Honey Badgers

fc_ironsultanate
Warband
Faction: Iron Sultanate
Rating: 580| 0
Fielded: Elite: 2, Troop: 7, Mercenary: 0, Total: 9/10
Arsenal
0
0
Strongbox: 0 | 0
No items in your arsenal
Campaign
Patron: No patron set
Victory Points: 0
Campaign Round: 1 (max round: 12)
Current field limit: 10 Models
Exploration

Elites

Sultanate Assassin
Sultanate Assassin
105
Assassin's Dagger, Combat Helmet
Yüzbaşı Captain
Yüzbaşı Captain
115
Halberd-Gun, Standard Armour

Troops

Lion of Jabir
Lion of Jabir
90
Wind Amulet, Standard Armour
Azeb
Azeb
37
Jezzail
Azeb
Azeb
37
Jezzail
Azeb
Azeb
37
Jezzail
Azeb
Azeb
60
Flamethrower
Azeb
Azeb
40
Pistol / Revolver, Sword / Axe
Sultanate Sapper
Sultanate Sapper
59
Alaybozan, Shovel
Sultanate Assassin
105
Name: -
Type: Sultanate Assassin
Base Cost: 85
Image: @Emitoo
Movement
6"/Infantry
Melee
+2D
Ranged
+1D
Armour
0
Keywords
Negate Shrapnel
Infiltrator
Elite
Sultanate
Battlekit

Battlekit: A Sultanate Assassin can have any Battlekit from the

Iron Sultanate
Armoury

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

Assassin's Dagger
15

Armour

No armour equipped

Shields

No shields equipped

Equipment

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
Time Slip: If your opponent fails their Success Roll for an attack targeting an Assassin, you can say the Assassin will slip into a moment in the future. If you do so, you can redeploy it anywhere within 6" of its original location (measured from the centre of its base to the centre of its base), and more than 1" away from any enemy models. Note that if the Assassin starts within 1" of an enemy model, this is not treated as a Retreat, so the enemy model cannot make a Melee Attack before the Assassin makes the time slip.
Temporal Assassin: After determining the Charge Bonus for an Assassin that has not already carried out a Fight
Action
in its Activation, you can say that the Assassin will split itself through time. If you do so, choose two different enemy models that the Assassin can reach with its Charge, move the Assassin to within 1" of one of the enemy models you picked as normal, and then make a Melee Attack with the enemy model as the target. After resolving the Melee Attack, you can immediately redeploy the Assassin to within 1" of the other model that you picked, and then make a second Melee Attack with the other enemy model as the target. The Assassin must use the same Melee Weapon for both attacks, and cannot take a Fight
Action
later in the same Activation.
STL finder
Lion of Jabir
90
Name: -
Type: Lion of Jabir
Base Cost: 60
Image: @Emitoo
Movement
8"/Infantry
Melee
+1D
Armour
-1
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

Standard Armour
15

Shields

No shields equipped

Equipment

Wind Amulet
10
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
Azeb
37
Name: -
Type: Azeb
Base Cost: 25
Image: @Emitoo
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Keywords
Skirmisher
Sultanate
Upgrades
Skirmisher - 5
The model is converted to a
Skirmisher
. Unless engaged in melee, when an enemy model declares a charge against any
Skirmisher
, they can immediately move D3” in any direction they wish (except within 1” of any enemy or out of the battlefield). After this manoeuvre, the charging model is moved as normal. This may lead to the charger being unable to enter melee. This move cannot be taken by a model that is Down.
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

No equipment selected
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Azeb
37
Name: -
Type: Azeb
Base Cost: 25
Image: @Emitoo
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Keywords
Skirmisher
Sultanate
Upgrades
Skirmisher - 5
The model is converted to a
Skirmisher
. Unless engaged in melee, when an enemy model declares a charge against any
Skirmisher
, they can immediately move D3” in any direction they wish (except within 1” of any enemy or out of the battlefield). After this manoeuvre, the charging model is moved as normal. This may lead to the charger being unable to enter melee. This move cannot be taken by a model that is Down.
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

No equipment selected
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Azeb
37
Name: -
Type: Azeb
Base Cost: 25
Image: @Emitoo
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Keywords
Skirmisher
Sultanate
Upgrades
Skirmisher - 5
The model is converted to a
Skirmisher
. Unless engaged in melee, when an enemy model declares a charge against any
Skirmisher
, they can immediately move D3” in any direction they wish (except within 1” of any enemy or out of the battlefield). After this manoeuvre, the charging model is moved as normal. This may lead to the charger being unable to enter melee. This move cannot be taken by a model that is Down.
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

No equipment selected
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Azeb
60
Name: -
Type: Azeb
Base Cost: 25
Image: @Emitoo
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Keywords
Skirmisher
Sultanate
Upgrades
Skirmisher - 5
The model is converted to a
Skirmisher
. Unless engaged in melee, when an enemy model declares a charge against any
Skirmisher
, they can immediately move D3” in any direction they wish (except within 1” of any enemy or out of the battlefield). After this manoeuvre, the charging model is moved as normal. This may lead to the charger being unable to enter melee. This move cannot be taken by a model that is Down.
Battlekit

Battlekit: An Azeb can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons

Flamethrower
30

Grenades

No grenades equipped

Melee Weapons

No melee weapons equipped

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
STL finder
Azeb
40
Name: -
Type: Azeb
Base Cost: 25
Image: @Emitoo
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Keywords
Skirmisher
Sultanate
Upgrades
Skirmisher - 5
The model is converted to a
Skirmisher
. Unless engaged in melee, when an enemy model declares a charge against any
Skirmisher
, they can immediately move D3” in any direction they wish (except within 1” of any enemy or out of the battlefield). After this manoeuvre, the charging model is moved as normal. This may lead to the charger being unable to enter melee. This move cannot be taken by a model that is Down.
Battlekit

Battlekit: An Azeb can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons

Pistol / Revolver
6

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
STL finder
Yüzbaşı Captain
115
Name: -
Type: Yüzbaşı Captain
Base Cost: 70
Image: @Emitoo
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
-1
Keywords
Negate Fear
Strong
Tough
Leader
Elite
Sultanate
Upgrades
Jannisary Veteran - 10
You can make the Yüzbaşı a Janissary Veteran with the
Strong
Keyword and the Janissary Counter-Charge ability at a cost of +10
Battlekit

Battlekit: A Yüzbaşı can have any Battlekit from the

Iron Sultanate
Armoury Tables

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

Halberd-Gun
20

Armour

Standard Armour
15

Shields

No shields equipped

Equipment

No equipment selected
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
Mubarizon: A Yüzbaşı is expected to face the mightiest of their enemies in personal combat, inspiring the troops to victory with their personal prowess. Add
+1 Injury Dice
for attacks made by a Yüzbaşı if the target model has the
Tough
Keyword.
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.
STL finder
Sultanate Sapper
59
Name: -
Type: Sultanate Sapper
Base Cost: 50
Image: @Emitoo
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
0
Keywords
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

No melee weapons equipped

Armour

No armour equipped

Shields

No shields equipped

Equipment

Shovel
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 ).
STL finder