Professional Documents
Culture Documents
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:
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.
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 .
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.
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!
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+.
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).
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
creato dalla Games Workshop.
This file is the result of a great and passionately team job.
The starter Tilea.net lineup (Pker868, Thorsen, Raven, The Jawa, Armageddon, Blood Bowl, Chivalry, Citadel, the Citadel logo, Dark
Vraneth, Gotrek, Gelidalama) wants to do a special regards to Angels, Dark Future, Deathwing, Dungeonquest, 'Eavy Metal, Eldar, Eldar
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.
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.
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.
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.
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.
Non c'e` bisogno di inserire nella lista la traduzione dei vari marchi poiche` e` inclusa nella registrazione dei marchi in inglese.
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.
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).
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.
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:
Per qualsiasi altro chiarimento o per un intermediario italiano, contatta la Games Workshop Italia:
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.
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.
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;
4. Ingaggiare qualsiasi atto illecito o usare questo sito in modo contrario alle leggi o ai regolamenti;
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.