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 the independence of the Assassins’ 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.

These warbands are known as Fida’i (which means “Sacrifice”), dedicated to completing their mission and returning to Alamut to receive rewards said to match those of Paradise itself. They are led by a Master Assassin, accompanied by 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 Isma’ili 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 Fida’i of Alamut Warband must include 1 Master Assassin. The Master Assassin uses the Sultanate Assassin Warband Entry, except that it has the TOUGH Keyword and has a cost of 95 .
Killing Squad
A Fida’i of Alamut Warband can include 1 Fireteam, consisting of any 2 models from the Warband. Both of the models in the Fireteam are given the FIRETEAM Keyword at no additional cost in .
Flock of Assassins
A Fida’i of Alamut Warband can include 0-2 Sultanate Assassins and 1 Master Assassin.
Dervishes
A Fida’i of Alamut Warband can include 0-4 Dervishes. The Dervishes use the Janissaries Warband Entry, but cannot wear Reinforced Armour and replace the STRONG Keyword with the IGNORE OFF-HAND WEAPON Keyword and the Whirling Dervish ability.
Assassin Acolytes
Up to three Azeb models in a Fida’i of Alamut Warband can be given the INFILTRATOR Keyword at a cost of +10 each.
Art of Assassination
Each Sultanate Assassin and Master Assassin in a Fida’i of Alamut Warband can have one of the following abilities at the additional cost in indicated below. You cannot give the same ability to more than one model (i.e. every Assassin that has an ability must have a different one).

Art Of Assassination
Hallucinogen Disguise - 20 Ducats
Limit: 1
If this Assassin is deployed using the INFILTRATOR Keyword, it must be deployed at least 8" away from any enemy models but you may ignore any and all other restrictions that apply to deploying an INFILTRATOR. For example, the model can be deployed in the Line of Sight of an enemy model, enemy Guard Dogs do not affect how it is deployed, and so on.
Thunderbolt of Alamut - 20 Ducats
Limit: 1
Add 2" to this Assassin’s Movement Characteristic, and add +1 DICE to the Success Roll when this Assassin takes a Dash ACTION.
Mirage of Time - 15 Ducats
Limit: 1
Add -1 DICE to the Success Roll for attacks that target this Assassin.
Secret Paths - 10 Ducats
Limit: 1
At the start of the game, before deployment, you can say that this Assassin is using Secret Paths. If you do so, the Assassin is not deployed at the start of the game, and cannot be Activated in the first Turn of the game. Starting from the second Turn, you can Activate the Assassin using the Secret Paths. To do so, deploy the Assassin in contact with any edge of the battlefield and more than 8" away from all enemy models. You can then carry on with the rest of its Activation normally.
Alamut Alone
A Fida’i of Alamut Warband cannot include a Yüzbaşı, a Jabirean Alchemist, any Janissaries, Lions of Jabir or Brazen Bulls.

Captains

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

If your opponent fails their Success Roll for an attack targeting an Assassin, you can say the Assassin will slip into a moment in the future. If you do so, you can redeploy it anywhere within 6" of its original location (measured from the centre of its base to the centre of its base), and more than 1" away from any enemy models. Note that if the Assassin starts within 1" of an enemy model, this is not treated as a Retreat, so the enemy model cannot make a Melee Attack before the Assassin makes the time slip.

Temporal Assassin:

After determining the Charge Bonus for an Assassin that has not already carried out a Fight ACTION in its Activation, you can say that the Assassin will split itself through time. If you do so, choose two different enemy models that the Assassin can reach with its Charge, move the Assassin to within 1" of one of the enemy models you picked as normal, and then make a Melee Attack with the enemy model as the target. After resolving the Melee Attack, you can immediately redeploy the Assassin to within 1" of the other model that you picked, and then make a second Melee Attack with the other enemy model as the target. The Assassin must use the same Melee Weapon for both attacks, and cannot take a Fight ACTION later in the same Activation.

Battlekit
A Sultanate Assassin can have any Battlekit from the Iron Sultanate Armoury
Art Of Assassination
Hallucinogen Disguise - 20 Ducats
Limit: 1
If this Assassin is deployed using the INFILTRATOR Keyword, it must be deployed at least 8" away from any enemy models but you may ignore any and all other restrictions that apply to deploying an INFILTRATOR. For example, the model can be deployed in the Line of Sight of an enemy model, enemy Guard Dogs do not affect how it is deployed, and so on.
Thunderbolt of Alamut - 20 Ducats
Limit: 1
Add 2" to this Assassin’s Movement Characteristic, and add +1 DICE to the Success Roll when this Assassin takes a Dash ACTION.
Mirage of Time - 15 Ducats
Limit: 1
Add -1 DICE to the Success Roll for attacks that target this Assassin.
Secret Paths - 10 Ducats
Limit: 1
At the start of the game, before deployment, you can say that this Assassin is using Secret Paths. If you do so, the Assassin is not deployed at the start of the game, and cannot be Activated in the first Turn of the game. Starting from the second Turn, you can Activate the Assassin using the Secret Paths. To do so, deploy the Assassin in contact with any edge of the battlefield and more than 8" away from all enemy models. You can then carry on with the rest of its Activation normally.
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
Availability:0-2
Movement
6"/Infantry
Melee
+2D
Ranged
+1D
Armour
0
Base:32mm
Keywords:SULTANATE, ELITE, INFILTRATOR
Image:@Emitoo
Abilities
Time Slip:

If your opponent fails their Success Roll for an attack targeting an Assassin, you can say the Assassin will slip into a moment in the future. If you do so, you can redeploy it anywhere within 6" of its original location (measured from the centre of its base to the centre of its base), and more than 1" away from any enemy models. Note that if the Assassin starts within 1" of an enemy model, this is not treated as a Retreat, so the enemy model cannot make a Melee Attack before the Assassin makes the time slip.

Temporal Assassin:

After determining the Charge Bonus for an Assassin that has not already carried out a Fight ACTION in its Activation, you can say that the Assassin will split itself through time. If you do so, choose two different enemy models that the Assassin can reach with its Charge, move the Assassin to within 1" of one of the enemy models you picked as normal, and then make a Melee Attack with the enemy model as the target. After resolving the Melee Attack, you can immediately redeploy the Assassin to within 1" of the other model that you picked, and then make a second Melee Attack with the other enemy model as the target. The Assassin must use the same Melee Weapon for both attacks, and cannot take a Fight ACTION later in the same Activation.

Battlekit
A Sultanate Assassin can have any Battlekit from the Iron Sultanate Armoury
Art Of Assassination
Hallucinogen Disguise - 20 Ducats
Limit: 1
If this Assassin is deployed using the INFILTRATOR Keyword, it must be deployed at least 8" away from any enemy models but you may ignore any and all other restrictions that apply to deploying an INFILTRATOR. For example, the model can be deployed in the Line of Sight of an enemy model, enemy Guard Dogs do not affect how it is deployed, and so on.
Thunderbolt of Alamut - 20 Ducats
Limit: 1
Add 2" to this Assassin’s Movement Characteristic, and add +1 DICE to the Success Roll when this Assassin takes a Dash ACTION.
Mirage of Time - 15 Ducats
Limit: 1
Add -1 DICE to the Success Roll for attacks that target this Assassin.
Secret Paths - 10 Ducats
Limit: 1
At the start of the game, before deployment, you can say that this Assassin is using Secret Paths. If you do so, the Assassin is not deployed at the start of the game, and cannot be Activated in the first Turn of the game. Starting from the second Turn, you can Activate the Assassin using the Secret Paths. To do so, deploy the Assassin in contact with any edge of the battlefield and more than 8" away from all enemy models. You can then carry on with the rest of its Activation normally.
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
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
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
Availability:0-4
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
0
Base:32mm
Keywords:SULTANATE, IGNORE OFF-HAND WEAPON
Image:@Emitoo
Abilities
Whirling Dervishes:

The ritual dance of these Dervishes is hypnotic to witness, and it is as graceful as it is deadly. Add -1 DICE to the Success Rolls for Ranged Attacks that target a Dervish.

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
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
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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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
Assassin's Dagger
15
Sultanate Assassin only
Bayonet
2
BAYONET LUG only
Golden Khanjar
20
LIMIT: 2
Sultanate Assassin only
Double-Handed Blunt Weapon
10
Greatsword / Greataxe
12
Halberd-Gun
20
Elite only
Knife / Dagger
1
Trench Polearm
7
Sword / Axe
4
Trench Club
3
Ranged Weapons
Alaybozan
9
Sultanate Sapper only
Bow of Alamut
50
LIMIT: 1
Sultanate Assassin only
Flamethrower
30
LIMIT: 3
Jezzail
7
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
Armour
Alchemist Armour
50
LIMIT: 1
Elite only
Reinforced Armour
40
Janissary, Elite only
Standard Armour
15
Shields
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
Gas Mask
5
Hashashin Leaf
5
LIMIT: 4
Holy Relic
2
Elite 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
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
Trench Dog
1
LIMIT: 1
Trench Dog (Guard Dog)
2
LIMIT: 1

Base Faction

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