38078985-Regiments-of-Renown
Transcript of 38078985-Regiments-of-Renown
1
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
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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
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
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
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
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,
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.
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.
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
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
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
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
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
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
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
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
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.
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
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.
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
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.
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.
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.
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
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
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
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!
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
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.
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.
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.
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
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!
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.
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’.)
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.
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.
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!"
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
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
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
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
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.
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
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.
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...
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.
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.
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.
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
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.
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.
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
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!
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):
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.
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.
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.
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
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.
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.
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.
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.