Sage

fc_ironsultanate_fv_houseofwisdom
v1.0
Warband
Faction: House of Wisdom
Rating: 707| 0
Fielded: Elite: 5, Troop: 2, Mercenary: 0, Total: 7/11
Arsenal
70
1
Strongbox: 20 | 1
Halberd-Gun, Siege Jezzail
Campaign
Patron: Sublime Gate
Victory Points: 10
Campaign Round: 2 (max round: 12)
Current field limit: 11 Models
Exploration

Elites

Jabirean Alchemist
Jabirean Alchemist
158
Halberd-Gun, Alchemical Ammunition, Elixer of Al-Khidr, Alchemist Armour
Jabirean Alchemist
Jabirean Alchemist
108
Halberd-Gun, Alchemical Ammunition, Standard Armour
Fāris
Fāris
88
Siege Jezzail, Alchemical Ammunition
Fāris
Fāris
123
Halberd-Gun, Alchemical Ammunition, Combat Helmet, Reinforced Armour
Takwin Homunculus
Takwin Homunculus
98
Alchemical Ammunition

Troops

Takwin Homunculus
Takwin Homunculus
67
Trench Polearm, Trench Shield
Lion of Jabir
Lion of Jabir
65
Jabirean Alchemist
158
Name: -
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

Jabirean Alchemist can choose up to 1 Secrets Of The House Of Wisdom.

Secrets of Takwin - 20 - 1/1
The Alchemist has bound their Takwin creature to themselves with unbreakable bonds. If this Alchemist is hit by an attack while within 1" of their Takwin Homunculus, you can apply the hit to the Homunculus and make the Injury Roll for it instead of the Alchemist.
Battlekit

Battlekit: A Jabirean Alchemist 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

Alchemist Armour
50

Shields

No shields equipped

Equipment

Alchemical Ammunition
3
Elixer of Al-Khidr
10
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
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.
-
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
Secrets Of The House Of Wisdom

Jabirean Alchemist can choose up to 1 Secrets Of The House Of Wisdom.

Medicine - 15 - 1/1

This Alchemist is a student of Ibn Sina’s School of Medicine. This Alchemist cannot have a Medi-kit. Instead, when you Activate this Alchemist it can take a School of Medicine

Action
as part of the Activation. If it does so, take a Success Roll for the Alchemist and add
+1 Dice
to the roll. If the roll is a Failure, nothing happens. If it is a Success or a Critical Success, you can do one of the following things:

  • Remove 2
    Blood Markers
    or 1
    Infection Marker
    from the Alchemist or a friendly model within 1" of the Alchemist.
  • Stand up a friendly model that is Down and which is within 1" of the Alchemist.
Battlekit

Battlekit: A Jabirean Alchemist 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

Alchemical Ammunition
3
Campaign Play

Experience

Battle Scars

Advancements

No advancements

Injuries

Dark Memory
Elite Injuries Chart #24
Write down the name of the Warband from the game where this injury was received. Add
-1 Dice
to rolls for Melee Attacks made by this model if the target is a model from the Warband you have written down.
Feared Warband
Cult of the Black Grail

Fighter Status

Active

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.
Chosen Homunculus: Choose one Takwin Homunculus to be assoctiated with this Alchemist.
-
STL finder
Fāris
88
Name: -
Type: Fāris
Base Cost: 55
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Keywords
Strong
Elite
Sultanate
Battlekit

Battlekit: A Janissary can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons

Siege Jezzail
30

Grenades

No grenades equipped

Melee Weapons

No melee weapons equipped

Armour

No armour equipped

Shields

No shields equipped

Equipment

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
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
Fāris
123
Name: -
Type: Fāris
Base Cost: 55
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Keywords
Negate Shrapnel
Strong
Elite
Sultanate
Battlekit

Battlekit: A Janissary 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

Reinforced Armour
40

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.
STL finder
Takwin Homunculus
67
Name: -
Type: Takwin Homunculus
Base Cost: 40
Image: @Emitoo
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
-1
Keywords
Artificial
Sultanate
Upgrades
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 Weapons and one 2-Handed Melee Weapon, and it can have three 1-Handed Ranged Weapons or one 1-Handed Ranged Weapons 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.

Battlekit

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

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

Trench Polearm
7

Armour

No armour equipped

Shields

Trench Shield
10

Equipment

No equipment selected
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.
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.
STL finder
Takwin Homunculus
98
Name: -
Type: Takwin Homunculus
Base Cost: 40
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Keywords
Strong
Tough
Elite
Artificial
Sultanate
Upgrades
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 Weapons and one 2-Handed Melee Weapon, and it can have three 1-Handed Ranged Weapons or one 1-Handed Ranged Weapons 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

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

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

Unarmed

Armour

No armour equipped

Shields

No shields equipped

Equipment

Alchemical Ammunition
3
Campaign Play

Experience

Battle Scars

Advancements

No advancements

Injuries

No Injuries

Fighter Status

Active

Fighter Rank

Elite
limited potential

Notes & Lore

Notes
No Notes
Lore
No Lore
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.
STL finder
Lion of Jabir
65
Name: -
Type: Lion of Jabir
Base Cost: 60
Image: @Emitoo
Movement
8"/Infantry
Melee
+1D
Armour
0
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

No armour equipped

Shields

No shields equipped

Equipment

No equipment selected
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