Injuries

During games of Trench Crusade, models can be injured by attacks, falling from high terrain, or when trying to move through Dangerous Terrain. Regardless of how it occurs, when an enemy model suffers an injury, you must make an Injury Roll for the model as described in Making an Injury Roll.

An Injury Roll is made in a similar way to a Success Roll, by taking 2D6, adding extra dice to the roll, and then picking the two highest or lowest dice and adding them together. However, when you make an Injury Roll, INJURY DICE and

Injury Modifiers
may be added to the roll instead of
+/
- Dice
.

INJURY DICE: + or - INJURY DICE are added to an Injury Roll in the same way that

+ Dice
or
- Dice
are added to a Success Roll.

INJURY MODIFIER: + or -

Injury Modifiers
are applied to the Injury Roll. Make the Injury Roll, adding any + or - INJURY DICE, and then add or subtract any
Injury Modifiers
from the roll. The maximum -INJURY MODIFIER cannot be more than -3 in total.

For example, an Injury Roll has a

+1 Injury Dice
modifier and a
-1 Injury Modifier
. 3 dice are rolled, resulting in a 2, 4 and 5. The two highest dice are used, giving a roll of 9. Then the
-1 Injury Modifier
is applied, subtracting 1 from the roll and changing it to an 8. The roll is looked up on the Injury Table, which gives a Down result for the Injury Roll.

Bloodbath Rolls

When you make an Injury Roll for an enemy model, you can spend 6

Blood Markers
(or 3
Blood Markers
if the target is Down) to convert the Injury Roll to a Bloodbath Roll. To make a Bloodbath Roll, roll 3D6 and add all 3 dice together. Add +/- INJURY DICE and +/-
Injury Modifiers
in the same way that you would to an Injury Roll, except that you pick the 3 highest or 3 lowest dice in the roll instead of the 2 highest or lowest.

If a rule changes the number of dice that are rolled for an Injury Roll – for example, if a rule said you can roll 3D6 for an Injury Roll instead of 2D6 – then you would still roll the extra D6 if the Injury Roll was converted into a Bloodbath Roll. This would mean that the Bloodbath Roll would be made on 4D6.

Making An Injury Roll

To make an Injury Roll for a model, carry out the following steps:

  • Take two D6.
  • Add any
    +/
    - Injury Dice
    .
  • Roll all of the dice.
  • Pick the 2 highest dice if any
    +injury Dice
    were added to the roll, or the 2 lowest if any
    -injury Dice
    were added to the roll.
  • Add the two dice together.
  • Add any +/-
    Injury Modifiers
    to the roll.
  • Look up the roll on the Injury Roll Table below.

Injury Roll Table

1 (or less)No Effect. The model is unharmed, and the injury has no effect.
2-6Minor Hit. Place
1 Blood Marker
next to the model.
7-8Down. Place
1 Blood Marker
next to the model and mark them as being Down. If the model is already Down, place
2 Blood Markers
next to the model instead of 1.
9+Out of Action. The model has been seriously injured or killed and is removed from play.

Common Injury Roll Modifiers

The following modifiers are cumulative, The maximum -

Injury Modifier
cannot be more than -3 in total:

Blood Markers: Add

+1 Injury Dice
for each
Blood Marker
that is spent.

Critical Success: Add

+1 Injury Dice
.

Down: Add

+1 Injury Dice
for a Melee Attack if the target is Down.

Trench Shield: Add

-1 Injury Modifier
(can be combined with Standard or Reinforced Armour).

Standard Armour: Add

-1 Injury Modifier
.

Reinforced Armour: Add

-2 Injury Modifier
.

Machine Armour: Add

-3 Injury Modifier
(cannot be combined with a Trench Shield).

Tough: The first time a

Tough
model is taken Out Of Action, it is taken Down instead.

Gameplay Example

A Heretic Trooper makes a Ranged Attack that hits a Trench Pilgrim Castigator who has 2

Blood Markers
and Standard Armour. The Heretic player decides to use both
Blood Markers
to make the shot more likely to injure. The Heretic player takes 4D6 (2D6
+2 Injury Dice
from the
Blood Markers
) and rolls 2, 5, 4 and 1. Since two +INJURY DICE were added to the roll, the two highest numbers are used for the Injury Roll, giving a total of 9. The Castigator’s armour adds
-1 Injury Modifier
, so the total is reduced by 1, to give a modified roll of 8. The Heretic player consults the Injury Table and finds that the Pilgrim is Down!

Down

The following rules apply to a model that is Down:

  • If a model is taken Down during its Activation, its Activation ends immediately.
  • Add
    -1 Dice
    to any rolls you take for a model that is Down.
  • Add
    +1 Injury Dice
    for a Melee Attack if the target is Down.
  • A model that is Down cannot be moved for any reason until it stands back up.
  • A model that is Down stands back up when it is next Activated. However, its Movement Characteristic is halved for the rest of the Activation (including the bonus for charging).
  • A model that is within 1" of a ledge when it is taken down may Fall off the ledge. Take a Success Roll for the model. If the roll is a Success, the model is taken Down but does not Fall off the ledge. If the roll is a Failure, the model Falls from the nearest ledge and is then taken Down .

You can show that a model is Down by placing a marker next to the model (such as a wooden cube) or by laying the model on its side. If you choose to place the model on its side, lay it down in such a way that the centre of the model lies over the point where the centre of its base was located (do not add

-1 Dice
for the model being Down as it has not been taken Down yet). When measuring the range to or from a model that is Down, you can measure from any part of the model, not just from its base. Note: A model lying on its side will be more difficult to see, but otherwise the two methods are identical, and you may decide which to use for your models.