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, observatories and laboratories are unmatched. Within its halls are mechanical marvels and weapons of far-off lands, as well as trophies captured by Sultan’s forces and brought to be examined by the learned scholars of the House of Wisdom. Philosophers and theologians debate in its chambers. Ghanzal and qasida 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 Kavasses, 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. Its 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 lands of the Believers against enemy air forces and maintain vigil over lands under darkness. They make regular excursions deep into Heretic territory to witness whether the Great Sandstorm still covers the Two Holy Places, and then report the news back to the Sultan.

In exchange, the masters of the House of Wisdom have freedom to dispatch their own excursions and expeditions into the lands beyond the wall. There they 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 the blossoms of a jasmine flower in fiery heat. Sometimes they make 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 an offence to their craft and threat to the entire world.

These excursions are exceedingly dangerous and they are not undertaken lightly. Each Alchemist dispatched on such a journey is an irreplaceable loss if they die in the perils of No Man’s Land, and since they operate under their own authority, they cannot expect direct support from the Sultan’s forces. Many noble Fāris cavaliers have taken oaths to protect these scholars in their journeys, as well as the House’s own Kavass bodyguards sworn to fight and die in defence of their masters.

Faction Rules

Weapon Collections
When you create your starting Warband, you can purchase 1 piece of Battlekit from the New Antioch Armoury, and 1 piece of Battlekit from the Trench Pilgrims Armoury. The Battlekit can be given to any model in the Warband, as long as any stipulation that apply to it are followed (so there is little point in taking Battlekit that can only be used by models from the other Warbands). You can repurchase the Battlekit later during the Campaign if it is lost for any reason.
Trench Pilgrim Items
-
Change
New Antioch Items
-
Change
Takwin Homunculus
A House of Wisdom Warband can include one Takwin Homunculus for each Jabirean Alchemist in the Warband. Each Takwin Homunculus must be associated with a Jabirean Alchemist when it is added to the Warband. An Alchemist can only have a single Takwin Homunculus associated with it and vice versa. If a Takwin Homunculus’ associated Alchemist is killed during the Campaign, it cannot be deployed during a game, its Battlekit cannot be changed, and no Alchemical Formulas can be applied to it. If you add a new Jabirean Alchemist to your Warband and it has any unassociated Takwin Homunculi, you must associate one of them with the new Alchemist.
Secrets of the House of Wisdom
Each Jabirean Alchemist in a House of Wisdom Warband can have one of following abilities at the cost indicated below. You cannot give the same ability to more than one model (i.e. every Jabirean Alchemist that has an ability must have a different one).

Secrets Of The House Of Wisdom
Medicine - 15 Ducats
Limit: 1

This Alchemist isa student of Ibn Sina’s School of Medicine. This Alchemist cannot have a Medi-kit. Instead, when you Activate this Alchemist it can take a School of Medicine ACTION as part of the Activation. If it does so, take a Success Roll for the Alchemist and add +1 DICE to the roll. If the roll is a Failure, nothing happens. If it is a Success or a Critical Success, you can do one of the following things:

  • Remove 2 BLOOD MARKERS or 1 INFECTION MARKER from the Alchemist or a friendly model within 1" of the Alchemist.
  • Stand up a friendly model that is Down and which is within 1" of the Alchemist.
Cartography and Geography - 20 Ducats
Limit: 1
The Alchemist has studied long and hard the sciences of cartography and Geometry. At the start of the game, before deployment, you can pick up to 2 models in the Warband that are mounted on a base of 32mm or less, giving them the INFILTRATOR Keyword for that game.
Secrets of Takwin - 20 Ducats
Limit: 1
The Alchemist has bound their Takwin creature to themselves with unbreakable bonds. If this Alchemist is hit by an attack while within 1" of their Takwin Homunculus, you can apply the hit to the Homunculus and make the Injury Roll for it instead of the Alchemist.
Chemistry and Alchemy - 25 Ducats
Limit: 1
At the start of the first Turn of the game, before any models have been Activated, you can set up an Elemental Obstacle terrain piece that is up to 2" wide and 6" long. It must be set up more than 1" away from any other terrain pieces and more than 6" from any models. After setting it up, you must say if it has the FIRE, GAS, or SHRAPNEL Keyword. The Elemental Obstacle is Difficult and Dangerous terrain. Any Injury Rolls caused by the Dangerous terrain rule have the Keywords you chose when you set the terrain up.
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. Add +1 DICE to Morale Check Success Rolls for this Alchemist’s Warband, as long as the Alchemist is not Down or Out of Action. In addition, if this Alchemist’s Warband becomes Shaken, ignore the requirement that all Success Rolls become Risky Success Rolls (however you still need to see if the Warband flees in the following Turn’s Morale Phase).
Private Venture
A House of Wisdom Warband cannot include a Yüzbaşı, Janissaries, or Sultanate Assassins.
Pride of Jabir
A House of Wisdom Warband can include 0-3 Lions of Jabir.
Noble Guardians
A House of Wisdom can include 0-2 Fāris. The Fāris use the Janissary Warband Entry, but have the ELITE Keyword at no additional cost in ducats.
Kavass
Kavasses are sworn guardians of the House of Wisdom. You can change the Melee Characteristic of up to 3 Azebs in a House of Wisdom Warband from -1 DICE to +0 DICE at a cost of +5 each. However, you cannot give these Azebs the SKIRMISHER Keyword.
Alchemists
A House of Wisdom Warband must include 1-2 Jabirean Alchemists. In addition, Alchemist Armour in a House of Wisdom Warband has a Limit of 2.

Captains

Jabirean Alchemist
md_jabireanalchemist
Cost:55
Availability: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.

Chosen Homulculus:

Battlekit
A Jabirean Alchemist can have any Battlekit from the Iron Sultanate Armoury Tables
Secrets Of The House Of Wisdom
Medicine - 15 Ducats
Limit: 1

This Alchemist isa student of Ibn Sina’s School of Medicine. This Alchemist cannot have a Medi-kit. Instead, when you Activate this Alchemist it can take a School of Medicine ACTION as part of the Activation. If it does so, take a Success Roll for the Alchemist and add +1 DICE to the roll. If the roll is a Failure, nothing happens. If it is a Success or a Critical Success, you can do one of the following things:

  • Remove 2 BLOOD MARKERS or 1 INFECTION MARKER from the Alchemist or a friendly model within 1" of the Alchemist.
  • Stand up a friendly model that is Down and which is within 1" of the Alchemist.
Cartography and Geography - 20 Ducats
Limit: 1
The Alchemist has studied long and hard the sciences of cartography and Geometry. At the start of the game, before deployment, you can pick up to 2 models in the Warband that are mounted on a base of 32mm or less, giving them the INFILTRATOR Keyword for that game.
Secrets of Takwin - 20 Ducats
Limit: 1
The Alchemist has bound their Takwin creature to themselves with unbreakable bonds. If this Alchemist is hit by an attack while within 1" of their Takwin Homunculus, you can apply the hit to the Homunculus and make the Injury Roll for it instead of the Alchemist.
Chemistry and Alchemy - 25 Ducats
Limit: 1
At the start of the first Turn of the game, before any models have been Activated, you can set up an Elemental Obstacle terrain piece that is up to 2" wide and 6" long. It must be set up more than 1" away from any other terrain pieces and more than 6" from any models. After setting it up, you must say if it has the FIRE, GAS, or SHRAPNEL Keyword. The Elemental Obstacle is Difficult and Dangerous terrain. Any Injury Rolls caused by the Dangerous terrain rule have the Keywords you chose when you set the terrain up.
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. Add +1 DICE to Morale Check Success Rolls for this Alchemist’s Warband, as long as the Alchemist is not Down or Out of Action. In addition, if this Alchemist’s Warband becomes Shaken, ignore the requirement that all Success Rolls become Risky Success Rolls (however you still need to see if the Warband flees in the following Turn’s Morale Phase).
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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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.

Chosen Homulculus:

Battlekit
A Jabirean Alchemist can have any Battlekit from the Iron Sultanate Armoury Tables
Secrets Of The House Of Wisdom
Medicine - 15 Ducats
Limit: 1

This Alchemist isa student of Ibn Sina’s School of Medicine. This Alchemist cannot have a Medi-kit. Instead, when you Activate this Alchemist it can take a School of Medicine ACTION as part of the Activation. If it does so, take a Success Roll for the Alchemist and add +1 DICE to the roll. If the roll is a Failure, nothing happens. If it is a Success or a Critical Success, you can do one of the following things:

  • Remove 2 BLOOD MARKERS or 1 INFECTION MARKER from the Alchemist or a friendly model within 1" of the Alchemist.
  • Stand up a friendly model that is Down and which is within 1" of the Alchemist.
Cartography and Geography - 20 Ducats
Limit: 1
The Alchemist has studied long and hard the sciences of cartography and Geometry. At the start of the game, before deployment, you can pick up to 2 models in the Warband that are mounted on a base of 32mm or less, giving them the INFILTRATOR Keyword for that game.
Secrets of Takwin - 20 Ducats
Limit: 1
The Alchemist has bound their Takwin creature to themselves with unbreakable bonds. If this Alchemist is hit by an attack while within 1" of their Takwin Homunculus, you can apply the hit to the Homunculus and make the Injury Roll for it instead of the Alchemist.
Chemistry and Alchemy - 25 Ducats
Limit: 1
At the start of the first Turn of the game, before any models have been Activated, you can set up an Elemental Obstacle terrain piece that is up to 2" wide and 6" long. It must be set up more than 1" away from any other terrain pieces and more than 6" from any models. After setting it up, you must say if it has the FIRE, GAS, or SHRAPNEL Keyword. The Elemental Obstacle is Difficult and Dangerous terrain. Any Injury Rolls caused by the Dangerous terrain rule have the Keywords you chose when you set the terrain up.
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. Add +1 DICE to Morale Check Success Rolls for this Alchemist’s Warband, as long as the Alchemist is not Down or Out of Action. In addition, if this Alchemist’s Warband becomes Shaken, ignore the requirement that all Success Rolls become Risky Success Rolls (however you still need to see if the Warband flees in the following Turn’s Morale Phase).
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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Fāris
md_janissaries_mv_faris
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.

Battlekit
A Janissary can have any Battlekit from the Iron Sultanate Armoury Tables.
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.
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Infantry

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.

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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Kavass
md_azeb_mv_kavass
Cost:25
Availability:Unlimited
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Base:25mm
Keywords:SULTANATE
Image:@Emitoo
Battlekit
An Azeb can have any Battlekit from the Iron Sultanate Armoury Tables.
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.
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Lion of Jabir
md_lionofjabir
Cost:60
Availability:0-3
Movement
8"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Base:50mm
Keywords:SULTANATE, ARTIFICIAL
Image:@Emitoo
Abilities
Artificial Life:

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

Pin:

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).

Lion's Grace:

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.

Teeth and Claws:

The model can make a Melee Attack even though it doesn’t have a Melee Weapon.

Battlekit
A Lion of Jabir can have Armour and/or a Wind Amulet from the Iron Sultanate Armoury Tables. They cannot have Shields or any other Battlekit. Any number of Lions of Jabir can have the FEAR Keyword at a cost of +5 each.
Upgrades
Fierce and Brave - 5 Ducats
The model gains the FEAR keyword.
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, and they are 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.
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Sultanate Sapper
md_sultanatesapper
Cost:50
Availability:0-2
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 ).

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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Takwin Homunculus
md_takwincreation
Cost:40
Availability:Number of Jabirean Alchemist
Movement
6"/Infantry
Melee
0D
Ranged
0D
Armour
0
Base:25mm
Keywords:SULTANATE, ARTIFICIAL
Image:@Emitoo
Abilities
Artificial Life:

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

Re-creation:

If a Takwin Homunculus is killed in the postbattle sequence, you do not have to remove it from your roster. Instead, you can spend 40 to leave it on the Roster.

Pummelling Blows:

The model can make a Melee Attack even though it does not have any Melee Weapons.

Battlekit
A Takwin Homunculus cannot have any Battlekit but can have Alchemical Formulas.
Upgrades
Additional Arm - 15 Ducats
This Takwin Homunculus can make 2 Melee Attacks, one after the other, when it takes a Fight ACTION in the Trench Crusade Digital Rulebook). Note that if you spend BLOOD MARKERS to modify the Injury Rolls for one attack, they do not modify Injury Rolls for any of the subsequent attacks.
Elemental Resistance - 40 Ducats
Give this Takwin Homunculus the NEGATE FIRE and NEGATE GAS Keywords. In addition, add -1 INJURY DICE to Injury Rolls for attacks with the FIRE or GAS Keywords that target this Takwin Homunculus.
Enslaved Mind - 10 Ducats
Give this Takwin Homunculus and one other model in your Warband the FIRETEAM Keyword. The other model can only form a Fireteam with this Homunculus.
Gargantuan Size - 20 Ducats
A Takwin Homunculus can only have this Alchemical Formula if it already has the Human Hands, Inhuman Strength, and Massive Size Alchemical Formulas. The Homunculus can use 1 Weapon that can usually only be taken by a Brazen Bull, and its base size is increased to 60mm.
Hawk Eyes - 10 Ducats
The eyesight of the Homunculus is based on that of a predatory bird. Change the Ranged Characteristic of this Takwin Homunculus to +1 DICE. A Homunculus cannot have the Hawk Eyes Alchemical Formula if it has the Hypnotic Eyes Alchemical Formula unless it also has the Two Heads Alchemical Formula.
Human Hands - 10 Ducats

This Takwin Homunculus can have Ranged and Melee Weapons from the Iron Sultanate Armoury. It can also have a Trench Shield or a Fire Shield. A Homunculus cannot have the Human Hands Alchemical Formula if it has the Wings Alchemical Formula.

If a Takwin Homunculus with Human hands also has an Additional Arm, when it takes a Fight ACTION it can make 1 Melee Attack with each Melee Weapon that it has, one after the other. If it makes more than 1 attack, the Off-Hand Melee Modifier applies to the last Melee Attack that it makes. When it takes a Shoot ACTION it can make 1 Range Attack with up to two Ranged Weapons that it has, one after the other.

Hypnotic Eyes - 15 Ducats
Add -1 DICE to Success Rolls for Melee Attacks that target this Takwin Homunculus, unless the attack is made by a Sniper Priest or a model with the BLACK GRAIL Keyword. A Homunculus cannot have the Hypnotic Eyes Alchemical Formula if it has the Hawk Eyes Alchemical Formula unless it also has the Two Heads Alchemical Formula.
Inhuman Strength - 15 Ducats
The musculature of the Homunculus is reinforced, replaced and strengthened. Give this Takwin Homunculus the STRONG Keyword, change its Melee Characteristic to +1 DICE, and increase its base size to 32mm.
Massive Size - 30 Ducats
The Homunculus’ size is increased into vast proportions. Give this Takwin Homunculus the TOUGH Keyword and increase its base size to 50mm. A Homunculus cannot have the Massive Size Alchemical Formula if it has the Wings Alchemical Formula.
Regenerative Tissue - 25 Ducats
When you Activate this Takwin Homunculus, before carrying out any ACTIONS you can remove up to 1 BLOOD MARKER from the model.
Seal of Solomon - 10 Ducats
This Formula greatly enhances the intelligence of the Homunculus and makes it painfully aware of its artificial existence. This Takwin Homunculus can have Battlekit from the Iron Sultanate Armoury
Startling Speed - 10 Ducats
Add +1 DICE to the Risky Success Roll for this Takwin Homunculus when it takes a Dash ACTION
Terrifying Appearance - 10 Ducats
The formula bestows an alluring beauty or horrifying visage upon the Homunculus. Give this Takwin Homunculus FEAR Keyword.
Two Heads - 5 Ducats
This Takwin Homunculus can have both the Hawk Eyes and Hypnotic Eyes Alchemical Formulas.
Wings - 30 Ducats
Change this Takwin Homunculus’s Movement Characteristic to 8"/Flying. A Homunculus cannot have the Wings Alchemical Formula if it has the Massive Size Alchemical Formula.
Lore
Takwin Homunculi can take almost any shape and their sizes can range from a tiny imp to a towering colossus of 15 feet tall or more, depending on the skills and needs of the Alchemist that created them. Often their existence is a harsh one, even death does not release them from servitude as they can simply be repaired and re-animated. Some with sufficient intelligence take a philosophical stance and find fulfilment in their service to a greater cause.
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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
Grenades
Frag Grenades
7
Incendiary Grenades
15
Jabirean Alchemist only
Armour
Alchemist Armour
50
LIMIT: 2
Elite only
Reinforced Armour
40
Janissary, Elite only
Standard Armour
15
Shields
Fire Shield
20
LIMIT: 2
Trench Shield
10
Equipment
Alchemical Ammunition
3
Jezzail, Siege Jezzail, Alaybozan, Halberd-Gun only
Binoculars
10
Elite only
Cloak of Alamut
25
LIMIT: 1
Elite only
Combat Helmet
5
Elixer of Al-Khidr
10
LIMIT: 1
Not Artificial only
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
Wind Amulet
10
LIMIT: 2
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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