Araby

Characters

1 General..................................125 points

The army must include a general to lead it. This will be the Sultan or one of the Caliphs.

Profile M WS BS S T W I A Ld
General 4 7 6 4 4 3 7 4 10
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: Sword

Weapons/Armour: The General may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values.

May Ride: The General may ride a Warhorse (+3 points), or a monster (see the separate monsters section for points).

Magic Items: The General is a Lord character and is entitled to up to three magic items chosen from the appropriate magic item cards.

0-1 Battle Standard......................96 points

The army may include a Battle Standard together with its bearer who will be a champion worthy of the task.

Profile M WS BS S T W I A Ld
Battle Standard

Bearer

4 5 4 4 4 1 5 2 9
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: Sword and battle standard

Weapons/Armour: The Battle Standard Bearer may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values.

May Ride: The Battle Standard Bearer may ride a Warhorse (+3 points), a chariot, or a monster (see the separate monsters section for points).

Magic Items: The Battle Standard Bearer is a champion character and is entitled to one magic item chosen from the appropriate magic item cards, this may be a magic standard, thereby turning the army's banner into a magic standard.

Caliphs and Emirs..........................100 points

The Caliphs and Emirs are the local rulers of the many small states that make up the Empire of Araby.

Profile M WS BS S T W I A Ld
Caliphs and Emirs 4 6 6 4 4 3 6 4 9
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: Sword

Weapons/Armour: The Caliphs and Emirs may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values.

May Ride: The Caliphs and Emirs may ride a Warhorse (+3 points), or a monster (see the separate monsters section for points).

Heroes........................................76 points

The army may include as many heroes as you wish within the normal limitations of the points available. Heroes represent warriors of exceptional prowse and courage.

Profile M WS BS S T W I A Ld
Hero 4 6 5 4 4 2 6 3 9
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: Sword

Weapons/Armour: The Hero may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values.

May Ride: The Hero may ride a Warhorse (+3 points), or a monster (see the separate monsters section for points).

Magic Items: The Hero is entitled to up to two magic items chosen from the appropriate magic item cards.

Champion............................45 points

Any unit may include a Champion armed and equipped as the rest of the unit. (See the equipment list for points values.) Champions represent especially adept warriors.

Profile M WS BS S T W I A Ld
Champion 4 5 4 4 4 1 6 2 9
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: A Champion is always aremed and equipped in the same way as the rank and file members of his unit (see the equipment list for points values).

May Ride: The Champion may ride a Warhorse (+3 points).

Magic Items: The Champion is entitled to up to one magic item chosen from the appropriate magic item cards.

Fakir

The army may include as many battle wizards as you wish within the normal limitations of the points available. Fakir Mages may be selected from any of the four levels of wizards at the appropriate points cost shown below.

Mage (magic level 1).....................................56 points

Mage Champion (magic level 2)................118 points

Master Mage (magic level 3).......................190 points

Mage Lord (magic level 4)............................287 points

Profile M WS BS S T W I A Ld
Mage 4 3 3 3 4 1 4 1 7
Mage Champion 4 3 3 4 4 2 4 1 7
Master Mage 4 3 3 4 4 3 5 2 7
Mage Lord 4 3 3 4 4 4 6 3 8
Warhorse 8 3 0 3 3 1 3 1 5

Magic: An Araby Fakir has one Battle Magic spell per magic level.

Equipment: Sword

Weapons/Armour: A Fakir may be armed with any combination of equipment allowed by the Equipment List. See the separate Equipment List for summary and point values. If Fakir wear armour they are unable to cast spells so they so not normally do so.

May Ride: A Fakir may ride a warhorse (+3 points), a chariot, or a monster (see separate Monster List for points values).

Magic Items: A Mage character is entitled to magic items chosen from Warhammer Magic. The number of magic items the Mage can have depends on their level and is indicated below:

Mage........................1 magic item

Mage Champion.....2 magic items

Master Mage...........3 magic items

Mage Lord...............4 magic items

 


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