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MERCENARY ARMY LIST - UNFINISHED

This army list contains all the rules for a Mercenary army. Choosing an Army
The rules are entirely contained in this list and the
Warhammer rulebook. Do not attempt to apply rules from the Both players choose armies to the same agreed points value.
other army books to these units. A lot of points, rules and Most players find that 2,000 points is about right for a battle
such are not finished! It is still in proof-of-concept stage. that will last an evening. Whatever value you agree, this is
the maximum points available to you. You can spend less and
The purpose of the army list itself is to enable players with will probably find it impossible to use up every last point.
vastly different armies to stage games which are as fair and Most 2,000 point armies will therefore be something like
evenly balanced as it is possible to make them. The army list 1,998 or 1,999 points.
gives each individual model a points value which represents
its capabilities on the tabletop. The value of the army is Choosing Characters
simply the value of all the models added together. Characters are divided into two broad categories: Lords and
Heroes. The maximum number of characters an army can
As well as providing points costs, the list also divides the include is shown in the chart below.
army into its constituent units. The list describes the weapons
and optional equipment that troops can have an occasionally
restricts the number of the various units an army can field. Army Points Max. Max. Max.
Value Total Lords Heroes
Army lists enable two players to choose armies of equal Less than 2,000 3 0 3
points value to fight a battle, as described in the main body of
the Warhammer rules. The following list has been 2,000 or more 4 1 4
constructed with this purpose in mind. 3,000 or more 6 2 6
4,000 or more 8 3 8
Army List Entries Each +1,000 +2 +1 +2

Each unit is represented by an entry in the army list. The An army does not have to include the maximum number of
unit’s name is given and any limitations that apply are characters allowed; it can always include fewer than
explained. indicated. However, an army must always include at least one
character: the General. An army does not have to include
Profiles. The characteristic profiles for the troops in each unit Lords, it can include all its characters as Heroes if you prefer.
are given in the unit entry. Where several profiles are At the start of the battle, choose one of the characters to be
possible, these are also given even if they are optional. the General and make sure you let your opponent know
which one it is. The general must have the highest or equal
Unit sizes. Each troop entry specifies a minimum size. In the highest Leadership in the army.
case of infantry units this is usually ten models. In the case of
other units it is usually less, but there are some exceptions. Choosing Troops
Troops are divided into Core, Special and Rare units. The
Equipment. Each entry lists the standard weapons and number of each type of unit available depends on the army’s
armour for that unit type. The value of these items is included points value, indicated on the chart below.
in the points value. Additional or optional weapons and
armour are covered in the Options section of the unit entry.
Army Points Core Special Rare
Options. This is a list of the different weapon, armour and Value Units Units Units
equipment options for the unit and any additional points cost Less than 2,000 2+ 0-3 0-1
for taking them. It may also include the option to upgrade a
unit member to a command group member. In the case of 2,000 or more 3+ 0-4 0-2
characters it may include the magic item allowance and 3,000 or more 4+ 0-5 0-3
available mounts. 4,000 or more 5+ 0-6 0-4
Each +1,000 +1 minimum +0-1 +0-1
Special Rules. Many troops have special rules which are
fully described in the Special Rules section of this document.
The names of the applicable rules for each unit are in the unit In some cases other limitations may apply to a particular unit
entry of the army list. type. This is specified in the unit entry.
LORDS
Mercenary Commander
Options:
M WS BS S T W I A Ld
Human Commander 4 6 5 4 4 3 6 4 9 Race (must choose one):
Human .................................................................. 90 points
Dwarf Commander 3 7 4 4 5 3 4 4 10 Dwarf ................................................................. 140 points
Elf Commander 5 7 6 4 3 3 8 4 10 Elf ...................................................................... 140 points
Orc Commander 4 6 3 5 5 3 4 4 9 Orc ..................................................................... 120 points
Ogre .................................................................... 200 points
Ogre Commander 6 6 4 5 5 5 4 5 9
Additional equipment:
Equipment: May choose one item from each category of the mercenary
Hand weapon arsenal with no points limit. An Ogre Commander cannot
have a mount.
Special Rules:
Dwarf: Unyielding Magic Items:
Ogre: Cause Fear Up to a total of................................................... 100 points

_______________________________________________________________________________

Hireling Master Wizard


Options:
M WS BS S T W I A Ld
Elf Master Wizard 3 4 3 4 5 3 1 1 9 Race (must choose one):
Human Master Wiz. 4 3 3 3 4 3 3 1 8 Human ................................................................ 170 points
Elf ....................................................................... 220 points

Equipment: Upgrade to a Level 4 Wizard ............................... 35 points


Hand weapon
Magic Items:
Magic: Up to a total of................................................... 100 points
Level 3 Wizard. He may choose his spells from any of the
eight Lores of Magic in the Warhammer rulebook. Additional equipment:
May choose one item from the Mount category of the
mercenary arsenal with no points limit.
HEROES
Mercenary Captain

M WS BS S T W I A Ld Race (must choose one):


Human Captain 4 5 5 4 4 2 4 3 8 Human .................................................................. 50 points
Dwarf Captain 3 6 4 4 4 2 3 3 9 Dwarf ................................................................... 60 points
Elf ........................................................................ 80 points
Elf Captain 5 6 6 4 3 2 7 3 9 Orc ....................................................................... 70 points
Orc Captain 4 5 3 4 5 2 3 3 8 Ogre .................................................................... 130 points
Ogre Captain 6 5 3 5 5 4 3 4 8
Additional equipment:
May choose one item from each category of the mercenary
Equipment: arsenal with no points limit. An Ogre Captain cannot have a
Hand weapon mount.

Special Rules: Magic Items:


Dwarf: Unyielding Up to a total of..................................................... 50 points
Ogre: Cause Fear

Options:
_______________________________________________________________________________

Hireling Wizard
Options:
M WS BS S T W I A Ld
Elf Wizard 3 4 3 3 4 2 2 1 9 Race (must choose one):
Human Wizard 4 3 3 3 3 2 3 1 7 Human .................................................................. 60 points
Elf ...................................................................... 100 points

Equipment: Magic:
Hand weapon Upgrade to a Level 2 Wizard ............................... 35 points

Magic: Magic Items:


Level 1 Wizard. He may choose his spells from any of the Up to a total of..................................................... 50 points
eight Lores of Magic in the Warhammer rulebook.
Additional equipment:
May choose one item from the Mount category of the
mercenary up to a total of.................................... 25 points

_______________________________________________________________________________

Underlings

M WS BS S T W I A Ld Options:
Goblin Underling 3 4 3 4 4 2 3 3 7
Skaven Underling 5 5 4 4 4 2 6 3 6 Race (must choose one):
Goblin ................................................................... 35 points
Halfling Underling 4 3 5 3 3 2 6 3 8 Skaven .................................................................. 45 points
Saurus Underling 5 4 0 4 4 2 3 4 7 Halfling................................................................. 40 points
Skink Underling 6 4 4 4 3 2 5 3 6 Saurus ................................................................... 65 points
Skink..................................................................... 55 points

Equipment: Additional equipment:


Hand weapon May choose one item from each of the combat, ballistic,
armour, and shields categories of the mercenary arsenal with
Special Rules: no points limit
None
Magic Items:
Up to a total of..................................................... 25 points
*Army Paymaster
One Captain in the army may be the army Paymaster for +25 pts. The Paymaster follows all the rules for a Battle Standard bearer. A
Paymaster and any unit he joins will be Stubborn. The unit deployed with the Paymaster may take a magic banner of any value.

Mercenary Arsenal

Weapon Hero Lord Notes


Combat Weapons
Great weapon 4 Points 6 Points
Extra hand weapon 4 Points 6 Points
Morning star 2 Points 3 Points
Halberd 4 Points 6 Points
Choppa 2 Points 3 Points Orcs only; +1S on first turn of combat
Spear 2 Points 3 Points
Lance 4 Points 6 Points Human, Elf only. Mounted only.
Iron Fist 10 Points 12 Points Ogres only; Choose before combat to use as additional
handweapon or as a shield
Ballistic Weapons
Crossbow 10 Points 15 Points
Bow 4 Points 6 Points
Longbow 10 Points 15 Points Elf or Human only
Brace of pistols 14 Points 20 Points
Pistol 7 Points 10 Points

Armour
Light Armour 2 Points 3 Points
Heavy Armour 4 Points 6 Points
Full Plate/Gromril 5 Points 10 Points Human, Dwarf only. 4+ armour save.

Shields
Shield 2 Points 3 Points
Buckler 2 Points 3 Points +1 armour save in combat when used with additional hand
weapon or hand weapon.
Mounts
Warhorse 10 Points 15 Points
Barded warhorse 14 Points 21 Points
Eleven Steed 14 Points 21 Points Elf only.
Boar 10 Points 15 Points Orcs only; Boar has +1 S on charge, gives +2 armour save
Pegasus Not available 50 Points Human, Elf only

Character Mounts

M WS BS S T W I A Ld PEGASUS
Pegasus 6 5 0 6 5 4 3 4 6 Special Rules:
Warhorse 6 3 0 5 5 4 2 2 8 Fly, Large Target, Terror, Scaly Skin (4+), Breath Weapon
Elven Steed 9 3 0 3 3 1 4 1 5 (Strength 3, Flaming Attacks)
CORE UNITS

Mercenary Dwarfs 9 Points per model


Options:
M WS BS S T W I A Ld
Merc Dwarf 3 4 3 3 4 1 2 1 9 Weapons (one choice only):
Champion 3 4 3 3 4 1 2 2 9 Great weapon.............................................. 2 points/model
Handgun ..................................................... 3 points/model
Crossbow .................................................... 4 points/model
Unit Size: Special Rules:
10+ Unyielding Additional equipment:
Upgrade to heavy armour..............................1 point/model
Equipment:
Hand weapon Upgrade one Warrior to a Champion................... 10 points
Light armour Upgrade one Warrior to a Musician...................... 5 points
Shield Upgrade one Warrior to a Standard Bearer ......... 10 points

_______________________________________________________________________________

Mercenary Men 4 Points per model


Options:
M WS BS S T W I A Ld
Mercenary Man 4 3 3 3 3 1 3 1 7 Weapons (one choice only):
Champion 4 3 3 3 3 1 3 2 7 Halberd ........................................................ 1 points/model
Spear ............................................................ 1 points/model
Flail.............................................................. 1 points/model
Unit Size: Special Rules: Pike .............................................................. 5 points/model
10+ None Bow.............................................................. 2 points/model

Equipment: Additional equipment:


Hand weapon Shield .............................................................1 point/model
Light armour..................................................1 point/model

Upgrade one man to a Champion........................... 8 points


Upgrade one man to a Musician ........................... 4 points
Upgrade one man to a Standard Bearer ................. 8 points

_______________________________________________________________________________

Mercenary Elves 8 Points per model


Options:
M WS BS S T W I A Ld
Merc Elf 5 4 4 3 3 1 5 1 8 Weapons (one choice only):
Champion 5 4 4 3 3 1 5 2 8 Spear ............................................................ 1 points/model
Longbow...................................................... 3 points/model
Crossbow ..................................................... 4 points/model
Unit Size: Special Rules:
10+ None Additional equipment:
Shield .............................................................1 point/model
Equipment: Light armour..................................................1 point/model
Hand weapon
Upgrade one Elf to a Champion........................... 12 points
Upgrade one Elf to a Musician ............................. 6 points
Upgrade one Elf to a Standard Bearer ................. 12 points

_______________________________________________________________________________
Mercenary Orcs 5 Points per model
Options:
M WS BS S T W I A Ld
Merc Orc 4 3 3 3 4 1 2 1 7 Weapons (one choice only):
Champion 4 3 3 3 4 1 2 2 7 Bow.............................................................. 1 points/model
Additional hand weapon ............................. 2 points/model
Spear ............................................................ 2 points/model
Unit Size: Special Rules:
10+ Unit Infighting Additional equipment:
Shield .............................................................1 point/model
Equipment:
Choppa Upgrade one Orc to a Champion.......................... 10 points
Light armour Upgrade one Orc to a Musician ............................ 5 points
Upgrade one Orc to a Standard Bearer ................ 10 points

SPECIAL UNITS

Mercenary Knights 20 Points per model


Options:
M WS BS S T W I A Ld
Merc Knight 4 3 3 3 3 1 3 1 7 Weapons:
Champion 4 3 3 3 3 1 3 2 7 Spear ............................................................ 2 points/model
Horsey Lance ........................................................... 4 points/model

Additional equipment:
Unit Size: Special Rules: Shield .............................................................1 point/model
5+ Fast Cavalry Upgrade to heavy armour..............................1 point/model
Barding for warhorse.....................................4 point/model
Equipment: The unit is not Fast Cavalry
Hand weapon if it has a lance, armour, Upgrade one Knight to a Champion ...................... 8 points
Light armour shield, or magic banner Upgrade one Knight to a Musician ....................... 4 points
option. Upgrade one Knight to a Standard Bearer ............. 8 points

_______________________________________________________________________________

Free Men 5 Points per model

M WS BS S T W I A Ld Options:
Free man 4 3 3 3 3 1 3 1 7
Champion 4 3 3 3 3 1 3 2 7 Weapons:
Spear ............................................................ 2 points/model
Pistol ............................................................ 4 points/model
Unit Size: Special Rules: Additional handweapon .............................. 2 points/model
10+ Skirmish
Base size 20x20mm or Additional equipment:
Equipment: 25x25mm Buckler ..........................................................1 point/model
Hand weapon
Upgrade one man to a Champion........................... 8 points
Upgrade one man to a Musician ........................... 4 points
Upgrade one man to a Standard Bearer ................. 8 points

_______________________________________________________________________________
Wandering Saurus 5 Points per model
Options:
M WS BS S T W I A Ld
Saurus 4 3 3 3 3 1 2 1 6 Weapons (one choice only):
Champion 4 3 3 3 3 1 2 2 6 Bow.............................................................. 1 points/model
Additional handweapon .............................. 2 points/model
Spear ............................................................ 2 points/model
Unit Size: Special Rules:
10+ Panic Additional equipment:
Upgrade one Saurus to a Champion..................... 10 points
Equipment: Upgrade one Saurus to a Musician ....................... 5 points
Hand weapons Upgrade one Saurus to a Standard Bearer ........... 10 points

_______________________________________________________________________________

Necromancer Horde 9 Points per model


Options:
M WS BS S T W I A Ld
Necromancer 4 3 3 3 3 1 2 1 8 Weapons:
Undead Creature 4 3 3 3 3 1 2 1 3 Spear ............................................................ 2 points/model

Additional equipment:
Unit Size: Special Rules: Shield .............................................................1 point/model
10-30 Undead Creatures
Base size 20x20mm Upgrade one Creature to a Musician .................... 5 points
Equipment: Upgrade one Creature to a Standard Bearer ........ 10 points
Hand weapons

_______________________________________________________________________________

Mercenary Goblins 3 Points per model


Options:
M WS BS S T W I A Ld
Merc Goblin 4 2 3 3 3 1 2 1 6 Weapons (one choice only):
Champion 4 2 3 3 3 1 2 2 6 Bow.............................................................. 1 points/model
Spear ............................................................ 1 points/model

Unit Size: Special Rules: Additional equipment:


10+ Unit Infighting Shield .............................................................1 point/model

Equipment: Upgrade one Goblin to a Champion ...................... 8 points


Hand weapon Upgrade one Goblin to a Musician ....................... 4 points
Light armour Upgrade one Goblin to a Standard Bearer ............. 8 points

_______________________________________________________________________________

Note that a Mercenary army can take units as if it is a Dogs of War army, so it can take several units
from the Ogre Kingdoms army book as Special choices.
RARE UNITS

Elven Cavalry 22 Points per model


Options:
M WS BS S T W I A Ld
Elf 5 4 4 3 3 1 5 1 8 Weapons:
Champion 5 4 4 3 3 1 5 2 8 Spear ............................................................ 2 points/model
Elven Steed 9 3 0 3 3 1 4 1 5 Lance ........................................................... 6 points/model
Bow.............................................................. 4 points/model

Unit Size: Special Rules: Armour:


5+ Fast Cavalry Shield .............................................................1 point/model
Upgrade to heavy armour..............................1 point/model
Equipment: The unit is not Fast Cavalry if it Barding for steed ...........................................4 point/model
Hand weapon has a lance, armour, shield, or
Light armour magic banner option. Additional equipment:
Upgrade one elf to a Champion ........................... 14 points
Upgrade one elf to a Musician .............................. 7 points
Upgrade one elf to a Standard Bearer .................. 14 points
May have a magic banner worth up to................. 50 points

_______________________________________________________________________________

War Machine
Options:
M WS BS S T W I A Ld
Human crew 4 3 3 3 3 1 3 1 7 Type (must choose one):
Dwarf crew 3 4 3 3 4 1 2 1 9 Ballista .................................................................. 30 points
War Machine - - - - 7 3 - - - Cannon.................................................................. 50 points

Race of crew (must choose one):


Unit Size: Special Rules: Human crew.......................................................... 12 points
1 war machine and 3 crew Dwarfs: Unyielding Dwarf crew ........................................................... 20 points

Equipment:
Hand weapon

_______________________________________________________________________________

Diabolist 12 Points per model


Options:
M WS BS S T W I A Ld
Diabolist 4 3 3 3 3 1 3 1 8 Additional equipment:
Daemon 4 4 3 4 4 1 3 2 3 Upgrade one Daemon to a Musician..................... 7 points
Upgrade one Daemon to a Standard Bearer......... 14 points

Unit Size: Special Rules:


1 Diabolist and 9+ Daemons Summoned
Base size: 25x25mm

Equipment:
Hand weapon
_______________________________________________________________________________

Skaven Clan 5 Points per model


Options:
M WS BS S T W I A Ld Weapons (one choice only):
Ratman 6 3 0 5 5 4 2 2 8 Bow.............................................................. 1 points/model
King Rat 6 3 0 5 5 5 2 5 8 Spear ............................................................ 1 points/model

Additional equipment:
Unit Size: Special Rules: Shield .............................................................1 point/model
10+ Summoned
Upgrade one Goblin to a Champion ...................... 8 points
Equipment: Upgrade one Goblin to a Musician ....................... 4 points
Hand weapon Upgrade one Goblin to a Standard Bearer 8 points

_______________________________________________________________________________
MAGIC ITEMS
Characters and units in the Mercenary army may choose from the common magic items list and
from the Mercenary magic item list, as noted in their army list entry,

COMMON MAGIC ITEMS Glistening Armour ................................................... 25 points


The wearer has a 3+ armour save.
Sword of Striking ...................................................... 30 points
Weapon; +1 to hit. Stonking Shield ......................................................... 25 points
Shield. 5+ ward save against shooting.
Sword of Battle .......................................................... 25 points
Weapon; +1 Attack. Shiney Helmet ........................................................... 10 points
Gives +1 to armour save. May be combined with other
Sword of Might.......................................................... 20 points armour as normal.
Weapon; +1 Strength.
TALISMANS
Biting Blade ............................................................... 10 points
Weapon; -1 armour save. Talisman of Absorption ......................................... 100 points
The bearer cannot be affected by any spells at all. Also,
Enchanted Shield ...................................................... 10 points neither the bearer nor any wizard in base contact may cast
Armour; 5+ armour save. spells.

Talisman of Protection ............................................. 15 points


Talisman; 6+ ward save. ARCANE ITEMS
Dispel Scroll ............................................................... 25 points Staff of Casting ......................................................... 50 points
One use only. The bearer may use as many dice as they like to cast a spell.
Arcane; Automatically dispel an enemy spell.
Dampening Stone...................................................... 50 points
Power Stone ............................................................... 25 points May be used at the start of either player’s Magic phase.
One use only. Remove 2 dice from the opponent’s magic pool and 1 dice
Arcane; +2 dice to cast a spell. from your magic pool.
Staff of Sorcery.......................................................... 50 points
Arcane; +1 to dispel.
ENCHANTED ITEMS
War Banner ............................................................... 25 points
Banner; +1 combat resolution. Amulet of Repulsion................................................. 35 points
MR2 and 6+ ward save against shooting.

Helm of Command .................................................... 25 points


MAGIC WEAPONS Wearer can be army general despite having lower leadership
that other characters. Also adds +1 to the armour save and
Axe of Skill............................................................... 100 points can be combined with other armour.
Automatically hits.

Deft Blade................................................................... 70 points


Reroll misses. MAGIC BANNERS

Sword of Slicing..........................................................45 points Banner of Power ....................................................... 25 points


Bearer gains +2 Strength. Grants +1 MR

Banner of Resistance................................................ 20 points


MAGIC ARMOUR One use only. Unit may take a break test based on its
unmodified leadership.
Armour of Hardness ................................................. 45 points
The wearer has a 4+ armour save and a 5+ ward save.
SPECIAL RULES

Unyielding
Dwarfs don’t like to give up territory they have captured and
prefer to fight head-on with the enemy rather than cut them
down from behind. Dwarfs flee and pursue 2D6-1” instead of
2D6”.

Unit Infighting _________________________________________________


Greenskins are prone to fighting amongst themselves, even in
the middle of a battle. At the beginning of each turn, roll a Notes on Rules
D6 for every unit with this rule that is not in close combat,
fleeing, or has less than five models: 1: Unit may do nothing This list contains all the rules for all of the units contained
that turn, 2-6: Unit acts as normal. herein. The rules in other army books do not apply to the
same races included in this list, i.e. don’t use the Orc rules
Undead Creatures from the Orcs & Goblins army book, Always Strike First
Cause Fear and are Immune to Psychology. In the magic rules from the High Elf army book, etc. Even if those books
phase, the Necromancer may choose to attempt to raise more are updated, even if you think it doesn’t make sense that unit
undead. Take a Leadership test and then calculate the X doesn’t have special rule Y from army book Q. The only
difference. If the Leadership test is passed the that many exception is that if another army book has a rule/item that has
models are added to the unit, up to a maximum of 4. If the an effect or is affected by creatures of a certain race then that
Leadership test is failed then that many are removed. You still applies (e.g. Hatred of Greenskins means that the unit
may never increase the unit size to more than the number of has the Hatred rule against Mercenary Orc units and Orc
models that the unit started with. Raising models cannot be characters in this army).
dispelled. A unit without a Necromancer can never add more
models to the unit but must always test to see if any are _________________________________________________
removed. A unit that loses combat will also lose as many
models as they lost combat by. Characters may not join a unit Notes on Models
containing Undead Creatures.
Use the models you have or like for the appropriate units.
The Undead Horde for example can be Ghouls, Zombies or
skeletons as an obvious use, but you could also paint other
models as ghosts.
Document Credits and Commentary
All copyrights of Games Workshop remains the property of GW and is used herein without permission

Hope you like it,


Cornixt

I came up with this idea a while ago and wrote out this as an experiment to see how feasible it
would be. It still looks feasible, although I've probably got quite a few bits wrong. This is the full
version, rather than the cut-down one I put in the DoW thread. I'm not going to continue with
properly balancing the army, but I thought people might want to look at it and comment on it, or
maybe even take it up and complete it themselves.

Intent
The aim is to have an army made up entirely of unconverted models from the other armies. Ideally
there would be at least one unit available from each army, but that is difficult to do with some of the
more isolated/evil armies. Each unit will have rules that are similar, but not identical, to the unit
they are based on. Any special rules will have unique names, and all units will have different
names to their equivalent units. The rules are entirely self-contained in the army list and main
Warhammer rulebook; The rules to a unit will NOT be updated if the equivalent unit changes in a
new army book, and that will be made very clear.

The biggest problem is with trying to prevent there being units that no one takes because there is a
similar but better unit available, and with so many more units than normal armies it may be hard to
balance. Points costs will be slightly higher across the army to make up for the choices being much
wider than most other armies. Might add some special rules to adjust for certain races not liking
each other. In some cases you may wonder "Why is unit X a Rare choice?" and in some cases there
isn't a big reason other than spreading variety, but in others it is simply "Does it make sense that
there are a lot of mercenary Skaven, or would it make sense for other races to be happy fighting
along side several units of them?"

Basic army concept is a jack-of-all-trades, with a large amount of flexibility. Should be the perfect
starter army, with players being able to pick more models based on their appearance (or cheapness
due to being plastic) rather than having to stick to one army that has a couple of units with poor
models. Maybe the player hasn't decided which army he likes best yet and doesn't know which
fighting style he prefers. I've tried to make most of it possible to replace the current DoW list, but
the RoR would remain as they are. I would have liked to have included Halfling and pikemen units
(to completely replace the DoW army) but they don't fit with the generic army theme, so the RoR
units will have to do, or they can be counts-as. More pages of rules are necessary for all the units
(not that they will be complicated in any way), but less fluff is needed since most units are just
"members of race X left their own kind".
The Mercenary army can take Regiments of Renown as if they are a Dogs of War army.

More Detail of original plan

Mercenary Commander and Captain (Orc, Human, Elf, Dwarf, Ogre)


Statline for each race, similar equipment available to all.
Skills/stats slightly different, try to keep similar Ld on all of them

Hireling Wizards (Human, Elf)


Statline for each race, can take any of the 8 normal lores

Shaman (Goblin, Skaven, Skink)


Statline for each race, can take a limited selection from the normal lores, maybe each will have their
own default spell suited to their race

CORE

Orc Mercenaries
Basic Orc stats, same weapon selection, basic animosity rules

Human Mercenaries
Basic human stats, range of weapon choices
Represented by Empire, Bret and Marauder models. Maybe pikes can be used as spears.

Elven Mercenaries
Basic elf stats, spear choice, missile weapon choice
Represented by High Elf, Dark Elf and Wood Elf models. Maybe Halflings can be used here.

Dwarven Mercenaries
Basic Dwarf stats, gw choice, missile weapon choice

SPECIAL
Mercenary Knights (Empire, Chaos, or Brets)
Basic human stats

Mercenary Necromancer and Horde


Weak necromancer and undead models. Very limited raising ability, but not like the RoR unit.
Represented by VC or TK models

Mercenary Skirmishers
Some sort of skirmishing unit.
Represented by Gors/Ungors, or humans [need to resolve base size differences]

Mercenary Goblins
Same as O&G unit, basic animosity rules

Wandering Saurus
Some sort of Lizardman unit.
Swarm
Represented by Snotlings, jungle swarms, etc

RARE
Mercenary Skaven
Some sort of Skaven unit

Mercenary Cannon
I would have preferred a bolt thrower since they are more common, but tried to keep close to
current DoW. Maybe have that as another Rare unit.
Represented by Dwarf or human cannon

Elven Fast Cavalry Mercenaries


Represented by Dark Riders, Glade Riders, etc

Diabolist and Summoned


The only way to get daemons in the list
Represented by Daemon infantry and a leader, small unit

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