House of Wisdom

fc_ironsultanate_fv_houseofwisdom
Faction lore

The House of Wisdom is the pre-eminent centre of learning within the Iron Sultanate. Its libraries, workshops, forges, gardens of exotic and wondrous plants, hospitals and observatories are unmatched. Within its halls are mechanical marvels and weapons from far-off lands, as well as trophies captured by the Sultan’s forces and brought to be examined by the learned scholars of the House of Wisdom. Philosophers and theologists debate in its chambers; ghanzal and qasīda poets compose verses describing the beauty and pain of life. Thus it is no wonder that the House attracts the greatest minds of the age to study in its hallowed halls, from within the Sultanate and far beyond the Iron Wall.

In its laboratories guarded by the faithful Kavass, the Jabirean Alchemists dissect and study the War Beasts of Shaitan so their weaknesses can be laid bare and exploited by the Believers. At such times, their roars of rage and pain echo through the porphyry corridors of the House.

To maintain a degree of independence, regardless of the royal funding, the House of Wisdom performs many services for the Sultan’s armies. Their best alchemists work with the Sultanate foundries where the Great Cannons of the Iron Wall are cast. Takwin creations are provided to bolster the army of Those Who Believe, as are suits of armour and alchemical ammunition. The House of Wisdom also maintains the Sultanate fleet of airships, which both guard the realms of Those Who Believe against enemy air forces and maintain vigil over lands under darkness. They make regular excursions deep into enemy territory to witness whether the Great Sandstorm still covers the Two Holy Places, reporting any news back to the Sultan.

In exchange, the masters of the House of Wisdom have freedom to despatch their own excursions and expeditions into the lands beyond the wall, to seek tomes of knowledge lost in the dark and terrible days when the forces of Jahannam overran much of the Levant and great cities fell like blossoms of a Jasmine flower in fiery heat. Sometimes they are journeys to capture an especially ferocious beast of the enemy. At other times they seek to capture or kill Heretic Alchemists which they see as both an offence to their craft and a threat to the entire world.

These journeys are exceedingly dangerous and they are not undertaken lightly. Each Alchemist dispatched on such a journey is an irreplaceable loss, and since they operate under their own authority, they cannot expect direct support from the Sultan’s forces. Many noble Fāris warriors have taken oaths to protect these scholars in their journeys, as well as their own Kavass bodyguards sworn to fight and die in defence of their Masters.

Faction Rules

Weapon Collections
When you create this warband, choose two weapons. These weapons must be found in either the Armouries of New Antioch or the Trench Pilgrims. These weapons must not already be present in the Iron Sultanate Armoury. Your warband may acquire one from New Antioch and one from the Trench Pilgrim armoury, following all of the same limitations and costs of the original lists. Only one weapon can be picked from this list. If lost in battle, it can be repurchased by paying the indicated cost.
Trench Pilgrim Items
-
Change
New Antioch Items
-
Change
Secrets of the House of Wisdom
Any Alchemist of the warband may buy any one of these Abilities at the cost indicated below. You cannot have duplicates of these abilities in the Warband, as the House of Wisdom does not want to risk depleting the number of their scholars in a single discipline.

Secrets Of The House Of Wisdom
Medicine - 15 Ducats
Limit: 1
This Alchemist is a student of Ibn Sina’s School of Medicine. The model is equipped with tools for healing from the House of Wisdom. The Alchemist can take an ACTION with +1 DICE to remove up to two BLOOD MARKERS or a single INFECTION MARKER from any one friendly model (including themselves) within 1” range or allow one friendly model (including themselves) who is Down to regain their footing. This training and these tools are an improvement upon the standard Medi-Kit and therefore a model with this Secret cannot carry a Medi-Kit.
Cartography and Geography - 20 Ducats
Limit: 1
The Alchemist has studied long and hard the sciences of cartography and geometry. At the beginning of each battle, immediately before any models are deployed, up to two models in your warband gain the Keyword INFILTRATOR, This ability cannot affect an Alchemist or a model with a base larger than 32mm. In addition, the warband may re-roll one Exploration dice in the Exploration phase if you wish. The second result stands.
Secrets of Takwin - 20 Ducats
Limit: 1
The Alchemist has bound their Takwin creature to themselves with unbreakable bonds. If the Alchemist is hit by an attack while within 1” of their Homunculus, you may redirect the hit to the Homunculi instead. Determine the injuries and additional effects exactly as if the weapon just hit the Homunculi.
Chemistry and Alchemy - 25 Ducats
Limit: 1
Before the battle starts, but after all models (including INFILTRATORS) are deployed, you may place a rectangular elemental obstacle 2” wide and 6” long. It counts both as Difficult Terrain and Dangerous Terrain, and damage it causes has the Keyword FIRE, GAS or SHRAPNEL (chosen when the obstacle is placed). It cannot be placed within 6” of any model or on top of any other Terrain.
Philosophy Poetry and Theology - 20 Ducats
Limit: 1
The Alchemist is well-versed in the hidden truths of the universe and of the Divine, and has a calm and clear mind. The warband gains +1 DICE to all Morale Rolls, cannot become Shaken and the Alchemist plus another model of your choice is immune to the effects of the Keyword FEAR.
Private Venture
The warband may not include any Azebs, Janissaries, Yüzbaşi or Assassins.
Pride of Jabir
The warband may include up to three Lions of Jabir.
Noble Guardians
The warband may include up to two Fāris – noble warriors sworn to protect the House of Wisdom. They use the Janissary stats but gain the Keyword ELITE.
Kavass
Kavass are sworn guardians of the House of Wisdom. They use Azebs stats but cannot buy the Keyword SKIRMISHER. Instead, up to three Kavass can increase their Melee Characteristic by +1 DICE (to +0D) at the cost of +5 ducats per model.
Alchemists
The House of Wisdom warband may have up to two Alchemists and must include at least one. This warband treats Alchemist Armour as if they had a LIMIT of 2.

Captains

Jabirean Alchemist
md_jabireanalchemist
Cost:55 Ducats
Availability:1
Movement
6"/Infantry
Melee
+1
Ranged
+2
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
Equipment
The Alchemist can be equipped with any weapon, armour and equipment from the Iron Sultanate Armoury.
Secrets Of The House Of Wisdom
Medicine - 15 Ducats
Limit: 1
This Alchemist is a student of Ibn Sina’s School of Medicine. The model is equipped with tools for healing from the House of Wisdom. The Alchemist can take an ACTION with +1 DICE to remove up to two BLOOD MARKERS or a single INFECTION MARKER from any one friendly model (including themselves) within 1” range or allow one friendly model (including themselves) who is Down to regain their footing. This training and these tools are an improvement upon the standard Medi-Kit and therefore a model with this Secret cannot carry a Medi-Kit.
Cartography and Geography - 20 Ducats
Limit: 1
The Alchemist has studied long and hard the sciences of cartography and geometry. At the beginning of each battle, immediately before any models are deployed, up to two models in your warband gain the Keyword INFILTRATOR, This ability cannot affect an Alchemist or a model with a base larger than 32mm. In addition, the warband may re-roll one Exploration dice in the Exploration phase if you wish. The second result stands.
Secrets of Takwin - 20 Ducats
Limit: 1
The Alchemist has bound their Takwin creature to themselves with unbreakable bonds. If the Alchemist is hit by an attack while within 1” of their Homunculus, you may redirect the hit to the Homunculi instead. Determine the injuries and additional effects exactly as if the weapon just hit the Homunculi.
Chemistry and Alchemy - 25 Ducats
Limit: 1
Before the battle starts, but after all models (including INFILTRATORS) are deployed, you may place a rectangular elemental obstacle 2” wide and 6” long. It counts both as Difficult Terrain and Dangerous Terrain, and damage it causes has the Keyword FIRE, GAS or SHRAPNEL (chosen when the obstacle is placed). It cannot be placed within 6” of any model or on top of any other Terrain.
Philosophy Poetry and Theology - 20 Ducats
Limit: 1
The Alchemist is well-versed in the hidden truths of the universe and of the Divine, and has a calm and clear mind. The warband gains +1 DICE to all Morale Rolls, cannot become Shaken and the Alchemist plus another model of your choice is immune to the effects of the Keyword FEAR.
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.

Elite

Jabirean Alchemist
md_jabireanalchemist
Cost:55 Ducats
Availability:0-1
Movement
6"/Infantry
Melee
+1
Ranged
+2
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
Equipment
The Alchemist can be equipped with any weapon, armour and equipment from the Iron Sultanate Armoury.
Secrets Of The House Of Wisdom
Medicine - 15 Ducats
Limit: 1
This Alchemist is a student of Ibn Sina’s School of Medicine. The model is equipped with tools for healing from the House of Wisdom. The Alchemist can take an ACTION with +1 DICE to remove up to two BLOOD MARKERS or a single INFECTION MARKER from any one friendly model (including themselves) within 1” range or allow one friendly model (including themselves) who is Down to regain their footing. This training and these tools are an improvement upon the standard Medi-Kit and therefore a model with this Secret cannot carry a Medi-Kit.
Cartography and Geography - 20 Ducats
Limit: 1
The Alchemist has studied long and hard the sciences of cartography and geometry. At the beginning of each battle, immediately before any models are deployed, up to two models in your warband gain the Keyword INFILTRATOR, This ability cannot affect an Alchemist or a model with a base larger than 32mm. In addition, the warband may re-roll one Exploration dice in the Exploration phase if you wish. The second result stands.
Secrets of Takwin - 20 Ducats
Limit: 1
The Alchemist has bound their Takwin creature to themselves with unbreakable bonds. If the Alchemist is hit by an attack while within 1” of their Homunculus, you may redirect the hit to the Homunculi instead. Determine the injuries and additional effects exactly as if the weapon just hit the Homunculi.
Chemistry and Alchemy - 25 Ducats
Limit: 1
Before the battle starts, but after all models (including INFILTRATORS) are deployed, you may place a rectangular elemental obstacle 2” wide and 6” long. It counts both as Difficult Terrain and Dangerous Terrain, and damage it causes has the Keyword FIRE, GAS or SHRAPNEL (chosen when the obstacle is placed). It cannot be placed within 6” of any model or on top of any other Terrain.
Philosophy Poetry and Theology - 20 Ducats
Limit: 1
The Alchemist is well-versed in the hidden truths of the universe and of the Divine, and has a calm and clear mind. The warband gains +1 DICE to all Morale Rolls, cannot become Shaken and the Alchemist plus another model of your choice is immune to the effects of the Keyword FEAR.
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.
Fāris
md_janissaries_mv_faris
Cost:55 Ducats
Availability:0-2
Movement
6"/Infantry
Melee
+1
Ranged
+1
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.

Equipment
Janissaries can be equipped with any weapon, armour and equipment from the Iron Sultanate Armoury.
Lore
Each Alchemist dispatched on such a journey is an irreplaceable loss, and since they operate under their own authority, they cannot expect direct support from the Sultan’s forces. Many noble Fāris warriors have taken oaths to protect these scholars in their journeys, as well as their own Kavass bodyguards sworn to fight and die in defence of their Masters.

Infantry

Brazen Bull
md_brazenbull
Cost:100 Ducats
Availability:0-1
Movement
6"/Infantry
Melee
+2
Ranged
0
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.

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.
Kavass
md_azeb_mv_kavass
Cost:25 Ducats
Availability:Unlimited
Movement
6"/Infantry
Melee
-1
Ranged
0
Armour
0
Base:25mm
Keywords:SULTANATE
Image:@Emitoo
Equipment
Azebs can be equipped with any weapon, armour and equipment from the Iron Sultanate Armoury.
Upgrades
Melee Might - 5 Ducats
Limit: 3
The model increases their Melee characteristic by +1 DICE.
Lore
Many noble Fāris warriors have taken oaths to protect these scholars in their journeys, as well as their own Kavass bodyguards sworn to fight and die in defence of their Masters. Kavass are sworn guardians of the House of Wisdom.
Lion of Jabir
md_lionofjabir
Cost:60 Ducats
Availability:0-3
Movement
8"/Infantry
Melee
+1
Ranged
0
Armour
0
Base:50mm/30x60mm
Keywords:SULTANATE
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.

Mauling:

A Downed opponent cannot stand up if it is in melee combat with a Lion of Jabir (even if the Lion is Down itself ), unless it is on a 40mm or larger base.

Lion's Grace:

Lions of Jabir may take any Dash/Jump/Climb/Diving Charge ACTION with a +1 DICE bonus.

Equipment
Lions can be equipped with armour (except shields) and Wind Amulets. They cannot be equipped with any other items. They do not suffer penalties for fighting unarmed. You can mount the Lion on two different base sizes as indicated in the profile due to the variance of their shape and size.
Upgrades
Fierce and Brave - 5 Ducats
The model is not affected by the keyword FEAR.
Lore
Named after the deadly hunters of the plains, the Lions of Jabir can take many forms, not all of them leonine. Each one is a unique masterwork, grown according to the skills and artistry of the Jabirean scientist that created them. The speed and ferocity of the Lions is nearly unmatched, and some even have strange powers granted by their alchemical birth.
Sultanate Sapper
md_sultanatesapper
Cost:50 Ducats
Availability:0-2
Movement
6"/Infantry
Melee
0
Ranged
+1
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.

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.
Takwin Homunculus
md_takwincreation
Cost:40 Ducats
Availability:Number of Jabirean Alchemist
Movement
6"/Infantry
Melee
0
Ranged
0
Armour
0
Base:25mm
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.

Recreation:

If the Homunculus is taken Out of Action during battle, and is deemed to have been killed in the post-battle sequence, you do not have to remove it from your roster. Instead, you can spend 40 ducats at any time between battles to bring it back to life with all of its weapons and abilities.

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

You can bring one Takwin creature for each Alchemist in your warband. Each Takwin creature must be associated with an Alchemist in your warband. If a Takwin creature’s associated Alchemist is killed (typically by acquiring three scars), that Takwin creature cannot be fielded, its equipment cannot be changed and no Alchemical Formulae may be applied to it. When you acquire a new Alchemist, if you have any unallocated Takwin creatures, you must allocate that new Alchemist with one of your unallocated Takwin creatures. Instead of using Glory, you must buy them with ducats as indicated on the list below.
Upgrades
Additional Arm - 15 Ducats
The Homunculus can perform an additional attack ACTION in Melee or Ranged combat without any penalty. Therefore, if making attacks with three melee weapons, only a single weapon would need to be declared an Off-Hand weapon (suffering the appropriate penalties).

It has three hands to carry weapons if combined with Human Hands, and may equip weapons and a shield in any combination, as long as it has hands free to do so. In this case the Homunculi can make up to two Ranged Attack ACTIONS (if it has sufficient weapons and number of hands to carry them), and up to three Melee Attack ACTIONS (if armed with three one-handed weapons); or one Melee Attack ACTION with a two-handed weapon and one Melee Attack ACTION with a one-handed weapon.
Elemental Resistance - 40 Ducats
Attacks made against the Homunculus that have the Keywords FIRE and/or GAS suffer a -1 DICE penalty to injure it. Also the Homunculus does not suffer additional BLOOD MARKERS from attacks with Keywords FIRE and/or GAS.
Enslaved Mind - 10 Ducats
The Homunculus gains the Keyword FIRETEAM along with one model of your choice in the Warband. The other model can only form a Fireteam with this Homunculi, not with any other models.
Gargantuan Size - 20 Ducats
Can only be bought if the Homunculus already has the Human Hands, Inhuman Strength and Massive Size Formulas. The Homunculus now has a Base Size of 60mm and it can now use one Brazen Bull Only weapon.
Hawk Eyes - 10 Ducats
The eyesight of the Homunculus is based on that of a predatory bird. It can add +1 DICE to its Ranged Attack characteristic. Cannot be combined with Hypnotic Eyes without Two Heads.
Human Hands - 10 Ducats
The Homunculus can buy and wield any weapon allowed in the Iron Sultanate warband or House of Wisdom list, though they cannot select ELITE only items, grenades or items limited to specific units (such as Assassins). They can also carry a Trench Shield or a Fire Shield. This will apply to the Additional Arms formula as well. Cannot be combined with the Wings formula.
Hypnotic Eyes - 15 Ducats
Enemies suffer -1 DICE to hit the Homunculus in Melee. Does not affect Sniper Priests or enemies with the keyword BLACK GRAIL. Cannot be combined with Hawk Eyes without Two Heads.
Inhuman Strength - 15 Ducats
The musculature of the Homunculus is reinforced, replaced and strengthened. It now has a base size of 32mm (or 50mm if it also has Massive size). The Homunculus gains +1 DICE to its Melee characteristic and the Keyword STRONG.
Massive Size - 30 Ducats
The Homunculus’ size is increased to huge proportions. It now has a base size of 50mm and it gains the Keyword TOUGH. This formula cannot be combined with the Wings formula.
Regenerative Tissue - 25 Ducats
The Homunculus has an astonishing healing factor and can remove one BLOOD MARKER every time it is Activated, if it has any.
Seal of Solomon - 10 Ducats
This Formula greatly enhances the intelligence of the Homunculus and makes it painfully aware of its artificial existence. It can now buy and use Equipment from the Sultanate Warband Armoury as long as it is not limited to ELITE models. Note that one helmet protects a Homunculus with two heads normally and the Two Heads Formula does not allow the purchase of two different kinds of headgear.
Startling Speed - 10 Ducats
The Homunculus adds +1 DICE to its Dash ACTIONS.
Terrifying Appearance - 10 Ducats
Whether by captivating beauty or a terrifying appearance, this Homunculus gains the Keyword FEAR.
Two Heads - 5 Ducats
The Homunculus has two heads and therefore can have two sets of eyes via Alchemical Formula.
Wings - 30 Ducats
The Homunculus gains a new movement mode: 8”/Flying.
Lore
To become an Alchemist is no easy task: they undergo many trials on their path to mastery. The second is to create a takwin servant, a Homunculus creature of artificial life and intellect. If the candidate manages to follow the complex formula, as well as the intricate timing and temperature requirements, the creature will emerge after forty days of toil. It will act as the Alchemist’s living tool of creation, for their hands have fine motor skills well beyond even the nimblest craftsman.

Vaguely shaped like a small human, it canchange the consistency of its body to an almost liquid-like slime to squeeze into alchemical chambers to do their master’s bidding in extreme temperatures and in the fog of poisonous chemical fumes. Many aspirants fail here and their creation emerges from its golden celestial sphere a deformed monstrosity, filled with hatred towards its creator. It burrows itself into the Alchemist’s body to consume it from within, wearing its would-be master as a skin.

Mercenaries

Mamluk Faris
md_mamlukfaris
Cost:4 Glory
Availability:0-1
Movement
6"/Infantry
Melee
+1
Ranged
+1
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 Ammunication

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.
Scripture Guardian
md_scriptureguardian
Cost:7 Glory
Availability:0-1
Movement
6"/Infantry
Melee
+1
Ranged
+1
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.

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
Armour
Alchemist Armour
50 Ducats
LIMIT: 2
Elite only
Fire Shield
20 Ducats
LIMIT: 2
Reinforced Armour
40 Ducats
Janissary, Elite only
Standard Armour
15 Ducats
Trench Shield
10 Ducats
Equipment
Alchemical Ammunication
3 Ducats
Jezzail, Siege Jezzail, Alaybozan, Halberd-Gun only
Binoculars
10 Ducats
Elite only
Cloak of Alamut
25 Ducats
LIMIT: 1
Elite only
Combat Helmet
5 Ducats
Elixer of Al-Khidr
10 Ducats
LIMIT: 1
Gas Mask
5 Ducats
Holy Relic
2 Glory
Elite 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
Wind Amulet
10 Ducats
LIMIT: 2
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