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.
Alaybozan
| Range | 12" |
| Hands | 2 Hands (Ranged) |
SHRAPNEL, SHIELD COMBO
This blunderbuss is based on the traditional design of tribal warriors and modernised by the foundries of the Sultanate. It has proven its worth as the preferred weapon of the Sapper Corps, who often fight in close quarters. It shoots a hail of lead bullets and iron shrapnel.
Anti-Material Rifle
| Range | 36" |
| Hands | 2 Hands (Ranged) |
HEAVY, CRITICAL, IGNORE ARMOUR, +1 INJURY DICE
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) |
CUMBERSOME
A model that has an Arquebus can use it as a 2-Handed Melee Weapon.
A primitive matchlock weapon, simple enough that even a Yoke Fiend is capable of operating it and sturdy enough to be used as a club with which to batter an opponent in a melee.
Auto Cannon
| Range | 48" |
| Hands | 2 Hands (Ranged) |
HEAVY, AUTOMATIC 3, +1 INJURY DICE
Each time you make a Ranged Attack with an Autocannon, you must choose to either fire it using the Bursts Weapon Profile or the Full Auto Weapons Profile - which becomes AUTOMATIC 5 and gains the RISKY and RELOAD keywords.
Autocannons are fully automatic guns that fire large-calibre 0.787 shells. Capable of generating extremely rapid firepower, autocannons overheat quickly if used for sustained fire.
Automatic Pistol
| Range | 12" / Melee |
| Hands | 1 Hands (Ranged) |
ASSAULT, PISTOL
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
When this Weapon is used to make 2 Ranged Attacks, the same enemy model must be the target of both attacks.
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) |
BAYONET LUG, SHIELD COMBO, ASSAULT, SHOTGUN, +1 DICE
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) |
| Modifiers | +1D to Hit |
BAYONET LUG
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 firearm of a bygone era, loaded with rusty nails, lead shot, grenade shrapnel and shell pieces.
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) |
CRITICAL, IGNORE ARMOUR
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.
If a Ranged Attack made with this Weapon causes any BLOOD MARKERS to be placed on the target model, you can immediately redeploy the attacking model within 1" of the target model, regardless of the distance or any intervening obstacles. Note that if the attack takes the target Out of Action, no BLOOD MARKERS are placed and this ability cannot be used.
This terrifying double-stringed bow looses its deadly barbs through both time and space. Its arrows can reach impossible distances and pass through armour by flickering through time, leaving behind a temporal slipstream that the Assassin can travel through in an eyeblink. These bows are some of the greatest treasures of Alamut, and only six are said to exist in the secret armoury of the Old Man of the Mountain. The trees producing the wood for these bows are planted into the skulls of ancient Assassins in the Garden of Alamut, passing their mystic powers on to the wood.
Bow of Lethe
| Range | 24" |
| Hands | 2 Hands (Ranged) 1 Hands (Melee) |
ASSAULT
Before making an Injury Roll for an attack made with a Bow of Lethe, you must choose if the roll will have the +2 INJURY DICE Keyword or the IGNORE ARMOUR Keyword.
This bow is grown by the Hunters of the Left-Hand Path out of their own flesh. It can be tipped with 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) |
GAS, IGNORE ARMOUR, FLAMETHROWER
Corruption belchers spew forth noxious gas and corrosive fumes captured from the Bolgias that divide the putrid swamps of the Eighth Circle of Hell.
Flame Cannon
| Range | 12" |
| Hands | 1 Hands (Ranged) |
HEAVY, FIRE, IGNORE ARMOUR
When a Flame Cannon is used to make a Ranged Attack, do not make a Success Roll for the attack. Instead, measure a straight line 1mm wide and up to 12" long from the attacking model to a point on the ground or a model’s base. The line stops if it reaches a terrain piece that is taller than the model making the Attack. Make an Injury Roll for every model (friend or foe) that is touched by the line, apart from the attacking model itself.
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 ruins of lost Constantinople, and is commonly known as Greek fire.
Flamethrower
| Range | 8" |
| Hands | 2 Hands (Ranged) |
FIRE, FLAMETHROWER, IGNORE ARMOUR, -1 INJURY DICE
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) |
IGNORE ARMOUR, RELOAD, GAS
When a Gas Censer is used to make a Ranged Attack, do not make a Success Roll. Instead, all other models within 6" of the model using the Gas Censer are hit, and an Injury Roll must be made for each one. Note that the attack hits all models, friend or foe, apart from the model making the attack, regardless of line of sight.
This censer is a lethal chemical weapon and an object of veneration to the Pilgrims.
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.
Grenade Launcher
| Range | 36" |
| Hands | 2 Hands (Ranged) |
HEAVY, SHRAPNEL, BLAST (X), IGNORE COVER, BLAST 3"
Modifications of great siege rifles designed to lob grenades over long distances.
Heavy Flamethrower
| Range | 10" |
| Hands | 2 Hands (Ranged) |
FIRE, HEAVY, FLAMETHROWER, IGNORE ARMOUR, AUTOMATIC 2, -1 INJURY DICE
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) |
SHIELD COMBO, HEAVY, +1 DICE
Add +2 INJURY DICE to rolls for Ranged Attacks made by this Weapon at Short Range.
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.
Infested Rifle
| Range | 18" |
| Hands | 2 Hands (Ranged) |
BAYONET LUG, ARMOUR PIERCING
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 chinks 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 accurate 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 | 18" |
| Hands | 2 Hands (Ranged) |
IGNORE ARMOUR, -1 INJURY DICE
When a target is hit with the Locust Spitter, the mindless hunger of the Lord of Flies compels the swarm to continue devouring. If the Success Roll for a Ranged Attack made with Locust Spitter is a Success or Critical Success, after making the Injury Roll for the target, subtract the range to the target from 18". Then make another Injury Roll for the closest model (friend or foe) that is within this distance of the target model and has a line of sight to it (no Success Roll is required).
After the second target’s Injury Roll has been made, the swarm moves on again, but this time the remaining distance it can travel is reduced by the distance between the first and second target, and it must target a new model that has not already been attacked. This carries on until the swarm either runs out of new target models it can reach and has a line of sight to, or the distance it is allowed to move is reduced to 0"
For example, if the range to the first target was 10", then after making an Injury Roll for the first target, the closest model that can see the first target and is within (18-10) = 8" of it would also be hit. If the second target was within 3" of the first, then after making the second Injury Roll , the closest model that has not yet been attacked, and which can see the second target and is within (18-10-3) = 5" of it would be hit, and so on.
Note that if the original attack was a Critical Success, the Injury Roll modifier only applies to the first Injury Roll; it does not apply to any subsequent models that are hit by the swarm. However, the -1 INJURY DICE and IGNORE ARMOUR Keywords apply to all of the Injury Rolls made.
A nest of infected Hell-locusts serves as the fuel tank for this horrific gun. The voracious, razor-sharp iron locusts which dwell within can penetrate 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 seconds.
MURAD Bombard
| Range | 36" |
| Hands | 1 Hands (Ranged) |
HEAVY, SCATTER, BLAST 3"
When you make an Injury Roll for a model that was the target and hit by an M.U.R.A.D. Bombard, or if the attack scattered and the target point was on the model’s base, 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. All other models caught in the M.U.R.A.D. Bombard’s blast radius are taken Down but do not suffer any other injuries (do not make an Injury Roll for them).
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) |
HEAVY, RELOAD, AUTOMATIC 3
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) |
CRITICAL, +1 DICE
If the target of an attack made with a Masterwork Jezzail is within 1" of a friendly model, you do not have to roll a D6 to see if the friendly model is hit by the attack. In addition, if the Success Roll for an attack made with a Masterwork Jezzail is more than 7, after making the Injury Roll for the target, subtract 7 from the Success Roll. Then make an Injury Roll for the closest enemy model that is within this distance in inches of the target model and has a Line of Sight to it (no Success Roll is taken).
For example, if you roll a 9 for the Success Roll, you could make an Injury Roll for a second enemy model that was within (9-7=) 2" of the target model and in its Line of Sight. Note that if the original attack was a Critical Success, you only add +1 INJURY DICE to the first Injury Roll; it does not apply to any subsequent models that are hit.
It takes a year of effort from one of the Sultan’s own gunsmiths to craft these magnificent longarms. Its bullets are enhanced to seek out new Unbelievers if they penetrate their first target.
Musket
| Range | 18" |
| Hands | 2 Hands (Ranged) |
BAYONET LUG, -1 INJURY DICE
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, IGNORE COVER, IGNORE LONG RANGE
Add +1 DICE to roll for attacks made with this weapon if the Cover or Long Range modifiers apply to the attack, instead of adding -1 DICE. Note that this means you add +2 DICE to the roll if both modifiers apply to the attack.
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 targets taking cover are easier to hit, and firing over great distances aids the user of this Hell-made rifle instead of hindering their aim.
Pistol / Revolver
| Range | 12" / Melee |
| Hands | 1 Hands (Ranged) |
PISTOL
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) |
HEAVY, SHRAPNEL, SHOTGUN, +1 DICE, +1 INJURY DICE
Before making a Ranged Attack with a model armed with a Punt Gun, you can say that the model will Overcharge the weapon. To do so, the model has to either have the STRONG Keyword or be in base-to-base contact with a friendly model. An Overcharged Ranged Attack gains the BLAST 3" and RELOAD Keywords. After an Overcharged attack has been carried out, place 1 BLOOD MARKER next to the model that made the attack, and its activation immediately ends.
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, INFECTION MARKER, +1 DICE
Each a corroded, winged and demon-possessed cartridge filled with infected parasitic larvae, the rounds of putrid shotguns are almost impossible to avoid. This repulsive weapon is nicknamed “blunderpus” by the New Antioch troops.
Rocket-Propelled Grenade
| Range | 36" |
IGNORE ARMOUR, CONSUMABLE, RELOAD, +1 INJURY DICE
A Rocket-Propelled Grenade is a piece of Equipment that can be used once during a campaign as a Ranged Weapon. If a model that has been hit by a Rocket-Propelled Grenade is not taken Out of Action by the Injury Roll, it is blown D6" in a straight line directly away from the attacking model. It stops if it is blown into another model, Impassable terrain or terrain it cannot cross without having to Climb.
These shoulder-fired weapons launch a rocket with an explosive warhead. They are a recent invention, and thus expensive and difficult to manufacture.
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) |
HEAVY, GAS, ASSAULT, AUTOMATIC 2
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) |
BAYONET LUG, SHIELD COMBO, SHOTGUN, +1 DICE
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) |
HEAVY, +1 INJURY DICE
Heavier version of the standard jezzail. It is a large 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) |
ASSAULT, PISTOL
Add +1 DICE to the roll if the attacker is in contact with a terrain piece that is at least ½" tall and that lies in between it and the target model.
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) |
RISKY, CRITICAL, +1 DICE
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.
If the Success Roll for a Ranged Attack made with a Sniper Rifle is a Critical Success then the Injury Roll for the attack has the IGNORE ARMOUR Keyword.
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) |
ASSAULT, BAYONET LUG, SHIELD COMBO
A model armed with a Submachine Gun can take two Shoot ACTIONS during the same Activation, as long as the Submachine Gun is used to make both attacks. The Shoot ACTIONS can be taken one after the other, or other ACTIONS can be taken between the Shoot ACTIONS.
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) |
HEAVY, IGNORE ARMOUR, +2 INJURY DICE
A Grand Cannon that is found as a Glory Item must be carried by a Brazen Bull and uses the profile above for all rules purposes. If it is removed from the Brazen Bull for any reason, or if the Brazen Bull is removed from the Warband for any reason, then the Grand Cannon is lost (it cannot be fielded as a stationary gun battery).
If a model that has been hit by a Sultanate Grand Cannon is not taken Out of Action by the Injury Roll, it is pushed D6" in a straight line directly away from the attacking model. The model stops if it pushed into another model, Impassable terrain or a terrain piece it cannot cross without having to Climb.
Mounted on the Great Iron Wall, these are the main artillery 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.
Sultanate Grand Cannon
| Range | 48" |
| Hands | 1 Hands (Ranged) |
HEAVY, IGNORE ARMOUR, +2 INJURY DICE
A Grand Cannon that is found as a Glory Item must be carried by a Brazen Bull and uses the profile above for all rules purposes. If it is removed from the Brazen Bull for any reason, or if the Brazen Bull is removed from the Warband for any reason, then the Grand Cannon is lost (it cannot be fielded as a stationary gun battery).
If a model that has been hit by a Sultanate Grand Cannon is not taken Out of Action by the Injury Roll, it is pushed D6" in a straight line directly away from the attacking model. The model stops if it pushed into another model, Impassable terrain or a terrain piece it cannot cross without having to Climb.
A Grand Cannon that is included in the Armoury on a Warband’s roster as a gun battery must be mounted on its own 50mm base. It is deployed in the same way as a unit when the Warband is deployed. After it has been deployed it is treated as a piece of Impassable Terrain and cannot be moved or attacked during the game.
Each Grand Cannon weapon battery can be used once per Turn by a friendly model that is within 1" of it, as long as both the friendly model and the Grand Cannon are not within 1" of an enemy model, and as long as the friendly model does not move as part of the same Activation. The friendly model must take a Shoot ACTION, and can then use the Grand Cannon as the Ranged Weapon for the attack using the profile above (if the model is an Alchemist, then its Mastery of the Elements ability will apply to the attack). Measure the range and check the Line of Sight using the Grand Cannon instead of the attacking model. In a campaign the Grand Cannon gun battery is assumed to have been returned to the Warband’s Armoury at the end of the game, and will be available to be deployed in the Warband’s next game.
Mounted on the Great Iron Wall, these are the main artillery 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, IGNORE COVER, IGNORE LONG RANGE
If an attack made with a Tormentor Chain is a Success or Critical Success, do not make an Injury Roll for the target. Instead, place 1 BLOOD MARKER next to the target, and then place a second BLOOD MARKER on the target because the Tormentor Chain has the SHRAPNEL Keyword. After placing the BLOOD MARKERS, you can move the target model up to 12" in a straight line, but you must move it so that it finishes the move as close as possible to the attacking model.
Enemy models cannot retreat if they are within 1" of a model with a Tormentor Chain
A barbed chain used to bind the damned in Hell and 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) |
HEAVY, FIRE, SCATTER, IGNORE COVER, +1 INJURY DICE, BLAST 3"
When a Trench Mortar is used to make a Ranged Attack, the target model (or target point, if targeting a point on the ground) cannot be within 6" of the attacking model. Note that if the attack Scatters it may end up landing within 6" of the attacking model.
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) |
HEAVY, +2 DICE
If a Viscera Cannon hits a target, after resolving the Injury Roll, you can place up to 3 BLOOD MARKERS next to the model that made the Attack (until it has a maximum of 6 markers). Then place 1 BLOOD MARKER next to the target for each BLOOD MARKER that you placed on the attacking model.
This heavy firearm is the most loathsome and repulsive of all the weapons in the arsenal of the Cult of the Black Grail – and that is saying something. A warrior armed with this pride of Beelzebub inserts its tubes into their own abdomen and then shoots their own corrosive fluids and 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.
