Butt Fart

fc_newantioch_fv_redbrigade
Warband
Faction: The Red Brigade
Rating: 800| 4
Fielded: Elite: 4, Troop: 3, Mercenary: 1, Total: 8/11
Arsenal
31
2
Strongbox: 31 | 2
No items in your arsenal
Campaign - Test run campaign
Victory Points: 6
Threshold round: 2: 800
Campaign Round: 2/2 (max round: 12)
Exploration
Elites
Lieutenant
Lieutenant Ashton
165
Automatic Pistol, Automatic Pistol, Blood Cloak, Combat Helmet, Reinforced Armour
Crimson Communicant
Godswell
152
Atonement Bell, Greatsword / Greataxe, Blood Cloak, Combat Helmet, Gas Mask, Machine Armour
Shocktrooper
Ahart
102
Sword / Axe, Trench Club, Combat Helmet, Molotov Cocktail, Reinforced Armour
Sniper Priest
Fallon
89
2
Sniper Rifle, Trench Knife, Mountaineer Kit, Sniper Scope
Troops
Mechanized Heavy Infantry
Brother Reinhart
123
Heavy Shotgun, Sword / Axe, Sword / Axe, Machine Armour
Yeoman
Lotheric
59
Automatic Shotgun, Sword / Axe, Trench Shield
Combat Engineer
Norak
110
Automatic Shotgun, Shovel, Engineer Body Armour, Satchel Charge
Mercenaries
Mendelist Ammo Monk
2
Gas Mask
Dead
Combat Engineer
Daryan
141
Automatic Rifle, Trench Knife, Blood Cloak, Shovel, Engineer Body Armour, Satchel Charge
Fireteams
New Antioch Fireteam
Lieutenant Ashton
Godswell

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
Norak
Brother Reinhart

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 - Lieutenant Ashton
165
Name: Lieutenant Ashton
Type: Lieutenant
Base Cost: 70
Image: @terrainbeast
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
-2
Keywords
Negate Shrapnel
Tough
Skirmisher
Leader
Elite
New Antioch

Upgrades

Gunslinger - 5
If armed with two “pistols”, this model can make Ranged Attack
Actions
with both of them when Making a Ranged Attack. In addition, this model suffers no penalty when using a “pistol” as an Off-Hand weapon. It gives normal “pistols” the character uses the Keyword
Assault
.

Battlekit

A Lieutenant can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons
Automatic Pistol
20
Automatic Pistol
20
Grenades
Melee Weapons
Armour
Reinforced Armour
40
Shields
Equipment
Blood Cloak
5
Combat Helmet
5
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.
IncomingWhen you roll the Charge Bonus for a model with this Skill, roll 1 extra D6 and use the single highest dice to determine the bonus.
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
Crimson Communicant - Godswell
152
Name: Godswell
Type: Crimson Communicant
Base Cost: 75
Image: @jimmy_crisps
Movement
6"/Infantry
Melee
+1D
Ranged
-1D
Armour
-3
Keywords
Negate Shrapnel
Negate Gas
Strong
Negate Heavy
Tough
Skirmisher
Elite
New Antioch

Battlekit

A Crimson Communicant can have any Battlekit from the

New Antioch
Armoury Tables. In addition, they always carry an Atonement Bell (see below).

Ranged Weapons
Grenades
Melee Weapons
Atonement Bell
Greatsword / Greataxe
12
Armour
Machine Armour
50
Shields
Equipment
Blood Cloak
5
Combat Helmet
5
Gas Mask
5
Special

Campaign

Experience
Battle Scars
Advancements
Friends In High PlacesA model with this Skill has the Re-roll Dice Exploration Skill
Injuries
Fighter Status
Active
Fighter Rank
Elite
limited potential

Abilities

Strength Through Pain: Add
+1 Dice
to the Crimson Communicant’s Melee characteristic for each
Blood Marker
currently placed next to it.In addition, your opponent cannot spend a Crimson Communicant’s
Blood Marker
S to add
- Dice
to a Success Roll for a Fight
Action
.
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 - Brother Reinhart
123
Name: Brother Reinhart
Type: Mechanized Heavy Infantry
Base Cost: 85
Image: @terrainbeast
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-3
Keywords
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 Shotgun
20
Grenades
Melee Weapons
Sword / Axe
4
Sword / Axe
4
Armour
Machine Armour
Shields
Equipment
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
Combat Engineer - Daryan
141
Name: Daryan
Type: Combat Engineer
Base Cost: 80
Image: @terrainbeast
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-2
Keywords
Negate Shrapnel
Skirmisher
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
Automatic Rifle
40
Grenades
Satchel Charge
15
Melee Weapons
Trench Knife
1
Armour
Engineer Body Armour
Shields
Equipment
Shovel
Blood Cloak
5
Special

Campaign

Fighter Status
Dead
Fighter Rank
Troop

Abilities

Battlefield Demolition: You can ignore the Effect of the
Heavy
Keyword for 1 Satchel Charge that a Combat Engineer has. A Combat Engineer still cannot have more than 1 Weapon (of any type) with the
Heavy
Keyword.
Fortify: A Combat Engineer can take a Fortify
Action
. If they do so, take a
Risky Success
Roll for the Combat Engineer. If the roll is a Failure, the Combat Engineer’s Activation ends. If the roll is a Success or a Critical Success, the Combat Engineer has the
Cover
Keyword until they move away from their current position.
Defuse Mine: When you move a Combat Engineer into contact with a Marker or terrain piece with the
Mined
Keyword, you can say the Combat Engineer will try to defuse the mine before it detonates. If you do so, take a
Risky Success
Roll for the model. If the roll is a Failure the mine detonates and the Combat Engineer’s Activation ends. If the roll is a Success or a Critical Success, the mine does not detonate, and the Marker or terrain piece loses the
Mined
Keyword. A model that sets a mine on a terrain piece can defuse the mine automatically if it moves into contact with the terrain piece (do not take a
Risky Success
Roll).
Set Mine: A Combat Engineer can take a Set Mine
Action
if they are in contact with a terrain piece that measures up to 8” by 8” that doesn't have the
Mined
Keyword. If they do so, take a Success Roll for the model and add
+2 Dice
to the roll. If the roll is a Failure, nothing happens. If the roll is a Success or a Critical Success, the terrain piece gains the
Mined
Keyword.
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 - Lotheric
59
Name: Lotheric
Type: Yeoman
Base Cost: 30
Image: @terrainbeast
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
-1
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
Automatic Shotgun
15
Grenades
Melee Weapons
Sword / Axe
4
Armour
Shields
Trench Shield
10
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
Shocktrooper - Ahart
102
Name: Ahart
Type: Shocktrooper
Base Cost: 45
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-2
Keywords
Negate Shrapnel
Elite
New Antioch

Battlekit

A Shock Trooper can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons
Grenades
Molotov Cocktail
5
Melee Weapons
Sword / Axe
4
Trench Club
3
Armour
Reinforced Armour
40
Shields
Equipment
Combat Helmet
5
Special

Campaign

Experience
Battle Scars
Advancements
Injuries
Fighter Status
Active
Fighter Rank
Elite

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.
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 - Norak
110
Name: Norak
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
Automatic Shotgun
15
Grenades
Satchel Charge
15
Melee Weapons
Armour
Engineer Body Armour
Shields
Equipment
Shovel
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Abilities

Battlefield Demolition: You can ignore the Effect of the
Heavy
Keyword for 1 Satchel Charge that a Combat Engineer has. A Combat Engineer still cannot have more than 1 Weapon (of any type) with the
Heavy
Keyword.
Fortify: A Combat Engineer can take a Fortify
Action
. If they do so, take a
Risky Success
Roll for the Combat Engineer. If the roll is a Failure, the Combat Engineer’s Activation ends. If the roll is a Success or a Critical Success, the Combat Engineer has the
Cover
Keyword until they move away from their current position.
Defuse Mine: When you move a Combat Engineer into contact with a Marker or terrain piece with the
Mined
Keyword, you can say the Combat Engineer will try to defuse the mine before it detonates. If you do so, take a
Risky Success
Roll for the model. If the roll is a Failure the mine detonates and the Combat Engineer’s Activation ends. If the roll is a Success or a Critical Success, the mine does not detonate, and the Marker or terrain piece loses the
Mined
Keyword. A model that sets a mine on a terrain piece can defuse the mine automatically if it moves into contact with the terrain piece (do not take a
Risky Success
Roll).
Set Mine: A Combat Engineer can take a Set Mine
Action
if they are in contact with a terrain piece that measures up to 8” by 8” that doesn't have the
Mined
Keyword. If they do so, take a Success Roll for the model and add
+2 Dice
to the roll. If the roll is a Failure, nothing happens. If the roll is a Success or a Critical Success, the terrain piece gains the
Mined
Keyword.
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 - Fallon
89 | 2
Name: Fallon
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
Mountaineer Kit
3
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.
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