Defenders of the Iron Wall

fc_ironsultanate_fv_defendersoftheironwall
Faction lore

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. Though the Iron Wall endures continuous attacks as the forces of Shaitan ceaselessly test the Believer’s defences, the Sultan refuses to engage in a war of mere resistance. The Sultanate has never relinquished its claim to the formerly Muslim lands lost to the Heretics, and as a result, regular troops are now deployed on offensive missions far more frequently than in the past, hardening raw recruits into veterans.

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. Though the Iron Wall endures continuous attacks as the forces of Shaitan ceaselessly test the Believer’s defences, the Sultan refuses to engage in a war of mere resistance. The Sultanate has never relinquished its claim to the formerly Muslim lands lost to the Heretics, and as a result, regular troops are now deployed on offensive missions far more frequently than in the past, hardening raw recruits into veterans.

The core of any such warband is often formed around the Sultanate Sappers, experts at demolition and mine-setting, and veterans of the bitter battles above and below the Wall. They are superb in the transportation and use of field artillery, erecting defensive positions at a speed that borders on supernatural. Their explosive charges disrupt enemy advances, whittling down attackers long before they reach the lines of Sultanate defenders, who wait to dispatch those remaining with ruthless efficiency.

Faction Rules

Sipahi
Sipahi Automaton Cavalry often serves as infantry in the Iron Wall’s units to reinforce areas under severe pressure. A Defenders of the Iron Wall Warband can include up to 1 Sipahi Automaton Cavalry Mercenary at a cost of 110 . They use the Mercenary Entry for a Mamluk Faris but you cannot change their Battlekit in any way. Note that this does not stop you from recruiting a Mamluk Faris as a Mercenary as well.
Silahdar
The commanders of the Iron Wall’s units come from the personal bodyguards of the Sultan known as Silahdar. A Defenders of the Iron Wall Warband must include 1 Silahdar. The Silahdar uses the Yüzbaşı Warband Entry, except that it replaces the Mubarizun ability with the STRONG Keyword, and they can have an Alaybozan from the Iron Sultanate Armoury, and an Anqā Guard and Explosive Charges from the Defenders of the Iron Wall Armoury, at the indicated cost in for each piece of Battlekit that is taken.
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.
Sapper Corps
The standard divisions assigned to the Iron Wall have doublestrength Sapper detachments. A Defenders of the Iron Wall Warband can have 0-4 Sultanate 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. 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.
Janissary Officers
A Defenders of the Iron Wall Warband can have 0-2 Janissaries, which have the ELITE Keyword at no additional cost in .
Grand Cannons
A Defenders of the Iron Wall Warband can include 0-2 Sultanate Grand Cannons at a cost of 60 each. When a Grand Cannon is added to a Defender of the Iron Wall Warband it must either be given to a Brazen Bull that is already part of the Warband, or added to the Armoury on the Warband’s roster sheet as a Grand Cannon gun battery. No more than 1 Grand Cannon can be given to a Brazen Bull model, and a Warband cannot have more than 2 Grand Cannons in total. The rules for using the Grand Cannon during a game can be found in the Defenders of the Iron Wall Warband Battlekit section.
Far from the Sublime Gate
A Defenders of the Iron Wall Warband cannot include any Lions of Jabir, Yüzbaşı or Assassins, and models in the Warband cannot have a Cloak of Alamut or Wind Amulet.

Captains

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

Battlekit
A Yüzbaşı can have any Battlekit from the Iron Sultanate Armoury Tables including Battlekit available only to Sultanate Sappers.
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
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
+2D
Armour
0
Base:32mm
Keywords:SULTANATE, ELITE
Image:@Emitoo
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
-
Change
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.

Battlekit
A Jabirean Alchemist can have any Battlekit from the Iron Sultanate Armoury Tables
Lore
The Jabirean Alchemist is a master of esoteric powers, able to control fire, 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
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 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.

Battlekit
A Janissary can have any Battlekit from the Iron Sultanate Armoury Tables.
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 countercharges, crushing the enemy’s elite formations and acting as the bodyguard for highranking individuals.
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Infantry

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

Battlekit
An Azeb can have any Battlekit from the Iron Sultanate Armoury Tables.
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 one house in every 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 enemy while heavier troops close in for the kill.
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Brazen Bull
md_brazenbull
Cost:100
Availability:0-1
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
0
Base:60mm
Keywords:SULTANATE, STRONG, TOUGH, FEAR, ARTIFICIAL
Image:@Emitoo
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.

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.
Lore
A Brazen Bull is a monstrous being of immense power and vitality, capable of tearing even the bastard child of a demon 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
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Base:32mm
Keywords:IGNORE OFF-HAND WEAPON
Image:@Emitoo
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 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.

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.

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.

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

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 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

Rules

Guiding Path:

Add +1 DICE to rolls for Ranged Attacks made with Alaybozen, Halberd- Guns, Jezzails or Siege Jezzails by a model that has Alchemical Ammunition.

Lore

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

Keywords

-2 INJURY MODIFIER

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

Keywords

NEGATE 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
Availability:0-4
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
0
Base:25mm
Keywords:SULTANATE
Image:@Emitoo
Abilities
Set Mine:

A Sultanate Sapper can take a Set Mine ACTION if they are in contact with a terrain piece that measures up to 8" by 8". If they do so, take a Success Roll for the model and add +2 DICE to the roll. If the roll is a Failure, nothing happens. If the roll is a Success or a Critical Success, terrain piece becomes Mined.

Defuse Mine:

When you move a Sultanate Sapper into contact with a terrain piece that has been Mined, you can say the Sultanate Sapper will halt and try to defuse the mine before it detonates. If you do so, take a Risky Success Roll for the model. If the roll is a Failure, the mine detonates anyway and the Sultanate Sapper’s Activation ends. If the roll is a Success or a Critical Success, the mine does not detonate and the terrain piece is no longer considered to be Mined.

Forward Positions:

When you deploy a Sultanate Sapper for the first time in a game, you must deploy them up to 6" away from your deployment zone and in contact with a terrain piece that is at least ½" high.

Fortify:

A Sultanate Sapper can take a Fortify ACTION. If they do so, take a Risky Success Roll for the Sultanate Sapper. If the roll is a Failure, the Sultanate Sappers Activation ends. If the roll is a Success or a Critical Success, the Sultanate Sapper has the COVER Keyword until they move away from their current position.

Detonating Mines:

When a model moves into contact with a Mined terrain piece, the mine will detonate unless the model is the one that set the mine, or has the Defuse Mine ability. Make an Injury Roll with the SHRAPNEL Keyword for the model that detonated the mine. The terrain piece is then no longer considered to be Mined. If the model wasn’t taken Down or Out of Action, it can then continue its move. Flying models only detonate a mine if they finish a move in contact with a Mined terrain piece (they can fly across it without setting it off ).

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.

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.

Shovel

RangeMelee
Rules

Shovel:

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.

Lore

Battlefield shovels allow troops to dig in and fight from cover in virtually any battlefield.

Lore
The Sultan’s Sappers are valued specialists, holding the great cannons of the Iron Wall no matter what their enemies throw at them. They are easily identified by the terrible burns all over their bodies as their mighty artillery is prone to overheating.
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Mercenaries

Combat Biologist
md_combatbiologist
Cost:3
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.

Battlekit
A Combat Biologist always has Gas Grenades, Standard armour, a Gas Mask, and a Vivisector.

Standard Armour

Keywords

-1 INJURY MODIFIER

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 massproduced, but highly effective even against high-calibre weapons.

Gas Grenades

Range8"
Keywords

GRENADE, ASSAULT, GAS, IGNORE ARMOUR, IGNORE COVER, IGNORE LONG RANGE, -1 INJURY DICE, BLAST 2"

Lore

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

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
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Base:32mm
Keywords:IGNORE OFF-HAND WEAPON
Image:@Emitoo
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 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.

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.

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

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 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

Rules

Guiding Path:

Add +1 DICE to rolls for Ranged Attacks made with Alaybozen, Halberd- Guns, Jezzails or Siege Jezzails by a model that has Alchemical Ammunition.

Lore

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

Keywords

-2 INJURY MODIFIER

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

Keywords

NEGATE 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, the final remnants of the warrior-elite that once ruled a great empire in Northern Africa. They suffered grievous losses in 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. They did not return victorious, and instead the slaves of Jahannam swept through Sinai like an evil wind, razing Alexandria and Cairo to the ground. The surviving Mamluks fought bitterly to protect their homes, but to no avail. Too proud to abandon their ancestral soil to darkness, some among the last Mamluks refused the call to migrate beyond the Iron Wall. Instead, they dispersed across the lands they once ruled, determined to fight on, waging a hidden war that has raged ever since.

To this day, the Mamluk knights play a deadly game of shadow and steel. They strike with ambushes and sudden raids along the Aegyptian front, harassing 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 unbroken warfare have hardened the Mamluks into peerless warriors, as parents pass on the ancient secrets of furūsīyah, a code of horsemanship, martial skill, and bravery, to their children.

Too few in number 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 Shay ān. They respect noble character and martial prowess above all, and often form bonds by sharing their way of the sword with an ally they respect. Only a handful of the legendary automaton heavy warhorses of the Mamluks remain, and they are rarely risked in open combat. Most are reserved to defend their last few hidden abodes, deep within the vast deserts beyond the Nile Delta. A few of these tireless steeds transport Mamluk warriors into advanced positions where they can disrupt the enemy’s plans and launch surprise attacks on exposed hostile units.
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Scripture Guardian
md_scriptureguardian
Cost:7
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
-2
Base:40mm
Keywords:GOLEM
Image:@jimmy_crisps
Abilities
Slow:

Treat a Scripture Guardian as having a Movement Characteristic of 3"/Infantry when it takes a Dash ACTION.

Vengeful Scripture:

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.

Battlekit
A Scripture Guardian always has Reinforced Armour and a Combat Helmet. In addition, it must have either two 1-Handed Melee Weapons or one 2-Handed Melee Weapon. You must purchase the Melee Weapons from your Faction Armoury Tables at their normal Cost, and you must obey any stipulation that apply to the weapons you choose (e.g. ELITE Only, Limit: 1 etc). The weapons you choose cannot be removed or lost over the course of the campaign for any reason.

Combat Helmet

Keywords

NEGATE SHRAPNEL

Lore

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

Reinforced Armour

Keywords

-2 INJURY MODIFIER

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 remain shrouded in mystery, though rumours suggest they were created by the great masters of Kabbalah. Accounts of their existence began circulating in the early days of the Great War as the destruction of Jerusalem unearthed tombs and sacred resting places. Those who had once been interned in peace now wander the unhappy land, endlessly reciting the sacred writings entrusted to them in death. On rare occasions, expeditions into No Man’s Land have encountered such creatures, and by placing a holy text of their faith into its hands, they have transformed the Scripture Guardian into a powerful ally, bound to the will of those who align with the holy (or desecrated) scroll or tome it holds.

Capable of speaking and reading the One True Language, the Scripture Guardian can unleash the powers it calls upon against anyone its master commands. It carries out its purpose with the single-mindedness of an automaton, devoid of thought or empathy. When spoken by the Guardian, the words are imbued with the primordial power of Creation, and capable of unmaking anything in their path. The longer the Guardian concentrates on its target, the greater the power it channels.
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Armoury

Melee Weapons
Bayonet
2
BAYONET LUG only
Double-Handed Blunt Weapon
10
Greatsword / Greataxe
12
Halberd-Gun
20
Elite only
Knife / Dagger
1
Trench Polearm
7
Sword / Axe
4
Titan Zulfiqar
30
Brazen Bull only
Trench Club
3
Ranged Weapons
Alaybozan
9
Sultanate Sapper only
Flame Cannon
60
LIMIT: 1
Brazen Bull only
Flamethrower
30
LIMIT: 3
Jezzail
7
MURAD Bombard
50
LIMIT: 1
Brazen Bull only
Machine Gun
50
LIMIT: 1
Musket
5
Pistol / Revolver
6
Shotgun
10
Siege Jezzail
30
Sniper Rifle
35
LIMIT: 2
Janissary, Elite only
Sultanate Grand Cannon
60
LIMIT: 2
Grenades
Frag Grenades
7
Incendiary Grenades
15
Jabirean Alchemist only
Armour
Alchemist Armour
50
LIMIT: 1
Elite only
Reinforced Armour
40
Janissary, Elite only
Standard Armour
15
Shields
Iron Wall Kalkan
30
LIMIT: 1
Trench Shield
10
Equipment
Alchemical Ammunition
3
Jezzail, Siege Jezzail, Alaybozan, Halberd-Gun only
Anqa Guard
10
Banner of Desert Wind
30
LIMIT: 1
Binoculars
10
Elite only
Combat Helmet
5
Explosive Charges
35
LIMIT: 1
Gas Mask
5
Holy Relic
2
Elite only
Marid Shovel
15
Brazen Bull only
Medi-Kit
5
Mountaineer Kit
3
LIMIT: 2
Musical Instrument
15
LIMIT: 1
Shovel
5
Takwin Anqa Bird
2
LIMIT: 1
Elite only
Troop Flag
1
LIMIT: 1
Exploration Only
Damascus Armour
5
LIMIT: 1
Elite only
Field Hospital
10
LIMIT: 1
Kilij
2
LIMIT: 2
Elite only
Knighthood
4
LIMIT: 1
Elite only
Masterworks Jezzail
4
LIMIT: 1
Elite only
Rocket-Propelled Grenade
2
LIMIT: 2
Sniper Scope
2
LIMIT: 2
Rifle only
Sultanate Grand Cannon
10
LIMIT: 1
Brazen Bull only
Trench Dog
1
LIMIT: 1
Trench Dog (Guard Dog)
2
LIMIT: 1

Base Faction

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