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| Rules Development Here's the board for all you people with house rules etc you want to share or get opinions on |
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| Senior Member ![]() ![]() Join Date: Apr 2005 Location: Connecticut Age: 27
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__________________ Geronimo, look out below. Here comes the brother with the offbeat flow. I just fell from the mother ship. Last edited by IamJasonK; February 1st, 2007 at 03:41. |
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| Senior Member ![]() ![]() Join Date: Apr 2005 Location: Connecticut Age: 27
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The rules are out. Once some people get interested we can get started. http://www.specialist-games.com/assets/FO87Araby.pdf |
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| | #3 (permalink) |
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Yeah I am all about doing this. I have wanted to work on a list like this for years. I would even be into doing some conversion work to get some visuals. I will look through the Army list and come up with some stuff. This will be great.
__________________ "...and we shall pave our path to the gods with the Skulls of our fallen foes." |
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| | #4 (permalink) |
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Was talking to a warhammer buddy about this yesterday and we started talkin characters. In addition to Sultan Lord and whatever the hero level warrior would be called we thought the wizard should be a Vizir and Grand Vizir. We also thought that there should be another string of characters following the thief/assasin route. Perhaps another lvl 1/2 mage called a huckster who specializes in illusion/deciption magic rather than the desert sand magic of the Vizirs. THere would also need to be assassin/thieves and a Lord lvl Thief Guild Master. About the Djinn, do you feel they should eb summoned once the battle has begun or just start as part of hte army. Storyline wise what is their relationship with the Tomb Kings?
__________________ "...and we shall pave our path to the gods with the Skulls of our fallen foes." |
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| | #5 (permalink) |
| Senior Member ![]() ![]() Join Date: Apr 2005 Location: Connecticut Age: 27
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We definatly could open up the mages so that they have maybe 3 schools to choose from. We could do Sands/Illusion/something else. Also I like the idea of the thief guilds. I am going to read some stuff about mythology that might fit this army. I definatly think Djinn should be summoned some how. I was going to post some units probably tomorrow morning just to get some thoughts flowing. I dont' really know the relationship to the tomb kings, I will need to reread the stuff from warmaster, mordheim. I think we will just need to brain storm some ideas. |
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| | #6 (permalink) |
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The 3 schools can just be the sand/desert magics, the illusion stuff for the thieves guild, and the summoning/controlling of the djinn magic. I have beeen trying to think of unique rules and unique troops besides the ones we know about from the Warmaster Army list. Dervishes perhaps? An infiltrating unit called Street Rats, from the thieves guild? A skirmishing unit of guys with huge scimitars/Kopeshs that wield them by doing summersaults in the air and flinging the weapon over their heads with the momentum of theie summersulting body, effectivly giving them a big strength bonus on the charge almost liek an infantry unit with lances. Fedayeen "one who is ready to sacrifice his life" can be an elite guard. -Lord: Sultian, Grand Visir, Greater Djinn Summoner, Thieves Guildlord -Hero: Sheik, Visir, Djinn Summoner, Master Thief, Huckster -Common: Warriors (spear/scimitar&shield), Ranged (sling&shield/bow), Light Horse Cav (archers or spear) -Special: Camel Riders, Heavy Horse Cav (w/ 2 handed wpns), lesser djinn (requires a summoner), Fedayeen, Carpet riders (in units like pegusi riders), dervishes, Street Rats -Rare: Some sort of Artillery, Elephant, Greater Djinn (requires Greater Summoner) I am doing some reading on different types of Djinn I will post it next
__________________ "...and we shall pave our path to the gods with the Skulls of our fallen foes." |
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| | #7 (permalink) |
| Consumate professional ![]() Join Date: Jul 2004 Location: Chester uk Age: 29
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Whats great about the Djins is that there are already perfectly good models available for them! Games Workshop Online Store — Elementals (4 models) In terms of units, there is a mention in the fluff of the Sultan of Jaffars Black Scimitar Guard- so an elite infantry unit with scimitar, maybe with killing blow ability? I think any Araby list should contain an assassin type unit, and personally ive always liked the idea of having beast masters with hunting cheetahs or some other sort of exotic animal, i cant see any self-respecting sultan not having a large menagerie of odd and dangerous animals from all over the world. There should be a special rule for arabian horsemen to reflect the high quality of their mounts. In terms of their relationship with the tomb kings i would think they would be mortal enemies, a bit like the guys from the film The Mummy. Arabian traders would have to pass through te land of the Dead, perhaps stopping at Numas, which is mentioned in the TK army book as being a city wherethe Scythan and the dead live side by side- but i would think they would keep the dead armies out of their lands pretty strenuously
__________________ PLAN CLAN MAN!! He who makes a beast of himself gets rid of the pain of being a man- S. Johnson Last edited by Sir Theobold the Lame; January 27th, 2007 at 17:31. |
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Guys I love the ideas. However, this is going to run out of control unless we get some structure. So first off lets get a group of between 5-10 people who are willing to work on this project. I really would like to put together a really nice army book with history, some story, and a well balanced army.
__________________ Geronimo, look out below. Here comes the brother with the offbeat flow. I just fell from the mother ship. Last edited by IamJasonK; January 28th, 2007 at 14:24. |
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| | #9 (permalink) |
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cool count me in!
__________________ PLAN CLAN MAN!! He who makes a beast of himself gets rid of the pain of being a man- S. Johnson |
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| | #10 (permalink) |
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I am all in as well. I like the idea of elemental djinn. This gives us enough distance from the truth and has models. I have one of the fire elementals painted. We need to think about hte diffences between the Ind army and Aribian army. As we create the list we need to make sure we don't mix to much East Indian Culture into out Aribic culture and mythology. We haven't yet but I think it might be really easy too. About the Khemri, I am not so sure they would be mortal enemies. Being a TK player I feel that unless the Aribians were coming over and stealing my stuff I would have no quarrel with them at all. We could peacfully coexist without any problem. The TKs are after the Vampire Counts and Nagash. They have no need for land or goods so I think the Aribians would have a respect for that and leave them alone. I even imagine that some of the Thieves Guild Masters and the Darker Royalty have struck deals with the TKs to trade slaves and weapons for services and goods. There probably isn't any standard or regualr trade but I see them coexisting with mutual understanding.
__________________ "...and we shall pave our path to the gods with the Skulls of our fallen foes." |
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