38078985-Regiments-of-Renown

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Transcript of 38078985-Regiments-of-Renown

Page 1: 38078985-Regiments-of-Renown

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Page 2: 38078985-Regiments-of-Renown

CONTENTS

THE ALCATANI FELLOWSHIP

PIRAZZO’S LOST LEGION

LEOPOLD’S LEOPARD COMPANYRICCO’S REPUBLICAN GUARD

MARKSMEN OF MIRAGLIANO

BRAGANZA’S BESEIGERS

VESPERO’S VENDETTA

VOLAND’S VENATORS

AL MUKTAR’S DESERT DOGS LUMPIN CROOP’S FIGHTING COCKS

GOLGFAG’S MERCENARY OGRES

LONG DRONG’S SLAYER PIRATES

BEORG BEARSTRUCK AND THE

BEARMEN OF URSLO OGLAH KHAN’S WOLFBOYS

Original Book: Nigel Stillman,

Anthony Reynolds, Andy Hoare &

Gav Thorpe

Illustration: John Blanche, Alex Boyd

Special Thanks To:

This book is completely unofficial and in no way endorsed by Games Workshop Limited.

The Chaos devices, the Chaos logo, Citadel, Citadel Device, the Double

Metal, Forge World, Games Workshop, Games Workshop logo, Golden Demon, Great Unclean One, the

Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, Lord of Change, Nurgle,

Skaven, the Skaven symbol devices, Slaanesh

Tzeentch, Warhammer, Warhammer Online, Warhammer World logo, White Dwarf, the White Dwarf logo, and

all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrat

from the Warhammer world are either ®, TM and/or © Copyright Games Workshop Ltd 2000

registered in the UK and other countries around the world. Used without permission. No challenge to their status

intended. All Rights Reserv

2

CONTENTS THE ALCATANI FELLOWSHIP 4

6

LEOPOLD’S LEOPARD COMPANY 8 REPUBLICAN GUARD 10

MARKSMEN OF MIRAGLIANO 12

14

16

18

20 LUMPIN CROOP’S FIGHTING COCKS 22

GOLGFAG’S MERCENARY OGRES 24

LONG DRONG’S SLAYER PIRATES 26

BEARSTRUCK AND THE

28 30

TICHI-HUICHI’S RAIDERS

RUGDLUD’S ARMOURED ORCS

MENGIL MANHIDE’S MANFLAYERSTHE CURSED COMPANY

ANAKONDA’S AMAZONS

THE BIRDMEN OF CATRAZZA

BRONZINO’S GALLOPER GUNS

MALAKAI MAKAISSON’S

GOBLIN-HEWER THE GIANTS OF ALBION

ASARNIL THE DRAGONLORD

THE WITCHHUNTERS

GOTREK AND FELIX

GHAZAK KHAN – TERROR OF THE EAST

Updated by: Mathias Eliasson,

Bill J. Wilson & Mathew Weiss

Graphic Design:

Alex Boyd, Wayne England, Des Hanley, Toby Hynes, Nuala Kennedy

John Wigley & Daarken

Special Thanks To: All the players that have contributed with feedback and ideas

This book is completely unofficial and in no way endorsed by Games Workshop Limited.

The Chaos devices, the Chaos logo, Citadel, Citadel Device, the Double-Headed/Imperial

Metal, Forge World, Games Workshop, Games Workshop logo, Golden Demon, Great Unclean One, the

Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, Lord of Change, Nurgle,

Skaven, the Skaven symbol devices, Slaanesh, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo,

Tzeentch, Warhammer, Warhammer Online, Warhammer World logo, White Dwarf, the White Dwarf logo, and

all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrat

from the Warhammer world are either ®, TM and/or © Copyright Games Workshop Ltd 2000

registered in the UK and other countries around the world. Used without permission. No challenge to their status

intended. All Rights Reserved to their respective owners.

HUICHI’S RAIDERS 32

RUGDLUD’S ARMOURED ORCS 35

MENGIL MANHIDE’S MANFLAYERS 39 THE CURSED COMPANY 42

ANAKONDA’S AMAZONS 46

THE BIRDMEN OF CATRAZZA 48

BRONZINO’S GALLOPER GUNS 50

MALAKAI MAKAISSON’S

52 THE GIANTS OF ALBION 53

ASARNIL THE DRAGONLORD 57

59

61

TERROR OF THE EAST 62

Graphic Design: Mathias Eliasson

Toby Hynes, Nuala Kennedy, Paul Smith,

All the players that have contributed with feedback and ideas

This book is completely unofficial and in no way endorsed by Games Workshop Limited.

Headed/Imperial Eagle device, 'Eavy

Metal, Forge World, Games Workshop, Games Workshop logo, Golden Demon, Great Unclean One, the

Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, Lord of Change, Nurgle,

, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo,

Tzeentch, Warhammer, Warhammer Online, Warhammer World logo, White Dwarf, the White Dwarf logo, and

all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images

from the Warhammer world are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2010, variably

registered in the UK and other countries around the world. Used without permission. No challenge to their status

Page 3: 38078985-Regiments-of-Renown

INTRODUCTIONFamous mercenary regiments acquire a certain

notoriety because they are remarkably successful,

brutal, adventurous, or for some other reason that

brings them to the attention of the world. We call

them Regiments of Renown and it is these units

which form the basis of the Dogs of War armies.

Individual Regiments of Renown are led by

characters, and indeed are frequently

these leaders. For example, the notorious Ogre

Captain Golgfag, whose Ogre mercenaries have,

one time or another, looted and despoiled mo

civilised parts Old World... and some not so

civilised ones too.

If you wish to add Regiments of Renown to your

existing Warhammer army, then you s

the Army List section of this book. You'll

each Regiment of Renown is available for hire to

limited selection of armies. This is not because the

mercenaries are choosy who they fight for (far from

it!), but because some armies would

certain races or individuals. No self-

Dwarf general is going to hire Morgrog the Dwarf

Crusher now is he?

All named models in a Regiments of Renown count

as characters in the game. These characters cannot

leave their unit (unless specified), but they do not

use up any of the character slots from the army lists

(unless specified). Some of these characters are

Standard Bearers and Musicians; if they should be

killed, another model will simply pick up the

standard or instrument.

If the characters have different equipment than the

rest of the rank and file, this is clearly listed in the

Equipment list. Note that, regardless of their

Leadership value, these characters can never be an

army’s General.

When fielding Regiments of Renown i

other than Dogs of War, they follow the rules for

non-aligned allies.

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INTRODUCTION

Famous mercenary regiments acquire a certain

notoriety because they are remarkably successful,

brutal, adventurous, or for some other reason that

tion of the world. We call

Regiments of Renown and it is these units

which form the basis of the Dogs of War armies.

Regiments of Renown are led by famous

frequently named after

orious Ogre

g, whose Ogre mercenaries have, at

despoiled most

and some not so

If you wish to add Regiments of Renown to your

Warhammer army, then you should check

st section of this book. You'll see that

Renown is available for hire to a

armies. This is not because the

they fight for (far from

would never hire

-respecting

to hire Morgrog the Dwarf

All named models in a Regiments of Renown count

as characters in the game. These characters cannot

specified), but they do not

use up any of the character slots from the army lists

Some of these characters are

Standard Bearers and Musicians; if they should be

killed, another model will simply pick up the

the characters have different equipment than the

rest of the rank and file, this is clearly listed in the

Equipment list. Note that, regardless of their

Leadership value, these characters can never be an

When fielding Regiments of Renown if any army

other than Dogs of War, they follow the rules for

REGIMENTS FOR HIRE In the next few pages, you will find all the

information you need to field Regiments of

Renown in your Warhammer battles.

For Hire. This paragraph states

regiment can fight for and its position (Core,

Special, Rare) in the relevant lists.

Points. Each regiment has a basic cost, which

includes all the equipment, characters and their

magic items. These cannot be modified in any way.

Profiles. The characteristic profiles for the troops

and characters in each unit are given here.

Unit Sizes. Each entry specifies the minimum size

for each unit. Normally the unit’s size can be

increased by buying extra models at the cost given,

but in some cases units also have a maximum size.

Equipment. This entry lists the weapons and

armour for that regiment. The value of these items

is included in the points value.

troops have special rules which are described in this

section.

Magic Items. Some characters carry magic items

and their rules are given here. Note that the player

cannot buy new magic items for the characters of

the Regiments of Renown.

In the next few pages, you will find all the

information you need to field Regiments of

Renown in your Warhammer battles.

This paragraph states which armies the

regiment can fight for and its position (Core,

Special, Rare) in the relevant lists.

Each regiment has a basic cost, which

includes all the equipment, characters and their

magic items. These cannot be modified in any way.

The characteristic profiles for the troops

and characters in each unit are given here.

Each entry specifies the minimum size

for each unit. Normally the unit’s size can be

increased by buying extra models at the cost given,

es units also have a maximum size.

This entry lists the weapons and

armour for that regiment. The value of these items

is included in the points value. Special rules. Many

troops have special rules which are described in this

Some characters carry magic items

and their rules are given here. Note that the player

cannot buy new magic items for the characters of

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THE ALCATANI FELLOWSHIP

Miserable do-gooding, no-account,

even relieve a bunch of farmers of their crops without someone stickin’ their ugly noses in. Bunch of lousy,

dog-breath… NO I HAVEN’T ANY LAST WORDS.

It was with some desperation that Roderigo

Delmonte surveyed the ruins of his crop. Yesterday

he had stood upon the same spot and admired the

unfolding acres of Alcatani ripening in the hot

Tilean sun. today, where once had grown apples

and citrus, vines and olive trees, there was nothing

but charred stumps smouldering upon a ravaged

landscape. The passage of El Cadavo’s rampaging

army had left him an impoverished and broken

man. The agricultural efforts of a long and hard life

had proven utterly and cruelly fruitless.

The life of a farmer, even a wealthy landowner, was

never an easy one in the war-torn land of Tilea.

When Roderigo Delmonte found himself destitute

he embarked upon the only course of action that

remained to him: he became a soldier. His

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THE ALCATANI FELLOWSHIP

account, back-stabbing, underhand… ‘s getting’ so an honest landlord can’t

even relieve a bunch of farmers of their crops without someone stickin’ their ugly noses in. Bunch of lousy,

… NO I HAVEN’T ANY LAST WORDS. Last words of Bernado ‘the rat’

It was with some desperation that Roderigo

Delmonte surveyed the ruins of his crop. Yesterday

he had stood upon the same spot and admired the

unfolding acres of Alcatani ripening in the hot

Tilean sun. today, where once had grown apples

nd olive trees, there was nothing

upon a ravaged

landscape. The passage of El Cadavo’s rampaging

army had left him an impoverished and broken

man. The agricultural efforts of a long and hard life

y fruitless.

The life of a farmer, even a wealthy landowner, was

torn land of Tilea.

When Roderigo Delmonte found himself destitute

he embarked upon the only course of action that

remained to him: he became a soldier. His

workforce, faced with the unappealing option of

starvation, signed up without question. In Remas,

Roderigo sold his last and favourite mule and with

the proceeds bought some shoddy armour, a few

second-hand helmets, and a batch of slightly bent

pikes. With a bit of elbow grease, a few hammer

blows, and the aid of a steaming kettle, Roderigo’s

mean set about preparing themselves for their first

battle. By the time they had finished they didn’t

look bad!

The Alcatani Fellowship’s first job was not

particularly glamorous or lucrative

consignment of dung to a rhubarb grower outside

Remas – but soon Roderigo began to gain a

reputation for reliability. The rich and successful

were prepared to pay top-prices for the best

troops… but for every rich merc

small scale operators who couldn’t afford the

services of the more expensive mercenaries. The

Alcatani Fellowship found a niche!

Despite its rather modest origin the Alcatani

Fellowship has proven itself on more than one

occasion. Their first battle more or less set the

trend. The villagers of Buccolia, a small vine

growing community in the lee of the Apuccini

Mountains, found themselves terrorized by a

particularly nasty gang of Orcs. These greenskins

had come to Tilea as mercenaries,

so unreliable and untrustworthy that no one would

employ them. So they became bandits instead,

raiding small farms and villages and generally

making life miserable for poor, hard

village folk. In Buccolia the villagers pooled all

their savings to hire mercenaries to help them, but

sadly no one was willing to work for seven ducats,

three farthings, and a goat. Even the money lenders

refused to deal with them.

When Roderigo Delmonte heard of their plight he

was angered and indignant! The villagers’ story

was a familiar tale of honest hard

(rare enough in Tilea) unable to find justice because

they were poor and powerless. Roderigo knew this

tale very well indeed. Although he had not exactly

grown rich as a mercenary, what h

enough, and so he decided to help the desperate

villagers. The Alcatani Fellowship arrived in the

dead of night, after a long march in the pouring

rain. From the roadside they could see the

smoldering torches of the Orc raiders as they

THE ALCATANI FELLOWSHIP

stabbing, underhand… ‘s getting’ so an honest landlord can’t

even relieve a bunch of farmers of their crops without someone stickin’ their ugly noses in. Bunch of lousy,

Last words of Bernado ‘the rat’

kforce, faced with the unappealing option of

starvation, signed up without question. In Remas,

Roderigo sold his last and favourite mule and with

the proceeds bought some shoddy armour, a few

hand helmets, and a batch of slightly bent

bit of elbow grease, a few hammer

blows, and the aid of a steaming kettle, Roderigo’s

mean set about preparing themselves for their first

battle. By the time they had finished they didn’t

The Alcatani Fellowship’s first job was not

glamorous or lucrative – escorting a

consignment of dung to a rhubarb grower outside

but soon Roderigo began to gain a

reputation for reliability. The rich and successful

prices for the best

troops… but for every rich merchant there were ten

small scale operators who couldn’t afford the

services of the more expensive mercenaries. The

Alcatani Fellowship found a niche!

Despite its rather modest origin the Alcatani

Fellowship has proven itself on more than one

r first battle more or less set the

trend. The villagers of Buccolia, a small vine

growing community in the lee of the Apuccini

Mountains, found themselves terrorized by a

particularly nasty gang of Orcs. These greenskins

had come to Tilea as mercenaries, but had proven

so unreliable and untrustworthy that no one would

employ them. So they became bandits instead,

raiding small farms and villages and generally

making life miserable for poor, hard-working

village folk. In Buccolia the villagers pooled all

ir savings to hire mercenaries to help them, but

sadly no one was willing to work for seven ducats,

three farthings, and a goat. Even the money lenders

When Roderigo Delmonte heard of their plight he

The villagers’ story

was a familiar tale of honest hard-working folk

(rare enough in Tilea) unable to find justice because

they were poor and powerless. Roderigo knew this

tale very well indeed. Although he had not exactly

grown rich as a mercenary, what he had was

enough, and so he decided to help the desperate

villagers. The Alcatani Fellowship arrived in the

dead of night, after a long march in the pouring

rain. From the roadside they could see the

smoldering torches of the Orc raiders as they

Page 5: 38078985-Regiments-of-Renown

climbed down the slopes behind the village. Tired

and hungry as they were, the valiant pikemen

prepared for battle. It was quite a surprise for the

Orcs. They had expected helpless groveling

peasants. Instead they found themselves

by grim faced men with steel-tipped pikes, who

fought with the determination of the possessed!

After a short struggle the Orc raiders lay dead and

scattered. Roderigo had triumphed. In return he

asked for no money – but only the thanks of the

villagers. This, the villagers were more than willing

to give!

Since that day, the Alcatani Fellowship has fought

many battles, for many masters, including many of

the richest and most famous mercenary generals in

Tilea. But even today they are willing to

the poor and helpless at rates which are far below

those of most mercenaries. Although he may never

be rich himself, amongst the common people of the

countryside Roderigo Delmonte is the most popular

mercenary captain in the land. He is cheered a

greeted wherever he goes and stories of his

unselfish deeds are told around the hearths of

simple country folk throughout all Tilea.

THE REGIMENT

Captain: Roderigo Delmonte.

Motto: The Cut-price Cut-throats You Can Afford!

Battle-cry: Yes!

Appearance: The Alcatani fellowship wear simple,

some might say cheap, armour and red crested

helmets of unfashionable design. Their clothing is

simple, practical, and somewhat threadbare. They

carry sturdy steel-tipped pikes.

5

climbed down the slopes behind the village. Tired

and hungry as they were, the valiant pikemen

prepared for battle. It was quite a surprise for the

Orcs. They had expected helpless groveling

peasants. Instead they found themselves confronted

tipped pikes, who

fought with the determination of the possessed!

After a short struggle the Orc raiders lay dead and

scattered. Roderigo had triumphed. In return he

but only the thanks of the

illagers. This, the villagers were more than willing

Since that day, the Alcatani Fellowship has fought

many battles, for many masters, including many of

the richest and most famous mercenary generals in

Tilea. But even today they are willing to fight for

the poor and helpless at rates which are far below

those of most mercenaries. Although he may never

be rich himself, amongst the common people of the

countryside Roderigo Delmonte is the most popular

mercenary captain in the land. He is cheered and

greeted wherever he goes and stories of his

unselfish deeds are told around the hearths of

simple country folk throughout all Tilea.

THE REGIMENT

throats You Can Afford!

The Alcatani fellowship wear simple,

and red crested

helmets of unfashionable design. Their clothing is

simple, practical, and somewhat threadbare. They

For Hire: The Alcatani Fellowship

a Core Unit in Dogs of War armies. Alternatively,

they can be hired as a Special Unit in other

Warhammer armies, except Bretonnia and Dark

Elves.

Points: Roderigo Delmonte plus nine Pikemen,

including a Standard Bearer and Musician, cost a

total of 100 points. This is the minimum size of unit

you can hire. The regiment may be enlarged by

adding extra Pikemen at a cost of

M WS BS S T W I A Ld

Roderigo 4 4 4 4 3 2 4 2 8

Pikeman 4 2 2 3 3 1 3 1 7

Unit size: 10+

Equipment: Pike and light armour. Roderigo is

equipped with two hand weapons and heavy

armour.

The Alcatani Fellowship can be hired as

a Core Unit in Dogs of War armies. Alternatively,

they can be hired as a Special Unit in other

armies, except Bretonnia and Dark

Roderigo Delmonte plus nine Pikemen,

including a Standard Bearer and Musician, cost a

total of 100 points. This is the minimum size of unit

you can hire. The regiment may be enlarged by

adding extra Pikemen at a cost of 5 points each.

M WS BS S T W I A Ld

Roderigo 4 4 4 4 3 2 4 2 8

4 2 2 3 3 1 3 1 7

Pike and light armour. Roderigo is

weapons and heavy

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PIRAZZO And as the Skinks sank back into the swamp in defeat, Lord Xtloli instructed his Temple Guard to attack

once more. This time a cloud of shards from the plunderers' machines slung

enraged hornets and they too were forced to retreat.

Pirazzo’s Lost Legion

is all that remains of

the expedition sent to

Lustria by th

merchants of Tobaro.

The regiment was one

of three recruited in

Tobaro from among

the reckless and

poverty

youths of the city. The

promise of untold

wealth to be found in

the jungles of Lustria was a temptation none could

resist and they joined the colours in droves.

Fernando Pirazzo was hired to command one of the

regiments. Although young, he was already an

experienced mercenary captain skilled in the art of

war. Before the expedition embraced, he trained his

men in the use of both pike and crossbow, the two

traditional weapons of Tilean mercenaries,

foreseeing the conditions that the regiment would

encounter in the jungles of Lustria.

No sooner had the expedition arrived in Lustrian

waters than it ran into trouble. When all the

mercenaries had disembarked, the sailors of the

ships, who were also mercenaries, weighed anchor

and abandoned them, taking the pay chests of the

three regiments with them. Of course, as a

precaution against an opposed landing, the pay

chests had been left to last! Pirazzo had advised

against this, but had been outvoted by the other two

captains. Now the mercenaries realized that he was

by far the best leader and the other two regiments

mutinied. Their incompetent and unfortunate

captains were cast adrift on rafts in the

swamps and the mercenaries joined together as a

single regiment under Pirazzo’s command, calling

themselves the ‘Lost Legion’.

Everybody knew that obeying Pirazzo’s orders was

their best hope of survival, and so no one objected

when he insisted that the troops remain encamped

on the coast until everyone was trained to use both

pike and crossbow. After several weeks all the bad

elements among the stranded mercenaries were

either dead, executed or had split off into the jungle,

to their inevitable doom, in small groups. The rest

were all trained to Pirazzo’s exacting standards and

all men he could rely on to obey his orders. Now he

was ready to lead them into the interior to

6

PIRAZZO’S LOST LEGION

And as the Skinks sank back into the swamp in defeat, Lord Xtloli instructed his Temple Guard to attack

once more. This time a cloud of shards from the plunderers' machines slung our warriors like a cloud of

enraged hornets and they too were forced to retreat.

Skink Scribe Manquixipolata on the battle against Pirazzo's Lost Legion

Pirazzo’s Lost Legion

all that remains of

the expedition sent to

Lustria by the

merchants of Tobaro.

The regiment was one

of three recruited in

Tobaro from among

the reckless and

poverty-stricken

youths of the city. The

promise of untold

wealth to be found in

the jungles of Lustria was a temptation none could

in droves.

Fernando Pirazzo was hired to command one of the

regiments. Although young, he was already an

experienced mercenary captain skilled in the art of

war. Before the expedition embraced, he trained his

ossbow, the two

traditional weapons of Tilean mercenaries,

foreseeing the conditions that the regiment would

No sooner had the expedition arrived in Lustrian

waters than it ran into trouble. When all the

d disembarked, the sailors of the

ships, who were also mercenaries, weighed anchor

and abandoned them, taking the pay chests of the

three regiments with them. Of course, as a

precaution against an opposed landing, the pay

zzo had advised

against this, but had been outvoted by the other two

captains. Now the mercenaries realized that he was

by far the best leader and the other two regiments

mutinied. Their incompetent and unfortunate

captains were cast adrift on rafts in the mangrove

swamps and the mercenaries joined together as a

single regiment under Pirazzo’s command, calling

Everybody knew that obeying Pirazzo’s orders was

their best hope of survival, and so no one objected

that the troops remain encamped

on the coast until everyone was trained to use both

pike and crossbow. After several weeks all the bad

elements among the stranded mercenaries were

either dead, executed or had split off into the jungle,

doom, in small groups. The rest

were all trained to Pirazzo’s exacting standards and

all men he could rely on to obey his orders. Now he

was ready to lead them into the interior to

adventure, riches or death!

After a grueling march, the Lost Legion came u

some Lizardmen ruins. Cautiously they entered the

ruined city and soon found gold and gems in

various vaults and chambers. As the mercenaries

were marching out again, laden with treasures, the

Lizardmen launched a series of ambushes on the

causeways and amid the spawning ponds of the

ruined city. Thanks to Pirazzo’s foresight in

training his men to use crossbows and pikes, none

of the enemy could get at the regiment in enough

numbers to force them off the causeway. Their first

ambush met with a hail of crossbow bolts, while the

second ran into massed pikes. In the afternoon, the

Skinks met with crossbow volleys again and later

the Saurus were repulsed by the pikes. The losses

among Skinks and Saurus were terrible and soon

the ponds were choked with scaly

Just when heat, thirst, and fatigue were almost

beyond endurance, the Mage Priest called off the

attacks. The enemy seemed to have the answer to

both his skirmishers and his shock troops and so he

had to think of more cunning tactics. In the pause,

S LOST LEGION

And as the Skinks sank back into the swamp in defeat, Lord Xtloli instructed his Temple Guard to attack

our warriors like a cloud of

Skink Scribe Manquixipolata on the battle against Pirazzo's Lost Legion

After a grueling march, the Lost Legion came upon

some Lizardmen ruins. Cautiously they entered the

ruined city and soon found gold and gems in

various vaults and chambers. As the mercenaries

were marching out again, laden with treasures, the

Lizardmen launched a series of ambushes on the

d amid the spawning ponds of the

ruined city. Thanks to Pirazzo’s foresight in

training his men to use crossbows and pikes, none

of the enemy could get at the regiment in enough

numbers to force them off the causeway. Their first

crossbow bolts, while the

second ran into massed pikes. In the afternoon, the

Skinks met with crossbow volleys again and later

the Saurus were repulsed by the pikes. The losses

among Skinks and Saurus were terrible and soon

the ponds were choked with scaly corpses.

Just when heat, thirst, and fatigue were almost

beyond endurance, the Mage Priest called off the

attacks. The enemy seemed to have the answer to

both his skirmishers and his shock troops and so he

had to think of more cunning tactics. In the pause,

Page 7: 38078985-Regiments-of-Renown

7

Pirazzo found himself considering the possibility of

striking a deal with the Mage Priest to serve him as

a mercenary and ultimately to return home rich. It

was strangely as if the idea had been put in his

mind from somewhere else. Quickly he ordered his

men to put down their loot and retreat along the

causeway. He was obeyed without question, though

it broke the men’s hearts to abandon the gold! The

regiment marched back into the ruins and made

camp in the plaza to await events, although Pirazzo

did not know what to expect.

When the sun rose, the sentries were amazed to see

not only the piles of treasure returned to the

mercenaries, less the biggest and best tablets of

gold, but also heaps of food and great gourds of

refreshing water. The plaza was lined with Saurus

warriors, permitting only one way out of the ruins:

to the south. The Lost Legion took the loot, the

supplies and the road appointed for them.

The legion marched for many weeks to the south.

They did not encounter any more cities, but did find

further piles of supplies along the route. Eventually

they entered an eerie landscape full of fetid

swamps. Here they were attacked by the Zombie

hordes of the Vampire Coast. Now it was clear that

the priests had sent Pirazzo against their most

dreaded enemies. The Lost Legion fought valiantly

and defeated the Undead wherever they met them.

At last they reached the sea. Here the mercenaries

filled their knapsacks with treasure from

shipwrecks which they found scattered along the

coast. Then, taking the best timbers, they repaired

the most seaworthy of the decaying hulks and put to

sea.

Just when the hulk was on the verge of sinking,

Pirazzo sighted land. It was the coast of Araby. Not

long after the Lost Legion marched inland, they

were hired by one of the emirs of the corsairs who

were afraid of what Pirazzo and his men might do if

he didn’t hire them. Since then, Pirazzo’s Lost

Legion has fought its way across Araby, Sartosa,

and into Tilea once more, serving many masters,

winning great wealth and recruiting the reckless and

adventurous to the regimental banner.

THE REGIMENT

Captain: Fernando Pirazzo.

Motto: Trained in Lustria.

Battle-cry: Death or riches!

Appearance: The regiment wears polished brass

armor, green uniforms and green crests. They wear

their hair long.

For Hire: Pirazzo’s Lost Legion can be hired as a

Core Unit in Dogs of War armies. Alternatively,

they can be hired as a Special Unit in other

Warhammer armies, except Bretonnia and Vampire

Counts.

Points: Pirazzo and four troopers including

Standard Bearer and Musician (these five models

are armed with crossbows), plus five troopers

armed with pikes, cost a total of 150 points. This is

the minimum size of unit you can hire. The

regiment may be increased by adding extra

Crossbowmen to the first rank at a cost of 9 points

each and extra Pikemen to the rear ranks at a cost of

6 points each.

M WS BS S T W I A Ld

Pirazzo 4 5 5 4 4 2 5 3 8

Legionnaire 4 3 3 3 3 1 3 1 7

Unit size: 10+

Equipment: Pike or crossbow (see special rules

below) and light armour. Pirazzo is equipped with

two hand weapons, a crossbow and heavy armour.

Special Rules

Mixed Formation: The first rank of Pirazzo’s unit

is always made up of crossbow-armed figures, and

all Crossbowmen must be placed in the first or

second rank. The subsequent ranks are entirely

made up of Pikemen. During the game, remove

casualties from the back as normal. It is assumed

that the pike-armed models step forward and

discard their pikes to pick up the crossbows of the

fallen first and second rankers. Only when all

Pikemen have been killed, can casualties be taken

from the Crossbowmen.

Page 8: 38078985-Regiments-of-Renown

LEOPOLD

‘For the Leopard!’ they roared, and charged the greenskins. The Orc line swayed, then fell apart under

their assault and the rest of our army took up the victorious cry. ‘For the Leopard!’ we roared, and

charged too. We’d all share the glory

The Leopard Company takes its name from the

legendary Leopard of Luccini which is a badge and

mascot of the city. It is said that this leopard was

the guardian of the divine twins Lucan and Luccini,

founders of the city. According to the story, the

twins became lost in the wilderness when they were

still only children and took refuge in a cave on the

great rock, later to be the acropolis of the city. The

cave was the lair of a leopard, but this was no

ordinary leopard, she had two heads and three tails!

She could also speak prophecies from one of her

heads and warnings from the other. The leopard

protected the twins just as if they were her own

cubs until shepherds found them. They also found

the bones of many Orcs, wolves, bears, and Trolls

around the cave which the leopard had slain

protecting the twins. According to the myth, the

8

LEOPOLD’S LEOPARD COMPANY

‘For the Leopard!’ they roared, and charged the greenskins. The Orc line swayed, then fell apart under

their assault and the rest of our army took up the victorious cry. ‘For the Leopard!’ we roared, and

charged too. We’d all share the glory – and the loot.

Filimir Tzapinka, mercenary sergeant, on the battle of the Frozen Lakes

The Leopard Company takes its name from the

legendary Leopard of Luccini which is a badge and

mascot of the city. It is said that this leopard was

ardian of the divine twins Lucan and Luccini,

founders of the city. According to the story, the

twins became lost in the wilderness when they were

still only children and took refuge in a cave on the

great rock, later to be the acropolis of the city. The

ave was the lair of a leopard, but this was no

ordinary leopard, she had two heads and three tails!

She could also speak prophecies from one of her

heads and warnings from the other. The leopard

protected the twins just as if they were her own

hepherds found them. They also found

the bones of many Orcs, wolves, bears, and Trolls

around the cave which the leopard had slain

protecting the twins. According to the myth, the

leopard prophesied that Lucan and Luccina would

found a great city on the rock and rule it as king and

queen. Then the other head warned that the

descendants of the twins would fight each other for

the realm. After having thus spoken, the leopard

disappeared into the cave and was never seen again.

The temple of Lucan and Luccin

cave in which credulous people still believe the

leopard lives. The guards of the temple, hired by

the priests and paid for by pious donations from the

merchants of the city, were called the Leopard

Company because their sworn duty was

the acropolis as ferociously as the leopard as its

badge.

Unfortunately, there was always fighting in the

principality between the two lines claiming descent

from Lucan and Luccina. This only ended recently

when Lorenzo Lupo claimed descent fro

anyone who disagreed either came to a bad end or

has since fled the city. Unfortunately for them, the

priests of the temple of Lucan and Luccina

supported the claim of Lorenzo’s rival Leopold

who claimed to be a direct descendant of Lucan.

Under Leopold’s command the Leopard Company

held the acropolis for many days against Lorenzo’s

troops. The state of civil unrest persisted until the

priests consulted the oracle of Luccina which came

down in favour of Lorenzo, albeit a very cryptic

augury. The priests promptly cast the Leopard

Company from their employment in an effort to

placate the vengeful Lorenzo. The soldiers had

grown used to extremely good pay in gold and

always dressed immaculately and enjoy

that the city could provide in food, wine and

entertainment. They were extremely angry.

Consequently, the Leopard Company, forgetting

their sacred duty, broke down the golden doors of

the temples, took the pay owed to them and laid

hands on the priests who were thrown off the

acropolis into the sea. Then they defiantly held out

against Lorenzo for a further two weeks of bloody

siege.

Finally Lorenzo decided to offer Leopold a deal he

could not refuse. He would allow Leopold and the

Leopard Company to march out of the city in return

for ending the siege and promising never to make

war on him. Leopold reluctantly set aside his claim

under pressure from his men who wanted to get

away with the gold from the temple rather than die.

COMPANY

‘For the Leopard!’ they roared, and charged the greenskins. The Orc line swayed, then fell apart under

their assault and the rest of our army took up the victorious cry. ‘For the Leopard!’ we roared, and

Filimir Tzapinka, mercenary sergeant, on the battle of the Frozen Lakes

leopard prophesied that Lucan and Luccina would

rock and rule it as king and

queen. Then the other head warned that the

descendants of the twins would fight each other for

the realm. After having thus spoken, the leopard

disappeared into the cave and was never seen again.

The temple of Lucan and Luccina was built over the

cave in which credulous people still believe the

leopard lives. The guards of the temple, hired by

the priests and paid for by pious donations from the

merchants of the city, were called the Leopard

Company because their sworn duty was to guard

the acropolis as ferociously as the leopard as its

Unfortunately, there was always fighting in the

principality between the two lines claiming descent

from Lucan and Luccina. This only ended recently

when Lorenzo Lupo claimed descent from both and

anyone who disagreed either came to a bad end or

has since fled the city. Unfortunately for them, the

priests of the temple of Lucan and Luccina

supported the claim of Lorenzo’s rival Leopold

who claimed to be a direct descendant of Lucan.

Leopold’s command the Leopard Company

held the acropolis for many days against Lorenzo’s

troops. The state of civil unrest persisted until the

priests consulted the oracle of Luccina which came

of Lorenzo, albeit a very cryptic

augury. The priests promptly cast the Leopard

Company from their employment in an effort to

placate the vengeful Lorenzo. The soldiers had

grown used to extremely good pay in gold and

always dressed immaculately and enjoyed the best

that the city could provide in food, wine and

entertainment. They were extremely angry.

Consequently, the Leopard Company, forgetting

their sacred duty, broke down the golden doors of

the temples, took the pay owed to them and laid

e priests who were thrown off the

acropolis into the sea. Then they defiantly held out

against Lorenzo for a further two weeks of bloody

Finally Lorenzo decided to offer Leopold a deal he

could not refuse. He would allow Leopold and the

pany to march out of the city in return

for ending the siege and promising never to make

war on him. Leopold reluctantly set aside his claim

under pressure from his men who wanted to get

away with the gold from the temple rather than die.

Page 9: 38078985-Regiments-of-Renown

Also, they were afraid they had offended the two

gods of the city and were anxious to leave the

acropolis before divine vengeance struck them,

possibly in the form of a rampant two headed

leopard!

And so the regiment marched out of Tilea and took

service with various other Princes. After much hard

campaigning, the regiment had been mauled in

many unlucky battles. The superstitious soldiers

regarded this as the vengeance of the leopard which

they had sworn to protect and whose temple they

had pillaged. Leopold, anxious to hold his regiment

together, called a meeting on the stricken battlefield

of Terramorta and told his men they must regain the

favour of the gods. So they voted to appease the

leopard by sending back a portion of everything

they had captured as loot to the temple in Luccini.

The next battle ended in an overwhelming victory

against all the odds, with the Leopard Company

taking the lion’s, or rather the leopard’s share of the

loot! For Leopoldo, it earned him the nickname di

Lucci, meaning ‘the fortunate’. Since then the

regiment has gone from strength to strength

fighting in many far distant lands, but always

remembering to send something back for the coffers

of the priests of the temple at Luccini.

9

were afraid they had offended the two

gods of the city and were anxious to leave the

acropolis before divine vengeance struck them,

possibly in the form of a rampant two headed

And so the regiment marched out of Tilea and took

s other Princes. After much hard

campaigning, the regiment had been mauled in

many unlucky battles. The superstitious soldiers

regarded this as the vengeance of the leopard which

they had sworn to protect and whose temple they

s to hold his regiment

together, called a meeting on the stricken battlefield

of Terramorta and told his men they must regain the

of the gods. So they voted to appease the

leopard by sending back a portion of everything

the temple in Luccini.

The next battle ended in an overwhelming victory

against all the odds, with the Leopard Company

taking the lion’s, or rather the leopard’s share of the

loot! For Leopoldo, it earned him the nickname di

Since then the

regiment has gone from strength to strength

fighting in many far distant lands, but always

remembering to send something back for the coffers

of the priests of the temple at Luccini.

THE REGIMENT

Captain: Leopoldo di Lucci.

Motto: Proceeds to the Luccini temple’s restoration

fund.

Battle-cry: For the Leopard!

Appearance: Burnished brass

muscled cuirasses with a leopard’s face embossed

on the breastplate. Leather tassets attached to the

cuirass. White uniforms and

wear gilded or real wreaths of laurel leaves around

their helmets. The banner bearer and drummer wear

leopard pelts, draped over their shoulders. Their

banner shows a leopard with two heads and three

tails.

For Hire: Leopold’s Leopards

Core Unit in Dogs of War armies. Alternatively,

they can be hired as a Special Unit in other

Warhammer armies, except Bretonnia and

Lizardmen.

Points: Leopold and nine Pikemen cost a total of

160 points including Standard Bearer and Musi

This is the minimum unit you can hire. The

regiment may be increased by add

at a cost of 9 points each.

M WS BS S T W I A Ld

Leopold 4 5 5

Companion 4 3 3 3 3 1 3 1 7

Unit size: 10+

Equipment: Pike and heavy

equipped with hand weapon, pistol and heavy

armour.

Special Rules

Immune to Psychology: The troopers of Leopold’s

Leopard Company believe they have to earn

salvation in the eyes of the Leopard God of Luccini.

To simulate this faith, Leopold and his men are

Immune to Psychology.

THE REGIMENT

ceeds to the Luccini temple’s restoration

For the Leopard!

Burnished brass armour, very ornate

muscled cuirasses with a leopard’s face embossed

on the breastplate. Leather tassets attached to the

cuirass. White uniforms and white crests. They

wear gilded or real wreaths of laurel leaves around

their helmets. The banner bearer and drummer wear

leopard pelts, draped over their shoulders. Their

banner shows a leopard with two heads and three

Leopold’s Leopards can be hired as a

Core Unit in Dogs of War armies. Alternatively,

they can be hired as a Special Unit in other

Warhammer armies, except Bretonnia and

nine Pikemen cost a total of

points including Standard Bearer and Musician.

This is the minimum unit you can hire. The

regiment may be increased by adding extra models

M WS BS S T W I A Ld

4 5 5 4 4 2 5 3 8

4 3 3 3 3 1 3 1 7

armour. Leopold is

equipped with hand weapon, pistol and heavy

The troopers of Leopold’s

Leopard Company believe they have to earn

salvation in the eyes of the Leopard God of Luccini.

To simulate this faith, Leopold and his men are

Page 10: 38078985-Regiments-of-Renown

RICCO’S REPUBLICAN GUARD

No, no, they didn’t look dangerous, more like a bunch of rich kids out to show off their new armor. Very

flashy they were, all gems and silk. We’ll have a bit of fun we thought. Easy pickings, we thought. Well

anyone can make a mistake. Poor old captain Malvino, last

The Republican Guard was raised in Remas by a

group of rebellious merchants during the time of

disastrous famines and widespread revolts that

preceded the birth of the Republic. The regiment

played a leading part in overthrowing the tyrannical

Merchant Prince of Remas, the notorious Omilo

Mondo. It was upon one of the Guard’s pikes that

Mondo’s head was paraded around the city to the

drunken applause of the mob.

The revolt involved a great deal of vicious street

fighting, in which no mercy was shown by either

faction, and none asked for either. Several captains

of the Republican Guard fell in quick succession,

often shot in the back by Mondo’s henchmen who

concealed themselves on the rooftops or high up in

the bell towers surrounding the palace. In the thick

of battle a common soldier by the name of Ricco,

known as ‘Ragged’ Ricco because of his torn and

bloodied clothing, assumed command. He seemed

blessed by the war-goddess herself and survived

even the bloodiest hand-to-hand combat, despite

fighting at the forefront of battle.

10

S REPUBLICAN GUARD

didn’t look dangerous, more like a bunch of rich kids out to show off their new armor. Very

flashy they were, all gems and silk. We’ll have a bit of fun we thought. Easy pickings, we thought. Well

anyone can make a mistake. Poor old captain Malvino, last mistake he ever made...

Overheard in the Old’ Pig and Whistle, Marienburg

The Republican Guard was raised in Remas by a

group of rebellious merchants during the time of

disastrous famines and widespread revolts that

f the Republic. The regiment

played a leading part in overthrowing the tyrannical

Merchant Prince of Remas, the notorious Omilo

Mondo. It was upon one of the Guard’s pikes that

Mondo’s head was paraded around the city to the

he revolt involved a great deal of vicious street

fighting, in which no mercy was shown by either

faction, and none asked for either. Several captains

of the Republican Guard fell in quick succession,

often shot in the back by Mondo’s henchmen who

d themselves on the rooftops or high up in

the bell towers surrounding the palace. In the thick

of battle a common soldier by the name of Ricco,

known as ‘Ragged’ Ricco because of his torn and

bloodied clothing, assumed command. He seemed

goddess herself and survived

hand combat, despite

With the Republic firmly established, the regiment

was showered with praise and

much actual cash. Their bandaged wounds an

numerous scars gave the young Guardsmen plenty

of opportunity to talk about their courage in battle!

The ladies of Remas proved very sympathetic to the

poor wounded soldiers, listening attentively to their

tales of bravery and derring-do as they tended t

wounds. The Guardsmen felt justifiably proud of

their torn and bloodstained uniforms and the

bandages that proved what fine fighters they were!

Another good reason for their rough appearance

was that the impoverished new Republic could not

afford much for their loyalty, and pa

well in arrears!

Desperate to bring in some hard cash ‘Ragged’

Ricco led the Republican Guard in search of

employment in other Tilean cities. The Guard

fought well and always made sure they were

promptly paid by threatening to mutiny! Since they

were far better fighters than any other regiment in

the army in which they happened to be serving, the

cash was forthcoming in large amounts, with a

handsome share of any booty on top.

The reputation of the regiment grew stea

attracted new recruits from all over Tilea, usually

strong young peasant lads fed up with tilling fields

for rich land owners. ‘Ragged’ Ricco tramped the

length and breadth of Tilea and helped the citizens

of many embattled cities to assert their

against tyrants and oppressors. When the news of

the regiment’s success reached the ears of the

Republican Council they immediately sent for

Ricco. They felt that as a citizen of Remas, leading

a regiment raised by pro-republican merchants, he

owed them a share of the wagonloads of gold and

spoils of war won by his pikemen.

Back in Remas, Ricco and the Republican Guard

soon fell out over the share out, and Ricco ordered

several wagons of loot to be taken out of the city

under cover of darkness. Whe

out, they voted Ricco’s execution by a majority of

one. Ricco’s loyal soldiers, who had fought side by

side with him in many heroic battles, were in no

mood to stand by while their beloved captain was

chopped into tiny bits and impaled

tower of Remas! The regiment promptly rescued

Ricco from his dungeon in the tower, routing all

troops sent against them (which outnumbered them

ten to one) in the process.

S REPUBLICAN GUARD

didn’t look dangerous, more like a bunch of rich kids out to show off their new armor. Very

flashy they were, all gems and silk. We’ll have a bit of fun we thought. Easy pickings, we thought. Well

Overheard in the Old’ Pig and Whistle, Marienburg

With the Republic firmly established, the regiment

was showered with praise and honours… if not

much actual cash. Their bandaged wounds and

numerous scars gave the young Guardsmen plenty

of opportunity to talk about their courage in battle!

The ladies of Remas proved very sympathetic to the

poor wounded soldiers, listening attentively to their

do as they tended their

wounds. The Guardsmen felt justifiably proud of

their torn and bloodstained uniforms and the

bandages that proved what fine fighters they were!

Another good reason for their rough appearance

was that the impoverished new Republic could not

for their loyalty, and pay was usually

Desperate to bring in some hard cash ‘Ragged’

Ricco led the Republican Guard in search of

employment in other Tilean cities. The Guard

fought well and always made sure they were

atening to mutiny! Since they

were far better fighters than any other regiment in

the army in which they happened to be serving, the

cash was forthcoming in large amounts, with a

handsome share of any booty on top.

The reputation of the regiment grew steadily and

attracted new recruits from all over Tilea, usually

strong young peasant lads fed up with tilling fields

for rich land owners. ‘Ragged’ Ricco tramped the

length and breadth of Tilea and helped the citizens

of many embattled cities to assert their rights

against tyrants and oppressors. When the news of

the regiment’s success reached the ears of the

Republican Council they immediately sent for

Ricco. They felt that as a citizen of Remas, leading

republican merchants, he

them a share of the wagonloads of gold and

spoils of war won by his pikemen.

Back in Remas, Ricco and the Republican Guard

soon fell out over the share out, and Ricco ordered

several wagons of loot to be taken out of the city

under cover of darkness. When the council found

out, they voted Ricco’s execution by a majority of

one. Ricco’s loyal soldiers, who had fought side by

side with him in many heroic battles, were in no

mood to stand by while their beloved captain was

chopped into tiny bits and impaled on the leaning

tower of Remas! The regiment promptly rescued

Ricco from his dungeon in the tower, routing all

troops sent against them (which outnumbered them

Page 11: 38078985-Regiments-of-Renown

With Ricco at their head, the regiment marched out

of Remas with their loot. The citizens cheered them

from the rooftops, and a few tears were shed by the

ladies of Remas who threw silken scarves and

handkerchiefs which the troopers tied about their

arms and helmets as a memento of the hospitality

they had enjoyed. They marched out from Tilea to

Sartosa and travelled over the sea to Estalia,

Bretonnia, the Empire, Kislev, and the beleaguered

Border Princes, where the regiment has continued

to win fame and renown ever since.

THE REGIMENT

Captain: ‘Ragged’ Ricco.

Motto: Ricco’s Republican Guard. The Price of

Freedom!

Battle-cry: Liberty! Equity! Liquidity!

Appearance: Ricco’s Republican Guard wear

ornate, polished full-plate armour and red crested

helmets. They have bloodstained bandages tied

around their arms, legs or heads – badges of

courage of which they are justifiably proud! Such is

their popularity that they also wear numerous silken

scarves donated by adoring ladies in grateful

acknowledgement of their services. Their

the best that money can buy, embellished with

gems and gold plate, which is the ideal way for a

soldier of fortune to look good and carry his wealth

close to him.

For Hire: Ricco’s Republican Guard can be hired

as a Core Unit in Dogs of War armies.

Alternatively, they can be hired as a Sp

other Warhammer armies, except Bretonnia.

11

With Ricco at their head, the regiment marched out

their loot. The citizens cheered them

from the rooftops, and a few tears were shed by the

ladies of Remas who threw silken scarves and

handkerchiefs which the troopers tied about their

arms and helmets as a memento of the hospitality

marched out from Tilea to

Sartosa and travelled over the sea to Estalia,

Bretonnia, the Empire, Kislev, and the beleaguered

Border Princes, where the regiment has continued

THE REGIMENT

an Guard. The Price of

Liberty! Equity! Liquidity!

Ricco’s Republican Guard wear

and red crested

helmets. They have bloodstained bandages tied

badges of

courage of which they are justifiably proud! Such is

their popularity that they also wear numerous silken

scarves donated by adoring ladies in grateful

acknowledgement of their services. Their armour is

lished with

gems and gold plate, which is the ideal way for a

soldier of fortune to look good and carry his wealth

ard can be hired

in Dogs of War armies.

they can be hired as a Special Unit in

other Warhammer armies, except Bretonnia.

Points: ‘Ragged’ Ricco plus nine Pikemen,

including a Standard Bearer and Musician, cost a

total of 160 points. This is the minimum size of unit

you can hire. The regiment may be enlarged by

adding extra Pikemen at a cost of 9

M WS BS S T W I A Ld

Ricco 4 5 5 4 4 2 5 3 8

Guard 4 4 3 3 3 1 3 1 7

Unit size: 10+

Equipment: Pike and Tilean plate armour. Ricco is

equipped with two hand weapons and Tilean plate

armour.

agged’ Ricco plus nine Pikemen,

Bearer and Musician, cost a

points. This is the minimum size of unit

you can hire. The regiment may be enlarged by

extra Pikemen at a cost of 9 points each.

M WS BS S T W I A Ld

4 5 5 4 4 2 5 3 8

3 3 3 1 3 1 7

Tilean plate armour. Ricco is

equipped with two hand weapons and Tilean plate

Page 12: 38078985-Regiments-of-Renown

MARKSMEN OF MIRAGLIANO

An’ then Bozgrot got ‘it, standing next to me ‘e was. Got it right between the eyes, never knew what ‘it

‘im. Then da Boss went down with three bolts stickin’ in ‘im. And finally, after we’d lost half da ladz, we

actually got close enough to see ‘em…

The crossbow has

always been the

favoured

in Tilea, no doubt

because its long

range enables the

troops to shoot

from high on the

ramparts, across

the broad moats

and ditched into

the enemy hordes.

Crossbow bolts

have the striking

power to pierce armour and inflict mortal wounds

on tough and determined opponents. The crossbow

is also handy for use in confined spaces such as the

ramparts, towers, gateways, and narrow streets of

Tilean cities and on board Tilean galleys and Man

O-Wars. It is therefore no surprise that the Tileans

never really bothered with ordinary bows.

One of the famous regiments to use the crossbow is

known simply, but aptly, as the Marksmen. The

Marksmen have been going for a hundred years or

12

MARKSMEN OF MIRAGLIANO

An’ then Bozgrot got ‘it, standing next to me ‘e was. Got it right between the eyes, never knew what ‘it

da Boss went down with three bolts stickin’ in ‘im. And finally, after we’d lost half da ladz, we

actually got close enough to see ‘em… One-eyed Sukslug, sole Orc survivor of the Porcupine Pass massacre

The crossbow has

always been the

favoured weapon

in Tilea, no doubt

because its long

range enables the

troops to shoot

from high on the

ramparts, across

the broad moats

and ditched into

the enemy hordes.

Crossbow bolts

have the striking

and inflict mortal wounds

on tough and determined opponents. The crossbow

is also handy for use in confined spaces such as the

ramparts, towers, gateways, and narrow streets of

Tilean cities and on board Tilean galleys and Man-

o surprise that the Tileans

never really bothered with ordinary bows.

One of the famous regiments to use the crossbow is

known simply, but aptly, as the Marksmen. The

Marksmen have been going for a hundred years or

more, under several different Captains.

Captain fell in battle or retired, the most senior

surviving Marksman would assume leadership, and

the regiment would continue. The regiment always

recruits its soldiers from Miragliano, and returns to

its home city every now and again to replenish

ranks and renew family ties. Any recruit must prove

his marksmanship by shooting a bolt though the

head of the Prince on a gold ducat. The coin is, of

course, placed in the centre of a target set at a range

of 300 paces! Once accepted, recruits hone th

marksmanship to perfection with constant practice.

Such is their success that Miragliano has fewer

pigeons than any other city in Tilea and not that

many cats or dogs either.

The list of battles in which the Marksmen have won

distinction and, needless to say, rich rewords in the

Empire alone are too numerous to list! As well as

fighting for the Empire, the regiment has served the

Tsarina of Kislev and several Dwarf lord. On other

occasions the Marksmen have fought on the same

side as High Elves and have taken part in many

overseas adventures.

MARKSMEN OF MIRAGLIANO

An’ then Bozgrot got ‘it, standing next to me ‘e was. Got it right between the eyes, never knew what ‘it

da Boss went down with three bolts stickin’ in ‘im. And finally, after we’d lost half da ladz, we

eyed Sukslug, sole Orc survivor of the Porcupine Pass massacre

more, under several different Captains. As one

Captain fell in battle or retired, the most senior

surviving Marksman would assume leadership, and

the regiment would continue. The regiment always

recruits its soldiers from Miragliano, and returns to

its home city every now and again to replenish its

anks and renew family ties. Any recruit must prove

his marksmanship by shooting a bolt though the

head of the Prince on a gold ducat. The coin is, of

of a target set at a range

of 300 paces! Once accepted, recruits hone their

marksmanship to perfection with constant practice.

Such is their success that Miragliano has fewer

any other city in Tilea and not that

The list of battles in which the Marksmen have won

to say, rich rewords in the

Empire alone are too numerous to list! As well as

fighting for the Empire, the regiment has served the

Tsarina of Kislev and several Dwarf lord. On other

occasions the Marksmen have fought on the same

e taken part in many

Page 13: 38078985-Regiments-of-Renown

THE REGIMENT

Captain: Maximilian Damark

Motto: We hit the right spot every time.

Battle-cry: Shoot!

Appearance: The Marksmen are typical of veteran

mercenary companies and wear a variety of

clothing, armour, and equipment gleaned from the

four corners of the Warhammer World. Many of the

Marksmen wear a badge in their caps or hats,

consisting of a tall feather and a pierced gold ducat.

The feather represents the swift flight of the

crossbow bolt (and it looks very fine too!).

pierced ducat is the very coin that the trooper must

strike from 300 paces as a test of marksmanship

before he is allowed to join the Marks

For Hire: Marksmen of Miragliano can be hired as

a Core unit for a Dogs of War army. Alternatively,

they can hire by as a Rare unit in any Warhammer

army, except Bretonnia and Skaven.

Points: Maximilian and nine Marksmen cost a total

of 175 points including a Standard Bearer and

Musician. This is the minimum size of regiment

you can hire. The regiment may be enlarged by

adding extra models at a cost of 11 points each.

13

THE REGIMENT

We hit the right spot every time.

The Marksmen are typical of veteran

mercenary companies and wear a variety of

, and equipment gleaned from the

four corners of the Warhammer World. Many of the

Marksmen wear a badge in their caps or hats,

pierced gold ducat.

The feather represents the swift flight of the

crossbow bolt (and it looks very fine too!). The

pierced ducat is the very coin that the trooper must

strike from 300 paces as a test of marksmanship

before he is allowed to join the Marksmen.

Marksmen of Miragliano can be hired as

a Core unit for a Dogs of War army. Alternatively,

they can hire by as a Rare unit in any Warhammer

.

Maximilian and nine Marksmen cost a total

of 175 points including a Standard Bearer and

Musician. This is the minimum size of regiment

you can hire. The regiment may be enlarged by

adding extra models at a cost of 11 points each.

M WS BS S T W I A Ld

Maximilian 4 5 5 4 4 2 5 3 8

Marksman 4 3 4

Unit size: 10+

Equipment: Hand weapon, light armour and

crossbow.

Special Rules

Marksmen: To join the ranks of the Marksmen

potential recruits must first shoot a bolt through a

coin at a range of 300 paces! Once accepted, the

Marksmen continuously practice their long range

accuracy until every member can regularly

such shots. This practice naturally has its uses on

the battlefield as the Marksmen are able to

accurately engage enemy units at long ranges and

inflict severe casualties whereas other more poorly

trained regiments will only score sporadic hits at

longer ranges. To represent the long range skill of

the Marksmen, they ignore the

shooting at long range.

M WS BS S T W I A Ld

4 5 5 4 4 2 5 3 8

3 4 3 3 1 3 1 7

Hand weapon, light armour and

To join the ranks of the Marksmen

potential recruits must first shoot a bolt through a

coin at a range of 300 paces! Once accepted, the

Marksmen continuously practice their long range

accuracy until every member can regularly make

such shots. This practice naturally has its uses on

the battlefield as the Marksmen are able to

accurately engage enemy units at long ranges and

inflict severe casualties whereas other more poorly

trained regiments will only score sporadic hits at

nger ranges. To represent the long range skill of

the Marksmen, they ignore the -1 penalty for

Page 14: 38078985-Regiments-of-Renown

BRAGANZA

As they approached the castle our hearts sank. Braganza’s men never lost or fled and we knew we were

doomed. Our captain began to explain how safe we were behind the walls, but a crossbow bolt cut him

short. No one wanted to be the next victim.

The mercenary Gunter Friesheim, in his report on the capture of the ‘impregnable’ Schloss Adlerberg

The ingenious Borgio "The Besieger", the Prince of

Miragliano, originally employed the famous

regiment of Besiegers, as a special siege unit on

crossbowmen. Borgio wanted marksmen who could

pick off defenders on the walls at close range in the

face of hail of enemy missiles, hold ramparts

against assault, provide missile support for sappers

and miners, man siege towers and, if need be, stand

their ground against enemy units sallying out of

besieged fortresses. Braganza's troops soon proved

their worth in Borgio's many sieges and turned out

to be equally good as a rearguard in open battle.

Having stormed, starved out or received the

surrender of pretty well every city and fortress that

he ever besieged, Borgio was well pleased with

Braganza's Besiegers and offered to find them work

in return for a cut of the profits. Braganza accepted

Borgio's offer at once, knowing full well that to

refuse Borgio's kindness was not only impolite but

also a terminal course of action.

Soon the Besiegers took ship for Tobaro wher

took part in the siege of the pirate stronghold on the

island of Cera-Scuro. Then they were hired by the

Dwarfs to help recapture a very strong Dwarf

14

BRAGANZA’S BESIEGERS

As they approached the castle our hearts sank. Braganza’s men never lost or fled and we knew we were

captain began to explain how safe we were behind the walls, but a crossbow bolt cut him

short. No one wanted to be the next victim.

The mercenary Gunter Friesheim, in his report on the capture of the ‘impregnable’ Schloss Adlerberg

ingenious Borgio "The Besieger", the Prince of

Miragliano, originally employed the famous

regiment of Besiegers, as a special siege unit on

crossbowmen. Borgio wanted marksmen who could

pick off defenders on the walls at close range in the

enemy missiles, hold ramparts

against assault, provide missile support for sappers

and miners, man siege towers and, if need be, stand

their ground against enemy units sallying out of

besieged fortresses. Braganza's troops soon proved

's many sieges and turned out

to be equally good as a rearguard in open battle.

Having stormed, starved out or received the

surrender of pretty well every city and fortress that

he ever besieged, Borgio was well pleased with

ed to find them work

in return for a cut of the profits. Braganza accepted

Borgio's offer at once, knowing full well that to

refuse Borgio's kindness was not only impolite but

Soon the Besiegers took ship for Tobaro where they

took part in the siege of the pirate stronghold on the

Scuro. Then they were hired by the

Dwarfs to help recapture a very strong Dwarf

outpost in the Badlands, which had been captured

by Orcs. Braganza was paid handsomely with a

massive chest of jewels and the regiment began the

long trek back to Miragliano through hostile

territory to deliver Borgio's agreed share of the loot

(no one ever double-crossed Borgio and lived!).

They battled their way across the Apuccinis in

winter fought off Dwarf bandits, Orcs, Beastmen,

Empire robber knights, Tilean outlaw band,

renegade Bretonnian commoners who had

treacherously slain their lord, staving and extremely

desperate Halflings, even more hungry and

desperate Ogres, the notorious Red Company o

Remas (whose captain had a vendetta against

Braganza) and various others winning by forming a

hollow square and shooting them all down as they

came.

On entering Tilea, they heard news that Borgio had

been treacherously assassinated and his mighty

Dogs of War army had either disbanded or split into

factions fighting in the streets of Miragliano.

Braganza decided to do the obvious thing and share

out the jewels and continue his career as one of the

best mercenary regiments to come out of Tilea. The

Besiegers were soon hired by Lorenzo Lupo, the

Prince of Luccini and sent to Sartosa where the

waging war against on of the many pirate chiefs on

the island. Since then, the Besiegers have fought for

many masters in sieges and open battles, always

standing like a wall of steel and adding to their

legendary reputation.

S BESIEGERS

As they approached the castle our hearts sank. Braganza’s men never lost or fled and we knew we were

captain began to explain how safe we were behind the walls, but a crossbow bolt cut him

The mercenary Gunter Friesheim, in his report on the capture of the ‘impregnable’ Schloss Adlerberg

outpost in the Badlands, which had been captured

by Orcs. Braganza was paid handsomely with a

ive chest of jewels and the regiment began the

long trek back to Miragliano through hostile

territory to deliver Borgio's agreed share of the loot

crossed Borgio and lived!).

They battled their way across the Apuccinis in

off Dwarf bandits, Orcs, Beastmen,

Empire robber knights, Tilean outlaw band,

renegade Bretonnian commoners who had

treacherously slain their lord, staving and extremely

desperate Halflings, even more hungry and

desperate Ogres, the notorious Red Company of

Remas (whose captain had a vendetta against

Braganza) and various others winning by forming a

hollow square and shooting them all down as they

On entering Tilea, they heard news that Borgio had

been treacherously assassinated and his mighty

f War army had either disbanded or split into

factions fighting in the streets of Miragliano.

Braganza decided to do the obvious thing and share

out the jewels and continue his career as one of the

best mercenary regiments to come out of Tilea. The

rs were soon hired by Lorenzo Lupo, the

Prince of Luccini and sent to Sartosa where the

waging war against on of the many pirate chiefs on

the island. Since then, the Besiegers have fought for

many masters in sieges and open battles, always

wall of steel and adding to their

Page 15: 38078985-Regiments-of-Renown

THE REGIMENT

Captain: Luka Braganza

Motto: Invincibility at No Extra Charge!

Battle-cry: Borgio!

Appearance: The Besiegers wear full

in the exotic Miragliano style, and carry a large

pavise on a back-strap.

For Hire: Braganza’s Besiegers can be hired as a

Core Unit in Dogs of War armies. Alternatively,

they can be hired as a Special Unit in other

Warhammer armies, except Bretonnia and Skaven.

Points: Braganza and nine Besiegers cost a total of

185 points including Standard Bearer and Musician.

This is the minimum size of unit you can hire. The

regiment may be enlarged by adding extra models

at a cost of +11 points each.

M WS BS S T W I A Ld

Maximilian 4 5 5 4 4 2 5 3 8

Marksman 4 3 4 3 3 1 3 1 7

Unit size: 10+

Equipment: Hand weapon, crossbow, heavy

armour and pavise. Luca Braganza is equipped with

a hand weapon, pistol, crossbow and heavy armour.

15

THE REGIMENT

Invincibility at No Extra Charge!

The Besiegers wear full-plate armour

in the exotic Miragliano style, and carry a large

Braganza’s Besiegers can be hired as a

Core Unit in Dogs of War armies. Alternatively,

they can be hired as a Special Unit in other

arhammer armies, except Bretonnia and Skaven.

Braganza and nine Besiegers cost a total of

185 points including Standard Bearer and Musician.

This is the minimum size of unit you can hire. The

regiment may be enlarged by adding extra models

M WS BS S T W I A Ld

Maximilian 4 5 5 4 4 2 5 3 8

4 3 4 3 3 1 3 1 7

ssbow, heavy

Luca Braganza is equipped with

a hand weapon, pistol, crossbow and heavy armour.

Special Rules

Pavise: A pavise is a large shield which each

Crossbowman can prop up in front of him. To

represent this, Crossbowmen equipped with pavises

have an additional +2 armour save versus normal

and magical missile attacks. They do not get this

bonus in close combat. So a Crossbowman in heavy

armour with a pavise gets an Armour save of 3+

versus missile attacks, but only an

5+ in close combat.

A pavise is a large shield which each

Crossbowman can prop up in front of him. To

represent this, Crossbowmen equipped with pavises

rmour save versus normal

and magical missile attacks. They do not get this

a Crossbowman in heavy

armour with a pavise gets an Armour save of 3+

versus missile attacks, but only an armour save of

Page 16: 38078985-Regiments-of-Renown

VESPERO

A poisoned knife between the ribs is the sort of gift

few would relish themselves. This keeps assassins like Vespero in constant employment, if only to make

sure they’re not working for the other side!

The rivalry between

the merchants of Tilea

is so violent that

everyone of

consequence hires

bodyguards. These

bodyguards protect

their master from

plotters, assassins,

rebels, and the like.

Inevitably bodyguards

end up fighting in the

streets with the

bodyguards of rivals. Street battles frequently break

out in the narrow alleys and piazzas of Tilean cities

in times of war, revolt, or civil disturbance, or in

other words, pretty much every day!

It is said that Stabbio the Bad, exiled Prince of

Luccini, was the first to train his bodyguards as

expert duellists, armed in what has since become

the traditional duellist style. Others started to copy

this innovative style of fighting after suffering at

the hands of Stabbio’s henchmen!

A Prince finding himself an exile or a fugitive from

16

VESPERO’S VENDETTA

A poisoned knife between the ribs is the sort of gift that most mercenary generals wish on their foes, but

few would relish themselves. This keeps assassins like Vespero in constant employment, if only to make

sure they’re not working for the other side!

The rivalry between

the merchants of Tilea

violent that

everyone of

consequence hires

bodyguards. These

bodyguards protect

their master from

plotters, assassins,

rebels, and the like.

Inevitably bodyguards

end up fighting in the

streets with the

bodyguards of rivals. Street battles frequently break

out in the narrow alleys and piazzas of Tilean cities

in times of war, revolt, or civil disturbance, or in

other words, pretty much every day!

It is said that Stabbio the Bad, exiled Prince of

Luccini, was the first to train his bodyguards as

, armed in what has since become

style. Others started to copy

this innovative style of fighting after suffering at

A Prince finding himself an exile or a fugitive from

his city is wise to hire a band of freelance

and use their services to regain or usurp power.

Indeed, not only Princes but also adventurers,

ambassadors, and explorers often hire an escort of

duellists who will appear to the uninitiated to be

ordinary travelling companions until they are

required to cast aside their cloaks to protect their

master. Various mercenary generals have even

hired duellists for use in battle, to protect the

vulnerable flanks and rear of their mercenary pike

companies.

The most notorious band for hire in Tilea and the

lands beyond is that of Vespero: a young and

reckless nobleman, much given to self indulgence

and dubious escapades. Vespero is known as ‘The

Wasp’ because of his personal

is best summed up as stubborn pers

in a very nasty sting! Vespero was the younger son

of a powerful merchant in Luccini, but due to a

quarrel with a rival family over the favors of a

noble lady, he was forced into exile in Verezzo

where he joined a mercenary bodyguard.

Unfortunately, Vespero’s romantic adventures got

him into trouble here as well and his expert skill

resulted in the untimely end of so many noble

youths in the city that their families all swore

vendettas against him and put a bounty of one

million gold ducats on his head! Hunted through the

streets by rival duellists, he barely escaped from the

city with his life.

From that moment, Vespero, together with his band

of reckless young duellists (hand

the best exponents of their art) were up for hi

the highest bidder. They soon earned a notorious

reputation, not only in street fights but in various

battles, coups, and revolts throughout Tilea and

beyond.

Recently, Vespero turned up in Miragliano, where

Borgio gave him the opportunity to get ev

his pursuers as part of the great Prince’s political

intrigues. After the last and most successful

assassination attempt of Borgio, and the street

fighting in Miragliano which followed, Vespero

disappeared, although he was in no way implicated

since he had been paid well and so was presumably

as loyal as could be expected. His motive is more

likely to be to seek out those behind Borgio’s

demise to get posthumous revenge as a final act of

loyalty to his former protector. Who knows wh

Vespero will turn up next?

that most mercenary generals wish on their foes, but

few would relish themselves. This keeps assassins like Vespero in constant employment, if only to make

hire a band of freelance duellists

and use their services to regain or usurp power.

Indeed, not only Princes but also adventurers,

ambassadors, and explorers often hire an escort of

who will appear to the uninitiated to be

mpanions until they are

required to cast aside their cloaks to protect their

master. Various mercenary generals have even

for use in battle, to protect the

vulnerable flanks and rear of their mercenary pike

nd for hire in Tilea and the

lands beyond is that of Vespero: a young and

reckless nobleman, much given to self indulgence

and dubious escapades. Vespero is known as ‘The

Wasp’ because of his personal duelling style which

is best summed up as stubborn persistence ending

in a very nasty sting! Vespero was the younger son

of a powerful merchant in Luccini, but due to a

quarrel with a rival family over the favors of a

noble lady, he was forced into exile in Verezzo

where he joined a mercenary bodyguard.

unately, Vespero’s romantic adventures got

him into trouble here as well and his expert skill

resulted in the untimely end of so many noble

youths in the city that their families all swore

vendettas against him and put a bounty of one

n his head! Hunted through the

, he barely escaped from the

From that moment, Vespero, together with his band

(hand-picked by him as

the best exponents of their art) were up for hire to

the highest bidder. They soon earned a notorious

reputation, not only in street fights but in various

battles, coups, and revolts throughout Tilea and

Recently, Vespero turned up in Miragliano, where

Borgio gave him the opportunity to get even with

his pursuers as part of the great Prince’s political

intrigues. After the last and most successful

assassination attempt of Borgio, and the street

fighting in Miragliano which followed, Vespero

disappeared, although he was in no way implicated

e he had been paid well and so was presumably

as loyal as could be expected. His motive is more

likely to be to seek out those behind Borgio’s

demise to get posthumous revenge as a final act of

loyalty to his former protector. Who knows where

Page 17: 38078985-Regiments-of-Renown

THE REGIMENT

Captain: Vespero.

Motto: Vengeance with a Smile.

Battle-cry: Prepare to Die!

Appearance: The duellists of Vespero’s Vendetta

wear tight-fitting, black clothing and carry a cloak.

They are youthful and agile, wear their hair long

and dress in the latest Tilean styles. They are armed

with an elegant duelling sword and a left

dagger, as well as carrying numerous throwing

knives on their person. The daggers are used to

parry opponents’ sword thrusts and its hilt is

therefore shaped so as to catch an adversary’s

blade. These weapons are kept concealed beneath

their cloak so that the duellists can accompan

master, carry messages for him, or walk the streets

of the city without attracting unnecessary attention

or revealing that they are armed. In combat, the

cloak itself is used to skilfully parry and catch

opponents’ weapon strikes. Vespero, like man

his men, has several impressive duelling

For Hire: Vespero’s Vendetta can be hired as a

Core Unit in Dogs of War armies. Alternatively,

they can be hired as a Special Unit in other

Warhammer armies, except Bretonnia.

Points: Vespero and four Duellists cost a total of

120 points. This is the minimum size of unit you

17

THE REGIMENT

of Vespero’s Vendetta

fitting, black clothing and carry a cloak.

They are youthful and agile, wear their hair long

and dress in the latest Tilean styles. They are armed

sword and a left-handed

g numerous throwing

knives on their person. The daggers are used to

parry opponents’ sword thrusts and its hilt is

therefore shaped so as to catch an adversary’s

blade. These weapons are kept concealed beneath

can accompany their

master, carry messages for him, or walk the streets

of the city without attracting unnecessary attention

or revealing that they are armed. In combat, the

parry and catch

opponents’ weapon strikes. Vespero, like many of

duelling scars.

Vespero’s Vendetta can be hired as a

Core Unit in Dogs of War armies. Alternatively,

they can be hired as a Special Unit in other

Warhammer armies, except Bretonnia.

cost a total of

imum size of unit you

can hire. The regiment may be enlarged by addin

extra models at a cost of +8 points each.

M WS BS S T W I A Ld

Vespero 4 6 5 4 4 2 6

Duellist 4 4 3

Unit size: 5+

Equipment: Two hand weapons, throwing knives

and cloaks.

Special Rules

Skirmish: Duellists are expert street fighters used

to dashing through the narrow alleys of Tilean cities

and fighting as individuals. Vespero’s Vendetta

may therefore skirmish as described in the

Warhammer Rulebook.

Cloak & Dagger: The duellists

hand weapons – a sword and a dagger. The

also carry a cloak which is draped over the dagger

arm, with both the cloak and dagger used to parry

and catch an opponent’s weapon thrusts in hand

hand combat. Vespero and the Duellists has the

Parry rule, even if attacked in the flank or rear.

Magic Items

Grimacing Death Mask (Enchanted Item)Vespero likes to hide his identity behind a mask

when he prowls the narrow alleys, pursuing the

dubious political ambitions of whatever Prin

is serving at the time. The mask, which represents

the grimacing face of death, is the last thing

Vespero’s duelling opponents see before they meet

their sudden end.

Models in base contact with Vespero

attack in the first round of Close C

no effect on models Immune to Psychology.

can hire. The regiment may be enlarged by adding

points each.

M WS BS S T W I A Ld

4 6 5 4 4 2 6 3 8

3 3 3 1 4 1 7

Two hand weapons, throwing knives

Duellists are expert street fighters used

to dashing through the narrow alleys of Tilean cities

and fighting as individuals. Vespero’s Vendetta

may therefore skirmish as described in the

duellists are armed with two

a sword and a dagger. The duellists

also carry a cloak which is draped over the dagger

arm, with both the cloak and dagger used to parry

and catch an opponent’s weapon thrusts in hand-to-

Vespero and the Duellists has the

rule, even if attacked in the flank or rear.

Grimacing Death Mask (Enchanted Item) Vespero likes to hide his identity behind a mask

when he prowls the narrow alleys, pursuing the

dubious political ambitions of whatever Prince he

The mask, which represents

the grimacing face of death, is the last thing

Vespero’s duelling opponents see before they meet

Vespero lose one

Close Combat. This has

Immune to Psychology.

Page 18: 38078985-Regiments-of-Renown

VOLAND

It’s not just losing, it’s losing to them. They’re barely even proper soldiers. No discipline, no uniforms,

and the worst breath you’ve ever smelt on anyone

personal guard of the Emperor?

Voland came to Tilea

from somewhere

within the Empire. At

the time he was just

one of many

mercenary heroes hired

by the Tileans in the

never-ending wars. He

rose to prominence as

leader of a band of

mercenary knights

called the Venators,

which means ‘hunters’ in low Tilean. The motives

of Voland and his brother knights could not have

been more different from the Bretonnian

the Empire traditions of knighthood! They were

soldiers of fortune interested only in two things,

namely money and spending it! They were also

expert cavalry whose thunderous charge could

scatter the deepest enemy formations

which the Tileans desperately needed, but lacked

until that time.

Those who joined Voland were often as not the

dispossessed, and frequently disgraced, sons of the

rich and famous, owning nothing but magnificent

suits of armor and well-bred warhorses. Their

ambitions turned mainly to fighting and money

though not necessarily in that order. Not only were

they good at fighting, but they were eager to

practice and get even better. These young wastrels

were joined by renegade knights from the Empire,

and one or two Bretonnian Knights Errant who

somehow forgot their noble errands, leading to a lot

of good humoured rivalry and brawling.

Voland decreed that the Venators should abandon

all identifying family crests and adopt new names

in order to obscure their true origins. It is

that Voland himself was really the disgra

some well-known Empire count. There were also

rumours that he was none other than the bastard son

of the Emperor! Voland himself never sought to

affirm or contradict any of these tales, which

consequently grew ever more elaborate and

unlikely over the years. The story that he was the

shameful offspring of the Fay Enchantress of

Bretonnia and an extraordinarily intelligent, one

eyed pig called Eric is one of the less credible yarns

spun about Voland’s mysterious past.

18

VOLAND’S VENATORS

It’s not just losing, it’s losing to them. They’re barely even proper soldiers. No discipline, no uniforms,

and the worst breath you’ve ever smelt on anyone that wasn’t an Ogre. So why do they fight like the

Count Emmerschein von Mirrenburg

Voland came to Tilea

from somewhere

within the Empire. At

the time he was just

one of many

mercenary heroes hired

Tileans in the

ending wars. He

rose to prominence as

leader of a band of

mercenary knights

called the Venators,

which means ‘hunters’ in low Tilean. The motives

of Voland and his brother knights could not have

been more different from the Bretonnian or even

the Empire traditions of knighthood! They were

soldiers of fortune interested only in two things,

namely money and spending it! They were also

expert cavalry whose thunderous charge could

scatter the deepest enemy formations – something

Tileans desperately needed, but lacked

Those who joined Voland were often as not the

dispossessed, and frequently disgraced, sons of the

rich and famous, owning nothing but magnificent

bred warhorses. Their

ambitions turned mainly to fighting and money

rily in that order. Not only were

they good at fighting, but they were eager to

practice and get even better. These young wastrels

were joined by renegade knights from the Empire,

and one or two Bretonnian Knights Errant who

nds, leading to a lot

rivalry and brawling.

Voland decreed that the Venators should abandon

all identifying family crests and adopt new names

in order to obscure their true origins. It is rumoured

that Voland himself was really the disgraced son of

known Empire count. There were also

that he was none other than the bastard son

of the Emperor! Voland himself never sought to

affirm or contradict any of these tales, which

consequently grew ever more elaborate and

er the years. The story that he was the

shameful offspring of the Fay Enchantress of

Bretonnia and an extraordinarily intelligent, one-

eyed pig called Eric is one of the less credible yarns

spun about Voland’s mysterious past.

Voland’s Venators fought the

Old World hiring themselves out for gold, which

they spent mainly on debauched drinking sessions

in which wine was consumed by the gallon. For a

while they travelled east where they were hired by

some of the more desperate of the Border

tenaciously holding on to their tiny realms in the

Orc-infested wastes. For entertainment between

battles the Venators joust against each other while

their companions make wagers on the outcome. It is

quite common for Venators to be seriously inju

or even killed in these fights, or in the drunken

brawls which inevitably follow. The regiment is

accompanied on the march by a long baggage train

of servants, grooms, and raucous camp followers

piled on top of trundling wagons loaded with casks

of looted wine. The noise of their camp can be

heard miles away.

Voland and his men once shocked Bretonnian

chivalry by their sheer audacity of turning up at the

great tourney of Couronne with their

tarnished with the mud and blood of Kislevite

battlefields. Despite nursing gargantuan hangovers

and against all expectations the Venators unhorsed

the King’s champion and a score of the best knights

It’s not just losing, it’s losing to them. They’re barely even proper soldiers. No discipline, no uniforms,

that wasn’t an Ogre. So why do they fight like the

Count Emmerschein von Mirrenburg

Voland’s Venators fought their way through the

Old World hiring themselves out for gold, which

they spent mainly on debauched drinking sessions

in which wine was consumed by the gallon. For a

while they travelled east where they were hired by

some of the more desperate of the Border Princes,

tenaciously holding on to their tiny realms in the

infested wastes. For entertainment between

battles the Venators joust against each other while

their companions make wagers on the outcome. It is

quite common for Venators to be seriously injured

or even killed in these fights, or in the drunken

brawls which inevitably follow. The regiment is

accompanied on the march by a long baggage train

of servants, grooms, and raucous camp followers

piled on top of trundling wagons loaded with casks

ted wine. The noise of their camp can be

Voland and his men once shocked Bretonnian

chivalry by their sheer audacity of turning up at the

great tourney of Couronne with their armour still

tarnished with the mud and blood of Kislevite

tlefields. Despite nursing gargantuan hangovers

and against all expectations the Venators unhorsed

the King’s champion and a score of the best knights

Page 19: 38078985-Regiments-of-Renown

in the realm. The King of Bretonnia was so

incensed that he swore Voland would never enter

his realm again except in chains! Despised by

Bretonnian knights and shunned by knights of the

Empire, the Venators care not a fig! They have

fought in many hard battles, against the worst of

enemies, in places where nobler and more sober

knights have never been seen.

THE REGIMENT

Captain: Voland.

Motto: Voland’s Venators. The Answer. No

Questions Asked.

Battle-cry: Last One to Die’s a Sissy!

19

in the realm. The King of Bretonnia was so

incensed that he swore Voland would never enter

ain except in chains! Despised by

Bretonnian knights and shunned by knights of the

Empire, the Venators care not a fig! They have

fought in many hard battles, against the worst of

enemies, in places where nobler and more sober

THE REGIMENT

Voland’s Venators. The Answer. No

Last One to Die’s a Sissy!

Appearance: The regiment wears burnished brass

armour and no heraldry except a V sign.

For Hire: Voland’s Venators can be hired as a

Core Unit in Dogs of War armies. Alternatively,

they can be hired as a Rare Unit in other

Warhammer armies, except Bretonnia.

Points: Voland and four Vena

210 points including a Standard Bearer and

Musician. This is the smallest unit you can hire.

The regiment may be enlarged by adding extra

models at a cost of 27 points each.

M WS BS S T W I A Ld

Voland 4 5 5 4 4 2 5 3

Venator 4 4 3 4 3 1 3 1 8

Warhorse 8 3 0 3 3 1 3 1 5

Unit size: 5+

Equipment: Hand weapon, lance,

armour, shield, barded warhorse.

Special Rules

Drunken Cavalry: More often

and his fellow knights will turn up to the battle still

nursing hangovers. They are even known to carry a

small flagon of wine or other alcohol with them as

they ride into battle.

The effect of their drinking combined with their

hard fought experience in countless battles against

the worst of enemies lends them a sort of courage

not found among nobler knights.

To represent this, Voland’s Venators may always

re-roll any psychology tests they need to make.

The regiment wears burnished brass

and no heraldry except a V sign.

Voland’s Venators can be hired as a

Core Unit in Dogs of War armies. Alternatively,

they can be hired as a Rare Unit in other

Warhammer armies, except Bretonnia.

Voland and four Venators cost a total of

points including a Standard Bearer and

usician. This is the smallest unit you can hire.

The regiment may be enlarged by adding extra

points each.

M WS BS S T W I A Ld

Voland 4 5 5 4 4 2 5 3 8

4 4 3 4 3 1 3 1 8

8 3 0 3 3 1 3 1 5

Hand weapon, lance, Tilean plate

armour, shield, barded warhorse.

More often than not, Voland

and his fellow knights will turn up to the battle still

nursing hangovers. They are even known to carry a

small flagon of wine or other alcohol with them as

The effect of their drinking combined with their

t experience in countless battles against

the worst of enemies lends them a sort of courage

not found among nobler knights.

To represent this, Voland’s Venators may always

roll any psychology tests they need to make.

Page 20: 38078985-Regiments-of-Renown

20

AL MUKTAR’S DESERT DOGS

We never had a chance, sir. They came out of nowhere. Before we could turn they were in among us,

shouting their chilling battle-cries as they cut us down. It’s true we ran from them sir, but these were not

men – they were demons on horseback.

The mercenary Gunter Friesheim, explaining his part in the infamous Rout of Rifraffa

Young Werner Glook was sent by his parents to an

exclusive school in Marienburg – a common fate

for children of rich and famous parents who

couldn’t be bothered to raise their offspring for

themselves. As a consequence, childhood was a

lonely and deeply unhappy time for him. The

school masters beat him frequently and the older

boys adopted him as their personal slave. Werner

lived in constant anticipation of a sound thrashing.

He learned to endure things by immersing himself

in dreams of foreign travel and exotic lands.

Years later, Werner Glook stepped from a Tilean

merchant ship onto the harbor of Lashiek – City of

the Arabian Corsairs. His eagerness to travel the

world had brought him to the greatest city in Araby.

Swarthy-skinned boys dressed in rags scampered

about his feet, offering to carry his bags and

attempting to pick his pockets.

He sent them away with a single word of command.

The boys gawped in amazement and ran away

quickly. They did not expect a blond haired, blue-

eyed stranger to speak their language – let alone to

be so familiar with the coarse vernacular of Araby.

Perhaps he was no ordinary stranger at all, but the

mysterious Al Muktar – the Chosen One – whose

coming was foretold that very year!

Werner knew nothing of this old legend. He was

gratified to find the people of Araby friendly and

generous – at least once he had spoken to them after

which they generally stopped trying to steal his

belongings. The word began to spread through the

city. Werner remained oblivious to his growing

fame.

One day he decided to undertake a journey out into

the desert to see some famous ruins. He hired

guides and camels, and set out eastward. After three

days the caravan was attacked by bandits. Werner’s

guides ran off as soon as the bandits attacked,

except for blind Ibn the beggar boy who didn’t

realize what was going on until too late, and then

ran in exactly the wrong direction and was easily

caught. Werner, being to obstinate to flee, was

capture after a fierce fight in which he gave a fine

display of fist fighting – a skill learned by necessity

in his school days.

The bandits’ leader was Sheikh Ahmed Shufti, a

squint-eyed son of the sand, dressed, like his

warriors, in voluminous flowing robes. The Sheikh

had never seen an Old Worlder before, but was

impressed by his captive’s pluck! The Sheikh

decided to stake out Werner in the desert and beat

him to death slowly over several days. Whilst they

were entertained by his cries and pitiful pleading,

the bandits would roast one of the camels.

After three days of torture and no water, Werner

had uttered not one cry of pain and the only words

he had spoken were to defy his captors and curse

their closer relatives. The Sheikh was impressed,

and his men were getting a bit nervous. Surely no

ordinary man could endure such pain. They were

not to know that Werner was used to beatings,

having suffered far worse at the hands of his fellow

pupils at school. Once they had hung him for three

days in the flue of the great chimney in the

headmaster’s study… he had not uttered a word

then either, not even when old Meistergriek had lit

the fire to warm his old bones.

Werner could hear the bandits muttering about ‘Al

Muktar’, but he had no idea that it meant ‘the

Chosen One’. ‘Al Muktarrrr’ he cried as loudly as

he could. The bandits, who were huddled around

their camp fire, had grown scared of the Old

Worlder after Ibn had told them about the legend

and various wonderous things he had supposedly

done in Lashiek. Also, things had begun to

mysteriously disappear, mostly small valuable

possessions, and Ibn was careful to explain that this

was a sure sign that the bandits had fallen under Al

Muktar’s curse. Consequently, when they heard

Werner’s cry they threw themselves to the ground

wailing and crying, ‘Al Muktar… Al Muktar…

forgive us’.

Needless to say Werner did forgive them. In fact he

became one of them – the life of a desert warrior

sounded adventurous and exciting. He abandoned

his old name, clothes, and habits and became Al

Muktar. Soon the bandits were known and feared

all along the coast of Araby. They became

renowned as the Desert Dogs – horsemen of

unparalleled ferocity wielding mighty scimitars of

gleaming steel. Their battle-cry of ‘Al Muktar’

became feared throughout the land.

Soon, the Desert Dogs became such a nuisance that

the Sheikh of Lashiek was compelled to hire them

by means of large bribes. At first he sent them

Page 21: 38078985-Regiments-of-Renown

21

eastwards to fight the Undead. Al Muktar very

much enjoyed travelling the land of the Undead, but

the Desert Dogs grew restless, and soon he led them

northwards through the Badlands and into the

Border Princes. The dashing horsemen proved

ideally suited to the fast, mobile kind of warfare in

the pioneer country, and Al Muktar was soon as

famous in the frontiers of the Old World as he was

in Araby!

Only the continued disappearance of small but

valuable items from the pockets and saddlebags of

the Desert Dogs continued to trouble the warriors.

Plainly they must fight harder and more loyally to

end the curse that their mistreatment of Al Muktar

had invoked.

THE REGIMENT

Captain: Al Muktar – Son of the Desert.

Motto: The Desert Dogs have two famous mottos.

There is the official version favored by Al Muktar

himself, ‘Mighty are the Muktarhin!’ and then there

is the less righteous version often employed by

Sheikh Ahmed Shufti, ‘Desert Dogs Run Faster

Because the Trees are Farther Apart.’

Battle-cry: Al Muktar!

Appearance: The Desert Dogs ride white horses

and are swathed from head to foot in voluminous

cloth to protect them from the fierce desert sun.

They insist on wearing this clothing regardless of

the climate they find themselves in, or whatever

time of day or night it happens to be. All that can be

seen are their eyes and hands.

For Hire: Al Muktar’s Desert Dogs can be hired as

a Core Unit in Dogs of War armies. Alternatively,

they can be hired as a Rare Unit in other

Warhammer armies, except Bretonnia and Tomb

Kings.

Points: Al Muktar, Sheikh Ahmed Shufti, Ibn the

Standard Bearer, a Horn Blower and one Rider cost

a total of 190 points. This is the minimum size of

unit you can hire. The regiment may be enlarged by

adding extra Riders at a cost of 14 points each.

M WS BS S T W I A Ld

Al Muktar 4 5 5 4 4 2 5 3 8

Shiekh Shufti 4 4 3 4 4 1 4 2 8

Ibn 4 0 0 3 3 1 3 0 7

Desert Dog 4 3 3 3 3 1 3 1 7

Warhorse 8 3 0 3 3 1 3 1 5

Unit size: 5+

Equipment: Hand weapon, shield and warhorse.

The Sheikh carries the Scimitar of Dakisir –

heirloom of his tribe. The Black Banner is carried

aloft by Blind Ibn the beggar boy, who cannot see

the peril he is in and so is always at the forefront of

battle.

Special Rules Fast Cavalry, Ambushers

Demons on Horseback: The combination of the

Desert Dogs’ surprise attacks and their chilling

battle-cries is enough to unnerve even the bravest of

soldiers. The Desert Dogs cause Fear on any turn in

which they charge.

Magic Items

Scimitar of Dakisir (Magic Weapon) This scimitar is an heirloom of the tribal sheikhs of

the Desert Dogs. It was forged centuries ago in the

Kasbah of Dakisir, long ago sacked and ruined by

the Undead. The blade is decorated with magical

texts inlaid in gold.

The Scimitar of Dakisir gives Sheikh Ahmed Shufti

+1 Strength, and +2 Strength in the turn in which he

charges.

Black Banner of the Muktarhin (Magic Banner) Carried by Blind Ibn the beggar boy, this banner is

an heirloom of Al Muktar’s family.

The Desert Dogs add +D3 to their combat

resolution.

Page 22: 38078985-Regiments-of-Renown

LUMPIN CROOP

Incredible! We stood quietly robbing carts while two armies were engaged in a scrapping, happily, a

child's play, when we came face to face with a bunch of halflings who walking away from the

hostilities. Easy prey, we thought. This was my first mistake…

Ricco, the leader of a band of robbers, captured at the Battle of Dunroamin.

The race of Halflings

is mostly thought of

as peaceable, well

meaning, honest and

sociable. This, at

least, is the common

view, and it is a view

readily encouraged

by the sight of rosy

cheeked, well

Halfling faces and

broad Halfling

smiles. Such are Nature's gifts to that race.

However, even amongst this tolerant and easy

going people there is the odd proverbial rotten

apple that spoils an otherwise toothsome batch. In

this case the rotten apple goes by the name of

Lumpin Croop and the batch in question is known

as Lumpin Croop's Fighting Cocks.

Lumpin Croop was born in the northern

backwater village, on the wrong side of the river.

His mother was the blacksmith's daughter and his

father an itinerant carrot salesmen. Unfortunately,

Lumpin's father chocked to death on a horseshoe

sometime before he was born. The Halfling's

childhood was not a happy one. His grandparents

resented and disliked him, and could never forgive

their daughter for her unwise liaison. Lumpin's

bright orange hair was a painful reminder of his

parentage

Young Lumpin was forced to work long hours in

the family forge. His grandfather set him to arduous

and demeaning tasks such as poking the fire and

straightening horseshoes. His mother suffered

greatly from the unremitting disapproval of her

parents. She became distraught and took to the

bottle. Not surprisingly Lumpin ran away from

home as soon as he could. By this time he had

already fallen into a life of pick pocketing and

bunko-artistry. These were talents doubtlessly

inherited from his father along with his passion for

root vegetables.

Lumpin Croop became a poacher. His

extraordinarily acute night vision proved a great

advantage on dark moonless evenings. Lumpin

soon learned to support himself from the

surrounding farms and estates. This was an

annoyance to the many gamekeepers who found

their game stocks and reputations plummeting fast.

22

LUMPIN CROOP’S FIGHTING COCKS

Incredible! We stood quietly robbing carts while two armies were engaged in a scrapping, happily, a

child's play, when we came face to face with a bunch of halflings who walking away from the

hostilities. Easy prey, we thought. This was my first mistake…

Ricco, the leader of a band of robbers, captured at the Battle of Dunroamin.

The race of Halflings

is mostly thought of

as peaceable, well

meaning, honest and

sociable. This, at

least, is the common

view, and it is a view

readily encouraged

by the sight of rosy

cheeked, well-fed

Halfling faces and

broad Halfling

smiles. Such are Nature's gifts to that race.

However, even amongst this tolerant and easy-

le there is the odd proverbial rotten

apple that spoils an otherwise toothsome batch. In

this case the rotten apple goes by the name of

Lumpin Croop and the batch in question is known

Lumpin Croop was born in the northern Moot, in a

backwater village, on the wrong side of the river.

His mother was the blacksmith's daughter and his

father an itinerant carrot salesmen. Unfortunately,

Lumpin's father chocked to death on a horseshoe

sometime before he was born. The Halfling's

childhood was not a happy one. His grandparents

resented and disliked him, and could never forgive

their daughter for her unwise liaison. Lumpin's

bright orange hair was a painful reminder of his

Young Lumpin was forced to work long hours in

family forge. His grandfather set him to arduous

and demeaning tasks such as poking the fire and

straightening horseshoes. His mother suffered

greatly from the unremitting disapproval of her

parents. She became distraught and took to the

singly Lumpin ran away from

home as soon as he could. By this time he had

already fallen into a life of pick pocketing and

artistry. These were talents doubtlessly

inherited from his father along with his passion for

came a poacher. His

extraordinarily acute night vision proved a great

advantage on dark moonless evenings. Lumpin

soon learned to support himself from the

surrounding farms and estates. This was an

annoyance to the many gamekeepers who found

cks and reputations plummeting fast.

One day Lumpin happened to visit the Old Pig and

Bucket, a shady hostelry in the otherwise attractive

village of Beggar's End. The inn's landlord, Raggo

Barrelgut, had been an eager buyer of poached

rabbit in the past. On this occasion, however, rabbit

pie was noticeably absent from the menu. Instead,

the snug was brimming with angry gamekeepers led

by the notoriously crazed Ned Hamfist. The

gamekeepers were all armed with cudgels. Raggo

was hiding in the corner lookin

bit frightened.

Anticipating a sound beating, Lumpin immediately

launched in to a long and complicated story. Once

he had begun he soon found himself spinning a

yarn of excitement, treasure and vast banquets

waiting to be had in the lands over the mountains.

The gamekeepers were taken aback by the young

poacher's tirade and soon put all thoughts of

vengeance aside. Eagerly they found themselves

signing up to join Lumpin in his bright and exciting

quest to the land of Tilea. Ned Hamfist

drinks to toast their bold venture and some bright

spark came up with a name for their band

Croop's Fighting Cocks.

From that day to this, Lumpin has tried very hard to

give the Fighting Cocks the slip. However, the

gamekeepers are even better trackers then Lumpin

and always manage to find him and insist that he

takes them along on his adventure. Lumpin's

regular attempts to escape are thought to be

'training exercises' by his admirers. Similarly, his

efforts to misdirect the Fighting Cocks

Tilea and any chance of fighting are considered to

be 'initiative tests'. Unfortunately for Lumpin, the

Fighting Cocks are extraordinarily good at direction

finding, being experts at navigating their way

around quietly in the dark. Their faith in Lumpin

and their belief in his adventure is unshaken.

S FIGHTING COCKS

Incredible! We stood quietly robbing carts while two armies were engaged in a scrapping, happily, a

child's play, when we came face to face with a bunch of halflings who walking away from the scene of

Ricco, the leader of a band of robbers, captured at the Battle of Dunroamin.

One day Lumpin happened to visit the Old Pig and

Bucket, a shady hostelry in the otherwise attractive

village of Beggar's End. The inn's landlord, Raggo

Barrelgut, had been an eager buyer of poached

. On this occasion, however, rabbit

pie was noticeably absent from the menu. Instead,

the snug was brimming with angry gamekeepers led

by the notoriously crazed Ned Hamfist. The

gamekeepers were all armed with cudgels. Raggo

was hiding in the corner looking embarrassed and a

Anticipating a sound beating, Lumpin immediately

launched in to a long and complicated story. Once

he had begun he soon found himself spinning a

yarn of excitement, treasure and vast banquets

nds over the mountains.

The gamekeepers were taken aback by the young

poacher's tirade and soon put all thoughts of

vengeance aside. Eagerly they found themselves

signing up to join Lumpin in his bright and exciting

quest to the land of Tilea. Ned Hamfist bought

drinks to toast their bold venture and some bright

spark came up with a name for their band - Lumpin

From that day to this, Lumpin has tried very hard to

give the Fighting Cocks the slip. However, the

tter trackers then Lumpin

and always manage to find him and insist that he

takes them along on his adventure. Lumpin's

regular attempts to escape are thought to be

'training exercises' by his admirers. Similarly, his

efforts to misdirect the Fighting Cocks away from

fighting are considered to

initiative tests'. Unfortunately for Lumpin, the

Fighting Cocks are extraordinarily good at direction

finding, being experts at navigating their way

around quietly in the dark. Their faith in Lumpin

and their belief in his adventure is unshaken.

Page 23: 38078985-Regiments-of-Renown

The truth is that the Fighting Cocks are really rather

good. All of the 'training exercises' and 'initiative

tests' have honed their natural skills to a point

where they are expert trackers and woodsmen.

Their marksmanship is, as you would expect,

second to none. Their woodsman's clothing and

pelt-caps adorned with feathers are memorable to

say the least.

Thanks to several remarkable battles, the Fighting

Cocks have acquired a well-deserved reputation,

and their services are now in great demand. On one

occasion Lumpin was credited with saving an entire

army. An enemy force had worked its way behind

the army's lines and was preparing to launch a

devastating attack. At the same moment Lumpin

happened to be leading the Fighting Cocks directly

away from the sound of the fighting. Unknown to

him, his route was taking the Halflings straight

towards the encircling enemy. In the ensuing clash

the Fighting Cocks fought with great enthusiasm

and the enemy was soon scattered. Everyone was

very impressed by Lumpin's foresight

Lumpin himself, and the Fighting Cocks were

showered with offers of employment.

Indeed, money has started to flow into the band's

coffers, and Lumpin's impromptu tale of fame and

riches is starting to come true. His troops believe in

him utterly and take great pride in their leader's

growing reputation. Lumpin himself is learning to

live with his sudden change of fortune. He is

becoming unexpectedly fond of the Fighting Cocks.

Such is his dedication that even on the eve of battle

he can be found in his tent working hard at devising

new training exercises.

THE REGIMENT

Captain: Lumpin Croop

Motto: Short, Fat and Dangerous to Know.

Battle-cry: "Hurray! Hurray! The Moot! The

Moot!" This stems from an occasion in a

particularly nasty battle when Lumpin Croop

attempted to give his troops new orders. What he

actually shouted was, "Run away! Run away to the

Moot!" but his words were lost upon the wind and

his lads charged ferociously with their

battle-cry.

Appearance: The regiment is clad in various

greens and browns to better blend into the forest.

They wear no armour as it is difficult to move

stealthily and quickly when weighed down by mail

and plate.

23

uth is that the Fighting Cocks are really rather

good. All of the 'training exercises' and 'initiative

tests' have honed their natural skills to a point

where they are expert trackers and woodsmen.

Their marksmanship is, as you would expect,

. Their woodsman's clothing and

caps adorned with feathers are memorable to

Thanks to several remarkable battles, the Fighting

deserved reputation,

and their services are now in great demand. On one

Lumpin was credited with saving an entire

army. An enemy force had worked its way behind

the army's lines and was preparing to launch a

devastating attack. At the same moment Lumpin

happened to be leading the Fighting Cocks directly

the fighting. Unknown to

him, his route was taking the Halflings straight

towards the encircling enemy. In the ensuing clash

the Fighting Cocks fought with great enthusiasm

and the enemy was soon scattered. Everyone was

very impressed by Lumpin's foresight; not least

Lumpin himself, and the Fighting Cocks were

showered with offers of employment.

Indeed, money has started to flow into the band's

coffers, and Lumpin's impromptu tale of fame and

riches is starting to come true. His troops believe in

ly and take great pride in their leader's

growing reputation. Lumpin himself is learning to

live with his sudden change of fortune. He is

becoming unexpectedly fond of the Fighting Cocks.

Such is his dedication that even on the eve of battle

d in his tent working hard at devising

THE REGIMENT

Short, Fat and Dangerous to Know.

"Hurray! Hurray! The Moot! The

Moot!" This stems from an occasion in a

Lumpin Croop

attempted to give his troops new orders. What he

was, "Run away! Run away to the

Moot!" but his words were lost upon the wind and

with their recognizable

lad in various

greens and browns to better blend into the forest.

as it is difficult to move

stealthily and quickly when weighed down by mail

For Hire: Lumpin Croop’s Fighting Cocks can be

hired as a Special Unit in Dogs of War armies.

Alternatively, they can be hired as a Rare Unit in

other Warhammer armies, except Bretonnia.

Points: Lumpin Croop and five Halflings including

Ned (properly Neddly) Hamfi

and a Horn Blower cost a total of 90 points. This is

the minimum size regiment you can hire. The size

of the regiment may be increased at a cost of +9

points per additional Halfling.

M WS BS S T

Lumpin Croop 4 3 5 3 3 2 6 2 9

Ned Hamfist 4 2 5 2 2 1 5 1 8

Fighting Cock 4 2 4 2 2 1 5 1 8

Unit size: 6-20

Equipment: Hand weapon and bow. Lumpin

Croop is equipped with hand weapon, bow, shield

and light armour.

Special Rules

Skirmish: Lumpin and his Halflings prefer fighting

in a loose formation, especially when scouting

through forests and sneaking up on the enemy.

They have the Skirmish special rule.

Scout: Expert woodsmen and trackers, Lumpin and

his Halflings have become quite good at snea

up on the enemy. They may S

Lumpin Croop’s Fighting Cocks can be

hired as a Special Unit in Dogs of War armies.

Alternatively, they can be hired as a Rare Unit in

other Warhammer armies, except Bretonnia.

Lumpin Croop and five Halflings including

Ned (properly Neddly) Hamfist the Standard Bearer

and a Horn Blower cost a total of 90 points. This is

the minimum size regiment you can hire. The size

ay be increased at a cost of +9

points per additional Halfling.

M WS BS S T W I A Ld

4 3 5 3 3 2 6 2 9

4 2 5 2 2 1 5 1 8

4 2 4 2 2 1 5 1 8

Hand weapon and bow. Lumpin

Croop is equipped with hand weapon, bow, shield

Lumpin and his Halflings prefer fighting

in a loose formation, especially when scouting

through forests and sneaking up on the enemy.

hey have the Skirmish special rule.

Expert woodsmen and trackers, Lumpin and

his Halflings have become quite good at sneaking

up on the enemy. They may Scout.

Page 24: 38078985-Regiments-of-Renown

24

GOLGFAG’S MERCENARY OGRES

Who could forget the Ogres? Not anyone with a sense of smell, that’s for sure. Worse than Trolls, and

that’s saying something, but there are few troops you’d rather have on your side in the heat of battle.

Elodhir Seamane, Elven gentleman adventurer

Possibly one of the most successful Ogre

mercenaries of all time, Golgfag Maneater forged a

reputation for the Ogres as fearsome killers for hire

long before they became a relatively common sight

in the mercenary armies of the Old World. He soon

found himself leading a bunch of almost equally

brutal Ogre warriors. He quickly developed a taste

for man-flesh and joined forces with an Orc

Warlord called Gnashrak Badtooth. Gnashrak was

busy fighting against the Dwarfs of Karak Kadrin

high up in the Worlds Edge Mountains. Golgfag

wasn’t sure he liked the taste of Dwarf, but was

more than happy to find out.

Gnashrak thought the Ogres would prove just the

kind of troops he needed to sort out the Dwarfs.

However, he soon grew tired of the Ogres’ appetite

for Goblins, booze, and raucous singing. After one

particularly loud drinking session Golgfag and

Gnashrak got into a huge fight. Soon all the Ogres

and Orcs were scrapping. Golgfag tore off the Orc’s

arm and used it to bash his way out of the

encampment before leading his lads to safety.

Gnashrak was completely enraged.

Golgfag promptly offered his serviced to the Dwarf

leader Ungrim Ironfist. He showed Gnashrak’s arm

to Ungrim as proof of his sincerity. In the face of

such a convincing offer, Ironfist was hardly able to

refuse. Golgfag led his Ogres and a party of Dwarfs

along a secret track the Orc’s encampment in

Broken Leg Gully – so called because of its

impossibly steep and treacherous sides. The Orcs

were trapped and horribly slaughtered. Gnashrak

was captured and subsequently bound in chains and

delivered to Ungrim Ironfist.

Pausing only to loot the Dwarf Lord’s treasury

during the ensuing celebrations, Golgfag headed

west into the Empire. There he took employment in

the ranks of the Imperial army, and it was here that

he discovered Halflings were by far his favorite

food. Shortly afterwards he turned up in the lands

of Tilea in the employ of one Lorenzo Lupo.

Lorenzo found the Ogres to be excellent troops, but

a considerable nuisance. The citizens of Luccini

were forever complaining of being beaten, robbed,

or bullied by the rowdy Ogres. One night Golgfag

decided to take rather more than his fair share of

wine, directly from Lorenzo’s warehouses. When

the Ogres fell into a drunken stupor Lorenzo sent a

company of pikemen to arrest them and throw them

into his dungeons.

Fortunately for Lorenzo, an opportunity to be rid of

the Ogres altogether arrived in the form of a

messenger from one of the Border Princes. The

messenger was hiring mercenaries on behalf of his

master. Lorenzo cheerfully fitted him up with the

Ogres, took his fee, and released Golgfag and his

crew from captivity. Golgfag was understandably

annoyed, but faced with a new offer of

employment, a complimentary baggage train of

food and a firing squad of Tilean crossbowmen, the

Ogre decided to let matters lie for the moment.

Golgfag’s stay in the Border Princes proved a

successful and profitable one. The Ogres grew fat

and wealthy. They were kept very busy one side or

another and were given every chance to indulge

their appetite for fresh meat. Golgfag’s only regret

was the scarcity of Halflings thereabouts. When he

heard that trouble was brewing between the Orcs

and Dwarfs he headed northwards once more. He

fell in with a bunch of Orcs and Goblins and was

soon feasting upon Dwarf again.

It was after a foray against the Dwarfs that Golgfag

was ambushed by none other than Ungrim Ironfist,

his former employer. The canny Dwarf Lord led the

Orc army into a trap using a supply convoy as bait.

The convoy consisted entirely of wagons full of

cheap ale which the greenskins duly captured and

drained. Golgfag and the Ogres courageously drank

themselves into oblivion along with the rest. When

they awoke, the Ogres found themselves in the

dungeons deep below Karak Kadrin, along with the

remnants of the Orc army. The Dwarfs no doubt

expected Golgfag to dies in this cramped and

crowded dungeon, and probably thought this would

be easier and safer than trying to kill the Ogre in

some other fashion.

When the Dwarfs finally opened the dungeon some

months later, they were startled to find Golgfag still

alive. He had eaten every other inmate of the

dungeon, including the rest of the Ogres, apart from

Skaff. Out of respect for his oldest drinking buddy,

Golgfag had only, so far, eaten one of Skaff’s legs.

A great pile of Orc, Goblin, and Ogre bones lay in

one corner. When he heard of this, Ungrim Ironfist

was so impressed that he ordered Golgfag to be

taken a long way away and released.

Golgfag soon gathered together some of his old lads

and other keen young Ogres flocked to join him.

Skaff decided to stick with Golgfag despite

Page 25: 38078985-Regiments-of-Renown

everything, and gratefully accepted the position of

standard bearer as this gave him something to lean

on. Before the summer was out, Golgfag headed

south over the Grey Mountains in company of an

Orc raiding party. It was there that he fought his

first battles against Bretonnians and where he

would ‘crack a few tinnies’ and feast upon man

flesh once more.

From that day to this, Golgfag has never looked

back. His reputation has, if anything, grown and

grown. So has his girth. But he still has a few

scores to settle, not least with the Dwarfs of Karak

Kadrin and with the treacherous Lorenzo Lupo.

However, Ogres are straightforward folk and such

things take second place to a good fight and a full

belly!

Although he could be mistaken for a mere Bruiser,

Golgfag has been in active service for over sixty

years, and has considerable tactical acumen to go

with his lattice-like network of scar tissue.

Golgfag’s reputation and wealth have grown so

considerable that in recent years he has begun to

hire his own mercenary armies, including more and

more Ogres as the great migration gathers speed.

The term ‘Maneater’ was first coined when, after a

drunken argument, Golgfag ate his paymaster

whole and left carrying his coffers. He insists to this

day that his name is misleading for, just like the

faithful band of violent thugs that travel with him,

Golgfag really isn’t that fussy about what or who he

eats.

THE REGIMENT

Captain: Golgfag

Motto: You’ve hired da rest, now try da best!

Battle-cry: “Gruugh agh agh waaagh” is a

reasonable rendering of Ogrish (a language little

understood by other races and hard going even for

Ogres). The meaning is obscure. It might mean

something like “Feed me – feed me now!”

Appearance: Ugly, ferocious, and hungry.

Golgfag’s Ogres were dirty, patched clothing made

of skins, leather, and such items as they have

pillaged or crudely stitched together from old

cloaks, blankets, tents, canvas awnings, e

appearance is obviously raggedy and rather crude.

Their armor is a hotchpotch of pieces made for

other races and strapped over strategically

vulnerable bits of the Ogre’s body. Ogres have

rough, gnarled and warty skin, and, being veterans

of countless battles, Golgfag’s lads are covered in

scars.

25

everything, and gratefully accepted the position of

standard bearer as this gave him something to lean

on. Before the summer was out, Golgfag headed

Grey Mountains in company of an

Orc raiding party. It was there that he fought his

first battles against Bretonnians and where he

would ‘crack a few tinnies’ and feast upon man-

From that day to this, Golgfag has never looked

utation has, if anything, grown and

grown. So has his girth. But he still has a few

scores to settle, not least with the Dwarfs of Karak

Kadrin and with the treacherous Lorenzo Lupo.

However, Ogres are straightforward folk and such

to a good fight and a full

Although he could be mistaken for a mere Bruiser,

Golgfag has been in active service for over sixty

years, and has considerable tactical acumen to go

like network of scar tissue.

wealth have grown so

considerable that in recent years he has begun to

hire his own mercenary armies, including more and

more Ogres as the great migration gathers speed.

The term ‘Maneater’ was first coined when, after a

paymaster

whole and left carrying his coffers. He insists to this

day that his name is misleading for, just like the

faithful band of violent thugs that travel with him,

Golgfag really isn’t that fussy about what or who he

THE REGIMENT

You’ve hired da rest, now try da best!

“Gruugh agh agh waaagh” is a

reasonable rendering of Ogrish (a language little

understood by other races and hard going even for

Ogres). The meaning is obscure. It might mean

feed me now!”

Ugly, ferocious, and hungry.

Golgfag’s Ogres were dirty, patched clothing made

of skins, leather, and such items as they have

pillaged or crudely stitched together from old

cloaks, blankets, tents, canvas awnings, etc. Their

appearance is obviously raggedy and rather crude.

Their armor is a hotchpotch of pieces made for

other races and strapped over strategically

vulnerable bits of the Ogre’s body. Ogres have

rough, gnarled and warty skin, and, being veterans

tless battles, Golgfag’s lads are covered in

For Hire: Golgfag’s Ogres can be hired as a

Special Unit in Dogs of War armies. Alternatively,

they can be hired as a Rare Unit in other

Warhammer armies, except Bretonnia.

Points: Golgfag and three Ogres, including Skaff

the Standard Bearer and a Horn Blower, cost a t

of 325 points. This is the minimum unit you can

hire. The size of the regiment may be

cost of 40 points per additional Ogre.

M WS BS

Golgfag 6 5 2 5 5 4 3 5 8

Skaff 6 3 2 4 4 3 2 4 7

Ogre 6 3 2 4 4 3 2 3 7

Unit size: 4+

Equipment: Two hand weapons and heavy armour.

Special Rules Fear

Maneater: Golgfag in his long mercenary career

has been given the nickname of Maneater, although

as he insists, this is misleading, for he and his lads

don’t much care for who or what they eat.

is both Stubborn and Immune to

Golgfag does have a particular love for eating

Halflings and as such, any army that includes

Golgfag and his Ogres may not include any unit of

Halflings. Halflings know of his reputation for

eating their kin and will refuse to hire on with an

army employing Golgfag.

Golgfag’s Ogres can be hired as a

Special Unit in Dogs of War armies. Alternatively,

they can be hired as a Rare Unit in other

Warhammer armies, except Bretonnia.

Ogres, including Skaff

the Standard Bearer and a Horn Blower, cost a total

points. This is the minimum unit you can

hire. The size of the regiment may be increased at a

points per additional Ogre.

M WS BS S T W I A Ld

6 5 2 5 5 4 3 5 8

6 3 2 4 4 3 2 4 7

6 3 2 4 4 3 2 3 7

Two hand weapons and heavy armour.

Golgfag in his long mercenary career

has been given the nickname of Maneater, although

as he insists, this is misleading, for he and his lads

don’t much care for who or what they eat. Golgfag

born and Immune to psychology.

Golgfag does have a particular love for eating

Halflings and as such, any army that includes

Golgfag and his Ogres may not include any unit of

Halflings. Halflings know of his reputation for

eating their kin and will refuse to hire on with an

Page 26: 38078985-Regiments-of-Renown

LONG DRONG

As soon as their jolly boat touched the sand they roared ashore, charging the waiting Goblins. It was a

short fight. Within moments the greenskins were running for their lives and

themselves with a swift tot of rum.

Long Drong, who as his

name suggests was a rather

tall Dwarf and claimed a

dubious line of descent

from Drong the Har

legendary Dwarf ancestor

known from nay sagas,

began his career as a Dwarf

seafarer in Barak Varr. He

worked his way up from

cabin Dwarf to captain of the Dwarf trading ship

The Barrel of Ale which brought fine Dwarf brews

by the sea route to far away colonies. That was until

one terrible voyage around the coast of Sartosa. A

storm blew up, the worst for a hundred years, and

the ship foundered on the treacherous rocks.

Although the crew was washed up on the shore, the

entire cargo of rare Dwarf ales was lost.

This disaster was something no Dwarf could bear,

and no self-respecting Dwarf captain would wish to

survive. Long Drong knew his career as a Dwarf

trader was over. He resolved to become a Slayer on

the seven seas and to seek a heroic end worthy of a

saga. His crew, who were just as shamed by the loss

of the cargo as their captain, followed his example

and swore upon their ancestors to lead a life of

roving Sea Slayers until a worthy death ended their

shame and redeemed them in legend.

Having thus sworn, Long Drong, now known as

Long Drong Slayer, trekked inland to his destiny,

which was to become the most notorious pirate ever

to lurk on Sartosa. His first act was to storm the

stronghold of the dreaded pirate Capitano Sisicco

and capture his ship and treasure stash. With the

latter, Long Drong hired Dwarf craftsmen to rebuild

the flimsy vessel into something a Dwarf could be

proud of, not sparing the iron! He also hired Dwarf

smiths to forge cannons for the vessel, which Long

Drong named The Fair Fregar after a famous Dwarf

maiden of Barak Varr, rumored to be very

beautiful. A figurehead representing her was carved

by the crew. Unfortunately, neither Long Drong nor

any of his crew had ever seen a real life Dwarf

maiden, so they had to rely on their ima

hearsay. The result, parts of which were shod in

brass, made an awesome ram on the prow of the

ship!

The prisoners, now chained in Long Drong’s

dungeons, were freed in return for telling him all

26

LONG DRONG’S SLAYER PIRATES

As soon as their jolly boat touched the sand they roared ashore, charging the waiting Goblins. It was a

short fight. Within moments the greenskins were running for their lives and the pirates were rewarding

themselves with a swift tot of rum.

Von Mirrenburg from his book ‘My Time with the Dwarfs’

Long Drong, who as his

name suggests was a rather

tall Dwarf and claimed a

dubious line of descent

from Drong the Hard,

legendary Dwarf ancestor

known from nay sagas,

began his career as a Dwarf

seafarer in Barak Varr. He

worked his way up from

cabin Dwarf to captain of the Dwarf trading ship

The Barrel of Ale which brought fine Dwarf brews

olonies. That was until

one terrible voyage around the coast of Sartosa. A

storm blew up, the worst for a hundred years, and

the ship foundered on the treacherous rocks.

Although the crew was washed up on the shore, the

lost.

This disaster was something no Dwarf could bear,

respecting Dwarf captain would wish to

survive. Long Drong knew his career as a Dwarf

trader was over. He resolved to become a Slayer on

the seven seas and to seek a heroic end worthy of a

saga. His crew, who were just as shamed by the loss

of the cargo as their captain, followed his example

and swore upon their ancestors to lead a life of

roving Sea Slayers until a worthy death ended their

shame and redeemed them in legend.

orn, Long Drong, now known as

Long Drong Slayer, trekked inland to his destiny,

which was to become the most notorious pirate ever

to lurk on Sartosa. His first act was to storm the

stronghold of the dreaded pirate Capitano Sisicco

treasure stash. With the

latter, Long Drong hired Dwarf craftsmen to rebuild

the flimsy vessel into something a Dwarf could be

proud of, not sparing the iron! He also hired Dwarf

smiths to forge cannons for the vessel, which Long

ar after a famous Dwarf

maiden of Barak Varr, rumored to be very

beautiful. A figurehead representing her was carved

by the crew. Unfortunately, neither Long Drong nor

any of his crew had ever seen a real life Dwarf

maiden, so they had to rely on their imagination and

hearsay. The result, parts of which were shod in

brass, made an awesome ram on the prow of the

The prisoners, now chained in Long Drong’s

dungeons, were freed in return for telling him all

they knew about buried treasure and handing ove

any maps they had. Long Drong learned that the

key to success was often the possession of a pay

chest full of gold with which to hire a mercenary

army and hold it together under your command.

Many such pay chests had been lost in battles and

there were mercenary generals willing to pay

handsomely for their return, even double the value

of anything in the chest, or a great fortune for the

empty chest alone. This was because recovery of a

lost pay chest is a matter of pride among mercenary

generals, who regard such chests in the same way

as other races do their army standards!

So Long Drong let it be known that, being a

seafaring Dwarf, he could seek out and rescue a lost

pay chest wherever it may be in the known world

and return it to its rightful owner. A

to keep any treasure that he might find in it, plus a

reward in gold equal to as much as the chest would

hold! By the standards of mercenary generals this

was but a small price to pay for the restoration of

honor and respect, and soon offer

services came flowing in by swift messengers.

Thus the Fair Fregar voyaged to many distant lands;

Araby, Lustria, Albion, and many uncharted

islands, and brought back various pay chests which

may or may not have been genuine. In doing so

Long Drong raided the treasure hoards of many

notorious pirates and corsairs and made countless

enemies determined to get their revenge on him. A

price was on his head, everyone sought to

accomplish his doom. What more could a seafaring

Slayer ask for! His only friends turned out to be

those mercenary generals from whom he had

restored honor, and these soon began to hire Long

Drong and his pirate crew to fight as a regiment in

their armies. Their task, needless to say, was to seek

out and capture the enemy pay

battlefield. Only reckless Dwarf Sea Slayers,

seeking a heroic end would take on or succeed in

such a task. As yet Long Drong has still to meet his

doom!

S SLAYER PIRATES

As soon as their jolly boat touched the sand they roared ashore, charging the waiting Goblins. It was a

the pirates were rewarding

Von Mirrenburg from his book ‘My Time with the Dwarfs’

they knew about buried treasure and handing over

any maps they had. Long Drong learned that the

key to success was often the possession of a pay

chest full of gold with which to hire a mercenary

army and hold it together under your command.

Many such pay chests had been lost in battles and

ercenary generals willing to pay

handsomely for their return, even double the value

of anything in the chest, or a great fortune for the

empty chest alone. This was because recovery of a

lost pay chest is a matter of pride among mercenary

ard such chests in the same way

as other races do their army standards!

So Long Drong let it be known that, being a

seafaring Dwarf, he could seek out and rescue a lost

pay chest wherever it may be in the known world

and return it to its rightful owner. All he asked was

to keep any treasure that he might find in it, plus a

reward in gold equal to as much as the chest would

hold! By the standards of mercenary generals this

was but a small price to pay for the restoration of

honor and respect, and soon offers to hire his

services came flowing in by swift messengers.

Thus the Fair Fregar voyaged to many distant lands;

Araby, Lustria, Albion, and many uncharted

islands, and brought back various pay chests which

may or may not have been genuine. In doing so

g Drong raided the treasure hoards of many

notorious pirates and corsairs and made countless

enemies determined to get their revenge on him. A

price was on his head, everyone sought to

accomplish his doom. What more could a seafaring

ly friends turned out to be

those mercenary generals from whom he had

restored honor, and these soon began to hire Long

Drong and his pirate crew to fight as a regiment in

their armies. Their task, needless to say, was to seek

out and capture the enemy pay chest on the

battlefield. Only reckless Dwarf Sea Slayers,

seeking a heroic end would take on or succeed in

such a task. As yet Long Drong has still to meet his

Page 27: 38078985-Regiments-of-Renown

27

THE REGIMENT

Captain: Long Drong Slayer.

Motto: Lost pay chest recovery is our specialty.

Battle-cry: Fifteen Dwarfs and a dead Dwarf’s

chest, yo ho ho and a flagon of ale…

Appearance: Long Drong Slayer has a hook hand,

peg leg, eye patch, long red plaited beard, pistols

stuffed down his breeches, and a parrot on his

should which says ‘bits o’ gold, bits o’ gold’ all the

time. His crew is a swarthy bunch of rogues who

are proud to fight under the skull and crossbones

flag.

For Hire: Long Drong’s Slayer Pirates can be hired

as a Special Unit in Dogs of War armies.

Alternatively, they can be hired as a Rare Unit in

other Warhammer armies, except Bretonnia, Chaos

Dwarfs, Wood Elves, High Elves and Orcs &

Goblins.

Points: Long Drong Slayer plus nine Dwarf pirates

including a Standard Bearer and Drummer cost a

total of 185 points. This is the minimum unit you

can hire. The regiment may be increased up to a

maximum of 30 models at a cost of 12 points for

each additional model.

M WS BS S T W I A Ld

Long Drong 3 6 4 4 5 2 4 3 10

Slayer Pirate 3 4 3 3 4 1 3 1 10

Unit size: 10-30

Equipment: Loads of pistols (counts as brace of

pistols).

Special Rules Unbreakable, Hates Greenskins, Resolute,

Relentless.

Festooned with Pistols: Since they are festooned

with pistols that they shoot off in a hurricane of

destruction, all of their attacks are considered to be

Strength 4 and Armour Piercing, not just in the first

round of combat. In addition, they do not suffer the

-1 to hit penalty for Stand and Shoot.

Dwarf Rum: When unable to get ale, the Dwarf

pirates brew their own drink. This dangerous stuff

is a sort of rum mixed with gunpowder and iron

filings, and each bottle has a skull and crossbones

on it as a warning. The pirates swig so much of this

concoction that they are now immune to

drunkenness, though it wreaks havoc with their

insides. Before a battle the Dwarfs will knock back

a few bottles each, and the resultant intestinal

rumblings and gurglings leave an odious mist

hanging around the regiment.

Though the pirates claim not to notice the smell, the

effect is dire on the enemy who suffer -1 to hit in

Close Combat. Obviously, Undead troops,

Daemons, and followers of Nurgle won’t notice the

stench either. The great disadvantage to the pirates

is that no other troops will stand near them. As a

result, the regiment may not be deployed closer

than 3” to any other unit in the army at the start of

the battle!

Page 28: 38078985-Regiments-of-Renown

BEORG BEARSTRUCK

AND THE BEARMEN OF

Lock your doors, bar your windows and hide your goats

then flee, but don’t try and run. They can smell your fear and they’ll hunt you down like dogs. Ever see what an angry bear does to a dog?

In Ursfjord in the frozen north the great hall of

Urslo is to be found. It is built of great timbers

hewn from mighty trees. In this hall resides Beorg,

chieftain of the Bermen of Urslo – that is when he

is not raiding or fighting!

When Beorg, son of Bran, cracked the skulls of

Uldsdau and Graill, twin sons of Huern, chieftain of

the tribe of the Wolf, the gods chose to show their

considerable favor. As Beorg threw himself upon

his enemies his back arched and spli

cracked and turned in upon his body, his face was

consumed from within by a snarling black muzzle.

The gift of the Were was upon him… the gift of the

gods to the people of Norsca he was Bearstruck.

Beorg is a were-bear of extraordinary power.

he enters battle he turns into a savage bear of

immense size. This is a great and marvelous thing

even amongst the tribes of the north, many of

whose people spontaneously develop were

in battle. Amongst Beorg’s folk, the tribe of the

Bear, it is common for warriors to sprout claws,

snarling teeth, mane-like fur, and bear

muzzles. But alone of all his people, Beorg carries

the full shape of the Bear within him. Only he is

28

BEORG BEARSTRUCK

AND THE BEARMEN OF URSLO

Lock your doors, bar your windows and hide your goats – the Bearmen are coming! If you have a horse

then flee, but don’t try and run. They can smell your fear and they’ll hunt you down like dogs. Ever see what an angry bear does to a dog?

The villag

In Ursfjord in the frozen north the great hall of

Urslo is to be found. It is built of great timbers

hewn from mighty trees. In this hall resides Beorg,

that is when he

When Beorg, son of Bran, cracked the skulls of

Uldsdau and Graill, twin sons of Huern, chieftain of

the tribe of the Wolf, the gods chose to show their

considerable favor. As Beorg threw himself upon

his enemies his back arched and split, his ribs

cracked and turned in upon his body, his face was

consumed from within by a snarling black muzzle.

The gift of the Were was upon him… the gift of the

gods to the people of Norsca he was Bearstruck.

bear of extraordinary power. When

he enters battle he turns into a savage bear of

immense size. This is a great and marvelous thing

even amongst the tribes of the north, many of

whose people spontaneously develop were-shapes

in battle. Amongst Beorg’s folk, the tribe of the

s common for warriors to sprout claws,

like fur, and bear-shaped

muzzles. But alone of all his people, Beorg carries

the full shape of the Bear within him. Only he is

Bearstruck – the mark of lordship amongst his

people! Beorg was soon acknowledged as the

chieftain of his tribe, the Ursfjordings or Bearmen.

Like all savages of the northlands, Beorg despises

the weakness of lesser men! He cares nothing for

the so-called civilized lands that lie to the south.

When the Chaos armies of Wa

marched upon the lands of the Empire Beorg gladly

joined them. His warriors had grown tired of easy

conquests amongst the tribes of the north! At the

Battle of the Monoliths, Beorg led his warriors

against the army of Arch-Lector Mannfeld of

The soldiers of the Empire were horrified to find

themselves confronted by men in half

snarling and tearing like the savages they were!

Amongst them all was the towering shape of Beorg

casting aside his foes with great swipes of his

claws, knocking heads from shoulders and tearing

arms from their sockets.

After the battle Beorg realized that the lands of the

south offered plenty of opportunity for bloodletting

and savagery. His warriors fought their way

employment, but more often living by pillage and

robbery. Eventually the Bearmen crossed the

URSLO

the Bearmen are coming! If you have a horse

then flee, but don’t try and run. They can smell your fear and they’ll hunt you down like dogs. Ever see

The village elder’s final advice

the mark of lordship amongst his

n acknowledged as the

chieftain of his tribe, the Ursfjordings or Bearmen.

Like all savages of the northlands, Beorg despises

the weakness of lesser men! He cares nothing for

called civilized lands that lie to the south.

When the Chaos armies of Warlord Archaon

marched upon the lands of the Empire Beorg gladly

joined them. His warriors had grown tired of easy

conquests amongst the tribes of the north! At the

Battle of the Monoliths, Beorg led his warriors

Lector Mannfeld of Nuln.

The soldiers of the Empire were horrified to find

themselves confronted by men in half-bear shape,

snarling and tearing like the savages they were!

Amongst them all was the towering shape of Beorg-

casting aside his foes with great swipes of his

s, knocking heads from shoulders and tearing

After the battle Beorg realized that the lands of the

south offered plenty of opportunity for bloodletting

and savagery. His warriors fought their way

but more often living by pillage and

robbery. Eventually the Bearmen crossed the

Page 29: 38078985-Regiments-of-Renown

29

mountains and found themselves in the Border

Princes. This was a time of great battles and much

plundering – and Beorg’s fame grew rapidly. At

night the Bearmen would sit around their camp

drinking as only the northmen can, and singing

rousing songs of their great adventures!

It was during one such session of drunken revelry

that the Bearmen were ambushed by Goblin

bandits. Many were shot with black arrows before

Beorg strode forward to snap the Goblin chief’s

neck like a twig. During this battle Oerl the Young

was struck by an arrow which took out an eye and

left a scar running across his face. Despite his

injuries Oerl held onto the tribe’s banner, the Bear

of Urslo, an immense bearskin slain by Bran to

celebrate the birth of his son Beorg. Beorg

rewarded the young warrior with gold and the

honored place in battle – by his side.

THE REGIMENT

Captain: Beorg Bearstruck.

Motto: The Dark Gods Bless Us.

Battle-cry: Beorg and his men launch themselves

upon the foe with a mighty bear-like growl…

‘Grrrrowwwwwww.’

Appearance: The Bearmen, like many of the tribes

of Norsca, are affected by the dark power of Chaos.

This has made them as much beasts as men and all

are touched with the mark of the were-bear to some

extent with shaggy hair, brutal ursine faces,

massive teeth, and slashing claws. They wear

barbaric clothing made of furs and held together

with leather straps, and they have wild, unkempt

hair. Their iron helmets have horns which make

them look especially ferocious, and many wear long

shaggy cloaks made from wild bears – often with

the head or claws left on.

For Hire: Beorg and his Bearmen can be hired as a

Special Unit in Dogs of War armies. Alternatively,

they can be hired as a Special Unit in other

Warhammer armies, except Bretonnia, High Elves,

Wood Elves and Lizardmen.

Points: Beorg and nine Bearmen, including Oerl

the Young (the Banner Bearer) and a Horn Blower,

cost a total of 275 points. This is the minimum size

of unit you can hire. The regiment may be enlarged

by adding extra models at a cost of 9 points each.

M WS BS S T W I A Ld

Beorg 4 6 4 5 5 3 3 4 8

Oerl the Young 4 4 3 4 3 1 4 2 7

Bearrnan 4 4 3 4 3 1 4 1 7

Unit size: 10+

Equipment: Hand weapon, light armour and

shield. Beorg is a were-bear – he wears no armour

and fights with his claws and teeth!

Special Rules Frenzy

Magic Items

Bear Fang (Talisman) This gigantic and ancient yellowed canine tooth is

the sacred talisman of lordship amongst Beorg’s

tribe. Beorg wears it about his neck. The talisman

wards of blows that would otherwise harm its

wearer.

The Bear Fang gives Beorg a 4+ Ward save.

Bear Banner (Magic Standard) Oerl carries the tribe’s totem into battle – an entire

bear skin whose grizzly head leers out from the top.

The skin’s power is immense, driving the warriors

into a fury that is almost impossible to stop.

The Bearmen gains +1 to Hit in the first round of

Close Combat.

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30

OGLAH KHAN’S WOLFBOYS

The cursed count had us surrounded! Separated from the rest of the army, we had no choice but to

confront the horrors of the living dead. While we prepared to sell our lives dearly, something strange

happened: the Hobgoblin scouts in the service of Count began attacking his own troops! It was a chance

that we could not let slip past...

Captain Detlev Veidt, from his book "The life of a mercenary in the Border Princes"

Far, far in the east, in the untamed steppes beyond

the Dark Lands, lies the dominion of Hobgobla

Khan- the greatest empire in the world. The

subjects of Hobgobla Khan are Hobgoblins, a

green-skinned race related to Orcs and Goblins.

Hobgoblins are widely abhorred for their cruelty,

wickedness and their appalling standards of

hygiene.

The armies of the great Hobgobla Khan are simply

referred to as the Great Horde. When all the tribes

under the Great Khan are arrayed for battle, the

Horde is said to stretch from horizon to horizon.

The sub-commanders of the tribes are called Khans,

each one commanding five hundred or more wolf-

riding Hobgoblins.

Oglah Khan was one of the vassals of the Great

Khan, and enjoyed the green-skinned despot. His

tent was as large as the hall of any human noble,

and he owned a hundred wolves, making him a very

wealthy Hobgoblin. In time of war he could

summon six hundred spears to battle. Oglah fought

in many battles for the Great Khan, and became

widely known for his prowess in combat and his

treachery - traits admired by all Hobgoblins. It

seemed that he was destined to become one of the

most influential warlords of the era.

Oglah Khan's fortunes changed during the infamous

Battle of Xen-Tu, where the Hobgoblins clashed

with the Cathayans of Emperor Pu-Yi. When Hablo

Khan, the commander of the Hobgoblin contingent,

was killed by the Emperor's ChampionTong Po,

many of the Hobgoblins fled, believing that all was

lost. Oglah Khan, on the other hand, immediately

switched sides and led his ladz to battle against his

kinsmen. All was going well until the main Horde

of Hobgobla Khan arrived. They outnumbered the

Cathayans more than a hundred to one and crushed

them swiftly. Oglah Khan turned tail and fled from

the wrath of his ruler.

Oglah Khan and his tribe were declared outlaws

and banished from the Hobgoblin lands. With no

other place to go, Oglah Khan and his ladz headed

west, to the Old World. Following the Silk Road he

arrived in the Dark Lands and immediately enlisted

in the army of Black Orc Warlord Gordug Smasher.

Gordug was determined to raid the lands of Tilea,

but at the Battle of Long Knives he suffered a

catastrophic defeat as Oglah Khan switched sides

during a crucial moment of the battle. The Tilean

general Giovanni Giuliani rewarded Oglah Khan

generously, and hired the Hobgoblins to act as

scouts and skirmishers in his army.

Since those times Oglah Khan has served as a

mercenary under many generals, and acquired quite

a name for himself. Through only few of his

original six hundred warriors have survived, they

are now battle hardened veterans and much in

demand. Hobgoblins are excellent archers and

ferocious in hand-to-hand combat, so there is only

one thing a general must consider when hiring

them… will they stay loyal?

THE REGIMENT

Captain: Oglah Khan

Motto: You payz, we slayz!

Battle-cry: "Hiiyaaarrghh!!!!" the traditional

battle-cry of these warriors from the steppes. The

meaning is obscure, most likely to be offensive and

illegal.

For Hire: Oglah Khan’s Wolfboyz can be hired as

a Special Unit in Dogs of War armies.

Alternatively, they can be hired as a Rare Unit in

other Warhammer armies, except Bretonnia,

Empire, Dwarfs, High Elves and Wood Elves.

Points: Oglah Khan and four Hobgoblin Wolfboyz

including the Standard Bearer and a Horn Blower

cost a total of 150 points. This is the minimum size

regiment you can hire. The size of the regiment

may be increased at a cost of +13 points per

additional Hobgoblin.

M WS BS S T W I A Ld

Oglah Khan 4 5 4 4 4 2 3 3 7

Wolfboy 4 3 3 3 3 1 2 1 6

Giant Wolf 9 3 0 3 3 1 2 1 5

Unit size: 5-20

Equipment: Hand weapon, spear, bow, light

armour and shield. They ride Giant Wolves.

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31

Special Rules Fast Cavalry

Steppe Archers: The hobgoblin armies of the great

Hobgobla Khan primarily consist of a vast horde of

Hobgoblins riding giant wolves. The constant wars

of the hobgoblins and the experience gained in

fighting in the lands of the east have allowed them

to excel at mounted archery, able to maintain a

great deal of accuracy (for a Hobgoblin that is!)

even while on the move. To represent this, Oglah

Khan and his Wolfboyz do not suffer the usual -1 to

hit penalty for moving and shooting.

Animosity: Oglah Khan’s Wolfboyz suffer from

Animosity like any other Greenskin unit, and must

test each turn so long as the unit is not engaged

Close Combat, is not fleeing, and numbers at least

five models. In the start of the Turn phase roll a D6

for Oglah Khan’s Wolfboyz and consult the table

below:

D6 Result

1 Traitor! Oglah Khan decides the battle is

turning for the worse and his services will

be better served fighting for the other side.

He is immediately under the control of the

opposing player. That player may

immediately make a normal move with

them, and they are treated like any other

enemy unit until they roll another 1 for

animosity, in which case they return to the

control of the original owner.

2-5 Plan’s a Good ‘Un. The rest of da army is

just softies compared to us. The unit retains

a degree of order. It may act normally this

turn.

6 Hiiyaaarrghh! The unit unleashes their

battle-cry and launch themselves at their

foes, immediately moving D6” towards the

nearest visible enemy. If no enemy is

visible, they instead move directly forwards.

If this move takes the unit into contact with

an enemy, they count as charging. An

enemy unit charged in this way may only

choose to hold or flee as a charge reaction.

Magic Items

Pelt of Wulfag (Enchanted Item) An old pelt taken from a great wolf. It invigorates

the bearer, allowing him to ride faster than

normally possible.

When able to pursue a broken enemy, the Wolfboyz

must always do so, and they can add +D6 to their

pursuit move.

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TICHI

By Grungi! Great value for money,

On the five thousandth cycle of the sun, at the

equinox of Topec, on the meridian of the Serpent

Star a spawning occurred in the sacred pools of the

ruined temple Enxilada. All sacred plaques which

might have predicted this spawning had long since

been destroyed. The temple was remote from the

city of Zlatlan in the South Lands and had been

abandoned for a long time. No Slann Mage

had turned their minds in this direction for many

years and the spawning went unnoticed. Indeed it

was a sporadic spawning, evoked purely by the

unusual portents and astral conjunctions. It was

perhaps the mysterious will of Sotek.

Only one mature Lizardman was there to witness

the spawning. It was Tichi-Huichi. He watched

over the ruined temple and chanted the salute to the

sun as it rose every day. He was the last Enxilada,

all others having perished years ago from a

mysterious pestilence.

Tichi-Huichi saw that the markings upon the Skink

spawn in the sacred pools were good. They were

indeed favored by the gods. He felt somehow

privileged and chosen for such a thing to occur in

his time. He watched as the tadpoles reached

maturity and came out upon the land to bask. He

could see that they were of the greater crested kind,

the sort who could master the Cold Ones. This

thought gripped the mind of Tichi-Huichi and he

went to look in the dark caverns deep below the

32

TICHI-HUICHI’S RAIDERS

By Grungi! Great value for money, these Lizards. They fight for only a couple of mere strips of gold!

Dwarf Lord Borik, on hiring Tichi

On the five thousandth cycle of the sun, at the

equinox of Topec, on the meridian of the Serpent

ccurred in the sacred pools of the

ruined temple Enxilada. All sacred plaques which

might have predicted this spawning had long since

been destroyed. The temple was remote from the

city of Zlatlan in the South Lands and had been

No Slann Mage-Priest

had turned their minds in this direction for many

years and the spawning went unnoticed. Indeed it

was a sporadic spawning, evoked purely by the

unusual portents and astral conjunctions. It was

perhaps the mysterious will of Sotek.

ly one mature Lizardman was there to witness

Huichi. He watched

over the ruined temple and chanted the salute to the

sun as it rose every day. He was the last Enxilada,

all others having perished years ago from a

Huichi saw that the markings upon the Skink

spawn in the sacred pools were good. They were

indeed favored by the gods. He felt somehow

privileged and chosen for such a thing to occur in

his time. He watched as the tadpoles reached

d came out upon the land to bask. He

could see that they were of the greater crested kind,

the sort who could master the Cold Ones. This

Huichi and he

went to look in the dark caverns deep below the

ruins. His expectations were correct and a

symbiotic spawning had occurred here as well. The

eggs had hatched and the tiny Horned Ones, a rare

race of Cold Ones, bore similar markings to the

Skinks. It was certainly the will of the Old Ones

that these spawnings should occur at t

A few years later Tichi-Huichi had trained the

rising generation of Skinks in all the lore of

Enxilada that he knows that he knew. They looked

upon him as their mentor and leader. Over the same

time the Horned Ones had grown to full size and

already the Skinks were taming and riding them. It

happened almost naturally, the empathy between

the species was preordained. One became master to

the other.

It was at this moment that the mind of the Slann

Mage-Priest in far away Zlatlan focused on

Enxilada. Profound thoughts were evoked within

the alert mind of Tichi-Huichi. Now his purpose

became clear. His duty to the Old Ones was to lead

the chosen regiment that had been spawned by their

will. It was the season of monsoon. In the fetid,

steamy nights that followed, Tichi

troubled by dreams. He perceived

and strange races and creatures. In their midst he

became aware of the presence of great treasures

potent talismans of the Old Ones, things which had

been looted from Enxilada and other places, sacred

artifacts which the Old Ones desired him to bring

back.

Now Tichi-Huichi knew his mission and the

purpose of the spawning. His destiny was clear. It

was he who had been chosen to go out into the

wider regions to find and bring

the Old Ones had revealed to him. Following his

instinct and allowing the thoughts of those greater

then himself to direct his plans, Tichi

out, leading his fine regiment of Cold One Riders.

They had not been idle during th

had mastered the techniques of riding and fighting

from Cold Ones. It had come upon them as if by

instinct. Instruction had hardly been necessary.

On encountering the first settlement of 'new ones',

who happened to be a nomadic tribe of Arabians,

Tichi-Huichi remained enigmatic, seeking only to

follow the current of events unfolding before him

by the will of the gods. The Arabian Sheikh, awe

struck at the sight of a real Al Saurim before his

very eyes, seemed eager to hire Tichi

regiment. Many treasures were cast upon the sand

S RAIDERS

these Lizards. They fight for only a couple of mere strips of gold!

Dwarf Lord Borik, on hiring Tichi–Huichi’s Raiders.

were correct and a

symbiotic spawning had occurred here as well. The

eggs had hatched and the tiny Horned Ones, a rare

race of Cold Ones, bore similar markings to the

Skinks. It was certainly the will of the Old Ones

that these spawnings should occur at the same time.

Huichi had trained the

rising generation of Skinks in all the lore of

Enxilada that he knows that he knew. They looked

upon him as their mentor and leader. Over the same

time the Horned Ones had grown to full size and

already the Skinks were taming and riding them. It

happened almost naturally, the empathy between

the species was preordained. One became master to

It was at this moment that the mind of the Slann

Priest in far away Zlatlan focused on

ilada. Profound thoughts were evoked within

Huichi. Now his purpose

became clear. His duty to the Old Ones was to lead

the chosen regiment that had been spawned by their

will. It was the season of monsoon. In the fetid,

s that followed, Tichi-Huichi was

troubled by dreams. He perceived faraway places,

and strange races and creatures. In their midst he

became aware of the presence of great treasures-

potent talismans of the Old Ones, things which had

ada and other places, sacred

artifacts which the Old Ones desired him to bring

Huichi knew his mission and the

purpose of the spawning. His destiny was clear. It

was he who had been chosen to go out into the

wider regions to find and bring back the relics that

the Old Ones had revealed to him. Following his

instinct and allowing the thoughts of those greater

then himself to direct his plans, Tichi-Huichi set

out, leading his fine regiment of Cold One Riders.

They had not been idle during the monsoon. They

had mastered the techniques of riding and fighting

from Cold Ones. It had come upon them as if by

instinct. Instruction had hardly been necessary.

On encountering the first settlement of 'new ones',

who happened to be a nomadic tribe of Arabians,

Huichi remained enigmatic, seeking only to

follow the current of events unfolding before him

by the will of the gods. The Arabian Sheikh, awe-

t the sight of a real Al Saurim before his

very eyes, seemed eager to hire Tichi-Huichi's

regiment. Many treasures were cast upon the sand

Page 33: 38078985-Regiments-of-Renown

before him, but he merely blinked his yellow eyes

at their brightness in the glare of the sun. Then he

caught sight of a sacred talisman that he had seen in

his dream and let out a rasping croak of delight.

The Sheikh laughed and gave it to Tichi

deal had been struck. The regiment rode with the

Arabians on many raids into the land of Nehekhara.

Tombs were pillaged in the outlying necropolises of

that desolate land. Then came the day when

Skeleton warriors rose up from the sands and then

slew the Arabians to the last man, but Tichi

Huichi's Raiders fought them to a standstill in the

scorching sun. Then the Liche Priest raised his staff

and stayed the Skeleton warriors. He brought out a

bundle of rags and unwrapped the object concealed

within. Tichi-Huichi saw the sacred plaque of his

second dream. Tichi-Huichi signaled for the

standard to be dipped. The priest und

quarrel was ended and instead, Tichi

recruited into the army of the Tomb King, who sat

enthroned within his pyramid and seemed to be

animated with an inspired thought, as if from afar.

There followed years of fighting along the nort

margins of the desert. Dwarfs were the quarry.

They were easily pursued and caught as the vainly

tried to escape, laden down with plunder.

One day, Tichi-Huichi pursued for several days and

ventured too far. The Dwarfs were standing ready

to die, and there was an uneasy pause before the last

33

before him, but he merely blinked his yellow eyes

at their brightness in the glare of the sun. Then he

f a sacred talisman that he had seen in

his dream and let out a rasping croak of delight.

The Sheikh laughed and gave it to Tichi-Huichi. A

deal had been struck. The regiment rode with the

Arabians on many raids into the land of Nehekhara.

ged in the outlying necropolises of

that desolate land. Then came the day when

Skeleton warriors rose up from the sands and then

ians to the last man, but Tichi-

Raiders fought them to a standstill in the

Priest raised his staff

and stayed the Skeleton warriors. He brought out a

bundle of rags and unwrapped the object concealed

Huichi saw the sacred plaque of his

Huichi signaled for the

standard to be dipped. The priest understood. The

quarrel was ended and instead, Tichi-Huichi was

recruited into the army of the Tomb King, who sat

enthroned within his pyramid and seemed to be

animated with an inspired thought, as if from afar.

There followed years of fighting along the northern

margins of the desert. Dwarfs were the quarry.

They were easily pursued and caught as the vainly

tried to escape, laden down with plunder.

Huichi pursued for several days and

ventured too far. The Dwarfs were standing ready

there was an uneasy pause before the last

charge. Then Tichi-Huichi saw a statue of the

monkey god out of a rucksack of a Dwarf. A well

aimed dart struck the strap, and the bag fell open.

The golden statue tumbled out. As the Dwarf

struggled to gather up his ill-

hefty, hob-nailed boot imprinted itself upon his

round behind: "Leave it, Grongi!" he snarled "It's

our only chance, lad!" The Dwarfs edged back and

Tichi-Huichi signaled forward a Skink to recover

the sacred statue; the one revealed in his third

dream. The Dwarfs warily turned and began to

march away, shadowed at a distance by the Skink

Cold One Riders.

So it went on to this day. The Dwarf Lord of Barak

Varr, in a strange meeting in which the Dwarf Lord

believed he was advised to hire the Skinks by a

long-dead ancestor, hired Tichi

the bargaining had been long, but three gold

plaques had done the trick better than a massive

chest of gems. Strange creatures these Lizardmen,

thought the Dwarfs, but great value

And so a Dwarf would think! One who was

accustomed to valuing gold by its weight alone; a

creature ignorant of the intentions of the gods; one

for whom sacred plaques are just so much metal to

get melted down! Did they not know that the Old

Ones wrote on gold only because is imperishable!

Huichi saw a statue of the

monkey god out of a rucksack of a Dwarf. A well-

aimed dart struck the strap, and the bag fell open.

The golden statue tumbled out. As the Dwarf

-gotten loot, his lord's

nailed boot imprinted itself upon his

round behind: "Leave it, Grongi!" he snarled "It's

our only chance, lad!" The Dwarfs edged back and

Huichi signaled forward a Skink to recover

revealed in his third

dream. The Dwarfs warily turned and began to

march away, shadowed at a distance by the Skink

So it went on to this day. The Dwarf Lord of Barak-

Varr, in a strange meeting in which the Dwarf Lord

sed to hire the Skinks by a

dead ancestor, hired Tichi-Huichi. Even so,

the bargaining had been long, but three gold

plaques had done the trick better than a massive

chest of gems. Strange creatures these Lizardmen,

thought the Dwarfs, but great value for the money!

And so a Dwarf would think! One who was

accustomed to valuing gold by its weight alone; a

creature ignorant of the intentions of the gods; one

for whom sacred plaques are just so much metal to

get melted down! Did they not know that the Old

Ones wrote on gold only because is imperishable!

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34

And so Tichi-Huichi's Raiders fought against Orcs

and Goblins. Then they were hired them in their

turn, serving Goblin chiefs who were convinced

that Mork or Gork or both had inspired them. They

fought battles and regained many more lost relics.

With every change of the fortune, a sacred artifact

appeared. Though the masters he served might flee

or be wiped out utterly, strangely Tichi-Huichi's

Raiders were still there at the end of every battle.

Mysteriously their foes always saw the wisdom of

hiring them, and the futility of a fight in which the

Skinks would slaughter many before dying

themselves. Without knowing a word of mannish or

Orcish or Khazalid or Elvin tongue, a deal was

always struck. Were the thoughts of their foes

directed by some greater mind, enthroned upon a

pyramid temple in Zlatlan perhaps? Inscrutable are

the ways of the Old Ones!

THE REGIMENT

Captain: Tichi-Huichi

Motto: Cold-Blooded efficiency.

Battle-cry: "Tupyn tzlaga anapaq quito qrizliz"

(rough translation: Get out of the way because the

Horned Ones are thirsty!)

Appearance: Tichi-Huichi's Raiders are light green

skinned with red crests and scales. Tichi-Huichi

himself is a crimson red and he has a black crest

and scales. The Raiders wield short spears that are

obsidian-tipped and coated in poisons from the

jungles of Lustria, as well as small round shields to

deflect the blows of their attackers. The Raider's

Horned One mounts are black skinned with red

scales and more often than not, the blood of the

enemies of the Old Ones dripping from their

mouths.

For Hire: Tichi-Huichi’s Raiders can be hired as a

Rare Unit in Dogs of War armies. Alternatively,

they can be hired as a Special Unit in Lizardmen

armies, or as a Rare Unit in other Warhammer

armies, except Bretonnia, any Chaos, Chaos

Dwarfs, Skaven, Vampire Counts and Tomb Kings.

Points: Tichi-Huichi and four Skink Horned One

Riders including a Standard Bearer and Musician

cost 180 points. This is the minimum unit you can

hire. The regiment may be increased by adding

more Skink Horned One Riders at +20 points each.

M WS BS S T W I A Ld

Tichi-Huichi 6 4 5 4 3 2 6 3 7

Skink Raider 6 2 3 3 2 1 4 1 6

Horned One 8 3 0 4 4 1 3 2 5

Unit size: 5-20

Equipment: Hand weapons, spears, scaly skin (6+)

and shields.

Special Rules Fast Cavalry, Poisoned Attacks (Skinks only)

Cold-blooded: Skinks are cold-blooded and slow

to react to psychology. Roll three dice when testing

against Leadership and choose the two lowest

scores.

Horned Ones: Horned Ones cause Fear and give

their rider +2 to their Armour saves in place of the

usual +1 for mounted troops.

Blessed by the Old Ones: Tichi-Huichi and his

Skink Cold One Riders enjoy the special favour of

the Old Ones. They belong to a portentous

spawning, brought forth for a mission devised

untold millennia ago, and consequently a

mysterious aura of protection pervades the

regiment. To represent this, hand-to-hand

opponents will never pursue Tichi-Huichi’s Raiders

if they beat them in combat. A strange, tropical

fatigue descends on the foe, securing Tichi-Huichi’s

chance to get away.

On a Mission from the Gods: Tichi-Huichi

regularly has dreams or has visions which lead him

on a search to recover lost artefacts of the

Lizardmen which are deemed vital by the Serpent

God Sotek. To represent this, roll a D6 when Tichi-

Huichi's Raiders successfully charge a unit

containing an enemy character, on a 4+ Tichi-

Huichi recognizes one of the items carried by the

enemy character (be they magical or mundane) to

be the artefact seen in his dreams. Tichi-Huichi and

his unit will fight all the harder to recover this item,

and will benefit from +1 Attack if they charged this

turn.

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35

RUGDLUD’S ARMOURED ORCS

Ruglud Bonechewer is a powerful and wealthy Orc

mercenary who sells his services all across the

known world, from the treacherous Badlands in the

south up to through the realm of the Boarder

Princes and throughout the mountains surrounding

the Empire. Rumours suggest that even the Empire

itself has hired his services on occasion. Ruthless to

the core, Ruglud's only loyalty is to himself and he

has been known to change sides during battle if

offered more payment and, more importantly, more

opportunity to loot and pillage. Over the years the

band has equipped itself with a motley assortment

of equipment, stripping scraps of armour from

countless defeated foes, and always taking the

crossbows and bolts that they prize so highly.

Ruglud Bonechewer was once a mighty Orc

warlord, leading the Crooked Eye tribe to countless

victories. Uniting the local tribes, his army stormed

through the Grey Mountains and the World's Edge

Mountains. He staged numerous successful raids on

Dwarf strongholds and Empire towns, as well as

upon various Goblin tribes that refused to grovel

before him.

Ruglud suffered one devastating defeat, many miles

to the east of the Old World, and in that defeat he

also lost his position as warlord of the Crooked

Eye. Caught in a cunning and well implemented

ambush by a powerful Chaos Dwarf force, his tribe

were cut down in the hundreds by the withering hail

of missile fire that the Chaos Dwarfs sent into their

midst. The Orcs return fire was unsurprisingly

inaccurate. The heavy armour worn by the Chaos

Dwarfs deflected the few arrows the found their

targets.

As Ruglud fled, many of his tribe turned on him,

blaming him in typical Orcish manner for the

defeat. Ruglud bullied a small group of Orcs into

staying by his side and fled with them to the south,

pursued by arrows and insults of his former tribe.

They came across an ancient, seemingly

impenetrable stronghold built into the

mountainside. It appeared to be deserted, and the

superstitious Orcs cowered at the sound of the wind

howling over its blackened battlements. As they

picked their war around the huge boulders at the

base of the stronghold walls, the smallest member

of the group, the runt known only as "Maggot",

tripped and fell. Ruglud blinked in surprise, for the

Goblin had disappeared from sight. Moments later,

he stuck his head through a hole in the ground,

exclaiming that he had found a tunnel.

The Orcs refused to enter the tunnel, scared of the

"bad sprits" that inhabited the stronghold. Ruglud

pushed the Orcs aside roughly, determined to show

them that he was not afraid. Besides, he thought,

there might be something looting inside. Ruglud

grabbed Maggot by the scruff of the neck, forcing

him to walk in front of him into the low tunnel.

They came upon a scene of devastation, the

aftermath of a titanic battle in the tunnels and grand

halls of what must have been a Dwarf stronghold.

Dwarf bodies lay strewn across the floors in the

unbelievable numbers, and at first it looked to

Ruglud as if the dwarf had been fighting each other.

As he looked closer at the bodies, he saw that some

were the Chaos Dwarfs that he had suffered his

great defeat against.

Bloodied armour and weapons were scattered

across the stone floor. At Ruglud's feet lay a Dwarf

crossbow, which he picked up absently in one huge

hand. His gaze lingered on the weapon as a sizable

lump of masonry suddenly fell on his thick head,

and a moment of inspiration washed over him. The

unexpected thought filled his cunning Orcish mind:

"If ya can't beat em, join em!" He began to strip the

armour of the Dwarf bodies, haphazardly strapping

the plates to his oversized frame.

Climbing out of the hole, he stood before his Orc

followers who fell back before him. With a strange,

determined look in his eyes, he growled at the Orcs:

"We'll show 'em how it's done."

Thus Ruglud's Armoured Orcs were formed, the

only known band of Orcs to implement the

combination of armour and crossbow. They are still

disliked and distrusted by other Orc tribes, but their

fighting qualities are grudgingly accepted.

Wherever the band travels, it fights for gold and for

food, and for the chance to strip the enemy of

anything worth taking.

THE REGIMENT

Captain: Ruglud Bonechewer.

Motto: "We'll show 'em how it's done."

Battle-cry: “Gobbos fer dinner! Gobbos fer tea!

Gobbos when u want ’em! Gobbos for me!” (Note:

the Orcs will substitute the word ‘Gobbos’ with

something appropriate to the occasion, eg,

‘Stunties’, ‘’Umies’ or ‘Ratsies’.)

Page 36: 38078985-Regiments-of-Renown

36

Appearance: Ruglud and 'is ladz wear heavy

armour made from scrap found on the battlefield,

including breastplates and shields, which they have

strapped to their arms and upper body for

protection.

For Hire: Any Warhammer army other than

Bretonnians, Dwarfs, High Elves and Wood Elves

may hire Ruglud’s Armoured Orcs, and they count

as a Rare choice. Dogs of War and Orc & Goblin

armies may choose Ruglud’s Armoured Orcs as a

Special choice.

Points: Ruglud, Maggot, a Musician and seven

Armoured Orcs costs a total of 175 points. This is

the minimum size regiment you can hire. The size

of the regiment may be increased at the cost of 9

points per model.

M WS BS S T W I A Ld

Ruglud 4 5 3 4 5 2 3 3 8

Maggot 4 2 3 3 3 1 2 1 6

Armoured Orc 4 3 3 3 4 1 2 1 7

Unit Size: 10+

Equipment: Choppa, crossbow and heavy armour.

Ignore Greenskin Panic: Ruglud and his

Armoured Orcs have great disdain for their own

kind. When a friendly Greenskin unit is destroyed,

breaks or flees past their unit, Ruglud and his Orcs

(including Maggot) do not need to test for Panic.

Looters: Ruglud and his boyz are always looking

to add to their collection of various scraps of

armour and equipment as well as relieving dead

enemies of anything else worth taking. To represent

this, Ruglud’s Armoured Orcs may never pursue an

enemy they have broken in combat. They will stop

to loot the enemy dead.

Choppa: Ruglud’s Armoured Orcs carry brutal

cleavers and clubs, and add +1 to their Strength in

the first round of combat. (Note that Maggot does

not carry a choppa, just a normal hand weapon).

Maggot: Maggot the Goblin accompanies Ruglud

wherever he goes, acting as his standard bearer. He

has survived countless battles and is regarded as a

lucky mascot. His presence encourages the Orcs to

fight all the more fiercely. The banner that Maggot

enthusiastically waves adds +2 to combat resolution

rather than +1.

In addition to this, Maggot seems to lead a charmed

life, and as a result has a 3+ Ward Save. He may

not accept challenges, for he is not in effect a

character, just a particularly lucky Goblin. If

Maggot dies, the banner is lost with him, and no

other Orc can pick it up. Although Maggot doesn’t

carry a crossbow, an Orc standing behind him may

shoot over his head, as if the Orc were standing in

the front rank. The range is measured as normal,

from Maggot’s base (the Orc behind leans the

crossbow on his head.)

Animosity: Ruglud’s Orcs suffer from Animosity

like any other Greenskin unit, and must test each

turn so long as the unit is not engaged Close

Combat, is not fleeing, and numbers at least five

models. In the start of the Turn phase roll a D6 for

Ruglud’s Armoured Orcs and consult the table

below:

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 prevents all moving and

shooting this turn. The unit can do nothing

this turn, while Ruglud cracks heads

together to restore order.

2-5 Plan’s a Good ‘Un. The rest of da army is

just softies compared to us. The unit retains

a degree of order. It may act normally this

turn.

6 Let’s show ’em what these crossbows can

do! Ruglud’s Armoured Orcs shoot at the

closest unit, friend or foe. All models in the

unit can fire without movement penalty at

the nearest target in any direction, ignoring

the usual restrictions for line of sight and

fire arcs – this is an exception to the normal

rules for shooting. The shots are worked out

immediately, not in the Shooting phase, and

the models themselves are not moved. The

unit cannot do anything else that turn. If

there are no units within range, the unit

Squabbles instead.

Page 37: 38078985-Regiments-of-Renown

Ruglud was pleased. He had heard rumours

much activity on the other side of the great

mountains, and had managed to bully the Black

Spider tribe into hiring his services when he heard

they were making the journey. Ruglud and his

mercenaries had travelled beneath the great

mountains with the tattooed Goblin tribe, though

the forest-dwellers disliked being so far beneath the

earth. The superstitious Goblins had cowered at the

slightest noise in the darkness, and stared in wide

eyed, bewildered wonder at the crossbows strapped

to the backs of Ruglud and his company. Since

emerging into the twisted forest on the other side of

the mountains, the fighting had been almost

constant. The crazed Goblin Shaman Stikrit had

paid Ruglud well. giving him first pickings of the

bodies. And there had been lots of bodies in the last

week.

A savage, braying roar echoed beneath the dark

canopy of trees. Ruglud slapped a crossbow bolt

into place, his huge hands working the mechanism

with surprising dexterity. His massive frame was

covered in scraps of armour stripped from defeated

foes: some pieces were black and spiked. others

were painted in coloured lacquer, while still other

pieces were long rusted. Attired similarly in an

assortment of mismatched armour, the Ores around

him mirrored his actions, readying their

37

rumours of

much activity on the other side of the great

mountains, and had managed to bully the Black

Spider tribe into hiring his services when he heard

they were making the journey. Ruglud and his

mercenaries had travelled beneath the great

attooed Goblin tribe, though

dwellers disliked being so far beneath the

earth. The superstitious Goblins had cowered at the

slightest noise in the darkness, and stared in wide-

eyed, bewildered wonder at the crossbows strapped

lud and his company. Since

emerging into the twisted forest on the other side of

the mountains, the fighting had been almost

constant. The crazed Goblin Shaman Stikrit had

paid Ruglud well. giving him first pickings of the

f bodies in the last

A savage, braying roar echoed beneath the dark

canopy of trees. Ruglud slapped a crossbow bolt

into place, his huge hands working the mechanism

with surprising dexterity. His massive frame was

ed from defeated

black and spiked. others

red lacquer, while still other

pieces were long rusted. Attired similarly in an

, the Ores around

him mirrored his actions, readying their crossbows.

Dark, hunched shapes raced through the trees

towards the lines of Goblins. Cloven hoofs pounded

the wet soil as twisted Beastmen ducked under

branches and leapt over fallen logs. Their faces

were contorted masks of brutish hatred, lips flecked

with foam curling back to expose sharp teeth. Tall

horns rose from their brows, and they carried huge,

crude axes in their hands.

Maggot, the small Goblin that stood at Ruglud's

side, looked up at the large Orc.

"Third lot this week. Good for business, eh

Ruglud merely grunted in response.

The Black Spider Shaman Stikrit turned his gaze

towards Ruglud. His eyes were glazed behind the

spider tattoo covering his face, a result of self

induced toxins racing through his body.

"Kill them." the Shaman stated flatly.

Ruglud grinned menacingly at the Goblin

huge broken teeth protruding at all

maw, and swung his crossbow up towards the

rapidly approaching Beastmcn. A bolt sliced

through the air from the crossbow of one

Orcs, embedding itself harmlessly

Dark, hunched shapes raced through the trees

towards the lines of Goblins. Cloven hoofs pounded

the wet soil as twisted Beastmen ducked under

branches and leapt over fallen logs. Their faces

were contorted masks of brutish hatred, lips flecked

ith foam curling back to expose sharp teeth. Tall

horns rose from their brows, and they carried huge,

Maggot, the small Goblin that stood at Ruglud's

side, looked up at the large Orc.

"Third lot this week. Good for business, eh boss? "

Ruglud merely grunted in response.

The Black Spider Shaman Stikrit turned his gaze

towards Ruglud. His eyes were glazed behind the

spider tattoo covering his face, a result of self-

induced toxins racing through his body.

tated flatly.

Ruglud grinned menacingly at the Goblin leader,

broken teeth protruding at all angles from his

maw, and swung his crossbow up towards the

oaching Beastmcn. A bolt sliced

the crossbow of one of the

embedding itself harmlessly in a tree.

Page 38: 38078985-Regiments-of-Renown

38

"Not before my signal!" bellowed Ruglud, turning

and punching the Ore in the face with a huge,

balled fist.

Grumbling, Ruglud raised his crossbow once more,

squinting one eye to focus on one of the

approaching creatures. a twisted beast with bloody,

swirling patterns painted on its fur. As the

Beastmen got rapidly closer, the drugged Shaman

looked at Ruglud in alarm. Concern for his

personal well-being pushed through the mind-

altering toxins that coursed through his veins.

Ruglud's large, fleshy tongue protruded from the

side of his mouth as he concentrated on his target.

"Nail 'em!" Ruglud shouted at the last moment.

A flurry of black bolts hurtled through the air, many

thudding into trees along the way, but still more

finding their mark. The first wave of Beastmen fell

to the ground, their cries of pain sounding

strangely Human. The target Ruglud himself had

picked out rolled on the ground, blood frothing

around the bolt protruding from its throat.

Waving a bundle of bones wrapped in hair, the

Shaman screeched an incantation. A pair of

Beastmen running towards him fell to the ground as

if pole-axed, blood pouring from their cars and

broad noses.

As his vision shifted and shimmered before him.

Stikrit grinned maniacally at the feeling of power,

and spittle dribbled down his chin.

The Orcs quickly began to load more bolts in their

crossbows as another herd of Beastmen raced

towards them. The smell of blood seemed to drive

them into a frenzy, and they leapt, snorting and

bellowing, over their fallen comrades. On either

side of Ruglud's Orcs, the Beastmen had reached

the lines of

Goblins, and had begun to butcher the diminutive

Grecnskins, axes rising and falling in brutal,

bloody arcs. Shaman Stikrit smiled to himself,

pleased that he himself was standing with his Orc

hirelings.

Great black spiders dropped from the darkened

canopy above, tattooed Goblins clinging onto their

bristling backs. They fell on the Beastmen, latching

into their muscular forms with spindly black limbs

before biting downwards with vicious, venom-

coated fangs.

Ruglud and his Orcs loosed another volley of bolts

into the chaotic mass of creatures.

At such close range, many of the barbed crossbow

bolts punched right through the unarmoured

bodies, and another line of the foul beings fell

screaming into the undergrowth. Ruglud noticed

that the creatures were not all the same, as he had

first thought. Some of them did not look like beasts

at all, but more like Humans. albeit particularly

malformed ones. One of them had a series of

barbed tentacles sprouting from its bare chest, each

one writhing uncontrollably, making Ruglud feel

oddly queasy. The creature's face was a mask of

agony and despair.

"Get 'em!" roared Ruglud. His Orcs needed no

encouragement, and they swung their crossbows

over their shoulders, drawing their crude but

brutally effective cudgels and cleavers. They leapt

to meet the Beastmen and mutants head on, and the

two forces clashed with terrible force and savagery.

Ruglud swung his huge blade with immense power

behind the blow. The weapon sank deep into the

shoulder of a heavily muscled creature, nearly

severing the limb. He bashed his crossbow, held in

his left hand into the creature's fact. Before it had a

chance to retaliate, Ruglud pulled his blade free,

and swung it again, this time backing deeply into

the creature's neck.

The Orcs and creatures of Chaos exchanged blows,

both groups ignoring injuries that would have

instantly felled a Human. Blood flowed freely, the

Ores relishing the fight against such tough

opponents. Almost as tough as Orcs, Ruglud

thought with grudging respect as he hammered

another opponent to the ground with several

powerful blows.

Through the press of bodies he could see a large

shape pushing to the front of the fighting. The

Busmen and mutants drew back from this figure

and lowered their gaze as it passed. This new

enemy wore a heavy fur cloak over completely

enclosed, ornate black armour. A pair of wickedly

curved. serrated swords were held firmly in black

gauntleted hands. Ruglud stared at the warrior's

finely wrought armour in wide-eyed greed.

”Dat one's mine!"

Page 39: 38078985-Regiments-of-Renown

39

MENGIL MANHIDE’S MANFLAYERS

Even amongst the Dark Elves of Naggaroth, a

nation renowned for its cruelty, ruthlessness and

sadistic tendencies, Mengil of Clar Karond is

particularly noted for his bloodthirsty nature. Such

is his cunning and his gleefully murderous

behaviour that many amongst the Dark Elves regard

him as an unhinged killer. While most Dark Elves

would happily slit the throat of any who got in their

way in order to further their own political aims or

gain more personal power so long as they could get

away with it, Mengil kills for the fun of it, without

care or thought of the consequences. On more than

one occasion, he has slain allies merely on a whim,

and many believe he has only a tenuous grip on his

sanity. He is seen as dangerously unpredictable, and

regarded with suspicion and distrust by other Dark

Elves.

Mengil’s father, Kraal the Hearteater, was a cruel

and powerful noble lord of Clar Karond, whose

ruthless reputation ensured that none would dare to

oppose him. He frequently set his sons tasks and

trials as they were raised in order to weed out those

he deemed too weak to carry his bloodline, and to

test their loyalty to him. Those that failed his cruel

tasks were slain without mercy, their hearts cut out

and offered to Khaine. His youngest son Mengil

was no exception, and he was routinely beaten and

forced to fight his older brothers. In one such test,

Kraal released a human captive, a powerful young

Norseman, into the Black Forests outside of the

dark city, giving the warrior weapons and a shield.

The young Mengil was sent to hunt this human, and

only once he returned with evidence of the kill

would he be allowed back into the city.

Through the icy wilderness Mengil tracked his

quarry, eventually coming face to face with the

Norseman. His speed and skill with the blade was

enough to overcome his larger and more powerful

foe, and he rejoiced in the thrill of the kill, smeared

blood across his face and he drank deeply from the

powerful heart of his fallen enemy, before skinning

the Norseman and eating his flesh. While in the

wilds, he sharpened his teeth to points, making him

look particularly fearsome. Mengil wore the

bloodied skin as a cloak as he walked back into

Clar Karond, earning him the respect of his father

and the honorific title ‘Manhide’.

The favouritism that Kraal showed for his youngest

and most vicious of sons was regarded jealously by

his brothers, and on more than one occasion Mengil

was forced to fight for his life against his brethren,

killing two of his murderous siblings in one night.

He ripped the skin from their bodies, and had their

bloodied, skinless corpses delivered to his one

remaining brother as a warning.

When he was old enough, Mengil joined the ranks

of the Corsairs of Clar Karond, and his rapid rise

was tarnished only by his increasing viciousness

and unpredictability. Where his superiors would

have him conduct lightning quick raids,

slaughtering any defenders and retreating with

captives before a strong defence could be formed to

counter-attack, Mengil would more often than not

stubbornly refuse to retreat and strike at the larger

defensive force.

While his skill, ferocity and powerful leadership

would often ensure that he was victorious, he would

generally return with few slaves, for he took

perverse pleasure in killing. Even those who gave

up their swords Mengil would slay, rejoicing in the

flow of blood, and often continuing to hack and cut

at the bodies long after life had left them. He

continued his practise of skinning his defeated foes,

and his father’s halls in Clar Karond were bedecked

with these savage trophies, reaped from all over the

world. Nevertheless, this was merely a slight

blemish upon his otherwise praiseworthy name, and

the fact that he would sometimes turn on an ally

and brutally murder him in cold blood was seen

more as an eccentricity than any kind of problem.

Within half a century Mengil was himself leading

the majority of raids launched from the Black Ark

known as the Citadel of Spite. This was once a

massive castle that guarded the south-western tip of

the now sunken lands of Nagarythe before it was

turned into a giant floating fortress by dark

magicks. The Dark Lord of Clar Karond himself

gave Mengil the honour of leading these assaults

from the front, making him one of the youngest

Slave Captains of any Clar Karond Black Ark. Over

the next two decades, the Citadel of Spite became

much hated by the High Elves, synonymous with

despair and grief as it routinely raided Ulthuan’s

coast and shipping lanes, as well as raiding the

coasts of Norsca, Bretonnia, Araby and Estalia.

Though the Black Ark did not often return with

many living slaves once Mengil had done with

them, the terror that his brutal raids spread was

regarded as pleasing to his superiors.

For a time, the Citadel of Spite controlled the

entrance to the Tilean Sea, preying upon smugglers,

pirates and merchants alike, and routinely

slaughtering the villages to the south of Remas and

near the pirate-city of Sartosa. While engaged on

land on one of these raids, the Black Ark came

under attack by swift moving Elven ships from

Page 40: 38078985-Regiments-of-Renown

Lothern, and the Black Ark was forced to

deeper waters without Mengil.

The captain of the Black Ark, who had

three predecessors slain in a mad rage by Mengil,

decided not to return for the vicious warrior, and

claimed that he was dead. Mengil and

stranded in Tilea. They made their way inland

under the cover of darkness, moving into the forests

and then into the southern Apuccini

After a season of preying indiscriminately on

passing merchants and their hired guards, Mengil

was approached by a wealthy warrior

from Verezzo. He struck a deal with

thus began the Dark Elf ’s new career as a paid

killer. He is often used by those who wish to make

an example of the target, for Mengil

pleasure in skinning his foes, often leaving the

skinless bodies of his victims hanging from trees or

impaled on spikes in the ground. For

he fought at the side of his old comrade, the

Captain Alessandro fumbled to draw his pistol as

he scrambled painfully backwards through

of the battlefield. His left leg was useless

small, black crossbow bolts protruded from his

bloodied thigh. His men were scattered around him,

mostly dead or dying. The battle against the cursed

rat-beasts had been going well, the cowardly th

fleeing from the Knights of the Rose, Luccini’s

famed heavy cavalry, and Alessandro’s

crossbowmen had killed hundreds with their very

accurate and disciplined volleys.

Then his men had started dying. In confusion,

Alessandro had ordered his men to tu

new threat, but none could be seen. Still more of his

men fell to the unnervingly accurate bolts. Within

moments, his regiment was scattering in confusion,

and Alessandro himself fell to the ground, two bolts

punching through the mail of his thigh. That was

when the Dark Elves made their appearance,

running from the dark copse of tall trees to hack at

the Tilean mercenaries with massive, barbed

blades.

The darkness continued to swirl around them, as if

it was reluctant to relinquish them fr

Already the butchery had begun as the cursed Elves

40

and the Black Ark was forced to retreat to

ptain of the Black Ark, who had seen his

rage by Mengil,

rn for the vicious warrior, and

e was dead. Mengil and his men were

heir way inland

ss, moving into the forests

and then into the southern Apuccini Mountains.

indiscriminately on

hired guards, Mengil

approached by a wealthy warrior merchant

with Mengil, and

career as a paid

used by those who wish to make

ample of the target, for Mengil takes savage

leaving the

s victims hanging from trees or

ed on spikes in the ground. For many years,

comrade, the

renegade Dark Elf known as Ean Hawkbane, until

Mengil gutted, skinned and ate him one night

a disagreement.

Throughout the lands of the Old World

plied his trade, and his Dark

Manflayers, are rightly feared. They are employed

as assassins and murderers, and are often

eliminate rivals. Mengil took to

killer with joyous abandon, and has even returned

to Naggaroth several times where the Dark

readily employ him to eliminate

such return to Clar Karond, Mengil repaid the

captain of the Citadel of Spite for abandoning him

those years before, and the story of that

Dark Elf ’s demise is still told in da

occasion, Mengil’s Manflaye

of battle, employed to infiltrate deep into enemy

territory to spread terror and confusion.

Captain Alessandro fumbled to draw his pistol as

he scrambled painfully backwards through the mud

of the battlefield. His left leg was useless – two

small, black crossbow bolts protruded from his

bloodied thigh. His men were scattered around him,

mostly dead or dying. The battle against the cursed

beasts had been going well, the cowardly things

fleeing from the Knights of the Rose, Luccini’s

famed heavy cavalry, and Alessandro’s

crossbowmen had killed hundreds with their very

Then his men had started dying. In confusion,

Alessandro had ordered his men to turn to face this

new threat, but none could be seen. Still more of his

men fell to the unnervingly accurate bolts. Within

moments, his regiment was scattering in confusion,

and Alessandro himself fell to the ground, two bolts

s thigh. That was

when the Dark Elves made their appearance,

running from the dark copse of tall trees to hack at

the Tilean mercenaries with massive, barbed

The darkness continued to swirl around them, as if

it was reluctant to relinquish them from its touch.

Already the butchery had begun as the cursed Elves

began ripping the skin from the bodies of the

captain’s men. Alessando’s eyes opened wide as a

tall, elegant figure closed in on him, and he raised

his pistol in a shaking hand. The

shaking his head with a regretful sigh. The dark

figure raised its arm and a small black bolt

punched through Alessandro’s bicep, forcing him to

drop the weapon. Tall and pale, the stranger’s

grace and noble bearing belied the madness in h

black eyes – eyes that held the promise of pain. He

wore a bloody skin over his shoulder as a cloak,

and Alessandro started when he recognised a tattoo

on the skin as belonging to his employer.

The Dark Elf closed on the Tilean captain, drawing

a large, viciously barbed knife from its scabbard.

“Don’t worry. Your skin will soon be joining that of

your benefactor,” said Mengil, waving the knife

menacingly.

Alessandro fumbled at his belt, pulling out a

bulging coin pouch, and offered it up to his killer.

The Dark Elf chuckled.

“It’s not about the money, friend,” he said, the

cruel smile on his face exposing sharpened teeth. “I

do this because I enjoy it.”

Mengil’s eyes gleamed in the darkness as he

slashed the knife across the Tilean’s

began to methodically and expertly draw the skin

from his body.

known as Ean Hawkbane, until

, skinned and ate him one night after

hout the lands of the Old World Mengil has

plied his trade, and his Dark Elves, known as the

ly feared. They are employed

ns and murderers, and are often used to

liminate rivals. Mengil took to the life as a hired

andon, and has even returned

th several times where the Dark Lords

iminate their foes. On one

Karond, Mengil repaid the

del of Spite for abandoning him

s before, and the story of that unfortunate

told in dark tales. On

Manflayers will take to the field

d to infiltrate deep into enemy

territory to spread terror and confusion.

began ripping the skin from the bodies of the

captain’s men. Alessando’s eyes opened wide as a

tall, elegant figure closed in on him, and he raised

his pistol in a shaking hand. The Dark Elf tutted,

shaking his head with a regretful sigh. The dark

figure raised its arm and a small black bolt

punched through Alessandro’s bicep, forcing him to

drop the weapon. Tall and pale, the stranger’s

grace and noble bearing belied the madness in his

eyes that held the promise of pain. He

wore a bloody skin over his shoulder as a cloak,

and Alessandro started when he recognised a tattoo

on the skin as belonging to his employer.

The Dark Elf closed on the Tilean captain, drawing

, viciously barbed knife from its scabbard.

“Don’t worry. Your skin will soon be joining that of

your benefactor,” said Mengil, waving the knife

Alessandro fumbled at his belt, pulling out a

bulging coin pouch, and offered it up to his killer.

“It’s not about the money, friend,” he said, the

cruel smile on his face exposing sharpened teeth. “I

Mengil’s eyes gleamed in the darkness as he

slashed the knife across the Tilean’s throat, and

began to methodically and expertly draw the skin

Page 41: 38078985-Regiments-of-Renown

THE REGIMENT

Captain: Mengil Manhide

Motto: Pleasure in killing.

Battle-cry: The Manflayers do not have a battle

cry. They work in stealth to ambush their enemies.

Appearance: The Manflayers wear heavy black

armour, purple cloth and the skins of their foes as

cloaks.

For Hire: Any Warhammer army other than

Bretonnians, High Elves, Wood Elves and Dwarfs

may hire Mengil’s Manflayers, as a Rare unit

choice. Dogs of War and Dark Elf armies may

choose Mengil’s Manflayers as a Special unit

choice.

Points: Mengil and four Manflayers (including a

Standard Bearer and a Musician) cost a

points. This is the minimum sized regiment that you

can hire. The size of the unit can be increased by

adding additional Manflayers at +21

to a maximum of ten additional Manflayers.

M WS BS S T W I A Ld

Mengil Manhide 4 6 6 4 3 2 7 3 9

Manflayer 4 4 5 3 3 1 5 1 8

Unit Size: 5-15

Equipment: Hand weapons, repeater crossbows,

great weapons and heavy armour. Mengil himself

carries a repeater crossbow-pistol instead of a

repeater crossbow.

41

THE REGIMENT

The Manflayers do not have a battle-

cry. They work in stealth to ambush their enemies.

The Manflayers wear heavy black

, purple cloth and the skins of their foes as

Any Warhammer army other than

s, Wood Elves and Dwarfs

may hire Mengil’s Manflayers, as a Rare unit

choice. Dogs of War and Dark Elf armies may

choose Mengil’s Manflayers as a Special unit

Mengil and four Manflayers (including a

a Musician) cost a total of 250

points. This is the minimum sized regiment that you

can hire. The size of the unit can be increased by

ng additional Manflayers at +21 pts per model,

additional Manflayers.

M WS BS S T W I A Ld

6 6 4 3 2 7 3 9

4 4 5 3 3 1 5 1 8

Hand weapons, repeater crossbows,

great weapons and heavy armour. Mengil himself

pistol instead of a

Special Rules Hatred, Skirmishers, Scouts, Poisoned Attacks

Flayers: Mengil and his Manflayers are

cannibalistic killers that skin their foes and wear the

flayed hide as cloaks.

The regiment may never pursue enemies that they

break in close combat – instead, they will flay those

that have fallen, ripping their skin from th

For each enemy unit that they break or wipe out in

close combat they gain +100 Victory Points.

Magic Items

Banner of Kalad (Magic Standard)Kalad was one of the black-hearted brothers of

Mengil who showed great natural skill in the

manipulation of dark magicks. Such a practice by

males is outlawed by order of the Witch King, and

Mengil took great delight in skinning his brother

alive. He then had the skin attached to his personal

standard. Such was Kalad’s power that a nimbus

composed of evil daemon-spirits constantly hovers

around his flesh, keeping his essence alive in

torment. These dark spirits form a cloak of

perpetual darkness around the banner, allowing

Mengil and his Manflayers to move unseen through

the shadows and stealthily approach their enemies

as well as making them difficult to see at a distance.

Any unit wishing to target Mengil’s Manflayers

with shooting attacks suffer –

increased to –2 if the Manflayers are more than 12"

away from the shooters.

Repeater Crossbow The repeater crossbow unleashes a hail

darts. Using a sophisticated magazine and

mechanism it is able to fire a volley of bolts

same time it takes an ordinary crossbowman

a single shot.

Maximum range: 24"; Strength: 3

Rules: 2x multiple shots, armour piercing

Repeater Crossbow-Pistol Mengil’s specially designed crossbow

light and flexible weapon, and extremely deadly at

close range.

Maximum Range: 8” Strength:

Rules: 3x Multiple Shots. Ignores To Hit penalties

for shooting at long range and for moving and

shooting. Quick to Fire.

Skirmishers, Scouts, Poisoned Attacks

Mengil and his Manflayers are

cannibalistic killers that skin their foes and wear the

The regiment may never pursue enemies that they

instead, they will flay those

that have fallen, ripping their skin from their flesh.

For each enemy unit that they break or wipe out in

close combat they gain +100 Victory Points.

Banner of Kalad (Magic Standard) hearted brothers of

Mengil who showed great natural skill in the

manipulation of dark magicks. Such a practice by

males is outlawed by order of the Witch King, and

Mengil took great delight in skinning his brother

alive. He then had the skin attached to his personal

standard. Such was Kalad’s power that a nimbus

spirits constantly hovers

around his flesh, keeping his essence alive in

torment. These dark spirits form a cloak of

perpetual darkness around the banner, allowing

Mengil and his Manflayers to move unseen through

approach their enemies

as well as making them difficult to see at a distance.

ny unit wishing to target Mengil’s Manflayers

–1 to hit. This is

2 if the Manflayers are more than 12"

The repeater crossbow unleashes a hail of deadly

darts. Using a sophisticated magazine and loading

mechanism it is able to fire a volley of bolts in the

same time it takes an ordinary crossbowman to fire

Strength: 3

x multiple shots, armour piercing

Mengil’s specially designed crossbow-pistol is a

light and flexible weapon, and extremely deadly at

Strength: 3

3x Multiple Shots. Ignores To Hit penalties

for shooting at long range and for moving and

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42

THE CURSED COMPANY

The dark legend of Richter Kreugar the Damned

and his Cursed Company has been told for

countless years across the Empire. A tragic tale of

betrayal, greed and revenge, the details and truth

behind the stories have long become hazy and

unclear as the story has been told and retold for

generations.

The most common tales revolving around Richter

Kreugar's tragic curse tell of a young mercenary

captain, proud, talented, and ruthless. He hired out

his services freely, uncaring whom he fought for as

long as the price was right. Centuries ago in the

history of the Old World, richer was said to have

allied with a powerful Necromancer, aiding him in

his diabolical campaign against the Empire,

terrorizing the heavy forested area around

Wolfenburg.

With the leather bound annals of the Historiata

Imperiatus, it is said that the Empire army of

Wolfenburg was suffering horrendous casualties in

a war of attrition that they could not hope to win.

However, they struggled on regardless and began to

wear down the Necromancer, taking the offensive

and pushing him deeper into the forest, denying

him the time needed to strengthen his undead

forces. Seeing the Necromancer faltering, Richter

accepted the bribes of an Empire agent, the

calculating young mercenary seeing a chance to

make some easy money and be on the winning side.

As the titanic battle hung in the balance, Richter

played his hand, striking out at the foul

Necromancer, who fell beneath his blade. However,

with his dying breath the unholy sorcerer gasped a

curse that was to be the eternal undoing of the

enterprising sell-sword.

Before his horrified eyes, Richter's skin began to

wither and within moments he collapsed to the

ground, a lifeless pile of bones and armor. The day

was won for the Empire forces, the tale of Richter's

betrayal may well have been forgotten, had his

death not been accompanied by a tragic twist.

The very next night, Richter rose from the ground.

He stared at the world with his hollow eyes, and all

he surveyed appeared in shades of gray. In anguish

and despair, Richter saw his own skeletal limbs,

and the full horror of the Necromancer's incantation

began to dawn on him.

As a result, Richter stalks the Old World and

beyond. Hundreds of years since his death he is still

seeking oblivion and peace, yet he is never able to

achieve his final rest. Countless times he has been

cut down, only to wake the following night to his

never-ending, hellish torment. A terrible element of

the curse is evoked each time he slays an enemy,

for his defeated foes rise immediately to serve him

in undeath, slave to his will. He travels the world;

living out a tragic parody of his former mercenary

career, fighting whatever he finds battle. His anger

and despair momentarily lost in the bloodshed, he

continues his doomed existence in the desperate

hope that one time when his skeletal body is slain,

he will finally know the relief of true death.

THE REGIMENT

Captain: Richter Kreugar the Damned

Battle-cry: The battle-cry of Richter Kreugar has

long been forgotten by the people of the Old World.

The silence of the grave hangs over the Cursed

Company as it traverses the land, marching to war

accompanied only by the sound of creaking ancient

leather and the scrape of rusted metal.

For Hire: Any Warhammer army other than

Bretonnians, Vampire Counts and Tomb Kings of

Khemri may hire the Cursed Company, and the

regiment counts as a Rare Troops choice. (Richter

has an eternal hatred for those who subjected him to

his fate, and so will not fight for the Undead.) Dogs

of War armies may choose the Cursed Company, in

which case it counts as a Special choice.

Points: Richter Kreugar and nine of the Cursed

Company including a standard bearer and musician

cost a total of 235 points. This is the minimum size

regiment you can hire. The size of the regiment

may be increased at the cost of 5 points per model,

up to a maximum unit size of 30.

M WS BS S T W I A Ld

Richter Kreugar 4 5 3 4 4 2 4 3 9

Maggot 4 2 2 3 3 1 2 1 3

Unit Size: 10-30

Equipment: Richter Kreugar is armed with a

shield, heavy armour, the Dark Gem of the Cursed

and his unholy sword, Blight. The Skeletons of the

Cursed Company are equipped with hand weapons,

shields and light armour, and the standard bearer

carries the Banner of Malediction.

Special Rules Fear, Unbreakable, Unstable

`Join us in damnation...: As part of Kreugar's

curse, any foe slain by him or one of his company

are withered by dark magic, their flesh aging as if

Page 43: 38078985-Regiments-of-Renown

43

decades had passed in the blink of an eye. The

lifeless victim is instantly enslaved to the will of

Richter, rising to accompany him in his eternal

curse.

If any model within the Cursed Company

(including Kreugar himself) slays an Infantry or

Cavalry model, then one Skeleton is created in its

place.

Models created in this way are added to the Cursed

Company, and are armed in the same manner as the

Company. The Victory points value of the unit is

unaffected. This rule counts only for models that

are killed in close combat, and not for models killed

in any other way (for example, running down

fleeing troops).

Independent: The Cursed Company is a

completely independently acting unit. Richter and

the Cursed Company will never use the Leadership

of the General, even if it is better than his own.

Additionally, the Cursed Company cannot be joined

by any characters.

Hatred: Richter Kreugar hates all other Undead.

This applies to Richter only.

Undead: The Cursed Company is Undead, and as

such the following rules apply to them:

Leader If Richter is killed, the Cursed Company

will quickly begin to crumble to dust. At the end of

the phase when Richter is killed, and at the

beginning of each of their turns thereafter, the

Cursed Company must take a Leadership test. If the

test is failed, the unit suffers a number of wounds

equal to the number they failed the

Leadership test by. No saves of any kind are

allowed against these wounds.

The Cursed Company can march as long as Richter

is still alive. If Richter dies, the Cursed Company

cannot make march moves.

Magic Items

Blight (Magic Weapon) Blight is a darkly powerful blade, centuries old and

suffused with unholy magic.

Blight confers +1 Strength to all close combat

attacks made by Richter. In addition, the weapon

has the Killing Blow special rule.

Dark Gem of the Cursed (Talisman) The Dark Gem of the Cursed glows a blood-red

shade that intensifies when a blow is directed

towards Richter, protecting him from harm.

The Dark gem gives Richter a 4+ Ward Save.

The Banner of Malediction (Magic Standard) The sinister banner of the Cursed Company has

been carried for centuries by various enslaved

warriors of Richter. It is a dark parody of his

original, disgraced mercenary company banner.

The Cursed Company suffers one less wound than

they normally would when defeated in combat. In

example, if the Cursed Company loses a combat by

3, they should lose 3 extra models, but because of

the Banner of Malediction, they lose only 2 models.

Page 44: 38078985-Regiments-of-Renown

The near-naked, savagely painted warriors hurtled

over the frozen ground, huge weapons gripped

tightly.

Their hair was matted into spikes, their eyes wild

with the fury of battle. Nightmarish drumming filled

the air, joined by harsh warhorns that blared their

challenge. The Undead legion stood statue

the wild roar rising from hundreds of throats rolled

over them. The ancient figure of Richter Kreugar

stood unmoving at the head of the Undead legion,

the empty sockets of his skull lit with a baleful.

menacing glow as the marauders of Chaos charged.

The brutal weapons of the ferocious warriors

carved through the Skeleton legion. Chips of bone

filled the air as skulls and ribs were smashed with

savage force before the Undead reacted. Richter

stood unmovable. swinging his ancient sword,

Blight, as the marauders swept around him.

Glowing with an unholy. red light, the dark weapon

cleaved through one warrior, whose painted chest

erupted in a shower of crimson blood. Reversing

his swing, Richter sliced the magical blade in a

vicious arc that severed the head from another.

Even as the bodies fell to the ground, their skin

began to wither, tightening over their skeleton

frames.

44

naked, savagely painted warriors hurtled

huge weapons gripped

Their hair was matted into spikes, their eyes wild

with the fury of battle. Nightmarish drumming filled

the air, joined by harsh warhorns that blared their

allenge. The Undead legion stood statue-still as

the wild roar rising from hundreds of throats rolled

over them. The ancient figure of Richter Kreugar

stood unmoving at the head of the Undead legion,

the empty sockets of his skull lit with a baleful.

ing glow as the marauders of Chaos charged.

The brutal weapons of the ferocious warriors

carved through the Skeleton legion. Chips of bone

filled the air as skulls and ribs were smashed with

savage force before the Undead reacted. Richter

. swinging his ancient sword,

Blight, as the marauders swept around him.

Glowing with an unholy. red light, the dark weapon

cleaved through one warrior, whose painted chest

erupted in a shower of crimson blood. Reversing

al blade in a

vicious arc that severed the head from another.

Even as the bodies fell to the ground, their skin

began to wither, tightening over their skeleton

Hair fell from their heads and eyes rotted in their

sockets. Screams died in throats t

into dust. Hardly a moment passed, and the first

fallen marauder was rising again to its feet. flesh

completely absent from its now skeletal body,

followed in an instant by his headless companion.

Hefting weapons in fleshless fingers, th

risen Undead warriors turned on their former

comrades. Master Engineer Siegfrid stared in

horrified fascination as the ranks of the Undead

grew. The powerful charge of the foul Chaos

raiders had faltered, stopped in its tracks by the

relentless Skeletons. Fighting next to the Undead,

the Halberdiers were faring badly. being pushed

steadily backwards by the savage attack of the

marauders.

Raising his long-barreled Hochland rifle, Siegfrid

squinted through its crystal eyeglass. He sighted a

daemonic-looking barbarian, covered with swirling

blood-tattoos and screaming incoherently as he

raced towards the battle. Pulling the trigger,

Siegfrid was satisfied to see the figure fall, kicked

from his feet as the lead bullet struck home.

His gaze returning to the battle that raged on the

plains below, Siegfrid saw that the Undead ranks

continued to swell as Richter hacked his way

through the unarmored, blood

had heard stories of the cursed Richter Kreugar

who in the Empire had not? -

Hair fell from their heads and eyes rotted in their

sockets. Screams died in throats that disintegrated

into dust. Hardly a moment passed, and the first

fallen marauder was rising again to its feet. flesh

completely absent from its now skeletal body,

followed in an instant by his headless companion.

Hefting weapons in fleshless fingers, the newly

risen Undead warriors turned on their former

comrades. Master Engineer Siegfrid stared in

horrified fascination as the ranks of the Undead

grew. The powerful charge of the foul Chaos

raiders had faltered, stopped in its tracks by the

letons. Fighting next to the Undead,

the Halberdiers were faring badly. being pushed

steadily backwards by the savage attack of the

barreled Hochland rifle, Siegfrid

squinted through its crystal eyeglass. He sighted a

looking barbarian, covered with swirling

screaming incoherently as he

raced towards the battle. Pulling the trigger,

Siegfrid was satisfied to see the figure fall, kicked

from his feet as the lead bullet struck home.

o the battle that raged on the

plains below, Siegfrid saw that the Undead ranks

continued to swell as Richter hacked his way

through the unarmored, blood-hungry warriors. He

had heard stories of the cursed Richter Kreugar -

- but he had never

Page 45: 38078985-Regiments-of-Renown

45

really believed them. Stories told to frighten

children, fantasies exaggerated beyond any shred

of truth, he had thought. And yet here he was, a

nightmarish fairy tale brought to life. Brought to

unlife, he corrected himself.

The Ostermark scouts had spotted the raiders from

the north, and Baron Duchcnoff had decided that

this was the best place to stand against them.

While the Empire army were readying their

defensive lines to face the approaching Chaos

force, the Undead legion had emerged from the

forest and panic spread. Turning to face this

unexpected threat, the Ostermark Knights of

Sigmar were readying themselves to charge when

the Baron called for them to halt, for the Undead

had appeared unconcerned with the humans before

them. The figure leading them wore ancient and

battle worn Imperial styled armor. As the skeletal

legion had marched into position alongside the

Ostermark formations, word had quickly spread

through the ranks that this was the legendary

Cursed Company of Richter Kreugar, damned in an

age long past to stalk the world for all eternity.

A deep rumbling sound echoed over the battlefield,

and Siegfrid turned to see a troop of hellish black-

armored knights appear over the hill to the coast.

Their midnight-black mounts snorted and tossed

their armored heads, their hooves kicking up great

clods of frozen earth. The Knights of Chaos

thundered down the hill, and terror touched its cold

hand to Siegfrid's heart. At the head of the dark

knights rode a figure that exuded raw power. A

great double-headed axe held aloft in his mailed

hand. Wisps of steam rose from the weapon into the

cold air.

The knights thundered into the side of the Cursed

Company, smashing skulls and shattering bones

with their immense axes and spiked maces, their

fearsome steeds trampling others to dust beneath

their black hooves. The lord roared a challenge, his

voice echoing from within his enclosed helmet. His

unholy red eyes matched those of his steed, burning

deep within the darkness of his helm.

Richter casually chopped down on the shoulder of a

Marauder, blood spraying before the flesh withered

from the savage's body. He turned to face the

challenge of the Knight of Chaos, his cursed

minions opening a corridor between the two

powerful beings.

The hellish steed of Chaos stamped its hooves

impatiently as Richter made his way towards the

towering armored figure. Without delay, the Lord

struck downwards with a mighty swing of his

steaming, double-headed axe. The blow was met

with Richter's blade and there was a crackling

sound that Sicgfrid could hear, despite the distance,

as the dark energies of the two sorcerous weapons

met. A series of deadly blows rained down on the

Undead warrior, and dark hooves flashed towards

him. The Champion of the Dark Cods feinted a

strike to the left, turning his axe in mid-air and

striking a sweeping blow towards the right side of

Kreugar's skull. The ruby-red gemstone hanging

around the skeletal neck of the Undead figure

glowed brightly for an instant, and the axe

rebounded scant inches from its target as if it had

hit a stone wall.

The Knight of Chaos reeled backwards off balance

at the unexpected resistance.

Kreugar stepped in close to the chaotic steed,

sweeping his weapon towards the dark beast as it

reared above him. His sword slashed across the

creature's chest, and it screamed in torment,

midnight skin shrinking back to bare pale bone.

Muscles and flesh withered from the beast's body,

and it toppled to the ground, leaving a pile of bones

and dark barding. The champion of Chaos

staggered to his feet, raising his axe defensively

before him as Blight swept towards his face.

The first blow knocked the axe to the side, the

knight still struggling to regain his feet. The second

blow arced down onto the black armored helmet.

With a sickening sound, the helmet was cleaved in

two. In an instant, the visible pale flesh withered

away to nothing, leaving only an empty skull and a

suit of lifeless black armor where the mighty

champion stood scant moments before. A spark of

awareness shone briefly in the hollow eyes of

Richter: the deep yearning pain of a soul trapped

for all eternity.

Siegfrid stood at the edge of the trees overlooking

the carnage that was the aftermath of battle. The

field was strewn with countless bodies. and the

sinister black shapes of crows were already fighting

over the pickings. The Chaos raiders had fled back

towards their frozen wastes. He raised his

telescopic eyeglass to watch the last ranks of the

skeletal Cursed Company disappear into the trees.

The regiment had stood motionless for hours after

the battle had concluded, until on an unspoken

signal the regiment, larger now than it had been at

the start of the battle, turned towards the south. It

was a strangely sedated mood Siegfrid found when

he returned to the Ostermark camp. The Empire

had won a great victory, and yet they did not

celebrate. Siegfrid found himself thinking of Richter

Kreugar, the cursed one. No word had been spoken

amongst the Empire ranks of the mysterious,

terrifying Undead warrior.

It was an unspoken fact that the day would

certainly have been lost had it not been for the

timely arrival of Kreugar's Cursed Company.

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46

ANAKONDA’S AMAZONS

Anakonda and her Amazons are warrior women of

the savage, yet noble Amazonian Sisterhood. The

origins of the warband and how many of these

warriors exist is unknown for they have remained

hidden for many years in Lustria's jungles.

What is known from the collected journals and

rambling testimonies of various explorers lucky

enough to have survived prolonged contact with

them, is scant. It is believed they take their names

from the jungle beasts with which they share their

lands. These names are tied into strict ritual and one

scholar has theorised that totemic identities are

granted after a physical trial akin to a rite of

passage. Anakonda, their leader, is known as such

after she wrestled a huge snake, slew it and flayed

its skin to wear as a trophy and record of her deed.

Other warriors in the warband have performed

similar feats and are named accordingly.

Humming Bird has the honour of bearing the

standard of the Amazons, an unusual banner

adorned with plucked feathers. These decorations

are taken from exotic birds held sacred by the

Lizardmen. While no single deed distinguishes

Humming Bird, her general prowess is second only

to Anakonda herself and the special banner she

carries is a proclamation of this.

Pirrana, another of Anakonda's closest sword-

sisters, was so named after she was captured by a

band of Skinks. The diminutive Lizardmen planned

to sacrifice the brave Amazonian in a pond in which

a giant piranha fish dwelled. A furious battle

ensued in which the water in the pond ran red with

the giant fish's blood. Like her leader, Pirrana took

the skin of the dead fish as a trophy and now wears

it like armour. She also gutted the beast as a

warning to the other denizens of the jungle. In so

doing she found a large conch shell in its stomach.

This giant conch shell now acts as Anakonda's

Amazons' war horn, which Pirrana, as the band's

musician, blows in battle to warn her sisters of the

approach of enemies.

Tales of Anakonda first reached Old Worlders on

Lustria when a band of Tilean explorers became

lost in the depths of the jungle and were set upon by

Skinks.

Deadly poison darts spat out of the trees, taking a

heavy toll upon the hapless men, but when death

seemed assured, the Skinks scattered. Out of the

darkness the Amazons emerged.

As a charged calm descended, it wasn't clear

whether the Tileans had been saved or were

destined for a much worse fate. The quick-witted

leader of the band, Enrico Baggio, recognised the

delicacy of their predicament and persuaded the

Amazons to help them out of the jungle with the

promise of gold and some cheap beads! It cost

Enrico and his band their entire haul of loot for

their safe passage. They got to their boats and

Enrico vowed never to return.

Recently, the Tilean captain El Baddo claimed to

have procured the services of Anakonda and her

Amazons to ambush a band of Dwarf adventurers.

The unscrupulous Tilean wanted to prevent the

Dwarfs reaching the lost temple of Toca before he

did. This required much gold, and was a mere taster

of the true cost. For after the Dwarfs were betrayed

and ambushed, the Amazons treacherously attacked

El Baddo. Although he miraculously survived, the

price of Amazonian help was dear in both coin and

blood.

It seems that the Amazons have not quite grasped

the idea of being mercenaries. They fight for

themselves and care little for anyone else. If anyone

pays them gold to fight, it just shows the Amazons

how weak they are! So be warned, if the Amazons

accept your gold, it doesn't mean that they won't

come back and sacrifice you later...

Page 47: 38078985-Regiments-of-Renown

47

THE REGIMENT

Captain: Anakonda

Appearance: Amazons are fierce fighters. Clothed

in the flayed hides of Skinks, many bearing animal-

headed masks, they are a fearsome sight. Some dye

their hair in myriad colours reminiscent of the

exotic birds of the jungle, and raise it with resin and

sap to mimic a Skink's crest.

The Amazons' skin is tanned from the tropical sun,

and they wear animal tails and the long feathers of

tropical birds from waist belts. Awarded for feats of

valour in battle, the more magnificent the tail, the

higher the status of the warrior.

Amazons are adorned with all manner of gold,

bangles, anklets, rings and other trinkets that they

have claimed from their enemies as battle trophies.

Understandably, most of these are Lizardman in

origin.

For Hire: Any Warhammer army can hire

Anakonda's Amazons as a Rare Choice.

Points cost: Anakonda and 4 Amazons, including

Humming Bird the standard bearer and Pirrana the

musician, cost a total of 125 points. This is the

minimum unit you can hire. The regiment may be

increased by adding more Amazons at 10 points

each up to a maximum of 20 models.

M WS BS S T W I A Ld

Anakonda 4 5 5 4 3 2 5 3 8

Humming Bird 4 4 3 3 3 1 4 2 7

Pirrana 4 4 3 3 3 1 4 2 7

Amazon 4 4 3 3 3 1 4 1 7

Unit Size: 5-20

Equipment: Blades of the Ancients and Skink hide

(counts as light armour).

Special Rules

Skirmishers: Amazons are well accustomed to

jungle warfare and as such they are regarded as

Skirmishers. Should they be required to rank up in

order to fight in a melee, Anakonda, Humming Bird

and Pirrana must be positioned in the front rank.

Blades of the Ancients: The Amazons carry a

special kind of weapon of unknown origin, which

they call the Blades of the Ancients. These weapons

are rumoured to be rare and much sought after High

Age artefacts. Despite their vast age they are still

powerful, the gems set within them said to blaze

with the captured fires of a falling star. .

The blades give the Amazons +1 Strength in close

combat. Furthermore, they project a shield of

arcane energy around the wearer, granting her a 6+

Ward save.

In addition the Amazons can point the Blades at the

enemy and unleash the very flames of the sun itself

in the shooting phase. This grants each Amazon a

missile attack with a range of 12" which causes a

Strength 4 hit. No penalties from range or

movement apply when the Amazons use this attack.

Page 48: 38078985-Regiments-of-Renown

THE BIRDMEN OF CATRAZZA

They came out of a clear blue sky, showering crossbow bolts onto our packed ranks. But before we could

react they’d flown off only to return from a different angle, emptying their quivers into our

backs once more. Of course we surrendered.The mercenary Gunter

Daddallo was a well-known craftsman and

windmill builder in the city of Verezzo. He became

obsessed with trying to fly like a bird after he

acquired some lost manuscripts of Leonardo da

Miragliano. Inspired by the ideas these contained,

he began experimenting with flying devices. Only

later did it emerge that these manuscripts were

clever forgeries. However, by then it was far too

late; Daddallo’s obsession had quite taken over his

life, ousting any vestige of common sense from his

fevered brain.

48

THE BIRDMEN OF CATRAZZA

They came out of a clear blue sky, showering crossbow bolts onto our packed ranks. But before we could

react they’d flown off only to return from a different angle, emptying their quivers into our

backs once more. Of course we surrendered. The mercenary Gunter-Friesheim, in his account of the Crookback Pass fiasco.

known craftsman and

windmill builder in the city of Verezzo. He became

obsessed with trying to fly like a bird after he

acquired some lost manuscripts of Leonardo da

Miragliano. Inspired by the ideas these contained,

ing with flying devices. Only

later did it emerge that these manuscripts were

clever forgeries. However, by then it was far too

late; Daddallo’s obsession had quite taken over his

life, ousting any vestige of common sense from his

Daddallo’s early attempts to fly met with no

success. His efforts caused much amusement

among the citizens who gathered in the piazza to

watch him jumping off various towers. Fortunately

for him, Daddallo’s version of Leonardo’s

parachute was one thing that did work!

Daddallo fell afoul of the powerful Batta family of

Verezzo when he plunged through the roof of their

country villa and landed in the marble bath of the

mistress of the house while she was bathing in it.

Quite apart from this impolite intrusio

landed on top of the captain of her bodyguard (who

for some reason or other was also in the same bath),

killing him outright. Daddallo was immediately

imprisoned in the leaning tower of Verezzo, to

avoid further embarrassment to the Republic.

Determined to escape, Daddallo whiled away the

days by ingeniously constructing a pair of wings

using bed sheets stretched over a framework of

wooden spindles cut from the furniture. Soon he

was ready to jump from his prison window, which

had no bars since it was so high up that it was

thought no one could escape! Daddallo’s exit was

rather spectacular. Miraculously, he swooped over

the rooftops to freedom instead of plummeting to

his death in the piazza!

Flying into exile, Daddallo spent the whole of the

following year training a mercenary band of his

‘Birdmen’. Only the best and thinnest marksmen

were chosen. This was so that the Birdmen could

shoot at enemy flyers even whilst they were flying

high in the air.

The Birdmen went into action for the first

the battle of Motta Zorella and snatched victory by

descending on the enemy general and carrying him

off into captivity. Daddallo’s Birdmen were

immediately hired by Alfeo Romeo of Remas.

Alfeo was determined to rescue the beautiful

Isabella Dellecta from the bent tower of Catrazza,

where she had been shut up by here family until she

agreed to an arranged marriage to Grobbo, a rich,

ugly, and cruel merchant from Miragliano.

Daddallo’s Birdmen succeed in this dangerous task

despite a number of marksmen guarding the tower.

Henceforth, the regiment took the name ‘Birdmen

of Catrazza’, and is much in demand.

THE BIRDMEN OF CATRAZZA

They came out of a clear blue sky, showering crossbow bolts onto our packed ranks. But before we could

react they’d flown off only to return from a different angle, emptying their quivers into our unprotected

Friesheim, in his account of the Crookback Pass fiasco.

Daddallo’s early attempts to fly met with no

success. His efforts caused much amusement

among the citizens who gathered in the piazza to

watch him jumping off various towers. Fortunately

for him, Daddallo’s version of Leonardo’s

t did work!

of the powerful Batta family of

Verezzo when he plunged through the roof of their

country villa and landed in the marble bath of the

mistress of the house while she was bathing in it.

Quite apart from this impolite intrusion, Daddallo

landed on top of the captain of her bodyguard (who

for some reason or other was also in the same bath),

killing him outright. Daddallo was immediately

imprisoned in the leaning tower of Verezzo, to

avoid further embarrassment to the Republic.

Determined to escape, Daddallo whiled away the

days by ingeniously constructing a pair of wings

using bed sheets stretched over a framework of

wooden spindles cut from the furniture. Soon he

was ready to jump from his prison window, which

e it was so high up that it was

thought no one could escape! Daddallo’s exit was

rather spectacular. Miraculously, he swooped over

the rooftops to freedom instead of plummeting to

Flying into exile, Daddallo spent the whole of the

following year training a mercenary band of his

‘Birdmen’. Only the best and thinnest marksmen

were chosen. This was so that the Birdmen could

shoot at enemy flyers even whilst they were flying

The Birdmen went into action for the first time at

the battle of Motta Zorella and snatched victory by

descending on the enemy general and carrying him

off into captivity. Daddallo’s Birdmen were

immediately hired by Alfeo Romeo of Remas.

Alfeo was determined to rescue the beautiful

cta from the bent tower of Catrazza,

where she had been shut up by here family until she

agreed to an arranged marriage to Grobbo, a rich,

ugly, and cruel merchant from Miragliano.

Daddallo’s Birdmen succeed in this dangerous task

men guarding the tower.

Henceforth, the regiment took the name ‘Birdmen

azza’, and is much in demand.

Page 49: 38078985-Regiments-of-Renown

49

THE REGIMENT

Captain: Daddallo

Motto: Those Magnificent Men in their Flying

Machines.

Battle-cry: Tally Ho!

Appearance: All the Birdmen are equipped with

wings made of canvas stretched over a light

wooden frame. This is strapped to their shoulders

by means of a harness that leaves both hands free to

shoot the crossbow.

In flight, the wings can be ‘flapped’ by means of

stirrups attached to the feet. The Birdmen not only

glide through the air but can flap their wings to

regain height and vary their airspeed.

The Birdmen also wear grotesque masks with long

bird-like beaks instead of noses, much like those

worn for Tilean carnivals.

For Hire: Daddallo’s Birdmen of Catrazza can be

hired as a Rare Unit in Dogs of War armies.

Alternatively, they can be hired as a Rare Unit in an

Empire army.

Points: Daddallo and four Birdmen cost a total of

85 points. This is the minimum size of unit you can

hire. The regiment may be increased by adding

extra Birdman models at a cost of +15 points each.

M WS BS S T W I A Ld

Daddallo 4 4 5 4 3 2 4 2 8

Birdman 4 3 4 3 3 1 3 1 7

Unit size: 5-10

Equipment: Two hand weapons and crossbow.

Special Rules

Fly, Ambushers

Shoot on the Wing: The wings of the Birdmen are

flapped by means of stirrups on their feet. This

means that they have both hands free to load and

shoot their crossbows while flying. This in turn

means that the Birdmen can shoot while flying, and

suffer no penalty for shooting on the move unless

they move on foot in which case they cannot move

and shoot as per normal crossbow rules.

Page 50: 38078985-Regiments-of-Renown

BRONZINO

Never seen anything like it in all my years. It ain’t right, that’s what. Guns are supposed to stay put, not

gallop off whenever you get anywhere near them. And firing while they’re doing it is outrageous! I’m

gonna file a complaint, that’s what. It ain’t right.

Bronzino’s Gallopers were first employed at the

Battle of Pattio. These were, in fact, lightweight

cannons removed from their mountings on the

galleys of Remas and fixed to specially made

carriages. This was done on the instructions of

Master Gunner Bronzino who had been hired by

Borgio the Besieger, Prince of Miragliano. This

innovation contributed in no small measure to the

victory and Bronzino proceeded to raise a battery of

specially designed guns forged in the very same

foundry as that used by Leonardo da Miragliano to

cast his colossal brass statues.

Bronzino served Borgio well in many more battles

but following the Prince’s assassination, and the

uncertain state of affairs in Miragliano, Bronzino

sought other employment. Since then the battery

has turned up in the armies of several notorious

mercenary generals, bringing them victory and

earning Bronzino enough gold to forge more and

improved designs of lightweight cannon.

The gunners bring the cannons into action rapidly

and fire at close range. This can have a devastating

effect on the enemy in an open battle. As soon as

the enemy moves near enough to threaten the guns,

the gunners hitch them up and gallop off at speed,

finding a new position further back. If the battle

goes badly and it is necessary to retreat, the

precious cannons can be removed from the

battlefield without delay. This not only saves the

guns for use again, but makes it unlikely that the

enemy will capture them. Nor do the guns have to

be abandoned in a hasty retreat like other, more

cumbersome artillery.

50

BRONZINO’S GALLOPER GUNS

Never seen anything like it in all my years. It ain’t right, that’s what. Guns are supposed to stay put, not

gallop off whenever you get anywhere near them. And firing while they’re doing it is outrageous! I’m

gonna file a complaint, that’s what. It ain’t right.

Burkil Burkilsson after the battle of Dead Man’s Hill

rst employed at the

Battle of Pattio. These were, in fact, lightweight

cannons removed from their mountings on the

galleys of Remas and fixed to specially made

carriages. This was done on the instructions of

Master Gunner Bronzino who had been hired by

gio the Besieger, Prince of Miragliano. This

innovation contributed in no small measure to the

victory and Bronzino proceeded to raise a battery of

specially designed guns forged in the very same

foundry as that used by Leonardo da Miragliano to

Bronzino served Borgio well in many more battles

but following the Prince’s assassination, and the

uncertain state of affairs in Miragliano, Bronzino

sought other employment. Since then the battery

veral notorious

mercenary generals, bringing them victory and

earning Bronzino enough gold to forge more and

improved designs of lightweight cannon.

The gunners bring the cannons into action rapidly

and fire at close range. This can have a devastating

fect on the enemy in an open battle. As soon as

the enemy moves near enough to threaten the guns,

the gunners hitch them up and gallop off at speed,

finding a new position further back. If the battle

goes badly and it is necessary to retreat, the

cannons can be removed from the

battlefield without delay. This not only saves the

guns for use again, but makes it unlikely that the

enemy will capture them. Nor do the guns have to

be abandoned in a hasty retreat like other, more

Having earned an awesome reputation in Tilea, and

incurred the undying hatred of the survivors of

many a pike company, Bronzino’s battery was

shipped across the ocean to take action against the

Lizardmen in a doomed treasure hunting expedition

led by the Dwarf pirate, Kugar Halfbeard. Bronzino

used the speed of the guns to fight a heroic

rearguard action through the jungle to the beach,

felling pursuing Saurus warriors in droves as they

went. Indeed the guns were still firing from the

longboats as they were pushed out to sea, sweeping

the beach clear of the enemy until they were safely

in open water.

The battery subsequently turned up in Araby and

took part in the Sultan’s war against the Undead,

where the speed and mobility of the guns proved

decisive in the open expanses of parched sand.

Greatly enriched by his efforts, Bronzino brought

his battery back to Tilea where he has been

reforging and refitting the guns and considering

numerous and very generous offers arriving every

day from rival Merchant Prin

war on each other.

THE BATTERY

Captain: Bronzino.

Motto: The biggest bang for your bucks!

Battle-cry: Ready! Aim! Fire!

Appearance: Small, lightweight bronze or brass

cannons harnessed to light limbers drawn by one

horse. One of the gunners rides the horse, the others

run beside the gun carrying the ramrods and other

equipment. Bronzino is a big man riding his own

horse and wearing ornate armor.

For Hire: Bronzino’s Galloper Guns can be hired

as a Rare Unit in Dogs of War armies.

Alternatively, they can be hired as a Rare Unit in

other Warhammer armies, except Bretonnia.

Points: Master Gunner Bronzino and one Galloper

Gun team cost a total of 165 points. This is the

minimum size of unit you can hire. You may buy

extra Galloper Gun teams at a cost of +100 pts per

gun team. Each extra team counts as an extra Rare

choice.

S GALLOPER GUNS

Never seen anything like it in all my years. It ain’t right, that’s what. Guns are supposed to stay put, not

gallop off whenever you get anywhere near them. And firing while they’re doing it is outrageous! I’m

Burkil Burkilsson after the battle of Dead Man’s Hill

Having earned an awesome reputation in Tilea, and

incurred the undying hatred of the survivors of

many a pike company, Bronzino’s battery was

shipped across the ocean to take action against the

Lizardmen in a doomed treasure hunting expedition

Dwarf pirate, Kugar Halfbeard. Bronzino

used the speed of the guns to fight a heroic

rearguard action through the jungle to the beach,

felling pursuing Saurus warriors in droves as they

went. Indeed the guns were still firing from the

re pushed out to sea, sweeping

the beach clear of the enemy until they were safely

The battery subsequently turned up in Araby and

took part in the Sultan’s war against the Undead,

where the speed and mobility of the guns proved

the open expanses of parched sand.

Greatly enriched by his efforts, Bronzino brought

his battery back to Tilea where he has been

reforging and refitting the guns and considering

numerous and very generous offers arriving every

day from rival Merchant Princes plotting to make

THE BATTERY

The biggest bang for your bucks!

Ready! Aim! Fire!

Small, lightweight bronze or brass

cannons harnessed to light limbers drawn by one

horse. One of the gunners rides the horse, the others

run beside the gun carrying the ramrods and other

equipment. Bronzino is a big man riding his own

nate armor.

Bronzino’s Galloper Guns can be hired

as a Rare Unit in Dogs of War armies.

Alternatively, they can be hired as a Rare Unit in

other Warhammer armies, except Bretonnia.

Master Gunner Bronzino and one Galloper

a total of 165 points. This is the

minimum size of unit you can hire. You may buy

extra Galloper Gun teams at a cost of +100 pts per

gun team. Each extra team counts as an extra Rare

Page 51: 38078985-Regiments-of-Renown

51

M WS BS S T W I A Ld

Bronzino 4 5 5 4 4 2 5 3 8

Crew 4 3 3 3 3 1 3 1 7

Galloper Gun - - - - 6 2 - - -

Warhorse 8 3 0 3 3 1 3 1 5

Unit size: Each Gun has a crew of three, and one

crewman rides a warhorse.

Equipment: Hand weapon. Bronzino is equipped

with a hand weapon and heavy armour. He rides a

warhorse.

Special Rules

Vanguard

Master Gunner: Bronzino has a wealth of

experience as a gunner aboard various Reman

galleys and knows all aspects of employing

cannons in warfare. To represent this Bronzino may

lend his expertise to one gun crew per turn,

ensuring that the crew will hit their target. Bronzino

will make corrections to the cannon’s elevation etc.

Nominate one Galloper Gun team within 6” of

Bronzino in the Shooting Phase. A cannon crew

following Bronzino’s instructions is far less likely

to improperly load their cannon, and so may re-roll

the Artillery Dice to determine the distance the

cannon ball travels.

Cannon: The Galloper Guns follow the rules for

Cannons in the Warhammer Rulebook, with the

following exceptions:

Small Calibre: The maximum range you may guess

is 24”. The shots are Strength 7 and causes D3

Wounds, with no armour save allowed.

Rapid Movement: The galloper gun is harnessed to

a warhorse ridden by one of the gunners. This

enables the gun to move at a rapid pace like

cavalry.

The gun may not march move due to its weight and

that of the ammunition. Even so, it has a movement

allowance of 8” and the other gunners either run to

catch up or hitch a ride on the carriage. When you

move one of Bronzino’s guns, simply measure the

distance and make your move. There is no need to

turn or wheel as the galloper guns can turn freely to

face any direction they wish.

If the galloper gun is charged, the crew may hold or

flee. If they flee, the gun is assumed to be limbered

up immediately without any movement penalty.

Note that a galloper gun team flees 3D6”.

The crew fights in hand-to-hand combat as normal,

the mounted gunner dismounting to fight. The horse

and limber are removed when the gun is destroyed.

Deployment: Each gun and its crew operate as an

independent unit. If so, Bronzino may ride from one

team to another and any team he is with can test

against his Leadership while he is with it. If the

teams are deployed as a single battery, then each

gun team must remain within 6” of Bronzino if they

wish to test against his Leadership.

Page 52: 38078985-Regiments-of-Renown

52

MALAKAI MAKAISSON’S GOBLIN-HEWER

Malakai is a

shaven-headed

Dwarf, with the

customary red-

dyed crest and a

short leather jerkin

with a sheepskin

collar, a leather cap

with long ear flaps

and a cut out for his crest to fit through. He wears a

set of thick optical lenses engraved with a cross-

hairs, though he claims it is simply to improve his

already superb eyesight, rather than to make up for

any deficiency he may be suffering from.

Thought to be the best engineer who ever lived,

Malakai Makaisson was drummed out of the Guild

of Engineers after the first airship fiasco and

became a Slayer. He built the Spirit of Grungni and

is responsible for devising many other ingenious

munitions and weapons also. He is originally from

Dwimmerdim Vale, way up the north – an isolated

place, which is thought to account for his somewhat

odd accent.

His latest invention is the Goblin-hewer. A rapid-

firing, axe-throwing extravaganza of destruction,

the Goblinhewer is capable of scything through

even the most numerous opposition with a hail of

blades.

THE BATTERY

Captain: Malakai Makaisson

For Hire: Malakai Makaisson and his Goblin-

hewer may be taken in a Dogs of War army as a

Rare choice. It may also be used in a Dwarf army or

an Empire army as a Rare choice.

Points: Malakai Makaisson and his Goblin-hewer

cost a total of 130 points.

M WS BS S T W I A Ld

Malakail 3 5 5 4 5 2 4 3 10

Slayer Crew 3 4 3 3 4 1 3 1 10

Goblin-hewer - - - - 7 3 - - -

Unit Size: Consists of Malakai Makaisson, two

Slayer crew and a single Goblin-hewer.

Equipment: The crew are armed with hand

weapons and great weapons. Malakai is armed with

a great weapon, and a Repeating Dwarf handgun.

Special Rules Unbreakable

Engineer: Although seriously deranged and sworn

to the Slayer oath, Malakai is still a formidable

expert in black powder, mechanics and

construction. The Goblin-hewer may use his

Ballistic Skill when firing. However, he is part of

the crew and must stay with the Goblin-hewer just

like any other war machine crew member.

Goblin-hewer: This is a war machine for all

purposes.

When it fires, nominate a target unit within range

and Line of Sight and roll to hit as normal (using

Malakai’s BS if he is still alive and not firing his

repeating handgun).

The spinning axe blades inflict a variable number of

hits depending on the number of ranks in the target

unit. Roll a D3 for every rank the target has, this is

the total number of rolls to Wound you should

make. If the Goblin-hewer is in the flank arc of a

unit, then the number of models in the widest rank

is counted as the number of ‘ranks’ for this purpose.

For example, a unit four ranks deep that is hit by

the Goblin-hewer takes 4D3 hits. If it were six

models wide and hit in the flank, it would suffer

6D3 hits. Casualties are allocated just like normal

shooting hits. If firing at a single model or

skirmishers, or other target that does not use ranks,

it inflicts D3 hits.

The Goblin-hewer is affected by loss of crew in the

same way as a Bolt Thrower.

Range: Strength: Save modifier: 48" 4 -2

Repeating Dwarf Handgun: The handguns of the

dwarfs feature many improvements over the crude

devices of the used by other races. These features

include improved rifled barrels, finer powder grain

and more reliable firing mechanisms. The Reapting

Dwarf Handgun of Malakai takes this design even

further, having a constructed a more rapid-firing

version of the standard handgun.

Range: 24”; Strength: 4

Rules: 3x multiple shots, Armour Piercing, Move-

or-fire

Superior Design: A Dwarf handgun has a +1 to hit

modifier.

Page 53: 38078985-Regiments-of-Renown

53

THE GIANTS OF ALBION

I say! It was most unsporting. My fellows and I harried Ranoldo and his band of ruffians all the way to

the Trantine hills. Then Ranoldo unleashed those horrid Albion Giants upon us, led by a rather hairy

looking fellow. They smashed our line, squashed poor old Hoskins Hotshot, whilst shouting the loudest uncouth word I have ever heard. If those Giants are typical of that island, I for one am glad it remains

unexplored.

High Elf Lord Daverion, Gentleman Mercenary General

The Druids of Albion say that the race of mighty

Giants that inhabit their island were put there by the

Old Ones to guard the island from invaders.

Whether this is true, who can say? Yet the Giants

prowl the rugged coasts to this day. They wander

along the fog shrouded cliffs and hurl boulders

down onto hapless ships which come too close to

the shore, taking a childlike joy in watching them

splinter into matchsticks and the doomed crew

struggling in the fierce waves. The Druids have a

strange power over the Giants and can goad them

into lifting up and carrying huge boulders and

monoliths. With the help of the great strength of the

Giants, these huge stones are arranged in rows or

circles in order to measure the sun, moons, and

stars.

Greatest of all the Giants is Bologs. He is

worshiped as a god by some of the primitive, cave-

dwelling tribes of Albion, who have carved his

image into the chalk hills of their land, brandishing

his mighty chopper. Awesome though he is, Bologs'

intellect is dim, even for a Giant of Albion. The

only thing that he can say is his own name. One day

he was roaming the cliff tops when the mist for a

moment to reveal the murky gray sea and pebbly

beach. Bologs spied a landing party of Elves upon

the shore far below. They also saw the Giant

towering above them on the cliff top. The leader of

the Elves shouted up to him in the tongue of the

Druids of Albion, "We come in peace! We seek

only trade!" On hearing the words he could not

understand, the Giant grinned and replied

"BOLOGS!" Then he hurled down a great boulder,

which flattened all the Elves as it embedded itself

in the shingle.

The next greatest Giant in Albion is Cachtorr, twin

of the mighty Bologs. He is slightly more

intelligent than Bologs and is able to understand the

speech of the Druids. It was Cachtorr who fought

against the mighty Dong and, his mate, Mea-Dong,

two terrible Giants from the far north of the Albion.

This legendary fight lasted for several hundred

years and involved hurling huge boulders whenever

the mist cleared long enough for one Giant to see

the other. Most of these missed, but wherever they

landed, they stuck into the ground to remain their

forever as menhirs, marking out the territories of

the feuding Giants.

Albion remained shrouded in the dark mists of

legend until the renowned Tilean General, Curious

Geasar, first citizen of Remas, set foot on the

island, leading his invincible army. Geasar sought

fame and power in Remas and how better to win it

Page 54: 38078985-Regiments-of-Renown

54

than to conquer misty and mysterious Albion,

rumoured to be full of gold and pearls and the

treasure of the legendary Triton himself. As the

galleys ploughed through the surging surf onto the

shingle on the beach, Cachtorr and Bologs stood on

the cliffs, hurling rocks down onto the ships,

smashing them to pieces. The men were filled with

horror and were scared to wade ashore. So Geasar

heaved the army's pay chest over the side of the

ship in to the surf, scattering the gold among toe

pebbles and jumped ashore after it. Seeing this, the

entire army did likewise until the pay chest was

safe behind their battle line.

Ignoring the boulders of the Giants and stepping

over the fallen, Geasar and his army marched up the

beach. Soon they found themselves confronted by

all the savage tribes of Albion, a number of Giants,

and demented Druids uttering dire curses, formed

up in battle array on the cliffs, and then it rained.

The mercenaries stubbornly refused to go any

further! Curious Geasar was enraged. How could he

return to Remas in triumph now? What exotic booty

could he bring back to awe the multitudes? How

could he boast his conquest of distant and

mysterious Albion?

Angrily Geasar strode forward and harangued the

multitudes of savage tribesmen. "Oh foolish

barbarians! I offer you all the benefits of

civilization: roads, hot baths, money, public

buildings and Tilean poetry. Submit and all these

things can be yours!" The tribes of Albion just

glowered at him. Then he heard a single word

bellowing back at him out of the fog and driving

rain: "BOLOGS!" All at once the Giant's battle cry

was taken up by the tribesmen banging their clubs

and stone axes against their shields and the sides of

their chariots and chanting "Bologs, Bologs,

Bologs!"

Geasar was dismayed and ordered his men to

charge. The battle was fierce with victory going to

neither side. After a day's fighting, with the mist-

shrouded sun descending into the sea, the two sides

paused a few yards apart, utterly exhausted. Geasar

tried one last gamble to save face. He could not

return to Remas humiliated, in order to win

popularity with the mob. Geasar strode forth and

shouted: "Give me Giants as hostages and I will go

away." The Druids who knew Tilean from their

occasional contacts with merchants considered his

offer. They knew that their stone axes were no

match for Tilean steel. At long last old Hengus

volunteered to go and chose two smaller Giants to

go with him. As they strode forward, Geasar

shouted, "I want the big ones!" and pointed to

Cachtorr and Bologs, greatest of Giants. Despite the

protests of the tribesmen, the Druids sent forth the

two mighty Giants to be hostages in Remas in order

to save old Albion from conquest and the tribes

from enslavement or worse, the decadence of

luxury and civilization.

Geasar repaired half his fleet and sailed away with

his Giant hostages wading in the sea behind him,

tied by anchor chains. The moment Geasar's fleet

arrived in Remas, word spread throughout the city.

Geasar's political opponents had waited this very

moment and hastily made way to the harbor. They

gathered around the mighty conqueror as he came

ashore and showered him with the usual groveling

praises. This was just to put him off guard for

instantly he was horribly done to death with many

daggers. Up came the cry "Geasar is dead, long live

the republic!"

Geasar's battered and seasick soldiers panicked and

scattered, seizing what gold they could in the

confusion. One of them, out of spite against the city

rather then pity for their plight, broke the chains

that bound the Giants and released Hengus from the

hold. Moments later Cachtorr and Bologs stormed

ashore and went on a rampage through the streets of

Remas, causing the citizens to flee in abject terror.

Soon the Giants were in open country, spreading

fear and panic throughout Tilea with Hengus close

behind.

Since that day, Hengus and the Giants of Albion

have lurked in the landscape, lost and confused,

seeking shade from the hot sun and pining for the

fog. Not surprisingly, various mercenary generals

have sought them out to hire them as dogs of war.

Hengus, willingly agrees to fight in the hope that

the campaign will lead him near to the great ocean

and ultimately to Albion.

THE REGIMENT

Captain: Hengus the Druid

Motto: We've got the Bologs to beat anybody.

Battle-cry: BOLOGS!

Appearance: The Giants of Albion are many and

varied. Most have only one eye in the middle of

their foreheads, and some even have two heads.

What little clothing they have is made of the hides

of huge beasts such as mammoths, sabre tooth

tigers, elks and cave bears. They wear necklaces

made from the tusks of mammoths and wild boars.

For Hire: Hengus the Druid and the Giants of

Albion can be hired in Dogs of War armies and

they count as a Rare Unit. No other Warhammer

army can hire them, sorry!

Page 55: 38078985-Regiments-of-Renown

55

Points: Hengus, Cachtorr and Bologs cost a total of

500 points.

M WS BS S T W I A Ld

Hengus 4 3 3 3 3 2 3 1 8

Bologs 6 3 0 6 6 6 3 S 6

Cachtorr 6 3 0 6 6 6 3 S 6

Unit size: Huge!

Equipment: Both Giants and Hengus are armed

with a hand weapon.

Magic: Hengus is a Level 1 Wizard who use spells

from the Lore of Life or Beast’s lists.

Magic Items

Oggum Staff: Hengus has an Oggum Staff, which is a special kind

of magic item made by the Druids of Albion. Not

only do the Oggum marks on the staff endow the

bearer with power over Giants to make them serve

him, but they also protect the owner from harm.

As long as the Giants are within 6” of Hengus, they

may use his Leadership value. Conversely, being

accompanied by two giants gives Hengus a certain

sense of security. As long as Hengus is within 6” of

either Bologs or Cachtorr he does not take fear or

terror tests.

Special Rules

Independent Models: Hengus, Bologs, and

Cachtorr are individual models and move

independently, though they may not join regiments.

The enemy is awarded Victory points separately for

each model slain. Hengus is worth 70 points and

each giant is worth 215 points.

Giants of Albion: Bologs and Cachtorr are Large

Targets, cause Terror and are Stubborn. Note that,

although named, Bologs and Cachtorr do not count

as being characters. In combat, roll separately for

each giant.

Ignore Little 'un Panic: Units of cavalry-sized or

smaller models do not cause panic in Giants.

Move: Giants move over normal sized obstacles

such as walls and fences without breaking stride.

Treat them as open ground when working out how

far the Giant moves.

However, when crossing such obstacles the player

must test to see if the Giant falls over (see below).

Fall Over: Giants are ungainly and frequently

befuddled, as a consequence of which they often

trip, stumble, or fall down. When a Giant falls over,

it can easily squash anything it falls on. A Giant

must test to see whether it falls over in any of these

situations:

1) When it is beaten in close combat. Test once

results are established but before taking Break or

Panic tests.

2) At the start of the Movement phase if it is

fleeing.

3) When it crosses an obstacle. Test when the

obstacle is reached.

4) If the Giant decides to Jump Up and Down on an

enemy. Test immediately beforehand.

To see if the Giant falls over, roll a D6. If the result

is a 1, the Giant falls over. If a Giant is slain then it

falls over automatically. To determine which

direction the Giant falls, roll a Scatter dice - the

arrow indicates the direction in which the Giant

falls. Place a Falling Giant template with its feet at

the model's base and its head in the direction of the

fall. Any models lying completely under the

template are automatically hit. Any models partly

covered are hit on a 4+.

A model hit by a falling Giant automatically takes

one Strength 6 hit which causes D3 wounds. 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 counts towards the

combat result. In addition, a Giant that falls over

automatically suffers 1 wound itself. If the Giant is

in combat, then this wound counts towards the

combat result.

Once on the ground, a Giant may get up in his

following Movement phase, but may not move 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 - the

enemy swarm over him and cut him to pieces. If the

Giant gets the opportunity to pursue his foes whilst

he's on the ground he stands up instead. A Giant

may attack on the turn it stands up.

Giant Special Attacks Giants do not attack in the same way as other

creatures, though they select their targets as normal.

To determine what happens, roll a D6 on one of the

tables at the start of each combat phase. Which

table you use depends on the size of the Giant's

victim. When fighting characters riding monsters,

decide whether to attack the rider or mount as

normal, and use the appropriate table for the size of

the target.

Giant fighting big things (Monstrous Infantry,

Monstrous Cavalry, Monstrous Beasts and

Monsters):

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56

D6 Result 1 Yell and Bawl

2-4 Thump With Club

5-6 'Eadbutt

Giant fighting anyone smaller than above:

D6 Result 1 Yell and Bawl

2 Jump Up and Down

3 Pick Up and

4-5 Swing With Club

6 BOLOGS!

Yell and Bawl: Giants are deafeningly loud and

tend towards poor oral hygiene. Neither the Giant

nor models in contact with him fight if they have

not already done so this round. Additionally, the

Giant's side automatically wins the combat by 2.

Pick Up and…: The Giant stoops down and selects

a model

(Giant player's choice) that is within base contact or

touching a model in base contact. The target may

make a single attack to try and fend off the Giant. If

this attack hits and wounds, then the Giant's attack

fails; otherwise he grabs the model. Roll a D6 to

see what he does next:

D6 Result

1 Stuff into Bag. The Giant stuffs the victim

into his bag along with sheep, cows, and

other plunder. The model is effectively a

casualty and can do nothing whilst in the

bag, but if the Giant should be slain any

enemy trapped in his bag are freed unharmed

at the end of the battle. Victory points. are

not awarded to the enemy for freed models.

2 Throw Back into Combat. The victim is

hurled back into his own unit like a living

missile. This causes a wound on the victim

with no saves of any kind allowed, and D6

Strength 3 hits (saves as normal) on the unit.

3 Hurl. The victim is hurled into any enemy

unit within 12" of the Giant - randomly

determine which. This causes a wound on the

victim with no saves of any kind allowed,

and D6 Strength 3 hits (saves as normal) on

the unit. If no enemy units are in range, treat

this as result 2 instead.

4 Squash. This doesn't really bear thinking

about. Suffice to say the model becomes a

casualty and is removed from play.

5 Eat. The Giant gobbles his victim up,

swallowing him whole. The model is

removed the game.

6 Pick Another. The Giant hurriedly stuffs the

victim into his bag or under his shirt (or

down his trousers if they're really unlucky)

and attempts to pick up another victim. The

second victim makes a single attack (as

above) to avoid being picked up. Trapped

models are effectively casualties, exactly as

explained in the Stuff into Bag result

described above.

Thump with Club: The Giant picks one model as

his target and brings down his club with a mighty

stroke. The target may attempt to avoid the blow by

passing an Initiative test (use the lowest if the

enemy has several different values). If failed, the

target is struck and takes

2D6 wounds with no armour save allowed. If a

double is rolled the Giant's club embeds itself in the

ground and the Giant cannot attack in the following

round while he frees it (this ceases to apply if the

combat ends before the next round).

‘Eadbutt: The Giant head butts his enemy,

automatically inflicting 1 wound with no armour

save allowed. If the victim is wounded but not slain

then he is dazed and loses all of his remaining

attacks - if the target has not yet attacked in that

combat round, he loses those Attacks; if he has

already attacked, he loses the following round's

Attacks.

Jump Up and Down: The Giant jumps up and down

vigorously on top of one enemy unit in base

contact.

First, the Giant must test to determine if he falls

over. If he falls over, work out where he falls and

calculate damage as already described. Any wounds

caused by the fall (on either side) count towards the

combat result.

Assuming that the Giant remains on his feet, the

unit sustains 2D6 Strength 6 hits allocated as

shooting hits. A Giant that starts to Jump Up and

Down will do so in the next combat phase, and will

continue to do so until he falls over (test every turn)

or until the combat ends.

Swing with Club: The Giant swings his club across

the enemy's ranks, inflicting D6 Strength 6 hits,

allocated as shooting hits.

BOLOGS!: The Giant picks up a boulder and hurls

it into the enemy unit causing massive damage.

Place the 3" template anywhere on the enemy unit.

It will scatter D3-1 inches. Resolve the attack just

like a shot from a Stone Thrower.

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57

ASARNIL THE DRAGONLORD

Victory was finally within our grasp. Then, without warning, a vast green Dragon fell from the skies to

bar our way. Its teeth were like scythes, bilious green fumes leaked from its nostrils, and on its back rode a

proud warrior. This was the first we saw of Asarnil. Extract from ‘The glorious adventures of Gunter Friesheim’

The Legend of Asarnil the Dragonlord is known

throughout Ulthuan. Asarnil was the son of

Aserion, the hero of a thousand battles. From his

earliest years Asarnil was brought up in the martial

traditions of Caledor. He became a great warrior

and one of the few Elves still able to rouse the

Dragons who slept beneath the mountains of the

High Elf realm.

His companion, Deathfang, was one of the greatest

Dragons that the Princes of Caledor could still wake

from their deep slumber. Together they were all but

invincible, and their fame reached far beyond the

boundaries of Caledor.

During the Great War Against Chaos, Asarnil

fought with distinction alongside his brother

Dragon Princes. Asarnil commanded them in battle,

and it was because of him that Caledor was not

overrun during those dark times.

After the Battle of the Finuval Plains, Asarnil had

been ordered to link up with the High Elf forces

marching from Lothern. Once the Dragon Princes

arrived, the combined forces of Lothern and

Caledor could destroy the last major Dark Elf force

in Ulthuan.

But before Asarnil could fly to the Phoenix King’s

aid, word came that Caledor itself was under attack.

Under the command of Asarnil, an entire flight of

the Dragonriders sped back through the skies to

protect their homeland. In a brilliant assault the

Dragonriders of Caledor swept the Dark Elves to

the sea, and Caledor was saved. Triumphant,

Asarnil headed back towards the rendezvous with

the Phoenix King, confident that great rewards and

honour awaited him upon his arrival.

On hearing that his orders had been disobeyed,

Phoenix King Finubar became angry. If his troops

had come under attack without the support of the

Dragon Princes, they would have faced destruction.

When Asarnil and his fellow Dragonriders arrived

at the Phoenix King’s camp, no parade awaited

them. Instead, Asarnil was summoned before the

Phoenix King himself. Enraged, Asarnil declined

and swore that he was no longer a subject of the

crown of Ulthuan. The response of Finubar the

Seafarer was quick and harsh. Asarnil would be

stripped of his title and lands and banished from

Ulthuan, unless he would face the Phoenix King’s

justice. Proud to the last, Asarnil declined.

Asarnil was now a Prince without a domain, a lord

in exile. He gathered his weapons and armour,

mounted Deathfang, and left the blessed island of

Ulthuan.

Asarnil headed towards the old ruins of an Elf city

in the south of the Old World. He found that

humans now inhabited the land. His Dragon

descended in the city of Remas in the land of Tilea,

much to the dismay of the citizens. However, the

Prince of Remas realized that such a mighty ally

would give them the advantage they needed in their

war. He immediately hired the services of Asarnil

for the war Remas was waging against the city of

Miragliano.

With the help of Asarnil and the awesome might of

Deathfang, Remas decisively defeated their rivals

and brought the war to a successful conclusion.

Indeed, such was the terror inspired by Deathfang

that most of the men of Miragliano threw down

their arms and fled from the field without a battle!

In the naval battle of the Siren’s Rocks, Asarnil and

Deathfang destroyed Miragliano’s entire fleet, and

ended the city’s supremacy at sea.

Since those days the proud banner of Asarnil has

flown over countless battlefields in the Old World.

Only the greatest Princes can afford the exorbitant

fee of the Dragonlord, but a general calling upon

Asarnil is almost guaranteed to be victorious.

In his heart of hearts Asarnil still dreams of

returning to Caledor in triumph with the riches he

has won, but for now his lance and sword are for

hire.

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58

ASARNIL AND DEATHFANG

Captain: Asarnil the Dragonlord.

Motto: Victory is a foregone conclusion.

Battle-cry: “Wahnil, wahnil!” is the battle-cry of

the Caledorians, calling for Vengeance and Death.

Appearance: Attired in all the splendour of the

Dragon Princes of old, Asarnil and his Dragon are a

truly magnificent sight on the battlefield. Glittering

ithilmar armour and shining gems combined with

the sheer presence of the Great Dragon Deathfang

are unforgettable – if you survive to tell the tale.

For Hire: Asarnil the Dragonlord can be hired as a

Rare Unit in Dogs of War armies. Alternatively, he

can be hired as a Rare Unit in one of the following

armies: High Elves, Wood Elves, Empire, Dwarfs

(when he’s feeling generous), and Lizardmen.

Points: Asarnil and his mighty Dragon Deathfang

cost a total of 500 points.

M WS BS S T W I A Ld

Asarnil 4 7 6 4 3 2 7 4 9

Deathfang 6 7 0 7 6 7 2 6 9

Unit size: Massive!

Equipment: Hand weapon, lance, Dragon armour

and shield. Asarnil rides Deathfang, the Dragon.

Special Rules

Valour of the Ages: Asarnil is a High Elf and can

re-roll psychology tests against Dark Elves.

Speed of Asuryan: Asarnil has the Always Strikes

First special rule. Note this does not apply to

Deathfang.

Deathfang: Deathfang the great wyrm is an ancient

Great Green Dragon, the last of a race of dragons

that is an offshoot of the Star Dragons.

Asarnil’s loyal Dragon is a Large Target, can Fly,

causes Terror, and has a S4 Breath Weapon. Any

unit take casualties from this Breath Weapon must

take a Panic Test.

Dragonrage: Deathfang is Asarnil’s loyal

companion. Should Asarnil be slain, Deathfang

counts as having rolled a 5-6 on the Monster

Reaction table.

Magic Items

Dragon Armour (Magic Armour) Asarnil wears an ancient suit of Ithilmar armour

and which has powerful enchants to protect its

wearer from harm.

Heavy armour. The Dragon Armour allows Asarnil

to re-roll failed armour saves. In addition, he is

immune to all fire-based attacks.

Amulet of Dragonheart (Enchanted Item) This amulet was one of the potent artifacts made by

Caledor the Dragontamer for the Elven Dragon

Princes. It is said that the gleaming gem hanging

around Asarnil’s neck is a stone found at the heart

of a mountain, blessed by Caledor the Dragontamer

himself. The dazzling light of the Amulet of

Dragonheart makes the shape of Asarnil and his

Dragon appears blurry and vague, as if glanced

through a haze.

Asarnil and Deathfang are at -1 to Hit with missile

weapons and in Close Combat.

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59

THE WITCHHUNTERS

Witch Hunters are a secret order of scattered men,

obsessed with the destruction of Chaos, Undead,

mutants, deviants, unbelievers, blasphemers and

potentially anyone else except other Witch Hunters.

Many people find their fanaticism disturbing and

their extreme beliefs threatening, so the Witch

Hunters are rarely welcome to stay anywhere for

long. Who know who will fall under suspicion

next? A single wrong word may condemn you!

Johann van Hel is perhaps the most famous of all

the Witch Hunters of the age, the slayer of the

Vampire Gunther von Blodfel and the man who

purged the haunted castle of Reikwald. Where he

comes from and why he has chosen to become a

Witch Hunter, remain unknown. Johann does not

talk about his past and it is unwise to question this

grim and moody man about things he does not want

to discuss. But those who are well versed in the

Lore of the Empire know that he shares the name of

the infamous Van Hel, the dreaded Necromancer of

ancient times. All of the descendents of Van Hel

have strived to atone for the evil deeds of their

ancestor, but without success. For each evil

Sorcerer destroyed ten new ones step onto the path

of Damnation. For every Vampire slain an entire

noble family will be infected the curse of

Vampirism. One can only guess the weight of guilt

and angst that Johann carries.

Johann has only one companion, and he is not part

of the order of Witch Hunters. He is Wilhelm

Hasburg, a priest of Sigmar whose temple was

burned by Chaos worshipers. Some say he became

insane watching his life's work go up in flames, but

none dare to dispute his faith and piety, which he

shows with horrific self-mutilation and ceaseless

prophesies of the end of the world.

It is believed that his faith and continuous prayers

protect him from evil magic, and he is certainly

able to crush the skull of any blasphemer, using the

staff he found in the ruins of his temple.

When facing supernatural foes, many desperate

generals draw the Mark of the Hammer on roads

signs and town gates, calling the legendary Witch

Hunters to come their aid. Johann will offer his

services to anyone who is willing to pay. All of the

gold that he does not need himself is donated to the

church of Sigmar.

So when the forces of Undeath threaten or the

darkness of Chaos falls upon the Old World,

Johann van Hal and Wilhelm come. They face the

most terrible foes without fear, and attack foul

Undead or terrifying Daemons with cold fury and

hatred burning in their eyes. After the battle they

claim their prize and depart without a word. Most

are glad to see them go.

THE REGIMENT

Captain: Johann van Hal

Motto: Burn Them All!

Battle-cry: "It's a Witch!" is not Johann's official

battle cry, but is often the last thing his opponents

hear.

Appearance: Johann carries two pistols, as well as

the Stake of Sigmar. He wears a white coat and

black cloak, topped off with a broad-brimmed hat.

Wilhelm wears a long brown robe, and carries a

number of holy Sigmarite relics on him.

For Hire: All Warhammer armies except Undead,

Dark Elves (burn those Witch Elves!), Skaven or

Chaos may hire Johann and Wilhelm as a Hero

choice.

Points: Johann van Hal and Wilhelm Hasburg cost

a total of 230 points.

M WS BS S T W I A Ld

Johann van Hal 4 5 5 4 4 2 5 3 9

Wilhelm 4 4 3 4 4 2 4 2 8

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60

Equipment: Johann carries a brace of pistols, hand

weapons, an assorted collection of stakes, holy

relics and the Stake of Sigmar.

Wilhelm is armed with the Holy Staff and carries

the great book – the Hammer of Witches.

Special Rules Skirmishers, Immune to Psychology, Hatred

Wilhelm Hasburg: Wilhelm is a fanatical priest of

Sigmar, obsessed with the destruction of the forces

of Undead and Chaos. When he reads the litanies of

banishment from his holy book called ‘the Hammer

of Witches’, he radiates an aura of holiness and

utter faith. Any Chaos, Dark Magic or Necromantic

spell targeted towards him or Johann is dispelled on

a D6 roll of 4+.

Blessing of Sigmar: Wilhelm is blessed by Sigmar

and can invoke the god’s protection against the

sorcerous powers of the enemy. He adds one dice to

the Army’s Dispel Dice pool during the enemy’s

Magic phase.

Prayers of Sigmar: Wilhelm is granted exceptional

powers by his divine patron which he can wield to

smite his foes in battle.

Once per your magic phase, Wilhelm is allowed to

use one prayer chosen from the Prayers of Sigmar

list. Prayers are cast exactly like Bound Spells from

magic items, with a Power Level of 4. They can be

cast on Wilhelm or any one character or unit

champion within 12” of Wilhelm. Prayers never

affect a model’s mount.

Witch Hunter Weapons: Johann is armed with

pistols loaded with silver bullets that have been

blessed by Wilhelm one by one. Thus all his

shooting attacks count as magical.

Magic Items

Talisman of Sigmar (Talisman) Small necklaces with a coin-sized icon effigy of the

twin-tailed comet attached them, these talismans

radiate with protective energies. Wilhelm found

these buried under the ruins of his temple.

Both Wilhelm and Johann wear a Talisman of

Sigmar. These grant both a 6+ Ward save as well as

Magic Resistance (1).

PRAYERS OF SIGMAR

• Hammer of Sigmar: The model can re-roll failed

rolls to hit and to wound. Remains in play.

• Armour of Contempt: The model gets a 4+ Ward

save. Remains in play.

• Healing Hand: The model is immediately healed

of all wounds it has suffered during the battle up to

that moment.

• Unbending Righteousness: Can only be cast on

Wilhelm himself. Wilhelm and Johan become

Unbreakable. Remains in play.

• Soulfire: Can only be cast on Wilhelm himself.

All enemy units in base contact with him takes D6

Strength 4 hits with no armour save allowed.

Undead, Deamons and Forest Spirits suffer D6

Strength 5 hits with armour save allowed.

Stake of Sigmar (Magic Weapon) This ancient relic is said to be a fragment of the

tree felled by Sigmar with a single stroke when the

Unberogen tribe started building the city of Altdorf.

It was held in the temple of Obersdorf until Orcs

and Goblins sacked the town and the relic was lost.

Now Johann van Hel carries it.

Requires two hands. The Stake of Sigmar fills

Johann van Hel with the strength and purpose of

Sigmar himself. It doubles Johann’s Strength when

he is fighting against any Undead creatures or

Daemons. This gives him an effective Strength of 8.

In addition, a single unsaved wound caused by the

Stake automatically slays any Vampire outright

with no saves allowed.

Holy Staff (Magic Weapon) Atop this ironwood staff is mounted the jawbone

which it is said, was used by Sigmar when he

single-handedly destroyed an army of Skaven.

Wilhelm found it buried under the ruins of his

temple.

Requires two hands. Wilhelm may add +2 to his

Strength when fighting in Close Combat. In

addition the staff will automatically wound any

Skaven, Daemon, or Undead creature.

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61

GOTREK AND FELIX

Gotrek Gurnisson is certainly the most, or the least,

successful Slayer in this age of the world. His quest

to find death at the hands of a worthy opponent has

yet to be fulfilled, but in his search he has slain

monsters, Skaven, Orcs, Beastmen and Goblins

beyond count. His adventures have taken him from

the Old World across the Western Sea to the lost

continent of Lustria. No one knows why he shaved

his head and took the Slayer's Oath and no one has

ever had the courage to ask him.

Felix was a student at the University of Altdorf but

was expelled from the University for accidentally

killing a fellow student in a duel. He became a

street corner agitator and was one of the instigators

of the Window Tax march, which ended in a

bloodbath. Felix was saved by Gotrek, and since he

was being pursued by the authorities and knew the

Dwarfish attitude to oathbreakers, he had no choice

but to leave the city in the company of the Slayer

and thereby begin his most extraordinary

adventures.

THE REGIMENT

For Hire: Gotrek and Felix may be included as a

Rare choice in any army of Dwarfs, Empire,

Bretonnians (although they are not normally

allowed Dogs of War) or Dogs of War.

Points: Gotrek and Felix cost a total of 350 points.

M WS BS S T W I A Ld

Gotrek 3 7 3 4 5 3 5 4 10

Felix 4 5 5 4 4 2 5 3 8

Equipment: Gotrek carries his Rune Axe, Felix is

armed with the Wyrmslayer Blade. Felix wears

light armour.

Special Rules Skirmishers

Gotrek: Gotrek Gurnisson is the most

accomplished Slayer in the Warhammer world,

having felled mighty creatures from the Badlands to

the Realms of Chaos. As a Daemon Slayer he is

Unbreakable and while he lives so is Felix. In

addition Gotrek's Strength is always equal to the

Toughness of his target, unless it would normally

be higher. This means he always wounds on a

minimum of 4+. As a Dwarf, Gotrek hates all

Greenskins, and pursues and flees 2D6-1". Gotrek

is also relentless (may march within 8" of the

enemy).

Gotrek's Doom: The Dwarf Ancestor Gods seem

to have some plan for Gotrek, driving him towards

an unknown doom. Since swearing his oath to

accompany the Slayer, Felix has also been bound

into this mysterious destiny. Although this means

that they are forever wandering, unable to settle,

they are also able to survive battles that see

thousands of others die. To represent this, Gotrek

and Felix have a 4+ Ward Save and Magic

Resistance (2). However, Gotrek may never join a

unit, and so while he still lives Felix may not join a

unit either. If Gotrek is removed as a casualty his

Doom has no further effect on Felix.

Magic Items

Gotrek's Axe (Magic Weapon) Gotrek's mighty Rune Axe is empowered with potent

spells of cutting and cleaving.

For each of Gotrek's initial Attacks that hit, he gains

one extra Attack. Roll to hit with his first Attacks

and then allocate and roll to hit for any bonus

Attacks he gains. In addition, any opponent with

Toughness 5 or more who suffers a wound (after

saves, etc) loses 2 Wounds. No Armour Saves are

allowed against Gotrek's axe.

Wyrmslayer Blade (Magic Weapon) This enchanted sword thirsts for the blood of

Dragons, urging its wielder to confront these

monstrous beasts and imbuing them with unnatural

ferocity and speed.

The Wyrmslayer Blade adds +2 to Felix's Attacks.

In addition, if there is a Dragon within his charge

range you must declare a charge against it. Against

Dragons, the Wyrmslayer blade allows Felix to re-

roll missed attacks and failed rolls to wound.

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62

GHAZAK KHAN – TERROR OF THE EAST

Beyond the Dark Lands are the endless steppes that

belong to the armies of the Great Hobgobla Khan.

This empire of hobgoblins has rarely been seen by

the eyes of man or dwarf, and if they do, they are

hunted down, or worse, captured and sold to the

Chaos Dwarves. Few Hobgoblins have ever seen

the Old World, and one of those that have is

Ghazak Khan, the Terror of the East. Sent to the

Old World by his master to learn of the tactics of

the races that lie in these lands, Ghazak Khan

discovered that hiring his great skills as a general

and a great warrior to the people of these lands

would be the best way to gain the desired

knowledge. In Tilea, Ghazak Khan has built

himself a very nasty reputation for savagery, and

prowess in the heat of battle. The mercenary army

that he leads has won victory after victory, leaving

many villages in ashes and the population devoured

by the monstrous regiments that follow his every

word.

His army was recently hired by the Senate of

Remas to destroy the Lahmian vampire, Maria

Sarsosa. It was discovered that this former member

of the Remas Senate was a vampire when a

mercenary captain came upon her feasting on a

patrolling pike man. The vampire escaped from the

city-state and began to raise an undead army to

devastate Remas, and the people that had

discovered her secret. Ghazak Khan had never

battled a vampire before and was very eager to do

battle with her. Ghazak Khan met Maria's army at

the banks of the River Remo. Due to the war torn

nature of Tilea, Maria was able to raise a large

undead army quickly, which made her more than

ready for an attack. Ghazak Khan sent outriders to

the flank of the undead hoard and sent some of the

monstrous regiments to wade up the river to engage

the other flank. A few hours before dusk, Ghazak

Khan launched his attack. Maria was completely

caught off guard, because she had not even

considered anyone would attack at night when she

is the strongest.

Khan's army began to break down the regiments of

skeletons and zombies. As soon as night fell, Maria

began to raise the fallen soldiers to swell the ranks

of her army. At that exact moment, the flanks of the

undead army were hit by the

outriders and monstrous regiments of Ghazak

Khan. The vampire's army began to crumble, and

once again to her shock, Ghazak Khan made

another move that she had never expected.

Leading a regiment of well over 200 wolfboyz,

Ghazak Khan was driving up the center of the

undead horde with one purpose in mind, hand to

hand combat with the vampire. When Khan met the

vampire in hand to hand, Maria was surprised that

her speed held no advantage against the green-

skinned general. The vampire blasted Ghazak Khan

with a bolt of black magic, which caused the wind

demon enslaved within the hobgoblin’s helm to be

released. This forced Maria to the ground and

Ghazak Khan lopped her head clean off. As the sun

rose, the undead crumbled into dust.

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63

For Hire: Ghazak Khan may be included as a Lord

choice in a Dogs of War army. He must be the

army’s General.

Points: Ghazak Khan costs 350 points.

M WS BS S T W I A Ld

Gotrek 4 7 6 4 4 3 6 4 9

Warghan 9 5 0 5 5 3 4 2 5

Equipment: Ghazak Khan carries the Red

Scimitar, the Deamonhead Helmet, a bow, wears

heavy armour and carries a shield.

Mount: Ghazak Khan rides the giant wolf,

Warghan. Warghan causes fear.

Special Rules

War Cry of the Steppes: When Ghazak Khan

charges, he lets out a mighty war cry that strikes

terror in the hearts of his enemies. To represent this,

any unit that he charges will not be able to Stand

and Shoot or Flee as a Charge response. This does

not affect units that are Immune to Psychology.

Quell Animosity: Ghazak Khan is such a fierce

general, even the most unruly greenskin thinks

twice about acting up when he is close by. Any Orc

or Goblin unit within 6" of Ghazak, so long as he is

not fleeing, may re-roll a failed Animosity test.

Magic Items

The Red Scimitar The fearsome blade carried by Ghazak Khan, this

sword can cut through any armour with ease.

This sword has a 3 save modifier and any model

wounded by it loses D3 wounds rather than just

one.

Daemonhead Helmet A powerful wind demon is magically bound to

defend the wearer of this helmet, if the wearer is

ever wounded.

When Ghazak Khan has lost his first wound, he

gains a 4+ ward save and a Magic Resistance (1)

for the remainder of the battle.