Trench Crusade V 1.4. Key Changes
Trench Crusade V 1.4. Key Changes
Trench Crusade V 1.4. Key Changes
PLAYTEST RULES
V1.4.0
PLAYTEST RULES
Blood Markers
BLOODBATH
You can roll an additional D6 on Injury rolls at the cost of 6 BLOOD MARKERS on any model, or at the cost
of 3 BLOOD MARKERS if the target is Down. This means that instead of rolling 2D6 on your typical weapon,
you roll 3D6 on your injury roll and add the numbers together. Weapons such as Artillery Witch’s Infernal
Bomb would therefore roll 4D6 and add the results together (3D6+1D6).
Movement
■ Charging: A player can choose to Charge instead of moving during its Activation. Choose a specific enemy
model within your model’s line of sight and declare it to be the target. A distance check should be made to
see if the target is within 12” inches of your attacking model. If they are within 12”, roll a D6 and add the
result to your model’s movement speed. Use this modified movement value to move towards the target by
the shortest and most effective route determined by distance. Using Jumping Climbing or going through
Dangerous terrain is always optional during a Charge move even if it is the shortest route, though the route
avoiding such obstacles must still be as short as possible. If you get within 1”, the model is now in Melee
Combat with the target. You may charge more than one model if you can get within 1” of them.
Flying: Flying models ignore penalties for difficult terrain, can cross/land on dangerous terrain (including mines etc)
safely and can move vertically without the need to take Climbing tests. Additionally, they can jump across gaps up to
their Movement characteristic and do not need to make a roll on the Action Success Chart to do so. Models only ever
have 1 type of movement, either Flying or Infantry.
Combat
Combat is divided into Ranged and Melee Combat. A model may fight in Melee Combat or with any ranged weapons
it has.
Ranged Attacks
Modifiers
■ Enemy behind Cover: Add -1 DICE to the roll. A model is considered to be in cover if it is touching a piece
of scenery. If the shooter can see the model in its entirety (including the entire base), despite it touching a
scenery piece, then this penalty does not apply. The piece of cover must be big enough that it is horizontally
at least as long as the base of the model taking cover in order to count.
Melee Combat
An activated model can use any of its Melee ACTIONS if it is in contact (i.e. within 1”) with one or more enemies.
Select any melee weapon or attack action available to the model – these are clearly indicated in the characteristics of
each weapon entry.
1. Declare which melee action you are taking and what opposing model you are targeting.
2. Roll on the Action Success Chart using any melee attacks available to the model. Add any +/- DICE from
any source such as BLOOD MARKERS, profile of the warrior making the attack etc.
3. If the result is successful, roll on the Injury Chart to determine what happens to the target (unless some
Equipment or Special Ability of the model indicates otherwise).
Generally, each model can only attack once in melee, but some can execute multiple attacks due to their natural
abilities or special weapons.
Two Melee Weapons: A model armed with two melee weapons can take two separate Melee Attack ACTIONS, one
with each weapon. One of these weapons, determined before you make your first ACTION roll, is an Off-Hand
weapon. Off-Hand weapons suffer -1 DICE to hit. If a STRONG model wields a two-handed melee weapon in one
hand and a one-handed melee weapon in the other, the one-handed weapon is always regarded as the Off-Hand
weapon. Resolve attacks made by a model wielding two melee weapons one at a time and resolve attacks with the
Off-Hand weapon last.
Tough Creatures:If a TOUGH model would be taken Out Of Action, it is taken Down instead. After a TOUGH model
is taken Down in this way, it can be taken Out of Action as normal.
Defended Obstacle: If the target of a melee attack is defending a stone wall, earthen rampart, fighting from a trench
and so on (a simple hedge, bush or low fence is not enough), the attacker suffers -1 DICE to all rolls to see if their
melee attacks hit. A model that is Down cannot benefit from a defended obstacle. The obstacle must be at least ½”
high, it must be between the attacker and defender, with the defender touching it.
Moving in combat: If a model is in Melee combat at the start of their Activation, they may use their Standard Move
ACTION while staying within 1” of the enemies they are engaged in combat with. This is most often used to negate
the Defended Obstacle bonus. No roll is needed to do this.
Warrior Down!
A model that has suffered a Down result is in serious trouble! Add +1 BLOOD MARKER next to the model and place
the model face down on the battlefield to indicate its status. If the model is already Down, it suffers +2 BLOOD
MARKERS and remains Down.
Any injury rolls against a Downed model are made with an additional +1 DICE, making it far more likely that a
Downed warrior is taken out by any incoming attack.
A Downed warrior adds -1 DICE to any of its ACTIONS until they stand up, making it far less likely to succeed in
them.
During its own Activations a Downed warrior can stand up, but all types of movement it takes (Move, Dash, Charge,
Jump etc.) is at half distance, rounding down. A model that remains Down cannot move at all during its Activation.
Shooting into Melee
If you shoot at any models engaged in melee, roll a D6 for each shot (or automatic hit) to determine which model is
hit: on a 1-3, the attack targets one of your models at random within 1” of the target, on a 4-6, the attack targets an
enemy model at random within 1” of the target. Resolve the attack as normal once the target is determined.
KEYWORDS
ASSAULT: Ranged attacks made with weapons that have this Keyword do not prevent a model from charging during
the same activation. A charge may only be made if a single ranged attack is made with a weapon with this Keyword,
regardless of any other rules that the weapon might have.
BLACK GRAIL: This model is part of the Black Grail faction.
BLAST (X)”: A weapon with BLAST (X) has an area of effect with a radius of inches indicated by the (X). If this
weapon targets a model, this radius is measured from the centre of that model’s base in all directions. If this weapon
targets a point on the ground, this radius is measured from that point in all directions, including vertically. If the Attack
ACTION with this weapon is successful, it hits every model within this radius that the target (either model or point)
has line of sight to (ie. not completely blocked by terrain).
add +1 DICE to any injury rolls the weapon causes if you roll a Critical (i.e. 12+) on the Action Success Chart.
CUMBERSOME: Model always requires two hands to use this weapon, even if the model has Keyword STRONG.
FIRE: A model hit by a weapon will this Keyword suffers a BLOOD MARKER, in addition to any other effects of the
attack. The model suffers this Blood Marker even if the attack has no other effects or is otherwise negated. Some
equipment or abilities can negate the additional BLOOD MARKER caused by this Keyword.
FIRETEAM: This model is part of a Fireteam. All models that are part of the same Fireteam can be activated at the
same time without the opponent getting their turn in between. Note that if the Activation of either member of the
Fireteam forcefully ends (due a failed RISKY ACTION for example), it ends both Activations. Note that Mercenaries
cannot be part of a FIRETEAM.
GAS: A model hit by a weapon will this Keyword suffers a BLOOD MARKER, in addition to any other effects of the
attack. The model suffers this Blood Marker even if the attack has no other effects or is otherwise negated. Some
equipment or abilities can negate the additional BLOOD MARKER caused by this Keyword.
GRENADE: Grenade-type weapons ignore penalties for cover and long range. They do not count towards the
number of Ranged weapons a model can carry and do not have to be held in your hand at all times. A model armed
with grenades can use them as many times as they wish.
HEAVY: If carrying a weapon, armour or equipment with this Keyword, the model cannot move/dash and shoot during
its Activation, and the model cannot roll D6 and add it to the Charge move. Only one such item can be carried by a
single model.
HERETIC: The model is a member of the Heretic Legion faction.
INFILTRATOR: Models with this Keyword can be placed anywhere on the table out of line of sight of any enemies,
but at least 8” away from the closest enemy. Deployed after all other models without this Keyword. If any infiltrators
cannot be deployed according to these restrictions then those models can always be deployed in your deployment
zone.
SHRAPNEL: A model hit by a weapon will this Keyword suffers a BLOOD MARKER, in addition to any other effects
of the attack. The model suffers this Blood Marker even if the attack has no other effects or is otherwise negated.
Some equipment or abilities can negate the additional BLOOD MARKER caused by this Keyword.
SKIRMISHER: Unless engaged in melee, when an enemy model declares a charge against a model with this
Keyword, the SKIRMISHER can immediately move D3” in any direction they wish (except within 1” of any enemy).
After this manoeuvre, the charging model is moved as normal. This may lead to the charger being unable to enter
into Melee. If the SKIRMISHER moves behind another friendly model so it is now in the path and reach of the
Charger, then the Charge is redirected to this model.
STRONG: A model with this Keyword ignores the rules for weapons/armour/equipment with Keyword HEAVY. In
addition, it may use a single 2-handed Melee weapon as a 1-handed weapon.
SULTANATE: This model is part of the Sultanate of Iron faction.
TOUGH: If a TOUGH model would be taken Out Of Action, it is taken Down instead. After a TOUGH model has been
taken Down in this way once, it can be taken Out of Action as normal.
WEAPONS, ARMOUR & EQUIPMENT
Unless otherwise stated in the rules, each warrior in your warband may carry one or more of the following Ranged
weapons:
All weapon entries clearly indicate if you need one or two hands to effectively use the given weapon. Unless clearly
stated in the Range characteristic, a ranged weapon cannot be used in Melee combat. Uness they can be used in
Melee, Ranged weapons do not use either hand in melee (leaving both hands free for melee weapons).
■ Each model can wear a single suit of armour and wear one type of headgear/helmet.
■ Each model can carry one type of grenade.
■ A model can have any number of Equipment items, but only one of each type per model.
The following pieces of Equipment or Amour can be carried by models as indicated by the rules and take one of the
hands of the character at all times, thus limiting which weapons they may use in combat:
● One shield (most commonly, a trench shield) which always takes one hand to use in both melee and in
ranged combat and cannot be switched out.
● One Standard/banner/flag which always takes one hand to use in both melee and in ranged combat and
cannot be switched out.
● One musical instrument which always takes one hand to use in both melee and in ranged combat and
cannot be switched out.
Ranged Weapons
The weapons on the following pages can be used to perform a Ranged Attack Action. Use the Action Success Chart
to see if the attack hits as explained in the Combat Rules. Add the number of +/- DICE as indicated by the ranged
characteristics entry for the model in the relevant Warband Armoury.
Note: Ranged Weapons cannot be used in melee unless specifically noted by having Range marked as “Melee”.
Pistol/revolver
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.
Name Type Range Modifiers Keywords
Pistol 1-handed 12”/Melee
Rules: 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.
Automatic 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.
Name Type Range Modifiers Keywords
Auto-Pistol 1-handed 12”/Melee -1D Injury, 2 Attacks ASSAULT
Rules: 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.
Silenced Pistol
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.
Name Type Range Modifiers Keywords
Silenced Pistol 1-handed 12”/Melee +1D to Hit in Cover ASSAULT
Rules: 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.
Sniper Rifle
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.
Name Type Range Modifiers Keywords
Sniper Rifle 2-handed 48” +1D to Hit RISKY, CRITICAL
Rules: Add +1 DICE when making a Ranged Weapon attack with this weapon. If equipped with a Sniper Scope (see
Equipment), the Sniper Rifle also ignores the penalty for Long Range, even if it has moved this turn.
Grenades
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.
Name Type Range Modifiers Keywords
Grenade Grenade 8” - ASSAULT, SHRAPNEL, BLAST 2”
Rules: 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.
Incendiary Grenades
Melee Weapons
All these weapons can be used by a model carrying them to perform a Melee Attack ACTION. Use the Action
Success Chart to see if the attack hits. Add the number of +/-DICE as indicated by the Melee characteristics entry for
the model in the relevant Warband List.
Bayonet
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.
Name Type Range Modifiers Keywords
Bayonet 2-handed Melee - CUMBERSOME
Rules: Bayonets can only be attached to weapons indicated in each Warband’s Armoury with ‘Bayonet lug’. They do
not count towards the maximum Melee weapons a model can carry.
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.
Name Type Range Modifiers Keywords
Sacrificial Knife 1-handed Melee +2D to Injuries RISKY
Rules: The Sacrificial Knife adds +2 DICE to all rolls on the Injury Chart.
Tartarus Claws
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.
Name Type Range Modifiers Keywords
Tartarus Claws 2-handed Melee - CUMBERSOME
Rules: Tartarus Claws always come as a pair and do not allow the use of any other melee weapons or carry 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” into 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 of the claws. You can only do this follow-up move once per Activation.
Anti-Tank Hammer
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.
Name Type Range Modifiers Keywords
Anti-Tank Hammer 2-handed Melee +1D to Injuries RISKY,
CRITICAL
Rules: Ignores armour modifiers and rolls injuries with +1 DICE. If it hits the enemy, the wielder suffers +1 BLOOD
MARKER as well.
Polearm
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.
Name Type Range Modifiers Keywords
Polearm 2-handed Melee -1D to hit for Chargers CUMBERSOME
Rules: Polearms take two hands to use and the model armed with it cannot use any shield. Melee attacks made
against this model are made with -1 DICE if the attacking model charged this turn.
Scourge/Battle Whip/Flail
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.
Name Type Range Modifiers Keywords
Scourge 1-handed Melee +1D to Hit -
Rules: Add +1 DICE to their Hit Rolls. This bonus does not apply if used as an off-hand weapon.
Armour
A model can wear only one suit of armour at a time. Shields can be combined with any Armour unless otherwise
indicated.
Trench Shield
Shields used in trench warfare are made of either steel reinforced with Orichalcum to allow them to withstand even
high-calibre bullets, or from metal mined from Infernal bedrock and shaped in the armouries of Pandæmonium, the
Capital of Hell.
Rules: Takes always one hand to use in both melee and in ranged combat and cannot be switched out. Grants -1 to
all injury rolls against the model. This bonus stacks with any armour the model wears, unless otherwise indicated.
2-handed Ranged weapons with ‘Shield Combo’ indicator in the Armoury list of the Warband only take 1 hand to use
if the model also carries a Trench Shield.
Engineer Body Armour
Rules: All weapons with keyword SHRAPNEL suffer -1 DICE on all Injury rolls against the Combat Engineer, and the
SHRAPNEL attacks do not cause the extra BLOOD MARKERS on a model wearing this suit. These effects work
even against attacks that ignore armour.
Machine Armour
Combining the rarest of divine metal alloys and the latest technology of New Antioch, Machine Armour makes its
wearer a virtual mobile tank.
Rules: Grants a -3 modifier to all injury rolls against the model wearing this armour. Due to its bulk the wearer rolls
2D6 during a change and picks the lowest number. Machine armour cannot be combined with any shield.
Equipment
Unless otherwise noted a model can only carry one piece equipment of the same type. Models may carry multiple
different types of equipment, however.
Combat Helmet
A combat helmet has proven its value on the battlefield time and again. Since the use of grenades and other
explosives became widespread, the humble combat helmet has saved many lives.
Rules: Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.
Gas Mask
Mustard Gas, phosgene, chlorine as well as noxious fumes from the bolgias of Hell plague the battlefield. The Gas
Mask allows soldiers to withstand such attacks.
Rules: Negates the extra BLOOD MARKER from attacks with the keyword GAS, and such attacks suffer -1 DICE penalty to
all Injury Rolls.
Armour-Piercing Bullets
Advanced armour technology has forced the armouries of the Great War to forge new types of bullets. Expensive and
labour-intensive to produce, these hardened tungsten rounds are more effective against battlefield armour.
Rules: Before the battle begins, a model may use this item to grant a “rifle” or “pistol” weapon that they are equipped
with the following ability: “Reduce the injury penalty from Armour and Shields by 1” until the end of the battle.
Keyword: CONSUMABLE.
Dum-Dum Bullets
These hollow-point bullets are far more likely to cause fatal wounds than standard ammunition.
Rules: Before the battle begins, a model may use this item to grant a “rifle” or “pistol” weapon that they are equipped
with the CRITICAL keyword until the end of the battle. Keyword: CONSUMABLE, CRITICAL.
Incendiary Ammunition
Developed by Aym, the Great Duke of Hell, these bullets set any target they hit on fire.
Rules: Before the battle begins, a model may use this item to grant a “rifle” or “pistol” weapon that they are equipped
with the FIRE keyword until the end of the battle. Keywords: FIRE, CONSUMABLE
Tracer Bullets
Tracer bullets allow soldiers to adjust their aim efficiently.
Rules: Before the battle begins, a model may use this item to grant a “rifle” or “pistol” weapon that they are equipped
with +1D to hit with ranged attacks until the end of the battle. Keywords: CONSUMABLE.
Shovel
Battlefield shovel allows troops to dig in and fight from cover in virtually any battlefield.
Rules: A model equipped with a Shovel always starts the game in Cover if deployed on ground level, even if placed
in open terrain. As soon as the model moves, it is no longer in Cover. It also acts exactly as a Trench Club in Melee,
except it requires two hands to use.
Martyrdom Pills
Martyrdom pills are a potent mixture of mind-altering drugs and chemicals that inure a soldier against all pain and
injury. However, it takes a tremendous toll on the body.
Rules: Before the battle begins, a model may use this item. If it does, injuries rolled against it suffer -1 DICE until the
end of the battle, and the model is not affected by FEAR.
Unholy Trinket
Rules: When a model equipped with an Unholy Trinket fails a RISKY ACTION, that model may use this item. If it
does, its Activation is not ended. Keyword: CONSUMABLE.
Blessed Icon
Small icons of saints, great angels and holy warriors are a common sight amongst the Trench Pilgrims. They are
hung on rosaries, belts, or attached to portable shrines carried on the Pilgrims’ backs.
Rules: When a model equipped with a Blessed Icon fails a RISKY ACTION, that model may use this item. If it does,
its Activation is not ended.Can be used once per Battle.
Musical Instrument
Horns, drums, trumpets, whistles, bagpipes and many other types of instruments are used extensively in the battles
of the Great War. They can bolster the hearts of those facing the horrors of Hell – or they can recite terrifying hymns
praising the lords of the Inferno!
Rules: Any friendly models within 4” of the musician who is not Down can add +1 DICE to their Dash ACTIONS.
Musical Instruments take one hand to use at all times as if it were a weapon.
Mountaineer Kit
This kit includes ropes, carabiners, slings, mountaineering harness and pitons to aid a soldier in overcoming almost
any vertical obstacle.
Rules: Model with this Kit adds +1 DICE to any Climbing ACTION rolls.
HERETIC LEGION
Heretic Legion Armoury
Ranged Weapons
Bolt Action Rifle 10 ducats (Bayonet lug)
Semi-automatic Rifle 20 ducats (Bayonet lug)
Automatic Rifle 3 Glory Points (Bayonet lug), LIMIT: 2
Grenades 7 ducats
Incendiary Grenades 15 ducats
Submachine gun 2 Glory Points (Bayonet lug), (Shield Combo)
Shotgun 10 ducats (Shield Combo)
Automatic Shotgun 15 ducats (Shield Combo)
Grenade Launcher 40 ducats (LIMIT: 1)
Flamethrower 30 ducats
Melee Weapons
Great Hammer or Maul 10 Ducats
Great Sword or Axe 12 ducats
Hellblade 1 Glory Point
(LIMIT: 2)
Tartarus Claws 25 ducats (Death
Commando Only)
Equipment
Incendiary Ammunition 15 ducats (LIMIT: 1)
Heretic List
HERETIC, FEAR, TOUGH
0-2 Artillery Witches (Cost: 90 Ducats)
Artillery Witches stalk the battlefields, hurling ordnance assembled in the death factories of Hell’s 3rd Circle. They are
completely mute and no one has ever seen their faces. Some question if they are even living, and there are tales that
they too were manufactured in Hell. They can pull an infinite number of Infernal Bombs from a portal to Hell that they
manifest at will. Their infernal explosives appear in their hand from a gate of midnight blackness.
Name Movement Ranged Melee Armour Base
Artillery Witch 6”/Infantry 0 Dice -1 Dice 0 25mm
Equipment
An Artillery Witch is always equipped with an endless supply of Infernal Bombs (see below) and can carry no other
ranged weapons. Otherwise, she can be Equipped from the Standard Heretic Armoury.
Abilities
■ Infernal Bomb: This wicked infernal weapon as BLAST 3” Keyword. Specify a 1x1mm point on the
battlefield within 36” that you want to target that the Witch can see. Next, take a Ranged Attack ACTION. If
the roll fails (i.e. you roll 6 or less with the two lowest Dice), 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 bomb
lands 2” away, as 7-5=2). The direction is decided by your opponent. Roll on the Injury Chart for each model
within the BLAST radius. If the bomb lands exactly on top of any model, roll with 3D6 on the Injury Chart and
add the dice together! Other models hit by the Bomb roll on the Injury Chart as standard. Any model hit but
not taken Out of Action by this attack is blown D3” directly away from the point of impact (roll for each model
separately), stopping if they hit other models/buildings/objects. This attack has the Keyword SHRAPNEL
and therefore causes an additional +1 BLOOD MARKER. Cover, range and higher position do not affect the
attacks by the Infernal Bomb. Roll injuries for models in cover/behind intervening terrain with -1 DICE.
■ Artificial Life: Artillery Witches are not affected by FEAR and attacks with the Keyword GAS cannot
damage them.
Keywords
HERETIC
Warband Variant: Heretic Naval Raiding Party
The Heretic Fleet operates as a semi-autonomous entity under the command of its High Captain and other admirals.
The Heretics have their own marine infantry that often operates in small bands, striking deep behind enemy lines and
executing smash and grab missions. They are always on the lookout for captives, loot, information, supplies, rare
artefacts and the simple ability to express their cruelty and brutality. They are picked from amongst the best soldiers
of the Heretic Legions, and have access to equipment and weapons gained from past battles and terrible atrocities
they have committed.
Rules
The Heretic Naval Raiding Party has the following special rules:
■ Fast as Lightning: All Models have +1 DICE when taking their Dash ACTIONS.
■ Close Assault Weapons: The Warband can buy Submachine Guns with 25 ducats per weapon.
■ Light Troops: The force can have only one Anointed model and may have only one Artillery Witch.
■ Let sleeping dogs lie: The Warband may not include a War Wolf.
■ Unseen advance: Up to three models without ELITE Keyword can be upgraded into INFILTRATORS at the
cost of 10 ducats per Model. These cannot be Mercenaries.
■ Slow: All models in Trench Ghost Warband have -1 DICE in all their Dash ACTIONS.
TRENCH PILGRIMS
Melee Weapons
Warcross
Warcross (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.
Name Type Range Modifiers Keywords
Warcross - 8” No long range penalty ASSAULT
Rules: Does not count as one of the Ranged weapons carried by the model. Cannot be carried wih Grenades.
Ignores penalties for long range. A model with the weapon will not run out of them
Punt Gun
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.
Name Type Range Modifiers Keywords
Punt Gun 2-handed 18” +1D Hit and to Injure HEAVY, SHRAPNEL
Rules: Owing to its high accuracy and lethal shot, Punt Gun adds +1 DICE to all rolls to hit and to Injury rolls. 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 1 BLOOD MARKER on the shooter. If a model carrying it does
not have Keyword STRONG, another model must be in base contact with the shooter before it can make a Ranged
Attack ACTION with the Punt Gun.
■ Enforced Orthodoxy: At any point during its Activation, a Castigator may take a RISKY ACTION with +1
DICE. If successful, all friendly models that are Down and within 8” of the Castigator may mediately stand up
at no penalty or cost.
■ Whip of God: Unlike other models, Castigator is allowed to attack friendly models sith Melee Attacks within
1”, and can do this without declaring a charge. If the Castigator takes out a friendly model with such an
attack, add +1 DICE per model taken Out of Action by the Castigator to the next Morale check your
Warband takes, as such an act of Piety inspires the troops.
■ Zealot Strength: The Castigator may have the Keyword STRONG at the cost of +5 ducats.
Keywords
PILGRIM, ELITE
■ Resurrection: When a Trench Pilgrim dies, you may elect to re-buy them as a Martyr-Penitent resurrected
by a Meta-Christ for a cost of 45 Ducats after battle. When hit, any attacks against a Martyr-Penitent add -1
DICE when rolling on the Injury Table. Their Melee bonus is increased to +1 DICE (reflected on the profile
above). Martyr-Penitents retain any possessions they had before dying and being resurrected.
■ Zealot Strength: One Trench Pilgrim may have the Keyword STRONG at the cost of +5 ducats.
Keywords
PILGRIM
Ecclesiastic Prisoners (Cost: 20 Ducats +35 ducats for
Martyrdom Device)
Bound in chains, their minds consumed by a desperate resolve, Prisoners surge forward, driven by the hope that their
sacrificial charge will somehow cleanse their tarnished souls.
Name Movement Ranged Melee Armour Base
Prisoner 6”/Infantry N/A -1 Dice 0 25mm
Equipment
Iron Capirote. You cannot buy additional equipment, weapons or armour for Ecclesiastic Prisoners. Prisoners fight
unarmed in Melee, flailing feebly with their manacled arms. The -1D penalty to Melee combat is included in the profile
above. The only equipment you can buy for the Prisoners is the Martyrdom Explosive for 35 ducats (see below). Up
to 4 Prisoners may have a Martyrdom Device.
■ Martyrdom Explosive: Each prisoner is strapped with an explosive which can be triggered one time at any
point during their Activation. This counts as a ranged attack against every model (friend or foe) within 3” of
the Prisoner. Everyone, including the Prisoner, is automatically hit and rolls on the Injury Chart to see what
happens. Any model within 1” rolls +1 DICE on the Injury chart. Other models within 3” roll 2D6 as normal.
The Prisoner rolls 4D6 and adds the results together to determine their Injury roll! If the Explosive goes off
and the Prisoner survives the battle, you can buy them a new Explosive for 30 Ducats as normal, or field
them without an Explosive.
■ Awaited: If the Ecclesiastic Prisoner is taken Out of Action by its Martyrdom Device, it does not count as
being Out of Action for any rules related to Morale.
Abilities
■ Mad Dash: Ecclesiastic Prisoner can add +1 DICE to their Dash ACTION.
Keywords
PILGRIM
0-4 Stigmatic Nuns (Cost: 50 Ducats)
Blessed with stigmata and unshakeable faith, these swordmaster nuns are the vanguard of any assault by the holy
armies.
“From henceforth let no man trouble me: for I bear in my body the marks of our Lord and Saviour.” - Galatians 6:17
Name Movement Ranged Melee Armour Base
Nun 8”/Infantry +1 Dice +1 Dice 0 25mm
Equipment
Stigmatic Nuns can be equipped with any melee weapons, armour or equipment from the Trench Pilgrim Armoury.
Nuns may only acquire pistols and automatic pistols as Ranged Weapons.
Abilities
■ Blessed Stigmata: At the start of each of their Activations, any Stigmatic can remove 1 BLOOD MARKER
(but not an INFECTION MARKER) from themselves, and convert it into a BLESSING MARKER.
■ Agile: Stigmatic Nuns may take any Dash ACTION or jump/climb/Diving Charge ACTION with +1 DICE.
Keywords
PILGRIM
They spurn the use of the Iron Capirotes, believing firmly that faith alone is enough to withstand the horrors of Hell.
Special Rules
■ Face thy Fears: No model in the Procession of the Sacred Affliction can wear Iron Capirotes. Those troops
with Capirotes in their base profile will not have them, though their cost remains the same.
■ Reliquary Armoury: All models of this Warband (save for Anchorite) can buy Holy Icon Shields for 20
Ducats, not just ELITE models. In addition, the Warband models with the ELITE Keyword may acquire Holy
Icon Armour (see below)
■ Punishing Millstones: All models in the Procession of the Sacred Affliction (except Ecclesiastic Prisoners
who are not worthy) add extra +1 DICE to Injury rolls in melee against models that are Down.
■ Melee-focused: This Warband may not have any Machine Guns.
■ Zealot Strength: Up to 3 Trench Pilgrims may purchase the Zealot Strength upgrade.
■ Hammer and the Anvil: The Anti-tank Hammers of the Warband are not limited to ELITE.
■ Wrath of God: One Trench Pilgrim or Castigator in this Warband can be gripped by the vengeful fury of the
Lord. This model is immune to FEAR and disregards any BLOOD MARKERS from any source. This model
may never wear armour, though they can carry a Trench Shield or Holy Icon Shield. Add +15 Ducats to the
cost of this model. This model may not carry any Ranged Weapons.
■ Blood Sacrifice: Any model (except Ecclesiastic Prisoners who are not worthy) in the Warband can
purchase a Sacrificial Lamb (see below).
■ Heaven Awaits: The Cavalcade rejects the doctrine of the Meta-Chirst. Their dead Pilgrims cannot be
resurrected as Martyr-Penitents.
■ The Unclean: The Cavalcade detests using the unclean Ecclesiastic Prisoners and may have only up to 2 of
them.
■ Day of his Wrath: The War Prophet of this warband cannot use Laying on Hands, but can call upon the
Wrath of God instead. This is a RISKY ACTION. If successful, Roll on an Injury Chart against one enemy
model within 3” of the Prophet. Armour offers no protection against this attack.
■ Stolen Communicants: Communicants cost 3 Glory Points instead of ducats for this warband due the
difficulty of acquiring and indoctrinating them.
■ Favour of the Lord: At the start of each Turn, you can give any one model of the Warband a BLESSING
MARKER.
Melee Weapons
Polearm 10 ducats
Great Hammer or Maul 10 Ducats
Great Sword or Axe 12 ducats
Armour
Alchemist Armour 50 ducats (ELITE only, LIMIT: 1)
Equipment
Halberd-Gun
Invention of the House of Wisdom, this weapon acts both as a symbol of high rank and an excellent weapon in
combat.
Name Type Range Modifiers Keywords
Halberd-Gun 2-handed Melee/24” - ASSAULT,
CUMBERSOME
Rules: 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.
Alaybozan
The design of this blunderbuss is based on the traditional design of tribal warriors and thoroughly modernised by the
foundries of the Sultanate. It has proven it’s worth as the preferred weapon of the Sapper corps who often have to
fight in close quarters. It shoots a hail of lead bullets and iron shrapnel.
Alchemical Ammunition
Jabirean Alchemists craft these Jezzail bullets from the slivers of the Iron Wall. Each such shot is carved the Seal of
Solomon, guiding them during their path through the air.
Rules: Adds +1 DICE to Ranged Attack rolls on the Action Success Chart. Can only be used with Jezzails,
Alaybozan and Siege Jezzails.
Wind Amulet
Amulet created by the Jabirean Alchemists, capturing the essence of the Element of Wind within it.
Rules: After the deployment, a model with the Wind Amulet may move 3” in any direction, though not into melee or
out of the battlefield. You cannot use this effect and Shovel effect simultaneously.
Marid Shovel
You can buy this enormous shovel made from alchemical bronze which makes it almost indestructible. Brazen bulls
use it for public works (such as digging canals, foundations of buildings and mining during peacetime while at war it is
used for digging trenches, ditches and bunkers.
Rules: Marid Shovel has the Keyword HEAVY which allows a Brazen Bull to use it. Otherwise it works exactly like a
normal shovel.
Sultan’s Elite
0-1 Sultanate Assassin (Cost: 85 Ducats)
Assassins are a legendary order of mystic warriors, whispered about the world over for their secrecy and
ruthlessness. Assassins are able to bend space and time using the sacred rituals and powerful hallucinogens
discovered by magi of the order. With this esoteric power they prowl behind enemy lines, hunting their targets with
merciless efficiency. They can seemingly appear in two places simultaneously, strike a foe with startling speed and
then travel back into time to a moment a few heartbeats before, safe from any retaliation.
Name Movement Ranged Melee Armour Base
Assassin 6”/Infantry +1 Dice +2 Dice 0 32mm
Equipment
The Assassin can be equipped with any weapon, armour or equipment from the Iron Sultanate Armoury.
Abilities
■ Time Slip: If any type of attack (melee, ranged, mine etc.) misses an Assassin, the Assassin may slip into a
moment in the future. The Assassin can move into any unoccupied space within 6”, though the Assassin
cannot be moved within 1” of any enemy model or out of the gaming table. If moving out of Melee this way,
enemies do not get free attacks.
■ Temporal Assassin: After the Assassin makes a Charge Roll, but before it moves toward its target, you
may instead choose to have the Assassin split itself through time. Choose up to two enemy models within
the charging distance from the Assassin. Then, place the Assassin into base contact with each enemy
model, one after the other. It may Make a Melee Attack against each one with a single melee weapon that it
is equipped with. After the attacks (and any resulting effects) have been resolved, place the Assassin at
either location. The Assassin cannot make any further melee attacks during this Activation. .
■ Infiltrator: The Assassin can be placed anywhere on the table out of line of sight of any enemies, but at
least 8” away from the closest enemy. Deployed after all other models without the Keyword INFILTRATOR.
Keywords
ELITE, SULTANATE, INFILTRATOR
■ Mine-setting: As an ACTION with +2 DICE, the Sapper can mine a piece of terrain they alone are touching,
no bigger than 8” x 8” (an 8” section of trench, a wall, a tree, a building etc). If successful, the terrain piece is
now mined. Any model (except the Sapper who set the mine) who moves into contact with the terrain piece
will trigger the mine. Roll on the Injury chart to see what happens to the model. The mine has the Keyword
SHRAPNEL. After this, the terrain piece is no longer mined.
■ De-mine: As a RISKY ACTION the Sapper can disable any mine (See Scenarios) they move in contact with.
If they fail, the mine blows and causes damage as specified in the rules.
■ Forward Positions: Any Sapper can deploy up to 6" away from the Sultanate Deployment zone if they can
be deployed this way while touching a piece of scenery. This ability cannot be used if the Scenario does not
allow the use of INFILTRATORS.
■ Fortify: During their Activation, a Sapper can take a RISKY ACTION with +1 DICE. If successful, the
engineer is considered to be in Cover until the model moves. This ACTION cannot be used if the model is in
Melee combat”
Keywords
SULTANATE
■ Artificial Body: Created through the Jabirean alchemy, the Lions have no vital organs and they must be
dismembered in order to kill them. All injury rolls against the Lion are made with -1 DICE.
■ Mauling: A Downed opponent cannot stand up if it is in melee combat with a Lion of Jabir (even if the Lion is
Down itself), unless it is on a 40mm or larger base.
■ Lion’s Grace: Lions of Jabir may take any Dash ACTION or jump/climb/Diving Charge ACTION with bonus
+1 DICE.
Keywords
SULTANATE
You can bring one Takwin creature for each Alchemist in your Warband. Instead of using Glory, you must buy them
with ducats as indicated on the list below.
Ranged Weapons
Bolt Action Rifle 10 Ducats (Bayonet lug)
Semi-automatic Rifle 20 Ducats (Bayonet lug)
Automatic Rifle 40 Ducats (LIMIT: 1) (Bayonet lug)
Submachine gun 30 Ducats (LIMIT: 2) (Bayonet lug), (Shield Combo)
Shotgun 10 Ducats (Shield Combo)
Automatic Shotgun 15 Ducats (LIMIT: 2), (Shield Combo)
Grenade Launcher 40 Ducats (LIMIT: 2)
Grenades 7 Ducats
Incendiary Grenades 15 ducats
Flamethrower 30 Ducats
Melee Weapons
Polearm 10 ducats (Shield Combo)
Great Hammer or Maul 10 Ducats
Great Sword or Axe 12 ducats
Armour
Engineer Body Armour 45 ducats (Combat Engineer only)
Mountaineer Kit 3 Ducats (LIMIT: 4)
(LIMIT: 1)
■ FIRETEAM: This model is part of a Fireteam. All models that are part of the same Fireteam can be
activated at the same time without the opponent getting their turn in between. Note that if the Activation of
either member of the Fireteam forcefully ends (due a failed RISKY ACTION for example), it ends both
Activations.
Keywords
NEW ANTIOCH
0-2 Combat Engineers (Cost: 75 Ducats)
The combat engineers specialise in destroying bunkers, discovering minefields, and building battlefield
emplacements. Equipped with close combat weaponry, and steel body armour. Casualties are extremely high in the
combat engineer units, but they consider it an honour to fight and die for New Antioch and the Church.
Name Movement Ranged Melee Armour Base
Engineer 6”/Infantry +1 Dice +0 Dice -2 25mm
Equipment
Shovel and Engineer Body Armour (Reflected in cost and profile above). A Combat Engineer can be equipped with
any weapon or equipment from the New Antioch Armoury.
Abilities
■ Battlefield Demolition: The Engineer ignores the HEAVY rules for a Satchel Charges.
■ Fortify: During their Activation, an Engineer can take a RISKY ACTION with +1 DICE. If successful, the
engineer is considered to be in Cover until the model moves. This ACTION cannot be used if the model is in
Melee combat”
■ De-mine: As a RISKY ACTION the Engineer can disable any mine or trapped terrain they move in contact
with. If they fail, the mine blows up as described in each Scenario.
Keywords
NEW ANTIOCH
0-3 Mechanised Heavy Infantry (Cost: 85 Ducats)
Well-armoured, large soldiers who wield the heavy weaponry of the company. They are selected from amongst the
best and given heavy chemical enhancements.
Name Movement Ranged Melee Armour Base
Heavy Infantry 6”/Infantry +1 Dice +0 Dice -2 32-40 mm
Equipment
Mechanised Heavy Infantry always wear Light Machine Armour which counts as Heavy Armour. This is reflected in
the cost and profile above. This can be upgraded into Machine Armour (despite not being ELITE and LIMIT: 1) for
+15 Ducats.
Mechanised Heavy Infantry can be equipped with any weapon, armour and equipment from the New Antioch
Armoury.
Abilities
■ Strong: The Mechanised Heavy Infantry ignores the effect of the Keyword HEAVY on any weapon they
wield.
Keywords
NEW ANTIOCH, STRONG
The Kingdom of Alba Assault Detachment has the following special rules:
● Highland Machine Armour: Machine Armour of the Warband can Charge without normal penalties.
Tuagh-chatha axes combine the power of the Great Axe with the defensive qualities of a polearm. Its wicked spike
has stopped many Heretic in their tracks. Dùn Èideann Guard are especially adept at their use.
Rules: Rolls all injuries with +1 added to the result (ie. roll of 7 on Injury Chart becomes 8).
Models equipped with a Lochaber Axe impose -1 DICE to hit penalty to any charging enemies in Melee combat. This
only applies when a charging model attacks, not on subsequent rounds of Melee.
THE CULT OF THE BLACK GRAIL
Equipment
Musical Instrument 15 ducats LIMIT: (1)
Infested Rifle
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.
Name Type Range Modifiers Keywords
Infested Rifle 2-handed 18” - -
Rules: Reduces the injury roll penalty from Armour and Shields by 1. Thus Heavy Armour only offers a -1 modifier to
injury rolls this weapon causes.
Putrid Shotgun
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.
Name Type Range Modifiers Keywords
Putrid Shotgun 2-handed 12” +1D to hit ASSAULT
Rules: When you hit an opponent with the Putrid Shotgun, whenever an injury roll caused by the Putrid Shotgun
would indicate the enemy suffering a BLOOD MARKER, they gain an INFECTION MARKER instead. The Putrid
Shotgun adds +1 DICE to hit on its Ranged Attacks.
Black Grail Shield
The Device of the Black Grail carries the blessing of the Lord of Flies. It has a will of its own, moving to intercept any
bullets or other projectiles that might impede the work of Beelzebub.
Rules: Works exactly as a trench shield, including Shield Combo capability. In addition, if a model carrying a Black
Grail Shield is targeted by a ranged attack, before rolling to hit it can immediately take an ACTION without an
Activation. If successful, the Ranged attack suffers -2 DICE to the roll determining whether the attack hits, as the
power of the Black Grail disturbs the flow of reality. If the roll is a Critical, the attack misses automatically.
Parasite Grenades
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.
Name Type Range Modifiers Keywords
Grenade GRENADE 8” - ASSAULT
Rules: If Parasite Grenade hits a model, the Black Grail player can move this model up 3” into any direction they
wish. This can be used to move the model out of cover, to fall from a high position, or even into Melee with their
enemies. This additional effect does not work on models with the Keyword FEAR or ones not affected by FEAR.
■ Beelzebub’s Touch: As long as the Lord of Tumours has one free hand (which carries no weapons or a
shield), it can make a RISKY ACTION against any non-BLACK GRAIL model it is fighting in melee combat.
If successful, the target model gains +D3 INFECTION MARKERS. It can still fight with the other hand as
normal.
■ Undead Fortitude: All injury rolls against the Lord of Tumours are made with -1 DICE, unless the attack has
the Keyword FIRE, in which case it works normally. This model does not suffer additional BLOOD
MARKERS from attacks with Keyword GAS.
■ Tough: The Lord of Tumours is extremely difficult to bring down with conventional weapons. It is subject to
the rules for TOUGH Creatures.
■ Fear: The Lord of Tumours is unspeakably terrifying in its putrid and bubonic glory and therefore causes
FEAR.
■ Strong: The Lord of Tumours ignores the effect of the Keyword HEAVY on any weapon they wield.
Keywords
BLACK GRAIL, ELITE, TOUGH, STRONG, FEAR
■ Undead Fortitude: All injury rolls against the Plague Knight are made with -1 DICE, unless the attack has
the Keyword FIRE, in which case it works normally. This model does not suffer additional BLOOD
MARKERS from attacks with Keyword GAS.
■ Fear: Plague Knights are unnatural and horrifying creatures and therefore cause FEAR.
■ Strong: The Plague Knight ignores the effect of the Keyword HEAVY on any weapon they wield.
Keywords
BLACK GRAIL, ELITE, FEAR, STRONG
■ Parasitic Tick: If a Corpse Guard’s attack causes a BLOOD MARKER or an INFECTION MARKER on a
creature without the Keyword BLACK GRAIL in melee combat, the Corpse Guard can remove one of their
own BLOOD MARKERS or INFECTION MARKERS.
■ Bodyguard: If any BLACK GRAIL model within 1” of the Corpse Guard is hit, you can choose to redirect the
hit against the Corpse Guard instead. Determine the injuries exactly as if the weapon just hit the Corpse
Guard.
■ Undead Fortitude: All injury rolls against the Corpse Guard are made with -1 DICE, unless the attack has
the Keyword FIRE, in which case it works normally. This model does not suffer additional BLOOD
MARKERS from attacks with Keyword GAS.
■ Fear: The Corpse Guard is an unnatural and horrifying creature and therefore causes FEAR.
Keywords
BLACK GRAIL, ELITE, FEAR
■ Undead Fortitude: All injury rolls against the Hound are made with -1 DICE, unless the attack has the
Keyword FIRE, in which case it works normally. This model does not suffer additional BLOOD MARKERS
from attacks with Keyword GAS.
■ Frightening Speed: The hounds take Dash actions with +1 DICE. In addition, they can get up from being
Down without any movement penalty.
■ Fear: Hounds are unnatural and horrifying creatures and therefore cause FEAR.
Keywords
BLACK GRAIL, FEAR
■ Overwhelming Horde: For each friendly BLACK GRAIL model within 3” of the Thrall, it gains +1 DICE to its
Melee attack rolls, up to maximum +4 DICE.
■ Undead Fortitude: All injury rolls against the Grail Thrall are made with -1 DICE, unless the attack has the
Keyword FIRE, in which case it works normally. This model does not suffer additional BLOOD MARKERS
from attacks with Keyword GAS. Fly Thralls lack this ability.
■ Fear: Thralls are unnatural and horrifying creatures and therefore cause FEAR.
Keywords
BLACK GRAIL, FEAR
Abilities
■ Infected Proboscis: Heralds suffer no penalties for fighting unarmed in melee and they cause INFECTION
MARKERS with their unarmed attacks instead of BLOOD MARKERS. If this attack causes an INFECTION
MARKER on any enemy without the Keyword BLACK GRAIL, the Herald can remove one of their own
BLOOD MARKERS.
■ Maddening Buzz (+10 ducats): Every ACTION taken by a model without Keyword BLACK GRAIL within 8” of
a Herald is considered a RISKY ACTION. Does not affect non-ACTION rolls such as Charge Distance rolls.
■ Toxic: This model does not suffer additional BLOOD MARKERS from attacks with Keyword GAS.
■ Skirmisher: Heralds are fast and elusive, and thus have the Keyword SKIRMISHER. Unless engaged in
melee, when an enemy model declares a charge against a Herald, it can immediately move D3” in any
direction (except within 1” of any enemy). After this manoeuvre, the charging model is moved as normal.
This may lead to the charger being unable to enter into Melee.
■ Fear: Heralds are unnatural and repulsive creatures and therefore cause FEAR.
Keywords
BLACK GRAIL, FEAR, SKIRMISHER
■ Corpulent: An Amalgam is a vast bulk of diseased flesh and is extraordinarily difficult to kill. All Injury rolls
from any source against an Amalgam suffer a -2 DICE penalty.
■ Tough: The Amalgam is extremely difficult to bring down with conventional weapons. It is subject to the
rules for TOUGH Creatures.
■ Toxic: This model does not suffer additional BLOOD MARKERS from attacks with Keyword GAS.
Keywords
BLACK GRAIL, FEAR, TOUGH