LORDS

Warhammer: Araby
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Lords (Army Generals, Ard Druids, and Firbolg Chieftans) are the highest ranking and most powerful characters in the Araby list.

Lords are severely limited in number (see "Armies of Araby") and are quite expensive, but make the best army Generals.

CHARACTERS' STEEDS
Here are the statistics for steeds that can be ridden by Araby characters.  Full rules for these creatures can be found in the Araby Bestiary.

M WS BS S T W I A Ld
Warhorse 8 3 0 3 3 1 3 1 5
Griffon 6 5 0 5 5 4 5 4 7
Wyvern 4 5 0 6 5 5 3 3 6
ARMY GENERAL

Points/model: 80


The armies of Araby are always led by a General.  This is either the Sultan himself or one of the mightier Caliphs.
M WS BS S T W I A Ld

Army General 4 6 5 4 4 3 6 3 9

Weapons: Hand weapon.

Options:

  • May choose either a great weapon (+6 pts) or an additional hand weapon (+4 pts).
  • May either choose a bow (+10 pts) or a Javelin (+6 pts).
  • May wear either light armour (+3 pts), and may also carry a shield (+3 pts).
  • May ride either a warhorse (+15 pts) which may have barding (+4), 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 100 pts.

 

FAKIR LORD

Points/model: 180


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 Lord 4 3 3 3 4 3 4 1 9

Weapons: Hand weapon.

Magic: A Fakir Lord is a Level 3 Wizard.  He may choose one of the following Lores: Fire; Heavens.

Options:

  • May be upgraded to a Level 4 Wizard for +35 pts.
  • May ride either a warhorse (+15 pts) which may have barding (+4), a Wyvern (+230 pts), or a Griffon (+200 pts).
  • May choose magic items from the Common magic item list with a maximum total value of 100 pts.
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