The Fires of Treachery Crusade is not just about the battles you fight on the tabletop. It is also about shifting loyalties, fragile pacts, and sudden betrayals that define a galaxy at war. This year we are adding an extra layer of intrigue with player-made and player-run alliances.
Alliances
Alliances are not faction locked. The Imperium may march beside Orks, or Chaos warbands might strike bargains with the Aeldari. Strange bedfellows are part of the fun, bonus points if you can come up with some narrative reason behind it!
Alliances are formed by players themselves. Gather your friends, strike deals, or seek protection under a stronger commander.
Each alliance will hold a ‘Fortress‘, granting a small in-game perk for the duration of the Act. These may change as the campaign progresses.
Alliances may only change at the end of an Act which will be roughly every three weeks. Once locked in, your word is your bond… until it is not.
Betrayals
What is an alliance without the risk of treachery?
At certain points, players may betray their alliance by stealing resources, breaking oaths, or striking out alone.
Betrayals carry consequences both in-game and in the narrative. Those who stab their allies in the back may gain a prize, but they will also earn a mark of infamy that others can use against them later.
Not every betrayal will shatter an alliance. Sometimes it will be a small act of greed, sabotage, or self-preservation. But every act of treachery leaves its mark.
Our very own Ali has pulled together the following on these:
Why Alliances?
Newer players gain safety in numbers and a reason for the veterans to keep them close.
Veterans gain power through numbers but must watch their flanks.
Every player will have a chance to shape the story beyond the battlefield.
The Spirit of the Crusade
The goal is to add some flavour, tension, and fun. This is not about bookkeeping or grudges outside the game. Whether you play the loyal commander or the conniving schemer, the Fires of Treachery will be defined not only by who wins on the tabletop but also by who dares to gamble with loyalty itself.

The club’s Fabricator General, Lord of the Forge and all-round heretic 🙂
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