HEROES

Warhammer: Araby
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Heroes (Caliphs, Emirs, Heroes, and Fakir) make great leaders for regiments.

The total number of characters you can field in your army can be found in the "Armies of Araby" section.

*BATTLE STANDARD BEARER
One Hero in the army may carry the Battle Standard for +25 pts.

The Battle Standard Bearer cannot be the army's General even if he has the highest Leadership value in the army.

The Battle Standard Bearer cannot choose any non-magical equipment except for light or heavy armour.

He cannot be mounted on a Wyvern or Griffon.

The Battle Standard Bearer may have any magic banner (no points limit), but if he carries a magic banner he cannot carry any other magic item.

CALIPHS AND EMIRS

Points/model: 100


The Caliphs and Emirs are the local rulers of the many small states that make up the Empire of Araby.
M WS BS S T W I A Ld

Caliph/Emir 4 6 5 4 4 2 5 3 9

Weapons: Hand weapon.

Options:

  • May choose either a great weapon (+4 pts) or an additional hand weapon (+3 pts).
  • May either choose a bow (+6 pts) or a Javelin (+3 pts).
  • May wear either light armour (+2 pts), and may also carry a shield (+2 pts).
  • May ride either a warhorse (+15 pts), a Wyvern (+230 pts), or a Griffon (+200 pts).
  • May choose magic items from the Common magic item lists, with a maximum total value of 50 pts.

 

HERO*

Points/model: 65


Heroes are warriors of exceptional prowse and courage.  They have gained much fame and fortune with their skills, and are often sent to lead small bands of warriors into battle.
M WS BS S T W I A Ld

Hero 4 5 5 4 4 2 5 3 9

Weapons: Hand weapon.

Options:

  • May choose either a great weapon (+4 pts) or an additional hand weapon (+3 pts).
  • May wear either light armour (+2 pts), and may also carry a shield (+2 pts).
  • May ride either a warhorse (+15 pts), a Wyvern (+230 pts), or a Griffon (+200 pts).
  • May choose magic items from the Common magic item lists, with a maximum total value of 50 pts.

 

FAKIR

Points/model: 80


Within the lands of Araby there are many wizards of various sorts.  They learn their magics through mysterious and unknown methods.  These wizards are known as the Fakir
M WS BS S T W I A Ld

Fakir 4 3 3 3 3 2 3 1 8

Weapons: Hand weapon.

Magic: A Fakir is a Level 1 Wizard.  He may choose one of the following Lores: Fire; Heavens.

Options:

  • May be upgraded to a Level 2 Wizard for +35 pts.
  • May ride either a warhorse (+15 pts), a Wyvern (+230 pts), or a Griffon (+200 pts).
  • May choose magic items from the Common magic item lists, with a maximum total value of 50 pts.
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