Cult of the Black Grail

fc_cultoftheblackgrail
Faction lore

Typhus, malaria, typhoid, smallpox, yellow fever, pneumonia, trench fever, Markisian disease, and countless others ravage the trenches and battlefields of the Great War. Yet 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 work through their mortal followers. When he rises to supremacy in the endless power struggles of the archfiends, the Prince of Decay does not scheme – he unleashes his deadliest curse.

Infused with demonic essence from the bowels of the seventh layer of Hell, Beelzebub’s putrid fortress spews forth a torrent of hell-flies, scorpions, locusts, and other Infernal insects. The Hellgate opens, unleashing a tidal wave of foulness that flows across the land at startling speed, consuming everything in its path and leaving indescribable horror in its wake. For nine days, the swarm rampages unchecked, until it turns upon itself in its own insatiable hunger.

The Black Grail is indiscriminate in its hatred of all living things. Its infections seep into any living flesh, twisting it with tumours, boils, and weeping pustules. In its wake, puddles and ponds of melted flesh remain, while endless mouths scream in agony. The Black Grail destroys the body but leaves the mind intact, trapped to endure its torment. The scientist-priests of the Church and the Alchemists of the Sultanate tirelessly search for a way to inoculate their people against this most loathsome of plagues, but to no avail. The only answer lies in the flames. Infected settlements are purged with speciallyconstructed flamethrower tanks, their weapons fuelled with holy anointing oil.

If this is not done swiftly, or the countermeasures fail, a fate worse than death awaits. The bodies of men, horses, dogs, insects, and every creature infected by the Black Grail rise once more, driven by a demonic will. Not alive, not dead, they become vessels of corruption, spreading their master’s plague ever further. They form warbands, seeking to infect any life they encounter. They gather loot and grisly trophies, offering them to 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 these warbands stand the knights of the Order of the Fly, depraved men and women who embrace the Black Grail and whose devotion Beelzebub finds sufficient. They are granted weapons, armour, and equipment corrupted by the archfiend’s touch in exchange for sacrifices brought to the altars of Beelzebub. The warbands build these wherever they go: grotesque structures of horror, crafted from the remains of their victims, shaped into monstrous flies.

To lead his tainted legions of Grail Thralls, Beelzebub needs capable commanders and a devoted clergy to spread the ecstatic blasphemy of his kingdom on Earth. To achieve this, Beelzebub has organised his followers into a strict hierarchy, ensuring his will is done. The Order is divided into military and ecclesiastic wings, with the enthroned Lord of the Flies reigning over all. He is both god and king to his followers, an object of worship and dread, for he holds absolute power over all infected with the Black Grail, and is known to elevate or punish his servants according to his diabolical whims.

There are many titles and ranks an ambitious Plague Knight may strive for. Grand masters and mistresses of the Black Grail serve as marshals, each commanding seneschals of Decay, who lead entire field armies in their name. Specialised forces can be led by knight companions of Gluttony or commanders of the Rotten Cross, and are granted special powers to carry out their tasks and duties.

Within the ecclesiastic wing of the Order, countless roles exist for those who perform the Cult’s unholy ceremonies and oversee the vast endeavour of dismantling and transporting cathedrals, mosques, synagogues, temples, and other places of worship. These holy structures are taken to Ekron, where they are defiled and remade into blasphemous shrines devoted to the worship of decay. Each member bears a rank and title suited to their task. Plague almoners administer special strains of the Black Grail to those deemed worthy of initiation. Procyonis sacristas guard the Order’s foul relics. Bubonic visitors carry news and communications to Beelzebub himself. Pustulators seek out saints who could be corrupted and swayed to join the Order. Beyond these, endless others toil in rot and ritual.

Faction Rules

Infection Markers

Some Cult of the Black Grail Weapons have the INFECTION MARKERS Keyword. These Weapons cause INFECTION MARKERS (instead of BLOOD MARKERS) to be placed next to the target.

An INFECTION MARKER works in a similar way to a BLOOD MARKER, except that they grow and multiply over time if left untreated.

INFECTION MARKERS are placed next to a model in the same way as a BLOOD MARKER. A model may have up to six INFECTION MARKERS and up to six BLOOD MARKERS at the same time. We recommend you use different coloured dice (the more disgusting the better!) to represent INFECTION MARKERS.

An INFECTION MARKER can be used in the same way as a BLOOD MARKER; for example, it can be spent to modify Success Rolls and Injury Rolls, and/ or to convert an Injury Roll to a Bloodbath Roll. Additionally, you can combine BLOOD MARKERS and INFECTION MARKERS to affect the same roll or to cause a Bloodbath.

Rules that allow a BLOOD MARKER to be removed from a model cannot be used to remove an INFECTION MARKER unless specifically noted otherwise.

If there are one or more INFECTION MARKERS next to a model when the model is Activated, place 1 more INFECTION MARKER next to the model before it carries out any Actions.

Morale
Fighting against the Cult of the Black Grail is a terrifying prospect. Your opponent must add -1 DICE to all Morale Checks unless their Warband is of either the Court of the Seven-Headed Serpent or the Cult of the Black Grail.
The Order of the Fly

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

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

Captains

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

Add -1 INJURY DICE to Injury Rolls for the model unless the attack has the FIRE Keyword.

Beelzebub's Touch:

Whenever a Melee Attack made by a Lord of Tumours causes any INFECTION MARKERS to be placed on the target, place 1 extra INFECTION MARKER next to the target model.

Crushing Blows:

The model can make a Melee Attack even though it does not have a Melee Weapon. In addition, when it does so, it can attack twice.

Battlekit

A Lord of Tumours can have any Battlekit from the Cult of the Black Grail Armoury Tables.

Lore

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

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

Add -1 INJURY DICE to Injury Rolls for the model unless the attack has the FIRE Keyword.

Battlekit

A Plague Knight can have any Battlekit from the Cult of the Black Grail Armoury Tables. It must have a suit of Armour. No restrictions apply to any other Types of Battlekit.

Knight Ranks
Plague Almoner - 10 Ducats
Limit: 1
If you convert an Injury Roll into a Bloodbath Roll for an attack made by this Plague Knight, the cost in BLOOD MARKERS and/or INFECTION MARKERS of the Bloodbath Roll is reduced by 1.
Knight Companion of the Fly - 5 Ducats
Limit: 1
Add +1 DICE to either the Ranged or the Melee Characteristic of this Plague Knight (you can choose which of the Characteristics to increase)
Knight Companion Selection
-
Change
Knight of the Rotten Cross - 5 Ducats
Limit: 1
You can purchase 1 Ranged Weapon or 1 Melee Weapon from the New Antioch or Heretic Legions Armoury Tables for this model. Any restrictions that apply to the Weapon must be followed (so there is no point in taking a Weapon that can only be used by a specific model). The Weapon cannot be sold or reallocated in the Quartermaster Step of the Campaign Phase, but can be replaced if it is lost for any reason.
Rotten Cross Expanded Armoury Option
-
Change
Lore

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

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Elite

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

Add -1 INJURY DICE to Injury Rolls for the model unless the attack has the FIRE Keyword.

Parasitic Tick:

Whenever a Melee Attack made by a Corpse Guard causes any INFECTION MARKERS to be placed on the target, you can remove up to 1 BLOOD MARKER from the attacking Corpse Guard model.

Black Grail Bodyguard:

If a friendly Cult of the Black Grail model within 1" of a Corpse Guard is hit by a Ranged Attack or Melee Attack, you can say that the Corpse Guard will take the hit. If you do so, make an Injury Roll for the Corpse Guard instead of the original target. This ability cannot be used against attacks that have the BLAST Keyword.

Battlekit

A Corpse Guard can have any Battlekit from the Cult of the Black Grail Armoury Tables.

Lore

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

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

Add -1 INJURY DICE to Injury Rolls for the model unless the attack has the FIRE Keyword.

Battlekit

A Plague Knight can have any Battlekit from the Cult of the Black Grail Armoury Tables. It must have a suit of Armour. No restrictions apply to any other Types of Battlekit.

Knight Ranks
Plague Almoner - 10 Ducats
Limit: 1
If you convert an Injury Roll into a Bloodbath Roll for an attack made by this Plague Knight, the cost in BLOOD MARKERS and/or INFECTION MARKERS of the Bloodbath Roll is reduced by 1.
Knight Companion of the Fly - 5 Ducats
Limit: 1
Add +1 DICE to either the Ranged or the Melee Characteristic of this Plague Knight (you can choose which of the Characteristics to increase)
Knight Companion Selection
-
Change
Knight of the Rotten Cross - 5 Ducats
Limit: 1
You can purchase 1 Ranged Weapon or 1 Melee Weapon from the New Antioch or Heretic Legions Armoury Tables for this model. Any restrictions that apply to the Weapon must be followed (so there is no point in taking a Weapon that can only be used by a specific model). The Weapon cannot be sold or reallocated in the Quartermaster Step of the Campaign Phase, but can be replaced if it is lost for any reason.
Rotten Cross Expanded Armoury Option
-
Change
Lore

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

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Infantry

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

The rules for making more than one Ranged or Melee Attack do not apply to an Amalgam. Instead an Amalgam can take 1 Shoot ACTION per Activation with each Ranged Weapon it is equipped with, and 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.

Corpulent:

Add -2 DICE to Injury Rolls for any attacks that target an Amalgam model.

Trample:

An Amalgam can take a Trample ACTION. If it does so, it can make a Melee Attack that must target an enemy model that is Down. A Trample Melee Attack does not use a Melee Weapon and has the IGNORE ARMOUR Keyword.

Trample:

Enemy models that are mounted on a base of 32mm or less are not allowed to make a Melee Attack when an Amalgam that is within 1" of them retreats. In addition, an Amalgam can use a normal move or a charge move if all enemy models within 1" of it are mounted on bases of 32mm or less.

Battlekit

An Amalgam has six arms and has the STRONG Keyword, which allows it to carry a vast combination of different Ranged and Melee Weapons. It can have up to six Ranged or Melee Weapons from the Black Grail Armoury, and an Amalgam can treat two 2-Handed Weapons as 1-Handed Weapons instead of the one normally granted by the STRONG Keyword. Remaining 2-Handed Weapons count as two weapons towards this total. An Amalgam cannot have the same Weapon more than twice and it cannot have Grenades. An Amalgam may have up to 1 Trench Shield in place of one of its 1-Handed Weapons, but it does not benefit from the Shield Combo rule. It cannot have any other Battlekit.

Lore

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

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

Add -1 INJURY DICE to Injury Rolls for the model unless the attack has the FIRE Keyword.

Overwhelming Horde:

A Grail Thrall or Fly Thrall can make a Melee Attack even though it does not have a Melee Weapon. In addition, add +1 DICE to the Success Roll for a Melee Attack made by a Grail Thrall or Fly Thrall for each other friendly model within 3" of the attacking model (not including the attacking model itself ).

Battlekit

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

Lore

The boons of the Cult 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, destined to join the endless legions of empty, hollowed-out and diseased husks who must obey the whims of the Cult of the Black Grail nobles for all eternity, while suffering the torment of their countless supernatural infections.

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

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

A Grail Thrall or Fly Thrall can make a Melee Attack even though it does not have a Melee Weapon. In addition, add +1 DICE to the Success Roll for a Melee Attack made by a Grail Thrall or Fly Thrall for each other friendly model within 3" of the attacking model (not including the attacking model itself ).

Battlekit

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

Lore

The boons of the Cult 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, destined to join the endless legions of empty, hollowed-out and diseased husks who must obey the whims of the Cult of the Black Grail nobles for all eternity, while suffering the torment of their countless supernatural infections.

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

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

A Herald of Beelzebub can make a Melee Attack with the INFECTION MARKERS Keyword even though it does not have a Melee Weapon. If a Melee Attack made by a Herald of Beelzebub causes any INFECTION MARKERS to be placed on the target model, you can remove up to 1 BLOOD MARKER from the attacking Herald of Beelzebub.

Maddening Buzzing:

Up to 1 Herald of Beelzebub model can have the Maddening Buzzing ability at a cost of +10 . Success Rolls taken for enemy models within 8" of a model with this ability become Risky Success Rolls (there is no additional effect if they are Risky Success Rolls already).

Battlekit

A Herald of Beelzebub can have any Ranged Weapon from the Cult of the Black Grail Armoury Tables. They cannot have any other Battlekit apart from a Compound Eyes Helmet or a single Grail Devotee.

Upgrades
Maddening Buzz - 10 Ducats
Limit: 1
Success Rolls taken for enemy models within 8" of a model with this ability become Risky Success Rolls (there is no additional effect if they are Risky Success Rolls already).
Lore

Some victims of the Cult of the Black Grail suffer a far worse fate than becoming a Thrall. They are bestowed with the black honour of being melded with hell-flies, growing into a grotesque winged insect made of bloated flesh. After this torturous metamorphosis they take to the 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 Cult 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 a sentience of its own, finding even the smallest chink in any armour, burrowing into the nervous system and liquefying the internal organs from within.

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

Add -1 INJURY DICE to Injury Rolls for the model unless the attack has the FIRE Keyword.

Frightening Speed:

Add +1 DICE to the Risky Success Roll for a Hound of the Cult of the Black Grail that is taking a Dash ACTION. In addition, do not halve the Movement Characteristic of a Hound of the Cult of the Black Grail when it stands up at the start of an Activation.

Disease Carrier:

If an enemy model is Activated while it is within 1" of a Hound of the Cult of the Black Grail, place 1 INFECTION MARKER next to the enemy model before it carries out any Actions.

Teeth and Claws:

The model can make a Melee Attack even though it doesn’t have a Melee Weapon.

Battlekit

A Hound of the Cult of the Black Grail cannot have any Battlekit.

Upgrades
Infested Carcasses - 5 Ducats
Hounds of the Black Grail models adds the INFECTION MARKERS Keyword to their melee attacks.
Lore

These are 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 disease and pestilence in the name of their dark master.

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Mercenaries

Scripture Guardian
md_scriptureguardian
Cost:7
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-2
Base:40mm
Keywords:GOLEM
Image:@jimmy_crisps
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 +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
md_sineater
Cost:6
Availability:0-1
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
-2
Base:50mm
Keywords:HERETIC, FEAR, TOUGH, STRONG
Image:@pie_vendor
Abilities
Devour the Guilty:

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 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.

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

Rules

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.

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
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: 3
Elite only
Trench Polearm
7
Plague Knight only
Sword / Axe
4
Trench Club
3
Ranged Weapons
Blunderbuss
5
Bolt-Action Rifle
10
Corruption Belcher
30
LIMIT: 2
Infested Rifle
15
Machine Gun
50
LIMIT: 1
Amalgam only
Musket
5
Pistol / Revolver
6
Putrid Shotgun
20
LIMIT: 2
Shotgun
10
Viscera Cannon
50
LIMIT: 2
Elite only
Grenades
Gas Grenades
10
Parasite Grenades
15
Armour
Reinforced Armour
40
Elite only
Standard Armour
15
Shields
Black Grail Shield
20
Elite only
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: 1
Herald of Beelzebub, Elite only
Grail Devotee
2
LIMIT: 1
Herald of Beelzebub, Elite only
Musical Instrument
15
LIMIT: 1
Troop Flag
1
LIMIT: 1
Unholy Relic
15
Elite only
Unholy Trinket
15
Exploration Only
Armour of the Fly
5
LIMIT: 1
Elite only
Beelzebub's Embrace
12
LIMIT: 1
Elite only
Cup of Filth
4
LIMIT: 1
Knighthood
4
LIMIT: 1
Elite only
Locust Spitter
6
LIMIT: 1
Rocket-Propelled Grenade
2
LIMIT: 1
Trench Dog
1
LIMIT: 1
Trench Dog (Hellhound)
2
LIMIT: 1

Variants

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