The Great Hunger

fc_cultoftheblackgrail_fv_thegreathunger
Faction lore

The Great Hunger gathers their forces. Slowly at first, then with terrible inevitability. Swollen corpses drag themselves from shallow graves, and grail thralls crawl from the ruins of farmsteads long abandoned. They are drawn together by the same gnawing emptiness that festers within them. Where the hunger stirs, the afflicted rise, and before long a warband forms - a shambling mass of ravenous bodies bound together by the simple and terrible need to feed.

The warbands of the Great Hunger carry whatever tools of slaughter the rot has not yet claimed - all are clutched in swollen, blackened hands. Their armour is the decaying remnants of what vestments they wore in life. The more cogniscent among them bind scraps of bone, wood, or shattered shields across their bodies in crude imitation of war gear, while others fight nearly naked, their diseased flesh sloughing away with every movement. It matters little. Pain is forgotten by those claimed by the Hunger. Steel breaks, flesh tears, and still they come forward, driven only by the endless, devouring void gnawing within them.

Faction Rules

The Great Maw
The Great Hunger moves as if a force of unholy nature, and when its carnage and consumption reaches a fever pitch, it attracts the loping cannibals known as Great Maws. If the total cost of all of the other models in the Warband (including their Battlekit, etc) adds up to 1000 or higher, a Great Hunger Warband may recruit 0-1 Great Maws. A Great Maw uses the Lord of Tumours Warband Entry, but does not have the
Leader
Keyword.
Strains of the Great Hunger

Though the Great Hunger is but one of Beelzebub’s many iterations of the Black Grail, the rapidly perpetuating effect on its host's metabolism causes it to ever divide and grow, with multiple unique strains stabilizing over time.

Any model in a Great Hunger Warband can have 1 Strains, except for Ravenous which can have a maximum of 3 Strains. Strains can be purchased upon recruiting a model, or during the Quartermaster Step. Once a model has a Strain, it cannot be removed or lost for any reason.


Strain
Hellfly Spawn
A model with the Hellfly Host Strain replaces their Movement Characteristic with 6”/Flying and gains the
Flying
Keyword. In addition, a model with the Hellfly Host Strain loses the Undead Fortitude ability.
Papillal Hide - 5
A model with the Papillal Hide Strain does not need to have Line of Sight to a target when it takes a Charge
Action
(other restrictions still apply).
Rotten Cutters - 10
A model with the Rotten Cutters Strain adds the
Cleave
2 Keyword to Melee Attacks it makes.
Unending Starvation - 10

A model with the Unending Starvation Strain adds +1” to their Movement Characteristic.

Devouring Jaws - 2
Limit: 1
The model can take the Devouring Jaws
Action
. If a model takes a Devour
Action
, it can make a Melee Attack against an enemy model within 1”. A Devour Melee Attack does not use a Melee Weapon and has the
Critical
Keyword. In addition, if the Devour Melee Attack does not take the targeted model Out of Action, place 1
Blood Marker
next to the model taking the Devour
Action
.
Grasping Maw - 15
The model can take the Grasping Maw
Action
. If a model takes a Grasp
Action
, take a Risky Success Roll for the model. If the roll is a Failure, the model’s Activation ends immediately. If the roll is a Success or Critical Success, pick 1 enemy model that is within 12” of the model taking the Grasp
Action
and in their Line of Sight. You can move the model 3”. The move must be in a straight line directly towards the model taking the Grasp
Action
, and can be used to make the model Jump Down, move within 1” of an enemy or retreat, but you cannot make Melee attacks with models within 1” of it before it retreats. The model stops if the model moves into contact with another model, Difficult, Dangerous or Impassable Terrain, or a terrain piece it cannot cross without having to Climb or Jump Across.
Lockjaw Bite - 15
When an enemy model takes a Retreat
Action
within 1” of a model with the Lockjaw Bite Strain, place 1
Infection Marker
next to the model taking the retreat (before any melee attacks are made against the retreating model).
Spawn of Gluttony
A Great Hunger Warband must include 1 Matagot Hag. It cannot include a Lord of Tumours, Corpse Guards, Heralds of Beelzebub or an Amalgam.
Ravenous Infection
A Plague Knight, Ravenous, or Cradle Thrall (see above) can take a Ravenous Infection
Action
. If they do so, take a
Risky Success
Roll for the model. If the roll is a Failure, the model’s Activation ends immediately. If the roll is a Success or a Critical Success, you can place 1
Infection Marker
next to any other model within 1” of the model taking the Ravenous Infection
Action
. Then, the model taking the Ravenous Infection
Action
’s Activation ends immediately.
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 Marker
S 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 Marker
S and
Infection Marker
S 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 Marker
S next to a model when the model is Activated, place 1 more
Infection Marker
next to the model before it carries out any Actions.

Excruciating Hunger

Models in a Great Hunger Warband cannot have Beelzebub’s Axe, Black Grail Shields, Bolt-Action Rifles, Blunderbusses, Compound Eyes Helmets, Corruption Belchers, Gas Grenades, Infested Rifles, Machine Guns, Musical Instruments, Muskets, Pistols, Troop Standards or Viscera Cannons.

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.
Eternal Appetence

The Great Hunger is an eternally evolving agony, where those infected fluctuate between festering famine and expulsive consumption.

Infection Markers
on models in a Great Hunger Warband represents their monstrous and dynamic appetite, making them more volatile on the battlefield. At the start of each Turn, you must choose one of the following effects of the Hunger for your Warband. Each effect lasts until the end of the Turn.

Agonised Churning: When you Activate a friendly model that is within 8” of a friendly Matagot Hag and has at least 2

Infection Markers
, before carrying out any
Actions
, you can remove 2
Infection Markers
from the model and place them next to any enemy model within 1” of them that does not have the
Artificial
or
Demonic
Keywords.

Ruinous Masticating: At the start of this Turn, place 1

Infection Marker
next to each other friendly model within 8” of a friendly Matagot Hag (excluding the Matagot Hag herself). Until the end of the Turn, your opponent cannot spend a friendly model’s
Infection Marker
S to add
-dice
to rolls for Melee Attacks they make if that friendly model has 2 or more
Infection Marker
S.

Spasmodic Wretching: At the start of this Turn, place 1

Infection Marker
next to each other friendly model within 8” of a friendly Matagot Hag (excluding the Matagot Hag herself). Add -1 DICE to Success Rolls for Ranged Attacks that target friendly models with 2 or more INFECTON MARKERS until the end of the Turn.

Vile Craving: When you Activate a friendly model that is within 8” of a friendly Matagot Hag and has at least 2

Infection Markers
, before carrying out any
Actions
, you can remove 2
Infection Markers
from the model and move them up to half of their Movement Characteristic (to a maximum of 4”) directly towards the nearest enemy model.

Desiccated Husks
A Great Hunger Warband can include 0-2 Desiccated Husks. Desiccated Husks use the Corpse Guard Warband Entry, but their Melee Attacks gain the
Critical
Keyword, and they replace the Bodyguard Ability with the More Worm Than Man Ability:
Cradle of Filth
A Great Hunger Warband can include 0-3 Cradle Thralls. Cradle Thralls use the Ravenous Warband Entry, but do not count towards a Great Hunger Warband’s Maximum Field Strength, have the
Infiltrator
Keyword and cost 2 to recruit (they do not cost any ).
Butcher Knights

A Great Hunger Warband can have 0-2 Plague Knights, which must be mounted on either 32mm or 40mm bases. These Plague Knights have the Ravenous Infection Ability (see the Ravenous Warband Entry) at no additional cost in , and can only be given one of the following Plague Knight Ranks instead of the ones listed in the Cult of the Black Grail Special Rules:

  • Butcher King (10 ): At the end of a battle, if this Plague Knight is not Out of Action and it has taken at least one enemy model Out of Action with a Melee Attack, gain 1
  • Knight Companion of the Feast: Add
    +1 Dice
    to Risky Success Roll for a Ravenous Infection
    Action
    (see Ravenous) if the model taking the
    Action
    is a friendly model within 3” of this Plague Knight.
  • Knight of the Twin Cleavers: This Plague Knight has the
    Ignore Off-hand
    Keyword, and its Melee Attacks have the
    Shrapnel
    Keyword.

Captains

Matagot Hag
md_matagothag
Cost:135
Availability:1
Image:@Creature Caster
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
0
Negate Gas
Fear
Tough
Leader
Elite
Black Grail
Abilities
Undead Fortitude: Add
-1 Injury Dice
to Injury Rolls for the model unless the attack has the
Fire
Keyword.
Pestilent: A Matagot Hag can make a Melee Attack with the
Infection Marker
S and
Critical
Keywords even though she does not have a Melee Weapon. In addition, whenever a Melee Attack made by a Matagot Hag causes any
Infection Marker
S to be placed on the target, place 1 extra
Infection Marker
next to the target model.
Frenzied Followers: Add
+1 Dice
to Risky Success Rolls for friendly models that are taking a Dash
Action
and are within 8” of the Matagot Hag.
Cadre of Flesh: If a friendly Matagot Hag within 3” of a friendly Ravenous model is hit by a Ranged Attack or Melee Attack, you can say that the Ravenous will take the hit. If you do so, make an Injury Roll for the Ravenous instead of the Matagot Hag. If the Ranged Attack had the
Blast
Keyword, make the Injury Roll for the Matagot Hag before any other models hit by the blast.
Mother's Call:

A Matagot Hag can take a Mother’s Call

Action
. If it does so, you can remove any number of
Infection Markers
from any models (friend or foe) within 18” of the Matagot Hag. For each INFECTION MARKER you remove, you can then carry out one of the following Commands with a Ravenous that is within 8” of the Matagot Hag. A model cannot be given more than 1 Command each Turn, but carrying out a Command does not stop it from also being Activated in the same Turn (before or after the Command was issued).

  • Feast Command: The model carries out a Ravenous Infection
    Action
    . Place an additional
    Infection Marker
    next to the target if the
    Risky Success
    Roll is a Success or Critical Success.
  • Fight Command: The Ravenous carries out a Melee Attack, and adds
    +1 Dice
    to the Success Roll.
  • Move Command: The Ravenous carries out a Move (it cannot Charge or Retreat).

Battlekit

A Matagot hag can have a Cup of Filth, Grail Devotees and/or a Foetid Palanquin. They cannot have any other Battlekit.

Strain
Rotten Cutters - 10
A model with the Rotten Cutters Strain adds the
Cleave
2 Keyword to Melee Attacks it makes.
Unending Starvation - 10

A model with the Unending Starvation Strain adds +1” to their Movement Characteristic.

Devouring Jaws - 2
Limit: 1
The model can take the Devouring Jaws
Action
. If a model takes a Devour
Action
, it can make a Melee Attack against an enemy model within 1”. A Devour Melee Attack does not use a Melee Weapon and has the
Critical
Keyword. In addition, if the Devour Melee Attack does not take the targeted model Out of Action, place 1
Blood Marker
next to the model taking the Devour
Action
.
Grasping Maw - 15
The model can take the Grasping Maw
Action
. If a model takes a Grasp
Action
, take a Risky Success Roll for the model. If the roll is a Failure, the model’s Activation ends immediately. If the roll is a Success or Critical Success, pick 1 enemy model that is within 12” of the model taking the Grasp
Action
and in their Line of Sight. You can move the model 3”. The move must be in a straight line directly towards the model taking the Grasp
Action
, and can be used to make the model Jump Down, move within 1” of an enemy or retreat, but you cannot make Melee attacks with models within 1” of it before it retreats. The model stops if the model moves into contact with another model, Difficult, Dangerous or Impassable Terrain, or a terrain piece it cannot cross without having to Climb or Jump Across.
Lockjaw Bite - 15
When an enemy model takes a Retreat
Action
within 1” of a model with the Lockjaw Bite Strain, place 1
Infection Marker
next to the model taking the retreat (before any melee attacks are made against the retreating model).
Lore

The Matagot Hag is an undying vessel of The Great Hunger and the favoured child of Beelzebub, for in his heart he hates all things in Creation and the natural circle of life. This creature is a wretched husk of a once-human mother cursed to endlessly birth monstrosities.

Her bloated and distended body is locked in an obscene cycle of constant regeneration and decay - her flesh splitting open in great, festering ruptures only to stitch itself back together, swollen with the next abomination writhing in her womb. Her skin, stretched thin and sickly pale, is mottled with blackened veins and pulsing sores, her eyes long rotted away, leaving only hollow sockets weeping thick, infectious ichor. The Grail Thralls she births carry her aloft, treating her as a living effigy of gluttony and suffering. Though mindless hunger drives her, the Hag is not without purpose - her whispered, guttural croons are hymns of devotion to Beelzebub, calling forth ever more horrors to devour the world.

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Elite

Dessicated Husk
md_corpseguard_husk
Cost:55
Availability:0-2
Image:@Creature Caster
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Negate Gas
Fear
Elite
Black Grail
Abilities
Undead Fortitude: Add
-1 Injury Dice
to Injury Rolls for the model unless the attack has the
Fire
Keyword.
Parasite Host: Whenever a Melee Attack made by a Corpse Guard causes any
Blood Marker
S or INFECTIONMARKERS to be placed on the target, you can remove up to 1
Blood Marker
or INFECTION MARKER from the attacking Corpse Guard model.
More Worm than Man: Your opponent cannot spend a Desiccated Husk’s
Infection Markers
, unless they are converting an Injury Roll into a Bloodbath Roll.
Battlekit

A Corpse Guard can have any Battlekit from the Cult of the

Black Grail
Armoury Tables.

Strain
Unending Starvation - 10

A model with the Unending Starvation Strain adds +1” to their Movement Characteristic.

Devouring Jaws - 2
Limit: 1
The model can take the Devouring Jaws
Action
. If a model takes a Devour
Action
, it can make a Melee Attack against an enemy model within 1”. A Devour Melee Attack does not use a Melee Weapon and has the
Critical
Keyword. In addition, if the Devour Melee Attack does not take the targeted model Out of Action, place 1
Blood Marker
next to the model taking the Devour
Action
.
Grasping Maw - 15
The model can take the Grasping Maw
Action
. If a model takes a Grasp
Action
, take a Risky Success Roll for the model. If the roll is a Failure, the model’s Activation ends immediately. If the roll is a Success or Critical Success, pick 1 enemy model that is within 12” of the model taking the Grasp
Action
and in their Line of Sight. You can move the model 3”. The move must be in a straight line directly towards the model taking the Grasp
Action
, and can be used to make the model Jump Down, move within 1” of an enemy or retreat, but you cannot make Melee attacks with models within 1” of it before it retreats. The model stops if the model moves into contact with another model, Difficult, Dangerous or Impassable Terrain, or a terrain piece it cannot cross without having to Climb or Jump Across.
Lockjaw Bite - 15
When an enemy model takes a Retreat
Action
within 1” of a model with the Lockjaw Bite Strain, place 1
Infection Marker
next to the model taking the retreat (before any melee attacks are made against the retreating model).
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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Great Maw
md_lordoftumors_hunger
Cost:130
Availability:0
( 1 in a warband worth over 1000 ducats)
Image:@Creature Caster
Movement
6"/Infantry
Melee
+4D
Ranged
+1D
Armour
0
Negate Gas
Fear
Strong
Negate Heavy
Tough
Elite
Black Grail
Abilities
Undead Fortitude: Add
-1 Injury Dice
to Injury Rolls for the model unless the attack has the
Fire
Keyword.
Crushing Blows: A Lord of Tumours can make a Crushing Blows Melee Attack even if it does not have any Melee Weapons, or instead of using any Melee Weapons that it has. If it does so, this Melee Attack has the CLEAVE 2 Keyword.
Beelzebub's Touch: Whenever a Melee Attack made by a Lord of Tumours causes any
Blood Markers
or
Infection Marker
S to be placed on the target, place 1 extra
Infection Marker
next to the target model.
Battlekit

A Lord of Tumours can have any Battlekit from the Cult of the

Black Grail
Armoury Tables.

Strain
Unending Starvation - 10

A model with the Unending Starvation Strain adds +1” to their Movement Characteristic.

Devouring Jaws - 2
Limit: 1
The model can take the Devouring Jaws
Action
. If a model takes a Devour
Action
, it can make a Melee Attack against an enemy model within 1”. A Devour Melee Attack does not use a Melee Weapon and has the
Critical
Keyword. In addition, if the Devour Melee Attack does not take the targeted model Out of Action, place 1
Blood Marker
next to the model taking the Devour
Action
.
Grasping Maw - 15
The model can take the Grasping Maw
Action
. If a model takes a Grasp
Action
, take a Risky Success Roll for the model. If the roll is a Failure, the model’s Activation ends immediately. If the roll is a Success or Critical Success, pick 1 enemy model that is within 12” of the model taking the Grasp
Action
and in their Line of Sight. You can move the model 3”. The move must be in a straight line directly towards the model taking the Grasp
Action
, and can be used to make the model Jump Down, move within 1” of an enemy or retreat, but you cannot make Melee attacks with models within 1” of it before it retreats. The model stops if the model moves into contact with another model, Difficult, Dangerous or Impassable Terrain, or a terrain piece it cannot cross without having to Climb or Jump Across.
Lockjaw Bite - 15
When an enemy model takes a Retreat
Action
within 1” of a model with the Lockjaw Bite Strain, place 1
Infection Marker
next to the model taking the retreat (before any melee attacks are made against the retreating model).
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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Butcher Knight
md_plagueknight_butcherknight
Cost:60
Availability:0-2
Image:@Creature Caster
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
0
Negate Gas
Fear
Strong
Negate Heavy
Elite
Black Grail
Abilities
Undead Fortitude: Add
-1 Injury Dice
to Injury Rolls for the model unless the attack has the
Fire
Keyword.
Ravenous Infection: Some infected with The Great Hunger care only to proliferate their agonizing disease. A model with the Ravenous Infection Ability may make a
Risky Action
to spread the virus. On a success, the model may place an
Infection Marker
on any other model within 1”, as the Great Hunger virus burns through the battlefield. A model’s Activation ends immediately after using this Ability.
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.

Plague Knight Ranks
Butcher King - 10
At the end of a battle, if this Plague Knight is not Out of Action and it has taken at least one enemy model Out of Action with a Melee Attack, gain 1.
Knight of Twin Cleavers - 5
This Plague Knight has the
Ignore Off-hand
Keyword, and its Melee Attacks have the
Shrapnel
Keyword.
Knight Companion of the Feast - 5
Add
+1 Dice
to Risky Success Roll for a Ravenous Infection
Action
(see below) if the model taking the
Action
is this Plague Knight or is a friendly model within 3” of this Plague Knight.
Strain
Devouring Jaws - 2
Limit: 1
The model can take the Devouring Jaws
Action
. If a model takes a Devour
Action
, it can make a Melee Attack against an enemy model within 1”. A Devour Melee Attack does not use a Melee Weapon and has the
Critical
Keyword. In addition, if the Devour Melee Attack does not take the targeted model Out of Action, place 1
Blood Marker
next to the model taking the Devour
Action
.
Grasping Maw - 15
The model can take the Grasping Maw
Action
. If a model takes a Grasp
Action
, take a Risky Success Roll for the model. If the roll is a Failure, the model’s Activation ends immediately. If the roll is a Success or Critical Success, pick 1 enemy model that is within 12” of the model taking the Grasp
Action
and in their Line of Sight. You can move the model 3”. The move must be in a straight line directly towards the model taking the Grasp
Action
, and can be used to make the model Jump Down, move within 1” of an enemy or retreat, but you cannot make Melee attacks with models within 1” of it before it retreats. The model stops if the model moves into contact with another model, Difficult, Dangerous or Impassable Terrain, or a terrain piece it cannot cross without having to Climb or Jump Across.
Lockjaw Bite - 15
When an enemy model takes a Retreat
Action
within 1” of a model with the Lockjaw Bite Strain, place 1
Infection Marker
next to the model taking the retreat (before any melee attacks are made against the retreating model).
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

Gregori Gula
md_gergorigula
Cost:140
Availability:0-2
Image:@Creature Caster
Movement
9"/Flying
Melee
+2D
Ranged
0D
Armour
0
Negate Gas
Fear
Infiltrator
Black Grail
Ignore Off-hand Weapon
Abilities
Plague-Ridden Flesh: Add
-2 Injury Dice
to Injury Rolls for a Gregori Gula unless the attack has the
Fire
Keyword.
Dormant Hunger: Once per Turn, when a Gregori Gula would be taken Out of Action, it instead goes dormant. Remove all
Infection Markers
from the Gregori Gula and replace its model with a 60mm piece of Impassable terrain to represent its dormant state. The Marker cannot be attacked, or targeted by any Abilities that interact with Terrain, and it does not count as a model for any Purpose. If a friendly Ravenous model finishes a move within 1” of this Marker, remove the Marker and the Ravenous model, and set up the Gregori Gula model where the Marker was. A Gregori Gula set up in this way is Down, but can be Activated this Turn if it has not been Activated already. A Gregori Gula in a dormant state is treated as Out of Action for the purposes of Morale, and in the Trauma Step of the Campaign Phase if it is dormant at the end of a battle. If a Ravenous model was removed to revive the Gregori Gula, then the Ravenous is removed from the Warband Roster in the Trauma Step (it dies to save the Gregori Gula).
Gnashing and Tearing: A Gregori Gula can make a Melee Attack with the +1
Injury Dice
,
Infection Markers
and
Cleave
2 Keywords even though it does not have a Melee Weapon. In addition, if a Gregori Gula made a charge move earlier in the same Activation, replace the
Cleave
2 Keyword with the
Cleave
3 Keyword for any Melee Attacks it makes during that Activation.
Battlekit

A Gregori Gula cannot have Battlekit.

Upgrades
Unholy Gut - 40
A Gregori Gula can have the Vomitus Ranged Weapon. This weapon cannot be lost or removed during the campaign for any reason..
Strain
Grasping Maw - 15
The model can take the Grasping Maw
Action
. If a model takes a Grasp
Action
, take a Risky Success Roll for the model. If the roll is a Failure, the model’s Activation ends immediately. If the roll is a Success or Critical Success, pick 1 enemy model that is within 12” of the model taking the Grasp
Action
and in their Line of Sight. You can move the model 3”. The move must be in a straight line directly towards the model taking the Grasp
Action
, and can be used to make the model Jump Down, move within 1” of an enemy or retreat, but you cannot make Melee attacks with models within 1” of it before it retreats. The model stops if the model moves into contact with another model, Difficult, Dangerous or Impassable Terrain, or a terrain piece it cannot cross without having to Climb or Jump Across.
Lockjaw Bite - 15
When an enemy model takes a Retreat
Action
within 1” of a model with the Lockjaw Bite Strain, place 1
Infection Marker
next to the model taking the retreat (before any melee attacks are made against the retreating model).
Lore

The Gregori Gula are rare, winged predators - gaunt, angelic abominations draped in rotting flesh and hiding a myriad of waiting mouths. Unlike the mindless thralls, they stalk prey with patience, each kill chosen with eerie precision. When struck down, they do not die, but collapse into a dormant cocoon of necrotic tissue, seeping toxins and viral remnants into the battlefield. If a thrall ventures too close, it is consumed, and the Gula rises again, unfurling its wings in a storm of infectious gas that cripples all nearby. The only solution is fire and absolute destruction, for so long as even a trace remains, the Gregori Gula will endure.

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Ravenous
md_grailthrall_hunger
Cost:35
Availability:Unlimited
Image:@Creature Caster
Movement
5"/Infantry
Melee
0D
Ranged
0D
Armour
0
Negate Gas
Fear
Black Grail
Abilities
Undead Fortitude: Add
-1 Injury Dice
to Injury Rolls for the model unless the attack has the
Fire
Keyword.
Ravenous Infection: Some infected with The Great Hunger care only to proliferate their agonizing disease. A model with the Ravenous Infection Ability may make a
Risky Action
to spread the virus. On a success, the model may place an
Infection Marker
on any other model within 1”, as the Great Hunger virus burns through the battlefield. A model’s Activation ends immediately after using this Ability.
Gluttonous Horde: A Ravenous can make a Melee Attack with the
Critical
Keyword 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 Ravenous for each other friendly model within 3" of the attacking model (not including the attacking model itself).
Battlekit

A Ravenous cannot have any Battlekit, and can have up to 3 Hunger Strains.

Strain
Hellfly Spawn
A model with the Hellfly Host Strain replaces their Movement Characteristic with 6”/Flying and gains the
Flying
Keyword. In addition, a model with the Hellfly Host Strain loses the Undead Fortitude ability.
Papillal Hide - 5
A model with the Papillal Hide Strain does not need to have Line of Sight to a target when it takes a Charge
Action
(other restrictions still apply).
Rotten Cutters - 10
A model with the Rotten Cutters Strain adds the
Cleave
2 Keyword to Melee Attacks it makes.
Unending Starvation - 10

A model with the Unending Starvation Strain adds +1” to their Movement Characteristic.

Grasping Maw - 15
The model can take the Grasping Maw
Action
. If a model takes a Grasp
Action
, take a Risky Success Roll for the model. If the roll is a Failure, the model’s Activation ends immediately. If the roll is a Success or Critical Success, pick 1 enemy model that is within 12” of the model taking the Grasp
Action
and in their Line of Sight. You can move the model 3”. The move must be in a straight line directly towards the model taking the Grasp
Action
, and can be used to make the model Jump Down, move within 1” of an enemy or retreat, but you cannot make Melee attacks with models within 1” of it before it retreats. The model stops if the model moves into contact with another model, Difficult, Dangerous or Impassable Terrain, or a terrain piece it cannot cross without having to Climb or Jump Across.
Lockjaw Bite - 15
When an enemy model takes a Retreat
Action
within 1” of a model with the Lockjaw Bite Strain, place 1
Infection Marker
next to the model taking the retreat (before any melee attacks are made against the retreating model).
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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Cradle Ravenous
md_grailthrall_cradle_hunger
Cost:2
Availability:Unlimited
Image:@Creature Caster
Movement
5"/Infantry
Melee
0D
Ranged
0D
Armour
0
Negate Gas
Fear
Infiltrator
Black Grail
Abilities
Undead Fortitude: Add
-1 Injury Dice
to Injury Rolls for the model unless the attack has the
Fire
Keyword.
Ravenous Infection: Some infected with The Great Hunger care only to proliferate their agonizing disease. A model with the Ravenous Infection Ability may make a
Risky Action
to spread the virus. On a success, the model may place an
Infection Marker
on any other model within 1”, as the Great Hunger virus burns through the battlefield. A model’s Activation ends immediately after using this Ability.
Gluttonous Horde: A Ravenous can make a Melee Attack with the
Critical
Keyword 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 Ravenous for each other friendly model within 3" of the attacking model (not including the attacking model itself).
Battlekit

A Ravenous cannot have any Battlekit, and can have up to 3 Hunger Strains.

Strain
Hellfly Spawn
A model with the Hellfly Host Strain replaces their Movement Characteristic with 6”/Flying and gains the
Flying
Keyword. In addition, a model with the Hellfly Host Strain loses the Undead Fortitude ability.
Papillal Hide - 5
A model with the Papillal Hide Strain does not need to have Line of Sight to a target when it takes a Charge
Action
(other restrictions still apply).
Rotten Cutters - 10
A model with the Rotten Cutters Strain adds the
Cleave
2 Keyword to Melee Attacks it makes.
Unending Starvation - 10

A model with the Unending Starvation Strain adds +1” to their Movement Characteristic.

Grasping Maw - 15
The model can take the Grasping Maw
Action
. If a model takes a Grasp
Action
, take a Risky Success Roll for the model. If the roll is a Failure, the model’s Activation ends immediately. If the roll is a Success or Critical Success, pick 1 enemy model that is within 12” of the model taking the Grasp
Action
and in their Line of Sight. You can move the model 3”. The move must be in a straight line directly towards the model taking the Grasp
Action
, and can be used to make the model Jump Down, move within 1” of an enemy or retreat, but you cannot make Melee attacks with models within 1” of it before it retreats. The model stops if the model moves into contact with another model, Difficult, Dangerous or Impassable Terrain, or a terrain piece it cannot cross without having to Climb or Jump Across.
Lockjaw Bite - 15
When an enemy model takes a Retreat
Action
within 1” of a model with the Lockjaw Bite Strain, place 1
Infection Marker
next to the model taking the retreat (before any melee attacks are made against the retreating model).
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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Hounds of the Black Grail
md_houndsoftheblackgrail_prowler
Cost:55
Availability:0-3
Image:@pandemonpaints
Movement
8"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Negate Gas
Fear
Black Grail
Abilities
Undead Fortitude: Add
-1 Injury Dice
to Injury Rolls for the model unless the attack has the
Fire
Keyword.
Teeth and Claws: The model can make a Melee Attack even though it doesn’t have a Melee Weapon.
Frightening Speed: Add
+1 Dice
to the
Risky Success
Roll for a Hound 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 Black Grail, place 1
Infection Marker
next to the enemy model before it carries out any Actions.
Battlekit

A Hound of the Black Grail cannot have any Battlekit.

Upgrades
Infested Carcasses - 5
Hounds of the Black Grail models adds the
Infection Markers
Keyword to their melee attacks.
Strain
Papillal Hide - 5
A model with the Papillal Hide Strain does not need to have Line of Sight to a target when it takes a Charge
Action
(other restrictions still apply).
Grasping Maw - 15
The model can take the Grasping Maw
Action
. If a model takes a Grasp
Action
, take a Risky Success Roll for the model. If the roll is a Failure, the model’s Activation ends immediately. If the roll is a Success or Critical Success, pick 1 enemy model that is within 12” of the model taking the Grasp
Action
and in their Line of Sight. You can move the model 3”. The move must be in a straight line directly towards the model taking the Grasp
Action
, and can be used to make the model Jump Down, move within 1” of an enemy or retreat, but you cannot make Melee attacks with models within 1” of it before it retreats. The model stops if the model moves into contact with another model, Difficult, Dangerous or Impassable Terrain, or a terrain piece it cannot cross without having to Climb or Jump Across.
Lockjaw Bite - 15
When an enemy model takes a Retreat
Action
within 1” of a model with the Lockjaw Bite Strain, place 1
Infection Marker
next to the model taking the retreat (before any melee attacks are made against the retreating model).
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
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
md_sineater
Cost:6
Availability:0-1
Image:@pie_vendor
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
-2
Negate Fire
Fear
Strong
Negate Heavy
Tough
Demonic
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 (ignoring any rules that would prevent this) 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
+1 Injury Modifier
Heavy

Swinging Blow: When a model armed with a Tenderiser Maul takes a Fight
Action
, 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
Bayonet
2
BAYONET LUG only
Butcher Bayonet
15
LIMIT: 2
BAYONET LUG only
Great Hammer/Maul
10
Greatsword / Greataxe
12
Trench Knife
1
Pestilent Fang
15
LIMIT: 2
Plague Blade
7
LIMIT: 3
Elite only
Trench Polearm
7
Sword / Axe
4
Trench Club
3
Ranged Weapons
Black Spot Rifle
25
LIMIT: 2
Putrid Shotgun
20
LIMIT: 2
Shotgun
10
Grenades
Parasite Grenades
15
Armour
Foetid Palaquin
4
LIMIT: 1
Matagot Hag only
Reinforced Armour
40
Elite only
Standard Armour
15
Shields
Trench Shield
10
Equipment
Combat Helmet
5
Cup of Filth
4
LIMIT: 1
Matagot Hag only
Field Shrine
2
Grail Devotee
15
LIMIT: 2
Herald of Beelzebub, Elite only
Grail Devotee
2
LIMIT: 2
Herald of Beelzebub, Elite only
Unholy Trinket
15
Exploration Only
Armour of the Fly
7
LIMIT: 1
Elite only
Beelzebub's Embrace
12
LIMIT: 1
Elite only
Knighthood
4
LIMIT: 1
Elite only
Locust Spitter
6
LIMIT: 1
Rocket-Propelled Grenade
2
LIMIT: 1
Trench Dog Ownership
1
LIMIT: 1
Trench Dog (Hellhound) Ownership
2
LIMIT: 1

Base Faction

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