Professional Documents
Culture Documents
Warbands: Relics of The Crusades
Warbands: Relics of The Crusades
The following official warbands may be used as fitting rivals throughout Skaven: The skaven initially planted the seed of ambition into the
this campaign setting. Sultan Jaffar that lead him to invade Estalia. Clan Eshin and Clan
Skryre have infiltrated into the politics of Araby and work their
Mercenaries: Human warbands travelled from the Empire in the schemes in the shadows of malleable princes. The common man
wake of the crusaders. Rumours spread of Prince Arnyld’s demise in Araby has seen the folly of his leaders after the route in Estalia,
and the treasures still clutched in the skeletal remains of his army. caused by the influence of dark forces. Now, a new breed of man
This brings men from every corner of the Old World to Araby. has arisen in Araby who has become wise of the taint of skaven
Mercenary warbands may be used without any modifications. in the royal families. Some say the Crimashin will purge Araby
Cult of the Possessed: It is whispered amongst scholars that a of this menace, though it is also rumoured that the Grandmaster
great chaos cult was purged from the lands of the Border Princes of the Crimashin learned his techniques from the skaven of Clan
in years passed. They fled south through the desert with their Eshin. It is whispered under the smoke of hookahs that the Grand
glowing stones and took refuge in the dark caverns under the Master may even be skaven himself! Skaven may be used without
Plain of Haytin. Soon, rumours spread amongst the nomads that any modifications.
men from the north were responsible for vile deeds under the Orcs: There is an explanation of why Arabian goods have such a
desert sands and soon misshapen creatures began preying upon high mark-up when they get to the Old World. It is thought that
them. In this campaign setting the Cult of the Possessed may it is because of the high cost of hiring mercenaries to protect the
be used without modification, though they are known as The caravans from Orc and Goblin tribes that control the lands they
Worshippers of the Worm. pass through. However, those with inside information know that
Witch Hunters: Many Witch Hunters were part of the wars it is mostly to pay bribes and protection money from some of
to re-take Estalia from the hands of the Sultan Jaffar. Their the more cunning greenskin leaders. From the outlying lands to
inquisitors rooted out those who strayed from Sigmar’s light, as the north of Araby there are various tribes of orcs and goblins,
well as those who got in their way. As the wars expanded into the though it is rare for them to face the horrors of the desert.
lands of Araby, many a Witch Hunter put down his inquisitorial Dwarf Treasure Hunters: Dwarfs are seldom seen in Araby,
instrument and picked up the warhammer of Sigmar to join a as the merchant coasts are generally bustling with elfs and
knightly order. When the Plain of Haytin became the resting place no honourable dwarf would have anything to do with an elf.
for a great warrior of the Empire, they regarded it as their duty However, the worshippers of Sigmar readily offer dwarfs
to retrieve any of his possessions before they fell into the hands sanctuary in their towns. With the rumours of vast treasures to
of thieves or heretics. Witch Hunters during the crusades did be found and Tyrius as a launch pad into the desert, dwarfs will
not need to track infidels with dogs, they simply looked outside occasionally make the long trek to Araby.
their windows as the name of Sigmar is as foreign as the food in
Araby. Witch Hunter warbands may be used, though replace the Other warbands that aren’t from the official lists but are especially
Warhound entry with Riding and War Horses. appropriate for this campaign setting are the following.
Sisters of Sigmar: Initially, women devoted to Sigmar journeyed Bretonnians: It would also be fitting to use this warband’s rules
to Araby to act as healers for the bodies and souls of the as representative of one of Sigmar’s Knightly Orders. Although
crusaders. They also defended pilgrims as they sought out the main crusading forces around the Plain of Haytin were
the sites of famous battles and the resting places of martyrs worshippers of Sigmar, the followers of the Lady of the Lake were
for worship. However, most knightly orders opposed women present in smaller numbers. However, conflicts often arose when
in such independent roles and so their time in the desert was questions of faith were discussed.
turbulent indeed. They also took it upon themselves to recover
Tileans: The chance of riches combined with regaining some
Prince Arnyld’s relics, so war-hungry factions of the knightly
of their shattered honour for the Arabian invasion into their
orders could not use them to escalate the crusades and stretch the
neighbouring country results in many Tileans following in the
Empire’s armies even thinner. The Sisters of Sigmar warband may
wake of the crusaders. However, once the mercenaries of Tilea
be used without any modifications.
saw that the real treasure could be found in the deserts of Araby,
The Undead: Vampires from Lahmia would sometimes make rather than in the tight purses of the crusading nobles, they
the dangerous trek through Khemri to Araby. Some also say that decided to make off on their own.
Blood Dragon vampires accompanied some of the crusading
Arabyan Tomb Raiders: During the crusades, the Arabyan
armies from Bretonnia, in their warped sense of martial honour.
nomads lent their services to the defenders if they saw some
Vampire’s are creatures of the night and don’t suffer from the
benefit for themselves in the alliance. They also found that
darkness special rule. However, during the day they will suffer
treasures were easier to loot from the corpses of fallen warriors
a strength 4 hit at the beginning of each turn they spend in the
than the undying guardians of the Khemrian tombs.
open. It is also common to see a necromancer wandering the
desert with his unholy companions, in search of the works of the Tomb Guardians: Prince Arnyld’s vast army not only took
mad Arab, Abdul Alharazad. The Undead may be used, though treasures from their defeated enemies. Many of them also
it may be lead by a Necromancer Master. A Necromancer Master indulged in looting quite a bit from Khemrian tombs. As such, the
is the same as a normal necromancer but costs 70 dinars and Tomb Guardians are tracking their lost treasures and will stop at
starts with 20 experience points. He gains +1 to his Weapon Skill, nothing to retrieve them.
Ballistic Skill and Leadership and also gains the Leader special
Please note that these are just guidelines and if you really feel that your
ability. If an Undead warband contains a Necromancer Master it
Amazon warband is justified in Araby, searching for the holy relics of
cannot have a Vampire.
Prince Arnyld (and your friends agree), then go ahead and use them.
Muzil
Combat Shooting Academic Strength Speed
Emir
Scholar
Askar
Turjuk
Combat Shooting Academic Strength Speed
Emir
Scholar
Askar
Choice of warriors
Warp blades
A Clan Skryre warband must include a minimum of three
models. You have 500 dinars available to spend. The maximum 40+D6 dinars
number of warriors in the warband may never exceed 15. Availability: Rare 8, Clan Skryre only
Warlock Engineer: Each Clan Skryre warband must have one These arcane tools come in the shape of large blades and are
Warlock Engineer: no more, no less! attached to any pole the skaven has handy.
Overseer: Your warband may include a single Overseer.
SPECIAL RULES
Apprentice Warlocks: Your warband may include up to three
Tap into the winds: Warp Blades may be attached to any spear,
Apprentice Warlocks.
staff or halberd. It gives its bearer +1 strength and the knowledge
Verminkin: Any number of models may be verminkin. of the Chain Lightening spell.
Skaven Slaves: Any number of models may be skaven slaves.
Giant Rats: Any number of models may be giant rats Gas mask
5 dinars
Starting experience
Availability: Rare 6, Clan Skryre only
A Warlock Engineer starts with 20 experience. This protective device gives a slight increase to a warrior’s
survival against the poisonous gases developed by Clan Skryre.
Overseers start with 8 experience.
SPECIAL RULES
Pack size: You can recruit as many Giant Rats as you wish.
Experience: Giant Rats are animals and do not gain experience.
Bailabars’ first mistress sold him because she was unnerved by his
height, gravelly voice and pale eyes. He was bought by a Mamluk
Slaver special equipment
officer and was assigned to his personal retinue. After organising This equipment is only available to Slavers, and no other
a hunt, Bailabars plunged a dagger into the back of the officer, and warbands may purchase it. See the Trading section for full rules
took his place at the head of the regiment, and he lent his forces to on acquiring rare items.
the Sultan. Whilst in the sultan’s service, his fighting prowess and
uncompromising manner allowed him to rise through the ranks
very quickly, and he soon became the leader of a powerful army. Trapper’s pole
15 dinars
Slaver equipment list Availability: Rare 6, Slavers only
The following lists are used by Slaver warbands to pick their Used for capturing beasts at arms length, a trapper’s pole makes
weapons: use of a noose attached to a long pole. The trapper’s pole works
exactly like a spear with the following special rule
Hand-to-hand Combat Weapons
SPECIAL RULES
Dagger . . . . . . . . . . . . . . . . . . . . . . . . . 1st free/2 dinars
Trapper: Keep track of a living, non-experience-gaining animal
Hammer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 dinars
(which includes horses, dogs, giant rats and boars) that a warrior
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 dinars armed with a trapper’s pole takes out of action. If a 1 or 2 is rolled
Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 dinars for the animal when working out injuries it will be added to the
Rapier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 dinars trapper’s warband.
Morning star . . . . . . . . . . . . . . . . . . . . . . . . . . 15 dinars
Double-handed weapon . . . . . . . . . . . . . . . . . . . 15 dinars Manacles
Trapper’s Pole . . . . . . . . . . . . . . . . . . . . . . . . . 15 dinars 20+D6 dinars
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 dinars Availability: Rare 8, Slavers only
Halberd . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 dinars
A handy device for slavers made of metal, often rusted, and
Scourge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 dinars always uncomfortable. A new slave that sees the manufacturer’s
Missile Weapons 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.
Sling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 dinars
Short bow . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 dinars SPECIAL RULES
Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 dinars You’re mine: Keep track of any
Crossbow . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 dinars living henchmen that a warrior
equipped with manacles takes
Armour out of action. If a 1 is rolled for
Light armour . . . . . . . . . . . . . . . . . . . . . . . . . 20 dinars the henchmen when working out
Heavy armour . . . . . . . . . . . . . . . . . . . . . . . . . 50 dinars injuries he will be added to the
slaver warband if he is human.
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 dinars
As the warrior will need to have
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 dinars his spirit broken he will lose all
his possessions and will have all
Miscellaneous Equipment (Heroes only) the statistics as a new slave. If the
Manacles . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 dinars henchman is a non-human then he
Slave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 dinars may be sold for 2D6 dinars.
Slave Driver: An Overseer strikes fear into his slaves. Any slave Large: Ogres are huge, lumbering creatures and therefore make
within 3” may use his leadership. If he is armed with a scourge, tempting targets for archers. Any model may shoot at an Ogre,
this increases to 6”. 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.
0-3 Caravan guard Ogres only gain advances at half the rate of everyone else.
30 dinars to hire
Only the most trusted of the Slave Merchant’s companions may
0-3 Hounds
become a Caravan Guard. They are charged to keep watch of his 25 dinars to buy
goods and help the Overseer with any unruly slaves.
Hounds are often used by Overseers to track any escaped slaves.
Profile M WS BS S T W I A Ld
Profile M WS BS S T W I A Ld
4 4 3 3 3 1 3 1 7
6 4 0 4 3 1 4 1 5
Weapons/armour: A Caravan Guard may be armed with weapons
Weapons/Armour: Hounds never use any armour or weapons.
and armour chosen from the Slaver Equipment list.
SPECIAL RULES
... So we shaved our beards, stitched hammers upon our cloaks and
allowed a filthy pig to sit amongst us on the carriage. When we were Experience: Hounds are animals and do not gain experience.
ushered into the infidel’s city we set about gaining knowledge of their Keen Scent: Hounds will be able to locate the scent of an escaped
activities for the Grand Master. We were only exposed when Amil lost slave over vast distances. If the warband includes a Hound, slaves
his mind from drinking one of their noxious ales, and a fight ensued. will ignore the I’m outta here special rule.
That’s how I got my name, Pig-Chucker Yosuph.
When the vast army of Prince Arnyld surrounded the city walls Starting experience
most of the citizens were trapped. Ma’aara only had a militia
of its townsmen, with hardly any real battle experience. They A Revenant starts with 20 experience.
fought courageously, even using bee-hives against the knights
A Butcher starts with 8 experience.
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 Scavengers start with 0 experience.
were broken.
Henchmen start with 0 experience.
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 fortifications and stayed in their houses. His army
had been marching through the deserts for some time, and they
Fallen equipment list
were suffering from famine and disease and were even reduced The following lists are used by Fallen warbands to pick their
to eating their mounts. The townspeople complied and spent the weapons:
night, shivering with dread, in their homes. As the sun rose, the
slaughter began. However, the terror of the day didn’t compare Hand-to-hand Combat Weapons
to the fate that awaited the Ma’arrans that were taken prisoner.
Dagger . . . . . . . . . . . . . . . . . . . . . . . . . 1st free/2 dinars
Fanatical crusaders roamed the streets, openly proclaiming that
they would chew the flesh of the heretics and searching for any Hammer or mace . . . . . . . . . . . . . . . . . . . . . . . . 3 dinars
Arabians hiding in cellars. They would gather around cooking pots Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 dinars
at night to feast on human flesh. Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 dinars
When they had stripped the city of any valuables, they destroyed Double-handed weapon . . . . . . . . . . . . . . . . . . . 15 dinars
the walls and set every house alight, razing the once-great city in Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 dinars
an orgy of destruction. Some refugees told tales that the trapped Halberd . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 dinars
townsfolk heaped curses upon the pillaging army, and their final
tortured screams reached into the heavens and were answered by Missile Weapons
something dark. Short bow . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 dinars
Almost half of Prince Arnyld’s army were left in Ma’arra, as they Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 dinars
became so debauched that they would not follow his orders to
continue into the desert. They inhabited the ruins, some becoming Armour
ghouls as their souls became cursed by their sinful acts. Others Light armour . . . . . . . . . . . . . . . . . . . . . . . . . 20 dinars
became sadistic killers, and rose as undead. These Revenants are Heavy armour . . . . . . . . . . . . . . . . . . . . . . . . . 50 dinars
horrible to behold. They rule with fear and are driven by a need Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 dinars
to visit vengeance upon the living for the curse they are forced to
shoulder. A Revenant also wants what he deems is rightfully his, Helmet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 dinars
the treasures of Prince Arnyld.
SPECIAL RULES
Experience: Wild dogs are animals and do not gain experience.