A.D.D.

fc_ironsultanate_fv_houseofwisdom
Warband
Faction: House of Wisdom
Rating: 630| 0
Fielded: Elite: 1, Troop: 4, Mercenary: 0, Total: 5/10
Arsenal
5
0
Strongbox: 5 | 0
No items in your arsenal
Campaign
Victory Points: 0
Campaign Round: 1 (max round: 12)
Exploration
Elites
Jabirean Alchemist
Ms. Dimple
175
Sniper Rifle, Binoculars, Incendiary Grenades, Reinforced Armour
Troops
Takwin Homunculus
Max
197
Greatsword / Greataxe, Titan Zulfiqar
Azeb
Danny
82
Flamethrower, Combat Helmet, Frag Grenades, Standard Armour
Azeb
Sawyer
82
Flamethrower, Combat Helmet, Frag Grenades, Standard Armour
Sultanate Sapper
T.W.
94
Alaybozan, Shovel, Fire Shield, Standard Armour
Jabirean Alchemist - Ms. Dimple
175
Name: Ms. Dimple
Type: Jabirean Alchemist
Base Cost: 55
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+2D
Armour
-2
Keywords
Elite
Sultanate

Secrets Of The House Of Wisdom

Limit: Ms. Dimple can choose up to 1 Secrets Of The House Of Wisdom.

Cartography and Geography - 20 - 1/1
The Alchemist has studied long and hard the sciences of cartography and Geometry. At the start of the game, before deployment, you can pick up to 2 models in the Warband that are mounted on a base of 32mm or less, giving them the
Infiltrator
Keyword for that game.
Danny
Sawyer

Battlekit

A Jabirean Alchemist can have any Battlekit from the

Iron Sultanate
Armoury Tables

Ranged Weapons
Sniper Rifle
35
Grenades
Incendiary Grenades
15
Melee Weapons
Armour
Reinforced Armour
40
Shields
Equipment
Binoculars
10
Special

Campaign

Experience
Battle Scars
Advancements
HunterRanged Attacks made by a model with this Skill have the
Ignore
COVER Keyword.
Skill & ExpertiseWhen you give a model this Skill, choose 1
Action
on that model's Warband Entry, or 1 Common
Action
apart from Fight or Shoot
Action
S, and write it on your Warband Roster. Add
+1 Dice
to rolls made as part of the chosen
Action
when they are taken by this model.
Injuries
Fighter Status
Active
Fighter Rank
Elite

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.
-

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Takwin Homunculus - Max
197
Name: Max
Type: Takwin Homunculus
Base Cost: 40
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Keywords
Regenerate 1
Strong
Negate Heavy
Tough
Artificial
Sultanate

Upgrades

Additional Arm - 15
This Takwin Homunculus adds the
Cleave 2
Keyword to attacks made with its Pummelling Blows Ability.
Gargantuan Size - 20
A Takwin Homunculus can only have this Alchemical Formula if it already has the Human Hands, Inhuman Strength, and Massive Size Alchemical Formulas. The Homunculus can use 1 Weapon that can usually only be taken by a Brazen Bull, and its base size is increased to 60mm.
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 Weapon and one 2-Handed Melee Weapon, and it can have three 1-Handed Ranged Weapons or one 1-Handed Ranged Weapon 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.

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.
Regenerative Tissue - 25
This Takwin Homunculus gains the
Regenerate
1 Keyword.

Battlekit

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

Ranged Weapons
Grenades
Melee Weapons
Titan Zulfiqar
30
Greatsword / Greataxe
12
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.
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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Azeb - Danny
82
Name: Danny
Type: Azeb
Base Cost: 25
Image: @Emitoo
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
-1
Keywords
Negate Shrapnel
Infiltrator
Sultanate

Battlekit

An Azeb can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons
Flamethrower
30
Grenades
Frag Grenades
7
Melee Weapons
Armour
Standard Armour
15
Shields
Equipment
Combat Helmet
5
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Azeb - Sawyer
82
Name: Sawyer
Type: Azeb
Base Cost: 25
Image: @Emitoo
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
-1
Keywords
Negate Shrapnel
Infiltrator
Sultanate

Battlekit

An Azeb can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons
Flamethrower
30
Grenades
Frag Grenades
7
Melee Weapons
Armour
Standard Armour
15
Shields
Equipment
Combat Helmet
5
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Sultanate Sapper - T.W.
94
Name: T.W.
Type: Sultanate Sapper
Base Cost: 50
Image: @Emitoo
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-2
Keywords
Negate Fire
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
Alaybozan
9
Grenades
Melee Weapons
Armour
Standard Armour
15
Shields
Fire Shield
20
Equipment
Shovel
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 ).

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder