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WARHAMMER

DOGS OF WAR

By Orion Houle
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___________________________________10
NORTHMEN________________________________________________________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____________________________________________16
THE DOGS OF WAR ARMY LIST____________________________________________17
LORDS_____________________________________________________________19
HEROES____________________________________________________________20
HUMAN MERCENARIES_____________________________________________21
NON-HUMAN MERCENARIES_______________________________________ 24
AUTHORS NOTES_________________________________________________________25
THE ARMIES OF TILEA, ESTALIA, AND
THE SOUTHERN OLD WORLD.
THE MERCENARY WAY
All 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 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.

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
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 brute
strength 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.
TILEAN CITY STATES
The City States of Tilea are by far the greatest power in ESTALIA
West of Tilea, lies the generally arid and rugged plains
the Southern Old World, and at times when the internal
feuds have been set aside to face a common foe one ofof Estalia. Estalia is dominated by two principle cities,
the most powerful nations of the world. Tilean armiesMagritta in the south and Bilbali in the north. Estalians
are based on blocks of sturdy Pikemen supported by are strict on drill and their armies consist of well trained
Crossbowmen and cavalry as a reserve. blocks of Swordsmen supported by handgunners.
However the proximity to Tilea is not without influence
SPECIAL RULES and some Estalian Princes have begun to train their
• Merchant Princes, Mercenary Generals, Urban infantry to bear pikes. Wizards are few in Estalia, as the
Captains, and Mercenary Captains may carry Tilean strength of an off shoot of the Myramidian Cult, the
Crossbows at +21 points for Lords and +14 points Inquisition, monitors Magic users intensely.
for Heroes.
• An Urban Captain may carry a Battle Standard for SPECIAL RULES
+25 points. • An Urban Captain may carry a Battle Standard for
• State Pedites may carry for Pikes at +6 points per +25 points.
model. Pike armed State Pedites may wear Heavy • Any Number of Urban Captains may be upgraded to
Armour at +1 point per model. May carry Tilean Inquistors at +10 points. They generate one Dispel
Crossbows at +7 points per model. dice and may take a single Dispel Scroll.
• Veteran Pedites may carry Tilean Crossbows at +7 • State Pedites have a WS 4 and Initiative 4 but cost
points per model. 5 points per model. State Pedites may carry
• Crossbow or Tilean Crossbow armed Pedites and Handguns at +5 points per model. A single State
Veteran Pedites may have Pavises at +4 points. Pedite regiment may carry Pikes at +6 points per
• Light Cavalry may wear Light Armour at +2 points model. This regiment may have Heavy Armor at +1
per model. If they do so, they are no longer Fast point per model.
Cavalry. • Light Cavalry may carry Javelins as +3 points per
• May never have more Mercenary Pedites than State model.
Pedites • Duelists may carry Javelins at +3 points per model.

CHARACTERS. CHARACTERS.
• Merchant Prince • Merchant Prince
• Mercenary General • Mercenary General
• Hireling Wizard Lord • Mercenary Captain
• Urban Captain • Urban Captain
• Mercenary Captain • Hireling Wizard
• Hireling Wizard
CORE.
CORE State Pedites, Heavy Cavalry, Light Cavalry, and
State Pedites, Mercenary Pedites, Heavy Cavalry, Light Duelists.
Cavalry, and Duelists
SPECIAL
SPECIAL Mercenary Pedites, Veteran Pedites, Light Cannons,
Veteran Pedites, Mercenary Ogres, Mercenary Dwarfs, Mercenary Halflings, and Norse Warriors.
Norse Warriors, and Mercenary Halflings
RARE
RARE Horse Artillery, Mercenary Ogres, and Mercenary
Horse Artillery and Light Cannons Dwarfs.
BORDER PRINCES ADVENTURING AND CONTRACT
Under Bretonnian, Imperial, and Tilean stewardship, ARMY
the petty Kingdoms of the Border Princes are the poorest Fighting for one state or another is not enough for many
states of the southern Old World. Plagued by Orcs, ambitious generals. Daily the ports of Tilea and Estalia
Goblins, Beastmen, and Brigands, only desperate are filled with mercenaries signing on to private armies
settlers attempt to make a living in the place. that depart to plunder the known world and more often
Mercenaries however, live quite well with the constant then not the unknown. These contract armies consist of
warfare the region provides. Those few local regiments a wide array of soldierly held together only for pay and
that can be mustered the Flail is the customary weapon. the promise of plunder. Sometimes these armies are
formed on contract to a wealthy lord, as it is not
SPECIAL RULES unknown for, Imperial Counts in particular, entire
• An Urban Captain may carry a Battle Standard for armies of mercenaries to serve in tasks that the lords
+25 points. troops are either unwilling or unable to do.
• State Pedites may carry Flails at +1 points per
model or Pole-axes at +1 point per model. SPECIAL RULES
• Duelists may carry Slings at +4 points per model. • A Mercenary Captain must be appointed Paymaster
• Heavy Cavalry do not come with lances but instead at no additional cost. The Character may not be the
cost 17 points. They may carry Spears at +1 point General, but does not count towards the amount of
per model or Lances at +2 points per model. Heavy characters allowed in the list.
Cavalry opting to take their Barding Option count • All Regiments are subject the Greed special rule
as Special Choices. unless otherwise immune.
• Light Cannons may be mounted in a wagon at +10 • A single regiment of Veteran Pedites or Heavy
points. All normal rules for cannons still apply save Cavalry may carry a magic Banner worth up to 50
the crew benefit from hard cover and counts as a points.
defended obstacle in hand to hand combat. In • Light Cavalry may carry Javelins as +3 points per
addition Light Cannons may take 2 extra crewmen model. Light Cavalry may wear Light Armour at +2
who have the stats as normal crew but carry flails at points per model. If they do so they are no longer
+5 points per crewman. Fast Cavalry.
• Duelists may carry pistols at +4 points per model,
CHARACTERS. Slings at +4 points per model, or Javelins as +3
• Merchant Prince points per model.
• Mercenary General
• Hireling Wizard Lord CHARACTERS.
• Mercenary Captain • Mercenary General
• Urban Captain • Hireling Wizard Lord
• Hireling Wizard • Mercenary Captain
• Hireling Wizard
CORE
State Pedites, Light Cavalry, Heavy Cavalry, and CORE.
Duelists Mercenary Pedites, Heavy Cavalry, Light Cavalry, and
Duelists.
SPECIAL
Mercenary Pedites, Light Cannons, Mercenary Dwarfs, SPECIAL
and Mercenary Ogres. Veteran Pedites, Mercenary Ogres, Mercenary Dwarfs,
Norse Warriors, and Mercenary Halflings
RARE
Veteran Pedites, Horse Artillery, Norse Warriors, and RARE
Mercenary Halflings. Light Cannons and Horse Artillery
MERCHANT PRINCES
Though some are referred to as Doge or Duke,
Merchant Prince is by far the most common title of Profile M WS BS S T W I A LD
the leaders or Tilean City States. Though for the Merchant 4 5 5 4 4 3 5 3 9
most part Merchant Princes want little to do with Prince
military matters and are more then happy to hire far
more competent officers to take their troops into the SPECIAL RULES
field, some are quite able commanders such as the Rich: Merchant Princes are quite wealth and can
famous generals Borgio the Besieger, Marc afford to bring great relics to war. Any unit of core
Columbo, and Justintine di Varenna were both troops in the army may be given a magic banner
skilled Generals as well as Merchant Princes. worth up to 50 points.
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.

MERCENARY OFFICERS
Mercenary Generals are the adventurous fellows who SPECIAL RULES
lead expeditions all over the world. Mercenary Professional Soldier. If Mercenary Characters are
generals often started they careers as simple foot deployed with a regiment subject to greed the
soldiers and slowly through time advanced in rank regiment is not required to take the Greed test.
by skill or luck to their current position. This means
that for a person to reach this position they must be Paymaster. The Paymaster is the man responsible
both a skilled warrior, leader of men, and a touch for the cash, which will be used to pay the army. He
politician. always carries with him the keys to the pay chest and
that makes him just as important as the general in
Profile M WS BS S T W I A LD the eyes of the Mercenaries. To represent this, his
Mercenary 4 6 3 4 4 3 6 4 9 key is treated exactly like a Battle Standard. In
General addition, if the paymaster is killed, every in the army
Mercenary 4 5 5 4 4 2 5 3 8 must take a Panic test at the end of that phase. From
Captain that point on, every unit in the army will hate the
enemy unit that captured the Paymaster’s key.

HIRELING WIZARDS
Wizards are not immune to the lure of gold and
adventure in fact many are found on the staffs of Profile M WS BS S T W I A LD
prominent Mercenary commanders. Some Hireling 4 3 3 3 3 2 3 1 7
particularly powerful Wizards and Sorcerers employ Wizard
and command entire mercenary armies, protecting Hireling 4 3 3 3 4 3 3 1 8
the Wizard during study or maybe even to acquire an Wizard
item of particular importance. Lord

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.
THE PEDITES
At the core of every mercenary army throughout the
known world are Pedites, which is low Tilean for
Footmen.

STATE PEDITES BATTLE SKILLS:


Urban Militiamen form the core of most Southern Battle Hardened. These Soldiers have seen it all
Old World states. Consisting of mainly middle-class and are rarely fazed by any situation they face on the
artisans, tradesmen, and lesser merchants, these men battlefield. The Regiment is Immune to Psychology
serve out of duty to their city and are as well trained
as professional Mercenary Infantry or Imperial Fearsome Reputations. Infamous for their skill at
Infantry. arms and ferocious fighting abilities the regiment
Causes Fear in Troops with LD 7 or Less.
MERCENARY PEDITES
Of course Cities can only put to field so many of Battle Fury. Charging home an assault is the
their own men and with the constant wars, in Tilea Regiments specialty, an additional Rank may attack
particularly, contract soldiers are required to fill the on the Charge per model.
gap and provide expendable soldiers the Princes
petty wars. Occasionally unreliable, especially when Expedient. Fleet of foot the unit moves faster then
pay is in arrears, Mercenary Pedites provide service any other, +1 Movement
to not only Tilea, Estalia, and the Border Princes but
the rest of the world as well. Bodyguards. Professionals of the highest order, the
regiment will protect their charge almost to the
VETERAN PEDITES death, Stubborn when lead by character.
Mercenaries or City Militia troops of particularly
long service often form their own regiments made up Crack Shots. Once per game a regiment of missile
of hand picked recruits of suitably long service or armed Veteran Pedites may opt to take careful aim at
merit. These companies are the finest forces their opponents. This round of shooting has the
available to hire as the are skilled in the art of war Killing Blow ability. Aiming for precise gaps in
and masters of their particular weapons. armour has it’s costs so all shots are at –1 to hit.

Profile M WS BS S T W I A LD Speed Loaders. Years of use and training allows the


Pedite 4 3 3 3 3 1 3 1 7 regiment to operate their arms much faster then the
Vet. 4 4 4 3 3 1 4 1 8 normal warrior. The regiment ignore Move and Fire
Pedite restrictions on missile weapons.

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 the
same battle skill in an army. Battle Skills are
selected when the army list is drafted and noted in
the unit’s special rules.
DUELISTS
Duelists, often referred to as Brigandi do to their
rather dubious origins, are the light infantry of Profile M WS BS S T W I A LD
Mercenary armies. They come from many different Duelist 4 4 3 3 3 1 4 1 7
regions and forms of employment (almost always
petty criminals though) be they pistol wielding SPECIAL RULES
Sailors, Street Thugs with throwing knives, or Skirmishers. Duelists are skirmishers
Estalian Sword and Buckler men.
_________________________________________________________
MERCENARY CAVALRY
Most armies of the world employ some cavalry and during the advance and during the pursuit/retreat
mercenary armies are no different. The major after battle. Though less as vital in battle itself Light
difference from other army’s cavalry is that Cavalry still perform well to harass the enemy’s
mercenaries employ both Light and Heavy in equal flanks and be a general nuisance to the enemy’s
numbers and some armies even consist entirely of advance. Most Tilean Stradiot cavalry are found in
cavalry. the rolling hills of Trantio and the plains around
Luccini, thought every city does have regiments.
HEAVY CAVALRY Foreign Light Cavalry are most often Kislevites or
The Elmetti come from all over the Old World. Arabs though quite a few regiments do come from
Most are Tilean or Estalian but there are also Arabs, Estalia.
Kislevites, Imperials, and Bretonnians serving in the
heavy cavalry of mercenary armies. Arms and Profile M WS BS S T W I A LD
Armour tend to be roughly the same often of either Stradioti 4 3 3 3 3 1 3 1 7
the Tilean of Imperial style. Regiments from Araby Elmetti 4 4 3 3 3 1 4 1 8
and Kislev bear their native arms and armour and Warhorse 8 3 0 3 3 2 3 1 5
rarely bard their steeds.

LIGHT CAVALRY SPECIAL RULES


Referred to as Stradioti in Tilea, Light Cavalry Fast Cavalry. Light Cavalry are fast cavalry
provides a valuable service to mercenary armies
_________________________________________________
MERCENARY ARTILLERY
Though not as common as in Dwarf or Imperial Profile M WS BS S T W I A LD
armies artillery is often employed by mercenary Crew 4 3 3 3 3 1 3 1 7
armies. Smaller then the pieces produced in Gun 8 - - - 6 2 - - -
Dwarven of Imperial Foundries, these ship board Warhorse 8 3 0 3 3 2 3 1 5
guns still pack plenty of punch. SPECIAL RULES
Cannon. Horse Artillery follow the rules for
Light Cannon cannons in the Warhammer rule book (the smaller
The rules for cannons are found on page 122 of the type) with the following amendments.
Warhammer Rulebook and are treated as the smaller
type. Small Caliber. The gun has a guess of 24" and is
Strength 7, causing D3, and allowing no save.
Horse Artillery
Originally designed by the Engineer Bronzino, horse Rapid Movement. The Galloper gun is harnessed
drawn artillery has spread in use and been more to a warhorse and may move 8" a turn. The Gun
readily copied. The Galloper Gun is extremely may make a march move the standard 16” inches. If
suited to mobile warfare and is drawn around the the crew is charged they may hold or flee. If they flee
battlefield by a horse with its crew running or riding the gun is taken with them.
with it.
DWARFS, OGRES, AND HALFLINGS
Of the non-Human mercenaries Dwarfs, Ogres, and HALFLINGS
Halflings are those that are more readily employed as Most armies employ Halflings as baggage guards
they are far more reliable then Greenskins and no and cooks. In some cases there is a particularly
where near as rare as Elves, Zoats, and other oddities rowdy bunch of Halflings that actually fight with the
that find there way to the employ of a lord. rest of the army but they are considered strange by
most other Halflings. These bands of “weirdos” are
DWARFS often veterans of the Imperial Halfling Corps, the
Dwarf Warriors often come into the employ of Moots contribution to the defense of the Empire.
mercenary generals. Often they come from clans When there term is up some Halflings have gotten
that have lost their homes and find employment as the taste for adventure which they can easily sate in
mercenaries. Many of these clans save most of their Tilea, as well as their appetite on large Tilean
wages for a time when they can fund a recapture portions.
attempt of their clan home. Dwarfs are steadfast and
stubborn opponents and there lust for gold makes Profile M WS BS S T W I A LD
them quite willing treasure seekers. Ogre 6 3 2 4 4 3 2 3 7
Dwarf 3 4 3 3 4 1 2 1 9
OGRES Halfling 4 2 4 2 2 1 5 1 8
Ogres are one of the toughest enemies to face. They
are big, tough, and will eat almost anything. Ogres, SPECIAL RULES
when properly feed, make some of the most loyal Fear. Ogres are big and hungry so rightly cause
mercenaries following their General to the ends of Fear
the earth and back. The best Ogre mercenaries,
while not as loyal as the southern Ogres, come form Ancestral Grudge, Relentless, and Resolute.
the northern regions of the Old World. In the Mercenary Dwarfs are the same doughty warriors as
Imperial Provinces of Ostland, Ostermark, and there kin, therefore follow the Ancestral Grudge,
Stirland every spring the Ogres come out of their Relentless, and Resolute Rules found in Warhammer
winter homes to seek employment of the highest Armies Dwarfs.
bidder be it the Imperial Commanders or the Orcs
preparing for the summer raiding season. As a Woodsmen. Halflings are can easily move through
result these Ogres often are the best armed and woods thus suffer no movement penalties in wooded
armoured of all Ogre regiments. terrain.

___________________________________________________
THE NORTHMEN
Norse have long raided the coastal areas of the world
and Tilea is no exception but, Tilean nature as it is, Profile M WS BS S T W I A LD
most Norse no longer raid Tilea but come instead Norse 4 4 3 3 3 1 4 1 7
seeking gainful employment. Norse are great
warriors and there fury in battle is remarkable. Special Rules
Tileans also employ them as guides for far off Fury of the Northmen. Northmen are subject to
expeditions to foreign continents do to the Norse frenzy
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.
THE BESTIARY
PEGUSI:
Some Mercenary officers who have the money Profile M WS BS S T W I A LD
sometimes purchase Pegasus foals captured by Pegasus 8 3 0 4 4 3 4 2 6
traders in the Grey Mountains. These creatures are
much intelligent then normal horses and more loyal Special Rules
as well. The Pegasus' greatest asset is it's pair of Fly. Due to its wings the Pegasus may fly
great feathered wings that allow the Pegasus to carry
it's rider into the air.

__________________________________________________
THE ARMOURY
The 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 CLOSE COMBAT WEAPONS
Buckler Pike
No larger then the boss on some shields Bucklers Pikes are extremely long spears ranging from 16 to
are designed to be used only in close combat to both 18 feet in length. They are the common weapon of
parry blows and as a blunt weapon as well. Tilean infantry.
Rules: Confers all the normal rules for a shield in Rules: Requires two hands, always strikes first in
close combat (i.e.. +1 save and an addition +1 save initial round of hand to hand combat (except to
when combined with a hand weapon) as well as special ability or magic), fights in Four Ranks, and
conferring an addition attack. when charged by cavalry, chariot, or monster gain
+1 Strength.
Full Plate Armour
Suits of full plate armour are purchased in great Pole-Axe
numbers by the Merchant classes of Tilea . The The Pole-Axe is the Border Prince take on the
armour is either of the ridged and pointed style Halberd but rather then the classic Halberd
imported from Imperial Provinces or the more arrangement the Pole-Axe consists of an Axe blade
rounded style made in Tilea. The armour may be on one side, a hammer on the other, and a small
combined with a shield as usual. spike on the top on a 6' to 8' haft.
Rules: Confers a 4+ armour save Rules: Requires two hands, +1 Strength, Armour
Piercing.
Pavise
Pavises are large shields used by crossbowmen both MISSILE WEAPONS
in sieges and on the field. During the long reloading Tilean Crossbow
process the Crossbowmen is protected from enemy Referred to by some as the Tilean Arbelast or Steel
missile fire and serves as a bearer to fight from Crossbow, Tilean Crossbows are the finest
behind in hand to hand combat as well. crossbows produced in the world and are renowned
Rules: Confers a 5+ armour save, Reduces the units for the accuracy at great distances.
movement by 1”. Rules: Range 36", Strength 4, and Move or Fire.

_________________________________________________________________________________________
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. Note
that all rules on magic items presented on 152-153 of the Warhammer Rulebook apply to ‘Dogs of War Only’
magic items.

COMMON MAGIC ITEMS Inquisitor Blade: 50 pts


Sword of Striking: 25 pts Crafted to slay the wicked, Baldes of the Estalian
Weapon; +1 to Hit Inquisition are the bane of evil creatures everywhere.
Sword of Battle: 20 pts All hits wound automatically against Chaos (Beasts,
Weapon; +1 to Attack Mortal, Daemon, and Dwarf), Undead (Vampire Counts
Sword of Might: 15 pts and Tomb Kings), Skaven, and Dark Elves. Armour
Weapon; +1 to Strength save modified by user’s strength.
Biting Blade: 10 pts
Weapon; -1 to enemy armor save Club of Hercio: 40 pts
Enchanted Shield: 10 pts Carried by the great Tilean hero Hercio who defended
Armor; 5+ Armor Save Justintine's paychest from Orcs. The strength of the
Talisman of Protection: 10 pts mighty Hercio has remained in the club since the hero's
Talisman; 6+ Ward Save death.
Staff of Sorcery: 40 pts Confers +2 Strength
Arcane; +1 to dispel
Dispel Scroll: 25 pts Brunni’s Wheel-Lock: 30 pts
Arcane; automatically dispel an enemy spell. One use Brunni Powderbeard produces dueling pistols of the
only. finest quality, his most exquisite he engraves his own
Power Stone: 20 pts runes upon and supplies custom gromril ammunition
Arcane; +2 dice cast a spell. One use only. with as well.
War Banner: 25 pts Counts as a Pistol with the Killing Blow special rule.
Banner; +1 combat resolution This applies to all attacks that would count as pistol
shots, so when the pistol is fired in the shooting phase
MAGIC WEAPONS and the first round of hand to hand combat.
Grudgebringer: 65 points
First carried by the famous Border Princes Mercenary Katana of Shang-Yang: 30pts
General Bernhardt, many swords along similar lines Purchased in the Cathian trading city of Shang-Yang,
have found their way to the hands of aspiring the Katana is one of the few items purchasable from the
mercenaries. farther eastern land of Nippon.
Confers +1 Strength, +1 to Hit in Hand to Hand One less attack may be made against the bearer and can
combat, and are fire attacks. In addition it includes a claim the Hand Weapon and Shield bonus.
bound Fireball spell from the Lore of Fire cast a Power
5.

Crossbow of Springardano: 60 pts


The 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.
MAGIC ARMOUR TALISMANS
Mirror Armour: 60 pts Justintine's Paychest: 50 pts. Paymasters only
Said to be of Elven make, though no one is quite sure, A Tilean relic known by all mercenaries, the paychest,
the armour takes reflects back much of the strength of though rumored to be a reconstruction, is the same that
the enemy attack. Justintine brought to battle against the Orcs. Ownership
Confers a 6+ Armour save, in addition any attacks that of the chest is given to the City State that wins the
would normally reduce the armour save is reversed. So yearly Tilean games that feature Crossbow, Jousting,
in the case of a Strength 5 attack that would have a -2 Wrestling, and mock battles among many other events.
armour save modifier this become +2 the armour save
making it a 3+ armour save. Rolls of 1 are always a Confers +1 combat resolution to all regiments within 12
failure. Attacks that allow “No Armour Saves”, but are inches. The Paychest may be captured much like a
not magical in nature, are resolved at 2+. May never be Standard and should this happens the enemy claims
combined with any other armour Mundane or Magical. +200 VPs.

Armour of Fortune: 35 pts Seal of the Temple of Myrmidia: 45 pts


Those who wear the Armour of Fortune are said to be Those that prove themselves worth of the War
gifted with great luck. Even a blow from an enemy that Goddess’s admiration bear the seal of her temple. It
should have penetrated the suit is turned away by some protects the wearer from even the greatest of harm.
fluke of fate. Confers a +4 Ward Save.
Confers a 5+ armour save and may be combined with
other equipment normally. Also any failed armour Stone of Sotek: 35 pts
saves may be re-rolled. By offering Skaven Captives to the Lizardmen, many a
mercenary has been rewarded with this favor of the
Hauberk of Ruthgar the Red: 30 pts Serpent God.
Worn by Ruthgar, the last Norse King of Sartosa, when Confers a +5 Ward Save and bearer causes fear in
he was slain by Arabian Corsairs, the armour is said to Skaven.
still contain some of the old Kings lust for battle.
Confers a 5+ armour save and may be combined with Lucky Gino’s Ring: 25 pts One Use Only
other equipment normally. Also the wearer is subject to Unfortunately for Gino, he gave it to particularly lovely
frenzy. tavern girl in Luccini before his ill-fated expedition into
the Southlands. She married into a Rich Merchant
Piatini of Myrmidia: 30 pts family and the ring has been in the hands of several
Commissioned for the Prince of Luccini’s household Mercenary Captains since.
from the Dwarfs of Zhufbar, when the Prince refused to May Re-roll one dice that directly affects the bearer
pay other Princes were more then willing to purchase. once per game.
Confers a 1+ armour save that can not be improved in
anyway. 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.
ARCANE ITEMS ENCHANTED ITEMS
Destroy Magic Scroll: 50 pts War Library: 60 pts Mercenary Generals only
These scrolls are widely used among Mercenary These collections of books, papers, and maps are
Wizards. Originating in Araby not only does the scroll commonly found in the belongings of Mercenary
dispel the affects of magic but can even impair the Generals. Particularly wise commanders have used the
memories of enemy casters as who to cast it. Follows knowledge garnered from them to great effect.
all the rules for a Dispel Scroll. In addition on a D6 At the beginning of the game the player may choose on
roll of +4 the spell is removed from the enemy casters of the following three tactical ploys:
mind and can not be cast by that caster for the
remainder of the battle. Bound items only lose their Field Defenses: A single regiment may have a linear
spell if a 6 is rolled. obstacle the length of there frontage to a maximum of
6". The regiment behind the defenses may claim hard
Bernardo’s Copper Vambrace: 50 pts cover and defended obstacle.
Bernardo, a Wizard and Scientist studied how magic
was conducted through metals and created the Ambush Party: A single regiment of Duelists may
vambrace to shore up his poor skill with magic by deploy using the Scouts special rule.
siphoning it away from his opponent.
Levels of Magic are exchanged between the wearer and Flank March: A single regiment may be kept out of
a single enemy Wizard within 12”. For all purposes of deployment and used to outflank the enemy. Starting on
Power and Dispel dice generation the Vambrace turn two the regiment may show up a flank table edge
wearer uses the level of magic of the enemy wizard and on the roll of a +4. This table edge needs to be decided
vice versa. The new levels spell are generated from the at the start of the game however so the player using
Lore of Metal as per the normal rules for Wizards flank march must write down on a piece of paper
selecting spells. whether it be the left or right flank. If the regiment
arrives it is treated as a unit returning to the table after
Southlands Idol: 25 pts One Use Only pursuing an enemy off it the previous turn. Should the
A practical application of odd beliefs of the tribes of regiment never arrive it is considered lost, ambushed, or
the south, the Idol hexes an enemy wizard. otherwise destroyed so the enemy can claim victory
At the start of the game nominate one enemy spell points for it.
caster. At some point in the game the player may make
the Enemy Spell caster re-roll a single casting dice, Ogre Bodyguard: 50 pts
this re-roll may either nullify or cause a miscast or Large, dangerous, and sometimes extremely hungry
irresistible force. Ogres make the perfect imposing fellow a Mercenary
General needs by his side.
Enduring Stone: 25 pts One use only Ogre Bodyguards wear heavy armour, carry shields, and
Found of in the East, this rare stone sustains spells carry hand weapons. They have the following stat line:
that would normally end.
One spell cast by the Wizard treated as if it remains in Profile M WS BS S T W I A Ld
play, therefore in subsequent magic phases the results Ogre 6 4 2 4 4 3 2 4 7
of the spell are reapply to the original target or just
simply cast as if it was done so normally that phase. 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 Out
Sir 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).
the Magic of the Undead. Against other lores the
Goddi’s Old Original Ale: 30 points One Use Only regiment has a Magic Resistance of one.
Hairy stuff when consumed in small batches and of
recent vintages, Goddi’s Ale made with the blood of Banner of the Fray: 50 points
werewolves has quite dramatic affects on humans when Troops that carry the banner have a steeled resolve and
consumed. are less likely to break from combat.
A character may drink the Ale at the beginning of the Unit has no flanks and all charges to the units flank are
players turn. For the next entire turn the character is considered the same as if it were to the front.
transformed into a great Wolfman. The Characters has
his profile altered to M6, S6, T5, and A6. The Cursing Standard: 40 points
Wolfman causes Fear, is Unbreakable, and subject to Mercenaries bearing this banner are said to cause the
Frenzy. The Character may not wear any armour nor enemy great misfortune should they attempt to attack
carry any additional equipment. them.
Any enemy unit attempting to hit the unit carrying the
At the end of the turn the Character is removed from standard suffers a -1 to hit shooting.
play, exhausted by the transformation, and counts as a
causualty. The Red Standard of Miragilaino: 30 pts
Tileans Only
Scroll of Araby: 25 pts Borne by the last Prince of Miragliano when he went
The ancient Khemri made many scrolls to protect into the Blighted Marsh after the Skaven who had
themselves from the evil magics of Nagash. After the sacked his city, the banner is most disturbing to Skaven
death of the peoples of Khemri, many have come in as never before had even a single Tilean returned from
search of these powerful scrolls. The power of the the Marshes.
scroll fades with use and those who carry them use Regiment bearing this standard cause fear in Skaven,
them sparingly. which must be taken at the Skaven base leadership.
Character, mount, and unit he is with benefit from a +2
Ward save on the first round of wounds sustained from Banisher Glyph: 30 pts
a magic spell. Gifted to mercenaries in service of Slann Priests, the
banner is particularly affective against the undead of the
Lustrian Wine: 25 pts Vampire Coast.
First brought back by Marco Colombo Lustrian Wine Undead regiments in base to base contact with the
is wildly sought after by Merchant Princes and regiment suffer D3 hits that wound on +4 and allow no
Mercenaries for its invigorating affects. save.
A character may drink the wine at the start of their
turn. For that turn the Character gains D3 strength to a Standard of Shielding: 25 points
maximum of 7 when combined with other modifiers. The magic of this banner strengthens the armour worn
by the troops that bearer it, turning away blows that
MAGIC STANDARDS would normally cause great injury.
Banner of Defiance: 80 points A unit carrying the standard gains +1 to its armour save
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
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 points
available for magic items.

MINOR QUIRKS MAJOR QUIRKS


Cunning. The Character is a master of low cunning Expert Strategist. Able to exercise more initiative
and always strike first in hand to hand combat and control then most races generals the Character is
however, the character does not strike before those able to get his men in the field at his choosing. The
that do so by magic. Cunning will cease to work player may always choose to move first or second.
should the charter take a weapon that requires the 80 points
character to strike last. 35 points
Grizzled Warrior. The Character has endured
Veteran. The Character has long been involved in many wounds and has developed an immunity to
warfare and has +1 weapon skill and +1 attack. 25 blows that would kill a normal person. The
points character then gains +1 wound. 50 points

Die Hard. The Character has a remarkable ability to Inspiring Figure. The Character is very well known
survive wounds that would slay a normal man. The and can easily be picked out by the soldiers. The
character has a +4 ward save on the last wound on Character's command radius is 18" instead of the
his profile. 25 points regular 12". 40 points

Slayer. Over his/her career the Character has Charismatic Leader. The Character is an
become an expert in dispatching most enemies by exceptional leader and has the trust and loyalty of
having learned their weaknesses. The character will the army. The Character adds +1 Leadership to their
always wound on a +4 unless it would normally be stat line. 50 points
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
The Dogs of War Army List How the Army List is Organized
The army list is divided into two sections.
The following pages contain an army list which
enables you to field a Dog of War army in games of
• CHARACTERS
Warhammer. The purpose of army lists is to enable
• UNITS
players with vastly different armies to stage games
which are as fair and as evenly balanced as it is
Characters represent your most able commanders
possible to make them. The army list ascribes each
and companions: mighty heroes, wizards, and other
individual model a 'points value' or 'points cost'
extraordinary individuals and leaders. These form a
which represents its capabilities on the tabletop. The
vital and potent part of your forces.
higher a model's points value the better it is in one or
more respects: stronger, tougher, faster, better
Units represent cover all the troops available to the
leadership, and so on. The value of the army is
Mercenary General. These can be Core, Special or
simply the value of all the models added together. As
Rare units all depending on the Army Selection
well as providing points costs the list also divides the
scheme chosen.
army into its constituent units. The list describes the
weapons and optional equipment that troops can
have and occasionally restricts the number of very How to Choose an Army
powerful units an army can include. It would be very Both players choose armies to the same agreed
silly indeed if an army were to consist entirely of points value. Most players find that 2000 points is
flying eagles, thundering cannons, or fire breathing about right for a battle that will last over an evening.
dragons. The resultant game would be a frustrating Whatever value you agree, this is the maximum
and unbalanced affair if not a complete waste of number of points you can spend on your army. You
time. We employ army lists to ensure that this does can spend less and will probably find it is impossible
not happen! 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
How the List is Intended to Be Used
purposes. Once you have decided on a total points
The chief role of the army list is to enable two
value it is time to choose your force.
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, the
list 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.
Choosing Characters Army Min. Max. Max.
Characters are divided into two broad categories: Points Core Spec. Rare
Lords (the most powerful) and Heroes. The <2,000 2 3 1
maximum number of characters an army can include 2000-2999 3 4 2
is shown on the chart below. Your army must always 3000-3999 4 5 3
include at least one Hero character to act as the 4000-4999 5 6 4
General. +1000 +1 +1 +1

Characters in a Dogs of War Army


This schematic table illustrates how many Core
Army Max. units you must field, and it gives a maximum
Points Characters Lords numbers for Elite and Rare Units.
up to 1999 3 0
2000-2999 4 1 Army List Entries
3000-3999 6 2 Each army list consists of the following:
4000-4999 8 3
+1000 +2 +1 Regiment name: The type of unit and any
limitations on the maximum number of choices you
These numbers are all maximums - an army does not can make for it (eg 0-1).
have to include any characters, and can always
include fewer than indicated. Profile: These are the characteristics of that unit
type, including its point cost. Where the unit has
For Example: a 2000 point army could include a different types of warriors, there may be more than
Mercenary General (Lord), an Hireling Wizard one profile.
(Hero), an Mercenary Captain (Hero) and another
Mercenary Captain (Hero) i.e. 4 characters in total of Unit Size: Lists the minimum number of models
which one is a Lord. required in the unit, or the number of models you
may take for one choice from the appropriate army
Choosing Troops list category. In some cases units have a maximum
Troops are divided into Core, Elite and Rare units. size.
The following rules apply when choosing units.
Weapons: These are unit's standard weapons,
Core units. The number of core units the army can Armour and equipment.
include is not restricted except by the number of
points available. You must include a certain number Options: Lists the different weapon and equipment
of Core troops in the army if you wish, as detailed in options for the unit and any additional point cost for
the table below. The army can consist entirely of taking them. It may so include the option to upgrade
core units if you wish. a unit member into a Champion. While this model
usually has a specific name (A Champion of a
Special units. The number of Special units available Duelist Unit is called a Assassin, for example) all the
is restricted as detailed in the table below. You do rules that apply to Champions apply to them. See
not have to field any Special Units unless you want Characters section of the Warhammer Rulebook for
to. details.

Rare units. The number of Rare units is also Special Rules: This lists any special rules that apply
restricted as detailed in the table below. You do not to unit. Where appropriate, a reference to the
have to field any Rare Units unless you want to. Warhammer rulebook is included.
Lords Merchant Prince 80 points/model

Mercenary Lords (Merchant Profile M WS BS S T W I A LD


Princes, Mercenary Generals Merchant Prince 4 5 5 4 4 3 5 3 9
Warhorse 8 3 0 3 3 1 3 1 5
and Hireling Wizard Lords) are
the most powerful characters in Weapons and Equipment: Hand Weapon
the Dogs of War list.
Options:
• May choose either a lance (+6) or a great weapon (+6)
Lords are quite limited and
• May also choose a Longbow (+15) a Crossbow (+15).
expensive but they do make the • May wear either Light Armour (+3), Heavy Armour (+6), or Full Plate Armour (+10), and may
best army Generals. 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 maximum
total value of 100 points.

Special Rules:
Rich
Mercenary General 90 points/model

Profile M WS BS S T W I A LD
Mercenary General 4 6 5 4 4 3 6 4 9
Warhorse 8 3 0 3 3 1 3 1 5
Pegasus 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), a
Pistol (+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 maximum
total 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 8
Warhorse 8 3 0 3 3 1 3 1 5
Pegasus 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 maximum
total 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.
Mercenary Captain 50 points/model

Profile M WS BS S T W I A LD
Heroes
Mercenary Captain 4 5 5 4 4 2 5 3 8
Mercenary Heroes
Warhorse 8 3 0 3 3 1 3 1 5 (Mercenary Captains, Urban
Pegasus 8 3 0 4 4 3 4 2 6 Captains and Hireling
Wizards)make great leaders
Weapons and Equipment: Hand Weapon
of Mercenary Regiments.
Options:
• May choose either a Lance (+4), a Spear (+2), a Morning Star (+2), a Halberd (+4), a Pistol (+7), In some armies an Urban
or a Brace of Pistols (+14). Captain may carry a Battle
• 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).
Standard. He then may carry
• May ride a warhorse (+10), which can have barding (+4) points, or may ride a Pegasus (+50). a Magic Standard with no
• May choose magic items from the Common or Dogs of War Magic items lists, with a maximum points limit. He is not allowed
total value of 50 points. to carry any other weapons
Special Rules:
nor a shield.
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 8
Warhorse 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 LD
Hireling Wizard 4 3 3 3 3 2 3 1 7
Warhorse 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 maximum
total 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
Human State Pedite 4 points/model

Mercenaries Profile
Pedite
M
4
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
LD
7
Pedites and Duelists form the Banner Captain 4 3 3 3 3 1 3 2 7
basis of every Dogs of War
army. Armed with all manner of Unit Size: +10
weapons Pedites are capable
Weapons and Equipment: Hand Weapon and Light Armour
soldiers.
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 LD
Pedite 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 options
are 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 LD
Duelist 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
Human Heavy Cavalry 19 points/model

Mercenaries Profile
Knight
M
4
WS
4
BS
3
S
3
T
3
W
1
I
4
A
1
LD
8
Cavalry and Veteran units Knight Captain 4 4 3 3 3 1 4 2 8
support the basic troops in most Warhorse 8 3 0 3 3 1 3 1 5
Mercenary Armies.
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 have
Strength 4.

Special Rules:
For Hire
Light Cavalry 11 points/model

Profile M WS BS S T W I A LD
Horsemen 4 3 3 3 3 1 3 1 7
Stradioti Captain 4 3 3 3 3 1 3 2 7
Warhorse 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 LD
Veteran Pedite 4 4 4 3 3 1 4 1 8
Veteran 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
Human Light Cannon 85 points/model

Mercenaries Profile
Crew
M
4
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
LD
7
Though lacking the punch of Cannon - - - - 7 3 - - -
Imperial Artillery or the
reliability of that of Dwarfs, Unit Size: 1 Gun 3 Crew
Mercenary Artillery provides a
Weapons and Equipment: Hand Weapon and Light Armour
good deal of punch so units
break more readily on the Pike Special Rules:
blocks. For Hire

Particularly in the large ports of Horse Artillery 100 points/model


Tilea and Estalia, Norse traders
offer their service as guides and Profile M WS BS S T W I A LD
Crew 4 3 3 3 3 1 3 1 7
warriors to those who will take Cannon 8 - - - 6 2 - - -
them on. 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 7
Headman 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
Non-Human Mercenary Dwarfs 7 points/model

Mercenaries Profile
Dwarf Warrior
M
3
WS
4
BS
3
S
3
T
4
W
1
I
2
A
1
LD
9
From the staunch defense of Veteran 3 4 3 3 4 1 2 2 9
Dwarf Warriors, to the brutal
assault of Ogres, Non-Humans Unit Size: +10
supplement the mainly human
Weapons and Equipment: Hand Weapon and Light Armour
Dogs of War forces well.
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 LD
Ogre 6 3 2 4 4 3 2 3 7
Ogre 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), Light
Armour (+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 LD
Halfling 4 2 4 2 2 1 5 1 8
Halfling 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
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 and
Bucklermen 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.

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