Court of the Seven-Headed Serpent

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
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
- To cast a Goetic Spell, you must remove a number of Blood Markersfrom models equal to the spell’s cost. You can remove theBlood Markersfrom any models (friend or foe) that do not have theBlack GrailorDemonicKeywords. 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 removingBlood Markersfrom 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 Markersyou 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 3Blood Markersbefore 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 SpellActionmore 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.
The Sorcerer opens a portal to the Lake of Fire, drawing forth a great screaming ball of Infernal lava mixed with damned souls.
Yoke Fiends are held in total thrall by the mightier members of the Court.
- 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
Captains

A Praetor can have any Battlekit from The
Yoke Fiends are held in total thrall by the mightier members of the Court.
- 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.

A Sorcerer can have any Battlekit from The
The Sorcerer opens a portal to the Lake of Fire, drawing forth a great screaming ball of Infernal lava mixed with damned souls.
Yoke Fiends are held in total thrall by the mightier members of the Court.
- 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.
Elite

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
IMPERVIOUS, -2 INJURY MODIFIER
Injuries against this model are rolled with a flat -2 penalty. This penalty applies against injuries that ignore armour.
This armour is forged simultaneously in Hell and on Earth, so that no weapon, whether Infernal or man-made, can overcome its protection.
Yoke Fiends are held in total thrall by the mightier members of the Court.
- 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.

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
Bow of Lethe
| Range | 24" |
| Hands | 1 Hands (Ranged) 1 Hands (Melee) |
ASSAULT
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.
Yoke Fiends are held in total thrall by the mightier members of the Court.
- 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.
Infantry

A Desecrated Saint has several arms and the

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
-2 INJURY MODIFIER
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.


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

Sword / Axe
| Range | Melee |
| Hands | 1 Hands (Melee) |
CRITICAL
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
-2 INJURY MODIFIER
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.
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.

Combat Helmet
NEGATE SHRAPNEL
The simple combat helmet has proven its value on the battlefield time and again.
Reinforced Armour
-2 INJURY MODIFIER
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.

- 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 Actionsexcept 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 Actionand must target the Sin Eater. Add-3 Diceto 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 Markernext to the devoured model. As soon as a devoured model has 6Blood MarkerS, 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.
Tenderizer Maul
| Range | Melee |
| Hands | 2 Hands (Melee) |
HEAVY, +1 INJURY MODIFIER
Reinforced Armour
-2 INJURY MODIFIER
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
NEGATE SHRAPNEL
The simple combat helmet has proven its value on the battlefield time and again.
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.

