Greedy Bastards

fc_courtofthesevenheadedserpent
Warband
Faction: Court of the Seven-Headed Serpent
Rating: 1286| 14
Fielded: Elite: 6, Troop: 5, Mercenary: 3, Total: 14/16
Other: Dead: 1
Arsenal
567
0
Strongbox: 455 | 0
Standard Armour, Arquebus, Head Taker, Sword / Axe, Standard Armour, Gas Grenades, Gas Mask, Combat Helmet, Unholy Relic, Restraining Muzzle, Restraining Muzzle
Campaign
Patron: Mammon
Victory Points: 79
Campaign Round: 7 (max round: 12)
Current field limit: 16 Models
Exploration

Elites

Praetor
Black Gold
269
Serpent Assault Gun, Malebranche Sword, Sword / Axe, Combat Helmet, Gas Mask, Trench Dog, Reinforced Armour
Sorcerer
Aureum Magus
140
Musical Instrument, Standard Armour, Trench Shield
Hunter of the Left-Hand Path
Gold Shadow
165
Bow of Lethe, Combat Helmet, Reinforced Armour, Trench Shield
Hell Knight
Dark Shine
155
Hellblade, Combat Helmet, Gas Grenades, Infernal Iron Armour, Trench Shield
Hell Knight
Gold Finger
145
Ophidian Rifle, Double-Handed Blunt Weapon, Infernal Iron Armour
Pit Locust
Goldilocus
105
Crown of Hellfire, Reinforced Armour

Troops

Golem
Gold Pile
177
Heavy Flamethrower, Hellblade, Trench Polearm, Trench Shield
Yoke Fiend
Tee
38
Torture Instrument
Yoke Fiend
To
38
Torture Instrument
Wretched
Wretched
21
Trench Knife
Wretched
Wretched
21
Trench Knife

Mercenaries

Sin Eater
Golden Teeth
6
Tenderizer Maul, Combat Helmet, Reinforced Armour
Scripture Guardian
Scripture Guardian
12
7
Greatsword / Greataxe, Combat Helmet, Reinforced Armour
Trench Dog
Trench Dog
1

Dead

Wretched
Dead
21
Trench Knife

Fireteams

Model Fireteam
Dark Shine
-
Model Fireteam
Gold Pile
Aureum Magus
Praetor - Black Gold
269
Name: Black Gold
Type: Praetor
Base Cost: 115
Image: @Darius_minis
Movement
8"/Flying
Melee
+4D
Ranged
+3D
Armour
-2
Keywords
Negate Shrapnel
Negate Fire
Negate Gas
Fear
Strong
Tough
Leader
Elite
Demonic
The Court
Battlekit

Battlekit:

A Praetor can have any Battlekit from The

Court
’s Armoury Tables.

Ranged Weapons

Serpent Assault Gun
50

Grenades

No grenades equipped

Melee Weapons

Malebranche Sword
50
Sword / Axe
4

Armour

Reinforced Armour
40

Shields

No shields equipped

Equipment

Gas Mask
5
Combat Helmet
5
Trench Dog
1
Campaign Play

Experience

Battle Scars

Advancements

Melee ProficiencyAdd
+1 Dice
to the Melee Characteristic of a model with this Skill.
Bad CompanyA model with this Skill does not count towards the number of
Elite
models that are in your Warband at the start of the Promotion step.
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

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
Goetic Power: A Praetor can have up to 2 Goetic Powers. Praetors from a Warband dedicated to Wrath can have only 1 Goetic Power.
STL finder
Sorcerer - Aureum Magus
140
Name: Aureum Magus
Type: Sorcerer
Base Cost: 75
Image: @Darius_minis
Movement
6"/Flying
Melee
+1D
Ranged
+1D
Armour
-2
Keywords
Negate Fire
Fear
Elite
Demonic
The Court
Goetic

Aureum Magus can choose up to 3 Goetic.

Burning Inferno - 15

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

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

Slavemaster - 10

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

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

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

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

No melee weapons equipped

Armour

Standard Armour
15

Shields

Trench Shield
10

Equipment

Musical Instrument
15
Campaign Play

Experience

Battle Scars

Advancements

Show OffAdd 1 dice to the Promotion Pool in the Promotion step for each model in your Warband with this Skill.
Friends In High PlacesA model with this Skill has the Re-roll Dice Exploration Skill

Injuries

No Injuries

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
Hunter of the Left-Hand Path - Gold Shadow
165
Name: Gold Shadow
Type: Hunter of the Left-Hand Path
Base Cost: 110
Image: @Darius_minis
Movement
6"/Infantry
Melee
+1D
Ranged
+3D
Armour
-3
Keywords
Negate Shrapnel
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

Trench Shield
10

Equipment

Combat Helmet
5
Campaign Play

Experience

Battle Scars

Advancements

Ranged ProficiencyAdd
+1 Dice
to the Ranged Characteristic of a model with this Skill.
Sharp EyesRanged Attacks made by a model with this Skill have the
Ignore
LONG RANGE Keyword.
Point BlankWhen a model with this Skill makes a Melee Attack, it can use a Ranged Weapon and its Ranged Attack Characteristic instead of a Melee Weapon and its Melee Attack Characteristic. It must still be within 1" of the target model to make the attack. It can also use the Ranged Weapon to make a Ranged Attack during the same Activation.

Injuries

No Injuries

Fighter Status

Active

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 - Dark Shine
155
Name: Dark Shine
Type: Hell Knight
Base Cost: 100
Image: @Darius_minis
Movement
6"/Infantry
Melee
+3D
Ranged
0D
Armour
-3
Keywords
Negate Shrapnel
Negate Fire
Negate Gas
Negate Fear
Strong
Golem
Elite
Demonic
The Court
Goetic

Dark Shine can choose up to 1 Goetic.

Body of Gold - 15 - 1/1

So great is the devotion of this servant of greed that their entire body takes on the aspect of the precious metal.

A model with this Goetic Ability has the
Golem
Keyword. In addition, this model loses the
Tough
Keyword if it has it, and it cannot gain the
Tough
Keyword through any other means.
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

Gas Grenades
10

Melee Weapons

Hellblade
15

Armour

Infernal Iron Armour

Shields

Trench Shield
10

Equipment

Combat Helmet
5
Campaign Play

Experience

Battle Scars

Advancements

PlutocracyWhen you take this Skill for a model, it can immediately form a
Fireteam
with 1 other model from your Warband that does not have the
Elite
Keyword. Both of the models gain the
Fireteam
Keyword. In addition, if the two models take a joint
Action
, then you can treat all
Risky Success
Rolls they take during the
Action
as normal Success Rolls.
Melee ProficiencyAdd
+1 Dice
to the Melee Characteristic of a model with this Skill.
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.

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
Hell Knight - Gold Finger
145
Name: Gold Finger
Type: Hell Knight
Base Cost: 100
Image: @Darius_minis
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
-2
Keywords
Negate Fire
Strong
Elite
Demonic
The Court
Goetic

Gold Finger 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

Ophidian Rifle
25

Grenades

No grenades equipped

Melee Weapons

Double-Handed Blunt Weapon
10

Armour

Infernal Iron Armour

Shields

No shields equipped

Equipment

No equipment selected
Campaign Play

Experience

Battle Scars

Advancements

No advancements

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
Sin Eater - Golden Teeth
6
Name: Golden Teeth
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

Active

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
Golem - Gold Pile
177
Name: Gold Pile
Type: Golem
Base Cost: 40
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-1
Keywords
Negate Gas
Negate Fear
Strong
Golem
Artificial
Upgrades
Additional Arm - 15
This Takwin Homunculus can make 2 Melee Attacks, one after the other, when it takes a Fight
Action
in the Trench Crusade Digital Rulebook). Note that if you spend
Blood Markers
to modify the Injury Rolls for one attack, they do not modify Injury Rolls for any of the subsequent attacks.
Enslaved Mind - 10
Give this Takwin Homunculus and one other model in your Warband the
Fireteam
Keyword. The other model can only form a Fireteam with this Homunculus.
Inhuman Strength - 15
The musculature of the Homunculus is reinforced, replaced and strengthened. Give this Takwin Homunculus the
Strong
Keyword, change its Melee Characteristic to
+1 Dice
, and increase its base size to 32mm.
Startling Speed - 10
Add
+1 Dice
to the Risky Success Roll for this Takwin Homunculus when it takes a Dash
Action
Battlekit

Battlekit: The golem cannot be equipped with any weapons, armour or equipment. It can fight in melee without any penalty.

Ranged Weapons

Heavy Flamethrower
55

Grenades

No grenades equipped

Melee Weapons

Trench Polearm
7
Hellblade
15

Armour

No armour equipped

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
Re-creation: If a Takwin Homunculus is killed in the postbattle sequence, you do not have to remove it from your roster. Instead, you can spend 40 to leave it on the Roster.
Pummelling Blows: The model can make a Melee Attack even though it does not have any Melee Weapons.
Artificial Life: Add
-1 Injury Dice
to Injury Rolls for the model.
STL finder
Yoke Fiend - Tee
38
Name: Tee
Type: Yoke Fiend
Base Cost: 30
Image: @Darius_minis
Movement
6"/Infantry
Melee
+1D
Ranged
0D
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

No grenades equipped

Melee Weapons

Torture Instrument
8

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
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
Yoke Fiend - To
38
Name: To
Type: Yoke Fiend
Base Cost: 30
Image: @Darius_minis
Movement
6"/Infantry
Melee
+1D
Ranged
0D
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

No grenades equipped

Melee Weapons

Torture Instrument
8

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
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
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

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
Pit Locust - Goldilocus
105
Name: Goldilocus
Type: Pit Locust
Base Cost: 90
Image: @Darius_minis
Movement
8"/Flying
Melee
+3D
Ranged
0D
Armour
-2
Keywords
Negate Fire
Fear
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

Melee ProficiencyAdd
+1 Dice
to the Melee Characteristic of a model with this Skill.

Injuries

Expensive Treatment
Elite Injuries Chart #32
The model’s wounds require constant treatment. Before you can deploy this model, you must deduct 10 from your Warband’s Strongbox. This payment does not count towards your Warband’s Threshold Value.

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.
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Wretched - Dead
21
Name: Dead
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.
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Scripture Guardian
12 | 7
Name: -
Type: Scripture Guardian
Base Cost: 7
Image: @jimmy_crisps
Movement
6"/Infantry
Melee
+1D
Armour
-2
Keywords
Negate Shrapnel
Negate Gas
Negate Fear
Golem
Battlekit

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.

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

Greatsword / Greataxe
12

Armour

Reinforced Armour

Shields

No shields equipped

Equipment

Combat Helmet
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
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
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Trench Dog
1
Name: -
Type: Trench Dog
Base Cost: 1
Image: @pandemonpaints
Movement
8"/Infantry
Melee
0D
Armour
0
Keywords
Battlekit

Battlekit: A Trench Dog cannot have any Battlekit. At an additional cost the dog gains an ability to form a

Fireteam
with any 1 model in your Warband.

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

Unarmed

Armour

No armour equipped

Shields

No shields equipped

Equipment

No equipment selected
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
Four Paws: Add
+1 Dice
to
Risky Success
rolls for a Trench Dog when they Climb, Jump or take a Dash
Action
.
Pack Loyalty: A Trench Dog has the same Faction Keyword as the model that has it. For example, the owner of a Trench Dog had the
New Antioch
Faction Keyword, then the Trench Dog will have the
New Antioch
Faction Keyword too.
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