The Arab Bestiary
The Arab Army List
New Arabian Magic Items
The Arabian Magic Deck
However the list is still not finished with the following things to be added
The History of Araby together with a timeline.
Famous Characters including Saladin, and Mistress Dazalim - Keeper of the Hareem
If you have any comments regarding this list or any artwork that would be suitable for inclusion in it then mail them to me
SPECIAL RULES
RELIGIOUS HATRED
The men of Araby have a long history of religious warfare with the men of the north. Therefore Arabs Hate human troops from the Empire and Bretonnia
Profile | M | WS | BS | S | T | W | I | A | Ld |
Raider | 4 | 4 | 4 | 4 | 3 | 1 | 4 | 1 | 7 |
SPECIAL RULES
RELIGIOUS HATRED
The Desert Raiders are Arabs and therefore Hate human troops from the Empire and Bretonnia
SKIRMISH
The Desert Raiders may skirmish if you wish - see the rules for skirmishing in the Warhammer rulebook.
EXPERT RIDERS
Desert Raiders do not suffer the -1 to hit modifier to their shooting if they moved in the same turn.
FIRE AND FLEE
Desert Raiders can choose 'fire and flee' as a charge reaction. See Warhammer Armies, The Dark Elves for a description of how this works
Arab Steeds are things of beauty and grace. Whilst they lack the size and weight of the Empires Warhorse they more than make up for it with their speed and agility. Arab Steeds are normally white or palamino in colour.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Arab Steed | 9 | 2 | 0 | 3 | 3 | 1 | 3 | 1 | 7 |
Camels are strange creatures that have adapted to life in the desert with great skill. They are often ridden into battle by the forces of Araby
Profile | M | WS | BS | S | T | W | I | A | Ld |
Camel | 6 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
SPECIAL RULES
FEAR
Camels are strange creatures of the desert. They cause Fear in Non Arabic Cavalry
Profile | M | WS | BS | S | T | W | I | A | Ld |
Frank | 4 | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 7 |
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
SPECIAL RULES
LOYALTY
Due to the fact that the Franks still revere the North they cannot be fielded in armies that are fighting against the Empire or Bretonnia.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Harem Guard | 4 | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 7 |
SPECIAL RULES
RELIGIOUS HATRED
The Hareem Guard are Arabs and therefore Hate human troops from the Empire and Bretonnia
Profile | M | WS | BS | S | T | W | I | A | Ld |
Dervish | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
SPECIAL RULES
RELIGIOUS HATRED
Dervishes are Arabs and therefore Hate human troops from the Empire and Bretonnia
RELIGIOUS FERVOR
Dervishes are capable of working themselves up into an almost transdental state before a battle. This means that Dervishes are subject to Frenzy
THE FRANKS
Dervishes feel that the precence of the Franks in Araby is contaminating the Arab culture. They are therefore subject to Animosity against the Franks.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Mujahadin | 4 | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 |
SPECIAL RULES
RELIGIOUS HATRED
The Mujahadin are Arabs and therefore Hate human troops from the Empire and Bretonnia
SKIRMISH
Mujahadin can skirmish if you wish - see page 90 of the Warhammer rulebook for rules on skirmishing. However the Mujahadin are so independant that the can be set up up to 4" apart rather than the normal 2"
SPECIAL DEPLOYMENT
Mujahadin are set up after the enemy has placed all his units on the table. The Mujahadin can be positioned anywhere on the table which is outside the enemy's deployment zone and which places them out of sight of any enemy models at the start of the game.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Animal Charmer | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
SPECIAL RULES
RELIGIOUS HATRED
Animal Charmers are Arabs and therefore Hate human troops from the Empire and Bretonnia
SWARMS
Each animal charmer can control up to 3 swarms of either snakes or scorpians. These swarms are paid for out of the rank and file points allowance but only cost the charmer 50 points per swarm instead of the normal 100 points. If the charmer is killed roll a dice. On a roll of 3+ the swarm stays and fights normally, else they disappear into the desert, never to be seen again.
SHOOTING
The mysterious powers of the Animal Charmer means that any wounds inflicted by shooting are removed from the swarms first. This means that the Animal Charmer can only be killed by missile fire when all of his swarms have been destroyed.
PSYCOLOGY
Like the creatures that he controls the Animal Charmer is immune to psycology and cannot be broken in hand to hand combat.
Genies come in many sizes and forms but the two most powerful are the Djinn and the Efreet.
Djinn
Profile | M | WS | BS | S | T | W | I | A | Ld |
Djinn | 4 | 3 | 3 | 4 | 4 | 3 | 5 | 2 | 7 |
SPECIAL RULES
FEAR
Djinn are unnatural creatures which cause Fear as described in the Warhammer rulebook
ETHEREAL
Djinn are insubstantial creatures whose bodies are Ethereal. They can move through solid objects and therefore suffer no penalties for moving over difficult terrain or obstacles. They can move through buildings just as easily, but they cannot move through living creatures. Djinn can only be harmed by attacks from deamons or magic weapons. They are affected by spells as normal
IMMUNE TO PSYCOLOGY
Djinn are immune to all forms of psycology
MAGIC
Djinn are powerful magic users. They count as 3rd level wizards and can take their spells from the Araby or Dark Magic Decks
TELEPORTATION
Djinn are capable of teleporting about the battlefield. They can move up to 24" per movement phase and can be placed any where within this distance, even in hand to hand combat. If a Djinn teleports into hand to hand combat then it counts as charging.
Efreet
Profile | M | WS | BS | S | T | W | I | A | Ld |
Efreet | 8 | 9 | 0 | 7 | 7 | 7 | 10 | 6 | 10 |
SPECIAL RULES
TERROR
Efreet are unnatural creatures which cause Terror as described in the Warhammer rulebook
ETHEREAL
Efreet are insubstantial creatures whose bodies are Ethereal. They can move through solid objects and therefore suffer no penalties for moving over difficult terrain or obstacles. They can move through buildings just as easily, but they cannot move through living creatures. Efreet can only be harmed by attacks from deamons or magic weapons. They are affected by spells as normal
IMMUNE TO PSYCOLOGY
Efreet are immune to all forms of psycology
MAGIC
Efreet are powerful magic users. They count as 4th level wizards and can take their spells from the Araby or Dark Magic Decks
TELEPORTATION
Efreet are capable of teleporting about the battlefield. They can move up to 24" per movement phase and can be placed any where within this distance, even in hand to hand combat. If a Efreet teleports into hand to hand combat then it counts as charging.
Characters | 0 - 50% | Up to half the points value of the army may be spent on characters. This includes the cost of a monster ridden by a character. |
Regiments | 25%+ | At least a quarter of the total points value of the army must be spent on regiments. This does not include the cost of champions, who are paid for out of the character allowance. |
War Machines | 0 - 25% | Up to a quarter of the points value of the army may be spent on war machines. |
Monsters | 0 - 25% | Up to a quarter of the points value of the army may be spent on monsters. |
Allies | 0 - 25% | Up to a quarter of the points value of the army may be spent on allied troops chosen from one or more of the following lists Undead, Dark Elves |
1 CALIPH.......................100 points
The army must include a Caliph to lead it. He represents one of the Shahs most trusted advisors or maybe even a relation of the Shah himself.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Caliph | 4 | 6 | 6 | 4 | 4 | 3 | 6 | 4 | 9 |
Arab Steed | 9 | 2 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Camel | 6 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
EQUIPMENT : Scimitar
WEAPONS/ARMOUR : The Caliph may be armed with any combination of weapons/armour allowed to any of the troop types in this list (see Equipment List for points values
MAY RIDE : The Caliph may ride an Arab Steed (+4 points) a Camel (+4 points) or a monster (see the seperate Monster List for points)
MAGIC ITEMS : The Caliph is a Lord character and is entitled to up to three magic items.
0 -1 BATTLE STANDARD.......................80 points
If you wish the army may include a Battle Standard together with its bearer. The arabs are a devout people, and their Battle Standards are usually plain colours with quototations from the holy writings of the prophet and rich brocades on the fringes. If the Shah is leading the Army then a battle standard must be used.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Battle Standard | 4 | 4 | 4 | 4 | 3 | 1 | 4 | 2 | 7 |
Arab Steed | 9 | 2 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Camel | 6 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
EQUIPMENT : Scimitar and Battle Standard
WEAPONS/ARMOUR : The Battle Standard Bearer may be armed with any combination of weapons/armour allowed to any of the troop types in this list (see Equipment List for points values)
MAY RIDE : The Battle Standard Bearer may ride an Arab Stead (+4 points), a Camel(+4 points)or a monster (see the seperate Monster List for points)
MAGIC ITEMS : The Battle Standard is a Champion character and is entitled to one magic item. This may be a Magic Standard.
SHEIKS.......................65 points
The army may include as many Sheiks as you wish within the normal limitations of the points available. The legends of Araby are full of tales about the exploits of heroes. Many of these outstanding individuals are emirs or other nobles, but most are simple warriors from amongst the common men of this exotic people.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Sheik | 4 | 5 | 5 | 4 | 4 | 2 | 5 | 3 | 8 |
Arab Steed | 9 | 2 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Camel | 6 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
EQUIPMENT : Scimitar
WEAPONS/ARMOUR : The Sheik may be armed with any combination of weapons/armour allowed to any of the troop types in this list (see Equipment List for points values)
MAY RIDE : The Sheik may ride a Arab Steed (+4 points) a Camel (+4 points) or a monster (see the seperate Monster List for points). A Tuareg Shiek must ride a camel
MAGIC ITEMS : The Sheik is a Hero character and is entitled to up to two magic items
DERVISH PRIEST.......................79 points
You may have one Dervish Priest for every regiment of Dervishes.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Priest | 4 | 5 | 5 | 4 | 4 | 2 | 5 | 3 | 8 |
EQUIPMENT : Scimitar
WEAPONS/ARMOUR : The Dervish Priest may be armed with any combination of weapons/armour allowed to any of the troop types in this list (see Equipment List for points values)
MAGIC ITEMS : The Priest is a Hero character and is entitled to up to two magic items
SPECIAL RULES : See the Bestiary
CHAMPIONS.......................30 points
Any regiment may include a Champion armed and equiped as the rest of the unit (see Equipment List for points values)
Profile | M | WS | BS | S | T | W | I | A | Ld |
Champion | 4 | 4 | 4 | 4 | 3 | 1 | 4 | 2 | 7 |
EQUIPMENT : A Champion is always armed and equiped as the rest of the unit (see Equipment List for points values)
MAGIC ITEMS : The Champion is entitled to one magic item
WIZARDS
The army may include as many Wizards as you wish within the usual limitations of points costs.
Wizard................................... 56 points
Mullah.................................... 118 points
Vizer...................................... 190 points
Grand Vizer............................ 287 points
Profile | M | WS | BS | S | T | W | I | A | Ld |
Wizard | 4 | 3 | 3 | 3 | 4 | 1 | 4 | 1 | 7 |
Mullah | 4 | 3 | 3 | 4 | 4 | 2 | 4 | 1 | 7 |
Vizer | 4 | 3 | 3 | 4 | 4 | 3 | 5 | 2 | 7 |
Grand Vizer | 4 | 3 | 3 | 4 | 4 | 4 | 6 | 3 | 8 |
Arab Steed | 9 | 2 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Camel | 6 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
EQUIPMENT : Scimitar
WEAPONS/ARMOUR : A Wizard may be armed with any combination of weapons/armour allowed to any of the troop types in this list (see Equipment List for points values
MAY RIDE : A Wizard may ride an Arab Steed (+4 points) a Camel (+4 points) or a monster (see the seperate Monster List for points)
SPELLS : A wizard may have one spell, a Mullah two spells, a Vizer three and a Grand Vizer is entitled to up to four spells. Arabian Wizards may take their spells from either the Dark Magic or Arabian Spell decks.
MAGIC ITEMS : A wizard may have one magic item, a Mullah two items, a Vizer three and a Grand Vizer is entitled to up to four magic items
DJINN.......................350 points
Djinn are small genies and are often found in the lands of Araby. It is rumoured that they are a form of deamon but no one knows for sure.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Djinn | 4 | 3 | 3 | 4 | 4 | 3 | 5 | 2 | 7 |
SPECIAL RULES : See the Bestiary
EFREET.......................700 points
These are big genies. They are tough and scary and nobody in there right mind would *&^^^! with them.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Efreet | 8 | 9 | 0 | 7 | 7 | 7 | 10 | 6 | 10 |
SPECIAL RULES : See the Bestiary
Your army may include one unit of Desert Raiders. This elite cavalry unit is famed throughout the world for their horsemanship and their skill with both the bow and the scimitar.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Raider | 4 | 4 | 4 | 4 | 3 | 1 | 4 | 1 | 7 |
Arab Steed | 9 | 2 | 0 | 3 | 3 | 1 | 3 | 1 | 7 |
EQUIPMENT : Scimitar, Bow and a Shield
SAVE : 5+
OPTIONS : The Desert Raiders may carry a Magic Standard
SPECIAL RULES : See the Bestiary
0 - 1 UNIT OF FRANKS......................39 points per model
These are troops whose ancestors came from the Empire and Bretonnia to fight against Araby. They have proudly kept to their northern culture.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Frank | 4 | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 7 |
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
EQUIPMENT : Heavy Armour, Shield, Lance, Sword, Barded Warhorse
SAVE : 2+
ARABIAN KNIGHTS......................38 points per model
These are the reguklar troops of Araby and are recruited from the richer trading cities.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Knight | 4 | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 7 |
Araby Charger | 9 | 2 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
EQUIPMENT : Light Armour, Shield, Lance, Scimitar, Araby Charger
SAVE : 4+
TUAREGS....................16 points per model
Your army may include as many unit of Tuaregs as you wish. Tuaregs are nomadic tribesmen who roam the desert wastes of Araby fighting anyone who displeases their master the Shah.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Taureg | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Camel | 6 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
EQUIPMENT : Scimitar
SAVE : 6+
OPTIONS : Any regiment of Tauregs may be equiped with any of the following : Shields at 2 points per model , Spears at 2 points per model, Bows at 4 points a model.
0 - 1 UNIT OF HAREM GUARDS............12 points per model
Your army may include one unit of Harem Guards. They are the Shahs personal bodyguards and as such are the best fighters on the whole of Araby.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Harem Guard | 4 | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 7 |
EQUIPMENT : Two Handed Scimitar and Light Armour
SAVE : 6+
OPTIONS : The Harem Guard may carry a Magic Standard
SPECIAL RULES : See the Bestiary
0 - 1 UNIT OF DERVISHES............8 points per model
Your army may include one unit of Dervishes. They are fierce religious fighters who enter a state of controled violence when they enter battle.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Dervish | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
EQUIPMENT : Two Scimitars
SAVE : 6+
OPTIONS : The Dervishes may be equiped wih shields at the cost of 1 point per model.
SPECIAL RULES : See the Bestiary
WARRIORS............5 points per model
Your army may include as many units of warriors as you wish. Warriors form the backbone of the Araby Army.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Warrior | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
EQUIPMENT : Scimitar
SAVE : None
OPTIONS : Warriors may be equiped with any of the following : Shields for +1 point per model, Spears for +1 point a model, Bows for +1 point a model. One unit may be equiped with a Magic Standard
EUNUCH SLAVES............3 points per model
Your army may include as many units of eunuchs as you wish. They are captured warriors of enemy tribes who have been castrated and now serve a brutish life in the army of the Shah.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Eunuch | 4 | 2 | 2 | 3 | 3 | 1 | 2 | 1 | 6 |
EQUIPMENT : Scimitar
SAVE : None
OPTIONS : Eunuchs may be equiped with any of the following : Shields for +1/2 point per model, Spears for +1/2 point a model.
0 - 1 UNIT OF MUJAHADIN............12 points per model
Your army may include one unit of Mujahadin. They are gurrilla fighters used to living in the harsh conditions of the desert
Profile | M | WS | BS | S | T | W | I | A | Ld |
Muhjahadin | 4 | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 8 |
EQUIPMENT : Scimitar, Hand Gun, Shield
SAVE : 6+
SPECIAL RULES : See the Bestiary
ANIMAL CHARMERS............12 points per model
Your army may include as many Animal Charmers as you wish. Animal Charmers have strange powers over the animals of the desert including snakes and scorpions.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Animal Charmer | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
EQUIPMENT : Scimitar, Shield
SAVE : 6+
SPECIAL RULES : Each Animal Charmer must control 1 - 3 Swarms . See the Bestiary for more details.
1 Elephant with Driver and 2 Crew with Bows
See the Citadel Journal Issue 6 for more details.
STONE THROWERS............65 points each model
Three crew armed with Hand Weapons
See the Rule book for details.
CANNONS............100 points each model
Three crew armed with Hand Weapons
See the Rule book for details.
Magic Carpet..............50 points - ARABY ONLY WIZARDS ONLY
This is the most famous of all the Arabian Magic Items. It enables the wizard to fly as if he was mounted on a flying steed. The carpet can move at up to 24" a round, fly high, and if the wizard is forced to flee, he will flee 3D6"
The Sword of Saladin..............100 points - ARABY ONLY
During the Crusades one Araby General enjoyed victory after victory against the invaders. This generals name was Saladin and he was supposed to be one of the greatest swordsmen to ever live. Much of this reputation came about due to the magical sword that he fought with.
The Sword of Saladin enables the user to always strike first in combat regardless of who charges or relative initiative levels. The sword is magically sharp and means that no saves are allowed against the blade even for magical armour. Finally any wounds inflicted by the blade are doubled ie it does two wounds instead of one
The Lamp of Al-ha-dean..............100 points - ARABY ONLY THREE USES ONLY
The lamp of Al-ha-dean contains a powerful genie that can be summoned to protect the lamps bearer from harm. If a character bearing the lamp is attacked in hand to hand combat roll a D6. On a roll of a 1 the character fails to rub the lamp in time and he must fight the combat as usual. On a roll of 2+ the character summons the genie to protect him. Anybody in base to base contact with the character must now fight the genie instead. The genie has the following stats
Profile | M | WS | BS | S | T | W | I | A | Ld |
Genie | 4 | 5 | 0 | 5 | 5 | 2 | 5 | 2 | 10 |
Wounds inflicted on the genie and by the genie count towards combat resolution in the normal way. If the genie is reduced to 0 wounds then he is dispeled and must be resummoned in the next combat phase as described above. If the genie is not killed then he continues to fight as normal. After the genie of the lamp has been summoned 3 times the power of the lamp is exhausted. Discard this magic item.
The Veil of Distraction.......................50 points ARABY ONLY
This powerful item is normally carried by the Mistress of the Sultans Hareem. It is enchanted with a spell that distracts the minds of anyone attacking the bearer. Any living thing attacking the bearer of the Veil of Distraction is at -2 to hit in hand to hand combat. This does not effect Undead or Deamons.
The Rope of Kadizar......................25 points ARABY ONLY
When thrown in the air this rope appears to rise straight into the sky and disappear. In the movement phase a character with the rope of Kadizar may climb up it and disappear into the ether. In any of his subsequent movement phases he may climb back down the rope appearing anywhere on the battlefield, even in hand to hand combat. If the bearer of the rope descends from the heavens into hand to hand combat he counts as charging for the purposes of who strikes first.
Sandstorm - Power 2 - Range 24" | Summon Whirlwind - Power 2 | ||||||||||||||||||||
This spell may be cast at a single model or a unit. The Wizard summons up a powerful sandstorm that swirls around the target, preventing it from moving or shooting until the spell is dispelled or the wizard takes it back into his hand. | This spell enables the Wizard to create a mighty whirlwind which prevents any models flying high. Models which are already high are forced to the ground and take D6 Strength 7 hits from their uncontrolled crash landing. | ||||||||||||||||||||
Hypnotism - Power 1 | Flying Jambiya - Power 2 - Range 24" | ||||||||||||||||||||
The Wizard stares deep into the eyes of one of his Hand to Hand opponents. The victim must make a leadership roll or will be under the Wizards power unit the next magic phase. | The wizard summons a powerful wind of glittering Jambiya which sweep across the battlefield to slash and stab at the foe. The Jambiya fly in a straight line up to a maximum distance of 24" hitting the first unit in its path. The wind causes 3D6 hits minus the targets weapons skill. Each hit causes a wound of a D6 score of 4+. Armour saves are taken against wounds as normal. | ||||||||||||||||||||
Summon Sand Lion - Power 2 | Sand Blast - Power 3 - Range 24" | ||||||||||||||||||||
Using this spell the wizard causes the very sand around him to form into a lion. The Sand Lion will fight alongside the wizard until it is destroyed or diapelled. It has the following profile
|
A blasting sandstorm erupts from the wizards mouth and strikes the first unit in its path upto a range of 24". This blast of sand will strip the flesh from the body of its victims in an instant. The unit suffers 2D6 S5 hits with no saving throw possible for armour. | ||||||||||||||||||||
Oasis - Power 3 - Range 24" | Hand of God - Power 1 - Range 3" | ||||||||||||||||||||
The wizard creates an Oasis within 24" of himself. Place a suitable terrain item, about 6" in diameter to represent this feature. Any enemy units within 24" of the Oasis must make a leadership test at -2 at the beginning of each turn. If they pass the test they may move normally, otherwise they must move as fast as possible towards the Oasis. Once in contact with the Oasis they stop moving but the penalty on leadership tests increases to -4 to regain control. The Oasis lasts until it is dispelled or it is ended by the wizard. |
The wizard summons a small Djinn to transport either himself or another model within 3" anywhere on the battle field. The model may be placed in base to base contact with enemy models and counts as charging for the purpose of hand to hand combat. | ||||||||||||||||||||
Curse of the Desert - Power 1 | Sun Stroke - Power 2 - Range 24" | ||||||||||||||||||||
The wizard reaches out with his hand and attempts to drain all the moisture out of a single hand-to-hand opponent. Roll to hit a single opponent who is in base to base contact. If the attack hits the wizard drains all of the water out of the victim killing them instantly. Armour Saves may be made as normal. | This spell may be cast at any model or unit within 24". A miniature sun appears over them and causes them to suffer from sunstroke. The unit becomes subject to the rules for Stupidity. The spell lasts until it is dispelled, the wizard ends it, or he is killed |
By Doran Amos © 1997