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
Warinto 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.
Unlike other Warhammer armies, the Dogs of War do not come from a particular
place, nor do they comprise a particular race, although men do feature very
strongly amongst their number. They are bands of warriors who live by fighting
- fighting for pay, fighting for adventure and, most importantly of all, fighting
for the chance to win fabulous wealth. Some are merely bandits, pirates and
cut-throats of the most untrustworthy kind, but others are gallant princes and
buccaneers who lead bold warriors to adventure and conquest in faraway lands.
As already explained, not all mercenaries are human, although many
are. Amongst the Dogs of War, freebooters from the frozen wastes of
Norsca rub shoulders with Corsairs from Araby and mysterious warrior
monks from the east. Mercenaries commonly form into itinerant bands
under the leadership of a charismatic or especially brutal leader. The
most famous of these bands are, more often than not, known by the name
of their leader, such as Hagar Whitefang'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.
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...
- CHARACTERS
- CORE UNITS
- SPECIAL UNITS
- RARE UNITS
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.
Army Value
|
Max No of Characters
|
Max No of Lords
|
1,999
|
3
|
0
|
2,000-2,999
|
4
|
up to 1
|
3,000-3,999
|
6
|
up to 2
|
+1,000
|
+2 max
|
+1 max
|
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.
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
|
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 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.
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.
- 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.
- 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.
Every year, expeditions large and small set off for the fabled lands of Lustria and Cathay, seeking new trade routes or simply off to plunder. This makes Tilea a magnet for every scoundrel with a lust for gold and an eye for adventure. It is the heroes' starting point in countless tales of daring exploits, brave rescues, and impossible deeds - and some stories are true!
HIRELING WIZARD LORD
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Points
|
General
|
4
|
6
|
5
|
4
|
4
|
3
|
6
|
4
|
9
|
90
|
Wizard Lord
|
4
|
3
|
3
|
3
|
4
|
3
|
3
|
1
|
8
|
175
|
Warhorse
|
8
|
3
|
0
|
3
|
3
|
1
|
3
|
1
|
5
|
+15
|
Pegasus
|
8
|
3
|
0
|
4
|
4
|
3
|
4
|
2
|
6
|
+50
|
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.
MERCENARY CAPTAIN,
HIRELING WIZARD
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Points
|
Paymaster
|
4
|
4
|
4
|
4
|
4
|
2
|
4
|
2
|
8
|
55
|
Captain
|
4
|
5
|
5
|
4
|
4
|
2
|
5
|
3
|
8
|
50
|
Hireling Wizard
|
4
|
3
|
3
|
3
|
3
|
2
|
3
|
1
|
7
|
60
|
Warhorse
|
8
|
3
|
0
|
3
|
3
|
1
|
3
|
1
|
7
|
+10
|
Pegasus
|
8
|
3
|
0
|
4
|
4
|
3
|
4
|
2
|
6
|
+50
|
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.
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Points
|
Pikeman
|
4
|
3
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
10
|
Equipment: Hand weapon, light armour and pikes. May have heavy armour (+1 pt).
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Points
|
Crossbowman
|
4
|
3
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
8
|
Equipment: Hand weapon and crossbow.
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Points
|
Duellist
|
4
|
4
|
3
|
3
|
3
|
1
|
4
|
1
|
7
|
5
|
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.
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Points
|
Knight
|
4
|
4
|
3
|
3
|
3
|
1
|
3
|
1
|
8
|
19
|
Warhorse
|
8
|
3
|
0
|
3
|
3
|
1
|
3
|
1
|
5
|
Equipment: Hand weapon, lance, heavy armour and shield. May have barding for their steeds (+2 pts).
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Points
|
Horseman
|
4
|
3
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
11
|
Warhorse
|
8
|
3
|
0
|
3
|
3
|
1
|
3
|
1
|
5
|
Equipment: Hand weapon. May have spear (+1 pt), bow (+4 pts) and/or shield (+2 pts).
Special Rules: Light Cavalry are fast cavalry
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Points
|
Ogre
|
6
|
3
|
2
|
4
|
4
|
3
|
2
|
3
|
7
|
35
|
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.
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Points
|
Dwarf
|
3
|
4
|
3
|
3
|
4
|
1
|
2
|
1
|
9
|
7
|
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 Ores and Goblins of all types.
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Points
|
Marauder
|
4
|
4
|
3
|
3
|
3
|
1
|
4
|
1
|
7
|
7
|
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.
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Points
|
Bodyguard
|
4
|
4
|
3
|
3
|
3
|
1
|
3
|
1
|
8
|
9
|
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.
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Points
|
Halfling
|
4
|
2
|
4
|
2
|
2
|
1
|
5
|
1
|
8
|
6
|
Equipment: Hand weapon and bow. May swap their bows for spears, light armour and shields.
Special Rules: Halflings suffer no movement penalties when moving through wooded terrain.
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Points
|
Cannon
|
-
|
-
|
-
|
-
|
7
|
3
|
-
|
-
|
-
|
85
|
Crew
|
4
|
3
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
Equipment: Hand weapon.
Special Rules: See the Warhammer rulebook for details of these weapons (page 122). The Cannon is the smaller of the two types.
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Points
|
Hot Pot
|
-
|
-
|
-
|
-
|
4
|
2
|
-
|
-
|
-
|
50
|
Crew
|
4
|
2
|
4
|
2
|
2
|
1
|
5
|
1
|
8
|
Equipment: Hand weapon.
Special Rules: Treat as a stone thrower from the rulebook (page 120)with the following changes. The Hot Pot has a maximum range of 36". Hits are resolved at S3, with no armour save allowed. The model under the hole of the template suffers a Strength 6 hit, with no armour save allowed, which causes D3 wounds.
-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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