Warhammer Army Project/Araby/8th Edition
This article is a stub. You can help 1d4chan by expanding it |
Araby: Warhammer Army Project, 9th Edition Tactica
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the units, nations, and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing.
It should also be noted that Eliasson is constantly updating his work, so don't expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it, later on, go ahead.
Why Play WAP Araby
Pros
Cons
Special rules
Zealotry: This lets your units add their Combat Resolution scores to their unit strength when determining how steadfast they are. They also roll 3d6 for break tests on the first turn, letting them stay in the fight despite any casualties.
The Lore of Desert
Items
Titles
Sultans, being the pompous gits they are, can buy titles. Unlike the Ogre Kingdoms, these aren't as grandiose.
- The Conqueror: Lets a general expand the range of IP and his commands to 18".
- The Blessed: The sultan and his unit can re-roll saves. Unfortunately, this doesn't expand to any other characters.
- Patron of Science: Gains Regen 6+.
- The Fanatic: The sultan and his unit gets frenzy.
- The Tyrant: The sultan's now a BSB without the ability to nab magical standards. Thankfully, he doesn't die if his unit breaks.
- The Glorious: The sultan and his unit add +1 to all combat resolution checks.
- The Wealthy: The cheapest, but offers the biggest changes. Now all palace guards, mamelukes, and janissaries can take up to 25 pts of magic items while core units can take a magic standard worth up to 25 pts.
Army Units
Lords & Heroes
Special Characters
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. He has access to the lores of Fire, Metal, Heavens, Light, and Desert.
- Grand Vizier: Your wizard lord.
- 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 sorcerer, who can make up to 3 wishes to at the start of any turn with a Ld test on the sorcerer's behalf. The wishes are each rather decent though thay 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 a hatred for everyone.
- Sheikh: Your classic captain.
- Vizier: The basic battle wizard.
- Hashashin: Altair 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.
Mounts
- Arabyan Steed: These are warhorses that have M9, but barding makes them M7 like any other horse. Needless to say, you'd probably want to enjoy that speed.
- Camel: A slightly sturdier horse with M7 that can cause fear in horses.
- Roc: Giant flying birds.
Core Units
- Warriors of Araby: Your basic rank & file troopers. They can have an Imam to act as a secondary champion who gives Hatred in close combat.
- Dibbukim: Grants them all frenzy and forces enemies to re-roll wounds against them.
- Bowmen: Your basic Arabyan archers.
- Corsairs: Your skirmishing infantry. They have a nasty rule that makes enemies roll 3d6" for fleeing and drop the highest so they can trap any enemy they break and enslave them.
- Slave Guard: Your expendable army of meatshields detested by everyone else. Characters can't join them, they can never be resolute, and sultans won't command them. Their lone commander also hides in the rearmost rank and if he dies, the slaves panic.
- Desert Riders: Fast cavalry archers that can move and shoot without penalty. They can also shoot before fleeing a charge.
- Camel Riders: Fast cavalry ambushers skilled at hit and run. They can fall back after any combat where they charged, though they have to test Ld if the battle was a loss or a draw.
Special Units
- Palace Guard: If you take a sultan, you need these guys like Slann need temple guard.
- Janissaries: Hard troopers that never panic and roll 3d6 drop highest when testing for redirecting charges, restraining from pursuit, marching, and reforming.
- Mamelukes: Armoured cavalry with Devastating Charge.
- Flying Carpet Riders: Now this is some silly shit. These guys are flying cavalry that drop d6 S2 poisoned shots over an enemy they fly over each turn.
- Nomad Hunters: Your lone shooters and they're skirmishers with scout. They have handguns with 30" but are move or fire.
Rare Units
- Dervishes: Skirmishing whirlwinds of poisoned combat. They don't charge as normal, instead running through any units, dealing d3 S3 hits per dervish, so they can reach the full distance rolled. Those d3 S3 hits also apply when enemies charge the dervishes like impact hits and thy are always in soft cover.
- Blade Dancers: Harem assassins. They're protected by only a 5++ ward and select one stance each turn so long as nothing is repeated (KB, +1 attack, -1 to hit rolls against them).
- Nafftaun: Skirmishing grenade-chuckers. These bombs are S4 flaming attacks that ignore armour and force panic for any casualties, making them great for discouraging enemies from charging.
- Basilica Cannon: A Great Cannon.
- War Elephant: A behemoth ridden by a crew of dudes with 1d6+1 impact hits and terror. If this big guy's shot, he has to roll Ld or move 2d6" in a random direction out of panic and deals impact hits towards anyone it runs over. It also has a list of upgrades to use.
- Mahout: Re-rolls Ld tests for stampeding
- Armour Plates: A 5+ save, which is good since it lacks any protection.
- Spike Chain: Increases the Impact Hits to 2d6.
- Spiked Tusks: Adds +1S to all attack.
- Sandglass of Time: This here's an oddball. It's a war machine that doesn't attack, but it instead gives magic resist 1 to units within 12" and gives a bonus channel/dispel die. However, breaking it deals 2d6" S4 hits to everyone within 12". It's means of use are in several bound PL5 spells, all of which remain in play.
- Abeyance: Forces a unit to give up one of the following each turn: moving, casting, shooting, and fighting.
- Recede: Gives a unit multishot 2 and adds a bonus attack. This at least gives it a use for every unit.
- Gravedust: A death curse that robs -1 M/S/T/I from a unit until they die or the spell is dispelled.