Blood Markers

During a battle, your warriors can be wounded due to enemy attacks, the use of supernatural powers, falling from great heights, and so on. In Trench Crusade, injuries are represented using

Blood Markers
. In addition to physical injuries,
Blood Markers
can represent exhaustion, concussion, shellshock, mental strain, and so on.

Placing Blood Markers

Each time one of your models suffers a wound, place a BLOOD MARKER next to it. A model cannot have more than 6

Blood Markers
at any time. When a model gets to this point, ignore any instructions to place more
Blood Markers
next to it until there are less than 6.

Spending Blood Markers

MARKERS, your opponent can declare that they are spending one or more of them, removing the model’s

Blood Marker
S as they are spent. For each
Blood Marker
that is spent, add
-1 Dice
to the Success Roll. For example, if you were making a Success Roll for a model that had 3
Blood Marker
S, then the opposing player could choose to spend 1, 2, or all 3 of the
Blood Marker
S to add -1, -2, or
-3 Dice
to the Success Roll.

Alternatively, when your opponent makes an Injury Roll for a model from your Warband that has

Blood Marker
S, they can declare that they are spending one or more of them, removing the model’s
Blood Marker
S as they are spent. For each
Blood Marker
that is spent, add
+1 Injury Dice
to the Injury Roll, making a serious injury far more likely.

Gameplay Example

A Trench Pilgrim has sustained a wound during the battle and has a

Blood Marker
. A Heretic Trooper shoots at the Pilgrim with a bolt action rifle, rolls an 8 and hits! The Heretic player decides to use the
Blood Marker
to make the shot more likely to injure. The Heretic player rolls 3D6 (2D6
+1 Injury Dice
from the spent marker) and consults the Injury Chart. The roll is 5, 1 and 4. Since one
+1 Injury Dice
was used, the player picks the two highest numbers which total 9. The Pilgrim is taken out of action!

❤️ Support Trench Companion for an ad free experience