Ordo Auriculae R3

fc_ironsultanate_fv_houseofwisdom
Warband
Faction: House of Wisdom
Rating: 916| 4
Fielded: Elite: 6, Troop: 3, Mercenary: 1, Total: 9/13
Other: Dead: 2
Arsenal
55
2
Strongbox: 49 | 2
Trench Club, Trench Club
Campaign - Trench Crusade w Hugonówce
Patron: Sublime Gate
Victory Points: 22
Threshold round: 4: 1000
Campaign Round: 4/4 (max round: 12)
Current field limit: 13 Models
Exploration

Elites

Jabirean Alchemist
Zeynab al-Rashid "Sowa"
180
Grenade Launcher, Cloak of Alamut, Shovel, Reinforced Armour
Jabirean Alchemist
Jalil ibn Samir "ognisty"
136
Sniper Rifle, Trench Knife, Binoculars, Standard Armour
Fāris
Fāris ibn Qadir „Stalowy Strażnik”
147
Double-Handed Blunt Weapon, Combat Helmet, Elixer of Al-Khidr, Alchemist Armour, Frag Grenades, Trench Shield
Takwin Homunculus
Golem-Kombinat "Nawffal"
150
Punt Gun, Trench Shield
Takwin Homunculus
Złota Sowa "Zehira"
105
Mamluk Faris
Mamluk Faris
4
Jezzail, Alchemical Ammunition, Combat Helmet, Reinforced Armour, Trench Polearm, Trench Shield

Troops

Azeb
Azeb
38
Jezzail, Trench Club, Alchemical Ammunition
Lion of Jabir
Lion of Jabir
80
Standard Armour
Lion of Jabir
Lion of Jabir
80
Standard Armour

Mercenaries

Dead

Sultanate Sapper
Sultanate Sapper
72
Alaybozan, Alchemical Ammunition, Shovel, Trench Shield
Sultanate Sapper
Sultanate Sapper
72
Alaybozan, Alchemical Ammunition, Shovel, Trench Shield

Fireteams

Model Fireteam
Mamluk Faris
Jalil ibn Samir "ognisty"
Jabirean Alchemist - Zeynab al-Rashid "Sowa"
180
Name: Zeynab al-Rashid "Sowa"
Type: Jabirean Alchemist
Base Cost: 55
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+3D
Armour
-2
Keywords
Infiltrator
Elite
Sultanate
Secrets Of The House Of Wisdom

Zeynab al-Rashid "Sowa" can choose up to 1 Secrets Of The House Of Wisdom.

Chemistry and Alchemy - 25 - 1/1
At the start of the first Turn of the game, before any models have been Activated, you can set up an Elemental Obstacle terrain piece that is up to 2" wide and 6" long. It must be set up more than 1" away from any other terrain pieces and more than 6" from any models. After setting it up, you must say if it has the
Fire
,
Gas
, or
Shrapnel
Keyword. The Elemental Obstacle is Difficult and Dangerous terrain. Any Injury Rolls caused by the Dangerous terrain rule have the Keywords you chose when you set the terrain up.
Battlekit

Battlekit: A Jabirean Alchemist can have any Battlekit from the

Iron Sultanate
Armoury Tables

Ranged Weapons

Grenade Launcher
30

Grenades

No grenades equipped

Melee Weapons

No melee weapons equipped

Armour

Reinforced Armour
40

Shields

No shields equipped

Equipment

Cloak of Alamut
25
Shovel
5
Campaign Play

Experience

Battle Scars

Advancements

ScavengerA model with this Skill has the Extra Dice Exploration Skill.
Ranged ProficiencyAdd
+1 Dice
to the Ranged Characteristic of a model with this Skill.

Injuries

No Injuries

Fighter Status

Active

Fighter Rank

Elite

Notes & Lore

Notes
180 zł i nic nie znalazłem - 170 dodaje
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.
Złota Sowa "Zehira"
STL finder
Jabirean Alchemist - Jalil ibn Samir "ognisty"
136
Name: Jalil ibn Samir "ognisty"
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

Jalil ibn Samir "ognisty" 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.
Zeynab al-Rashid "Sowa"
Fāris ibn Qadir „Stalowy Strażnik”
Battlekit

Battlekit: A Jabirean Alchemist can have any Battlekit from the

Iron Sultanate
Armoury Tables

Ranged Weapons

Sniper Rifle
35

Grenades

No grenades equipped

Melee Weapons

Trench Knife
1

Armour

Standard Armour
15

Shields

No shields equipped

Equipment

Binoculars
10
Campaign Play

Experience

Battle Scars

Advancements

Far Shot

Add 6" to the Range of the following Weapons when they are used by a model that has this Skill:

  • Any Weapon with the
    Pistol
    Keyword.
  • Any Weapon which has the word “Rifle” as part of its name (i.e. a Bolt Action Rifle, Assault Rifle etc).
  • Any Jezzail or Arquebus.
Skill & ExpertiseAdd
+1 Dice
to rolls for a model with this Skill apart from rolls for Ranged or Melee Attacks

Injuries

Paranoid
Elite Injuries Chart #25
This model cannot be deployed within 8" of a friendly model. Friendly models can be deployed within 8" of this model after it has been deployed.

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.
Golem-Kombinat "Nawffal"
STL finder
Fāris - Fāris ibn Qadir „Stalowy Strażnik”
147
Name: Fāris ibn Qadir „Stalowy Strażnik”
Type: Fāris
Base Cost: 55
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-3
Keywords
Negate Shrapnel
Negate Fire
Negate Gas
Strong
Tough
Infiltrator
Elite
Sultanate
Battlekit

Battlekit: A Janissary can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons

No ranged weapons equipped

Grenades

Frag Grenades
7

Melee Weapons

Double-Handed Blunt Weapon
10

Armour

Alchemist Armour
50

Shields

Trench Shield
10

Equipment

Elixer of Al-Khidr
10
Combat Helmet
5
Campaign Play

Experience

Battle Scars

Advancements

Strength of SamsonAdd
+1 Injury Dice
to rolls for Melee Attacks made by a model with this Skill. In addition, a model with this Skill has the
Strong
keyword.

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 - Golem-Kombinat "Nawffal"
150
Name: Golem-Kombinat "Nawffal"
Type: Takwin Homunculus
Base Cost: 40
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-1
Keywords
Strong
Tough
Elite
Artificial
Sultanate
Upgrades
Additional Arm - 15
This Takwin Homunculus can make 2 Melee Attacks, one after the other, when it takes a Fight
Action
in the Trench Crusade Digital Rulebook). Note that if you spend
Blood Markers
to modify the Injury Rolls for one attack, they do not modify Injury Rolls for any of the subsequent attacks.
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.
Startling Speed - 10
Add
+1 Dice
to the Risky Success Roll for this Takwin Homunculus when it takes a Dash
Action
Battlekit

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

Ranged Weapons

Punt Gun
20

Grenades

No grenades equipped

Melee Weapons

Unarmed

Armour

No armour equipped

Shields

Trench Shield
10

Equipment

No equipment selected
Campaign Play

Experience

Battle Scars

Advancements

Skill & ExpertiseAdd
+1 Dice
to rolls for a model with this Skill apart from rolls for Ranged or Melee Attacks

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
Takwin Homunculus - Złota Sowa "Zehira"
105
Name: Złota Sowa "Zehira"
Type: Takwin Homunculus
Base Cost: 40
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Keywords
Fear
Strong
Tough
Elite
Artificial
Sultanate
Upgrades
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.
Startling Speed - 10
Add
+1 Dice
to the Risky Success Roll for this Takwin Homunculus when it takes a Dash
Action
Terrifying Appearance - 10
The formula bestows an alluring beauty or horrifying visage upon the Homunculus. Give this Takwin Homunculus
Fear
Keyword.
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

No equipment selected
Campaign Play

Experience

Battle Scars

Advancements

AthleticAdd
+1 Dice
to
Risky Success
rolls for a model with this Skill when it Climbs, Jumps or makes a Diving Charge, and add
-1 Injury Dice
to Injury Rolls if it Falls.

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
Azeb
38
Name: -
Type: Azeb
Base Cost: 25
Image: @Emitoo
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Keywords
Sultanate
Battlekit

Battlekit: An Azeb can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons

Jezzail
7

Grenades

No grenades equipped

Melee Weapons

Trench Club
3

Armour

No armour equipped

Shields

No shields equipped

Equipment

Alchemical Ammunition
3
Campaign Play

Fighter Status

Active

Fighter Rank

Troop
Cannot be promoted

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Mamluk Faris
4
Name: -
Type: Mamluk Faris
Base Cost: 4
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-3
Keywords
Negate Shrapnel
Elite
Ignore Off-hand Weapon
Battlekit

Battlekit: A Mamluk Faris always has Reinforced Armour, a Combat Helmet, and either a Greatsword, or a Polearm and a Trench Shield, or a Pistol and a Sword/Axe. In addition, they have a Jezzail with Alchemical Ammunition from the Iron Sultanate Faction List. The Mamluk Faris has an Armour Characteristic of -3 if it has a Trench Shield and an Armour Characteristic of -2 if it does not.

Loadout Options

Mamluk Faris Loadouts
Polearm and Shield

Ranged Weapons

Jezzail

Grenades

No grenades equipped

Melee Weapons

Trench Polearm

Armour

Reinforced Armour

Shields

Trench Shield

Equipment

Alchemical Ammunition
Combat Helmet
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
Sworn Bretheren: When you recruit a Mamluk Faris to your Warband, before adding it to your roster, you can say it will form a
Fireteam
with 1 other model from your Warband that has the
Elite
Keyword. Both of the models gain the
Fireteam
Keyword. Note that the Mamluk Faris’s
Fireteam
is in addition to any other
Fireteam
S your Warband can have, and that if a Mamluk Faris is in a
Fireteam
with a model from a New Antioch Warband, then only the model from the New Antioch Warband can use the Concentrated Fire special rule.
Martial Prowess: Mamluks are disciples of furūsiyya, the knightly discipline passed on through generations, they practice ceaselessly and thus have few equals. The Mamluk’s Greatsword does not have the HEAVY Keyword, and the Jezzail carried by a Mamluk Faris has the
Assault
Keyword and Shield Combo stipulation.
Automaton Destrier: If the scenario you are playing allows
Infiltrators
to use their special deployment rules, after any
Infiltrators
have deployed, you can deploy the Mamluk Faris within 1" of any edge of the battlefield and more than 8" away from any enemy models.
STL finder
Sultanate Sapper
72
Name: -
Type: Sultanate Sapper
Base Cost: 50
Image: @Emitoo
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-1
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

Trench Shield
10

Equipment

Shovel
Alchemical Ammunition
3
Campaign Play

Fighter Status

Dead

Fighter Rank

Troop
Cannot be promoted

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
Sultanate Sapper
72
Name: -
Type: Sultanate Sapper
Base Cost: 50
Image: @Emitoo
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-1
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

Trench Shield
10

Equipment

Shovel
Alchemical Ammunition
3
Campaign Play

Fighter Status

Dead

Fighter Rank

Troop
Cannot be promoted

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
Lion of Jabir
80
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

No equipment selected
Campaign Play

Fighter Status

Active

Fighter Rank

Troop
limited potential
Cannot be promoted

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
Lion of Jabir
80
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

No equipment selected
Campaign Play

Fighter Status

Active

Fighter Rank

Troop
limited potential
Cannot be promoted

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