☠️ Trench Crusade — Join the Holy War ☠️
- alexrea123
- 9 hours ago
- 4 min read
There’s a growing sense of excitement at the club — and it’s all thanks to Trench Crusade.
If you’ve been hearing whispers about gas masks, holy relics, and brutal skirmishes in a world twisted by war and faith, now’s the time to take the plunge.
Trench Crusade, is a grim dark, lore-rich, miniature, skirmish game that blends the horrors of World War I with occult mysticism and religious zealotry.
It’s small-scale, highly thematic, and incredibly accessible — with warbands costing around £5–£10 to print.
Whether you’re a painter, a tactician, or a lore lover, there’s something here for you.

What is Trench Crusade?
Set in an alternate 20th century where the world has been consumed by holy war, Trench Crusade takes place in the Trenches — filled with relics, monsters, and madness.
You lead a warband of fanatical soldiers, inhuman horrors, or occult agents to do battle in the name of one of the great powers.
This is not just a fight for survival — it’s a crusade of blood letting, bone breaking, and burning belief.
Building Your Warband
Warbands are small squads designed for quick, brutal games on compact terrain.
Most models can be equipped with gear and weapons using Ducats, the game’s currency.
A one off skirmish is played using 900 Ducats, though crusades begin with 700 Ducat games, perfect for intro sessions.
Each faction has its own unit list, with unique special rules, lore, and equipment options. You choose a leader and fill out your warband with infantry, specialists, and support pieces — all statted out in the faction PDFs (freely available online).

🎲 Trench Crusade Core Mechanics – The Essentials
Action Economy
In Trench Crusade, the action system is fluid and model-focused. During each game turn:
Players alternate activating one model at a time until all models have acted.
During its activation, a model can take as many actions as you want, in any order — but each action can only be used once per activation unless otherwise noted.
Common actions include:
Move
Dash (a RISKY ACTION)
Make a Ranged Attack
Make a Melee Attack
Charge (adds D6" to movement toward a visible enemy)
Retreat
Risky Actions (like Dash, Climbing sheer walls, or Diving Charges) end the model’s activation immediately on failure.
🎯 Action Resolution – The Success Chart
To resolve many actions, you'll roll on the Action Success Chart:
Base Roll: 2D6 Modifiers: Add or subtract +DICE or −DICE
+DICE: Roll extra dice and keep the highest two
−DICE: Roll extra dice and keep the lowest two
If you have both + and − dice, they cancel out 1-for-1
Action Success Table:
2–6 = Failure
7–11 = Success
12+ = Critical Success Ranged and Melee attacks that critically succeed get +1 DICE to the Injury Roll.
This elegant system keeps the pace fast, while still allowing for tactical buffs and penalties.
🩸 Blood Markers – Wounds and Fatigue
When a model is wounded (via attacks, falls, powers, etc.), it gains Blood Markers, tracked using red dice. These represent not just injury, but also exhaustion, shock, and trauma.
How Blood Markers Work:
Each marker can be spent by the opponent to:
Apply −1 DICE to your next Action roll
Apply +1 DICE to Injury Rolls against that model
Your opponent can spend multiple markers on a single roll.
BLOODBATH:
Spend 6 Blood Markers (or 3 if the target is Down) to roll an extra die on an Injury Roll and add it to the total.
This stacks — so brutal finishes become possible with high marker counts.
💥 The Injury Chart
When an attack hits, roll 2D6 on the Injury Chart (plus any ±DICE). Keeping the two highest (or two lowest, depending).
Injury Results:
1 or less – No effect
2–6 – Minor Hit → +1 Blood Marker
7–8 – Down
Model gets +1 Blood Marker and falls prone
−1 DICE on all actions
Can attempt to Stand on activation, but movement is halved
9+ – Out of Action
Remove the model from the game
Apply post-game consequences (e.g. Serious Injury if in a campaign)
Modifiers:
+DICE from Blood Markers, Downed status, weapon effects, etc.
−DICE from armour or Trench Shields Club Support – Get Started for around a Tenner!
Wrexhammer is fully behind the Trench Crusade movement — and we want to help you dive in.
The club is printing themed terrain to bring the claustrophobic trenches to life.
Dave Harkness has kindly offered to 3D print warbands for anyone looking to try the game.
A basic warband will only set you back £5–£10 — an incredibly low barrier to entry.
Intro games are starting soon, so keep an eye on the Facebook group and club nights for announcements.
🔥 Ready to Battle?
If you’ve ever wanted to command a holy warband, purge mutant cultists, or crawl through damp bunkers in search of glory — Trench Crusade is for you.
Speak with Dave, or any of the club admins for help getting started. They will be happy to share links to resources, list-building tips, and get you matched up for an intro game.
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