Source: Warhammer Armies Project: Unofficial 9th Edition

Army List: Araby
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Araby

Based on PDF Version 1.5, Last Modified: 2023 March 29 @ 08:49

Army Special Rules

This section of the describes all the different units used in an Arabyan army, along with any rules necessary to use them in your games of Warhammer. Where a model has a special rule that is explained in the Warhammer rulebook, only the name of that rule is given. If a model has a special rule that is unique to it, that rule is detailed alongside its description. However, there are a number of commonly recurring ‘army special rules’ that apply to several Arabyan units, and these are detailed here.

Models with this rule add their combat resolution score to their Unit Strength value when determining if they are Steadfast. In addition, they roll 3D6 for any Break Tests taken in the first round of combat, and discard the highest dice.

Lords

Sorcerer Lord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165 pts

MWSBSSTWIALd
Sorcerer Lord433343318

Troop Type: Infantry (Character)

Magic: Sorcerer Lord is a Level 3 Wizard who uses spells from the Lore of Fire, the Lore of Metal, the Lore of Heavens, the Lore of Light, the Lore of Shadow, the Lore of Death or the Lore of the Desert.

Hand weapon.

  • May be upgraded to a Level 4 Wizard (35 pts)

  • May be mounted on one of the following:

    • Arabyan Steed (21 pts)

    • Camel (18 pts)

    • Flying Carpet (15 pts)

  • May be accompanied by up to two Genies (95 pts per model)

  • May take magic items worth up to a total of 100 pts

Zealotry

Emir. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90 pts

MWSBSSTWIALd
Emir465443649

Troop Type: Infantry (Character)

Hand weapon, light armour.

  • May be armed with one of the following:

    • Spear (mounted only) (4 pts)

    • Additional hand weapon (on foot only) (4 pts)

    • Great weapon (8 pts)

  • May be armed with one of the following:

    • Bow (5 pts)

    • Handgun (5 pts)

  • May upgrade to medium armour (3 pts)

  • May take a shield (3 pts)

  • May be mounted on one of the following:

    • Arabyan Steed (21 pts)

      • May be upgraded to have barding (3 pts)

    • Camel (18 pts)

    • Flying Carpet (15 pts)

    • Radiant Pegasus (45 pts)

    • War Elephant (replacing 2 crew members) (155 pts)

  • May take magic items up to a total of 100 pts

Zealotry

Heroes

Sheikh. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 pts

MWSBSSTWIALd
Sheikh455442538

Troop Type: Infantry (Character)

Hand weapon, light armour.

  • May be armed with one of the following:

    • Spear (mounted only) (3 pts)

    • Additional hand weapon (on foot only) (3 pts)

    • Great weapon (6 pts)

  • May be armed with one of the following:

    • Bow (5 pts)

    • Handgun (5 pts)

  • May upgrade to medium armour (2 pts)

  • May take a shield (2 pts)

  • May be mounted on one of the following:

    • Arabyan Steed (14 pts)

      • May be upgraded to have barding (3 pts)

    • Camel (12 pts)

    • Flying Carpet (15 pts)

    • Radiant Pegasus (30 pts)

  • May take magic items up to a total of 50 pts

  • One Sheikh in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit. However, a model carrying a magic standard can only carry other magic items up to a total of 25 pts.

Zealotry

Sorcerer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 pts

MWSBSSTWIALd
Sorcerer433332317

Troop Type: Infantry (Character)

Magic: Sorcerer is a Level 1 Wizard who uses spells from the Lore of Fire, the Lore of Metal, the Lore of Heavens, the Lore of Light, the Lore of Shadow, the Lore of Death or the Lore of the Desert.

Hand weapon.

  • May be upgraded to a Level 2 Wizard 35 pts

  • May be mounted on one of the following:

    • Arabyan Steed (14 pts)

    • Camel (12 pts)

    • Flying Carpet (15 pts)

  • May be accompanied by one Genie (95 pts)

  • May take magic items worth up to a total of 50 pts

Zealotry

Hashishin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95 pts

MWSBSSTWIALd
Hashishin466442739

Troop Type: Infantry (Character)

Two hand weapons, throwing weapon.

  • May take Artefacts of the Creed up to a total of 50 pts

Dodge (5+), Hidden, Immunity (Psychology), Scouts, Zealotry

Mounts

Mounts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Arabyan Steed930331315
Camel730341315
Flying Carpet---------
Radiant Pegasus830442426
War Elephant630565246

Troop Type (Arabyan Steed): War Beast

Troop Type (Camel): War Beast (Animal)

Troop Type (Radiant Pegasus): War Beast

Troop Type (War Elephant): Monster

Fly (10)

Fly (9), Radiant Aura

A model with this special rule has a one use only Strength 2 Breath Weapon.

Impact Hits (D6+1), Natural Armour (5+), Stampede, Zealotry

If the War Elephant suffers a wound from a missile attack, it must immediately take a Panic test. Any time a War Elephant fails a Panic or Break test it will Flee in a random direction, as determined by the Scatter dice. If it flees through any unit, it inflicts D6+1 Strength 5 hits.

Genie

Genies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Dao653453437
Marid653443547
Djinn653443637
Efreet653543537

Troop Type: Monstrous Infantry

Hand weapon.

  • Must be upgraded to one of the following:

    • Dao (free)

    • Marid (free)

    • Djinn (free)

    • Efreet (free)

A Dao has the Natural Armour (4+) special rule. They can cast the spell Flesh to Stone from the Lore of Life as an innate Bound Spell, power level 5.

A Djinn has the Fly (10) special rule. They can cast the spell Wind Blast from the Lore of Heavens as an innate Bound Spell, power level 4.

An Efreet has the Hatred, Flaming Attacks, and Immunity (Flaming Attacks) special rules. They can cast the spell Flaming Sword of Rhuin from the Lore of Fire as an innate Bound Spell, power level 5.

A Marid has the Magic Resistance (2) and Immunity (Ice Attacks) special rule. They can cast the spell Iceshard Blizzard from the Lore of Heavens as an innate Bound Spell, power level 4.

Genie Binding, Genie Types, Magical Attacks, Unstable, Ward Save (5+)

A Genie is not deployed on the table at the start of the battle, but may instead be summoned at the start of any of your turns (as long as they are not already summoned and alive) by the Sorcerer who controls the Genie by passing a Leadership test (using their own Leadership characteristics). Place the Genie within 6" of the Sorcerer, at least 1" away from other units or impassable terrain. It may act normally in the turn it is summoned. If the Genie is slain, it can be summoned back in a later turn, but the Sorcerer will suffer a cumulative -1 penalty to the Leadership test required every time they try to do so. However, if the Sorcerer is slain, the Genie is immediately banished back to its container and removed as a casualty.

A Genie must be specialized into one of the four elements presented here: Dao, Marid, Djinn, Efreet

Core Units

Warriors of Araby. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 pts per model

MWSBSSTWIALd
Warrior433331317
Ghazi433331327
Dibbukim443441427
Holy Man433331207

Unit Size: 10+

Troop Type (Warrior): Infantry

Troop Type (Dibbukim): Infantry

Troop Type (Holy Man): Infantry

Hand weapon, shield.

Two hand weapons.

  • May upgrade one Warrior to a Ghazi (10 pts)

  • May upgrade one Warrior to a musician (10 pts)

  • May upgrade one Warrior to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

  • The entire unit may take spears (1 pt per model)

  • The entire unit may wear light armour (1 pt per model)

  • The unit may include a Dibbukim (10 pts)

  • The unit may include a Holy Man (20 pts)

Zealotry

Dibbukim, Zealotry

Dibbukim are subject to Frenzy. They must always be placed in the front rank along the Command Group, but attacks may be allocated against them as if they were Characters.

Holy Man, Zealotry

The Holy Man counts as being part of the unit's Command Group, and is the last model to be removed, after Champions. A unit with a Holy Man is subject to the Hatred special rule.

Bowmen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Bowman433331317
Askari434331317

Unit Size: 10+

Troop Type: Infantry

Hand weapon, bow.

  • May upgrade one Bowman to an Askari (10 pts)

  • May upgrade one Bowman to a musician (10 pts)

  • May upgrade one Bowman to a standard bearer (10 pts)

  • The entire unit swap bows for crossbows (2 pts per model)

  • The entire unit may wear light armour (½ pt per model)

  • The entire unit may take shields (½ pt per model)

Zealotry

Tribal Skirmishers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Tribal Skirmisher433331316
Akhi434331316

Unit Size: 10+

Troop Type: Infantry

Hand weapon, javelin.

  • May upgrade one Tribal Skirmisher to an Akhi (10 pts)

  • May upgrade one Tribal Skirmisher to a musician (10 pts)

  • The entire unit swap javelins for slings (free)

  • The entire unit may take shields (1 pt per model)

Skirmishers, Zealotry

Corsairs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 pts per model

MWSBSSTWIALd
Corsair443331417
Bosun445331427

Unit Size: 10+

Troop Type: Infantry

Hand weapon, buckler.

  • May upgrade one Corsair to a Bosun (10 pts)

  • May upgrade one Corsair to a musician (10 pts)

  • May upgrade one Corsair to a standard bearer (10 pts)

  • The entire unit swap bucklers for additional weapons (1 pt per model)

  • The entire unit may take throwing weapons (1 pt per model)

Ambushers, Skirmishers, Zealotry

Slave Levies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 pts per model

MWSBSSTWIALd
Slave422331313
Slavemaster433331317

Unit Size: 20+ Slaves & 1 Slavemaster

Troop Type: Infantry

Hand weapon.

  • All Slaves in the unit may take spears (½ pt per model)

  • All Slaves in the unit may take shields (½ pt per model)

Expendable, Mixed Unit, Slavemaster

The Slavemaster follows the rules for normal unit Champions; with the following exceptions: the Slave Master is always placed in the rear rank of the unit, and may be the only model in that rank. In addition, the unit must take a Leadership test at the start of each of their turns. If failed, the Slaves are refusing to follow the Slavemaster's orders, and the unit will suffer D6 Strength 3 Hits as he restores order with the use of his whip.

Sipahis. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16 pts per model

MWSBSSTWIALd
Sipahi444331318
Silahtar444331328
Arabyan Steed930331315

Unit Size: 5+

Troop Type: Cavalry

Spear, light armour, shield.

  • May upgrade one Sipahi to a Silahtar (10 pts)

  • May upgrade one Sipahi to a musician (10 pts)

  • May upgrade one Sipahi to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

  • The entire unit may take bows (3 pts per model)

  • The entire unit may upgrade to medium armour (2 pts per model)

Fast Cavalry, Zealotry

Desert Riders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 pts per model

MWSBSSTWIALd
Desert Rider433331317
Akinji434331317
Arabyan Steed930331315

Unit Size: 5+

Troop Type: Cavalry

Hand weapon.

  • May upgrade one Desert Rider to an Akinji (10 pts)

  • May upgrade one Desert Rider to a musician (10 pts)

  • May upgrade one Desert Rider to a standard bearer (10 pts)

  • The entire unit may take any of the following:

    • Spears (1 pt per model)

    • Bows (3 pts per model)

    • Shields (1 pt per model)

    • Light armour (1 pt per model)

Fast Cavalry, Quick to Fire, Zealotry

Camel Riders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 pts per model

MWSBSSTWIALd
Camel Rider433331317
Bedouin433331327
Camel730341315

Unit Size: 5+

Troop Type: Cavalry

Hand weapon.

  • May upgrade one Camel Rider to a Bedouin (10 pts)

  • May upgrade one Camel Rider to a musician (10 pts)

  • May upgrade one Camel Rider to a standard bearer (10 pts)

  • The entire unit may take any of the following:

    • Spears (1 pt per model)

    • Bows (2 pts per model)

    • Shields (1 pt per model)

    • Light armour (1 pt per model)

Fast Cavalry, Zealotry

Special Units

Palace Guard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 pts per model

MWSBSSTWIALd
Palace Guard443431318
Askar443431328

Unit Size: 10+

Troop Type: Infantry

Great weapon, medium armour.

  • May upgrade one Palace Guard to an Askar (10 pts)

  • May upgrade one Palace Guard to a musician (10 pts)

  • May upgrade one Palace Guard to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

Stubborn, Zealotry

Janissaries. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Janissary444331418
Beylik444331428

Unit Size: 10+

Troop Type: Infantry

Hand weapon.

  • May upgrade one Janissary to a Beylik (10 pts)

  • May upgrade one Janissary to a musician (10 pts)

  • May upgrade one Janissary to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

  • The entire unit may take one of the following:

    • Polearms (2 pts per model)

    • Bows (4 pts per model)

    • Handguns (6 pts per model)

  • The entire unit may have shields 1 pt per model

  • The entire unit may have one of the following:

    • Light armour (1 pt per model)

    • Medium armour (2 pts per model)

Disciplined, Zealotry

Janissaries have the Immunity (Panic) special rule and may roll 3D6, discarding the highest dice, when taking Leadership tests to Redirect Charges, Restrain Pursuit, March and Reform.

Mamelukes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22 pts per model

MWSBSSTWIALd
Mameluke444431418
Hasham444431428
Arabyan Steed930331315

Unit Size: 5+

Troop Type: Cavalry

Spear, medium armour, shield.

  • May upgrade one Mameluke to a Hasham (10 pts)

  • May upgrade one Mameluke to a musician (10 pts)

  • May upgrade one Mameluke to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

  • The entire unit may be armed with bows (2 pts per model)

  • The entire unit may take barding (1 pt per model)

Devastating Charge, Zealotry

Silent Guards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 pts per model

MWSBSSTWIALd
Silent Guard444331418

Unit Size: 10+

Troop Type: Infantry

Spear, light armour, shield.

  • May upgrade one Silent Guard to a musician (10 pts)

  • May upgrade one Silent Guard to a standard bearer (10 pts)

    • May have a magic standard worth up to 25 pts

Unbreakable

Naffatun. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts per model

MWSBSSTWIALd
Naffatah433331317

Unit Size: 5+

Troop Type: Infantry

Hand weapon, Naphtha Bombs.

Naphtha bombs uses the following profile:

RangeStrengthSpecial Rules
6"4-

An enemy unit taking a casualty from Naphtha Bombs must take a Panic test.

  • One Naffatah may replace his Naphtha Bombs with a Siphon (20 pts)

Naphtha Siphons uses the following profile:

RangeStrengthSpecial Rules
n/a3-

An enemy unit taking a casualty from a Naphtha Siphon must take a Panic test. Naptha Siphons cannot be used in close combat, but may fire every round in the shooting phase – there is no need to roll a 4+ like with other Breath Weapons.

Skirmishers, Zealotry

Nomad Scouts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 pts per model

MWSBSSTWIALd
Nomad Scout434331317
Sharpshooter435331317

Unit Size: 5+

Troop Type: Infantry

Hand weapon, Jezzail.

RangeStrengthSpecial Rules
30"4-

  • May upgrade one Nomad Scout to a Sharpshooter (10 pts)

Scouts, Skirmishers, Zealotry

Flying Carpet Riders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 pts per model

MWSBSSTWIALd
Carpet Rider033331317

Unit Size: 5-10

Troop Type: Infantry

Hand weapon, bow.

Carpet Bombing, Fly (10), Zealotry

Once per turn, during the Remaining Moves segment of the Movement phase, a unit of Carpet Riders may carpet bomb an enemy unit at least one of its models has moved over during that phase. Each Flying Carpet Rider inflicts D3 Strength 2 Hits with the Poisoned Attacks special rule.

Dervishes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 pts per model

MWSBSSTWIALd
Dervish553331528

Unit Size: 5+

Troop Type: Infantry

Two hand weapons.

Immunity (Psychology), Poisoned Attacks, Skirmishers, Swiftstride, Whirling Dervish, Zealotry

Dervishes do not charge like normal units. Instead, declare the unit you wish to charge, resolve charge reactions and roll the charge distance as normal. Turn the Dervishes so they are facing the centre of the enemy unit, and then move the unit forward. If the charge is successful, the Dervishes do not stop once they reach the target but always move their full charge move (through the target unit), emerging on the other side and moving through multiple enemy units if they have enough Movement to do so (stopping within 1" of any friendly units). If they ever end their movement within an enemy unit, place the Dervishes 1" behind the enemy unit.

If they cannot be placed behind the enemy unit due to there not being enough space, they are removed as casualties after resolving their attacks. Any unit passed through in this manner takes D3 Strength 3 hits with the Poisoned Attacks special rule for every Dervish in the unit.

An enemy unit that charges a unit of Dervishes suffers D3 Strength 3 hits with the Poisoned Attacks special rule for each Dervish in base contact, resolved like Impact Hits. Combat is then resolved as normal.

Bladedancers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 pts per model

MWSBSSTWIALd
Bladedancer455331518
Blademistress455331528

Unit Size: 5+

Troop Type: Infantry

Two hand weapons.

  • May upgrade one Bladedancer to a Blademistress (10 pts)

Bladedances, Dodge (5+), Skirmishers, Zealotry

At the start of each round of combat, the unit must choose one of the following dances to perform. They may not use the same dance in two consecutive turns of the same combat engagement.

  • Whirling Death: The Bladedancer focus on striking precise blows on the enemy’s vital parts.
    While performing this dance, the Bladedancers gains the Killing Blow special rule.

  • Bladestorm: The Bladedancer rains blow after blow on their opponent, moving with such speed the human eye can hardly make out the blades.
    While performing this dance, the Bladedancers gain +1 Attack.

  • Seductive Shadow: The Bladedancer uses her beauty and skill to mesmerize any enemy near her, parrying the enemy’s futile attacks.
    While performing this dance, enemies suffer a -1 modifier To Hit the Bladedancers in close combat.

Rare Units

Pegasus Guard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38 pts per model

MWSBSSTWIALd
Pegasus Guard444431418
Guard Sergeant444431428
Radiant Pegasus830442426

Unit Size: 3+

Troop Type: Cavalry

Spear, medium armour, shield.

  • May upgrade one Pegasus Guard to a Guard Sergeant (10 pts)

  • May upgrade one Pegasus Guard to a musician (10 pts)

  • May upgrade one Pegasus Guard to a standard bearer (10 pts)

    • May have a magic standard worth up to 50 pts

Fly (9), Radiant Aura, Zealotry

A model with this special rule has a one use only Strength 2 Breath Weapon.

War Elephant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160 pts per model

MWSBSSTWIALd
War Elephant630565246
Crew-333--317

Unit Size: 1 War Elephant & 3 Crew

Troop Type: Monster

Hand weapon, bow.

  • A War Elephant may have any of the following upgrades:

    • Armour Plates (10 pts)

    • Mahout (15 pts)

    • Spike Chain (20 pts)

    • Spiked Tusks (30 pts)

The War Elephant gains Armour Save (5+).

The War Elephant may re-roll failed Stampede tests.

The War Elephant gains the Impact Hits (2D6) special rule. If the War Elephant Stampedes, it will inflict 2D6 Hits Strength 5 Hits on any unit it passes through.

Each successful Hit in close combat by the War Elephant is multiplied into 2 Hits.

Impact Hits (D6+1), Natural Armour (5+), Stampede, Zealotry

If the War Elephant suffers a wound from a missile attack, it must immediately take a Panic test. Any time a War Elephant fails a Panic or Break test it will Flee in a random direction, as determined by the Scatter dice. If it flees through any unit, it inflicts D6+1 Strength 5 hits.

Roc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .230 pts per model

MWSBSSTWIALd
Roc450666557

Unit Size: 1

Troop Type: Monster

Drop Attack, Fly (8)

Once per turn, during the Remaining Moves segment of the Movement phase, a Roc may pick up one enemy Monstrous Infantry, Monstrous Beast or Monstrous Cavalry model (except models with the Fly or Ethereal special rules) chosen by the Araby player ("Look Out Sir!" still applies) that it has moved over during that phase. The model can avoid the Drop Attack by passing an Initiative test. If the model is successfully picked up, it is then either dropped to the ground, or it may be dropped over another unengaged enemy unit that the Roc moves over in that turn. That target unit immediately suffers D6 Strength 4 hits, distributed as Hits from shooting. The dropped model is automatically removed as a casualty with no saves allowed.

Cannon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts per model

MWSBSSTWIALd
Cannon----7----
Crew433331317

Unit Size: 1 Cannon & 3 Crew

Troop Type: War Machine (Cannon)

Hand weapon.

  • May take up to two additional crew (3 pts per model)

Zealotry

Monster Bombard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140 pts per model

MWSBSSTWIALd
Monster Bombard----7----
Crew433331317

Unit Size: 1 Monster Bombard & 3 Crew

Troop Type: War Machine (Great Cannon)

Hand weapon.

  • May take up to two additional crew (3 pts per model)

Cumbersome, Monster Bombard, Zealotry

Due to their size, models with this rule may not be moved after deployment, but may pivot on the spot as normal.

Monster Bombards have the following profile and rules:

RangeStrengthSpecial Rules
12-72"10-

Monster Bombards may re-roll the distance bounced by the cannon ball and failed rolls To Wound. If a Misfire is rolled, add -1 to the result on the Blackpowder Misfire Chart.

Sandglass of Time. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150 pts per model

MWSBSSTWIALd
Sandglass of Time----7----
Monk Brother433331318

Unit Size: 1 Sandglass of Time and 3 Monk Brothers

Troop Type: War Machine

Hand weapon.

Sands of Time, Stubborn, Vessel of the Ages, Ward Save (4+), Zealotry

In the Arabyan Magic phase, the Sandglass may cast any of the following spells as innate bound spells (power level 5).

  • Abeyance: Remains in play. This is a hex spell with a range of 18". While active, you may choose to make the target forgo one of the following actions: move, cast spells, shoot or fight in close combat.

  • Recede: Remains in Play. This is an augment spell with a range of 24". While active, the unit may either choose to fire twice in the Shooting phase or attack twice in the Close Combat phase.

  • Gravedust: Remains in Play. This is a hex spell with a range of 12". While active, the target suffers -1 to its Movement, Strength, Toughness and Initiative. At the start of each following Arabyan Magic phase, these characteristics are further deducted by 1, and will continue to do until the spell is either dispelled or their Strength or Toughness reaches 0.

The Sandglasses possess the ability to nullify hostile magical sources around it. All friendly units within 12" of the Sandglass have Magic Resistance (1). In addition, the Hourglass generates 1 Power dice and Dispel Dice in the Magic phase. If the Sandglass is destroyed, the ground begins to shake as waves of sand erupts, smashing against all around it. Every unit within 12" takes 2D6 Strength 4 hits.

Special Characters - Lords

Khalil al-Zahir. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .295 pts

MWSBSSTWIALd
Khalil al-Zahir4434434210
Thronebearers4434--348

Troop Type: Infantry (Special Character)

Hand weapon, medium armour.

Magic Items / Abilities: Jewel of Mullah Aklan'd, Scriptures of the Prophet

The Jewel gives Khalil al-Zahir the Ward Save (4+) and Magic Resistance (2) special rules.

At the start of the Arabyan turn, Khalil al-Zahir may call out one of the commands below to any friendly unit with the Zealotry special rule within 12". The chosen effect lasts until the start of the Araby player’s next turn.

  • Strength of The One: The unit may re-roll failed rolls To Hit and To Wound of 1 in Close Combat.

  • Fury of The One: All models in the unit gain +1 Attack.

  • Faith of The One: The unit gains the Immunity (Psychology) and Stubborn special rules.

Bodyguard, Great Sultan of Araby, Thronebearers, Zealotry

The Great Sultan must be accompanied by a unit of Palace Guard, and he may not leave this unit. He is placed in the second rank, but can lead the unit as normal. As long as the Great Sultan is alive, the Palace Guard has Immunity (Psychology).

Khalil al-Zahir must be the army’s General. His Inspiring Presence range is increased to 18", and he also counts as having the Hold Your Ground ability like a Battle Standard Bearer. In addition, any friendly unit within 12" of him adds +1 to their Combat Resolution bonus.

Khalil al-Zahir goes into battle carried by four trusted thronebearers. These are treated as a mount, and increases Khalil al-Zahir's Unit Strength to 5.

Sultan Jaffar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .325 pts

MWSBSSTWIALd
Jaffar433343319

Troop Type: Infantry (Special Character)

Magic: Jaffar is a Level 4 Wizard who uses spells from the Lore of Shadow or the Lore of Death.

Hand weapon.

  • May be accompanied by up to two Genies (95 pts per model)

Magic Items / Abilities: Black Book of Ibn Naggazar, Serpent Staff

The Black Book grants Jaffar the Loremaster special rule. In addition, whenever Jaffar attempt to casts a spell, he must make a blood sacrifice roll to see the number of victims claimed by the book. Roll a D3 – remove this number of models from the caster's unit as casualties, and add this many dice to his casting attempt. If there are insufficient 'volunteers' for the sacrifice, Jaffar is also dragged into the book – he and his unit are removed as casualties and the spell automatically fails. No saves of any kind can be taken by models claimed by the book. If Jaffar has not attempted to cast a spell at the end of each of his Magic phases, he is devoured by the Daemons within the book and is removed as a casualty.

kin. At the start of the close combat phase, one enemy model in base contact must pass a Psychology test or it will come under Jaffar’s control for the duration of the combat phase, and will attack any friendly models in base contact (chosen by the Araby player), even if in a challenge.

Despot

If Jaffar is in your army, he must be the General. All friendly units within 12" of Jaffar may re-roll failed Psychology tests as they are under his watchful eye. However, units that are outside his Inspiring Presence range suffer a -1 to their Leadership due to their unwillingness to fight for him.

Salâh ad-Dîn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .265 pts

MWSBSSTWIALd
Salâh ad-Dîn4754436410

Troop Type: Infantry (Special Character)

  • May be mounted on an Arabyan Steed (20 pts)

    • May be upgraded to have barding (3 pts)

Magic Items / Abilities: The Sword of Salâh ad-Dîn, Armour of the Sun

The Sword of Salâh ad-Dîn gives the wielder the Always Strikes First and Ignores Armour Saves special rules.

Medium armour. Enemies attempting to strike the wearer must re-roll all successful rolls to hit in close combat.

Righteousness of Faith, Strategic Genius, Zealotry

If Salâh ad-Dîn is your Army General, his Inspiring Presence range is 18" rather than the normal 12", and any unit joined by him may re-roll failed Psychology tests and add +1 to their combat resolution.

If Salâh ad-Dîn is the Army General, any Core unit in the army may deploy as Ambushers per the normal rules.

The Golden Magus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .370 pts

MWSBSSTWIALd
The Golden Magus442443429

Troop Type: Infantry (Special Character)

Magic: The Golden Magus is a Level 3 Wizard who uses spells from the Lore of Fire, the Lore of Metal, the Lore of Heavens, the Lore of Light or the Lore of the Desert.

Magic Items / Abilities: The Sword of Fiery Curses, Golden Robe of Protection

This sword gives the Magus +1 Strength and the Flaming Attacks special rule. Any Flammable model that suffers an unsaved wound from this weapon is slain outright.

The Golden Robe grants the Golden Magus a Ward Save (5+). In addition, any attacks allocated towards him in close combat suffer -1 To Hit.

Conjure Genies, Zealotry

At the beginning of the Araby player's turn, the Golden Magus may summon either a Djinn, Efreet or Marid to do his bidding following the normal rules for Genie Binding. This model acts like a normal Genie in all respects. He may have a maximum of 3 Genies summoned at any one time, and every summoned Genie must be of a different type.

Special Characters - Heroes

Layla bint Suraya. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135 pts

MWSBSSTWIALd
Layla bint Suraya453432538
Silvermane (Arabyan Steed)930331315

Troop Type: Cavalry (Special Character)

Magic Items / Abilities: Sword of Light, Anklet of The One

The Sword of Light gives Layla the Strength Bonus (2) special rule when charging and +1 Attack.

The Anklet of The One gives Layla a Ward Save (4+).

Enchanting Beauty, Zealotry

Any fleeing friendly Arabyan unit within 12" of Layla will rally automatically. If she is killed, all friendly Arabyan units will get the Hatred special rule against the model or unit responsible for her death.

Ottokar Mehmed Agha. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125 pts

MWSBSSTWIALd
Ottokar Mehmed Agha465442638

If Ottokar Mehmed Agha is taken, then you must include one unit of Janissaries in the army, chosen at additional cost from the Special Units section of the army list.

Troop Type: Infantry (Special Character)

Pistol, medium armour.

Magic Items / Abilities: Commander's Yatagan, Steel-forged Helmet

This weapon gives Ottokar +1 To Hit in close combat and the Parry (6+) special rule.

This Helmet gives Ottokar a 6+ Armour Save. In addition, he may re-roll failed armour saves.

Disciplined, The First Division, Zealotry

Janissaries have the Immunity (Panic) special rule and may roll 3D6, discarding the highest dice, when taking Leadership tests to Redirect Charges, Restrain Pursuit, March and Reform.

The First Division is a unit of Janissaries that may Move and Fire even if armed with handguns. However, if they do so, only the front rank may fire. In addition, the unit may be armed with both a special close combat weapon and a missile weapon, chosen among the normal weapon options for Janissaries in the army list. Ottokar must set up with this unit and may not leave it. No other character may join the unit.

Prince of Thieves. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165 pts

MWSBSSTWIALd
Prince of Thieves555442638

Troop Type: Infantry (Special Character)

Magic Items / Abilities: Dagger of Truth

The Dagger of Truth always wounds on a 2+, and any enemy wounded must re-roll all successful Armour Saves.

Acrobat, Hidden, Master Thief

The Prince has the Obstacle Strider special rule and can move over solid impassable terrain such as walls, rock formations or buildings, but not water and the like. In close combat, all successful hits against him must be re-rolled. At the end of each combat he is in, before break tests are taken, he may choose to leave his unit and move out of combat. Place him anywhere within 1" his unit. He may move as normal in his next turn.

If the Prince is in base contact with an enemy character or champion with magic items, he may attempt to steal them. Roll a D6 at the start of each combat phase: on a 4+, the Prince successfully steals one random Talisman, Enchanted or Arcane item from the character. The item is then removed from play. Any items stolen are worth their cost in additional Victory Points, even if the Prince of Thieves is wiped out later in the game. In addition, the Prince of Thieves may never be the army’s General, and no unit may use his Leadership.

Abdul Alhazred. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165 pts

MWSBSSTWIALd
Abdul Alhazred433332318

Troop Type: Infantry (Special Character)

Magic: Abdul Alhazred is a Level 2 Wizard who uses spells from the Lore of Death.

Hand weapon.

  • May be accompanied by one Genie (95 pts)

Magic Items / Abilities: The Eye Pendant, The Necronomicon

The Eye Pendant gives Abdul a Ward Save (4+). In addition, any model with the Undead special rule wishing to attack Abdul must first pass a Leadership test. If failed, that model may not attack this round.

The Necronomicon allows Abdul to re-roll any 1's when casting spells. However, every time he successfully casts a spell, he must pass a Leadership test. If he fails the test and the result is an even number, Abdul counts as having failed a Stupidity test. If he fails the test and the result is an odd number, Abdul suffers a Wound with no saves allowed. In addition, any unit joined by Abdul suffers -1 to their Leadership value.

Genie Master, Immunity (Psychology), Loremaster (Death), Mad Sorcerer, Zealotry

Abdul Alhazred has spoken to many of the mystical Genies in his time and despite his unsteady state of mind knows how to see through their lies and bend them to his will. Abdul may re-roll failed Leadership tests when trying to summon Genies.

The Mad Sorcerer is one of the most learned wizards in Araby. Because he is mad, however, it is most unsure what spells he can remember at any time. Before Abdul attempts to cast any spell besides the Lore's Signature spell, you must first roll a D6 to determine which spell he may cast at this time. The resulting spell is otherwise cast as normal. In addition, Abdul may never be the Army General, nor may any unit he joins use his Leadership.

Sindibadu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150 pts

MWSBSSTWIALd
Sindibadu465442638

Troop Type: Infantry (Special Character)

Magic Items / Abilities: Blades of the Great Seas, The Ruby Eye

Two hand weapons. These weapons allow Sindibadu to re-roll 1's To Hit. In addition, he gains 1 additional Attack for every enemy model in base contact.

This talisman gives Sindibadu the Ward Save (5+) special rule. In addition, enemies attempting to strike him must first pass a Psychology test; if failed, they can only Hit him on the roll of a natural 6.

Corsair Captain, Zealotry

All Corsair models always treat Sindibadu as the Army's General for all purposes, regardless of what character is actually the Army General.

Malik Ibn La'Ahad. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .195 pts

MWSBSSTWIALd
Malik Ibn La'Ahad576442739

Troop Type: Infantry (Special Character)

Throwing weapon.

Magic Items / Abilities: Dimashquine Blade, Code of the Creed, Hidden Blade

The Dimashquine Blade adds +1 to Malik’s Strength. In addition, if he is fighting an enemy with a magic weapon, roll a D6 for every attack that Malik hits with. On a 5+, the enemy’s magic weapon is destroyed.

The Assassin can re-roll failed To Hit rolls in challenges. In addition, the enemy cannot refuse a challenge made by an Assassin.

The Assassin gains the Killing Blow special rule.

Counterattack, Dodge (4+), Hidden, Immunity (Psychology), Scouts, Zealotry

For every Close Combat Attack that fails To Hit against Malik, he may make an additional Attack back at that model.

Khar-mel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160 pts

MWSBSSTWIALd
Khar-mel663443647

Khar-mel must be taken in addition to a Sorcerer Lord or Sorcerer as one of their normal Genie choices.

Troop Type: Monstrous Infantry (Special Character)

Hand weapon.

Djinn, Genie Binding, Khar-mel's Curse, Khar-mel's Luck, Magical Attacks, Unstable, Ward Save (5+), Whirlwind

A Djinn has the Fly (10) special rule. They can cast the spell Wind Blast from the Lore of Heavens as an innate Bound Spell, power level 4.

A Genie is not deployed on the table at the start of the battle, but may instead be summoned at the start of any of your turns (as long as they are not already summoned and alive) by the Sorcerer who controls the Genie by passing a Leadership test (using their own Leadership characteristics). Place the Genie within 6" of the Sorcerer, at least 1" away from other units or impassable terrain. It may act normally in the turn it is summoned. If the Genie is slain, it can be summoned back in a later turn, but the Sorcerer will suffer a cumulative -1 penalty to the Leadership test required every time they try to do so. However, if the Sorcerer is slain, the Genie is immediately banished back to its container and removed as a casualty.

All enemy units within 6" of Khar-mel suffer a -1 modifier to their To Hit rolls for both close combat and missile attackss, as well as -1 to any Armour, Ward or Regeneration saves they might have.

Khar-mel may re-roll failed Ward Saves.

Khar-mel can re-roll any failed charge or pursuit move that she makes.

Artefacts of the Creed

The Hashishin have access to many exotic weapons, poisons, abilities and unique artefacts. The Artefacts of the Creed may be taken by certain models as indicated in the army list. Unless otherwise stated, these are not magic items. A model may not have multiples of the same upgrade, but an upgrade can be taken by more than one model in the army.

Magic Weapons

Additional hand weapon. Nominate one enemy character at the start of the battle. The wielder of the Dagger will wound that model on a 2+. In addition, that model must re-roll successful Armour Saves.

Talismans

Talisman. The enemy must allocate their attacks between the assassin and his illusion in close combat. Roll a dice for each hit. 1-3 the attack hits the illusion and has no effect, 4-6 the attack is resolved as normal.

Enchanted Items

Enchanted Item. The wearer is at an additional -2 to hit for enemies with missile weapons. This only applies if the Assassin is on his own.

Abilities

All To Hit rolls of 6 automatically Wound (Armour Saves as taken as normal). Any model wounded must pass a Toughness test or suffer an additional wound.

The Assassin can re-roll failed To Hit rolls in challenges. In addition, the enemy cannot refuse a challenge made by an Assassin.

The Assassin gains the Killing Blow special rule.

The assassin has the Poisoned Attacks special rule. In addition, he always Wounds on a 3+ or better.

The Assassin gains the Multiple Wounds (D3) special rule.

Treasures of the Sands

This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Arabyans. These may be used in addition to the magic items found in the Warhammer rulebook.

Magic Weapons

The bearer gains a Strength Bonus equal to the Wound characteristics of any enemy model he Hits in close combat. In addition, he is also subject to the Hatred and Frenzy special rule.

If the wielder causes an unsaved wound on an enemy model, he may choose to lose D3 of his own wounds to instantly kill the opponent. No kind of saves may be taken by either side.

Bow. Shots fired with this bow are resolved at Strength 5 and ignore all To Hit penalties.

Magic Armour

Shield. The bearer gains the Ward Save (5+) special rule. If the bearer is wounded by an enemy with a magical weapon but passes his Ward save, the enemy’s weapon is destroyed.

Light armour. The wearer has the Natural Armour (5+) and Poisoned Attacks special rules.

Talismans

At the start of each player’s turn, the ring will bestow one lost wound suffered earlier in the game. This cannot be used to increase the Characters Wounds above its starting value.

Arcane Items

Bound Spell, Power Level 5. The Sandstorm Staff contains the Sand Storm spell from the Lore of the Desert. In addition, when using spells from this Lore, the wielder of the staff may re-roll one Power Dice for every spell cast.

Enchanted Items

Enemy armours lose all magical bonuses against any close combat attacks made by the bearer; they count as mundane armours of their type. In addition, any successful enemy Ward Saves must be re-rolled.

One use only. At the start of any of his turns, the bearer of the Lamp of Ala ud-Din may choose to summon a Genie of any type. The Genie must be placed within 6" of the bearer, at least 1" away from any units or impassable terrain. This Genie lasts until the start of the bearer's next turn.

Model on foot only. As long as he is not in base contact with an enemy model or has moved previous this turn, the character may climb up the rope and disappear into the ether at the start of his Remaining Moves phase. He reappears in any location on the battlefield, but must be placed at least 1" away from enemy units. This counts as moving that turn.

Magic Standards

Enemies firing at the unit must re-roll successful To Hit rolls with their missile weapons. In addition, enemy units in base contact with the unit carrying this standard suffer -1 to their Weapon Skill.

The Lore of the Desert

Whenever a spell from the Lore of the Desert is cast on an enemy unit, that unit must re-roll 6’s for their charge distance, when fleeing and when pursuing until the start of the next Arabyan magic phase.

Sand Blast is a magic missile with a range of 18" and causes D6 Strength 2 hits. The target reduces all their movement by half (rounding up) in their next movement phase. The Wizard can choose to extend the range of this spell to 36" and the number of hits to 2D6. If they do so, the casting value is increased to 13+.

Curse of the Genie is a hex spell with a range of 24". The target must re-roll all successful To Wound rolls until the start of the caster’s next magic phase. The Wizard can choose to extend the range of this spell to 48". If they do so, the casting value is increased to 8+.

Dancing Scimitar is a magic missile with a range of 24" and causes D6 Strength 4 hits. Roll a D6 after resolving the damage; on a 3+, the Dancing Scimitar moves to another unengaged enemy unit within 8". Keep rolling until you make an unsuccessful attempt or run out of enemy units. Note that any unit cannot get hit more than once by the same Dancing Scimitar each turn. The Wizard can choose to extend the range of this spell to 48". If they do so, the casting value is increased to 10+.

Sunstrike is a direct damage spell with a range of 18". The spell shoots in a straight line from the caster's base. Each model under the line takes a Strength 5 hit with the Flaming Attacks special rule. The Wizard can choose to extend the range of this spell to 36". If they do so, the casting value is increased to 12+.

Remains in play. Mirage is a hex spell a range of 24". Place a marker within 24" and Line of Sight of the target. While the spell is in effect, the target must turn and move directly towards the marker as fast as possible in the Movement phase, or target it with any missile weapons. If the marker is within charge range, the unit must declare a charge against it just as if it was an enemy unit. The spell is immediately dispelled if the target reaches the marker, has lost Line of Sight to it at the start of their Movement phase, hits it with any missile weapons or is engaged in close combat. The Wizard can choose to extend the range of this spell to 48". If they do so, the casting value is increased to 12+.

Quicksand is a direct damage spell with a range of 18". All models in the unit must take an Initiative test. Those that fail must then take an armour save. If passed, they are dragged down into the sand and are removed as casualties, with no save allowed. Models without armour count as passing on a 6. This spell has no effect on models with the Fly, Ethereal or Strider special rules. The Wizard can choose to extend the range of this spell to 36". If he they do, the casting value is increased to 14+.

Remains in play. Sand Storm is a spell that affects all units (friend and foe) within 12" of the Wizard. No units within the sand storm can use missile weapons, and war machines cannot fire. No units may be targeted by any missile attack. Flying units are restricted to their ground movement. Enemy units affected cannot march in their next movement phase. The Wizard can choose to extend the range of this spell to 18". If they do so, the casting value is increased to 18+.

Reference Chart

Unit Name

Troop Type

Base Size (mm)

Abdul Alhazred

Infantry

20x20

Arabyan Steed

Warbeast

25x50

Bladedancers

Infantry

20x20

Bowmen

Infantry

20x20

Camel

Warbeast

25x50

Camel Riders

Cavalry

25x50

Cannon

War Machine

75

Corsairs

Infantry

20x20

Dervishes

Infantry

20x20

Desert Riders

Cavalry

25x50

Emir

Infantry

20x20

Flying Carpet

Infantry

25x25 or 40x40

Flying Carpet Riders

Infantry

25x25 or 40x40

Genie

Monstrous Infantry

40x40

Hashishin

Infantry

20x20

Janissaries

Infantry

20x20

Khalil Al-Zahir

Infantry

40x40

Khar-Mel

Monstrous Infantry

40x40

Layla Bint Suraya

Cavalry

25x50

Malik Ibn La’ahad

Infantry

20x20

Mamelukes

Cavalry

25x50

Monster Bombard

War Machine

100

Naffatun

Infantry

20x20

Nomad Scouts

Infantry

20x20

Ottokar Mehmed Agha

Infantry

20x20

Palace Guard

Infantry

20x20

Pegasus Guard

Cavalry

40x40

Prince of Thieves

Infantry

20x20

Roc

Monster

50x100

Salah Ad-Din

Infantry

20x20

Sandglass of Time

War Machine

60

Sheikh

Infantry

20x20

Silent Guards

Infantry

20x20

Sindibadu

Infantry

20x20

Sipahis

Cavalry

25x50

Slave Levies

Infantry

20x20

Sorcerer Lord

Infantry

20x20

Sorcerer Lord

Infantry

20x20

Sultan Jaffar

Infantry

20x20

The Golden Magus

Infantry

20x20

Tribal Skirmishers

Infantry

20x20

War Elephant

Monster

50x100 or 50x100

Warriors of Araby

Infantry

20x20