Reference: 8436554360475ES
Brand: Green Stuff World
Metal sheets for magnets
Metal sheets for magnets | Rubber Steel Sheet Self Adhesive
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Reference: 8436554360475ES
Brand: Green Stuff World
Metal sheets for magnets | Rubber Steel Sheet Self Adhesive
Reference: 8436554365050ES
Brand: Green Stuff World
Instant glue | CA glue
Reference: 5035167000490ES
Brand: Green Stuff World
Milliput Standard Yellow Grey - Epoxy putty for all kinds of applications.
Reference: 8435646509365ES
Brand: Green Stuff World
Black Plastic Bases | Black plastic base adapters 20-25mm
Trench Crusade is a grimdark skirmish-scale tabletop miniatures game born from the twisted vision of horror-artist Mike Franchina, sculptor James Sherriff, and former Games Workshop lead designer Tuomas Pirinen, famed for his work on Mordheim and Warhammer Fantasy Battles. This collaboration blends demonic lore, gritty trench warfare, and lavish art in a cataclysmic alternate history setting that hooks any Warhammer veteran immediately.
The origin of the game traces back to 2016 when Franchina began exploring the concept through evocative artwork and lore, building a narrative grounded in horror, faith, and the horrors of Hell unleashed on Earth. A Kickstarter campaign in August 2022 brought Sherriff aboard to sculpt the first miniatures, spreading the game into tangible form. Upon that campaign’s success, Pirinen joined forces in May 2023 to transform the setting into a fully playable tabletop game, releasing a preview of the rules in June 2023. The playtest rules have evolved, and currently the game is on version 1.6.3, released 18 April 2025.
Trench Crusade pits warbands in desperate combat nearly 800 years after a heretical crusader Templar opened a Gate of Hell in Jerusalem circa 1099, unleashing demonic forces upon the world. Now, in the Year of Our Lord 1914, humanity's last stand plays out in mud-choked trenches where bullets, bayonets, and unholy powers clash in a fight for souls.
The gameplay elevates the skirmish formula: free-form activations replace rigid phases—your model can dash, jump, shoot, charge, and dash again in one activation if you're daring enough. Failing a “risky action” ends your activation instantly—high risk, high reward, very Warhammer-esque tension.
Tuomas Pirinen’s pedigree shines through: a mordheim-style gritty feel, ruthless unit management, and deep narrative possibilities. His decades at Games Workshop designing Mordheim helped shape this game's feel. Mike Franchina’s visuals channel gothic nightmares akin to Diablo and Path of Exile (he’s worked on both), and James Sherriff’s sculpting complements with visceral miniatures.
Lore-wise, the world is divided into fanatical Trench Pilgrims, heretic cults, demonic armies, and fractured states all fighting on the infernal front. The setting is rich enough to support faction customization, conversions, and creative painting—a nod to hobbyists yearning for artistic freedom rather than cookie-cutter boxes.
Even the art direction is noteworthy: high-profile alumni from Games Workshop, such as John Blanche (ex-art director) and Dave Gallagher, contribute, giving it a unique, individualistic aesthetic that fans of grimdark will instantly spot.
As a Warhammer miniature grinder myself, Trench Crusade feels like a dark mirror to Mordheim: the same twisted warband tactics, the same brutal stakes, but drenched in demonic horror and theological madness. The Kickstarter’s success and free quick-start rules prove its appeal among hobbyists craving fresh, art-driven skirmish experiences.
In Trench Crusade, Hell is not a metaphor—it is a tangible, festering dimension of torment and war that can swallow warriors whole. When discussing what happens when you go to Hell in Trench Crusade, you’re talking about crossing the threshold into the very heart of the enemy’s realm, a place where the rules of our world no longer apply. It’s not just a change of scenery; it’s a total shift in how you fight, survive, and even think.
Hell is the source of the demonic invasion that has plagued Earth since the Gate was opened in Jerusalem centuries ago. The game’s lore makes it clear that those who set foot beyond the blighted no-man’s-land into Hell’s wastes are no longer on familiar ground. The air itself is poison, the sky burns with eternal fire, and the land is a living, hostile organism. Here, the damned march alongside monstrous demon legions, war machines of flesh and iron, and corrupted crusaders who long ago surrendered their souls.
Mechanically, entering Hell in a campaign or narrative scenario changes the stakes. Terrain shifts from muddy trenches and ruined cities to jagged obsidian cliffs, rivers of molten blood, and structures built from bone and sinew. Cover is scarce, and every piece of ground feels alive with malicious intent. Certain scenarios introduce “Hell hazards”—environmental effects like random eruptions of flame, demonic possession tests, or warp rifts that can drag a fighter screaming into the abyss.
For a warband, going to Hell means resource attrition ramps up fast. Supplies dwindle quicker, morale tests become harsher, and injuries can manifest as supernatural mutations rather than simple wounds. A soldier might lose an arm in battle, only for it to regrow as a twisted claw that affects their abilities. You may gain power in Hell, but it always comes at a cost.
The enemy in Hell is relentless. Unlike on the mortal front, there are no safe zones or truces. Patrols of lesser demons constantly harry your flanks, and great demon lords can appear mid-mission as roaming threats. These encounters are brutal, often forcing you to choose between completing your objective or cutting losses before your warband is annihilated.
Narratively, going to Hell carries weight. In some campaign arcs, characters captured in battle are dragged through Hellgates, forcing their comrades to mount rescue missions into the infernal realm. These rescue missions are some of the most dangerous undertakings in Trench Crusade, as the longer a prisoner remains in Hell, the more their will erodes, and the more likely they are to return as an enemy champion instead of a friend.
For hobbyists, Hell opens up a playground of creative modelling and painting opportunities. Warbands can be converted to show scorched armour, mutated limbs, or trophies taken from demonic foes. Boards can be built to replicate Hell’s twisted landscapes, offering a stark contrast to the mud and barbed wire of the mortal front.
When you ask what happens when you go to Hell in Trench Crusade, the short answer is: your warband enters the deadliest theatre of the Eternal War, where survival is uncertain, victory is pyrrhic, and every step risks damnation.
When people ask how to play Trench Crusade, the first thing to understand is that it’s a fast, brutal skirmish game set in a grimdark alternate 1914. Players command small warbands—elite squads of humans, zealots, heretics, or demons—fighting for survival across blasted trenches, ruined cities, and even Hell itself.
The game begins with warband creation. You select a faction, recruit models with a set points limit, and equip them with weapons, gear, and special abilities. Each fighter has a profile with stats like Movement, Ballistic Skill, Melee Skill, Toughness, Wounds, and Nerve. The variety of factions means every force plays differently, from disciplined Imperial troops to monstrous demon packs.
Once forces are ready, you set up the battlefield. Terrain is critical—line-of-sight blocking ruins, trenches that grant cover, and scatter terrain that adds tactical complexity. Missions are scenario-driven, with objectives like securing relics, eliminating key enemy units, or surviving waves of attackers. The mission will also dictate deployment zones and any special rules in play.
Trench Crusade uses alternating model activations rather than the traditional I-go-you-go turns. In your activation, a model can perform up to two actions, such as moving, shooting, charging, or interacting with objectives. The system is flexible—you could move, then shoot, shoot twice, or even move twice. However, certain “risky actions” may end your activation early if you fail a roll, adding tension to every choice.
Movement is straightforward, with standard and dash moves, climbing, and leaping handled via distance measurements. Cover is vital—standing in the open will get your fighters killed fast. The rules encourage aggressive use of terrain to block enemy fire, set up ambushes, or gain advantageous positions.
Shooting is resolved by rolling under your Ballistic Skill on a D20, modified by cover, range, and weapon traits. Weapons have unique profiles for damage, penetration, and special effects—bolt rifles punch through armour, while flame weapons can clear entrenched enemies. Ammo checks add another layer of realism, as running dry can leave you vulnerable.
Melee combat is brutal and decisive. Fighters roll under their Melee Skill to hit, and damage can drop enemies in a single blow. Certain weapons inflict critical hits that bypass armour or cause horrific injuries. Nerve tests can cause nearby troops to break and flee, representing the psychological horror of the battlefield.
Campaign play is where Trench Crusade shines. After each battle, surviving fighters gain experience, level up, and may suffer lasting injuries or mutations. You manage resources, recruit reinforcements, and upgrade gear between games. Losses hurt—every casualty has a story, and every veteran becomes a prized asset.
Victory conditions vary by mission, but the game rewards both tactical aggression and careful positioning. Even in defeat, your warband’s story continues, carrying scars, trophies, and grudges into the next battle.
Learning how to play Trench Crusade is as much about mastering the rules as it is about embracing the grim narrative. Every game feels like a chapter in a desperate war for survival, where skill, luck, and ruthless decision-making decide who lives and who is dragged into Hell.
When players ask what scale is Trench Crusade, the answer is that it’s designed for 32 mm heroic scale miniatures. This is the same scale used in many modern skirmish and wargaming systems, such as Warhammer 40,000, Necromunda, and Infinity, meaning your models will stand roughly 1.25 inches tall from base to eye level for an average human fighter.
In Trench Crusade, human soldiers, trench pilgrims, and inquisitorial agents typically measure between 31 mm and 33 mm, depending on pose and headgear. Larger models like demon champions, armoured monstrosities, or mechanical constructs can range from 40 mm to well over 60 mm, making them imposing centrepieces on the battlefield. The heroic scale proportions mean slightly larger heads, weapons, and details compared to true-scale 28 mm miniatures, which makes painting and converting them much easier.
Because it shares scale compatibility with other popular games, players can integrate existing miniatures, kitbash custom warbands, and use a huge variety of third-party bits. This opens the door to creative hobby work while maintaining consistent proportions for gameplay.
The 32 mm heroic scale also ensures terrain—whether trenches, ruined chapels, or infernal landscapes—matches the models perfectly, creating cinematic battles where every detail feels believable in the grimdark world of Trench Crusade.
If you’re wondering where to buy Trench Crusade miniatures, there are a few great options for building your grimdark warband. Official miniatures are produced by the creators of the game and licensed sculptors, but because Trench Crusade is set in 32 mm heroic scale, you can easily use compatible models from other ranges to represent your chosen faction. This flexibility makes it perfect for kitbashing and converting unique fighters.
For a wide selection of compatible miniatures, terrain, and hobby tools, Green Stuff World is an excellent source. They specialize in miniature games and modelling, offering resin bits, weapon sprues, skull packs, and scenic bases that fit perfectly with the gritty aesthetic of Trench Crusade. You can also find neoprene game mats for battlefield immersion, custom dice, measuring tools, and tokens for keeping track of in-game effects.
Green Stuff World’s resin accessories make it easy to add personal touches to your models—whether you want to give your trench pilgrims relic-laden armour or your demon warband twisted, mutated weapons. With the right mix of official models and custom conversions, you can create a warband that looks like it’s marched straight from the hellish frontlines of the Eternal War.
Legal Disclaimer
All trademarks, logos, and product names mentioned, including but not limited to Warhammer 40,000, Necromunda (Games Workshop Group PLC), Infinity (Corvus Belli S.L.), Trench Crusade (Mike Franchina, James Sherriff, Tuomas Pirinen), and any other titles, are the property of their respective owners. The use of these names in this text is solely for informational and descriptive purposes, with no intention to infringe on intellectual property rights, copyrights, or registered trademarks.
This content is not sponsored, authorized, endorsed, or affiliated with any of the owners of the aforementioned brands, nor does it imply any commercial relationship with them. Any reference is made solely to aid the reader's understanding within the context of informational content for miniature wargaming enthusiasts.
Furthermore, Green Stuff World is not associated, licensed, affiliated, or authorized by the creators or owners of Trench Crusade or any other brands mentioned. The mention of Green Stuff World is solely provided as an example of a general supplier of accessories and materials for modelling and wargames.
This text is provided for informational purposes only and is not intended to substitute, replicate, or compete with the official products or services of any registered brand.
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