Règles spéciales
Araby

Global

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.

Armour Plates

The War Elephant gains a 5+ armour save.

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.

Garde du corps

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).

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.

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.

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.

Cumbersome

Due to their size, Monster Bombards may not be moved after deployment, but may pivot on the spot as normal.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

Naphtha Bombs

Flaming Attacks. Ignores Armour saves. Quick to Fire. An enemy unit taking a casualty from Naphtha Bombs must take a panic test.

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.

Ruée

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).

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.

Spiked Tusks

Each successful Hit in close combat by the War Elephant is multiplied into 2 Hits.

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 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.

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.

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.