Iron Sultanate

When the Infidels opened the thrice-cursed Gate to Jahannam, unleashing Gog and Magog upon Those Who Believe, it seemed that all was lost and Shay ān would emerge victorious over Dunya. But the Creator of the Universe came to the aid of the Believers, and as had been written, the great Iron Wall of Dhu al-Qarnayn manifested itself in the lands ruled by the Sultan of Rûm.
A call was sent to Those Who Believe righteously, and over the coming decades, the migration of all Believers, second in importance only to the Hijrah of the Prophet himself, took place across Europa, Asia, and Africa. Millions perished on the road and at sea, for the Heretics and their Shayān lords swarmed them as locusts swarm fields of ripe sesame, devouring them and raising vile monuments and statues from their limbs and heads, so they could not be buried as is decreed in the Holy texts. Yet once all those who survived the journey had come, the mighty Gates of al-Qarnayn were closed, and the Great Sultanate of the Invincible Iron Wall of the Two Horns that Pierce the Sky was formed.
The assaults of the slaves of Jahannam against the Sultanate have never ceased since. Each day, new martyrs are mourned as they defend the Wall and confront the Heretics who have overcome its defences. Within the walls, lost knowledge flourishes, and from mosques of white marble and gold, the muezzin call, summoning the Believers to pray for the Sultan’s army as it struggles to protect the lands within the wall and defend the caravan trails that provide the Sultanate with vital trade goods.
The assaults of the slaves of Jahannam against the Sultanate have never ceased since. Each day, new martyrs are mourned as they defend the Wall and confront the Heretics who have overcome its defences. Within the walls, lost knowledge flourishes, and from mosques of white marble and gold, the muezzin call, summoning the Believers to pray for the Sultan’s army as it struggles to protect the lands within the wall and defend the caravan trails that provide the Sultanate with vital trade goods.
The protection of the Iron Wall has had an extensive influence on the Sultanate’s way of war. The conscripted Azebs are experts at feigned flight and skirmish, while the loping Lions of Jabir harass the enemy flanks. All the while, the superb artillery of the Sultan bombards the enemy as they make their tortuous journey across a battlefield littered with traps set by the skilled Sappers. When they reach the ranks of the righteous, the Janissaries, the Sultan’s elite household troops, close in and finish the enemy with a devastating counter-charge led by their iron-willed officers. Dreaded Assassins from Alamut prowl in the winds of time, striking at enemy elites and leaders, while the Alchemists of the House of Wisdom unleash devastating weapons made deadly by their elemental mastery, capable of overcoming the defences of virtually any foe.
Beyond the Iron Wall, forces of the Sultan operate in small, mobile companies, each with a particular mission to accomplish. They hunt down apostates that have gone to serve Shay ān, look for relics from the time of the prophets, and seek to recover lost treasures and books of knowledge from the ruins of fallen Caliphates. Though an understanding between the Church and the Sultanate exists, the commanders of these expeditions will tolerate no interference and do not hesitate to crush those who would hinder their mission. Resentment against the Infidels who released Gog and Magog runs deep in the Sultanate, and matters of honour are swiftly resolved with duels to the death. Woe to those who dare to hinder the mission of Those Who Believe.
Captains

A Yüzbaşı is expected to face the mightiest of their enemies in personal combat, inspiring the troops to victory with their personal prowess. Add +1 INJURY DICE for attacks made by a Yüzbaşı if the target model has the TOUGH Keyword.
Elite

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.
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.

If your opponent fails their Success Roll for an attack targeting an Assassin, you can say the Assassin will slip into a moment in the future. If you do so, you can redeploy it anywhere within 6" of its original location (measured from the centre of its base to the centre of its base), and more than 1" away from any enemy models. Note that if the Assassin starts within 1" of an enemy model, this is not treated as a Retreat, so the enemy model cannot make a Melee Attack before the Assassin makes the time slip.
After determining the Charge Bonus for an Assassin that has not already carried out a Fight ACTION in its Activation, you can say that the Assassin will split itself through time. If you do so, choose two different enemy models that the Assassin can reach with its Charge, move the Assassin to within 1" of one of the enemy models you picked as normal, and then make a Melee Attack with the enemy model as the target. After resolving the Melee Attack, you can immediately redeploy the Assassin to within 1" of the other model that you picked, and then make a second Melee Attack with the other enemy model as the target. The Assassin must use the same Melee Weapon for both attacks, and cannot take a Fight ACTION later in the same Activation.
Infantry


Add -1 INJURY DICE to Injury Rolls for the model.
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.

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.

Add -1 INJURY DICE to Injury Rolls for the model.
Enemy models that are Down and that are mounted on a base of 40mm or less are not allowed to stand up if a Lion of Jabir is within 1" of them (even if the Lion of Jabir is also Down).
Add +1 DICE to the Risky Success Rolls for a Lion of Jabir when it takes a Climb, Dash, or Jump ACTION, or makes a Diving Charge.
The model can make a Melee Attack even though it doesn’t have a Melee Weapon.

A Sultanate Sapper can take a Set Mine ACTION if they are in contact with a terrain piece that measures up to 8" by 8". If they do so, take a Success Roll for the model and add +2 DICE to the roll. If the roll is a Failure, nothing happens. If the roll is a Success or a Critical Success, terrain piece becomes Mined.
When you move a Sultanate Sapper into contact with a terrain piece that has been Mined, you can say the Sultanate Sapper will halt and try to defuse the mine before it detonates. If you do so, take a Risky Success Roll for the model. If the roll is a Failure, the mine detonates anyway and the Sultanate Sapper’s Activation ends. If the roll is a Success or a Critical Success, the mine does not detonate and the terrain piece is no longer considered to be Mined.
When you deploy a Sultanate Sapper for the first time in a game, you must deploy them up to 6" away from your deployment zone and in contact with a terrain piece that is at least ½" high.
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.
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 ).
Shovel
| Range | Melee |
A model equipped with a Shovel that starts the game on Open terrain has the COVER Keyword until it moves away from its starting position. In addition, a model equipped with a Shovel can use it as a 2-Handed Melee Weapon instead of using any other Melee Weapons it has.
Battlefield shovels allow troops to dig in and fight from cover in virtually any battlefield.
Mercenaries

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.
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
Standard Armour
-1 INJURY MODIFIER
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 massproduced, but highly effective even against high-calibre weapons.
Gas Grenades
| Range | 8" |
GRENADE, ASSAULT, GAS, IGNORE ARMOUR, IGNORE COVER, IGNORE LONG RANGE, -1 INJURY DICE, BLAST 2"
Gas grenades are insidious weapons, attacking the lungs and other internal organs with noxious fumes. Devil alchemists of the Fifth Circle are especially clever in creating these fiendish and hated weapons.
Vivisector
| Range | Melee |
| Hands | 2 Hands (Melee) |
CUMBERSOME, BLOCK
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+).
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.
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.
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.

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 FIRETEAMS your Warband can have, and that if a Mamluk Faris is in a FIRETEAM with a model from a New Antioch Warband, then only the model from the New Antioch Warband can use the Concentrated Fire special rule.
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.
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.
Jezzail
| Range | 18" |
| Hands | 2 Hands (Ranged) |
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 accurate 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
Add +1 DICE to rolls for Ranged Attacks made with Alaybozen, Halberd- Guns, Jezzails or Siege Jezzails by a model that has Alchemical Ammunition.
Jabirean Alchemists craft these jezzail bullets from the slivers of the Iron Wall. Each such shot is carved with the Seal of Solomon, guiding it with divine aim to its target.
Reinforced Armour
-2 INJURY MODIFIER
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
NEGATE SHRAPNEL
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 |

Treat a Scripture Guardian as having a Movement Characteristic of 3"/Infantry when it takes a Dash ACTION.
The Scripture Guardian reads words from the holy (or unholy) text it carries. A Scripture Guardian can take a Vengeful Scripture ACTION. If they do so, pick 1 enemy model within 18" of the Scripture Guardian and in its Line of Sight. Then take a Success Roll for the Scripture Guardian, with +2 DICE if the enemy model is within 9" of the Scripture Guardian and +1 DICE otherwise. If the roll is a Failure, nothing happens. If the roll is a Success, make an Injury Roll for the enemy model, with a +1 INJURY MODIFIER for each BLOOD MARKER the enemy model has (in addition to any benefits you receive if you then spend them to affect the Injury Roll). If the roll is a Critical Success, make an Injury Roll for the enemy model with +1 INJURY DICE and a +1 INJURY MODIFIER for each BLOOD MARKER the enemy model has.
Combat Helmet
NEGATE SHRAPNEL
The simple combat helmet has proven its value on the battlefield time and again.
Reinforced Armour
-2 INJURY MODIFIER
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.




