Weapons & Equipment Glossary
Alaybozan
Range | 12" |
Hands | 2 Hands (Ranged) |
SHRAPNEL, SHIELD COMBO
The design of this blunderbuss is based on the traditional design of tribal warriors but thoroughly modernised by the foundries of the Sultanate. It has proven its worth as the preferred weapon of the Sapper corps who must often fight in close quarters. It shoots a hail of lead bullets and iron shrapnel.
Alchemical Ammunition
Adds +1 DICE to Ranged Attack rolls on the Action Success Chart. Can only be used with Jezzails, Alaybozan, Halberd-Guns and Siege Jezzails.
Jabirean Alchemists craft these Jezzail bullets from the slivers of the Iron Wall. Each such shot is carved the Seal of Solomon, guiding them during their path through the air.
Alchemist Armour
Counts as Reinforced Armour and therefore grants a -2 modifier to all injury rolls made against the model wearing it. All attacks with the Keyword FIRE and/or GAS suffer a -1 DICE penalty to injure this model. Additionally, this model does not suffer additional BLOOD MARKERS caused by the Keywords FIRE and/or GAS.
Suit of armour which protects against almost all harm. This is an essential tool of Alchemists’ craft, festooned with the Seals of Solomon which enables them to bend the elements of Creation to their will and shields them even from the devices of Hell.
Anfarro (Warrior's Crown)
This model’s Melee characteristic is improved by +1 DICE (as only the best warriors are granted the honour of wearing an Anfarro). This model is also immune to FEAR. Note that the Anfarro cannot be worn together with a helmet.
An Anfarro is made from a ring of lion’s mane hair, held in a filigree gilt metal coronet studded with blue and red gemstones. It is granted by the Emperor to an aristocratic warrior and lion hunter as a token of honour and bravery.
Angelic Instrument
Hands | 1 Hands (Ranged) 1 Hands (Melee) |
Any friendly models within 8" of the musician who is not Down can add +1 DICE to their Dash ACTIONS. Musical Instruments take one hand to use at all times as if it were a weapon.
Anqa Guard
HEAVY
This transportable fortification is represented by a 1" high standing shield on 40mm base. They can either be placed anywhere within your own deployment zone after all other models are deployed. Alternatively, a sapper may carry one on their back, and then deploy it with a +2 DICE RISKY ACTION during their Activation as long as the Sapper is not in Melee combat. In this case, it must be placed within 1" of the Sapper. In either case, they count as both Cover and a Defended Obstacle once deployed.
Shaped into a likeness of the wondrous Anqā bird, and Created by the Imperial School of Military Engineering in association with the House of Wisdom, these movable defensive walls are light and extraordinarily resistant to all damage thanks to a richly-decorated ceramic layer on their outer surface and a secret compound of aramic and alchemical steel at its core. A Sapper can carry one on their back to battle, and with a single press of a button the guard unfolds by spreading its metalling wings and revealing a face of beautiful yet frightening countenance.
Anti-Materiel Rifle
Range | 36" |
Hands | 2 Hands (Ranged) |
Modifiers | Ignore Armour, +1D to Injuries |
HEAVY, CRITICAL
Ignores armour. Add +1 DICE when rolling on the Injury Chart.
Enormous long rifles designed to take out heavily armoured targets, vehicles and strongpoints. With the powerful armour available to the armies of the Great war, these terrifying weapons are much in demand. A downside is their enormous weight and terrifying recoil, and thus they are most often used by Communicants or Anointed who possess the supernatural strength to wield such weapons.
Anti-Tank Hammer
Range | Melee |
Hands | 2 Hands (Melee) |
Modifiers | +1D to Injuries, Ignore Armour |
RISKY ACTION, CRITICAL
Ignores armour modifiers and rolls injuries with +1 DICE. If it hits the enemy, the wielder suffers +1 BLOOD MARKER as well.
A polearm with a directional explosive mounted on its head. It is exceedingly good at taking out armoured targets but puts its user in grave danger.
Armour of Cobar
Grants a -3 modifier to all injury rolls against the model wearing this armour and cannot be combined with any shield. The model suffers -1 DICE to Dash due the weight of the sins of the wearer. Each time any model in the wearer’s Warband (including any Allies) is taken Out of Action, the model gains +1 BLESSING MARKER.
A suit of armour fashioned after the mail worn by Cobar the Betrayer, the first Lord of the Sixty-Six. This black iron armour is forged in the Death-Factories of Hell from souls of those who betrayed their friends in life. It rewards those who lead their followers and friends to ruin and death.
Armour of the Fly
Grants a -2 modifier to all injury rolls against the model wearing this armour.Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL. The model gains a new movement mode, 8"/Flying. Additionally, the model equipped with this armour can make an additional Melee Attack whenever it makes a Melee Attack. This attack gains +1 DICE to hit and it does not cause a roll on the Injury Chart on a hit. Instead, on a hit, this attack automatically inflicts a BLOOD MARKER on its target.
His suit of armour, crafted from black metal, embodies the very visage of Beelzebub himself. It includes wings that propel its wearer into the skies at astonishing speed, and once it latches onto its opponent, its filth-ridden proboscis will suck the target dry.
Armour-Piercing Bullets
CONSUMABLE
Before the battle begins, a model may use this item to grant a rifle or pistol weapon that they are equipped with the following ability: Reduce the injury penalty from Armour and Shields by 1 until the end of the battle.
Advanced armour technology has forced the armouries of the Great War to forge new types of bullets. Expensive and labour-intensive to produce, these hardened tungsten rounds are more effective against battlefield armour.
Arquebus
Range | 18" |
Hands | 2 Hands (Ranged) |
If a model equipped with an arquebus has two hands free, it can use it in melee combat as if it were a trench club.
A primitive matchlock weapon that is simple enough that even a yoke fiend is capable of operating it.
Assassin's Dagger
Range | Melee |
Hands | 1 Hands (Melee) |
Modifiers | +1 to Injuries |
CRITICAL
Adds +1 to injury rolls (i.e. a roll of 7 on the Injury Chart becomes 8). If the Assassin hits an enemy and causes at least one BLOOD MARKER, the Assassin can move away from combat during this Activation. Note that this move does not grant enemies free attacks. Assassins can use both normal and Dash move to do this, though this may not be used for charging.
The blades of the Assassins are imbued with the Supreme Poison. In chambers deep below the surface, generations of young assassins are raised in the dark; fed a diet of scorpions, frogs, deadly mushrooms and even stranger, more noxious things, and generation by generation their tolerance grows. The poisonous blood of these willing vessels is drawn and smelted into a poisonous iron. The iron is forged into blades and deadly spells of slaying layered into each fold of the envenomed metal. Thus the blood of the first generation of Assassins lives to this day, growing more potent with each generation.
Atonement Bell
Hands | 1 Hands (Ranged) 1 Hands (Melee) |
This bell always takes the use of one hand of the Communicant. The Communicant can make an off-hand attack with the Bell. It causes no damage, but any enemy on a 40mm base or smaller hit with an Atonement Bell can be moved D3 inches from the Communicant into any direction the Communicant chooses. This can break them out of melee combat (allowing free attacks), trigger Falling damage, into dangerous terrain, etc. It cannot be made to move the model into another Melee combat, however.
A Crimson Communicant can channel the sorrow of the Second Meta-Christ through the sound of the bell, causing all to flee in despair.
Auto Cannon
Range | 48" |
Hands | 2 Hands (Ranged) |
Modifiers | 3 Attacks, +1D to Injuries |
HEAVY
Autocannons can make three Attack ACTIONS instead of one. They can target separate models with each attack, as long as all targets are within 6” of each other. After taking all three attacks the Activation of the model is over regardless of any remaining ACTIONS the model might have. Add +1 DICE to all injury rolls. They can shoot up to five times instead of three if they take ALL the attacks as RISKY ACTION.
Autocannons are fully automatic guns that are capable of rapid-firing large-calibre 20 mm shells. Capable of generating extremely rapid firepower, autocannons overheat quickly if used for sustained fire.
Automatic Pistol
Range | 12" / Melee |
Hands | 1 Hands (Ranged) |
Modifiers | -1D to Injuries, 2 Attacks |
ASSAULT
A model armed with an automatic pistol can use it in melee as well as ranged combat (using Ranged Characteristic), including as an off-hand weapon to execute an additional melee attack. You can make two Attack ACTIONS with the automatic pistol instead of one if used as a ranged weapon. They can be against the same target or two different ones.
Automatic pistols are symbols of prestige owing to their rarity and cost. They are excellent weapons when storming trenches or fighting in hand-to-hand combat. They boast a high rate of fire, though they can be hard to control even for the best sharpshooters since they usually lack a stock.
Automatic Rifle
Range | 24" |
Hands | 2 Hands (Ranged) |
BAYONET LUG, ASSAULT
A model armed with an Automatic Rifle can make two attack ACTIONS instead of one. Both attacks must be against the same target.
A marvel of modern engineering, only a few prototypes exist. It has a high rate of fire and can be quickly re-loaded.
Automatic Shotgun
Range | 12" |
Hands | 2 Hands (Ranged) |
Modifiers | +1D to Hit |
BAYONET LUG, SHIELD COMBO, ASSAULT
Owing to its high accuracy, add +1 DICE to all rolls to hit and ignore the penalty to hit rolls when attacking at long range. However, injuries are rolled with -1 DICE at long range due to the low penetration power.
This shotgun is equipped with an auto-loader, a recent invention by the Prussian engineering corps of Königsberg. It is ideal for close quarter combat thanks to its high rate of power and accuracy. The technology has not been perfected, however, and sometimes leads to misfeeds and jams.
Bagpipes
Hands | 1 Hands (Ranged) 1 Hands (Melee) |
Any friendly models within 4" of the musician who is not Down can add +1 DICE to their Dash ACTIONS. Musical Instruments take one hand to use at all times as if it were a weapon. All friendly models within 4" of the model ignore FEAR.
A specialty musical instrument wielded by the warbands of Alba.
Banner of Desert Wind
Hands | 1 Hands (Ranged) 1 Hands (Melee) |
Grants +1 DICE for all Morale tests as long as the model with the flag is not Down or Out of Action. Requires one hand to use. In addition, as long as the model carrying this banner is not Down or Out of Action, all enemies with 24" have to reduce their Movement Characteristic of by 1".
“This, then, is the parable of those who are bent on denying their Sustainer: all their works are as ashes which the wind blows about fiercely on a stormy day: they cannot achieve any benefit whatever from all that they may have wrought: for this is indeed the farthest one can go astray."
Battlefield Title
You can increase the LIMIT of any Weapon or Armour by 1 in your Armoury. This benefit remains and it continues to count against your Warband’s LIMIT even if this model is lost. Players are encouraged to come up with their own titles when purchasing it.
Glorious deeds on the battlefield may earn the most determined, ruthless and deadly officers a rank within the Holy Orders of the Church, Knighthood of the Teutonic Orders, or a title of Hellknight from one of the Dukes or Princes of Hell. Such a warrior is granted the right to carry the heraldic device of their house upon their wargear, and they enjoy many privileges when it comes to accessing an enhanced allocation of the most precious weapons and armour.
Bayonet
Range | Melee |
CUMBERSOME, SHIELD COMBO
Bayonets can only be attached to weapons fitted with a ‘Bayonet lug’ (indicated in each Warband’s Armoury). They do not count towards the maximum melee weapons a model can carry.
Bayonets are blades in the form of spikes or daggers that can be fixed to the tip of a firearm and used in melee combat.
Beelzebub's Axe
Range | Melee |
Hands | 2 Hands (Melee) |
Modifiers | +2D to Injuries |
HEAVY
This weapon rolls injuries with +2 DICE, causing INFECTION MARKERS instead of BLOOD MARKERS
With blades crafted in the form of a fly spreading its wings, this enormous axe is eternally covered with the corruption and filth of Beelzebub.
Beelzebub's Embrace
The model loses its own arms but gains 4 Melee Attack ACTIONS resolved exactly as if it was armed with 4 trench clubs without off-hand penalty. If all of them hit, and the target is on a 32mm or smaller base, it is immediately taken Out of Action, regardless of any rules it may have (such as the Keyword TOUGH).
The final metamorphosis of those most favoured by the Prince of Plague is to assume the many-legged form of their warped master.
Bestial Skin Cloak
Once per Activation, the model may add +1 DICE to one of the following: Melee Attack ACTION, Injury roll the model causes in melee, or Dash ACTION. At the end of its Activation, the model gains 1 BLOOD MARKER.
If a Hunter of the Left-hand path wears this Cloak, it cannot wear its Oracle Beast Cloak.
Binoculars
Any enemy INFILTRATOR cannot be placed closer than 16" of this model.
It is quite common for officers to carry finely-crafted battlefield binoculars with them on the battlefield to survey the land ahead, spot hidden enemy troops and observe any sign of movement.
Black Grail Shield
Hands | 1 Hands (Ranged) 1 Hands (Melee) |
Always takes one hand to use in both melee and in ranged combat, and cannot be switched out. Grants -1 to all injury rolls against the model. This bonus stacks with any armour the model wears, unless otherwise indicated. For the purposes of wielding a 2-handed weapon with the ‘Shield Combo’ indicator, the Black Grail Shield does not take a hand to wield but still functions as normal. In addition, when this model is targeted by a ranged attack, it can draw on the power of the Black Grail to disturb the flow of reality as an ACTION. If successful, the ranged attack is rolled with -2 DICE. If this ACTION is a Critical, the ranged attack automatically misses. This can be done outside of the model’s Activation and can be done each time the model is targeted by a ranged attack.
The Device of the Black Grail carries the blessing of the Lord of Flies. It has a will of its own, moving to intercept any bullets or other projectiles that might impede the work of Beelzebub.
Black Spot Rifle
Range | 24" |
Hands | 2 Hands (Ranged) |
An enormous bolt action rifle this weapon inflicts INFECTION MARKERS instead of BLOOD MARKERS. If the Black Spot Rifle successfully hits an enemy,the closest Thrall model within 12” of the target of the attack may immediately attempt a Charge action against the enemy after resolving injury. This is done outside of the Thrall’s activation.
Blasphemous Staff
Range | Melee |
Hands | 1 Hands (Melee) |
FIRE, CRITICAL
Gives +1 DICE bonus to any other ACTION the model takes apart from Dash, Ranged Attack or Melee Attack.
Made in mockery of the rod carried by the Prophet Aaron, the slightest touch from this evil staff causes unimaginable agony due to the hellfire that it produces.
Blessed Icon
When a model equipped with a Blessed Icon fails a RISKY ACTION, that model may use this item. If it does, its Activation is not ended. Can be used once per battle.
Small icons of saints, great angels and holy warriors are a common sight amongst the Trench Pilgrims. They are hung on rosaries, belts, or attached to portable shrines carried on the Pilgrims’ backs.
Blighted Claws
Add +1 DICE and the CRITICAL Keyword to Melee Attacks made by this model.
Blood Cloak
Models wearing a Blood Cloak gains the keyword SKIRMISHER
These cloaks are given to the veteran members of the Brigade in recognition for surviving enemy assaults. They make the outline of the warrior hidden in a blood-red haze, and many an enemy charge has been confounded by the crimson mist.
Blunderbuss
Range | 10" |
Hands | 2 Hands (Ranged) |
SHIELD COMBO, SHRAPNEL
A relic firearm of a bygone era, this weapon is loaded with rusty nails, lead shot, grenade shrapnel and shell pieces, some Mourners carry this weapon and form an honour guard of sorts for the Procession.
Bolt-Action Rifle
Range | 24" |
Hands | 2 Hands (Ranged) |
BAYONET LUG
The workhorse of the Great War. Sturdy, highly reliable and reasonably accurate, it is no surprise that most of the infantry of the Great War carry this battlefield classic.
Book of Battle Prayers
As an ACTION, the model equipped with this book may attempt to speak a blessing. If successful, they may grant any model within 12" a BLESSING MARKER. This book occupies one hand at all times and the equipped model cannot Dash, as they must maintain their continuous litany of prayers.
Written by the famous Patriarch of New Antioch, Alexios Cerularius, the remaining 137 copies of this blessed book are entrusted only to Warband leaders of extraordinary ability (or excellent political connections!)
Bow of Alamut
Range | 40" |
Hands | 2 Hands (Ranged) |
Modifiers | Ignore Armour |
CRITICAL
Ignores Armour. If the Assassin hits a model and causes at least one BLOOD MARKER, the Assassin may instantly place itself into Melee Combat with that model if there is a legal space that the Assassin could occupy within 1" of that model, regardless of the distance to the target or any interposing models/obstacles. The Assassin is considered to have charged that model, although it does not count as a Charge ACTION and therefore the Assassin can take the Move ACTION at a later point on this turn, if it hasn’t already. Note that if the bow takes the target Out of Action, no BLOOD MARKERS are caused and this movement cannot be made.
This terrifying double-stringed bow shoots its deadly barbs through both time and space. Its arrows can reach impossible distances and pass through armour by flickering through time. It leaves behind a temporal slipstream that the Assassin can travel through in an eyeblink. Made from wood taken from trees planted in the skulls of ancient assassins in the Garden of Alamut so that they might absorb mystic powers of their former owners, these bows are some of the greatest treasures of the Old Man of the Mountain for it is said that only six now remain in his secret armouries.
Bow of Lethe
Range | 24" |
Hands | 1 Hands (Ranged) 1 Hands (Melee) |
Modifiers | +2D to Injuries OR Ignore Armour |
ASSAULT
Before rolling an injury for this weapon, choose one of the following effects to apply to that roll: The injury ignores armour. Roll the injury with +2 DICE.
This bow is grown by the Hunters of the Left-Hand Path out of their own flesh. It can be tipped with a deadly poison made from the blood of the nameless beasts that the Hunters stalk in the wastelands of Hell, or it can shoot one of the iron bolts of Pandemonium that weigh nine tonnes on Earth.
Broken Crown
When this model is Activated, each enemy model in Melee Combat with it suffers one INFECTION MARKER. Despite its name, this item is not Headgear.
Made from the twisted and torn remains of their Hegemon’s shattered armour, this crown of barbs and thorns is a constant reminder to the Mourners of their failure.
Butcher Bayonet
Range | Melee |
Hands | 2 Hands (Melee) |
Modifiers | +1D to Injuries |
CUMBERSOME, SHIELD COMBO, BAYONET LUG
The Butcher Bayonet counts as a bayonet and has the Shield Combo rule. Add +1 DICE to rolls on the Injury Table made with this weapon. In addition, lower the roll needed to achieve a Critical Success by one for Melee Attacks made by friendly Thralls within 3” of a model with a Butcher Bayonet. Butcher Bayonets can only be attached to weapons fitted with a ‘Bayonet lug’ (indicated in each Warband’s Armoury). They do not count towards the maximum melee weapons a model can carry.
Carnyx
Hands | 1 Hands (Ranged) 1 Hands (Melee) |
Any friendly models within 4" of the musician who is not Down can add +1 DICE to their Dash ACTIONS. Musical Instruments take one hand to use at all times as if it were a weapon. The wielder of the instrument also causes FEAR.
A specialty musical instrument wielded by the warbands of Eire.
Cloak of Alamut
All ranged attacks against a model that is in cover suffer -2 DICE penalty instead of -1 DICE. All the normal rules for cover apply otherwise.
Created by the secret arts of the Assassin’s sect aeons ago, this cloak bends the light so that its wearer looks almost indistinguishable against any surface when they are still. It is this masterwork of Alamut that has led to the tales of the fabled Cloak of Invisibility in the legends of the Sultanate.
Coin Hammer
Range | Melee |
Hands | 2 Hands (Melee) |
HEAVY
Roll all injuries with +1 DICE. When you inflict a BLOOD MARKER in melee with this weapon, the model wielding the hammer gains one BLESSING MARKER.
This double-handed hammer has the rune of mammon on its head. Its strikes leave a permanent, painful scar in the shape of Mammon’s rune which burns through even the thickest armour. Mammon loves marking the innocent with his Rune, as it sows mistrust amongst his enemies.
Combat Helmet
Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.
The simple combat helmet has proven its value on the battlefield time and again.
Compound Eyes Helmet
Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL. Additionally, this model increases its Ranged characteristic by +1 DICE.
This ancient helmet fuses itself to its wearer, connecting its nerves into the compound eyes of the helmet, granting enhanced vision.
Corruption Belcher
Range | 8" |
Hands | 2 Hands (Ranged) |
Modifiers | Ignore Armour |
GAS
This weapon automatically hits and it ignores armour. Because this weapon has the Keyword GAS, it inflicts an additional BLOOD MARKER on a hit.
Corruption Belchers spew forth noxious gas and corrosive fumes captured from the Bolgias of the putrid swamps of the seventh layer of Hell.
Crown of Hellfire
FIRE
When this model ends its Activation, each enemy model in melee combat with it suffers a BLOOD MARKER. Any effect or ability that negates BLOOD MARKERS from the Keyword FIRE negates this BLOOD MARKER.
This burning crown is held aloft by the pain-seared hands of an invisible damned soul, whose weeping cries can still be heard. It is a reward that an elite member of the Court can earn through some extraordinary act in the service of the Serpent Head they are pledged to. Of the slave soldiers of the Court, only the Pit Locusts are allowed to wear this symbol of prestige due the fundamental role they played at the start of the Great War.
Crucifix of the Supreme Pontiff
This model can take further ACTIONS if it fails in an attempted RISKY ACTION. Note that the action fails, but you are allowed to try any other ACTIONS on your profile without losing the Activation.
A crucifix gifted to warbands of the Papal States by the Supreme Pontiff.
Cruel Helmet
Ignores the additional BLOOD MARKER caused by the Keyword SHRAPNEL. Any model wearing this helmet starts the battle Down. During the first term, if attacked before it is Activated, the Wretched suffers an extra BLOOD MARKER from the first attack that hits it.
This heavy, cumbersome helmet always includes a gruesome mask. Crafted from the iron of Dis, it retains some of the searing heat of the Inferno, its touch causing skin to blister and peel. Due to its weight, it is almost impossible for its wearer to stand for long periods of time. Praetors and Sorcerers often force these dreadful devices onto their Wretched slaves, wearing the keys in chains on their person to taunt their miserable thralls.
Cup of Filth
Before the battle begins, the model equipped with the cup may allow either one an ELITE or up to 4 Thralls to drink from it. A model that drank from the cup gains +1 DICE to Dash until the end of the battle. The Cup fills itself again after each battle.
Taken from the river of nauseating corruption vomited by the Lord of the Flies before there was time, this liquid is collected from his unholy river, the source of every illness and plague that Creation has ever known or will ever know.
Damascus Armour
Modifiers | Cannot be Ignored |
This armour confers a -2 modifier to any injury rolls. This modifier applies even against attacks that ignore armour. It adds +1 to the Scars of the model. Only one model can ever wear this armour and it cannot be swapped for another model. Even if this armour is captured by the enemy, it cannot be worn by a model that does not have the Keyword SULTANATE.
No armour more splendid exists within the Sultanate than this magnificent chain mail made from the very Iron Wall that protects Those Who Believe by the smiths of New Damascus. They are given as a reward to the greatest warriors for their service on the battlefield by the Sultan’s hand alone. Each ring of this armour is inscribed with a verse from the Holy Quran and is thus utterly unbreakable.
Demonic Aura Grenade
Range | 8" |
Modifiers | Double Blood Markers, Blast 3" |
GRENADE, BLAST (X)
You can aim the Demonic Aura Grenade against either a 1mmx1mm point on the ground or an enemy model within range. Next, take a Ranged Attack ACTION. If the roll fails (ie. you roll 6 or less), the Demonic Aura Grenade lands 1" away from its intended location, multiplied by the number representing the degree of failure (for example, if you rolled 5, the grenade lands 2" away, as 7-5=2). The direction is decided by your opponent. The Demonic Aura Grenade ignores armour and its BLAST ignores interposing scenery. This weapon causes double BLOOD MARKERS.
It is theorised this horrific grenade is based on the same technology as the demonic weapon that destroyed the original city of Antioch. Its explosion seems to cause no physical damage, but releases an eerie, bright green light that brings rapid, agonizing death to those caught within its reach. Armour offers no protection against its withering effects. Why the heretics do not use the grenades in greater numbers remains a mystery.
Devouring Jaws
This relic grants the wearer an additional attack ACTION in melee combat without penalty. Each time the model is activated, it also receives 1 BLOOD MARKER. Once this has been equipped, it can never be unequipped or removed from the model for any reason.
Donkey's Jawbone
Range | Melee |
Hands | 1 Hands (Melee) |
Modifiers | +2D to Injuries |
Add +2 DICE to Injury rolls when using this weapon.
Blessed by YHWH, this bone club grants its wielder the strength of Samson himself.
Double-Handed Blunt Weapon
Range | Melee |
Hands | 2 Hands (Melee) |
Modifiers | +1 to Injuries |
HEAVY
Mauls, clubs, maces… these are large, cumbersome weapons, often made from sturdy wood with a metal tip of steel, lead or Iron of Tartarus. It takes great strength to fight with it for any length of time. They are especially suited for attacking armoured targets.
Ducal Winged Armour
Grants a -3 modifier to all injury rolls against the model wearing this armour, and treats Down Injury results as a Minor Hit instead (note that the TOUGH Keyword ability to avoid Out of Action with Down overrides this). Due to its bulk the wearer rolls D3 for a charge extra distance instead of D6. Ducal Winged Armour cannot be combined with any shield. Models wearing Ducal Winged Armour may have a base size of 40mm if you wish, unless the model wearing it is already on 50mm or bigger base. If worn by a model that is not part of a New Antioch force/subfaction, the only bonus the armour gives is the -3 injury modifier, as the chemical treatment that allows the wearer to withstand the rigors of the armour is a carefully guarded military secret. D3 charge distance remains in force. The model gains a new movement mode, 10"/Flying. A model must also have Knighthood or Promotion Glory Item in order to wear it.
Based on the prototype battlefield armour worn by Duke Constantine himself and his personal guard Myrmidons, these extremely rare and powerful suits are granted only to the most decorated soldiers. They feature a MKIII Myrmidon Diesel engine and wings, painted and decorated to celebrate the deeds of the warrior who has “earned their wings”.
Dum-Dum Bullets
CONSUMABLE
Before the battle begins, a model may use this item to grant a rifle or pistol weapon that they are equipped with the CRITICAL keyword until the end of the battle.
These hollow-point bullets are far more likely to cause fatal wounds than standard ammunition.
Elixer of Al-Khidr
CONSUMABLE
Gives the model consuming the Elixir Keyword TOUGH for the duration of a single battle. It cannot be given to Lions of Jabir, Brazen Bulls or Homunculi.
An extraordinary creation of the House of Wisdom. It is said that within its Gardens is the hidden Fountain of Life that is used as an ingredient of this powerful Alchemical formula.
Executioner's Axe
Range | Melee |
Hands | 2 Hands (Melee) |
CRITICAL
Add +2 DICE to Injury rolls when using this weapon. If the Axe hits an enemy in Melee, the model armed with it can take a second Melee Attack ACTION after resolving the injury from the first attack. This attack can be against the same or a different target. You can never make more than 2 attacks per Activation with this weapon, even if other bonuses would allow it.
This axe is wielded by the executioner demons of Hell whose job is to dismember those damned who brought division on Earth. As the damned flesh reforms over timee, this grisly task is repeated again and again through eternity.
Explosive Charges
CONSUMABLE
After deployment, but before the battle starts, select one piece of scenery that is not a Scenario Objective that grants Victory Points, in contact with any models, nor inside the enemy Deployment Zone. Declare the existence of the Charges and write on a piece of paper which scenery piece it is planted on. The scenery piece can be no bigger than 8” x 8” (an 8” section of trench, a wall, a tree, a building etc). The Sappers have placed explosive charges here before the battle. Whenever you Activate one of your models, you can declare you are detonating the Charges by revealing the name of the scenery piece. For each model that is touching or on top of the scenery piece, roll on the Injury Chart to see what happens to it. The Charge has the Keyword SHRAPNEL. After this, the scenery piece is removed from the game. Models on top of the scenery piece fall (as per Falling rules) and might need to roll on the Injury Chart if they fell more than 2”.
Sultanate Sapper Corps are experts at using explosive charges to overcome defended enemy positions such as walls, bunkers, casemates and pillboxes. Experts at timing the fuses of their bombs, many a battle has been turned thanks to a well-timed blast.
Faithful Saint's Skull
Unless the scenario prohibits the use of special deployment of Infiltrators, you may deploy the model on any table edge as long as it is at least 8" away from any enemy model after Infiltrators are deployed.
Field Hospital
When an ELITE in your warband would gain a Battle Scar, you may attempt to negate that Scar. Roll 2D6. On a 7+, the Battle Scar is negated. If you roll double 1’s, the model suffers an additional Scar. Once you attempt to negate a Battle Scar, you cannot use the Field Hospital again until you complete another battle. You can only use a Field Hospital if your warband includes a Combat Medic or an Alchemist.
Field Hospitals have saved many warriors in the immediate aftermath of a bloody battle. Though simple compared to the mighty hospices of New Antioch, Athens or New Damascus, they are still extremely sought-after by successful warband leaders.
Field Shrine
Can be placed on the battlefield in your deployment zone. Acts as three models for Morale Tests. It has a base size of 40mm. Can be destroyed if any type of attack hits it.
Holy reliquaries, blessed artefacts and sacred crosses are often carried to the battlefield to encourage the troops, while the Heretics bring idols of the Golden Calf, tortured captives or other wicked totems to bear.
Fire Shield
Hands | 1 Hands (Ranged) 1 Hands (Melee) |
Always takes one hand to use in both melee and in ranged combat. Grants -1 to all injury rolls against the model. This bonus stacks with any armour the model wears, unless otherwise indicated. Any attack against this model that has the Keyword FIRE will suffer -1 DICE on injury rolls and will not cause an additional BLOOD MARKER.
An Invention of the al-Jazari school of engineering within the House of Wisdom, this shield is treated with an Alchemical formula, making it highly resistant to fire weapons. It has proven its value in many desperate battles against the flame-wielding Heretics.
Flame Cannon
Range | 12" |
Hands | 1 Hands (Ranged) |
HEAVY, FIRE
When shot in ranged combat, draw a straight 12" line that is 1mm wide from the Brazen Bull. All models along the path of the line are automatically hit – roll for their injuries immediately. Armour does not protect against the Flame Cannon. Due to the Keyword FIRE, its hits cause an additional +1 BLOOD MARKER. This is applied after rolling for injuries.
A great cannon that shoots a stream of alchemical fire with tremendous force. It has a tendency to overheat and ignite the skin of its artillery crew, but the mighty Brazen Bulls use them as mere handguns. The secret formula used for the fuel of the Flame Cannons was gleaned from the lost Byzantine ruins, and is commonly known as Greek Fire.
Flamethrower
Range | 8" |
Hands | 2 Hands (Ranged) |
Modifiers | -1D to Injuries, Ignore Armour |
FIRE
A Flamethrower hits one model within range automatically with its Attack ACTION. Ignores Armour. Injuries caused by a Flamethrower are rolled with an additional -1 DICE. It also has the Keyword FIRE, so it causes an additional +1 BLOOD MARKER on enemies it hits, even if no other damage is caused.
A flamethrower is a terrifying weapon capable of projecting great streams of fire and flammable liquids at a distance. It is ideal for clearing bunkers, trenches and other fortifications, killing in a most horrific way. Consequently, it is greatly favoured by the Heretic forces.
Gas Censer
Hands | 2 Hands (Ranged) |
Modifiers | Ignore Armour, Blast 6" |
BLAST (X), GAS
The Anchorite may make an injury roll against all models within 6” except the Anchorite itself. Note that all models within range, friend or foe, are hit if the weapon is used. No Line of Sight is needed. The attack has the Keyword GAS and Ignores Armour, unless the models are in Cover in which case armour works as normal. The use of the Gas Censer always ends the Activation of this model.
This swinging censer is both a lethal chemical weapon as well as an object of veneration to the pilgrims of the warband. It acts as both a corrosive and respiratory weapon.
Gas Filter
Ignores additional BLOOD MARKERS caused by the Keyword GAS. Any such attacks suffer -1 DICE penalty to all injury rolls.
The Anchorite is installed with a holy incense system that cleanses and purifies the air the monk inside the Anchorite breathes.
Gas Grenade Launcher
Range | 36" |
Hands | 2 Hands (Ranged) |
Modifiers | Ignore Cover, Ignore Armour, -1D to Injuries, Blast 3" |
HEAVY, GAS, BLAST (X)
Ignores all penalties for cover. This weapon has a BLAST radius of 3" – all models within this range are hit. Injury rolls are made with -1 DICE and ignore armour.
Modifications of great siege rifles designed to lob grenades over long distances, specially crafted by the servants of Mammon to best preserve loot.
Gas Grenades
Range | 8" |
Modifiers | Blast 3" |
GRENADE, ASSAULT, GAS, BLAST (X)
Gas Grenades ignore all penalties for cover and armour but roll injuries with -1 DICE. They have BLAST 3" – they hit all models within 3" of a target they hit.
Gas Grenades are insidious weapons, attacking the lungs and other internal organs with noxious fumes. Devil Alchemists of the 5th Circle are especially clever in creating these fiendish and hated weapons.
Gas Mask
Ignores additional BLOOD MARKERS caused by the Keyword GAS. Any such attacks suffer -1 DICE penalty to all injury rolls.
Mustard Gas, phosgene, chlorine as well as noxious fumes from the bolgias of Hell plague the battlefield. The Gas Mask allows soldiers to withstand such attacks.
Golden Calf Altar
CONSUMABLE, HEAVY
The area within 3” of the altar is Difficult Terrain for all models in the opposing Warband. This affects even models that can Fly. The model carrying the altar may drop it at any point during their Activation. Once placed down, the Golden Calf Altar cannot be picked up again. It has a 25mm base.
This portable altar of Mammon creates illusions of immense wealth in any form its target covets above all. Overcome by supernatural greed, those affected by the Curse of Mammon are forced to swoop down, feebly trying to pick up the objects of their desire.
Golden Khanjar
Range | Melee |
Hands | 1 Hands (Melee) |
Modifiers | +1 to Injuries, 2 Attacks |
CRITICAL
Adds +1 to injury rolls (i.e. a roll of 7 on the Injury Chart becomes 8). A model armed with a Golden Khanjar can make two attacks instead of one in melee with one Melee Attack ACTION. This effect also applies to a Golden Khanjar wielded off-hand.
Placed on a hand of an especially favoured killer by the Old Man of the Mountain himself, these wickedly curved daggers gleam as if they were made of gold, but instead they are crystallised poison, and allow their wielder to attack twice in the same instance of time. Only the Master of Alamut himself knows the secret of making these blades.
Grail Devotee
A single model may be accompanied by up to two Grail Devotees. For each Devotee a model is accompanied by, it rolls injuries with a flat +1 bonus with all of its attack ACTIONS. Note that although Grail Devotees can be represented by a model, they are not treated as models for any rules purposes. As equipment, they must remain stationary and wholly on the base of the model that they accompany.
Given birth by Matagot Hags after devouring living victims whole, these diminutive thralls are driven by an unspeakable thirst for fluids tainted by the Black Grail. They attach themselves to the nobles of the Order of the Fly, endlessly begging for any secretion or discharge of fluid their master might be able to spare. Nobles of the Fly pass their ammunition and blades through the devotee’s digestive system to enhance the deadliness of their weapons.
Grand Anchorite
The Anchorite Shrine can always move out of Melee combat with any enemy without the enemy having a chance to attack it. Additionally, it can move out of Melee combat as part of a Standard Move, Charge or Dash.
Built to an extraordinary size, the Anchorite Shrine is all but impossible to stop or slow down once it starts moving.
Grasping Maw
A model with this Equipment may, as a RISKY ACTION, move an enemy model within Line of Sight within 6” by 1D6” in a straight line towards them. This ability can be used to make the target model move within 1” of an enemy, retreat (though they are not subject to Free Strikes), or Jump Down, but may not be used to make a model move through Difficult or Dangerous terrain, Climb or Jump across a gap.
Great Banner of New Antioch
Hands | 1 Hands (Ranged) 1 Hands (Melee) |
This banner occupies one hand at all times. While the model carrying the banner is in play, your Warband has the following benefits. Whenever your Warband would make a Morale check, it may choose whether it succeeds or fails. If it chooses to fail, your Warband immediately flees, regardless of the Morale rules of the scenario.
This item represents a famed standard, army battle banner or regimental colours. It may also represent one of the many Free Companies or forces in the service of the Church. Warband leaders often possess their own battle banner adorned with the awards and ribbons a unit has won, and carried proudly by a trusted warrior.
Greatsword / Greataxe
Range | Melee |
Hands | 2 Hands (Melee) |
CRITICAL, HEAVY
Rolls all injuries with +1 DICE.
Claymore, Zweihanders and even huge battle axes are used in the trenches when bullets fail to stop quick or well-armoured targets. The strikes from these weapons can easily lop off limbs and heads.
Grenade Launcher
Range | 36" |
Hands | 2 Hands (Ranged) |
Modifiers | Ignore Cover, Blast 3" |
HEAVY, SHRAPNEL, BLAST (X)
Ignores all penalties for cover. This weapon has a BLAST radius of 3" – all models within this range are hit.
Modifications of great siege rifles designed to lob grenades over long distances.
Grenades
Range | 8" |
Modifiers | Blast 2" |
GRENADE, ASSAULT, SHRAPNEL, BLAST (X)
Grenades have BLAST 2" – all models within 2" of a model are hit but models other than the original target roll Injuries with -1 DICE.
Grenades or hand bombs are a staple of trench warfare. Grenades can kill the enemy underground or behind cover. They can also force the enemy into the open, providing targets for rifle and machine gun fire.
Gun Turret
Range | 24" |
Hands | 2 Hands (Ranged) |
Modifiers | 3 Attacks, +1D to Hit, +1D to Injuries |
CRITICAL, RISKY ACTION
The Gun Turret can’t be moved. A model that is in base contact with the Gun Turret is considered to be armed with it. Only one model can be armed with the Gun Turret at a time. The model must be able to use Ranged weapons to arm themselves with the Gun Turret. While using the Gun Turret, the model can’t take any other ACTIONS, except Move. If the model moves away from contact with the Gun Turret, or if they’re engaged in melee combat, they’re not armed with the Gun Turret any longer. The Gun Turret can make three Attack Actions instead of one, as RISKY ACTIONS each. A model armed with it can target separate models with each attack, as long as all targets are within 6” of each other. After taking all three attacks, the Activation of the model is over regardless of any remaining ACTIONS the model might have. If they fail any of the RISKY ACTIONS, the Activation of the model is over and the Gun Turret is jammed. A model can attempt to unjam the Gun Turret with an ACTION, as long as they’re in base contact with it and not engaged in melee combat. If successful, the Gun Turret is no longer jammed. After making three attacks, consecutively or not, by the same model or not, the Gun Turret must be reloaded as a RISKY ACTION by a model that is in base contact with it and not engaged in melee combat. If successful, the Gun Turret is reloaded, and the Activation of the model is over regardless of any remaining ACTIONS the model might have. If failed, the Activation of the model is over and the Gun Turret is jammed. Unjamming the Gun Turret, in this case only, will also reload it. The Gun Turret rolls attacks with +1 DICE. It reduces the injury roll penalty from armor and shields by 1. Thus Reinforced Armor only offers a -1 modifier to injury rolls caused by this weapon. It also adds +1 DICE when rolling on the Injury Chart. The model cannot apply any of their own applicable modifiers, if any, when armed with the Gun Turret. The model armed with the Gun Turret is considerably exposed to enemy fire. Enemies add +1 DICE when rolling on to hit the model with ranged attacks.
Halberd-Gun
Range | 24" / Melee |
Hands | 2 Hands (Melee) |
ASSAULT, CUMBERSOME
Enemies charging a model equipped with a Halberd-gun add -1 DICE in melee combat when rolling to hit. This only applies when a model attacks after a charge, not on subsequent rounds of melee.
Invention of the House of Wisdom, this weapon acts both as a symbol of high rank and an excellent weapon in combat.
Hallowed Anchorite
This Anchorite can be promoted to ELITE during campaigns.
The anchorite has been anointed with holy Chrism, the oil made of pure myrrh, the ash from burnt icons and fifty-six other sacred ingredients. This makes the Anchorite pleasing to the Lord and its blessings can become manifold over time.
Hashashin Leaf
CONSUMABLE
Before the battle begins, a model may use this item to gain the Keyword STRONG until the end of a battle.
These leaves from the secret Garden of Alamut enhance the strength of anyone who eats them threefold. Once the effect wears off the subject will suffer from agonising muscle tears and ripping of ligaments, but many of the Order of Assassins feel that this is a small price to pay for being able to use deadlier weapons.
Head Taker
Range | Melee |
Hands | 1 Hands (Melee) |
Modifiers | +2 to Injuries against Unactivated |
This weapon rolls injuries against unactivated models with a flat +2 bonus.
Said to contain a tiny sliver of the stone that Cain used to murder Abel, this weapon allows its wielder to clearly see each spot in the body of their enemy that would bring it instant and agonising death. This makes it a superb ambush weapon much favoured by the Hunters of the Left-Hand Path.
Heavy Ballistic Shield
Hands | 1 Hands (Ranged) 1 Hands (Melee) |
Always takes one hand to use in both melee and in ranged combat and cannot be switched out. The target is always considered to be in Cover when shot, and counts as fighting behind a defended obstacle when an enemy charges them. These bonuses cannot be combined with Polearms, shovels, cover or defended obstacles. For the purposes of wielding a 2-handed weapon with the ‘Shield Combo’ indicator, the Heavy Ballstic Shield does not take a hand to wield but still functions as normal.
These massive shields are made of aramid fibre mesh and orichalcum-steel alloy. They are so heavy that they can only be carried by Heavy Mechanized infantry, and even then they are too cumbersome to be used in fast paced melee. They are mainly used for protection during their ponderous advance towards the enemy.
Heavy Flamethrower
Range | 10" |
Hands | 2 Hands (Ranged) |
Modifiers | Ignore Armour |
FIRE, HEAVY
Hits up to two models within range automatically with an Attack Action as long as they are within 6" of each other and within the Heavy Flamethrower range. Ignores armour. It also has the Keyword FIRE, so it causes an additional +1 BLOOD MARKER on enemies it hits, even if no other damage is caused.
These massive flamethrowers are normally mounted on armoured vehicles, but those possessing uncanny strength may use them as infantry weapons.
Heavy Shotgun
Range | 12" |
Hands | 2 Hands (Ranged) |
Modifiers | +1D to Hit, +2D to Injuries at Short Range |
SHIELD COMBO, HEAVY
This weapon rolls attacks with +1 DICE and rolls injuries at Short Range with +2 DICE
Mostly used by Mechanized Heavy Infantry, this massive 8 bore shotgun is used to take down extremely powerful and large opponents at short range. It is known as a “Wolf-Killer" in New Antioch as it is the weapon favoured by the soldiery of the Duke to take down the Heretic War Wolf assault beasts. Heavy Shotguns use tungsten-orichalcum alloy shot which explains their enormous stopping power at short ranges.
Hell Saint's Skull
Hands | 1 Hands (Ranged) 1 Hands (Melee) |
It adds +2 DICE to your Morale Tests and you automatically gain 1 Glory Point after each battle.
Most warbands and units carry banners, flags, standards, pennants or other symbols to rally the troops.
Hellblade
Range | Melee |
Hands | 2 Hands (Melee) |
Modifiers | +1D to Injuries |
FIRE
The Hellblade has +1 DICE when rolling for injuries. It also has the Keyword FIRE, so it causes an additional +1 BLOOD MARKER on enemies it hits.
Crafted from iron ore from the mines of Dis in Inferno, this weapon burns with the unquenchable fires of Hell.
Hellbound Soul Contract
When this model is taken Out of Action, any model in melee combat with them immediately suffers +1 BLOOD MARKER unless the model ignores damage from sources with the Keyword FIRE.
An infernal contract signed by a Heretic and the devil who will come to collect the damned soul when death is close. The mortal signatory bursts into infernal flames when seriously wounded.
Highland Machine Armour
Grants a -3 modifier to all injury rolls against the model wearing this armour, and treats Down Injury results as a Minor Hit instead (note that the TOUGH Keyword ability to avoid Out of Action with Down overrides this). The machine armour worn by the warbands of Alba do not impose a penalty to Charge. Machine armour cannot be combined with any shield. Models wearing Machine Armour may have a base size of 40mm if you wish, unless the model wearing it is already on 50mm or bigger base. If worn by a model that is not part of a New Antioch force/subfaction, the only bonus the armour gives is the -3 injury modifier, as the chemical treatment that allows the wearer to withstand the rigors of the armour is a carefully guarded military secret. D3 charge distance remains in force.
Combining the rarest of divine metal alloys and the latest technology of New Antioch, Machine Armour makes its wearer a virtual mobile tank.
Holy Diesel Engine
The Anchorite can add +2 DICE to its Dash ACTIONS, but it automatically gains one BLOOD MARKER if it succeeds in a Dash ACTION.
The Anchorite is equipped with an advanced diesel engine with an experimental cooling system.
Holy Grenade
Range | 8" |
Modifiers | Blast 2" |
GRENADE, ASSAULT, SHRAPNEL, BLAST (X)
Holy Grenades have a BLAST radius of 2" - all models within 2" the target are hit but other models than the original target roll Injuries with -1 DICE. Adds +1 DICE to Injury rolls against targets with the Keyword BLACK GRAIL or DEMONIC.
The shells of these grenades are forged from the church bells of the original city of Antioch and imbued with the Lord’s spirit of vengeance against all evil.
Holy Icon Armour
Modifiers | Cannot be Ignored |
Grants -1 to all Injury Chart rolls against the model wearing this armour. This armour is effective even against weapons and attacks that would normally ignore armour.
Only a few of these suits of armour exist in all of Christendom. Covered with miraculous icons this suit of armour is protected by the very hand of Heaven and its wearer can withstand even direct hits from artillery.
Holy Icon Shield
Hands | 1 Hands (Ranged) 1 Hands (Melee) |
Modifiers | Cannot be Ignored |
Takes one hand to use in both melee and in ranged combat. Grants -1 to all injury rolls against the model. This shield is effective even against weapons and attacks that would normally ignore armour. For the purposes of wielding a 2-handed weapon with the ‘Shield Combo’ indicator, the Holy Icon Shield does not take a hand to wield but still functions as normal.
These shields are made from icons that have performed miracles. Mounted on blessed wood, they are harder than any steel and virtually indestructible. Only the most revered fighters in the service of the Church ever carry one.
Holy Relic
This model starts each game with +1 BLESSING MARKER.
Due to the threat to all Creation, the churches, cathedrals and basilicas have emptied their reliquaries and distributed their relics to the frontline troops to aid them in their battle against the damned.
Holy Water of Lalibela
CONSUMABLE
This model gains +1 DICE on any ACTION that would remove one or more BLOOD MARKERS or INFECTION MARKERS if successful.
Vials of holy water from the rock-hewn Churches of Lalibela are carried by the Ethiopian warriors on their campaigns. It has great power over demonic entities and aids in healing.
Horn of Joshua
A model with the Horn of Joshua may take a RISKY ACTION with +1 DICE. If successful, select any piece of terrain of up to 8"x8" size within 12" the model can see (a house, 8" woods, a wall etc.). This terrain piece is destroyed and it is removed from the table. Any models inside/touching/on top of this terrain must roll immediately on the Injury Chart. If they are not taken Out of Action they are placed on the ground in their previous spots. If the target is a trench, it is not removed from the table, but the models touching it/inside the Trench all roll on the Injury Chart on an 8" length of a Trench. This Trench segment is selected by the player using the Horn. The Horn can be used successfully only once per battle.
Said to be one of the horns that Joshua used to bring down the walls of Jericho. Its blast still has the power to shake the very foundations of the strongest fortifications.
Incendiary Ammunition
CONSUMABLE
Before the battle begins, a model may use this item to grant a rifle or pistol weapon that they are equipped with the FIRE keyword until the end of the battle.
Developed by Aym, the Great Duke of Hell, these bullets set any target they hit on fire.
Incendiary Grenades
Range | 8" |
GRENADE, ASSAULT, FIRE
Incendiary Grenades cause +1 BLOOD MARKER upon a hit due their FIRE Keyword. The incendiary grenades ignore armour on a Critical Hit (12+ to hit).
Incendiary grenades can set their target alight with sulphur, phosphorous or flammable gas captured from the Lake of Fire in the 7th Circle of Hell.
Infernal Brand Mark
Negates the extra BLOOD MARKER from attacks with the keyword FIRE. Any such attacks suffer -1 DICE penalty to all injury rolls.
A Heretic who has made a Holy Pilgrimage into Hell itself is branded by their patron devil with an ever-burning mark. Mortal fire no longer has the power to harm them.
Infernal Iron Armour
Modifiers | Cannot be Ignored |
Injuries against this model are rolled with a flat -2 penalty. This penalty applies against injuries that ignore armour.
This armour is forged simultaneously in Hell and on Earth, so that no weapon, whether infernal or man-made, can overcome its protection. It serves both as protection and a torturous prison for the Hell Knights that are forced to wear it.
Infested Rifle
Range | 18" |
Hands | 2 Hands (Ranged) |
BAYONET LUG
When resolving injuries for this weapon, the total modifier to injuries from a model’s armour (including shields) is reduced by 1. Thus Reinforced Armour, for example, only offers a -1 modifier to injury rolls this weapon cause
Armour offers little protection against the horrid, tainted bullets of this rifle, polluted by the power of Beelzebub himself. The bullets are semi-sentient, flying through the tiniest of chink in any armour.
Iron Capirote
Negates the additional BLOOD MARKERS from weapons with Keyword SHRAPNEL. Makes the model immune to the effects of FEAR.
A conical helmet reminiscent of the headgear of the penitents. Blessed by the Church and often containing a fragment of a relic, Iron Capirotes shield their wearers from the psychological horror of war, enabling them to face creatures from the pits of Hell unflinchingly.
Iron Wall Kalkan
Hands | 1 Hands (Ranged) 1 Hands (Melee) |
Takes always one hand to use in both melee and in ranged combat and cannot be switched out. The target is always considered to be in Cover when shot, and counts as fighting behind a defended obstacle when an enemy charges them. In addition, when the Brazen bull is Activated and it is in combat with only 1 model on a 40mm or smaller base, the Bull can Move normally (though not Charge or Dash), pushing its opponent in the same direction as the Bull is moving and travelling the same distance as the Bull moves if it moves directly towards the enemy that is in front half of its base. This can push the enemies so they fall as per Falling rules), and if the Bull pushes the opponent against a terrain piece higher than 2", both models stop and the opponent immediately rolls on the injury table.
It is rare that even the greatest artillery bombardments manage to even dent the Invincible Iron Wall, but sometimes when the most powerful of enemy Sorcerers Such shards and slivers of the divine metal are carefully gathered by the Alchemists and incorporated into mighty shields of the Brazen Bulls, to be used solely by the defenders of the Iron Wall.
Jezzail
Range | 18" |
Hands | 2 Hands (Ranged) |
These long arms are by far the most common weapons carried by the soldiers of the Sultanate of the Great Iron Wall. Their barrels are smoothbore which limits their accuracy at range, but this is more than made up for by the fact that this allows them to be loaded with different types of alchemical ammunition made by the Jabirean Alchemists.
Kilij
Range | Melee |
Hands | 1 Hands (Melee) |
Modifiers | +1 to Injuries |
CRITICAL
When using this weapon roll all injuries with +1 (i.e. a roll of 7 on the Injury Chart becomes 8).
These are the swords of warriors sworn to follow the martial ideals of furusiyah. Curved swords of unsurpassed sharpness, their blades are treated by the alchemists of the House of Wisdom to cut through even infernal Tartarus Armour.
Knife / Dagger
Range | Melee |
Hands | 1 Hands (Melee) |
Modifiers | -1D to Hit |
Add -1 DICE every time you use a knife to see if the attack hits.
Virtually all soldiers carry a trench knife, dagger or other kind of blade for close quarter engagements. It may lack the devastating power of a great maul or other heavier melee weapons, but this humble weapon has taken countless lives during the Great War.
Knighthood
At the end of each battle, your warband gains an additional Glory Point.
War is the crucible which bestows honorifics more rapidly than any other activity. Those who have won great fame can be given a rank of baron, marquis, bishop or other prestigious title. Within the Taifas of the Iron Sultanate there are many titles to be had, from Chelebi Knight to a mighty Sheik. Such titles command huge respect and attention by the upper echelons of society. Hell has its own twisted ranks of nobility, where those performing the vilest deeds, and committing the greatest acts of deprivation, are given a rank amongst the Infernal Principalities.
Koraktor, the Great Tome of Hell
A warband in possession of this book may purchase a single Goetic Power to one model in addition to the ones normally available to them, and this Power does not count towards the limit in the number of Goetic Powers they may normally have. You still have to pay the cost of acquiring the Goetic power, though this can be done at any Post-Battle sequence. It ignores other limitations of the Goetic Power, so normal limits (such as the Goetic Power belonging to a different Sin or limited to a different model) do not apply.
Each Auxia Sorcerer carries a book copied from the Koraktor, the original tome of Goetic Magic, said to have been written by angel Samael, who is also known as ‘Venom of God’. The reason an Angel would have authored such a book is unknown, if the story is even true at all.
Lochaber Axe
Range | Melee |
Hands | 2 Hands (Melee) |
Modifiers | +1 to Injuries, -1D to hit for Chargers |
CRITICAL, CUMBERSOME, HEAVY
All injuries are rolled with +1 added to the result (i.e. a roll of 7 on the Injury Chart becomes 8). Models equipped with a Lochaber Axe impose a -1 DICE to hit penalty on any charging enemies in Melee combat. This only applies when a charging model attacks, not in subsequent rounds of Melee.
Tuagh-chatha axes combine the power of the Great Axe with the defensive qualities of a polearm. Its wicked spike has stopped many a Heretic in their tracks. The Dùn Èideann Guard are especially adept at their use.
Lock of Samson's Hair
The model with this item gains the Keyword STRONG and +1 to all Injury rolls in Melee.
Locust Spitter
Range | 24" |
Hands | 2 Hands (Ranged) |
Modifiers | Ignore Armour, -1D to Injuries |
If you successfully hit a target with the Locust Spitter, the mindless hunger of the Lord of Flies compels the swarm to continue devouring. Subtract the distance to the target from your maximum range, and then target the closest non-BLACK GRAIL model, friend or foe, that is wholly within the remaining distance. That target is also hit, and you may repeat this process until there are no targets still in range or no range left to reduce. Each model may only be hit by the Locust Spitter once.
A nest of infected Hell-locusts serves as the fuel tank for this horrific gun, which vaguely resembles a flamethrower. The voracious, razor-sharp iron locusts which dwell within can even the smallest chink in armour. Guided by the hateful will of the Lord of the Flies, they consume flesh and swarm to their next nearby target in mere of seconds.
Lordship of this World
This model carries a mark such as a living tattoo or painted rune carved by the hand of its infernal patron. After both sides have completely finished their deployment but before starting the battle, you may select one piece of terrain without any of your own models placed on it. It can be no bigger than 8" x 8" (an 8" section of trench, a wall, a tree, a building etc). You can move this piece of terrain, and any enemy models set upon it up to 6" in any direction, though it cannot be moved out of the battlefield even partially. If it touches any models when you move it the models it touches are set aside and the player controlling them can redeploy them as if they had not been deployed at all thus far.
It is written that the powers of evil wield the greatest influence over the material world. The most formidable servants of the Pit, who bear a unique mark, can torment the very earth itself and bend it to do their bidding.
MURAD Bombard
Range | 36" |
Hands | 1 Hands (Ranged) |
Modifiers | Blast 3" |
HEAVY, BLAST (X)
Specify a point on the battlefield within 36" (must be in line of sight) that you want to target. Next, take a Ranged Attack ACTION. If the roll fails (i.e. you roll 6 or less), the bomb lands 1" away from its intended location, multiplied by the number representing the degree of failure (for example, if you rolled 5, the bombard shot lands 2" away, as 7-5=2). The direction is decided by your opponent. All models within 3" of the landing 1x1mm landing spot are hit as the bomb explodes – no roll to hit is needed. If the bomb lands directly on top of any model, roll with 3D6 on the Injury Chart and add the dice together to see what happens! Other models hit by the bombard suffer a Down result due the booming shockwave, but do not incur any BLOOD MARKERS or other effects from this attack.
Named after the great Sultan who commissioned the first of these weapons to defend the Iron Wall, this mighty bombard is used to disrupt advancing enemy formations. The echo of its blast recites the 99 names of Allah, throwing even the greatest of warriors to ground like chaff.
Machine Armour
Grants a -3 modifier to all injury rolls against the model wearing this armour, and treats Down Injury results as a Minor Hit instead (note that the TOUGH Keyword ability to avoid Out of Action with Down overrides this). Due to its bulk the wearer rolls D3 for a charge extra distance instead of D6. Machine armour cannot be combined with any shield. Models wearing Machine Armour may have a base size of 40mm if you wish, unless the model wearing it is already on 50mm or bigger base. If worn by a model that is not part of a New Antioch force/subfaction, the only bonus the armour gives is the -3 injury modifier, as the chemical treatment that allows the wearer to withstand the rigors of the armour is a carefully guarded military secret. D3 charge distance remains in force.
Combining the rarest of divine metal alloys and the latest technology of New Antioch, Machine Armour makes its wearer a virtual mobile tank.
Machine Gun
Range | 36" |
Hands | 2 Hands (Ranged) |
Modifiers | 3 Attacks |
HEAVY
Machine Guns can make three Attack Actions instead of one. They can target separate models with each attack, as long as all targets are within 6" of each other. After taking all three attacks the Activation of the model is over regardless of any remaining ACTIONS the model might have.
Machine Guns are lethal fully-automatic firearms, capable of mowing down entire ranks of infantry from afar. The firing rate depends on the lock assembly used but averages 500 rounds per minute.
Malebranche Sword
Range | Melee |
Hands | 2 Hands (Melee) |
Modifiers | 3D6 Injury Roll |
HEAVY
This enormous evil sword rolls 3D6 on the Injury Chart, adding the results together.
These forked abyssal swords are both terrible weapons as well as symbols of prestige, given to demons who have performed great deeds in the service of the Court. They were once carried by fallen Seraphim in battles against Heaven
Mamluk Greatsword
Range | Melee |
Hands | 2 Hands (Melee) |
Modifiers | +1D to Injuries |
CRITICAL
Rolls all injuries with +1 DICE.
Claymore, Zweihanders and even huge battle axes are used in the trenches when bullets fail to stop quick or well-armoured targets. The strikes from these weapons can easily lop off limbs and heads.
Marid Shovel
Range | Melee |
Modifiers | Wielding is Optional |
HEAVY
A model equipped with a shovel always starts the game in cover if deployed on ground level, even if placed in open terrain. As soon as the model moves, it is no longer in cover. A model that is covered in this way retains the benefit of Cover even if the attacking model has an unobstructed view of it. If a model equipped with a shovel has two hands free, it can use it in Melee Combat as if it were a Trench Club.
You can buy this enormous shovel made from alchemical bronze which makes it almost indestructible. Brazen bulls use it for public works (such as digging canals, foundations of buildings and mining) during peacetime, while at war it is used for digging trenches, ditches and bunkers.
Martyrdom Pills
CONSUMABLE
Before the battle begins, a model may use this item. If it does, injuries rolled against it suffer -1 DICE until the end of the battle and the model is not affected by FEAR.
Martyrdom pills are a potent mixture of mind-altering drugs and chemicals that inure a soldier against all pain and injury. However, it takes a tremendous toll on the body.
Masterworks Jezzail
Range | 36" |
Hands | 2 Hands (Ranged) |
Modifiers | +1D to Hit |
CRITICAL
You can shoot at opponents in melee without having to randomise between friendly and enemy models. A Masterwork Jezzail is loaded with Alchemical Ammunition, so it has +1 DICE on all to hit rolls. If you roll greater than the required 7 on the Action Success Chart to hit, you can also hit another enemy model with it in distance equal to the number you beat the 7 by. Roll injuries separately for both models.
t takes a year of combined efforts from a Jabirean Alchemist and one of the Sultan’s own gunsmiths to produce this magnificent longarm. Its bullets are enhanced to seek unbelievers if they penetrate their target.
Medi-Kit
Models with a Medi-kit can take a RISKY ACTION to remove one BLOOD MARKER from any one friendly model (including themselves) within 1" range or allow one friendly model (including themselves) that is Down to regain their footing.
Battlefield first aid has brought many soldiers back from the brink of death. Blessed ointments can seal fatal wounds completely, while the black blood of demons used by twisted heretic medics allows mangled troops to return to the fray.
Misericordia
Range | Melee |
Hands | 1 Hands (Melee) |
Modifiers | Ignore Armour |
Ignores the armour of opponents that are Down.
The misericordia dagger is designed to put enemies out of their misery by finding chinks in the armour: eye slits, neck joints and so forth.
Molotov Cocktail
Range | 6" |
Modifiers | -1D to Injuries |
FIRE, ASSAULT, GRENADE
-1 DICE on injury rolls. Molotov Cocktails ignore all penalties for terrain/cover, as well as ignoring all armour on a Critical Attack roll.
Developed on the desperate Finnish battle frontier against the Ice Demons, this improvised weapon consists of a glass bottle containing a flammable substance such as gasoline, alcohol or a napalm-like mixture plus a source of ignition.
Mortar
Range | 36" |
Hands | 2 Hands (Ranged) |
Modifiers | Blast 3" |
SHRAPNEL, RISKY ACTION, BLAST (X)
The Mortar can’t be moved. A model that is in base contact with the Mortar is considered to be armed with it. Only one model can be armed with the Mortar at a time. The model must be able to use Ranged weapons to arm themselves with the Mortar. While using the Mortar, the model can’t take any other ACTIONS, except Move. If the model moves away from base contact with the Mortar, or if they engage in melee combat with an enemy, it is not using the Mortar any longer. The Mortar can only be used once per turn. The model cannot apply any of their own applicable modifiers, if any, when armed with the Mortar. Attacking with the Mortar is considered as a RISKY ACTION. Specify a 1x1mm point on the battlefield within 36” of the model that is armed with the Mortar and that they can see the location you want to target, or a 1x1mm point within 6” of any one of your warband models that can see the location you want to target. Next, make a Ranged Attack as a RISKY ACTION with the model armed with the Mortar. If attacking a location from the line of sight of an allied model, make the roll with -1 DICE. If the roll fails (i.e. you roll 6 or less with the two lowest Dice), the model’s Activation is over and the Mortar misfires, landing 3” away from its intended location, multiplied by the number representing the degree of failure (for example, if you rolled 4, the bomb lands 15” away, as 7-4=3, and 5x3=15). The direction is decided by your opponent. Roll on the Injury Chart for each model within the BLAST radius. If the bomb lands exactly on top of any model, roll with 3D6 on the Injury Chart and add the dice together! Other models hit by the projectile roll on the Injury Chart as standard. Any model hit, but not taken Out of Action, by this attack is blown D3” directly away from the point of impact (roll for each model separately), stopping if they hit other models/buildings/objects. This attack has the Keyword SHRAPNEL and therefore causes an additional +1 BLOOD MARKER. Cover, range and higher position do not affect this attack. Roll injuries for models that would benefit from Cover from the perspective of the BLAST point with -1 DICE. The Activation of the model ends immediately after using the Mortar, regardless of any remaining ACTIONS the model might have.
Mountaineer Kit
A model with this kit adds +1 DICE to any Climbing ACTION rolls.
This kit includes ropes, carabiners, slings, mountaineering harness and pitons to aid a soldier in overcoming almost any vertical obstacle.
Musical Instrument
Hands | 1 Hands (Ranged) 1 Hands (Melee) |
Any friendly models within 4" of the musician who is not Down can add +1 DICE to their Dash ACTIONS. Musical Instruments take one hand to use at all times as if it were a weapon.
Horns, drums, trumpets, whistles, bagpipes and many other types of instruments are used extensively in the battles of the Great War. They can bolster the hearts of those facing the horrors of Hell – or they can recite terrifying hymns praising the lords of the Inferno!
Musket
Range | 18" |
Hands | 2 Hands (Ranged) |
Modifiers | -1D to Injuries |
BAYONET LUG
Due to its low power, add -1 DICE for all Injury Chart rolls with the musket.
A primitive weapon from a bygone age, the musket is a smooth bore long rifle that shoots lead balls. It still sees widespread use due to its simple construction and low price.
Ophidian Rifle
Range | 30" |
Hands | 2 Hands (Ranged) |
HEAVY
This weapon ignores the penalties for Cover and Long Range, and rolls attacks against models at Long Range or in Cover with +1 DICE. These bonuses stack for a possible total of +2 DICE.
This wheel-lock hunting rifle is produced in the forges of the demon Sabnock, the Great Marquis of War. Made of both infernal and earthly metals and materials, it exists simultaneously in the twisted dimension of Hell as well as on Earth. A thing that should not be, the shots of this firearm pervert the laws of God, so taking cover from its bullets and firing over great distances aid the user of this hell-made rifle instead of hindering the aim.
Parasite Grenades
Range | 8" |
ASSAULT, GRENADE
If this weapon hits a model, the target is moved up to 3" in a single direction of the attacker’s choosing. This can be used to move the model out of cover, to fall from a high position or even into Melee Combat with their enemies. Models that are immune to FEAR cannot be moved by this weapon.
Gift from the Lord of the Flies, these grenades are filled with parasitic mind worms whose bites cause fever dreams and terrifying hallucinations. They are used to force the mortals away from the safety of defended bunkers and trenches.
Pestilent Fang
Range | Melee |
Hands | 2 Hands (Melee) |
Modifiers | +1 to Injuries |
HEAVY
This weapon ignores armour on a critical hit, and always inflicts an INFECTION MARKER in addition to any BLOOD MARKERS it may cause.
Mauls, clubs, maces… these are large, cumbersome weapons, often made from sturdy wood with a metal tip of steel, lead or Iron of Tartarus. It takes great strength to fight with it for any length of time. They are especially suited for attacking armoured targets.
Piece of Silver
In the beginning of each Battle, take 3d6, set them at 6, and set them aside. During the battle whenever any other D6 roll is taken (save for Injury rolls), you can replace any one dice with one of the 6s before rolling the rest. Only one dice can be used to influence a single dice roll. Note that if the model in possession of this item is taken Out of Action, discard these dice immediately.
Said to be a sliver of one of the thirty pieces of silver that Judas Iscariot accepted in return for betraying the Redeemer, there can be no talisman more potent to the servants of Hell.
Pistol / Revolver
Range | 12" / Melee |
Hands | 1 Hands (Ranged) |
A model armed with a pistol can use it in melee as well as ranged combat (using Ranged Characteristic), including as an off-hand weapon to execute an additional melee attack.
Pistols come in a staggering variety, ranging from revolvers to semi-automatic pistols. Heretic forges produce their own, often highly elaborate sidearms. They see extensive use in close-quarter combat.
Piston Legs
Once during its Activation, the Anchorite Shrine may make an extra Melee Attack ACTION against a Downed enemy model on a 32mm or smaller base. Resolve the attack as if the Anchorite Shrine was armed with a Trench Club.
The feet of the Anchorite Shrine are equipped with special piston engines designed to grind its enemies into a shattered ruin of broken bones and burst flesh.
Plague Blade
Range | Melee |
Hands | 1 Hands (Melee) |
This weapon causes INFECTION MARKERS instead of BLOOD MARKERS.
Carrying the viral strain of Beelzebub himself, these weapons are the terror of all mortals. Even the tiniest nick or scratch usually leads to an agonising death and eternal servitude to the Lord of Flies as a ghastly walking corpse.
Punt Gun
Range | 18" |
Hands | 2 Hands (Ranged) |
Modifiers | +1D to Injuries, +1D to Hit, Blast 3" |
HEAVY, SHRAPNEL
Owing to its high accuracy and lethal shot, a punt pun adds +1 DICE to all rolls to hit and to injury rolls. Before a model shoots with the punt gun, you can overcharge it with a shot, giving the weapon BLAST 3" radius. If you do this, the shooting ACTION with the Punt Gun always ends the shooter’s Activation and causes one BLOOD MARKER on the shooter. A model cannot make a ranged attack with the punt gun unless it is either STRONG or another friendly model is in base contact with it.
A Punt Gun is an enormous shotgun loaded with up to 25 ounces of shot. It can be loaded with a risky amount of powder and square shot which causes widespread damage and destruction. It is a very popular weapon among Trench Pilgrims who lack access to conventional heavy weapons.
Putrid Shotgun
Range | 12" |
Hands | 2 Hands (Ranged) |
Modifiers | +1D to Hit |
ASSAULT, BAYONET LUG, SHIELD COMBO
This weapon rolls attacks with +1 DICE and causes INFECTION MARKERS instead of BLOOD MARKERS.
Loaded with corroded demon-possessed winged shot filled with infected parasite larvae, the rounds of the Putrid Shotguns are almost impossible to avoid. This repulsive weapon is nicknamed ‘blunderpus’ by the New Antioch troops.
Red Banner
Hands | 1 Hands (Ranged) 1 Hands (Melee) |
This is the only banner the Red Brigade Warband can buy. As long as the model carrying this banner is not taken Out of Action, they have the Keyword LEADER, giving the Warband +2 DICE to Morale checks (+1 DICE for the banner and +1 DICE for the LEADER keyword). This gives the cumulative bonus for Morale checks even if another model in the Warband has the same Keyword. In addition, the flag acts as a polearm in melee, but takes only 1 hand.Melee attacks made against this model are made with -1 DICE if the attacking model Charged this turn.
The Red Brigade carries a patched red standard into battle, made from the blood-soaked cloak of St. Ernest. No soldier of the Brigade will ever leave the battle as long as this holy banner is still flying. When the last survivor of the Brigade is sent back to New Antioch, they take this flag with them.
Reinforced Armour
Grants a -2 modifier to all injury rolls against the model wearing this armour.
Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.
Restraining Muzzle
Any Yoke Fiend equipped with a Restraining Muzzle is not affected by the Hateful rule and therefore does not have to charge certain enemies within Charge range. With this device in place, the unruly Yoke Fiends can be trained better and add +1 DICE to their Ranged Attack characteristic.
Yoke Fiends are unruly beasts, and almost impossible to control when they smell mortal blood. Court nobles use these cruel, barbed muzzles to bring them to heel. Each is attuned to the will of the noble in the charge, who can constrict them until the pain becomes so unbearable that even the most bestial Yoke Fiend is made to obey.
Resurrection Engine
CONSUMABLE
A Resurrection Engine can be used to completely negate any result from the Injury Chart that causes a model to die (gaining 3rd Scar, Death etc.)
This miraculous holy clockwork machine grants the ability to bring the dead back to life thanks to the grace of God and the research of the Holy Science Academies of New Antioch.
Rocket-Propelled Grenade
Range | 36" |
Modifiers | +1D to Injuries, Ignore Armour |
CRITICAL, CONSUMABLE
Add +1 DICE to all injury rolls and ignore armour. If this attack hits its target, but does not take it Out of Action, the target is pushed 1D6" directly away from the attacker, stopping if they hit another model or solid piece of terrain. An RPG does not count towards the number of ranged weapons that a model can carry, but a model can still only carry one RPG. When shot, the activation of the model using the RPG ends.
These shoulder-fired weapons launch a rocket with an explosive warhead. They are a recent invention, and thus expensive and difficult to manufacture. Consequently, they are only available in limited numbers and, even then, only the most famous warbands will be equipped with these deadly armour-piercing weapons.
Sacred Geometry
This upgrade increases its Ranged Characteristic to +1 DICE.
The monk controlling this Anchorite is well-versed in geometries intended to make the viewer see the world through mathematics and, through this understanding, gains a better understanding of the divine. This allows the Anchorite to target its enemies with far more accuracy.
Sacrificial Knife
Range | Melee |
Hands | 1 Hands (Melee) |
Modifiers | +2 to Injuries |
RISKY ACTION
The Sacrificial Knife adds +2 to all rolls on the Injury Chart. For example, a roll of 7 on the Injury Chart becomes 9 when using the Sacrificial Knife.
Terrifying blades blessed by the hand of a greater devil, these knives are used in Heretic rituals to sacrifice captives to the dark powers of Hell. They simply need to touch their opponents to cause indescribable pain and even the slightest wound often proves fatal from the agony alone. They are risky even to their wielders, as the merest scratch wounds friend and a foe alike.
Sacrificial Lamb
CONSUMABLE
The model ignores the first BLOOD MARKER or INFECTION MARKER it suffers in combat.
Before the battle, this lamb is sacrificed to God’s glory, and the pilgrim then anoints themselves with its blood, averting the wrath of Yahweh while fighting for His cause.
Saint's Reliquary
A model equipped with the Saintly Relic gains the Keyword TOUGH, but loses the Keyword INFILTRATOR (if it has it) and can never have Cover.
Salvage Golem
At the end of each battle, your Warband gains an additional D6x5 ducats.
Golem servitors, created by the Rabbis of the Kabbalistic School of Prague under the order of the Duke Constantine to alleviate the constant strain on supplies, are equipped with sophisticated senses and metal detectors. Slow, difficult to maintain and methodical, they are well-suited for combat, but prove invaluable during lulls in battle as they uncover hidden caches of loot.
Satchel Charge
Range | 6" |
Modifiers | Ignore Cover, +1D to Injuries, Blast 3" |
HEAVY, CONSUMABLE, BLAST (X), GRENADE
You can aim the Satchel Charge at either a 1mm x 1mm point on the ground or an enemy model within range. Next, take a Ranged Attack ACTION. If the roll fails (i.e. you roll 6 or less), the bomb lands 1” away from its intended location, multiplied by the number representing the degree of failure (for example, if you rolled 5, the bombard shot lands 2” away, as 7-5=2). The direction is decided by your opponent. A Satchel Charge adds +1 DICE to injury rolls. Additionally, if the Satchel Charge lands directly on top of a model, it ignores that model’s armour.
Battlefield explosives designed to break apart enemy fortifications and to crack even the toughest of armour.
Scourge / Battle-Whip / Flail
Range | Melee |
Hands | 1 Hands (Melee) |
Modifiers | +1D to Hit |
Add +1 DICE to their Hit Rolls. This bonus does not apply if used as an off-hand weapon.
The metal whips of the Church are supremely good at both instilling discipline in the ranks of the faithful and tormenting the heretics. Many devils also enjoy using these weapons due to the excruciating pain they inflict. These weapons are extremely difficult to dodge.
Semi-Automatic Rifle
Range | 24" |
Hands | 2 Hands (Ranged) |
BAYONET LUG, ASSAULT
Semi-automatic rifles are said to be an invention of Marbas, the Devil who holds great wisdom and knowledge in mechanical arts. They are excellent both at long range and in assault, combining accuracy and high rate of fire, though they are prone to jamming.
Serpent Assault Gun
Range | 36" |
Hands | 2 Hands (Ranged) |
Modifiers | 2 Attacks |
HEAVY, GAS, ASSAULT
When this model takes this ranged attack ACTION, it can make up to two attacks with this weapon. These attacks can target separate models, but the targets must be within 6” of each other.
This terrifying and enormous hand cannon contains a portal to the foetid swamps and bogs of the Fifth Circle of Hell. Each bullet it fires is enveloped with an awful gas.
Shotel
Range | Melee |
Hands | 1 Hands (Melee) |
Modifiers | Ignore Shield |
CRITICAL
The Shotel is specifically designed to overcome enemy shields. It ignores the target’s penalty to injury rolls from its shield, if any. The Holy Icon Shield and similar effects still apply.
Since the days of ancient Axum, the Shotel has been the weapon of choice for the Abyssinian warrior-elite. Its curved blade is designed to reach around an opponent’s shield and stab them in vital areas, such as the kidneys or lungs.
Shotgun
Range | 12" |
Hands | 2 Hands (Ranged) |
Modifiers | +1D to Hit |
BAYONET LUG, SHIELD COMBO
Owing to its high accuracy, add +1 DICE to all rolls to hit and ignore the penalty to hit rolls when attacking at long range. However, injuries are rolled with -1 DICE at long range due to the low penetration power.
Short-barrelled pump action shotgun loaded with six rounds containing antimony hardened 00 buckshot, the combat shotgun is ideal for short-range engagements, clearing trenches and taking out lightly-armoured infantry. Often featuring stocks made of walnut or other rare wood, it is a custom of the troops to decorate these arms with carvings and inscriptions.
Shovel
Range | Melee |
Modifiers | Wielding is Optional |
A model equipped with a shovel always starts the game in cover if deployed on ground level, even if placed in open terrain. As soon as the model moves, it is no longer in cover. A model that is covered in this way retains the benefit of Cover even if the attacking model has an unobstructed view of it. If a model equipped with a shovel has two hands free, it can use it in Melee Combat as if it were a Trench Club.
Battlefield shovel allows troops to dig in and fight from cover in virtually any battlefield.
Siege Jezzail
Range | 30" |
Hands | 2 Hands (Ranged) |
Modifiers | +1D to Injuries |
HEAVY
Rolls all injuries with +1 DICE.
Heavier version of the standard Jezzail. It is a large, cumbersome weapon with a shot of lead or iron weighing as much as four pounds, designed to take out even the most powerful enemies with a single shot. Azebs armed with these weapons use tripod stakes when firing them, but the mighty Janissaries often use them as their standard service gun.
Silenced Pistol
Range | 12" / Melee |
Hands | 1 Hands (Ranged) |
Modifiers | +1D to Hit in Cover |
ASSAULT
A model armed with a silenced pistol can use it in melee as well as ranged combat (using Ranged Characteristic), including as an off-hand weapon to execute an additional melee attack. Add +1 DICE to hit rolls if shot from behind any terrain obstacles.
A sophisticated sidearm made of Orichalcum or other holy metals, or from Infernal iron taken from the very prisons of Hell to muffle the wails of the damned. It is virtually silent and is excellent for ambushes or for shooting from behind cover.
Smokescreen
CONSUMABLE
At the beginning of the battle, the model equipped with this smokescreen may deploy it. If they do, one quarter of the battlefield becomes covered in a thick layer of smoke. All Ranged Attacks that pass through any part of it suffer -1 DICE to hit.
The Engineering Corps of New Antioch are experts in the use of smokescreens to shield their Shock Troops from enemy fire.
Sniper Rifle
Range | 48" |
Hands | 2 Hands (Ranged) |
Modifiers | +1D to Hit |
RISKY ACTION, CRITICAL
This weapon rolls attacks with +1 DICE. On a Critical attack roll, this weapon ignores armour. If this model is equipped with a Scope, this weapon ignores the penalty for Long Range.
A sniper rifle is a high-precision, long-range rifle, widely used in the trenches to pick off high value targets such as officers, sappers and artillery crews. Expensive and rare, they are commonly given to the best marksmen and sharpshooters of the warband.
Sniper Scope
This piece of equipment can be used with any rifle. Ranged attacks with the weapon ignore the penalties for Long Range.
A sniper scope is a kind of telescope that is attached to a rifle or a similar weapon. Some feature night-vision enhancements and superb, adjustable mountain crystal lenses, while the sniper scopes made by the foundry-monastery of St. Sebastian for their sniper priests have an in-built reliquary instead.
Standard Armour
-1 to all Injury Chart rolls against the model. Can be combined with any shield.
With the advancements in metallurgy and technology, both Faithful and Heretic armies are well-equipped with suits of alloy armour that can withstand an impact from a bullet or turn aside the sharpest of blades. Standard armour is usually mass-produced, but highly effective even against high-calibre weapons.
Standard of Mammon
Hands | 1 Hands (Ranged) 1 Hands (Melee) |
Grants +1 DICE for all Morale tests as long as the model with the Flag is not Down or Out of Action. Requires one hand to use as if it was a weapon, both in ranged and melee combat. Any enemy entering melee combat with the model carrying this banner must make a successful ACTION or the model goes Down and cannot get up as long as they are in melee combat with the bearer of the standard.
Battle Standards of Mammon are opulently decorated works of art, icons and banners done in mockery of the virtues of Charity and Temperance. Always made of the most expensive materials, each is a unique work of dark genius, often depicting saints performing vile sins or famous acts of Greed. It has the power to make anyone kneel before the Prince of Greed.
Submachine Gun
Range | 16" |
Hands | 2 Hands (Ranged) |
Modifiers | 2 Attacks |
ASSAULT, BAYONET LUG, SHIELD COMBO
Can make two attack ACTIONS instead of one. These can be against a single target or two separate ones.
The submachine gun (or SMG) is a fully automatic firearm, trading lower penetration power and range for a much higher rate of fire. Ideal for short-range engagements, it is much sought-after by warbands despite its scarcity and high cost.
Sultanate Grand Cannon
Range | 48" |
Hands | 1 Hands (Ranged) |
Modifiers | +2D to Injuries, Ignore Armour |
HEAVY
Add +2 DICE to all injury rolls and ignores all armour. If this attack hits its target, but does not take it Out of Action, the target is pushed 1D6" directly away from the attacker, stopping if they hit another model or solid piece of terrain. If the Cannon is placed as a Stationary object on the battlefield, it is deployed separately as one of your standard units on a 50mm base in your own Deployment Zone or Table Edge. It is immobile and cannot be damaged. Any model in the Defenders of the Iron Wall warband can shoot it during their Activation as long as they are not in Melee combat, are within 1" of the Cannon, and do not move in any way during their Activation. Alchemist Abilty Mastery of the Elements does apply to the Cannon. As with any other Ranged Weapon, each Grand Cannon can only be fired once per Turn. The Cannon cannot be lost as a casuality unless carried by a Brazen Bull.
Mounted on the Great Iron Wall, these are the main artillery pieces that the Sultanate produces in vast numbers. Normally fixed in place, a variant suited for the massive hands of the Brazen Bulls has been designed so the living field artillery of the Padishah can take on truly heavily armoured enemies and vehicles.
Sword / Axe
Range | Melee |
Hands | 1 Hands (Melee) |
CRITICAL
Because of the martial traditions of many proud nations and due to the advances in armour technology, swords and axes are extremely popular, especially amongst elite units and officers. They are supremely useful for finishing off downed opponents and causing profusely bleeding wounds.
Tabot
Each time an ACTION is taken by any model of your warband that heals one or more BLOOD MARKERS or INFECTION MARKERS, the model carrying the Tabot gains one BLESSING MARKER.
Made from alabaster, marble or wood from an acacia tree, these are blessed replicas of the Ark of the Covenant. A priest that accompanies the forces of the King of Kings to New Antioch, they will take the holy Tabot with them, wrapped in silk cloth decorated with gold string. Its miraculous powers reward those who perform virtuous deeds on the battlefield.
Tank Palanquin
Grants a -3 modifier to all injury rolls against the model wearing this armour. Due to its bulk the wearer rolls D3 for a charge extra distance instead of D6. Tank Palanquins cannot be combined with any shield. The Priest riding it has a 50mm base, and counts as being on a 2” high platform. While on a Tank Palanquin, the Priest gains the Keyword STRONG.
Tank-Splitter Sword
Range | Melee |
Hands | 2 Hands (Melee) |
Modifiers | +1D to Injuries |
CRITICAL, CUMBERSOME
Adds +1 DICE to injury rolls. If the model the sword hits has an armour modifier from any source other than a shield, the player may set one die of the injury roll to a 6 before the roll is made. The rest of the dice for the injury roll are rolled as normal.
It takes years of gruelling Mensur practice and field drills to acquire the required precision and speed to use the specialist tank-splitter swords of the Gardekorps. Despite their great size (often over 6 feet long!) they are remarkably light, and due to the large quantities of Orichalcum used in their forging process, they are virtually unbreakable. They are often used to disable tanks and other armoured vehicles by either slicing their armour open or disabling them with an accurate swing to sever their tracks. Before any battle they are treated with a special metal-melting chemical compound which melts the armour, making it far deadlier against armoured targets than those who wear none.
Tarnished Armour
The suit counts as Reinforced Armour, a helmet and a gas mask. When an enemy declares a charge, they must charge the model wearing this armour if it is visible, not in cover and within 12” of the wearer. The charging model must be able to reach this model without climbing, leaping or crossing dangerous terrain. If the wearer of the armour is already in melee combat, this power has no effect.
This suit of armour gilded with gleaming gold comes with a helmet often with a beautiful, cherub-like face warped or corrupted in some way, such as with inhuman eyes or with the whole face twisted upside-down. Despite its splendour the armour is always tarnished by blood, offal or other kind of corruption. Merely seeing it fills mortals with incredible greed and makes the wearer an immediate target of their wrath as they attempt to tear it from them.
Tartarus Claws
Range | Melee |
Hands | 2 Hands (Melee) |
CUMBERSOME
Tartarus Claws always come as a pair and do not allow the use of any other melee weapons or shield. You can make two Attack ACTIONS with the Claws without the usual -1 DICE for the second attack. If the opponent is taken Down or Out of Action with either of the Claws you may immediately move the model up to 6” in any direction. If the move takes you into contact with another enemy model, this counts as a charge and you can make a second Melee Attack ACTION with both claws. You can only do this follow-up move once per Activation
Made from severed hands of Malebranche, the Tartarus Claws are granted by Arch-Devils only to those whose hearts are blackened with the sin of Wrath.
The Mark of Cain
Any model that causes a BLOOD MARKER on the bearer of this mark through any ACTION suffers 1 BLOOD MARKER themselves in return for each one they inflict.
"And the LORD set a mark upon Cain, lest any finding him should kill him." Cain, the first of murderers, was marked by God, as a ward against those who would kill him. Corrupted copies of this mark are carved into the flesh of those who venture to Hell seeking to learn the art of murder from the greatest killers who reside in the Eternal Fire.
Titan Zulfiqar
Range | Melee |
Hands | 1 Hands (Melee) |
Modifiers | +2 to Injuries |
HEAVY, CRITICAL
Add +2 to the result of all injuries caused by this weapon (i.e. a roll of 7 on the Injury Chart becomes 9).
This twin-tongued greatsword can weigh up to 300 pounds – only the mighty Brazen Bulls can even lift this monstrous blade, let alone wield it in combat. It sheer weight and mono-molecule sharpness cuts through even the thickest armour when swung by the superhuman strength of the takwin monstrosity.
Tormentor Chain
Range | 10" |
Hands | 1 Hands (Ranged) |
SHRAPNEL
Tormentor Chain suffers no penalties for range or for Cover, and causes no injury.It does cause a BLOOD MARKER as an attack that uses the SHRAPNEL keyword. If the wielder hits a target with this weapon, the model hit is moved in a straight line into the nearest legal space closest to the wielder. This typically ends with the target and the wielder in base contact and in Melee Combat. This movement can place the target in Melee Combat with multiple enemy models. Additionally, no enemy models may Retreat when in Melee Combat with the wielder.
A barbed chain used to bind the damned in Hell sometimes granted as a weapon to heretic warriors who have proven the most adept at dragging prisoners to the Gates of Hell alive. Possessing a will of its own, the chain can traverse great distances to snare some poor unfortunate soul in its barbed embrace.
Torture Instrument
Range | Melee |
Hands | 2 Hands (Melee) |
This weapon rolls D6 on the Injury Chart, or 2D6 on a BLOODBATH. This weapon causes an additional BLOOD MARKER for each BLOOD MARKER it inflicts from an injury result.
Great scourges made from living spines, red-hot rods, man-catchers and all the tools of torment fashioned by the sadistic smiths of Dis are widely used by Court warbands. Their main function is not to kill, but to cause as much agonising pain as possible. Forged in hellfire and quenched in the black waters of river Styx. The agony their wounds bring lasts for days.
Tracer Bullets
CONSUMABLE
Before the battle begins, a model may use this item to grant a rifle or pistol weapon that they are equipped with +1 DICE to hit with ranged attacks until the end of the battle.
Tracer bullets allow soldiers to adjust their aim efficiently.
Trench Club
Range | Melee |
Hands | 1 Hands (Melee) |
Trench Clubs are one of the most common weapons of the Great War, as melee combat is frequent and brutal. Usually made of wood with a metal tip from iron, lead or steel, trench clubs often feature spikes and hobnails. Most designs have some form of cord or leather strap at the end to wrap around the user’s wrist.
Trench Dog
You add a Trench Dog to your warband. You can have up to one of each dog type.
A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep Hellhounds and other infernal beasts as pets.
Trench Dog (Guard Dog)
You add a Guard Dog to your warband. You can have up to one of each dog type.
A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep Hellhounds and other infernal beasts as pets. These dogs both warn their masters of impending danger and fight fiercely for their company.
Trench Dog (Hellhound)
You add a Hellhound to your warband. You can have up to one of each dog type.
A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep Hellhounds and other infernal beasts as pets. This horrifying infernal canine is the size of a small pony, and within its tortured belly rage flames of Hell itself. It howls in constant agony and rage in combat.
Trench Dog (Martyrdom Dog)
You add a Martyrdom Dog to your warband. You can have up to one of each dog type.
A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep Hellhounds and other infernal beasts as pets. Trench Pilgrims often enthusiastically strap their dogs with explosives so they can partake in a glorious martyrdom operation.
Trench Dog (Mercy Dog)
You add a Mercy Dog to your warband. You can have up to one of each dog type.
A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep Hellhounds and other infernal beasts as pets. Mercy dogs carry a Medi-Kit.
Trench Mortar
Range | 48" |
Hands | 2 Hands (Ranged) |
Modifiers | +1D to Injuries, Ignore Cover, Blast 3" |
HEAVY, HEAVY, BLAST (X)
Specify a point on the battlefield within 36" (must be in line of sight) that you want to target. Next, take a Ranged Attack ACTION. If the roll fails (i.e. you roll 6 or less), the bomb lands 1" away from its intended location, multiplied by the number representing the degree of failure (for example, if you rolled 5, the bombard shot lands 2" away, as 7 – 5 = 2). The direction is decided by your opponent. All models within 3” of the 1 x 1 mm landing spot are hit as the shell explodes – no roll to hit is needed. This weapon has a BLAST radius of 3" - all models within this range are hit. Add +1 DICE to all injury rolls.
A trench mortar is a smooth-bore, muzzle-loading weapon with high angles of fire. The shell contains both explosives and deadly Greek Fire.
Trench Polearm
Range | Melee |
Hands | 2 Hands (Melee) |
Modifiers | -1D to hit for Chargers |
CUMBERSOME, SHIELD COMBO
Polearms take two hands to use. Melee attacks made against this model are made with -1 DICE if the attacking model Charged this turn.
Trench pikes, billhooks, spears and other long polearms are excellent defensive weapons, but are cumbersome and heavy. They are often used to deal with barbed wire.
Trench Shield
Hands | 1 Hands (Ranged) 1 Hands (Melee) |
Always takes one hand to use in both melee and in ranged combat, and cannot be switched out. Grants -1 to all injury rolls against the model. This bonus stacks with any armour the model wears, unless otherwise indicated. For the purposes of wielding a 2-handed weapon with the ‘Shield Combo’ indicator, the Trench Shield does not take a hand to wield but still functions as normal.
Shields used in trench warfare are made of steel reinforced with Orichalcum to allow them to withstand even high-calibre bullets, or from metal mined from Infernal bedrock and shaped in the armouries of Pandæmonium, the Capital of Hell.
Troop Flag
Hands | 1 Hands (Ranged) 1 Hands (Melee) |
Grants +1 DICE for all Morale tests as long as the model with the flag is not Down or Out of Action. Requires one hand to use.
Most warbands and units carry banners, flags, standards, pennants or other symbols to rally the troops.
Unarmed
Range | Melee |
Modifiers | -1D to Hit, -1D to Injuries |
Models suffer -1 DICE when fighting unarmed, both to see if the attack hits and when rolling on the Injury Chart. Note that you can never fight with unarmed as an Off-Hand weapon to get an additional attack in melee. These rules simply cover all instances where the model fights unarmed and has no other Melee Actions in their profile.
Fighting unarmed in the Great War is nigh-suicidal, but some troops carry no melee weapons or their weapons have been lost in the heat of the battle. In such cases, a warrior is forced to defend themselves with fists, kicks and their bare teeth.
Unarmed
Range | Melee |
Note that you can never fight with unarmed as an Off-Hand weapon to get an additional attack in melee. These rules simply cover all instances where the model fights unarmed and has no other Melee Actions in their profile.
Fighting unarmed in the Great War is nigh-suicidal, but some troops carry no melee weapons or their weapons have been lost in the heat of the battle. In such cases, a warrior is forced to defend themselves with fists, kicks and their bare teeth.
Unholy Relic
A model equipped with an Unholy relic radiates a truly malignant aura and causes FEAR.
An artefact bestowed with unholy power. Examples include Nephilim heads, desecrated splinters of the True Cross or mummified body parts of fallen saints and bishops.
Unholy Trinket
CONSUMABLE
When a model equipped with an Unholy Trinket fails a RISKY ACTION, that model may use this item. If it does, its Activation is not ended.
Urn of Bitter Ashes
Ranged attacks against this model and other models within 3” of it are rolled with -1 DICE
This black urn contains ashes left from the burned body of the fallen Hegemon, which still retain a faint echo of its hateful will. It swirls and churns in the air, all while sinister whispers emanate from within.
Viscera Cannon
Range | 24" |
Hands | 2 Hands (Ranged) |
Modifiers | +2D to Hit |
HEAVY
This weapon rolls attacks with +2 DICE, as even the slightest splash can kill. After resolving an injury caused by this weapon, this model may choose to suffer up to three BLOOD MARKERS to inflict the same number of additional BLOOD MARKERS upon the target of the attack.
This heavy firearm is the most loathsome and repulsive of all the weapons in the arsenal of the Black Grail - and that is saying something, considering the stiff competition it has. A warrior armed with this pride of Beelzebub inserts its tubes into their own abdomen and then shoots the corrosive contents of their own innards at the enemy. It is operated by a hand crank that first builds pressure inside the user until they are at the point of bursting, and then releases the spray of viscera at their foe. The greater the amount of their own flesh the user releases, the more horrific the damage.
Vivisector
Range | Melee |
Hands | 2 Hands (Melee) |
CUMBERSOME, BLOCK
Pain Amplifier: Lower the roll needed to achieve a Critical Success for a Melee Attack made by this weapon by 1 for each BLOOD MARKER next to the target by 1 (so an enemy with 1 BLOOD MARKER will suffer a Critical Success on a roll of 11+). Inflict Pain: If an attack made by this weapon against a target, without the ARTIFICIAL Keyword and mounted on a 40mm base or smaller is, a Critical Success, but the target is not taken Out of Action, then the target will move D3" in a straight line directly away from the attacking model. It will stop if it moves into a friendly model, Impassable Terrain, a terrain piece it cannot cross without having to Climb, or immediately before it would move within 1" of an enemy model other than the attacker. If the target model would finish the move more than 1" from the attacking model, then the attacking model and any other models within 1" of the target model can make an additional Melee Attack on it before it is moved, as if the target were carrying out a retreat move. If this causes the model to move a second time, add D3" to the distance it is moved but do not attack it again.
This weapon offers both excellent protection by keeping the targets at bay, and its haft incorporates a trigger that injects a horrifying cocktail of holy ointments, chemical toxins, nerve agents and micro-shards of holy relics into any open wound, causing pain that is unbearable to even supernatural enemies. It can also be used to quickly dissect fallen enemies so their organs can be preserved by the Combat Biologist.
War-Cross
Range | 8" |
ASSAULT
Does not count as one of the Ranged weapons carried by the model. Cannot be carried with Grenades. Ignores penalties for long range. A model with the weapon will not run out of them.
A War Cross (also known as a wurfkreuz in the Holy Roman Empire) is a four-pronged throwing weapon in the shape of a cross. It is engraved with prayers and psalms that guide it on an unerring path.
Wind Amulet
Once per battle, you may add +3" to the Movement characteristic of this model once during the activation. Declare this when the model is Activated.
Amulet created by the Jabirean Alchemists, capturing the essence of the Element of Wind within it.
Wrathful Cherub Face
If the model fighting the Shrine Anchorite in Melee is affected by the Keyword FEAR, one of the ACTIONS it has to take when it is activated must be Retreat from Melee Combat.
The Anchorite is decorated with an angelic face that is the very image of the wrath of the Lord. All must cower before the face of the Lord.