4th Field reconnaissance of Great O' Connor

fc_newantioch_fc_eirerangers
Warband
Faction: Eire Rangers
Rating: 1100| 6
Fielded: Elite: 5, Troop: 6, Mercenary: 1, Total: 12/14
Other: Dead: 1
Arsenal
67
0
Strongbox: 67 | 0
No items in your arsenal
Campaign - Winter Campaign
Patron: Learned Saint
Victory Points: 120
Threshold round: 5: 1100
Campaign Round: 5/5 (max round: 12)
Current field limit: 14 Models
Exploration

Elites

Eire Lieutenant
Lt. Kevin O'Sullivan
106
Pistol / Revolver, Combat Helmet, Standard Armour, Trench Shield
Mechanised Heavy Infantry
Mechanised Heavy Infantry
155
Machine Gun, Armour-Piercing Bullets, Combat Helmet, Machine Armour
Eire Warrior Priest
Father Bradley
119
2
Sniper Rifle, Sword / Axe, Combat Helmet, Trench Dog (Mercy Dog), Standard Armour
Eire Warrior Priest
Eire Warrior Priest
100
Pistol / Revolver, Sword / Axe, Carnyx, Standard Armour
Sniper Priest
Sniper Priest
108
2
Sniper Rifle, Armour-Piercing Bullets, Mountaineer Kit, Sniper Scope, Standard Armour

Troops

Shocktrooper
Berserker
104
Submachine Gun, Sword / Axe
Shocktrooper
Shocktrooper
94
Greatsword / Greataxe, Combat Helmet, Frag Grenades, Standard Armour
Yeoman
Yeoman
69
Shotgun, Sword / Axe, Medi-Kit, Trench Shield
Yeoman
Yeoman
74
Shotgun, Sword / Axe, Combat Helmet, Medi-Kit, Trench Shield
Yeoman
Yeoman
44
Bolt-Action Rifle, Sword / Axe
Golem
Golem
127
Greatsword / Greataxe, Combat Helmet, Standard Armour, Trench Shield

Mercenaries

Mendelist Ammo Monk
Mendelist Ammo Monk
2
Gas Mask

Dogs

Mercy Dog
Mercy Dog
2
Medi-Kit

Dead

Shocktrooper
Berserker
99
Automatic Shotgun, Sword / Axe, Trench Shield

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
Berserker

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
Berserker

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.

Eire Lieutenant - Lt. Kevin O'Sullivan
106
Name: Lt. Kevin O'Sullivan
Type: Eire Lieutenant
Base Cost: 70
Image: @Darius_minis
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
-2
Keywords
Negate Shrapnel
Tough
Skirmisher
Leader
Elite
New Antioch
Battlekit

Battlekit: A Lieutenant can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons

Pistol / Revolver
6

Grenades

No grenades equipped

Melee Weapons

No melee weapons equipped

Armour

Standard Armour
15

Shields

Trench Shield
10

Equipment

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.
Shadow WalkerAdd
-2 Dice
to rolls for Ranged Attacks that target a model with this Skill at Long Range instead of
-1 Dice
.

Injuries

Dark Memory
Elite Injuries Chart #24
Write 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
Iron Sultanate

Fighter Status

Active

Fighter Rank

Elite

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.
STL finder
Mechanised Heavy Infantry
155
Name: -
Type: Mechanised Heavy Infantry
Base Cost: 85
Image: @terrainbeast
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-3
Keywords
Negate Shrapnel
Strong
Elite
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

No melee weapons equipped

Armour

Machine Armour

Shields

No shields equipped

Equipment

Armour-Piercing Bullets
5
Combat Helmet
5
Campaign Play

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.

Injuries

No Injuries

Fighter Status

Active

Fighter Rank

Elite

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.
STL finder
Shocktrooper - Berserker
99
Name: Berserker
Type: Shocktrooper
Base Cost: 45
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-1
Keywords
Negate Fear
Skirmisher
Infiltrator
New Antioch
Upgrades
Fianna - 10
The model gains the keywords
Infiltrator
and
Skirmisher
Berserker - 15 - 1/1
A Berserker cannot have Armour (they can have Shields). In addition, a Berserker has the
Negate Fear
Keyword, and
Blood Markers
are never placed on them under any circumstances.
Battlekit

Battlekit:

A Shock Trooper can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons

Automatic Shotgun
15

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

Dead

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.
Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.
STL finder
Shocktrooper - Berserker
104
Name: Berserker
Type: Shocktrooper
Base Cost: 45
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Keywords
Negate Fear
Skirmisher
Infiltrator
New Antioch
Upgrades
Fianna - 10
The model gains the keywords
Infiltrator
and
Skirmisher
Berserker - 15 - 1/1
A Berserker cannot have Armour (they can have Shields). In addition, a Berserker has the
Negate Fear
Keyword, and
Blood Markers
are never placed on them under any circumstances.
Battlekit

Battlekit:

A Shock Trooper can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons

Submachine Gun
30

Grenades

No grenades equipped

Melee Weapons

Sword / Axe
4

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
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.
Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.
STL finder
Shocktrooper
94
Name: -
Type: Shocktrooper
Base Cost: 45
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-1
Keywords
Negate Shrapnel
Skirmisher
Infiltrator
New Antioch
Upgrades
Fianna - 10
The model gains the keywords
Infiltrator
and
Skirmisher
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

Combat Helmet
5
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.
Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.
STL finder
Eire Warrior Priest - Father Bradley
119 | 2
Name: Father Bradley
Type: Eire Warrior Priest
Base Cost: 60
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-1
Keywords
Negate Shrapnel
Negate Fear
Elite
New Antioch
Battlekit

Battlekit: Trench Clerics can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons

Sniper Rifle
35

Grenades

No grenades equipped

Melee Weapons

Sword / Axe
4

Armour

Standard Armour
15

Shields

No shields equipped

Equipment

Combat Helmet
5
Trench Dog (Mercy Dog)
2
Campaign Play

Experience

Battle Scars

Advancements

Glory HoundAt the end of each game, your Warband receives 1 extra for each model with this Skill that is on the battlefield.
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

Full Recovery
Elite Injuries Chart #41-63
The model has survived the battle with no ill effects. It does not receive an Injury or a Battle Scar.
Full Recovery
Elite Injuries Chart #41-63
The model has survived the battle with no ill effects. It does not receive an Injury or a Battle Scar.

Fighter Status

Active

Fighter Rank

Elite

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
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.
Away Serpents!: An Éire Rangers Trench Cleric can take an Away Serpents!
Action
. If they do so, pick 1 enemy model within 12" of the Trench Cleric and say that the Trench Cleric orders them to crawl on their belly like a snake. Then take a
Risky Success
Roll for the Trench Cleric. Add
-1 Dice
to the roll if the enemy model is mounted on a base that is 40mm or greater. If the roll is a Failure, nothing happens, and the Trench Cleric’s Activation ends. If the roll is a Success or Critical Success, the enemy model is taken Down.
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.
Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.
STL finder
Yeoman
69
Name: -
Type: Yeoman
Base Cost: 30
Image: @terrainbeast
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
-1
Keywords
Infiltrator
New Antioch
Upgrades
Infiltrator - 10 - 2/3
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

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

Shotgun
10

Grenades

No grenades equipped

Melee Weapons

Sword / Axe
4

Armour

No armour equipped

Shields

Trench Shield
10

Equipment

Medi-Kit
5
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.
Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.
STL finder
Eire Warrior Priest
100
Name: -
Type: Eire Warrior Priest
Base Cost: 60
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-1
Keywords
Fear
Negate Fear
Elite
New Antioch
Battlekit

Battlekit: Trench Clerics can have any Battlekit from the

New Antioch
Armoury Tables.

Ranged Weapons

Pistol / Revolver
6

Grenades

No grenades equipped

Melee Weapons

Sword / Axe
4

Armour

Standard Armour
15

Shields

No shields equipped

Equipment

Carnyx
15
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
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.
Away Serpents!: An Éire Rangers Trench Cleric can take an Away Serpents!
Action
. If they do so, pick 1 enemy model within 12" of the Trench Cleric and say that the Trench Cleric orders them to crawl on their belly like a snake. Then take a
Risky Success
Roll for the Trench Cleric. Add
-1 Dice
to the roll if the enemy model is mounted on a base that is 40mm or greater. If the roll is a Failure, nothing happens, and the Trench Cleric’s Activation ends. If the roll is a Success or Critical Success, the enemy model is taken Down.
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.
Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.
STL finder
Sniper Priest
108 | 2
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

Sniper Scope
2
Armour-Piercing Bullets
5
Mountaineer Kit
3
Campaign Play

Experience

Battle Scars

Advancements

Glory HoundAt the end of each game, your Warband receives 1 extra for each model with this Skill that is on the battlefield.

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.
Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.
STL finder
Yeoman
74
Name: -
Type: Yeoman
Base Cost: 30
Image: @terrainbeast
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
-1
Keywords
Negate Shrapnel
Infiltrator
New Antioch
Upgrades
Infiltrator - 10 - 2/3
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

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

Shotgun
10

Grenades

No grenades equipped

Melee Weapons

Sword / Axe
4

Armour

No armour equipped

Shields

Trench Shield
10

Equipment

Medi-Kit
5
Combat Helmet
5
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.
Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.
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

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
10

Grenades

No grenades equipped

Melee Weapons

Sword / Axe
4

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.
Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.
STL finder
Golem
127
Name: -
Type: Golem
Base Cost: 40
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-2
Keywords
Negate Shrapnel
Negate Gas
Negate Fear
Strong
Golem
Artificial
Upgrades
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.
Massive Size - 30
The Homunculus’ size is increased into vast proportions. Give this Takwin Homunculus the
Tough
Keyword and increase its base size to 50mm. A Homunculus cannot have the Massive Size Alchemical Formula if it has the Wings Alchemical Formula.
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 Weapons and one 2-Handed Melee Weapon, and it can have three 1-Handed Ranged Weapons or one 1-Handed Ranged Weapons 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

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

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

Greatsword / Greataxe
12

Armour

Standard Armour
15

Shields

Trench Shield
10

Equipment

Combat Helmet
5
Campaign Play

Fighter Status

Active

Fighter Rank

Troop
Cannot be promoted

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
Artificial Life: Add
-1 Injury Dice
to Injury Rolls for the model.
Hit-and-Run Tactics: Add
-1 Dice
to the roll for a Melee Attack that targets a model from an Éire Rangers Warband that is making a Retreat.
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
Mercy Dog
2
Name: -
Type: Mercy Dog
Base Cost: 2
Image: @pandemonpaints
Movement
8"/Infantry
Melee
0D
Armour
0
Keywords
Battlekit

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

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

Unarmed

Armour

No armour equipped

Shields

No shields equipped

Equipment

Medi-Kit
Campaign Play

Fighter Status

Dog

Notes & Lore

Notes
No Notes
Lore
No Lore
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
.
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