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===Lords & Heroes=== ====Special Characters==== *'''Khalil al-Zahir, Great Sultan of Araby:''' 295pts. Your faction leader is a man sitting on Slann palanquins, truly a worthy position for such a decadent folk. He's always embedded in a pack Place Guard that gains Immunity (Psychology), which kind of adds a tax to his presence beyond the exorbitant price tag. Has a larger Inspiring Presence, and acts as a Battle Standard Bearer including a +1 to Combat Resolution, so you'll need to make those guards really good. He can bark orders to other units that grant temporary perks. **'''Strength of the One:''' Re-roll hit and wound rolls of 1 in close combat, which is a good thing since you'll be needing it a lot. **'''Fury of the One:''' Gain an extra attack. **'''Faith of the One:''' The unit gets Stubborn and Immune (Psychology) to foil any fear-based shenanigans. : Overall al-Zahir is not a fighter but a powerful support piece when running infantry blobs centered around him. *'''Sultan Jaffar:''' 325pts. A truly wicked grand vizier from back in the time of the crusades, befitting the archetype. He's an L4 loremaster of shadow or death who is the mandatory general with the option of up to two djinns or efreets. While those within 12" can re-roll psychology, but anyone outside that range takes -1 to Ld because of his dickishness. He has the means to mind-control a unit in b2b and make them betray allies. However, he is forced to cast each turn (or die), and every time he casts, he needs to sacrifice d3 models and add that many dice to the power pool. Overall he is your strongest caster lord. *'''Salah Ah-Din:''' 265pts. A legendary hero and tactician among crusaders, and Warhammer's version of the Saracen leader, Saladin. His Inspiring presence is 18" range, lets his unit re-roll psychology, and adds +1 to their combat resolution. His weapon grants ASF and ignores armour and has a medium plate that forces enemies to re-roll to wound. If He is your general, core units become Ambushers. Another great support lord like the Great Sultan to build an army around. *'''The Golden Magus:''' 370pts. He's a Sorcerer Lord who owns 3 genies. He's protected by a 5++ ward that makes close combat attacks take -1 to hit him, and his sword gives +1S and flaming attacks while insta-killing the flammable. Not too much to him a Sorcerer couldn't do besides not needing to pay for another Sorcerer for 3 lambs and being a terror for Treepeaple and Tomb Kings to duel. *'''The Prince of Thieves:''' 165pts. The Prince of Persia from the pre-Sands of Time titles, who can never be the general. He hides in an army like an assassin, but his gimmick is stealing magic items and running over obstacles that aren't water. While he makes all close combat attacks against him re-roll to hit and has a badass weapon that wounds on a 2+ with re-rolled armour saves, he's the sort to keep mobile by bailing from a unit right after combat. *'''Layla bint Suraya:''' 135pts. She's a handy supporting leader on a mount, rallying all units within 12" under any circumstance. She can fight with a 4++ Ward and a sword that adds +2S on the charge and a bonus attack, but keep her alive - all losing her gives everyone is hatred for the unit who dropped her. *'''Ottokar Mehmed Agha''': 125pts. Captain of the first division of Janissaries. Though he's fairly decent in combat with a sword that gives both a +1 to hit and a 6++ parry and a re-rollable 4+, his real skill is in his retinue of Janissaries. These guys can not only buy handguns/bows and carry polearms but also allow the handgunners in the front rank fire even if they move. *'''Sindibadu:''' 150pts. Corsair lord and totally not based on the comedian Sinbad. He lets all corsairs use his Ld8. While his dual weapons that re-roll 1s to hit and +1 attack per model in b2b and 5++ ward don't look like much, he also has another rule: all units attacking him must test Ld or be forced to only hit him on a nat 6. **Good for Lage Divisions of Corsairs. **note Sindibadu doesn't have ambush rule, so has so had to deploy on the field with a unit (don't have to be in a Corsairs unit but should be near some). *'''Malik Ibn La'Ahad:''' 195pts. Altair. No, seriously, he's freaking Altair. He's a super-assassin with a sniper that can make extra attacks for each missed attack an enemy makes at him and carries a magical Damascus blade that adds +1S and can break magical weapons. This is on top of the Hidden Blade and Code of the Creed. He will kill most characters that are not decked in Dueling gear. *'''Abdul Alhazred, the Mad Sorcerer:''' 165pts. Jumped over from Lovecraft's universe to a universe inspired by Moorcock. He is pretty good at summoning Genies if you swing there. Don't bother using him as your lone Death Wizard because, besides the signature, he has to roll a d6 to determine what spell he knows each turn. If you successfully cast a spell, he must make an Ld test else become stupid or lose a wound. *'''Khar-mel the Djinn:''' 160pts. A named Djinn+1 any Sorccorors can buy. She's great at running down enemies with re-rollable charges, and nearby enemies suffer -1 to hit, armour, Ward, or regeneration rolls. ====Generic Characters==== *'''Emir:''' Your classic foot commander. He can also grab a shortbow, a handgun, or ride a War Elephant in addition to his melee weapons options. Palace Guard or Janissaries (both shooting and melee variants) make for better bodyguards for them. *'''Sheikh:''' Your classic captain and mandatory BSB. You could take one with a Bow of Seeking and a Carpet to fly out back to go wizard hunting. *'''Sorcerer Lord/Sorcerer:''' Your wizards. He has access to the lores of Fire, Metal, Heavens, Light, Shadow, Death, and Desert. Taking Sorcerer on a carpet or horse to deploy Genies. Genies are also important to Sorcerer as they give you a decent fighter near the caster and have an easier to cost bound spell. You could buy a cheaper Sorcerer to get all but one of the spells but they are definitely not going onto a strong body. *'''Hashishin:''' The Brotherhood of Assassins in Warhammer form. They're basic assassin fare, hiding in units before striking. Has some useful Assasin Gear instead of the normal Magic item Allowance. Different creed items are effective on different characters: When targeting vampires and chaos Lords ''The Dagger of the Grand Master'' and ''Hidden Blade'' to get your hits land. The ''venom of the Desert Snake'' and/or ''Nethertoxin'' is effective on the low toughness humanoid races. ====Mounts==== *'''Arabyan Steed:''' These are warhorses that have M9. Super speedy. *'''Camel:''' A slightly sturdier horse with M7 gives most human riders +1T. Your only going to buy this for Wizards or spend 2pts less for a Steed. *'''Flying Carpet:''' Fly(10). Pick this only if you like the idea of being friggin' Aladdin. These things can't fight and only offer flight. *'''Radiant Pegasus:''' Emirs and Sheikhs only. A step up from the carpet, granting the rider additional attacks while not making you look stupid standing on a plain rug during battle when the enemy turns off the flying speed. *'''War Elephant:''' A bulldozer mount and your Emir's high leadership make them more controllable. It is still a chance to send your general deep into enemy territory or run back home like a sissy. *'''Genie:''' 95pts. Monstrous Infantry Elementals, bought by Sorcerers and are summoned as solo units if the Sorcerer passes an Ld test at the start of your turn. If a Genie is slain, the Sorcerer can re-summon but suffer -1 on the roll for each time they die. There are 4 types of Genie, each with a special rule and one bound spell. Having hero stats, They're best used when deployed near combat as support or Distractions. **'''Dao:''' the Toughs of the Genies, with T5 and Natural Armour(4+) and knows the spell ''Flesh to Stone''. Provide access to a spell you don't have; +2 T makes Zealots harder to rout. Also, don't gloss over that bound spell also get its associated lore attribute, making him your only medic with Lifebloom. All this makes the Dao a strong line holder unit for himself and others. **'''Marid:''' has Magic resistance(2), Immunity(ice), and 4 attacks. Knows ''Iceshard Blizzard'' to hinder a unit. Harder to justify when you have a Heaven wizard already on your list compared to the utility of other Genies. **'''Djinn:''' can fly(10) and know ''Wind Blast''. It can get right into an enemy's face to be a [[Distraction Carnifex]]. His bound spell + fly is a great combo for nudging the enemy to where you want them, as Wind Blast requires high mobility and positioning to use effectively. **'''Efreet:''' the strongest fighter, Hatred, Flaming Attack, and Immunity. Knows ''Flaming Sword of Rhuin'' to further his aggressive nature by buffing by empowering his allies' weapons. Two words "Fire Arrows."
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