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Warhammer Armies - Dogs of War

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Page 1: Warhammer Armies - Dogs of War

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DOGS OF WAR

By

Mathias Eliasson, Bill J. Wilson and Mathew Weiss

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CONTENTS

INTRODUCTION 4

MERCENARIES OF TILEA 6

THE MERCHANT PRINCES 9

THE LAND OF TILEA 14

THE PRINCIPALITIES OF TILEA 23

THE AGE OF EXPLORATION 35

TILEAN CHRONICLE 42

BESTIARY 45

Merchant Princes 46

Leaders of Fortune 47

The Paymaster 48

Paymaster’s Bodyguard 49

Hireling Wizards 50

Pikemen 51

Crossbowmen 52

Duellists 53

Stradiots 54

Cavaliers 55

City Militia 56

Dwarfs 57

Elves 58

Norse Marauders 59

Halflings 60

Mercenary Ogres 61

Maneaters 62

Giants 63

Espringals 65

Mercenary Cannons 65

Warhorse 66

Pegasus 66

Borgio the Besieger 67

Lucrezzia Belladonna 69

Lorenzo Lupo 71

Marco Colombo 72

Leonardo da Miragliano 73

Mydas the Mean 75

COLLECTING A DOGS OF WAR ARMY

CHOOSING AN ARMY 78

Lords 80

Heroes 83

Core 86

Special 88

Rare 90

WAR ACADEMY 92

SPOILS OF WAR 94

REFERENCE 98

Original Book: Nigel Stillman, Rick

Priestley & Toumas Pirinen

Cover Art: David Gallagher Graphic Design: Mathias Eliasson

Illustration: John Blanche, Alex Boyd, Wayne England,

Des Hanley, Toby Hynes, Nuala Kennedy, Paul Smith &

John Wigley, Wayne Reynolds, Ganbat-Bad, Malvino,

Mathias Eliasson, gabahadatta, leventep, skor2d, Serg

Natos, Nordheimer, Raksha the Demon, justaman78, P G

Morán, Forty Fathoms, DelanoirART, esapesa, yaviel,

Nekura, Iatroblast

Additional Material: Antonio de Miragliano, M. George

Gotich, Jason McFarlane, Matthew Trindall, Damian

Caulfield, Baumann, Slick & Anthony Porter

Special Thanks To: All the players that have contributed with feedback and ideas

This book is completely unofficial and in no way endorsed by Games Workshop Limited.

The Chaos devices, the Chaos logo, Citadel, Citadel Device, the Double-Headed/Imperial Eagle device, 'Eavy Metal,

Forge World, Games Workshop, Games Workshop logo, Golden Demon, Great Unclean One, the Hammer of Sigmar

logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, Lord of Change, Nurgle, Skaven, the Skaven symbol

devices, Slaanesh, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tzeentch, Warhammer, Warhammer

Online, Warhammer World logo, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race

insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world are either ®, TM

and/or © Copyright Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the

world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

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INTRODUCTION Welcome to Warhammer Armies: Dogs of War. This is your definite guide to collecting,

painting and playing with a Dogs of War army in the Warhammer tabletop wargame.

The Warhammer Game The Warhammer rulebook contains the rules you need

to fight battles with your Citadel miniatures in the war-

torn world on Warhammer. Every army has its own

Army Book that works with these rules and allows you

to turn your collection of miniatures into an organised

force, ready for battle. This particular Army book

details everything you need to know about Dogs of

War, and allows you to field their armies in your games

of Warhammer.

Why Collect Dogs of War? The Dogs of War are warlords and bandits, sell-swords

and freebooters, and brave adventurers who willingly

risk all upon the battlefield for the chance to win

measureless riches.

They are possibly the most egalitarian force in the

whole of the Warhammer world. These sell-sword

armies are formed from a wide variety of races who

have set aside their petty differences and banded

together under one banner.

Man fights alongside Dwarf and Elf and Ogre, all in

the name of the purest cause of all: unadulterated

greed!

How this Book Works Every Army Book is split into sections that deal with

different aspects of the army. Warhammer Armies:

Dogs of War contains the following:

Mercenaries of Tilea This section introduces the Dogs of War and their part

in the Warhammer world. It includes their society and

history. You will also find information on the land of

Tilea, the greatest melting pot of races in the world.

Dogs of War Bestiary

Every character and troop type in the Dogs of War

army is examined in this section. Firstly, you will find

a description of the unit, outlining its place in the army.

Secondly, you will find complete rules for the unit and

details of any unique powers they possess or specialist

equipment they carry into battle. Also included are the

Dogs of War special characters – Borgio the Besieger,

Lucrezzia Belladonna and others.

The Mercenary Army

This section contains photographs of the miniatures

available for your Dogs of War army.

Dogs of War Army List

The army list takes all of the warriors and creatures

presented in the Cathay Bestiary and arrange them so

that you can choose a force for you games. The army

list separates them into Lords, Heroes, Core, Special

and Rare units. Each unit type has a points value to

help you pit your force against an opponent’s in a fair

match. This section includes Spoils of War, magic

items that you can give to your characters.

Find Out More While Warhammer Armies: Dogs of War contains

everything you need to play the game with your army,

there are always more tactis to use, different battles to

fight and painting ideas to try out. The monthly

magazine White dwarf contains articles about all

aspects of the Warhammer game and hobby, and you

can find articles specific to the Dogs of War on our

website:

www.dogsofwaronline.com

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MERCENARIES OF TILEA

Unlike other Warhammer armies, the Dogs of War do

not come from a particular place, nor do they comprise

a particular race, although men do feature very strongly

amongst their number. They are bands of warriors who

live by fighting – fighting for pay, fighting for

adventure and, most importantly of all, fighting for the

chance to win fabulous wealth. Some are merely

bandits, pirates and cut-throats of the most

untrustworthy kind, but others are gallant Princes and

buccaneers who lead bold warriors to adventure and

conquest in faraway lands.

As already explained, not all mercenaries are human,

although many are. Amongst the Dogs of War,

freebooters from the frozen wastes of Norsca rub

shoulders with Corsairs from Araby and mysterious

warrior monks from the east. Mercenaries commonly

form into itinerant bands under the leadership of a

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'

Were-Marauders, Khalag's Sure Shots, and the

renowned Golgfag's Ogres. An entire army of Dogs of

War is made up of many of these bands under the

overall leadership of a roguish mercenary general.

Mercenary armies of Dogs of War fight all over the

world. They are drawn to places where fortunes can be

won by ruthless adventurers. The treasure

the Lizardmen in Lustria are a major prize and have

attracted many a would-be conqueror, such as the

crazed Piaza Pizzaro and the near-legendary Sven

Hasselfriesian. Further east the mysterious Dragon

Isles and the shadowy lands of Cathay have tempted

soldiers of fortune such as Count Egmund Baernhof

and the infamous Thorson Grint. South to the

Southlands and the legendary treasures of Karak Zorn,

eastwards to Cathay, and west to the treasure

Lustria, the world is truly awash with rag

sell-swords who nurture wishful dreams of empire!

Although Dogs of War ply their bloody trade to every

point of the compass, the most notorious breeding

ground of mercenaries is the land of Tilea in the Old

World. From all the kingdoms of the Old World and

many lands beyond, sell-swords come to Tilea where

they can be assured of ready and profitable

employment. The reasons for this are quite obvious.

Tilea is an anarchic and largely ungovernable country,

where self-serving individuals rule precariously over

proudly independent cities. The real power lies with

wealthy Merchant Princes who plot and scheme against

the tax-gathering authorities and each other w

equal enthusiasm. Indeed, such is the tradition in Tilea

6

MERCENARIES OF TILEAUnlike other Warhammer armies, the Dogs of War do

not come from a particular place, nor do they comprise

a particular race, although men do feature very strongly

amongst their number. They are bands of warriors who

fighting for pay, fighting for

adventure and, most importantly of all, fighting for the

chance to win fabulous wealth. Some are merely

throats of the most

untrustworthy kind, but others are gallant Princes and

old warriors to adventure and

As already explained, not all mercenaries are human,

although many are. Amongst the Dogs of War,

freebooters from the frozen wastes of Norsca rub

shoulders with Corsairs from Araby and mysterious

rior monks from the east. Mercenaries commonly

form into itinerant bands under the leadership of a

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

Marauders, Khalag's Sure Shots, and the

renowned Golgfag's Ogres. An entire army of Dogs of

War is made up of many of these bands under the

overall leadership of a roguish mercenary general.

Mercenary armies of Dogs of War fight all over the

. They are drawn to places where fortunes can be

won by ruthless adventurers. The treasure-houses of

the Lizardmen in Lustria are a major prize and have

be conqueror, such as the

legendary Sven

lfriesian. Further east the mysterious Dragon

Isles and the shadowy lands of Cathay have tempted

soldiers of fortune such as Count Egmund Baernhof

and the infamous Thorson Grint. South to the

treasures of Karak Zorn,

to Cathay, and west to the treasure-houses of

Lustria, the world is truly awash with rag-tag armies of

swords who nurture wishful dreams of empire!

Although Dogs of War ply their bloody trade to every

point of the compass, the most notorious breeding-

ground of mercenaries is the land of Tilea in the Old

World. From all the kingdoms of the Old World and

swords come to Tilea where

they can be assured of ready and profitable

employment. The reasons for this are quite obvious.

is an anarchic and largely ungovernable country,

serving individuals rule precariously over

proudly independent cities. The real power lies with

wealthy Merchant Princes who plot and scheme against

gathering authorities and each other with almost

equal enthusiasm. Indeed, such is the tradition in Tilea

that all armies of any size are mercenary armies

for and deployed by a wealthy Prince, a devious

merchant or some ambitious tyrant.

Tilea is also a melting-pot to which all kinds o

mercenaries come with the notion of joining whatever

overseas adventure is flavour of the month. Such

ventures are sometimes funded by wealthy merchants

keen to open up new trade routes east and south, but

often the whole thing is down to some crazed

adventurer with a theory that the world is round, cubed,

the shape of a very tall floppy hat, or some other such

nonsense. No matter what the motivation, bold armies

of Dogs of War depart every few weeks from the ports

of Tilea and sail off into the sunset. O

are never heard of again, but just occasionally a ship

sails back stuffed to the gunnels with treasure, bearing

a few jewel-encrusted survivors back to a new life of

ease and luxury.

THE RISE OF MERCENARIESFrom early times, the merchants

to defend their ships from pirates on the high seas and

to escort their merchandise on overland trade routes. Of

course, warehouses and property also had to be

guarded, and so it became usual for merchants to

maintain troops more or less all the time.

The various mercantile families also used their

mercenaries to further their political ambitions at

home, either to make themselves absolute

their cities, or to oppose such tyrants and proclaim a

republic! In Tilea money is power

military might and status all amount to pretty much the

same thing.

MERCENARIES OF TILEA that all armies of any size are mercenary armies — paid

for and deployed by a wealthy Prince, a devious

merchant or some ambitious tyrant.

pot to which all kinds of

mercenaries come with the notion of joining whatever

overseas adventure is flavour of the month. Such

ventures are sometimes funded by wealthy merchants

keen to open up new trade routes east and south, but

often the whole thing is down to some crazed

enturer with a theory that the world is round, cubed,

the shape of a very tall floppy hat, or some other such

nonsense. No matter what the motivation, bold armies

of Dogs of War depart every few weeks from the ports

of Tilea and sail off into the sunset. On the whole they

are never heard of again, but just occasionally a ship

sails back stuffed to the gunnels with treasure, bearing

encrusted survivors back to a new life of

THE RISE OF MERCENARIES From early times, the merchants of Tilea hired soldiers

to defend their ships from pirates on the high seas and

to escort their merchandise on overland trade routes. Of

course, warehouses and property also had to be

guarded, and so it became usual for merchants to

or less all the time.

The various mercantile families also used their

political ambitions at

themselves absolute rulers of

such tyrants and proclaim a

power - and power,

military might and status all amount to pretty much the

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THE MERCENARY BANDS The demand for soldiery led to the establishment of

numerous mercenary bands - soldiers who sold their

services to whichever merchant, trader or banker

happened to require them.

Merchants would sometimes hire troops on a more or

less permanent basis, but most would be hired only

when needed. Besides, the fees charged by the very

best fighters were far too high for ordinary merchants

to pay. The most successful mercenary captains

became rich and influential in their own right, and their

services were soon in demand throughout Tilea.

Rivalry between the different merchants inevitably led

to raids and even outright wars. When this happened it

was the mercenaries that settled things, and the side

which could muster the most money would usually win

pretty quickly! Merchants would sometimes squander

entire fortunes hiring mercenaries to fight their wars,

whilst money lenders were all too eager to provide

more cash secured against future earnings.

In this way the armies of Tilea developed as mercenary

armies. Many good fighters grew rich on the profits,

whilst warriors from all over the Old World would

gravitate to Tilea where their talents would be

appropriately rewarded.

INVASIONS AND STRIFE The Tileans were lucky that their lands remained

largely free of Orcs, Goblins and other monstrous

creatures during the early years. However, this could

not last forever, and in 475 a vast horde of greenskins

invaded Tilea from the east.

The Tilean merchants were not used to fighting foreign

invaders - most of their battles were against each other!

The sudden appearance of brutal greenskinned savages

burning crops, torching farms, and making off with

merchant caravans was quite a shock. So several of the

most powerful merchants got together and hired the

biggest army ever seen in Tilea up until that time.

The mercenary army marched out to meet the Orc

tribes. The Tilean general pitched his tents on one side

of a mighty river from where he could observe the

Orcs' crude encampment. Obviously he was pretty

appalled at the mess and ruin that the Orcs had caused

on the other side of the river. The thought of such

crude and uncultured creatures running loose in Tilea

was too awful to contemplate.

However, the Tileans did notice a very strange thing as

they observed the greenskins' camp. The various Orc

contingents would occasionally stop whatever task they

were about and begin to fight each other. Indeed, the

whole Orc army was plainly riven with dissent, and

only the personal attention of the big Orc warlord was

keeping it together. This gave the cunning Tilean

general an idea.

The Tileans decided that rather than fight the Orcs they

would simply hire half the Orc army to fight the other

half. That way, no matter which side won, the Tileans

couldn't possibly lose. What's more, the spoils won by

the victorious half would pay for the cost of hiring

them!

How exactly this was accomplished is not recorded, but

that the plan worked is beyond doubt. The Orcs were

promptly defeated. The Orcs who had been hired for

the battle were promptly re-employed and sent off to

the frontier under the command of a Tilean general, to

beat up the Orc tribes that were still there.

Since that day the Tileans have cheerfully employed

mercenaries of many races. Encouraged by the

willingness of Tileans to pay for good soldiers

regardless of race, mercenary bands have flocked to

Tilea to find work. As a result, Tilea has become a

melting pot where soldiers from many lands can be

found.

ADVENTURERS Eager to open up new trade routes the merchants of

Tilea have always been willing to finance expeditions

of exploration. Not only can this lead to new

discoveries and increased profit, but it also removes a

great many mercenary bands from Tilea itself. In times

of peace this is seen as a good thing because it means

that unemployed mercenaries, who would otherwise

spend their time wandering the cities of Tilea looking

for trouble, are diverted towards more profitable

pursuits.

The Tileans have always been willing to spend money

to make money, and are able to finance and equip

expeditions that other peoples would find impossible.

Consequently, Tilea has become a haven for

navigators, cartographers, explorers, and discoverers.

Scarcely a month goes by without one expedition or

other setting off for Lustria, the Southlands, or

overland to Cathay. Big expeditions require whole

armies of hired warriors, most of whom are destined to

perish horribly in the jungles and deserts of some

foreign land — assuming they don't get shipwrecked or

drowned beforehand!

For the lucky few who meet with success, the rewards

are great. The most successful generals return home as

heroes, their ships stuffed to the gunnels with treasure,

their journals filled with highly imaginative accounts of

new lands, exotic tribes, and their own heroic deeds.

Others don't return home at all, but set themselves up

as rulers of the cities and lands that they discover,

where they live in the lap of luxury.

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THE MERCHANT PRINCES

THE RISE OF THE TILEAN

MERCHANT PRINCES The Tileans became involved in trade from the earliest

times, soon after the old Elven ruins were settled by

human tribes and gradually rebuilt as Tilean cities.

Because of the location of Elea, it could be reached by

High Elf ships by sea and Dwarf traders over land. The

Tileans were therefore in the ideal position to act as

middlemen in the exchange of goods between these

two races. Such was the animosity between Elves and

Dwarfs ever since the War of the Beard that they

preferred not to deal with each other directly if they

could avoid it! Of course the Tileans made sure they

took a respectable share of the profits.

Merchants thrived in all of the city-states of Tilea, and

the profits of trade enabled them to become more and

more powerful. Naturally they took an active part in

the government of their home cities, either as sole

rulers or by sitting on the ruling council.

AMBITION, TYRANNY AND THE

VENDETTA In most cases a single merchant family is pre-eminent

in each of the Tilean cities at any one time. In republics

the power is shared more or less equally between

several families, to avoid unnecessary bloodshed in the

streets! Often where one household is more powerful

and respected, the head of the family becomes the

ruling Prince of the city. Such rulers are known as

Merchant Princes.

There is no hereditary right to rule and so every

Merchant Prince must watch out for rivals making a

bid for power. It is quite usual for the ruler to be

toppled from power by a rival contender from another

family or even from among his own relatives. Such

power struggles usually take the form of violent street

fights between warriors hired by either side.

Sometimes an ambitious pretender to the princely

throne will go as far as hiring an entire army to oust his

rival. It is a Tilean custom for anyone whose ancestor

ever wielded political power to claim the title of

Merchant Prince. This alone can lead to political

rivalries and never-ending vendettas.

Anyone who rises to power, whether by intrigue,

assassination or force of arms, is certain to make

enemies on the way. In Tilea the tradition of getting

even with your enemies is strong. This has given rise to

the notorious custom of the vendetta. Unlike Dwarf

grudges, which are struck off the book when resolved,

vendettas are permanent. They are not written down,

but instead are remembered and cherished for

generations within a family, to be set aside or renewed

as occasion demands.

Anyone who is looking for an excuse to topple the

ruler and usurp his position, or for that matter, any

Merchant Prince looking for a reason to make war on a

rival principality, simply has to dredge up some long

standing vendetta. On the other hand, if reconciliation

or a political alliance is in order vendettas are

conveniently put aside for another day.

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THE CITIZENS The rulers of Tilea were never feudal landowners in the

same way as the mighty nobles of Bretonnia and the

Empire. In contrast, the most important Tileans have

always, by tradition, resided in the cities and not in

castles in the countryside. Trade is the primary source

of wealth rather than feudal domains and fields tilled

by peasants.

A Merchant Prince's household includes his own

family and numerous relatives all of whom look up to

him as the head of this extended family.

countless craftsmen, artists, traders, sea captains,

servants, grooms and many other people besides. Every

merchant takes pride in employing the best people he

can afford, and the Merchant Prince of a city must

always employ the very best people for the sake of

appearances.

Rural Tileans farm the extensive and fertile fields

outside the city walls. Some of these farms are owned

by a family that has lived in the area for years. Others

are owned by merchants who run the farms and

vineyards to produce commodities that they can sell

through their trading networks.

Of course there are frequent border disputes between

10

The rulers of Tilea were never feudal landowners in the

same way as the mighty nobles of Bretonnia and the

Empire. In contrast, the most important Tileans have

always, by tradition, resided in the cities and not in

in the countryside. Trade is the primary source

of wealth rather than feudal domains and fields tilled

A Merchant Prince's household includes his own

family and numerous relatives all of whom look up to

him as the head of this extended family. He employs

countless craftsmen, artists, traders, sea captains,

servants, grooms and many other people besides. Every

merchant takes pride in employing the best people he

can afford, and the Merchant Prince of a city must

e for the sake of

Rural Tileans farm the extensive and fertile fields

outside the city walls. Some of these farms are owned

by a family that has lived in the area for years. Others

are owned by merchants who run the farms and

uce commodities that they can sell

Of course there are frequent border disputes between

the cities of Tilea. Sometimes these are settled by

skirmishes, sometimes by an agreement to lend a large

sum of cash! Some cities cont

while others are small enough for a watchman in a

watchtower to see the border beacons in every

direction. The most powerful merchants usually build

lavish villas out in the countryside for themselves.

The coastal regions of Tilea hav

subjected to the ravages of sea raiders including the

savage Norse, Corsairs from Araby, and various other

pirates. Similarly, marauders coming out of the eastern

mountains and swarms of vile Skaven coming out of

the ground have frequently me

The quickest and most sensible thing for the country

folk to do when this happens is to abandon their farms

and seek the safety of the strong walls of their city,

swelling the ranks of the defenders. Often they burn the

crops in the fields rather than allow the enemy to eat

them. Faced with a siege, the raiders usually return to

their ships or skulk off empty

Mean cities have endured through many dark centuries,

keeping the light of civilisation and prudent fin

alive and well within their walls.

the cities of Tilea. Sometimes these are settled by

skirmishes, sometimes by an agreement to lend a large

sum of cash! Some cities control a very large area

while others are small enough for a watchman in a

watchtower to see the border beacons in every

direction. The most powerful merchants usually build

lavish villas out in the countryside for themselves.

The coastal regions of Tilea have always been

subjected to the ravages of sea raiders including the

savage Norse, Corsairs from Araby, and various other

pirates. Similarly, marauders coming out of the eastern

mountains and swarms of vile Skaven coming out of

the ground have frequently menaced the countryside.

The quickest and most sensible thing for the country

folk to do when this happens is to abandon their farms

and seek the safety of the strong walls of their city,

swelling the ranks of the defenders. Often they burn the

fields rather than allow the enemy to eat

them. Faced with a siege, the raiders usually return to

their ships or skulk off empty-handed. In this way the

Mean cities have endured through many dark centuries,

keeping the light of civilisation and prudent finance

alive and well within their walls.

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THE LAND OF TILEA The fractious principalities and republics which populate Tilea are a diverse lot, wracked

with discord and dissent. But although they have fought against each other for centuries, they

will still unite on one thing: they all agree that Tileans are the bravest warriors and most

skilled artisans in the world!

THE ANCIENT LAND OF TILEA Tilea is the name of the fertile lands surrounding the

warm and tranquil Tilean Sea. This region is separated

from the surrounding continent by high mountains. To

the north run the Irrana peaks which stand like saw

teeth against the sky. Beyond them are the even higher

and more dangerous peaks known as the Vaults. Only a

Dwarf could hope to cross these except by one of the

few passes.

To the east runs the long mountain chain of the rugged

Apuccinis, which divide the plains of Tilea from the

wilderness that is the Border Princes. In former times,

fierce tribes of Ores would swarm out of the Badlands,

across the region now held by the Border Princes and

over the Apuccini Mountains to pillage the riches of

Tilea. The mountains are still dangerous and Orc

raiders are still a nuisance, but nowhere near as much

as they were then.

To the west, the Abasko Mountains separate Tilea from

the arid plateau of Estalia. The only great Tilean state

on this side of the Tilean Sea is Tobaro, which benefits

from the natural defences of the mountains and the

rugged coastline with its many rocky islands.

Tilea is not a single unified realm by any means.

Indeed, the Tileans are said to be naturally anarchic and

do not bend easily to government of any kind. Scarce

wonder then, that Tilea is a patchwork of fiercely

independent principalities, some ruled by despots,

others by powerful Merchant Princes, and some by a

republican council of one kind or another.

THE FABLED ORIGINS OF THE

TILEANS Elven scholars tell of a mysterious city that

disappeared beneath the Blighted Marshes in the

remote past. This ancient city was called Til, Tilae, or

perhaps Tylos — there is no way of knowing for sure.

Tylos or Tyleus is also the name of a legendary figure

in Tilean folklore, and is traditionally identified as the

father of the Tilean people. If these legends are true it

could mean that the modern Means are descended from

the primitive people who dwelt in and around the

strange ancient city which disappeared beneath the

Blighted Marshes.

Although today's Tileans are unlikely to be direct

descendants of the citizens of Tylos, who presumably

perished in the cataclysm that engulfed their city, they

might well be descended from the tribesfolk who

tended the crops and grazed the flocks that fed and

clothed the inhabitants of the nearby metropolis. One

legend records a tithe of slaves levied on the tribes

which had to be sent every year to Tyleus to labour on

his great building projects. When the city of Tylos (if

that was indeed its name) met its destruction, no doubt

a great burden of tribute was lifted from the people of

the surrounding regions.

TILEAN LANDSCAPES Tilea is a warmer and sunnier land than the Empire or

Bretonnia. Indeed, the southernmost regions can be

quite arid in high summer. Otherwise, the coastal

plains are green and fertile and easily cultivated. This

is a rich and abundant land. The seas are full of fish

and the foothills of the mountains are covered in open

woodland which is excellent hunting country. The

Tileans are known for eating and drinking well, and

there is tremendous rivalry between Bretonnians and

Tileans as to which of them knows most about good

food!

The Apuccini Mountains are rugged and bare with

sparse vegetation, but not so cold or snowbound as the

higher mountain ranges further north. The Abasko

Mountains are much the same, but the Irrana

Mountains, being part of the Vaults, are much colder

and more treacherous.

The Blighted Marshes are exactly as their name

suggests: a vast expanse of bleak and dangerous

stagnation. Tileans hardly ever venture into them and

of those that do, few ever return.

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15

The Tilean Sea is warm and calm. It is sometimes

tempestuous, but only treacherous around the rocky

islands of the coast south of Tobaro, and in the Pirates'

Current. Apart from this, the sea is calm and easy

sailing for small ships and sleek galleys. This has

greatly benefited trade around the sea between the

Tilean cities, but it has also made the coast vulnerable

to pirates, Corsairs of Araby and raiders from as far

away as Norsca and even Naggaroth.

THE LAND AND ITS PEOPLE The ancient land of Tilea lies to the south of the Em-

pire, far from the taint of Chaos. It is a warm and hos-

pitable land of plains and rolling hills. Ages-old

villages and farms lay scattered throughout the

countryside, many of them having changed little over

the millennia. The nation is circled by mountain

ranges, and for this reason Tilea is thought by its

neighbors to be a place of safety and comfort,

populated by soft and decadent people accustomed to

easy living. But they are wrong.

In the depths of the Blighted Marshes the Skaven

twitter and screech while plotting the downfall of the

city-states. Dark Elves pounce on Tilea’s coastal com-

munities in lightning raids launched from the seas. In

the mountains and deep forests lurk Greenskin races

and countless other species of evil.

Of course the deadliest threat in Tilea is humanity

itself. Merchants vie for the riches of trade as titled

princes shout over each other for governing power.

Pirates raid villages and attack galleons everywhere in

this region. In the north, nobles of Bretonnia and the

Empire plot to seize control of Tilea’s land and wealth

for themselves. All the while the worshippers of the

many gods tempt to seduce the souls of humankind.

Despite this constant struggle, the people of Tilea are

highly social. At the crossroads of the Old World,

Tileans are comfortable among strangers and form fast

friendships with no promise of lasting. This contributes

to its reputation as a mercenary culture well aware that

every person has both a price and something to trade.

As a society, Tileans do not hide from the dark secrets

of Chaos or deny that the Skaven lurk under the floor-

boards, and are willing to acknowledge any god who

may aid them.

PRINCIPAL GEOGRAPHY “Tilea is divided into three parts,” begins the Bellona

Myrmidia and so it remains. The region is roughly the

shape of a horseshoe, wrapping itself around the Tilean

Sea and framed by high mountains.

The stunted western arm of this horseshoe ends at the

Abasko Mountains, beyond which are the fractured

Estalian Kingdoms. The mountains continue marching

even as they pass under the sea, forming a rugged

landscape with few places for settlement.

The coast here is choked by a vast island chain known

as the Thousand Islas, a treacherous zone of

uninhabited islets and sharp reefs that have never been

fully charted. These rocky islands have sheltered bays

and coves where vessels may seek refuge from a

pursuer or bad weather. Even taking one of the better-

known lanes through these waters may test a sailor’s

nerve, as they may face swirling currents, rapid shifts

in wind direction, mirages and fast moving

thunderstorms. The southernmost point of the

Thousand Islas is known as Fools’ Point, a craggy

haven for seagulls and little else.

Western Tileans are typically wary of strangers and

acknowledge no prince or city-state as ruler. They are

content to live simply as fishermen or keep herds of

goats in green valleys high in the mountains. Many

have reputations as cheats and conspirators who rob

from caravans moving through the mountain trails.

This has done little to improve relations with the

Estalians, who view themselves as rivals with the

Tileans as heirs to the ancient but short-lived Reman

Empire. There is little industry, and while the Abaskos

are thought to be rich in copper, most of the easily

reached veins were mined out long ago.

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The city of Tobaro is a vital trading center in this

region, being a seaport within a few days’ travel of

nearly every other Tilean city-state, as well a having

links to the Estalian mainland by way of the Tramoto

Pass. The pass is a steep-sided canyon carved by the

River Eboro, which has its source in the Irrana

Mountains but cuts straight through the Abaskos on its

way to the Tilean Sea. Both the Tileans and Estalians

have invested in bridgeworks and walled camps for

travelers along this route. However, these are just as

likely as not to be held by brigands and highwaymen.

To the north, the swollen delta of the Blighted Marshes

juts into the Tilean Sea like a cancerous growth. This

low territory collects up hundreds of streams running

down the slopes of the Irrana Mountains, many of

which feed into the brackish plodding waters of the

River Bercelli. No human willingly visits this dismal

bog, for there’s nothing of value in its stinking expanse

of fetid pools and marsh weeds. The trees here are few

and sickly, and creatures unmentionable writhe in the

shallows, curling their limbs into the roots where they

can hide and await the passage of something meaty.

Somewhere in the west of the Blighted Marshes is the

mythical city of Skavenblight. The wicked rat

that breed within its filthy tunnels are the stuff of night

mares and dark tales throughout Tilea. What the

Skaven do in there isn’t well understood, but their

influence stretches further than any human would dare

imagine. Though usually content to work in secret,

these twisted creatures sometimes pile into crude boats

to conduct raids at sea, or climb up through the sewers

into a city at night when they can abduct sleepers

straight from their beds. The fates of these ki

victims aren’t clear, but it’s believed that many are sold

as slaves while the rest are subjected to horrifying

experiments in the warrens of Skavenblight.

The broad arch of the Tilean horseshoe stretches away

to the east of the Blighted Marshes, curv

a broad peninsula. This landmass is what many

foreigners equate with the whole of Tilea, being an

obvious geographic feature reaching out from the Old

World toward Araby across the Great Ocean. The

region hosts a variety of environments, wi

mountains along its northern and eastern borders,

wooded foothills and fertile river valleys, dry plains

and sandy beaches.

Surrounding the Golfo di Miragliano and running south

along the Tilea Sea is a hilly country divided into acres

of farmland and fallow fields, with pockets of cypress

trees standing amongst them like great assemblies of

pikemen. Groves of olive trees cling to the hills, their

tenders living in mud brick houses with tiled terracotta

roofs. These are in turn watched over by the

manors and villas of the nobility, whose private armies

are sometimes called upon to defend against Orc raids

launched from the Vaults. As the primary land route to

Bretonnia, the Nuvolone Pass is very well policed and

kept open throughout most of the year by patrols of

mounted crossbowmen.

The spine of the Apuccini Mountains forms a barrier

between Tilea and the Border Princes. Nestled against

16

The city of Tobaro is a vital trading center in this

region, being a seaport within a few days’ travel of

state, as well a having

talian mainland by way of the Tramoto

sided canyon carved by the

River Eboro, which has its source in the Irrana

Mountains but cuts straight through the Abaskos on its

way to the Tilean Sea. Both the Tileans and Estalians

have invested in bridgeworks and walled camps for

ever, these are just as

likely as not to be held by brigands and highwaymen.

To the north, the swollen delta of the Blighted Marshes

juts into the Tilean Sea like a cancerous growth. This

eams running

down the slopes of the Irrana Mountains, many of

which feed into the brackish plodding waters of the

River Bercelli. No human willingly visits this dismal

bog, for there’s nothing of value in its stinking expanse

. The trees here are few

and sickly, and creatures unmentionable writhe in the

lows, curling their limbs into the roots where they

can hide and await the passage of something meaty.

Somewhere in the west of the Blighted Marshes is the

Skavenblight. The wicked rat-things

that breed within its filthy tunnels are the stuff of night-

mares and dark tales throughout Tilea. What the

Skaven do in there isn’t well understood, but their

influence stretches further than any human would dare

ne. Though usually content to work in secret,

these twisted creatures sometimes pile into crude boats

to conduct raids at sea, or climb up through the sewers

into a city at night when they can abduct sleepers

straight from their beds. The fates of these kidnap

victims aren’t clear, but it’s believed that many are sold

as slaves while the rest are subjected to horrifying

experiments in the warrens of Skavenblight.

The broad arch of the Tilean horseshoe stretches away

to the east of the Blighted Marshes, curving south into

a broad peninsula. This landmass is what many

foreigners equate with the whole of Tilea, being an

obvious geographic feature reaching out from the Old

World toward Araby across the Great Ocean. The

ronments, with ragged

mountains along its northern and eastern borders,

wooded foothills and fertile river valleys, dry plains

Surrounding the Golfo di Miragliano and running south

along the Tilea Sea is a hilly country divided into acres

d and fallow fields, with pockets of cypress

trees standing amongst them like great assemblies of

pikemen. Groves of olive trees cling to the hills, their

tenders living in mud brick houses with tiled terracotta

roofs. These are in turn watched over by the fortified

manors and villas of the nobility, whose private armies

are sometimes called upon to defend against Orc raids

launched from the Vaults. As the primary land route to

Bretonnia, the Nuvolone Pass is very well policed and

of the year by patrols of

The spine of the Apuccini Mountains forms a barrier

between Tilea and the Border Princes. Nestled against

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17

the western slopes of the Apuccinis is the Tettoverde

Wood, an alder forest filling a triangle of land formed

by the rivers Cristallo and Bellagio. In the autumn, this

forest turns fiery red and temporarily earns the

nickname Tettorosso, a term that can easily confuse the

unwary voyager. These woods are important landmark

for those taking the Via Nano, a road that may be older

than the Reman Empire and one that has been part of

the spice and silk trade for a thousand years or more.

When leaving Tilea along this stony path, travelers

must ford the Bellagio near the last southern stands of

the Tettoverde before twisting up the slopes of the

Apuccinis on their way to the Border Princes. The Via

Nano is among the most dangerous roads in all of

Tilea, with countless blind turns and high cliffs giving

ambushers every advantage. Mercenary companies

based around Trantio offer their protective services for

a high price, knowing the value of the cargoes that

move through here.

Further south are the Trantine Hills, a favourite site for

armed companies on mock manoeuvres and as a mutu-

ally accepted battlefield for rival city-states. The hills

are covered in dry grass and are roamed by herds of

wild horses and longhorn cattle. An important part of

any Tilean soldier’s training is learning to capture

mustangs and wrangle cows, as well as avoiding the

wrath of angry bulls. Reflexes are sharpened in these

duels of man against beast, along with a respect for the

power of nature but also a confidence in one’s ability

to command it.

Clusters of grey elms mark one’s approach to the lower

reaches of the Tilean peninsula, where sea breezes

bring cool air and moisture to a land sometimes

parched by long summer days. Fed by the mineral-rich

waters of the rivers Remo and Riati, the central

coastline and croplands yield olives, grapes, cheese and

meats of good quality. Wine and olive oil are produced

in such quantities that a number of merchant families in

the port cities of Remas and Luccini have entire fleets

dedicated to exporting them. As with other areas of

Tilea, the working classes owe their lives to local

princes, but here there is greater wealth and more

powerful factions than found anywhere else in this

land. The prosperity of this region is partly to blame for

the inability of any one leader to gain strength, as there

are simply too many interested parties with too great a

stake in the area’s politics and economy.

In southernmost Tilea the Apuccini Mountains give

way to hills. These are at last swallowed by the

Sussurrio Wood, the murmuring forest. Local legends

maintain that the woods spread from Elven burial

mounds placed there millennia ago, and that their

spirits and ghosts live within the trees. Most who have

explored this forest report voices and odd sensations,

and very often lose their ways. Some swear that fairies

and gnomes play at magic and weave dreams within

the Sussurrio.

At the end of this arm of the horseshoe is the arid Plain

of Luccini, a rocky waste tufted with wheat grass not

worth the trouble of harvesting. Most Tileans avoid it,

staying close to the shore if they must make a journey

between the city of Luccini and the town of Monte

Castello on the Black Gulf. The coastal settlements

along this road face the waterway known as Pirate’s

Current, and the rogue’s island haven of Sartosa across

the channel. The attitude of many Tileans in this region

is guarded, since they are particularly vulnerable to at-

tacks from border princes, Dark Elves raiders and other

seaborne enemies.

THE SEA The Tilean Sea is a wide channel of generally calm wa-

ters that divides Tilea into its three regions. This warm

and shallow sea is beautiful to the eye, and the subject

of much Tilean artwork and lore. Its glasslike surface is

to be feared as much as admired, as this means light

winds and long delays for sailors. At its worst, it

requires rowing a heavy ship for hundreds of miles to

shore, a slavish task certain to lower morale.

These are crowded waters. Traders from all over the

known world visit Tilea, and traffic is heaviest between

the city-states of Remas and Luccini. Merchant

convoys and their armed escorts arrive daily, stopping

at a favourite port city to quickly refit before heading

back onto the open sea. Except in the most remote

corners of the Tilean Sea, it is expected that another

ship will be spied every few hours, day or night. All

good captains employ an expert spotter who can tell the

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18

difference between an innocent trading vessel and a

pirate that’s only masquerading as one.

At its northern terminus, the headland of the Blighted

Marshes divides the Tilean Sea into two bays. Both are

important to the sea trade and present unique dangers.

Tilean harbour pilots have mastered the art of extortion

in these bays, sometimes intentionally grounding a fat

trading vessel where raiders can easily take it.

To the west is the Golfo di Fodore, where jagged rocks

hide just below the waters. It is most treacherous along

the Estalian side where rough waters and sheer granite

cliffs may claim unlucky ships. The sailors of nearby

Tobaro have made an art of navigating these hazards,

but they form an effective barrier against pirates and

help to reduce the effect of storm surges.

To the east of the Blighted Marshes is the Golfo di

Miragliano, also called the Golfo di Pearls. This is a

dark and muddy bay mined with sandbars that shift

daily. This brackish sea often floods the port of

Miragliano and its famous canals during high tide.

The coastlines of eastern Tilea are typically sandy or

rocky beaches that stretch for unbroken miles to the

Black Gulf. This gulf separates Tilea from the Border

Princes and the Badlands, lawless regions where the

fight for supremacy is waged by desperate factions

loyal only to their avarice. Here the southwestern

reaches of the Tilean Sea blend into the Bay of Wrecks

and the Lagoon of Tears. This is the gateway to the

Dwarfhold of Barak Varr and the key to dominating

trade from far Ind and mysterious Cathay.

Much of the bounty of the sea ends up on dinner plates.

The harvesting of mussels, clams, crabs and shrimp

forms the livelihood of many Tileans. Tuna fish,

anchovies and mackerel are other important seafoods

caught in this region.

THE MOUNTAINS Tilea is framed and protected by its mountains. They

are roamed by red deer and long-haired goats as well as

the wranglers, hunters and herders who make their

livelihoods from them. As with all of the Old World’s

mountains, they are also plagued with Orcs, Giants,

Ogres and many frightening beasts besides. Travellers

through this land are warned to stay on guard.

The snow-capped peaks of the Irrana and Abasko

Mountains make up much of western Tilea. This is a

bleak but beautiful area peppered with lonely villages

and monasteries, with few roads and mountain passes.

It is much beloved by priests and other seekers of

enlightenment as a place where one may commune

with the gods while hiking and climbing its craggy

features.

The Irranas form Tilea’s northwest border. As one

travels east, these mountains become increasingly

jagged and uneven, their peaks seeming to lean towards

one another. These are the Vaults, a jumbled and mist-

shrouded region of deep valleys and impossible heights

formed from the collision of three different mountain

ranges. It is named for the sensation one gets while in

one of the troughs, the walls on either side rising so

steeply that only a bare strip of the sky may be visible.

These mountains are the domain of the Dwarfs of

Karak Grom. The only humans who live here to

compete with them are the desperate, the outcast and

the shunned. The Apuccini Mountains form the eastern border of

this land. Through them are several passes to the

Border Princes, and most of the smaller settlements of

eastern Tilea can be found along the roads. Life for

these villagers has improved only because of increased

settlement in the Border Princes, drawing away raiding

Orc warbands while bringing additional wealth as an

important trade corridor.

Separating the two most significant passes through the

Apuccinis are the Trantine Hills. The villages along the

fringes of these hills are renowned for their wines and

the quality of their beef taken from white cattle

rumoured to have been left behind by Elves in

centuries past. The region hosts frequent wars between

Trantio and Pavona, and occassionally between the

great cities of Lucchini, Remas and Verezzo. Orcs and

bandits also lay claim to these hills and sometimes pour

into the lowlands to take what they want and burn the

rest, so when the princes’ armies aren’t fighting one

another they’re defending the Trantines from

marauders.

THE PLAINS The eastern arm of Tilea is a broad swathe of land that

is known to be exceptionally dry, where tenacious olive

trees cling to life amidst fields of brown grass baking

in the sun. It is good territory for training infantry and

mercenaries, and there are often companies of pikemen

or cavalry practicing maneuvers on this level terrain,

kicking up dust. Beyond this martial function, it is hard

land to subsist on at the best of times. The Tilean

inland is also claimed by rogue fighting units from one

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of the city-states, intrepid Border Princes in a little over

their heads and disorganized Goblin clans looking for

easy targets.

Heat lightning can spark fiery maelstroms in the arid

lowlands that may burn out of control for weeks. The

smoke from these fires covers southern Tilea with a

pale haze through autumn, turning the sun re

washing the atmosphere in a rose light. With each

wildfire a fresh layer of dust is laid down over this

parched earth. In the aftermath are landscapes turned to

charcoal, sometimes stretching from the sea to the

mountains. It takes surprisingly little time for these

blackened lands to recover, but of course there wasn’t

very much there to begin with.

Along the Tilean Sea’s more hospitable eastern

seaboard are soils supplied with rich silt from the many

streams and rivers that flow down from the Trant

Hills. Most of Tilea’s population lives in this

patchwork of vineyards and farms yielding an

abundance of cereals, fruits, cheeses, salt, garlic and

native seasonings. The southeast has less variety, being

primarily wheat fields, poultry farms and goa

Roads first laid down in ancient times cross the plains,

and travellers along these arteries will pass marble

tombs and ruined monuments to a dead culture. Some

stretches of these paths are well-maintained by locals,

but most have fallen into disrepair and are useful only

as guides. Horses and carts are more likely to travel

along the sides of the crumbling stonework tracks,

counting the carved milestones that still mark the way

as they did for the Reman Empire.

19

states, intrepid Border Princes in a little over

disorganized Goblin clans looking for

Heat lightning can spark fiery maelstroms in the arid

lowlands that may burn out of control for weeks. The

smoke from these fires covers southern Tilea with a

pale haze through autumn, turning the sun red and

ing the atmosphere in a rose light. With each

wildfire a fresh layer of dust is laid down over this

parched earth. In the aftermath are landscapes turned to

charcoal, sometimes stretching from the sea to the

le time for these

blackened lands to recover, but of course there wasn’t

Along the Tilean Sea’s more hospitable eastern

seaboard are soils supplied with rich silt from the many

streams and rivers that flow down from the Trantine

Hills. Most of Tilea’s population lives in this

yards and farms yielding an

abundance of cereals, fruits, cheeses, salt, garlic and

native seasonings. The southeast has less variety, being

primarily wheat fields, poultry farms and goat herds.

Roads first laid down in ancient times cross the plains,

and travellers along these arteries will pass marble

tombs and ruined monuments to a dead culture. Some

maintained by locals,

epair and are useful only

as guides. Horses and carts are more likely to travel

along the sides of the crumbling stonework tracks,

counting the carved milestones that still mark the way

For many villages of central Tilea i

tradition to bury the dead in cairns made of broken

rocks taken from roads. This habit has resulted in

graveyards that lie along unpaved trails stripped bare of

their cobblestones. Indeed, it’s unlucky for a Tilean

graveyard to be approached by a paved road, a

superstition taken to such an extent that some villagers

will clear the cobbles for miles if there is a grave

anywhere within sight of it. These sudden disappearing

roadways have gotten many a foreigner lost, while the

natives see this as a good way to frustrate would

raiders.

CLIMATE Tilea has a mild but arid climate, the temperature

generally warm and not varying greatly between north

and south. In all seasons but summer it is usual for a

heavy morning overcast along the coasts.

reeking mist hangs around the Blighted Marshes and

thick woodsmoke drifts through the streets of every

city-state. But no matter where one goes, there is a

whiff of salt ocean air.

The western and northern arms of Tilea receive a fair

share of rainfall as clouds blowing in from the Tilean

Sea and Great Ocean burst when they reach the

mountains. The eastern plains of the region are quite

dry, with brief rain showers in early spring and autumn

but rarely at any other time. In the winter, fogs roll in

off the sea. Some of these can be of legendary height or

speed, or last for days.

For many villages of central Tilea it has become a

tion to bury the dead in cairns made of broken

rocks taken from roads. This habit has resulted in

graveyards that lie along unpaved trails stripped bare of

blestones. Indeed, it’s unlucky for a Tilean

ed by a paved road, a

superstition taken to such an extent that some villagers

will clear the cobbles for miles if there is a grave

anywhere within sight of it. These sudden disappearing

roadways have gotten many a foreigner lost, while the

s as a good way to frustrate would-be

Tilea has a mild but arid climate, the temperature

ally warm and not varying greatly between north

and south. In all seasons but summer it is usual for a

heavy morning overcast along the coasts. A warm

reeking mist hangs around the Blighted Marshes and

thick woodsmoke drifts through the streets of every

ter where one goes, there is a

The western and northern arms of Tilea receive a fair

nfall as clouds blowing in from the Tilean

Sea and Great Ocean burst when they reach the

mountains. The eastern plains of the region are quite

dry, with brief rain showers in early spring and autumn

but rarely at any other time. In the winter, fogs roll in

off the sea. Some of these can be of legendary height or

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20

During the coldest months light snow falls in the higher

elevations and in some parts of the north. As the year

grows warmer, the very rich will hire expeditions to

bring ice down from the mountain peaks to satisfy the

novel luxury of a cold drink in the city-states. At the

height of summer the entire land swelters under a heat

wave, affecting the far south and the plain of Luccini

particularly. These dry spells have been responsible for

famines lasting years, and in some parts of Tilea it

seems as though the lean times only improve just

beforee another drought.

Every few years, a high storm-wind that the Tileans

call il Sirocco arrives from the south, bringing with it

dust from the furthest reaches of Araby that clogs the

lungs of anyone caught in its wake. Many a Tilean

carries a lifelong hacking cough as a result of breathing

in the foul air of il Sirocco.

THE DECAYING RUINS OF A FORMER

GOLDEN AGE Many years ago the Elves of Ulthuan were attracted to

the shores of the Tilean Sea where they founded

several colonies as part of their trading network in the

Old World. The ruins of most of these are now buried

beneath later Tilean cities, but there are some that still

lie abandoned as heaps of masonry and fallen columns

overgrown with wild flowers and ivy. Here, tomb

robbers dig holes to look for ancient Elf gems and

relics.

There are no known Elven ruins situated close to the

Blighted Marshes. Perhaps this is because the Elves

chose to avoid the ancient city of Tylos, inhabited, as it

no doubt was, by savage and primitive humans. The

Elves traded with the humans, and perhaps it is from

the mercantile Elves that the Tileans inherited their

own traditions of trade. The superior culture and highly

developed civilisation of the Elves must have made

quite an impression on the people of Tylos who had

little knowledge of metalwork or even writing before

the Elves arrived.

THE RISE OF THE TILEAN CITY

STATES Even before the High Elves abandoned the Old World,

Tilean tribes were already settling along the fertile

coastal plains. Despite sharing the same origins and

traditions, the settlements that grew up on top of the

Elven ruins were never united into a single realm.

There were two good reasons for this.

Firstly, unlike the Empire and Bretonnia, Tilea was

fortunate in not being overrun by Orcs & Goblins in

the aftermath of the war between the Elves and Dwarfs

and the subsequent abandonment of the Elven cities.

This was due to the barrier provided by the high

mountains on all sides. The Tileans did not have to

struggle for survival with these savage races and fight

for possession of the land. It is true that the Skaven

came to infest the smouldering ruins in the Blighted

Marshes, but these invaders preferred to hide, seldom

appearing in the surrounding lands. Civilised life,

culture, and especially trade was able to flourish while

northern peoples studied only war in a bitter and

prolonged struggle against the Orcs & Goblins. When

these savage tribes did eventually break into Tilea, they

found populous cities with strong walls and well-

equipped armies to resist them.

Secondly, the Tileans are independent minded, strong-

willed, and, some would say, impossible to govern by

force. A Tilean's sense of pride and loyalty is always

first and foremost to his own family, his immediate

locale, and only then to his city. This meant that any

attempts at empire building within Tilea were bitterly

resisted. Cities would resist conquering tyrants for

years and if anyone managed to subjugate several cities

and started calling himself 'King' or 'Emperor', his

doom was sealed and a gruesome assassination was

certain to follow fairly swiftly!

TILEAN GENIUS The lively minds of the Tileans account for the many

great artists, architects, scholars, explorers, merchants,

inventive geniuses, astronomers, diplomats and wizards

for which Tilea is renowned. Perhaps this is due to the

ancient influence of the Elves. Early contact with such

an advanced civilisation could be one reason why the

Tileans are so very different from the peoples of the

Empire and Bretonnia.

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23

THE PRINCIPALITIES OF TILEA

Whether or not they are aware of it, every Tilean

community large or small is governed by one of the

mighty city-states. These cramped centres of commerce

are where the most powerful and wealthy princes have

gathered, imposing their right to collect taxes and raise

armies to defend themselves from their rivals. The

struggle between the city-states is an ever changing

dance of influence and territorial claims, frequently

settled by military engagements but just as often by

posturing, bribery and ransoms.

Because of this arrangement, politics plays an

enormous role in the lives of most Tileans, though

most will have no voice in it. Conscription and

rationing are common, but it’s accepted as a temporary

sacrifice to ensure long term survival. After all, “the

call of the city is the order of the state,” or so the

princes assert in their courts. But things are not as

despotic as one might expect, and vil lages along the borders between two states may choose

to join either. It serves each prince to be agreeable as

well as ambitious, as Tileans have a strong sense of

pride and they will only follow those that they trust and

respect.

One cannot forget that Tilea has been inhabited for

more than four thousand years, existing in much the

same state as it is in today. Powers may change hand or

natural disasters may empty a region of its entire

populace, only later to be resettled and rebuilt using the

same stone blocks hewn by bronze axes in ancient

times. Thus the typical Tilean settlement is composed

of buildings of various styles but with walls of a

mottled grey, lichen-crusted colour. Even the roof tiles

are likely to be grey, made from slate that’s found all

along the coast and in great deposits that rise out of the

plains. Only in the larger towns and cities is there a

trend to whitewash walls and furnish houses with red

clay tile roofs. Still, the peculiars of any region will

give rise to unique traditions, lending to each small

village a strong sense of identity, and to each city a

certain character.

THE TORMENTED PRINCIPALITY OF

TOBARO Tobaro is the only great Tilean city on the western

shores of the Tilean Sea. Here the narrow coastal plain

of Tilea is separated from the arid uplands of Estalia by

the Abasko Mountains. Tobaro is situated on the coast.

It is quite a rugged coastline, especially to the south

where there are numerous small rocky islands. These

are inhabited by bird-like creatures called Sirens that

sing so sweetly that they lure unwary sailors to their

doom on the rocks. Most of these islands are

uninhabited by men, except for those that are isolated

and remote enough to provide lairs for pirates and

raiders.

Tobaro was once an Elven outpost and its centre is

dominated by a high rock which has become the

acropolis of the city. On its flat summit, surrounded by

strong walls, is the palazzo of the Princes of Tobaro

and the upper city. The lower city is surrounded by an

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24

outer wall of great strength. Tobaro has resisted several

sieges, holding out against the Estalians and also the

hordes of Araby during Sultan Jaffar's attempted

conquest of Estalia. Tobaro provided a port from which

the Bretonnians and Tileans were able to send help to

the beleaguered Estalians.

For this reason the Sultan Jaffar laid siege to it from

land and sea, but the city did not fall. A much more

serious threat was to emerge later, when Skaven broke

through into the honeycomb of ancient Elven

catacombs in the acropolis rock. This enabled them to

attack the city from within and its strong fortifications

were of no avail. The fighting in the streets and

destruction in the city was terrible.

The Prince of Tobaro, Meldo Marcelli, managed to

escape with many of his soldiers and most of his ships.

Arriving in Remas he spent all his wealth hiring a great

army of mercenaries, including a strong contingent

from Remas.

Returning without delay, and reinforced by a

contingent of Elf seafarers, Meldo and his army

stormed the city and recaptured it, driving the Skaven

back into the catacombs. There followed further bitter

fighting within the rock of the acropolis before all the

Skaven were finally cleared. Now many of the tunnels

have been walled up and a garrison of mercenaries are

permanently on guard deep within the acropolis itself.

Tobaro has remained a principality, but only just. Less

than three centuries after the heroic recapture of the

city by Meldo Marcelli, his family, who had held on to

the principality one way or another, finally split up into

quarrelling factions. There were several eligible

candidates who claimed the title of Prince. These were

busy plotting against each other when a prophecy of

doom began to circulate in the city. This predicted that

the next Prince of Tobaro was destined to meet a

horrible end. The rival claimants agreed to play safe

and elected a pig to preside over the council of citizens

as

Prince, at least until the prophecy came to pass!

Nothing happened. Years passed and the pig presided

wearing the princely hat and gold chain of office.

Tobaro became rather more peaceful than of late. The

would-be contenders for the princedom began to fret

and one of them plotted to kill the pig. Then it was

pointed out by his rivals that anyone who assassinated

the pig, who was now styled Piggolo I, would actually

be committing treason and therefore subject to

execution himself! The pig continued to reign into old

age, -until, while inspecting the guard, he fell off the

battlements of Tobaro into the sea!

By that time there was only one of the rival contenders

still alive, who assumed the office without opposition.

Since then Tobaro has remained a principality despite

numerous plots and attempts to set up a republic.

THE MIGHTY PRINCIPALITY OF

MIRAGLIANO Miragliano is a bastion against the Skaven. Because of

its position near the Blighted Marshes, which are fetid

and ridden with disease, Miragliano has often been

victim to outbreaks of plague over the centuries. The

Red Pox of 1812 was the worst pestilence, wiping out

three quarters of the population of the city. An

infestation of large rats was blamed, and since then the

city has employed professional rat-catchers among its

mercenary troops. As well as exterminating rats, the

rat-catchers fight running battles against Skaven Gutter

Runners. No one knows exactly where the Skaven

come from, except that there are many of them in and

around the fringes of the Blighted Marshes. A high

price is placed on their heads, dead or alive.

Since the Red Pox, large parts of the old, squalid city

have been rebuilt by the Princes of Miragliano. The

city was not originally an Elven colony and grew up in

a rambling way over many centuries. The Princes have

gradually imposed an orderly plan on the city. This was

initially drafted by the great Leonardo de Miragliano

who was commissioned with this task by Prince

Cosimo. It has taken many centuries since then to bring

the plan to fruition. Each subsequent Prince and many

of the merchant families have endeavoured to beautify

the city with palazzi, piazzas, fine bridges and

sculptures.

Miragliano is bisected by several broad and elegant

canals and many other narrow ones. The populace use

these as streets and so there is always traffic of ornate

barges going to and fro through the city, under its many

bridges. However, these canals can become smelly and

make the city vulnerable to plagues. Besides this, the

canals do, of course, make easy ways into the city for

Skaven agents. To guard against this there are canal

gates, each blocked by a huge iron portcullis and

guarded by rat-catchers.

The defences of Miragliano are strong and utilise the

marshy nature of the countryside. The moat is very

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wide and the walls are specially designed to give

maximum advantage to artillery. This is al

the genius Leonardo, before he entered service with the

Emperor.

The Princes of Miragliano have always been patrons of

learning and science as much as art, if not more so.

Being so close to the mountain passes, and in past

centuries under some threat from Bretonnia and the

Empire, the Princes have been especially concerned

with warfare and defences. It is no surprise that not

only Leonardo da Miragliano, but also Borgio the

Besieger began their careers in this city.

The defences of Miragliano feature several tall towers

which were built to give a view far across the flat

landscape. Unfortunately, because of the unstable

nature of the ground, most of these are leaning at

awkward angles. However, thanks to the exceptional

engineering, intrigue and assassination are as much a

part the Tilean way of life as fine food and music. Any

man who dares to cross a powerful Tilean Prince or an

influential merchant or money lender is likely to find

himself on the wrong end of a dagger or, more likely,

feeding the fishes at the bottom of the local harbour. As

a consequence, an entire professional class of assassins,

poisoners and hired thugs has grown up all too willing

to exact vengeance on behalf of their clients. In a land

where money buys power and military might. it is

hardly surprising that it also buys justice or, to give it

its proper title, revenge!

These hired killers have a formidable reputation, and

no-one, not even the most powerful Tilean merchants,

25

wide and the walls are specially designed to give

maximum advantage to artillery. This is all the work of

the genius Leonardo, before he entered service with the

The Princes of Miragliano have always been patrons of

learning and science as much as art, if not more so.

Being so close to the mountain passes, and in past

e threat from Bretonnia and the

Empire, the Princes have been especially concerned

with warfare and defences. It is no surprise that not

only Leonardo da Miragliano, but also Borgio the

Besieger began their careers in this city.

feature several tall towers

which were built to give a view far across the flat

landscape. Unfortunately, because of the unstable

nature of the ground, most of these are leaning at

awkward angles. However, thanks to the exceptional

d assassination are as much a

part the Tilean way of life as fine food and music. Any

man who dares to cross a powerful Tilean Prince or an

influential merchant or money lender is likely to find

himself on the wrong end of a dagger or, more likely,

the fishes at the bottom of the local harbour. As

a consequence, an entire professional class of assassins,

poisoners and hired thugs has grown up all too willing

to exact vengeance on behalf of their clients. In a land

might. it is

hardly surprising that it also buys justice or, to give it

reputation, and

one, not even the most powerful Tilean merchants,

would want to get on the wrong side of them. A

warning is usually enough to banish any thought of

betrayal or double-dealing. A bloodied dagger found

embedded in a door, or in some innocent servant, is

just one recognised sign of disapproval. Finding an

unwelcome note beside your pillow in the morning

also be a sobering experience.

Whilst native Tileans are well versed in these rituals of

intrigue, this is not always true when it comes to other

races. When Golgfag the Ogre was in the employ of

Lorenzo Lupo, he, managed to offend most of the

locals one way or another. When he awoke to find a

horse's severed head upon his pillow he merely

remarked that it was the best horse's head he had ever

eaten. Several subsequent attempts on his life resulted

in a dramatic reduction in the number of professional

killers in Luccini. At one point there were so few

murderers, assassins and poisoners remaining in his

city that Lorenzo Lupo was concerned law and order

would break down altogether!

(Leonardo among them) these towers do not fall d

Indeed, Miragliano has set a fashion in architecture

which has been copied in other cities, especially

Luccini where the Princes are renowned for their great

sense of humour. Now every city either boasts its own

leaning tower or aspires to have one. O

could such a thing happen! Borgio once commented

that executed men look so much better hanging from a

leaning tower. He should know! He would often

execute his opponents a dozen at a time. It is said that

the weight made the towers lean over a

degrees during his rule!

would want to get on the wrong side of them. A

warning is usually enough to banish any thought of

dealing. A bloodied dagger found

embedded in a door, or in some innocent servant, is

just one recognised sign of disapproval. Finding an

unwelcome note beside your pillow in the morning can

also be a sobering experience.

Whilst native Tileans are well versed in these rituals of

intrigue, this is not always true when it comes to other

races. When Golgfag the Ogre was in the employ of

Lorenzo Lupo, he, managed to offend most of the

one way or another. When he awoke to find a

horse's severed head upon his pillow he merely

remarked that it was the best horse's head he had ever

eaten. Several subsequent attempts on his life resulted

in a dramatic reduction in the number of professional

killers in Luccini. At one point there were so few

murderers, assassins and poisoners remaining in his

city that Lorenzo Lupo was concerned law and order

would break down altogether! skills of the architects

(Leonardo among them) these towers do not fall down.

Indeed, Miragliano has set a fashion in architecture

which has been copied in other cities, especially

Luccini where the Princes are renowned for their great

sense of humour. Now every city either boasts its own

leaning tower or aspires to have one. Only in Tilea

could such a thing happen! Borgio once commented

that executed men look so much better hanging from a

leaning tower. He should know! He would often

execute his opponents a dozen at a time. It is said that

the weight made the towers lean over a couple more

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26

THE TURBULENT PRINCIPALITY OF

TRANTIO Trantio is rather an upstart city. Many centuries ago it

was not very powerful at all. Situated inland in a hilly

area, it was a bit of a backwater and did not prosper

greatly from trade. It was one of the first cities to

overthrow its Prince and become a republic. This

republic lasted a long time, but eventually became

decadent. However, all attempts to capture the city by

mercenary armies from Remas and Miragliano were

thwarted by the republic suddenly changing sides at the

right moment. Trantio became notorious for playing off

rivals against each other in order to keep its

independence.

This all changed when Marco Colombo returned from

Lustria with enormous wealth. Taking over the

mercenary army of his patron, Orlando, exiled Prince

of Trantio, he succeeded in capturing the city and

becoming its Prince.

Marco was an exemplary Prince and was clever enough

to keep his gains and establish his family securely as

Merchant Princes in Trantio. The city soon began to

prosper from trade and exploited its position to trade

westwards across the sea and eastwards over the

mountains. Thus Trantio has become one of the most

cultured and beautiful of all Tilean cities. Dwarf

workmanship and skill travels westwards along old

trade routes through Trantio into Tilea and the west.

This shows its influence in the quality and ambition of

the buildings, raised using many Dwarf techniques of

construction. The fortifications, gatehouses and towers

are particularly massive. Vast quantities of marble were

brought down from quarries in the Apuccini Mountains

as well as the exotic pink-veined Trantine for which the

city is famous. This stone was used for Grottio's huge

sculpture 'The Five Graces' which adorns the piazza in

Verezzo.

THE PERFIDIOUS PRINCIPALITY OF

PAVONA The small city of Pavona quickly rose to become a

serious rival to Trantio for the eastern trade into the

Dwarf realms, Border Princes and beyond. So intense

was this rivalry that the territory between the two cities

became a famous stomping ground for mercenary

generals. Not only were there many wars, but also

many attempts at reconciliation. This led to the

princely families becoming entwined through a

succession of marriage alliances. The pacts were often

short lived, with the marriages ending in poisoning or

some other form of assassination.

Trantio and Pavona are usually at each other's throats,

their intense rivalry often seeming to others to be a

fatal weakness. However, as soon as a hostile army

from any other city appears on the scene, the two cities

promptly forget their quarrel and join forces to beat up

the common enemy. In this way Luccini, Verezzo and

Miragliano have all experienced humiliating defeats in

the hills around Trantio or Pavona.

The city of Pavona itself remains small in comparison

to other Tilean cities. The city is noted for its many

bridges which are not over rivers, or canals, but high

above the narrow streets, enabling the nobility to go

from one house or palazzo to another, without having

to descend into the bustle of the streets below.

THE REBELLIOUS REPUBLIC OF

REMAS Remas is a great and old city located on the coast. The

huge circular harbour of Remas was built, it is said, by

the High Elves for their trading ships. Now, even

though it is ruined and colossal chunks of masonry lie

half submerged in the sea, it still shelters the large and

powerful fleet of Remas. The narrow entrance to the

harbour is spanned by a mighty bridge resting on great

stone piers. This bridge not only carries the road

linking the two sides of the city, but bears the weight of

many fine houses and palaces of the Merchant Princes

on both sides of the street. These rise up in three, four

and five storeys with overhanging balconies. There are

towers too at either end and in the middle of the bridge

and, being Tilea, some of these are leaning at gravity-

defying angles, supported by numerous colossal

buttresses!

The rest of Remas is laid out on a grand scale within a

long circuit of defences. The city is very populous and

is famous for its strong mercenary army, most of which

fight as pikemen. These are supplied by the retinues of

the many merchant houses. The city state of Remas has

been a relatively stable republic for several centuries

thanks to these troops, who have resisted tyrants and

would-be conquerors on innumerable occasions.

Remas became a republic during the long period of

famines which beset the whole of Tilea. These famines

were caused by plagues of rats and mice which ate the

corn in the fields and the grain in the storehouses. The

situation became so bad that grain had to be imported

from wherever there was a surplus, but thanks to Tilean

mercantile expertise, and Tilean seafarers, deals were

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27

done and grain was shipped in from such places as

Bretonnia and the Empire.

Some Merchant Princes were tempted to hoard up the

grain to sell at a high price. Needless to say there were

popular revolts and these Princes were overthrown,

which is what happened in Remas and Verezzo.

The worst event to befall Remas was the Dark Elf raid

in 1487. The fleet of galleys that would usually defend

the approaches to the harbour were all at sea, and the

Dark Elves took advantage of an =seasonal mist to

reach the harbour entrance. However, their ships were

stopped at the terrible 'Battle of the Bridge' in which a

large part of the bridge was sacked and burnt by the

Dark Elves, who also took away many people as

slaves. Remas' mercenary garrison was able to hold

either end of the bridge until the enemy, satiated with

destruction, decided to leave. This attack angered all of

Tilea and the bridge was eventually restored to its

former glory. The citizens cherish a deep dislike of the

Naggarothi to this day and are very happy to provide

mercenaries, artillery and war galleys at a discount

price to anyone who happens to be at war with them.

Because of its central position, Remas is often in a state

of hostilities with its great trading rivals Miragliano,

Verezzo and Luccini. There have been many sea battles

between the fleets of Remas and Luccini and also

against the pirates of Sartosa. Tobaro, on the other

hand, is often the ally of Remas and mercenaries from

Remas have helped the Princes of Tobaro hold on to

their city in several sieges and against numerous plots.

It is worth examining how the Republic of Remas is

governed, since it is one of the least corrupt and longest

lived republics. Each of the powerful merchant families

is represented on the council of fifty. This assembly

debates every issue and makes decisions and laws.

Three members of the council are chosen randomly

each year to preside over it as a triumvirate. The policy

of the republic for that year becomes whatever the

special interests of the triumvirs, or their families, may

be. So if one of the triumvirs happens to be most

concerned with merchant ventures, the republic will

probably finance a trading venture in that year. If one

of the triumvirs is a patron of the arts, the republic can

expect to gain a new public edifice decorated by the

finest artists in Tilea. If one or more of the triumvirs

happens to be a noteworthy mercenary general then the

neighbouring states will become rather alarmed and

start renovating their defences!

Unfortunately, one weakness of the system of

government in Remas is that the triumvirs sometimes

fall out with each other. This results in occasional civil

wars in which two triumvirs set upon the other with

their mercenary forces. Sudden changing of sides and

re-alignment between the contending triumvirs is not

unknown, even leading to confusion in the ranks in the

middle of a battle! Usually the cause of the trouble is

when one of the triumvirs tries to make himself sole

Prince, and his colleagues resist his attempted coup in

the interests of the republic. Often such an attempt to

take over the state can be pre-empted by assassination

or a brisk series of street battles leading to the

proscription and exile of the would-be tyrant's

supporters.

THE SERENE REPUBLIC OF VEREZZO Verezzo is also a republic, but of a completely different

kind to Remas. Verezzo lies inland, dominating the

fertile plain with its walls and many bastions. The city

is very compact and crowded with people. The streets

are very narrow and winding and the houses are built

very tall because of the lack of space. Some have risen

so high that they have become towers which have been

built into the defences. The reason for this is that the

walls are so strong and occupy such a good vantage

point on the only rising ground for miles around, that

the citizens are reluctant to change them and build a

wider and less formidable circuit.

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28

Like Remas, Verezzo became a republic as a result of

the great famines. The Prince hoarded up grain and

tried to sell it to the citizens at an extortionate price. He

was soon toppled from power with the help of

mercenaries and a republic was proclaimed. The

republic of Verezzo is much more democratic than that

of Remas, probably because there are so many

merchant families and anyone with aspirations to great

power is likely to risk assassination from several

quarters.

In Verezzo there is an elaborate voting system in which

the merchant families are divided into factions

distinguished by voting colours (the reds, greens, blues

and yellows). The colours are associated with

particular factions and policies, so after the voting in

Verezzo it might be said in Remas or Luccini, "the reds

are in in Verezzo, we are in for trouble!" or "don't lend

Verezzo any gold while the yellows are in", and so on.

The colours are also used to designate teams in various

rowdy games played in the cramped piazzas of the city.

Naturally, these games are flavoured with politics and

intrigue!

THE ANCIENT PRINCIPALITY OF

LUCCINI The city of Luccini stands beside the Tilean Sea at the

southern tip of Tilea, opposite the island of Sartosa.

Luccini is almost continuously at war with the pirates

of Sartosa and has a very strong fleet of galleys.

Luccini is in fact one of the strongest military powers

in Tilea and many mercenary generals of repute have

learned their trade there.

The city is very old and clustered around a high rock

called the acropolis. Like the acropolis in Tobaro, this

was the centre of an ancient Elven colony. There is a

legend that Luccini was founded by the twins Lucan

and Luccina who were king and queen of a pastoral

tribe who settled around the ruin-strewn acropolis. On

its summit they built their palace.

The city was named after Luccina who is regarded as a

sort of patron goddess. Lucan is also venerated as a

deity and there is a fine temple to the divine twins on

the acropolis. The Princes of Luccini usually claim

descent from these two legendary figures which means

that there are two rival factions: those claiming descent

from Lucan and those claiming Luccina as their

ancestor. Not surprisingly, the principality has changed

hands between these dynasties more times than anyone

can remember, and not without blood being spilt as

abundantly as wine in the notorious revels for which

the city is famous!

The Princes of Luccini are noted for their often bizarre

sense of humour, a family trait said to go back to their

ancestors. If anyone claims to be Prince who seems to

be rather dour or miserable he is soon assassinated or

banished into exile by a more jovial contender. Indeed,

an aspiring Prince often strengthens his claim before

the citizens by assassinating or overthrowing his

opponents in a particularly humorous manner! So it is

said that “the Prince of Luccini is most dangerous

when he is laughing!”

THE MIGHTY FORTRESS OF MONTE

CASTELLO The fortress of Monte Castello is built upon the

colossal ruins of one of the easternmost of the ancient

Elf citadels. This one was captured and occupied by the

Dwarfs who rebuilt the foundations even more

massively. Many centuries later the great mercenary

general Ferrante 'the fierce' built a fortress on top of the

ruins to guard the eastern approaches of Luccini from

the sea.

Monte Castello remains the easternmost outpost of

Tilea. Beyond stretch the barren lands of the Border

Princes which run up the eastern side of the Apuccini

mountains. This land is still being won from the Ores

& Goblins. The fortress was originally built to prevent

incursions of Orc & Goblin tribes from the east and

also to guard against any enemies coming across the

Black Gulf and gaining a foothold on the Tilean

peninsula. The fortress stands on a natural knoll of rock

overlooking the narrow straits which lead into the long

bay known as the Gulf of Tears.

The fortress is immensely strong, its fortifications

having been rebuilt and improved many times by some

of the best mercenary leaders. The Castello has

traditionally been garrisoned by troops from all over

Tilea, paid for by all the Tilean cities, since all city

states benefit from the security it gives to the entire

region. Only the best mercenaries and the best

mercenary generals are ever hired to hold it.

The Castello has been besieged many times and has

never fallen. The most notable siege lasted over a year.

The garrison, reduced to only five hundred Tileans,

suddenly found itself surrounded by over one hundred

thousand Orcs & Goblins led by a certain Unguth the

Vile, who was determined to capture it as a prelude to

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invading Tilea itself. The garrison of the Castello,

beating off countless assaults and enduring endless

weeks of bitter siege warfare, dwindled by a few men

every day, while the Orc horde was constantly

reinforced by numerous fresh contingents eager to join

the mighty Orc army.

Cut off by land, the Castello was supplied by sea until

this route was maliciously cut by the warships of an

unknown enemy desiring to see the fortress fall once

and for all. To this day, no one knows for sure who

attacked the supply galleys. Tileans often accuse the

Corsairs of Araby or the pirates, but the most ominous

rumour holds that the ships were overrun by an

infestation of rats as part of the evil schemes of the

Skaven.

Starving and desperate, the garrison held out until the

mercenary commander, the old and resolute Galeazzo,

was mortally wounded whilst repelling another Orc

assault. He was hurried from the ramparts into the

commandantery. Residing in the Castello at this time

was the general's formidable and spirited daughter,

Monna Lissa. Despite her efforts to staunch the blood,

Old Galeazzo succumbed to his wounds. Monna Lissa,

fearing that the garrison would lose heart, donned her

father's armour and pretending to be Galeazzo himself,

led the garrison in repelling three more att

following days. After the third attack, Monna Lissa lost

her helmet and her long flowing tresses were seen by

the troops. They demanded to know what had

happened to their leader. When it was revealed that he

was dead, the mercenaries were disheartened. They

resolved to stake all on one last sally, abandoning the

Castello in a desperate attempt to escape back to Tilea.

Monna Lissa implored them not to sally out to certain

death and thereby let the Castello fall into enemy

hands, but no persuasion, not even promises of

enormous rewards in gold, could make them change

their minds. Then Monna Lissa pointed out that if the

Orcs took the Castello they would certainly deface

29

Tilea itself. The garrison of the Castello,

beating off countless assaults and enduring endless

weeks of bitter siege warfare, dwindled by a few men

every day, while the Orc horde was constantly

reinforced by numerous fresh contingents eager to join

Cut off by land, the Castello was supplied by sea until

this route was maliciously cut by the warships of an

unknown enemy desiring to see the fortress fall once

and for all. To this day, no one knows for sure who

ys. Tileans often accuse the

Corsairs of Araby or the pirates, but the most ominous

rumour holds that the ships were overrun by an

infestation of rats as part of the evil schemes of the

Starving and desperate, the garrison held out until the

ary commander, the old and resolute Galeazzo,

was mortally wounded whilst repelling another Orc

assault. He was hurried from the ramparts into the

commandantery. Residing in the Castello at this time

was the general's formidable and spirited daughter,

a Lissa. Despite her efforts to staunch the blood,

Old Galeazzo succumbed to his wounds. Monna Lissa,

fearing that the garrison would lose heart, donned her

father's armour and pretending to be Galeazzo himself,

led the garrison in repelling three more attacks in the

following days. After the third attack, Monna Lissa lost

her helmet and her long flowing tresses were seen by

the troops. They demanded to know what had

happened to their leader. When it was revealed that he

artened. They

resolved to stake all on one last sally, abandoning the

Castello in a desperate attempt to escape back to Tilea.

Monna Lissa implored them not to sally out to certain

death and thereby let the Castello fall into enemy

, not even promises of

make them change

their minds. Then Monna Lissa pointed out that if the

Orcs took the Castello they would certainly deface

Tintoverdi's masterpiece 'The Five Seasons' which

adorned the commandantery ba

was thought to be the finest fresco in all Tilea if not the

world. She begged all those who were willing to stay

and defend this treasure to the death to step forward,

the rest could go if they wished.

One by one, the soldiers stepped f

eyes, saying: “I will die befo

Tintoverdi!” and “No Orc shall ever

image of Spring!” and similar such things. Eventually

the entire company resolved to remain to the bitter end.

The siege continued for a further three months and the

Castello did not fall. Monna Lissa herself was mortally

wounded by a Goblin arrow on the day the Castello

was relieved by an enormous army marching from

Luccini. The relieving force broke and scattered the

Orc horde. They found only twenty

alive in the Castello. Around the walls the Orc &

Goblin corpses lay so thick that the moat had been

filled up and was firm enough to bear the weight of Orc

siege towers!

Ever since the great siege of Monte Castello, Mon

Lissa has become a symbol of good fortune and

victory. So much so that it is a tradition for mercenary

battle standards to depict the Tilean war goddess

Myrmidia with the features of Monna

portrayed in the famous portrait of her by Cellibotti.

Tintoverdi's masterpiece 'The Five Seasons' which

adorned the commandantery banqueting room. This

was thought to be the finest fresco in all Tilea if not the

world. She begged all those who were willing to stay

and defend this treasure to the death to step forward,

the rest could go if they wished.

soldiers stepped forward, tears in their

re Orcs scrawl upon

No Orc shall ever gaze upon the

and similar such things. Eventually

the entire company resolved to remain to the bitter end.

r a further three months and the

Castello did not fall. Monna Lissa herself was mortally

wounded by a Goblin arrow on the day the Castello

was relieved by an enormous army marching from

Luccini. The relieving force broke and scattered the

ound only twenty-five pikemen still

alive in the Castello. Around the walls the Orc &

Goblin corpses lay so thick that the moat had been

filled up and was firm enough to bear the weight of Orc

Ever since the great siege of Monte Castello, Monna

Lissa has become a symbol of good fortune and

victory. So much so that it is a tradition for mercenary

battle standards to depict the Tilean war goddess

Myrmidia with the features of Monna Lissa, as

portrayed in the famous portrait of her by Cellibotti.

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30

THE DECADENT PIRATE

PRINCIPALITY OF SARTOSA The island of Sartosa has a rocky coastline and a

rugged interior. The Elves had a colony there which

was later occupied by Tileans from the mainland.

Unfortunately the city they built was destroyed by

Dark Elves acting in concert with Settra's fleet. Almost

the entire population perished or was carried off into

slavery.

The city of Sartosa remained in a ruinous state for a

long time. Eventually Norse raiders landed on the

island and easily overcame the scattered inhabitants

and the small garrison of troops from Luccini. From

this base, the Norse ravaged the coasts of Tilea until

they were defeated in a sea battle off Cappo Cinno. The

remaining Norsemen were hired by Luccini as

mercenaries and allowed to stay on the island to guard

it. However, their descendants were overwhelmed by

an invasion fleet of Corsairs of Araby led by Nafal

Muq in 1240. The Corsairs held on to the island for

roughly two hundred and fifty years, during which time

they were a constant menace. There were several naval

battles fought in the seas around Sartosa between the

Corsairs and the galleys of Luccini, Remas and Tobaro.

Eventually, the island was wrested from the grip of the

Corsairs by a mercenary army led by Luciano Catena.

He was a Prince of Luccini and descendant, as his

name suggests, of the divine twins Lucan and Luccina.

The Emir, Abd al Wazaq, and his Corsairs were driven

back into their stronghold in the city of Sartosa and

forced to surrender after a long and extremely bloody

siege. Luciano allowed Al Wazaq to escape to Araby in

return for leaving behind his considerable stash of

treasure, mostly art looted from Tilea. Al Wazaq also

had to surrender of his enormous harem which in his

desperation he had trained to defend him as his

personal bodyguard. These were promptly recruited by

the Tileans as a mercenary regiment! The rest of the

surviving Corsairs were allowed to stay and were hired

by Luciano to serve in his fleet. This was one of the

earliest occasions on which mercenaries from Araby

were hired by a Tilean general.

Luciano and his heirs ruled Sartosa as a principality for

a time. During this period the city was rebuilt and its

defences made strong. It soon became a base for the

mercenary fleet of the Princes of Luccini. However,

this brief period of stability was not to last. There were

now many mercenary contingents occupying

strongholds on various parts of the island, and some in

different fortress towers within the city itself.

Rebellions against the Prince became more frequent

and Sartosa became increasingly difficult to control.

The Prince's rule over the island finally came to an end

when the mercenary flotilla of galleys based on Sartosa

mutinied. Then the island rapidly fell into anarchy as

the mercenary bands set upon each other.

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Most of the mercenaries on the island took to piracy,

pillaging Tilean shipping and anything else sailing the

Tilean Sea. This proved much more lucrative than

hiring themselves out to fight, since the chances of

survival were greater as were the potential

various mercenary bands occupying the island

fighting each other with their usual intensity and began

to cooperate in their piratical schemes. The raids on

ships and shores around the Tilean sea brought in

hordes of captives and hostages who were never

ransomed. These augmented the swelling population of

Sartosa until it became a notoriously rough and lively

den of pirates.

Eventually it became the custom to elect a 'Pirate

Prince' of Sartosa. This is a rather grandiose title for

one who does not really rule, but just settles disputes

over loot with rough justice. Many such Princes have

come and gone in the centuries up to the present time.

Most have come to a very sticky end one way or

another! The longest lasting has been the present

notorious 'Pirate Princess of Sartosa', no doubt because

her reputation for being ten times more cruel than any

of her predecessors is no exaggeration!

The city of Sartosa is a rambling mass of ruins and

dwellings with Elf and Dwarf architecture mixed in

with that of Tilea and Araby, all patched up in various

ways by the inhabitants after the occasional

cannonades from passing ships. Many of the pirate

taverns are in caves hollowed out of the rock. There are

rumoured to be vast stashes of treasure hidden in

various places all over the island. However, it should

be noted that maps bought in the streets of Sartosa are

unlikely to be reliable!

31

Most of the mercenaries on the island took to piracy,

pillaging Tilean shipping and anything else sailing the

Tilean Sea. This proved much more lucrative than

hiring themselves out to fight, since the chances of

survival were greater as were the potential riches. The

various mercenary bands occupying the island stopped

each other with their usual intensity and began

to cooperate in their piratical schemes. The raids on

ships and shores around the Tilean sea brought in

s who were never

ransomed. These augmented the swelling population of

Sartosa until it became a notoriously rough and lively

Eventually it became the custom to elect a 'Pirate

Prince' of Sartosa. This is a rather grandiose title for

o does not really rule, but just settles disputes

over loot with rough justice. Many such Princes have

come and gone in the centuries up to the present time.

Most have come to a very sticky end one way or

another! The longest lasting has been the present

otorious 'Pirate Princess of Sartosa', no doubt because

her reputation for being ten times more cruel than any

The city of Sartosa is a rambling mass of ruins and

dwellings with Elf and Dwarf architecture mixed in

th that of Tilea and Araby, all patched up in various

ways by the inhabitants after the occasional

cannonades from passing ships. Many of the pirate

taverns are in caves hollowed out of the rock. There are

rumoured to be vast stashes of treasure hidden in

various places all over the island. However, it should

be noted that maps bought in the streets of Sartosa are

THE LEGEND OF BLACK

This accursed captain has sailed these seas since the

time of Sigmar, ever forbidden to

King Death. No-one knows how it is he came to

anger the Lord of the Sea of Lost Souls, but all know

that to spy his ship, the Flying Marienburger, is to

most likely to gaze upon your own impending death.

Legends claim that Black-Wyrd san

Nagash in the time of Myrmidia, turning the waters

so foul that even today all maps mark them under the

name of the Black Gulf. Some shanties even claim

that he called the comet down upon the city of

Mordheim, then sailed up the Stir and loo

far as many pirates are concerned it was Black

who liberated Sartosa from the Sea Elves at the dawn

of the Classical Age and again in 1757 from the

Tileans who had set up a fortress there. Even today a

chair on the Sartosan Pirate Lord coun

for the First Pirate King, although he is yet to claim

it.

While naval lords laugh at these ludicrous claims,

troubling reports still come in from sea

the Sea of Claws to the Gromril Coast. It is said that

ships, be they merchantman, pirate or privateer, have

been pursued and sunk by a ship sporting the Flying

Marienburger’s colours. The few survivors report that

it could move without a gust of air or even against the

prevailing wind and it was able to sail beneath the

waves at will. House de Roelef has offered a reward

of 882 pieces of Lustrian Gold to whoever can sink

him; but so far, no pirate hunter has engaged him and

lived to tell the tale.

THE LEGEND OF BLACK-WYRD

This accursed captain has sailed these seas since the

time of Sigmar, ever forbidden to enter the court of

one knows how it is he came to

anger the Lord of the Sea of Lost Souls, but all know

that to spy his ship, the Flying Marienburger, is to

most likely to gaze upon your own impending death.

Wyrd sank the fleet of

Nagash in the time of Myrmidia, turning the waters

so foul that even today all maps mark them under the

name of the Black Gulf. Some shanties even claim

that he called the comet down upon the city of

Mordheim, then sailed up the Stir and looted it. As

far as many pirates are concerned it was Black-Wyrd

who liberated Sartosa from the Sea Elves at the dawn

of the Classical Age and again in 1757 from the

Tileans who had set up a fortress there. Even today a

chair on the Sartosan Pirate Lord council is set aside

for the First Pirate King, although he is yet to claim

While naval lords laugh at these ludicrous claims,

troubling reports still come in from sea-farers from

the Sea of Claws to the Gromril Coast. It is said that

ntman, pirate or privateer, have

been pursued and sunk by a ship sporting the Flying

Marienburger’s colours. The few survivors report that

it could move without a gust of air or even against the

prevailing wind and it was able to sail beneath the

will. House de Roelef has offered a reward

of 882 pieces of Lustrian Gold to whoever can sink

him; but so far, no pirate hunter has engaged him and

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33

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34

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35

THE AGE OF EXPLORATION

OLD TRADE ROUTES Even from the earliest times the Tileans were sailing to

and fro across the 'Mean Sea in primitive skin boats.

After contact with the Elves they developed swift,

oared galleys, and soon became proficient sailors. Prior

to the Araby Crusades, the Tilean Sea was plagued by

Corsairs and pirates, but afterwards the Tileans gained

the upper hand and swept these troublemakers from

their waters. From this time Tilean seafarers were able

to venture further afield.

Following the defeat of Sultan Jaffar by Old World

crusaders, Tilean merchants gained access to the ports

of Araby which in turn opened gateways to the west

and south. Later still, Tilean ships were seen in the all

the ports of the Old World, carrying exotic

merchandise from Araby and the lands beyond.

Encounters with Elves

The High Elves had never completely abandoned the

oceans around the Old World even though they had

deserted their ancient colonies. When the Mean tribes

developed into states with their own cities, the Elves

were ready to resume contact. At the same time Tilean

trade with the Dwarfs to the east was flourishing. Most

of this trade was conducted overland.

The main concern of the Tilean merchants has always

been expanding their business, or, to put it bluntly,

making money. Most of the successful merchants not

only attempted to secure the old trade routes, but were

interested in opening up new ones. The oldest trade

routes where the sea route to Ulthuan, the land route

across the mountains to the Dwarf Kingdom, the

extension of this route across the mountains and into

the Empire, and the route across the Tilean sea to

Tobaro.

It was Elf seafarers who re-opened the ancient trade

route to their former colonies in the Old World many

centuries after they had abandoned them. Here they

encountered the Tileans established among the ruins,

re-using the tumbled Elven masonry to build their own

cities. The Elves found the Tileans to be easy people to

trade with, eager to exchange all kinds of things for

exotic luxuries from Ulthuan. As for the Elves, they

were interested in acquiring ancient artefacts and

sculptures which the Tileans were finding among the

old Elf ruins. It was no doubt these early contacts

which stimulated the Tilean taste for both art and

profit.

The Old Dwarf Road There were also Dwarf traders coming into Tilea along

the mountain roads from the east. They were eager to

find out what was left after the Elves had finally gone.

Dwarf adventurers had doubtless plundered the Elf

ruins even before the Tileans resettled them.

Eventually the Dwarfs came again and found the cities

inhabited once more, this time by men. There were

plenty of things which the Tileans were willing to buy

from the Dwarf traders in exchange for gems and

exotic metals obtained from the Elves: iron, copper,

gold, silver and expertise in metalworking and

building. It seems likely that the wily Tileans

persuaded the Dwarfs to show them how to build really

strong walls for their cities. In fact, it is a joke in Tilea

that when Tileans combine Elven architecture with

Dwarf masonry you get a leaning tower!

The Dwarfs were eager to get hold of High Elf goods

which the Elves themselves would certainly not give

them, even for all the gold in the Worlds Edge

Mountains. Similarly, the Elves wanted metals and

gems but the Dwarfs would not trade with them on

account of the great grudge they held. The 'Means

traded happily with both and grew rich.

Northern Trade

Items traded from Elves and Dwarfs could be

exchanged in Bretonnia and in the Empire for all kinds

of things, ranging from gold to furs from the far north

and also, of course, warhorses! Since Bretonnians were

loath to sell any of their fine breed, and since it was

banned by the king in any case, Tileans have always

obtained most of their horses from the Empire.

Trade with the Empire expanded, whereas trade with

Bretonnia was never as lucrative. This was partly

because the hidden realm of Athel Loren lay in the

way, and traders did not like to venture into the forest.

To go around the edge, through the Irrana Mountains,

was equally dangerous. Furthermore, there was a

festering state of hostility between Miragliano and the

Bretonnian dukes and barons on the other side of the

mountains. Sea trade was better, but ran the risk of

encountering Corsairs from Araby, Norsemen, Dark

Elves and pirates.

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36

The Route to the North

Although the Vaults are higher mountains than the

Irranas and are much more perilous, especially in

winter, there is a little used Dwarf road which skirts the

highest peaks and cuts through the aptly named

'Winter's Teeth Pass'. This joins Tilea to the Dwarf

Kingdom, and leads the way to the Empire, either via

the Dwarf tunnels beneath the mountains or via

Blackfire Pass.

Mercenaries travel this road from the north to reach

Tilea where they can be sure of finding ready

employment. Merchant convoys use the same route,

often travelling through the Dwarf Kingdom to save

time. Dwarfs are not always keen to allow free passage

to human tradesmen and charge a high toll. However,

the alternative is to risk the Dwarf road as it skirts the

Border Princes, and crosses into the Empire via

Blackfire Pass.

It was this well developed trade between the Empire

and the cities of Tilea that made it easy for Elector

Counts to hire mercenaries to fight in the civil wars

that periodically ravaged the Empire before the time of

Magnus the Pious. Indeed, during the time of the Three

Emperors there were numerous Tileans serving as

mercenaries on opposing sides!

Whoever became Emperor usually considered it

prudent not only to continue to use Tilean mercenaries,

but to hire all those of his defeated rivals as well, to

deprive opponents of the services of such useful troops.

Thus it has become a tradition for Emperors to hire

Tileans. Crossbowmen are the most favoured, since the

Empire originally only had archers recruited from

among the foresters or even from Kislev. Even when

hand guns became available, a crossbow in the hands

of a skilled Tilean marksman still had the edge in terms

of range and accuracy.

NORSCA AND THE FAR NORTH Longships full of hairy northern barbarians began

appearing in the Tilean sea as long ago as the 800s.

The coasts of Tilea were subsequently ravaged on

numerous occasions as were the shores of Araby and

Estalia. On several occasions raiding warbands were

surrounded and cut off from their ships by the Tileans.

Recognising that the Norse were good warriors, the

Tileans would offer the Norse employment as

mercenaries.

Soon a flourishing trade developed, with furs, amber

and many other things coming out of the far north in

return for Tilean gold, wine and items of Elf and Dwarf

work obtained by the Tileans. It was the Dwarf rune

weapons which particularly delighted Norse chieftains,

such that a single sword might be enough on its own to

hire a Norse chief and his warband.

Through contact with the Norse, which increased

greatly following the establishment of a Norse

stronghold on Sartosa, 'Mean merchants heard about

the Norse voyages of exploration, such as the

renowned expeditions made by Erik the Lost and his

son, Losteriksson, to Lustria and other distant lands.

Norse maps, written in runes on sealskin and walrus

hide, were eagerly bought by Tilean merchants for

gold. In this way the Tileans gathered a greater

knowledge of the true geography of the known world

than any other people except the Elves of Ulthuan.

The Elves would never divulge these secrets to other

races, wanting only to keep it all for themselves.

Neither would the canny Dwarfs reveal much of what

they knew, for fear that others would plunder treasures

before they could do so themselves! The Norse,

however, were not only willing to tell of their heroic

voyages of exploration, but were downright boastful,

elaborating the tales with a mixture of vital detail and

dubious hearsay which increased in proportion to the

ale poured into their tankards in the taverns of Tilea!

ARABY AND THE SOUTHLANDS The vast desert land of Araby lies across the sea from

Tilea and Estalia. There are several inhabited cities,

some on the coast and some far inland, and many

uninhabited ruins dating back to the legendary Wars of

Death. This was when the hordes of Undead came out

of the east and devastated the ancient civilisations of

Araby. It took many centuries for civilisation to

flourish again. During that time the culture of Araby

had been kept alive by the nomadic tribes who

wandered in the most remote and inhospitable deserts,

impossible to destroy and too tough to die. Over

generations these tribes gradually resettled many old

cities and established new dynasties to rule them.

By 1240, the cities on the coast of Araby were

flourishing and prosperous. Corsairs of Araby, sailing

in their war dhows, were plundering the coasts of Tilea

and Estalia. To counter this threat the Tileans hired

more Norse warriors in their longships. This provoked

the Corsairs to gather a huge fleet and attack the Norse

stronghold on Sartosa, which was captured with great

slaughter. The Norse fought to the death, but the

Corsairs, being numerous and cunning, prevailed. From

Page 37: Warhammer Armies - Dogs of War

that moment onwards the raids of the Corsairs on the

coasts of Tilea became much worse. The Tileans found

them to be much more difficult to catch than the Norse,

and much less willing to desist from raiding in order to

serve as mercenaries. This was because the Corsair

leaders were bound by tribal oaths to their Emirs and

Sheikhs and could not be tempted to change allegiance

for mere gold.

Things became even worse with the rise of the

Sultanate of Araby. In 1435 or thereabouts, an obscure

Arabian sorcerer known as Jaffar united the nomadic

tribes using his charismatic power and ability to

summon desert genies. He then swept out of the desert

and made himself Sultan of all Araby.

Whether inspired by visions, delusions, genies,

ambition, greed or the evil counsels of the Skaven, the

Sultan decided to invade Estalia. Leading his enormous

horde he landed in Estalia and captured Magritta. Soon

after, Tobaro was besieged by his forces. This caused

the Araby crusades as thousands of knights fro

Bretonnia and the Empire answered the belated appeal

for help from the proud and beleaguered Estalians.

Mercenaries from Tilea joined the crusade in large

numbers, relieving Tobaro and helping to recapture

Magritta.

After the Sultan was driven back into Araby and finally

defeated at Al Haikk, the Tileans turned their attention

to clearing the Tilean Sea of Corsairs. In 1501, Sartosa

was finally recaptured from the Corsairs by a

mercenary army led by Luciano Catena. By this time

several Araby contingents were serving Tilean

Merchant Princes as mercenaries. The fall of the Sultan

had freed them from any bonds of loyalty to him and

he was now condemned for his wicked dealings with

evil genies.

The march of the crusading forces into Araby and the

temporary respite gained from the menace of the

Corsairs opened up Araby to the merchants of the Old

World. The Tilean merchants were quick to strike up

lucrative deals with emirs of the coastal cities and

sheikhs of the interior. With most of the wealth of

Araby having been plundered by the crusading knights

and most of their war dhows burnt or sunk, the

merchants of Araby were more than willing to trade.

It was not long before adventurous Tilean merchants

were inspecting the wares in the souks and kasbahs of

Araby. Here they traded with desert nomads and heard

tales of the mysterious jungles of the Southlands. From

local seafarers they heard about the High Elf

37

that moment onwards the raids of the Corsairs on the

coasts of Tilea became much worse. The Tileans found

them to be much more difficult to catch than the Norse,

and much less willing to desist from raiding in order to

s. This was because the Corsair

leaders were bound by tribal oaths to their Emirs and

Sheikhs and could not be tempted to change allegiance

Things became even worse with the rise of the

Sultanate of Araby. In 1435 or thereabouts, an obscure

Arabian sorcerer known as Jaffar united the nomadic

tribes using his charismatic power and ability to

summon desert genies. He then swept out of the desert

Whether inspired by visions, delusions, genies,

greed or the evil counsels of the Skaven, the

Sultan decided to invade Estalia. Leading his enormous

horde he landed in Estalia and captured Magritta. Soon

after, Tobaro was besieged by his forces. This caused

the Araby crusades as thousands of knights from

Bretonnia and the Empire answered the belated appeal

for help from the proud and beleaguered Estalians.

Mercenaries from Tilea joined the crusade in large

numbers, relieving Tobaro and helping to recapture

Araby and finally

defeated at Al Haikk, the Tileans turned their attention

to clearing the Tilean Sea of Corsairs. In 1501, Sartosa

was finally recaptured from the Corsairs by a

mercenary army led by Luciano Catena. By this time

ere serving Tilean

Merchant Princes as mercenaries. The fall of the Sultan

had freed them from any bonds of loyalty to him and

he was now condemned for his wicked dealings with

The march of the crusading forces into Araby and the

pite gained from the menace of the

Corsairs opened up Araby to the merchants of the Old

World. The Tilean merchants were quick to strike up

lucrative deals with emirs of the coastal cities and

sheikhs of the interior. With most of the wealth of

g been plundered by the crusading knights

and most of their war dhows burnt or sunk, the

merchants of Araby were more than willing to trade.

It was not long before adventurous Tilean merchants

were inspecting the wares in the souks and kasbahs of

ere they traded with desert nomads and heard

tales of the mysterious jungles of the Southlands. From

local seafarers they heard about the High Elf

stronghold in the far south and of how the High Elves

tried to prevent anyone sailing into the west or east.

course, maps were purchased at every opportunity,

together with strange astronomical and navigational

devices made by the sorcerers of Araby. Tilean

merchants quickly mastered the knack of haggling and

so most of these artefacts were picked up very che

The spice port of Copher now has a Tilean quarter,

which is separated by a wall from the upper city. There

are small enclaves of traders from other realms too,

such as “The Street of a Hundred Dwarfs” which is

noted for its bazaars of metalworkers, wea

and wig makers. It is the Tilean merchants who deal

with most of the Old World trade to Araby.

Although there are frequent wars between rival sheikhs

which occur in the interior of Araby, the Tileans try to

avoid getting embroiled in local polit

Tileans have occasionally financed mercenary armies

in wars against the Undead who come from the east.

Sometimes the leaders of Araby will hire mercenaries

to investigate the various necropolises or ruined cities.

They ransack the tombs to prevent the dead being

raised and burn any evil scrolls that may be found. Any

gold or treasure which is discovered is shared between

the mercenaries as booty. It is not only gold which

lures these tomb robbing expeditions. Tilean merchants

in places such as Remas and Verezzo have been known

to pay a high price for exotic stone sphinxes and other

statues made by the ancient inhabitants of Khemri,

which they use to adorn their villas and plazas.

Sometimes the ancient dead are stirred by these

depredations and arise to wreak vengeance on the tomb

robbers. On one occasion, hundreds of skeleton

soldiers suddenly broke out of pottery urns to protect

the mummy of their ancient lord. The nomads fled in

terror, abandoning the rest of the mercenary army to

fight its way out of the necropolis to the sea. Even

Tileans cannot negotiate with the Tomb Kings!

stronghold in the far south and of how the High Elves

tried to prevent anyone sailing into the west or east. Of

course, maps were purchased at every opportunity,

together with strange astronomical and navigational

devices made by the sorcerers of Araby. Tilean

merchants quickly mastered the knack of haggling and

so most of these artefacts were picked up very cheap!

The spice port of Copher now has a Tilean quarter,

which is separated by a wall from the upper city. There

are small enclaves of traders from other realms too,

such as “The Street of a Hundred Dwarfs” which is

noted for its bazaars of metalworkers, weapon smiths

and wig makers. It is the Tilean merchants who deal

with most of the Old World trade to Araby.

Although there are frequent wars between rival sheikhs

which occur in the interior of Araby, the Tileans try to

avoid getting embroiled in local politics. However, the

Tileans have occasionally financed mercenary armies

in wars against the Undead who come from the east.

Sometimes the leaders of Araby will hire mercenaries

to investigate the various necropolises or ruined cities.

o prevent the dead being

raised and burn any evil scrolls that may be found. Any

gold or treasure which is discovered is shared between

the mercenaries as booty. It is not only gold which

lures these tomb robbing expeditions. Tilean merchants

h as Remas and Verezzo have been known

to pay a high price for exotic stone sphinxes and other

statues made by the ancient inhabitants of Khemri,

which they use to adorn their villas and plazas.

Sometimes the ancient dead are stirred by these

and arise to wreak vengeance on the tomb

robbers. On one occasion, hundreds of skeleton

soldiers suddenly broke out of pottery urns to protect

the mummy of their ancient lord. The nomads fled in

terror, abandoning the rest of the mercenary army to

s way out of the necropolis to the sea. Even

Tileans cannot negotiate with the Tomb Kings!

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38

TILEAN SHIPS Tilean merchants would not have got very far had there

not been seaworthy ships in Tilea. For a long time the

Tileans used galleys propelled by sails and oars, which

were ideal for the calm Tilean Sea. The Tilean cities,

especially Remas, had large fleets of war galleys which

endeavoured to fight off the marauding Corsairs of

Araby and Norse raiders. The experience of continuous

naval warfare combined with the inventive genius of

the Tileans meant that their war galleys became bigger

and better over the centuries. The Tileans eventually

possessed galleys capable of venturing beyond the

Tilean Sea and into northern waters.

Around the time when Tilean mercenaries were being

hired in great numbers to fight in the civil wars within

the Empire, Marienburg hired a flotilla of war galleys

from Remas. Soon afterwards this city was building its

own, even heavier war galleys for use in the Sea of

Claws. Centuries later when the Tileans began to

mount cannon on their galleys, they opted for much

lighter guns than those preferred in the Empire, but

then the Tilean crews include many expert

crossbowmen and so do not have to rely on firepower

to the same extent.

Tilean merchant ships, unlike the war galleys, are

purely sailing ships and better for riding stormy seas.

Such ships are similar to those used by Bretonnia and

the Empire, except that they are lighter and more like

the ships of the Corsairs in the way that the masts and

sails are arranged. This means that they are quite fast

and not dependant on a tailing wind, making them very

good for long voyages in uncharted oceans. This

enables the Tileans to venture far from their home ports

in pursuit of trade.

THE LUSTRIAN VENTURE Following the Dark Elf raid on Remas in 1487 there

was much speculation as to where these raiders were

from.

The High Elves denounced the Dark Elves, but were

not forthcoming with any answers. However, the

merchants of Remas were eager for revenge and ready

to finance expeditions of exploration into the west.

Maps brought out of Araby after the crusades revealed

little of what lay beyond the western ocean, only of the

seas and coasts of the Southlands. Then in 1491 Marco

Colombo, a merchant of Remas, acquired a map from a

Norse seafarer. This had the coast of Lustria marked on

it revealing that there was a western continent beyond

Ulthuan. It also had the approximate location of the

Norse settlements established centuries before by

Losteriksson. There were other interesting details on

the map, such as tally marks indicating how many days

sailing the voyage would last and runes to mark the

prevailing winds and various hazards that had been

encountered.

Marco eventually persuaded Orlando, an exiled Prince

of Trantio in the service of Remas, to spare him three

of the most up-to-date ships and a mercenary crew.

Unfortunately the crew happened to be some

troublesome mercenaries which Orlando wished to be

rid of! In 1492 Marco set out on the long voyage to

Lustria, heading for the Norse township of Skeggi.

Marco's ships, the Nino, Bimbo and Pintolaga,

miraculously avoided encountering any High Elf ships,

which would certainly have tried to stop the expedition

to preserve their own monopoly of trade.

The expedition eventually made a safe landing on the

coast of Lustria, but far to the south of Skeggi in the

vicinity of the Lizardman city of Tlax. Marco already

knew of the Lizardmen from questioning Norsemen

and sailors from Araby and had brought with him

Skaven captives as a present for their serpent god, who

apparently had an insatiable appetite for such sacrificial

victims. This made certain of a welcome from the local

priest-king who even agreed to hire Marco's

mercenaries to guard his realm against sea raiders!

After serving as a mercenary for a while and being

richly rewarded, Marco had the privilege of seeing the

Lizardmen destroy the same Dark Elf raiders who had

attacked Remas a few years before. Shortly afterwards,

Marco's men became restless and mutinied, sailing off

with all the treasure. However, lacking Marco's

diplomatic tact, they were soon caught and captured by

Lizardmen further up the coast and the treasure was

returned to Marco, who enjoyed the trust of the local

mage-priests.

By now Marco thought that it was time to return to

Tilea before everyone thought he had disappeared for

good! Putting to sea with only one ship, he once more

slipped past the High Elves and reached Tilea. In the

meantime, Orlando, Marco's patron, was no longer in

the service of Remas, but had been recently hired by

the Republic of Trantio. Unfortunately the republic had

not honoured their agreement to him due to old

vendettas against his family, and his mercenary army

was encamped outside the city, unpaid and starving.

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39

Worse still, Orlando had been mortally wounded by an

assassin's dagger!

He was delighted when Marco arrived laden down with

treasure. The army was paid, fed and re-armed and

more mercenaries were hired. Thanks to a Lustrian

potion brought back by Marco, Orlando lived long

enough to see his army rout the forces hired by his

rivals to get rid of him. Marco then assumed command

on the recommendation of Orlando and captured the

city of Trantio itself. The ruling clique was overthrown

much to the satisfaction of the citizens.

Marco married Orlando's daughter and sole heir. She

had been imprisoned by the other families in a tall

tower noted for its exceptionally perilous angle of

inclination. After getting even with Orlando's old

enemies,

Marco was in position to restore the Principality of

Trantio, with himself as Prince.

Marco used the rest of his wealth to establish the

influence of the Colombo family in Remas and the

Orlando family in Trantio. Together they would

monopolise the trade with Lustria. He financed an

expedition of five ships which actually reached Skeggi

on the third attempt. Thus was opened up a reliable,

though intermittent trade route to Lustria from Tilea,

with the help of hireling Norse seafarers, who were

skilled at evading the ships of the Elves.

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40

THE SILK ROAD The ancient Dwarf road leading from Tilea into the

Worlds Edge Mountains and the old Dwarf strongholds

had long been known to Tilean merchants. Usually it

was Dwarf traders who used this road to reach the

cities of Tilea and the coast, where they could

exchange metals and gems for Elf gold, pearls, exotic

timber and other luxuries brought in on ships from

Ulthuan. Of course some enterprising Tilean merchants

followed the road back to the Dwarf Kingdom where

they tried to introduce the Dwarfs to such luxuries as

wine, perfume and soap, but without much success!

As to what lay beyond the Dwarf Kingdoms to the east

little was known. The Dwarfs just tugged their beards,

shook their heads and advised the Tileans not to go

there. Beyond the mountains, they said, there was just a

barren wilderness inhabited by Goblins and bad

Dwarfs. Those who went barely two day's journey into

the east found this to be true.

Then one day, the brothers, Ricco and Robbio, `Mean

merchants in Karaz-a-Karak, bought a tattered but

exceptionally fine silk banner from some Dwarf

adventurers who had been far to the east. They claimed

to have captured it from a band of Hobgoblins. The

banner bore the symbol of a Dragon, and the Dwarfs,

not bothered about keeping what they believed to be an

Elf banner, were eager to sell it for gold.

The significance of the banner was not lost on Ricco

and Robbio. If it was an Elf banner captured by the

Hobgoblins, it could be the answer to a question which

had been vexing the minds of many Tilean merchants:

was it possible to get to Ulthuan by going eastwards as

an overland route instead of sailing westwards over the

sea? If such a thing were possible, it could mean that

Ulthuan was at the eastern end of the great Old World

continent! It would also mean that the world was round

and not flat as most people believed.

Elf seafarers had never revealed much about Ulthuan.

The Norse seemed to think it was an island. Marco

Colombo in his writings speculated as to whether it

was an island or a peninsula of a great northern

continent attached to Lustria. He believed, as did many

others, that only this could explain where the Dark

Elves came from and why they fought against the High

Elves.

Ricco and Robbio suspected that if they journeyed far

enough to the east they would either arrive in Ulthuan,

or maybe even Lustria, or on the far coast of the Old

World continent opposite Ulthuan. Unfortunately this

coast might be held by Dark Elves whom it was

generally agreed were undesirable trading partners. The

fine workmanship of the silk banner and its Dragon

motif suggested a High Elf origin. Perhaps it had been

lost in battle with the Dark Elves and captured by

Hobgoblin lackeys in their employ?

Ricco and Robbio scoured the Dwarf strongholds of

the Worlds Edge Mountains seeking more artefacts of

Elven workmanship which had come out of the east.

They acquired a small hoard of objects including

scrolls bearing what appeared to be Elven writing,

weapons, and silks which Dwarf traders were pleased

to sell for gold.

The two brothers returned to their home city of

Verezzo and tried to raise funds for an expedition into

the east. Their intention was to find an overland route

to Ulthuan and possibly even Lustria. This would avoid

the hazards of a long sea voyage and show the High

Elves that they might rule the seas but not the land.

Also it would enable Verezzo to get one up on her

trading rivals in Remas, which was enjoying a

monopoly on the western sea trade at this time.

The Prince of Verezzo was very enthusiastic and all the

Merchant Princes of the city followed his example.

Merchants from Luccini, Miragliano, and Pavona also

contributed to the enterprise. It was decided that the

expedition was so dangerous that only a powerful

armed force could be expected to fight its way across

the continent. Therefore a great mercenary army was

gathered, led by the best mercenary commanders of the

day. Furthermore, there was a large civilian contingent

of merchants, artisans, craftsmen and others, together

with their wives and camp followers. The baggage train

stretched for over a mile.

The intention was to set up a trading post as far east as

possible. As the expedition passed through the lands of

the Border Princes it gathered further contingents

motivated by a sense of adventure. When it reached the

Dwarf Kingdom, several Dwarf contingents joined the

column, notably Troll Slayers, attracted by the

generally held belief that the expedition was doomed!

In 1699 the expedition, now numbering over a

Page 41: Warhammer Armies - Dogs of War

thousand Tileans and various other mercenaries, left

Karaz-a-Karak for the east, travelling up the Worlds

Edge Mountains to the Road of Skulls and beyond!

It was many years before anyone in Tilea heard of the

fate of the expedition or what they had discovered.

Then in 1714 a merchant caravan of pack yaks arrived

at Verezzo, laden down with bundles of silk. With the

bales of silk came a message from Ricco and Robbio

explaining that they were now residing in the

westernmost outpost of the Empire of Cathay! Of

course, up to then no one in Tilea, or for that matter the

Old World, had known that Cathay existed at all.

It was now clear that there was no eastern route to

Ulthuan or Lustria. The world was indeed flat and

much much larger than anyone could have imagined.

Instead of Elves, the Tileans had encountered an

entirely unknown realm. Indeed it was a populous

empire of vast extent and unimaginable wealth.

Apparently Ricco and Robbio had not been permitted

to enter the Empire of Cathay because, as

Cathayans had politely explained, they were hairy and

uncouth barbarians! However, the Emperor Wu,

greatest of all the Cathayan Emperors, had been

intrigued by these strangers. He had been delighted

with the return of the banner of his Palace Guard and

was gratified to receive the submission and tribute of

the entire land of Tilea!

41

thousand Tileans and various other mercenaries, left

Karak for the east, travelling up the Worlds

Edge Mountains to the Road of Skulls and beyond!

It was many years before anyone in Tilea heard of the

had discovered.

Then in 1714 a merchant caravan of pack yaks arrived

at Verezzo, laden down with bundles of silk. With the

bales of silk came a message from Ricco and Robbio

explaining that they were now residing in the

f Cathay! Of

course, up to then no one in Tilea, or for that matter the

Old World, had known that Cathay existed at all.

It was now clear that there was no eastern route to

Ulthuan or Lustria. The world was indeed flat and

d have imagined.

Instead of Elves, the Tileans had encountered an

entirely unknown realm. Indeed it was a populous

empire of vast extent and unimaginable wealth.

Apparently Ricco and Robbio had not been permitted

to enter the Empire of Cathay because, as the

Cathayans had politely explained, they were hairy and

uncouth barbarians! However, the Emperor Wu,

greatest of all the Cathayan Emperors, had been

intrigued by these strangers. He had been delighted

with the return of the banner of his Palace Guard and

was gratified to receive the submission and tribute of

This caused great mirth in Verezzo where they guessed

that the cunning Ricco and Robbio had appealed to the

vanity of this oriental potentate in order to avoid being

summarily beheaded! The message went on to say that

the Emperor had agreed to hire the entire expedition

having been impressed by a mock battle in which the

mercenarieshad held off a small part of the Cathayan

army. The Tileans accompanying the pack yaks

explained that it had not been a 'mock' battle and the

army, although small by Cathayan standards had in fact

outnumbered the 'Means by about three to one!

Since that time a mercantile quarter has flourished in

Shang-Yang which is the westernmost of the Cathayan

fortress towns on the 'Silk Road'. This is the name by

which the trade route to Cathay, opened up by Ricco

and Robbio has become known. Trading caravans go

along this route very rarely and only a few reach their

destination due to the terrible hazards of the

and the scourge of the Hobgobla Khan and his great

horde which, when all his loyal tribes are drawn up for

battle, is said to extend from horizon to horizon!

The mercenaries in Shang-Yang have become 'guests'

of the Emperor of Cathay and valued warriors in his

service. The Emperor uses these troops to help defend

his western frontier against the wrath of Hobgobla

Khan. Of course by doing this, the Means serve their

own interests by keeping open the Silk Road.

This caused great mirth in Verezzo where they guessed

that the cunning Ricco and Robbio had appealed to the

vanity of this oriental potentate in order to avoid being

y beheaded! The message went on to say that

the Emperor had agreed to hire the entire expedition

having been impressed by a mock battle in which the

mercenarieshad held off a small part of the Cathayan

army. The Tileans accompanying the pack yaks

that it had not been a 'mock' battle and the

army, although small by Cathayan standards had in fact

outnumbered the 'Means by about three to one!

Since that time a mercantile quarter has flourished in

Yang which is the westernmost of the Cathayan

rtress towns on the 'Silk Road'. This is the name by

which the trade route to Cathay, opened up by Ricco

and Robbio has become known. Trading caravans go

along this route very rarely and only a few reach their

destination due to the terrible hazards of the journey

and the scourge of the Hobgobla Khan and his great

horde which, when all his loyal tribes are drawn up for

battle, is said to extend from horizon to horizon!

Yang have become 'guests'

eror of Cathay and valued warriors in his

service. The Emperor uses these troops to help defend

his western frontier against the wrath of Hobgobla

Khan. Of course by doing this, the Means serve their

own interests by keeping open the Silk Road.

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42

TILEAN CHRONICLE The history of the quarrelsome city states of Tilea is recorded in many separate chronicles, complied over the centuries

since the distant past. Such are the ancient feuds and rivalries between cities that the various chronicles frequently

contradict each other, with both sides often claiming victory in the same baffle! Sometimes, when a tyrannical Prince

was overthrown and a republic declared in his place, or when a mercenary warlord seized power and made himself

Prince of a city, the chronicles would be 'amended' in favour of the new regime. For these reasons, Tilean history is a

complicated and confusing subject to say the least.

Date Event

c -1780 Tilean legends give this date for the

destruction of the ancient city of Tylos

in the Blighted Marshes.

c -1500 The Elves abandon their colonies

around the Tilean Sea and return to

Ulthuan.

Archaic Age

c -700 Elf seafarers report Tilean shepherds

grazing their flocks amid the tumbled

colonnades of former Elf cities.

Classical Age

1 According to legend, Tilean twins

Lucan and Luccina found Luccini

among the ruins of an ancient Elf city.

In the following centuries, Remas,

Sartosa and Tobaro arise on the ruins

of former Elf colonies.

451 The shores of the Tilean Sea are

ravaged by the combined fleets of

Settra and the Dark Elves. Sartosa is

destroyed.

Tilean Dark Ages

475 Orc horde invades Tilea. Many cities

are sacked.

491-978 Tileans gradually drive the Orcs back

over the Apuccini Mountains.

1017 Norse raiders establish a stronghold on

Sartosa.

Era of Araby Wars

1240 Sartosa invaded by Corsairs of Araby.

1366 Tilean mercenaries fight on both sides

in the civil wars that ravage the

Empire.

1425 Tournament of Ravola. Flower of

Bretonnian chivalry beaten by Tilean

knights, ending Bretonnian pretensions

to domains in Tilea.

1448 Tilean mercenaries take part in wars to

free Estalia from Sultan Jaffar. Tobaro

holds out against the Sultan's army.

1487 Dark Elf raid on Remas.

1563-5 Tobaro is overrun by Skaven breaking

in through the catacombs. Later

recaptured by the mercenary army of

Meldo Marcelli.

1699 Ricco and Robbio trek east along the

Silk Road and are received at the court

of Emperor Wu of Cathay.

1757 Sartosa becomes lair of pirates.

1812 The Red Pox ravages Tilea.

1877 A pig is elected Prince of Tobaro and

retains the throne for 12 years.

1948 Year of the Four Tyrannies of Tilea.

Era of Enlightenment

2000 A new age of art, culture and

prosperity flourishes throughout Tilea.

2012 The inventive genius Leonardo da

Miragliano enters the Emperor's

service.

2236 Grottio paints two thousand naked

nymphs on the ceiling of the palazzo

Verezzo instead of a battle scene and is

exiled to the island of Nonucci as

punishment.

2321-99 Tilea is gripped by recurrent famines

caused by plagues of mice eating the

grain. Revolts result in the

proclamation of republics in Remas

and Verezzo.

2401 At the siege of Monte Castello 500

mercenaries hold out against 10,000

Orcs.

2485 Borgio makes himself Prince of

Miragliano.

2489 Baffle of Villa Vennia, Miragliano

defeats Remas.

2495 Battle of Via Veddia, Miragliano

defeats Verezzo.

2497 Battle of Vittoria Viccia, Miragliano

defeats Trantio.

2503 Borgio of Miragliano known as “The

Besieger” is found murdered in his

bath with a toasting fork.

Lorenzo Lupo becomes Prince of

Luccini.

Lucrezzia Belladonna poisons her

seventh husband, the Prince of Pavona.

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43

THE DUEL

With a laugh, head was parted from shoulders and Harkon, the mad border prince, advanced through the streets of the small town. Tucked between two spurs of the Apuccini Mountains, it was sheltered from the worst of the weather and all but the most determined of raiding parties. Harkon and his men had chosen this place because of its challenges, but again they had been let down. The defenders here were weak. The plunder would have to be satisfaction enough. The prince’s warriors split up into small groups to chase the town’s scattering guards, and the place became a fiery playground of blood, fear and the thrill of murder.

Harkon waded alone into the armed militiamen before him, sweeping his axe left and right in a grim harvest. He cut and hacked at all that were in his path. There were children and women among them, and these he slaughtered cruelly.

He cleaved through a halberdier, the body parts landing with wet thuds on the cobbled road. A few terrified folk could be seen fleeing from him, already far down the street. Harkon bellowed, spittle flying from his lips. Suddenly he went silent and wrinkled his brow. Just below his eyeline, in the vicinity of his armoured shoulder, there was a glint of orange light. A metal object there, reflecting a burning building at the end of the road. Looking down, he was startled to find a stiletto embedded deep in the flesh of his arm.

Now where had that come from? He plucked it out and tossed it into the pile of corpses. Who had dared to throw a knife at him?

A poisoned knife, no less! His wounded arm was beginning to tingle. The numbness around the gash was giving way to burning and itching. He ignored his discomfort as he stalked around the corner of the nearest house looking for vengeance.

What he found was a man in brightly coloured garb and a long cloak. He was an olive-skinned native, sneering as though he enjoyed the sport of battle as much as Harkon. They stood facing each other less than ten yards apart in the moonlit alley. The warrior prince cursed in his own tongue. The Tilean did the same, taunting him. He held only a knife, weaving it elegantly in the air. Harkon raised his blood-spattered axe and made a rumble in this throat.

In a rage, Harkon leapt forward. Before his second step he was stopped by a streak of pain. An arrow or bolt — it didn’t matter which — had ripped into his back. A sneak attack! His lungs were filling with fluid and he felt himself losing strength to the poison and this new deep injury. Harkon was more disappointed than angry. He should have expected as much from these lazy people.

He fell finally, the prized axe slipping from his fingers that seemed reluctant to let go, even in death.

From a shadowed door leapt another figure. She was nimble and beautiful, her diamond-quilted dress short enough to be practical and flirtatious all at once. In one hand she carried a small crossbow, a repeater fitted with a boxy magazine and a quick-loading mechanism. She stepped through the morbid scene, over rent bodies, shattered poles and halberds, until she stood over the slain brute.

The man spoke to her. “What do you say, Isabella? Should we just split the valuables? We could avoid a fight.” His tone was mocking, not conciliatory. It was all part of the dance. Isabella, who had waited too long for this moment,

had another idea. “I’d prefer to kill you and take it all for myself, Carlo.”

“Whatever you desire,” said the dapper man. “You know it’s only customary that I offer a diplomatic solution to our prior disagreement, which was so unceremoniously interrupted.”

Isabella offered him a patronising smile. It was one that told him she would not be talked out of a fight.

They both made themselves comfortable in their stances, loosening the laces on their collars before drawing swords and left-hand daggers. As they prepared themselves, they prayed softly to their gods.

“Ready?” Isabella asked.

“Make your move.”

And so she advanced, her fencing blade held out before her. As they closed into fighting range, she feinted low to one side. Carlo knew she would try this. He held his ground, thrusting his dagger where he guessed she intended to go. Fabric ripped. Isabella spun, tucking her arms in close. Her opponent took one step back and held both weapons ready to parry. As Isabella completed her spin, the four blades struck. For a moment the duellists were locked together, their legs entangled. Soon they’d be grappling on the ground, where Carlo would have an advantage in strength.

He kicked her legs out from beneath her, wasting no time. She gave way easier than he predicted, falling backward onto her rump. But Carlo, off-balance and with momentum pushing him toward his rival, found himself pierced in the throat and gut. His own weight pressed him down on the steel blades. He gurgled as Isabella shoved him over onto his side, freeing herself. She withdrew her weapons and let him bleed for a moment. His eyes were bulging and he worked his mouth like a fish.

Isabella raised herself and breathed in the night air. Dying Carlo was trying to say something but his mouth was full of blood. She understood anyway. End it quickly, he asked, for honour’s sake. So she sought out the prince’s axe to finish the duel. It seemed a fitting way to share her victory. When its work was done, she returned it to its owner. She was no thief; she’d not earned this prince’s weapon. Though she lived like a thief, stealing lives and taking advantage of those who took dangerous roads, the work had always been about something else. Her twisted sense of pride didn’t stop her from adding Carlo’s rather excellent sword to her own collection, however.

Before daybreak, when the fires of the gutted town had died and the prince’s marauding company had found his body, Isabella had moved on toward other hunting grounds. Cresting a hill, the morning light warming her, Isabella turned to see the mauve mist hanging over the town nestled in its valley. She felt somehow attached to the place, as though she’d left something behind.

There were fresh blazes in the streets, new plumes of wood smoke rising through the dawn rays.

She could see that her life was not too different from those of the savage invaders and yet in her heart she would rather that the town remain Tilean. She counted the bolts in her crossbow’s magazine and in the quiver she carried. She tested the draw speed of her knives and swords. With a salute to the sun, she strode back into the valley to reclaim a part of her home.

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44

Page 45: Warhammer Armies - Dogs of War

BESTIARYIn this section you will find information and rules for all of the different warriors, heroes,

creatures and war machines in the

special characters – famous Tileans

A Dogs of War army comprises many different

Regiments of Renown assembled and paid for by an

ambitious mercenary general. A mercenary general is

likely to be a bold adventurer who has probably risen

from the ranks, or perhaps a renegade lord who has

been forced to hire troops to regain lands which

rightfully belong to him or don't, as the case may be.

The truth is that mercenary generals come from all

walks of life. Whilst many are motivated by honest

goodness greed and down-to-earth ambition, there are

undoubtedly a few deranged individuals who simply

enjoy the life of adventure and discovery in foreign

lands.

The notable thing about mercenaries is th

fight for anyone – anyone willing to pay them

They have few scruples when it comes to who they

fight for, and will cheerfully pitch in against their own

kinsfolk so long as the money's good.

On the following pages are the complete rules for the

models in the Dogs of War army. Each entry inc

the models profile and special rules. This is normally in

combination with the army list on pages 78

a force that can be used in a one-off game in

Warhammer. However, players can also design

scenarios with specific forces involved, or ru

of games in a campaign, both of which may well use

the information in this section without recourse to the

Dogs of War army list.

45

BESTIARY

In this section you will find information and rules for all of the different warriors, heroes,

creatures and war machines in the Dogs of War army. At the end of the section are some

Tileans that you can field in your army.

A Dogs of War army comprises many different

Regiments of Renown assembled and paid for by an

mercenary general. A mercenary general is

likely to be a bold adventurer who has probably risen

from the ranks, or perhaps a renegade lord who has

been forced to hire troops to regain lands which

rightfully belong to him or don't, as the case may be.

ruth is that mercenary generals come from all

walks of life. Whilst many are motivated by honest-to-

earth ambition, there are

undoubtedly a few deranged individuals who simply

enjoy the life of adventure and discovery in foreign

The notable thing about mercenaries is that they will

anyone willing to pay them, that is.

They have few scruples when it comes to who they

fight for, and will cheerfully pitch in against their own

On the following pages are the complete rules for the

army. Each entry includes

the models profile and special rules. This is normally in

he army list on pages 78-91 to create

off game in

Warhammer. However, players can also design

scenarios with specific forces involved, or run a series

of games in a campaign, both of which may well use

the information in this section without recourse to the

Special Rules Many troop types have special rules to reflect their

unique nature and abilities, and these are

the individual Bestiary entries that follow. To save

space and repetition, where a model has a special rule

that is explained in the Warhammer rulebook, only the

name of the rule is given in this section. Refer to the

special rules section of Warhammer for the full details

of how the rule works. Similarly, the following rule

applies to several units in this Bestiary, and as such is

detailed here:

Hard to Hire: There are heroes of many races of

beings that live and trade in Tilea, they are just

numerous as the humans. Most are hired by Merchant

Princes and Mercenary Genera

give tactical advice for upcoming battles and

expeditions. Since they are fewer in number and in

many ways much more powerful,

characters with the Hard for Hire rule must be lower

than the total number of characters without it.

Distrust: Dealings between the races have been on the

decline for many generations. They will trade between

each other, with intermediaries, but will only fight side

by side in extreme circumstances. The Dwarf, Elf and

Norse characters will only join units of Humans,

Halflings or of their own kind. They will not join a unit

that has a character with the Distrust rule of a d

race in it. Characters with the D

the army’s General.

In this section you will find information and rules for all of the different warriors, heroes,

army. At the end of the section are some

Many troop types have special rules to reflect their

unique nature and abilities, and these are explained in

the individual Bestiary entries that follow. To save

space and repetition, where a model has a special rule

that is explained in the Warhammer rulebook, only the

name of the rule is given in this section. Refer to the

Warhammer for the full details

of how the rule works. Similarly, the following rule

applies to several units in this Bestiary, and as such is

There are heroes of many races of

beings that live and trade in Tilea, they are just not as

numerous as the humans. Most are hired by Merchant

Mercenary Generals to train their troops or

give tactical advice for upcoming battles and

expeditions. Since they are fewer in number and in

many ways much more powerful, the total number of

characters with the Hard for Hire rule must be lower

than the total number of characters without it.

Dealings between the races have been on the

decline for many generations. They will trade between

with intermediaries, but will only fight side

by side in extreme circumstances. The Dwarf, Elf and

Norse characters will only join units of Humans,

Halflings or of their own kind. They will not join a unit

that has a character with the Distrust rule of a different

Characters with the Distrust rule cannot be

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46

MERCHANT PRINCES

The Tileans became involved in trade from the earliest

times. Soon after the old Elven ruins were settled by

human tribes and gradually rebuilt as Tilean cities.

Because of the location of Tilea it was easily reached

by High Elves by sea and Dwarf traders by land. The

Tileans were in ideal position to act as middlemen to

exchange goods between these two races. Such was the

animosity between Elves and Dwarfs ever since the

War of the Beard that they preferred not to deal directly

with each other. They avoided it as much as they could

but the Tileans made it that they could trade for each

other’s goods without facing each other directly. Of

course the Tileans made sure they made a respectable

profit for their efforts.

Merchants thrived in all the city-states of Tilea and the

profits of trade allowed them to become more

powerful. Naturally they took an active part in the

governments of their cities by becoming sole rulers or a

major force on the sitting ruling councils.

In most cases a single merchant family in pre-eminent

in each of the Tilean cities at any one time, in the

republics the power is shared equally (more or less)

between several families. This seems to have helped to

avoid unnecessary bloodshed in the streets. Often

where one household is more powerful or respected,

the head of the family becomes the ruler of the city.

Such rulers are known as Merchant Princes but there

have been times where a Merchant Princess was in

charge.

There is no hereditary right to rule so every Merchant

Prince must be wary of rivals bidding for a power grab.

It is not uncommon for a Merchant Prince to be toppled

from power by a rival family contender, occasionally

even his own relatives. Such power struggles usually

take form of violent street fights between warriors hire

by each side. There have even been times where an

ambitious pretender to the throne will hire an entire

army to oust his rival. There is a custom that anyone

whose ancestor wielded political power to make a

claim on the title of Merchant Prince. This alone led to

endless rivalries and vendettas.

Since the Merchant Princes have risen to power by

intrigue, assassination and force of arms they all seem

to have accumulated many enemies along the way.

There is a strong tradition in Tilea is getting even with

your enemies. This has given a rise to the custom of

vendetta.

Unlike Dwarf grudges, which are struck off the book

when resolved, vendettas are permanent. They aren't

written down but taught as oral history and

remembered and cherished for generations within a

family. They are sometimes set-aside for a while when

needs arise but never forgotten.

Anyone who is looking for an excuse to topple a ruler

and usurp his position or a Merchant Prince looking for

a reason to declare war on a rival principality would

just simply dredge up some long-standing vendetta. On

the other hand if a reconciliation or political alliance is

necessity the vendetta are conveniently set aside for

another day.

M WS BS S T W I A Ld

Merchant Prince 4 5 5 4 4 3 6 3 9

Special Rules

Magic Standard: Any unit with a standard bearer,

except for City Militia and Regiments of Renown, may

take a Magic Standard worth up to 50 points.

“The Best Money Can Buy”: Before deployment,

nominate one unit in the army, which is not a Regiment

of Renown. The chosen unit may increase its armour

save by +1 or gain Armour Piercing Attacks.

Tilean Plate Armour: Crafted by the finest Dwarf

smiths in Tilea, the plate armour offers considerate

protection to the wearer. These suits of armour are

much sought after, only affordable by the richest men

in Tilea. Tilean plate armour gives the wearer a 4+

armour save.

Page 47: Warhammer Armies - Dogs of War

47

LEADERS OF FORTUNE

Throughout the Old World there are those who are

drawn to the life of the professional soldier. The most

successful and powerful of these adventurous sell-

swords become the leaders of entire armies of

mercenaries.

Mercenary Generals are hard-bitten campaigners,

veterans of countless battles across the Old World.

Some harbour ambitions of conquest and fame but all

fight for money and treasure.

The Mercenary General leads armies into battle for the

merchant family that hired him, either against another

family or on expeditions to foreign lands for riches.

They are usually human but there have been times that

Dwarfs or Elves but rarely even an Orc shows the

discipline and leadership skills to lead an army.

These leaders have over the years proved themselves to

be battlefield leaders with talent, skill and luck to lead

their troops to victory. They tend to use the funds they

earn astutely spending on better armour, weapons and

clothing. They learned early that lesser quality

equipment would give them a lesser chance at survival.

Because of their status they can even convince

legendary mercenary units, the regiments of renown,

into their forces. Some have become so rich and

powerful that they can even change regional politics by

showing up for dinner with a merchant family.

The best generals have lead successful forays into

faraway lands coming back with riches for themselves

and their patrons. Even though a few took the riches

and became rogue the majority believe in honouring a

contract.

Mercenary Captains are young leaders that have proved

themselves leading units and now are starting to

assemble small forces for battle and exploration. They

are usually remarkable by their strength, tactical

acclaim, lucidity, toughness or even sheer perseverance

to duty.

Many are smart enough to hire one with mercenary

generals and merchant princes to gain knowledge and

abilities, as well as riches. That way they get their

name in front of the financiers of armies and hopefully

become a legendary general in their own right.

Being the sort of place it is, every barbarian and farm

lad with heroic pretensions heads to Tilea to make his

fortune. Fortunately for everyone concerned most come

to a bad end very quickly, but one or two inevitably

survive and become heroic if not near legendary figures

of the kind that keep troubadours warbling and

strumming away long into the evening.

M WS BS S T W I A Ld

Mercenary General 4 6 5 4 4 3 6 4 9

Mercenary Captain 4 5 5 4 4 2 5 3 8

Special Rules

Magic Standard: One unit of Pikemen or Heavy

Cavalry may carry a Magic Standard worth up to 50

points.

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48

THE PAYMASTER

The Paymaster is possibly as important as the army's

general, as he is responsible for all the cash which all

mercenaries are frightfully keen on. He guards this

with his life – literally so because he carries the army's

pay chest with him at all times.

The Paymaster is hired by the merchant families’ to

keep an eye on the cash used to hire the mercenary

army during campaigns. As Paymaster, his duty lies in

making sure that no mercenary tries to take his share

before the campaign is over, and to inspire the

mercenaries to fight harder by reminding them what

they are fighting for – namely money.

While it might surprise some people that the

Paymaster, a lawyer and accountant in the bottom-line,

can fight as well as any mercenary captain, it has a

good explanation, for if not the guardian of the

paychest can protect the money, who can?

Paymasters are expected to hold on to the money at any

cost, failure to do so will likely ruin his career, as no

one will hire a paymaster who can’t keep their

investments in check.

He does this by keeping the key to the paychest in a

chain around his neck at all times, meaning anyone

willing to get some before payment is due would have

to step over his dead body to get it. Not many try.

To keep a mercenary army in the field requires cash.

Lots of cash. For this reason the most important

individual in a mercenary army, after the general

himself, is the Paymaster. The Paymaster controls the

cash, and so long as he is unharmed the mercenary

army will continue to fight with its customary

determination. On the other hand, if the Paymaster is

slain and the army's coffers are captured by the enemy,

things can get very hairy indeed.

M WS BS S T W I A Ld

Paymaster 4 5 5 4 4 2 5 3 8

Paychest 4 4 3 4 - - 4 2 8

Special Rules

Paymaster: The Paymaster is the man responsible for

the cash which will be used to pay the army. He always

carries with him the keys of the pay chest and that

makes him at least as important as the General in the

eyes of the mercenaries. The Paymaster follows all the

rules for Battle Standard Bearers, with the following

exceptions:

The Paymaster will only ever drop the key if he is

slain. If the Paymaster is slain, all friendly units within

12” of the paymaster must take a Leadership test at the

start of its next turn. If a unit fails this test it squabbles

and cannot do anything for that turn while the

remaining leaders try to regain order. Units squabbling

must continue to take Leadership tests at the start of

their turn until it is passed or the game ends. Any unit

rolling double sixes for the leadership test will flee

towards the nearest table edge. Units in Combat,

Fleeing and Immune to Psychology do not have to test

because they are too busy thinking of other things to be

worried about the Paymaster.

Paychest: The pay chest is a heavy, iron-bound,

secure-looking affair that the Paymaster brings to battle

during extended expeditions. The presence of it

reminds the mercenaries even more what they are

fighting for, and inspires them to greater deeds.

The Paychest increases the range of the Paymaster’s

influence to re-roll Leadership tests to 18". The

Paymaster and the Paychest move and fight as a single

model (even in challenges). The Paychest has two

Attacks at Weapon Skill 4, Strength 5 and Initiative 4.

None of the Attacks from the Paychest benefit from

any weapon (magical or otherwise) or equipment

carried by the Paymaster or the models guarding it. The

Paymaster gains +1 to his armour save from the

protection offered by the guards of the Paychest.

The Paychest may be captured like a banner if the

Paymaster is killed in Close combat, and may be re-

captured as normal. If the Paychest is captured, all

friendly units will Hate the character or unit which

captured the Paychest, even if they are normally

Immune to Psychology.

Page 49: Warhammer Armies - Dogs of War

PAYMASTER’S BODYGUARD

Only the oldest and most trusted veterans are selected

by the Paymaster to form their own bodyguard.

are extraordinarily burly individuals with flattened

noses, huge fists, and sour expressions. They are

handpicked for their lack of mental agility and

therefore likely to stand their ground and fight where

other, more imaginative folk might choose to run away.

These sturdy fighters are handsomely paid and that

gives them extra motivation to protect the Paymaster

with their lives… well, most of the time.

M WS BS S T W I A Ld

Bodyguard 4 4 3 4 3 1 4 1 8

Warden 4 4 3 4 3 1 4 2 8

Special Rules

Bodyguard: The Paymaster must join this unit, and he

may not leave it. As long as the Paymaster is alive, the

unit is Stubborn.

49

S BODYGUARD

Only the oldest and most trusted veterans are selected

by the Paymaster to form their own bodyguard. They

are extraordinarily burly individuals with flattened

noses, huge fists, and sour expressions. They are

handpicked for their lack of mental agility and are

therefore likely to stand their ground and fight where

other, more imaginative folk might choose to run away.

These sturdy fighters are handsomely paid and that

gives them extra motivation to protect the Paymaster

time.

M WS BS S T W I A Ld

4 3 1 4 1 8

4 3 1 4 2 8

this unit, and he

may not leave it. As long as the Paymaster is alive, the

Page 50: Warhammer Armies - Dogs of War

50

HIRELING WIZARDS

Demand for sorcerous support always exceeds supply,

so it is small wonder that enchanters both great and

small make their way to Tilea where their talents can

earn them good money. The lure of adventure in

foreign lands, weird new magic, and ancient secrets is a

major attraction for many Hireling Wizards, though

others are in it for the gold like any other sane and

sensible individual.

There are many Wizards roaming the lands of Tilea,

offering their services to the highest bidder.

No one knows how many there are or where they all

came from. Rumours have many being disgraced and

outcast from the Empires College of Magic. Others are

reported to have had mystical powers and had private

training by ostracized elves and paid for by corrupt

rulers of city-states with their own motives. There have

even been reports that a few even set up their own

school of magic that is hidden from prying eyes. Most

have bounties on their heads for misdeeds done in other

realms and cannot ply their trade other than for the

Merchant Families and for mercenary general.

These rogue Wizards have been seen plying their trade

over the years for whichever patron's purse can keep

them in the luxury they feel they deserve. Some

particularly powerful Wizards employ and command

entire mercenary armies, protecting him during his

private study or maybe even to acquire an item of

particular importance.

Just as most mercenary generals are human, so is it

with the hireling wizards. Sure there is an occasional

disinherited Elf that can be found in armies but that is

extremely rare. Even then the hireling wizards seem to

have the human spirit prevalent in the mercenary

armies.

The fickle winds of magic are dangerous and many

wizards have been outcast from their homelands

because of attempting magic above their abilities or

just from a simple error in judgment. The brightest of

these wizards will try to find others of their kind to

learn from. It is that way the wizards begin to learn

their craft. The luckiest gain the favour of wizard lords

in the employ of the merchant families. From these

elders they learn to cast spells and create items to sell

to earn their keep.

M WS BS S T W I A Ld

Wizard Lord 4 3 3 3 4 3 3 1 8

Hireling Wizard 4 3 3 3 3 2 3 1 7

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51

PIKEMEN

In Tilea the pike is the most common of all weapons

and a favoured weapon of mercenaries. This has been

the case since the great tactician Niccolo Machiavelti

commissioned the making of a long spear when he

angered a Bretonnian Lord by stealing his daughter. He

first demonstrated the awesome power of the pike

against the Bretonnian cavalry at the Battle of

Madonna Richi, where no Bretonnian Knights made

their way onto Tilean soil through the narrow pass in

the mountains, for all lay dead on the bristling wall of

steel.

From that day on the pike became in high demand

across all of Tilea, and each city strove to outdo the

other by creating a longer, lighter and more practical

pike which it could then sell. This gave rise to the

Luccini Long Shaft, the Tobaro Tall Pike and the

Pavonian Pole Arm. Of course, many battles were

started to prove the efficiency of these new weapons,

and thus that weapon which saved many Tilean lives at

Madonna Richi, had now turned Tilea into a place of

all out war.

Fortunately the wars subsided for many cities and

armies made their pikes far too long and unwieldy.

Some of the names still remained, but the size of most

pikes is essentially the same, as over the years it has

become more practical for manufacture and for

efficient use on the battlefield.

It is no surprise that the pike came to be so prominent

in Tilean culture. At the core, the pike is a very easy

weapon to use, requiring only minimal military

training.

They are also fairly inexpensive as they are made all

across the land. This means that any Tilean, inspired by

stories of glory, or motivated by cold, hard cash, can

acquire a pike, and a cheap suit of armour and set out

to join a mercenary company to make his fortune.

Of course, not all pikemen are a rag-tag bunch of

hopeful new mercenaries, clad in cheap armour and

armed only with a sense of naivety. Some regiments

are part of Prince’s or Merchant’s private armies, and

as such are very well equipped and trained. Some are

veterans of many campaigns, with notches in their

pikes relating to all their kills and have formed a bond

with their other mercenary comrades, unifying their

look to portray their unity on the field. Others are

world renowned pikemen, such as the Republican

Guard or the Alcatani Fellowship.

Whatever the case the Pike is and always will be the

chosen weapon of Tilea, and groups of men wielding

them in a threatening formation will always be present

on the battlefields of Tilea and the whole world.

M WS BS S T W I A Ld

Pikeman 4 3 3 3 3 1 3 1 7

Sergeant 4 3 3 3 3 1 3 2 7

Pike: Pikes are very long spears, almost twice as long

as a normal spear and longer even than a horseman's

lance.

Pikes require two hands and fight in 3 Extra Ranks.

A unit of pikemen strikes first in the initial round of

close combat, even before chariot impact hits and

models with Always Strikes First.

Models armed with pikes receive a +1 Strength bonus

in the Close Combat phase of the turn they are charged

by anything except infantry and swarms. Note that this

bonus only applies to attacks directed against the above

charging units, not against other units.

All of these special rules cannot be used against enemy

units fighting to the Pikemen's flank or rear.

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52

CROSSBOWMEN

It is unknown who first brought the crossbow to the

attention of the mercenary generals, the debate between

Humans, Dwarfs or others will go on for years, and

they quickly became the favoured ranged weapon in

Tilea. This is perhaps due to the fact that, in their own

way, crossbows seem to represent the Tilean people.

The crossbow being traditional, easy to use, fairly

inexpensive, but always effective fits the Tileans and

the way they live their life.

Their popularity initially grew due to their long range

enabling the troops to shoot their foes across the broad

moats and ditches from high on the castle ramparts and

also as they were handy for use in confined spaces such

as the ramparts, towers, gateways, and narrow streets

of Tilean cities and on board Tilean galleys. The

weapons ability to inflict mortal wounds on the

toughest and most determined opponents, having the

striking power to pierce even the most well crafted

armour made them an even more obvious choice for

the mercenaries. Due to these reasons, it is no surprise

that Tileans never really bothered with bows.

However, many people still question Tilea’s

favouritism for crossbows over the more powerful and

often more effective gunpowder weapons on the

market. Of course, Tileans use gunpowder, many

carrying a pistol on them when entering some of the

‘rougher’ areas of the large cities, but many reasons

stand for the choice of more archaic and perhaps,

“outdated” weaponry. These reasons are founded in the

personality of the Tilean populace, firstly wanting to

preserve their old traditions and heritage, and secondly

wanting to preserve themselves, for crossbows offer a

longer range, lower cost than most gunpowder

weapons and an ease of use in comparison to human

bows, allowing the less courageous mercenary to keep

out of harm’s way whilst still earning a decent pay.

Like many of the soldiers in Tilean mercenary armies,

crossbowmen are hard to describe. Most are made up

of the peasantry from the surrounding countryside,

joining the city dwellers for either money or to protect

their homelands. Some more professional units exist,

hired to be standing soldiers for the more wealthy

families and there are always young captains

organizing units of crossbowmen throughout Tilea to

find their fortune.

M WS BS S T W I A Ld

Crossbowman 4 3 3 3 3 1 3 1 7

Marksman 4 3 4 3 3 1 3 1 7

Pavise: The Pavise is a large heavy shield that grants a

5+ to armour save against missiles, but due to the

unwieldy size is unusable in combat.

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53

DUELLISTS

Found all over the Old World, Duellists reside in the

cities for the most part, the bigger the better. Tilea is

full of these strangely eccentric men, and the streets are

often full of their pompous displays of arrogance.

These men are often of the nobility, or at least want to

be part of the nobility. They are often the youngest son

of a family, determined to prove his worth to his father.

While his older sibling receives a proper education, he

sets out to receive his own education on the streets,

funded of course by his father’s purse. This education

is certainly different, with a lot of lessons learned

behind a bar or within the brothels.

A duellist can be instantly seen due to his strange

clothing. Although often fashionable, especially in

Tilea, these men overdo their displays of frivolity, with

rich colours clashing, or oversized sleeves and often

ridiculous facial hair. Some are handsome, but all those

who are know it, and make sure everyone else in

earshot does. Women often seem to accumulate around

the best duellists, and some of the best duellists carry

many trinkets from their devoted followers. These men

are the original heartbreakers, leaving many women

distraught when they suddenly leave the city in search

of greater riches and more worthy opponents.

Of course, frivolity and pomp is not what the duellists

are all about. They live for danger and a code of

honour.

They challenge anyone to any type of challenge, most

particularly other duellists. These duels can often end

up incredibly violent and chaotic, turning into entire

street brawls. However many are governed in a

civilized manner, held under some form of ruling.

Whatever the type of duel the same deadly

consequences exist, and this is what many duellists live

for. In many cities duels are banned, and as a result

duellists take their fights outside the city walls and out

of the arms of the city watch.

Honour is a must in a duellist’s decorum, taking in

some way the ideas of chivalry from Bretonnia, but

combining it with a sense of honour and some degree

of selfishness.

If a duellist wants something, he will have it, provided

there is a duel.

Duellists are quite happy to earn more money through

hiring themselves to anybody willing to pay their often

extravagant prices. They are normally excellent sword

fighters, but many are also great shots with pistols, or

experts with throwing knives. They protect the flanks

of the great pike blocks too. However, a General must

be wary, they are often overly confident and

headstrong, and will look to fight the opponent that

will gain them the most glory and the most women

after the battle. They are often worth the money paid,

for the motivation of glory does improve their skill on

the battlefield, and the very fact that these duellists are

still alive proves their skill in combat at the very least!

M WS BS S T W I A Ld

Duellist 4 4 3 3 3 1 4 1 7

Bravo 4 4 3 3 3 1 4 2 7

Special Rules Skirmishers

Buckler: The Buckler, which is used mainly by

Duellists, is a small shield attached to the arm that

provides a 6+ armour save to the wielder in close

combat.

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54

CAVALIERS

Cavaliers, although they are essentially Knights, are

very dissimilar to other Knights in the Old World.

Whilst the Knights of the Empire fight for the safety of

their country or their Gods, or the Knights of Bretonnia

fight for the Lady and for honour, the Cavalier fight for

only one thing: money.

Being a Cavalier is a very lucrative career in Tilea, and

as such anyone who can afford a prime warhorse and a

decent suit of armour will try and make their living

fighting from horseback. Indeed this need for money

does rather limit the range of people who make up

groups of Cavaliers on the battlefield. The groups tend

to be made up of young nobles or sons of rich

merchants, all eager to prove their worth to their father,

and make a name for themselves before they can take

over their fathers work.

These young men often band together into groups of

like minded individuals, often friends or even relatives,

making them close knit packs of warriors, an essential

trait on the battlefield.

In the time between battles and contracts, the Cavaliers

tend to make some extra money by entering into

jousting tournaments. In true Tilean nature, the results

are often rigged, or some cheating occurs with the

length of the lance, or some more nefarious jousters

make the weapon more lethal. This makes this

profession extremely dangerous, but in a way this is

what attracts the young men to it in the first place.

They are also attracted by the glory and sway it brings

them, especially in the bars of the land. Stories of

recent battles or jousts are often exaggerated at least

threefold, and at the end of the Knight, when all leave

the bar, it will be the man clad in the shiniest armour

who will have women hanging off his arms.

However, not all the men who make up the Cavalier of

the mercenary armies are like this at all. Some of them

are formed from foreign Knights, either disgraced or

out to make some money just like their Tilean

counterparts.

Bretonnian Knights are less commonly found, for they

are driven mainly by honour rather than money, but

some are seen within the ranks of a mercenary army,

lending their excellent skill to the mercenary cause.

To a general, hiring Cavalier is a worthwhile

investment, as, whilst they are expensive, they provide

a useful hammer to the anvil of his pike blocks. Their

speed and resilience means they are a valuable asset

which can be placed anywhere on the field, and makes

them extremely flexible. One thing a General has to

watch out for, however, is that these men tend to be

very rash, and it is not uncommon for some Cavalier to

ignore orders and charge straight into suicide missions,

thinking it will make them famous.

M WS BS S T W I A Ld

Cavalier 4 4 3 3 3 1 3 1 8

Veteran 4 4 3 3 3 1 3 2 8

Warhorse 8 3 0 3 3 1 3 1 5

Page 55: Warhammer Armies - Dogs of War

STRADIOTS

Besides the cities which dominate the politics and

affairs of Tilea, much of the land is made up of rolling

countryside, inhabited by the peasants who work on

their farms and vineyards, working to the quotas

imposed on them by their patrons in the cities. The

terrain lends itself to many of these farmers being

brilliant horsemen, as the horses are perfectly at home

in the lush fields and grassy hills. Thus, many

farmhands and sons of farmers are expert horsemen,

often having to round up the animals, or hunt to

supplement the family food supplies. When bored with

the work on the farm, it is these young men venture

towards the cities, eager to earn a reputation and some

money, as a light cavalry force for the mercenary

captains.

Not all of these light cavalry forces are made up of the

Tilean Stradiots, but sometimes Ungol Warriors from

Kislev, born almost riding a horse, and the fierce and

very able Arabyan horsemen. Whatever the case, they

all perform essential roles on the battlefield, harrying

the enemies flanks and drawing attention away from

the large pike blocks, whilst sometimes harassing the

war machines that target the other soldiers. With their

crossbows, they help whittle down the numbers before

the combat begins.

Stradiots are experienced outdoorsmen who

reconnaissance for armies, caravans, and other travelling

parties. They are the eyes and ears, constantly on the

lookout for ambushes and other hazards.

Because they operate in advance of the main party they

must be self-sufficient and level-headed. Stradi

trust their instincts and make their own decisions, because

they have no one else to turn to when they are alone in the

wild. Most Stradiots operate in home areas and use their

intimate knowledge of the locale to their advantage. A few

specialize in trailblazing, riding ahead into unknown and

hostile territory. These Outriders earn more money for

their services, but their life expectancy is short.

M WS BS S T W I A Ld

Stradiot 4 3 3 3 3 1 3 1

Outrider 4 3 3 3 3

Warhorse 8 3 0 3 3 1 3 1

Special Rules Fast Cavalry

Light Crossbow: The light crossbow is a weapon

unique to Tilea. Developed originally as a hunting

weapon, the Tilean troops found its ability to reload

quickly an advantage when pursuing raiders in the

forests and mountains. Improvements in the design has

made this weapon as easy to use as a bow to a trained

soldier.

Range: 24”; Strength: 3

Special Rules: Armour Piercing

55

the cities which dominate the politics and

affairs of Tilea, much of the land is made up of rolling

countryside, inhabited by the peasants who work on

their farms and vineyards, working to the quotas

imposed on them by their patrons in the cities. The

ain lends itself to many of these farmers being

brilliant horsemen, as the horses are perfectly at home

in the lush fields and grassy hills. Thus, many

farmhands and sons of farmers are expert horsemen,

often having to round up the animals, or hunt to

lement the family food supplies. When bored with

the work on the farm, it is these young men venture

towards the cities, eager to earn a reputation and some

money, as a light cavalry force for the mercenary

re made up of the

Tilean Stradiots, but sometimes Ungol Warriors from

Kislev, born almost riding a horse, and the fierce and

very able Arabyan horsemen. Whatever the case, they

all perform essential roles on the battlefield, harrying

drawing attention away from

the large pike blocks, whilst sometimes harassing the

war machines that target the other soldiers. With their

crossbows, they help whittle down the numbers before

Stradiots are experienced outdoorsmen who

reconnaissance for armies, caravans, and other travelling

parties. They are the eyes and ears, constantly on the

Because they operate in advance of the main party they

headed. Stradiots must

trust their instincts and make their own decisions, because

to turn to when they are alone in the

wild. Most Stradiots operate in home areas and use their

intimate knowledge of the locale to their advantage. A few

in trailblazing, riding ahead into unknown and

hostile territory. These Outriders earn more money for

their services, but their life expectancy is short.

M WS BS S T W I A Ld

3 3 3 1 3 1 7

3 3 1 3 2 7

0 3 3 1 3 1 5

The light crossbow is a weapon

unique to Tilea. Developed originally as a hunting

weapon, the Tilean troops found its ability to reload

quickly an advantage when pursuing raiders in the

forests and mountains. Improvements in the design has

n as easy to use as a bow to a trained

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CITY MILITIA City Militia are part-time local defence

largely from the rural peasantry. Members agree to

spend a certain amount of time each year

seven days – practicing together on common land.

Even this small amount of training can be the

difference between life and death on the blo

battlefields of the Old World. Constables are either

civil leaders or retired military types. Some militias

must provide their own equipment, while the local

nobility equip others. This means that while some

militia units appear for duty in smart uniforms with

well-maintained equipment, others have little more

than their patchwork clothes and rusty weapons.

City Militia is organized around city quarters and

surrounding towns and play an important role in Tilea.

They are commoners and peasants who

levied into local militias to defend towns, roads and

bolster armies. Given limited training and equipped

56

time local defence forces, formed

largely from the rural peasantry. Members agree to

spend a certain amount of time each year – usually

practicing together on common land.

Even this small amount of training can be the

difference between life and death on the blood-soaked

battlefields of the Old World. Constables are either

civil leaders or retired military types. Some militias

must provide their own equipment, while the local

nobility equip others. This means that while some

uniforms with

maintained equipment, others have little more

than their patchwork clothes and rusty weapons.

City Militia is organized around city quarters and

surrounding towns and play an important role in Tilea.

have been

levied into local militias to defend towns, roads and

bolster armies. Given limited training and equipped

with a spear, these units are useful in support roles for

heavier and better units.

They receive training from the best leaders that the

merchant families can afford, usually consisting of

putting the pointy end towards the enemy. Their skills

may be low but no one questions their love of city.

They remain in service for a few years, depending on

the city state. If they survive their obligati

receive their release from service and many join or start

mercenary units of their own.

Whilst service is compulsory, it tends to be short and

most serving it are sustained by a strong element of

civic pride. These troops are commonly armed with a

short spear and sometimes a shield and are known for

their determination, if not their abilities in battle.

M WS BS S T W I A Ld

City Militia 4 2 2 3 3 1 3 1 6

Constable 4 3 2 3 3 1 3 2 7

with a spear, these units are useful in support roles for

They receive training from the best leaders that the

rchant families can afford, usually consisting of

putting the pointy end towards the enemy. Their skills

may be low but no one questions their love of city.

They remain in service for a few years, depending on

the city state. If they survive their obligation they

receive their release from service and many join or start

mercenary units of their own.

Whilst service is compulsory, it tends to be short and

most serving it are sustained by a strong element of

civic pride. These troops are commonly armed with a

short spear and sometimes a shield and are known for

their determination, if not their abilities in battle.

M WS BS S T W I A Ld

4 2 2 3 3 1 3 1 6

4 3 2 3 3 1 3 2 7

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57

DWARFS

Dwarfs are a short but burly and resilient race of

warriors and craftsmen. Most live under the mountains

in mighty holds, with mines extending deep beneath

the earth. 'They are immediately recognizable by their

smut frames, long hair, and thick beards. They tend to

be gruff and short-tempered and they are legendary for

their ability to hold a grudge. However, Dwarfs are a

courageous people and unswervingly loyal to their

friends and allies. They are struggling to preserve the

remnants of their mountain kingdom from Ores,

Goblins, and other foul creatures. Dwarfs have strong

ties to the humans of the Old World and many are now

a part of Tilean society.

Dwarfs are an ancient race. Long before the human

tribes settled the region now known as the Empire, the

Dwarfs built mighty cities beneath the World's Edge

Mountains, Their proud civilization stretched across

the Old World. Their mines delved deep into the earth,

producing precious metals and stones. Their craftsmen

produced wondrous items inscribed with runes of

power. Their armies demolished the forces of Chaos

and other enemies with axe and artillery. The Dwarfs

indeed shone brightly, but it would not last.

The Dwarfs were unwittingly drawn into the feud

between the High Elves and their Dark Elf kin. The

Dwarfs and High Elves, once allies against the forces

of Chaos, fought a long and brutal war, known by the

Dwarfs as the War of Vengeance. The Dwarfs were

ultimately victorious but their joy was short-lived. A

series of volcanic eruptions and earthquakes decimated

the World's Edge Mountains. The Dwarfs, already

weakened by the massive casualties of the War of

Vengeance, were thrown into turmoil. Ores, Goblins,

Trolls, and other evil creatures emerged to arrack what

was left of the Dwarf Empire.

Since that rime the Dwarfs have known little but war.

They have won victories certainly, notably when they

allied with Sigmar to crush the greenskins at the Battle

of Black Fire Pass, but the Dwarfs of the World's Edge

Mountains live on a knife's edge. It is thus not

surprising that many Dwarfs now live within the

borders of Tilea. They are valued as Tilean citizens

because of their craft skills and trade contacts with

their mountain kin.

Dwarfs are famed for their love of gold, ale and

adventure, not necessarily in that order. Since the fall

of many of their holds, they have come to Tilea in ever

increasing numbers, some seeking riches, but many just

after a good fight. They're well known as tough

warriors and are very much sought after as hired

muscle by mercenary armies.

M WS BS S T W I A Ld

Dwarf Warrior 3 4 3 3 4 1 2 1 9

Veteran 3 4 3 3 4 1 2 2 9

Gold Seeker 3 6 4 4 5 2 3 3 9

Special Rules Hard to Hire, Distrust

Ancestral Grudge: Dwarfs hold grudges for a long

time, possibly forever. They have never forgiven the

fall of the strongholds at the hands of the Orcish

enemy. Dwarfs Hate all types of greenskins. You

cannot include Dwarfs and Greenskins in the same

army.

Resolute: Dwarfs fight with a grim determination and

are reluctant to abandon their position. Dwarfs flee and

pursue 2D6-1” instead of the normal 2D6”.

Relentless: A Dwarf on the march is an implacable as

the turning of the years, and just as impossible to halt.

Dwarf units may march even if the enemy is close

enough to inhibit march moves.

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58

ELVES

Elves are a lithe and graceful race easily recognized by

their pointed ears and hawkish features. They have a

glorious yet tragic history and are renowned for their

archery, learning, and wizardry. Elves have an innate

understanding of the ways and currents of nature,

particularly the forest and the sea. They despise those

that destroy the purity of nature, be they proud

Humans, greedy Dwarfs, or evil Ores. While they can

be aloof, they have sacrificed more of themselves for

the good of the world than the other races can ever

know.

At the end of the War of Vengeance, known by the

Elves as the War of the Heard, the High Elves were

recalled to Ulthuan, their island homeland across the

sea, to fight the Dark Elf menace. There were those

who refused to give up the Old World though. Some

claimed independence from the High Elf Phoenix King

and since then have run their own affairs. Others

continued to ply the seas and eventually built up trade

with the emerging nations of man.

Tilea has many Elf enclaves in its cities and forests, the

largest in Tettoverde Forest. Although their lands fall

within the boundaries of the Tilea, the Elves do not

recognize the Merchant Princes as their rulers and do

not consider themselves Tilean citizens.

Elves value their privacy and use fey enchantments to

hide their woodland homes, but they have not forgotten

about the rest of the world. Elves may be rarely seen,

but they see much beyond their borders.

Elves are most commonly seen in the big trading cities

like Miragliano, Remas and Luccini. Here powerful

merchant houses represent the interests of distant

Ulthuan. The scions of these mercantile families are

expected to travel widely in their youth, for gaining

worldliness will help them in the years ahead. While

they tend to look down on their uncouth sylvan kin,

they know they are far from the gleaming towers of

Ulthuan and thus of lesser status to many of their High

Elf cousins.

For the most part they are feared and distrusted by

humans, though some live in the cities amongst men

and offer their services as minstrels and archers in

return for a high fee.

Though Elves become rarer in the Old World each

year, there are still some roaming on the trackless paths

of the dark forests. Elf Rangers are experts of

concealing themselves; they can hide in plain sight

even in close quarters. Their skill with the bow is

legendary, outclassing the best marksmen in Tilea with

ease. These Elves are sometimes hired to be scouts to

gain information of enemy encampments and troop

movement, but it is hard to find many willing to work

with humans.

Nearly supernaturally silent and fleet of foot, Rangers

are most at home in the forest, though they can readily

pass unseen over mountains and other terrain if need

be. Rangers are deadly archers, famed for never

missing their targets. They are usually either

softspoken or taciturn and considered to be both odd

and intimidating, even by their own people. They are

often more comfortable with the natural world than

they are around other sentient beings.

M WS BS S T W I A Ld

Elf Warrior 5 4 4 3 3 1 5 1 8

Sentinel 5 4 4 3 3 1 5 2 8

Ranger 5 6 6 4 3 2 7 3 9

Special Rules Hard to Hire, Distrust, Scout, Fight in Extra Ranks

Elven Cloak: Elf Rangers are stealthy by nature and

wear cloaks that can match their surroundings, making

them harder to spot. Rangers are at -1 to hit with

missile weapons as long as they do not join a unit.

Pathfinder: The Ranger allows a unit of Duellists,

Halflings or Elves he is with to enter from any table

edge, just as if they had the Ambushers rule.

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59

NORSE MARAUDERS

The seas of the Old World are full of terrors, some

human, others subhuman. Among the most feared

mariners are the Norse Marauders, brutal warriors who

plunder the coastlines in search of foodstuffs, gold, and

slaves. They are a merciless lot, hardened from their

frequent battles with Imperial sailors and the feeble

militia that stand against them. Marauders sail the seas

to bring booty back to their settlements in their frozen

lands. Others sell their souls to the Ruinous Powers,

hoping to attract the attention of their uncaring Gods,

and gain the power they so crave.

Norsca was created following the initial Incursion of

Chaos, when the warp-gates spread from the poles

before receding, leaving the lands as they are today.

The northern border of Norsca lies against the zone of

Chaos, and from this realm of darkness many twisted

creatures come to trouble the human and Dwarf

inhabitants.

The southern regions of Norsca are mountainous, even

where the land meets the sea, producing fjords. The

margins of the fjords and the hanging valleys at their

head are favoured sites for human habitation.

The humans of this land are hard-fighting warriors,

ambitious sea-farers and hardened drinkers. They are

the Norse, and their relations with Old Worlders are

frequently stormy. Norse longships raid and pillage as

often as they trade, and Norse Marauders are

universally feared in the northern waters

The hardships in the north have made the Norse into

natural fighters born into the constant struggle for

survival. Only the strong prosper, for the weak are

weeded out along the way. They are independent and

fierce as well as being tough and capable warriors. The

Norse has no time to plow the fields, what they cannot

provide for themselves they take from others. Many

from the southern tribes hired themselves out as

mercenaries, as gaining wealth from crushing others

appealed to them.

Tribes from the North called the Norse started

travelling south when Chaos was unleashed onto the

world. They may have been tainted by magic released

for they are strong and tough and fight with

uncontrollable fury. In battle they howl like wolves and

fight with weapons as well as tearing the enemy with

hands, and teeth and fight with reckless abandon. They

charge into battle with little regard for their own lives

for they believe that they can best any creature in

combat.

They work themselves into an incredible rage, often

biting on their own shields. Their feats fill the sagas

and loom large in the stories of those Imperial soldiers

that have faced them. Some few berserkers make their

way to Tilea because they've been exiled or simply

have a desire to see more of the world. They rarely stay

in one place for long, since no watchman wants a

frothing lunatic disturbing the peace. Norse Marauders

are highly prized Mercenaries, however, due to their

rarity and effectiveness.

M WS BS S T W I A Ld

Marauder 4 4 3 3 3 1 4 1 7

Berserker 4 4 3 3 3 1 4 2 7

Chieftain 4 6 4 5 4 2 6 3 8

Special Rules Hard to Hire, Distrust, Frenzy

Page 60: Warhammer Armies - Dogs of War

HALFLINGS

Halflings are a small but dexterous race who looks like

human children to the untrained eye. The

cannot grow beards only reinforces this impression.

Although they tend to be pot-bellied, since they eat

twice as often as any other race, they are capable of

great stealth. When combined with their well known

skill with the sling,

Halflings can prove to be surprisingly stubborn

opponents. They arc, however, largely a peaceful

people, content to farm, eat, and smoke pipe weed.

They are proud of their families and all Halflings can

recite their family lineage back ten generations or

more.

The origins of the Halflings are obscure. When Human

tribes settled the lands that later became the Empire,

Halflings were apparently already amongst them. Their

numbers, however, were small and they played little

role in the wars that led to the establishment of the

Empire. Indeed, Halflings are barely mentioned in

history hooks until the year 1010. At that time the

Emperor granted the

Halflings a land of their own, as legend has it in

recognition of their contributions to Imperial cuisine.

Whatever the reason, the Halflings were given land

near the upper reaches of the River Aver. This area has

been known as the Moot ever since. The Halflings

govern the Moot themselves, but it is still a part

Empire.

Most Halflings are homebodies. The enjoy peace and

quiet and want nothing more than to be left alone to

enjoy good food and a good smoke. They live in

60

Halflings are a small but dexterous race who looks like

human children to the untrained eye. The fact that they

cannot grow beards only reinforces this impression.

bellied, since they eat

are capable of

great stealth. When combined with their well known

Halflings can prove to be surprisingly stubborn

opponents. They arc, however, largely a peaceful

people, content to farm, eat, and smoke pipe weed.

eir families and all Halflings can

recite their family lineage back ten generations or

The origins of the Halflings are obscure. When Human

tribes settled the lands that later became the Empire,

Halflings were apparently already amongst them. Their

numbers, however, were small and they played little

role in the wars that led to the establishment of the

Empire. Indeed, Halflings are barely mentioned in

history hooks until the year 1010. At that time the

n, as legend has it in

recognition of their contributions to Imperial cuisine.

Whatever the reason, the Halflings were given land

near the upper reaches of the River Aver. This area has

been known as the Moot ever since. The Halflings

themselves, but it is still a part of the

Most Halflings are homebodies. The enjoy peace and

quiet and want nothing more than to be left alone to

They live in

balance with nature, working fields with adequate

and using simple tools. Anything more complex than

water powered mill is unheard of.

There are, however, a small number of Halflings who

find the Moot intolerably boring. When the most

exciting event of the day is finding out what kind of pie

is for desert, some folks need a change.

Halflings develop a taste for adventure and leave the

Moot behind, often for roguish pursuits.

sight with his small form covered in pots and pans, he

is a welcome sight to poorly fed mercenaries anywhere.

Their cooking skill is unmatched by any other race.

They lean toward basic food, with minimum spice to

accentuated specific taste.

Any king worth his salt has at least one Halfling chef

as their personal cooks.

Mercenary Generals know very well that

cooks are an important 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

uses a cauldron full of hot soup as a projectile. This

improvised form of artillery is used only in the direst

circumstances, as persuading a Halfling to give up his

food is not an easy task to accomplish!

Halflings are known for being wise, clever and

troublemakers. They have high dexterity and make

excellent rogues. Due to their size, although they

would never admit it, they are not the best fighters.

Instead, they have developed excellent skills with the

bow.

The benefit of a well fed army, and the expert shooters

that the Halflings are, outweigh any possible

disadvantages they may cause.

Since these Halflings are the ones most often

encountered in the Tilea, it is perhaps no coincidence

that Halflings as a whole have gotten a reputation as

light fingered sneaks.

M WS BS

Halfling 4 2

Tracker 4 2

Hot Pot - -

Special Rules Forest Striders

Hot Pot: The Hot Pot follows the rules of Stone

Throwers, with the following exceptions. The Hot Pot

has a maximum guess range of 36”.

resolved at S3 with a -3 armour save

cause D3 wounds.

balance with nature, working fields with adequate skill

and using simple tools. Anything more complex than

water powered mill is unheard of.

There are, however, a small number of Halflings who

find the Moot intolerably boring. When the most

exciting event of the day is finding out what kind of pie

desert, some folks need a change. These

for adventure and leave the

behind, often for roguish pursuits. A strange

sight with his small form covered in pots and pans, he

is a welcome sight to poorly fed mercenaries anywhere.

Their cooking skill is unmatched by any other race.

They lean toward basic food, with minimum spice to

Any king worth his salt has at least one Halfling chef

Mercenary Generals know very well that Halfling

cooks are an important element in attracting freelance

Another advantage of hiring such refined chefs is the

access to the Hot Pot, a weird catapult-like device that

uses a cauldron full of hot soup as a projectile. This

provised form of artillery is used only in the direst

circumstances, as persuading a Halfling to give up his

food is not an easy task to accomplish!

Halflings are known for being wise, clever and

troublemakers. They have high dexterity and make

rogues. Due to their size, although they

would never admit it, they are not the best fighters.

Instead, they have developed excellent skills with the

The benefit of a well fed army, and the expert shooters

that the Halflings are, outweigh any possible

disadvantages they may cause.

Since these Halflings are the ones most often

encountered in the Tilea, it is perhaps no coincidence

that Halflings as a whole have gotten a reputation as

M WS BS S T W I A Ld

4 2 2 1 5 1 8

5 2 2 1 5 2 8

- - 4 2 - - -

The Hot Pot follows the rules of Stone

Throwers, with the following exceptions. The Hot Pot

has a maximum guess range of 36”. All hits are

armour save modifier and only

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61

MERCENARY OGRES

A full-grown Ogre stands from ten to eleven foot tall

and is almost half that wide at the gut. Their massively

built bodies are topped by an almost neckless head,

with powerful arms, as thick as a human's chest,

hanging at each side. Needless to say, Ogres are heavy,

with older, stronger, Ogres often weighing far more.

However, only a fool would mistake this mass for fat,

for underneath an Ogre's skin lies an extensive lattice-

work of muscle, and nowhere is this more the case than

in an Ogre's most important feature (as far as the Ogre

is concerned), his gut.

The gut of an Ogre is of utmost importance for social,

spiritual, and physical reasons. Many of an Ogre's vital

organs are held in the gut, unlike most other

humanoids, and are protected by a thick interlocking

skein of musculature instead of the normal ribcage.

These incredibly powerful muscles can grind and churn

with terrific force, allowing the Ogre to digest almost

anything he cares to toss into his cavernous maw.

Large guts are a sign of status to an Ogre, for he must

have caught, and eaten, a lot of prey to get very big.

Ogre skin is normally sallow, ranging from sickly

yellow to dark greenish-grey, and is as tough as a

cured-leather breastplate. Ogre head-hair is thick, dark

and lank, although bulls often go bald past their

thirtieth year. Equally, facial hair is often prized by

bulls, with many going to great extremes to cultivate

the greasy stuff, some growing long beards, others

preferring moustaches or goatees. Many believe an

Ogre's love for his beard stems from his desire to trap

escaped morsels of food for later, which, for many, is

indeed the case.

Ogres are well known for their tendency to travel, and

can be found across the four corners of the world

fighting in mercenary groups of a score to a few

hundred or more. Contrary to most popular opinions of

the race, Ogres generally mix well with most societies

they encounter, assimilating local customs and

traditions with an ease likely spawned from a lack of

imagination or independent thought.

Many thousands of years ago, the Ogres lived in steppe

lands far to the East of the Old World. They were a

simple people that spent most of their time trading and

warring. Their neighbours, Imperial Cathay, saw the

benefits of working with them, keen to use their

prodigious strength. Soon, the Ogres were being

recruited into the Cathayan armies, greatly bolstering

the celestial forces. With Cathayan influence, the Ogres

prospered, and soon they were powerful enough that

they made open raids against their Cathayan allies. The

Celestial Dragon Emperor was not pleased, and some

believe that the devastating event that followed

occurred at his command. Whatever the truth, it

changed the Ogre race forever.

High above the Ogre steppes, a malign star winked into

existence. Every night its sickly light grew brighter,

until eventually, many weeks later, its crackling

miasma of green light outshone both moons. The Ogres

could only look to the sky in fear and wonder, the

simple creatures utterly unaware of their impending

doom. Eventually the warpstone comet struck, instantly

incinerating more than two-thirds of the race,

burrowing itself deep into the earth, sending

shockwaves around the world.

The sea-sized crater it created would eventually be

worshipped as the Great Maw, the Devourer of All

Things; the Ogre's chief deity. The devastation it

brought destroyed the green lands of the Ogres,

burning and twisting them, leaving nothing but a barren

wasteland, where the fight for survival drove the Ogres

to cannibalism and worse.

Today, the Ogre Kingdoms to the East are a barbaric

conglomerate of tyrannical, greedy kings that rule by

the right of might. After the arrival of their God, Ogres

were inexplicably filled with many powerful hungers,

one of which was an undeniable appetite for travel.

Thus, Ogres can now be found all over the world,

including Tilea, selling their impressive skills to the

highest bidder.

M WS BS S T W I A Ld

Ogre 6 3 2 4 4 3 2 3 7

Brute 6 3 2 4 4 3 2 4 7

Special Rules Fear

Gut Charge: Any turn that the unit charges it inflicts

one impact hit per Ogre model in base contact with an

enemy model. This is resolved at the base strength of

the model.

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62

MANEATERS

Ogre Maneaters are veterans of many campaigns that

have travelled the length and breadth of the world.

Mercenaries beyond peer, they have spent decades

accruing scars, tall tales, wealth and exotic war gear

before travelling back to the tribe from which they

came.

As Ogres tend to inherit culture rather than pioneer it,

they typically dress in the style appropriate to the lands

in which they fought during their mercenary career. In

this manner, a Maneater that fought in the Grand

Empire of Cathay might wear fine cloth under

lacquered bamboo armour and wield a finely balanced

Cathayan longsword, whereas one that fought in the

Empire might wear breeches and an ostentatious

feather with a brace of modified handguns across his

chest.

A Maneater that fought extensively in the jungles of

Ind might go into battle decorated with gold jewels and

wielding a finely crafted curved sword, and one that

fought in the savage wastes of the far north might have

an or head to show alongside his battle scars.

It is common for Maneaters to operate in small groups

that have fought together for years, and despite the fact

that they may look outlandish, these tight-knit groups

excel in the fine art of breaking heads. The only factors

uniting the individualistic Maneaters are their

monumentally inflated sense of self-worth and the

capacity to smash aside lesser creatures without

breaking a sweat. When they finally return to their tribe

(as all Ogres are driven to do) Maneaters take any

opportunity they can to bore their tribe-mates with long

and fanciful stories, some of whom might not even be

true.

M WS BS S T W I A Ld

Maneater 6 4 4 5 4 3 3 4 8

Special Rules Fear, Stubborn, Immune to Psychology, Gut

Charge

You've hired da rest, now try da best!

Golgfag

Brace of Handguns

Ogre Maneaters that have sold their swords across the

Empire often pick up specially modified black powder

weapons recompense for their efforts; these are

regarded as symbols of great status due to their ability

to emit noise and violence in equal measure. Such is

the aim and strength of their owners that Ogres use

them with the ease a human uses a pistol. The most

popular of these customised weapons is an Empire

handgun with a massively enlarged trigger and guard;

most Maneaters have at least one of these devices in

their possession and some may sport a brace of these

handguns across their puffed-out guts.

A Brace of Handguns has the following profile:

Range: 24” Strength: 4

Pistol, Armour Piercing,

2x Multiple shots

Cathayan Longsword

Those Ogres who have fought in the Grand Armies of

Cathay bare been gifted with the legendary Catbayan

longswords, master meted blades that are of great

value to the Ogres because they will remain eternally

sharp. With the strength of an Ogre behind them, these

blades can cause one hell of a mess!

A Cathayan longsword is a one-handed weapon that is

so finely crafted it confers +1 Weapon Skill and + I

Initiative to the bearer when used in combat. It is

Armour Piercing, as described in the Warhammer

rulebook.

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63

GIANTS

Many Dogs of War Giants are first recruited when they

wander into civilized lands from the mountains they

inhabit. It is, after all, better to have a useful soldier

than to have a 30-foot tall menace wandering around

the countryside eating shepherds and being a nuisance.

Not all Giants are evil creatures, and some of them still

posses the peaceable natures of their Sky-titan

forebears. They are just very thick, and often very

hungry, two things which, when put together in the

body of a Giant, do not make it easy to maintain peace.

There are instances of towns or cities adopting Giants

as defenders or mascots, and the travelling menageries

that wander the Empire will also sometimes have a

Giant on their books.

The Giants that make their living from war tend to be

brighter than others, and will have scraps of equipment

from all over the world. Most exotic of these are the

Giants of Albion, the boggy isle which boasts the

world's largest population of Giants, who can

sometimes be found in the employ of the various

armies of the Old World.

M WS BS S T W I A Ld

Giant 6 3 3 6 5 6 3 S 10

Special Rules Large Target, Terror, Stubborn

Ignore Little 'un Panic: Units of cavalry-sized or

smaller models do not cause panic in Giants.

Move: Giants move over normal sized obstacles such

as walls and fences without breaking stride. Treat them

as open ground when working out how far the Giant

moves.

However, when crossing such obstacles the player

must test to see if the Giant falls over (see below).

Fall Over: Giants are ungainly and frequently

befuddled, as a consequence of which they often trip,

stumble, or fall down. When a Giant falls over, it can

easily squash anything it falls on. A Giant must test to

see whether it falls over in any of these situations:

1) When it is beaten in close combat. Test once results

are established but before taking Break or Panic tests.

2) At the start of the Movement phase if it is fleeing.

3) When it crosses an obstacle. Test when the obstacle

is reached.

4) If the Giant decides to Jump Up and Down on an

enemy. Test immediately beforehand.

To see if the Giant falls over, roll a D6. If the result is a

1, the Giant falls over. If a Giant is slain then it falls

over automatically. To determine which direction the

Giant falls, roll a Scatter dice - the arrow indicates the

direction in which the Giant falls. Place a Falling Giant

template with its feet at the model's base and its head in

the direction of the fall. Any models lying completely

under the template are automatically hit. Any models

partly covered are hit on a 4+.

A model hit by a falling Giant automatically takes one

Strength 6 hit which causes D3 wounds. If the unit is in

combat and the Giant has fallen over whilst attempting

to Jump Up and Down, wounds inflicted by a falling

Giant counts towards the combat result. In addition, a

Giant that falls over automatically suffers 1 wound

itself. If the Giant is in combat, then this wound counts

towards the combat result.

Once on the ground, a Giant may get up in his

following Movement phase, but may not move that

turn. Whilst on the ground a Giant may not attack, but

he can still defend himself after a fashion so the enemy

must still roll to score hits on him. If forced to flee

whilst on the ground, the Giant is slain - the enemy

swarm over him and cut him to pieces. If the Giant gets

the opportunity to pursue his foes whilst he's on the

ground he stands up instead. A

Giant may attack on the turn it stands up.

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64

Giant Special Attacks

Giants do not attack in the same way as other creatures,

though they select their targets as normal. To determine

what happens, roll a D6 on one of the tables at the start

of each combat phase. Which table you use depends on

the size of the Giant's victim. When fighting characters

riding monsters, decide whether to attack the rider or

mount as normal, and use the appropriate table for the

size of the target.

Giant fighting big things (models with Unit Strength 3

and more):

D6 Result

1 Yell and Bawl

2-4 Thump With Club

5-6 'Eadbutt

Giant fighting anyone smaller than above:

D6 Result

1 Yell and Bawl

2 Jump Up and Down

3 Pick Up and

4-6 Swing With Club

Yell and Bawl: Giants are deafeningly loud and tend

towards poor oral hygiene. Neither the Giant nor

models in contact with him fight if they have not

already done so this round. Additionally, the Giant's

side automatically wins the combat by 2.

Pick Up and…: The Giant stoops down and selects a

model

(Giant player's choice) that is within base contact or

touching a model in base contact. The target may make

a single attack to try and fend off the Giant. If this

attack hits and wounds, then the Giant's attack fails;

otherwise he grabs the model. Roll a D6 to see what he

does next:

D6 Result

1 Stuff into Bag. The Giant stuffs the victim into

his bag along with sheep, cows, and other

plunder. The model is effectively a casualty and

can do nothing whilst in the bag, but if the

Giant should be slain any enemy trapped in his

bag are freed unharmed at the end of the battle.

Victory points. are not awarded to the enemy

for freed models.

2 Throw Back into Combat. The victim is

hurled back into his own unit like a living

missile. This causes a wound on the victim with

no saves of any kind allowed, and D6 Strength

3 hits (saves as normal) on the unit.

3 Hurl. The victim is hurled into any enemy unit

within 12" of the Giant - randomly determine

which. This causes a wound on the victim with

no saves of any kind allowed, and D6 Strength

3 hits (saves as normal) on the unit. If no

enemy units are in range, treat this as result 2

instead.

4 Squash. This doesn't really bear thinking about.

Suffice to say the model becomes a casualty

and is removed from play.

5 Eat. The Giant gobbles his victim up,

swallowing him whole. The model is removed

the game.

6 Pick Another. The Giant hurriedly stuffs the

victim into his bag or under his shirt (or down

his trousers if they're really unlucky) and

attempts to pick up another victim. The second

victim makes a single attack (as above) to avoid

being picked up. Trapped models are

effectively casualties, exactly as explained in

the Stuff into Bag result described above.

Thump with Club: The Giant picks one model as his

target and brings down his club with a mighty stroke.

The target may attempt to avoid the blow by passing an

Initiative test (use the lowest if the enemy has several

different values). If failed, the target is struck and takes

2D6 wounds with no armour save allowed. If a double

is rolled the Giant's club embeds itself in the ground

and the Giant cannot attack in the following round

while he frees it (this ceases to apply if the combat

ends before the next round).

‘Eadbutt: The Giant head butts his enemy,

automatically inflicting 1 wound with no armour save

allowed. If the victim is wounded but not slain then he

is dazed and loses all of his remaining attacks - if the

target has not yet attacked in that combat round, he

loses those Attacks; if he has already attacked, he loses

the following round's Attacks.

Jump Up and Down: The Giant jumps up and down

vigorously on top of one enemy unit in base contact.

First, the Giant must test to determine if he falls over.

If he falls over, work out where he falls and calculate

damage as already described. Any wounds caused by

the fall (on either side) count towards the combat

result.

Assuming that the Giant remains on his feet, the unit

sustains 2D6 Strength 6 hits allocated as shooting hits.

A Giant that starts to Jump Up and Down will do so in

the next combat phase, and will continue to do so until

he falls over (test every turn) or until the combat ends.

Swing with Club: The Giant swings his club across the

enemy's ranks, inflicting D6 Strength 6 hits, allocated

as shooting hits.

Page 65: Warhammer Armies - Dogs of War

65

ESPRINGALS

In Tilea, the Espringal has become a popular choice

among mercenary generals. Smaller than the normal

bolt throwers of the other races, the Espringal is easy to

move and transport, adding to its popularity in the

field. Batteries of these war machines are common, as

they are a very inexpensive way of bombarding heavily

armoured foes from afar.

M WS BS S T W I A Ld

Espringal 4 3 3 3 3 3 3 2 7

Special Rules Skirmish

Bolt Thrower: Espringals follow the rules for Bolt

Throwers in the Warhammer rulebook with the

following exceptions. It has a range of 36”, Strength 5

and only causes 1 wound. All teams in the unit must

fire at the same target. Against missile attacks, an

Espringal has a 4+ armour save.

MERCENARY CANNONS

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 this reason,

lighter, easy to move, small calibre guns are a treasured

element of many mercenary armies.

M WS BS S T W I A Ld

Cannon - - - - 7 3 - - -

Crew 4 3 3 3 3 1 3 1 7

A Mercenary Cannon follows all rules of normal

Cannons in the Warhammer rulebook.

Page 66: Warhammer Armies - Dogs of War

66

WARHORSE

A Warhorse is a steed that has been trained to carry its

rider into the chaos of battle without fear and to lash

out with its iron-shod hooves.

M WS BS S T W I A Ld

Warhorse 8 3 0 3 3 1 3 1 5

PEGASUS

A Pegasus is a winged beast that resembles the

mightiest of horses, with a hide the colour of virgin

snow and intelligence beyond that of any other steed.

Their nests are found high in the Grey Mountains, and

if a Pegasus is ever to accept a rider, it must be

captured while still a foal. It takes many years of

patient training to gain the trust of a Pegasus, but once

that trust is established, they are loyal mounts that will

obey their master’s every command.

M WS BS S T W I A Ld

Pegasus 8 3 0 4 4 3 4 2 6

Special Rules

Fly

Page 67: Warhammer Armies - Dogs of War

BORGIO THE BESIEGER

– MERCHANT PRINCE OF MIRAGLIANO

Borgio, Prince of Miragliano, was nicknamed “The

Besieger” because of his unsurpassed expertise in siege

work. It was said that no city, not even the ingenious

ramparts of Miragliano itself, could defy him. Borgio

was certainly an expert tactician and won most of his

battles. In three great victories he establish

Miragliano as the most powerful principality in Tilea.

After these, his enemies usually avoided open battle

and shut themselves up behind the walls of their cities,

only to succumb to Borgio's siege techniques. He was

equally astute as a politician, but rather tyrannical.

Opponents and rivals did not last long!

During his career, Borgio fought against every other

principality and republic in Tilea for one reason or

another, from wars over trading rights to pure vendettas

against rival Princes who had tried to have him

assassinated. Indeed, there were so many failed

attempts to assassinate Borgio, some of which came

very close to success, that he gained a reputation as a

man who had to be killed more than once to be sure!

It is said that Borgio once defeated an Orc horde by

splitting them into three parts. Opinion is divided as to

whether this refers to the horde or the individual Ores.

It is also said that Borgio could ride a horse, go to sleep

and read a book at the same time!

Another apocryphal tale says that he was once taken

prisoner by the Pirate Princess of Sartosa and escaped

by diving into the sea from the dungeon tower (which

was conveniently leaning over a high cliff) and swam

the Pirates' Current across to Tilea. Then he returned

with a mercenary fleet, captured the princess and

would not let her go until the pirates had paid him an

enormous tribute gathered from their far

of plunder! If this ever happened it must have been

early in his career. It is also rumoured that Borgio

wrote very good poetry, did all his own cooking (wise

man) and wrestled with lions!

Borgio is noted for devising unusual battle tactics and

new troop types, which usually took his opponents by

surprise. He certainly had access to Leonardo's

manuscripts in the library of the princely palazzo in

Miragliano. He was a very big and imposing man of

robust stature. In a siege he always dismounted to lead

the assault over the walls in person and would strip off

his armour and jump down into a moat to dig with the

common soldiers. This endeared him to the troops and

he commanded a loyalty among his mercenaries which

has been the envy of every Prince since!

However, Borgio could not always count on similar

loyalty from courtiers, intriguers and spies in the pay of

rivals, who knew they could not defeat him in battle

and so resorted to underhand means. It is said that he

67

BORGIO THE BESIEGER

MERCHANT PRINCE OF MIRAGLIANOe of Miragliano, was nicknamed “The

because of his unsurpassed expertise in siege

work. It was said that no city, not even the ingenious

ramparts of Miragliano itself, could defy him. Borgio

was certainly an expert tactician and won most of his

battles. In three great victories he established

Miragliano as the most powerful principality in Tilea.

After these, his enemies usually avoided open battle

and shut themselves up behind the walls of their cities,

only to succumb to Borgio's siege techniques. He was

rather tyrannical.

During his career, Borgio fought against every other

principality and republic in Tilea for one reason or

another, from wars over trading rights to pure vendettas

ied to have him

assassinated. Indeed, there were so many failed

attempts to assassinate Borgio, some of which came

very close to success, that he gained a reputation as a

man who had to be killed more than once to be sure!

ted an Orc horde by

splitting them into three parts. Opinion is divided as to

whether this refers to the horde or the individual Ores.

It is also said that Borgio could ride a horse, go to sleep

ys that he was once taken

prisoner by the Pirate Princess of Sartosa and escaped

diving into the sea from the dungeon tower (which

was conveniently leaning over a high cliff) and swam

the Pirates' Current across to Tilea. Then he returned

ry fleet, captured the princess and

would not let her go until the pirates had paid him an

enormous tribute gathered from their far-flung stashes

of plunder! If this ever happened it must have been

early in his career. It is also rumoured that Borgio

very good poetry, did all his own cooking (wise

Borgio is noted for devising unusual battle tactics and

new troop types, which usually took his opponents by

surprise. He certainly had access to Leonardo's

library of the princely palazzo in

Miragliano. He was a very big and imposing man of

robust stature. In a siege he always dismounted to lead

the assault over the walls in person and would strip off

his armour and jump down into a moat to dig with the

n soldiers. This endeared him to the troops and

he commanded a loyalty among his mercenaries which

has been the envy of every Prince since!

However, Borgio could not always count on similar

loyalty from courtiers, intriguers and spies in the pay of

who knew they could not defeat him in battle

and so resorted to underhand means. It is said that he

finally met his end, after a long and distinguished

reign, when he was stabbed with a poisoned toasting

fork in his bath! The circumstances are myster

this was probably the only occasion that a man such as

Borgio could be taken by surprise. Many say that his

marriage to Dolchellata, the rather bad

sister of Lucrezzia Belladonna, was his undoing!

M WS BS S T W I A Ld

Borgio 4 6 5

Equipment Borgio the Besieger wields the Mace of Might, we

the Armour of Brazen Bronze, the The Monstrous

Mask Helm and carries a shield.

Mount Borgio the Besieger rides a barded warhorse.

Special Rules Magic Standards, “The Best Money Can Buy

Beloved General: Borgio the Besieger was beloved by

his men, and the people of Miragliano. If Borgio is the

General, all friendly units may use his Leadership

within 18” rather than the normal 12”.

MERCHANT PRINCE OF MIRAGLIANO

finally met his end, after a long and distinguished

reign, when he was stabbed with a poisoned toasting

fork in his bath! The circumstances are mysterious, but

this was probably the only occasion that a man such as

Borgio could be taken by surprise. Many say that his

marriage to Dolchellata, the rather bad-tempered older

sister of Lucrezzia Belladonna, was his undoing!

M WS BS S T W I A Ld

6 5 4 4 3 5 4 9

Borgio the Besieger wields the Mace of Might, wears

the Armour of Brazen Bronze, the The Monstrous

carries a shield.

Borgio the Besieger rides a barded warhorse.

Best Money Can Buy”

Borgio the Besieger was beloved by

his men, and the people of Miragliano. If Borgio is the

friendly units may use his Leadership

within 18” rather than the normal 12”.

Page 68: Warhammer Armies - Dogs of War

68

Difficult to Slay: Borgio the Besieger has an almost

unnatural ability to withstand pain and injury. If he is

reduced to zero wounds, then do not remove the model,

but lay it on its side and leave it in place. At the end of

the phase, roll a D6. On a 1-3, he is removed as a

casualty as normal. On a roll of 4 or more, he stands

back up again with a single wound remaining.

Master of Siegecraft: Borgio earned his nickname due

to the many successful sieges he wages as the

Merchant Prince of Miragliano. No fortress could

withstand him for long. To represent this, if Borgio is

your General, you may take two Mercenary Cannons

per Rare choice.

Magic Items

Monstrous Mask Helm (Talisman)

Borgio wears a grotesque helmet with a fearful visage

sculpted on it.

The Monstrous Mask Helm makes Borgio cause Fear.

Mace of Might (Magic Weapon)

Borgio wields a hefty mace made from a cannonball

which failed to slay him at the siege of Remas and

ended up embedded in his breastplate. Borgio,

regarding it as a lucky talisman, had the cannonball

made into a mace.

If Borgio rolls a 6 to hit with this weapon, this hit will

be at Strength 10.

Armour of Brazen Bronze (Magic Armour) This is the very armour which Borgio was wearing

when struck by the cannonball at the siege of Remas.

The armour was forged in Miragliano from melted

down statues dredged out of the blighted marshes. Who

knows what deities were represented or what magic

was wrought into the metal? The armour certainly

proved formidable.

Tilean Plate Armour. The Armour of Brazen Bronze

gives Borgio a 5+ Ward save.

Page 69: Warhammer Armies - Dogs of War

LUCREZZIA BELLADONNA

The most beautiful woman in all Tilea, and some say

even the whole of the Old World, is Lucrezzia

Belladonna.

It is said that Lucrezzia Belladonna is the most

beautiful lady in the Old World.

She is also the most dangerous to know. Lucrezzia is a

renowned sorceress and rumoured to be an arch

poisoner, mistress of many assassins.

Lucrezzia's first husband, Luigi, Prince of Pavona,

perished at the hands of paid assassins sent by rival

Merchant Princes. Lucrezzia, then only a very young

woman, was determined to keep her hold on the

principality at all costs. Several mercenary generals

who commanded armies in defence of her city became

her husbands and therefore also Princes of Pavona.

Every one met with a mysterious demise, usually when

their political and strategic skill was found wanting.

Consider Borso, who lost the battle of Etobrutti and

died soon afterwards when his wounds were

mistakenly treated with poisonous herbs. The next day,

the mercenary captain Donato assumed command, won

a great victory and saved the city from the Verezzians.

Donato married Lucrezzia soon afterwards and became

Prince of Pavona. A few years later Donato was about

to make a disastrous alliance with Trantio against

Borgio the Besieger, who was married to Lucrezzia's

older sister Dolchellata at the time. However, before

the army of Pavona was committed to this unwise

course of action, Donato succumbed to a meal of

poisonous toadstools which had been gathered from the

69

LUCREZZIA BELLADONNA

The most beautiful woman in all Tilea, and some say

even the whole of the Old World, is Lucrezzia

It is said that Lucrezzia Belladonna is the most

She is also the most dangerous to know. Lucrezzia is a

d sorceress and rumoured to be an arch

Lucrezzia's first husband, Luigi, Prince of Pavona,

perished at the hands of paid assassins sent by rival

Merchant Princes. Lucrezzia, then only a very young

to keep her hold on the

principality at all costs. Several mercenary generals

who commanded armies in defence of her city became

her husbands and therefore also Princes of Pavona.

Every one met with a mysterious demise, usually when

rategic skill was found wanting.

Consider Borso, who lost the battle of Etobrutti and

died soon afterwards when his wounds were

mistakenly treated with poisonous herbs. The next day,

the mercenary captain Donato assumed command, won

ved the city from the Verezzians.

Donato married Lucrezzia soon afterwards and became

Prince of Pavona. A few years later Donato was about

to make a disastrous alliance with Trantio against

Borgio the Besieger, who was married to Lucrezzia's

olchellata at the time. However, before

the army of Pavona was committed to this unwise

course of action, Donato succumbed to a meal of

poisonous toadstools which had been gathered from the

woods by an ignorant kitchen servant unable to tell the

difference between edible and venomous mushrooms.

Lucrezzia was of course angry and distressed, but not

so much as to prevent her subsequent marriage to the

dashing captain Ranuccio, after an indecently short

interval. He immediately rushed off at the head of the

army of Pavona to attack the rear of the Trantine army

just as it was deploying against Borgio and expecting

reinforcements from Pavona! For this show of

solidarity with an old ally, Pavona was richly rewarded

by Borgio.

Lucrezzia's seventh husband, Poggio,

abrupt exit from the political scene after drinking three

bottles of very dubious quality wine. Lucrezzia is now

casting her eye around for a new husband to share the

government of Pavona and lead its armies to victory,

with her by his side.

M WS BS S T W I A Ld

Lucrezzia 4 4 3 3 4 3 4 1(2) 8

Equipment Lucrezzia Belladonna carries a hand weapon and her

Stiletto dagger.

Magic Lucrezzia Belladonna is a Level

use spells from the Lore of Shadow or Death.

Mount Lucrezzia Belladonna rides a barded warhorse.

Special Rules

Stunning Beauty: Lucrezzia Belladonna's beauty has

an amazing effect on human mercenaries in the army.

To represent this, any friendly human unit within 8" of

her automatically rally - they stop fleeing and rally as

soon as they are within 8". This affects fleeing troops

during an opponent's turn as well. This does not affect

any troops that are immune to psychology.

Lucrezzia's Kiss: She has been known to kiss the

weapons of a hero who she takes as her champion. To

represent this, any one character or unit Champion

gains Killing Blow due to the potency of the poison in

her lipstick.

‘You Imperials think us weak, but you’re just fools who assume your nobility without question. In Tilea, only the strongest and most cunning rule. Not through blood, but through skill alone is power won.’

woods by an ignorant kitchen servant unable to tell the

e between edible and venomous mushrooms.

Lucrezzia was of course angry and distressed, but not

so much as to prevent her subsequent marriage to the

dashing captain Ranuccio, after an indecently short

interval. He immediately rushed off at the head of the

rmy of Pavona to attack the rear of the Trantine army

just as it was deploying against Borgio and expecting

reinforcements from Pavona! For this show of

solidarity with an old ally, Pavona was richly rewarded

Lucrezzia's seventh husband, Poggio, recently made an

abrupt exit from the political scene after drinking three

bottles of very dubious quality wine. Lucrezzia is now

casting her eye around for a new husband to share the

government of Pavona and lead its armies to victory,

M WS BS S T W I A Ld

4 4 3 3 4 3 4 1(2) 8

Lucrezzia Belladonna carries a hand weapon and her

Lucrezzia Belladonna is a Level 4 Wizard who may

use spells from the Lore of Shadow or Death.

rides a barded warhorse.

Lucrezzia Belladonna's beauty has

an amazing effect on human mercenaries in the army.

friendly human unit within 8" of

they stop fleeing and rally as

soon as they are within 8". This affects fleeing troops

during an opponent's turn as well. This does not affect

any troops that are immune to psychology.

She has been known to kiss the

weapons of a hero who she takes as her champion. To

represent this, any one character or unit Champion

gains Killing Blow due to the potency of the poison in

‘You Imperials think us weak, but you’re just fools who assume your nobility without question. In Tilea, only the strongest and most cunning rule. Not through blood, but through skill alone is power won.’

Lucrezzia Belladonna

Page 70: Warhammer Armies - Dogs of War

70

It is said that Lucrezzia Belladonna is the most beautiful lady in the Old World. However, Bretonnian Knights consider this honour to rightfully belong to the Fay Enchantress of Bretonnia. When a Tilean noble once praised her beauty at a tournament in Bretonnia, he was immediately challenged to a joust by a rash Bretonnian Knight. The Lady Belladonna, who happened to be present, appointed the Tilean as her champion. When the Tilean, following the local custom, asked Lucrezzia for her favour, she simply kissed his lance. Unfortunately the Tilean was unhorsed in the joust, though he did score a glancing blow on the Bretonnian which resulted in nothing more than a scratch. However, the Bretonnian quickly slumped in the saddle and fell down dead. When the heralds asked whether the lance tip was poisoned, Lucrezzia said; "How could it be poisoned, I have just kissed it and I don't feel at all unwell!" Since then no one has claimed to be more beautiful than Lucrezzia Belladonna. To cast doubts on her beauty is the kiss of death!

Poisonous Items Although Lucrezzia is a Master Sorceress, she does not

have magic items. Instead she has various Poisonous

Items, reflecting her special skill as an arch poisoner.

These items are not affected by anything that normally

affects or negates magic items.

Phial of Poison Long before the battle, the enemy camp is infiltrated by

Lucrezzia’s paid assassin, equipped with a phial of

poison specially prepared by his mistress. This will be

tipped into the drink or meal of one of the enemy

leaders during the feasting on the eve of battle. The

poison is slow-acting and will strike the next day as the

armies draw up for battle.

One enemy character chosen by the player must pass a

Toughness test at the beginning of the battle. If the test

is failed he will suffer one Wound with no saves of any

kind allowed. He must keep testing until he passes it,

or dies.

Poisoned Stiletto

Lucrezzia always keeps a stiletto dagger secreted in

her garter. This is not only for self defence, but

because you never know when you might want to do an

off-the-cuff assassination and may not have a ready

prepared poison to hand. Of course, Lucrezzia's stiletto

has been dipped in the venom of a toad and used to

chop poisonous mushrooms.

The Stiletto dagger gives Lucrezzia an additional

Attack, and all her attacks are Poisoned.

Potion of Pavona

Lucrezzia will mix up potions to strengthen whoever

drinks it, selecting the right ingredients. However,

there is a risk, as the potion may prove slightly

poisonous.

At the beginning of the battle, Lucrezzia may give the

potion to any one character, unit Champion, or take it

herself. Roll a D6 and if you roll 2+, choose that

number of the chosen model's characteristics to

improve by +1. For example, if you roll a 4 you could

choose to improve the model's WS, T, W, and I by +1.

You cannot apply this bonus to a model's Leadership

and cannot increase a characteristic by more than one.

If you roll a 1, the model loses a wound; if this kills the

model then it counts as a casualty for all purposes.

From a collection of letters sent by Gossippa Lotta to “various Princes and other notables”. This letter was sent to Lucrezzia Belladonna and refers to the poisoning of the Mercenary General hired to defend the city of Trantio against besieging forces of Luccini. Dear Lucrezzia, At last that idiot Brazino Innuendo ate the wrong kind of mushroom, the one that was meant for him! Of course they think it was you. I heard that the cook was tortured into confession and mentioned your name, like they always do. Far be it from me to point the finger, but one cannot help admiring the expert choice of time and place! Brazino paid far too much attention to that fool Marmalodi. Now someone else will take charge of defending the city and will probably succeed in holding on to it. Of course you can rely on me not to breathe a word of my suspicions to anyone!

Yours, Gossippa Lotta It is interesting to note that Gossippa is said to have employed a succession of Halfling food tasters in the years following the siege of Trantio.

Page 71: Warhammer Armies - Dogs of War

LORENZO LUPO MERCHANT PRINCE OF LUCCINI

Lorenzo is very proud of his line of descent from his

city's founders: Lucan and Luccina. As well as this he

is quite an antiquarian and collector of art and antique

artefacts. His palazzo on the old acropolis of Luccini is

decorated with frescoes in the antique style and the

gardens and colonnades display old statues found in the

acropolis. His prized possessions are heirlooms of his

house, said to have been owned by the city's foun

Lorenzo wears armour of the old-fashioned style and

fights on foot in the manner of his ancestors. This is a

strange eccentricity of his and would be considered

quaint and maybe even ridiculous by his rivals if he

wasn't so good a general and didn't beat them so

regularly. Instead, his reputation for bravery and

fighting hand-to-hand in the front rank of his troops has

earned him the respect and awe of his enemies.

M WS BS S T W I A Ld

Lorenzo Lupo 4 6 5 4 4 3 6 4 9

Equipment Lorenzo Lupo wields the Sword of Lucan,

Shield of Myrmidia, wears the Ring of Luccina and

heavy armour.

Special Rules Magic Standards, “The Best Money Can Buy

Drillmaster (see page 93)

Fights on Foot: Lorenzo is a very eccentric man in that

he prefers to fight on foot in the style of his ancestors.

He always takes his place at the front ranks of his

pikemen or leads his soldiers on his men

is very inspiring to his men, and they are eager to fight

for and defend their Merchant Prince. To represent this,

when Lorenzo is in the fighting rank of any infantry

regiment he adds +1 to the combat resolution for that

unit. If he leaves the front rank for any reason, the unit

loses that bonus.

71

LORENZO LUPO – MERCHANT PRINCE OF LUCCINI

Lorenzo is very proud of his line of descent from his

city's founders: Lucan and Luccina. As well as this he

is quite an antiquarian and collector of art and antique

palazzo on the old acropolis of Luccini is

decorated with frescoes in the antique style and the

gardens and colonnades display old statues found in the

acropolis. His prized possessions are heirlooms of his

house, said to have been owned by the city's founders.

fashioned style and

fights on foot in the manner of his ancestors. This is a

strange eccentricity of his and would be considered

quaint and maybe even ridiculous by his rivals if he

beat them so

regularly. Instead, his reputation for bravery and

hand in the front rank of his troops has

earned him the respect and awe of his enemies.

M WS BS S T W I A Ld

4 6 5 4 4 3 6 4 9

f Lucan, carries the

, wears the Ring of Luccina and

Best Money Can Buy”,

: Lorenzo is a very eccentric man in that

he prefers to fight on foot in the style of his ancestors.

He always takes his place at the front ranks of his

pikemen or leads his soldiers on his men-of-war. This

men, and they are eager to fight

for and defend their Merchant Prince. To represent this,

rank of any infantry

regiment he adds +1 to the combat resolution for that

unit. If he leaves the front rank for any reason, the unit

Mighty Athlete: Lorenzo follows many of the classical

athletic pursuits that his ancestors practiced, and as a

result he is a very well-built, muscular man. He

regularly rows across the Tilean Sea, wrestles the

mightiest opponents or runs from one end of his

princedom to the other. To represent this, roll a D6 at

the start of the battle to determine which pursuit he has

been following prior to joining the army.

D6 Pursuit

1-2 Running

3-4 Wrestling

5-6 Rowing

Magic Items

Sword of Lucan (Magic Weapon)

Lorenzo Lupo's sword, believed to be the actual sword

used by his remote ancestor, Lucan, the founder of

Luccini. The sword's razor sharp edge cuts through

any armour with ease.

No armour saves may be taken against wounds caused

by the Sword of Lucan.

Shield of Myrmidia (Magic

This old shield was found during the rebuilding of the

temple of Myrmidia on Luccini's acropolis. It dates to

the time of the founding of the city, or perhaps

earlier. The shield bears the sun symbol of the war

goddess and has the magical ability to dazzle the

bearer's opponents.

Shield. Every enemy model in base

with Lorenzo loses one Attack.

Ring of Luccina (Enchanted Item

Luccina, sister of Lucan, was said to be a sorceress.

Lorenzo wears a ring which bears a cameo gem

depicting her, and which may even have been hers. The

gem has the ability of restoring the soldiers' morale,

returning their will to fight for their lord again.

Bound Spell, Power Level 3. When the ring is

activated, all fleeing friendly troops within 8" of

Lorenzo will rally automatically.

‘During war, the laws are silent!

: Lorenzo follows many of the classical

athletic pursuits that his ancestors practiced, and as a

built, muscular man. He

regularly rows across the Tilean Sea, wrestles the

s from one end of his

princedom to the other. To represent this, roll a D6 at

the start of the battle to determine which pursuit he has

been following prior to joining the army.

Effect

+1 Toughness

+1 Attack

+1 Strength

Sword of Lucan (Magic Weapon)

Lorenzo Lupo's sword, believed to be the actual sword

used by his remote ancestor, Lucan, the founder of

Luccini. The sword's razor sharp edge cuts through

may be taken against wounds caused

(Magic Armour) This old shield was found during the rebuilding of the

temple of Myrmidia on Luccini's acropolis. It dates to

the time of the founding of the city, or perhaps even

earlier. The shield bears the sun symbol of the war

goddess and has the magical ability to dazzle the

very enemy model in base-to-base contact

loses one Attack.

Enchanted Item)

r of Lucan, was said to be a sorceress.

Lorenzo wears a ring which bears a cameo gem

depicting her, and which may even have been hers. The

gem has the ability of restoring the soldiers' morale,

returning their will to fight for their lord again.

l, Power Level 3. When the ring is

activated, all fleeing friendly troops within 8" of

Lorenzo will rally automatically.

During war, the laws are silent!’ Lorenzo Lupo

Page 72: Warhammer Armies - Dogs of War

MARCO COLOMBO

Marco Colombo is best known as the explorer

“discovered” Lustria, although it was really discovered

years before by the Norse. Marco was, however, the

first Old Worlder to establish friendly relations with

the Lizardmen – not an easy thing to do! Before

Marco's epic voyage to Lustria, he had visited Araby as

a merchant and taken part in various sea fights along

the coast of Araby and around the pirate stronghold of

Sartosa. Marco was therefore already a seasoned

campaigner and known as a mercenary captain before

making his name as an explorer.

On his return from Lustria with a great fortune in gold

and gems, he took over the army of his patron as a

mercenary general and made himself Prince of Trantio.

After that he led the army of Trantio against rival cities

on several occasions, as well as occasional expeditions

beyond the Apuccini Mountains. He also sent further

expeditions to Lustria, in order to seek the fabled Norse

colony of Skeggi, which they eventually discovered

after several years of searching. Marco is one of several

famous Tilean mercenary generals who not only led

armies in the wars of Tilea, but also in distant tropical

regions against strange and unknown opponents.

M WS BS S T W I A Ld

Marco Colombo 4 5 6 4 4 3 6

Equipment Marco Colombo carries a hand weapon and a

crossbow, and wears light armour.

Special Rules Magic Standards, “The Best Money Can Buy

Marksman (see page 92)

Navigator’s Telescope: Marco has a special high

power telescope which he uses at sea. It is so powerful

that he can use it to spy out hidden enemy troops

lurking in cover or in the midst of a regiment.

Deployment but before the game, roll a D6 for every

enemy unit deployed on the table. On a roll of 4+, your

opponent must disclose to you the number and type of

any hidden models, such as Goblin Fanatics, Dark Elf

Assassins, etc in the unit. In addition, no scouts may be

deployed within 24” of Marco.

72

MARCO COLOMBO

Marco Colombo is best known as the explorer who

Lustria, although it was really discovered

years before by the Norse. Marco was, however, the

first Old Worlder to establish friendly relations with

an easy thing to do! Before

Marco's epic voyage to Lustria, he had visited Araby as

a merchant and taken part in various sea fights along

the coast of Araby and around the pirate stronghold of

Sartosa. Marco was therefore already a seasoned

and known as a mercenary captain before

On his return from Lustria with a great fortune in gold

and gems, he took over the army of his patron as a

mercenary general and made himself Prince of Trantio.

rmy of Trantio against rival cities

on several occasions, as well as occasional expeditions

beyond the Apuccini Mountains. He also sent further

expeditions to Lustria, in order to seek the fabled Norse

colony of Skeggi, which they eventually discovered

er several years of searching. Marco is one of several

famous Tilean mercenary generals who not only led

armies in the wars of Tilea, but also in distant tropical

regions against strange and unknown opponents.

M WS BS S T W I A Ld

4 5 6 4 4 3 6 4 9

Marco Colombo carries a hand weapon and a

Best Money Can Buy”,

Marco has a special high-

power telescope which he uses at sea. It is so powerful

that he can use it to spy out hidden enemy troops

lurking in cover or in the midst of a regiment. After

Deployment but before the game, roll a D6 for every

enemy unit deployed on the table. On a roll of 4+, your

opponent must disclose to you the number and type of

any hidden models, such as Goblin Fanatics, Dark Elf

ion, no scouts may be

Magic Items

Gem of Lustria (Talisman)

While in Lustria, Marco acquired this strange gem as

part of his reward for serving the Slann Mage Priests

as a mercenary. The gem is made of a polished green

stone and shaped in the form of a snake

mark of the Lizardmen serpent god, Sotek.

The Gem of Lustria gives Marco a 4+ Ward Save

Gourd of Lustrian Wine (Enchanted Item)Marco always keeps with him his last remaining gourd

of cactus juice, which he calls Lustrian Wine! This was

given to him by the Skinks during his expedition to

Lustria. Although it is about as potent as orange juice

for a Lizardman, for a human being it is prickly stuff

indeed!

One use only. Marco may drink the wine at start of

close combat and it lasts until the start of the next

player’s turn. While in effect, the Gourd of Lustrian

Wine grants +D3 Strength.

Scroll of Araby (Arcane Item

While stopping off in Lashiek, Marco did the usual

foray into the bazaar looking for ma

although uninteresting in itself; was written on an old

scroll with partly obliterated, arcane writing of ancient

Khemri on the reverse.

Declare when to use. The Scroll

and any unit he is with a 2+ Ward save against one

spell each turn. Marco may use this item despite not

being a wizard.

“Now I issa returning to da Lustria an I only hope that there is as much to see as what I said I seen last time. They say that there are many who lissen to the stories I tell and wanna see for themselves about thissa land of gold. I issa for the hot water ifa they don’ find nothing... “We makea de good time across de big seas an I think we get to de land of jungles before those silly people who follow us. Last night, we see de sails ofus an I think we not only ones who come dis way. “At last we land on de land, a big beach that look like my old home. I get the wistful for it and wanna see it again, but I still don’ see no Skeggi! Twice I come to find it and still I come to da wrong place. Issa tricky place to find, eh?” “Now we’s in the jungle an issa not good. De insects and de beasties bite and itch. I no remember it being this bad before. Me and de men go far into de jungle and find lots of gold, so men is happy. I wonder if issa the same big lizard boss here. He nice to me and maybe we canna makea de bargain again.”

Extracts from Marco Colombo’s journey to Lustria

(Talisman)

While in Lustria, Marco acquired this strange gem as

part of his reward for serving the Slann Mage Priests

as a mercenary. The gem is made of a polished green

and shaped in the form of a snake’s tongue — the

mark of the Lizardmen serpent god, Sotek.

ives Marco a 4+ Ward Save.

(Enchanted Item) Marco always keeps with him his last remaining gourd

he calls Lustrian Wine! This was

given to him by the Skinks during his expedition to

Lustria. Although it is about as potent as orange juice

for a Lizardman, for a human being it is prickly stuff

One use only. Marco may drink the wine at start of any

close combat and it lasts until the start of the next

player’s turn. While in effect, the Gourd of Lustrian

Arcane Item)

While stopping off in Lashiek, Marco did the usual

foray into the bazaar looking for maps. One map,

although uninteresting in itself; was written on an old

scroll with partly obliterated, arcane writing of ancient

croll of Araby gives Marco

Ward save against one

Marco may use this item despite not

Now I issa returning to da Lustria an I only hope that there is as much to see as what I said I seen last time. They say that there are many who lissen to the stories I tell

see for themselves about thissa land of gold. I issa for the hot water ifa they don’ find nothing...”

We makea de good time across de big seas an I think we get to de land of jungles before those silly people who follow us. Last night, we see de sails of many boats behind us an I think we not only ones who come dis way.”

“At last we land on de land, a big beach that look like my old home. I get the wistful for it and wanna see it again, but I still don’ see no Skeggi! Twice I come to find it and

come to da wrong place. Issa tricky place to find,

“Now we’s in the jungle an issa not good. De insects and de beasties bite and itch. I no remember it being this bad before. Me and de men go far into de jungle and find lots

I wonder if issa the same big lizard boss here. He nice to me and maybe we canna

Extracts from Marco Colombo’s journey to Lustria

Page 73: Warhammer Armies - Dogs of War

73

LEONARDO DA MIRAGLIANO

Leonardo da Miragliano came from humble and

obscure origins in the winding streets of the city. His

genius first came to light when he was a mere

apprentice to one of the architects of the Prince,

engaged in the task of rebuilding the city on a new

plan. Prince Cosimo came to inspect the work and by

chance saw the plans drawn by the young Leonardo.

The Prince saw that Leonardo was the genius he had

been looking for and immediately placed him in charge

of the grand scheme for the whole city. After many

years Leonardo had not only completed the master plan

for the new Miragliano, but also devised a new set of

ramparts, even more ingenious and impregnable than

before. Leonardo went on to become court inventor to

Cosimo and his house. Leonardo soon found his talents

in demand from every Prince and city in Tilea and he

set his intellect to many varied problems and served as

advisor with several mercenary generals. His fame

eventually reached as far as the Empire. This led to

Leonardo's most famous achievement which was to

found the Imperial Engineering School. Leonardo

presided over this establishment and created many new

war machines while he was there, most notable of all

being the dreaded Imperial steam tanks.

One of Leonardo's favourite hobbies and intellectual

exercises was to design leaning towers. He would set

himself the problem of designing a tower which would

stay up despite the most exaggerated angle of

inclination. Soon Princes of Tilea vied with each other

to acquire Leonardo's latest design for the most

outrageous and gravity-defying tower!

Leonardo also designed an enormous number of

strange and potentially very effective war machines.

Many of these are doodles on scraps of parchment or

THE STEAM TANK The infamous Steam Tank is one of the most widely-known inventions of Leonardo da Miragliano, an inspired design that has never since been recreated. It is said that Leonardo was astounded and fascinated when he witnessed one of the creations of the Dwarfs, an ocean going steam vessel made of solid metal. He filled countless sketchbooks with intricate drawings and writings that revolved around the arcane machine, and his thoughts on how he could recreate such a wonder. His early attempts were disastrous affairs. On his second attempted launch of the aptly named steam-powered boat “Anchor of Solidity”, he barely escaped with his life as it sank beneath the sea within seconds, steam hissing and spitting violently. The half-drowned Leonardo lost none of his ambition or passion, however, though he transferred his ideas onto land. Thus the Steam Tank was born, for he took the basic designs for his ironclad steamship and modified them to make his famed steam powered land-ship.

on the back of maps or military messages, which

Leonardo made to while away the time in camp when

on campaign. He would give these doodles to the

various Merchant Princes he served, on the off chance

that they would actually ask him to make the machine.

Usually his patrons were too busy waging war and just

stashed the plans for use later on. Many of these

devices cannot yet be made with the technology

available. Even so, the plans, which are now distributed

throughout the Old World, change hands for vast

amounts of gold and are eagerly sought by Merchant

Princes.

M WS BS S T W I A Ld

Leonardo 4 3 4 3 3 2 3 2 9

Equipment Leonardo da Miragliano carries a hand weapon.

Special Rules

Genius: Leonardo is renowned as a genius. He is able

to apply his intellect to any problem and come up with

a way of improving things. Of course, mercenary

generals find his special talents very useful and will

consult with him when making their battle plans,

constructing field defences or siege works, planning

the order of march or just inspecting the artillery before

the battle. To represent this, before the battle you may

set Leonardo's formidable intellect to one of the

following problems.

Artillery Accuracy: Leonardo inspects one war

machine in the army and observes some test shots. He

then calculates angles and trajectories and makes

corrections to the devices or advises on firing

technique, quantity of gunpowder, torque tension and

so forth, which increases the accuracy and reliability.

To represent the effect of this you may re-roll one

Artillery Dice or Scatter Dice per turn for the rest the

entire game for that war machine.

Page 74: Warhammer Armies - Dogs of War

Crossbow Accuracy: Leonardo inspects one unit of

Crossbowmen as they shoot volleys at targets. He

checks the tension of the bows and considers wind

velocity and the weight of the crossbow bolts. He may

advise certain subtle reshaping of the flights to impr

accuracy, or recommend that the crossbowmen aim

slightly to the left or right of their target, or just above

their heads. The result of this is that the accuracy of the

crossbowmen in that unit is improved for the duration

of the battle. To represent this, each time the

shoots you may re-roll all failed rolls to hit.

Battle Strategy: Leonardo inspects the maps and charts

and rides up to high ground to survey the lie of the land

with his telescope. Then he discusses the options with

the general and his captains in a council of war,

explaining his calculations for rates of march and so

on. This enables the general to deploy one core unit up

to 100 points on either the right or left table edge but

not in the opposing player's deployment zone. This uni

may deploy after the first turn, and is treated as if it had

just returned from pursuing a unit off the table. If the

unit does not deploy by the last turn of the game, the

unit is considered lost and the opponent gets their

points.

Scientific Items Leonardo is neither a general nor a wizard. He is a

scientist, and his genius is illuminated by the light of

74

Crossbow Accuracy: Leonardo inspects one unit of

Crossbowmen as they shoot volleys at targets. He

checks the tension of the bows and considers wind

velocity and the weight of the crossbow bolts. He may

advise certain subtle reshaping of the flights to improve

accuracy, or recommend that the crossbowmen aim

slightly to the left or right of their target, or just above

their heads. The result of this is that the accuracy of the

crossbowmen in that unit is improved for the duration

his, each time the unit

all failed rolls to hit.

Battle Strategy: Leonardo inspects the maps and charts

and rides up to high ground to survey the lie of the land

with his telescope. Then he discusses the options with

his captains in a council of war,

explaining his calculations for rates of march and so

This enables the general to deploy one core unit up

to 100 points on either the right or left table edge but

not in the opposing player's deployment zone. This unit

may deploy after the first turn, and is treated as if it had

just returned from pursuing a unit off the table. If the

unit does not deploy by the last turn of the game, the

unit is considered lost and the opponent gets their

Leonardo is neither a general nor a wizard. He is a

scientist, and his genius is illuminated by the light of

reason and method, not superstition! Therefore,

Leonardo does not have magic items. Instead he has

Scientific Items, reflecting his expertise as an

and investigator. These items are not affected by

anything that normally affects or negates magic items.

Sphere of Alchemy: Leonardo dabbles in alchemy and

has mixed up a powder which he has enclosed in a

bronze orb. When thrown, the orb cracks

powder explodes on contact with the air, creating a

small blast. The orb can be thrown in the shooting

phase using Leonardo's BS. He can throw it

does not suffer penalties for shooting at long range

moving and shooting, and can always us

and shoot. If he hits, use the small template to

determine the blast area. Each model

template takes a Strength 3 hit with

If Leonardo misses his target, the orb is assumed to

have exploded prematurely, fall

bounced off someone's helmet

Prism of Power: Leonardo has a specially shaped

glass prism which uses purely physical properties of

refraction to diffuse any kind of energy flowing over

the battlefield. The effect of this is to steal the winds of

magic from the opposing side and dissipate the energy,

just as if it were rays of light from the sun. To represent

this, he may remove D3 Power dice from the

opponent’s pool at the start of the Magic phase

reason and method, not superstition! Therefore,

Leonardo does not have magic items. Instead he has

Scientific Items, reflecting his expertise as an inventor

and investigator. These items are not affected by

anything that normally affects or negates magic items.

Leonardo dabbles in alchemy and

has mixed up a powder which he has enclosed in a

bronze orb. When thrown, the orb cracks and the

powder explodes on contact with the air, creating a

small blast. The orb can be thrown in the shooting

phase using Leonardo's BS. He can throw it 8”, and

does not suffer penalties for shooting at long range or

, and can always use it to stand

If he hits, use the small template to

determine the blast area. Each model touched by the

template takes a Strength 3 hit with -2 to armour saves.

target, the orb is assumed to

have exploded prematurely, fallen in the mud or

off someone's helmet and has no effect.

Leonardo has a specially shaped

glass prism which uses purely physical properties of

refraction to diffuse any kind of energy flowing over

the battlefield. The effect of this is to steal the winds of

magic from the opposing side and dissipate the energy,

ust as if it were rays of light from the sun. To represent

he may remove D3 Power dice from the

at the start of the Magic phase.

Page 75: Warhammer Armies - Dogs of War

MYDAS THE MEAN

The most notorious Paymaster ever to come out of

Tilea is Mydas the Mean. His origins are obscure.

Some say he was the sheikh of Araby who embezzled a

fortune from the sultan and had to flee. Whatever his

origin, he first rose to prominence in Sartosa. Here he

was put in charge of guarding the treasure stash of the

Dwarf Pirate Gridi Scumbeard. The renowned Dwarf

leader quickly began to appreciate and admire Mydas's

incredible meanness and reluctance to part with gold,

even to the extent of refusing to tell the Dwarf where

his own stash was. Fortunately for Mydas, Gridi came

to a bad end in a fight with the Corsairs before he

realised that Mydas had relocated his stash with the

intention of keeping it.

Mydas next turned up in the service of Groccolo,

Prince of Verezzo, once again in charge of the gold

which was to pay a vast mercenary army. Mydas

defended the pay chest valiantly in several hard fought

battles, assisted by his hand-picked

henchmen. When the time came to

pay the mercenaries, Mydas

somehow managed to part with so

little gold that he caused a mutiny in

the camp. The Prince was promptly

deposed and fled back to Verezzo.

In the confusion Mydas remembered

his duty to defend the pay chest and

conducted a fighting retreat,

fighting off entire companies

of enraged mercenaries seeking

their arrears of pay. As it

happened, Mydas managed

to retreat in a totally different

direction to Verezzo, and

so neither the Prince nor

the mercenaries ever

got the pay chest.

75

MYDAS THE MEAN ver to come out of

Tilea is Mydas the Mean. His origins are obscure.

Some say he was the sheikh of Araby who embezzled a

fortune from the sultan and had to flee. Whatever his

origin, he first rose to prominence in Sartosa. Here he

ding the treasure stash of the

Dwarf Pirate Gridi Scumbeard. The renowned Dwarf

leader quickly began to appreciate and admire Mydas's

incredible meanness and reluctance to part with gold,

even to the extent of refusing to tell the Dwarf where

was. Fortunately for Mydas, Gridi came

to a bad end in a fight with the Corsairs before he

realised that Mydas had relocated his stash with the

Mydas next turned up in the service of Groccolo,

charge of the gold

which was to pay a vast mercenary army. Mydas

defended the pay chest valiantly in several hard fought

To this day, its whereabouts is known only to Mydas.

Since then Mydas has turned up in many lands safely

beyond the bounds of Tilea, offering his services as

Paymaster for mercenary armies or such tasks of

gathering, gold counting or treasure

be required by various mighty

his masters have been horribly

own dubious qualities of leadership,

let any of the pay chests in his charge fall into the

hands of the enemy; nor for that

pillaging hands of fleeing mercenaries who don't

deserve to be paid for losing a battle!

M WS BS S T W I A Ld

Mydas the Mean 4 5 5 4 4 2 5 3 8

Sheikh Yadosh 4 2

Paycart - -

Mule 8 2

Equipment Mydas the Mean wields a hand weapon, wears

Plate Armour and carries a shield. Sheikh Yadosh

carries a hand weapon.

To this day, its whereabouts is known only to Mydas.

Since then Mydas has turned up in many lands safely

beyond the bounds of Tilea, offering his services as

mercenary armies or such tasks of tax

or treasure hiding that might

be required by various mighty lords. Although many of

masters have been horribly defeated due to their

leadership, Mydas has never

pay chests in his charge fall into the

hands of the enemy; nor for that matter into the

pillaging hands of fleeing mercenaries who don't

to be paid for losing a battle!

M WS BS S T W I A Ld

4 5 5 4 4 2 5 3 8

4 2 2 3 3 1 2 1 7

- 4 4 3 - - -

8 2 0 3 - - 3 - 6

Mydas the Mean wields a hand weapon, wears Tilean

Plate Armour and carries a shield. Sheikh Yadosh

Page 76: Warhammer Armies - Dogs of War

76

Special Rules Paymaster

The Pay Chest: The pay cart with the pay chest is

taken in to battle so that Paymaster Mydas can an eye

on its whereabouts. Sheikh Yadosh, a wealthy Arabian

moneylender who has accompanied Mydas since his

days in Sartosa, is given the task of keeping the pay

chest secure during the battle. Placed on a light

carriage ridden by Sheikh Yadosh, the pay chest

inspires acts of heroism and bravery amongst

mercenaries, hoping that by such acts they will be paid

a bonus.

The pay cart counts as a chariot in all

respects, with the following exception. When the pay

cart charges into combat, it inflicts only D3 impact

hits. In addition, any combat which includes at least

one friendly unit within 12" of the pay cart adds +1 to

their combat resolution. The pay cart has an armour

save of 5+. The pay cart may act as a separate unit

from Mydas and his bodyguards on the battlefield.

Mydas' Bodyguard: A regiment bodyguard, made up

of handpicked galley slaves from pirate men-o-war,

always accompanies Mydas the Mean. These

bodyguards were freed from their former masters by a

very generous portion of gold, and they are all deeply

grateful for their freedom and are viciously loyal to

Mydas. All of these men are very large, muscular,

bronzed and hardened by years of labour in the ore

galleys of a man-o-war. Mydas the Mean must be

accompanied by a unit of Paymaster’s Bodyguard, and

he may not leave this unit.

Magic Items

Treasure Map (Enchanted Item)

Mydas has a treasure map on which are marked the

hiding places of several pay chests which he has

heroically rescued from the confusion of battle when

defeat seemed inevitable. He keeps the map stuffed

down his leggings. The map is drawn on an old scroll

which he found in Gridi's treasure chests. On the

reverse of the parchment are a number of strange

Lizardmen glyphs. Mydas does not know or care what

these are and thinks they are meaningless doodles by

some demented wizard. In reality the scroll is a

magical 'warrant of trust' carried by Skink interpreters

to give them an aura of credibility when dealing with

or misleading outsiders. Some adventurer long ago

must have acquired this in Lustria, thinking it was

worth something to a wizard, and eventually it found

its way into the Dwarf pirate's chest.

After deployment, but before the first turn of the game,

roll a dice to see what Mydas promises the army:

1-2 Mydas's Bodyguards add +1 to their combat

resolution.

3-4 Any friendly unit may use Mydas's Paymaster

Battle Standard ability up to 18" from Mydas

instead of the normal 12".

5-6 One friendly unit chosen at the start of the

battle has +1 to hit in close combat for the rest

of the battle.

The Crest of Mydas (Talisman)

A priest of Myrmidia forged the runes on the Crest of

Mydas. Mydas the Mean mounted this item onto the

lock of his pay chest as a good luck charm. When he

goes into battle, his weapons and those of his men glow

with a dull golden light.

The Crest of Mydas gives all models in Mydas’ unit

Magical Attacks.

Page 77: Warhammer Armies - Dogs of War

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Page 78: Warhammer Armies - Dogs of War

78

CHOOSING AN ARMY This army list enables you to turn your miniatures collection into an army ready for tabletop

battle. As described in the Warhammer rulebook, the army list is divided into four sections:

Characters (including Lords and Heroes), Core Units, Special Units and Rare Units.

CHOOSING AN ARMY

Every miniature in the Warhammer range has a points

cost that reflects how valuable it is on the battlefield.

For example, a Pikeman costs just 7 points, while a

mighty Wizard Lord costs 175 points!

Both players choose armies to the same agreed points

total. You can spend less and will probably find it

impossible to use up every last point. Most ‘2000

point’ armies, for example, will be something like

1,998 or 1,999 points.

To form your miniatures into an army, look up the

relevant army list entry for the first troop type. This

tells you the points cost to add to each unit of models

to your army and any options or upgrades the unit may

have. Then select your next unit, calculate its point and

so on until you reach the agreed points total. In

addition to the points, there are a few other rules that

govern which units you can include in your army, as

detailed under Characters and Troops.

ARMY LIST ENTRIES

Each unit is represented by an entry in the army list.

The unit’s name is given and any limitations that apply

are explained.

Profiles: The characteristic profiles for the troops in

each unit are given in the unit entry. Where several

profiles are required, these are also given even if, as in

many cases, they are optional.

Unit Sizes: Each entry specifies the minimum size for

each unit. In some cases, units may also have a

maximum size.

Equipment: Each entry lists the standard weapons and

armour for that unit type. The value of these items is

included in the points value.

Options: Each entry lists any available upgrades to the

unit, together with their points cost.

Special Rules: Many troops have special rules which

are described in this section.

With the points total agreed, players need to pick their

forces using the army list in the relevant Warhammer

Armies hook, and the system presented here.

THE GENERAL

An army must always include at least one

Lord or Hero to be its General.

Every army must have a General to lead it into battle.

The General represents you — he issues the orders that

lead to the moves, shots, spells and attacks that your

troops make.

MINIMUM THREE UNITS An army must always include at least three units in

addition to any Lords and Heroes.

An army just isn't an army unless it has plenty of

warriors in its ranks.

UNIT CATEGORIES Each army list divides the forces available into several

categories. In a standard game, players are limited as to

how many of their points can be spent from any

particular category.

LORDS

You can spend up to 25% of your points on Lords.

Lords are the most powerful characters in your army,

individuals possessed of fearsome martial or magical

might.

HEROES

You can spend up to 25% of your points on Heroes.

Heroes are lesser characters, not as intrinsically deadly

as Lords, but still worth a score of ordinary warriors.

WIZARDS AND SPELL LORES Some Lords and Heroes are Wizards, and have access

to one or more spell lores. Although you won't generate

the spells that your Wizards know until you start to

play your game you do need to make a note in your

army roster of which spell lore each of your Wizards

will use. If you have a Wizard that is allowed to choose

specific spells, you must select which spells they are at

the time you pick your army.

Page 79: Warhammer Armies - Dogs of War

79

CORE UNITS

You must spend a minimum of 25% of your points on

Core units.

Core units are the heart of your army, the iconic troops

who make up the bulk of every warband and warhost.

Unlike other types of unit, there is no maximum to the

proportion of your points that you can spend on Core

units.

Some Core units do not count towards the minimum

points you must spend on Core units (sometimes

written as 'do not count towards the minimum number

of Core units you must include' or variations thereof) or

indeed the minimum number of units you must include

in your army. In fact, such units don't count towards

any category, just the points value of the army.

SPECIAL UNITS

You can spend up to 50% of your points on Special

units.

Special units are invariably elite troops, capable of

anchoring a battleline of lesser warriors, or performing

great deeds in their own right.

RARE UNITS

You can spend up to 25% of your points on Rare units.

Rare units are the most unusual warriors in your army,

mighty monsters, weird war machines and elite soldiers

of unsurpassed skill. Rare units are often fantastically

powerful, but often require a canny general to get the

most from them.

DUPLICATE CHOICES

An army cannot contain more than 3 Special choices of

the same type and 2 Rare choices of the same type.

To further represent the scarce nature of Special and

Rare choices there is a limit on how many duplicates of

each troop type you can include in your army.

This limit applies only to duplicate Special or Rare unit

choices of the same type, not to the total number of

Special and Rare units overall.

Note that this limit applies to the basic troop type and

isn't dependent on the size of the unit or optional war

gear.

Two Units For One Choice

Some units are listed as taking up a single choice. As

implied, this means that these two units count only as

one choice.

GRAND ARMY

In a grand army, you can include up to 6 duplicate

Special choices and 4 duplicate Rare choices.

If choosing an army of 3,000 points or more, it is

considered to be a 'grand' army, with enough

patronage, cash or muscle to get a larger supply of

scarce units: up to 6 duplicate Special choices, and up

to 4 duplicate Rare choices.

ARMY SELECTION SUMMARY TABLE

You must always include at least three non-character

units, plus one Lord or Hero to be your General.

Points Limit Duplicate Choices

Lords Up to 25% No limit

Heroes Up to 25% No limit

Core 25% or more No limit

Special Up to 50% Up to 3

Rare Up to 25% Up to 2

Page 80: Warhammer Armies - Dogs of War

80

LORDS

Borgio the Besieger

Points/model: 275

M WS BS S T W I A Ld

Borgio 4 6 5 4 4 3 6 4 9

You may only include one Borgio the Besieger in your

army.

Mount: Barded Warhorse.

Equipment: Special Rules:

• Mace of Might

• Armour of Brazen

Brass

• Monstrous Mask

Helm

• Tilean plate armour

• Shield

• Magic Standards

• “The Best Money Can

Buy”

• Beloved General

• Difficult to Slay

• Master of Siegecraft

________________________________________________________________________________________________

Lucrezzia Belladonna

Points/model: 335

M WS BS S T W I A Ld

Lucrezzia 4 4 3 3 4 3 4 1(2) 8

You may only include one Lucrezzia Belladonna in

your army.

Magic: Lucrezzia Belladonna is a Level 4 Wizard who

can use spells from the Lore of Shadows or Death’s

list.

Mount: Barded Warhorse.

Equipment: Special Rules:

• Hand weapon

• Poisoned Stiletto

• Phial of Poison

• Potion of Pavona

• Stunning Beauty

• Lucrezzia’s Kiss

_____________________________________________________________________

Lorenzo Lupo

Points/model: 275

M WS BS S T W I A Ld

Lorenzo Lupo 4 6 5 4 4 3 6 4 9

You may only include one Lorenzo Lupo in your army.

Equipment: Special Rules:

• Sword of Lucan

• Shield of Myrmidia

• Ring of Luccina

• Magic Standards

• Best Money Can Buy

• Drillmaster

• Fights on Foot

• Mighty Athlete _____________________________________________________________________

Marco Colombo

Points/model: 225

M WS BS S T W I A Ld

Marco Colombo 4 5 6 4 4 3 6 4 9

You may only include one Marco Colombo in your

army.

Equipment: Special Rules:

• Hand weapon

• Crossbow

• Navigator’s

Telescope

• Gem of Lustria

• Gourd of Lustrian

Wine

• Scroll of Araby

• Light armour

• Magic Standards

• “The Best Money Can

Buy”

Page 81: Warhammer Armies - Dogs of War

81

LORDS

Merchant Prince

Points/model: 110

M WS BS S T W I A Ld

Merchant Prince 4 5 5 4 4 3 6 3 9

Equipment: Special Rules:

• Hand weapon • Magic Standards

• “The Best Money Can

Buy”

Options:

Close Combat Weapon (once choice only):

Morning star

Spear

Lance

Great weapon

Halberd

Additional hand weapon

3pts

3pts

6pts

6pts

6pts

6pts

Armour:

Light armour*

Heavy armour*

Tilean Plate Armour*

*May only choose one

Shield

3pts

6pts

12pts

3pts

Ranged Weapon (once choice only): Pistol

Crossbow

9pts

10pts

Mount (once choice only):

Warhorse

Barded Warhorse

Pegasus

15pts

21pts

50pts

Magic Items:

Up to a total of 125pts

Traits:

Up to a total of 100pts _____________________________________________________________________

Mercenary General

Points/model: 90

M WS BS S T W I A Ld

Mercenary General 4 6 5 4 4 3 6 4 9

Equipment: Special Rules:

• Hand weapon • Magic Standard

Options:

Close Combat Weapon (once choice only):

Morning star

Spear

Lance

Great weapon

Halberd

Additional hand weapon

3pts

3pts

6pts

6pts

6pts

6pts

Armour: Light armour*

Heavy armour*

Tilean Plate Armour*

*May only choose one

Shield

3pts

6pts

12pts

3pts

Ranged Weapon (once choice only):

Pistol

Crossbow

9pts

10pts

Mount (once choice only):

Warhorse

Barded Warhorse

Pegasus

15pts

21pts

50pts

Magic Items:

Up to a total of 100pts

Traits:

Up to a total of 100pts

Page 82: Warhammer Armies - Dogs of War

82

LORDS

Hireling Wizard Lord

Points/model: 175

M WS BS S T W I A Ld

Wizard Lord 4 3 3 3 4 3 3 1 8

Magic: Equipment:

• A Wizard Lord is a

Level 3 Wizard who

may choose spells

from any of the 8

Lores of Magic.

• Hand weapon

Options:

Magic:

Upgrade to level 4 Wizard 35pts

Mount (once choice only):

Warhorse

Barded Warhorse

Pegasus

15pts

21pts

50pts

Magic Items:

Up to a total of 100pts

Traits:

Up to a total of 50pts

________________________________________________________________________________________________

Character Mounts

M WS BS S T W I A Ld

Pegasus 8 4 0 4 4 3 4 2 6

Warhorse 8 3 0 3 3 1 3 1 5

Special Rules:

Pegasus; Fly

Page 83: Warhammer Armies - Dogs of War

83

HEROES

Leonardo da Miragliano

Points/model: 125

M WS BS S T W I A Ld

Leonardo 4 3 4 3 3 2 3 2 9

You may only include one Leonardo da Miragliano in

your army.

Equipment: Special Rules:

• Hand weapon

• Sphere of Alchemy

• Prism of Power

• Genius

________________________________________________________________________________________________

Mydas the Mean

Points/model: 180

M WS BS S T W I A Ld

Mydas the Mean 4 5 5 4 4 2 5 3 8

Sheikh Yadosh 4 2 2 3 3 1 2 1 7

Paycart - - - 4 4 3 - - -

Mule 8 2 0 3 - - 3 - 6

You may only include one Mydas the Mean in your

army.

Equipment: Special Rules:

• Hand weapon

• Tilean Plate armour

• Shield

• Treasure Map

• The Crest of Mydas

• Paymaster

• The Pay Chest

• Mydas’s Bodyguard

________________________________________________________________________________________________

Mercenary Captain

Points/model: 50

M WS BS S T W I A Ld

Mercenary Captain 4 5 5 4 4 2 5 3 8

Equipment:

• Hand weapon

Options:

Close Combat Weapon (once choice only):

Morning star

Spear

Lance

Great weapon

Halberd

Additional hand weapon

2pts

2pts

4pts

4pts

4pts

4pts

Armour:

Light armour*

Heavy armour*

*May only choose one

Shield

2pts

4pts

2pts

Ranged Weapon (once choice only):

Pistol

Crossbow

6pts

10pts

Mount (once choice only): Warhorse

Barded Warhorse

Pegasus

10pts

14pts

50pts

Magic Items:

Up to a total of 50pts

Traits:

Up to a total of 50pts

Page 84: Warhammer Armies - Dogs of War

84

HEROES

Paymaster

Points/model: 45

M WS BS S T W I A Ld

Paymaster 4 5 5 4 4 2 5 3 8

Equipment: Special Rules;

• Hand weapon • Paymaster

• Paychest

Options:

Close Combat Weapon (once choice only):

Morning star

Spear

Lance

Great weapon

Halberd

Additional hand weapon

2pts

2pts

4pts

4pts

4pts

4pts

Armour:

Light armour*

Heavy armour*

*May only choose one

Shield

2pts

4pts

2pts

Ranged Weapon (once choice only):

Pistol

Crossbow 6pts

10pts

Mount (once choice only):

Warhorse

Barded Warhorse

10pts

14pts

Magic Items:

Up to a total of 50pts

Traits:

Up to a total of 50pts

Paychest

The Paymaster may carry the army’s Paychest to battle

for +50 pts. If he takes a Paychest, he may also take a

Magic Paychest from the Spoils of War section. If he

takes a Paychest, he may not take a mount.

________________________________________________________________________________________________

Hireling Wizard

Points/model: 65

M WS BS S T W I A Ld

Hireling Wizard 4 3 3 3 3 2 3 1 7

Magic: Equipment:

• A Hireling Wizard is

a Level 1 Wizard

who may choose

spells from any of

the 8 Lores of

Magic.

• Hand weapon

Options:

Magic:

Upgrade to level 2 Wizard 35pts

Mount (once choice only):

Warhorse

Barded Warhorse 10pts

14pts

Magic Items:

Up to a total of 50pts

Traits: Up to a total of 25pts

Page 85: Warhammer Armies - Dogs of War

85

HEROES

Dwarf Goldseeker

Points/model: 65

M WS BS S T W I A Ld

Gold Seeker 3 6 4 4 5 2 3 3 9

Equipment: Special Rules;

• Hand weapon

• Heavy armour

• Hard to Hire

• Distrust

• Ancestral Grudge

• Resolute

• Relentless

Options:

Close Combat Weapon:

Great weapon 4pts

Armour:

Shield 2pts

Ranged Weapon:

Crossbow 10pts

Magic Items:

Up to a total of 50pts

Traits:

Up to a total of 50pts

________________________________________________________________________________________________

Elf Ranger

Points/model: 90

M WS BS S T W I A Ld

Ranger 5 6 6 4 3 2 7 3 9

Equipment: Special Rules;

• Hand weapon

• Light armour

• Hard to Hire

• Distrust

• Scout

• Elven Cloak

• Pathfinder

Options:

Close Combat Weapon (once choice only):

Additional hand weapon 4pts

Ranged Weapon:

Long bow 10pts

Magic Items:

Up to a total of 50pts

Traits:

Up to a total of 50pts

________________________________________________________________________________________________

Norse Chieftain

Points/model: 85

M WS BS S T W I A Ld

Chieftain 4 6 4 5 4 2 6 3 8

Equipment: Special Rules;

• Hand weapon

• Light armour

• Hard to Hire

• Distrust

• Frenzy

Options:

Close Combat Weapon (once choice only):

Great weapon

Additional hand weapon 4pts

4pts

Armour:

Shield 2pts

Ranged Weapon:

Throwing axes 6pts

Magic Items:

Up to a total of 50pts

Traits:

Up to a total of 50pts

Page 86: Warhammer Armies - Dogs of War

86

CORE

Pikemen

Points/model: 6

M WS BS S T W I A Ld

Pikeman 4 3 3 3 3 1 3 1 7

Sergeant 4 3 3 3 3 1 3 2 7

Unit Size: Equipment:

• 10+ • Hand weapon

• Pike

• Light armour

Options:

Command:

Upgrade one Pikeman to a Sergeant

Upgrade one Pikeman to a Musician

Upgrade one Pikeman to a Standard Bearer

10pts

5pts

10pts

Armour: Heavy Armour 1pt/model

________________________________________________________________________________________________

Crossbowmen

Points/model: 8

M WS BS S T W I A Ld

Crossbowman 4 3 3 3 3 1 3 1 7

Marksman 4 3 4 3 3 1 3 1 7

Unit Size: Equipment:

• 10+ • Hand weapon

• Crossbow

Options:

Command:

Upgrade one Crossbowman to a Marksman

Upgrade one Crossbowman to a Musician

Upgrade one Crossbowman to a Standard

Bearer

10pts

5pts

10pts

Armour:

Light armour

Pavise 1pt/model

2pts/model

________________________________________________________________________________________________

Duellists

Points/model: 6

M WS BS S T W I A Ld

Duellist 4 4 3 3 3 1 4 1 7

Bravo 4 4 3 3 3 1 4 2 7

Unit Size: Equipment: Special Rules:

• 8+

• Two hand

weapons

• Skirmish

Options:

Command:

Upgrade one Duellist to a Bravo

10pts

Weapons: Swap hand weapon for pistol 3pts/model

Armour:

Buckler 1pt/model

Page 87: Warhammer Armies - Dogs of War

87

CORE

Cavaliers

Points/model: 19

M WS BS S T W I A Ld

Cavalier 4 4 3 3 3 1 3 1 8

Veteran 4 4 3 3 3 1 3 2 8

Warhorse 8 3 0 3 3 1 3 1 5

Unit Size: Equipment:

• 5+

Mount:

• Warhorse

• Hand weapon

• Lance

• Heavy armour

• Shield

Options:

Command:

Upgrade one Cavalier to a Veteran

Upgrade one Cavalier to a Musician

Upgrade one Cavalier to a Standard Bearer

14pts

7pts

14pts

Armour: Barding 2pts/model

________________________________________________________________________________________________

Stradiots

Points/model: 11

M WS BS S T W I A Ld

Stradiot 4 3 3 3 3 1 3 1 7

Outrider 4 3 3 3 3 1 3 2 7

Warhorse 8 3 0 3 3 1 3 1 5

Unit Size: Equipment: Special Rules:

• 5+

Mount:

• Warhorse

• Hand weapon • Fast

Cavalry

Options:

Command:

Upgrade one Stradiot to an Outrider

Upgrade one Stradiot to a Musician

Upgrade one Stradiot to a Standard Bearer

12pts

6pts

12pts

Weapons:

Spear

Light Crossbow 1pt/model

3pts/model

Armour:

Shield*

Light armour* 1pt/model

1pt/model

*Will not counts as Fast Cavalry if both are taken

________________________________________________________________________________________________

City Militia

Points/model: 4

M WS BS S T W I A Ld

City Militia 4 2 2 3 3 1 3 1 6

Constable 4 3 2 3 3 1 3 2 7

City Militia do not count towards the minimum

percentage of core units you must include in your

army.

Unit Size: Equipment:

• 20+ • Hand weapon

• Spear

• Light armour

• Shield

Options:

Command: Upgrade one City Militia to a Constable

Upgrade one City Militia to a Musician

Upgrade one City Militia to a Standard

Bearer

8pts

4pts

8pts

Weapons: Swap spear for morning star free

Page 88: Warhammer Armies - Dogs of War

88

SPECIAL

Paymaster’s Bodyguard

Points/model: 11

M WS BS S T W I A Ld

Bodyguard 4 4 3 4 3 1 4 1 8

Warden 4 4 3 4 3 1 4 2 8

Unit Size: Equipment: Special Rules:

10+

• Hand weapon

• Halberd

• Heavy armour

• Bodyguard

Options:

Command:

Upgrade one Bodyguard to a Warden

Upgrade one Bodyguard to a Musician

Upgrade one Bodyguard to a Standard

Bearer

A Standard Bearer may carry a magic

standard worth up to

12pts

6pts

12pts

50pts

________________________________________________________________________________________________

Mercenary Dwarfs

Points/model: 8

M WS BS S T W I A Ld

Dwarf Warrior 3 4 3 3 4 1 2 1 9

Veteran 3 4 3 3 4 1 2 2 9

Unit Size: Equipment: Special Rules:

10+

• Hand weapon

• Heavy armour

• Ancestral

Grudge

• Resolute

• Relentless

Options:

Command:

Upgrade one Dwarf Warrior to a Veteran

Upgrade one Dwarf Warrior to a Musician

Upgrade one Dwarf Warrior to a Standard

Bearer

10pts

5pts

10pts

Weapons:

Great weapon

Crossbow 2pts/model

4pts/model

Armour:

Shield 1pt/model

________________________________________________________________________________________________

Norse Marauders

Points/model: 6

M WS BS S T W I A Ld

Marauder 4 4 3 3 3 1 4 1 7

Berserker 4 4 3 3 3 1 4 2 7

Unit Size: Equipment: Special Rules:

10+

• Hand weapon

• Light armour

• Frenzy

Options:

Command:

Upgrade one Marauder to a Berserker

Upgrade one Marauder to a Musician

Upgrade one Marauder to a Standard Bearer

10pts

5pts

10pts

Weapons (one choice only):

Great weapon

Flail

Additional hand weapon

Throwing axes

1pt/model

1pt/model

1pt/model

1pt/model

Armour:

Shield 1pt/model

Page 89: Warhammer Armies - Dogs of War

89

SPECIAL

Halflings

Points/model: 6

M WS BS S T W I A Ld

Halfling 4 2 4 2 2 1 5 1 8

Tracker 4 2 5 2 2 1 5 2 8

Unit Size: Equipment: Special Rules:

10+

• Hand weapon

• Bow

• Forest

Striders

Options:

Command:

Upgrade one Halfling to a Tracker

Upgrade one Halfling to a Musician

Upgrade one Halfling to a Standard Bearer

10pts

5pts

10pts

Weapons: Spear ½pt/model

Armour:

Swap bow for light armour and shield free

Upgrades:

Skirmish 2pts/model

________________________________________________________________________________________________

Mercenary Ogres

Points/model: 35

M WS BS S T W I A Ld

Ogre 6 3 2 4 4 3 2 3 7

Brute 6 3 2 4 4 3 2 4 7

Unit Size: Equipment: Special Rules:

3+

• Hand weapon

• Light armour

• Fear

• Gut Charge

Options:

Command:

Upgrade one Ogre to a Brute

Upgrade one Ogre to a Musician

Upgrade one Ogre to a Standard Bearer

20pts

10pts

20pts

Weapons (one choice only): Additional hand weapon

Great weapon 3pts/model

6pts/model

Armour:

Heavy armour 3pts/model

________________________________________________________________________________________________

Espringals

Points/model: 30

M WS BS S T W I A Ld

Espringal 4 3 3 3 3 3 3 2 7

Unit Size:

Equipment:

Special Rules:

1-3 • Hand

weapon

• Skirmish

• Bolt Thrower

Page 90: Warhammer Armies - Dogs of War

90

RARE

Mercenary Elves

Points/model: 6

M WS BS S T W I A Ld

Elf Warrior 5 4 4 3 3 1 5 1 8

Sentinel 5 4 4 3 3 1 5 2 8

Unit Size: Equipment: Special Rules:

10+

• Hand weapon

• Light armour

• Fight in

Extra Ranks

Options:

Command:

Upgrade one Elf Warrior to a Veteran

Upgrade one Elf Warrior to a Musician

Upgrade one Elf Warrior to a Standard

Bearer

A Standard Bearer may carry a magic

standard worth up to

10pts

5pts

10pts

50pts

Weapon:

Spear

Long bow

1pt/model

4pts/model

Armour:

Shield 1pt/model

________________________________________________________________________________________________

Maneaters

Points/model: 80

M WS BS S T W I A Ld

Maneater 6 4 4 5 4 3 3 4 8

Unit Size: Equipment: Special Rules:

1+

• Hand weapon

• Light armour

• Fear

• Stubborn

• Immune to

Psychology

• Gut Charge

Options:

Weapons (one choice only):

Great weapon

Brace of Handguns

Cathayan Longsword

6pts/model

6pts/model

6pts/model

Armour:

Heavy armour 4pts/model

________________________________________________________________________________________________

Mercenary Cannon

Points/model: 85

M WS BS S T W I A Ld

Cannon - - - - 7 3 - - -

Crew 4 3 3 3 3 1 3 1 7

Unit Size: 1 Cannon & 3 crew.

Equipment: Special Rules:

• Hand weapon • War Machine

Page 91: Warhammer Armies - Dogs of War

91

RARE

Halfling Hot Pot

Points/model: 50

M WS BS S T W I A Ld

Hot Pot - - - - 4 2 - - -

Halfling 4 2 4 2 2 1 5 1 8

Unit Size: 1 Hot Pot & 3 crew.

Equipment: Special Rules:

• Hand weapon • Hot Pot

________________________________________________________________________________________________

Giant

Points/model: 205

M WS BS S T W I A Ld

Giant 6 3 3 6 5 6 3 S 10

Unit Size: Equipment: 1 • A big club

Special Rules:

• Large target

• Terror

• Stubborn

• Longshanks

• Fall Over

• Giant Special Attacks

Page 92: Warhammer Armies - Dogs of War

92

WAR ACADEMY

Most mercenaries have some sort of quirk or

background they come from, often leading to their lives

as mercenaries. Maybe they are veteran warriors, sly

diplomats, or inspiring leaders?

The War Academy section allows you to customize

your characters to your liking and give them a

background of your choosing. A character may only

ever have one War Academy ability from each section.

VETERAN

Grizzled Warrior 25 pts A lifetime of war have hardened this character to such

a level that he has become adept at avoiding serious

injury, knowing just when to parry and dodge blows

which would fell lesser soldiers.

The first successful to Wound roll against this

character each turn must be re-rolled.

Hawk Eye 20 pts

Some Marksmen have trained long and hard and claim

to have the skill to pick wings off of starling at 500

paces.

The character gains the Sniper special rule.

Blademaster 20 pts

The wielder is extremely proficient with all manner of

close combat weapons.

The character gains +1 Weapon Skill and may re-roll

one failed roll to hit each combat phase.

Fiore's Apprentice 15 pts

Trained by the legendary Master Fiore has enabled the

character to wield cumbersome great weapons as

easily as smaller one-handed weapons.

The character ignores the Always Strikes Last rule of

any weapon he is wielding.

Duellist 15 pts

Some of the most famous of the leaders of Tilea began

from humble beginnings as Duellists. They still keep up

the training that allowed them to progress through the

ranks and become the leaders they are today.

Model on foot only. The character must declare

challenges whenever possible, and must always accept

them. In challenges the enemy must re-roll all

successful rolls to hit him. He may only wear light

armour (including magical armours), and may not use

weapons that requires two hands.

Jouster 15 pts

Years of training and combat experience have honed

this character's skills with spears and lances to a

deadly edge.

Mounted character only. When using spears and lances,

the character may re-roll to wound and has the Killing

Blow special rule.

Marksman 10 pts

Extensive training and battlefield experience coupled

with keen eyesight allow this character to regularly hit

targets at distances where less skilled troops must rely

on volume of fire to hit their opponents.

The character ignores penalties for shooting at long

range and can move and shoot with crossbows.

INTRIGUE

Spies 40 pts

A spy close to the enemy General steals his battle plans

seeing where and the strength of the enemy.

If you have a character with the Spies trait your

opponent must deploy two units at the time under

deployment.

Master of Intrigue 30 pts

Some of the most intelligent leaders hire duellists to

take out enemy wizards and heroes to cause confusion

in the enemy ranks.

A single duellist unit may scout, which can be

Vespero’s Vendetta. Secretly nominate an enemy

character before the battle. It If this unit is responsible

for the elimination of the target you will earn an

additional 100 Victory Points for eliminating your

rival.

False Orders 25 pts

Your spies have worked their way into the enemy camp,

planting false information and rumours regarding your

army.

Before the battle, nominate D3 enemy units. Each unit

must pass a successful leadership test or it may do

nothing the first turn. If charged or otherwise brought

into close combat it will still fight as normal. The unit

may act as normal starting on turn two. Note that this

ability does not affect units that are Immune to

Psychology.

Propaganda 15 pts

Gossipmongers are placed in the army spreading word

that the enemy are half the size, they are cowards who

flee when shown resistance and so on in order to

bolster the morale of the troops.

The Character and the unit he is in automatically pass

the first Psychology test they take.

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93

LEADERSHIP

Veteran Campaigner 25 pts

The longest serving generals not only lead but also

school their troops in the art of battle. The soldiers

under his command have seen and faced everything the

world can throw at them and have lived to tell the tale.

The character and any core unit he joins are immune to

panic and will also allow his unit to re-roll failed Rally

test.

Boldness 30 pts

"Victory goes to the bold," is the motto of this general.

His tactics seem to inspire awe in his troops and shock

in his opponents.

The character and his unit add +D3" to their charge and

pursuit distances.

Inspiring Leader 30 pts Whether he's a skilled orator or a leader by example,

this character knows how to inspire his troops to

greatness.

General Only. The characters Inspiring Presence range

is increased by 6”

Drill Master 20 pts

Constant training has honed the skills of the unit to a

razor edge.

If the character is in a unit of Crossbowmen, the whole

unit may move and fire. If the character is in a unit of

Pikemen, the unit may choose to make a Reform to

face the enemy as a charge reaction, if they can pass a

Leadership test. If failed, treat the charge reaction as

hold instead.

STRATEGIES

Sappers 40 pts The sappers have prepared some hastily constructed

field defences that their fellow soldiers can use to

establish a defensible forward position.

The controlling player should place a suitable terrain

piece if possible to represent the entrenchment. An

entrenched infantry unit or war machine is treated as

being in hard cover when shot at, and as protected by a

defended obstacle if attacked in close combat. An

entrenched war machine can be pivoted to fire but if it

moves in any other way, the entrenchment is lost. If the

war machine is destroyed, the entrenchment is lost at

the same time.

Forward March 25 pts

So inspired by their leader they cannot help but move

quickly into battle against their foes.

All infantry units may make a free move before the

first turn. This is at their base ground movement rate so

they may not march. Units count as moving for the

purposes of shooting and special abilities.

Rapid Deployment 20 pts

The most experienced of campaigners instil rigid

discipline in their troops. They are so well trained that

they can quickly deploy on the battlefield with units

knowing exactly where they are needed on the

battlefield.

The player may add +1 to his roll to see who goes first.

Cunning 25 pts

There are leaders who seem to be able to sense a

problem in their lines even before the battle begins.

They signal troops to change their positions on the

field of honour to capitalize on their opponent's

weaknesses.

The player may re-deploy one unit after deployment

has been completed but before the roll to see who goes

first is made.

Prepared Battlefield 15 pts

The most experienced of commanders have fought on

many battlefields, some of them several times. They

know the terrain in detail, knowing that a carefully laid

trap in certain areas can be more effective than a score

of soldiers.

Before deployment, but after sides have been chosen,

the player must secretly nominate a piece of terrain

such as a forest or bridge. Whenever an enemy unit

comes into contact with the terrain feature it must pass

an Initiative test or immediately take D6+1 S3 hits.

ARCANE

Madness 35 pts

The Wizard has grown mad with power, corrupted by

the winds of Magic.

The caster gets one additional free power dice every

time he casts a spell (he must use at least one power

dice to cast the spell), but suffers from Stupidity.

Witch 20 pts

Witches are unable to find a place in society and live

as hermits, conjuring their magicks in utter solitude.

They are ancient and individual practitioners of magic,

using many old spells, and methods that are older still.

A Witch may cast a Hex spell at any enemy unit within

line of sight as a Bound spell with a Power Level of

D6. If successfully cast, the affected unit’s Weapon and

Ballistic Skill is lowered to 1 until the start of the

caster’s next magic phase. However, people are

reluctant to be around a Witch, and if a Witch is in a

unit they will suffer -1 Leadership. A Witch may never

be the army’s general.

Channeller 20 pts

The Wizard is adept at channelling the Winds of

Magic, and as such can easier bind them to his will.

The caster channels a dice on a 4+, rather than the

normal 6.

Page 94: Warhammer Armies - Dogs of War

SPOILS OF WARIn this section is a list of the 'Dogs of War

book. Magic items must be selected within the points limitations set by the army list section. Note that the rules

for magic items presented in the Warhammer rulebook also apply to the '

MAGIC WEAPONS

Cathayan Dragonsword

A glimmering blade said to be able to cut the gods, this

exceptional sword is believed to have come from the

Court of the Celestial Dragon Emperor of

Cathay, and shimmers with the power of that far and

mystical land.

Cathayan Longsword. The Dragonsword gives the

wielder the Killing Blow special rule and F

Attacks.

Ruthgar the Red's Berserker Axe

Wielded by the mighty Ruthgar the Red, last Norse

King of Sartosa, before he was slain by Arabian

Corsairs, Ruthgar seemed to gain an ever greater

bloodlust the more blood he spilled with his mighty

axe.

Great weapon. Model on Foot Only. For every

successful wound inflicted in Close Combat

saves), the wielder may make an additional attack.

Bonus attacks do not generate extra attacks. The effects

of the axe will cease should the character break from

combat or flee for any reason.

Hurcio's Club

Carried by the great Tilean hero Hurcio who defended

Justintine's paychest from the Orc horde. Although the

Orcs and Goblins surged around him, not one reached

the paychest and lived. The strength of the mighty

Hurcio has remained in the club since the hero's death

Hurcio's club confers +1 Strength to the wielder and

allows him to re-roll failed rolls to Wound.

Scimitar of Lashiek 40 Points

This gem encrusted magical sword was a gift to

Captain Tomas Eckstein of Tilea from Governor Akifa

Al-Ahmer of a Lashiek in Araby for his troops coming

to the aid of the troops of Lashiek against raiders. It is

said that the gems were found in the deepest desert and

were blessed by the local Priests.

For every successful hit inflicted with the Scimitar,

enemy models must take a leadership te

penalty. If the test is failed, the hit wounds

automatically with no armour saves allowed. If the test

is passed, roll to wound and take armour saves as

normal.

94

SPOILS OF WAR Dogs of War only' magic items. These items can only be used by models from this

book. Magic items must be selected within the points limitations set by the army list section. Note that the rules

for magic items presented in the Warhammer rulebook also apply to the ' Dogs of War only' magic items.

55 pts

A glimmering blade said to be able to cut the gods, this

exceptional sword is believed to have come from the

Court of the Celestial Dragon Emperor of Grand

and shimmers with the power of that far and

Dragonsword gives the

rule and Flaming

45 pts

Red, last Norse

of Sartosa, before he was slain by Arabian

seemed to gain an ever greater

more blood he spilled with his mighty

or every

in Close Combat (after

an additional attack.

extra attacks. The effects

character break from

40 pts

ro Hurcio who defended

Justintine's paychest from the Orc horde. Although the

Orcs and Goblins surged around him, not one reached

the paychest and lived. The strength of the mighty

remained in the club since the hero's death.

Strength to the wielder and

roll failed rolls to Wound.

This gem encrusted magical sword was a gift to

Tomas Eckstein of Tilea from Governor Akifa

troops coming

the troops of Lashiek against raiders. It is

gems were found in the deepest desert and

For every successful hit inflicted with the Scimitar,

enemy models must take a leadership test with a -1

test is failed, the hit wounds

with no armour saves allowed. If the test

wound and take armour saves as

Blackbeard's Cutlasses

The origin of these weapons is

Sartosan Pirate Captain Blackbeard appropriated

them from a now deceased rival who didn't give up the

secret of where or who made them. All that is known

that they cut through most armour like it wasn't there.

Paired Item. Model on foot only.

enchanted cutlasses (two hand weapons)

the dreaded Blackbeard dispatched many an

All attacks with these weapons are at +1

well as being Armour Piercing.

Grimluson's Decksweeper

This vicious gun was created by the dwarf

smith Thurak Grimluson on a commission for the

Pirate Barbarossa. He wanted a weapon that would

clear a path for his crews when boarding ships. After

dying under mysterious circumstances, Grimluson sold

the weapon to the highest bidder, who happened to be

Barbarossa's rival.

Model on foot only. The Decksweeper

following profile:

Range: Flame Template; Strength:

Piercing.

The template is placed at the base of the model using

the Decksweeper. All models

take a Strength 4, Armour Piercing hit. As it takes a

while to pack all of the bullets, nails, and other

materials used for ammunition in the weapon and to

ready it for use, the weapon may only fire every oth

turn.

Pike of Remas The senators of the Republic of Remas had this pike

crafted by a Mercenary Dwarf Runesmith to inspire the

men following their leader into battle. The Dwarfs

succeeded and created a weapon that is the bane of

mounted soldiers.

Model on foot only. Pike. This weapon inflicts

impact hits when charged. In addition,

Blow special rule against War Beasts, Cavalry and

Monstrous Cavalry.

only' magic items. These items can only be used by models from this

book. Magic items must be selected within the points limitations set by the army list section. Note that the rules

only' magic items.

30 pts

origin of these weapons is not fully known. The

Sartosan Pirate Captain Blackbeard appropriated

from a now deceased rival who didn't give up the

of where or who made them. All that is known

cut through most armour like it wasn't there.

on foot only. These are pair of

enchanted cutlasses (two hand weapons) with which

the dreaded Blackbeard dispatched many an opponent.

All attacks with these weapons are at +1 Strength as

well as being Armour Piercing.

30 pts

This vicious gun was created by the dwarf armour

Thurak Grimluson on a commission for the

Barbarossa. He wanted a weapon that would

for his crews when boarding ships. After

mysterious circumstances, Grimluson sold

the highest bidder, who happened to be

The Decksweeper has the

Strength: 4; Rules: Armour

The template is placed at the base of the model using

Decksweeper. All models touched by the template

rmour Piercing hit. As it takes a

while to pack all of the bullets, nails, and other

used for ammunition in the weapon and to

use, the weapon may only fire every other

20 pts The senators of the Republic of Remas had this pike

crafted by a Mercenary Dwarf Runesmith to inspire the

men following their leader into battle. The Dwarfs

succeeded and created a weapon that is the bane of

Pike. This weapon inflicts D3

In addition, it has the Killing

special rule against War Beasts, Cavalry and

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95

Verezzian Wheel-Locks 25 pts

The weaponsmiths of the city of Verezzo are some of

the most respected in the world and renowned for their

duelling pistols. They have made pistols for the Elector

Counts of the Empire, numerous rulers of Tilea, and as

far away as Cathay.

Brace of Pistols. The wielder may re-roll any failed to

Wound rolls when making shooting attacks with these

pistols.

Domingo's Arbalest 20 pts

Domingo Da Sparana was a human that was trained by

dwarfs in the art of creating ranged weapons of war.

His most magnificent creation was his Arbalest. A

large crossbow that is pleasing to the eye, perfectly

balanced, and more powerful than any others known in

the land.

Model on foot only. The Arbalest fires heavy steel

tipped bolts twice the size of a normal crossbow. It

counts as a crossbow with the follow profile:

Range: 36”; Strength: 5; Rules: Armour Piercing.

MAGIC ARMOUR

The Mirror Shield 35 pts

Created by a powerful but poor Arabian Sorcerer for

his son to use in battle during the Great Crusades, it

was his attempt to improve the well-worn pieces of

armour that his son was given. It distracts the

opponent due to seeing the image of his death in it.

Shield. Enemy models in base contact are distracted by

their image in the mirror and suffer -1 to hit.

Mambrinio's Golden Armour 35 pts

An ancient set of armour made long ago by the

dwarves in dragon fire. Few in the Old World have not

heard the tales of Mambrinio's Golden Armour, which

is supposed to render the user impervious to attacks.

The wearer has a 1+ armour save that cannot be

improved in any way and is immune to Killing Blow.

Celestial Dragon Armour 30 pts

Created by the famed armourer and mystic Wu Ling to

protect the Emperor during an expedition, it was

created with scales of a Celestial Dragon that was

seemingly impervious to fire and magic.

Heavy armour. The wearer is immune to Flaming

Attacks as well as having Magic Resistance (1).

Armour of Fortune 30 pts

Those who wear the armour of Fortune are said to be

gifted with great luck. Even a blow from an enemy that

should have penetrated the suit is turned away by some

twist of fate.

Heavy armour. The wearer may re-roll failed armour

saves.

Grand Vizier's Garb 25 pts

This set of robes was originally commissioned by

Grand Vizier Munif Adib for the Sorcerer Ala' Nasih

after he cast a Sand Storm that buried an invading

force of crusaders and thereby saving the historic

mosque.

This set of magical robes confers a 5+ armour save

which cannot be modified in any way. The Garb does

not provide any protection against weapons which

ignore armour saves. This magical armour may be

worn by wizards and they can cast spells while wearing

it.

Helm of Myrmidia 20 pts

The priests of the temple of Myrmidia started making

this helm for the Grand Master of the Blazing Sun for

service to the temple. It has been said that it gives the

wearer an advantage in hand to hand combat.

Unfortunately a thief raided the caravan when it was

travelling to the Empire to give it to him. It has been

sold and bought by many Generals and Merchant

Princes over the years, hiding the fact of its origins

from the Priests.

Grants the wearer a 6+ armour Save which may be

combined with other equipment as normal. All enemies

in base-to-base contact with the wearer suffer -2 to

their Weapon Skill. In addition, the wearer will Hate all

Undead models, even if otherwise Immune to

Psychology.

TALISMANS

Guardian Amulet 35 pts

This mysterious amulet was found on an expedition to

Ind. It is a very powerful talisman that protects its

wearer from harm. But its power isn't constant and will

weaken from constant strain, often to the wearer's

demise.

The Guardian Amulet confers a 3+ Ward Save. Roll

separately for every wound suffered. For every

successful save you make, the Ward Save will weaken,

so after one save it would only be a 4+, after two saves

a 5+ and so on. 6’s always saves the wound.

Disc of Sotek 30 pts

Hallucinating and dehydrated, the lone remnant of the

expedition to the sacred ruined pyramid in the

Southlands collapsed in the makeshift camp, carrying a

single golden disc in his hand. With the beat of drums

from the jungle reverberating through the camp, the

mercenaries fled, with the golden disc emblazoned with

a depiction of a great red serpent on it. At a later date,

it is said that Zanipolo of Miragliano escaped the

wrath of the Skaven army as they refused to fight him

as he fled the battle.

The wearer gains a 5+ Ward Save and causes Fear in

all models in a Skaven army.

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96

Hakama of Ashinaga 25 pts

Found in the strange land of Nippon this garment that

seems to be the colour of a shadow was blessed by the

monks of Ashinaga and gives the bearer protection

against missile fire.

Enemies wishing to shoot at the bearer suffer an

additional -2 to hit.

ARCANE ITEMS

Plaque of Chotec 45 pts

Found by explorers in one of the many ruins in Lustria,

this golden plaque inlaid with sapphires has the power

to completely dissipate the winds of magic.

This item works exactly like a Dispel Scroll. In

addition, roll a D6, on a 4+ the spell you are dispelling

is removed from the enemy wizard's mind. This item

will only affect a bound item on a D6 roll of 6.

Staff of Lightning 35 pts

This staff was created by a disgraced wizard of the

College of Magic who tried to prove he was better than

his teachers. Unfortunately his knowledge was still

limited and while working on the staff, the powers of

the winds of magic consumed him. It was discovered by

an older Sage who kept it to serve as a warning to

other ambitious students.

Bound Spell, Power Level 4. The staff contains the

spell Uranon’s Thunderbolt from the Lore of Heavens.

After each use roll a D6, on a 1 the magic in the staff is

depleted and the item can't be used for the rest of the

battle.

Hedge Wizard's Staff 20 pts Of the many hedge Wizards found throughout Tilea,

one learned how to produce this valuable but unsteady

casting aid.

At the beginning of each of your magic phases roll a

D6, on a roll of 1 the wizard suffers -1 to his casting

rolls. On any other result the staff's focusing ability

works as planned and the wizard gains a +1 on his

casting rolls.

Khemrian Crystal 25 pts

On an expedition in the lands of Khemri a mercenary

expedition ran afoul of many Skeletons. During the

ensuing battle a lone squire met the Hierophant and

steeling his nerves drove his sword through him,

causing the Hierophant and the rest of the army to

crumble to dust. The only thing that was left after the

dust blew away was this translucent Red Crystal.

All enemy wizards within 24" suffer -1 on all their

casting attempts.

Southlands Idol 20 pts

A smaller version of the stone idols shaped like a man

with his arms crossed, venerated by the Pygmies that

live in the jungles of the Southlands. The idol causes

the enemies' flow of the winds of magic to be erratic

before the idol shatters.

One use only. You may force one enemy spell caster to

re-roll a single D6 used to cast a spell. This can nullify

irresistible force or cause a miscast.

Arabyan Tome 15 pts

This tome was found in the catacombs of a deserted

temple in the deepest desert of Araby. Legend says that

it was given to a powerful Sorcerer by mighty Djinn as

a reward for releasing it from a magical trap. The tome

contains varied arcane lore, long forgotten by all but

the most learned sages.

The wizard knows one additional spell.

ENCHANTED ITEMS

Ring of the Gardener 30 pts

This ring was worn by the Halfling Gardener Hamfist

Proudfoot. It was reported that this ring gave him

power over the land and create the most beautiful

gardens throughout Tilea. It was believed that he used

it to grow plants and trees in areas that have no right

keeping plants alive.

Bound Spell, Power Level 4. The Ring of the Gardener

contains a direct damage spell with a range of 12”. It

causes 3D6 Strength 1hits with no armour save

allowed.

Ring of Life 20 pts

A mystical ring that is imbued with the life energy of

the planet that can be used to heal friends. Care must

be taken though as the planet sometimes asks for its

energy back.

Bound Spell, Power Level 3. Choose a friendly model

within 12" and roll a D6. On a roll of a 1 that model

loses one wound with no saves of any kind allowed, on

a roll of a 2 nothing happens, on a roll of a 3-5 that

model gains one wound up to the models starting

value, and on a roll of a 6 that model regains all lost

wounds.

Lens of Truth 15 pts The mysterious glass is from the realm of Nippon. It

was formed in the heat of a volcano by the hermit

scientist Nagasha. It's properties weren't known until

Captain Pierro Demensa discovered it could see all the

secrets of his enemies during a naval battle on his

return to Tilea.

The Lens has the power to show things as they really

are. At the beginning of the battle the player may force

the opponent to reveal the location of all hidden units

such as fanatics and assassins in line of sight of the

model. In addition, the opponent must reveal what

magic items any character or unit might have.

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97

Guido's Lucky Coin 5 pts

Unfortunately for Guido, he gave it to a particularly

lovely girl in Tobaro before his ill-fated expedition to

reach far Nippon. The girl married into a rich

Merchant family and the coin has been in the hands of

several mercenary captains since.

One use only. Once per game, the player may re-roll

one dice that directly affects the bearer.

MAGIC STANDARDS

Banner of Venni 40 pts

This standard was painted the day before the battle of

Venni, when the captain of the regiment decided to

improve it by painting the figure of Myrmidia on it.

Gossipa Lotta, army advisor, posed for the painting

wearing nothing but a helmet and a bit of silk. The

regiment marched out to battle the next day, proudly

waving their banner, as the bravest unit in the whole

army.

Infantry Only. The figure of the beautiful nude of

Gossipa Lotta painted onto the banner in the image of

Myrmidia inspires the unit to outperform the other

units in the army as a sign of their bravery (or greed

perhaps). All models in the unit have +1 Attack on a

turn in which they successfully charge an enemy unit.

Banner of Monte Castello 30 pts

During the great siege of Monte Castello, the

commander's daughter Monna Lissa took command

over the garrison, pretending to be her dead father.

The garrison fought to the death, and everyone save for

25 men were killed, including Monna Lissa, but the

castle was saved. Monna Lissa became a symbol of

good fortune and victory. So much so that she is

depicted on the banner of Monte Castello as the

Goddess Myrmidia.

The unit carrying this banner may re-roll all failed

break tests and panic tests it is required to make.

Corsair Standard of Bilbali 25 pts

A band of sorsairs that claimed to be from the city of

Bilbali were raiding communities all along the Tilean

coast. Their standard was said to have been

empowered by a mad Djinn that made them able to

pursue their foes over great distances. They were

finally captured when they mistakenly raided an

encampment of vicious ogres.

The unit carrying this banner rolls and extra D6 when

pursuing.

Standard of Miragliano 25 pts

Miragliano used to have this banner as its symbol. It

inspires the men to focus even harder on their given

task, making their attacks more accurate.

A unit carrying this standard may re-roll any 1's to hit

with missile weapons and in close combat.

Glyph of Banishment 20 pts

This banner was originally acquired by a pirate

raiding party from the Kingdoms of Ind. While in

Lustria and unknowingly near the Vampire Coast, they

ambushed a scouting unit of Skinks. On their way home

they encountered the Zombie Pirates. They raised the

Glyph during battles and found that they were able to

dispatch the undead threat with relative ease.

Undead and Daemonic units in close combat with the

unit bearing the Glyph of Banishment suffer D3

wounds at start of combat that count towards combat

resolution.

MAGIC PAYCHESTS

Justintine's Paychest 50 pts

A Tilean relic known by all mercenaries, the paychest,

though rumoured to be a reconstruction, is the same

that Justintine brought to the famous battle against the

Orcs. Ownership of the chest is given to the City State

that wins the yearly Tilean Games hosted in Remas.

Paymaster only. All friendly units within 12” of the

paychest may re-roll 3D6 for their Leadership tests and

discards the highest.

Guardian Paychest 50 pts

No one knows the origin of the Guardian Paychest, it

just appears as a plain, unassuming, wooden chest.

What is known is that if anyone threatens to take it or

its contents then it seems to come alive and stubbornly

guards its contents, biting and bashing any would be

attackers, and even, if someone strays to close,

consuming them whole, never to be seen again.

Paymaster only. The Paymaster gains +1A and all his

attacks have the Killing Blow ability.

Paychest of Greed 40 pts

The origins of this pay chest are shrouded in rumours,

mystery, and innuendos. The most common tale was

that a mad sorcerer who was upset that the paymaster

didn't pay him fully, he cast a spell to make those who

carry it so overcome with greed that they would work

themselves into a frenzy. They would pillage the lands

and stop at nothing to gain more gold for themselves

and their sponsors.

Paymaster only. The Paymaster and any unit he joins

gains +1 Attack for the first round of combat. In

addition, they may not overrun or pursue as they will

stop to loot the dead.

Silver Paychest 20 pts

This seemed like an ordinary tarnished silver chest but

during a battle with an army of Spirits something

extraordinary happened. All the weapons started

emitting a blue glow. When their weapons were used

they quickly dispatched the Spirit Host.

Paymaster only. The unit gains magical attacks for as

long as he is part of the unit.

Page 98: Warhammer Armies - Dogs of War

98

REFERENCE

LORDS M WS BS S T W I A Ld Type Base Size Page Borgio 4 6 5 4 4 3 6 4 9 Ca 25x50mm 67

Lucrezzia 4 4 3 3 4 3 4 1(2) 8 Ca 25x50mm 69

Lorenzo Lupo 4 6 5 4 4 3 6 4 9 I 20x20mm 71

Marco Colombo 4 5 6 4 4 3 6 4 9 I 20x20mm 72

Merchant Prince 4 5 5 4 4 3 6 3 9 I 20x20mm 46

Mercenary General 4 6 5 4 4 3 6 4 9 I 20x20mm 47

Wizard Lord 4 3 3 3 4 3 3 1 8 I 20x20mm 50

HEROES M WS BS S T W I A Ld Type Base Size Page

Leonardo 4 3 4 3 3 2 3 2 9 I 20x20mm 73

Mydas the Mean 4 5 5 4 4 2 5 3 8 I 20x20mm 75

Sheikh Yadosh 4 2 2 3 3 1 2 1 7 I 20x20mm 75

Paycart - - - 4 4 3 - - - Ch 50x100mm 75

Mule 8 2 0 3 - - 3 - 6 Ca 25x50mm 75

Mercenary Captain 4 5 5 4 4 2 5 3 8 I 20x20mm 47

Paymaster 4 5 5 4 4 2 5 3 8 I 20x20mm 48

Hireling Wizard 4 3 3 3 3 2 3 1 7 I 20x20mm 50

Gold Seeker 3 6 4 4 5 2 3 3 9 I 20x20mm 57

Ranger 5 6 6 4 3 2 7 3 9 I 20x20mm 58

Chieftain 4 6 4 5 4 2 6 3 8 I 20x20mm 59

CORE M WS BS S T W I A Ld Type Base Size Page

Pikeman 4 3 3 3 3 1 3 1 7 I 20x20mm 51

Sergeant 4 3 3 3 3 1 3 2 7 I 20x20mm 51

Crossbowman 4 3 3 3 3 1 3 1 7 I 20x20mm 52

Marksman 4 3 4 3 3 1 3 1 7 I 20x20mm 52

Duellist 4 4 3 3 3 1 4 1 7 I 20x20mm 53

Bravo 4 4 3 3 3 1 4 2 7 I 20x20mm 53

Cavalier 4 4 3 3 3 1 3 1 8 Ca 25x50mm 55

Veteran 4 4 3 3 3 1 3 2 8 Ca 25x50mm 55

Stradiot 4 3 3 3 3 1 3 1 7 Ca 25x50mm 54

Outrider 4 3 3 3 3 1 3 2 7 Ca 25x50mm 54

City Militia 4 2 2 3 3 1 3 1 6 I 20x20mm 56

Constable 4 3 2 3 3 1 3 2 7 I 20x20mm 56

SPECIAL M WS BS S T W I A Ld Type Base Size Page Bodyguard 4 4 3 4 3 1 4 1 8 I 20x20mm 49

Warden 4 4 3 4 3 1 4 2 8 I 20x20mm 49

Dwarf Warrior 3 4 3 3 4 1 2 1 9 I 20x20mm 57

Veteran 3 4 3 3 4 1 2 2 9 I 20x20mm 57

Marauder 4 4 3 3 3 1 4 1 7 I 20x20mm 59

Berserker 4 4 3 3 3 1 4 2 7 I 20x20mm 59

Halfling 4 2 4 2 2 1 5 1 8 I 20x20mm 60

Tracker 4 2 5 2 2 1 5 2 8 I 20x20mm 60

Ogre 6 3 2 4 4 3 2 3 7 MI 40x40mm 61

Brute 6 3 2 4 4 3 2 4 7 MI 40x40mm 61

Espringal 4 3 3 3 3 3 3 2 7 WM 40x40mm 65

RARE M WS BS S T W I A Ld Type Base Size Page

Elf Warrior 5 4 4 3 3 1 5 1 8 I 20x20mm 58

Sentinel 5 4 4 3 3 1 5 2 8 I 20x20mm 58

Maneater 6 4 4 5 4 3 3 4 8 MI 40x40mm 62

Cannon - - - - 7 3 - - - WM - 65

Crew 4 3 3 3 3 1 3 1 7 I 20x20mm 65

Hot Pot - - - - 4 2 - - - WM - 60

Halfling 4 2 4 2 2 1 5 1 8 I 20x20mm 60

Giant 6 3 3 6 5 6 3 S 10 Mo 50x75mm 63

MOUNTS M WS BS S T W I A Ld Type Base Size Page Pegasus 8 4 0 4 4 3 4 2 6 MB 40x40mm 66

Warhorse 8 3 0 3 3 1 3 1 5 WB 25x50mm 66

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