Nueva Antioquía con brazo gente

fc_newantioch
Warband
User: Odinn
Faction: The Principality of New Antioch
Rating: 895| 0
Fielded: Elite: 3, Troop: 7, Mercenary: 0, Total: 10/12
Arsenal
5
1
Strongbox: 5 | 1
No items in your arsenal
Campaign - La cruzada de la Tormenta de Poshas
Victory Points: 14
Threshold round: 3: 900
Campaign Round: 3/3 (max round: 12)
Exploration
Elites
Lieutenant
159
Submachine Gun, Sword / Axe, Combat Helmet, Reinforced Armour, Trench Shield
Trench Cleric
127
Submachine Gun, Trench Polearm, Combat Helmet, Standard Armour, Trench Shield
Sniper Priest
90
Automatic Rifle
Troops
Combat Engineer
110
Semi-Automatic Rifle, Shovel, Engineer Body Armour, Satchel Charge
Mechanized Heavy Infantry
Mechanised Heavy Infantry
138
Heavy Shotgun, Trench Club, Combat Helmet, Reinforced Armour, Satchel Charge, Trench Shield
Shocktrooper
62
Great Hammer/Maul, Frag Grenades
Shocktrooper
59
Sword / Axe, Trench Club, Frag Grenades
Yeoman
70
Flamethrower
Yeoman
45
Musical Instrument
Yeoman
35
Bolt-Action Rifle
Dead
Sniper Priest
90
Automatic Rifle
Combat Engineer
110
Semi-Automatic Rifle, Shovel, Engineer Body Armour, Satchel Charge
Mechanized Heavy Infantry
Mechanised Heavy Infantry
108
Heavy Shotgun, Trench Club, Reinforced Armour
Shocktrooper
59
Sword / Axe, Trench Club, Frag Grenades
Fireteams
New Antioch Fireteam
-
-

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
-
Shocktrooper

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.

Lieutenant
159
Name: -
Type: Lieutenant
Base Cost: 70
Image: @terrainbeast
Movement
6"/Infantry
Melee
+3D
Ranged
+2D
Armour
-3
Keywords
Negate Shrapnel
Tough
Leader
Elite
New Antioch

Battlekit

A Lieutenant can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons
Submachine Gun
30
Grenades
Melee Weapons
Sword / Axe
4
Armour
Reinforced Armour
40
Shields
Trench Shield
10
Equipment
Combat Helmet
5
Special

Campaign

Experience
Battle Scars
Advancements
Melee ProficiencyAdd
+1 Dice
to the Melee Characteristic of a model with this Skill.
Injuries
Hand WoundRandomly determine which hand has been injured. Add
-1 Dice
to rolls for attacks made for this model with a Melee Weapon that is held (or jointly held) by the injured hand.
Fighter Status
Active
Fighter Rank
Elite

Abilities

Hold Your Fire!: The Lieutenant orders their warband to stop shooting, forcing the enemy to move first. To represent this, a Lieutenant can take a Hold Your Fire!
Action
. If they do so, pick 1 enemy model that is in the Lieutenant’s Line of Sight and that the opponent is allowed to Activate. The Lieutenant’s Activation then ends, and the opponent must Activate the model you picked.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Sniper Priest
90
Name: -
Type: Sniper Priest
Base Cost: 50
Image: @terrainbeast
Movement
6"/Infantry
Melee
-1D
Ranged
+2D
Armour
0
Keywords
Elite
New Antioch

Battlekit

A Sniper Priest can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons
Automatic Rifle
40
Grenades
Melee Weapons
Armour
Shields
Equipment
Special

Campaign

Experience
Battle Scars
Advancements
Injuries
DeadThe wound proved to be fatal. Remove the model and its Battlekit from your Warband Roster.
Fighter Status
Dead
Fighter Rank
Elite

Abilities

Aim: A Sniper Priest can take an Aim
Action
. If they do so, take a
Risky Success
Roll for the model and add
+2 Dice
to the roll. If the roll is a Failure, nothing happens and the Sniper Priest’s Activation ends. If the roll is a Success or Critical Success, for the rest of the Activation, add
+2 Dice
to the Success Rolls for Ranged Attacks that are made by the Sniper Priest
Absolute Faith: Sniper Priests do not use their eyesight to aim at their enemies. The opposing player cannot spend
Blood Markers
to add
-dice
to a Ranged Attack by a Sniper Priest.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Trench Cleric
127
Name: -
Type: Trench Cleric
Base Cost: 60
Image: @koolkiwi_miniatures
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Keywords
Negate Shrapnel
Negate Fear
Elite
New Antioch

Battlekit

Trench Clerics can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons
Submachine Gun
30
Grenades
Melee Weapons
Trench Polearm
7
Armour
Standard Armour
15
Shields
Trench Shield
10
Equipment
Combat Helmet
5
Special

Campaign

Experience
Battle Scars
Advancements
Walk with GodPick one Skill from any Skill Table available to the model, including any Exploration Skill, and give it to this model.
War Stories
Injuries
Full RecoveryThe model has survived the battle with no ill effects. It does not receive an Injury or a Battle Scar.
Fighter Status
Active
Fighter Rank
Elite

Abilities

Onward, Christian Soldiers!: Friendly NEW ANTIOCH models within 8" of a Trench Cleric have the
Negate Fear
Keyword.
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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Combat Engineer
110
Name: -
Type: Combat Engineer
Base Cost: 80
Image: @terrainbeast
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-2
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
Semi-Automatic Rifle
15
Grenades
Satchel Charge
15
Melee Weapons
Armour
Engineer Body Armour
Shields
Equipment
Shovel
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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Mechanized Heavy Infantry - Mechanised Heavy Infantry
108
Name: Mechanised Heavy Infantry
Type: Mechanized Heavy Infantry
Base Cost: 85
Image: @terrainbeast
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-2
Keywords
Strong
Negate Heavy
New Antioch

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
Heavy Shotgun
20
Grenades
Melee Weapons
Trench Club
3
Armour
Reinforced Armour
Shields
Equipment
Special

Campaign

Fighter Status
Dead
Fighter Rank
Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Shocktrooper
59
Name: -
Type: Shocktrooper
Base Cost: 45
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Keywords
New Antioch

Battlekit

A Shock Trooper can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons
Grenades
Frag Grenades
7
Melee Weapons
Sword / Axe
4
Trench Club
3
Armour
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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Combat Engineer
110
Name: -
Type: Combat Engineer
Base Cost: 80
Image: @terrainbeast
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-2
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
Semi-Automatic Rifle
15
Grenades
Satchel Charge
15
Melee Weapons
Armour
Engineer Body Armour
Shields
Equipment
Shovel
Special

Campaign

Fighter Status
Active
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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Mechanized Heavy Infantry - Mechanised Heavy Infantry
138
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

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
Heavy Shotgun
20
Grenades
Satchel Charge
15
Melee Weapons
Trench Club
3
Armour
Reinforced Armour
Shields
Trench Shield
10
Equipment
Combat Helmet
5
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Shocktrooper
62
Name: -
Type: Shocktrooper
Base Cost: 45
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Keywords
New Antioch

Battlekit

A Shock Trooper can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons
Grenades
Frag Grenades
7
Melee Weapons
Great Hammer/Maul
10
Armour
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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Shocktrooper
59
Name: -
Type: Shocktrooper
Base Cost: 45
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Keywords
New Antioch

Battlekit

A Shock Trooper can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons
Grenades
Frag Grenades
7
Melee Weapons
Sword / Axe
4
Trench Club
3
Armour
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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Yeoman
70
Name: -
Type: Yeoman
Base Cost: 30
Image: @terrainbeast
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Keywords
Infiltrator
New Antioch

Upgrades

Infiltrator - 10 - 1/2
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
.

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
Armour
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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Sniper Priest
90
Name: -
Type: Sniper Priest
Base Cost: 50
Image: @terrainbeast
Movement
6"/Infantry
Melee
-1D
Ranged
+2D
Armour
0
Keywords
Elite
New Antioch

Battlekit

A Sniper Priest can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons
Automatic Rifle
40
Grenades
Melee Weapons
Armour
Shields
Equipment
Special

Campaign

Experience
Battle Scars
Advancements
Injuries
Fighter Status
Active
Fighter Rank
Elite

Abilities

Aim: A Sniper Priest can take an Aim
Action
. If they do so, take a
Risky Success
Roll for the model and add
+2 Dice
to the roll. If the roll is a Failure, nothing happens and the Sniper Priest’s Activation ends. If the roll is a Success or Critical Success, for the rest of the Activation, add
+2 Dice
to the Success Rolls for Ranged Attacks that are made by the Sniper Priest
Absolute Faith: Sniper Priests do not use their eyesight to aim at their enemies. The opposing player cannot spend
Blood Markers
to add
-dice
to a Ranged Attack by a Sniper Priest.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Yeoman
45
Name: -
Type: Yeoman
Base Cost: 30
Image: @terrainbeast
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
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
Grenades
Melee Weapons
Armour
Shields
Equipment
Musical Instrument
15
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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Yeoman
35
Name: -
Type: Yeoman
Base Cost: 30
Image: @terrainbeast
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
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
Bolt-Action Rifle
5
Grenades
Melee Weapons
Armour
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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder