fanowski dow by orion houle
TRANSCRIPT
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WARHAMMER
DOGS OF WAR
By Orion Houle
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THE DOGS OF WAR___________________________ THE ARMIES OF TILEA, ESTALIA, AND THE SOUTHERN OLD WORLD________3
THE MERCENARY WAY_____________________________________________3
ARMY COMPOSITION_______________________________________________4
TILEAN CITY STATES_________________________________________ 5
ESTALIA_____________________________________________________ 5
THE BORDER PRINCES________________________________________6
ADVENTURING AND CONTRACT ARMIES_______________________6
THE MERCHANT PRINCE____________________________________________7
MERCENARY OFFICERS_____________________________________________7
HIRELING WIZARDS_________________________________________________7
THE PEDITES________________________________________________________8
DUELISTS___________________________________________________________9
MERCENARY CAVALRY______________________________________________9
MERCENARY ARTILLERY____________________________________________9
DWARFS, HALFLINGS, AND OGRES___________________________________10NORTHMEN________________________________________________________10
BESTIARY__________________________________________________________11
ARMOURY__________________________________________________________11
THE MERCHANTS TREASURY________________________________________12
MAGIC WEAPONS_____________________________________________12
MAGIC ARMOUR______________________________________________13
TALISMANS___________________________________________________13
ARCANE ITEMS_______________________________________________14
EXOTIC ITEMS________________________________________________14
MAGIC STANDARDS___________________________________________15
QUIRKS OF CHARACTER____________________________________________16THE DOGS OF WAR ARMY LIST____________________________________________17
LORDS_____________________________________________________________19
HEROES____________________________________________________________20
HUMAN MERCENARIES_____________________________________________21
NON-HUMAN MERCENARIES_______________________________________ 24
AUTHORS NOTES_________________________________________________________25
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THE ARMIES OF TILEA, ESTALIA, AND
THE SOUTHERN OLD WORLD.
THE MERCENARY WAYAll through the Warhammer world there are Mercenaries. They seek glory, adventure and above all gold. Tilea
has the largest population of resident Mercenaries but the Border Princes, the Southern parts of the Empire and
Estalia are also common haunts of Mercenary Officers. The following rules are those that apply to all (unless
otherwise noted) Mercenary Units.
GREED: Mercenaries love nothing more then gold (or some other valuable) and thus at times are bought off by
the enemy. At the start of the first Dogs of War turn each regiment must roll a D6 on a roll of a one the unit may
not move or fire that turn. Units that have been fired upon by the enemy need not roll.
The Greed rules also apply in the case of non-Dogs of War armies fielding Mercenary Regiments not just in a Dogs
of War Army.
FOR HIRE: DOGS OF WAR IN OTHER ARMIES
Mercenaries not only form the core of armies of the southern Old World but supplement other armies of the world
that may either be suffering a shortage of Warriors, wish not to use their own Warriors, or wish to prevent their
opponents from hiring the mercenaries for the previous reasons. All Mercenaries hired by other armies follow the
special equipment rules given for Contract Army selection.
BRETONNIA: Having suffered several humiliating defeats at the hands of Tileans both on Bretonnian and Tilean
soil as well as the chivalric distrust of one who would have faith only in pay Bretonnians may hire absolutely no
Dogs of War.
DWARFS: Dwarfs have an almost chronic shortage of warriors to deal with constant state of war in which they
live. Dwarfs employ humans, hold-less Dwarfs, Ogres, and at times Halflings as well. Dwarfs may field any of thefollowing units as rare choices: Mercenary Pedites, Veteran Pedites, Duelists, Heavy Cavalry, Light Cavalry,
Halflings, Mercenary Dwarfs, Ogres, Norse Warriors, Light Cannon, and Horse Artillery.
DARK ELVES: Though it suffers themselves to do it Dark Elves at times will employ mercenaries to suppliment
their force. The odd band of Norscans, subjugated Greenskins, and other Elven companies of dubious origins have
often been found along with Druchii Raiders. Dark Elves may field any of the following units as rare choices:
Duelists, Light Cavalry, Norse Warriors, and Ogres.
CHAOS: Mortal and Beastmen leaders often find not so much mercenaries but those that have succumbed to the
siren call of the ruinous powers. Renegade Cultists, evil hearted Dwarfs, corrupted Elves, and Greenskins bent on
loot are the most common of mercenaries in the service of Chaos Warlords. Chaos Mortal and Beasts generals may
field any of the following units as rare choices: Duelists, Light Cavalry, Mercenary Dwarfs, and Norse
Warriors.
CHAOS DWARF: Though only a desperate mercenary would seek employment from Chaos Dwarfs it does happen
and most of the time it becomes a life contract. Brigands, Northern Tribesmen, Ogres, and a myriad of various
Greenskins are those that most often sell their swords to Chaos Dwarf Lords. Chaos Dwarf armies may field and of
the following units as rare choices: Light Cavalry, Duelists, Norse Warriors, and Ogres.
THE EMPIRE: The Empire above all other armies employs a wide variety of mercenaries and most Elector Counts
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have their own personal regiments of Tilean Crossbowmen over the poor quality crossbowmen found in the
Empire, expatriate Dwarfs, and Halfling cooks. Imperial armies may include any of the following units as rare
choices: Mercenary Pedites, Veteran Pedites , Duelists, Heavy Cavalry, Light Cavalry, Halflings,
Mercenary Dwarfs, Ogres, Norse Warriors, Light Cannon, and Horse Artillery.
HIGH ELVES: Insular they maybe but it is not for uncommon for expeditions to the southern continents to include
Mercenary contingents. Impressed Norscan and Tilean Sailors are the most common but when in need of brutestrength Ogres may find an Elf to pay them. High Elves may field any of the following units as rare choices:
Mercenary Pedites, Veteran Pedites, Duelists, Heavy Cavalry, Light Cavalry, Ogres, and Norse Warriors.
LIZARDMEN: Generally having limited dealing with all the other races of the world Lizardmen do use many
mercenaries when it suits the goals of the Old Ones. Tilean explorers, Northern colonizers, and stranded Elven
companies. Lizardmen may field any of the following units as rare choices: Mercenary Pedites, Veteran Pedites
Duelists, Heavy Cavalry, Light Cavalry, Ogres, and Norse Warriors.
ORCS AND GOBLINS: Mercenaries sometimes join up for with warbands of Orcs or Goblins when they can be
bought off with promissory loot rather then gold. Hungry Ogres, treacherous Hobgoblins, the odd band of Human
Outlaws may all find a home among Orcs though it is rough company. Orcs and Goblins may field any of the
following units as rare choices: Light Cavalry, Ogres, and Duelists.
SKAVEN: Skaven are one of the worst employers for the prospective mercenary and varying level of distrust that
is found in most southern Old Worlders of the foul ratmen reduces greatly the numbers of mercenaries Skaven can
find to hire. Orcs, Hobgoblins, foolish human irregulars, and even a desperate group of Ogres may find their way
into the employ of Skaven Warlords. Skaven may field any of the following units as rare choices: Light Cavalry,
Ogres, and Duelists.
TOMB KINGS: On occasion a force of would be tomb raiders are inspired to serve a Tomb King and those that
have a great deal of rivals often employ mercenaries to counter the other would be robbers leaving the King
personal army to fight else where. Desert Nomads, Tilean Infantry, gold greedy Dwarfs, and adventurous Elves
may at times be seen marching with the Undead Legions. Tomb Kings may field any of the following units as rare
choices: Mercenary Pedites, Veteran Pedites, Duelists, Heavy Cavalry, Light Cavalry, Mercenary Dwarfs,
Ogres, and Norse Warriors.
VAMPIRE COUNTS: Mercenaries who enter service of a Vampire Count or even a Necromancer often face not
only a job for life but one long after, there are even some Vampire counts that are aided by human auxiliaries
serving out of some twisted love for Vampire. Enthralled Mercenaries, listless dregs, and certain greenskins may
even be found in league with Vampire Counts. Vampire Counts may field any of the following units as rare
choices: Mercenary Pedites, Duelists, Light Cavalry, and Norse Warriors.
WOOD ELVES: Xenophobic Wood Elves almost never employ mercenaries. Wood Elves may never field any
Dogs of War.
ARMY COMPOSITION
The predominantly Mercenary Armies of the Southern Old World while consisting of generally the same troops,very from region to region. The Pike and Crossbow are weapons much favored by those of Tilean extraction and
though an Estalian may also carry such weapons, Sword and Buckler and Handgun are preferred. The selection of
origin only alters the selection of certain regiments in the army, Non-human and Norse mercenaries are always
selected in the same manner regardless of origins of the army.
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TILEAN CITY STATES
The City States of Tilea are by far the greatest power in
the Southern Old World, and at times when the internal
feuds have been set aside to face a common foe one of
the most powerful nations of the world. Tilean armies
are based on blocks of sturdy Pikemen supported by
Crossbowmen and cavalry as a reserve.
SPECIAL RULES
• Merchant Princes, Mercenary Generals, Urban
Captains, and Mercenary Captains may carry Tilean
Crossbows at +21 points for Lords and +14 points
for Heroes.
• An Urban Captain may carry a Battle Standard for
+25 points.
• State Pedites may carry for Pikes at +6 points per
model. Pike armed State Pedites may wear Heavy
Armour at +1 point per model. May carry Tilean
Crossbows at +7 points per model.• Veteran Pedites may carry Tilean Crossbows at +7
points per model.
• Crossbow or Tilean Crossbow armed Pedites and
Veteran Pedites may have Pavises at +4 points.
• Light Cavalry may wear Light Armour at +2 points
per model. If they do so, they are no longer Fast
Cavalry.
• May never have more Mercenary Pedites than State
Pedites
CHARACTERS.
• Merchant Prince
• Mercenary General• Hireling Wizard Lord
• Urban Captain
• Mercenary Captain
• Hireling Wizard
CORE
State Pedites, Mercenary Pedites, Heavy Cavalry, Light
Cavalry, and Duelists
SPECIAL
Veteran Pedites, Mercenary Ogres, Mercenary Dwarfs,
Norse Warriors, and Mercenary Halflings
RARE
Horse Artillery and Light Cannons
ESTALIA
West of Tilea, lies the generally arid and rugged plains
of Estalia. Estalia is dominated by two principle cities,
Magritta in the south and Bilbali in the north. Estalians
are strict on drill and their armies consist of well trained
blocks of Swordsmen supported by handgunners.However the proximity to Tilea is not without influence
and some Estalian Princes have begun to train their
infantry to bear pikes. Wizards are few in Estalia, as the
strength of an off shoot of the Myramidian Cult, the
Inquisition, monitors Magic users intensely.
SPECIAL RULES
• An Urban Captain may carry a Battle Standard for
+25 points.
• Any Number of Urban Captains may be upgraded to
Inquistors at +10 points. They generate one Dispel
dice and may take a single Dispel Scroll.
• State Pedites have a WS 4 and Initiative 4 but cost
5 points per model. State Pedites may carry
Handguns at +5 points per model. A single State
Pedite regiment may carry Pikes at +6 points per
model. This regiment may have Heavy Armor at +1
point per model.
• Light Cavalry may carry Javelins as +3 points per
model.
• Duelists may carry Javelins at +3 points per model.
CHARACTERS.
• Merchant Prince
• Mercenary General• Mercenary Captain
• Urban Captain
• Hireling Wizard
CORE.
State Pedites, Heavy Cavalry, Light Cavalry, and
Duelists.
SPECIAL
Mercenary Pedites, Veteran Pedites, Light Cannons,
Mercenary Halflings, and Norse Warriors.
RARE
Horse Artillery, Mercenary Ogres, and Mercenary
Dwarfs.
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BORDER PRINCES
Under Bretonnian, Imperial, and Tilean stewardship,
the petty Kingdoms of the Border Princes are the poorest
states of the southern Old World. Plagued by Orcs,
Goblins, Beastmen, and Brigands, only desperate
settlers attempt to make a living in the place.
Mercenaries however, live quite well with the constantwarfare the region provides. Those few local regiments
that can be mustered the Flail is the customary weapon.
SPECIAL RULES
• An Urban Captain may carry a Battle Standard for
+25 points.
• State Pedites may carry Flails at +1 points per
model or Pole-axes at +1 point per model.
• Duelists may carry Slings at +4 points per model.
• Heavy Cavalry do not come with lances but instead
cost 17 points. They may carry Spears at +1 point
per model or Lances at +2 points per model. HeavyCavalry opting to take their Barding Option count
as Special Choices.
• Light Cannons may be mounted in a wagon at +10
points. All normal rules for cannons still apply save
the crew benefit from hard cover and counts as a
defended obstacle in hand to hand combat. In
addition Light Cannons may take 2 extra crewmen
who have the stats as normal crew but carry flails at
+5 points per crewman.
CHARACTERS.
• Merchant Prince
• Mercenary General• Hireling Wizard Lord
• Mercenary Captain
• Urban Captain
• Hireling Wizard
CORE
State Pedites, Light Cavalry, Heavy Cavalry, and
Duelists
SPECIAL
Mercenary Pedites, Light Cannons, Mercenary Dwarfs,
and Mercenary Ogres.
RARE
Veteran Pedites, Horse Artillery, Norse Warriors, and
Mercenary Halflings.
ADVENTURING AND CONTRACT
ARMY Fighting for one state or another is not enough for many
ambitious generals. Daily the ports of Tilea and Estalia
are filled with mercenaries signing on to private armies
that depart to plunder the known world and more oftenthen not the unknown. These contract armies consist of
a wide array of soldierly held together only for pay and
the promise of plunder. Sometimes these armies are
formed on contract to a wealthy lord, as it is not
unknown for, Imperial Counts in particular, entire
armies of mercenaries to serve in tasks that the lords
troops are either unwilling or unable to do.
SPECIAL RULES
• A Mercenary Captain must be appointed Paymaster
at no additional cost. The Character may not be the
General, but does not count towards the amount of
characters allowed in the list.• All Regiments are subject the Greed special rule
unless otherwise immune.
• A single regiment of Veteran Pedites or Heavy
Cavalry may carry a magic Banner worth up to 50
points.
• Light Cavalry may carry Javelins as +3 points per
model. Light Cavalry may wear Light Armour at +2
points per model. If they do so they are no longer
Fast Cavalry.
• Duelists may carry pistols at +4 points per model,
Slings at +4 points per model, or Javelins as +3
points per model.
CHARACTERS.
• Mercenary General
• Hireling Wizard Lord
• Mercenary Captain
• Hireling Wizard
CORE.
Mercenary Pedites, Heavy Cavalry, Light Cavalry, and
Duelists.
SPECIAL
Veteran Pedites, Mercenary Ogres, Mercenary Dwarfs, Norse Warriors, and Mercenary Halflings
RARE
Light Cannons and Horse Artillery
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MERCHANT PRINCESThough some are referred to as Doge or Duke,
Merchant Prince is by far the most common title of
the leaders or Tilean City States. Though for the
most part Merchant Princes want little to do with
military matters and are more then happy to hire far more competent officers to take their troops into the
field, some are quite able commanders such as the
famous generals Borgio the Besieger, Marc
Columbo, and Justintine di Varenna were both
skilled Generals as well as Merchant Princes.
Merchant Princes can represent ruling Dons of
Estalian cities, Senators of Tilean Republics, or any
other Petty King or Prince throughout the southern
Old World.
Profile M WS BS S T W I A LD
Merchant
Prince
4 5 5 4 4 3 5 3 9
SPECIAL RULES
Rich: Merchant Princes are quite wealth and can
afford to bring great relics to war. Any unit of core
troops in the army may be given a magic banner
worth up to 50 points.
MERCENARY OFFICERSMercenary Generals are the adventurous fellows wholead expeditions all over the world. Mercenary
generals often started they careers as simple foot
soldiers and slowly through time advanced in rank
by skill or luck to their current position. This means
that for a person to reach this position they must be
both a skilled warrior, leader of men, and a touch
politician.
Profile M WS BS S T W I A LD
Mercenary
General
4 6 3 4 4 3 6 4 9
MercenaryCaptain 4 5 5 4 4 2 5 3 8
SPECIAL RULESProfessional Soldier. If Mercenary Characters are
deployed with a regiment subject to greed the
regiment is not required to take the Greed test.
Paymaster. The Paymaster is the man responsible
for the cash, which will be used to pay the army. He
always carries with him the keys to the pay chest and
that makes him just as important as the general in
the eyes of the Mercenaries. To represent this, his
key is treated exactly like a Battle Standard. In
addition, if the paymaster is killed, every 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.
HIRELING WIZARDSWizards are not immune to the lure of gold and
adventure in fact many are found on the staffs of
prominent Mercenary commanders. Some
particularly powerful Wizards and Sorcerers employ
and command entire mercenary armies, protecting
the Wizard during study or maybe even to acquire an
item of particular importance.
Profile M WS BS S T W I A LD
Hireling
Wizard
4 3 3 3 3 2 3 1 7
Hireling
Wizard
Lord
4 3 3 3 4 3 3 1 8
SPECIAL RULES
Various Backgrounds. Coming from a wide array
of places, training, and employment, Hireling
Wizards may use any of the Lores in the
Warhammer Rulebook.
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THE PEDITESAt the core of every mercenary army throughout the
known world are Pedites, which is low Tilean for
Footmen.
STATE PEDITES Urban Militiamen form the core of most Southern
Old World states. Consisting of mainly middle-class
artisans, tradesmen, and lesser merchants, these men
serve out of duty to their city and are as well trained
as professional Mercenary Infantry or Imperial
Infantry.
MERCENARY PEDITES
Of course Cities can only put to field so many of
their own men and with the constant wars, in Tilea
particularly, contract soldiers are required to fill the
gap and provide expendable soldiers the Princes
petty wars. Occasionally unreliable, especially when pay is in arrears, Mercenary Pedites provide service
to not only Tilea, Estalia, and the Border Princes but
the rest of the world as well.
VETERAN PEDITES
Mercenaries or City Militia troops of particularly
long service often form their own regiments made up
of hand picked recruits of suitably long service or
merit. These companies are the finest forces
available to hire as the are skilled in the art of war
and masters of their particular weapons.
Profile M WS BS S T W I A LDPedite 4 3 3 3 3 1 3 1 7
Vet.
Pedite
4 4 4 3 3 1 4 1 8
SPECIAL RULES:
Hardened Veterans. Years of service have honed
these troops into some of the finest Mercenaries for
hire. As such over their companies career it has
gained a reputation for a particular skill. Veteran
Pedites may have one of the following Battle Skills
at no cost. These Battle Skills are unique and as such
two Veteran Pedite Regiments may not have thesame battle skill in an army. Battle Skills are
selected when the army list is drafted and noted in
the unit’s special rules.
BATTLE SKILLS:Battle Hardened. These Soldiers have seen it all
and are rarely fazed by any situation they face on the
battlefield. The Regiment is Immune to Psychology
Fearsome Reputations. Infamous for their skill at
arms and ferocious fighting abilities the regiment
Causes Fear in Troops with LD 7 or Less.
Battle Fury. Charging home an assault is the
Regiments specialty, an additional Rank may attack
on the Charge per model.
Expedient. Fleet of foot the unit moves faster thenany other, +1 Movement
Bodyguards. Professionals of the highest order, the
regiment will protect their charge almost to the
death, Stubborn when lead by character.
Crack Shots. Once per game a regiment of missile
armed Veteran Pedites may opt to take careful aim at
their opponents. This round of shooting has the
Killing Blow ability. Aiming for precise gaps in
armour has it’s costs so all shots are at –1 to hit.
Speed Loaders. Years of use and training allows theregiment to operate their arms much faster then the
normal warrior. The regiment ignore Move and Fire
restrictions on missile weapons.
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DUELISTSDuelists, often referred to as Brigandi do to their
rather dubious origins, are the light infantry of
Mercenary armies. They come from many different
regions and forms of employment (almost always
petty criminals though) be they pistol wielding
Sailors, Street Thugs with throwing knives, or Estalian Sword and Buckler men.
Profile M WS BS S T W I A LD
Duelist 4 4 3 3 3 1 4 1 7
SPECIAL RULES
Skirmishers. Duelists are skirmishers
_________________________________________________________
MERCENARY CAVALRY Most armies of the world employ some cavalry and
mercenary armies are no different. The major
difference from other army’s cavalry is that
mercenaries employ both Light and Heavy in equal
numbers and some armies even consist entirely of
cavalry.
HEAVY CAVALRY
The Elmetti come from all over the Old World.Most are Tilean or Estalian but there are also Arabs,
Kislevites, Imperials, and Bretonnians serving in the
heavy cavalry of mercenary armies. Arms and
Armour tend to be roughly the same often of either
the Tilean of Imperial style. Regiments from Araby
and Kislev bear their native arms and armour and
rarely bard their steeds.
LIGHT CAVALRY
Referred to as Stradioti in Tilea, Light Cavalry
provides a valuable service to mercenary armies
during the advance and during the pursuit/retreat
after battle. Though less as vital in battle itself Light
Cavalry still perform well to harass the enemy’s
flanks and be a general nuisance to the enemy’s
advance. Most Tilean Stradiot cavalry are found in
the rolling hills of Trantio and the plains around
Luccini, thought every city does have regiments.
Foreign Light Cavalry are most often Kislevites or
Arabs though quite a few regiments do come fromEstalia.
Profile M WS BS S T W I A LD
Stradioti 4 3 3 3 3 1 3 1 7
Elmetti 4 4 3 3 3 1 4 1 8
Warhorse 8 3 0 3 3 2 3 1 5
SPECIAL RULES
Fast Cavalry. Light Cavalry are fast cavalry
_________________________________________________ MERCENARY ARTILLERY
Though not as common as in Dwarf or Imperial
armies artillery is often employed by mercenary
armies. Smaller then the pieces produced in
Dwarven of Imperial Foundries, these ship board
guns still pack plenty of punch.
Light Cannon
The rules for cannons are found on page 122 of the
Warhammer Rulebook and are treated as the smaller
type.
Horse Artillery
Originally designed by the Engineer Bronzino, horse
drawn artillery has spread in use and been more
readily copied. The Galloper Gun is extremely
suited to mobile warfare and is drawn around the
battlefield by a horse with its crew running or riding
with it.
Profile M WS BS S T W I A LD
Crew 4 3 3 3 3 1 3 1 7
Gun 8 - - - 6 2 - - -
Warhorse 8 3 0 3 3 2 3 1 5
SPECIAL RULES
Cannon. Horse Artillery follow the rules for
cannons in the Warhammer rule book (the smaller
type) with the following amendments.
Small Caliber. The gun has a guess of 24" and is
Strength 7, causing D3, and allowing no save.
Rapid Movement. The Galloper gun is harnessed
to a warhorse and may move 8" a turn. The Gun
may make a march move the standard 16” inches. If
the crew is charged they may hold or flee. If they flee
the gun is taken with them.
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DWARFS, OGRES, AND HALFLINGSOf the non-Human mercenaries Dwarfs, Ogres, and
Halflings are those that are more readily employed as
they are far more reliable then Greenskins and no
where near as rare as Elves, Zoats, and other oddities
that find there way to the employ of a lord.
DWARFS
Dwarf Warriors often come into the employ of
mercenary generals. Often they come from clans
that have lost their homes and find employment as
mercenaries. Many of these clans save most of their
wages for a time when they can fund a recapture
attempt of their clan home. Dwarfs are steadfast and
stubborn opponents and there lust for gold makes
them quite willing treasure seekers.
OGRES
Ogres are one of the toughest enemies to face. Theyare big, tough, and will eat almost anything. Ogres,
when properly feed, make some of the most loyal
mercenaries following their General to the ends of
the earth and back. The best Ogre mercenaries,
while not as loyal as the southern Ogres, come form
the northern regions of the Old World. In the
Imperial Provinces of Ostland, Ostermark, and
Stirland every spring the Ogres come out of their
winter homes to seek employment of the highest
bidder be it the Imperial Commanders or the Orcs
preparing for the summer raiding season. As a
result these Ogres often are the best armed and
armoured of all Ogre regiments.
HALFLINGS
Most armies employ Halflings as baggage guards
and cooks. In some cases there is a particularly
rowdy bunch of Halflings that actually fight with the
rest of the army but they are considered strange bymost other Halflings. These bands of “weirdos” are
often veterans of the Imperial Halfling Corps, the
Moots contribution to the defense of the Empire.
When there term is up some Halflings have gotten
the taste for adventure which they can easily sate in
Tilea, as well as their appetite on large Tilean
portions.
Profile M WS BS S T W I A LD
Ogre 6 3 2 4 4 3 2 3 7
Dwarf 3 4 3 3 4 1 2 1 9
Halfling 4 2 4 2 2 1 5 1 8
SPECIAL RULES
Fear. Ogres are big and hungry so rightly cause
Fear
Ancestral Grudge, Relentless, and Resolute.
Mercenary Dwarfs are the same doughty warriors as
there kin, therefore follow the Ancestral Grudge,
Relentless, and Resolute Rules found in Warhammer
Armies Dwarfs.
Woodsmen. Halflings are can easily move through
woods thus suffer no movement penalties in wooded
terrain.
___________________________________________________ THE NORTHMEN
Norse have long raided the coastal areas of the world
and Tilea is no exception but, Tilean nature as it is,
most Norse no longer raid Tilea but come instead
seeking gainful employment. Norse are great
warriors and there fury in battle is remarkable.
Tileans also employ them as guides for far off
expeditions to foreign continents do to the Norse
substantial seafaring skills. Some Norse regiments
are raised from the decedents of the Norse Kingdom
of Sartosa, though subject to 1500 years of contact
with Tileans, Arabs, and others, they have lost none
of their love for battle.
Profile M WS BS S T W I A LD
Norse 4 4 3 3 3 1 4 1 7
Special Rules
Fury of the Northmen. Northmen are subject to
frenzy
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THE BESTIARYPEGUSI:
Some Mercenary officers who have the money
sometimes purchase Pegasus foals captured by
traders in the Grey Mountains. These creatures are
much intelligent then normal horses and more loyal
as well. The Pegasus' greatest asset is it's pair of great feathered wings that allow the Pegasus to carry
it's rider into the air.
Profile M WS BS S T W I A LD
Pegasus 8 3 0 4 4 3 4 2 6
Special Rules
Fly. Due to its wings the Pegasus may fly
__________________________________________________ THE ARMOURYThe items in the following list are unique to the Dogs of War army and can be chosen by the Dogs of War player
according to the instructions given in the army list section of this book. Note the rules for the Tilean Pole-Axe
replace those for halberds found in the Warhammer Rulebook for all models in this book which are equipped with
such weapons.
__________________________________________________________________________________
ARMOUR Buckler
No larger then the boss on some shields Bucklers
are designed to be used only in close combat to both
parry blows and as a blunt weapon as well.
Rules: Confers all the normal rules for a shield in
close combat (i.e.. +1 save and an addition +1 save
when combined with a hand weapon) as well as
conferring an addition attack.
Full Plate Armour
Suits of full plate armour are purchased in great
numbers by the Merchant classes of Tilea . The
armour is either of the ridged and pointed styleimported from Imperial Provinces or the more
rounded style made in Tilea. The armour may be
combined with a shield as usual.
Rules: Confers a 4+ armour save
Pavise
Pavises are large shields used by crossbowmen both
in sieges and on the field. During the long reloading
process the Crossbowmen is protected from enemy
missile fire and serves as a bearer to fight from
behind in hand to hand combat as well.
Rules: Confers a 5+ armour save, Reduces the units
movement by 1”.
CLOSE COMBAT WEAPONS Pike
Pikes are extremely long spears ranging from 16 to
18 feet in length. They are the common weapon of
Tilean infantry.
Rules: Requires two hands, always strikes first in
initial round of hand to hand combat (except to
special ability or magic), fights in Four Ranks, and
when charged by cavalry, chariot, or monster gain
+1 Strength.
Pole-Axe
The Pole-Axe is the Border Prince take on the
Halberd but rather then the classic Halberd arrangement the Pole-Axe consists of an Axe blade
on one side, a hammer on the other, and a small
spike on the top on a 6' to 8' haft.
Rules: Requires two hands, +1 Strength, Armour
Piercing.
MISSILE WEAPONS
Tilean Crossbow
Referred to by some as the Tilean Arbelast or Steel
Crossbow, Tilean Crossbows are the finest
crossbows produced in the world and are renowned
for the accuracy at great distances. Rules: Range 36", Strength 4, and Move or Fire.
_________________________________________________________________________________________
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THE MERCHANTS TREASURY
In this section the common magic items are listed first (see page 154 of the Warhammer Rulebook for a complete
description). They are followed by a list of ‘Dogs of War Only’ magic items. These items can only be used by
models from this books and must be selected from within the points limitations set by the army list section. Notethat all rules on magic items presented on 152-153 of the Warhammer Rulebook apply to ‘Dogs of War Only’
magic items.
COMMON MAGIC ITEMS
Sword of Striking: 25 pts
Weapon; +1 to Hit
Sword of Battle: 20 pts
Weapon; +1 to Attack
Sword of Might: 15 pts
Weapon; +1 to Strength
Biting Blade: 10 pts
Weapon; -1 to enemy armor save
Enchanted Shield: 10 pts Armor; 5+ Armor Save
Talisman of Protection: 10 pts
Talisman; 6+ Ward Save
Staff of Sorcery: 40 pts
Arcane; +1 to dispel
Dispel Scroll: 25 pts
Arcane; automatically dispel an enemy spell. One use
only.
Power Stone: 20 pts
Arcane; +2 dice cast a spell. One use only.
War Banner: 25 pts
Banner; +1 combat resolution
MAGIC WEAPONSGrudgebringer: 65 points
First carried by the famous Border Princes Mercenary
General Bernhardt, many swords along similar lines
have found their way to the hands of aspiring
mercenaries.
Confers +1 Strength, +1 to Hit in Hand to Hand
combat, and are fire attacks. In addition it includes a
bound Fireball spell from the Lore of Fire cast a Power
5.
Crossbow of Springardano: 60 ptsThe Crossbows manufactured by the great bowsmiths
of the city of Springardano, a small city in the Irrana
Mountains, are famed for their great power.
This Crossbow has a range of 32” and hits from this
bow are treated is if it were a bolt thrower with
strength 6.
Inquisitor Blade: 50 pts
Crafted to slay the wicked, Baldes of the Estalian
Inquisition are the bane of evil creatures everywhere.
All hits wound automatically against Chaos (Beasts,
Mortal, Daemon, and Dwarf), Undead (Vampire Counts
and Tomb Kings), Skaven, and Dark Elves. Armour
save modified by user’s strength.
Club of Hercio: 40 pts
Carried by the great Tilean hero Hercio who defended Justintine's paychest from Orcs. The strength of the
mighty Hercio has remained in the club since the hero's
death.
Confers +2 Strength
Brunni’s Wheel-Lock: 30 pts
Brunni Powderbeard produces dueling pistols of the
finest quality, his most exquisite he engraves his own
runes upon and supplies custom gromril ammunition
with as well.
Counts as a Pistol with the Killing Blow special rule.
This applies to all attacks that would count as pistol
shots, so when the pistol is fired in the shooting phaseand the first round of hand to hand combat.
Katana of Shang-Yang: 30pts
Purchased in the Cathian trading city of Shang-Yang,
the Katana is one of the few items purchasable from the
farther eastern land of Nippon.
One less attack may be made against the bearer and can
claim the Hand Weapon and Shield bonus.
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MAGIC ARMOUR Mirror Armour: 60 pts
Said to be of Elven make, though no one is quite sure,
the armour takes reflects back much of the strength of
the enemy attack.Confers a 6+ Armour save, in addition any attacks that
would normally reduce the armour save is reversed. So
in the case of a Strength 5 attack that would have a -2
armour save modifier this become +2 the armour save
making it a 3+ armour save. Rolls of 1 are always a
failure. Attacks that allow “No Armour Saves”, but are
not magical in nature, are resolved at 2+. May never be
combined with any other armour Mundane or Magical.
Armour of Fortune: 35 pts
Those who wear the Armour of Fortune are said to be
gifted with great luck. Even a blow from an enemy that
should have penetrated the suit is turned away by some fluke of fate .
Confers a 5+ armour save and may be combined with
other equipment normally. Also any failed armour
saves may be re-rolled.
Hauberk of Ruthgar the Red: 30 pts
Worn by Ruthgar, the last Norse King of Sartosa, when
he was slain by Arabian Corsairs, the armour is said to
still contain some of the old Kings lust for battle.
Confers a 5+ armour save and may be combined with
other equipment normally. Also the wearer is subject to
frenzy.
Piatini of Myrmidia: 30 pts
Commissioned for the Prince of Luccini’s household
from the Dwarfs of Zhufbar, when the Prince refused to
pay other Princes were more then willing to purchase.
Confers a 1+ armour save that can not be improved in
anyway.
TALISMANSJustintine's Paychest: 50 pts. Paymasters only
A Tilean relic known by all mercenaries, the paychest,
though rumored to be a reconstruction, is the same that
Justintine brought to battle against the Orcs. Ownershipof the chest is given to the City State that wins the
yearly Tilean games that feature Crossbow, Jousting,
Wrestling, and mock battles among many other events.
Confers +1 combat resolution to all regiments within 12
inches. The Paychest may be captured much like a
Standard and should this happens the enemy claims
+200 VPs.
Seal of the Temple of Myrmidia: 45 pts
Those that prove themselves worth of the War
Goddess’s admiration bear the seal of her temple. It
protects the wearer from even the greatest of harm. Confers a +4 Ward Save.
Stone of Sotek: 35 pts
By offering Skaven Captives to the Lizardmen, many a
mercenary has been rewarded with this favor of the
Serpent God.
Confers a +5 Ward Save and bearer causes fear in
Skaven.
Lucky Gino’s Ring: 25 pts One Use Only
Unfortunately for Gino, he gave it to particularly lovely
tavern girl in Luccini before his ill-fated expedition into
the Southlands. She married into a Rich Merchant
family and the ring has been in the hands of several
Mercenary Captains since.
May Re-roll one dice that directly affects the bearer
once per game.
Southlands Necklace: 20 pts
Purchased off the Shaman of the Southern tribes these
charms grant their wears some immunity to magic.
Grants the bearer and the unit he is with a magic
resistance of 1.
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ARCANE ITEMSDestroy Magic Scroll: 50 pts
These scrolls are widely used among Mercenary
Wizards. Originating in Araby not only does the scroll
dispel the affects of magic but can even impair thememories of enemy casters as who to cast it. Follows
all the rules for a Dispel Scroll. In addition on a D6
roll of +4 the spell is removed from the enemy casters
mind and can not be cast by that caster for the
remainder of the battle. Bound items only lose their
spell if a 6 is rolled.
Bernardo’s Copper Vambrace: 50 pts
Bernardo, a Wizard and Scientist studied how magic
was conducted through metals and created the
vambrace to shore up his poor skill with magic by
siphoning it away from his opponent.
Levels of Magic are exchanged between the wearer anda single enemy Wizard within 12”. For all purposes of
Power and Dispel dice generation the Vambrace
wearer uses the level of magic of the enemy wizard and
vice versa. The new levels spell are generated from the
Lore of Metal as per the normal rules for Wizards
selecting spells.
Southlands Idol: 25 pts One Use Only
A practical application of odd beliefs of the tribes of
the south, the Idol hexes an enemy wizard.
At the start of the game nominate one enemy spell
caster. At some point in the game the player may make
the Enemy Spell caster re-roll a single casting dice,
this re-roll may either nullify or cause a miscast or
irresistible force.
Enduring Stone: 25 pts One use only
Found of in the East, this rare stone sustains spells
that would normally end.
One spell cast by the Wizard treated as if it remains in
play, therefore in subsequent magic phases the results
of the spell are reapply to the original target or just
simply cast as if it was done so normally that phase.
ENCHANTED ITEMSWar Library: 60 pts Mercenary Generals only
These collections of books, papers, and maps are
commonly found in the belongings of Mercenary
Generals. Particularly wise commanders have used theknowledge garnered from them to great effect.
At the beginning of the game the player may choose on
of the following three tactical ploys:
Field Defenses: A single regiment may have a linear
obstacle the length of there frontage to a maximum of
6". The regiment behind the defenses may claim hard
cover and defended obstacle.
Ambush Party: A single regiment of Duelists may
deploy using the Scouts special rule.
Flank March: A single regiment may be kept out of deployment and used to outflank the enemy. Starting on
turn two the regiment may show up a flank table edge
on the roll of a +4. This table edge needs to be decided
at the star t of the game however so the player using
flank march must write down on a piece of paper
whether it be the left or right flank. If the regiment
arrives it is treated as a unit returning to the table after
pursuing an enemy off it the previous turn. Should the
regiment never arrive it is considered lost, ambushed, or
otherwise destroyed so the enemy can claim victory
points for it.
Ogre Bodyguard: 50 pts
Large, dangerous, and sometimes extremely hungry
Ogres make the perfect imposing fellow a Mercenary
General needs by his side.
Ogre Bodyguards wear heavy armour, carry shields, and
carry hand weapons. They have the following stat line:
Profile M WS BS S T W I A Ld
Ogre 6 4 2 4 4 3 2 4 7
Ogre Bodyguards must always be either in the same unit
in base to base contact or within 2" of their master.
While in a unit the Character will never fail Look OutSir rolls as long as the Bodyguard lives as either the
Ogre throws himself in front of the Character or more
likely throws another soldier in front. If not in a unit the
General still benefits from Look Out Sir while the
Bodyguard lives but under the normal rules (+2 for a
roll and the Ogre taking the hits instead).
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Goddi’s Old Original Ale: 30 points One Use Only
Hairy stuff when consumed in small batches and of
recent vintages, Goddi’s Ale made with the blood of
werewolves has quite dramatic affects on humans whenconsumed.
A character may drink the Ale at the beginning of the
players turn. For the next entire turn the character is
transformed into a great Wolfman. The Characters has
his profile altered to M6, S6, T5, and A6. The
Wolfman causes Fear, is Unbreakable, and subject to
Frenzy. The Character may not wear any armour nor
carry any additional equipment.
At the end of the turn the Character is removed from
play, exhausted by the transformation, and counts as a
causualty.
Scroll of Araby: 25 pts
The ancient Khemri made many scrolls to protect
themselves from the evil magics of Nagash. After the
death of the peoples of Khemri, many have come in
search of these powerful scrolls. The power of the
scroll fades with use and those who carry them use
them sparingly.
Character, mount, and unit he is with benefit from a +2
Ward save on the first round of wounds sustained from
a magic spell.
Lustrian Wine: 25 pts
First brought back by Marco Colombo Lustrian Wine
is wildly sought after by Merchant Princes and
Mercenaries for its invigorating affects.
A character may drink the wine at the start of their
turn. For that turn the Character gains D3 strength to a
maximum of 7 when combined with other modifiers.
MAGIC STANDARDSBanner of Defiance: 80 points
Borne by the defenders of Malko when it was sacked
by Orcs, the Banner instills regiments bearing it to
stand to the last.
Unit bearing this banner is Unbreakable
War Banner of Estalia: 50 points Estalians only
Carried by a regiment of Estalian Guards during the
Arabian Invasion, the banner protects those carrying it
from evil magic.
The Regiment is immune to Chaos, Dark, Skaven and
the Magic of the Undead. Against other lores the
regiment has a Magic Resistance of one.
Banner of the Fray: 50 points
Troops that carry the banner have a steeled resolve and are less likely to break from combat.
Unit has no flanks and all charges to the units flank are
considered the same as if it were to the front.
Cursing Standard: 40 points
Mercenaries bearing this banner are said to cause the
enemy great misfortune should they attempt to attack
them.
Any enemy unit attempting to hit the unit carrying the
standard suffers a -1 to hit shooting.
The Red Standard of Miragilaino: 30 pts
Tileans OnlyBorne by the last Prince of Miragliano when he went
into the Blighted Marsh after the Skaven who had
sacked his city, the banner is most disturbing to Skaven
as never before had even a single Tilean returned from
the Marshes.
Regiment bearing this standard cause fear in Skaven,
which must be taken at the Skaven base leadership.
Banisher Glyph: 30 pts
Gifted to mercenaries in service of Slann Priests, the
banner is particularly affective against the undead of the
Vampire Coast.
Undead regiments in base to base contact with the
regiment suffer D3 hits that wound on +4 and allow no
save.
Standard of Shielding: 25 points
The magic of this banner strengthens the armour worn
by the troops that bearer it, turning away blows that
would normally cause great injury.
A unit carrying the standard gains +1 to its armour save
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QUIRKS OF CHARACTER Mercenary Generals have strange and sometimes checkered past. Over this time many Mercenaries acquire
strange traits or abilities they use to there full extent in battle. The Mercenary Generals may have three quirks to a
maximum of 100 points. Of these three Quirks only one may be a Major Quirk. Mercenary Captains may have two
Quirks all of which must be minor for up to 50 points. These points if used in Quirks are deducted from the pointsavailable for magic items.
MINOR QUIRKS
Cunning. The Character is a master of low cunning
and always strike first in hand to hand combat
however, the character does not strike before those
that do so by magic. Cunning will cease to work
should the charter take a weapon that requires the
character to strike last. 35 points
Veteran. The Character has long been involved in
warfare and has +1 weapon skill and +1 attack. 25
points
Die Hard. The Character has a remarkable ability to
survive wounds that would slay a normal man. The
character has a +4 ward save on the last wound on
his profile. 25 points
Slayer. Over his/her career the Character has
become an expert in dispatching most enemies by
having learned their weaknesses. The character will
always wound on a +4 unless it would normally be
less. 25 points
Resistant to Magic. Either the case from birth or
through exposure over time the character has Magic
Resistance of one. 20 points
Personal Retinue. Army Generals only
The Character after long years of service has
established a connection with a particular race and
are widely respected by them. Therefore they may
include either a single regiment of Special Unit as a
Core Choice. 20 Points
MAJOR QUIRKS
Expert Strategist. Able to exercise more initiative
and control then most races generals the Character is
able to get his men in the field at his choosing. The
player may always choose to move first or second.
80 points
Grizzled Warrior. The Character has endured
many wounds and has developed an immunity to
blows that would kill a normal person. The
character then gains +1 wound. 50 points
Inspiring Figure. The Character is very well known
and can easily be picked out by the soldiers. The
Character's command radius is 18" instead of the
regular 12". 40 points
Charismatic Leader. The Character is an
exceptional leader and has the trust and loyalty of
the army. The Character adds +1 Leadership to their
stat line. 50 points
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The Dogs of War Army ListThe following pages contain an army list which
enables you to field a Dog of War army in games of
Warhammer. The purpose of army lists is to enable players with vastly different armies to stage games
which are as fair and as evenly balanced as it is
possible to make them. The army list ascribes each
individual model a 'points value' or 'points cost'
which represents its capabilities on the tabletop. The
higher a model's points value the better it is in one or
more respects: stronger, tougher, faster, better
leadership, and so on. The value of the army is
simply the value of all the models added together. As
well as providing points costs the list also divides the
army into its constituent units. The list describes the
weapons and optional equipment that troops can
have and occasionally restricts the number of very powerful units an army can include. It would be very
silly indeed if an army were to consist entirely of
flying eagles, thundering cannons, or fire breathing
dragons. The resultant game would be a frustrating
and unbalanced affair if not a complete waste of
time. We employ army lists to ensure that this does
not happen!
How the List is Intended to Be UsedThe chief role of the army list is to enable two
players to each choose an army of equal points value
to fight a straight-forward battle as described in the
main body of the Warhammer rules. Primarily, thelist is constructed with this purpose in mind.
The list can also be used when playing specific
scenarios, either those described in the Warhammer
book or others including ones invented by the players
or a third party. In this case the list provides a
framework which the players or umpire can adapt as
required. It might, for example, be felt necessary to
increase or decrease the number of characters or
units allowed, or to restrict or remove options in the
standard list such as, magic items, monstrous
mounts, leaders, and so on. If you refer to the
Scenarios section of the Warhammer book you'll find
some examples of this very kind of thing.
How the Army List is OrganizedThe army list is divided into two sections.
• CHARACTERS
• UNITS
Characters represent your most able commanders
and companions: mighty heroes, wizards, and other
extraordinary individuals and leaders. These form a
vital and potent part of your forces.
Units represent cover all the troops available to the
Mercenary General. These can be Core, Special or
Rare units all depending on the Army Selection
scheme chosen.
How to Choose an ArmyBoth players choose armies to the same agreed
points value. Most players find that 2000 points is
about right for a battle that will last over 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 2000 point armies
will therefore be something like 1998 or 1999 points,
but they are still '2000' point armies for our
purposes. Once you have decided on a total points
value it is time to choose your force.
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Choosing CharactersCharacters are divided into two broad categories:
Lords (the most powerful) and Heroes. The
maximum number of characters an army can include
is shown on the chart below. Your army must alwaysinclude at least one Hero character to act as the
General.
Characters in a Dogs of War Army
Army Max.
Points Characters Lords
up to 1999 3 0
2000-2999 4 1
3000-3999 6 2
4000-4999 8 3
+1000 +2 +1
These numbers are all maximums - an army does not
have to include any characters, and can always
include fewer than indicated.
For Example: a 2000 point army could include a
Mercenary General (Lord), an Hireling Wizard
(Hero), an Mercenary Captain (Hero) and another
Mercenary Captain (Hero) i.e. 4 characters in total of
which one is a Lord.
Choosing Troops
Troops are divided into Core, Elite and Rare units.The following rules apply when choosing units.
Core units. The number of core units the army can
include is not restricted except by the number of
points available. You must include a certain number
of Core troops in the army if you wish, as detailed in
the table below. The army can consist entirely of
core units if you wish.
Special units. The number of Special units available
is restricted as detailed in the table below. You do
not have to field any Special Units unless you want
to.
Rare units. The number of Rare units is also
restricted as detailed in the table below. You do not
have to field any Rare Units unless you want to.
Army Min. Max. Max.
Points Core Spec. Rare
<2,000 2 3 1
2000-2999 3 4 2
3000-3999 4 5 34000-4999 5 6 4
+1000 +1 +1 +1
This schematic table illustrates how many Core
units you must field, and it gives a maximum
numbers for Elite and Rare Units.
Army List EntriesEach army list consists of the following:
Regiment name: The type of unit and any
limitations on the maximum number of choices youcan make for it (eg 0-1).
Profile: These are the characteristics of that unit
type, including its point cost. Where the unit has
different types of warriors, there may be more than
one profile.
Unit Size: Lists the minimum number of models
required in the unit, or the number of models you
may take for one choice from the appropriate army
list category. In some cases units have a maximum
size.
Weapons: These are unit's standard weapons,
Armour and equipment.
Options: Lists the different weapon and equipment
options for the unit and any additional point cost for
taking them. It may so include the option to upgrade
a unit member into a Champion. While this model
usually has a specific name (A Champion of a
Duelist Unit is called a Assassin, for example) all the
rules that apply to Champions apply to them. See
Characters section of the Warhammer Rulebook for
details.
Special Rules: This lists any special rules that apply
to unit. Where appropriate, a reference to the
Warhammer rulebook is included.
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LordsMercenary Lords (Merchant
Princes, Mercenary Generals
and Hireling Wizard Lords) arethe most powerful characters in
the Dogs of War list.
Lords are quite limited and
expensive but they do make the
best army Generals.
Merchant Prince 80 points/model
Profile M WS BS S T W I A LDMerchant Prince 4 5 5 4 4 3 5 3 9
Warhorse 8 3 0 3 3 1 3 1 5
Weapons and Equipment: Hand Weapon
Options:
• May choose either a lance (+6) or a great weapon (+6)
• May also choose a Longbow (+15) a Crossbow (+15).
• May wear either Light Armour (+3), Heavy Armour (+6), or Full Plate Armour (+10), and mayalso carry a shield (+3).
• May ride a warhorse (+15), which can have barding (+6) points, or may ride a Pegasus (+50).
• May choose magic items from the Common or Dogs of War Magic items lists, with a maximumtotal value of 100 points.
Special Rules:
Rich Mercenary General 90 points/model
Profile M WS BS S T W I A LDMercenary General 4 6 5 4 4 3 6 4 9Warhorse 8 3 0 3 3 1 3 1 5Pegasus 8 3 0 4 4 3 4 2 6
Weapons and Equipment: Hand Weapon
Options:
• May choose either a Lance (+6), a Spear (+3), a Morning Star (+3), a Great Weapon (+6), aPistol (+10), or a Brace of Pistols (+20).
• May wear either Light Armour (+3), Heavy Armour (+6), or Full Plate Armour (+10), and may
also carry a shield (+3).
• May ride a warhorse (+15), which can have barding (+6) points, or may ride a Pegasus (+50).
• May choose magic items from the Common or Dogs of War Magic items lists, with a maximumtotal value of 100 points.
Special Rules:
Professional Soldier
Hireling Wizard Lord 175 points/model
Profile M WS BS S T W I A LD
Wizard Lord 4 3 3 3 4 3 3 1 8Warhorse 8 3 0 3 3 1 3 1 5Pegasus 8 3 0 4 4 3 4 2 6
Weapons and Equipment: Hand Weapon
Magic: A Hireling Wizard is a Level 3 Wizard. He may choose one of the following Lores: Fire;Metal; Shadows; Beasts; Heavens; Light; Life; Death.
Options:
• May ride a warhorse (+15), which can have barding (+6) points, or may ride a Pegasus (+50).
• May choose magic items from the Common or Dogs of War Magic items lists, with a maximumtotal value of 100 points.
Special Rules: A Hireling Wizard Lord is a Level 3 Wizard. This may be increased to Level 4 at the cost of +35
points.
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Mercenary Captain 50 points/model
Profile M WS BS S T W I A LD
Mercenary Captain 4 5 5 4 4 2 5 3 8Warhorse 8 3 0 3 3 1 3 1 5Pegasus 8 3 0 4 4 3 4 2 6
Weapons and Equipment: Hand Weapon
Options:
• May choose either a Lance (+4), a Spear (+2), a Morning Star (+2), a Halberd (+4), a Pistol (+7),
or a Brace of Pistols (+14).
• May also choose a Longbow (+10) or Crossbow (+10).
• May wear either Light Armour (+2), or Heavy Armour (+4), and may also carry a shield (+2).
• May ride a warhorse (+10), which can have barding (+4) points, or may ride a Pegasus (+50).
• May choose magic items from the Common or Dogs of War Magic items lists, with a maximumtotal value of 50 points.
Special Rules:
Professional Soldier, Paymaster
Urban Captain 40 points/model
Profile M WS BS S T W I A LD
Urban Captain 4 4 4 4 4 2 4 2 8Warhorse 8 3 0 3 3 1 3 1 5
Weapons and Equipment: Hand Weapon
Options:
• May choose either a Lance (+4), a Spear (+2), a Morning Star (+2), a Halberd (+4), a Pistol (+7),or a Brace of Pistols (+14).
• May also choose a Longbow (+10) or Crossbow (+10).
• May wear either Light Armour (+2), or Heavy Armour (+4), and may also carry a shield (+2).
• May ride a warhorse (+10), which can have barding (+4) points.
• May choose magic items from the Common or Dogs of War Magic items lists, with a maximum
total value of 50 points.
Hireling Wizard 60 points/model
Profile M WS BS S T W I A LDHireling Wizard 4 3 3 3 3 2 3 1 7Warhorse 8 3 0 3 3 1 3 1 5
Weapons and Equipment: Hand Weapon
Magic: A Hireling Wizard is a Level 1 Wizard. He may choose one of the following Lores: Fire;Metal; Shadows; Beasts; Heavens; Light; Life; Death.
Options:
• May ride a warhorse (+10), which can have barding (+4).
• May choose magic items from the Common or Dogs of War Magic items lists, with a maximumtotal value of 50 points.
Special Rules:
A Hireling Wizard is a Level 1 Wizard. This may be increased to Level 2 at a cost of +35 points
HeroesMercenary Heroes
(Mercenary Captains, Urban
Captains and HirelingWizards)make great leaders
of Mercenary Regiments.
In some armies an Urban
Captain may carry a Battle
Standard. He then may carry
a Magic Standard with no
points limit. He is not allowed
to carry any other weapons
nor a shield.
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Human
MercenariesPedites and Duelists form the
basis of every Dogs of War
army. Armed with all manner of
weapons Pedites are capable
soldiers.
State Pedite 4 points/model
Profile M WS BS S T W I A LDPedite 4 3 3 3 3 1 3 1 7
Banner Captain 4 3 3 3 3 1 3 2 7
Unit Size: +10
Weapons and Equipment: Hand Weapon and Light Armour
Options:
• Any unit may be equipped with Spears (+1) and Shields(+1). Any unit may carry Crossbows at+5 points per model but may not take any other options.
• May upgrade one Pedite to Musician at +5 points
• May upgrade one Pedite to Standard bearer at +10 points
• May promote one Pedite to Banner Captain at +10 points.
Mercenary Pedite 4 points/model
Profile M WS BS S T W I A LDPedite 4 3 3 3 3 1 3 1 7
Banner Captain 4 3 3 3 3 1 3 2 7
Unit Size: +10
Weapons and Equipment: Hand Weapon and Light Armour
Options:
• Any unit may be equipped with Spears (+1), Flails (+1), Pole-Axes (+1), or Pikes (+6).
• Pike armed regiments may have Heavy Armor at +1 point per model.
• Any unit may be equipped with Shields at +1 points per model.
• May carry Crossbows or Handguns at +5 points per model if no other weapons or armor optionsare taken.
• May upgrade one Pedite to Musician at +5 points
• May upgrade one Pedite to Standard bearer at +10 points
• May promote one Pedite to Banner Captain at +10 points.
Special Rules:Greed, For Hire
Duelist 4 points/model
Profile M WS BS S T W I A LDDuelist 4 4 3 3 3 1 4 1 7
Bravo 4 4 3 3 3 1 4 2 7
Unit Size: +8
Weapons and Equipment: Hand Weapon
Options:
• Any unit may be equipped with Bucklers for +2 points per model.
• Any unit may be equipped with Throwing Knives for +1 point per model
• May promote one Duelist to Bravo at +10 points.
Special Rules:
Skirmisher, For Hire
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Human
MercenariesCavalry and Veteran units
support the basic troops in most
Mercenary Armies.
Heavy Cavalry 19 points/model
Profile M WS BS S T W I A LDKnight 4 4 3 3 3 1 4 1 8
Knight Captain 4 4 3 3 3 1 4 2 8Warhorse 8 3 0 3 3 1 3 1 5
Unit Size: +5
Weapons and Equipment: Heavy Armour, Lance, Hand Weapon, Shield, and Warhorse
Options:
• Any units may be equipped with Barding at +2 points per model
• May upgrade one Knight to Musician at +8 points
• May upgrade one Knight to Standard bearer at +16 points
• May promote one Knight to Knight Captain at +16 points.
• A single regiment may be upgraded to Veteran Heavy Cavalry at +6 points per model. They haveStrength 4.
Special Rules:
For Hire
Light Cavalry 11 points/model
Profile M WS BS S T W I A LDHorsemen 4 3 3 3 3 1 3 1 7Stradioti Captain 4 3 3 3 3 1 3 2 7Warhorse 8 3 0 3 3 1 3 1 5
Unit Size: +5
Weapons and Equipment: Hand Weapon, and Warhorse
Options:
• Any units may be equipped with Bows (+4), Spears (+2), Shields (+2)
• May upgrade one Horsemen to Musician at +5 points
• May upgrade one Horsemen to Standard bearer at +10 points
• May promote one Horsemen to Stradioti Captain at +10 points.
Special Rules:
Fast Cavalry, For Hire
0-1 per 1000 points Veteran Pedites 8 points/model
Profile M WS BS S T W I A LDVeteran Pedite 4 4 4 3 3 1 4 1 8Veteran Captain 4 4 4 3 3 1 4 2 8
Unit Size: +10
Weapons and Equipment: Hand Weapon and Light Armour
Options:
• Any unit may be equipped with Spears (+1), Flails (+1), Pole-Axes (+1), Great Weapons (+2), or
Pikes (+6).
•
Any unit may be equipped Shields (+1), Heavy Armour (+1).• May carry Crossbows or Handguns at +5 points per model if no other weapons or armor options
are taken.
• May upgrade one Veteran Pedite to Musician at +5 points
• May upgrade one Veteran Pedite to Standard bearer at +10 points
• May promote one Veteran Pedite to Veteran Captain at +10 points.
Special Rules:
Hardened Veterans, For Hire
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Human
MercenariesThough lacking the punch of
Imperial Artillery or the
reliability of that of Dwarfs,
Mercenary Artillery provides a
good deal of punch so units
break more readily on the Pike
blocks.
Particularly in the large ports of
Tilea and Estalia, Norse traders
offer their service as guides and
warriors to those who will take
them on.
Light Cannon 85 points/model
Profile M WS BS S T W I A LDCrew 4 3 3 3 3 1 3 1 7
Cannon - - - - 7 3 - - -
Unit Size: 1 Gun 3 Crew
Weapons and Equipment: Hand Weapon and Light Armour
Special Rules:
For Hire
Horse Artillery 100 points/model
Profile M WS BS S T W I A LDCrew 4 3 3 3 3 1 3 1 7Cannon 8 - - - 6 2 - - -Warhorse 8 3 0 3 3 1 3 1 5
Unit Size: 1 Gun, 3 Crew, and a Warhorse
Weapons and Equipment: Hand Weapon and Light Armour
Special Rules:
For Hire
Norse Warriors 7 points/model
Profile M WS BS S T W I A LD Norse Warrior 4 4 3 3 3 1 4 1 7Headman 4 4 3 3 3 1 4 2 7
Unit Size: +10
Weapons and Equipment: Hand Weapon and Light Armour
Options:
• Any unit may have Great Weapons (+2), Additional Hand Weapons (+2), Throwing Axes (+2),and Shields (+1).
• May upgrade one Norseman to Musician at +5 points
• May upgrade one Norseman to Standard bearer at +10 points
• May promote one Norseman to Headman at +10 points.
Special Rules:
For Hire, Fury of the Northmen, Greed
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Non-Human
MercenariesFrom the staunch defense of
Dwarf Warriors, to the brutal
assault of Ogres, Non-Humans
supplement the mainly human
Dogs of War forces well.
Mercenary Dwarfs 7 points/model
Profile M WS BS S T W I A LDDwarf Warrior 3 4 3 3 4 1 2 1 9
Veteran 3 4 3 3 4 1 2 2 9
Unit Size: +10
Weapons and Equipment: Hand Weapon and Light Armour
Options:
• Any unit may be equipped with Spears (+1), Great Weapons (+2), Heavy Armour (+1),Crossbows (+5), and Shields (+1).
• May upgrade one Dwarf Warrior to Musician at +5 points
• May upgrade one Dwarf Warrior to Standard bearer at +10 points
• May promote one Dwarf Warrior to Veteran at +10 points.
Special Rules:
For Hire, Resolute, Relentless, Ancestral Grudge, Greed
Mercenary Ogres 35 points/model
Profile M WS BS S T W I A LDOgre 6 3 2 4 4 3 2 3 7Ogre Gut 6 3 2 4 4 3 2 4 7
Unit Size: +3
Weapons and Equipment: Hand Weapon
Options:
• Any unit may be equipped with Additional Hand Weapons (+6), Great Weapons (+6), LightArmour (+3) Heavy Armour (+6), and Shields (+3).
• May upgrade one Ogre to Musician at +8 points
• May upgrade one Ogre to Standard bearer at +16 points
• May promote one Ogre to Gut at +16 points.
Special Rules:
For Hire, Fear, Greed Mercenary Halflings 6 points/model
Profile M WS BS S T W I A LDHalfling 4 2 4 2 2 1 5 1 8Halfling Cook 4 2 5 2 2 1 5 2 8
Unit Size: +10
Weapons and Equipment: Hand Weapon, Light Armour, and Spears.
Options:
• May swap equipment for Bows at no additional cost.
• May upgrade one regiment to Halflings Sentries at +2 points per model. They are Skirmishers,Scouts and have a unit size of 5-10.
• May upgrade one Halfling to Musician at +8 points
•
May upgrade one Halfling to Standard bearer at +16 points• May promote one Halfling to Cook at +12 points.
Special Rules:
For Hire, Woodsmen, Greed
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AUTHOR’S NOTES:
Well here we are again version 6.0 and now I’m starting to get happy with the end result so lets look at the big
changes of this edition in depth.
THE END OF REGIMENTS OF RENOWN:Ok sure they had been around last edition, but most were not cost affective thus never used and also an excuse for
some to suggest that they made up for the lack of magic items for mercenaries. RoR existing shall remain and work
in this list but are considered akin to special characters more then a real regiment.
WHY ALL THE LISTS:
Well being that WAB lists are able to cover huge swathes of the historical world and Warhammer Army books
have started to be very diverse in army selection such as Chaos, and Warhammer 40k has provided an extremely
varied Imperial Guard list that it perfectly balanced. So here is a break down of the general feel of armies.
TILEA- Sort of a late 14th Century Early 15th Century Italy feel. The State Militia is giving way to Mercenaries.
Diverse arms but a focus on Pikes and Crossbows.
ESTALIA- A mix and mash of Medieval Spain, Javelins characteristic of Iberia as well as the Sword andBucklermen who would emerge in the late 15th Century
BORDER PRINCES- Well my interest in the Hussites of Bohemia should be a bit evident here. Being that the
Border Princes is a sort of semi-feudal back water subject to lords and settlers first from Bretonnia and more
recently the Empire an Eastern European feel I thought in order. Certainly the US 5 protected light cannons may
not be a tough a Hussite Wagenburgs those troops generally given the task of dispatching artillery may have a bit
of trouble with flail armed crewmen.
CONTRACT ARMIES-Just the typical list that GW has been trying to produce for sometime with a few more
options. Of course the flexibility comes at the cost of having to suffer the Greed rule and the Paymaster problems.
Again another acknowledgment of Ugly Stunty (Morgan Bell) who long ago turned the DE preview list for the 6th
Edition into his own Dwarf list and which the Army List info section in the middle of the book is taken from. He
may no longer be about the online Warhammer community but he was a fine fellow. Also I think thanks to those
folks who actually read this are in order particularly the folks at WPS and now TWF who have often been subject
to DOW related post of mine on the forum and the many times lacking a proper topic in Chat I bounced may many
DOW thoughts off of.