Equipment Glossary
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.
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.
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.
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.
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.
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.
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!)
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
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 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.
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.
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.
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.
Lock of Samson's Hair
The model with this item gains the Keyword STRONG and +1 to all Injury rolls in Melee.
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.
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.
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.
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!
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.
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.
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.
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.
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 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.
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.
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 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 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.
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.
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.
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 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.
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.
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.
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.