Trench Crusade Campaign Rules V1.3
Trench Crusade Campaign Rules V1.3
VERSION 1.3.
These rules govern playing a series of linked games with your friends. A minimum number of 2
players is required to complete a Campaign, but the more players you can muster, the better!
You can also play games against players who are not part of the Campaign. Rules on how to do
this are explained below.
Some Warbands begin Campaigns with a higher or lower Threshold Value and Paychest. Such
Warbands will outline their unique rules explicitly in their sections.
Next, select the Patron for your Warband. See the Section Patrons for details below.
PATRONS
Select a Patron for your Warband from the list below. The choice of Patron determines which
Skill you may select if you roll a Patron Skill on any of the Skill Tables above when your ELITE
model gains an Advancement (see Experience and Advancement below)t. One model cannot
have duplicates of the same Patron Skill.
Warrior Saint
Trench Pilgrims and New Antioch Only
Your patron is a mighty saint of soldiers and warriors such as Saint George the Dragonslayer,
Saint John the Warrior, Saint Joan of Arc, or even Archangel Saint Michael himself. Such
Patrons offer great power in personal combat and divine protection on the battlefield.
This type of Patron allows you to select one of the following when a Patron Skill rolled up on
your Skill Chart:
● Blessings of the Warrior Saint: This model starts each battle with D3 BLESSINGS DICE.
● Endure the Suffering: The model has 1 additional SCAR in their profile.
● Dragonslayer: When this model rolls on the Injury Chart in melee against an enemy that
is Down, you don't have to roll one of the Injury Dice but can set it as 6 and then roll the
rest of the dice pool.
● David and Goliath: When this model makes a Melee Attack ACTION against an enemy
model on a 40mm or larger base, they roll 3d6 to hit instead of 2d6, totalling the sum.
● On your Knees!: Enemy models in Melee Combat with this model cannot automatically
Stand at the start of their Activation.
● Warrior’s Prayer: As a RISKY ACTION, this model causes FEAR until the end of its
Activation and may remove a BLOOD MARKER if it has any.
Learned Saint
Trench Pilgrims and New Antioch Only
Your Patron is a great teacher saint such as St. Patrick, St. Thomas Aquinas or St. Methodius.
Followers of such Saint emphasise planning, sciences, strategy and organisational skills.
This type of Patron allows you to select one of the following when a Patron Skill rolled up on
your Skill Chart:
● Walk with God: This model can pick any Skill from any Skill Chart allowed to it,
including any Exploration Skill.
● Knowledge of Sciences: You can increase a LIMIT of any Weapon, piece of Equipment
or Armour by 1.
● Favoured by God: At the end of each battle, your Warband gains an additional Glory
Point.
● Pennies from Heaven: At the end of each battle, if this model was fielded, your
Warband gains an additional D6x5 ducats.
● Organisational skills: You can increase the number of models that are normally limited
(such as Shocktroopers) by 1. This does not include ELITE Models.
● Healing Arts: When this model rolls on the Serious Injuries Chart, it may re-roll. The
second result stands.
Infernal Noble
Heretic Legion & The Court of the Seven-Headed Serpent Only
Your Patron is one of the Fallen, a mighty devil noble such as Baal, Balam, Zepar, Astaroth or
Gusion. Such Patrons bestow magical powers, reward evil deeds and enhance the power of
sins.
This type of Patron allows you to select one of the following when a Patron Skill rolled up on
your Skill Chart:
● Blessed Murder: Each time this model takes an enemy Out of Action via any ACTION it
takes, the model gains 1 BLESSINGS DICE.
● Sadistic: You gain +1 BONUS DICE for all Injury rolls and to Hit Rolls against opponents
that are Down.
● Hellfire: The model can take a RISKY ACTION with -1 DICE. Select a friendly model within
18” of the caster that the caster can see. Draw a straight line between the models which
travels along the ground. Every model in the way spontaneously bursts into flames from
Hell. Roll on the Injury Chart for each model including the friendly model at the end. The
attack has the Keyword FIRE.
● 30 Pieces of Silver: At the end of each battle, if this model was fielded, your Warband
gains an additional D6x5 ducats.
● Blood Sacrifice: With a successful ACTION, this model can transfer one of its BLOOD
MARKERS to any friendly model within 6”.
● Lash of Acheron: With a successful RISKY ACTION you can select any model within 6”.
Roll on the Injury chart for that model immediately. This attack ignores Armour.
Sublime Gate
Iron Sultanate Only
Your patron is one of the high-ranking nobles of the Sultanate: an Emir, Pasha, Vizier or even
the Sultan himself.
This type of Patron allows you to select one of the following when a Patron Skill rolled up on
your Skill Chart:
● Sword of Allah: Select any skill you want from the Melee & Strength Skills.
● Exotic Wares: This model may buy at the given cost any 1 Weapon or Armour from the
New Antioch Armoury. No other model in the Warband may use this item.
● Janissary Training: During Activations that this model has Charged, it gains +1 Dice to
hit with Melee Attacks. Additionally, this model ignores any penalties for using an
Off-Hand weapon.
● Güreş: This model ignores the penalties to ACTION rolls from being Down. Additionally,
this model gains +1 DICE to hit and injure Down enemy models with Melee Attacks.
● Rightfully Guided: At the beginning of the battle, select any one ACTION (aside from a
Charge or a standard Melee/Ranged Attacks) by any enemy model. This ACTION cannot
target, affect or damage the Rightfully Guided model in any way.
● Sultan’s Favour: You can increase the number of models that are normally limited (such
as Janissaries) by 1. This does not include ELITE Models.
● Cockroach Vitality: BLOOD MARKERS cannot be used to penalise the Melee or Ranged
Attacks of this model, though otherwise they can be used as normal.
● Eyes of the Fly: This model ignores the penalties associated with Cover and Long
Range.
● Wings of the Fly: If this model has an Infantry Movement characteristic, it gains a Fly
Movement characteristic with the same value.
● Grail Plague: At the start of each battle, select one enemy model without the Keyword
BLACK GRAIL. This model starts the game with one INFECTION MARKER.
● Deceit of Beelzebub: As a RISKY ACTION, this model can change places with another
model within 8”. Both models are removed from the battlefield and then replaced
immediately as possible to the other’s location.
● Knight of the Flies: Ranged Attacks against this model suffer -1 DICE to hit.
Experience is expressed as Experience points which ELITE models receive for surviving each
game. This is covered later in the Experience section. When an ELITE warrior has sufficient
Experience points they receive a Skill. Normal troopers taking part in a Campaign will also have
a chance of becoming an ELITE.
You can recruit more warriors or buy new weapons from traders with gold ducats or Glory Points
you have earned. All this is explained in the Income and Trading sections later in this book.
Selecting a Scenario
When determining which Scenario you wish to play, note how many battles you have played in
the Campaign thus far, and roll on the appropriate table below. Neither player should play the
same scenario twice in a row. If this happens, re-roll until you get a new one.
If one player has played more Battles than the other, then the player with a higher number of
battles shows the Chart you use. The player with the lower battle count determines who is the
Attacker and who is the Defender in each scenario. Otherwise roll a dice to determine who is
attacking and who is defending.
Note that the Warband can be bigger than this, you just cannot field more models in battle than
indicated in the table below. Also, some Scenarios limit the number of models below your Max
Field Strength. In such cases, follow the Scenario’s instructions.
BATTLE NO: THRESHOLD VALUE MAX FIELD STRENGTH
1 700 10
2 800 11
3 900 12
4 1000 13
5 1100 14
6 1200 15
7 1300 16
8 1400 17
9 1500 18
10 1600 19
11 1700 20
12 1800 22
Note that when your Threshold value raises, you are not automatically granted any additional
troops or equipment, you must either call for Reinforcements (see below), or spend your own
stored resources to hire more troops.
Reinforcements
In Trench Crusade all Warbands are part of one of great military organisations or under the
guidance of a powerful patron, and periodically receive reinforcements to offset their combat
losses. Thus after each battle you can build up your force back to the current Warband
Threshold Value in Gold Ducats if the Warband Value has fallen under this threshold. When you
do this, you must first do the following:
● Forego Exploration & Looting Phase completely. Your Warband falls back and requests
Reinforcements, missing the opportunity to Explore and Loot.
● Give up/Sell all Weapons, Armour and Equipment that is not assigned to any of your
models. Remember to adhere to the limits of Equipment per model!
● Empty your Warband treasury of all ducats
● Once you’ve done this, calculate the current value of your warband in ducats
● You may now buy new troops, weapons, armour and equipment up to the Warband
Threshold Value (see above). Do not keep any leftover ducats.
Disbanding a Warband
You may disband your old warband at the end of any game and start again with a new one. All
the warriors in the original warband and any equipment and other benefits they acquired are
lost. You can NOT dismiss any warrior from your warband. Your Patrons expect you to use them
to the last!
Campaign Stages
Campaigns are divided into 3 Stages: Early, Mid, and Endgame. You play a set number of
games in each of these stages before moving on to the next. Once a player has played 11
Battles in total they can play no more until all the other players have played 11 games as well.
At this stage all the players play a game against another player who has also played 11 games.
Once all the players have played the Final Battle Scenario, you can determine who has won the
Campaign as explained below.
1 Injuries. Determine the extent of injuries for each warrior who is Out of Action at the end of
the game. Mark any Scars your ELITES suffer. See Injuries section for details.
2 Experience & Advancement Heroes and gain experience for surviving battles. See the
Experience & Advancement section for details.
3 Increase the Warband Threshold Value. Increase the Threshold value of your Warband
(See the rules above).
4 Request Reinforcements. You may Replenish your Warband’s losses until it’s total value
is up to the highest current Warband Threshold value if you wish. You must first empty the
Warband treasury by giving up all the ducats and stored gear you have first, and you must skip
the Exploration step above.
5 Looting & Exploration. Roll to see what your Warband discovers in the area they are
currently occupying. See Exploration section for details.
6 Hire new recruits. New recruits can be acquired from your Warband List and can be
recruited and equipped from your Warbands Equipment list.
7 Trade. Buy items allowed for your Warband. See your Warband Equipment list for the
available items, and Trading section to see what other items might be offered to you. You may
also sell any surplus Weapons, Armour and Equipment, and you receive half of their base value
from the merchants. See Trading rules for details.
8 Use Glory Points. Use your Glory to attract Mercenaries, acquiring special equipment and
other benefits. See the rules for Glory for details.
9 Reallocate equipment. Swap equipment between models as desired (provided they are
eligible to use it). You can take any armour, weapons and equipment from the Warband
Paychest and give them to any eligible models.
10 Update Warband Roster Update. Update your Warband Roster, including the total cost
of the Warband (a total cost in Ducats of all your models and their weapons, armour and
equipment). You are now ready for the next battle!
INJURIES AND BATTLE SCARS
Whenever one of your ELITE models is taken Out of Action during a Battle, you will have to roll
D66 for each such model after the battle ends. Consult the Injury Chart table below to see what
happened to your character. Unless rules state otherwise, each Injury causes a Battle Scar, so
mark this on your Warband roster sheet. You will notice that there are only two Battle Scars slots
for your ELITE warriors. This means that if you sustain a third Battle Scar, this model dies and can
no longer be used in your Campaign. If the model has an ability that allows their revival (such as
the Trench Pilgrim), they use it. When they return to life, they ignore the last Battle Scar that
killed them. Otherwise, their profile remains the same.
For non-ELITE models that went Out of Action during a battle, simply roll D6 for each model: on a
result 1-2, they are dead or irrevocably wounded, and you must remove them from your roster.
On a roll of 3+, they survive the battle and fight on as normal.
Whatever reason one of your soldiers die, their equipment is lost unless otherwise noted in the
rules.
You can only have one of each type of Battle Scar or Skill per ELITE, unless explicitly stated in its
entry. If a model rolls a result that would cause it to gain a Battle Scar that it cannot gain again,
re-roll on the chart until a viable result is achieved.
12 Captured The enemy captures the Character. Players can negotiate a ransom
price in Gold for the release of the character. As long as this is not
paid, the Character remains in the hands of the opposing player.
Otherwise, treat this result as Full Recovery. The Equipment of the
Character is lost in either case.
13 Severe Nerve All ACTIONS this model takes (including Melee and Ranged attacks) are
Damage
RISKY ACTIONS.
14 Hand Wound The character suffers -1 DICE for all of its Melee Attack ACTIONS.
15 Lost an eye The character suffers -1 DICE for all of its Range Attack ACTIONS.
Suffering 2 such injuries blinds the model and it has to retire from the
campaign. Sniper Priest is immune to this Injury and suffers no Scar.
16 Chest Wound All Injury rolls against this character are resolved with +1 DICE.
21 Insomniac This character must always be deployed as the first model on your side
in any battle it takes part in. It cannot use the Keyword INFILTRATOR if it
has it.
22 Head wound This model loses the Keyword ELITE. It can regain it in the future as
normal via promotion, representing recovery.
23 Shell-shocked Roll D6 on any Battle this model is taking part in. On a roll of 1-2, it
cannot take part in the Battle.
24 Dark Memory Mark down the opposing Warband type that caused this Injury. If you
play the same scenario again, the model FEARS all enemy models when
playing against the same type of Warband, including all Ranged and
Melee Attacks.
26 Lost Arm The model has 1 less hand, which limits the types of
weapons/equipment it can use.
35 Minor Wound This model cannot be fielded during the next battle.
36-62 Full The model has survived the battle with no ill effects. No Battle Scar is
Recovery suffered.
This model ignores the effects of the Keyword FEAR. No Battle Scar is
63 Hardened
suffered.
This model loses all weapons, armour and equipment it had. No Battle
65 Robbed Scar is suffered.
Due to a grudge, his model gains +1 DICE for all Melee attack ACTIONS
66 Facial Scar
against all enemies with the same Faction Keyword that took this
character Out of Action. No Battle Scar is suffered.
EXPERIENCE AND ADVANCEMENT
As your warriors fight battles, they will quickly become hardened veterans and their skills
improve, forged in the crucible of the Great War. An ELITE model that took part in a battle and
survived (even if they were Taken Out of Action) will gain 1 Experience Point. Mark this on your
Roster Sheet. In addition, if any ELITE model performs at least one Glorious Deed, they gain
another Experience Point. On your Roster Sheet, check the Experience boxes from left to right:
when you reach a box with bold red outline, you can make a Skill Advancement Roll:
Non-Elite Promotions
● Gather your Promotion Dice Pool. Your pool starts with 1 die in it. Add 1 die if you won
the battle. Add 1 die for each Glorious Deed that your Warband completed this battle.
Some abilities might grant you additional Promotion Dice.
● Distribute your Promotion Dice. Assign up to 2 Promotion Dice to each Non-ELITE
model in your army that is eligible for promotion. If every such model has been assigned
2 Promotion Dice and you have Promotion Dice remaining, you may assign dice so that
no model has more than two or more dice than another.
● Roll your Promotion Dice. In any order you wish, select a Promotion Die and roll it. If it
shows a result of 6, that model is promoted. That model gains the Keyword ELITE, it is
moved to the ELITE section of your Warband's roster, and it begins with 0 Experience
Points. Only one model can be promoted in this way per post-battle sequence and, once
a model is promoted in this way, end this process.
● Maximum Elites. Your Warband can only have a maximum of 6 ELITES. If you are at
maximum, you do not roll for Promotions until your Warband has less than 6 ELITES.
UNITS WHICH CANNOT BE PROMOTED (Put in a Box)
All of the models in your Warband cannot necessarily be Promoted. This could be due to their
inherent limitations, being machines, lack of access to training and/or necessary equipment and
so on.
The following units in each of the Warband cannot be promoted into ELITE status.
NEW ANTIOCH
-
IRON SULTANATE
Lions of Jabir
Homunculi (House of Wisdom)
HERETIC LEGION
The Wretched
BLACK GRAIL
Grail Thralls
Amalgam
Grail Hounds
TRENCH PILGRIMS
Ecclesiastic Prisoners
Anchorite Shrine
THE COURT
Yoke Fiends
The Wretched
ALLIES
Note that Allies & Mercenaries cannot become ELITE unless otherwise noted in the rules. Note
that models such as Goetic Warlock and Combat Medic that are bought as part of the Warband
List can be promoted and can claim ELITE status.
LIMITED POTENTIAL (Put in a Box)
Some models have a limited capacity to gain Experience and learn new skills. They might be
too bestial, have limited in intelligence or have their utmost potential might be supernaturally
limited. Such units can only gain 3 Skill Advancements (ie. 7 Experience Points).
NEW ANTIOCH
-
IRON SULTANATE
Brazen Bull
HERETIC LEGION
War Wolf
Artillery Witch
BLACK GRAIL
-
TRENCH PILGRIMS
Communicant
THE COURT
Desecrated Saint
Pit Locust
MELEE & STRENGTH SKILLS
Roll 2D6
Stand Firm: This model treats the first Down result it suffers each
3 battle as a Minor Hit.
Parry: Enemy models suffer -1 DICE to hit this model with Melee
4 Attacks.
Hard as Nails: This model ignores the first Down result in each battle.
9 If this model is TOUGH, it can instead ignore the Down condition
gained when it negates being taken Out of Action using the Keyword
TOUGH. Regardless of how this ability is used, it can only be used
once per battle.
Surgical Strike: One of the Melee Attacks of this model ignore all
11 Armour per Activation.
Hunter: This model ignores all penalties from Cover when making a
3 ranged attack.
Gunslinger: If armed with two “pistols”, this model can make Ranged
4 Attack ACTIONS with both of them when Makes a Ranged Attack. In
addition, this model suffers no penalty when using a “pistol” as an
Off-Hand weapon.
Far Shot: This model adds +6” to the range of"pistols ","rifles ", and
5 “jezzails” they use.
Sharp Eyes: This model ignores penalties for long range when using
6 ranged weapons.
Point Blank: When this model Makes a Melee Attack, it may make a
9 Ranged Attack ACTION with a Ranged Weapon it is equipped with
instead of making any Melee Attack ACTIONS.
Hip Shot: Ranged weapons this model is equipped with the Keyword
10 ASSAULT.
Sixth Sense: If the model has no BLOOD MARKERS, treat any Down
3 Result as a Minor Hit instead.
Athletic: Add +1 DICE to all Climb, Jump, and Diving Charge ACTIONS
6 this model takes. Injuries from falling damage against this model are
rolled with -1 DICE.
Nimble: This model does not suffer a penalty to its movement after its
10 Stands.
‘Tis but a Scratch: You may re-roll any Injuries on the Injury chart for
this model. The second result stands.
Skill & Expertise: Add +1 BONUS DICE to any ACTION this model has,
7 except Ranged or Melee Attack ACTIONS.
Showoff: Add 1 additional dice to the Promotion Dice pool after each
8 battle.
Glory Hound: At the end of each battle, if this model was fielded and
10 was not taken Out of Action, your Warband gains an additional Glory
Point.
War Stories: At the end of the battle, choose any ELITE model in your
11 Warband except this one. That model gains +1 Experience Point.
After the Battle, both Players are allocated Exploration Dice as shown below. In addition, the
Winner of the Battle can re-roll any 1 of the Exploration Dice during the Exploration
Note that each player can find any of the Locations only once during the Campaign, though it is
completely legal for two different players to discover the same Location during the same
Campaign. We encourage players to maintain a War Journal that tracks the Locations they have
found during the Campaign.
To find out which Exploration Table you should use, consult the following Chart:
The value of the Loot you find is determined simply by the Exploration Score X10 in ducats. So
if your Exploration Score was 12, you find 120 ducats from Looting. Add this to your Warband’s
Paychest.
Trench Shrine: You find a Shrine erected by the soldiers of the great war.
6 Some are made from artillery shells or melted cannons, while a flag of a
Sultanate can be used to indicate a place of prayer. Choose one:
● Standard. Add a Troop Flag to your Warband’s roster for free. You
cannot exceed your Warband’s LIMIT on Troop Flags in this way.
● Shrine. Add a Field Shrine to your Warband’s roster for free.
● Return. Your Warband gains two Glory Points.
Ruined House: This house has been obliterated by heavy weaponry, its
8 inhabitants slain and ripped apart. Choose one:
● Rummage. Add up to 30 ducats worth of equipment to your Warband’s
roster for free. You cannot exceed your Warband’s LIMIT on a piece of
equipment in this way.
● Relic. You may purchase a Glory Item that costs 7 Glory or less and is
allowed to your Warband.
Fallen Soldier: You find a body of a fallen soldier, half-gnawed by rats, still
10 clutching some of their possessions. Add a Ranged weapon in your Warband’s
Armoury that costs 15 ducats or less, a Combat Helmet, and Standard Armour
to your Warband’s roster for free. Then, roll a D6. On a 4+, add one of the
following to your Warband’s roster for free (your choice must be available to
your Warband): a First-Aid Kit, a Mountaineer’s Kit, or a Shovel.
Trench Merchant: You Establish contact with a Trench Merchant, one of the
11 unscrupulous, unlicensed peddlers who infest the No Man’s Land. Choose One:
● Report. Your Warband gains 2 Glory Points.
● Trade. From now on, you may purchase Glory Items that cost 5 Glory or
less that are allowed to your Warband during the Trade phase.
Map & Document Bag: Marked with carefully concealed signs, you find a
14 hidden Map & Document Bag. You gain the Reroll Exploration Skill.
Fallen Knight: You find a fallen hero of past ages. Perhaps a Baron from New
18 Antioch, a great Faris of the Sultanate, or a Plague Knight of Beelzebub.
Choose one:
● Loot. Add Reinforced Armour, a Trench Shield, a Combat Helmet, and
either a Sword or Polearm to your Warband’s roster for free.
● Memorialise: Your Warband gains 2 Glory Points.
Pot of Manna: You find a cup blessed by God that provides endless nourishment.
11 Whenever your Warband rolls to explore, your Warband gains an additional 10
ducats from Looting due to the lowered cost of rations..
Ransacked Alchemist Workshop: you gather some of the life-giving liquids. Add
12 Curative Fluids to your Warband’s roster for free. During any Reallocate Equipment
phase for the rest of the Campaign, your Warband can use these fluids to remove 1
Battle Scar from a model in your Warband. Once these fluids are used, they are
spent and cannot be used again.
Black Market: You find a Major underground tradepost in No Man’s Land. Point.
15 From now on, you may purchase Glory Items that cost 8 Glory or less that are
allowed to your Warband during the Trade phase.
Book of Golems: You find a Rabbinic Manual on Creating Golems. Studying it,
17 you can create one Golem. Use the House of Wisdom Takwin Creature Creation to
make a Homunculus of up to 100 ducats of value (40 ducats base cost), and add it
to your Warband’s roster for free. You can buy items from your Armoury in addition
for your Golem. It uses otherwise exactly the same rules as Takwin Homunculi. This
Golem can never be promoted to ELITE or gain Experience. Unlike a Takwin
Creature, this Golem does not need to be associated with an Alchemist and it does
not count as a Takwin Creature for any purposes (such as LIMIT). Replace any
instance of “Iron Sultanate” with your Faction..
Stash of Drugs & Erotica: You find a motherlode of forbidden objects and
21 chemicals, extremely high in demand. Choose one:
● Indulge. From now on, your Warband rolls Morale checks with +1 DICE.
● Sell. Your Warband gains 120 ducats.
● Confiscate. Your Warband gains 4 Glory Points.
Trench Pilgrims must Confiscate.
Esoteric Library: You find a concealed collection of Works of Goetic Magic, blood
8 sacrifice rites, and how to summon demons on Earth. You may:
● Sell:You gain for 6D6X10 ducats..
● Burn (New Antioch, Sultanate or Trench Pilgrim only): Gain 3+D3 Glory
Points.
● Study (Court or Heretic Warband only): At the start every battle picke one
model (friend or foe) which suffers 1 BLOOD MAKER.
● Plague: Black Grail Warband may unleash a Plague from the books. At the
start every battle picke one model (friend or foe) which suffers 1 INFECTION
MAKER.
Jabirean Alchemical Book: You find one of the fabled books from the Jabirean
12 Corpus, filled with the most wondrous secrets on the nature of the universe. Choose
one:
● Sell: You can sell the book for either 150 ducats or 5 Glory Points
● Keep: Your Warband now buy a Fire Shield exactly as if it was a House of
Wisdom Warband.
● Study(House of Wisdom Warband only): You glean from it great secrets
of Takwin creation, and all the Alchemical Formulae now cost 5 ducats less
(down to minimum of 5).
Black Network Contact: You make contact with one of the legendary Merchant
14 Princes of the Black Network. From now on, you may purchase Glory Items of up to
10 Glory Points cost that are allowed to your Warband during the Trade phase.
Treasure of the Holies: You find a legendary holy reliquary, be it the Tabernacle
16 of the Hebrews, an altar to the Morning Star himself, a shrine founded by St. Peter
or a place where the Prophet visited. On its altar there is a strongbox with an object
of great power waiting for you. You may purchase any single Glory Item of any
Glory Points cost as long as it is allowed to your Warband. You do not have to
purchase it immediately, as you may bring the strongbox with you.
Skull of a Saint: You find the skull of a Saint beheaded in the ages past. The
18 power of communion lingers in the holy remains.
● Sultanate/New Antioch/Pilgrims: Saint guides your troops before each
battle. The model with the skull gains the following skill:
○ Unless the scenario prohibits use of the special deployment of
INFILTRATORS, you may deploy the model on any table edge as long as
it is at least 8” away from any enemy model after INFILTRATORS are
deployed.
● Hell-Aligned Warbands: The skull screams without ceaslessly as you
mount it on a pole to mock God and paint it with blasphemous names. This
item counts as a banner.
○ It adds +2 to your Moral Checks and you automatically gain 1 Glory
Point after each battle.
Lock of Samson’s Hair: You find a lock of hair of Samson, imbued with with the
20 unlimited strength of the strongest warrior to ever live. This item is a piece of
equipment with the following rules:
● The model with this item gains STRONG skill and +1 to all Injury rolls.
Sample of Holy DNA: You find a sample of Holy DNA. You can treat any one
26 model in your Warband with it. When this model is activated, one INFECTION MARKER or
BLOOD MARKER the model has becomes a BLESSINGS MARKER instead.
Golgotha tekites: You can treat any armour with the Golgotha Tekites. The
30 armour now ignores extra BLOOD MARKERS from Keywords GAS, POISON, and SHRAPNEL.
Fruit from the Tree of Good and Evil Knowledge: Amongst bones of giant
36 humans unearthed by the rage of war you find a golden-hued fruit wrapped in a
spun cloth.
Any model eating this fruit will immediately gain any Skill of your choice normally
available to your Warband/this model (including any Exploration Skill). In addition
the model will gain the Keyword DEMONIC.
GLORY ITEMS
Acquiring Glory Items
Glory items are available in several different ways to your Warband:
● Some can be bought by your Warband from their own Armoury List, and can be bought
at any time during the campaign.
● Glory items listed below are only available if you get an opportunity to spend your Glory
Points on them during Exploration & Looting Phase.
● When playing one-off games, you can buy any Glory Equipment up to the maximum
Glory Point limit agreed with your opponent.
Below is the list of all Glory Items available to the various Warbands in Trench Crusade.
Kilij 2 Glory
These are swords of warriors sworn to follow the martial ideals of furūsīyah. Curved swords of
unsurpassed sharpness, their blades are treated by the Alchemists of the House of Wisdom to
cut through even the infernal Tartarus Armour.
Rules: When using this weapon roll injuries with +1 to all Injury Rolls (ie. roll of 7 on Injury Chart
becomes 8).
SULTANATE only, ELITE only. LIMIT: 2
Rules: Add +1 DICE to all Injury rolls and ignore armour. If this attack hits its target, but does not
take it Out of Action, the target is pushed 1d6” directly away from the attacker, stopping if they
hit another model or solid piece of terrain. An RPG does not count towards the number of
Ranged weapons that a model can carry, but a model can still only carry one RPG.
NEW ANTIOCH (LIMIT: 2), SULTANATE (LIMIT: 2), HERETIC or TRENCH PILGRIMS (LIMIT: 1)
Rules: You can aim the Demonic Aura Grenade against either a 1mmx1mm point on the
ground or an enemy model within range. Next, take a Ranged Attack ACTION. If the roll fails (ie.
you roll 6 or less), the Demonic Aura Grenade lands 1” away from its intended location,
multiplied by the number representing the degree of failure (for example, if you rolled 5, the
grenade lands 2” away, as 7-5=2). The direction is decided by your opponent. The Demonic
Aura Grenade ignores armour and it’s BLAST ignores interposing scenery. This weapon causes
double BLOOD MARKERS.
HERETIC only. LIMIT: 1
The Mark of Cain 4 Glory Points
“And the LORD set a mark upon Cain, lest any finding him should kill him.”
Cain, the first of murderers, was marked by God, as a ward against those who would kill him.
Corrupted copies of the mark are carved on the flesh of those who travel to Hell in order to learn
the art of murder from the greatest of killers who reside in the Eternal Fire.
Rules: Any model that causes a BLOOD MARKER on the bearer of this mark through any ACTION
suffers 1 BLOOD MARKER themselves in return for each one they inflict.
HERETIC only, ELITE only. LIMIT: 1
Rules: You can shoot at opponents in melee without having to randomise between friendly and
enemy models. Masterwork Jezzail is loaded with Alchemical Ammunition, so it has +1 DICE on
all to hit rolls. If you roll greater than required 7 on Action Success Chart to hit, you can also hit
another enemy model with it in distance equal to the number you beat the 7 by. Roll Injuries
separately for both models.
SULTANATE only, ELITE only. LIMIT: 1
Rules: If you successfully hit a target with the Locust Spitter, the mindless hunger of the
Lord of Flies compels the swarm to continue devouring. Subtract the distance of the
target from your maximum range, and then target the closest non-BLACK GRAIL model,
friend or foe, that is wholly within the remaining distance. That target is also hit, and you
may repeat this process until there are no targets still in range. Each model may only be
hit by the Locust Spitter once.
BLACK GRAIL ONLY, LIMIT: 1
Battlefield title 6 Glory Points
Glorious deeds on the battlefield may earn the most determined, ruthless and deadly officers a
rank amongst the Holy Orders of the Church, Knighthood of the Teutonic Orders, or a title of
Hellknight from one of the Dukes or Princes of Hell. Such a warrior will be allowed to carry the
heraldic device of their house upon their wargear, and they have many privileges when it comes
ot allocating the most precious weapons and armour.
Rules: You can increase the LIMIT of any Weapon or Armour by 1 in your Armoury. This benefit
remains and it continues to count against your Warband’s LIMIT even if the this model is lost.
Players are encouraged to come up with their own titles when purchasing it.
Rules: Add +2 DICE to all Injury rolls and ignores all armour. If this attack hits its target, but does
not take it Out of Action, the target is pushed 1d6” directly away from the attacker, stopping if
they hit another model or solid piece of terrain.