Consulate of ? Homeland

fc_newantioch
Warband
Faction: The Principality of New Antioch
Rating: 1099| 2
Fielded: Elite: 4, Troop: 8, Mercenary: 1, Total: 13/12
Arsenal
16
0
Strongbox: 16 | 0
No items in your arsenal
Campaign - Balkanium Scourge
Patron: Learned Saint
Victory Points: 0
Threshold round: 1: 700
Campaign Round: 1/3 (max round: 12)
Current field limit: 12 Models
Exploration

Elites

Lieutenant
Headmaster
130
Submachine Gun, Bayonet, Mountaineer Kit, Standard Armour, Trench Shield
Sniper Priest
Manager of Remote Grace
103
Sniper Rifle, Mountaineer Kit, Standard Armour
Sniper Priest
Manager of From-Office Grace
148
Automatic Pistol, Automatic Pistol, Combat Helmet, Mountaineer Kit, Machine Armour
Trench Cleric
Human Recources Sp
115
Automatic Rifle, Standard Armour

Troops

Mechanised Heavy Infantry
Trice-a-day Grace Sp
155
Machine Gun, Trench Polearm, Mountaineer Kit, Machine Armour
Combat Engineer
Sudden Overtime Sp
117
Shotgun, Bayonet, Shovel, Engineer Body Armour, Satchel Charge, Trench Shield
Shocktrooper
Shocktrooper
77
Double-Handed Blunt Weapon, Frag Grenades, Standard Armour
Combat Medic
Combat Medic
72
Misericordia, Gas Mask, Medi-Kit, Frag Grenades, Standard Armour
Yeoman
Yeoman
35
Bolt-Action Rifle
Yeoman
Yeoman
35
Bolt-Action Rifle
Yeoman
Yeoman
35
Bolt-Action Rifle
Yeoman
Yeoman
77
Musical Instrument, Frag Grenades, Standard Armour, Trench Shield

Mercenaries

Mendelist Ammo Monk
Mendelist Ammo Monk
2
Gas Mask

Modifiers

Knowledge of Science
Machine Armour
The limit of one item of Battlekit 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.
Black Network Contact
From now on, in the Quartermaster Step, you can purchase Glory Items costing 8 or less.

Fireteams

New Antioch Fireteam
Headmaster
Manager of Remote Grace

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
Manager of From-Office Grace
Trice-a-day Grace Sp

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 - Headmaster
130
Name: Headmaster
Type: Lieutenant
Base Cost: 70
Image: @terrainbeast
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
-2
Keywords
Tough
Leader
Elite
New Antioch
Battlekit

Battlekit: A Lieutenant can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons

Submachine Gun
30

Grenades

No grenades equipped

Melee Weapons

Bayonet
2

Armour

Standard Armour
15

Shields

Trench Shield
10

Equipment

Mountaineer Kit
3
Campaign Play

Experience

Battle Scars

Advancements

Sharp EyesRanged Attacks made by a model with this Skill have the
Ignore
LONG RANGE Keyword.
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.

Injuries

No Injuries

Fighter Status

Active

Fighter Rank

Elite

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
STL finder
Sniper Priest - Manager of Remote Grace
103
Name: Manager of Remote Grace
Type: Sniper Priest
Base Cost: 50
Image: @terrainbeast
Movement
6"/Infantry
Melee
-1D
Ranged
+3D
Armour
-1
Keywords
Elite
New Antioch
Battlekit

Battlekit: A Sniper Priest can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons

Sniper Rifle
35

Grenades

No grenades equipped

Melee Weapons

No melee weapons equipped

Armour

Standard Armour
15

Shields

No shields equipped

Equipment

Mountaineer Kit
3
Campaign Play

Experience

Battle Scars

Advancements

Knowledge of ScienceThe limit of one item of Battlekit 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.
Machine Armour
Ranged ProficiencyAdd
+1 Dice
to the Ranged Characteristic of a model with this Skill.

Injuries

No Injuries

Fighter Status

Active

Fighter Rank

Elite

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
STL finder
Sniper Priest - Manager of From-Office Grace
148
Name: Manager of From-Office Grace
Type: Sniper Priest
Base Cost: 50
Image: @terrainbeast
Movement
6"/Infantry
Melee
-1D
Ranged
+2D
Armour
-3
Keywords
Negate Shrapnel
Elite
New Antioch
Battlekit

Battlekit: A Sniper Priest can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons

Automatic Pistol
20
Automatic Pistol
20

Grenades

No grenades equipped

Melee Weapons

No melee weapons equipped

Armour

Machine Armour
50

Shields

No shields equipped

Equipment

Mountaineer Kit
3
Combat Helmet
5
Campaign Play

Experience

Battle Scars

Advancements

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.
Gunslinger

The following rules apply to a model with this Skill if it is armed with Ranged Weapons with the

Pistol
Keyword.

  • If it is armed with 2 Weapons with the
    Pistol
    Keyword, it can make a Ranged Attack with one and then immediately make a second Ranged Attack with the other. It can use one of the Weapons to make a Melee Attack during the same Activation.
  • If it is armed with 1 Weapon with the
    Pistol
    Keyword, the Weapon has the
    Ignore
    OFF-HAND WEAPON Keyword.
  • Add the
    Assault
    Keyword to any weapons that have the
    Pistol
    Keyword (unless they have it already).

Injuries

No Injuries

Fighter Status

Active

Fighter Rank

Elite

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
STL finder
Trench Cleric - Human Recources Sp
115
Name: Human Recources Sp
Type: Trench Cleric
Base Cost: 60
Image: @koolkiwi_miniatures
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-1
Keywords
Negate Fear
Elite
New Antioch
Battlekit

Battlekit: Trench Clerics can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons

Automatic Rifle
40

Grenades

No grenades equipped

Melee Weapons

No melee weapons equipped

Armour

Standard Armour
15

Shields

No shields equipped

Equipment

No equipment selected
Campaign Play

Experience

Battle Scars

Advancements

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 Jezzail or Arquebus.
Walk with GodPick one Skill from any Skill Chart available to the model, including any Exploration Skill, and give it to this model.
Skill & Expertise
Skill & ExpertiseAdd
+1 Dice
to rolls for a model with this Skill apart from rolls for Ranged or Melee Attacks

Injuries

No Injuries

Fighter Status

Active

Fighter Rank

Elite

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
Onwards, 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.
STL finder
Mechanised Heavy Infantry - Trice-a-day Grace Sp
155
Name: Trice-a-day Grace Sp
Type: Mechanised Heavy Infantry
Base Cost: 85
Image: @terrainbeast
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-3
Keywords
Strong
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

Battlekit: A Mechanized Heavy Infantry model always has either Reinforced Armour at cost of 85 , or Machine Armour at a cost of 95 . The modifier for the armour is included in the Mechanized Heavy Infantry model’s Profile above. 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

No grenades equipped

Melee Weapons

Trench Polearm
7

Armour

Machine Armour

Shields

No shields equipped

Equipment

Mountaineer Kit
3
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Combat Engineer - Sudden Overtime Sp
117
Name: Sudden Overtime Sp
Type: Combat Engineer
Base Cost: 80
Image: @terrainbeast
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-3
Keywords
Negate Shrapnel
New Antioch
Battlekit

Battlekit:

A Combat Engineer always has Engineer Body Armour (▶ see

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

Ranged Weapons

Shotgun
10

Grenades

Satchel Charge
15

Melee Weapons

Bayonet
2

Armour

Engineer Body Armour

Shields

Trench Shield
10

Equipment

Shovel
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
De-Mine: When you move a Combat Engineer into contact with a terrain piece that has been mined, 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 terrain piece is no longer considered mined.
STL finder
Shocktrooper
77
Name: -
Type: Shocktrooper
Base Cost: 45
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-1
Keywords
New Antioch
Battlekit

Battlekit:

A Shock Trooper can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons

No ranged weapons equipped

Grenades

Frag Grenades
7

Melee Weapons

Double-Handed Blunt Weapon
10

Armour

Standard Armour
15

Shields

No shields equipped

Equipment

No equipment selected
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
STL finder
Combat Medic
72
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

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

No ranged weapons equipped

Grenades

Frag Grenades
7

Melee Weapons

Misericordia

Armour

Standard Armour

Shields

No shields equipped

Equipment

Gas Mask
Medi-Kit
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
Finish the Fallen: Due to their knowledge of anatomy and physiology, medics are experts at inflicting debilitating injuries and excruciating pain. Add
+1 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.
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

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

No grenades equipped

Melee Weapons

No melee weapons equipped

Armour

No armour equipped

Shields

No shields equipped

Equipment

No equipment selected
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
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

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

No grenades equipped

Melee Weapons

No melee weapons equipped

Armour

No armour equipped

Shields

No shields equipped

Equipment

No equipment selected
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
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

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

No grenades equipped

Melee Weapons

No melee weapons equipped

Armour

No armour equipped

Shields

No shields equipped

Equipment

No equipment selected
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
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

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

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

No melee weapons equipped

Armour

No armour equipped

Shields

No shields equipped

Equipment

Gas Mask
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
STL finder
Yeoman
77
Name: -
Type: Yeoman
Base Cost: 30
Image: @terrainbeast
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
-2
Keywords
New Antioch
Battlekit

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

No ranged weapons equipped

Grenades

Frag Grenades
7

Melee Weapons

No melee weapons equipped

Armour

Standard Armour
15

Shields

Trench Shield
10

Equipment

Musical Instrument
15
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
STL finder