DOGS OF WAR – ARMY FOR HIRE
B y A l essi o C avato r e an d Til ea. ne t team
This is a tale of the Warhammer world – of warlords
and bandits, of sell-s words and freeboot ers, and of
brave advent urers wh o willingly risk all upon the
battlefield for the chance to win measureless riches.
They are the Dogs of War! The following armylist has
been modified and adapted to be finally playable,
funny and ironic for the 7
t hEdition of Warhammer!
We will like if Dogs of War will return on the green
tables as the ideal army of GW-Hobbyst!
Unlike other Warhammer armies, the Dogs of War do not come from a particular place, nor do they comprise a particular race, although men do feature very strongly amongst their number. They are bands of warriors who live by fighting – fighting for pay, fighting for adventure and, most importantly of all, fighting for the chance to win fabulous wealth. Some are merely bandits, pirates and cut-throats of the most untrustworthy kind, but others are gallant princes and buccaneers who lead bold warriors to adventure and conquest in faraway lands. As already explained, not all mercenaries are human, although many are. Amongst the Dogs of War, freebooters from the frozen wastes of Norsca rub shoulders with Corsairs from Araby and mysterious warrior monks from the east. Mercenaries commonly form into itinerant bands under the leadership of a charismatic or especially brutal leader. The most famous of these bands are, more often than not, known by the name of their leader, such as Hagar Whitefang’s Were-Marauders, Khalag’s Sure Shots, and the renowned Golgfag’s Ogres. An entire army of Dogs of War is made up of many of these bands under the overall leadership of a roguish mercenary general.
ANY TIME, ANY PLACE, ANYWHERE…
Mercenary armies of Dogs of War fight all over the world. They are drawn to places where fortunes can be won by ruthless adventurers. The treasure houses of the Lizardmen in Lustria are a major prize and have attracted many a would-be conqueror.
Further east, the mysterious Dragon Isles and the shadowy lands of Cathay have tempted soldiers of fortune.
The world is truly awash with rag tag armies of sell-swords who nurture wishful dreams of wealth!
Although Dogs of War ply their bloody trade to every point of the compass, the most notorious breeding ground of mercenaries is the land of Tilea in the Old World. From all the kingdoms of the Old World and many lands beyond, sell-swords come to Tilea where they can be assured of ready and profitable employment. Tilea is an anarchic and largely ungovernable country, where self-serving individuals rule precariously over proudly independent cities. The real power lies with the wealthy Merchant Princes who plot and scheme against the tax-gathering authorities and each other with almost equal enthusiasm. Indeed, such is the tradition in Tilea that all armies of any size are mercenary armies – paid for and deployed by a wealthy prince, a devious merchant or ambitious tyrant.
A NOTE ON TERMINOLOGY
We will use both “Mercenary” and “Dogs of War” as synonymous.
Regiment of Renown (ROR) are special units with an hero that take the place of the champion and make a ROR an unique unit respect the others in whole game..
Tilea – Home of the Mercenary
Tilea is the home of the mercenary, where Dogs of War go to find employment and where would-be lords and rulers go to
find them. It is split into many squabbling republics and principalities, which ensures that there is always work for a warrior
willing to fight for gold. No mercenary worth his sword will ever get bored in Tilea!
Every year, expeditions large and small set off for the fabled lands of Lustria and Cathay, seeking new trade routes or simply off
to plunder. This makes Tilea a magnet for every scoundrel with a lust for gold and an eye for adventure. It is the heroes’ starting
point in countless tales of daring exploits, brave rescues, and impossible deeds – and some stories are true!
THE DOGS OF WAR ARMYLIST
Original of this armylist it’s a part of the Ravening Hordes project,
created to let veteran players play and to convert their own armys
into a format that works good in new edition of Warhammar.
Ravening Hordes was not intended as a permanent add-on of
Warhammer but just to help old players to continue to play
correctly waiting for their armylist release. Games Workshop
didn’t released nothing at the moment, so a group of fanatic
decided to build, getting as base the original of the armylist, this
rulesheet you are reading.
Tilea Project it’s a great work to create a new meeting portal to
discuss about the Official Rules Note to send to Games Workshop
an armylist son of many hours of funny playtesting, to obtain
finally a real upgrade to Dog of War’s armylist, like what
Druchii.net did with Dark Elves in 6
thedition.
However, Tilea Project it’s bigger and hardest than Druchii one,
since we miss totally an Army Book for the 6
thedition… and the
7
thneither. With the Official Rules Note we will, at least for
organized group of players, to give a point of reference and to
invite to play, to collect, to convert and to love this army.
Following rules are NOT OFFICIAL: we just wish into a Games
Workshop interest in this work to help to create the DOW’s
armybook or, why not, to make official this package or rules by
internet as Rules in try before, and Official Rules later.
We call this file “Official Rules Note” referring to Tilea.net: if it’s
in ORN it’s tested, guaranteed! What we are working on will be
shared in other files that probably will have some balancing errors.
Newcomers and veterans will discover how Dogs of War it’s a
various and unique army as in game play as in modelism point of
view: the only army that let you to play many different races all
together, to have lots of different heraldries in the same faction!
More, this army represent the essence of Hobby: one of the
funniest background, refined tactics of play and the possibility to
make lot of conversion from models of many army to have all the
choices a real Mercenary General has!
CHOOSING AN ARMY FOR BATTLE
The Dogs of War army uses the same system as the other 6th edition lists This is explained below and is different by an exception.
How the army list is organized
The army list is divided into four sections: • CHARACTERS
• CORE UNITS • SPECIAL UNITS • RARE UNITS
Characters represent the most able, ruthless and successful individuals in your army: extraordinary leaders such as Heroes and Wizards. These form a vital and potent part of your forces. Core units represent the most common types of warriors in the army. They usually form the bulk of the army and will often bear the brunt of the fighting.
Special units are the best of your warriors and also include some of the more common engines of war. They are available to your army in limited numbers.
Rare units are so called because they are scarce compared to your ordinary troops. They represent unique units, uncommon creatures and unusual machines.
How to choose an army
Both players choose armies to the same agreed points value. Most players find that 2,000 points is about right for a battle that will last an evening. Whatever value you agree, this is the maximum number of points you can spend on your army. You can spend less and will probably find it is impossible to use up every last point. Most 2,000 points armies will therefore be something like 1,998 points or 1,999 points, but they still count as ‘2,000’ points armies for our purposes.
Choosing characters
Characters are divided into two broad categories: Lords (the most powerful characters) and Heroes (the rest). The maximum number of characters an army can include is shown on the chart below. This table don’t applies if your army’s general is a Mercenary General or you decide to do not include any Regiment of Renown into your list:
if you are in one of those case (or both!), add +1 to the number of maximum characters.
Army Value Maximum Characters Lords up to 1999 3 0 2000 - 2999 4 (+1) up to 1 3000 - 3999 6 (+1) up to 2 + 1000 +2 max +1 max
IMPORTANT: The number of characters is the total number of characters allowed in the army including Lords. For example: a 2,500 points army may have up 4 characters in total, of which 1 may be a Lord (ie, 1 Lord + 3 Heroes) but you can always include fewer than indicated down to a minimum of two (the general and the Paymaster). Similarly, an army does not have to include Lords, it can include all of its characters as Heroes if your prefer. At the beginning of the battle choose one of the characters in your army to be the General and tell your opponent which one it is. Your General will always be the character with the highest Leadership value in your army. However, as there can obviously only be one General in each army, you will have to choose who to elect if two or more of your characters tie for highest Ld.
If your General is a Leader of Fortune or you’ll not include
any Regiment of Renown in your list, you have an extra hero
slot (as the Bretonnia army). For example, in a 2,500 points
army may have up 5 characters in total, of which 1 may be a
Lord (ie, 1 Lord + 4 Heroes).
Chariots & ridden monsters
Characters are sometimes allowed to ride on the backs of monsters or in chariots. Each character must be given their own chariot or mount. They will not all cram into one!
Magic items
Dogs of War characters may choose magic items only from the common ones listed in the rulebook and the Wars Spoils. Lords can carry up to 100 points of Magical Items, Heroes just up to 50. Units that can carry a magic standard are listed later.
Choosing troops
Troops are divided into Core, Special and Rare units. The number of units of each type that are available to you depends upon the points value of your army. This is indicated on the chart below.
Army Value
Core
Special
Rare
<2,000 2+ 0-3 0-1
2,000-2,999 3+ 0-4 0-2
3,000-3,999 4+ 0-5 0-3
+1,000 +1 +1 +1
For example, if you are choosing a 2,000 points army you must take a minimum of 3 Core units and could choose to take up to 4 Special and/or up to 2 Rare. In addition, if an individual entry has a number limiting it, eg, 0- 1, then you may only have that many in your army. Otherwise you may have as many as the restrictions above and points allow.
Unit entries
Each unit is represented by an entry in the Army list. The unit’s name is given and any limitations that apply are explained.
Profiles.
The characteristic profiles for the troops in each unit are given in the unit entry. Where several profiles are required, these are also given even if, as in many cases, they are optional.Unit Sizes.
Each entry specifies the minimum size for each unit. In some cases, units also have a maximum size.Equipment.
Each entry lists the standard weapons and armour for that unit type. The value of these items is included in the points value. Additional or optional weapons and armour are listed together with their extra cost.Special Rules.
Many troops have special rules which are described in this section.Special Characters and Regiments of Renown
In the next pages you will find a collection of Dogs of War Special Characters and Regiments of Renown. At the moment, Tilea.net Team with the help of all Dogs of War’s players it’s making and adapting the rules about latest Regiment of Renown and Special Characters. Games Workshop never endend to create models of many Regiment of Renown and made the rules shared on White Dwarf, by internet and many other publications: we really hope this will never end!
Special Charcters can be fielded just by Dogs of War armies while Regiment of Renows n be fielded by Dogs of War armies as well as by any other Warhammer army, following the rules and the exceptions mentioned in the ‘For Hire’ entry of each one of the Regiments.
Fielding ‘Dogs of War’ units in other Warhammer armies
More or less every armybook of sixth edition had the option to field as Rare Unit for Dogs of War units. This kind of option it’s going to vanish in latest armybooks of seventh edition.
Tilea.net Team belive that the future of Dogs of War Armys it’s just to apply the ideas and the rules that you’ll can read at the end of this work as EXTRA – THE 3 WAYS OF MERCENARY
Important points to remember
• The number of characters is the total number of characters allowed in the army including Lords.
• The number of Core units is the minimum you must take. The Special and Rare numbers are maximums.
Champions, Musicians & Standard bearers
Any unit of your troops in the army may upgrade a model to a Standard, Musician and/or a champion w1ith the following, applying the following extra bonus on their rules:
Unit Champion Musician Standard
Pikeman 8 +1 A 4 8 Crossbowman 8 +1 BS 4 8 Duelists 5 +1 A - - Heavy Cavalry 14 +1 A 7 14 Light Cavalry 12 +1 BS 7 12 Ogres 20 +1 A 10 20 Dwarf 10 +1 A 5 10 Norse Marauders 8 +1 A 4 8 Paymaster’s bodyguard 12 +1 A 6 12 Halflings 10 +1 BS 5 10
A single unit in the army of pikemen, a single of heavy cavalry and paymaster’s bodyguard can take a magic banners up to 50 points.
Racial Wariness
Some races are not so happy to fight on the same side of other ones in regards of witch feel old grudges, hates and wariness. The following table shows witch race have a racial wariness in other races:
RACE WARINESS AGAINST Dwaf Elf (all type), greenskin High Elf Dark Elf, Dwarf Dark Elf High Elf Goblin Dwarves
All troops who have racial wariness gain –1Ld up when they are in 8” range with a friendly unit not in flee they have wariness toward. For example if an unit of Dwarf is near to Asarnil the Dragon Lord and/or Ruglud armoured Orcs, this unit gains –1 Ld (is not accruable); it’s the same for Asarnil if he is up to 8” to a dwarf unit (like Long Drong pirate Slayer) but Ruglud’s armoured orcs don’t get any malus due they not hates dwarfs, they only want to destroy them as other races!
However, the troops who have racial wariness into another one is immune to panic causing by the units they have wariness toward.
For example a dwarven troop doesn’t test panic about Ruglud’s Armoured Orcs.
MAGIC ITEMS
You may choose magic items for your characters and units from the following list (these are found in the Warhammer rulebook page 154) and or fromt the following pages.
Biting Blade (magic weapon) 5 points: -1 to the opponent’s saving throw. Sword of Might (magic weapon) 15 points: Bearer receives + 1 to his Strength. Sword of Battle (magic weapon) 15 points: Bearer receives an extra + 1 Attack. Sword of Striking (magic weapon) 15 points: Bearer receives + 1 to his To Hit rolls: Enchanted Shield (magic armour) 15 points: Counts as a shield, 5 + armour saving throw. Talisman of Protection (talisman) 15 points: 6+ Ward save against any wound suffered in the battle. Dispel Scroll (arcane item) 25 points:
Automatically dispels an enemy spell (one use only). Power Stone (arcane item) 20 points:
An additional +2 dice to cast a spell (one use only). Staff of Sorcery (arcane item) 35 points:
+ 1 to Dispel rolls attempted by the bearer.
War banner (magic banner) 25 points: Unit counts an additional + 1 bonus for combat resolution.
SPECIAL RULES AND TILEAN ARMOURY
•
Paymaster: The Paymaster is the man responsible for the cash which willbe used to pay the army. He always carries with him the keys of the pay chest and that makes him at least as important as the General in the eyes of the mercenaries. To represent this, his key is treated exactly like a Battle Standard (+1 combat resolution, re-roll Break tests within 12", can be captured by the enemy if he’s killed etc.) and the unit he is with is immune to panic. In addition, if the Paymaster is killed, every unit in the army must take a Panic test at the end of that phase. From that point on, every unit in the army will hate the enemy unit that captured the Paymaster’s key.
• Spells: Dogs of War Wizards may use any of Lores of Magic in the Warhammer rulebook, with the exception of Death and Life
• Pikes: Fight in four ranks; requires two hands
Always strikes first in the initial round of close combat, even striking before enemies that have charged. Note that enemies who are entitled to strike first because of a special ability or magic, will still strike before pike-armed models.
Models armed with pikes receive a +1 Strength bonus in the Close Combat phase of the turn they are charged by any model with US 2 or higher.
All these special rules cannot be used against enemy units fighting the pikemen’s flank or rear.
MERCENARY HERO’S REPUTATIONS
Some of the mercenary Captains of the old world are very popular ( somewould say unpopular) for their awesome victories, ruthless methods and, sometimes, for some their eccentric attitudes! Thus some of them collected a number of nicknames, sometimes not much flattering. Each Dogs of War characters, except Regiment of Renown captains, may only take each Reputation once and can’t be in the same army two or more hero with the same Reputation; the Mercenary General can take two Reputation instead one.
THE MAGNIFICANT
65 points
The general knows how to be well accepted by his men; he pays well the valorous, drinks with his troops at the end of the battle and he isn't never too rigid about the behavior that the battalion must to have. A mercenary will do all for follow a chief of this kind and will execute each his order in the best of the possible way.
Leader of Fortune only.
Who take this must be the army general; he transfer his ld up to 15” instead 12”. The character and the unit he is with will automatically pass the first Break test they have to take, regardless of modifiers and even if they would normally auto-break. Ignore this ability if The Charismatic is refusing a challenge or if you roll the dice for first Break test.
THE REVENGER
50 points
The idea of Vendetta in Tilea is really deep-rooted, familiar feuds, suffered wrongs and ancestral grudges are all good motivations for an uprising, a war or to achieve power; differently from Dwarven Grudges, a Vengeance is never cancelled and is often recalled in the most suiting moments.
Army General only.
If the General or the unit in with he is kills or destroy the enemy general, the player with Dogs of War gets additional +150 VP if “The Revenger” is not dead at the end of battle. Analogously, if an enemy character is killed or destroyed by The Revenger and he will be still alive at the end of battle, the player will get additional 25 VP.
THE REAVER
35 points
He's the least pitiful of all the warlords, lots of those that had this name come from the frozen wastes of Norsca, however also Tileans and Estalians, like the famed Maura the Slaughter, have earned themselves this reputation. The Reaver is not satisfied of normal retribution so he pluders villages, caravans and enemy camps.
Army general only.
You can include norse maraurder units as core choice instead special choice in your army. All friendly units up to 12” to the Reaver add +1 to the result of any dice rolled to pursue a fleeing enemy. The Reaver and the unit he is with can’t test to not purse the enemy.
THE CONQUEROR
30 points
The conqueror is a legend. He is known as an invincible warrior and as a conqueror of far countries Bards sing about his heroic actions. The men who serve with such a great general fight with heroism,
believing that their commander would never know the shame of defeat. Army general only.
The Conqueror adds +1 to the combat resolution of any fight he takes part; the unit he is with can reroll any result of 1 of to hit roll. (except if the enemy is immune to psychology). If The Conqueror is killed, all the units in your army (except the units which are immune to psychology and the Regiment of Renown) will not be able to add +1 to combat resolution due own standard (Paymaster and magical effect of banners not end to work).
THE DAMNED
20 punti
During Archaon's invasion in Storm of Caos, the Captain was fighting in Bohsenfels succeeding in repelling the enemies in a long bloody siege. The Damned hate all demons of chaos and any model with Tzeentch mark in every turns of close combats; he is also immune to fear and terror that models cause.
THE BASTARD
20 punti
Some captains are completely ruthless, no one would trust this man who can be dangerous and traitor.
When is possible to issue a challenge which can will accepted by “The Bastard”, this one can not be declared, except if the enemy character must to declare it.
THE MASTER GUNNER
15 points
Some captains have learned the secrets of the artillery warfare, allowing him to earn a good pay standing safe in the rear lines!
Captains only.
When he join a machine war can replace one crew member but if he is operative the machine, he cannot fire his own missile weapon. If he join a cannon or an hot pot, he can re-roll either Scatter dice or one Artillery dice per turn, but not roll to determinate the distance bounced by a cannonball.
If he use this ability, he will not able to shoot with his own missile weapon in the same Shooting phase; when firing his own missile weapon he can always choose a different target from the one fired upon by the machine he has joined.
If a machine with the Ballistic Expert attached to it misfires and explodes, the Engineer will be killed with the rest of the crew if he replaced a crewman or used his re-roll ability during that turn.). He can works as extra-crewman just on vanilla Cannons and Hot Pots. If you have a Master Gunner in your army, you can chose a single Cannon as Special Choice that will be able to buy and use “The Devastating” (see below).
THE 7 WONDERS OF LEONARDO FROM MIRAGLIANO
We now certainly that before to transfer in the Empire Leonardo assigned to the various merchant princes and rich Tileans and Estalians
generals the own genial notes in the hope that sooner or later somebody could finance an his project or apply one some of his brilliant
intuition. Many of those notes were think for improve the life of each day, improvement in the architecture, in the study of the bridges and
mathematical and geometric applications for the studious. Many of the notes of the great genius of Miragliano went to destroy or lost,
while others can't still be realized with the actual scientific knowledge. Nevertheless the category of inventions more wanted and more
developed it's that in the military sphere. Thought Leonard had reach the apex of his studies in the Empire’s land some of his youthful
intuitions are now became reality and thank to the investment and the testing on the field of ruthless and reckless men. At the moment the
value of a Leonardo's project is not measurable; only the merchant princes and the generals more rich can allow to buy one; often hear
of wars started for the ownership of the one of this wonders....
The Wonders of Leonardo are so rare that you can include one of them for 1.000 complete points of army.
Due the Wonders have a lot of different utilities, their points-value can will be include as in a character cost as on a machine war one; if the Wonders is chosen by a character, that item will not be counter in the points for magic items; you have to consider the Wonders as a “scientific objects” and not as “magic items”.
The heroes of Regiment of Renown can’t buy any Wonder; an character can chose up to one Wonder up to 40 points, the General can chose up to two Wonders for a maximum value of 100 points.
Copy of the same Wonders are not premised, the only exception is The Devastates and all duplicate count as one Wonder slot.
THE UNBELIEVABLE
compass of meteoric iron
70 points
The meteoric silver compass is most probably the most rare, expensive and difficult to made of the all scientific objects of Leonardo! To built one is necessary to find or to buy (at extremely high prices even for a merchant prince) some meteoric silver. Even owning the right material, the creation is far then simple and cheap; a prince who want to build one has to group the best “leonardian” engineers from Tilea and Estalia and it still doesn't assure the item will work correctly. The indicator in the compass whirl varicosity in the hands of its owner stopping at once in the direction of a magical object which attract the influence of the meteoric silver inside it. The proprieties of the meteoric silver make the magical items under it's influence to stop working.
Character Wonder Item.
Treat magic item or rune item bear by models that are touching the possessor of The Unbelievable as normal weapons, banners etc, of the appropriate type. Note that this applies to all enemy and friendly models.
Who have The Unbelievable can’t take any magic item, but he can choose Reputations as normal.
THE CHECKED
military strategy notes
60 points
Even not requiring construction costs like all the other inventions of Leonardo, the notes of war strategy are still one of the rarest and better kept of his secrets. The generals lucky enough to put their hands on this truely wonder make everything to keep all the secrets inside out of everyone else, this is the advantage the take from the master..
Leader of Fortune that is also Army General only.
When you’ll roll a dice to decide who start to play first turn, the player with Dogs of War has +1 to the roll to start.
After all the players have finished to put their troops and their scouts to table, the player with Dogs of war can remove one of his unit from the table and reposition it.
If there are two Generals with the Checked collide, no one gets benefits from the military strategy notes.
THE PRODIGIOUS
glider with pedals
30 points
The Prodigious is one of the most famous invention of Leonardo due a similar machine is used by Catrazza and his birdman, but The Prodigious is very balanced and less dangerous during fly.
Wonder for character on foot (not Paymaster)
The hero can flight, and if he do, he can fire with his missile weapon without penalties and he can also use “move or shot” missile weapon because the glider leaves his hands fee. The hero who have The Prodigious can’t bear heavy armor or shields because this protections are too heavy and cumbersome so those prevent the fly movement.
A character with The Prodigious use a slotta-base like Birdmen of Catrazza one (25x25). A Character with The Prodigious can join any unit, also the Birdman of Catrazza!
THE METAPHYSICAL
anti-power prism
40
points
It's a special glass prism which uses simple physic properties for dispelling, reflecting every kind of magical energy.
No-wizard character only.
Gives the wearer and unit he is Magic Resistance (2).
No one within 6” of the bearer my cast any spells or use bound spells.
THE SPARKLING
orb of alchemy
35 points
Leonardo pleased with alchemy and conceived a powder to be mixed and closed in a bronze sphere. As soon as the sphere is thrown and contact the air, it flames and blows, causing damages and making blind people nearby.
Character Wonder item. One use only.
The user can throw the orb in Shooting phase and he can move and fire with it. Place the small round template with its center anywhere within 8” of the character. Scatter the template (halves the result of Artillery dice) and resolve hits as you would for an halfling hot pot (the splat give one Fo3 hit without TA who causes D3 wounds) and count as fire attack.. If you get a Misfire, the Orb only doesn’t do nothing. Which suffers any casualties have they Weapon Skill and Ballistic Skill reduced to 1 up to the start of next Dogs of War turn due the dazzling. Note that you can stand and shot with The Sparkling (use it like a thrown weapon and solve the hit when the enemy enter in the range of the item). Each Sparkling counts as a single Wonder choice.
THE SHREWD
double-lens telescope
35 points
Other then having great applications in astrology, the telescope allows to spot easily hidden enemies on the battlefield.
Character Wonder Item.
The enemy must reveal everything that is not apparent about his unit (magic items and their bearers, hidden assassins and fanatics, etc). Roll a D6 for any enemy with special rule of “scout”: if you obtain 4+, this unit cannot be deployed as Scout.
THE DEVASTATING
ogival bullets
20 points
Instead of usual “round” cannon balls, designed for bouncing and holing enemy's ranks, Leonardo gave to his bullets a pointed shape with a particular stabilizing holed tail. The result is a better precision in hitting the target, and a bigger blow, very useful against fantry units. Cannons only.
The cannons fire as a catapult (but use the cannons table of missfire). Use the small round template and solve the hit with Fo4 and penetration (-2 to enemy ST), model under slap receive a Fo8 hit without saving throw, models partially under the template are hit with a 4+ on a D6.
The Devastating are very reliable so you can re-roll a Scatter dice in every turn of fire and you must halves the result of Artillery dice. Every cannon with The Devastating get a single Wonder choice.
THE WARS’ SPOIL
The common magic items are listed in the previous pages (see the Warhammer rulebook for a complete description). They are followed by a list of “Dogs of War only” magic items. There items can only be used by model from this list and must be selected within the points limitations set by the army list section. Have fun :)
MAGIC WEAPONS
SWORD OF CONQUEST
60 points
If the wielder of the sword prove to be a worthy warrior, he'll receive the gift to change the sort of a battle.
Leader of Fortune only.
Sword of Conquest grants +2S and attack for last; have this ability: if the bearer hit in close combat with all of his four basic attacks (before any re-roll), the unit he his with wins automatically the close combat by 1 (if the unit also win the resolution without ability, you can ignore the Sword of Conquest ability)
DRAGONSLAYER
50 points
Dragonslayer is an huge weapon of star-metal that is more similar to a raw steel's bar than to a sword. In origin it was brandished by the ogre's tyrant Themu-Gyn; the swords earned it's name the day that it was discovered still in the hands of his dying owner. Near the ogre's body lied the carcass of an huge black dragon with the head cut off
The Dragonslayer gives +1 Strength to bearer, requires two hands to use and strike last (as a great weapon). No armor saves may be taken against hits from the Dragonslayer. Ward saves may be taken as normal .
THE HUNTRESS
40 points
The dards that come stranded in the three channels of this crossbow it dyeing immediately of emerald's poison.
Huntress is treated like a crossbow, with the following additional rules. Huntress has multiple shot x3 and made poisoned attacks.
DAGGER OF THE DUEL
25 points
The wielder of this deadly dagger can find easily the weak points of his enemy.
Who use the Dagger of the Duel can re-roll al D6 to wound his opponents in every turn of close combat.
RATRIPPER
15 points
This morning star was forged centuries ago on purpose to eradicate the growl menace of the Skaven. When contemptible ratman stares who brandishes this weapon can't do anything that spurt the afraid's mark. Ratripper grants +2 Strenght in the first round of combat, requires one hand to be used. The bearer cause fear to any Skaven.
MAGIC ARMOUR
TYLOS’ HELM
65 points
An ancient helm with on top a great red-crest . Many historicians think that this helm belongs to Tylos, the ancestor of all Tileans.
The helm gives a 6+ save, which can be combined with other armour as normal. In addition, the model has +1 Wound and +2 to his WS.
PLATE OF THE EAST
40 points
This armour was forged from Emperor Wu in honour and according the taste of Ricco and Robbio, the two scouts which took the silk way to east.
The Plate of the east counts as an heavy armour giving 5+ armour saving which can be combined with other armour as normal and grants to the possessor a 4+ ward save in close combat.
SHIELD OF SHINING SUN
35 points
Only people with iron will can exceed the spell this shield contains.
The Shield of Bright Sun counts as a normal shield.
No one can allocate close combat attack against the wearer; if an opponent hero want attack the wearer he must first pass a Leadership test. Test each Close Combat phase. If the test is failed, the enemy can’t attack during that Close Combat phase. Note that if a model can attack only the Shield wearer, he can do normally without test (for example a champion who are in a challenge with the wearer or a model who are in touch only with the wearer).
SHIELD OF THE CHAMPION
30 points
For the Merchant Princes is custom love own champions and this shield represent fully the trust and the respect that the Princes has in their Champions.
Army general only.
Shield of the champion gives to wearer a 4+ AS which can be combined with other armour as normal.
The wearer automatically passes all “Look out, Sir!” tests.
COAT OF LUCREZIA’S FAVORITE
25 points
Lucrezzia Belladonna gifted this armour to one of her protected to avoid his murder from some gelous pretender.
The Coat of Lucrezzia’s favorite counts as an heavy armour: poisoned attacks do not wound automatically against a character with Coat. In addition, the special rules for the killing Blow have no effect on the character.
RAW RUNED IRON ARMOUR
25 points
A deformed dwarven armour that succeed to be wear by an human but hampering his self to ride correctly.
Model on foot only.
The Raw Runed Iron Armour gives to wearer an Armour Save of 2+ which cannot be improved in any way.
LUCKY BUCKLER
20 points
A wooden buckler incredibly able to stop blows that would break much more resistant shields.
Lucky Buckler counts as a shield; the bearer can re-roll any miss armour save. Lucky Buckler can be combined with other armour as normal.
TALISMANS
PIG’S LEG
40 points
This lucky charm is a leg of the pig that the opponents nobles of Tobaro selected as Prince for resolve their quarrels. The pig stayed at the power for 12 years and Tobaro never will be pacific as in that period.
During any Close Combat phase, one or more model in base combat with the wearer will lose an Attack for that phase, if the wearer give up also an his Attack. For example a Captain with Pig’s Leg can remove 1, 2 or 3 Attacks to an enemy in base contact and he lose 1, 2 or 3 Attacks. The effects ends at the end of turn. Note the character can give up at max of his profile number of attack (Captain 3, Paymaster 2 and so on) and you can use this ability at the start of every turn of Close Combat. Models who are immune to psychology or who have special attacks (like the Giant) can’t lose their attacks.
ORC FETISH
35 points
Garganuk, orc warlord, terrified Estalia for several years. Someone said that the secret of his incredible strength was in his magic ring on his finger. Finally, when the mercenary general Diego Gonzaga defeated the greenskin general, took out the precious item, in that occasion he cut off the green finger and bended it to the hilt of his sword.
Any wounded inflicted by the bearer of the Orc fetish in hand to hand is multiplied into two wounds after all protection saves.
BLESSED AMULET
30 points
It say that this amulet of rough iron stayed for more of 50 years plunge in the sacred fountain of Myrmidia without become rusty or to go ruin.
The model with Blessed Amulet has a 5+ Ward save.
GLOVES OF RAPITY
15 points
Golden gloves which gives unnatural velocity and sharpness to their wearer against a single opponent.
During any challenge the character can re-roll all missed to-hit rolls.
WILL OF VICTORY
10 points
Every warrior visits a temple to obtain that his weapons receive the blessing of the gods.
ENCHANTED ITEMS
POTION OF VIGOR
25 points
Initially made by Lucrezia Belladonna to increase the performance of her lovers then it became a common object when one of they staled a dose for experiments it in battle. They say that at least the middle of the mercenary heroes have one of this potions.
One use only.
The character can drink the potion in every moment of any phase: up to the end of turn, he gives +2 to toughness.
POTION OF STRENGTH
20 points
The alchemists of entire Tilea study for years potions that can increase the puissance of who drink it. Many are arranged to pay an high sum of money for one of those phials.
One use only.
The character can drink the potion in every moment of any phase: up to the end of turn, he gives +1D3 to strength.
DRINK OF REJUVINATION
20 points
A special leaf that grows only on the Appuccini's Mountains is the secret of this surprising medicine.
One use only.
The character can drink the potion in every moment at the end of any phase : Drink heals one loss wound of model.
MALAVIGNA’S BRANDY
15 points
Produced on the Trantian's hills the Malavigna's Brandy is a secret concoction at highest alcoholic content; the fact remains that many
generals buy entire boxes to deliver at own troops conscious they will march agedly and without any toward the enemies.
One use only.
The character and the unit he is with, can drink the Beer in every moment of any phase: up to the end of the turn they’ll be immune to psychology and may march even if there are enemy close enough to inhibit march move but they have to reduce by one WS, BS and I due the drunk.
POTION OF COFFEE
10 points
The coffee is only one of the mysterious components of this potion; the result however is these of sharp the senses and the movements who drinks it, also if probably he will not sleep for least a pair of nights.
One use only. The character can drink the potion in every moment of any phase: up to the end of turn, he gains I 9 and ignore any rule “strike last” of his weapon (if his weapon has).
ARCANE ITEMS
SCROLL OF RUINS
75 points
This ancient parchment, found among the ruins of the elven colony nearby Tobaro, seems to have particular magic powers which vanish from those who succeed to read it.
One use only.
Before casting a spell, the wizard can declare that he is using Scroll of Ruins, then rolls the dices (you can’t use less then 3D6): if you have a successful casting roll, the spell is cast with Irresistible Force, otherwise the spell counts as a Miscast. Note that a double 1 is every time a Miscast.
BRASS STAFF
40 points
An ancient brass staff with three holes that change their position under the wielder’s hand. People says the disciples of Balthasar Gelt mad it. Bound spell. (Power level 5)
The Staff has inside the spell “Commandment of Brass” of the Lore of the Metal
PROTECTIVE STONE
25 points
Buying one of these elven stones can do the difference from life to death in the hypothesis of a spell escaping from its caster's control; unfortunately these items sometimes happen not to be true elven talismans.
Protective Stone makes the Wizard immune to the effects of his first Miscast. If the Wizard roll 2+ on a D6 (roll the dice only when the Wizard have the first Miscast). Note that a miscast spell still fails regardless of the actual dice score rolled..
BOOK OF THE ALCHEMIST
20 points
Alchemic studious specialize their self on this valuable book in the hope to discover the secret for change into the lead in gold.
Book gives +1 to the Casting attempts on the Metal Lore made by the wizard.
TOME OF THE COLLEGE
15 points
The wizards that decide to undertake the mercenary career usually escape from their colleges subtracting as many books as possible. It isn't unusual so see Estalians or Tileans wizards reading volumes from the same colleges of Altdorf.
Tome of the College grants its bearer one additional spell.
MAGIC BANNERS
BANNER OF MONNA LISSA
50 points
This banner represents the famous Monna Lissa, heroic woman that meet the death defending Monte Castello’s forstress. She is a symbol of luck and victory for any tilean.
Infantry only.The unit and the hero are with becomes Stubborn (see pag. 83 of Warhammer Rulebook). No one mounted hero can join the unit with the Great Banner of Double Reward.
FLAG OF TILEA
40 points
The sun painted on the Flag seems to protect those who raise it into the sky. It is said that the luckiest that fight under this standard will live another day to see a new battle.
The Flags grants to the unit a protection in Close Combat phase; no attack against the unit may ever have a better chance to hit than a 4+ roll.. Attacks that hit automatically, always on a 2+ etc. Will still need a 4+ to hit the unit. In addition of this, the unit add +1 to any flee movement.
EFFIGY OF BOHNSEFELD
20 points
The effigy which inspired the resistances of the valorous mercenaries against Archaon’s hordes!
The units hate all chaos models (including beast, daemons and monsters) bearing the Mark of Tzeentch. If an hero with “The Damned” Reputation joins the unit, the unit becomes immune to fear and terror tests caused by models with the Mark of Tzeentch.
BANNER OF THE JEER
15 points
The famed Estalian archmage Julio the Dark Haired casted a formidable spell of protection in this standard. The troops carrying it see how and when they will be attacked by the enemies.
One use Only.
When an enemy declare a charge against this unit, you can use the ability of the Banner: you can choice your reaction after control the distance from the two units.
PAYMASTER’S REWARDS
Sometime a treasurer has to disposition some addictional moneys lended by a moneylender for "to cause" more the troop that must protects his self(pay it more than the others).
The Rewards count as normal magic banners, but may be carried only by the Paymaster. A Paymaster can take only a Reward, note that this is only an additional amount of money so Rewards do not require hands to be brought. Rewards are paid within the points allowance for magic items.
GOLD CROWNS
50 points
Only mounted Paymaster.
The character and the unit he is with hate everybody. The Paymaster can’t join an infantry unit.
SILVER SCUDI
35 points
Every standard captured from the Paymaster and the unit he is with adds +200 VP instead 100 VP. In addition the unit join by Paymaster in never lose his standard and that standard can’t be captured.
If the scenery don’t have Victory Point, ignore the first ability.
BRONZE GUILDERS
20 points
The Paymaster and the unit he is in may re-roll a dice to pursue an enemy fleeing unit. The Paymaster and the unit he is with cannot test to not pursue.
LORDS
Grizzled veterans covered in the scars from a life of war, or mysterious Wizards from faraway lands. The General of a Dogs of War army is a powerful individual, feared and respected throughout the Old World.
LEADER OF FORTUNE ... 80 points per model HIRELING WIZARD LORD ... 175 points per model M WS BS S T W I A LD
General 4 6 5 4 4 3 6 4 9 Wizard Lord 4 3 3 3 4 3 3 1 8
Equipment: Hand weapon. A Wizard Lord may not have other equipment
except barding for his Warhorse. A General may have an additional hand weapon (+6 pts), or a morning star (+3 pts), an halberd (+6 pts) or a great weapon (+6 pts). He may also carry a crossbow (+15 pts), pistol (+10 pts), or brace of pistols (+20 pts). He may wear light armour (+3 pts) or heavy armour (+6 pts) and may carry a shield (+3 pts). A General or a Wizard Lord may ride a Pegasus (+50 pts). A General or Wizard Lord may ride a Warhorse (+15 pts) which may be barded (+6 pts). If a General is mounted, he may have a lance (+6 pts). General an Wizard Lord may choose magic items from the Common or Dogs of War item list (that including Reputations) with a maximum total value of 100 pts.
A General may choose up to two Wonders of Leonardo with a maximum total value of 100 pts. A Wizard Lord may choose up a Wonders of Leonardo with a maximum value of 40.
Special Rules: A Hireling Wizard Lord is a Level 3 Wizard. This may
be increased to Level 4 at a cost of +35 pts.
HEROES
The Paymaster is the keeper of the army’s pay chest, and that makes him a very popular fellow. Mercenary Captains are expert leaders of men, roguish and often loved by their soldiers. Hireling Wizards are outcasts or renegades from the Orders of Magic and live by selling their magic powers for the best offer.
1 PAYMASTER ... 50 points per model MERCENARY CAPTAIN ... 60 points per model HIRELING WIZARD ... 60 points per model M WS BS S T W I A Ld
Paymaster 4 4 4 4 4 2 4 2 8 Captain 4 5 5 4 4 2 5 3 8 Hireling Wizard 4 3 3 3 3 2 3 1 7
Equipment: Hand weapon. A Wizard may not have other equipment
except barding for his Warhorse. A Captain or a Paymaster may have an additional hand weapon (+4 pts), great weapon (+4 pts), morning star (+2 pts) or halberd (+4 pts). He may also carry a crossbow (+10 pts), pistol (+7 pts), or brace of pistols (+14 pts). He may wear light armour (+2 pts) or heavy armour (+4 pts), and may carry a shield (+2 pts). A Captain may ride a Pegasus (+50 pts). A Captain, Paymaster or Wizard may ride a Warhorse (+10 pts) which may be barded (+4 pts). If a Captain or Paymaster is mounted, he may have a spear (+2pts) or a lance (+4 pts).
Paymaster, Captain and Wizard may choose magic items from the Common or DOW magic items (including Reputations) with a max total value of 50 pts. They can also chose a Wonder of Leonardo with a max value of 40 pts.
Special rules: A Hireling Wizard is a Level 1 Wizard. This may be
increased to Level 2 at a cost of +35 pts.
BESTIARY
M WS BS S T W I A LdWarhorse 8 3 0 3 3 1 3 1 5 Pegasus 8 3 0 4 4 3 4 2 6
Special rules: A Pegasus can fly
CORE UNITS
PIKEMEN... 8 points per model
Pikes are the infantry’s weapon of choice in Tilea. Twice as long as a normal spear and longer than a cavalryman’s lance, the front of a unit of pikes is an impenetrable wall of steel.
M WS BS S T W I A LD
Pikeman 4 3 3 3 3 1 3 1 7
Unit Size: 10+
Equipment: Hand weapon, light armour and pikes. May have heavy
armour (+1 pt).
CROSSBOWMEN ...………... 8 points per model
The bulk of the missile troops in a Dogs of War army are formed by crossbowmen from Tilea, Estalia and the Border Princes.
M WS BS S T W I A Ld
Crossbowman 4 3 3 3 3 1 3 1 7
Unit Size: 10+
Equipment: Hand weapon and crossbow.
DUELISTS ... 4 points per model
Small units of lightly armed skirmishers are normally employed to protect the flanks of pike-armed units.
M WS BS S T W I A Ld
Duelist 4 4 3 3 3 1 4 1 7
Unit Size: 8+
Equipment: Sword (hand weapon). May have one of the following:
bucklers (count as shields, +1 pt), additional hand weapon (+1 pts), pistol (+4 pts). May also have throwing knives (+1 pts).
Special Rules: Duelists are skirmishers and do not count toward the
HEAVY CAVALRY ... 19 points per model
Cadet sons of nobles from Bretonnia, the Empire and Tilea form the shock cavalry of most mercenary armies.
M WS BS S T W I A Ld
Knight 4 4 3 3 3 1 3 1 8 Warhorse 8 3 0 3 3 1 3 1 5
Unit Size: 5+
Equipment: Hand weapon, lance, heavy armour and shield. May have
barding for their steeds (+2 pts).
LIGHT CAVALRY ... 11 points per model
Scouting ahead of the army, harrying the enemy supply line, attacking vulnerable war machines and engaging the flanks of the enemy line are but a few of the roles performed by these precious troops. Riders from Araby or from the steppes of Kislev are the best choice available to mercenary captains.
M WS BS S T W I A Ld
Horseman 4 3 3 3 3 1 3 1 7 Warhorse 8 3 0 3 3 1 3 1 5
Unit Size: 5+
Equipment: Hand weapon. May have spear (+1 pt), bow (+3 pts) and/or
shield (+2 pts).
Special Rules: Light Cavalry are fast cavalry
SPECIAL UNITS
OGRES ... 30 points per model
Massive, ferocious, resilient and not too bright, Ogres make perfect mercenaries. Their ability of eating practically anything means that they are also easy to maintain
M WS BS S T W I A Ld
Ogre 6 3 2 4 4 3 2 3 7
Unit Size: 3+
Equipment: Hand weapon and heavy armour. May have additional hand
weapon (+4 pts), great weapon (+6 pts). May have a shield (+3 pts).
Special Rules: Ogres cause fear.
DWARFS ... 7 points per model
The Dwarf race is cursed by an irresistible lust for gold and they certainly don’t dislike fighting (especially against Greenskins). It’s easy to understand how some young Dwarfs decide that they’d rather earn their gold fighting than spend their life scraping the underground in search of rich ore.
M WS BS S T W I A Ld
Dwarf 3 4 3 3 4 1 2 1 9
Unit Size: 10+
Equipment: Hand weapon, light armour. May have great weapon (+2 pts)
or a crossbow (+5 pts). May have heavy armour (+1 pt) and/or a shield (+1 pt).
Special Rules: Dwarfs flee and pursue 2D6-1” and hate Orcs and Goblins
of all types and may march even if there are enemy close enough to inhibit march move
NORSE MARAUDERS ... 7 points per model
Raiding and pillaging is what the berserker Norse are good at, and at times the best way of neutralizing the threat they represent is to offer them a job…
M WS BS S T W I A Ld
Norse 4 4 3 3 3 1 4 1 7
Unit Size: 10+
Equipment: Hand weapon and light armour. May have a shield (+1 pt).
May have great weapons (+2 pts), additional hand weapons (+2 pts) or flails (+1 pt).
Special Rules: Norse Marauders are subject to frenzy.
0-1 PAYMASTER’S BODYGUARD... 8 points per model
Only the oldest and most trusted veterans are selected by the Paymaster to form their own bodyguard. These sturdy fighters are handsomely paid and that gives them extra motivation to protect the Paymaster with their lives… well, most of the time.
M WS BS S T W I A Ld
Bodyguard 4 4 3 3 3 1 4 1 8
Unit Size: 10+
Equipment: Hand weapon, halberd and heavy armour. May chose to change
halberds with great weapons without any cost. May have a shield (+1 point)
Special Rules: as long as the Paymaster is alive and with the unit, they are
0-1 HALFLINGS ... 6 points per model
Halflings are not warlike people, but there are a few among them that just cannot settle in the peaceful land of the Moot. These ‘adventure-loving weirdoes’, as they are referred to by other Halflings, often decide to band together and wander the world as hired bowmen.
M WS BS S T W I A Ld
Halfling 4 2 4 2 2 1 5 1 8
Unit Size: 10+
Equipment: Hand weapon and bow. May swap their bows for spears, light
armour and shields.
Special Rules: Halflings suffer no movement penalties when moving
through wooded terrain.
Ogre Bulls – Ironguts – Leadbelchers – Maneaters………
See Ogre Kingdom armybook for equipment, profiles and complete rules. All those units can carry just a Battle Standard as magical Standard.
RARE UNITS
CANNONS ... 85 points per model
Since Dogs of War armies are always on the move, they cannot afford to carry and maintain the massive Great Cannons typical of the Empire. For this reason, lighter, easy to move, small caliber guns are a treasured element of many mercenary armies.
M WS BS S T W I A Ld
Cannons - - - - 7 3 - - - Crew 4 3 3 3 3 1 3 1 7
Unit Size: 1 cannon with 3 crew. Equipment: Hand weapon.
Special Rules: See the Warhammer rulebook for details of these weapons.
HALFLING HOT POT* ... 50 points per model
Mercenary Generals know very well that Halfling cooks are an important element in attracting freelance fighters to their army. Another advantage of hiring such refined chefs is the access to the Hot Pot, a weird catapult-like device that uses a cauldron full of hot soup as a projectile. This improvised form of artillery is used only in the direst circumstances (persuading a Halfling to give up his food is not an easy task to accomplish!).
M WS BS S T W I A Ld
Hot Pot - - - - 4 2 - - - Crew 4 2 4 2 2 1 5 1 8
Unit Size: 1 Hot Pot with 3 Halfling crew. Equipment: Hand weapon.
Special Rules: Treat as a stone thrower from the rulebook (page 120)
with the following changes. The Hot Pot has a maximum range of 36". Hits are resolved at S3, with no armour save allowed.
The model under the hole of the template suffers a Strength 6 hit, with no armour save allowed, which causes D3 wounds.
*
you may include up to 2 Halfling Hot Pots as a single Rare choice:
more, you may include just a single Hot Pot every 1000 full points
of army.
Tilea.net TEAM hopes you enjoy this ☺
http://www.forumgwtilea.it/forum/index.php?s=81e9c6c556d90dcd4fa33f3c46a368ed&showforum=111
REGIMENT OF RENOWN
by Alessio Cavatore and Tilea.net TEAM
Welcome to the second part of Dogs of War, a get
-you-by army list for Dogs of War Generals. Alessio
Cavatore and Tilea.net Team will describe the
Regiments of Renown – daring sell-swords, infamous
the world over, who will fight for any army in the
known world…
In this second article I’ve collected all the named regiments that we have published in the past. Let’s call them Regiments of Renown (RoR), to distinguish them from the normal units you can find in the basic Dogs of War army list (WD 251). Of course you can field these models as normal Dogs of War, but with the rules included in this article, you now have a chance of fielding these special versions of the basic mercenary troops. Unfortunately we did not have enough space to include the colorful background that Nigel Stillman and other authors have written for these regiments. These great stories can still be found in the Dogs of War army book of the fifth edition of Warhammer and in various White Dwarf articles. I am sure that our Mail Order Trolls will be more than happy to help you find the background you are interested in.
In what respect are they special then? Well, first of all these regiments have a name, they have one or more unique characters leading them and often have special rules or equipment that differentiate them from the norm.
All named models in a Regiments of Renown count as characters in the game. These characters cannot leave their unit (unless specified), but they do not use up any of the character slots from the army lists (unless specified). If the characters have different equipment than the rest of the rank and file, this is clearly listed in the Equipment list. Note that, regardless of their Leadership value, these characters can never be an army’s General.
In some cases, such as the Birdmen of Catrazza or the Giants of Albion, these regiments are absolutely weird and quite entertaining, and I tried to keep them only as part of the Dogs of War armies for the sake of game balance.
REGIMENTS FOR HIRE
In the next few pages, you will find all the information you need to field Regiments of Renown in your Warhammer battles.
For Hire. This paragraph states which armies the regiment can fight for and its position (Core, Special, Rare) in the relevant lists.
Points. Each regiment has a basic cost, which includes all the equipment, characters and their magic items. These cannot be modified in any way.
Profiles. The characteristic profiles for the troops and characters in each unit are given here.
Unit Sizes. Each entry specifies the minimum size for each unit.
Heros . No-heroes or lord, with exception of Dogs of war ones, can join any Regiment of Renown.
Equipment. This entry lists the weapons and armour for that regiment. The value of these items is included in the points value.
Special rules. Many troops have special rules which are described in this section.
Magic Items. Some characters carry magic items and their rules are given here. Note that the player cannot buy new magic items for the characters of the Regiments of Renown.
If a magic standard it’s carried by a named model, no one can get this standard if the bearer fall in battle.
There are new Regiment of Renown that you can’t find in the follow list! They are:
Mengil Manhaide, is SPECIAL choice for DOW and Dark Elf (all type) and can be hired as RARE unit in all other Warhammer armys except Bretonnia, High Elf, Wood Elf and Dwarf.
Skirmisher-scout unit (released in November 2004) Malakai Makaisson Goblin Hewer, is a RARE and HERO choice for Dogs Of War, Empire and Dwarf army and can be hired as RARE unit in a Slawyer Dwarf army.
War Machine (released in July 2004 during Storm of Chaos world champagne)
Dark Emissary, is a RARE and HERO choice for a Dogs Of War and Dark Elf army.
Sorcerer (released in 2002 during Albion world champagne) Truthsayer, is a RARE and HERO choice for a Dogs Of War , Dwarf and High Elf army.
Wizard (released in 2002 during Albion world champagne) Fenbeast, is a RARE choice (up to 3 for a rare slot) for army who includes a Dark Emissary or a Truthsayer. The fenbeast must be mount on 40x40 slotta-base.
Monster (released in 2002 during Albion world champagne) Witch Hunters are a RARE choice for DOW, Empire, Dwarf, High Elf, Wood Elf, Lizardman.
Heroes (released in 2001/02, see Chronicles 2002) Gotrek Gournisson and Felix Jaegar are rare choice for a Dwarf, Empire, Dogs of War and Bretonnia (!) army.
Heros (released in 2001/02, see Chronicles 2002)
There are also some Special Characters (you can find the rules in Chronicles 2003):
Mydas, Lucrezia Belladonna, Borgio, Ghazak Khan, Lorenzo Lupo. YOU CAN FIND THOSE CHARCATERS AND ROR IN TILEA.NET - SPECIAL PART II (we need you to playtest the rules!)
PIRAZZO LOST LEGION
For Hire: Pirazzo’s Lost Legion can be hired as a Core Unit in Dogs of War armies. Alternatively, they can be hired as a Rare unit in other Warhammer armies, except Bretonnia and Vampire Counts.Points: Pirazzo and four crossbowman including Standard Bearer and Musician plus five pikeman, cost a total of 150 points. This is the minimum size of unit you can hire. The regiment may be increased by adding extra crossbowmen to the first rank at a cost of 9 points each and extra pikemen to the rear ranks at a cost of 10 points each.
M WS BS S T W I A Ld
Pirazzo 4 5 5 4 4 2 5 3 8 Crossbowman 4 3 3 3 3 1 3 1 7 Pikeman 4 3 3 3 3 1 3 1 7 Unit size: 10+
Equipment: Pike or crossbow (see special rules below) and heavy armour. Pirazzo is equipped with a two hand weapon, crossbow and heavy armour.
SPECIAL RULES
Mixed formation: The first rank of Pirazzo’s unit is always made up of crossbow-armed figures, all Crossbowmen must be placed in the first rank. The second and following ranks are made up entirely of Pikemen. During the game, remove casualties from the back as normal, it is assumed that pike-armed models step forward and discard their pikes to pick up the crossbows of the fallen first rankers. Only when all the pikemen have been killed, can casualties can be taken from the Crossbowmen in the first rank. The way of Legionary: after any kind of movement (change of front, reorganization and so on) swap the models armed with Pike in rear ranks and models with crossbow on the front: this is not a movement and represent how a Legionary it’s able to use both weapons and the training to stay in Mixed formation.
N
o , no they didn ’t look dangerous, more like a bunch of
rich kids out to show off in their new armour. Very
flashy they were, all gems and silk. We ’ll have a bit of
fun, we thought. Easy pickings. we thought. Well anyone can
make a mistake. Poor old Captain Malvino, last mistake he ever
made...
Overheard in the Pig and Whistle, Marienburg
RICCO’S REPUBBLICAN
GUARD
For Hire: Ricco’s Republican Guard can be hired as a Core Unit in Dogs of War armies. Alternatively, they can be hired as a Rare Unit in other Warhammer armies, except Bretonnia. Points: ‘Ragged’ Ricco plus nine pikemen, including a Standard Bearer and Musician, cost a total of 155 points. This is the minimum size of unit you can hire. The regiment may be enlarged by adding extra Pikemen at a cost of 10 points each.
M WS BS S T W I A Ld
Ricco 4 5 5 4 4 2 5 3 8 Pikeman 4 4 3 3 3 1 3 1 7 Unit size: 10+
Equipment: Pike and heavy armour. Ricco is equipped with two hand weapons and heavy armour.
LEOPOLD’S LEOPARD COMPANY
For Hire: Leopold’s Leopards can be hired as a Core Unit in Dogs of War armies. Alternatively, they can be hired as a Rare Unit in other Warhammer armies, except Bretonnia.
Points: Leopold and nine pikemen cost a total of 160 points including Standard Bearer and Musician. This is the minimum unit you can hire. The regiment may be increased by adding extra models at a cost of 9 points each.
M WS BS S T W I A Ld
Leopold 4 5 5 4 4 2 5 3 8 Pikeman 4 4 3 3 3 1 3 1 7 Unit size: 10+
Equipment: Pike and heavy armour. Leopold is equipped with hand weapon, pistol and heavy armour.
SPECIAL RULES
Immune to psychology: The troopers of Leopold’s Leopard Company believe they have to earn salvation in the eyes of the Leopard God of Luccini. To simulate this faith, Leopold and his men are imm une to ps ycho lo gy .
THE ALCATANI FELLOWSHIP
For Hire: The Alcatani Fellowship can be hired as a Core Unit in Dogs of War armies. Alternatively, they can be hired as a Rare Unit in other Warhammer armies, except Bretonnia.
Points: Roderigo Delmonte plus nine pikemen, including a Standard Bearer and Musician, cost a total of 105 points. This is the minimum size of unit you can hire. The regiment may be enlarged by adding extra pikemen at a cost of 7 points each.
M WS BS S T W I A Ld
Roderigo 4 4 4 4 3 2 4 2 8 Pikeman 4 2 3 3 3 1 3 1 7 Unit size: 10+
Equipment: Pike and light armour. Roderigo is equipped with two hand weapons and heavy armour.