Mordheim: Arabyan Tomb Raiders Warband from Town Cryer #20

Arabyan Tomb Raiders Warband from Town Cryer #20
These rules are not avaliable on Mordheimer.com, so we have written them up for public service.
These are the official rules. Games Workshop’s rules documents are Copyright, but game rules and mechanics cannot be copyrighted.
Consequently this document uses no GW clipart, or GW background text, just the game mechanics. Enjoy.

CHOICE OF WARRIORS
Starting gold: 500
Max no. of warriors: 15

WARBAND SPECIAL RULES
Henchmen promoted to heroes gain ‘Hate Undead’

WARBAND SPECIAL SKILLS

Sand Worm
Warrior may hide on open ground. Enemies must spot him by moving within initaitive range (but can use lanterns, excellent eyesight, etc.) Cannot be used inside buildings.

Hit and Run
Warrior can Run and Shoot the same turn with an additional -2 to hit, rather than the normal -1.

Weather Tolerant
Weather rolls (from the Khemri campaign, or from other waether rules) do not affect this warrior.

WEAPONS LIST FOR ALL WARBAND MEMBERS EXCEPT FOR SLAVES

Close
Dagger
Club
Spear
Sword
Great Weapon
Flail

Missile
Short Bow
Bow
Tufenk*
Hand Gun

Armour
Shield
Buckler
Helmet
Light Armour

(* Rules for Tufenk: A Blowpipe that shoots stickfire. Cost: 30gc / rare 11+
Range: 8″ Strength: 2
Fire Every Other Turn
Causes Fire Damage: If the target is hit, roll a D6:
(1-3): Nothing. (4-6): Target cathes fire.*)

(* Rules for set on fire: Roll a D6 in the warrior’s next recoverys phase: (1-3): Nothing (4-6): Warrioris on fire: He takes 1 Strength 4 hit in each of his recovery phases, including this one and cannot do anything other than move and take armour saves.
.          Other warriors from the same warband may put out the flames:  Whenever they move into base-to-base contact with the warrior that is on fire, roll a D6: (1-3): Nothing (4-6): Fire is put out.)

WEAPONS LIST FOR SLAVES

Close
Dagger
Club
Katar (Axe)
Spear
Sword

Missile
None

Armour
Shield

HERO CHOICES

1 Sheik
60gc to hire
Starting experience: 20
Skill Lists: Combat, Shooting, Academic, Strength, Speed, Special

M 4 WS 4 BS 4 S3 T3 W1 I4 A1 Ld8

SPECIAL RULES
Hate Undead, Leader

0-2 Champions
40gc to hire
Starting experience: 8
Skill Lists: Combat, Strength, Speed, Special

M4 WS4 BS3 S3 T3 W1 I3 A1 Ld7

SPECIAL RULES
Hate Undead

0-1 Mystic
40gc to hire
Starting experience: 8
Skill Lists: Academic, Speed, Special

M4 WS2 BS2 S3 T3 W1 I3 A1 Ld7

SPECIAL RULES
Hate Undead, Wizard. Uses Elemental Magic. Starts with 1 random spell.

HENCHMEN CHOICES

0-2 Bedouins
35gc to hire

M4 WS3 BS3 S3 T3 W1 I3 A1 Ld7

SPECIAL RULES
None

Nomad Warriors
25gc to hire

M4 WS3 BS3 S3 T3 W1 I3 A1 Ld7

SPECIAL RULES
None

0-5 Slaves
15gc to hire

M4 WS2 BS2 S3 T3 W1 I3 A1 Ld6

SPECIAL RULES
Life of Slavery: Slaves gain experience as normal, but if a Slave gains The Lad’s Got Talent!, the leader will execute him. Remove him from the warband.

ELEMENTAL MAGIC SPELLS

1 Riding the Wind          cast on 6+
Special: Cast in Movement Phase, not shooting phase. This is an exception to the normal rules.
Effect: Caster flies to anywhere within 12+D6″ instead of moving. Caster may not charge, but may shoot this turn, with -1 to hit for having moved.

2 Skin of Stone          cast on 7+
Range: Any friendly warrior within 6″
Effect: +2 to target’s armour save and -1 to target’s initiative.
Lasts Until: Cast must re-test for difficulty each shooting phase, but may cast other spells while maintaining this spell. If caster and taget are more than 6″ from each other in your recovery phase, the spell is dispelled.

3 Burning Hand          cast on 8+
Effect: In the comming close combat phase, caster can swap all his normal close combat attacks for a single attack that has strength 5 and causes 2 wounds if it hits. If target is hit, he is also set on fire* on a D6 roll of 4+, even if the attack itself did not wound him.
Lasts Until: End of turn.

(* Rules for set on fire: Roll a D6 in the warrior’s next recoverys phase: (1-3): Nothing (4-6): Warrioris on fire: He takes 1 Strength 4 hit in each of his recovery phases, including this one and cannot do anything other than move and take armour saves.
.          Other warriors from the same warband may put out the flames:  Whenever they move into base-to-base contact with the warrior that is on fire, roll a D6: (1-3): Nothing (4-6): Fire is put out.)

4 Quicksand          cast on 6+
Range: Any enemy warrior within 6″
Effect: Target, and all models within 3″ of target must pass a strength test or be unable to move. Warriors engaged in close combat cannot attack, but may take armour saves, parry and so on.
Lasts Until: The beginning of your next turn.

5 Storm of Magic          cast  on 9+
Range: Any enemy warrior within 12″
Effect: Target takes 1 Strength 5 hit.

6 Blessing of the Elements          cast  on 6+
Special: May only be cast after the battle. May only attempt to cast once.
Effect: You may re-roll any 1 dice (exploration, experience advances, rarity rolls, etc.) or modify it by +1/-1.
If caster was taken out of action, he cannot attempt to cast this spell.