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DOGS OF WAR
®
DOGS OF WAR – ARMY FOR HIRE
By Alessio Cavatore
This is a tale of the Warhammer world – of warlords
and bandits, of sell-swords and freebooters, and of
brave adventurers who willingly risk all upon the
battlefield for the chance to win measureless riches.
They are the Dogs of War! This army list is part of
the Ravening Hordes project, a temporary list that
allows veteran players to incorporate Dogs of War
into their armies. It’s a list which will prove useful
to any Warhammer player, whether he wishes to
incorporate new mercenary units into an existing
force, or raise an entire Dogs of War army.
U nlike 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’s 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.
ANY TIME, ANY PLACE, ANYWHERE…
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 houses of the Lizardmen
in Lustria are a major prize and have attracted many a
would-be conqueror. Further east, the mysterious Dragon
Isles and the shadowy lands of Cathay have tempted
soldiers of fortune. The world is truly awash with rag tag
armies of sell-swords who nurture wishful dreams of
wealth!
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. Tilea is an anarchic and
largely ungovernable country, where self-serving
individuals rule precariously over proudly independent
cities. The real power lies with the wealthy Merchant
Princes who plot and scheme against the tax-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 – paid for and deployed by a
wealthy prince, a devious merchant or ambitious tyrant.
The Tileans
are back!
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DOGS OF WAR
THE DOGS OF WAR ARMY LIST
CHOOSING AN ARMY FOR BATTLE
The Dogs of War army uses the same system as the other Ravening
Hordes lists for selecting forces for battle. This is explained below
and is different from the old rules.
How the army list is organised
The army list is divided into four sections:
• CHARACTERS
• CORE UNITS
• SPECIAL UNITS
• RARE UNITS
Characters represent the most able, ruthless and successful
individuals in your army: extraordinary leaders such as Heroes
and Wizards. These form a vital and potent part of your forces.
Core units represent the most common types of warriors in the
army. They usually form the bulk of the army and will often bear
the brunt of the fighting.
Special units are the best of your warriors and also include some
of the more common engines of war. They are available to your
army in limited numbers.
Rare units are so called because they are scarce compared to your
ordinary troops. They represent unique units, uncommon
creatures and unusual machines.
How to choose an army
Both players choose armies to the same agreed points value. Most
players find that 2,000 points is about right for a battle that will
last an evening. Whatever value you agree, this is the maximum
number of points you can spend on your army. You can spend less
and will probably find it is impossible to use up every last point.
Most 2,000 points armies will therefore be something like 1,998
points or 1,999 points, but they still count as ‘2,000’ points armies
for our purposes.
project. Ravening Hordes is a complete set of army lists that
allows veteran Warhammer players to convert their existing
armies into a suitable format for the new version of the
Warhammer game. Ravening Hordes is not a permanent addition
to the Warhammer range – the idea is to enable players to get by
until such time as the new Warhammer Armies supplements are
ready. Players should be aware that the new Warhammer Armies
supplements will supersede and to some degree change the
temporary information given in Ravening Hordes – we don’t know
quite how though as we haven’t written them all yet!
As the idea behind Ravening Hordes is to enable existing players
to ‘get by’, we call this a set of ‘get you by’ army lists. If you are a
new player, you might find these lists interesting as an insight into
the armies we will be revising in the future. However – bear in
mind that not all of the troop types described are currently
available and that some will change when the new Warhammer
Armies books come out. We recommend that new players
consider collecting one of the new armies described in the new
Warhammer Armies supplements and for which all the redesigned
models are available. The new army books have started to be
released, and a further volume will be added every few months.
We’ve prepared the Ravening Hordes lists because we are all
Warhammer players who own large armies – some of which
contain models collected over many years of gaming. Just like
everyone else, we want to be able to continue to use our existing
armies right now – so Ravening Hordes has been created to enable
us to do just that. Of course, that won’t stop us collecting new
armies of new models or adding to our existing armies. Ultimately,
however, we know that some old troops may have to be retired for
most purposes because they don’t quite ‘fit in’ with the new rules.
As yet we don’t know exactly what things are going to change –
we’ve still got many hard hours of
playing and testing to go…
Choosing characters
Characters are divided into two broad categories: Lords (the most
powerful characters) and Heroes (the rest). The maximum
number of characters an army can include is shown on the chart
below. This table applies to all armies except the Bretonnians who
have their own version at the start of their list.
Army Value Maximum Characters Lords
2,000 3 0
2,000-2,999 4 up to 1
3,000-3,999 6 up to 2
+1,000 +2 max +1 max
IMPORTANT: The number of characters is the total
number of characters allowed in the army including
Lords. For example: a 2,500 points Dwarf army
may have up to 4 characters in total, of which 1
may be a Lord (ie, 1 Lord +3 Heroes).
A Dogs of War army does not have to include the
maximum number of characters allowed, and can
always include fewer than indicated down to a
minimum of two (the General and the
Paymaster). Similarly, an army does not have to
include Lords, it can include all of its characters
as Heroes if you prefer.
At the beginning of the battle choose one of the
characters in your army to be the General and tell
your opponent which one it is. Your General will
always be the character with the highest
Leadership value in your army. However, as
there can obviously only be one General in
each army, you will have to choose who to
elect if two or more of your characters tie for
highest Ld.
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T his Dogs of War army list is part of the Ravening Hordes
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DOGS OF WAR
Chariots & ridden monsters
Characters are sometimes allowed to ride on the backs of
monsters or in chariots. Each character must be given their own
chariot or mount. They will not all cram into one!
Magic items
Dogs of War characters may choose magic items only from the
common ones listed in the rulebook. Note that you cannot take
magic items from other army lists. Lords may have up to
100 points worth of magic items. Other characters may have up
to 50 points worth of magic items. Special characters and leaders
of special Regiments of Renown come with their own set of magic
items and cannot be given any extra normal or magic equipment.
Their items cannot be taken by other characters either.
Units that can take magic banners are listed at the beginning of
the army list.
Choosing troops
Troops are divided into Core, Special and Rare units. The
number of units of each type that are available to you depends
upon the points value of your army. This is indicated on the chart
below.
Army Value Core Special Rare
<2,000 2+ 0-3 0-1
2,000-2,999 3+ 0-4 0-2
3,000-3,999 4+ 0-5 0-3
+1,000 +1 +1 +1
For example, if you are choosing a 2,000 points army you must
take a minimum of 3 Core units and could choose to take up to
4 Special and/or up to 2 Rare.
In addition, if an individual entry has a number limiting it, eg, 0-
1, then you may only have that many in your army. Otherwise you
may have as many as the restrictions above and points allow.
Unit 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 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. Additional or optional weapons and armour are
listed together with their extra cost.
Special Rules. Many troops have special rules which are
described in this section.
Special Characters and Regiments of Renown
In the next issue of White Dwarf you will find a collection of
Dogs of War Special Characters and Regiments of Renown. In the
future, new characters and regiments will be published, to
complete and enrich the selection available. The Special
Characters can be fielded only by Dogs of War armies. The
Regiments of Renown can be fielded by Dogs of War armies as
well as by any other Warhammer army, following the rules and
the exceptions mentioned in the ‘For Hire’ entry of each one of
the Regiments.
Fielding ‘Dogs of War’ units
in other Warhammer armies
Other armies from the Ravening Hordes or the Warhammer
Armies books can field units from the Dogs of War list. In general
they are included in the lists as a Rare choice. In addition, the
following restrictions apply:
Empire, any Chaos, Dark Elves, Skaven, Vampire Counts, Khemri,
Dwarfs, and Lizardman armies can field any unit from the Dogs
of War army list.
Chaos Dwarfs, Wood Elves, High Elves and Orcs & Goblins can
field any unit from the Dogs of War army list except for the Dwarf
mercenaries.
Bretonnia cannot field Dogs of War at all.
Important points to remember
• The number of characters is the total number of characters
allowed in the army including Lords.
• The number of Core units is the minimum you must take. The
Special and Rare numbers are maximums .
Champions, Musicians & Standard bearers
Any unit of foot troops in the army may upgrade a model to a
Champion, Musician and/or Standard Bearer for +10 points
each. Any unit of cavalry may upgrade a model to a Champion,
Musician and/or Standard Bearer for +15 points each. A
Champion will have +1BS if the unit he is with is equipped with
bows, crossbows or longbows, otherwise he will have +1A. A
Standard Bearer from the Paymaster’s Bodyguard may carry a
magic banner worth up to 50 points.
SPECIAL RULES
The following special rules applies to the Dogs of War army:
• Spells: Dogs of War Wizards may use any of the Lores of Magic
in the Warhammer rulebook.
• Pikes: Fight in four ranks; requires two hands (see page 89 of
the Warhammer rulebook).
Always strikes first in the initial round of close combat, even
striking before enemies that have charged. Note that enemies
who are entitled to strike first because of a special ability or
magic, will still strike before pike-armed models.
Models armed with pikes receive a +1 Strength bonus in the
Close Combat phase of the turn they are charged by cavalry units,
chariots or monsters.
All these special rules cannot be used against enemy units
fighting the pikemen’s flank or rear.
• 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. To represent this,
his key is treated exactly like a Battle Standard (+1 combat
resolution, re-roll Break tests within 12", can be captured by the
enemy if he’s killed etc.). In addition, if the Paymaster is killed,
every unit in the army must take a Panic test at the end of that
phase. From that point on, every unit in the army will hate the
enemy unit that captured the Paymaster’s key.
MAGIC ITEMS
You may choose magic items for your characters and units
from the following list (these are found in the Warhammer
rulebook page 154).
Biting Blade (magic weapon): -1 to the opponent’s saving
throw. 10 pts.
Sword of Might (magic weapon): Bearer receives +1 to his
Strength. 20 pts.
Sword of Battle (magic weapon): Bearer receives an extra
+1 Attack. 25 pts.
Sword of Striking (magic weapon): Bearer receives +1 to
his To Hit rolls. 30 pts.
Enchanted Shield (magic armour): Counts as a shield, 5+
armour saving throw. 10 pts.
Talisman of Protection (talisman): 6+ Ward save against
any wound suffered in the battle. 15 pts.
Dispel Scroll (arcane item): Automatically dispels an enemy
spell (one use only). 25 pts.
Power Stone (arcane item): An additional +2 dice to cast a
spell (one use only). 25 pts.
Staff of Sorcery (arcane item): +1 to Dispel rolls attempted
by the bearer. 50 pts.
War banner (magic banner): Unit counts an additional +1
bonus for combat resolution, but cannot pursue. 25 pts.
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WD251 Dogs of War list 1/11/00 12:52 pm Page 5
DOGS OF WAR
LORDS
Grizzled veterans covered in the scars from a life of war, or
mysterious Wizards from faraway lands. The General of a Dogs
of War army is a powerful individual, feared and respected
throughout the Old World.
MERCENARY GENERAL ...................... 90 points per model
HIRELING WIZARD LORD ................ 175 points per model
MWS S S T W I A d
General 465443649
Wizard Lord 433343318
Warhorse 830331315
Pegasus 830443426
Equipment: Hand weapon. A Wizard Lord may not have other
equipment except barding for his Warhorse. A General may have
a morning star (+3 pts) or halberd (+6 pts). He may also carry a
longbow (+15pts), crossbow (+15 pts), pistol (+10 pts), or
brace of pistols (+20 pts). He may wear light armour (+3 pts) or
heavy armour (+6 pts) and may carry a shield (+3 pts).
A General or a Wizard Lord may ride a Pegasus (+50 pts). A
General or Wizard Lord may ride a Warhorse (+15 pts) which
may be barded (+6 pts). If a General is mounted, he may have a
spear (+3 pts) or a lance (+6 pts).
Special Rules: A Hireling Wizard Lord is a Level 3 Wizard. This may
be increased to Level 4 at a cost of +35 pts. A Pegasus can fly .
CORE UNITS
PIKEMEN.............................................. 10 points per model
Pikes are the infantry’s weapon of choice in Tilea. Twice as long
as a normal spear and longer than a cavalryman’s lance, the
front of a unit of pikes is an impenetrable wall of steel.
MWS S S T W I A d
Pikeman 433331317
Unit Size: 10+
Equipment: Hand weapon, light armour and pikes. May have
heavy armour (+1 pt).
CROSSBOWMEN .................................. 8 points per model
The bulk of the missile troops in a Dogs of War army are formed
by crossbowmen from Tilea, Estalia and the Border Princes.
MWS S S T W I A d
Crossbowman433331317
Unit Size: 10+
Equipment: Hand weapon and crossbow.
DUELLISTS ............................................ 5 points per model
Small units of lightly armed skirmishers are normally employed
to protect the flanks of pike-armed units.
MWS S S T W I A d
Duellist 443331417
Unit Size: 8+
Equipment: Sword (hand weapon). May have one of the
following: bucklers (count as shields, +1 pt), additional hand
weapon (+2 pts), pistol (+4 pts). May also have throwing knives
(+2 pts).
Special Rules: Duellists are skirmishers .
HEROES
The Paymaster is the keeper of the army’s pay chest, and that
makes him a very popular fellow. Mercenary Captains are
expert leaders of men, roguish and often loved by their soldiers.
Hireling Wizards are outcasts or renegades from the Orders of
Magic and live by selling their magic powers for the best offer.
1 PAYMASTER ...................................... 55 points per model
MERCENARY CAPTAIN ........................ 50 points per model
HIRELING WIZARD ............................ 60 points per model
MWS S S T W I A d
Paymaster 444442428
Captain 455442538
Hireling Wizard 433332317
Warhorse 830331317
Equipment: Hand weapon. A Wizard may not have other
equipment except barding for his Warhorse. A Captain or a
Paymaster may have an additional hand weapon (+4 pts), great
weapon (+4 pts), morning star (+2 pts) or halberd (+4 pts). He
may also carry a longbow (+10 pts), crossbow (+10 pts), pistol
(+7 pts), or brace of pistols (+14 pts). He may wear light armour
(+2 pts) or heavy armour (+4 pts), and may carry a shield
(+2 pts).
A Captain may ride a Pegasus (+50 pts). A Captain, Paymaster or
Wizard may ride a Warhorse (+10 pts) which may be barded
(+4 pts). If a Captain or Paymaster is mounted, he may have a
spear (+2 pts) or a lance (+4 pts).
Paymaster: A Dogs of War army must include a Paymaster. The
Paymaster may not be the army’s General.
Special rules: A Hireling Wizard is a Level 1 Wizard. This may be
increased to Level 2 at a cost of +35 pts. A Pegasus can fly .
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DOGS OF WAR
HEAVY CAVALRY .................................. 19 points per model
Cadet sons of nobles from Bretonnia, the Empire and Tilea form
the shock cavalry of most mercenary armies. Kislevite Winged
Lancers are sometimes employed and are much renowned for
their swift manoeuvres.
MWS S S T W I A d
Knight 443331318
Warhorse 830331315
Unit Size: 5+
Equipment: Hand weapon, lance, heavy armour and shield. May
have barding for their steeds (+2 pts).
DWARFS ................................................ 7 points per model
The Dwarf race is cursed by an irresistible lust for gold and they
certainly don’t dislike fighting (especially against Greenskins).
It’s easy to understand how some young Dwarfs decide that
they’d rather earn their gold fighting than spend their life
scraping the underground in search of rich ore.
MWS S S T W I A d
arf 343341219
Unit Size: 10+
Equipment: Hand weapon, light armour. May have great
weapon (+2 pts) and/or crossbow (+5 pts). May have heavy
armour (+1 pt) and/or a shield (+1 pt).
Special Rules: Dwarfs flee and pursue 2D6-1" and hate Orcs and
Goblins of all types.
LIGHT CAVALRY .................................. 11 points per model
Scouting ahead of the army, harrying the enemy supply line,
attacking vulnerable war machines and engaging the flanks of
the enemy line are but a few of the roles performed by these
precious troops. Riders from Araby or from the steppes of Kislev
are the best choice available to mercenary captains.
MWS S S T W I A d
Horsemen 433331317
Warhorse 830331315
Unit Size: 5+
Equipment: Hand weapon. May have spear (+1 pt), bow
(+4 pts) and/or shield (+2 pts).
Special Rules: Light Cavalry are fast cavalry
NORSE MARAUDERS .............................. 7 points per model
Raiding and pillaging is what the berserker Norse are good at,
and at times the best way of neutralising the threat they
represent is to offer them a job…
MWS S S T W I A d
Marauder 443331417
Unit Size: 10+
Equipment: Hand weapon and light armour. May have a shield
(+1 pt). May have great weapons (+2 pts), additional hand
weapons (+2 pts) or flails (+1 pt).
Special Rules: Norse Marauders are subject to frenzy .
SPECIAL UNITS
OGRES ................................................ 35 points per model
Massive, ferocious, resilient and not too bright, Ogres make
perfect mercenaries. Their ability of eating practically anything
means that they are also easy to maintain.
MWS S S T W I A d
Ogre 632443237
Unit Size: 3+
Equipment: Hand weapon. May have additional hand weapon
(+6 pts), great weapon (+6 pts). May have light armour (+3 pts).
Special Rules: Ogres cause fear .
0-1 PAYMASTER’S BODYGUARD............ 9 points per model
Only the oldest and most trusted veterans are selected by the
Paymaster to form their own bodyguard. These sturdy fighters
are handsomely paid and that gives them extra motivation to
protect the Paymaster with their lives… well, most of the time.
MWS S S T W I A d
Bodyguard 443331318
Unit Size: 10+
Equipment: Hand weapon, halberd and light armour. May have
heavy armour (+1 pt).
Special Rules: Bodyguard – as long as the Paymaster is alive and
with the unit, they are stubborn .
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