Ranged 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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.