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Original Article on French Games Workshop website, translated by Gorarat
Greatclaw.
Right, here’s the basics:
•
In 5th Edition, Nigel Stillman created rules to allow you to take “Major
Hero” (Known as “Lords” now) choices from non-human
armies and have them in your Dogs of War army.
•
Recently, the French website for Games Workshop has hosted a PDF document
which contains the rules which were shown in White Dwarf back in 5th
Edition.
•
Seeing this, Gorarat decided to do his best of translating it so that
Dogs of War players all over the world could use them. I mean, you
can’t have wargame rules for only a certain country, right?
So, below are the Mercenary Generals that you can take:
(Note, all take a Lord choice, as a normal human Mercenary General
would. Rules for race particular weapons can be found in their army
books or in the Warhammer© rulebook.)
Human Mercenary General
(See the Dogs of War army list)
The Human Mercenary General can take a Quirk of Character and Common
Magic items to the maximum total value of 100pts.
Dwarf Mercenary General
Few Dwarfs become mercenary generals and captains. This is because
any Dwarf with the qualities of a leader will be utterly loyal to
clan and ancestry. Dwarf mercenary captains are likely to be outcasts
for some reason, or cherishing some terrible grudge against all their
kin. What else could force a Dwarf to associate with the kind of
treacherous scum who become mercenaries? Furthermore, the payment
of gold to hired sell-swords and the sharing out of plunder is something
that would tear at the heart of any true Dwarf. Indeed they, and
any Dwarf who becomes a mercenary general or captain, must have a
strange saga to tell. It would be wise not to delve too deeply.
|
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Pts |
Dwarf Mercenary General |
3 |
7 |
4 |
4 |
5 |
3 |
4 |
4 |
10 |
135 |
Equipment: Hand Weapon.
Options:
•
May have either a Great Weapon (+6pts), or a pistol. (+10pts)
•
May also carry a crossbow (+15 pts), or a Dwarf handgun (+21 pts).
•
May wear light armour (+3 points) , heavy armour (+6 pts) or a gromril
heavy armour (+12 pts) and carry a shield (+3 pts).
•
May choose magic items from the common magic item list and the Quirks
of Character, with a maximum total value of 125 points.
Special Rules: Ancestral Grudge, Resolute, Relentless (See page 6 of
the Dwarf army book.) An army with a Dwarf Mercenary General cannot
have any Greenskins characters or units.
Orc Mercenary General
The Greenskin races enjoy fighting and raiding. Burning villages, battle
covered with the broken bodies of their foes and fistfuls full of
loot. Some times, the lure of Tilean gold lead many a Orc to the
service of a Merchant Prince. The only problem for the many Greenskin
generals is finding mercenary regiments reckless enough to follow
them. Few humans can bear to share a camp with Orcs, and so Orc mercenary
generals tend to lead armies of particularly savage, uncouth and
primitive mercenaries such as, for example, Ogres.
|
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Pts |
Orc Mercenary General |
4 |
6 |
3 |
4 |
5 |
3 |
4 |
4 |
9 |
110 |
Boar |
7 |
3 |
0 |
3 |
4 |
1 |
3 |
1 |
3 |
+24 |
Equipment: Choppa.
Options:
•
May have a great weapon (+6 points), an additional hand weapon (+6
pts) or a spear if mounted (+3 points).
•
May wear light armour (+3 points) or wear heavy armour (+6 pts). May
also have a shield (+3pts).
•
May ride a Boar. (+24pts)
•
May choose magic items from the common magic item list and the Quirks
of Character, with a maximum total value of 100 points.
Special Rules: Choppa, Ignore goblin panic. (See page 6 of the Orcs
and Goblins army book.)
Elf Mercenary General
The few High Elves or Dark Elves who become mercenary generals are
often exiles, banished from their realms for dire misdeeds or forsaking
their kindred with a self-imposed exile. One or two have had the
misfortune to be shipwrecked and stranded in distant lands. After
trying in vain to fight their way across the known world, they have
been forced to sell their fighting skills in order to survive.
|
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Pts |
High Elf Mercenary General |
5 |
7 |
6 |
4 |
3 |
3 |
8 |
4 |
10 |
125pts |
Elven Steed |
9 |
3 |
0 |
3 |
3 |
1 |
4 |
1 |
5 |
+18pts |
Great Eagle |
2 |
5 |
0 |
4 |
4 |
3 |
4 |
2 |
8 |
+50pts |
Equipment: Hand Weapon.
Options:
• May have a great weapon (+6 points), an additional hand weapon (+6
pts), a halberd (+6pts) or a spear if mounted (+6 points) or a lance
if mounted (+6pts).
• May also choose a long bow (+15pts).
• May wear light armour (+3 points) or wear heavy armour (+6 pts) or
wear Dragon armour (+8pts). May also have a shield (+3pts).
• May ride a Elven Steed (+18pts), which may have ithilmar barding (+8pts),
or a Great Eagle (+50pts)
• May choose magic items from the common magic item list and the Quirks
of Character, with a maximum total value of 100 points.
Special Rules: Stoic (Immune to panic when fighting a Dark Elf army.)
(See page 6 of the High Elves army book.). A Great Eagle can fly. An
army with a High Elf Mercenary General cannot take any Dark Elf characters
or units.
|
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Pts |
Dark Elf Mercenary General |
5 |
7 |
6 |
4 |
3 |
3 |
8 |
4 |
10 |
125pts |
Dark Steed |
8 |
3 |
0 |
3 |
3 |
1 |
4 |
1 |
5 |
+18pts |
Cold One |
7 |
3 |
0 |
4 |
4 |
3 |
3 |
1 |
2 |
+39pts |
Dark Pegasus |
8 |
3 |
0 |
4 |
4 |
3 |
4 |
2 |
6 |
+50pts |
Equipment: Hand weapon.
Options:
•
May have a great weapon (+6 points), an additional hand weapon (+6
pts), a halberd (+6pts) or a lance if mounted (+6pts).
•
May also choose a repeater crossbow (+15pts).
•
May wear light armour (+3 points) or wear heavy armour (+6 pts). May
be given a Seadragon Cloak (+9pts). May also have a shield (+3pts).
•
May ride a Dark Steed (+18pts), a Cold One (+39pts) or a Dark Pegasus
(+55pts)
•
May choose magic items from the common magic item list and the Quirks
of Character, with a maximum total value of 100 points.
Special Rules: Hate High Elves (See page 6 of the Dark Elves army book.).
A Dark Pegasus can fly and impale (+1 Strength when it charges). An
army with a Dark Elf Mercenary General cannot take any High Elf characters
or units.
Ogre Mercenary General
Many Ogres follow the way of the mercenary. As a race, they are just
as brutal and warlike as Orcs, in some cases, more so. Few survive
long enough to command an army of their own, but those who do are
formidable indeed.
|
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Pts |
Ogre Mercenary General |
6 |
6 |
4 |
5 |
5 |
3 |
4 |
5 |
9 |
200 |
Equipment: Ogre Club.
Options:
•
May have a great weapon (+14pts points), an additional hand weapon
(+10pts), an iron fist (+12pts), a Cathayan long sword (+10pts) or
a pair of handguns. (+12pts).
•
May wear light armour (+0 points) or wear heavy armour (+6 pts).
•
May choose magic items from the common magic item list and the Quirks
of Character, with a maximum total value of 100 points. The Ogre CANNOT
have a Big Name.
Special Rules: Bull Charge. (See page 6 of the Ogre Kingdoms army book.)
Causes Fear.
Quirks of Character
Mercenary generals often have some dark secret or quirk in their character,
which would explain why they became generals. You general should
not be lacking such a quality so you must pick one character trait
for your general from the list below. The price of the quirk is next
to the name.
Rich - 10pts
The general is immensely rich from recent campaigns or over, darker
ways of gaining cash quickly. How ever he gained so much gold, the
fact is that the Paychest is full and close to over-filling. You
may re-roll failed Break tests within 16” of the Paymaster
instead of the normal 12”.
Veteran – 20pts
The character is a grizzled veteran of so many battles that he has
superior fighting skill. He gains +1 WS because of this.
Cunning – 35pts
Flip knifes hidden in sleeves, throwing mud in your eye, this guy will
go to anything to catch you off. He always strikes first in close
combat.
Charismatic leader – 30pts
Inspiring speeches make the troops adore this general, or maybe he’s
so brutal that a single look will keep the troops in line? How ever
the general does it, the general gets a +1 LD upto the maximum of 10.
Exile – 20pts
The Character was exiled by his own kind. Therefore he hates his own
race. For example, a Ogre with this will hate Ogres. The general
will not included any units of that hated race in his army.
Grudge – 30pts
Maybe a certain race killed his family? Or maybe his downfall in society,
and being forced to become a mercenary, was caused by a certain race?
Either way, he will hate one specific race of your choice. The general
will not included any units of that hated race in his army.
So, for example, let us make the stats for Dark Elf Mercenary General
Adiri Magusseer:
General Adiri Magusseer takes up a Lord choice in a Dogs of War. He
cannot be taken in any other army.
|
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Pts |
Adiri Magusseer |
5 |
7 |
6 |
4 |
3 |
3 |
8 |
4 |
10 |
259pts |
Dark Pegasus |
8 |
3 |
0 |
4 |
4 |
3 |
4 |
2 |
6 |
|
Equipment: Biting Blade, Heavy Armour, Dragon Cloak, Shield and Repeater
Crossbow.
Special Rules: Hate High Elves, Cunning (Always Strikes first.) [Represents
Darkfang, his young Drake which flies around his enemies, throwing them off
balance to allow his master to attack first]
So, try these new rules out. How about showing those at the Forum
your Generals of Renown?
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