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Trench Crusade Campaign Rules V1.3

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0% found this document useful (0 votes)
870 views36 pages

Trench Crusade Campaign Rules V1.3

Uploaded by

bighoppa21
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 36

CAMPAIGN RULES

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.

Beginning the Campaign


At the beginning of a Campaign, your Warband's Threshold Value is 700 ducats. This is the
maximum combined ducat value of models, items, upgrades, and so on that you can field in a
single battle. It will increase with each battle you fight during your Campaign. You begin with an
equal amount of ducats in your Warband's Paychest. This is a reserve of wealth that you will
use to recruit and arm your models. Whenever you make a purchase, you must deduct the cost
from your Paychest and you must have enough to cover the entire cost.

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.

The Order of the Fly


Black Grail Only
Your patron is a great infernal noble in the Order of the Fly, such as Enlil, Prince Vassago or
even Beelzebub himself, the Lord of the Flies. Through you, these putrid and mighty devils bring
a tidal wave of corruption upon the mortal world.
This type of Patron allows you to select one of the following when a Patron Skill rolled up on
your Skill Chart:

● 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.

Playing a Campaign Game


To start the campaign, the two players select one of the scenarios to fight (see the Scenarios on
page xx). At the end of each game the players work out how much experience their ELITE
warriors have earned and how much loot the warband has collected before returning to its
barracks.

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.

See the Scenarios section for details on each battle.

Early Campaign (Battles 1 to 3)


Roll D6 to determine which Scenario to play:
1 Skirmish
2 Scouting Parties
3 Fallen Idols
4 Vanguard
5 Storming the Shores
6 Battle Trophies

Mid-Campaign (Battles 4-9)


Roll D6 to determine which Scenario to play:
1 Hunt for Heroes
2 Relic Hunt
3 Barbed Wire
4 Linebreaker
5 Claim the No Man’s Land
6 Armoured Train

Endgame (Battles 9-11)


Roll D6 to determine which Scenario to play:
1 Trench Warfare
2 Over the Top
3 Opposed River Crossing
4 Let the Sleeping Beasts Lie
5 Poison Gas
6 Fields of Glory

Final Battle (Battle 12)


Play one of the Final Battles Scenarios such as the Great War.
Injuries and Casualties
After each Battle, for each model that was taken Out of Action, determine what Injuries they
sustained, if ELITE, or whether or not they died from their wounds, if not ELITE.. See the rules
for Injuries below.

Experience and Skill Advancements


After each Battle, determine the amount of Experience points your ELITE troops gain, and roll for
their new Skill Advancements. Also determine whether any of your standard Troops are
promoted into ELITE Status. See the rules for Experience below.

Reinforcement Threshold Value


As you play the campaign, the words of your deeds on the battlefield spreads and attracts the
attention of your superiors who will allocate more troops and resources at your disposal within
their organisation, and make greater reinforcements available to you. This is represented by
Warband Threshold Value. Warbands starting value is indicated in the Warband list, and is
typically 700 Gold Ducats. This value grows during the Campaign as indicated below (additions
to the Value are cumulative).

Max Field Strength


The number of models you can field in a single battle is limited as listed in the table below. This
maximum increases during the campaign, so in the first battle the maximum number of models
you can field is 10, while it increases to 11 for the second battle.

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!

Models Killed in Action


When a model is killed all the weapons, armour and equipment are lost in the ruinous tumult of
the battlefield. It is not possible to reallocate fallen warriors’ weapons or equipment once they
die.

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.

Late Joiners to Campaign


Players often want to join a Campaign in progress. This is fine, and new forces are purchased
with the currentWarband Reinforced Threshold of the campaign.

Winning the Campaign


Each Scenario lists the number of Victory Points the players may gain from it. At the end of the
Campaign, tally the points together to see your ranking on the Campaign leaderboard.
Post-Battle Sequence Summary (Put this in a box)
After each battle, all players who took part go through the following set of steps to prepare your
Warband for the future battles.

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.

ELITES INJURY CHART


Roll D66
11 Dead The wound proved to be fatal. The character is permanently lost even if
this was not the third Battle Scar it sustans.

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.

25 Paranoid This model cannot be deployed within 8” of a friendly model. Friendly


models can be deployed as normal once this model is deployed.

26 Lost Arm The model has 1 less hand, which limits the types of
weapons/equipment it can use.

31 Leg Wound The model’s Movement characteristic is reduced by 2” and it suffers -1


DICE to Dash.
32 Expensive Character’s wounds require constant treatment. To deploy this model,
treatment you must deduct 10 ducats from your Paychest. This payment does not
count towards your Warband’s Threshold Value.

33 Possessed While unconscious, the model was possessed by a restless spirit of a


dead soldier. If possible, this model must begin its Activation with a
Dash and this Dash must cover a distance of at least 3” in a single
direction. If this model is Down at the start of its Activation, it must
instead first Stand and then attempt to Dash. If this model begins its
Activation in Melee Combat, it may ignore these restrictions during that
Activation.

34 Muscle damage This model cannot carry HEAVY weapons.

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 gains D3 Experience Points. No Battle Scar is suffered.


64 Bitter Lessons

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:

Skill Advancement Rolls


● Pick 2 of the following 4 Charts below (Melee & Strength Skills, Ranged Skills, Stealth &
Speed Skills or Wildcard Skills)
● Roll 2D6 once for each chart to see what Skills you can choose from
● If you already have any Skill indicated by the roll(s), choose the next lowest number on
the table that has a skill you don’t yet have.
○ If there are no such skills left, choose the next highest number on the table that
has a skill you don’t yet have.
● Select which of the two Skills generated you want the model to acquire and add it to your
Warband roster
When a Patron Skill is rolled, you can select any one of the Patron Skills offered by the Patron
you have selected (see section on Patrons below).

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

2 Patron Skill. Pick one of the Skills offered by your Patron.

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.

Close Quarters Combat: When this model is touching a piece of


5 terrain, it gains +1 DICE to hit and injure with Melee Attacks.

Relentless Charge: During Activations that this model has Charged, it


6 gains +1 Dice to hit with Melee Attacks.

Melee Proficiency: Add +1 DICE to the Melee characteristics of this


7 model.

Strength of Samson: This model gains the Keyword STRONG, and


8 gains +1 DICE to injure with Melee 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.

Champion: When this model Makes a Melee Attack, it can make an


10 additional Melee Attack ACTION with a -1 DICE penalty to hit using a
single melee weapon its equipped with..

Surgical Strike: One of the Melee Attacks of this model ignore all
11 Armour per Activation.

Patron Skill. Pick one of the Skills offered by your Patron.


12
RANGED SKILLS
Roll 2D6

2 Patron Skill. Pick one of the Skills offered by your Patron.

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.

Ranged Proficiency: Add +1 DICE to the Ranged characteristics of this


7 model.

Sniper’s Nest: This model gains +2 DICE (instead of +1 DICE) when


8 shooting from an elevated position..

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.

Headshot: Ranged Attacks of this model ignore armour on a Critical


11 Result on Action Success Chart (12+ result).

Patron Skill. Pick one of the Skills offered by your Patron.


12
STEALTH & SPEED SKILLS
Roll 2D6

2 Patron Skill. Pick one of the Skills offered by your Patron.

Sixth Sense: If the model has no BLOOD MARKERS, treat any Down
3 Result as a Minor Hit instead.

Assassinate: This model gains +1 DICE to hit against models that


4 have not been Activated this turn.

Shadowalker: Enemy attacks from long range against this model


5 suffer an additional -1 DICE penalty to hit. .

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.

Sprinter: Add +1 DICE to all Dash ACTIONS this model takes.


7

Disengage: When this model Retreats, enemy models do not get a


8 free attack against it.

Incoming: When this model Charges, it rolls an additional D6 and


9 picks the highest result. This is cumulative with other such bonuses.

Nimble: This model does not suffer a penalty to its movement after its
10 Stands.

Dodge: All Ranged attacks against this model have an additional -1


11 DICE to hit.

Patron Skill. Pick one of the Skills offered by your Patron.


12
WILDCARD SKILLS
Roll 2D6

2 Patron Skill. Pick one of the Skills offered by your Patron.

War-Luck: Add +1 to the Maximum Scars your model can sustain.


3

‘Tis but a Scratch: You may re-roll any Injuries on the Injury chart for
this model. The second result stands.

Bad Company: Your Warband may have 7 ELITE models instead of 6.


5

Scavenger: While this model is in your Warband, your Warband has


6 the Extra Dice Exploration Skill.

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.

Friends in High Places: While this model is in your Warband, your


9 Warband has the Re-roll Dice Exploration Skill twice.

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.

Patron Skill. Pick one of the Skills offered by your Patron.


12
EXPLORATION
EXPLORATION SEQUENCE

Determine the number of Exploration Dice each player has


Roll The Exploration Dice
Modify the Exploration Dice results with Exploration Skills & Items
Consult the Exploration Table to see if you found a Location
Collect Loot worth total combined result of dice rolled X10 ducats

Determine the number of Exploration Dice

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

Number of Battles Fought Number of Exploration Dice


1-2 3 Exploration Dice
3-5 4 Exploration Dice
6-9 5 Exploration Dice
10+ 6 Exploration Dice
Winner Re-roll any 1 dice

Roll the Exploration Dice


Once the players have determined the number of Exploration Dice, each rolls their dice and
consults the result by adding the numbers together to get your Exploration Score. For example,
if a player rolls three Exploration Dice and the results are 3, 5, and 6, the combined Exploration
Score is 14.

Modify the Exploration Dice


Next, the players can modify the Exploration Dice results with any items, Exploration Skills, Ally
abilities and other bonuses in order to improve their chances of finding some rare elusive
location and claiming it for your Warband.

Consult the Exploration Location Table


After you have modified the Exploration roll result, consult the appropriate Exploration Table to
see if you have found something of special interest during your exploration. You have to Match
the number on the Table exactly with your dice -rolling too high or too low means you did not
find the location.

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:

Number of Battles Fought Possible Locations


1-3 Common Exploration Location Table
3-5 Common or Rare Exploration Location Table
6-9 Rare Exploration Location Table
10+ Legendary Exploration Location Table

Looting, foraging, scavenging and pillaging


Whether you found an Exploration Location or not, the player can now collect loot from the
battlefield by scavenging, foraging, selling broken weapons and armour to traders, receiving the
regular pay from their Patron, hunting, and so on.

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.

WARBAND EXPLORATION SKILLS


Each Warband Starts the Campaign with the Reroll Skill. More can be earned during the
campaign or by hiring Allies. You can have multiples of any of the Skills on this list.

● Extra dice: Roll 1 extra Exploration Die


● Duplicate: After you roll, select any Exploration Die and add another die with an
identical result, including any modifications, to your total.
● Split: Divide dice result by 2 into two separate dice rolls. Round any halves up.
● Reroll: Re-roll any Exploration dice once.
● Set Dice: Select any one dice and set it to a number you want
● Seek: Modify one Exploration Dice result by +1
● Circle Back: Modify one Exploration Dice result by -1
● Combine: After you roll, select two Exploration Dice and sum them. Then, discard them.
The value is treated as a single die roll you made. It can be more than 6.
● Lucky: Roll an extra Exploration Die that is paired with one of your other dice. After you
roll, choose one die in the pair to keep and one die in the pair to discard.
COMMON EXPLORATION LOCATION TABLE

EXPLORATION SCORE LOCATION


Moonshine Stash: You find a hidden stash of strong distilled alcohol of
4 uncertain origin. Choose One:
● Distribute. During the next battle, your Warband rolls Morale checks
with +2 DICE. (Trench Pilgrims and New Antioch ONLY)
● Destroy. Up to two of your ELITES each gain +1 Experience Point.
(Trench Pilgrims, New Antioch, and Iron Sultanate ONLY)

Heavy Weapons Cache: You find a hidden cache of Heavy Weapons.


5 Choose one:
● Surplus. Choose one HEAVY weapon in your Warband’s Armoury. Add
one of those weapons to your Warband’s roster for free. You cannot
exceed the LIMIT on a weapon in this way.
● Specialise. You may purchase a Glory Item that costs 5 Glory or less
and is allowed to your Warband.

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.

Survivor: You find a soldier staggering in the No Man’s Land: A deserter,


9 perhaps, or a squaddie whose comrades were wiped out by one of the horrors
roaming the battlefields of the Great War. It is time to put them to work!
Depending on your faction, add the specified model to your Warband’s roster for
free.
● New Antioch: Yeoman, except it does not have a Ranged weapon
● Trench Pilgrims: Ecclesiastical Prisoner
● Iron Sultanate: Azeb
● Heretic Legions or The Court: Wretched
● Black Grail: Grail Thrall

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.

Sniper’s Nest: You find a well-camouflaged position of a Sniper. Depending


16 on your faction, add the specified gear to your Warband’s roster for free. If your
Warband is already at the LIMIT for any of these items, your Warband instead
gains Ducats or Glory Points equal to its cost.
● New Antioch or Trench Pilgrims: Sniper Rifle or Sniper Scope
● Iron Sultanate: Siege Jezzail, Alchemical Ammunition, and a Cloak of
Alamut
● Heretic Legions: Automatic Rifle
● Black Grail: Corruption Belcher and Field Shrine
● The Court: TBD

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.

Warband Strongbox: You Find a hidden Strongbox of a Warband lost in the


20 Great War!
● Trove. Add up to 120 ducats worth of weapons, armour, and equipment
to your Warband’s roster for free. You cannot exceed your Warband’s
LIMIT on an equipment in this way.
● Panoply. You may purchase any combination of Glory Items allowed to
your Warband with a total cost of 9 Glory or less.
RARE EXPLORATION LOCATION TABLE

EXPLORATION SCORE LOCATION


Angelic Instrument: You find an otherworldly instrument on a battlefield strewn
5 with a wracked body of a lesser angel -fallen or divine. Add an Angelic Instrument to
your Warband’s roster for free. It’s identical to a Musical Instrument (including their
equipment restrictions and LIMIT), except its effect has a range of 8” instead of 4”. If
your Warband is at its LIMIT for Musical Instruments, it can immediately remove an
existing Musical Instrument for the Angelic Instrument.

Abandoned Prophecy Radio Post: You find a hastily-abandoned Synod of


9 Strategic Prophesy station, with scribbled predictions and prophecies scattered all
around. You gain the Extra Dice Exploration Skill.

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..

Ruined Church/Masjid/Synagogue: You find a great shrine, temple or other


19 religious building of your faith. On its altar there is an object of great power waiting
for you. You may purchase a Glory Item that costs 10 Glory or less and is allowed to
your Warband.

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.

Saint’s Reliquary: You find a well-hidden reliquary of a Fallen Saint. Add a


23 Saintly Relic to your Warband’s roster for free. This piece of equipment can only be
carried by an ELITE model. A model equipped with the Saintly Relic gains the
Keyword TOUGH, but loses the Keyword INFILTRATOR (if it has it) and can never
have Cover.

High-Ranking Captive: You find a high-ranking enemy: an officer of New


25 Antioch, Sultanate Sheik, Shard of a fallen Black Grail Hegemon, Pilgrim prophet, a
Mammon Merchant, or some other important personage. Choose one:
● Ransom. Your Warband gains 100 ducats.
● Execute. Your Warband gains 4 Glory Points.
● Imprison. You may purchase a Glory Item that costs 8 Glory or less and is
allowed to your Warband.
● Indenture. You keep the captive as a guide. You gain the Set Dice
Exploration Skill.

Abandoned Resurrection Machines: You find remnants of machines that were


32 once used as part of the Meta-Christ Program. Most of them are broken and torn
apart by some immense force, but one of them works and can be taken apart. Add
a Salvaged Resurrection Machine to your Warband’s roster for free. During any
Reallocate Equipment phase for the rest of the Campaign, your Warband can
activate this machine to remove any number of Battle Scars from a single model in
your Warband. Once this machine is used, it is spent and cannot be used again.
LEGENDARY EXPLORATION LOCATION TABLE

EXPLORATION SCORE LOCATION


Battlefield of corpses: You come to a scene of terrible slaughter. Remains of
6 both humans and Hellish creatures from various nations around the Earth of the
past 800 years lie torn and scattered across the horizon, and the trenches that
criss-cross this scene are filled with blood. Most of the dead have been looted, but
you find up to 2 pieces of equipment, armour or weapons which you can pick from
any Warband list other than your own. Their combined cost cannot exceed 100
ducats. If lost during the Campaign, they are gone permanently. Note that limitations
on who can use it still apply if detailed in the rules (such as Assassin’s Daggers).

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.

Hidden Passages: You find a hidden entrance to a vast underground network,


10 perhaps dug by the Heretics to infiltrate the Great Iron wall, or by refugees living in
the No Man’s Land. This allows you to explore the area you are in far more
efficiently.
Your Warband gains the Duplicate Exploration Skill.

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.

Sniper Scope 2 Glory Points


A sniper scope is a kind of telescope that is attached to a rifle or a similar weapon. Some
feature night-vision enhancements and superb, adjustable mountain crystal lenses, while the
Sniper Scopes made by the foundry-monastery of St. Sebastian for Sniper Priest have an
in-built reliquary instead.
Rules: This piece of equipment can be used with any “rifle”. Ranged attacks with the weapon
ignore the penalties for Long Range.
LIMIT: 2 NEW ANTIOCH, IRON SULTANATE or HERETIC only.

Cup of Filth 2 Glory Points


Taken from the river of nauseating corruption vomited by the Lord of the Flies himself before
these was time, this liquid is collected from his unholy river that is the source of every illness
and plague the Creation has ever known or will know.
Before the battle begins, the model equipped with the cup may allow either an ELITE or up
to 4 Thralls to drink from it. A model that drank from the cup gains +1 DICE to Dash until the
end of the battle.
BLACK GRAIL only. CONSUMABLE, LIMIT: 2

Holy Grenade 2 Glory Points


The shells of these grenades are made from the Church Bells of the original city of Antioch.
They hold the spirit of vengeance of the LORD against all evil.

NAME Type Range Modifiers Keywords


Holy Grenade GRENADE 8” +1D Injury* SHRAPNEL, ASSAULT,
BLAST 2”
Rules: Holy Grenades have a BLAST radius of 2” - all models within 2” the target are hit but
other models than the original target roll Injuries with -1 DICE. Adds +1 DICE to Injury rolls against
targets with the Keyword BLACK GRAIL or DEMONIC.
TRENCH PILGRIMS only. LIMIT: 3

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.

NAME Type Range Modifiers Keywords


Kilij 1-handed Melee +1 to Injuries CRITICAL

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

Rocket-Propelled Grenade 2 Glory


These shoulder-fired weapons launch a rocket with an explosive warhead. They are a recent
invention, and thus expensive and difficult to manufacture. Consequently, they are only available
in limited numbers and even then only the most famous warbands will be equipped with these
deadly armour-piercing weapons.

NAME Type Range Modifiers Keywords


RPG 2-handed 36” +1D Injury, ignore armour CONSUMABLE

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)

Tormentor Chain 3 Glory Points


A barbed Chain used to bind the damned in Hell. It is sometimes granted as a weapon to the
Heretic warriors that have proven the most adept of dragging prisoners to the Gates of Hell
alive. The chain possesses a will of its own and can traverse long distances to snare some poor
unfortunate soul in its barbed embrace.

NAME Type Range Modifiers Keywords


Tormentor Chain 1-handed 10” Special SHRAPNEL
Rules: Tormentor Chain suffers no penalties for range or for Cover, and causes no damage
except for the BLOOD MARKER it causes due the SHRAPNEL. If the wielder hits a target with this
weapon, the target is moved into a straight line directly towards the wielder, ending in the legal
space that puts it closest to the wielder. This typically ends with the target and the wielder in
base contact and in Melee Combat. This movement can place the target in Melee Combat with
multiple enemy models. Additionally, no enemy models may Retreat when in Melee Combat with
the wielder.
HERETIC only. LIMIT: 2

Demonic Aura Grenade 3 Glory Points


It is theorised this horrid grenade is based on the same technology as the demon weapon that
destroyed the original city of Antioch. Its explosion seems to cause no physical damage, but
emits eerie, bright green light which causes rapid but painful death to those within its reach, and
armour offers no protection to its withering effects. Why it is not used by the Heretics in greater
numbers remains a mystery.

NAME Type Range Modifiers Keywords


Demonic Grenade GRENADE 8” 2X BLOOD MARKER BLAST 3”

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

Salvage Golem 4 Glory Points


Golem servitors created by the Rabbis of the Cabbalistic School of Prague are equipped with
sophisticated senses and metal detectors. Slow, hard to maintain and methodical, they are not
much use in combat, but are invaluable during the lull in battle to uncover hidden caches of
Loot.
Rules: At the end of each battle, your Warband gains an additional D6x5 ducats.
LIMIT: 1 NEW ANTIOCH only.

Masterworks Jezzail 4 Glory


It takes a year of combined efforts from a Jabirean Alchemist and one of the Sultan’s own
gunsmiths to produce this magnificent longarm. Its bullets are enhanced to seek new
Unbelievers if they penetrate their target.

NAME Type Range Modifiers Keywords


Masterworks Jezzail 2-handed 36” +1D to hit CRITICAL

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

Damascus Armour 5 Glory Points


No armour more splendid exists within the Sultanate than this magnificent chain mail made from
the very Iron Wall that protects Those Who Believe by the smiths of New Damascus. They are
given as a reward to the greatest warriors for their service on the battlefield by the Sultan’s hand
alone. Each ring of this armour is inscribed with a verse from the Holy Quran and is thus utterly
unbreakable.
Rules: This Armour confers a -2 modifier to any Injury Rolls. This modifier applies even against
attacks that ignore Armour. It adds +1 to the Scars of the model.
Only one model can ever wear this armour and it cannot be swapped for another model.. Even if
this armour is captured by the enemy, it cannot be worn by a model that does not have the
Keyword SULTANATE.
SULTANATE only, ELITE only. LIMIT: 1

Knighthood 5 Glory Points


War is the crucible which bestows honorifics more rapidly than any other activity. Those who
have won great fame can be given a rank of a Baron, Marquis, Bishop or other prestigious title.
Within the Taifas of the Iron Sultanate there are many titles to be had, from Chelebi Knight to a
mighty Sheik. Such titles command huge respect and attention by the upper echelons of the
society. Hell has its own twisted ranks of nobility, where those performing the vilest deeds and
committing the greatest acts of deprivation are given a rank amongst the Infernal Principalities.
Rules: At the end of each battle, your Warband gains an additional Glory Point.
ELITE only. LIMIT: 1 NEW ANTIOCH, IRON SULTANATE, BLACK GRAIL or HERETIC only.

Smoke Screen 5 Glory Points


The Engineering Corps of New Antioch are experts at the use of Smokescreens to shield their
Shock Troops from enemy fire.
Rules: At the beginning of the battle, the model equipped with this smoke screen may deploy it.
If they do, one quarter of the battlefield becomes covered in a thick layer of smoke. All Ranged
ATTACKs that pass through any part of it suffer -1 DICE to hit.
LIMIT: 1. NEW ANTIOCH only. CONSUMABLE.

Locust Spitter 6 Glory Points


A nest of infected Hell-locusts acts as a fuel tank for this horrific gun which vaguely resembles a
flamethrower. The voracious razor-sharp iron locusts which dwell within can find any chink in
armour no matter how small, and guided by the hateful will of the Lord of the Flies they
consume the flesh and swarm to their next nearby target in matter of seconds.

NAME Type Range Modifiers Keywords


Locust Spitter 2-Handed 24” -1D Injury, Ignore Armour

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.

ELITE only. NEW ANTIOCH or HERETIC only. LIMIT: 1

Book of Battle Prayers 7 Glory Points


Written by the famous Patriarch of New Antioch Alexios Cerularius, the remaining 137 copies of
this blessed book are only entrusted to Warband leaders of extraordinary ability (or excellent
political connections!)
Rules: As an ACTION, the model equipped with this book may attempt to speak a blessing. If
successful, they may grant any model within 12” a BLESSING MARKER. This book occupies
one hand at all times and the equipped model cannot Dash, as they must maintain their
continuous litany of prayers.
ELITE only. NEW ANTIOCH only. LIMIT: 1

Donkey’s Jawbone 5 Glory Points


Blessed by YHWH, this bone club grants its wielder the strength of Samson himself.

NAME Type Range Modifiers Keywords


Jawbone 1-handed Melee +2D to Injury Rolls
Rules: Add +2 DICE to Injury rolls when using this weapon.

TRENCH PILGRIMS only. ELITE only. LIMIT: 1

Executioner’s Axe 7 Glory Points


This axe is carried by the executioner demons of Hell whose job is to dismember those damned
who brought division on Earth. As the damned flesh gathers itself together after a while, this
grisly task is repeated again and again through eternity.

NAME Type Range Modifiers Keywords


Executioner’s Axe 2-handed Melee +2D Injuries CRITICAL
Rules: Add +2 DICE to Injury rolls when using this weapon. If the Axe hits an enemy in Melee,
the model armed with it can take a second Melee Attack ACTION after resolving the damage from
the first strike. This attack can be against the same or a different target.
HERETIC only. LIMIT: 1

Armour of Cobar 8 Glory Points


A suit of armour fashioned after the mail worn by Cobar the Betrayer, the first Lord of the
Sixty-Six. This black Iron suit is produced in the Death-Factories of Hell from souls of those who
betrayed their friends in life. It rewards those who lead their followers and friends to ruin and
death.
Rules: Grants a -3 modifier to all injury rolls against the model wearing this armour and cannot
be combined with any shield. Suffers -1 DICE to Dash due the weight of the Sins of the wearer.
Each time any model in the wearer’s Warband (including any Allies) is taken Out of Action, the
Model gains +1 BLESSINGS MARKER.
HERETIC only, ELITE only. LIMIT: 1

Ducal Winged Armour 8 Glory Points


Based on the prototype battlefield armour worn by Duke Constantine himself and his personal
guard Myrmidons, these extremely rare and powerful suits are granted to only the most
decorated soldiers. It features MKIII Myrmidon Diesel engine and wings that are painted and
decorated to celebrate the deeds of the warrior who has “earned their wings'.
Rules: Counts as a suit of Machine Armour. The model gains a new movement mode,
10”/Flying. A model must also have Knighthood or Promotion Glory Item in order to wear it.
LIMIT: 1 NEW ANTIOCH only.

Horn of Joshua 9 Glory Points


One of the horns that Joshua used to bring down the walls of Jericho. Its blast can still
shake the very foundations of the strongest fortifications.
Rules: A model with the Horn of Joshua may take a RISKY ACTION with +1 DICE. If successful,
select any piece of terrain of up to 8”x8” size within 12” the model can see (a house, 8”
woods, a wall etc. This terrain piece is destroyed and it is removed from the table. Any
models inside/touching/on top of this terrain must roll immediately on the Injury Chart. If
they are not taken Out of Action they are placed on the ground in their previous spots. If the
target is a trench, it is not removed from the table, but the models touching it/inside the
Trench all roll on the Injury chart on an 8” length of a Trench. This Trench segment is
selected by the player using the Horn.

The Horn can be used successfully only once per battle.


TRENCH PILGRIMS only. LIMIT: 1
Field Hospital 10 Glory Points
Field Hospitals have saved many warriors in the immediate aftermath of a bloody battle. Though
simple compared to the mighty hospices of New Antioch, Athens or New Damascus, they are
still extremely sought-after by successful Warband leaders.
Rules: When an ELITE in your Warband would gain a Battle Scar, you may attempt to negate
that Battle Scar. Roll 2d6. On a 7+, the Battle Scar is negated. If you roll double 1’s, the model
suffers an additional Battle Scar. Once you attempt to negate a Battle Scar, you cannot use the
Field Hospital again until you complete another battle. You can only use a Field Hospital if your
Warband includes a Combat Medic or an Alchemist.
NEW ANTIOCH or IRON SULTANATE only. LIMIT: 1

Armour of the Fly 11 Glory Points


This suit of armour made from black metal is the very visage of Beelzebub himself. It includes
wings that take its wearer to the skies at startling speed, and once latched on the opponent its
filth-ridden mouth-part will suck the target dry.
Rules: This acts as Reinforced Armour and a Combat Helmet. The model gains a new
movement mode, 8”/Flying. Additionally, the model equipped with this armour can make an
additional Melee Attack whenever it Makes a Melee Attack. This attack gains +1 DICE to hit and
it does not cause a roll on the Injury Chart on a hit. Instead, on a hit, this attack inflicts a BLOOD
MARKER on its target.
BLACK GRAIL only, ELITE only, LIMIT: 1

Resurrection Engine 11 Glory Points


This magnificent holy clockwork machine that allows you to bring the dead back to life thanks to
the grace of God and the research of the Holy Science Academies of New Antioch.
Rules: Resurrection Engine can be used to completely negate any result from the Injury Chart
that causes a model to die (gaining 3rd Scar, Death etc.)
LIMIT: 1. NEW ANTIOCH only. CONSUMABLE

Great Banner of New Antioch 12 Glory Points


This item represents a famed standard, army battle banner or regimental colours. It may also
represent one of the many Free Companies or forces in the service of the Church. Warband
leaders often have their own battle banner decorated with the awards and ribbons the unit has
won, and carried proudly by a trusted warrior.
Rules: This banner occupies one hand at all times. While the model carrying the banner is in
play, your Warband has the following benefits. Whenever your Warband would make a Morale
check, it may choose whether it succeeds or fails. If it chooses to fail, your Warband
immediately flees, regardless of the Morale rules of the scenario.
NEW ANTIOCH only. LIMIT: 1
Sultanate Grand Cannon 12 Glory
Brazen Bull Only
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.

NAME Type Range Modifiers Keywords


Grand Cannon 1-handed 48” +2D Injury, ignore armour HEAVY

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.

Beelzebub’s Embrace 20 Glory Points


The final metamorphosis of those most favoured by the Prince of Plague is to take the
many-legged shape of their warped master.
Rules: The model loses its own arms but gains 4 Melee Attack ACTIONS resolved exactly as if it
was armed with 4 trench clubs without off-hand penalty. If all of them hit, and the target is on a
32mm or smaller base, it is immediately taken Out of Action, regardless of any rules it may have
(such as the Keyword TOUGH).
BLACK GRAIL only, ELITE only, LIMIT: 1

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