Blackwater Crescent

fc_ironsultanate_fv_houseofwisdom
v1.0
Warband
Faction: House of Wisdom
Rating: 1085| 6
Fielded: Elite: 2, Troop: 7, Mercenary: 3, Total: 12
The warband is not valid
Arsenal
39
3
Strongbox: 39 | 3
No items in your arsenal
Campaign - Test Campaign
Patron: No patron set
Victory Points: 0
Threshold round: 1: 700
Campaign Round: 1/2 (max: 12)
Exploration

Elites

Jabirean Alchemist
Jabirean Alchemist A
185
Sniper Rifle, Cloak of Alamut, Alchemist Armour
Azeb
Kavass A
125
Automatic Rifle, Sword / Axe, Trench Knife, Alchemist Armour

Troops

Jabirean Alchemist
Jabirean Alchemist B
98
Pistol / Revolver, Frag Grenades, Standard Armour
Takwin Homunculus
Homunculus A
206
Siege Jezzail, Greatsword / Greataxe, Sword / Axe
Takwin Homunculus
Homunculus B
206
Siege Jezzail, Greatsword / Greataxe, Sword / Axe
Azeb
Kavass B
40
Jezzail, Sword / Axe, Trench Knife, Alchemical Ammunition
Azeb
Kavass C
40
Jezzail, Sword / Axe, Trench Knife, Alchemical Ammunition
Lion of Jabir
Lions of Jabir - A
65
Lion of Jabir
Lions of Jabir - B
65

Mercenaries

Mamluk Faris
Mamluk Faris
55
4
Jezzail, Jezzail, Alchemical Ammunition, Alchemical Ammunition, Combat Helmet, Combat Helmet, Reinforced Armour, Reinforced Armour
Trench Dog
War Dog
1
Trench Dog
War Dog
1

Modifiers

Sultan's Favour
-
A Warband that includes a model with this Skill can increase any limits on the number of models it can include by 1, as long as the model does not have the
Elite
Keyword and is not mounted on a 50mm or larger base. For example, if the Warband Entry for a model in the Warband had a limit of 0-2, the limit would be increased to 0-3. If the model with this Skill is killed or otherwise removed from the Warband, models in excess of the normal limits can be kept, but new models cannot be added to the Warband in excess of the normal limits. A Warband can only have 1 model with this Skill.

Fireteams

Model Fireteam
Mamluk Faris
-
Jabirean Alchemist - Jabirean Alchemist A
185
Name: Jabirean Alchemist A
Type: Jabirean Alchemist
Base Cost: 55
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+2D
Armour
-2
Keywords
Negate Fire
Negate Gas
Negate Fear
Elite
Sultanate
Secrets Of The House Of Wisdom

Jabirean Alchemist A can choose up to 1 Secrets Of The House Of Wisdom.

Philosophy Poetry and Theology - 20 - 1/1
The Alchemist is well-versed in the hidden truths of the Universe and of the Divine and has a calm and clear mind. Add
+1 Dice
to Morale Check Success Rolls for this Alchemist’s Warband, as long as the Alchemist is not Down or Out of Action. In addition, if this Alchemist’s Warband becomes Shaken, ignore the requirement that all Success Rolls become
Risky Success
Rolls (however you still need to see if the Warband flees in the following Turn’s Morale Phase). The Alchemist has the
Negate
Fear
Keyword.
Battlekit

Battlekit: A Jabirean Alchemist can have any Battlekit from the

Iron Sultanate
Armoury Tables

Ranged Weapons

Sniper Rifle
35

Grenades

No grenades equipped

Melee Weapons

No melee weapons equipped

Armour

Alchemist Armour
50

Shields

No shields equipped

Equipment

Cloak of Alamut
25
Campaign Play

Experience

Battle Scars

Advancements

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

Injuries

No Injuries

Fighter Status

Active

Fighter Rank

Elite

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
Mastery of the Elements: When this model is deployed for the first time in a game, you can give one of the following Keywords to all of the Jabirean Alchemist’s Ranged Weapons and Melee Weapons:
Fire
or
Gas
or
Shrapnel
. All of the Weapons have the same Keyword. If the Weapon already has the Keyword, it does not receive it a second time.
Elements
-
Elemental Change: A Jabirean Alchemist can take an Elemental Change
Action
. If they do so, take a
Risky Success
Roll for the model. If the roll is a Failure, nothing happens and the Jabirean Alchemist’s Activation ends. If the roll is a Success or a Critical Success, you can change the Master of the Elements Keyword on all of the Jabirean Alchemist’s Weapons to one of the other two choices.
Chosen Homunculus: Choose one Takwin Homunculus to be assoctiated with this Alchemist.
-
STL finder
Jabirean Alchemist - Jabirean Alchemist B
98
Name: Jabirean Alchemist B
Type: Jabirean Alchemist
Base Cost: 55
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+2D
Armour
-1
Keywords
Sultanate
Secrets Of The House Of Wisdom

Jabirean Alchemist B can choose up to 1 Secrets Of The House Of Wisdom.

Medicine - 15 - 1/1

This Alchemist is a student of Ibn Sina’s School of Medicine. This Alchemist cannot have a Medi-kit. Instead, when you Activate this Alchemist it can take a School of Medicine

Action
as part of the Activation. If it does so, take a Success Roll for the Alchemist and add
+1 Dice
to the roll. If the roll is a Failure, nothing happens. If it is a Success or a Critical Success, you can do one of the following things:

  • Remove 2
    Blood Markers
    or 1
    Infection Marker
    from the Alchemist or a friendly model within 1" of the Alchemist.
  • Stand up a friendly model that is Down and which is within 1" of the Alchemist.
Battlekit

Battlekit: A Jabirean Alchemist can have any Battlekit from the

Iron Sultanate
Armoury Tables

Ranged Weapons

Pistol / Revolver
6

Grenades

Frag Grenades
7

Melee Weapons

No melee weapons equipped

Armour

Standard Armour
15

Shields

No shields equipped

Equipment

No equipment selected
Campaign Play

Battle Scars

Advancements

HunterRanged Attacks made by a model with this Skill have the
Ignore
COVER Keyword.
Sultan's FavourA Warband that includes a model with this Skill can increase any limits on the number of models it can include by 1, as long as the model does not have the
Elite
Keyword and is not mounted on a 50mm or larger base. For example, if the Warband Entry for a model in the Warband had a limit of 0-2, the limit would be increased to 0-3. If the model with this Skill is killed or otherwise removed from the Warband, models in excess of the normal limits can be kept, but new models cannot be added to the Warband in excess of the normal limits. A Warband can only have 1 model with this Skill.
-

Injuries

Lost Arm
Elite Injuries Chart #26
This model cannot use Battlekit that requires 2 hands, and can only use one piece of Battlekit that requires 1 hand.
Head Wound
Elite Injuries Chart #22
This model no longer gains Experience Points. It can regain the ability to gain Experience points through promotion, representing its recovery, although the Battle Scar remains.

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
Mastery of the Elements: When this model is deployed for the first time in a game, you can give one of the following Keywords to all of the Jabirean Alchemist’s Ranged Weapons and Melee Weapons:
Fire
or
Gas
or
Shrapnel
. All of the Weapons have the same Keyword. If the Weapon already has the Keyword, it does not receive it a second time.
Elements
-
Elemental Change: A Jabirean Alchemist can take an Elemental Change
Action
. If they do so, take a
Risky Success
Roll for the model. If the roll is a Failure, nothing happens and the Jabirean Alchemist’s Activation ends. If the roll is a Success or a Critical Success, you can change the Master of the Elements Keyword on all of the Jabirean Alchemist’s Weapons to one of the other two choices.
Chosen Homunculus: Choose one Takwin Homunculus to be assoctiated with this Alchemist.
-
STL finder
Takwin Homunculus - Homunculus A
206
Name: Homunculus A
Type: Takwin Homunculus
Base Cost: 40
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Keywords
Fear
Strong
Tough
Artificial
Sultanate
Upgrades
Additional Arm - 15
This Takwin Homunculus can make 2 Melee Attacks, one after the other, when it takes a Fight
Action
in the Trench Crusade Digital Rulebook). Note that if you spend
Blood Markers
to modify the Injury Rolls for one attack, they do not modify Injury Rolls for any of the subsequent attacks.
Hawk Eyes - 10
The eyesight of the Homunculus is based on that of a predatory bird. Change the Ranged Characteristic of this Takwin Homunculus to
+1 Dice
. A Homunculus cannot have the Hawk Eyes Alchemical Formula if it has the Hypnotic Eyes Alchemical Formula unless it also has the Two Heads 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.

Hypnotic Eyes - 15
Add
-1 Dice
to Success Rolls for Melee Attacks that target this Takwin Homunculus, unless the attack is made by a Sniper Priest or a model with the
Black Grail
Keyword. A Homunculus cannot have the Hypnotic Eyes Alchemical Formula if it has the Hawk Eyes Alchemical Formula unless it also has the Two Heads Alchemical Formula.
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.
Startling Speed - 10
Add
+1 Dice
to the Risky Success Roll for this Takwin Homunculus when it takes a Dash
Action
Terrifying Appearance - 10
The formula bestows an alluring beauty or horrifying visage upon the Homunculus. Give this Takwin Homunculus
Fear
Keyword.
Two Heads - 5
This Takwin Homunculus can have both the Hawk Eyes and Hypnotic Eyes Alchemical Formulas.
Battlekit

Battlekit: A Takwin Homunculus cannot have any Battlekit but can have Alchemical Formulas.

Ranged Weapons

Siege Jezzail
30

Grenades

No grenades equipped

Melee Weapons

Greatsword / Greataxe
12
Sword / Axe
4

Armour

No armour equipped

Shields

No shields equipped

Equipment

No equipment selected
Campaign Play

Fighter Status

Active

Fighter Rank

Troop
limited potential

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
Artificial Life: Add
-1 Injury Dice
to Injury Rolls for the model.
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.
STL finder
Takwin Homunculus - Homunculus B
206
Name: Homunculus B
Type: Takwin Homunculus
Base Cost: 40
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Keywords
Fear
Strong
Tough
Artificial
Sultanate
Upgrades
Additional Arm - 15
This Takwin Homunculus can make 2 Melee Attacks, one after the other, when it takes a Fight
Action
in the Trench Crusade Digital Rulebook). Note that if you spend
Blood Markers
to modify the Injury Rolls for one attack, they do not modify Injury Rolls for any of the subsequent attacks.
Hawk Eyes - 10
The eyesight of the Homunculus is based on that of a predatory bird. Change the Ranged Characteristic of this Takwin Homunculus to
+1 Dice
. A Homunculus cannot have the Hawk Eyes Alchemical Formula if it has the Hypnotic Eyes Alchemical Formula unless it also has the Two Heads 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.

Hypnotic Eyes - 15
Add
-1 Dice
to Success Rolls for Melee Attacks that target this Takwin Homunculus, unless the attack is made by a Sniper Priest or a model with the
Black Grail
Keyword. A Homunculus cannot have the Hypnotic Eyes Alchemical Formula if it has the Hawk Eyes Alchemical Formula unless it also has the Two Heads Alchemical Formula.
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.
Startling Speed - 10
Add
+1 Dice
to the Risky Success Roll for this Takwin Homunculus when it takes a Dash
Action
Terrifying Appearance - 10
The formula bestows an alluring beauty or horrifying visage upon the Homunculus. Give this Takwin Homunculus
Fear
Keyword.
Two Heads - 5
This Takwin Homunculus can have both the Hawk Eyes and Hypnotic Eyes Alchemical Formulas.
Battlekit

Battlekit: A Takwin Homunculus cannot have any Battlekit but can have Alchemical Formulas.

Ranged Weapons

Siege Jezzail
30

Grenades

No grenades equipped

Melee Weapons

Greatsword / Greataxe
12
Sword / Axe
4

Armour

No armour equipped

Shields

No shields equipped

Equipment

No equipment selected
Campaign Play

Fighter Status

Active

Fighter Rank

Troop
limited potential

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
Artificial Life: Add
-1 Injury Dice
to Injury Rolls for the model.
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.
STL finder
Azeb - Kavass A
125
Name: Kavass A
Type: Azeb
Base Cost: 25
Image: @Emitoo
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-2
Keywords
Negate Fire
Negate Gas
Elite
Sultanate
Upgrades
Kavass - 5 - 1/3
The model increases their Melee characteristic by
+1 Dice
.
Battlekit

Battlekit: An Azeb can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons

Automatic Rifle
40

Grenades

No grenades equipped

Melee Weapons

Sword / Axe
4
Trench Knife
1

Armour

Alchemist Armour
50

Shields

No shields equipped

Equipment

No equipment selected
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.
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
STL finder
Azeb - Kavass B
40
Name: Kavass B
Type: Azeb
Base Cost: 25
Image: @Emitoo
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Keywords
Sultanate
Battlekit

Battlekit: An Azeb can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons

Jezzail
7

Grenades

No grenades equipped

Melee Weapons

Sword / Axe
4
Trench Knife
1

Armour

No armour equipped

Shields

No shields equipped

Equipment

Alchemical Ammunition
3
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Azeb - Kavass C
40
Name: Kavass C
Type: Azeb
Base Cost: 25
Image: @Emitoo
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Keywords
Sultanate
Battlekit

Battlekit: An Azeb can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons

Jezzail
7

Grenades

No grenades equipped

Melee Weapons

Trench Knife
1
Sword / Axe
4

Armour

No armour equipped

Shields

No shields equipped

Equipment

Alchemical Ammunition
3
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Mamluk Faris
55 | 4
Name: -
Type: Mamluk Faris
Base Cost: 4
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-4
Keywords
Negate Shrapnel
Ignore Off-hand Weapon
Battlekit

Battlekit: A Mamluk Faris always has Reinforced Armour, a Combat Helmet, and either a Greatsword, or a Polearm and a Trench Shield, or a Pistol and a Sword/Axe. In addition, they have a Jezzail with Alchemical Ammunition from the Iron Sultanate Faction List. The Mamluk Faris has an Armour Characteristic of -3 if it has a Trench Shield and an Armour Characteristic of -2 if it does not.

Loadout Options

Mamluk Faris Loadouts
-

Ranged Weapons

Jezzail
Jezzail
7

Grenades

No grenades equipped

Melee Weapons

No melee weapons equipped

Armour

Reinforced Armour
Reinforced Armour
40

Shields

No shields equipped

Equipment

Alchemical Ammunition
Combat Helmet
Combat Helmet
5
Alchemical Ammunition
3
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
Sworn Bretheren: When you recruit a Mamluk Faris to your Warband, before adding it to your roster, you can say it will form a
Fireteam
with 1 other model from your Warband that has the
Elite
Keyword. Both of the models gain the
Fireteam
Keyword. Note that the Mamluk Faris’s
Fireteam
is in addition to any other
Fireteam
S your Warband can have, and that if a Mamluk Faris is in a
Fireteam
with a model from a New Antioch Warband, then only the model from the New Antioch Warband can use the Concentrated Fire special rule.
Martial Prowess: Mamluks are disciples of furūsiyya, the knightly discipline passed on through generations, they practice ceaselessly and thus have few equals. The Mamluk’s Greatsword does not have the HEAVY Keyword, and the Jezzail carried by a Mamluk Faris has the
Assault
Keyword and Shield Combo stipulation.
Automaton Destrier: If the scenario you are playing allows
Infiltrators
to use their special deployment rules, after any
Infiltrators
have deployed, you can deploy the Mamluk Faris within 1" of any edge of the battlefield and more than 8" away from any enemy models.
STL finder
Trench Dog - War Dog
1
Name: War Dog
Type: Trench Dog
Base Cost: 1
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

No equipment selected
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
Four Paws: Add
+1 Dice
to
Risky Success
rolls for a Trench Dog when they Climb, Jump or take a Dash
Action
.
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.
STL finder
Trench Dog - War Dog
1
Name: War Dog
Type: Trench Dog
Base Cost: 1
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

No equipment selected
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
Four Paws: Add
+1 Dice
to
Risky Success
rolls for a Trench Dog when they Climb, Jump or take a Dash
Action
.
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.
STL finder
Lion of Jabir - Lions of Jabir - A
65
Name: Lions of Jabir - A
Type: Lion of Jabir
Base Cost: 60
Image: @Emitoo
Movement
8"/Infantry
Melee
+1D
Armour
0
Keywords
Fear
Artificial
Sultanate
Upgrades
Fierce and Brave - 5
The model gains the
Fear
keyword.
Battlekit

Battlekit: A Lion of Jabir can have Armour and/or a Wind Amulet from the Iron Sultanate Armoury Tables. They cannot have Shields or any other Battlekit. Any number of Lions of Jabir can have the FEAR Keyword at a cost of +5 each.

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

Unarmed

Armour

No armour equipped

Shields

No shields equipped

Equipment

No equipment selected
Campaign Play

Fighter Status

Active

Fighter Rank

Troop
limited potential

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
Artificial Life: Add
-1 Injury Dice
to Injury Rolls for the model.
Pin: Enemy models that are Down and that are mounted on a base of 40mm or less are not allowed to stand up if a Lion of Jabir is within 1" of them (even if the Lion of Jabir is also Down).
Agile: Add
+1 Dice
to Risky Success Roll when a Lion of Jabir Climbs, Jumps, or makes a Diving Charge, or takes a Dash
Action
.
Teeth and Claws: The model can make a Melee Attack even though it doesn’t have a Melee Weapon.
STL finder
Lion of Jabir - Lions of Jabir - B
65
Name: Lions of Jabir - B
Type: Lion of Jabir
Base Cost: 60
Image: @Emitoo
Movement
8"/Infantry
Melee
+1D
Armour
0
Keywords
Fear
Artificial
Sultanate
Upgrades
Fierce and Brave - 5
The model gains the
Fear
keyword.
Battlekit

Battlekit: A Lion of Jabir can have Armour and/or a Wind Amulet from the Iron Sultanate Armoury Tables. They cannot have Shields or any other Battlekit. Any number of Lions of Jabir can have the FEAR Keyword at a cost of +5 each.

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

Unarmed

Armour

No armour equipped

Shields

No shields equipped

Equipment

No equipment selected
Campaign Play

Fighter Status

Active

Fighter Rank

Troop
limited potential

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
Artificial Life: Add
-1 Injury Dice
to Injury Rolls for the model.
Pin: Enemy models that are Down and that are mounted on a base of 40mm or less are not allowed to stand up if a Lion of Jabir is within 1" of them (even if the Lion of Jabir is also Down).
Agile: Add
+1 Dice
to Risky Success Roll when a Lion of Jabir Climbs, Jumps, or makes a Diving Charge, or takes a Dash
Action
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Teeth and Claws: The model can make a Melee Attack even though it doesn’t have a Melee Weapon.
STL finder