Rich muni

fc_newantioch_fv_papalstatesinterventionforce
Warband
User: Wiza-Drye
Faction: Papal States Intervention Force
Rating: 1397| 38
Fielded: Elite: 8, Troop: 7, Mercenary: 7, Total: 18/19
Arsenal
588
1
Strongbox: 568 | 1
Semi-Automatic Rifle, Medi-Kit
Campaign - Two Cucks one Tench
Victory Points: 96
Threshold round: 10: 1600
Campaign Round: 10/10 (max round: 12)
Exploration
Elites
Lieutenant
Big Boss - Lieutenant
190
5
Submachine Gun, Bayonet, Binoculars, Combat Helmet, Martyrdom Pills, Medi-Kit, Mountaineer Kit, Heavy Ballistic Shield, Knighthood, Machine Armour
Sniper Priest
Sniper Leaning Left Sniper Priest
133
Sniper Rifle, Medi-Kit, Mountaineer Kit, Reinforced Armour
Sniper Priest
Sniper Leaning Right - Sniper Priest
128
Sniper Rifle, Mountaineer Kit, Reinforced Armour
Mamluk Faris
What does he do? - Mamluk Faris
4
Jezzail, Alchemical Ammunition, Combat Helmet, Reinforced Armour, Trench Polearm, Trench Shield
Scripture Guardian
Big Book Bill - Scripture Guardian
7
7
Sword / Axe, Trench Club, Combat Helmet, Reinforced Armour
Lector
King Medic - Lector
152
4
Submachine Gun, Bayonet, Combat Helmet, Martyrdom Pills, Medi-Kit, Saint's Reliquary, Supreme Pontiff ’s Crucifix, Reinforced Armour, Trench Shield
Witchburner
Fire Buddy - Witchburner
5
Gavel of Justice, Combat Helmet, Reinforced Armour
Communicant Anti-Tank Hunter
5
Anti-Materiel Rifle, Trench Club, Trench Club, Combat Helmet
Troops
Mechanized Heavy Infantry
Enzo - Mechanised Heavy Infantry
159
Heavy Flamethrower, Sword / Axe, Combat Helmet, Machine Armour
Mechanized Heavy Infantry
Big Ted - Mechanised Heavy Infantry
124
Heavy Shotgun, Sword / Axe, Combat Helmet, Machine Armour
Shocktrooper
Young Bill - Shocktrooper
72
Semi-Automatic Rifle, Greatsword / Greataxe
Yeoman
Yo-Man
37
Bolt-Action Rifle, Bayonet
Shocktrooper
Minecraft Steve
87
Automatic Shotgun, Bayonet, Standard Armour, Trench Shield
Golem
150
Machine Gun, Trench Shield
Mechanized Heavy Infantry
Mechanised Heavy Infantry
158
Heavy Flamethrower, Trench Club, Combat Helmet, Machine Armour
Mercenaries
Mendelist Ammo Monk
2
Gas Mask
Observer
3
Trench Polearm, Combat Helmet, Gas Mask, Medi-Kit, Standard Armour
Combat Biologist
3
Vivisector, Gas Grenades, Standard Armour
Modifiers
Knowledge of Science
Heavy Flamethrower
The limit of one item of Battlekit (excluding Glory Items) is increased by 1 if a model with this Skill is part of the Warband. Choose the Battlekit the bonus will apply to and write down your choice on your roster. A Warband can have only one model with this Skill.
Salvaged Resurrection Machine
-
In any future Quartermaster Step, you can use the Salvaged Resurrection Machine to remove 1 Battle Scar and its corresponding Trauma from a model in your Warband. Remove the Salvaged Resurrection Machine from your Warband Roster after it is used.
Fireteams
New Antioch Fireteam
King Medic - Lector
Big Ted - Mechanised Heavy Infantry

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
Enzo - Mechanised Heavy Infantry
Sniper Leaning Left Sniper Priest

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.

Model Fireteam
What does he do? - Mamluk Faris
Big Boss - Lieutenant
Lieutenant - Big Boss - Lieutenant
190 | 5
Name: Big Boss - Lieutenant
Type: Lieutenant
Base Cost: 70
Image: @terrainbeast
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
-3
Keywords
Negate Shrapnel
Negate Fear
Cover
Strong
Negate Heavy
Tough
Leader
Elite
New Antioch

Upgrades

Swiss Guard
The model has the
Negate Fear
keyword.

Battlekit

A Lieutenant can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons
Submachine Gun
30
Grenades
Melee Weapons
Bayonet
2
Armour
Machine Armour
50
Shields
Heavy Ballistic Shield
15
Equipment
Combat Helmet
5
Mountaineer Kit
3
Medi-Kit
5
Binoculars
10
Martyrdom Pills
1
Special
Knighthood
4

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.
Show OffAdd 1 dice to the Promotion Pool in the Promotion step for each model in your Warband with this Skill.
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.
Friends In High PlacesA model with this Skill has the Re-roll Dice Exploration Skill
Strength of SamsonAdd
+1 Injury Dice
to rolls for Melee Attacks using a Melee Weapon made by a model with this Skill. In addition, a model with this Skill has the
Strong
keyword.
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.
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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Sniper Priest - Sniper Leaning Left Sniper Priest
133
Name: Sniper Leaning Left Sniper Priest
Type: Sniper Priest
Base Cost: 50
Image: @terrainbeast
Movement
6"/Infantry
Melee
-1D
Ranged
+3D
Armour
-2
Keywords
Elite
New Antioch

Battlekit

A Sniper Priest can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons
Sniper Rifle
35
Grenades
Melee Weapons
Armour
Reinforced Armour
40
Shields
Equipment
Mountaineer Kit
3
Medi-Kit
5
Special

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.
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.
Glory HoundAt the end of each game, your Warband receives 1 extra for each model with this Skill that is on the battlefield.
Ranged ProficiencyAdd
+1 Dice
to the Ranged Characteristic of a model with this Skill.
Sniper's NestAdd
+2 Dice
to rolls for Ranged Attacks made with the Elevated Position modifier by a model with this Skill instead of
+1 Dice
.
'Tis but a ScratchYou can re-roll the result on the Trauma Chart for a model with this Skill.
SprinterAdd
+1 Dice
to the
Risky Success
Roll for a model with this Skill that is taking a Dash ACTION.
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.
Minor WoundThis model cannot be used in the next game.
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
Sniper Priest - Sniper Leaning Right - Sniper Priest
128
Name: Sniper Leaning Right - Sniper Priest
Type: Sniper Priest
Base Cost: 50
Image: @terrainbeast
Movement
6"/Infantry
Melee
-1D
Ranged
+2D
Armour
-2
Keywords
Elite
New Antioch

Battlekit

A Sniper Priest can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons
Sniper Rifle
35
Grenades
Melee Weapons
Armour
Reinforced Armour
40
Shields
Equipment
Mountaineer Kit
3
Special

Campaign

Experience
Battle Scars
Advancements
Patron SkillPick one of the Skills offered by your patron.
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
ScavengerA model with this Skill has the Extra Dice Exploration 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.
Injuries
Dark MemoryWrite down the name of the Warband from the game where this injury was received. Add
-1 Dice
to rolls for Melee Attacks made by this model if the target is a model from the Warband you have written down.
Feared Warband
The Principality of New Antioch
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

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
Mechanized Heavy Infantry - Enzo - Mechanised Heavy Infantry
159
Name: Enzo - Mechanised Heavy Infantry
Type: Mechanized Heavy Infantry
Base Cost: 85
Image: @terrainbeast
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-3
Keywords
Negate Shrapnel
Negate Fear
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.
Swiss Guard - 3/4
The model has the
Negate Fear
keyword.

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
Sword / Axe
4
Armour
Machine Armour
Shields
Equipment
Combat Helmet
5
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Mamluk Faris - What does he do? - Mamluk Faris
4
Name: What does he do? - Mamluk Faris
Type: Mamluk Faris
Base Cost: 4
Image: @Emitoo
Movement
6"/Infantry
Melee
+2D
Ranged
+1D
Armour
-3
Keywords
Negate Shrapnel
Elite
Ignore Off-hand Weapon

Battlekit

A Mamluk Faris always has Reinforced Armour, a Combat Helmet, and a a Jezzail with Alchemical Ammunition from the Iron Sultanate Faction List. In addition, a Mamluk Faris always has either a Greatsword, or a Polearm and a Trench Shield, or a Pistol and a Sword/Axe. Decide which Battlekit the Mamluk Faris has upon recruitment, and you can swap the loadout in each Quartermaster Step. The Mamluk Faris has an Armour Characteristic of -3 if it has a Trench Shield and an Armour Characteristic of -2 if it does not.

Mamluk Faris Loadouts
Polearm and Shield
Ranged Weapons
Jezzail
Grenades
Melee Weapons
Trench Polearm
Armour
Reinforced Armour
Shields
Trench Shield
Equipment
Alchemical Ammunition
Combat Helmet
Special

Campaign

Experience
Battle Scars
Advancements
ParryAdd
-1 Dice
to Success Rolls for Melee Attacks that target a model with this Skill.
Melee ProficiencyAdd
+1 Dice
to the Melee Characteristic of a model with this Skill.
Knowledge of ScienceThe limit of one item of Battlekit (excluding Glory Items) is increased by 1 if a model with this Skill is part of the Warband. Choose the Battlekit the bonus will apply to and write down your choice on your roster. A Warband can have only one model with this Skill.
Heavy Flamethrower
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.
Muscle DamageThis model cannot have Battlekit that has the
Heavy
Keyword. Any that it has when the Injury is suffered is lost.
Fighter Status
Active
Fighter Rank
Elite

Abilities

Sworn Bretheren: When you recruit a Mamluk Faris to your Warband, before adding it to your roster, you can say it will form a
Fireteam
with 1 other model from your Warband that has the
Elite
Keyword. Both of the models gain the
Fireteam
Keyword. Note that the Mamluk Faris’s
Fireteam
is in addition to any other
Fireteam
S your Warband can have, and that if a Mamluk Faris is in a
Fireteam
with a model from a New Antioch Warband, then only the model from the New Antioch Warband can use the Concentrated Attack special rule.
Martial Prowess: Mamluks are disciples of furūsiyya, the knightly discipline passed on through generations, they practice ceaselessly and thus have few equals. The Mamluk’s Greatsword does not have the HEAVY Keyword, and the Jezzail carried by a Mamluk Faris has the
Assault
Keyword and Shield Combo stipulation.
Automaton Destrier: If the scenario you are playing allows
Infiltrators
to use their special deployment rules, after any
Infiltrators
have deployed, you can deploy the Mamluk Faris within 1" of any edge of the battlefield and more than 8" away from any enemy models.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Scripture Guardian - Big Book Bill - Scripture Guardian
7 | 7
Name: Big Book Bill - Scripture Guardian
Type: Scripture Guardian
Base Cost: 7
Image: @jimmy_crisps
Movement
6"/Infantry
Melee
+1D
Armour
-2
Keywords
Negate Shrapnel
Negate Gas
Negate Fear
Golem
Elite

Battlekit

A Scripture Guardian always has Reinforced Armour and a Combat Helmet. In addition, it must have either two 1-Handed Melee Weapons or one 2-Handed Melee Weapon. You must purchase the Melee Weapons from your Faction Armoury Tables at their normal Cost, and you must obey any stipulation that apply to the weapons you choose (e.g.

Elite
Only, Limit: 1 etc). The weapons you choose cannot be removed or lost over the course of the campaign for any reason.

Ranged Weapons
Grenades
Melee Weapons
Sword / Axe
4
Trench Club
3
Armour
Reinforced Armour
Shields
Equipment
Combat Helmet
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.
Relentless ChargeAdd
+1 Dice
to rolls for Melee Attacks made by a model with this Skill if it successfully charged earlier in the same Activation.
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.
ParryAdd
-1 Dice
to Success Rolls for Melee Attacks that target a model with this Skill.
Injuries
Shell ShockedRoll a D6 the first time this model is deployed during a game. On a 1-2, add
-1 Dice
to rolls for this model for the rest of the game.
Fighter Status
Active
Fighter Rank
Elite

Abilities

Slow: Treat a Scripture Guardian as having a Movement Characteristic of 3"/Infantry when it takes a Dash
Action
.
Vengeful Scripture: The Scripture Guardian reads words from the holy (or unholy) text it carries. A Scripture Guardian can take a Vengeful Scripture
Action
. If they do so, pick 1 enemy model within 18" of the Scripture Guardian and in its Line of Sight. Then take a Success Roll for the Scripture Guardian, with
+2 Dice
if the enemy model is within 9" of the Scripture Guardian and
+1 Dice
otherwise. If the roll is a Failure, nothing happens. If the roll is a Success, make an Injury Roll for the enemy model, with a
+1 Injury Modifier
for each
Blood Marker
the enemy model has (in addition to any benefits you receive if you then spend them to affect the Injury Roll). If the roll is a Critical Success, make an Injury Roll for the enemy model with
Ignore Armour
, and
+1 Injury Dice
and a
+1 Injury Modifier
for each
Blood Marker
the enemy model has

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Lector - King Medic - Lector
152 | 4
Name: King Medic - Lector
Type: Lector
Base Cost: 60
Image: @jimmy_crisps
Movement
6"/Infantry
Melee
+2D
Ranged
+1D
Armour
-3
Keywords
Negate Shrapnel
Negate Fear
Tough
Leader
Elite
New Antioch

Battlekit

Trench Clerics can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons
Submachine Gun
30
Grenades
Melee Weapons
Bayonet
2
Armour
Reinforced Armour
40
Shields
Trench Shield
10
Equipment
Medi-Kit
5
Combat Helmet
5
Supreme Pontiff ’s Crucifix
3
Saint's Reliquary
Martyrdom Pills
1
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.
Melee ProficiencyAdd
+1 Dice
to the Melee Characteristic of a model with this Skill.
Relentless ChargeAdd
+1 Dice
to rolls for Melee Attacks made by a model with this Skill if it successfully charged earlier in the same Activation.
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.
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.
Injuries
Shell ShockedRoll a D6 the first time this model is deployed during a game. On a 1-2, add
-1 Dice
to rolls for this model for the rest of the game.
HardenedThis model gains the
Negate Fear
Keyword. It does not receive an Injury or a Battle Scar.
PossessedWhen this model is Activated, if it is more than 1” from any enemy models the first
Action
that it takes must take a Dash
Action
, even if another rule states that it cannot take a Dash
Action
. In addition, the first 3” of this move must be in a straight line directly away from its starting position, if it is possible for it to do so. If the model is Down at the start of the Activation, it will stand up if it can do so and must then attempt to move 3” in a straight line away from its starting position.
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.
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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Witchburner - Fire Buddy - Witchburner
5
Name: Fire Buddy - Witchburner
Type: Witchburner
Base Cost: 5
Image: @martycarcosa
Movement
4"/Infantry
Melee
+1D
Ranged
0D
Armour
-2
Keywords
Negate Shrapnel
Negate Fear
Elite

Battlekit

Witchburners always has Reinforced Armour, a Combat Helmet, and a Gavel of Justice.

Ranged Weapons
Grenades
Melee Weapons
Gavel of Justice
Armour
Reinforced Armour
Shields
Equipment
Combat Helmet
Special

Campaign

Experience
Battle Scars
Advancements
Show OffAdd 1 dice to the Promotion Pool in the Promotion step for each model in your Warband with this Skill.
Friends In High PlacesA model with this Skill has the Re-roll Dice Exploration Skill
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.
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
Leg WoundSubtract 2" from this model’s Movement Characteristic. In addition, add
-1 Dice
to the
Risky Success
Roll for this model when it takes a Dash
Action
.
Fighter Status
Active
Fighter Rank
Elite

Abilities

Divine Judgement: A Witchburner can take a Divine Judgement
Action
. If they do so, take a
Risky Success
Roll for the Witchburner. If the roll is a Failure, the Witchburner’s Activation ends. If the roll is a Success or a Critical Success, pick 1 enemy model within 24" of the Witchburner (no Line of Sight is required) and place 1
Blood Marker
next to them. If the enemy model has the
Black Grail
,
Demonic
, or
Heretic
Keyword, place 2
Blood Marker
s next to it instead of 1.
Dignified Conduct: Witchburners are well aware of the dignity of their status. A Witchburner cannot take a Dash
Action
.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Mechanized Heavy Infantry - Big Ted - Mechanised Heavy Infantry
124
Name: Big Ted - Mechanised Heavy Infantry
Type: Mechanized Heavy Infantry
Base Cost: 85
Image: @terrainbeast
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-3
Keywords
Negate Shrapnel
Negate Fear
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.
Swiss Guard - 3/4
The model has the
Negate Fear
keyword.

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
Sword / Axe
4
Armour
Machine Armour
Shields
Equipment
Combat Helmet
5
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Shocktrooper - Young Bill - Shocktrooper
72
Name: Young Bill - Shocktrooper
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
Semi-Automatic Rifle
15
Grenades
Melee Weapons
Greatsword / Greataxe
12
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 - Yo-Man
37
Name: Yo-Man
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
Bayonet
2
Armour
Shields
Equipment
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Communicant Anti-Tank Hunter
5
Name: -
Type: Communicant Anti-Tank Hunter
Base Cost: 5
Image: @grimdank_minis
Movement
6"/Infantry
Melee
+1D
Ranged
+2D
Armour
-1
Keywords
Negate Shrapnel
Regenerate 1
Strong
Negate Heavy
Tough
Elite

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

Experience
Battle Scars
Advancements
Ranged ProficiencyAdd
+1 Dice
to the Ranged Characteristic of a model with this Skill.
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.
Injuries
Fighter Status
Active
Fighter Rank
Elite

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
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
Shocktrooper - Minecraft Steve
87
Name: Minecraft Steve
Type: Shocktrooper
Base Cost: 45
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-2
Keywords
New Antioch

Battlekit

A Shock Trooper can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons
Automatic Shotgun
15
Grenades
Melee Weapons
Bayonet
2
Armour
Standard Armour
15
Shields
Trench Shield
10
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
Golem
150
Name: -
Type: Golem
Base Cost: 40
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-1
Keywords
Negate Gas
Negate Fear
Strong
Negate Heavy
Golem
Artificial

Upgrades

Additional Arm - 15
This Takwin Homunculus adds the
Cleave 2
Keyword to attacks made with its Pummelling Blows Ability.
Hawk Eyes - 10
The eyesight of the Homunculus is based on that of a predatory bird. Change the Ranged Characteristic of this Takwin Homunculus to
+1 Dice
. A Homunculus cannot have the Hawk Eyes Alchemical Formula if it has the Hypnotic Eyes Alchemical Formula unless it also has the Two Heads Alchemical Formula.
Inhuman Strength - 15
The musculature of the Homunculus is reinforced, replaced and strengthened. Give this Takwin Homunculus the
Strong
Keyword, change its Melee Characteristic to
+1 Dice
, and increase its base size to 32mm.
Startling Speed - 10
Add
+1 Dice
to the Risky Success Roll for this Takwin Homunculus when it takes a Dash
Action
Human Hands - 10

This Takwin Homunculus can have Ranged and Melee Weapons from the Iron Sultanate Armoury. It can also have a Trench Shield or a Fire Shield. A Homunculus cannot have the Human Hands Alchemical Formula if it has the Wings Alchemical Formula. It cannot use its Pummelling Blows ability if it is armed with any Melee Weapons.

If a Takwin Homunculus with Human hands also has an Additional Arm, then it can have three 1-Handed Melee Weapons or one 1-Handed Melee Weapon and one 2-Handed Melee Weapon, and it can have three 1-Handed Ranged Weapons or one 1-Handed Ranged Weapon and one 2-Handed Ranged Weapon. If it takes a Shield, then the Shield replaces one of the Melee Weapons it can have but the Shield Combo rule cannot be used for any of its weapons. In addition, when it takes a Fight

Action
it can make 1 Melee Attack with each Melee Weapon that it has, one after the other. If it makes more than 1 attack, the Off-Hand Melee Modifier applies to the last Melee Attack that it makes. When it takes a Shoot
Action
it can make 1 Ranged Attack with up to two Ranged Weapons that it has, one after the other.

Battlekit

The golem cannot be equipped with any weapons, armour or equipment. It can fight in melee without any penalty.

Ranged Weapons
Machine Gun
50
Grenades
Melee Weapons
Unarmed
Armour
Shields
Trench Shield
10
Equipment
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop
Cannot be promoted

Abilities

Re-creation: If a Takwin Homunculus is killed in the postbattle sequence, you do not have to remove it from your roster. Instead, you can spend 40 to leave it on the Roster.
Pummelling Blows: The model can make a Melee Attack even though it does not have any Melee Weapons.
Golem's Limit: A maximum of 50 can be assigned to upgrades for this model.
Artificial Life: Add
-1 Injury Dice
to Injury Rolls for the model.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Observer
3
Name: -
Type: Observer
Base Cost: 3
Image: @jimmy_crisps
Movement
8"/Infantry
Melee
+2D
Ranged
+1D
Armour
-1
Keywords
Negate Shrapnel
Negate Gas

Battlekit

An Observer always has Standard Armour, a Combat Helmet, a Gas Mask, a Medi-kit, and a Polearm.

Ranged Weapons
Grenades
Melee Weapons
Trench Polearm
Armour
Standard Armour
Shields
Equipment
Gas Mask
Combat Helmet
Medi-Kit
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Abilities

Lightning Speed: An Observer's Polearm has the
Cleave
2 Keyword.
Temporal Fuge: Add
-1 Dice
to rolls for Ranged Attacks and Melee Attacks that target an Observer.
Eye of God: You can re-roll failed Success Rolls and
Risky Success
Rolls for an Observer. If you do so and any of the re-rolled dice show a 1, then the roll is treated as a Failure, the Observer is taken Down and their Activation immediately ends.
Voice of God: An Observer can take a Voice of God
Action
. If they do so, take a
Risky Success
Roll for the Observer. If the roll is a Failure, the Observer’s Activation ends. If the roll is a Success or Critical Success, pick 1 model (friend or foe), anywhere on the battlefield, that has not been Activated this Turn. The Observer’s Activation then ends, and the other model’s Activation immediately begins.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Mechanized Heavy Infantry - Mechanised Heavy Infantry
158
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
Negate Fear
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.
Swiss Guard - 3/4
The model has the
Negate Fear
keyword.

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
Trench Club
3
Armour
Machine Armour
Shields
Equipment
Combat Helmet
5
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Combat Biologist
3
Name: -
Type: Combat Biologist
Base Cost: 3
Image: @Mini Merchant
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-1
Keywords
Negate Fear

Battlekit

A Combat Biologist always has Gas Grenades, Standard armour, a Gas Mask, and a Vivisector.

Ranged Weapons
Grenades
Gas Grenades
Melee Weapons
Vivisector
Armour
Standard Armour
Shields
Equipment
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

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, add the Gather Knowledge Glorious Deed to those normally available in each scenario you play.

Battlefield Vivisection

You complete this Glorious Deed if 3 or more enemy models are taken Out of Action while they are within 1” of a friendly Combat Biologist.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder