21
Changelog 2/23 Changed ‘Cavalry Auxiliary’ to ‘Jinete’ to reflect a more contemporary term for light cavalry. Changed names of hero characters for better army character. Added Scorpion bolt throwers Added Eeza Ugezods Mother Crushers and Knights of the Cleansing Flame 11/29 Added panic check to paymaster death. 11/28 Removed paymaster rules from non-human heroes Added mandatory rules to paymasters bodyguard Added Mydas the Mean to the special characters Dogs of War Special Rules Pikes: Fight in 2 extra ranks Use 2 hands Always Strikes first in the first round of combat Magic: A dogs of war wizard can use any school of magic in the core rulebook unless otherwise specified Regiments of Renown: All regiments of renown are unique units, only 1 may be taken per army. The leader of the unit is referred to as the Mercenary Captain and they take the place of a unit champion. While they are alive, the regiment will not use the leadership of any other character which joins it. They may still benefit from the generals Inspiring Presence as normal. The mercenary captain and any named models are treated as named characters except for wound and hit allocation. In these instances treat all named models as a standard bearer, musician, or champion. All Regiments of Renown, unless otherwise noted, are treated as core units in a Dogs of War army. Paymaster: The paymaster is treated as a battle standard bearer. If the paymaster is ever removed as a casualty or flees the battlefield, then the entire army must take a panic test. In addition, if the paymaster is ever removed as a casualty (but not if they fled from the table) then the entire dogs of war army will hate all models in the enemy army. Unfortunately, because there is no banner, a paymaster cannot take a magic banner. Will fight for anyone: Dogs of War are mercenaries and opportunists. In battles using the alignment rules on page 139 in the core rulebook, dogs of war forces are non-aligned forces. In Addition, Regiments of Renown may be taken as rare units, but only alongside armies listed in their “will fight for… “ section. Full plate: Some particularly rich mercenaries use fully encasing steel armor. Full plate provides a 4+ armor save which can be improved by additional armor as normal.

Changelog Dogs of War

Embed Size (px)

Citation preview

Changelog 2/23 Changed ‘Cavalry Auxiliary’ to ‘Jinete’ to reflect a more contemporary term for light cavalry. Changed names of hero characters for better army character. Added Scorpion bolt throwers Added Eeza Ugezods Mother Crushers and Knights of the Cleansing Flame 11/29 Added panic check to paymaster death. 11/28 Removed paymaster rules from non-human heroes Added mandatory rules to paymasters bodyguard Added Mydas the Mean to the special characters Dogs of War Special Rules Pikes: Fight in 2 extra ranks Use 2 hands Always Strikes first in the first round of combat Magic: A dogs of war wizard can use any school of magic in the core rulebook unless otherwise specified Regiments of Renown: All regiments of renown are unique units, only 1 may be taken per army. The leader of the unit is referred to as the Mercenary Captain and they take the place of a unit champion. While they are alive, the

regiment will not use the leadership of any other character which joins it. They may still benefit from the generals Inspiring Presence as normal. The mercenary captain and any named models are treated as named characters except for wound and hit allocation. In these instances treat all named models as a standard bearer, musician, or champion. All Regiments of Renown, unless otherwise noted, are treated as core units in a Dogs of War army. Paymaster: The paymaster is treated as a battle standard bearer. If the paymaster is ever removed as a casualty or flees the battlefield, then the entire army must take a panic test. In addition, if the paymaster is ever removed as a casualty (but not if they fled from the table) then the entire dogs of war army will hate all models in the enemy army. Unfortunately, because there is no banner, a paymaster cannot take a magic banner. Will fight for anyone: Dogs of War are mercenaries and opportunists. In battles using the alignment rules on page 139 in the core rulebook, dogs of war forces are non-aligned forces. In Addition, Regiments of Renown may be taken as rare units, but only alongside armies listed in their “will fight for… “ section. Full plate: Some particularly rich mercenaries use fully encasing steel armor. Full plate provides a 4+ armor save which can be improved by additional armor as normal.

Been There, Done That: Mercenaries spend their entire short lives improving and learning their warcraft. Mercenary characters with this rule use the rules of the same name on page 42 of Warhammer Armies: Ogre Kingdoms Many Races, One Banner: Mercenaries hail from many realms, races and ideologies. Often this will be represented by special rules not found in the core rule book. These special rules will be identified by name, army book, and page number they can be found in. Any FAQ’s, Errata, or other interactions regarding the rule in the original army book should apply to the dogs of war listing as well. Lords Venture Captain 95 points

M WS BS S T W I A Ld

4 6 6 4 4 3 6 4 9

Equipment: hand weapon, heavy armor Special Rules: Been there, done that Options May be armed with a flail, great weapon, halberd, additional hand weapon, or lance (if mounted) for 6 points May be armed with a crossbow, longbow, or a brace of pistols for 10 points May be equipped with a shield for 3 points May upgrade their heavy armor to full plate for 5 points

May be mounted on a pegasus for 50 points or a warhorse for 15 points. If on a warhorse, it may have barding for 6 points May be equipped with magic items up to 100 points Mercenary Wizard Master 165 points

M WS BS S T W I A Ld

4 3 3 3 4 3 3 1 8

Equipment: hand weapon Magic: level 3 mage, may use any of the eight Battle Magic lores Options: May be upgraded to a level 4 wizard for 35 points May be armed with a flail, great weapon, halberd, additional hand weapon, or lance (if mounted) for 3 points May be armed with a crossbow, longbow, or a brace of pistols for 10 points May be mounted on a pegasus for 50 points or a warhorse for 15 points. If on a warhorse, it may have barding for 6 points May be equipped with magic items up to 100 points Heroes Mercenary Lieutenant 55 points

M WS BS S T W I A Ld

4 5 5 4 4 2 5 3 8

Equipment: hand weapon, heavy armor Special Rules: Been there, done that Options May be armed with a flail, great weapon, halberd, additional hand weapon, or lance (if mounted) for 4 points May be armed with a crossbow, longbow, or a brace of pistols for 8 points May be equipped with a shield for 2 points May upgrade their heavy armor to full plate for 4 points May be mounted on a pegasus for 50 points or a warhorse for 10 points. If on a warhorse, it may have barding for 4 points May be equipped with magic items up to 50 points May be upgraded to the army Paymaster for +25 points Mercenary Wizard 65 points

M WS BS S T W I A Ld

4 3 3 3 4 3 3 1 8

Equipment: hand weapon Magic: level 1 mage, may use any of the eight Battle Magic lores Options: May be upgraded to a level 2 wizard for 35 points May be armed with a flail, great weapon, halberd, additional hand weapon, or lance (if mounted) for 2 points May be armed with a crossbow, longbow, or a brace of pistols for 6 points

May be mounted on a pegasus for 50 points or a warhorse for 10 points. If on a warhorse, it may have barding for 4 points May be equipped with magic items up to 50 points Elf Wanderer 70 points

M WS BS S T W I A Ld

5 6 6 4 3 2 7 3 9

Equipment: hand weapon, light armor Special Rules: Been there, done that; Always Strikes First Options: May be armed with a great weapon, halberd, additional hand weapon, or lance (if mounted) for 4 points May be armed with a longbow for 10 points May be equipped with a shield for 2 points May upgrade their light armor to heavy armor for 4 points May be mounted on a pegasus for 50 points or a warhorse for 10 points. If on a warhorse, it may have barding for 4 points May be equipped with magic items up to 50 points May be upgraded to a level 1 wizard for +35 points. If this is done they lose their light armor and cannot wear any mundane or magical armor.

Dwarf Treasure Hunter 65 points

M WS BS S T W I A Ld

3 6 4 4 5 2 3 3 10

Equipment: hand weapon, heavy armor Special Rules: Been there, done that; Relentless, Resolute, Shieldwall (see Warhammer Armies: Dwarves page 32) Begrudging warrior: Despite their high leadership, dwarves are unlikely leaders of mercenary armies. You are not obligated to nominate a dwarf hero as the army general, even if they have the highest leadership in the army. Options: May be armed with a, great weapon or additional hand weapon for 4 points May be armed with a crossbow or a brace of pistols for 10 points May be equipped with a shield for 2 points May upgrade their heavy armor to full plate for 8 points May be equipped with magic items or a single non-master runic item (see Warhammer Armies: Dwarves page 59) up to 50 points 0-1 Ogre Gourmand 110 points

M WS BS S T W I A Ld

6 5 3 5 5 4 3 4 8

Equipment: hand weapon, light armor

Special Rules: Been there, done that; Fear; Ogre Charge ( Warhammer Armie: Ogre Kingdoms page 32) Options May be armed with a flail, great weapon, halberd, or additional hand weapon, for 10 points May be armed with a brace of pistols for 10 points May be equipped with a shield for 4 points May upgrade their light armor to heavy armor for 4 points May be equipped with magic items up to 50 points Core Units Mercenary company 5 ppm Unit size: 10+

M WS BS S T W I A Ld

Veteran 4 4 4 3 3 1 3 2 7

Mercenary 4 3 3 3 3 1 3 1 7

Equipment: Hand weapon, Light Armor Options: May take 1 of the following: Pikes +2 ppm, additional hand weapon +1 ppm, spear +1 ppm, great weapons +3 ppm, halberds +2 ppm, bow +1 ppm, crossbow +3 ppm May upgrade to heavy armor +1 ppm, may take a shield +1 ppm

May upgrade 1 model to a veteran, 1 model to a musician, and 1 model to a standard bearer for +10 ppm Jinete 10 ppm 5+ models

M WS BS S T W I A Ld

Point 4 3 3 3 3 1 3 2 7

Rider 4 3 3 3 3 1 3 1 7

warhorse 8 3 0 3 3 1 3 1 5

Equipment: Hand weapon, warhorse Special Rules:Fast Cavalry Options: May take bows, javelins, crossbows or pistols +2 ppm; May take spears or additional hand weapons +1 ppm, may take shields and/or light armor +1 ppm May upgrade 1 model to a Point Rider, 1 model to a standard bearer or 1 model to a musician for +10 ppm Halflings 6 ppm Unit size: 10+

M WS BS S T W I A Ld

Glutton 4 2 4 2 2 1 5 2 8

Halfling 4 2 4 2 2 1 5 1 8

Equipment: Hand weapon, Bow Special Rules: Forest strider Options: May swap their bows for spears, shields, and light armor. May upgrade 1 model to a glutton, 1 model to a musician, and 1 model to a standard bearer for +10 ppm Special Units

Duellists 6 ppm Unit size: 5+

M WS BS S T W I A Ld

Veteran 4 4 3 3 3 1 3 2 7

Duellist 4 4 3 3 3 1 3 1 7

Equipment: hand weapon Options: May take 1 of the following: additional hand weapon +1 ppm, Throwing weapons +1 ppm, pistol +3 ppm, halberds +2 ppm, bow +1 ppm, crossbow +3 ppm May take light armor +1 ppm, may take a shield +1 ppm May upgrade 1 model to a veteran, 1 model to a musician, and 1 model to a standard bearer for +10 ppm Special rules: Skirmishers, Vanguard Cataphracts 16 ppm 5+ models

M WS BS S T W I A Ld

Vanguard 4 3 3 3 3 1 3 2 8

Cataphract 4 3 3 3 3 1 3 1 8

warhorse 8 3 0 3 3 1 3 1 5

Equipment: Hand weapon, barded warhorse, heavy armor Options: May take lances +2 ppm, spears or additional hand weapons +1 ppm, may take shields +1 ppm, may upgrade their heavy armor to full plate for +2 ppm May upgrade 1 model to a Vanguard, 1 model to a standard bearer or 1 model to a musician for +10 ppm Elven Wanderers 8 ppm

Unit size: 10+ M WS BS S T W I A Ld

Pathfinder 4 4 4 3 3 1 5 2 8

Elf 4 4 4 3 3 1 5 1 8

Equipment: Hand weapon Options: May take 1 of the following: additional hand weapon +1 ppm, spear +1 ppm, great weapons +3 ppm, halberds +2 ppm, longbow +1 ppm, May upgrade to heavy armor +3 ppm, light armor +1ppm, may take a shield +1 ppm May upgrade 1 model to a pathfinder, 1 model to a musician, and 1 model to a standard bearer for +10 ppm Special Rules: Always Strikes First Dwarf Enclave 8 ppm Unit size: 10+

M WS BS S T W I A Ld

Clanhead 3 4 4 3 4 1 3 2 9

Dwarf 3 4 3 3 4 1 3 1 9

Equipment: Hand weapon, Heavy armor Options: May take 1 of the following: additional hand weapon +1 ppm, spear +1 ppm, great weapons +3 ppm, crossbow +3 ppm, May take a shield +1 ppm May upgrade 1 model to a clanhead, 1 model to a musician, and 1 model to a standard bearer for +10 ppm 0-1 Paymasters Bodyguard 6 ppm Unit size: 10+

M WS BS S T W I A Ld

Bouncer 4 4 3 4 3 1 3 2 7

Bodyguard 4 4 3 3 3 1 3 1 7

Equipment: Hand weapon, Light Armor, Halberd Special rules: This unit MUST be joined by the army paymaster, and is stubborn as long as he is alive. Options: May upgrade to heavy armor +1 ppm, may take a shield +1 ppm May upgrade 1 model to a bouncer, 1 model to a musician, and 1 model to a standard bearer for +10 ppm Rare Units Ogres 35 ppm Unit size: 3+

M WS BS S T W I A Ld

Brute 6 3 3 4 4 3 2 4 7

Ogre 6 3 3 4 4 3 2 3 7

Equipment: Hand weapon Options: May take: additional hand weapon +2 ppm, great weapons +3 ppm, halberds +2 ppm May upgrade to heavy armor +3 ppm, light armor +1ppm, may take a shield +1 ppm May upgrade 1 model to a brute, 1 model to a musician, and 1 model to a standard bearer for +10 ppm Cannon 120 points Cannon and 3 crew

M WS BS S T W I A Ld

Cannon - - - - 7 3 - - -

Crew 4 3 3 3 3 1 3 1 7

Equipment: Hand weapon Special Rules: Cannon Hot Pot Catapult 60 points Cannon and 3 halfling crew

M WS BS S T W I A Ld

Hot Pot - - - - 7 3 - - -

Halfling 4 3 3 3 3 1 3 1 7

Equipment: Hand weapon Special rules: stone thrower, flaming attacks (hot pot only)

range strength Sp

hot-pot 36 3(6) Multiple wds (d3)

Armour saves cannot be taken against wounds from a hot pot catapult Scorpion 65 points Cannon and 2 crew

M WS BS S T W I A Ld

Bolt Thrower

- - - - 7 2 - - -

Crew 4 3 3 3 3 1 3 1 7

Equipment: Hand weapon Special Rules: Bolt Thrower Regiments of Renown The Alcatani Fellowship 85 points

Rodrigo, a musician, standard bearer and 7 pikemen Will fight for: all armies except Skaven

M WS BS S T W I A Ld

Rodrigo 4 4 4 4 3 2 4 2 8

Pikeman 4 2 2 3 3 1 3 1 7

Equipment: Pike, Hand weapon, Light Armor; Rodrigo is equipped with heavy armor and 2 hand weapons. Options: May add additional pikemen for 5 points per model Leopold’s Leopard Company 150 points Leopold, a musician, standard bearer and 7 pikemen Will fight for: all armies except Skaven

M WS BS S T W I A Ld

Leopold 4 5 5 4 4 2 5 3 8

Pikeman 4 3 3 3 3 1 3 1 7

Equipment: Pike, Hand weapon, Heavy armor; Leopold is equipped with heavy armor a hand weapon and a pistol. Special Rules: Immune to psychology Options: May add additional pikemen for 8 points per model Pirazzo’s Lost Legion 150 points Pirazzo, a musician, standard bearer and 7 Legionnaires Will fight for: all armies except Skaven M WS BS S T W I A Ld

Leopold 4 5 5 4 4 2 5 3 8

Legionnaire 4 3 3 3 3 1 3 1 7

Equipment: Pikes and crossbows, Hand weapon, Light armor; Pirazzo is equipped with heavy armor, 2 hand weapons and a crossbow. Options: May add additional Legionnaires for 8 points per model Ricco’s Republican Guard 165 points Ragged Ricco, a musician, standard bearer and 7 pikemen Will fight for: all armies except Skaven

M WS BS S T W I A Ld

Ricco 4 5 5 4 4 2 5 3 8

Pikeman 4 4 3 3 3 1 3 1 7

Equipment: Pike, Hand weapon, Full Plate armor; Ricco is equipped with 2 hand weapons and full plate armor. Options: May add additional pikemen for 9 points per model Vespero’s Vendetta 125 points Vespero and 4 duellists Will fight for: all armies except Skaven

M WS BS S T W I A Ld

Vespero 4 6 5 4 4 2 5 3 8

Duellists 4 4 4 3 3 1 4 1 7

Equipment:2 hand weapons and throwing knives; Vespero is equipped with the Death Mask as well.

Special Rules: Skirmish, Armor Piercing, Killing Blow, Cloak and Dagger: The cloaks carried by the duellists grant them a 6+ armor save and a 6+ parry in close combat as if using a hand weapon and shield Magic Items: Grimacing Death Mask: Magic armor. The death mask improves the armor save of the wearer by 1. In addition the wearer causes fear and grants +1 to combat resolution of any combat they are involved in while still alive. Options: May add additional duellists for 11 points per model Marksmen of Miragliano 180 points Leopold, a musician, standard bearer and 7 marksmen Will fight for: all armies except Skaven

M WS BS S T W I A Ld

Maximilian 4 5 5 4 4 2 5 3 8

Marksman 4 3 4 3 3 1 3 1 7

Equipment: Hand Weapon, Light Armor and Crossbow; Special Rules: Sniper (Maximilian only) Options: May add additional Marksmen for 10 points per model Al Muktar’s Desert Dogs 190 points Al Muktar, Shiekh Shufti(a champion) a musician, Blind Ibn( the standard bearer), and 2 riders Will fight for: all armies

M WS BS S T W I A Ld

Al Muktar 4 5 5 4 4 2 5 3 8

Shufti 4 4 4 4 3 2 3 2 8

Blind Ibn 4 1 0 3 3 1 3 1 7

Rider 4 3 3 3 3 1 3 1 7

Warhorse 8 3 0 3 3 1 3 1 5

Equipment: Shield, Light Armor, Warhorse, Hand Weapon; Shiekh Shufti is equipped with the Scimitar of Dakisir, Blind Ibn carries the Black Banner for the Muktarhin Special Rules: Fast Cavalry, Ambush, Options: May add additional riders for 12 points per model Magic Items: Scimitar of Dakisir: Magic weapon. This weapon adds +1 to the strength of the bearer or +2 to strength on a turn the bearer charges Black Banner of the Muktarhin Magic Standard. This banner adds +d3 to the combat resolution of the unit (in addition to the bonus provided normally) Braganza’s Besiegers 180 points Luca Braganza, a musician, standard bearer and 7 besiegers Will fight for: all armies except Skaven

M WS BS S T W I A Ld

Braganza 4 5 5 4 4 2 5 3 8

Besieger 4 3 3 3 3 1 3 1 7

Equipment: Crossbow, Heavy armor, Pavisse; Braganza also carries a pistol Special Rules: Pavisses: these large shields provide an addition +2 to the armor save of the wielder against ranged attacks and magic missiles. They provide no benefit in close combat. Options: May add additional besiegers for 10 points per model Voland’s Venators 215 points Voland, a musician, standard bearer and 2 venators Will fight for: all armies except Skaven

M WS BS S T W I A Ld

Voland 4 5 5 4 4 2 5 3 8

Venator 4 4 3 4 3 1 3 1 7

warhorse 8 3 0 3 3 1 3 1 5

Equipment: lance, Hand weapon, Full Plate Armor, Shield, barded warhorse Special Rules: Immune to psychology Options: May add additional venators for 26 points per model Beorg the Bearstruck and the Bearmen of Urslo 240 points Beorg, a musician, Oerl the Young(the standard bearer), and 7 bearmen Will fight for: all armies

M WS BS S T W I A Ld

Beorg 4 5 0 5 5 3 4 4 8

Oerl 4 4 3 4 3 1 4 2 7

Bearman 4 4 3 4 3 1 4 1 7

Equipment: Light armor, Shields, Hand weapons; Beorg carries the Bear Fang Talisman and Oerl the young carries the Bear Skin Banner Special Rules: Frenzy Options: May add additional Bearmen for 10 points per model Magic Items: Bear Fang Talisman: Magic Talisman. This item grants the bearer a 4+ ward save Bear Skin Pelt: Magic Banner. This banner grants the unit a +1 to hit in the first round it participates in any close combat. Oglah Khan’s Wolf Boys 180 points Oglah Khan, a musician, standard bearer and 2 hobgoblins Will fight for: all armies except Dwarves

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

War wolf 9 3 0 3 3 1 3 1 3

Equipment: light armor, war wolf, spear and bow. Oglah wears the Pelt of Wulfag Special Rules: Fast Cavalry, Animosity (Warhammer Armies: Orcs and Goblins page 32) Steppe Riders: This unit does not suffer the penalty for moving and shooting Options: May add additional hobgoblins for 15 points per model Magic Items

Pelt of Wulfag: Enchanted Item. If this unit wins combat, it MUST pursue and adds an additional d6 to the distance moved. Lumpin Croop’s Fighting Cocks 90 points Croop, a musican, Neddly Hamfist(the standard bearer) and 2 halflings Will fight for: all armies except Skaven

M WS BS S T W I A Ld

Croop 4 3 5 3 3 2 6 3 9

Ned 4 2 5 2 2 1 5 1 8

halfling 8 2 4 2 2 1 5 1 8

Equipment: Hand weapon and bow, Croop carries a shield and wears light armor as well Special Rules: Skirmishers, Scouts, forest strider Options: May add additional halflings for 7 points per model Golgfags Maneaters 420 points Golgfag, a musician, Skaff(the standard bearer) and 1 maneater Will fight for: all armies

M WS BS S T W I A Ld

Golgfag 6 5 4 5 5 4 4 5 8

Skaff 6 4 3 5 4 3 3 4 7

Maneater 6 4 3 5 4 3 3 3 5

Equipment: 2 hand weapons and heavy armor.

Special Rules: Fear, Ogre Charge (Warhammer Armie: Ogre Kingdoms page 32), Stubborn, Vanguard, The Most Famous Ogre in the World: Use the rules for Golgfag in his unit entry (Warhammer Armies: Ogre Kingdoms page 57) Options: May add additional maneaters for 50 points per model Long Drong’s Slayer Pirates 195 points Long Drong, a musician, Standard bearer and 7 pirates Will fight for: all armies except Skaven, Orcs and Goblins

M WS BS S T W I A Ld

Long Drong

3 6 4 4 5 2 3 3 10

pirate 3 4 3 3 4 1 2 1 8

Equipment: Loads and Loads of pistols! (brace of dwarf crafted pistols [warhammer armies: dwarves page 33]) Special Rules: Unbreakable, Hate Orcs and Goblins, Relentless, Resolute, and Shieldwall (see Warhammer Armies: Dwarves page 32), Deathblow and Slayer (Warhammer Armies: Dwarves page 44) Loads of pistols: all attacks from this unit are strength 4 armor piercing attacks, effects which modify their base strength do not affect these attacks. Dwarf Rum: Enemy units engaged with this unit suffer a -1 to hit. Units immune to psychology are immune to this effect. Options: May add additional pirates for 12 points per model to a maximum of 30 models Bronzino’s Galloper Guns 140 points

Bronzino, 1 gun and 3 crew Will fight for: all armies except Skaven

M WS BS S T W I A Ld

Bronzino 4 5 5 4 4 2 5 3 8

Galloper Gun

8 - - - 6 3 - - -

Crew 4 3 3 3 3 1 3 1 7

warhorse 8 3 3 3 3 1 3 1 5

Equipment: Hand weapon, Bronzino wears heavy armor and rides a warhorse Special Rules: Small Calibre: The galloper guns are fired as cannons but with the following changes: Range: 24’ Str 7 d3 wounds, no armor save The gun may not fire grapeshot Rapid movement: Galloper guns may fire after moving or may march (and not shoot). Finally, if charge, the gun may choose to flee or hold. Stand Back Sir (Bronzino): If Bronzino is within 3 inches of a friendly Galloper gun, he gets a 4+ “look out sir!” save. Options: May add an additional gun and crew for +90 points. These war machines act separately from bronzino and other guns and is an independent unit. Arsanil the Dragonlord 510 points Arsanil and his green dragon Deathfang Will fight for: all armies except Dark Elves

M WS BS S T W I A Ld

Arsanil 5 7 7 4 3 3 7 4 9

Deathfang 6 6 6 6 6 6 3 5 8

Equipment: lance, Hand weapon, Dragon Armor (Warhammer armies: high elves page 36), Shield, Amulet of Dragonheart Special Rules: Arsanil: Always Strikes First Deathfang: Breath weapon (str 4, flaming attacks), 4+ scaly skin, fly, large target Magic Items Amulet of Dragonheart Enchanted Item. All Missile attacks against Arsanil and Deathfang suffer -1 to hit. In addition templates hitting the model will only hit on a roll of 4+ (other models under the template are still hit as normal) Birdmen of Catrazza 120 points Daddallo and 4 birdmen Will fight for: all armies except Skaven

M WS BS S T W I A Ld

Dadallo 4 5 5 4 3 2 5 2 8

Birdman 4 3 4 3 3 1 3 1 7

Equipment: crossbows and 2 hand weapons Special Rules: skirmish, fly, vanguard Shoot on the Wing: This unit does not suffer any penalties for moving and shooting Options: May add additional birdmen for 15 points per model Giants of Albion 500 points Hengus the Druid, Bologs, and Cachtorr

M WS BS S T W I A Ld

Hengus 4 3 3 3 3 2 3 1 8

Bologs 6 3 3 6 5 6 3 S 6

Cachtorr 6 3 3 6 5 6 3 S 6

Equipment: Hengus: hand weapon and Oggum staff Giants: hand weapons Magic: Hengus is a level 1 wizard who uses the lore of beasts The Giants of Albion are Rare choices in a Dogs of War Army Special Rules: Bologs and Cachtorr use the rules for giants (Storm of Magic page 104 and 105) but use the profiles listed here. Independent models: Each model is counted as an independent unit and will grant victory points separately. Hengus is worth 100 and the brothers are worth 200 respectively. If within 3 inches of either giant, Hengus gains the benefits of the “look out sir” rule as if the models were the same type and Hengus were in a unit of 5 or more models. Big Names: Bologs and Cachtor are not Characters Magic Items: Oggum Staff Enchanted item. Hengus gains a 5+ ward save from this staff and adds +1 to all his dispel attempts. In addition, the giants of Albion can use his leadership and also benefit from this ward save if within 6 inches of Hengus. Tichi-Huichi’s Raiders 185 points Tichi-Huichi, Standard Bearer, Musician, and 3 Great Crested Skinks

Will fight for: all armies except Skaven, Warriors of Chaos, Daemons of Chaos, and Beastmen M WS BS S T W I A Ld

Tichi-Huichi 6 4 5 4 3 2 6 3 7

Skink 6 2 3 3 2 1 4 1 6

Horned One

8 3 0 4 4 1 1 2 6

Equipment: Spears, Shield, Lustrian Javelins (Warhammer Armies: Lizardmen page 30) Special Rules: Fear, Stupidity, Scaly Skin (6+) Poison attacks (skink riders only) Cold Ones (+2 to armor instead of +1 for being mounted) Cold Blooded (Warhammer Armies: Lizardmen page 30) Blessed by the Old Ones: If this unit ever breaks from combat, victorious enemies cannot pursue them or reform. On a Mission from the Gods: When this unit charges an enemy unit containing a character, roll a die. On a 4+ the riders recognize a trinket that character is carrying as a lizardmen treasure and gain +1 attack for that combat round. Options: May add additional Skink riders for 20 points per model Ruglud’s Armored Orcs 190 points Ruglud, Maggot the standard bearer, a musician, and 7 armoured orcs Will fight for: all armies

M WS BS S T W I A Ld

Ruglud 4 5 3 4 5 2 3 3 8

Maggot 4 2 3 3 3 1 2 1 6

Orc 4 3 3 3 4 1 2 1 7

Equipment: crossbows and Heavy Armor Special Rules: Maggot only ( 3+ ward save and his banner grants +2 instead of the normal +1 to combat resolution) Ignore Greenskin Panic: this unit automatically passes panic checks caused by friendly units from Warhammer Armies: Orcs and Goblins Choppas (Warhammer Armies: Orcs and Goblins page 33) Animosity: At the beginning of the turn, if this unit is not fleeing, not in combat, not in a building, and contains 5 or more models, roll a die. On a 1, the unit will suffer from animosity and roll again on the following chart: 1-2 Lets show ‘em: The front 2 ranks shoot without movement penalties at the nearest unit (friend or foe) ignoring normal line of site restrictions immediately. This unit can do nothing else this turn. 3-6 Squabble: The unit may not move or shoot as Ruglud attempts to restore order. Options: May add additional Orcs for 10 points per model The Cursed Company 210 points Richter Krueger, a Standard bearer, musician, and 7 Cursed Company Skeletons Will fight for: all armies except Vampire Counts and Tomb Kings

M WS BS S T W I A Ld

Richter 4 4 0 4 5 3 4 3 9

Skeleton 4 2 2 3 3 1 2 1 3

Equipment: Krueger: Heavy Armor, Shield, Blight, The Dark Gem of the Cursed Skeletons: light armor, shield, hand weapon Special Rules: Undead, Unbreakable, unstable, Fear Independent: This unit never uses the generals leadership or benefits from the rerolls of a BSB or paymaster Marching: If Richter is ever removed as a casualty, this unit cannot march Hate Undead (Richter only) Crumble: Immediately when Richter is removed as a casualty and at the beginning of each of their turns afterwards, this unit must take a leadership test. For each point failed, remove 1 model as a casualty, removing rank and file models first, then the musician, then the standard bearer. Join us: If any model with 1 wound is slain by a member of this unit in close combat, then add a skeleton to this unit at the end of that round (the skeleton has the base equipment of this unit, not what it started with) Options: May add additional skeletons for 7 points per model to a maximum of 30 Magic Items Dark Gem of the Cursed: Talisman. Grant a 4+ ward save Blight Magic Weapon. Grants +1 strength and killing blow. Banner of Malediction: Magic Standard. If this unit loses combat, reduce the number of models removed due to the unstable special rule by 1. Malakai Makaisson’s Goblin-Hewer 150 points

Goblin Hewer, 2 slayer crew, and Malakai Will fight for: all armies except Skaven and Orcs and Goblins

M WS BS S T W I A Ld

Goblin Hewer

- - - - 7 3 - - -

Slayer 3 4 3 3 4 1 2 1 10

Malakai 3 5 4 4 4 2 3 3 10

Equipment: Slayer Axes (Warhammer Armies: Dwarves page 44) Malakai: Slayer Axes, Dwarf handgun repeater (Warhammer Armies: Dwarves page 33) with multiple shots x3 Special rules: Slayers: Malakai and his crew have taken the slayer oath and follow all the special rules for slayers (Warhammer Armies: Dwarves page 44) Resolute, Relentless, Shieldwall, Unbreakable Mad Genius: Allocate wounds to the slayer crew before assigning them to Malakai. If the goblin hewer unit suffers 3 wounds (thus having the slayer crew removed) then remove the war machine and Malakai will become an independent character, albeit with one wound remaining. Goblin Hewer: The goblin hewer is fired during the shooting phase. It has a range of 48’. You may fire using Malakai’s ballistic skill (but he may not fire his own weapon if you do so) or the crew’s. Make a single roll to hit with normal modifiers. If the attack hits, then the target suffers d3 strength 4 armor piercing hits for every rank(including partial ranks). If the goblin hewer is in the flank of the target, treat the number of files as a rank (like a bolt thrower)

Mengil Manhide’s Manflayers 210 points Mengil, a standard bearer, and 3 manflayers Will fight for: all armies except High Elves

M WS BS S T W I A Ld

Mengil 5 6 6 4 3 2 6 3 9

Manflayer 5 5 5 3 3 1 5 1 8

Equipment: Great Weapons, heavy armor, repeater crossbows (warhammer armies: Dark Elves page 34) Special Rules: Scouts, Skirmishers, Poisoned attacks, Always Strikes First, Murderous Prowess, Eternal Hatred (warhammer armies: Dark Elves page 34) Magic Items: Banner of Kalad Magic Standard: Any unit targeting this unit with shooting attacks suffers a -1 to hit at short range, or -2 to hit at long range. Options: May add additional Manflayers for 21 points to a maximum of 10 Truthsayer 170 points truthsayer

M WS BS S T W I A Ld

4 4 4 3 4 3 4 2 8

Equipment: Staff of Light, Triskele Truthsayers are Lord choices in a Dogs of War Army Special Rules:

Truthsayer: A truthsayer follows all the special rules and options on page 132 of Warhammer: Storm of Magic Eternal Struggle: An army containing a truthsayer is considered a force of order. Furthermore, any army with a Truthsayer may NEVER contain a Dark Emissary. Options: An army containing a Truthsayer may take 1 unit of fenbeasts (warhammer: storm of magic page 131) at the costs listed. Dark Emissary 170 points Dark emissary

M WS BS S T W I A Ld

4 4 4 3 4 3 4 2 8

Equipment: Staff of Darkness, Spiral of Oblivion Dark Emissaries are Lord choices in a Dogs of War Army Special Rules: Dark Emissary: A Dark Emissary follows all the special rules and options on page 133 of Warhammer: Storm of Magic but at this points cost Eternal Struggle: An army containing a Dark Emissary is considered a force of destruction. Furthermore, any army with a Dark Emissary may NEVER contain a truthsayer. Options: An army containing a Dark Emissary may take 1 unit of fenbeasts (warhammer: storm of magic page 131) at the costs listed

Gorskullz Wartrolls 190 points Gorskull and 2 trolls Will fight for: all armies

M WS BS S T W I A Ld

Gorskull 6 3 1 5 5 3 1 4 8

wartroll 6 3 1 5 4 3 1 3 5

Equipment:claws and light armor, Skull mitt ( Gorskull only) Special Rules: Regenerate, fear, stupidity, Scaly skin 5+, Magic resist (2), Troll vomit (Warhammer Armies: Orcs and Goblins page 57) Magic Items: Skull mitt Magic weapon: armor piercing, reroll misses in the first round of combat Options: May add additional trolls for 55ppm Anakonda’s Amazons 145 points Anakonda, Pirahna(the Standard Bearer), Hummingbird(the musician), and 2 amazons Will fight for: all armies M WS BS S T W I A Ld

Anakonda 4 5 5 4 4 2 5 3 8

Pirrana 4 4 3 3 3 1 3 2 7

Hummingbird 4 4 3 3 3 1 3 2 7

Amazon 4 4 3 3 3 1 3 1 7

Equipment: Blades of the ancients Special Rules: Skirmish, scouts, forest strider Magic Items:

Blades of the ancients: Magic weapons. These weapons grant +1 strength in close combat, a 6+ ward save to the wielder and may be used as a weapon in the shooting phase Range: 12, strength 4, quick to fire Options: may add additional amazons for 10 ppm Scarlocs Wood Elves 295 points Scarloc, Kaia(the standard bearer), a musician and 7 archers Will fight for: all armies except Beastmen

M WS BS S T W I A Ld

Scarloc 4 6 6 4 3 2 6 3 9

Kaia 4 4 4 3 3 2 5 1 8

Archer 4 4 4 3 3 1 5 1 8

Equipment: Asrai longbows, Asrai spears (Warhammer Armies: wood elves page 37) Special Rules: Scouts, hate greenskins (orcs and goblins of any kind), Forest stalker, Blessings of the Ancients[Kaia only] (Warhammer Armies: Wood Elves page 36) Magic: Kaia Stormwitch is a level 1 mage. She uses the Lore of Heavens and knows 2 spells: Harmonic Convergence and Urannons Thunderbolt. Magic Items: Urn of Kern: Magic Standard: this item grants Kaia a +1 to casting and dispel rolls. Options: May add additional archers for 13 ppm

Knights of the Cleansing Flame 180 points Chronus, Garland the standard bearer, a musician, and 7 knights

M WS BS S T W I A Ld

Chronus 4 5 3 4 4 2 5 3 8

Knight 4 4 3 3 3 1 4 1 8

Equipment: Heavy armor, spears, shields. Special rules: Stubborn. Hate Warriors of Chaos, Beasts of Chaos, Deamons of Chaos (and any other chaos models) Flaming Attacks Options: May add additional knights for 10 ppm. Eeza Ugezod’s Mother Crushers 210 points Eeza Ugezod, musician, standard bearer, and 7 Motha Krushas

M WS BS S T W I A Ld

Eeza 4 6 3 5 4 2 3 3 8

Crusher 4 4 3 4 4 1 2 1 8

Equipment: Great Weapons, Heavy Armor Special Rules: Choppas (Warhammer Armies: Orcs and Goblins page 33) Immune to psychology, Juggernaut Formation: In a turn they charge, the Motha Krusha’s double the combat resolution of their ranks to a maximum of 6.

Options: May add additional Krusha’s for 14 points per model Special Characters Borgio The Besieger 170 points Borgio: lord

M WS BS S T W I A Ld

4 6 6 4 5 3 6 4 9

8 3 0 3 3 1 3 1 5

Equipment: Mace of Might, Armour of Brazen Bronze, Barded warhorse, shield. Special Rules: Difficult to slay: Immediately when Borgio is reduced to 1 wound, he gains a 4+ ward save. In addition, if he is removed as a casualty, at the end of the game roll a die, on a 4+ he has miraculously survived the battle and will not grant any victory points (the enemy still gets points for a slain general if he is your armies general) Magic Items: Mace of Might: Magic Weapon. Any ‘to hit’ roll of a 6 made with this weapon will be resolved at strength 10. Armor of Brazen Bronze: Magic Armor. This heavy armor resist penetration by any weapon or spell. Borgio

can never have his armor saved reduced beyond a 5+ by any weapon, even if it would ignore armor completely. Spells which ignore armor will still do so as normal. Leonardo de Miragliano 150 points Leonardo: Hero

M WS BS S T W I A Ld

4 3 4 3 3 3 4 1 8

Equipment: Warhorse, Scientific Items, Hand Weapon Special Rules: Genius: Leonardo grants one of the three below abilities to the entire army, chosen before deployment.

- Artillery Accuracy: Any war machine in the army can reroll the scatter or artillery die, but must abide by the second result.

- Ballistics Advice: Nominate one unit with ranged weapons in the army, they may reroll any missed shots in the shooting phase.

- Battle Strategy: One unit in the army gains the Ambush special rule, in addition, you do not roll to see what turn they come onto the battlefield, but instead can choose at the beginning of the remaining moves phase whether or not to bring them in.

Scientific Items: Leonardo carries scientific items as opposed to magic items. While

they have special properties, they are not affected by anything specifically targeting magic items. Orb of Alchemy Scientific Weapon: This weapon is fired as a stone thrower, but can be used after moving or marching as it is a handheld weapon. If the artillery die is a misfire, then the throw is a dud and there is no effect. Leonardo carries enough orbs to last the entire battle.

range strength Sp

orb 8 3(3) Flaming attacks

Prism of Power Scientific Item. At the beginning of the magic phase, roll a die. On a 4+, remove a die from the enemy dispel or power dice pool. Compass of Meteoric Silver Scientific Item. At the beginning of the battle, your opponent must reveal any magic items carried by deployed models. Lucrezzia Belladonna 190 points Lucrezzia: lord

M WS BS S T W I A Ld

Lucrezzia 4 3 3 3 4 3 5 2 7

Warhorse 8 3 1 3 3 1 3 1 5

Equipment: Hand Weapon, Poisonous Items, Warhorse

Magic: Lucrezzia is a level 3 wizard, she will always use the lore of death or the lore of shadow. Special Rules: Poison Attacks Stunning Beauty: Any friendly infantry or cavalry models within 6” will automatically pass their leadership tests to rally. This does not affect units immune to psychology. Poisoned Items: these items function similar to magic items but are unaffected by rules and effects which target magic items. Phial of Poison: At the beginning of the battle, Lucrezzia will have dispatched an assassin to poison an enemy character. Randomly select an enemy character and roll a die. On a 1, nothing happens as the assassin failed in their mission. On a 2 or more, the character has their maximum number of wounds reduced by 1. Poison Stiletto: Poisonous weapon. Any unsaved wound inflicted by the poisonous attacks special rule will inflict d3 wounds. Potion of Pavona: This potion may be given to another character in the army or Lucrezzia may drink it herself. Roll a d6 before deployment, on a 2 or more, increase that many characteristics (m,ws, bs, s, t, w, i, a, or ld) by 1. If the die is a 1, then that character suffers 1 wound with no saves of any kind and no benefit to their characteristics. Ghazak Khan 225 points Ghazak: lord

M WS BS S T W I A Ld

Ghazak 4 7 6 4 4 3 6 4 9

Warghan 9 5 0 5 5 3 4 3 5

Equipment: The Red Scimitar, Bow, Heavy Armor, Shield, Daemonhead Helmet Ghazak rides the giant wolf Warghan Special Rules: Fear War Cry of the Steppes: Units charged by Ghazak must hold, they may never Stand and Shoot or Flee. Units Immune to Psychology are not affected by this rule. Quell Animosity: Units within 6” of Ghazak may reroll a failed animosity test. Warghan: Warghan grants +2 instead of the normal +1 to armor save from being mounted. Magic Items: The Red Scimitar: Magic Weapon. This weapon grants an additional -3 to enemy armor saves and any unsaved wound causes d3 wounds. Daemonhead Helmet: Magic Armor. This helm adds +1 to Ghazak’s armor save. If Ghazak loses a wound, the spirit within the helm grants a 4+ ward save and Magic Resistance (1) for the rest of the game. Marco Columbo 170 points Marco: Hero

M WS BS S T W I A Ld

4 5 6 4 4 2 5 3 8

Equipment: Hand Weapon, crossbow, heavy armor, shield, telescope Special Rules: Crossbow Hunter: Marco ignores all penalties for moving and shooting with his crossbow Telescope: Ranged weapon. This weapon has unlimited range. If Marco hits, a friendly unit within 6” may ignore the penalty for shooting at long range in that shooting phase. Magic Items: Gem of Lustria: Talisman. Marco may reroll failed armor saves Gourd of Lustrian Wine: Enchanted Item. One use only. Marco may drink from the gourd at the start of his turn. During that turn his strength is increased by d6 but his weapon skill and ballistic skill are reduced to 3 as he becomes intoxicated. Scroll of Araby: Once per turn, when attempting to dispel a spell targeting Marco, you may add 2d6 to the roll. These dice function as normal dispel dice, can contribute to irresistible force, cannot take the number of dice rolled above 6, and if no dice from the dispel pool are used, will be rolled separately. Lorenzo Lupo 200 points

Lorenzo: Lord M WS BS S T W I A Ld

4 6 6 4 4 3 5 4 9

Equipment: Heavy Armor, Sword of Lucan, Shield of Myrmidia Special Rules: Leads from the front: Lorenzo adds +1 to the combat resolution in any combat he participates. Mighty Athlete: Roll a die before deployment to see what Lorenzo has been training. 1-2 +1 toughness, 3-4 +1 attack, 5-6 +1 strength Magic Items: Sword of Lucan: Magic weapon. This sword ignores armor saves and any magic armor is considered mundane against Lorenzo (and thus has no effect) Ring of Luccina Enchanted Item. Bound Spell level 3. When cast, any fleeing unit within Lorenzo’s Inspiring Presence will automatically rally and reform. Shield of Myrmidia: Magic Armor. Enemies attacking Lorenzo suffer -1 to hit with ranged or melee attacks. Mydas the Mean 200 points Mydas the Mean, Sheikh Yadosh riding the Paychest

M WS BS S T W I A Ld

Mydas 4 5 5 4 4 2 5 3 8

Sheikh Yadosh

- 2 2 3 - - 3 1 6

Paychest - - - 4 5 4 - - -

Mule 7 3 - 3 - - 3 1 4

Equipment: Mydas: Full plate armor, hand weapon, shield Sheikh Yadosh: heavy armor and hand weapon Special Rules: Paymaster (Mydas only) Bodyguard: Mydas the Mean MUST be accompanied by a paymasters bodyguard (see above) and may never leave the unit. Paychest: Sheikh Yadosh rides a the army paychest into battle, so he can keep on eye on Mydas’ wealth and so Mydas can keep an eye on him. The paychest is a chariot with the profile above. It has a 4+ armor save, deals d6 impact hits, and is crewed by the Sheikh and pulled by 1 mule. The paychest will always be a separate unit from Mydas, and while within range of his Stand your Ground special rule, friendly units within 12” will also benefit from the Stand your Ground rule. If the paychest is ever destroyed or flees from the battlefield, every friendly unit must test for Panic as if the paymaster was slain. Any units which pass the test will hate all enemy models as normal. Magic Items Treasure Map

Enchanted Item. Mydas will make promises (endorsed by the contents of his treasure map) at the beginning of a battle. After deployment but before vanguard moves roll a die and consult the table below to see what Mydas’ promises have purchased him. 1-2 A bonus for my loyal and trusty henchmen! Mydas’ bodyguards will gain a permanent +1 to hit in close combat 3-4 The paychest is safe with me lads! Mydas’ Stand your Ground range is increased to 18 inches, as is the additional radius granted by the paychest 5-6 If we win, we all get paid! Any combat in which a friendly mercenary unit is participating will gain an additional +1 to combat resolution for your side.