House of Wisdom

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
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.
Captains

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.
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.
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.
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.

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.
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.


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.

Add -1 INJURY DICE to Injury Rolls for the model.
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.
The model can make a Melee Attack even though it does not have any Melee Weapons.
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.
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.


