see below).

Captains

War Prophet (Cavalcade of the Tenth Plague)
md_warprophet_tenthplague
Cost:80
Availability:1
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Base:32mm
Keywords:PILGRIM, LEADER, ELITE
Image:@jimmy_crisps
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.

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 (including 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. If no enemy models are visible, they can move normally.

Day of His Wrath:

A Cavalcade of the Tenth Plague War Prophet can take a Day of his Wrath ACTION. If they do so, take a Risky Success Roll for the model. If the roll is a Failure the War Prophet’s Activation ends immediately. If the roll is a Success, make an Injury Roll with the IGNORE ARMOUR Keyword for 1 enemy model within 3" of the War Prophet. If the roll is a Critical Success, make an Injury Roll with +1 INJURY DICE and the IGNORE ARMOUR Keyword for 1 enemy model within 3" of the War Prophet

Battlekit
A War Prophet can have any Battlekit from the Trench Pilgrims Armoury Tables.
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. They are equipped with loudspeakers, allowing them to blare out holy sermons and dire prophecies at 100 decibels to inspire the faithful.
STL finder
❤️ Support Trench Companion for an ad free experience

Elite

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

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.

Blood of The Lamb:

Castigators in a Cavalcade of the Tenth Plague Warband have the TOUGH Keyword.

Battlekit
A Castigator can have any Battlekit from the Trench Pilgrims Armoury Tables.
Upgrades
Zealot Strength - 5 Ducats
The model may have the Keyword STRONG.
Lore
Tasked with instilling the fear of God in the troops, this orthodox officer keeps the warriors 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.
STL finder
Communicant
md_communicant
Cost:3
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:

When you Activate a Communicant, before carrying out any ACTIONS, you can remove up to 1 BLOOD MARKER from the model.

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.

Battlekit
A Communicant has a Communicant Cross. The Communicant can also have any Battlekit from the Trench Pilgrims Armoury Tables.

Communicant Cross

Keywords

NEGATE SHRAPNEL, NEGATE GAS

Lore

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

Lore

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

STL finder
❤️ Support Trench Companion for an ad free experience

Infantry

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

At the start of each game, before deployment, you can say that one Trench Pilgrim or Ecclesiastic Prisoner will be broken on the wheel to show their piety and devotion. The model you choose is permanently removed from your Warband, but you can redistribute their Battlekit to other models that would be allowed to have it. The Anchorite Shrine then shatters the bones of the volunteer and carries the broken victim to battle on its Wheel. Injuries that would be inflicted on the Anchorite Shrine are instead inflicted on its unfortunate victim, until the victim finally passes away. This is represented by the following special rules, which apply to the Anchorite Shrine until it suffers an Out of Action result on the Injury Table:

  • It has an Armour Characteristic of 0 and does not have the NEGATE SHRAPNEL and TOUGH Keywords.
  • It treats Down results as Minor Hit results.
  • The first time the Anchorite Shrine suffers an Out of Action result on the Injury Table, it is treated as a No Effect result. When this happens, any Blood Markers on the Anchorite Shire are removed, and from then on, these special rules no longer apply to the model.

Symphony of Slaughter:

An Anchorite Shrine is armed with two 1-Handed Melee Weapons (the Catherine Wheel and Bonebreaker Mace). When it makes a Melee Attack, it can either attack once using either its Catherine Wheel or the Bonebreaker Mace, or twice, first with the Catherine Wheel and second with its Bonebreaker Mace (the Off-Hand Weapon modifier applies to the attack made with the Bonebreaker Mace). Note that both Weapons have the RISKY keyword, which means that the Anchorite Shrine’s Activation ends immediately if the Success Roll for an attack made with either weapon is a Failure.

Battlekit
An Anchorite Shrine has a Bonebreaker Mace and a Catherine Wheel. These Weapons are built into the Anchorite Shrine and cannot be removed or lost throughout the campaign for any reason.

Catherine Wheel

RangeMelee
Hands
1 Hands (Melee)
Keywords

HEAVY, RISKY, +1 DICE

Rules

Mighty Blows:

When you make an Injury Roll for an attack made with the Catherine Wheel, roll 3D6 and add all 3 dice together. Any +INJURY DICE or -INJURY DICE are added to the roll normally, except that you pick the 3 highest or lowest dice in the roll instead of the 2 highest or lowest.

Bonebreaker Mace

RangeMelee
Hands
1 Hands (Melee)
Keywords

RISKY, +1 INJURY DICE

Lore
A colossal suit of machine armour fuelled by diesel and faith, the Anchorite Shrine 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 instills 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.
STL finder
Ecclesiastic Prisoner
md_ecclesiasticprisoner
Cost:20
Availability:0-2
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Base:25mm
Keywords:PILGRIM
Image:@jimmy_crisps
Abilities
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.

Mad Dash:

Add +1 DICE to the Risky Success Roll for an Ecclesiastic Prisoner that is taking a Dash ACTION.

Battlekit
An Ecclesiastic Prisoner always has an Iron Capirote. Up to 4 Ecclesiastic Prisoners can have a Martyrdom Device for 35 . They cannot have any other Battlekit.

Iron Capirote

Keywords

NEGATE SHRAPNEL

Lore

A conical helmet blessed by the Church and often containing a fragment of a relic. Iron capirotes shield their wearers from the psychological horror of war and allow them to face creatures from the pits of Hell unflinchingly.

Lore
Bound in chains, their minds consumed by a desperate resolve, Ecclesiastic Prisoners surge forward, driven by the hope that their sacrificial charge will somehow cleanse their tarnished souls.
STL finder
Stigmatic Nun
md_stigmaticnun
Cost:50
Availability:0-4
Movement
8"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Base:25mm
Keywords:PILGRIM
Image:@grimdank_minis
Abilities
Agile:

Add +1 DICE to the Risky Success Roll when a Stigmatic Nun Climbs, Jumps, Jumps Down, Falls or makes a Diving Charge, or takes a Dash ACTION.

Blessed Stigmata:

When you Activate a Stigmatic Nun, before carrying out any ACTIONS, you can remove up to 1 BLOOD MARKER from the model and replace it with 1 BLESSING MARKER.

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

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

STL finder
Trench Pilgrim
md_trenchpilgrim
Cost:30
Availability:Unlimited
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Base:25mm
Keywords:PILGRIM
Image:@jimmy_crisps
Battlekit
A Trench Pilgrim can have any Battlekit from the Trench Pilgrims Armoury Tables.
Upgrades
Zealot Strength - 5 Ducats
Limit: 1
The model may have the Keyword STRONG.
Lore
A holy warrior of the trenches. They consider it their religious duty to make pilgrimages to the sacred battlefields to fight the Heretic Legions. Pilgrims wear the iron capirote to insulate their minds from the horrors of war.
STL finder
❤️ Support Trench Companion for an ad free experience

Mercenaries

Sister of Saint Cosmas
md_combatmedic_mv_pilgrim
Cost:2
Availability:0-1
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
-1
Base:25mm
Keywords:NEGATE FEAR
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. Add +1 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

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

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

Rules

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)
Rules

Ignores the armour of opponents that are Down.

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.

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

When you Activate a Communicant, before carrying out any ACTIONS, you can remove up to 1 BLOOD MARKER from the model.

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 despite having no Melee Weapons. When a Communicant Anti-Tank Hunter makes a Melee Attack, it can attack twice even though it doesn’t have any Melee Weapons (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)
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

Keywords

NEGATE SHRAPNEL

Lore

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

Anti-Material Rifle

Range36"
Hands
2 Hands (Ranged)
Keywords

HEAVY, CRITICAL, IGNORE ARMOUR, +1 INJURY DICE

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.

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

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.

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

When an Observer takes a Fight ACTION, they can make 2 Melee Attacks with their Trench Polearm, one after the other.

Temporal Fuge:

Add -1 DICE to rolls for Ranged Attacks and Melee Attacks that target an Observer.

Eye of God:

If a Success Roll or Risky Success Roll for an Observer is a Failure, you can re-roll all the dice you used to make the roll. If you do so and the re-roll is also a Failure, place 1 BLOOD MARKER next to the model and mark them as being Down. If the model is already Down, place 2 BLOOD MARKERS next to the model instead of 1.

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 Trench Polearm.

Standard Armour

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

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

Keywords

NEGATE SHRAPNEL

Lore

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

Trench Polearm

RangeMelee
Hands
2 Hands (Melee)
Keywords

CUMBERSOME, SHIELD COMBO, BLOCK

Lore

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

Medi-Kit

Rules

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.

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

Keywords

NEGATE SHRAPNEL

Lore

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

Reinforced Armour

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
Witchburner
md_witchburner
Cost:5
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-2
Base:32mm
Keywords:ELITE, NEGATE FEAR
Image:@martycarcosa
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 MARKERS 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

Keywords

NEGATE SHRAPNEL

Lore

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

Reinforced Armour

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)
Keywords

CRITICAL

Rules

Wrath of God:

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 MARKERS 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
❤️ Support Trench Companion for an ad free experience

Armoury

Melee Weapons
Anti-Tank Hammer
35
LIMIT: 3
Elite only
Bayonet
2
BAYONET LUG only
Double-Handed Blunt Weapon
10
Greatsword / Greataxe
12
Knife / Dagger
1
Misericordia
15
LIMIT: 1
Trench Polearm
7
Scourge / Battle-Whip / Flail
5
Sword / Axe
4
Trench Club
3
Ranged Weapons
Automatic Pistol
20
LIMIT: 2
Blunderbuss
5
Bolt-Action Rifle
10
Flamethrower
30
LIMIT: 2
Machine Gun
2
Musket
5
Pistol / Revolver
6
Punt Gun
20
LIMIT: 2
Semi-Automatic Rifle
15
Shotgun
10
Sniper Rifle
35
LIMIT: 3
Sniper Rifle
2
Submachine Gun
2
Grenades
Incendiary Grenades
15
Molotov Cocktail
5
War-Cross
5
Armour
Reinforced Armour
40
Elite only
Standard Armour
15
Shields
Holy Icon Shield
2
Elite only
Trench Shield
10
Equipment
Blessed Icon
15
Field Shrine
2
Gas Mask
5
Holy Relic
2
Elite only
Incendiary Ammunition
15
LIMIT: 1
Iron Capirote
7
Martyrdom Device
35
LIMIT: 4
Ecclesiastic Prisoner only
Martyrdom Pills
20
LIMIT: 3
Medi-Kit
5
Mountaineer Kit
3
LIMIT: 1
Musical Instrument
15
LIMIT: 1
Sacrificial Lamb
5
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
1
LIMIT: 1
Trench Dog (Guard Dog)
2
LIMIT: 1
Trench Dog (Martyrdom Dog)
2
LIMIT: 1

Base Faction

Promotions

❤️ Support Trench Companion for an ad free experience