Armies of Araby

by Markus Vilander and Marko Vesa
This document is completely unofficial and in no way endorsed by Games Workshop Limited. No challenge to their status intended. All Rights Reserved to their respective owners.


CONTENT......................................................2 INTRODUCTION...........................................3 FOLK OF ARABY..........................................4 FORCES OF ARABY.....................................6 Arabyans Rulers of Araby...........................................6 Warriors of Araby.......................................8 Arabyan Musketeers...................................8 Honour Guard.............................................9 Flying Carpets.............................................9 Light Cannon............................................10 Slaves........................................................10 War Elephant.............................................11 Others Wielders of Magic.....................................12 Genies.......................................................13 Camel Riders............................................14 Outsiders Nomad Chieftain.......................................15 Nomad Horsemen.....................................15 Saddleborns...............................................16 Tribals.......................................................16 Raiders......................................................17 Beast Riders..............................................18 Lords.... ....................................................26 Heroes.......................................................27 Core Troops..............................................28 Special Troops..........................................30 Rare Troops...............................................32 SUMMARY...................................................33 BAZAAR OF ARABYAN GOODS..............24 ARABY ARMY LIST...................................25 ARABYAN ARTEFACTS.............................19 Common Magic Items..............................19 Magic Weapons ........................................19 Banners ....................................................20 Magic Armours.........................................21 Arcane Items.............................................21 Talisman....................................................22 Enchanted Items........................................23


Arabyans are mere humans from isolated land of heat, sand and ever-present magic. While famous from their merchants, wealth and rare goods, they are no less known for their military traditions and mercilessness they show in fields of battle. This book is made to bring life for country that is integral part of many back stories yet still without direct attention for itself. Or just to be able to field all those great-looking converted armies as they are instead just pretending to be such. Material in this book is not official and may have serious errors or imbalances due limited amount of information and testing available. Any thoughts, experiences, questions and feedback would be highly valuable. We wish happy gaming and enjoyable time with armies of Araby.


Folk of Araby
Araby – while rich and powerful nation in eyes of outsiders – is harsh land to live for its citizens. Where in Old World people struggle with Norsemen, greenskins, beasts and mutants, in Araby the land itself is enough to prove the challenge: most of the Arabyan Penisula is covered by Great Desert of Araby, while neck of land overlaps with borders of ancient kingdom of Nehekhara – today commonly known as Land of the Dead. Majority of settlements and all major cities are built at northern coast but there are plenty of town and cities inland also, build next or around rivers or oasis. While Sultan of Lashiek namely rules All Araby, many powerful or isolated settlements are out of his grip and there is less he can do about it. Cities and other major settlements are ruled by Sheiks generally loyal to Sultan. However, they are also often ambitious men who would gladly to take place of Sultan and ready to use any method necessary to claim their right. For this reason, ruling dynasties rarely last many generations after its founder – if even that. Most population of Araby live in town and cities relying safety of walls and soldiers – Land of the Dead is near and threat is always present. Towns and cities in southwest and west most often under sieges and strong walls are the best protection against those creatures. Of course long sieges against any living are extreme rare as source of water near by is ultimate requirement for any besieger. People who live in locally in cities or towns are usually called Arabyans. This is to make different to nomad tribes that dwell in desert or any other outsiders like tribal men from south or adventurers from Old World. These people have absolute faith in their rules and can be very hard opponents if they are fighting for their legal leaders. On other hand, even those who don’t live inside cities or towns – outsiders – are usually well treated even with suspicion. Nomads of Great Desert are travellers and thus natural merchants, carrying goodies from town to another. However, some tribes are more militaristic, living as mercenaries or even bandits – one tribe can be has habit evened all of those three. Being opportunists helps a lot when living in desert but such behaviour gives little bit bad name for all nomads and they are not usually well trusted by common Arabyan folk. If nomad tribes aren’t well trusted, either nomad trusts easily anyone outside of their own tribe. This is however less realised because their habit to keep every one as guest for days – even if the guest is great rival. As long as none do break code of hospitality these people are quite helpful and polite. Its kind of way of survivability as if they help someone who is in trouble in desert, same people can later come help if you are in trouble. Maybe for same reason acts and favours are well remembered and paying back such thing is question of honour in good and bad. Land of the Dead is always lured young men and women to test their luck with game were everything is on table. While anyone can become adventurer and they are their own masters, professional raiders have become quite common; many of them are Old Worlders and calling themselves archaeologists, causing even more distrust in Arabyan settlements. Those who have survived long enough become famous but most of them die without anyone remembers their name. Hardened in harsh land and having life on blade are made these men lose common way of thinking and causing them act often very stupid yet brave way.


Tribals come from far south from grasslands beyond edges of desert and sometimes even from deep jungles of Southland itself. They are dark-skinned brave uncivilized people who live with old ways, earning their food by hunting and gathering but time-to-time they are hired as mercenaries to Arabyan armies. As they are used to hunt large animals, they are usually cheap way to get rid of rival sheik’s elephants but they are good dealing at any other large beast as well. And lastly comes slaves. They are part of Arabian population in many ways similar than any other city dweller – they have even own social class in that civilization even that is the lowest one. Slaves are gained through prisoners of war, from raids of any neighbour settlements or just because others are unable to pay dept in time. They usually do the hardest and most basic of work, but skilful slave can archive fame for himself and his master – it is common saying that being slave in sultan’s palace than being slavemaster in stables. However, they are often used also living shield during battles, which usually make life of slave very short and painful. Slave can sometimes even earn freedom if successful enough in battle but such heroic acts are rare – only few slaves are willing to risk their life for their masters and for freedom they have to face their worst nightmares barehanded and triumph over them!

Story you heard is older than ten centuries, even more. I cannot confirm it anywhere is story true or clever lies to cover what take over of Kharibal’s kingdom as it paints old ruler as evil because selfish or fool and ruler who came to power as victim of first. Story has alternate endings that make it interesting for every listener. However, it is still well told and as it includes good lessons. It has lost it poetic rhythm as I translated it readable reik. For some terms I was unable to find corresponding words – especially in way of telling details – so I have left those away, but tried to keep main story clear.


This section of the book details the forces from Lands of Araby. It provides rules neccessery to use all elements of the army in your games of Warhammer. Every regiment and character is descripted here. Any special rules that apply to a particular model are given here. Forces of Araby are divined to three sections: Arabyans, Outsiders and Others. Arabyans are citizen of All Araby, Outsiders are nomads and foreigners who just do not belong within normal Arabyan life-style and Others are group who do not clearly belong to either.

Arabyan Forces
Rulers of Araby
Borders of All Araby are draw far and wide, limited only sea and dangers laying within Land of the Dead. Yet this large land is hostile on its own and only its coastal areas can be truly said to be populated, rest of the land is scattered settlements days between each others. Sultan is the untimate ruler of this dry land, rightfully ruling all Arabyan settlements as he sees the best. No questions are ever asked – mere sultan's wish is law for all others. However, distances are great and even sultan in all his might cannot overseer everything. For this reason, each settlement who is not directly under sultan's rule is ruled by sheik, sultan's chosen man or direct relative of such. Title of sultan do pass to his named heir, generally to his own son who has successfully gone through test for good ruler – namely many years of experience being sheik. While most of sheiks are loyal to sultan himself, they sees each others as a rivals. Sultan generally keeps his heir's name in secret - if any - and this is reason enough to sheiks to bring war against one another. Sultan could disallow such integral struggles yet for most of rulers sees battles just a another sort of entertaiment. For this reason, even sultan wouldn't be required to lead army, he may do so just to be able to witness such great performance. Thanks to ambition sheiks, dynasties rarely last many generations before it is overthrown. There is no such things as a rebellions in Araby but sometimes powerful sheiks just declares themselves sultans and only after that tries to deal problem having two sultans alive – whenever perish was just a fool who denied wisdom of true Sultan of All Araby. There is no formal training except the life itself for successful sheik or sultan. Those who will win the great game over Araby must exploid their natural skills to their best Sheik Sultan M WS BS S T W I A Ld 4 3 3 3 3 2 3 2 8 4 3 3 4 4 3 3 2 9

Hierarchy of Araby When choosing general for Araby army, sultan always comes first, then sheiks and only if neither are present, general is chosen normally. Well Protected Any Arabyan unit that protects sheik-general becomes stubborn. If general is sultan himself, Arabyan unit he joins become unbreakable instead.


Retinue Retinues are sub-unit linked to ruler of Araby or more simply just master. Master with his retinue is treated as any normal unit with following exeption: If master wishes to join unit, he may do so. He is placed to front rank as normal and all members of his retinue are placed as close to master as possible, to second rank if wished. Slaves and harem girls are not counted towards unit strength. If master is mounted on war elephant, each member of retinue will still replace a warrior. Any remains of retinue are removed from the game at begining of next turn after their master is removed. Lone retinue do not gain benefit from their master's well-protected special rule. If retinue is brokes, it is master who is first running and retinue just follow him. M Slave 4 Bodyguard 4 Harem Girl 4 WS 2 4 2 BS 2 2 3 S 3 4 3 T 3 4 3 W 1 1 1 I 3 3 3 A Ld 0 5 1 8 0 5

Paths of Power Ruler of Araby have option for one of following: Commander: General's leadership may be used if within 18” instead normal 12. Sorcerer: Character is also 1st level mystic and second level can be bough as normal. Conquer: Character doubles his Weapon Skill, Initiative and number of Attacks. Warrior: Character gains +2 to his Weapon Skill and +1 for Strength, Toughness, Initiative and Attacks. . Strategist: Character adds +1 to combat resolution in any combat he is in and any friendly unit may re-roll failed break test if within 12” from character. Gambler: Army with gambler ignores normal requirement for summoner when hiring genies. Army may still not have more genies than it has gamblers. Adept: Character is level 1 wizard and may choose either Fireball, Steed of Shadow or Portent of War as his spell.

Slave (as a example) Master slice slave's throath. This may be done immediatly when friendly unit fails psychology test within 6”, including unit master is joined but no lone retinue. Remove slave from game and unit may re-roll their failed psychology test. Bodyguard Any hit master suffer hits bodyguards instead unless made in challange or with magic or shooting that allow pick the target. Bodyguard may also anwser to challange instead his master. Harem Girl Unit - including lone retinues - with one or more harem girls gains +1 to combat resulution. Harem girls are treated as captured standard if they are successfully run down while fleeing.

The Death’s Bride
Sultan Kharibal was old man and his time was near. Death was one of two things he truly feared and he was willingly to do anything to avoid his fate. He was sorcerer as many of sultans of Araby were but living dead were another thing he feared and he didn’t want to walk forbidden path of undeath, even he did have powers to go that way.


Warriors of Araby
Every able man in Arabyan settelment is said to be a warrior in time of need, armed with weaponry and armoury they managed to own. And even nobody is generally forced to take them arms when call is sounded, there are only few who do not answer the call. Reason for commoners so eagerly join such requests and risking their life is tradition where ruler will reward everyone who answer his call by their own will. While rewards may vary from silver to right to keep multiple wives or other benefits not normally open for commoners. And sometimes, clever ruler may give benefits that may expire to make sure that those men who already enjoins the benefit will still answer his call when needed. Only few of these men can afford extra armour deside the shields which even men with bows occacinally do carry. Yet there are those wealthy commoners who are able to afford not only extra armoury but also fine Arabyan warmblooded steeds, taking role of shock troops on fields of battle lacking heavy cavalry. And once all warriors are gathered, they tend to form groups of similarly armed men. Veterans teach first-timers and then, if everyone agrees, one of the group is offered to become first sword. This is greatest honour offeret to fellow man but first sword is also seen personally responsible for his group, meaning that many refuce from such honour. M Warrior 4 Rider 4 First Sword 4 WS 3 3 3 BS 3 3 3 S 3 3 3 T 3 3 3 W 1 1 1 I 3 3 3 A Ld 1 7 1 7 2 7

Arabyan Musketeers
Dry weather of Araby is one for gunpowder weaponry yet such weapons are still rarely seen. Reason for this lies within Arabyan tradions and habbits – all merchandises are done with great care and no sane artisan or merchant will sell their goods less than gun's full price. And while buying single handgun isn't impossible task for any sheik, only richest rulers can arm and upkeep full regiment of musketeers. Unlike most of warriors in Arabyan army, musketeers are full-time soldiers instead just commoners with handgun. These carefully picket men have often responsible guarding gates and walls of settlements. And centuries old mandate that every musketeer should spend hour daily to train and another to take care their weapons is well followed. Musketeers are greatly respected and feared through Araby and their sheer presence can sometimes end battle before it even starts. Only few dare to challange might of man powerful enough to field musketeers – even it is known that sometimes clever commanders has gained victory against superiors foes trusting only to presence of fake musketeers. And while they don't have similar privilages as honour guards, they are potrayed more glorious in eyes of commoners – even old saying states that any ruler may chose his personal guards but only powerful can turn them in the musketeers. Musketeer Sergeant M WS BS S T W I A Ld 4 3 4 3 3 1 3 1 7 4 3 4 3 3 1 3 2 7

Iron Nerves When choosing Hold as a charge reaction against frontal charge, musketeers may forgo their normal attacks in close combat to cause d6 S4 armour piercing impact hits for each full rank unit has.


Honour Guard When being first sword is honour given by fellow men, being chosen to honour guard or any promotion within are highests honours given by any ruler – with only exception becoming sheik by sultan's direct order. Members of honour guards are toughest and bravest Arabyans and only few rulers have more than handful of these fine men who are filling risk their life for their master without second though. Honour guards are responsible for ruler's personal and his household's security. During their duty they are answerable only for their captain and master – and they are allowed to use deadly force if needed even against those who were born with higher status. While above law in many cases, they have forced to live without doubt or crime. They are supposed to be the example for common man – they are living proof that there is no reason to criticize wisdom of ruler – and maybe this is truly reason why all Arabyans are so willingly toserve their sultans and sheiks. Honour Guard Captain M WS BS S T W I A Ld 4 4 4 4 4 1 4 1 8 4 4 4 4 4 1 4 2 8

Flying Carpets
Flying carpets are one of most well known trademarks of all Araby and without seeing one nobody can truly say that they have visited Araby. Flying carpets are almost as common as horses in old world – those few proud warhorses of finest breed outside Bretonnia. Even in Araby flying carpet will attract commoner's attention if outside of major cities. Most of flying carpets are owned by wealthy nobles, rarely used for traveling but almost always just to impress visitors. Few of nobles actually know how to fly with those, requiring personal pilot when wanting to travel with their carpet. The same way as many sheiks and sultans see battles just another type of enteraiment, nobles have similar interest towards battles as feasts – battlefields are just another spot for showing off. However, nobles love their lives so splending supports for army is way to go and few thing can compared for donating full unit of flying carpets and their pilots to ruler's use. Pilot Ace M WS BS S T W I A Ld 8 3 3 3 3 1 3 1 7 8 3 3 3 3 1 3 2 7

Brave Honour guards are immune to panic.

Flying Cavalry Unit of flying carpets are counted as flying cavalry.

So Sultan Kharibal have only one thing he could do and even it was thing he didn’t liked, fear crowned day after day until it become greater than his dislike. Three times he called beast of unseen world, mighty ones, do full his wish, but each time only one of such creature answered to Sultan Kharibal’s call. It was mighty daemon named Al-Hara and final time they made a deal powered by blood.


Light Cannon Light cannons are most typical warmachine in lands of Araby. While notably weaker than their larger cousins, light cannons – just about twice normal caliber of handgun – were more portable in desert. Most of settlements have at least dozen of these guns on their walls to give protection against any would-be attackers. As long as assault would become from single direction, attackers would face quickly all thse guns. And while ordering dozens of handguns were expensive task, single light cannon is much cheaper option to bring clouds of gunpowder on battlefields. Job for artisan is still almost the same – only size varies. Single cannon is little more than annoyance for opcoming enemy. However, battery of these guns can become quite deadly, expecially in close range. Pilot Light Cannon M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 - - - 5 3 - - -

Slaves are lowlest members of Arabyan society. They are ones who do most tiresome tasks and works and are just properity of others. Becoming slave is easy: being captured by enemy forces, as a punisment for crimes or even more often, for being unable paying debts in time. Yet whatever the reason is, life of slave is generally hard and short. Of course, sometimes skilled slaves do enjoy some benefits and luxury, and it is said that is better to be slave at sultan's palace than slavemaster in stables. However, most of slaves are not evem allowed to talk other slaves outside their household unless directly ordered to prevent slave-rebellions but When gathered in larger groups is always bad news for any slaves. That means either large building projects or battles they are taken in. Either way, gatherering means for slaves that they are knocking death's doors. Sometimes, now and then, some succesful slaves do managed to perform great deeds during battle, giving them freedom, even place within honour guards. However, successing in such act is almost impossible – it would mean facing one's worst nightmares bare handed and triumph over them. Slave Skirmish Expentable No character may join these doomed men and all Arabyan unit automatically passes any panic tests caused by fleeing slaves. M WS BS S T W I A Ld 4 2 2 2 3 1 3 1 6

Light Cannons are used as normal cannons but have maximum guess range of 30” and following profile instead: Strength Solid Shot Grape Shot 5 Artillery Dice Halved Wounds d3 1 Armour Save No Saves -1

Portable As long as both crew are alive, light cannon may move up to 4” in movement phase and still used for shooting.


War Elephant Great Desert of Araby keeps many secrets within and one of them is reason why large, grey beast known as elephants do leave grasslands surrounding souther and souht-east of Great Desert yearly and keep wandering from oasis to oasis almost half a year. Like most of monsters, if someone wants to mount elephant, training must be started within few weeks after they are born, otherwise they become too familiar to elephant's way of life to be tamed, and even then males are too indepented to be trained. For all these reason, elephants able to carry howdah are rare indeed and any ruler would be more than proud if able to bring such beast to the battle under his name. Many times they are not even for fighting, just mobile postion to offer ruler good view over the battlefield to ensure enjoyable spectacle. However, even well-trained and loyal elephants can be dangerous beings for their owners. When feeling threatened, elephants do bolt, grushing anyone getting too near. Elephant Warrior M WS BS S T W I A Ld 7 3 0 6 5 6 2 4 9 4 3 3 3 3 1 3 1 7 Bolting War elephant that fails psychology or break test do not flee but bolts. Bolting elephant runs 3d6 (or 2d6 if barded) towards random direction and will continue towards that direction unless charged. Any unit – friend or woe - may charge bolting elephant, hoping to re-direct their path. If charged, war elephant will bolt immediatly. War elephants will flee normally when broken or charged when bolting by enemies with large target special rule. Elephant always treats any enemy unit without large target special rule as a friendly, allowing elephant run through them instead being destroyed. When bolting, all riders are treated as fleeing and if elephant is still bolting end of the game, elephant and its riders are consired as fleeing.

Terror, Scaly Skin 4+, Unit Strenght 10, Large Target Strong Willed War elephant always uses its own leadership, no matter who rides on it. It may never re-roll its leadership or break tests or become stubborn or unbreakable unless benefit is coming from magically source. Howdah War elephant is treated as monsterous mount with howdah where is room for five passangers. Howdah also provides addtional +2 to riders armour saves. Impact Hits War elephant causes d6+1 impact hits to any unit it charges or bolts through. 11
Princess Thelerina was daughter of sultan Kharibal and he had no other child. Even sultan did have riches beyond of imagination, Al-Hara wanted no less than lovely princess Thelerina. Even sultan loved her, he loved his own life more and so deal was made. Rule of deal was princess who should be untouched by man until sixteenth birthday and then sacrifice for Al-Hara, so she would be given for Death as a bride so it would forgot the Kharibal.

Wielders of Magic Lands of Araby are famous from magic. Tales of flying carpets are known anywhere and even common goods are said to be magical. And all theses tales are true – winds of magic draws so strongly and penetrating over Lands of Araby that some of magic are bounded to items even without actually knowing it or doing it on purpose. And in many cases, Arabyans doesn’t even recognize minor enchantment; as for them those are as common as sharp edges of blades. However, not everyone live just side-by-side with magic. There are those who are able to understand true powers what lies behind what is seen. These men and women have natural talent to affect the winds themselves, allowing shape the reality to their wishes, making them powerful individuals. While far more common than wizards in Old World, only users of Wind of Shyish are likely to shunned from society in fear of the dead while rest of them respected while feared members of society. Mystics are minor magic users who are not bound to normal social structure. They are above of mistrust and they are always treated well even if it would be nomad mystic visiting Arabyan settlement or visa verse. They often act like mentors or doctors for unsure or sick, consulted when people are dealing with problems they are not able to overcome themselves. Summoners, in other hand, are rarely seen or searched. They prefer solitude and only apprentices are known to live with them. Summoners are seen most powerful individuals of All Araby, as they have power over even dwellers of unseen itself. However, even after years of study, only most powerful and skilled mystics can archive powers of summoner, rest either fails to mastering the art or are just not clever enough to deal with genies. Excluding tribunes brought for Summoners, they are usually left undisturbed even if their location would be known. Only during greatest needs they are sough out and even then they may refuse if doesn’t see it worth of their time. Sometimes they may bind genie to serve seeker of help but most of time they don’t bother tragedies of mortal world at all. And while they all are more than able to perform magical deeds, many of them prefer to bound their powers to items and use those items instead – using powers directly has great danger to attract unwanted attention of beast dwelling beyond of mortal world. Mystic Summoner M WS BS S T W I A Ld 4 3 3 3 3 2 3 1 8 4 3 3 3 3 3 3 1 9

Mystics and summoners may choose their spells from following lores: Shadow, Fire and Heaven. Summoners may choose also lore of light or lore of life. Empowering Summoners and mystics may spend power dices to increase power level of bound spells they are using. For each power dice used this way, add caster’s wizard level to power level of bound spell. Additionally, they may carry more than one bound spell item if they wish.


Genies Genies are powerful, sentiment spirits of the land itself and while spirits can be found almost everywhere, winds of magic that blows strong in Araby has left its mark for these beings. Genies are often mistaken to be daemons, which would be serious offence against genie. For them daemons are just weaklings who cannot stand by their own. Unlike daemons, genies cannot take physical form yet is still able to manipulate material world around them. And even they are sentiment they tend to have bizarre personalities with elements of Wind of Magic attached to them. This makes dealing and reasoning with genies almost impossible for anyone except summoners. Ifrits Ifrits are fierce genies closely related to Wind of Aqshy. They are rash and aggressive, making them powerful but dangerous allies. They are known to destroy armies on their own - and sometimes it is armies they were supposed to help. They dislike being bound more than anything else and if they are able to reason any way to harm their ‘masters’, they will do it - binding ifrit without fully covering all possible loopholes of contract is last mistake made by many would-be summoners. Ifrit M WS BS S T W I A Ld 6 5 3 5 5 5 4 5 8 While sometimes genies do strike deals by there own, they are usually under service of summoner who has bind them to do so. All genies have following special rules: Ethereal, Immune to Psychology Summoned Army with genies must also include at least one summoner. They may not use leadership of general but may use leadership of any friendly summoner within 12” instead. Sense of Immortality Genies are unbreakable during any combat phase where they didn’t suffer wounds. Djinnies Djinnies are genies closely related to Wind of Azyr. These genies are famous for their ability to grand wishes. Even often seen as humble servants of their masters, djinnies cannot be truly trusted. Like many daemons, djinnies are clever beings that enjoy nothing more than ‘accidentally misunderstand’ wishes they are going grand or terms of binding he would agree. For this reason, they are most likely genies to answer to summons yet trickiest to truly bind. Djinnie M WS BS S T W I A Ld 4 3 3 3 4 4 3 1 8

Magic Resistance (2) Cause Fear, Flaming Attack Aggressive Start of each Player’s Turn Ifrit must make Leadership test. If failed, ifrit makes charge move towards nearest unit – friend or woe – without line of sight required. Wishes Djinnie may make leadership test start of each of his turn. If success, one re-roll is granted for owning player and if failed, for opponent. Reroll can be used on any single roll made by either player. Re-roll stays until used or new wish is made.


Camel Riders Great desert of Araby is dry place with long distances and finding water is great concern. And even horses are capable to carry many gallons of water; they also drink lots of it. Camels are animals of desert with need to drink only twice in month and sand will not stop them. They are not maybe as fast as horses and thus more rarely used in combat, they are necessary to carry all what traveller need. Camels are naturally strong-willed creatures that are much harder to properly train for combat situations. However, camels are known to have nasty habits that can easily fill what the actual training lacks. For this reason, it is not unusual to see nomad to ride to battle with his trusty camel while most Arabyans would avoid being top on such temperamental and smelly mounts during battle. Still, there is nobody in Araby who would deny usefulness of camels. M WS Camel Rider 4 3 Camel Master 4 3 Camel 7 3 BS 3 3 0 S 3 3 3 T 3 3 3 W 1 1 1 I 3 3 3 A Ld 1 7 2 7 1 5
As there were no holes in deal between Sultan Kharibal and daemon Al-Hara, princess couldn’t do anything to break it except by losing her pride. However, she was coming to age soon, and there was only half moon travel to midsummer and her sixteenth birthday. So she every evening she invited one of sheik of the land to her chamber. But no sheik was able to come as they were beheaded by Captain Medenel right to steps of chamber’s door. So great was his skill to kill that princess Thelerina didn’t find out why no sheik ever came to her chamber. Night after night Princess Thelerina’s worry of her life become stronger and stronger, and she started to though that she couldn’t be able escape her destiny. Princess Thelerina become desperate and lost all her faith of living. So sad she was and alone that last night before her birthday she planned to talk her father Sultan Kharibal but first person she find was Captain Medenel next to her door. She was bright girl and presence of such warrior all came clear for her.

Odd Smell Camels cause fear against cavalry units or characters riding on horses if number of camels outnumbers horses. Arabyan Camel Corps Arabyan camel corps are arabyans and ignores move-or-fire special rule of handguns.


Nomad Chieftain Each nomad tribe has their elders who are leaders of the tribe outside battles. However, each tribe also have chieftains who are most skilled of all saddleborns – and these men are those who are charge of military actions. It is chieftains who value the strengths of their enemies and if saddleborns able to deal it alone, do they need aid of tribe to success or should they flee in first opportunity. Great responsibility comes with respect and chieftains are highly honoured by their kinsmen. It is said that getting aid from nomad chieftains is as hard as catching him on battlefield. However, they are men and women of honour and do return any favour or oath they are gained or made – even if other would be chieftain’s worst enemy, he would help him in time of need if he had promised to do so. Yet for Arabyans chieftains seem are doubtful at the best. They fear effectiveness and bravely of men under command of chieftain and still chieftains are those who are giving orders to retreat as cowards when any real troubles begins. Chieftain Warhorse M WS BS S T W I A Ld 4 5 5 4 4 2 4 2 8 8 3 0 3 3 1 3 1 5

Nomad Horsemen
Where Arabyans may call their towns and cities as a home, home of nomads is the desert. Tribes of nomads do travel from settlement to settlement and oasis to oasis, using lost paths known only tribe's elders as well as the most travelled roads. Some of them are merchants, some are bandits, yet most of tribes relies on both ways of life if opportunity arises. Thus distances of Great Desert are long, every nomad to have their own mount or two. And while camels are great for traveling, when it comes sudden attacks, horses are those what nomads uses. . Every adult member of the tribes are warriors additional to any other roles they may have with only exception of elders – they are leaders of their tribes in all aspects except when it comes to raids and battles. Horsemen are often lead by experienced saddleborn known as horsemaster. They are guardians of tribes and they offer insight and inspiration for their fellow kinsmen. And while nomads avoid all unnessessary risks, sometimes battles and raids are only way to avoid sure death. They are also sometimes hired by rulers of settlements they are visiting but even more often they are returning favours when fighting alongside with Arabyans. M WS Horsemen 4 3 Horsemaster 4 4 Warhorse 8 3 BS 3 4 0 S 3 3 3 T 3 3 3 W 1 1 1 I 3 3 3 A Ld 1 7 2 8 1 5

Master Rider Nomad Chieftain is always riding on warhorse and is treated as fast cavalry. Without Trust Nomad Chieftain may not act as general for army that includes any number of Arabyans.

Skirmish, Fast Cavalry


Saddleborns While every nomad owns mount and is warrior during time of great need, saddleborns are warriors and guardians of their tribe all the time. Saddleborns sole purpose is protect their tribe from threats they may encounter. And if unable to destroy their woes, they harassment their opponents giving time for rest of tribe flee – only to flee themselves shortly after. Yet they are not fools who would give their life for nothing and thus they spend their days training horsemanship – they are not called saddleborns for nothing as they seems to be one with horses they ride, allowing them make sudden turns and getting away from their enemies in crucial moment. M WS Saddleborn 4 4 Horsemaster 4 4 Warhorse 8 3 BS 4 4 0 S 3 3 3 T 3 3 3 W 1 1 1 I 3 3 3 A Ld 1 8 2 8 1 5

To South from Araby lies the Sotuhland, unpenetrable kingdom of jungles and swamps – home of black skinned tribals who are said to live in harmony with nature itself. Even tribal women are wanted as a harem girls due their exotic beauty, tribals are rarely seen within borders of Araby. They do not wander away from Southland just because curiousity – and any reason they may hold, they are not willing to tell the truth behind. Even reasons obscured, many times tribals are willing to aid Arabyan rulers in exchange for various items, from magical relics, spices or other rare and expensive goods to simple herbs, food or water if anything at all. While many ruler would refuce hiring them due tribals' generally high price and public unrest their presence causes, tribals are famous for being brave and adept hunters – more than able to take down even the mighties beast with relative easy. And nothing pleases more for ambitious sheik than see his rival's pricewinning elephant to fall for handful of saveges. That is something to call spectacle! Tribal Headhunter M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 4 4 3 3 1 3 2 7

Fast Cavalry, Skirmish Ranged Harassment Saddleborns may choose Shoot-and-Flee as charge reaction. It works like Stand-and-Shoot except unit also flees after shot are fired. However, as they spend their time for shooting, they flee only 2d6 instead 3d6. Withdraw After combat resolution is counted on turn when saddleborns charged, they may declare to withdraw. Withdraw is normal fleeing move from combat except saddleborns may not be pursued, they don’t cause panic and they rally automatically in end of the move. They may withdraw even if they won the combat and if they do so, losing side must still take break test as normal. No Slowers Only characters with Fast Cavalry special rule may join saddleborns.

Skirmish, Scout Brave Hunters Tribals ignores fear and terror caused by any living model with large target special rule.


Raiders Great deaserts of Araby has seen civilizations born and vanished, leaving only sand covered ruins behind. And while lands of ancient kingdom of Nehekhara is said to be filled with treasures, ruins within Araby – especially ruins of ancient capital Bel-Aliad – are well known to hidden treasures within. There are many who seek fame and wealth hidden in ruins of past, yet only few returns. Desert, traps and monsters rarely leave anyone escape their demise. Such talespinners and fortune hunters are generally called raiders. Most of raiders used to be native Arabyans who are unable to fit to normal life of citizen: becoming raider offers wealth, fame and escape from normal social structures - if you survive of course. Yet recent days raiders from abroad have become more and more common. Thanks to raiders from Old World, Arabyans know now that archaeologist means man who is raider under someone's paylist and they are actually gained some popularity – strange consept but gives sheiks chance to gain best loot of succesful raider with high risk but relative cheap investment. And dawn of battles, these fortune hunters can be quite easily hired as a extra muscle. While they are far from diciplined forces, they have odd relation for life itself that lies behind bravery or madness, allowing them stand against impossible itself – some of them are said to protected even by fate herself. While most of successful raiders do retire after couple of successful trips but there are few who just don't stop adventuring. Those who continue become more and more famous over the time – and if survives long enough – they become stuffs of legends themselves. M WS Raider 4 3 Lucky Raider 4 3 Famous Raider 4 4 Legendary Raider 4 5 BS 3 3 4 5 S 3 3 4 4 T 3 3 4 4 W 1 1 2 3 I 3 3 5 6 A Ld 1 7 2 7 2 8 3 9 Cracy, weird men... Raiders treat any doubles rolled on leadership as they would be double ones. This rule doesn't benefit units that are joined by raider Fool's Luck Lucky Raiders have 6+, Famous Raiders 5+ and Legendary Raiders have 4+ ward save. Fates Famous and legendary raiders may have fates that gives twist and personality for them. Unlike virtues, fates are double-bladed swords. Show-off Raider gains Combat Resolution from every hit he makes additionally any wound he does. He also must always suggest and accept any challenges. Hot-Head Roll at start of each turn: 2+ Raider and any unit he is joined become immune to psychology until start of their nect turn. Roll of 1 causes panic test instead. Lucky Devil When raider should be removed from game, roll d6. On 4+ single friendly model within 2” is removed from the game instead. Suspicious Raider and his unit gains free shooting against any unit that just appears to their line of sight without moving there. However, no unit may use character's leadership. Bad Karma All units – friends or woes – in base contact with raider must pass all their successful to hit and to wound rolls. Dead Magic No final casting roll or power of bound spell can be higher than spell's shortest distance to raider (wizard, target or possible spell's path). Horseman Raider is treated as fast cavalry but he may join only units with fast cavalry special rule. This fate includes cost of warhorse he rides. 17

Beast Riders Many decades ago, during hunting trip sheik Abalih witnessed how rhinox was able to tear large group of surprised men in the pieces in single moment. Abalih was so impressed of beast's strenght that after successful escape he ordered his greatest smith to create magical skins for horses that would make them as powerful. One hundred and eigthy nine barding were ever made. However, those were enough for Abalih to form army of beast riders – while they lacked in numbers against armies of other sheiks, Abalih was able to arm his best and braves men with gear unseen before. After defeading many, Abalih declared himself as a sultan and marched his forces to legalice his claiming. However, due trick of fate, he led his men through territory of pack of bull rhinoxes who though closing army as a rivals. Only few dozen of men managed to avoid fate being trampled. When sultan Abalih was gone, remnants of beast riders becomed mercenaries, living as before but serving only themselves. And if one of riders do fell, there are always many skilled candidates to take his place. Yet their number shrinks year after year – while men can be replaced, there cannot be more beast riders than there is bardings left and once barding is destroyed, beast riders have premanently lost one of theirs. Nether to less, beast riders are still deadliest and wealthiest mercenaries of All Araby – and when handful of them are enough to strike fear in the opponents, what terror it would have been to face entire army of them? M WS Beast Rider 4 4 Beast Master 4 4 Warhorse 8 3 BS 4 4 0 S 4 4 3 T 4 4 3 W 1 1 1 I 4 4 3 A Ld 1 8 2 8 1 5
As Captain Medenel was honourable man and taking his duty as every man should, he was trusted by princess Thelerina and she told him what kind of fate was waiting her in next morning. In that morning captain Medenel followed sultan’s own order to protect princess and her bride and beheaded sultan when he came like all those sheiks before him. In the end princess Thelerina had truly become Death’s Bride as no man were able to ender her chamber alive.

Beast's Gear All beast riders have following magic items: Rhinox Barding and Death's Bride. These doesn't affected by normal limitation of one. 18

In this section the common magic items are listed first (see page 122 of the Warhammer rulebook for a complete description) with following exception: in Araby magic items are far more common than anywhere else, allowing Arabyan army include multiple copies of any Common Magic item. ‘Araby only’ magic items are also listed and these can only be used by models from this book. Any magic items chosen must be selected within the point limitations set by the army list section. All the rules on magic items presented in Warhammer rulebook also apply to the ‘Araby only’ magic items including normal limitation of one per army.

Common Magic Items
Sword of Striking:...……………..…… 30 pts Weapon; +1 To Hit. Sword of Battle:……...………..……… 25 pts Weapon; +1 Attack. Sword of Might:…...………….……… 20 pts Weapon; +1 Strength. Biting Blade:..………………..……….. 10 pts Weapon; -1 Armour save. Enchanted Shield:…..……..…………. 10 pts Armour; +5 Armour save. Talisman of Protection:....…………… 15 pts Talisman; 6+ Ward save. Dispel Scroll:……………….………… 25 pts Arcane; One Use Only; Automatically dispel an enemy spell. Power Stone:………………..………… 25 pts Arcane; One Use Only; +2 dice to cast a spell. Staff of Sorcery:………….…………... 50 pts Arcane; +1 to dispel. War Banner:..................……………… 25 pts Banner; +1 Combat Resolution.

Magic Weapons
Fang of the Desert 65 points
Simple looking dagger with strange green stones in its hilt, this poisonous weapon once belonged infamous bandit leader Rahtashan who was bane of every sleeping traveller and caravan until he mistakenly tried to slit throat of sleeping merchant princess. He actually did success in his attempt but princess – who was actually Lahmia vampire – didn’t care about that kind of detail…

Hand Weapon. Gives ability to Always Strike First with no armour saves allowed. Death’s Bride 45 points
Old story tell a tale of Sultan, his daughter and her bodyguard. Sultan was becoming old and to trick death he made deal with spirit being. To gain more years to live Sultan was forced to sacrifice still pure princess for that being. After she heard Sultan’s deal she tried avoid coming but bodyguard beheaded every sheik that tried to get her chamber – until princess charmed bodyguard himself. After that any blade that was able cut man’s head easily was named as Death’s Bride.

Hand Weapon. Poisonous attack; any wound suffered from poison is d6 wounds instead 1. Moon Scimitar 60 points
This scimitar is made of rare silver only known to found from ruins of Bel-Aliad. It is almost weightless and thus easy to use but most remarkable ability is its sharp cutting edge – it is said that it can split even moonlight itself into two.

Hand Weapon. Death’s Bride gives ability of Killing Blow.


Alexander’s Tether Raiders Only

35 points

Marksman’s Friend Raiders Only

20 points

Using whip become popular after many heroic stories of Alexander the Beast-tamer and his skills using the whip. This great man was able to deal with any feral beast he met – he even managed drive off hungry Carnosaur in land of Lustria. A story doesn’t tell what happened to him, but it is rumoured that he ended as dragon’s food after trying force it act like puppy and dragon got bored with the game.

This long-barrelled musket is stunning handwork made with great care. Even it doesn’t make much difference any else Hochland Longrifle that are gifted to leader of archaeologist or adventurer doing job for Imperial Colleges, this thing still have golden text in its hilt that says: Blessed Todmeister.

Hand Weapon. Any monster wishing to charge or is charged by character must take panic test. Dead One’s Bane 35 points
From beginning Wars of the Dead to present day, Araby is constantly plagued with living dead. So it not surprise mystics have crafted many of powerful items ward off evil or put it back to rest. This powerful blade is crafted from ebony and ivory and it is said that only the most powerful of undead can stand up after once stroke down with this weapon.

Non-magical Hochland Longrifle. It has range of 36’, strength 4, armour piercing rule and character treats any model in line of sight as a lone target even if within unit.

Hand Weapon. If undead creature suffers a hit from this weapon, it has to pass Leadership test or instantly lose all remaining wounds. Only Ward Save can protect against instant collapsing.

Banner of Burning Sun 50 Points Ifrit Banner 25 points
Deserts are merciless and save none. Thela – powerful summoner – waved this banner using gold and silk threads and imbued her powers to tar heat of sun to make sure that no crusader would intercept her again. Ifrits can cause terrible havoc if free. Over the times have mystics and summoners tried to keep them away from settlements by warding them out or bounded in the items. Ifrit Banner is one of these items where were genie of fire is bounded. However, without proper handling, Ifrit can break out easily, which isn’t always bad thing.

All living models in base-to-base contact with unit carrying this banner must make Toughness test in end of every Magic Phase or suffer a wound with reversed armours saves. Crimson Flag 40 points
Coast of Araby is full of pirates and corsairs, and so much is their infamous deed that those have spread even to Land of Kislev. Simple sight of blood red flag is enough for most ships to surrender. Raising blade against these corsairs tells them not only that someone will resist them but also that all on the board have chosen to end their lives in bottom of sea.

If unit holding Ifrit Banner loses a combat, banner is dropped as normal, but before enemy have chance to pursue Wall of Fire is struck between broken unit and pursuers. If unit pursues, it takes damage normally as stated in spell’s description, or freely hold their ground (unless something forces them pursue, like frenzy). Either way, banner is destroyed in progress and lost thus Ifrit Banner can never be captured.

Unit carrying Crimson Flag causes fear.


Magic Armours
Violet Robe 30 points
Violet is rare colour in lands of sand. It is costly and hard to repair. It is said that only one nomadic tribe knows secrets how to create it and they do not make it for trade, only for gifts. So it is not surprise that many wealthy man or woman, who have got one of these expensive robes have asked mystic or two to enchant the fabric not to broke so easily. Sometimes those enchantments are strong enough to protect robe – and its user – even in combat.

Rhinox Barding Character on horseback only.

15 points

It was Sultan Abalih who ordered to make these barding for horses ridden by his elite knights after he was witnessed rhinox’s ability to tear lion apart. For decade his knights earned fame everywhere they went and Alibah power until he and his knights were trampled to death – ironically – by pack of rhinox who though them as rival. Few of bandings still exist but most of them are lost and destroyed.

Violet Robe gives 5+ armour save and can be combined normally with any other armour exception of Elephant Skin Tabard. Additionally, wearer of this armour can re-roll any failed armour save rolls. Shield of Blackened Sun 25 points
It not common that become dark during midday in Araby, and when it does, it have been always treated as bad omen. It’s moment when winds of magic blows strong and those who are skilful enough, can capture some of it wild energy. Sometimes great amount of energy can keep rest at bay.

Rhinox Barding works like normal barding (+1 to armour save, -1 to speed and any Fast Cavalry status is lost). Additionally mount gains +1 to its strength on turn it charges and its attacks counts as magical. All rhinoxes becomes frenzied towards model with Rhinox barding if within their line of sight.

Gives 5+ Armour Save and this can be combined with any other armour normally. Additionally, character with the shield – but not the unit – gains magic resistance (2).

Arcane Items
Orb of Sandstorm 50 points Draining Sand 35 points
Once every year Oasis of Jernal where hit by powerful sandstorm that always dried the water for months. However, sandstorm weren’t natural at begin but genie who took form of sandstorm. Year after year it genie came back, but once it saw beautiful girl dancing next to water of oasis. So beautiful she was that genie was unable to dry water as reflection did doubled the beauty of girl. Yet the girl wasn’t original girl at all, but powerful mystic and when genie was fascinated, she cast her spell and locked the genie in her ivory earring. Sandglasses are old method to measure time as well as metaphor for life itself – and intercepting with it would be affecting the fate itself. It is said that it was sorcerersultan Jaffar himself who crafted this sandglass to hasten his enemies fate by flinging gates of magic wide open when someone else is trying just slightly opening it.

Bound Spell: Power Level 6; Remains in Play; One Use Only. All open ground is treated as difficult terrain and flying is impossible. Additionally, models have line of sight equal only to their initiative in inches.

One Use Only. When opponent casts a spell, Draining Sand can be used to turn highest dice roll to 1. This may cause miscast or prevent irresistible force.


Ruby of Whirlwind

25 points

Jewel seems only spiral shaped silver ring with fire-red ruby on it. However, the spot in sand pointed with ruby summons great whirlwind for short period. With freely flying sand it creates device of destruction tearing flesh out of bone. More often than not it just inflict massive pain instead instant death and thus many times only stories are enough to cause fear in anyone who dare to stand against sorceress or mystic with silver ring.

Grains of Binding Summoner Only

20 points

Dealing with genies is difficult as they are well aware of their own immortality on material realm. However, summoners through ages have mastered different methods to deal with their arrogance.

Bound Spell: Power Level 3. Nominate single model in line of sight within 12” as a target and place 3” template on him. Each model fully or partially under the template suffer Strength 1 hit with no armour saves possible.

Bound Spell: Power Level 2. Target single unit or character within 6” with ethereal special rule. Both sides roll d6 and add their leadership. If Summoner scores higher, target loses its ethereal ability and both movement and attack values are reduced to 1 until beginning of summoner’s next turn.

Alexandra’s Mirror 45 points Yamal's Justice 40 points
Around size of human palm, mirror has ebony edges and mirror made from polished quicksilver-like metal, making it look almost living sea inside black shores. It is said that mirror is hypnotizing and after once laid look in, it’s almost impossible to get eyes off from it. Even still, image of mirror is just reflection of true beauty of Sorceress Alexandra. This large necklace have dark colour shaded with red and marks of old ruler. Seven of these amulets were created to protect Sheik Yamak's diplomats during their journeys. However, to be sure that diplomat doesn’t act against hospitality of foreign, Sheik made amulet also to lay retribution on those who acts against his orders and law.

Enemy wishing to attack character or character wishing use his attacks have to pass first leadership test with –2 modifier to do so. Models that are immune to psychology or have empowering rule are immune to this effect. Al-Hara’s Promise 40 points
Sultan Kharibal made deal with Al-Hara to gain eternal life. He was gifted this medallion and it was meant to keep him alive until he could fulfil his part of deal. Deal was never fulfilled so amulet didn’t ever gain its full powers – if Al-Hara even were planned to give such things.

Yamal’s Justice give 6+ ward save. Additionally, if wearer is hit in melee, the attacker is also hit by his own attack. However, this work to both ways and any wearer’s attack that hit opponent in melee hits also the wearer. Talisman of King’s Slayer 20 points
Not made to be magical in beginning, this talisman has collected some fate, luck, will, essence or whatever that powered and protected Legendary Adventurer and Tomb Raider Margaret Jeisenhof during her long journals in Land of Araby and Land of the Dead. It well know that she met and slew at least dozen of Mummified Rulers of Nehekhara and always got away alive. She didn’t have her nickname King’s Slayer without reason.

This medallion gives immunity to poison and all kind of diseases. For example wearer is immune to magic of Nurgle, flumes of Plague Censers or common flu.

Anyone who wears this amulet gains immunity to Curse of Tomb Kings. No matter how many times curses hit wearer, she never suffer wounds from it. This even give some protection for unit the wearer is part, as it can re-roll failed Leadership test for avoiding such curse.


Enchanted Items
Von Winkle’s Magic Bullets 50 points Character with black powder weapon only.
As a story goes, even told in many places with different names, man fails in sharp-shooting contest and thus girl he loves. Later shady persons gives magic bullets for failed marksman and tells that those bullets cannot miss their mark, even if unable to see it. Yet seventh bullet is cursed to bring misfortune, unknown for marksman, and in the end, he accidentally shots her love with it.

Horseshoes of Mindar Character on horseback only.

20 points

Character may shoot magic bullet instead normal bullets when using his black powder weapon. He can target any single model, even in close combat, within weapon’s range and will hit 2+, using weapon’s normal strength and causing d3 wounds. However, on roll of 1 character fires his last, cursed magic bullet that hits any target chosen by opponent within range. Target suffers automatically d3 wounds with no armours saves allowed. Genie Lamp 25 points
This is only old looking oil lamp made from brass. Most of people wouldn’t even look at it, but if someone is carrying one of those in mist of battle, everyone should be on their toes. It is not uncommon to summon genie with one of those lamps.

Mindar was rich sheik whose get bored that he never managed to catch the prey when he did go hunting in desert. Even his younger brother managed to do that. When Mindar asked how this was possible, his brother told him take camel next time instead of horse. Mindar did hate camels and to be able to do what he wanted, he ordered blacksmith to create horseshoes that would make able to ride over the sand – and smith did. When Mindar went to hunt with his brother, he took his horse with new shoes, even servants still readying it. However, as cost of lack of patience, Mindar’s saddle wasn’t yet tied and he did fall from saddle when riding like a wind, right to eye of quicksand. Without such shoes younger brother was unable to get close enough to save Mindar.

Character riding warhorse with Horseshoes of Mindar can ignore any difficult terrain – he can ride even over impossible terrains if it is flat like lake or pool of quicksand. Horn of Mother’s Fury 15 points
Once Sheik Jeseta was hunting and he captured small elephant alive and cut its small tusk while poor creature was still alive. He believed that he was able to make horn that would call young elephants and capture them easy. There is however few things more terrible than elephant mother that is protecting her baby and instead creating horn to call young elephants, he was created something totally opposite. As cost of such mistake Sheik Jeseta personally experienced fury of pack of elephant mothers…

Bound Spell: Spell Level 3. Ifrit can be secretly ‘deployed’ inside of lamp instead normally on the table. Once successfully cast, Ifrit is released and placed within 6” from owner of the lamp. If placed to base contact with enemy, it is treated as charging that turn. While empty lamp has no actual power, owner of lamp may still freely declare to use it. If character who is carrying lamp is killed before Ifrit is released, Ifrit is also counted as destroyed. Signet of Djinn's Drain 25 points
Djinnies are hard to deal not only because they are clever but also very adept to resist most of magical powers used against them. Yet years have teached summoners how to deal with these celver and powerful beings.

Bound Spell: Power Level 5; One use Only; Remains in Play. All Elephants on the table (friend or woe) starts bolting and they may not rally until spell is dispelled. However, elephants will always bolt towards character using horn instead random direction. If character is riding elephant, it will bolt in random direction as normal.

Bound Spell. Spell Level 4. Seal can be used against any unit or model within 18”. On succesfully cast unit loses all its magic resistance for rest of battle. 23

Elephant Skin Tabard Lands of Araby are hot and dry, and wearing metal armours would be same as death sentence. To gain some extra protection, local population have made for centuries tabards from skins of elephants. That is hard staff to penetrate and give some much-needed extra protection. Elephant Skin Tabard gives +1 to armour save and can be combined with other armours as normal. Torch Tombs and labyrinths are pure blackness without any source of light. Torches are simples and cheapest way to carry light in the darkness. [Warning: All users should be aware of risks of setting any mummified personalities on fire.] Flaming Hand Weapon. Torches are treated as poisonous against flammable targets. Flying Carpet Flying Carpets are probably most know aspect of Araby. These carpets are rare and magical but far from unavailable. They are treated as finest of mounts or personal coaches in Old World – with awe and envy. M WS BS S T W I A Ld Flying Carpet 8 - - - - - - - Flying Carpets are mounts that can fly. Spices Spices are one of most valuable trade resource Araby has and many mercenaries are realized that they get more if they are paid in spices instead gold – or just to get right seasoning for next meal case of halflings. Spices are mainly only for flavouring. However, worth of spices not lost during battle is reduced from worth of points that was truly lost when calculating victory points. 24 Camel Camels are used in Araby pretty much same way Old Worlders uses horses. Even camels are slower, hardly can keep up with barded warhorse in speed, they do have advance in sand deserts. They are also easier to keep alive under the hot sun, as they can go for days without water. Camel M WS BS S T W I A Ld 7 3 0 3 3 1 3 1 5

Camels do not suffer moment penalty for dunes or other desert terrain features. Crusher of Walls War Elephants are most terrifying thing that any sheik can wield without aid of magic. However, those are expensive and rare beast, requiring lot of time to be trained. Losing such precious tool would be a great loss. Additionally, only true fortification can withstand mass of barded elephant. Barding that also improves howdah. In additional, enemies gain no advantage for being behind a defensive obstacle. Elephant may pursue or bolt only 2d6 instead 3d6. Minor Enchantments (Weapon & Armour) In Araby Winds of Magic blows strong and it is said that in Araby just being skilled artisan is enough to bind some of the magic to one’s products. While they lack true power of magical artefacts, sometimes they are powerful enough to do their trick. Weapon: Any natural six that model scores during To Hit roll counts as magical. Armour: Model gains 6+ Ward save against magic missiles.

This section is here to build your own army. As descripted in Warhammer rulebook, the army list is divined into four sections: Characters (Lords and Heroes), Core Units, Special Units and Rare Units.

Choosing Characters
Characters are divined into two gategories: Lords and Heroes. The maximum number of characters an army can include is shown on the chart below. Of these, only certain number can be lords. Arny Point Max Total Max Max Value Character Lords Heroes Less than 2000 3 0 3 2000 or more 4 1 4 3000 or more 6 2 6 4000 or more 8 3 8 Each +1000 .+2 .+1 .+2 An army must always have one character act as a general. Case of multiple charactes, sultan is always the general, or lack of sultan, choose one of the sheiks. If neither are present, then any other character with highest leadership value becomes a general. If multiple charactes with equal leadersip, player may choose who becomes a general of an army. Make sure your opponent knows who is your general when you deploy your army.

Army List Entries
Profiles: The characteristic profile for the model(s) in each unit are provided as a reminder. Where several profiles are included, these are also given even if they are optional. Unit Size: Each troop entry specifies the minimum number size for each unit, which is smallest number of models needed to form that unit. In some cases, this also includes the maximum number of models. Equipment:Each entry lists the standard armours and weapons for that type of unit. The cost of those items is included the base point value. Additional or optional equipment cost extra and are covered in the Options section of the unit entry. Special Rules: Many troops have special rules that are fully descripted earlier in this book. The names of these rules are listed as a reminder. Options: Many entries list different armours, weapons and equipment options, along with any additional point cost for giving then in the unit. This includes magic items and other upgrades for characters. It may also include the option to upgrade unit member to chaption, musicant or standard bearer.

Choosing Troops
The number of each type of unit allowed and required depends on the army's point value Arny Point Core Value Units Less than 2000 .2+ 2000 or more .3+ 3000 or more .4+ 4000 or more .5+ Each +1000 .1+ . Special Units 0-3 0-4 0-5 0-6 +0-1 Rare Units 0-1 0-2 0-3 0-4 +0-1


Sultan 115 points
Sultan Warhorse Camel Flying Carpet Elephant Slave Bodyguard Harem Girl M WS BS S 4 3 3 4 8 3 0 3 7 3 0 3 8 - 7 3 0 6 4 2 2 3 4 4 2 4 4 2 3 3 T 4 3 3 5 3 4 3 W 3 1 1 6 1 1 1 I 3 3 3 2 3 3 3 A 2 1 1 4 0 1 0 Ld 9 5 5 9 5 8 5 Options: –May have great weapon (+6 pts) and/or an additional hand weapon (+6 pts). –May wear light armour (+3 pts), shield (+3 pts) and/or elephant skin tabard (+3 pts). –May ride either a Warhorse (+10 pts), Camel (+10 pts), Flying Carpet (+35 pts) or upon War Elephant (+210 pts) replacing normal crew. –May choose commander (+50 pts), Sorcerer (+30 pts), Conquer (+40 pts) or Strategist (+25) as his chosen path. –May choose up to 125 points of magic items chosen from Araby or Common magic items and/or slaves (+15 pts), harem girls (+20 pts) or bodyguards (+25 pts) to his retinue if on foot or mounted on elephant.

Your army may include only single Sultan. Equipment: Hand Weapon Special Rules: Well Protected, Retinue, Paths of Power, Arabyan

185 points Summoner Warhorse Camel Flying Carpet M WS BS S 4 3 3 3 8 3 0 3 7 3 0 3 8 - T 3 3 3 W I 3 3 1 3 1 3 - A 1 1 1 Ld 9 5 5 Special Rules: Empowering Options: –May be upgraded to a level 4 wizard for +35 points.. –May ride either a Warhorse (+10 pts), Camel (+10 pts) or Flying Carpet (+35 pts). –May choose up to 125 points of magic items chosen from Araby or Common magic items.

Magic: Summoner is level 3 wizard. Equipment: Hand Weapon

Legendary Raider
125 points Legendaru Raider Warhorse M WS BS S 4 5 5 4 8 3 0 3 T 4 3 W I 3 6 1 3 A 3 1 Ld 9 5 Options: –May have great weapon (+6 pts), an additional hand weapon (+6 pts) and/or brace of pistols (+15 pts). –May have crossbow (+10 pts), Handgun (+10 pts) or bow (+5 pts) –May have light armour (+3 pts) –May ride a Warhorse (+10 pts). –May choose up to 100 points of magic items chosen from Araby or Common magic items and/or fates. Each fate cost 35 points.

Equipment: Hand Weapon Special Rules: Outsider, Fool's Luck, Fates, Crazy, weird men...


40 points Sheik Warhorse Camel Flying Carpet Slave Bodyguard Harem Girl M WS BS S 4 3 3 3 8 3 0 3 7 3 0 3 8 - 4 2 2 3 4 4 2 4 4 2 3 3 T 3 3 3 3 4 3 W 2 1 1 1 1 1 I 3 3 3 3 3 3 A 2 1 1 0 1 0 Ld 8 5 5 5 8 5 Options: –May have great weapon (+4 pts) and/or an additional hand weapon (+4 pts). –May wear light armour (+2 pts), shield (+2 pts) and/or elephant skin tabard (+2 pts). –May ride either a Warhorse (+10 pts), Camel (+10 pts) or Flying Carpet (+35 pts). –May choose Warrior (+10), Gambler (+15 pts), Adept (+20) or Strategist (+25) as his chosen path. –May choose up to 50 points of magic items chosen from Araby or Common magic items and/or slaves (+15 pts), harem girls (+20 pts) or bodyguards (+25 pts) to his retinue if on foot..

Equipment: Hand Weapon Special Rules: Well Protected, Retinue, Paths of Power, Arabyan

70 points Mystic Warhorse Camel Flying Carpet M WS BS S 4 3 3 3 8 3 0 3 7 3 0 3 8 - T 3 3 3 W I 2 3 1 3 1 3 - A 1 1 1 Ld 8 5 5 Special Rules: Empowering Options: –May be upgraded to a level 2 wizard for +35 points.. –May ride either a Warhorse (+10 pts), Camel (+10 pts) or Flying Carpet (+35 pts). –May choose up to 50 points of magic items chosen from Araby or Common magic items.

Magic: Mystic is level 1 wizard. Equipment: Hand Weapon

Famous Raider
65 points Famous Raider Warhorse M WS BS S 4 4 4 4 8 3 0 3 T 4 3 W I 2 3 1 5 A 2 1 Ld 8 5 (+4 pts) and/or brace of pistols (+10 pts). –May have crossbow (+8 pts), Handgun (+8 pts) or bow (+4 pts) –May have light armour (+2 pts) –May ride a Warhorse (+10 pts). –May choose up to 50 points of magic items chosen from Araby or Common magic items and/or fates. Each fate cost 35 points.

Equipment: Hand Weapon Special Rules: Outsider, Fool's Luck, Fates, Crazy, weird men... Options: –May have great weapon (+4 pts), an additional hand weapon

Nomad Chieftain
70 points Chieftain Warhorse Mount: Warhorse M WS BS S 4 5 5 4 8 3 0 3 T 4 3 W I 2 4 1 3 A 2 1 Ld 8 5 Options: –May have a great weapon (+4 pts) or spear (+4 pts). –May have a short bow (+2 pts) or bow (+4 pts). –May have light armour (+4 pts) or shield (+2 pts). –May choose up to 50 points of magic items chosen from Araby or Common magic items. However, nomad chietain may never have better than 5+ armour save.

Equipment: Hand Weapon Special Rules: Outsider, Master Rider, Without Trust


Arabyan Warriors
Points/model: 4 Arabyan Warrior First Sword Unit Size: 10+ Equipment: Hand Weapon Special Rules: Arabyans Options: –Unit may be equipment with spears for +1 pt/per model or with bow for +3 pt/per model. M WS BS S 4 3 3 3 4 3 3 3 T 3 3 W I 1 3 1 3 A 1 2 Ld 7 7 –Unit may have minor enchantments on their weapons for +2 pts/per model –Unit may be equipment with shields for +1 pt/per model and/or light armours for +1pt/per model. Armours may have minor enchantment on them for +2 pt/per model. –Unit may invest up to 100 points to spices. –Upgrade one warrior to musician for +4 pts. –Upgrade one warrior to standard bearer for +8 pts –Promote one warrior to first sword for +8 pts

Arabyan Riders
Points/model: 16 Arabyan Rider First Sword Warhorse Unit Size: 5+ Mount: Warhorse Equipment: Hand Weapon, Lance, Light Armour and Shield Special Rules: Arabyans M WS BS 4 3 3 4 3 3 8 3 0 S 3 3 3 T 3 3 3 W I 1 3 1 3 1 3 A 1 2 1 Ld 7 7 5 Options: –Unit may have minor enchantments on their weapons and/or armours for +4 pts/per model –Unit may invest up to 50 points to spices. –Upgrade one rider to musician for +8 pts. –Upgrade one rider to standard bearer for +16 pts –Promote one rider to first sword for +16 pts –A standard bearer may carry magic standard up to 25 points.

However, because nobody really knows what happened during that night or morning, I add here another end for same story, which is less heroic yet as famous to make contrast of endings.
Even there was no more loyal man than Captain Medenel, there was no man who could be able to resist Princess Thelerina’s beauty and charms, and for that night there was no guard guarding the steps of Princess’ chamber. And when morning came, sultan Kharibal came to fulfil his part of the deal, he found Captain Medenel next to her. Sultan wasn’t died by blade of Medenel but to shock of such view.

Ferdinand Bronhem, Archaeologist-Adventurer under guidance of Altdorf 's blessed College of Magic.


Points/model: 4 Slave M WS BS S 4 2 2 2 T 3 W I 1 3 A 1 Ld 6 Unit Size: 5+ Equipment: Bare fists! (counts still as hand weapon) Special Rules: Arabyans, Expentable, Skirmish

Nomad Horsemen
Points/model: 15 Horsemen Horsemaster Warhorse Unit Size: 5+ Mount: Warhorse Equipment: Hand Weapon and Shield M WS BS 4 3 3 4 4 4 8 3 0 S 3 3 3 T 3 3 3 W I 1 3 1 3 1 3 A 1 2 1 Ld 7 8 5 Special Rules: Outsiders, Fast Cavalry, Skirmish Options: –Unit may have spears at +1 pt/per model. – –Unit may have bow for +2 pt/per model –Upgrade one horsemen to musician for +8 pts. –Promote one horsemen to horsemaster for +16 pts

Camel Riders
Points/model: 18 Camel Rider Camel Master Camel Unit Size: 5+ Mount: Camel Equipment: Hand Weapon and Shield Special Rules: Odd Smell M WS 4 3 4 3 7 3 BS 3 3 0 S 3 3 3 T 3 3 3 W I 1 3 1 3 1 3 A 1 2 1 Ld 7 7 5 Options: –Unit may have spears at +1 pt/per model. –Upgrade one Rider to musicianr for +8 pts –Upgrade one Rider to standard bearer for +16 pts. –Promote one Rider to camel master for +16 pts –Unit may be upgraded to Arabyan Camel Corps for +6 pts/per model. Camel corps counts as arabyans and are special unit instead core unit. Upgrade includes personal handgun.


Points/model: 10 Musketeer Sergeant Unit Size: 10+ Equipment: Hand Weapon, Handgun and Light Arnour Special Rules: Arabyans, Iron Nerves M WS BS S 4 3 4 3 4 3 4 3 T 3 3 W I 1 3 1 3 A 1 2 Ld 7 7 Options: –Unit may have minor enchantments on their weapons and/or armours for +2 pts/per model –Unit may invest up to 100 points to spices. –Upgrade one musketeer to musician for +6 pts. –Upgrade one musketeer to standard bearer for +12 pts, which may have magic standard up to 50 points. –Promote one musketer to sergeant for +12 pts

Honour Guard
Points/model: 13 Honour Guard Captain Unit Size: 5+ Equipment: Hand Weapon, Spear, Shield, Light Arnour and Elephant skin tabard Special Rules: Arabyans, Brave M WS BS S 4 4 4 4 4 4 4 4 T 4 4 W I 1 4 1 4 A 1 2 Ld 8 8 Options: –Unit may have minor enchantments on their weapons and/or armours for +2 pts/per model –Unit may invest up to 100 points to spices. –Upgrade one guard to musician for +6 pts. –Upgrade one guard to standard bearer for +12 pts, which may have magic standard up to 50 points. –Promote one guard to captain for +12 pts

Flying Carpets
Points/model: 18 Pilot Ace Unit Size: 3+ Equipment: Hand Weapon, Light Armour and Shield Special Rules: Arabyans, Flying Cavalry M WS BS S 8 3 3 3 8 3 3 3 T 3 3 W I 1 3 1 3 A 1 2 Ld 7 7 Options: –Unit may have spears at +1 pt/per model –Unit may have minor enchantments on their weapons and/or armours for +2 pts/per model –Upgrade one pilot to musician for +6 pts. –Upgrade one pilot to standard bearer for +12 pts, which may have magic standard up to 50 points. –Promote one pilot to ace for +12 pts

Light Cannon
Points/model: 65 Crew Light Cannon M WS BS S 4 3 3 3 - T 3 5 W I 1 3 3 A 1 Ld 7 Unit Size: 1 Light Cannon with two crew. Equipment: Both crewmen carries a hand weapon. Special Rules: Arabyans, Portable

You may include 1 or 2 Light Cannons as a single special choice. There are seperate units.


Points/model: 23 Saddleborn Horsemaster Warhorse Unit Size: 5+ Mount: Warhorse M WS BS 4 4 4 4 4 4 8 3 0 S 3 3 3 T 3 3 3 W I 1 3 1 3 1 3 A 1 2 1 Ld 8 8 5 Equipment: Hand Weapon, Bow, Spear and Shield Special Rules: Outsiders, Fast Cavalry, Skirmish, Ranged Harrasment, Hit-and-Run, No Slowers Options: –Upgrade one horsemen to musician for +8 pts. –Promote one horsemen to horsemaster for +16 pts

Points/model: 6 Raider Lucky Raider Unit Size: 5+ Equipment: Hand Weapon Special Rules: Outsiders, Crazy, weird men..., Fool's luck, Skirmish M WS BS S 4 3 3 3 4 3 3 3 T 3 3 W I 1 3 1 3 A 1 2 Ld 7 7 Options: –Unit may be equipment with additional hand weapon (+1 pt/per model), great weapon (+2 pts/per model) and/or torches (+2 pt/per model) –Unit may be equipment with crossbow (+2 pts/per model), bow (+1 pt/per model) and/or pistol (+4 pts/per model). –Unit may be equipment with light armour (+1 pt/per model). –Unit may have minor enchantments on their weapons and/or armours for +2 pts/per model. –Bestom luck for one or more raiders with +6 pts per model.


War Elephant
Points/model: 210 Warrior Elephant M WS BS S 4 3 3 3 7 3 0 6 T 3 5 W I 1 3 6 2 A 1 4 Ld 7 9 Special Rules: Terror, Scaly Skin 4+, Unit Strength 10, Large Target, Strong Willed, Howdah, Impact Hits, Bolting, Arabyans (crew) Options: –War Elephant may have Crusher of Walls at +25 points.

Unit Size: 1 elephant with 5 warrior crew. Equipment: Warriors are armed with Hand Weapon, Spear, Shield, Light Armour and Elephant Skin Tabard.

Points/model: 8 Tribal Head Hunter Unit Size: 5+ Equipment: Hand Weapon, Spear, Shield Special Rules: Brave Hunters, Skirmish, Scout M WS BS S 4 3 3 3 4 4 4 3 T 3 3 W I 1 3 1 3 A 1 2 Ld 7 7 Options: –Unit may be replace their spears with javelins without additional cost. –Unit may have poisoned spears or javelins with +2 pts/per model. –Upgrade one tribal to musician for +4 pts –Promoted one tribal to headhunter for +8 pts-

Points/model: 210 Ifrit Unit Size: 1 M WS BS S 6 5 3 5 T 5 W I 5 4 A 5 Ld 8 Equipment: Nasty temperamence and flames (hand weapon) Special Rules: Genie, Cause Fear, Flaming Attack, Aggressive

Points/model: 100 Djinnie Unit Size: 1 M WS BS S 4 3 3 3 T 4 W I 4 3 A 1 Ld 8 Equipment: Suggested unfortune (hand weapon) Special Rules: Genie, Magic Resistance (2), Wishes

Beast Riders
Points/model: 27 Beast Rider Beast Master Warhorse Unit Size: 5-10 Mount: Rhinox's Barded Warhorse Equipment: Hand Weapon, Death's Bride, Lance, Light Armour, Elephant Skin Tabard and Shield. M WS BS 4 4 4 4 4 4 8 3 0 S 4 4 3 T 4 4 3 W I 1 4 1 4 1 3 A 1 2 1 Ld 8 8 5 Special Rules: Outsiders, Beast's Gear (listed above) Options: –Upgrade one beast rider to musician for +8 pts. –Upgrade one beast rider to standard bearer for +16 pts, which may have magic standard up to 50 pts. –Promote one beast rider to beast master for +16 pts


Lords Legendary Raider Sultan Summoner Heroes Chieftain Famous Raider Mystic Sheik Troops Arabyan Warrior First Sword Arabyan Rider First Sword Beast Rider Beast Master Camel Rider Camel Master Djinnie Honour Guard Captain Ifrit Light Cannon Crew Musketeer Sergeant Nomad Horsemen Horsemaster Nomad Saddleborn Horsemaster Pilot Ace Raider Lucky Raider Slave Tribal Head Hunter Mounts Camel Elephant Flying Carpet Warhorse M 4 4 4 M 4 4 4 4 M 4 4 4 4 4 4 4 4 4 4 4 6 4 4 4 4 4 4 4 8 8 4 4 4 4 4 M 7 7 8 8 WS 5 3 3 WS 5 4 3 3 WS 3 3 3 3 4 4 3 3 3 4 4 5 3 3 3 3 4 4 4 3 3 3 3 2 3 4 WS 3 3 3 BS 5 3 3 BS 5 4 3 3 BS 3 3 3 3 4 4 3 3 3 4 4 3 3 4 4 3 4 4 4 3 3 3 3 2 3 4 BS 0 0 0 S 4 4 3 S 4 4 3 3 S 3 3 3 3 4 4 3 3 3 4 4 5 3 3 3 3 3 3 3 3 3 3 3 2 3 3 S 3 6 3 T 4 4 3 T 4 4 3 3 T 3 3 3 3 4 4 3 3 4 4 4 5 5 3 3 3 3 3 3 3 3 3 3 3 3 3 3 T 3 5 3 W 3 3 3 W 2 2 2 2 W 1 1 1 1 1 1 1 1 4 1 1 5 3 1 1 1 1 1 1 1 1 1 1 1 1 1 1 W 1 6 1 I 6 3 3 I 4 3 3 3 I 3 3 3 3 4 4 3 3 3 4 4 4 3 3 3 3 3 3 3 3 3 3 3 3 3 3 I 3 2 3 A 3 2 1 A 2 2 1 2 A 1 2 1 2 1 2 1 2 1 1 2 5 1 1 2 1 2 1 2 1 2 1 2 1 1 1 A 1 4 1 Ld 9 9 9 Ld 8 8 8 8 Ld 7 7 7 7 8 8 7 7 8 8 8 8 7 7 7 7 8 8 8 7 7 7 7 6 7 7 Special Rules Outsider, Fool's Luck, Fates, Crazy, weird men... Arabyan, Well Protected, Retinue, Paths of Power Empowering Special Rules Outsider, Master Rider, Without Trust Outsider, Fool's Luck, Fates, Crazy, weird men... Empowering Arabyan, Well Protected, Retinue, Paths of Power Special Rules Arabyans Arabyans Arabyans Outsiders, Beast's Gear Odd Smell Genie, Magic Resistance (2), Wishes Arabyans, Brave Genie, Cause Fear, Flaming Attack, Aggressive Arabyans, Portable Arabyans, Iron Nerves Outsiders, Fast Cavalry Outsiders, Fast Cavalry, Skirmish, Harrasment, Hit-and-Run, No Slowers Arabyans, Flying Cavalry Ranged

Outsiders, Crazy, weird men..., Fool's luck, Skirmish Arabyans, Expentable, Skirmish Outsiders, Brave Hunters, Skirmish

Ld Special Rules 5 No movement penalties due desert terrain. 9 Terror, Scaly Skin 4+, Unit Strength 10, Large Target, Strong Willed, Howdah, Impact Hits, Bolting - Fly 5

Araby Special Items
Elephant Skin Tabard +1 Armour Save Torch Hand Weapon. flamable targets. Flaming. Poisonous against Crusher of Walls Barding. +1 Armour save to riders. Negates defensice obstacles. Minor Enchantments, Weapons 6's on To Hit roll are counted as magical. Minor Enchantments, Armour 6+ Ward save against magic missiles.

Spices Remaining spices reduces their value from opponent's result when calculating victory points.


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