fanowski dow by orion houle

25
 WARHAMMER DOGS OF WAR By Orion Houle

Upload: mariusz-gladkowski

Post on 30-May-2018

230 views

Category:

Documents


0 download

TRANSCRIPT

8/14/2019 Fanowski DOW by Orion Houle

http://slidepdf.com/reader/full/fanowski-dow-by-orion-houle 1/25

 

WARHAMMER 

DOGS OF WAR 

By Orion Houle

8/14/2019 Fanowski DOW by Orion Houle

http://slidepdf.com/reader/full/fanowski-dow-by-orion-houle 2/25

 

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

8/14/2019 Fanowski DOW by Orion Houle

http://slidepdf.com/reader/full/fanowski-dow-by-orion-houle 3/25

 

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

8/14/2019 Fanowski DOW by Orion Houle

http://slidepdf.com/reader/full/fanowski-dow-by-orion-houle 4/25

 

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.

8/14/2019 Fanowski DOW by Orion Houle

http://slidepdf.com/reader/full/fanowski-dow-by-orion-houle 5/25

 

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.

8/14/2019 Fanowski DOW by Orion Houle

http://slidepdf.com/reader/full/fanowski-dow-by-orion-houle 6/25

 

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

8/14/2019 Fanowski DOW by Orion Houle

http://slidepdf.com/reader/full/fanowski-dow-by-orion-houle 7/25

 

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.

8/14/2019 Fanowski DOW by Orion Houle

http://slidepdf.com/reader/full/fanowski-dow-by-orion-houle 8/25

 

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.

8/14/2019 Fanowski DOW by Orion Houle

http://slidepdf.com/reader/full/fanowski-dow-by-orion-houle 9/25

 

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.

8/14/2019 Fanowski DOW by Orion Houle

http://slidepdf.com/reader/full/fanowski-dow-by-orion-houle 10/25

 

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

8/14/2019 Fanowski DOW by Orion Houle

http://slidepdf.com/reader/full/fanowski-dow-by-orion-houle 11/25

 

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.

 _________________________________________________________________________________________ 

8/14/2019 Fanowski DOW by Orion Houle

http://slidepdf.com/reader/full/fanowski-dow-by-orion-houle 12/25

 

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.

8/14/2019 Fanowski DOW by Orion Houle

http://slidepdf.com/reader/full/fanowski-dow-by-orion-houle 13/25

 

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.

8/14/2019 Fanowski DOW by Orion Houle

http://slidepdf.com/reader/full/fanowski-dow-by-orion-houle 14/25

 

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).

8/14/2019 Fanowski DOW by Orion Houle

http://slidepdf.com/reader/full/fanowski-dow-by-orion-houle 15/25

 

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

8/14/2019 Fanowski DOW by Orion Houle

http://slidepdf.com/reader/full/fanowski-dow-by-orion-houle 16/25

 

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

8/14/2019 Fanowski DOW by Orion Houle

http://slidepdf.com/reader/full/fanowski-dow-by-orion-houle 17/25

 

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.

8/14/2019 Fanowski DOW by Orion Houle

http://slidepdf.com/reader/full/fanowski-dow-by-orion-houle 18/25

 

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.

8/14/2019 Fanowski DOW by Orion Houle

http://slidepdf.com/reader/full/fanowski-dow-by-orion-houle 19/25

 

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. 

8/14/2019 Fanowski DOW by Orion Houle

http://slidepdf.com/reader/full/fanowski-dow-by-orion-houle 20/25

 

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.

8/14/2019 Fanowski DOW by Orion Houle

http://slidepdf.com/reader/full/fanowski-dow-by-orion-houle 21/25

 

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 

8/14/2019 Fanowski DOW by Orion Houle

http://slidepdf.com/reader/full/fanowski-dow-by-orion-houle 22/25

 

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 

8/14/2019 Fanowski DOW by Orion Houle

http://slidepdf.com/reader/full/fanowski-dow-by-orion-houle 23/25

 

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  

8/14/2019 Fanowski DOW by Orion Houle

http://slidepdf.com/reader/full/fanowski-dow-by-orion-houle 24/25

 

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  

8/14/2019 Fanowski DOW by Orion Houle

http://slidepdf.com/reader/full/fanowski-dow-by-orion-houle 25/25

 

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.