Voice like Thunder

fc_ironsultanate_fv_defendersoftheironwall
Warband
User: Finn
Faction: Defenders of the Iron Wall
Rating: 697| 0
Fielded: Elite: 2, Troop: 4, Mercenary: 0, Total: 6/10
Arsenal
3
0
Strongbox: 3 | 0
No items in your arsenal
Campaign
Victory Points: 0
Campaign Round: 1 (max round: 12)
Exploration
Elites
Silahdar
135
Halberd-Gun, Gas Mask, Reinforced Armour
Janissary Officer
133
Siege Jezzail, Alchemical Ammunition, Gas Mask, Reinforced Armour
Troops
Sultanate Sapper
83
Siege Jezzail, Alchemical Ammunition, Shovel
Sultanate Sapper
83
Siege Jezzail, Alchemical Ammunition, Shovel
Sultanate Sapper
83
Siege Jezzail, Alchemical Ammunition, Shovel
Brazen Bull
180
MURAD Bombard, Titan Zulfiqar
Sultanate Sapper
83
Name: -
Type: Sultanate Sapper
Base Cost: 50
Image: @Emitoo
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
0
Keywords
Sultanate
Negate Mined

Battlekit

Sappers are equipped with shovels. This equipment can never be removed. They can be equipped with any weapon, armour and equipment from the

Iron Sultanate
Armoury.

Ranged Weapons
Siege Jezzail
30
Grenades
Melee Weapons
Armour
Shields
Equipment
Shovel
Alchemical Ammunition
3
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Abilities

Set Mine: A Sultanate Sapper 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.
Defuse Mine: When you move a Sultanate Sapper into contact with a Marker or terrain piece with the
Mined
Keyword, you can say the Sultanate Sapper 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 Sultanate Sapper’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.
Forward Positions: When you deploy a Sultanate Sapper for the first time in a game, you can deploy them up to 6” away from your deployment zone and in contact with a terrain piece that is at least ½” high.
Fortify: A Sultanate Sapper can take a Fortify
Action
. If they do so, take a
Risky Success
Roll for the Sultanate Sapper. If the roll is a Failure, the Sultanate Sappers Activation ends. If the roll is a Success or a Critical Success, the Sultanate Sapper has the COVER Keyword until they move away from their current position.
Detonating Mines: When a model moves into contact with a Mined terrain piece, the mine will detonate unless the model is the one that set the mine, or has the Defuse Mine ability. Make an Injury Roll with the
Shrapnel
Keyword for the model that detonated the mine. The terrain piece is then no longer considered to be Mined. If the model wasn’t taken Down or Out of Action, it can then continue its move. Flying models only detonate a mine if they finish a move in contact with a Mined terrain piece (they can fly across it without setting it off ).
Siege Jezzail Teams: The Defenders of the Iron Wall are trained to use Siege Jezzails in pairs. Add
+1 Dice
to the Success Roll for a Ranged Attack made with a Siege Jezzail if there is a friendly model within 1" of the model making the attack.
Marksmanship of the Iron Wall: All the members of the Warband practise marksmanship from the dizzying heights of the Iron Wall against targets on the ground below. Add
+2 Dice
instead of
+1 Dice
to the Success Roll for a Ranged Attack made by models in a Defenders of the Iron Wall Warband when they have the Elevated Position modifier.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Sultanate Sapper
83
Name: -
Type: Sultanate Sapper
Base Cost: 50
Image: @Emitoo
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
0
Keywords
Sultanate
Negate Mined

Battlekit

Sappers are equipped with shovels. This equipment can never be removed. They can be equipped with any weapon, armour and equipment from the

Iron Sultanate
Armoury.

Ranged Weapons
Siege Jezzail
30
Grenades
Melee Weapons
Armour
Shields
Equipment
Shovel
Alchemical Ammunition
3
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Abilities

Set Mine: A Sultanate Sapper 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.
Defuse Mine: When you move a Sultanate Sapper into contact with a Marker or terrain piece with the
Mined
Keyword, you can say the Sultanate Sapper 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 Sultanate Sapper’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.
Forward Positions: When you deploy a Sultanate Sapper for the first time in a game, you can deploy them up to 6” away from your deployment zone and in contact with a terrain piece that is at least ½” high.
Fortify: A Sultanate Sapper can take a Fortify
Action
. If they do so, take a
Risky Success
Roll for the Sultanate Sapper. If the roll is a Failure, the Sultanate Sappers Activation ends. If the roll is a Success or a Critical Success, the Sultanate Sapper has the COVER Keyword until they move away from their current position.
Detonating Mines: When a model moves into contact with a Mined terrain piece, the mine will detonate unless the model is the one that set the mine, or has the Defuse Mine ability. Make an Injury Roll with the
Shrapnel
Keyword for the model that detonated the mine. The terrain piece is then no longer considered to be Mined. If the model wasn’t taken Down or Out of Action, it can then continue its move. Flying models only detonate a mine if they finish a move in contact with a Mined terrain piece (they can fly across it without setting it off ).
Siege Jezzail Teams: The Defenders of the Iron Wall are trained to use Siege Jezzails in pairs. Add
+1 Dice
to the Success Roll for a Ranged Attack made with a Siege Jezzail if there is a friendly model within 1" of the model making the attack.
Marksmanship of the Iron Wall: All the members of the Warband practise marksmanship from the dizzying heights of the Iron Wall against targets on the ground below. Add
+2 Dice
instead of
+1 Dice
to the Success Roll for a Ranged Attack made by models in a Defenders of the Iron Wall Warband when they have the Elevated Position modifier.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Sultanate Sapper
83
Name: -
Type: Sultanate Sapper
Base Cost: 50
Image: @Emitoo
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
0
Keywords
Sultanate
Negate Mined

Battlekit

Sappers are equipped with shovels. This equipment can never be removed. They can be equipped with any weapon, armour and equipment from the

Iron Sultanate
Armoury.

Ranged Weapons
Siege Jezzail
30
Grenades
Melee Weapons
Armour
Shields
Equipment
Shovel
Alchemical Ammunition
3
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Abilities

Set Mine: A Sultanate Sapper 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.
Defuse Mine: When you move a Sultanate Sapper into contact with a Marker or terrain piece with the
Mined
Keyword, you can say the Sultanate Sapper 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 Sultanate Sapper’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.
Forward Positions: When you deploy a Sultanate Sapper for the first time in a game, you can deploy them up to 6” away from your deployment zone and in contact with a terrain piece that is at least ½” high.
Fortify: A Sultanate Sapper can take a Fortify
Action
. If they do so, take a
Risky Success
Roll for the Sultanate Sapper. If the roll is a Failure, the Sultanate Sappers Activation ends. If the roll is a Success or a Critical Success, the Sultanate Sapper has the COVER Keyword until they move away from their current position.
Detonating Mines: When a model moves into contact with a Mined terrain piece, the mine will detonate unless the model is the one that set the mine, or has the Defuse Mine ability. Make an Injury Roll with the
Shrapnel
Keyword for the model that detonated the mine. The terrain piece is then no longer considered to be Mined. If the model wasn’t taken Down or Out of Action, it can then continue its move. Flying models only detonate a mine if they finish a move in contact with a Mined terrain piece (they can fly across it without setting it off ).
Siege Jezzail Teams: The Defenders of the Iron Wall are trained to use Siege Jezzails in pairs. Add
+1 Dice
to the Success Roll for a Ranged Attack made with a Siege Jezzail if there is a friendly model within 1" of the model making the attack.
Marksmanship of the Iron Wall: All the members of the Warband practise marksmanship from the dizzying heights of the Iron Wall against targets on the ground below. Add
+2 Dice
instead of
+1 Dice
to the Success Roll for a Ranged Attack made by models in a Defenders of the Iron Wall Warband when they have the Elevated Position modifier.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Silahdar
135
Name: -
Type: Silahdar
Base Cost: 70
Image: @Emitoo
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
-2
Keywords
Negate Gas
Negate Fear
Strong
Negate Heavy
Tough
Leader
Elite
Sultanate

Battlekit

A Yüzbaşı can have any Battlekit from the

Iron Sultanate
Armoury Tables including Battlekit available only to Sultanate Sappers.

Ranged Weapons
Grenades
Melee Weapons
Halberd-Gun
20
Armour
Reinforced Armour
40
Shields
Equipment
Gas Mask
5
Special

Campaign

Experience
Battle Scars
Advancements
Injuries
Fighter Status
Active
Fighter Rank
Elite

Abilities

Siege Jezzail Teams: The Defenders of the Iron Wall are trained to use Siege Jezzails in pairs. Add
+1 Dice
to the Success Roll for a Ranged Attack made with a Siege Jezzail if there is a friendly model within 1" of the model making the attack.
Marksmanship of the Iron Wall: All the members of the Warband practise marksmanship from the dizzying heights of the Iron Wall against targets on the ground below. Add
+2 Dice
instead of
+1 Dice
to the Success Roll for a Ranged Attack made by models in a Defenders of the Iron Wall Warband when they have the Elevated Position modifier.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Janissary Officer
133
Name: -
Type: Janissary Officer
Base Cost: 55
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Keywords
Negate Gas
Strong
Negate Heavy
Elite
Sultanate

Battlekit

A Janissary can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons
Siege Jezzail
30
Grenades
Melee Weapons
Armour
Reinforced Armour
40
Shields
Equipment
Alchemical Ammunition
3
Gas Mask
5
Special

Campaign

Experience
Battle Scars
Advancements
Injuries
Fighter Status
Active
Fighter Rank
Elite

Abilities

Counter-Charge: If the first
Action
a model makes during their Activation is a Charge, add
+1 Dice
to Melee Attacks made by the Yüzbaşı for the rest of the Activation.
Siege Jezzail Teams: The Defenders of the Iron Wall are trained to use Siege Jezzails in pairs. Add
+1 Dice
to the Success Roll for a Ranged Attack made with a Siege Jezzail if there is a friendly model within 1" of the model making the attack.
Marksmanship of the Iron Wall: All the members of the Warband practise marksmanship from the dizzying heights of the Iron Wall against targets on the ground below. Add
+2 Dice
instead of
+1 Dice
to the Success Roll for a Ranged Attack made by models in a Defenders of the Iron Wall Warband when they have the Elevated Position modifier.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Brazen Bull
180
Name: -
Type: Brazen Bull
Base Cost: 100
Image: @Emitoo
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
0
Keywords
Fear
Strong
Negate Heavy
Tough
Artificial
Sultanate

Battlekit

A Brazen Bull can have Battlekit from the Iron Sultanate Armoury Tables. It may only have Weapons that have the

Heavy
Keyword, and may not have a Shovel unless it is a Marid Shovel. No restrictions apply to any other Types of Battlekit.

Ranged Weapons
MURAD Bombard
50
Grenades
Melee Weapons
Titan Zulfiqar
30
Armour
Shields
Equipment
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop
limited potential

Abilities

Artificial Life: Add
-1 Injury Dice
to Injury Rolls for the model.
Trample: A Brazen Bull can take a Trample
Action
. If it does so, it can make a Melee Attack that must target an enemy model that is Down. A Trample Melee Attack does not use a Melee Weapon and has the
Ignore Armour
Keyword.
Siege Jezzail Teams: The Defenders of the Iron Wall are trained to use Siege Jezzails in pairs. Add
+1 Dice
to the Success Roll for a Ranged Attack made with a Siege Jezzail if there is a friendly model within 1" of the model making the attack.
Marksmanship of the Iron Wall: All the members of the Warband practise marksmanship from the dizzying heights of the Iron Wall against targets on the ground below. Add
+2 Dice
instead of
+1 Dice
to the Success Roll for a Ranged Attack made by models in a Defenders of the Iron Wall Warband when they have the Elevated Position modifier.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder