Scarlet Down

fc_newantioch_fv_redbrigade
Warband
User: Mokela
Faction: The Red Brigade
Rating: 1188| 16
Fielded: Elite: 3, Troop: 8, Mercenary: 1, Total: 12/12
Arsenal
4
2
Strongbox: 4 | 0
Rocket-Propelled Grenade
Campaign - Balkanium Scourge
Victory Points: 35
Threshold round: 6: 1200
Campaign Round: 6/3 (max round: 12)
Exploration
Elites
Lieutenant
150
14
Sniper Rifle, Greatsword / Greataxe, Combat Helmet, Gas Mask, Medi-Kit, Mountaineer Kit, Sniper Scope, Ducal Winged Armour, Incendiary Grenades, Knighthood
Sniper Priest
168
Machine Gun, Combat Helmet, Gas Mask, Medi-Kit, Mountaineer Kit, Machine Armour
Trench Cleric
149
Heavy Shotgun, Sword / Axe, Combat Helmet, Gas Mask, Medi-Kit, Reinforced Armour, Trench Shield
Troops
Yeoman
35
Bolt-Action Rifle
Yeoman
35
Bolt-Action Rifle
Yeoman
60
Flamethrower
Yeoman
60
Flamethrower
Mechanized Heavy Infantry
Mechanised Heavy Infantry
172
Heavy Flamethrower, Greatsword / Greataxe, Combat Helmet, Medi-Kit, Machine Armour
Yeoman
45
Musical Instrument
Mechanized Heavy Infantry
167
Machine Gun, Greatsword / Greataxe, Combat Helmet, Medi-Kit, Machine Armour
Mechanized Heavy Infantry
147
Grenade Launcher, Greatsword / Greataxe, Combat Helmet, Medi-Kit, Machine Armour
Mercenaries
Mendelist Ammo Monk
2
Gas Mask
Dead
Combat Engineer
80
Shovel, Engineer Body Armour
Mechanized Heavy Infantry
Mechanised Heavy Infantry
162
Machine Gun, Greatsword / Greataxe, Combat Helmet, Gas Mask, Medi-Kit, Reinforced Armour
Yeoman
35
Bolt-Action Rifle
Yeoman
35
Bolt-Action Rifle
Mechanized Heavy Infantry
Mechanised Heavy Infantry
172
Heavy Flamethrower, Greatsword / Greataxe, Combat Helmet, Medi-Kit, Machine Armour
Yeoman
35
Bolt-Action Rifle
Modifiers
Trench Merchant Trade
From now on, in the Quartermaster Step, you can purchase Glory Items costing 5 or less.
Fireteams
New Antioch Fireteam
Sniper Priest
Trench Cleric

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
Lieutenant
-

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
150 | 14
Name: -
Type: Lieutenant
Base Cost: 70
Image: @terrainbeast
Movement
10"/Flying
Melee
+2D
Ranged
+2D
Armour
-3
Keywords
Negate Shrapnel
Negate Gas
Tough
Leader
Flying
Elite
New Antioch

Battlekit

A Lieutenant can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons
Sniper Rifle
35
Grenades
Incendiary Grenades
15
Melee Weapons
Greatsword / Greataxe
12
Armour
Ducal Winged Armour
8
Shields
Equipment
Medi-Kit
5
Gas Mask
5
Combat Helmet
5
Mountaineer Kit
3
Sniper Scope
2
Special
Knighthood
4

Campaign

Experience
Battle Scars
Advancements
Bad CompanyA model with this Skill does not count towards the number of
Elite
models that are in your Warband at the start of the Promotion step.
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.
Injuries
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.
No Retreat: A model in a Red Brigade Warband cannot take a Retreat
Action
unless a special rule forces them to do so.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Sniper Priest
168
Name: -
Type: Sniper Priest
Base Cost: 50
Image: @terrainbeast
Movement
6"/Infantry
Melee
-1D
Ranged
+3D
Armour
-3
Keywords
Negate Shrapnel
Negate Gas
Elite
New Antioch

Battlekit

A Sniper Priest can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons
Machine Gun
50
Grenades
Melee Weapons
Armour
Machine Armour
50
Shields
Equipment
Gas Mask
5
Combat Helmet
5
Medi-Kit
5
Mountaineer Kit
3
Special

Campaign

Experience
Battle Scars
Advancements
Ranged ProficiencyAdd
+1 Dice
to the Ranged Characteristic of a model with this Skill.
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.
Head ShotRanged Attacks made by a model with this Skill have the
Ignore Armour
Keyword if the attack was a Critical Success.
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.
No Retreat: A model in a Red Brigade Warband cannot take a Retreat
Action
unless a special rule forces them to do so.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Trench Cleric
149
Name: -
Type: Trench Cleric
Base Cost: 60
Image: @koolkiwi_miniatures
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-3
Keywords
Negate Shrapnel
Negate Gas
Negate Fear
Elite
New Antioch

Battlekit

Trench Clerics can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons
Heavy Shotgun
20
Grenades
Melee Weapons
Sword / Axe
4
Armour
Reinforced Armour
40
Shields
Trench Shield
10
Equipment
Medi-Kit
5
Gas Mask
5
Combat Helmet
5
Special

Campaign

Experience
Battle Scars
Advancements
Close Quarter CombatAdd
+1 Dice
and
+1 Injury Dice
to rolls for Melee Attacks made by a model with this Skill if it is in contact with a terrain piece.
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.
Ranged ProficiencyAdd
+1 Dice
to the Ranged Characteristic of a model with this Skill.
Injuries
Lost An EyeAdd
-1 Dice
to rolls for Ranged Attacks made for this model. If this model receives this injury for a second time, they are blinded and you must remove them from your Warband Roster instead of re-rolling the result. Treat this injury as a Full Recovery if it is inflicted on a Sniper Priest.
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.
No Retreat: A model in a Red Brigade Warband cannot take a Retreat
Action
unless a special rule forces them to do so.

Notes & Lore

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

Campaign

Experience
Battle Scars
Advancements
Surgical StrikeOnce per Activation, before you make an Injury Roll for a Melee Attack made by a model with this Skill, you can say that the roll has the
Ignore Armour
Keyword.
Injuries
ParanoidThis model cannot be deployed within 8" of a friendly model. Friendly models can be deployed within 8" of this model after it has been deployed.
Lost ArmThis model cannot use Battlekit that requires 2 hands, and can only use one piece of Battlekit that requires 1 hand.
Fighter Status
Dead
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.
No Retreat: A model in a Red Brigade Warband cannot take a Retreat
Action
unless a special rule forces them to do so.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Mechanized Heavy Infantry - Mechanised Heavy Infantry
162
Name: Mechanised Heavy Infantry
Type: Mechanized Heavy Infantry
Base Cost: 85
Image: @terrainbeast
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-2
Keywords
Negate Shrapnel
Negate Gas
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
Machine Gun
50
Grenades
Melee Weapons
Greatsword / Greataxe
12
Armour
Reinforced Armour
Shields
Equipment
Medi-Kit
5
Combat Helmet
5
Gas Mask
5
Special

Campaign

Fighter Status
Dead
Fighter Rank
Troop

Abilities

No Retreat: A model in a Red Brigade Warband cannot take a Retreat
Action
unless a special rule forces them to do so.

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.
No Retreat: A model in a Red Brigade Warband cannot take a Retreat
Action
unless a special rule forces them to do so.

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.
No Retreat: A model in a Red Brigade Warband cannot take a Retreat
Action
unless a special rule forces them to do so.

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
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.
No Retreat: A model in a Red Brigade Warband cannot take a Retreat
Action
unless a special rule forces them to do so.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Yeoman
60
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
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.
No Retreat: A model in a Red Brigade Warband cannot take a Retreat
Action
unless a special rule forces them to do so.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Yeoman
60
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
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.
No Retreat: A model in a Red Brigade Warband cannot take a Retreat
Action
unless a special rule forces them to do so.

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
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.
No Retreat: A model in a Red Brigade Warband cannot take a Retreat
Action
unless a special rule forces them to do so.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Mechanized Heavy Infantry - Mechanised Heavy Infantry
172
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
Heavy Flamethrower
55
Grenades
Melee Weapons
Greatsword / Greataxe
12
Armour
Machine Armour
Shields
Equipment
Medi-Kit
5
Combat Helmet
5
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Abilities

No Retreat: A model in a Red Brigade Warband cannot take a Retreat
Action
unless a special rule forces them to do so.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Mechanized Heavy Infantry - Mechanised Heavy Infantry
172
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
Heavy Flamethrower
55
Grenades
Melee Weapons
Greatsword / Greataxe
12
Armour
Machine Armour
Shields
Equipment
Medi-Kit
5
Combat Helmet
5
Special

Campaign

Fighter Status
Dead
Fighter Rank
Troop

Abilities

No Retreat: A model in a Red Brigade Warband cannot take a Retreat
Action
unless a special rule forces them to do so.

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.
No Retreat: A model in a Red Brigade Warband cannot take a Retreat
Action
unless a special rule forces them to do so.

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
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.
No Retreat: A model in a Red Brigade Warband cannot take a Retreat
Action
unless a special rule forces them to do so.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Mendelist Ammo Monk
2
Name: -
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
Mechanized Heavy Infantry
167
Name: -
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
Machine Gun
50
Grenades
Melee Weapons
Greatsword / Greataxe
12
Armour
Machine Armour
Shields
Equipment
Medi-Kit
5
Combat Helmet
5
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Abilities

No Retreat: A model in a Red Brigade Warband cannot take a Retreat
Action
unless a special rule forces them to do so.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Mechanized Heavy Infantry
147
Name: -
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
Greatsword / Greataxe
12
Armour
Machine Armour
Shields
Equipment
Medi-Kit
5
Combat Helmet
5
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Abilities

No Retreat: A model in a Red Brigade Warband cannot take a Retreat
Action
unless a special rule forces them to do so.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder