MONSTERS
The Araby Army may use the following Monsters:
Chimera..................................... 250 points
Cockatrice................................. 150 points
Giant Scorpian........................... 50 points
Gigantic Spider.......................... 50 points
Griffon....................................... 150 points
Hippogrif................................... 145 points
Manticore..................................200 points
Swarms....................................100 points
Salamanders .............................. 150 points
As they walk through the desert on their four scaly legs, these armored lizards of the desert sands leave a stream of molten glass trailing behind them. Mindless creatures, it is rumored that salamanders exist on the golden treasures of the great Mummy tombs, and many a foolish adventure has followed a glass trail back to the salamanders lair. Salamanders wander the desert throughout the day, burrowing into the sand to preserve their body heat during the night, appearing as a golden glow through the intervening sand.
ProfileM WSBSS T W I A Ld
Salamander370653525
SPECIAL RULES
FEAR: Salamanders are frightening beasts and therefore cause fear as per the Warhammer Rulebook.
EXTREAME HEAT: Fueled by their magical nature, salamanders emanate heat from their bodies stronger than that from a blast furnace. This heat causes 1 S3 hit to all creatures who come within 2" during the hand-to-hand combat phase. Models in hand-to-hand will suffer a -1 to hit due to the heat. Salamanders are immune to all fire-based attacks.
STUPIDITY: Salamanders are surprisingly dim-witted creatures, and are therefore subject to the rules for stupidity.
SCALY SKIN: Their tough skin gives salamanders a natural save of 5+.
Great Cat.................................. 50 points
The people of Araby have always delighted in the strength and beauty of the cats which stalk the grasslands. They have, over centuries bred and developed one strain of these cats to an enormous size. The beasts are trained to obey the commands of their masters implicitly and are taken to battle alongside them. The cats enter the field at their masters side and then run off toward the enemy, rending and ripping into the ranks with deafening roars of battle. These cats often stand as tall as a pony and are occasionally ridden in battle, though this limits their agility.
ProfileM WSBSS T W I A Ld
Great Cat850543537
SPECIAL RULES:
AGILITY: Unless ridden a great cat can twist and turn in battle and so no combat bonuses for rear and flank attacks apply. Great cats can leap over a single man or orc-sized model and over walls, hedges and the like of the height of a normal man. This special movement incurs no movement penalties. If attempting to jump over more than one rank of models then the great cat must roll equal to or under it's initiative on a d6. There is a +1 penalty to this roll for each rank past the first that the cat wishes to pass over. If the cat fails it stops in front of the unit it was attempting to cross and
cannot move any further. If the unit was an opponents then it is considered to be engaged in hand-to-hand but the cat does not receive any bonuses as if it had charged, after all it is as surprised as the enemy are. Great cats must start the battle alongside their master but after that can act independently.
Sphinx......................................200 points
The Sphinx are great stone guardians, body of a lion and head of a man, carved by master craftsmen and great magics to protect the tombs of the mummy kings. When Necromancers first wakened the ancient mummy kings, the sphinx
stirred, only to find their masters gone, or worse, possessed by forces of the dark. Having failed in their duties, the Sphinx now wander the deserts of Araby, fighting evil in all its forms.
ProfileM WSBSS T W I A Ld
Sphinx650675438
SPECIAL RULES
TERROR: The Sphinx are huge, frightening creatures, large enough to terrorize even ogres. The Sphinx therefore cause Terror as per the Warhammer Rulebook. Note that creatures that cause terror also cause Fear.