
Gettting Started with Trench Crusade Part II: A Skirmish for Beginners
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☦️ Trench Crusade Part II: The Procession of Chains
A Guided Narrative Skirmish for Beginners Using Artifex Fabricatum Miniatures
“The Ecclesiastic must reach the chapel. The Prophet has seen it in flame. You will carry her. You will burn the rest.”
Welcome back to the sacred trenches.
In Part I, we helped you build your first Trench Crusade warband using miniatures from the Artifex Fabricatum collection. Now it’s time to take the next step: a simple narrative mission designed for beginners.
This mission introduces basic game mechanics using a simplified version of One Page Rules: Grimdark Future – Firefight, a free, beginner-friendly skirmish system.
🎯 Mission Overview: The Procession of Chains
Your warband must escort a bound and unarmed Ecclesiastic Prisoner across a fog-choked battlefield. Heretics lie in wait.
- Players: 1–2
- Board Size: 2x2 ft
- Turns: 4
- Objective: Escort the Prisoner to the far board edge
- Ruleset: Based on OPR: Grimdark Future Firefight
🛠️ What You’ll Need
- 6 miniatures total (3 Crusaders, 2 Heretics, 1 Prisoner)
- A tape measure (in inches)
- A handful of d6 dice
- Simple terrain (trenches, rubble, craters)
- Optional: printed stat cards or tokens
🧱 The Warbands
Crusader Force (You)
- War Prophet – leader with melee weapon and aura of faith
- Trench Pilgrim – rifle-wielding foot soldier
- Witch Burner – short-range specialist
- Ecclesiastic Prisoner – unarmed; must be escorted to move
Enemy Force (Heretics)
- Ghoul Cultist – fast melee unit
- Heretic Gunner – basic ranged attack
This 3v2 scenario is balanced to help you learn gradually.
🎲 Simple Rules Summary (OPR-Inspired)
Each unit gets 2 actions per turn:
- Move (6")
- Shoot (if you have a ranged weapon)
- Charge (move into melee)
- Hold (gain defensive bonus)
- Escort (stay next to the Prisoner to let her move)
Combat:
- Roll 1d6 to hit (usually 4+)
- Roll 1d6 to wound (4+)
- Target rolls save (usually 5+)
- 1 wound = 1 casualty
🧭 Walkthrough: Turn 1 Example
Deployment
- Place your Crusaders on the left edge of the board.
- The Ecclesiastic Prisoner starts next to the War Prophet.
- Enemies will arrive on Turn 2 from the opposite edge.
Turn 1 – Your Activations
1. Trench Pilgrim
- Action 1: Move 6" forward into cover.
- Action 2: Hold (gain +1 to defense save if shot next turn).
2. Witch Burner
- Action 1: Move forward toward the centre trench.
- Action 2: Hold behind terrain.
3. War Prophet + Ecclesiastic Prisoner
- Action 1: Move 6" forward, staying base-to-base with the Prisoner.
- Action 2: Escort (the Prisoner moves 4" with you).
📌 Tip: The Prisoner cannot move unless a Crusader is escorting her.
Turn 2 – Heretics Arrive
From the right edge of the board:
1. Ghoul Cultist
- Action 1: Move toward the centre
- Action 2: Hide behind cover
2. Heretic Gunner
- Action 1: Move 6”
- Action 2: Shoot at the Witch Burner
→ Rolls a 5 = Hit!
→ Rolls a 2 to wound = Miss
→ No damage this turn
🏆 Victory Conditions
- Crusader Win: Escort the Prisoner off the far edge of the board by the end of Turn 4.
- Heretic Win: Kill the Prisoner before she escapes.
- Draw: If she’s alive but hasn’t escaped by Turn 4.
🎨 Painting Prompt: Ecclesiastic Prisoner
Tell his story through paint:
- Pale robes, rusted chains, and script tattoos
- Weathering, filth, and torn fabrics
- Relic or seal of penance strapped to her chest
Every miniature is a character. Even the silent ones.
🔜 What’s Next?
In Part III, we’ll introduce:
- Warband progression and experience
- Narrative consequences: injuries, relics, blessings
- Campaign play for solo or groups
🛒 Build Your Warband
📸 Tag @artifexfabricatum with your painted warbands
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