Araby

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Rules and Equipments used by the army

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Acrobat
The Prince has Obstacle Strider. In close combat, all successful hits against him must be re-rolled. At the end of each combat he is in, before break tests are taken, he may choose to leave his unit and move out of combat. Place him anywhere within 1" his unit. He may move as normal in his next turn.
Acrobat
The Prince has Obstacle Strider. In close combat, all successful hits against him must be re-rolled. At the end of each combat he is in, before break tests are taken, he may choose to leave his unit and move out of combat. Place him anywhere within 1" his unit. He may move as normal in his next turn.
Standard Bearer
Combat Resolution Bonus If a unit includes a standard bearer, it adds +1 to its combat result.
Standard Bearer
Combat Resolution Bonus If a unit includes a standard bearer, it adds +1 to its combat result.
Ambushers
A unit with the Ambushers rule can choose to not deploy at the start of the battle. Instead, from Turn 2 onwards, the controlling player rolls a dice at the start of their turn for each unit of their Ambushers that have yet to arrive. On a 1 or 2, the Ambushers have been delayed – roll for them again next turn. On a 3 or more, the unit of Ambushers arrives, and will enter the board during the Remaining Moves sub-phase. If the Ambushers do not turn up for the entire game, they are assumed to have got lost, and are treated as having fled the battle for the purposes of determining the victor. Arriving Ambushers enter the battlefield from any point on any battlefield edge, and move on using the rules for reinforcements. Note that a character may only join a unit deploying with Ambushers if they also have the same rule. In addition, for every Core unit that deploys as Ambushers in your army, you are required to include at least one other Core Unit that is not Expendable (described later in this chapter) and that does not deploy using the Ambushers rule (for more information, see the Choosing Your Army chapter).
Ambushers
A unit with the Ambushers rule can choose to not deploy at the start of the battle. Instead, from Turn 2 onwards, the controlling player rolls a dice at the start of their turn for each unit of their Ambushers that have yet to arrive. On a 1 or 2, the Ambushers have been delayed – roll for them again next turn. On a 3 or more, the unit of Ambushers arrives, and will enter the board during the Remaining Moves sub-phase. If the Ambushers do not turn up for the entire game, they are assumed to have got lost, and are treated as having fled the battle for the purposes of determining the victor. Arriving Ambushers enter the battlefield from any point on any battlefield edge, and move on using the rules for reinforcements. Note that a character may only join a unit deploying with Ambushers if they also have the same rule. In addition, for every Core unit that deploys as Ambushers in your army, you are required to include at least one other Core Unit that is not Expendable (described later in this chapter) and that does not deploy using the Ambushers rule (for more information, see the Choosing Your Army chapter).
Miedo
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat. If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
Fear
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat. If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
Armour Plates
The War Elephant gains a 5+ armour save.
Armour Plates
The War Elephant gains a 5+ armour save.
Ataques Mágicos
All attacks made by spells and magic items are considered to be magical attacks, as are all attacks that are specifically noted as being magical attacks. Shots fired from magical items are also considered to be magical attacks, unless their description specifically states otherwise. Hits inflicted by rolls on the Miscast table are treated as magical attacks. Note that spells are not physical attacks unless clearly specified.
Magical Attacks
All attacks made by spells and magic items are considered to be magical attacks, as are all attacks that are specifically noted as being magical attacks. Shots fired from magical items are also considered to be magical attacks, unless their description specifically states otherwise. Hits inflicted by rolls on the Miscast table are treated as magical attacks. Note that spells are not physical attacks unless clearly specified.
Bladedances
At the start of each round of combat, the unit must choose one of the following dances to perform. They may not use the same dance in two consecutive turns of the same combat engagement.
Bladedances
At the start of each round of combat, the unit must choose one of the following dances to perform. They may not use the same dance in two consecutive turns of the same combat engagement.
Guardaespaldas
The Great Sultan must be accompanied by a unit of Palace Guard, and he may not leave this unit. He is placed in the second rank, but can lead the unit as normal. As long as the Great Sultan is alive, the Palace Guard has Immunity (Psychology).
Bodyguard
The Great Sultan must be accompanied by a unit of Palace Guard, and he may not leave this unit. He is placed in the second rank, but can lead the unit as normal. As long as the Great Sultan is alive, the Palace Guard has Immunity (Psychology).
Carga Devastadora
The Models have +1 A during a turn in which they charge into combat. Unless otherwise noted, this only applies to rider in case of Cavalry or Monstrous Cavalry.
Devastating Charge
The Models have +1 A during a turn in which they charge into combat. Unless otherwise noted, this only applies to rider in case of Cavalry or Monstrous Cavalry.
Carpet Bombing
Once per turn, during the Remaining Moves segment of the Movement phase, a unit of Carpet Riders may carpet bomb an enemy unit at least one of its models has moved over during that phase. Each Carpet Bomb inflicts D3 S 2 Hits with Poisoned Attacks.
Carpet Bombing
Once per turn, during the Remaining Moves segment of the Movement phase, a unit of Carpet Riders may carpet bomb an enemy unit at least one of its models has moved over during that phase. Each Carpet Bomb inflicts D3 S 2 Hits with Poisoned Attacks.
Oculto
Hidden models can choose to deploy "hidden" within another friendly ranked unit, either the unit it belongs to (determined in each army list) or in other separate units (the army book in question will state which units) – make a note of which unit is concealing the hidden model(s). A hidden model is not placed on the table during deployment, but is revealed later during the game. If the concealing unit is wiped out or flees from the battlefield before the hidden model is revealed, the hidden model counts as a casualty. There is no other way a hidden model can be harmed before they are revealed. Hidden models may be revealed at the beginning of any of your Movement phases, or at the start of any Close Combat phase. Declare that the unit contains a hidden model and place the model in the front rank of that unit, displacing models as you normally would if a character had joined the unit. A model with this special rule cannot be your army General. Furthermore, other units can never use their Leadership value.
Hidden
Hidden models can choose to deploy "hidden" within another friendly ranked unit, either the unit it belongs to (determined in each army list) or in other separate units (the army book in question will state which units) – make a note of which unit is concealing the hidden model(s). A hidden model is not placed on the table during deployment, but is revealed later during the game. If the concealing unit is wiped out or flees from the battlefield before the hidden model is revealed, the hidden model counts as a casualty. There is no other way a hidden model can be harmed before they are revealed. Hidden models may be revealed at the beginning of any of your Movement phases, or at the start of any Close Combat phase. Declare that the unit contains a hidden model and place the model in the front rank of that unit, displacing models as you normally would if a character had joined the unit. A model with this special rule cannot be your army General. Furthermore, other units can never use their Leadership value.
Champion
"Follow Me!" A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios: • Attempting to March when within 8" of enemy units. • Attempting to Redirect a Charge. • Reforming from Defeat after losing a round of close combat. • Restraining from Pursuit
Champion
"Follow Me!" A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios: • Attempting to March when within 8" of enemy units. • Attempting to Redirect a Charge. • Reforming from Defeat after losing a round of close combat. • Restraining from Pursuit
Code of the Creed
The Assassin can re-roll failed To Hit rolls in challenges. In addition, the enemy cannot refuse a challenge made by an Assassin.
Code of the Creed
The Assassin can re-roll failed To Hit rolls in challenges. In addition, the enemy cannot refuse a challenge made by an Assassin.
Conjure Genies
At the beginning of the Araby player's turn, the Golden Magus may summon either a Djinn, Efreet or Marid to do his bidding following the normal rules for Genie Binding. This model acts like a normal Genie in all respects. He may have a maximum of 3 Genies summoned at any one time, and every summoned Genie must be of a different type.
Conjure Genies
At the beginning of the Araby player's turn, the Golden Magus may summon either a Djinn, Efreet or Marid to do his bidding following the normal rules for Genie Binding. This model acts like a normal Genie in all respects. He may have a maximum of 3 Genies summoned at any one time, and every summoned Genie must be of a different type.
Corsair Captain
All Corsair models always treat Sindibadu as the Army's General for all purposes, regardless of what character is actually the Army General.
Corsair Captain
All Corsair models always treat Sindibadu as the Army's General for all purposes, regardless of what character is actually the Army General.
Counterattack
For every Close Combat Attack that fails To Hit against Malik, he may make an additional Attack back at that model.
Counterattack
For every Close Combat Attack that fails To Hit against Malik, he may make an additional Attack back at that model.
Zancada Veloz
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result. When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6. Swiftstride M6 or lower Charging: M + 2D6 Failed Charge: 2D6 Fleeing/Pursuing: 2D6 Swiftstride M7 or more Charging: M + 3D6 (discard the lowest) Failed Charge: 3D6 (discard the lowest) Fleeing/Pursuing: 3D6 (discard the lowest)
Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result. When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6. Swiftstride M6 or lower Charging: M + 2D6 Failed Charge: 2D6 Fleeing/Pursuing: 2D6 Swiftstride M7 or more Charging: M + 3D6 (discard the lowest) Failed Charge: 3D6 (discard the lowest) Fleeing/Pursuing: 3D6 (discard the lowest)
Dao
A Dao has Natural Armour (4+). They can cast the spell Flesh to Stone from the Lore of Life as an innate Bound Spell, power level 8.
Dao
A Dao has Natural Armour (4+). They can cast the spell Flesh to Stone from the Lore of Life as an innate Bound Spell, power level 8.
Despot
If Jaffar is in your army, he must be the General. All friendly units within 12" of Jaffar may re-roll failed Psychology tests as they are under his watchful eye. However, units that are outside his Inspiring Presence range suffer a -1 to their LD due to their unwillingness to fight for him.
Despot
If Jaffar is in your army, he must be the General. All friendly units within 12" of Jaffar may re-roll failed Psychology tests as they are under his watchful eye. However, units that are outside his Inspiring Presence range suffer a -1 to their LD due to their unwillingness to fight for him.
Tozudo
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
Stubborn
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
Dibbukim
Dibbukim are subject to Frenzy. They must always be placed in the front rank along the Command Group, but attacks may be allocated against them as if they were Characters.
Dibbukim
Dibbukim are subject to Frenzy. They must always be placed in the front rank along the Command Group, but attacks may be allocated against them as if they were Characters.
Disciplined
Janissaries have Immunity (Panic) and may roll 3D6, discarding the highest dice, when taking LD tests to Redirect Charges, Restrain Pursuit, March and Reform.
Disciplined
Janissaries have Immunity (Panic) and may roll 3D6, discarding the highest dice, when taking LD tests to Redirect Charges, Restrain Pursuit, March and Reform.
Disparo Rápido
Quick to Fire weapons do not suffer the usual -1 To Hit penalty for moving and shooting. In addition, Quick to Fire weapons can always be used to Stand and Shoot against a charging enemy, even if that enemy would normally be too close for such a charge reaction to be declared. Furthermore, Quick to Fire weapons may be used once per turn when declaring a charge (unless they are also Move or Fire), immediately after the enemy unit has declared their charge reaction (but before moving any units). If the enemy unit chose to Stand & Shoot or Fire & Flee, both units will fire at the same time. Quick to Fire weapons can be used this way even if the unit starts its charge outside their weapons' maximum range – the shooting is resolved normally assuming the enemy is just within maximum range of the shooting unit's shortest-ranged weapon. If the charge fails, for whatever reason, we assume that the chargers closed to within the weapons' maximum range first. Any shots fired in this manner suffer a -1 To Hit penalty.
Quick to Fire
Quick to Fire weapons do not suffer the usual -1 To Hit penalty for moving and shooting. In addition, Quick to Fire weapons can always be used to Stand and Shoot against a charging enemy, even if that enemy would normally be too close for such a charge reaction to be declared. Furthermore, Quick to Fire weapons may be used once per turn when declaring a charge (unless they are also Move or Fire), immediately after the enemy unit has declared their charge reaction (but before moving any units). If the enemy unit chose to Stand & Shoot or Fire & Flee, both units will fire at the same time. Quick to Fire weapons can be used this way even if the unit starts its charge outside their weapons' maximum range – the shooting is resolved normally assuming the enemy is just within maximum range of the shooting unit's shortest-ranged weapon. If the charge fails, for whatever reason, we assume that the chargers closed to within the weapons' maximum range first. Any shots fired in this manner suffer a -1 To Hit penalty.
Djinn
A Djinn has Fly (10). They can cast the spell Wind Blast from the Lore of Heavens as an innate Bound Spell, power level 7.
Djinn
A Djinn has Fly (10). They can cast the spell Wind Blast from the Lore of Heavens as an innate Bound Spell, power level 7.
Dodge (4+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Dodge (4+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Dodge (5+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Dodge (5+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
Drop Attack
Once per turn, during the Remaining Moves segment of the Movement phase, a Roc may pick up one enemy Monstrous Infantry, Monstrous Beast or Monstrous Cavalry model (except Flying or Ethereal models) chosen by the Araby player ("Look Out Sir!" still applies) that it has moved over during that phase. The model can avoid the Drop Attack by passing an I test. If the model is successfully picked up, it is then either dropped to the ground, or it may be dropped over another unengaged enemy unit that the Roc moves over in that turn. That target unit immediately suffers D6 S 4 hits, distributed as Hits from shooting. The dropped model is automatically removed as a casualty with no saves allowed.
Drop Attack
Once per turn, during the Remaining Moves segment of the Movement phase, a Roc may pick up one enemy Monstrous Infantry, Monstrous Beast or Monstrous Cavalry model (except Flying or Ethereal models) chosen by the Araby player ("Look Out Sir!" still applies) that it has moved over during that phase. The model can avoid the Drop Attack by passing an I test. If the model is successfully picked up, it is then either dropped to the ground, or it may be dropped over another unengaged enemy unit that the Roc moves over in that turn. That target unit immediately suffers D6 S 4 hits, distributed as Hits from shooting. The dropped model is automatically removed as a casualty with no saves allowed.
Efreet
An Efreet has Hatred, Flaming Attacks, and Immunity (Flaming Attacks). They can cast the spell Flaming Sword of Rhuin from the Lore of Fire as an innate Bound Spell, power level 8.
Efreet
An Efreet has Hatred, Flaming Attacks, and Immunity (Flaming Attacks). They can cast the spell Flaming Sword of Rhuin from the Lore of Fire as an innate Bound Spell, power level 8.
Enchanting Beauty
Any fleeing friendly Arabyan unit within 12" of Layla will rally automatically. If she is killed, all friendly Arabyan units will get Hatred against the model or unit responsible for her death.
Enchanting Beauty
Any fleeing friendly Arabyan unit within 12" of Layla will rally automatically. If she is killed, all friendly Arabyan units will get Hatred against the model or unit responsible for her death.
Terror
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror). Run for Your Lives! If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test. If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
Terror
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror). Run for Your Lives! If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test. If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
Expendable
Models with this rule do not cause Panic to friendly units that are not Expendable themselves. Characters may not join a unit with this rule, unless specified. For every Core unit with Expendable rule in your army, you are required to include at least one other Core Unit without Expendable. For more information on this, see the Choosing Your Army chapter.
Expendable
Models with this rule do not cause Panic to friendly units that are not Expendable themselves. Characters may not join a unit with this rule, unless specified. For every Core unit with Expendable rule in your army, you are required to include at least one other Core Unit without Expendable. For more information on this, see the Choosing Your Army chapter.
Fast Cavalry
Vanguard Fast Cavalry automatically have Vanguard. Free Reform Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value. Fire & Flee A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so. Feigned Flight A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Fire on the March Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Characters A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them. Armour Saves Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
Fast Cavalry
Vanguard Fast Cavalry automatically have Vanguard. Free Reform Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value. Fire & Flee A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so. Feigned Flight A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Fire on the March Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Characters A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them. Armour Saves Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
Fly (10)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (10)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (8)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (8)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (9)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (9)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
General
Inspiring Presence Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified. If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6". If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD. If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD. Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
General
Inspiring Presence Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified. If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6". If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD. If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD. Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
Genie Binding
A Genie may be summoned at the start of any of your turns by passing a LD test for the Sorcerer who controls the Genie. Place the Genie within 6" of the Sorcerer, at least 1" away from other units or impassable terrain. It may act normally in the turn it is summoned. If the Genie is slain, it can be summoned back in a later turn, but the Sorcerer will suffer a cumulative -1 penalty to the LD test required every time he tries to do so. However, if the Sorcerer is slain, the Genie is removed as a casualty.
Genie Binding
A Genie may be summoned at the start of any of your turns by passing a LD test for the Sorcerer who controls the Genie. Place the Genie within 6" of the Sorcerer, at least 1" away from other units or impassable terrain. It may act normally in the turn it is summoned. If the Genie is slain, it can be summoned back in a later turn, but the Sorcerer will suffer a cumulative -1 penalty to the LD test required every time he tries to do so. However, if the Sorcerer is slain, the Genie is removed as a casualty.
Genie Master
Abdul may re-roll failed LD tests when trying to summon Genies.
Genie Master
Abdul may re-roll failed LD tests when trying to summon Genies.
Great Sultan of Araby
Khalil al-Zahir must be the army’s General. His Inspiring Presence range is increased to 18", and he also counts as having the Hold Your Ground ability like a Battle Standard Bearer. In addition, any friendly unit within 12" of him adds +1 to their Combat Resolution bonus.
Great Sultan of Araby
Khalil al-Zahir must be the army’s General. His Inspiring Presence range is increased to 18", and he also counts as having the Hold Your Ground ability like a Battle Standard Bearer. In addition, any friendly unit within 12" of him adds +1 to their Combat Resolution bonus.
Hidden Blade
The Assassin gains Killing Blow.
Hidden Blade
The Assassin gains Killing Blow.
Holy Man
The Holy Man counts as being part of the unit's Command Group, and is the last model to be removed, after Champions. A unit with a Holy Man is subject to Hatred.
Holy Man
The Holy Man counts as being part of the unit's Command Group, and is the last model to be removed, after Champions. A unit with a Holy Man is subject to Hatred.
Immunity (Psychology)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal. Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take. Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology test).
Immunity (Psychology)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal. Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take. Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology test).
Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (D6+1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (D6+1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Indesmoralizable
Models with this rule have Immunity (Psychology) and pass Break tests automatically. However, they may never choose Flee! as a charge reaction. Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character is Unstable or was to become temporarily Unbreakable for some reason).
Unbreakable
Models with this rule have Immunity (Psychology) and pass Break tests automatically. However, they may never choose Flee! as a charge reaction. Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character is Unstable or was to become temporarily Unbreakable for some reason).
Inestable
Unstable units are Unbreakable, and suffer one extra Wound for every point they have lost of the round of combat by, with no saves of any kind permitted against these wounds. If an Unstable unit would normally be eligible to be Steadfast, they instead suffer 1 less Wound than they would normally do. Unlike Unbreakable units, Unstable characters may join Unstable units. If an Unstable unit also contains Unstable characters, the controlling player first allocates wounds to the unit, then divides any remaining wounds (if any) as equally as possible amongst the characters.
Unstable
Unstable units are Unbreakable, and suffer one extra Wound for every point they have lost of the round of combat by, with no saves of any kind permitted against these wounds. If an Unstable unit would normally be eligible to be Steadfast, they instead suffer 1 less Wound than they would normally do. Unlike Unbreakable units, Unstable characters may join Unstable units. If an Unstable unit also contains Unstable characters, the controlling player first allocates wounds to the unit, then divides any remaining wounds (if any) as equally as possible amongst the characters.
Khar-mel's Curse
All enemy units within 6" of Khar-mel suffer a -1 modifier to their To Hit rolls for both close combat and missile attacks, as well as -1 to any armour, Ward or Regeneration saves they might have.
Khar-mel's Curse
All enemy units within 6" of Khar-mel suffer a -1 modifier to their To Hit rolls for both close combat and missile attacks, as well as -1 to any armour, Ward or Regeneration saves they might have.
Khar-mel's Luck
Khar-mel may re-roll failed Ward saves.
Khar-mel's Luck
Khar-mel may re-roll failed Ward saves.
Mad Sorceror
Before Abdul attempts to cast any spell besides the Lore's Signature spell, you must first roll a D6 to determine which spell he may cast at this time. The resulting spell is otherwise cast as normal. In addition, Abdul may never be the Army General, nor may any unit he joins use his LD.
Mad Sorceror
Before Abdul attempts to cast any spell besides the Lore's Signature spell, you must first roll a D6 to determine which spell he may cast at this time. The resulting spell is otherwise cast as normal. In addition, Abdul may never be the Army General, nor may any unit he joins use his LD.
Mahout
The War Elephant may re-roll failed Stampede tests.
Mahout
The War Elephant may re-roll failed Stampede tests.
Marid
A Marid has Magic Resistance (2) and Immunity (Ice Attacks). They can cast the spell Iceshard Blizzard from the Lore of Heavens as an innate Bound Spell, power level 7.
Marid
A Marid has Magic Resistance (2) and Immunity (Ice Attacks). They can cast the spell Iceshard Blizzard from the Lore of Heavens as an innate Bound Spell, power level 7.
Master Thief
If the Prince is in base contact with an enemy character or champion with magic items, he may attempt to steal them. Roll a D6 at the start of each combat phase: on a 4+, the Prince successfully steals one random Talisman, Enchanted or Arcane item from the character. The item is then removed from play. Any items stolen are worth their cost in additional Victory Points, even if the Prince of Thieves is wiped out later in the game. In addition, the Prince of Thieves may never be the army’s General, and no unit may use his LD.
Master Thief
If the Prince is in base contact with an enemy character or champion with magic items, he may attempt to steal them. Roll a D6 at the start of each combat phase: on a 4+, the Prince successfully steals one random Talisman, Enchanted or Arcane item from the character. The item is then removed from play. Any items stolen are worth their cost in additional Victory Points, even if the Prince of Thieves is wiped out later in the game. In addition, the Prince of Thieves may never be the army’s General, and no unit may use his LD.
Musician
"Stand Fast!" The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out. "Form on Me!" If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies. Swift Reform A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:  A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.  A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.  A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
Musician
"Stand Fast!" The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out. "Form on Me!" If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies. Swift Reform A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:  A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.  A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.  A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
Natural Armour (5+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
Natural Armour (5+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal. Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal. Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
Radiant Aura
The model has a one use only S 2 Breath Weapon.
Radiant Aura
The model has a one use only S 2 Breath Weapon.
Righteousness of Faith
If Salâh ad-Dîn is your Army General, his Inspiring Presence range is 18" rather than the normal 12", and any unit joined by Salâh ad-Dîn may re-roll failed Psychology tests and add +1 to their combat resolution.
Righteousness of Faith
If Salâh ad-Dîn is your Army General, his Inspiring Presence range is 18" rather than the normal 12", and any unit joined by Salâh ad-Dîn may re-roll failed Psychology tests and add +1 to their combat resolution.
Stampede
If the War Elephant suffers a wound from a missile attack, it must immediately take a Panic test. Any time a War Elephant fails a Panic or Break test it will Flee in a random direction, as determined by the Scatter dice. If it flees through any unit, it inflicts D6+1 S 5 hits.
Stampede
If the War Elephant suffers a wound from a missile attack, it must immediately take a Panic test. Any time a War Elephant fails a Panic or Break test it will Flee in a random direction, as determined by the Scatter dice. If it flees through any unit, it inflicts D6+1 S 5 hits.
Sands of Time
In the Arabyan Magic phase, the Sandglass may cast a spell as innate bound spell (power level 5).
Sands of Time
In the Arabyan Magic phase, the Sandglass may cast a spell as innate bound spell (power level 5).
Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first. Note that a character may only join a unit deploying with Scouts if they also have the same rule. If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first. Note that a character may only join a unit deploying with Scouts if they also have the same rule. If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
Skirmishers
Skirmish Formation Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too. When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles. Skirmishers and Charging If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy. The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way. If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation. Vanguard Skirmishers have Vanguard. Free Reform A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value. Feigned Flight A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Remember that Feigned Flight does not apply to models with Fly. Fire on the March Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Light Troops All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn). Characters A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
Skirmishers
Skirmish Formation Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too. When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles. Skirmishers and Charging If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy. The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way. If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation. Vanguard Skirmishers have Vanguard. Free Reform A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value. Feigned Flight A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Remember that Feigned Flight does not apply to models with Fly. Fire on the March Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Light Troops All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn). Characters A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
Slavemaster
The Slavemaster is deployed in the rear rank of the unit, and may be the only model in the rear rank. He counts as a unit Champion in all respects. Take a LD test at the start of every one of his turns. If failed, the Slaves are refusing to follow his orders, and the unit will suffer D6 S 3 Hits as he restores order with the use of his whip.
Slavemaster
The Slavemaster is deployed in the rear rank of the unit, and may be the only model in the rear rank. He counts as a unit Champion in all respects. Take a LD test at the start of every one of his turns. If failed, the Slaves are refusing to follow his orders, and the unit will suffer D6 S 3 Hits as he restores order with the use of his whip.
Spike Chain
The War Elephant gains Impact Hits (2D6). If the War Elephant Stampedes, it will inflict 2D6 Hits S 5 Hits on any unit it passes through.
Spike Chain
The War Elephant gains Impact Hits (2D6). If the War Elephant Stampedes, it will inflict 2D6 Hits S 5 Hits on any unit it passes through.
Spiked Tusks
Each successful Hit in close combat by the War Elephant is multiplied into 2 Hits.
Spiked Tusks
Each successful Hit in close combat by the War Elephant is multiplied into 2 Hits.
Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are randomised as Automatic Hits. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are randomised as Automatic Hits. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
Strategic Genius
If Salâh ad-Dîn is the Army General, any Core unit in the army may deploy as Ambushers per the normal rules.
Strategic Genius
If Salâh ad-Dîn is the Army General, any Core unit in the army may deploy as Ambushers per the normal rules.
The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General. Unlike normal standards, the battle standard is lost if the bearer is slain. If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal. Combat Resolution Bonus A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit. Hold your Ground! Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing. If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General. Unlike normal standards, the battle standard is lost if the bearer is slain. If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal. Combat Resolution Bonus A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit. Hold your Ground! Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing. If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
The First Division
The First Division is a unit of Janissaries that may Move and Fire even if armed with handguns. However, if they do so, only the front rank may fire. In addition, the unit may be armed with both a special close combat weapon and a missile weapon, chosen among the normal weapon options for Janissaries in the army list. Ottokar must set up with this unit and may not leave it. No other character may join the unit.
The First Division
The First Division is a unit of Janissaries that may Move and Fire even if armed with handguns. However, if they do so, only the front rank may fire. In addition, the unit may be armed with both a special close combat weapon and a missile weapon, chosen among the normal weapon options for Janissaries in the army list. Ottokar must set up with this unit and may not leave it. No other character may join the unit.
Thronebearers
Khalil al-Zahir goes into battle carried by four trusted thronebearers. These are treated as a mount, and increases Khalil al-Zahir's Unit S to 5.
Thronebearers
Khalil al-Zahir goes into battle carried by four trusted thronebearers. These are treated as a mount, and increases Khalil al-Zahir's Unit S to 5.
Vessel of the Ages
All friendly units within 12" of the Sandglass have Magic Resistance (1). In addition, the Hourglass generates 1 Power dice and Dispel Dice in the Magic phase. If the Sandglass is destroyed, the ground begins to shake as waves of sand erupts, smashing against all around it. Every unit within 12" takes 2D6 S 4 hits.
Vessel of the Ages
All friendly units within 12" of the Sandglass have Magic Resistance (1). In addition, the Hourglass generates 1 Power dice and Dispel Dice in the Magic phase. If the Sandglass is destroyed, the ground begins to shake as waves of sand erupts, smashing against all around it. Every unit within 12" takes 2D6 S 4 hits.
Ward Save (4+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source. Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves. Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save. Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
Ward Save (4+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source. Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves. Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save. Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
Ward Save (5+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source. Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves. Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save. Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
Ward Save (5+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source. Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves. Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save. Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
Whirling Dervish
Dervishes do not charge like normal units. Instead, declare the unit you wish to charge, resolve charge reactions and roll the charge distance as normal. Turn the Dervishes so they are facing the centre of the enemy unit, and then move the unit forward. If the charge is successful, the Dervishes do not stop once they reach the target but always move their full charge move (through the target unit), emerging on the other side and moving through multiple enemy units if they have enough Movement to do so (stopping within 1" of any friendly units). If they ever end their movement within an enemy unit, place the Dervishes 1" behind the enemy unit. If they cannot be placed behind the enemy unit due to there not being enough space, they are removed as casualties after resolving their attacks. Any unit passed through in this manner takes D3 S 3 hits with Poisoned Attacks for every Dervish in the unit. An enemy unit that charges a unit of Dervishes suffers D3 S 3 hits with Poisoned Attacks for each Dervish in base contact, resolved like Impact Hits. Combat is then resolved as normal.
Whirling Dervish
Dervishes do not charge like normal units. Instead, declare the unit you wish to charge, resolve charge reactions and roll the charge distance as normal. Turn the Dervishes so they are facing the centre of the enemy unit, and then move the unit forward. If the charge is successful, the Dervishes do not stop once they reach the target but always move their full charge move (through the target unit), emerging on the other side and moving through multiple enemy units if they have enough Movement to do so (stopping within 1" of any friendly units). If they ever end their movement within an enemy unit, place the Dervishes 1" behind the enemy unit. If they cannot be placed behind the enemy unit due to there not being enough space, they are removed as casualties after resolving their attacks. Any unit passed through in this manner takes D3 S 3 hits with Poisoned Attacks for every Dervish in the unit. An enemy unit that charges a unit of Dervishes suffers D3 S 3 hits with Poisoned Attacks for each Dervish in base contact, resolved like Impact Hits. Combat is then resolved as normal.
Zealotry
Models with this rule add their combat resolution score to their Unit Strength value when determining if they are Steadfast. In addition, in the first round of combat, they always take their Break tests using 3D6, discarding the highest result.
Zealotry
Models with this rule add their combat resolution score to their Unit Strength value when determining if they are Steadfast. In addition, in the first round of combat, they always take their Break tests using 3D6, discarding the highest result.

Magic Items usable by the army

ES EN

Magic Standards usable by the army

ES EN

Units od the army

ES EN
Sorcerer Lord
Sorcerer Lord
Emir
Emir
Dao
Dao
Efreet
Efreet
Marid
Marid
Djinn
Djinn
Camel
Camel
Khalil Al-Zahir
Khalil Al-Zahir
Layla Bint Suraya
Layla Bint Suraya
Ottokar Mehmed Agha
Ottokar Mehmed Agha
Prince of Thieves
Prince of Thieves
Abdul Alhazred
Abdul Alhazred
Salah ad-Din
Salah ad-Din
Sultan Jaffar
Sultan Jaffar
The Golden Magus
The Golden Magus
Special Characters
Special Characters
War Elephant
War Elephant
Crew
Crew
Crew
Crew
Radiant Pegasus
Radiant Pegasus
Janissary
Janissary
Beylik
Beylik
General
General
Hashishin
Hashishin
Sorcerer
Sorcerer
Sheikh
Sheikh
Khar-Mel (Hero)
Khar-Mel (Hero)
Sindibadu
Sindibadu
Malik Ibn La'Ahad
Malik Ibn La'Ahad
Special Characters
Special Characters
Warriors of Araby
Warriors of Araby
Bowmen
Bowmen
Tribal Skirmishers
Tribal Skirmishers
Corsairs
Corsairs
Slave Levies
Slave Levies
Sipahis
Sipahis
Camel Riders
Camel Riders
Desert Riders
Desert Riders
Palace Guard
Palace Guard
Mamelukes
Mamelukes
Silent Guards
Silent Guards
Naffatun
Naffatun
Nomad Scouts
Nomad Scouts
Flying Carpet Riders
Flying Carpet Riders
Bladedancers
Bladedancers
Dervishes
Dervishes
Pegasus Guard
Pegasus Guard
Roc
Roc
Cannon
Cannon
Monster Bombard
Monster Bombard
Sandglass of Time
Sandglass of Time