Defenders of the Iron Wall

fc_ironsultanate_fv_defendersoftheironwall
Faction lore

"Whoever fears defeat always remains defeated. Do you truly think the Iron Wall alone protects Those Who Believe? For its iron extends into the very hearts of our warriors wherever their duties take them."

Since assuming the throne in the year 1902, Sultan Malik (affectionately nicknamed the ‘Lion Padishah’’ by his troops) has demonstrated a more aggressive policy in waging the Great War. On an ocassion, even detachments from the the million-strong garrison of the Iron Wall are sent on missions beyond the Wall, for the Sultanate has never relinquished the claim to the muslim lands lost to the Heretics. Though the Great Wall still comes under continuous attacks as the forces of Shaitan ceaslessly test the defenses of the Believers, the Sultan refuses to sit idle and fight passively only in defense. Thus the regular troops defending the Iron Wall have sent into missions far more regularly than in the past, hardening the raw recruits into veterans.

When the Defenders of the Iron Wall go into an expedition into No Man’s Land, they utilize their unique way of war to its fullest extent. All warriors have been drilled ceaslessly in marksmanship that takes advantage of elevated positions and using Siege Jezzails in two-man teams. These skills are honed into perfection, and it is almost impossible to dislodge these troops from a well-prepared high ground. Mighty Brazen Bulls form a lynchpin of the defense in close quarters, and can push back even the greatest of enemy champions.

The core of any such warband is often formed around the Sultanate Sappers: experts at demolition, mine-setting and veterans of the bitter battles above and below the Wall. They are superb in the transportation and use of the Field Artillery, erecting defensive positions at a speed that borders on supernatural, and using explosive charges to frustrate their enemies who will be whittled into nothing before they reach the lines of Sultanate’s defenders finish them off with ruthless efficiency.

Faction Rules

Sipahi
Sipahi Automaton Cavalry often serves as infantry in the Iron Wall units to reinforce areas under severe pressure. They use characteristics of Mamluk Faris Mercenary. They cost 110 ducats. You cannot modify their equipment in any way. You can have up to 1 Sipahi. Note that this does not stop you from recruiting a Mamluk as a mercenary as well. Sipahi can be promoted as any other non-ELITE model.
Silahdar
The commanders of the Iron Wall units come from amongst the personal bodyguards of the Sultan known as Silahdar. Each Warband must contain one Silahdrar when it is created. They use the Yüzbaşı characteristics, do not have the Mubarizun Ability. Instead they have the Keyword STRONG and can use any Sapper Only choices from the Armoury. They cost 70 ducats.
Siege Jezzail Teams
All the members of the Warband are trained to use the Siege Jezzails in pairs. When any model of this Warband shoots a Siege Jezzail and they are within 1” of another member of the Warband, they add +1 DICE to their Ranged Attack to hit roll with the Siege Jezzai.
Sapper Corps
The standard divisions assigned to the Iron wall have double-strength Sapper detachment. This Warband may include up to 4 Sappers.
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. The Elevated position Ranged bonus for this Warband is +2 DICE instead of the usual +1 DICE.
Janissary Officers
The Warband may include up to 2 Janissaries acting as officers. They have Keyword ELITE. The Warband may not have any other Janissaries.
Far from the Sublime Gate
The Warband may not include any Lions of Jabir, Yüzbaşi or Assassins. They cannot buy the Cloak of Alamut or the Wind Amulet.

Captains

Silahdar
md_yuzbasicaptain_mv_silahdar
Cost:70 Ducats
Availability:1
Movement
6"/Infantry
Melee
+2D
Ranged
+2D
Armour
0
Base:32mm
Keywords:TOUGH, SULTANATE, STRONG, LEADER, ELITE
Image:@Emitoo
Abilities
Siege Jezzail Teams:

All the members of the Warband are trained to use the Siege Jezzails in pairs. When any model of this Warband shoots a Siege Jezzail and they are within 1” of another member of the Warband, they add +1 DICE to their Ranged Attack to hit roll with the Siege Jezzai.

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. The Elevated position Ranged bonus for this Warband is +2 DICE instead of the usual +1 DICE.

Equipment
Yüzbaşı can be equipped with any weapon, armour and equipment from the Iron Sultanate Equipment List and can use any Sapper Only choices from the Armoury.
Lore
Military expeditions over the Great Iron Wall into No Man’s Land carry many risks, and their commanders are field officers known as Yüzbaşı. They are expected to lead from the front and their selection is solely on merit, with no consideration given to family pedigree or wealth.

The commanders of the Iron Wall units come from amongst the personal bodyguards of the Sultan known as Silahdar.
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Elite

Jabirean Alchemist
md_jabireanalchemist
Cost:55 Ducats
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
+2D
Armour
0
Base:32mm
Keywords:SULTANATE, ELITE
Image:@Emitoo
Abilities
Mastery of the Elements:

At the beginning of a battle, all ranged and melee weapons that an Alchemist has been equipped with may be assigned one of the following Keywords: SHRAPNEL, FIRE or GAS added to them. All the weapons the Alchemist has will share the same Keyword. With a RISKY ACTION with +1 DICE, the Alchemist can change this Keyword into one of the others.

Elements
-
Change
Siege Jezzail Teams:

All the members of the Warband are trained to use the Siege Jezzails in pairs. When any model of this Warband shoots a Siege Jezzail and they are within 1” of another member of the Warband, they add +1 DICE to their Ranged Attack to hit roll with the Siege Jezzai.

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. The Elevated position Ranged bonus for this Warband is +2 DICE instead of the usual +1 DICE.

Equipment
The Alchemist can be equipped with any weapon, armour and equipment from the Iron Sultanate Armoury.
Lore
The Jabirean Alchemist is a master of esoteric powers, able to control fire and ice, metal and liquid; capable of creating intricate mechanical devices and artificial life as well as weapons of calamitous potency. In exchange for the freedom to practise their arts, the Alchemists supply the Sultanate with the peerless Jabirean battle lions, and serve on the front lines where their devastating alchemical compounds melt the flesh from the bones of the Unbelievers, or dissolve through even the toughest enemy armour.
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Janissary Officer
md_janissaries_mv_officer
Cost:55 Ducats
Availability:0-2
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Base:32mm
Keywords:SULTANATE, STRONG, ELITE
Image:@Emitoo
Abilities
Counter-Charge:

If the first ACTION a Janissary makes during their Activation is a Charge, they can add +1 DICE to their subsequent Melee Attack ACTIONS during this Activation.

Siege Jezzail Teams:

All the members of the Warband are trained to use the Siege Jezzails in pairs. When any model of this Warband shoots a Siege Jezzail and they are within 1” of another member of the Warband, they add +1 DICE to their Ranged Attack to hit roll with the Siege Jezzai.

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. The Elevated position Ranged bonus for this Warband is +2 DICE instead of the usual +1 DICE.

Equipment
Janissaries can be equipped with any weapon, armour and equipment from the Iron Sultanate Armoury.
Lore
The janissaries are the Sultanate’s elite warriors, raised from childhood in the arts of war. Captured during raids upon the desolate northern and eastern marches beyond the Iron Wall, they are subjected to rigorous martial training and indoctrination from an early age. On the battlefield, Janissaries excel at devastating counter-charges, crushing the enemy elite formations and acting as the bodyguard for high-ranking individuals.
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Infantry

Azeb
md_azeb
Cost:25 Ducats
Availability:Unlimited
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Base:25mm
Keywords:SULTANATE
Image:@Emitoo
Abilities
Siege Jezzail Teams:

All the members of the Warband are trained to use the Siege Jezzails in pairs. When any model of this Warband shoots a Siege Jezzail and they are within 1” of another member of the Warband, they add +1 DICE to their Ranged Attack to hit roll with the Siege Jezzai.

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. The Elevated position Ranged bonus for this Warband is +2 DICE instead of the usual +1 DICE.

Equipment
Azebs can be equipped with any weapon, armour and equipment from the Iron Sultanate Armoury.
Upgrades
Skirmisher - 5 Ducats
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.
Lore
Azebs are soldiers recruited from the multitude of provinces of the sultanate, where every house in twenty is required to equip and provide a warrior to serve the Prince of Those Who Believe. They are often used by their superiors as light skirmishers to harass and tie down the enemies while the heavier troops close in for the kill.
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Brazen Bull
md_brazenbull
Cost:100 Ducats
Availability:0-1
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
0
Base:60mm
Keywords:SULTANATE, STRONG, TOUGH, FEAR
Image:@Emitoo
Abilities
Artificial Body:

Created through the Jabirean alchemy, the model has no vital organs and they must be dismembered in order to kill them. All injury rolls against the model are made with -1 DICE.

Trample:

Once during its Activation, the Brazen Bull may make an extra Melee Attack ACTION against a Downed enemy model on a 32mm or smaller base. Resolve the attack as if the Brazen Bull was armed with a Trench Club. This attack ignores armour as the Brazen Bull stomps their enemies into a pulp.

Siege Jezzail Teams:

All the members of the Warband are trained to use the Siege Jezzails in pairs. When any model of this Warband shoots a Siege Jezzail and they are within 1” of another member of the Warband, they add +1 DICE to their Ranged Attack to hit roll with the Siege Jezzai.

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. The Elevated position Ranged bonus for this Warband is +2 DICE instead of the usual +1 DICE.

Equipment
A Brazen Bull can be equipped with any weapon, armour and equipment from the Iron Sultanate Armoury. Due to its vast strength and size it can only use weapons with the Keyword HEAVY – it will simply crush weapons of normal size by accident. It can carry up to two Brazen Bull Only weapons.
Lore
The Brazen Bull is a monstrous being of immense power and vitality, capable of tearing even the bastard child of a devil clean in half. The Sultan’s armourers equip the Bulls with heavy artillery that even the superhuman Janissaries cannot lift, let alone use in battle: flame cannons, volley guns and holy blades blessed by the Word of the Great Protector.
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Sipahi Automaton Cavalry
md_mamlukfaris_mv_sipahi
Cost:110 Ducats
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Base:32mm
Image:@Emitoo
Abilities
Sworn Sword:

Mamluks can form a FIRETEAM with any one ELITE model in the Warband they are part of. This FIRETEAM is always in addition to any other FIRETEAM(s) the Warband is allowed to form. If a Mamluk joins a New Antioch FIRETEAM, the model benefits from the Co-ordinated Fireteam special rules.

Martial Prowess:

Mamluks are disciples of Furūsiyya, the Knightly Discipline passed on through generations, they practice ceaselessly and have few equals. This gives their Jezzails the Keyword ASSAULT as well as the Shield Combo ability. Additionally, they suffer no penalties for fighting with off-hand weapons in melee.

Arabian Destrier:

Unless the scenario prohibits use of the special deployment of INFILTRATORS, you may deploy the Mamluk on any table edge as long as they are at least 8” away from any enemy model after INFILTRATORS are deployed. Mamluks can also be deployed in your own deployment zone as standard.

Siege Jezzail Teams:

All the members of the Warband are trained to use the Siege Jezzails in pairs. When any model of this Warband shoots a Siege Jezzail and they are within 1” of another member of the Warband, they add +1 DICE to their Ranged Attack to hit roll with the Siege Jezzai.

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. The Elevated position Ranged bonus for this Warband is +2 DICE instead of the usual +1 DICE.

Equipment
A Mamluk carries a Jezzail with Alchemical Ammunition. They wear a Helmet and Reinforced Armour. In addition, before each battle, you may choose one of several loadouts from their personal armoury

Jezzail

Range18"
Hands
2 Hands (Ranged)
Lore

These long arms are by far the most common weapons carried by the soldiers of the Sultanate of the Great Iron Wall. Their barrels are smoothbore which limits their accuracy at range, but this is more than made up for by the fact that this allows them to be loaded with different types of alchemical ammunition made by the Jabirean Alchemists.

Alchemical Ammunition

Rules

Adds +1 DICE to Ranged Attack rolls on the Action Success Chart. Can only be used with Jezzails, Alaybozan, Halberd-Guns and Siege Jezzails.

Lore

Jabirean Alchemists craft these Jezzail bullets from the slivers of the Iron Wall. Each such shot is carved the Seal of Solomon, guiding them during their path through the air.

Reinforced Armour

Rules

Grants a -2 modifier to all injury rolls against the model wearing this armour.

Lore

Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.

Combat Helmet

Rules

Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

Lore

The simple combat helmet has proven its value on the battlefield time and again.

Choose One of the Following
Trench Polearm and Trench Shield
Sword / Axe and Pistol / Revolver
Mamluk Greatsword
Lore
Sipahi Automaton Cavalry often serves as infantry in the Iron Wall units to reinforce areas under severe pressure.
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Sultanate Sapper
md_sultanatesapper
Cost:50 Ducats
Availability:0-4
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
0
Base:25mm
Keywords:SULTANATE
Image:@Emitoo
Abilities
Mine-Setting:

As an ACTION with +2 DICE, the Sapper can mine a piece of terrain they alone are touching, no bigger than 8” x 8” (an 8” section of trench, a wall, a tree, a building etc). If successful, the terrain piece is now mined.


Any model (except the Sapper who set the mine) who moves into contact with the terrain piece will trigger the mine. Roll on the Injury Chart to see what happens to the model. The mine has the Keyword SHRAPNEL. After this, the terrain piece is no longer mined.

De-Mine:

As a RISKY ACTION the Sapper can disable any mine (see Scenarios) they move in contact with. If they fail, the mine blows causing damage as per the rules.

Forward Positions:

When the Sapper is set up during standard deployment, it can be placed up to 6” away from its player’s Deployment Zone. If deployed in this way, it must be in contact with a piece of scenery. This ability cannot be used if playing a scenario that does not allow the use of INFILTRATORS.

Fortify:

During their Activation, a Sapper can take a RISKY ACTION with +1 DICE. If successful, the Sapper is considered to be in Cover until the model moves. This ACTION cannot be used if the model is in melee combat.

Siege Jezzail Teams:

All the members of the Warband are trained to use the Siege Jezzails in pairs. When any model of this Warband shoots a Siege Jezzail and they are within 1” of another member of the Warband, they add +1 DICE to their Ranged Attack to hit roll with the Siege Jezzai.

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. The Elevated position Ranged bonus for this Warband is +2 DICE instead of the usual +1 DICE.

Equipment
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.

Shovel

RangeMelee
ModifiersWielding is Optional
Rules

A model equipped with a shovel always starts the game in cover if deployed on ground level, even if placed in open terrain. As soon as the model moves, it is no longer in cover. A model that is covered in this way retains the benefit of Cover even if the attacking model has an unobstructed view of it.

If a model equipped with a shovel has two hands free, it can use it in Melee Combat as if it were a Trench Club.

Lore

Battlefield shovel allows troops to dig in and fight from cover in virtually any battlefield.

Lore
The Sultan’s Sappers are highly respected and valued specialists in the Sultan’s army. They are expected to man the great cannons of the Iron Wall no matter what the enemies throw at them, and since their mighty artillery is prone to overheating, they are easily identified by the terrible burns all over their bodies.
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Mercenaries

Combat Biologist
md_combatbiologist
Cost:3 Glory
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-1
Base:32mm
Keywords:NEGATE FEAR
Image:@pandemonpaints
Abilities
Prize Specimens:

When a Combat Biologist takes any enemy model with the Keyword DEMONIC or BLACK GRAIL Out of Action with a Melee attack, place 1 BLESSING MARKER beside the Combat Biologist.

Battlefield Vivisection:

Whenever a Combat Biologist is part of your Warband, you can add the following Glorious Deed in addition to those normally available in each Scenario you play

Battlefield Vivisection

If a total of 3 or more enemy models engaged in melee combat with the Combat Biologist are taken Out of Action during the Battle, add +1 Glory Point to your total earned at the end of the game.

Equipment
A Combat Biologist always has Standard armour, a Gas Mask, and a Vivisector. You cannot alter the Biologist battlekit in any way.

Standard Armour

Rules

-1 to all Injury Chart rolls against the model. Can be combined with any shield.

Lore

With the advancements in metallurgy and technology, both Faithful and Heretic armies are well-equipped with suits of alloy armour that can withstand an impact from a bullet or turn aside the sharpest of blades. Standard armour is usually mass-produced, but highly effective even against high-calibre weapons.

Gas Mask

Rules

Ignores additional BLOOD MARKERS caused by the Keyword GAS. Any such attacks suffer -1 DICE penalty to all injury rolls.

Lore

Mustard Gas, phosgene, chlorine as well as noxious fumes from the bolgias of Hell plague the battlefield. The Gas Mask allows soldiers to withstand such attacks.

Vivisector

RangeMelee
Hands
2 Hands (Melee)
Keywords

CUMBERSOME, BLOCK

Rules

Pain Amplifier: Lower the roll needed to achieve a Critical Success for a Melee Attack made by this weapon by 1 for each BLOOD MARKER next to the target by 1 (so an enemy with 1 BLOOD MARKER will suffer a Critical Success on a roll of 11+).

Inflict Pain: If an attack made by this weapon against a target, without the ARTIFICIAL Keyword and mounted on a 40mm base or smaller is, a Critical Success, but the target is not taken Out of Action, then the target will move D3" in a straight line directly away from the attacking model. It will stop if it moves into a friendly model, Impassable Terrain, a terrain piece it cannot cross without having to Climb, or immediately before it would move within 1" of an enemy model other than the attacker. If the target model would finish the move more than 1" from the attacking model, then the attacking model and any other models within 1" of the target model can make an additional Melee Attack on it before it is moved, as if the target were carrying out a retreat move. If this causes the model to move a second time, add D3" to the distance it is moved but do not attack it again.

Lore

This weapon offers both excellent protection by keeping the targets at bay, and its haft incorporates a trigger that injects a horrifying cocktail of holy ointments, chemical toxins, nerve agents and micro-shards of holy relics into any open wound, causing pain that is unbearable to even supernatural enemies. It can also be used to quickly dissect fallen enemies so their organs can be preserved by the Combat Biologist.

Lore

Combat Biologists are members of the Pontifical Office of Biological warfare, or in the case of the Sultanate, the Al-Bisţāmī School of Ninety-Nine Names, which trains some failed Alchemist apprentices in a similar fashion. These scholars specialise in battlefield vivisections and collecting samples of the most powerful servants of Hell so they can be studied, in the hopes of finding ways to develop weapons capable of driving the servants of the Pit back to the darkness.

Due to their training, hypnotic conditioning and constant exposure to captured specimens, the Combat Biologist enters a battle trance when faced with creatures that normally induce fear in ordinary troopers. They wield vivisectors, polearm blade weapons that combine sophisticated biological warfare agents and the functional brutality of trench warfare.

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Mamluk Faris
md_mamlukfaris
Cost:4 Glory
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Base:32mm
Image:@Emitoo
Abilities
Sworn Sword:

Mamluks can form a FIRETEAM with any one ELITE model in the Warband they are part of. This FIRETEAM is always in addition to any other FIRETEAM(s) the Warband is allowed to form. If a Mamluk joins a New Antioch FIRETEAM, the model benefits from the Co-ordinated Fireteam special rules.

Martial Prowess:

Mamluks are disciples of Furūsiyya, the Knightly Discipline passed on through generations, they practice ceaselessly and have few equals. This gives their Jezzails the Keyword ASSAULT as well as the Shield Combo ability. Additionally, they suffer no penalties for fighting with off-hand weapons in melee.

Arabian Destrier:

Unless the scenario prohibits use of the special deployment of INFILTRATORS, you may deploy the Mamluk on any table edge as long as they are at least 8” away from any enemy model after INFILTRATORS are deployed. Mamluks can also be deployed in your own deployment zone as standard.

Equipment
A Mamluk carries a Jezzail with Alchemical Ammunition. They wear a Helmet and Reinforced Armour. In addition, before each battle, you may choose one of several loadouts from their personal armoury

Jezzail

Range18"
Hands
2 Hands (Ranged)
Lore

These long arms are by far the most common weapons carried by the soldiers of the Sultanate of the Great Iron Wall. Their barrels are smoothbore which limits their accuracy at range, but this is more than made up for by the fact that this allows them to be loaded with different types of alchemical ammunition made by the Jabirean Alchemists.

Alchemical Ammunition

Rules

Adds +1 DICE to Ranged Attack rolls on the Action Success Chart. Can only be used with Jezzails, Alaybozan, Halberd-Guns and Siege Jezzails.

Lore

Jabirean Alchemists craft these Jezzail bullets from the slivers of the Iron Wall. Each such shot is carved the Seal of Solomon, guiding them during their path through the air.

Reinforced Armour

Rules

Grants a -2 modifier to all injury rolls against the model wearing this armour.

Lore

Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.

Combat Helmet

Rules

Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

Lore

The simple combat helmet has proven its value on the battlefield time and again.

Choose One of the Following
Trench Polearm and Trench Shield
Sword / Axe and Pistol / Revolver
Mamluk Greatsword
Lore
Mamluks are an echo of a bygone age, last members of the warrior-elite that once ruled a great empire in Northern Africa. They suffered grievous losses at the earliest stages of the Great War when the Legions of demon Zalambuer emerged from the Hellgate. The Fatimids led their Mamluk forces in a desperate campaign to reclaim the Levant, but of their fate there is no tale. Instead of returning victorious warriors, the slaves of Jahannam rushed through Sinai like an evil wind, razing Alexandria and Cairo to the ground. The remaining Mamluks fought bitterly to protect their homes, but to no avail. Too proud to leave their ancestral homes at the mercy of evil, some of the last Mamluks did not heed the call to migrate beyond the Iron Wall, and instead dispersed throughout the lands they once ruled to fight on – a fight that has never ceased since those dark days.

To this day the Mamluk knights play a deadly game of ambush and sudden raids on the Aegyptian front against Mammon’s legions, making their living as swords for hire, waging an endless war against the Heretics and composing poems of lamentation in memory of their lost and devastated homelands. Generations of war have hardened the Mamluks into peerless warriors, for parents pass on the secrets of Furūsiyya, the martial skills and ethical conduct of the Arabian Knights, to their children. Too few in numbers to wage open war, the Mamluks instead fight alongside any of the Peoples of the Book, making their living by offering their swords to the highest bidder, as long as such a leader promises to fight the forces of Shaytan. They respect noble character and martial prowess above all, and often bond by sharing their way of the sword with an ally they respect.

Only a few of the famed artificial heavy warhorses of the Mamluks remain, and they are not risked in open combat unless they are used directly to defend the last few hidden abodes the Mamluks still inhabit in the vast deserts that stretch beyond the Nile delta. However, these tireless steeds are used to take the heavy Mamluk warriors into advanced positions where they can disrupt the enemy’s plans and surprise exposed enemy units.
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Scripture Guardian
md_scriptureguardian
Cost:7 Glory
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Base:40mm
Keywords:GOLEM
Image:@jimmy_crisps
Abilities
Slow:

Scripture Guardian has a halved Dash distance (i.e. 3”).

Vengeful Scripture:

The Scripture Guardian reads words from the holy (or unholy!) text it carries. This is an attack ACTION with 18” range, and it can be used in either Melee or as a Ranged attack (though not both during the same Activation). Use Ranged and Melee Characteristics as appropriate. This attack ignores armour and cover. For each BLOOD MARKER the target has, add +1 to the Injury roll. Note that if armed with a melee weapon, both the Melee attack and the use of the Vengeageful Scripture can be used simultaneously.

Equipment
The Scripture Guardian carries a Scripture Scroll. It wears reinforced armour and a helmet. In addition, it has 2 arms that can be made to carry one Melee weapon available to your Warband as long as they have no restrictions (such as ELITE only, Assassins only, LIMIT: 2 etc.). You must pay the appropriate cost as standard.

Combat Helmet

Rules

Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

Lore

The simple combat helmet has proven its value on the battlefield time and again.

Reinforced Armour

Rules

Grants a -2 modifier to all injury rolls against the model wearing this armour.

Lore

Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.

Lore
The Origins of the Scripture Guardians are unknown, but rumours claim they are creations of great masters of Kabbalah. Reports of the Scripture Guardians began to circulate in the early days of the Great War. The destruction of Jerusalem upended great cities and unearthed tombs that should never have been disturbed, their occupants now wandering this unhappy land, endlessly reciting the sacred writings entrusted to them in death. Sometimes a lucky expedition to No Man’s Land can find such a creature, and placing a holy text of their own faith into its hands can turn the Scripture Guardian into a potent ally to whomever aligns with the holy (or indeed desecrated) scroll of tome given to its unyielding grasp.

Capable of speaking and reading the One True Language, the Scripture Guardian can unleash the powers it calls upon against anyone its master dictates. It serves its purpose with the single-mindedness of an automaton, unthinking and uncaring. Spoken by the Guardian, the words are empowered with the primordial power of Creation, and can unmake anything, growing in power the longer they target anything in the physical world.
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Armoury

Melee Weapons
Bayonet
2 Ducats
BAYONET LUG only
Double-Handed Blunt Weapon
10 Ducats
Greatsword / Greataxe
12 Ducats
Halberd-Gun
20 Ducats
Elite only
Knife / Dagger
1 Ducats
Trench Polearm
7 Ducats
Sword / Axe
4 Ducats
Titan Zulfiqar
30 Ducats
Brazen Bull only
Trench Club
3 Ducats
Ranged Weapons
Alaybozan
9 Ducats
Sultanate Sapper only
Flame Cannon
60 Ducats
LIMIT: 1
Brazen Bull only
Flamethrower
30 Ducats
LIMIT: 3
Grenades
7 Ducats
Incendiary Grenades
15 Ducats
Jabirean Alchemist only
Jezzail
7 Ducats
MURAD Bombard
50 Ducats
LIMIT: 1
Brazen Bull only
Machine Gun
50 Ducats
LIMIT: 1
Musket
5 Ducats
Pistol / Revolver
6 Ducats
Shotgun
10 Ducats
Siege Jezzail
30 Ducats
Sniper Rifle
35 Ducats
LIMIT: 2
Janissary, Elite only
Sultanate Grand Cannon
60 Ducats
LIMIT: 2
Armour
Alchemist Armour
50 Ducats
LIMIT: 1
Elite only
Iron Wall Kalkan
30 Ducats
LIMIT: 1
Reinforced Armour
40 Ducats
Janissary, Elite only
Standard Armour
15 Ducats
Trench Shield
10 Ducats
Equipment
Alchemical Ammunition
3 Ducats
Jezzail, Siege Jezzail, Alaybozan, Halberd-Gun only
Anqa Guard
10 Ducats
Banner of Desert Wind
30 Ducats
LIMIT: 1
Binoculars
10 Ducats
Elite only
Combat Helmet
5 Ducats
Explosive Charges
35 Ducats
LIMIT: 1
Gas Mask
5 Ducats
Holy Relic
2 Glory
Elite only
Marid Shovel
15 Ducats
Brazen Bull only
Medi-Kit
5 Ducats
Mountaineer Kit
3 Ducats
LIMIT: 2
Musical Instrument
15 Ducats
LIMIT: 1
Not Elite only
Shovel
5 Ducats
Troop Flag
1 Glory
LIMIT: 1
Exploration Only
Damascus Armour
5 Glory
LIMIT: 1
Elite only
Field Hospital
10 Glory
LIMIT: 1
Kilij
2 Glory
LIMIT: 2
Elite only
Knighthood
4 Glory
LIMIT: 1
Elite only
Masterworks Jezzail
4 Glory
LIMIT: 1
Elite only
Rocket-Propelled Grenade
2 Glory
LIMIT: 2
Sniper Scope
2 Glory
LIMIT: 2
Rifle only
Sultanate Grand Cannon
10 Glory
Brazen Bull only
Trench Dog
1 Glory
LIMIT: 1
Trench Dog (Guard Dog)
2 Glory
LIMIT: 1

Base Faction