Stygia's Wrath 1.0

fc_courtofthesevenheadedserpent
Warband
Faction: Court of the Seven-Headed Serpent
Rating: 1399| 6
Fielded: Elite: 6, Troop: 8, Mercenary: 1, Total: 14/18
Arsenal
169
3
Strongbox: 144 | 3
Ophidian Rifle
Campaign - The Crusade
Victory Points: 73
Threshold round: 8: 1400
Campaign Round: 8/9 (max round: 12)
Exploration
Elites
Sorcerer
Angrboda, Mother of Monsters
175
Musical Instrument, Reinforced Armour
Hell Knight
Devana, the Reaper
204
Heavy Flamethrower, Great Hammer/Maul, Sword / Axe, Combat Helmet, Gas Mask, Unholy Relic, Infernal Iron Armour
Hell Knight
Halfdan the Black
200
Shotgun, Malebranche Sword, Combat Helmet, Gas Mask, Gas Grenades, Infernal Iron Armour, Trench Shield
Hunter of the Left-Hand Path
The Raven
180
Bow of Lethe, Head Taker, Incendiary Ammunition, Reinforced Armour
Goetic Warlock
4
Sword / Axe, Sword / Axe, Reinforced Armour
Desecrated Saint
158
Great Hammer/Maul, Sword / Axe, Sword / Axe
Troops
Wretched
47
Shotgun, Trench Polearm, Trench Shield
Wretched
47
Shotgun, Trench Polearm, Trench Shield
Wretched
47
Shotgun, Trench Polearm, Trench Shield
Wretched
47
Shotgun, Trench Polearm, Trench Shield
Yoke Fiend
60
Hellblade, Standard Armour
Yoke Fiend
60
Hellblade, Standard Armour
Yoke Fiend
92
1
Flamethrower, Trench Polearm, Restraining Muzzle, Gas Grenades, Standard Armour
Yoke Fiend
82
1
Flamethrower, Trench Polearm, Restraining Muzzle, Standard Armour
Modifiers
Curative Fluids
Angrboda, Mother of Monsters
Once, in any future Quartermaster Step, you can use the Curative Fluids to remove 1 Battle Scar (but not the effects of any Trauma) from a model in your Warband. Remove the Curative Fluids from your Warband Roster after they are used
Sorcerer - Angrboda, Mother of Monsters
175
Name: Angrboda, Mother of Monsters
Type: Sorcerer
Base Cost: 75
Image: @Darius_minis
Movement
6"/Flying
Melee
+1D
Ranged
+1D
Armour
-2
Keywords
Negate Fire
Fear
Flying
Elite
Demonic
The Court

Goetic

Limit: Angrboda, Mother of Monsters can choose up to 3 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.

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.

Lesser Mark of Cain - 20 - 1/1

An inferior copy of the mark that the God-Tyrant YHWH placed on the forehead of Cain, the First Murderer.

A model with this Goetic Ability has the

-1 Injury Dice
Keyword.

Battlekit

A Sorcerer can have any Battlekit from The

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

Ranged Weapons
Grenades
Melee Weapons
Armour
Reinforced Armour
40
Shields
Equipment
Musical Instrument
15
Special

Campaign

Experience
Battle Scars
Advancements
Sharp EyesRanged Attacks made by a model with this Skill have the
Ignore
LONG RANGE Keyword.
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.
ScavengerA model with this Skill has the Extra Dice Exploration Skill.
Injuries
Lost ArmThis model cannot use Battlekit that requires 2 hands, and can only use one piece of Battlekit that requires 1 hand.
Minor WoundThis model cannot be used in the next game.
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
Hell Knight - Devana, the Reaper
204
Name: Devana, the Reaper
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
Fear
Strong
Negate Heavy
Elite
Demonic
The Court

Goetic

Limit: Devana, the Reaper 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.

Charge of Hatred - 10 - 1/3

There is virtually no escape from the hatred of this creature.

When a model with this Goetic Ability makes a Charge it counts as having Movement Characteristic of 12”. Do not roll a D6 to determine its Charge Bonus, but in all other regards carry out the Charge normally (i.e. Difficult terrain will slow the model down, it will have to Jump across gaps, and so on). In addition, unless the target of the charge is the closest enemy model in Line of Sight, you must take a
Risky Success
Roll for the model before making the charge move. If the roll is a Failure, the model cannot move and its Activation ends. If the roll is a Success, it can carry out the Charge normally.

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
Heavy Flamethrower
55
Grenades
Melee Weapons
Great Hammer/Maul
10
Sword / Axe
4
Armour
Infernal Iron Armour
Shields
Equipment
Unholy Relic
15
Gas Mask
5
Combat Helmet
5
Special

Campaign

Experience
Battle Scars
Advancements
Skill & ExpertiseWhen you give a model this Skill, choose 1
Action
on that model's Warband Entry, or 1 Common
Action
apart from Fight or Shoot
Action
S, and write it on your Warband Roster. Add
+1 Dice
to rolls made as part of the chosen
Action
when they are taken by this model.
'Tis but a ScratchYou can re-roll the result on the Trauma Chart for a model with this Skill.
Hip ShotRanged Weapons used by a model with this Skill count as having the
Assault
Keyword unless they already have it.
DisengageEnemy models cannot make a Melee Attack on a model with this Skill when it Retreats.
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
Hell Knight - Halfdan the Black
200
Name: Halfdan the Black
Type: Hell Knight
Base Cost: 100
Image: @Darius_minis
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
-3
Keywords
Negate Shrapnel
Negate Fire
Negate Gas
Negate Fear
Strong
Negate Heavy
Elite
Demonic
The Court

Goetic

Limit: Halfdan the Black 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.

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

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
Shotgun
10
Grenades
Gas Grenades
10
Melee Weapons
Malebranche Sword
50
Armour
Infernal Iron Armour
Shields
Trench Shield
10
Equipment
Combat Helmet
5
Gas Mask
5
Special

Campaign

Experience
Battle Scars
Advancements
SprinterAdd
+1 Dice
to the
Risky Success
Roll for a model with this Skill that is taking a Dash ACTION.
ChampionMelee Weapons that do not have the
Cleave
Keyword which are used by a model with this Skill gain the
Cleave
2 Keyword. In addition, add
-1 Dice
to the Success Roll for the second Melee Attack made with each Melee Weapon that gains the
Cleave
Keyword.
ParryAdd
-1 Dice
to Success Rolls for Melee Attacks that target a model with this Skill.
Injuries
Minor WoundThis model cannot be used in the next game.
HardenedThis model gains the
Negate Fear
Keyword. It does not receive an Injury or a Battle Scar.
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
Wretched
47
Name: -
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
Shotgun
10
Grenades
Melee Weapons
Trench Polearm
7
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
47
Name: -
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
Shotgun
10
Grenades
Melee Weapons
Trench Polearm
7
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
47
Name: -
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
Shotgun
10
Grenades
Melee Weapons
Trench Polearm
7
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
47
Name: -
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
Shotgun
10
Grenades
Melee Weapons
Trench Polearm
7
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
Yoke Fiend
60
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

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
Melee Weapons
Hellblade
15
Armour
Standard Armour
15
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
Yoke Fiend
60
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

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
Melee Weapons
Hellblade
15
Armour
Standard Armour
15
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
Hunter of the Left-Hand Path - The Raven
180
Name: The Raven
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

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
Head Taker
15
Armour
Reinforced Armour
40
Shields
Equipment
Incendiary Ammunition
15
Special

Campaign

Experience
Battle Scars
Advancements
Sadistic Add
+1 Dice
and
+1 Injury Dice
to Melee Attacks made by a model with this Skill if the target model is Down.
SprinterAdd
+1 Dice
to the
Risky Success
Roll for a model with this Skill that is taking a Dash ACTION.
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
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
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
Strong
Negate Heavy
Elite
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

Experience
Battle Scars
Advancements
Strength of SamsonAdd
+1 Injury Dice
to rolls for Melee Attacks using a Melee Weapon made by a model with this Skill. In addition, a model with this Skill has the
Strong
keyword.
Relentless ChargeAdd
+1 Dice
to rolls for Melee Attacks made by a model with this Skill if it successfully charged earlier in the same Activation.
Injuries
ParanoidThis 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

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
No Lore
STL finder
Desecrated Saint
158
Name: -
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
Great Hammer/Maul
10
Sword / Axe
4
Sword / Axe
4
Armour
Shields
Equipment
Special

Campaign

Experience
Battle Scars
Advancements
Strength of SamsonAdd
+1 Injury Dice
to rolls for Melee Attacks using a Melee Weapon made by a model with this Skill. In addition, a model with this Skill has the
Strong
keyword.
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 Wrath: Add
+1 Dice
to rolls for Melee Attacks and the Risky Success Roll for taking a Dash ACTION for friendly models that are within 8" of this Desecrated Saint (including the Desecrated Saint themselves).

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Yoke Fiend
92 | 1
Name: -
Type: Yoke Fiend
Base Cost: 30
Image: @Darius_minis
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-1
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
Flamethrower
30
Grenades
Gas Grenades
10
Melee Weapons
Trench Polearm
7
Armour
Standard Armour
15
Shields
Equipment
Restraining Muzzle
1
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
82 | 1
Name: -
Type: Yoke Fiend
Base Cost: 30
Image: @Darius_minis
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-1
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
Flamethrower
30
Grenades
Melee Weapons
Trench Polearm
7
Armour
Standard Armour
15
Shields
Equipment
Restraining Muzzle
1
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