The holders of wisdom and fire

fc_ironsultanate_fv_houseofwisdom
Warband
Faction: House of Wisdom
Rating: 891| 1
Fielded: Elite: 1, Troop: 7, Mercenary: 0, Total: 8/12
Arsenal
2
0
Strongbox: -28 | 0
Flamethrower
Campaign
Victory Points: 38
Campaign Round: 3 (max round: 12)
Exploration
Elites
Jabirean Alchemist
Martha Brand 'Dr Fire'
177
1
Sniper Rifle, Sword / Axe, Elixer of Al-Khidr, Mountaineer Kit, Alchemist Armour, Trench Dog Ownership
Troops
Takwin Homunculus
Firestarter 'Mr Tickles'
244
MURAD Bombard, Siege Jezzail, Greatsword / Greataxe, Greatsword / Greataxe
Azeb
John Walkers 'fatty'
49
Jezzail, Sword / Axe, Alchemical Ammunition, Combat Helmet
Azeb
Igurd 'one hand' Meyer
67
Pistol / Revolver, Sword / Axe, Combat Helmet, Musical Instrument, Frag Grenades
Azeb
Jormund 'the stupid one' Johansson
69
Trench Polearm, Frag Grenades, Standard Armour, Trench Shield
Lion of Jabir
Timmothy 'Tigger' Sterling
80
Standard Armour
Lion of Jabir
Annie Sterling 'Winnie'
80
Standard Armour
Sultanate Sapper
'Robin' Christopher Sterling
125
Machine Gun, Mountaineer Kit, Shovel, Frag Grenades, Standard Armour
Dogs
Trench Dog
Dr. Pupper
1
No Battlekit
Dead
Brazen Bull
Magnus 'Chunky' Gravell
202
Flame Cannon, Great Hammer/Maul, Greatsword / Greataxe, Gas Mask, Standard Armour
Sultanate Sapper
Helga 'chicken foot' Andromedus
110
Machine Gun, Mountaineer Kit, Shovel, Frag Grenades
Jabirean Alchemist - Martha Brand 'Dr Fire'
177 | 1
Name: Martha Brand 'Dr Fire'
Type: Jabirean Alchemist
Base Cost: 55
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+2D
Armour
-2
Keywords
Negate Fire
Negate Gas
Tough
Elite
Sultanate

Secrets Of The House Of Wisdom

Limit: Martha Brand 'Dr Fire' 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.
Jormund 'the stupid one' Johansson
Helga 'chicken foot' Andromedus

Battlekit

A Jabirean Alchemist can have any Battlekit from the

Iron Sultanate
Armoury Tables

Ranged Weapons
Sniper Rifle
35
Grenades
Melee Weapons
Sword / Axe
4
Armour
Alchemist Armour
50
Shields
Equipment
Mountaineer Kit
3
Elixer of Al-Khidr
10
Special
Trench Dog Ownership
1

Campaign

Experience
Battle Scars
Advancements
Sharp EyesRanged Attacks made by a model with this Skill have the
Ignore
LONG RANGE Keyword.
Friends In High PlacesA model with this Skill has the Re-roll Dice Exploration Skill
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
Brazen Bull - Magnus 'Chunky' Gravell
202
Name: Magnus 'Chunky' Gravell
Type: Brazen Bull
Base Cost: 100
Image: @Emitoo
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
-1
Keywords
Negate Gas
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
Flame Cannon
60
Grenades
Melee Weapons
Greatsword / Greataxe
12
Great Hammer/Maul
10
Armour
Standard Armour
15
Shields
Equipment
Gas Mask
5
Special

Campaign

Fighter Status
Dead
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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Takwin Homunculus - Firestarter 'Mr Tickles'
244
Name: Firestarter 'Mr Tickles'
Type: Takwin Homunculus
Base Cost: 40
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Keywords
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.
Hawk Eyes - 10
The eyesight of the Homunculus is based on that of a predatory bird. Change the Ranged Characteristic of this Takwin Homunculus to
+1 Dice
. A Homunculus cannot have the Hawk Eyes Alchemical Formula if it has the Hypnotic Eyes Alchemical Formula unless it also has the Two Heads Alchemical Formula.
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.

Battlekit

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

Ranged Weapons
MURAD Bombard
50
Siege Jezzail
30
Grenades
Melee Weapons
Greatsword / Greataxe
12
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
Sultanate Sapper - Helga 'chicken foot' Andromedus
110
Name: Helga 'chicken foot' Andromedus
Type: Sultanate Sapper
Base Cost: 50
Image: @Emitoo
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
0
Keywords
Infiltrator
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
Machine Gun
50
Grenades
Frag Grenades
7
Melee Weapons
Armour
Shields
Equipment
Shovel
Mountaineer Kit
3
Special

Campaign

Fighter Status
Dead
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
Azeb - John Walkers 'fatty'
49
Name: John Walkers 'fatty'
Type: Azeb
Base Cost: 25
Image: @Emitoo
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Keywords
Negate Shrapnel
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

An Azeb can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons
Jezzail
7
Grenades
Melee Weapons
Sword / Axe
4
Armour
Shields
Equipment
Alchemical Ammunition
3
Combat Helmet
5
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Azeb - Igurd 'one hand' Meyer
67
Name: Igurd 'one hand' Meyer
Type: Azeb
Base Cost: 25
Image: @Emitoo
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Keywords
Negate Shrapnel
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

An Azeb can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons
Pistol / Revolver
6
Grenades
Frag Grenades
7
Melee Weapons
Sword / Axe
4
Armour
Shields
Equipment
Musical Instrument
15
Combat Helmet
5
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Azeb - Jormund 'the stupid one' Johansson
69
Name: Jormund 'the stupid one' Johansson
Type: Azeb
Base Cost: 25
Image: @Emitoo
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
-2
Keywords
Infiltrator
Sultanate

Upgrades

Kavass - 5 - 1/3
The model increases their Melee characteristic by
+1 Dice
.

Battlekit

An Azeb can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons
Grenades
Frag Grenades
7
Melee Weapons
Trench Polearm
7
Armour
Standard Armour
15
Shields
Trench Shield
10
Equipment
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Lion of Jabir - Timmothy 'Tigger' Sterling
80
Name: Timmothy 'Tigger' Sterling
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

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
Grenades
Melee Weapons
Unarmed
Armour
Standard Armour
15
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.
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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Lion of Jabir - Annie Sterling 'Winnie'
80
Name: Annie Sterling 'Winnie'
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

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
Grenades
Melee Weapons
Unarmed
Armour
Standard Armour
15
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.
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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Sultanate Sapper - 'Robin' Christopher Sterling
125
Name: 'Robin' Christopher Sterling
Type: Sultanate Sapper
Base Cost: 50
Image: @Emitoo
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-1
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
Machine Gun
50
Grenades
Frag Grenades
7
Melee Weapons
Armour
Standard Armour
15
Shields
Equipment
Shovel
Mountaineer Kit
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 ).

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Trench Dog - Dr. Pupper
1
Name: Dr. Pupper
Type: Trench Dog
Base Cost: 1
Image: @pandemonpaints
Movement
8"/Infantry
Melee
0D
Armour
0
Keywords

Battlekit

A Trench Dog cannot have any Battlekit. At an additional cost the dog gains an ability to form a

Fireteam
with any 1 model in your Warband.

Melee Weapons
Unarmed

Campaign

Fighter Status
Dog

Abilities

Four Paws: Add
+1 Dice
to
Risky Success
rolls for a Trench Dog when they Climb, Jump or take a Dash
Action
.
Pack Loyalty: A Trench Dog has the same Faction Keyword as the model that has it. For example, the owner of a Trench Dog had the
New Antioch
Faction Keyword, then the Trench Dog will have the
New Antioch
Faction Keyword too.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder