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==Equipment== ===Treasures of the Sands=== *'''Blade of Holy Wrath:''' 60pts. Gives hatred and frenzy on top of adding a bonus to Strength equal to the initial number of Wounds on a model. This is a hefty beast-killer, but it's on a hefty price. *'''Martyr's Shard:''' 50pts. You can sacrifice d3 wounds to insta-kill an enemy you wound. Excellent against Chaos Lord, as they HAVE to fight you 1v1, so you instakill them, but you need an initiative bonus to make sure he gets to use it before dying. A downside is that it takes up a magic weapon slot and you want your suicide fighter cheap. a way around this is put this on a Sheikh on foot with Greatweapon (this will eat his entire allowance), then have a light wizard cast The Speed of Light so he don't die first. this runs you 106point with the addition of 65+ for the Sorcerer to kill that 250++ duel lord. *'''Bow of Seeking:''' 25pts. S5 bow that ignores hit penalties, making this ideal for a hero joining mobile shooty units, Or shooting at solo wizards with a flying carpet. *'''Shield of Faith:''' 50pts. 5++ ward that also immediately breaks magical weapons that wound the wielder. This is some fucking choice shit. *'''Armour of the Scorpion:''' 15pts. Light Armour with 5+ Natural Armour and poisoned attacks, giving you more like Heavy armour that happens to bake in a Venom Sword while keeping the weapon slot free (BTW: Venom Sword cost 10pts so this is a steal). *'''Ring of Divine Healing:''' 40pts. Restores one wound each turn. For 40 points, isn't there better? A Healing Potion is a one-use D3 wound healed for 25pts, so the question is if a Talisman slot is better used for ward saves to prevent you from losing wounds in the first place? *'''The Golden Carafe:''' 25pts. This robs an enemy unit's magical armour of any properties it has and forces a re-roll on all ward saves. A high condenser for one of Araby's best dueling item. *'''Lamp of Al-Ha-Dean:''' 25pts. once per game, Summon any Genie of any type for one turn. Any character can take it but your paying for only one turn. Still very flexible as your guaranteed getting any Genie of your choice with the associated bound spell to better adapted to the situation. *'''Rope of Kadizar:''' 20pts. Lets an infantry model vanish during the Remaining Moves Subphase and then reappear anywhere he wants. You could put this on that super cheesy army beater foot lord you managed to conjure up, but a more realistic use is getting your sorcerer out of danger or get the line up for a perfect cast of The Burning Head. *'''Sandstorm Staff:''' 60pts. Bound CL5 item that stores ''Sandstorm'' and lets you re-roll one power die for each spell that's from the lore of the Desert. Only affordable to a Sorcerer Lord, but still a decent item if they are taking Deserts. In 9th going full 4 wizard levels is now rarely economical, but getting an easily castable version of that 4 level spell on an lv3 lord with casting rerolls is. *'''Banner of the Desert:''' 50tps. Enemies must re-roll to hit this unit with missiles and enemies in base contact take -1WS. Having medium and shield is decent defense but greatly Reducing how much damage your Elites. The Weapon Skills debuff only really matters when fighting an enemy that's +1 WS higher than you, like most elite thing for your average troops, or Chaos warrior and elite elves when brawling with your own elites. ===Artefacts of the Creed=== Assassins, being the secluded society of cutthroats, can nab their own special tools instead of magic items. Most of these aren't considered magic items thus aren't exclusive on a pre-army basis and are stackable on weapons, and many will also affect his throwing weapon. With only a 50pts allowance, you can only pick up a max of two items is feasible. *'''Orb of Illusion:''' 40pts. Talisman. This Apple of Eden gives a 50/50 chance to negate all hits in close combat before saves. For 40 points, that's a pretty steal. But can't afford any other Artefacts, Strong survivability on glass duelist instead of attack power. *'''Venom of the Desert Snake:''' 30pts. hit rolls of 6 AutoWounds and forces anyone wounded to test T or eat another wound. Every wound landed counts. *'''Hidden Blade:''' 20pts. The trademark weapon from Assassin's Creed offers KB. Work to circumvent Armour and Regeneration saves. *'''Shadowstrike:''' 20pts. Gives Multiple Wounds (d3). Kills Characters with only 1 to 2 successful wounds instead of 2 to 4. *'''Dagger of the Grand Master:''' 20pts. Magic Weapon. A magical Additional weapon that wounds one designated enemy character on a 2+, and he must re-roll successful Armour save. The millage will vary on how good you are at delivering assassins to their designated target. *'''Cloak of Shadows:''' 20pts. Enchanted Item. Missiles take -2 to hit the wearer, but this only applies when they're alone. *'''Code of the Creed:''' 20pts. Re-rolls hits in challenges and forces enemies to accept a challenge. Prevent that general, wizard, or support character from running to live another round. *'''Nethertoxin:''' 20pts. Poisoned Attacks that also always wound on a 3+. You will be wounding many enemy characters on 3+ with poison, so the poison only helpful if you used the lore of Shadow or death to lower their Toughness. Just always Wounding on 3+ regardless of toughness is a powerful steal for only 20pts.
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