War Pilgrimage of Saint Methodius

From the night of fire, when poisoned bullets struck and blood flowed, the monastery of Velehrad in Great Moravia fell, and from its ruins emerged a lone monk of the Orthodox Order of Saint Methodius. The rest of the brotherhood perished during a raid by an elite Death Commando squadron, but the sole survivor carried the saint’s books and the flame of Orthodox faith out of the ruins.
After this loss, it was believed that the secrets of Anchorite construction had been lost, and the Church had abandoned them in favour of advances in armour technology elsewhere. This was not the case. The monk, 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. Monks from neighbouring monastic communities were drawn to join him, along with many lay members. Eventually, they became the foot soldiers of the well-equipped and disciplined War Pilgrimages of Saint Methodius. Thus, Akakios became the first War Prophet of the Order.
In their fortified monastery, the learned monks hoard knowledge and dare to alter the sacred designs of Saint Methodius. Their Anchorites Shrine are unmatched, equipped with modifications and adjustments which allow them to carry modern long-range weaponry. No other warband has such abundant access to Anchorites, or such a wide variety of sophisticated weaponry and equipment.
Following the ancient Orthodox creed, the pilgrims of Saint Methodius reject many of the teachings and customs of other Pilgrim Processions. They consider the creation of the Communicants a dangerous heresy, and condemn the use of Martyrdom Devices as an affront to God’s commandment against suicide. Bitter schisms and arguments with other sects sometimes erupt into violence. The Church itself accuses the Methodians of clinging to the outdated Eastern Orthodox faith.
Faction Rules
Anchorite Shrines in a War Pilgrimage of Saint Methodius Warband have a Ranged Characteristic of +0 DICE instead of -1 DICE, and can have Anchorite Ranged Weapons from the War Pilgrimage of Saint Methodius Armoury.
When you recruit an Anchorite Shrine, you can replace its Catherine Wheel with one of the Anchorite-Only Ranged Weapons. Due to its immense size, all these weapons are counted as being 1-Handed weapons when they are used by an Anchorite Shrine.
An Anchorite Shrine can have up to 2 of the Anchorite-Only pieces of Equipment
Captains

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.
War Prophet can take a Laying on of Hands ACTION. 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 from a friendly model within 6" of the War Prophet. If the roll is a Critical Success, remove 3 BLOOD MARKERS from a friendly model within 6" of the War Prophet instead of only 1. The War Prophet can use this ACTION to heal themselves.
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.
Elite

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.
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.
Infantry

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.
Combat Helmet
NEGATE SHRAPNEL
The simple combat helmet has proven its value on the battlefield time and again.
Bonebreaker Mace
| Range | Melee |
| Hands | 1 Hands (Melee) |
RISKY, +1 INJURY DICE
Catherine Wheel
| Range | Melee |
| Hands | 1 Hands (Melee) |
HEAVY, RISKY, +1 DICE
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.

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

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.
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.
Standard Armour
-1 INJURY MODIFIER
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.
Blessed with stigmata and unshakeable faith, these swordmaster nuns are the vanguard of any assault by the holy armies.

Mercenaries

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.
Add +2 DICE to the Risky Success Roll when a Combat Medic carries out a Treat ACTION with their Medi-kit.
Gas Mask
NEGATE GAS
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
-1 INJURY MODIFIER
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
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.
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
| Range | Melee |
| Hands | 1 Hands (Melee) |
Ignores the armour of opponents that are Down.
This weapon has the IGNORE ARMOUR Keyword if the target is Down.
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.
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.

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.
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.
Gas Mask
NEGATE GAS
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.
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.

When an Observer takes a Fight ACTION, they can make 2 Melee Attacks with their Trench Polearm, one after the other.
Add -1 DICE to rolls for Ranged Attacks and Melee Attacks that target an Observer.
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.
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.
Standard Armour
-1 INJURY MODIFIER
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
NEGATE GAS
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
NEGATE SHRAPNEL
The simple combat helmet has proven its value on the battlefield time and again.
Trench Polearm
| Range | Melee |
| Hands | 2 Hands (Melee) |
CUMBERSOME, SHIELD COMBO, BLOCK
Trench pikes, billhooks, spears and other long polearms are excellent defensive weapons, but are cumbersome and heavy.
Medi-Kit
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.
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.
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.

Treat a Scripture Guardian as having a Movement Characteristic of 3"/Infantry when it takes a Dash ACTION.
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.
Combat Helmet
NEGATE SHRAPNEL
The simple combat helmet has proven its value on the battlefield time and again.
Reinforced Armour
-2 INJURY MODIFIER
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.

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.
Witchburners are well aware of the dignity of their status. A Witchburner cannot take a Dash ACTION.
Combat Helmet
NEGATE SHRAPNEL
The simple combat helmet has proven its value on the battlefield time and again.
Reinforced Armour
-2 INJURY MODIFIER
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
| Range | Melee |
| Hands | 1 Hands (Melee) |
CRITICAL
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.
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.
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.


