Hellspawn

fc_courtofthesevenheadedserpent
v0.1.63
Warband
Faction: Court of the Seven-Headed Serpent
Rating: 899| 6
Fielded: Elite: 4, Troop: 4, Mercenary: 1, Total: 9/10
Arsenal
1
2
Strongbox: 1 | 2
No items in your arsenal
Campaign
Patron: No patron set
Victory Points: 0
Campaign Round: 1 (max round: 12)
Current field limit: 10 Models
Exploration

Elites

Hunter of the Left-Hand Path
Hunter of the Left-Hand Path
125
Bow of Lethe, Head Taker
Praetor
Praetor
215
Ophidian Rifle, Greatsword / Greataxe, Trench Club, Reinforced Armour
Hell Knight
Hell Knight
148
Arquebus, Hellblade, Crown of Hellfire, Infernal Iron Armour
Hell Knight
Hell Knight
148
Arquebus, Hellblade, Crown of Hellfire, Infernal Iron Armour

Troops

Wretched
Wretched
23
Trench Club
Yoke Fiend
Yoke Fiend
38
Torture Instrument
Desecrated Saint
Desecrated Saint
155
Greatsword / Greataxe, Trench Club
Yoke Fiend
Yoke Fiend
47
Trench Polearm, Trench Shield

Mercenaries

Sin Eater
Sin Eater
6
Tenderizer Maul, Reinforced Armour
Hunter of the Left-Hand Path
125
Name: -
Type: Hunter of the Left-Hand Path
Base Cost: 110
Image: @Darius_minis
Movement
6"/Infantry
Melee
+1D
Ranged
+2D
Armour
0
Keywords
Negate Fire
Infiltrator
Elite
Demonic
The Court
Battlekit

Battlekit:

The Hunter can be equipped with any melee weapons, armour (though not Infernal Armour which would disrupt the powers of the Hunter) and equipment from the

Court
Armoury. The Hunter always carries the Bow of Lethe as its ranged weapon and it cannot swap or lose this weapon. It always takes the use of one of the arms of the Hunter.

Ranged Weapons

Bow of Lethe
+2D to Injuries OR Ignore Armour

Melee Weapons

Head Taker
15
+2 to Injuries against Unactivated

Armour

No armour 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
Shadow Walker: As a Retreat
Action
with
Goetic
(2), the Hunter Retreats from Melee Combat without enemy models getting any free attacks against it.
Left-Hand Path:

Once during its Activation, when the Hunter moves into contact with a piece of scenery at least 2” wide, it can cast this

Goetic
(2) Spell to walk the path between Hell and Creation. Remove the Hunter and immediately place it into contact with any other piece of scenery over 2” wide on the battlefield, including on top of or inside it. The Hunter then continues its movement as normal. It can cast this Spell again as part of the same movement, spending a BLOOD MARKER each time, but it cannot cast it later as part of a different movement during the same Activation.

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: Once per Turn, the Hunter can use this
Goetic
(3) after an injury is rolled against it to negate the result (and any other effects caused by the triggering event) entirely. Effects from the triggering event, such as
Blast
weapons that originally targeted the Hunter, still affect other models as normal.
STL finder
Praetor
215
Name: -
Type: Praetor
Base Cost: 115
Image: @Darius_minis
Movement
8"/Flying
Melee
+3D
Ranged
+3D
Armour
-2
Keywords
Negate Fire
Fear
Strong
Tough
Leader
Elite
Demonic
The Court
Goetic

Praetor can choose up to 2 Goetic.

Daemonium Meridianum - 20 - 1/1

It is all but impossible to approach this infernal warrior with any energy or enthusiasm.

Open Terrain within 6” of this model is considered Difficult Terrain for enemy models. Dangerous Terrain within 6” of this model is considered both Dangerous Terrain and Difficult Terrain for enemy models.
Battlekit

Battlekit:

The Praetor can be equipped with any weapons, armour and equipment from the

Court
Armoury.

Ranged Weapons

Ophidian Rifle
25

Melee Weapons

Greatsword / Greataxe
12
Trench Club
3

Armour

Reinforced Armour
40

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: You may purchase up to two
Goetic
Powers or Spells for the Praetor (or only one if you command a Wrath Warband).
STL finder
Wretched
23
Name: -
Type: Wretched
Base Cost: 20
Image: @Mini Merchant
Movement
6"/Infantry
Melee
-1D
Ranged
-1D
Armour
0
Keywords
The Court
Battlekit

Battlekit: The wretched can be equipped with any melee weapon, armour and equipment from the

Court
Armoury. None of their weapons, armour or equipment can cost more than 10 ducats each. They must be equipped with at least one weapon.

Ranged Weapons

No ranged weapons equipped

Melee Weapons

Trench Club
3

Armour

No armour 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 a Wretch manages to take any enemy
Elite
model Out of Action or performs a Glorious Deed, it gains its freedom and is immediately removed from the battle and from your warband permanently. It does not count as a casualty, but your warband’s total size for this battle is reduced by one for purposes of Morale.
STL finder
Yoke Fiend
38
Name: -
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:

Yoke fiends can be equipped with any melee weapon, armour and equipment from the

Court
Armoury. They can be equipped with any one ranged weapon from the
Court
Armoury that costs 30 ducats or less.

Ranged Weapons

No ranged weapons equipped

Melee Weapons

Torture Instrument
8

Armour

No armour 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 there is an enemy model without the Keyword
Black Grail
or
Demonic
within 12” that it can see, it must make a Charge against the closest enemy model without the Keyword
Black Grail
or
Demonic
as its first
Action
. If it begins its Activation Down and the above conditions are true, it must stand and then Charge, unless it cannot stand. If it begins its Activation in melee combat, it ignores this ability.
Torturer: The Yoke Fiend can target friendly non-
Demonic
models within 1” with melee attacks. When it does, it can only make a single melee attack during its Activation.
STL finder
Sin Eater
6
Name: -
Type: Sin Eater
Base Cost: 6
Image: @pie_vendor
Movement
6"/Infantry
Melee
+2D
Armour
-2
Keywords
Fear
Strong
Tough
Heretic
Battlekit

Battlekit: The Sin Eater is equipped with Reinforced Armour and a 2-handed Tenderizer Maul. You cannot alter the Sin Eater’s weapons and equipment in any way.

Ranged Weapons

No ranged weapons equipped

Melee Weapons

Tenderizer Maul
+1 to Injuries

Armour

Reinforced Armour

Equipment

No equipment selected
Campaign Play

Fighter Status

Active

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
Devour the Guilty:

As a

Risky
Action
, the Sin Eater can attempt to consume a model, friend (in which case the
Action
is not
Risky
and is done with
+1 Dice
) or foe, that is on a 40mm or smaller base and is within 1”. If successful, remove the model from the table and set aside any markers that the model has (
Blood
,
Infection
,
Blessing
etc.). While it is devoured the model cannot be targeted by any attack or ability. When Activated, the devoured model may make one melee attack
Action
available to it, but the attack suffers a
-3 Dice
penalty when rolling to hit. A devoured model counts as being Down for all rules purposes (including Morale) and, if it is still devoured at the end of the battle, it counts as being Out of Action instead.

Whenever the Sin Eater is activated, the devoured model suffers one

Blood Marker
automatically that cannot be avoided by any means. If the devoured model suffers a
Blood Marker
in this way when it already has six
Blood Marker
, it is immediately taken Out of Action and it is no longer considered devoured. If the Sin Eater is taken Out of Action, the devoured model is placed Down where the Sin Eater was. The Sin Eater can only ever have one consumed model in its belly.

Vomit:

The Sin Eater attempts to purge a model it has devoured as an

Action
with
+4 Dice
. If successful, the model’s controller places the model within 1” of the Sin Eater. If no suitable space exists, the vomit fails and the model remains devoured. The vomited model is Down. The Sin Eater can only use this
Action
if it has a model devoured.

STL finder
Desecrated Saint
155
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:

The Desecrated Saint is encased in nigh-impregnable Cocytus Armour reflected on the profile above. This armour cannot be removed or lost. The Desecrated Saint has three functional arms. They can carry up to three melee weapons, only one of which can be a two-handed weapon. The Desecrated Saint can be equipped with any melee weapons from the

Court
Armoury, and can make a Melee Attack
Action
once per Activation with each melee weapon it is equipped with and suffers no off-hand penaties.

Ranged Weapons

No ranged weapons equipped

Melee Weapons

Greatsword / Greataxe
12
Trench Club
3

Armour

No armour 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:

Depending on which Deadly Sin the warband is dedicated to, the Desecrated Saint emits a powerful aura of that sin.

Aura of Sloth: Enemy models within 8" of this Desecrated Saint treat Minor Hit results as Down results. The aura affects enemy models that normally treat Down results as a Minor Hit result (such as models wearing Machine Armour).
STL finder
Hell Knight
148
Name: -
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

Hell Knight can choose up to 1 Goetic.

Charm of Acedia - 15

The great aversion to effort possessed by this infernal warrior seeps to nearby creatures or to the very Creation itself, forcing them to bend to its will and thus avoiding the need for the demonic creature to struggle to achieve its aims.

This
Goetic
(1) spell can be cast right before the model casting it takes an
Action
involving any model, friend or foe (including the model itself and thus covering Dashing, Climbing, Jumping etc). The target ceases any potential resistance or tension, seeing no point in such effort, making the
Action
succeed automatically with no dice rolled.
Battlekit

Battlekit:

The Hell Knights are always equipped with a suit of Infernal Iron Armour which is included in their cost. This armour can never be removed or lost. Hell Knights can be equipped with any weapons, armour and equipment from the

Court
Armoury.

Ranged Weapons

Arquebus
8

Melee Weapons

Hellblade
15
+1D to Injuries

Armour

Infernal Iron Armour
Cannot be Ignored

Equipment

Crown of Hellfire
15
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: You may purchase one
Goetic
Power or Spell for the Model.
Blood Magic: Before rolling an injury caused by the Hell Knight’s melee or ranged attack, it can cast this
Goetic
(1) Spell to roll that injury with
+1 Dice
. When this Spell is used on an injury caused by a
Blast
weapon, it applies to every injury caused by that attack ACTION
STL finder
Hell Knight
148
Name: -
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

Hell Knight can choose up to 1 Goetic.

Charm of Acedia - 15

The great aversion to effort possessed by this infernal warrior seeps to nearby creatures or to the very Creation itself, forcing them to bend to its will and thus avoiding the need for the demonic creature to struggle to achieve its aims.

This
Goetic
(1) spell can be cast right before the model casting it takes an
Action
involving any model, friend or foe (including the model itself and thus covering Dashing, Climbing, Jumping etc). The target ceases any potential resistance or tension, seeing no point in such effort, making the
Action
succeed automatically with no dice rolled.
Battlekit

Battlekit:

The Hell Knights are always equipped with a suit of Infernal Iron Armour which is included in their cost. This armour can never be removed or lost. Hell Knights can be equipped with any weapons, armour and equipment from the

Court
Armoury.

Ranged Weapons

Arquebus
8

Melee Weapons

Hellblade
15
+1D to Injuries

Armour

Infernal Iron Armour
Cannot be Ignored

Equipment

Crown of Hellfire
15
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: You may purchase one
Goetic
Power or Spell for the Model.
Blood Magic: Before rolling an injury caused by the Hell Knight’s melee or ranged attack, it can cast this
Goetic
(1) Spell to roll that injury with
+1 Dice
. When this Spell is used on an injury caused by a
Blast
weapon, it applies to every injury caused by that attack ACTION
STL finder
Yoke Fiend
47
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:

Yoke fiends can be equipped with any melee weapon, armour and equipment from the

Court
Armoury. They can be equipped with any one ranged weapon from the
Court
Armoury that costs 30 ducats or less.

Ranged Weapons

No ranged weapons equipped

Melee Weapons

Trench Polearm
7
-1D to hit for Chargers

Armour

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 there is an enemy model without the Keyword
Black Grail
or
Demonic
within 12” that it can see, it must make a Charge against the closest enemy model without the Keyword
Black Grail
or
Demonic
as its first
Action
. If it begins its Activation Down and the above conditions are true, it must stand and then Charge, unless it cannot stand. If it begins its Activation in melee combat, it ignores this ability.
Torturer: The Yoke Fiend can target friendly non-
Demonic
models within 1” with melee attacks. When it does, it can only make a single melee attack during its Activation.
STL finder