Battlekit Glossary

Here you can compare any and all items. This glossary page contains a list of all Battlekit items in Trench Crusade. You can search for an item by name, or use the filters below to only show what fits your chosen criteria.

Filters

Alchemist Armour

Keywords

NEGATE GAS, NEGATE FIRE, -2 INJURY MODIFIER

Rules

Protection From Harm:

Add -1 INJURY DICE to Injury Rolls for attacks made by Weapons with the FIRE or GAS Keywords that target a model that has Alchemist Armour.

Lore

A suit of armour that protects against almost all harm. An essential tool of Alchemists’ craft, festooned with the Seals of Solomon, it grants mastery over the elements of Creation and shields the wearer from the devices of Hell.

Armour of Cobar

Keywords

-3 INJURY MODIFIER

Rules

Lead To Death:

Place 1 BLESSING MARKER next to a model that has the Armour of Cobar each time a friendly model is taken Out of Action.

Weight of Sins:

Add -1 DICE to the Risky Success Roll for a model that has the Armour of Cobar that is taking a Dash ACTION. In addition, a model wearing the Armour of Cobar cannot have a Shield.

Lore

A suit of armour fashioned after the mail worn by Cobar the Betrayer, the first Lord of the Sixty-Six. This black iron armour is forged in the death-factories of Hell from the souls of those who betrayed their friends in life. It rewards those who lead their followers and friends to ruin and death.

Armour of the Fly

Keywords

NEGATE SHRAPNEL, -2 INJURY MODIFIER

Rules

Insect Wings:

Change the Movement Characteristic of a model that has the Armour of the Fly to 8"/Flying

Sucked Dry:

After a model that has the Armour of the Fly makes a Melee Attack, it can immediately make a second Melee Attack with +1 DICE to the roll for the second attack. However, do not make an Injury Roll if the second attack hits the target; instead place 1 BLOOD MARKER next to the target model.

Lore

This suit of armour, crafted from black metal, embodies the visage of Beelzebub himself. It includes wings that propel its wearer into the skies at astonishing speed, and once it latches onto its opponent, its filth-ridden proboscis will suck the target dry.

Celtic Machine Armour

Keywords

-3 INJURY MODIFIER

Rules

Steadfast:

When a model that has this Battlekit suffers a Down result on the Injury table, it is treated as a Minor Wound result instead.

Celtic Bulk:

A model that has Machine Armour cannot be equipped with a Trench Shield.

Lore

Combining the rarest of divine metal alloys and the latest technology of New Antioch, machine armour makes its wearer a virtual tank.

Damascus Armour

Keywords

IMPERVIOUS, -2 INJURY MODIFIER

Rules

Inspiring Gift:

A model that has a suit of Damascus Armour is not sent back home until they suffer their 4th Battle Scar. In addition, a suit of Damascus Armour cannot be removed from a model during a campaign unless the model wearing it has been killed or been declared Unfit for Duty.

Lore

No armour more splendid exists within the Sultanate than this magnificent chain mail, forged from the very Iron Wall itself 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.

Ducal Winged Armour

Keywords

-3 INJURY MODIFIER

Rules

Myrmidon Wings:

Change the Movement Characteristic of a model that has the Ducal Winged Armour to 10"/Flying.

Steadfast:

When a model that has this Battlekit suffers a Down result on the Injury table, it is treated as a Minor Wound result instead.

Lore

Based on the prototype battlefield armour worn by Duke Constantine XI himself and his personal guard, known as the Myrmidons, these extremely rare and powerful suits are granted only to the most decorated soldiers. They feature a MKIII Myrmidon diesel engine and wings, painted and decorated to celebrate the deeds of the warrior who has “earned their wings”.

Holy Icon Armour

Keywords

IMPERVIOUS, -1 INJURY MODIFIER

Lore

This suit of armour is made of blessed icons and scripture scrolls written with the blood of saints.

Infernal Iron Armour

Keywords

IMPERVIOUS, -2 INJURY MODIFIER

Rules

Injuries against this model are rolled with a flat -2 penalty. This penalty applies against injuries that ignore armour.

Lore

This armour is forged simultaneously in Hell and on Earth, so that no weapon, whether Infernal or man-made, can overcome its protection.

Machine Armour

Keywords

-3 INJURY MODIFIER

Rules

Steadfast:

When a model that has this Battlekit suffers a Down result on the Injury table, it is treated as a Minor Wound result instead.

Bulky:

A model that has this Battlekit cannot be equipped with a Trench Shield and has a Charge Bonus of D3" instead of D6".

Lore

Combining the rarest of divine metal alloys and the latest technology of New Antioch, machine armour makes its wearer a virtual tank.

Reinforced Armour

Keywords

-2 INJURY MODIFIER

Lore

Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.

Sarcophagus Mine

Keywords

BLAST (X), -3 INJURY MODIFIER

Rules

Walking Bomb:

model that has a Sarcophagus Mine cannot have any other Battlekit. A model with a Sarcophagus Mine can take a Trigger ACTION. In addition, if an enemy model finishes a move within 3" of a model with a Sarcophagus Mine, you can interrupt its Activation and detonate the Sarcophagus Mine without having to take a Trigger ACTION.

Trigger:

When a model with a Sarcophagus Mine takes a Trigger ACTION, you must take a Risky Success Roll for the model with +1 DICE. If the roll is a failure, nothing happens (but you can try again the next time the model is Activated). If the roll is a Success or Critical Success, the Sarcophagus Mine detonates as described below.

Detonation:

When a Sarcophagus Mine detonates, all models (friend or foe) within 3" of the model carrying the Sarcophagus Mine and in its Line of Sight are hit by a Ranged Attack with the SHRAPNEL Keyword. Add +1 INJURY DICE to the Injury Rolls for models that are within 1" of the model carrying the Sarcophagus Mine. The model carrying the Sarcophagus Mine is then taken Out of Action.

Lore

Heretic Troopers can be encased in suits of thick armour that have been filled with explosives, which can be triggered by the Trooper when the enemy draws close.

Standard Armour

Keywords

-1 INJURY MODIFIER

Lore

With the advancements in metallurgy and technology, both Faithful and Heretic armies are well-equipped with suits of alloy armour that can withstand an impact from a bullet or turn aside the sharpest of blades. Standard armour is usually massproduced, but highly effective even against high-calibre weapons.

Tank Palanquin

Keywords

-3 INJURY MODIFIER

Rules

Bulky:

A model that has this Battlekit cannot be equipped with a Trench Shield and has a Charge Bonus of D3" instead of D6".

Steadfast:

When a model that has this Battlekit suffers a Down result on the Injury table, it is treated as a Minor Wound result instead.

Death From On High:

Add 3" to the height of a model that has a Tank Palanquin when determining if it receives the Elevated Position modifier for any Ranged Attacks that it makes.

Lore

Trench Ghost Heretic Priests sometimes ride into battle standing on top of an armoured platform called a Tank Palanquin. From their lofty vantage point, they rain destruction upon the foe.

Tarnished Armour

Keywords

NEGATE SHRAPNEL, NEGATE GAS

Rules

The suit counts as Reinforced Armour, a helmet and a gas mask. When an enemy declares a charge, they must charge the model wearing this armour if it is visible, not in cover and within 12” of the wearer. The charging model must be able to reach this model without climbing, leaping or crossing dangerous terrain. If the wearer of the armour is already in melee combat, this power has no effect.

Lore

This suit of armour gilded with gleaming gold comes with a helmet often with a beautiful, cherub-like face warped or corrupted in some way, such as with inhuman eyes or with the whole face twisted upside-down. Despite its splendour the armour is always tarnished by blood, offal or other kind of corruption. Merely seeing it fills mortals with incredible greed and makes the wearer an immediate target of their wrath as they attempt to tear it from them.