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Core Rules

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Turn Sequence

  1. 1. InitiativeFewest models on the table gets Initiative. Ties roll off.
  2. 2. ActivationPlayers alternate activating 1 model each. Take ACTIONS in any order (each once).
  3. 3. MoraleIf half your models are Down/Out of Action, take a Success Roll. Fail twice in a row and you lose.

Actions (each once per Activation)

Move

Move up to Movement Characteristic. Cannot end within 1" of enemy.

Charge

Pick visible enemy within 12". Roll D6 + Movement and move toward target.

Retreat

Move away from enemies within 1". Opponent gets 1 free Fight attack.

Dash

Extra move equal to Movement. Requires a Risky Success Roll first.

Shoot

Ranged Attack if 1"+ from enemies. Cannot also Charge/Fight (unless ).

Fight

Melee Attack if within 1" of enemy.

Success Roll (2D6)

2–6Failure
7–11Success
12+Critical Success+1 INJURY DICE

Injury Roll (2D6)

1 or lessNo Effect
2–6Minor Hit1 BLOOD MARKER
7–8Down1 BLOOD MARKER + model goes Down
9+Out of ActionRemoved from play

Ranged Modifiers

Elevated (3"+ higher)+1 DICE
Target in Cover-1 DICE
Long Range (over half max)-1 DICE

Melee Modifiers

Two Melee Weapons (2nd attack)-1 DICE
Target has -1 DICE
Defended Obstacle-1 DICE
Diving Charge (3"+ above)+1 DICE (Risky)

Markers Cheat Sheet

Blood Markers(max 6)

Opponent spends: -1 DICE to Success Rolls or +1 INJURY DICE to Injury Rolls. Bloodbath: spend 6 (or 3 if Down) to roll 3D6.

Blessing Markers(max 6)

You spend: +1 DICE to Success Rolls or -1 INJURY DICE to Injury Rolls.

Comprehensive Rules

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