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DOGS OF WAR – ARMY FOR HIRE

By Al essi o Cavato r e an d Til ea. ne t team


This is a tale of the Warhammer world – of warlords
and bandits, of sell-s words and freeboot ers, and of
brave advent urers wh o willingly risk all u pon the
battlefield for the chance to win measureless riches.
They are the Dogs of War! The following armylist has
been modified and adapted to be finally playable,
funny and ironic for the 7 t h Edition of Warhammer!

We will like if Dogs of War will return on the green


tables as the ideal army of GW-Hobbyst!

Unlike other Warhammer armies, the Dogs of Further east, the mysterious Dragon Isles and the shadowy
War do not come from a particular place, nor lands of Cathay have tempted soldiers of fortune.
do they comprise a particular race, although The world is truly awash with rag tag armies of sell-swords who
men do feature very s trongly amongst their nurture wishful dreams of wealth!
number. They are bands of warriors who live Although Dogs of War ply their bloody trade to every point of the
by fighting – fighting for pay, fighting for compass, the most notorious breeding ground of mercenaries is
adventure and, most importantly of all, the land of Tilea in the Old World. From all the kingdoms of the
fighting for the chance to win fabulous wealth. Old World and many lands beyond, sell-swords come to Tilea
Some are merely bandits, pirates and cut- where they can be assured of ready and profitable employment.
throats of the most untrustworthy kind, but Tilea is an anarchic and largely ungovernable country, where
others are gallant princes and buccaneers who self-serving individuals rule precariously over proudly
lead bold warriors to adventure and conquest in faraway lands. independent cities. The real power lies with the wealthy
As already explained, not a ll mercenaries are human, although Merchant Princes who plot and scheme against the tax-
many are. Amongst the Dogs of War, freebooters from the gathering authorities and each other with almost equal
frozen wastes of Norsca rub shoulders with Corsairs from enthusiasm. Indeed, such is the tradition in Tilea that all armies
Araby and mysterious warrior monks from the east. Mercenaries of any size are mercenary armies – paid for and deployed by a
commonly form into itinerant bands under the leadership of a wealthy prince, a devious merchant or ambitious tyrant.
charismatic or especially brutal leader. The most famous of
these bands are, more often than not, known by the name of
their leader, such as Hagar Whitefang’s Were-Marauders, Khalag’s
Sure Shots, and the renowned Golgfag’s Ogres. An entire army of A NOTE ON TERMINOLOGY
Dogs of War is made up of many of these bands under the
overall leadership of a roguish mercenary general.
We will use both “Mercenary” and “Dogs of War” as
synonymous.
ANY TIME, ANY PLACE, ANYWHERE…
Mercenary armies of Dogs of War fight all over the world. They Regiment of Renown (ROR) are special units with an hero that
are drawn to places where fortunes can be won by ruthless take the place of the champion and make a ROR an unique
adventurers. The treasure houses of the Lizardmen in Lus tria are unit respect the others in whole game. .
a major prize and have attracted many a would-be conqueror.
Tilea – Home of the Mercenary

Tilea is the home of the mercenary, where Dogs of War go to find employment and where would-be lords and rulers go to
find them. It is split into many squabbling republics and principalities, which ensures that there is always work for a warrior
willing to fight for gold. No mercenary worth his sword will ever get bored in Tilea!
Every year, expeditions large and small set off for the fabled lands of Lustria and Cathay, seeking new trade routes or simply off
to plunder. This makes Tilea a magnet for every scoundrel with a lust for gold and an eye for adventure. It is the heroes’ starting
point in countless tales of daring exploits, brave rescues, and impossible deeds – and some stories are true!
THE DOGS OF WAR ARMYLIST
Original of this armylist it’s a part of the Ravening Hordes project, CHOOSING AN ARMY FOR BATTLE
created to let veteran players play and to convert their own armys The Dogs of War army uses the same system as the other 6 th
into a format that works good in new edition of Warhammar. edition lists This is explained below and is different by an
Ravening Hordes was not intended as a permanent add-on of exception.
Warhammer but just to help old players to continue to play How the army list is organized
correctly waiting for their armylist release. Games Workshop The army list is divided into four sections:
didn’t released nothing at the moment, so a group of fanatic • CHARACTERS
decided to build, getting as base the original of the armylist, this • CORE UNITS
rulesheet you are reading. • SPECIAL UNITS
• RARE UNITS
Tilea Project it’s a great work to create a new meeting portal to Characters represent the most able, ruthless and successful
discuss about the Official Rules Note to send to Games Workshop individuals in your army: extraordinary leaders such as Heroes
an armylist son of many hours of funny playtesting, to obtain and Wizards. These form a vital and potent part of your forces.
finally a real upgrade to Dog of War’s armylist, like what Core units represent the most common types of warriors in the
Druchii.net did with Dark Elves in 6th edition. army. They usually form the bulk of the army and will often bear
the brunt of the fighting.
However, Tilea Project it’s bigger and hardest than Druchii one, Special units are the best of your warriors and also include some
since we miss totally an Army Book for the 6th edition… and the of the more common engines of war. They are available to your
army in limited numbers.
7th neither. With the Official Rules Note we will, at least for
organized group of players, to give a point of reference and to Rare units are so called because they are scarce compared to your
ordinary troops. They represent unique units, uncommon
invite to play, to collect, to convert and to love this army.
creatures and unusual machines.

Following rules are NOT OFFICIAL: we just wish into a Games How to choose an army
Workshop interest in this work to help to create the DOW’s Both players choose armies to the same agreed points value. Most
armybook or, why not, to make official this package or rules by players find that 2,000 points is about right for a battle that will
internet as Rules in try before, and Official Rules later. last an evening. Whatever value you agree, this is the maximum
number of points you can spend on your army. You can spend less
and will probably find it is impossible to use up every last point.
We call this file “Official Rules Note” referring to Tilea.net: if it’s Most 2,000 points armies will therefore be something like 1,998
in ORN it’s tested, guaranteed! What we are working on will be points or 1,999 points, but they still count as ‘2,000’ points armies
shared in other files that probably will have some balancing errors. for our purposes.

Newcomers and veterans will discover how Dogs of War it’s a Choosing characters
Characters are divided into two broad categories: Lords (the most
various and unique army as in game play as in modelism point of powe rful cha rac te rs) and Heroe s (the re st) . The ma ximum number of
view: the only army that let you to play many different races all characters an army can include is shown on the chart below. This table
together, to have lots of different heraldries in the same faction! don’t applies if your army’s general is a Mercenary General or you decide
More, this army represent the essence of Hobby: one of the to do not include any Regiment of Renown into your list:
if you are in one of those case (or both!), add +1 to the number of
funniest background, refined tactics of play and the possibility to maximum characters.
make lot of conversion from models of many army to have all the
Army Value Maximum Lords
choices a real Mercenary General has!
Characters
up to 1999 3 0
2000 - 2999 4 (+1) up to 1
3000 - 3999 6 (+1) up to 2
+ 1000 +2 max +1 max
IMPORTANT: The number of characters is the total number of
characters allowed in the army including Lords. For example: a 2,500
points army may have up 4 characters in total, of which 1 may be a Lord
(ie, 1 Lord + 3 Heroes) but you can always include fewer than indicated
down to a minimum of two (the general and the Paymaster). Similarly, an
army does not have to include Lords, it can include all of its characters as
Heroes if your prefer. At the beginning of the battle choose one of the
characters in your army to be the General and tell your opponent which
one it is. Your General will always be the character with the highest
Leadership value in your army. However, as there can obviously only be
one General in each army, you will have to choose who to elect if two or
more of your characters tie for highest Ld.
If your General is a Leader of Fortune or you’ll not include
any Regiment of Renown in your list, you have an extra hero
slot (as the Bretonnia army). For example, in a 2,500 points
army may have up 5 characters in total, of which 1 may be a
Lord (ie, 1 Lord + 4 Heroes).
Chariots & ridden monsters Important points to remember
Characters are sometimes allowed to ride on the backs of • The number of characters is the total number of characters allowed in
monsters or in chariots. Each character must be given their own the army including Lords.
chariot or mount. They will not all cram into one! • The number of Core units is the minimum you must take. The Special
and Rare numbers are maximums.
Magic items
Dogs of War characters may choose magic items only from the common Champions, Musicians & Standard bearers
ones listed in the rulebook and the Wars Spoils. Lords can carry up to Any unit of your troops in the army may upgrade a model to a Standard,
100 points of Magical Items, Heroes just up to 50. Units that can carry a Musician and/or a champion w1ith the following, applying the following
magic standard are listed later. extra bonus on their rules:

Choosing troops Unit Champion Musician Standard


Troops are divided into Core, Special and Rare units. The Pikeman 8 +1 A 4 8
number of units of each type that are available to you depends Crossbowman 8 +1 BS 4 8
upon the points value of your army. This is indicated on the chart Duelists 5 +1 A - -
below. Heavy Cavalry 14 +1 A 7 14
Light Cavalry 12 +1 BS 7 12
Army Value Core Special Rare Ogres 20 +1 A 10 20
Dwarf 10 +1 A 5 10
<2,000 2+ 0-3 0-1
2,000-2,999 3+ 0-4 0-2 Norse Marauders 8 +1 A 4 8
3,000-3,999 4+ 0-5 0-3 Paymaster’s bodyguard 12 +1 A 6 12
+1,000 +1 +1 +1 Halflings 10 +1 BS 5 10
For example, if you are choosing a 2,000 points army you must take a A single unit in the army of pikemen, a single of heavy cavalry and
minimum of 3 Core units and could choose to take up to 4 Special paymaster’s bodyguard can take a magic banners up to 50 points.
and/or up to 2 Rare. In addition, if an individual entry has a number
limiting it, eg, 0- 1, then you may only have that many in your army. Racial Wariness
Otherwise you may have as many as the restrictions above and points Some races are not so happy to fight on the same side of other ones in
allow. regards of witch feel old grudges, hates and wariness. The following table
Unit entries shows witch race have a racial wariness in other races:
Each unit is represented by an entry in the Army list. The unit’s RACE WARINESS AGAINST
name is given and any limitations that apply are explained. Dwaf Elf (all type), greenskin
High Elf Dark Elf, Dwarf
Profiles. The characteristic profiles for the troops in each unit Dark Elf High Elf
are given in the unit entry. Where several profiles are required, Goblin Dwarves
these are also given even if, as in many cases, they are optional.
All troops who have racial wariness gain –1Ld up when they are in 8” range with a
Unit Sizes. Each entry specifies the minimum size for each unit. friendly unit not in flee they have wariness toward. For example if an unit of
In some cases, units also have a maximum size. Dwarf is near to Asarnil the Dragon Lord and/or Ruglud armoured Orcs, this unit
gains –1 Ld (is not accruable); it’s the same for Asarnil if he is up to 8” to a dwarf
Equipment. Each entry lists the standard weapons and armour unit (like Long Drong pirate Slayer) but Ruglud’s armoured orcs don’t get any
for that unit type. The value of these items is included in the malus due they not hates dwarfs, they only want to destroy them as other races!
points value. Additional or optional weapons and armour are However, the troops who have racial wariness into another one is
listed together with their extra cost. immune to panic causing by the units they have wariness toward.
For example a dwarven troop doesn’t test panic about Ruglud’s Armoured Orcs.
Special Rules. Many troops have special rules which are
described in this section.
Special Characters and Regiments of Renown MAGIC ITEMS
In the next pages you will find a collection of Dogs of War Special You may choose magic items for your characters and units from
Characters and Regiments of Renown. At the moment, Tilea.net Team the following list (these are found in the Warhammer rulebook
page 154) and or fromt the following pages.
with the help of all Dogs of War’s players it’s making and adapting the
rules about latest Regiment of Renown and Special Characters. Games Biting Blade (magic weapon) 5 points:
Workshop never endend to create models of many Regiment of Renown -1 to the opponent’s saving throw.
and made the rules shared on White Dwarf, by internet and many other Sword of Might (magic weapon) 15 points:
publications: we really hope this will never end! Bearer receives + 1 to his Strength.
Sword of Battle (magic weapon) 15 points:
Special Charcters can be fielded just by Dogs of War armies while Bearer receives an extra + 1 Attack.
Regiment of Renows n be fielded by Dogs of War armies as well as by Sword of Striking (magic weapon) 15 points:
any other Warhammer army, following the rules and the exceptions Bearer receives + 1 to his To Hit rolls:
mentioned in the ‘For Hire’ entry of each one of the Regiments. Enchanted Shield (magic armour) 15 points:
Fielding ‘Dogs of War’ units in other Warhammer armies Counts as a shield, 5 + armour saving throw.
More or less every armybook of sixth edition had the option to field as Talisman of Protection (talisman) 15 points:
Rare Unit for Dogs of War units. This kind of option it’s going to vanish 6+ Ward save against any wound suffered in the battle.
in latest armybooks of seventh edition. Dispel Scroll (arcane item) 25 points:
Automatically dispels an enemy spell (one use only).
Tilea.net Team belive that the future of Dogs of War Armys it’s just to Power Stone (arcane item) 20 points:
apply the ideas and the rules that you’ll can read at the end of this work An additional +2 dice to cast a spell (one use only).
as EXTRA – THE 3 WAYS OF MERCENARY Staff of Sorcery (arcane item) 35 points:
+ 1 to Dispel rolls attempted by the bearer.
War banner (magic banner) 25 points: Unit counts an additional
+ 1 bonus for combat resolution.
SPECIAL RULES AND TILEAN ARMOURY
• Paymaster: The Paymaster is the man responsible for the cash which will • Pikes: Fight in four ranks; requires two hands
be used to pay the army. He always carries with him the keys of the pay chest and Always strikes first in the initial round of close combat, even striking
that makes him at least as important as the General in the eyes of the mercenaries. before enemies that have charged. Note that enemies who are entitled to
To represent this, his key is treated exactly like a Battle Standard (+1 combat strike first because of a special ability or magic, will still strike before
resolution, re-roll Break tests within 12", can be captured by the enemy if he’s
pike-armed models.
killed etc.) and the unit he is with is immune to panic. In addition, if the
Paymaster is killed, every unit in the army must take a Panic test at the end of that Models armed with pikes receive a +1 Strength bonus in the Close
phase. From that point on, every unit in the army will hate the enemy unit that Combat phase of the turn they are charged by any model with US 2 or
captured the Paymaster’s key. higher.
• Spells: Dogs of War Wizards may use any of Lores of Magic in the All these special rules cannot be used against enemy units fighting the
Warhammer rulebook, with the exception of Death and Life pikemen’s flank or rear.

MERCENARY HERO’S REPUTATIONS


Some of the mercenary Captains of the old world are very popular ( some
would say unpopular) for their awesome victories, ruthless methods and,
THE CONQUEROR 30 points
sometimes, for some their eccentric attitudes! Thus some of them The conqueror is a legend. He is known as an invincible warrior and as
a conqueror of far countries Bards sing about his heroic actions. The
collected a number of nicknames, sometimes not much flattering.
men who serve with such a great general fight with heroism,
Each Dogs of War characters, except Regiment of Renown captains, may believing that their commander would never know the shame of defeat.
only take each Reputation once and can’t be in the same army two or
Army general only.
more hero with the same Reputation; the Mercenary General can take The Conqueror adds +1 to the combat resolution of any fight he takes
two Reputation instead one. part; the unit he is with can reroll any result of 1 of to hit roll. (except
THE MAGNIFICANT 65 points if the enemy is immune to psychology). If The Conqueror is killed, all
The general knows how to be well accepted by his men; he pays well the the units in your army (except the units which are immune to
valorous, drinks with his troops at the end of the battle and he isn't psychology and the Regiment of Renown) will not be able to add +1
never too rigid about the behavior that the battalion must to have. A to combat resolution due own standard (Paymaster and magical effect
mercenary will do all for follow a chief of this kind and will execute each of banners not end to work).
his order in the best of the possible way.
THE DAMNED 20 punti
Leader of Fortune only. During Archaon's invasion in Storm of Caos, the Captain was fighting in
Who take this must be the army general; he transfer his ld up to 15” Bohsenfels succeeding in repelling the enemies in a long bloody siege.
instead 12”. The character and the unit he is with will automatically
The Damned hate all demons of chaos and any model with Tzeentch
pass the first Break test they have to take, regardless of modifiers and
mark in every turns of close combats; he is also immune to fear and
even if they would normally auto-break. Ignore this ability if The
terror that models cause.
Charismatic is refusing a challenge or if you roll the dice for first Break
test. THE BASTARD 20 punti
Some captains are completely ruthless, no one would trust this man who
THE REVENGER 50 points
can be dangerous and traitor.
The idea of Vendetta in Tilea is really deep-rooted, familiar feuds,
suffered wrongs and ancestral grudges are all good motivations for an When is possible to issue a challenge which can will accepted by “The
uprising, a war or to achieve power; differently from Dwarven Grudges, Bastard”, this one can not be declared, except if the enemy character
a Vengeance is never cancelled and is often recalled in the most suiting must to declare it.
moments.
THE MASTER GUNNER 15 points
Army General only.
Some captains have learned the secrets of the artillery warfare, allowing
If the General or the unit in with he is kills or destroy the enemy
him to earn a good pay standing safe in the rear lines!
general, the player with Dogs of War gets additional +150 VP if “The
Revenger” is not dead at the end of battle. Analogously, if an enemy Captains only.
character is killed or destroyed by The Revenger and he will be still When he join a machine war can replace one crew member but if he is
alive at the end of battle, the player will get additional 25 VP. operative the machine, he cannot fire his own missile weapon.
If he join a cannon or an hot pot, he can re-roll either Scatter dice or
THE REAVER 35 points one Artillery dice per turn, but not roll to determinate the distance
He's the least pitiful of all the warlords, lots of those that had this name bounced by a cannonball.
come from the frozen wastes of Norsca, however also Tileans and If he use this ability, he will not able to shoot with his own missile
Estalians, like the famed Maura the Slaughter, have earned themselves weapon in the same Shooting phase; when firing his own missile
this reputation. The Reaver is not satisfied of normal retribution so he
weapon he can always choose a different target from the one fired
pluders villages, caravans and enemy camps.
upon by the machine he has joined.
Army general only. If a machine with the Ballistic Expert attached to it misfires and
You can include norse maraurder units as core choice instead special explodes, the Engineer will be killed with the rest of the crew if he
choice in your army. All friendly units up to 12” to the Reaver add +1 replaced a crewman or used his re-roll ability during that turn.).
to the result of any dice rolled to pursue a fleeing enemy. The Reaver He can works as extra-crewman just on vanilla Cannons and Hot Pots.
and the unit he is with can’t test to not purse the enemy. If you have a Master Gunner in your army, you can chose a single
Cannon as Special Choice that will be able to buy and use “The
Devastating” (see below).
THE 7 WONDERS OF LEONARDO FROM MIRAGLIANO
We now certainly that before to transfer in the Empire Leonardo assigned to the various merchant princes and rich Tileans and Estalians
generals the own genial notes in the hope that sooner or later somebody could finance an his project or apply one some of his brilliant
intuition. Many of those notes were think for improve the life of each day, improvement in the architecture, in the study of the bridges and
mathematical and geometric applications for the studious. Many of the notes of the great genius of Miragliano went to destroy or lost,
while others can't still be realized with the actual scientific knowledge. Nevertheless the category of inventions more wanted and more
developed it's that in the military sphere. Thought Leonard had reach the apex of his studies in the Empire’s land some of his youthful
intuitions are now became reality and thank to the investment and the testing on the field of ruthless and reckless men. At the moment the
value of a Leonardo's project is not measurable; only the merchant princes and the generals more rich can allow to buy one; often hear
of wars started for the ownership of the one of this wonders....
The Wonders of Leonardo are so rare that you can include one of them for 1.000 complete points of army.
Due the Wonders have a lot of different utilities, their points-value can will be include as in a character cost as on a machine war one; if the Wonders is chosen by a
character, that item will not be counter in the points for magic items; you have to consider the Wonders as a “scientific objects” and not as “magic items”.
The heroes of Regiment of Renown can’t buy any Wonder; an character can chose up to one Wonder up to 40 points, the General can chose up to two Wonders for a
maximum value of 100 points.
Copy of the same Wonders are not premised, the only exception is The Devastates and all duplicate count as one Wonder slot.

THE UNBELIEVABLE 70 points THE METAPHYSICAL 40 points


compass of meteoric iron anti-power prism
The meteoric silver compass is most probably the most rare, expensive It's a special glass prism which uses simple physic properties for
and difficult to made of the all scientific objects of Leonardo! To built dispelling, reflecting every kind of magical energy.
one is necessary to find or to buy (at extremely high prices even for a
No-wizard character only.
merchant prince) some meteoric silver. Even owning the right material,
Gives the wearer and unit he is Magic Resistance (2).
the creation is far then simple and cheap; a prince who want to build one No one within 6” of the bearer my cast any spells or use bound spells.
has to group the best “leonardian” engineers from Tilea and Estalia and
it still doesn't assure the item will work correctly. The indicator in the THE SPARKLING 35 points
compass whirl varicosity in the hands of its owner stopping at once in orb of alchemy
the direction of a magical object which attract the influence of the Leonardo pleased with alchemy and conceived a powder to be mixed and
meteoric silver inside it. The proprieties of the meteoric silver make the closed in a bronze sphere. As soon as the sphere is thrown and contact
magical items under it's influence to stop working. the air, it flames and blows, causing damages and making blind people
Character Wonder Item. nearby.
Treat magic item or rune item bear by models that are touching the possessor of Character Wonder item. One use only.
The Unbelievable as normal weapons, banners etc, of the appropriate type. The user can throw the orb in Shooting phase and he can move and fire with it.
Note that this applies to all enemy and friendly models.
Place the small round template with its center anywhere within 8” of the
Who have The Unbelievable can’t take any magic item, but he can choose
character. Scatter the template (halves the result of Artillery dice) and resolve
Reputations as normal.
hits as you would for an halfling hot pot (the splat give one Fo3 hit without
THE CHECKED 60 points TA who causes D3 wounds) and count as fire attack.. If you get a Misfire, the
Orb only doesn’t do nothing. Which suffers any casualties have they Weapon
military strategy notes Skill and Ballistic Skill reduced to 1 up to the start of next Dogs of War turn
Even not requiring construction costs like all the other inventions of due the dazzling. Note that you can stand and shot with The Sparkling (use it
Leonardo, the notes of war strategy are still one of the rarest and better like a thrown weapon and solve the hit when the enemy enter in the range of
kept of his secrets. The generals lucky enough to put their hands on this the item). Each Sparkling counts as a single Wonder choice.
truely wonder make everything to keep all the secrets inside out of
everyone else, this is the advantage the take from the master.. THE SHREWD 35 points
Leader of Fortune that is also Army General only.
double-lens telescope
When you’ll roll a dice to decide who start to play first turn, the player with Other then having great applications in astrology, the telescope allows
Dogs of War has +1 to the roll to start. to spot easily hidden enemies on the battlefield.
After all the players have finished to put their troops and their scouts to table, Character Wonder Item.
the player with Dogs of war can remove one of his unit from the table and The enemy must reveal everything that is not apparent about his unit
reposition it.
(magic items and their bearers, hidden assassins and fanatics, etc).
If there are two Generals with the Checked collide, no one gets benefits from
the military strategy notes.
Roll a D6 for any enemy with special rule of “scout”: if you obtain 4+,
this unit cannot be deployed as Scout.
THE DEVASTATING 20 points
THE PRODIGIOUS 30 points
ogival bullets
glider with pedals
Instead of usual “round” cannon balls, designed for bouncing and
The Prodigious is one of the most famous invention of Leonardo due a
holing enemy's ranks, Leonardo gave to his bullets a pointed shape with
similar machine is used by Catrazza and his birdman, but The
a particular stabilizing holed tail. The result is a better precision in
Prodigious is very balanced and less dangerous during fly.
hitting the target, and a bigger blow, very useful against fantry units.
Wonder for character on foot (not Paymaster)
Cannons only.
The hero can flight, and if he do, he can fire with his missile weapon without
penalties and he can also use “move or shot” missile weapon because the glider The cannons fire as a catapult (but use the cannons table of missfire).
leaves his hands fee. The hero who have The Prodigious can’t bear heavy armor or Use the small round template and solve the hit with Fo4 and
shields because this protections are too heavy and cumbersome so those prevent penetration (-2 to enemy ST), model under slap receive a Fo8 hit
the fly movement. without saving throw, models partially under the template are hit with
A character with The Prodigious use a slotta-base like Birdmen of Catrazza one
a 4+ on a D6.
(25x25). A Character with The Prodigious can join any unit, also the Birdman of
Catrazza! The Devastating are very reliable so you can re-roll a Scatter dice in
every turn of fire and you must halves the result of Artillery dice.
Every cannon with The Devastating get a single Wonder choice.
THE WARS’ SPOIL
The common magic items are listed in the previous pages (see the Warhammer rulebook for a complete description). They are followed by a list of “Dogs of War only” magic
items. There items can only be used by model from this list and must be selected within the points limitations set by the army list section. Have fun :)

SHIELD OF THE CHAMPION 30 points


MAGIC WEAPONS For the Merchant Princes is custom love own champions and this shield
SWORD OF CONQUEST 60 points represent fully the trust and the respect that the Princes has in their
Champions.
If the wielder of the sword prove to be a worthy warrior, he'll receive the
gift to change the sort of a battle. Army general only.
Shield of the champion gives to wearer a 4+ AS which can be combined with
Leader of Fortune only.
other armour as normal.
Sword of Conquest grants +2S and attack for last; have this ability: if the bearer
The wearer automatically passes all “Look out, Sir!” tests.
hit in close combat with all of his four basic attacks (before any re-roll), the unit
he his with wins automatically the close combat by 1 (if the unit also win the COAT OF LUCREZIA’S FAVORITE 25 points
resolution without ability, you can ignore the Sword of Conquest ability) Lucrezzia Belladonna gifted this armour to one of her protected to avoid
DRAGONSLAYER 50 points his murder from some gelous pretender.
Dragonslayer is an huge weapon of star-metal that is more similar to a The Coat of Lucrezzia’s favorite counts as an heavy armour: poisoned attacks
raw steel's bar than to a sword. In origin it was brandished by the ogre's do not wound automatically against a character with Coat. In addition, the
tyrant Themu-Gyn; the swords earned it's name the day that it was special rules for the killing Blow have no effect on the character.
discovered still in the hands of his dying owner. Near the ogre's body
lied the carcass of an huge black dragon with the head cut off RAW RUNED IRON ARMOUR 25 points
A deformed dwarven armour that succeed to be wear by an human but
The Dragonslayer gives +1 Strength to bearer, requires two hands to use and hampering his self to ride correctly.
strike last (as a great weapon). No armor saves may be taken against hits from
the Dragonslayer. Ward saves may be taken as normal . Model on foot only.
The Raw Runed Iron Armour gives to wearer an Armour Save of 2+ which
THE HUNTRESS 40 points cannot be improved in any way.
The dards that come stranded in the three channels of this crossbow it
dyeing immediately of emerald's poison. LUCKY BUCKLER 20 points
A wooden buckler incredibly able to stop blows that would break much
Huntress is treated like a crossbow, with the following additional more resistant shields.
rules. Huntress has multiple shot x3 and made poisoned attacks.
Lucky Buckler counts as a shield; the bearer can re-roll any miss armour save.
DAGGER OF THE DUEL 25 points Lucky Buckler can be combined with other armour as normal.
The wielder of this deadly dagger can find easily the weak points of his
enemy. TALISMANS
Who use the Dagger of the Duel can re-roll al D6 to wound his PIG’S LEG 40 points
opponents in every turn of close combat. This lucky charm is a leg of the pig that the opponents nobles of Tobaro
RATRIPPER 15 points selected as Prince for resolve their quarrels. The pig stayed at the power
for 12 years and Tobaro never will be pacific as in that period.
This morning star was forged centuries ago on purpose to eradicate the
growl menace of the Skaven. When contemptible ratman stares who During any Close Combat phase, one or more model in base combat with the
brandishes this weapon can't do anything that spurt the afraid's mark. wearer will lose an Attack for that phase, if the wearer give up also an his
Attack. For example a Captain with Pig’s Leg can remove 1, 2 or 3 Attacks to
Ratripper grants +2 Strenght in the first round of combat, requires an enemy in base contact and he lose 1, 2 or 3 Attacks. The effects ends at the
one hand to be used. The bearer cause fear to any Skaven. end of turn. Note the character can give up at max of his profile number of
attack (Captain 3, Paymaster 2 and so on) and you can use this ability at the
MAGIC ARMOUR start of every turn of Close Combat. Models who are immune to psychology or
who have special attacks (like the Giant) can’t lose their attacks.
TYLOS’ HELM 65 points ORC FETISH 35 points
An ancient helm with on top a great red-crest . Many historicians think Garganuk, orc warlord, terrified Estalia for several years. Someone said that the
that this helm belongs to Tylos, the ancestor of all Tileans. secret of his incredible strength was in his magic ring on his finger. Finally, when
The helm gives a 6+ save, which can be combined with other armour the mercenary general Diego Gonzaga defeated the greenskin general, took out
the precious item, in that occasion he cut off the green finger and bended it to the
as normal. In addition, the model has +1 Wound and +2 to his WS. hilt of his sword.
PLATE OF THE EAST 40 points Any wounded inflicted by the bearer of the Orc fetish in hand to hand
This armour was forged from Emperor Wu in honour and according the is multiplied into two wounds after all protection saves.
taste of Ricco and Robbio, the two scouts which took the silk way to east.
BLESSED AMULET 30 points
The Plate of the east counts as an heavy armour giving 5+ armour saving which It say that this amulet of rough iron stayed for more of 50 years plunge in
can be combined with other armour as normal and grants to the possessor a 4+ the sacred fountain of Myrmidia without become rusty or to go ruin.
ward save in close combat.
The model with Blessed Amulet has a 5+ Ward save.
SHIELD OF SHINING SUN 35 points
Only people with iron will can exceed the spell this shield contains. GLOVES OF RAPITY 15 points
Golden gloves which gives unnatural velocity and sharpness to their wearer
The Shield of Bright Sun counts as a normal shield. against a single opponent.
No one can allocate close combat attack against the wearer; if an opponent hero
want attack the wearer he must first pass a Leadership test. Test each Close During any challenge the character can re-roll all missed to-hit rolls.
Combat phase. If the test is failed, the enemy can’t attack during that Close
Combat phase. Note that if a model can attack only the Shield wearer, he can WILL OF VICTORY 10 points
do normally without test (for example a champion who are in a challenge with Every warrior visits a temple to obtain that his weapons receive the
the wearer or a model who are in touch only with the wearer). blessing of the gods.
Wearer’s Close Combat attack are magical and can wound ethereal creatures.
BOOK OF THE ALCHEMIST 20 points
ENCHANTED ITEMS Alchemic studious specialize their self on this valuable book in the hope to
discover the secret for change into the lead in gold.
POTION OF VIGOR 25 points Book gives +1 to the Casting attempts on the Metal Lore made by the wizard.
Initially made by Lucrezia Belladonna to increase the performance of
her lovers then it became a common object when one of they staled a TOME OF THE COLLEGE 15 points
dose for experiments it in battle. They say that at least the middle of the The wizards that decide to undertake the mercenary career usually escape from
mercenary heroes have one of this potions. their colleges subtracting as many books as possible. It isn't unusual so see
Estalians or Tileans wizards reading volumes from the same colleges of Altdorf.
One use only.
The character can drink the potion in every moment of any phase: up to the Tome of the College grants its bearer one additional spell.
end of turn, he gives +2 to toughness.
MAGIC BANNERS
POTION OF STRENGTH 20 points
The alchemists of entire Tilea study for years potions that can increase the BANNER OF MONNA LISSA 50 points
puissance of who drink it. Many are arranged to pay an high sum of money for This banner represents the famous Monna Lissa, heroic woman that meet the
one of those phials. death defending Monte Castello’s forstress. She is a symbol of luck and victory for
One use only. any tilean.
The character can drink the potion in every moment of any phase: up to the Infantry only. The unit and the hero are with becomes Stubborn (see pag. 83
end of turn, he gives +1D3 to strength. of Warhammer Rulebook). No one mounted hero can join the unit with the
Great Banner of Double Reward.
DRINK OF REJUVINATION 20 points
A special leaf that grows only on the Appuccini's Mountains is the secret of this FLAG OF TILEA 40 points
surprising medicine. The sun painted on the Flag seems to protect those who raise it into the
One use only. sky. It is said that the luckiest that fight under this standard will live
The character can drink the potion in every moment at the end of any phase : another day to see a new battle.
Drink heals one loss wound of model.
The Flags grants to the unit a protection in Close Combat phase; no attack
MALAVIGNA’S BRANDY 15 points against the unit may ever have a better chance to hit than a 4+ roll.. Attacks
Produced on the Trantian's hills the Malavigna's Brandy is a secret concoction at that hit automatically, always on a 2+ etc. Will still need a 4+ to hit the unit.
highest alcoholic content; the fact remains that many In addition of this, the unit add +1 to any flee movement.
generals buy entire boxes to deliver at own troops conscious they will march
agedly and without any toward the enemies. EFFIGY OF BOHNSEFELD 20 points
The effigy which inspired the resistances of the valorous mercenaries
One use only.
against Archaon’s hordes!
The character and the unit he is with, can drink the Beer in every moment of
any phase: up to the end of the turn they’ll be immune to psychology and may The units hate all chaos models (including beast, daemons and
march even if there are enemy close enough to inhibit march move but they monsters) bearing the Mark of Tzeentch. If an hero with “The
have to reduce by one WS, BS and I due the drunk. Damned” Reputation joins the unit, the unit becomes immune to fear
POTION OF COFFEE 10 points and terror tests caused by models with the Mark of Tzeentch.
The coffee is only one of the mysterious components of this potion; the result
however is these of sharp the senses and the movements who drinks it, also if
BANNER OF THE JEER 15 points
probably he will not sleep for least a pair of nights. The famed Estalian archmage Julio the Dark Haired casted a formidable
spell of protection in this standard. The troops carrying it see how and
One use only. The character can drink the potion in every moment of any when they will be attacked by the enemies.
phase: up to the end of turn, he gains I 9 and ignore any rule “strike last” of his
weapon (if his weapon has). One use Only.
When an enemy declare a charge against this unit, you can use the ability of the
Banner: you can choice your reaction after control the distance from the two
ARCANE ITEMS units.

SCROLL OF RUINS 75 points


This ancient parchment, found among the ruins of the elven colony PAYMASTER’S REWARDS
nearby Tobaro, seems to have particular magic powers which vanish Sometime a treasurer has to disposition some addictional moneys lended by a
from those who succeed to read it. moneylender for "to cause" more the troop that must protects his self(pay it more
than the others).
One use only.
Before casting a spell, the wizard can declare that he is using Scroll of Ruins, The Rewards count as normal magic banners, but may be carried only by
then rolls the dices (you can’t use less then 3D6): if you have a successful casting the Paymaster. A Paymaster can take only a Reward, note that this is
roll, the spell is cast with Irresistible Force, otherwise the spell counts as a
only an additional amount of money so Rewards do not require hands to
Miscast. Note that a double 1 is every time a Miscast.
be brought. Rewards are paid within the points allowance for magic
BRASS STAFF 40 points items.
An ancient brass staff with three holes that change their position under
the wielder’s hand. People says the disciples of Balthasar Gelt mad it. GOLD CROWNS 50 points
Only mounted Paymaster.
Bound spell. (Power level 5) The character and the unit he is with hate everybody.
The Staff has inside the spell “Commandment of Brass” of the Lore of The Paymaster can’t join an infantry unit.
the Metal
SILVER SCUDI 35 points
PROTECTIVE STONE 25 points
Buying one of these elven stones can do the difference from life to death in the Every standard captured from the Paymaster and the unit he is with
hypothesis of a spell escaping from its caster's control; unfortunately these items adds +200 VP instead 100 VP. In addition the unit join by Paymaster
sometimes happen not to be true elven talismans. in never lose his standard and that standard can’t be captured.
If the scenery don’t have Victory Point, ignore the first ability.
Protective Stone makes the Wizard immune to the effects of his first
Miscast. If the Wizard roll 2+ on a D6 (roll the dice only when the BRONZE GUILDERS 20 points
Wizard have the first Miscast). Note that a miscast spell still fails The Paymaster and the unit he is in may re-roll a dice to pursue an
regardless of the actual dice score rolled.. enemy fleeing unit. The Paymaster and the unit he is with cannot test
to not pursue.
LORDS CORE UNITS
Grizzled veterans covered in the scars from a life of war, or mysterious PIKEMEN................................................................. 8 points per model
Wizards from faraway lands. The General of a Dogs of War army is a Pikes are the infantry’s weapon of choice in Tilea. Twice as long as a
powerful individual, feared and respected throughout the Old World. normal spear and longer than a cavalryman’s lance, the front of a unit of
LEADER OF FORTUNE ......................................... 80 points per model pikes is an impenetrable wall of steel.
HIRELING WIZARD LORD ............................... 175 points per model M WS BS S T W I A LD
M WS BS S T W I A LD Pikeman 4 3 3 3 3 1 3 1 7
General 4 6 5 4 4 3 6 4 9 Unit Size: 10+
Wizard Lord 4 3 3 3 4 3 3 1 8
Equipment: Hand weapon, light armour and pikes. May have heavy
Equipment: Hand weapon. A Wizard Lord may not have other equipment armour (+1 pt).
except barding for his Warhorse. A General may have an additional hand
weapon (+6 pts), or a morning star (+3 pts), an halberd (+6 pts) or a great CROSSBOWMEN ..............……………................... 8 points per model
weapon (+6 pts). He may also carry a crossbow (+15 pts), pistol (+10 pts), The bulk of the missile troops in a Dogs of War army are formed by
or brace of pistols (+20 pts). He may wear light armour (+3 pts) or crossbowmen from Tilea, Estalia and the Border Princes.
heavy armour (+6 pts) and may carry a shield (+3 pts). A General or a
M WS BS S T W I A Ld
Wizard Lord may ride a Pegasus (+50 pts). A General or Wizard Lord may Crossbowman 4 3 3 3 3 1 3 1 7
ride a Warhorse (+15 pts) which may be barded (+6 pts). If a General is
mounted, he may have a lance (+6 pts). General an Wizard Lord may Unit Size: 10+
choose magic items from the Common or Dogs of War item list (that
Equipment: Hand weapon and crossbow.
including Reputations) with a maximum total value of 100 pts.
A General may choose up to two Wonders of Leonardo with a maximum DUELISTS ................................................................ 4 points per model
total value of 100 pts. A Wizard Lord may choose up a Wonders of Small units of lightly armed skirmishers are normally employed to protect
Leonardo with a maximum value of 40. the flanks of pike-armed units.
Special Rules: A Hireling Wizard Lord is a Level 3 Wizard. This may M WS BS S T W I A Ld
be increased to Level 4 at a cost of +35 pts. Duelist 4 4 3 3 3 1 4 1 7
Unit Size: 8+
Equipment: Sword (hand weapon). May have one of the following:
bucklers (count as shields, +1 pt), additional hand weapon (+1 pts), pistol
(+4 pts). May also have throwing knives (+1 pts).
Special Rules: Duelists are skirmishers and do not count toward the
minimum number of Core Units you must include in your army.

HEROES
The Paymaster is the keeper of the army’s pay chest, and that makes him a
very popular fellow. Mercenary Captains are expert leaders of men,
roguish and often loved by their soldiers. Hireling Wizards are outcasts or
renegades from the Orders of Magic and live by selling their magic powers
for the best offer.
1 PAYMASTER ...................................................... 50 points per model
MERCENARY CAPTAIN ..................................... 60 points per model
HIRELING WIZARD ............................................ 60 points per model
M WS BS S T W I A Ld
Paymaster 4 4 4 4 4 2 4 2 8
Captain 4 5 5 4 4 2 5 3 8
Hireling Wizard 4 3 3 3 3 2 3 1 7
Equipment: Hand weapon. A Wizard may not have other equipment
except barding for his Warhorse. A Captain or a Paymaster may have an
additional hand weapon (+4 pts), great weapon (+4 pts), morning star (+2
pts) or halberd (+4 pts). He may also carry a crossbow (+10 pts), pistol
(+7 pts), or brace of pistols (+14 pts). He may wear light armour (+2 pts) or
heavy armour (+4 pts), and may carry a shield (+2 pts). A Captain may ride
a Pegasus (+50 pts). A Captain, Paymaster or Wizard may ride a Warhorse
(+10 pts) which may be barded (+4 pts). If a Captain or Paymaster is
mounted, he may have a spear (+2pts) or a lance (+4 pts).
Paymaster, Captain and Wizard may choose magic items from the Common
or DOW magic items (including Reputations) with a max total value of 50
pts. They can also chose a Wonder of Leonardo with a max value of 40 pts.
Special rules: A Hireling Wizard is a Level 1 Wizard. This may be
increased to Level 2 at a cost of +35 pts.
BESTIARY M WS BS S T W I A Ld
Warhorse 8 3 0 3 3 1 3 1 5
Pegasus 8 3 0 4 4 3 4 2 6
Special rules: A Pegasus can fly
HEAVY CAVALRY .................................................. 19 points per model DWARFS ..................................................................... 7 points per model
Cadet sons of nobles from Bretonnia, the Empire and Tilea form the shock The Dwarf race is cursed by an irresistible lust for gold and they certainly
cavalry of most mercenary armies. don’t dislike fighting (especially against Greenskins). It’s easy to
M WS BS S T W I A Ld understand how some young Dwarfs decide that they’d rather earn their
Knight 4 4 3 3 3 1 3 1 8 gold fighting than spend their life scraping the underground in search of
Warhorse 8 3 0 3 3 1 3 1 5 rich ore.
M WS BS S T W I A Ld
Unit Size: 5+
Dwarf 3 4 3 3 4 1 2 1 9
Equipment: Hand weapon, lance, heavy armour and shield. May have
Unit Size: 10+
barding for their steeds (+2 pts).
Equipment: Hand weapon, light armour. May have great weapon (+2 pts)
LIGHT CAVALRY .................................................. 11 points per model or a crossbow (+5 pts). May have heavy armour (+1 pt) and/or a
Scouting ahead of the army, harrying the enemy supply line, attacking shield (+1 pt).
vulnerable war machines and engaging the flanks of the enemy line are but
a few of the roles performed by these precious troops. Riders from Araby or Special Rules: Dwarfs flee and pursue 2D6-1” and hate Orcs and Goblins
of all types and may march even if there are enemy close enough to inhibit
from the steppes of Kislev are the best choice available to mercenary
march move
captains.
M WS BS S T W I A Ld NORSE MARAUDERS ............................................ 7 points per model
Horseman 4 3 3 3 3 1 3 1 7 Raiding and pillaging is what the berserker Norse are good at, and at times
Warhorse 8 3 0 3 3 1 3 1 5 the best way of neutralizing the threat they represent is to offer them a job…
Unit Size: 5+ M WS BS S T W I A Ld
Norse 4 4 3 3 3 1 4 1 7
Equipment: Hand weapon. May have spear (+1 pt), bow (+3 pts) and/or
shield (+2 pts). Unit Size: 10+
Special Rules: Light Cavalry are fast cavalry Equipment: Hand weapon and light armour. May have a shield (+1 pt).
May have great weapons (+2 pts), additional hand weapons (+2 pts) or
flails (+1 pt).
SPECIAL UNITS Special Rules: Norse Marauders are subject to frenzy.
OGRES ....................................................................... 30 points per model
Massive, ferocious, resilient and not too bright, Ogres make perfect 0-1 PAYMASTER’S BODYGUARD......................... 8 points per model
mercenaries. Their ability of eating practically anything means that they Only the oldest and most trusted veterans are selected by the Paymaster to
are also easy to maintain form their own bodyguard. These sturdy fighters are handsomely paid and
M WS BS S T W I A Ld that gives them extra motivation to protect the Paymaster with their lives…
Ogre 6 3 2 4 4 3 2 3 7 well, most of the time.
M WS BS S T W I A Ld
Unit Size: 3+
Bodyguard 4 4 3 3 3 1 4 1 8
Equipment: Hand weapon and heavy armour. May have additional hand
Unit Size: 10+
weapon (+4 pts), great weapon (+6 pts). May have a shield (+3 pts).
Special Rules: Ogres cause fear. Equipment: Hand weapon, halberd and heavy armour. May chose to change
halberds with great weapons without any cost. May have a shield (+1 point)
Special Rules: as long as the Paymaster is alive and with the unit, they are
stubborn.
0-1 HALFLINGS ......................................................... 6 points per model
Halflings are not warlike people, but there are a few among them that just
cannot settle in the peaceful land of the Moot. These ‘adventure-loving
weirdoes’, as they are referred to by other Halflings, often decide to band
together and wander the world as hired bowmen.
M WS BS S T W I A Ld
Halfling 4 2 4 2 2 1 5 1 8
Unit Size: 10+
Equipment: Hand weapon and bow. May swap their bows for spears, light
armour and shields. HALFLING HOT POT* ............................................ 50 points per model
Special Rules: Halflings suffer no movement penalties when moving Mercenary Generals know very well that Halfling cooks are an important
through wooded terrain. element in attracting freelance fighters to their army. Another advantage of
hiring such refined chefs is the access to the Hot Pot, a weird catapult-like
Ogre Bulls – Ironguts – Leadbelchers – Maneaters…………………… device that uses a cauldron full of hot soup as a projectile. This improvised
See Ogre Kingdom armybook for equipment, profiles and complete rules. form of artillery is used only in the direst circumstances (persuading a
All those units can carry just a Battle Standard as magical Standard. Halfling to give up his food is not an easy task to accomplish!).
M WS BS S T W I A Ld
Hot Pot - - - - 4 2 - - -
RARE UNITS Crew 4 2 4 2 2 1 5 1 8
CANNONS ................................................................ 85 points per model Unit Size: 1 Hot Pot with 3 Halfling crew.
Since Dogs of War armies are always on the move, they cannot afford to
carry and maintain the massive Great Cannons typical of the Empire. For Equipment: Hand weapon.
this reason, lighter, easy to move, small caliber guns are a treasured Special Rules: Treat as a stone thrower from the rulebook (page 120)
element of many mercenary armies. with the following changes. The Hot Pot has a maximum range of 36".
M WS BS S T W I A Ld Hits are resolved at S3, with no armour save allowed.
Cannons - - - - 7 3 - - - The model under the hole of the template suffers a Strength 6 hit,
Crew 4 3 3 3 3 1 3 1 7 with no armour save allowed, which causes D3 wounds.
Unit Size: 1 cannon with 3 crew.
*you may include up to 2 Halfling Hot Pots as a single Rare choice:
Equipment: Hand weapon.
more, you may include just a single Hot Pot every 1000 full points
Special Rules: See the Warhammer rulebook for details of these weapons. of army.

Tilea.net TEAM hopes you enjoy this ☺


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REGIMENT OF RENOWN
by Alessio Cavatore and Tilea.net TEAM
Welcome to the second part of Dogs of War, a get -you-
by army list for Dogs of War Generals. Alessio
Cavatore and Tilea.net Team will describe the
Regiments of Renown – daring sell-swords, infamous
the world over, who will fight for any army in the
known world…
In this second article I’ve collected all the Equipment. This entry lists the weapons and armour for that
named regiments that we have published in regiment. The value of these items is included in the points
the past. Let’s call them Regiments of value.
Renown (RoR), to distinguish them from the
normal units you can find in the basic Dogs of Special rules. Many troops have special rules which are
War army list (WD 251). Of course you can described in this section.
field these models as normal Dogs of War,
but with the rules included in this article, you now have a Magic Items. Some characters carry magic items and their rules
chance of fielding these special versions of the basic are given here. Note that the player cannot buy new magic items
mercenary troops. Unfortunately we did not have enough for the characters of the Regiments of Renown.
space to include the colorful background that Nigel Stillman If a magic standard it’s carried by a named model, no one can
and other authors have written for these regiments. These get this standard if the bearer fall in battle.
great stories can still be found in the Dogs of War army book There are new Regiment of Renown that you can’t find in the follow
of the fifth edition of Warhammer and in various White Dwarf list! They are:
articles. I am sure that our Mail Order Trolls will be more
than happy to help you find the background you are Mengil Manhaide, is SPECIAL choice for DOW and Dark Elf (all type)
interested in. and can be hired as RARE unit in all other Warhammer armys except
In what respect are they special then? Well, first of all these Bretonnia, High Elf, Wood Elf and Dwarf.
regiments have a name, they have one or more unique Skirmisher-scout unit (released in November 2004)
characters leading them and often have special rules or
equipment that differentiate them from the norm. Malakai Makaisson Goblin Hewer, is a RARE and HERO choice for
All named models in a Regiments of Renown count as Dogs Of War, Empire and Dwarf army and can be hired as RARE unit
characters in the game. These characters cannot leave their in a Slawyer Dwarf army.
unit (unless specified), but they do not use up any of the War Machine (released in July 2004 during Storm of Chaos world champagne)
character slots from the army lists (unless specified). If the
characters have different equipment than the rest of the rank Dark Emissary, is a RARE and HERO choice for a Dogs Of War and
and file, this is clearly listed in the Equipment list. Note that, Dark Elf army.
regardless of their Leadership value, these characters can never Sorcerer (released in 2002 during Albion world champagne)
be an army’s General.
Truthsayer, is a RARE and HERO choice for a Dogs Of War , Dwarf
In some cases, such as the Birdmen of Catrazza or the Giants
and High Elf army.
of Albion, these regiments are absolutely weird and quite
Wizard (released in 2002 during Albion world champagne)
entertaining, and I tried to keep them only as part of the Dogs
of War armies for the sake of game balance.
Fenbeast, is a RARE choice (up to 3 for a rare slot) for army who
REGIMENTS FOR HIRE includes a Dark Emissary or a Truthsayer. The fenbeast must be mount
In the next few pages, you will find all the information you on 40x40 slotta-base.
need to field Regiments of Renown in your Warhammer Monster (released in 2002 during Albion world champagne)
battles.
For Hire. This paragraph states which armies the regiment Witch Hunters are a RARE choice for DOW, Empire, Dwarf, High Elf,
can fight for and its position (Core, Special, Rare) in the Wood Elf, Lizardman.
relevant lists. Heroes (released in 2001/02, see Chronicles 2002)
Points. Each regiment has a basic cost, which includes all the
equipment, characters and their magic items. These cannot be Gotrek Gournisson and Felix Jaegar are rare choice for a Dwarf,
modified in any way. Empire, Dogs of War and Bretonnia (!) army.
Heros (released in 2001/02, see Chronicles 2002)
Profiles. The characteristic profiles for the troops and
characters in each unit are given here.
There are also some Special Characters (you can find the rules in
Unit Sizes. Each entry specifies the minimum size for each Chronicles 2003):
unit. Mydas, Lucrezia Belladonna, Borgio, Ghazak Khan, Lorenzo Lupo.
Heros . No-heroes or lord, with exception of Dogs of war
ones, can join any Regiment of Renown. YOU CAN FIND THOSE CHARCATERS AND ROR IN
TILEA.NET - SPECIAL PART II (we need you to playtest the rules!)
PIRAZZO LOST LEGION o , no they didn ’t look dangerous, more like a bunch of
For Hire: Pirazzo’s Lost Legion can be hired as a
Core Unit in Dogs of War armies.
N rich kids out to show off in their new armour. Very
flashy they were, all gems and silk. We ’ll have a bit of
Alternatively, they can be hired as a Rare fun, we thought. Easy pickings. we thought. Well anyone can
unit in other Warhammer armies, except make a mistake. Poor old Captain Malvino, last mistake he ever
Bretonnia and Vampire Counts. made...
Points: Pirazzo and four crossbowman Overheard in the Pig and Whistle, Marienburg
including Standard Bearer and Musician plus
five pikeman, cost a total of 150 points. This is
the minimum size of unit you can hire. The regiment may be increased
RICCO’S REPUBBLICAN
by adding extra crossbowmen to the first rank at a cost of 9 points each
and extra pikemen to the rear ranks at a cost of 10 points each.
GUARD
M WS BS S T W I A Ld For Hire: Ricco’s Republican Guard can be hired as a Core Unit
Pirazzo 4 5 5 4 4 2 5 3 8 in Dogs of War armies. Alternatively, they can be hired as a
Crossbowman 4 3 3 3 3 1 3 1 7 Rare Unit in other Warhammer armies, except Bretonnia.
Pikeman 4 3 3 3 3 1 3 1 7
Points: ‘Ragged’ Ricco plus nine pikemen, including a Standard
Unit size: 10+ Bearer and Musician, cost a total of 155 points. This is the
Equipment: Pike or crossbow (see special rules below) and heavy minimum size of unit you can hire. The regiment may be
armour. Pirazzo is equipped with a two hand weapon, crossbow enlarged by adding extra Pikemen at a cost of 10 points each.
and heavy armour. M WS BS S T W I A Ld
Ricco 4 5 5 4 4 2 5 3 8
SPECIAL RULES Pikeman 4 4 3 3 3 1 3 1 7
Mixed formation: The first rank of Pirazzo’s unit is always made
up of crossbow-armed figures, all Crossbowmen must be placed in Unit size: 10+
the first rank. The second and following ranks are made up Equipment: Pike and heavy armour. Ricco is equipped with two
entirely of Pikemen. During the game, remove casualties from the hand weapons and heavy armour.
back as normal, it is assumed that pike-armed models step forward
and discard their pikes to pick up the crossbows of the fallen first
rankers. Only when all the pikemen have been killed, can LEOPOLD’S LEOPARD COMPANY
casualties can be taken from the Crossbowmen in the first rank. For Hire: Leopold’s Leopards can be hired as a Core Unit in Dogs of War
armies. Alternatively, they can be hired as a Rare Unit in other
Warhammer armies, except Bretonnia.
The way of Legionary: after any kind of movement (change of
front, reorganization and so on) swap the models armed with Points: Leopold and nine pikemen cost a total of 160 points including
Pike in rear ranks and models with crossbow on the front: this is Standard Bearer and Musician. This is the minimum unit you can hire.
not a movement and represent how a Legionary it’s able to use The regiment may be increased by adding extra models at a cost of 9
both weapons and the training to stay in Mixed formation. points each.
M WS BS S T W I A Ld
Leopold 4 5 5 4 4 2 5 3 8
Pikeman 4 4 3 3 3 1 3 1 7
Unit size: 10+
Equipment: Pike and heavy armour. Leopold is equipped with hand
weapon, pistol and heavy armour.

SPECIAL RULES
Immune to psychology: The troopers of Leopold’s Leopard Company
believe they have to earn salvation in the eyes of the Leopard God of
Luccini. To simulate this faith, Leopold and his men are i mm une to
ps ych o lo gy .

THE ALCATANI FELLOWSHIP


For Hire: The Alcatani Fellowship can be hired as a Core Unit in
Dogs of War armies. Alternatively, they can be hired as a Rare Unit
in other Warhammer armies, except Bretonnia.
Points: Roderigo Delmonte plus nine pikemen, including a
Standard Bearer and Musician, cost a total of 105 points. This is
the minimum size of unit you can hire. The regiment may be
enlarged by adding extra pikemen at a cost of 7 points each.
M WS BS S T W I A Ld
Roderigo 4 4 4 4 3 2 4 2 8
Pikeman 4 2 3 3 3 1 3 1 7
Unit size: 10+
Equipment: Pike and light armour. Roderigo is equipped with
two hand weapons and heavy armour.
VESPERO’S VENDETTA
For Hire: Vespero’s Vendetta can be hired
as a Core Unit in Dogs of War armies.
Alternatively, they can be hired as a Rare
Unit in Empire and all undead armies.
Points: Vespero and four duellists cost a total of
130 points. This is the minimum size of unit
you can hire. The regiment may be enlarged
by adding extra models at a cost of +11 points
each.

M WS BS S T W I A Ld
Vespero 4 6 5 4 4 2 6 3 8
Duellist 4 4 3 3 3 1 4 1 7
Unit size: 5+
Equipment: Two hand weapons, throwing knives and cloaks (see
below).

SPECIAL RULES
Skirmish: Duellists are expert street fighters used to dashing through
the narrow alleys of Tilean cities and fighting as individuals. Vespero’s
Vendetta therefore skirmish as described in the Warhammer rulebook.
AL MUKTAR DESERT DOGS
Cloak & Dagger: The duellists are armed with two hand weapons – a For Hire: Al Muktar’s Desert Dogs can be hired as a Special Unit in
sword and a dagger. Duellists (included Vespero) also carry a cloak Dogs of War armies. Alternatively, they can be hired as a Rare Unit in
which is draped over the dagger arm and used to parry opponent’s other Warhammer armies, except Bretonnia, Khemri and Skaven.
weapon thrusts in hand-to-hand combat. The enemy of the duellists Points: Al Muktar, Sheikh Ahmed Shufti, Ibn the Standard Bearer, a Horn
therefore have a –1 to hit in close combat. Blower and a rider cost a total of 215 points. This is the minimum size of
Precise blow: The duellists are expert to hit the overdraft points of unit you can hire. The regiment may be enlarged by adding extra riders
their enemy, so, if Vespero or Duellists obtain a 6 to wound, no at a cost of 15 points each.
armour save can try by the enemy. Models who are immune to killing M WS BS S T W I A Ld
blow are immune also to Precise blow. Al Muktar 4 5 5 4 4 2 5 3 8
Killing blow: Vespero’s attacks have the Killing Blow rule. Sheik Shufti 4 4 4 4 3 2 4 2 8
Ibn 4 3 3 3 3 1 3 0 7
MAGIC ITEMS Rider 4 3 3 3 3 1 3 1 7
Warhorse 8 3 0 3 3 1 3 1 5
Grimacing Death Mask (Enchanted item)
The mask, which represents the grimacing face of death, is the last thing Unit size: 6+
Vespero’s duelling opponents see before they meet their sudden end. To Equipment: Hand weapon, shield, light armour and warhorse.
represent the scarifying effect of the mask, Vespero causes f e a r in the
enemy. SPECIAL RULES
Light Cavalry: The Desert Dogs are fast raiders and they not use
MARKSMEN OF any type of bard. They are Fast Cavalry

MIRAGLIANO Al Muktar’s protect: No-one can redirect any attack to Ibn if Al Muktar is
already in life.
For Hire: The Marksmen of Miragliano can be hired as a Core Unit in
Dogs of War armies. Alternatively, they can be hired as a Rare Unit in Come from desert: Desert Dogs are very able to hide themselves to
other Warhammer armies, except Bretonnia, Skaven, all the Chaos, all enemy with the light of sun. So, is not possible to declare the “stand
the undead and Orc and Golbin. and shot” reaction against an Al Muktar Desert Dogs charge because
the enemy look they too late to try to shot.
Points: Maximilian and nine Marksmen cost a total of 165 points Chilling yell: If Desert Dogs charge an unit with a smaller US, this unit have
including a Standard Bearer and Musician. This is the minimum size of to pass a panic test: if fail, will flee. Notice that a failed charge can’t let enemy to
regiment you can hire. The regiment may be enlarged by adding extra test panic; unity that are immune to psychology or causes fear or terror just
models at a cost of 11 points each. ignore the Chilling Yell effects.
M WS BS S T W I A Ld
Maximilian 4 5 5 4 4 2 5 3 8 M AG I C IT E MS
Marksmen 4 3 4 3 3 1 4 1 7 The Sheikh carries the Scimitar of Dakisir – heirloom of his tribe. The
Unit size: 10+ Black Banner is carried aloft by blind Ibn the beggar boy, who cannot see
the peril he is in and so is always at the forefront of battle.
Equipment: Hand weapon, light armour and crossbow.
Scimitar of Dakisir (Magic Weapon)
This scimitar is an heirloom of the tribal sheikhs of the Desert Dogs.
It was forged centuries ago in the Kasbah of Dakisir, long ago sacked

Assassination’s a dirty job, and ruined by the Undead. The blade is decorated with magical texts
inlaid in gold. Thanks to his impressive weapon Sheikh Ahmed Shufti
adds + 1 Strength to blows he strikes and +2 Strength for blows struck
but someone’s got in the turn in which he charges.

Black Banner of the Muktarhin (Magic Standard)


to do it! When calculating which side wins the combat, the banner adds +D3 to
the Desert Dog’s score.
Vespero
BRAGANZA’S BESIGERS
For Hire: Braganza’s Besiegers can be hired as a Core Unit in Dogs of War
armies. Alternatively, they can be hired as a Rare Unit in other Warhammer
armies, except Bretonnia, Skaven, all the Undead, all the Chaos.
Points: Braganza and nine Besiegers cost a total of 175 points including
Standard Bearer and Musician. This is the minimum size of unit you can
hire. The regiment may be enlarged by adding e xtra mode ls a t a co st o f
+12 p oints eac h.
M WS BS S T W I A Ld
Braganza 4 5 5 4 4 2 5 3 8
Marksmen 4 3 3 3 3 1 4 1 7
Unit size: 10+ VOLAND’S VENATORS
Equipment: Hand weapon, crossbow, heavy armour and pavise. Luca For Hire: Voland’s Venators can be hired as a Core Unit in Dogs
Braganza is equipped with a hand weapon, crossbow, pistol, pavise and of War armies. Alternatively, they can be hired as a Rare Unit in
hea vy armour. other Warhammer armies, except Bretonnia.
Points: Voland and four Venators cost a total of 195 points including
SPECIAL RULES
a Standard Bearer and Musician. This is the smallest unit you can
Pavise: A pavise is a large shield which each Crossbowman can prop up in hire. The regiment may be enlarged by adding extra models at a cost
fro nt of him. To rep re se nt this, Crossbowme n equipped with pavises have of 25 points each.
an armour save of 5+ both from close c omba t a nd missile a ttacks (note
tha t this is not impro ved in close combat by the combination of hand M WS BS S T W I A Ld
weapon and shield). That’s mean that combine Pavise with heavy armor, Voland 4 5 5 4 4 2 5 3 8
they have a 3+ armor save. Venator 4 4 3 4 3 1 3 1 8
Warhorse 8 3 0 3 3 1 3 1 5
Expert in siege: The Braganza’s Besigers are a veteran of siege-battle, so Unit size: 5+
Borgio hire them everytime he try a siege. They consider every kind of
repair as a light repair during the shoot phase, in addition, before the start Equipment: Hand weapon, spear, heavy armour, shield, barded
of a siege-battle, Besigers can move of 2D6”. warhorse.

BEORG BEARSTRUCK
AND THE BEARMEN OF URSLO
For Hire: Beorg and his Bearmen can be hired as a Special Unit in
Dogs of War armies. Alternatively, they can be hired as a Rare Unit
in other Warhammer armies, except Bretonnia, High Elves, Wood
Elves, Lizardmen and Dwarf.

Points: Beorg and nine Bearmen, including Oerl the Young (the Banner
Bearer) and a Horn Blower, cost a total of 240 points. This is the
minimum size of unit you can hire. The regiment may be enlarged by
adding extra models at a cost of 9 points each.

M WS BS S T W I A Ld
Beorg 4 5 0 5 5 3 3 4 8
Oerl 4 4 3 3 3 1 4 2 7
Bearman 4 4 3 3 3 1 4 1 7
Unit size: 1 0 +
Equipment: Hand weapon, light armour and shield. Beorg is a
were-bear – he wears no armour and fights with his claws and teeth!

SPECIAL RULES
Frenzy: Beorg and his men are subject to the rules for F r e n z y .

MAGIC ITEMS
Bear Fang (Talisman)
This gigantic and ancient yellowed canine tooth is the sacred talisman of
lordship amongst Beorg’s tribe. Beorg wears it about his neck. The
talisman wards off blows that would otherwise harm its wearer, giving
him a Ward save of 4+.
Bear Banner (Magic Standard)
Oerl carries the tribe’s totem into battle – an entire bear skin whose
grizzly head leers out from the top. The skin’s power is immense, driving
the warriors into a fury that is almost impossible to stop. To represent
this, the entire unit receives a +1 to hit bonus in the initial round of each
hand-to-hand combat
OGLAH KHAN’S WOLFBOYZ
For Hire: Oglah Khan’s Wolfboyz can be hired as a Core Unit in Dogs of War
armies. Alternatively, they can be hired as a Rare Unit in other Warhammer
armies, except Bretonnia, Empire, Dwarfs, High Elves and Wood Elves.

Points: Oglah Khan and five Hobgoblin Wolfboyz including the Standard
Bearer and a Horn Blower cost a total of 170 points. This is the minimum
size regiment you can hire. The size of the regiment may be increased at a
cost of +16 points per additional Hobgoblin.

M WS BS S T W I A Ld
Oglah Khan 4 5 4 4 4 2 3 3 7
Hobgoblin 4 3 3 3 3 1 2 1 6
Giant Wolf 9 3 0 3 3 1 3 1 3
Unit size: 6-20
Equipment: Hand weapon, spear, bow, light armour and shield. They ride
Giant Wolves. GOLGFAG’S OGRES
SPECIAL RULES For Hire: Golgfag’s Ogres can be hired as a Special Unit in Dogs of War
and Ogre Kingdom armies. Alternatively, they can be hired as a Rare
Fast Cavalry:
Unit in other Warhammer armies, except Bretonnia, High Elf and
MAGIC ITEMS Wood Elf.

Points: Golgfag and three Ogres, including Skaff the Standard Bearer
Pelt of Wulfag (enchanted item) and a Horn Blower, cost a total of 255 points. This is the minimum unit
When able to pursue a broken enemy, the Wolfboyz must always do it and
you can hire. The size of the regiment may be increased at a cost of 40
they can add +D6 to their pursuit move.
points per additional Ogre
M WS BS S T W I A Ld
LUMPIN CROOP’S Golgfag 6 5 2 5 5 4 3 5 8
Skaff 6 3 2 4 4 3 2 4 7
FIGHTING COCKS Ogre 6 3 2 4 4 3 2 3 7
For Hire: Lumpin Croop’s Fighting Cocks can be hired as a Special Unit Unit size: 4+
in Dogs of War armies. Alternatively, they can be hired as a Rare Unit in
other Warhammer armies, except Bretonnia, Ogre Kingdoms, Orcs and Equipment: Two hand weapons and heavy armour.
Goblin, Chaos and Beast of Chaos.
SPECIAL RULES
Points: Lumpin Croop and five Halflings including Ned (properly Neddly) Fear: Golgfag’s Ogres instill f ea r in their enemies
Hamfist the Standard Bearer and a Horn Blower cost a total of 90 points.
Pierce Armor : Their attacks have the pierce armor bonus
This is the minimum size regiment you can hire. The size of the regiment
may be increased at a cost of +7 points per additional Halfling.
M WS BS S T W I A Ld
LONG DRONG’S
Lumpin Croop
Ned Hamfist
4
4
3
2
5
5
3
2
3
2
2
1
6
5
2
1
9
8
SLAYER PIRATES
For Hire: Long Drong’s Slayer Pirates can be hired as a Special Unit in
Halfling 4 2 4 2 2 1 5 1 8
Dogs of War armies. Alternatively, they can be hired as a Rare Unit in
Unit size: 6-20 Empire, Dwarf and Lizardman armies.
Equipment: Hand weapon and bow. Lumpin Croop is equipped with hand Points: Long Drong Slayer plus nine Dwarf pirates including a
weapon, bow, shield and light armour.
Standard Bearer and Drummer cost a total of 150 points. This is the
SPECIAL RULES minimum unit you can hire. The regiment may be increased at a cost
Skirmish: of 10 points for each additional model.

Scout M WS BS S T W I A Ld
Drong 3 6 4 4 4 2 4 3 10
Pirate 3 4 3 3 4 1 3 1 9
Unit size: 10-30
Ye World Renown
Equipment: Loads of pistols!

HALFLING SPECIAL RULES


Resolute and Relentless: as all Dwarf, the Long Drong’s slayer pirates
flee and pursue 2D6-1” and may march even if there are enemy within 8”
FIGHTING COCKS Unbreakable: Like all Slayers, Long Drong’s Pirates are unbreakable,.
Note that, being Dwarfs before Slayers, they still hate all Greenskins.
Expert Marksmen, Notice that other rules specific of Slayers are not applied to Slayer Pirates

Trachers & Woodsmen. Festooned with Pistols: All the pirates, including Long Drong, gain an
additional Attack because they are fighting with a pistol in each hand.
Baggage train guarding a speciality. Since they are festooned with pistols which they shoot off in a
hurricane of destruction, all of their attacks are considered to be
Ask for Lumpin at the Strength 4 of armour piercing pistol shots. The Pirates carry so many
Sign of the Fat Pig. pistols that they shots with their pistols also in close combat, in each
turn of combat. Notice that even if they shots in close combat, Slayer
Pirates uses normally their own WS characteristic.
BRONZINO’S GALLOPER GUNS
For Hire: Bronzino’s Galloper Guns can be hired as a Rare Unit in
Dogs of War armies. Alternatively, they can be hired as a Rare Unit
in a n Empire or Dwa rf a rmy .
Points: Master Gunner Bronzino and one galloper gun team cost a
total of 150 points. This is the minimum size of unit you can hire.
You may buy extra galloper gun teams at a cost of +100 points per
gun team. Each extra team counts as an extra Rare cho ic e .
M WS BS S T W I A Ld
Bronzino 4 5 4 3 4 2 5 3 8
Warhorse 8 3 0 3 3 1 3 1 5
Crew 4 3 3 3 3 1 3 1 7
Gun 8 - - - 6 2 - - -
Unit size: Each gun has a crew of three, one crewman rides a
wa rhor se .
Equipment: Hand weapon. Bronzino is equipped with a hand
wea pon, p istol, hea vy armour a nd shie ld. He ride s a wa rhor se .

SPECIAL RULES
Cannon Rules
Bronzino’s light guns follow the rules for cannons (the smaller kind) of
the Warhammer rulebook. The following exceptions apply:
Small Calibre: The maximum range of this gun is 24”. The
shots are Strength 5, D3 wounds, no armour save.
Rapid Movement: The galloper gun is harnessed to a warhorse
ridden by one of the gunners. This enables the gun and its
entire crew to move 8" (the remaining crew are assumed to
jump on the harness and hitch a lift).
The galloper guns may march move. If a galloper gun move may shoot
ASARNIL THE DRAGONLORD anyway; if do and get a misfire, the gun have a –1 to misfire-table.
If the galloper gun is charged, the crew may hold or flee. If
For Hire: Asarnil the Dragonlord can be hired as a Rare Unit in Dogs of they flee, the gun is assumed to be limbered up immediately
War armies. Note that he will take up one of your characters slots as without any movement penalty. If the gun and crew are
well as the Rare Unit slot. Alternatively, he can be hired as a Rare Unit caught they are destroyed. If a Galloper Gun flee in re action
(and he will take also an hero choice as well!) only in the following of a charge and pass the next rally, can move as a light
Warhammer armies: High Elve s, Wood Elves, Empire, Lizardmen. cavalry.
Points: Asarnil and his mighty Dragon Deathfang cost a total of 430 Close combat: The crew fight in hand-to-hand combat as normal,
points (110 Asarnil and 320 for Deathfang) the mounted gunner fights as normal from horseback.
Deployment and shoot phase: The guns are deployed as separate
M WS BS S T W I A Ld teams, each gun and its crew operating as an independent unit.
Asarnil 5 7 4 4 3 2 7 4 9 Bronzino must be deployed together with one team, but he can
Deathfang 6 6 0 6 6 6 5 5 8 then ride from one team to another. When he joins a team, he
follows the normal rules for characters joining war machines
Unit size: Massive! (see page 118 of the Warhammer rulebook). Bronzino can
Equipment: Hand weapon, lance, dragon armour and shield. He replace a death crew but if he do he can’t shoot with his pistol.
During the enemy shoot phase, the mounted crew counts on
rides Deathfang, the Dragon. foot and the mounted crew is every time the last kill.
SPECIAL RULES
Asarnil: like all High Elf can repeat any failed test of psychology when BIRDMEN OF CATRAZZA
when fighting against Dark Elf Army and has a Dragon Armour that gives For Hire: Daddallo’s Birdmen of Catrazza can be hired as a Special
a 5+ AS and immunity to all breath attacks and any fire-based attack; Unit in Dogs of War armies. Alternatively, they can be hired as a
always strikes first. Rare Unit in a n Empire army.
Deathfang. Asarnil’s loyal Dragon is a l a r g e t a r g e t , can f l y , causes Points: Daddallo and four Birdmen cost a total of 120 points. This is the
t e r r o r , s c a l y s k i n 3 + , and has a S4 B r e a t h W e a p o n (see the minimum size of unit you can hire. The regiment may be increased
Warhammer rulebook and High Elves armybook for the by adding extra Birdman models at a cost of +16 points eac h.
appropriate rules); an unit that suffering causalities from
M WS BS S T W I A Ld
Dragon’s breath must take and immediate Panic test. In addition, Daddallo 4 4 4 4 3 2 4 2 8
if rolling on the Monster Reaction chart for Deathfang add + 1 to Birdmen 4 3 3 3 3 1 3 1 7
the dice score. If you roll a 6 then you may choose any result you
wish. Unit size: 5-10
Equipment: Hand weapon and light crossbow (count as bows with
MAGIC ITEMS penetration). They use the 25x25 mm slotta-base.
Amulet of Dragonheart (enchanted item)
This amulet was one of the potent artifacts made by Caledor the SPECIAL RULES
Dragontamer for the Elven Dragon Princes. It is said that the Flying unit: Like all units of flyers, the Birdmen can f l y and
gleaming gem hanging around Asarnil’s neck is a stone found at always s k i r m i s h , as described on page 106 of the Warhammer
the heart of a mountain, blessed by Caledor the Dragontamer Rulebook.
himself. The dazzling light of the Amulet of Dragonheart makes Shoot on the Wing: The wings of the Birdmen are flapped by means
the shape of Asarnil and his Dragon appear blurry and vague, as if of stirrups on their feet. This means that they have both hands free to
glanced through a haze. All missile attacks against Asarnil and his load and shoot their crossbows while flying. This in turn means that
Dragon suffer a -1 to hit penalty and all enemy units consider the Birdmen suffer no penalty for shooting on the move unless they
Asarnil to long distance over 8” (even if they have longbow, crossbow mo ve on foo t.
etc.). Asarnil can reroll any scatter-dice that had a SPLAT on himself or
his dragon.
Bologs the stone-luncher: Bologs it the greatest giant of the
GIANTS OF ALBION world, so he has T 6 instead 5, but he is also not too much
For Hire: Hengus and the Giants of Albion can be hired in Dogs of War intelligent, so he is subject to stupidity, and he can lunch a
armies and they count as two Rare Units. No other Warhammer army great stone during the shooting phase as a stone thower.
can hire them, sorry!
When firing with Bologs, treat he exactly as a you would a
Points: Hengus, Cachtorr and Bologs cost a total of 460 points. stone thower, but remember that he can point only an enemy
unit in front of him (he is a monster so he can’t rotate on the
M WS BS S T W I A Ld
place), nominate a target, nominate distance, roll the Artillery
Hengus 4 3 3 3 3 2 3 1 8
dice (and halved it) and scatter dice and determinate where the
Bologs 6 3 3 6 6 5 3 5 7
Catchorr 6 3 3 6 5 5 3 S 10 stone is fall.
Maximum range of Bologs’ stone is 15”. Use the small round
Unit size: Huge! template and solve the hit with Fo4 and penetration (-2 to enemy ST),
Equipment: Both Giants and Hengus are armed with a hand weapon. model under splat receive a Fo5 hit without saving throw who causes D3
wounds, models partially under the template are hit with a 4+ on a D6.
Magic: Hengus the Druid is a level 1 Wizard and always uses the If he obtain a misfire, roll a dice on the following table:
Lore of Beasts or the Truthsayer lore.
1 Bologs has fallen and gets 1 wound to strenght 6
SPECIAL RULES 2 Bologs has fallen
Oggum Staff: Hengus has an Oggum Staff, which is a special kind of 3 Bologs lose the stone and that fall on his head: he gets 1 wound to
magic item made by the Druids of Albion. Not only do the Oggum strenght 6
marks on the staff endow the bearer with power over Giants to make 4 Bologs lungh the stone in a casual direction of 3D6”
them serve him, but they also protect the owner from harm. To 5-6 Bologs has only destroyed the stone when he picks it. No more
represent this, as long as the Giants are within 6" of Hengus, they effects.
became immune to psychology and Hengus isn’t directly target by
missile weapons. In addition, Hengus has a Ward save of 4+.

Independent Models: Hengus, Cachtorr and Bologs are individual


models and move independently, but Cachtorr and Bologs may not join TICHI HUICHI’S RAIDERS
regiments. The enemy is awarded Victory points separately for each For Hire: Tichi-Huichi’s Raiders can be hired as a Special Unit in Dogs
model slain. Hengus is worth 90 points, Bologs is worth 175 points and of War armies. Alternatively, they can be hired as a Rare Unit in other
Catchorr 195 points. Warhammer armies, except Bretonnia, any Chaos, Chaos Dwarfs,
Skaven, Vampire Counts and Khemri, Dark Elves.
Giants of Albion: Catchorr and Bologs are l a r g e t a r g e t s and cause
T e r r o r a n d a r e S t u b b o r n . B o l o g s i t ’ s s t u p i d . Giants treat Points: Tichi-Huichi and four Skink Cold One Riders including a
obstacles like open ground, but are prone to falling. Roll a D6 if they Standard Bearer and Musician cost 190 points. This is the minimum
cross an obstacle or lose a round of combat. If you roll a 1 the Giant has unit you can hire. The regiment may be increased by adding more
fallen and can squash those underneath. Use the Scatter dice to see Skink Cold One Riders at +21 points each.
which direction he falls in, and the model itself as a template. Those
underneath take a single S6 hit which causes D3 wounds. Giants may M WS BS S T W I A Ld
not attack and are hit automatically in hand-to-hand combat whilst on Tichi Huici 6 4 4 4 3 2 5 3 6
the ground. They are automatically killed if they break from combat Great Crested 6 2 3 3 2 1 4 1 5
while on the ground. It takes a Giant one turn to stand up. Giants also Shink
fall over when they die. Horned One 8 3 0 4 4 1 3 1 3
In close combat you must roll a dice each round to determine what the
Giant will do that turn. Against other l a r g e t a r g e t s : on a roll of 1-3
Unit size: 5-20
Giants will Y e l l a n d B a w l (Giant does not attack, but enemy side Equipment: Hand weapons, spears and shields.
automatically loses the fight by 2 and models that have no attacked yet
loses the opportunity in that turn); on the roll of a 4-6 they will SPECIAL RULES
’ E a d b u t t (causes 1 S6 hit with no AS, the enemy lose his attacks for the Cold-Blooded: Skinks are cold-blooded and slow to react to
turn and the following one). Against smaller opponents: Giants will Y e l l
psychology. Roll three dice when testing against Leadership and
a n d Ba wl on the roll of a 1-2, on the roll of a 3-4 they will Ju mp U p an d
D o w n (2D6 S6 hits on unit, randomised like missile fire, but first test to choose the two lowest scores.
fall over – see above and continue to jump up to the end of the combat or Horned One: Horned One is an ancient of the Cold Ones. He Cause
when he fails) and on the roll of a 5-6 they will S wi ng W i t h C l u b (D6 S6 fear, and give their riders +1 to their Armour saves in place of
hits on unit, randomised like missile fire). the usual +2 for Cold Ones’ scaly skin. They are also Fast
Cavalry.
Turn Around with Giants: Bologs and Catchorr will try every time to
protect the owner of Oggumm Staff, Hengus. Best way to do that it’s Blessed by the Old Ones: Tichi-Huichi and his Skink Cold One
to carry the mage in battle without separate from him, picking him Riders enjoy the special favour of the Old Ones. They belong to a
into a pocket or rest on a shoulder. To represent this usage in the portentous spawning, brought forth for a mission devised untold
game, Hengus can starts the battle in slotta-contact with one of the millennia ago, and consequently a mysterious aura of protection
Giants and after every movement phase move Hengus to any point in pervades the regiment. To represent this, hand-to-hand
slotta-contact of that Giant, also if this movement will let Hengus to
opponents will never pursue Tichi-Huichi’s Raiders if they beat
move more than his movement speed. If the giant charges, Henugs can
be positioned to any side not in the combat of the Giants he is them in combat. A strange, tropical fatigue descends on the foe,
turning around with. If Hengus recives a charge while his giant it’s securing Tichi-Huichi’s chance to get away and live to fight
not in combat, align the unit directly to the giant (also if the giant it’s another day.
out of the charge distance) and move Hengus like before. If Hengus
will be charged while his giant it’s already in combat, Hengus must
maintain the position. If they flee, you must to use the Movement of
the giant and move Hengus in slotta-contact as always. During the
shoting phase, Hengus can’t be targeted if his giant it’s still alive. If
his giant falls, Hengus can’t leave him until he is not up again. When
the Giant falls, Hengus will be hitted if he will be under the template.
If the Giant will be automatically destroyed, Henugs will follow his
destiny. Hengus can choice to move from Bologs to Catchorr and
vice-versa like he moves between two differents units or can decide to
act like an indipendant model.
Animosity: Ruglud’s Armoured Orcs test for animosity as
R normal but roll on the table below for its effect. They have to
test up to they are not in a close combat, or they are not flee
U and they have almost 5 models. If you roll 1, they fail the test.
To understand the problem, roll a dice on the following table:
G
L D6 Result
U 1 Let’z zhow them what thez crozzbows can do!
D Ruglud’s Armoured Orcs shoot at the closest unit,
friend of foe. All the models in the unit can fire
without movement penalty at the nearest target in any
direction, ignoring the usual restrictions for line of
I sight and fire arcs – this is an exception to the normal
rules for shooting. The shots are worked out
M immediately, not in the Shooting phase, and the
A models themselves are not moved. The unit cannot do
anything else that turn. If there are no units within
G range, the unit Squabbles instead.
2-6 Squabble.
E The unit can do nothing this turn.
6 Give ‘em ezample!
RUGLUD’S ARMORED ORCS
Filled by the power of the Waaagh! the unity
Captain: Ruglud Bonechewer frantically recharge their own crossbows and shots
Battle-cry: “Gobbos fer dinner! Gobbos fer tea! Gobbos when u want ‘em! versus the closest enemy in line of sight with a -1
Gobbos fer me!” modifier to hit (if there are not, there will be a
Squabble). This extra shot-phase will not have any
For Hire: Ruglud and his Armored Orcs can be hired as Special Unit in kind of effects for the next Ruglud’s phases.
a Dogs of War or Orcs and Goblins army. They can also hired by all
other Warhammer armies, excepts Bretonnia, Dwarf, High Elf and
Wood Elf.

Points: Ruglud, Maggot, a musician and seven armored Orcs cost a total THE CURSED COMPANY
of 165 points. This is the minimum size regiment you can hire. The size
of the regiment may be increased at the cost of 9 points per model.
Captain: Richter Kreugar the Damned
Battle-cry: The battle-cry of Richter Kreugar has long been forgotten by
M WS BS S T W I A Ld
the people of the Old World. The silence of the grave hangs over the
Ruglud 4 5 3 4 5 2 3 3 8
Maggot 4 2 3 3 3 1 2 1 6 Cursed Company as it traverses the land, marching to war accompanied
Armoured Orc 4 3 3 3 4 1 2 1 7 only by the sound of creaking ancient leather and the scrape of rusted
metal.
Unit size: 10+
For Hire: Any Warhammer army other than Bretonnians, Vampire
Equipment: Choppa, crossbow and heavy armour. Counts and Tomb Kings of Khemri may hire the Cursed Company, and
the regiment counts as a Rare Troops choice. (Richter has an eternal
SPECIAL RULES
hatred for those who subjected him to his fate, and so will not fight for
Ignore Greenskin Panic: Ruglud’s Armoured Orcs ignore the Undead.) Dogs of War armies may choose the Cursed Company, in
panic of all greenskin. which case it counts as a Special choice.
Choppa: It’s the standard weapon of all Orcs. An Orc with Points: Richter Kreugar and nine of the Cursed Company including a Standard
Choppa gets +1S during the first round of a close combat. Bearer and Musician cost a total of 245 points. This is the minimum size regiment
you can hire. The size of the regiment may be increased at the cost of 8 points per
Maggot: Maggot the Goblin accompanies Ruglud wherever he model, up to a maximum unit size of 30.
goes, acting as his standard bearer. He has survived countless
battles and is regarded as a lucky mascot. His presence M WS BS S T W I A Ld
encourages the Orcs to fight all the more fiercely so the banner Ritcher 4 4 0 4 5 3 4 3 9
Maggot enthusiastically waves let Ruglud to chose the result of Kreugar
1 or of 6 on the Animosity Table after the first animosity failed Cured 4 2 2 3 3 1 2 1 3
during the battle. Company
Skeletons
In addition to this, Maggot seems to live a charmed life, and as
a result has a 3+ Ward save. He may not accept challenges, for Weapons/Armour: Richter Kreugar is armed with a shield, heavy
he is not in effect a character, just a particularly lucky Goblin. armour, the Dark Gem of the Cursed and his unholy sword, Blight. The
If Maggot dies, the banner is lost with him and no other Orc Skeletons of the Cursed Company are equipped with shields, light
can pick it up. Although Maggot doesn’t carry a crossbow, an armour and hand weapons, and the Standard Bearer carries the
Orc standing behind him can shoot over his head, as if an Orc Banner of Malediction. (Note: Despite the armour that appears on the
were in the front rank. The range is measured normally from individual models within the Cursed Company, it is assumed for the sake
maggot’s base (the Orc behind rests the crossbow on his head). of simplicity that all the models are equipped with light armour.)
Armour Save: 5+ for the Cursed Company Skeletons, 4+ for Richter
Kreugar.
MAGIC ITEMS Independent
The Cursed Company is a completely independently acting unit. Richter
Blight (Magic Weapon) and the Cursed Company will never use the Leadership of the General,
Blight is a darkly powerful blade, centuries old and suffused with even if it is better than his own. Additionally, the Cursed Company
unholy magic. cannot be joined by any characters.
Blight confers +1 Strength to all close combat attacks made by Richter. Hatred
In addition, the weapon has the Killing Blow special rule (see page 112 of Richter Kreugar hates all other Undead. This applies to Richter only.
the Warhammer rulebook).
Undead
Dark Gem of the Cursed (Talisman) The Cursed Company is Undead, and as such the following rules apply to
them:
The Dark Gem of the Cursed glows a blood-red shade that intensifies
when a blow is directed towards Richter, protecting him from harm. Leader
If Richter is killed, the Cursed Company will quickly begin to crumble to
4+ Ward save.
dust. At the end of the phase when Richter is killed, and at the beginning
of each of their turns thereafter, the Cursed Company must take a
The Banner of Malediction (Magic Standard)
Leadership test. If the test is failed, the unit suffers a number of wounds
The sinister banner of the Cursed Company has been carried for
equal to the number they failed the Leadership test by. No saves of any
centuries by various enslaved warriors of Richter. It is a dark parody kind are allowed against these wounds.
of his original, disgraced
mercenary company banner. Break Tests
The Cursed Company cannot be broken. If the Cursed Company is
The Cursed Company suffers one less wound than they normally would beaten in combat, it suffers one extra wound for every point they lost the
when defeated in combat. As an example, if the Cursed Company loses a combat by, with no saves of any kind allowed (remember that with the
combat by 3, they should lose three extra models, but because of the Banner of Malediction, this number is reduced by one).
Banner of Malediction, they lose only two models.
Immune to Psychology
SPECIAL RULES The Cursed Company is Immune to Psychology. The only exception to
“Join us in damnation…” this is that Richter Kreugar hates Undead.
As part of Kreugar’s curse, any foe slain by him or one of his company Charge Reactions
are withered by dark magic, their flesh ageing as if decades had passed The Cursed Company can only react by holding their ground.
in the blink of an eye. The lifeless victim is instantly enslaved to the
will of Richter, rising to accompany him in his eternal curse. Marching
The Cursed Company can march as long as Richter is still alive. If
Richter dies, the Cursed Company cannot make march moves.
If any model within the Cursed Company (including Kreugar himself)
slays a model with only 1 wound on its starting profile, then one Cause Fear
Skeleton is created in its place. Models created in this way are added to The Cursed Company and Richter cause fear.
the Cursed Company, and are armed in the same manner as the
Company. The Victory points value of the unit is unaffected. This rule
counts only for models that are killed in close combat, and not for
models killed in any other way (for example, running down fleeing
troops).

© Copyright Games Workshop Limited 2005


Tilea.net TEAM hopes you enjoy this and will help us to improve ☺
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BONUS – THE 3 WAYS OF OUTLANDS’ DOGS OF WAR
Outland’s Dogs of War it’s considered like a normal Dogs of War amy with those
DOGS OF WAR extra rules:
NOT HUMAN GENERAL: You’ll have to chose your army’s general between an
This page contains extra-rules that can be considered like the next frontier High Elf, a Dark Elf, a Dwarf, an Orc or an Ogre.
of playing Dogs of War. Those rules has not been tested.
MARTIAL LEX: can’t be chosen in your army any troop that your general has
Racial Wariness in.
Unit for Hire: No Vavilla unit can field in any other Warhammer army,
with only exception of Dwarves and Ogres. 1 LORD (MUST BE GENERAL OF YOUR ARMY)
M WS BS S T W I A Ld
DOGS OF WAR ARMY High Elf 5 4 4 3 3 3 4 1 9
Dark Elf 5 8 6 4 3 3 8 4 10
Follow all the rules of Tilea.net. Dwarf 3 7 5 4 5 3 4 4 10
Orc 4 6 3 5 5 3 4 4 9
TILEAN ARMY Ogre 6 6 4 5 5 5 4 5 9
The following units counts as charcaters, core unit, special unit and rare units in a If you can, your Lord can acquire an heavy-spear (6) or an heavy weapon (6) or an
Tilean army. halberd (6), or an additional weapon (4), a shield (2), an heavy armour (6) o light (3),
Elven Steed or Wolf (15) barded (3). A crossbow (12), a repeater crossbow (12) or an
LORDS Leader of Fortune* heavy bow (12) or gun (10).
Hireling Wizard Lord*
HEROES Mercenary Captain* BESTIARY M WS BS S T W I A Ld
Hireling Wizard* Elven Steed 9 3 0 3 3 1 4 1 5
0-1 Paymaster* / *** Wolf 9 3 0 3 3 1 4 1 3
CORE 1+ Pikeman Wywern* 4 5 0 6 5 5 3 3 6
*Special Rules: fly, terror, poisoned attacks, Scaly skin (4+)
Crossbowman
Duelists LORDS Leader of Fortune
Light Cavalry Hireling Wizard Lord
SPECIALS Heavy Cavalry HEROES Mercenary Captain
0-1 Dwarves Hireling Wizard
0-1 Norse Marauders 1 Paymaster
0-1 Halflings CORE 1+ Pikemen
Crossbowman
0-2 Regiment of Renown (humans)
Dwarves (if the General is Dwarf)
0-1 Paymaster’s bodygyard** 1-2 Ogre (if the General is Ogre)
RARE Cannon 0-1 Paymaster’s Bodyguard
0-1 Halfling Hot Pot SPECIALS Heavy Cavalry
0-1 Regiment of Renown (others) Duelists
Light Cavalry
* If you chose a Mercenary General and his i also the army’s general, Dwarves
you can chose to not include a Paymaster. If you don’t have any Ogres
Mercenary General in your list, you must include at least 1 Mercenary Norse Maraurder
Captain. 0-1 Halflings
RARE Cannon
** Paymaster’s Bodyguard can’t be chosen if Paymaster it’s not Halfling Hot Pot
in the army. REGOLE SPECIALI:
Special rules changes with the Army’s General of Outland DOW army. Outland’s
generals can chose Reputations and Magic items like a Mercenary General; High Elf
*** Can’t buy any Paymaster’s Rewards. indeed like an Hireling Wizard Lord

HIGH ELF (225 p): It’s a Wizard of 3rd level, can be promoted up to 4th
Consider as Human Regiment of Renown troops like Pirazzo, level for 35 p. Can use any of the Lore of Basic Warhammer Rulebook with the
Braganza, Beorg etc. exception of Shadow and Death. Can chose an Elven Steed that can be barded and can
chose an heavy bow. At the beginning of battle, chose one of your troops: this troop
will get Magic Resistance (1) until High Elf stay alive.
All the others (mainly formed by dwarves, elves, halflings, greenskins DARK ELF (140 p): can chose an heavy weapon or an halaberd or an additional
etc.) are not considered as “humans” so they are considered as “others”. weapon, can carry a shield and an heavy armor or light armor, can chose an Elven
Notice that you can’t acquire any Truthsayer, Dark Emissary, Fenbeast, Steed that can be barded, more can carry a repeater crossbow. He wears a Sea Dragon
neither the Cursed Company or Gotrek and Felix. This rules substitute Cloack (see Dark Elf rulebook). His Ld can be used up to 15”-
single rules of each Regiment of Renown. DWARF (120 p): Wears a Gromgil’s armor (4+) that can combine with a shield or
can swap with a magic one. Can chose a pistol or a crossbow and up to 2 Enchanted
SPECIAL RULES: Items. Hates all the greenskins. He pursues of 2D6-1 (his unit will suffer of this rule
PRINCIPATE’S GUARD: The unit within is you general it’s with him). Unit he is in adds +1 to any Combat Resolution.
stubborn. ORC (120 p): He has a Choppa (see Orcs and Goblin rulebook) can chose to wear an
heavy armor or a light armour, a shield, an additional Choppa (4), an heavy weapon or
UP WITH PIKES!: Pikemen doesn’t suffer any discipline test an heavy spear.. Can raid a wolf that can be barded or a Wyvern (200 p). The unit he is
caused by Heavy Cavalry or Duelists. in ignore the panic generated by troops with US less than 10.
OGRE (195 p): has an heavy armour, a gun and an heavy weapon that can be chose to
substitute with an additional weapon. All his attacks have the rules “piercing armor”.
Causes Fear. When he charges he causes 1D3 impact hits at S4 (with piercing armor).
He can’t use Raw Runed Dwarven Armor neither any kind of shield.
Unit he is in adds +1 WS.
CREDITS, VERSION AND DISCLAIMER
CREDITS NOTES, COPYRIGHT, DISCLAIMER
A SPECIAL THANKS to Games Workshop for one of This file it’s NOT OFFICIAL. Games Workshop it’s free to use partially
the best army ever released and to Alessio Cavatore for writing the or fully this file for any reason and any usage. This file wants just to
official 6th Dogs of War list and all the Game Designers who wrote promote the Hobby of Games Workshop, focusing on the army of Dogs of
and will write a Regiment of Renown! War of the game Warhammer Fantasy Battle.
Thanks to the Perry-brothers for the excellent sculpturing job of the
Dog of War’s minis. Il presente file è creato e distribuito senza scopo di lucro, è completamente
NON ufficiale ed in nessun modo approvato dalla Games Workshop. E’
Tilea.net thanks GamesWorkshop Italy to support and help with inoltre inteso che questo file, in qualunque momento per qualunque
motivo, sia disponibile, utilizzabile, modificabile, pubblicabile per qualsiasi
discliamer
scopo, in qualsiasi forma e con qualsiasi mezzo conosciuto o non ancora
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Longino and Franz who helped in the difficult translation job! Attack, Epic, il logo Games Workshop, Games Workshop, il logo GW, il
logo GW Flame, Genestealer, Slottabase, Space·Fleet, Space Hulk, Space
Tilea.net Team 2008 it’s formed by Pker868, Thorsen and Shadownet Marine, Talisman, Tyranid, Warhammer and Warmaster. Marauder e` un
marchio registrato della Marauder Miniatures Ltd. Usato con permesso.
We also want to regards all the opponents who, with an infinite Adepta Sororitas, Adeptus Astartes, Adeptus Mechanicus, Aekold
patience, have tested with use the new rules. Helbrass, Amon ÕChakai, Arbaal, Archaon, Archon, Aspect Warrior,
Avatar, Azazel, Banna Waver, Battlefleet Gothic, Black Library, Blood
The Tilea.net team thanks all the board-user who daily write, support, Angels, Blood Dragon, Bloodletter, Bloodthirster, Cadian, Catachan,
playtest the Official Note. Celestian, Champions of Chaos, Codex, Count Mordrek, Culexus,
Daemonette, Dark Eldar, Dark Reaper, Death Zone, Dechala, Digga,
We hope you’ll have the same fun we have when we play, paint and Digganob, Drachon, Dregmek Blitzkart, Egrimm van Horstmann, Eversor,
only look the Dog’s of War miniatures. Exarch, Eye of Terror, Falcon, Farseer, Fire Dragon, Fire Prism, Flesh
Hound, Gargant, Gobbo, Golden Demon, Gorkamorka, Gorthor, Great
Unclean One, Gretchin, Grey Knight, Grot, Dogs of War, Haemonculus,
TILEA.NET OFFICIAL RULES Head Honcho, Hellion, Hunter Slayer, Immolator, Incubi, Inferno,
Journal, Keeper of Secrets, Khazrak the One Eye, Khorne, Knights of the
White Wolf, Knights Panther, Legion of the Damned, Leman Russ,
VERSION 1.7 -7th edition- Lichemaster, Lord of Change, Madboy, Mandrake, Man OÕ War,
Marauder, Mekboy, Melkhior, Mordheim, Mordian, Necromunda,
RELEASED: 4-DEC-2008 Necrarch, Necron, Nob, Nurgle, Nurgling, Obliterator, Ogryn, Old
World, Ork, Painboy, Plaguebearer, Plague Fleet, Predator, Psyker, Raider,
Raptor, Ratling, Ravager, Ravenwing, Rebel Grot, Red Gobbo, Scourge,
• LAST MODIFIES: Scyla, Sea of Blood, Sentinel, Servitor, Skaven, Slaanesh, Slann, Snot,
• Points of Groups of Command Snotling, Space Wolves, Spanner, Squat, Squig, Striking Scorpion,
• Points of Miragliano, Wolf Boyz, Voland, Tichi Huici, Ruglud, Succubus, Swooping Hawk, Sybarite, Tallarn, Tears of Isha, Terminator,
Cursed Company, Captain, Birdman of Catrazza Troll Slayer, Tzeentch, Ultramarines, Valhalla, Valnir the Reaper, Vyper,
• Correct an error on Tichi Huici Walach, Warhammer Quest, Weirdboy, White Dwarf, the White Dwarf
figure, World Eaters, Wraithlord, Wych, Yoof and Zoanthrope. La
boccetta di colore Citadel e registrata in Gran Bretagna, disegno registrato
TRANSLATOR AND ADAPTERS NEEDED! No. 2073130. Il dado deviazione ha disegno registrato No. 2017484. e tutti
i nomi riportati nel file sono marchi registrati della Games Workshop
We are looking for 1 or 2 English Adapters (to correct Limited. Usati senza permesso. No challenge to their status is
the translation of this version into a good language and intended.
to make rules formally-corrected in accordance with
located Warhammer version). Le immagini e le foto di questo file sono tutte di proprietà della Games
Workshop ed usate senza permesso.
Il file è stato creato prendendo spunto dalla lista dei Mastini della Guerra e
We are also looking for 1 or 2 Translator and 1 or 2 delle Compagnie di Ventura che trovi sul libro
Adapters for Español and François “Warhammer – Cronache 2004”, un supplemento per Warhammer il gioco
delle battaglie fantasy, edito da Games Workshop nel 2003. Codice ISBN 1-
84154-425-6 per l’Italia. Tutti i diritti di questo libro sono riservati,
HAVE YOU PLAYED THIS ? copyright Games Workshop Ltd 2000-2003. E’ inoltre stato utilizzato parte
JOIN US AND HAVE FUN! del materiale di White Dwarf Magazine #251 (edizione UK) edito e
FOR HIRE! distribuito da Games Workshop. Tutto è stato usato senza permesso.
http://www.tilea.net
Official Rules can be found on official website of Games Workshop
http://www.tilea.org www.gamesworkshop.com
Disclaimer Games Workshop

Qui di seguito potete trovare informazioni sui Copyrights e sui Marchi Registrati della Games Workshop.

POLITICA GAMES WORKSHOP SULLA PROPRIETA` INTELLETTUALE

Contenuti

1. Introduzione

2. La Politica

3. Che effetto ha su di te

4. Infrazioni

5. Licenze

6. Come contattarci
1. Introduzione
Qui di seguito puoi trovare le linee guida su come comportarsi per utilizzare Proprieta` Intellettuali della GW. Tuttavia se dovessero
sussistere ulteriori dubbi, non esitare a contattarci come descritto al punto 7.

Piu` in specifico questo documento definisce la nostra politica sull'uso non autorizzato e senza licenza delle nostre immagini e marchi
registrati protetti da copyright da parte di fans dei nostri prodotti, come parte del loro hobby, non per fini commerciali. I principali
destinatari sono coloro che vogliano scambiare notizie, informazioni, regole "fatte in casa" e cosi` via attraverso Internet in generale e la
world-wide web in particolare. Questi principi valgono anche per altre attivita` hobbistiche, per esempio fanzine.

Cosa significa PI?


PI e` la sigla per "Proprieta` Intellettuale". Si chiama intellettuale (in contrapposizione con tangibile/fisica) poiche` concerne creazioni e
concetti provenienti dall'intelletto, che non puoi fisicamente toccare. Si chiama inoltre proprieta` poiche` puo` essere venduta o ceduta da
una persona ad un'altra - proprio come qualsiasi altra proprieta`. Per esempio se scolpisco un modello, posso vendere l'oggetto fisico a
qualcuno pur mantenedo sempre il diritto di riprodurre quello stesso modello quante volte voglio (copyright).
Per i fini di questo documento, ci siamo interessati in particolar modo a due aspetti della proprieta` intellettuale - il copyright (il diritto di
copiare un lavoro). Ed i marchi registrati - i nomi, i distintivi, i loghi ed i simboli usati per distinguere i prodotti di una ditta da quelli di
un'altra.

La parte Legale (ovvero "Perche` ci serve una politica sulla PI?)


La ragione per cui e` necessaria una politica sulla PI e` molto semplice. La legge che governa la proprieta` intellettuale e` formulata in modo
da obbligarci a pattugliare e proteggere i nostri diritti, o rischiamo di perderli.
L'uso non autorizzato della proprieta` intellettuale di qualcuno (sia esso fatto da un individuo che da una societa`) e` disonesto e contro la
legge. E` considerato in parole povere, furto.

Oltre vent'anni di duro lavoro e enormi somme di denaro sono state investite per creare il nostro immaginario, sviluppare i nostri giochi,
costruire e promuovere l'hobby in tutto il mondo e produrre le piu` belle miniature che possiamo. Siamo fieri delle nostre creazioni e
comprensibilmente protettivi dei nostri diritti, e non siamo pronti a lasciare altri beneficiare in modo ingiusto dal risultato dei nostri sforzi,
nello stesso modo in cui voi non vorreste che qualcuno abbia la possibilita` di prendere cio` che vuole dalla vostra casa. E` per questo che
preverremo qualsiasi uso non autorizzato della nostra PI, se necessario per vie legali.

La nostra linea di pensiero


La maggior parte dei dipendenti Games Workshop sono hobbisti. E come tutti gli altri hobbisti sparsi per il mondo ci piace parlare del
nostro hobby… in eterno. Percio` capiamo benissimo i desideri simili ai nostri, di altri hobbisti. Infatti si puo` dire che il parlare di una
partita giocata, di che armate collezioni di come hai completamente devastato l'armata del caos barbina del tuo amico, ecc. e` uno degli
aspetti piu` entusiasmanti dell'hobby.

Siamo continuamente positivamente stupiti dall'alta qualita` di alcune attivita` legate ai nostri prodotti in cui talvolta ci imbattiamo, siano
esse fanzine, siti Web, modelli autocostruiti, animazioni o artwork o … la lista e` infinita, ma sapete cosa intendiamo. Ci riempie d'orgoglio
lavorare in un hobby cosi` fantastico. Pensiamo she sia una cosa stupenda che cosi` tante persone dedichino tali energie a progetti ispirati dai
nostri giochi e dalle nostre immagini. Tale entusiasmo merita lode e incoraggiamento, non censura.

Cosa c'entra la politica di PI con questo discorso?


Uno degli obbiettivi di questo documento e` di fornire delle linee guida su cosa puoi e cosa non poui fare con i marchi registrati ed i
copyright della Games Workshop. Seguili attentamente e non avrai problemi - tu decidi quello che puoi fare e noi manteniamo la nostra`
proprieta` intellettuale. Ma se hai qualsiasi dubbio, contattaci!

Molto Importante:
Anche se segui tutte le linee guida, non possiamo garantire di non obbiettare a parte o a tutto il tuo Sito Web, fanzine, organizzazione di
giochi di ruolo dal vivo, MUD o altro. Ci riserviamo il diritto in qualunque caso di prendere provvedimenti in qualsiasi momento senza
preavviso.
Siccome e` impossibile formulare un insieme di linee guida che copra tutte le eventualita` e circostanze, abbiamo piu` semplicemente
cercato di spieghiare cosa infrange i nostri diritti e cosa invece e ammesso, di conseguenza ti mostriamo cosa ci farebbe muovere
provvedimenti e cosa no.

Ti invitiamo a controllare questo documento periodicamente (una volta al mese, per esempio) per tener traccia di eventuali cambiamenti.
Circostanze e leggi cambiano, e noi dobbiamo cambiare le nostre politiche di conseguenza. Come sempre, se non sei sicuro di alcuni
cambiamenti, contattaci.

Torna ai Contenuti
2. La Politica
I soli a poter utilizzare i marchi registrati (trade marks) della Games Workshop (siano essi registrati o meno) i materiali protetti da copyright
(illustrazioni, icone, testo da libri, ecc.) sono: (i) Le compagnie della Games Workshop e (ii) licenziatari che operano con formale contratto.

(Vedi la sezione 4 qui sotto, per i dettagli di come cio` influenza voi)

Se vuoi, puoi aggiungere un po' di colore al tuo sito includendo foto di modelli nostri dipinti, scannerizzati da te o presi dal White Dwarf o
da nostri giochi. Questo e` permesso, ma se le prendi da prodotti GW devi: (i) non usarne troppi, (ii) non usarli per promuovere o
pubblicizzare qualsiasi attivita` commerciale (in modo diretto o indiretto), (iii) non usarli in modo da portare detrimento e (iv) dargli i crediti
appropriati (vedi la sezione 4 qui sotto).

Torna ai Contenuti
3. Che effetto ha su di te
Marchi Registrati

Non puoi usare i nostri marchi registrati per identificare direttamente il tuo sito, p.e. "La Home Page di Space Hulk". Questo diritto e`
riservato solo alle compagnie GW e ai licenzatari ufficiali.

Cio` non vuol dire che non puoi usare i nostri marchi per parlare del nostro prodotto, significa semplicemente che devi chiarire al di la` di
qualsiasi dubbio qual'e` il motivo per cui li stai utilizzando, p.e. "Purifica e Brucia - la mia pagina Web dedicata al gioco della Games
Workshop Space Hulk", qusta dicitura va bene poiche` stai utilizzando un nostro marchio semplicemente per descrivere di cosa tratta il tuo
sito e perche` identifica noi come i produttori del gioco.

Se utilizzi questo formato, puoi sostituire le parole "Space Hulk" e "Games Workshop" con gli appropriati loghi che non devono essere
alterati in nessun modo (p.e. troncati, schiacciati, ricolorati, ecc.).

Puoi anche utilizzare i nostri loghi per dare piu` colore al tuo sito (non solo nella pagina iniziale) ma devi comunque usarli nel loro formato
originale e farli in hypertext solo per linkarle ad altre pagine del vostro sito.

Se usi marchi registrati/loghi come descritto qui sopra, devi assicurarti di (i) chiarire molto bene che il tuo sito e` NON ufficiale ed in nessun
modo connesso con la Games Workshop (vedi Un'altra nota molto importante piu` sotto) e (ii) includere un apposito disconoscimento sul
tuo sito rendendo molto chiaro che:- " (lista di marchi registrati) sono marchi registrati della Games Workshop Limited. Usati senza
permesso. No challenge to their status is intended".
Per evitare confusione i nostri marchi registrati sono:

Armageddon, Blood Bowl, Chivalry, Citadel, the Citadel logo, Dark Angels, Dark Future, Deathwing, Dungeonquest, 'Eavy Metal, Eldar,
Eldar Attack, Epic, il logo Games Workshop, Games Workshop, il logo GW, il logo GW Flame, Genestealer, Slottabase, Space·Fleet, Space
Hulk, Space Marine, Talisman, Tyranid, Warhammer and Warmaster. Marauder e` un marchio registrato della Marauder Miniatures Ltd.
Usato con permesso.
Nota: Non c'e` una registrazione separata per Warhammer 40,000 - non ne necessitiamo. Secondo le leggi sui marchi registrati, i numeri non
sono distintivi - aggiungendo alcune cifre ad un marchio registrato esistente non crea un nuovo marchio.

Alcuni dei nostri marchi piu` comunemente usati sono:


Adepta Sororitas, Adeptus Astartes, Adeptus Mechanicus, Aekold Helbrass, Amon ÕChakai, Arbaal, Archaon, Archon, Aspect Warrior, Avatar, Azazel, Banna Waver,
Battlefleet Gothic, Black Library, Blood Angels, Blood Dragon, Bloodletter, Bloodthirster, Cadian, Catachan, Celestian, Champions of Chaos, Codex, Count Mordrek,
Culexus, Daemonette, Dark Eldar, Dark Reaper, Death Zone, Dechala, Digga, Digganob, Drachon, Dregmek Blitzkart, Egrimm van Horstmann, Eversor, Exarch, Eye of
Terror, Falcon, Farseer, Fire Dragon, Fire Prism, Flesh Hound, Gargant, Gobbo, Golden Demon, Gorkamorka, Gorthor, Great Unclean One, Gretchin, Grey Knight, Grot,
Haemonculus, Head Honcho, Hellion, Hunter Slayer, Immolator, Incubi, Inferno, Journal, Keeper of Secrets, Khazrak the One Eye, Khorne, Knights of the White Wolf,
Knights Panther, Legion of the Damned, Leman Russ, Lichemaster, Lord of Change, Madboy, Mandrake, Man OÕ War, Marauder, Mekboy, Melkhior, Mordheim, Mordian,
Necromunda, Necrarch, Necron, Nob, Nurgle, Nurgling, Obliterator, Ogryn, Old World, Ork, Painboy, Plaguebearer, Plague Fleet, Predator, Psyker, Raider, Raptor, Ratling,
Ravager, Ravenwing, Rebel Grot, Red Gobbo, Scourge, Scyla, Sea of Blood, Sentinel, Servitor, Skaven, Slaanesh, Slann, Snot, Snotling, Space Wolves, Spanner, Squat, Squig,
Striking Scorpion, Succubus, Swooping Hawk, Sybarite, Tallarn, Tears of Isha, Terminator, Troll Slayer, Tzeentch, Ultramarines, Valhalla, Valnir the Reaper, Vyper, Walach,
Warhammer Quest, Weirdboy, White Dwarf, the White Dwarf figure, World Eaters, Wraithlord, Wych, Yoof and Zoanthrope. La boccetta di colore Citadel e registrata in Gran
Bretagna, disegno registrato No. 2073130. Il dado deviazione ha disegno registrato No. 2017484. Per una piu` completa e aggiornata lista di marchi registrati controlla l'ultimo
numero della nostra rivista White Dwarf.

Non c'e` bisogno di inserire nella lista la traduzione dei vari marchi poiche` e` inclusa nella registrazione dei marchi in inglese.

Foto di modelli dipinti


Usale solo nel loro formato originale (non alterato) e aggiungici l'apposita dichiarazione di copyright.

p.e. " © Copyright Games Workshop Limited 20** "

L'anno deve essere quello in cui la foto e` stata pubblicata la prima volta. Se non sei sicuro quale sia, metti l'anno corrente.

Un'altra Nota Importante:-

Devi rendere assolutamente chiaro che il tuo Sito Web e qualsiasi materiale in esso contenuto e` completamente NON ufficiale ed in nessun
modo approvato dalla Games Workshop. Questo deve essere ovvio sia dall'aspetto del vostro sito (p.e. non avere un enorme logo Games
Workshop sulla pagina principale che la fa sembrare simile ad una nostra pagina principale!) e includendo una nota ben visibile dove si
esprime senza dubbi quasto concetto, per esempio, "Questo sito web e` completamente NON ufficiale e in nessun modo appoggiato dalla
Games Workshop Limited".

Se il vostro sito potrebbe essere confuso all'apparenza con uno creato dalla Games Workshop, dovete avvertire tutti che non e` affiliato o
connesso con la GW in nessun modo.

Torna ai Contenuti
4. Infrazioni
E` un'errata credenza generale che se si usa il diritto di copyright di qualcuno senza il suo permesso, non si puo` avere guai ammesso che lo
si usi solo per uso personale (non commerciale).

Cio` semplicemente non e` vero.

Secondo le leggi sul copyright, non si distingue la differenza tra l'effettuare millioni di copie non autorizzate per un enorme profitto e
l'effettuare una sola copia per uso personale - ambedue sono infrazioni alla legge che possono essere bloccate dalle corti di giustizia. L'unica
differenza e` che chi guadagna illecitamente del profitto da queste azioni sara` tenuto ad un risarcimento danni. E in casi estremi una
sentenza puo` obbligare a ulteriori danni aggiuntivi e/o addirittura a sanzioni penali.

Games Workshop e` la ditta produttrice di wargames e miniature piu` grande al mondo. Siamo giunti a questi livelli dopo 20 anni di duro
lavoro e d enormi investimenti che ci hanno portato a creare giochi evocativi e miniature ai piu` alti livelli di qualita`.

In un mercato libero come il nostro, chiunque abbia il tempo, la voglia e le risorse monetarie per cominciare dove abbiamo cominciato noi,
ha il diritto di farlo. Accogliamo positivamente tale "competizione legale" - infatti non la considereriamo nemmeno come competizione,
poiche` aiuta a diffondere il nostro stesso hobby.

Tuttavia, tristemente, ci sono pochi individui senza scrupoli che cercano di trovare scorciatoie per il successo, copiando il design dei nostri
giochi e dei nostri modelli e profittando illecitamente dal lavoro che cosi` duramente abbiamo fatto in questi anni.
Vogliamo percio` che sia completamente chiaro che la Games Workshop non tollerera` in nessun caso l'uso non autorizzato di propri marchi
registrati, materiali con copyright o qualsiasi altro uso NON autorizzato della propria Proprieta` Intellettuale e che cerchera` sempre di
perseguire chi infrange questi diritti con il massimo delle pene civili e/o penali che la legge prevede.

Cosa fare se ti imbatti in miniature false

Raduna la piu` grande quantita` di informazioni prima di contattarci - dove le hai viste, chi le vendeva, dove vengono stampate, ecc. Se puoi,
compra un campione rappresentativo CON UNA RICEVUTA. Ti rimborseremo rimpiazzando il falso con un pezzo vero (soggetto a
disponibilita`). Ci sono dettagli su come contattarci alla fine di questo documento.

Torna ai Contenuti
5. Licenze
Al momento abbiamo licenze in atto con un numero di ditte, le quali producono una vasta gamma di prodotti legati al nostro universo (p.e.
Talisman, il gioco di ruolo Martelli da Guerra, svariati giochi per computer).

Le licenze ci permettono di tenere in vita giochi che altrimenti non potrebbero piu` esistere e in piu` ci permettono di esplorare e sviluppare
gli universi dei nostri giochi in un modo non possibile attraverso simulazioni di battaglie. Per esempio in un gioco per computer sei in grado
di sentire le urla degli orchi mentre caricano per andare in battaglia.

Se hai delle idee brillanti su qualcosa che vuoi produrre, usando il nostro immaginario, ed hai un adeguato supporto finanziario per farle
divenire realta`, ci piacerebbe moltissimo che ci contattassi. La persona con cui parlare e` il nostro Projects Manager, Jon Gillard.

Torna ai Contenuti
6. Come Contattarci
Se hai domande su qualsiasi punto trattato su questo documento, vuoi ottenere informazioni su una potenziale infrazione o sei interessato ad
ottenere una licenza da noi, contattaci presso:

Intellectual Property Department,


Games Workshop Limited,
Willow Road,
Lenton,
Nottingham,
NG7 2WS
UK

Tel: 0115 916 8000


Fax: 0115 916 8008
E-mail: Games Workshop Legal Department

Per qualsiasi altro chiarimento o per un intermediario italiano, contatta la Games Workshop Italia:

Games Workshop Italia,


Via dei Settemetri 11/E
Morena
Roma
00118
Italy

Tel: 06/45211300
Fax: 06/45211313
e-mail: Games Workshop Italy
COPYRIGHTS E MARCHI REGISTRATI
COPYRIGHTS
Tutti i loghi, gli artwork e le immagini contenute in questo sito sono state prodotte da dipendenti Games Workshop o da artisti esterni
appositamente retribuiti. Il copyright dei loghi, degli artwork e delle immagini rappresentate su questo sito e tutte le immagini contenutevi
sono di esclusiva proprietà della Games Workshop Limited. © Copyright Games Workshop Limited 2003-2005. Tutto il materiale presente
nel White Dwarf e` © Copyright Games Workshop Limited 2003-2005. Tutti I diritti riservati.
MARCHI COMMERCIALI
40k, Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest,
Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel,
Citadel Device, Cityfight, City of the Damned, Codex, Daemonhunters, Dark Angels, Darkblade, Dark Eldar, Dark Future, Dawn of War,
the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the
Fanatic II logo, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon,
Gorkamorka, Great Unclean One, GW, GWI, The GWI logo, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the
Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khemri, Khorne, the Khorne device, Kroot, Lord of
Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, the
Nurgle device, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, the Slaanesh device, Space Hulk,
Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of
Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, the Tzeentch device, Ultramarines, Warhammer, Warhammer Historical,
Warhammer Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated
marks, names, races, race insignia, characters, vehicles, locations illustrations and images from the Blood Bowl game, the Warhammer
world, the Talisaman world, and the Warhammer 40,000 universe sono sia ®, TM e/o © Games Workshop Ltd 2000-2005, registrati in UK
atutte le altre nazioni del mondo. Tutti i diritti riservati.

The Legal Team


Games Workshop PLC
Willow Road, Lenton,
Nottingham
NG7 2WS
UK

TERMINI D'USO
Ti preghiamo di leggere questi Termini d'Uso molto attentamente. Usando questo sito approvi automaticamente ai nostri termini d'uso. Se
non approvi qualche parte o tutto questo documento, allora ti preghiamo di non usare questo Sito. La Games Workshop ("GW") si riserva il
diritto, a propria discrezione, di modificare, alterare e/o aggiornare questi Termini d'Uso in qualsiasi momento, e l'uso del sito dopo le
modifiche, alterazioni, aggiornamenti implica la completa accettazione anche di quest'ultime.
PROPRIETA` INTELLETTUALE
Citadel, il logo Citadel, 'Eavy Metal, Games Workshop, il logo Games Workshop, Space Marine, Warhammer, Warmaster e tutti gli altri
marchi registrati che appaiono su questo sito (a meno che non sia indicato il contrario) sono marchi registrati della Games Workshop Ltd.

Questo sito e tutti gli argomementi trattati, l'artwork e le immagini in esso contenute sono di esclusiva proprieta` della Games Workshop
Ltd. © 2001 Games Workshop Ltd, (tranne i marchi della sezione su Il Signore degli Anelli ™).

Tutto il materiale contenuto in questo sito, inclusi e non limitato a immagini, artwork, testo, audio clips, video clips sotto proprieta` e
controllodalla GW, a meno che non sia espressamente indicato, e non puo` essere copiato, riprodotto, ripubblicato, caricato, inviato,
trasmesso o distribuito in qualsiasi forma o modalita`. La modifica di questi materiali per qualsiasi scopo e` una violazione dei diritti della
GW. Ai fini di questi termini d'uso, l'uso di talei materiali su qualsiasi altro sito Web e` proibito a meno che non sia espressamente indIcato.

LINK CON ALTRI SITI


La GW fornisce link per altri siti del World Wide Web. Poiche` la GW non ha nessun controllo su questi siti, non puo` essere in nessun caso
essere tenuta responsabile per la disponibilita`, per i contenuti, per eventuali pubblicita`, per prodotti o per altro materiale reso disponibile o
contenuto in tali siti. I link a questi siti sono forniti solo per vostra convenienza, e l'accesso e` vostro rischi e pericolo. Inoltre La GW non
puo` essere ritenuta responsabile, direttamente o indirettamente, per qualsiasi danno o perdita, causate da o in connessione con, l'uso o
l'affidabilita` di qualsiasi contenuto , merce, servizi o altro disponibile su tali siti.
MATERIALE INVIATO (SUBMISSIONS)
Qualsiasi nota, messaggio, posta su billboard, idea, suggerimento, concetto o altro inviato al sito della GW, diverra` automaticamente di
proprieta` della GW in tutto il mondo e la GW avra` la disponibilita` di usare tale materiali per qualsiasi motivo per sempre, in qualsiasi
forma e con qualsiasi mezzo conosciuto o non ancora creato. Quando invii materiale al sito della GW, autorizzi automaticamente la GW a
pubblicare tale materiale per qualsiasi scopo, come definito sopra, inclusi scopi promozionali o pubblicitari. L'invio di materiale implica la
tua totale rinuncia a qualsiasi diritto morale e non su tale materiale. Questo e` l'unico modo in cui possiamo avere una copertura legale. Se
per qualsiasi motivo questa politica non ti aggrada, non inviare nessun tipo di materiale sul nostro sito.

La GW non e` in nessun modo responsabile per materiale inviato da utenti sui nostri forums. Concordi di NON usare questo sito per:

1. Pubblicare, inviare, distribuire o disseminare in qualsiasi altro modo contenuti che possono essere considerati o che sono
oltraggiosi, diffamatori, osceni, pornografici, abusivi, molesti, illegali che invadono la privacy o che ledano la proprieta`
intellettuale di qualsiasi persona o entita`;

2. Minacciare, molestare, perseguitare altri o causare in qualsiasi altro modo disagio o attenzione non voluta in altri;

3. Inviare file contenenti virus o altri dati corrotti;

4. Ingaggiare qualsiasi atto illecito o usare questo sito in modo contrario alle leggi o ai regolamenti;

5. Promuovere o incoraggiare qualsiasi attivita` illegale;

6. Interferire con la disponibilita` del sito ad altri utenti;

7. Trasmettere pubblicita` o messaggi promozionali, catene di S. Antonio, schemi a piramide o usare in qualsiasi altro modo questo
sito per uso commerciale;

8. Impersonare un'altra persona o personale del sito, modificare senza permesso o violare I Termini d'uso di questo sito.

Tu concordi nel risarcire la GW ed i suoi direttori, impiegati, agenti, distributori ed affiliati verso e da richieste di risarcimento, pretese,
costi, spese incluse ragionevoli spese legali, ingiunzioni fatte da terzi, risultanti da contravvenzioni tue ai precedenti accordi,
rappresentazioni e garanzie.
DISCLAIMER
THE MATERIALS ON THIS SITE ARE PROVIDED "AS IS" AND WITHOUT WARRANTIES OF ANY KIND EITHER EXPRESS OR
IMPLIED. TO THE FULLEST EXTENT PERMISSIBLE PURSUANT TO APPLICABLE LAW GW DISCLAIMS ALL WARRANTIES,
EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
FOR A PARTICULAR PURPOSE. GW DOES NOT WARRANT THAT THE FUNCTIONS CONTAINED IN THE MATERIALS WILL
BE UNINTERRUPTED OR ERROR FREE, THAT DEFECTS WILL BE CORRECTED, OR THAT GW'S WEB SITES OR THE
SERVER THAT MAKES THEM AVAILABLE ARE FREE OF VIRUSES OR OTHER HARMFUL COMPONENTS. GW DOES NOT
WARRANT OR MAKE REPRESENTATIONS REGARDING THE USE OR RESULTS OF THE USE OF THE MATERIALS IN THIS
SITE IN TERMS OF THEIR QUALITY, ADEQUACY, CORRECTNESS, ACCURACY, RELIABILITY OR OTHERWISE.
LIMITAZIONE DI RESPONSABILITA`
Tu conocordi a risarcire la GW per qualsiasi richiesta danni, pretesa, perdita o causa di azione derivante dall'invio non autorizzato di
materiale sul sito o dalla contravvenzione a questi termini d'uso. In nessun caso, incluso ma non limitato a negligenza, la GW sara`
responsabile per qualsiasi danno speciale o conseguente, derivante dall'uso, o dall'inabilita` d'uso, del materiale su questo sito.
TERMINAZIONI
Tu concordi che la GW, a sua completa discrezione, puo` terminare qualsiasi contatto (o parte di) ufficiale (account) che tu possa avere con
la GW e puo` rimuovere o cancellare tutto o parte del tuo contatto ufficiale o qualsiasi invio da te fatto, in qualsiasi momento senza bisogno
di uno specifico motivo. La GW inoltre si riserva il diritto di terminare la fornitura del sito games-workshop.com site, o di qualsiasi sua
parte, con o senza preavviso. Tu concordi che qualsiasi terminazione del tuo accesso al sito o di qualsiasi tuo contatto (o parte di) puo`
divenire in essere in qualsiasi momento senza preavviso, e concordi inoltre che la GW non sara` in nessun modo responsabile verso te o
verso terzi per questa terminazione.
GIURISDIZIONE
Questo accordo e` governato da leggi Inglesi, e le corti di giustizia inglesi saranno il luogo designato per sistemare qualsiasi disputa che
potrebbe nascere al di fuori o in connessione con questo accordo.
Tuttavia la GW si riserva il diritto di mettere in essere procedimenti legali nella piazza che ritiene piu` adeguata. Se qualsiasi punto su
questo accordo verra` ritenuto illegale, interamente o in parte, allora quel punto sara` tagliato da questo accordo e non affliggera` in nessun
modo la validita` degli altri punti di questo accordo.

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