Light of the Faithfull

fc_newantioch
v1.0
Warband
Faction: The Principality of New Antioch
Rating: 700| 0
Fielded: Elite: 2, Troop: 6, Mercenary: 0, Total: 8/11
Arsenal
110
1
Strongbox: 110 | 1
No items in your arsenal
Campaign - Favorite Child
Patron: Warrior Saint
Victory Points: 0
Threshold round: 2: 800
Campaign Round: 2/2 (max round: 12)
Current field limit: 11 Models
Exploration

Elites

Lieutenant
Lieutenant
172
Submachine Gun, Trench Polearm, Heavy Ballistic Shield, Machine Armour
Sniper Priest
Sniper Priest
110
Sniper Rifle, Binoculars, Standard Armour

Troops

Mechanised Heavy Infantry
Mechanised Heavy Infantry
115
Heavy Shotgun, Machine Armour
Shocktrooper
Shocktrooper
59
Sword / Axe, Trench Shield
Yeoman
Yeoman
35
Bolt-Action Rifle
Combat Engineer
Combat Engineer
95
Shovel, Engineer Body Armour, Satchel Charge
Yeoman
Yeoman
35
Bolt-Action Rifle
Shocktrooper
Shocktrooper
79
Greatsword / Greataxe, Frag Grenades, Standard Armour

Modifiers

Trench Merchant Trade
From now on, in the Quartermaster Step, you can purchase Glory Items costing 5 or less.

Fireteams

New Antioch Fireteam
Mechanised Heavy Infantry
Shocktrooper

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
Sniper Priest
Yeoman

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
172
Name: -
Type: Lieutenant
Base Cost: 70
Image: @terrainbeast
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
-3
Keywords
Cover
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

Trench Polearm
7

Armour

Machine Armour
50

Shields

Heavy Ballistic Shield
15

Equipment

No equipment selected
Campaign Play

Experience

Battle Scars

Advancements

No advancements

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
110
Name: -
Type: Sniper Priest
Base Cost: 50
Image: @terrainbeast
Movement
6"/Infantry
Melee
-1D
Ranged
+2D
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

Binoculars
10
Campaign Play

Experience

Battle Scars

Advancements

No advancements

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
Mechanised Heavy Infantry
115
Name: -
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

Heavy Shotgun
20

Grenades

No grenades equipped

Melee Weapons

No melee weapons equipped

Armour

Machine Armour

Shields

No shields equipped

Equipment

No equipment selected
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Shocktrooper
59
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

No grenades equipped

Melee Weapons

Sword / Axe
4

Armour

No armour equipped

Shields

Trench Shield
10

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
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
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
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

No ranged weapons equipped

Grenades

Satchel Charge
15

Melee Weapons

No melee weapons equipped

Armour

Engineer Body Armour

Shields

No shields equipped

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
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
Shocktrooper
79
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

Greatsword / Greataxe
12

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