Church of Absolution

Church of Absolution

"We did not die because we were unworthy. We died because the world demanded sacrifice."

Faction Overview

Ideology Redemption through violence. Absolution through sacrifice.
Capital Cathedral Prime (also called Absolon), built on the ruins of Paris
Population ~50,000 Remnants (largest unified faction)
Doctrine Every kill is a prayer. Every victory brings salvation closer. Suffering purifies.
Playstyle Aggressive martyrdom, self-harm for burst damage, ally protection, high-risk offense
Complete Deck View Full Church Deck (v2.0 Equipment System)

Species Origins

The Church of Absolution is predominantly human, and humanity's origins trace back to natural evolution identical to our Earth. Though magic exists in this world, sensitivity to it is extraordinarily rare - only 1 in 10,000 humans can perceive ley lines naturally, and of those, merely 1 in 100 can manipulate them to become mages.

Before the Sundering, humans dominated numerically but lived in profound ignorance. They were unaware of the full extent of non-human species, believing elves and dwarves to be myths and folklore. Nikolas Theslar himself was human and had no idea his Engine would affect non-human civilizations hidden in the margins of the world.

When the Cataclysm struck, humanity interpreted the apocalypse through their cultural lens - heavily influenced by Abrahamic faiths. They saw the Sundering not as scientific catastrophe, but as divine punishment. This belief crystallized into the Church of Absolution's doctrine: that humanity's sins brought the world's end, and only through violent penance can absolution be earned.

Humans built the Church from guilt and faith, seeking absolution for sins they didn't commit - punishing themselves for a catastrophe caused by one scientist's hubris. This drive for redemption through suffering defines every Church Casket pilot, every Penitent Knight, every Martyr willing to die for salvation.

Lore & Identity

The Church of Absolution was founded 12 years after the Sundering by the first Penitent Knights who refused to accept that death was the end. They believe that Remnants exist in a state of purgatory...neither alive nor dead...and that only through violent atonement can they earn true rest.

The Church controls the southern territories through a combination of religious fervor and military might. Their Caskets are gothic war machines covered in scripture and prayer scrolls, piloted by the dead seeking forgiveness. Each kill is recorded as a prayer. Each wound taken is a step closer to salvation.

"In iron we seek forgiveness. Through blood, absolution. When the enemy falls, we are one step closer to redemption." -High Confessor Marius, Sermon of the Fallen

The Dual Penance: Pilot and Soul

Church doctrine teaches that Casket operation is a dual sacrifice...two entities suffering together for redemption:

The Living Pilot's Penance

Church pilots undergo "The Shortening"...surgical removal of their legs at the hip. This allows them to fit into the cramped casket chamber while remaining alive and conscious. Unlike other factions who view amputation as pragmatic necessity, the Church considers it sacred mutilation:

The Bound Soul's Torment

The Soulstone Core powering each Church Casket contains a soul...often a volunteer who died seeking absolution. Church doctrine views this as a continuation of penance beyond death:

Shared Absolution Through Combat

Every kill recorded is counted as a prayer for both pilot and soul. Church doctrine holds that when a Church Casket destroys an enemy, both the living pilot and the bound soul earn a step closer to redemption:

Entity Their Suffering Their Absolution
Living Pilot Legless, strapped in coffin, viewing through slit, phantom pain from neural threads Each kill is a prayer. Each wound taken is penance. Death in battle grants salvation.
Bound Soul Trapped in crystal, fed soul fragments, screaming during refinement, slowly degrading Powers the machine that earns prayers. Soul "hears" the battle and finds peace in shared purpose.

The Theological Paradox: Critics (especially Elves) argue that the Church is doubling the horror...torturing both pilot and soul. Church response: "Two sinners bearing penance together is more holy than one suffering alone. We do not multiply torment...we share it."

"I am legless, but I do not walk in sin. The soul in my Core screams, but we scream together in purification. When I kill, we both pray. When I bleed, we both ascend. This is the Dual Penance...and it is beautiful." -Sister Epitaph, Confessor-Pilot

Core Mechanic: Blood Offering & Righteous Fury

Church Caskets channel suffering into power through the Blood Offering system and scale infinitely through Righteous Fury.

The Church playstyle revolves around aggressive trades: sacrifice your own HP for devastating burst damage, protect allies to build Righteous Fury stacks, and turn suffering into absolution. High risk, high reward martyrdom.

10 Faction Cards (Players Choose 6)

CORE CARD 1

Blood Offering

Type: Gambit | SP: 0 | Range: Self

Effect: Discard 1 card from top of your deck (self-harm). Your next attack this turn: +3 damage, ignores 1 Defense, and -1 to target number (easier to hit). LIMIT: You can only play 1 Blood Offering per turn.

⚖️ Balance Note: Reduced from "discard 2 cards" to "discard 1 card" to improve campaign viability without removing high-risk playstyle.

"Pain purifies. Blood absolves. Sacrifice ensures the strike."

CORE CARD 2

Martyrdom Protocol

Type: Reactive Defense | SP: 0

Effect: When an ally within 2 hexes would take damage, redirect that damage to yourself instead. Gain 1 Heat.

"I will bear your sins."

CORE CARD 3

Righteous Fury (Passive)

Type: Passive Ability | SP: N/A

Effect: Each time an allied Casket is destroyed this mission, gain +1 damage to all attacks permanently. Maximum +3 damage from this effect. (Balance Update Oct 19: Capped at +3 - previously infinite)

"Their sacrifice will not be wasted."

CORE CARD 4

Divine Judgment

Type: Attack (Execute) | SP: 4 | Range: Melee (1 hex)

Effect: Deal 8 damage, ignore 1 Defense. On Miss: Recover 2 SP and gain "Judgment Delayed" (+3 damage to next attack).

"Judgment delayed is judgment magnified."

CORE CARD 5

Consecrated Ground

Type: Utility (Zone) | SP: 3

Effect: Create 3-hex radius healing zone centered on you until end of round. Allied Caskets in zone recover 2 cards from discard at start of their turn.

"Stand in the light. Be redeemed."

CORE CARD 6

Last Rites

Type: Reactive (Death Trigger) | SP: 0

Effect: When an allied Casket within 3 hexes is destroyed (deck reaches 0), immediately recover 5 cards from discard and draw 2 cards.

"Their souls empower mine."

CORE CARD 7

Divine Guidance

Type: Accuracy Buff | SP: 1 | Range: Self

Effect: Your next attack this turn: -2 to target number (easier to hit). If it hits, apply "Blessed" status to target (all allies' attacks against this target: -1 to target number until end of round).

"The Harmony guides my hand."

CORE CARD 8

Martyrdom's Certainty

Type: Accuracy Buff (Self-Harm) | SP: 0 | Range: Self

Effect: Discard 1 card from deck. Your next attack cannot miss (auto-hit) but deals -2 damage.

"I give my blood so that justice strikes true."

CORE CARD 9

Zealot's Focus

Type: Attack Enhancement | SP: 0 | Range: Self

Effect: Reroll 1 Attack Die on your next attack this turn. (2 copies in deck)

"Failure is not an option when faith burns bright."

CORE CARD 10

Righteous Wrath

Type: Attack (Auto-Hit) | SP: 3 | Range: Melee (1 hex)

Effect: Deal 5 damage. This attack cannot miss. If target has killed an ally this mission, deal 7 damage instead.

"You killed my brother. Now face holy retribution."

CORE CARD 11

Confession Under Duress

Type: Debuff | SP: 2 | Range: 2 hexes

Effect: Target enemy's next attack: +2 to target number (harder for them to hit). Draw 1 card.

"Speak your sins, and your aim will falter."

CORE CARD 12

Point-Blank Execution

Type: Attack (Auto-Hit) | SP: 3 | Range: 1 hex (adjacent only)

Effect: Deal 6 damage. This attack cannot miss. If attacking from rear arc (hex 4), deal 8 damage instead.

"Muzzle pressed to steel. The Harmony demands payment."

CORE CARD 13

Divine Judgment (Revised)

Type: Attack (High-Cost, Miss Compensation) | SP: 4 | Range: Melee (1 hex)

Effect: Deal 8 damage, ignore 1 Defense. On Miss: Recover 2 SP and gain "Judgment Delayed" status (+3 damage to next attack).

"Judgment delayed is judgment magnified."

Support Units (6 Total)

Starter Units

1. Flagellant Pack (2 slots)

HP: 6 | Movement: 4 | Defense: 0

Hooded zealots in tattered crimson robes who embrace pain as redemption. They self-flagellate for +2 damage buffs, gain Frenzy counters from taking damage (+1 damage each, max +5), and execute suicidal Martyrdom Charges dealing 8 damage when critically wounded. Trade HP for devastating melee pressure.

2. Penitent Squad (2 slots)

HP: 8 | Movement: 3 | Defense: 1

Disciplined infantry in gray robes and heavy armor seeking redemption through honorable combat. Form shield walls granting Caskets +2 Defense when adjacent. Excel at flanking (5-6 damage from rear arc). Execute Righteous Fury attacks (7 damage, ignore 1 Defense) when avenging fallen allies. Make final desperate strike on death (+1 damage to all allies).

3. Relic Bearers (3 slots)

HP: 10 | Movement: 2 | Defense: 2

Six pilgrims carrying a massive Tesla Cross radiating Soulstone energy. Passive aura deals 2 damage per turn to all enemies within 2 hexes. Create 3-hex Consecrated Ground zones granting allies +1 Defense and +1 damage. Divine Judgment pulses 4 damage to all enemies within 3 hexes (ignore Defense). Slow but devastating zone control.

Unlockable Units

4. Aspirant Pilot (3 slots) - Unlock: Complete 3 missions

HP: 12 | Movement: 4 | Defense: 2

Young warrior in prototype mini-Casket armor proving their worth. Gains Glory counters for each enemy killed (+1 damage per counter, max +3). Can overcharge prototype reactor (deal 3 self-damage for +3 damage on next 2 attacks). Executes Reckless Assaults for 8 damage when buffed. If survives with 3 Glory, grants 50 bonus Credits.

5. Martyr's Choir (3 slots) - Unlock: Build Sanctum in settlement

HP: 7 | Movement: 2 | Defense: 1

Seven monks singing otherworldly hymns amplified by Soulstone resonators. Passive aura: enemies within 4 hexes lose 1 SP per turn, allies gain +1 SP. Can debuff targets (-2 to attacks, movement costs +1 SP). Resurrect 1 destroyed support unit per battle. Unleash Cacophony of Guilt (3 psychic damage, discard 1 card). Double all hymn effects when commanded to Hold.

6. Absolution Engine (4 slots) - Unlock: Defeat Cardinal Sin

HP: 20 | Movement: 1 | Defense: 3

Towering walking cathedral powered by Soulstone reactor. Massive 3-hex passive aura: enemies take 2 fire damage per turn, allies gain +1 Defense and recover 1 HP per turn. Divine Immolation deals 6 damage + 2 Burn counters to all enemies in 4 hexes while healing allies 3 HP. Ultimate "Judgment Day" deals 10 damage to everything in 5 hexes (once per battle). Leaves Consecrated Ground tokens as it moves. Explodes on death for 8 damage to everything within 4 hexes.

Schisms & Renegade Orders

Like all powerful factions, the Church of Absolution has fractured into rival sub-orders over theological disputes. These Schisms enable mirror matches...Church vs Church, martyr vs heretic. Both sides pilot the same Caskets and use similar tactics, but their reasons differ profoundly.

The Scourged (Renegade Order)

Ideology: Pain IS salvation, not a path to it. Suffering itself is divine.

Schism Event: The Flagellation of Year 89 - Brother Caelix returned from a suicidal mission against Chitinous hives, but his Casket was so damaged it couldn't be piloted without constant agony. He declared this torment was "the Engine's true blessing" and founded a heretical sect believing that maximizing suffering...not killing efficiently...brings absolution.

Philosophy:

Visual Distinction: Scourged Caskets are covered in self-inflicted damage...exposed wiring, deliberately broken armor plating, pilots visible through cracked capsules. They pilot deliberately malfunctioning Caskets to maximize suffering.

Tactical Differences:

Why They Fight the Church: The Scourged view mainstream Church as "false martyrs" who use pain as a tool rather than embracing it as truth. When Scourged and Church meet, it's theological warfare: "You weaponize suffering. We become it."

Gameplay Note: Use standard Church deck, but roleplay extreme self-destruction. Scourged pilots ALWAYS Blood Offering turn 1, spam Martyrdom Protocol, and deliberately stand in hazards. High-risk suicidal playstyle.

The Bloodtithers (Rival Order)

Ideology: Absolution requires specific sacrifices...only "worthy" kills count.

Schism Event: The Tithe Doctrine of Year 312 - High Confessor Thalia decreed that killing bandits, beasts, or lesser Remnants "pollutes the Prayer Count." Only killing rival Casket pilots, faction champions, or Abominations counts toward salvation. This caused a theological rift when she executed a Penitent Knight for "wasting prayers on unworthy targets."

Philosophy:

Visual Distinction: Bloodtither Caskets have ornate kill-count scripture on their armor, but only elite kills are recorded. They wear crimson-and-gold livery instead of standard gray.

Tactical Differences:

Why They Fight the Church: Bloodtithers view mainstream Church as "diluting the purity of penance" by counting bandit kills and beast slaughter as salvation. When they fight each other, it's ideological: "Your prayers are lies. Only blood of equals counts."

Gameplay Note: Use standard Church deck, but focus Divine Judgment and aggressive dueling. Ignore Swarm enemies unless forced. Bloodtithers fight "honorably" (no cheap shots, always 1v1 when possible).

Faction Relations

Faction Status Notes
Elven Verdant Covenant WAR Betrayal at Roothold. Church burned sacred forests in Year 223.
Dwarven Forge-Guilds COLD Trade partners but mutual distrust. Forge-Guilds supply weapons.
The Ossuarium HOSTILE Theological opposition. Necromancy is heresy against natural order.
The Wyrd Conclave WAR Silent Massacre. Fae trickery mocks faith and order.
Nomad Collective CORDIAL Church needs scouts. Nomads need protection. Symbiotic relationship.
The Exchange FRIENDLY Primary weapons supplier. War is profitable for both parties.
Vestige Bloodlines HOSTILE Mutation is corruption. Must be purged to protect humanity.

Recommended Builds

Aggressive Martyr (Confessor - Scout, 6 SP)

Defensive Support (Martyr - Assault, 5 SP)

Self-Harm Berserker (Crusader - Heavy, 4 SP)

Strategy Notes

Strengths: Highest burst damage in game (Blood Offering + Divine Judgment), scaling damage (Righteous Fury +1 per ally death, max +3), excellent ally protection (Martyrdom Protocol, Consecrated Ground), resource recursion (Last Rites, Consecrated Ground recover cards), flexible builds (melee DPS, ranged support, tank, berserker).

Weaknesses: Self-destructive mechanics (Blood Offering, Flagellant's Zeal harm you), Heat management issues (Martyrdom Protocol generates Heat), relies on allies for some mechanics (Last Rites, Righteous Fury), low sustain without Repair Sigil (self-harm spirals without healing), vulnerable when isolated (support mechanics need team).

Early Game (Turns 1-3): Use Blood Offering turn 1 for alpha strike to establish early pressure. Position aggressively...Martyrdom Protocol lets you tank for allies. Save Consecrated Ground until you're at ~15 HP or allies need healing. Build board presence.

Mid Game (Turns 4-6): Trade HP for positioning and damage (you have healing tools). Use Divine Judgment as execute when enemy reaches 10 HP or less. Protect allies with Martyrdom Protocol to build Righteous Fury stacks. Control key hexes with Consecrated Ground zones.

Late Game (Turns 7+): If Righteous Fury has reached max +3 damage (cap), you dominate the battlefield. Use Flagellant's Zeal for final desperate push (5 burst SP). Absolution if Heat critical (expensive but worth it). Last Rites turns ally deaths into massive card advantage. Blood Offering limited to 1 per turn prevents burst combos. Win through accumulated power and sacrifice. (Balance Update Oct 19: Righteous Fury now caps at +3, 32 HP base)

"We are the dead given purpose. Every wound brings us closer to salvation. Every kill is a prayer answered. This is our penance. This is our absolution." -Sister Vex, The Hollow Penitent

Version 3.0 Optional Rules

The Church of Absolution has unique interactions with the three new v3.0 optional mechanics systems:

Dice Pool Advantage System

Church pilots work normally with the Dice Pool system. Blood Offering and other positioning mechanics can grant Advantage (roll 3 Attack Dice, take 2 highest). See Dice Pool Advantage Rules.

Taint Exploitation System

Church pilots embrace Taint as a resource for martyrdom mechanics:

Church pilots treat Taint accumulation as a resource to manage, not a penalty to avoid. See Taint Exploitation Rules.

Pilot Grit System

Church pilots gain +1 Grit at character creation (Martyrdom Training bonus):

This bonus reflects Church doctrine: suffering builds character, pain purifies, and veterans of martyrdom are forged stronger. See Pilot Grit Rules.

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