Iron Wall, Iron Will

fc_ironsultanate_fv_defendersoftheironwall
Warband
User: BAVVVEU
Faction: Defenders of the Iron Wall
Rating: 880| 0
Fielded: Elite: 4, Troop: 6, Mercenary: 0, Total: 10/13
Arsenal
120
0
Strongbox: 0 | 0
Sultanate Grand Cannon, Sultanate Grand Cannon
Campaign
Victory Points: 21
Campaign Round: 4 (max round: 12)
Exploration
Elites
Silahdar
182
Machine Gun, Greatsword / Greataxe, Anqa Guard, Reinforced Armour
Jabirean Alchemist
108
Sniper Rifle, Trench Club, Standard Armour
Janissary Officer
112
Siege Jezzail, Greatsword / Greataxe, Standard Armour
Janissary Officer
112
Siege Jezzail, Greatsword / Greataxe, Standard Armour
Troops
Sultanate Sapper
87
Alaybozan, Trench Club, Shovel, Standard Armour, Trench Shield
Sultanate Sapper
87
Alaybozan, Trench Club, Shovel, Standard Armour, Trench Shield
Sultanate Sapper
87
Alaybozan, Trench Club, Shovel, Standard Armour, Trench Shield
Azeb
35
Jezzail, Trench Club
Azeb
35
Jezzail, Trench Club
Azeb
35
Jezzail, Trench Club
Silahdar
182
Name: -
Type: Silahdar
Base Cost: 70
Image: @Emitoo
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
-2
Keywords
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
Machine Gun
50
Grenades
Melee Weapons
Greatsword / Greataxe
12
Armour
Reinforced Armour
40
Shields
Equipment
Anqa Guard
10
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
Jabirean Alchemist
108
Name: -
Type: Jabirean Alchemist
Base Cost: 55
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+2D
Armour
-1
Keywords
Elite
Sultanate

Battlekit

A Jabirean Alchemist can have any Battlekit from the

Iron Sultanate
Armoury Tables

Ranged Weapons
Sniper Rifle
35
Grenades
Melee Weapons
Trench Club
3
Armour
Standard Armour
15
Shields
Equipment
Special

Campaign

Experience
Battle Scars
Advancements
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.
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
112
Name: -
Type: Janissary Officer
Base Cost: 55
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-1
Keywords
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
Greatsword / Greataxe
12
Armour
Standard Armour
15
Shields
Equipment
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
Janissary Officer
112
Name: -
Type: Janissary Officer
Base Cost: 55
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-1
Keywords
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
Greatsword / Greataxe
12
Armour
Standard Armour
15
Shields
Equipment
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
Sultanate Sapper
87
Name: -
Type: Sultanate Sapper
Base Cost: 50
Image: @Emitoo
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-2
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
Alaybozan
9
Grenades
Melee Weapons
Trench Club
3
Armour
Standard Armour
15
Shields
Trench Shield
10
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 ).
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
87
Name: -
Type: Sultanate Sapper
Base Cost: 50
Image: @Emitoo
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-2
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
Alaybozan
9
Grenades
Melee Weapons
Trench Club
3
Armour
Standard Armour
15
Shields
Trench Shield
10
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 ).
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
87
Name: -
Type: Sultanate Sapper
Base Cost: 50
Image: @Emitoo
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-2
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
Alaybozan
9
Grenades
Melee Weapons
Trench Club
3
Armour
Standard Armour
15
Shields
Trench Shield
10
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 ).
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
Azeb
35
Name: -
Type: Azeb
Base Cost: 25
Image: @Emitoo
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Keywords
Sultanate

Battlekit

An Azeb can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons
Jezzail
7
Grenades
Melee Weapons
Trench Club
3
Armour
Shields
Equipment
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

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
Azeb
35
Name: -
Type: Azeb
Base Cost: 25
Image: @Emitoo
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Keywords
Sultanate

Battlekit

An Azeb can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons
Jezzail
7
Grenades
Melee Weapons
Trench Club
3
Armour
Shields
Equipment
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

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
Azeb
35
Name: -
Type: Azeb
Base Cost: 25
Image: @Emitoo
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Keywords
Sultanate

Battlekit

An Azeb can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons
Jezzail
7
Grenades
Melee Weapons
Trench Club
3
Armour
Shields
Equipment
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

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