Cult of the Black Grail

fc_cultoftheblackgrail
Faction lore

Epidemics of typhus, malaria, typhoid, smallpox, yellow-fever, pneumonia, trench fever, Markisian disease and countless others ravage the trenches and battlefields of the Great War, but they all pale in comparison to the most dreaded of them all: the Black Grail.

Beelzebub, Lord of the Flies, stands apart from the other lords of Hell, who act mainly through their mortal followers. Instead, when he periodically gains supremacy in the bitter power struggles of the archfiends, he sends forth his deadliest curse.

Infused with demonic essence from the bowels of the seventh layer of Hell, where the putrid fortress of Beelzebub stands, spews forth a torrent of demonic hell-flies, scorpions, locusts and other infernal insects. The Hellgate opens and a veritable tidal wave of foulness emerges, flowing across the land at startling speed, consuming everything and leaving indescribable horror in its wake. After nine days the insect swarm exhausts itself, devouring its own in its insatiable hunger.

The Black Grail is indiscriminate in its hatred of all living things: its infections can spread to virtually any living biological matter, which bursts forth with tumours, boils and weeping pustules. Puddles and ponds of melted flesh are left in its wake, endless mouths left screaming in their agony, for the Black Grail destroys the body but leaves the mind intact to suffer. The Scientist-Priests of the Church and the Alchemists of the Sultanate fervently look for a way to inoculate their people against this foulest of diseases, but thus far they are without success. The only answer is to burn the infected settlements with specially-constructed flamethrower tanks that use holy anointing oil as the fuel for their weapons.

But if this is not done, or the countermeasures are too late, what happens next is even worse: bodies of men, horses, dogs, insects and other animals of every kind that are infected by the Black Grail lurch to their feet, driven by a demonic will. Not living, not dead, they become vessels to spread the corruption of their master ever further, forming warbands that strive to find and infect life of any kind. They also gather things that mortals value and bring this loot as well as grisly trophies to the feet of the idols of Beelzebub they erect. Thus the Cult of the Black Grail mocks the devotions of the Faithful and their prayers.

At the head of such warbands stand the knights of the Order of the Fly: those most depraved men and women who willingly embrace the Black Grail and whose devotion Beelzebub finds sufficient. They are granted weapons, armour and equipment corrupted by the hand of the Archfiend in exchange for sacrifices brought to the altars of Beelzebub, which these warbands build wherever they go, objects of grisly horror constructed from the remains of their victims shaped into the form of monstrous flies.

Faction Rules

Infection Markers

Some attacks by the weaponry of the Black Grail causes their opponents to suffer INFECTION MARKERS. These work in a similar fashion to BLOOD MARKERS. INFECTION MARKERScan be used to modify dice rolls exactly like BLOOD MARKERS (i.e. ACTION rolls and injury rolls and used in Bloodbaths). Use a different coloured dice (the more disgusting the better!) to indicate these markers and place them next to the infected model.

A model may have up to six INFECTION MARKERS and six BLOOD MARKERS at the same time. If a model had any INFECTION MARKERS before, but has none when it is Activated, no new ones are added to the model – though it can still be re-infected by further attacks if a model has one or more INFECTION MARKERS when activated, it gains +1 INFECTION MARKERS.

Morale
Fighting against the Black Grail is a terrifying prospect. Enemy Warbands roll Morale Tests with -1 DICE when fighting a Black Grail Warband. The Court Warbands and other Black Grail Warbands ignore this penalty.
The Order of the Fly

When your warband is created, you must choose whether it will be led by a Lord of Tumours or a Plague Knight.

  • Lord of Tumours: Your warband must include a Lord of Tumours when it is created. Your warband may include up to one Lord of Tumours and up to two Plague Knights.
  • Plague Knight: Your warband must include a Plague Knight when it is created and may include up to three.

Captains

Lord of Tumors
md_lordoftumors
Cost:130 Ducats
Availability:0-1
Movement
6"/Infantry
Melee
+4D
Ranged
+1D
Armour
0
Base:50mm/40mm
Keywords:BLACK GRAIL, ELITE, LEADER, TOUGH, STRONG, FEAR
Image:@Scheerlock
Abilities
Undead Fortitude:

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.

Beelzebub's Touch:

If a melee attack by the Lord of Tumours hits the target and causes at least one BLOOD MARKER or INFECTION MARKER, the Lord of Tumours inflicts an additional INFECTION MARKER on the target. Additionally, the Lord of Tumours is never considered unarmed and any of its empty hands count as Trench Clubs.

Equipment

A Lord of Tumours can be equipped with any weapon, armour and equipment from the Black Grail Armoury.

Lore

A high-ranking noble officiant in the Cult of the Black Grail, the Lord of Tumours spreads filth and corruption amongst friend and foe alike. They commune with the Lord of the Flies through a trance-like ecstasy and can channel the very power of the seventh circle of Hell which Beelzebub rules.

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Plague Knight
md_plagueknight
Cost:60 Ducats
Availability:0-1
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
0
Base:32mm
Keywords:BLACK GRAIL, FEAR, ELITE, STRONG
Image:@Scheerlock
Abilities
Undead Fortitude:

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.

Equipment

A Plague Knight cannot be fielded, unless it is equipped with a suit of armour. In addition, a Plague Knight can be equipped with any weapon, armour and equipment from the Black Grail Armoury

Plague Knight Ranks

You may have one rank per Plague Knight if you pay the necessary cost, as indicated.

Knight Ranks
Plague Almoner - 10 Ducats
Limit: 1
This model requires one less BLOOD MARKER/INFECTION MARKER to cause Bloodbath.
Knight Companion of the Fly - 5 Ducats
Limit: 1
Add +1 DICE to Ranged or Melee.
Knight Companion Selection
-
Change
Knight of the Rotten Cross - 5 Ducats
Limit: 1
When acquired, this model may purchase any weapon from the New Antioch or Heretic Legion list. The Knight of the Rotten Cross cannot give its weapon away but can purchase a new one if the old one is lost.
Rotten Cross Expanded Armoury Option
-
Change
Lore

Ranking lowliest in the nobility of the Black Grail, these armoured great warriors were once truly depraved worshippers Beelzebub. When the Black Grail came for them, they willingly submitted themselves to the authority of the Lord of Flies. As a result they retain a semblance of sentience and the ability to wield weapons as they did in life. They aspire to win favour in the eyes of Beelzebub and one day be promoted in the hierarchy of the Order of the Fly.

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Elite

Corpse Guard
md_corpseguard
Cost:55 Ducats
Availability:0-3
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Base:32mm
Keywords:BLACK GRAIL, ELITE, FEAR
Image:@Scheerlock
Abilities
Undead Fortitude:

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.

Parasitic Tick:

If the Corpse Guard inflicts one or more BLOOD MARKERS or INFECTION MARKERS with a melee attack on a non-BLACK GRAIL model, it can remove one of its own BLOOD or INFECTION MARKERS.

Black Grail Bodyguard:

If a BLACK GRAIL model within 1” of the Corpse Guard is hit, the Corpse Guard can redirect the hit to itself. The injury and any additional effects of the attack are resolved against the Corpse Guard instead of the original target. This ability cannot be used against BLAST weapons.

Equipment

Corpse Guard can be equipped with any weapon, armour and equipment from the Black Grail Armoury.

Lore

Only the strongest human devotees can survive the blessings of the Black Grail. The ones that do are inducted into the ranks of the Corpse Guard, bodyguards to the nobility of the Black Grail. If they serve with distinction, they may one day join the ranks of the Infernal Nobility.

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Plague Knight
md_plagueknight
Cost:60 Ducats
Availability:0-2
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
0
Base:32mm
Keywords:BLACK GRAIL, FEAR, ELITE, STRONG
Image:@Scheerlock
Abilities
Undead Fortitude:

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.

Equipment

A Plague Knight cannot be fielded, unless it is equipped with a suit of armour. In addition, a Plague Knight can be equipped with any weapon, armour and equipment from the Black Grail Armoury

Plague Knight Ranks

You may have one rank per Plague Knight if you pay the necessary cost, as indicated.

Knight Ranks
Plague Almoner - 10 Ducats
Limit: 1
This model requires one less BLOOD MARKER/INFECTION MARKER to cause Bloodbath.
Knight Companion of the Fly - 5 Ducats
Limit: 1
Add +1 DICE to Ranged or Melee.
Knight Companion Selection
-
Change
Knight of the Rotten Cross - 5 Ducats
Limit: 1
When acquired, this model may purchase any weapon from the New Antioch or Heretic Legion list. The Knight of the Rotten Cross cannot give its weapon away but can purchase a new one if the old one is lost.
Rotten Cross Expanded Armoury Option
-
Change
Lore

Ranking lowliest in the nobility of the Black Grail, these armoured great warriors were once truly depraved worshippers Beelzebub. When the Black Grail came for them, they willingly submitted themselves to the authority of the Lord of Flies. As a result they retain a semblance of sentience and the ability to wield weapons as they did in life. They aspire to win favour in the eyes of Beelzebub and one day be promoted in the hierarchy of the Order of the Fly.

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Infantry

Amalgam
md_amalgam
Cost:140 Ducats
Availability:0-1
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Base:60mm
Keywords:BLACK GRAIL, FEAR, TOUGH, STRONG
Image:@The Grimdark Compendium
Abilities
Toxic:

This model ignores any additional BLOOD MARKERS caused by the Keyword GAS.

Corpulent:

An Amalgam is a vast bulk of diseased flesh and is extraordinarily difficult to kill. Injuries against the Amalgam are rolled with -2 DICE.

Trample:

Once during its Activation, the Amalgam may make an extra Melee Attack ACTION against a Downed enemy model on a 32mm or smaller base. Resolve the attack as if the Amalgam was armed with a Trench Club. This attack ignores armour as the Amalgam stomps their enemies into pulp.

Trample:

Enemy models never get free attacks against the Amalgam when it Retreats. Additionally, the Amalgam can move out of Melee Combat using its Standard Move, Charge and Dash.

Equipment

The amalgam has six functional arms. They can carry six one-handed weapons or three double-handed weapons, or any combination thereof, as long as the six arms can carry them. The amalgam uses the Black Grail Armoury for weapons – it never carries any other gear except weapons, though one of its arms may carry a single trench shield (representing pieces of armour it has absorbed). It may not carry Grenades and it can only wield up to two weapons with the same name. The Amalgam can take a Ranged Attack ACTION once per Activation with each ranged weapon it is equipped with and it can take a Melee Attack ACTION once per Activation with each melee weapon it is equipped with. None of its weapons are off-hand weapons. The Amalgam cannot benefit from Shield Combo.

Lore

An Amalgam is a huge, shambling mass of dozens of bodies of infected fallen enemy warriors, insects, mammals and any other living creatures that had the misfortune of succumbing to the agonising blessings of the Black Grail together. These shoggoths shamble across the battlefield like walking mountains of corpulent, diseased flesh, its flailing arms still wielding weapons its victims used in life. Anyone or anything unfortunate enough to be in its path is crushed into a disgusting pulp beneath its elephantine feet.

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Grail Thrall
md_grailthrall
Cost:25 Ducats
Availability:Unlimited
Movement
5"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Base:25mm
Keywords:BLACK GRAIL, FEAR
Image:@Scheerlock
Abilities
Undead Fortitude:

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.

Overwhelming Horde:

For each friendly BLACK GRAIL model within 3” of the model, it gains +1 DICE to its Melee attack rolls, up to maximum +4 DICE.

Equipment

Thralls cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed.

Lore

The boons of the Black Grail lead slowly but surely down the path of utter corruption. Only very few of the chosen can withstand the blessings of the Lord of the Flies. Most are turned into Grail Thralls, and join the endless legions of empty, hollowed-out and diseased husks who must obey the whims of the Black Grail nobles for all eternity, while suffering the torment of their countless supernatural infections.

Thralls come in two varieties: Grail Thralls that have become almost impervious to pain and Fly Thralls, controlled by the gargantuan hell-flies that have buried their proboscis deep into the central nervous system of their victims, allowing far greater mobility in exchange for less resistance to pain.

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Fly Thrall
md_grailthrall_flythrall
Cost:25 Ducats
Availability:Unlimited
Movement
6"/Flying
Melee
-1D
Ranged
0D
Armour
0
Base:25mm
Keywords:FEAR, BLACK GRAIL
Image:@Scheerlock
Abilities
Overwhelming Horde:

For each friendly BLACK GRAIL model within 3” of the model, it gains +1 DICE to its Melee attack rolls, up to maximum +4 DICE.

Equipment

Thralls cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed.

Lore

The boons of the Black Grail lead slowly but surely down the path of utter corruption. Only very few of the chosen can withstand the blessings of the Lord of the Flies. Most are turned into Grail Thralls, and join the endless legions of empty, hollowed-out and diseased husks who must obey the whims of the Black Grail nobles for all eternity, while suffering the torment of their countless supernatural infections.

Thralls come in two varieties: Grail Thralls that have become almost impervious to pain and Fly Thralls, controlled by the gargantuan hell-flies that have buried their proboscis deep into the central nervous system of their victims, allowing far greater mobility in exchange for less resistance to pain.

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Herald of Beelzebub
md_heraldofbeelzebub
Cost:50 Ducats
Availability:0-4
Movement
10"/Flying
Melee
0D
Ranged
0D
Armour
0
Base:40mm
Keywords:BLACK GRAIL, SKIRMISHER, FEAR
Image:@Scheerlock
Abilities
Infected Proboscis:

Heralds do not suffer penalties for fighting unarmed, and they cause INFECTION MARKERS with their unarmed attacks instead of BLOOD MARKERS. If this attack inflicts an INFECTION MARKERS on a non-BLACK GRAIL enemy model, the Herald can remove one of their own BLOOD MARKERS.

Toxic:

This model ignores any additional BLOOD MARKERS caused by the Keyword GAS.

Equipment

Heralds can be equipped with any ranged weapon from the Black Grail Armoury. They cannot be equipped with any other items, except for Compound Eyes Helmets or a single Grail Devotee. When they fight unarmed in Melee Combat, the attack is always modified by Infected Proboscis. One Herald can have the Maddening Buzz ability (see below) at the cost of +10 ducats.

Upgrades
Maddening Buzz - 10 Ducats
Limit: 1
Every ACTION taken by non-BLACK GRAIL models within 8” of a Herald is considered RISKY. Note: This does not affect non-ACTION rolls such as Charge distance rolls, nor does it affect ACTIONS that do not require a roll on the Action Success Chart.
Lore

Some victims of the Black Grail suffer a far worse fate than becoming a Thrall. They are bestowed with the black honour by being melded with hell-flies, growing into a grotesque winged insect made of bloated flesh. After this torturous metamorphosis they take to air as Heralds of Beelzebub, the winged squires and scouts of the Order of the Fly. Their vestigial human bodies are still conscious as they are slowly eaten from within to be used as fuel by the Herald, all the while their warped bodies fight for the glory of Hell against their will.

The Heralds are the vanguard in any assault of the Black Grail, and the ear-numbing otherworldly drone of their wings strikes terror in any defender, breaking their focus and sapping their willpower. Heralds wield discarded weapons, contaminated with horrible worms that churn through them, which in turn infect their victims. Each diseased bullet has sentience of its own, finding even the smallest chink in any armour, burrowing into the nervous system and liquefying the internal organs from within.

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Hounds of the Black Grail
md_houndsoftheblackgrail
Cost:55 Ducats
Availability:0-3
Movement
8"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Base:30x60mm
Keywords:BLACK GRAIL, FEAR
Image:@Scheerlock
Abilities
Undead Fortitude:

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.

Frightening Speed:

Hounds roll to Dash with +1 DICE and they do not suffer any penalties to movement after they Stand from being Down.

Disease Carrier:

If an enemy model is Activated while in Melee Combat with a Hound, that model suffers one INFECTION MARKER.

Equipment

The Hounds cannot be equipped with any weapons, armour or equipment. They do not suffer penalties for fighting unarmed. At the cost of +5 ducats, they cause INFECTION MARKERS with their unarmed attacks instead of BLOOD MARKERS.

Upgrades
Infectious Hound - 5 Ducats
This model causes INFECTION MARKERS with their unarmed attacks instead of BLOOD MARKERS.
Lore

Parasitic carcasses of canines infested with maggots and flies spawned from the body of Beelzebub himself. Their unholy mission is to prowl No Man’s Land and spread diseases and pestilence in the name of their dark master.

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Mercenaries

Scripture Guardian
md_scriptureguardian
Cost:7 Glory
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
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.
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Sin Eater
md_sineater
Cost:6 Glory
Availability:0-1
Movement
6"/Infantry
Melee
+2D
Ranged
0D
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.

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Armoury

Melee Weapons
Bayonet
2 Ducats
BAYONET LUG only
Beelzebub's Axe
30 Ducats
LIMIT: 1
Elite only
Double-Handed Blunt Weapon
10 Ducats
Greatsword / Greataxe
12 Ducats
Knife / Dagger
1 Ducats
Plague Blade
7 Ducats
LIMIT: 2
Elite only
Trench Polearm
7 Ducats
Plague Knight only
Sword / Axe
4 Ducats
Trench Club
3 Ducats
Ranged Weapons
Bolt-Action Rifle
10 Ducats
Corruption Belcher
30 Ducats
LIMIT: 2
Gas Grenades
10 Ducats
Infested Rifle
15 Ducats
Machine Gun
50 Ducats
LIMIT: 1
Amalgam only
Musket
5 Ducats
Parasite Grenades
15 Ducats
Pistol / Revolver
6 Ducats
Putrid Shotgun
20 Ducats
LIMIT: 2
Shotgun
10 Ducats
Viscera Cannon
50 Ducats
LIMIT: 2
Elite only
Armour
Black Grail Shield
20 Ducats
Elite only
Reinforced Armour
40 Ducats
Elite only
Standard Armour
15 Ducats
Trench Shield
10 Ducats
Equipment
Combat Helmet
5 Ducats
Compound Eyes Helmet
10 Ducats
LIMIT: 3
Herald of Beelzebub, Elite only
Field Shrine
2 Glory
Grail Devotee
15 Ducats
LIMIT: 2
Herald of Beelzebub, Elite only
Musical Instrument
15 Ducats
LIMIT: 1
Troop Flag
10 Ducats
LIMIT: 1
Unholy Relic
15 Ducats
Elite only
Unholy Trinket
15 Ducats
Exploration Only
Armour of the Fly
7 Glory
LIMIT: 1
Elite only
Beelzebub's Embrace
15 Glory
LIMIT: 1
Elite only
Cup of Filth
4 Glory
LIMIT: 1
Knighthood
4 Glory
LIMIT: 1
Elite only
Locust Spitter
6 Glory
LIMIT: 1
Trench Dog
1 Glory
LIMIT: 1
Trench Dog (Hellhound)
2 Glory
LIMIT: 1

Variants