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		<title>Warhammer Army Project/Araby</title>
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		<summary type="html">&lt;p&gt;2A00:23C7:F59A:AA00:8434:3F14:D856:DB11: /* Special Units */&lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
==Araby: Warhammer Army Project, 9th Edition Tactica==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that Eliasson is constantly updating his work, so don&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Why Play WAP Araby==&lt;br /&gt;
===Pros===&lt;br /&gt;
*AAAAAAAAAAARAAAAAAAAAAAABIIIAAAAAAAAN NIIIIIIIIIIIIIIIIIIIIIIGHTS!&lt;br /&gt;
*An army that demonstrates the virver that followers of Warhammer gods have.&lt;br /&gt;
*Ride Horses that rival Elven Steads&lt;br /&gt;
*3 variants of Fast cavalry in core.&lt;br /&gt;
*one of the hardest to break of the human factions.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*can only go up to Meduem armour.&lt;br /&gt;
&lt;br /&gt;
==Special rules==&lt;br /&gt;
&#039;&#039;&#039;Zealotry:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
==The Lore of Desert ==&lt;br /&gt;
&#039;&#039;Attribute: Shifting Sands:&#039;&#039; Casting a spell on an enemy unit forces them to re-roll any 6s on charge, pursuit, and fleeing.&lt;br /&gt;
*&#039;&#039;&#039;Signature: Sand Blast:&#039;&#039;&#039; Magic Missile that deals 2d6 S2 hits and halves the target&#039;s movement, which drives home any advantage you have on the charge. &lt;br /&gt;
#&#039;&#039;&#039;Curse of the Genie:&#039;&#039;&#039; Hex, the target must re-roll successful wound rolls. &lt;br /&gt;
#&#039;&#039;&#039;Mirage:&#039;&#039;&#039; Hex, place a marker within the targets line of sight if it fails a Stupidity test, it is forced to use its movement to go towards the marker. &lt;br /&gt;
#&#039;&#039;&#039;Dancing Scimitar:&#039;&#039;&#039; Magic Missile that deals d6 S4 hits before rolling to see if it moves on to hit someone else. Augmenting doubles the damage to 2d6 hits and increases the range.&lt;br /&gt;
#&#039;&#039;&#039;Sunstrike:&#039;&#039;&#039; Magic Missle, shoot a solar beam that decimates any infantry model under a 12&amp;quot; line. Ideally, you would have a Sorceror on a Carpet, flying on the side of the enemy formation.&lt;br /&gt;
#&#039;&#039;&#039;Quicksand:&#039;&#039;&#039; One unit that&#039;s not floating must test Initiative. On failure, they must roll an armour save that &#039;&#039;kills on a success&#039;&#039;. Which are fucking nuts because this can kill any knights or monstrosities easily. &lt;br /&gt;
#&#039;&#039;&#039;Sandstorm:&#039;&#039;&#039; Nobody within 12&amp;quot; of the caster can shoot and nobody inside it can be shot. Flyers are stuck with ground movement and enemies inside it cannot march.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
===Treasures of the Sands===&lt;br /&gt;
*&#039;&#039;&#039;Blade of Holy Wrath:&#039;&#039;&#039; 70pts. 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&#039;s on a hefty price.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Martyr&#039;s Shard:&#039;&#039;&#039; 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 can instakill them, but you need an initiative bonus to make sure he gets to use it before dying.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bow of Seeking:&#039;&#039;&#039; 25pts. S5 bow that ignores hit penalties, making this ideal for a hero joining mobile shooty units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shield of Faith:&#039;&#039;&#039; 50pts. 5++ ward that also immediately breaks magical weapons that wound the wielder. This is some fucking choice shit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armour of the Scorpion:&#039;&#039;&#039; 15pts. Light Armour with 5+ Natural Armour and poisoned attacks, giving you more like a 4+ save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ring of Divine Healing:&#039;&#039;&#039; 40pts. Restores one wound each turn. For 40 points, isn&#039;t there better?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Golden Carafe:&#039;&#039;&#039; 25pts. This robs an enemy unit&#039;s magical armour of any properties it has and forces a re-roll on all ward saves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lamp of Al-Ha-Dean:&#039;&#039;&#039; 25pts. once per game, Summon any Genie of any type for one turn.   &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rope of Kadizar:&#039;&#039;&#039; 20pts. Lets an infantry model vanish during remaining moves subphase and then reappear anywhere he wants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sandstorm Staff:&#039;&#039;&#039; 60pts. Bound CL5 item that stores Sandstorm and lets you re-roll one power die for each spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Banner of the Desert:&#039;&#039;&#039; 50tps. Enemies must re-roll to hit this unit with missiles and enemies in base contact take -1WS.&lt;br /&gt;
&lt;br /&gt;
===Artefacts of the Creed===&lt;br /&gt;
Assassins, being the secluded society of cutthroats they are, are able to nab their own special tools. These aren&#039;t considered magic items despite pulling from the same budget and thus aren&#039;t exclusive on a pre-army basis.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orb of Illusion:&#039;&#039;&#039; 40pts. This Apple of Eden gives a 50/50 chance to negate all hits in close combat before saves. For 40 points, that&#039;s a pretty steal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Venom of the Desert Snake:&#039;&#039;&#039; 30pts. hit rolls of 6 AutoWounds and forces anyone wounded to test T or eat another wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hidden Blade:&#039;&#039;&#039; 20pts. The trademark weapon from Assassin&#039;s Creed offers KB for 25 pts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowstrike:&#039;&#039;&#039; 20pts. Gives Multiple Wounds (d3).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dagger of the Grand Master:&#039;&#039;&#039; 20pts. A magical Additional weapon that wounds one designated enemy character on a 2+ and he must re-roll successful Armour save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Shadows:&#039;&#039;&#039; 20pts. Missiles take -2 to hit the wearer, but this only applies when they&#039;re alone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Code of the Creed:&#039;&#039;&#039; 20pts. Re-rolls hits in challenges and forces enemies to accept a challenge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nethertoxin:&#039;&#039;&#039; 20pts. Poisoned Attacks that also always wound on a 3+.&lt;br /&gt;
&lt;br /&gt;
==Army Units==&lt;br /&gt;
&lt;br /&gt;
===Lords &amp;amp; Heroes===&lt;br /&gt;
====Special Characters====&lt;br /&gt;
*&#039;&#039;&#039;Khalil al-Zahir, Great Sultan of Araby:&#039;&#039;&#039; Your faction leader is a man sitting on Slann palanquins, truly a worthy position for such a decadent folk. He&#039;s always embedded in a pack Place Guard that gain Immunity (Psychology), which kind of adds a tax to his presence beyond the exorbitant price tag. has a lager Inspiring Presence, and acts as a Battle Standard Bearer, so you&#039;ll need to make those guards really good. He can bark orders to other units that grant temporary perks.&lt;br /&gt;
**&#039;&#039;&#039;Strength of the One:&#039;&#039;&#039; Re-roll hit and wound rolls of 1 in close combat, which is a good thing since you&#039;ll be needing it a lot.&lt;br /&gt;
**&#039;&#039;&#039;Fury of the One:&#039;&#039;&#039; Gain an extra attack.&lt;br /&gt;
**&#039;&#039;&#039;Faith of the One:&#039;&#039;&#039; The unit gets Stubborn and Immune (Psychology) to foil any fear-based shenanigans.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sultan Jaffar:&#039;&#039;&#039; A truly wicked grand vizier, befitting the archetype. He&#039;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&amp;quot; can re-roll psychology, 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Salah Ah-Din:&#039;&#039;&#039; A legendary hero and tactician among crusaders and Warhammer&#039;s version of the Saracen leader Saladin. His Inspiring presence is 18&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Golden Magus:&#039;&#039;&#039; He&#039;s a Sorcerer Lord who owns 3 genie. He&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Prince of Thieves:&#039;&#039;&#039; The Prince of Persia from the pre-Sands of Time titles whom 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&#039;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&#039;s the sort to keep mobile by bailing from a unit right after combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Layla bint Suraya:&#039;&#039;&#039; She&#039;s a handy supporting leader on a mount, rallying all units within 12&amp;quot; under any circumstance. She&#039;s able to 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ottokar Mehmed Agha&#039;&#039;&#039;: Captain of the first division of Jannisaries. Though he&#039;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 and good melee weapons, but these guys can also move and fire with these guns, though this is only available to the front rank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sindibadu:&#039;&#039;&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Malik Ibn La&#039;Ahad:&#039;&#039;&#039; Altair. No, seriously, he&#039;s freaking Altair. He&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Abdul Alhazred, the Mad Sorcerer:&#039;&#039;&#039; Jumped over from a universe made by Lovecraft to a universe inspired by Moorcock. He is pretty good at summoning Genies if you swing there. Don&#039;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 or become stupid or loss a wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Khar-mel the Djinn:&#039;&#039;&#039; A named Djinn+1 any Sorccorors can buy. She&#039;s great at running down enemies with a re-rollable charges, and nearby enemies suffer -1 to hit, armour, Ward, or regeneration rolls.&lt;br /&gt;
&lt;br /&gt;
====Generic Characters====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Emir:&#039;&#039;&#039; Your classic foot commander. On top of his melee weapons, he can also grab a shortbow or a handgun or ride a War Elephant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sheikh:&#039;&#039;&#039; Your classic captain and mandatory BSB. You could take one with a Bow of Seeking and a carpet to fly to the back to go wizard hunting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sercerer Lord/Sorcerer:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Genie:&#039;&#039;&#039; Monstrous Elemental Characters that are bought by Sorcerers and are summoned if the Sorcerer passes an Ld test at the start of your turn. If a Genie is slain, it the Sorcerer can re-summon, but suffer -1 on the roll. There are 4 types of Genie, each with a special rule and one bound spell.&lt;br /&gt;
**&#039;&#039;&#039;Dao:&#039;&#039;&#039; the Toughs of the Genies, with Natural Armour(4+) and knows the spell &#039;&#039;Flesh to Stone&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Marid:&#039;&#039;&#039; has Magic resistance(2), Immunity(ice), and 4 attacks. Knows &#039;&#039;Iceshard Blizzard&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Djinn:&#039;&#039;&#039; can fly and know &#039;&#039;Wind Blast&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Efreet:&#039;&#039;&#039; the strongest fighter, Hatred, Flaming Attack, and Immunity. Knows &#039;&#039;Flaming Sword of Rhuin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hashishin:&#039;&#039;&#039; The Brotherhood of Assassins in Warhammer form. They&#039;re basic assassin fare, hiding in units before striking. Has some useful Assasin upgrades.&lt;br /&gt;
&lt;br /&gt;
===Mounts===&lt;br /&gt;
*&#039;&#039;&#039;Arabyan Steed:&#039;&#039;&#039; These are warhorses that have M9. Supper speedy.&lt;br /&gt;
*&#039;&#039;&#039;Camel:&#039;&#039;&#039; 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 Steeds.&lt;br /&gt;
*&#039;&#039;&#039;Flying Carpet:&#039;&#039;&#039; Pick this only if you like the idea of being friggin&#039; Aladdin. These things can&#039;t fight and only offer flight.&lt;br /&gt;
*&#039;&#039;&#039;War Elephant:&#039;&#039;&#039; A bulldozer mount and your Emir&#039;s high leadership make them more controllable. Still, a chance to send your general deep into enemy territory or running back home like a sissy.&lt;br /&gt;
&lt;br /&gt;
===Core Units===&lt;br /&gt;
*&#039;&#039;&#039;Warriors of Araby:&#039;&#039;&#039; Your basic rank &amp;amp; file troopers. They can have a Holy Man to act as a secondary champion who gives Hatred in close combat. They can also buy a Dibbukim, has frenzy (mean the whole unit berserk Rage) but provides a lot more damage output from your unit. All this + Zealotry makes Warriors one of the best chaff on chaff unit as they will dish out more while having ways to not break.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bowmen:&#039;&#039;&#039; Your basic Arabyan archers to volley more shots or Crossbows to puncture shields. They can take Light Armour but you&#039;ll take Shields if you get into archery fights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tribal Skirmisher:&#039;&#039;&#039; Your skirmish Javelinirs or Slingers. Shorter vanguard range missiles with Ap. Break faster than archers when under enemy presser. Slings are better bows but need line of sight, while Javelins are better on the move when getting into fights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corsairs:&#039;&#039;&#039; Your skirmishing infantry and Ambushers, set with either shields or dual weapons. Front line flankers or backline saboteurs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slave Levies:&#039;&#039;&#039; Your expendable meatshields. They have a terrible Ld of 3, so you need the get the Slavemaster champion so he can it lead them from the back row, but the unit will take damage if it fails an Ld test at the start of your turn. They will not survive to turn 3 but that just means they are doing their job.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sipahis:&#039;&#039;&#039; Araby&#039;s Feudal militia knights. Your core light Spear Fast cavalry for your hammering needs, with the option for a side of the bow action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Desert Riders:&#039;&#039;&#039; Fast cavalry with Quick to Fire. When you want to pay less for Sipahis(base Sipahis are more point efficient than Fully upgraded Desert Riders, so don&#039;t buy everything) or want better horse archers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Camel Riders:&#039;&#039;&#039; Desert Riders that trade Speed and Quick to Fire for +1T. For more durable Fast cavalry or a point discount for mounted archers.&lt;br /&gt;
&lt;br /&gt;
===Special Units===&lt;br /&gt;
*&#039;&#039;&#039;Palace Guard:&#039;&#039;&#039; A Hero bunkers, like Empire Greatswords but harder to break with Stubborn and Zealotry. With S4 and Great weapons, They can cleave through standard infinity models and do damage against monsters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Janissaries:&#039;&#039;&#039; Hard troopers that never panic and roll 3d6 drop highest when testing for redirecting charges, restraining from pursuit, marching, and reforming. These guys are your elites, given shields or halberds with armour for elite warriors, or, Bow or handguns for elite shooting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mamelukes:&#039;&#039;&#039; More elite cavalry than Sipahis, Medium Armoured cavalry with S4 and Devastating Charge. Being a speedier and offensive-minded equivalent to Old Wold knights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Silent Guards:&#039;&#039;&#039; Warhammer Unsullied. Unbreakable Soldiers that make fine Anvils and Objective holders. More price efficient in multiple minimum sizes, they are not as durable as for their price but they don&#039;t run when their fellow Guardsmen get pasted by a Giant green foot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nafftaun:&#039;&#039;&#039; 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 and cracking elite nuts. one model may take a Naphtha Siphon which acts as the bombs in Breath weapon form. the Siphon has unlimited uses but can only be used in as a Shooting weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nomad Scouts:&#039;&#039;&#039; Your lone shooters and they&#039;re skirmishers with the scout. They have handguns with 30&amp;quot; but are move or fire.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flying Carpet Riders:&#039;&#039;&#039; Now this is some &amp;lt;s&amp;gt;silly&amp;lt;/s&amp;gt; [[awesome]] shit. These guys are flying bowmen (on magic flying carpets) that can carpet bomb units they fly over with d6 S2 poisoned bombs. Some of your best &amp;quot;Fast Cav&amp;quot; as the 20&amp;quot; flying march easily puts you where the enemy can&#039;t reach and the carpet bombs just make it better.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dervishes:&#039;&#039;&#039; Skirmishing whirlwinds of poisoned combat. They don&#039;t charge as normal, instead of 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 they are always in softcover.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bladedancers:&#039;&#039;&#039; Harem assassins. They&#039;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).&lt;br /&gt;
&lt;br /&gt;
===Rare Units===&lt;br /&gt;
*&#039;&#039;&#039;Pegasus Guard:&#039;&#039;&#039; Knights that ride Pegasus with each model having a Breath weapon. Flying over the enemy formation and then decimate their back rows.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;War Elephant:&#039;&#039;&#039; A behemoth ridden by a crew of dudes with 1d6+1 impact hits and terror. If this big guy&#039;s shot, he has to roll Ld or move 2d6&amp;quot; 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.&lt;br /&gt;
**Mahout: Re-rolls Ld tests for stampeding&lt;br /&gt;
**Armour Plates: A 5+ save, which is good since it lacks any protection.&lt;br /&gt;
**Spike Chain: Increases the Impact Hits to 2d6 and deals more damage on Stampedes.&lt;br /&gt;
**Spiked Tusks: turn each Seccesful hit into 2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Roc:&#039;&#039;&#039; Super Giant eagles, stats near equal to a Moon Dragon. If it moves over any Monstrous models that can&#039;t fly or isn&#039;t a ghost, it can pick it up and drop it on the ground, killing the bastard and, if it moved over another unit, dealing D6 S4 (&amp;quot;Look Out Sir!&amp;quot; protects against this, and an Initiative test negates it). A good way to efficiently kill of expensive unit especially lone heroes on big mounts like [[Archaon]]. Easy to do with a 20&amp;quot; flying march.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cannon:&#039;&#039;&#039; A Cannon with a braver crew.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Monster Bombard:&#039;&#039;&#039; A super Great Cannon like the Hellhammer Cannons. Re-roll bounce distance and Would rolls, but can&#039;t move and more explody on misfires,  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sandglass of Time:&#039;&#039;&#039; This here&#039;s an oddball. It&#039;s a war machine that doesn&#039;t attack, but it instead gives magic resist 1 to units within 12&amp;quot; and gives a bonus channel/dispel die. However, breaking it deals 2d6&amp;quot; S4 hits to everyone within 12&amp;quot;. Its means of use are in several bound PL5 spells, all of which remain in play.&lt;br /&gt;
**&#039;&#039;&#039;Abeyance:&#039;&#039;&#039; Forces a unit to give up one of the following each turn: moving, casting, shooting, and fighting.&lt;br /&gt;
**&#039;&#039;&#039;Recede:&#039;&#039;&#039; Let a unit shoot twice and adds a bonus round of attacks. This at least gives it use for every unit.&lt;br /&gt;
**&#039;&#039;&#039;Gravedust:&#039;&#039;&#039; A death curse that robs -1 M/S/T/I from a unit every turn until they die or the spell is dispelled.&lt;br /&gt;
&lt;br /&gt;
==Regiments of Renown==&lt;br /&gt;
&lt;br /&gt;
==Tactica==&lt;br /&gt;
===VS===&lt;br /&gt;
&lt;br /&gt;
==Building Your Army==&lt;br /&gt;
&lt;br /&gt;
===Army Composition===&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
*&#039;&#039;&#039;Fire:&#039;&#039;&#039; dps&lt;br /&gt;
*&#039;&#039;&#039;Metal:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavens:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Light:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Death:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Desert:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
[http://warhammerarmiesproject.blogspot.com The Project&#039;s website]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer Army Project}}&lt;br /&gt;
[[Category:Warhammer/Tactics]]&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Warhammer Army Project]]&lt;/div&gt;</summary>
		<author><name>2A00:23C7:F59A:AA00:8434:3F14:D856:DB11</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/Araby&amp;diff=548297</id>
		<title>Warhammer Army Project/Araby</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/Araby&amp;diff=548297"/>
		<updated>2020-04-07T09:00:58Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C7:F59A:AA00:8434:3F14:D856:DB11: /* Rare Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Araby: Warhammer Army Project, 9th Edition Tactica==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that Eliasson is constantly updating his work, so don&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Why Play WAP Araby==&lt;br /&gt;
===Pros===&lt;br /&gt;
*AAAAAAAAAAARAAAAAAAAAAAABIIIAAAAAAAAN NIIIIIIIIIIIIIIIIIIIIIIGHTS!&lt;br /&gt;
*An army that demonstrates the virver that followers of Warhammer gods have.&lt;br /&gt;
*Ride Horses that rival Elven Steads&lt;br /&gt;
*3 variants of Fast cavalry in core.&lt;br /&gt;
*one of the hardest to break of the human factions.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*can only go up to Meduem armour.&lt;br /&gt;
&lt;br /&gt;
==Special rules==&lt;br /&gt;
&#039;&#039;&#039;Zealotry:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
==The Lore of Desert ==&lt;br /&gt;
&#039;&#039;Attribute: Shifting Sands:&#039;&#039; Casting a spell on an enemy unit forces them to re-roll any 6s on charge, pursuit, and fleeing.&lt;br /&gt;
*&#039;&#039;&#039;Signature: Sand Blast:&#039;&#039;&#039; Magic Missile that deals 2d6 S2 hits and halves the target&#039;s movement, which drives home any advantage you have on the charge. &lt;br /&gt;
#&#039;&#039;&#039;Curse of the Genie:&#039;&#039;&#039; Hex, the target must re-roll successful wound rolls. &lt;br /&gt;
#&#039;&#039;&#039;Mirage:&#039;&#039;&#039; Hex, place a marker within the targets line of sight if it fails a Stupidity test, it is forced to use its movement to go towards the marker. &lt;br /&gt;
#&#039;&#039;&#039;Dancing Scimitar:&#039;&#039;&#039; Magic Missile that deals d6 S4 hits before rolling to see if it moves on to hit someone else. Augmenting doubles the damage to 2d6 hits and increases the range.&lt;br /&gt;
#&#039;&#039;&#039;Sunstrike:&#039;&#039;&#039; Magic Missle, shoot a solar beam that decimates any infantry model under a 12&amp;quot; line. Ideally, you would have a Sorceror on a Carpet, flying on the side of the enemy formation.&lt;br /&gt;
#&#039;&#039;&#039;Quicksand:&#039;&#039;&#039; One unit that&#039;s not floating must test Initiative. On failure, they must roll an armour save that &#039;&#039;kills on a success&#039;&#039;. Which are fucking nuts because this can kill any knights or monstrosities easily. &lt;br /&gt;
#&#039;&#039;&#039;Sandstorm:&#039;&#039;&#039; Nobody within 12&amp;quot; of the caster can shoot and nobody inside it can be shot. Flyers are stuck with ground movement and enemies inside it cannot march.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
===Treasures of the Sands===&lt;br /&gt;
*&#039;&#039;&#039;Blade of Holy Wrath:&#039;&#039;&#039; 70pts. 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&#039;s on a hefty price.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Martyr&#039;s Shard:&#039;&#039;&#039; 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 can instakill them, but you need an initiative bonus to make sure he gets to use it before dying.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bow of Seeking:&#039;&#039;&#039; 25pts. S5 bow that ignores hit penalties, making this ideal for a hero joining mobile shooty units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shield of Faith:&#039;&#039;&#039; 50pts. 5++ ward that also immediately breaks magical weapons that wound the wielder. This is some fucking choice shit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armour of the Scorpion:&#039;&#039;&#039; 15pts. Light Armour with 5+ Natural Armour and poisoned attacks, giving you more like a 4+ save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ring of Divine Healing:&#039;&#039;&#039; 40pts. Restores one wound each turn. For 40 points, isn&#039;t there better?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Golden Carafe:&#039;&#039;&#039; 25pts. This robs an enemy unit&#039;s magical armour of any properties it has and forces a re-roll on all ward saves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lamp of Al-Ha-Dean:&#039;&#039;&#039; 25pts. once per game, Summon any Genie of any type for one turn.   &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rope of Kadizar:&#039;&#039;&#039; 20pts. Lets an infantry model vanish during remaining moves subphase and then reappear anywhere he wants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sandstorm Staff:&#039;&#039;&#039; 60pts. Bound CL5 item that stores Sandstorm and lets you re-roll one power die for each spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Banner of the Desert:&#039;&#039;&#039; 50tps. Enemies must re-roll to hit this unit with missiles and enemies in base contact take -1WS.&lt;br /&gt;
&lt;br /&gt;
===Artefacts of the Creed===&lt;br /&gt;
Assassins, being the secluded society of cutthroats they are, are able to nab their own special tools. These aren&#039;t considered magic items despite pulling from the same budget and thus aren&#039;t exclusive on a pre-army basis.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orb of Illusion:&#039;&#039;&#039; 40pts. This Apple of Eden gives a 50/50 chance to negate all hits in close combat before saves. For 40 points, that&#039;s a pretty steal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Venom of the Desert Snake:&#039;&#039;&#039; 30pts. hit rolls of 6 AutoWounds and forces anyone wounded to test T or eat another wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hidden Blade:&#039;&#039;&#039; 20pts. The trademark weapon from Assassin&#039;s Creed offers KB for 25 pts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowstrike:&#039;&#039;&#039; 20pts. Gives Multiple Wounds (d3).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dagger of the Grand Master:&#039;&#039;&#039; 20pts. A magical Additional weapon that wounds one designated enemy character on a 2+ and he must re-roll successful Armour save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Shadows:&#039;&#039;&#039; 20pts. Missiles take -2 to hit the wearer, but this only applies when they&#039;re alone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Code of the Creed:&#039;&#039;&#039; 20pts. Re-rolls hits in challenges and forces enemies to accept a challenge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nethertoxin:&#039;&#039;&#039; 20pts. Poisoned Attacks that also always wound on a 3+.&lt;br /&gt;
&lt;br /&gt;
==Army Units==&lt;br /&gt;
&lt;br /&gt;
===Lords &amp;amp; Heroes===&lt;br /&gt;
====Special Characters====&lt;br /&gt;
*&#039;&#039;&#039;Khalil al-Zahir, Great Sultan of Araby:&#039;&#039;&#039; Your faction leader is a man sitting on Slann palanquins, truly a worthy position for such a decadent folk. He&#039;s always embedded in a pack Place Guard that gain Immunity (Psychology), which kind of adds a tax to his presence beyond the exorbitant price tag. has a lager Inspiring Presence, and acts as a Battle Standard Bearer, so you&#039;ll need to make those guards really good. He can bark orders to other units that grant temporary perks.&lt;br /&gt;
**&#039;&#039;&#039;Strength of the One:&#039;&#039;&#039; Re-roll hit and wound rolls of 1 in close combat, which is a good thing since you&#039;ll be needing it a lot.&lt;br /&gt;
**&#039;&#039;&#039;Fury of the One:&#039;&#039;&#039; Gain an extra attack.&lt;br /&gt;
**&#039;&#039;&#039;Faith of the One:&#039;&#039;&#039; The unit gets Stubborn and Immune (Psychology) to foil any fear-based shenanigans.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sultan Jaffar:&#039;&#039;&#039; A truly wicked grand vizier, befitting the archetype. He&#039;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&amp;quot; can re-roll psychology, 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Salah Ah-Din:&#039;&#039;&#039; A legendary hero and tactician among crusaders and Warhammer&#039;s version of the Saracen leader Saladin. His Inspiring presence is 18&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Golden Magus:&#039;&#039;&#039; He&#039;s a Sorcerer Lord who owns 3 genie. He&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Prince of Thieves:&#039;&#039;&#039; The Prince of Persia from the pre-Sands of Time titles whom 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&#039;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&#039;s the sort to keep mobile by bailing from a unit right after combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Layla bint Suraya:&#039;&#039;&#039; She&#039;s a handy supporting leader on a mount, rallying all units within 12&amp;quot; under any circumstance. She&#039;s able to 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ottokar Mehmed Agha&#039;&#039;&#039;: Captain of the first division of Jannisaries. Though he&#039;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 and good melee weapons, but these guys can also move and fire with these guns, though this is only available to the front rank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sindibadu:&#039;&#039;&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Malik Ibn La&#039;Ahad:&#039;&#039;&#039; Altair. No, seriously, he&#039;s freaking Altair. He&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Abdul Alhazred, the Mad Sorcerer:&#039;&#039;&#039; Jumped over from a universe made by Lovecraft to a universe inspired by Moorcock. He is pretty good at summoning Genies if you swing there. Don&#039;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 or become stupid or loss a wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Khar-mel the Djinn:&#039;&#039;&#039; A named Djinn+1 any Sorccorors can buy. She&#039;s great at running down enemies with a re-rollable charges, and nearby enemies suffer -1 to hit, armour, Ward, or regeneration rolls.&lt;br /&gt;
&lt;br /&gt;
====Generic Characters====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Emir:&#039;&#039;&#039; Your classic foot commander. On top of his melee weapons, he can also grab a shortbow or a handgun or ride a War Elephant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sheikh:&#039;&#039;&#039; Your classic captain and mandatory BSB. You could take one with a Bow of Seeking and a carpet to fly to the back to go wizard hunting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sercerer Lord/Sorcerer:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Genie:&#039;&#039;&#039; Monstrous Elemental Characters that are bought by Sorcerers and are summoned if the Sorcerer passes an Ld test at the start of your turn. If a Genie is slain, it the Sorcerer can re-summon, but suffer -1 on the roll. There are 4 types of Genie, each with a special rule and one bound spell.&lt;br /&gt;
**&#039;&#039;&#039;Dao:&#039;&#039;&#039; the Toughs of the Genies, with Natural Armour(4+) and knows the spell &#039;&#039;Flesh to Stone&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Marid:&#039;&#039;&#039; has Magic resistance(2), Immunity(ice), and 4 attacks. Knows &#039;&#039;Iceshard Blizzard&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Djinn:&#039;&#039;&#039; can fly and know &#039;&#039;Wind Blast&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Efreet:&#039;&#039;&#039; the strongest fighter, Hatred, Flaming Attack, and Immunity. Knows &#039;&#039;Flaming Sword of Rhuin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hashishin:&#039;&#039;&#039; The Brotherhood of Assassins in Warhammer form. They&#039;re basic assassin fare, hiding in units before striking. Has some useful Assasin upgrades.&lt;br /&gt;
&lt;br /&gt;
===Mounts===&lt;br /&gt;
*&#039;&#039;&#039;Arabyan Steed:&#039;&#039;&#039; These are warhorses that have M9. Supper speedy.&lt;br /&gt;
*&#039;&#039;&#039;Camel:&#039;&#039;&#039; 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 Steeds.&lt;br /&gt;
*&#039;&#039;&#039;Flying Carpet:&#039;&#039;&#039; Pick this only if you like the idea of being friggin&#039; Aladdin. These things can&#039;t fight and only offer flight.&lt;br /&gt;
*&#039;&#039;&#039;War Elephant:&#039;&#039;&#039; A bulldozer mount and your Emir&#039;s high leadership make them more controllable. Still, a chance to send your general deep into enemy territory or running back home like a sissy.&lt;br /&gt;
&lt;br /&gt;
===Core Units===&lt;br /&gt;
*&#039;&#039;&#039;Warriors of Araby:&#039;&#039;&#039; Your basic rank &amp;amp; file troopers. They can have a Holy Man to act as a secondary champion who gives Hatred in close combat. They can also buy a Dibbukim, has frenzy (mean the whole unit berserk Rage) but provides a lot more damage output from your unit. All this + Zealotry makes Warriors one of the best chaff on chaff unit as they will dish out more while having ways to not break.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bowmen:&#039;&#039;&#039; Your basic Arabyan archers to volley more shots or Crossbows to puncture shields. They can take Light Armour but you&#039;ll take Shields if you get into archery fights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tribal Skirmisher:&#039;&#039;&#039; Your skirmish Javelinirs or Slingers. Shorter vanguard range missiles with Ap. Break faster than archers when under enemy presser. Slings are better bows but need line of sight, while Javelins are better on the move when getting into fights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corsairs:&#039;&#039;&#039; Your skirmishing infantry and Ambushers, set with either shields or dual weapons. Front line flankers or backline saboteurs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slave Levies:&#039;&#039;&#039; Your expendable meatshields. They have a terrible Ld of 3, so you need the get the Slavemaster champion so he can it lead them from the back row, but the unit will take damage if it fails an Ld test at the start of your turn. They will not survive to turn 3 but that just means they are doing their job.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sipahis:&#039;&#039;&#039; Araby&#039;s Feudal militia knights. Your core light Spear Fast cavalry for your hammering needs, with the option for a side of the bow action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Desert Riders:&#039;&#039;&#039; Fast cavalry with Quick to Fire. When you want to pay less for Sipahis(base Sipahis are more point efficient than Fully upgraded Desert Riders, so don&#039;t buy everything) or want better horse archers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Camel Riders:&#039;&#039;&#039; Desert Riders that trade Speed and Quick to Fire for +1T. For more durable Fast cavalry or a point discount for mounted archers.&lt;br /&gt;
&lt;br /&gt;
===Special Units===&lt;br /&gt;
*&#039;&#039;&#039;Palace Guard:&#039;&#039;&#039; A Hero bunkers, like Empire Greatswords but harder to break with Stubborn and Zealotry. With S4 and Great weapons, They can cleave through standard infinity models and do damage against monsters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Janissaries:&#039;&#039;&#039; Hard troopers that never panic and roll 3d6 drop highest when testing for redirecting charges, restraining from pursuit, marching, and reforming. These guys are your elites, given shields or halberds with armour for elite warriors, or, Bow or handguns for elite shooting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mamelukes:&#039;&#039;&#039; More elite cavalry than Sipahis, Medium Armoured cavalry with S4 and Devastating Charge. Being a speedier and offensive-minded equivalent to Old Wold knights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Silent Guards:&#039;&#039;&#039; Warhammer Unsullied. Unbreakable Soldiers that make fine Anvils and Objective holders. More price efficient in multiple minimum sizes, they are not as durable as for their price but they don&#039;t run when their fellow Guardsmen get pasted by a Giant green foot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nafftaun:&#039;&#039;&#039; 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 and cracking elite nuts. one model may take a Naphtha Siphon which acts as the bombs in Breath weapon form. the Siphon has unlimited uses but can only be used in as a Shooting weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nomad Scouts:&#039;&#039;&#039; Your lone shooters and they&#039;re skirmishers with the scout. They have handguns with 30&amp;quot; but are move or fire.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flying Carpet Riders:&#039;&#039;&#039; Now this is some &amp;lt;s&amp;gt;silly&amp;lt;/s&amp;gt; [[awesome]] shit. These guys are flying bowmen (on magic flying carpets) that can carpet bomb units they fly over with d6 S2 poisoned bombs. The Carpet Bombs also allow them to easily get behind an enemy unit so they can&#039;t swatted out of the sky as ending your 10&amp;quot; fly move inside an enemy unit put&#039;s you 1&amp;quot; behind them as you fly over the unit dropping bombs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dervishes:&#039;&#039;&#039; Skirmishing whirlwinds of poisoned combat. They don&#039;t charge as normal, instead of 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 they are always in softcover.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bladedancers:&#039;&#039;&#039; Harem assassins. They&#039;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).&lt;br /&gt;
&lt;br /&gt;
===Rare Units===&lt;br /&gt;
*&#039;&#039;&#039;Pegasus Guard:&#039;&#039;&#039; Knights that ride Pegasus with each model having a Breath weapon. Flying over the enemy formation and then decimate their back rows.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;War Elephant:&#039;&#039;&#039; A behemoth ridden by a crew of dudes with 1d6+1 impact hits and terror. If this big guy&#039;s shot, he has to roll Ld or move 2d6&amp;quot; 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.&lt;br /&gt;
**Mahout: Re-rolls Ld tests for stampeding&lt;br /&gt;
**Armour Plates: A 5+ save, which is good since it lacks any protection.&lt;br /&gt;
**Spike Chain: Increases the Impact Hits to 2d6 and deals more damage on Stampedes.&lt;br /&gt;
**Spiked Tusks: turn each Seccesful hit into 2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Roc:&#039;&#039;&#039; Super Giant eagles, stats near equal to a Moon Dragon. If it moves over any Monstrous models that can&#039;t fly or isn&#039;t a ghost, it can pick it up and drop it on the ground, killing the bastard and, if it moved over another unit, dealing D6 S4 (&amp;quot;Look Out Sir!&amp;quot; protects against this, and an Initiative test negates it). A good way to efficiently kill of expensive unit especially lone heroes on big mounts like [[Archaon]]. Easy to do with a 20&amp;quot; flying march.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cannon:&#039;&#039;&#039; A Cannon with a braver crew.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Monster Bombard:&#039;&#039;&#039; A super Great Cannon like the Hellhammer Cannons. Re-roll bounce distance and Would rolls, but can&#039;t move and more explody on misfires,  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sandglass of Time:&#039;&#039;&#039; This here&#039;s an oddball. It&#039;s a war machine that doesn&#039;t attack, but it instead gives magic resist 1 to units within 12&amp;quot; and gives a bonus channel/dispel die. However, breaking it deals 2d6&amp;quot; S4 hits to everyone within 12&amp;quot;. Its means of use are in several bound PL5 spells, all of which remain in play.&lt;br /&gt;
**&#039;&#039;&#039;Abeyance:&#039;&#039;&#039; Forces a unit to give up one of the following each turn: moving, casting, shooting, and fighting.&lt;br /&gt;
**&#039;&#039;&#039;Recede:&#039;&#039;&#039; Let a unit shoot twice and adds a bonus round of attacks. This at least gives it use for every unit.&lt;br /&gt;
**&#039;&#039;&#039;Gravedust:&#039;&#039;&#039; A death curse that robs -1 M/S/T/I from a unit every turn until they die or the spell is dispelled.&lt;br /&gt;
&lt;br /&gt;
==Regiments of Renown==&lt;br /&gt;
&lt;br /&gt;
==Tactica==&lt;br /&gt;
===VS===&lt;br /&gt;
&lt;br /&gt;
==Building Your Army==&lt;br /&gt;
&lt;br /&gt;
===Army Composition===&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
*&#039;&#039;&#039;Fire:&#039;&#039;&#039; dps&lt;br /&gt;
*&#039;&#039;&#039;Metal:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavens:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Light:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Death:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Desert:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
[http://warhammerarmiesproject.blogspot.com The Project&#039;s website]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer Army Project}}&lt;br /&gt;
[[Category:Warhammer/Tactics]]&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Warhammer Army Project]]&lt;/div&gt;</summary>
		<author><name>2A00:23C7:F59A:AA00:8434:3F14:D856:DB11</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/Araby&amp;diff=548296</id>
		<title>Warhammer Army Project/Araby</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/Araby&amp;diff=548296"/>
		<updated>2020-04-07T08:54:43Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C7:F59A:AA00:8434:3F14:D856:DB11: /* Special Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Araby: Warhammer Army Project, 9th Edition Tactica==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that Eliasson is constantly updating his work, so don&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Why Play WAP Araby==&lt;br /&gt;
===Pros===&lt;br /&gt;
*AAAAAAAAAAARAAAAAAAAAAAABIIIAAAAAAAAN NIIIIIIIIIIIIIIIIIIIIIIGHTS!&lt;br /&gt;
*An army that demonstrates the virver that followers of Warhammer gods have.&lt;br /&gt;
*Ride Horses that rival Elven Steads&lt;br /&gt;
*3 variants of Fast cavalry in core.&lt;br /&gt;
*one of the hardest to break of the human factions.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*can only go up to Meduem armour.&lt;br /&gt;
&lt;br /&gt;
==Special rules==&lt;br /&gt;
&#039;&#039;&#039;Zealotry:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
==The Lore of Desert ==&lt;br /&gt;
&#039;&#039;Attribute: Shifting Sands:&#039;&#039; Casting a spell on an enemy unit forces them to re-roll any 6s on charge, pursuit, and fleeing.&lt;br /&gt;
*&#039;&#039;&#039;Signature: Sand Blast:&#039;&#039;&#039; Magic Missile that deals 2d6 S2 hits and halves the target&#039;s movement, which drives home any advantage you have on the charge. &lt;br /&gt;
#&#039;&#039;&#039;Curse of the Genie:&#039;&#039;&#039; Hex, the target must re-roll successful wound rolls. &lt;br /&gt;
#&#039;&#039;&#039;Mirage:&#039;&#039;&#039; Hex, place a marker within the targets line of sight if it fails a Stupidity test, it is forced to use its movement to go towards the marker. &lt;br /&gt;
#&#039;&#039;&#039;Dancing Scimitar:&#039;&#039;&#039; Magic Missile that deals d6 S4 hits before rolling to see if it moves on to hit someone else. Augmenting doubles the damage to 2d6 hits and increases the range.&lt;br /&gt;
#&#039;&#039;&#039;Sunstrike:&#039;&#039;&#039; Magic Missle, shoot a solar beam that decimates any infantry model under a 12&amp;quot; line. Ideally, you would have a Sorceror on a Carpet, flying on the side of the enemy formation.&lt;br /&gt;
#&#039;&#039;&#039;Quicksand:&#039;&#039;&#039; One unit that&#039;s not floating must test Initiative. On failure, they must roll an armour save that &#039;&#039;kills on a success&#039;&#039;. Which are fucking nuts because this can kill any knights or monstrosities easily. &lt;br /&gt;
#&#039;&#039;&#039;Sandstorm:&#039;&#039;&#039; Nobody within 12&amp;quot; of the caster can shoot and nobody inside it can be shot. Flyers are stuck with ground movement and enemies inside it cannot march.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
===Treasures of the Sands===&lt;br /&gt;
*&#039;&#039;&#039;Blade of Holy Wrath:&#039;&#039;&#039; 70pts. 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&#039;s on a hefty price.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Martyr&#039;s Shard:&#039;&#039;&#039; 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 can instakill them, but you need an initiative bonus to make sure he gets to use it before dying.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bow of Seeking:&#039;&#039;&#039; 25pts. S5 bow that ignores hit penalties, making this ideal for a hero joining mobile shooty units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shield of Faith:&#039;&#039;&#039; 50pts. 5++ ward that also immediately breaks magical weapons that wound the wielder. This is some fucking choice shit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armour of the Scorpion:&#039;&#039;&#039; 15pts. Light Armour with 5+ Natural Armour and poisoned attacks, giving you more like a 4+ save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ring of Divine Healing:&#039;&#039;&#039; 40pts. Restores one wound each turn. For 40 points, isn&#039;t there better?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Golden Carafe:&#039;&#039;&#039; 25pts. This robs an enemy unit&#039;s magical armour of any properties it has and forces a re-roll on all ward saves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lamp of Al-Ha-Dean:&#039;&#039;&#039; 25pts. once per game, Summon any Genie of any type for one turn.   &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rope of Kadizar:&#039;&#039;&#039; 20pts. Lets an infantry model vanish during remaining moves subphase and then reappear anywhere he wants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sandstorm Staff:&#039;&#039;&#039; 60pts. Bound CL5 item that stores Sandstorm and lets you re-roll one power die for each spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Banner of the Desert:&#039;&#039;&#039; 50tps. Enemies must re-roll to hit this unit with missiles and enemies in base contact take -1WS.&lt;br /&gt;
&lt;br /&gt;
===Artefacts of the Creed===&lt;br /&gt;
Assassins, being the secluded society of cutthroats they are, are able to nab their own special tools. These aren&#039;t considered magic items despite pulling from the same budget and thus aren&#039;t exclusive on a pre-army basis.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orb of Illusion:&#039;&#039;&#039; 40pts. This Apple of Eden gives a 50/50 chance to negate all hits in close combat before saves. For 40 points, that&#039;s a pretty steal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Venom of the Desert Snake:&#039;&#039;&#039; 30pts. hit rolls of 6 AutoWounds and forces anyone wounded to test T or eat another wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hidden Blade:&#039;&#039;&#039; 20pts. The trademark weapon from Assassin&#039;s Creed offers KB for 25 pts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowstrike:&#039;&#039;&#039; 20pts. Gives Multiple Wounds (d3).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dagger of the Grand Master:&#039;&#039;&#039; 20pts. A magical Additional weapon that wounds one designated enemy character on a 2+ and he must re-roll successful Armour save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Shadows:&#039;&#039;&#039; 20pts. Missiles take -2 to hit the wearer, but this only applies when they&#039;re alone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Code of the Creed:&#039;&#039;&#039; 20pts. Re-rolls hits in challenges and forces enemies to accept a challenge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nethertoxin:&#039;&#039;&#039; 20pts. Poisoned Attacks that also always wound on a 3+.&lt;br /&gt;
&lt;br /&gt;
==Army Units==&lt;br /&gt;
&lt;br /&gt;
===Lords &amp;amp; Heroes===&lt;br /&gt;
====Special Characters====&lt;br /&gt;
*&#039;&#039;&#039;Khalil al-Zahir, Great Sultan of Araby:&#039;&#039;&#039; Your faction leader is a man sitting on Slann palanquins, truly a worthy position for such a decadent folk. He&#039;s always embedded in a pack Place Guard that gain Immunity (Psychology), which kind of adds a tax to his presence beyond the exorbitant price tag. has a lager Inspiring Presence, and acts as a Battle Standard Bearer, so you&#039;ll need to make those guards really good. He can bark orders to other units that grant temporary perks.&lt;br /&gt;
**&#039;&#039;&#039;Strength of the One:&#039;&#039;&#039; Re-roll hit and wound rolls of 1 in close combat, which is a good thing since you&#039;ll be needing it a lot.&lt;br /&gt;
**&#039;&#039;&#039;Fury of the One:&#039;&#039;&#039; Gain an extra attack.&lt;br /&gt;
**&#039;&#039;&#039;Faith of the One:&#039;&#039;&#039; The unit gets Stubborn and Immune (Psychology) to foil any fear-based shenanigans.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sultan Jaffar:&#039;&#039;&#039; A truly wicked grand vizier, befitting the archetype. He&#039;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&amp;quot; can re-roll psychology, 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Salah Ah-Din:&#039;&#039;&#039; A legendary hero and tactician among crusaders and Warhammer&#039;s version of the Saracen leader Saladin. His Inspiring presence is 18&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Golden Magus:&#039;&#039;&#039; He&#039;s a Sorcerer Lord who owns 3 genie. He&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Prince of Thieves:&#039;&#039;&#039; The Prince of Persia from the pre-Sands of Time titles whom 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&#039;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&#039;s the sort to keep mobile by bailing from a unit right after combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Layla bint Suraya:&#039;&#039;&#039; She&#039;s a handy supporting leader on a mount, rallying all units within 12&amp;quot; under any circumstance. She&#039;s able to 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ottokar Mehmed Agha&#039;&#039;&#039;: Captain of the first division of Jannisaries. Though he&#039;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 and good melee weapons, but these guys can also move and fire with these guns, though this is only available to the front rank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sindibadu:&#039;&#039;&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Malik Ibn La&#039;Ahad:&#039;&#039;&#039; Altair. No, seriously, he&#039;s freaking Altair. He&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Abdul Alhazred, the Mad Sorcerer:&#039;&#039;&#039; Jumped over from a universe made by Lovecraft to a universe inspired by Moorcock. He is pretty good at summoning Genies if you swing there. Don&#039;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 or become stupid or loss a wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Khar-mel the Djinn:&#039;&#039;&#039; A named Djinn+1 any Sorccorors can buy. She&#039;s great at running down enemies with a re-rollable charges, and nearby enemies suffer -1 to hit, armour, Ward, or regeneration rolls.&lt;br /&gt;
&lt;br /&gt;
====Generic Characters====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Emir:&#039;&#039;&#039; Your classic foot commander. On top of his melee weapons, he can also grab a shortbow or a handgun or ride a War Elephant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sheikh:&#039;&#039;&#039; Your classic captain and mandatory BSB. You could take one with a Bow of Seeking and a carpet to fly to the back to go wizard hunting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sercerer Lord/Sorcerer:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Genie:&#039;&#039;&#039; Monstrous Elemental Characters that are bought by Sorcerers and are summoned if the Sorcerer passes an Ld test at the start of your turn. If a Genie is slain, it the Sorcerer can re-summon, but suffer -1 on the roll. There are 4 types of Genie, each with a special rule and one bound spell.&lt;br /&gt;
**&#039;&#039;&#039;Dao:&#039;&#039;&#039; the Toughs of the Genies, with Natural Armour(4+) and knows the spell &#039;&#039;Flesh to Stone&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Marid:&#039;&#039;&#039; has Magic resistance(2), Immunity(ice), and 4 attacks. Knows &#039;&#039;Iceshard Blizzard&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Djinn:&#039;&#039;&#039; can fly and know &#039;&#039;Wind Blast&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Efreet:&#039;&#039;&#039; the strongest fighter, Hatred, Flaming Attack, and Immunity. Knows &#039;&#039;Flaming Sword of Rhuin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hashishin:&#039;&#039;&#039; The Brotherhood of Assassins in Warhammer form. They&#039;re basic assassin fare, hiding in units before striking. Has some useful Assasin upgrades.&lt;br /&gt;
&lt;br /&gt;
===Mounts===&lt;br /&gt;
*&#039;&#039;&#039;Arabyan Steed:&#039;&#039;&#039; These are warhorses that have M9. Supper speedy.&lt;br /&gt;
*&#039;&#039;&#039;Camel:&#039;&#039;&#039; 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 Steeds.&lt;br /&gt;
*&#039;&#039;&#039;Flying Carpet:&#039;&#039;&#039; Pick this only if you like the idea of being friggin&#039; Aladdin. These things can&#039;t fight and only offer flight.&lt;br /&gt;
*&#039;&#039;&#039;War Elephant:&#039;&#039;&#039; A bulldozer mount and your Emir&#039;s high leadership make them more controllable. Still, a chance to send your general deep into enemy territory or running back home like a sissy.&lt;br /&gt;
&lt;br /&gt;
===Core Units===&lt;br /&gt;
*&#039;&#039;&#039;Warriors of Araby:&#039;&#039;&#039; Your basic rank &amp;amp; file troopers. They can have a Holy Man to act as a secondary champion who gives Hatred in close combat. They can also buy a Dibbukim, has frenzy (mean the whole unit berserk Rage) but provides a lot more damage output from your unit. All this + Zealotry makes Warriors one of the best chaff on chaff unit as they will dish out more while having ways to not break.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bowmen:&#039;&#039;&#039; Your basic Arabyan archers to volley more shots or Crossbows to puncture shields. They can take Light Armour but you&#039;ll take Shields if you get into archery fights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tribal Skirmisher:&#039;&#039;&#039; Your skirmish Javelinirs or Slingers. Shorter vanguard range missiles with Ap. Break faster than archers when under enemy presser. Slings are better bows but need line of sight, while Javelins are better on the move when getting into fights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corsairs:&#039;&#039;&#039; Your skirmishing infantry and Ambushers, set with either shields or dual weapons. Front line flankers or backline saboteurs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slave Levies:&#039;&#039;&#039; Your expendable meatshields. They have a terrible Ld of 3, so you need the get the Slavemaster champion so he can it lead them from the back row, but the unit will take damage if it fails an Ld test at the start of your turn. They will not survive to turn 3 but that just means they are doing their job.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sipahis:&#039;&#039;&#039; Araby&#039;s Feudal militia knights. Your core light Spear Fast cavalry for your hammering needs, with the option for a side of the bow action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Desert Riders:&#039;&#039;&#039; Fast cavalry with Quick to Fire. When you want to pay less for Sipahis(base Sipahis are more point efficient than Fully upgraded Desert Riders, so don&#039;t buy everything) or want better horse archers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Camel Riders:&#039;&#039;&#039; Desert Riders that trade Speed and Quick to Fire for +1T. For more durable Fast cavalry or a point discount for mounted archers.&lt;br /&gt;
&lt;br /&gt;
===Special Units===&lt;br /&gt;
*&#039;&#039;&#039;Palace Guard:&#039;&#039;&#039; A Hero bunkers, like Empire Greatswords but harder to break with Stubborn and Zealotry. With S4 and Great weapons, They can cleave through standard infinity models and do damage against monsters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Janissaries:&#039;&#039;&#039; Hard troopers that never panic and roll 3d6 drop highest when testing for redirecting charges, restraining from pursuit, marching, and reforming. These guys are your elites, given shields or halberds with armour for elite warriors, or, Bow or handguns for elite shooting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mamelukes:&#039;&#039;&#039; More elite cavalry than Sipahis, Medium Armoured cavalry with S4 and Devastating Charge. Being a speedier and offensive-minded equivalent to Old Wold knights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Silent Guards:&#039;&#039;&#039; Warhammer Unsullied. Unbreakable Soldiers that make fine Anvils and Objective holders. More price efficient in multiple minimum sizes, they are not as durable as for their price but they don&#039;t run when their fellow Guardsmen get pasted by a Giant green foot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nafftaun:&#039;&#039;&#039; 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 and cracking elite nuts. one model may take a Naphtha Siphon which acts as the bombs in Breath weapon form. the Siphon has unlimited uses but can only be used in as a Shooting weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nomad Scouts:&#039;&#039;&#039; Your lone shooters and they&#039;re skirmishers with the scout. They have handguns with 30&amp;quot; but are move or fire.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flying Carpet Riders:&#039;&#039;&#039; Now this is some &amp;lt;s&amp;gt;silly&amp;lt;/s&amp;gt; [[awesome]] shit. These guys are flying bowmen (on magic flying carpets) that can carpet bomb units they fly over with d6 S2 poisoned bombs. The Carpet Bombs also allow them to easily get behind an enemy unit so they can&#039;t swatted out of the sky as ending your 10&amp;quot; fly move inside an enemy unit put&#039;s you 1&amp;quot; behind them as you fly over the unit dropping bombs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dervishes:&#039;&#039;&#039; Skirmishing whirlwinds of poisoned combat. They don&#039;t charge as normal, instead of 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 they are always in softcover.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bladedancers:&#039;&#039;&#039; Harem assassins. They&#039;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).&lt;br /&gt;
&lt;br /&gt;
===Rare Units===&lt;br /&gt;
*&#039;&#039;&#039;Pegasus Guard:&#039;&#039;&#039; Knights that ride Pegasus with each model having a Breath weapon. Flying over the enemy formation and then decimate their back rows.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;War Elephant:&#039;&#039;&#039; A behemoth ridden by a crew of dudes with 1d6+1 impact hits and terror. If this big guy&#039;s shot, he has to roll Ld or move 2d6&amp;quot; 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.&lt;br /&gt;
**Mahout: Re-rolls Ld tests for stampeding&lt;br /&gt;
**Armour Plates: A 5+ save, which is good since it lacks any protection.&lt;br /&gt;
**Spike Chain: Increases the Impact Hits to 2d6 and deals more damage on Stampedes.&lt;br /&gt;
**Spiked Tusks: turn each Seccesful hit into 2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Roc:&#039;&#039;&#039; Super Giant eagles, stats near equal to a Moon Dragon. If it moves over any Monstrous models that can&#039;t fly or not a ghost, you can picks it up and kills it with the ground and then D6 S4 hits to if it had moved over another unit (&amp;quot;Look Out Sir!&amp;quot; protects against this, and an Initiative test negates). A good way to efficiently kill of expensive unit especially lone heroes on big mounts like [[Archaon]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cannon:&#039;&#039;&#039; A Cannon with a braver crew.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Monster Bombard:&#039;&#039;&#039; A super Great Cannon like the Hellhammer Cannons. Re-roll bounce distance and Would rolls, but can&#039;t move and more explody on misfires,  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sandglass of Time:&#039;&#039;&#039; This here&#039;s an oddball. It&#039;s a war machine that doesn&#039;t attack, but it instead gives magic resist 1 to units within 12&amp;quot; and gives a bonus channel/dispel die. However, breaking it deals 2d6&amp;quot; S4 hits to everyone within 12&amp;quot;. Its means of use are in several bound PL5 spells, all of which remain in play.&lt;br /&gt;
**&#039;&#039;&#039;Abeyance:&#039;&#039;&#039; Forces a unit to give up one of the following each turn: moving, casting, shooting, and fighting.&lt;br /&gt;
**&#039;&#039;&#039;Recede:&#039;&#039;&#039; Let a unit shoot twice and adds a bonus round of attacks. This at least gives it use for every unit.&lt;br /&gt;
**&#039;&#039;&#039;Gravedust:&#039;&#039;&#039; A death curse that robs -1 M/S/T/I from a unit every turn until they die or the spell is dispelled.&lt;br /&gt;
&lt;br /&gt;
==Regiments of Renown==&lt;br /&gt;
&lt;br /&gt;
==Tactica==&lt;br /&gt;
===VS===&lt;br /&gt;
&lt;br /&gt;
==Building Your Army==&lt;br /&gt;
&lt;br /&gt;
===Army Composition===&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
*&#039;&#039;&#039;Fire:&#039;&#039;&#039; dps&lt;br /&gt;
*&#039;&#039;&#039;Metal:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavens:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Light:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Death:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Desert:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
[http://warhammerarmiesproject.blogspot.com The Project&#039;s website]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer Army Project}}&lt;br /&gt;
[[Category:Warhammer/Tactics]]&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Warhammer Army Project]]&lt;/div&gt;</summary>
		<author><name>2A00:23C7:F59A:AA00:8434:3F14:D856:DB11</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/Araby&amp;diff=548295</id>
		<title>Warhammer Army Project/Araby</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/Araby&amp;diff=548295"/>
		<updated>2020-04-07T08:53:22Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C7:F59A:AA00:8434:3F14:D856:DB11: /* Special Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Araby: Warhammer Army Project, 9th Edition Tactica==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that Eliasson is constantly updating his work, so don&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Why Play WAP Araby==&lt;br /&gt;
===Pros===&lt;br /&gt;
*AAAAAAAAAAARAAAAAAAAAAAABIIIAAAAAAAAN NIIIIIIIIIIIIIIIIIIIIIIGHTS!&lt;br /&gt;
*An army that demonstrates the virver that followers of Warhammer gods have.&lt;br /&gt;
*Ride Horses that rival Elven Steads&lt;br /&gt;
*3 variants of Fast cavalry in core.&lt;br /&gt;
*one of the hardest to break of the human factions.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*can only go up to Meduem armour.&lt;br /&gt;
&lt;br /&gt;
==Special rules==&lt;br /&gt;
&#039;&#039;&#039;Zealotry:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
==The Lore of Desert ==&lt;br /&gt;
&#039;&#039;Attribute: Shifting Sands:&#039;&#039; Casting a spell on an enemy unit forces them to re-roll any 6s on charge, pursuit, and fleeing.&lt;br /&gt;
*&#039;&#039;&#039;Signature: Sand Blast:&#039;&#039;&#039; Magic Missile that deals 2d6 S2 hits and halves the target&#039;s movement, which drives home any advantage you have on the charge. &lt;br /&gt;
#&#039;&#039;&#039;Curse of the Genie:&#039;&#039;&#039; Hex, the target must re-roll successful wound rolls. &lt;br /&gt;
#&#039;&#039;&#039;Mirage:&#039;&#039;&#039; Hex, place a marker within the targets line of sight if it fails a Stupidity test, it is forced to use its movement to go towards the marker. &lt;br /&gt;
#&#039;&#039;&#039;Dancing Scimitar:&#039;&#039;&#039; Magic Missile that deals d6 S4 hits before rolling to see if it moves on to hit someone else. Augmenting doubles the damage to 2d6 hits and increases the range.&lt;br /&gt;
#&#039;&#039;&#039;Sunstrike:&#039;&#039;&#039; Magic Missle, shoot a solar beam that decimates any infantry model under a 12&amp;quot; line. Ideally, you would have a Sorceror on a Carpet, flying on the side of the enemy formation.&lt;br /&gt;
#&#039;&#039;&#039;Quicksand:&#039;&#039;&#039; One unit that&#039;s not floating must test Initiative. On failure, they must roll an armour save that &#039;&#039;kills on a success&#039;&#039;. Which are fucking nuts because this can kill any knights or monstrosities easily. &lt;br /&gt;
#&#039;&#039;&#039;Sandstorm:&#039;&#039;&#039; Nobody within 12&amp;quot; of the caster can shoot and nobody inside it can be shot. Flyers are stuck with ground movement and enemies inside it cannot march.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
===Treasures of the Sands===&lt;br /&gt;
*&#039;&#039;&#039;Blade of Holy Wrath:&#039;&#039;&#039; 70pts. 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&#039;s on a hefty price.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Martyr&#039;s Shard:&#039;&#039;&#039; 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 can instakill them, but you need an initiative bonus to make sure he gets to use it before dying.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bow of Seeking:&#039;&#039;&#039; 25pts. S5 bow that ignores hit penalties, making this ideal for a hero joining mobile shooty units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shield of Faith:&#039;&#039;&#039; 50pts. 5++ ward that also immediately breaks magical weapons that wound the wielder. This is some fucking choice shit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armour of the Scorpion:&#039;&#039;&#039; 15pts. Light Armour with 5+ Natural Armour and poisoned attacks, giving you more like a 4+ save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ring of Divine Healing:&#039;&#039;&#039; 40pts. Restores one wound each turn. For 40 points, isn&#039;t there better?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Golden Carafe:&#039;&#039;&#039; 25pts. This robs an enemy unit&#039;s magical armour of any properties it has and forces a re-roll on all ward saves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lamp of Al-Ha-Dean:&#039;&#039;&#039; 25pts. once per game, Summon any Genie of any type for one turn.   &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rope of Kadizar:&#039;&#039;&#039; 20pts. Lets an infantry model vanish during remaining moves subphase and then reappear anywhere he wants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sandstorm Staff:&#039;&#039;&#039; 60pts. Bound CL5 item that stores Sandstorm and lets you re-roll one power die for each spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Banner of the Desert:&#039;&#039;&#039; 50tps. Enemies must re-roll to hit this unit with missiles and enemies in base contact take -1WS.&lt;br /&gt;
&lt;br /&gt;
===Artefacts of the Creed===&lt;br /&gt;
Assassins, being the secluded society of cutthroats they are, are able to nab their own special tools. These aren&#039;t considered magic items despite pulling from the same budget and thus aren&#039;t exclusive on a pre-army basis.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orb of Illusion:&#039;&#039;&#039; 40pts. This Apple of Eden gives a 50/50 chance to negate all hits in close combat before saves. For 40 points, that&#039;s a pretty steal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Venom of the Desert Snake:&#039;&#039;&#039; 30pts. hit rolls of 6 AutoWounds and forces anyone wounded to test T or eat another wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hidden Blade:&#039;&#039;&#039; 20pts. The trademark weapon from Assassin&#039;s Creed offers KB for 25 pts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowstrike:&#039;&#039;&#039; 20pts. Gives Multiple Wounds (d3).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dagger of the Grand Master:&#039;&#039;&#039; 20pts. A magical Additional weapon that wounds one designated enemy character on a 2+ and he must re-roll successful Armour save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Shadows:&#039;&#039;&#039; 20pts. Missiles take -2 to hit the wearer, but this only applies when they&#039;re alone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Code of the Creed:&#039;&#039;&#039; 20pts. Re-rolls hits in challenges and forces enemies to accept a challenge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nethertoxin:&#039;&#039;&#039; 20pts. Poisoned Attacks that also always wound on a 3+.&lt;br /&gt;
&lt;br /&gt;
==Army Units==&lt;br /&gt;
&lt;br /&gt;
===Lords &amp;amp; Heroes===&lt;br /&gt;
====Special Characters====&lt;br /&gt;
*&#039;&#039;&#039;Khalil al-Zahir, Great Sultan of Araby:&#039;&#039;&#039; Your faction leader is a man sitting on Slann palanquins, truly a worthy position for such a decadent folk. He&#039;s always embedded in a pack Place Guard that gain Immunity (Psychology), which kind of adds a tax to his presence beyond the exorbitant price tag. has a lager Inspiring Presence, and acts as a Battle Standard Bearer, so you&#039;ll need to make those guards really good. He can bark orders to other units that grant temporary perks.&lt;br /&gt;
**&#039;&#039;&#039;Strength of the One:&#039;&#039;&#039; Re-roll hit and wound rolls of 1 in close combat, which is a good thing since you&#039;ll be needing it a lot.&lt;br /&gt;
**&#039;&#039;&#039;Fury of the One:&#039;&#039;&#039; Gain an extra attack.&lt;br /&gt;
**&#039;&#039;&#039;Faith of the One:&#039;&#039;&#039; The unit gets Stubborn and Immune (Psychology) to foil any fear-based shenanigans.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sultan Jaffar:&#039;&#039;&#039; A truly wicked grand vizier, befitting the archetype. He&#039;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&amp;quot; can re-roll psychology, 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Salah Ah-Din:&#039;&#039;&#039; A legendary hero and tactician among crusaders and Warhammer&#039;s version of the Saracen leader Saladin. His Inspiring presence is 18&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Golden Magus:&#039;&#039;&#039; He&#039;s a Sorcerer Lord who owns 3 genie. He&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Prince of Thieves:&#039;&#039;&#039; The Prince of Persia from the pre-Sands of Time titles whom 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&#039;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&#039;s the sort to keep mobile by bailing from a unit right after combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Layla bint Suraya:&#039;&#039;&#039; She&#039;s a handy supporting leader on a mount, rallying all units within 12&amp;quot; under any circumstance. She&#039;s able to 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ottokar Mehmed Agha&#039;&#039;&#039;: Captain of the first division of Jannisaries. Though he&#039;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 and good melee weapons, but these guys can also move and fire with these guns, though this is only available to the front rank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sindibadu:&#039;&#039;&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Malik Ibn La&#039;Ahad:&#039;&#039;&#039; Altair. No, seriously, he&#039;s freaking Altair. He&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Abdul Alhazred, the Mad Sorcerer:&#039;&#039;&#039; Jumped over from a universe made by Lovecraft to a universe inspired by Moorcock. He is pretty good at summoning Genies if you swing there. Don&#039;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 or become stupid or loss a wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Khar-mel the Djinn:&#039;&#039;&#039; A named Djinn+1 any Sorccorors can buy. She&#039;s great at running down enemies with a re-rollable charges, and nearby enemies suffer -1 to hit, armour, Ward, or regeneration rolls.&lt;br /&gt;
&lt;br /&gt;
====Generic Characters====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Emir:&#039;&#039;&#039; Your classic foot commander. On top of his melee weapons, he can also grab a shortbow or a handgun or ride a War Elephant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sheikh:&#039;&#039;&#039; Your classic captain and mandatory BSB. You could take one with a Bow of Seeking and a carpet to fly to the back to go wizard hunting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sercerer Lord/Sorcerer:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Genie:&#039;&#039;&#039; Monstrous Elemental Characters that are bought by Sorcerers and are summoned if the Sorcerer passes an Ld test at the start of your turn. If a Genie is slain, it the Sorcerer can re-summon, but suffer -1 on the roll. There are 4 types of Genie, each with a special rule and one bound spell.&lt;br /&gt;
**&#039;&#039;&#039;Dao:&#039;&#039;&#039; the Toughs of the Genies, with Natural Armour(4+) and knows the spell &#039;&#039;Flesh to Stone&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Marid:&#039;&#039;&#039; has Magic resistance(2), Immunity(ice), and 4 attacks. Knows &#039;&#039;Iceshard Blizzard&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Djinn:&#039;&#039;&#039; can fly and know &#039;&#039;Wind Blast&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Efreet:&#039;&#039;&#039; the strongest fighter, Hatred, Flaming Attack, and Immunity. Knows &#039;&#039;Flaming Sword of Rhuin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hashishin:&#039;&#039;&#039; The Brotherhood of Assassins in Warhammer form. They&#039;re basic assassin fare, hiding in units before striking. Has some useful Assasin upgrades.&lt;br /&gt;
&lt;br /&gt;
===Mounts===&lt;br /&gt;
*&#039;&#039;&#039;Arabyan Steed:&#039;&#039;&#039; These are warhorses that have M9. Supper speedy.&lt;br /&gt;
*&#039;&#039;&#039;Camel:&#039;&#039;&#039; 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 Steeds.&lt;br /&gt;
*&#039;&#039;&#039;Flying Carpet:&#039;&#039;&#039; Pick this only if you like the idea of being friggin&#039; Aladdin. These things can&#039;t fight and only offer flight.&lt;br /&gt;
*&#039;&#039;&#039;War Elephant:&#039;&#039;&#039; A bulldozer mount and your Emir&#039;s high leadership make them more controllable. Still, a chance to send your general deep into enemy territory or running back home like a sissy.&lt;br /&gt;
&lt;br /&gt;
===Core Units===&lt;br /&gt;
*&#039;&#039;&#039;Warriors of Araby:&#039;&#039;&#039; Your basic rank &amp;amp; file troopers. They can have a Holy Man to act as a secondary champion who gives Hatred in close combat. They can also buy a Dibbukim, has frenzy (mean the whole unit berserk Rage) but provides a lot more damage output from your unit. All this + Zealotry makes Warriors one of the best chaff on chaff unit as they will dish out more while having ways to not break.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bowmen:&#039;&#039;&#039; Your basic Arabyan archers to volley more shots or Crossbows to puncture shields. They can take Light Armour but you&#039;ll take Shields if you get into archery fights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tribal Skirmisher:&#039;&#039;&#039; Your skirmish Javelinirs or Slingers. Shorter vanguard range missiles with Ap. Break faster than archers when under enemy presser. Slings are better bows but need line of sight, while Javelins are better on the move when getting into fights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corsairs:&#039;&#039;&#039; Your skirmishing infantry and Ambushers, set with either shields or dual weapons. Front line flankers or backline saboteurs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slave Levies:&#039;&#039;&#039; Your expendable meatshields. They have a terrible Ld of 3, so you need the get the Slavemaster champion so he can it lead them from the back row, but the unit will take damage if it fails an Ld test at the start of your turn. They will not survive to turn 3 but that just means they are doing their job.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sipahis:&#039;&#039;&#039; Araby&#039;s Feudal militia knights. Your core light Spear Fast cavalry for your hammering needs, with the option for a side of the bow action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Desert Riders:&#039;&#039;&#039; Fast cavalry with Quick to Fire. When you want to pay less for Sipahis(base Sipahis are more point efficient than Fully upgraded Desert Riders, so don&#039;t buy everything) or want better horse archers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Camel Riders:&#039;&#039;&#039; Desert Riders that trade Speed and Quick to Fire for +1T. For more durable Fast cavalry or a point discount for mounted archers.&lt;br /&gt;
&lt;br /&gt;
===Special Units===&lt;br /&gt;
*&#039;&#039;&#039;Palace Guard:&#039;&#039;&#039; A Hero bunkers, like Empire Greatswords but harder to break with Stubborn and Zealotry. With S4 and Great weapons, They can cleave through standard infinity models and do damage against monsters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Janissaries:&#039;&#039;&#039; Hard troopers that never panic and roll 3d6 drop highest when testing for redirecting charges, restraining from pursuit, marching, and reforming. These guys are your elites, given shields or halberds with armour for elite warriors, or, Bow or handguns for elite shooting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mamelukes:&#039;&#039;&#039; More elite cavalry than Sipahis, Medium Armoured cavalry with S4 and Devastating Charge. Being a speedier and offensive-minded equivalent to Old Wold knights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Silent Guards:&#039;&#039;&#039; Warhammer Unsullied. Unbreakable Soldiers that make fine Anvils and Objective holders. More price efficient in multiple minimum sizes, they are not as durable as for their price but they don&#039;t run when their fellow Guardsmen get pasted by a Giant green foot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nafftaun:&#039;&#039;&#039; 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 and cracking elite nuts. one model may take a Naphtha Siphon which acts as the bombs in Breath weapon form. the Siphon has unlimited uses but can only be used in as a Shooting weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nomad Scouts:&#039;&#039;&#039; Your lone shooters and they&#039;re skirmishers with the scout. They have handguns with 30&amp;quot; but are move or fire.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flying Carpet Riders:&#039;&#039;&#039; Now this is some &amp;lt;s&amp;gt;silly&amp;lt;/s&amp;gt; [[awesome]] shit. These guys are flying bowmen (on magic flying carpets) that can carpet bomb units they fly over with d6 S2 poisoned bombs. The Carpet Bombs also allow them to easily get behind an enemy unit so they can&#039;t swatted out of the sky as ending your 10&amp;quot; fly&lt;br /&gt;
move in a unit instantly put&#039;s you behind them as you fly over the unit dropping bombs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dervishes:&#039;&#039;&#039; Skirmishing whirlwinds of poisoned combat. They don&#039;t charge as normal, instead of 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 they are always in softcover.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bladedancers:&#039;&#039;&#039; Harem assassins. They&#039;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).&lt;br /&gt;
&lt;br /&gt;
===Rare Units===&lt;br /&gt;
*&#039;&#039;&#039;Pegasus Guard:&#039;&#039;&#039; Knights that ride Pegasus with each model having a Breath weapon. Flying over the enemy formation and then decimate their back rows.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;War Elephant:&#039;&#039;&#039; A behemoth ridden by a crew of dudes with 1d6+1 impact hits and terror. If this big guy&#039;s shot, he has to roll Ld or move 2d6&amp;quot; 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.&lt;br /&gt;
**Mahout: Re-rolls Ld tests for stampeding&lt;br /&gt;
**Armour Plates: A 5+ save, which is good since it lacks any protection.&lt;br /&gt;
**Spike Chain: Increases the Impact Hits to 2d6 and deals more damage on Stampedes.&lt;br /&gt;
**Spiked Tusks: turn each Seccesful hit into 2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Roc:&#039;&#039;&#039; Super Giant eagles, stats near equal to a Moon Dragon. If it moves over any Monstrous models that can&#039;t fly or not a ghost, you can picks it up and kills it with the ground and then D6 S4 hits to if it had moved over another unit (&amp;quot;Look Out Sir!&amp;quot; protects against this, and an Initiative test negates). A good way to efficiently kill of expensive unit especially lone heroes on big mounts like [[Archaon]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cannon:&#039;&#039;&#039; A Cannon with a braver crew.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Monster Bombard:&#039;&#039;&#039; A super Great Cannon like the Hellhammer Cannons. Re-roll bounce distance and Would rolls, but can&#039;t move and more explody on misfires,  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sandglass of Time:&#039;&#039;&#039; This here&#039;s an oddball. It&#039;s a war machine that doesn&#039;t attack, but it instead gives magic resist 1 to units within 12&amp;quot; and gives a bonus channel/dispel die. However, breaking it deals 2d6&amp;quot; S4 hits to everyone within 12&amp;quot;. Its means of use are in several bound PL5 spells, all of which remain in play.&lt;br /&gt;
**&#039;&#039;&#039;Abeyance:&#039;&#039;&#039; Forces a unit to give up one of the following each turn: moving, casting, shooting, and fighting.&lt;br /&gt;
**&#039;&#039;&#039;Recede:&#039;&#039;&#039; Let a unit shoot twice and adds a bonus round of attacks. This at least gives it use for every unit.&lt;br /&gt;
**&#039;&#039;&#039;Gravedust:&#039;&#039;&#039; A death curse that robs -1 M/S/T/I from a unit every turn until they die or the spell is dispelled.&lt;br /&gt;
&lt;br /&gt;
==Regiments of Renown==&lt;br /&gt;
&lt;br /&gt;
==Tactica==&lt;br /&gt;
===VS===&lt;br /&gt;
&lt;br /&gt;
==Building Your Army==&lt;br /&gt;
&lt;br /&gt;
===Army Composition===&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
*&#039;&#039;&#039;Fire:&#039;&#039;&#039; dps&lt;br /&gt;
*&#039;&#039;&#039;Metal:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavens:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Light:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Death:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Desert:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
[http://warhammerarmiesproject.blogspot.com The Project&#039;s website]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer Army Project}}&lt;br /&gt;
[[Category:Warhammer/Tactics]]&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Warhammer Army Project]]&lt;/div&gt;</summary>
		<author><name>2A00:23C7:F59A:AA00:8434:3F14:D856:DB11</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/Araby&amp;diff=548294</id>
		<title>Warhammer Army Project/Araby</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/Araby&amp;diff=548294"/>
		<updated>2020-04-07T08:50:06Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C7:F59A:AA00:8434:3F14:D856:DB11: /* Special Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Araby: Warhammer Army Project, 9th Edition Tactica==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that Eliasson is constantly updating his work, so don&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Why Play WAP Araby==&lt;br /&gt;
===Pros===&lt;br /&gt;
*AAAAAAAAAAARAAAAAAAAAAAABIIIAAAAAAAAN NIIIIIIIIIIIIIIIIIIIIIIGHTS!&lt;br /&gt;
*An army that demonstrates the virver that followers of Warhammer gods have.&lt;br /&gt;
*Ride Horses that rival Elven Steads&lt;br /&gt;
*3 variants of Fast cavalry in core.&lt;br /&gt;
*one of the hardest to break of the human factions.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*can only go up to Meduem armour.&lt;br /&gt;
&lt;br /&gt;
==Special rules==&lt;br /&gt;
&#039;&#039;&#039;Zealotry:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
==The Lore of Desert ==&lt;br /&gt;
&#039;&#039;Attribute: Shifting Sands:&#039;&#039; Casting a spell on an enemy unit forces them to re-roll any 6s on charge, pursuit, and fleeing.&lt;br /&gt;
*&#039;&#039;&#039;Signature: Sand Blast:&#039;&#039;&#039; Magic Missile that deals 2d6 S2 hits and halves the target&#039;s movement, which drives home any advantage you have on the charge. &lt;br /&gt;
#&#039;&#039;&#039;Curse of the Genie:&#039;&#039;&#039; Hex, the target must re-roll successful wound rolls. &lt;br /&gt;
#&#039;&#039;&#039;Mirage:&#039;&#039;&#039; Hex, place a marker within the targets line of sight if it fails a Stupidity test, it is forced to use its movement to go towards the marker. &lt;br /&gt;
#&#039;&#039;&#039;Dancing Scimitar:&#039;&#039;&#039; Magic Missile that deals d6 S4 hits before rolling to see if it moves on to hit someone else. Augmenting doubles the damage to 2d6 hits and increases the range.&lt;br /&gt;
#&#039;&#039;&#039;Sunstrike:&#039;&#039;&#039; Magic Missle, shoot a solar beam that decimates any infantry model under a 12&amp;quot; line. Ideally, you would have a Sorceror on a Carpet, flying on the side of the enemy formation.&lt;br /&gt;
#&#039;&#039;&#039;Quicksand:&#039;&#039;&#039; One unit that&#039;s not floating must test Initiative. On failure, they must roll an armour save that &#039;&#039;kills on a success&#039;&#039;. Which are fucking nuts because this can kill any knights or monstrosities easily. &lt;br /&gt;
#&#039;&#039;&#039;Sandstorm:&#039;&#039;&#039; Nobody within 12&amp;quot; of the caster can shoot and nobody inside it can be shot. Flyers are stuck with ground movement and enemies inside it cannot march.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
===Treasures of the Sands===&lt;br /&gt;
*&#039;&#039;&#039;Blade of Holy Wrath:&#039;&#039;&#039; 70pts. 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&#039;s on a hefty price.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Martyr&#039;s Shard:&#039;&#039;&#039; 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 can instakill them, but you need an initiative bonus to make sure he gets to use it before dying.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bow of Seeking:&#039;&#039;&#039; 25pts. S5 bow that ignores hit penalties, making this ideal for a hero joining mobile shooty units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shield of Faith:&#039;&#039;&#039; 50pts. 5++ ward that also immediately breaks magical weapons that wound the wielder. This is some fucking choice shit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armour of the Scorpion:&#039;&#039;&#039; 15pts. Light Armour with 5+ Natural Armour and poisoned attacks, giving you more like a 4+ save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ring of Divine Healing:&#039;&#039;&#039; 40pts. Restores one wound each turn. For 40 points, isn&#039;t there better?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Golden Carafe:&#039;&#039;&#039; 25pts. This robs an enemy unit&#039;s magical armour of any properties it has and forces a re-roll on all ward saves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lamp of Al-Ha-Dean:&#039;&#039;&#039; 25pts. once per game, Summon any Genie of any type for one turn.   &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rope of Kadizar:&#039;&#039;&#039; 20pts. Lets an infantry model vanish during remaining moves subphase and then reappear anywhere he wants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sandstorm Staff:&#039;&#039;&#039; 60pts. Bound CL5 item that stores Sandstorm and lets you re-roll one power die for each spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Banner of the Desert:&#039;&#039;&#039; 50tps. Enemies must re-roll to hit this unit with missiles and enemies in base contact take -1WS.&lt;br /&gt;
&lt;br /&gt;
===Artefacts of the Creed===&lt;br /&gt;
Assassins, being the secluded society of cutthroats they are, are able to nab their own special tools. These aren&#039;t considered magic items despite pulling from the same budget and thus aren&#039;t exclusive on a pre-army basis.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orb of Illusion:&#039;&#039;&#039; 40pts. This Apple of Eden gives a 50/50 chance to negate all hits in close combat before saves. For 40 points, that&#039;s a pretty steal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Venom of the Desert Snake:&#039;&#039;&#039; 30pts. hit rolls of 6 AutoWounds and forces anyone wounded to test T or eat another wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hidden Blade:&#039;&#039;&#039; 20pts. The trademark weapon from Assassin&#039;s Creed offers KB for 25 pts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowstrike:&#039;&#039;&#039; 20pts. Gives Multiple Wounds (d3).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dagger of the Grand Master:&#039;&#039;&#039; 20pts. A magical Additional weapon that wounds one designated enemy character on a 2+ and he must re-roll successful Armour save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Shadows:&#039;&#039;&#039; 20pts. Missiles take -2 to hit the wearer, but this only applies when they&#039;re alone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Code of the Creed:&#039;&#039;&#039; 20pts. Re-rolls hits in challenges and forces enemies to accept a challenge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nethertoxin:&#039;&#039;&#039; 20pts. Poisoned Attacks that also always wound on a 3+.&lt;br /&gt;
&lt;br /&gt;
==Army Units==&lt;br /&gt;
&lt;br /&gt;
===Lords &amp;amp; Heroes===&lt;br /&gt;
====Special Characters====&lt;br /&gt;
*&#039;&#039;&#039;Khalil al-Zahir, Great Sultan of Araby:&#039;&#039;&#039; Your faction leader is a man sitting on Slann palanquins, truly a worthy position for such a decadent folk. He&#039;s always embedded in a pack Place Guard that gain Immunity (Psychology), which kind of adds a tax to his presence beyond the exorbitant price tag. has a lager Inspiring Presence, and acts as a Battle Standard Bearer, so you&#039;ll need to make those guards really good. He can bark orders to other units that grant temporary perks.&lt;br /&gt;
**&#039;&#039;&#039;Strength of the One:&#039;&#039;&#039; Re-roll hit and wound rolls of 1 in close combat, which is a good thing since you&#039;ll be needing it a lot.&lt;br /&gt;
**&#039;&#039;&#039;Fury of the One:&#039;&#039;&#039; Gain an extra attack.&lt;br /&gt;
**&#039;&#039;&#039;Faith of the One:&#039;&#039;&#039; The unit gets Stubborn and Immune (Psychology) to foil any fear-based shenanigans.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sultan Jaffar:&#039;&#039;&#039; A truly wicked grand vizier, befitting the archetype. He&#039;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&amp;quot; can re-roll psychology, 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Salah Ah-Din:&#039;&#039;&#039; A legendary hero and tactician among crusaders and Warhammer&#039;s version of the Saracen leader Saladin. His Inspiring presence is 18&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Golden Magus:&#039;&#039;&#039; He&#039;s a Sorcerer Lord who owns 3 genie. He&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Prince of Thieves:&#039;&#039;&#039; The Prince of Persia from the pre-Sands of Time titles whom 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&#039;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&#039;s the sort to keep mobile by bailing from a unit right after combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Layla bint Suraya:&#039;&#039;&#039; She&#039;s a handy supporting leader on a mount, rallying all units within 12&amp;quot; under any circumstance. She&#039;s able to 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ottokar Mehmed Agha&#039;&#039;&#039;: Captain of the first division of Jannisaries. Though he&#039;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 and good melee weapons, but these guys can also move and fire with these guns, though this is only available to the front rank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sindibadu:&#039;&#039;&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Malik Ibn La&#039;Ahad:&#039;&#039;&#039; Altair. No, seriously, he&#039;s freaking Altair. He&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Abdul Alhazred, the Mad Sorcerer:&#039;&#039;&#039; Jumped over from a universe made by Lovecraft to a universe inspired by Moorcock. He is pretty good at summoning Genies if you swing there. Don&#039;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 or become stupid or loss a wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Khar-mel the Djinn:&#039;&#039;&#039; A named Djinn+1 any Sorccorors can buy. She&#039;s great at running down enemies with a re-rollable charges, and nearby enemies suffer -1 to hit, armour, Ward, or regeneration rolls.&lt;br /&gt;
&lt;br /&gt;
====Generic Characters====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Emir:&#039;&#039;&#039; Your classic foot commander. On top of his melee weapons, he can also grab a shortbow or a handgun or ride a War Elephant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sheikh:&#039;&#039;&#039; Your classic captain and mandatory BSB. You could take one with a Bow of Seeking and a carpet to fly to the back to go wizard hunting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sercerer Lord/Sorcerer:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Genie:&#039;&#039;&#039; Monstrous Elemental Characters that are bought by Sorcerers and are summoned if the Sorcerer passes an Ld test at the start of your turn. If a Genie is slain, it the Sorcerer can re-summon, but suffer -1 on the roll. There are 4 types of Genie, each with a special rule and one bound spell.&lt;br /&gt;
**&#039;&#039;&#039;Dao:&#039;&#039;&#039; the Toughs of the Genies, with Natural Armour(4+) and knows the spell &#039;&#039;Flesh to Stone&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Marid:&#039;&#039;&#039; has Magic resistance(2), Immunity(ice), and 4 attacks. Knows &#039;&#039;Iceshard Blizzard&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Djinn:&#039;&#039;&#039; can fly and know &#039;&#039;Wind Blast&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Efreet:&#039;&#039;&#039; the strongest fighter, Hatred, Flaming Attack, and Immunity. Knows &#039;&#039;Flaming Sword of Rhuin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hashishin:&#039;&#039;&#039; The Brotherhood of Assassins in Warhammer form. They&#039;re basic assassin fare, hiding in units before striking. Has some useful Assasin upgrades.&lt;br /&gt;
&lt;br /&gt;
===Mounts===&lt;br /&gt;
*&#039;&#039;&#039;Arabyan Steed:&#039;&#039;&#039; These are warhorses that have M9. Supper speedy.&lt;br /&gt;
*&#039;&#039;&#039;Camel:&#039;&#039;&#039; 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 Steeds.&lt;br /&gt;
*&#039;&#039;&#039;Flying Carpet:&#039;&#039;&#039; Pick this only if you like the idea of being friggin&#039; Aladdin. These things can&#039;t fight and only offer flight.&lt;br /&gt;
*&#039;&#039;&#039;War Elephant:&#039;&#039;&#039; A bulldozer mount and your Emir&#039;s high leadership make them more controllable. Still, a chance to send your general deep into enemy territory or running back home like a sissy.&lt;br /&gt;
&lt;br /&gt;
===Core Units===&lt;br /&gt;
*&#039;&#039;&#039;Warriors of Araby:&#039;&#039;&#039; Your basic rank &amp;amp; file troopers. They can have a Holy Man to act as a secondary champion who gives Hatred in close combat. They can also buy a Dibbukim, has frenzy (mean the whole unit berserk Rage) but provides a lot more damage output from your unit. All this + Zealotry makes Warriors one of the best chaff on chaff unit as they will dish out more while having ways to not break.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bowmen:&#039;&#039;&#039; Your basic Arabyan archers to volley more shots or Crossbows to puncture shields. They can take Light Armour but you&#039;ll take Shields if you get into archery fights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tribal Skirmisher:&#039;&#039;&#039; Your skirmish Javelinirs or Slingers. Shorter vanguard range missiles with Ap. Break faster than archers when under enemy presser. Slings are better bows but need line of sight, while Javelins are better on the move when getting into fights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corsairs:&#039;&#039;&#039; Your skirmishing infantry and Ambushers, set with either shields or dual weapons. Front line flankers or backline saboteurs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slave Levies:&#039;&#039;&#039; Your expendable meatshields. They have a terrible Ld of 3, so you need the get the Slavemaster champion so he can it lead them from the back row, but the unit will take damage if it fails an Ld test at the start of your turn. They will not survive to turn 3 but that just means they are doing their job.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sipahis:&#039;&#039;&#039; Araby&#039;s Feudal militia knights. Your core light Spear Fast cavalry for your hammering needs, with the option for a side of the bow action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Desert Riders:&#039;&#039;&#039; Fast cavalry with Quick to Fire. When you want to pay less for Sipahis(base Sipahis are more point efficient than Fully upgraded Desert Riders, so don&#039;t buy everything) or want better horse archers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Camel Riders:&#039;&#039;&#039; Desert Riders that trade Speed and Quick to Fire for +1T. For more durable Fast cavalry or a point discount for mounted archers.&lt;br /&gt;
&lt;br /&gt;
===Special Units===&lt;br /&gt;
*&#039;&#039;&#039;Palace Guard:&#039;&#039;&#039; A Hero bunkers, like Empire Greatswords but harder to break with Stubborn and Zealotry. With S4 and Great weapons, They can cleave through standard infinity models and do damage against monsters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Janissaries:&#039;&#039;&#039; Hard troopers that never panic and roll 3d6 drop highest when testing for redirecting charges, restraining from pursuit, marching, and reforming. These guys are your elites, given shields or halberds with armour for elite warriors, or, Bow or handguns for elite shooting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mamelukes:&#039;&#039;&#039; More elite cavalry than Sipahis, Medium Armoured cavalry with S4 and Devastating Charge. Being a speedier and offensive-minded equivalent to Old Wold knights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Silent Guards:&#039;&#039;&#039; Warhammer Unsullied. Unbreakable Soldiers that make fine Anvils and Objective holders. More price efficient in multiple minimum sizes, they are not as durable as for their price but they don&#039;t run when their fellow Guardsmen get pasted by a Giant green foot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nafftaun:&#039;&#039;&#039; 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 and cracking elite nuts. one model may take a Naphtha Siphon which acts as the bombs in Breath weapon form. the Siphon has unlimited uses but can only be used in as a Shooting weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nomad Scouts:&#039;&#039;&#039; Your lone shooters and they&#039;re skirmishers with the scout. They have handguns with 30&amp;quot; but are move or fire.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flying Carpet Riders:&#039;&#039;&#039; Now this is some &amp;lt;s&amp;gt;silly&amp;lt;/s&amp;gt; [[awesome]] shit. These guys are flying bowmen that can drop d6 S2 poisoned shots over an enemy they fly over each turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dervishes:&#039;&#039;&#039; Skirmishing whirlwinds of poisoned combat. They don&#039;t charge as normal, instead of 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 they are always in softcover.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bladedancers:&#039;&#039;&#039; Harem assassins. They&#039;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).&lt;br /&gt;
&lt;br /&gt;
===Rare Units===&lt;br /&gt;
*&#039;&#039;&#039;Pegasus Guard:&#039;&#039;&#039; Knights that ride Pegasus with each model having a Breath weapon. Flying over the enemy formation and then decimate their back rows.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;War Elephant:&#039;&#039;&#039; A behemoth ridden by a crew of dudes with 1d6+1 impact hits and terror. If this big guy&#039;s shot, he has to roll Ld or move 2d6&amp;quot; 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.&lt;br /&gt;
**Mahout: Re-rolls Ld tests for stampeding&lt;br /&gt;
**Armour Plates: A 5+ save, which is good since it lacks any protection.&lt;br /&gt;
**Spike Chain: Increases the Impact Hits to 2d6 and deals more damage on Stampedes.&lt;br /&gt;
**Spiked Tusks: turn each Seccesful hit into 2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Roc:&#039;&#039;&#039; Super Giant eagles, stats near equal to a Moon Dragon. If it moves over any Monstrous models that can&#039;t fly or not a ghost, you can picks it up and kills it with the ground and then D6 S4 hits to if it had moved over another unit (&amp;quot;Look Out Sir!&amp;quot; protects against this, and an Initiative test negates). A good way to efficiently kill of expensive unit especially lone heroes on big mounts like [[Archaon]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cannon:&#039;&#039;&#039; A Cannon with a braver crew.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Monster Bombard:&#039;&#039;&#039; A super Great Cannon like the Hellhammer Cannons. Re-roll bounce distance and Would rolls, but can&#039;t move and more explody on misfires,  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sandglass of Time:&#039;&#039;&#039; This here&#039;s an oddball. It&#039;s a war machine that doesn&#039;t attack, but it instead gives magic resist 1 to units within 12&amp;quot; and gives a bonus channel/dispel die. However, breaking it deals 2d6&amp;quot; S4 hits to everyone within 12&amp;quot;. Its means of use are in several bound PL5 spells, all of which remain in play.&lt;br /&gt;
**&#039;&#039;&#039;Abeyance:&#039;&#039;&#039; Forces a unit to give up one of the following each turn: moving, casting, shooting, and fighting.&lt;br /&gt;
**&#039;&#039;&#039;Recede:&#039;&#039;&#039; Let a unit shoot twice and adds a bonus round of attacks. This at least gives it use for every unit.&lt;br /&gt;
**&#039;&#039;&#039;Gravedust:&#039;&#039;&#039; A death curse that robs -1 M/S/T/I from a unit every turn until they die or the spell is dispelled.&lt;br /&gt;
&lt;br /&gt;
==Regiments of Renown==&lt;br /&gt;
&lt;br /&gt;
==Tactica==&lt;br /&gt;
===VS===&lt;br /&gt;
&lt;br /&gt;
==Building Your Army==&lt;br /&gt;
&lt;br /&gt;
===Army Composition===&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
*&#039;&#039;&#039;Fire:&#039;&#039;&#039; dps&lt;br /&gt;
*&#039;&#039;&#039;Metal:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavens:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Light:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Death:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Desert:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
[http://warhammerarmiesproject.blogspot.com The Project&#039;s website]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer Army Project}}&lt;br /&gt;
[[Category:Warhammer/Tactics]]&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Warhammer Army Project]]&lt;/div&gt;</summary>
		<author><name>2A00:23C7:F59A:AA00:8434:3F14:D856:DB11</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/Araby&amp;diff=548293</id>
		<title>Warhammer Army Project/Araby</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/Araby&amp;diff=548293"/>
		<updated>2020-04-07T08:48:00Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C7:F59A:AA00:8434:3F14:D856:DB11: /* Special Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Araby: Warhammer Army Project, 9th Edition Tactica==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that Eliasson is constantly updating his work, so don&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Why Play WAP Araby==&lt;br /&gt;
===Pros===&lt;br /&gt;
*AAAAAAAAAAARAAAAAAAAAAAABIIIAAAAAAAAN NIIIIIIIIIIIIIIIIIIIIIIGHTS!&lt;br /&gt;
*An army that demonstrates the virver that followers of Warhammer gods have.&lt;br /&gt;
*Ride Horses that rival Elven Steads&lt;br /&gt;
*3 variants of Fast cavalry in core.&lt;br /&gt;
*one of the hardest to break of the human factions.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*can only go up to Meduem armour.&lt;br /&gt;
&lt;br /&gt;
==Special rules==&lt;br /&gt;
&#039;&#039;&#039;Zealotry:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
==The Lore of Desert ==&lt;br /&gt;
&#039;&#039;Attribute: Shifting Sands:&#039;&#039; Casting a spell on an enemy unit forces them to re-roll any 6s on charge, pursuit, and fleeing.&lt;br /&gt;
*&#039;&#039;&#039;Signature: Sand Blast:&#039;&#039;&#039; Magic Missile that deals 2d6 S2 hits and halves the target&#039;s movement, which drives home any advantage you have on the charge. &lt;br /&gt;
#&#039;&#039;&#039;Curse of the Genie:&#039;&#039;&#039; Hex, the target must re-roll successful wound rolls. &lt;br /&gt;
#&#039;&#039;&#039;Mirage:&#039;&#039;&#039; Hex, place a marker within the targets line of sight if it fails a Stupidity test, it is forced to use its movement to go towards the marker. &lt;br /&gt;
#&#039;&#039;&#039;Dancing Scimitar:&#039;&#039;&#039; Magic Missile that deals d6 S4 hits before rolling to see if it moves on to hit someone else. Augmenting doubles the damage to 2d6 hits and increases the range.&lt;br /&gt;
#&#039;&#039;&#039;Sunstrike:&#039;&#039;&#039; Magic Missle, shoot a solar beam that decimates any infantry model under a 12&amp;quot; line. Ideally, you would have a Sorceror on a Carpet, flying on the side of the enemy formation.&lt;br /&gt;
#&#039;&#039;&#039;Quicksand:&#039;&#039;&#039; One unit that&#039;s not floating must test Initiative. On failure, they must roll an armour save that &#039;&#039;kills on a success&#039;&#039;. Which are fucking nuts because this can kill any knights or monstrosities easily. &lt;br /&gt;
#&#039;&#039;&#039;Sandstorm:&#039;&#039;&#039; Nobody within 12&amp;quot; of the caster can shoot and nobody inside it can be shot. Flyers are stuck with ground movement and enemies inside it cannot march.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
===Treasures of the Sands===&lt;br /&gt;
*&#039;&#039;&#039;Blade of Holy Wrath:&#039;&#039;&#039; 70pts. 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&#039;s on a hefty price.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Martyr&#039;s Shard:&#039;&#039;&#039; 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 can instakill them, but you need an initiative bonus to make sure he gets to use it before dying.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bow of Seeking:&#039;&#039;&#039; 25pts. S5 bow that ignores hit penalties, making this ideal for a hero joining mobile shooty units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shield of Faith:&#039;&#039;&#039; 50pts. 5++ ward that also immediately breaks magical weapons that wound the wielder. This is some fucking choice shit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armour of the Scorpion:&#039;&#039;&#039; 15pts. Light Armour with 5+ Natural Armour and poisoned attacks, giving you more like a 4+ save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ring of Divine Healing:&#039;&#039;&#039; 40pts. Restores one wound each turn. For 40 points, isn&#039;t there better?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Golden Carafe:&#039;&#039;&#039; 25pts. This robs an enemy unit&#039;s magical armour of any properties it has and forces a re-roll on all ward saves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lamp of Al-Ha-Dean:&#039;&#039;&#039; 25pts. once per game, Summon any Genie of any type for one turn.   &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rope of Kadizar:&#039;&#039;&#039; 20pts. Lets an infantry model vanish during remaining moves subphase and then reappear anywhere he wants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sandstorm Staff:&#039;&#039;&#039; 60pts. Bound CL5 item that stores Sandstorm and lets you re-roll one power die for each spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Banner of the Desert:&#039;&#039;&#039; 50tps. Enemies must re-roll to hit this unit with missiles and enemies in base contact take -1WS.&lt;br /&gt;
&lt;br /&gt;
===Artefacts of the Creed===&lt;br /&gt;
Assassins, being the secluded society of cutthroats they are, are able to nab their own special tools. These aren&#039;t considered magic items despite pulling from the same budget and thus aren&#039;t exclusive on a pre-army basis.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orb of Illusion:&#039;&#039;&#039; 40pts. This Apple of Eden gives a 50/50 chance to negate all hits in close combat before saves. For 40 points, that&#039;s a pretty steal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Venom of the Desert Snake:&#039;&#039;&#039; 30pts. hit rolls of 6 AutoWounds and forces anyone wounded to test T or eat another wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hidden Blade:&#039;&#039;&#039; 20pts. The trademark weapon from Assassin&#039;s Creed offers KB for 25 pts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowstrike:&#039;&#039;&#039; 20pts. Gives Multiple Wounds (d3).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dagger of the Grand Master:&#039;&#039;&#039; 20pts. A magical Additional weapon that wounds one designated enemy character on a 2+ and he must re-roll successful Armour save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Shadows:&#039;&#039;&#039; 20pts. Missiles take -2 to hit the wearer, but this only applies when they&#039;re alone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Code of the Creed:&#039;&#039;&#039; 20pts. Re-rolls hits in challenges and forces enemies to accept a challenge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nethertoxin:&#039;&#039;&#039; 20pts. Poisoned Attacks that also always wound on a 3+.&lt;br /&gt;
&lt;br /&gt;
==Army Units==&lt;br /&gt;
&lt;br /&gt;
===Lords &amp;amp; Heroes===&lt;br /&gt;
====Special Characters====&lt;br /&gt;
*&#039;&#039;&#039;Khalil al-Zahir, Great Sultan of Araby:&#039;&#039;&#039; Your faction leader is a man sitting on Slann palanquins, truly a worthy position for such a decadent folk. He&#039;s always embedded in a pack Place Guard that gain Immunity (Psychology), which kind of adds a tax to his presence beyond the exorbitant price tag. has a lager Inspiring Presence, and acts as a Battle Standard Bearer, so you&#039;ll need to make those guards really good. He can bark orders to other units that grant temporary perks.&lt;br /&gt;
**&#039;&#039;&#039;Strength of the One:&#039;&#039;&#039; Re-roll hit and wound rolls of 1 in close combat, which is a good thing since you&#039;ll be needing it a lot.&lt;br /&gt;
**&#039;&#039;&#039;Fury of the One:&#039;&#039;&#039; Gain an extra attack.&lt;br /&gt;
**&#039;&#039;&#039;Faith of the One:&#039;&#039;&#039; The unit gets Stubborn and Immune (Psychology) to foil any fear-based shenanigans.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sultan Jaffar:&#039;&#039;&#039; A truly wicked grand vizier, befitting the archetype. He&#039;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&amp;quot; can re-roll psychology, 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Salah Ah-Din:&#039;&#039;&#039; A legendary hero and tactician among crusaders and Warhammer&#039;s version of the Saracen leader Saladin. His Inspiring presence is 18&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Golden Magus:&#039;&#039;&#039; He&#039;s a Sorcerer Lord who owns 3 genie. He&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Prince of Thieves:&#039;&#039;&#039; The Prince of Persia from the pre-Sands of Time titles whom 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&#039;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&#039;s the sort to keep mobile by bailing from a unit right after combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Layla bint Suraya:&#039;&#039;&#039; She&#039;s a handy supporting leader on a mount, rallying all units within 12&amp;quot; under any circumstance. She&#039;s able to 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ottokar Mehmed Agha&#039;&#039;&#039;: Captain of the first division of Jannisaries. Though he&#039;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 and good melee weapons, but these guys can also move and fire with these guns, though this is only available to the front rank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sindibadu:&#039;&#039;&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Malik Ibn La&#039;Ahad:&#039;&#039;&#039; Altair. No, seriously, he&#039;s freaking Altair. He&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Abdul Alhazred, the Mad Sorcerer:&#039;&#039;&#039; Jumped over from a universe made by Lovecraft to a universe inspired by Moorcock. He is pretty good at summoning Genies if you swing there. Don&#039;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 or become stupid or loss a wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Khar-mel the Djinn:&#039;&#039;&#039; A named Djinn+1 any Sorccorors can buy. She&#039;s great at running down enemies with a re-rollable charges, and nearby enemies suffer -1 to hit, armour, Ward, or regeneration rolls.&lt;br /&gt;
&lt;br /&gt;
====Generic Characters====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Emir:&#039;&#039;&#039; Your classic foot commander. On top of his melee weapons, he can also grab a shortbow or a handgun or ride a War Elephant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sheikh:&#039;&#039;&#039; Your classic captain and mandatory BSB. You could take one with a Bow of Seeking and a carpet to fly to the back to go wizard hunting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sercerer Lord/Sorcerer:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Genie:&#039;&#039;&#039; Monstrous Elemental Characters that are bought by Sorcerers and are summoned if the Sorcerer passes an Ld test at the start of your turn. If a Genie is slain, it the Sorcerer can re-summon, but suffer -1 on the roll. There are 4 types of Genie, each with a special rule and one bound spell.&lt;br /&gt;
**&#039;&#039;&#039;Dao:&#039;&#039;&#039; the Toughs of the Genies, with Natural Armour(4+) and knows the spell &#039;&#039;Flesh to Stone&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Marid:&#039;&#039;&#039; has Magic resistance(2), Immunity(ice), and 4 attacks. Knows &#039;&#039;Iceshard Blizzard&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Djinn:&#039;&#039;&#039; can fly and know &#039;&#039;Wind Blast&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Efreet:&#039;&#039;&#039; the strongest fighter, Hatred, Flaming Attack, and Immunity. Knows &#039;&#039;Flaming Sword of Rhuin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hashishin:&#039;&#039;&#039; The Brotherhood of Assassins in Warhammer form. They&#039;re basic assassin fare, hiding in units before striking. Has some useful Assasin upgrades.&lt;br /&gt;
&lt;br /&gt;
===Mounts===&lt;br /&gt;
*&#039;&#039;&#039;Arabyan Steed:&#039;&#039;&#039; These are warhorses that have M9. Supper speedy.&lt;br /&gt;
*&#039;&#039;&#039;Camel:&#039;&#039;&#039; 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 Steeds.&lt;br /&gt;
*&#039;&#039;&#039;Flying Carpet:&#039;&#039;&#039; Pick this only if you like the idea of being friggin&#039; Aladdin. These things can&#039;t fight and only offer flight.&lt;br /&gt;
*&#039;&#039;&#039;War Elephant:&#039;&#039;&#039; A bulldozer mount and your Emir&#039;s high leadership make them more controllable. Still, a chance to send your general deep into enemy territory or running back home like a sissy.&lt;br /&gt;
&lt;br /&gt;
===Core Units===&lt;br /&gt;
*&#039;&#039;&#039;Warriors of Araby:&#039;&#039;&#039; Your basic rank &amp;amp; file troopers. They can have a Holy Man to act as a secondary champion who gives Hatred in close combat. They can also buy a Dibbukim, has frenzy (mean the whole unit berserk Rage) but provides a lot more damage output from your unit. All this + Zealotry makes Warriors one of the best chaff on chaff unit as they will dish out more while having ways to not break.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bowmen:&#039;&#039;&#039; Your basic Arabyan archers to volley more shots or Crossbows to puncture shields. They can take Light Armour but you&#039;ll take Shields if you get into archery fights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tribal Skirmisher:&#039;&#039;&#039; Your skirmish Javelinirs or Slingers. Shorter vanguard range missiles with Ap. Break faster than archers when under enemy presser. Slings are better bows but need line of sight, while Javelins are better on the move when getting into fights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corsairs:&#039;&#039;&#039; Your skirmishing infantry and Ambushers, set with either shields or dual weapons. Front line flankers or backline saboteurs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slave Levies:&#039;&#039;&#039; Your expendable meatshields. They have a terrible Ld of 3, so you need the get the Slavemaster champion so he can it lead them from the back row, but the unit will take damage if it fails an Ld test at the start of your turn. They will not survive to turn 3 but that just means they are doing their job.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sipahis:&#039;&#039;&#039; Araby&#039;s Feudal militia knights. Your core light Spear Fast cavalry for your hammering needs, with the option for a side of the bow action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Desert Riders:&#039;&#039;&#039; Fast cavalry with Quick to Fire. When you want to pay less for Sipahis(base Sipahis are more point efficient than Fully upgraded Desert Riders, so don&#039;t buy everything) or want better horse archers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Camel Riders:&#039;&#039;&#039; Desert Riders that trade Speed and Quick to Fire for +1T. For more durable Fast cavalry or a point discount for mounted archers.&lt;br /&gt;
&lt;br /&gt;
===Special Units===&lt;br /&gt;
*&#039;&#039;&#039;Palace Guard:&#039;&#039;&#039; A Hero bunkers, like Empire Greatswords but harder to break with Stubborn and Zealotry. With S4 and Great weapons, They can cleave through standard infinity models and do damage against monsters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Janissaries:&#039;&#039;&#039; Hard troopers that never panic and roll 3d6 drop highest when testing for redirecting charges, restraining from pursuit, marching, and reforming. These guys are your elites, given shields or halberds with armour for elite warriors, or, Bow or handguns for elite shooting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mamelukes:&#039;&#039;&#039; More elite cavalry than Sipahis, Medium Armoured cavalry with S4 and Devastating Charge. Being a speedier and offensive-minded equivalent to Old Wold knights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Silent Guards:&#039;&#039;&#039; Warhammer Unsullied. Unbreakable Soldiers that make fine Anvils and Objective holders. More price efficient in multiple minimum sizes, they are not as durable as for their price but they don&#039;t run when their fellow Guardsmen get pasted by a Giant green foot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nafftaun:&#039;&#039;&#039; 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 and cracking elite nuts. one model may take a Naphtha Siphon which acts as the bombs in Breath weapon form. the Siphon has unlimited uses but can only be used in as a Shooting weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nomad Scouts:&#039;&#039;&#039; Your lone shooters and they&#039;re skirmishers with the scout. They have handguns with 30&amp;quot; but are move or fire.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flying Carpet Riders:&#039;&#039;&#039; Now this is some [[Special:Contributions/2A00:23C7:F59A:AA00:8434:3F14:D856:DB11|2A00:23C7:F59A:AA00:8434:3F14:D856:DB11]]silly[[Special:Contributions/2A00:23C7:F59A:AA00:8434:3F14:D856:DB11|2A00:23C7:F59A:AA00:8434:3F14:D856:DB11]] [[awesome]] shit. These guys are flying bowmen that can drop d6 S2 poisoned shots over an enemy they fly over each turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dervishes:&#039;&#039;&#039; Skirmishing whirlwinds of poisoned combat. They don&#039;t charge as normal, instead of 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 they are always in softcover.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bladedancers:&#039;&#039;&#039; Harem assassins. They&#039;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).&lt;br /&gt;
&lt;br /&gt;
===Rare Units===&lt;br /&gt;
*&#039;&#039;&#039;Pegasus Guard:&#039;&#039;&#039; Knights that ride Pegasus with each model having a Breath weapon. Flying over the enemy formation and then decimate their back rows.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;War Elephant:&#039;&#039;&#039; A behemoth ridden by a crew of dudes with 1d6+1 impact hits and terror. If this big guy&#039;s shot, he has to roll Ld or move 2d6&amp;quot; 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.&lt;br /&gt;
**Mahout: Re-rolls Ld tests for stampeding&lt;br /&gt;
**Armour Plates: A 5+ save, which is good since it lacks any protection.&lt;br /&gt;
**Spike Chain: Increases the Impact Hits to 2d6 and deals more damage on Stampedes.&lt;br /&gt;
**Spiked Tusks: turn each Seccesful hit into 2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Roc:&#039;&#039;&#039; Super Giant eagles, stats near equal to a Moon Dragon. If it moves over any Monstrous models that can&#039;t fly or not a ghost, you can picks it up and kills it with the ground and then D6 S4 hits to if it had moved over another unit (&amp;quot;Look Out Sir!&amp;quot; protects against this, and an Initiative test negates). A good way to efficiently kill of expensive unit especially lone heroes on big mounts like [[Archaon]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cannon:&#039;&#039;&#039; A Cannon with a braver crew.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Monster Bombard:&#039;&#039;&#039; A super Great Cannon like the Hellhammer Cannons. Re-roll bounce distance and Would rolls, but can&#039;t move and more explody on misfires,  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sandglass of Time:&#039;&#039;&#039; This here&#039;s an oddball. It&#039;s a war machine that doesn&#039;t attack, but it instead gives magic resist 1 to units within 12&amp;quot; and gives a bonus channel/dispel die. However, breaking it deals 2d6&amp;quot; S4 hits to everyone within 12&amp;quot;. Its means of use are in several bound PL5 spells, all of which remain in play.&lt;br /&gt;
**&#039;&#039;&#039;Abeyance:&#039;&#039;&#039; Forces a unit to give up one of the following each turn: moving, casting, shooting, and fighting.&lt;br /&gt;
**&#039;&#039;&#039;Recede:&#039;&#039;&#039; Let a unit shoot twice and adds a bonus round of attacks. This at least gives it use for every unit.&lt;br /&gt;
**&#039;&#039;&#039;Gravedust:&#039;&#039;&#039; A death curse that robs -1 M/S/T/I from a unit every turn until they die or the spell is dispelled.&lt;br /&gt;
&lt;br /&gt;
==Regiments of Renown==&lt;br /&gt;
&lt;br /&gt;
==Tactica==&lt;br /&gt;
===VS===&lt;br /&gt;
&lt;br /&gt;
==Building Your Army==&lt;br /&gt;
&lt;br /&gt;
===Army Composition===&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
*&#039;&#039;&#039;Fire:&#039;&#039;&#039; dps&lt;br /&gt;
*&#039;&#039;&#039;Metal:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavens:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Light:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Death:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Desert:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
[http://warhammerarmiesproject.blogspot.com The Project&#039;s website]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer Army Project}}&lt;br /&gt;
[[Category:Warhammer/Tactics]]&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Warhammer Army Project]]&lt;/div&gt;</summary>
		<author><name>2A00:23C7:F59A:AA00:8434:3F14:D856:DB11</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/Araby&amp;diff=548292</id>
		<title>Warhammer Army Project/Araby</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/Araby&amp;diff=548292"/>
		<updated>2020-04-07T08:47:07Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C7:F59A:AA00:8434:3F14:D856:DB11: /* Special Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Araby: Warhammer Army Project, 9th Edition Tactica==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that Eliasson is constantly updating his work, so don&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Why Play WAP Araby==&lt;br /&gt;
===Pros===&lt;br /&gt;
*AAAAAAAAAAARAAAAAAAAAAAABIIIAAAAAAAAN NIIIIIIIIIIIIIIIIIIIIIIGHTS!&lt;br /&gt;
*An army that demonstrates the virver that followers of Warhammer gods have.&lt;br /&gt;
*Ride Horses that rival Elven Steads&lt;br /&gt;
*3 variants of Fast cavalry in core.&lt;br /&gt;
*one of the hardest to break of the human factions.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*can only go up to Meduem armour.&lt;br /&gt;
&lt;br /&gt;
==Special rules==&lt;br /&gt;
&#039;&#039;&#039;Zealotry:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
==The Lore of Desert ==&lt;br /&gt;
&#039;&#039;Attribute: Shifting Sands:&#039;&#039; Casting a spell on an enemy unit forces them to re-roll any 6s on charge, pursuit, and fleeing.&lt;br /&gt;
*&#039;&#039;&#039;Signature: Sand Blast:&#039;&#039;&#039; Magic Missile that deals 2d6 S2 hits and halves the target&#039;s movement, which drives home any advantage you have on the charge. &lt;br /&gt;
#&#039;&#039;&#039;Curse of the Genie:&#039;&#039;&#039; Hex, the target must re-roll successful wound rolls. &lt;br /&gt;
#&#039;&#039;&#039;Mirage:&#039;&#039;&#039; Hex, place a marker within the targets line of sight if it fails a Stupidity test, it is forced to use its movement to go towards the marker. &lt;br /&gt;
#&#039;&#039;&#039;Dancing Scimitar:&#039;&#039;&#039; Magic Missile that deals d6 S4 hits before rolling to see if it moves on to hit someone else. Augmenting doubles the damage to 2d6 hits and increases the range.&lt;br /&gt;
#&#039;&#039;&#039;Sunstrike:&#039;&#039;&#039; Magic Missle, shoot a solar beam that decimates any infantry model under a 12&amp;quot; line. Ideally, you would have a Sorceror on a Carpet, flying on the side of the enemy formation.&lt;br /&gt;
#&#039;&#039;&#039;Quicksand:&#039;&#039;&#039; One unit that&#039;s not floating must test Initiative. On failure, they must roll an armour save that &#039;&#039;kills on a success&#039;&#039;. Which are fucking nuts because this can kill any knights or monstrosities easily. &lt;br /&gt;
#&#039;&#039;&#039;Sandstorm:&#039;&#039;&#039; Nobody within 12&amp;quot; of the caster can shoot and nobody inside it can be shot. Flyers are stuck with ground movement and enemies inside it cannot march.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
===Treasures of the Sands===&lt;br /&gt;
*&#039;&#039;&#039;Blade of Holy Wrath:&#039;&#039;&#039; 70pts. 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&#039;s on a hefty price.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Martyr&#039;s Shard:&#039;&#039;&#039; 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 can instakill them, but you need an initiative bonus to make sure he gets to use it before dying.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bow of Seeking:&#039;&#039;&#039; 25pts. S5 bow that ignores hit penalties, making this ideal for a hero joining mobile shooty units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shield of Faith:&#039;&#039;&#039; 50pts. 5++ ward that also immediately breaks magical weapons that wound the wielder. This is some fucking choice shit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armour of the Scorpion:&#039;&#039;&#039; 15pts. Light Armour with 5+ Natural Armour and poisoned attacks, giving you more like a 4+ save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ring of Divine Healing:&#039;&#039;&#039; 40pts. Restores one wound each turn. For 40 points, isn&#039;t there better?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Golden Carafe:&#039;&#039;&#039; 25pts. This robs an enemy unit&#039;s magical armour of any properties it has and forces a re-roll on all ward saves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lamp of Al-Ha-Dean:&#039;&#039;&#039; 25pts. once per game, Summon any Genie of any type for one turn.   &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rope of Kadizar:&#039;&#039;&#039; 20pts. Lets an infantry model vanish during remaining moves subphase and then reappear anywhere he wants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sandstorm Staff:&#039;&#039;&#039; 60pts. Bound CL5 item that stores Sandstorm and lets you re-roll one power die for each spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Banner of the Desert:&#039;&#039;&#039; 50tps. Enemies must re-roll to hit this unit with missiles and enemies in base contact take -1WS.&lt;br /&gt;
&lt;br /&gt;
===Artefacts of the Creed===&lt;br /&gt;
Assassins, being the secluded society of cutthroats they are, are able to nab their own special tools. These aren&#039;t considered magic items despite pulling from the same budget and thus aren&#039;t exclusive on a pre-army basis.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orb of Illusion:&#039;&#039;&#039; 40pts. This Apple of Eden gives a 50/50 chance to negate all hits in close combat before saves. For 40 points, that&#039;s a pretty steal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Venom of the Desert Snake:&#039;&#039;&#039; 30pts. hit rolls of 6 AutoWounds and forces anyone wounded to test T or eat another wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hidden Blade:&#039;&#039;&#039; 20pts. The trademark weapon from Assassin&#039;s Creed offers KB for 25 pts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowstrike:&#039;&#039;&#039; 20pts. Gives Multiple Wounds (d3).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dagger of the Grand Master:&#039;&#039;&#039; 20pts. A magical Additional weapon that wounds one designated enemy character on a 2+ and he must re-roll successful Armour save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Shadows:&#039;&#039;&#039; 20pts. Missiles take -2 to hit the wearer, but this only applies when they&#039;re alone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Code of the Creed:&#039;&#039;&#039; 20pts. Re-rolls hits in challenges and forces enemies to accept a challenge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nethertoxin:&#039;&#039;&#039; 20pts. Poisoned Attacks that also always wound on a 3+.&lt;br /&gt;
&lt;br /&gt;
==Army Units==&lt;br /&gt;
&lt;br /&gt;
===Lords &amp;amp; Heroes===&lt;br /&gt;
====Special Characters====&lt;br /&gt;
*&#039;&#039;&#039;Khalil al-Zahir, Great Sultan of Araby:&#039;&#039;&#039; Your faction leader is a man sitting on Slann palanquins, truly a worthy position for such a decadent folk. He&#039;s always embedded in a pack Place Guard that gain Immunity (Psychology), which kind of adds a tax to his presence beyond the exorbitant price tag. has a lager Inspiring Presence, and acts as a Battle Standard Bearer, so you&#039;ll need to make those guards really good. He can bark orders to other units that grant temporary perks.&lt;br /&gt;
**&#039;&#039;&#039;Strength of the One:&#039;&#039;&#039; Re-roll hit and wound rolls of 1 in close combat, which is a good thing since you&#039;ll be needing it a lot.&lt;br /&gt;
**&#039;&#039;&#039;Fury of the One:&#039;&#039;&#039; Gain an extra attack.&lt;br /&gt;
**&#039;&#039;&#039;Faith of the One:&#039;&#039;&#039; The unit gets Stubborn and Immune (Psychology) to foil any fear-based shenanigans.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sultan Jaffar:&#039;&#039;&#039; A truly wicked grand vizier, befitting the archetype. He&#039;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&amp;quot; can re-roll psychology, 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Salah Ah-Din:&#039;&#039;&#039; A legendary hero and tactician among crusaders and Warhammer&#039;s version of the Saracen leader Saladin. His Inspiring presence is 18&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Golden Magus:&#039;&#039;&#039; He&#039;s a Sorcerer Lord who owns 3 genie. He&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Prince of Thieves:&#039;&#039;&#039; The Prince of Persia from the pre-Sands of Time titles whom 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&#039;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&#039;s the sort to keep mobile by bailing from a unit right after combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Layla bint Suraya:&#039;&#039;&#039; She&#039;s a handy supporting leader on a mount, rallying all units within 12&amp;quot; under any circumstance. She&#039;s able to 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ottokar Mehmed Agha&#039;&#039;&#039;: Captain of the first division of Jannisaries. Though he&#039;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 and good melee weapons, but these guys can also move and fire with these guns, though this is only available to the front rank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sindibadu:&#039;&#039;&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Malik Ibn La&#039;Ahad:&#039;&#039;&#039; Altair. No, seriously, he&#039;s freaking Altair. He&#039;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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Abdul Alhazred, the Mad Sorcerer:&#039;&#039;&#039; Jumped over from a universe made by Lovecraft to a universe inspired by Moorcock. He is pretty good at summoning Genies if you swing there. Don&#039;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 or become stupid or loss a wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Khar-mel the Djinn:&#039;&#039;&#039; A named Djinn+1 any Sorccorors can buy. She&#039;s great at running down enemies with a re-rollable charges, and nearby enemies suffer -1 to hit, armour, Ward, or regeneration rolls.&lt;br /&gt;
&lt;br /&gt;
====Generic Characters====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Emir:&#039;&#039;&#039; Your classic foot commander. On top of his melee weapons, he can also grab a shortbow or a handgun or ride a War Elephant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sheikh:&#039;&#039;&#039; Your classic captain and mandatory BSB. You could take one with a Bow of Seeking and a carpet to fly to the back to go wizard hunting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sercerer Lord/Sorcerer:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Genie:&#039;&#039;&#039; Monstrous Elemental Characters that are bought by Sorcerers and are summoned if the Sorcerer passes an Ld test at the start of your turn. If a Genie is slain, it the Sorcerer can re-summon, but suffer -1 on the roll. There are 4 types of Genie, each with a special rule and one bound spell.&lt;br /&gt;
**&#039;&#039;&#039;Dao:&#039;&#039;&#039; the Toughs of the Genies, with Natural Armour(4+) and knows the spell &#039;&#039;Flesh to Stone&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Marid:&#039;&#039;&#039; has Magic resistance(2), Immunity(ice), and 4 attacks. Knows &#039;&#039;Iceshard Blizzard&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Djinn:&#039;&#039;&#039; can fly and know &#039;&#039;Wind Blast&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Efreet:&#039;&#039;&#039; the strongest fighter, Hatred, Flaming Attack, and Immunity. Knows &#039;&#039;Flaming Sword of Rhuin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hashishin:&#039;&#039;&#039; The Brotherhood of Assassins in Warhammer form. They&#039;re basic assassin fare, hiding in units before striking. Has some useful Assasin upgrades.&lt;br /&gt;
&lt;br /&gt;
===Mounts===&lt;br /&gt;
*&#039;&#039;&#039;Arabyan Steed:&#039;&#039;&#039; These are warhorses that have M9. Supper speedy.&lt;br /&gt;
*&#039;&#039;&#039;Camel:&#039;&#039;&#039; 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 Steeds.&lt;br /&gt;
*&#039;&#039;&#039;Flying Carpet:&#039;&#039;&#039; Pick this only if you like the idea of being friggin&#039; Aladdin. These things can&#039;t fight and only offer flight.&lt;br /&gt;
*&#039;&#039;&#039;War Elephant:&#039;&#039;&#039; A bulldozer mount and your Emir&#039;s high leadership make them more controllable. Still, a chance to send your general deep into enemy territory or running back home like a sissy.&lt;br /&gt;
&lt;br /&gt;
===Core Units===&lt;br /&gt;
*&#039;&#039;&#039;Warriors of Araby:&#039;&#039;&#039; Your basic rank &amp;amp; file troopers. They can have a Holy Man to act as a secondary champion who gives Hatred in close combat. They can also buy a Dibbukim, has frenzy (mean the whole unit berserk Rage) but provides a lot more damage output from your unit. All this + Zealotry makes Warriors one of the best chaff on chaff unit as they will dish out more while having ways to not break.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bowmen:&#039;&#039;&#039; Your basic Arabyan archers to volley more shots or Crossbows to puncture shields. They can take Light Armour but you&#039;ll take Shields if you get into archery fights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tribal Skirmisher:&#039;&#039;&#039; Your skirmish Javelinirs or Slingers. Shorter vanguard range missiles with Ap. Break faster than archers when under enemy presser. Slings are better bows but need line of sight, while Javelins are better on the move when getting into fights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corsairs:&#039;&#039;&#039; Your skirmishing infantry and Ambushers, set with either shields or dual weapons. Front line flankers or backline saboteurs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slave Levies:&#039;&#039;&#039; Your expendable meatshields. They have a terrible Ld of 3, so you need the get the Slavemaster champion so he can it lead them from the back row, but the unit will take damage if it fails an Ld test at the start of your turn. They will not survive to turn 3 but that just means they are doing their job.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sipahis:&#039;&#039;&#039; Araby&#039;s Feudal militia knights. Your core light Spear Fast cavalry for your hammering needs, with the option for a side of the bow action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Desert Riders:&#039;&#039;&#039; Fast cavalry with Quick to Fire. When you want to pay less for Sipahis(base Sipahis are more point efficient than Fully upgraded Desert Riders, so don&#039;t buy everything) or want better horse archers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Camel Riders:&#039;&#039;&#039; Desert Riders that trade Speed and Quick to Fire for +1T. For more durable Fast cavalry or a point discount for mounted archers.&lt;br /&gt;
&lt;br /&gt;
===Special Units===&lt;br /&gt;
*&#039;&#039;&#039;Palace Guard:&#039;&#039;&#039; A Hero bunkers, like Empire Greatswords but harder to break with Stubborn and Zealotry. With S4 and Great weapons, They can cleave through standard infinity models and do damage against monsters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Janissaries:&#039;&#039;&#039; Hard troopers that never panic and roll 3d6 drop highest when testing for redirecting charges, restraining from pursuit, marching, and reforming. These guys are your elites, given shields or halberds with armour for elite warriors, or, Bow or handguns for elite shooting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mamelukes:&#039;&#039;&#039; More elite cavalry than Sipahis, Medium Armoured cavalry with S4 and Devastating Charge. Being a speedier and offensive-minded equivalent to Old Wold knights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Silent Guards:&#039;&#039;&#039; Warhammer Unsullied. Unbreakable Soldiers that make fine Anvils and Objective holders. More price efficient in multiple minimum sizes, they are not as durable as for their price but they don&#039;t run when their fellow Guardsmen get pasted by a Giant green foot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nafftaun:&#039;&#039;&#039; 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 and cracking elite nuts. one model may take a Naphtha Siphon which acts as the bombs in Breath weapon form. the Siphon has unlimited uses but can only be used in as a Shooting weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nomad Scouts:&#039;&#039;&#039; Your lone shooters and they&#039;re skirmishers with the scout. They have handguns with 30&amp;quot; but are move or fire.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flying Carpet Riders:&#039;&#039;&#039; Now this is some ~~silly~~ [[awesome]] shit. These guys are flying bowmen that can drop d6 S2 poisoned shots over an enemy they fly over each turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dervishes:&#039;&#039;&#039; Skirmishing whirlwinds of poisoned combat. They don&#039;t charge as normal, instead of 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 they are always in softcover.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bladedancers:&#039;&#039;&#039; Harem assassins. They&#039;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).&lt;br /&gt;
&lt;br /&gt;
===Rare Units===&lt;br /&gt;
*&#039;&#039;&#039;Pegasus Guard:&#039;&#039;&#039; Knights that ride Pegasus with each model having a Breath weapon. Flying over the enemy formation and then decimate their back rows.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;War Elephant:&#039;&#039;&#039; A behemoth ridden by a crew of dudes with 1d6+1 impact hits and terror. If this big guy&#039;s shot, he has to roll Ld or move 2d6&amp;quot; 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.&lt;br /&gt;
**Mahout: Re-rolls Ld tests for stampeding&lt;br /&gt;
**Armour Plates: A 5+ save, which is good since it lacks any protection.&lt;br /&gt;
**Spike Chain: Increases the Impact Hits to 2d6 and deals more damage on Stampedes.&lt;br /&gt;
**Spiked Tusks: turn each Seccesful hit into 2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Roc:&#039;&#039;&#039; Super Giant eagles, stats near equal to a Moon Dragon. If it moves over any Monstrous models that can&#039;t fly or not a ghost, you can picks it up and kills it with the ground and then D6 S4 hits to if it had moved over another unit (&amp;quot;Look Out Sir!&amp;quot; protects against this, and an Initiative test negates). A good way to efficiently kill of expensive unit especially lone heroes on big mounts like [[Archaon]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cannon:&#039;&#039;&#039; A Cannon with a braver crew.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Monster Bombard:&#039;&#039;&#039; A super Great Cannon like the Hellhammer Cannons. Re-roll bounce distance and Would rolls, but can&#039;t move and more explody on misfires,  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sandglass of Time:&#039;&#039;&#039; This here&#039;s an oddball. It&#039;s a war machine that doesn&#039;t attack, but it instead gives magic resist 1 to units within 12&amp;quot; and gives a bonus channel/dispel die. However, breaking it deals 2d6&amp;quot; S4 hits to everyone within 12&amp;quot;. Its means of use are in several bound PL5 spells, all of which remain in play.&lt;br /&gt;
**&#039;&#039;&#039;Abeyance:&#039;&#039;&#039; Forces a unit to give up one of the following each turn: moving, casting, shooting, and fighting.&lt;br /&gt;
**&#039;&#039;&#039;Recede:&#039;&#039;&#039; Let a unit shoot twice and adds a bonus round of attacks. This at least gives it use for every unit.&lt;br /&gt;
**&#039;&#039;&#039;Gravedust:&#039;&#039;&#039; A death curse that robs -1 M/S/T/I from a unit every turn until they die or the spell is dispelled.&lt;br /&gt;
&lt;br /&gt;
==Regiments of Renown==&lt;br /&gt;
&lt;br /&gt;
==Tactica==&lt;br /&gt;
===VS===&lt;br /&gt;
&lt;br /&gt;
==Building Your Army==&lt;br /&gt;
&lt;br /&gt;
===Army Composition===&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
*&#039;&#039;&#039;Fire:&#039;&#039;&#039; dps&lt;br /&gt;
*&#039;&#039;&#039;Metal:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavens:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Light:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Death:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Desert:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
[http://warhammerarmiesproject.blogspot.com The Project&#039;s website]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer Army Project}}&lt;br /&gt;
[[Category:Warhammer/Tactics]]&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Warhammer Army Project]]&lt;/div&gt;</summary>
		<author><name>2A00:23C7:F59A:AA00:8434:3F14:D856:DB11</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/Pirates_of_Sartosa&amp;diff=553807</id>
		<title>Warhammer Army Project/Pirates of Sartosa</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/Pirates_of_Sartosa&amp;diff=553807"/>
		<updated>2020-04-07T08:35:25Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C7:F59A:AA00:8434:3F14:D856:DB11: /* Rare Units */&lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
==Pirates of Sartosa: Warhammer Army Project, 9th Edition Tactica==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that Eliasson is continuously updating his work, so don&#039;t expect this page to stay current forever. If anyone wishes actually to update this page and the items that need it, later on, go ahead.&lt;br /&gt;
&lt;br /&gt;
==Why Play WAP Sartosa==&lt;br /&gt;
===Pros===&lt;br /&gt;
* You are a Pirate&lt;br /&gt;
* Being a Pirate is alright to be&lt;br /&gt;
* You can do what you want cause a Pirate is free&lt;br /&gt;
*You are a Pirate&lt;br /&gt;
* You will always have a cannon&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Your army is entirely composed of humans with no armor and Leadership of 7 or lower.&lt;br /&gt;
*You severely hurt for mobility without basic cavalry.&lt;br /&gt;
*using a lot of guns doesn&#039;t mean you&#039;re not also weak against them.&lt;br /&gt;
*This army is basically a glass cannon, relying on heavy hitters and volume of fire before the army dies because of nacked Pirates.&lt;br /&gt;
&lt;br /&gt;
==Army Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;Naval Bombardment:&#039;&#039;&#039; Once per game, For every full 1000pts in your army, you get D3 Cannon shots with D6&amp;quot; scatter that originate from the edge of your deployment zone. With a cannon&#039;s range being 48&amp;quot; you should fire them when the enemy is midway before they touch you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dirty Fighting:&#039;&#039;&#039; Pocket Sand the rule. Just before one of your model in the combat phase, the unit can make a hit roll against the enemy using the highest WS. Passing takes -1WS from the enemy. pointless against enemies that are hard to hit or have better Initiative, like elves (you would need a character to land the debuff on them)though if it does land you will still get more hits in. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sea Shanty Singers:&#039;&#039;&#039; A musician by a different name.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sea Legs:&#039;&#039;&#039; Re-roll failed Dangerous Terrain tests.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blunderbuss:&#039;&#039;&#039; 12&amp;quot; S3 gun with quick to fire, move or fire, d3 wounds and piercing 1. A decent deterrent against charges.&lt;br /&gt;
&lt;br /&gt;
==Lore of Stromfels==&lt;br /&gt;
&#039;&#039;&#039;Lore Attribute: Dark Waters&#039;&#039;&#039; If a spell is cast on an enemy within 3&amp;quot; of water, they take d6 S3 hits. This is doubled to 2d6 hits if they&#039;re in the water. In general, don&#039;t rely on this unless you know the map well or your opponent hasn&#039;t played vs Pirates before and doesn&#039;t know what this lore does.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Signature Spell: Wrath of the Shark God&#039;&#039;&#039; (CV 6+) Give the target bloodlust like the sharkmen (Free attack for every unsaved wound caused).&lt;br /&gt;
#&#039;&#039;&#039;Water Blast:&#039;&#039;&#039; (CV 6+) Magic Missile of 2d6 S3 hits, augment adding another d6 hits.&lt;br /&gt;
#&#039;&#039;&#039;Drowned Man&#039;s Face:&#039;&#039;&#039; (CV 8+) All units within 18&amp;quot; must test Ld or take a save-negating S3 hit. Works to clear chaff like goblins.&lt;br /&gt;
#&#039;&#039;&#039;Watery Grave:&#039;&#039;&#039; (CV 9+) This is a step up from the basic difficult terrain spell. For every 2&amp;quot; the targeted unit moves, they add another +1 on their chance to fail. Especially stops monsters and calvary from moving&lt;br /&gt;
#&#039;&#039;&#039;Eye of the Storm:&#039;&#039;&#039; (CV 12+) Deals 2d6 S2 hits to all units within 2d6&amp;quot;, which turns to S6 when dealing with war machines, buildings, and unique models. This randomized range makes this a tough sell.&lt;br /&gt;
#&#039;&#039;&#039;Stormfels&#039; Jaws:&#039;&#039;&#039; (CV 14+) Magical artillery with d6&amp;quot; scatter. The damage is pretty neat though, dealing S5 hits with d3 wounds.&lt;br /&gt;
#&#039;&#039;&#039;Rip Tide:&#039;&#039;&#039; (CV 15+) Target must test S or be eat wounds.&lt;br /&gt;
&lt;br /&gt;
==The Pirates&#039; Booty==&lt;br /&gt;
*&#039;&#039;&#039;Pistols of King Death:&#039;&#039;&#039; 45pts. A brace of pistols that re-roll all hit and wound rolls. Quite nice and only 45 points.&lt;br /&gt;
*&#039;&#039;&#039;Lucky Levi&#039;s Hook Hand:&#039;&#039;&#039; 45pts. An off-hand weapon that hits at S+2.&lt;br /&gt;
*&#039;&#039;&#039;The Bloody Nora:&#039;&#039;&#039; 40pts. A whip that adds +d3+2 attacks on the charge and +d3 attacks otherwise.&lt;br /&gt;
*&#039;&#039;&#039;Sloppy Cruickshank&#039;s Long Lost Cutlass:&#039;&#039;&#039; 35pts. The first attack against the wielder in cc always fails while the wielder gets +1 to hit and piercing 1.&lt;br /&gt;
*&#039;&#039;&#039;Bloody Bill&#039;s Buckler:&#039;&#039;&#039; 40pts. A buckler that makes enemies in cc take -1 to hit. For 40 points, there&#039;s way better out there.&lt;br /&gt;
*&#039;&#039;&#039;Dead Man&#039;s Chest:&#039;&#039;&#039; 65pts. A chest that, when opened outside of combat, turns its unit undead with Unbreakable, Unstable, and Fear. It also adds +1 to their combat resolution rolls. If you have a disposable gang of pirates or swabbies you want to hold on at all costs, you can pop this baby on them.&lt;br /&gt;
*&#039;&#039;&#039;Gentleman Jenkin&#039;s Trusty Compass:&#039;&#039;&#039; 30pts. Grants the bearer and one unit Scout and lets them re-roll reform rolls.&lt;br /&gt;
*&#039;&#039;&#039;Whalebone Charm:&#039;&#039;&#039; 30pts. For a turn, this makes the enemy re-roll all wound rolls against the wielder. It also lets the wielder ignore death on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Polly the Parrot:&#039;&#039;&#039; 20pts. A parrot that adds a 3++ ward against war machines and forces enemies in cc to re-roll 6s to hit.&lt;br /&gt;
*&#039;&#039;&#039;The Jolly Roger:&#039;&#039;&#039; 55pts. It gives fear and devastating charge. Pirates don&#039;t have many good melee units. unless you take a big blob (likely also a BSB), it often found on a unit Sea Serpent Rider for the +1 to attacks on the charge.&lt;br /&gt;
&lt;br /&gt;
==Army Units==&lt;br /&gt;
===Lords &amp;amp; Heroes===&lt;br /&gt;
====Special Characters====&lt;br /&gt;
*&#039;&#039;&#039;Carmen Sicilieri:&#039;&#039;&#039; The ruler of Sartosa is one scary bitch. As a Pirate Lord, she&#039;s got the IP boost they get alongside a 12&amp;quot; aura that lets pirates re-roll fear and panic checks. In combat, she&#039;s equally scary with a brace, a sword that always wounds on a 3+, and a 4++ ward save that inflicts unsavable wound if the enemy rolls a 1 to wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jaego Roth:&#039;&#039;&#039; Captain of the Heldenhammer, a special ship that adds d3 shots to the naval bombardment. Alongside Booming Voice, he also makes his unit re-roll all Leadership checks and all hit rolls in a challenge. His map lets him use the Navigator&#039;s rules and he has an Arcane Moondial he can use to turn himself and his unit ethereal for one turn. Roth&#039;s best spot is with some gunners, as he only has a repeater pistol (Pistol with 3 shots) and a spyglass to grant him Sniper and a way to identify all the magic items and upgrades of one unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aranessa Saltspite:&#039;&#039;&#039; The insane ghoulish minstrel with a tremendous hate-on for WoC and Norse. She&#039;s a very offensively-minded character, having both the chance to re-roll a d6 on charge and pursuit rolls and the ability to cast Riptide as a bound spell. Her two weapons are equally dangerous, one with poison and makes anyone wounded by it test T or take another wound, the other a javelin that fires like a bolt thrower with d3 wounds and quick to fire.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Giacchino De Falco:&#039;&#039;&#039; An insane loon of a pirate with hints of Jack Sparrow from the Pirates of the Carribean included. He only has Sea Legs as a rule and is subject to a sort of insanity that can&#039;t be abated by passing Stupidity like Marius Leitdorf. He can make one shot with Sniper and KB against a designated enemy character once per game. He&#039;s also got plenty of defensive options, from his amulet with magic resist 2 and the power to force enemies to re-roll a 6 to wound him and a ward save that get better the more he&#039;s wounded.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Drong Slayer:&#039;&#039;&#039; The legendary dwarf pirate. He&#039;s a got the rules of a powder monkey on top of his normal dwarf rules and also makes all enemies (except undead, Nurgle, or daemon units) take -1 to hit him or his unit at the cost of making his unit deploy further away from the others.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Krusher the Anchorman:&#039;&#039;&#039; An Ogre pirate. He grabs Immunity (Psychology) and has a pet that makes enemies take -1 to hit him in the first round of combat if they don&#039;t pass a Ld check. He possesses a brace of pistols with 24&amp;quot; range and has a magical great weapon that re-rolls 1s to hit and deals d3 wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fleur and Estella:&#039;&#039;&#039; A pair of skirmishing pirate lasses, possibly inspired by Anne Bonny and Mary Read . Estella has a 6++ parry from dual wielding that improves to 5++ if her WS of 5 is better (Most competent combat commanders likely will negate this) while Fleur fires four shots from her brace of pistols. Estella is also subject to hatred and frenzy if Fleur is killed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mr Bill:&#039;&#039;&#039; A quartermaster with a pet salamander. As he&#039;s no pirate lord, he&#039;s only got Sea Legs, but he gives one unit either light armour or armour piercing 1. He&#039;s also got an Ogre Ironfist (Off-hand weapon that doubles as shield) and a cheap S2 flaming blast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Doctor &amp;quot;Doc&amp;quot; Exmelin:&#039;&#039;&#039; As a ship surgeon, he has the ability to bring back d3 models in his unit (d6 once per game) which is handy for prolonging a unit&#039;s lifetime for a bit. Any unit he joins also benefits from a 6++ parry (Upped by +1 if they have one already).&lt;br /&gt;
&lt;br /&gt;
====Generic Characters====&lt;br /&gt;
*&#039;&#039;&#039;Pirate Lord/Captain:&#039;&#039;&#039; These guys are important as they always share their leadership to others within 6&amp;quot;. Of course, this is also added to make a general&#039;s Inspiring Presence 18&amp;quot;. Offensively they might lack the variety of other lords, but they have pistols and blunderbusses for days and can equip bucklers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pirate Sorcerer/Lord:&#039;&#039;&#039; Your basic wizards, with access to Fire, Metal, Heavens, Death, Shadows, and Stormfels.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;First Mate:&#039;&#039;&#039; Your bodyguard-tier hero and BSB, allotted to only one per captain/lord. He&#039;s only stubborn if he&#039;s with his captain, but is otherwise a diet captain.&lt;br /&gt;
&lt;br /&gt;
===Masters and Idlers===&lt;br /&gt;
Are unit upgrades like Champions for your Pirate Crews, Shipmates, or Powder Monkeys. Your army may only have one of each of the following for every Pirate Captain or Lord you have and they all come with their own stats.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Bosun:&#039;&#039;&#039; when an attached unit takes a non-break Leadership test, roll 3d6 discard highest.&lt;br /&gt;
*&#039;&#039;&#039;The Look-Out:&#039;&#039;&#039;  re-rolls &amp;quot;look out Sir!&amp;quot; test and can use it even if the unit is below 5 models. Gives more protection for attached Characters.&lt;br /&gt;
*&#039;&#039;&#039;The Master Gunner:&#039;&#039;&#039; Reroll 1&#039;s to hit when shooting with handguns and pistols. If he is put on a War Machine, you can re-roll one Artillery Dice per game.&lt;br /&gt;
*&#039;&#039;&#039;The Navigator:&#039;&#039;&#039; Before the placement of scouts, redeploy the unit up to 12&amp;quot;. With a reliance on line of sight guns and flimsy units, repositioning may help.&lt;br /&gt;
&lt;br /&gt;
===Core Units===&lt;br /&gt;
*&#039;&#039;&#039;Pirate Crew:&#039;&#039;&#039; The core of your army, with any sort of ways for armaments and a cheap cost. Grab Bucklers or dual-wielding for frontlining, grab throwing knives or pistols if you plan on blasting them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deck Gunners:&#039;&#039;&#039; they are empire Handgunners without state Trooper for one more point. They can take blunderbusses for free. Gunline unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Buccaneers:&#039;&#039;&#039; A more dedicated Melee unit with Skirmish, +1 WS and I, and are -1 to hit in melee instead of Dirty FIghting. win battles by damage but Pirate Crews would be shuffled in for the rank bonus.&lt;br /&gt;
**&#039;&#039;&#039;Something something pocket sand:&#039;&#039;&#039; Put a character (preferably one with a high WS) in your unit of Buccaneers. Buccs don&#039;t have dirty fighting instead they have 1 more WS then regular pirate crew and a constant -1 to hit, this is good, and much more consistent then dirty fighting. However, most characters (masters and idlers included) DO come with dirty fighting, and since it affects the entire enemy unit then all your buccs will benefit from the -1 WS making them even harder to hit. It&#039;s a little cheap, but you&#039;re a pirate. (It should be noted that the First mates&#039; magic item allowance of 25 points is just enough to buy him some Duelists Blades for a cheeky 10 WS).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harpooners:&#039;&#039;&#039; Skirmishing javelin throwers. The leader can take an anti-big&#039;un harpoon gun, it&#039;s lumbering so try not to move as much to get any value from it. A unit of 10 with a Launcher only costs a mere 80 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Swabbies:&#039;&#039;&#039; Your legion of expendable wastrels that don&#039;t count towards Core. You could give them an off-hand weapon to help with dual-wielding or get knives for ranged support. Either way, you shouldn&#039;t rely on them being anything more than something to die.&lt;br /&gt;
&lt;br /&gt;
===Special Units===&lt;br /&gt;
*&#039;&#039;&#039;Ship&#039;s Mates:&#039;&#039;&#039; Can only have one per Pirate Captain or Lord. An upgraded version of Pirate Crew that becomes Stubborn if a Pirate Captain or Lord is in the unit for almost twice the cost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Powder Monkeys:&#039;&#039;&#039; Pistol fanatics that never run out of ammunition and have fencer S4 pistols with piercing 1. Armed with a Brace of Pistols, these fuckers get to use Pistol shots as melee weapons &amp;lt;strike&amp;gt;and shooting while charging (if the enemy breaks from those shots they have to flee as their reaction) &amp;lt;/strike&amp;gt; as of the recent changes to Quick to fire, this is something that any model with pistols can do so the special rule that lets powder monkeys do that is now pointless. Matthias is updating all his books one by one however so this should get fixed. use them a shocktroopers, ways are shooting something and charge the weaken troops (still ranged units with no armour, so they won&#039;t last against a proper strength melee units)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grog Lubbers:&#039;&#039;&#039; A bunch of drunkards even harder to deal with than Centigors. Their benefit comes in their booze providing an S3 breath weapon on the charge or in close combat and their buyable bottles being impressive firebombs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dwarf Sea Dogs:&#039;&#039;&#039; Dwarf Pirate Warriors, have a Slayer&#039;s lack of armor but are tougher than the rest of your pirates and Unbreakable. Make for a decent Holding force for your pirates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Norse Reavers:&#039;&#039;&#039; Pirate beserkers, gaining Frenzy the turn they charge. They are the few units you have that have armour and can take a shield. A cross between a tougher holding unit and an attacker.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wokou Raiders:&#039;&#039;&#039; Ambush pirate fighters from Cathay or Nippon. Each can buy a two-handed sword with piercing 1 and a 6++ parry, dual-wielding weapons, or bows.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sons of Stromfels:&#039;&#039;&#039; Badass Shark-Ogres of Pirates. Each has Aquatic, Fear, and Killing Blow and attack again for each unsaved wound they make. If you want them to be truly scary, they can grab halberds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deck Cannons:&#039;&#039;&#039; Cheap Cannon that can buy alternative fire modes if grapeshot doesn&#039;t cut it for you. &lt;br /&gt;
**&#039;&#039;&#039;Chain Shot:&#039;&#039;&#039; S6 and hits d3 files worth of enemies.&lt;br /&gt;
**&#039;&#039;&#039;Heat Shot:&#039;&#039;&#039; Gain Flaming attacks but -1 on misfires rolls. Obliterates Trolls and Treemen.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Swivel Gunners:&#039;&#039;&#039; Gunner with an S6 piercing mini-cannon of a Gun. Such a powerful gun has drawbacks, of course: Roll a 1 to hit and the model must roll another d6 with a 1 instantly killing them. Always good to kill knights or Dwarf bunkers. Notably have Skirmishers letting them make a Vanguard move to ensure they are in range turn one (Vanguard moves don&#039;t count towards move and shoot) and help them resist enemy counter-fire.&lt;br /&gt;
&lt;br /&gt;
===Rare Units===&lt;br /&gt;
*&#039;&#039;&#039;Sea Serpent Riders:&#039;&#039;&#039; Pirates Riding Monstrous eels with poisoned attacks and Stomps. Hits hard but are expensive for their durability, always provide cover fire as they maneuver to the enemy flank&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark Maidens:&#039;&#039;&#039; Possessed Treekin Maidens. Instead of shooting, they can make an Enemy take a -2 Ld test during the shooting phase and they take damage equal to the amount they fail (nothing about not Chanting when in cc). They can stall and fight back.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flying Galley:&#039;&#039;&#039; A flying Swivel gun Platform with two that fire to the front and back. Because it has High Flyer, it can only be charged by other flyers but nothing about blocking charges. can also be used as a roadblock against dangerous combatants while shooting them with their swivel guns.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hell-Hammer Cannon:&#039;&#039;&#039; Giant 72&amp;quot; S10 d6+1 wound Great cannon that can buy alternate fire options. Hell-Hammer Cannon will obliterate monsters and elite infinity without wards.&lt;br /&gt;
**&#039;&#039;&#039;Ironfist Mortar:&#039;&#039;&#039; S 4/8 large stone thrower with piercing 1 and d3 wounds. more likely to hit more things even when scattered.&lt;br /&gt;
**&#039;&#039;&#039;Triple Barrel Cannon:&#039;&#039;&#039; Act like regular cannons that shoot 3 S10 d6/d3 wounds. This load&#039;s so much that it can only fire every other turn. has a 48&amp;quot; range but 3 cannonballs can do more damage then one super ball. Great for smply deleting things you don&#039;t like&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Turtigon Battle Platform:&#039;&#039;&#039; A Moving Fortress Turtle. Has a move and fire Cannon + Breathes fire. Be wary about how much damage he takes because of his attacks and breath both take a big hit if he loses enough wounds.&lt;br /&gt;
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*&#039;&#039;&#039;Sea Giant:&#039;&#039;&#039; A Giant with Natural Armor and lacks the random attack table. It can forgo its 5 attacks to deal a single big anti-monster attack at the end of combat.&lt;br /&gt;
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==Regiments of Renown==&lt;br /&gt;
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==Building your army==&lt;br /&gt;
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===Buying your Army===&lt;br /&gt;
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Warmachines&amp;quot;Privateer sea dogs&amp;quot; can cover most of your army while some of the arcane tempest models (Gun Mages and the black 13th strike force) would be great fits for mates/sorcerers.&lt;br /&gt;
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Sons of Stromfels - Reapers weresharks fit the bill for these pretty well for £15ish (though the cheapest is only £7)&lt;br /&gt;
Arcadia miniatures make two weresharks, a hammerhead for £15 and a pirate-themed one that costs £50&lt;br /&gt;
Also, Titanforges sharkmen veterans are great and one of them comes with a trident, three of them costs £39 which works out to £13 each making them some of the cheaper picks out there &lt;br /&gt;
They aren&#039;t on the Titanforge store yet so instead, you have to order through their Kickstarter https://www.kickstarter.com/projects/1084608523/raid-on-the-temple-of-serpents/description&lt;br /&gt;
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Turtigon - the AoS giant turtle comes with two heads in the box so all you have to do is kitbash a cannon tower/raft to stick on its back (though maybe beef the leviathan up a bit with things like green stuff spikes on its shell, the Turtigons supposed to be one of those nasty snapping turtles not a graceful leatherback)&lt;br /&gt;
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Aranessa Saltspite - If you want a model for her, you can find one from [[Reaper Miniatures]] [http://www.reapermini.com/OnlineStore/skull/sku-down/60146#detail/60146_p_1_mj here] which when given a leg swap (meaning cutting off the legs and replacing them with [[Chainsword|Chainswords]], regular swords with some notches cut into them, or the chainsaw off two of [http://www.reapermini.com/OnlineStore/chainsaw/sku-down/80022 these] cheap models) and a trident (a cheap Reaper one can be found off [http://www.reapermini.com/OnlineStore/trident/sku-down/77277 this] model) is pretty much exactly Aranessa (if you&#039;re following the Reaper mini-modding guide here she&#039;ll cost you about $15, plus shipping unless you get whatever amount of other stuff you need to get free shipping). Add some greenstuff along her chinline as her sharkbone jaw chinstrap as per your sculpting skill allows, or just paint it on.&lt;br /&gt;
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===Army Composition===&lt;br /&gt;
The question is often how much gun powder you need. Pirate Crew fills up your melee front line with other units on the flanks. &lt;br /&gt;
The more important part is the line of sight weapon, 2 units of handguns, and some form of cannon is the minimum you need.&lt;br /&gt;
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===Magic===&lt;br /&gt;
*&#039;&#039;&#039;Fire:&#039;&#039;&#039; If you want more artillery, will all the S4 attacks. +1 to wound roll Yes. Don&#039;t forget Flaming Sword of Rhuin works on your gunshots.&lt;br /&gt;
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*&#039;&#039;&#039;Metal:&#039;&#039;&#039; The anti-platemail lore, lowering armour, and can give an important unit a save. A way around enemy sheilds, don&#039;t forget Enchanted Blades of Aiban works on your guns, as if you&#039;d need it.&lt;br /&gt;
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*&#039;&#039;&#039;Heavens:&#039;&#039;&#039; The other weather lore, Mess with the enemy accuracy and call lightning at higher levels. Try to wind-blast an unit out of cover and into your gunlines, because it looks cool to do if nothing else.&lt;br /&gt;
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*&#039;&#039;&#039;Shadows:&#039;&#039;&#039; Do some mobility shinanigans with a ghost cannons and flying wizard(only mobility, not mount options). Penumbral Pendulum is a better cannon. Lets you sneakily debuff the foe for a pirate-y method of enhancing your meagre crews.&lt;br /&gt;
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*&#039;&#039;&#039;Death:&#039;&#039;&#039; dice generation and things that make enemies run or eliminate models if they fail a test. Always good.&lt;br /&gt;
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*&#039;&#039;&#039;Stromfels:&#039;&#039;&#039; a mix of damage spell, Signature lets a unit make more attacks when they wound and is rather lame, Drowned Man&#039;s Face hurts blobs, and Watery Grave forces a unit to stand still (which they won&#039;t want to do if you target this right) or take Dangerous Terrain tests. Ask you opponant to play with wate terrain otherwise pick something else.&lt;br /&gt;
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==Tactica==&lt;br /&gt;
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===Know how to Gunline===&lt;br /&gt;
Sartosa may have some heavy melee hitters but the&#039;re not cheap nor hold for long. Sartosa&#039;s main strength is the quantity of shooting units you can take.&lt;br /&gt;
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*&#039;&#039;&#039;Line of Sight and Positioning:&#039;&#039;&#039; Gun and Cannons units rely on line of sight, so always keep in mind not to have your pirates stand in front of your guns, Aways pay attention to the X&amp;amp;Y especially if there is terrain that blocks or gives cover. &lt;br /&gt;
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*&#039;&#039;&#039;Scary with barrels:&#039;&#039;&#039; when chargeing a gun unit, instead of running, they can get some shooting if the charge in front. may not be a good idea to charge a cannon or especially a unit of blunderbusses.&lt;br /&gt;
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*&#039;&#039;&#039;Cannons:&#039;&#039;&#039; Cannon is your Bread and butter. &lt;br /&gt;
**Normal shots do not hit as many things as stone-throwers (only hits one model per row, and is stopped if it doesn&#039;t kill a monstrous model) but will eliminate a monster with its S10 hit (But only on a direct hit). &lt;br /&gt;
**When at close-ranged(12&amp;quot;) or charged, the cannon can Grapple Firing a lot of S5 shrapnel to eliminate enemies that got to close to the line.&lt;br /&gt;
**A better way to eliminate a blob is taking the Chain Shot on your cannon, letting it hit multiple columns of enemies at a safer range of 36&amp;quot;&lt;br /&gt;
**The Hell-Hammer is a better cannon that is more likely to kill a monster, if you already have a few big guns, consider taking an Ironfist Mortar to better delete blobs or the Tripple-Barrel to delete any Monster or Character you don&#039;t want on turn 1 or 2, Yarrr.&lt;br /&gt;
**Don&#039;t forget your free cannon shots from Naval Bombardment around 4 in a standard game which aren&#039;t as inaccurate as they seem (4 cannons that only scatter up to 6&amp;quot; will really threaten a big unit, make you opponent pay for daring to bring a block of 30 Chaos Warriors).&lt;br /&gt;
**You also have you Pseudocannon-toteing Swivel Gunners which are also rather Static afer their first move and should be treated as a multiple shot Warmachine instead of a unit and an extremely stable on at that, unlike Hellblasters each gunner only has a 1/36 chance of exploding which is pretty dependable for a 15 point model in a unit of up to 10. Don&#039;t forget that Skirmishers gives enemy ranged attacks directed at them -1 to hit incase your opponent trys to shut them down with missiles&lt;br /&gt;
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===VS===&lt;br /&gt;
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== External Links ==&lt;br /&gt;
[http://warhammerarmiesproject.blogspot.com The Project&#039;s website]&lt;br /&gt;
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{{Warhammer Army Project}}&lt;br /&gt;
[[Category:Warhammer/Tactics]]&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Warhammer Army Project]]&lt;/div&gt;</summary>
		<author><name>2A00:23C7:F59A:AA00:8434:3F14:D856:DB11</name></author>
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