The A.F.F.G.

fc_ironsultanate_fv_fidaiofalamut
Warband
Faction: Fidai of Alamut - The Cabal of Assassins
Rating: 831| 0
Fielded: Elite: 3, Troop: 4, Mercenary: 0, Total: 7/11
Arsenal
27
1
Strongbox: 27 | 1
No items in your arsenal
Campaign - The Eastern Front
Victory Points: 15
Threshold round: 1: 700
Campaign Round: 1/2 (max round: 12)
Exploration
Elites
Master Assassin
C.S.
196
Pistol / Revolver, Golden Khanjar, Combat Helmet, Alchemist Armour
Dervish
I.C.U.
110
Sniper Rifle, Shovel, Standard Armour
Sultanate Assassin
H.R.
165
Assassin's Dagger, Combat Helmet, Reinforced Armour
Troops
Sultanate Sapper
B.o.B.
91
Alaybozan, Shovel, Frag Grenades, Standard Armour, Trench Shield
Assassin Acolyte
S.P.
95
Machine Gun, Hashashin Leaf, Standard Armour
Assassin Acolyte
H.P.
92
Flamethrower, Combat Helmet, Frag Grenades, Standard Armour
Assassin Acolyte
F.P.
82
Flamethrower, Combat Helmet, Frag Grenades, Standard Armour
Dead
Assassin Acolyte
Rock
79
Trench Polearm, Gas Mask, Frag Grenades, Standard Armour, Trench Shield
Fireteams
Fireteam
F.P.
H.P.
Master Assassin - C.S.
196
Name: C.S.
Type: Master Assassin
Base Cost: 95
Image: @Emitoo
Movement
8"/Infantry
Melee
+2D
Ranged
+1D
Armour
-2
Keywords
Negate Shrapnel
Negate Fire
Negate Gas
Tough
Infiltrator
Leader
Elite
Sultanate

Art Of Assassination

Limit: C.S. can choose up to 1 Art Of Assassination.

Thunderbolt of Alamut - 20 - 1/1
Add 2" to this Assassin’s Movement Characteristic, and add
+1 Dice
to the
Risky Success
Roll when this Assassin takes a Dash
Action
.

Battlekit

A Sultanate Assassin can have any Battlekit from the

Iron Sultanate
Armoury

Ranged Weapons
Pistol / Revolver
6
Grenades
Melee Weapons
Golden Khanjar
20
Armour
Alchemist Armour
50
Shields
Equipment
Combat Helmet
5
Special

Campaign

Experience
Battle Scars
Advancements
War LuckA model with this Skill can suffer 1 extra Battle Scar before they are Unfit for Duty.
Injuries
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
Dervish - I.C.U.
110
Name: I.C.U.
Type: Dervish
Base Cost: 55
Image: @Emitoo
Movement
6"/Infantry
Melee
+1D
Ranged
+1D
Armour
-1
Keywords
Elite
Sultanate
Ignore Off-hand Weapon

Battlekit

A Janissary can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons
Sniper Rifle
35
Grenades
Melee Weapons
Armour
Standard Armour
15
Shields
Equipment
Shovel
5
Special

Campaign

Experience
Battle Scars
Advancements
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
Sultanate Assassin - H.R.
165
Name: H.R.
Type: Sultanate Assassin
Base Cost: 85
Image: @Emitoo
Movement
6"/Infantry
Melee
+2D
Ranged
+1D
Armour
-2
Keywords
Negate Shrapnel
Infiltrator
Elite
Sultanate

Art Of Assassination

Limit: H.R. 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
Melee Weapons
Assassin's Dagger
15
Armour
Reinforced Armour
40
Shields
Equipment
Combat Helmet
5
Special

Campaign

Experience
Battle Scars
Advancements
ScavengerA model with this Skill has the Extra Dice Exploration Skill.
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 Sapper - B.o.B.
91
Name: B.o.B.
Type: Sultanate Sapper
Base Cost: 50
Image: @Emitoo
Movement
6"/Infantry
Melee
0D
Ranged
+1D
Armour
-2
Keywords
Sultanate
Negate Mined

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.

Ranged Weapons
Alaybozan
9
Grenades
Frag Grenades
7
Melee Weapons
Armour
Standard Armour
15
Shields
Trench Shield
10
Equipment
Shovel
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

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” that doesn't have the
Mined
Keyword. 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, the terrain piece gains the
Mined
Keyword.
Defuse Mine: When you move a Sultanate Sapper into contact with a Marker or terrain piece with the
Mined
Keyword, you can say the Sultanate Sapper will 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 and the Sultanate Sapper’s Activation ends. If the roll is a Success or a Critical Success, the mine does not detonate, and the Marker or terrain piece loses the
Mined
Keyword. A model that sets a mine on a terrain piece can defuse the mine automatically if it moves into contact with the terrain piece (do not take a
Risky Success
Roll.
Forward Positions: When you deploy a Sultanate Sapper for the first time in a game, you can 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 ).

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Assassin Acolyte - S.P.
95
Name: S.P.
Type: Assassin Acolyte
Base Cost: 25
Image: @Emitoo
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
-1
Keywords
Strong
Negate Heavy
Sultanate

Battlekit

An Azeb can have any Battlekit from the

Iron Sultanate
Armoury Tables.

Ranged Weapons
Machine Gun
50
Grenades
Melee Weapons
Armour
Standard Armour
15
Shields
Equipment
Hashashin Leaf
5
Special

Campaign

Fighter Status
Active
Fighter Rank
Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder
Assassin Acolyte - Rock
79
Name: Rock
Type: Assassin Acolyte
Base Cost: 25
Image: @Emitoo
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
-2
Keywords
Negate Gas
Infiltrator
Sultanate

Upgrades

Infiltrator - 10 - 1/3
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
Grenades
Frag Grenades
7
Melee Weapons
Trench Polearm
7
Armour
Standard Armour
15
Shields
Trench Shield
10
Equipment
Gas Mask
5
Special

Campaign

Fighter Status
Dead
Fighter Rank
Troop

Notes & Lore

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

Upgrades

Infiltrator - 10 - 1/3
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
Frag Grenades
7
Melee Weapons
Armour
Standard Armour
15
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 - F.P.
82
Name: F.P.
Type: Assassin Acolyte
Base Cost: 25
Image: @Emitoo
Movement
6"/Infantry
Melee
-1D
Ranged
0D
Armour
-1
Keywords
Negate Shrapnel
Sultanate

Battlekit

An Azeb can have any Battlekit from the

Iron Sultanate
Armoury Tables.

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

Campaign

Fighter Status
Active
Fighter Rank
Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
STL finder