Arabie
The land of Araby lies along the north west coast of the Southlands between the Atalan mountains and the Great Ocean. To the east is the Great Desert that separates Araby from the Lands of the Dead. Although the climate is dry and hot the western winds carry moisture-laden clouds that give up their water as they are suddenly forced upwards by tall Atalan peaks.
Les Arabiens sont de grands marins qui depuis des siècles pêchent dans les mers bordant leurs terres et s’en servent comme voie de commerce. Ils échangent des biens avec le Vieux Monde au nord et voyagent à l’ouest jusqu’en Ulthuan. Les Hauts Elfes ne permettent pas aux navires arabiens d’aller plus à l’ouest, mais leurs boutres mouillent fréquemment dans les ports extérieurs de Lothern. Pour leur part, les Elfes maintiennent des comptoirs commerciaux dans les villes arabiennes de Copher et Lashiek depuis des temps immémoriaux. Les elfes et les Arabiens ont toujours gardé contact, même lorsque les premiers abandonnèrent le Vieux Monde durant des siècles.
La portion la plus densément peuplée d’Arabie se trouve au nord de la Rivière du Serpent, cette dernière étant le plus grand cours d’eau de ces terres à ne jamais tarir. L’Arabie compte quatre grandes cité : Lashiek, Copher, Martek et Alhaka, aussi connue sous le nom d’Al-haikk (la Cité des Voleurs en Arabien). Chacune d’elles est entourée de terres qui forment des principautés indépendantes dirigées par un sultan ou un calife. Au sud de la Rivière du Serpent, les terres sont moins fertiles et bien plus arides. À l’est des Montagnes Atalan, le Grand Désert s’étend sur des centaines de lieues en direction de la Terre des Morts.
Araby lies far from the world’s poles and therefore from the ultimate source of the magical winds that blow from the north. As a result magic that is common in the Old World is far more diffuse in Araby so it is much more difficult for wizards to work their spellcraft. Arabian magic has therefore developed quite differently than that of other men. Arabian Wizards use their powers to control elemental spirits of the desert, djinn, efreets, genies and such-like spirits. These spirits are worshipped by the superstitious people of Araby. It is commonly believed that the spirits must be appeased with prayers and small tokens of respect such as gifts of food and drink.
The rulers of Araby maintain their own armies based upon the great cities and tributary tribes that live in the surrounding lands. The leaders of these tribes are called Emirs or, amongst the desert tribes of the south and east, Sheiks. The rulers of cities and their surrounding lands are called Sultans and the Sultan of Alhaka is the acknowledged overlord of all the other cities of Araby. In consequence he is also known as the Great Sultan – the ruler of all Araby.
The Sultans are proud of their troops and especially of their cavalry. It is popularly supposed that the horses of Araby are descended from Elven horses brought over from the west many centuries ago. They are graceful and swift creatures and very highly valued. The very best of the Arabian foot soldiers are also well equipped, with steel armour, keen tulwars, gleaming helmets, and fine silk clothing. These household troops or guards accompany the Sultans when they travel beyond the grounds of their magnificent palaces. The loyalty of these troops is famous. They are amply rewarded with riches, luxuries, and prestige as a result. As well as these regular and garrison troops there are the irregular fighters from the desert tribes, including camel mounted warriors from the lands to the south and east.
Sélecteur d’Armée d’Arabie
| Troupe | Type | Attaques | Points de Vie (PV) | Armure | Commandement (Cdt) | Taille d’unité | Points par unités | Min/max | Spécial |
|---|---|---|---|---|---|---|---|---|---|
Lanciers |
Infanterie |
3 |
3 |
6+ |
– |
3 |
45 |
2/– |
– |
Archers |
Infanterie |
3/1 |
3 |
– |
– |
3 |
55 |
2/– |
– |
Gardes |
Infanterie |
3 |
3 |
5+ |
– |
3 |
65 |
–/4 |
|
Chevaliers |
Cavalerie |
3 |
3 |
4+ |
– |
3 |
110 |
–/– |
– |
Cavaliers du Désert |
Cavalerie |
3/1 |
3 |
6+ |
– |
3 |
75 |
–/– |
|
Méharistes |
Cavalerie |
3/1 |
3 |
5+ |
– |
3 |
100 |
–/2 |
|
Tapis Volants |
Cavalerie |
1/2 |
3 |
6+ |
– |
3 |
85 |
–/1 |
|
Éléphants |
Monstre |
5 |
4 |
5+ |
– |
3 |
200 |
–/1 |
|
|
|||||||||
Général |
Général |
+2 |
– |
– |
9 |
1 |
125 |
1 |
– |
Héros |
Héros |
+1 |
– |
– |
8 |
1 |
80 |
–/2 |
– |
Sorcier |
Sorcier |
+0 |
– |
– |
7 |
1 |
45 |
–/1 |
– |
Tapis Volant |
Char monté |
+0 |
– |
– |
– |
– |
+10 |
–/1 |
|
Éléphant |
Monstre monté |
+2 |
– |
– |
– |
– |
+65 |
–/1 |
|
Djinn |
Monstre monté |
+2/2 |
– |
– |
– |
– |
+90 |
–/1 |
Règles Spéciales
- 1. Gardes
-
Les Gardes du Sultan sont si loyaux qu’ils obéiront systématiquement au premier ordre reçu à chaque tour, du moment que le résultat du test d’ordre est 10 ou moins et que l’ordre vient du Général en personne. Aucune pénalité ne s’applique à ce test. Les autres ordres sont donnés en suivant la valeur de Commandement du Général et les pénalités habituelles. Cette règle ne s’applique qu’aux Gardes, pas aux brigades qui incluent des Gardes et d’autres types d’unité.
- 2. Cavaliers du Désert
-
Cavaliers du Désert have a shooting range of 15cm and 360° vision – stands in this unit can draw line of sight from all edges for the purpose of evading and shooting, including shooting at charging enemies. Note that this unit still needs Line of Sight from its front edge to charge an enemy.
- 3. Méharistes
-
Les Méharistes ignorent les pénalités dues à la distance lorsqu’ils reçoivent un ordre. Cette règle ne s’applique qu’aux Méharistes, pas aux brigades incluant des Méharistes et d’autres types de troupes (la règle de portée d’ordre des personnages s’applique quand même, et un ordre ne peut pas être donné à une unité hors de portée). Ceci représente la farouche indépendance de ces cavaliers, et le sens de l’orientation sans pareil de leurs montures, ce qui leur autorise une grande autonomie, même en position avancée.
Cependant, les dromadaires sont des animaux si têtus que les Méharistes subissent un malus spécial de -1 sur leurs tests d’ordre. Cette pénalité s’applique aussi à toute brigade contenant une ou plusieurs unités de Méharistes.
- 4. Tapis Volants
-
Magic carpets can fly – they have been rated as aerial ‘cavalry’ as this is the closest categorisation to their type. Because they are awkward flyers, they can be pursued by any type of enemy troops.
Tapis Volants have a shooting range of 15cm and 360° vision – stands in this unit can draw line of sight from all edges for the purpose of evading and shooting, including shooting at charging enemies. Note that this unit still needs Line of Sight from its front edge to charge an enemy.
- 5. Éléphants
-
Elephants cause terror and cannot be brigaded with cavalry.
If an Elephant unit would for any reason become confused, it will stampede instead. Their stampede ceases at the end of their player’s next Command phase. Stampeding Elephants cannot be given orders or use initiative. At the beginning of the Command phase, prior to resolving any movement generated by Initiative, roll one D6 for each affected unit:
1–2
Move towards the nearest enemy unit as far as possible. If the Elephants contact an enemy they charge; a friendly unit, they burst through.
3–4
Move directly away from the nearest enemy unit as far as possible. If the Elephants contact an enemy they charge; a friendly unit, they burst through.
5
Move towards the nearest friendly unit as far as possible. If the Elephants contact any unit (friendly or enemy), they charge.
6
Move directly away from the nearest friendly unit as far as possible. If the Elephants contact any unit (friendly or enemy), they charge.
A stampeding Elephant unit that charges will fight in the Combat phase. It counts as an ‘enemy’ for the duration of the combat. If the Elephants win a combat round then they must pursue if possible and will continue to do so each round. Should their opponents be destroyed, they will not advance but will halt.
- 6. Tapis Volant (Monture)
-
Le Tapis Volant est considéré comme un char volant.
- 7. Éléphant (monture)
-
L’Éléphant compte comme une monture ordinaire, si ce n’est qu’un personnage monté sur un Éléphant ne peut jamais rejoindre une unité de cavalerie amie.
Une unité rejointe par un personnage sur Éléphant provoque la Terreur.
- 8. Djinn
-
The Djinn accompanies its master and can transform both of them into a whirlwind enabling the stand to fly as for a normal flying mount. If the Wizard has a Djinn he can also cast the Malédiction du Djinn spell with a +1 casting bonus.
Notez que le Djinn est unique dans le sens où il accorde +2 attaques de tir, qui sont conférées à un socle d’une unité rejointe par le personnage, et ne peuvent être utilisées que lorsque le personnage rejoint une unité (voir Personnages pouvant Tirer).
Toute unité rejointe par un Sorcier accompagné d’un Djinn provoque la Terreur.
Sorts Arabiens
Tempête de Sable
4+ pour lancer Portée 30cm
The Wizard commands the desert spirits to engulf his foes in a swirling cloud of choking sand and dust.
The spell is cast upon the Wizard himself and affects all enemy units within 30cm of the stand. The spell lasts until the end of the opposing player’s following turn.
The spell affects the opposing army’s ability to issue commands. All enemy units within 30cm of the Arabian Wizard suffer a −1 Command penalty. This penalty is applied when each order is issued. For example, a unit might therefore be within 30cm of the Wizard for one order but not for a second, for example.
Mirage
4+ pour lancer Portée 60cm
The Wizard creates the illusion of a huge host of fearsome warriors, bearing down inexorably upon his startled foes.
To use this spell the player will need an additional unit chosen from the Araby list – this can be infantry, cavalry or monsters it does not matter which. This unit becomes the ‘illusion’ and is immediately placed within 60cm of the Wizard and more than 20cm from any enemy units. The illusionary unit cannot move or fight – for it isn’t really there! However, the illusionary unit is treated as if it were real by the enemy up until such time as an enemy unit charges into contact with it, touches it as an incidental contact during combat, advances upon it, or brings it into combat in any other fashion. This means, for example, Command penalties are suffered for proximity, and enemy shooters are obliged to target the illusion if it is the closest target – it cannot be harmed of course! The illusionary unit is also dispelled immediately if the Araby player moves any of his units or characters through it.
Tant que le mirage est sur la table de jeu, le Sorcier ne peut lancer aucun autre sort. S’il désire lancer un nouveau sort, le mirage disparaît sur-le-champ et le Sorcier peut essayer de lancer un autre sort normalement.
Rayon Solaire
5+ pour lancer Portée 30cm
Bright beams of burning energy leap from the Wizard’s eyes and scythe through all before him.
Tracez une ligne imaginaire de 30 cm de long partant du socle du Sorcier vers la direction de votre choix. La ligne traverse les unités mais pas les terrains qui bloquent normalement les tirs, comme les collines, plus de 2 cm de forêt, etc.
Each unit under the line takes three shooting attacks worked out in the usual way – all relevant modifiers are applied. Note that this spell can easily affect several units and will affect all units that fall beneath its path (including you own). Unengaged units can be driven back by Sunstrike as with ordinary shooting whether friend or foe. Engaged units cannot be driven back but carry over any hits that are scored into the first round of combat. Hits caused by the Sunstrike count as having been struck in the combat itself.
Malédiction du Djinn
6+ pour lancer Portée 30cm
The Wizard channels the immense power of the Djinn through his own body and lays a terrible curse upon his foes.
The Wizard may cast this spell on an enemy unit within range. The target unit must re-roll all successful armour saves for the duration of the following close combat phase.
If the Wizard has a Djinn then he adds 1 to his dice roll when casting this spell, and therefore casts successfully on a 5.