Fanatic Magazine 27
Fanatic Magazine 27
Fanatic Magazine 27
28
The following offcial warbands may be used as ftting rivals throughout
this campaign setting.
Mercenaries: Human warbands travelled from the Empire in the
wake of the crusaders. Rumours spread of Prince Arnylds demise
and the treasures still clutched in the skeletal remains of his army.
This brings men from every corner of the Old World to Araby.
Mercenary warbands may be used without any modifcations.
Cult of the Possessed: It is whispered amongst scholars that a
great chaos cult was purged from the lands of the Border Princes
in years passed. They fed south through the desert with their
glowing stones and took refuge in the dark caverns under the
Plain of Haytin. Soon, rumours spread amongst the nomads that
men from the north were responsible for vile deeds under the
desert sands and soon misshapen creatures began preying upon
them. In this campaign setting the Cult of the Possessed may
be used without modifcation, though they are known as The
Worshippers of the Worm.
Witch Hunters: Many Witch Hunters were part of the wars
to re-take Estalia from the hands of the Sultan Jaffar. Their
inquisitors rooted out those who strayed from Sigmars light, as
well as those who got in their way. As the wars expanded into the
lands of Araby, many a Witch Hunter put down his inquisitorial
instrument and picked up the warhammer of Sigmar to join a
knightly order. When the Plain of Haytin became the resting place
for a great warrior of the Empire, they regarded it as their duty
to retrieve any of his possessions before they fell into the hands
of thieves or heretics. Witch Hunters during the crusades did
not need to track infdels with dogs, they simply looked outside
their windows as the name of Sigmar is as foreign as the food in
Araby. Witch Hunter warbands may be used, though replace the
Warhound entry with Riding and War Horses.
Sisters of Sigmar: Initially, women devoted to Sigmar journeyed
to Araby to act as healers for the bodies and souls of the
crusaders. They also defended pilgrims as they sought out
the sites of famous battles and the resting places of martyrs
for worship. However, most knightly orders opposed women
in such independent roles and so their time in the desert was
turbulent indeed. They also took it upon themselves to recover
Prince Arnylds relics, so war-hungry factions of the knightly
orders could not use them to escalate the crusades and stretch the
Empires armies even thinner. The Sisters of Sigmar warband may
be used without any modifcations.
The Undead: Vampires from Lahmia would sometimes make
the dangerous trek through Khemri to Araby. Some also say that
Blood Dragon vampires accompanied some of the crusading
armies from Bretonnia, in their warped sense of martial honour.
Vampires are creatures of the night and dont suffer from the
darkness special rule. However, during the day they will suffer
a strength 4 hit at the beginning of each turn they spend in the
open. It is also common to see a necromancer wandering the
desert with his unholy companions, in search of the works of the
mad Arab, Abdul Alharazad. The Undead may be used, though
it may be lead by a Necromancer Master. A Necromancer Master
is the same as a normal necromancer but costs 70 dinars and
starts with 20 experience points. He gains +1 to his Weapon Skill,
Ballistic Skill and Leadership and also gains the Leader special
ability. If an Undead warband contains a Necromancer Master it
cannot have a Vampire.
Skaven: The skaven initially planted the seed of ambition into the
Sultan Jaffar that lead him to invade Estalia. Clan Eshin and Clan
Skryre have infltrated into the politics of Araby and work their
schemes in the shadows of malleable princes. The common man
in Araby has seen the folly of his leaders after the route in Estalia,
caused by the infuence of dark forces. Now, a new breed of man
has arisen in Araby who has become wise of the taint of skaven
in the royal families. Some say the Crimashin will purge Araby
of this menace, though it is also rumoured that the Grandmaster
of the Crimashin learned his techniques from the skaven of Clan
Eshin. It is whispered under the smoke of hookahs that the Grand
Master may even be skaven himself! Skaven may be used without
any modifcations.
Orcs: There is an explanation of why Arabian goods have such a
high mark-up when they get to the Old World. It is thought that
it is because of the high cost of hiring mercenaries to protect the
caravans from Orc and Goblin tribes that control the lands they
pass through. However, those with inside information know that
it is mostly to pay bribes and protection money from some of
the more cunning greenskin leaders. From the outlying lands to
the north of Araby there are various tribes of orcs and goblins,
though it is rare for them to face the horrors of the desert.
Dwarf Treasure Hunters: Dwarfs are seldom seen in Araby,
as the merchant coasts are generally bustling with elfs and
no honourable dwarf would have anything to do with an elf.
However, the worshippers of Sigmar readily offer dwarfs
sanctuary in their towns. With the rumours of vast treasures to
be found and Tyrius as a launch pad into the desert, dwarfs will
occasionally make the long trek to Araby.
Other warbands that arent from the offcial lists but are especially
appropriate for this campaign setting are the following.
Bretonnians: It would also be ftting to use this warbands rules
as representative of one of Sigmars Knightly Orders. Although
the main crusading forces around the Plain of Haytin were
worshippers of Sigmar, the followers of the Lady of the Lake were
present in smaller numbers. However, conficts often arose when
questions of faith were discussed.
Tileans: The chance of riches combined with regaining some
of their shattered honour for the Arabian invasion into their
neighbouring country results in many Tileans following in the
wake of the crusaders. However, once the mercenaries of Tilea
saw that the real treasure could be found in the deserts of Araby,
rather than in the tight purses of the crusading nobles, they
decided to make off on their own.
Arabyan Tomb Raiders: During the crusades, the Arabyan
nomads lent their services to the defenders if they saw some
beneft for themselves in the alliance. They also found that
treasures were easier to loot from the corpses of fallen warriors
than the undying guardians of the Khemrian tombs.
Tomb Guardians: Prince Arnylds vast army not only took
treasures from their defeated enemies. Many of them also
indulged in looting quite a bit from Khemrian tombs. As such, the
Tomb Guardians are tracking their lost treasures and will stop at
nothing to retrieve them.
Please note that these are just guidelines and if you really feel that your
Amazon warband is justifed in Araby, searching for the holy relics of
Prince Arnyld (and your friends agree), then go ahead and use them.
Warbands
Relics of the Crusades
29
warbands Arabian Tribes
Arabian Tribes
Araby is home to many tribes with differing customs and tactics
on how to deal with the crusaders. The following entries describe
the tribes that dwelt near the Plain of Haytin during the crusades.
Ghutani
The area close to Tyrius is known to the Arabians as Ghutan. The
tribes of Ghutan, known as the Ghutani to others (they consider
themselves as members of their smaller family clans, rather than
as part of any abstract cultural group), live by an ancient honour
code and are fercely independent. They also have a staunch and
uncompromising belief in the faith of The One. Ghutan was one of
the frst Arabian areas that fell to the crusaders when their ships
landed in the Gulf of Medes. The ancient feuds between the clans
stopped the Ghutani from forming a cohesive defence and the
crusaders soon conquered their land. However, rather than being
massacred by the frenzied armies, the Ghutani faded away from
the area and found refuge in other cities held by Arabians, though
they have not forgotten the injustices done to them.
Special Rules
The Ghutani live by their ancient code of honour that demands
that blood must be repaid with blood. Any injured Ghutani hero
that rolls 51-56 on the injury chart counts as gaining the Bitter
Enmity result. A Ghutani that has seen too much dishonour
heaped upon his people may become slightly unhinged. Therefore
a Ghutani warband may hire up to 5 Flagellants as henchmen and
they can choose equipment from the Townsmen equipment list.
Ghutani scholar felds of study may only be poetry or theology.
Although there are many exceptions throughout the history of
Araby, the honour code of the Arabian tribes demands that they
treat slaves fairly. It is a regular occurrence for slaves, or the sons
of slaves, to gain high positions in Araby, especially if they can
prove themselves on the battlefeld. Therefore, it is possible for a
slave in an Arabian warband to become a warband leader.
Muzil
The Muzil tribe is one of the most powerful in Araby as they have
excelled in the arts of scholarship and trading. King Dukash, the
ruler of Dimashque, is of the Muzil tribe and under his guidance
many colleges and hospitals have been constructed. The Muzils
pride themselves on dealing honestly in trade and using their
wits when faced with a problem. However, the new threat of
the northern invaders is gradually eroding their reputations as
trustworthy merchants and rational thinkers. This is because the
shortage of goods means a merchant needs to become sightly more
creative in his dealings, and war makes men lose their senses.
Special Rules
A Muzil tribe may include up to 2 Scholars. It is a regular occurrence
for slaves, or the sons of slaves, to gain high positions, especially if
they can prove themselves on the battlefeld. Therefore, it is possible
for a slave in an Arabian warband to become a warband leader.
Turjuk
The Turjuk tribe originally dwelt in the steppes before being
driven from them by the ancestors of Hobgobbla Khan and
vicious ogre armies. They travelled far from their homelands
and eventually settled in Araby. Here they were welcomed
(and feared) for their martial prowess and their mastery of
horsemanship. Many Turjuks have ascended to high ranks
amongst the armies of the Sultans, and their mounted bowmen
are a constant thorn in the sides of the crusaders.
Special Rules
Virtually born on horses, Turjuk males have learned to fght from
mounts with ease. Every Turjuk Emir and Askar has the following
skills: Ride Horse, Ride Arabian Steed and Horse Archer. As horses
are viewed with such pride by the Turjuks, any leader of a Turjuk
warband that does not own a Riding Horse or Arabian Steed will
have his leadership reduced by 1.
It is a regular occurrence for slaves, or the sons of slaves, to
gain high positions, especially if they can prove themselves on
the battlefeld. Therefore, it is possible for a slave in an Arabian
warband to become a warband leader.
Choice of warriors
An Arabian Tribe warband must include a minimum of three
models. You have 500 dinars available to spend. The maximum
number of warriors in the warband may never exceed 15.
Emir: Each Arabian Tribe warband must have one Emir.
Scholar: Your warband may include up to one Scholar.
Askar: Your warband may include up to three Askar.
Townsmen: Your warband may include any number of Townsmen.
Mamluks: Your warband may include no more than fve Mamluks.
Starting experience
The Emir starts with 20 experience.
Scholars start with 8 experience.
Askars start with 0 experience.
Henchmen start with 0 experience.
Miniatures
The Haradrim series of
miniatures, released by
Games Workshop for the Lord
of the Rings setting, make
a perfect base for Arabian
tribesmen. They can then be
converted to better ft Mordheim
proportions.
Relics of the Crusades
30
warbands Arabian Tribes
Arabian Tribes skill tables
Arabian Tribe equipment list
The following lists are used by Arabian Tribe warbands to pick
their weapons:
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . . . . . . . 1st free/2 dinars
Mace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 dinars
Hammer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 dinars
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 dinars
Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 dinars
Double-handed weapon . . . . . . . . . . . . . . . . . . . .15 dinars
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 dinars
Halberd . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 dinars
Missile Weapons
Crossbow . . . . . . . . . . . . . . . . . . . . . . . . . . . .25 dinars
Bow. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 dinars
Long bow . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 dinars
Armour
Light armour . . . . . . . . . . . . . . . . . . . . . . . . . .20 dinars
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 dinars
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 dinars
Miscellaneous
Mule . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 dinars
Riding Horse . . . . . . . . . . . . . . . . . . . . . . . . . .40 dinars
Townsmen equipment list
This list is for Townsmen only
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . . . . . . . 1st free/2 dinars
Mace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 dinars
Hammer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 dinars
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 dinars
Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 dinars
Missile Weapons
Sling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 dinars
Short bow . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 dinars
Armour
Toughened leathers . . . . . . . . . . . . . . . . . . . . . . 5 dinars
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 dinars
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 dinars
Ghutani
Combat Shooting Academic Strength Speed
Emir
Scholar
Askar
Muzil
Combat Shooting Academic Strength Speed
Emir
Scholar
Askar
Turjuk
Combat Shooting Academic Strength Speed
Emir
Scholar
Askar
Relics of the Crusades
31
warbands Arabian Tribes
Heroes
1 Emir
60 dinars to hire
An Emir is an experienced warrior, often having fought in many
battles for his sultan or prince. He has given up a soldiers life
in the hopes of gaining riches and reputation in other ways. The
Plain of Haytin now offer men the chance to become rich beyond
their dreams, though at great risk.
Profle M WS BS S T W I A Ld
4 4 4 3 3 1 4 1 8
Weapons/Armour: An Emir may be equipped with weapons and
armour chosen from the Arabian Tribe Equipment list.
SPECIAL RULES
Leader: Any warrior within 6 of the Emir may use his
Leadership characteristic when taking Leadership tests.
0-1 Scholar
30 dinars to hire
The reputation of the scholars of Araby extends throughout
the lands. Some of their greatest achievements were reached
during the Arabian expansion into Estalia. However, during
the crusades they were under pressure to keep their wandering
thoughts in line with the Caliphs, as their edicts would punish
dissenting voices. The lives of intellectuals in these times is
therefore a very diffcult one.
Profle M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 7
Weapons/Armour: A Scholar may be equipped with weapons and
armour chosen from the Arabian Tribe Equipment list.
SPECIAL RULES
Field of Scholarship: When joining a warband, the scholar must
choose the area of knowledge he specialises in. Choose one of the
following.
Cartography: The Scholar keeps a detailed map of where you have
been. You may add or deduct 1 from a D6 when exploring.
Physiology: After all serious injuries have been resolved you may
select a hero to re-roll his result.
Poetry: The Scholar writes grand poems that increase the
reputation of the warband throughout the land and inspires them
to great deeds. Your leader adds +1 to his Leadership for his frst
leadership test in a scenario if your warband won the last battle
they fought. Also, for one turn during a scenario the poet grants
any friendly model within 6 +1 WS and +1 A.
Theology: This Scholar is a devoted servant of The One and has
access to Holy Skills.
The Occult: The scholar is versed in the arts of magic and is a
wizard that can use Lesser magic. See the Magic section of the
Core Rules.
0-3 Askar
35 dinars to hire
The Askar are the Emirs personal bodyguards and have a strong
sense of camaraderie with him. The Askar are amongst the
toughest and the best fghters in the warband. They often answer
challenges issued to the warband and, after the Emir, they get the
pick of any equipment and loot.
Profle M WS BS S T W I A Ld
4 4 3 3 3 1 3 1 7
Weapons/Armour: An Askar may be equipped with weapons and
armour chosen from the Arabian Tribe Equipment list.
Henchmen
Townsman
20 dinars to hire
Amidst all the struggles of rival princes, sultans and prophets, are
the townspeople of Araby themselves. In a majority of Arabian
cities, the common folk are a grey background to the vivid
intrigues of the princes that despise and use them how they will.
However, many townsmen in the fefs around the Plain of Haytin
have maintained the martial spirit of their ancestors. It can be said
that their rulers fear the will of the townsmen, as they will often
form armed bands to protect themselves from raiders or even the
army of their ruler. They display a ferce independence regardless
of who claims to govern them. By joining a successful Emir in his
adventures, an average townsman may rise to the heights of glory,
if he survives long enough.
Profle M WS BS S T W I A Ld
4 3 2 3 3 1 3 1 6
Weapons/Armour: A Townsman man may be equipped with
weapons and armour chosen from the Townsmen equipment list.
0-5 Mamluks
35 dinars to hire
A large part of the standing army of the various princes is made
up of Mamluks salaried soldier-slaves who were bought,
inherited or levied as tribute. They are the best trained warriors
money can buy and are much sought after by adventuring Emirs.
Occasionally, a mamluk may go on to command a warband
himself and some of the greatest leaders that fought during the
crusades were mamluks, or the sons of mamluks.
Profle M WS BS S T W I A Ld
4 4 4 3 3 1 3 1 7
Weapons/Armour: A Mamluk may be equipped with weapons
and armour chosen from the Arabian Tribe Equipment list.
Relics of the Crusades
32
Clan Skryre
The leaders of Clan Skryre have stumbled across an ingenious
scheme. Apparently Clan Eshin has been sending operatives to
some cities in Araby to infuence the politics of the humans. This
has to be stopped. If Clan Eshin is left to monopolise this realm
of the humans then it will be the most powerful clan amongst the
skaven. Another reason that interests Clan Skryre in Araby is the
wars between the humans and the ancient relics that they covet.
These artifacts could provide Clan Skryre with an important
bargaining chip between the humans and the other Skaven Clans.
The Clan Skryre leaders have declared that any other Skaven
troops encountered are to be wiped out and their relics and
treasures reclaimed for Clan Skryre.
Occasionally, a warlock engineer may also involve himself in the
study of human intellectual pursuits, hoping to gain an edge in
his dealings with them. The dastardly weapons of the Warlock
Engineers give Clan Skryre warbands protection from the horrors
of the desert, however many can be very unstable if the luck of the
Horned One doesnt shine on the day.
A Clan Skryre warband is led by an insane Warlock Engineer, and
accompanied by his apprentices. Slaves are never too far behind
the Warlock Engineers. They need test subjects for the arcane
experiments that each hopes will gain him a foothold in the upper
echelons of Clan Skryre. As the giant rats pour from the sewers,
the crackle of warp lightening hisses as it strikes down the
enemies of the Clan Skryre. Green-blue bolts arc through friend
and enemy alike and the choking gases of the poison wind fll the
air. Charred and suffocated corpses are all that remains in the
wake of a passing Clan Skryre warband.
Choice of warriors
A Clan Skryre warband must include a minimum of three
models. You have 500 dinars available to spend. The maximum
number of warriors in the warband may never exceed 15.
Warlock Engineer: Each Clan Skryre warband must have one
Warlock Engineer: no more, no less!
Overseer: Your warband may include a single Overseer.
Apprentice Warlocks: Your warband may include up to three
Apprentice Warlocks.
Verminkin: Any number of models may be verminkin.
Skaven Slaves: Any number of models may be skaven slaves.
Giant Rats: Any number of models may be giant rats
Starting experience
A Warlock Engineer starts with 20 experience.
Overseers start with 8 experience.
Apprentice Warlocks start with 0 experience.
Henchmen start with 0 experience.
Clan Skryre special equipment
This equipment is only available to Clan Skryre, and no other
warbands may purchase it. See the Trading section for full rules
on acquiring rare items.
Poison wind globe
15+D6 dinars each
Availability: Rare 6, Clan Skryre only
These fragile spheres of glass are flled with toxic warpstone-
derived fumes produced by the insane Warlock Engineers.
Range Strength Save Modifer Special Rules
6 Special Special Thrown, Poison Wind, Drop
SPECIAL RULES
Thrown weapon: Models using poison wind globes do not suffer
penalties for range or moving.
Poison wind: Obstacles do not affect the deadly gas inside the
globes. Ignore penalties to cover when rolling to hit. This also
means that the globes ignore armour saves. A globe deals D3
wounds to the target on a 3+ and a single wound to anyone else
within 2 on a 4+. The warpstone poison is magical so it also
affects undead.
Drop: If a model rolls a 1 to hit with a poison wind globe, he has
dropped it or the fragile sphere has broken in its hands. Resolve
a hit against the model that dropped it. A model may voluntarily
drop a globe on a model in base-to-base contact instead of using a
weapon in close combat.
Warp blades
40+D6 dinars
Availability: Rare 8, Clan Skryre only
These arcane tools come in the shape of large blades and are
attached to any pole the skaven has handy.
SPECIAL RULES
Tap into the winds: Warp Blades may be attached to any spear,
staff or halberd. It gives its bearer +1 strength and the knowledge
of the Chain Lightening spell.
Gas mask
5 dinars
Availability: Rare 6, Clan Skryre only
This protective device gives a slight increase to a warriors
survival against the poisonous gases developed by Clan Skryre.
SPECIAL RULES
Save: If a model wears a gas mask, then he is only affected by
poison wind on a D6 roll of 6+.
warbands Clan Skryre
Relics of the Crusades
33
Warpstone tokens
1 piece of treasure
Availability: Special, Clan Skryre only
The Warlock Engineers have a developed a way of refning shards
of wyrdstone into tokens that can fuel their spells. By trading in
a piece of treasure to Skaven merchants, the warband gains D3
warpstone tokens.
SPECIAL RULES
Warpstone boost: A skaven wizard can consume one warpstone
token before he casts a spell. He gains +1 to his rolls to see if he
can cast spells successfully that turn and may consume more than
one for a cumulative effect. If the wizard rolls doubles when using
a warpstone token he will be taken out of action as the raw power
is too much for his mind to handle.
Insulation robe
30+2D6 dinars
Availability: Rare 9, Clan Skryre only
Often when a warlock-engineer invents a deadly new device, new
items are necessary to protect the wielder from injury when they
use it. The insulation robe is one of these
SPECIAL RULES
Insulation: If the skaven wearing an insulation robe gains an
unmodifed armour save of 3+ if he is affected by any electrical
damage (such as from a misfring Chain Lightening spell).
Heavy: The thick materials, and internal craftwork that make
up an insulation robe greatly encumber the wearer. A warrior
equipped with an insulation robe suffers a -1 penalty to their
Movement and Initiative.
Clan Skryre skill table
Combat Shooting Academic Strength Speed
Warlock Engineer
Overseer
Apprentice Warlock
Heroes equipment list
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . . . . . . . 1st free/2 dinars
Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 dinars
Staff/double-handed weapon. . . . . . . . . . . . . . . . .15 dinars
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 dinars
Halberd . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 dinars
Scourge . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 dinars
Warp blades . . . . . . . . . . . . . . . . . . . . . . . . . . .40 dinars
Missile Weapons
Poison wind globe . . . . . . . . . . . . . . . . . . . . . . .15 dinars
Armour
Light armour . . . . . . . . . . . . . . . . . . . . . . . . . .20 dinars
Heavy armour . . . . . . . . . . . . . . . . . . . . . . . . .50 dinars
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 dinars
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 dinars
Gas mask . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 dinars
Henchmen equipment list
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . . . . . . . 1st free/2 dinars
Mace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 dinars
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 dinars
Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 dinars
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 dinars
Missile Weapons
Sling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 dinars
Armour
Toughened leathers . . . . . . . . . . . . . . . . . . . . . . 5 dinars
Light armour . . . . . . . . . . . . . . . . . . . . . . . . . .20 dinars
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 dinars
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 dinars
Clan Skryre equipment list
The following lists are used by Clan Skryre warbands to pick their weapons:
warbands Clan Skryre
Relics of the Crusades
34
Heroes
1 Warlock engineer
70 dinars to hire
These techno-mages are equipped with complex harnesses that
allow them to visualize the ever mutating winds of magic. They
can then tap into the fow of power and use its energy for their
destructive spells.
Profle M WS BS S T W I A Ld
5 4 4 3 3 1 5 1 7
Weapons/armour: A Warlock Engineer may be armed with
weapons and armour chosen from the Clan Skryre Heroes
Equipment list.
SPECIAL RULES
Leader: Any warrior within 6 of the Warlock Engineer may use
his Leadership instead of his own.
Wizard: An Warlock Engineer is a wizard and uses the Magic of
the Horned Rat. See the Magic section for details.
0-1 Skaven Overseer
45 dinars to hire
The presence of a Skaven Overseer instills a great deal of fear and
discipline into the multitude of slaves that they watch over.
Profle M WS BS S T W I A Ld
6 4 3 4 3 1 5 1 6
Weapons/armour: A Skaven Overseer may be armed with
weapons and armour chosen from the Clan Skryre Heroes
Equipment list.
SPECIAL RULES
Slave Driver: A Skaven Overseer strikes fear into his slaves. They
may use his leadership if they are within 3. If he is armed with a
scourge, this increases to 6.
Slave Master: Though he works the slaves to their limits, a Skaven
Overseer knows that it is in the warbands best interests to keep
them alive. Skaven Slaves ignore the easy come, easy go rule if the
Skaven Overseer wasnt taken Out of Action in the battle.
0-3 Apprentice warlocks
18 dinars to hire
Apprentice Warlocks are the young students of Clan Skryre.
Recently initiated into the secrets of the clan, they make up for
their lack of knowledge with their ambition and energy.
Profle M WS BS S T W I A Ld
5 2 3 3 3 1 4 1 4
Weapons/armour: An Apprentice Warlock may be armed with
weapons and armour chosen from the Clan Skryre Heroes
Equipment list.
Henchmen
Skaven slaves
6 dinars to hire
Skaven Slaves are often pushed ahead of Clan Skryre warbands
as a screen against missile fre or to test the strength of the enemy.
Warlock Engineers send them to be butchered without hesitation,
and other Skaven do not care about their fate at all.
Profle M WS BS S T W I A Ld
5 2 2 3 3 1 4 1 2
Weapons/armour: Skaven slaves are armed with various
scavenged weapons. They count as being armed with a single
dagger and cannot use any other equipment.
SPECIAL RULES
Life is cheap: Skaven slaves are worthless to the Warlock
Engineers. Members of a Clan Skryre warband may shoot into
a close combat that only contains enemies and skaven slaves.
Randomise hits.
Easy come, easy go: Skaven Slaves are often used as living
experiments and their lifespans are mercifully short. After rolling
for Injuries, roll a D3 and remove that amount of Skaven Slaves
from your warband. They havent survived their ordeal in Araby.
Numerous: Skaven Slaves may be used to increase the Clan
Skryres warband numbers up to 20. For example if there are 15
Skaven in your warband, you may add up to 5 skaven slaves.
Experience: Skaven Slaves dont survive long enough to gain
experience.
Worthless: A Warlock Engineer doesnt expect much from slaves,
and is therefore not unsettled if skaven slaves break or get cut
down in battle. In fact, thats what theyre there for! When testing
to see if a Clan Skryre warband needs to take a Rout test, each
skaven slave taken out of action only counts as half a model.
Therefore, a band of 5 Skaven and 10 skaven slaves (15 models)
would only have to take a test if 4 models fell (4 Skaven or 8
skaven slaves, or some combination thereof).
warbands Clan Skryre
Fraskitt, the Warlock Engineer, sniffed the air and adjusted
the dial on his arcane helmet. Eshin Clan close-close,
hide, he snarled to his fellow rats. They ducked back into
the open sewer and waited. A small whimper issued from
the back and some chains softly clinked. Fraskitt glared
at Oskk, their mighty Overseer, and Oskk new what that
meant. He pushed his way through the skaven backed
up in the tunnel until he came to the slaves. His giant
fst slammed into one of their snouts, and the slave fell to
ground. Quite! whispered Oskk through clenched fangs.
A slinking fgure appeared in the shadows across from
where the Clan Skryre warband was hiding. Fraskitt
slipped a warpstone token into his mouth and uttered some
words that made his warp-blades leap to life.
Relics of the Crusades
35
Verminkin
20 dinars to hire
Verminkin are the Clanrats of Clan Skryre. The strongest
amongst them are initiated into the secrets of the clan and begin
their training to become Warlocks. All the Clanrats of Clan Skryre
dream of rising to the status of a Warlock Engineer one day
Profle M WS BS S T W I A Ld
5 3 3 3 3 1 4 1 5
Weapons/armour: Verminkin may be armed with weapons and
armour chosen from the Clan Skryre Henchmen Equipment list.
Giant rats
15 dinars to buy
Giant Rats are creations of the twisted genius of the Skaven. They
are mutated monstrosities the size of dogs. They fght alongside
the Skaven, overpowering any opponents by sheer weight of
numbers.
Profle M WS BS S T W I A Ld
6 2 0 3 3 1 4 1 4
Weapons/Armour: None. Giant Rats never use any armour or
weapons.
SPECIAL RULES
Pack size: You can recruit as many Giant Rats as you wish.
Experience: Giant Rats are animals and do not gain experience.
Clan Skryre Magic
Chain Lightning Diffculty 7
Lightening arcs from the complex devices
attached to the warlocks weapon and into his
enemies. The spell has a range of 24 and has
a strength of 3. Roll to hit a target using the
warlocks ballistic skill. If the spell hits, then roll
another D6. On a 5+ it arcs to the next closest
model within 6. The spell will continue to arc
to the next model within range until you either
run out of targets or you roll under 5. If a 1 is
rolled to see if the spell arcs, then the warlock
suffers a hit at the strength of the spell as his
warp blades overload! The spell may also be
used if the warlock is in close combat. If this
option is chosen, then it automatically inficts
D3 hits against the warlock and any other
model in base-to-base contact with him.
warbands Clan Skryre
Relics of the Crusades
36
Slavers
Slavers trade humans and animals to any lands within their
reach. Slaves get sent to the Old World for un-lawful pit fghts and
the mines, animals are sent to various nations for zoos, slaves are
used in the harems and armies of Arabian princes and even the
servants of some Bretonnian noble families were purchased
from slave merchants masquerading as honest traders.
The trading of slaves has occurred throughout the lands since
time began, and most men will not give a thought as to whether
this trade is moral or not. It is sanctioned by both the clerics of
Sigmar and of The One, so a slave cannot turn to the gods for
deliverance. Slavery is considered by most merchants in the Old
World as more costly than paying a former peasant a few pence
for a week of labour (and not worrying about feeding, clothing or
maintaining him once his work is done), so it is uncommon there
nowadays. However, during the times of the crusades, slavery
was just the way things were and much money could be gained
from selling prisoners of war into slavery, as there were buyers in
many lands. Plus, the only ones who complained were the slaves
themselves, to deaf ears of course. Occasionally there were cases
of abolitionist groups, though the nobility always considered
them criminals or revolutionaries, seeking to upset the social
order for their own purposes. Abolitionist views are suppressed
and the common man knew little of their deeds, simply assuming
them to be trouble makers.
Slaves can be taken in many ways. One of the most common is
that a defeated army and its people would become the property
of the conquerors. This was often the case if the victors treasury
was low, as those sold into slavery could fetch a high price at any
market place or bazaar. Sometimes it was the only other option
if the conqueror didnt have to stomach or inclination to put vast
numbers of people to the sword.
Slaves that could fght posed many problems for a trader. They
were often proud and took a long time to have their spirits
broken, plus they were very dangerous to have around in the case
of a slave revolt. On the other hand they fetched the highest prices
at the market, especially in times of war (which was most times).
The life of a slave merchant is a constant power struggle with
his merchandise. Only the most ruthless can maintain order
amongst his party, and an experienced slaver can sometimes get
his subjects to align their best interests with his. Making their
way into the desert to capture anyone unlucky enough to fall into
their clutches, slavers are much feared by anyone venturing into
the wildlands of Araby. However, a slave merchant is frst and
foremost a merchant, and is always looking for a chance to make a
dinar or three. The treasures of Prince Arnyld are rumoured to be
priceless and by possessing one, a slave merchant could command
real power and perhaps even buy into the ranks of the nobility.
A slaver warband is made up of the merchants guards and his
enchained servants. The screams of the slaves, urged on with
scourges, combine with the muffed roars of the eunuchs as they
clash with their quarry, seeking to proft from the capture of any
prisoners.
Choice of warriors
A Slaver warband must include a minimum of three models. You
have 500 dinars available to spend. The maximum number of
warriors in the warband may never exceed 20.
Slave Merchant: Each Slaver warband must have one
Slave Merchant.
Overseer: Your warband may include up to one Overseer.
Caravan Guard: Your warband may include up to three
Caravan Guards
Eunuch: Your warband may include up to fve Eunuchs.
Ogre Bodyguard: Your warband may include up to one
Ogre Bodyguard
Starting experience
A Slave Merchant starts with 20 experience.
An Overseer starts with 8 experience.
Caravan Guard start with 0 experience.
Henchmen start with 0 experience.
Special rules
There are a lot of dinars to be made in the slave trade. As such
a slaver warband will always count as gaining an extra piece of
Treasure (as he sells non-fghting slaves) after every battle.
Slaves will generally be ill-treated by a slave merchant. If any
slave achieves the Lads got the Talent advance, then the
slave must make a leadership test. If it is passed then the slave
merchant sees some potential and loyalty in the slave and frees
him. The slave retains his statistic line though his type is changed
to caravan guard. This means that he now may become a warband
leader and loses all the special rules associated with being a slave,
such as stupidity etc.
However, if the slave fails his leadership test then the slave
merchant is displeased with his outspoken property. The slave
obviously needs to learn his place and the overseer sets to it with
relish. After the screams and begging ends, the slave is nigh
immune to pain and obeys his master without question. The slave
is removed from your warband list and becomes a new eunuch in
his own henchman group. Roll advances for any slave left in the
henchman group as normal.
It is not a mistake that a slaver warband may have up to 20
warriors, yet the restrictions on hiring warband members will
give you a maximum of 12. This is because a slave merchant isnt
much of a slave merchant if he doesnt have any slaves, so hell
need to buy some if he wants to make up the numbers.
warbands Slavers
Relics of the Crusades
37
Slaver skill table
Combat Shooting Academic Strength Speed
Slaver Merchant
Overseer
Caravan Guard
Slaver equipment list
The following lists are used by Slaver warbands to pick their
weapons:
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . . . . . . . 1st free/2 dinars
Hammer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 dinars
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 dinars
Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 dinars
Rapier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 dinars
Morning star . . . . . . . . . . . . . . . . . . . . . . . . . .15 dinars
Double-handed weapon . . . . . . . . . . . . . . . . . . . .15 dinars
Trappers Pole . . . . . . . . . . . . . . . . . . . . . . . . . .15 dinars
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 dinars
Halberd . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 dinars
Scourge . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 dinars
Missile Weapons
Sling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 dinars
Short bow . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 dinars
Bow. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 dinars
Crossbow . . . . . . . . . . . . . . . . . . . . . . . . . . . .25 dinars
Armour
Light armour . . . . . . . . . . . . . . . . . . . . . . . . . .20 dinars
Heavy armour . . . . . . . . . . . . . . . . . . . . . . . . .50 dinars
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 dinars
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 dinars
Miscellaneous Equipment (Heroes only)
Manacles. . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 dinars
Slave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 dinars
Slaver special equipment
This equipment is only available to Slavers, and no other
warbands may purchase it. See the Trading section for full rules
on acquiring rare items.
Trappers pole
15 dinars
Availability: Rare 6, Slavers only
Used for capturing beasts at arms length, a trappers pole makes
use of a noose attached to a long pole. The trappers pole works
exactly like a spear with the following special rule
SPECIAL RULES
Trapper: Keep track of a living, non-experience-gaining animal
(which includes horses, dogs, giant rats and boars) that a warrior
armed with a trappers pole takes out of action. If a 1 or 2 is rolled
for the animal when working out injuries it will be added to the
trappers warband.
Manacles
20+D6 dinars
Availability: Rare 8, Slavers only
A handy device for slavers made of metal, often rusted, and
always uncomfortable. A new slave that sees the manufacturers
name or the country of origin proudly displayed on a pair of
manacles will have a focus for his hatred for many years to come.
SPECIAL RULES
Youre mine: Keep track of any
living henchmen that a warrior
equipped with manacles takes
out of action. If a 1 is rolled for
the henchmen when working out
injuries he will be added to the
slaver warband if he is human.
As the warrior will need to have
his spirit broken he will lose all
his possessions and will have all
the statistics as a new slave. If the
henchman is a non-human then he
may be sold for 2D6 dinars.
warbands Slavers
Bailabars frst mistress sold him because she was unnerved by his
height, gravelly voice and pale eyes. He was bought by a Mamluk
offcer and was assigned to his personal retinue. After organising
a hunt, Bailabars plunged a dagger into the back of the offcer, and
took his place at the head of the regiment, and he lent his forces to
the Sultan. Whilst in the sultans service, his fghting prowess and
uncompromising manner allowed him to rise through the ranks
very quickly, and he soon became the leader of a powerful army.
Relics of the Crusades
38
Heroes
1 Slave merchant
60 dinars to hire
The Slave Merchant has a lust for wealth that results in despair
and pain, not only for his slaves, but for the loved ones that they
have left behind. However, according to the Slave Merchant he is
simply a humble trader, trying to earn a living in a harsh world,
and that there are worse men in the world who would gladly take
his place.
Profle M WS BS S T W I A Ld
4 4 4 3 3 1 4 1 8
Weapons/armour: A Slave Merchant may be armed with weapons
and armour chosen from the Slaver Equipment list.
SPECIAL RULES
Leader: Any warrior within 6 of the Slave Merchant may use his
Leadership instead of his own.
0-1 Overseer
40 dinars to hire
Overseers use brute strength and their powers of manipulation to
break the spirits of their possessions. The presence of an Overseer
will instill a great deal of fear and discipline into the ranks of the
slaves they watch over.
Profle M WS BS S T W I A Ld
4 3 3 4 4 1 3 1 7
Weapons/armour: An Overseer may be armed with weapons and
armour chosen from the Slaver Equipment list.
SPECIAL RULES
Slave Driver: An Overseer strikes fear into his slaves. Any slave
within 3 may use his leadership. If he is armed with a scourge,
this increases to 6.
0-3 Caravan guard
30 dinars to hire
Only the most trusted of the Slave Merchants companions may
become a Caravan Guard. They are charged to keep watch of his
goods and help the Overseer with any unruly slaves.
Profle M WS BS S T W I A Ld
4 4 3 3 3 1 3 1 7
Weapons/armour: A Caravan Guard may be armed with weapons
and armour chosen from the Slaver Equipment list.
Henchmen
0-3 Eunuchs
40 dinars to hire
Eunuchs are the horribly mutilated servants of a Slave Merchant.
They have been so destroyed in body and spirit that they obey
any order without question, considering themselves as the slavers
do, possessions and nothing more.
Profle M WS BS S T W I A Ld
4 3 3 4 4 1 3 1 10
Weapons/armour: Eunuchs may be armed with weapons and
armour chosen from the Slaver Equipment list.
SPECIAL RULES
Broken Spirit: A Eunuch will automatically pass any Leadership
test he is required to make, as long as the Slave Merchant is not
out of action. A Eunuch may never become a warband leader.
0-1 Ogre
160 dinars to hire
Ogres are a common sight in Araby and fought on both sides of
the crusades. A source of steady food and income will often settle
their wanderlust and slavers have access to plenty of both.
Profle M WS BS S T W I A Ld
6 3 2 4 4 3 3 2 7
Weapons/armour: Ogres may be armed with weapons and
armour chosen from the Slaver Equipment list.
SPECIAL RULES
Fear: Ogres are large, threatening creatures that cause fear. See the
Psychology section for details.
Large: Ogres are huge, lumbering creatures and therefore make
tempting targets for archers. Any model may shoot at an Ogre,
even if it is not the closest target.
Slow Witted: Although Ogres are capable of earning experience
and bettering themselves they are not the smartest of creatures.
Ogres only gain advances at half the rate of everyone else.
0-3 Hounds
25 dinars to buy
Hounds are often used by Overseers to track any escaped slaves.
Profle M WS BS S T W I A Ld
6 4 0 4 3 1 4 1 5
Weapons/Armour: Hounds never use any armour or weapons.
SPECIAL RULES
Experience: Hounds are animals and do not gain experience.
Keen Scent: Hounds will be able to locate the scent of an escaped
slave over vast distances. If the warband includes a Hound, slaves
will ignore the Im outta here special rule.
warbands Slavers
... So we shaved our beards, stitched hammers upon our cloaks and
allowed a flthy pig to sit amongst us on the carriage. When we were
ushered into the infdels city we set about gaining knowledge of their
activities for the Grand Master. We were only exposed when Amil lost
his mind from drinking one of their noxious ales, and a fght ensued.
Thats how I got my name, Pig-Chucker Yosuph.
Relics of the Crusades
39
The Fallen
I know not for whether my birth place be my home,
or a grazing ground for the beasts of the dark!
~Abu of Maarra, the Blind Poet
This cry of grief and rage by the legendary poet of Maarra
refects the emotions of the refugees that were forced to fee
their homeland. The townspeople of Maarra led peaceful lives,
tending focks of goats and sheep, or cultivating the fruits that
grew on rare desert trees. Maarra was a fef of the Arabian noble
Jikshirmish, who administered it with a light hand and promoted
the free thinking that was to make the town famous for its
poetry. The most famous of all was Abu of Maarra, who spoke
out against many forbidden subjects and even had the audacity to
lambast the gods of all men.
The continuous themes of his poetry, that of fanaticism and
the dark future of humankind, were prophetic when we view
what happened to his town. It would be reduced to ruins by the
crusaders, and no help would come from the neighbouring lands
because of the internal feuds between the arrogant rulers.
When the vast army of Prince Arnyld surrounded the city walls
most of the citizens were trapped. Maaara only had a militia
of its townsmen, with hardly any real battle experience. They
fought courageously, even using bee-hives against the knights
that clambered up the city walls, however it was to no avail when
a vast siege tower was erected by the crusaders and the defences
were broken.
Prince Arnyld was surprised with the tenacity of the defenders and
sought to reach a treaty whereby he would spare their lives if they
abandoned their fortifcations and stayed in their houses. His army
had been marching through the deserts for some time, and they
were suffering from famine and disease and were even reduced
to eating their mounts. The townspeople complied and spent the
night, shivering with dread, in their homes. As the sun rose, the
slaughter began. However, the terror of the day didnt compare
to the fate that awaited the Maarrans that were taken prisoner.
Fanatical crusaders roamed the streets, openly proclaiming that
they would chew the fesh of the heretics and searching for any
Arabians hiding in cellars. They would gather around cooking pots
at night to feast on human fesh.
When they had stripped the city of any valuables, they destroyed
the walls and set every house alight, razing the once-great city in
an orgy of destruction. Some refugees told tales that the trapped
townsfolk heaped curses upon the pillaging army, and their fnal
tortured screams reached into the heavens and were answered by
something dark.
Almost half of Prince Arnylds army were left in Maarra, as they
became so debauched that they would not follow his orders to
continue into the desert. They inhabited the ruins, some becoming
ghouls as their souls became cursed by their sinful acts. Others
became sadistic killers, and rose as undead. These Revenants are
horrible to behold. They rule with fear and are driven by a need
to visit vengeance upon the living for the curse they are forced to
shoulder. A Revenant also wants what he deems is rightfully his,
the treasures of Prince Arnyld.
Special Rules
Eaters of Flesh: Make a note of any enemy model that is taken
out of action by a warrior with the Eaters of Flesh special rule. If
it is a hero he must deduct 1 from his serious injury roll. If it is
a henchman he is removed from the warband on D6 roll of 1-3
instead of 1-2.
Choice of warriors
A Fallen warband must include a minimum of three models. You
have 500 dinars available to spend. The maximum number of
warriors in the warband may never exceed 15.
Revenant: A Fallen warband must have one Revenant to lead it.
Butcher: Your warband may include up to one Butcher.
Scavengers: Your warband may include up to three Scavengers.
Ghouls: Your warband may include any number of Ghouls.
Sgulls: Your warband may include up to three Sgulls.
Wild Dogs: Your warband may include up to fve Wild Dogs.
Starting experience
A Revenant starts with 20 experience.
A Butcher starts with 8 experience.
Scavengers start with 0 experience.
Henchmen start with 0 experience.
Fallen equipment list
The following lists are used by Fallen warbands to pick their
weapons:
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . . . . . . . 1st free/2 dinars
Hammer or mace . . . . . . . . . . . . . . . . . . . . . . . . 3 dinars
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 dinars
Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 dinars
Double-handed weapon . . . . . . . . . . . . . . . . . . . .15 dinars
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 dinars
Halberd . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 dinars
Missile Weapons
Short bow . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 dinars
Bow. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 dinars
Armour
Light armour . . . . . . . . . . . . . . . . . . . . . . . . . .20 dinars
Heavy armour . . . . . . . . . . . . . . . . . . . . . . . . .50 dinars
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 dinars
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 dinars
warbands The Fallen
Relics of the Crusades
40
Fallen skill table
Combat Shooting Academic Strength Speed
Revenant
Butcher
Scavenger
Heroes
1 Revenant
110 dinars to hire
The Revenant was a member of one of the failed campaigns of
the crusades. As he fed from the Arabian defenders, parched of
thirst and dying of starvation, he turned to depraved acts. It is said
amongst Arabian scholars that when a man turns from the light he
invites evil djinn into his soul, and this is refected in the teachings
of Sigmar. When the sadistic warrior is fnally killed, the myths
claim that he will rise again to visit death upon the living. The
Revenant is a powerful warrior, seemingly immortal and driven by
a thirst for vengeance on the gods and men that abandoned him.
Profle M WS BS S T W I A Ld
6 4 4 4 4 2 5 2 8
Weapons/armour: A Revenant may be armed with weapons and
armour chosen from the Fallen equipment list.
SPECIAL RULES
Leader: Any friendly warrior within 6 of the Revenant may use
his Leadership instead of his own.
Cause Fear: Revenants are terrifying Undead creatures and
therefore cause fear.
Immune to Poison: Revenants are not affected by any poison.
No Pain: Revenants treat a stunned result on the Injury chart as
knocked down.
Eaters of Flesh: If the Revenant takes a living enemy out of
action and is not in base contact with an enemy model, he will
be stricken with a hunger for blood and fesh. He must make a
Leadership test and if he fails he will start eating the body. He
may do nothing during these turns. When D3 turns are up or he
is hit by an attack he may take his turns as normal.
0-1 Butcher
50 dinars to hire
Butchers prepare food for bands of starving wanderers that have
turned to debauched and horrifying acts. They are almost priestly
fgures, preparing meals and engaging in unholy knowledge. Well
on their way to becoming a ghoul, a Butcher reeks of death.
Profle M WS BS S T W I A Ld
4 3 2 4 4 1 3 2 6
Weapons/armour: A Butcher may be armed with weapons and
armour chosen from the Fallen Equipment list.
SPECIAL RULES
Cause Fear: Butchers are degenerate men involved in shocking
acts of brutality. They therefore cause fear.
Eaters of Flesh: If the Butcher takes a living enemy out of
action and is not in base contact with an enemy model, he will
be stricken with a hunger for blood and fesh. He must make a
Leadership test and if he fails he will start eating the body. He
may do nothing during these turns. When D3 turns are up or he
is hit by an attack he may take his turns as normal.
0-3 Scavengers
25 dinars to hire
Starving pilgrims and those lost in the desert are sometimes
spared by a Revenant in a rare act of benevolence. They must
renounce their previous lives and dwell in the inhospitable places
of Araby. Revenants will generally act kindly towards escaped
slaves, as a slaves hatred towards his powerful masters will
refect that of the Revenant.
Profle M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Weapons/armour: A Scavenger may be armed with weapons and
armour chosen from the Fallen equipment list.
warbands The Fallen
Relics of the Crusades
41
Henchmen
Ghouls
40 dinars to hire
Tales have been told in Araby for many years about men whose
souls have become the gateway to a darker breed of djinn. The
Old World name ghoul was even taken from what the Arabians
called these once-men. Some Empire scholars nowadays believe
the impact of a diet of human fesh effects the very physiology of
those who partake in it, transforming them into what are known
as ghouls without any supernatural infuence.
Profle M WS BS S T W I A Ld
4 2 2 3 4 1 3 2 5
Weapons/armour: Ghouls never carry equipment as henchmen.
However, if they are promoted to a Hero they may choose
weapons and armour from the Fallen equipment list.
SPECIAL RULES
Cause Fear: Ghouls are twisted and cursed men that cause fear
0-3 Sgulls
60 dinars to hire
The Plain of Haytin is home to the most vile of creatures, the giant
vultures that feed on carrion. A fock of these vultures in the
distance is a fore shadowing of the corpses that will be stumbled
upon if they are approached. Some Arabian scholars believe that
a bestial intelligence is present in them, much like the great eagles
of the elves. If this is so, they argue, then a giant vulture is capable
of free-will and chooses the evil habits that it pursues. This may
explain the instances of sgulls, the giant vultures that have risen
from the dead. From a life-time of feeding on that which was
forbidden by the gods, a sgull is cursed to awaken to a life of
servitude to more powerful undead.
Profle M WS BS S T W I A Ld
5 3 0 3 4 2 3 2 4
Weapons/armour: Sgulls never use any armour or weapons
SPECIAL RULES
Fear: Sgulls are horrifying Undead creatures that cause fear.
Flyers: Sgulls are granted a mockery of fight in their undeath.
They ignore all terrain and can move at any angle.
Experience: Sgulls do not gain experience.
0-5 Wild dogs
25 dinars to buy
Wild dogs of the Arabian lands will gladly attach themselves to a
strong master if he offers them a chance of survival in the harsh
desert. These wild dogs of the sands chase their prey until they
can run no more, then latch onto their victims throat with their
powerful jaws.
Profle M WS BS S T W I A Ld
6 4 0 4 3 1 4 1 5
Weapons/Armour: Wild dogs never use any armour or weapons.
SPECIAL RULES
Experience: Wild dogs are animals and do not gain experience.
warbands The Fallen
Relics of the Crusades
42
The following Hired Swords from the Core Rules will ft well into this
campaign setting: Warlock, Ogre, Troll Slayer, Pit Fighter, Freelancer.
Crimashin
40 dinars to hire +15 dinars upkeep
The Grand Masters favoured method of instilling fear in the populace is
murder. Members of his cult operate in isolation and are sent on missions
to assassinate high profle fgures.
May be Hired: Crimashin were known to fght for any side
throughout the crusades, as no one truly knew their agenda. Any
warband may hire a Crimashin.
Rating: A Crimashin increases the warbands rating by +12
points, plus 1 point for each Experience point he has.
Profle M WS BS S T W I A Ld
4 4 3 4 4 1 5 2 7
Equipment: The Crimashin carries a Gromril dagger and a sword.
SPECIAL RULES
Skills: A Crimashin starts with the Infltrate skill and may choose
from the Combat and Speed lists when he gains a new skill.
A Worthy Foe: The Grand Master will only lend one of his
operatives if he can gain something from the transaction, such as
the assassination of powerful enemy. A Crimashin will only be a
part of a warband if its opponents have a rating of over 250.
Holy Man
30 dinars to hire + 15 dinars upkeep
Holy men travel throughout the lands, offering their services to further
the cause of their god. They will not suffer infdels to live, and deal their
violent justice to any sinners that cross their paths.
May be Hired: A Holy Man will not offer his services to any
warband that includes spellcasters, undead or non-humans
(excluding animals).
Rating: A Holy Man increases the warbands rating by +12 points,
plus 1 point for each Experience point he has.
Profle M WS BS S T W I A Ld
4 3 2 3 3 1 4 1 8
Equipment: A Holy Man carries a staff and a blunt hand weapon.
Treat these as a double-handed weapon and a hammer.
SPECIAL RULES
Skills: A Holy Man may choose from the Strength and Holy lists
when he gains a new skill.
True Believer: A Holy Man starts with two spells from the Divine
Intervention spell list (these are the same as the Prayers of Sigmar
as detailed in the core rules).
Holy: If a warband that follows the Path of Sigmar or The One
hires a Holy Man, his hire fee will be reduced to 20 dinars.
Hired swords
Relics of the Crusades
43
Armen Abbas was a Muzil mathematician, alchemist, philosopher,
inventor, physician and a rather bad poet. He made his own way from
Dimashque to the southern parts of Estalia after it was conquered by the
Sultan Jaffar. During this time the vastness of the desert, the movements
of its creatures and the stars of the night placed the seeds of invention
into his mind.
After Armen fnally arrived in Estalia he decided to put his theories
into action. On a sunny morning the crowds below the great minaret of
Mazkwitt witnessed an amazing sight. With a cry to The One, Armen
launched himself from the minaret using a huge batwing cloak and began
to soar through the air. The wings allowed slight control of the path it
travelled and Armen landed in a clearing outside the towns wall. What
is more amazing is that he survived, with only minor injuries. Many
Arabian scholars regard this as the frst real fight of a human that lived.
Armen involved himself in many projects in diverse strands of
scholarship. He set up astronomical tables, wrote poetry, and designed
a water clock called Al-Maquata. Through his alchemical knowledge he
devised a means of manufacturing glass from sand, and he developed a
chain of rings that could be used to display the motions of the planets and
stars, the pre-curser to the orrey. He also developed a process for cutting
rock crystal. Up to then, only the ancient Khemrians knew how to facet
crystal, and they kept it a closely guarded secret. Thereafter, Araby and
Estalia no longer had to charge exorbitant fees to merchants and tomb
raiders for Khemrian-cut gemstones, as they could produce the same level
of craftsmanship themselves.
However, his time in Estalia was short-lived as the knightly orders of the
Old World and Bretonnia launched their crusades. The presence of Witch
Hunters in the newly re-conquered areas made life impossible for the
citizens that worshipped The One, so Armen loaded a caravan and fed to
his home town of Dimashque.
Once in Dimashque, Armen refned his angel-wings, and launched
himself from the Mount of the Banshees near the Plain of Haytin. The
fight was a great success, and was widely observed by a crowd that he
had invited. However, the landing was bad. He injured his back, and left
critical scholars saying he hadnt taken proper account of the way birds
pull up into a stall, and land on their tails. He remedied this soon after,
so his invention now became quite safe for him to use.
During the times written about here, Armen Abbas home
town had successfully repelled the crusaders. However, the
horrifying scenes he was witnessed, unhinged his mind
and he has replaced his peaceful views with those of
war. Armen Abbas decided to lend his services
to the defence of Araby, producing many
destructive inventions that would end the
lives of crusaders in pain and fre. The
silhouette of his angel-wings will
strike fear into the hearts of those
that seek to despoil his land.
Fiery death will visit them from
his hands, and again in the
hereafter, or so he often says.
Hire Fee: 85 dinars to hire; + 45 dinars upkeep cost.
May be Hired: Any warband except Witch Hunters, those that
contain non-humans and those that follow the Path of Sigmar.
Rating: Armen Abbas increases a warbands rating by +65 points.
Profle M WS BS S T W I A Ld
4 4 5 2 2 3 3 1 9
Equipment: Armen Abbas carries the Angel Wings, a sword and
enough stickfre and vermin pots to last for the entire battle.
SPECIAL RULES
Skills: Armen Abbas has the following skills: Leap, Acrobat, Dodge,
On the Wings of Angels. He is also counted as a Physician, see the
Scholar entry in the Arabian Tribe warband list.
Angel Wings: The Angel Wings grant Armen the ability to glide
through the air. To use the Angel Wings he must give up his
movement and apply the effects below. At the beginning of a
movement phase in which Armen is at least 3 above ground level,
the player may draw a straight line 1 wide and 24 long to any
point on the table that is at or below the height he starts from. The
line may include a turn of up to 45 degrees. The line cannot move
through any piece of terrain higher than Armens starting point.
Any enemy model, susceptible to fear, underneath the line must
make a leadership test or fee 2D6 directly away from it. At the end
of the movement phase, place Armen where the line ends. During
the shooting phase Armen will always fre frst. His player may
work out the point from where he fres from at any point along his
line of fight, and the vertical height in inches does not add to the
extent of the weapons range.
Dramatis personae
Armen Abbas, master scholar of the college of Dimashque