Fidai of Alamut - The Cabal of Assassins

fc_ironsultanate_fv_fidaiofalamut
Faction lore

The pact between the Iron Sultanate and the Assassin fortress of Alamut ensures that the Sultan is served by the exquisitely skilled killers of the Old Man of the Mountain in exchange for independence of the Assassin’s domain.

But though most outsiders know the Assassins through their service to the forces of the Iron Wall, sometimes during the dark of night small, deadly bands move silently into the hellscape of No Man’s Land. In deepest secrecy Rashid al-Din Sinan, the undisputed ruler of Alamut dispatches his hand-picked disciples on Missions of his own, communicating their orders with no spoken words, signs nor written messages, but talking directly to them in their dreams. What the purpose of such operations is no-one knows, and not even the most sadistic Heretic torturer-priest has been able to make them divulge the secrets of Alamut from captured Assassins. These warbands are known as Fida’i (which means ‘Sacrifice’), dedicated to completing their mission and returning to Alamut to receive rewards said to be able to match those of Paradise itself. They are led by a Master Assassin: one of the deadly Hands of Alamut, with two fully-trained members of the Order. A number of trainee acolytes will serve them during the mission, eager to prove their mettle and be initiated into the Order of Assassins.

Alamut is also a home to a renegade sect of Ismaili Dervishes, warrior monks sworn to poverty and a lethal way of fighting. They accompany the Assassins on their secret missions as an act of piety and payment for their shelter, and their whirling dance of death has been the end of many a disbeliever.

Faction Rules

Master Assassin
A Master Assassin has the Keyword TOUGH. The Master Assassin costs 95 ducats.
Killing Squad
Your warband may have a single Fireteam. These Fireteams may consist of any two models from your warband. Models in Fireteams gain the Keyword FIRETEAM.
Flock of Assassins
The Fida’i of Alamut can have up to three Assassins. The warband must include a Master Assassin that counts as one of the three.
Dervishes
The warband may include up to four Dervishes (use Janissary statistics including Armoury selection, but they cannot use Reinforced Armour). These troops have the Whirling Dervishes special rule instead of the Keyword STRONG.
Assassin Acolytes
Up to three Azebs of the warband can have the Keyword INFILTRATOR at the cost of +10 ducats per model.
Art of Assassination
Any Assassin of the warband may buy any one of several abilities at the cost indicated. There cannot be any duplicates in the warband and you can only buy one for each Assassin.

Art Of Assassination
Hallucinogen Disguise - 20 Ducats
Limit: 1
An INFILTRATOR with this ability can be deployed anywhere on the battlefield, including the enemy Deployment Zone, as long as the model is at least 8” away from any enemy models. The model does not have to be out of Line of Sight. Binoculars or Guard Dogs have no effect on this ability.
Thunderbolt of Alamut - 20 Ducats
Limit: 1
The model has +2” movement and +1 DICE on its Dash ACTIONS.
Mirage of Time - 15 Ducats
Limit: 1
Both Ranged and Melee attacks against the Assassin suffer -1 DICE penalty when determining if they hit.
Secret Paths - 10 Ducats
Limit: 1
At the start of the battle, right before the first model is set up, declare whether or not this model will be set up by using Secret Paths. A model using the Secret Paths is not set up on the battlefield at the start of the battle and it may not be activated normally during the first turn.

Starting in the second turn, you may activate these models. When you do, set up the model in contact with an edge of the battlefield but more than 8” away from all enemy models at the start of its activation. If both players have such models, the starting player declares whether one of their models is deployed or not first, followed by the other player. Alternate as normal until all such models have been declared as using Secret Paths or not.
Alamut Alone
The warband may not include Yüzbaşı, Alchemist, Janissaries, Lions of Jabir or Brazen Bulls.

Captains

Master Assassin
md_sultanateassassin_mv_masterassassin
Cost:95 Ducats
Availability:1
Movement
6"/Infantry
Melee
+2D
Ranged
+1D
Armour
0
Base:32mm
Keywords:TOUGH, SULTANATE, INFILTRATOR, ELITE
Image:@Emitoo
Abilities
Time Slip:

If any type of attack (melee, ranged, mine etc.) misses the Assassin, they may slip into a moment in the future. The Assassin can move into any unoccupied space within 6”, though they cannot be moved within 1” of any enemy model or leave the gaming table. If moving out of melee this way, enemies do not get free attacks.

Temporal Assassin:

After the Assassin makes a Charge Roll, but before it moves toward its target, you may instead choose to have the Assassin split itself through time if it has not already taken a Melee Attack ACTION this Activation.


Choose up to two enemy models within the charging distance of the Assassin. Then, place the Assassin into base contact with each enemy model, one after the other. It may make a Melee Attack against each one with a single melee weapon that it is equipped with. After the attacks (and any resulting effects) have been resolved, place the Assassin at either location. The Assassin cannot make any further melee attacks during this Activation.

Equipment
The Assassin can be equipped with any weapon, armour and equipment from the Iron Sultanate Equipment List.
Art Of Assassination
Hallucinogen Disguise - 20 Ducats
Limit: 1
An INFILTRATOR with this ability can be deployed anywhere on the battlefield, including the enemy Deployment Zone, as long as the model is at least 8” away from any enemy models. The model does not have to be out of Line of Sight. Binoculars or Guard Dogs have no effect on this ability.
Thunderbolt of Alamut - 20 Ducats
Limit: 1
The model has +2” movement and +1 DICE on its Dash ACTIONS.
Mirage of Time - 15 Ducats
Limit: 1
Both Ranged and Melee attacks against the Assassin suffer -1 DICE penalty when determining if they hit.
Secret Paths - 10 Ducats
Limit: 1
At the start of the battle, right before the first model is set up, declare whether or not this model will be set up by using Secret Paths. A model using the Secret Paths is not set up on the battlefield at the start of the battle and it may not be activated normally during the first turn.

Starting in the second turn, you may activate these models. When you do, set up the model in contact with an edge of the battlefield but more than 8” away from all enemy models at the start of its activation. If both players have such models, the starting player declares whether one of their models is deployed or not first, followed by the other player. Alternate as normal until all such models have been declared as using Secret Paths or not.
Lore
Assassins are a legendary order of mystic warriors, whispered about the world over for their secrecy and ruthlessness. Assassins are able to bend space and time using the sacred rituals and powerful hallucinogens discovered by magi of the order. With this esoteric power they prowl behind enemy lines, hunting their targets with merciless efficiency. They can seemingly appear in two places simultaneously, strike a foe with startling speed and then travel back into time to a moment a few heartbeats before, safe from any retaliation.
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Elite

Sultanate Assassin
md_sultanateassassin
Cost:85 Ducats
Availability:0-2
Movement
6"/Infantry
Melee
+2D
Ranged
+1D
Armour
0
Base:32mm
Keywords:SULTANATE, ELITE, INFILTRATOR
Image:@Emitoo
Abilities
Time Slip:

If any type of attack (melee, ranged, mine etc.) misses the Assassin, they may slip into a moment in the future. The Assassin can move into any unoccupied space within 6”, though they cannot be moved within 1” of any enemy model or leave the gaming table. If moving out of melee this way, enemies do not get free attacks.

Temporal Assassin:

After the Assassin makes a Charge Roll, but before it moves toward its target, you may instead choose to have the Assassin split itself through time if it has not already taken a Melee Attack ACTION this Activation.


Choose up to two enemy models within the charging distance of the Assassin. Then, place the Assassin into base contact with each enemy model, one after the other. It may make a Melee Attack against each one with a single melee weapon that it is equipped with. After the attacks (and any resulting effects) have been resolved, place the Assassin at either location. The Assassin cannot make any further melee attacks during this Activation.

Equipment
The Assassin can be equipped with any weapon, armour and equipment from the Iron Sultanate Equipment List.
Art Of Assassination
Hallucinogen Disguise - 20 Ducats
Limit: 1
An INFILTRATOR with this ability can be deployed anywhere on the battlefield, including the enemy Deployment Zone, as long as the model is at least 8” away from any enemy models. The model does not have to be out of Line of Sight. Binoculars or Guard Dogs have no effect on this ability.
Thunderbolt of Alamut - 20 Ducats
Limit: 1
The model has +2” movement and +1 DICE on its Dash ACTIONS.
Mirage of Time - 15 Ducats
Limit: 1
Both Ranged and Melee attacks against the Assassin suffer -1 DICE penalty when determining if they hit.
Secret Paths - 10 Ducats
Limit: 1
At the start of the battle, right before the first model is set up, declare whether or not this model will be set up by using Secret Paths. A model using the Secret Paths is not set up on the battlefield at the start of the battle and it may not be activated normally during the first turn.

Starting in the second turn, you may activate these models. When you do, set up the model in contact with an edge of the battlefield but more than 8” away from all enemy models at the start of its activation. If both players have such models, the starting player declares whether one of their models is deployed or not first, followed by the other player. Alternate as normal until all such models have been declared as using Secret Paths or not.
Lore
Assassins are a legendary order of mystic warriors, whispered about the world over for their secrecy and ruthlessness. Assassins are able to bend space and time using the sacred rituals and powerful hallucinogens discovered by magi of the order. With this esoteric power they prowl behind enemy lines, hunting their targets with merciless efficiency. They can seemingly appear in two places simultaneously, strike a foe with startling speed and then travel back into time to a moment a few heartbeats before, safe from any retaliation.
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Infantry

Assassin Acolyte
md_azeb_mv_acolyte
Cost:25 Ducats
Availability:Unlimited
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Base:25mm
Keywords:SULTANATE
Image:@Emitoo
Equipment
Azebs can be equipped with any weapon, armour and equipment from the Iron Sultanate Armoury.
Upgrades
Infiltrator - 10 Ducats
Limit: 3
The model is converted to an INFILTRATOR. The model can be placed anywhere on the table out of line of sight of any enemies, but at least 8” away from the closest enemy. Deployed after all other models without the Keyword INFILTRATOR.
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
These warbands are known as Fida’i (which means ‘Sacrifice’), dedicated to completing their mission and returning to Alamut to receive rewards said to be able to match those of Paradise itself. They are led by a Master Assassin: one of the deadly Hands of Alamut, with two fully-trained members of the Order. A number of trainee acolytes will serve them during the mission, eager to prove their mettle and be initiated into the Order of Assassins.
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Dervish
md_janissaries_mv_dervish
Cost:55 Ducats
Availability:0-4
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Base:32mm
Keywords:SULTANATE
Image:@Emitoo
Abilities
Whirling Dervishes:

The ritual Dance of the Dervishes is hypnotic to witness, and it is as graceful as it is deadly. All Ranged attacks against Dervishes suffer -1 DICE penalty. Dervishes do not suffer the normal -1 DICE to hit for fighting with an Off-Hand weapon.

Counter-Charge:

If the first ACTION a Janissary makes during their Activation is a Charge, they can add +1 DICE to their subsequent Melee Attack ACTIONS during this Activation.

Equipment
Janissaries can be equipped with any weapon, armour and equipment from the Iron Sultanate Armoury.
Lore
Alamut is also a home to a renegade sect of Ismaili Dervishes, warrior monks sworn to poverty and a lethal way of fighting. They accompany the Assassins on their secret missions as an act of piety and payment for their shelter, and their whirling dance of death has been the end of many a disbeliever.
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Sultanate Sapper
md_sultanatesapper
Cost:50 Ducats
Availability:0-2
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
0
Base:25mm
Keywords:SULTANATE
Image:@Emitoo
Abilities
Mine-Setting:

As an ACTION with +2 DICE, the Sapper can mine a piece of terrain they alone are touching, no bigger than 8” x 8” (an 8” section of trench, a wall, a tree, a building etc). If successful, the terrain piece is now mined.


Any model (except the Sapper who set the mine) who moves into contact with the terrain piece will trigger the mine. Roll on the Injury Chart to see what happens to the model. The mine has the Keyword SHRAPNEL. After this, the terrain piece is no longer mined.

De-Mine:

As a RISKY ACTION the Sapper can disable any mine (see Scenarios) they move in contact with. If they fail, the mine blows causing damage as per the rules.

Forward Positions:

When the Sapper is set up during standard deployment, it can be placed up to 6” away from its player’s Deployment Zone. If deployed in this way, it must be in contact with a piece of scenery. This ability cannot be used if playing a scenario that does not allow the use of INFILTRATORS.

Fortify:

During their Activation, a Sapper can take a RISKY ACTION with +1 DICE. If successful, the Sapper is considered to be in Cover until the model moves. This ACTION cannot be used if the model is in melee combat.

Equipment
Sappers are equipped with shovels. This equipment can never be removed. They can be equipped with any weapon, armour and equipment from the Iron Sultanate Armoury.

Shovel

RangeMelee
ModifiersWielding is Optional
Rules

A model equipped with a shovel always starts the game in cover if deployed on ground level, even if placed in open terrain. As soon as the model moves, it is no longer in cover. A model that is covered in this way retains the benefit of Cover even if the attacking model has an unobstructed view of it.

If a model equipped with a shovel has two hands free, it can use it in Melee Combat as if it were a Trench Club.

Lore

Battlefield shovel allows troops to dig in and fight from cover in virtually any battlefield.

Lore
The Sultan’s Sappers are highly respected and valued specialists in the Sultan’s army. They are expected to man the great cannons of the Iron Wall no matter what the enemies throw at them, and since their mighty artillery is prone to overheating, they are easily identified by the terrible burns all over their bodies.
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Mercenaries

Combat Biologist
md_combatbiologist
Cost:3 Glory
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.

Equipment
A Combat Biologist always has Standard armour, a Gas Mask, and a Vivisector. You cannot alter the Biologist battlekit in any way.

Standard Armour

Rules

-1 to all Injury Chart rolls against the model. Can be combined with any shield.

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 mass-produced, but highly effective even against high-calibre weapons.

Gas Mask

Rules

Ignores additional BLOOD MARKERS caused by the Keyword GAS. Any such attacks suffer -1 DICE penalty to all injury rolls.

Lore

Mustard Gas, phosgene, chlorine as well as noxious fumes from the bolgias of Hell plague the battlefield. The Gas Mask allows soldiers to withstand such attacks.

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 Glory
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Base:32mm
Image:@Emitoo
Abilities
Sworn Sword:

Mamluks can form a FIRETEAM with any one ELITE model in the Warband they are part of. This FIRETEAM is always in addition to any other FIRETEAM(s) the Warband is allowed to form. If a Mamluk joins a New Antioch FIRETEAM, the model benefits from the Co-ordinated Fireteam special rules.

Martial Prowess:

Mamluks are disciples of Furūsiyya, the Knightly Discipline passed on through generations, they practice ceaselessly and have few equals. This gives their Jezzails the Keyword ASSAULT as well as the Shield Combo ability. Additionally, they suffer no penalties for fighting with off-hand weapons in melee.

Arabian Destrier:

Unless the scenario prohibits use of the special deployment of INFILTRATORS, you may deploy the Mamluk on any table edge as long as they are at least 8” away from any enemy model after INFILTRATORS are deployed. Mamluks can also be deployed in your own deployment zone as standard.

Equipment
A Mamluk carries a Jezzail with Alchemical Ammunition. They wear a Helmet and Reinforced Armour. In addition, before each battle, you may choose one of several loadouts from their personal armoury

Jezzail

Range18"
Hands
2 Hands (Ranged)
Lore

These long arms are by far the most common weapons carried by the soldiers of the Sultanate of the Great Iron Wall. Their barrels are smoothbore which limits their accuracy at range, but this is more than made up for by the fact that this allows them to be loaded with different types of alchemical ammunition made by the Jabirean Alchemists.

Alchemical Ammunition

Rules

Adds +1 DICE to Ranged Attack rolls on the Action Success Chart. Can only be used with Jezzails, Alaybozan, Halberd-Guns and Siege Jezzails.

Lore

Jabirean Alchemists craft these Jezzail bullets from the slivers of the Iron Wall. Each such shot is carved the Seal of Solomon, guiding them during their path through the air.

Reinforced Armour

Rules

Grants a -2 modifier to all injury rolls against the model wearing this armour.

Lore

Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.

Combat Helmet

Rules

Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

Lore

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

Choose One of the Following
Trench Polearm and Trench Shield
Sword / Axe and Pistol / Revolver
Mamluk Greatsword
Lore
Mamluks are an echo of a bygone age, last members of the warrior-elite that once ruled a great empire in Northern Africa. They suffered grievous losses at the earliest stages of the Great War when the Legions of demon Zalambuer emerged from the Hellgate. The Fatimids led their Mamluk forces in a desperate campaign to reclaim the Levant, but of their fate there is no tale. Instead of returning victorious warriors, the slaves of Jahannam rushed through Sinai like an evil wind, razing Alexandria and Cairo to the ground. The remaining Mamluks fought bitterly to protect their homes, but to no avail. Too proud to leave their ancestral homes at the mercy of evil, some of the last Mamluks did not heed the call to migrate beyond the Iron Wall, and instead dispersed throughout the lands they once ruled to fight on – a fight that has never ceased since those dark days.

To this day the Mamluk knights play a deadly game of ambush and sudden raids on the Aegyptian front against Mammon’s legions, making their living as swords for hire, waging an endless war against the Heretics and composing poems of lamentation in memory of their lost and devastated homelands. Generations of war have hardened the Mamluks into peerless warriors, for parents pass on the secrets of Furūsiyya, the martial skills and ethical conduct of the Arabian Knights, to their children. Too few in numbers to wage open war, the Mamluks instead fight alongside any of the Peoples of the Book, making their living by offering their swords to the highest bidder, as long as such a leader promises to fight the forces of Shaytan. They respect noble character and martial prowess above all, and often bond by sharing their way of the sword with an ally they respect.

Only a few of the famed artificial heavy warhorses of the Mamluks remain, and they are not risked in open combat unless they are used directly to defend the last few hidden abodes the Mamluks still inhabit in the vast deserts that stretch beyond the Nile delta. However, these tireless steeds are used to take the heavy Mamluk warriors into advanced positions where they can disrupt the enemy’s plans and surprise exposed enemy units.
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Scripture Guardian
md_scriptureguardian
Cost:7 Glory
Availability:0-1
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Base:40mm
Keywords:GOLEM
Image:@jimmy_crisps
Abilities
Slow:

Scripture Guardian has a halved Dash distance (i.e. 3”).

Vengeful Scripture:

The Scripture Guardian reads words from the holy (or unholy!) text it carries. This is an attack ACTION with 18” range, and it can be used in either Melee or as a Ranged attack (though not both during the same Activation). Use Ranged and Melee Characteristics as appropriate. This attack ignores armour and cover. For each BLOOD MARKER the target has, add +1 to the Injury roll. Note that if armed with a melee weapon, both the Melee attack and the use of the Vengeageful Scripture can be used simultaneously.

Equipment
The Scripture Guardian carries a Scripture Scroll. It wears reinforced armour and a helmet. In addition, it has 2 arms that can be made to carry one Melee weapon available to your Warband as long as they have no restrictions (such as ELITE only, Assassins only, LIMIT: 2 etc.). You must pay the appropriate cost as standard.

Combat Helmet

Rules

Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

Lore

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

Reinforced Armour

Rules

Grants a -2 modifier to all injury rolls against the model wearing this armour.

Lore

Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.

Lore
The Origins of the Scripture Guardians are unknown, but rumours claim they are creations of great masters of Kabbalah. Reports of the Scripture Guardians began to circulate in the early days of the Great War. The destruction of Jerusalem upended great cities and unearthed tombs that should never have been disturbed, their occupants now wandering this unhappy land, endlessly reciting the sacred writings entrusted to them in death. Sometimes a lucky expedition to No Man’s Land can find such a creature, and placing a holy text of their own faith into its hands can turn the Scripture Guardian into a potent ally to whomever aligns with the holy (or indeed desecrated) scroll of tome given to its unyielding grasp.

Capable of speaking and reading the One True Language, the Scripture Guardian can unleash the powers it calls upon against anyone its master dictates. It serves its purpose with the single-mindedness of an automaton, unthinking and uncaring. Spoken by the Guardian, the words are empowered with the primordial power of Creation, and can unmake anything, growing in power the longer they target anything in the physical world.
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Armoury

Melee Weapons
Assassin's Dagger
15 Ducats
Sultanate Assassin only
Bayonet
2 Ducats
BAYONET LUG only
Golden Khanjar
20 Ducats
LIMIT: 2
Sultanate Assassin only
Double-Handed Blunt Weapon
10 Ducats
Greatsword / Greataxe
12 Ducats
Halberd-Gun
20 Ducats
Elite only
Knife / Dagger
1 Ducats
Trench Polearm
7 Ducats
Sword / Axe
4 Ducats
Trench Club
3 Ducats
Ranged Weapons
Alaybozan
9 Ducats
Sultanate Sapper only
Bow of Alamut
50 Ducats
LIMIT: 1
Sultanate Assassin only
Flamethrower
30 Ducats
LIMIT: 3
Grenades
7 Ducats
Jezzail
7 Ducats
Machine Gun
50 Ducats
LIMIT: 1
Musket
5 Ducats
Pistol / Revolver
6 Ducats
Shotgun
10 Ducats
Siege Jezzail
30 Ducats
Sniper Rifle
35 Ducats
LIMIT: 2
Janissary, Elite only
Armour
Alchemist Armour
50 Ducats
LIMIT: 1
Elite only
Reinforced Armour
40 Ducats
Janissary, Elite only
Standard Armour
15 Ducats
Trench Shield
10 Ducats
Equipment
Alchemical Ammunition
3 Ducats
Jezzail, Siege Jezzail, Alaybozan, Halberd-Gun only
Binoculars
10 Ducats
Elite only
Cloak of Alamut
25 Ducats
LIMIT: 1
Elite only
Combat Helmet
5 Ducats
Gas Mask
5 Ducats
Hashashin Leaf
5 Ducats
LIMIT: 4
Holy Relic
2 Glory
Elite only
Medi-Kit
5 Ducats
Mountaineer Kit
3 Ducats
LIMIT: 2
Musical Instrument
15 Ducats
LIMIT: 1
Not Elite only
Shovel
5 Ducats
Troop Flag
1 Glory
LIMIT: 1
Wind Amulet
10 Ducats
LIMIT: 2
Exploration Only
Damascus Armour
5 Glory
LIMIT: 1
Elite only
Kilij
2 Glory
LIMIT: 2
Elite only
Knighthood
4 Glory
LIMIT: 1
Elite only
Masterworks Jezzail
4 Glory
LIMIT: 1
Elite only
Rocket-Propelled Grenade
2 Glory
LIMIT: 2
Sniper Scope
2 Glory
LIMIT: 2
Rifle only
Trench Dog
1 Glory
LIMIT: 1
Trench Dog (Guard Dog)
2 Glory
LIMIT: 1

Base Faction