WARHAMMER ARMIES - ARABY

CHARACTERS:

1 CALIPH.......................100 points

The army must include a Caliph to lead it. He represents one of the Shahs most trusted advisors or maybe even a relation of the Shah himself.

Profile M WS BS S T W I A LD
Caliph 4 6 6 4 4 3 6 4 9
Arab Steed 8 0 0 3 3 1 3 0 5
Camel 6 3 0 3 3 1 3 1 5

Equipment: Scimitar

Weapons/Armour: The Caliph may be armed with any combination of weapons/armour allowed to any of the troop types in this list (see Equipment List for points values)

May Ride: The Caliph may ride an Arab Steed, a Camel (+4 points) or a monster (see the Monster List for points)

Magic Items: The Caliph is a Lord character and is entitled to up to three magic items.

0-1 Battle Standard ....................... 80 points

If you wish the army may include a Battle Standard together with its bearer. The arabs are a devout people, and their Battle Standards are usually plain colours with quototations from the holy writings of the prophet and rich brocades on the fringes. If the Shah is leading the Army then a battle standard must be used.

Profile M WS BS S T W I A LD
Battle Standard 4 4 4 4 3 1 4 2 7
Arab Steed 8 0 0 3 3 1 3 0 5
Camel 6 3 0 3 3 1 3 1 5

Equipment: Scimitar and Battle Standard

Weapons/Armour: The Battle Standard Bearer may be armed with any combination of weapons/armour allowed to any of the troop types in this list (see Equipment List for points values)

May Ride: The Battle Standard Bearer may ride an Arab Stead, a Camel(+4 points)or a monster (see the Monster List for points)

Magic Items: The Battle Standard is a Champion character and is entitled to one magic item. This may be a Magic Standard.

Sheiks ....................... 65 points

The army may include as many Sheiks as you wish within the normal limitations of the points available. The legends of Araby are full of tales about the exploits of heroes. Many of these outstanding individuals are emirs or other nobles, but most are simple warriors from amongst the common men of this exotic people.

Profile M WS BS S T W I A LD
Sheik 4 5 5 4 4 2 5 3 8
Arab Steed 8 0 0 3 3 1 3 0 5
Camel 6 3 0 3 3 1 3 1 5

Equipment: Scimitar

Weapons/Armour: The Sheik may be armed with any combination of weapons/armour allowed to any of the troop types in this list (see Equipment List for points values)

May Ride: The Sheik may ride a Arab Steed, a Camel (+4 points) or a monster (see the Monster List for points). A Tuareg Shiek must ride a camel.

Magic Items: The Sheik is a Hero character and is entitled to up to two magic items

Dervish Priest ....................... 79 points

You may have one Dervish Priest for every regiment of Dervishes.

Profile M WS BS S T W I A LD
Priest 4 5 5 4 4 2 5 3 8

Equipment: Scimitar

Weapons/Armour: The Dervish Priest may be armed with any combination of weapons/armour allowed to any of the troop types in this list (see Equipment List for points values)

Magic Items: The Priest is a Hero character and is entitled to up to two magic items

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 transdentalstate 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.

Champions ....................... 30 points

Any regiment may include a Champion armed and equiped as the rest of the unit (see Equipment List for points values)

Profile M WS BS S T W I A LD
Champion 4 4 4 4 3 1 4 2 7

Equipment: A Champion is always armed and equiped as the rest of the unit (see Equipment List for points values)

Magic Items: The Champion is entitled to one magic item

Arabian Socerers
Wizard................................... 56 points
Mullah.................................... 118 points
Vizer...................................... 190 points
Grand Vizer............................ 287 points

Profile M WS BS S T W I A LD
Wizard 4 3 3 3 4 1 4 1 7
Mullah 4 3 3 4 4 2 4 1 7
Vizer 4 3 3 4 4 3 5 2 7
Grand Vizer 4 3 3 4 4 4 6 3 8
Arab Steed 8 0 0 3 3 1 3 0 5
Camel 6 3 0 3 3 1 3 1 5

Equipment: Curved Dagger

Weapons/Armour: A Wizard may be armed with any combination of weapons/armour allowed to any of the troop types in this list (see Equipment List for points values).

May Ride: A Wizard may ride an Arab Steed, a Camel (+4 points) or a monster (see the Monster List for points)

Spells: A wizard may have one spell, a Mullah two spells, a Vizer three spells and a Grand Vizer four spells. Arabian Wizards may take their spells from the Arabian Spell decks.

Magic Items: A wizard may have one magic item, a Mullah two items, a Vizer three and a Grand Vizer four magic items

Genie.......................350 points

Genies (or desert daemonds) are often found in the lands of Araby. It is rumoured that they are a form of deamon but no one knows for sure.

Profile M WS BS S T W I A LD
Genie 4 3 3 4 4 3 5 2 7

Special Rules:

Fear: Genies are unnatural creatures which cause Fear as described in the Warhammer rulebook

Ethereal: Genies are insubstantial creatures whose bodies are Ethereal. They can move through solid objects and therefore suffer no penalties for moving over difficult terrain or obstacles. They can move through buildings just as easily, but they cannot move through living creatures. Genies can only be harmed by attacks from deamons or magic weapons. They are affected by spells as normal

Immune to Psycology: Genies are immune to all forms of psycology

Magic: Genies are powerful magic users. They count as 3rd level wizards and can take their spells from the Araby Magic Deck.

Teleportation: Genies are capable of teleporting about the battlefield. They can move up to 24" per movement phase and can be placed any where within this distance, even in hand to hand combat. If a Genie teleports into hand to hand combat then it counts as charging.