Cult of Ecstasy

fc_courtofthesevenheadedserpent
Warband
Faction: Court of the Seven-Headed Serpent
Rating: 1096| 8
Fielded: Elite: 5, Troop: 7, Mercenary: 0, Total: 12/14
Other: Reserved: 2, Dead: 4
Arsenal
444
5
Strongbox: 424 | 3
Rocket-Propelled Grenade, Gas Grenades, Combat Helmet, Gas Mask
Campaign - The Holy Space Race
Patron: Infernal Noble
Victory Points: 29
Threshold round: 5: 1100
Campaign Round: 5/5 (max round: 12)
Current field limit: 14 Models
Exploration

Elites

Sorcerer
Sorcerer
187
8
Trench Polearm, Koraktor, the Great Tome of Hell, Saint's Reliquary, Reinforced Armour, Trench Shield
Hell Knight
Hell Knight
135
Hellblade, Infernal Iron Armour, Trench Shield
Hell Knight
Hell Knight
155
Ophidian Rifle, Incendiary Ammunition, Infernal Iron Armour
Pit Locust
Pit Locust
105
Crown of Hellfire, Reinforced Armour
Hell Knight
Hell Knight
131
Pistol / Revolver, Head Taker, Infernal Iron Armour, Trench Shield

Troops

Wretched
Wretched
21
Trench Knife
Yoke Fiend
Yoke Fiend
50
Restraining Muzzle, Gas Grenades
Wretched
Cinnamon Spice
21
Trench Knife
Yoke Fiend
Yoke Fiend
55
Blunderbuss, Restraining Muzzle, Trench Shield
Yoke Fiend
Yoke Fiend
59
Sword / Axe, Standard Armour, Trench Shield
Wretched
Wretched
21
Trench Knife
Desecrated Saint
Desecrated Saint
156
Greatsword / Greataxe, Sword / Axe

Reserves

Hunter of the Left-Hand Path
Hunter of the Left-Hand Path
150
Bow of Lethe, Reinforced Armour
Yoke Fiend
Yoke Fiend
52
Trench Polearm, Standard Armour

Dead

Wretched
Wretched
21
Trench Knife
Yoke Fiend
Yoke Fiend
59
Blunderbuss, Sword / Axe, Restraining Muzzle, Trench Shield
Yoke Fiend
Yoke Fiend
58
Blunderbuss, Trench Club, Restraining Muzzle, Trench Shield
Sin Eater
Sin Eater
6
Tenderizer Maul, Combat Helmet, Reinforced Armour
Sorcerer
187 | 8
Name: -
Type: Sorcerer
Base Cost: 75
Image: @Darius_minis
Movement
6"/Flying
Melee
+1D
Ranged
+1D
Armour
-3
Keywords
Negate Fire
Fear
Tough
Elite
Demonic
The Court
Goetic

Sorcerer can choose up to 4 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.

Forbidden Pleasures - 10
The unspeakable things done to the poor slave of the fiend are best left unsaid. You can use this Goetic Ability at the start of each game, before deployment. For each model in your Warband that has this Goetic Ability, you can pick a model from your Warband that does not have the
Demonic
Keyword. Place 3
Blood Markers
next to each model that you pick.
Call of Flesh - 15
None can resist the call of Lust.
Goetic
(2): You must take a Cast Spell
Action
with the spellcaster in order for it to cast this spell. If you do so, the spellcaster’s Activation immediately ends and the first
Action
taken by the next model your opponent Activates must be a Move, Charge or Retreat. If the enemy model is Down, it will stand up before taking the
Action
; if it cannot stand up for any reason, the spell has no effect on it. In addition, when your opponent moves the model, it must end the move as close to the spellcaster as possible. If the model must move through Dangerous terrain, or Climb, Jump, or Jump Down, to get as close to the spellcaster as possible, then it must do so. After taking the Move, Charge or Retreat
Action
the model can carry out other
Action
S normally, with the exception that it cannot choose the spellcaster as the target for a Ranged or Melee attack for the rest of the Turn.
Light of Samael - 15

The Angel Samael fell from splendour and glory, and now his divine light burns all in its path.

Goetic
(2): You must take a Cast Spell
Action
with the spellcaster in order for it to cast this spell. If you do so, pick an enemy model that is within 24" of the spellcaster and in their Line of Sight, and then make an Injury Roll for the enemy model. If the enemy model is mounted on a base of 32mm or less, it is driven back D6" in a straight line directly away from the spellcaster. The model stops if it is driven into another model, Impassable terrain or terrain it cannot cross without having to Climb.
Battlekit

Battlekit:

A Sorcerer can have any Battlekit from The

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

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

Trench Polearm
7

Armour

Reinforced Armour
40

Shields

Trench Shield
10

Equipment

Koraktor, the Great Tome of Hell
8
Light of Samael
Saint's Reliquary
Campaign Play

Experience

Battle Scars

Advancements

SprinterAdd
+1 Dice
to the
Risky Success
Roll for a model with this Skill that is taking a Dash ACTION.
Lash of AcheronA model with this Skill can take a Lash of Acheron
Action
. If it does so, take a
Risky Success
Roll for the model. If the roll is a Failure, nothing happens and the model’s Activation ends. If the roll is a Success or Critical Success, you can make an Injury Roll with the
Ignore Armour
Keyword for 1 enemy model that is within 6" of the model taking the Lash of Acheron
Action
and in their line of sight
'Tis but a ScratchYou can re-roll the D66 Roll on the Trauma Table for a model with this Skill.
ScavengerA model with this Skill has the Extra Dice Exploration Skill.

Injuries

Full Recovery
Elite Injuries Chart #41-63
The model has survived the battle with no ill effects. It does not receive an Injury or a Battle Scar.
Dark Memory
Elite Injuries Chart #24
Write down the name of the Warband from the game where this injury was received. Add
-1 Dice
to rolls for Melee Attacks made by this model if the target is a model from the Warband you have written down.
Feared Warband
Heretic Legion

Fighter Status

Active

Fighter Rank

Elite

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
STL finder
Hell Knight
135
Name: -
Type: Hell Knight
Base Cost: 100
Image: @Darius_minis
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
-3
Keywords
Negate Fire
Strong
Elite
Demonic
The Court
Goetic

Hell Knight can choose up to 1 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.

Battlekit

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.

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

Hellblade
15

Armour

Infernal Iron Armour

Shields

Trench Shield
10

Equipment

No equipment selected
Campaign Play

Experience

Battle Scars

Advancements

Friends In High PlacesA model with this Skill has the Re-roll Dice Exploration Skill
ScavengerA model with this Skill has the Extra Dice Exploration Skill.
Surgical StrikeOnce per Activation, when you make an Injury Roll for a Melee Attack made by a model with this Skill, you can say that the roll has the
Ignore Armour
Keyword.
Close Quarter CombatAdd
+1 Dice
and
+1 Injury Dice
to rolls for Melee Attacks made by a model with this Skill if it is in contact with a terrain piece.

Injuries

Full Recovery
Elite Injuries Chart #41-63
The model has survived the battle with no ill effects. It does not receive an Injury or a Battle Scar.
Full Recovery
Elite Injuries Chart #41-63
The model has survived the battle with no ill effects. It does not receive an Injury or a Battle Scar.
Head Wound
Elite Injuries Chart #22
This model no longer gains Experience Points. It can regain the ability to gain Experience points through promotion, representing its recovery, although the Battle Scar remains.

Fighter Status

Active

Fighter Rank

Elite

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
STL finder
Wretched
21
Name: -
Type: Wretched
Base Cost: 20
Image: @Mini Merchant
Movement
6"/Infantry
Melee
-1D
Ranged
-1D
Armour
0
Keywords
The Court
Battlekit

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).

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

Trench Knife
1

Armour

No armour equipped

Shields

No shields equipped

Equipment

No equipment selected
Campaign Play

Fighter Status

Active

Fighter Rank

Troop
Cannot be promoted

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
STL finder
Wretched
21
Name: -
Type: Wretched
Base Cost: 20
Image: @Mini Merchant
Movement
6"/Infantry
Melee
-1D
Ranged
-1D
Armour
0
Keywords
The Court
Battlekit

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).

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

Trench Knife
1

Armour

No armour equipped

Shields

No shields equipped

Equipment

No equipment selected
Campaign Play

Fighter Status

Dead

Fighter Rank

Troop
Cannot be promoted

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
STL finder
Yoke Fiend
50
Name: -
Type: Yoke Fiend
Base Cost: 30
Image: @Darius_minis
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Keywords
Negate Fire
Demonic
The Court
Battlekit

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.

Ranged Weapons

No ranged weapons equipped

Grenades

Gas Grenades
10

Melee Weapons

No melee weapons equipped

Armour

No armour equipped

Shields

No shields equipped

Equipment

Restraining Muzzle
10
Campaign Play

Fighter Status

Active

Fighter Rank

Troop
Cannot be promoted

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
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.
STL finder
Yoke Fiend
59
Name: -
Type: Yoke Fiend
Base Cost: 30
Image: @Darius_minis
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-1
Keywords
Negate Fire
Demonic
The Court
Battlekit

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.

Ranged Weapons

Blunderbuss
5

Grenades

No grenades equipped

Melee Weapons

Sword / Axe
4

Armour

No armour equipped

Shields

Trench Shield
10

Equipment

Restraining Muzzle
10
Campaign Play

Fighter Status

Dead

Fighter Rank

Troop
Cannot be promoted

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
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.
STL finder
Hell Knight
155
Name: -
Type: Hell Knight
Base Cost: 100
Image: @Darius_minis
Movement
6"/Infantry
Melee
+2D
Ranged
+1D
Armour
-2
Keywords
Negate Fire
Strong
Elite
Demonic
The Court
Goetic

Hell Knight can choose up to 1 Goetic.

Exquisite Pain - 15

Pain and pleasure are but two sides of the same coin. This is the wisdom of the Sin of Lust.

Goetic
(1-2): You must take a Cast Spell
Action
with the spellcaster in order for it to cast this spell. If you do so, pick a model that is in the spellcaster’s Line of Sight (friend or foe). Place the
Blood Markers
paid to cast the spell next to the model that you picked.
Battlekit

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.

Ranged Weapons

Ophidian Rifle
25

Grenades

No grenades equipped

Melee Weapons

No melee weapons equipped

Armour

Infernal Iron Armour

Shields

No shields equipped

Equipment

Incendiary Ammunition
15
Campaign Play

Experience

Battle Scars

Advancements

War StoriesWhen you are recording the Experience Points earned by the models in your Warband in the Campaign Phase, you can give each model with the
Elite
Keyword that does not also have this Skill +1 extra Experience Point. You can’t pick the model with the Skill itself. A Warband can only have one model with this Skill.
Skill & ExpertiseAdd
+1 Dice
to rolls for a model with this Skill apart from rolls for Ranged or Melee Attacks
Ranged ProficiencyAdd
+1 Dice
to the Ranged Characteristic of a model with this Skill.

Injuries

Prominent Scar
Elite Injuries Chart #66
Write down the name of the Warband from the game where this injury was received. Add
+1 Dice
to rolls for Melee Attacks made by this model if the target is a model from the Warband you have written down. It does not receive an Injury or a Battle Scar.
Chosen Keyword
HERETIC

Fighter Status

Active

Fighter Rank

Elite

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
STL finder
Pit Locust
105
Name: -
Type: Pit Locust
Base Cost: 90
Image: @Darius_minis
Movement
8"/Flying
Melee
+2D
Ranged
0D
Armour
-2
Keywords
Negate Fire
Fear
Strong
Elite
Demonic
The Court
Battlekit

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.

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

Unarmed

Armour

Reinforced Armour

Shields

No shields equipped

Equipment

Crown of Hellfire
15
Campaign Play

Experience

Battle Scars

Advancements

Strength of SamsonAdd
+1 Injury Dice
to rolls for Melee Attacks made by a model with this Skill. In addition, a model with this Skill has the
Strong
keyword.
DodgeAdd
-1 Dice
to rolls for Ranged Attacks that target a model with this Skill.
ScavengerA model with this Skill has the Extra Dice Exploration Skill.

Injuries

Paranoid
Elite Injuries Chart #25
This model cannot be deployed within 8" of a friendly model. Friendly models can be deployed within 8" of this model after it has been deployed.

Fighter Status

Active

Fighter Rank

Elite
limited potential

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
STL finder
Wretched - Cinnamon Spice
21
Name: Cinnamon Spice
Type: Wretched
Base Cost: 20
Image: @Mini Merchant
Movement
6"/Infantry
Melee
-1D
Ranged
-1D
Armour
0
Keywords
The Court
Battlekit

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).

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

Trench Knife
1

Armour

No armour equipped

Shields

No shields equipped

Equipment

No equipment selected
Campaign Play

Fighter Status

Active

Fighter Rank

Troop
Cannot be promoted

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
STL finder
Yoke Fiend
55
Name: -
Type: Yoke Fiend
Base Cost: 30
Image: @Darius_minis
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-1
Keywords
Negate Fire
Demonic
The Court
Battlekit

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.

Ranged Weapons

Blunderbuss
5

Grenades

No grenades equipped

Melee Weapons

No melee weapons equipped

Armour

No armour equipped

Shields

Trench Shield
10

Equipment

Restraining Muzzle
10
Campaign Play

Fighter Status

Active

Fighter Rank

Troop
Cannot be promoted

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
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.
STL finder
Yoke Fiend
58
Name: -
Type: Yoke Fiend
Base Cost: 30
Image: @Darius_minis
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-1
Keywords
Negate Fire
Demonic
The Court
Battlekit

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.

Ranged Weapons

Blunderbuss
5

Grenades

No grenades equipped

Melee Weapons

Trench Club
3

Armour

No armour equipped

Shields

Trench Shield
10

Equipment

Restraining Muzzle
10
Campaign Play

Fighter Status

Dead

Fighter Rank

Troop
Cannot be promoted

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
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.
STL finder
Yoke Fiend
59
Name: -
Type: Yoke Fiend
Base Cost: 30
Image: @Darius_minis
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-2
Keywords
Negate Fire
Demonic
The Court
Battlekit

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.

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

Sword / Axe
4

Armour

Standard Armour
15

Shields

Trench Shield
10

Equipment

No equipment selected
Campaign Play

Fighter Status

Active

Fighter Rank

Troop
Cannot be promoted

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
STL finder
Sin Eater
6
Name: -
Type: Sin Eater
Base Cost: 6
Image: @pie_vendor
Movement
6"/Infantry
Melee
+2D
Armour
-2
Keywords
Negate Shrapnel
Negate Fire
Fear
Strong
Tough
Demonic
Battlekit

Battlekit: Sin Eater always has Reinforced Armour, a Combat Helmet, and a Tenderiser Maul.

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

Tenderizer Maul

Armour

Reinforced Armour

Shields

No shields equipped

Equipment

Combat Helmet
Campaign Play

Fighter Status

Dead

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
STL finder
Hunter of the Left-Hand Path
150
Name: -
Type: Hunter of the Left-Hand Path
Base Cost: 110
Image: @Darius_minis
Movement
6"/Infantry
Melee
+1D
Ranged
+2D
Armour
-2
Keywords
Negate Fire
Infiltrator
Elite
Demonic
The Court
Battlekit

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.

Ranged Weapons

Bow of Lethe

Grenades

No grenades equipped

Melee Weapons

No melee weapons equipped

Armour

Reinforced Armour
40

Shields

No shields equipped

Equipment

No equipment selected
Campaign Play

Experience

Battle Scars

Advancements

Friends In High PlacesA model with this Skill has the Re-roll Dice Exploration Skill

Injuries

No Injuries

Fighter Status

Reserved

Fighter Rank

Elite

Notes & Lore

Notes
No Notes
Lore
No Lore
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).
STL finder
Hell Knight
131
Name: -
Type: Hell Knight
Base Cost: 100
Image: @Darius_minis
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
-3
Keywords
Negate Fire
Strong
Elite
Demonic
The Court
Battlekit

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.

Ranged Weapons

Pistol / Revolver
6

Grenades

No grenades equipped

Melee Weapons

Head Taker
15

Armour

Infernal Iron Armour

Shields

Trench Shield
10

Equipment

No equipment selected
Campaign Play

Experience

Battle Scars

Advancements

Hard as NailsThe first time a model with this Skill suffers a Down result on the Injury table, it is treated as a No Effect result instead.
ParryAdd
-1 Dice
to Success Rolls for Melee Attacks that target a model with this Skill.

Injuries

No Injuries

Fighter Status

Active

Fighter Rank

Elite

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
STL finder
Wretched
21
Name: -
Type: Wretched
Base Cost: 20
Image: @Mini Merchant
Movement
6"/Infantry
Melee
-1D
Ranged
-1D
Armour
0
Keywords
The Court
Battlekit

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).

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

Trench Knife
1

Armour

No armour equipped

Shields

No shields equipped

Equipment

No equipment selected
Campaign Play

Fighter Status

Active

Fighter Rank

Troop
Cannot be promoted

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
STL finder
Yoke Fiend
52
Name: -
Type: Yoke Fiend
Base Cost: 30
Image: @Darius_minis
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-1
Keywords
Negate Fire
Demonic
The Court
Battlekit

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.

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

Trench Polearm
7

Armour

Standard Armour
15

Shields

No shields equipped

Equipment

No equipment selected
Campaign Play

Fighter Status

Reserved

Fighter Rank

Troop
Cannot be promoted

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
STL finder
Desecrated Saint
156
Name: -
Type: Desecrated Saint
Base Cost: 140
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+3D
Armour
-3
Keywords
Negate Fire
Fear
Strong
Tough
Demonic
The Court
Battlekit

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.

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

Sword / Axe
4
Greatsword / Greataxe
12

Armour

No armour equipped

Shields

No shields equipped

Equipment

No equipment selected
Campaign Play

Fighter Status

Active

Fighter Rank

Troop
limited potential

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
Aura of Lust: If an enemy model within 4" of this Desecrated Saint is wearing Armour that does not have the
Impervious
Keyword, you can negate any of the Armour’s Keywords or special rules, if you wish to do so, for as long as the model is within 4" of the Desecrated Saint. The only rules or Keywords you cannot negate are those that affect the size of the base the model is mounted on. For example, if a model has Machine Armour, you could say that you will negate its -3
Injury Modifier
Keyword and Steadfast special rule while it is within 4" of the Desecrated Saint, but that you choose not to negate the Machine Armour’s Bulky special rule.
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