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 Markers
can 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
Cost:130
Availability:0-1
Image:@Scheerlock
Movement
6"/Infantry
Melee
+4D
Ranged
+1D
Armour
0
Fear
Strong
Tough
Leader
Elite
Black Grail
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.
Battlekit

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
Cost:60
Availability:0-1
Image:@Scheerlock
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
0
Fear
Strong
Elite
Black Grail
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
.
Battlekit

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.

Plague Knight Ranks
Plague Almoner - 10
Limit: 1
This model requires one less
Blood Marker
/
Infection Marker
to cause Bloodbath.
Knight Companion of the Fly - 5
Limit: 1
Add
+1 Dice
to Ranged or Melee.
Knight Companion Selection
-
Change
Knight of the Rotten Cross - 5
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
Cost:55
Availability:0-3
Image:@Scheerlock
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Fear
Elite
Black Grail
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.
Battlekit

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
Cost:60
Availability:0-2
Image:@Scheerlock
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
0
Fear
Strong
Elite
Black Grail
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
.
Battlekit

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.

Plague Knight Ranks
Plague Almoner - 10
Limit: 1
This model requires one less
Blood Marker
/
Infection Marker
to cause Bloodbath.
Knight Companion of the Fly - 5
Limit: 1
Add
+1 Dice
to Ranged or Melee.
Knight Companion Selection
-
Change
Knight of the Rotten Cross - 5
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
Cost:140
Availability:0-1
Image:@The Grimdark Compendium
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Fear
Strong
Tough
Black Grail
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.
Battlekit

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
Cost:25
Availability:Unlimited
Image:@Scheerlock
Movement
5"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Fear
Black Grail
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
.
Battlekit

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
Cost:25
Availability:Unlimited
Image:@Scheerlock
Movement
6"/Flying
Melee
-1D
Ranged
0D
Armour
0
Fear
Black Grail
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
.
Battlekit

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
Cost:50
Availability:0-4
Image:@Scheerlock
Movement
10"/Flying
Melee
0D
Ranged
0D
Armour
0
Fear
Skirmisher
Black Grail
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
.
Battlekit

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
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
Action
S 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
Cost:55
Availability:0-3
Image:@Scheerlock
Movement
8"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Fear
Black Grail
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
.
Battlekit

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
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
Cost:7
Availability:0-1
Image:@jimmy_crisps
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Negate Gas
Negate Fear
Golem
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.
Battlekit
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

Keywords

NEGATE SHRAPNEL

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

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
Cost:6
Availability:0-1
Image:@pie_vendor
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
-2
Fear
Strong
Tough
Heretic
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.

Battlekit
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

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.

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

Variants

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