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Author Topic: Fragments of the ODT archive (PART 5)  (Read 2189 times)

Offline Lex

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Fragments of the ODT archive (PART 5)
« on: April 18, 2017, 01:52:46 PM »
Quote
ARABY Tribes at 21/10/ Name   Type   A   H   Save   ST   Cmd   Cost   Min   Max   Notes
Sheik   Ld   +2            8   95   1   1   
Hero   hero   +1            8   80   0   2   
Mullah   hero   +0            7   60   0   1   7
Flying Carpet   Mt   +0               +15   0   2   8
Pegasus   MM   +1               +15   0   1   
Tribal  Warriors   Inf   3   3   6+   3      60   2   -   1
Tribal Bowmen   Inf   3/1   3   0   3      60   -   2   1
Hassassin     Inf   4/1   3   6+   3      90   -   1   1 ,2
Dervishers   Inf   4   3   0   1      30   -   4   1, 3
Desert Raiders   C   3   3   6+   3      90   -   -   1, 4
Tuareq Tribal Camels   C   3/1   3   6+   3      90   2   -   1, 5
Ruhk   M   6/2   5   5+   1      180
   -   1   6

Notes.
1.   Tribal troops have Bushwacking ability – no modifier for command range. Remember their commanders still have command range limitations; 20cm for mages; 60cm for heroes. Tribal foot troops have an extra -1 command penalty when in difficult terrain. They just can’t cope with enclosed spaces. Bushwacking is a general tribal ability it is not a battle honour and so does not preclude a tribal unit from gaining a battle honour.

2.   Hassassin are trained bands of warriors who use all and every means of killing. Enemy must re-roll any passed armour saves from Hits Caused by Hassassin. Hassassin may not have a dervisher stand added to it as they make too much noise. Hassassin count as fortified in difficult terrain even though they suffer the additional -1 command that all tribal units have.

3.   Dervishers can be added to ANY unit except Hassassin as a skirmishing infantry stand – whilst they are with the unit their fenzy encourages the rest of the unit which does not suffer from drivebacks. If taken as casualty the loss of a dervish stand does not cause a -1 command penalty. The unit can only move at the speed of the slowest stand. A Dervish stand (NOT the unit it’s with) is never flanked or terrified regardless of its facing or who it is fighting, it can be confused.

4.   Light horse – It is so fast that if it wins or draws a melee then its Fallback is 4D6, if it loses in the first round of melee then it can fallback the normal 3D6. Pursuing enemy (cavalry, chariots or monster or flyers winning the melee) who have no other fighting enemy and have not already advanced that turn may advance as normal after Light horse have fled.  This advance is made to the closest visible enemy which may in fact be the escaping horsemen, in that case the pursuit becomes an advance into fresh enemy and all pursuit bonuses are lost, it becomes a fresh melee from which the unit can fallback from again. If the light horse lose a combat in a later round of melee or if their fallback is blocked by; friends, enemy or terrain then the horsemen are deemed too embroiled in the fighting to effectively extract themselves, in that case they retreat as normal.

5.   Based long ways – as Harpies / Bears – to reflect open order formation. Thus there is a reduced effect when flanking foot – but still useful against cavalry flanks.

6.   Flying Monsters big enough for a crew – based on 40*40 stands shoot 30cm range. Can only be joined by characters on flying mounts. Causes terror. Does not get badly hurt, as a monster it does not have ‘Tribal’ ability. Standard flyer rules apply.

7.   Mullahs have a 4+ dispel ability. As per Runesmiths - Only one Mullah may attempt to dispel each spell.  Mullahs may not take any magic items other than dispel scrolls but each mullah can have 2 scrolls.

8.   Flying mount – well you can’t have an Araby list without a flying carpet or two! Tribal carpets contain powerful glyphs that enhance a Mullahs dispel ability once per game by +1 if the carpet is the Mullah’s mount.