One of the earliest versions of the ODT Araby list
ARABY at 18/09/2002
This list has been constructed with - Moorish / Tuareg / Mamaluk elements + influences from Sinbad and 1001 nights. And of course after reading the feedback from the group.
Name Type A H Save ST Cmd Cost Min Max Notes
Caliph Ld +2 9 125 1 1
Hero Ld +1 8 80 0 2
Mage Ld +0 7 45 0 1
Carpet Mt +0 +10 1 8
Roc MM +2 +80 9
Djinn Talisman MI +40 0 1 10
Corsairs Inf 4 3 6+ 3 60 0 2
Militia bow Inf 3/1 3 0 3 55 2 -
Tribal foot Inf 3/1 3 6+ 3 70 2 - 1
Slave Fanatic Inf 5 3 0 3 70 - 1 2
Arab Cavalry C 3 3 6+ 3 70 0 4 3
Household Cav C 3 3 4+ 3 110 1 3
Tribal Camels C 3/1 3 6+ 3 95 0 N 4
Djinn M 8 8 5+ 1 180
0 1 5
Diabolic Machine Machine 4 6 3+ 1 140 0 1 6
Catapult Art 1/3 2 0 1 75 0 1 7
Yeah I know it’s a lot of notes – but 3 of them are really trivial.
1. Short Range Javelins 2 shots at 15cm - frontal only. Only get 1 shot S&S.
2. As Flagellants – no drive back
3. Light horse – very fast, is never unformed, gets a 20cm advance after winning a melee even when this happens after the first round and would normally be 10cm.
If these become 5+ then lose the note and make them 90pts
4. Based long ways – as Harpies – to reflect open order formation. Can shoot 30cm ahead – has bushwacking skill – i.e. never suffers command penalty for distance from issuing hero or general.
5. Can Fly, Causes terror, cannot be joined by a character, cannot be brigaded except with other Djinn. Can only be commanded by a character with a Djinn Talisman, cannot charge on initiative – must homeback to a talisman owner if more than 20cm from one. Djinn are always trying to escape enslavement – if a Djinn Fails a command roll he has deliberately contrived to reinterpret the command.
1. Goes the long way round – move directly away from the nearest enemy at full pace. If this takes him off the battle field roll to return as normal.#
2. Flys straight ahead at full pace – all units passed over take 3 attacks in the shooting phase. Does not contact enemy – Drivebacks are directly away from the Djinns final postion.
3. Hurls a duststorm 3D6 cm at the nearest unit – 6 normal shooting attacks.
4. Teleports the commanding mage into the furthest friendly unit.
5. Laughs at the logicality of the command so much the Djinn becomes confused.
6. Teleports the nearest enemy unit – anywhere up to its movement allowance – opponent’s choice of location. If moved into combat neither unit counts as charging.
If a Djinn Suffers 4 or more hits in a combat it is badly hurt - Half its stats at the end of the combat phase to 4 / 4 5+. Moreover wounded Djinn suffer a -1 command penalty.
6. Causes Terror. This infernal construction lumbers around by command only – it does not have initiative – nor can it be confused. If it suffers 3 or more unsaved hits it becomes wounded at the end of the combat phase - Half ALL its stats – including the save = 2 / 3 / 5+
7. As Rock lobber.
8. Flying mount
9. Terror Causing Bird of Prey – Flying Mount
10. A Djinn Talisman is required to control a Djinn. It is a magical device that counts toward a characters limit of devices he can take – it can be taken by any Character and gives a +1 command when ordering a Djinn – within 20cm of the character. Should a Character with a talisman be forced to join a Djinn because no other unit is near then the Djinn is freed. – Remove from the table. Should a character with a talisman be killed and no other talisman exists in his army replace his stand with a ring or similar marker. All the Djinn in that army are now leaderless – they will home back toward the ring in their turn. Should a Djinn reach an un-wielded ring he will be freed. Should the ring be protected/carried by a unit the Djinn will battle for his freedom with double the attacks regardless of which side the unit is on. If the ring is picked up by a character then control of all the remaining leaderless Djinn passes to the new bearer of the talisman.