Azazel et sa Clique - Campagne

fc_courtofthesevenheadedserpent
Warband
User: Bobinorc
Faction: Court of the Seven-Headed Serpent
Rating: 1111| 25
Fielded: Elite: 6, Troop: 6, Mercenary: 3, Total: 14/14
Arsenal
194
8
Strongbox: 185 | 0
Gas Mask, Koraktor, the Great Tome of Hell, Sword / Axe
Campaign
Victory Points: 72
Campaign Round: 5 (max round: 12)
Exploration
Elites
Sorcerer
Azazel
194
8
Sword / Axe, Combat Helmet, Koraktor, the Great Tome of Hell, Reinforced Armour, Trench Shield
Hunter of the Left-Hand Path
Ombre de Samaël
170
Bow of Lethe, Combat Helmet, Gas Mask, Reinforced Armour, Trench Shield
Hell Knight
Oeil Ophidien d'Azazel
169
Ophidian Rifle, Hellblade, Sword / Axe, Combat Helmet, Gas Mask, Infernal Iron Armour
Pit Locust
Philibert
105
Crown of Hellfire, Reinforced Armour
Desecrated Saint
Saint Cyprien d'Antioche
163
Hellblade, Sword / Axe, Sword / Axe
Sin Eater
6
Tenderizer Maul, Combat Helmet, Reinforced Armour
Troops
Yoke Fiend
Tortionnaire
77
Blunderbuss, Trench Polearm, Restraining Muzzle, Standard Armour, Trench Shield
Yoke Fiend
Esclavagiste
77
Blunderbuss, Trench Polearm, Restraining Muzzle, Standard Armour, Trench Shield
Yoke Fiend
Accro au gaz
48
Torture Instrument, Gas Grenades
Wretched
Petit Poilu
36
Pistol / Revolver, Trench Shield
Wretched
Lamenteur
36
Pistol / Revolver, Trench Shield
Wretched
Curé fou
36
Pistol / Revolver, Trench Shield
Mercenaries
Scripture Guardian
7
Combat Helmet, Reinforced Armour
Goetic Warlock
4
Sword / Axe, Sword / Axe, Reinforced Armour
Sorcerer - Azazel
194 | 8
Name: Azazel
Type: Sorcerer
Base Cost: 75
Image: @Darius_minis
Movement
6"/Flying
Melee
+1D
Ranged
+2D
Armour
-3
Keywords
Negate Shrapnel
Negate Fire
Negate Gas
Fear
Negate Fear
Golem
Flying
Elite
Demonic
The Court

Goetic

Limit: Azazel can choose up to 4 Goetic.
Note: You must choose the goetic powers on recruitment and cannot change them or add new ones during the quartermaster step.

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, if the Success Roll for a Ranged Attack with a Burning Inferno that targets an enemy model is a Success or a Critical Success, or if the attack is a Failure and the target point scatters onto a model's base, apply the effect of the
Ignore Armour
Keyword to the Injury Roll for that model.

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.

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.
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

A Sorcerer can have any Battlekit from The

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

Ranged Weapons
Grenades
Melee Weapons
Sword / Axe
4
Armour
Reinforced Armour
40
Shields
Trench Shield
10
Equipment
Combat Helmet
5
Special
Koraktor, the Great Tome of Hell
8
Body of Gold

Campaign

Experience
Battle Scars
Advancements
Ranged ProficiencyAdd
+1 Dice
to the Ranged Characteristic of a model with this Skill.
ScavengerA model with this Skill has the Extra Dice Exploration Skill.
Shadow WalkerAdd
-2 Dice
to rolls for Ranged Attacks that target a model with this Skill at Long Range instead of
-1 Dice
.
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.
Injuries
Bitter LessonsThis model gains D3 extra Experience Points. It does not receive an Injury or a Battle Scar.
Fighter Status
Active
Fighter Rank
Elite

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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Hunter of the Left-Hand Path - Ombre de Samaël
170
Name: Ombre de Samaël
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
Negate Gas
Infiltrator
Elite
Demonic
The Court

Battlekit

A Hunter of the Left-Hand Path always has a Bow of Lethe, and it cannot be removed or lost over 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
's Armoury Tables apart from 2-Handed Weapons.

Ranged Weapons
Bow of Lethe
Grenades
Melee Weapons
Armour
Reinforced Armour
40
Shields
Trench Shield
10
Equipment
Combat Helmet
5
Gas Mask
5
Special

Campaign

Experience
Battle Scars
Advancements
AthleticAdd
+1 Dice
to
Risky Success
rolls for a model with this Skill when it Climbs, Jumps or makes a Diving Charge, and add
-1 Injury Dice
to Injury Rolls if it Falls.
Ranged ProficiencyAdd
+1 Dice
to the Ranged Characteristic of a model with this Skill.
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 if it has the
Assault
Keyword.
Injuries
Bitter LessonsThis model gains D3 extra Experience Points. It does not receive an Injury or a Battle Scar.
Fighter Status
Active
Fighter Rank
Elite

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 takes a Move, Charge, Retreat or Dash
Action
and 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 redeploy them in contact with another terrain piece and 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 redeploy 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 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).

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Hell Knight - Oeil Ophidien d'Azazel
169
Name: Oeil Ophidien d'Azazel
Type: Hell Knight
Base Cost: 100
Image: @Darius_minis
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
-2
Keywords
Negate Shrapnel
Negate Fire
Negate Gas
Strong
Negate Heavy
Elite
Demonic
The Court

Goetic

Limit: Oeil Ophidien d'Azazel can choose up to 1 Goetic.
Note: You must choose the goetic powers on recruitment and cannot change them or add new ones during the quartermaster step.

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.

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

Court
's Armoury Tables apart from Armour.

Ranged Weapons
Ophidian Rifle
25
Grenades
Melee Weapons
Hellblade
15
Sword / Axe
4
Armour
Infernal Iron Armour
Shields
Equipment
Combat Helmet
5
Gas Mask
5
Special

Campaign

Experience
Battle Scars
Advancements
Hip ShotRanged Weapons used by a model with this Skill count as having the
Assault
Keyword unless they already have it.
Injuries
Fighter Status
Active
Fighter Rank
Elite

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.

Notes & Lore

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

Battlekit

A Pit Locust can have a Crown of Hellfire from from The Court's' Armoury Table. They cannot have any other Battlekit.

Ranged Weapons
Grenades
Melee Weapons
Unarmed
Armour
Reinforced Armour
Shields
Equipment
Crown of Hellfire
15
Special

Campaign

Experience
Battle Scars
Advancements
Surgical StrikeOnce per Activation, before 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.
Injuries
Fighter Status
Active
Fighter Rank
Elite
limited potential

Abilities

Poison Stingers: A Pit Locust can make a Melee Attack with the CLEAVE 2 and
Shrapnel
Keywords even though it does not have a Melee Weapon.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Desecrated Saint - Saint Cyprien d'Antioche
163
Name: Saint Cyprien d'Antioche
Type: Desecrated Saint
Base Cost: 140
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+3D
Armour
-3
Keywords
Negate Fire
Fear
Strong
Negate Heavy
Tough
Elite
Demonic
The Court
Ignore Off-hand Weapon

Battlekit

A Desecrated Saint has several arms. It can have up to three 1-Handed Melee Weapons from The

Court
's Armoury Tables or two 1-Handed Melee Weapons and one 2-Handed Melee Weapon. It cannot have any other Battlekit.

Ranged Weapons
Grenades
Melee Weapons
Hellblade
15
Sword / Axe
4
Sword / Axe
4
Armour
Shields
Equipment
Special

Campaign

Experience
Battle Scars
Advancements
Injuries
Fighter Status
Active
Fighter Rank
Elite
limited potential

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: 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 Pride: Place 1
Blood Marker
next to each enemy model that is within 8" of this Desecrated Saint when the Desecrated Saint’s Activation ends.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Yoke Fiend - Tortionnaire
77
Name: Tortionnaire
Type: Yoke Fiend
Base Cost: 30
Image: @Darius_minis
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Keywords
Negate Fire
Demonic
The Court

Battlekit

A Yoke Fiend can have 1 Ranged Weapon that has a cost of 30 or less from The

Court
's Armoury Tables. They can have any other Battlekit from The
Court
's Armoury Tables apart from Ranged Weapons.

Ranged Weapons
Blunderbuss
5
Grenades
Melee Weapons
Trench Polearm
7
Armour
Standard Armour
15
Shields
Trench Shield
10
Equipment
Restraining Muzzle
10
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop
Cannot be promoted

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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Yoke Fiend - Esclavagiste
77
Name: Esclavagiste
Type: Yoke Fiend
Base Cost: 30
Image: @Darius_minis
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Keywords
Negate Fire
Demonic
The Court

Battlekit

A Yoke Fiend can have 1 Ranged Weapon that has a cost of 30 or less from The

Court
's Armoury Tables. They can have any other Battlekit from The
Court
's Armoury Tables apart from Ranged Weapons.

Ranged Weapons
Blunderbuss
5
Grenades
Melee Weapons
Trench Polearm
7
Armour
Standard Armour
15
Shields
Trench Shield
10
Equipment
Restraining Muzzle
10
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop
Cannot be promoted

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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Yoke Fiend - Accro au gaz
48
Name: Accro au gaz
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

A Yoke Fiend can have 1 Ranged Weapon that has a cost of 30 or less from The

Court
's Armoury Tables. They can have any other Battlekit from The
Court
's Armoury Tables apart from Ranged Weapons.

Ranged Weapons
Grenades
Gas Grenades
10
Melee Weapons
Torture Instrument
8
Armour
Shields
Equipment
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop
Cannot be promoted

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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Wretched - Petit Poilu
36
Name: Petit Poilu
Type: Wretched
Base Cost: 20
Image: @Mini Merchant
Movement
6"/Infantry
Melee
-1D
Ranged
-1D
Armour
-1
Keywords
The Court

Battlekit

Wretched can have any Battlekit from The

Court
's 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
Pistol / Revolver
6
Grenades
Melee Weapons
Armour
Shields
Trench Shield
10
Equipment
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop
Cannot be promoted

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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Wretched - Lamenteur
36
Name: Lamenteur
Type: Wretched
Base Cost: 20
Image: @Mini Merchant
Movement
6"/Infantry
Melee
-1D
Ranged
-1D
Armour
-1
Keywords
The Court

Battlekit

Wretched can have any Battlekit from The

Court
's 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
Pistol / Revolver
6
Grenades
Melee Weapons
Armour
Shields
Trench Shield
10
Equipment
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop
Cannot be promoted

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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Wretched - Curé fou
36
Name: Curé fou
Type: Wretched
Base Cost: 20
Image: @Mini Merchant
Movement
6"/Infantry
Melee
-1D
Ranged
-1D
Armour
-1
Keywords
The Court

Battlekit

Wretched can have any Battlekit from The

Court
's 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
Pistol / Revolver
6
Grenades
Melee Weapons
Armour
Shields
Trench Shield
10
Equipment
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop
Cannot be promoted

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.

Notes & Lore

Notes
No Notes
Lore
No Lore
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
Negate Heavy
Tough
Elite
Demonic

Battlekit

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

Ranged Weapons
Grenades
Melee Weapons
Tenderizer Maul
Armour
Reinforced Armour
Shields
Equipment
Combat Helmet
Special

Campaign

Experience
Battle Scars
Advancements
Injuries
Fighter Status
Active
Fighter Rank
Elite

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.

Notes & Lore

Notes
No Notes
Lore
No Lore
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

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
Grenades
Melee Weapons
Armour
Reinforced Armour
Shields
Equipment
Combat Helmet
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop
Cannot be promoted

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

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Goetic Warlock
4
Name: -
Type: Goetic Warlock
Base Cost: 4
Image: @pandemonpaints
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Keywords
Negate Fire
Fear
Demonic
Artificial

Battlekit

A Goetic Warlock always has Reinforced Armour.

Ranged Weapons
Grenades
Melee Weapons
Sword / Axe
Sword / Axe
Armour
Reinforced Armour
Shields
Equipment
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop
Cannot be promoted

Abilities

Goetic Portal: A Goetic Warlock can take a Goetic Portal
Action
. If they do so, take a
Risky Success
Roll for the Goetic Warlock with
+1 Dice
. If the roll is a Failure, the Goetic Warlock’s Activation ends. If the roll is a Success or Critical Success, you can pick up the Goetic Warlock and redeploy them on the battlefield anywhere within 6” of the location they originally occupied (measured from the centre of its base to the centre of its base). If this is impossible for any reason, the Goetic Warlock must stay in their original position. Note that the Goetic Warlock can redeploy even if they are down or within 1” of an enemy model (in which case the enemy model cannot make a Melee Attack before the Goetic Warlock is redeployed), and can redeploy within 1” of an enemy model. In addition, if the roll is a Success or Critical Success and the Goetic Warlock is within 1” of any enemy models mounted on a 32mm base or smaller, then the Goetic Warlock can take 1 of the enemy models with them. If they do so, you must redeploy the Goetic Warlock first and then redeploy the enemy model within 1” of the Goetic Warlock. If you cannot redeploy the enemy model within 1” of the Goetic Warlock, then the enemy model stays in its original position.
Barbed Embrace: An enemy model within 1" of a Goetic Warlock cannot take a Retreat
Action
.
Iron Clawed Hands: A Goetic Warlock can make a Melee Attack with the
Cleave 2
and
Critical
Keywords even though it does not have a Melee Weapon. In addition, the Off-Hand Weapon modifier applies to the second attack.
Goetic Gaze: A Goetic Warlock can take a Goetic Gaze
Action
. If they do so, take a Success Roll for the Goetic Warlock. If the roll is a Failure, nothing happens. If the roll is a Success, place 1
Blood Marker
next to an enemy model within 24" of the Goetic Warlock and in their Line of Sight. If the roll is a Critical Success, place 2
Blood Marker
S next to an enemy model within 24" of the Goetic Warlock and in their Line of Sight instead of only 1.

Notes & Lore

Notes
No Notes
Lore
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