Thursday, 26 June 2025

Warhammer - Araby 1.7 out now!

This ended up being a bit of bigger update than initially planned. Not a huge amount of large changes, but plenty of tweaks. Among the larger changes are the removal of the Lore of the Desert. This was due to several reasons - it was never an official lore, but rather just a few spells from Warmaster, and "desert" is a bit lacking in terms of a theme for a whole spell lore anyway, which several of the existing spells not really being desert-themed to begin with. However, some of the more unique spells have instead been moved to the Sandglass unit, so they are not gone completely.

A new addition to the army is the Cleric of the One, which is essentially a Warrior Priest. This replaces the Holy Man which opens up for taking him in more units. Likewise, the Dibbukim has been removed. The "religious fanatic"-role has instead been given to the Dervishes which now functions more like a regular unit, specializing in dealing lots of attacks, especially on the charge. Lastly, War Elephants have been degraded to Monstrous Creatures, but they are now cheaper and can be taken in units up to 3 models.

There have also been a few name changes for some characters and units to make them more fitting to the Araby setting. Overall, this update makes Araby a bit stronger than before, but not to a huge extent. Hope you enjoy it, and as always; a huge thank you to my Patreons! 

Patch notes:

  • Zealotry: Models with this rule counts as having one rank more than they actually have when determining if they are Steadfast. In addition, they have the Cold-blooded special rule for any Break tests taken in the first round of combat.
  • Increased the cost of great weapons.
  • Removed Lore of the Desert.
  • Added multiple new magic items, and reworked/removed a few old ones.
  • Emirs and Sheiks do not have light armour by default. May take heavy armour.
  • Renamed Sorcerer Lord to Magus.
  • Renamed Sorcerer to Sahir.
  • Hashishin pay 10 pts for poisoned attacks.
  • New Hero: Cleric of the One
  • Scare Horses: Models with this special rule has the Fear special rule when fighting Equines.
  • Light armour for Warriors cost 0.5 pts. They are Unit Size 15+.
  • Removed Holy Man & Dibbukim.
  • Archers renamed to Bowmen.
  • Tribal Skirmishers pay 1 pt for slings.
  • Archers pay 1 pt for shields.
  • Additional hand weapons for Corsairs cost 0.5 pts.
  • Corsairs may be upgraded to Ambushers.
  • Slavers: Whenever a unit containing at least 5 models with this special rule breaks an enemy unit in close combat and pursues them, the fleeing unit must re-roll the highest result on their flee roll.
  • Slavemaster follow the rules for Handlers, not Leaders.
  • You must include one Slavemaster for every 20 Slaves in the unit.
  • Palace Guard cost 12 pts.
  • Mamelukes are Fast Cavalry. May take heavy armour for 2 pts. Barding costs 2 pts.
  • Reduced cost of Janissary armour by 0.5 pts.
  • Bladedancers may take Poisoned Attacks. Reworked/renamed their dances.
  • Kiss of the Scorpion: The Bladedancers gain the Killing Blow special rule. 
  • Serpent's Embrace: The Bladedancers gain +1 To Hit.
  • Veil of Seduction: Enemies suffer -1 To Hit the Bladedancers in close combat.
  • Dervishes no longer have Poisoned Attacks or can move through units. They have A1, Frenzy and Impact Hits (1). Cost 12 pts. May take a Leader.
  • Naphtha bombs are Quick To Fire.
  • Jezzails are Ponderous instead of Move or Fire.
  • Carpet Riders are Unit Size 5+.
  • War Elephant is a Monstrous Creature. Has T5, costs 125 pts. May take bows and up to 2 extra crew.
  • Cannons may take one extra crew.
  • Monster Bombards may move after deployment.
  • Sandglass of Time renamed to Qamar Sandglass. It's no longer Stubborn, have a Ward save or give Magic Resistance. Costs 125 pts. Replaced the existing spells with the following:
  • Mirage: Innate bound spell (power level 5). Remains in Play. Mirage is a hex spell with a range of 24". Place a marker within 24" and Line of Sight of the target. While the spell is in effect, the target must turn and move directly towards the marker as fast as possible in the Movement phase. The spell is immediately dispelled if the target reaches the marker, has lost Line of Sight to it at the start of their Movement phase or becomes engaged in close combat.
  • Sandstorm: Innate bound spell (power level 5). Sandstorm is an augment spell that is cast on the Sandglass itself. Until the start of your next Magic phase, all units (friend and foe) within 12" cannot use missile weapons or the Fly special rule, and no Line of Sight can be drawn to or from units within range. In addition, enemy units within range cannot March.
  • Shifting Sands: Innate bound spell (power level 5). Shifting Sands is a hex spell with a range of 24". Until the start of your next Magic phase, all models in the target unit halve all their movement and must take a Dangerous Terrain test whenever they move.
  • Well of Endless Dunes: For each friendly Qamar Sandglass on the battlefield at the start of your magic phase, add 1 dice to your power pool.
  • Khalil al-Zahir costs 285 pts. 
  • Scriptures of the Prophet: Enchanted Item. This item gives the bearer the Battle Prayers of The One (see Clerics of the One) special rule. However, each Battle Prayer can target any friendly unit with the Zealotry special rule within 12" rather than just the bearer's unit.
  • Renamed Salâh ad-Dîn's sword to Zulfiqar.
  • Ottokar Mehmed Agha renamed to just Mehmed Agha.
  • Renamed Sindibadu to Sindabad.
  • The First Division: Mehmed Agha must be accompanied by a unit of Janissaries. This 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. Mehmed Agha may never choose to leave this unit. 

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