REGIMENTS:
0-1 Units of Desert Raider ................. 12 points per model
Your army may include one unit of Desert Raiders. The Desert Raiders are some of the best horsemen that the world has ever seen. They are trained to ride almost before they can walk and to fight from the saddle before they can talk. They are usually deployed in front of the main Araby battle line with the mission of disrupting and harrying the enemy advance as much as possible. This elite cavalry unit is famed throughout the world for their horsemanship and their skill with both the bow and the scimitar.
Profile M WS BS S T W I A LD
Raider 4 4 3 3 3 1 3 1 7
Arab Steed 8 0 0 3 3 1 3 0 5
Equipment: Scimitar and a Shield
Save: 5+
Options: May carry Bows (+2 points) The Desert Raiders may carry a Magic Standard
Special Rules:
Religious Hatred: The Desert Raiders are Arabs and therefore Hate human troops from the Empire and Bretonnia
Skirmish: The Desert Raiders may skirmish if you wish - see the rules for skirmishing in the Warhammer rulebook.
0-1 Unit of Franks ...................... 39 points per model
During the crusades many of the northen knights that had come to fight in the wars established holdings and families in Araby and after the crusades were over they declined to return to the north and stayed in their new homeland. The decendents of thes knights became the Franks. They are very proud of their Northern culture and still try to retain all of their old Northen ways, including the way they fight.
Profile M WS BS S T W I A LD
Frank 4 4 3 4 3 1 4 1 7
Warhorse 8 3 0 3 3 1 3 1 3
Equipment: Heavy Armour, Shield, Lance, Sword, Barded Warhorse
Save: 2+
Special Rules:
Loyalty: Due to the fact that the Franks still revere the North they cannot be fielded in armies that are fighting against the Empire or Bretonnia.
Arabian Knights ...................... 12 points per model
These are the regular troops of Araby and are recruited from the richer trading cities. They ride Arab Steeds. These are things of beauty and grace. Whilst they lack the size and weight of the Empires Warhorse they more than make up for it with their speed and agility. Arab Steeds are normally white or palamino in colour.
Profile M WS BS S T W I A LD
Knight 4 4 3 3 3 1 3 1 7
Arab Steed 8 0 0 3 3 1 3 0 5
Equipment: Shield, Scimitar and ride Arab Steed
Save: 4+
Options: May wear Light Armour (+2 points) and Lance (+3 points).
Special Rules:
Religious Hatred: The Arabian Knights are Arabs and therefore Hate human troops from the Empire and Bretonnia.
Tuaregs .................... 16 points per model
Your army may include as many unit of Tuaregs as you wish. Tuaregs are nomadic tribesmen who roam the desert wastes of Araby fighting anyone who displeases their master the Shah. They ride upon Camels, strange creatures that have adapted to life in the desert with great skill.
Profile M WS BS S T W I A LD
Taureg 4 3 3 3 3 1 3 1 7
Camel 6 3 0 3 3 1 3 1 5
Equipment: Scimitar
Save: 6+
Options: Any regiment of Tauregs may be equiped with any of the following : Shields at 2 points per model, Spears at 2 points per model, Bows at 4 points a model.
0-1 Unit of Harem Gaurds ............ 12 points per model
Your army may include one unit of Harem Guards. In Araby the richer a man is the more wives he is entitled to and as the Shah is the richest man in all Araby he has the most wives. These wives are reputed to be the most beautiful women in the whole of Araby and are protected by the greatest fighters - The Hareem Guard. They are the Shahs personal bodyguards and as such are the best fighters on the whole of Araby.
Profile M WS BS S T W I A LD
Harem Guard 4 4 3 4 3 1 4 1 7
Equipment: Two Handed Scimitar and Light Armour
Save: 6+
Options: The Harem Guard may carry a Magic Standard
Special Rules:
Religious Hatred: The Harem Gaurd are Arabs and therefore Hate human troops from the Empire and Bretonnia.
0-1 Unit of Dervishes ....................... 8 points per model
Your army may include one unit of Dervishes. All Arabs are very religious but the dervishes are the most devout. They believe that there is only one true god and that the gods of the empire are just make believe - indeed it was this belief that led to the crusades. Their religious beliefs combined with their undoubted skill in battle make them a terrible opponent indeed.
Profile M WS BS S T W I A LD
Dervish 4 3 3 3 3 1 3 1 7
Equipment: Two Scimitars
Save: None
Options: The Dervishes may be equiped wih shields (+1 point).
Special Rules:
Religious Hatred: Dervishes are Arabs and therefore Hate human troops from the Empire and Bretonnia
Religious Fervor: Dervishes are capable of working themselves up into an almost transdental state before a battle. This means that Dervishes are subject to Frenzy.
The Franks: Dervishes feel that the precence of the Franks in Araby is contaminating the Arab culture. They are therefore subject to Animosity against the Franks.
0-1 Unit of Lazars ............ 4 points per model
Your army may include one unit of Lazars. After the defeat of Sultan Jaffar, the Skaven turned against Araby, hoping to capture territory so they could reopen their now dwindling supply of warpstone. In their war on the Araby peninsula, they released one of their most horrific plagues. Thousands died in the cities and towns, the people who survived fleeing inland. The plague was a wasting disease, with the body and limbs slowly decaying. Outbreaks of the plague continue to this day, and those showing symptoms are condemned to life in delabitated colonies. Knowing the fear they cause in others - the disease can be very contagious during certain stages - and finding the lazars otherwise to be money sumps - they still have to be fed, after all - the Araby military has begun to include them in their forces. And with no feeling in most of their body, they can withstand a tremendous amount of abuse. These dregs of humanity are shunned by all including their own side.
Profile M WS BS S T W I A Ld
Lazar 4 2 2 3 3 2 3 1 5
Equipment: Hand Weapon
Save: None
Options: Lazars may be armed with Spears (½ point).
Special Rules:
Fear: Lazars are known upon sight for what they are, and therefore cause fear in all living races. In addition, no Araby unit may come within 6" of a Lazar unit without first passing a leadership test. If they pass the test, they need never take the test again. If they fail the test, they may not move within 6" of the Lazars for the remainder of the game, unless forced to do so by some compulsory move.
Araby Warriors ............ 5 points per model
Your army may include as many units of araby warriors as you wish. The men of Araby are much the same as the men of the Old World states, such as the Empire and Bretonnia, but the little differences between them have led to years of war between the two races. Whilst the men of the Empire have pale skins and blondish hair the men of Araby have olive coloured skins and thick black hair. They often cultivate small pointed beards and tend to have brown eyes. Their clothes tend to be made of silks and other light, hard wearing cloths, mainly because it is to hot to wear anything else. The modes of warfare in Araby also tend to be different from those of their northern breathren. Whilst the armies of the Empire tend to rely on there heavily armoured blocks of mounted knights to destroy their foes, the armies of Araby rely on lighter armour and hope that their extra speed and manouvrbility compensates.
Profile M WS BS S T W I A LD
Warrior 4 3 3 3 3 1 3 1 7
Equipment: Scimitar
Save: None
Options: Warriors may be equiped with any of the following: Shields (+1 point), Spears (+1 point), Bows (+1 point). One unit may be equiped with a Magic Standard.
Eunuch Slaves ............ 3 points per model
Your army may include as many units of eunuchs as you wish. They are captured warriors of enemy tribes who have been castrated and now serve a brutish life in the army of the Shah.
Profile M WS BS S T W I A LD
Eunuch 4 2 2 3 3 1 2 1 6
Equipment: Scimitar
Save: None
Options: Eunuchs may be equiped with any of the following: Shields for +1/2 point per model, Spears for +1/2 point a model.
0-1 Unit of Mujahadin ............ 12 points per model
Your army may include one unit of Mujahadin. During the crusades one of the tactics that the empire used was to destroy the numerous small villages that supplied the main Arab battleforce. However the didn't realise that this gave rise to one of their greatest downfalls, the Mujahadin. With their homes destroyed the Arab Villagers had to retreat into the desert but they attacked the Empire troops at every oppertunity using gurrilla tactics of attacking from ambush. The last thing that many a young empire knight heard was the whiplick crack of a Mujahadin musket before he fell from his horse, shot through the heart.
Profile M WS BS S T W I A LD
Muhjahadin 4 3 4 3 3 1 3 1 8
Equipment: Scimitar, Hand Gun, Shield
Save: 6+
Special Rules:
Religious Hatred: The Mujahadin are Arabs and therefore Hate human troops from the Empire and Bretonnia
Skirmish: Mujahadin can skirmish. However the Mujahadin are so independant that the can be set up up to 4" apart rather than the normal 2"
Specila Deployment: Mujahadin are set up after the enemy has placed all his units on the table. The Mujahadin can be positioned anywhere on the table which is outside the enemy's deployment zone and which places them out of sight of any enemy models at the start of the game.
Animal Charmers ............ 11 points per model
Your army may include as many Animal Charmers as you wish. The deserts of Araby are full of posion insects and snakes all waiting to bite or sting the unwary traveller. However some Arabs have strange powers over these beasts and are able to make them do their bidding. These are the animal charmers. They are able to summon the creatures out of desert and get them to fight on their behalf. It is a rare sight to see an Araby Army take to the field without being accompanied by the sound of hissing snakes and the clacking of scorpian claws.
Profile M WS BS S T W I A LD
Animal Charmer 4 3 3 3 3 1 3 1 7
Equipment: Scimitar
Save: None
Special Rules:
Religous Hatred: Animal Charmers are Arabs and therefore Hate human troops from the Empire and Bretonnia
Swarms: Each animal charmer can control up to 3 swarms of either snakes or scorpians (50 points each). If the charmer is killed roll a dice. On a roll of 3+ the swarm stays and fights normally, else they disappear into the desert, never to be seen again.
Shooting: The mysterious powers of the Animal Charmer means that any wounds inflicted by shooting are removed from the swarms first. This means that the Animal Charmer can only be killed by missile fire when all of his swarms have been destroyed.
Psycology: Like the creatures that he controls the Animal Charmer is immune to psycology and cannot be broken in hand to hand combat.