The Boys Straight Outta Antioch

fc_newantioch
Warband
Faction: The Principality of New Antioch
Rating: 899| 8
Fielded: Elite: 2, Troop: 10, Mercenary: 0, Total: 12/13
Arsenal
1
0
Strongbox: 1 | 0
No items in your arsenal
Campaign - b
Victory Points: 0
Threshold round: 1: 700
Campaign Round: 1/4 (max round: 12)
Exploration
Elites
Lieutenant
127
2
Automatic Rifle, Bayonet, Standard Armour, Trench Dog (Mercy Dog) Ownership
Sniper Priest
86
2
Sniper Rifle, Trench Knife, Sniper Scope
Troops
Yeoman
Fireteam Alpha
47
2
Bolt-Action Rifle, Bayonet, Rocket-Propelled Grenade
Yeoman
Fireteam Alpha
47
Bolt-Action Rifle, Bayonet
Yeoman
44
2
Bolt-Action Rifle, Bayonet, Frag Grenades, Rocket-Propelled Grenade
Yeoman
44
Bolt-Action Rifle, Bayonet, Frag Grenades
Combat Medic
65
Misericordia, Gas Mask, Medi-Kit, Standard Armour
Mechanized Heavy Infantry
97
Greatsword / Greataxe, Reinforced Armour
Mechanized Heavy Infantry
135
Machine Gun, Reinforced Armour
Shocktrooper
Fireteam Bravo
55
Pistol / Revolver, Sword / Axe
Shocktrooper
Fireteam Bravo
57
Greatsword / Greataxe
Combat Engineer
95
Semi-Automatic Rifle, Shovel, Engineer Body Armour
Dogs
Mercy Dog
2
Medi-Kit
Fireteams
New Antioch Fireteam
Fireteam Alpha
Fireteam Alpha

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
-
-

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 -
127 | 2
Name:
Type: Lieutenant
Base Cost: 70
Image: @terrainbeast
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
-1
Keywords
Tough
Leader
Elite
New Antioch

Battlekit

A Lieutenant can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons
Automatic Rifle
40
Grenades
Melee Weapons
Bayonet
2
Armour
Standard Armour
15
Shields
Equipment
Special
Trench Dog (Mercy Dog) Ownership
2

Campaign

Experience
Battle Scars
Advancements
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 -
86 | 2
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
Sniper Rifle
35
Grenades
Melee Weapons
Trench Knife
1
Armour
Shields
Equipment
Sniper Scope
2
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 - Fireteam Alpha
47 | 2
Name: Fireteam Alpha
Type: Yeoman
Base Cost: 30
Image: @terrainbeast
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Keywords
Infiltrator
New Antioch

Upgrades

Infiltrator - 10 - 2/2
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
Bolt-Action Rifle
5
Grenades
Melee Weapons
Bayonet
2
Armour
Shields
Equipment
Special
Rocket-Propelled Grenade
2

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 - Fireteam Alpha
47
Name: Fireteam Alpha
Type: Yeoman
Base Cost: 30
Image: @terrainbeast
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Keywords
Infiltrator
New Antioch

Upgrades

Infiltrator - 10 - 2/2
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
Bolt-Action Rifle
5
Grenades
Melee Weapons
Bayonet
2
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
Yeoman -
44 | 2
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
Frag Grenades
7
Melee Weapons
Bayonet
2
Armour
Shields
Equipment
Special
Rocket-Propelled Grenade
2

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 -
44
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
Frag Grenades
7
Melee Weapons
Bayonet
2
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
Combat Medic -
65
Name:
Type: Combat Medic
Base Cost: 65
Image: @Darius_minis
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
-1
Keywords
Negate Gas
Negate Fear
New Antioch

Battlekit

A Combat Medic always has Standard Armour, a Gas Mask, a Medi-kit, and a Misericordia (▶ see Battlekit in the Trench Crusade Digital Rulebook). 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
Misericordia
Armour
Standard Armour
Shields
Equipment
Gas Mask
Medi-Kit
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Abilities

Finish the Fallen: Due to their knowledge of anatomy and physiology, medics are experts at inflicting debilitating injuries and excruciating pain. Add
+1 Injury Dice
to Injury Rolls for Melee Attacks made by a Combat Medic if the target is Down and does not have the
Black Grail
or
Demonic
Keywords.
Expert Medic: Add
+2 Dice
to the
Risky Success
Roll when a Combat Medic carries out a Treat
Action
with their Medi-kit.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Mechanized Heavy Infantry -
97
Name:
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
Grenades
Melee Weapons
Greatsword / Greataxe
12
Armour
Reinforced Armour
Shields
Equipment
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Mechanized Heavy Infantry -
135
Name:
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
Machine Gun
50
Grenades
Melee Weapons
Armour
Reinforced Armour
Shields
Equipment
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Shocktrooper - Fireteam Bravo
55
Name: Fireteam Bravo
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
Pistol / Revolver
6
Grenades
Melee Weapons
Sword / Axe
4
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 - Fireteam Bravo
57
Name: Fireteam Bravo
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
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
Mercy Dog -
2
Name:
Type: Mercy Dog
Base Cost: 2
Image: @pandemonpaints
Movement
8"/Infantry
Melee
0D
Armour
0
Keywords

Battlekit

A Trench Dog cannot have any Battlekit. At an additional cost the dog gains an ability to form a

Fireteam
with any 1 model in your Warband.

Ranged Weapons
Grenades
Melee Weapons
Unarmed
Armour
Shields
Equipment
Medi-Kit
Special

Campaign

Fighter Status
Dog

Abilities

Pack Loyalty: A Trench Dog has the same Faction Keyword as the model that has it. For example, the owner of a Trench Dog had the
New Antioch
Faction Keyword, then the Trench Dog will have the
New Antioch
Faction Keyword too.
Mercy Dog: Mercy Dogs have and can use a Medi-kit. In addition, when you move a Mercy Dog that starts the move in contact with a friendly model that is Down that is more than 1" from any enemy models, it can drag the friendly model along with itself. If it does so, halve the Mercy Dog’s Movement Characteristic. A Mercy Dog cannot drag a friendly model when it retreats or charges.
Four Paws: Add
+1 Dice
to
Risky Success
rolls for a Trench Dog when they Climb, Jump or take a Dash
Action
.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Combat Engineer -
95
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
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