Gloryseekers Campaign
Version 1 · Uses the Trench Crusade campaign rules with the changes described here.
| Rule | Standard Campaign | Glory Seekers |
|---|---|---|
| Warband creation | 700 ducats, no glory, choose a Patron | Unchanged |
| Reinforcements | Reinforce or Explore after each game | Top up to the Threshold Value, then Explore |
| Exploration | Dice increase over the campaign; Common, Rare and Legendary tables | Always 3 dice; one table |
| Glory Items | Unlocked by discoveries | All available from the start |
| Discovered Battlekit | Keeps its Cost in ducats | Has a Glory Value instead |
| Field Strength | Limits the size of a Force | Not used |
| Captured | Ransom negotiated | The captor takes 1 piece of Battlekit |
| The Underdog | No rule | Buys one-game advantages in the Gloryseeker Shop |
| Winning the campaign | Campaign Victory Points | 3 points per win, 1 per draw |
Create your Warband using the normal rules: 700 ducats, no glory and a Patron of your choice. Your Warband's Threshold Value increases after each game as shown on the Warband Threshold Table. Field Strength is not used.
The Reinforcements Step is replaced by the Top Up Step, and every Warband takes the Exploration Step after every game. All other steps of the Campaign Phase are used as normal.
Add up the Cost in ducats of all the models and Battlekit in your Warband. If the total is less than the Threshold Value of the game you have just played, add the difference to your Strongbox. You keep your Strongbox and Arsenal.
The Threshold Value rises by 100 after each game. If your Exploration Roll is less than 10, your loot will not cover the difference, and your Warband will start the next game below its Threshold Value.
Roll 3 Exploration Dice and add them together. This is your Exploration Roll. The number of Exploration Dice does not increase as the campaign goes on.
You can re-roll one of the Exploration Dice. If you won the game that was just played, you can re-roll another Exploration Dice (you cannot re-roll the same Exploration Dice twice).
Consult the Glory Seekers Exploration Table to see what you have discovered, then collect loot equal to 10 times your Exploration Roll in ducats. Results of 2 and 19 can only be reached by modifying the Exploration Roll with Antikythera.
If your Warband has already discovered the result you roll, you discover the next lowest result it has not discovered instead. If it has discovered every lower result, you discover the next highest result instead. You still collect loot for the Exploration Roll you made.
Glory Value: Battlekit and models discovered through exploration have the Glory Value shown instead of their normal Cost in ducats, and do not count towards your Threshold Value. Battlekit taken from The Host of Sennacherib is the exception, and keeps its normal Cost in ducats.
| Roll | Location | Discovery | Glory |
|---|---|---|---|
| 2 | The Host of Sennacherib | Choose another Faction. Add Battlekit worth up to 100 ducats from that Faction's Armoury Tables to your Arsenal. Any restrictions on the Battlekit still apply, but it can be given to your models as if it were from your own Armoury Tables. | Ducats |
| 3 | Lock of Samson's Hair | Add a Lock of Samson's Hair to your Arsenal. A model with a Lock of Samson's Hair gains the STRONG Keyword. In addition, add +1 INJURY DICE to rolls for Melee Attacks made by the model. | 5 |
| 4 | Saintly DNA | Pick 1 model and note it has been treated with Holy DNA. When you Activate the model, before it carries out any Actions, you can remove 1 Blood Marker or Infection Marker from it and replace it with a Blessing Marker. | 4 |
| 5 | Takwin Homunculus | Add a Takwin Homunculus from the House of Wisdom Variant Warband to your Warband. It has the Human Hands Alchemical Formula, plus Alchemical Formulas worth up to 50 ducats for free. It has the GOLEM Keyword and replaces the SULTANATE Keyword with your Faction's Keyword. It uses your Armoury Tables, is treated as an Ally, and can never be Promoted or receive more Alchemical Formulas. | 5 |
| 6 | Diesel Knight | Add Machine Armour or an Anti-Tank Hammer to your Arsenal. It can only be given to a model with the ELITE Keyword. | 4 |
| 7 | The Tarantella Drum | Add The Tarantella Drum to your Arsenal. | 2 |
| 8 | The Damascus Basket | Add The Damascus Basket to your Arsenal. At the start of each game, before deployment, pick 1 friendly model on a base of 40mm or smaller. It gains the INFILTRATOR Keyword for that game. | 2 |
| 9 | The Drift | Add one of the following to your Arsenal: Armour-Piercing Bullets (Glory Value 1), a Shrapnel Shotgun (Glory Value 1) or a Marlinspike (Glory Value 2). | 1–2 |
| 10 | Antikythera | Your Warband gains the Antikythera Exploration Skill. When you make an Exploration Roll, after any re-rolls, you can add or subtract 1 from the result. | 0 |
| 11 | At the Feet of Gamaliel | Choose one: 1 model with the ELITE Keyword gains 2 Experience Points, or 1 Troop of your choice is immediately Promoted. If you Promote a Troop, reset your tally of failed Promotion Dice. You cannot have more than 6 models with the ELITE Keyword. | 0 |
| 12 | Remote Shrine | Pick 1 model and note it has been blessed. At the start of each game, place 1 Blessing Marker next to the model. | 3 |
| 13 | The Fires of Melita | For the rest of the campaign, add +1 DICE to Morale Checks for your Warband. | 2 |
| 14 | The Mantle of the Furnace | Add The Mantle of the Furnace to your Arsenal. | 4 |
| 15 | Crow's Nest | Add a Serpent Assault Gun or an Anti-Materiel Rifle to your Arsenal. It can be given to a model of any Faction. | 3 |
| 16 | Castaway | Add a Castaway to your Warband. | 3 |
| 17 | The Grotto of St Paul | Add St Paul's Handkerchief to your Arsenal. In any future Quartermaster Step, you can use it to remove all Battle Scars and their Injuries from 1 model. Remove it from your Warband Roster after it is used. | 0 |
| 18 | Right Hand of St Paul | Pick 1 model in your Warband. It gains an extra hand, so it can carry one more 1-Handed piece of Battlekit. In addition, it can make an attack with each of its Ranged Weapons when it takes a Shoot Action. | 5 |
| 19 | Vault of Solomon | Pick 1 model in your Warband. It gains one Skill of your choice from any of the Skill Tables or from any Patron. | 0 |
| Battlekit | Type | Keywords & Rules |
|---|---|---|
| The Tarantella Drum | Equipment, 1-Handed, HELD | Counts as a Musical Instrument. Fanfare: add +1 DICE to Risky Success Rolls for friendly models that are taking a Dash Action and are within 4″ of one or more models with a Musical Instrument. War Shanty: a friendly model within 4″ of a model receiving the Fanfare bonus also receives it. |
| Shrapnel Shotgun | Ranged Weapon, 12″, 2-Handed | +1 DICE, −1 INJURY DICE, SHOTGUN, SHRAPNEL, BAYONET LUG, SHIELD COMBO |
| Marlinspike | Melee Weapon, 2-Handed | ARMOUR PIERCING, CUMBERSOME, SHIELD COMBO |
| The Mantle of the Furnace | Equipment | NEGATE FIRE, NEGATE GAS, NEGATE SHRAPNEL |
Use the Trauma Table as normal, with the following change.
| 12 | Captured |
|---|---|
| The enemy captures the model. Your opponent picks 1 piece of Battlekit the model has and adds it to their Arsenal. They can give it to their models even if their Faction could not normally have it, but all other restrictions still apply. The model is then released. Treat this result as a Full Recovery. |
From the second game of the campaign onwards, compare the Gravitas of both Warbands before each game. The Warband with the lower Gravitas is the Underdog, and can buy items from the Gloryseeker Shop.
The Underdog can spend glory equal to the difference between the two Warbands' Gravitas. Items are bought once both players know the scenario they will play, before either side deploys. Each item can be bought up to its Limit, and only lasts for the game it is bought for.
Gamble Pool: Any glory the Underdog does not spend is placed in the Gamble Pool. If the Underdog wins the game, they gain the glory in the Gamble Pool. If the game is a draw or a loss, the glory is lost.
| Item | Effect | Glory | Limit |
|---|---|---|---|
| Artillery Strike | Use between turns, from the end of the first turn onwards. Pick any point on the battlefield and place a 3″ blast marker there. Take a Success Roll with −1 DICE. If the roll is a Failure, the marker scatters. Make an Injury Roll with +1 INJURY DICE and the SHRAPNEL Keyword for every model, friend or foe, under the marker. | 4 | 1 |
| Sultanate Grand Cannon | Deploy a Sultanate Grand Cannon gun battery in your deployment zone. It follows the normal rules for a Grand Cannon gun battery. | 4 | 1 |
| Blessing Markers | Place 2 Blessing Markers per glory spent next to your models at the start of the game. | 1 | 3 |
| Ignore an Out of Action Result | Once, when one of your models would be taken Out of Action, it is Down instead. Each purchase can be used once. | 3 | 2 |
| To the Bitter End | Morale Checks for your Warband are always a Success this game. | 3 | 1 |
| Preparatory Bombardment | Before deployment, place 3 bombardment markers anywhere on the battlefield, at least 12″ apart. After deployment, randomly pick 1 marker. Place 1 Blood Marker next to every model within 3″ of it, then take a Success Roll for each of those models. If the roll is a Failure, the model is Down. | 3 | 1 |
| Sapper's Mine | After deployment, secretly write down a point on the battlefield outside both deployment zones. The first time an enemy model moves within 2″ of it, reveal the mine and make an Injury Roll with the SHRAPNEL Keyword for that model. The mine is then removed. | 2 | 2 |
| Item | Effect | Glory | Limit |
|---|---|---|---|
| Over the Top! | At the start of a turn, add +1 DICE to Risky Success Rolls for friendly models taking a Dash Action during that turn. | 2 | 1 |
| Night Raid | Up to 2 models on a base of 40mm or smaller gain the INFILTRATOR Keyword. | 4 | 1 |
| Scouting Report | You choose the deployment zones, and your opponent deploys their whole Warband first. Models with the INFILTRATOR Keyword still deploy last. | 2 | 1 |
| Seize the Initiative | At the start of a turn, you have the Initiative without rolling. | 1 | 1 |
| Drilled Fighters | 1 model adds +1 DICE to its Ranged and Melee Characteristics. | 2 | 2 |
| Fleet of Foot | Add +1 DICE to Risky Success Rolls for 1 model when it takes a Dash Action. | 1 | 3 |
| Steeled Hearts | Models in your Warband gain the NEGATE FEAR Keyword. | 2 | 1 |
| Trench Plate | Subtract 1 from the Armour Characteristic of 1 model. | 1 | 3 |
| Gas Masks | Give a Gas Mask to up to 5 models. | 1 | 1 |
| Helmets | Give a Combat Helmet to up to 5 models. | 1 | 1 |
| Climbing Hooks | Risky Success Rolls for 1 model to Climb or Jump are always a Success. | 1 | 2 |
| Marksman's Scope | The Ranged Weapons of 1 model gain the IGNORE LONG RANGE Keyword. | 1 | 2 |
| Rum Ration | Add +1 DICE to Morale Checks for your Warband. | 1 | 1 |
| Item | Effect | Glory | Limit |
|---|---|---|---|
| Warband Re-roll | Re-roll a failed Success Roll or Risky Success Roll for one of your models, with the same modifiers as the original roll. If a re-rolled Risky Success Roll is a Success, the model's Activation does not end. | 1 | 3 |
| Steady Nerves | Re-roll a failed Morale Check, with the same modifiers as the original roll. | 1 | 1 |
Gravitas is the strength of a Warband, measured in glory. It is used to find the Underdog before each game, and to determine how much glory the Underdog can spend in the Gloryseeker Shop. The Gloryseekers Power Calculator works out Gravitas from your Trench Companion Warband.
| Part | What It Counts |
|---|---|
| Base | The Cost in ducats of all the models and Battlekit on your Warband Roster, up to the Threshold Value of the game, divided by 25. |
| Glory Items | The glory value of everything with a glory Cost, including Battlekit and models discovered through exploration. |
| Vestiges | The value of each Skill, Injury and exploration effect in your Warband. Injuries reduce your Gravitas. Only things that affect a battle are counted - effects that only matter between games (such as Antikythera or Experience Points) are worth 0. |
| Avarice | Half of the unspent glory your Warband has. |
| Faction Adjustment | A fixed adjustment for some Factions. The Papal States Intervention Force subtracts 8. |
The winner of each game scores 3 Campaign Points, and each player scores 1 Campaign Point for a draw. The Warband with the most Campaign Points at the end of the campaign is the winner.
Rules for Missions, Mercenaries, and Late Starts & Missed Games will be added before the campaign concludes.