Test band

fc_trenchpilgrim
v1.0
Warband
Faction: Trench Pilgrims
Rating: 45| 24
Fielded: Elite: 1, Troop: 1, Mercenary: 6, Total: 7/10
The warband is not valid
Arsenal
525
26
Strongbox: 525 | 26
No items in your arsenal
Campaign
Patron: No patron set
Victory Points: 0
Campaign Round: 1 (max round: 12)
Current field limit: 10 Models
Exploration

Elites

Witchburner
Witchburner
5
Gavel of Justice, Combat Helmet, Reinforced Armour

Troops

Martyr-Penitent
Trench Pilgrim
45

Mercenaries

Scripture Guardian
Scripture Guardian
7
Combat Helmet, Reinforced Armour
Observer
Observer
3
Trench Polearm, Combat Helmet, Gas Mask, Medi-Kit, Standard Armour
Communicant Anti-Tank Hunter
Communicant Anti-Tank Hunter
5
Anti-Materiel Rifle, Trench Club, Trench Club, Combat Helmet
Mendelist Ammo Monk
Mendelist Ammo Monk
2
Gas Mask
Sister of Saint Cosmas
Sister of Saint Cosmas
2
Misericordia, Gas Mask, Medi-Kit, Standard Armour
Martyr-Penitent - Trench Pilgrim
45
Name: Trench Pilgrim
Type: Martyr-Penitent
Base Cost: 45
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Keywords
Pilgrim
Upgrades
Martyr Penitent Ressurection - 45
If a Trench Pilgrim is killed after a game, they can be resurrected as a Martyr Penitent with the Martyr Penitent Profile for a cost 45 . Add
-1 Injury Dice
to Injury Rolls for a Martyr Penitent. A Martyr Penitent keeps their Battlekit and Zealot Strength if the ability was purchased, but loses any Scars, Experience, and Advancements. Martyrdom Pills have no effect on a Martyr Penitent model.
Battlekit

Battlekit: A Trench Pilgrim can have any Battlekit from the

Trench Pilgrims
Armoury Tables.

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

No melee weapons equipped

Armour

No armour equipped

Shields

No shields equipped

Equipment

No equipment selected
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Witchburner
5
Name: -
Type: Witchburner
Base Cost: 5
Image: @martycarcosa
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-2
Keywords
Negate Shrapnel
Negate Fear
Elite
Battlekit

Battlekit: Witchburners always has Reinforced Armour, a Combat Helmet, and a Gavel of Justice.

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

Gavel of Justice

Armour

Reinforced Armour

Shields

No shields equipped

Equipment

Combat Helmet
Campaign Play

Experience

Battle Scars

Advancements

No advancements

Injuries

No Injuries

Fighter Status

Active

Fighter Rank

Elite

Notes & Lore

Notes
No Notes
Lore
No Lore
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
.
STL finder
Scripture Guardian
7
Name: -
Type: Scripture Guardian
Base Cost: 7
Image: @jimmy_crisps
Movement
6"/Infantry
Melee
+1D
Armour
-2
Keywords
Negate Shrapnel
Negate Gas
Negate Fear
Golem
Battlekit

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.

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

No melee weapons equipped

Armour

Reinforced Armour

Shields

No shields equipped

Equipment

Combat Helmet
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
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
STL finder
Observer
3
Name: -
Type: Observer
Base Cost: 3
Image: @jimmy_crisps
Movement
8"/Infantry
Melee
+2D
Ranged
+1D
Armour
-1
Keywords
Negate Shrapnel
Negate Gas
Battlekit

Battlekit: An Observer always has Standard Armour, a Combat Helmet, a Gas Mask, a Medi-kit, and a Polearm.

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

Trench Polearm

Armour

Standard Armour

Shields

No shields equipped

Equipment

Gas Mask
Combat Helmet
Medi-Kit
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
Lightning Speed: When an Observer takes a Fight
Action
, they can make 2 Melee Attacks with their 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: 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 1
Blood Marker
is placed next to them, 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.
STL finder
Communicant Anti-Tank Hunter
5
Name: -
Type: Communicant Anti-Tank Hunter
Base Cost: 5
Image: @grimdank_minis
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-1
Keywords
Negate Shrapnel
Strong
Tough
Battlekit

Battlekit: A Communicant Anti-Tank Hunter always has an Anti-Materiel Rifle and a Combat Helmet.

Ranged Weapons

Anti-Materiel Rifle

Grenades

No grenades equipped

Melee Weapons

Trench Club
Trench Club

Armour

No armour equipped

Shields

No shields equipped

Equipment

Combat Helmet
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
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).
STL finder
Mendelist Ammo Monk
2
Name: -
Type: Mendelist Ammo Monk
Base Cost: 2
Image: @voiceinthegrimdark
Movement
6"/Infantry
Melee
-1D
Ranged
-1D
Armour
0
Keywords
Negate Gas
Battlekit

Battlekit: A Mendelist Ammo Monk only has a Gas Mask. Note that a Mendelist Ammo Monk has no weapons and therefore cannot attack.

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

No melee weapons equipped

Armour

No armour equipped

Shields

No shields equipped

Equipment

Gas Mask
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
STL finder
Sister of Saint Cosmas
2
Name: -
Type: Sister of Saint Cosmas
Base Cost: 2
Image: @Darius_minis
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
-1
Keywords
Negate Gas
Negate Fear
Battlekit

Battlekit: A Sister of Saint Cosmas always has Standard Armour, a Gas Mask, Medi-kit, and a Misericordia.

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

Misericordia

Armour

Standard Armour

Shields

No shields equipped

Equipment

Gas Mask
Medi-Kit
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
STL finder