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Corpse Grinder Cult Lijst - 1.2
Corpse Grinder Cult Lijst - 1.2
M WS BS S T W I A Ld Cl Will Int
5” 2+ 4+ 4 4 2 4+ 2 5+ 5+ 5+ 7+
-Butchers mask: A Butcher’s mask grants the fighter a save roll of 6+. This save cannot be combined with other armour,
but neither can it be modified by a weapon’s Armour Piercing value. However, a fighter can only make
one save attempt per attack. Therefore, you must choose to either make a save attempt using the
fighter’s armour save or using this save. Additionally, should a fighter wearing this mask suffer a Lasting
Injury result of 51: Head Injury or 52: Eye Injury, roll a D6. On a 6, the fighter does not suffer the
characteristic reduction, but will still go Into Recovery. Finally, this mask confers the Terrifying special
rule onto the fighter wearing it:
Terrifying: If an enemy fighter wishes to make a Fight (Basic) or Shoot (Basic) action that targets this fighter, they must
make a Willpower check. If the check is failed, they cannot perform the action and their action ends
immediately.
-First to the fray: When this fighter makes a Charge (Double) action, they may add
D6" to the distance they can move, rather than the usual D3"
-Commanding presence: When this fighter activates to make a group activation, they may include one more fighter
than
normal as part of the group (i.e., a Champion could activate two fighters instead of one and a
Leader could activate three).
M WS BS S T W I A Ld Cl Will Int
5” 3+ 5+ 4 3 2 4+ 2 6+ 6+ 7+ 8+
-Cutters mask: A Cutter’s mask adds 1 to any save rolls the fighter makes. Additionally, should a fighter wearing this
mask suffer a Lasting Injury result of 51: Head Injury or 52: Eye Injury, roll a D6. On a 6, the fighter does
not suffer the characteristic reduction, but will still go Into Recovery. Finally, this mask confers the
Terrifying special rule onto the fighter wearing it:
Terrifying: If an enemy fighter wishes to make a Fight (Basic) or Shoot (Basic) action that targets this fighter, they
must make a Willpower check. If the check is failed, they cannot perform the action and their action ends
immediately.
-Dervish: When this fighter makes a Fight (Basic) action using a weapon with the
Versatile trait, their vision arc extends to 360°.
-Slaughterborn: For every unsaved wound this fighter inflicts on an enemy fighter with a weapon with the Melee trait,
increase their Movement by 1” for the duration of the battle
M WS BS S T W I A Ld Cl Will Int
6” 3+ 5+ 4 3 2 4+ 2 6+ 6+ 7+ 8+
-Cutters mask: A Cutter’s mask adds 1 to any save rolls the fighter makes. Additionally, should a fighter wearing this
mask suffer a Lasting Injury result of 51: Head Injury or 52: Eye Injury, roll a D6. On a 6, the fighter does
not suffer the characteristic reduction, but will still go Into Recovery. Finally, this mask confers the
Terrifying special rule onto the fighter wearing it:
Terrifying: If an enemy fighter wishes to make a Fight (Basic) or Shoot (Basic) action that targets this fighter, they
must make a Willpower check. If the check is failed, they cannot perform the action and their action ends
immediately.
-Dervish: When this fighter makes a Fight (Basic) action using a weapon with the
Versatile trait, their vision arc extends to 360°.
-Slaughterborn: For every unsaved wound this fighter inflicts on an enemy fighter with a weapon with the Melee trait,
increase their Movement by 1" for the duration of the battle
M WS BS S T W I A Ld Cl Will Int
6” 3+ 5+ 3 3 1 4+ 1 7+ 7+ 8+ 9+
-Skinners mask: A Skinner’s mask adds 1 to any save rolls the fighter makes. Additionally, should a fighter wearing this
mask suffer a Lasting Injury result of 51: Head Injury, or 52: Eye Injury, roll a D6. On a 6, the fighter does
not suffer the characteristic reduction, but will still go Into Recovery. Finally, the mask grants the fighter
wearing it the Fearsome (Ferocity) skill: Fearsome: If an enemy wishes to make a Charge (Double) action
that would result in them making one or more close combat attacks against this fighter, they must make
a Willpower check before moving. If the check is failed, they cannot move and their activation ends
immediately.
-Beserker: When this fighter makes close combat attacks as part of a Charge (Double) action, they roll one
additional Attack dice
Rng Acc S AP D AM Traits
S L S L
Paired butchers - E - - S+1 -2 2 - Melee, Paired, Shred
chain cleavers
M WS BS S T W I A Ld Cl Will Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 7+ 9+ 9+
-Initiate’s mask: An Initiate’s mask adds 1 to any save rolls the fighter makes. Additionally, should a fighter wearing this
mask suffer a Lasting Injury result of 51: Head Injury or 52: Eye Injury, roll a D6. On a 6, the fighter does
not suffer the characteristic reduction, but will still go Into Recovery.
-Infiltrate: If this fighter should be set up at the start of a battle, they may instead be placed to one side. Then,
immediately before the start of the first round,their controlling player may set them up anywhere on the
battlefield that is not visible to any enemy fighters, and not within 6" of any of them. If both players have
fighters with this skill, take turns to set one up, starting with the winner of a roll-off.
M WS BS S T W I A Ld Cl Will Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 7+ 9+ 9+
-Initiate’s mask: An Initiate’s mask adds 1 to any save rolls the fighter makes. Additionally, should a fighter wearing this
mask suffer a Lasting Injury result of 51: Head Injury or 52: Eye Injury, roll a D6. On a 6, the fighter does
not suffer the characteristic reduction, but will still go Into Recovery.
-Infiltrate: If this fighter should be set up at the start of a battle, they may instead be placed to one side. Then,
immediately before the start of the first round,their controlling player may set them up anywhere on the
battlefield that is not visible to any enemy fighters, and not within 6" of any of them. If both players have
fighters with this skill, take turns to set one up, starting with the winner of a roll-off.
M WS BS S T W I A Ld Cl Will Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 7+ 9+ 9+
Wargear: Skills: Injury Roll:_____
-Initiate’s mask - XP: _2____
-Flakk armour Stats change:
-Boning sword 2x -
-Smoke grenades -
-Initiate’s mask: An Initiate’s mask adds 1 to any save rolls the fighter makes. Additionally, should a fighter wearing this
mask suffer a Lasting Injury result of 51: Head Injury or 52: Eye Injury, roll a D6. On a 6, the fighter does
not suffer the characteristic reduction, but will still go Into Recovery.
-Infiltrate: If this fighter should be set up at the start of a battle, they may instead be placed to one side. Then,
immediately before the start of the first round,their controlling player may set them up anywhere on the
battlefield that is not visible to any enemy fighters, and not within 6" of any of them. If both players have
M WS BS S T W I A Ld Cl Will Int
5” 4+ 5+ 3 3 1 4+ 1 8+ 7+ 9+ 9+
-Initiate’s mask: An Initiate’s mask adds 1 to any save rolls the fighter makes. Additionally, should a fighter wearing this
mask suffer a Lasting Injury result of 51: Head Injury or 52: Eye Injury, roll a D6. On a 6, the fighter does
not suffer the characteristic reduction, but will still go Into Recovery.
-Infiltrate: If this fighter should be set up at the start of a battle, they may instead be placed to one side. Then,
immediately before the start of the first round,their controlling player may set them up anywhere on the
battlefield that is not visible to any enemy fighters, and not within 6" of any of them. If both players have
fighters with this skill, take turns to set one up, starting with the winner of a roll-off.