Scale and Measurements

Gloom Trench 1926 is designed so it can be played in both 15 and 28mm scales. As such, we need to keep in mind that measurements won’t be the same. If a model is moving 5” in 28mm scale, it won’t be moving 5” in 15mm!!


For 28mm games, we suggest you use inches. 


For 15mm games, we suggest you use centimetres. 


So, to deal with this we will not be using either “ or cm during these rules to denote distance to avoid confusion – such as 5” or 5cm. Instead, we will use MU, which stands for Movement Unit


As such, 1MU can be considered but 1” and 1cm, and 5MU is 5” and 5cm. 

Miniatures and Units

The game makes use of miniatures, some grouped together into Units.

Unit Profile 

A profile has the following stats:


  • Combat – The type of dice the Unit rolls when making a Combat attack
  • Damage – The damage the model causes when makes a successful Combat attack
  • Defence – The type of dice the Unit rolls when defending against Combat attacks
  • Save – The type of dice the Unit rolls when making a saving throw.
  • Wounds – The amount of damage a model can take before it is removed.
  • Command – The value of the Unit’s command ability. 
  • Special Rules – Any Special Rules the Unit has.
  • Unit Orders – Any Unit Orders the Unit has.
  • Unit Composition – the types and quantities of models in the unit
  • Equipment – what equipment the Unit is armed with.


The equipment listed on a profile will represent the weapons the Unit can make shooting attacks with during the game. Each weapon will have its own set of stats:

  • Short – the range and dice type for a shooting attack within short range
  • Medium – the range and dice type for a shooting attack within Medium range
  • Long – the range and dice type for a shooting attack within Long range.
  • Special Rules – Any Special Rules the weapon has.

Units and Squads

During the rules, we will refer to Units and Squads. These are similar definitions, both a Unit and a Squad are made up of a single group of models from a single profile, such as Riflemen or MMG Team, but with two key differences.


  • A Squad is denoted by the keyword Squad on its profile and will always contain more than one model.
  • A Squad must start the game with at least one model in the unit with the keyword ‘Squad Leader’.
  • A Unit can contain one or more models.


As such, whenever the rules refers to a Unit, it’s referring to any single group of models from a single profile


When referring to a Squad, the Unit must have the Squad keyword to be affected by the rule.


Either way, both a Unit and a Squad is subject to the Coherency.

Squad Leader

Each Squad will start the game with a Squad Leader. This is a model in the unit that has the ‘Squad Leader’ Keyword.


Squad Leaders are important as they allow the unit to make use of Unit Orders


Models in a Unit must remain in Coherency of other models in their Unit. To do this, simply ensure that all models within 2MU of at least one other member of the unit and every model in the Unit are within 6MU of the Unit’s Leader. If a Squad Leader is lost during the game, players should nominate a new model to be the Leader for the purposes of Coherency ONLY.


When a Unit activates, check that each model is within coherency.


If a unit finds itself with models out of Coherency when it activates the Unit automatically receives a Stress token and the unit must be issued an Advance order. The player must use the Advance order as best they can to try and get the Unit back into Coherency.


Models can be based however the players wish, Whilst the game measures from base edge to base edge having a larger base than your opponent doesn’t really give an advantage as what you gain in that bigger base you lose by having a bigger base.


As the basing doesn’t matter to the game, the opportunity for multi-basing is opened up. Multi-basing is to have more than one model on a single base. There are advantages and disadvantages to doing this in Gloom Trench 1926 however.


Multi-basing gives the players the opportunity to make mini dioramas with each multi-base. A visually inspiring action scene to really bring your game alive.


When measuring, you still measure from/to the edge of the base, just count the number of models as being in/out of range if the base is in/out of range. 


Just remember, even though it’s a single base, it actually counts as the number of models mounted on it.


When measuring, the player should measure from the closest point of a base to the closest point  of the target base.


When measuring between points such as terrain then measure to the closest point of that item.

Random Direction

Sometimes you are asked to randomise a direction. Maybe a mortar shell isn’t on target for example and we need to know where it lands. As such, we will ask you to determine a random direction, there are a number of ways you can do this.


  • Scatter die: if you have a scatter die you can use this. These dice have an arrow on all the faces. You simply roll them and the arrow determines the direction.
  • Use a D8 or D12: Simply roll a single D8 or D12, then look at the top face. Above the number will be a point. Use the point as the indicator of the random direction.


In addition to the direction you will need a distance the event moves. This is normally stipulated on the rule and could read something like ‘move it in a random direction D6 inches’, in which case once the direction has been determined roll a D6 and move the point the number rolled in inches.


If the point that is being moved leaves the table, the effect is lost.


The game uses three types of dice, D6, D8 and D12. Players will need about 10 of each dice type. 


We also make use of  D3 and D2. These are simply a D6 rolled then you do the following:


  • D3: roll a D6, half the result rounding up. For example, if you rolled a 5 you would half it, 2.5, then round up to 3.
  • D2: roll a D6, counting 1,2 and 3 as ‘1’, and 4, 5 and 6 as ‘2’


When a dice is rolled, the value shown on the dice’s face is the ‘Natural Roll of the dice roll.

Target Number

The game uses a Target Number  system, written as TN from this point forward. When you are required to make a roll against the TN, roll the dice and look for any results that equal or exceed 5. This TN never changes, when you make a roll you are always looking for a 5 or higher


The game uses two different types of modifiers, the first of which is the Roll Modifier. These modifiers allow the player to modify the result of their dice roll, and they come in negative and positive modifiers.

Roll Modifiers

Roll Modifiers are written as +1 or -1 for positive and negative respectively, and the number after the +/- symbol is the amount you modify the roll by.


When a dice roll is modified the resulting value is known as the ‘Modified Roll’ of the dice roll.


For example, a +2 would allow the player to add 2 to the result of their roll. So, if they rolled a 4, they would add 2 to it for a Modified Roll of 6.

Dice Modifiers

The second type of modifier is the Dice Modifiers. These modifiers will change the type of dice you roll and much like the Roll Modifiers, they are negative and positive modifiers.


Dice Modifiers are written as d+1 or d-1 for positive and negative respectively. Dice Modifiers can never be more than a +/-1.


The order of dice type for Dice Modifiers is D6, D8, D12. As such, you find the dice type you are meant to roll then move up or down that scale by the modifier value. 


For example, a ‘d+1’ modifier on a roll that uses a D8 would modify the dice type for the roll to a D12. Conversely, if the modifier was a ‘d-1’ the player would roll a D6 instead.


Dice Modifiers can never be more than a +/-1. If several rules with Dice Modifiers are being applied to a roll, the additional modifiers are converted to Roll Modifiers. In addition, If you are unable to modify the dice type any further, maybe you are on a D6 already and you have to apply a ‘d-1’ modifier, the remaining modifiers are converted to the corresponding dice Roll Modifier.


For example, a player is about to make a roll using D8s. The roll has attracted two ‘d+1’ modifiers. The player would use one of those modifiers to modify the dice type to a D12 and the remaining modifier becomes a ‘+1’ dice Roll Modifier.


For example, a player is making a roll of D6 and they have to apply a d-1 modifier to it. As the player’s dice type is already at the bottom of the dice scale the ‘d-1’ modifier is converted to a ‘-1’ Roll Modifier.

Rule of One

No matter the modifiers applied, an unmodified roll of a 1 is always a failure. Doesn’t matter which dice type it is or if it has a +6 modifier applied to it, if the result shown on the dice is a 1 it’s a failure.

Activation Bag

Gloom Trench 1926 uses a ‘draw a chit from a bag’ system to determine a turns activation order.


Each player should have a chit for each unit in their army. Each player’s chits should be a different colour to their opponents chits.


Each turn, during the Tactical Phase, place all players chits in a bag, this will be used to activate a unit.

Fog of War Chits

In addition to the chits belonging to the players, there are also three additional chits placed in the Activation Bag.


These Fog of War chits should be of a different colour to the two players.


During a turn as chits are drawn from the Activation Bag a Fog of War chit may be drawn. When this happens, place it to one side and draw another chit.


Once the third Fog of War chit is drawn from the bag the turn ends. Any remaining chits in the bag are not drawn and the game moves to the Turn End Phase.

Tactical Pool

Each player has a Tactical Pool with which they can use to apply Dice Modifiers and Unit Tactics during the game. Each player’s Tactical Pool begins the game with a number of Tactical Points (TPs) equal to the highest Command stat in their force. Some Formations may add additional points to the pool, when this is the case the formation will inform the player.

Generating Tactical Points

Each turn, during the Tactical phase each player generates more TPs for their pool. To do this each player will take a number of D6 equal to their highest Command stat and roll them. For each success they add one additional TP to their Tactical Pool.


In addition, each player also adds a number of TPs to their pool equal to the number of units they have with the ‘Commander’ keyword.

Spending Tactical Points

During the game, players may spend points from their pool for the following reason.


  • Apply a Dice Modifier to a roll they are making. They must announce their intention to do this prior to making the roll and must reduce the number of TPs in their Tactical Pool by one.
  • Apply a Roll Modifier to a roll an opponent is making for a unit that has one or more Stress tokens. They must announce their intention to do this prior to the opponent making the roll and must reduce the number of TPs in their Tactical Pool by one. A player should allow their opponent time to decide if they want to spend a TP in this way prior to making a roll.
  • Make use of a Unit Order on the active units profile. They must announce their intention to use the Unit Orders, reduce the number of TPs in their Tactical Pool by one then apply the ruling of the Tactic.
  • Apply a Dice Modifier to a Take that Ground action (see Actions)
  • Apply a Dice Modifier to a Charge action roll (see Actions)


During the Turn End Phase (see Turn End Phase) players may lose any Tactical points left in their Tactical Pool. Roll a D6 for each Tactical Point left in the Tactical Pool and discard a point for each roll that is not a success.

Line of Sight

Individual models can see all around themselves and their line of sight (LoS) is only blocked by obscuring or blocking terrain and, on occasion, other units.


To gauge if a model has LoS to a specific target model or point simply draw an uninterrupted line from the model’s base to the target point/model.


A model must be able to trace a line from any part of its base to any part of the target model’s base to consider having LoS to that target model. We only consider the target model’s base as ‘the target model’ when trying to spot them, not the physical model. This allows you to go to town on your converting and basing.

Multi-basing and Line of Sight

LoS works the same for multi-basing with the one exception. When a model is able to draw LoS to any part of the base of a multi-base of models, the model actually draws LoS to all models on that base. Conversely, when a multi-base of models is able to draw LoS to any part of the base of a single based model, all models on the multi-base actually draw LoS to the model.

LoS Through Units

LoS is handled differently when it is drawn through units. The way it is handled is dependent on whether the unit the LoS is passing through is their own unit or another unit.

LoS Through Their Own Unit

Models in a unit can draw LoS through their own unit, ignoring other members of that unit. This means that a unit can fire through its own members without any issues.

LoS Through Other Units 

Models can not draw LoS through other units. As such, other units block LoS.

Line of Sight Between Units

Working out LoS between units is just as simple. 


If atleast one model from the active unit can draw LoS to at least one model in the target unit, the active unit is considered to have LoS to the target unit.


The turn is where the action happens. It is made up with a number of phases as follows:


  • Tactical Phase
  • Activations Phase
  • Turn End Phase


These phases are carried out in the order above.

Tactical Phase

During the Tactical phase  the players resolve current in-game effects that need to be resolved in the Tactical Phase, populate their Tactical Pool and build their Activation Desk then roll for initiative.

During the Tactival Phase you will resolve each of the following steps, in this order:


  • Resolve Tactical Phase Effects
  • Make Morale Checks
  • Populate Tactical Pool
  • Refresh the Activation Bag
  • Roll for Initiative

Resolve Tactical Phase Effects

Players should resolve all Tactical Phase effects that may be in effect, The order that the Tactical effects are resolved is decided by the player who didn’t have the initiative last turn.

Make Morale Checks

All players must make Morale Checks for all Units in their army that have Stress Tokens and are still on the table.

Populate Tactical Pool

Each player generates more Tactical Points for their pool. To do this each player will take a number of D6 equal to their highest Command stat and roll them. For each success they add one additional Tactical Points to their Tactical Pool. Then add an additional point for each unit in your army and still on the table that has the Commander keyword.

Refresh Activation Bag

Players should take a number of chits equal to the number of units they still have on the table and place those chits in the Activation Bag. They will also need to add the three Fog of War chits to the bag.

Roll for Initiative

After all Tactical effects have been resolved, players should roll a number of D6’s equal to the highest Command stat value in their force still on the board. The player who rolls the highest number of successes has the initiative for that turn.


If all players roll the same amount and it’s the first turn, reroll. If it’s not the first turn and both players roll the same number of successes then the player who did not have the initiative last turn has the initiative this turn.


The player with the initiative places an additional chit of their colour in the Activation Bag.

Activations Phase

Now the players get down to the exciting part of activating units, moving them around the table, shooting with them etc. Can’t wait!!


The player who has the Initiative for that turn randomly draws a chit from the Activation Bag, the player to whom that chit belongs too is the Active Player, the opposing player is the Defending Player.


If a Fog of War chit is drawn from the Activation Bag place it to one side and draw another chit.


Once the third Fog of War chit is drawn from the bag the turn ends. Any remaining chits in the bag are not drawn and the game moves to the Turn End Phase.

Activating Units

The players will randomly decide which player gets to activate a unit through the use of the Activation Bag.


Once a unit has been activated, it can not be activated again that turn unless all other units in that player’s army have already been activated. So make sure you choose to activate the correct units at the right time.


When a Unit activates if it has any Stress tokens the unit must first make a Stress Test, If it fails this test its activation ends immediately, otherwise remove one stress token and continue with the unit’s activation.

Turn End Phase

During the Turn End phase the players resolve current in-game effects that need to be resolved, check their Tactical Pool, tidy the table and then make a cup of tea.


During the Turn end Phase you will resolve each of the following steps, in this order:


  • Resolve End Phase Effects
  • Check Tactical Pool
  • Tidy the table
  • Make a cup of tea.

Resolve End Phase Effects

Players should resolve all End Phase effects that may be in effect, The order that the Tactical effects are resolved is decided by the player who has the initiative for that turn.

Check Tactical Pool

All players need to check if they lose any unused Tactical Points left in their Tactical Pool.


Roll a D6 for each Tactical Point left in the Tactical Pool and discard a point for each roll that is not a success.

Tidy the Table

Now is the time to tidy the table up. Make sure that any counters that may be on units are with the correct unit. Quite often, counters can get left behind when a unit moves.


Also, remove any counters that aren’t required any more.


Lastly just have a general tidy up such as adjust terrain that may have been knocked during the turn etc.

Make a Cup of Tea

Quite possibly the most important step of the whole game, this is where everyone refreshes their cup of tea and prepares themselves for the next turn.


Activating Units.

To activate a unit, the player with the initiative randomly draws a chit from the bag. The player who that chit belongs to is the Active player and chooses a unit of theirs on the table to activate. A unit can not be chosen to activate if it has already been activated this turn.


This unit is considered the Active Unit.


When a unit is Active it must carry out a single action, as listed below.


  • Advance: Unit may move and shoot, or shoot and move. When using this order apply a -1 Roll Modifier to this Unit’s shooting attacks.
  • Take that Ground: Unit makes a move action with +d6MU added. The Unit may not Shoot.
  • Charge: Unit makes a Move action with +d6MU added. The Unit must move so at least one model is within 2MU of an Enemy Unit, at which point a round of Melee is carried out. The Active Unit receives a +1 Roll Modifier to its Melee Attack roll. The Unit may not Shoot.
  • Open Up: Unit makes a shooting attack. The Unit may not move.
  • Dig In: Unit gains a +1 Roll Modifier to Saving Throws until it’s next activation. The Unit’s activation ends immediately. The Unit may not Shoot or Move.
  • Rally: Roll a D6 for each Stress token on the Unit and add the Units Command to the roll. For each success remove Stress one token. The Unit may not Shoot or Move.
  • Do Nothing. The unit effectively carries out no Action. It doesn’t move, it doesn’t shoot. It does no action.


Additionally, the unit can make use of any Unit Orders it has as long as it meets the requirements to do so. These are in addition to any Actions it may have carried out See Unit Orders below.

Unit Orders

Units may have rules on their profile called ‘Unit Orders’. These are special rules for the unit that costs a Tactical Point to use.


To use a Unit Order, the unit must be the Active Unit and meet one of the following requirements:


  • Has a model with the Squad Leader keyword in the unit
  • Is within X inches of a friendly unit with the Commander keyword. X is the value of the Commander Unit’s Tactics X value.


If it meets one of the above requirements the owning player may spend a Tactical Point to use a ‘Unit Order’ from the Active Unit’s profile. Apply the rules as stated on the Unit Order.


If a unit has more than one Unit Order, the player may make use of as many as they like, in the order they like as long as they meet the requirements above and spend a Tactical Point for each Unit Order they wish to use at the time they use it.


Unit Orders can be carried out before or after it carries out the Action it is doing that turn.


Movement is carried out using a tape measure. Unless otherwise overridden all units in Gloom Trench move 5MU.


To move a unit simply measure a distance from the model up to 5MU then move the model to the point. When measuring like this you should ensure you measure from the same point on the base to the same place on the base to ensure the model does not move further than 5MU.


Active Units can move through friendly Units, but must be able to clear the friendly Unit completely, otherwise the active Units stops up against the friendly Unit. 


Units can not move through enemy Units. Units must maintain a distance of at least 3MU from all enemy models at all times unless a Charge order has been issued.


Shooting allows the Active Player to attack an Enemy Unit at distance with their Active Unit. In order to make a Shooting attack the Active Unit must have LoS to the target unit and be issued with an Order that allows it to do a Shooting Attack.


The Active Player then nominates the target Unit and creates an Attack Dice Pool by measuring the range between the two units by measuring from Squad Leader to Squad Leader and looking up the range on the weapons profile to see what type of dice to use for this attack. 


They collect a number of the stipulated type of dice equal to the models in the Unit that actually have LoS to at least one model from the Target Unit.


The dice in the Attack Dice Pool are then modified by any Dice Modifiers that may apply.


The Active Player then rolls their Attack Dice Pool, applying any necessary Roll Modifiers to each dice.


Any successes are hits, the Defending player must now make saving rolls for each hit. For each hit received, roll a dice of the type equal to the Defending Unit’s Save stat, adding any necessary Roll Modifiers to the results. 


Prior to the Saving Roll, the Attacker can discard a Stress token from the target unit, If they do so apply an additional -1 Roll Modifier to the Saving Roll.

Splitting Fire

When a Unit makes a Shooting Attack, the owning player may wish to target more than one Enemy Unit. This can be done by splitting the Active Unit’s fire. 


To split fire, the owning player announces their intention to split a Unit’s fire when they activate that Unit and issue it an Order that allows it to fire. The player then announces which miniatures are shooting at which Enemy Units.


They then follow the normal shooting rules for each target, treating each group of shooting models as separate units for firing.


Once the Attack Dice Pool for the first group of models has been rolled, there is no changing your mind.


A unit may only split its fire to shoot at a maximum of two enemy units. Lets face it, even model soldiers understand the importance of overwhelming firepower.

Small Units

When a Unit’s model count is below a certain level it becomes easier for them to avoid detection. 


Any Unit that has two or fewer models is considered a Small Unit. Some units start the game with this keyword on their profile.


Enemy units making a Shooting Attack against a target that is a Small Unit receives a -1 Roll Modifier to their Shooting Attack roll.


Sometimes it’s necessary to get stuck in with the bayonet. This is where Melee comes in.


Players must use the Charge order to initiate a Melee. This is the only way a unit can move within 2MU of an enemy unit. If a unit is issued a Charge order, they add D6MU to their move and the unit must target the closest Enemy Unit they can draw LoS too.


After adding the +D6MU to their move, if they don’t have enough move to get at least one model within 2MU of a model from the target unit, the charge fails and the unit doesn’t move at all. 


If the attacking player can get at least one model within 2MU of the target Enemy Unit, and the distance moved by the closest model in the attacking Unit is greater than 5MU the Defending Player can spend a Tactical Point and either Brace for Melee or Hold and Shoot.

Brace for Melee

The unit prepares itself for the incoming melee the best way it knows, with bayonets and trench clubs.


The Defending Player may spend a Tacticall Point. In doing so the Active player does not benefit from the +1 Roll Modifier gained from the Charge Action.

Hold and Shoot

The unit forgoes preparing for the incoming melee by opening fire on the enemy unit in the hope that they can take enough of the enemy down that the attack disperses.


The Defending Player may spend a Tacticall Point.


In doing so, the Defending Unit makes a Shooting attack against the Active Unit, following all the normal rules except the Dice used must be D6. The Active unit also receives a +1 dice modifier to any Saving Rolls triggered by this Hold and Shoot attack.


Damage caused to the Active Unit during the Hold and Shoot action DO Not count towards the Damage caused during the Melee for the purpose of determining who won the Melee.


If, after the Defending player has carried out the Hold and Shoot response, the Active Unit has at least one model within 2MU of the Enemy Unit, a round of Melee is carried out immediately.

Fighting in Melee

Once the Active Player has an Active Unit with at least 1 model within 2MU of an Enemy Unit a round of melee takes place. Melee is carried out in the following phases:

  • Defending Player carries out Defence move
  • Active Player carries out Attack move
  • Build Melee Pools
  • Attack and Defence rolls are made
  • Casualties are removed
  • Check for a Winner
  • Remove Losing Unit

Defence Move

The Defending Player rolls a D3 and may move any model NOT within 2MU of an enemy model up to a distance equal to the result rolled. There is no requirement for these models to end closer to the Active Unit and the player does not need to be concerned with keeping coherency with the models from that Defending Unit that are within 2MU of the Active Unit. 

Attack Move

The Active Player rolls a D3 and must move any models NOT within 2MU of an enemy model towards the Enemy Unit. The model does not have to move in a straight line but must end its move closer to the enemy unit that it was when it started.

Build Melee Pools

Both players must build Attack Dice Pools to make their attacks with. The process is the same for both players, but the stat they use is different.


The Active player takes a number of dice equal to the number of models from the Active Unit of a type that are the same as their Melee Attack stat.


The Defending player does the same, but uses the Defending Unit’s Melee Defence stat.


Both players apply any rules that may be in effect. 


Starting with the Active Player, both players declare if they are using Tactical Points to apply a Dice modifier to their dice pool.

Attack and Defence rolls

Both players roll their dice pool and apply any Dice Roll modifiers and any rules that may be in effect. Discard any dice that has a modified result that is below the TN. The remaining number of dice is the number of hits received by the Enemy Unit. 


Each player now makes Saving Rolls for their unit, applying any modifiers and rules that may be in effect.


For each failed save roll the target Unit takes an amount of damage equal to the opposing unit’s Melee Damage stat.

Casualties are Removed

Each Player then removes casualties from their unit, as per the Removing Models rules.

Check for a Winner

Both players now compare the amount of damage their unit took with their opponent. 


The Unit that received the most damage is the Loser and the opposing unit is the Winner.

Drawn Melee

if the number is the same the result is a draw, they must immediately fight another round of melee. Just following the rules above again, but this time only rolling for the models that are left on the table.


Continue to do this until either one player is the winner or both units are wiped out.

Remove Losing Unit

Once you know which unit is the Winner, the Loser unit is removed from the table. They count as destroyed.


The battlefields of Gloom Trench are not flat, boring places to fight over, they are littered with destroyed buildings, expanses of dead trees, trenches, the truly horrific ‘fields of the dead’ and much much worse. This all means that we will need to deal with all these items when we are playing out games. Using them to block movement, hide in and generally make it harder for the enemy to see and hit kill us.


There are three levels of cover in Gloom Trench: Light, Heavy and Solid


Light Cover affects the ability to see the target but doesn’t necessarily stop bullets. Examples of this would hedges, undergrowth, loosely grouped trees etc


Heavy Cover affects not only the ability to see the target but will also provide a level of safety but being sturdy enough to deflect bullets. Examples of this would be small walls, craters, heavy woodland etc


Solid Cover provides a strong, sturdy cover possibly designed for the task. Examples of this would be buildings and trenches.


The way we deal with Cover is depending on if you are Moving, Shooting or Fighting through it. After a battlefield has been set up, but before players decide who is the aggressor and who is setting up where they should agree what cover rules each piece of terrain on the table uses. This will help to avoid confusion and disagreements later. 

Movement and Cover

Movement in Gloom Trench should be pretty free flowing. Players are advised to not let movement get bogged down in such ways as reducing movement distance due to what piece of terrain a unit is on. 


As such, after a table is set up the players should agree amongst themselves if a piece of terrain allows movement and what blocks movement. 


We would suggest that all ruins DO NOT block Movement, even if the side the unit moved up to is a solid wall. Just assume the models have the gear needed to breach the wall, or the wall already has breaches in it.

Line of Sight and Cover

As with Movement, we advise not to get too in depth with LoS affecting Cover. Again, once the table is set up players should agree between themselves what pieces of terrain block LoS and what doesn’t.


When a piece blocks LoS it doesn’t allow LoS to be drawn through it to a point beyond it but LoS should be drawable to a point WITHIN the Cover.


For example, a piece of ruined building should block LoS, so a Unit can’t see to a point beyond the ruin but the Unit could target an Enemy Unit that is within the ruin. 

Shooting and Cover

Each level of cover has an increasing effect on Shooting in Gloom Trench. The stronger the Cover is the better protection it provides. 


Each type of Cover has the following effects on shooting attacks that target a Unit within or beyond the Cover, if the Cover can be shot through.


  • Light cover:
    • Target gains Obscured
  • Heavy Cover:
    • -1 to Shooting Attack roll
    • Target gains Obscured
  • Solid Cover
    • -1 to Shooting Attack roll
    • d+1 to Saving roll


If a Shooting Attack crosses more than one Cover type the effects on the attack do not stack. If the Target Unit is in Cover then that Cover’s rules take effect otherwise the Defending Player chooses which of the crossed cover will provide the modifiers to the attack.

Melee and Cover

Cover has less of an affect on Melee as it does on Shooting. When you are up close and personal it’s much easier to see what you are doing. 


Each type of Cover has the following effects on Melee attacks that target a Unit within Cover.


  • Light cover:
    • No Effect
  • Heavy Cover:
    • +1 to Saving roll.
  • Solid Cover
    • -1 to Melee Attack roll
    • +1 to Saving roll.

Differing Levels of Cover

If a Unit has models in different levels of cover, the active player needs to nominate which part of the Unit they will be shooting at. This will determine how hits and damage is distributed.


If they decide to shoot at the part of the Unit in lighter cover, all hits must be applied to that part of the Unit and any resulting damage that can’t be assigned to a model is discarded.


If they decide to shoot at the part of the Unit in heavier cover, all hits can be assigned to anyone in the Unit that is a viable target.


For Melee Attacks, just apply the rules for the cover the model being attacked is in.

Saving Throws

Once a unit receives hits the owning player needs to check if those hits are going to cause casualties. 


Create a Save Dice Pool by taking a number of dice equal to the number of hits the unit received, and of a Dice Type equal to the Unit’s Save stat.

Apply any Type modifiers to the dice pool then roll the dice. Apply any Roll modifiers that need applying.


Each roll that is equal to or greater than the TN is a save and can be discarded. For each remaining dice the Unit takes 1 damage. The Unit also receives 1 Stress token if one or more natural 1 is rolled.


There are a number of ways to become Obscured, such as through Special Rules or terrain, etc. These situations are dealt with in their respective sections.


When a unit is Obscured any shooting targeting the obscured unit must apply a -1 to their attack dice pool


The effects of Obscured do stack. If a unit is affected by two or more different sources that give it Obscured then apply all those instances. To be considered a ‘different source’ the name of the rule that is applying the effect must be different.


For example, a unit is in light cover AND is within 3MU of a British Empire Gas Thrower. The unit would be Obscured by the cover AND obscured by the ‘Obscuring’ special rule from the British Empire Gas Thrower. So the unit would enjoy a -2 modifier to any shooting attacks that target it.


But two or more sources of the same do not stack.


For example, a unit is within range of two units of British Gas Throwers. Because the Obscuring effect would come from two instances of the same rule, in this case ‘Obscuring’, the unit would only benefit from being Obscured one.

Removing Models

Each time a unit receives damage models in the unit must be removed as casualties once enough damage has been received.


As damage is applied, once the amount of damage received equals the Wounds stat of a profile in the unit, a model of that profile must be removed from the unit. The player who controls the unit decides what models to apply the damage to and must apply damage to the same model until it is removed.


If there isn’t enough damage to remove a whole model, the damage is recorded on the unit and when further damage is received it is added to the amount recorded and a check is made to see if a model can be removed.

Mixed units

Some units have a mix or profiles that may have differing stats. An example of this is the Rifleman unit. As standard, this unit has two profiles in it, the Riflemen with a Command stat of 1 and the NCO with a Command stat of 2.


When this unit takes damage, the owning player decides which profile to apply the damage to and must remove models of that profile until that profile is removed. If they start applying damage to a profile, they must continue to do so until they either run out of damage to apply or models to remove. If they run out of models to remove but still have damage to apply they must select a second profile from the unit and start applying damage to that profile.


For example, a unit riflemen receives 3 points of damage so the owning player can decide to apply all the damage to riflemen and remove three of them, or one point to NCO, remove that model then apply the remaining two points of damage to the Rifleman profile and remove two of those models.


The key here to remember is the owning player chooses a profile to start applying damage too and must continue to apply the damage to that unit until they run out of damage to be applied or models to remove.  


During the game, units suffer stress that affects their performance. Units gain Stress tokens as follows


  • 1 Stress token if one or more points of damage are applied to the unit.
  • 1 Stress token if one or more natural 1 rolled when making a Saving Roll caused by a shooting or melee attack
  • 1 Stress token for receiving casualties from an attack that ignores Save Rolls and Obscured.
  • 1 Stress token if activating within 4mu of an incursion marker or Horrific Terrain.
  • If the last model is removed from a Unit, place a Stress token on any friendly unit within 6mu. 

Stress Test

When a unit activates and is not being issued a Rally Order you need to check to see if the Unit needs to make a Stress Test before it carries out any other Actions.


Compare the number of Stress tokens the Unit currently has with the Units Command stat. If the number of Stress tokens is equal to or less than the Unit’s Command stat the Unit is fine and can carry out the order they are given. If the number of Stress tokens is greater than its Command stat the unit must make a Stress test.


To make a Stress test, roll a D8, add the unit’s Command stat value, subtract the number of Stress tokens on the unit. If it’s a success, the unit activates. If it’s a failure the Unit’s activation ends.


During the Tactical phase, all players must make a Morale roll for each unit with one or more Stress tokens.


Roll a number of D8 equal to the number of Stress tokens on the Unit, add the units Command. For each Success rolled, remove a Stress token.


For each natural ‘1’ rolled remove one model from the Unit as a casualty then remove a Stress token.