77th Trench Martyrs - Copy

fc_trenchpilgrim
Warband
User: Korvass
Faction: Trench Pilgrims
Rating: 1264| 11
Fielded: Elite: 4, Troop: 7, Mercenary: 1, Total: 12/10
The warband is not valid
Arsenal
71
0
Strongbox: 51 | 0
Bolt-Action Rifle, Bolt-Action Rifle
Campaign
Victory Points: 50
Campaign Round: 1 (max round: 12)
Exploration
Elites
War Prophet
210
Automatic Pistol, Anti-Tank Hammer, Incendiary Ammunition, Martyrdom Pills, Reinforced Armour
Castigator
115
Punt Gun, Reinforced Armour
Communicant
210
Anti-Tank Hammer, Misericordia, Communicant Cross, Martyrdom Pills, Reinforced Armour
Trench Pilgrim
MG Pilgrim
107
2
Machine Gun, Flail / Scourge, Iron Capirote, Martyrdom Pills, Medi-Kit, Reinforced Armour
Troops
Anchorite Shrine
140
Bonebreaker Mace, Bonebreaker Mace, Catherine Wheel, Catherine Wheel
Stigmatic Nun
89
Automatic Pistol, Sword / Axe, Standard Armour
Martyr-Penitent
Trench Pilgrim
82
2
Submachine Gun, Great Hammer/Maul, Iron Capirote, Standard Armour
Trench Pilgrim
Sniper Pilgrim
58
2
Sniper Rifle, Trench Knife, Iron Capirote, Medi-Kit, Standard Armour
Martyr-Penitent
Shotgun Pilgrim
92
Shotgun, Iron Capirote, Molotov Cocktail, Standard Armour, Trench Shield
Ecclesiastic Prisoner
20
Iron Capirote
Golem
141
Punt Gun, Greatsword / Greataxe, Sword / Axe, Molotov Cocktail
Mercenaries
Communicant Anti-Tank Hunter
5
Anti-Materiel Rifle, Trench Club, Trench Club, Combat Helmet
War Prophet
210
Name: -
Type: War Prophet
Base Cost: 80
Image: @grimdank_minis
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
-2
Keywords
Negate Fear
Leader
Elite
Pilgrim

Battlekit

A War Prophet can have any Battlekit from the

Trench Pilgrims
Armoury Tables.

Ranged Weapons
Automatic Pistol
20
Grenades
Melee Weapons
Anti-Tank Hammer
35
Armour
Reinforced Armour
40
Shields
Equipment
Incendiary Ammunition
15
Martyrdom Pills
20
Special

Campaign

Experience
Battle Scars
Advancements
Close Quarter CombatAdd
+1 Dice
and
+1 Injury Dice
to rolls for Melee Attacks made by a model with this Skill if it is in contact with a terrain piece.
Sharp EyesRanged Attacks made by a model with this Skill have the
Ignore
LONG RANGE Keyword.
Injuries
Fighter Status
Active
Fighter Rank
Elite

Abilities

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.
Laying On Hands: 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.
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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Castigator
115
Name: -
Type: Castigator
Base Cost: 50
Image: @immaterium.painting
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Keywords
Strong
Negate Heavy
Elite
Pilgrim

Upgrades

Zealot Strength - 5
The model may have the Keyword
Strong
. In addition, change the base size of the model to 32mm.

Battlekit

A Castigator can have any Battlekit from the

Trench Pilgrims
Armoury Tables.

Ranged Weapons
Punt Gun
20
Grenades
Melee Weapons
Armour
Reinforced Armour
40
Shields
Equipment
Special

Campaign

Experience
Battle Scars
Advancements
Sharp EyesRanged Attacks made by a model with this Skill have the
Ignore
LONG RANGE Keyword.
HunterRanged Attacks made by a model with this Skill have the
Ignore
COVER Keyword.
Injuries
Fighter Status
Active
Fighter Rank
Elite

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.

Notes & Lore

Notes
No Notes
Lore
No Lore
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Communicant
210
Name: -
Type: Communicant
Base Cost: 100
Image: @grimdank_minis
Movement
6"/Infantry
Melee
+2D
Ranged
-3D
Armour
-2
Keywords
Negate Shrapnel
Negate Gas
Negate Fear
Regenerate 1
Strong
Negate Heavy
Tough
Elite
Pilgrim

Battlekit

A Communicant has a Communicant Cross. The Communicant can also have any Battlekit from the

Trench Pilgrims
Armoury Tables.

Ranged Weapons
Grenades
Melee Weapons
Anti-Tank Hammer
35
Misericordia
15
Armour
Reinforced Armour
40
Shields
Equipment
Communicant Cross
Martyrdom Pills
20
Special

Campaign

Experience
Battle Scars
Advancements
ScavengerA model with this Skill has the Extra Dice Exploration Skill.
AthleticAdd
+1 Dice
to
Risky Success
rolls for a model with this Skill when it Climbs, Jumps or makes a Diving Charge, and add
-1 Injury Dice
to Injury Rolls if it Falls.
Injuries
Fighter Status
Active
Fighter Rank
Elite
limited potential

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.

Notes & Lore

Notes
No Notes
Lore
No Lore
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Anchorite Shrine
140
Name: -
Type: Anchorite Shrine
Base Cost: 140
Image: @immaterium.painting
Movement
6"/Infantry
Melee
+2D
Armour
-3
Keywords
Negate Shrapnel
Fear
Strong
Negate Heavy
Tough
Pilgrim

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. It cannot have any other Battlekit.

Melee Weapons
Catherine Wheel
Bonebreaker Mace
Catherine Wheel
Bonebreaker Mace
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop
Cannot be promoted

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 in a campaign you can redistribute their Battlekit to other models that would be allowed to have it in the following Quartermaster Step. 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 Shrine are removed, and from then on, these special rules no longer apply to the model, it has an Armour Characteristic of -3, and gains the NEGATE SHRAPNEL and TOUGH Keywords (the TOUGH Keyword will apply the next time the Anchorite Shrine suffers an Out of Action result on the Injury Table).
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).

Notes & Lore

Notes
No Notes
Lore
No Lore
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Stigmatic Nun
89
Name: -
Type: Stigmatic Nun
Base Cost: 50
Image: @grimdank_minis
Movement
8"/Infantry
Melee
+1D
Ranged
+1D
Armour
-1
Keywords
Regenerate 1
Pilgrim

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.

Ranged Weapons
Automatic Pistol
20
Grenades
Melee Weapons
Sword / Axe
4
Armour
Standard Armour
15
Shields
Equipment
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Abilities

Agile: Add
+1 Dice
to Risky Success Rolls when a Stigmatic Nun Climbs, Jumps, or makes a Diving Charge, or takes a Dash
Action
.
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.

Notes & Lore

Notes
No Notes
Lore
No Lore
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Martyr-Penitent - Trench Pilgrim
82 | 2
Name: Trench Pilgrim
Type: Martyr-Penitent
Base Cost: 30
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-1
Keywords
Negate Shrapnel
Negate Fear
Strong
Negate Heavy
Pilgrim

Upgrades

Zealot Strength - 5 - 1/1
The model may have the Keyword
Strong
. In addition, change the base size of the model to 32mm.
Martyr Penitent Ressurection - 45
If a Trench Pilgrim is killed after a game, they can be resurrected in the following Quartermaster Step 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. A Martyr Penitent has a Melee Characteristic of +1D

Battlekit

A Trench Pilgrim can have any Battlekit from the

Trench Pilgrims
Armoury Tables.

Ranged Weapons
Submachine Gun
2
Grenades
Melee Weapons
Great Hammer/Maul
10
Armour
Standard Armour
15
Shields
Equipment
Iron Capirote
7
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
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Trench Pilgrim - MG Pilgrim
107 | 2
Name: MG Pilgrim
Type: Trench Pilgrim
Base Cost: 30
Image: @jimmy_crisps
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
-2
Keywords
Negate Shrapnel
Negate Fear
Elite
Pilgrim

Battlekit

A Trench Pilgrim can have any Battlekit from the

Trench Pilgrims
Armoury Tables.

Ranged Weapons
Machine Gun
2
Grenades
Melee Weapons
Flail / Scourge
5
Armour
Reinforced Armour
40
Shields
Equipment
Iron Capirote
7
Medi-Kit
5
Martyrdom Pills
20
Special

Campaign

Experience
Battle Scars
Advancements
Injuries
Fighter Status
Active
Fighter Rank
Elite

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Trench Pilgrim - Sniper Pilgrim
58 | 2
Name: Sniper Pilgrim
Type: Trench Pilgrim
Base Cost: 30
Image: @jimmy_crisps
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
-1
Keywords
Negate Shrapnel
Negate Fear
Pilgrim

Battlekit

A Trench Pilgrim can have any Battlekit from the

Trench Pilgrims
Armoury Tables.

Ranged Weapons
Sniper Rifle
2
Grenades
Melee Weapons
Trench Knife
1
Armour
Standard Armour
15
Shields
Equipment
Iron Capirote
7
Medi-Kit
5
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Martyr-Penitent - Shotgun Pilgrim
92
Name: Shotgun Pilgrim
Type: Martyr-Penitent
Base Cost: 45
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-2
Keywords
Negate Shrapnel
Negate Fear
Pilgrim

Upgrades

Martyr Penitent Ressurection - 45
If a Trench Pilgrim is killed after a game, they can be resurrected in the following Quartermaster Step 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. A Martyr Penitent has a Melee Characteristic of +1D

Battlekit

A Trench Pilgrim can have any Battlekit from the

Trench Pilgrims
Armoury Tables.

Ranged Weapons
Shotgun
10
Grenades
Molotov Cocktail
5
Melee Weapons
Armour
Standard Armour
15
Shields
Trench Shield
10
Equipment
Iron Capirote
7
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Ecclesiastic Prisoner
20
Name: -
Type: Ecclesiastic Prisoner
Base Cost: 20
Image: @jimmy_crisps
Movement
6"/Infantry
Melee
-1D
Armour
0
Keywords
Negate Shrapnel
Negate Fear
Pilgrim

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.

Melee Weapons
Unarmed
Equipment
Iron Capirote
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop
Cannot be promoted

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
.
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.

Notes & Lore

Notes
No Notes
Lore
No Lore
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
Regenerate 1
Strong
Negate Heavy
Tough

Battlekit

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

Ranged Weapons
Anti-Materiel Rifle
Melee Weapons
Trench Club
Trench Club
Equipment
Combat Helmet

Campaign

Fighter Status
Active
Fighter Rank
Troop

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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Golem
141
Name: -
Type: Golem
Base Cost: 40
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Keywords
Negate Gas
Negate Fear
Strong
Negate Heavy
Golem
Artificial

Upgrades

Additional Arm - 15
This Takwin Homunculus adds the
Cleave 2
Keyword to attacks made with its Pummelling Blows Ability.
Hawk Eyes - 10
The eyesight of the Homunculus is based on that of a predatory bird. Change the Ranged Characteristic of this Takwin Homunculus to
+1 Dice
. A Homunculus cannot have the Hawk Eyes Alchemical Formula if it has the Hypnotic Eyes Alchemical Formula unless it also has the Two Heads Alchemical Formula.
Inhuman Strength - 15
The musculature of the Homunculus is reinforced, replaced and strengthened. Give this Takwin Homunculus the
Strong
Keyword, change its Melee Characteristic to
+1 Dice
, and increase its base size to 32mm.
Startling Speed - 10
Add
+1 Dice
to the Risky Success Roll for this Takwin Homunculus when it takes a Dash
Action
Human Hands - 10

This Takwin Homunculus can have Ranged and Melee Weapons from the Iron Sultanate Armoury. It can also have a Trench Shield or a Fire Shield. A Homunculus cannot have the Human Hands Alchemical Formula if it has the Wings Alchemical Formula. It cannot use its Pummelling Blows ability if it is armed with any Melee Weapons.

If a Takwin Homunculus with Human hands also has an Additional Arm, then it can have three 1-Handed Melee Weapons or one 1-Handed Melee Weapon and one 2-Handed Melee Weapon, and it can have three 1-Handed Ranged Weapons or one 1-Handed Ranged Weapon and one 2-Handed Ranged Weapon. If it takes a Shield, then the Shield replaces one of the Melee Weapons it can have but the Shield Combo rule cannot be used for any of its weapons. In addition, when it takes a Fight

Action
it can make 1 Melee Attack with each Melee Weapon that it has, one after the other. If it makes more than 1 attack, the Off-Hand Melee Modifier applies to the last Melee Attack that it makes. When it takes a Shoot
Action
it can make 1 Ranged Attack with up to two Ranged Weapons that it has, one after the other.

Battlekit

The golem cannot be equipped with any weapons, armour or equipment. It can fight in melee without any penalty.

Ranged Weapons
Punt Gun
20
Grenades
Molotov Cocktail
5
Melee Weapons
Greatsword / Greataxe
12
Sword / Axe
4
Armour
Shields
Equipment
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop
Cannot be promoted

Abilities

Re-creation: If a Takwin Homunculus is killed in the postbattle sequence, you do not have to remove it from your roster. Instead, you can spend 40 to leave it on the Roster.
Pummelling Blows: The model can make a Melee Attack even though it does not have any Melee Weapons.
Golem's Limit: A maximum of 50 can be assigned to upgrades for this model.
Artificial Life: Add
-1 Injury Dice
to Injury Rolls for the model.

Notes & Lore

Notes
No Notes
Lore
No Lore
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