Professional Documents
Culture Documents
DOGS OF WAR
By Orion Houle
THE DOGS OF WAR___________________________
THE ARMIES OF TILEA, ESTALIA, AND THE SOUTHERN OLD WORLD________3
THE MERCENARY WAY_____________________________________________3
ARMY COMPOSITION_______________________________________________4
TILEAN CITY STATES_________________________________________ 5
ESTALIA_____________________________________________________ 5
THE BORDER PRINCES________________________________________6
ADVENTURING AND CONTRACT ARMIES_______________________6
THE MERCHANT PRINCE____________________________________________7
MERCENARY OFFICERS_____________________________________________7
HIRELING WIZARDS_________________________________________________7
THE PEDITES________________________________________________________8
DUELISTS___________________________________________________________9
MERCENARY CAVALRY______________________________________________9
MERCENARY ARTILLERY____________________________________________9
DWARFS, HALFLINGS, AND OGRES___________________________________10
NORTHMEN________________________________________________________10
BESTIARY__________________________________________________________11
ARMOURY__________________________________________________________11
THE MERCHANTS TREASURY________________________________________12
MAGIC WEAPONS_____________________________________________12
MAGIC ARMOUR______________________________________________13
TALISMANS___________________________________________________13
ARCANE ITEMS_______________________________________________14
EXOTIC ITEMS________________________________________________14
MAGIC STANDARDS___________________________________________15
QUIRKS OF CHARACTER____________________________________________16
THE DOGS OF WAR ARMY LIST____________________________________________17
LORDS_____________________________________________________________19
HEROES____________________________________________________________20
HUMAN MERCENARIES_____________________________________________21
NON-HUMAN MERCENARIES_______________________________________ 24
AUTHORS NOTES_________________________________________________________25
THE ARMIES OF TILEA, ESTALIA, AND
THE SOUTHERN OLD WORLD.
THE MERCENARY WAY
All through the Warhammer world there are Mercenaries. They seek glory, adventure and above all gold. Tilea
has the largest population of resident Mercenaries but the Border Princes, the Southern parts of the Empire and
Estalia are also common haunts of Mercenary Officers. The following rules are those that apply to all (unless
otherwise noted) Mercenary Units.
GREED: Mercenaries love nothing more then gold (or some other valuable) and thus at times are bought off by
the enemy. At the start of the first Dogs of War turn each regiment must roll a D6 on a roll of a one the unit may
not move or fire that turn. Units that have been fired upon by the enemy need not roll.
The Greed rules also apply in the case of non-Dogs of War armies fielding Mercenary Regiments not just in a Dogs
of War Army.
BRETONNIA: Having suffered several humiliating defeats at the hands of Tileans both on Bretonnian and Tilean
soil as well as the chivalric distrust of one who would have faith only in pay Bretonnians may hire absolutely no
Dogs of War.
DWARFS: Dwarfs have an almost chronic shortage of warriors to deal with constant state of war in which they
live. Dwarfs employ humans, hold-less Dwarfs, Ogres, and at times Halflings as well. Dwarfs may field any of the
following units as rare choices: Mercenary Pedites, Veteran Pedites, Duelists, Heavy Cavalry, Light Cavalry,
Halflings, Mercenary Dwarfs, Ogres, Norse Warriors, Light Cannon, and Horse Artillery.
DARK ELVES: Though it suffers themselves to do it Dark Elves at times will employ mercenaries to suppliment
their force. The odd band of Norscans, subjugated Greenskins, and other Elven companies of dubious origins have
often been found along with Druchii Raiders. Dark Elves may field any of the following units as rare choices:
Duelists, Light Cavalry, Norse Warriors, and Ogres.
CHAOS: Mortal and Beastmen leaders often find not so much mercenaries but those that have succumbed to the
siren call of the ruinous powers. Renegade Cultists, evil hearted Dwarfs, corrupted Elves, and Greenskins bent on
loot are the most common of mercenaries in the service of Chaos Warlords. Chaos Mortal and Beasts generals may
field any of the following units as rare choices: Duelists, Light Cavalry, Mercenary Dwarfs, and Norse
Warriors.
CHAOS DWARF: Though only a desperate mercenary would seek employment from Chaos Dwarfs it does happen
and most of the time it becomes a life contract. Brigands, Northern Tribesmen, Ogres, and a myriad of various
Greenskins are those that most often sell their swords to Chaos Dwarf Lords. Chaos Dwarf armies may field and of
the following units as rare choices: Light Cavalry, Duelists, Norse Warriors, and Ogres.
THE EMPIRE: The Empire above all other armies employs a wide variety of mercenaries and most Elector Counts
have their own personal regiments of Tilean Crossbowmen over the poor quality crossbowmen found in the
Empire, expatriate Dwarfs, and Halfling cooks. Imperial armies may include any of the following units as rare
choices: Mercenary Pedites, Veteran Pedites , Duelists, Heavy Cavalry, Light Cavalry, Halflings,
Mercenary Dwarfs, Ogres, Norse Warriors, Light Cannon, and Horse Artillery.
HIGH ELVES: Insular they maybe but it is not for uncommon for expeditions to the southern continents to include
Mercenary contingents. Impressed Norscan and Tilean Sailors are the most common but when in need of brute
strength Ogres may find an Elf to pay them. High Elves may field any of the following units as rare choices:
Mercenary Pedites, Veteran Pedites, Duelists, Heavy Cavalry, Light Cavalry, Ogres, and Norse Warriors.
LIZARDMEN: Generally having limited dealing with all the other races of the world Lizardmen do use many
mercenaries when it suits the goals of the Old Ones. Tilean explorers, Northern colonizers, and stranded Elven
companies. Lizardmen may field any of the following units as rare choices: Mercenary Pedites, Veteran Pedites
Duelists, Heavy Cavalry, Light Cavalry, Ogres, and Norse Warriors.
ORCS AND GOBLINS: Mercenaries sometimes join up for with warbands of Orcs or Goblins when they can be
bought off with promissory loot rather then gold. Hungry Ogres, treacherous Hobgoblins, the odd band of Human
Outlaws may all find a home among Orcs though it is rough company. Orcs and Goblins may field any of the
following units as rare choices: Light Cavalry, Ogres, and Duelists.
SKAVEN: Skaven are one of the worst employers for the prospective mercenary and varying level of distrust that
is found in most southern Old Worlders of the foul ratmen reduces greatly the numbers of mercenaries Skaven can
find to hire. Orcs, Hobgoblins, foolish human irregulars, and even a desperate group of Ogres may find their way
into the employ of Skaven Warlords. Skaven may field any of the following units as rare choices: Light Cavalry,
Ogres, and Duelists.
TOMB KINGS: On occasion a force of would be tomb raiders are inspired to serve a Tomb King and those that
have a great deal of rivals often employ mercenaries to counter the other would be robbers leaving the King
personal army to fight else where. Desert Nomads, Tilean Infantry, gold greedy Dwarfs, and adventurous Elves
may at times be seen marching with the Undead Legions. Tomb Kings may field any of the following units as rare
choices: Mercenary Pedites, Veteran Pedites, Duelists, Heavy Cavalry, Light Cavalry, Mercenary Dwarfs,
Ogres, and Norse Warriors.
VAMPIRE COUNTS: Mercenaries who enter service of a Vampire Count or even a Necromancer often face not
only a job for life but one long after, there are even some Vampire counts that are aided by human auxiliaries
serving out of some twisted love for Vampire. Enthralled Mercenaries, listless dregs, and certain greenskins may
even be found in league with Vampire Counts. Vampire Counts may field any of the following units as rare
choices: Mercenary Pedites, Duelists, Light Cavalry, and Norse Warriors.
WOOD ELVES: Xenophobic Wood Elves almost never employ mercenaries. Wood Elves may never field any
Dogs of War.
ARMY COMPOSITION
The predominantly Mercenary Armies of the Southern Old World while consisting of generally the same troops,
very from region to region. The Pike and Crossbow are weapons much favored by those of Tilean extraction and
though an Estalian may also carry such weapons, Sword and Buckler and Handgun are preferred. The selection of
origin only alters the selection of certain regiments in the army, Non-human and Norse mercenaries are always
selected in the same manner regardless of origins of the army.
TILEAN CITY STATES
The City States of Tilea are by far the greatest power in ESTALIA
West of Tilea, lies the generally arid and rugged plains
the Southern Old World, and at times when the internal
feuds have been set aside to face a common foe one ofof Estalia. Estalia is dominated by two principle cities,
the most powerful nations of the world. Tilean armiesMagritta in the south and Bilbali in the north. Estalians
are based on blocks of sturdy Pikemen supported by are strict on drill and their armies consist of well trained
Crossbowmen and cavalry as a reserve. blocks of Swordsmen supported by handgunners.
However the proximity to Tilea is not without influence
SPECIAL RULES and some Estalian Princes have begun to train their
• Merchant Princes, Mercenary Generals, Urban infantry to bear pikes. Wizards are few in Estalia, as the
Captains, and Mercenary Captains may carry Tilean strength of an off shoot of the Myramidian Cult, the
Crossbows at +21 points for Lords and +14 points Inquisition, monitors Magic users intensely.
for Heroes.
• An Urban Captain may carry a Battle Standard for SPECIAL RULES
+25 points. • An Urban Captain may carry a Battle Standard for
• State Pedites may carry for Pikes at +6 points per +25 points.
model. Pike armed State Pedites may wear Heavy • Any Number of Urban Captains may be upgraded to
Armour at +1 point per model. May carry Tilean Inquistors at +10 points. They generate one Dispel
Crossbows at +7 points per model. dice and may take a single Dispel Scroll.
• Veteran Pedites may carry Tilean Crossbows at +7 • State Pedites have a WS 4 and Initiative 4 but cost
points per model. 5 points per model. State Pedites may carry
• Crossbow or Tilean Crossbow armed Pedites and Handguns at +5 points per model. A single State
Veteran Pedites may have Pavises at +4 points. Pedite regiment may carry Pikes at +6 points per
• Light Cavalry may wear Light Armour at +2 points model. This regiment may have Heavy Armor at +1
per model. If they do so, they are no longer Fast point per model.
Cavalry. • Light Cavalry may carry Javelins as +3 points per
• May never have more Mercenary Pedites than State model.
Pedites • Duelists may carry Javelins at +3 points per model.
CHARACTERS. CHARACTERS.
• Merchant Prince • Merchant Prince
• Mercenary General • Mercenary General
• Hireling Wizard Lord • Mercenary Captain
• Urban Captain • Urban Captain
• Mercenary Captain • Hireling Wizard
• Hireling Wizard
CORE.
CORE State Pedites, Heavy Cavalry, Light Cavalry, and
State Pedites, Mercenary Pedites, Heavy Cavalry, Light Duelists.
Cavalry, and Duelists
SPECIAL
SPECIAL Mercenary Pedites, Veteran Pedites, Light Cannons,
Veteran Pedites, Mercenary Ogres, Mercenary Dwarfs, Mercenary Halflings, and Norse Warriors.
Norse Warriors, and Mercenary Halflings
RARE
RARE Horse Artillery, Mercenary Ogres, and Mercenary
Horse Artillery and Light Cannons Dwarfs.
BORDER PRINCES ADVENTURING AND CONTRACT
Under Bretonnian, Imperial, and Tilean stewardship, ARMY
the petty Kingdoms of the Border Princes are the poorest Fighting for one state or another is not enough for many
states of the southern Old World. Plagued by Orcs, ambitious generals. Daily the ports of Tilea and Estalia
Goblins, Beastmen, and Brigands, only desperate are filled with mercenaries signing on to private armies
settlers attempt to make a living in the place. that depart to plunder the known world and more often
Mercenaries however, live quite well with the constant then not the unknown. These contract armies consist of
warfare the region provides. Those few local regiments a wide array of soldierly held together only for pay and
that can be mustered the Flail is the customary weapon. the promise of plunder. Sometimes these armies are
formed on contract to a wealthy lord, as it is not
SPECIAL RULES unknown for, Imperial Counts in particular, entire
• An Urban Captain may carry a Battle Standard for armies of mercenaries to serve in tasks that the lords
+25 points. troops are either unwilling or unable to do.
• State Pedites may carry Flails at +1 points per
model or Pole-axes at +1 point per model. SPECIAL RULES
• Duelists may carry Slings at +4 points per model. • A Mercenary Captain must be appointed Paymaster
• Heavy Cavalry do not come with lances but instead at no additional cost. The Character may not be the
cost 17 points. They may carry Spears at +1 point General, but does not count towards the amount of
per model or Lances at +2 points per model. Heavy characters allowed in the list.
Cavalry opting to take their Barding Option count • All Regiments are subject the Greed special rule
as Special Choices. unless otherwise immune.
• Light Cannons may be mounted in a wagon at +10 • A single regiment of Veteran Pedites or Heavy
points. All normal rules for cannons still apply save Cavalry may carry a magic Banner worth up to 50
the crew benefit from hard cover and counts as a points.
defended obstacle in hand to hand combat. In • Light Cavalry may carry Javelins as +3 points per
addition Light Cannons may take 2 extra crewmen model. Light Cavalry may wear Light Armour at +2
who have the stats as normal crew but carry flails at points per model. If they do so they are no longer
+5 points per crewman. Fast Cavalry.
• Duelists may carry pistols at +4 points per model,
CHARACTERS. Slings at +4 points per model, or Javelins as +3
• Merchant Prince points per model.
• Mercenary General
• Hireling Wizard Lord CHARACTERS.
• Mercenary Captain • Mercenary General
• Urban Captain • Hireling Wizard Lord
• Hireling Wizard • Mercenary Captain
• Hireling Wizard
CORE
State Pedites, Light Cavalry, Heavy Cavalry, and CORE.
Duelists Mercenary Pedites, Heavy Cavalry, Light Cavalry, and
Duelists.
SPECIAL
Mercenary Pedites, Light Cannons, Mercenary Dwarfs, SPECIAL
and Mercenary Ogres. Veteran Pedites, Mercenary Ogres, Mercenary Dwarfs,
Norse Warriors, and Mercenary Halflings
RARE
Veteran Pedites, Horse Artillery, Norse Warriors, and RARE
Mercenary Halflings. Light Cannons and Horse Artillery
MERCHANT PRINCES
Though some are referred to as Doge or Duke,
Merchant Prince is by far the most common title of Profile M WS BS S T W I A LD
the leaders or Tilean City States. Though for the Merchant 4 5 5 4 4 3 5 3 9
most part Merchant Princes want little to do with Prince
military matters and are more then happy to hire far
more competent officers to take their troops into the SPECIAL RULES
field, some are quite able commanders such as the Rich: Merchant Princes are quite wealth and can
famous generals Borgio the Besieger, Marc afford to bring great relics to war. Any unit of core
Columbo, and Justintine di Varenna were both troops in the army may be given a magic banner
skilled Generals as well as Merchant Princes. worth up to 50 points.
Merchant Princes can represent ruling Dons of
Estalian cities, Senators of Tilean Republics, or any
other Petty King or Prince throughout the southern
Old World.
MERCENARY OFFICERS
Mercenary Generals are the adventurous fellows who SPECIAL RULES
lead expeditions all over the world. Mercenary Professional Soldier. If Mercenary Characters are
generals often started they careers as simple foot deployed with a regiment subject to greed the
soldiers and slowly through time advanced in rank regiment is not required to take the Greed test.
by skill or luck to their current position. This means
that for a person to reach this position they must be Paymaster. The Paymaster is the man responsible
both a skilled warrior, leader of men, and a touch for the cash, which will be used to pay the army. He
politician. always carries with him the keys to the pay chest and
that makes him just as important as the general in
Profile M WS BS S T W I A LD the eyes of the Mercenaries. To represent this, his
Mercenary 4 6 3 4 4 3 6 4 9 key is treated exactly like a Battle Standard. In
General addition, if the paymaster is killed, every in the army
Mercenary 4 5 5 4 4 2 5 3 8 must take a Panic test at the end of that phase. From
Captain that point on, every unit in the army will hate the
enemy unit that captured the Paymaster’s key.
HIRELING WIZARDS
Wizards are not immune to the lure of gold and
adventure in fact many are found on the staffs of Profile M WS BS S T W I A LD
prominent Mercenary commanders. Some Hireling 4 3 3 3 3 2 3 1 7
particularly powerful Wizards and Sorcerers employ Wizard
and command entire mercenary armies, protecting Hireling 4 3 3 3 4 3 3 1 8
the Wizard during study or maybe even to acquire an Wizard
item of particular importance. Lord
SPECIAL RULES
Various Backgrounds. Coming from a wide array
of places, training, and employment, Hireling
Wizards may use any of the Lores in the
Warhammer Rulebook.
THE PEDITES
At the core of every mercenary army throughout the
known world are Pedites, which is low Tilean for
Footmen.
SPECIAL RULES:
Hardened Veterans. Years of service have honed
these troops into some of the finest Mercenaries for
hire. As such over their companies career it has
gained a reputation for a particular skill. Veteran
Pedites may have one of the following Battle Skills
at no cost. These Battle Skills are unique and as such
two Veteran Pedite Regiments may not have the
same battle skill in an army. Battle Skills are
selected when the army list is drafted and noted in
the unit’s special rules.
DUELISTS
Duelists, often referred to as Brigandi do to their
rather dubious origins, are the light infantry of Profile M WS BS S T W I A LD
Mercenary armies. They come from many different Duelist 4 4 3 3 3 1 4 1 7
regions and forms of employment (almost always
petty criminals though) be they pistol wielding SPECIAL RULES
Sailors, Street Thugs with throwing knives, or Skirmishers. Duelists are skirmishers
Estalian Sword and Buckler men.
_________________________________________________________
MERCENARY CAVALRY
Most armies of the world employ some cavalry and during the advance and during the pursuit/retreat
mercenary armies are no different. The major after battle. Though less as vital in battle itself Light
difference from other army’s cavalry is that Cavalry still perform well to harass the enemy’s
mercenaries employ both Light and Heavy in equal flanks and be a general nuisance to the enemy’s
numbers and some armies even consist entirely of advance. Most Tilean Stradiot cavalry are found in
cavalry. the rolling hills of Trantio and the plains around
Luccini, thought every city does have regiments.
HEAVY CAVALRY Foreign Light Cavalry are most often Kislevites or
The Elmetti come from all over the Old World. Arabs though quite a few regiments do come from
Most are Tilean or Estalian but there are also Arabs, Estalia.
Kislevites, Imperials, and Bretonnians serving in the
heavy cavalry of mercenary armies. Arms and Profile M WS BS S T W I A LD
Armour tend to be roughly the same often of either Stradioti 4 3 3 3 3 1 3 1 7
the Tilean of Imperial style. Regiments from Araby Elmetti 4 4 3 3 3 1 4 1 8
and Kislev bear their native arms and armour and Warhorse 8 3 0 3 3 2 3 1 5
rarely bard their steeds.
___________________________________________________
THE NORTHMEN
Norse have long raided the coastal areas of the world
and Tilea is no exception but, Tilean nature as it is, Profile M WS BS S T W I A LD
most Norse no longer raid Tilea but come instead Norse 4 4 3 3 3 1 4 1 7
seeking gainful employment. Norse are great
warriors and there fury in battle is remarkable. Special Rules
Tileans also employ them as guides for far off Fury of the Northmen. Northmen are subject to
expeditions to foreign continents do to the Norse frenzy
substantial seafaring skills. Some Norse regiments
are raised from the decedents of the Norse Kingdom
of Sartosa, though subject to 1500 years of contact
with Tileans, Arabs, and others, they have lost none
of their love for battle.
THE BESTIARY
PEGUSI:
Some Mercenary officers who have the money Profile M WS BS S T W I A LD
sometimes purchase Pegasus foals captured by Pegasus 8 3 0 4 4 3 4 2 6
traders in the Grey Mountains. These creatures are
much intelligent then normal horses and more loyal Special Rules
as well. The Pegasus' greatest asset is it's pair of Fly. Due to its wings the Pegasus may fly
great feathered wings that allow the Pegasus to carry
it's rider into the air.
__________________________________________________
THE ARMOURY
The items in the following list are unique to the Dogs of War army and can be chosen by the Dogs of War player
according to the instructions given in the army list section of this book. Note the rules for the Tilean Pole-Axe
replace those for halberds found in the Warhammer Rulebook for all models in this book which are equipped with
such weapons.
__________________________________________________________________________________
ARMOUR CLOSE COMBAT WEAPONS
Buckler Pike
No larger then the boss on some shields Bucklers Pikes are extremely long spears ranging from 16 to
are designed to be used only in close combat to both 18 feet in length. They are the common weapon of
parry blows and as a blunt weapon as well. Tilean infantry.
Rules: Confers all the normal rules for a shield in Rules: Requires two hands, always strikes first in
close combat (i.e.. +1 save and an addition +1 save initial round of hand to hand combat (except to
when combined with a hand weapon) as well as special ability or magic), fights in Four Ranks, and
conferring an addition attack. when charged by cavalry, chariot, or monster gain
+1 Strength.
Full Plate Armour
Suits of full plate armour are purchased in great Pole-Axe
numbers by the Merchant classes of Tilea . The The Pole-Axe is the Border Prince take on the
armour is either of the ridged and pointed style Halberd but rather then the classic Halberd
imported from Imperial Provinces or the more arrangement the Pole-Axe consists of an Axe blade
rounded style made in Tilea. The armour may be on one side, a hammer on the other, and a small
combined with a shield as usual. spike on the top on a 6' to 8' haft.
Rules: Confers a 4+ armour save Rules: Requires two hands, +1 Strength, Armour
Piercing.
Pavise
Pavises are large shields used by crossbowmen both MISSILE WEAPONS
in sieges and on the field. During the long reloading Tilean Crossbow
process the Crossbowmen is protected from enemy Referred to by some as the Tilean Arbelast or Steel
missile fire and serves as a bearer to fight from Crossbow, Tilean Crossbows are the finest
behind in hand to hand combat as well. crossbows produced in the world and are renowned
Rules: Confers a 5+ armour save, Reduces the units for the accuracy at great distances.
movement by 1”. Rules: Range 36", Strength 4, and Move or Fire.
_________________________________________________________________________________________
THE MERCHANTS TREASURY
In this section the common magic items are listed first (see page 154 of the Warhammer Rulebook for a complete
description). They are followed by a list of ‘Dogs of War Only’ magic items. These items can only be used by
models from this books and must be selected from within the points limitations set by the army list section. Note
that all rules on magic items presented on 152-153 of the Warhammer Rulebook apply to ‘Dogs of War Only’
magic items.
Die Hard. The Character has a remarkable ability to Inspiring Figure. The Character is very well known
survive wounds that would slay a normal man. The and can easily be picked out by the soldiers. The
character has a +4 ward save on the last wound on Character's command radius is 18" instead of the
his profile. 25 points regular 12". 40 points
Slayer. Over his/her career the Character has Charismatic Leader. The Character is an
become an expert in dispatching most enemies by exceptional leader and has the trust and loyalty of
having learned their weaknesses. The character will the army. The Character adds +1 Leadership to their
always wound on a +4 unless it would normally be stat line. 50 points
less. 25 points
Rare units. The number of Rare units is also Special Rules: This lists any special rules that apply
restricted as detailed in the table below. You do not to unit. Where appropriate, a reference to the
have to field any Rare Units unless you want to. Warhammer rulebook is included.
Lords Merchant Prince 80 points/model
Special Rules:
Rich
Mercenary General 90 points/model
Profile M WS BS S T W I A LD
Mercenary General 4 6 5 4 4 3 6 4 9
Warhorse 8 3 0 3 3 1 3 1 5
Pegasus 8 3 0 4 4 3 4 2 6
Options:
• May choose either a Lance (+6), a Spear (+3), a Morning Star (+3), a Great Weapon (+6), a
Pistol (+10), or a Brace of Pistols (+20).
• May wear either Light Armour (+3), Heavy Armour (+6), or Full Plate Armour (+10), and may
also carry a shield (+3).
• May ride a warhorse (+15), which can have barding (+6) points, or may ride a Pegasus (+50).
• May choose magic items from the Common or Dogs of War Magic items lists, with a maximum
total value of 100 points.
Special Rules:
Professional Soldier
Hireling Wizard Lord 175 points/model
Profile M WS BS S T W I A LD
Wizard Lord 4 3 3 3 4 3 3 1 8
Warhorse 8 3 0 3 3 1 3 1 5
Pegasus 8 3 0 4 4 3 4 2 6
Magic: A Hireling Wizard is a Level 3 Wizard. He may choose one of the following Lores: Fire;
Metal; Shadows; Beasts; Heavens; Light; Life; Death.
Options:
• May ride a warhorse (+15), which can have barding (+6) points, or may ride a Pegasus (+50).
• May choose magic items from the Common or Dogs of War Magic items lists, with a maximum
total value of 100 points.
Special Rules:
A Hireling Wizard Lord is a Level 3 Wizard. This may be increased to Level 4 at the cost of +35
points.
Mercenary Captain 50 points/model
Profile M WS BS S T W I A LD
Heroes
Mercenary Captain 4 5 5 4 4 2 5 3 8
Mercenary Heroes
Warhorse 8 3 0 3 3 1 3 1 5 (Mercenary Captains, Urban
Pegasus 8 3 0 4 4 3 4 2 6 Captains and Hireling
Wizards)make great leaders
Weapons and Equipment: Hand Weapon
of Mercenary Regiments.
Options:
• May choose either a Lance (+4), a Spear (+2), a Morning Star (+2), a Halberd (+4), a Pistol (+7), In some armies an Urban
or a Brace of Pistols (+14). Captain may carry a Battle
• May also choose a Longbow (+10) or Crossbow (+10).
• May wear either Light Armour (+2), or Heavy Armour (+4), and may also carry a shield (+2).
Standard. He then may carry
• May ride a warhorse (+10), which can have barding (+4) points, or may ride a Pegasus (+50). a Magic Standard with no
• May choose magic items from the Common or Dogs of War Magic items lists, with a maximum points limit. He is not allowed
total value of 50 points. to carry any other weapons
Special Rules:
nor a shield.
Professional Soldier, Paymaster
Urban Captain 40 points/model
Profile M WS BS S T W I A LD
Urban Captain 4 4 4 4 4 2 4 2 8
Warhorse 8 3 0 3 3 1 3 1 5
Options:
• May choose either a Lance (+4), a Spear (+2), a Morning Star (+2), a Halberd (+4), a Pistol (+7),
or a Brace of Pistols (+14).
• May also choose a Longbow (+10) or Crossbow (+10).
• May wear either Light Armour (+2), or Heavy Armour (+4), and may also carry a shield (+2).
• May ride a warhorse (+10), which can have barding (+4) points.
• May choose magic items from the Common or Dogs of War Magic items lists, with a maximum
total value of 50 points.
Profile M WS BS S T W I A LD
Hireling Wizard 4 3 3 3 3 2 3 1 7
Warhorse 8 3 0 3 3 1 3 1 5
Magic: A Hireling Wizard is a Level 1 Wizard. He may choose one of the following Lores: Fire;
Metal; Shadows; Beasts; Heavens; Light; Life; Death.
Options:
• May ride a warhorse (+10), which can have barding (+4).
• May choose magic items from the Common or Dogs of War Magic items lists, with a maximum
total value of 50 points.
Special Rules:
A Hireling Wizard is a Level 1 Wizard. This may be increased to Level 2 at a cost of +35 points
Human State Pedite 4 points/model
Mercenaries Profile
Pedite
M
4
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
LD
7
Pedites and Duelists form the Banner Captain 4 3 3 3 3 1 3 2 7
basis of every Dogs of War
army. Armed with all manner of Unit Size: +10
weapons Pedites are capable
Weapons and Equipment: Hand Weapon and Light Armour
soldiers.
Options:
• Any unit may be equipped with Spears (+1) and Shields(+1). Any unit may carry Crossbows at
+5 points per model but may not take any other options.
• May upgrade one Pedite to Musician at +5 points
• May upgrade one Pedite to Standard bearer at +10 points
• May promote one Pedite to Banner Captain at +10 points.
Profile M WS BS S T W I A LD
Pedite 4 3 3 3 3 1 3 1 7
Banner Captain 4 3 3 3 3 1 3 2 7
Options:
• Any unit may be equipped with Spears (+1), Flails (+1), Pole-Axes (+1), or Pikes (+6).
• Pike armed regiments may have Heavy Armor at +1 point per model.
• Any unit may be equipped with Shields at +1 points per model.
• May carry Crossbows or Handguns at +5 points per model if no other weapons or armor options
are taken.
• May upgrade one Pedite to Musician at +5 points
• May upgrade one Pedite to Standard bearer at +10 points
• May promote one Pedite to Banner Captain at +10 points.
Special Rules:
Greed, For Hire
Duelist 4 points/model
Profile M WS BS S T W I A LD
Duelist 4 4 3 3 3 1 4 1 7
Bravo 4 4 3 3 3 1 4 2 7
Unit Size: +8
Options:
• Any unit may be equipped with Bucklers for +2 points per model.
• Any unit may be equipped with Throwing Knives for +1 point per model
• May promote one Duelist to Bravo at +10 points.
Special Rules:
Skirmisher, For Hire
Human Heavy Cavalry 19 points/model
Mercenaries Profile
Knight
M
4
WS
4
BS
3
S
3
T
3
W
1
I
4
A
1
LD
8
Cavalry and Veteran units Knight Captain 4 4 3 3 3 1 4 2 8
support the basic troops in most Warhorse 8 3 0 3 3 1 3 1 5
Mercenary Armies.
Unit Size: +5
Weapons and Equipment: Heavy Armour, Lance, Hand Weapon, Shield, and Warhorse
Options:
• Any units may be equipped with Barding at +2 points per model
• May upgrade one Knight to Musician at +8 points
• May upgrade one Knight to Standard bearer at +16 points
• May promote one Knight to Knight Captain at +16 points.
• A single regiment may be upgraded to Veteran Heavy Cavalry at +6 points per model. They have
Strength 4.
Special Rules:
For Hire
Light Cavalry 11 points/model
Profile M WS BS S T W I A LD
Horsemen 4 3 3 3 3 1 3 1 7
Stradioti Captain 4 3 3 3 3 1 3 2 7
Warhorse 8 3 0 3 3 1 3 1 5
Unit Size: +5
Options:
• Any units may be equipped with Bows (+4), Spears (+2), Shields (+2)
• May upgrade one Horsemen to Musician at +5 points
• May upgrade one Horsemen to Standard bearer at +10 points
• May promote one Horsemen to Stradioti Captain at +10 points.
Special Rules:
Fast Cavalry, For Hire
0-1 per 1000 points Veteran Pedites 8 points/model
Profile M WS BS S T W I A LD
Veteran Pedite 4 4 4 3 3 1 4 1 8
Veteran Captain 4 4 4 3 3 1 4 2 8
Options:
• Any unit may be equipped with Spears (+1), Flails (+1), Pole-Axes (+1), Great Weapons (+2), or
Pikes (+6).
• Any unit may be equipped Shields (+1), Heavy Armour (+1).
• May carry Crossbows or Handguns at +5 points per model if no other weapons or armor options
are taken.
• May upgrade one Veteran Pedite to Musician at +5 points
• May upgrade one Veteran Pedite to Standard bearer at +10 points
• May promote one Veteran Pedite to Veteran Captain at +10 points.
Special Rules:
Hardened Veterans, For Hire
Human Light Cannon 85 points/model
Mercenaries Profile
Crew
M
4
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
LD
7
Though lacking the punch of Cannon - - - - 7 3 - - -
Imperial Artillery or the
reliability of that of Dwarfs, Unit Size: 1 Gun 3 Crew
Mercenary Artillery provides a
Weapons and Equipment: Hand Weapon and Light Armour
good deal of punch so units
break more readily on the Pike Special Rules:
blocks. For Hire
Special Rules:
For Hire
Profile M WS BS S T W I A LD
Norse Warrior 4 4 3 3 3 1 4 1 7
Headman 4 4 3 3 3 1 4 2 7
Options:
• Any unit may have Great Weapons (+2), Additional Hand Weapons (+2), Throwing Axes (+2),
and Shields (+1).
• May upgrade one Norseman to Musician at +5 points
• May upgrade one Norseman to Standard bearer at +10 points
• May promote one Norseman to Headman at +10 points.
Special Rules:
For Hire, Fury of the Northmen, Greed
Non-Human Mercenary Dwarfs 7 points/model
Mercenaries Profile
Dwarf Warrior
M
3
WS
4
BS
3
S
3
T
4
W
1
I
2
A
1
LD
9
From the staunch defense of Veteran 3 4 3 3 4 1 2 2 9
Dwarf Warriors, to the brutal
assault of Ogres, Non-Humans Unit Size: +10
supplement the mainly human
Weapons and Equipment: Hand Weapon and Light Armour
Dogs of War forces well.
Options:
• Any unit may be equipped with Spears (+1), Great Weapons (+2), Heavy Armour (+1),
Crossbows (+5), and Shields (+1).
• May upgrade one Dwarf Warrior to Musician at +5 points
• May upgrade one Dwarf Warrior to Standard bearer at +10 points
• May promote one Dwarf Warrior to Veteran at +10 points.
Special Rules:
For Hire, Resolute, Relentless, Ancestral Grudge, Greed
Mercenary Ogres 35 points/model
Profile M WS BS S T W I A LD
Ogre 6 3 2 4 4 3 2 3 7
Ogre Gut 6 3 2 4 4 3 2 4 7
Unit Size: +3
Options:
• Any unit may be equipped with Additional Hand Weapons (+6), Great Weapons (+6), Light
Armour (+3) Heavy Armour (+6), and Shields (+3).
• May upgrade one Ogre to Musician at +8 points
• May upgrade one Ogre to Standard bearer at +16 points
• May promote one Ogre to Gut at +16 points.
Special Rules:
For Hire, Fear, Greed
Mercenary Halflings 6 points/model
Profile M WS BS S T W I A LD
Halfling 4 2 4 2 2 1 5 1 8
Halfling Cook 4 2 5 2 2 1 5 2 8
Options:
• May swap equipment for Bows at no additional cost.
• May upgrade one regiment to Halflings Sentries at +2 points per model. They are Skirmishers,
Scouts and have a unit size of 5-10.
• May upgrade one Halfling to Musician at +8 points
• May upgrade one Halfling to Standard bearer at +16 points
• May promote one Halfling to Cook at +12 points.
Special Rules:
For Hire, Woodsmen, Greed
AUTHOR’S NOTES:
Well here we are again version 6.0 and now I’m starting to get happy with the end result so lets look at the big
changes of this edition in depth.
TILEA- Sort of a late 14th Century Early 15th Century Italy feel. The State Militia is giving way to Mercenaries.
Diverse arms but a focus on Pikes and Crossbows.
ESTALIA- A mix and mash of Medieval Spain, Javelins characteristic of Iberia as well as the Sword and
Bucklermen who would emerge in the late 15th Century
BORDER PRINCES- Well my interest in the Hussites of Bohemia should be a bit evident here. Being that the
Border Princes is a sort of semi-feudal back water subject to lords and settlers first from Bretonnia and more
recently the Empire an Eastern European feel I thought in order. Certainly the US 5 protected light cannons may
not be a tough a Hussite Wagenburgs those troops generally given the task of dispatching artillery may have a bit
of trouble with flail armed crewmen.
CONTRACT ARMIES-Just the typical list that GW has been trying to produce for sometime with a few more
options. Of course the flexibility comes at the cost of having to suffer the Greed rule and the Paymaster problems.
Again another acknowledgment of Ugly Stunty (Morgan Bell) who long ago turned the DE preview list for the 6th
Edition into his own Dwarf list and which the Army List info section in the middle of the book is taken from. He
may no longer be about the online Warhammer community but he was a fine fellow. Also I think thanks to those
folks who actually read this are in order particularly the folks at WPS and now TWF who have often been subject
to DOW related post of mine on the forum and the many times lacking a proper topic in Chat I bounced may many
DOW thoughts off of.