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Published by api-27564673
a preview file for the dogs of war project
a preview file for the dogs of war project

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Published by: api-27564673 on Oct 17, 2008
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03/18/2014

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Dogs of War
Beta 1.0
preview
Mercenary army special rules:
The Followers rule:

Mercenary armies are comprised of mercenaries of all
races, and most mercenary generals are quite happy to
hire the services of those of other races. However, sell-
swords of the same race tend to band together and the
presence of more in\ue001uential or famous members of a race
will inevitably draw others to the army to seek their fame
or riches (or claim the usually substantial bounty on their
heads). Thus, the amount and fame of units of a certain
race you can \ue000eld is linked to the number of characters of
that race in your army. A hero counts as a single character
choice for the purposes of this rule while a lord counts as
two choices. This is explained in the table below

*:the \ue000rst unit from the selected rarity counts as the
0-1 choice, any further choices from that rarity count as
special or rare as normal. If you have no more room for a
choice of the lower rarity, you may count it as a choice of
the higher rarity instead. .

Note that 0-1 means 0-1 of any choice, not 0-1 of each. So
for example, if you had no characters of a race
you could have one unit of mercenaries, scum, skirmish-
ers or mercenary cavalry, not one of each

Troops tend to band together into groups of their own race
and the cases of a hero of one race leading another race\u2019s
troops are rare by virtue of the mistrust and differing
beliefs and practices between races. Characters of a race
may only join and lead units of their own race and units
may only ever bene\ue000t from the leadership of a character
of their own race. The exception to this is the army
general (see below)

Mercenary Generals:

Mercenary generals are inevitably ruthless, charismatic
individuals whose ideology both inspires and awes all
those who \ue000ght under them. They are almost universaly
veterans of decades of battle, who have risen to the top
through backstabbing, toughness, luck and force of per-
sonality, accruing great riches and powerful items along
the way. Mercenaries know to obey the general regardless
of their own concerns or face an extremely messy end.

Characters Listed core choices
Listed special choices
Listed rare choices
0
Rare
0-1 Rare
unavailable
1
Special
Rare
unavailable
2
Core
0-1 Special*, Rare
0-1 Rare
3
Core
Special
Rare
4+
Core
0-1 Core*, Special
0-1 Special*, Rare.

It is widely reckoned among dogs of war to be better to
face an almost hopeless situation than to \ue001ee and face
the wrath of a disobeyed commander. The general of
a mercenary army is chosen as normal, however he is
always chosen from the race with the highest amount of
characters (so, for example, if you army had two hal\ue001ing,
one ogre and one dwarf character, the general would
always be a hal\ue001ing). If you have an equal number of
characters from two or more races, the general is chosen
between them as normal.

Units and characters of any race may use the general\u2019s
leadership so long as they do not suffer racial animosity
towards him.
The general may
choose an
additional 25 points

worth of magic items in addition to the normally allowed amount to rep-

resent the vast amount of treasures and loot he has
acquired over his career.
Racial animosity

Many of the races of the world have deep-seated ancestral
grudges or animosity towards each other, stretching back
centuries or even millenia. Even the most ruthless general
cannot truly beat these hatreds out of his warriors and
they can surface at the most inopportune times. If a unit
or character begins your turn within 12\u201d of a unit or
character of a race it suffers racial animosity towards, roll
a d6 and consult the chart below

D6 roll
Effect
The unit or character hear the
1

other party mutter some despicable insult under
their breath. The unit reforms, facing the closest
unit it suffers animosity against and responds in
kind. It cannot move, shoot or cast magic this turn

The unit or character
2-5
manages to contain their dislike..
for now.
That\u2019s IT! Reform the unit to face the closest unit
6

it suffers animosity against and immediately \ue000re
any missile weapons they are carrying at that unit.
They may not do anything further this turn.

Mercenary Races

Dogs of war hail from all races and creeds, outcasts,
exiles, scoundrels and wanderers, they inevitably band
together for safety and companionship.
From the great human realms come
warriors obsessed with battle and
coin, Treasure hungry dwarfs stand
grudgingly alongside exiled elvish nobles, Ogres and
Orcs looking for a \ue000ght and a meal whip themselves into
a battle frenzy while creatures weird and terrible stand in
readyness for the slaughter, compelled to war by ancient
pacts, deadly curses, or inhuman goals. The only thing
these diverse warriors share is the need for battle, the
cause for war and the knowledge that they cannot \ue000ght
alone. It takes a supremely skilled
general to wield these diverse races
together, overcoming their differences
and combing their strengths, but a general
who can accomplish this can wield a force unmatched in
it\u2019s ability to \ue000nd troops to \ue000t the situation.

To represent this diversity in races among mercenary
forces, the Mercenary army list works slightly differently
to a normal warhammer army. The units and characters as
shown are templates that can be applied to any of seven
basic races- humans, elves, dwarfs, ogres, hal\ue001ings, orcs
and goblins. This is achieved through the use of a number
known as the \u2018Racial Base Cost\u2019- RBC for short. Each of
the seven races have a different basic pro\ue000le, equipment,
magic and mount options that can be applied to any of the
unit templates, These are displayed on the pages below.

Racial pro\ue000le:

The Racial pro\ue000le is the basic statistics of each race. This
is the pro\ue000le to which the upgrades granted by the various
units are applied. Unless otherwise pointed out, when an
entry refers to a member of that race, it means a single
model with the base racial pro\ue000le. So, for example, if a
warmachine crew includes 3 dwarfs, the dwarfs will have
a pro\ue000le identical to their Racial Pro\ue000le listed below

Many units or characters apply bonuses or penalties to
the basic racial pro\ue000les. These bonuses are added to the
pro\ue000le permanently for that unit- they become part of that
unit/character\u2019s basic pro\ue000le. For simplicity\u2019s sake, the
units as listed in the army list use the human RBC with
all relavant modi\ue000ers applied, with the modi\ue000er listed
in parentheses next to the statistic. To use a different
race, simply apply the listed modi\ue000ers to that race\u2019s basic
pro\ue000le instead.

So, for example, a mercenary captain has the following
pro\ue000le in the army list.

Note that the pro\ue000le listed is the human racial pro\ue000le with
the modi\ue000ers listed in parentheses applied to it. When
a dash is listed in the parentheses, no modi\ue000cation to
the basic pro\ue000le is made. If we were to want to make a
hal\ue001ing captain, we would take the hal\ue001ing basic pro\ue000le
and apply the exact same modi\ue000ers to it.

The RBC:

the RBC is listed next to the racial pro\ue000le for each race.
This is the basic cost for a regular member of the race
with no equipment or abilities, other than those inherent
to the race. The RBC is used as a basic cost which can
be added to or multiplied to create more battle hardened
members of that race or even heroes. Whenever a cost is
listed as RBC +/- X, you take the base cost of the race to
which you are applying the template and add or subtract
the listed points. For example, a unit of mercenaries costs
RBC+1 per model. If we wanted a human regiment, we
would look up the human RBC (4) and add 1 point,
giving us a cost of 5 points per model. Dwarfs have a
RBC of 7 and so the same template applied to dwarfs
would cost 8 points per model. The RBC can also be
multiplied in the case of heroes or more elite units. So,
for example, a mercenary captain costs RBCx6 +20
points. If we wanted to make a human captain, we would
multiply the human RBC by 6 (24) and add 20 points,
so a human captain would be 44 points. A dwarf captain
would cost 7x6 points plus 20- 62 points.

Racial Traits:

The races of the Warhammer world are a diverse group
of creatures who have many abilities and attitudes that
mark them out as unique This is represented by racial
traits. Each race has a group of traits that apply to all units
and characters of that race. These include restrictions,
special rules, limitations and other traits unique to that
race. Racial traits apply to all models of that race in a
Dogs of War army. Unless speci\ue000cally stated in the unit
entry, these traits may not be negated or ignored

Type
mv
ws
bs
s
t
w
i
a

ld
Captain 4(-) 4(+1) 4(+1) 4(+1) 4(+1) 2(+1) 4(+1) 2(+1) 8(+1)
(human)

Type
mv
ws
bs
s
t
w
i
a

ld
Captain 4(-) 3(+1) 5(+1) 3(+1) 3(+1) 2(+1) 5(+1) 2(+1) 9(+1)
(hal\ue001ing)

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