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Warhammer Army Project/Araby/8th Edition
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====Generic Characters==== *'''Sultan:''' You have fat bastards sitting on Slann palanquins, truly a worthy position for such a decadent folk. They can bark orders to other units that grant temporary perks. **'''Step of Ormazd:''' Re-roll charges. **'''Strength of Ormazd:''' Re-roll hit and wound rolls in close combat, which is a good thing since you'll be needing it a lot. **'''Fury of Ormazd:''' Gain an extra attack. **'''Faith of Ormazd:''' The unit gets Stubborn and Immune (Psychology) to foil any fear-based shenanigans. *'''Caliph:''' Your classic foot commander. On top of his melee weapons, he can also grab a shortbow or a handgun or ride a War Elephant. *'''Grand Vizier:''' Your wizard lord. He has access to the lores of Fire, Metal, Heavens, Light, and Desert. *'''Djinn:''' Why yes, you can put a genie into your army! Though only a wizard with access to heavens lore, he's got quite a few rules from fly, magical attacks, fear, a 5++ ward, and immunity (psychology). He's also bound to a vizier, who can make up to 3 wishes to at the start of any turn with an Ld test on the sorcerer's behalf. The wishes are each rather decent though they last for a turn. (IP and Hold Your Ground without being a general, 2++ Ward, Loremaster that can re-roll 1s to cast) **'''Efreets:''' Flaming djinns with legs and hatred for everyone. *'''Sheikh:''' Your classic captain and mandatory BSB if you don't make your sultan one. *'''Vizier:''' The basic battle wizard. *'''Hashishin:''' The Brotherhood of Assassins in Warhammer form. They're basic assassin fare, hiding in units before striking. They can carry crossbows that trade-off with their piercing power for short range.
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