Dirge of the Great Hegemon

In the annals of the Great War two mighty Hegemons of the Black Grail have risen: Yersinia Rex, Emperor of Pestilence, and Febris, the rotting Bride of Beelzebub. Each of them were destroyed, but at an unimaginable cost to the forces of the Great Tyrant YHWH. Even the great Paladin Engelier, the Sword of Heaven, died when confronting the might of a Hegemon.
With the ascension of a Hegemon, the hideous power of the Black Grail is exalted. Beelzebub grows sleek and fat, and like a magnanimous king, bestowing blessings and gifts upon his most favoured children. Beelzebub’s insidious grip over his Grail Thralls greatly increases. They move with more grace and the exalted blessings of the Grail opens their ruined minds, allowing them to truly witness the rotting glory of the Lord of the Flies, enabling them to understand more complex weaponry. In turn, the nobles that make up the ranks of the Order of the Fly are given kingly gifts from their mighty liege.
Full of the ascendant power of the Black Grail, how miserable they become when their Hegemon lord falls in battle. Each Hegemon is unique, and when slain, it can never be re-created. The ecstasy of the Plague Knights in the service of their dread ruler sinks into the deepest despair from which there is no escape. Their strain of the Black Grail is shunned by others of their kind and they are no longer welcome at Ekron, the City of Beelzebub: they are cast out from the Order of the Fly for their failure. The Hegemon’s strain of disease continues spreading and creating thralls, but they are born into a world bereft of their sires, leaving them hopeless and desolated.
The eyes of the Plague Knights continuously weep cold black blood as they cry for their lost Dark Paradise that will never be again. The tantalising dream of a great flood of pestilence that cleanses the earth is lost forever. Their mournful wails echo and reverberate through No Man’s Land, a cry of sorrow deeper than any mortal can feel, and agonising rage of black hatred that no mortal comprehends. They compose mournful paeans to their lost Hegemon -beautiful yet disturbing songs that promise nothing but never-ending death.
Such shattered remains of the once-mighty legions of the Hegemon take their vengeance on any opponent regardless of their allegiance, even throwing themselves at other Black Grail warbands in futile acts of regret, trying to feel pain that would at least momentarily dull their aching feeling of loss. But no such hope exists in their eternal damnation.
These bands made up of the strains of fallen Hegemons’ once-mighty legions form everlasting funeral processions for their dead masters. The echo of their dirges accompanies their solemn steps, taking them from nowhere to nowhere. Their eyes are forever stained by the foul tears of the Black Grail and their skin turns black and sloughs off, hanging in tatters like funereal garb. They seek lost artefacts and broken shards of armour and weapons of their lost liege, fashioning disturbing and rusted jewellery from these remains where the Hegemon’s power still lingers beyond the grave. Few things that haunt No Man’s Land are more dangerous – or ghastlier – than these corruption-ridden echoes of the dark past, the funeral processions that last until time itself is no more.
Faction Rules
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.
Using the remnants of the lingering power of a fallen Hegemon, a Plague Knight of the Warband can directly command a nearby Thrall.
During its Activation, a Plague Knight in this warband can remove an INFECTION MARKER from any model in play to enable a friendly Thrall within 18” to use any one of the Actions detailed below. Each Thrall can only be affected by Hegemon’s Will once per Turn, but one Plague Knight may issue commands to multiple Thralls (though not multiple commands to the same Thrall) during a single Activation, if all the conditions are met.
Captains

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.
Using the remnants of the lingering power of a fallen Hegemon, a Plague Knight of the Warband can directly command a nearby Thrall.
During its Activation, a Plague Knight in this warband can remove an INFECTION MARKER from any model in play to enable a friendly Thrall within 18” to use any one of the Actions detailed below. Each Thrall can only be affected by Hegemon’s Will once per Turn, but one Plague Knight may issue commands to multiple Thralls (though not multiple commands to the same Thrall) during a single Activation, if all the conditions are met.
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.
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.
Elite

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.
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.
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.
Corpse Guard can be equipped with any weapon, armour and equipment from the Black Grail Armoury.
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.

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.
Using the remnants of the lingering power of a fallen Hegemon, a Plague Knight of the Warband can directly command a nearby Thrall.
During its Activation, a Plague Knight in this warband can remove an INFECTION MARKER from any model in play to enable a friendly Thrall within 18” to use any one of the Actions detailed below. Each Thrall can only be affected by Hegemon’s Will once per Turn, but one Plague Knight may issue commands to multiple Thralls (though not multiple commands to the same Thrall) during a single Activation, if all the conditions are met.
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.
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.
Infantry

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.
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.
Thralls can be equipped with ranged weapons, troop flags, or instruments, but nothing else. They do not suffer penalties for fighting unarmed.
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.

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

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

Non-FIRE injuries against the model are rolled with -1 DICE. Additionally, this model ignores any additional BLOOD MARKERS caused by the Keyword GAS.
Hounds roll to Dash with +1 DICE and they do not suffer any penalties to movement after they Stand from being Down.
If an enemy model is Activated while in Melee Combat with a Hound, that model suffers one INFECTION MARKER.
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.
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.
Mercenaries

Scripture Guardian has a halved Dash distance (i.e. 3”).
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.
Combat Helmet
Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.
The simple combat helmet has proven its value on the battlefield time and again.
Reinforced Armour
Grants a -2 modifier to all injury rolls against the model wearing this armour.
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.

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.
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.
Tenderizer Maul
Range | Melee |
Hands | 2 Hands (Melee) |
Modifiers | +1 to Injuries |
HEAVY
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
Grants a -2 modifier to all injury rolls against the model wearing this armour.
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.
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.