The Great Bombard Expedition Core

fc_ironsultanate_fv_defendersoftheironwall
Warband
User: Harlej
Faction: Defenders of the Iron Wall
Rating: 1078| 9
Fielded: Elite: 5, Troop: 4, Mercenary: 1, Total: 10/13
The warband is not valid
Arsenal
127
3
Strongbox: 7 | 3
Sultanate Grand Cannon, Sultanate Grand Cannon
Campaign - Allah Acbar
Victory Points: 52
Threshold round: 5: 1100
Campaign Round: 5/4 (max round: 12)
Exploration
Elites
Silahdar
Amir
172
Great Hammer/Maul, Banner of Desert Wind, Medi-Kit, Frag Grenades, Machine Armour
Jabirean Alchemist
Asad
70
5
Trench Polearm, Alchemical Ammunition, Shovel, Damascus Armour
Janissary Officer
Ghazi
118
Siege Jezzail, Trench Polearm, Alchemical Ammunition, Medi-Kit, Mountaineer Kit, Standard Armour
Sultanate Sapper
Omar
112
Alaybozan, Alchemical Ammunition, Shovel, Reinforced Armour, Trench Shield
Janissary Officer
Abd al-Rahim
115
Sniper Rifle, Trench Polearm, Mountaineer Kit, Standard Armour
Troops
Brazen Bull
Butrus
205
MURAD Bombard, Titan Zulfiqar, Standard Armour, Trench Shield
Sultanate Sapper
Balqis
72
Alaybozan, Alchemical Ammunition, Shovel, Trench Shield
Sultanate Sapper
Ata
72
Alaybozan, Alchemical Ammunition, Shovel, Trench Shield
Golem
142
Siege Jezzail, Trench Polearm, Standard Armour
Mercenaries
Mamluk Faris
4
Jezzail, Alchemical Ammunition, Combat Helmet, Reinforced Armour, Trench Polearm, Trench Shield
Fireteams
Model Fireteam
Mamluk Faris
Amir
Model Fireteam
Golem
-
Silahdar - Amir
172
Name: Amir
Type: Silahdar
Base Cost: 70
Image: @Emitoo
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
-3
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
Grenades
Frag Grenades
7
Melee Weapons
Great Hammer/Maul
10
Armour
Machine Armour
50
Shields
Equipment
Banner of Desert Wind
30
Medi-Kit
5
Special

Campaign

Experience
Battle Scars
Advancements
War StoriesWhen you are recording the Experience Points earned by the models in your Warband in the Campaign Phase, you can give each model with the
Elite
Keyword that does not also have this Skill +1 extra Experience Point. You can’t pick the model with the Skill itself. A Warband can only have one model with this Skill.
ScavengerA model with this Skill has the Extra Dice Exploration Skill.
Friends In High PlacesA model with this Skill has the Re-roll Dice Exploration Skill
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
Battler 2
Killed a Preator and Sorcerer With bombard
Battel 3
Killed a shmuck in bunker
Lore
No Lore
STL finder
Jabirean Alchemist - Asad
70 | 5
Name: Asad
Type: Jabirean Alchemist
Base Cost: 55
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+3D
Armour
-2
Keywords
Elite
Sultanate

Battlekit

A Jabirean Alchemist can have any Battlekit from the

Iron Sultanate
Armoury Tables

Ranged Weapons
Grenades
Melee Weapons
Trench Polearm
7
Armour
Damascus Armour
5
Shields
Equipment
Shovel
5
Alchemical Ammunition
3
Special

Campaign

Experience
Battle Scars
Advancements
Sniper's NestAdd
+2 Dice
to rolls for Ranged Attacks made with the Elevated Position modifier by a model with this Skill instead of
+1 Dice
.
Ranged ProficiencyAdd
+1 Dice
to the Ranged Characteristic of a model with this Skill.
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.
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
Battle 1
Killed A Deamon Lord With greate Bombard
Lore
No Lore
STL finder
Janissary Officer - Ghazi
118
Name: Ghazi
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
Trench Polearm
7
Armour
Standard Armour
15
Shields
Equipment
Alchemical Ammunition
3
Medi-Kit
5
Mountaineer Kit
3
Special

Campaign

Experience
Battle Scars
Advancements
SprinterAdd
+1 Dice
to the
Risky Success
Roll for a model with this Skill that is taking a Dash ACTION.
War LuckA model with this Skill can suffer 1 extra Battle Scar before they are Unfit for Duty.
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 - Omar
112
Name: Omar
Type: Sultanate Sapper
Base Cost: 50
Image: @Emitoo
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-3
Keywords
Elite
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
Armour
Reinforced Armour
40
Shields
Trench Shield
10
Equipment
Shovel
Alchemical Ammunition
3
Special

Campaign

Experience
Battle Scars
Advancements
Point BlankWhen a model with this Skill makes a Melee Attack, it can use a Ranged Weapon and its Ranged Attack Characteristic instead of a Melee Weapon and its Melee Attack Characteristic. It must still be within 1” of the target model to make the attack. It can also use the Ranged Weapon to make a Ranged Attack during the same Activation if it has the
Assault
Keyword.
Imported WaresYou can purchase 1 Weapon or 1 suit of Armour from the New Antioch Armoury for a model with this Skill in the following Quartermaster Step. Choose the Weapon or suit of Armour and write down your choice on your Warband Roster. If this item is lost for any reason during the campaign, you can repurchase it.
Machine Armour 50 Ducats (Limit 1) ( Elite only)
Injuries
Fighter Status
Active
Fighter Rank
Elite

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
Battle 2
Killed Porkchop With Polearm
Lore
No Lore
STL finder
Janissary Officer - Abd al-Rahim
115
Name: Abd al-Rahim
Type: Janissary Officer
Base Cost: 55
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+2D
Armour
-1
Keywords
Strong
Negate Heavy
Elite
Sultanate

Battlekit

A Janissary can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons
Sniper Rifle
35
Grenades
Melee Weapons
Trench Polearm
7
Armour
Standard Armour
15
Shields
Equipment
Mountaineer Kit
3
Special

Campaign

Experience
Battle Scars
Advancements
Ranged ProficiencyAdd
+1 Dice
to the Ranged Characteristic of a model with this Skill.
Injuries
Muscle DamageThis model cannot have Battlekit that has the
Heavy
Keyword. Any that it has when the Injury is suffered is lost.
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
Brazen Bull - Butrus
205
Name: Butrus
Type: Brazen Bull
Base Cost: 100
Image: @Emitoo
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
-2
Keywords
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
MURAD Bombard
50
Grenades
Melee Weapons
Titan Zulfiqar
30
Armour
Standard Armour
15
Shields
Trench Shield
10
Equipment
Special

Campaign

Fighter Status
Active
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.
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 - Balqis
72
Name: Balqis
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
Alaybozan
9
Grenades
Melee Weapons
Armour
Shields
Trench Shield
10
Equipment
Shovel
Alchemical Ammunition
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 ).
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 - Ata
72
Name: Ata
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
Alaybozan
9
Grenades
Melee Weapons
Armour
Shields
Trench Shield
10
Equipment
Shovel
Alchemical Ammunition
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 ).
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
Mamluk Faris
4
Name: -
Type: Mamluk Faris
Base Cost: 4
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-3
Keywords
Negate Shrapnel
Ignore Off-hand Weapon

Battlekit

A Mamluk Faris always has Reinforced Armour, a Combat Helmet, and a a Jezzail with Alchemical Ammunition from the Iron Sultanate Faction List. In addition, a Mamluk Faris always has either a Greatsword, or a Polearm and a Trench Shield, or a Pistol and a Sword/Axe. Decide which Battlekit the Mamluk Faris has upon recruitment, and you can swap the loadout in each Quartermaster Step. 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.

Mamluk Faris Loadouts
Polearm and Shield
Ranged Weapons
Jezzail
Grenades
Melee Weapons
Trench Polearm
Armour
Reinforced Armour
Shields
Trench Shield
Equipment
Alchemical Ammunition
Combat Helmet
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

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 Attack 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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Golem
142
Name: -
Type: Golem
Base Cost: 40
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-1
Keywords
Negate Gas
Negate Fear
Strong
Negate Heavy
Golem
Artificial

Upgrades

Enslaved Mind - 10
Give this Takwin Homunculus and one other model in your Warband the
Fireteam
Keyword. The other model can only form a Fireteam with this Homunculus.
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.
Seal of Solomon - 10
This Formula greatly enhances the intelligence of the Homunculus and makes it painfully aware of its artificial existence. This Takwin Homunculus can have Equipment from the Iron Sultanate Armoury
Startling Speed - 10
Add
+1 Dice
to the Risky Success Roll for this Takwin Homunculus when it takes a Dash
Action
Two Heads - 5
This Takwin Homunculus can have both the Hawk Eyes and Hypnotic Eyes Alchemical Formulas.
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.

Battlekit

The golem cannot be equipped with any weapons, armour or equipment. It can fight in melee without any penalty.

Ranged Weapons
Siege Jezzail
30
Grenades
Melee Weapons
Trench Polearm
7
Armour
Standard Armour
15
Shields
Equipment
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop
Cannot be promoted

Abilities

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.
Golem's Limit: A maximum of 50 can be assigned to upgrades for this model.
Artificial Life: Add
-1 Injury Dice
to Injury Rolls for the model.
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
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