Assassins' Creed

fc_ironsultanate_fv_fidaiofalamut
Warband
User: Ragnamach
Faction: Fidai of Alamut - The Cabal of Assassins
Rating: 1638| 26
Fielded: Elite: 6, Troop: 5, Mercenary: 2, Total: 13/20
The warband is not valid
Arsenal
55
3
Strongbox: 40 | 3
Standard Armour
Campaign - The Faiths Collide
Victory Points: 0
Threshold round: 10: 1600
Campaign Round: 10/11 (max round: 12)
Exploration
Elites
Master Assassin
230
7
Bow of Alamut, Assassin's Dagger, Assassin's Dagger, Cloak of Alamut, Combat Helmet, Medi-Kit, Shovel, Takwin Anqa Bird, Damascus Armour
Sultanate Assassin
202
Golden Khanjar, Combat Helmet, Medi-Kit, Wind Amulet, Frag Grenades, Reinforced Armour, Trench Shield
Sultanate Assassin
207
3
Golden Khanjar, Combat Helmet, Holy Relic, Medi-Kit, Musical Instrument, Saint's Reliquary, Wind Amulet, Frag Grenades, Machine Armour, Trench Dog Ownership
Dervish
143
4
Masterworks Jezzail, Sword / Axe, Sword / Axe, Alchemical Ammunition, Binoculars, Combat Helmet, Medi-Kit, Alchemist Armour, Frag Grenades
Assassin Acolyte
92
Flamethrower, Trench Polearm, Combat Helmet, Standard Armour
Dervish
164
Siege Jezzail, Great Hammer/Maul, Sword / Axe, Alchemical Ammunition, Combat Helmet, Hashashin Leaf, Medi-Kit, Frag Grenades, Reinforced Armour
Troops
Golem
175
Machine Gun, Trench Polearm, Combat Helmet, Hashashin Leaf, Mountaineer Kit, Standard Armour
Assassin Acolyte
70
Flamethrower, Combat Helmet
Assassin Acolyte
70
Flamethrower, Combat Helmet
Dervish
139
Siege Jezzail, Great Hammer/Maul, Sword / Axe, Alchemical Ammunition, Combat Helmet, Hashashin Leaf, Medi-Kit, Frag Grenades, Standard Armour
Dervish
139
Siege Jezzail, Great Hammer/Maul, Sword / Axe, Alchemical Ammunition, Combat Helmet, Hashashin Leaf, Medi-Kit, Frag Grenades, Standard Armour
Mercenaries
Scripture Guardian
7
7
Trench Polearm, Combat Helmet, Reinforced Armour
Mamluk Faris
4
Jezzail, Alchemical Ammunition, Combat Helmet, Reinforced Armour, Trench Polearm, Trench Shield
Dogs
Trench Dog
2
No Battlekit
Modifiers
Trench Merchant Trade
From now on, in the Quartermaster Step, you can purchase Glory Items costing 5 or less.
Fireteams
Fireteam
Assassin Acolyte
Assassin Acolyte
Model Fireteam
Trench Dog
Sultanate Assassin
Model Fireteam
Mamluk Faris
-
Master Assassin
230 | 7
Name: -
Type: Master Assassin
Base Cost: 95
Image: @Emitoo
Movement
6"/Infantry
Melee
+2D
Ranged
+1D
Armour
-2
Keywords
Negate Shrapnel
Strong
Negate Heavy
Tough
Infiltrator
Leader
Elite
Sultanate

Art Of Assassination

Limit: Master Assassin can choose up to 1 Art Of Assassination.

Mirage of Time - 15 - 1/1
Add
-1 Dice
to the Success Roll for attacks that target this Assassin.

Battlekit

A Sultanate Assassin can have any Battlekit from the

Iron Sultanate
Armoury

Ranged Weapons
Bow of Alamut
50
Grenades
Melee Weapons
Assassin's Dagger
15
Assassin's Dagger
15
Armour
Damascus Armour
5
Shields
Equipment
Cloak of Alamut
25
Medi-Kit
5
Shovel
5
Combat Helmet
5
Takwin Anqa Bird
2
Special

Campaign

Experience
Battle Scars
Advancements
Sharp EyesRanged Attacks made by a model with this Skill have the
Ignore
LONG RANGE Keyword.
AssassinateAdd
+1 Dice
to rolls for attacks made by a model with this Skill if the target has not yet been Activated this Turn.
Skill & ExpertiseWhen you give a model this Skill, choose 1
Action
on that model's Warband Entry, or 1 Common
Action
apart from Fight or Shoot
Action
S, and write it on your Warband Roster. Add
+1 Dice
to rolls made as part of the chosen
Action
when they are taken by this model.
Strength of SamsonAdd
+1 Injury Dice
to rolls for Melee Attacks using a Melee Weapon made by a model with this Skill. In addition, a model with this Skill has the
Strong
keyword.
Injuries
Severe Nerve DamageAll Success Rolls you take for this model are treated as being
Risky Success
Rolls, unless they are
Risky Success
Rolls already, in which case there is no additional penalty.
Fighter Status
Active
Fighter Rank
Elite

Abilities

Time Slip: If your opponent fails their Success Roll for an attack targeting a Sultanate Assassin, you can say the Sultanate 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. If the failed attack took place because the Sultanate Assassin is retreating, the retreat move ends after you redeploy the model.
Temporal Assassin: After determining the Charge Bonus for a Sultanate Assassin that has not already carried out a Fight
Action
in its Activation, you can say that the Sultanate Assassin will split itself through time. If you do so, choose an additional enemy model as the target of the Charge (the normal rules for picking a target apply, but do not count enemy models picked as targets for the Charge as interposing enemy models). Then make a charge move with the Sultanate Assassin which finishes within 1” of the first enemy model you picked as a target, and then take a Fight
Action
with the enemy model as the target. After resolving the Fight
Action
, you must immediately remove the Sultanate Assassin from the battlefield and redeploy it to within 1” of the other model that you picked. Then take a second Fight
Action
with the other enemy model as the target. The Sultanate Assassin must use the same Melee Weapon for both attacks, and cannot take a Fight
Action
later in the same Activation.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Sultanate Assassin
202
Name: -
Type: Sultanate Assassin
Base Cost: 85
Image: @Emitoo
Movement
6"/Infantry
Melee
+2D
Ranged
+1D
Armour
-3
Keywords
Negate Shrapnel
Infiltrator
Elite
Sultanate

Art Of Assassination

Limit: Sultanate Assassin can choose up to 1 Art Of Assassination.

Hallucinogen Disguise - 20 - 1/1
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.

Battlekit

A Sultanate Assassin can have any Battlekit from the

Iron Sultanate
Armoury

Ranged Weapons
Grenades
Frag Grenades
7
Melee Weapons
Golden Khanjar
20
Armour
Reinforced Armour
40
Shields
Trench Shield
10
Equipment
Wind Amulet
10
Medi-Kit
5
Combat Helmet
5
Special

Campaign

Experience
Battle Scars
Advancements
Close Quarter CombatAdd
+1 Dice
and
+1 Injury Dice
to rolls for Melee Attacks made by a model with this Skill if it is in contact with a terrain piece.
AssassinateAdd
+1 Dice
to rolls for attacks made by a model with this Skill if the target has not yet been Activated this Turn.
Surgical StrikeOnce per Activation, before you make an Injury Roll for a Melee Attack made by a model with this Skill, you can say that the roll has the
Ignore Armour
Keyword.
Relentless ChargeAdd
+1 Dice
to rolls for Melee Attacks made by a model with this Skill if it successfully charged earlier in the same Activation.
Hard as NailsThe first time a model with this Skill suffers a Down result on the Injury table, it is treated as a No Effect result instead.
Injuries
Minor WoundThis model cannot be used in the next game.
Chest WoundAdd
+1 Injury Dice
to Injury Rolls for attacks that target this model.
Fighter Status
Active
Fighter Rank
Elite

Abilities

Time Slip: If your opponent fails their Success Roll for an attack targeting a Sultanate Assassin, you can say the Sultanate 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. If the failed attack took place because the Sultanate Assassin is retreating, the retreat move ends after you redeploy the model.
Temporal Assassin: After determining the Charge Bonus for a Sultanate Assassin that has not already carried out a Fight
Action
in its Activation, you can say that the Sultanate Assassin will split itself through time. If you do so, choose an additional enemy model as the target of the Charge (the normal rules for picking a target apply, but do not count enemy models picked as targets for the Charge as interposing enemy models). Then make a charge move with the Sultanate Assassin which finishes within 1” of the first enemy model you picked as a target, and then take a Fight
Action
with the enemy model as the target. After resolving the Fight
Action
, you must immediately remove the Sultanate Assassin from the battlefield and redeploy it to within 1” of the other model that you picked. Then take a second Fight
Action
with the other enemy model as the target. The Sultanate Assassin must use the same Melee Weapon for both attacks, and cannot take a Fight
Action
later in the same Activation.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Sultanate Assassin
207 | 3
Name: -
Type: Sultanate Assassin
Base Cost: 85
Image: @Emitoo
Movement
6"/Infantry
Melee
+2D
Ranged
+1D
Armour
-3
Keywords
Negate Shrapnel
Strong
Negate Heavy
Tough
Elite
Sultanate

Art Of Assassination

Limit: Sultanate Assassin can choose up to 1 Art Of Assassination.

Secret Paths - 10 - 1/1
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

Battlekit

A Sultanate Assassin can have any Battlekit from the

Iron Sultanate
Armoury

Ranged Weapons
Grenades
Frag Grenades
7
Melee Weapons
Golden Khanjar
20
Armour
Machine Armour
50
Shields
Equipment
Wind Amulet
10
Holy Relic
2
Medi-Kit
5
Combat Helmet
5
Musical Instrument
15
Saint's Reliquary
Special
Trench Dog Ownership
1

Campaign

Experience
Battle Scars
Advancements
Strength of SamsonAdd
+1 Injury Dice
to rolls for Melee Attacks using a Melee Weapon made by a model with this Skill. In addition, a model with this Skill has the
Strong
keyword.
ParryAdd
-1 Dice
to Success Rolls for Melee Attacks that target a model with this Skill.
Injuries
PossessedWhen this model is Activated, if it is more than 1” from any enemy models the first
Action
that it takes must take a Dash
Action
, even if another rule states that it cannot take a Dash
Action
. In addition, the first 3” of this move must be in a straight line directly away from its starting position, if it is possible for it to do so. If the model is Down at the start of the Activation, it will stand up if it can do so and must then attempt to move 3” in a straight line away from its starting position.
Fighter Status
Active
Fighter Rank
Elite

Abilities

Time Slip: If your opponent fails their Success Roll for an attack targeting a Sultanate Assassin, you can say the Sultanate 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. If the failed attack took place because the Sultanate Assassin is retreating, the retreat move ends after you redeploy the model.
Temporal Assassin: After determining the Charge Bonus for a Sultanate Assassin that has not already carried out a Fight
Action
in its Activation, you can say that the Sultanate Assassin will split itself through time. If you do so, choose an additional enemy model as the target of the Charge (the normal rules for picking a target apply, but do not count enemy models picked as targets for the Charge as interposing enemy models). Then make a charge move with the Sultanate Assassin which finishes within 1” of the first enemy model you picked as a target, and then take a Fight
Action
with the enemy model as the target. After resolving the Fight
Action
, you must immediately remove the Sultanate Assassin from the battlefield and redeploy it to within 1” of the other model that you picked. Then take a second Fight
Action
with the other enemy model as the target. The Sultanate Assassin must use the same Melee Weapon for both attacks, and cannot take a Fight
Action
later in the same Activation.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Golem
175
Name: -
Type: Golem
Base Cost: 40
Image: @The Grimdark Compendium
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-1
Keywords
Negate Shrapnel
Negate Fire
Negate Gas
Negate Fear
Strong
Negate Heavy
Golem
Artificial

Upgrades

Elemental Resistance - 40
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.
Hawk Eyes - 10
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

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. It cannot use its Pummelling Blows ability if it is armed with any Melee Weapons.

If a Takwin Homunculus with Human hands also has an Additional Arm, then it can have three 1-Handed Melee Weapons or one 1-Handed Melee Weapon and one 2-Handed Melee Weapon, and it can have three 1-Handed Ranged Weapons or one 1-Handed Ranged Weapon and one 2-Handed Ranged Weapon. If it takes a Shield, then the Shield replaces one of the Melee Weapons it can have but the Shield Combo rule cannot be used for any of its weapons. In addition, 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 Ranged Attack with up to two Ranged Weapons that it has, one after the other.

Battlekit

The golem cannot be equipped with any weapons, armour or equipment. It can fight in melee without any penalty.

Ranged Weapons
Machine Gun
50
Grenades
Melee Weapons
Trench Polearm
7
Armour
Standard Armour
15
Shields
Equipment
Hashashin Leaf
5
Combat Helmet
5
Mountaineer Kit
3
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop
Cannot be promoted

Abilities

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.
Golem's Limit: A maximum of 50 can be assigned to upgrades for this model.
Artificial Life: Add
-1 Injury Dice
to Injury Rolls for the model.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Trench Dog
2
Name: -
Type: Trench Dog
Base Cost: 1
Image: @pandemonpaints
Movement
8"/Infantry
Melee
0D
Armour
0
Keywords

Upgrades

Loyal Dog - 1
The dog gains an ability to form a
Fireteam
with any 1 model in your Warband.

Battlekit

A Trench Dog cannot have any Battlekit. At an additional cost the dog gains an ability to form a

Fireteam
with any 1 model in your Warband.

Ranged Weapons
Grenades
Melee Weapons
Unarmed
Armour
Shields
Equipment
Special

Campaign

Fighter Status
Dog

Abilities

Four Paws: Add
+1 Dice
to
Risky Success
rolls for a Trench Dog when they Climb, Jump or take a Dash
Action
.
Pack Loyalty: A Trench Dog has the same Faction Keyword as the model that has it. For example, the owner of a Trench Dog had the
New Antioch
Faction Keyword, then the Trench Dog will have the
New Antioch
Faction Keyword too.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Dervish
143 | 4
Name: -
Type: Dervish
Base Cost: 55
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Keywords
Negate Shrapnel
Negate Fire
Negate Gas
Elite
Sultanate
Ignore Off-hand Weapon

Battlekit

A Janissary can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons
Masterworks Jezzail
4
Grenades
Frag Grenades
7
Melee Weapons
Sword / Axe
4
Sword / Axe
4
Armour
Alchemist Armour
50
Shields
Equipment
Alchemical Ammunition
3
Medi-Kit
5
Combat Helmet
5
Binoculars
10
Special

Campaign

Experience
Battle Scars
Advancements
Far Shot

Add 6" to the Range of the following Weapons when they are used by a model that has this Skill:

  • Any Weapon with the
    Pistol
    Keyword.
  • Any Weapon which has the word “Rifle” as part of its name (i.e. a Bolt Action Rifle, Assault Rifle etc).
  • Any Weapon which has either the word “Jezzail” or “Arquebus” as part of its name.
Surgical StrikeOnce per Activation, before you make an Injury Roll for a Melee Attack made by a model with this Skill, you can say that the roll has the
Ignore Armour
Keyword.
Injuries
Fighter Status
Active
Fighter Rank
Elite

Abilities

Whirling Dervish: 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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Assassin Acolyte
92
Name: -
Type: Assassin Acolyte
Base Cost: 25
Image: @Emitoo
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
-1
Keywords
Negate Shrapnel
Infiltrator
Elite
Sultanate

Upgrades

Infiltrator - 10 - 3/3
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
.

Battlekit

An Azeb can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons
Flamethrower
30
Grenades
Melee Weapons
Trench Polearm
7
Armour
Standard Armour
15
Shields
Equipment
Combat Helmet
5
Special

Campaign

Experience
Battle Scars
Advancements
Bad CompanyA model with this Skill does not count towards the number of
Elite
models that are in your Warband at the start of the Promotion step.
Injuries
Muscle DamageThis model cannot have Battlekit that has the
Heavy
Keyword. Any that it has when the Injury is suffered is lost.
Fighter Status
Active
Fighter Rank
Elite

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Scripture Guardian
7 | 7
Name: -
Type: Scripture Guardian
Base Cost: 7
Image: @jimmy_crisps
Movement
6"/Infantry
Melee
+1D
Armour
-2
Keywords
Negate Shrapnel
Negate Gas
Negate Fear
Golem

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.

Ranged Weapons
Grenades
Melee Weapons
Trench Polearm
7
Armour
Reinforced Armour
Shields
Equipment
Combat Helmet
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

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
Ignore Armour
, and
+1 Injury Dice
and a
+1 Injury Modifier
for each
Blood Marker
the enemy model has

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Assassin Acolyte
70
Name: -
Type: Assassin Acolyte
Base Cost: 25
Image: @Emitoo
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Keywords
Negate Shrapnel
Infiltrator
Sultanate

Upgrades

Infiltrator - 10 - 3/3
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
.

Battlekit

An Azeb can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons
Flamethrower
30
Grenades
Melee Weapons
Armour
Shields
Equipment
Combat Helmet
5
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Assassin Acolyte
70
Name: -
Type: Assassin Acolyte
Base Cost: 25
Image: @Emitoo
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
0
Keywords
Negate Shrapnel
Infiltrator
Sultanate

Upgrades

Infiltrator - 10 - 3/3
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
.

Battlekit

An Azeb can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons
Flamethrower
30
Grenades
Melee Weapons
Armour
Shields
Equipment
Combat Helmet
5
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Dervish
164
Name: -
Type: Dervish
Base Cost: 55
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-2
Keywords
Negate Shrapnel
Strong
Negate Heavy
Elite
Sultanate
Ignore Off-hand Weapon

Battlekit

A Janissary can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons
Siege Jezzail
30
Grenades
Frag Grenades
7
Melee Weapons
Sword / Axe
4
Great Hammer/Maul
10
Armour
Reinforced Armour
40
Shields
Equipment
Hashashin Leaf
5
Alchemical Ammunition
3
Medi-Kit
5
Combat Helmet
5
Special

Campaign

Experience
Battle Scars
Advancements
Imported WaresYou can purchase 1 Weapon or 1 suit of Armour from the New Antioch Armoury for a model with this Skill in the following Quartermaster Step. Choose the Weapon or suit of Armour and write down your choice on your Warband Roster. If this item is lost for any reason during the campaign, you can repurchase it.
Machine Armour 50 Ducats (Limit 1) ( Elite only)
Injuries
Fighter Status
Active
Fighter Rank
Elite

Abilities

Whirling Dervish: 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.

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Dervish
139
Name: -
Type: Dervish
Base Cost: 55
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-1
Keywords
Negate Shrapnel
Strong
Negate Heavy
Sultanate
Ignore Off-hand Weapon

Battlekit

A Janissary can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons
Siege Jezzail
30
Grenades
Frag Grenades
7
Melee Weapons
Sword / Axe
4
Great Hammer/Maul
10
Armour
Standard Armour
15
Shields
Equipment
Hashashin Leaf
5
Alchemical Ammunition
3
Medi-Kit
5
Combat Helmet
5
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Abilities

Whirling Dervish: 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.

Notes & Lore

Notes
No Notes
Lore
No Lore
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Dervish
139
Name: -
Type: Dervish
Base Cost: 55
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-1
Keywords
Negate Shrapnel
Strong
Negate Heavy
Sultanate
Ignore Off-hand Weapon

Battlekit

A Janissary can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons
Siege Jezzail
30
Grenades
Frag Grenades
7
Melee Weapons
Great Hammer/Maul
10
Sword / Axe
4
Armour
Standard Armour
15
Shields
Equipment
Hashashin Leaf
5
Combat Helmet
5
Alchemical Ammunition
3
Medi-Kit
5
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Abilities

Whirling Dervish: 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.

Notes & Lore

Notes
No Notes
Lore
No Lore
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Mamluk Faris
4
Name: -
Type: Mamluk Faris
Base Cost: 4
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-3
Keywords
Negate Shrapnel
Ignore Off-hand Weapon

Battlekit

A Mamluk Faris always has Reinforced Armour, a Combat Helmet, and a a Jezzail with Alchemical Ammunition from the Iron Sultanate Faction List. In addition, a Mamluk Faris always has either a Greatsword, or a Polearm and a Trench Shield, or a Pistol and a Sword/Axe. Decide which Battlekit the Mamluk Faris has upon recruitment, and you can swap the loadout in each Quartermaster Step. 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.

Mamluk Faris Loadouts
Polearm and Shield
Ranged Weapons
Jezzail
Grenades
Melee Weapons
Trench Polearm
Armour
Reinforced Armour
Shields
Trench Shield
Equipment
Alchemical Ammunition
Combat Helmet
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

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
Fireteam
S 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 Attack 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.

Notes & Lore

Notes
No Notes
Lore
No Lore
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