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The following is a list of Army Books and Supplements for the various armies released for the Games Workshop Warhammer Fantasy Battle game. An Army Book. Warhammer Armies Project. Welcome to the Warhammer Armies Project, the home of some of the most popular unofficial army books for Warhammer Fantasy . Warhammer Armies: The Empire, High Elves (Warhammer Armies), Warhammer Fantasy Bretonnia Army Book, Warhammer Armies: Wood Elves, Warhammer.

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The actual death of Arkhan was not witnessed, but no other explanation could be found for the sudden cessation of hostilities, a war that had become the only way of life to the people of Araby.

The sudden peace was a shock to the people of Araby. They could not believe what had happened, and still they looked toward the desert with fearful eyes for another two hundred years. During this time the power of the individual cities grew and trade opened up between them, many cities combining into groups and forming nations.

The political climate swung back and forth between various cities and the people became even stronger as they battled constantly. These wars were nothing compared to those fought against the undead and so the people began to prosper. As time.

The people became confident in their new strength and the intercity conflicts diminished until the cohesion of the previous empire began to be rebuilt. It took many centuries for civilisation to flourish again.

During that time the culture of Araby had been kept alive by the nomadic tribes who wandered in the most remote and inhospitable deserts, impossible to destroy and too tough to die. Over generations these tribes gradually resettled many old cities and established new dynasties to rule them.

Few mortals have reached that now desolate land and of those that have, fewer still have returned to tell the tale of their travels. There is only one mortal who has walked the length and breadth of Nehekhara and has returned to speak of it. He alone beheld what no other mortal had for millennia before even the birth of the man god Sigmar.

Driven by the cruel passion of his curiosity and the pitiless momentum of destiny, Abdul ben Raschid wandered the lands of ancient Nehekhara for eight long years, recording all he saw within the tome that he could not bring himself to name, but which history has named the.

Book of the Dead. It is to the few surviving copies of this poem in blank verse that the scholars of the Old World owe their hazy knowledge of ancient Nehekhara. As is often the way of such things, ben Raschid did not live to see the widespread horror inspired by his work.

Whether it was because he sought to emulate some of the dangerous arts he beheld while upon his travels, or whether he was cursed simply by witnessing all he had, the prince died under mysterious circumstances, strangled while locked within a shuttered room. When his servants eventually broke down the door they found only his purple-faced corpse.

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His body was said to have been so chill to the touch that it burned the hands of those who tried to lift it. Terrified by these events and of ben Raschid's work, the Caliph of the eastern city of Ka-Sabar ordered all copies of the prince's book to be found and burned.

However, the Caliph was not successful in his destructive behaviour. Copies survived in the private collections of nobles unknowing of the identity or worth of the book they owned. In time, the zealous knights of the Empire, Tilea and Bretonnia declared their crusade against the lands of Araby, and amongst the loot they brought back from their foolish escapade were copies of the Book of the Dead, though many of these knights came to regret their decision.

There are many lesser copies of the book, most of which with new 'facts' added and with originally sublime turns-of-phrase altered by the imaginations of lesser historians and poets. His name has since passed into legend, for many Arabyans believed that Mulhaed al-Quyat had been blessed by the One. No one knows who constructed this in the first place, but it is popularly believed that Ormazd himself created it only for Mulhaed al-Quyat to find it.

As he appeared in front of it, a massive light shone from the mosque and the sky opened above him. From then on, Mulhaed al-Quyat was never the same again, for he was now blessed by the One, Ormazd, and destined to unify the desert tribes under one faith. Mulhaed then set out for Martek, where he begun to preach about the miracle he had experienced. At first he was dismissed as just another lunatic, but soon the citizens eagerly started listening to him, and he acquired many followers.

Over the years, Mulhaed travelled across Araby, preaching his words. The leaders of the tribes who would not listen, he conquered instead. Ten years. Mulhaed became the first Great Sultan, and during his reign the great palace in Al-Haikk was built, and the land prospered under his rule. Mulhaed al-Quyat ruled for another five years, studying the arts of the spirit and transferring his knowledge into a single tome known now as the Holy Book of Ormazd, which contains all of his laws and wisdom.

After Mulhaed's death in the rulership of Araby was divided between the Caliphs and Sultans, with his son becoming the next Great Sultan. He made the trek from KaSabar into the interior.

No-one had ever done this before and lived to tell the tale. The Great Sultan of Araby provided him with fifty camels and an escort of exceptionally loyal eunuch soldiers from his palace guard, commanded by Haqim, a champion of immense size and courage. Ibn himself hired several Tuareg. He was seeking a land route to the gold and spice lands of the south beyond the great jungle.

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At this time the merchants of Lashiek were in fierce rivalry with the Cathayan ships that had appeared in the southern oceans, seeking to take over the sea trade routes. As well as this the Elf ships of Ulthuan were attempting to keep the routes to themselves. It was for this reason that the Sultan instructed Ibn to discover an overland route across the great desert. He trekked over the desert with a camel caravan until he reached the jungles of the South Lands.

Here he encountered the Lizardman city of Zlatlan which had remained hidden for millennia. This Lizardman realm far to the south of the great desert was known to the Arabians only by rumour and legend, and the uncertain reports of chance encounters between desert nomads and the dreaded 'Al Saurim'.

Ibn survived the adventure and made his way back overland to Ka-Sabar where he reported that there was no practical overland mute to the southern seas.

He also told the Sultan about the powerful armies of the lost realm of the Al Saurim who controlled the hinterland and that they had no interest in opening up trade links with anyone. Although the Sultan was disappointed with this news, he was delighted with the vast treasure brought back by Ibn's caravan, a gift from.

Not only were Ibn and all his men rewarded, but there was enough wealth left over to equip a new fleet of war dhows to challenge the High Elves and Cathayans for the southern spice trade routes. Corsairs of Araby, sailing in their war dhows, were plundering the coasts of Tilea and Estalia. To counter this threat the Tileans hired more Norse warriors in their longships. This provoked the Corsairs to gather a huge fleet and attack the Norse stronghold on Sartosa, which was captured with great slaughter.

The Norse fought to the death, but the Corsairs, being numerous and cunning, prevailed. From that moment onwards the raids of the Corsairs on the coasts of Tilea became much worse. The Tileans found them to be much more difficult to catch than the Norse, and much less willing to desist from raiding in order to serve as mercenaries. This was because the Corsair leaders were bound by tribal oaths to their Emirs and Sheikhs and could not be tempted to change allegiance for mere gold.

It was not until Sartosa was recaptured from the Corsairs by a mercenary army led by Luciano Catena. The temporary respite gained from the menace of the Corsairs opened up Araby to the merchants of the Old World. He then swept out of the desert and made himself Great Sultan.

In , Sultan Jaffar had united all of Araby and ruled it with an iron fist. Convinced by the nefarious Skaven that the Estalian Kingdoms was planning an invasion, he gathered his massive army and prepared his fleet for war.

He landed in southern Estalia with his enormous horde, and quickly seized the capital of the most important southern kingdom, Magritta, and advanced towards Bilbali the most important northern kingdom. As his army marched north, thousand were dragged south to Araby in chains, to be sold at the terrible slave markets of Lashiek into a life of hard toil in the unbearable Arabyan sun. As the stories trickled up north, King Louis the Righteous of Bretonnia, worried about where the Arabyans would turn once Estalia was conquered.

He soon declared the first Errantry War and send word to the emperor Frederik III didn't want to send the army south in defence of a foreign nation, as the Empire neared a state of civil war he appealed to the independent knights of the Empire to go fight against the unjust invasion along with the Bretonnians, while the Elector Counts each offered a part of their own armies. As the evil Sultan didn't know of the armies gathering to fight him in Brionne he quickly got overconfident sending his fleet into the neighbouring country, Tilea.

His massive fleet sailed through the Tilean Sea to attack the city-state of Tobaro, while Tobaro was better defended than the sultan had expected. The defenders of the city managed to hold the sea walls and protect the outer city from an invasion fleet many times their size, driving them into a humiliating retreat and showing for the first time that the Arabyans could be defeated, even when they were gathered in force.

Allied Intervention The allied army consisted mostly of heavy cavalry, a thing the Arabyans lacked as their desert homeland isn't suited for horses or thick armour. With this superiority, they crossed the mountains into Estalia and quickly won victories against the Arabyan army.

After much hard fighting, the armies of Sultan Jaffar began to retreat. As Jaffar realised he couldn't win in the field against the superior army, he withdrew to his homeland while he left a force in the most important city of Estalia, Magritta, under the command of the Sheikh Emir Wazar, better known as Emir the Cruel.

The retreating Arabyan army set fire to all villages on their path to the capital, slaughtering the population. Few had been spared the spiteful wrath of the Sultan, and the sight of the murdered innocents horrified the Knights. Those few who survived begged the knights from Bretonnia and the Empire to rescue those family members which had been brought to Araby. As the inhabitants were enslaved and forced to fortify the city, the crusader.

They would visit his own cruelty upon his people, they would carry their swords to Araby itself. When the crusaders landed in Araby they were unprepared for the desert heat and the lack of water. Progress was slow, and Jaffar's forces, being lightly equipped and highly mobile, were able to avoid being caught in a pitched battle.

The campaign dragged on for one year and then another. As they assaulted Magritta they knew that the siege could go on for years, and Jaffar would be able to gather a fresh army in Araby if they didn't pursue now.

Thus they decided to split their army in two, one would stay to besiege Magritta and break the last Arabyan strongpoint in Estalia before following the other army into the hot deserts of Araby, a task that would take eight years and the intervention of Mymidia to complete. The crusaders were playing straight into Jaffars schemes, he had expected that once they had fought for months in the sweltering heat of Araby they would lose their taste for vengeance and return home.

While they weren't prepared for a desert campaign, they were urged on by the fact that the locals hated Jaffar even more than the crusaders and rose up against him. Gradually the grim determination of the crusading knights, prepared to endure against hardship began to tell against Jaffar's warriors, many of whom were becoming tired of his tyranny. Several tribes simply deserted and disappeared into the vast desert to await the outcome. After Estalia, and the fair city of Magritta in particular, had endured the ravages of Jaffar and his army it had given all those who had fought to save Estalia a desire to exact vengeance.

They resolved to pursue Jaffar into his own land. Araby was rumoured to be filled with untold riches and promised yet more opportunity for winning honour by feat of arms. As the main force arrived in the ports of southern Estalia ships were brought in from all over the Old World.

A great fleet was hastily assembled and the crusading army set sail for Araby. The Crusade Reaches Araby As the crusaders sailed, Jaffar and his men prepared for the coming invasion.

When they finally arrived in the spice-trading city of Copher it was heavily fortified and the defenders were well prepared for the coming battle.

Yet they weren't prepared for the wrath Jaffar had brought upon them, and once the defenders first started faltering against the onslaught, the high spires were pulled to the ground and much of the population were put to the sword.

For months they marched through the hot deserts towards the capital, Al-haikk, were Jaffar had decided to make his stand, where the outcome of the war would be decided, once and for all.

Seeing that his last hope for victory would be meeting the enemy in the field, where the hot desert sun would deter the Old Worlders used to a different climate he marched out to meet the army at his doorstep.

While Jaffars army slightly outnumbered the crusaders, the lack of heavy cavalry in his army came into play once more. As the infantry of both armies fought a. The Battle of Haytin During the years following the defeat of Jaffar, the crusaders had been carving out various kingdoms for themselves throughout Araby.

A self-proclaimed prince in the Old World had heard of the vast treasures that were pillaged from Araby and he amassed an army to gain them for himself. A few years later, Prince Arnyld, as he now called himself, claimed that an Estalian merchant had reneged on his promise to pay him a sum of money, and Arnyld vowed to launch a campaign into Estalia to capture him.

When his father-in-law refused to finance this insane expedition, Arnyld had him seized, stripped naked, covered in honey, and left in the burning sun on top of his citadel. This charge has been immortalized by many legendary stories and songs, colouring the ground red as the Arabyans were crushed beneath thousands of armoured horses, a colour that remains to this day.

Jaffar died that day, pierced through the back by a Bretonnian lance as he fled. Now seeing their honour satisfied, the knights of Bretonnia decided to return to Copher and sail home. It was in this century that many of the Imperial Knightly Orders were founded, as they discovered many things previously unknown in the Old World, they often named themselves after this, such as the Knights Panther. Araby, however, proved too vast and hostile to be properly conquered and held.

Instead the crusading knights demolished fortifications, burned evil books, flung down the idols and carried of as much treasure and exotic luxuries as they could find.

As they sailed home, they burned Jaffar's vast fleet of warships for good measure. No sooner had they left than the nomad tribes swept in from the desert to divide Jaffar's realm amongst themselves. They were held up as they pillaged the lands of the Border Princes. He maintained a number of fortresses here, and made his living from tolling anyone who passed through his lands.

Arnyld became notorious for his wanton cruelty throughout the Border Princes, often having his enemies and hostages flung from castle walls to be dashed to pieces on the rocks below. He became obsessed with the valuables held by the Caliphs of Araby. In the heart of the battle, the Vizier brandished a phial, "Jafar! Eisenberg had suffered an injured leg, and was hiding behind a pile of crates of Prima Materia, and was attentively watching the whole scene from his hiding place.

Little did he know how lucky he was. What he saw then left him breathless. What he had initially taken to be the flame of a candle was now beginning to shine red and twist about inside the phial like a caged beast. The phial reddened and began to beat like a heart. The magician grimaced at the heat, despite the thick gloves he was wearing. The phial was covered in Kabbalistic symbols, drawn in gold and silver. The magician removed the crystal stopper from the phial, letting out a column of golden yellow flames.

Eisenberg felt his throat become dry and his lungs burn up. The magician was shouting orders, but the whirling fiery creature that he had just set loose seemed to be resisting him.

It was writhing about and swearing loudly at the mortal who had summoned it. Arnyld launched ships in to the Great Ocean, though avoided the main thrust of the crusading armies. His pirates ravaged villages up and down the coast, before being captured by the navy of the Sultan Al-Adil only a few miles from the Gulf of Medes. Taking command of it, Prince Arnyld led them to pillage the surrounding areas and became a much feared force.

He vowed to his followers that they would gain wealth beyond their dreams if they obeyed him without question, and he delivered his promise to a certain extent. His army raided Khemrian tombs as well as laying waste to any Arabyan town they passed. They were unstoppable, as the Arabyan armies were concentrated in the north of Araby, far from the Gulf of Medes. After many months of travelling throughout Araby, Arnyld attacked a caravan travelling to El-Kalabad, breaking a pact between Caliph Nur-Salih and the Crusaders.

Whether Arnyld knew he was breaking this truce or simply did not care is still argued to this day. They caught them on the Plain of Haytin and slaughtering them to a man.

As news reached the Old World of the demise of Prince Arnyld, rumours began to circulate of what happened to the vast treasures he had amassed throughout his campaign. Peace and prosperity, however, also brought complacency and laziness. Too much gold and too few labourers meant that the city of Al-Haikk fell to shambles, the resort of Lashiek was abandoned to pirates, and attentive eyes turned from their neighbours.

The Great Sultan considered invading Estalia again, but having been repelled twice before by the Knights of Bretonnia, thought better of it. In , a debate over the successor to the Great Sultan Achmed al-Javaira turned bloody, and a dozen Caliphs and Sultans left Al-Haikk to contest their rightful claim to the throne of Araby. The succession took nearly 15 years to resolve, during which time Araby also faced trouble in the form of invading Orcs.

With the succession conflict forcing the Grand Vizier to return to Copher to endorse a family claim, the Sultan of Martek leapt at the opportunity to strike AlHaikk at its weakest, and crossed the borders in with a force of more than 40, Arabyan soldiers. This proved a greater force than Al-Haikk could contend with to keep its holdings, and the city lost much of its influence in the area over the next decade.

Peace with Al-Haikk was not achieved for another twenty years, with the final border appearing much as it had for millennia. Not content with his lot in his homeland, and perhaps as a reaction to the Crusades that had despoiled much of his homeland, he looked north, intending to do to the Empire what they did to Araby.

He gathered his armies, set sail, and landed in the region of the Border Princes. He knew he needed new supplies to make a serious attempt against the Empire, which was starting that slow decline into unrest and anarchy.

So he intended to create a petty kingdom to swell his numbers with mercenaries and plant crops enough to feed his forces. What he found was a land inferred by Greenskins; a place of desperation, plague, and death. He led his army north, but he watched with horror as each new engagement with the Orcs whittled away at his numbers, unravelling his plans and destroying his dreams of conquest.

Faced with annihilation, he settled for a piece of land and ruled over the scattered homesteads and struggling villages. Luckily, the poisonous desert had stopped expanding, and much of the horrors it was said to have held had since ceased. He invested more resources when his scouts discovered an area rich with iron.

Sensing the opportunity to rebuild after his losses to the Orcs, he focused all of his efforts on the mine. Months passed, and it seemed less and less likely that Abdul would recoup from the initial invasion, and a year later, one of his lackeys murdered him while he sat on his chamber pot.

Over the next years, Abdul's principalities fell to a series of lesser and lesser men until what little law there was collapsed under the weight of its own corruption.

The iron mines that had supplied this land with wealth dried up. The land fragmented, fraught with civil war until the whole region simply fell to the rampaging Greenskins and later to other settling humans. In , a mere years after the crusades ended the master of the undead rose from death and in one night the thousands upon thousands of bodies within the desert that had been the core of Arkhan's army rose again and began to assemble for battle against the cities of Araby.

As the army gathered and began to march it passed through the mountains of Garalt, in the central desert. Here dwelt the remnants of the dwarves that had fled first from the armies of Nagash, and then from the tomb kings.

Their journey had taken them from their holds in the south of the World's Edge Mountains, through ancient Nehekharan and the great desert until they reached these mountains and hid deep, building new holds and regaining lost glory during the intervening millennia, never forgetting.

These dwarves fled before the new army, which was powerful with the might of the newly revitalised Nagash. Their warnings were ignored by all but the Caliph of Ka-Sabar, the greatest of the city states at the time. Caliph Abdul ibn Hashid used the time bought by those brave dwarves who refused to leave their holds and mines to mould the cities of Araby into a nation under his command. He took the title of Grand Caliph and stopped using his old name, removing it from the records and having replaced with his new title.

Abdul ibn Hashid then began to form alliances to aid him in defeating the hordes of undead which now shambled through the dust bearing weapons and finery stolen from the defeated dwarven holds.

All of the cities were under his command by the time the undead began to sack the eastern cities. Many towns and cities fell, their dead swelling the army now numbering in the hundreds of thousands.

The dwarves were great allies to the Great Sultan of Araby as he fought against the ever increasing numbers of undead. They slowed the tide with their strength and provided the men with the benefits of their runic magic.

This was not sufficient to prevent the undead creatures from slowly pushing their way into the realm, ravaging towns and enlisting the dead of Araby to their ranks. The sorcerers of Araby sought help from the elf folk across the water in Ulthuan.

Here the elven wizards taught the greatest of the Arabyan mages the magic of their forbears, light magic. These sorcerers, bursting with new knowledge, returned to the land of Araby, and finally the people of Araby were able to halt the tide of Undeath that flowed toward them. Though the Northmen numbered less than a hundred and the armies of Araby were many thousands strong, the warriors of Chaos.

The Emirs sent sentient winds and fiery spirits, but to their despair the followers of Khorne grew more determined with every battle. The trail that the invaders hacked through the armies sent to oppose them was marked with spatters and pools of blood that, as the days of battle grew long, ran together between the dunes as rivulets of crimson.

The Emirs sent their elite bodyguards and cavalry regiments against the indomitable Chaos Warrior footsoldiers, but to no avail. The Warriors of Chaos fought with a berserk fury, and soon the rivulets became a stream. In desperation, the Emirs sent gigantic beasts of war and armies that hid the dunes with their number, and were finally able to defeat the forces of Chaos and end the threat, though at a great cost.

The crimson river flows through Araby to this day in testament of this great battle. These Vampires of the Desert were led by Maatmeses, one of the first Vampires of Lahmia, intent only on turning the entire world into a charnel pit, for them to feed in like maggots.

Only the desert managed to slow them down in their goal of destroying the entirety of the Arabyan kingdom. The squabbling Caliphs and Sultans of the large cities could never produce an amassed army to wipe them out, and these monsters could easily hide in. There they remained for years, preying on smaller villages and lone caravans, devouring unsuspecting travellers until they had built up numbers of Undead great enough to threaten the realm of the living.

In the beginning, they sent out disguised Vampires into the smaller cities.

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Once inside, they could spread their decay and death in more cunning ways, with poisoned blades and stealthy assassinations. The combined effect of their city intrigues and their locust-like predations on the countryside and trade caravans had a terrible effect on the Arabyan kingdom.

Although they were slow to rise in numbers, in the last millennia they had become a force as destructive to that land as the Chaos marauders are to Kislev, and it was their very presence that led the once glorious Arabyan kingdom to collapse into fear, disorder and decadence.

Eventually, only the four great coastal cities remain untouched by the verminous fiends, and the Great Sultan realised that his entire kingdom was on the brink of destruction, if not already doomed. In desperation, he sent emissaries to all corners of Araby to beg for support to fight the terrible Mahtmasi.

Thousands of nomad tribesmen from all over the desert answered the call, along with mercenaries from Tilea, and gathered on the western coast to protect the heart of Araby. With this great influx of warriors, the great city-states joined together with their armies, ready to face the onslaught of the foul undead. In many great battles, the armies of the Mahtmasi were driven back into the Desert, their Undead armies of Skeletons and Ghouls crumbling before the onslaught of the combined armies of the Arabyan city-states, setting aside their differences in the face of the current foe, supported by large numbers of mercenaries from the Old World.

During the final great battle near Vulture Mountain, Maatmeses himself was struck down by Caliph Adbul el-Rashad in battle, and the Undead forces began to crumble into dust on the sand. However, his body was never recovered, and the Caliph was never able to truly confirm the destruction of the foe as he was pushed back by the remaining honour guard of Maatmeses vampire subjects.

Some whisper that Maatmeses did in fact not die and now hides in the middle of the Great Deserts, waiting for a new opportunity to strike against Araby again. Though the threat was averted, it had come at a great cost, for many cities were now empty ruins devoid of life, and the price of hiring the Tilean mercenaries had been a high one.

It would take Araby many years to recover economically and repopulate the cities. ARABY TODAY The Arabyan kingdom is powerful; the millennia of war, separated only with a few short centuries of peace have moulded them into a strong and warlike people, though now their anger is turned more outward than inward. There are those, like the nomads of the southern and eastern desert, who do not swear loyalty to the Sultans and live by their own codes.

The people are characterised by being quick to anger, with a strong sense of honour and loyalty. In the last fifty years, Araby has been greatly enriched by trade.

The greater security along the caravan routes means that Arabyan goods arrive with greater certainty, and less coin is lost on each trip. Recently, the nomads have begun to say that Arkhan the Black has risen and once more seeks to cast his shadow across the land. This is grave news for all, for if Arkhan has returned, then all should fear lest his master will follow.

If this is true then all in Araby should take heed, and the Tomb Kings that they fear so greatly could soon prove to be their only salvation. The Imams have warned for years of pending destruction from the east, but some desire greatly to invade the Old World and create a larger Araby that extends past the Irrana Mountains in Estalia and Tilea. Should the Arabyans decide to go to war, the Old World should be prepared, for with them goes the holy wrath of Ormazd.

Wars of Death. Arkhan the Black sacks the city of Bel-Aliad. For the next 1. The once mighty civilization that ruled these lands is reduced to a few weakened city states and a handful of desert tribes. Arkhan pulls back his forces, and the Wars of Death ends.

It would take many years for the Arabyans to recuperate. The mad necromancer Abdul ben Raschid returns from Nehekhara after wandering the realm for 8 years. He returns to Araby laden with Lizardman gold. The mad Arabyan sorcerer Mahik al'Rak creates the Portal of Twilight from a series of enchanted mirrors.

Shortly after, his body is possessed by a Lord of Change who thereafter influences the magical practices of Araby in favour of Tzeentch. Led by Nafel Muq, Arabyan corsairs invade the island of Sartosa and establish it as their base. Cities on the coasts of Araby are once again flourishing and prosperous after the Wars of Death in ancient times. Sultan Jaffar, a powerful Arabyan sorcerer, wields together a coalition of several desert tribes using his charismatic power and his ability to summon desert genies.

Legends speaks of him summoning daemons and conversing with spirits.


The Skaven spy for the Sultan and murder many rivals in exchange for warpstone. An expedition from Araby led by Jaffar's sorcerers strikes deep into Nehekhara, searching for magical scrolls. The grave robbers sack Zandri, slaying many Liche Priests. They are eventually stopped during a raid on Khemri. Jaffar is manipulated into invading Estalia and captures Magritta. This begins the Araby crusades by the human realms of the Old World, notably Bretonnia and the Empire.

Distrust and anarchy are spread wide. Tilean mercenaries take part in wars to free Estalia from Sultan Jaffar. Tobaro holds out against the Sultan's army. He is hurled back into Araby with great slaughter. Magritta is liberated by Crusading forces.

They inadvertently awaken the Portal of Twilight, banishing themselves into the Realm of Chaos. The Old Worlder war against Araby is spent. Tilean ships help evacuate the most of the remaining crusaders. Sartosa is recaptured from Emir Abd al Wazaq and his corsairs by mercenary army of Luciano Catena after a six month bloody siege.

Sultan Daryus-e Qabir launches a series of holy wars against the Old World through the land route, but without any lasting success. He and his army are defeated in the Badlands, never to be seen again. Abdul Al'Shar invades the region of Masterschloss in the Border Princes, conquering the villages and claiming the region for his own. Conflict due to debate regarding the successor of the throne of the Great Sultan turns into civil war.

They are eventually defeated with the help of the High Elves and Dwarfs. King Rakaph of Khemri marches against Araby and faces their armies three times. Though the Arabyans suffer many casualties, the Tomb King never succeeds with any lasting conquests. The iron mine in Masterschloss closes. The dominion of the Sheikh ends, and with it, Araby's conquest of the Border Princes.

Arabyan piracy on the rise, clashes with merchant ships and pirates of Sartosa. Thousands of slaves are brought back to be sold on Lashiek's slave market. The Gorehunt clan from Norsca lands in Araby. This is the beginning of a historical massacre and war, even though the Chaos force is less than a hundred men strong. They are eventually defeated at the battle of the Crimson River.

The Vampiric Carrion Children emerge from the Deserts, destroying many villages and minor cities. The armies of Araby unite against the Undead threat. Together with mercenaries from Tilea, they defeat the Vampire Lord Maatmeses near Vulture Mountain, ending the threat.

Lustrian trade develops trade with Tilea, Nippon and Cathay, and continues to bring in wealth for Araby. Arabyan Corsairs clashes with Dark Elf raiders on the northern coast of Araby for dominance of the waters. Both sides suffer heavy casualties, but the Dark Elves are driven off, securing the slave trade for the nearest years. Al Muktar's Desert Dogs are formed, becoming such a nuisance that the Sheikh of Lashiek is compelled to hire them by means of large bribes.

Arabyan armies are mustering for war. Some say they have their eyes set on Estalia, others that they mean to move onto Nehekhara intent on plunder. Whispers of Arkhan the Black having risen and making himself ready to invade Araby once more are increasing.

Whatever may come, the future of Araby will reveal itself soon. These tribes are known as Desert Nomads, their fleet horses and deadly mounted marksmanship proving to be an asset on the field of battle. It is said that a Desert Nomad is born on horseback and dies on horseback such is the skill these riders and their equine mounts. Nomad tribes roam the trackless sands of the desert eking an existence from the harsh environment and trading. They often visit the cities in large caravans trading for items they cannot produce themselves but in times of extreme hardship they turn to raiding merchants and other nomadic clans.

They are a deeply religious people but the variations found among taboos and mode of worship between different clans is phenomenal. Wrapped in robes and scarf to protect against wind driven sand they are perhaps the toughest of the Arabyan people. Unsurprisingly many tire of the endless hardship and turn to battle to give meaning to their existence. Ghutani The area close to Tyrius is known to the Arabyans as Ghutan. The tribes of Ghutan, known as the Ghutani to others they consider themselves as members of their smaller family clans, rather than as part of any abstract cultural group , live by an ancient honour code and are fiercely independent.

They also have a staunch and uncompromising belief in the faith of The One. Ghutan was one of the first Arabyan areas that fell to the crusaders when their ships landed in the Gulf of Medes.

The ancient feuds between the clans stopped the Ghutani from forming a cohesive defence and the crusaders soon conquered their land. However, rather than being massacred by the frenzied armies, the Ghutani faded away from the area and found refuge in other cities held by Arabyans, though they have not forgotten the injustices done to them. Turjuk The Turjuk tribe originally dwelt in the steppes before being driven from them by the ancestors of Hobgobbla Khan and vicious ogre armies.

They travelled far from their homelands and eventually settled in Araby. Here they were welcomed and feared for their martial prowess and their mastery of horsemanship. Muzil The Muzil tribe is one of the most powerful in Araby as they have excelled in the arts of scholarship and trading. King Dukash, the ruler of Dimashque, is of the Muzil tribe and under his guidance many colleges and hospitals have been constructed.

However, the new threat of the northern invaders is gradually eroding their reputations as trustworthy merchants and rational thinkers. This is because the shortage of goods means a merchant needs to become slightly more creative in his dealings, and war makes men lose their senses.

Tuareg The Tuareg tribe is made up of outcasts from the desert and their descendants. They consider themselves enlightened, but their respect for the Great Sultan is slight and their reconciliation of the gods fleeting.

Like the creature they pattern themselves after, they are scavengers, living off the success of others. They raid caravans and steal horses. Adventurers who encounter them in the desert will not find a welcome-only daggers and arrows.

There are likely no more than 2, members of the Tuareg scattered in small bands throughout the desert, but their numbers grow with each attack and each telling of the tale thereafter. They recruit savages and mountain tribes to aid in their attacks, but the tribe lets these outsiders do most of the dying so that they can gather most of the treasure.

The Tuareg are regarded among the civilized tribes as unworthy of acknowledgement. Most other desertdwellers would rather call upon Fate than admit they had been defeated by this miserable tribe. The tribe of Asad is an enlightened tribe that numbers some 5, men and women, divided into 20 clans.

They claim the Oasis of a Thousand Camels as their own, though they permit other enlightened nomads to use it. Asad is one of the wealthiest tribes in the High Desert, and it is blessed with strong camels, fine sons, and beautiful daughters. The people of Asad are proud to the point of arrogance. They are easy with their friendship but also easy to offend.

Sheikh Anwat al-Makkar maintains several raiding clans of or more warriors each. These clans prey on the caravans travelling through the south and southcentral region. The sheikh has allied with or against most of the other major tribes over the years, depending on the circumstance.

Conversely, Anwat has offered the leader of the Bakr people remaining in the Great Desert the service of his household and warriors. It also maintains a permanent base in the mountains that was formerly held by the Hashishin. Warhammer Fantasy Rule Book Softback. Shop by Category. Game Version see all.

Warhammer Fantasy Battles. Age of Sigmar. Not Specified. WFB Army see all. Dark Elves. Warriors of Chaos. The Empire. High Elves. AoS Army see all. Daemons of Chaos. Slaves to Darkness. Free Peoples. Beastclaw Raiders. Book Type see all. Army Book Filter Applied. Language see all. Brand see all. Features see all. No Warhammer Fantasy Army books are considered current as Warhammer: Fantasy Battles game was discontinued by Games Workshop and was replaced with Warhammer: Age of Sigmar game in The final version of Warhammer army books was the 8th Edition.

The last 8th edition army book was printed in for Wood Elves, the first army book for The Empire was printed for 4th edition rules in spanning some 21 years of printing of Warhammer army books for The Game of Fantasy Battles formerly known as Warhammer Fantasy Battle. Games Workshop and Warhammer Forge the fantasy division of Forge World , a subsidiary of Games Workshop have released expansions to the 8th edition game.

They are digitally released and expand the options available to players, as well as contain background on their subject.

Most are formations that can be added to any army as a unit outside of the normal army organization. Some noted below are additions to specific army lists and are taken following the normal rules for their unit type.

Starting with the 4th edition rules, individual Army books were published for various races and realms of the Warhammer world that had coinciding miniatures armies to play the Warhammer Fantasy Battles tabletop game. All army books were initially replaced by a get-by list in Ravening Hordes, distributed for free.

It was the first edition to feature individual army books. From Wikipedia, the free encyclopedia. An Army Book normally contains: Background - Information about the race and its place in the Warhammer world.Culture and learning bloom, and art, music and the pursuit of pleasure dominate over all. Shortly after, his body is possessed by a Lord of Change who thereafter influences the magical practices of Araby in favour of Tzeentch.

This enables the faithful to offer their prayers in the right direction. Natives of various islands, certain mountain tribes, and unbelievers who wander the deserts are often captured by slave-masters and sold into servitude. In the cities people identifiable as become from elsewhere are asked to pay dubious taxes.

The phial reddened and began to beat like a heart. Known as a blood feud, such a conflict may arise when a tribe believes one of their members has been wrongly killed, or a matter of honour may trigger the feud.