Source: Warhammer Armies Project: Unofficial 9th Edition

Army List: Dogs of War
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Based on PDF Version 1.4, Last Modified: 2023 March 29 @ 09:01

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Dogs of War

Based on PDF Version 1.4, Last Modified: 2023 March 29 @ 09:01

Army Special Rules

This section describes all the different units used in a Dogs of War army, along with any rules necessary to use them in your games of Warhammer. Where a model has a special rule that is explained in the Warhammer rulebook, only the name of that rule is given. If a model has a special rule that is unique to it, that rule is detailed alongside its description. However, there are a number of commonly recurring 'army special rules' that apply to several Dogs of War units, and these are detailed here.

Most models belong to a certain race as detailed in their Troop Type. This includes Human, Dwarf, Elf, Halfling, Ogre, Orc and Hobgoblin. Characters may only join units belonging to the same race.

Every time a unit with this special rule fails a Break test, roll on the Mercenary Loyalty table below and apply the results. This rule has no effect on a unit that is joined by the army's General, Paymaster or Merchant Prince.

D6

Result

1-3

Wavering Loyalty. The mercenaries aren't sure if the job is worth their suffering!

The unit flees as normal, and all models in the unit suffer a -1 modifier to their Leadership for the rest of the battle.

4-5

Soldier On. The mercenaries flee, but remain loyal for the moment.

The unit flees as normal.

6

Stand Fast! Remembering the promise of gold from their employer, the mercenaries stand their ground.

The unit counts as having passed its Break test.

Lords

0-1 Merchant Prince. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 pts

MWSBSSTWIALd
Merchant Prince454443439

The 0-1 restriction includes Special Characters marked as Merchant Princes.

Troop Type: Infantry (Merchant Prince, Character, Human)

Hand weapon, light armour.

  • May be armed with one of the following:

    • Lance (mounted only) (6 pts)

    • Additional hand weapon (3 pts)

    • Great weapon (6 pts)

  • May be armed with one of the following:

    • Pistol (5 pts)

    • A brace of pistols (9 pts)

    • Crossbow (6 pts)

  • May upgrade light armour to one of the following:

    • Medium armour (3 pts)

    • Heavy armour (6 pts)

  • May take a shield (3 pts)

  • May be mounted on one of the following:

    • Warhorse (18 pts)

      • May be upgraded to have barding (6 pts)

    • Pegasus (30 pts)

  • May take Quirks of Character and/or magic items up to a total of 100 pts

The Best Money Can Buy

If a Merchant Prince is included in your army, one Dogs of War unit (which is not a Regiment of Renown, character, monster or war machine) may increase its armour save by +1 or gain Armour Piercing (1). This costs 1 point per model for Infantry, and 2 points per model for other troop types. Alternatively, the unit may take a Magic Standard worth up to 50 points.

Mercenary General. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90 pts

MWSBSSTWIALd
Mercenary General465443649

Troop Type: Infantry (Character, Human)

Hand weapon, light armour.

  • May be armed with one of the following:

    • Lance (mounted only) (8 pts)

    • Additional hand weapon (3 pts)

    • Great weapon (8 pts)

    • Polearm (8 pts)

  • May be armed with one of the following:

    • Pistol (5 pts)

    • A brace of pistols (9 pts)

    • Bow (5 pts)

    • Crossbow (6 pts)

    • Handgun (6 pts)

  • May upgrade light armour to one of the following:

    • Medium armour (3 pts)

    • Heavy armour (6 pts)

  • May take a shield (3 pts)

  • May be mounted on one of the following:

    • Warhorse (18 pts)

      • May be upgraded to have barding (6 pts)

    • Pegasus (30 pts)

    • Griffon (150 pts)

  • May take Quirks of Character and/or magic items up to a total of 100 pts

Mercenaries

Hireling Wizard Lord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165 pts

MWSBSSTWIALd
Hireling Wizard Lord433343318

Troop Type: Infantry (Character, Human)

Magic: Hireling Wizard Lord is a Level 3 Wizard who uses spells from the Lore of Fire, the Lore of Metal, the Lore of Life, the Lore of Beasts, the Lore of Heavens, the Lore of Light, the Lore of Shadow or the Lore of Death.

Hand weapon.

  • May be upgraded to Level 4 Wizard (35 pts)

  • May be mounted on one of the following:

    • Warhorse (18 pts)

      • May be upgraded to have barding (6 pts)

    • Pegasus (30 pts)

  • May take magic items up to a total of 100 pts

Mercenaries

Heroes

Mercenary Captain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 pts

MWSBSSTWIALd
Mercenary Captain455442538

Troop Type: Infantry (Character, Human)

Hand weapon, light armour.

  • May be armed with one of the following:

    • Lance (mounted only) (6 pts)

    • Additional hand weapon (2 pts)

    • Great weapon (6 pts)

    • Polearm (6 pts)

  • May be armed with one of the following:

    • Pistol (5 pts)

    • A brace of pistols (6 pts)

    • Bow (5 pts)

    • Crossbow (6 pts)

    • Handgun (6 pts)

  • May upgrade light armour to one of the following:

    • Medium armour (2 pts)

    • Heavy armour (4 pts)

  • May be armed with one of the following:

    • Shield (2 pts)

    • Buckler (on foot only) (1 pt)

  • May be mounted on one of the following:

    • Warhorse 1(2 pts)

      • May be upgraded to have barding (4 pts)

    • Pegasus (20 pts)

  • May take Quirks of Character and/or magic items up to a total of 50 pts

Mercenaries

Hireling Wizard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 pts

MWSBSSTWIALd
Hireling Wizard433332317

Troop Type: Infantry (Character, Human)

Magic: Hireling Wizard is a Level 1 Wizard who uses spells from the Lore of Fire, the Lore of Metal, the Lore of Life, the Lore of Beasts, the Lore of Heavens, the Lore of Light, the Lore of Shadow or the Lore of Death.

Hand weapon.

  • May be upgraded to Level 2 Wizard (35 pts)

  • May be mounted on a Warhorse (12 pts)

    • May be upgraded to have barding (4 pts)

  • May take magic items up to a total of 50 pts

Mercenaries

1 Paymaster. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45 pts

MWSBSSTWIALd
Paymaster444442428
Paychest Bodyguard4434--418
Money Lender422331316

Troop Type: Infantry (Character, Human)

Hand weapon, light armour.

  • May be armed with one of the following:

    • Lance (mounted only) (4 pts)

    • Additional hand weapon (2 pts)

    • Great weapon (4 pts)

    • Polearm (4 pts)

  • May be armed with one of the following:

    • Pistol (4 pts)

    • A brace of pistols (6 pts)

    • Crossbow (5 pts)

  • May upgrade light armour to one of the following:

    • Medium armour (2 pts)

    • Heavy armour (4 pts)

  • May take a shield (2 pts)

  • May be mounted on a Warhorse (12 pts)

    • May be upgraded to have barding (4 pts)

  • May include a Money Lender (15 pts)

  • May take magic items up to a total of 50 pts

  • The Paymaster may carry the army’s Paychest into battle for +30 pts, accompanied by two Paychest Bodyguards armed with polearms. The Paymaster can have a magic banner with no pts limit attached to the Paychest if he wishes, but if he does, he may only carry other magic items up to a total of 25 pts. If the Paymaster takes a Paychest, he may not take a mount.

The Money Lender must be placed in base contact with the Paymaster, but may not otherwise be targeted separately from the unit. If a Paymaster is accompanied by a Money Lender, any unit using his Hold Your Ground! ability adds +1 to their Leadership, as the Money Lender promises more money and the troops cheer and return to the fray (hopefully).

The Paychest, Paymaster

The Paymaster may be accompanied by a Paychest guarded by two Paychest Bodyguards which increases his Unit Strength by 2. This can be represented by either modelling the Paymaster with the Paychest and guards on a single base, or as a separate model placed in base contact with the Paymaster at all times (it may be placed in the second rank of a unit if you wish). The Paychest increases the radius of the Paymaster's Hold Your Ground! special rule by 6".

If the Paymaster is killed, all friendly units gain the Hatred special rule against the enemy unit or model that killed the Paymaster due to their Paychest now being able to be looted.

You must include one (and only one) Paymaster in the army. The Paymaster follows all the rules for Battle Standard Bearers. If the Paymaster is slain, all friendly units within 12" (or 18" if he has a Paychest) of the paymaster suffer -1 to their Leadership for the remainder of the game.

Assassin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90 pts

MWSBSSTWIALd
Assassin466442738

Troop Type: Infantry (Character, Human)

Hand weapon.

  • May be armed with any of the following:

    • Additional hand weapon (2 pts)

    • Crossbow (5 pts)

    • Pistol (5 pts)

    • Throwing weapons (2 pts)

  • May have any of the following:

    • Killing Blow (15 pts)

    • Poisoned Attacks (10 pts)

  • May take Quirks of Character and/or magic items up to a total of 50 pts

Dodge (5+), Hidden, Mercenaries, Scouts

Dwarf Mercenary Captain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 pts

MWSBSSTWIALd
Dwarf Mercenary Captain364452339

Troop Type: Infantry (Character, Dwarf)

Hand weapon, medium armour.

  • May be armed with a great weapon (6 pts)

  • May be armed with one of the following:

    • Crossbow (5 pts)

    • Pistol (5 pts)

  • May take a shield (2 pts)

  • May upgrade to heavy armour (2 pts)

  • May take Quirks of Character and/or magic items up to a total of 50 pts

Ancestral Grudge, Mercenaries, Relentless, Resolute

Dwarfs have the Hatred (Orcs & Goblins, Skaven, Hobgoblins) special rule.

Units entirely composed of models with this special rule do not need to pass a Leadership test in order to march, regardless of the proximity of enemy units.

When taking Break tests, models with this special rule count as having lost the combat with 1 point fewer than they actually have.

Elf Mercenary Captain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 pts

MWSBSSTWIALd
Elf Mercenary Captain566432739

Troop Type: Infantry (Character, Elf)

Hand weapon, light armour.

  • May be armed with any of the following:

    • Spear (2 pts)

    • Additional hand weapon (2 pts)

    • Elven Longbow (5 pts)

    • Shield (2 pts)

  • May upgrade to medium armour (2 pts)

  • May take Quirks of Character and/or magic items up to a total of 50 pts

Elven Bows follow the rules for Bows. Elven Longbows follow the rules for Longbows. All shots with these weapons have the Armour Piercing (1) special rule.

Elven Grace, Mercenaries

Models with this special rule have the Dodge (6+) special rule in close combat. However, this cannot be used against enemies that attack before the model with Elven Grace.

Orc Mercenary Captain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 pts

MWSBSSTWIALd
Orc Mercenary Captain453452438

Troop Type: Infantry (Character, Orc)

Hand weapon, light armour.

  • May be armed with one of the following:

    • Additional hand weapon (2 pts)

    • Great weapon (6 pts)

  • May take a shield (2 pts)

  • May upgrade to medium armour (2 pts)

  • May take Quirks of Character and/or magic items up to a total of 50 pts

Mercenaries, Strength Bonus (1)

Ogre Mercenary Captain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130 pts

MWSBSSTWIALd
Ogre Mercenary Captain654554348

Troop Type: Monstrous Infantry (Character, Ogre)

Hand weapon, light armour.

  • May be armed with one of the following:

    • Additional hand weapon (4 pts)

    • Great weapon (8 pts)

    • Ogre Pistol (7 pts)

    • Brace of Ogre Pistols (10 pts)

  • May upgrade to medium armour (4 pts)

  • May take Quirks of Character and/or magic items up to a total of 50 pts

Ogre Pistols follow all the rules for normal pistols, but have a range of 24".

Mercenaries, Ogre Charge

Each monstrous infantry model on foot with the Ogre Charge special rule that successfully charges an enemy has the Impact Hits (1) special rule. Models with this special rule that are part of a unit with ranks add their current Rank Bonus to the Strength of the Impact Hits they inflict.

Hobgoblin Mercenary Captain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 pts

MWSBSSTWIALd
Hobgoblin Mercenary Captain455442437
Giant Wolf930331313

Troop Type: Cavalry (Character, Hobgoblin)

Hand weapon, light armour.

  • May be armed with one of the following:

    • Additional hand weapon (2 pts)

    • Spear (2 pts)

  • May take a bow (5 pts)

  • May take a shield (2 pts)

  • May upgrade to medium armour (2 pts)

  • May take Quirks of Character and/or magic items up to a total of 50 pts

Fast Cavalry, Mercenaries

Mounts

Mounts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Warhorse830331315
Pegasus830442426
Griffon650554547

Troop Type (Warhorse): War Beast (Animal)

Troop Type (Pegasus): War Beast

Troop Type (Griffon): Monster

  • A Pegasus may have any of the following:

    • Iron-hard Hooves (5 pts)

    • Swift as the Wind (5 pts)

  • A Griffon may have any of the following:

    • Shrike Talons (5 pts)

    • Razorbeak (5 pts)

    • Bloodroar (5 pts)

A Pegasus with this upgrade re-roils failed To Wound rolls.

A Pegasus with the Swift as the Wind upgrade re-rolls any dice results of a 1 when determining its charge range.

Enemy units must roll an additional D6, discarding the lowest result, for Leadership tests caused by this beast's Terror special rule.

The Griffon gains the Armour Piercing (1) special rule.

The Griffon gains +1 to its Strength in the turns it charges.

Fly (9)

Fly (8)

Core Units

Pikemen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Pikeman433331317
Sergeant433331327

Unit Size: 20+

Troop Type: Infantry (Human)

Pike, light armour.

  • May upgrade one Pikeman to a Sergeant (10 pts)

  • May upgrade one Pikeman to a musician (10 pts)

  • May upgrade one Pikeman to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may upgrade to medium armour (1 pt per model)

  • The entire unit may take one Quirk of Character (1 pt per model)

Mercenaries

Crossbowmen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 pts per model

MWSBSSTWIALd
Crossbowman433331317
Marksman434331317

Unit Size: 10+

Troop Type: Infantry (Human)

Hand weapon, crossbow.

  • May upgrade one Crossbowman to a Marksman (10 pts)

  • May upgrade one Crossbowman to a musician (10 pts)

  • May upgrade one Crossbowman to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may take light armour (½ pt per model)

  • The entire unit may take pavises (1 pt per model)

  • The entire unit may replace their crossbows with handguns* (free)

  • The entire unit may take one Quirk of Character (1 pt per model)
    *Your army may not contain more units armed with handguns than crossbows.

A Pavise has the following armour profile:

CombatMissileSpecial Rules
-+3/4+*-

*Only applies to missile attacks in the front arc.

Mercenaries

Sellswords. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 pts per model

MWSBSSTWIALd
Sellsword433331317
Sergeant433331327

Unit Size: 10+

Troop Type: Infantry (Human)

Hand weapon.

  • May upgrade one Sellsword to a Sergeant (10 pts)

  • May upgrade one Sellsword to a musician (10 pts)

  • May upgrade one Sellsword to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may take one of the following:

    • Spears (1 pt per model)

    • Additional hand weapons (1 pt per model)

    • Flails (2 pts per model)

    • Great weapons (2 pts per model)

    • Polearms (2 pts per model)

  • The entire unit may take one of the following:

    • Javelins (2 pts per model)\

    • Bows 3 pts per model

  • The entire unit may take shields (1 pt per model)

  • The entire unit may take one of the following:

    • Light armour (1 pt per model)

    • Medium armour (2 pts per model)

  • The entire unit may take one Quirk of Character (1 pt per model)

Mercenaries

Duellists. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 pts per model

MWSBSSTWIALd
Duellist443331417
Bravo443331427

Unit Size: 10+

Troop Type: Infantry (Human)

Hand weapon.

  • May upgrade one Duellist to a Bravo (10 pts)

  • May upgrade one Duellist to a musician (10 pts)

  • May upgrade one Duellist to a standard bearer (10 pts)

  • The entire unit may take one of the following:

    • Bucklers (½ pt per model)

    • Additional hand weapons (1 pt per model)

    • Pistols (3 pts per model)

  • The entire unit may take throwing weapons (1 pt per model)

  • The entire unit may take one Quirk of Character (1 pt per model)

Mercenaries, Skirmishers

Freelancers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17 pts per model

MWSBSSTWIALd
Freelancer443331318
Condottiere443331328
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry (Human)

Lance, medium armour, shield.

  • May upgrade one Freelancer to a Condottiere (10 pts)

  • May upgrade one Freelancer to a musician (10 pts)

  • May upgrade one Freelancer to a standard bearer (10 pts)

    • May take a magic standard worth up to 50 pts

  • The entire unit may upgrade to heavy armour (2 pts per model)

  • The entire unit may take barding (1 pt per model)

  • The entire unit may take one Quirk of Character (1 pt per model)

Mercenaries

Stradiots. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts per model

MWSBSSTWIALd
Stradiot433331317
Outrider433331327
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry (Human)

Hand weapon.

  • May upgrade one Stradiot to an Outrider (10 pts)

  • May upgrade one Stradiot to a musician (10 pts)

  • May upgrade one Stradiot to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may take spears (1 pt per model)

  • The entire unit may take one of the following:

    • Bows (2 pts per model)

    • Crossbows (2 pts per model)

    • Handguns (2 pts per model)

  • The entire unit may take shields (1 pt per model)

  • The entire unit may wear one of the following:

    • Light armour (1 pt per model)

    • Medium armour 3 pts per model

  • The entire unit may take one Quirk of Character (1 pt per model)

Fast Cavalry, Mercenaries

Special Units

0-1 Paymaster's Bodyguard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 pts per model

MWSBSSTWIALd
Paymaster's Bodyguard443431418
Warden443431428

Unit Size: 10+

Troop Type: Infantry (Human)

Polearm, heavy armour.

  • May upgrade one Bodyguard to a Warden (10 pts)

  • May upgrade one Bodyguard to a musician (10 pts)

  • May upgrade one Bodyguard to a standard bearer (10 pts)

    • May take a magic standard worth up to 50 pts

  • The entire unit may take one Quirk of Character (1 pt per model)

Bodyguard

The Paymaster must join this unit, and he may not leave it. As long as the Paymaster is alive, the unit is Stubborn.

Gladiators. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts per model

MWSBSSTWIALd
Gladiator443431428
Pit King443431438

Unit Size: 5+

Troop Type: Infantry (Human)

Hand weapon, light armour, buckler.

  • May upgrade one Gladiator to a Pit King (10 pts)

  • The entire unit may replace bucklers with one of the following:

    • Shields (1 pt per model)

    • Additional hand weapons (1 pt per model)

    • Nets & spears (2 pts per model)

  • The entire unit may take javelins (1 pt per model)

  • The entire unit may take one Quirk of Character (1 pt per model)

Immunity (Fear), Mercenaries, Net Fighters, Skirmishers

When it is their turn to attack, roll a D6 for each model armed with nets. On a 2+, one enemy model in base contact is ensnared and suffers -1 Attack (both rider and mount) for the remainder of the close combat phase.

Mercenary Dwarfs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Dwarf Warrior343341219
Veteran343341229

Unit Size: 10+

Troop Type: Infantry (Dwarf)

Hand weapon, light armour.

  • May upgrade one Dwarf Warrior to a Veteran (10 pts)

  • May upgrade one Dwarf Warrior to a musician (10 pts)

  • May upgrade one Dwarf Warrior to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may take one of the following:

    • Spears (1 pt per model)

    • Great weapons (2 pts per model)

  • The entire unit may take crossbows (5 pts per model)

  • The entire unit may take shields (1 pt per model)

  • The entire unit may upgrade light armour to one of the following:

    • Medium armour (1 pt per model)

    • Heavy armour (3 pts per model)

  • The entire unit may take one Quirk of Character (1 pt per model)

Ancestral Grudge, Mercenaries, Relentless, Resolute

Dwarfs have the Hatred (Orcs & Goblins, Skaven, Hobgoblins) special rule.

Units entirely composed of models with this special rule do not need to pass a Leadership test in order to march, regardless of the proximity of enemy units.

When taking Break tests, models with this special rule count as having lost the combat with 1 point fewer than they actually have.

Norse Marauders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 pts per model

MWSBSSTWIALd
Norse Marauder443331317
Jerg443331327

Unit Size: 10+

Troop Type: Infantry (Human)

Hand weapon, light armour, shield.

  • May upgrade one Marauder to a Jerg (10 pts)

  • May upgrade one Marauder to a musician (10 pts)

  • May upgrade one Marauder to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may replace their shields with one of the following:

    • Additional hand weapons (free)

    • Great weapons (1 pt per model)

  • The entire unit may be armed with throwing axes (1 pt per model)

  • The entire unit may take one Quirk of Character (1 pt per model)

Berserkergang, Mercenaries

Whenever a unit of Norse makes a successful charge (including Pursuit and Overrun), the unit is subject to Frenzy in the following first round of close combat.

Halflings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 pts per model

MWSBSSTWIALd
Halfling424221518
Footpad424221528

Unit Size: 10+

Troop Type: Infantry (Halfling)

Hand weapon.

  • May upgrade one Halfling to a Footpad (10 pts)

  • May upgrade one Halfling to a musician (10 pts)

  • May upgrade one Halfling to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may be armed with one of the following:

    • Spears (½ pt per model)

    • Shortbows (3 pts per model)

  • The entire unit may take shields (½ pt per model)

  • If armed with shortbows, the entire unit may be upgraded to Skirmishers (1 pt per model)

  • The entire unit may take one Quirk of Character (1 pt per model)

Mercenaries, Short and Nimble

Enemies attacking models with this rule suffer -1 To Hit in close combat. This only applies to Infantry units.

Mercenary Orcs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 pts per model

MWSBSSTWIALd
Orc Warrior433341217
Orc Boss433341227

Unit Size: 10+

Troop Type: Infantry (Orc)

Hand weapon, shield.

  • May upgrade one Orc Warrior to an Orc Boss (10 pts)

  • May upgrade one Orc Warrior to a musician (10 pts)

  • May upgrade one Orc Warrior to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may choose one of the following:

    • Replace shields with additional hand weapons (free)

    • Spears (1 pt per model)

  • The entire unit may take light armour (1 pt per model)

  • The entire unit may take one Quirk of Character (1 pt per model)

Mercenaries, Orc Animosity, Strength Bonus (1)

Units with this special rule must roll a D6 and consult the chart below in the Charge sub-phase after all other charges have been declared, unless they have declared a charge, are already in combat, fleeing, or have less than 5 models.

D6

Result

1

Squabble. An internal squabble amongst the ranks soon grows into a minor riot with fists and curses flying. This throws the unit into disorder and may not move in the Movement phase this turn whilst da Boss cracks heads.

2-5

Plan's a Good 'Un.' The unit retains a degree of order. It may act normally this turn.

6

We'll Show 'Em.' Pivot the unit on the spot to face the nearest visible enemy unit, and then make a full normal move in a straight line towards it. If there is no visible enemy, the unit must move straight ahead instead. If it is impossible for the unit to pivot to face the closest enemy, it will pivot towards it as far as it can, and will then move as far forward as it can while still keeping the enemy within its forward arc. After the move is complete the unit must declare a charge against the closest visible enemy unit, if it is possible to do so. If the unit cannot declare a charge then it may carry on with the rest of its turn normally, as if it had not yet moved this turn.

Hobgoblin Wolf Riders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts per model

MWSBSSTWIALd
Hobgoblin433331216
Wolf-boss433331226
Giant Wolf930331313

Unit Size: 5+

Troop Type: Cavalry (Hobgoblin)

Hand weapon, light armour.

  • May upgrade one Hobgoblin to an Wolf-boss (10 pts)

  • May upgrade one Hobgoblin to a musician (10 pts)

  • May upgrade one Hobgoblin to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may take any of the following:

    • Spears (1 pt per model)

    • Shields (1 pt per model)

    • Bows (2 pts per model)

  • The entire unit may take one Quirk of Character (1 pt per model)

Fast Cavalry, Hobgoblin Animosity, Mercenaries

Units with this special rule must roll a D6 and consult the chart below in the Charge sub-phase after all other charges have been declared, unless they have declared a charge, are already in combat, fleeing, or have less than 5 models.

D6

Result

1

We'll get a better view from further back! The Hobgoblins' cowardly nature comes to the fore.

The unit must immediately take a Panic test. If it's passed, the unit may act normally this turn.

2-5

Cut 'em good! The Hobgoblins feel they have a good chance of being on the winning side and eating well tonight off the battle's victims.

The unit may act normally this turn.

6

Bloody Murder! One of the constant petty squabbles in the ranks is settled with the twist of a knife in a back or two.

The unit suffers D3 Wounds distributed as from shooting attacks (these wounds however will not cause a Panic test). Afterwards they gain +1 to their To Hit rolls for this turn only, and may be used normally again.

Mercenary Ogres. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28 pts per model

MWSBSSTWIALd
Ogre632443237
Brute632443247

Unit Size: 3+

Troop Type: Monstrous Infantry (Ogre)

Hand weapon, light armour.

  • May upgrade one Ogre to a Brute (10 pts)

  • May upgrade one Ogre to a musician (10 pts)

  • May upgrade one Ogre to a standard bearer (10 pts)
    May take a magic standard worth up to 25 pts

  • The entire unit may take any of the following:

    • Bucklers (2 pts per model)

    • Additional hand weapons (3 pts per model)

    • Great weapons (6 pts per model)

  • The entire unit may upgrade to medium armour (3 pts per model)

  • The entire unit may take one Quirk of Character (2 pts per model)

Mercenaries, Ogre Charge

Each monstrous infantry model on foot with the Ogre Charge special rule that successfully charges an enemy has the Impact Hits (1) special rule. Models with this special rule that are part of a unit with ranks add their current Rank Bonus to the Strength of the Impact Hits they inflict.

Ballista. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 pts per model

MWSBSSTWIALd
Ballista----7----
Crew433331317

Unit Size: 1 Ballista & 3 Crew

Troop Type: War Machine (Bolt Thrower, Human)

Hand weapon.

Scorpion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25 pts per model

MWSBSSTWIALd
Scorpion----7----
Crew433331317

Unit Size: 1-3 Scorpions with 3 Crew each

Troop Type: War Machine (Bolt Thrower, Human)

Hand weapon.

Scorpion

A Scorpion uses the rules for Bolt Throwers with the following profile:

RangeStrengthSpecial Rules
36"5-

A unit of multiple Scorpions must deploy and stay within 1" from each other at all times. They should be treated as a single unit for all purposes, with the exception that each Scorpion may freely pivot on the spot to fire as a normal war machine. If a unit of Scorpions is charged, all crew will fight in close combat as if the enemy had charged multiple war machines at once. Casualties are always removed from one Scorpion at a time.

Rare Units

Mercenary Elves. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 pts per model

MWSBSSTWIALd
Elf Warrior544331518
Sentinel544331528

Unit Size: 10+

Troop Type: Infantry (Elf)

Hand weapon, light armour.

  • May upgrade one Elf Warrior to a Sentinel (10 pts)

  • May upgrade one Elf Warrior to a musician (10 pts)

  • May upgrade one Elf Warrior to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit must take at least one of the following:

    • Spears (1 pt per model)

    • Elven Longbows (5 pts per model)

    • Shields (1 pt per model)

  • The entire unit may upgrade to medium armour (1 pt per model)

  • The entire unit may be upgraded to Skirmishers (1 pt per model)

  • The entire unit may take one Quirk of Character (1 pt per model)

Elven Grace, Mercenaries

Models with this special rule have the Dodge (6+) special rule in close combat. However, this cannot be used against enemies that attack before the model with Elven Grace.

Ogre Maneaters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44 pts per model

MWSBSSTWIALd
Maneater644543338
Maneater Captain644543348

Unit Size: 3+

Troop Type: Monstrous Infantry (Ogre)

Hand weapon, light armour.

  • May upgrade one Maneater to a Maneater Captain (10 pts)

  • May upgrade one Maneater to a musician (10 pts)

  • May upgrade one Maneater to a standard bearer (10 pts)

    • May take a magic standard worth up to 50 pts

  • Any model may be armed with one of the following (different models may have different weapons):

    • Additional hand weapons (3 pts per model)

    • Great weapons (6 pts per model)

    • Polearms (6 pts per model)

    • Ogre Pistol (6 pts per model)

    • Brace of Ogre Pistols (9 pts per model)

  • The entire unit may upgrade to medium armour (3 pts per model)

Ogre Pistols follow all the rules for normal pistols, but have a range of 24".

Been There, Done That, Immunity (Psychology), Mercenaries, Motley Crew, Ogre Charge, Stubborn

Each Maneater in the unit may pick one of the following special rules: Armour Piercing (1), Devastating Charge, Hatred, Killing Blow, Multiple Wounds (D3), Parry (6+), Poisoned Attacks, Strength Bonus (1)

The models in a unit of Maneaters are often armed with a variety of different weapons. If they are, your opponent must make it clear which model they want to allocate their attacks to. Any excess wounds are carried over to the rest of the unit as normal in an order chosen by your opponent.

Each monstrous infantry model on foot with the Ogre Charge special rule that successfully charges an enemy has the Impact Hits (1) special rule. Models with this special rule that are part of a unit with ranks add their current Rank Bonus to the Strength of the Impact Hits they inflict.

Onager. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts per model

MWSBSSTWIALd
Onager----7----
Crew433331317

Unit Size: 1 Onager & 3 Crew

Troop Type: War Machine (Stone Thrower, Human)

Hand weapon.

  • May take an additional Crew (6 pts)

Cannon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts per model

MWSBSSTWIALd
Cannon----7----
Crew433331317

Unit Size: 1 Cannon & 3 Crew

Troop Type: War Machine (Cannon, Human)

Hand weapon.

  • May take an additional Crew (6 pts)

Ribault. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts per model

MWSBSSTWIALd
Ribault----7----
Crew433331317

Unit Size: 1 Ribault & 3 Crew

Troop Type: War Machine (Human)

Hand weapon.

  • May take an additional Crew (6 pts)

Ribault

A Ribault has the following profile:

RangeStrengthSpecial Rules
24"5-

To fire the Ribault, select a target according to the normal rules for shooting, then roll one artillery dice and one D6 to find out how many shots are fired. If a Misfire is rolled, roll, a D6 and consult the Black Powder Misfire Chart chart in the Warhammer rulebook.

If no Misfire is rolled, the number of shots fired is equal to the total on the dice. After determining how many shots are fired, roll To Hit the target with an equivalent number of dice, resolving any successful hits using the Ballistics skill of the crew.

Halfling Hot Pot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 pts per model

MWSBSSTWIALd
Hot Pot----5----
Halfling Crew424221518

Unit Size: 1 Hot Pot & 3 Halfling Crew

Troop Type: War Machine (Stone Thrower, Halfling)

Hand weapon.

Hot Pot, Short and Nimble

The Hot Pot uses the following profile:

RangeStrengthSpecial Rules
36"3(6)-

Enemies attacking models with this rule suffer -1 To Hit in close combat. This only applies to Infantry units.

Giant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175 pts per model

MWSBSSTWIALd
Giant6336663*10

See Giant Special Rules for detailed special rules.

Unit Size: 1

Troop Type: Monster (Giant)

Rocks, clubs, sheep – anything that comes to hand, really (hand weapon).

Fall Over, Giant Special Attacks, Immunity (Psychology), Stubborn

Marienberg Land Ship. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 pts per model

MWSBSSTWIALd
Marienberg Land Ship*--6610---
Crew-333--317

Unit Size: 1 Land Ship & 6 Crew.

Troop Type: Chariot (Armour Save 3+, Human)

Hand weapon, handgun, Culverin.

The Culverin fires like a Cannon using the following profile:

RangeStrengthSpecial Rules
48"7-

The Land Ship may still move and fire the cannon. It can fire grapeshot which is resolved at Strength 4. If the weapon is destroyed by a Misfire result, the Land Ship also immediately suffers D3 Wounds which Ignores Armour Saves.

Destroying the Land Ship, Grind Attack, Random Movement (*), Stable Platform, Terror, Unbreakable, The Wonder of the Age

When the Land Ship loses its last wound roll a D6. On a roll of a 1, it suffers the effects of the Abandon Ship! result on the Land Ship Calamity table and on a 6 the Boom! result. On any other roll, the Land Ship is removed as normal.

In any turn in which the Land Ship does not charge, it inflicts D6 Impact Hits at the start of each round of close combat.

The crew may move and fire with their handguns without suffering the additional -1 To Hit for mounted models.

The Land Ship, lacking anything like the control of a Steam Tank has two modes of movement: slow and full power. The player must declare which they are using before the Land Ship is moved each turn.

  • Slow: The Land Ship may move up to 6" directly forward without penalty or risk, but may not charge.

  • Full Power: The Land Ship follow the rules for Random Movement (3D6). However, if you roll two or more 1's when determining the Land Ships Random Movement, something has gone disastrously wrong. Roll immediately on the Land Ship Calamity Chart and apply the result.

D6

Result

1

Abandon Ship! With an appalling cracking sound, the main axles snap, spars shatter and the wheels are crushed, dumping the ship unceremoniously to the ground in an almighty crash.

The Land Ship is destroyed but left on the table as an area of impassable terrain. Any unit in base contact when this happens suffers D6 Strength 6 hits.

2-3

Arrrrgh! The boiler backfires, sending the Land Ship hurtling forward.

The ship moves the rolled distance and an additional D6", as well as suffering D3 wounds with no Armour save allowed.

4-5

All hands to the Wheel! The Land Ship slews perilously out of control.

Roll a Scatter dice and move the ship the rolled distance in the direction shown on the dice. If a ‘hit’ is rolled, the crew manage to drop the emergency anchor and the Land Ship remains stationary.

6

Boom! Between the over-pressurised boiler exploding and the powder magazine detonating, the Land Ship makes a spectacular fireball.

Everything within D6" of the Land Ship’s hull suffers a Strength 6 hit and the Land Ship is destroyed and removed from play.

Special Characters - Lords

Borgio the Besieger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200 pts

MWSBSSTWIALd
Borgio the Besieger465443549
Warhorse830331315

Troop Type: Cavalry (Special Character, Merchant Prince, Human)

Shield, barding.

Magic Items / Abilities: Mace of Might, Armour of Brazen Bronze, Monstrous Mask Helm

If Borgio rolls a 6 To Hit with this weapon, this hit will be resolved at Strength 10.

Heavy armour. The Armour of Brazen Bronze gives Borgio the Ward Save (5+) special rule.

6+ armour save. The wearer of the Monstrous Mask gains the Fear special rule.

The Best Money Can Buy, Difficult to Slay, Master of Siegecraft

If a Merchant Prince is included in your army, one Dogs of War unit (which is not a Regiment of Renown, character, monster or war machine) may increase its armour save by +1 or gain Armour Piercing (1). This costs 1 point per model for Infantry, and 2 points per model for other troop types. Alternatively, the unit may take a Magic Standard worth up to 50 points.

If Borgio is reduced to zero wounds, roll a D6. On a 1-3, he is removed as a casualty as normal. On a 4+, he stands back up again with a single wound remaining. Note that this ability cannot be used against attacks that kill the model outright.

If Borgio is your General, you may take one more duplicate War Machine unit than normal at the points value played.

Lucrezzia Belladonna. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .290 pts

MWSBSSTWIALd
Lucrezzia Belladonna443333418
Warhorse830331315

Troop Type: Cavalry (Special Character, Merchant Prince, Human)

Magic: Lucrezzia Belladonna is a Level 4 Wizard who uses spells from the Lore of Shadow or the Lore of Death.

The Best Money Can Buy, Lucrezzia's Kiss, Poisonous Items, Stunning Beauty

If a Merchant Prince is included in your army, one Dogs of War unit (which is not a Regiment of Renown, character, monster or war machine) may increase its armour save by +1 or gain Armour Piercing (1). This costs 1 point per model for Infantry, and 2 points per model for other troop types. Alternatively, the unit may take a Magic Standard worth up to 50 points.

At the start of the battle, one character in your army may be given the Poisoned Attacks special rule due to the potency of the poison in her lipstick.

Although Lucrezzia is a Master Sorceress, she does not have magic items. Instead she has various Poisonous Items, reflecting her special skill as an arch poisoner. These items are not affected by anything that normally affects or negates magic items.

  • Phial of Poison: Long before the battle, the enemy camp is infiltrated by Lucrezzia’s paid assassin, equipped with a phial of poison specially prepared by his mistress. This will be tipped into the drink or meal of one of the enemy leaders during the feasting on the eve of battle. The poison is slow-acting and will strike the next day as the armies draw up for battle.
    Nominate D3 enemy characters at the beginning of the battle. Roll a D6 for each; a roll of 4+ means that the character has been poisoned and starts the battle with one Wound less than normal, with no saves allowed. This has no effect against models with the Immunity (Poisoned Attacks) or Daemonic special rules.

  • Poisoned Stiletto: Lucrezzia always keeps a stiletto dagger secreted in her garter. This is not only for self-defence, but because you never know when you might want to do an off-the-cuff assassination and may not have a ready prepared poison to hand. Of course, Lucrezzia's stiletto has been dipped in the venom of a toad and used to chop poisonous mushrooms.
    Additional hand weapon. The Stiletto dagger gives Lucrezzia the Poisoned Attacks special rule.

  • Potion of Pavona: Lucrezzia will mix up potions to strengthen whoever drinks it, selecting the right ingredients. However, there is a risk, as the potion may prove slightly poisonous.
    At the beginning of the battle, Lucrezzia may give the potion to any friendly character or take it herself. Roll a D6; on roll 2+, choose that number of the chosen model's characteristics to improve by +1. For example, if you roll a 4 you could choose to improve the model's WS, T, W, and I by +1. You cannot apply this bonus to a model's Leadership and cannot increase a characteristic by more than one. If you roll a 1, the model loses a wound; if this kills the model then it counts as a casualty for all purposes.

Any friendly Human unit within 8" of Lucrezzia will Rally automatically during your Compulsory Movement phase, being ashamed to be seen running away from the enemy before such a beautiful and commanding lady.

Lorenzo Lupo. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210 pts

MWSBSSTWIALd
Lorenzo Lupo465443649

Troop Type: Infantry (Special Character, Merchant Prince, Human)

Light armour.

Magic Items / Abilities: Sword of Lucan, Shield of Myrmidia, Ring of Luccina

Attacks made with the Sword of Lucan have the Ignores Armour Saves special rule.

Shield. All enemy models in base contact with Lorenzo lose one Attack each.

Bound Spell, Power Level 3. The Ring of Luccina contains an augment spell which affects all units within 12". If successfully cast, all fleeing troops will Rally automatically.

The Best Money Can Buy, Fights on Foot, Mighty Athlete

If a Merchant Prince is included in your army, one Dogs of War unit (which is not a Regiment of Renown, character, monster or war machine) may increase its armour save by +1 or gain Armour Piercing (1). This costs 1 point per model for Infantry, and 2 points per model for other troop types. Alternatively, the unit may take a Magic Standard worth up to 50 points.

Any Infantry unit joined by Lorenzo Lupo add +1 to their combat resolution bonus.

Roll a D6 at the start of the battle to determine which pursuit he has been following prior to joining the army.

D6

Pursuit

Effect

1-2

Running

+1 Toughness

3-4

Wrestling

+1 Attack

5-6

Rowing

+1 Strength

Marco Colombo. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .190 pts

MWSBSSTWIALd
Marco Colombo466443649

Troop Type: Infantry (Special Character, Merchant Prince, Human)

Hand weapon, crossbow, light armour.

Magic Items / Abilities: Gem of Lustria, Scroll of Araby, Gourd of Lustrian Wine

The Gem of Lustria gives Marco a Ward Save (4+).

One use only. The Scroll of Araby can be used at the start of any player's turn. Until the start your next turn, Marco and any unit he is with gain the Magic Resistance (3) special rule. Marco may use this item despite not being a Wizard.

One use only. Marco may drink the wine at start of any close combat phase and it lasts until the start of the next player’s turn. While in effect, the Gourd of Lustrian Wine grants +D3 Strength.

The Best Money Can Buy, Crossbow Hunter, Navigator’s Telescope

If a Merchant Prince is included in your army, one Dogs of War unit (which is not a Regiment of Renown, character, monster or war machine) may increase its armour save by +1 or gain Armour Piercing (1). This costs 1 point per model for Infantry, and 2 points per model for other troop types. Alternatively, the unit may take a Magic Standard worth up to 50 points.

Marco ignores the Move or Fire special rule with his crossbow.

Marco has the Sniper special rule. In addition, all enemy units within Line of Sight and 24" to Marco must reveal any Hidden models they might contain.

Ghazak Khan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .220 pts

MWSBSSTWIALd
Ghazak Khan476443649
Warghan940441425

Troop Type: Cavalry (Special Character, Hobgoblin)

Bow, medium armour, shield.

Magic Items / Abilities: The Red Scimitar, Daemonhead Helmet

All Attacks made with this weapon have the Armour Piercing (3) and Multiple Wounds (D3) special rules.

6+ armour save. As soon as Ghazak suffers his first wound in battle, the Daemon of the helmet awakens and gives Ghazak the Ward Save (4+) and Magic Resistance (1) special rules for the remainder of the battle. In addition, his Strength is doubled when fighting against the model or unit which caused the Wound.

Quell Animosity, War Cry of the Steppes

Any Hobgoblin unit within 6" of Ghazak may re-roll the initial D6 for Treachery or Hobgoblin Animosity tests. In addition, if Ghazak Khan is your army's General, units of Hobgoblin Wolf Riders count as Core Units.

Any unit that Ghazak Khan charges will not be able to Stand and Shoot or Flee as a Charge response. This does not affect units that have Immunity (Psychology).

Lietpold the Black. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .220 pts

MWSBSSTWIALd
Lietpold the Black465443549
Warhorse830331315

Troop Type: Cavalry (Special Character, Human)

Heavy armour, barding.

Magic Items / Abilities: Gore Prow

Great weapon. All attacks made with Gore Prow have the Multiple Wounds (D3) and Always Strikes First special rules.

Blessings of Lethe, Murderous Charge

Lietpold has a Ward Save (3+), but should he fail this save, then from Lietpold's next turn onward the magic is disrupted; the save no longer applies and Lietpold suffers a -1 penalty to his Toughness and Leadership characteristics.

Lietpold and any unit he has joined gain the Devastating Charge special rule.

Morgan Bernhardt Commander of the Grudgebringers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150 pts

MWSBSSTWIALd
Morgan Bernhardt465443649
Warhorse830331315

Troop Type: Cavalry (Special Character, Human)

Medium armour, shield.

Magic Items / Abilities: Grudgebringer Sword

All attacks made with the Grudgebringer Sword may re-roll failed rolls to Hit and have Flaming Attacks special rule. In addition, it contains the Fireball spell from the Lore of Fire as a Bound Spell, cast on 4+.

Grudgebringer Cavalry, Mercenaries

Morgan Bernhardt must be accompanied by a unit of Stradiots armed with hand weapons, medium armour, shields and the Defiant Quirk of Character. The unit may include a standard bearer and musician, but not any other upgrades. He may never leave this unit during the game.

Special Characters - Heroes

Leonardo da Miragliano. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75 pts

MWSBSSTWIALd
Leonardo da Miragliano423332217

Troop Type: Infantry (Special Character, Human)

Hand weapon, Scientific Items.

Leonardo is neither a general nor a wizard. He is a scientist, and his genius is illuminated by the light of reason and method, not superstition! Therefore, Leonardo does not have magic items. Instead he has Scientific Items, reflecting his expertise as an inventor and investigator. These items are not affected by anything that normally affects or negates magic items.

Sphere of Alchemy

Leonardo dabbles in alchemy and has mixed up a powder which he has enclosed in a bronze orb. When thrown, the orb cracks and the powder explodes on contact with the air, creating a small blast.

One use only. The Sphere have the following profile:

RangeStrengthSpecial Rules
6"3-

If Leonardo hits, use the small template to determine the blast area. If Leonardo misses his target, the orb is assumed to have exploded prematurely, fallen in the mud or bounced off someone's helmet and has no effect.

Prism of Power

Leonardo has a specially shaped glass prism which uses purely physical properties of refraction to diffuse any kind of energy flowing over the battlefield. The effect of this is to steal the winds of magic from the opposing side and dissipate the energy, just as if it were rays of light from the sun.

The Prism of Power may be used in any of your opponent's Magic phases after determining the Winds of Magic and channelling rolls for that turn. Roll a D6; on a 4+, Leonardo may remove 1 Power dice from the opponent's pool.

Compass of Meteoric Silver

Leonardo has a special compass with a direction arrow made from meteoric silver. This will point to the greatest concentration of magic on the battlefield.

At the start of the battle, your opponent must tell which of their units contains the highest number of magic items.

Genius

You may set Leonardo's formidable intellect to each of the following problems:

  • Artillery Accuracy: Leonardo inspects one war machine in the army and observes some test shots. He then calculates angles and trajectories and makes corrections to the devices or advises on firing technique, quantity of gunpowder, torque tension and so forth, which increases the accuracy and reliability.
    As long as Leonardo is within 3" of one war machine, that war machine may re-roll one Artillery Dice, Scatter Dice, or To Hit roll per turn.

  • Crossbow Accuracy: Leonardo inspects one unit of Crossbowmen as they shoot volleys at targets. He checks the tension of the bows and considers wind velocity and the weight of the crossbow bolts. He may advise certain subtle reshaping of the flights to improve accuracy, or recommend that the crossbowmen aim slightly to the left or right of their target, or just above their heads.
    As long as Leonardo is with a unit armed with crossbows, the unit may re-roll all failed rolls of 1 To Hit in the Shooting phase.

  • Battle Strategy: Leonardo inspects the maps and charts and rides up to high ground to survey the lie of the land with his telescope. Then he discusses the options with the general and his captains in a council of war, explaining his calculations for rates of march and so on. This enables the general to outflank the opposing army.
    One Core unit in the army gains the Ambushers special rule.

Mydas the Mean. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210 pts

MWSBSSTWIALd
Mydas the Mean455442538
Sheikh Yadosh-223--317
Paycart7--443---
Mule-203--31-

Unit Size: The Paycart is drawn by 1 Mule and crewed by Sheikh Yadosh.

Troop Type (Mydas the Mean): Infantry (Special Character, Human)

Troop Type (Sheikh Yadosh): Chariot (Special Character, Human)

Hand weapon, heavy armour, shield.

Hand weapon.

Magic Items / Abilities (Mydas the Mean): The Crest of Mydas, Treasure Map

Mydas and all models in the same unit gains the Magical Attacks special rule. In addition, enemy models must re-roll successful Ward Saves caused by close combat attacks from the unit.

At the start of each of your turns, roll a D6 and consult the table below to see what effect the promises of Mydas' Treasure Map have:

D6

Result

1-2

'A bonus for all my loyal and trusty henchmen!' This is a promise which Mydas often makes to his paychest bodyguards. The bodyguards become even more determined to defend the paychest and Paymaster to the death.

Until the start of your next turn, Mydas' Bodyguards gain +1 to hit in close combat.

3-4

'The paychest is safe with me lads!' The mercenaries become confident that Mydas will look after their pay beyond the call of duty.

Until the start of your next turn, all friendly units within 12" of Mydas are Stubborn.

5-6

'If we win the battle, all mercenaries will receive a bonus!' This encourages all mercenary regiments to fight harder and with more determination.

Until the start of your next turn, all friendly units within 12" of Mydas add +1 to their combat resolution.

Mydas' Bodyguard, The Pay Cart, Paymaster, Sheikh Yadosh the Money Lender

Mydas the Mean must be accompanied by a unit of Paymaster’s Bodyguard, and he may not leave this unit.

Unlike normal chariots, the Pay Cart only inflicts Impact Hits (D3). The Paychest increases the radius of Mydas' Hold Your Ground! special rule by 6". The Pay Cart acts as a separate unit from Mydas and his bodyguards on the battlefield.

If Mydas is in your army, he will fill the role as Paymaster, and no other Paymaster may be included.

Sheikh Yadosh rides on the Pay Cart rather than being deployed next to Mydas. He otherwise follows the rules for regular Money Lenders, except that the Leadership modifier is increased to +D3 rather than +1.

Aenur The Sword of Twilight. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120 pts

MWSBSSTWIALd
Aenur586432738

Troop Type: Infantry (Special Character, Elf)

Light armour.

Magic Items / Abilities: Ienh-Khain

This sword gives Aenur +1 Strength as well as the Killing Blow and Parry (6+) special rules.

Elven Grace, Invincible Swordsman

Models with this special rule have the Dodge (6+) special rule in close combat. However, this cannot be used against enemies that attack before the model with Elven Grace.

Aenur always hits his opponents on a roll of 2+ in close combat.

Johan the Knife. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135 pts

MWSBSSTWIALd
Johann the Knife466442738

Troop Type: Infantry (Special Character, Human)

Two hand weapons, throwing weapons.

Black Lotus, Crimson Shade, Dodge (4+), Hidden, Knife Fighter Extraordinaire, Mercenaries, Poisoned Attacks, Scouts

If Johann rolls a natural 6 on his To Hit rolls, that attack will automatically Wound. Armour Saves are taken as normal.

Johan may use the Crimson Shade at the start of any of your turns. If he does so, he will gain +1 Movement, Strength, Initiative and Attacks for the duration of the turn.

Johann has the Multiple Shots (3) special rule, which is increased to Multiple Shots (6) if he has not moved earlier this turn.

Marianna Chevaux. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .180 pts

MWSBSSTWIALd
Marianna Chevaux666542939

Troop Type: Infantry (Special Character, Human)

Hand weapon, throwing weapon, crossbow.

Magic Items / Abilities: The Noctu

All shooting attacks directed against Marianna or any unit she is with suffer -1 To Hit.

Always Strikes First, Dodge (5+), Red Thirst, Vampire Hunter, Vampiric

Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules.

Due to her vocation as a Vampire Assassin turned Vampire Hunter, all models with the Vampiric special rule has the Hatred special rule again Marianna. In addition, Marianna counts as having the Poisoned Attacks special rule against models with the Vampiric special rule.

Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules. In addition, models suffer -1 To Wound rolls against them, unless they are using Magical Attacks or Flaming Attacks.

Ulli & Marquand A Pair of Rogues. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130 pts

MWSBSSTWIALd
Ulli454542538
Marquand464442638

Troop Type (Ulli): Infantry (Special Character, Human)

Troop Type (Marquand): Infantry (Special Character, Human)

Great weapon, light armour.

Hand weapon, light armour.

A Fistful of Crowns, Devastating Charge, Inseparable, Mercenaries

Whenever Ulli and Marquand rolls a natural 1 on the Mercenary Loyalty Table, they have decided to switch sides, and will be under the control of your opponent from then on. If they are inside a unit, they will immediately leave it and should be placed in base contact with their former unit, counting as charging.

Ulli and Marquand must remain with each other at all times, following the rules for Characters forming their own unit, though they may still join other units as normal.

A Fistful of Crowns, Dodge (6+), Inseparable, Mercenaries, Parry (6+)

Whenever Ulli and Marquand rolls a natural 1 on the Mercenary Loyalty Table, they have decided to switch sides, and will be under the control of your opponent from then on. If they are inside a unit, they will immediately leave it and should be placed in base contact with their former unit, counting as charging.

Ulli and Marquand must remain with each other at all times, following the rules for Characters forming their own unit, though they may still join other units as normal.

Nicodemus The Cursed Pilgrim. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155 pts

MWSBSSTWIALd
Nicodemus433442318

Troop Type: Infantry (Special Character, Human)

Nicodemus is a Level 2 Wizard who uses spells from the Lore of Hedge Magic. He can use all spells from the Lore despite only being a Level 2 Wizard.

Remains in play. Sword of Rezhebel is an augment spell which is cast on the Wizard itself. The sword gives the wizard +1 To Hit, +2 Strength, +1 Attack and the Flaming Attacks and Magical Attacks special rules to their close combat attacks.

Fires of U’Zhul is a magic missile with a range of 18" that causes D6 Strength 4 hits with the Flaming Attacks special rule. The caster can choose to extend the range of this spell to 36". If they do, the casting value is increased to 7+.

Flight of Zimmeran is an augment spell that is cast on the wizard itself. They immediately make a move using the Fly (10) special rule as if it were the Remaining Moves sub-phase.

Dread of Aramar is a hex spell with a range of 18". The target must immediately take a Panic test. The caster can choose to extend the range of this spell to 36". If they do, the casting value is increased to 8+.

Silver Arrows of Arha is a magic missile with a range of 24" that causes 2D6 Strength 3 hits. The caster can choose to increase the power of this spell to inflict 3D6 hits. If they do, the casting value is increased to 9+.

Luck of Shemtek is an augment spell with a range of 24". Until the start of the caster's next Magic phase, the target unit re-rolls all To Hit, To Wound and armour save rolls of 1. The caster can choose to have this spell target all friendly units within 12". If they do so, the casting value is increased to 12+.

Hand weapon.

Fear, Loremaster (Hedge Magic)

Simius Gantt The Crow Master. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135 pts

MWSBSSTWIALd
Simius Gantt433332317

Troop Type: Infantry (Special Character, Human)

Simius is a Level 2 Wizard who uses the Lore of Death. In addition to his other spells, he knows the following spell: Decay of Ages

Remains in play. Decay of Ages is a hex spell with a range of 12". The target unit must pass an immediate Toughness test or lose -1 to their Movement, Weapon Skill, Ballistic Skill, Strength, Toughness and Initiative. They must keep testing at the start of each subsequent Magic Phase until they pass the Toughness test, the spell is dispelled or the unit is removed as a casualty. If the spell is dispelled or the unit passes the Toughness test, the unit is restored to their original characteristics.

Hand weapon.

Magic Items / Abilities: Mantle of Crows

Any enemy model in base contact with Simius at the start of the close combat phase suffers a single Impact Hit at Strength 2.

Needle and Thread

If Simius rolls a 6 when rolling To Wound against a Character in close combat, he sews up the mouth of his enemy. The model cannot then lend their Leadership to any friendly units and Wizards are unable to cast spells for the remainder of the battle.

Quirks of Character

Mercenaries frequently have some dark secret, quirk in their character or particular skill which explains how they have become renowned sellswords. Models can spend points on Quirks of Character, as detailed in the army list. The points costs below refer to the cost for characters. One character and one unit may take the same Quirk of Character, but each Quirk may otherwise only be taken once per army (not including Special Characters).

Character only. All successful To Wound rolls against this model must be re-rolled.

General Only. The model's Inspiring Presence range is increased by 6".

Character only. The model gains the Sniper special rule.

General only. All friendly models using the Paymaster's Hold Your Ground! ability may choose to re-roll just one of the dice when taking Break or Panic tests.

The model has the Hatred special rule.

The model gains the Stubborn special rule.

Character on foot and Skirmishers only. The model gains the Scouts special rule.

The model gains the Frenzy special rule.

The model gains the Strength Bonus (1) special rule.

Character only. The model may re-roll one failed To Hit roll each close combat phase.

Character, Duellists, Hobgoblins or Elves only. The model gains the Poisoned Attacks special rule.

The model gains +1 Weapon Skill.

The model gains the Ambushers special rule.

The model gains the Immunity (Fear, Terror) special rule.

The model gains the Vanguard special rule.

Spoils of War

This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Dogs of War. These may be used in addition to the magic items found in the Warhammer rulebook.

Magic Weapons

Requires Two Hands. The wielder of this club adds +1 to his Strength and Attacks at the start of each close combat phase (up to a maximum of +3), for as long as he remains in combat.

The Dragonsword gives the wielder +1 Weapon Skill, +1 Initiative as well as the Killing Blow, Armour Piercing (1) and Flaming Attacks special rules.

Crossbow. Domingo's Arbalest uses the following profile:

RangeStrengthSpecial Rules
36"5-

Hits are resolved using the rules for Bolt Throwers.

Pike. This weapon inflicts D3 Strength 5 Impact Hits when the wielder is charged. In addition, it has the Heroic Killing Blow special rule against Cavalry and Monstrous Cavalry. This weapon may be taken by a Mercenary General or Captain on foot only, despite not normally being allowed to take pikes.

Magic Armour

6+ armour save. Enemies attacking the wearer in Close Combat suffer -1 to Hit and lose 1 Attack, down to a minimum of 1. In addition, the wearer gains the Hatred (Undead) special rule.

Heavy armour. The wearer gains +2 to their armour save and the Immunity (Killing Blow, Multiple Wounds) special rules. However, they suffer -2 Initiative and a -1 penalty to Dangerous Terrain tests.

Talismans

One use only. Once per game, the model may re-roll one dice when rolling To Hit, To Wound, or when taking Armour and Ward Saves.

Arcane Items

At the beginning of each of your magic phases, roll a D6; on a roll of 1 the bearer suffers -D3 to his casting rolls (roll for each spell) for the remainder of the turn; on a roll of 2 nothing happens; on a 3+ however, the wizard gains +D3 to all his casting attempts (roll for each spell) for the remainder of the turn.

Enchanted Items

Paymaster with Paychest only. The Paymaster and any unit they are with always roll 3D6 when taking Leadership tests, and discard the highest result.

Magic Standards

All models in a unit carrying this banner gains the Devastating Charge special rule.

Enemies can never get the Outnumber, Flank or Rear combat resolution bonus against the unit carrying this banner.

Giant Special Rules

A Giant must test to see whether it falls over if any of the following apply:

  • If it is beaten in close combat. Test once results are established but before taking a Break test.

  • If it is fleeing at the start of the Movement phase.

  • When it crosses an obstacle. Test when the obstacle is reached.

  • If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand.

To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically.

To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by a falling Giant suffers a Strength 6 Hit with the Multiple Wounds (D3) special rule. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result.

A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution.

Once on the ground, a Giant may get up in his following Movement phase, but may not move in the Movement phase that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.

To determine what a Giant does in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the following tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result.

Man-sized Things Chart

Use this chart when fighting Infantry, Cavalry, War Beasts or Swarms.

D6

Result

1

Yell and Bawl

2

Jump Up and Down

3

Pick Up and...

4-6

Swing with Club

Big Things Chart

Use this chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.

D6

Result

1

Yell and Bawl

2-4

Thump with Club

5-6

'Eadbutt

Neither the Giant nor models in contact with it fight if they have not already done so this round. The Giant automatically wins the combat by 2 points or more (if both sides have a Giant that Yells and Bawls, the combat is a draw). This result has no effect against Animated Constructs.

The Giant must test to determine if it falls over. If it falls over, work out where it falls and calculate damage as already described. Any wounds caused by the fall count towards the combat result. Otherwise, it will inflict two Stomp attacks. A Giant that starts to Jump Up and Down will therefore continue to do so on the same target until it falls over, the target is destroyed, or the combat ends.

The Giant stoops down and grabs a single Character in base contact from the target unit (Giant player's choice). The Giant grabs the model and the player rolls a D6 to see what happens next:

D6

Result

1

Stuff into Bag: The model is effectively removed as a casualty and can do nothing whilst in the bag, but if the Giant should be slain, any enemy trapped in its bag are freed at the end of the battle, and no longer counts as casualties.

2

Throw Back into Combat: The victim is hurled into its own unit like a living missile. The victim suffers D3 Strength 6 Hits which Ignores Armour Saves, and D6 Strength 3 hits are inflicted on the unit (save as normal).

3

Hurl: The victim is hurled into an enemy unit within 12" of the Giant – randomly determine which. The victim is removed as a casualty, and the unit takes D6 Strength 3 hits. Unsaved Wounds from these hits count towards the Giant's combat result. If no enemy units are in range, treat this as a Throw Back into Combat result instead.

4-5

Squash or Eat: The model is removed as a casualty.

6

Pick Another: Treat the attack as if the Giant had rolled the Stuff into Bag result above, and then choose another victim. Roll again on this table to see what the Giant does with it.

The Giant fights using the Random Attacks (2D6) special rule this round.

The Giant chooses a single model from the target unit that is in base contact. The target may attempt to avoid the blow by passing an Initiative test (use the lowest if the model has several different values). If the test is failed, the model takes 2D3 wounds which Ignores Armour Saves. If a double is rolled the Giant cannot attack at all in the following round of the same combat.

The Giant automatically inflicts D3 wounds which Ignores Armour Saves. If the victim is wounded but not slain, then it loses all of its following attacks. If the target has not yet attacked in that combat round, it loses those attacks; if it has already attacked, then it loses the next round's attacks.

Reference Chart

Unit Name

Troop Type

Base Size (mm)

Aenur

Infantry

20x20

Assassin

Infantry

20x20

Ballista

War Machine

60

Borgio The Besieger

Cavalry

25x50

Cannon

War Machine

60

Crossbowmen

Infantry

20x20

Duellists

Infantry

20x20

Dwarf Mercenary Captain

Infantry

20x20

Elf Mercenary Captain

Infantry

20x20

Freelancers

Cavalry

25x50

Ghazak Khan

Cavalry

25x50

Giant

Monster

50x50 or 50x75

Griffon

Monster

50x50

Halfling Hot Pot

War Machine

20x20 or 80

Halflings

Infantry

20x20

Hireling Wizard

Infantry

20x20

Hireling Wizard Lord

Infantry

20x20

Hobgoblin Mercenary Captain

Cavalry

25x50

Hobgoblin Wolf Riders

Cavalry

25x50

Johann the Knife

Infantry

20x20

Leonardo da Miragliano

Infantry

20x20

Lietpold The Black

Cavalry

25x50

Lorenzo Lupo

Infantry

20x20

Lucrezzia Belladonna

Cavalry

25x50

Marco Colombo

Infantry

20x20

Marianna Chevaux

Infantry

20x20

Mercenary Captain

Infantry

20x20

Mercenary Dwarf

Infantry

20x20

Mercenary Elves

Infantry

20x20

Mercenary General

Infantry

20x20

Mercenary Ogres

Monstrous Infantry

40x40

Mercenary Orcs

Infantry

25x25

Merchant Prince

Infantry

20x20

Mydas the Mean

Chariot

50x100

Nicodemus

Infantry

20x20

Norse Marauders

Infantry

20x20 or 25x25

Ogre Maneaters

Monstrous Infantry

40x40

Ogre Mercenary Captain

Monstrous Infantry

40x40

Onager

War Machine

75

Orc Mercenary Captain

Infantry

25x25

Paymaster

Infantry

20x20

Paymaster Bodyguard

Infantry

20x20

Pegasus

Warbeast

40x40

Pikemen

Infantry

20x20

Pit Fighters

Infantry

20x20

Ribault

War Machine

60

Scorpion

War Machine

25

Sellswords

Infantry

20x20

Simius Gantt

Infantry

20x20

Stradiots

Cavalry

25x50

Ulli & Marquand

Infantry

20x20

Warhorse

Warbeast

25x50