Melee Glossary
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.