Hells greatest Dead

fc_courtofthesevenheadedserpent
v1.0
Warband
Faction: Court of the Seven-Headed Serpent
Rating: 900| 7
Fielded: Elite: 4, Troop: 3, Mercenary: 1, Total: 8
Arsenal
0
1
Strongbox: 0 | 1
No items in your arsenal
Campaign
Patron: Infernal Noble
Victory Points: 0
Campaign Round: 1 (max: 12)
Exploration

Elites

Praetor
Praetor
290
Serpent Assault Gun, Malebranche Sword, Gas Mask, Reinforced Armour
Hunter of the Left-Hand Path
Hunter of the Left-Hand Path
160
Bow of Lethe, Reinforced Armour, Trench Shield
Hell Knight
Hell Knight
140
Ophidian Rifle, Hellblade, Infernal Iron Armour
Hell Knight
Hell Knight
140
Ophidian Rifle, Hellblade, Infernal Iron Armour

Troops

Wretched
Wretched
27
Trench Polearm
Yoke Fiend
Yoke Fiend
38
Torture Instrument
Pit Locust
Pit Locust
105
Crown of Hellfire, Reinforced Armour

Mercenaries

Scripture Guardian
Scripture Guardian
7
Combat Helmet, Reinforced Armour
Praetor
290
Name: -
Type: Praetor
Base Cost: 115
Image: @Darius_minis
Movement
8"/Flying
Melee
+3D
Ranged
+3D
Armour
-2
Keywords
Negate Fire
Negate Gas
Fear
Strong
Tough
Leader
Elite
Demonic
The Court
Goetic

Praetor can choose up to 2 Goetic.

Proud Defiance - 15

Retreat would mean submitting to others, an unthinkable act.

You do not have to take Morale Checks if your Warband has at least 1 model with this Goetic Ability on the battlefield.
Light of Samael - 15

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

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 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

Armour

Reinforced Armour
40

Shields

No shields equipped

Equipment

Gas Mask
5
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 Praetor can have up to 2 Goetic Powers. Praetors from a Warband dedicated to Wrath can have only 1 Goetic Power.
STL finder
Hunter of the Left-Hand Path
160
Name: -
Type: Hunter of the Left-Hand Path
Base Cost: 110
Image: @Darius_minis
Movement
6"/Infantry
Melee
+1D
Ranged
+2D
Armour
-3
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

Trench Shield
10

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:
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
Wretched
27
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 Polearm
7

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
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:

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
Hell Knight
140
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
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

Hellblade
15

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
Hell Knight
140
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
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

Hellblade
15

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
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
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

Fighter Status

Active

Fighter Rank

Troop
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
Scripture Guardian
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

No melee weapons equipped

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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