Court of the Seven-Headed Serpent

fc_courtofthesevenheadedserpent
Faction lore

Jutting from the eternally belching plumes of stinking, corrosive smoke rises the accursed Iron City of Dis. Atop its shrieking, blackened keep sits the Infernal War Council, a gathering of seven of the most wicked, cunning, and diabolical archdevils in existence. Known as the Court of the Seven-Headed Serpent, each Head of the Serpent embodies one of the Seven Deadly Sins. Together, their decrees shape the course of the Great War, overseeing Hell’s relentless campaign against Creation on Earth and commanding all Infernal forces in service of the hierarchy.

In the twisted, treacherous, and changing politics of Hell, even the mightiest of devils rarely hold their seat on the great War Council of the Court for long. Towering statues of the Heads of the Serpent, representing Wrath, Envy, Lust, Pride, Sloth, Gluttony, and Greed, are erected by slavering work gangs of Yoke Fiends, only to be torn down and crushed into rubble as new devil lords claw their way to power, trampling their rivals beneath them.

The hierarchy of the Court is anything but stable. Countless envious pretenders scheme against the Heads of the Serpent, each vying to seize their place and claim the glory and prestige of such a lofty position. Only Mammon is said to have held an almost unbroken reign of power as the Serpent Head of Greed for the entire Great War. The other positions have seen a bewildering parade of dukes, marquises, margraves, barons and baronesses, paramounts, princes, lords and ladies, earls, and countless other high nobles rise and fall in their eternal machinations for influence and power.

This relentless cycle of political ascension followed by utter ruin is mirrored among their mortal followers on Earth. In turn, the strength of a demon waxes and wanes with the number of mortal followers they can corrupt to their cause. The Council operates by majority vote, often decided by the slimmest of margins. It takes little for an ambitious Prince or Princess of Hell to amass enough enemies to be deposed, have their wings torn, and their power stripped away. Cast down, they are forced to claw their way up from the depths once more, their rivals’ jeers stinging like venom. While Beelzebub is the most powerful devil of Gluttony, the Lord of the Flies scorns his rightful place at the Court, waging his war against Creation through his Black Grail. This leaves his seat vacant, causing the lesser fallen angels to squabble for the prize of the Throne of Hunger.

At the command of the Court, warbands assemble at the Hellgate, ready to strike out and blight the 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 fiery tombs where their bodies lie crushed beneath massive, ever-turning slabs of black basalt while they are not serving in the war effort.

Desecrated Saints are brought forth to serve as unholy war altars, their very presence corrupting and perverting the land they traverse. Ahead of the warbands swarm Pit Locusts, the clatter of their wings heralding the Court’s approach, their venomous stings leaving burns that cannot be healed. When deathly omens stain Hell’s burning sky and black stars align, a Hunter of the Left-Hand Path will join a warband as they emerge from the Mouth of Hell.

Most warbands march behind the Wretched, mortal slaves of the Court, lashed onward by the merciless whips of the Yoke Fiends. As they march to join the Great War, joyous and triumphant music played by unseen hands echoes through the air, for taking part in one of these hunts is considered a great Warband privilege within Sheol.

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
Elite
models in a Court of the Seven-Headed Serpent Warband can have Goetic Powers. The number of Goetic Powers a model can have is shown on their Warband Entry. All of the Goetic Powers that are available are described in the Goetic Powers List below, or directly after the Warband Entry for a model that uses them. Goetic Powers are divided into Goetic Abilities and Goetic Spells.
Goetic Abilities
Goetic Abilities are used in the same way as an Ability from the model’s Warband Entry.
Goetic Powers and Spells

Goetic spells must be cast in order for them to be used. The description for the Spell will say how and when it can be cast. In addition, Goetic Spells have a cost that must be paid in

Blood Markers
to cast the spell (the cost is included in the title of the spell). Note that you do not have to take a Success Roll for a model in order to cast a spell.

  • To cast a Goetic Spell, you must remove a number of
    Blood Markers
    from models equal to the spell’s cost. You can remove the
    Blood Markers
    from any models (friend or foe) that do not have the
    Black Grail
    or
    Demonic
    Keywords. The models can be anywhere on the battlefield and do not have to be in the spell caster’s Line of Sight, and the spell cost can be paid by removing
    Blood Markers
    from more than one model if you wish.
  • If the cost of a Goetic Spell is a range of numbers, you must choose how many
    Blood Markers
    you will pay before the spell is cast. For example, if a Goetic Spell had (Cost 1-3), you must pay a cost of 1, 2 or 3
    Blood Markers
    before you cast the spell.
  • Some Goetic Spells can only be cast if a model takes a Cast Spell
    Action
    . When it does so, you must pay the spell cost as described above, and you can then cast the spell with the model. You can use the Cast Spell
    Action
    more than once per Activation, but you cannot cast the same spell more than once per Activation.
  • Note that you do not have to take a Success Roll for a model in order to cast a spell.
  • A model that is casting a spell is called the spellcaster.

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

The Sorcerer opens a portal to the Lake of Fire, drawing forth a great screaming ball of Infernal lava mixed with damned souls.

Goetic
(1-3): You must take a Cast Spell
Action
with the spellcaster in order for it to cast this spell. If you do so, the spellcaster can make a Ranged Attack with a Range of 36". The attack has the
Blast
,
Fire
and
Scatter
Keywords, and a blast radius in inches equal to the number of
Blood Markers
that were paid to cast the spell. In addition, the attack has the
Ignore Armour
Keyword for Injury Rolls made for a model that was either the target of the spell and hit by it, or if the Burning Inferno scattered and the target point ended up on the model’s base.

Slavemaster - 10

Yoke Fiends are held in total thrall by the mightier members of the Court.

Goetic
(1): You must take a Cast Spell
Action
with the spellcaster in order for it to cast this spell. If you do so, you can carry out one of the following Commands with a Yoke Fiend that is within 18" of the spellcaster. Carrying out a Command does not stop the Yoke Fiend from being Activated in the same Turn (before or after the Command was issued).

  • Move Command: The Yoke Fiend carries out a Move (it cannot Charge or Retreat).
  • Shoot Command: The Yoke Fiend carries out a Ranged Attack.
  • Fight Command: The Yoke Fiend carries out a Melee Attack.
  • Sacrifice Command: The Yoke Fiend kills itself. It is taken Out of Action and crossed off its Warband Roster.

Warband Options

Seven Deadly Sins
-
Change

Captains

Praetor
Cost:115
Availability:0-1
Image:@Darius_minis
Movement
8"/Flying
Melee
+3D
Ranged
+3D
Armour
0
Negate Fire
Fear
Strong
Tough
Leader
Elite
Demonic
The Court
Abilities
Goetic Power: A Praetor can have up to 2 Goetic Powers. Praetors from a Warband dedicated to Wrath can have only 1 Goetic Power.
Battlekit

A Praetor can have any Battlekit from The

Court
’s Armoury Tables.

Goetic
Slavemaster - 10

Yoke Fiends are held in total thrall by the mightier members of the Court.

Goetic
(1): You must take a Cast Spell
Action
with the spellcaster in order for it to cast this spell. If you do so, you can carry out one of the following Commands with a Yoke Fiend that is within 18" of the spellcaster. Carrying out a Command does not stop the Yoke Fiend from being Activated in the same Turn (before or after the Command was issued).

  • Move Command: The Yoke Fiend carries out a Move (it cannot Charge or Retreat).
  • Shoot Command: The Yoke Fiend carries out a Ranged Attack.
  • Fight Command: The Yoke Fiend carries out a Melee Attack.
  • Sacrifice Command: The Yoke Fiend kills itself. It is taken Out of Action and crossed off its Warband Roster.

Lore
Praetors are demonic commanders and magistrates within a small corner of the fiefdom of a mighty archdevil or demon lord. Each commands small cohorts at their liege’s behest, raised from the denizens of the ever-shifting domains of Hell. Yoke Fiends muster at their command and Hell Knights, bound to blind obedience, bend their knees to these field commanders of Hell.
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Sorcerer
Cost:75
Availability:0-1
Image:@Darius_minis
Movement
6"/Flying
Melee
+1D
Ranged
+1D
Armour
0
Negate Fire
Fear
Elite
Demonic
The Court
Abilities
Goetic Magic: Powers A Sorcerer can have up to 3 Goetic Powers. In addition it has the Blessing of the Serpent Moon Goetic Spell which is taken at no extra cost.
Blessings of the Serpent Moon:
Goetic
(2/4/6) Spell: You can cast this spell before an Injury Roll is made for the spellcaster. If you do so, add a -1
Injury Modifier
to the roll for every 2
Blood Markers
that were paid to cast the spell.
Battlekit

A Sorcerer can have any Battlekit from The

Court
’s Armoury Tables apart from Ranged Weapons and Grenades.

Goetic
Burning Inferno - 15

The Sorcerer opens a portal to the Lake of Fire, drawing forth a great screaming ball of Infernal lava mixed with damned souls.

Goetic
(1-3): You must take a Cast Spell
Action
with the spellcaster in order for it to cast this spell. If you do so, the spellcaster can make a Ranged Attack with a Range of 36". The attack has the
Blast
,
Fire
and
Scatter
Keywords, and a blast radius in inches equal to the number of
Blood Markers
that were paid to cast the spell. In addition, the attack has the
Ignore Armour
Keyword for Injury Rolls made for a model that was either the target of the spell and hit by it, or if the Burning Inferno scattered and the target point ended up on the model’s base.

Slavemaster - 10

Yoke Fiends are held in total thrall by the mightier members of the Court.

Goetic
(1): You must take a Cast Spell
Action
with the spellcaster in order for it to cast this spell. If you do so, you can carry out one of the following Commands with a Yoke Fiend that is within 18" of the spellcaster. Carrying out a Command does not stop the Yoke Fiend from being Activated in the same Turn (before or after the Command was issued).

  • Move Command: The Yoke Fiend carries out a Move (it cannot Charge or Retreat).
  • Shoot Command: The Yoke Fiend carries out a Ranged Attack.
  • Fight Command: The Yoke Fiend carries out a Melee Attack.
  • Sacrifice Command: The Yoke Fiend kills itself. It is taken Out of Action and crossed off its Warband Roster.

Lore
Sorcerers come in many forms and manipulate their 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 forced upon them, based on the whims of the archdevil and the 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, instead they 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.
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Elite

Hell Knight
Cost:100
Availability:0-3
Image:@Darius_minis
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
-2
Negate Fire
Strong
Elite
Demonic
The Court
Abilities
Goetic Power: A Hell Knight can have up to 2
Goetic
Powers, one of which must be the Blood Magic Goetic Spell taken at no extra cost.
Blood Magic:
Goetic
(1): You can cast this spell before making any Injury Rolls for an attack made by the spellcaster. If you do so, add
+1 Injury Dice
to all of the Injury Rolls you make for the attack. For example, if the attack has the
Blast
Keyword, you would add
+1 Injury Dice
to the rolls for each model that was caught in the blast radius of the attack.
Battlekit

A Hell Knight always has a suit of Infernal Iron Armour. The Infernal Iron Armour cannot be removed or lost over the course of the campaign for any reason. The Injury Modifier for the Armour is already included in the model’s Profile above. They can also have any Battlekit from the Seven-Headed Serpent Armoury Tables apart from Armour.

Infernal Iron Armour

Keywords

IMPERVIOUS, -2 INJURY MODIFIER

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.

Goetic
Slavemaster - 10

Yoke Fiends are held in total thrall by the mightier members of the Court.

Goetic
(1): You must take a Cast Spell
Action
with the spellcaster in order for it to cast this spell. If you do so, you can carry out one of the following Commands with a Yoke Fiend that is within 18" of the spellcaster. Carrying out a Command does not stop the Yoke Fiend from being Activated in the same Turn (before or after the Command was issued).

  • Move Command: The Yoke Fiend carries out a Move (it cannot Charge or Retreat).
  • Shoot Command: The Yoke Fiend carries out a Ranged Attack.
  • Fight Command: The Yoke Fiend carries out a Melee Attack.
  • Sacrifice Command: The Yoke Fiend kills itself. It is taken Out of Action and crossed off its Warband Roster.

Lore
The silent battalions of Inferno, 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.
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Hunter of the Left-Hand Path
Cost:110
Availability:0-1
Image:@Darius_minis
Movement
6"/Infantry
Melee
+1D
Ranged
+2D
Armour
0
Negate Fire
Infiltrator
Elite
Demonic
The Court
Abilities
Shadow Walker:
Goetic
(2): You can cast this spell before the spellcaster takes a Retreat
Action
. If you do so, enemy models cannot make a Melee Attack on the spellcaster when they retreat.
Left-Hand Path:
Goetic
(2): You can cast this spell when the spellcaster moves into contact with a terrain piece. If you do so, you can interrupt the spellcaster’s move to remove them from the battlefield and then deploy them in contact with another terrain piece more than 1" from any enemy models, unless the spellcaster is making a charge. If the spell is cast during a charge, the spellcaster must deploy closer to the target than it was before it was removed from the battlefield. You can then carry on with the spellcaster’s move as normal. This spell can be used for a normal Move or a charge or a retreat, and can be cast more than once during the course of a single
Action
(you must pay its cost each time it is cast). If it is cast as part of a charge, the spellcaster must still start the charge within 12" of the target model, and you will need to take a Risky Success Roll for the spellcaster if they do not have a Line of Sight to the target model.

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:
Goetic
(3): You can cast this spell once per Turn after an Injury Roll is made for the spellcaster. If you do so, the result of the Injury Roll is changed to a No Effect result (make Injury Rolls for other models hit by the same attack normally).
Battlekit

A Hunter of the Left-Hand Path always has a Bow of Lethe, and it cannot be removed or lost of the course of the campaign for any reason. The Hunter of the Left-Hand Path must always hold it in one of their hands. They can also have any Battlekit from the

Court
Of the Seven-Headed Serpent Armoury Tables apart from 2-Handed Weapons.

Bow of Lethe

Range24"
Hands
1 Hands (Ranged)
1 Hands (Melee)
Keywords

ASSAULT

Special Ammunition: Before making an Injury Roll for an attack made with a Bow of Lethe, you must choose if the roll will have the +2
Injury Dice
Keyword or the
Ignore Armour
Keyword.

Lore

This bow is grown by the Hunters of the Left-Hand Path out of their own flesh. It can be tipped with 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

Yoke Fiends are held in total thrall by the mightier members of the Court.

Goetic
(1): You must take a Cast Spell
Action
with the spellcaster in order for it to cast this spell. If you do so, you can carry out one of the following Commands with a Yoke Fiend that is within 18" of the spellcaster. Carrying out a Command does not stop the Yoke Fiend from being Activated in the same Turn (before or after the Command was issued).

  • Move Command: The Yoke Fiend carries out a Move (it cannot Charge or Retreat).
  • Shoot Command: The Yoke Fiend carries out a Ranged Attack.
  • Fight Command: The Yoke Fiend carries out a Melee Attack.
  • Sacrifice Command: The Yoke Fiend kills itself. It is taken Out of Action and crossed off its Warband Roster.

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. They perform vile magicks and auguries using the innards of their still-living prey to discern portents and omens.
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Infantry

Desecrated Saint
Cost:140
Availability:0-1
Image:@The Grimdark Compendium
Movement
6"/Infantry
Melee
+3D
Ranged
0D
Armour
-3
Negate Fire
Fear
Strong
Tough
Demonic
The Court
Abilities
Demonic Aura: A Desecrated Saint has one of the following auras. The aura it has is determined by the Deadly Sin its Warband is dedicated to.
Annihilator: The rules for making more than one Melee Attack do not apply to a Desecrated Saint. Instead a Desecrated Saint can take 1 Fight
Action
per Activation with each Melee Weapon it is equipped with. The Off-hand Weapon modifier does not apply to any of its Melee Attacks.
Battlekit

A Desecrated Saint has several arms and the

Strong
Keyword. It can have up to three 1-Handed Melee Weapons from the
Court
of the Seven-Headed Serpent, or two 1-Handed Melee Weapons and one 2-Handed Melee Weapon. It cannot have any other Battlekit.

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.
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Pit Locust
Cost:90
Availability:0-3
Image:@Darius_minis
Movement
8"/Flying
Melee
+2D
Ranged
0D
Armour
-2
Negate Fire
Fear
Demonic
The Court
Abilities
Poison Stingers: When a Pit Locust takes a Fight
Action
, it can make two Melee Attacks, one after the other, even though it does not have any Melee Weapons. The first attack is carried out as if it were being made with a Melee Weapon with the
Shrapnel
Keyword. The second attack is carried out as if it were being made with a Melee Weapon with the
Ignore Off-hand Weapon
Keyword.
Battlekit

A Pit Locust can have a Crown of Hellfire from from the Court of the Seven-Headed Serpent Armoury Table. They cannot have any other Battlekit.

Reinforced Armour

Keywords

-2 INJURY MODIFIER

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.
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Wretched
Cost:20
Availability:Must be outnumbered by models with the keyword DEMONIC
Image:@Mini Merchant
Movement
6"/Infantry
Melee
-1D
Ranged
-1D
Armour
0
The Court
Abilities
Law of Hell: If an attack made by a Wretched takes an enemy model with the
Elite
Keyword out of Action, the Wretched model gains its freedom and is immediately removed from the game. It no longer counts as being part of the Warband for the purposes of Morale Checks and is removed from the Warband Roster.
Battlekit
Wretched can have any Battlekit from the
Court
of the Seven-Headed Serpent Armoury Tables that costs up to 10 . A Wretched must have at least 1 Weapon (they cannot be sent into battle completely unarmed).
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. Should a Wretched 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.
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Yoke Fiend
Cost:30
Availability:Unlimited
Image:@Darius_minis
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Negate Fire
Demonic
The Court
Abilities
Hateful: When a Yoke Fiend is Activated, if it is more than 1" from any enemy models and there is an enemy model within 12" of it, that is in its Line of Sight, and that does not have the
Black Grail
or
Demonic
Keywords, then the Yoke Fiend must take a Charge
Action
with the closest enemy model as the target of the charge. If the Yoke Fiend was Down at the start of the Activation, it will stand up if it can do so and must then attempt to make the charge.
Torturer: When a Yoke Fiend makes a Melee Attack, it can target a friendly model that does not have the
Demonic
Keyword. If it does so, it cannot attack again during the same Activation.
Battlekit

A Yoke Fiend can have 1 Ranged Weapon that has a cost of 30 or less from the

Court
of the Seven-Headed Serpent Armoury Tables. They can have any other Battlekit from the Seven-Headed Serpent Armoury Tables apart from Ranged Weapons.

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 priests of Hell 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.
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Mercenaries

Goetic Warlock
Cost:4
Availability:0-1
Image:@pandemonpaints
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Negate Fire
Fear
Demonic
Artificial
Abilities
Goetic Portal: A Goetic Warlock can take a Goetic Portal
Action
. If they do so, take a
Risky Success
Roll for the Goetic Warlock with
+1 Dice
. If the roll is a Failure, the Goetic Warlock’s Activation ends. If the roll is a Success or Critical Success, you can pick up the Goetic Warlock and deploy them on the battlefield anywhere within 6" of the location they originally occupied (measured from the centre of its base to the centre of its base). If this is impossible for any reason, the Goetic Warlock must stay in their original position. Note that the Goetic Warlock can redeploy even if they are down or within 1" of an enemy model (in which case the enemy model cannot make a Melee Attack before the Goetic Warlock is redeployed), and can deploy within 1" of an enemy model. In addition, if the roll is a Success or Critical Success and the Goetic Warlock is within 1" of any enemy models mounted on a 32mm base or smaller, then the Goetic Warlock can take 1 of the enemy models with them. If they do so, you must deploy the Goetic Warlock first and then deploy the enemy model within 1" of the Goetic Warlock. If you cannot deploy the enemy model within 1" of the Goetic Warlock, then the enemy model stays in its original position.
Barbed Embrace: An enemy model within 1" of a Goetic Warlock cannot take a Retreat
Action
.
Iron Clawed Hands: A Goetic Warlock can make a Melee Attack even though it does not have Melee Weapons. When a Goetic Warlock makes a Melee Attack, it can attack twice using the
Critical
Keyword even though it doesn’t have Melee Weapons (the Off-Hand Weapon modifier applies to the second attack).
Goetic Gaze: A Goetic Warlock can take a Goetic Gaze
Action
. If they do so, take a Success Roll for the Goetic Warlock. If the roll is a Failure, nothing happens. If the roll is a Success, place 1
Blood Marker
next to an enemy model within 24" of the Goetic Warlock and in their Line of Sight. If the roll is a Critical Success, place 2
Blood Marker
S next to an enemy model within 24" of the Goetic Warlock and in their Line of Sight instead of only 1.
Battlekit
A Goetic Warlock always has Reinforced Armour.

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

Keywords

-2 INJURY MODIFIER

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 nightmarish creations forged in the death factories of the Third Circle of Hell. Captured priests, prophets, vicars, rectors, and monks are tortured in fiendish machines that burn away their flesh with hellfire, encasing their still-living skeletons in infernal suits of armour, and stamping them with Goetic runes. The process is so agonising that the victims, driven by desperation, willingly enter into demonic pacts, seeking an end to their unbearable suffering. Thus, a new Goetic Warlock is born, now a ruthless predator, driven to hunt the very mortals they once swore to protect.

The mere gaze of a Warlock induces necrosis. In close quarters, they clasp their enemies in a merciless embrace. Drawing on Goetic power, they portal to a secluded location, where they can savour the prolonged destruction of their victim, slowly shredding them into pieces. They revel in the grotesque act of skinning their victims alive, transforming the remains into repulsive vellum for dark grimoires and profane religious texts. Some even wear the faces of their victims to power their illusionary spells, confounding their enemies.

Due to the rarity of the victims required to create Goetic Warlocks, these abominations are reserved for the most renowned Heretic commanders, with the greatest need and the most influential connections in the twisted web of Heretic politics. Mammon, the mighty devil of Greed, offers his personal battalion of Warlocks to the highest bidder.

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Scripture Guardian
Cost:7
Availability:0-1
Image:@jimmy_crisps
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-2
Negate Gas
Negate Fear
Golem
Abilities
Slow: Treat a Scripture Guardian as having a Movement Characteristic of 3"/Infantry when it takes a Dash
Action
.
Vengeful Scripture: The Scripture Guardian reads words from the holy (or unholy) text it carries. A Scripture Guardian can take a Vengeful Scripture
Action
. If they do so, pick 1 enemy model within 18" of the Scripture Guardian and in its Line of Sight. Then take a Success Roll for the Scripture Guardian, with
+2 Dice
if the enemy model is within 9" of the Scripture Guardian and
+1 Dice
otherwise. If the roll is a Failure, nothing happens. If the roll is a Success, make an Injury Roll for the enemy model, with a
+1 Injury Modifier
for each
Blood Marker
the enemy model has (in addition to any benefits you receive if you then spend them to affect the Injury Roll). If the roll is a Critical Success, make an Injury Roll for the enemy model with
Ignore Armour
, and
+1 Injury Dice
and a
+1 Injury Modifier
for each
Blood Marker
the enemy model has
Battlekit
A Scripture Guardian always has Reinforced Armour and a Combat Helmet. In addition, it must have either two 1-Handed Melee Weapons or one 2-Handed Melee Weapon. You must purchase the Melee Weapons from your Faction Armoury Tables at their normal Cost, and you must obey any stipulation that apply to the weapons you choose (e.g.
Elite
Only, Limit: 1 etc). The weapons you choose cannot be removed or lost over the course of the campaign for any reason.

Combat Helmet

Keywords

NEGATE SHRAPNEL

Lore

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

Reinforced Armour

Keywords

-2 INJURY MODIFIER

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 remain shrouded in mystery, though rumours suggest they were created by the great masters of Kabbalah. Accounts of their existence began circulating in the early days of the Great War as the destruction of Jerusalem unearthed tombs and sacred resting places. Those who had once been interned in peace now wander the unhappy land, endlessly reciting the sacred writings entrusted to them in death. On rare occasions, expeditions into No Man’s Land have encountered such creatures, and by placing a holy text of their faith into its hands, they have transformed the Scripture Guardian into a powerful ally, bound to the will of those who align with the holy (or desecrated) scroll or tome it holds.

Capable of speaking and reading the One True Language, the Scripture Guardian can unleash the powers it calls upon against anyone its master commands. It carries out its purpose with the single-mindedness of an automaton, devoid of thought or empathy. When spoken by the Guardian, the words are imbued with the primordial power of Creation, and capable of unmaking anything in their path. The longer the Guardian concentrates on its target, the greater the power it channels.
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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: Sin Eater can take a Devour the Guilty
Action
. If they do so, pick 1 model (friend or foe) that is within 1" of the Sin Eater and is mounted on a base that is 40mm or smaller. If the model is an enemy, take a
Risky Success
Roll for the Sin Eater. If the model is friendly, take a Success Roll for the Sin Eater with
+1 Dice
. If the roll is a Failure, the Sin Eater’s Activation ends, if it was a
Risky Success
Roll, and nothing happens if it was a normal Success Roll. If the roll is a Success or a Critical Success, the model you picked is devoured, and the following rules apply to it:
  • Place the model to one side, along with any MARKERS it may have. It is inside the Sin Eater and cannot be affected in any way or carry out any
    Actions
    except as described below. While it is in the Sin Eater it is considered to be Down for the purposes of Morale Checks. A Sin Eater can only have 1 devoured model at a time.
  • When it is Activated, it can take a Fight
    Action
    and must target the Sin Eater. Add
    -3 Dice
    to the roll for the Melee Attack, and do not use any of the model’s abilities or any of the special rules for its weapons.
  • If the Sin Eater is taken Out of Action, before removing them from the battlefield, deploy the devoured model within 1" of the Sin Eater and place it Down. If this is impossible, the model is taken Out of Action. In either case, the Sin Eater is then removed from the battlefield.
  • If a devoured model is still inside a Sin Eater when the game ends, it is considered to have been taken Out of Action.
  • Each time the Sin Eater is Activated, place 1
    Blood Marker
    next to the devoured model. As soon as a devoured model has 6
    Blood Marker
    S, it is immediately taken Out of Action and is no longer considered to be inside the Sin Eater.
  • A Sin Eater that has a devoured model inside it can take a Purge
    Action
    .If it does so, take a Success Roll for the Sin Eater with
    +4 Dice
    . If the roll is a Failure, nothing happens. If the roll is a Success or Critical Success, deploy the devoured model within 1" of the Sin Eater and place it Down. If this is impossible, the devoured model remains inside the Sin Eater. Once released the model can be Activated normally.
Battlekit
Sin Eater always has Reinforced Armour, a Combat Helmet, and a Tenderiser Maul.

Tenderizer Maul

RangeMelee
Hands
2 Hands (Melee)
Keywords

HEAVY, +1 INJURY MODIFIER

Swinging Blow: When a model armed with a Tenderiser Maul takes a Fight
Action
, instead of making only 1 Melee Attack, you can make 1 Melee Attack against each enemy model with 1" of the attacking model. Resolve each Melee Attack one at a time in the order of your choice.

Reinforced Armour

Keywords

-2 INJURY MODIFIER

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.

Combat Helmet

Keywords

NEGATE SHRAPNEL

Lore

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

Lore

Sin Eaters were once mortal men and women, but their overwhelming greed, combined with the corrupting influence of the Hellgate, turned them into an abominable form that matches their inner foulness. Sin Eaters are among the few creatures outside Beelzebub’s followers that he deems worthy as their boundless gluttony mirrors his essence.

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Armoury

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

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