Trench Crusade: Condensed Rules - giantsoup/trenchtracker GitHub Wiki
Core Gameplay
- Miniatures: Players command a Warband (6-20 models, 32mm scale recommended).
- Dice: Eight 6-sided dice (D6s) per player in distinct colors, plus red 6-sided dice for BLOOD MARKERS.
- Measuring: Imperial measurement system (inches).
- Game Turn: Alternating activations until all models are activated once. The player with the lowest model count remaining on the table starts the turn. If tied, roll a D6 (highest roll decides).
- Actions: Models can take multiple actions in any order, but each action can only be taken once per activation (unless stated otherwise).
- Pre-measuring: Allowed for all distances (shooting, charging, etc.).
Action Success Chart
When taking an ACTION (including Melee and Ranged Attacks), roll 2D6 and apply any +/-DICE modifiers. Pick the two highest (or lowest if -DICE apply) and consult the chart:
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2-6: Failure
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7-11: Success
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12+: Critical Success (Ranged and Melee Attacks add +1 DICE to injury rolls if result is Critical Success when determining if they hit.)
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RISKY ACTION: If a RISKY ACTION fails, the model's activation ends immediately.
+Dice and -Dice Modifiers
- +DICE: For each +DICE, add one die to the 2D6 roll. Roll all dice and pick the two highest.
- -DICE: For each -DICE, add one die to the 2D6 roll. Roll all dice and pick the two lowest.
- Combining +/-DICE: If both are present, remove pairs of opposite dice until only one type remains.
Markers
BLOOD MARKERS
- Effect: Represent wounds, exhaustion, etc. Tracked with red D6s.
- Spending: Opponent can spend one or more BLOOD MARKERS to add -1 DICE to the dice pool for the model's ACTION Success Chart roll.
- Injury Chart: Opponent can spend one or more BLOOD MARKERS to add +1 DICE to Injury Chart rolls against the model.
- Bloodbath (Injury Rolls): Spend six BLOOD MARKERS (three if target is Down) to roll an additional D6 on injury rolls.
BLESSING MARKERS
- Effect: Supernatural/chemical enhancements.
- Spending (Actions): Spend one or more BLESSING MARKERS to add +1 DICE to the dice pool for any ACTION roll.
- Spending (Injury Rolls): Spend one or more BLESSING MARKERS to apply a -1 DICE penalty to injury rolls against the model.
INFECTION MARKERS
- Effect: Similar to BLOOD MARKERS, but tracked with different colored dice.
- Rules: Work exactly like BLOOD MARKERS for ACTION and injury rolls, and Bloodbath.
- Re-infection: If a model had INFECTION MARKERS but none when activated, no new ones are added unless re-infected by further attacks. If it has one or more, it gains +1 INFECTION MARKER.
Movement
- General: Models can move up to their Movement characteristic. Less movement is allowed.
- Movement Restrictions: Cannot move off the battlefield unless stated.
- Melee Combat & Movement:
- Cannot enter Melee Combat (within 1" of enemy) unless Charging.
- Cannot leave Melee Combat (within 1" of enemy) unless Retreating.
- If started in Melee Combat, can only move with Standard Move and remain in Melee Combat with all engaged models.
- Friendly Models: Can move through friendly models if enough movement to clear them entirely.
Movement Actions
- Move:
- Standard Move: Moves up to Movement characteristic.
- Charge: Choose an enemy within 12" (must see target). Moves directly toward target with a D6" bonus to Movement. Can enter Melee Combat (within 1"). Cannot Charge if Ranged Attack taken this activation, unless weapon has ASSAULT keyword.
- Retreat: Moves up to Movement characteristic. Can leave Melee Combat. Each engaged enemy model immediately takes a Melee Attack ACTION before the retreating model moves.
- Dash: RISKY ACTION. If successful, takes Standard Move ACTION. Can be done in addition to any other ACTION.
- Climbing: Normal movement cost for ladders, ramps, etc. RISKY ACTION for sheer surfaces (walls); must have enough movement to clear entire height. If fails, remains where it is.
- Jumping Over Gaps: RISKY ACTION. Can jump across gaps up to half their Movement characteristic (horizontal). Costs normal movement. If fails, falls as if from ledge.
- Jumping Between Ledges of Unequal Heights: If jumping to a lower ledge, apply Jumping Down rules. If jumping to a higher ledge (up to 1" higher), if at least ½" higher, costs an extra 1" of movement.
- Jumping Down (Voluntary Fall): No movement cost. Can be done as part of any movement. No injury roll if falling up to 3".
Falling
- Movement: Moves to first space directly beneath or ledge fallen from.
- Injury: If fell >2", roll on Injury Chart. For every 3" fallen, add +1 DICE to injury roll.
- Triggering Falls: Can fall through own action (failed RISKY ACTION jumping, or jumping >3" down). If Downed while within 1" of ledge, can attempt RISKY ACTION to remain Downed where it is. If fails, falls from nearest ledge.
Terrain
- Open: Free movement (includes obstacles up to 1" high, ladders, ramps).
- Difficult: Double normal movement cost (rock beds, swamps, barbed wire).
- Dangerous: Take an ACTION when moving into or starting activation in. On failure, make an injury roll. Moving into Dangerous Terrain makes the ACTION RISKY. (barbed wire, minefields, raging fires, poisonous gas).
- Impassable: Cannot move through (unless specified).
- Combination: Terrain can be both Difficult and Dangerous.
Movement Types
- Infantry: Obeys all typical movement rules.
- Flying: Ignores Difficult and Dangerous Terrain (treats as Open). Does not trigger mines. Can climb/jump up/down without taking ACTIONS.
Combat
Ranged Attacks (See Action Success Chart)
- Choose Ranged Weapon ACTION, declare target, check line of sight.
- Check range of weapon to target.
- Determine and apply any +/-DICE modifiers.
- Roll on Action Success Chart.
- If hit, roll on Injury Chart. Apply any +/-DICE modifiers.
- If weapon can shoot multiple times, resolve one at a time.
- Line of Sight: Stoop to tabletop for model's eye view. Models can see 360°. Can turn freely before firing.
- Melee Combat & Shooting: Cannot shoot if engaged in Melee Combat (unless weapon rules state otherwise).
- Indirect Fire: Some weapons can target out of sight.
- Shooting into Melee: If shooting at models in melee (from outside melee), roll a D6 for each shot to determine target: 1-3 (random friendly model within 1" of target), 4-6 (random enemy model within 1" of target). Resolve attack normally.
Ranged Modifiers
- Enemy behind Cover: Add -1 DICE. Applies if target is in contact with scenery at least as long as its base, and obstacle is between attacker and target. Not if attacker sees model in entirety. No cover from angles, distant scenery, or standing on top of buildings.
- Long Range: If target > half weapon's max range, add -1 DICE to hit roll.
- Shooting from Elevated Position: Add +1 DICE to hit rolls if attacker >2" above target's ground level (4" if target on 50mm+ base).
Melee Combat (See Action Success Chart)
- Declare melee action and target.
- Roll on Action Success Chart. Apply any +/-DICE modifiers.
- If successful, roll on Injury Chart.
- General: Activated model can use melee actions if in contact (within 1") with enemy.
- Multiple Attacks: Generally one melee attack, but some models have more.
- Two Melee Weapons: Can take two separate Melee Attack ACTIONS. One weapon (chosen first) is an Off-Hand weapon.
- Strong & Two-Handed/One-Handed Weapons: If a STRONG model wields a two-handed melee weapon in one hand and a one-handed melee weapon in the other, the one-handed weapon is always an Off-Hand weapon. Resolve one at a time, Off-Hand last.
- Moving in Combat: Can use Standard Move ACTION while staying within 1" of engaged enemies to negate Defended Obstacle bonus. No roll needed.
Melee Modifiers
- Defended Obstacle: Add -1 DICE. Target is defending an obstacle if not Down, touching obstacle >½" high, and obstacle is between it and attacker (stone walls, earthen ramparts, trenches are common examples; hedges, bushes, low fences are not enough).
- Off-Hand Weapons: Add -1 DICE to roll if attack made with Off-Hand Weapon.
Injury Chart
If attack hits, determine damage. Roll 2D6 and apply any +/-DICE modifiers. Pick the two highest (or lowest if -DICE apply) and consult the chart:
- 1 (or less): No effect (Armour withstands hit).
- 2-6: Minor Hit (Add +1 BLOOD MARKER. Max six per model.)
- 7-8: Down (Add +1 BLOOD MARKER. Model goes Down.)
- Already Down: If already Down, suffers +2 BLOOD MARKERS and remains Down.
- Downed Penalties: Suffers -1 DICE penalty to all ACTIONS. Cannot move during activation through its own ACTIONS.
- Standing Up: At start of its activation, a Downed warrior can Stand. Any movement (Move, Dash, Charge, Jump, Climb, etc.) is halved. Can attempt RISKY ACTION to Stand if Downed during its own activation. Otherwise, remains Down.
- 9+: Out of Action (Suffers major wound, removed from game. Resolve after battle in Serious Injuries section).
Injury Chart Modifiers (Cumulative)
- Trench Shield: -1 to injury rolls.
- Standard Armour: -1 to injury rolls.
- Reinforced Armour: -2 to injury rolls.
- Machine Armour: -3 to injury rolls (not cumulative with shield).
- TOUGH: If a TOUGH model would be taken Out Of Action, it is knocked Down instead. After a TOUGH model has been knocked Down this way once, it can be taken Out Of Action as normal.
- Target is Down: Add +1 DICE to the dice pool when determining injuries for a model that is Down.
- Bloodbath: Roll an additional D6 and add to injury roll total. Costs six BLOOD MARKERS (three if target is Down).
End of Activation
- Model's activation ends when all desired ACTIONS are taken or a RISKY ACTION fails. Opponent then activates a model.
Morale Phase
- Timing: At the end of any Turn.
- Test Trigger: When at least half of your warband is Down or Out of Action.
- Test: Roll on the Action Success Chart.
- Failure: Warband flees the battlefield, loses battle immediately.
- Multiple Warbands: If both warbands test, the smaller warband tests first.
- Optional Rule - Shaken: Instead of fleeing on failure, warband is Shaken. Actions taken by models in a Shaken warband are considered RISKY ACTIONS. After one turn, warband recovers. If fails Morale Test again (shaken or not), it flees as standard.
End of Turn
- After both players activate all models, the turn ends and a new turn begins.
- The player with the lowest model count remaining starts the new turn.
Denied Rule
- If rules conflict (one says can, other says cannot), prohibition takes precedence.
Fractions
- Always round up to the nearest whole number.
Going Over the Top
- All trenches have fire steps and footholds. Climbing out of them requires no RISKY ACTION test.
Model Accuracy
- "Be strict with yourself but lenient with others." (Regarding matching models to stated size, equipment, weapons, and armor.)
Warband Creation
- Starting Funds: 700 ducats for initial warband in campaign. 900 ducats and 8 Glory Points for one-off battles.
- Unspent Ducats: Go into strongbox for later use.
- Glory Points: Earned by valorous deeds in battle (see Glorious Deeds section). Generally not available at warband creation.
- Model Representation: Weapons, armor, equipment should be represented on models.
- Mandatory Models: Most lists include a mandatory model (usually commanding officer).
- Changing Loadout: Can change equipment, weapons, armor between battles (unless stated), but must obey limitations.
- Set Equipment: Some models come with set equipment that cannot be changed.
Limitations
- LIMIT (X): Cannot have more than 'X' of this item. Can exceed limit if looted/explored.
- ELITE only: Only usable by troops with the ELITE keyword.
General Equipment Rules
Unless stated otherwise, each warrior may carry:
- One two-handed ranged weapon OR up to two one-handed ranged weapons.
- One two-handed melee weapon OR up to two single-handed melee weapons.
- A single suit of armour and one type of headgear.
- One type of grenade.
- Any number of Equipment items (one of each type per model).
- Shields, Standards, Musical Instruments: Take one hand slot in both melee and ranged combat, cannot be switched out.
Characteristics Profile
- Model Name: Name of the model.
- Movement: Distance in inches model can move.
- Ranged: +/-DICE model adds to ranged attack rolls.
- Melee: +/-DICE model adds to melee attack rolls.
- Armour: Number subtracted from Injury Chart rolls when wounded.
- Base: Size of model's base.
- Equipment: Lists carried equipment and options.
- Abilities: Unique special abilities not covered by standard rules.
- Keywords: Listed keywords (troop types, common abilities).
Keywords
- +DICE: Modifier for ACTION rolls. Add one die to 2D6 pool for each +DICE. Roll all dice and pick two highest. (+1DICE = 3D6 pick two highest, +2DICE = 4D6 pick two highest).
- -DICE: Modifier for ACTION rolls. Add one die to 2D6 pool for each -DICE. Roll all dice and pick two lowest. (-1DICE = 3D6 pick two lowest, -2DICE = 4D6 pick two lowest).
- ACTION: Covers attacks (Melee/Ranged), Dashing, and other activities requiring an Action Success Chart roll. Can be modified by opponent using BLOOD MARKERS (-1 DICE penalty per marker).
- ARTIFICIAL: Not natural; constructed from non-organic elements.
- ASSAULT: Ranged attacks with this keyword do not prevent charging this activation. Charge requires only a single ranged attack with an ASSAULT weapon.
- BLACK GRAIL: Part of Black Grail faction.
- BLAST (X): Area of effect with radius X. Measured from target's base center (model) or point (ground). If successful, hits every model within radius with line of sight (not completely blocked by terrain).
- BLESSING MARKER: See Markers section.
- BLOOD MARKER: See Markers section.
- CONSUMABLE: Can only be used once. Lost after battle.
- CRITICAL: When attacking, add +2 DICE (instead of 1) to injury rolls if Critical Success (12+) on Action Success Chart.
- CUMBERSOME: Requires two hands to use (even for STRONG model). Ignores restriction when benefiting from Shield Combo.
- DEMONIC: Supernaturally tainted by Hell, vulnerable to holy powers.
- ELITE: Most senior/heroic models. Different rules for experience/advancement, and weapon/armour/equipment selection.
- FEAR: Enemies suffer -1 DICE in melee combat against this model. Some units immune. Models causing FEAR are not affected by FEAR.
- FIRE: Model hit suffers +1 BLOOD MARKER in addition to other effects.
- FIRETEAM: Model is part of a two-model Fireteam. Activated simultaneously, actions in any order, switching between models. If one member's activation ends forcefully (failed RISKY ACTION), both activations end. Allies cannot be part of Fireteam.
- GAS: Model hit suffers +1 BLOOD MARKER in addition to other effects.
- GOLEM: Constructed from lost Kabbalistic knowledge; hard to destroy. Treats Out of Action injury results as Down (unless Bloodbath rule used). Does not suffer additional BLOOD MARKERS from GAS weapons. Not affected by FEAR. Controlling player cannot remove BLOOD MARKERS.
- GRENADE: Ignores cover/long range penalties. Does not count towards ranged weapon limit. Can be used many times.
- HEAVY: Cannot move/dash and shoot during activation. Cannot roll D6 for charge move. Can only carry one HEAVY item. (STRONG models ignore this).
- HERETIC: Member of Heretic Legion faction.
- INFILTRATOR: Deploy anywhere out of line of sight of enemies,
8" from closest enemy. Deployed after other non-INFILTRATOR models. If restrictions prevent deployment, place in deployment zone. If scenario forbids infiltrators, deploy normally.
- LEADER: As long as not Out of Action, add +1 DICE to any Morale tests.
- NEW ANTIOCH: Part of New Antioch faction.
- PILGRIM: Part of Pilgrim faction.
- RISKY ACTION: See Action Success Chart.
- SHRAPNEL: Model hit suffers +1 BLOOD MARKER in addition to other effects.
- SKIRMISHER: When targeted by enemy charge, can immediately move D3" in any direction (except into Melee Combat). Can also move when charging enemy would enter Melee Combat but not target. After move, charge continues. Only one such move per charge. Must not be in Melee Combat.
- STRONG: Ignores HEAVY keyword effects (including one HEAVY item limit). Can use single two-handed Melee weapon as one-handed.
- SULTANATE: Part of Iron Sultanate faction.
- THE COURT: Part of The Court of the Seven Headed Serpent faction.
- TOUGH: If model would be taken Out Of Action, it is knocked Down instead. After being knocked Down this way once, it can be taken Out of Action as normal.
Goetic Powers & Spells
- General: Use suffering of mortals as spiritual energy. Requires BLOOD MARKERS to trigger (number in brackets, or range).
- Casting: BLOOD MARKERS are removed from game. Effect takes place (no ACTION roll needed, unless specified).
- Action Type: Goetic Spells are ACTIONS and can only be used once per activation. Some Goetic Powers are passive abilities.
- DEMONIC/BLACK GRAIL Restriction: BLOOD MARKERS cannot be taken from DEMONIC or BLACK GRAIL models to cast.