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Corpse Grinder Masks

RAW ✔️ The Book of Ruin, p122

The hideous masks worn by Corpse Grinder cultists have various effects depending on rank.

Initiate's Mask

The masks Cult Initiates wear are simple affairs, designed by overseers to prevent workers from consuming the flesh of the dead. Unfortunately, such precautions often prove futile. Initiates proudly wear these symbols of servitude, enjoying the secret knowledge that the cult has revealed to them.

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.

Skinner's Mask

Skinners show their rank within the cult by decorating their worker's mask with horns and spikes crafted from bone and sinew. These modified masks are kept secreted away, secured in lockers and hidden in hab units and only brought out at lodge meetings, until the cult rises up and the wearers can show their status proudly to the hated authorities.

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.

Cutter's mask

More baroque and ornate still than the masks of the Skinners, a Cutter's mask is hooded and sinister. This clear display of authority marks the Cutters out to their subordinates and chills the blood of their enemies.

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.

Butcher's Mask

The mask of the Butcher is a truly frightening sight. Adorned over many cycles with carved bone and coated in many layers of blood and viscera, it exudes an almost daemonic aura of savagery, causing enemies to shrink back in terror.

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.