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Warhammer Army Project/Araby/8th Edition
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==Items== ===Treasures of the Sands=== *'''Blade of Holy Wrath:''' Gives hatred and frenzy on top of adding a bonus to Strength equal to the initial number of Wounds on a model. This is a hefty beast-killer, but it's on a hefty price. *'''Martyr's Shard:''' 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. *'''Bow of Seeking:''' S5 bow that ignores range penalties, making this ideal for a hero joining mamelukes. *'''Shield of Faith:''' 5++ ward that also immediately breaks magical weapons that wound the wielder. This is some fucking choice shit. *'''Armour of the Scorpion:''' Light Armour with 5+ Natural Armour and poisoned attacks, giving you more like a 4+ save. *'''Ring of Divine Healing:''' Restores one wound each turn. For 40 points, isn't there better? *'''Golden Caraffe:''' This robs an enemy unit's magical armour of any properties it has and forces a re-roll on all ward saves. *'''Lamp of Al-Ha-Dean:''' This lets you make wishes like a genie without buying the genie. Which, for 25 points, is neat. *'''Rope of Kadizar:''' Lets an infantry model vanish during remaining moves subphase and then reappear anywhere he wants. *'''Sandstorm Staff:''' Bound CL5 item that stores Sandstorm and lets you re-roll one power die for each spell. *'''Banner of the Desert:''' Enemies must re-roll to hit this unit. ===Titles=== Sultans, being the pompous gits they are, can buy titles. Unlike the Ogre Kingdoms, these aren't as grandiose and can't stack. *'''The Conqueror:''' Lets a general expand the range of IP and his commands to 18". *'''The Blessed:''' The sultan and his unit can re-roll saves. Unfortunately, this doesn't expand to any other characters. *'''Patron of Science:''' Gains Regen 6+. *'''The Fanatic:''' The sultan and his unit get frenzy. *'''The Tyrant:''' The sultan's now a BSB without the ability to nab magical standards. Thankfully, he doesn't die if his unit breaks. *'''The Glorious:''' The sultan and his unit add +1 to all combat resolution checks. *'''The Wealthy:''' The cheapest, but offers the biggest changes. Now all palace guards, Mamelukes, and janissaries can take up to 25 pts of magic items while core units can take a magic standard worth up to 25 pts. ===Artefacts of the Creed=== Assassins, being the secluded society of cutthroats they are, are able to nab their own special tools. These aren't considered magic items despite pulling from the same budget and thus aren't exclusive on a pre-army basis. *'''Orb of Illusion:''' This Apple of Eden gives a 50/50 chance to negate all hits in close combat before saves. For 40 points, that's a pretty steal. *'''Venom of the Desert Snake:''' Adds +1 to wound and forces anyone wounded to test T or eat another wound. *'''Hidden Blade:''' The trademark weapon from Assassin's Creed offers KB for 25 pts. *'''Shadowstrike:''' Gives Multiple Wounds (d3). *'''Dagger of the Grand Master:''' A magical secondary weapon that wounds one designated enemy character on a 2+ and uses the enemy's strength to determine saves, which then must be re-rolled. *'''Cloak of Shadows:''' Missiles take -2 to hit the wearer, but this only applies when they're alone. *'''Code of the Creed:''' Re-rolls hits in challenges and forces enemies to accept a challenge. *'''Nethertoxin:''' Poisoned Attacks that also always wound on a 4+.
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