its a trap

fc_ironsultanate_fv_defendersoftheironwall
Warband
Faction: Defenders of the Iron Wall
Rating: 957| 8
Fielded: Elite: 3, Troop: 9, Mercenary: 2, Total: 14/14
Other: Dead: 2
Arsenal
-2
0
Strongbox: -2 | 0
No items in your arsenal
Campaign - The Road to Ruin
Patron: No patron set
Victory Points: 0
Threshold round: 1: 1200
Campaign Round: 1/1 (max round: 1)
Current field limit: 14 Models
Exploration

Elites

Silahdar
Silahdar
135
Jezzail, Alchemical Ammunition, Combat Helmet, Alchemist Armour
Janissary Officer
Janissary Officer
89
Jezzail, Sword / Axe, Alchemical Ammunition, Combat Helmet, Standard Armour
Janissary Officer
Janissary Officer
89
Jezzail, Sword / Axe, Alchemical Ammunition, Combat Helmet, Standard Armour

Troops

Brazen Bull
Brazen Bull
200
1
MURAD Bombard, Titan Zulfiqar, Combat Helmet, Troop Flag, Standard Armour
Sultanate Sapper
Sultanate Sapper
71
Alaybozan, Sword / Axe, Alchemical Ammunition, Combat Helmet, Shovel
Azeb
Azeb
40
Jezzail, Alchemical Ammunition, Combat Helmet
Sultanate Sapper
Sultanate Sapper
71
Alaybozan, Sword / Axe, Alchemical Ammunition, Combat Helmet, Shovel
Sultanate Sapper
Sultanate Sapper
71
Alaybozan, Sword / Axe, Alchemical Ammunition, Combat Helmet, Shovel
Sultanate Sapper
Sultanate Sapper
71
Alaybozan, Sword / Axe, Alchemical Ammunition, Combat Helmet, Shovel
Azeb
Azeb
40
Jezzail, Alchemical Ammunition, Combat Helmet
Azeb
Azeb
40
Jezzail, Alchemical Ammunition, Combat Helmet
Azeb
Azeb
40
Jezzail, Alchemical Ammunition, Combat Helmet

Mercenaries

Mamluk Faris
Mamluk Faris
4
Jezzail, Alchemical Ammunition, Combat Helmet, Reinforced Armour, Sword / Axe, Pistol / Revolver
Combat Biologist
Combat Biologist
3
Vivisector, Gas Grenades, Standard Armour

Dead

Jabirean Alchemist
Jabirean Alchemist
135
Sultanate Grand Cannon, Combat Helmet, Standard Armour
Sipahi Automaton Cavalry
Sipahi Automaton Cavalry
110
Jezzail, Alchemical Ammunition, Combat Helmet, Reinforced Armour, Trench Polearm, Trench Shield

Fireteams

Model Fireteam
Sipahi Automaton Cavalry
-
Model Fireteam
Mamluk Faris
-
Silahdar
135
Name: -
Type: Silahdar
Base Cost: 70
Image: @Emitoo
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
-2
Keywords
Negate Shrapnel
Negate Fire
Negate Gas
Negate Fear
Strong
Tough
Leader
Elite
Sultanate
Battlekit

Battlekit: A Yüzbaşı can have any Battlekit from the

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

Ranged Weapons

Jezzail
7

Grenades

No grenades equipped

Melee Weapons

No melee weapons equipped

Armour

Alchemist Armour
50

Shields

No shields equipped

Equipment

Combat Helmet
5
Alchemical Ammunition
3
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
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.
STL finder
Jabirean Alchemist
135
Name: -
Type: Jabirean Alchemist
Base Cost: 55
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+2D
Armour
-1
Keywords
Negate Shrapnel
Elite
Sultanate
Battlekit

Battlekit: A Jabirean Alchemist can have any Battlekit from the

Iron Sultanate
Armoury Tables

Ranged Weapons

Sultanate Grand Cannon
60

Grenades

No grenades equipped

Melee Weapons

No melee weapons equipped

Armour

Standard Armour
15

Shields

No shields equipped

Equipment

Combat Helmet
5
Campaign Play

Experience

Battle Scars

Advancements

No advancements

Injuries

No Injuries

Fighter Status

Dead

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.
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.
STL finder
Janissary Officer
89
Name: -
Type: Janissary Officer
Base Cost: 55
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-1
Keywords
Negate Shrapnel
Strong
Elite
Sultanate
Battlekit

Battlekit: A Janissary can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons

Jezzail
7

Grenades

No grenades equipped

Melee Weapons

Sword / Axe
4

Armour

Standard Armour
15

Shields

No shields equipped

Equipment

Alchemical Ammunition
3
Combat Helmet
5
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
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.
STL finder
Brazen Bull
200 | 1
Name: -
Type: Brazen Bull
Base Cost: 100
Image: @Emitoo
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
-1
Keywords
Negate Shrapnel
Fear
Strong
Tough
Leader
Artificial
Sultanate
Battlekit

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

No grenades equipped

Melee Weapons

Titan Zulfiqar
30

Armour

Standard Armour
15

Shields

No shields equipped

Equipment

Combat Helmet
5
Troop Flag
1
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.
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.
STL finder
Sultanate Sapper
71
Name: -
Type: Sultanate Sapper
Base Cost: 50
Image: @Emitoo
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
0
Keywords
Negate Shrapnel
Sultanate
Battlekit

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

Alaybozan
9

Grenades

No grenades equipped

Melee Weapons

Sword / Axe
4

Armour

No armour equipped

Shields

No shields equipped

Equipment

Shovel
Alchemical Ammunition
3
Combat Helmet
5
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
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". 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, terrain piece becomes Mined.
Defuse Mine: When you move a Sultanate Sapper into contact with a terrain piece that has been Mined, you can say the Sultanate Sapper will halt and 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 anyway and the Sultanate Sapper’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 to be Mined.
Forward Positions: When you deploy a Sultanate Sapper for the first time in a game, you must 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.
STL finder
Azeb
40
Name: -
Type: Azeb
Base Cost: 25
Image: @Emitoo
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Keywords
Negate Shrapnel
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

No melee weapons equipped

Armour

No armour equipped

Shields

No shields equipped

Equipment

Combat Helmet
5
Alchemical Ammunition
3
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
STL finder
Sipahi Automaton Cavalry
110
Name: -
Type: Sipahi Automaton Cavalry
Base Cost: 110
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-3
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
Polearm and Shield

Ranged Weapons

Jezzail

Grenades

No grenades equipped

Melee Weapons

Trench Polearm

Armour

Reinforced Armour

Shields

Trench Shield

Equipment

Alchemical Ammunition
Combat Helmet
Campaign Play

Fighter Status

Dead

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
Mamluk Faris
4
Name: -
Type: Mamluk Faris
Base Cost: 4
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
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
Sword and Pistol

Ranged Weapons

Jezzail
Pistol / Revolver

Grenades

No grenades equipped

Melee Weapons

Sword / Axe

Armour

Reinforced Armour

Shields

No shields equipped

Equipment

Alchemical Ammunition
Combat Helmet
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
Combat Biologist
3
Name: -
Type: Combat Biologist
Base Cost: 3
Image: @Mini Merchant
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-1
Keywords
Negate Fear
Battlekit

Battlekit: A Combat Biologist always has Gas Grenades, Standard armour, a Gas Mask, and a Vivisector.

Ranged Weapons

No ranged weapons equipped

Grenades

Gas Grenades

Melee Weapons

Vivisector

Armour

Standard 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
Abilities
Prize Specimens: When a Combat Biologist takes any enemy model with the Keyword
Demonic
or
Black Grail
Out of Action with a Melee attack, place 1
Blessing Marker
beside the Combat Biologist.
Battlefield Vivisection: Whenever a Combat Biologist is part of your Warband, add the Gather Knowledge Glorious Deed to those normally available in each scenario you play.

Battlefield Vivisection

You complete this Glorious Deed if 3 or more enemy models are taken Out of Action while they are within 1" of friendly Combat Biologist.
STL finder
Janissary Officer
89
Name: -
Type: Janissary Officer
Base Cost: 55
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-1
Keywords
Negate Shrapnel
Strong
Elite
Sultanate
Battlekit

Battlekit: A Janissary can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons

Jezzail
7

Grenades

No grenades equipped

Melee Weapons

Sword / Axe
4

Armour

Standard Armour
15

Shields

No shields equipped

Equipment

Alchemical Ammunition
3
Combat Helmet
5
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
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.
STL finder
Sultanate Sapper
71
Name: -
Type: Sultanate Sapper
Base Cost: 50
Image: @Emitoo
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
0
Keywords
Negate Shrapnel
Sultanate
Battlekit

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

Alaybozan
9

Grenades

No grenades equipped

Melee Weapons

Sword / Axe
4

Armour

No armour equipped

Shields

No shields equipped

Equipment

Shovel
Alchemical Ammunition
3
Combat Helmet
5
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
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". 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, terrain piece becomes Mined.
Defuse Mine: When you move a Sultanate Sapper into contact with a terrain piece that has been Mined, you can say the Sultanate Sapper will halt and 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 anyway and the Sultanate Sapper’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 to be Mined.
Forward Positions: When you deploy a Sultanate Sapper for the first time in a game, you must 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.
STL finder
Sultanate Sapper
71
Name: -
Type: Sultanate Sapper
Base Cost: 50
Image: @Emitoo
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
0
Keywords
Negate Shrapnel
Sultanate
Battlekit

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

Alaybozan
9

Grenades

No grenades equipped

Melee Weapons

Sword / Axe
4

Armour

No armour equipped

Shields

No shields equipped

Equipment

Shovel
Alchemical Ammunition
3
Combat Helmet
5
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
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". 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, terrain piece becomes Mined.
Defuse Mine: When you move a Sultanate Sapper into contact with a terrain piece that has been Mined, you can say the Sultanate Sapper will halt and 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 anyway and the Sultanate Sapper’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 to be Mined.
Forward Positions: When you deploy a Sultanate Sapper for the first time in a game, you must 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.
STL finder
Sultanate Sapper
71
Name: -
Type: Sultanate Sapper
Base Cost: 50
Image: @Emitoo
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
0
Keywords
Negate Shrapnel
Sultanate
Battlekit

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

Alaybozan
9

Grenades

No grenades equipped

Melee Weapons

Sword / Axe
4

Armour

No armour equipped

Shields

No shields equipped

Equipment

Shovel
Alchemical Ammunition
3
Combat Helmet
5
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
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". 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, terrain piece becomes Mined.
Defuse Mine: When you move a Sultanate Sapper into contact with a terrain piece that has been Mined, you can say the Sultanate Sapper will halt and 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 anyway and the Sultanate Sapper’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 to be Mined.
Forward Positions: When you deploy a Sultanate Sapper for the first time in a game, you must 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.
STL finder
Azeb
40
Name: -
Type: Azeb
Base Cost: 25
Image: @Emitoo
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Keywords
Negate Shrapnel
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

No melee weapons equipped

Armour

No armour equipped

Shields

No shields equipped

Equipment

Combat Helmet
5
Alchemical Ammunition
3
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

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

No melee weapons equipped

Armour

No armour equipped

Shields

No shields equipped

Equipment

Combat Helmet
5
Alchemical Ammunition
3
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

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

No melee weapons equipped

Armour

No armour equipped

Shields

No shields equipped

Equipment

Combat Helmet
5
Alchemical Ammunition
3
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
STL finder