Court of the Seven-Headed Serpent

fc_courtofthesevenheadedserpent
Faction lore

Jutting from eternally belching plumes of stinking, corrosive smoke is the Iron City of Dis; and atop its shrieking, black keep can be found the Infernal War Council. There sits seven of the greatest, most wicked and cunning of Arch-Devils, each representing one of the Seven Mortal Sins made manifest. They are the rulers of the Court of the Seven-Headed Serpent which oversees Hell’s war against Creation on Earth. Each is known as one of the Heads of the Serpent, and ultimately it is their commands that dictate all the military forces of the Great War in the service of the infernal hierarchy.

In this twisted, treacherous and ever-shifting political arena, even the mightiest of Devils rarely sit at the great War Council for long. Towering statues of the Serpent Heads representing Wrath, Envy, Pride, Gluttony, Greed, Sloth and Lust are erected in Dis by slavering work gangs of yoke fiends, only to be torn down again and crushed into rubble as new Devil Lords rise to the pinnacle of power by trampling over their rivals.

The hierarchy of the Court is anything but stable: only Mammon is said to have held the position of the Serpent Head of Greed almost without break for the duration of the entire Great War. Other positions have seen a bewildering parade of dukes, marquises, margraves, barons and baronesses, paramounts, princes, lords, ladies, earls and myriad other high nobles that make up the infernal hierarchy. This whirlwind of political glory, followed by utter ruin, is reflected as shifts of power amongst their mortal followers on earth. The Council operates on majority vote and often with the thinnest of margins. It takes very little for an ambitious prince or princess of Hell to make so many enemies that they are deposed and their wings torn, forced them to begin their ascent from the bottom once more, with the mockery of their rivals burning them like venom.

Countless envious pretenders work against the Heads of the Serpent, seeking to replace them and gain the glory and prestige that comes with such a lofty position. The might of the demons also waxes and wanes based on how many mortal followers they can corrupt to their cause, and thus there is a constant change in which demon lords can don one of the seven serpent-headed crowns.

While Beelzebub is the most powerful Devil of Gluttony by far, the Lord of the Flies scorns his rightful place at the Court, waging his battle against creation through his Black Grail instead. This leaves his seat open so the lesser fallen angels can struggle for the honour of sitting on the Hungry Throne.

Upon the commands of the Court, the warbands of Hell gather at the Hellgate and strike out to blight our unhappy world. Yoke fiends muster under the banners of their praetors and sorcerers. The shattered forms of the Hell Knights are forced into their suits of armour, emerging from their fiery tombs where their bodies are kept crushed under mighty, ever-turning slabs of black basalt while they are not serving in the war effort. Desecrated Saints are brought forth to act as unholy war altars that pollute and pervert the land which they travel over. Ahead of the warbands fly Pit Locusts, the clatter of their wings heralding the coming of the Court, their poison stings leaving burns that cannot be healed. And sometimes, when the deathly omens in Hell’s burning sky and black stars are favourable, a Hunter of the Left-hand Path will join a warband as they strike out from the Mouth of Hell. As the warband marches to join the Great War, joyous and triumphant music played by unseen hands can be heard at these times, for taking part in one of these hunts is seen as a great privilege within the Sheol.

Before most warbands, the whips of the yoke fiends drive living human slave soldiers of the Court known as the wretched. These unfortunate souls possess not a drop of demon blood. They act as disposable shock troops or are used as subjects of torture to power the Goetic magic of the sorcerers and other users of the dark arts. Captured during one of the hunts of the Court, sold to the devils in the heretic domains or having the misfortune to have foolishly pushed through in the places where the borders of the world are thin, their minds are scarred by witnessing the horror of damnation while still alive. Willing to do anything to escape their fate a million times worse than death, they grasp at the thinnest of straws. Should a wretch bring down a mighty opponent, the Law of Hell is clear: the mortal will gain its freedom, in memory and honour of the First Rebellion when there was war in Heaven and blood of the angels painted the firmament red.

The Court and the Great War

When the Gate of Hell was opened by the Ultimate Heresy of the Templars, it was the warbands of the Court that poured out and took the Levant by the storm, long before the first Heretic Legion was ever formed. They fell upon the people of the Middle East, Asia and Europa. They crushed the mortal armies sent against them like fire burning dry chaff. Only at Antioch and at the Iron Wall were they eventually checked, though at a terrible cost. Meanwhile, awed even by these least of Hell’s servants, countless men and women fell to their knees at the sight of the dark splendour of the Court and worshipped them as gods. Those with truly wicked hearts were spared and they became the first heretics. Eventually their numbers would swell into the millions who now fill the teeming cities and domains under the shadow of the Hellgate.

Being both of the material world and of the world of spirit, the Court’s foot soldiers can march to make war on Earth without a fear of divine retribution as they do not break the Covenant of Hell. The Court also carefully limits the size of these warbands, so that most of the suffering and dying of the Great War is done by mortals, both to spite the God-Tyrant YHWH, but also to enhance their own power, as more humans are corrupted and die in the rebellion, the more God’s plan is disturbed and the greater the power of the devils waxes.

The missions of the Court against the Faithful do not follow the same logic as one a mortal commander might have. A mighty praetor could strike at a militarily insignificant village only to kill a new-born future saint, betray their own mortal followers by suddenly falling upon some unsuspecting heretic settlement or even clash with a warband of a rival Head of the Serpent. The wise do not question the motives of Hell’s rage and Heretics accept these occasional attacks against their forces as a fitting judgement for their lack of success in the war against the Faithful.

Faction Rules

Nobles of the Court
Your warband must include a Praetor OR a Sorcerer as your leader when it is created. If you select a Praetor as your leader you may include up to one Sorcerer in your warband and vice versa.
Goetic Powers and Spells

Many of the warriors of the Court have access to Goetic abilities – Powers and Spells which use the suffering of mortals as spiritual energy to unleash the reality-bending powers of the Demons. As God’s plan for the universe is disrupted and perverted, the infernal sorcerers and other demonic creatures can use the released primordial energy of Creation to alter reality. Demons have to be quick, however: God’s omnipotence will soon reassert itself and the opportunity for Demons to disturb the world is lost. Thus infernal creatures have a continuous and growing need for human sacrifices, pain and endless warfare to enable their supernatural powers.

Goetic Spells are marked with the Keyword GOETIC (x) where the number in brackets indicates how many BLOOD MARKERS will have to be spent to trigger the effect of the Spell. If multiple numbers or a range of numbers are listed in the brackets, any one of those numbers can be chosen. These BLOOD MARKERS can be taken from any model currently taking part in the battle, be they friendly or enemy models. However, they must come from models that do not have the Keyword DEMONIC or BLACK GRAIL.

BLOOD MARKERS used this way are removed from the game and the described effect of the Goetic Spell or ability then takes effect as described – no ACTION roll is needed, unless outlined in the spell. Despite not requiring an ACTION roll, Goetic Spells are ACTIONS and, as with other ACTIONS, spells can only be used by the model once per Activation. Some Goetic Powers are not marked with the Keyword GOETIC (x). These powers are typically passive abilities.

Seven Deadly Sins

Many of the warriors of the Court have access to a selection of devastating Spells and other Powers as detailed in the list below which can be purchased at the indicated cost when the model is initially purchased. Depending on the type of model and which Deadly Sin the warband is dedicated to, the selection available to you may vary. All such limitations are clearly marked below.


Goetic
Burning Inferno - 15 Ducats
As a Ranged Attack ACTION with GOETIC (1-3) spell the Sorcerer opens a portal to the Lake of Fire and draws forth a great screaming ball of infernal lava mixed with damned souls. Select a 1x1mm point within 36” that the Sorcerer can see. Next, make a ranged attack ACTION: this attack suffers penalties for Long Range but not for Cover. If the roll fails (i.e. you roll 6 or less), the fireball lands 1” away from its intended location, multiplied by the number representing the degree of failure (for example, if you rolled 5, the fireball lands 2” away, as 7-5=2). The direction is decided by your opponent. The Burning Inferno has the Keyword BLAST X”, where X is the amount of BLOOD MARKERS spent. Additionally, if the Burning Inferno lands directly on top of a model, it ignores that model’s armour. This attack has the Keyword FIRE.
Slavemaster - 10 Ducats

As a GOETIC (1) spell, this model can command any friendly Yoke Fiend within 12” to do one of the following:

  • Move: The Yoke Fiend takes a Standard Move ACTION of up to 6”.
  • Ranged Attack: The Yoke Fiend takes a Ranged Attack ACTION with any Ranged weapon it has.
  • Melee Attack: The Yoke Fiend takes a Melee Attack ACTION.
  • Sacrifice: The Yoke Fiend kills itself (it is removed from the board immediately as a casualty).

Warband Options

Seven Deadly Sins
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Change

Captains

Praetor
md_praetor
Cost:115 Ducats
Availability:0-1
Movement
8"/Flying
Melee
+3
Ranged
+3
Armour
0
Base:50mm
Keywords:TOUGH, STRONG, FEAR, THE COURT, DEMONIC, LEADER, ELITE
Image:@Darius_minis
Abilities
Goetic Power:

You may purchase up to two GOETIC Powers or Spells for the Praetor (or only one if you command a Wrath Warband).

Equipment

The Praetor can be equipped with any weapons, armour and equipment from the Court Armoury.

Goetic
Slavemaster - 10 Ducats

As a GOETIC (1) spell, this model can command any friendly Yoke Fiend within 12” to do one of the following:

  • Move: The Yoke Fiend takes a Standard Move ACTION of up to 6”.
  • Ranged Attack: The Yoke Fiend takes a Ranged Attack ACTION with any Ranged weapon it has.
  • Melee Attack: The Yoke Fiend takes a Melee Attack ACTION.
  • Sacrifice: The Yoke Fiend kills itself (it is removed from the board immediately as a casualty).

Lore
Praetors are demonic commanders and magistrates within a small corner of the fiefdom of a mighty Arch-Devil or Demon Lord. Each commands small cohorts at their liege’s behest, raised from the denizens within the ever-shifting domains of Hell. Yoke devils muster at their command and Hell Knights bound to blind obedience bend their knees to these field commanders of Hell.
Sorcerer
md_sorcerer
Cost:75 Ducats
Availability:0-1
Movement
6"/Flying
Melee
+1
Ranged
+1
Armour
0
Base:50mm
Keywords:THE COURT, DEMONIC, ELITE, FEAR
Image:@Darius_minis
Abilities
Goetic Magic:

You may purchase up to three GOETIC Spells or Powers for the Sorcerer and must purchase at least one.

Blessings of the Serpent Moon:

This GOETIC (2/4/6) Spell can be cast immediately before an injury is rolled for the Sorcerer. If it is, deduct 1 from the injury result for every two BLOOD MARKERS spent. This Spell can be cast outside of this model’s Activation.

Equipment

The Sorcerer can be equipped with any melee weapon, armour and equipment from the Court Armoury.

Goetic
Burning Inferno - 15 Ducats
As a Ranged Attack ACTION with GOETIC (1-3) spell the Sorcerer opens a portal to the Lake of Fire and draws forth a great screaming ball of infernal lava mixed with damned souls. Select a 1x1mm point within 36” that the Sorcerer can see. Next, make a ranged attack ACTION: this attack suffers penalties for Long Range but not for Cover. If the roll fails (i.e. you roll 6 or less), the fireball lands 1” away from its intended location, multiplied by the number representing the degree of failure (for example, if you rolled 5, the fireball lands 2” away, as 7-5=2). The direction is decided by your opponent. The Burning Inferno has the Keyword BLAST X”, where X is the amount of BLOOD MARKERS spent. Additionally, if the Burning Inferno lands directly on top of a model, it ignores that model’s armour. This attack has the Keyword FIRE.
Slavemaster - 10 Ducats

As a GOETIC (1) spell, this model can command any friendly Yoke Fiend within 12” to do one of the following:

  • Move: The Yoke Fiend takes a Standard Move ACTION of up to 6”.
  • Ranged Attack: The Yoke Fiend takes a Ranged Attack ACTION with any Ranged weapon it has.
  • Melee Attack: The Yoke Fiend takes a Melee Attack ACTION.
  • Sacrifice: The Yoke Fiend kills itself (it is removed from the board immediately as a casualty).

Lore
Sorcerers come in many forms and manipulate their own bodies to better cast the mighty spells they are charged with. Some have many arms, others multiple heads or countless alterations and terrible improvements – some self-administered, others by force – based on the whims of the Arch-devil and their cabal of High Sorcerers who lead their Goetic strategy. A Sorcerer’s feet do not touch the ground – a distant echo of their angelic past – but instead float across No Man’s Land, chanting the cruel gospel of Hell as they advance. Their dark wisdom and cunning make them equally capable of leading one of the Court’s warbands or acting as advisors to one of the Praetors as they stride forth into the mortal realms.

Elite

Hell Knight
md_hellknight
Cost:100 Ducats
Availability:0-3
Movement
6"/Infantry
Melee
+2
Ranged
0
Armour
-2
Base:40mm
Keywords:THE COURT, DEMONIC, STRONG, ELITE
Image:@Darius_minis
Abilities
Goetic Power:

You may purchase one GOETIC Power or Spell for the Model.

Blood Magic:

Before rolling an injury caused by the Hell Knight’s melee or ranged attack, it can cast this GOETIC (1) Spell to roll that injury with +1 DICE. When this Spell is used on an injury caused by a BLAST weapon, it applies to every injury caused by that attack ACTION

Equipment

The Hell Knights are always equipped with a suit of Infernal Iron Armour which is included in their cost. This armour can never be removed or lost. Hell Knights can be equipped with any weapons, armour and equipment from the Court Armoury.

Infernal Iron Armour

ModifiersCannot be Ignored
Rules

Injuries against this model are rolled with a flat -2 penalty. This penalty applies against injuries that ignore armour.

Lore

This armour is forged simultaneously in Hell and on Earth, so that no weapon, whether infernal or man-made, can overcome its protection. It serves both as protection and a torturous prison for the Hell Knights that are forced to wear it.

Goetic
Slavemaster - 10 Ducats

As a GOETIC (1) spell, this model can command any friendly Yoke Fiend within 12” to do one of the following:

  • Move: The Yoke Fiend takes a Standard Move ACTION of up to 6”.
  • Ranged Attack: The Yoke Fiend takes a Ranged Attack ACTION with any Ranged weapon it has.
  • Melee Attack: The Yoke Fiend takes a Melee Attack ACTION.
  • Sacrifice: The Yoke Fiend kills itself (it is removed from the board immediately as a casualty).

Lore
The silent battalions of Hell, summoned to serve when the Court of the Seven-Headed Serpent seeks sport, are composed of Hell Knights. Their ever-burning banners stream as they march to war, carrying out the bidding of their masters. They are the bannerets of the High Lords of the Court, champions who respond to foolish mortals daring to challenge the hunting parties of the Serpent’s nobility, who embark on hunting excursions beyond the Gate for their amusement.
Hunter of the Left-Hand Path
md_hunterofthelefthandpath
Cost:110 Ducats
Availability:0-1
Movement
6"/Infantry
Melee
+1
Ranged
+2
Armour
0
Base:32mm
Keywords:THE COURT, DEMONIC, ELITE, INFILTRATOR
Image:@Darius_minis
Abilities
Shadow Walker:

As a Retreat ACTION with GOETIC (2), the Hunter Retreats from Melee Combat without enemy models getting any free attacks against it.

Left-Hand Path:

Once during its Activation, when the Hunter moves into contact with a piece of scenery at least 2” wide, it can cast this GOETIC (2) Spell to walk the path between Hell and Creation. Remove the Hunter and immediately place it into contact with any other piece of scenery over 2” wide on the battlefield, including on top of or inside it. The Hunter then continues its movement as normal. It can cast this Spell again as part of the same movement, spending a BLOOD MARKER each time, but it cannot cast it later as part of a different movement during the same Activation.

This spell can be cast as part of any movement the Hunter takes during its Activation (Standard Move, Retreat, Charge, Dash etc.). If it is cast as part of a Charge, it does not need to take the most direct route possible, but it still selects the target as normal (Line of Sight, within 12” etc.).

Oracle Beast Cloak:

Once per Turn, the Hunter can use this GOETIC (3) after an injury is rolled against it to negate the result (and any other effects caused by the triggering event) entirely. Effects from the triggering event, such as BLAST weapons that originally targeted the Hunter, still affect other models as normal.

Equipment

The Hunter can be equipped with any melee weapons, armour (though not Infernal Armour which would disrupt the powers of the Hunter) and equipment from the Court Armoury. The Hunter always carries the Bow of Lethe as its ranged weapon and it cannot swap or lose this weapon. It always takes the use of one of the arms of the Hunter.

Bow of Lethe

Range24"
Hands
1 Hands (Ranged)
Modifiers+2D to Injuries OR Ignore Armour
Keywords

ASSAULT

Rules

Before rolling an injury for this weapon, choose one of the following effects to apply to that roll:

  • The injury ignores armour.

  • Roll the injury with +2 DICE.

Lore

This bow is grown by the Hunters of the Left-Hand Path out of their own flesh. It can be tipped with a deadly poison made from the blood of the nameless beasts that the Hunters stalk in the wastelands of Hell, or it can shoot one of the iron bolts of Pandemonium that weigh nine tonnes on Earth.

Goetic
Slavemaster - 10 Ducats

As a GOETIC (1) spell, this model can command any friendly Yoke Fiend within 12” to do one of the following:

  • Move: The Yoke Fiend takes a Standard Move ACTION of up to 6”.
  • Ranged Attack: The Yoke Fiend takes a Ranged Attack ACTION with any Ranged weapon it has.
  • Melee Attack: The Yoke Fiend takes a Melee Attack ACTION.
  • Sacrifice: The Yoke Fiend kills itself (it is removed from the board immediately as a casualty).

Lore
The hunters of the Court of the Seven-headed Serpent are followers of the Left-hand Path. They stalk the primordial hinterlands of hell, where they hunt terrifying beasts and perform vile magicks and auguries, using the innards of their still-living prey to discern portents and omens.

Infantry

Desecrated Saint
md_desecratedsaint
Cost:140 Ducats
Availability:0-1
Movement
6"/Infantry
Melee
+3
Ranged
0
Armour
-3
Base:60mm
Keywords:THE COURT, DEMONIC, FEAR, TOUGH, STRONG
Image:@The Grimdark Compendium
Abilities
Demonic Aura:

Depending on which Deadly Sin the warband is dedicated to, the Desecrated Saint emits a powerful aura of that sin.

Equipment

The Desecrated Saint is encased in nigh-impregnable Cocytus Armour reflected on the profile above. This armour cannot be removed or lost. The Desecrated Saint has three functional arms. They can carry up to three melee weapons, only one of which can be a two-handed weapon. The Desecrated Saint can be equipped with any melee weapons from the Court Armoury, and can make a Melee Attack ACTION once per Activation with each melee weapon it is equipped with and suffers no off-hand penaties.

Lore
Desecrated Saints are the most prized possessions of the Lords of Hell: men and women once destined to become saints, great prophets or holy ones according to God’s Plan, but who were led astray and fell from Grace.
Pit Locust
md_pitlocust
Cost:90 Ducats
Availability:0-3
Movement
8"/Flying
Melee
+2
Ranged
0
Armour
-2
Base:30x60mm
Keywords:THE COURT, DEMONIC, FEAR
Image:@Darius_minis
Abilities
Swarming Attack:

When the Pit Locust makes a melee attack, it can make an additional attack with its stinger if it charged during this Activation. Pit Locusts suffer no penalties for fighting unarmed, nor do they suffer penalties or restrictions for making Off-Hand Attacks with their stingers. The first attack made by a Pit Locust has the Keyword SHRAPNEL and therefore causes an additional BLOOD MARKER.

Equipment

A Pit Locust wears a suit of Reinforced Armour which is reflected in its profile above. They can have no other armour, weapons and equipment, except for the Crown of Hellfire. They do not suffer penalties for fighting unarmed.

Reinforced Armour

Rules

Grants a -2 modifier to all injury rolls against the model wearing this armour.

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
Pit Locusts are terrifying, horse-sized winged and armoured creatures with twisted faces resembling humans. They fight with rending blades attached to their limbs and with poison stingers.
Wretched
md_wretched_court
Cost:20 Ducats
Availability:Must be outnumbered by models with the keyword DEMONIC
Movement
6"/Infantry
Melee
-1
Ranged
-1
Armour
0
Base:25mm
Keywords:THE COURT
Image:@Mini Merchant
Abilities
Law of Hell:

If a Wretch manages to take any enemy ELITE model Out of Action or performs a Glorious Deed, it gains its freedom and is immediately removed from the battle and from your warband permanently. It does not count as a casualty, but your warband’s total size for this battle is reduced by one for purposes of Morale.

Equipment
The wretched can be equipped with any melee weapon, armour and equipment from the Court Armoury. None of their weapons, armour or equipment can cost more than 10 ducats each. They must be equipped with at least one weapon.
Lore
These unfortunate souls possess not a drop of demon blood. They act as disposable shock troops or are used as subjects of torture to power the Goetic magic of the sorcerers and other users of the dark arts. Captured during one of the hunts of the Court, sold to the devils in the heretic domains or having the misfortune to have foolishly pushed through in the places where the borders of the world are thin, their minds are scarred by witnessing the horror of damnation while still alive. Willing to do anything to escape their fate a million times worse than death, they grasp at the thinnest of straws. Should a wretch bring down a mighty opponent, the Law of Hell is clear: the mortal will gain its freedom, in memory and honour of the First Rebellion when there was war in Heaven and blood of the angels painted the firmament red.
Yoke Fiend
md_yokefiend
Cost:30 Ducats
Availability:Unlimited
Movement
6"/Infantry
Melee
+1
Ranged
0
Armour
0
Base:32mm
Keywords:THE COURT, DEMONIC
Image:@Darius_minis
Abilities
Hateful:

When a yoke fiend is Activated, if there is an enemy model without the Keyword BLACK GRAIL or DEMONIC within 12” that it can see, it must make a Charge against the closest enemy model without the Keyword BLACK GRAIL or DEMONIC as its first ACTION. If it begins its Activation Down and the above conditions are true, it must stand and then Charge, unless it cannot stand. If it begins its Activation in melee combat, it ignores this ability.

Torturer:

The Yoke Fiend can target friendly non-DEMONIC models within 1” with melee attacks. When it does, it can only make a single melee attack during its Activation.

Equipment

Yoke fiends can be equipped with any melee weapon, armour and equipment from the Court Armoury. They can be equipped with any one ranged weapon from the Court Armoury that costs 30 ducats or less.

Lore
A Yoke Fiend stands some seven to eight feet tall, with layers of shivering fat and muscle branded by their masters, carved by the knives of the Hell-Priests to mark them as property of greater demons. They exhibit bestial features such as horns and hooves of cattle or goats, ape-like limbs with immensely dense bones. They hate seeing their own reflections, as in their heart of hearts they know the beauty and glory they have lost for all eternity.

Mercenaries

Goetic Warlock
md_goeticwarlock
Cost:4 Glory
Availability:0-1
Movement
6"/Infantry
Melee
+1
Ranged
+1
Armour
-2
Base:40mm
Keywords:DEMONIC, FEAR, ARTIFICIAL
Image:@pandemonpaints
Abilities
Goetic Portal:

As a RISKY ACTION with +1 DICE, the Warlock can Teleport up to 6” in any direction into a free space it can see, including into melee with an enemy model. The Warlock may bring a single enemy model that is in Melee Combat with it and has a base size of 32mm or smaller. There must be suitable space for the Warlock (and a possible passenger which must end the teleport in Melee Combat with the Warlock) at its target destination or this teleport automatically fails. It may not teleport out of the battlefield. It may teleport even if it is currently Down, but remains so after the teleportation.

Barbed Embrace:

Enemies cannot Retreat from the Goetic Warlock. Additionally, if a model is able to move out of Melee Combat with the Warlock because of a special ability (such as the Assassin’s Dagger), they cannot.

Goetic Gaze:

This is an ACTION which is modified exactly the same way as a ranged attack, executed against one enemy the Warlock can see within 24”. If successful, the model suffers one BLOOD MARKER. If the success is a Critical Success, the target suffers two BLOOD MARKER instead. This ACTION can be used against enemy models in Melee Combat without having to randomise the target.

Equipment
The Warlock wears Reinforced Armour. A Warlock counts as being armed with two swords in Melee combat – its arms are deadly weapons in their own right. You cannot alter the Warlock’s weapons and equipment in any way.

Sword / Axe

RangeMelee
Hands
1 Hands (Melee)
Keywords

CRITICAL

Lore

Because of the martial traditions of many proud nations and due to the advances in armour technology, swords and axes are extremely popular, especially amongst elite units and officers. They are supremely useful for finishing off downed opponents and causing profusely bleeding wounds.

Reinforced Armour

Rules

Grants a -2 modifier to all injury rolls against the model wearing this armour.

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

Goetic Warlocks are horrific creations from the death factories of the 3rd Circle of Hell, manufactured from captured priests, prophets, vicars, rectors and monks. Fiendish machines first burn their flesh away with hellfire, encasing the still-living skeletons in an infernal suit of armour and stamping them with goetic runes. The process is so agonising that they consent to a demonic pact to bring end to their pain. Thus a new Goetic Warlock is born, ready to hunt the living they once swore to protect.

The mere gaze of the warlock causes necrosis and in close quarters they embrace unsuspecting enemies with their iron claws, using their goetic magic to gate themselves to a secluded location where they can finish their victim by slowly shredding them apart. Their favourite method is by skinning their victims alive and using their gruesome trophies as repulsive vellum to write grimoires and unholy religious texts, or wearing the faces of their victims to power their illusionary spells to confound their enemies.

Due to the rarity of victims required to create Goetic Warlocks, they are only assigned to the Heretic commanders with the greatest renown, need and with the right connections in the twisted web of Heretic politics. Mammon, the great devil of Greed, sells the services of his own personal battalion of Warlocks to the highest bidder.

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

Scripture Guardian has a halved Dash distance (i.e. 3”).

Vengeful Scripture:

The Scripture Guardian reads words from the holy (or unholy!) text it carries. This is an attack ACTION with 18” range, and it can be used in either Melee or as a Ranged attack (though not both during the same Activation). Use Ranged and Melee Characteristics as appropriate. This attack ignores armour and cover. For each BLOOD MARKER the target has, add +1 to the Injury roll. Note that if armed with a melee weapon, both the Melee attack and the use of the Vengeageful Scripture can be used simultaneously.

Equipment
The Scripture Guardian carries a Scripture Scroll. It wears reinforced armour and a helmet. In addition, it has 2 arms that can be made to carry one Melee weapon available to your Warband as long as they have no restrictions (such as ELITE only, Assassins only, LIMIT: 2 etc.). You must pay the appropriate cost as standard.

Combat Helmet

Rules

Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

Lore

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

Reinforced Armour

Rules

Grants a -2 modifier to all injury rolls against the model wearing this armour.

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 are unknown, but rumours claim they are creations of great masters of Kabbalah. Reports of the Scripture Guardians began to circulate in the early days of the Great War. The destruction of Jerusalem upended great cities and unearthed tombs that should never have been disturbed, their occupants now wandering this unhappy land, endlessly reciting the sacred writings entrusted to them in death. Sometimes a lucky expedition to No Man’s Land can find such a creature, and placing a holy text of their own faith into its hands can turn the Scripture Guardian into a potent ally to whomever aligns with the holy (or indeed desecrated) scroll of tome given to its unyielding grasp.

Capable of speaking and reading the One True Language, the Scripture Guardian can unleash the powers it calls upon against anyone its master dictates. It serves its purpose with the single-mindedness of an automaton, unthinking and uncaring. Spoken by the Guardian, the words are empowered with the primordial power of Creation, and can unmake anything, growing in power the longer they target anything in the physical world.
Sin Eater
md_sineater
Cost:6 Glory
Availability:0-1
Movement
6"/Infantry
Melee
+2
Ranged
0
Armour
-2
Base:50mm
Keywords:HERETIC, FEAR, TOUGH, STRONG
Image:@pie_vendor
Abilities
Devour the Guilty:

As a RISKY ACTION, the Sin Eater can attempt to consume a model, friend (in which case the ACTION is not RISKY and is done with +1 DICE) or foe, that is on a 40mm or smaller base and is within 1”. If successful, remove the model from the table and set aside any markers that the model has (BLOOD, INFECTION, BLESSING etc.). While it is devoured the model cannot be targeted by any attack or ability. When Activated, the devoured model may make one melee attack ACTION available to it, but the attack suffers a -3 DICE penalty when rolling to hit. A devoured model counts as being Down for all rules purposes (including Morale) and, if it is still devoured at the end of the battle, it counts as being Out of Action instead.

Whenever the Sin Eater is activated, the devoured model suffers one BLOOD MARKER automatically that cannot be avoided by any means. If the devoured model suffers a BLOOD MARKER in this way when it already has six BLOOD MARKER, it is immediately taken Out of Action and it is no longer considered devoured. If the Sin Eater is taken Out of Action, the devoured model is placed Down where the Sin Eater was. The Sin Eater can only ever have one consumed model in its belly.

Vomit:

The Sin Eater attempts to purge a model it has devoured as an ACTION with +4 DICE. If successful, the model’s controller places the model within 1” of the Sin Eater. If no suitable space exists, the vomit fails and the model remains devoured. The vomited model is Down. The Sin Eater can only use this ACTION if it has a model devoured.

Equipment
The Sin Eater is equipped with Reinforced Armour and a 2-handed Tenderizer Maul. You cannot alter the Sin Eater’s weapons and equipment in any way.

Tenderizer Maul

RangeMelee
Hands
2 Hands (Melee)
Modifiers+1 to Injuries
Keywords

HEAVY

Rules

Its huge reach means that the Sin Eater may make one Melee Attack ACTION against each enemy model it is fighting in Melee.

Reinforced Armour

Rules

Grants a -2 modifier to all injury rolls against the model wearing this armour.

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

Sin Eaters are horrific creatures: once they were mortal men and women, but their overwhelming greed and hunger for human flesh tainted with Sin, combined with the corrupting influence of the Hellgate, has turned them into a form that matches their inner foulness. They’re swollen into monstrous proportions and are always at a point of nearly bursting, yet forever ravenous for more flesh and human sins to devour.

The Sin Eater is one of the very few creatures that Beelzebub approves of outside his own followers due its insatiable gluttony.

Armoury

Melee Weapons
Double-Handed Blunt Weapon
10 Ducats
Greatsword / Greataxe
12 Ducats
Head Taker
15 Ducats
LIMIT: 2
Hellblade
15 Ducats
LIMIT: 3
Knife / Dagger
1 Ducats
Malebranche Sword
50 Ducats
LIMIT: 1
Trench Polearm
7 Ducats
Sword / Axe
4 Ducats
Torture Instrument
8 Ducats
Trench Club
3 Ducats
Ranged Weapons
Arquebus
8 Ducats
Blunderbuss
5 Ducats
Flamethrower
30 Ducats
LIMIT: 2
Gas Grenades
10 Ducats
Heavy Flamethrower
55 Ducats
LIMIT: 1
Incendiary Grenades
15 Ducats
LIMIT: 2
Ophidian Rifle
25 Ducats
LIMIT: 3
Elite only
Pistol / Revolver
6 Ducats
Serpent Assault Gun
50 Ducats
LIMIT: 2
Shotgun
10 Ducats
Armour
Reinforced Armour
40 Ducats
Elite only
Standard Armour
15 Ducats
Trench Shield
10 Ducats
Equipment
Combat Helmet
5 Ducats
Crown of Hellfire
15 Ducats
Elite, Pit Locust only
Gas Mask
5 Ducats
Incendiary Ammunition
15 Ducats
LIMIT: 1
Musical Instrument
15 Ducats
LIMIT: 1
Restraining Muzzle
10 Ducats
LIMIT: 3
Yoke Fiend only
Shovel
5 Ducats
Yoke Fiend, Wretched only
Troop Flag
1 Glory
LIMIT: 1
Unholy Relic
15 Ducats
Unholy Trinket
15 Ducats
Exploration Only
Bestial Skin Cloak
6 Glory
LIMIT: 1
Elite only
Cruel Helmet
2 Glory
LIMIT: 2
Wretched only
Knighthood
4 Glory
LIMIT: 1
Elite only
Koraktor, the Great Tome of Hell
8 Glory
LIMIT: 1
Sorcerer only
Lordship of this World
9 Glory
LIMIT: 1
Sorcerer, Praetor only
Piece of Silver
12 Glory
LIMIT: 1
Elite only
Trench Dog
1 Glory
LIMIT: 1
Trench Dog (Hellhound)
2 Glory
LIMIT: 1