The Red Brigade

fc_newantioch_fv_redbrigade
Faction lore

The Red Brigade is made of volunteers who have lost someone close to them in the battles of the Great War. The unit was founded by St. Ernest, the sole survivor of the second battle of Acre; where he lost his brother Wilhelm to the forces of the Heresiarch Berenguer.

It is said that when his brother fell in comabt Ernest donned the blood-stained helmet of Wilhelm and returned to the fray to kill Heretics until there were no more left to slay. As silence finally fell over the battlefield, Ernest was the sole survivor of either side. Seeing this as an ordained miracle by the Almighty, he gathered the rest of his brother's bloodied armour and returned to the Principality of New Antioch. There he began recruiting volunteers for his vendetta. As a gifted orator driven by the anguish of his loss, Ernest soon gathered a following of many bereaved soldiers like himself. Thus the first Red Brigade was formed and Ernest led his unofficial warband into the No Man's Land on a hunt for Heretics, through ambush and deep strikes at the vulnerable enemy supply lines. His bloodsoaked warriors soon began to resemble their leader in appearance which earned the unit its name.

Their skill and cunning on the battleifled caught the attention of the thrine of New Antioch and the Red Brigade was recognised as an official unit in the ducal armed forces. Since those times the Red Brigade has been used as the personal special operations force by the Duke of New Antioch. These driven soldiers undertake the most dangerous missions where unsustainable casualties would make it impossible to use the regular units. To join the Red Brigade a soldier has to volunteer, bringing to the recruiting officer a piece of kit tarnished by the blood of fallen comrades as proof of their right to serve as a 'Blood Pledge', as the soldiers of the Brigade are known.

As a unit under the direct command of the Duke, the Red Brigade is granted many privileges while garrisoned within the city, in addition to arms and provisions from the city's stores. Their barracks are located at the ducal palace, and before the Red Brigade leaves for a mission they dine at the table of the Duke and his closest officers, in a lavish banquet known as the Feat of the Dead Men.

Due to their propensity for hunting high-value targets, the Red Brigade is supplied with warhounds from the kennels of the Duke. These loyal beasts give solace and companionship to the troopers and have been trained to provide the soldiers with grenades in the heat of battle when the Red Brigade strive to take heavily defended enemy stringpoints and trenches. Malinois, wolfhounds and mastiffs are especially popular and much-loved by the soldiery of the unit.

The Red Brigade are a grim and silent unit, haunted by their losses and long patrols in enemy territory. Often yearning to be reunited with their lost ones; they are willing to accept missions where death is almost certain. This self-destructive attitude chafes many members of the clergy, who do not condone the existence of the unit; as suicide is a motal sin. However, the Brigade has proven itself to be so useful to the Duke that the red-armoured troops have seen continuous service for decades.

After each fray it is the task of the Quartermaster of the Brigade to gather the arms and red armour of the fallen and redistribute it so new recruits will have a real, tangible link to the fallen. But when faces with a battle where the commander of the Brigade sees there is no hope of survival, it is customary to dispatch one of their soldiers back to New Antioch in order to notify the Duke of the unit's demise. This messenger is chosen by drawing lots and the selected soldier takes the dogtags of the entire unit back to the Home of All Our Hopes, to be hung from the walls of the Chapel of Remembrance; there to join the thousands that have given their lives for the Brigade before.

The last member of the Brigade then asks for a personal audience with the ruling duke or duchess. The traditional greeting in such circumstances by the survivor is as follows:

"The Red Brigade has fallen"

To which the rule of New ANtioch solemnly answers:

"And the Red Bridage will rise anew"

And thus the recruitment of the new Red Brigade commences and the cycle of violence, revenge, and blood begins once more.

Faction Rules

Wear and Tear
The Red Brigade Warband starts every game with 1 BLOOD MARKER for each 200 full ducats of the total Warband cost. Your opponent can distribute these between your troops, but can only give 1 BLOOD MARKER per model as long as there are no troops with no BLOOD MARKERs left. Max BLOOD MARKERs per model is 2.
Trench Dogs
The Red Brigade may buy several differenc types of Trench Dogs as detailed in the Troops section of the faction. The number of dogs may not exceed the number of other models. If this happens due to casualties, you cannot buy more dogs until this condition is met once more.

Upgrades
Loyal Dog - 5 Ducats
Limit: 2
The dog gains an ability to form a FIRETEAM with any 1 model in your Warband.
Remember the Fallen
After the battle, instead of taking the Exploration option or Reinforcement option, the Red Brigade may recover all the weapons, armour, and equipment of all the warriors of their own Warband who died in the battle. This does not include Allies & Mercenaries since they are not Blood Pledges. This allows you to recover even weapons, armour, and equipment that would normally be exclusive to some warriors such as Machine Armour of the Heavy Mechanised Infantry. Note that this does not allow you to exceed the LIMIT of any items - items that would break the rule must be sold.
No Retreat
No members of this Warband can ever leave Melee Combat voluntarily.
New Antioch Fireteams

Your warband may have up to two Fireteams. These Fireteams may consist of any two models from your warband. Models in Fireteams gain the Keyword FIRETEAM. Fireteams gain the Concentrated Attack rule:

FIRETEAM: This model is part of a FIRETEAM made up of two models. All models that are part of the same FIRETEAM can be activated at the same time without the opponent getting their turn in between and can take their ACTIONS in any order they wish, switching between the two models. Note that if the Activation of either member of the FIRETEAM forcefully ends (due to a failed RISKY ACTION for example), it ends both Activations. Allies cannot be part of a FIRETEAM.

Concentrated Attack: If a model in the FIRETEAM makes any kind of Attack ACTION (ranged or melee) against an opponent, where the other member of their FIRETEAM has already hit it with an attack ACTION during the same activation, the cost of a Bloodbath is reduced to three BLOOD MARKERS against this opponent, whether the model is standing or Down.

Molotov Cocktails
The Red Brigade can purchase Molotov Cocktails as part of their Armoury at the cost of 5 ducats.
Live off the Land
Most of the time the Red Brigade operates deep within hostile territory. When playing campaigns, the Red Brigade cannot call for Reinforcements if it did so after their last game. Instead they must choose the Exploration or Remember the Fallen option.
Guns Blazing
It is the tradition of the Brigade officers to practise the two-pistol fighting style of St. Ernest. Lieutenants of the Warband can buy the Gunslinger Skill for the cost of 5 ducats.

Upgrades
Gunslinger - 5 Ducats
If armed with two “pistols”, this model can make Ranged Attack ACTIONS with both of them when Making a Ranged Attack. In addition, this model suffers no penalty when using a “pistol” as an Off-Hand weapon. It gives normal “pistols” the character uses the Keyword ASSAULT.
Glory Hounds
Soldiers of New Antioch love heroic stories and improbable tall tales. Any dog that is part of the Red Brigade earns 2 Glory Points instead of 1 when they perform any Glorious Deed. Limited to 2 additional Glory Points per game.
Displeasure of the Church
Few members of the clergy are willing to serve in the unit due to the disregard of their lives they show. Your warband can have a maximum of two such characters, so you can either have 1 Trench Cleric and 1 Sniper Priest, or 2 Sniper Priests but no Trench Cleric.

Captains

Lieutenant
md_lieutenant
Cost:70 Ducats
Availability:1
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Base:32mm
Keywords:NEW ANTIOCH, ELITE, LEADER, TOUGH
Image:@terrainbeast
Abilities
On My Command!:

Once per Turn, as an ACTION the Lieutenant can instead force the opponent to activate one of their models that the Lieutenant can select from amongst the models they can see. This ends the Activation of the Lieutenant.

No Retreat:

No members of this Warband can ever leave Melee Combat voluntarily.

Equipment
The Lieutenant can be equipped with any weapon, armour and equipment from the New Antioch Armoury.
Upgrades
Gunslinger - 5 Ducats
If armed with two “pistols”, this model can make Ranged Attack ACTIONS with both of them when Making a Ranged Attack. In addition, this model suffers no penalty when using a “pistol” as an Off-Hand weapon. It gives normal “pistols” the character uses the Keyword ASSAULT.
Lore

Lieutenants are leaders of small squads or platoons of New Antioch’s soldiers, playing a fundamental role on the distant frontlines of the Trench Crusade, displaying unwavering resolve in preserving the unity and morale of their troops. Lieutenants might be the favoured son or daughter of a noble family or gained their rank by impressing their superiors with their exceptional strategic acumen and audacious bravery.

In addition to their command role, they are also responsible for acquiring new weapons, arms, equipment and food for their troops. All too often this requires looting the battlefields of No Man’s Land or even raiding settlements, since resupply can be sporadic at best.

Having rightfully earned their position, Lieutenants enjoy the privilege of selecting their preferred arms and armour, often with the pick of the rarest battlefield finds. It is not uncommon for a Lieutenant to wield a distinctive weapon, perhaps a family heirloom, an idiosyncratic affectation or an ostentatious piece providing some much-needed swagger

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Elite

Crimson Communicant
md_crimsoncommunicant
Cost:75 Ducats
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
-1D
Armour
0
Base:40mm
Keywords:NEW ANTIOCH, ELITE, STRONG, TOUGH
Image:@jimmy_crisps
Abilities
Strength Through Pain:

The Crimson Communicant adds +1 DICE to its Melee charactertistic for each 1 BLOOD MARKER it currently has. Your opponent cannot spend any of the Crimson Communicant's BLOOD MARKERs on its Melee Attack ACTION rolls.

No Retreat:

No members of this Warband can ever leave Melee Combat voluntarily.

Equipment
The Communicant can be equipped with any weapon, armour and equipment from the New Antioch armoury. They always carry an Atonement Bell (see below).

Atonement Bell

Hands
1 Hands (Ranged)
1 Hands (Melee)
Rules

This bell always takes the use of one hand of the Communicant. The Communicant can make an off-hand attack with the Bell. It causes no damage, but any enemy on a 40mm base or smaller hit with an Atonement Bell can be moved D3 inches from the Communicant into any direction the Communicant chooses. This can break them out of melee combat (allowing free attacks), trigger Falling damage, into dangerous terrain, etc. It cannot be made to move the model into another Melee combat, however.

Lore

A Crimson Communicant can channel the sorrow of the Second Meta-Christ through the sound of the bell, causing all to flee in despair.

Lore

Wracked with an aching sense of loss and despair, the Crimson Communicants find solace to their pain in the company of the grim Red Brigade. Numb to lesser physical sensations, they actively seek grevious wounds on the battlefield to forget their mental anguish. As a parting gift when leaving the Mendelist monastery, they are each gifted an Atonement Bell.

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Sniper Priest
md_sniperpriest
Cost:50 Ducats
Availability:0-2
Movement
6"/Infantry
Melee
-1D
Ranged
+2D
Armour
0
Base:25mm
Keywords:NEW ANTIOCH, ELITE
Image:@terrainbeast
Abilities
Aim:

A Sniper Priest may take a RISKY ACTION to aim. If successful then the Priest may add +2 DICE to any Ranged attack rolls during this same Activation.

Absolute Faith:

Sniper Priests do not use their eyesight to aim at their enemies. The opponent cannot apply any BLOOD MARKERs when they use a Ranged weapon. They still suffer penalties for Range and Cover as standard.

No Retreat:

No members of this Warband can ever leave Melee Combat voluntarily.

Equipment
A Sniper Priest can be equipped with any weapon, armour and equipment from the New Antioch Armoury.
Lore

These devotees of the Church blind themselves ritually as a devotion to God and use only their faith to strike the enemies of the Church. During the Siege of St. Lux stories were told of a sniper priest killing a target three miles away.

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Trench Cleric
md_trenchcleric
Cost:60 Ducats
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Base:32mm
Keywords:NEW ANTIOCH, ELITE
Image:@koolkiwi_miniatures
Abilities
Powers of the Trench Cleric:

Upon recruiting the model, you may choose one of the following holy powers for it to possess.

Holy Powers
-
Change
No Retreat:

No members of this Warband can ever leave Melee Combat voluntarily.

Equipment
A Cleric can be equipped with any weapon, armour and equipment from the New Antioch Armoury.
Lore

A holy warrior who looks after the souls of the soldiers in the company, the cleric chants inspiring battle prayers and can perform various miracles such as healing or even smiting the enemy. A cleric often carries a portable shrine on his back to denote his faith in the company’s Patron, be that one of the Saints of their homeland, a mighty Arch-Angel or the Lord himself.

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Infantry

Combat Engineer
md_combatengineer
Cost:80 Ducats
Availability:0-2
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-2
Base:25mm
Keywords:NEW ANTIOCH
Image:@terrainbeast
Abilities
Battlefield Demolition:

The Engineer ignores HEAVY rules for Satchel Charges.

Fortify:

During their Activation, an Engineer can take a RISKY ACTION with +1 DICE. If successful, the engineer is considered to be in Cover until the model moves. This ACTION cannot be used if the model is in Melee combat.

De-Mine:

As a RISKY ACTION the Engineer can disable any mine or trapped terrain they move in contact with. If they fail, the mine blows up as described in applicable rules.

No Retreat:

No members of this Warband can ever leave Melee Combat voluntarily.

Equipment

Combat Engineers are equipped with a Shovel and Engineer Body Armour. This equipment and armour can never be removed. A Combat Engineer can be equipped with any weapon or equipment from the New Antioch Armoury.

Engineer Body Armour

Rules

Grants a -2 modifier to injury rolls made against the Combat Engineer (this is included in the Combat Engineer’s profile). All weapons with keyword SHRAPNEL suffer -1 DICE on all injury rolls against the Combat Engineer and SHRAPNEL attacks do not cause extra BLOOD MARKERS on a model wearing this suit. The effects relating to SHRAPNEL work even against attacks that ignore armour.

Shovel

RangeMelee
ModifiersWielding is Optional
Rules

A model equipped with a shovel always starts the game in cover if deployed on ground level, even if placed in open terrain. As soon as the model moves, it is no longer in cover. A model that is covered in this way retains the benefit of Cover even if the attacking model has an unobstructed view of it.

If a model equipped with a shovel has two hands free, it can use it in Melee Combat as if it were a Trench Club.

Lore

Battlefield shovel allows troops to dig in and fight from cover in virtually any battlefield.

Lore

The combat engineers specialise in destroying bunkers, discovering minefields and building battlefield emplacements. Casualties are extremely high in the combat engineer units, but they consider it an honour to fight and die for New Antioch and the Church.

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Combat Medic
md_combatmedic
Cost:65 Ducats
Availability:0-1
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
-1
Base:25mm
Keywords:NEW ANTIOCH
Image:@Darius_minis
Abilities
Finish the Fallen:

Due to their knowledge of anatomy and physiology, medics are experts at inflicting debilitating injuries and excruciating pain. Unless the target has the Keyword DEMONIC or BLACK GRAIL, add +1 DICE to any injury rolls the Medic makes in melee against opponents who are Down.

Expert Medic:

The Medic adds +1 DICE whenever they use their Medi-Kit to aid friendly models.

Convent Conditioning:

The medic is immune to FEAR.

No Retreat:

No members of this Warband can ever leave Melee Combat voluntarily.

Equipment
The Medic carries a Misericordia and a Medi-kit. They wear a gas mask and suit of standard armour (reflected on the profile above). You cannot modify the equipment, armour and weapons of the Medic in any way.

Combat Helmet

Rules

Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

Lore

The simple combat helmet has proven its value on the battlefield time and again.

Standard Armour

Rules

-1 to all Injury Chart rolls against the model. Can be combined with any shield.

Lore

With the advancements in metallurgy and technology, both Faithful and Heretic armies are well-equipped with suits of alloy armour that can withstand an impact from a bullet or turn aside the sharpest of blades. Standard armour is usually mass-produced, but highly effective even against high-calibre weapons.

Medi-Kit

Rules

Models with a Medi-kit can take a RISKY ACTION to remove one BLOOD MARKER from any one friendly model (including themselves) within 1" range or allow one friendly model (including themselves) that is Down to regain their footing.

Lore

Battlefield first aid has brought many soldiers back from the brink of death. Blessed ointments can seal fatal wounds completely, while the black blood of demons used by twisted heretic medics allows mangled troops to return to the fray.

Misericordia

RangeMelee
Hands
1 Hands (Melee)
ModifiersIgnore Armour
Rules

Ignores the armour of opponents that are Down.

Lore

The misericordia dagger is designed to put enemies out of their misery by finding chinks in the armour: eye slits, neck joints and so forth.

Lore

The Sisters of St. Cosmas are a highly trained elite medical corps, specialising in battlefield first aid and surgeries on the front lines of the Great War.

The Sisters take a modified Hippocratic Oath that compels them to help any wounded soldiers of the Faith, no matter how dire the circumstance, as well as dispatching heretics and other enemies they find on the battlefield without pity or mercy.

Armed with a combat surgical knife that doubles as a Misericordia, they are as equally adept at saving lives as taking them from those they find lying wounded in No Man’s Land. They carry medical kits with a plethora of battlefield drugs that are especially useful for nullifying the pain of even the most ghastly wounds, and getting soldiers back on their feet and back into the fray, even if just for a few moments so they can accomplish their mission or die trying.

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Mechanised Heavy Infantry
md_mechanisedheavyinfantry
Cost:85 Ducats
Availability:0-3
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-2
Base:32mm
Keywords:NEW ANTIOCH, STRONG
Image:@terrainbeast
Abilities
No Retreat:

No members of this Warband can ever leave Melee Combat voluntarily.

Equipment
Mechanized Heavy Infantry always wear Light Machine Armour which counts as Reinforced Armour (32mm Base). This is reflected in the cost and profile above. This can be upgraded to Machine Armour (despite not being ELITE and LIMIT: 1) for +10 Ducats (40mm Base). They can be equipped with any weapon, armour and equipment from the New Antioch Armoury.

Reinforced Armour

Rules

Grants a -2 modifier to all injury rolls against the model wearing this armour.

Lore

Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.

Upgrades
Machine Armour - 10 Ducats
The model swaps out its Light Machine Armour for Machine Armour, and its base size increases to 40mm.
Lore

Well-armoured, large soldiers who wield the heavy weaponry of the company. They are selected from amongst the best and given heavy chemical enhancements.

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Shocktrooper
md_shocktrooper
Cost:45 Ducats
Availability:0-5
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Base:25mm
Keywords:NEW ANTIOCH
Image:@The Grimdark Compendium
Abilities
Shock Charge:

When a Shocktrooper charges, roll 2D6 instead of 1D6 and then add the highest of the two dice to their charge move.

Assault Drill:

Shocktroopers ignore the effects of Keyword HEAVY on Melee weapons. The Shocktrooper can still only carry a single HEAVY item, unless they are STRONG.

No Retreat:

No members of this Warband can ever leave Melee Combat voluntarily.

Equipment

A Shocktrooper can be equipped with any weapon, armour and equipment from the New Antioch Armoury.

Lore

Assault Troops that specialise in attacking enemy defensive positions. They are masters of rapid assault and melee combat. Experts at combined arms and Fireteam tactics.

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Attack Dog
md_trenchdog_attackdog
Cost:40 Ducats
Availability:Unlimited
Movement
8"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Base:25mm
Image:@pandemonpaints
Abilities
Four Paws:

Dogs may take any Dash ACTION or Jump/Diving Charge ACTION with bonus +1 DICE. They cannot climb sheer surfaces.

Brigade Dog:

You may buy any dog Grenades or Molotov Cocktails. While the dogs themselves cannot use these, any other model in the Warband (though not a Combat Medic or other dogs) may use them if they are within 1" of the dog at any point during their Activation.

No Retreat:

No members of this Warband can ever leave Melee Combat voluntarily.

Glory Hounds:

Soldiers of New Antioch love heroic stories and improbable tall tales. Any dog that is part of the Red Brigade earns 2 Glory Points instead of 1 when they perform any Glorious Deed. Limited to 2 additional Glory Points per game.

Equipment
Dogs do not suffer penalties for fighting unarmed. In battle they are treated as non-ELITE Troops. War Dogs cannot become ELITE. At an additional cost the dog gains an ability to form a FIRETEAM with any 1 model in your Warband.
Upgrades
Loyal Dog - 5 Ducats
Limit: 2
The dog gains an ability to form a FIRETEAM with any 1 model in your Warband.
Lore
A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep Hellhounds and other infernal beasts as pets. These ferocious hounds are trained by the Brigade to accompany their masters into the fray.
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Guard Dog
md_trenchdog_guarddog
Cost:40 Ducats
Availability:0-1
Movement
8"/Infantry
Melee
0D
Ranged
0D
Armour
0
Base:25mm
Image:@pandemonpaints
Abilities
Guard Dog:

No infiltrator can be placed within 12" of a Guard Dog, and you can charge any enemy within 4" of this dog even if it is out of sight.

Four Paws:

Dogs may take any Dash ACTION or Jump/Diving Charge ACTION with bonus +1 DICE. They cannot climb sheer surfaces.

Brigade Dog:

You may buy any dog Grenades or Molotov Cocktails. While the dogs themselves cannot use these, any other model in the Warband (though not a Combat Medic or other dogs) may use them if they are within 1" of the dog at any point during their Activation.

No Retreat:

No members of this Warband can ever leave Melee Combat voluntarily.

Glory Hounds:

Soldiers of New Antioch love heroic stories and improbable tall tales. Any dog that is part of the Red Brigade earns 2 Glory Points instead of 1 when they perform any Glorious Deed. Limited to 2 additional Glory Points per game.

Equipment
Dogs do not suffer penalties for fighting unarmed. In battle they are treated as non-ELITE Troops. War Dogs cannot become ELITE. At an additional cost the dog gains an ability to form a FIRETEAM with any 1 model in your Warband.
Upgrades
Loyal Dog - 5 Ducats
Limit: 2
The dog gains an ability to form a FIRETEAM with any 1 model in your Warband.
Lore
A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep Hellhounds and other infernal beasts as pets. These dogs both warn their masters of impending danger and fight fiercely for their company.
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Mercy Dog
md_trenchdog_mercydog
Cost:40 Ducats
Availability:0-2
Movement
8"/Infantry
Melee
0D
Ranged
0D
Armour
0
Base:25mm
Image:@pandemonpaints
Abilities
Four Paws:

Dogs may take any Dash ACTION or Jump/Diving Charge ACTION with bonus +1 DICE. They cannot climb sheer surfaces.

Brigade Dog:

You may buy any dog Grenades or Molotov Cocktails. While the dogs themselves cannot use these, any other model in the Warband (though not a Combat Medic or other dogs) may use them if they are within 1" of the dog at any point during their Activation.

Mercy Dog:

Mercy dogs carry a Medi-Kit which can be used by any friendly model on themselves within 3" of the dog with +1 DICE. Mercy dogs can also drag any model (unless it has a base size of 40mm or greater) within 1" that is Down at with them, both with normal movement or when dashing -if this takes the model out of melee combat, this does not trigger a free melee attack ACTION.

No Retreat:

No members of this Warband can ever leave Melee Combat voluntarily.

Glory Hounds:

Soldiers of New Antioch love heroic stories and improbable tall tales. Any dog that is part of the Red Brigade earns 2 Glory Points instead of 1 when they perform any Glorious Deed. Limited to 2 additional Glory Points per game.

Equipment
Dogs do not suffer penalties for fighting unarmed. In battle they are treated as non-ELITE Troops. War Dogs cannot become ELITE. At an additional cost the dog gains an ability to form a FIRETEAM with any 1 model in your Warband.

Medi-Kit

Rules

Models with a Medi-kit can take a RISKY ACTION to remove one BLOOD MARKER from any one friendly model (including themselves) within 1" range or allow one friendly model (including themselves) that is Down to regain their footing.

Lore

Battlefield first aid has brought many soldiers back from the brink of death. Blessed ointments can seal fatal wounds completely, while the black blood of demons used by twisted heretic medics allows mangled troops to return to the fray.

Upgrades
Loyal Dog - 5 Ducats
Limit: 2
The dog gains an ability to form a FIRETEAM with any 1 model in your Warband.
Lore
A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep Hellhounds and other infernal beasts as pets. Mercy dogs carry a Medi-Kit.
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Trench Dog
md_trenchdog
Cost:35 Ducats
Availability:Unlimited
Movement
8"/Infantry
Melee
0D
Ranged
0D
Armour
0
Base:25mm
Image:@pandemonpaints
Abilities
Four Paws:

Dogs may take any Dash ACTION or Jump/Diving Charge ACTION with bonus +1 DICE. They cannot climb sheer surfaces.

Brigade Dog:

You may buy any dog Grenades or Molotov Cocktails. While the dogs themselves cannot use these, any other model in the Warband (though not a Combat Medic or other dogs) may use them if they are within 1" of the dog at any point during their Activation.

No Retreat:

No members of this Warband can ever leave Melee Combat voluntarily.

Glory Hounds:

Soldiers of New Antioch love heroic stories and improbable tall tales. Any dog that is part of the Red Brigade earns 2 Glory Points instead of 1 when they perform any Glorious Deed. Limited to 2 additional Glory Points per game.

Equipment
Dogs do not suffer penalties for fighting unarmed. In battle they are treated as non-ELITE Troops. War Dogs cannot become ELITE. At an additional cost the dog gains an ability to form a FIRETEAM with any 1 model in your Warband.
Upgrades
Loyal Dog - 5 Ducats
Limit: 2
The dog gains an ability to form a FIRETEAM with any 1 model in your Warband.
Lore
A great many animals serve in the trenches alongside the soldiers. Wardogs are by far the most common, but tame ocelots, barbary apes, small bears, and other unusual pets abound, while the forces of Hell keep Hellhounds and other infernal beasts as pets. These loyal canines can be trained to serve in multiple roles: as mercy dogs for on rescuing wounded soldiers, fierce guard dogs, or as messengers.
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Yeoman
md_yeoman
Cost:30 Ducats
Availability:Unlimited
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Base:25mm
Keywords:NEW ANTIOCH
Image:@terrainbeast
Abilities
No Retreat:

No members of this Warband can ever leave Melee Combat voluntarily.

Equipment

Each yeoman is equipped with a bolt action rifle at a reduced cost of 5 ducats. You can swap this rifle for another ranged weapon of lower, equal or greater cost. If the cost is greater, you must pay the difference in ducats.

Yeomen can be equipped with any weapon, armour and equipment from the New Antioch Armoury. At the cost of +10 ducats per model, up to two yeomen can be upgraded to Trench Moles (up to three in warbands of over 1000 ducats value), scouts who make use of tunnels that criss-cross No Man’s Land. They gain the Keyword INFILTRATOR.

Bolt-Action Rifle

Range24"
Hands
2 Hands (Ranged)
Keywords

BAYONET LUG

Lore

The workhorse of the Great War. Sturdy, highly reliable and reasonably accurate, it is no surprise that most of the infantry of the Great War carry this battlefield classic.

Upgrades
Infiltrator - 10 Ducats
Limit: 2
The model is converted to an INFILTRATOR. The model can be placed anywhere on the table out of line of sight of any enemies, but at least 8” away from the closest enemy. Deployed after all other models without the Keyword INFILTRATOR.
Lore

A basic trooper of New Antioch. Brave men and women who have received standard training and sworn an oath to the Duke of New Antioch. What they lack in combat skills compared to more elite troops they more than make up with their numbers and wide selection of weapons available to them.

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Mercenaries

Combat Biologist
md_combatbiologist
Cost:3 Glory
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-1
Base:32mm
Keywords:NEGATE FEAR
Image:@pandemonpaints
Abilities
Prize Specimens:

When a Combat Biologist takes any enemy model with the Keyword DEMONIC or BLACK GRAIL Out of Action with a Melee attack, place 1 BLESSING MARKER beside the Combat Biologist.

Battlefield Vivisection:

Whenever a Combat Biologist is part of your Warband, you can add the following Glorious Deed in addition to those normally available in each Scenario you play

Battlefield Vivisection

If a total of 3 or more enemy models engaged in melee combat with the Combat Biologist are taken Out of Action during the Battle, add +1 Glory Point to your total earned at the end of the game.

Equipment
A Combat Biologist always has Standard armour, a Gas Mask, and a Vivisector. You cannot alter the Biologist battlekit in any way.

Standard Armour

Rules

-1 to all Injury Chart rolls against the model. Can be combined with any shield.

Lore

With the advancements in metallurgy and technology, both Faithful and Heretic armies are well-equipped with suits of alloy armour that can withstand an impact from a bullet or turn aside the sharpest of blades. Standard armour is usually mass-produced, but highly effective even against high-calibre weapons.

Gas Mask

Rules

Ignores additional BLOOD MARKERS caused by the Keyword GAS. Any such attacks suffer -1 DICE penalty to all injury rolls.

Lore

Mustard Gas, phosgene, chlorine as well as noxious fumes from the bolgias of Hell plague the battlefield. The Gas Mask allows soldiers to withstand such attacks.

Vivisector

RangeMelee
Hands
2 Hands (Melee)
Keywords

CUMBERSOME, BLOCK

Rules

Pain Amplifier: Lower the roll needed to achieve a Critical Success for a Melee Attack made by this weapon by 1 for each BLOOD MARKER next to the target by 1 (so an enemy with 1 BLOOD MARKER will suffer a Critical Success on a roll of 11+).

Inflict Pain: If an attack made by this weapon against a target, without the ARTIFICIAL Keyword and mounted on a 40mm base or smaller is, a Critical Success, but the target is not taken Out of Action, then the target will move D3" in a straight line directly away from the attacking model. It will stop if it moves into a friendly model, Impassable Terrain, a terrain piece it cannot cross without having to Climb, or immediately before it would move within 1" of an enemy model other than the attacker. If the target model would finish the move more than 1" from the attacking model, then the attacking model and any other models within 1" of the target model can make an additional Melee Attack on it before it is moved, as if the target were carrying out a retreat move. If this causes the model to move a second time, add D3" to the distance it is moved but do not attack it again.

Lore

This weapon offers both excellent protection by keeping the targets at bay, and its haft incorporates a trigger that injects a horrifying cocktail of holy ointments, chemical toxins, nerve agents and micro-shards of holy relics into any open wound, causing pain that is unbearable to even supernatural enemies. It can also be used to quickly dissect fallen enemies so their organs can be preserved by the Combat Biologist.

Lore

Combat Biologists are members of the Pontifical Office of Biological warfare, or in the case of the Sultanate, the Al-Bisţāmī School of Ninety-Nine Names, which trains some failed Alchemist apprentices in a similar fashion. These scholars specialise in battlefield vivisections and collecting samples of the most powerful servants of Hell so they can be studied, in the hopes of finding ways to develop weapons capable of driving the servants of the Pit back to the darkness.

Due to their training, hypnotic conditioning and constant exposure to captured specimens, the Combat Biologist enters a battle trance when faced with creatures that normally induce fear in ordinary troopers. They wield vivisectors, polearm blade weapons that combine sophisticated biological warfare agents and the functional brutality of trench warfare.

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Communicant Anti-Tank Hunter
md_communicantantitankhunter
Cost:5 Glory
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-1
Base:40mm
Keywords:TOUGH, STRONG
Image:@grimdank_minis
Abilities
Miracle of Regeneration:

At the start of each of their Activations, the Communicant can remove one BLOOD MARKER from themselves, if they have any.

Equipment
The Communicant is armed with an anti-materiel rifle and a helmet. They count as being armed with two Trench clubs in Melee combat – its fists are deadly weapons in their own right. Their flesh is hard as iron, so Communicants are considered to be wearing Standard Armour as noted in their profile. You cannot alter their weapons and equipment in any way.

Trench Club

RangeMelee
Hands
1 Hands (Melee)
Lore

Trench Clubs are one of the most common weapons of the Great War, as melee combat is frequent and brutal. Usually made of wood with a metal tip from iron, lead or steel, trench clubs often feature spikes and hobnails. Most designs have some form of cord or leather strap at the end to wrap around the user’s wrist.

Combat Helmet

Rules

Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

Lore

The simple combat helmet has proven its value on the battlefield time and again.

Anti-Materiel Rifle

Range36"
Hands
2 Hands (Ranged)
ModifiersIgnore Armour, +1D to Injuries
Keywords

HEAVY, CRITICAL

Rules

Ignores armour. Add +1 DICE when rolling on the Injury Chart.

Lore

Enormous long rifles designed to take out heavily armoured targets, vehicles and strongpoints. With the powerful armour available to the armies of the Great war, these terrifying weapons are much in demand. A downside is their enormous weight and terrifying recoil, and thus they are most often used by Communicants or Anointed who possess the supernatural strength to wield such weapons.

Lore

Communicants are partakers of the experimental Chemical Communion – the blood and flesh harvested from a Meta-Christ by the Mendelist monks and applied to the genome of volunteers. The most holy and pious of the Church are chosen to partake of the experimental communion, going through many biological changes to become larger and more durable, greatly enhancing their effectiveness on the battlefield. Their divinely-enhanced strength allows them to carry and shoot massive anti-materiel guns as easily as a normal soldier would wield a simple rifle. The process is uncertain, however, with the possibility for unpredictable side effects. Some lose their ability to speak or their higher brain functions become distracted by the heavenly choir only they can hear, requiring exact commands from their handlers.

Because the Church consistently needs funds to sustain its military operations, Communicants are frequently allocated to the highest bidders among the armies affiliated with New Antioch. Their services are in constant demand as they are able to take out enemy fighting vehicles, heavily armoured troops and strongpoints with a single shot.

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Mamluk Faris
md_mamlukfaris
Cost:4 Glory
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Base:32mm
Image:@Emitoo
Abilities
Sworn Sword:

Mamluks can form a FIRETEAM with any one ELITE model in the Warband they are part of. This FIRETEAM is always in addition to any other FIRETEAM(s) the Warband is allowed to form. If a Mamluk joins a New Antioch FIRETEAM, the model benefits from the Co-ordinated Fireteam special rules.

Martial Prowess:

Mamluks are disciples of Furūsiyya, the Knightly Discipline passed on through generations, they practice ceaselessly and have few equals. This gives their Jezzails the Keyword ASSAULT as well as the Shield Combo ability. Additionally, they suffer no penalties for fighting with off-hand weapons in melee.

Arabian Destrier:

Unless the scenario prohibits use of the special deployment of INFILTRATORS, you may deploy the Mamluk on any table edge as long as they are at least 8” away from any enemy model after INFILTRATORS are deployed. Mamluks can also be deployed in your own deployment zone as standard.

Equipment
A Mamluk carries a Jezzail with Alchemical Ammunition. They wear a Helmet and Reinforced Armour. In addition, before each battle, you may choose one of several loadouts from their personal armoury

Jezzail

Range18"
Hands
2 Hands (Ranged)
Lore

These long arms are by far the most common weapons carried by the soldiers of the Sultanate of the Great Iron Wall. Their barrels are smoothbore which limits their accuracy at range, but this is more than made up for by the fact that this allows them to be loaded with different types of alchemical ammunition made by the Jabirean Alchemists.

Alchemical Ammunition

Rules

Adds +1 DICE to Ranged Attack rolls on the Action Success Chart. Can only be used with Jezzails, Alaybozan, Halberd-Guns and Siege Jezzails.

Lore

Jabirean Alchemists craft these Jezzail bullets from the slivers of the Iron Wall. Each such shot is carved the Seal of Solomon, guiding them during their path through the air.

Reinforced Armour

Rules

Grants a -2 modifier to all injury rolls against the model wearing this armour.

Lore

Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.

Combat Helmet

Rules

Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

Lore

The simple combat helmet has proven its value on the battlefield time and again.

Choose One of the Following
Trench Polearm and Trench Shield
Sword / Axe and Pistol / Revolver
Mamluk Greatsword
Lore
Mamluks are an echo of a bygone age, last members of the warrior-elite that once ruled a great empire in Northern Africa. They suffered grievous losses at the earliest stages of the Great War when the Legions of demon Zalambuer emerged from the Hellgate. The Fatimids led their Mamluk forces in a desperate campaign to reclaim the Levant, but of their fate there is no tale. Instead of returning victorious warriors, the slaves of Jahannam rushed through Sinai like an evil wind, razing Alexandria and Cairo to the ground. The remaining Mamluks fought bitterly to protect their homes, but to no avail. Too proud to leave their ancestral homes at the mercy of evil, some of the last Mamluks did not heed the call to migrate beyond the Iron Wall, and instead dispersed throughout the lands they once ruled to fight on – a fight that has never ceased since those dark days.

To this day the Mamluk knights play a deadly game of ambush and sudden raids on the Aegyptian front against Mammon’s legions, making their living as swords for hire, waging an endless war against the Heretics and composing poems of lamentation in memory of their lost and devastated homelands. Generations of war have hardened the Mamluks into peerless warriors, for parents pass on the secrets of Furūsiyya, the martial skills and ethical conduct of the Arabian Knights, to their children. Too few in numbers to wage open war, the Mamluks instead fight alongside any of the Peoples of the Book, making their living by offering their swords to the highest bidder, as long as such a leader promises to fight the forces of Shaytan. They respect noble character and martial prowess above all, and often bond by sharing their way of the sword with an ally they respect.

Only a few of the famed artificial heavy warhorses of the Mamluks remain, and they are not risked in open combat unless they are used directly to defend the last few hidden abodes the Mamluks still inhabit in the vast deserts that stretch beyond the Nile delta. However, these tireless steeds are used to take the heavy Mamluk warriors into advanced positions where they can disrupt the enemy’s plans and surprise exposed enemy units.
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Mendelist Ammo Monk
md_mendelistammomonk
Cost:2 Glory
Availability:0-1
Movement
6"/Infantry
Melee
-1D
Ranged
-1D
Armour
0
Base:25mm
Image:@voiceinthegrimdark
Abilities
Faithful Followers:

When a friendly model within 1” of the Monk is Activated, you can declare that the Monk is Activated at the same time. You may then use the Monk before taking any ACTION or movement with the model you originally Activated. This does not allow you to Activate the Monk more than once per Turn.

The Ammunition Sacrement:

As a RISKY ACTION, the Monk can provide a friendly model within 1” of it with one of the following benefits. The chosen benefit lasts until the end of the targeted model’s Activation this Turn:

  • Bullet of the Guided Path: Whenever this model makes an Attack with a Ranged Weapon, add +1 DICE to hit.

  • Cartridge of His Wrath: Add the Keywords SHRAPNEL and BLAST 2” to every Ranged Weapon this model is equipped with.

  • Echo of His Word: Whenever this model makes an Attack with a Ranged Weapon, add +1 to injury rolls caused by that Attack.

Equipment
The Monk has no weapons. They wear a gas mask and carry the Ammunition Sacrament (see below). You may not change their armaments in any way.

Gas Mask

Rules

Ignores additional BLOOD MARKERS caused by the Keyword GAS. Any such attacks suffer -1 DICE penalty to all injury rolls.

Lore

Mustard Gas, phosgene, chlorine as well as noxious fumes from the bolgias of Hell plague the battlefield. The Gas Mask allows soldiers to withstand such attacks.

Lore

The Order of Mendelist Monks is entrusted with the design of divinely enhanced items and the creation of the Communicants, devotees who have undergone Chemical Communion with an infusion of the synthesised blood of a Meta-Christ.

The Brotherhood of Blessed Munitions is one of the sub-sects of the Mendelist Order, whose duty is to provide the faithful with various types of ammunition treated with the chemically altered blood of a Meta-Christ. Such solutions are highly unstable and difficult to handle, and the secrets of their various formulae are jealously guarded.

On the battlefield, the monks brave enemy fire and infernal terrors, committed to their holy task of bringing the Wrath of the Lord upon the heretics. Their patron, St. Barbara, is said to lift those who die on the battlefield to Everlasting Glory.

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Observer
md_observer
Cost:3 Glory
Availability:0-1
Movement
8"/Infantry
Melee
+2D
Ranged
+1D
Armour
-1
Base:32mm
Image:@jimmy_crisps
Abilities
Lightning Speed:

In Melee, the Observer may attack twice with its Trench Polearm instead of only once.

Temporal Fuge:

Attacks that target the Observer suffer -1 DICE to hit.

Eye of God:

If the Observer fails an ACTION, you may re-roll the dice. However, if any of the dice you roll gives a result of 1, there is psychic backlash and the Observer suffers a Down result (including any resulting BLOOD MARKERS), and their Activation immediately ends.

Voice of God:

As a RISKY ACTION, the Observer may command any model on the board, friend or a foe, that has not been Activated this Turn. If successful, that model is compelled by the Divine Words. The Observer’s Activation immediately ends and the target’s Activation begins immediately after.

Equipment
Standard Armour, Oculus Helm (counts as Combat Helmet and Gas Mask), Trench Polearm, in-built Medi-Kit. You cannot alter the Observer’s weapons and equipment in any way.

Standard Armour

Rules

-1 to all Injury Chart rolls against the model. Can be combined with any shield.

Lore

With the advancements in metallurgy and technology, both Faithful and Heretic armies are well-equipped with suits of alloy armour that can withstand an impact from a bullet or turn aside the sharpest of blades. Standard armour is usually mass-produced, but highly effective even against high-calibre weapons.

Gas Mask

Rules

Ignores additional BLOOD MARKERS caused by the Keyword GAS. Any such attacks suffer -1 DICE penalty to all injury rolls.

Lore

Mustard Gas, phosgene, chlorine as well as noxious fumes from the bolgias of Hell plague the battlefield. The Gas Mask allows soldiers to withstand such attacks.

Combat Helmet

Rules

Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

Lore

The simple combat helmet has proven its value on the battlefield time and again.

Trench Polearm

RangeMelee
Hands
2 Hands (Melee)
Modifiers-1D to hit for Chargers
Keywords

CUMBERSOME, SHIELD COMBO

Rules

Polearms take two hands to use. Melee attacks made against this model are made with -1 DICE if the attacking model Charged this turn.

Lore

Trench pikes, billhooks, spears and other long polearms are excellent defensive weapons, but are cumbersome and heavy. They are often used to deal with barbed wire.

Medi-Kit

Rules

Models with a Medi-kit can take a RISKY ACTION to remove one BLOOD MARKER from any one friendly model (including themselves) within 1" range or allow one friendly model (including themselves) that is Down to regain their footing.

Lore

Battlefield first aid has brought many soldiers back from the brink of death. Blessed ointments can seal fatal wounds completely, while the black blood of demons used by twisted heretic medics allows mangled troops to return to the fray.

Lore

When the need is great, the Synod of Strategic Prophecy sends Observers to support the war effort. This order of warrior monks lives a life of absolute solitude, sharpening their minds and bodies, making of themselves living weapons in the Hands of God.

Once a soldier joins the order, they never leave the Temple of The Word. The slightest disturbance to their prayers and training interrupts their ability to commune with the Lord of all Creation. Thus the days of the Observers are spent in secluded, cloistered cells, when not practising their martial or mental disciplines.

The rare exception is when they are summoned to the battlefield. Here, amidst the chaos and carnage, their unique abilities can decisively shift the balance in favour of the faithful. Observers wear a specially crafted helmet enabling them to attune to the Voice of God. This remarkable connection grants them the capacity to simultaneously perceive the immediate past, present and future, to a degree. This allows them to perform unrivalled martial feats.

But a living human is not meant to hear the Holy Words, so it comes at a cost. Since the Voice of God never decays, they must concentrate with superhuman focus to extricate the righteous guidance amidst the narrative spanning from creation’s inception to the present moment. The ceaseless resonance of the Divine Echo ringing in their ears renders sleep impossible. Therefore they must resort to potent sedatives and mind-altering drugs for them to endure the heavy burden of their battlefield role for any length of time.

The Observers diligently practice the recitation of the Words of God, granting them the power to issue commands to anyone they address, friend or foe. The special metal of their helmet allows them to replicate the Holy Word as closely as it is possible, compelling any creature in creation to obey them momentarily.

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Scripture Guardian
md_scriptureguardian
Cost:7 Glory
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Base:40mm
Keywords:GOLEM
Image:@jimmy_crisps
Abilities
Slow:

Scripture Guardian has a halved Dash distance (i.e. 3”).

Vengeful Scripture:

The Scripture Guardian reads words from the holy (or unholy!) text it carries. This is an attack ACTION with 18” range, and it can be used in either Melee or as a Ranged attack (though not both during the same Activation). Use Ranged and Melee Characteristics as appropriate. This attack ignores armour and cover. For each BLOOD MARKER the target has, add +1 to the Injury roll. Note that if armed with a melee weapon, both the Melee attack and the use of the Vengeageful Scripture can be used simultaneously.

Equipment
The Scripture Guardian carries a Scripture Scroll. It wears reinforced armour and a helmet. In addition, it has 2 arms that can be made to carry one Melee weapon available to your Warband as long as they have no restrictions (such as ELITE only, Assassins only, LIMIT: 2 etc.). You must pay the appropriate cost as standard.

Combat Helmet

Rules

Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

Lore

The simple combat helmet has proven its value on the battlefield time and again.

Reinforced Armour

Rules

Grants a -2 modifier to all injury rolls against the model wearing this armour.

Lore

Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.

Lore
The Origins of the Scripture Guardians are unknown, but rumours claim they are creations of great masters of Kabbalah. Reports of the Scripture Guardians began to circulate in the early days of the Great War. The destruction of Jerusalem upended great cities and unearthed tombs that should never have been disturbed, their occupants now wandering this unhappy land, endlessly reciting the sacred writings entrusted to them in death. Sometimes a lucky expedition to No Man’s Land can find such a creature, and placing a holy text of their own faith into its hands can turn the Scripture Guardian into a potent ally to whomever aligns with the holy (or indeed desecrated) scroll of tome given to its unyielding grasp.

Capable of speaking and reading the One True Language, the Scripture Guardian can unleash the powers it calls upon against anyone its master dictates. It serves its purpose with the single-mindedness of an automaton, unthinking and uncaring. Spoken by the Guardian, the words are empowered with the primordial power of Creation, and can unmake anything, growing in power the longer they target anything in the physical world.
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Witchburner
md_witchburner
Cost:5 Glory
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-2
Base:32mm
Image:@martycarcosa
Abilities
Divine Judgement:

The Witchburner can select any model in the opposing warband within 24” (even if hidden or out of sight) and bring the Judgement of Heaven upon them with a Litany of Condemnation. This is a RISKY ACTION. If successful, the model suffers one BLOOD MARKER (models with the Keyword HERETIC, BLACK GRAIL or DEMONIC suffer two BLOOD MARKER) as it bursts into celestial flames. This holy fire even affects units that are immune to FIRE weapons.

Ceremonial Duty:

The Witchburner has taken vows to persecute heretics with extreme prejudice. Nothing will stop this holy task. The Witchburner is immune to FEAR.

Dignified Conduct:

Due to the dignity of their status, the Witchburner cannot take the Dash ACTION.

Equipment
The Witchburner is equipped with Reinforced Armour, wears a Helmet and carries a War Gavel (see below). You cannot alter their armour, weapons or equipment in any way.

Combat Helmet

Rules

Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

Lore

The simple combat helmet has proven its value on the battlefield time and again.

Reinforced Armour

Rules

Grants a -2 modifier to all injury rolls against the model wearing this armour.

Lore

Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.

Gavel of Justice

RangeMelee
Hands
1 Hands (Melee)
Rules

If the Witchburner hits an enemy with the Gavel of Justice, the target of the attack automatically sustains Divine Judgement as explained in the Witchburner’s Abilities, even if the attack did no damage otherwise. This does not count as the Witchburner having used the Divine Judgement ACTION. Thus the Witchburner can potentially cause multiple Divine Judgements during a single Activation.

Lore

The staff of the Witchburners is both a mark of their office and a weapon imbued with the wrath of God against those who have broken Divine Law. It dooms the souls of those found guilty to burn in flames for all eternity.

Lore

The Witchburners are the field officers of the Inquisition. They are tasked with hunting down and punishing witches, warlocks and heretics that cannot be brought to face justice by conventional means.

On the battlefield they have the power to channel divine retribution on those deemed to have transgressed against God, causing sinners to burst into flames with mere words of condemnation. Since none are sinless, none are safe from their words of condemnation.

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Armoury

Melee Weapons
Bayonet
2 Ducats
BAYONET LUG only
Double-Handed Blunt Weapon
10 Ducats
Greatsword / Greataxe
12 Ducats
Knife / Dagger
1 Ducats
Trench Polearm
7 Ducats
Sword / Axe
4 Ducats
Trench Club
3 Ducats
Ranged Weapons
Automatic Pistol
20 Ducats
LIMIT: 3
Elite only
Automatic Rifle
40 Ducats
LIMIT: 1
Automatic Shotgun
15 Ducats
LIMIT: 2
Bolt-Action Rifle
10 Ducats
Flamethrower
30 Ducats
LIMIT: 3
Grenade Launcher
30 Ducats
LIMIT: 2
Grenades
7 Ducats
Grenades
5 Ducats
Trench Dog, Guard Dog, Mercy Dog, Attack Dog only
Heavy Flamethrower
55 Ducats
LIMIT: 1
Heavy Shotgun
20 Ducats
LIMIT: 2
Incendiary Grenades
15 Ducats
LIMIT: 2
Machine Gun
50 Ducats
LIMIT: 2
Molotov Cocktail
5 Ducats
Pistol / Revolver
6 Ducats
Satchel Charge
15 Ducats
LIMIT: 3
Semi-Automatic Rifle
15 Ducats
Shotgun
10 Ducats
Sniper Rifle
35 Ducats
LIMIT: 3
Submachine Gun
30 Ducats
LIMIT: 2
Armour
Heavy Ballistic Shield
15 Ducats
Machine Armour only
Machine Armour
50 Ducats
LIMIT: 1
Elite only
Reinforced Armour
40 Ducats
Mechanised Heavy Infantry, Elite only
Standard Armour
15 Ducats
Trench Shield
10 Ducats
Equipment
Binoculars
10 Ducats
Elite only
Blood Cloak
10 Ducats
LIMIT: 4
Combat Helmet
5 Ducats
Field Shrine
2 Glory
Gas Mask
5 Ducats
Martyrdom Pills
1 Glory
LIMIT: 2
Elite only
Medi-Kit
5 Ducats
Mountaineer Kit
3 Ducats
LIMIT: 4
Musical Instrument
15 Ducats
LIMIT: 1
Not Elite only
Red Banner
2 Glory
LIMIT: 1
Shovel
5 Ducats
Exploration Only
Battlefield Title
6 Glory
LIMIT: 1
Elite only
Book of Battle Prayers
6 Glory
LIMIT: 1
Elite only
Ducal Winged Armour
8 Glory
LIMIT: 1
Knighthood, Battlefield Title only
Field Hospital
10 Glory
LIMIT: 1
Knighthood
4 Glory
LIMIT: 1
Elite only
Resurrection Engine
12 Glory
LIMIT: 1
Rocket-Propelled Grenade
2 Glory
LIMIT: 2
Salvage Golem
4 Glory
LIMIT: 2
Smokescreen
5 Glory
LIMIT: 1
Sniper Scope
2 Glory
LIMIT: 2
Rifle only

Base Faction