New Caledonia Republic

fc_newantioch_fc_eirerangers
Warband
User: Navarro
Faction: Eire Rangers
Rating: 1073| 10
Fielded: Elite: 5, Troop: 5, Mercenary: 2, Total: 12/14
Arsenal
378
6
Strongbox: 262 | 6
Semi-Automatic Rifle, Mountaineer Kit, Sniper Rifle, Trench Dog Ownership, Semi-Automatic Rifle, Incendiary Grenades, Incendiary Grenades, Semi-Automatic Rifle, Mountaineer Kit
Campaign
Victory Points: 96
Campaign Round: 5 (max round: 12)
Exploration
Elites
Eire Lieutenant
November
135
2
Sniper Rifle, Sword / Axe, Trench Knife, Binoculars, Rocket-Propelled Grenade, Standard Armour
Eire Warrior Priest
Papa
105
Automatic Pistol, Standard Armour, Trench Shield
Mechanized Heavy Infantry
Kilo
180
Machine Gun, Great Hammer/Maul, Armour-Piercing Bullets, Combat Helmet, Saint's Reliquary, Machine Armour, Satchel Charge
Yeoman
Romeo
86
Sniper Rifle, Trench Club, Mountaineer Kit, Standard Armour
Combat Engineer
Golf
122
Shotgun, Bayonet, Medi-Kit, Shovel, Engineer Body Armour, Satchel Charge, Trench Shield
Troops
Shocktrooper
Zulu
104
Automatic Shotgun, Greatsword / Greataxe, Frag Grenades, Standard Armour
Shocktrooper
Bravo
104
Automatic Shotgun, Greatsword / Greataxe, Frag Grenades, Standard Armour
Yeoman
Yankee
78
Flamethrower, Trench Club, Standard Armour
Survivor Yeoman
Charlie
82
Submachine Gun, Bayonet, Armour-Piercing Bullets, Standard Armour
Yeoman
Delta
77
Submachine Gun, Bayonet, Standard Armour
Mercenaries
Mendelist Ammo Monk
Mike
2
Gas Mask
Communicant Anti-Tank Hunter
Julliet
5
Anti-Materiel Rifle, Trench Club, Trench Club, Combat Helmet
Reserves
Shocktrooper
Tango
89
Greatsword / Greataxe, Frag Grenades, Standard Armour
Yeoman
Oscar
76
Pistol / Revolver, Carnyx, Standard Armour
Mechanized Heavy Infantry
Mechanised Heavy Infantry
140
Grenade Launcher, Great Hammer/Maul, Combat Helmet, Machine Armour
Dead
Shocktrooper
Foxtrot
89
Greatsword / Greataxe, Frag Grenades, Standard Armour
Combat Engineer
Hotel
122
Shotgun, Bayonet, Medi-Kit, Shovel, Engineer Body Armour, Satchel Charge, Trench Shield
Yeoman
Whiskey
93
Sniper Rifle, Trench Club, Standard Armour
Deployed Equipment
Trench Dog Ownership
1
Modifiers
Logistical Skills
Mechanized Heavy Infantry
A Warband that includes a model with this Skill can increase any Limits on the number of models it can include by 1, as long as the model does not have the
Elite
Keyword, is not mounted on a 50mm or larger base, and is not a Mercenary. For example, if the Warband Entry for a model in the Warband had a limit of 0-2, the limit would be increased to 0-3. If the model with this Skill is killed or otherwise removed from the Warband, models in excess of the normal limits can be kept, but new models cannot be added to the Warband in excess of the normal limits. A Warband can only have 1 model with this Skill.
Black Network Contact
From now on, in the Quartermaster Step, you can purchase Glory Items costing 8 or less.
Curative Fluids
Papa
Once, in any future Quartermaster Step, you can use the Curative Fluids to remove 1 Battle Scar (but not the effects of any Trauma) from a model in your Warband. Remove the Curative Fluids from your Warband Roster after they are used
Fireteams
New Antioch Fireteam
Zulu
Bravo

If a model from a Fireteam hits a target that had been hit by an attack made by the other member of their Fireteam earlier in the same Turn, then you can spend 3

Blood Markers
to convert the Injury Roll for the second attack to a Bloodbath Roll, even if the target is not Down.

New Antioch Fireteam
Papa
Yankee

If a model from a Fireteam hits a target that had been hit by an attack made by the other member of their Fireteam earlier in the same Turn, then you can spend 3

Blood Markers
to convert the Injury Roll for the second attack to a Bloodbath Roll, even if the target is not Down.

Eire Lieutenant - November
135 | 2
Name: November
Type: Eire Lieutenant
Base Cost: 70
Image: @Darius_minis
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
-1
Keywords
Tough
Skirmisher
Leader
Elite
New Antioch

Battlekit

A Lieutenant can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons
Sniper Rifle
35
Grenades
Melee Weapons
Sword / Axe
4
Trench Knife
1
Armour
Standard Armour
15
Shields
Equipment
Binoculars
10
Special
Rocket-Propelled Grenade
2

Campaign

Experience
Battle Scars
Advancements
SprinterAdd
+1 Dice
to the
Risky Success
Roll for a model with this Skill that is taking a Dash ACTION.
War LuckA model with this Skill can suffer 1 extra Battle Scar before they are Unfit for Duty.
'Tis but a ScratchYou can re-roll the result on the Trauma Chart for a model with this Skill.
Set DiceAfter you make an Exploration Roll, select one of the Exploration Dice and change the result on the dice to the result of your choice.
Shadow WalkerAdd
-2 Dice
to rolls for Ranged Attacks that target a model with this Skill at Long Range instead of
-1 Dice
.
Injuries
Head WoundThis model can no longer gain Experience Points. You can assign Promotion Dice to this model as if it were a Troop in the Promotions and Experience Step. If one of its assigned Promotion Dice rolls a “6”, it regains the ability to gain Experience Points, although the Battle Scar remains.
Fighter Status
Active
Fighter Rank
Elite

Abilities

Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Eire Warrior Priest - Papa
105
Name: Papa
Type: Eire Warrior Priest
Base Cost: 60
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Keywords
Negate Fear
Elite
New Antioch

Battlekit

Trench Clerics can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons
Automatic Pistol
20
Grenades
Melee Weapons
Armour
Standard Armour
15
Shields
Trench Shield
10
Equipment
Special

Campaign

Experience
Battle Scars
Advancements
Skill & ExpertiseWhen you give a model this Skill, choose 1
Action
on that model's Warband Entry, or 1 Common
Action
apart from Fight or Shoot
Action
S, and write it on your Warband Roster. Add
+1 Dice
to rolls made as part of the chosen
Action
when they are taken by this model.
Far Shot

Add 6" to the Range of the following Weapons when they are used by a model that has this Skill:

  • Any Weapon with the
    Pistol
    Keyword.
  • Any Weapon which has the word “Rifle” as part of its name (i.e. a Bolt Action Rifle, Assault Rifle etc).
  • Any Weapon which has either the word “Jezzail” or “Arquebus” as part of its name.
Point BlankWhen a model with this Skill makes a Melee Attack, it can use a Ranged Weapon and its Ranged Attack Characteristic instead of a Melee Weapon and its Melee Attack Characteristic. It must still be within 1” of the target model to make the attack. It can also use the Ranged Weapon to make a Ranged Attack during the same Activation if it has the
Assault
Keyword.
ParryAdd
-1 Dice
to Success Rolls for Melee Attacks that target a model with this Skill.
ScavengerA model with this Skill has the Extra Dice Exploration Skill.
Injuries
Minor WoundThis model cannot be used in the next game.
Minor WoundThis model cannot be used in the next game.
Fighter Status
Active
Fighter Rank
Elite

Abilities

God is With Us!: A Trench Cleric can take a God is With Us!
Action
. If they do so, take a
Risky Success
Roll for the Trench Cleric. If the roll is a Failure, nothing happens, and the Trench Cleric’s Activation ends. If the roll is a Success or a Critical Success, you can place 1
Blessing Marker
next to the Trench Cleric or a friendly model within 6" of the Trench Cleric.
Away Serpents!: An Éire Rangers Trench Cleric can take an Away Serpents!
Action
. If they do so, pick 1 enemy model within 12" of the Trench Cleric and say that the Trench Cleric orders them to crawl on their belly like a snake. Then take a
Risky Success
Roll for the Trench Cleric. Add
-1 Dice
to the roll if the enemy model is mounted on a base that is 40mm or greater. If the roll is a Failure, nothing happens, and the Trench Cleric’s Activation ends. If the roll is a Success or Critical Success, the enemy model is taken Down.
Arise and be Healed!: The Trench Cleric can take an Arise and be Healed!
Action
. If they do so, take a
Risky Success
Roll for the Trench Cleric. If the roll is a Failure, nothing happens, and the Trench Cleric’s Activation ends. If the roll is a Success or Critical Success, pick the Trench Cleric or 1 friendly model within 3" of the Trench Cleric. The model you pick can stand back up at no cost to their movement, and you can remove up to D3
Blood Markers
and/or
Infection Markers
from the model.
Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Shocktrooper - Zulu
104
Name: Zulu
Type: Shocktrooper
Base Cost: 45
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-1
Keywords
Skirmisher
Infiltrator
New Antioch

Upgrades

Fianna - 10
The model gains the keywords
Infiltrator
and
Skirmisher

Battlekit

A Shock Trooper can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons
Automatic Shotgun
15
Grenades
Frag Grenades
7
Melee Weapons
Greatsword / Greataxe
12
Armour
Standard Armour
15
Shields
Equipment
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Abilities

Shock Charge: When you roll the Charge Bonus for a Shock Trooper, roll 1 extra D6 and use the single highest die to determine the bonus.
Assault Drill: You can ignore the Effect of the
Heavy
Keyword for 1 Melee Weapon that a Shock Trooper has. A Shock Trooper still cannot have more than 1 Weapon (of any type) with the
Heavy
Keyword.
Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Mechanized Heavy Infantry - Kilo
180
Name: Kilo
Type: Mechanized Heavy Infantry
Base Cost: 85
Image: @terrainbeast
Movement
6"/Infantry
Melee
0D
Ranged
+2D
Armour
-3
Keywords
Negate Shrapnel
Strong
Negate Heavy
Tough
Elite
New Antioch

Upgrades

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

Battlekit

A Mechanized Heavy Infantry model always has either Reinforced Armour at cost of 85 , or Machine Armour at a cost of 95 . Their Armour cannot be removed or lost throughout the campaign for any reason. The Injury Modifier for the Armour is included in the model’s Profile above. They can have any Battlekit from the

New Antioch
Armoury Tables, apart from Armour.

Ranged Weapons
Machine Gun
50
Grenades
Satchel Charge
15
Melee Weapons
Great Hammer/Maul
10
Armour
Machine Armour
Shields
Equipment
Combat Helmet
5
Saint's Reliquary
Armour-Piercing Bullets
5
Special

Campaign

Experience
Battle Scars
Advancements
War StoriesWhen you are recording the Experience Points earned by the models in your Warband in the Campaign Phase, you can give each model with the
Elite
Keyword that does not also have this Skill +1 extra Experience Point. You can’t pick the model with the Skill itself. A Warband can only have one model with this Skill.
Sharp EyesRanged Attacks made by a model with this Skill have the
Ignore
LONG RANGE Keyword.
Ranged ProficiencyAdd
+1 Dice
to the Ranged Characteristic of a model with this Skill.
Injuries
Fighter Status
Active
Fighter Rank
Elite

Abilities

Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Shocktrooper - Foxtrot
89
Name: Foxtrot
Type: Shocktrooper
Base Cost: 45
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-1
Keywords
Skirmisher
Infiltrator
New Antioch

Upgrades

Fianna - 10
The model gains the keywords
Infiltrator
and
Skirmisher

Battlekit

A Shock Trooper can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons
Grenades
Frag Grenades
7
Melee Weapons
Greatsword / Greataxe
12
Armour
Standard Armour
15
Shields
Equipment
Special

Campaign

Fighter Status
Dead
Fighter Rank
Troop

Abilities

Shock Charge: When you roll the Charge Bonus for a Shock Trooper, roll 1 extra D6 and use the single highest die to determine the bonus.
Assault Drill: You can ignore the Effect of the
Heavy
Keyword for 1 Melee Weapon that a Shock Trooper has. A Shock Trooper still cannot have more than 1 Weapon (of any type) with the
Heavy
Keyword.
Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Combat Engineer - Hotel
122
Name: Hotel
Type: Combat Engineer
Base Cost: 80
Image: @terrainbeast
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-3
Keywords
Negate Shrapnel
New Antioch
Negate Mined

Battlekit

A Combat Engineer always has Engineer Body Armour (▶ see

New Antioch
Battlekit) and a Shovel. This Battlekit cannot be removed or lost throughout the campaign for any reason. The Injury Modifier for the Armour is included in the model’s Profile above. They can also have any Battlekit from the
New Antioch
Armoury Tables, apart from Armour.

Ranged Weapons
Shotgun
10
Grenades
Satchel Charge
15
Melee Weapons
Bayonet
2
Armour
Engineer Body Armour
Shields
Trench Shield
10
Equipment
Shovel
Medi-Kit
5
Special

Campaign

Fighter Status
Dead
Fighter Rank
Troop

Abilities

Battlefield Demolition: You can ignore the Effect of the
Heavy
Keyword for 1 Satchel Charge that a Combat Engineer has. A Combat Engineer still cannot have more than 1 Weapon (of any type) with the
Heavy
Keyword.
Fortify: A Combat Engineer can take a Fortify
Action
. If they do so, take a
Risky Success
Roll for the Combat Engineer. If the roll is a Failure, the Combat Engineer’s Activation ends. If the roll is a Success or a Critical Success, the Combat Engineer has the
Cover
Keyword until they move away from their current position.
Defuse Mine: When you move a Combat Engineer into contact with a Marker or terrain piece with the
Mined
Keyword, you can say the Combat Engineer will try to defuse the mine before it detonates. If you do so, take a
Risky Success
Roll for the model. If the roll is a Failure the mine detonates and the Combat Engineer’s Activation ends. If the roll is a Success or a Critical Success, the mine does not detonate, and the Marker or terrain piece loses the
Mined
Keyword. A model that sets a mine on a terrain piece can defuse the mine automatically if it moves into contact with the terrain piece (do not take a
Risky Success
Roll).
Set Mine: A Combat Engineer can take a Set Mine
Action
if they are in contact with a terrain piece that measures up to 8” by 8” that doesn't have the
Mined
Keyword. If they do so, take a Success Roll for the model and add
+2 Dice
to the roll. If the roll is a Failure, nothing happens. If the roll is a Success or a Critical Success, the terrain piece gains the
Mined
Keyword.
Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Yeoman - Whiskey
93
Name: Whiskey
Type: Yeoman
Base Cost: 30
Image: @terrainbeast
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
-1
Keywords
Infiltrator
New Antioch

Upgrades

Infiltrator - 10 - 1/3
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
.

Battlekit

A Yeoman may be recruited with a Bolt-Action Rifle for a reduced cost of 5. The Yeoman can also have any Battlekit from the

New Antioch
Armoury Tables

Ranged Weapons
Sniper Rifle
35
Grenades
Melee Weapons
Trench Club
3
Armour
Standard Armour
15
Shields
Equipment
Special

Campaign

Fighter Status
Dead
Fighter Rank
Troop

Abilities

Trench Mole: Trench Moles are scouts who use tunnels that criss-cross No Man’s Land to reach positions ahead of the main trench lines. Up to 2 Yeomen can be upgraded to Trench Moles with the
Infiltrator
Keyword at a cost of +10 each. You can include a 3rd Trench Mole in a Warband if the total cost of all of the other models in the Warband (including their Battlekit, etc) adds up to 1,000 or more.
Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Mendelist Ammo Monk - Mike
2
Name: Mike
Type: Mendelist Ammo Monk
Base Cost: 2
Image: @voiceinthegrimdark
Movement
6"/Infantry
Melee
-1D
Ranged
-1D
Armour
0
Keywords
Negate Gas

Battlekit

A Mendelist Ammo Monk only has a Gas Mask. Note that a Mendelist Ammo Monk has no weapons and therefore cannot attack.

Ranged Weapons
Grenades
Melee Weapons
Armour
Shields
Equipment
Gas Mask
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Abilities

Faithful Followers: When you Activate a model within 1" of a Mendelist Ammo Monk, you can also Activate the Mendelist Monk if they have not yet been Activated during the Turn. If you do so, the two models can take their
Actions
in any order you wish, and you can switch between the two models freely. If the Activation of either model ends (due to a failed Risky Success Roll, for example), the other model can carry on with its Activation normally.
The Ammunition Sacrement: A Mendelist Ammo Monk can take an Ammunition Sacrament
Action
. If they do so, take a
Risky Success
Roll for the Mendelist Ammo Monk. If the roll is a Failure, the Mendelist Ammo Monk’s Activation ends. If the roll is a Success or a Critical Success, pick 1 friendly model within 1" of the Mendelist Ammo Monk and in their Line of Sight, and then pick one of the following Ammunition Sacraments. The Sacrament you pick applies to the model until the end of its next Activation.
  • Bullet of the Guided Path: Add
    +1 Dice
    to rolls for Ranged Attacks made by the model.
  • Cartridge of His Wrath: Add the
    Blast
    2" and
    Shrapnel
    Keywords to Ranged Weapons used by the model that do not have the
    Blast
    or
    Flamethrower
    Keywords.
  • Echo of His Word: Add
    +1 Injury Dice
    to rolls for Ranged Attacks made by the model.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Shocktrooper - Bravo
104
Name: Bravo
Type: Shocktrooper
Base Cost: 45
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-1
Keywords
Skirmisher
Infiltrator
New Antioch

Upgrades

Fianna - 10
The model gains the keywords
Infiltrator
and
Skirmisher

Battlekit

A Shock Trooper can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons
Automatic Shotgun
15
Grenades
Frag Grenades
7
Melee Weapons
Greatsword / Greataxe
12
Armour
Standard Armour
15
Shields
Equipment
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Abilities

Shock Charge: When you roll the Charge Bonus for a Shock Trooper, roll 1 extra D6 and use the single highest die to determine the bonus.
Assault Drill: You can ignore the Effect of the
Heavy
Keyword for 1 Melee Weapon that a Shock Trooper has. A Shock Trooper still cannot have more than 1 Weapon (of any type) with the
Heavy
Keyword.
Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Yeoman - Romeo
86
Name: Romeo
Type: Yeoman
Base Cost: 30
Image: @terrainbeast
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-1
Keywords
Elite
New Antioch

Battlekit

A Yeoman may be recruited with a Bolt-Action Rifle for a reduced cost of 5. The Yeoman can also have any Battlekit from the

New Antioch
Armoury Tables

Ranged Weapons
Sniper Rifle
35
Grenades
Melee Weapons
Trench Club
3
Armour
Standard Armour
15
Shields
Equipment
Mountaineer Kit
3
Special

Campaign

Experience
Battle Scars
Advancements
Ranged ProficiencyAdd
+1 Dice
to the Ranged Characteristic of a model with this Skill.
DodgeAdd
-1 Dice
to rolls for Ranged Attacks that target a model with this Skill.
Injuries
Fighter Status
Active
Fighter Rank
Elite

Abilities

Trench Mole: Trench Moles are scouts who use tunnels that criss-cross No Man’s Land to reach positions ahead of the main trench lines. Up to 2 Yeomen can be upgraded to Trench Moles with the
Infiltrator
Keyword at a cost of +10 each. You can include a 3rd Trench Mole in a Warband if the total cost of all of the other models in the Warband (including their Battlekit, etc) adds up to 1,000 or more.
Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Yeoman - Yankee
78
Name: Yankee
Type: Yeoman
Base Cost: 30
Image: @terrainbeast
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
-1
Keywords
New Antioch

Battlekit

A Yeoman may be recruited with a Bolt-Action Rifle for a reduced cost of 5. The Yeoman can also have any Battlekit from the

New Antioch
Armoury Tables

Ranged Weapons
Flamethrower
30
Grenades
Melee Weapons
Trench Club
3
Armour
Standard Armour
15
Shields
Equipment
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Abilities

Trench Mole: Trench Moles are scouts who use tunnels that criss-cross No Man’s Land to reach positions ahead of the main trench lines. Up to 2 Yeomen can be upgraded to Trench Moles with the
Infiltrator
Keyword at a cost of +10 each. You can include a 3rd Trench Mole in a Warband if the total cost of all of the other models in the Warband (including their Battlekit, etc) adds up to 1,000 or more.
Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Survivor Yeoman - Charlie
82
Name: Charlie
Type: Survivor Yeoman
Base Cost: 30
Image: @pandemonpaints
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
-1
Keywords
New Antioch

Battlekit

A Yeoman may be recruited with a Bolt-Action Rifle for a reduced cost of 5. The Yeoman can also have any Battlekit from the

New Antioch
Armoury Tables

Ranged Weapons
Submachine Gun
30
Grenades
Melee Weapons
Bayonet
2
Armour
Standard Armour
15
Shields
Equipment
Armour-Piercing Bullets
5
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Abilities

Trench Mole: Trench Moles are scouts who use tunnels that criss-cross No Man’s Land to reach positions ahead of the main trench lines. Up to 2 Yeomen can be upgraded to Trench Moles with the
Infiltrator
Keyword at a cost of +10 each. You can include a 3rd Trench Mole in a Warband if the total cost of all of the other models in the Warband (including their Battlekit, etc) adds up to 1,000 or more.
Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Communicant Anti-Tank Hunter - Julliet
5
Name: Julliet
Type: Communicant Anti-Tank Hunter
Base Cost: 5
Image: @grimdank_minis
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-1
Keywords
Negate Shrapnel
Regenerate 1
Strong
Negate Heavy
Tough

Battlekit

A Communicant Anti-Tank Hunter always has an Anti-Materiel Rifle and a Combat Helmet.

Ranged Weapons
Anti-Materiel Rifle
Grenades
Melee Weapons
Trench Club
Trench Club
Armour
Shields
Equipment
Combat Helmet
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Abilities

Iron Fists: The flesh of a Communicant Anti-Tank Hunter is as hard as iron, which makes their fists deadly weapons in their own right. A Communicant Anti-Tank Hunter can make a Melee Attack with the
Cleave
2 Keyword even though it does not have a Melee Weapon. In addition, the Off-Hand Weapon modifier applies to the second attack.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Combat Engineer - Golf
122
Name: Golf
Type: Combat Engineer
Base Cost: 80
Image: @terrainbeast
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-3
Keywords
Negate Shrapnel
Elite
New Antioch
Negate Mined

Battlekit

A Combat Engineer always has Engineer Body Armour (▶ see

New Antioch
Battlekit) and a Shovel. This Battlekit cannot be removed or lost throughout the campaign for any reason. The Injury Modifier for the Armour is included in the model’s Profile above. They can also have any Battlekit from the
New Antioch
Armoury Tables, apart from Armour.

Ranged Weapons
Shotgun
10
Grenades
Satchel Charge
15
Melee Weapons
Bayonet
2
Armour
Engineer Body Armour
Shields
Trench Shield
10
Equipment
Shovel
Medi-Kit
5
Special

Campaign

Experience
Battle Scars
Advancements
Logistical SkillsA Warband that includes a model with this Skill can increase any Limits on the number of models it can include by 1, as long as the model does not have the
Elite
Keyword, is not mounted on a 50mm or larger base, and is not a Mercenary. For example, if the Warband Entry for a model in the Warband had a limit of 0-2, the limit would be increased to 0-3. If the model with this Skill is killed or otherwise removed from the Warband, models in excess of the normal limits can be kept, but new models cannot be added to the Warband in excess of the normal limits. A Warband can only have 1 model with this Skill.
Mechanized Heavy Infantry
Skill & ExpertiseWhen you give a model this Skill, choose 1
Action
on that model's Warband Entry, or 1 Common
Action
apart from Fight or Shoot
Action
S, and write it on your Warband Roster. Add
+1 Dice
to rolls made as part of the chosen
Action
when they are taken by this model.
Injuries
Fighter Status
Active
Fighter Rank
Elite

Abilities

Battlefield Demolition: You can ignore the Effect of the
Heavy
Keyword for 1 Satchel Charge that a Combat Engineer has. A Combat Engineer still cannot have more than 1 Weapon (of any type) with the
Heavy
Keyword.
Fortify: A Combat Engineer can take a Fortify
Action
. If they do so, take a
Risky Success
Roll for the Combat Engineer. If the roll is a Failure, the Combat Engineer’s Activation ends. If the roll is a Success or a Critical Success, the Combat Engineer has the
Cover
Keyword until they move away from their current position.
Defuse Mine: When you move a Combat Engineer into contact with a Marker or terrain piece with the
Mined
Keyword, you can say the Combat Engineer will try to defuse the mine before it detonates. If you do so, take a
Risky Success
Roll for the model. If the roll is a Failure the mine detonates and the Combat Engineer’s Activation ends. If the roll is a Success or a Critical Success, the mine does not detonate, and the Marker or terrain piece loses the
Mined
Keyword. A model that sets a mine on a terrain piece can defuse the mine automatically if it moves into contact with the terrain piece (do not take a
Risky Success
Roll).
Set Mine: A Combat Engineer can take a Set Mine
Action
if they are in contact with a terrain piece that measures up to 8” by 8” that doesn't have the
Mined
Keyword. If they do so, take a Success Roll for the model and add
+2 Dice
to the roll. If the roll is a Failure, nothing happens. If the roll is a Success or a Critical Success, the terrain piece gains the
Mined
Keyword.
Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Shocktrooper - Tango
89
Name: Tango
Type: Shocktrooper
Base Cost: 45
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-1
Keywords
Skirmisher
Infiltrator
New Antioch

Upgrades

Fianna - 10
The model gains the keywords
Infiltrator
and
Skirmisher

Battlekit

A Shock Trooper can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons
Grenades
Frag Grenades
7
Melee Weapons
Greatsword / Greataxe
12
Armour
Standard Armour
15
Shields
Equipment
Special

Campaign

Fighter Status
Reserved
Fighter Rank
Troop

Abilities

Shock Charge: When you roll the Charge Bonus for a Shock Trooper, roll 1 extra D6 and use the single highest die to determine the bonus.
Assault Drill: You can ignore the Effect of the
Heavy
Keyword for 1 Melee Weapon that a Shock Trooper has. A Shock Trooper still cannot have more than 1 Weapon (of any type) with the
Heavy
Keyword.
Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Yeoman - Delta
77
Name: Delta
Type: Yeoman
Base Cost: 30
Image: @terrainbeast
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
-1
Keywords
New Antioch

Battlekit

A Yeoman may be recruited with a Bolt-Action Rifle for a reduced cost of 5. The Yeoman can also have any Battlekit from the

New Antioch
Armoury Tables

Ranged Weapons
Submachine Gun
30
Grenades
Melee Weapons
Bayonet
2
Armour
Standard Armour
15
Shields
Equipment
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Abilities

Trench Mole: Trench Moles are scouts who use tunnels that criss-cross No Man’s Land to reach positions ahead of the main trench lines. Up to 2 Yeomen can be upgraded to Trench Moles with the
Infiltrator
Keyword at a cost of +10 each. You can include a 3rd Trench Mole in a Warband if the total cost of all of the other models in the Warband (including their Battlekit, etc) adds up to 1,000 or more.
Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Yeoman - Oscar
76
Name: Oscar
Type: Yeoman
Base Cost: 30
Image: @terrainbeast
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
-1
Keywords
Fear
Infiltrator
New Antioch

Upgrades

Infiltrator - 10 - 1/3
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
.

Battlekit

A Yeoman may be recruited with a Bolt-Action Rifle for a reduced cost of 5. The Yeoman can also have any Battlekit from the

New Antioch
Armoury Tables

Ranged Weapons
Pistol / Revolver
6
Grenades
Melee Weapons
Armour
Standard Armour
15
Shields
Equipment
Carnyx
15
Special

Campaign

Fighter Status
Reserved
Fighter Rank
Troop

Abilities

Trench Mole: Trench Moles are scouts who use tunnels that criss-cross No Man’s Land to reach positions ahead of the main trench lines. Up to 2 Yeomen can be upgraded to Trench Moles with the
Infiltrator
Keyword at a cost of +10 each. You can include a 3rd Trench Mole in a Warband if the total cost of all of the other models in the Warband (including their Battlekit, etc) adds up to 1,000 or more.
Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Mechanized Heavy Infantry - Mechanised Heavy Infantry
140
Name: Mechanised Heavy Infantry
Type: Mechanized Heavy Infantry
Base Cost: 85
Image: @terrainbeast
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-3
Keywords
Negate Shrapnel
Strong
Negate Heavy
New Antioch

Upgrades

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

Battlekit

A Mechanized Heavy Infantry model always has either Reinforced Armour at cost of 85 , or Machine Armour at a cost of 95 . Their Armour cannot be removed or lost throughout the campaign for any reason. The Injury Modifier for the Armour is included in the model’s Profile above. They can have any Battlekit from the

New Antioch
Armoury Tables, apart from Armour.

Ranged Weapons
Grenade Launcher
30
Grenades
Melee Weapons
Great Hammer/Maul
10
Armour
Machine Armour
Shields
Equipment
Combat Helmet
5
Special

Campaign

Fighter Status
Reserved
Fighter Rank
Troop

Abilities

Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.

Notes & Lore

Notes
No Notes
Lore
No Lore
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