Battlekit Glossary
Here you can compare any and all items. This glossary page contains a list of all Battlekit items in Trench Crusade. You can search for an item by name, or use the filters below to only show what fits your chosen criteria.
Anti-Tank Hammer
| Range | Melee |
| Hands | 2 Hands (Melee) |
RISKY, CRITICAL, IGNORE ARMOUR, +1 INJURY DICE
Place 1 BLOOD MARKER next to the model using this Weapon if it makes a Melee Attack and the Success Roll is a Success or a Critical Success.
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) |
CRITICAL, +1 INJURY MODIFIER
If an Assassin’s Blade causes at least one BLOOD MARKER to be placed next to the target model, the Assassin can take a Retreat ACTION during the same Activation and enemy models within 1" cannot make a Melee Attack against it before it is moved as they would normally be able to do.
The blades of the Assassins are imbued with deadly venom. 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. Generation by generation their tolerance grows. The corrupted blood of these willing vessels is drawn and smelted into toxic iron. The iron is forged into blades, with deadly spells of slaying layered into each fold of the envenomed metal. Thus the blood of the first generation of Assassins lives on, growing more potent with each generation.
Atonement Bell
| Hands | 1 Hands (Ranged) 1 Hands (Melee) |
HELD
An Atonement Bell can only be used to make an off-hand attack, and does not roll an Injury Roll if it hits. Instead If the roll is a Success or Critical Success, move the target model D3”. The move must be in a straight line, but can be in any direction, and can be used to make the model retreat, and to Climb a sheer surface, Jump across a gap, or Jump Down.
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 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) |
HEAVY, INFECTION MARKER, +2 INJURY DICE
With blades crafted in the form of a fly spreading its wings, this enormous axe is eternally covered with corruption and filth of Beelzebub.
Blasphemous Staff
| Range | Melee |
| Hands | 1 Hands (Melee) |
FIRE, CRITICAL
Add +1 DICE to rolls for a model with a Blasphemous Staff, apart from rolls for taking or Dash ACTION or for Ranged or Melee Attacks.
Crafted in mockery of the rod carried by the prophet Aaron, this evil staff unleashes searing hellfire, causing excruciating pain with the slightest touch.
Butcher Bayonet
| Range | Melee |
| Modifiers | +1D to Injuries |
CUMBERSOME, SHIELD COMBO
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, +1 INJURY DICE
If the Injury Roll for an attack made by a Coin Hammer results in 1 or more BLOOD MARKERS being placed on the target, place 1 BLESSING MARKER on the model using the Coin Hammer.
This double-handed hammer bears the rune of Mammon on its head. Its strike burns through even the heaviest armour, leaving a permanent, painful scar in the shape of the rune.
Donkey's Jawbone
| Range | Melee |
| Hands | 1 Hands (Melee) |
+2 INJURY DICE
Blessed by YHWH, this bone club grants its wielder the strength of Samson himself.
Double-Handed Blunt Weapon
| Range | Melee |
| Hands | 2 Hands (Melee) |
HEAVY, +1 INJURY MODIFIER
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, +2 INJURY DICE
After a model with the Executioner’s Axe makes a Melee Attack, it can immediately make a second Melee Attack with the axe. The additional attack for the Executioner’s Axe cannot be combined with further additional attacks allowed by other Abilities or Skills (you can make two Melee Attacks with the Axe and no more).
This axe is wielded by the executioner demons of Hell whose job is to dismember those who brought division on Earth. As the flesh of the damned reforms over time, this grisly task is repeated again and again through eternity.
Golden Khanjar
| Range | Melee |
| Hands | 1 Hands (Melee) |
+1 INJURY MODIFIER
You can make 2 Melee Attacks with this Weapon, one after the other, when it is used as a Melee Weapon. Note that if you spend BLOOD MARKERS to modify the Injury Rolls for one attack, they do not modify Injury Rolls for any of the subsequent attacks.
Placed in the 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, +1 INJURY DICE
Claymores, Zweihänders 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, BLOCK
An 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) |
Add a +2 INJURY MODIFIER to rolls made for this weapon if the target has not yet been Activated this Turn.
Said to contain a tiny sliver of the stone that Cain used to murder Abel, this weapon allows its wielder to identify any point 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) |
FIRE, +1 INJURY DICE
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) |
CRITICAL, +1 INJURY MODIFIER
Forged for warriors sworn to the martial ideals of furūsīyah, these curved swords are honed to unsurpassed sharpness.Treated by the Alchemists of the House of Wisdom, they are imbued with the power to cut through even the Infernal Tartarus armour.
Knife / Dagger
| Range | Melee |
| Hands | 1 Hands (Melee) |
-1 DICE
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) |
CRITICAL, CUMBERSOME, HEAVY, BLOCK, +2 INJURY DICE
Lochaber axes combine the power of the battle axe with the defensive qualities of a polearm. Its wicked spike has stopped many a Heretic in their tracks. Dùn Èideann Guard are especially adept at their use..
Malebranche Sword
| Range | Melee |
| Hands | 2 Hands (Melee) |
HEAVY
When you make an Injury Roll for an attack made with this weapon, roll 3D6 and add all 3 dice together. Any +INJURY DICE or -INJURY DICE that applied to the Injury Roll will apply normally, except that you pick the 3 highest or lowest dice in the roll instead of the 2 highest or lowest.
These forked Abyssal swords are terrible weapons as well as symbols of prestige. They are given to demons who have performed great deeds in the service of the Court and were once carried by fallen seraphim in battles against Heaven.
Mamluk Greatsword
| Range | Melee |
| Hands | 2 Hands (Melee) |
CRITICAL, +1 INJURY 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) |
Ignores the armour of opponents that are Down.
This weapon has the IGNORE ARMOUR Keyword if the target is Down.
The misericordia dagger is designed to put enemies out of their misery by finding chinks in the armour: eye slits, neck joints and every other vulnerable seam.
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) |
INFECTION MARKER
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 Blade
| Range | Melee |
| Hands | 1 Hands (Melee) |
RISKY, +2 INJURY MODIFIER
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 most minor wound often proves fatal from the agony alone. They are risky even to their wielders, as the merest scratch wounds friend and foe alike.
Scourge / Battle-Whip / Flail
| Range | Melee |
| Hands | 1 Hands (Melee) |
+1 DICE
The +1 DICE Keyword does not apply when this Weapon is 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) |
CRITICAL
The Shotel is specifically designed to overcome enemy shields. Ignore -INJURY DICE or -INJURY MODIFIERS for Shields against Melee Attacks made with a Shotel. Any other Keywords or special rules that apply to the Shield are used normally.
Since the days of ancient Axum, the Shotel has been the weapon of choice for the Ethiopian 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) |
CRITICAL, CUMBERSOME, +1 INJURY DICE
When you make an Injury Roll for an attack made with a Tank-Splitter Sword, before rolling the dice for the Success Roll, put one dice aside and turn it so that it shows a roll of ‘6’. Roll the rest of the dice, and then return the dice you put to one side; it counts as having rolled a 6.
It takes years of gruelling Mensur practice and field drills to acquire the precision and speed required 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-corroding chemical compound which melts armour, making it far deadlier against armoured targets than those who wear none.
Tartarus Claws
| Range | Melee |
| Hands | 2 Hands (Melee) |
CUMBERSOME, CRITICAL
This Weapon must be taken as a pair of two 1-Handed Melee Weapons (one for each hand). Melee Attacks made with the Paired Weapons do not suffer the Success Roll modifier for making an Off-Hand Attack. If the target is taken Down or Out of Action by a Melee Attack made with the Paired Weapons, you may immediately move the model up to 3". If the move takes it within 1" another enemy model, it can take another Fight ACTION, but it cannot make the 3" move again if the second attack takes the target Down or Out of Action.
Made from severed hands of Malebranche, the Tartarus claws are granted by archdevils only to those whose hearts are blackened with the sin of Wrath.
Titan Zulfiqar
| Range | Melee |
| Hands | 1 Hands (Melee) |
HEAVY, CRITICAL, +2 INJURY MODIFIER
This twin-tongued great sword can weigh up to 300 pounds, only the mighty Brazen Bulls can even lift this monstrous blade, let alone wield it in combat. Its sheer weight and mono-molecule sharpness cuts through even the thickest armour when swung by the superhuman strength of the Takwin monstrosities.
Torture Instrument
| Range | Melee |
| Hands | 2 Hands (Melee) |
When you make an Injury Roll for an attack made with a Torture Instrument, roll 1D6 instead of 2D6, but then double the number of BLOOD MARKERS that are caused by the roll (if there are any). Any +INJURY DICE or -INJURY DICE that applied to the Injury Roll will apply normally, except that you pick the single highest or lowest dice in the roll instead of the 2 highest or lowest. Note that when you make a Bloodbath Roll for an attack made with a Torture Instrument, you only roll 2D6 instead of 3D6, but you can then double the number of BLOOD MARKERS that are caused by the roll.
Great scourges made from living spines, red-hot rods, man-catchers, and other tools of torment fashioned by the sadistic smiths of Dis are widely used by the Court’s 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 the River Styx, their wounds cause suffering that 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 meleecombat 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) |
CUMBERSOME, SHIELD COMBO, BLOCK
Trench pikes, billhooks, spears and other long polearms are excellent defensive weapons, but are cumbersome and heavy.
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
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+).
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.
