Azazel et sa Clique - Campagne

fc_courtofthesevenheadedserpent
v1.0
Warband
Faction: Court of the Seven-Headed Serpent
Rating: 1003| 6
Fielded: Elite: 4, Troop: 6, Mercenary: 1, Total: 11
Arsenal
2
0
Strongbox: 2 | 0
No items in your arsenal
Campaign
Patron: Infernal Noble
Victory Points: 33
Campaign Round: 2 / 12
Exploration

Elites

Sorcerer
Azazel
174
Sword / Axe, Incendiary Ammunition, Reinforced Armour, Trench Shield
Hunter of the Left-Hand Path
Ombre de Samaël
154
Bow of Lethe, Sword / Axe, Reinforced Armour
Hell Knight
Oeil Ophidien d'Azazel
159
Ophidian Rifle, Hellblade, Sword / Axe, Infernal Iron Armour
Pit Locust
Philibert
105
Crown of Hellfire, Reinforced Armour

Troops

Desecrated Saint
Saint Cyprien d'Antioche
149
Sword / Axe, Sword / Axe, Trench Knife
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
Wretched
Petit Poilu
36
Pistol / Revolver, Trench Shield
Wretched
Lamenteur
36
Pistol / Revolver, Trench Shield
Wretched
Curé fou
36
Pistol / Revolver, Trench Shield

Mercenaries

Sin Eater
Sin Eater
6
Tenderizer Maul, Reinforced Armour
Sorcerer - Azazel
174
md_sorcerer
Name: Azazel
Type: Sorcerer
Base Cost: 75
Image: @Darius_minis
Movement
6"/Flying
Melee
+1D
Ranged
+2D
Armour
-3
Keywords
Negate Fire
Fear
Elite
Demonic
The Court
Goetic

Azazel 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.

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

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

Sword / Axe
4

Armour

Reinforced Armour
40

Shields

Trench Shield
10

Equipment

Incendiary Ammunition
15
Campaign Play

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.

Injuries

Bitter Lessons
Elite Injuries Chart #65
This model gains D3 extra Experience Points. It does not receive an Injury or a Battle Scar.

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 - Ombre de Samaël
154
md_hunterofthelefthandpath
Name: Ombre de Samaël
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

Sword / Axe
4

Armour

Reinforced Armour
40

Shields

No shields equipped

Equipment

No equipment selected
Campaign Play

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.

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 - Oeil Ophidien d'Azazel
159
md_hellknight
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 Fire
Strong
Elite
Demonic
The Court
Goetic

Oeil Ophidien d'Azazel can choose up to 1 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.
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
Sword / Axe
4

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 - Philibert
105
md_pitlocust
Name: Philibert
Type: Pit Locust
Base Cost: 90
Image: @Darius_minis
Movement
8"/Flying
Melee
+2D
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

No advancements

Injuries

No Injuries

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
Desecrated Saint - Saint Cyprien d'Antioche
149
md_desecratedsaint
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
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
Sword / Axe
4
Trench Knife
1

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 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.
STL finder
Yoke Fiend - Tortionnaire
77
md_yokefiend
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

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 Polearm
7

Armour

Standard Armour
15

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 - Esclavagiste
77
md_yokefiend
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

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 Polearm
7

Armour

Standard Armour
15

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
Wretched - Petit Poilu
36
md_wretched_court
Name: Petit Poilu
Type: Wretched
Base Cost: 20
Image: @Mini Merchant
Movement
6"/Infantry
Melee
-1D
Ranged
-1D
Armour
-1
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

Pistol / Revolver
6

Grenades

No grenades equipped

Melee Weapons

No melee weapons equipped

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
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 - Lamenteur
36
md_wretched_court
Name: Lamenteur
Type: Wretched
Base Cost: 20
Image: @Mini Merchant
Movement
6"/Infantry
Melee
-1D
Ranged
-1D
Armour
-1
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

Pistol / Revolver
6

Grenades

No grenades equipped

Melee Weapons

No melee weapons equipped

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
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 - Curé fou
36
md_wretched_court
Name: Curé fou
Type: Wretched
Base Cost: 20
Image: @Mini Merchant
Movement
6"/Infantry
Melee
-1D
Ranged
-1D
Armour
-1
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

Pistol / Revolver
6

Grenades

No grenades equipped

Melee Weapons

No melee weapons equipped

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
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
Sin Eater
6
md_sineater
Name: -
Type: Sin Eater
Base Cost: 6
Image: @pie_vendor
Movement
6"/Infantry
Melee
+2D
Armour
-2
Keywords
Fear
Strong
Tough
Heretic
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

No equipment selected
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 MARKERS, 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